Friday 23 December 2022

A final post for the year...

Just a quick post to say thank you to everyone who has visited, read and, in some cases, commented on the articles over the last year. I hope you have enjoyed this years tomfoolery and will join me again in 2023 for more of the same computer, videogames, wargaming and, in a return of that trusty Steed (a hint, perchance?), Was That Film Really That Bad malarkey. 


As I hate posts without at least one picture, the image above shows the publications (and some of their issues) that I have contributed to in the last year outside of this blog. It's been a bit of a learning curve but also a hoot, and looks to continue next year too. My thanks to the editors of these fine publications. I also continue to be a volunteer reviewer for The Book Dragon, so check them out if you are looking for a good read from independent and self-published authors.

All that remains for me to say is that I trust you will have a wonderful festive season, thank you very much for your time, and I hope you'll be back next year. See you in 2023!

Wednesday 21 December 2022

The Hush-Kit Book of Warplanes - Book Review

Hush-Kit.net describes itself as the alternative aviation magazine and, if you're familiar with its content, that's a pretty fair summation. With tongue definitely in cheek, the website provides a mix of features, interviews and top ten pieces. Following on from a successful funding campaign via Unbound, the Hush-Kit Book of Warplanes distills the best of the website's content along with a bunch of new stuff to give you a coffee-table style book that will inform, educate and entertain - sounds catchy. Someone should maybe use that...

As with all Unbound publications that I have reviewed, the physical quality cannot be criticised. This is a hefty hardback in full colour and extends to over 220 pages. Edited by Joe Coles and with a foreword by noted aviation journalist Bill Sweetman, the reader is quickly dropped in at the deep end when it comes to the style of Husk-Kit's content.

Top ten lists are a long running genre on the likes of YouTube and it's something that works well for the Hush-Kit website. In the book, there are lists for top fighters of World War 1, the worst British aircraft (what a smorgasbord that is!), incredible cancelled military aircraft (excluding the QI-worthy TSR2, Avro Arrow and Northrop F20), and the like. Not that the editor restricts himself to top tens - there's 11 (count 'em!) top Jump Jets and 7 (because the number is lucky and so were these aircraft) overrated warplanes. 

It's not just lists though. Oh no! There are features too, like the history of the Bang Seat (that's an ejector seat, not the funny chair you keep seeing at your weird uncle's house - you know, the one with the fluffy wrist rests...), a brief history of fighter cockpits and a Freudian guide to spy planes (and you thought I was pushing it with the pervy uncle line... Tsk!)

The aircraft in question totally deserves its place in this list.

Interviews take up a large part of the book too, and not just the usual suspects (are there such usual suspects in aviation literature?). Pilots of such diverse aircraft as the Sukhoi SU-15 Flagon interceptor (a personal favourite of mine), F-117 Nighthawk and JA-37 Viggen vie with others who flew the Mirage 2000, SR-71 and a rather excellent pair of interviews with Iranian pilots who flew the F-4 Phantom and F-14 Tomcat in combat.

There is more, of course, but to find out, you'll have to buy the book. What really sells The Hush-Kit Book of Warplanes is not just the information but the humour. From a gentle sarcasm suitable for polite tea parties to all out mockery worthy of a pub night out, the full gamut of jocularity is on display. If you're a fan of a particular manufacturer (Blackburn cough) or an aircraft (Lightning, Scimitar, Vulcan, Lerwick... wait, hold on! Someone is a fan of the Saro Lerwick? Probably the same individual with that bang seat...), be prepared to have some fun poked at the expense of said companies/aircraft. The captions are also a joy to read. My particular favourite is on page 51 and, whilst I'll not spoil it here, it had both my good lady and I in stitches and I am never watching The Death of Stalin in the same way ever again...

I would say think of your own caption but the one in the book is perfect.

Naturally, being a book on aircraft, there are plenty of photographs and artwork - it is always nice to see aircraft that never made it into production represented in hypothetical service, and these compliment the text perfectly.

In the spirit of Roy Walker, "It's close, but its not right..."

As you can probably tell, I really like this book. Yes, some of it will be familiar to long time readers of the website but there is enough new content here to make this a worthy purchase anyway. If you're not familiar with the website but have an interest in military aviation, it's a simple statement - buy this book! To do so, you can either do it via the Hush-Kit shop (which will take you to the Unbound website) or via the usual online and high street book retailers. 

