“The River in the Desert” by Colonel E. G. Keogh – a review.

I picked this book up in an opportunity shop in Seymour, which is not surprising, as it was a cancelled” book for the Australian Army School of signals located in the nearby Puckapunyal army base.

Colonel E. G. Keogh’s “The River in the Desert” is a significant historical account of the British campaign in Mesopotamia during World War I. Published in 1955 for the Directorate of Military Training, the book serves as a detailed and technical examination of the conflict, particularly focusing on the operations of the 18th (Indian) Division.

Keogh not only chronicles the extensive military engagements but also delves into the socio-political dynamics that influenced British strategies in the region. As a former editor of the Australian Army Journal, Keogh brings a military-minded perspective to his writing, providing a comprehensive overview of the strategic and administrative aspects of the war in that theater.

His analysis includes firsthand accounts, logistical challenges, and the adaptation of colonial forces to the unique demands of warfare in a harsh desert landscape, thus painting a vivid picture of the complexities faced by soldiers and commanders alike. The narrative is enriched by Keogh’s insights into the broader implications of the campaign, making it an essential resource for historians and military enthusiasts striving to understand the intricacies of World War I’s lesser-known fronts.

The book is structured to analyze the Mesopotamian campaign in two distinct phases. The first part covers the period leading up to the British capitulation at Kut-el-Amara, a major defeat for the Allies that reshaped the dynamics of World War I in the region. Keogh argues that this phase was characterized by a disconnect between military strategy and political objectives, compounded by a flawed and insular administrative system that failed to adapt to the complexities of warfare in the Middle East.

His analysis is unsparing, highlighting the multifaceted failures of command and logistics that contributed to the disastrous siege and subsequent surrender. He delves into the mismanagement of resources, the lack of coherent communication among the commanders, and the inability to address the local geopolitical realities, which all played a crucial role in exacerbating the dire situation. By examining these factors in detail, Keogh provides a thorough critique that not only reveals the shortcomings of the British military leadership but also offers insight into the broader implications of their mistakes for the campaign’s outcome.

The second part of the book shifts to the period following the defeat, which ultimately saw British forces achieve victory against formidable odds. Keogh contends that in this phase, the essential elements for success—policy, strategy, and administration—were finally brought into perfect alignment after a series of critical lessons were learned from earlier setbacks. This integration allowed for a more effective and successful campaign, characterized by coordination among military and political leaders who worked tirelessly to overcome previous failures.

While the author provides a detailed military history, meticulously chronicling the battles and decision-making processes, he also raises a broader question about the overall contribution of the Mesopotamian campaign to the winning of the war as a whole. This nuanced perspective invites the reader to consider the conflict’s place within the larger scope of World War I, sparking discussions about how such campaigns can influence the direction of global conflicts.

For anyone interested in the technical and strategic side of military history, “The River in the Desert” offers a valuable and insightful look into a critical but often overlooked front of the Great War, making it a compelling read for historians and casual readers alike, as it sheds light on the complexities and intricacies involved in wartime strategy and execution.

The book has a large number of maps that make it easier to understand the text on each of the battles. This for me adds that little extra that makes the book a must have if you are interested in the Mesopotamian campaign of WW1.

Written in 1955 the language is a product of its era but despite this if you can pick it up at a reasonable price I would grab it with both hands,

Rating: 4 out of 5.

Brethren Skirmish rules – a review.

Imagine a skirmish system so fast and exciting that even a cheetah would take notes! Brethren is all about being Fast, Fun, and Ferocious—it’s like a rollercoaster of chaos where you can dive in without needing a PhD in game mechanics. Whether you’re a fresh recruit or a battle-hardened veteran, you’ll find that the rules are simpler than your toddler’s bedtime story, making it easy to jump right into the action. Get ready for a wild ride where strategies change faster than you can say “gotcha!” With each clash, your adrenaline will spike as teams go head-to-head, ensuring that every moment is more enjoyable than finding an extra fry at the bottom of the bag!

