Вы находитесь на странице: 1из 14

Issue #11

Winter 2004/5
Blitzkrieg Commander
Warmaster has been one a points value, stats, and another command unit or
of the best miniatures max./min. limits, which is a until your overall com-
games to come along over good, artificial way to pre- mander fails.
the last few years. Mass vent gamers from creating
Naturally, this will in-
combat along with a good, armies of all Tiger tanks.
volve luck, so if you blow a
but simple command and
few command rolls your
control system worked
army could be sitting
well. Now, a new set of
around while your oppo-
rules for World War II has
nent outmaneuvers and
taken this concept to the
pounds you into the dirt.
next level.
However, I think it’s a
Blitzkrieg Commander great system to easily
is a set of miniatures rules simulate command and
based upon the Warmaster control on the tabletop.
system. As you shall see, The most important thing is
WASATCH FRONT HISTORICAL GAMING SOCIETY

several of the concepts that it works.


have been slightly modi-
Again, combat is very
fied, but if you play
similar to Warmaster, with
Warmaster you can quickly
each unit rolling a number
pick up on this set of rules.
of D6s, followed by saving
In Warmaster each unit is I especially liked the
throws. If you score a
three stands, but in BC scenarios and the campaign
certain number of hits you
(Blitzkrieg Commander) system. Although only a
Warning Order

can knock a unit out.


each unit is one stand or small section of the book,
vehicle. This takes a little they have some great ideas. There are rules for engi-
bit of getting used to, but is neering, mines, bridge
no big problem. Basically, each side has
crossings, artillery, and
a number of command
airstrikes. I especially like
The rulebook is a little stands that try to issue or-
the optional rule for recon
larger than the standard 8 ders each turn. On aver-
units as they can play an
x11 size and is done very age, you need an 8 or less
integral part of the battle.
well. There are quite a few on two dice to be success-
color pictures spread ful in issuing an order. A Overall, the rules are
throughout the rules, which successful order lets a well worth the money and a
certainly helps sell the idea group of units move or fire. chance to try operational
to gamers. The rules only Then, you can issue a sec- combat with a new system
take up a small part of the ond order, but there’s that will surprise many
book, with the rest being a modifiers for range, second with it’s elegance.
great set of army lists cov- order, etc…, so a unit could
ering everything from move or fire multiple times For a battle report with
Finland to the Japanese in in a turn. If the command these rules and an inter-
Manchuria! Each unit has roll fails, then you move to view with the author, go to
page 10.

Inside this issue:


Special points of interest:
Battle For Empire Battle Report 2
• Blitzkrieg Commander Review & playtest
Fortress Berlin/On To Berlin reviews 4
• Interview with Blitzkrieg Commander au-
TSATF Battle Report 6 thor Pete Jones.
More Game Reviews 8 • Several board game reviews
Fal-Con 05 Convention Information 9
• Battle for Empire scenario replay
Blitzkrieg Commander Battle Report 10
• TSATF scenario replay.
Interview with Pete Jones 12
Dervish Attack! Battles for Empire Scenario Replay
This is a fictional scenario set in early Order of Battle 6 units of
1884, where the Mahdi has proclaimed a Fuzzy-Wuzzies
jihad to expel the Egyptians from the Egyptians
4 officers
Sudan. This was our second game using 2 units of Egyptian infantry
the Battles For Empire rules and we Two infan-
would be using a lot of figs, so there was 2 units of slavers/local natives
try units were
general excitement to trying this scenario. 1 unit of Egyptian gendarmes left as a garri-
son at the fort
The scenario assumes that an Egyptian 1 unit of Sudanese infantry and the village
force stationed at a local village and fort
2 units of Egyptian cavalry when the game
would march out on a punitive expedition
begins. The remainder of the Egyptian
against the local tribes. However, half- 1 artillery battery with 2 Krupp guns force is in column heading back to the
way down a pass their scouts came upon
3 officers village while the Mahdist forces started at
a large Mahdist force waiting in ambush.
the end of the table.
Not wanting to be caught out in the open, Mahdists
the Egyptian commander decides the The first few turns saw the Egyptians
better part of valor is to fall back to the 4 units of cavalry trying to get back to the village and fort
village and the fort as fast as possible! with the Mahdists in close pursuit. The
2 rifle armed units
This is where the scenario begins. nature of the movement system ensured
10 Dervish infantry units that the natives would spread out.

Defense of the Village


Most of the Egyptian infantry got of hand to hand combat and countercharges, to the village. The Mahdist play-
back to the village about one turn before the Egyptian cavalry was destroyed. How- ers pinned the unit in the fort and
the first Dervish unit tried ever, they had destroyed two the zeriba, which kept it from
to close into hand to hand Dervish cavalry units, seri- reinforcing the village.
combat. The Egyptian ously damaged two others,
By the sixth turn the Egyptians
cavalry wasn’t so lucky and had given the Egyptian
were still holding the village and
and had to turn to face infantry time to reinforce the
all attempts by the Mahdists to
their pursuers. They drove side walls.
attack the village had been re-
of the first two units of
The Egyptians fired sev- pulsed. The Egyptians were
Dervish cavalry, but then
eral volleys into the Dervish spread thin, but were still holding.
one of their units was hit in
and Fuzzy Wuzzy masses A few more turns of steady vol-
the flank. After three turns
that crowded the approaches leys and the game could be won.

