Need your input:) If you are thinking about developing a PC wargame or have developed or currently developing a PC wargame that would be ...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
If you are thinking about developing a PC wargame or have developed or currently developing a PC wargame that would be to niche for one of the big publishers to take up would you welcome a publisher who specialises in exactly what you are doing..to publish wargames with innovative gameplay that would be seen as to much of a risk or not likely to be profitable enough by the big major publishers or cover more niche theatres i.e not just WW2 West Front etc.
Also any of you out there who want to get into game development and can code? Would you like to convert well known boardgames to the PC? To become a possible in house development team?
We'd like to hear from you, what you'd like from a publisher, what you feel you'd need to get your game to release etc.
So email me at firstname.lastname@example.org
Developed by Every Single Soldier and published by Slitherine Games/Matrix Games, Afghanistan '11 is the new version of a uniq...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
Developed by Every Single Soldier and published by Slitherine Games/Matrix Games, Afghanistan '11 is the new version of a unique game formula first utilized in Vietnam '65. In both games, combat is only a means to an end: winning the hearts and minds of a nation. In Afghanistan '11 (A11) the player must deal with multiple new layers of strategy in order to achieve that goal. To get a look at the flow of the gameplay, check out my two part AAR.
Part 1 and Part 2.
|The strategic overview screen helps you keep track of the big picture.|
|A supply convoy moves south as Taliban forces descend on FOB Bravo.|
The game has an effective series of tutorial missions which teach you about all the different units and how to use them. The tutorial covers the basic strategic concepts needed for victory, but it will still very much be a trial by fire when you take on your first real mission. This is because the gameplay is open ended and lets you as the commander approach a mission in whatever way you see fit. Will you build up a network of FOB's and roads to create a permanent presence all over the map, or will you bring in numerous helicopters to move everything by air. Likely you will need a mixture depending on the the local terrain and distribution of villages.
There are two different ways to play the game, either the 18 mission campaign based on real world events, or the randomized skirmish mode. The scenarios take the core gameplay and add a few twists, but the skirmish mode alone will keep any player busy.
Let's take a spin through what a typical skirmish match entails. You will begin the game with an HQ and nothing else. Looking out across the randomly generated map you will see a highway, some roads, mountains, deserts, maybe a river, and the key feature that the game revolves around: villages. Each village has a flag indicating its current political leaning. Keep the villages leaning towards the government or coalition and you will have smooth sailing. Let a village slip into the grasp of the local militia, or even the Taliban, and that area of the map becomes more dangerous.
|Not a good neighborhood.|
There are several actions you can take to get those villages on your side. Using your engineer units to connect those villages to the main highway and build a water supply is the most permanent way to accomplish this. However, it requires a significant investment of PP and time. Additionally, that new infrastructure then becomes a target for your enemy and forces you stretch your forces even further. You can also win hearts and minds by delivering UN aid to the villages using either supply trucks or Chinooks. This is an especially good way to influence the more remote villages that you may not be able to reach otherwise. Clearing IED's and destroying enemy units will also boost support in your favor.
The sum of your efforts will be shown in the hearts and minds score, always visible at the top of the screen. Your goal in a skirmish is to get this number past a certain threshold and keep it there until the final turn. Keeping it high will help with the presidential elections which occur a few times during a typical match. Getting a more favorable candidate in office will often make your actions cheaper and enemy actions less frequent. Let that score lapse and your PP will start slipping away. If your political position back home gets too abysmal the game will end prematurely.
Now, while you are working to win the people over to your side, what is the enemy doing? Enemy forces come in two flavors, numerous yet weak militia and the more resilient Taliban. The militia forces will pop up all over the map, and then attempt to place IED's and cause other trouble for you. One hit from any of your combat units will either destroy them or send them scattering in every direction. Taliban units will initially only appear along the eastern edge of the map, representing Pakistan, and then move in to try and influence villages and cause other problems. These Taliban groups take two hits to destroy. Hit them only once and they will flee momentarily, only to regroup and continue with their mission. If a village falls completely into the grasp of the Taliban, they will then begin spawning nearby.