The rules are cleverly crafted to make wargaming possible for the busy bees among us—students, professionals, and parents who are basically juggling flaming swords while riding a unicycle. Coordinating games can feel like trying to herd cats while managing work and personal chaos, and let’s be honest, that’s about as fun as a trip to the DMV. Enter Brethren, the superhero of tabletop games, swooping in to save the day by simplifying setup and gameplay, allowing battles that feel epic without sending you into a stress spiral. With flexible timeframes and mechanics that adapt like a chameleon at a party, Brethren fits into your schedule tighter than your skinny jeans after the holidays, creating a delightful community for those just trying to survive the week. This game is the answer for all us passionate players craving some fun amid the delightful madness of life. Perfect for a mid-week escape from reality!

This flexibility makes Brethren an ideal choice for both casual players looking for a rapid battle and dedicated gamers eager to explore deeper tactics in a fuller session, making it not just a game, but a versatile tool for enjoyment that can adapt to any player’s needs or schedules.

The rules are broken up into distinct phases:

The Priority Phase

During the Priority Phase players dice to see who activates one of their units (figures) first. Activation is determined each turn, not once for the game.

The Activation Phase

During the Activation Phase you choose a figure to move and complete all of its actions, Generally this is two, but some types of units have more activations.

A number of actions can be used these include:

  • Move up to the move distance on the units description (one action point);
  • Run – normal distance +D6 inches (two action points);
  • Wait – in effect do nothing (one action point);
  • Prepare – for close combat (one action point);
  • Aim – prior to shooting (one action point);
  • Loose – shoot (one action point);

No unit may use an action other than Wait twice in the same activation.

Close combat is initiated when units are in contact, and there are special rules for charges that fall short – in essence you any is more prepared and your fighting ability is diminished slightly.

When all units are activated the turn has ended.

The terrain rules are practical and feature a detailed 3D approach with guidelines for height advantage, ladders, and other factors affecting gameplay. This system enhances realism and deepens strategy, allowing players to creatively use the terrain, like having an archer climb a tree for better visibility in combat. It encourages critical thinking about positioning and exploring tactics, leading to more engaging gameplay. Using landscape elements makes the game enjoyable and offers opportunities for innovative strategies that can influence battle outcomes.

The game features sieges, adding strategic depth not often seen in rule sets, enhancing battle storytelling and historical understanding. A recruitment system allows you to equip figures with various choices, creating personalized armies that fit your tactical style. Each army has strengths and weaknesses that influence battle outcomes while maintaining balance. The mechanics ensure a fair environment where strategy is key, encouraging players to explore different tactics and enrich their experience.

The main difference from other rules lies in the unique Heroes Activation Phase, which adds an exciting strategic element to gameplay. During this phase, a hero can choose to activate as a single unit, utilizing their three distinct activations to perform various actions. Alternatively, they have the option to move any other unit located within a six-inch range, provided that this unit has not already activated during the current turn. This flexibility allows players to carefully plan their moves, either maximizing the hero’s own actions or supporting other units on the battlefield that may require timely repositioning or engagement.

I am a big fan of these rules.

Rating: 4.5 out of 5.

Blitzkreig Pacific

This e-book I bought on Amazon presents an alternative history of the Pacific war. Max Lamirande skillfully alters some key facts in the real timeline and explores the outcomes of those changes.

At the outset I need to say that I love alternative history, especially military history, but it needs to be done right.

Lamirande uses simple descriptions of different events, along with stories, diaries, and quotes, to tell an engaging tale, but a number of issues detracted from this.

Lamirande’s writing suffers from a notable lack of detail that left me wanting more. Additionally, his use of individual characters to advance the story, which was a great idea, feels underdeveloped and weak, resulting in a lack of emotional connection to the narrative and its unfolding events. This is exacerbated by his lack of knowledge and/or research on much of the military equipment on which he makes some glaring errors. This is just plain sloppy penmanship. The sloppiness continues with the book riddled with grammatical and spelling errors throughout. For me all of this took away from my reading enjoyment.