Page 2 WARNING ORDER


Dervish Attack! (cont.)
However, the true weight of the attack gained entrance into the village and were battery and opened up a hole into which
was only now developing. The Fuzzy taking appalling casualties from the vol- the remainder of the Dervish units ma-
Wuzzies began to maneuver around the leys of the Egyptian defenders. Then neuvered to get into.
side of the village and tried to carry the came the break the Mahdist players were
Turn 10 saw desperate fighting as
wall and the rear most buildings, but were looking for and the real reason why gam-
several more units hit the walls at the
pushed back in hand to ers love to play
same time. A bad movement roll by one
hand fighting. the natives.
Egyptian unit made it fall back into the
When things
Two Dervish units village and the Dervishes poured in. By
go your way,
reached the walls, but turn 11 the Egyptians were fighting back
there’s nothing
were again pushed back to back in the center of the village and
quite like
by the Egyptian defend- surrounded on three sides. The end was
slaughtering
ers, while the Krupp guns not long in coming. Two failed counter-
hi-tech oppo-
poured a murderous fire attacks left most of the defenders exposed
nents!
into the mass of attackers. and they were overwhelmed.
Three Mahdist units ei- A Dervish
We assumed that the remaining unit in
ther disintegrated or unit reached
the fort would fight for a few turns, but
routed away, but more the Krupp gun
outnumbered 12:1 they would eventually
came up to take their place. battery and the defensive fire caused no
surrender, the officers would be executed
casualties! The Dervish unit overran the
By turn 8 the Mahdists still had not and the rest would join the Mahdi.

Final thoughts
What I like about this game system is and they could not. I have created a fortified
that you really get a sense of native city and we may do a siege
We use 15mm,
masses moving forward in a coordinated, and a ladder assault the next
but have 24 figure
but not organized mass. The movement time. I’m also beginning to
units on 25mm
charts mean that units move at different do British units and hope to
bases. Yes, this is
speeds, so it looks visually impressive. start a fictional campaign at
a lot of painting,
some point in the future.
I also like playing with the non- but it looks great
British forces. I think it adds a lot of on the tabletop. Again, if you’re looking
flavor to colonial gaming by including The cavalry units for a set of operational level
the native allies and askaris. In our game are 16 figs each colonial rules that give the
the slavers were awful troops and it fi- and there are 4 crew for each gun stand. feel of massed combat, BFE is for you.
nally came up to them to save the day

ISSUE #11 Page 3


Fortress Berlin
Against The Odds is a relatively new the game solitaire, with the player taking are on the board and trying to crack the
game company, focusing on desperate the German side. There are also two, strongpoint perimeter that surrounds the
battles throughout military history. Their three, and four player variants which city. Slowly and surely, day by day, the
format is similar to the old Strategy & sound like they would be a lot of fun to strongpoints fall, despite German coun-
Tactics, where there is a magazine with a try. There will also be a variant on Op-
game in each issue. The Battle for Berlin eration Eclipse, the Allied airborne as-
in 1945 has always fascinated me and I sault on Berlin that was planned, but
have read several books on the subject, so never happened. It will appear in an is-
when this game became available in the sue of Paper Wars.
deluxe format (boxed with a counter tray) So, how does the game play? Set up
I ordered it. is long, with specific units from a
variety of formations all over the
city for the Germans. The German
player will need to take some time
setting up his Volkstrum forces and
trying to come up with a strategy to
cover every avenue of approach.
terattacks. Finally, there is a break-
The game opens on the first two
through and the Russian tide floods into
turns with most of the German 56th
the city.
corps racing to get inside of the city,
while the Russians start to probe the The battle then revolves around the
outer defenses. The five divisions of major German combat units trying to
this corps are your primary fighting hold the bridges and inner city buildings
The first thing you notice when open- force and must rush from sector to threat- which almost form an island in the mid-
ing the game is the stunning map of the ened sector, fighting off the Russian dle of the city. Halfway through the
city. The artwork is in a grayish blue, hordes. game both sides have suffered huge casu-
with the urban areas in a darker gray. alties and the Russians are infiltrating
Combat takes some getting used to,
Every bridge, block, park, etc…, is accu- through the urban areas. At some point,
but it works. Basically, you decide
rately depicted on the map. After reading unless the German player(s) are very
whether it is a bombardment, mixed bom-
several accounts of the actual battle, it good, there will be a battle for the inner
bardment, direct fire, or close assault.
was great to see the actual landmarks and ring, with fighting focused on the Reich-
You add and subtract various strengths,
you can see why the Soviets had such a stag, the Chancellory, and the defense
then cross index that with the unit’s and
hard time seizing the city. ministries. Each side gets victory points
the hex’s protection factor. This gets you
for eliminating enemy units, plus the
There are two counter sheets and over- a letter that corresponds on a lower table,
Germans get extra points for how long
all they are well done. Once you figure where you roll two dice and get a result.
Hitler survives and the Reichstag holds
out the unit designations the setup goes As I stated, it takes getting used to. Com-
out.
much faster. I think the Soviets blend in bat is pretty bloody (as in the actual bat-
a little too much with each other and Overall, this is a desperate battle.
in some street fighting you can get The full game could take 8-12 hours,
confused about who’s units are depending on speed of play. Although
who’s. Units are rated for firepower, the combat system is kind of clunky, it
protection, movement, and morale. does seem to generate accurate results.
Each unit has a maneuver side and a The game faithfully recreates the actual
combat side, with most units being battle. All of the famous units are there,
brigades and divisions on the Soviet from the Nordland SS to the Soviet
side and battalions on the German Third Shock Army, the order of battle is
side. pretty accurate. The giant flak towers,
using the U-bahn for movement under
The magazine is excellent, with the city, the Hitler Youth holding the
half of the issue dealing with the Havel bridges, etc…, are all there to be
overall battle. The rules are not too gamed.
hard to digest, with the game charts
in the center of the magazine. My Highly recommended for anyone
only complaint is that there weren’t with an interest to the end of World War
tle) and units disappear rather quickly.
enough examples of play throughout the 2.
rules. There are rules and charts to run By turn 4 most of the Russian forces