Finally, if you like this volume, there is a second one in the funding stage at Unbound here. When funds permit, I shall be adding my support to it like I did with this volume, as the first is an excellent advert for Hush-Kit Hot Shots Part Deux.

Friday 16 December 2022

Al-Hussein by Ali Altobchi (with Tom Cooper and Adrien Fontanellaz) - Book Review

AKA Iraq goes full Blue Peter. Not to besmirch the name of that fine show, but just like when Blue Peter fashioned a makeshift Tracy Island back in 1993 using a yogurt pot, toilet roll and a metric f**ktonne of papier-mâché (the clip is on YouTube if you search for it), the Iraqi effort to produce domestic weapons yielded some surprising results - pretty impressive from a technical point of view when you consider the effect of international sanctions and an empty bank account. 

As the talented Ms Andrews once sang, the beginning is a very good place to start and in this tale, it is the creation of the State Organisation for Technical Industries (SOTI) in 1970 that paved the way for the early steps Iraq took to work with arms producers overseas. Add in some international politics and shenanigans, stir, then simmer until war with Iran is declared. Now rename the SOTI into the Military Industrial Commission (MIC). Bring to the boil by adding Scud's, MiG-25's and a soupçon of anti-radar missiles, and thus begins the journey towards a domestic conventional weapons industrial base. A touch of in-flight refuelling may add a certain... je ne sais quoi...

It wasn't just the French (see what I did there) and the Soviets who were supporting the Iraqi regime. There were links to Brazil and Argentina, the latter of whom had a ballistic missile program that I had never heard of before, which certainly gave the impression that Iraq was serious about building up its war fighting capability. 

Of course, if you want to talk about Iraqi conventional weaponry, you need to mention Gerald Bull. When not keep Teesport's custom's officials busy, Bull also had a hand in long range 155mm artillery and was much more successful in that arena than any supergun design associated with him. 

Combined with the events of the Iran-Iraq War, that's about two thirds of this book. The rest concerns itself with the legacies of the principle characters, the 1991 Gulf War and the follow up period to the end of the decade. 

The writing is clear and concise throughout and the 68-page length is about right. What was quite surprising was how adept the Iraqi military were in fielding some rather "funky" designs, and by funky, I mean plain weird. Much like Iran stuck HAWK surface to air missiles on their fighters and Standard SAM's inplace of the HAWK's on their usual launchers, Iraq bolted Exocet missiles to a Dassault Falcon 50 business jet, and older AA-2 Atoll (R-3S and R-3R infra-red guided air to air missiles) were stuck on BMP chassis' because it filled a perceived need (and there was little choice but to improvise). Much like the fictional A-Team or MacGyver, the resultant weapons were, at least, functional, if not entirely practical - I mean, biz-jet with Exocets. What's next? Vulcan's with Sea Dart's as an interceptor? (And yes, gentle reader, there were plans and thoughts about that very thing...).

Check out Vulcan's Hammer by Chris Gibson pages 171-174. I prefer the AIM-54 Phoenix option myself...

And still there is more. Continued ballistic missile developments, ad-hoc Electronic Counter Measures aircraft, Airborne Early Warning aircraft, tankers and drones - the effort expended in being able to demonstrate any capability (no matter how asymmetric to the opponent's) is truly astounding. 

As befits the topic, there is a wealth of contemporary photography on display, as well as many screen grabs from video presentations of the time. Maps are detailed and the included artwork is of the usual high quality. As always, the bibliography is a cracking source of further reading.

This is another welcome tome from Helion & Co and will be of great benefit to those who have an interest in the period, the theatre or maybe want to put something on the table - there are quite a few "what-ifs" in capability this book offers that could liven up any hypothetical game. And, whilst there were no Blue Peter badges for the boffins who stuck these projects together, Ali Altobchi and company deserve a symbolic one for this fine volume. You can buy Al-Hussein direct from Helion & Co here or from their trade stands at various UK wargames shows - you can find out which ones they attend via their website and social media links. 

Tuesday 13 December 2022

The Battle Of St. Marie Claire - Demo game report

It was the Battleground wargames show in Stockton a couple of weeks ago and the Tantobie Warfare And Tactical Society were on hand to run a demo game. Making a change from the usual black powder (not the ruleset this time!) and horsey shenanigans, we were off to modern day Africa. Shaun provided the toys and I was running the game using Team Yankee (with amendments as used in previous games and a few specifically for this one). I apologise now for the terrible butchery of the French language that follows...

