In my experience, wargaming magazines have been a hit-or-miss affair. Many times the magazines are nothing more than “house rags” – publications devoted to a single publisher and focused exclusively (or near-exclusively) on their games. The old Avalon Hill The Generalwas much like this, as wasC3i Ops from GMT Games (now RBM Studio).
In the premier issue, the publisher has added the following note:
Welcome to the launch of a new magazine with a new format. This magazine is a stepping stone for military history magazine readers who are interested in going beyond stories to examine and understand the how and why of military history. We analyze the actual operations and maneuvers as well as alternative plans and possibilities. A Lessons Learned section summarizes how the topic and outcome influenced later events and why certain principles and techniques are still important today. Each in-depth issue focuses on one topic by a single author and includes over 20 detailed maps plus one large map poster. We also include an annotated bibliography for further reading as well as an overview of other media and games on the topic. – Christopher ‘Doc’ Cummins
The premier issue focuses on Julius Caesar. The issue author is Joseph Miranda, a longtime associate of Strategy & Tactics. Weighing in at a meaty 112 pages, the issue is divided into three major sections; I Caeser’s World, II Caesar Conquers, and III Caesar Triumphant.
Inside one finds lavish illustrations, images, the usual high-quality S&T maps. I especially like the addition of a timeline along many pages to help me track the many events as I read about them. The level of detail is not enough to make a wargame scenario, but it can provide deeper background to an existing game. The pull-out poster is double sided with one side being a map and the other a description of forces with lots of text. Makes it easy to decide which side to show when hanging….
The writing is pretty good but I see nothing dramatically “revisionist” or “new” in the analysis. In some ways I am disappointed; a cursory look at the sources reveal very few “modern sources” – that is – unless Osprey Publishing books from the mid 2000’s counts as “recent.” Maybe this is not a real negative because the target audience is a more pedestrian reader. I know that the presentation draws my high school and early college boys to read the magazine. That is certainly one definition of success….
I am a bit disappointed that the only wargames mentioned are all S&T products, but I guess that is expected as this is an S&T publication.
According to the back of this issue, future topics include, “America in WWI, Battle of Stalingrad, World War III What-ifs, and the French Foreign Legion.” An interesting selection of topics; one standard (Stalingrad), one tied to a historical anniversary (100th Anniversary of WWI ending), one hypothetical (WWIII) and one narrow (French Foreign Legion). A print subscription is $44.99 for 1 year/4 issues or $79.99 for 2 years/8 issues. That’s a lot of value for $10-11 an issue (and a small savings off the $14.99 cover price). S&T Press also offers a digital option at $14.99 for 2 issues / $29.99 for 4 issues. I tried the digital subscription for S&T Magazine before and didn’t like it because it was too hard to read all those great maps!
In the end I will probably keep buying S&T Quarterly if for no other reason than breezy historical reading and sharing with the RMN Boys.
One of the smaller games I got last year was Pacific Fury: Guadalcanal 1942 from Revolution Games. After my first play thru I took issue with the historical accuracy of the game but generally liked it. This past weekend I pulled the game out again and ran thru the campaign again. This time I payed more attention to the rules. After this second play thru, I see a lot more depth in the game and like this particular design a lot more!
Pacific Fury simulates the naval battles off Guadalcanal in late 1942. Each turn is a month, and each player must allocate his forces to up to seven Operations each month. Once Operations are allocated, the forces can only enter in that order. But operations can be more than just a Sortie to enter the board; to move and fight also takes Operations. Every Operation is a choice – enter more forces or execute an action with a deployed force. This is one layer of depth that makes Pacific Fury an interesting game; the timing of forces entering and (usually combat) actions. How long do you allow for the carriers to clear the area? Will that bombardment mission disrupt Henderson Field and allow a follow-on landing? Do I have a strong enough force to hold Ironbottom Sound? what about the Tokyo Express?
Another layer of depth – and one I misplayed my first play thru – is Hits and Sunk ships. The combat system is very simple – for each “firing” unit roll d6; if the number is less than or equal to the Combat Factor THAT NUMBER OF HITS is scored. Hits are then apportioned by the attacker with the number of hits allocated to each target compared to the Defense Factor. There are two possible results: Sunk (removed from game) or Hit (moved to Turn Record Track to return later).