Combat in A11 is simple on the surface. Select a combat unit and mouse over an enemy to see your percentage chance of winning. Click to carry out the attack and hope for the best. The strategy comes in deciding which units to use for combat and when. It is always favorable to destroy the enemy by using artillery, airstrikes, or gunships, because sending in ground forces carries the risk that they will take casualties or even be destroyed. Losing a unit this way is a real one-two punch, since you lose political points immediately and must spend more to replace that unit. FOB's come with a free mortar unit for defense, but it has limited ammunition. More ammo must be brought in from HQ to keep the shells flying. Heavy artillery guns can also be brought in to an upgraded FOB if you need serious defense.
|Funding cuts can make a difficult situation even worse.|
This is a good time to discuss upgrading FOB's. When a FOB is initially placed, it serves as a safe harbor in the field for your units. Units resting there will be slowly resupplied, but cannot replace their losses. You can choose to add on to a FOB with a field hospital, vehicle repair yard, and/or heavy artillery pit. These upgrades are expensive, so you must decide which FOB's are worth upgrading, and to what extent. A fully upgraded and supplied FOB can allow you to maintain a powerful force far away from your HQ. The logistics of keeping that FOB manned and supplied is something you will need to plan ahead of time.
Another item you must consider as part of your long term strategy is the training of the Afghanistan National Army (ANA). On specific turns you will be expected to have achieved a certain ratio of ANA to coalition combat units in theater. Towards the end of a match you will be forced to hand complete control over to the ANA, so you need to have stabilized the area by that point if you don't want to watch all of your hard work be wiped away. Training the ANA is one of the jobs of your extremely useful special forces units. While stationed at your HQ, these units can train ANA artillery, APC, and helicopter units. Move them out to a FOB and they can begin training ANA infantry. The ANA troops are not as good in combat as the American forces, but are better for visiting villages.
|An ideal result!|
Did I mention the part about visiting villages yet? Like I said at the beginning, this game has a lot of strategic layers happening all at once, which made it difficult to find a logical flow for this review! Anyway, each village has a campfire in it that will begin to burn whenever new intelligence is potentially available. You will need to send in an infantry unit to visit with the village elders and see what they can learn. Sometimes your men will come up empty, but other times the location of an IED, opium field, or enemy unit will be revealed on the map. An exposed enemy unit makes easy prey for an airstrike. Getting eyes on the enemy is always the trickiest part of combat in this game, so revealing units in this way is very helpful. The availability of intel in a village will refresh over time, so you will want to be constantly sending out patrols to keep the information flowing. This means that your units can't just sit around in their FOB's, they must be constantly moving around the map. Again, this is where logistical planning early on can pay dividends later.
|That is a lot of IED's. Remember, always bring your minesweeper on any ground expeditions.|
That point, long term planning and logistics, is really what makes this game compelling in my eyes. It's not a game where clever tactical maneuvering of your forces matters much, and it's not a game where putting the biggest weapons in the field will bring you victory. This is a game where thoughtful planning of a strategy requires thinking through how you will keep that strategy in motion. Ultimately, supply trucks and engineers are more critical to your mission than Apache gunships. Of course, that Apache might need to be on hand to save those supply trucks from a surprise ambush!
Afghanistan '11 releases March 23rd and is available directly from Matrix Games or on Steam.
- Joe Beard
Part One THEATER OF OPERATIONS: The Game I would like to introduce you to Theater of Operations (ToO) . On the surface it appe...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
I would like to introduce you to Theater of Operations (ToO). On the surface it appears to be like most WWII operational level wargames, but it doesn’t take long to realize this title has a number of unique qualities that set it apart from others in this genre. Players take control of either the Axis or Allied forces as they battle in 1944 through the hedgerows of France, the Soviet steppes, or the mountains of central Italy. In each scenario you will direct the forces under your command to crush your foes.