See that sign? That's us, that is.

The former French colony of Sans De Maquillage. Famed for many things (including its radio telescope, Le Cosmo), this former colony gained independence in the 1980's and was rather happily providing a steady stream of healthcare products to the international market. Sadly, rebel forces have been active in the interior (and we're not talking dodgy cuisine either!), and have occupied an industrial site near the town of St. Marie Claire, one run buy the ever-present Oyston Industrie. The hyaluronic acid ponds were also captured and an urgent email was sent by Andre L'Ponsonby Copiste (blame Google Translate for that one, Andy!) to the French Government to organise their recovery.

As it's Team Yankee, you have to have a line up of vehicles.

Before we begin, let me tell you that this was not your normal Team Yankee game. There were no points lists, just a "shove everything on the table" order, which meant the table was going to look rather busy as the game went on. Andy and Shaun led the French who had the bottom third of the table. Jim commanded the rebels in the top third (along with the facilities), whilst the middle third was left bare... or was it???

If you go down to the woods today...

The French started off with a dash to the (fordable) stream, a wise move as there was naff all cover on their side of the table. They didn't take long to reach it, at which point the sneakily hidden militia popped up with the chant of "Come and have a go if you think you're hard enough!" En Français, naturellement.

Got to love a bit of self promotion.

This was where it started to go a tad wrong for our intrepid soldiers, as RPG fire quickly shredded a couple of VAB's belonging to the Marines and the left wing (the Parachute Hussars) found that their ERC-90's were armoured only in the sense that a potato gun couldn't destroy them... at least at the ranges Jim was firing from...

That bit at the top of the picture looks distinctly bare of soldiers... for now.

The rebel response was to push up their T55's and thus ensued a to-ing and a fro-ing. Saving rolls were very much in order as both sides had the guns, but not the armour. Still, weight of numbers began to tell and the militia were thinned out once Shaun had brought up his Mephisto anti-tank vehicles. HOT rounds ahoy as the remaining rebel T55's from the first batch were summarily dispatched. 

The local wildlife seemed distinctly unfazed by the events around them.

In the centre, things were more delicate, as the dug in militia were causing no little suffering to the Marines and Legion troops. Artillery and mortar fire came to the rescue and after several turns, the French had gained the heights and, more importantly, a base of fire. Of course, this just meant they were now face to face with a ton more militia in the grasslands to their front and in the wooded area to their right. The local fauna were quite dismissive of this. 

A herd of French reinforcements sweeping majestically across the plain.

On the French right, the advance to the stream was unhindered and they left it for Jim to approach. A rapid volley of rifle grenades from the centre and the right flank whittled down the rebel forces, as did some decent indirect fire from the mortars. It must be noted that to get to this point, the umpire did have to remind the French commanders that whilst you may wish to target counter battery fire against the (rather ineffectual) rebel guns, if the dudes right in front of you are shooting seven shades of merde out of you, a re-appraisal of your targeting priorities may be in order. So they did. And within a turn or two, the rebel forces discovered they needed a recruiting drive.

It got a bit dicey in the middle. Geddit? Dicey? Oh, why do I bother?

Additional French armour (I know, but they're not tanks and they're not 4-door sedans either) on their left supported the wavering Para Hussars, who by this point were down something like a third of their original force and had decided to call it a day. The appearance of a Shilka also persuaded them that it was getting a tad hot for the infantry even in cover. The additional HE and MG fire of these new troops (and those very handy Mephisto's) put paid to that brief fight back and despite moving the last of his heavy reserves to the centre, Jim decided to call it a day. 

It would have been even dicier here, but there was a zebra crossing...

It had been a hard fight and both sides took what each would consider serious losses. Such is the nature of the Team Yankee system and I did plan the game to ensure that it lasted more than an hour or so. 

They took the hill just to get a fantastic view of all those fresh-faced militia.

Some notes on the game rules and mechanics. 

Artillery, mortar and rifle grenade fire zones were ad-hoc - they had to be as TY only covers arty as far as I know and I wanted the effect to be uniform across all forms of arcing fire. Hit and save rolls were as per the rules. 

