Winter Offensive 2017 After Action Report

Certain occurrences trigger a realization that another year has passed, making one wonder just where the time has gone. The swallows return to Capistrano, the bulls have their fun in Pamplona, and, for wargamers of a particular bent, the Comfort Inn in Bowie, MD, opens up three conference rooms and hosts Winter Offensive. This year’s running of the gamers has come and gone again, with hosts Multi-Man Publishing putting on yet another sterling Advanced Squad Leader tournament and general purpose gaming cavalcade.

Winter Offensive 2017

Attendance this year seemed slightly down from the 2015 peak of 165 gamers, with no exhortations needed on prime day Saturday to free up table space. A minor weather scare might have dampened attendance somewhat, and with no marquee MMP product being released this year, the crowds that typically attend in conjunction with such releases also failed to materialize. But the room was still nicely packed, and while the fair majority of gamers were there to play ASL, wargamers interested in other MMP product lines, like the Great Campaigns of the American Civil War, the Standard Combat Series, and the Operational Combat Series, as well as other wargames, took up a good third of the table space by my rough estimation. It’s no longer a safe assumption that anyone you speak with at Winter Offensive will be an Advanced Squad Leader player only (if, indeed, at all!).

My gaming weekend started out with an exhaustive playtest of Red Storm: The Air War over Central Germany, 1987, an operational air combat game being designed for GMT Games by Doug Bush, one of my long-time gaming buddies and an all-around good guy. We tested one of the larger scenarios in the game, portraying a large NATO air strike on several Warsaw Pact airfields deep in East Germany.

Red Storm Playtest at Winter Offensive 2017; playtest art/not final art

Defended by a massive belt of anti-air missiles, the airfields were a tough target, one that took the full complement of Doug’s considerable forces some time to pick their way through. The game system features many rules for air-to-ground and ground-to-air combat, including electronic countermeasures and anti-radar missiles, and we used them all in this one. The scenario depicted (all art is playtest and provisional; not final art) falls on the more complex side of what Red Storm has to offer; a full range of scenarios covers actions from small fighter engagements and bombing missions through to night paratrooper insertions. Several people stopped by to ask questions and watch a few minutes of gameplay, and I think this game has quite a bit of appeal—lots of interesting and difficult decision making, cool hardware, and a well-tested game system chassis underneath.

Saturday’s main event fell on the ASL side of the equation, as Mike Vogt and I sampled 159 “White Tigers,” a classic scenario pitting Japanese attackers against Gurkha defenders in the midst of an unrelenting rainstorm near Imphal, India. Mike, another of my very good gaming buddies and another all-around good guy, took the IJA forces with the task of occupying buildings. In my defense, I had some stout Indian soldiers and, as importantly, the services of a very flooded river that served to channel the attack into three main avenues.

159 White Tigers at Winter Offensive 2017

The Japanese made good progress on two of the three fronts, Mike’s progress helped somewhat by a few of my attacks turning his cardboard soldiers into berserkers who could run through the withering fire covering the most critical chokepoint on the map. My dice were quite hot throughout, a situation Mike bore with good grace, and by the end of the ten turn scenario, the Japanese had a foothold on the final two buildings they needed to secure the victory. But time just ran out, with the remaining Gurkhas holding on for a very narrow win.

Truly, one of the best ASL experiences I’ve had in a long time—great opponent, tense scenario, and a visual treat as well. Matches like this one encourage me to try to play more of this unparalleled game, about as close to a resolution as I’ve made so far in this new year.

Of course, it wouldn’t be Winter Offensive without the side gaming, and I managed to fit in two matches of group favorite Battlestar Galactica and three of The Dragon & Flagon, a relatively new fantasy bar fight game that seemed to be a big hit (pun slightly intended) with everyone. Many old friends were in attendance, too, and having the gang back together just makes a good gaming convention even better.

Battlestar Galactica at Winter Offensive 2017

My thanks, as always, to Perry Cocke, Brian Youse, and the rest of the team at MMP for another successful Winter Offensive, and to my gaming compadres for a great weekend of gaming. It might not keep getting bigger, year after year, but it certainly seems to keep getting better.

Memories on Ice: The Philadelphia Flyers at 50 by Jay Greenberg

The Philadelphia Flyers at 50 by Jay GreenbergIn celebration of their fifty year anniversary, the Philadelphia Flyers have published a handsome commemorative hardback book, The Philadelphia Flyers at 50, by Jay Greenberg. The title is actually a bit of a misnomer, as the book focuses almost exclusively on the last twenty seasons of Flyers hockey, the first thirty having been covered previously in Greenberg’s Full Spectrum.

