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

02/16/14

Grogheads Interview: The Command – Modern Air Naval Operations Team

Command: Modern Air Naval Operations is one of the most decorated wargames of 2013, including a hard-fought Usenet award, and both of its categories here at Grogheads.  It’s also been one of our most-talked-about games of the past year in our forums.  The guys behind the game took some time to chat with us about where Command came from and where they’re headed next.

 

So guys, let’s start at the beginning – what was the impetus behind Command, and why did you want to build your own game instead of continuing to build on existing proven platforms?

CMANO-smallCommand is a culmination of all our hobby experiences. Our interest was born reading & watching the great techno-thrillers of our youth (Forsyth, Clancy, Ludlum, Coyle, Brown etc.), absorbing all the political & military history and facets of the Cold War (which at that day seemed far from over) and playing some really great amazing games of the era (F-19, RSR, M1TP, SPI’s CentFront series, the Fleet series, Gunship, Steel Panthers, Fleet Defender, Tornado, Harpoon and loads more). Our involvement with Harpoon and AGSI helped cultivate it as we met each other through the Harpoon community and really started learning about modern warfare, talking with professionals and thinking about simulations. We started out as avid modders for Harpoon 2 and then 3 and had great success helping to grow the Harpoon community and helping AGSI develop their game (including doing the grunt work for their first pro deal).  All of this played a part in our own development and helped us build  a strong and skilled team that had a vision of the game they wanted to build and the energy and motivation to do it. So we reached a point where we really wanted to do our own thing  and as is now self evident we went ahead and did just that.

 

When you have to describe Command to someone who doesn’t know wargaming, what’s the “elevator pitch” for the game?  How do you hook a potential player with just 1-2 sentences?

If the guy is getting off at the next floor and I have only 5 seconds:

“Command is the ultimate modern air and naval wargamer’s sandbox.”

If we’re both heading for the loft and he’s stuck with me for just a bit more:

“Breakfast – you trade machine gun fire & rocket salvos with pirates & smugglers in the littoral.

Lunch – you plan and execute an Alpha Strike from a carrier.

Dinner – you launch a strategic nuclear attack over the North Pole.

Midnight snack – you spin your own historical or what-if anywhere on the globe, with practically any war machine in existence post-WW2.

All with high realism & accuracy. All in one game. Command.”

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02/7/14

Picket Duty: Kamikaze Attacks against U.S. Destroyers – Okinawa, 1945 – First Look!

Michael Eckenfels unboxes another recent discovery!

 

Legion Wargames’ Picket Duty is a solitaire game from Steve Dixon, a designer that had a hand in creating B-29 Superfortress and its expansion, Hell Over Korea. I’ve been watching this title for some time now and was quite eager to get a copy, even though I’ve read discussions over on BoardGameGeek about how the current version 1.0 of the rules are confusing and a newer version is due out soon. Regardless, what I followed in development looked like a game with a lot of potential and great components.
You can view the game on Legion Wargames’ page here.

 

pd1

The box is a standard-sized wargame box, if a bit thinner than a ‘normal’ one.

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09/14/13

Victorian Admirals Anthology – PC Flash Review

Developer Totem Games

Publisher: Strategy First

Author: Boggit

I picked this quirky little naval gem on sale at Gamersgate. It’s quite fun, being focused on four small campaign scenarios set in the late Victorian period. Ships haven’t yet made the full transition to the warships we know from the First World War period onwards, so you’ll see ironclads with rigging, and many ships organised for broadside fire, although some get turrets.

Boggitz-Victorian-Admirals-Sept-2013-VA2

The Spanish turret ship Puigcerda at bay. With her 8” guns and heavy armour, she played hell with my squadron .In the background one of my cruisers, the USS Boston, limps away heavily damaged.

I took my screen shots from the Marianas Incident 1887 mini campaign, where I played as a Yankee squadron commander. Whilst I won the game, all my cruisers, and my casemate ironclad had to withdraw due to critical damage, but I sank all the Spanish ships save one turret ship. I thought the AI put up a reasonable fight, although that could just be me overestimating my skills as a Commodore, or Admiral…

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05/2/12

PC Game Review of Naval War Arctic Circle

By Jim Zabek, 2 May 2012

Developed by Turbo Tape Games and published by Paradox Interactive

The world has needed a good entry-level modern-era naval wargame. Now we have one.

Planned Obsolescence

Any review of a game published by Paradox is going to be obsolete in short order. Why? Simply put: patches. Whether you are a fan of Paradox or not, it is indisputable that they have an outstanding record of publishing patches for games. These often go far beyond fixing bugs. It is not unheard of for Paradox to release a patch for a game years after its release and long after the major bugs have been killed. The goal of these later patches is simply to improve on the gameplay. With that kind of record, any review is in danger of becoming obsolete with the next patch. Not only is it likely that bugs will be killed, but gameplay may change (for the better) along with any fixes. So as of this writing everything is correct – but readers are advised to check in on our forums as well as the Paradox forums for changes…because change will come.

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