I have the second book in the series to read. If it’s like the first, I probably won’t buy the third.

Rating: 2 out of 5.

Will need to improve.

Australia’s Secret Army

From Michael Veitch’s insightful pen comes a clear and engaging history of the civilian ‘Coast Watchers,’ a dedicated group of individuals who played a crucial role in assisting the Australian Defence Force during World War II. These brave men and women risked their lives to monitor Japanese activity along the coastlines and jungles of the South Pacific, providing vital intelligence that significantly impacted military strategies.

Their commitment and courage in the face of danger stand as a testament to their patriotism and the importance of civilian contributions in wartime efforts. Veitch captures not only the historical significance of the Coast Watchers but also the personal stories of those who served, illuminating their experiences and the sacrifices they made for the greater good.

Eric Feldt, a retired Royal Australian Navy officer with extensive civil service experience in New Guinea, was appointed to lead intelligence in the New Guinea region. As an Islander himself, Feldt was familiar with the locals, planters, and government officials, earning their trust.

With Japan entering the war, New Guinea became the front line. The Coastwatchers communicated by radio using existing stations or borrowed teleradios. They received instructions and a code to report enemy movements and valuable intelligence. It was a lonely and risky life.

I first became aware of the Coastwatchers through the 1962 TV version of the 1959 film by producer Roger Mirams for Pacific Films. It starred Ken Goodlet and Kevin Colson and was written by John Sherman and directed by Mirams.

As an eight year old I still remember being riveted to the ABC on Anzac Day 1962 to watch the docudrama.

Any way back to the book. I am a favourite reader of Veitch’s books because his research is impeccable, and as a former journalist he is able to tell a good yarn.

When World War II reached the Pacific, the Coastwatchers transitioned from being mere observers to becoming critical spies operating behind enemy lines, taking on a role that was both dangerous and vital to the war effort. They faced not only the immediate danger posed by the enemy’s relentless attempts to locate and eliminate them but also the severe challenges of exhaustion, tropical diseases, and hunger that came from living in harsh and inhospitable environments. Each day brought with it the constant threat of capture, torture, and death, making their mission one of extreme peril. Despite these daunting obstacles, the Coastwatchers demonstrated remarkable bravery, using their intelligence and resourcefulness to gather vital information that aided Allied forces. Their efforts not only provided crucial insights into enemy movements but also helped shape key strategies during the conflict. Without the Coastwatchers’ unwavering courage and intelligence, many important events in the Pacific War might have turned out very differently, potentially altering the course of history. Their legacy serves as a testament to the impact of dedication and resilience in the face of overwhelming odds.

I found it an engaging and clear story about unknown heroes who risked their lives for their country and created a highly successful spy ring.

Rating: 4 out of 5.

Another book on the same topic that is worth reading is “The Coast Watchers: The Men Behind Enemy Lines Who Saved the Pacific” by Patrick Lindsay, though it is a bit harder to read.

With Lawrence in Arabia, by Lowell Thomas

Written in 1924 before Lawrence wrote “Seven Pillars of Wisdom” and “Revolt in the Desert”, this was the book that became the basis of the film. Like the movie, the book offers an interesting but stylized view of T.E. Lawrence’s involvement in the Arab Revolt, though it’s not completely accurate. While the portrayal of Lawrence and his relationships with Arab leaders stays true to history, it does take some creative liberties with events and characters. Despite this, the book and Thomas’ travelling slide show, turned T.E. Lawrence into a pop culture hero which was its aim.

Thomas, writing as a propagandist with American government support, aimed to encourage enthusiasm for the Allied cause in 1917. He arrived in the Middle East to witness the British capture of Jerusalem and spent weeks with Lawrence of Arabia, taking photos and filming him. This is a far cry from aconfidant who was continually at Lawrence;s side as the title of the book suggests,

Thomas did not formally interview Lawrence or become close to him, nor did he interview Allenby, though he cites several of Allenby’s senior officers as sources. His lack of criticism regarding the information led to many unlikely stories in his book.