I probably made the militia too hard, making them equivalent to Warpac conscripts minus one on everything, and even then, they were bloody hard to shift. Maybe something to amend the next time we try this scenario. 

Points system - didn't use it as noted above. This was a demo game that had to last about four hours, and in previous playthroughs, Team Yankee is a very quick system of play. This was why the instructions to all players was: if you have it in the box, it can go on the table. They're your forces, you decide what you want and where to put them - within the limits already detailed. 

As for the scenario, if Jim hadn't taken note of the ability to flood the middle third of the table with (unseen and unplaced) militia, it could have been a very different game. Possibly the addition of some observation rules might be in order as I am not a fan of the way TY handles ambushes so ignored those for this game. There again, different theatre, different tactics. 

On the whole, this was a fun game to run and the participants said they enjoyed themselves, even if the umpire did live up to expectations and was a bit of a twat - tee hee hee! I would expect no less from them in the games they run! There were thoughts about changes and modifications to be made but, on the whole, it worked reasonably well. 

The Battleground Show itself was also rather good, and certainly seemed to be well-attended once the doors opened. No fault can be found with the organisation nor the venue, so well done to Pendraken for putting the show on. There are also internal TWAT discussions about attending next year for another demo if they'll have us. If I am running it again, then no doubt there will be a repeat of this TIT for TWATS production. 

Thursday 8 December 2022

Dice Men by Ian Livingstone with Steve Jackson - Book Review

Let\s clear this up straight away. This is not about Games Workshop. Well, it is, but not that Games Workshop. If you want a corporate history of the modern day vertically integrated (and occasionally litigious) sales machine, this is not the book for you - and I question how thrilling that would be... Nope, Dice Men is the story of the creation of Games Workshop by Ian Livingstone, Steve Jackson and John Peake up until the point where the company went public and the remaining two founders (Peake left in '76) sold their remaining stake in the company in 1991.

This is quite the autobiography from Livingstone, detailing as it does his childhood and early adult years before starting the business that would eventually evolve into the behemoth that is the current day Games Workshop. There are plenty of contributions from Jackson and others who have been invited to add their memories, creating the patchwork of stories that make up the company's early years. 

Amongst the anecdotes of board games being played, Dungeons and Dragons being discovered and a rather eventful US road trip, you will find out how these guys set up their board game retailer and snagged the UK and European distribution rights to D&D. There's the struggles of running a business, creating a newsletter and a magazine (the latter of which still exists to this day), the expansion of the company to cover the loss of D&D in the early 80's, creating their own figures, and both Livingstone's and Jackson's other projects, most notably the Fighting Fantasy book series - of which I have many a fond memory of reading/playing back in the mists of time. 

Along the way, there are personal conflicts, corporate shenanigans and many a funny tale to be told. As you'd expect from Unbound, this is a very well produced hardback and there is full colour throughout. There are numerous photographs, pieces of artwork, covers and illustrations to behold. This, almost as much as the author's recollections themselves, sells the title. If you're of a certain vintage, the sight of some of these will encourage the rose-tinted spectacles to engage for a more simple time. Note to readers - it wasn't simpler, it was just different. 

I can't find much to fault with either the writing or the presentation, but I would point out that, as with all histories, memory can play tricks, and Ian's description of playing several classic Amiga titles ini the late 1980's with just 256kb of RAM is the only one I can fault. Of the titles listed, only one is from the 1980's and the others all needed at least 512kb of RAM. Yeah, nit-picking, but there we are and it in no way spoils the overall book. 

Anyhoo, this is a fascinating tale, filled with detail and a ton of style and panache in the telling. The foundations of the modern day high street monster are revealed in a mostly warts and all manner and, whilst it wasn't all plain sailing, you can't fault the drive and passion demonstrated by those involved in the early days of GW. You can pick up a copy from the usual high street retailers (including Forbidden Planet which is where I got my copy from) or online, whichever is your preference. 

Friday 2 December 2022

From Julietts to Yasens by Alejandro A. Vilches Alarcon - Book Review

From Julietts to Yasens is one of the latest titles from Helion & Co's superlative Europe@War range and covers the design, development and operational history of Soviet cruise missile submarines from 1958 to 2022. This may be considered a somewhat niche topic but as someone who grew up reading the likes of The Hunt For Red October and Red Storm Rising, I've always been fascinated by Cold War submarines and, in particular, those of the Soviet Navy.