The practical impact of this game mechanic to strategy is very important – although sinking ships is good to simply “damage” the ships might be more effective. The Japanese player can return ships two turns later meaning a ship damaged in Turn 3 will not return before Turn 4. In contrast, American ships with better damage control and closer repair facilities return the next turn. Thus, like the real battle it portrays, Pacific Fury becomes a furious battle of attrition.
Another design decision in Pacific Furythat makes it very interesting is the victory conditions. There is only one way to win this game; control Henderson Field on Guadalcanal. This may seem like blasphemy to a naval gamer – many of whom only think in terms of sunk ships – but it actually reflects the reality of the battles fought from August to November 1942.
As I recognize how these game mechanics reflect aspects of the campaign often overlooked (or glossed over) in other games both my respect and enjoyment of Pacific Fury has increased. In my most recent campaign play the result was a draw. Actual losses on both sides were small; the Japanese lost Zuikaku,Shokaku, Ryujo, Nagato, and Nachi while the Americans lost Saratoga, Wasp, South Dakota, North Carolina, San Francisco, and Chicago.
The Americans were actually a bit lucky that they were able to even get the draw. On Turn 3 (October 1942) the Japanese had retaken Henderson Field but at a cost a many damaged ships – ships now effectively “out of the game.” In the Event Phase of Turn 4, the Americans rolled IJN Overestimated which returned a “destroyed” carrier to the battle (incidentally, a carrier originally destroyed in the Event Phase of Turn 2 when the Japanese rolled three (!) Torpedo Hits and elected to sink that carrier). With the Hornet back, the Americans were able to use airpower to destroy the Japanese force patrolling Ironbottom Sound and get a bombardment force in to disrupt Henderson Field just in time for an amphibious force to land in the very last Operation of the game.
Pacific Fury reminds me that it is not enough to just “learn the rules” but it is also important to step back and understand the “why” of a game mechanic or rule. Usually these are hinted at in Designer’s Notes but in Pacific Furysuch notes are lacking probably because the original game was published in Japanese. So in this case I had do do a bit of (enjoyable) discovery on my own. I am glad I pulled this game out again as I have deepened my understanding of not just the game but of the entire naval campaign for Guadalcanal. Pacific Furyis actually great compliment to what has to be one of the best books on the subject, James D. Hornfischer’s Neptune’s Inferno. Enough so that I need to stop typing away here and resume my reread of that book….
Military science fiction is often a hit-or-miss proposition to me, even more so with space combat which is often so “fantastical” that it becomes unbearable. But I am also a longtime fan of Frank Chadwick’s games (see his BoardGameGeek Ludography) and seeing how his latest book, Chain of Command, is being published by @BaenBooks (whose military science fiction I tolerate more so than other publishers) I gave it a try. It also didn’t hurt that I listened to the Bane Free Radio Hour (Episode 2017 09 29) where Mr. Chadwick discussed his book.
What really drew me to this book was Mr. Chadwick’s inspiration. As he writes in the Historical Note at the end of Chain of Command:
The inspiration for this novel grew from James D. Hornfischer’s stirring and detailed account of the naval campaign in the Solomon Islands (including Guadalcanal) in the second half of 1942–Neptune’s Inferno, but I never intended to shift the events of that campaign wholesale into deep space. A few incidents may be familiar to students of the historical battles, but my main interest was in how officers and sailors–as well as the admirals who lead them into battle with varying degrees of success–responded to a war which took them unaware and psychologically unprepared.
Mr. Chadwick goes on to list several books that further influenced the story. I was very happy to see Herman Wouk’s The Caine Mutiny and Nicholas Monsarrat’s The Cruel Sea listed for I had thought nobody actually read these books anymore.
With all that in mind one could be forgiven for worrying that Chain of Command is just another “WW2 in space” story but I am happy to report that the book successfully overcomes that challenge. The science fiction technology tends a bit more towards the “hard science-fi” edge with just enough handwavium to explain away the science fiction. In many ways, the fantastical technology in the book traces its lineage to today’s technology which makes it all the more believable and relatable.
If military science fiction is your thing and you have even a passing interest in World War II naval combat, then Chain of Command could make a good addition to your reading list.
Star Trek Adventures, the latest RPG version of Star Trek, is currently (as of this posting) up for pre-order from Modiphius Entertainment. I participated in part of the Living Beta playtest, and made comments here, here, here, and here. Truth be told, I never really warmed to the system, and after somehow being dropped then re-added to the playtest when I dropped again I didn’t make an issue of it and finish the playtest campaign.