This is one book that one should read but only once. I would boirrow this rather than purchase it. Much better titles around that are more likely to have more information that you can rely on!

Rating: 1.5 out of 5.

Ground Truth: a book review

The Paras have a hard-earned reputation for skill and bravery. So when best-selling war historian Patrick Bishop joined 3 Para for their second tour of Afghanistan he heard – and saw first-hand – the searing reality of what fighting the Taliban insurgency now means.

Just two years later, the Paras are back in the heat of the Afghanistan front lines, where the landscape of conflict has evolved dramatically. The enemy was employing sophisticated new weapons and innovative tactics, requiring ISAF forces to adapt quickly and effectively to the changing battlefield dynamics.

In April 2006, the 3 Para Battle Group was sent to Helmand Province, Afghanistan, for a well-known tour. Throughout that summer, the Paras faced constant Taliban attacks in one of the toughest campaigns ever fought by British troops.

Amidst this turmoil, questions linger about the effectiveness of British and American strategies: how much progress was actually being made against the insurgents in terms of securing key territories and winning the hearts and minds of the local population? Is there an end in sight to this protracted struggle, or are we merely treading water in a complex geopolitical quagmire that tests our resolve and commitment? The answers remained elusive as both sides brace for further confrontations.

This is a powerful story of brave soldiers facing tough battles and difficult questions about the war in Afghanistan. These elite fighters have volunteered for the hardest tasks, driven by a deep sense of duty and patriotism, but do they have the support and resources they need to accomplish their missions effectively? As they navigate treacherous terrains and confront unpredictable challenges, their physical and mental resilience is continually tested. What are their thoughts on their mission, and is there a clear end in sight? Many grapple with the weight of their obligations, questioning the impact of their efforts while longing for reassurance that their sacrifices will lead to lasting peace and stability in the region. Their experiences reflect not just personal battles, but also the broader implications of war, underscoring the complexities and moral dilemmas that come with serving in such a high-stakes environment.

In this powerful account of 3 Para’s return, bestselling author Patrick Bishop blends first-person stories of combat with a clear view of the tough realities in Afghanistan. With exclusive access to the Paras, he shares the true facts of the mission, presenting a serious picture while highlighting stories of bravery, friendship, and humor, including a humanitarian operation through Taliban territory to deliver a vital turbine to the Kajaki Dam.

This is one of the best books I have read in ages. I could not put it down and read this 300+ page hardcover version in two setting. A must have.

Rating: 5 out of 5.

A Game of Birds and Wolves -a review

On the first day of 1942, Gilbert Roberts, a 41-year-old retired British naval officer turned game designer, arrived at Derby House, in Liverpool, for his inaugural meeting with his new boss, Sir Percy Noble.

Gilbert Roberts

The admiral was greying but still youthful, and wore his authority with, as one observer put it, “naturalness.” That day, however, Noble was in a hostile mood.

Participants looking through “peep holes” which gave a realisitic view of what a ship would see.

“I thought the Admiralty were sending me a captain,” he said. Noble explained that he had been instructed to give Roberts the entire top floor of Derby House, comprising eight rooms. There, using wargames, Roberts and his team of Wrens, young members of the Women’s Royal Naval Service, were to get to work on the problem of the U-boats which had, for the past three years, sunk millions of tons of essential food and fuel making its way from the east coast of America via merchant ships.

Wrens plotting the convoy and U-Boat manoeuvrers.

The U-boats, it seemed, had developed an effective tactic that had, to date, evaded the Allied navy, tasked with repelling their attacks. Roberts and the Wrens planned to use wargames to identify this tactic.

Noble – 52 with a headful of hair and a trim waistline — was well liked and respected by his staff, whose opinions he would often seek regardless of their rank or seniority. Still, he couldn’t quite mask his scepticism toward Roberts’ enterprise.

Simon Parkin reveals how a group of young women neutralised German U-boat attacks during the battle of the Atlantic – by playing a game with chalk, canvas and string.