Coming in at 88 pages (excluding the covers), From Julietts to Yasens takes the reader through the early days of the Soviet Navy's attempts to get a workable cruise missile submarine into service. The Whiskey-class were a worthy (if of dubious safety) first attempt, and the follow up Juliett-class something entirely more capable - although I do wonder exactly how loud these boats were with all of that flow noise! Function definitely dictated form. As for the nuclear-powered Echo-class, well, improvements abounded, in a technical sense if not in safety.

The follow-up Echo II was again more capable, before there was the slight detour with the Papa-class. I say class, it was just one boat, nicknamed the "Golden Fish" due to its cost. The Charlie-class were a return to common sense (and sensible budgeting) before the behemoths that were (and still are) the Oscar-class became the byword in cruise missile submarine design. Finally, there is a brief note on the current situation with the Yasen-class SSGN's.

For each class, there is a design history coupled with an operational history. Weapons and potential opponents are also discussed. Patrols are detailed as well as upgrades and, more tellingly, accidents. By any standards, the accident rate in the cruise missile sub fleet was disconcertingly high - the list for the Echo-class takes up a whole page. More serious incidents are given greater detail - the K431 incident in 1985 being the most serious Cold War event, but the loss of the Kursk (for entirely different reasons) is also included too. There is balance to the writing and I cannot find fault with the author's point of view.

I think that this is most pertinent takeaway from this book. Yes, the Soviet Union managed to field such vessels and with a variety of technological firsts, but the safety record of the fleet was a major concern. That should not take away the sense of achievement that should be rightly felt at the level of technological progress, but questions should have been asked (and should continue to be asked) about whether it was worth the price in cold hard coin, environmental damage and the effect on people's lives. That being said, the idea of a cruise missile submarine force to deal with enemy carrier fleets was a distinctly Soviet endeavour and thankfully, outside the realms of fiction or war-games, one that has never been tested in reality. 

This comment may seem like a cut and paste job from another Helion & Co review but once again there are plenty of contemporary photographs, as well as maps, diagrams, tables and the ever high quality plate section occupying the centre pages. Given the paucity of imagery in the numerous publications I already have on the subject of Soviet submarines, this book is a worthy addition to the library on that point alone.

As a fan of Cold War submarine warfare, From Julietts to Yasens is a fantastic guide to a uniquely Soviet technological enterprise and one that should be on your shelves if you are interested in Cold War naval history. There is also plenty of detail in here to add any amount of flavour to those who wish to game the use of these vessels. 

You can pick up a copy of From Julietts to Yasens directly from Helion & Co here or from their trade stand at various shows across the UK. Keep an eye on their social media links for future news about attendance. 

Wednesday 30 November 2022

Britsoft: An Oral History - Book Review

Something that caught my attention at the local branch of Forbidden Planet is the slowly growing range of video games-themed books they carry. As well as the rather nice looking tomes from Bitmap Books, Pen and Sword's White Owl imprint gets a look in and, on my last visit, this chunky title was also on the shelf. Never one to pass up the opportunity to read about the history of video gaming, I wasted no time in buying it.

The genesis of Britsoft comes from the documentary From Bedrooms to Billions. This was released several years ago and traced the early history of the British video games industry. As a companion to the documentary, Britsoft takes the vast amount of interviews and, under the eagle eyes of former Edge editor Alex Wiltshire, weaves the tale into a 420 page behemoth. 

The book itself is divided into eight chronological chapters: First Contact, Money Makers, Going Pro, Booming Business, Game Press, The Coming of 16-Bit, Maturing Industry and End of an Era. The layout is a tad funky, but not overly confusing - as you can see from the image below. There are three images sections: a photo scrapbook, press clipping and game artworks. Full colour is limited only to the latter section and a pre-intro photo section. Other than that it's hues of blues and purple. Green is the other main colour used, delineating the chapters as well as providing the footnotes - I'll get to those later... There is an appendix which gives brief biographies of those whose recollections were included, as well as an illustrated timeline of the various machine released in the UK between 1973 and 1992 - the period covered by this book. 

