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More Africa Action in Easter




Some of my club mates returning from the Easter break on Sunday organised a late afternoon Chain of Command game to start the working week tomorrow in good spirits. Due to the late minute call, we decided not to plan too much and to use the available forces (British and Italians) at hand.

From the CoC book we chose the “Flank Attack” scenario, with the Italians forces (an infantry platoon) defending an oasis from the attacking British. In order to make life harder to the attackers a small armoured German kampfgruppe (2 Sdkfz 222 and a Pz II) were also used.


The battle was truly short with the British achieving a clean and straight victory when the Italian moral crumbled (fall to 2) after the destruction of the small armoured unit by the British Honeys.
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Tomb Raider: Definitive Edition

With a partner who is a very big fan of Tomb Raider, this was always going to be a game we ended up getting. And indeed, not only did we get the PS3 version, but the PS4 update too - with graphics at least like 10% better than the old version, to paraphrase South Park. Indeed, quite a lot of work obviously went on making this version look that little bit nicer - and certainly Lara's face was reworked, a fact that actually warranted some articles on online gaming news sites - but largely the game stayed more or less the same in all but the cosmetic sense. 

I liked Tomb Raider, even if I'm not a big fan of the series, which I played back when there was only the first game out on the original Playstation but found clunky and frustrating even by the standards of the day. This reboot has a much more likeable, young, vulnerable and believable Lara, a young archaeologist with a hunch rather than some ultra-rich dominatrix type. Contentious as scenes of her narrowly avoiding sexual assault were when the game was in development, this game does well at having a strong female lead by not really paying much attention to the fact that she's a strong female. She simply destroys everyone in her path, going from confused and helpless beginner to bullet-soaking badass much in the same way any other video game protagonist does, and ends up extremely powerful. 

At the same time, though, the game somehow doesn't quite feel like an AAA title, to use the parlance of the day. While I had major problems with Assassin's Creed IV, the only other game I've played in-depth on my PS4 (80 minutes to play through a Metal Gear Solid demo doesn't count), it simply felt on a far greater scale than Tomb Raider - the graphics were more impressive, the variety of actions the character could take, the length of the story and the amount of diversions it was possible to take simply made Tomb Raider seem a bit too light on content. Sure, Lara sometimes ended up sliding down things or having to press buttons with semi-strict timing, but it wasn't like having a variety of mini-games or side-missions. 

The game was also not very satisfying in terms of difficulty. I played it on hard mode, and the difficulty was either extremely easy or very briefly ridiculously difficult. There was no sense of the game gradually getting tougher - in fact, the new skills you gained meant that it felt like you far outscaled your enemies and that the later onslaughts of vast amounts of enemies were actually easier than the ones you had faced earlier in the game. Thus the final encounters in particular had no sense of accomplishment or challenge to them, which is problematic on hard mode. 

So it falls to the story to really carry the piece. And while it's a decent attempt, unfortunately it's not quite there. This was never going to be quite the Game-of-the-Year epic Last-Of-Us rollercoaster of emotions, nor would there be a big Bioshock twist. But again, while this was certainly better than a lot of plots, including everything I've seen for an Uncharted game, it still fell a little short of what I expected. Lara and her team are searching for Yamatai, which Lara hypothesises is actually in the Dragon's Triangle. This hunch turns out to be correct as the crew get wrecked on a small island filled with shrines to the goddess Himiko, which is a neat bit of real-life archaeological mystery for the game to begin with. Himiko's shaman powers have allowed her to live on in a way, her soul transferred between vessels, and her mastery of weather resulting in every vessel in the area being marooned on the island with no way to escape. The Japanese seem to have lived on only as the 'Storm Guard', protecting Himiko and her shrine in masked armour that rather dehumanises them, while the rest of the island is mostly populated by Westerners, who have a strange tribal community, hoping to somehow appease the queen so that they can return home. Rather pleasingly and providing some of the best visuals in the game, there are vessels from hundreds of years of transportation history wrecked about the island, to be explored, climbed on or destroyed. Rather less convincingly, there are thousands and thousands of dead bodies everywhere, be they bones or bits of chopped-up flesh, with Lara at one point surrounded by mountains of bodies, which really strains credulity. 

