Posts

Showing posts from January, 2017

Gulf Strike - Scenario 1: The Russians are Coming!

Image
It is turn 8 and this is the big enchilada now. WW3 starts this turn as both the Soviets and US are now activated. They have 100 supply points allotted to them. Nothing happens in terms of random political events. The Soviets get a bunch of reinforcements and I'm left scratching my head as to where exactly these guys should go. The Soviets get: 7 x Airbases, 6 x Su-24, 15 x MiG-21, and a Tu-126. They also get 6 x trucks, 6 x air defense units, and 9 x airborne regiments, all delivered by IL-76. This is way more than can be delivered by IL-76 in a single turn, even though, as the scenario special rules state, the IL-76 can fly twice per turn for the first 3 turns of Soviet activation. I'm not sure where to put all this new stuff. The Iranians' main problem right now is re-establishing a secure supply network for its army down in Saudi Arabia. Establishing a supply depot in hex 1046 with a Soviet airbase protecting it, will probably do the trick. As a bonus, th

Yaah! 8 - A Look Inside

Image
Late last year, I had the pleasure to fill in as a guest editor for Yaah! magazine, the No-Holds Barred badboy of the gaming world. Mark H. Walker, the head honcho of Flying Pig Games and Tiny Battle Publishing, was kind enough (or crazy enough) to let me at the controls of his baby and he gave no quarter, throwing me in the deep end on the first day. I had a blast! The first thing that caught me by surprise was just how much work goes into a single issue. With so many articles coming in and so many requests for articles going out at the same time, I was overwhelmed in the first week or so before I finally got my sea legs and managed to figure out where I fit in with all the chaos going on around me. The second thing that struck me was just how much talent I had to work with. Each writer had their own strengths and unique voice - this issue featured articles from all over the world - we had writers from Europe to North America to Asia. This issue's feature article is from th

Enemy Coast Ahead: The Dambuster Raid - The Campaign

Image
I just finished my first full campaign game of Enemy Coast Ahead: The Dambuster Raid 1943. . Although I had played the first five scenarios of the game that focused solely on the bombing runs, I was excited to try the full campaign game that features a planning phase, flight phase, and the bombing runs. It was everything I thought it should be - it was tense, exciting, and full of decisions with consequences that rippled their way through the entire affair. I also should mention that I failed spectacularly and I still loved the experience. Here's how it went: Planning Segment: Throughout my three planning turns, I tried my best to allocate most of my resources on getting my aircrews, upkeeps, and ground crew ready for the raid. On the first turn, I requested an additional 30 RP on my first turn (for a total of 90 RP), which allowed me to get about 10 bombers, 7 upkeep, and 22 crew, about half of whom were veteran and the rest seasoned. This was a bad idea. With less than