The book is an oral history and they have included many familiar (and some not-so familiar names) in the mix. The likes of Peter Molyneux, David Braben and Archer Maclean rub shoulders with Mel Croucher, Mo Warden and Tim Tyler. As these are all personal recollections, there is a small disclaimer at the front of the book about it not being a verified account and that these were personal recollections, and that's fair enough, as the various contributions combine to give the reader an excellent feel for the then young video games industry in Britain. A lovely touch is the way of navigating the entires. You can read the book linearly or you can follow each contributor in turn, with every entry showing the page number for that person's previous recollection and their next one. 

I admit to having quite a varied video games book collection but Britsoft still provided yet more information and flavour of the early period in the UK than I already knew. It can feel quite a melancholy tale, as times have definitely changed and it's an impression that I've gained from several other books I've read (Shareware Heroes and Acorn: A World in Pixels are two that spring to mind). There are some funny stories, details of personal struggles and, in a funny way, just how humbly the industry started. As someone who has stood at a trestle table helping out at a war-games show, the depiction of early computer games shows feels eerily familiar.

I only have one niggle with Britsoft the book, and that's the footnotes. There are quite a few of these and usually that's not a problem. Except, and this may just be me, in any kind of artificial light, the light green colour used for the footnotes tended to make them disappear, or at least make them very difficult to read. Could be a personal thing, but it needed pointing out. Aside from that niggle, there is nothing else I can criticise here... except maybe a follow up for the more turbulent years of the 1990's?

You can pick up a copy from Read-Only Memory directly or, if you're lucky enough, your local Forbidden Planet. Otherwise, the usual online and physical bookstores should be able to get it for you. As someone with an avid interest in video games and computing history, this is another fine addition to a slowly growing library. 

Friday 25 November 2022

The Hunt for the Storozhevoy by Michael Fredholm von Essen - Book Review

The Hunt for Red October remains, over thirty years since its release (anyone feeling old yet?), one of the best submarine films of all time and one of the more intelligent of the genre. A peerless cast (accepting a Scots-accented Lithuanian), great effects, sparkling script and John McTiernan's taut direction combine to make it a must-watch even today. The book that inspired it, Tom Clancy's first novel, epitomised the popular 1980's and 90's genre of the techno-thriller. As with all good fiction, it was based on a grain of truth (one grain only, Vasily). This is where Helion & Co strike again courtesy of Professor Michael Fredholm von Essen. 

This is one of Helion's more slender volumes at 52 pages excluding the covers, but that is not to say its brevity is a negative. The book itself is effectively divided into two sections: the mutiny, and then the connection with the Swedish Intelligence Community, which in the case of this story, is extremely pertinent as they were a key source of information about the events that occurred. As always, there are many excellent photographs, colour plates, maps and tables galore. 

The story itself is quite a tale, worthy of the best of the 1980's techno-thriller writers. After convincing some of the crew of the Storozhevoy that all was not well with the Soviet leadership, Captain Third Rank Valeriy Sablin initiated a mutiny, the aim of which was to spread a new revolution amongst the Soviet Navy. That was, no matter your point of view, quite an ambitious undertaking, which says a great deal about Sablin's personality and state of mind.

Still, once the ship was under his control, he ordered it out into the Baltic, starting a chase that involved several pursuing surface ships, and attacks by Yak-28 tactical bombers and Tu-16 bombers. Add in a couple of friendly fire incidents and this had the making of a tragic foul up of Benny Hill proportions (period joke, geddit?). Except it nearly became one of the worst crises of the Cold War as one flight of Tu-16's were ordered to launch a missile strike that included the use of the special protocol to employ a nuclear weapon. 

Aircraft Nerd Alert! I do like a good old Yak!

You see, if Sablin had been on any old ship of the Baltic Fleet, the response might not have been so heavy handed, but the Storozhevoy was a very new ship - not quite two years had passed since its commissioning. That meant it was equipped with the latest and greatest Soviet kit for its assigned role and there was no way that could make it to the West. That assumption, by the way, very much highlights the paranoid nature that was prevalent in the Soviet Union's higher military and political leadership throughout the Cold War. They neither knew no cared that dissent of the kind that had driven Sablin to act existed.

Fortunately for the wider global population, the missile strike was never launched and the ship returned to port with the obvious consequences for Sablin. The incident was hushed up as much as possible but, thanks to the SIGINT (signals intelligence) and HUMINT (human intelligence) abilities of the Swedes, the incident was picked up and their records have been used for this superlative account.