The faceless exterior of Derby House today belies its former importance: within its reinforced core sat the command centre from which Britain’s war against the U-boats in the Atlantic was orchestrated.

The Battle of the Atlantic Command Center

One of the first scenarios that Roberts investigated using his new wargame was the battle of Convoy HG 76. This was a multi-day contest involving 32 merchant ships, 24 escorts and 12 U-boats. It was considered a great Allied victory because five U-boats were sank (though the Allies only knew of three at the time) and 30 merchant ships made it home safely. Assisted by WRENs Jean Laidlaw and Janet Okell, they replayed the historical situation hoping to understand Allied commander Captain Frederick John “Johnnie” Walker’s anti-submarine maneuver ‘Buttercup’.

The Buttercup maneuver involved, “on the order Buttercup… all of the escort ships would turn outward from the convoy. They would accelerate to full speed while letting loose star shells. If a U-boat was sighted, Walker would then mount a dogged pursuit, often ordering up to six of the nine ships in his [escort] group to stay with the vessel until it was destroyed.

What confused Roberts and the WRENS was that the Allied merchant Annavore was torpedoed while in the center of the convoy. As he and the WRENs replayed the scenario they could not duplicate reality unless the U-boat had entered the columns of the convoy from behind. And it must have done so on the surface, where it was able to travel at a faster speed than the ships. By approaching from astern, where the lookouts rarely checked, the U-boat would be able to slip inside the convoy undetected, fire at close range, then submerge in order to get away.

Using the scenario of when the escorts actually sank a U-boat using the Buttercup manoeuvrer it was determined that they had succeeded by only accidentally hitting a U-boat that was joining the attack on the convoy and not the actual U-boat who had made the attack that they were pursuing.

In other words, Walker’s Buttercup manoeuvrer was, in fact, the opposite of what was required.

https://www.general-staff.com/wp-content/uploads/2020/09/RaspberryCropped.jpg

The ‘Raspberry Manoeuvrer’, created from numerous runs of ‘The Game’ was determined to be an effective anti-submarine tactic. Here it is drawn by Admiral Usborne, and taken from the book. This new manoeuvrer was called “Raspberry,” by Wren Ladlaw as a ‘raspberry‘ to Hitler.

U-boat losses quadrupled almost immediately. As you can see from the above drawing, upon discovery of a U-boat or a torpedo hit, the escorts draw closer to the convoy, not the opposite as in Walker’s Buttercup manoeuvrer. When Roberts and the WRENs ran a scenario for commander Noble and his staff, they were so impressed that he immediately sent a message to Churchill, “The first investigations have shown a cardinal error in anti-U-boat tactics. A new, immediate and concerted counter-attack will be signalled to the fleet within twenty-four hours.”

This was of course not the sole reason for the drastic turn around as advances in technology also played a huge part. It does show, however, how our hobby is an excellent tool, used with the appropriate knowledge of game theory, to aid essential learning. Something which I have been trying to introduce into my profession for decades without much success!

An excellent book that I almost completed in one sitting. The history was something I knew nothing about and no doubt it is the best book I have read in a long time. If you don’t have it buy it.

Rating: 5 out of 5.

I received mine in 36 hours from Amazon.

PS Thanks to Dr. Wayne J. Cosshall CEO Techno Magickal Pty. Ltd., and uber Battletech geek from Axes and Ales wargaming club who put me on to this one.

Osprey’s Men-at-Arms series “The Chaco War” – a review.

Recently I have picked up an number of e-books on the Chaco War. It has always been a period of interest that has fascinated me but also one that I only had limited knowledge of.

The first book I wish to review is the Osprey Men-at-Arms Series the Chaco War.

However i should provide some background first.

The Gran Chaco is the most inhospitable part of the inhospitable Chaco Boreal, a largely uninhabited, 250,000 sq-mi region west of the Paraguay River and east of the foothills of the Andes in Paraguay, Bolivia, and Argentina.

