So Red Charge is a game of combat in Korea in 1950? REALLY?? Why on earth would you do Korea? After all what happened in Korea?
A peasant army representing under half the total population of a country the size of Utah, pushed back and humiliated the United States Army, Marines, Air Force, and Navy. It did this with only equipment backing from the USSR and Red China. As the North Korean Peoples Army (NKPA) pushed down the traditional invasion route of the Uijeonbu river valley they used North Korean tactics, command structures, doctrine and above all blood to achieve their surprise and success. In the end the NKPA took on the world.
It was not meant to be that way, the NKPA had been designed to destroy the Republic of Korea forces in few weeks and present the world with a fait accompli. American forces however were quickly inserted into the fighting. The United States Army and Marines truly felt; at least in some commands; the mere sight of American soldiers would give the NKPA and Kim Il Sung pause…it did not, and the US Army and Marines found themselves fighting a terrible ground conflict against a better prepared, equipped and trained enemy. Never the less young men from Iowa, Colorado, New York, and elsewhere toughened up. They fought a tidal wave, winning out after a tenacious campaign against the onrushing enemy at Pusan. The ground combat was vicious no holds bared and ideological in its nature.
The counters to my games need to be printed and cut out, but there is an order to this process that saves time and grey matter…
1) Print the counters on glossy paper to give them a professional look and feel.
2) Cut out the front side of counters in bulk. DO NOT attempt to glue each counter front to poster board individually.
3) Cut out the back side of the counters and then separate them into individual counters.
4) Glue the bulk front counters to the poster board. Give yourself plenty of room between counter bulks. Take your time and arrange the counter bulks on the poster board BEFORE gluing. A goodly layer of adhesive spray glue should be used on each bulk. Smooth the counter bulk gently with your hands only. When using newspaper or such for spraying onto, change the paper often, sticky newsprint gets onto the counters and ruins them.
5) Cut out the counters using an Xacto knifeMake sure you start with a fresh blade and change the blade as needed. DO NOT USE A DULL BLADE.
6) Lay out the now cut bulk counters upside down (blank side up) in even rows on fresh newspaper or paper and apply another layer of adhesive spray and gently one at a time place the back of the counters on. Make sure the back is in the same direction (top to top) as the front. Counters are done.
If you make a mistake or ruin some counters: Reprint ant start again.
The response to Panzer Thrust has been overwhelming since we released it on the 1st. Special thanks to our play testers who have provided terrific insights. Many of their ideas have already be incorporated into the next edition of Panzer Thrust, called Red Charge. ‘What is Red Charge all ’bout?’ I hear you ask….well it will be released soon so stick around!
Okay so making your own games, and NOT having a $60,000.00 web press with employees to build boxes, and more to the point counter trays for you is a real stumbling block. So, when in doubt ask someone if they have any ideas to solve a problem or two. Now, normally I wouldn’t ask my wife much about how to solve gaming problems. You must understand she is not ‘into games’ in the board or role-playing sense. But here is how she solved one of my big problems…counter trays for all those game counters I use for tiny game.
Use the humble pill case! (or pill organizer to some) And best of all it was a buck at a local dollar store! So in conclusion you need to store counters? Use a pill case. Thanx Luv!!!!
PS This is your first glimpse at Steam & Steel Guadalcanal
Okay so the bad news is your defending that precious HQ and the Germans are rolling up just licking their lips. The good news is your the Red Army and your ready…how? Read on:
Panzer Thrust is far more historical than first appears, so use historical defensive techniques. FIRST RULE: ALWAYS HAVE A RESERVE! NEXT: You can’t go far wrong; no matter what your doing; when you have 3 or 4 BP’s of Red Army infantry supporting your gritty defense, more if your opponent is an experienced player. Entrench some but not ALL your infantry and make the Germans come into close combat with you using up their more expensive infantry trying to clear the way. Red Army artillery is your next best friend and 4 to 6 points of tubes will make the battlefield a hideous place to be if your a German tank. Soviet SPA’s are only adequate. Red Army heavy artillery is the real killer so make sure to have at least 1 and more like 2 units and set them at phase lines with defending infantry because the Germans are going to come after them. Russian armor is used as a quick riposte force able to move into holes and plug them while you await reserve infantry.
