03/23/14

Review of Combat Mission Battle for Normandy – Market Garden, part 2

How does Battlefront’s latest Combat Mission game stack up? Boggit continues to fill us in.

Developed and Published by Battlefront Inc.

Reviewed by Boggit, 23 March, 2014

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Read part 1 of this review here

Formations and Weapons (cont’d)

As with Combat Mission: Battle for Normandy, and the Commonwealth expansion, combat formations remain well researched reflecting historical unit organisation during the Market Garden Operations. In game terms Market Garden specifically adds:

  • Nine new US formations including the Glider Infantry Battalion and the more esoteric Parachute Demolition Platoon.
  • 31 new, and updated German formations from across the following ground forces: Heer, Waffen SS, Luftwaffe, Kriegsmarine, and some common force formations. These include new formations that vary widely in quality from the fragile Sicherungs (Heer), Fliegerhorst (Luftwaffe), and Schiffstamm (Kriegsmarine) battalions to the definitely more punchy Tiger Battalion (Henschel) (Heer, and SS), Panzergrenadier Kampfgruppe (SS), Fallschirmjäger Battalion (Luftwaffe), and Panzer Brigade Panzer Battalion (Heer). Common formations are all flak units, but they are not boring. The Armored Flak Platoon (37mm and Quad 20mm) in particular can be a total swine for infantry suppression. Just make sure 30 Corps arrives quickly with its tanks!
  • Three new Polish formations, the Parachute Battalion, Parachute Engineer Squadron, and the Air Landing Antitank Battery. It doesn’t sound much, but they’re good troops.
  • 21 new, or revised British formations including the renowned Glider Pilot Company (the glider pilots having landed formed their own elite unit), and the Airborne Recce Squadron – so now, unlike the real event (many of their gliders crashed, and the rest mainly got shot up in an ambush) – you have another chance to rush to the Arnhem Bridge, as was part of the historic plan.
An MG42 opens up on a British patrol advancing to an Oosterbeek crossroads. Note the rather neat looking signpost.
An MG42 opens up on a British patrol advancing to an Oosterbeek crossroads. Note the rather neat looking signpost.

 

In addition to new formations, Market Garden also adds much more to the Battle for Normandy weapon and vehicle mix. Taking inspiration from their Fortress Italy Gustav Line expansion, both sides now have antiaircraft weapons in both towed and vehicle mounted configurations. But it’s not just new flak units, as there are plenty of other goodies too:

  • One new small arm type, namely the FG-42 rifle.
  • 12 new heavy weapon types ranging from the Bofors 40mm AA gun to the LeGrW 36 50mm mortar.
  • Four new US vehicles ranging from the agile M18 Hellcat to the awesome firepower of the M16 MGMC quad 50.cal AA halftrack.
  • 27 new German vehicles, including a ton of halftrack variants. At the heavy end they include the King Tiger tank with the Henschel turretand the Jagdpanzer IV/70 tank hunter. At the lighter end there are vehicles like the Protze 70 light truck, the Wirbelwind AA vehicle, and its less successful cousin the Möbelwagen AA vehicle.
  • Seven new British vehicles ranging from the agile and hard hitting Challenger Mk VIII tank, to Major Gough’s pet project – the Jeep with a mounted Vickers K machine gun. (He actually wanted twin K guns similar to what the SAS had in the desert, but was refused on the basis that it would be impossible to supply their ammo needs during an airborne operation.) If a player only owns the Combat Mission Battle for Normandy core game then they’ll get the additional benefit of a further 21 vehicles, and variations thereof from the Commonwealth module.

Continue reading →

03/21/14

Review of Combat Mission Battle for Normandy – Market Garden, part 1

How does Battlefront’s latest Combat Mission game stack up?  Boggit starts to fill us in in his two-part review.

Developed and Published by Battlefront Inc.

Reviewed by Boggit, 21 March, 2014

Click images to enlarge

Dedicated to Jim Zabek for his friendship, and mentoring

Historical Overview

On September 17th, 1944 German forces were routing from the Battle for France through Belgium and into Holland.  It was a situation that had to be exploited to maintain the momentum of the Allied advance and to end the war before the Germans reorganised to halt the Allied pursuit. The problem for the Allies was maintaining their drive to Germany having had so successful a pursuit. Lines of communication were now overextended and in the absence of a convenient and functional deep water port – like Antwerp – supplies were still had to be brought from the Normandy beachhead. With supplies running low Eisenhower had to ask himself who should be given priority for logistical support.

 

US paratroopers from 505th PIR return fire after making contact on the first turn of this scenario.
US paratroopers from 505th PIR return fire after making contact on the first turn of this scenario.

 

Of the three main army groups in northern France, Bradley’s First Army was approaching Aachen, and the Huertgen Forest, Patton’s Third was in Lorraine about to take on the Metz Fortified Area, with the West Wall next – all difficult terrain favouring the defence. On the other hand Montgomery’s 21st Army group was on the northern flank, closer to the sources of supply, potential supply ports, and seemingly relatively open terrain. It was a logical choice for maintaining an effective pursuit on a serious supply budget.

Operation Market Garden

A daring plan to bypass the West Wall and drive into Germany’s industrial powerhouse – the Ruhr area – was set in motion. What would follow would be a massive airborne operation – similar in size to the D-Day operation – to grab key Dutch bridges, whilst the British 30th Corps linked up with the air drops and exploited their success. What happened was that the Allies overstretched themselves, and were let down by a series of intelligence and operational planning errors that, taken together, contributed to the ultimate failure of the main objective of the operation.