A quick look at the products page for STA indicates that Modiphius is focusing on the Next Generation-era of Trek. I find this unfortunate; in the living playtest I choose the The Original Series-era because it is my personal favorite.
Why The Original Series? Well, first off, my Star Trek gateway was actually via the Star Fleet Battles wargame. My first Star Trek RPG was, coincidentally, Star Trek: The Roleplaying Game from FASA. Both of these games have a very different (non-canonical) take on the Star Trek universe. Of the two, I prefer to RPG in the FASA setting. That setting is embodied to me in one key supplement and one book.
In the process of presenting interesting stories featuring Klingons, the series gave us only a few tantalizing looks at the culture and history behind the individual characters. In The Savage Curtain we meet Kahless the Unforgettable, the ancient Klingon who created his race’s traditions of treachery and tyranny, but we learn virtually nothing else of Klingon history. Klingon technology is revealed in bits and pieces in the series, but Klingon social customs remain a mystery.
To further confuse matters, STAR TREK: The Motion Picture introduces us to an entirely different breed of Klingon – less human in appearance and demeanor with even greater savagery in battle. It is a brief glimpse to be sure, before three D-7M battlecruisers are obliterated by V’Ger, but it opens a whole new chapter in the Klingon saga.
So what was FASA’s solution to this problem? Call in an old friend; in this case John M. Ford, former roommate and then-author:
When we discovered we were working on parallel projects, we couldn’t resist collaboration of sorts. Thus, the research on the Klingon Empire for his upcoming novel The Final Reflection (from Pocket Books) became the basis for the background material for this expansion set….The research-sharing went both ways on the project, with background data on the STAR TREK universe in The Final Reflection sometimes based on data presented in STAR TREK: The Roleplaying Game. In this way, the STAR TREK universe inhabited by game players and the novel’s characters remain consistent, and support each other in richness of detail. Thus, what you hold in your hands is not just a game supplement, but is also background on the Klingon Empire. With its detail and background supported by both the game framework and a major piece of professional STAR TREK fiction, it can lay claim to being an “official” look at the universe.
Within The Klingons and The Final Reflection there is a lot to unpack. From “the perpetual game” of society that all play to the “naked stars,” (“If there are gods they do not help, and justice belongs to the strong: but know that all things done before the naked stars are remembered”). One must understand kuve – servitor (not slave) – as well as tharavul (labotomized Vulcans made into living computers). This Klingon society is deep with meaning – and adventuring opportunity.
As the Star Trek universe developed, and especially in the Next Generation-series, the depiction of the Klingons changed (although Memory Alpha states Ronald D. Moore, eventually a producer for ST:TNG, claims The Final Reflection did influence him). What I see is that instead of the Ford Klingons like Captain Kreen we get Worf – Space Samauri. When I look at the two settings…I only really see one choice.
It would be easy to get into a canon war at this point, but I look back on – and game by – the advice given in the Designers Notes to Star Trek: The Roleplaying Game:
…in the long run it will be the fans who decide what is and what is not STAR TREK for their campaigns. Feel free to change even basic assumptions if it suits you. Don’t be offended if we state something as “fact” that does not fit with your personal image. Simply run your campaign to suit what STAR TREK means to you. It’s your campaign, and we are by no means the final arbiters on such matters.
So with that thought, I say “no thank you” to Star Trek Adventuresand look forward to welcoming back an old adventuring friend.
Bill O’Reilly’s Legends and Lies: The Civil Waris a very new book (May 2017) that I found for a mere $9.99 at Costco. Being sold so cheaply so soon after release could be a bad sign. The few reviews on goodreads.com are generally positive but I will reserve judgement until after I read this one.
Hammer’s Slammers is a true hex-n-counter game using small counters, a thick modular mapboard, and a 2d6 Combat Results Table (CRT). There are four forces provided; Hammer’s Slammers (blue), another Mercenary Force (red), and two Conventional Armies (green and tan). Interestingly, there is no scale designated although units look to be platoon/battery organizations and each hex multiple (?) kilometers.
