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Even to the Russians, a hardy race with much experience at living in a cold land, swept by bitter winters, the Kola Peninsular and the Murman coast represented the very extreme of a distant, harsh and God forsaken place. Hence, they named their first colony there Murmansk. The end of the Earth.
To the Allied sailors of many nations who sailed there during WW2 it certainly seemed to live up to its name. Getting there was bad enough with all the hardships of freezing cold conditions, massive storms, and seas that could swallow up a ship leaving little trace. If forced to abandon ship in such waters they were under no illusions that they chances of survival were slim. There were some remarkable stories of survival but the privations endured by those who made it back alive were just as remarkable in that there were so few who lived to tell the tale of being sunk on the Murmansk run.
Of course, although the port facilities available were Spartan and poorly equipped to handle the huge amount of stores delivered, then there was the problem of getting such cargoes there in the first place.
Having arrived, there were almost no amenities for the crews of ships to use in order to rest up after fighting there way to Murmansk. Indeed the Soviets were reluctant to give the crews much freedom to go ashore at all. Food was scarce. That supplied was grudgingly given, boring and lacking nutrition. So for those who had arrived, the long wait until they could join a convoy back to the UK was like a prison sentence. Perhaps the only thing the Russians seemed to have plenty of was Vodka and with that they could be extremely generous.
Join the thriving community around this intensely popular war game.
- Sales Rank: #4908405 in Books
- Brand: Brand: Nimble Books
- Published on: 2010-09-30
- Original language: English
- Number of items: 1
- Dimensions: 8.50" h x .18" w x 11.02" l, .54 pounds
- Binding: Paperback
- 68 pages
- Used Book in Good Condition
Most helpful customer reviews
6 of 7 people found the following review helpful.
An Expansion Module for the Convoy game rules
By Brandon Musler
More than a review this is a definition of the contents of the booklet. I am writing to clarify possible misconceptions so 3-star rating is meant to be neutral, not a quality judgment. The JOURNEY TO THE END OF THE EARTH (JOURNEY) booklet represents module number 2 for the CONVOY Fast Play Tactical system first published by Clash of Arms games (CoA). Module number one (published simultaneously by CoA,) covered the Gibraltar run from 1941-1942 and is called DEADLY WATERS.
JOURNEY is not therefore a standalone novel or history book per se. It is also not a standalone naval miniatures rule set. As things stand now you will need to acquire the CONVOY Fast Play rules,* and also download content (ship damage forms and other files,) from the CONVOY group on YAHOO in order to actually organize and play a game with JOURNEY TO THE END OF THE EARTH.
JOURNEY was published by NIMBLE after the game designer Mal Wright and his initial publisher, Clash of Arms games, went their separate ways. Mr. Wright has publicly stated his intention to publish addition modules for the CONVOY system.
*Mr. Wright believes that individual modules (such as DEADLY WATERS and JOURNEY) can be played using any applicable tactical naval miniatures rule set, not just CONVOY. While that may be true, in my opinion, compared with using his CONVOY tactical rules, it will require a considerable extra investment of time and effort. Depending upon your familiarity with naval war games, your mileage may vary, but for what it is worth I consider myself an experienced player.
0 of 0 people found the following review helpful.
Battling the Elements - the Archangel Run
By Ian Thompson
I should state up front that I was a play-tester for Wright's first convoy game, notoriously playing the game and testing the rules with cut out pieces of paper on my hotel room bed whilst working in Saudi Arabia. I was not involved in the play-testing of these rules. I have been playing wargames for over 30 years now and have always had a love of things nautical. Ships are crewed by men (and women) and the crew of a ship, plus the characteristics of the vessel gives a ship a uniqueness and personality not found by materiel in other branches of warfare.
Journey to the End of the Earth is an expansion of the Wright's Convoy Series and covers arguably the worst of the convoy runs in World War 2 - the run to Archangel and the frozen north. Images of vessels ploughing through rough seas with ice forming on the upper works, needing to be chipped away by the crews as they sail through atrocious weather come to mind. The rules themselves allow the gamer (either in solo or with a live opponent or two) to reproduce those battles between the convoys and escorts, coastal command, the Luftwaffe and the Krieigsmarine.
The convoy rules note that the table top battles can be played out using any World War 2 naval rules and this is quite possible. I have played them using GQ1 and GQIII rules. They lend themselves to being used with the gamer's favourite rules, as long as these can deal with torpedo and air attacks (and the related counter-measures).
As an extension to Wright's rules covering the convoys to Gibraltar and onwards, these fit the bill. Wright has indicated that he will be releasing further volumes in the future, including one dealing with convoy actions in the Pacific Theatre, one I wait for with eager anticipation.
0 of 0 people found the following review helpful.
Very informative book
By Dean
Very informative for those that play miniature WWII convoy games.
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