Page 4 WARNING ORDER


Fortress Berlin: On To Berlin! Variant Paper Wars #55
Paper Wars #55 has an exciting variant be scattered all over the place! into the heart of the city will not be easy.
for the ATO Fortress Berlin game called
Three of the airborne divisions drop on Once the main German combat units
On to Berlin! The magazine has extra
the first turn, while the remaining two are come into the city, advances are meas-
rules, about 80 additional counters, and
assumed to be seizing objectives off ured in single hexes gained and there is
there is a fictional account of the battle.
board and they will enter plenty of heavy fighting near the ministry
The scenario later as reinforcements. buildings. My first playtest went down to
assumes that The key is to seize an the wire with a narrow Allied victory and
Hitler was killed airfield quickly so that you could replay this game twenty times
by a Russian the British 52nd Airland- and get twenty different battles. Both
airstrike while ing Division can be flown sides have a huge number of options re-
returning from a in to support the attack. garding units, defensive positions, coun-
conference. The The Germans spend most terattacks, etc… .
German High of the first few turns reor-
Overall, this is a great variant and it
Command is ganizing to meet the
helps that it was professionally done.
split and the threats and to start receiv-
Both this and Fortress Berlin are worth
Allies see their ing the main combat units
the cost of the games.
chance to end from the 56th Panzer
the war in one bold stroke. The plan is to Corps.
drop five airborne divisions on Berlin and
For the Allied player, you must seize
seize the government before German
the airfields, hold them against counterat-
forces can be redeployed.
tacks, and start making inroads into the
Unlike Fortress Berlin, most of the city as quickly as possible, before the
German forces are unprepared for the defense gets organized. To say that this
attack and the main line of perimeter is a tall order would be an understate-
fortifications are unmanned. The Allied ment. The number of bridges and cross-
player gets plenty of airstrikes and from ing points into the city are generally cov-
personal experience, use some on the flak ered and the German artillery starts
towers on the first turn or your drops will pounding your advancing units, so getting

Wings of War
There is a huge move- play beginning in about Overall, I think
ment in wargaming cur- five minutes. that this is a good
rently, with a number of game and I stress
Each player chooses
high quality, card driven the word game. It
three maneuver cards,
games appearing. Wings is not a simulation
then lays them out on
of War is no exception. of actual WW1 air
his control card. Each
The game simulates combat and there
side then reveals their
WW1 air combat and has is no altitude used
maneuvers, moves their
quality components, but in the game.
planes, and conducts
is it fun to play? However, it is fun
combat. Quick, simple,
and can be used to
The answer would and effective. For dam-
introduce new
have to be yes. In the age you draw a number
gamers to the subject or to the wargaming
basic set you get the of cards which give a
hobby.
rules, about twenty aircraft cards, four number of hits, ranging from 0 to 5.
sets of maneuvers, and five aircraft flight When a plane equals their damage level it The company appears to have plans for
control cards. I do have some problems is shot down. additional supplements and there are al-
with the mix of planes, only four maneu- ready several sites on the web that offer
There are optional rules to use some of
ver decks, but the game can be played extra cards, rules, and aircraft. Overall,
the special features on the damage cards
with five players? Anyway, the cards are for around $30 it’s pretty good value.
such as jamming, smoking, etc…, and it
well done and the rules can be read with
adds just a tad bit of complexity.

