09/6/13

Germany at War: Barbarossa 1941 – PC Game Review

Developer: Phobetor

Publisher: Slitherine/Matrix

Author: Jim Cobb

Panzer General has engendered many sequels, add-ons and clones over the last twenty years. All have kept the original interface’s feel and most have been interesting. Yet, historical accuracy has taken second place to ease of play and fun. With Germany at War – Barbarossa 1941, Slitherine/Matrix and developer Phobetor have refurbished their earlier Operation Barbarossa – The Struggle for Russia and have brought the genre to a higher level.

Dusty Steppes

Players used to the somewhat verdant fields of Panzer Corps may find the summer and fall terrain of the game a bit plain. Brown and tan are the dominant colors but nobody said Russia was Eden. Winter scenarios have the usual white landscape. Any aesthetic loss is made up for in clarity. Village and city names are printed on the map and terrain features including pillboxes are easily identifiable. Objectives are encircled by a gear-like symbol. Vehicle icons are slightly murky even when zoomed in but can be seen as their types. Action points determine the amount of activity possible in a turn but are distinctive enough. Infantry and artillery are portrayed well. Aircraft look fine except spinning props like a CD stuck on the plane’s nose. The strength of each unit is clearly indicated on the icon and the selected unit’s screen yields more details via tool tips. Players turned off by the icons can opt to use NATO symbols. Weather is displayed very well with sheets of rain and snow while heavy clouds swirl in the air. Animation is adequate with tanks and half-tracks moving smartly, infantry turning to meet challenges, and horses galloping.

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The monotony of the steppes can cause agoraphobia.

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Typical winter near Moscow.

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Panzers ready to roll! Continue reading

09/5/13

Allied Corps – AAR Part 3

When we left off with Part 2 of this AAR the Germans had pulled out everything but the kitchen sink. There weren’t a lot of German forces, but what we ran into was quality. Neberwerfers, tank-busting aircraft, Tigers, V-2s…the list was pretty long. Almost every piece of high-tech equipment the Germans could field late in the war had made a showing and I was the guy having to beat it up. As you may recall, dear reader, I was pushing my way into the Netherlands. I had to take objectives in the north, west, and south. Thus far I had chosen to focus on the west and south, leaving the north until later. Through some kind of luck – simply having troops occupying some rail hexes, I inadvertently captured a train with some hot cargo. That was a pleasant surprise.

Allied Corps AAR-073

With that, let’s pick up the story at Turn 9.

Allied Turn 9

I start by hammering on the troops around Leiden. I don’t need to attack them as I hold the objective, but I take them on for good measure. Note the captured train next to my jeep in the middle of the screen:

Allied Corps AAR-074

Then I move to attack the Nashorn. My Sherman 105s gives it a good shot and inflicts some decent hurt. Then my Hellcats move up and attack some more. The Nashorn drops to a single point left. I send my Sherman 76s to finish it off. They do. Continue reading

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

08/15/13

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.

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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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