War Plan Crimson From Tiny battle Publishing.

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May 262016
 

AMERICAN TROOPS ADVANCE ON MONTREAL

MARINE LANDINGS THREATEN HALIFAX, COUNTERED BY ROYAL NAVY

MONTREAL, September 1, 1939 (Roto-Reuters News Service, Earl Dixon reporting):

WPC.webcoverAmerican President-for-Life Hugh Johnson’s threats over securing unfettered access to the St. Lawrence River became deeds yesterday as troops of the American 1st and 27th Divisions lurched across the border into Canada. Elements of a United States Marine Corps brigade are reported to have landed at the small town of French Village, west of Halifax, and are advancing on the city.

Canadians were summoned to defend their homeland by the newly-appointed Defence Minister, John E. Mitchell.

“We will not permit these American scoundrels to pave our paradise and put up a parking lot,” Mitchell warned. “All true Canadians will rise to defend our unique culture and way of life in this, our country’s hour of need.” (Mitchell was shortly thereafter the subject of a Vote of Censure by the Legislative Assembly of Quebec for having failed to make his remarks in French.)

Meanwhile, all units of the Non-Permanent Active Militia in all Militia Districts have received mobilization orders, though transport and equipment are lacking. Volunteer battalions have spontaneously formed in Montreal and Halifax as university students, local police, townsmen and farmers band together to resist the invasion. And the majesty of the British Empire has begun to make itself felt: a battalion of British troops are reported to have arrived at Quebec City; even more encouraging are sightings of Royal Navy and American ships engaged in heavy exchanges of fire off Halifax.

WAR PLAN CRIMSON is a simulation game of a hypothetical invasion of Canada by the United States some time between 1935 and 1939. The game is for two players, one representing the leader of the armed forces of the United States that could be deployed against Canada (the US player) and the other representing the commander of the Canadian and British forces that would defend against a foreign invasion (the Commonwealth or CW player).

In reality, both countries have enjoyed cordial relations but it is also historical fact that the United States Army did make plans to invade Canada, in the context of the ‘Rainbow’ war plans where potential enemy countries were referenced by colours (Japan was orange, Britain red, and Canada crimson – whence the title of the game). In most cases these plans were created, studied and maintained in order to keep staff officers sharp, but the strategic priorities of an actual plan submitted for consideration in 1935 (seizing Halifax and Montreal in a quick campaign before Britain could intervene decisively) are the obvious ones and have been used as the basic framework for the action in this game.

Game components include:

– 176 tediously square die-cut counters
– a 17×22″ map, showing the environs of Montreal and Halifax at 3 miles per hex
– rules and charts, chock-full of procedural rhetoric
– a plastic bag to smother all of the above

D-Day at Peleliu: 15 September 1944 From Decision Games

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Sep 172015
 

DdayD-Day at Peleliu: 15 September 1944

$60.00

 

D-Day at Peleliu is a solitaire game simulating the amphibious invasion of Peleliu in the Palau Islands. The Marines assaulted with the primary goal of capturing the airstrip nestled amid jungle and overlooked by forbidding mountain terrain. Though Maj. Gen. William Rupertus, commander of the division, predicted a quick four-day victory, the battle was instead a two-month ?ght to the death against some 10,000 tenacious Japanese.

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May 072015
 

 

Alignment is one of those weird game mechanics that can be viewed as both a hindrance and an aid. Because of this it is often the victim of a love hate type of relationship among players that can cause some heated disagreements. If they could apply their thoughts to its use they would not have so many words in lost to indifference.

When I speak of alignment in this article I’m not referring to any one system or style. I’m instead writing about the concept of what it can be in the development of character. If you apply such a system to developing the personality of your individual I believe it can be invaluable. Many of us walk through our lives with no “moral” code, at least not the way an alignment is is presented in game terms. That’s because games have a difficult time presenting alignment in an effective way. Since many alignments are presented as a code that creates a struggle of some sort, usually good and evil, they have to be broad so players can use them effectively with their creations. Not to mention many characters are created with to be adults ready to start their adventuring career. In reality this couldn’t be farther from the truth. In the real world we develop our “alignment” over years of character growth. For us our alignment is directly linked to what we believe, or to be more accurate, what we have come to believe. That is our faith directs our choices. This could mean you are guided by religion, science, or philosophy. It doesn’t matter what guides your thoughts what matters is that when you apply this to your character she has already lost years of development.

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