ISSUE #11 Page 5


Fighting Withdrawal TSATF Scenario Replay
As we’ve mentioned before, The 1 machine gun
Sword and the Flame is one of our favor-
2 officers
ite periods. It’s strange that we don’t
expand our forces much or get into other British Force
areas of colonial warfare, but we do love
to play this game! 2 units of infantry

This scenario has seen a joint British 2 units of cavalry


and Indian force get wiped out about 1 artillery piece
twenty miles north of the board. The
remnants are streaming back and plan to 2 officers
evacuate the pass and fall back to friendly Pathans to withdraw down the pass at the end of
territory. There are several Indian units
5 units with rifles the board and to safety. The Pathans
garrisoning a village that has been used
were split into two groups and decided to
as a forward supply base that will have to 4 units with spears and swords try to delay the British force while seiz-
be evacuated as well.
ing the village.
2 units of cavalry
The order of battle is as follows:
The Indians set up a good defense as
The British force began at one end of
Indian Garrison seen in the above picture and were confi-
the table and needed to meet up with the
dent that they could hold the Pathans.
2 units of infantry Indian garrison, then both forces needed

The First Attacks


and the rest barely
The first few turns were spent by the to use a unit to move made it back to the
Pathans getting into position to launch their forward and launch village walls in time.
attacks. The British had some bad die rolls a spoiling attack.
for movement, so they’re force was only He got more than he The Pathans were
about halfway to where it should have bargained for when now ready to launch
been. The Pathans couldn’t have hoped for about four units of their main attacks and
any better and by turn 4 began to probe the Pathans started ad- try to seize the village.
village defenses. vancing his way. The delaying force
The first shot felled moved into position as
The Indian garrison commander decided well.
the Indian sergeant

Page 6 WARNING ORDER


Fighting Withdrawal (cont.)
Now the main event began. Two units The Pathan attacks did serve their pur- village walls the Pathans finally got into
attacked the Brtiish force while a third set pose in that the British force was now hand to hand combat. They pushed
up on some hills to provide flanking fire. strung out, disorganized, had casualties to through the village entrance and started a
The Pathan cavalry tried to charge but attend to, and was several turns from melee with the troops holding the right
failed twice. The British responded by reaching the village. side of the village. Both sides suffered
putting one unit into open serious casualties, but the Indians were
This gave the
order and the second in open hanging on.
Pathans their
order as a reserve behind it.
chance to seize Then, a new hidden Pathan unit burst
The two British cavalry the village with out of the hills and charged for the large
units countercharged and the main force. building in the village. Good musketry
defeated one of the Pathan A sharp firefight rolls for the Indians blunted this attack,
horse units and crushed an broke out and but by now they were fighting back to
infantry unit. Meanwhile, then one of the back in the village.
the two British infantry units new TSATF
Fortunately, an Indian sergeant killed
kept up accurate and deadly event cards was
several by himself and the Pathans broke,
fire to their front. The played, resulting
fleeing the village. The two Indian units
Pathans did get a few charges in the Indian
were down to below 50% strength and
that made contact, but they were defeated machine gun jamming!
just barely held, so the game was called
in hand to hand combat and driven off.
After several attempts to reach the as a British victory.

Final Thoughts
I’ve played TSATF for gun jamming) themselves exposed to the British
about 15 years and have gave the Pathans a rifle fire, which did some serious
only had one really bad good chance to damage.
game. This one, as usual, win. All in all, it was a well played and
was pretty fun. close fought game. We really need to
Unfortunately
The Pathans had a good for the Pathans expand our terrain and our forces for
plan and it could have suc- they had to charge this era, but as I’ve said before, we
ceeded. Certainly, the event the British infan- suffer from “Gamer’s ADD” and
cards that plagued the Brit- try units and can’t focus on anything for more than
ish this game (there were failed several two weeks at a time. We will return
others besides the machine times, leaving to the Northwest Frontier again!

ISSUE #11 Page 7


Drive on Stalingrad by Decision Games
I love East Front you can set the game up and ments and you know that this is going to
operational level figure out the rules as you be tough.
combat and I had go along.
The game begins with the Germans
read good things
It’s during set up that ripping open a big hole in the northern
about this game.
you first notice that the Ger-
True, the first ver-
mans have a tough road
sion from SPI years
ahead. Stacks of Soviet
ago was something
divisions form a huge front
of a mess, resulting
along hundreds of miles of
in a lot of work for
southern Russia, leading to
not much satisfac-
Stalingrad. The Germans need to score
tion. However, the word was that this
six victory points and most of them are
game, while a bit plain looking, was
far, far, away. You also look at the turn
pretty good.
chart and see stacks of Russian reinforce-
When you first open the box, the first
thing that strikes you is that the maps are
from the 70’s and 80’s. The counters
aren’t that much more impressive and the
rules are done in the old “case” style. I
swore that I had gone back in time to the
glory days of Avalon Hill and SPI! front and then the race is on. The Rus-
sians must decide whether to hold the
While reading the rules the first thing
frontier or run like hell to the next river
you notice is that there are no zones of
line of defense. In the end, the Germans
control, so obviously this will be a pretty
are trying to seize the last few victory
fluid game. Also, most of the Soviet
point hexes and the Russians are trying to
units have an untried state, meaning that
just hang on. Despite being an older
neither player knows how good they are
looking game, it is very exciting and
until they are in combat. Other than that
challenging for both players.