It is an arid, semi-desert, where some of the highest temperatures recorded in South America are encountered. In the west, near the mountains, the Gran Chaco is a flat, sparsely vegetated, waterless plain. Further east it is a thick, dry, almost impassable thornbrush jungle punctuated by dense stands of quebracho trees and grassy clearings. There are few people, but myriad biting, stinging insects and many tropical diseases. Prior to 1928, the region’s only real value was the tannin extracted from its quebrachos and the meager grazing it provided for cattle. Such was the unlikely bone of contention in South America’s bloodiest, twentieth-century war.

Bolivian Troops

Often over-shadowed by contemporary events in China and Japan, the Chaco War (1932-1935) was a massive territorial war between Bolivia and Paraguay, which cost almost  100,000 lives. It was sparked by Bolivia’s attempts to capture a stretch of the Paraguay River to gain access to the Atlantic.

An old fashioned territorial dispute, the contested area was the Gran Chaco Boreal, a 100,000-square mile region of swamp, jungle and pampas with isolated fortified towns. The wilderness terrain made operations difficult and costly as the war see-sawed between the two sides. Bolivian troops, under the command of a German general, Hans von Kundt, had early successes, but these stalled in the face of a massive mobilization programme by the Paraguans which saw their force increase in size ten-fold to 60,000 men. Both sides acquired ‘modern’ technology including tanks and planes in an attempt to seize the initiative but by 1935 both sides were exhausted and a ceasefire concluded. “. From the publisher

Paraguayan troops

Like most of the Osprey Men-at-Arms series “The Chaco War” provides a good overview of the conflict for gamers, providing information on the beginnings of the conflict and reasonable detail on the various phases of the war.

As always there is plenty of information on the forces with the usual basic uniform and equipment information. Alas it also suffers from having good information on the higher OOB echelons, but minimal information on Battalion and lower organisation. This makes it less useful for gamers.

I think it is worth the money for an e-book on special at about AU$10.00. I would not pay full price for it.

For those interested in the period there is an excellent boardgame from Command Magazine just called Chaco. It is a complex game with an introductory version as well, but this suffers in comparison to the full version.

The World at War series has a better game “The Chaco War”.

Both are now difficult, but not impossible to get if you try eBay and Second Chance Games.

Many ranges are available to use as substitute figures especially for support weapons and artillery. The only AFV’s that were used are the Cardon Lloyd, FT17’s (allegedly, although I can find no evidence), and Vickers tanks.

Orinico Miniatures have a small range of 28mm figures and Khursan Miniatures have a larger range of 15mm figures including support machine guns and mortars.

Helion have a couple of excellent books in the Latin America @ War series that I will review in due course. There is also a definitive book on the war “The Green Hell” which is out of print and expensive if you can get it.

Some new rules (at least for me)

Firstly another offering by Chris McDowall – The Doomed

This one is available for pre-order from Osprey and looks like a worthwhile investment for those interested in the Post Apocalyptic Sci-Fi genre. There is not much available on this one and i have copied and pasted from the Osprey site all that is available at the moment.

Description

A quick-playing, rules-light skirmish wargame of Horror hunting set in a bleak sci-fi world on the brink of impending doom.
Hunger, Hatred, Domination, Oblivion, and Ruin. The world is dying, poised on the brink of falling to one of these great dooms. Factions pursue their own interests, as likely to be the heralds of the world’s destruction as they are its saviours. Horrors – monstrous abominations that defy logic, science, and nature – roam the land. Bands of hunters follow bold leaders, seeking out and destroying Horrors, gaining fame as word of their deeds spreads amongst the desperate survivors. Rival bands compete for prestige, clash over ideology, and pose as much of a threat to each other as the Horrors they hunt.


The Doomed is a quick-playing, rules-light skirmish wargame in which small warbands of hunters compete to hunt unique Horrors in a bleak sci-fi world. Scenarios are defined by the Horror being hunted and by the Conflict in which the hunt takes place. Each Horror has its own strengths, weaknesses, and tactics, often breaking the rules in unique ways, and must be approached carefully – stealth, cunning, and brute force will all have a role to play. Each Conflict, meanwhile, provides a distinct set-up for the scenario and a secondary objective that pits the warbands against each other as well as against the Horror. Campaigns build towards a climax, with hunters gaining prestige and renown, offering access to new, unique options for their warband. In the background, the five dooms also grow in power, threatening to deliver their own climax to the campaign if the hunters are not successful enough.

