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  Red Strike by Vuca Simulations  This game seems to have flown under my radar (sorry, had to). This is still in preorder so I will let Vuca...

Red Strike by Vuca Simulations Red Strike by Vuca Simulations

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Cold War




 Red Strike


by


Vuca Simulations






 This game seems to have flown under my radar (sorry, had to). This is still in preorder so I will let Vuca Simulations do all the talking. 






 "Estimation of included components:


Three map sheets (2x full size, 1x half size)

Numerous Airbase display sheets

One turn track sheet

One deck of ca. 50 cards

Nearly 2.000 counters

Numerous charts and player aids

One rulebook with lots of graphical examples





Red Strike is a game project based very closely on Mark Herman's Gulf/Aegean Strike game system. It is the Cold War turning hot and is about modern warfare (late 80's) on the Battlefield Central Europe.

 It is a simulation of multi-arms synthetic warfare that simulates the European battlefield of the Third World War.





The game scale is operational, counters representing divisions and regiments/brigades although some battalions are included. Complete air, land, and sea orders of battle for several dozen nations allow you to fight each conflict to its unpredictable and often startling conclusion.

The map reaches from the southern parts of Norway to the Alps and from East Germany to the Channel. One hex is 28 km."

 The preorder price is $130 US.

 I am a tremendous fan of every game that I have played from Vuca Simulations. I just bought their '1914 Nach Paris' and will have a write up on that game coming up.





Vuca Simulations:

VUCA simulations - Premium conflict simulations from Europe – VUCASIMS

Red Strike:

Red Strike - 1989 – VUCASIMS


  Nato The Cold War Goes Hot The Designer Signature Edition by Compass Games  "NATO, nukes, and Nazi's" are what sells wargame...

Nato: The Cold War Goes Hot Designer Signature Edition by Compass Games Nato: The Cold War Goes Hot Designer Signature Edition by Compass Games

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Cold War






 Nato The Cold War Goes Hot


The Designer Signature Edition


by


Compass Games








 "NATO, nukes, and Nazi's" are what sells wargames. This concise aphorism from the late 70s or early 80s has been attributed to a number of wargame designers. The original game was released in 1983 by Victory Games. By the amount of press and pieces in the magazines of the time, I would think that every wargamer at the time had a copy. I know I had one, in those halcyon days before I was seduced by computer wargames. Well, it has now been recreated in a new wonderfully looking edition by Compass Games.


 Compass Games has been releasing some of the biggest games from the years of the last great board wargaming era. They are letting the original designers add or remove things from the games that they have been thinking about for the last forty-plus years. So, the gamer gets to have a fully revamped classic game that has also had all of the kinks, if there were any, worked out. This version has been printed with a lavishness that was not available at its first release.


 The Cold War going hot was a very big topic in both reality and the wargaming community in the 1980s. Tensions had risen between the East and the West, and there were countless books and articles written about the strength of both sides. 




  This is the blurb about the game from Compass Games. I like to include them to show the gaming company's thoughts on the game. Then I can compare my thoughts on the game to theirs. 


"NATO, Designer Signature Edition marks the return of a true wargaming classic by Bruce Maxwell. NATO simulates a potential NATO/Warsaw Pact conflict in Central Europe during the Cold War years of the 1980’s. First published in 1983, this game was Victory Games best-selling title, purchased by over 75,000 gamers worldwide. This new edition is based on an exhaustive two-year study by the Designer of the records that have come to light since the fall of the Berlin Wall. The game combines highly accurate information on the forces the Warsaw Pact actually had with now de-classified reports from the CIA and the Defense Intelligence Agency regarding what satellite surveillance and HUMINT revealed about their actual plans. The map has also been extensively updated with new satellite geography. Finally, the game system has been reworked to better reflect the fluid, fast paced and deadly nature of modern warfare, while retaining the original intention of simple and intuitive play. Here is the ultimate Cold War game, remastered, and playable in a single sitting.

NATO is a division/brigade level simulation of a Warsaw Pact invasion of Western Europe. The game map depicts the area from Denmark to the Swiss Alps, and from France to Poland.  The time frame covers the first 14 days of war, after which one side or the other has usually run out of an army. The game offers four different Scenarios, covering 1) a surprise attack from a standing start, 2) an attempt by the WP to quietly prepare without tipping NATO off beforehand, 3) an extended buildup of forces by both sides before war breaks out, and 4) an introductory scenario covering the invasion of Denmark.