Despite much enjoyment from reading the likes of Clancy (the early days, not the right wing textbooks his later tomes became - controversial, maybe, but he wore his politics on his sleeve and got more than a little "preachy" shall we say, especially as a counter to the Clinton years), the real world inspiration for his debut novel is much more engaging and fascinating. Mis-guided politics, hubris and desperation all combined to permit a series of events that very nearly altered the nature of the Cold War irrevocably. Some may find this an interesting divergence point for a game, others a detailed and timely reminder of how even "monolithic" entities are in fact no such thing. In either case, The Hunt for the Storozhevoy is an excellent read and one that is definitely worth your time.

You can buy The Hunt for the Storozhevoy directly from the Helion & Co website here or, if you check out their social media links, pick up a copy in person at the various shows they attend. The next one of these will be the Battleground Show in Stockton tomorrow.

Friday 18 November 2022

System Gamer Magazine Level 1 - Review

Way back in August, when the sun shone and times seemed so much simpler, I looked at a couple of issues of Cool Sh#t magazine. I liked it a lot but had just caught the tail end of its run as the team behind that magazine had other plans for the future. Well, that future has now arrived and the first issue (sorry, Level) of System Gamer is now available to buy. 

The cover: it looks busy but sets out the mag's stall effectively. I have to say that I really like it. As for the A5 magazine itself, it's a fairly slim 50 pages but each page is packed with text and artwork. They really have crammed the content in here but it's not too small a layout to get tiring to read, at least for these jaded forty-something eyes. 

An introduction by the System Gamer themselves kicks off the overall theme, followed by a contents page that displays the five sections of the magazine. Each is fairly explanatory: Incoming Intel (news), Past Missions (retro reviews), Briefings (features), Future Missions (previews) and Current Missions (newer games reviews). 

Production values are incredibly good, that cannot be denied. Everything is is full colour, there is artwork and screenshots galore, and whilst yes, the layout mirrors the cover in that it's very busy, it's still an easy enough read. I believe the page count is about right and I don't think I could manage say 80 plus pages of this presentation but, for the format used here, it's works a treat. 

The titles covered in the various sections are a relatively broad mix, platforms, racing and fighting, and in that sense, it follows pretty much the early 1990's style of gaming - those being three very popular genres at the time. It's obvious they are still popular now given the range highlighted here. 

Previews are rated with an anticipation factor, which in this first issue seems stuck to 100%. Can't say I blame them for that, as why feature a forthcoming title that you're not excited about. Reviews are rated similarly out of 100% and again, the scores here are high. The intro does state that the aim is to bring news and reviews of all the greatest games for the greatest systems. 'Suppose that knackers the chance of any GX4000 or C64GS reviews, but one lives in hope.. As for the scores themselves, I have only played TMNT Shredders Revenge and I would agree with the score given here. The writing throughout is good, with style and clarity making this an easy read. 

I think my favourite piece in the whole magazine was the MegaDrive catalogue for 2022/23. This lists 16 games and an add-on that are on their way to this most evergreen of 16-bit formats. It really is heartwarming to see that level of support for Sega's second best machine (Dreamcast first, no apologies. And you can't burn me for this - I live in a rural area where The Wicker Man is a training video...).

System Gamer is a great looking follow up to Cool Sh#t magazine and I look forward to Level 2, previewed as it is on the inside back cover. For £5 excluding postage, this is a worthy read and you should check it out here. You can also follow them on Twitter (presuming that's still a thing when this post goes live!) here. It's always great to see new small-scale publications and System Gamer joins the ranks of those I'd be more that happy to keep reading. 

Tuesday 15 November 2022

The Sino-Soviet Border War of 1969 - Two Book Review

One of the joys of perusing through Helion & Co's @war back catalogue is that you get to find publications on some pretty obscure conflicts. Whilst I knew the 1969 Border War had happened, my knowledge about it was very limited. At the recent Border Reiver show, I managed to turn up and have a chat with the chaps on the stand as well as pick up a few books, including this lovely two-parter by Dmitry Ryabushkin and Harold Orenstein. 

