11/22/14

GrogHeads Reviews the CMBN Vehicle Pack

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Combat Mission: Battle for Normandy Vehicle Pack, Developed and Published by Battlefront Inc.

A screenshot review by Boggit, 21 November 2014

Have you ever wondered what it would be like to field some of the rarely seen specialist Allied vehicles, or scratch built German armoured groups that fought in Normandy? Well now you can. Drawing heavily upon Hobart’s “Funnies” of 79th Armoured Division and the “Ersatz” units created by Major Alfred Becker – a rather unique engineer – for 21st Panzer Division – Battlefront have introduced a vehicle pack that brings new vehicles and weapons into the mix for their Combat Mission: Battle for Normandy game.

A Churchill AVRE supported by infantry advances in spite of nearby mortar fire. It also carries a breach team for when a 290mm round is just overkill. Reloading the Petard mortar on the AVRE is slow, but historically correct.
A Churchill AVRE supported by infantry advances in spite of nearby mortar fire. It also carries a breach team for when a 290mm round is just overkill. Reloading the Petard mortar on the AVRE is slow, but historically correct.

The vehicle pack requires the installation of the version 3.0 game engine, which is separately available from Battlefront. V3.0 brings Combat Mission: Battle for Normandy up to the same level of development as Combat Mission: Red Thunder, which provides a lot of improvements. You can check out some of these described in my Red Thunder review here . Continue reading

11/21/14

GrogHeads Advanced Research on Projects Advisory #58

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We kick off TANKSgiving with a GARPA full of tracks and turrets.  GUNNER – SABOT – PREORDER!

MBT (GMT Games)
P500 $65 (retail $95) – Made the cut

The Cold War goes hot in 1987 and the Reds are rolling West.  100m hexes hold individual tanks, infantry squads, and all manner of nasty battlefield surprises.  With a whole arsenal of tanks, helicopters, ATGMs, and close-air support at your disposal, combined arms warfare splays across a collection of geomorphic maps and into your game room.  Expansions are already on p500, and the mapboards are compatible with GMT’s Panzer to give you more to play with.  Check out their p500 page for a LOT more info, and get your order in now.

G58-MBT

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11/29/13

TANKSgiving 2013 – Early Tanks

GrogHeads TANKSgiving

Author: Lloyd Sabin, November 26, 2013

Very Early Armored Vehicles

It’s the most wonderful time of year! When else do we get to discuss the benefits of century old armored oddities? Probably all the time if you’re a grog, but this is more special because we say it is.

Early motorized vehicles are fascinating enough…apply an inch of armor plate and a gun turret and it’s a real party. The below vehicles are some of my new found favorites…each has that certain something and they all look to have stormed straight out of a steampunk imagination. So put on your goggles, put a rag over your face and let’s see what all the kids are screaming about when they discuss very early armored vehicles. At least my kids, anyway.

Romfell Armored Car

romfell_5The Romfell was built in Austria-Hungary around 1915. That gives it a slightly exotic air. In 1915 and 1916, only two existed, but they both survived the harsh conditions and combat in the Balkans against the Serbian Army, and went on to engage the Italians and Russians. That gives it a tough reputation. In 1917 dozens more were built and deployed, its successful combat record making it somewhat of a legend.

Each Romfell armored car had a crew of four, was powered by a Mercedes transmission and was armed with a Schwarloze machine gun that could be used against both air and ground targets.  Reliable and fast for the era with a 26mph top speed, the Romfell is a popular vehicle for modelers.

It’s hard not to be intrigued by the Romfell. It’s very modern look, pedigree and durability guarantee that historians or car aficionados will quickly fall in love.

Fowler B5 Armored Locomotive

Fowler B5Armored cars are one thing…armored trains are another.

Now don’t get the wrong idea, the Fowler B5 armored locomotive did not go into combat during the Boer War at high speed with guns blazing. It did, however, deliver heavy guns and supplies for the British Army against the Boers starting roughly towards the end of 1899.

To tow these guns, the Fowler factory in Leeds, UK, produced a handful of B5s with close to 125 horsepower! With that much strength, heavy slab armor was applied to the engines to protect them and their drivers from attacks by Boer raiders. Three or four of these heavy armored locomotives were used by the British during the Boer War, some with armored railroad cars as well.

Prototypes of gun carrying armored Fowler B5s were developed but as far as I could research, none were ever deployed in a combat role. It would have been quite the scene if they had been – there’s no telling how effective they would have been at fighting. For protecting and delivering heavy equipment and guns, though, they were very successful. Continue reading

11/28/13

TANKSgiving 2013 – Flashpoint Campaigns: Red Storm AAR Part 1

Scenario: A Test of Wills

Author: Jim Zabek, 28 November 2013

Flashpoint Campaigns: Red Storm has done something for me that no wargame has done for a long time. I am wholly absorbed in it. It’s the only game I want to play. I’ve been addicted to other games (just ask around the forums about Orcs Must Die! 2), but it has been quite some time since a wargame really grabbed me like this. Strange? Perhaps. But there it is.

Normally when I select an AAR I like to choose one I’ve never seen before. It adds to the drama as I don’t know what’s coming and I think it’s a more authentic story to give to an audience. However, With this particular scenario in Red Storm I have played it at least a dozen times and continue to love it. The AI always keeps me guessing. Although I’ve beaten the AI each time I’ve played it, I never feel like I’m winning until after the game is over. The crush of the Soviet horde is hair-raising to the NATO player. The come on almost like a zombie apocalypse: incessant and seemingly innumerable.

In this particular scenario, A Test of Wills, the player is tasked with fending off the Soviets at night. The scenario opens with a heavy rain that limits visibility to 500 meters – one hex. Eventually the rain will lift. But when it lifts can make an enormous difference to the NATO player. In one game it didn’t lift for five and a half hours. As a result the Soviets crawled right into my defensive positions before I could see them, negating my advantage of seeing at night and using ranged weapons like the TOW. I won that scenario, too, but it had me sweating the entire time – I had placed my defensive units in solid overwatch positions to take on the Soviets at range; when they failed to appear I had left some of the roads to the exit points unguarded for an approach in zero visibility. It was probably a worst-case scenario.

In most games the rain lifts sooner – sometimes by the third turn. But the weather isn’t the only thing tossing me curve balls. There are three major avenues of approach for the Soviets. The southern approach has the most victory points and always sees the most action, but the middle of the map also gets a lot of attention, and the northern end sometimes gets heavily tested, too. The AI seems to never do the same thing twice, which keeps this scenario fresh for me every time I play it. And that’s why I keep coming back to this scenario. It’s a mid-sized scenario with lots of uncertainty. So far I’ve won every game I’ve played but I’ve never felt any confidence until the last shot was fired. There simply aren’t enough NATO troops to go around and once their artillery starts to rain too many units get destroyed for anyone to feel confident.

So here I go again. We’ll see what happens.

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