Indeed, there’s simply that much history, that much tradition to cover, and here Greenberg explores each season from 1996 through to the present in incredible depth. There’s not much in the way of filler in this nearly six hundred page book. Between Greenberg’s two tomes, you have a definitive, richly illustrated history of the Orange and Black.

Though perhaps there’s an understandable tendency towards the hagiographic in any authorized history, I appreciate Greenberg’s willingness to look critically at the team, particularly several of the years that the Flyers spent in the non-playoff wilderness during the past two decades. No one gets much of a pass for poor trades, lousy performance, or uninspired coaching—there’s a generous helping of tough love doled out, if you will. And love there is, as Greenberg’s passion for the project shows through the carefully researched work. It’s a must-read for every Philadelphia Flyers fan, and between the profiles of the top fifty Flyers heroes and the detailed explication of seasons past, peppered through with insights from players and staff, even the most knowledgeable supporter of the Flyers will find some new tidbit or anecdote.

The Philadelphia Flyers at 50 by Jay Greenberg
The Philadelphia Flyers at 50 by Jay Greenberg

To that end, it’s inexplicable that the book does not seem to be referenced at all on the Flyers website amidst all the other anniversary materials. Rest assured that the normal online book retailers have copies. The Philadelphia Flyers at 50 deserves a place on the bookshelf of every fan of the Philadelphia Flyers.

Doctor Who Project: Inferno

Doctor Who Project: Inferno

I slipped sideways.

The Time Lords may have banished the Doctor to Earth, but they didn’t specify which Earth precisely, allowing Don Houghton’s “Inferno” (Story Production Code DDD) to transport our time traveller to a parallel Earth where the biggest difference is that the Brigadier has no mustache. Oh, and in this other dimension England happens to be fascist, too.

Yes, Brigade Leader!

The story starts innocently enough, with the Doctor mooching nuclear power from a massive drilling project that aims to tap “Stahlman’s Gas,” a powerful energy source trapped just under Earth’s crust. He’s bent on jump-starting the TARDIS console, which he’s had installed in a pre-fab garage near the drilling site. Apparently he believes that with an independent power source, he can use the console itself to travel through space and time, defeating the Time Lords’ ignition lock. And it works, after a fashion, briefly propelling him, well, somewhere, and allowing Jon Pertwee to ham it up for the cameras again during a scene of dematerialization gone awry.

Dimensional Travel

As for the drilling project, the stage seems set for a standard bureaucratic showdown between an officious administrator and a scientist bent on fulfilling his life’s ambitions, as seen most recently in “Doctor Who and the Silurians.” Almost immediately, the dangers of the drilling project manifest themselves when a rigger is exposed to a green goo leaking from a drill pipe. The viscous viridian substance rapidly de-evolves him into a slavering, primordial being (shades, again, of “Doctor Who and the Silurians,” where encounters with the old lizards trigger a mental retrogression, with hints of the sentient seaweed from “Fury from the Deep” for good measure). Once the lead scientist, Stahlman, accidentally infects himself with the goo, the story seems set on its rails: the goo is dangerous and threatens everyone, so naturally the Doctor will step in and stop the drilling. But after being confronted with evidence of some strangeness afoot, including a a vial of the goo itself and Stahlman’s increasing derangement, the Doctor petulantly focuses his efforts instead on getting more power for his pet project.

And the goo isn’t even the real problem. In a neat bit of subverted expectations, Houghton manages to make green-skinned pseudo-werewolves into mere set dressing, because the planet is about to explode.

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Game Preview: Red Storm: The Air War Over Central Germany, 1987 (GMT Games)

Near the end of the Cold War, both NATO and the Warsaw Pact fielded impressively large and varied air forces that, thankfully, never contested the skies over Europe. Where the Warsaw Pact relied on larger numbers of robust but technologically-limited fighters and bombers, NATO offered up qualitatively superior but numerically inferior forces, making any conflict between the two sides one of doctrine as well as ideology.

Forthcoming from GMT Games and designer Doug Bush, Red Storm: The Air War Over Central Germany, 1987, seeks to model this potential conflict by enhancing the time-tested operational system originally designed by Lee Brimmicombe-Wood for his seminal work on the air war in Vietnam, Downtown. I’ve been lucky enough to work with Red Storm from the early playtest phase, and as a long-time admirer of both Downtown and its follow-on game, Elusive Victory, I find that Red Storm neatly brings the system’s strengths to the quite unique situation over Central Germany while addressing the complexities of the modern air battlespace.