Hammer’s Slammers is taken straight from the first book. Hover Tanks, Combat Cars, Infantry on hover scooters, and Hover Self-Propelled Artillery. The “Red” Mercenary Force is the same plus optional Large/Small guns (for indirect or direct fire), Howitzers (indirect fire only), or a Self-Propelled Calliope (for Counter Paratrooper or Counter Artillery Fires). Slammers and Mercenary units generally pack more firepower, have better protection, and come with superior speed. Conventional Forces use Tracked Tanks, Armored Cars, Armored Personnel Carriers, Large/Small Guns, Howitzers, Tracked Self-Propelled Artillery, Wheeled Self-Propelled Calliopes, and towed Calliopes. This mix of units lets one recreate many of the battles found in the books where the technologically superior but numerically inferior Slammers fought against other mercenary or conventional units.
The main rulebook is 16 pages long, but the first nine are reprints of the “Interludes” found in the original Hammer’s Slammersbook. This leaves seven pages of two-column text and tables for the rules. Every turn each player sequentially resolves their action in the order of Rally (Moving Player) – Paradrop & Counter Paradrop Fire – Move (Moving Player) – Ranged Combat (All Players – Indirect Artillery & Counter Artillery Fire – Direct Fire) – Close Assaults (All Players). Once all players have gone the next turn begins.
Units that are Disrupted in Combat can Rally. For this each force has a Morale Number that must be rolled above on 2d6. Many scenarios have a variable Morale Number based on increasing losses – the more units lost the harder it becomes to rally a unit. A simple mechanic that doesn’t get in the way of play but adds a nice layer of realism.
I don’t remember any paradrop operations in the original stories so Paradrop & Counter Paradrop Fire seems a bit out of place to me. It does allow a nice way to enter units onto the map quickly.
Movement is again very traditional with each hex having a movement cost to enter. Hover and Conventional units have separate movement charts reflecting the different mobility of hover versus tracked/wheeled. There is not much difference but there is enough to be evocative of the setting.
Ranged Combat is where the differences between forces really stands out beginning with Indirect Fire & Counter Artillery Fire. Indirect Fire attacks the defense factor of the hex, not the units. This makes indirect fire very dangerous because the 8-defense factor Hover Tank in the Clear hex actually has a defense factor of 2 against artillery. To offset this vulnerability, Hover Tanks and Calliopes have the Counter Artillery Fire (CAF) capability which allows each unit to cancel a single artillery barrage in range. Of course, this comes at a cost; units firing CAF cannot fire in the Direct Fire phase.
Direct Fire is very simple; compare Attack Factor to Defense Factor, convert to odds, roll on CRT. Stacked units can combine fire and attack other stacks or individual units. Firing out to twice your range cuts the Attack Factor in half. Terrain Modifiers add to the Defense Factor. Combat results are No Effect, Disrupted (no indirect or direct fire, half movement), Defender Eliminated, or Defender Eliminated with Rubble (adds to movement and defense). There is an optional rule for Electronic Countermeasures (ECM) which allows Mercenary and Slammer Hover Tanks to “jam” conventional units which means the target cannot combine their attack nor spot for an indirect fire unit.
Close Assault takes place when units are in the same hex. All undisrupted units get a positive column shift and infantry fights with doubled Attack Factors. Units in Close Assault cannot leave the hex until all enemy units are eliminated.
There are other rules for Fortresses and Gas Attacks but generally that is it. You can play one of the 14 scenarios or Design Your Own using the point-buy system provided.
I played two scenarios. “Badger Hunt” is the introductory scenario that uses Conventional Forces only. I also played “Slammers” which is a three-way brawl with the Slammers squaring off against the Green Army (lots of long-range artillery and infantry with few mechanized) and the Tan Army (Mechanized and supported by a few Small Guns – no infantry). Each player has six turns to get as many points as possible (points are scored using the Design Your Own Scenario values). I used the Slammers with ECM to get as much high-tech effect as possible.
Hammer’s Slammersplays out much differently than I remember. I kinda remember the CPF and CAF rules and I don’t think I ever actually played with the ECM rules. I sorta remember the game as being very vanilla; simple and bland.
