08/29/13

Allied Corps AAR – Part 2

When we left off my intrepid heroes were had finished Turn 3 and were heading toward a 50 mm PaK, A Wurfrahmen, an SdKfz 234/2, and two units of Pioneer infantry. Because several of my units were open topped I was giving that Wurfrahmen a healthy distance. But at some point it would need to be addressed.

The German AI, on the other hand, had the opportunity to take some shots at my advancing force, but mysteriously held its ground and did nothing.

 

Allied Turn 4

I’m more shocked by the lack of initiative by the German Pioneer and Wurfrahmen. They just sit there. That seems crazy. I decide to focus on the Wurfrahmen first. My P-51 makes a pass and does some damage.

Allied Corps AAR-027

Now I have some choices. Along my line of advance there is a river, the Nederrijn to my south. The way the Panzer Corps engine works friendly units cannot move if adjacent to an enemy unit. So no matter how weak that 50mm PaK is, I won’t be able to squeak past it. I have to destroy it. The Chaffee fires but does no damage while taking a beating itself. The P-47 does a little more damage and then I pull it back to base for refueling. The Wellington, now refueled moves up and eliminates the PaK. That’s good news. Now I can advance. I pull the Chaffee back and move the Airborne up to take the airbase that the PaK had occupied. Their chances of taking on the Pioneers don’t look good so I just let them hang. We’ll figure out what to do with the Pioneers shortly. Continue reading →

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.
Continue reading →

08/24/13

Space Hulk – PC Game Review

Bless your armor and consecrate your weapons as Grogheads boards the Sin of Damnation with Veteran Space Marine Craig Handler leading the charge.  Find out if Space Hulk, the latest PC game set in the Warhammer 40,000 universe, is worthy of the Emperor’s praise.

Developer & Publisher: Full Control Games

First, A Shameless Disclaimer:

For purposes of full disclosure, my love affair with all things Warhammer 40K began in the latter half of the 1980s, when I stumbled upon the first edition of Rogue Trader and a box of plastic Crimson Fist Space Marines at my local hobby shop.  Since that day, there has been no turning back.

For the next decade, I was an avid player of the table top game.  I fielded large armies of loyal Space Marines, Imperial Guard, and at one time, I even dabbled with the Eldar.  Although I no longer play the game on a table top with minis, I am still hopelessly obsessed with the universe, reading as much of the fiction as I possibly can, and pre-purchasing any game released electronically on PC or console.

Despite the above, somehow, I still managed to avoid buying or playing Space Hulk, the board game. I knew of its existence, but I suppose I preferred the wide open table-top battlefield to the confined corridor style maps encountered in a game of Space Hulk.

So, while I am admittedly biased towards loving everything Warhammer 40,000, I am a relative neophyte to the world of Space Hulk.  This, combined with my faith in the Emperor, I hope will permit me to approach this review with the love of a dedicated fan, but with the objectivity of a newcomer. Continue reading →

08/20/13

Interview with Jim Crabtree of Lock’n’Load

When GrogHeads’ Editor Jim Zabek saw that Lock’n’Load redesigned their website last week and launched a new crowd-funding pledge system he knew he had to chat with Jim Crabtree, Lock n Load’s new Business Director.

 

Jim Zabek (JZ): Wow, so there are several big developments going on with Lock ‘n’Load.  Let’s start with why you decided to get involved with Lock’n’Load. Did you wake up one morning and think, “I’m going to work at game company?” Why specifically Lock ‘n’Load?

Jim Crabtree (JC): No, I actually came across the opportunity by accident.  I have been gaming since I was young and never stopped. One night I was out playing games with a few buddies, and I said, “I would love to do this full time”.  My friend told me he knew a game company that was for sale, so I made a few phone calls and spoke with Mark Walker. Mark was a joy to talk to, and we were very excited about what we could do as a team. I really love LNL games, and I am really looking forward to see what the future of the company holds.

 

JZ: As the founder and driving force behind many of the game designs, what will Mark Walker’s role be going forward?

JC: I am running the business side of LNL, and making sure the day-to-day operations run smoothly. Mark is our lead manager of designers and developers. Mark is doing what Mark does best – designing and developing games.

 

JZ: Tell us about your new website!

JC: Our new website is lnlpublishing.com, and our old url will redirect you to the new site. We offer boxed and downloadable products.

Our systems will keep complete history of what the customer purchased, tracking numbers and access to download links. We also offer LNL Gift cards for download. The website features a Wish List, Customer Support Desk system, and forums.

We added an Article page to LNL that allows members to write strategies, reviews, create scenarios, and share them with other members on our site.

Continue reading →

08/15/13

Allied General Part 1

Developer: The Lordz Games Studios

Publisher: Slitherine, Ltd.

Allied Corps AAR-006Panzer Corps is by now an established franchise. Aimed at entry-level wargamers it is a fun, light wargame which has attracted a lot of veteran wargamers who are looking for an uncomplicated game that is both challenging and fun. Allied Corps is a stand-alone game but can be combined with its German-oriented counterpart to open up a two-sided campaign where either the Axis or Allied side can be played. As a stand-alone game only the Allied campaign is available, though individual scenarios can be played by either side.

The game comes with five campaigns, each opens in 1940 – 1944. It also comes with 30 individual scenarios. Like its spiritual predecessor, Panzer General, the lure for the campaigns are the creation of a core force which the player shepherds over the course of the war. By the end of the war he has (hopefully) crafted a highly experienced lethal force that can smash through any encounter.

That’s all well and good, but I’m more interested in firing up a one-off scenario and letting the fur fly. After examining the various scenarios (including a hypothetical face-off between the Western and Soviet forces) I decide I’m in the mood to crush the Germans’ rockets in the scenario V Rockets Sites. It takes place just after the capture of the Arnhem Bridge and my task, simply enough, is to capture the rockets.

I fire up the game on default settings with medium difficulty (called “Colonel”) with Weather, Supply, Fog of War, and Undo all toggled on. Not that I like to use the Undo feature, but true fat-fingered mistakes can happy. I’ll try to avoid using it.

The AAR opens on October 8, 1944. My orders are simple. Capture and hold five objectives. OK, let’s see how this goes.

Continue reading →