But what sets it apart? To start with ToO will allow multiplayer (up to 8 players) to be assigned various command roles in each scenario. Next ToO will allow players to fight out tactical engagements “manually” using however they wish, and input the battle results back in to ToO. These aspects are discussed in far more detail below. First I will go over the core game features. A comprehensive video can be viewed here:
* Operational level combat as the Allies or Axis in the European Theater of Operations in 1944
* PC/Mac (mobile platforms planned for future release)
* We-go style of turn based play (explained below)
* A detailed combat resolution system
* Scenarios can be small (a few kilometres of land) to huge (thousands of kilometres of land)
* Scenario editor to allow user created scenarios
* Typical unit size: battalion, some company-sized
* Accurately depicted units based on actual tables of organization
* Players can organize powerful battle groups of units to perform assigned tasks
* Artillery units can perform missions to interdict enemy units and movement, counter-battery, and battlefield support
* Engineer units can bridge rivers, lay mines, clear mines, and fortify units
* Limitations due to command and control (or lack thereof)
* Fatigue, casualty levels, unit cohesion, supply levels, equipment levels, and more are tracked for every unit
* Detailed supply system to create real life limitations to commanders
* Various terrain and weather impacts
* Fog of war
ToO will allow up to 8 total players to be assigned command roles. If a given side has more than 1 commander, then additional players are assigned command roles as subordinate commanders. For example, if a player is commanding a corps sized force that contains two divisions of troops, then additional players may be assigned roles as division commanders, and/or regimental commanders. Subordinate commanders are only responsible for the troops under their command. There is no hard limit to the number of roles a given player may be assigned. There will also be flexibility to allow role reassignment after the game has started. This can add lots of exciting possibilities for your war gaming experience! You can watch our video on command roles for a more thorough explanation
The other major unique feature is that players may opt for battles to be played out using other tactical level games instead of using the in-game battle resolution system in ToO. ToO will produce battle data to players (we call it an order of battle) to allow them to manually resolve tactical battles whenever they wish. Players may use whatever game system they want (other computer games, miniature battles, board games). Once the tactical battle is complete, players can input the battle results back into ToO. This means that ToO can act as a dynamic campaign layer for players who enjoy tactical level games. This aspect also creates lots of gaming opportunities, just use your imagination! You can watch our video on tactical battle resolution for a more thorough explanation
The base game will contain scenarios in Normandy, Italy, and Eastern Front in the summer of 1944. The game scope will be expanded by DLC to different areas and time periods. I hear the groans now about DLC, but if you don’t want to play in North Africa of 1942 then simply avoid this DLC. Only buy the area and time periods that interest you!
Players take command of Axis or Allied forces (primarily but not limited to German, US, British and Commonwealth, and Soviet troops) and re-write history. A great amount of detail and analysis has been included to help simulate military operations. Players are rewarded for carefully planning their actions and taking calculated risks. Players will have to deal with real life limiting factors such as terrain, weather, fatigue, supply, time and space planning factors, and random SNAFU’s to name just a few.
Play will be scenario based with each side attempting to meet their assigned victory conditions. Scenarios can range in size from a small regimental engagement all the way to commanding multiple corps of troops and everything in between. Scenarios can last a few hours to weeks covering a few kilometres or thousands of kilometres of land. Game map granularity will be 100 meter “tiles” which will allow dynamic unit movement and placement at the operational level. The game will include a scenario editor that will allow players to create their own scenarios.
Players can issue various orders to the units under their command, and units will attempt to carry them out to the best of their ability. Many unit types can be split apart and organized with other units to create a hybrid unit called ‘battle group’. It can be a combined arms force that is issued orders like any other unit and sent in to combat.
What is “We-go” style gameplay?
We-go style means there are 2 phases to each turn: Orders Phase and Action Phase. During the Orders Phase, players simultaneously issue new orders to their units while the game action is paused. Once all players have completed issuing orders the Action Phase commences. During the Action Phase players may only watch as units attempt to execute their orders until the turn ends and a new Orders Phase begins. Staff reports will be provided to help summarize key events during the previous Action Phase.