Clash of Giants by GMT Games


I’ve never been a how much movement it gets during each want it to. A very close game that will go
big fan of WW1 turn. This is a good, if somewhat artifi- down to the final few turns.
games and the only cial representation of WW1 command
The other
one I’ve ever owned and control. Simple, but it works.
map is used for
was World War One
I first played the Marne battle sce- the Tannenburg
from the old SPI
nario, which concentrates on the French campaign,
folio series. When I
counterattack in the early part of the war. which was very
got this for Christ-
There is also a interesting.
mas, I was intrigued
full campaign Here, few
and decided to play
version which counters are on
some of the scenarios.
shows the French a huge map, so this is an exercise in stra-
The game covers the Tannenburg retreat from the tegic planning. My playtest went down
campaign on the Eastern front and the initial German to the last turn and it was very challeng-
Marne campaign on the Western front. onslaught. ing, especially when you only have a
There are two well done maps and about handful of pieces left to cover an entire
The Germans
250 counters. The game system is pretty area!
have to play for
easy to digest, with a lot of special rules
time and counterattack where they can. Overall, I was pleasantly surprised by
about the different armies on each front.
The French, meanwhile, need to coordi- this game and the game system. All
The most important thing that you see nate several armies for an offensive and games are easily played in under 3-4
in the game is that each army rolls to see can’t quite get everything to go how they hours and are very challenging.

Page 8 WARNING ORDER


Fal-Con 05 Convention Information
In beautiful Colorado Springs, Colo-
rado.

This is the premier historical gaming


convention located this side of the Mis-
sissippi! This event features a full
agenda of games, lectures, and events
for the full three day weekend!

Come join us at the base of Pikes Peak,


along the Front Range of the Rockies,
next door to the magnificent United
States Air Force Academy!!

The event will be held at the Radisson


Inn, I-25 and Academy Blvd. We have
negotiated a fixed room rate for the
next three years. Be sure to mention
FAL-CON when making your reserva-
tions.
Visit the Fal-Con 2005 site to get the latest info on
games, schedules, and events at: www.fal-con.com

Just a few of the historical games that Daimyo Influence Academy 4/15 - 7:00 p.m "Hijacked" Academy 4/16 - 9:00a.m
are confirmed so far: Event ID# 13BB050 Event ID# 24HC021
FRIDAY’S HISTORICAL LISTINGS Dresden, 1813 Academy 4/15 - 6:00 p.m “The Battle of Brawner’s Farm” Academy
4/16 - 12:00 p.m
Event ID# 14CC004 Event ID# 15CC055
Event ID# 25IA023
"This Town Ain't Big Enough" Academy 4/15 - Flames of War Tournament Academy 4/15 - 7:00
6:30p.m p.m WWII Battle Royale Academy 4/16 - 3:00
p.m
Event ID# 15DC008 SATURDAY’S HISTORICAL LISTINGS
Event ID# 25GA024
"The River Plate" Academy 4/15 - 8:00p.m Event ID# 23HA001
Destination Berlin Academy 4/16 - 10:00 a.m.
Event ID# 11CC027 "The Run from Algeciras" Academy 4/16 - 1:00p.m
Event ID# 23KA026
Armati II Tournament Academy 4/15 - 6:30 p.m Event ID# 25JB002
Ships Master and Commander Atrium 4/16 -
Event ID# 11DC028 "Hold the Junction" Academy 4/16 - 4:00p.m 7:00 p.m.
Armati II Tournament Academy 4/15 - 9:30 p.m Event ID# 24GC005 Event ID# 21GC029
Event ID# 15CB030 "Stampede" Academy 4/16 - 10:00a.m Armati II Tournament Academy 4/16 - 10:00
Air War over Russia 44 Academy 4/15 - 7:00 p.m. Event ID# 24JC006 a.m.

Event ID# 15KB033 "It's an Outrage, Sheriff You Gotta Do Something!" Event ID# 25KB031
Academy 4/16 - 4:00p.m Migs Over Korea Academy 4/16 - 7:00 p.m
Beachhead Academy 4/15 - 6:00 p.m
Event ID# 25LC009 Event ID# 25IB034
Event ID# 15AB046
"DKM Bismark on the Loose!" Academy 4/16 - Bulge 44 Academy 4/16 - 6:00 p.m.
Breakout Academy 4/15 - 4:00 p.m
8:00p.m
Event ID# 12CA047 Event ID# 22IA048Throne of Blood Acad-
Event ID# 25FC011 emy 4/16 - 2:00 p.m

