Tag Archives: WW2

Afrika (second edition) (Video Review)

Afrika

Standard Combat Series game covering the campaign in North Africa from 1940 until 1942. This is the second edition of the Charles S. Roberts Best World War II game of 1993. Afrika – 2nd Edition is a fast-paced game of mobile warfare at the operational level. The heart of the game is the supply system, which highlights the logistical aspect of desert warfare.

The game contains one 22*34″ mapsheet, one 22*17″ mapsheet and 280 counters. It has two campaign scenarios and five short scenarios.

Afrika II is an updated version of Afrika (first edition) published by Multi-Man Publishing. The 2006 MMP 2nd Edition is the 11th game in the Standard Combat Series.

The game covers the campaign in North Africa from 1940-1942, beginning with the Italian invasion of Egypt.

Afrika II is more in line with “standard” SCS series rules. Many of the OCS-lite features which worked their way into the game as Dean was working on Guderian’s Blitzkrieg and the debut of the OCS series have been eliminated.

~ Multi-Man Publishing

VN:F [1.9.22_1171]
User Review:
Rating: 5.0/5 (1 vote cast)

Afrika (second edition) Standard Combat System (Video Overview)

Afrika

Standard Combat Series game covering the campaign in North Africa from 1940 until 1942. This is the second edition of the Charles S. Roberts Best World War II game of 1993. Afrika – 2nd Edition is a fast-paced game of mobile warfare at the operational level. The heart of the game is the supply system, which highlights the logistical aspect of desert warfare.

The game contains one 22*34″ mapsheet, one 22*17″ mapsheet and 280 counters. It has two campaign scenarios and five short scenarios.

Afrika II is an updated version of Afrika (first edition) published by Multi-Man Publishing. The 2006 MMP 2nd Edition is the 11th game in the Standard Combat Series.

The game covers the campaign in North Africa from 1940-1942, beginning with the Italian invasion of Egypt.

Afrika II is more in line with “standard” SCS series rules. Many of the OCS-lite features which worked their way into the game as Dean was working on Guderian’s Blitzkrieg and the debut of the OCS series have been eliminated.

~ Multi-Man Publishing

VN:F [1.9.22_1171]
User Review:
Rating: 0.0/5 (0 votes cast)

The Battle for Hill 218 A Written Review (2D6 Exclusive Content)

images

 

 

Designer:            Darwin Kastle

Publisher:           Your Move Games (2011)

 

          Wrapped in a plain olive card box while boasting black and white generic card art; The Battle for Hill 218 bears an outright semblance of the mundane that will be torn down and trodden upon as soon as you get this beauty to the table.  While the idea of spilling blood and throwing waves of troops against the torn hill depicted on a card as a 2D muted brown line rendering sounds insane, you will be hovering on the edge of your seat as the tension boils higher than a sleeved Race for the Galaxy draw deck.

 

pic261964_t          At its heart, Hill 218 is a clever abstract card game where you attempt to outmaneuver your opponent by controlling the area surrounding the hill at the center of the table.  On your turn you may place two cards from your hand onto the play area, one at a time.  The cards are organized in play into an invisible grid with the hill at its heart.  The first card you place must be directly behind Hill 218 on your side of the table.  From there your units spread like gangly arms attempting to choke the life out of the Fascist pig sitting across from you.

         The intensity comes from the delicate tempo as you and your opponent joust for momentum.  Calling in a well-timed Air Strike or executing a devastating Para-drop behind your opponent’s Heavy Weapons can turn the tide of the game and have your enemy’s flank collapse in on itself as he flounders among his dying brethren.  The ingenuity of this momentum struggle arises due to the simple yet effective Supply rules.

 

images2

 

          Each card has a Supply graphic which dictates where it must trace Supply from.  Every card except for Paratroopers and Air Strike requires Supply be traced from its location back to your Base.  This greatly restrains your placement of cards so that you must build this chain of linked units that attempts to advance and wrap around the fulcrum of the hill.  The depth is greatly achieved due to the variety in ways units trace Supply, as well as the susceptibility of your link being severed due to an opponent’s attack.  The battle of momentum at the heart of Hill 218 is this vying for space while maintaining your own Supply and crippling your enemy’s. 

          While Supply is the most crucial stat on your units, Attack and Support must be utilized to their utmost if you wish to win the jousting match.  The attack graphic represents what spaces are able to be attacked when the unit is placed.  Most units show a cross-hair in the target spaces which denotes that they kill an enemy in that space only if the attack is Supported by a friendly unit already on the table.  Units grant Support to spaces denoted on the card under the appropriate icon.  Some units automatically kill their targets regardless of Support (Artillery and Tanks) and act as an ace in the hole of sorts.  Finally, Air Strikes (each side has 2 available) automatically kill a single unit anywhere on the table.