 Scenario can be played with an Order of Battle from 1983, when NATO was still relatively weak, or with an Order of Battle from 1988, when NATO had rearmed and reorganized and was at the peak of its strength. The difference is impressive.

The game features infantry, armor, airborne and airmobile troops, marines, with easy mechanics to leverage combined arms operations. It also has extensive options for employing air power, chemical weapons and, for the truly desperate player, a last resort to nuclear weapons. The combat system is built around the concept that the best defense is a good offense, and features artillery, tactical and operational air strikes, reserves, counterattacks and deep exploitation, allowing for a rich set of tactical nuances in play. This is not a game where the WP attacks and NATO defends. Both players have to attack relentlessly if they want to defeat their opponent.

This Designer Signature edition of the classic Bruce Maxwell game has been upgraded with new units, new scenarios, new terrain, new tables and new player aid cards. Additional enhancements introduced in this edition include:

Super-sized components feature 9/16” counters and two game maps with larger hexes

Game map information has been updated and includes all-new map artwork

New units have been added, unit information has been updated and all units produced with new artwork

Existing scenarios have been updated and two new scenarios added

Orders of Battle are provided for all Scenarios both 1983 and 1988, allowing players to see the impact of the Reagan Era rearmament programs

The game system has been redesigned and the new rules include extensive illustrations, examples of play and Designer’s Notes to aid clarity

Each rules section now begins with a summary, allowing experienced players to skip many rules sections that embody classic game mechanics they already know

Rules details and restriction have been summarized graphically in Player Aids for faster reference and easier play

Enhanced ergonomics are provided for Scenario set up and Reinforcement charts

A new set of Designer’s Notes contain a wealth of historical information on what the West discovered after the Warsaw Pact collapsed and most of its members joined NATO."


The two maps together in all their glory


Components:

One Rules Booklet

One Play Booklet with Scenarios & Designer’s Notes

Two 22″ x 34″ Maps

Four Counter Sheets (9/16″ size playing pieces)

One WP Player Charts & Tables Card

One NATO Player Charts & Tables Card

One WP Sequence of Play Card

One NATO Sequence of Play Card

One Warsaw Pact Strategic Surprise Reinforcement Schedule Card

One Warsaw Pact Extended Buildup Reinforcement Schedule Card

One NATO Strategic Surprise Reinforcement Schedule Card

One NATO Extended Buildup Reinforcement Schedule Card

Two 6-Sided Dice

One Game Box and Lid


The Strategic Surprise Scenario setup 1983

 So, the first thing we will look at is the components. The above picture of the two maps do not do them justice. They are done in a wonderful color scheme that is both easy on the eye, and simple to discern what each hex's terrain is. It was kind of odd to me to see a map that shows East Germany. For more than half my life Germany has been united. The hexes are large which is great for both old eyes and hands. The maps are covered in a myriad of tables and charts that help speed up game play immensely. These are also large sized and easy to read. To sum up the maps, thank you and excellent work Compass Games. The counters are large as well at 9/16". The color schemes on the counters make it easy to see what country they belong to, without making it hard to read their information. That is set out in large bold printing, this is once again entirely appreciated. There are eleven! Players Aids in all, and they are all two-sided. These are in full color and made of hard stock. There are three Reinforcement Schedule Aids for the different scenarios. These are followed by six Players Aids with tables and charts. Next comes two oversized (these are double sized compared to the other) Players Aids that have on one side the Terrain Chart, and on the other the Sequence of Play. You will not need a magnifying glass to read any of these. The Rules Booklet is eighty-seven pages long. The Booklet has to be so long to deal with all of the different aspects of modern war. It is in full color and the pages are made of thicker laminated paper. The rules are set out in a very simple to follow format. They are not just a jumble of rules and exceptions to those rules. The Booklet has many examples of play in it. It even comes with a glossary of terms used militarily and in wargames. That is a very nice touch. The Playbook is fifty-five pages long. Included is an eight page Designer's Notes that go over both the game and the history of the period it is portraying. At the end of the Playbook is an eighteen page OOB, Order of Battle, for both sides in the conflict. The first twenty-five pages of the Playbook are for the setup for the different scenarios. The Playbook is printed exactly like the Rules Booklet. It is set out in the same easy to follow manner as the Rules Booklet. 