ISSUE #11 Page 9


Blitzkrieg Commander Playtest
One of our members, JimCornell, try battalion of three companies plus anti- companies of Tiger IIs, Panthers,a and
made some exclusive terrain boards for tank support. It would try to seize the Mk. IVHs, plus recon and artillery. The
our BKC playtest, so we were excited to village and a farm on the outskirts. The German plan was to quickly seize the
try this new system out. All of us except second group was an armored battalion of village and have the armor cut in from
for Dave B. had played Warmaster be- four squadrons of Shermans plus Fireflys their left to the village and destroy any
fore, so game explanation didn’t take up that would try to keep the Allied armor in the way.
too much time. After explaining the vari- German armor busy. The The anti-tank company
ous command, shooting, artillery, and final group was the recon, along with other assets
recon systems, we were ready to go. artillery, and overall com- would hold the right
mand. against any attack on
The scenario’s premise was the basic
that flank.
meeting engagement. It is set in late Sep- The British plan was to
tember of 1944 and a British force has seize the village, dig in, With both side’s
broken through the main German lines and use the armor to pro- forces set to go, all units
and is racing ahead to seize a key village. vide flank support in the were placed on the
The Germans have scraped together an wide open spaces on the board and the Germans
armored kampfgruppe and are moving to right of the village. won the Initiative die
block the British advance. roll and opted to go first. After a few
The Germans had a scratch force of
final questions about units and rules, we
The British force was broken up into two panzergrenadier companies, an anti-
were ready to try Blitzkrieg Commander
three groups. The first was a mech infan- tank company of Hetzers, several armor
for the first time.

The Battle Begins


The Germans had some successes and other end of the village and both sides failed again due to bad die rolls.
some failures on the first turn. The prepared for close combat. The British
Finally, on turn three the British ar-
panzergrenadiers moved quickly and armor moved to establish blocking posi-
mored engaged some of the further most
seized the outskirts of the village, but the tions on the right, while the recon moved
German units, scoring a few hits and
supporting anti-tank units failed their out far ahead of the main force.
driving them back. The British brought
command rolls. The rest of the Germans
Turn two saw the devastating power up MGs and mortars into the village,
failed their command rolls as well, leav-
of artillery as the German guns caught a setting up a defense against the expected
ing the mech infantry exposed in the vil-
British mech infantry company in the German assault.
lage.
open and pretty much wiped it out. The
So far, the German armor had played a
The British responded by seizing the Germans moved some armor, but most
small role in the developing battle.

Page 10 WARNING ORDER


Blitzkrieg Commander Playtest (cont.)
The German armor finally passed artillery fire and mortars on the village, but armor to support the attack and victory
some of it’s command rolls and began to most of it kept scattering around the board, belongs to the Germans!
advance. Unfortunately, they also failed causing damage to everyone in the area! The British respond by knocking
right in front of a mass of Shermans. The out more German armor as the mass of
British responded aggressively, knocking The Germans were still having problems
with their command rolls and could not Shermans delivers volley after volley
out two German armor units and setting into the German positions. In the vil-
up a firm base of fire support. The Fire- coordinate an effective counterattack with
their armor. They were lage the second British mech infantry
flys maneuvered to platoon counterattacks with mortar and
get in better shots scoring some hits, but the
Shermans were definitely artillery support, driving the German
while protecting defenders back from the village center.
themselves by using coming out ahead in this
the farm area as flank slugest. The Germans still have sizeable
cover. Back in the village the reserves, but can’t get them to move.
first German panzergrena- A few well placed armor units could
In the village the ensure victory, but the bad die rolls
first firefights erupted dier platoon charged into the
center of the village and in continue on.
as the Germans try to
press the advantage some deadly hand to hand The British, meanwhile, prepare for
they had in the out- combat, seizes the village the final push to end the game.
skirts. Both sides were now calling in center. All that is needed is for the German

Finale and Conclusions


A virtual storm of fire engulfs the and the Germans are forced to withdraw. It also worked well with multiple
German positions inside the village. players and I would say that it’s ideal for
Despite our doing a few things wrong,
With the German armor threat on the group play. Once you get used to the
we had a great time! The game “felt
right flank nullified, a detachment of system, each player can run things on his
right”, in that you couldn’t count on mov-
Shermans joins the infantry in attacking section of the tabletop without referring
ing and sometimes a few units moved
the village. The first German panzer- to the rules or charts.
twice or three times, making both sides
grenadier platoon is wiped out and the
respond to new threats. Besides Com- Overall, we were impressed and sev-
second is taking serious hits. Most of
mand Decision 3, this is the closest I’ve eral members are now going to start cre-
their halftracks are now on fire and things
seen to recreating operational level ar- ating armies for the Russian Front. We
are looking grim for the Germans. A
mored combat. look forward to playing this again.
final turn with more bad command rolls

