08/28/13

Book Review: Africa’s Commandos

Brant Guillory, 28 August 2013

A new collection of memoirs and first-hand accounts of the actions throughout the distinguished history of the Rhodesian Light Infantry makes for a compelling read and memorable look into the first-hand accounts of Africa’s bush wars of the 60s and 70s.

We took off en masse, ten G-Cars carrying the 2Cdo troops; ten K-Cars; two
command helicopters and ten G-Cars carrying the Support Commando troops detailed
to man the forward admin base and ferry in fuel and supplies to the target
area.

The flight provided us with some impressive and memorable visuals.
All 32 helicopters were flying in single file through the majestic Penhalonga
Mountains, some of the most magnificent terrain in the world. The troops gazed
in awe at the spectacle as they leaned out of the Alouettes and looked around.

Two or three Canberras thundered low over us en route to their targets.
For a few minutes there was the amazing sight of the command helicopters and the
ten K-Cars peeling off in front of us to position over their allocated targets;
the six paradaks dropping the 3Cdo and the SAS paratroopers; and the Hunters
diving in on their targets. The air was thick with dust and smoke and the
streaks of SNEB rocket trails.

And the tales of Op Dingo – the Rhodesian raid on an ZANLA camp inside Mozambique – put the reader front and center in the battle.  These are not analyses of secondary sources with discussions of geo-political implications.  These are the memories of the men on the ground, at the sharp end of the spear, pulling triggers and “culling floppies.”  This isn’t the news conference soundbite; this is the scene in Blackhawk Down when the choppers are taking off and the trucks are rolling out and Stevie Ray Vaughn’s cover of Voodoo Chile is providing the soundtrack.

As you read the book and pore over the memoirs, however, you realize that although the raid on Chimoio was an abberation in its size and distance from the RLI’s bases inside Rhodesia, the action wasn’t.  These men were a battle-hardened brotherhood who had chased “terrs” (slang for “terrorists”, the ZANLA and ZIPRA guerilla forces) across their entire country, protecting the population from invaders whose semi-safe bases outside of Rhodesia’s borders gave them a geographic and demographic edge.  The RLI didn’t care.  They found a way to succeed in every battle they faced, and along the way became perhaps the most successful counter-guerilla force in history.
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08/7/13

Go To Games: 7 Wonders

Brant Guillory, 7 August 2013

For a lot of people, their “go-to” game is the game they boot up on the computer when they have time to kill in the evenings, or over a weekend when they’ve got the game on TV and want to safely ignore commercials.  And while I have a few casual “go-to” games in the digital world, I would be remiss if I failed to extoll the virtues of my tabletop “go-to” game for multi-player gatherings: 7 Wonders.

 

For most wargamers, 7 Wonders barely registered on their radar.  A fast-playing European production, 7 Wonders has an abstract combat mechanic, and one that can be safely ignored and still result in a resounding victory.  With so little battlefield relevance, it’s not wonder that many grogs steered clear of 7 Wonders when it was released.  Their loss.  Seriously.

7WONDERS_3D

The core schtick of 7 Wonders is a play-a-card city-building mechanic where players use resources to build parts of their cities, including attempting to build one of the Wonders of the Ancient World.  The original game came with players’ boards for the widely-acknowledged 7 Wonders of the Ancient World, but subsequent expansions (including a brand-new pack of boards) give players almost 20 options around which to build their cities, including the Colosseum, The Great Wall, and Stonehenge.

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08/1/13

A Civilization V AAR – Part Seven-Freakin’-Teen

Brant Guillory, 1 August 2013

Look, I’m out of inspiration for taglines. Just read on already!

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What happened last time? If you don’t remember – click here and go remind yourself. Back? OK, hang on. I’m still reading the other page. Just a second… be patient already! I’m trying to remember how witty and insightful I was last time. I don’t want to backslide and fail to uphold the standards of excellence that I’ve already estab… ah well. Read on mon freres!

civv

Policy Time.
Yep, let’s launch another Golden Age. Why the heck not?

 

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07/20/13

Interview: Chris Fasulo Sr of Grognard Simulations

Interview by Brant Guillory, 20 July 2013

This week, we are fortunate to have with us Chris Fasulo Sr, of the (relatively) new wargaming company Grognard Simulations.  Grognard Simulations burst onto the scene with their Death Ride series of operational games that garnered a great reputation for its combined arms system.  We managed to chisel a few moments out of his 18-hour days to talk about Grognard Simulations and his wargaming background.

 

Tell us a little bit about your wargaming background? When did you get started and what made you stick with it?
This will be difficult as I have an extensive background in wargaming.  It started when I was but a teenager in the 70’s with my first game being the AH classic of France 1940.  I still have it.  This grew through my high school years and I was solidly convinced by my enjoyment of wargaming that I wanted to be in the Army.  So, after having failed at my first semester at college I made my leap into the service.  I enlisted and spent my active duty time in Hawaii.  I found a small gaming group and built my desire to keep it up.  I exited active duty and as a member of NJ National Guard I sought a commission as an officer.  Having succeeded at becoming a Second Lieutenant as an Armor Officer I had so much fun that my gaming and military life began to be one.

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07/11/13

A Civilization V AAR – Part Brant’s Old Jersey Number


Brant Guillory, 11 July 2013

Seriously. I wore #16 for about 28 of the 35 years I’ve been playing soccer. It’s totally a superstition thing at this point.

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Last episode, we turned our first spy loose on the world, and started really bringing some city-states into our orbit. This time? Read on…

civv

Going Nowhere Fast.
Our galley can’t cross open ocean just yet, so we’re going to have to bring him home to upgrade him. We’re working on researching our way toward navigation, but aren’t there yet. Still, it’s going to take this guy a while to get there, so we’ll start home now.

Normally, you can just disband a unit that’s so far from home rather than go through the travel time (and maintenance cost) to bring him back. But this guy’s been upgraded twice, and I don’t want to lose those upgrades and would rather keep them with the upgraded unit.

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