 This is the breakdown of the game:

Complexity: 7 out of 10

Solitaire Suitability: 7 out of 10 (no hidden units)

Time Scale: 24 hours per turn

Map Scale: 15 miles per hex

Unit Scale: regiments, brigades, and divisions, abstract air and naval forces

Players: one to four, best with two

Playing Time: 3-8 hours depending upon scenario 


All the Components laid out


  There you have what comes in the box. I am happy to report that Compass Games has hit one out of the park as far as the components of the game. 


 So, the game gives you the ability to play either the Warsaw Pact or NATO during this titanic class. One thing though, both sides were betting on a short, very short, war. The turn record track has only fourteen days in it. You read that right - fourteen! This might come as a shock to gamers who are used to the seemingly fast World War II pace, or the glacial pace of World War I and before. The designer makes his case on the fact of the almost total lethality of modern war. We are not talking nukes, but the lethality of regular munitions against each other. The dead pile of counters will show you the truth in this assumption. The Rhine River was only eighty-seven miles from the East German border. That would be less than six hexes at fifteen miles per hex. NATO had the thought that it had its back up against a wall, and it was quite correct in its assessment. 




 There are a few things about the original game that the designer, Bruce Maxwell, did not like. One of these was the tactical nuclear part of the game. Remember though, he has had almost forty years to work on the game. They spent another two years on the game before allowing Compass Games to reissue it. 


 NATO is one of those gems where a player has to take a long, long time to learn how to 'game' the rules and game. That is if you actually can do it. Each game plays out entirely differently than the next one. Each side is presented with so many choices. These are some of the weapons/strategies each can use:


Helicopters

Transport Movement/Interception

Air/Sea Ferry

Rail Movement

Supply/Resupply

Offensive/Defensive Strikes (Defensive Strikes are only used by NATO)

Chemical Warfare (The WP must initiate it)

Air Power/Air Strikes

Nuclear Strikes




 As far as victory goes: The WP Player can win an Automatic Victory by having a Maneuver Unit (Not Airmobile, Airborne, or Marine Unit) in supply, west of the Rhine River and south of the Waal River. A NATO Automatic Victory can occur if they have been able to control two WP cities. The NATO Player can also get an Automatic Victory if he can relieve West Berlin or force Czechoslovakia to surrender. To relieve West Berlin the NATO Player must have a Maneuver Unit in Berlin with a Line of Supply to it. Each player must roll for the chance of causing 'Armageddon' when using nuclear weapons, with one caveat. The player who causes Armageddon loses automatically. Different levels of winning and losing are mostly defined by capturing and holding enemy cities. One very interesting rule is the 'Armistice' one. I do not think I remember a game having an actual rule for an armistice. Usually it is just something off the cuff by either player realizing he has lost. This game actually allows some structured give and take between each player.



Soviet Air Assets to the attack


 The scenarios are:


BALTAP Scenario (WP invasion of Denmark) This meant to be an introductory scenario.

Strategic Surprise Scenario 

Extended Buildup Scenario

War of Nerves Scenario (This is where the WP player secretly tries to build up his forces before attacking)

 There are OOBs and setup information for both the years 1983 and 1988. The year 1983 represents the low tide for US armaments. Where the year 1988 represents all of the buildup of the US Armed Forces under Reagan.


 As I mentioned, I had bought the original game years ago. You have to understand that I had almost zero wargaming interest in a WP vs NATO game, except for maybe a 1945 or 1946 outbreak of World War III. So, for me to pick it up is definitely a salute to a game that so many other gamers were raving about. I really liked the original game. This iteration with all of its bells and whistles I cannot speak highly about. From the first-rate components to the obvious care, and dare I say love, that the designer and his team put into this new version is very apparent. Thank you very much Compass Games for sending this excellent game to review. I can recommend it to anyone who is interested in the era, or is just looking for a great wargaming experience. Below are the links to NATO and to Compass Games. Do yourself a favor and take a look at what else is in their stable.


