10/28/15

GrogHeads Reviews Marco Kloos’s “Frontlines” Series

We take a look at Terms of Enlistment and Lines of Departure, by Marco Kloos

Avery Abernethy, 28 October 2015

 

Terms of Enlistment and Lines of Departure are military science fiction leaning towards hard science.  Mr. Kloos has served in the military and it shows in his writing.  Both books are in the Frontlines series with the 3rd book Angles of Attack released in April, 2015.

In the Frontlines books Earth has fractured into two factions: the North American Union (dominated by the former USA) and a Russian/Chinese block.  Independent countries either no longer exist or are never mentioned.  The conflict between the two power blocks has an uneasy truce on Earth itself, but all-out war rages for the 100 or so colony worlds accessible through jump gates.

Kloos-Covers

The Earth’s resources are being depleted, the majority of humanity lives in high rise slums with a minimal ration of food, and the proles are restless and becoming lawless.  Part of the military is deployed to maintain minimal order in the high-rise clustered slums while the rest focuses on space colonization and interplanetary war for colonies.  Slum dwellers have a tiny chance of winning a lottery to become colonists on worlds which can minimally support human life through terra-forming.

Andrew Grayson a young, high-rise slum dweller, wins a 100-1 shot to join the military.  Terms of Enlistment focuses on setting up the dystopian world and the harsh basic training that washes out 80% of the inductees.  Andrew’s first posting is in the military division tasked with keeping order in the slum cities.  After a few initial conflicts, Andrew’s unit is thrust into a disastrous mission which decimates his unit and generates bad publicity through use of heavy weapons in an urban environment.

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10/24/15

GrogHeads Reviews: Heroes of the Pacific

Lock’n’Load heads to the PTO!

Doug Miller, 24 October 2105

 

Despite a proliferation of WWII tactical systems in recent years, tactical wargames covering the Pacific Theater tend to be rarer than hen’s teeth. Even the benchmark WWII tactical system, Advanced Squad Leader, isn’t overwhelmed with PTO modules and scenarios. So I was definitely excited to see that LnL Publishing was not only bringing many of their out-of-print Tactical Series games back, but also adding to the series with a dedicated Pacific Theater game.

Heroes of the Pacific focuses on tactical combat between the US Army and Marines and the Imperial Japanese Army (IJA). Like other games in the series the core of the game is infantry combat between squads and weapon teams, supported by armored vehicles, various kinds of on- and off-board artillery, and air strikes.

The game uses the familiar Lock n’ Load Tactical Series rules. The rule book has been updated to version 4.0 and includes the additions to support the unique aspects of the Pacific Theater of Operations (PTO) in-line with the remainder of the rules. Significant rules changes are helpfully highlighted in green throughout the manual to bring experienced players up to speed quickly.

HOTPIMAG0160

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09/26/15

First Impressions of NWS’s Rule the Waves

Developed and published by NWS

Reviewed by Boggit, 26 September 2015

“They [the Sea Lords] must cease to say ‘This is the ideal plan; How can we get enough money to carry it out?’ They must say instead ‘Here is a sovereign; How much can we squeeze out of it that will really count for victory in a naval war?’” Lord Selborne, First Lord of the Admiralty. (Selborne to the Admiralty Permanent Secretary (16th February 1903) in “Distribution of Business 1904”, Adm. 1/7737 P.R.O.). (The quote refers to Selborne’s concern of impending financial crisis arising from the continued construction of modern warships in the numbers and varieties required to protect all of Britain’s maritime interests.)

The British Grand Fleet in WW1 (Courtesy: British Library)
The British Grand Fleet in WW1 (Courtesy: British Library)

Rule the Waves is the latest game presentation from NWS covering the naval arms race period of 1900-1925. The campaign map covers the entire world, portrayed as areas representing the spheres of influence of the Great Powers of the time. The scale of the game is in monthly turns, and your units range from little minesweepers to massive dreadnoughts. Working with a limited budget you face Lord Selborne’s dilemma of creating and maintaining a navy that will win a naval war.

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09/5/15

First Impressions of Marvel Dice Masters: Avengers vs. X-Men

Slinging dice?  Awwww, yeaaaaaah!

Michael Eckenfels, 5 September 2015

The Dice Masters phenomenon has been going on for a while now, starting with Quarriors! and blowing up into several different themes, including Dungeons and Dragons, Yu-Gi-Oh, and too many others for me to even want to wrap my head around. It’s bad enough that I already have been collecting two of these damnable things, though I’ve slowed my purchases of them greatly in the last few months (mostly to spend it on X-Wing Miniatures stuff, but more articles on that later).

For those curious, the Avengers vs. X-Men Dice Masters game is one of the more popular iterations of this system (because hey, Marvel), but is relatively easy to find in hobby stores or online. And this isn’t necessarily a good thing. If you’re addicted to something bad, is having it readily available a good thing, necessarily?

Dice are the new crack.
Dice are the new crack.

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08/29/15

GrogHeads Reviews Colonial Conquest

Colonial Conquest has landed on our shores.  But how all-conquering is it?  Jim O takes a look.

Jim Owczarski, 29 August 2015

I love the moment in “Bill and Ted’s Excellent Adventure” when Napoleon, having told the protagonists how he will conquer Europe with water slides, is gainsaid by them and proceeds to smack what I’ve always taken to be a “Risk” board with his sword declaring, “triomphe Napoleon!”  It’s not only wonderfully silly, but it reminds me of why “Risk” remains one of the best games ever designed — for all its faults.  It’s simple, it’s nasty, and when you finally do kick your opponent out of Australia (yes, it can be done), it makes you feel like a conqueror.  Lots of games since have tried to capture what it is that makes “Risk” special — there’s enough branded adaptations to fill shelves — and so Argonauts Interactive’s “Colonial Conquest” (hereafter CC) joins a crowded field.  It’s far from a bad game, and it’s nicely priced, but I can’t help but feel it was shipped a bit sooner than it should have been.

Much here will be familiar and I think that works in the game’s favor.  The learning curve is certainly gentle.  CC is played out over a map of the world divided into national areas and sea zones.  The board is more granular than “Risk” (although some familiar friends are present) which tends to lengthen play.  There are some strange geographic decisions relating to which territories are adjacent to which.  If I read the support forums for the game correctly, some of these were unintentional and are being fixed.  Others, like that below, remain and cause no small amount of frustration for reasons I’ll get into shortly.

Seriously?  Those 580 troops can't march into the Ottoman Empire?
Seriously?  Those 580 troops can’t march into the Ottoman Empire?

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