ISSUE #11 Page 11


Interview with Pete Jones, author of Blitzkrieg Commander
One of the most innovative rules sets cially for WW2. I prefer small miniatures don't end the game feeling like they've
to come along for WW2 gaming is Blitz- too, with 10mm being the most suitable just taken an exam in mathematics! As
krieg Commander. Based on the popular for my needs at the current time. long as you feel like you are playing a
Warmaster system, BKC as it’s affection- WW2 game - whether it be leading a
ately called, is able to do what most game 3. What's your philosophy on realism squad against a pill-box, or commanding
systems can’t, namely use a command vs. playability? a regiment in a river-assault - that's what
and control system that’s simple and Some people tend to confuse realism with counts.
effective. Gamers all over are dusting off minute detail and micro-management,
It's also down to individual perspec-
their old micro-armor or getting into the thinking that the more detail that is
tive. Several people reading the same
relatively new 10mm scale and trying crammed into a game, the more realistic
account will more than likely pick-up on
these rules out. Pete Jones, the author of it is. This is especially true for rule sets of
different things. This is just the way we
Blitzkrieg Commander gave this inter- the 1970s and 1980s, which looking back,
are in all walks of life, not just gaming,
view where he discusses game design, the were bloody awful! There has been a big
but it can lead to some bitter arguments
hobby, and the future of the BKC system. shift away from this over the past decade,
about what is realistic and what isn't!
with playability coming to
the fore.
I think realism is about 5. What do you think are some of the
capturing the feel of a pe- positive things in the current state of
riod and also encouraging players to use the hobby and what are some of things
tactics similar to those used by the armies that need to be fixed?
1. How did you get started in wargam-
at the time. This is very difficult to do,
ing and what are your favorite peri- The web has been the best thing for the
which is why
ods? hobby over the past few
earlier rule au-
years, bringing gamers
My first interest in gaming began in my thors focused on
across the globe together
early teens at the start of the 1980s - a the technical
and allowing us all to
mate at school had a micro Modern Brit- details, as they
share ideas and experi-
ish army and encouraged me to get some are much easier
ences. On the downside
Russians. That didn't last too long (think to research and
of the hobby - miniatures
the Challenger rules put me off!), so I easier to define
from different manufac-
started collecting 1/72 scale WW2 Ger- in game-terms.
turers that are supposed
mans to play against his WW2 Brits. That Of course ulti-
to be the same scale,
was much more fun! Trouble was, girls mately, no game
aren't... that's such a bug-
and music started to interest me a lot can approach
bear.
more as my teens progressed and that was anything like
it for gaming until I returned 10 years
reality and no- The beauty of Blitzkrieg Commander is
later.
one in their that you can use any scale miniatures 6. What advice would
My favorite period is World War Two right mind with the rules. You can also play it at 1:1 you give to would be
- there is just so much to learn about it would want it to or 1:5 scales for different games. rules designers who are
and so much innovation at the time. I also - I know I cer- looking to
play Fantasy and Sci-Fi in the smaller tainly wouldn't want to be shot at or be
scales (ie: 10mm and 6mm) - I treat these responsible for sending people to their publish?
two as a distraction from historicals once deaths… It's a lot of work if you self-publish! The
in a while. I've ventured into other peri- upside of that is you have total control
ods (Dark Ages, Medieval, ACW, WW1 over what you are doing - if you can han-
and Post-WW2), but nothing has inter- 4. We've seen a major shift the last few dle that, it's the best way to go. Stream-
ested me as much as WW2. I'm probably years in the hobby with a move to- line your ideas, learn that's it's more im-
one of the few gamers who has never wards simple, fast, and fun games that portant deciding what to leave out of a
played a Napoleonic game - just never seem to have realism as a low priority. rule set than what to include in it. At the
appealed to me. Do you think this is a good or bad same time, give the gamer who will buy
trend? your rules a good deal, not some half-
finished piece of work that requires you
I don't feel that realism has taken a back-
2. Do you prefer tactical/skirmish level to buy add-ons just so he can play his
seat over simplicity, speed and enjoy-
games or operational level gaming? favorite army. Oh and make sure the eye-
ment. Sure, certain elements have to be
candy has a use other than just looking
Although I've swayed between the two, simplified if games are to be played in a
pretty!
definitely operational-level for me, espe- reasonable amount of time and players