Hey! What about us?
FIRST RULE: ALWAYS HAVE A RESERVE! NEXT: The Germans are more powerful on an individual unit basis but this is 1942-1943 and the Red Army is catching up. Again infantry is the strong foundation of any defense and with a range of 2 they can exact a terrible toll in Soviet infantry. German infantry because of this range is more mobile so, don’t entrench too much. Your tanks are much better so use them to kill artillery and tanks, their longer range is a real advantage here. Wrecking the Soviet rear goes a long way to victory. Post an SPA or two on hills overlooking the Russian approach route and start banging away at anything that moves and be willing to move your SPA’s when needed.
Finally, Panzer Thrust is about war at the broken end of the bottle: thrown together forces unsupported from the rear in desperate fighting. Imagination and a good understanding of combined arms in defense will win you more battles.-Enjoy!
Research into a game can lead you down many a path you never planned to study at the time nor had any real interest in. Artillery of World War III was one such subject for me. Being a military historian artillery naturally interested me, but the complex problems of modern artillery use was fascinating.
As both NATO and Warsaw Pact looked at the modern battlefield they saw a world which precluded the use of tubes lined up hub to hub. This was much harder on the Soviets than the West as the annihilating power of massed artillery had been a cornerstone of their success against the Wehrmacht. The question was how to put enough HE on target and at the same time not loose your artillery to counter battery, air power, and nukes? The obvious answer was self propelled artillery pieces, an expensive solution, and one fraught with pit falls. SP units are expensive to use: larger crew per gun, fuel, more spare parts, and tracked support units; unless your willing to risk driving your SP’s on open roadways. The advantages were limited mostly to the fact the gun could ‘Shoot and Scoot’ that is fire a mission then immediately move.
The British may have been the first to see the issue and take steps, but it was a long gestation for them as one insufficient SP after another was rejected. The need was there the money and the technology was not. France saw the issue only in terms of the two or possibly three corps they had earmarked for operations with NATO in Germany. Thus France used a combination of US M155 and the AMX Mk F3 155. The Germans decided to use US mobile artillery and support this with the Luftwaffe flying Alpha Jets and Tornadoes in close support roles. Belgium felt the problem outside their scope as the country was so small that towed artillery could quickly move around and anyway there weren’t that many places to go. The real leader was the US who not only began to test fast mobile artillery along with missiles and rocket batteries, but also started looking at aerosol propellants which would allow SP weapon platforms that would allow for longer field operations and less ‘tail’ i.e. support units. The US also produced the Fairchild A-10, the Bell Super Cobra, and Boeing AH-64 Apache.
That left the Soviets. What would the USSR do with all those towed heavy artillery pieces they had built and stored at considerable cost? Their answer was indicative of the Red Army conservatism. Approaching the problem in two ways: first the Soviet towed artillery would be increased in the hope to offset loses with numbers, and two, build a large SP force which would be used at the Schwerpunkt of every attack. Units such as the 2S1 Gvozdika were indicative of the SP design philosophy of the Soviet Army.
One can’t help wondering if the artillery issue was not more a sales opportunity and less a real issue. Certainly towed artillery batteries made a nice juicy target for tactical nuclear strikes, but then again, so did everything else. Counter battery fire had been a fact of life for artillery for three hundred years and defenses had been developed. Air strikes had not been all that effective against artillery during WWI and WWII due to strong Anti-Air defenses and by the 1980-1990’s air defense weapons had only gotten stronger. What would have happened then? NO definitive answer can be given except maybe: Luckily it never happened.
Since the award, NATO has brought a raft of emails asking many interesting questions. I thought I’d sort out some of the most common:
Q: Is there any rules for units in cover?
A: The original NATO had none to show the increased use of heat and night scopes. However in Warsaw Pack this deficiency has been rectified. Anti-Tank, Fire Missions, and Infantry roll d8 when defending inside cover.
Q: How do I use an Air Control (BLUE) token?
A: Starting with the initiative player: players announce any Air Control Tokens they will play. This gives the non-initiative player an advantage in air power for that round of play.
Q: When using a unit with two attack dice which do I use for defense?