This time it was a much deeper experience. The low rules overhead meant the game could be played with minimal relearning. The differences in forces is just enough that there is no one-size-fits-all approach or best strategy. In the “Slammers” scenario, the Slammers start in the center and must determine how to deal with each force. I painfully learned that the Hover Tanks greatest asset is not its firepower but its CAF capability. The Hover Tanks ended up providing cover for the Combat Cars until they got close enough to dash in and deal with the guns. Of course, nipping at the flanks or blocking the direct route was that pesky tracked armor. This forced a decision; drop the CAF for Direct Fire or cover the force and let the lesser combat cars try to deal with the threat? For the Green or Tan Conventional Armies the key is combined arms and interlocking fields of fire. Artillery is in many ways still the King of the Battle.
As much as Mayfair’s Hammer’s Slammersgame captures the flavor the of books, it best replicates battlefield force-on-force situations. There is one scenario, “Hangman,” where a Mercenary force takes on Militia and Buses. It’s a one-sided bloodbath. The game has no real ability to present an asymmetric combat situation. I have to admit the best game I have in my collection for that is actually Tomorrow’s War: Science Fiction Wargaming Rules (Ambush Alley Games/Osprey Publishing 2011). This is a skirmish game played at a much more granular scale than Hammer’s Slammers. In many ways, Tomorrow’s Waris a direct competitor to my other HS game, The Hammer’s Slammers Handbook(Pireme Publishing Ltd, 2004) which is a set of miniatures skirmish rules published in the UK which still has its own website.
So when I look at the Mayfair Hammer’s Slammers game today I actually see a real gem. The game is a close to an introductory-level game in terms of rules, but the variable forces and modular map make for endless play variations. As simple as the rules are, the designer has actually captured a good deal of the flavor of combat in the Hammerverse. The game also has a very small footprint; the “Slammers” scenario map was playable in an area literally 18’x24″. A 3’x3′ table is more than sufficient for even the largest scenarios!
Traditionally, Memorial Day marks the beginning of summer for the RockyMountainNavy family. That is until we moved to the East Coast. Now school for the RMN Boys goes until mid-June. However, I still want to use this occasion to look back on my geek hobby year-to-date.
According to my BGG profile, I played 10 games in January, four in February, four more in March, none in April, and only two in May. For a year that I wanted to play more I certainly have dropped off! Summer may change as I have several new games inbound. Arriving tomorrow is Conflict of Heroes: Guadalcanal – The Pacific 1942 (Academy Games, 2016). I also may be getting closer to my Kickstarter delivery of Squadron Strike: Traveller(Ad Astra Games, ??) which after many delays (unwarranted and unacceptable in my opinion) finally opened the BackerKit this week. I also pledged for Worthington Publishing’s Mars Wars – but it cancelled. This month I pledged to support Compass Games’ new Richard Borg title Command & Colors: Tricorne – The American Revolution. To be honest, I am buying this title as much for myself as for the RMN Boys – which is both a blessing and a curse. I am certainly blessed in that I have boys who love gaming, but cursed in that they are not a hard grognard like their old man. The titles also reflect a change in my gaming interests as I struggle with the closure of many FLGS and the movement of my purchasing online or (shudder) to Kickstarter. I also have several games on P500 at GMT Games and hope to see that production schedule move forward this year.
I started off at Christmas with a good collection of books that I am whittling down at a much slower pace than I wish. This is not because I have ignored them; on the contrary, I am probably reading more than I did last year – just not reading off my list! Science fiction books have taken up much of my reading time. I have found myself lost in rereading the Charles E. Gannon’s Caine Riordan series from Baen Books. I also turned to Kickstarter again for content, this time in the form of Cirsova 2017 (Issues 5&6) and its short stories.
I didn’t get time to build much but the RMN boys got many kits completed. We even found a YouTube channel that we love, Andy’s Hobby Headquarters. He not only shows great models, but the boys are studying his techniques for better building.
I also have to do the Dad-thing and boast a bit about my youngest RMN Boy. This past quarter he was studying World War II and had a project to complete. The project supposed the student had found items in the attic from grandparents accumulated during World War II. The student had to put together a scrapbook of a newspaper article relating a battle (writing assignment), a letter from a soldier/sailor to home describing another battle (writing assignment), a letter from home describing the home front (writing assignment), a letter from the mayor to a local boys club thanking them for supporting the war effort (another writing assignment), notes from Grandmother about key personalities (short biographies), and a propaganda poster (art assignment). We had fun doing this project as together the youngest RMN boy and I prowled my shelves for sources, watched movies and documentaries online, and even pulled out a few games to better visualize the battles. A very proud moment for this father as the New Media and my book and game collection came together to teach a young man history.