Lara is hesitant to become a killer at first, but luckily everyone but her small circle of friends is trying to kill her, and she has the uncanny ability to be shot over and over again but get better in a few seconds of hiding, so it's perfectly reasonable for her to protect herself by gunning down a huge number of people. Most of her friends also don't make it home, either giving their lives heroically to save Lara's or betraying her and getting their just deserts, and there is a poorly-developed leader of the local tribal militia called Mathias who finds out that Lara's friend Sam is by pure coincidence (and, I suppose, sheer numbers on a family tree) a descendant of Himiko who can be used for the mumbo-jumbo supernatural rites. 

I am being quite hard on the game - as a matter of fact, it is pretty fun. The combat is somewhat unbalanced, with the assault rifle far outweighing all other weapons for power, but it is also good fun and the way Lara can scramble and roll about is a lot of fun. Some of the setpieces are inventive and extremely fun to get through, and some of the little puzzle-tombs are fiendish but never utterly baffling. Tomb Raider was a fun game that I am glad I got to play through - but it didn't quite satisfy, I'm afraid. It was a decent steak, well-cooked and very tasty - but to really be enjoyable it needed some side-dishes.  
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Borderlands 2

Midway through Borderlands 2, I really wanted it to end. I was bored of it. I was bored of it moving maddeningly slowly, and how my sniper rifle had removed almost all of the challenge, except when some ridiculously overpowered Constructor spawned on top of me. I was annoyed at how I was able to finish the story missions easily, but because I was underleveled it wouldn't even let me pick up the guns, locking them with level requirements. I wasn't engaged with the characters and I wasn't having much fun. 

Yet as I realised that the end of Angel's story wasn't the end of the game, and as I accepted that yes, I really did have to go and do the side-quests and level up before I could do a story mission 5 or so levels above where I was, the game finally began to grow on me. By the time I finally reached the end, I was genuinely enjoying myself. 

I'll be honest: Borderlands 2 is exactly the sort of game I normally avoid. I don't like this sort of brawnly FPS, where you go around slaughtering things and laughing about it, picking up bigger and bigger guns and being a macho 'badass' - a term this game loves. I didn't find Claptrap funny and I hadn't even played the first game to know what was going on. But the game had quite some critical acclaim and it was free last month on PSN, so I thought 'Why not?' Besides, I had read people raving about Tiny Tina and was curious to see what she was like. Answer - hilarious, but that twitchy eye of hers freaks me out. 

I'm aware that this isn't really a game to play alone. I'm sure it's more fun with three friends, especially when in the vehicles, but so long after the release date I didn't really want to ask around for others' help or be restricted in the times I could play. If it's really a good game, I reasoned, it has to be fun to play solo. 

And much as it took me a while to get into, ultimately I did enjoy it. It's a game absolutely stuffed with little details. It gleefully refers to everything in pop culture it possibly can, from A Clockwork Orange to Rocko's Modern Life, and pokes fun at itself and at gaming conventions as much as possible. The voice work is fantastic, not only when it comes to the main characters but also with the odd, colourful minor baddies, and though it was meant to annoy, I loved the gun that did nothing but nag at you. Finding little details like hidden shines to the Vault and a man who seems to think he's Batman kept me more interested towards the end, and oddly I found my favourite gun was one that 'lies' to you with its statistics, seeming to be useless until you notice its 5000% bonus damage. That and a corrosive shotgun together took the last boss down with very little trouble. 

The Psycho on the posters, while central to the game's marketing, was not actually anything particularly major in the game, just a recurring low-level enemy. The actual main cast of Vault Hunters aren't very interesting, but the main characters from the first game are a whole lot more engaging and well-defined. Their shady associates are often very funny, and the amoral angle the game goes for provides for some really funny moments. Handsome Jack is also a great antagonist, because you know he totally recognises what a dick he is and yet also how much he loves himself and his image. He works brilliantly as at once extremely strong and extremely weak out there on this space-cowboy planet he's turned upside-down. 