          While the myriad options present in the variations of Supply/Attack/Support among units are enough to provide great replayability in and of itself, the fact that your choices are constrained to what you currently have in your hand increases the importance of careful placement ten-fold.  Careful thought must also be given to what has already been played and what units you have yet to draw as the quantities are limited.  These factors combine to provide an astounding amount of depth for a 15 minute card game that offers a gentle yet nearly endless learning curve.

 

hill218_2

 

          The popularity of this game cannot be denied as it recently received a top-notch iPad port and has torn through several print runs in the past few years.  The iPad version of the game is a phenomenal implementation and features a strong AI system built off the long-standing Java version of Hill 218.  In digital form the game costs less than a gallon of gas and the old-school cardboard version our grand-parents used to play can even be acquired with the cash that the poor dude sloppily throwing together your Whopper Junior earns in an hour.  You have no excuse not to own this underrated classic and it has stood the test of time in my turbulent collection which sees just as many games going out as coming in.

VN:F [1.9.22_1171]
User Review:
Rating: 5.0/5 (3 votes cast)

RAF: The Battle of Britain 1940 (A Video Review)

RAF

 

France has fallen. England stands alone against the might of a triumphant Germany, defended only by the Spitfire and Hurricane squadrons of the Royal Air Force.  Hitler orders his mighty Luftwaffe to destroy the RAF in preparation for Operation Sealion – the invasion of England.  German fighters and bombers fill the English skies and the RAF responds.

Now you command the RAF or the Luftwaffe in history’s greatest air campaign – the Battle of Britain. Improving on his award winning solitaire classic, designer John Butterfield ramps up the historical accuracy, tension and play options with three complete games.

RAF: Lion puts you in control of British Fighter Command, responding to German raids. The game’s unique card system generates targets and forces, which may remain hidden until after you commit your squadrons.  Your foe is no mindless system: the Luftwaffe has priorities and a strategy. Scenarios range from one raid day, taking an hour to complete, to the full campaign, playable in 12 hours.

RAF: Eagle puts you in control of the Luftwaffe forces raiding England.  You schedule raids and assign missions to your bombers and fighters, attempting to deliver the knockout blow.  Can you take out the British radar system and cripple their aircraft production?  The game controls the RAF response to your strategies. How does a foe so close to defeat keep coming back?

RAF: 2-Player pits you against a live opponent, one controlling Fighter Command and the other the raiding Luftwaffe forces.  Historical features include: German high command priorities, close escort, free hunt, the Channel Patrol, Jabos, day and night bombing, radar, the Observer Corps, weather, ULTRA intercepts, squadron patrols, “big wings,” altitude advantage, ace squadrons and flak.

~Decision Games

VN:F [1.9.22_1171]
User Review:
Rating: 5.0/5 (1 vote cast)

Unboxing Awakening the Bear 2nd ed.

 

Conflict of Heroes is a fast-paced tactical board game series that follows the development of modern day squad and platoon level tactics, starting with World War II and continuing all the way through modern day Bosnia, Iraq, and Afghanistan. The first game in the series, Awakening the Bear! – Russia 1941-1942, takes you to the eastern front during Operation Barbarossa, the German invasion of Russia. Many consider this time period to be the birth of modern warfare tactics that continue to be used and perfected by today’s modern armies.

Conflict of Heroes merges the elegance of streamlined Eurogame rules with deep strategic wargames. The series was designed to create a tense and highly interactive game play experience. You must manage multiple command resources to move, attack, and take other actions with your units. This gives you great flexibility in executing your battle plans, but makes constant caution necessary as unit activations on either side can happen at any time.

Much effort went into distinguishing the units in the game by highlighting their historical strengths and weaknesses. For example, each tank defense rating takes into account relative armor thickness, armor slope deflection percentage, speed, size, targeting mechanics, and crew training. All these factors are represented in an easy to learn target number system.

The included firefights, most of which you can play in about an hour, are designed to depict the pivotal points in a given battle. You can learn enough of the game to play the first scenario in ten minutes thanks to the programmed instruction approach used in the full-color rulebook.

The game also features three- and four-player firefights and optional rules for solitaire play.

~ Academy Games

VN:F [1.9.22_1171]
User Review:
Rating: 0.0/5 (0 votes cast)