Bil Hardenberger is doing a series called "Bils Vignettes". I think the best thing to do is for you to have a read. I can'...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
April 2016
Bils' Combat Mission Vignettes
Bil Hardenberger is doing a series called "Bils Vignettes". I think the best thing to do is for you to have a read. I can't wait for further installments.
So click the link below to take you to the first installment.
Bils First Vignette
CMBF game website
Combat Leader AAR Combat Leader is a wargame designed and published by Minden Games. The scale is individual soldiers, which is pret...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
April 2016
Combat Leader AAR
Combat Leader AAR
Combat Leader is a wargame designed and published by Minden Games. The scale is individual soldiers, which is pretty rare and a scale I love. It's had several expansions including a solo expansion rule set which works really well. So far the game is set on the East front WWII, though there is an expansion that covers the Winter War.
I currently have all the expansions except the Volksturm one and the Winter War one. The game is highly recommended.
Art Bennett is the man behind this AAR, Tactical Wargames hope this isn't the last AAR we receive from him. Anyway, a big thank you Art!
So click the AAR link below, I hope you enjoy it!
Combat Leader - AAR
Game website link
I will start this review by telling you the hard truth : Battlefleet Gothic : Armada (BG:A) is a game that makes me feel ambivalent. N...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
April 2016
BATTLEFLEET GOTHIC: ARMADA
I will start this review by telling you the hard truth : Battlefleet Gothic : Armada (BG:A) is a game that makes me feel ambivalent.
Now you may ask yourself, or for that matter, me, why I am sitting here with my mixed feelings. So let me start at the beginning.
The first time I saw the announcement about BG:A, I was ecstatic. My mind started to go crazy, dreaming of the release day when I would be able to command my fleet of Imperium Cruisers and cleanse the universe from the filthy Chaos !
And, as soon as I could, I pre-ordered the game to get into the Beta and start enjoying this game.
My initial feelings when I first delved into the game was of shear excitement. I can still remember how great it felt when I got a look at my first fleet, to play through the small campaign introduction and to play my first skirmish game against the AI.
And, with some reserve, I am still enjoying BG:A. So, what happened down the road...
Why can't I make my recommendation for this game to all players out there?
I will try to answer by the end of this review.
First, let me introduce you to the game as it is and what you will get when you purchase it.
What do you get?
Battlefleet gothic is a Real Time Strategy game (RTS) set in the Warhammer 40K universe. The game offers you many game modes that make it really attractive:
- A campaign
- 4 different races: Imperium; Chaos; Ork; Eldar
- Fleet management
- A multiplayer mode with a cooperative option and with a persistent fleet.
- A skirmish mode without a persistent fleet.
- The Campaign
- The Races
The game has four races: Imperium; Chaos; Ork; and the Eldars. Each of those races have their own design and lore. Of course, the capacities and competence of your captain and crew will be different from one race to the other.
- The Fleet management
Every time you play a game, you will earn some experience that you will be able to use to buy more ships in your fleet, plus you will be able to upgrade your ship systems, weapons, perks, and crew. There is a little bit of disappointment here. Some of the competence you can add to your ships are really nice and necessary, such as sending bombs away or improving your armor or gunpoint cannons.
- The multiplayer
As I said before, this game was clearly designed to make multiplayer the core of the game. Unfortunately, the game is still suffering from some early matchmaking issues. And, it is not very rare you will end up fighting against an Admiral with a full fleet of ships under his command, while you will only be spawning with one or two of your ships, since they are under repair at the dock after a previous defeat.
The multiplayer lobby should be better at calculating the 'real' number of allocated points to spend for deploying both sides. At least it should do it based on the ship's availability of the weakest.
One of the things though I would love to see in this game, and that is missing at the moment, is a Coop Vs AI with persistent fleet management.
While multiplayer will appeal to a lot of players, the truth is that a lot of people also enjoy Campaign mode in Coop, and there is a demand already for a skirmish mode in a coop mode.
You are the Admiral, so...
So how is the gameplay you ask? Well, here is the thing about my ambivalence.
At first, the game starts easily enough. A couple of ships, max three, and a few competencies for the ships. Not much to do. You setup the max/min range of your engagement, and then you go on with the mission.
The combats are incredibly beautiful. The ship models are just perfectly rendered and the effects and sounds are just immersive.
What is very important to remember, though, is that when you play, right-clicking your target to attack is pretty useless. As I said previously, you'll set the rules of engagement, click on a sector where you ship will travel and then you will have to trust them to act. The fact that you can select an enemy ship and define it as a priority target, together with subsystems such as the drives, armor, bridge, weapons etc, makes you learn very quickly to trust your Captains and their decisions in combat.
Of course, while your ships have been sent to an area, you can always change those orders.
I do believe the intent of the developer was to make the player really feel like a fleet Admiral.
And that is what may be a little bit misunderstood for RTS veterans or people expecting combat gameplay such as in a game like "Nexus:The Jupiter incident" or "Homeworld".