A: Players can choose the die used for the first attack received by the unit. All subsequent attacks are defended against using the lowest die of the unit for the remainder of that round of play.
Expansion Pack one will be released in the up coming weeks and includes ALM Mines, Attack copters, and strongpoints. Take the battle to a new level!
Warsaw Pack Release!
News Flash! As U.S. forces battle the Soviet armored forces down south, allied NATO forces are facing both Soviet and Warsaw Pack enemies in the north attempting to push into Belgium and Denmark. The Soviets are stretched thin trying to fight their way through heavier than expected U.S. resistance and must rely on their category 2 allies to pick up the slack! Warsaw Pack the latest installment of NATO will soon be out with British, West German, Polish and Czechoslovakian formations! Now take the battle to the canals and deep forests of northwest Europe. Warsaw Pack is a stand alone game using the award winning NATO game system, get ready to command Chieftains, Leopard II’s, Marders and more against the T-72s and T-64 of the Warsaw Pack.
Battlefield:Southern Army Group (S.A.G.) Would there have been a war in southern Europe? What possible value could be gained in fighting in Turkey, Greece, Italy, and possibly Yugoslavia? On the Soviet’s part any way to stretch NATO resources was a bonus. Scare military resources fighting in a secondary theater meant these resources could not pulled into Germany. NATO options in the southern theater were greater: if the Soviets had left southern Europe alone NATO could pull manpower from Italy possibly even Greece and Turkey. If the Soviets fought in the south they would have only weak Warsaw Pact allies in position and would end up having to support these forces with Soviet troops. Troops that were unavailable therefore for the main theater.
The Game that started it all will be re-released! I heard you loud and clear ‘Release Badr Again!’. Now battle through Israeli defenses as you cross the Suez in 73! New rules included in this new release. Coming Soon!
“No matter what you’re into. Sometimes, you get the irresistible urge to blow stuff up with tanks!” -Derek Case
Final comments: When I wrote NATO I was trying to fill a personal itch for a 1-Hour tactical game of World War III tank warfare. The games needed to be good looking, fast to play and handle the wide variety of hardware, tactics and combined arms warfare of the modern world easily but with realistic results. NATO and her sister games fill that niche nicely for me. But I’m not satisfied and sitting on my laurels! Each sister game introduces some other facet of the most complex war that (luckily) was never fought. I wanted A LOT of maps; I bet you do too; and with the new map pack that will be out this year you get A LOT MORE maps!
To all the Badr and NATO gamers out there: thank you for all your votes, dedication to the games, and most of all your ideas and enthusiasm. Like you they are favorites of mine.-Raven
Well the end of sad old 2017, and with the end of the year it’s a time for reflection, or a time for new beginnings. Me, being me, I can’t really be bothered with the past too much. The games this year were good and the response to many great! I want to tell everyone thank you for your surprising support. I want to give a special shout out to those good folks in Athens! Don’t worry guys S.A.T.O IS COMING OUT!!! NIKE!
Now down to practical matters when is the next release I hear you asking. In January 2018 my latest madness will be release to you all.
Many have been asking if Hard Lock 18 is really on the way? The answer is as complex as the game is not. The Hell Rats have been gaming for the last few months and working out the bugs. There have been very few ‘bugs’ to tell the truth but those found have been hard to solve…we’re getting there.
Happy New Year and Peace, Love and Happiness to all!
The Chosen had a vision of a perfect universe, peaceful, beautiful and above all theirs! Their savage attacks on United System’s outlaying colonies caught the Navy and Marines completely off guard. Little was know about the enemy even less about their motivations and plans. Purely by luck (or the will of the spirits) the freighter Worden discovered the Chosen main base. Now it was up to the Marines……
Print off the bases you will be making and glue the page of bases to your foam core using white glue as pictured. NOTE!: It is a good idea to trim the excess paper BEFORE gluing the bases page to the foam core.
Cut out the bases using either a box cutter or xacto knife. It is important to cut precisely! Take your time and make sure of each cut before committing.
Sometimes the foam core will bind the knife, when this happens remove the knife blade and replace with a fresh blade.
You may have to score the back side of the foam core to make a clean cut. Gently bend the foam core and score along the fold you’ve made with the bend.