Osprey website.

The next is from the prolific pen of Joseph A. McCullough. The Carpathians is a new supplement for Silver bayonet, and also on pre-order from Osprey.

Description

Recruit new soldiers, face new foes, and explore the mysteries of the Carpathian Mountains in two new campaigns, one competitive and one for solo or cooperative play.

High in the Carpathian Mountains stands the crumbling Castle Fier. Once home to a powerful warlord, the castle cast a dark shadow across the nearby villages, until crusaders attacked with sword and flame to put an end to its menace. Though history passed into folklore, the ruins of Castle Fier remained shunned by all as a cursed site. Now, horrors have been seen moving at night. An army gathers. Something has awoken in the ruins. With the political situation in the surrounding region becoming increasingly unstable, France, Prussia, Britain, and the other powers have dispatched their best agents to investigate the ruins, eliminate any threats, and acquire any treasures that could prove useful in the ongoing fight against the harvestmen… and each other.

The Carpathians: Castle Fier is a supplement for The Silver Bayonet: A Wargame of Napoleonic Gothic Horror, in which the special units must fight their way through the ruins of a menacing haunted castle. It features two campaigns – one competitive and one for solo or cooperative play – as well as new monsters to fight, soldiers to recruit, and treasure to unearth.

Osprey Website

Another one available for pre-order is from Helion. The Helion Wargaming series is less about the how to and more about giving gamers the tools and knowledge to play the period. I have always liked the history of the Monmouth Rebellion and their title on this one is excellent. I also have their Three Ages of Riome series which is also very good. I have no reason to think that this one would be any different.

The Spanish Civil War is often seen as a socialist against fascist war, but this is not always the case.  The people living in Spain during the 1930’s had more to them than either being left, or right wing and it is a misconception to put them in “boxes” for ease of simplicity.  Spain was not only a hotbed of political ideals during the period but also a place of religion and the old way of Spanish life.  When the Republican Government got into power all these conceptions were thrown into the melting pot and what came out was a modern war, the like of which had never been seen.

This war was seen as a testing ground for some of the major powers at the time and their influence would be revisited during World War Two.  Saturated bombing, tank tactics and new weaponry were used to an extent never seen before in Europe and would dictate the future.  It was the scene of some horrendous atrocities which would only be overshadowed by the next major conflict.  Many lessons were learned, including the large movement of troops in a short period of time (the Army of Africa to Spain by the Condor Legion and the Italian Air Force) or how to defend areas against modern weapons (the Republican Army around the University in Madrid).  There were also tactics used from the previous World War including trenches which were employed to hold up the advancement of troops and still showed they were necessary even against more modern armies.

As in any civil war the uniforms, other than those of the international participants, were similar on either side at the beginning of the conflict but as time went on there became differences following the aid from “sponsor” countries.  Together with these changes the appearance of other armies in Spain led to a myriad of varied uniforms and weapons which are included in the book.

The war lasted for just under three years with numerous large battles taking place, some of which are regularly written about, but in addition there are even more smaller fights which took place.  Most of the smaller actions lend themselves to  time limited wargames which are playable in one session each, giving the players an achievable objective.

The last one has been around for a few years but I have only just come across it.

I have really enjoyed Ash Barkers “Last Days of the Zombie Apocalypse” and will pick this one up based on this. He has some excellent ideas and mechanics and any of his rules are well worth a look. This one is available from Book Depository for AU $40.52.