Banner for Red Storm via GMT Games

As the playtest counter art shows, players will have at their disposal aircraft from several nations: the United States, the United Kingdom, the Soviet Union, the German Democratic Republic, the Federal Republic of Germany, Belgium, and Canada. And what a varied assortment of aircraft it is. From the top-of-the-line F-15s and MiG-29s through to the lowly Su-17s and puttering Alpha Jets, nearly every fighter and bomber that could have seen service in the Central German front makes an appearance. Doug has meticulously differentiated the airplanes, so that each flies, and fights, quite differently. Gamers who take the time to dig through the aircraft notes and make use of differences in radar, altitude performance, and weapon loadouts will be rewarded for their efforts.

Of particular note to me, the Su-25 Frogfoot close attack plane earns a few counter slots—it’s my personal mission as a wargamer to play every game that features this delightfully ungainly craft.

Playtest Art for Red Storm via GMT Games

Complicating both players’ plans, the electronic warfare support and anti-air missiles on each side make the mere act of flying hazardous. Going in on the deck might keep one safe from the SAMs, but then there are the copious low-level infra-red missiles and flak batteries to deal with. Successful ingress and egress require quite a few difficult choices. Making the initial flight plans could be a game in itself, and while players are never “on rails,” that initial planning does guide proceedings to a large extent, a hallmark of the system as a whole.

Planned scenarios range from contested bombing missions on both sides through to SAM-busting missions, rear echelon interdiction strikes, and escorting special forces on behind-the-lines infiltrations. One and two map scenarios will be included.

Red Storm promises to be both a worthy addition to the Downtown system and a signal accomplishment in air combat gaming in itself. Discussion of the game as it moves through development is taking place on ConsimWorld, and any gamer with interest in this hypothetical air conflict is welcome to head over there to follow along and participate.

(Playtest images and banner via GMT Games.)

Doctor Who Project: The Ambassadors of Death

Doctor Who Project: The Ambassadors of Death

What about reducing the g’s by mixing K and M3?

What if they held an invasion and nobody came? With “The Ambassadors of Death” (Series Production Code CCC), series regular writer David Whitaker provides an engaging answer to the recent profusion of alien invasion plots in Doctor Who by neatly subverting all expectations of how an alien invasion story should play out.

The Mystery of Mars Probe Seven

Comparisons between “The Ambassadors of Death” and its immediate predecessor, “Doctor Who and the Silurians,” cannot be avoided. We have aliens, to be sure, and the threat of invasion from beyond (or below) gets bandied about, but this time, the aliens actually do come in peace. While Malcolm Hulke toyed around with the idea in his story, Whitaker comes right out and finally says what the series has been suggesting for some time now: the real monsters are human beings and their foibles.

To Whitaker’s immense credit, and in keeping with the series’ long-standing tradition of concealing the monster as long as possible, the viewer doesn’t quite know what humans and which foibles are at fault until nearly the finish of the seven episode story. A tangled set of interwoven conspiracies develops around the mystery of the missing astronauts from Mars Probe Seven, and the cast of players seems immense at first. Will it be the bureaucratic pride of the civil servant, the simple greed of a cunning con man, the unbridled Promethean lust for knowledge of the foreign scientist? We’ve seen them all before. Instead, we find at the core of this story a sad tale of misplaced morality coupled to the human destructive impulse. All summed up with a swagger stick.

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A Meal Fit for a Doctor: Alton Brown’s Fish Sticks and Custard

Under ordinary circumstances, I would keep my distance from this particular dish, given that I’m about as far from pescatarian as is humanly possible. But Alton Brown‘s recipe for Fish Sticks and Custard, from his recently released (and beautifully photographed) cookbook, EveryDayCook, combines my abiding appreciation for Alton Brown’s approach to food with my undying love of all things Doctor Who.

Fish Sticks and Custard from Alton Brown's EveryDayCook

To explain briefly, just understand that the Eleventh Doctor manifested a craving for this particular dish upon his regeneration, a telling and touching scene involving the young Amy Pond, and Alton Brown, as a card-carrying Whovian, saw fit to include this version in his cookbook:

My version is different in that it’s actually tasty…even if you don’t have two hearts and live in a blue box.

Note, too, that the dish is photographed upon the Fourth Doctor’s scarf. A nice homage to Doctor Who indeed.

It’s interesting to note that, up to the current point in the Doctor Who Project (Season Seven, Story Two, “Doctor Who and the Silurians,”), food has played a very minor role in the series. There’s been the odd poisoned coffee and more than a few cuppas, but as yet, no stories with much gustatory focus. Indeed, thus far in the re-watch, I’m not sure if we’ve even seen the Doctor eat anything besides a very hard candy. And, as the events of “The Gunfighters” bear out, that wasn’t good eats at all…

(Image from Alton Brown’s EveryDayCook.)