Robert


NATO: The Cold War Goes Hot Designer Signature Series:

NATO, Designer Signature Edition – Compass Games

Compass Games:

Compass Games – New Directions In Gaming


  Nights of Fire: Battle for Budapest by Mighty Boards  Once again, wargaming is increasing my knowledge. I knew that the Hungarian Uprising...

Nights of Fire: Battle for Budapest by Mighty Boards Nights of Fire: Battle for Budapest by Mighty Boards

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Cold War




 Nights of Fire: Battle for Budapest


by


Mighty Boards





 Once again, wargaming is increasing my knowledge. I knew that the Hungarian Uprising took place, but I did not know any of the actual history of it. On October 23rd a student protest against the government started the Hungarian Uprising. Originally the Soviets started to remove their troops. However, Imre Nagy, the head of the new government, in a speech declared that Hungary was going to leave the Warsaw Pact and become neutral. This is seen by many as the turning point that made the Soviets decide to invade Hungary and remove the new government. On November 4th the Soviets invaded Budapest. The uprising was crushed, and 2,500 Hungarians and 700 Soviets were dead. This number does not include any Hungarians that were murdered during the crackdown after the uprising. Imre Nagy was grabbed by the Soviets and later was brought back to Hungary for a closed trial that ended with his execution. The Western powers were involved with the Suez Crisis at exactly the same time. Egypt's Nasser had nationalized the Suez Canal. In retaliation Britain, France, and Israel invaded Egypt. Most historians believe that there was not a chance that the Western Powers would intervene on Hungary's behalf. Mighty Boards has a game that is about the beginning of the Hungarian Uprising; it is called Days of Ire. This game is about the Soviet invasion and crushing of the uprising in Budapest. Let us see what comes in the game box:


Mounted Game Board

Rulebook

83 Cards (57mm x 89mm)

30 Wooden Blocks

Stickers

59 Cardboard Tokens (counters etc.)

4 Glass Bead Markers

1 Six-Sided die




 The game is one of the new breed of a cross between a Euro game and a Wargame. In its design you can see the influence of both. The board is separated into areas and not hexes. As you can see, the turn record track is done in a novel way in the lower right corner. There are both blocks and cardboard counters used in the game; this is another testament to its DNA. The blocks are done well, along with the stickers. The cardboard counters are very large and all of these pieces are easy to read. The card decks are extremely well produced. There are two double-sided Player Aids. Two are the 'Soviet Rules Reference', one is the 'Konev Revolutionary Rules Reference', and the last is the 'Revolutionary Rules Reference'. The Rulebook is done in vibrant colors and is easy to read with tons of illustrations. The rules are twenty pages long. This is followed by both a Historical Essay, and Designer's Notes. The Historical Essay gives the player all he needs for background on the Soviet invasion. The Designer Notes are very interesting and go through how this hybrid Euro/Wargame came about. 




 One thing about the game that you should know up front is that there is no way for the Hungarians to actually 'win'. You can win the game playing as the Hungarian by victory points (helping civilians flee etc.), but you will not defeat the Soviets. Your job, as the Hungarian player, is to slow the Soviets down and make the invasion as costly as possible for them. The game is set up for one, two, or three players. In solitaire or two player mode, the player faces Konev, the Soviet Marshal in charge of the operation, Mighty Boards name for their bot. In two player there can also be a Soviet and a Hungarian player. In three player there are two Hungarian players and one Soviet. The Rulebook states that you can pick who will play each side, or a player can demand to be the Soviets by banging his shoe on the table. The Rulebook is set up different than most. The rules for the multiplayer and solitaire are listed one after the other in each separate phase. The game comes with both Basic and Advanced rules. These are also listed in each phase, and not as usual in its own listing after the basic game. Both the Basic rules and the Advanced are shown on the Player Aid cards.




  The game is a card driven one. There are four decks: Soviet Tactic Cards, Konev Cards, Revolutionary Cards, and Headline Cards. When one player is playing against the Soviet, either a Soviet player or the Konev bot, the player draws 12 cards as long as the Revolutionaries morale is over 19. The Konev, Soviet bot, deals out 5 cards from the deck and shows 1,3, and 5. The other two cards are turned over. All the directions on the cards are easy to follow and pretty self-explanatory. As the Revolutionary, your job is to stall the Soviets and to help civilians flee. The more you stall the Soviets the lower their prestige falls. As the Soviet, you must capture Budapest with as much speed as possible. The Soviet player must attempt to capture as many civilians as possible. 