... act like one!
Your role will be to activate competencies/skill for the ships to attack, send boarding parties, buff your ships or counter the enemy. And, of course, to set the course, as previously said, and to withdraw from the battle if necessary.
The captains and their crew will do the rest. They will keep firing at the closest enemy ship or upon the ships you have selected as a priority target.
This is a very nice setup IMHO. It reminds me of this Sci-fi book I read not so long ago, Ark Royal from Christopher Nuttall. The Admiral, still sits in the CIC, but he will not take over the captain role. He will decide on the global tactics, but ultimately the crew and the ship is the captain's responsibility.
Battlefleet Gothic really does a good job of detaching you from the feeling that you are a Captain. You are the admiral, and for this very specific reason, you should be the one in control of the global decisions, not the close decisions.
Remembering in time what cooldown you had been triggering earlier and keeping an eye on each ship status and competence bar can become horrendous...
My verdict
Battlefleet Gothic : Armada is a good game, well made, and extremely polished.
I do like it...
The learning curve can really be steep for newcomers.
The game will not explain all your gameplay options at first. You will have to learn and to be defeated in several ways before you understand all the feature the game offers you.
Recommendation for the other players who like to think about their action and take time building up their tactics, I will advise to look at the WEGO game Star Hammer The Vanguard Prophecy, another space fleet combat game.
Developer: Tindalos Interactive
Publisher: Focus Home Interactive
Platform: Microsoft Windows
Official Game website: http://www.battlefleetgothic-armada.com/
Available on: STEAM
Combat Mission and me, a love story? What is Combat Mission ? A WEGO/Real-time tactical masterpiece. Combat Mission (in one ...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
April 2016
Combat Mission Final Blitzkrieg Review
Then suddenly, (well it felt like a little time between CMBO and CMBB) Battlefront released a magnum opus. Combat Mission Barbarossa to Berlin or CMBB is it came to be known. No tactical wargame before or since has contained anywhere near the amount of content the new CM game had. The whole of the East Front from start to finish, including minor nations. Pure bliss. Plus, it kept all of the features that made CMBO good like WEGO and Combat Mission's innovative new way of doing turns. Out went the old IGOUGO way of doing turns that had carried over from board wargames. Now, we still had turns that took one minute of game time, but your moves played out simultaneously with the enemy’s, as you had previously plotted your moves and then, when finished, you watched the action unfold. This also added loads of tension and excitement to the game.
Additionally, being able to rewind the turn as often as you liked, meant you never missed any of the action. So CMBB gathered a huge following and multitudes of Mod support. Later, a game set in Africa\Italy was released. This would be the CMx1 swan song. Battlefront had bigger more ambitious plans, esp. as technology had moved far along enough for their dreams to be realised (I still remember reading in the CMBB manual on how they'd love to have done visual 1v1 representation). So, what was it that Battlefront had planned for CMx2, what changes would we see, and how will it be received by the now dedicated and hardcore CMBB fans?
Well, as well documented, things didn't turn out to well when Battlefront released Combat Mission Shock Force. A game set, at the time, in a fictional war-torn Syria (a rather sad prediction of future events). Finally, we had 1v1 soldier representation, but in an unforeseen move, they'd gone with a focus on real-time, relegating WEGO, which, for me, was a seriously wrong move. All interest in the game evaporated and those who enjoy real-time found the game had some serious issues. The outcry was loud and long-and Battlefront listened. WEGO came back gaining its rightful place as a major feature, bugs were hunted down, gameplay was improved, new features added and eventually three superb modules were released: Marines, British Forces, and finally NATO.
I watched a gameplay video that was made for a competition, liked what I saw, so I then bought CMSF several months after release, when WEGO was back and it was playing well. I also bought the Marines module, as that had just been released. However, it wasn't really until the British Forces module came out that I really fell for the game. For me, that module made CMSF and, from then on, I'd be buying as many CMx2 releases as I could afford and, like many others, started the long wait for the WW2 version to be released. One thing that really benefited the WW2 version was CMSF being released first, with all its teething troubles, so by the time the WW2 version was being developed, it had benefited greatly from all the work done during the course of CMSF and its modules. Even today there is a hardcore group that still haven't gotten over the move from CMx1 to CMx2.
The latest release is Combat Mission Final Blitzkrieg, carrying on from where Combat Mission Beyond Normandy and its Market Garden module finished off. CMFB takes us up to the end of what would be the German’s final large-scale attack in the West, which the Germans called Wacht am Rhein, which later became known as The Battle of the Bulge. It also includes scenarios set in the terrible meat grinder that was the Huertgen Forest, a battle that wouldn't have looked out of place to a soldier from a generation before. There are also scenarios set during Operation Nordwind, a battle featuring the German 6th SS Mountain Division. Altogether, there are four campaigns which include one training campaign and 25 scenarios. There is also the Quick Battle feature, which I profess to never use, as I only play against the included AI (plus, the Quick Battles really aren't suited to this and are more for multiplayer use). The reason why quick battles aren't suited to single player is that the TAC AI is scripted, which means it doesn't really work that well in Quick Battles. This is one of the downsides of the engine, and a real bug bear for some. That's not to say the Tac AI is useless, when it comes to the scenarios and campaigns, those clever secanario designers end up weaving their magic ,with the result that many of my pixel truppen have come to a terrible demise and the AI march of victorious. I've never found this to be an issue, as there has always been more than enough content for me in the games without ever needing the Quick Battle feature.