By 26th September, Operation Market Garden was over. The Allies had failed to take Arnhem – the jump off point for exploitation to the Ruhr – and the British 1st Parachute Division had also been destroyed as a fighting unit, losing all its heavy equipment, and approximately 70% of its strength. As the commander of the 1st Allied Airborne Corps (General Browning) put it: The operation was “a bridge too far”.

Although the operation failed to achieve its purpose, it was not an unmitigated disaster. The Allies had seriously damaged many German formations. They also gained a salient running through Holland to the Lower Rhine, and the German border. Whilst at first glance it might appear that all they had gained was a road leading nowhere, the Allies cut off substantial German garrisons in Western Holland, which would ultimately be reduced, predominantly by the Canadian Army. They also extended the front lines committing Germany to find additional troops to defend it, so weakening resistance on the Eastern Front. It was a failed operation, but not a disaster in the greater scheme of things.

 

Thirty Corps advance up Hell’s Highway – apparently this is the wide bit!!
Thirty Corps advance up Hell’s Highway – apparently this is the wide bit!!

Continue reading →

03/7/14

GrogHeads Reviews World at War: America Conquered

Unleash your inner Wolverine with the latest addition to the World at War family.

Reviewed by Scott R. Krol, 7 March 2014

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The World at War series from Mark H. Walker and his LNL Publishing is a series of tactical wargames set in a hypothetical mid-80’s World War III between the forces of  NATO and the Warsaw Pact.  Earlier titles focused on this cold war gone hot on the European continent, but now the war comes to North America with World At War: America Conquered (henceforth, WAW: AC).

Upon picking up the box for WAW: AC the first thing one will notice is that for a relatively thin box it feels like its made of depleted uranium.  LNL Publishing has filled the box with gaming goodness:  four 11” x 17” mounted maps, with European folds and no American valleys, over seven hundred counters, a couple of full color player aid charts and of course a rules book.  Unfortunately while all this fits snugly into the box prior to punching the counters, once the counters are punched there is no room in the box for the pieces because of the mounted maps.

Many dead trees contributed to your gaming pleasure.
Many dead trees contributed to your gaming pleasure.

 

The maps themselves, representing terrain in both Texas and Florida, are nice. The visuals may not be breathtaking but are simple and clean, with no confusion over what is represented.  Counters are of high quality, with an almost linen like finish.  Vehicles have full color side views while infantry and support weapons are NATO icons.

While many of the World at War titles have been expansions, WAW: AC is a complete, stand alone game.  Ownership of earlier titles is not required to enjoy WAW: AC . Continue reading →

03/5/14

Book Review: To Sail a Darkling Sea

A Review of To Sail a Darkling Sea by John Ringo

By Avery Abernethy, 5 March 2014

To Sail a Darkling Sea is the second book by John Ringo in the Dark Tide Rising series.  A zombie apocalypse has been released in the modern world by an unknown group of individuals.  The Smith family, composed of an ex-military father, a mom with an engineering background, and two daughters under the age of sixteen are practical survivalists.  [Stop reading here if you want to avoid spoilers about book one].

At the end of book one the father had reconnected with the tattered remains of US national command authority.  The family spearheaded an effort to clean zombies off of ships in the Atlantic and gradually gather survivors.  The Smiths and a small number of others in the ragtag fleet were immunized against the Zombie plague.  The long run plan was to secure Guantanamo Bay, Cuba where there should be enough equipment to resume making the anti-zombie plague serum.  If serum production is restarted, then the members of the US Navy in uncontaminated attack submarines can be added to the meagre US military forces attempting to retake Earth from the zombie hordes.

The book starts with the “fleet” freeing small towns and ships in the Canary Islands off the coast of Africa.  The group traveled to this region to avoid the Caribbean hurricane season and engaged in the first land battles against the zombies, where they attempted to free small, geographically isolated towns on these tiny islands from the mindless horde. Continue reading →

02/23/14

First Impressions: Mark H. Walker’s Lock’n’Load Heroes of Stalingrad

The Grumpy Grog says “This is a new line of attack on an old campaigning favourite.”

Developed by Lock n Load Publishing and published by Matrix/Slitherine

First Impressions by Boggit, 23 February 2014

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I’ve never played any of the Lock’n’Load games before, so this is a truly fresh look at this game. I am looking at this game with the beta update v1.04. The game is tactical in scope, and each hex represents about fifty meters across, each turn represents 2-4 minutes, and each counter is a single vehicle, an individual, or a group of soldiers: for example, a half squad, or a weapons team.

Starting the game for the first time, the player is set up at the introductory level. This is a particularly forgiving mode that can be changed in the main menu. I immediately changed it to “hard”, which runs the game under unmodified rules. “Normal” gives a dice bonus. Rash perhaps, but you’ll see no signs of weakness from me!

 

HoS1
The options screen gives a good choice of items to customise your game.

The main menu gives the usual options. Essentially it is the place to start a new game, load an old one, create missions and scenarios with the editor, and to play multiplayer. In multiplayer, the user needs to set up a Matrix/Slitherine account and you’re then taken to the Multiplayer lobby. From there you can create a new game for someone to play with you, go onto the forum, and can check-in on your own games. I’d seen this before with Field of Glory, and it is a very user friendly multiplayer system. I’m glad they didn’t reinvent the wheel on this one, as it works, and works well. The only downside was a very empty multiplayer lobby, but to be fair, the game’s just come out, so that should change with time. Continue reading →