Where the Project Stands Today
In short we are early in the development process. The game concept and design is advanced and is ready for formal beta testing, however the actual computer coding is not very far along at all. I will explain in greater detail at a later time, but the level of complexity with the project means we need to acquire a funding source to dedicate full-time programming. We are always interested in talking to people that are eager to help that have any sort of computer development related skills (programming, art or sound), or people with lots of money looking to donate to the cause! ;)
Once the base game is ready for public sale and enough DLC is prepared to go with the initial release, providing greater amounts of DLC will be the initial priority. We will also look at getting mobile development underway just as soon as possible. If ToO sells well enough, Steve at Battlefront.com has indicated on their forum that they are willing to join forces in an effort to allow their Combat Mission series of games to interface directly with Theater of Operations. See for yourselves on the BFC forums: http://community.battlefront.com/topic/109632-operational-level-game-announcement/page-3#entry1444644
As ToO matures additional titles can be prepared. Some examples would be a companion game covering the air war in WWII, and different time periods for Theater of Operations (perhaps Cold War).
Matt McCoppin (In Part 2 I'll talk in detail about the development journey so far. Coming soon)
ToO Website Link
ASL AAR by Ian Willey Being without a computer set up for VASL has meant no ASL for the last few weeks so when James wa...
So how did it play? Well I thought I was on the losing side from the moment I came back in the room post James set up. Through the first two turns I went from your losing to just maybe you can do it. Turn three actually had me thinking I had a better chance of winning if James did not attack hard. In the end it kind of worked for me that he did try for the building rather than trying to isolate it. My tanks simply put him off. Turns 5 and 6 I finally felt in control as his infantry were slow at rallying.
As for Poland in Flames as a product? Well I have playtested a fair few so I already know it has some excellent scenarios in it and whilst I don't think this is a future classic it does allow both sides to mix up attack and defence so it should get some solid play and it's small enough to get played through in an evening. I would be happy to play it again and it's always good to have a scenario where the Poles are attacking.
Editor: Hopefully the first of many ASL AARs from Ian:)
V-COMMANDOS from Triton Noir A solo/cooperative game of small unit commando actions drawn from historical situations. Hopef...
from Triton Noir
Hopefully you've seen the appetiser for the game and the linked contest to win a canvas picture of one of the stunning pieces of artwork from the game. Stunning sums up many aspects of V-Commandos. The box art, which like many games is replicated on the rule book cover, sets the mood and game flavour admirably. The comic book element inevitably took me back to childhood copies of the paperback series of Commando comic books and even W.E.Johns' Gimlet series, which featured one that I read entitled King of The Commandos.
Like Heroes of Normandie by Devil Pig Games, this is certainly Hollywood's version of WWII, but I'm glad to say that Triton Noir, the publishers of V-Commandos, have not gone the whole hog [no pun intended] for the total cigar-chomping cartoon style that Devil Pig opted for. In fact much of the card artwork makes me think that the Noir from this company's name has had the stronger influence.
In some cases, you will find your commandos having to split up in order to achieve objectives on different terrains; in others, you may have to work your way through a sequence of terrains achieving your objectives as you move from terrain to terrain.
Here is, chronologically, the first scenario, Operation Time Pencil. The name on the map card of Bruneval and accompanying historical photo of the radar station easily identifies this first scenario as based on the Bruneval Raid in February 1942.
The playing area is made up of three terrains: the Forest, the Radar Station and the Villa. As you can see, each terrain has specific instructions relating to it, for this individual scenario.
I can understand the limitations of the tiles might not be able to recreate some of those, but I would have thought at least a range of tiles could have been produced that would at least include enough to build a credible bridge! Frankly, though, that is the only detail that doesn't match the otherwise excellent features of this game.
So, on to considering some more of these excellent features. Certainly, the very good quality, circular, cardboard discs that represent the many single-man figures in the game are high on that list. I had imagined buying and painting some commando figures [of which there are many fine products on the market], but soon decided that I much preferred what you see here.
You can guess my delight to find that just such an expansion is already available. [I have yet to discover whether it might also contain some tiles that make a bridge!]
Equally effective are the many German soldier counters. Here are the ordinary regular infantry, nicely done in different poses, some with helmets or caps and even a few bare-headed. Small attention to varied detail like this is a big plus for me, instead of just churning out a generic image.
There isn't a single item that falls short of the highest standards of production and the rule book is no exception. The 24 pages are more like glossy, thin card with a very durable and substantial feel. They are easy to read and follow with plenty of illustrated examples and accompanying artwork.
