For grognards only

I have to say, I, for one, am really enjoying what Task Force Wargames has been doing over at Castalia. Reading Alex’s post on the old Avalon Hill game, Air Assault on Crete, is the first time I have ever wanted to play that game. The unusual zone control rules sound fascinating, and frankly, superior to the norm.

This game is hard. Very hard. Part of why it is hard is because it is rules heavy even for a wargame, but it is doubly so because it is so different from most war games I’ve played. This difficulty is a bit asymmetrical, as many of the special rules apply only to the German player (such as conveys, paratrooper drift and air power) but you’ll find in the options of the advanced game plenty of fiddly bits to keep the Allied player scratching their head and checking the rulebook. You also can’t bring with you any mechanical assumptions you may have based on other similar wargames because so many of those assumptions would be wrong in the case of Air Assault on Crete.

In several games, fog of war rules may be limited or optional, but I can’t imagine the Allies having a chance in this without the facedown setup. The Germans have to land, take and hold at least one of the three air bases at Maleme, Heraklion and Retimo. In the basic game, the Allies win by preventing this (an almost impossible task). In the advanced game, the Allied player wins by putting up a decent fight and successfully evacuating a sizable portion of their forces. The fog of war effect is continuous throughout the game, in that any Allied units that are not adjacent to German forces or actively being targeted by German bombardment are kept face down. This allows the Allied player to mask his strength and shuffle non-combat units to evac points, but can sometimes be a bit of a hassle, as one will constantly be checking their piles for AA units and defensive artillery anytime anything happens.

This sort of thing isn’t for everyone, or even very many gamers, let alone normal readers, but it is illustrate of the depth to which we intend the Castalia posts to increasingly go. If Wargame Wednesdays aren’t your cup of tea, one of the other days will be. And the newly discovered HP Lovecraft letter that Jeffro posted which mentions A. Merritt’s work is intriguing for any fan of the writer.

In barely tangential news, I am having a great time reading through the Domains of War rules that I acquired as part of the Sinister Stone of Sakkara kickstarter that I backed last year. If they’d been around when I was in junior high, I probably would have played a lot more RPGs. Forget role-playing as an adventurer wandering through caves and dungeons, it’s a lot more interesting to role-play military campaigns and battles.


New Castalia blogger: Morgan

We’re pleased to welcome the first of FOUR new Castalia House bloggers today, as Morgan makes his debut with a post on what he describes as the Sword & Sorcery Extinction Event:

In the early 1980s, if you were new to the sword and sorcery genre, you
could go to your local chain bookstore, generally B. Dalton or Walden
Books and get the core library in short order. Robert E. Howard’s Conan,
Fritz Leiber’s Fafhrd and the Gray Mouser, Michael Moorcock’s Elric
were all there. There was a period around 1983 that you could get Karl
Edward Wagner’s Kane books, C. L. Moore’s Jirel of Joiry, and Timescape
editions of Clark Ashton Smith. Sword and sorcery in paperback form went
back to 1966 with the Lancer editions of Conan. There was a post-Conan
sword and sorcery boom in the late 1960s where you had Brak, Thongor,
Kothar with eye catching covers painted by Frank Frazetta or Jeff Jones.
That died out around 1971.

There was a second boom in the late 1970s
fueled by Zebra Books reissues of Robert E. Howard non-Conan material
and Berkley Medallion issuing of nine collections and one novel and
another six reissues of previous Zebra paperbacks with new covers. All this created a coat tails effect with new sword and sorcery novels
and anthologies published. Many of them were bad. Some of the books were
really science fiction disguised to look like sword and sorcery. The
minor publishers such as Manor, Zebra, and Tower were looking for
anything to slap a barbarian with a sword on the cover. Those publishers
were gone in the early 80s leaving Ace, D.A.W., Bantam, Del Rey, and
the new Tor Books as the main publishers.

Morgan will be blogging on Sundays; we’ll be introducing the other new bloggers in the coming weeks.


Of books and games

Ken Burnside of Ad Astra Games chimes in:

So, one of my other gigs – beyond making Cool Space Combat Games, is
being a science checker for SF writers for Baen.  I got asked by Vox Day
to write a science article for their new anthology series “Riding the
Red Horse” – which released yesterday. In its first day of
release, it’s done impressively – it’s climbing up the paid Kindle
listings and is a category leader in Military SF and SF in general.

Ken’s “The Hot Equations: Thermodynamics and Military Science Fiction” is a must-read for any science fiction author. And check this out… Ad Astra is about to come out with the Traveller version of Squadron Strike!

From the most recent review of RIDING THE RED HORSE: “I thoroughly enjoyed this collection of mil sci-fi short stories and essays on war. Each
story left me wanting more of the universe in which it takes place (my
favourite of the shorts was the last one: “Turncoat” by Steve Rzasa,),
and each essay made me marvel at the genius of the respective author. I
wouldn’t consider myself a military theory buff, but the essays in this
collections certainly awakened a hunger in me to find out more and
explore the world of war-gaming.”