Tag Archives: Tactical
It’s a box that could break your toe if you drop it wrong, but what’s inside? ~
Michael Eckenfels, 22 April 2017
Mosby’s Raiders. Thunderbolt/Apache Leader. Patton’s Best. Cruel Necessity. These are but a few of my favorite solitaire games of all time, games I would be happy to return to the table any time, and each of which have prominent locations on one of my bookshelves. (Thunderbolt/Apache Leader happens to include both the DVG and GMT version, by the way.) Topping my list, though, is B-17: Queen of the Skies, a game by Avalon Hill from ancient times that I would easily play again and again without hesitation.
I was very interested when, quite a while ago, Dan at DVG made mention of a new tile they were working on – B-17 Flying Fortress Leader. My mind – and no doubt yours as well – instantly jumped to Queen of the Skies. Was it a remake? Was it a sequel? Was it an improvement? Most importantly, would it be good? I figured my time with this particular game would be a long time coming, so while I kept up with the thread in the GrogHeads forums to see where it was, I was very surprised when a copy landed on my doorstep today. Thanks to Dan and his team for sending this over for GrogHeads to get its paws on it and manhandle it appropriately.
This is the box – and holy crap is it hefty. I think I saw a post on Facebook in the Solitaire Wargames page that said it was 5.5 pounds; it feels more like 10, actually! Which means, mounted boards, tons of counters and cards, and just overall lotsa stuff packed into a large box.
Airboy bundles up for a fight in the snow ~
Avery Abernethy, 1 April 2017
I’ve always had a soft spot in my heart for Finland. The Finns were one of the few who repaid their World War 1 debts to the United States. I’ve had three enjoyable trips to Helsinki in the last thirty-five years. The Finns have good beer and you can take a “beer trolley” tour of Helsinki. “Hello” in Finland is “Hey” – the same way Auburn fans say hello to each other.
The team behind Sanctus Reach stops by for a chat ~
Boggit, 28 March 2017
Gordon, Kimberley, Mark, and Alex thank you for agreeing to talk to Grogheads about Sanctus Reach.
Tell us something about yourselves. Slitherine mentioned to me is that you are all from Elgin in Scotland, and all have previous video game industry experience – but this is your first big project together.
That’s the gist of it. We came to Elgin from all over the country for work where we met and became friends. We’ve all worked on all sorts of different projects over the years and collectively have 20 years of experience, but this is by far the biggest and most challenging project any of us have undertaken.
Jim descends further into his Napoleonic madness with massive-scale gaming ~
Jim Owczarski, 18 March 2017
I have been waiting for this one for a long time.
It’s almost unreal to me that Battle Cry, the first of Richard Borg’s “Commands and Colors” series, was released in 2000. I like the American Civil War well enough, but, from the beginning, I hoped that the simple, elegant system evident in the game could be elaborated into the best of all periods, Napoleonics.
In the years since, I’ve bought and happily played Memoir ’44 (2004), Commands and Colors: Ancients (2006), Battlelore (also 2006), not to mention the remarkable array of expansions, special editions, and the like for all these systems. I gave Zvezda’s Samurai Battles a miss if only because it’s the only era covered that doesn’t appeal to me.
True Napoleonic wargamers are obsessed with scope, spectacle, and sweep.
And then it came out. In 2010, GMT Games gave the waiting world Commands and Colors: Napoleonics. Sure, it was wooden blocks not lovely figures. Yes, it was the British, Spanish, and Portuguese versus the French. And, yes, for reasons known only to the grim gods of game production, the Prussians were excluded from the included Waterloo scenario. But it was Napoleonics and that, at first, was enough.
This was no longer the simplified rule set found in Battle Cry. There was the forming of square; different grades of horse, foot, and guns; and even elegant rules to differentiate leaders and national troop characteristics. In the latter case, French troops, and their famous columns, fight better in melee, while the British lines do real damage with ranged fire, &c.
After much fun was had, though, it was ultimately not enough. True Napoleonic wargamers are obsessed with scope, spectacle, and sweep. It is this that leads us to do really, really dumb things like this: Historicon 2010 Part V Wagram (Shako II) and Outro
For the record this is my shaky-cam — I’ve become better — but this game had run 14 hours before I had to leave with it far from finished.
Grogheads gets under the hood with the new digital adaptation of the fast-and-furious Tank on Tank boardgame ~
Chris Paquette, 10 February 2017
Tank on Tank: Digital Edition is Lock ‘n Load Publishing’s computer adaptation of designer Peter Bogdasarian’s Tank on Tank board games covering the East and Western Fronts of World War II. The Digital Edition offers a combined version of both games though each theater can be purchased separately.
Tank on Tank, as described in the game manual, is “a low-complexity, Second War World War armored combat game.” The statement accurately captures the nature and flavor of both the tabletop game and the Digital Edition.
The game offers a simple, clean interface. On the start screen, there is an option to “Fight!” This jumps you into a randomly generated quick battle if you don’t want to fiddle with choosing a scenario or campaign.
The other game options deal mainly with the volume sound settings. There are no difficulty settings or anything else along those lines to fuss with. As far as I could tell, the “Arch Height” slider is only for adjusting a visual effect with no impact on game play.
The Car Wars retrospective is back! ~
Michael Eckenfels, 3 February 2016
click most images to enlarge
UNCLE ALBERT’S AUTO STOP & GUNNERY SHOP
Ah, good ol’ Uncle Albert and his catalogs ‘o death. If the ‘basic’ Car Wars rules just didn’t have enough creative ways to destroy, maim, and otherwise disassemble, the Uncle Albert catalogs certainly helped pad those needs, and then some.
The Marines are closing in on Japan. Next up? Guam! ~
Avery Abernethy, 22 January 2017
Click images to enlarge
Taking the rest of Guam was slow work. East Guam is covered with jungle. It is easy to hide snipers, bunkers and entire infantry platoons in the jungle. Only infantry can dig the Japanese out of the jungle. On the East Coast and in Central Guam the Japanese concentrated their armor, anti-aircraft and better infantry units. More and better defenders slowed the advance there. But overall it is easier for the Marines to crush larger forces in the open than it is to root out smaller forces in dense jungle terrain.