At ease, grogs. Headquarters: World War II is far from essential

Scanning the notes I penned while playing HQWW2 this week, I can’t find anything resembling an aggro anecdote. There’s no chunk of shorthand reminding me of that bit in Mission 4 of the US campaign when I spent an absorbing half hour hunting a Tiger with nothing but a green bazooka team and a singed/scared Greyhound, or that spell in Mission 2 of the Brit Campaign when my Red Berets, using smoke, pluck, and Sten guns, overran a German position, then used the Pak 40 they captured to see off a counterattack involving a Panzer IV and several halftracks.

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D-Day deferred

Apologies, a family illness has scuppered my plans to deliver a Headquarters: World War II review today. If you’d like to know why Slith’s risk-averse newcomer has failed to dislodge the likes of The Troop, the Battle Academies, and Second Front, from the upper echelons of my pop WW2 TBT top ten, I’m afraid you’ll have to wait until Sunday.

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A2Z

A is for Alphabetised wargame, sim, and site news. Now and again, assuming I can persuade Austerity’s Blackburn Cirrus Bombardier engine to perform the miracle of internal combustion, I spend a few days scouring Simulatia and Grognardia for stories with the potential to fascinate, startle, cheer, dismay or amuse. Those stories are then dehydrated, alphabetised and delivered, via articles like this one, to people who’ve got better things to do than plough through puff and platitudes.

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