For those new to the game, I suggest downloading the CMFB demo. This is a great way to find out if you like the game enough to then go on and purchase. I do suggest to those who are from a Men at War or Company of Heroes background, please leave everything you learned playing those at the doorstep. CMx2 engine games are a big step up in realism, and if you play the same way you play those other two games. you'll be punished, and punished quickly. I have a few important tips that will help you keep your pixel rappen alive and that is not to rush, take your time moving your troops, split squads at the start, and don't be afraid to use recon by fire. I'd say go take a look at the excellent AAR's over at the forums that involve Bil Hardenberger. Bil also has a website full of tips on how to perfect your tactical know-how. There are also some superb Let’s Play videos over at youtube.
Quality, quality, and quality…
As usual, the scenarios and campaigns are of an exceptional standard. The research that the scenario designers have put in is faultless right across the board. The briefings for each scenario really set the tone and atmosphere of what's to come, as well as set the immediate backdrop to the battle. Try not to skim over them, they add so much to the immersion, as well as contain little snip bits of intel which could really help you over the course of the battle. The maps are being praised by all who own the game, many saying they are the best yet, and that really is saying something, as there are lots of outstanding maps which you'll find in all games in the series. The game definitely succeeds in portraying the harsh winter conditions that swept across Northern Europe during this period. I also like the variety of scenario sizes and how well spread out they are. In a previous game, I found very few tiny and small scenarios which I really missed as they can be great fun. CMFB doesn't have this problem, all sizes get a decent amount of scenarios.
Those who never got over the move from CMx1 to CMx2 aren't going to be swayed by CMFB. Maybe when Battlefront moves on to a new engine, you'll come back into the fold. Here is hoping.Those who have played the previous games and found they weren't for them, then again, CMFB isn't going to change your mind.
So, just like a good old love story, my relationship with Combat Mission has had its ups and downs, with even a split along the way. Yes, there are things I'd like to see improved, like soldier animations, for instance, and be able to set SOP's for units. If I had to really think about it, I'm sure I could list several other wants/improvements, but tell me, which game out there couldn't be improved? I have no doubt that different players would suggest different ways in how the game could be improved, yet the games taking pride of place on my hard drive today are the CMx2 games. That's because they fill a need for tactical wargaming that no other games I've tried, and I've tried many, have managed to fill. Only one has come close, but CMx2 has those killer features for me, WEGO and replay value, which will always relegate other tactical wargames to second place or lower. The CM series is my first true love when it comes to tactical wargaming on the computer and it will take something very special indeed to knock it off my No.1 spot.
US Marines Review: expansion for Order of Battle: Pacific Generally, most games do not accurately represent the quandaries faced du...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
April 2016
US Marines Review: expansion for Order of Battle: Pacific
Order of Battle: Pacific has always been extremely approachable and very easy to get into, and this latest installment is no exception. However, being easy to play does not mean easy to beat! The very competent AI has kicked my butt around these islands numerous times (actually, more like continuously). It is definitely no cake-walk trying to slog through the swamps and rough terrain, while simultaneously keeping your own units supplied, and facing dug-in Japanese troops supported by (the newly added) concrete bunkers, ships and aerial reinforcements.
Lastly, as your units gain experience, sometimes commanders will be generated to be attached to them. This is another layer of decision-making while also adding realism to the game. Overall, “US Marines” is a must-have for your Order of Battle: Pacific experience.
As a great example of logistics, I have to go back and try to keep my Marines alive, as I have burned through most of my reinforcement pool. Lucky for me, I got two destroyers on Turn 10 (a few days ago) to help with the invasion. This is great of course, but in reality, I could have used them five or six days earlier. Grateful for the help, just hope it’s not too little, too late.
Hello all. This is the first article to be published of what's going to be a regular feature on the blog, where I'll be talking ab...
For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!
April 2016
The books I love.
Hello all. This is the first article to be published of what's going to be a regular feature on the blog, where I'll be talking about and reviewing military history books, nonfiction and fiction, aswell as interviewing some prominent military history authors. As most of us here are wargamers, it doesn't stretch the imagination to much to believe we also enjoy reading military history, aswell as our gaming hobby. They are very good bed fellows. I have a decent collection of WWI and WWII books nonfiction and fiction and intend to review as many as I can (well, at least my favourites).
One of the hardest catergories to do was the WWII nonfiction. It pains me to have left out so many great reads. On the whole, I've tried to steer clear of any really famous titles, but some did slip in along the way.
Signing out,
Jason
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