It's very well organised, taking you through the three Phases of the game: Event, Commando and German. These are followed by information on Commando Selection and Commando Health - no, they don't have to have travel injections, it's about getting injured, critical condition and, gulp, elimination! The good news [especially if you are playing a cooperative game] is that, if your commando dies, another commando is drawn from your reserves to rejoin the scenario. Your new commando will have some initial limitations [like, no equipment], but you know how resourceful you are!
There are also sections on Equipment and Escorting a Character that occurs in some scenarios and one of the longest sections, called Play An Operation is on the process of setting up an Operation [i.e. scenario]
The rules pause at three points to direct you to the training manual that provides three mini-scenarios to help fix in your head the section you've just gone through. Though very simple, I would strongly recommend following the format, as I found them very effective in achieving their intended goal of consolidating learning the rules.
At the very heart is the concept of STEALTH. A commando counter will automatically be flipped to its stealthy side when entering a small tile where there are no German units and commandos may always enter a medium sized tile in stealth mode by using up two of their three Action pts. However, commandos must always flip to their visible side when entering a large tile.
Whenever a commando in stealth mode enters a tile with enemy units on or vice versa, each commando must roll one die per enemy unit to see if they are spotted. Roll 1 or 2 and you're spotted. Though not wholly necessary, it's a nice touch that the twelve dice provided are customised with a partial eye symbol on the 1 and 2 faces.
I mentioned earlier the value of using the three training scenarios, but that value is in helping you fix the rules in your head so that you have minimal reference to the rule book later, not because you need them to understand the rules, as is often the case with some rules sets. What impressed me most was the section on the German A.I. that runs the Enemy Phase of the game. Moving and shooting in games where your opponent is A.I. determined are often hyper complex and encyclopaedic in length. In part, this is because the rules in V-Commando are well pared down.
Remember stealth, well if your commando is in stealth mode, he can't be seen or shot at. If visible, he is seen and able to be shot at, if he's on the same tile as the German unit or an open adjacent tile or a room tile that has an open door. No arguments about line of site. Movement is governed by equally straightforward rules that depend on only two factors: if any commandos are visible, then German units move one tile towards them by the shortest route - if all commandos are stealthy, then German units move one tile in the compass direction displayed on the Event card currently drawn for that terrain for this turn.
Perhaps this random factor may not suit some people, but, hey, this is the movies, haven't you seen the Germans in films from The Guns of Navarone or The Dirty Dozen to the more recent Inglourius Bastards rushing around while the good ole Brits or Americans sneak about, just out of sight from them?
Finally, the rules take us to Play An Operation. In all other games that I own or have played, this would form part of a separate booklet that would also contain all the Scenarios. Triton Noir have decided to go with the novel idea of providing the nine scenarios in the form of pairs of high quality, double-sided, cards. This decision has added enormously to the already very satisfying ambiance of the game.
The first of each pair of cards names the Operation with an accompanying map and, on the reverse of the card, a background to and the objectives of the Operation.
This whole process is, as far as I'm aware, wholly original. The combination of the two pairs of cards for each Operation allows for great variety as, for example, though you may be operating in forest terrain in several Operations, the differing Special rules and objectives created for that forest terrain imbues the scenario with its own qualities.
So, by now, I doubt that you need to be told that for me V-Commandos is an out and out winner in every category. And, please, if you need to ask the question [as has been asked on at least one game site] what does the V stand for in the game's title, just think Winston Churchill! In fact, if you do need to ask the question, perhaps running a commando might not be your best choice yet!
The American Revolution by Decision games The American Revolution is a bit of a strange du...
The American Revolution is a bit of a strange duck when it comes to wargames concerning it. In the computer world it is hardly represented at all, however in the chit world it is well represented in both tactical and strategic games.
