Tag Archives: Airboy

GrogHeads Reviews Burma Road for Order of Battle Pacific

A worthy new addition to the Order of the Hex ~

Avery Abernethy, 16 September 2017

Inducted for impressive modeling of a wide range of military missions: revolt suppression, irregular forces to large scale battles.

Like most Americans interested in World War Two in the Pacific, my reading has focused on the US Navy, Marines, and Army operations. However, Japan focused more than half of her resources and the majority of her Army and Air Force on land operations in China and SouthEast Asia. Although the Japanese Navy, Air Force and Merchant Marine were eventually destroyed by the United States’ military, Japan held onto most of her gains on mainland Asia to the end of World War 2.

Likewise, wargames have focused far more on Europe and to a lesser extent the conflict between Japan and the United States in the Pacific. Burma Road is the second addition to Order of Battle World War 2 focusing on land warfare in Asia. In Burma Road the player takes the role of commander of British Commonwealth forces in Singapore, Thailand, Burma and India. The scenarios reflect the huge contribution of Indian, Australian and New Zealand forces. Like earlier releases in the series, Burma Road is turn based IGO-UGO.

GrogHeads Reviews Pulp Cthulhu and The Two-Headed Serpent

A two-for-one look at the horror RPG ~

Avery Abernethy, 13 September 2017

Pulp Cthulhu is a rules supplement to the Call of Cthulhu 7th edition. Pulp Cthulhu adds weird science, psychic skills and much stronger player characters to the traditional Call of Cthulhu system. The rules focus more on pulp action and less on quiet investigation. The player characters have far more points to work with when building characters and have pulp talents allowing players to survive more deadly encounters.

Pulp Cthulhu resembles the “Indiana Jones” school of fighting the mythos. Characters have more talents, heroic archetypes, and a lot more fighting skills than your average Call of Cthulhu game. A major premise is fighting against cultist masterminds with lots of low level “mook” cannon fodder. Multiple secret cult societies are suggested to oppose the players.

GrogHeads Analyzes Order of Battle: Kriegsmarine

Some thoughts on strategy for your naval battles ~

Avery Abernethy, 20 August 2017

Avoid purchasing battleships.

I have several strategy suggestions gleaned from three completed games. Avoid purchasing battleships. They are slower than cruisers and their firepower against surface ships are not worth the extra price. But the obsolete battleship you start with at Danzig is remarkably effective as an anti-aircraft platform. It is helpful to keep her alive. You need to stay with the Deutchland cruiser class for two reasons. First, they are less expensive. Second, they have a one hex greater firing range than the Admiral Hipper class. The extra firing range is much more important than slightly higher damage.

GrogHeads Reviews Order of Battle: Kriegsmarine

Battles in the North Sea at the Atlantic rage through WWII ~

Avery Abernethy, 19 August 2017

After the successful invasion of Norway in 1940, German naval combat was largely limited to submarine warfare, commerce raiders and costal defense. Order of Battle WW2: Kriegsmarine is the fifth supplement in the Order of Battle series. The Kriegsmarine single-player game puts you in the role of the commander in chief of the German Navy and provides extensive what-if options to WW2 German Naval operations. I purchased Kriegsmarine and played it through three times.

Raid on the Marshall Islands – an Order of Battle Pacific AAR, part 4

The culmination of the raid on the Gilberts & Marshalls ~

Avery Abernethy, 30 July 2017

As introduced in the first episode – This is an after action report (AAR) from Order of Battle: World War 2 the US Pacific Campaign and the Marshalls – Gilbert Islands Raid scenario. I played this scenario as part of the US Pacific Campaign. 

On Turn 13 the Red Task Force air wings start the attack on the last major objective. It will be a tough nut to crack. There are at least three squadrons of Japanese planes including a highly dangerous torpedo squadron. My carrier will have to stand off at least two flight turns away to the East to avoid being hit.