Page 12 WARNING ORDER


Pete Jones interview (cont.)
10. What new projects will you be Final Thoughts
working on in the future?
7. Has the hobby changed for you in First, thanks to Pete for participating
any way since your rules were pub- Some years ago I wrote a computer pro- in the interview. As always, it’s good
lished? Do you experience highs and gram to create scenarios for WW2 East- for gamers to know where an author is
lows in dealing with questions on the ern Front games that generated random coming from or why they did certain
Yahoo Groups forum? orders of battle using forces that were things in the rules. Pete’s idea of put-
under-strength, something I feel a lot of ting well done battle reports on his site
I've gotten to know a lot more people.
games don't take into account. I would is an idea that should be mandatory for
Dealing with queries regarding the rules
like to develop this idea into something
is fun - people have been very positive, all new rules authors.
more, maybe making it customizable and
which is encourag-
cover any period in There have been many attempts by
ing.
history. It's a lot of gamers to recreate operational level
work, which is why I WW2 actions, namely those involving
keep putting it off! about a brigade per side or even more.
8. Blitzkrieg
Commander has If you are interested in Most fail horribly because of the com-
had many posi- this rules system, then I mand system, either there isn’t one or it
tive reviews on would suggest going to is so complex that normal gamers can’t
TMP and else- the Blitzkrieg Com- get into it.
where. Do you mander web site at:
BKC solves this by using the
think that this www.blitzkrieg- Warmaster command system, which is
vindicates your commander.com or not only simple, easy to follow, and
views towards the visit the Yahoo egroup new gamers can get it right of, but it
Warmaster sys- Command plays an vital role in BKC. for more information.
tem or is it just
works!
Each command unit can issue a number The web site has army
that gamers like of orders to units and in some cases more lists, some great battle
WW2 rules? than once per turn. Trying to coordinate reports with inspiring
I'd be tempted to large formations can prove to be difficult, pictures, and additional
say a bit of both: much as in real life. info on the game. Pete
Warmaster is a does a great job of sup-
good system, World War Two a popular porting the rules set by answering ques-
period. tions on the Yahoo group. Pete is also
interested in feedback, rules corrections,
9. Are there any future plans regarding and problems with the army lists. If you
the Blitzkrieg Commander system? have a good argument then he’ll make
Well, a second print-run will be due soon, changes. I wanted the British lists
but rather than just do a straight re-print, I changed for more Fireflys and he agreed,
want to fix any errors and make some so he changed it!
The good thing about the game sys-
slight changes, particularly to the army tem is that it “felt right” during our
lists. I will also add some more optional
playtests.It was exhilarating and frus-
rules in the back. However, for those who
trating at the same time when you
already have the book, no need to rush
out and buy the new one (unless you
could or could not get units to move.
really want to!) as all the changes will be There was never a “everyone moves
available as a free download from the now” phase and you had to plan a turn
web site. ahead in case your command rolls
failed. The Germans in our game had
I've started working on a complimen- several command failures that doomed
tary set to cover the post-WW2 era, al- their attack, probably which happened
though this may take some time as there in real life thousands of times.
is so much work involved! Also looking
into covering the beginning of the 20th Overall, for the price of the rules
Century, but this may just come down to Terrain and engineering become very im- you can’t go wrong. Even if you never
doing some army lists that people can portant in this kind of operational scale end up trying the game, you will at
download from the web site. game. The use of minefields, fortifications, least get some good ideas about a wide
and river assaults can all be gamed easily variety of WW2 subjects.
with the BKC system.
Matt Irsik
ISSUE #11 Page 13
WFHGS I have received a number of emails asking about who authors the articles
in this publication. The simple answer is that if you don’t see an author’s
name then it was by me. Yes, that means that most of the articles are written
by myself and depending upon how many contributions I get, this can range
WASATCH FRO NT HISTORICAL
GAMING SOCIETY from all of them in an issue to only a few.

This publication is a labor of love and I feel that it’s good to share re-
Meets every other Friday night in SLC, Utah. We play WW2 in
three different scales, Renaissance, Seven Years War, views and battle reports of games with gamers around the world. I like to
Napoleonics, ACW, ECW, air combat, and much more.
talk with other gamers, share info and projects, and generally I hope that
Email: mirsik1@juno.com
this publication can help the hobby grow. Would it be better to get a
broader range of views? Yes, it would, but I can’t control the timing or
quantity of the submissions that I do get, so I try to stay on a regular sched-
The best in historical wargames. ule. As many of my fellow club members know, I have a lot to talk about!

The best part for you, the reader, is that this publication is free. If you
like what you see, then you’ll be back. If not, then you really haven’t in-

Visit us on the web: vested anything other than a minute or two downloading the issue. As al-

www.wfhgs.com ways, I look forward to hearing from those who read this publication..

Matt Irsik mirsik1@juno.com

Pacific Alamo: The Battle For Wake Island by John Wukovits


The battle for Wake contracts to improve the island Wake. The first carrier battle could have
Island has always been garrison, but they were unable to happened only a few weeks after the
part of one of the great be completed in time. opening of hostilities instead of at Coral
“What if’s?” in military Sea.
The central section of the book
history. In Pacific
concerns the battle itself. You are The final section of the book describes
Alamo, author John
witness to the first air attacks and their ordeal in prison camps in both
Wukovits tries to detail
the disastrous first invasion attempt China and Japan. Several hundred men
the heroic stand by the
by the Japanese. Every small ac- died during their three and a half years in
Marines and to dispel
tion on the island is given treat- captivity. The book concludes with the
some of the myths sur-
ment and the author does a good ending of the war, their return to society,
rounding the battle.
job of portraying the desperate and what happened to many of the sol-
The first part of the defense. diers after the war.
book is getting to know
Finally, after massive air attacks Overall, I found this book fascinating
the men, the island, and
by carrier groups and a huge inva- and you will never look at the movie the
the general situation
sion force that is landed on the island, the same way again, since it is woefully
leading up to the beginning of the war.
garrison is forced to surrender. This part wrong in many details. The battles are
The reader learns about the construction
of the book is also interesting as you detailed and there is a sense of urgency
projects, defense plans, who the main
learn that the Marines could have fought and desperation about them.
characters are and why they were at
on and might have succeeded in defeating
Wake. I would highly recommend this to any-
the second invasion.
one interested in the Pacific Theater or
It is interesting to note here that a
It also explores the great “What If?” Marine Corps history. Hopefully, some-
Japanese attack was expected and that
by describing how the Saratoga battle day there will be a movie about this made
war was a foregone conclusion by Octo-
group was ordered to turn back with air along the lines of Saving Private Ryan.
ber. The military had huge construction
and ground reinforcements destined for

Вам также может понравиться