This game of the American Revolution is actually a reprint of the game that appeared in Strategy&Tactics #270. The map has been revised, and the rules have been redone. It also has had some optional rules added for more flavor. There is also an addition of a new scenario. The game now comes with a play-through and designer FAQ. The game rules are thirty-two pages long. It comes in the form of a zip-lock game from Decision Games. The map is a large one coming in at 34"x 22", and the game has 228 counters. The map is a mixture of point-to-point and area movement. The map is 75 miles to the inch. It is functional instead of a work of art. To be honest, it really doesn't matter if the components are beautiful or not if the game play isn't there. The pages of BoardGameGeek are bursting with beauties that are unplayable, and plain janes that are played so much that gamers are on their second copy, as the chits or map has been rubbed away. The map is large enough to accommodate the eastern part of the U.S., Canada, the Caribbean, and Atlantic Ocean areas. The size of the area represented adds a lot to the strategic flavor of the game, especially if France and Spain enter the war. It is a two player game with the American player controlling the French and Spanish forces. Among the available forces available to each side are:
Historically, the British won almost all of the large battles without ever coming close to winning the war. The American forces kept rising up like a Phoenix to force the British to play a losing game of whack-a-mole. In reality, because of the time period and the length of time and mileage, the British could never really win. Their only hope was for a negotiated peace based upon political incentives to bring the colonies back to the fold. I, for one, believe that General Howe and others thought that a few hard whacks would make the colonists see reason.When this didn't happen, they were at a loss of how to actually win. But I digress; back to the game.
The British player is presented with the most strategic choices. He can go for broke and try to subdue the colonies all at once, or like Clinton and Burgoyne, use the British anaconda to swallow one piece of them at a time. The American player is really only represented with the choice of attacking Canada other than that he mostly reacts to the British players' moves. The British player, at first or until France and Spain get involved, with his naval power can decide when and where he will descend on the colonies. He can bring overwhelming force to any point on the map he chooses at the beginning of the war.
So what is the game play like?
Sequence of play:
On the first turn the American player has the initiative; after that the player who commits the higher number of campaign markers has the initiative. On turn one, the British player also pays twice the normal amounts for mobilization and campaign markers.
The second phase is the 'Political Phase'. Both sides add up their political points for the areas they occupy.
The third phase is the 'Mobilization Phase'. The first player uses his political points from the last phase to build units or buy campaign markers, then it is the second players turn.
The fourth phase is the 'Rabble Rousing' phase. Here you can commit markers to the three 'rabble rousing' tables: American revolutionary progress, colonial loyalty, and European balance of power.
The fifth phase is the 'Campaign' phase. The campaign phase is in turn split into three parts: first, second, and third. The first phase is used for normal movement and then combat. The second and third phases are used for forced march movement and the combat that results from it.
The six phase is the 'Supply' phase. This is split into two parts: forage and enlistment. In the forage phase the player that has the initiative checks his units for supply, and then rolls a die for each unit that cannot be supplied. On a roll of one to three the unit is eliminated. On a roll of four to six the unit survives.
The seventh phase is the 'Victory' phase. You check for a sudden death victory, and if neither side gets one you continue to the next game turn.
This is just a synopsis. There are rules for: militia expeditions, overrun, frontier warfare, massacre etc. The game turns are yearly so it is a fairly fast paced game, although each side does have many choices available for each turn. You can choose to play with the optional rules which would include the use of fortress, siege, and partisan markers.The game play is pretty free-wheeling, meaning that it is fairly easy to lose points and areas with a little bad luck. Your plan may make it look like you are on the verge of victory, and the next minute everything blows up in your face like an over charged musket.
As I stated, it is a fast paced game, especially with its one year turns. The counter mix is small, so other than the map size the game's footprint isn't large. The game plays out quickly, and with the sudden death rules it could be over even quicker. The best bet, playing as the Americans, is to just remain alive and to work toward European intervention. The added troops and navies of the French and Spanish forces help to really put the British in the skillet with no idea of where to jump. The British player is naturally going to go for the opposite, and try and keep the other countries out of what he considers as his business. The plan for the British to slowly engulf the colonies bit by bit hasn't really been seen to be that effective. The game plays like a boxing match between a heavyweight and a middleweight. The middleweight can strike hard and often, but has to remember that one punch from the heavyweight can end it all. As the game goes on, the middleweight gains muscle and increases in size, and can also call two friends in to help him fell the giant.
Game: The American revolution
Publisher: Decision Games
Plutarch's Lives of The Noble Greeks and Romans by Guess Who: Plutarch I wasn't going to advocate for...