Volume one sets the up necessary background and the first battle of the conflict. You first get a potted history of the region and the political machinations that occurred between the Russian Empire/Soviet Union and China. What then follows is a description of the build up to the initial clashes before the authors take us through the battle of Damansky Island in painstaking detail. This is necessary as both the Soviet Union and the People's republic of China were extremely focussed on propaganda and it has been with some difficulty (and the receipt threats) that the most accurate account the author can convey has been written. Never underestimate the power of the state to try to control its own history, a warning that should be obvious even to the most laissez faire of people today. You can almost hear the (modern day) cry of "fake news" echoing through the "reports" of events. Volume two concludes the account of the conflict with a very detailed description of the confrontation at Lake Zhalanashkol and the general aftermath, where both sides took count of their actions.

It must be said that the sheer volume of contemporary imagery that has been included here is much to the author's credit, and whilst reader discretion is advised (war is never clean and you will see the consequences of combat), these merely emphasise the brutality of the fighting. It is also important to note that wherever possible, the authors have included the names of those killed, providing recognition of the men who died in the service of their respective countries.

As is the usual for Helion&Co publications, there are plenty of maps and artwork, all to the usual high standards, and combined, these two volumes form an in-depth introduction to one of the less well known conflicts of the Cold War period. Detailed bibliographies are included, as are prodigious notes to details in the text, and it is plain to see that a lot of effort has been put into these works. Aside from the historical angle, these two volumes will also give you everything you need to know if you wish to re-enact the conflict on the table. 

You can buy these rather superb volumes directly from the publisher here or keep an eye on their social media channels (at the bottom right of the page displayed by that link) to see which shows they're attending. 

Friday 4 November 2022

Secrets of Video Games Consoles by Michael Hart - Book Review

"Can you keep a secret?"

"Yes."

"Good, so can I."

Fortunately for us, Michael Hart cannot. Or at least he is willing to part with the secrets he holds in exchange for money. Which is a very capitalist thing to do and any talk of Communism is just a... red herring...

(Bonus points if you know which fabulous movie I've butchered there... hint: Don't ask Jeeves, ask Wadsworth...)

Anyway, here we have another gaming-centric title from the White Owl imprint of Pen and Sword books and, once again, it's a cracking read. Secrets of Video Games Consoles wants to tell you some of the funky facts, figures and stories behind some of the most popular (and some of the most iconic - the two are not synonymous) home video games consoles since they first hit the market in the early 1970's. From the Maganvox Odyssey to the Nintendo Switch, Michael Hart has written a book to reveal (almost) all. 

I think the first thing to say is that you may already have a vast encyclopaedic knowledge of gaming consoles. If so, then your mileage with this book may vary. But (and this is a big but, I cannot lie...) it's way he tells 'em that matters and this is where this book comes into its own. 

The author can write, that much is obvious, but it's the warmth, sincerity and humour that he laces into the text that demonstrates why this tome should be on the shelves of anyone who loves console gaming. Some machines just get a couple of facts, others get a dozen, but each format is dealt with care and attention to detail. Complex topics (for example video games censorship) are handled with aplomb and I have to say that I would love to see a follow up volume.

A follow up, you say? Yes, yes indeed, as despite covering 31 systems with 236 facts, he's left some out, and who doesn't want to know more about the Casio PV-1000, the Apple Bandai Pippin or the 3DO Interactive Multiplayer (its Sunday name)? There's the Commodore 64GS, and the Amstrad GX4000 missing too! Although, as Alison Moyet sang, that last console a) needs a love resurrection but at the time it was on sale, required b) a little divine intervention to have been successful in the first place. Look, it's a slow day, okay?

Anyhoo, in this book, along with the facts (and just the facts, ma'am), there is imagery of the hardware and screenshots galore, presented cleanly and with just the right amount of white space per page. It looks neat and tidy, and is very readable too. As for the facts, well, they're a varied bunch and even with an interest in the topic lasting close to forty years and with nearly four shelves packed with books about it, I still found out stuff I either didn't know or, if I was dimly aware of it, had it explained to me in a funny and easy to understand way. 

That is the main strength of this book. It covers some of the more well-known points on some machines as well as some rather esoteric tidbits as well, so there is something for everyone. I'm pleased to have bought my copy and I do hope the author comes back for another go, this time covering the machines that missed out, with maybe some handhelds and the post-2017 consoles as well. That is only something I can hope for, but in the meantime, do yourself (and your mind) a favour and grab a copy of this book as soon as you can. 

Secrets of Video Games Consoles is available direct from the publishers here, as well as from the usual online and physical book retailers.