Ultimately, Borderlands 2 wasn't the most fun I've ever had with a game, and indeed took me a very long time to really warm up to. It also didn't feel like as much of a challenge as, perhaps, it should have - with the jump in strength between levels in particular feeling excessive to me and determining how much of a challenge this was. I am glad I got to the end of it...but I have to say I find myself increasingly drawn to at least finding out how much some of that extensive DLC costs...
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My NOT-Sa_loot (*) and Easter Break





(*) Title and idea unshamelessly stolen to fellow blogger and Lardista Mike Whitaker :-)

Funny coincidence, just three days after Salute 2014, today I have received a couple of packages by mail that in justice can represent my loot from my NOT-Salute celebration. See in the photo above:
  • Some water transfers for my Italian armoured (really?) forces
  • An Italian Solothurn AT rifle
  • The Italian 47mm Elefantino AT gun
  • My hardcopy of the latest TooFatLardies release, the Raiders supplement for Dux together with the cards
  • An last, but not least, "another" box of DAK Perrys to be shared with my friend and club mate Santi (not enough LMGs in one box to fill the panzergrenadier platoon OOB); this last piece was actually acquired in a local shop yesterday evening
This happy (Easter) bunny starts his 4 days holiday tomorrow evening, so don't expect to see much activity in this blog until next week. If weather is right, I'll be working in some of these new acquistions so hopefully I'll post some photos of the finished models.

Hope you all have a good Easter break
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My NOT-Salute Saturday



As you probably know, last Saturday was THE great day of the wargaming community as it was the Salute gathering. I went two years ago with a group of friends of my club and,...yes, you have to do the pilgrimage at least once in your life if you want to access the wargames heaven after passing.

Anyway, it's easier said than done when you live abroad and specially if you've been affected by the financial crisis as it's been my case. This week, while I was reading (with envy, muuuuch envy) the posting a of different bloggers and the messages crossed in the Too Fat Lardies Yahoo Group anticipating their trip to heaven, I decided at some point to stop commiserating myself and do something practical... like dedicating my Saturday to the hobby!

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Book Review: Desert Generals




I have just finished reading The Desert Generals by Corelli Barnett. Forgive my ignorance but I’ve just discovered this to be a classic work about the Desert Campaign in the IIWW, a fact I was not aware of; therefore many of you are probably acquainted with it and can avoid reading this post.

It was suggested as a good reading for my Afrika CoC project in the Too Fat LardiesYahoo Group … and I admit that was right on target. I have enjoyed a lot reading this book and also learned a few facts about the campaign completely unknown to me.

Particularly, I was truly surprised by the sharp and incisive critics on Field Marshall Montgomery, a total unimaginative and inept commander if we attend the arguments of the author and the strong vindications of other highly discredited commanders, like O’Connor and above all Auchinleck.

Auchinleck (as well as his predecessor Alexander) were actually victims of the political ambitions of Churchill; he strongly interfered in the strategic planning and operations of the Desert front, forcing the launch of offensive attacks on Rommel and the Axis armies without a proper preparation and/or sufficiently trained forces for pure domestic political reasons.

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Hell's Farm: A Chain of Command AAR



Oh yes!! I felt today like a character in The Longest Day film, in my first (and overwhelming!) successful command of a British paratroops platoon in Normandy. A very intense scenario played with Chain of Command and featuring the defence of a farm in a typical Normandy landscape by the Red Devils, facing a furious counterattack of the Germans in the second day after the landing.

In this scenario (from the Skirmish Campaigns Book “Normandy ’44- The Devils of the Orne”) the objective is to control the walled house towards the centre of the map in the British area. We arranged this scenario to be played as an Attack on an Objective of the Chain of Command book.

The Germans comprised a regular reinforced infantry platoon supported with a Pz IV,a Stug, a FOO to control the offboard artillery pieces and a MMG team. The British had a full elite paratroops platoon supported by 2 Shermans and selected a PIAT team as reinforcement.
Panzer marsch!
The patrol phase is one of the most important segments of the game, as it has a significant effect in the development of the game with your troops of the table. In this case the Germans decided to concentrate its patrols in their right flank with the intention of placing the jump-off points as close as possible to the contested house and game objective, under the cover of the orchard and the field to the northern edge of the table.

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