Description

In the blasted, radiation-scorched, wastelands of the Earth’s surface, towering mecha do battle, defending the interests of one of the few remaining arcology governments, providing security for wilderness outposts, or seeking out loot and supplies as a mercenary company. With detailed rules for designing and customizing your mecha, from size and propulsion type to payload and pilot skills, and a campaign system that allows pilots to gain experience and skills as they patrol the shattered Earth, Gamma Wolves is a fast-playing game of post-apocalyptic mecha warfare.

Book Depository

I look forward to picking up a couple of these.

The Art of War or La De La?

I have to say at the outset that although I play to win on the table top I am a strong advocate for anti-competitive and anti-competition styles of gaming (see the other blogs). So it was with somewhat jaundiced eyes that I played my first game of ADLG last night and it bought back all of the good and bad memories of the DBX sets of rules.

The recently produced English version (2015?) is actually version three of the rules and has most of the bugs ironed out. We found the rules are very tightly written and with the reasonable index we were able to answer most rules queries reasonably quickly.

They are a set of rules that are ideal for competitions and the more competitive style of gamer as evidenced by the “explosion” of national and international rankings and competitions in only a few short years. It is also interesting to note that the good players from DBM days are at the top of the rankings again, which says more about the style of game than the players.

Despite this the gaming groups I have attended over the years have all played DBX for years in a non-competitive and friendly manner and were able to divorce this normal style of play and put on our “competition face” when in that environment. If you can say using Eskimos as a Forest Indian army competitive!!!

The pre-game set up is very similar to DBM, and is open to all of the vagaries of that system. My bias is that I prefer pre-set realistic tables rather than a random generated, player tweeked, competition style set-up process. So there – I said it!!

Map drawing is again introduced which seems irrelevant seeing that you are required to have at least one command in each sector and very little advantage can be gained because of this. Deployment in depth has to be done within a command and not by having a reserve command behind another. The result is that a number of legitimate tactics like fighting on a narrower front to utilise interior lines and hit a hinge point are denied.

The Game itself:

With years of DBM experience I was able to pick up most of the concepts very quickly.

Some observations:

  • The game is an element based system with an element equaling a unit;
  • The game relies on both armies having the same base widths;
  • Movement mechanics are similar to DBM;
  • the familiar PIP system exists in a modified form;
  • Units are single DBX sized bases of Cavalry or Light Infantry with other Foot being in 2 or 3 ranks;
  •  Moves are in UD (unit distance) which equates to Base Width like DBMM;
  • Shooting is more effective because of the additional ranges;
  • There is no difference between regular and irregular units;
  • You must have three generals.
  • The rules handle mixed units better than most other systems I have used.

I had a thorough look at the army lists for those armies that I use all the time and also those that I have a strong historical knowledge of.

Most were handled well but there is still the perpetuation of the LMI myth.

I found the limits on some troop types restrictive but workable, especially seeing you are trying to represent an army with 20 to 30 elements.

The Peltast style units seems to be done well treating them as javelin men or light infantry javelin men.

Things I don’t like:

It is still a game of millimetres and while the ability to “slide” overcomes many DBX issues lining up for combat is still an issue. I have to say the Dan Mersey systems handle this in a far superior manner.

The pre-game set-up is arbitrary, open to competition rorting and a waste of time – almost a game within a game.

I still had the capacity to “react” to enemy plans too easily and the dreaded 6 – 1 dice roll is still there.

For a more comprehensive review see:

http://www.madaxeman.com/L_Art_de_la_Guerre_page.ph

Andrew and David S played the game with a Ghaznavid and Early Archaemenid Persian army respectively. The Persian wings consisted of Persian cavalry and Skythian light cavalry on the right, Iranian infantry and Immortals in the centre, and a Greek hoplite ally on the left. The “Ghazis” had a cavalry right, an infantry and elephant centre, and a spear armed infantry left.

The armies were causing gradual attrition on each other until one devastating turn in which the Persians destroyed a number of units. The end game had that particular DBX feel where you were trying to pick off vulnerable elements to achieve victory.

Will I use them again, probably as other group members like them and it will give me a chance to dust off armies I haven’t used for a while. Will they become my major rule set for ancient war gaming?  Definitely not.