 This is the sequence of play:

1. Draw Phase

2. Tactics Phase

3. Reinforcement Phase

4. Operations Phase

5. Adjustment Phase

6. Clean-up Phase




 What is the Red Army Pack?

Days & Nights: Red Army Pack is an add-on pack that contains 28 miniatures compatible with both Days of Ire and Nights of Fire. It also contains a small deck expansion to Nights of Fire, and an additional deck allowing campaign play. 


In Campaign mode you can play a game of Days of Ire followed by a game of Nights of Fire (solo, cooperative, or conflict mode up to 1v2 supported), and have the winner decided only at the end!




 The game, as mentioned, has a Basic and Advanced rule set. Once you become used to the basic game, you can turn it up a notch. The game is easy to learn. The actual mechanics of the game are fairly simple. One or two playthroughs and you should not need the Rulebook again. The Player Aids should walk you through the game. The rules are simple, but like many games with easy rules there is still a lot to learn and do. The fact that setup is random means that the game is always fresh and you cannot work out a strategy that will work every time. Games are here for us to have fun. Wargames and historical ones have an extra onus. They should be fun and teach the player something. Nights of Fire is both fun and a learning experience, and that is all you can ask from a game like this. Thank you Mighty Boards for allowing me to review this great game.

Robert

Mighty Boards:

https://www.mighty-boards.com/

Nights of Fire:

https://www.mighty-boards.com/nightsoffire


Armored Brigade, the real-time tactical sandbox which covers a vast swath of Cold War gone hot possibilities, has received its first add on...

Armored Brigade - Italy-Yugoslavia Pack + Campaign Generator Armored Brigade - Italy-Yugoslavia Pack + Campaign Generator

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Cold War


Armored Brigade, the real-time tactical sandbox which covers a vast swath of Cold War gone hot possibilities, has received its first add on content. It's called Nation Pack: Italy-Yugoslavia, and as the name suggests, it adds two unique new nations to the game. I won't go too far into describing the base game, since Robert did a good job of that here. Suffice to say, this a 2D RTS that will feel familiar to anyone who has played Close Combat or Combat Mission. 



What really sets the game apart is its vast scope. The game covers theoretical war in Europe between the years of 1965 and 1991. Accurate army rosters are available for 7 different nations in the base game, with this add-on increasing the count to 9. The other significant feature of the game is how it generates battlefields. Rather than having hand crafted maps or randomly generated ones, the game ships with several gigantic, accurate maps of various interesting locales in Europe. Individual maps are then generated from this by simply drawing a box of your desired size on that big map, and there you go, a new place to fight over. Combat can scale from company sized skirmishes to brigade sized brawls. This is the beauty of the game, it can be stretched and squeezed to give you exactly the sort of battle you want. 


Infantry squad knocks out a T-55 after losing their ride into town.
This new nation pack extends that sandbox even further by giving you two new nations to play with and a new map that covers 61 square kilometers of the Italian-Yugoslavian border. The two nations combined add over 250 new units to the game. That's a lot of new toys to play with! Now, I'm no aficionado of the Italian and Yugoslavian military makeup in this era (or any, really), so I'll link to the official description here which has a nice summary of the strategic thinking in those nations during the Cold War. The short version is, these nations were not the titans of the world, fielding first rate tanks and elite infantry. These are the oddballs, nations that had no desire to fight WW3 to begin with, nor did they have the resources to match the big boys if they wanted to. I've loved playing these sorts of secondary powers in every wargame since I got Combat Mission: Barbarossa to Berlin as a kid. It's always fascinating to dig around in the OOB and see what kinds of units are available, and then figuring out how to fight a battle with what you've got. Here I was especially interested in some of the earliest formations, which include plenty of WW2 leftovers. I know lots of people are clamoring for the game to be expanded into a full on WW2 game, but here you can at least get a taste. 



Now, let's look at the new map a bit, as it offers a great variety of terrain to fight over. There are constricting mountain valleys, wide open plains, urban zones, coastal areas, and lots of rivers to cross. I have not fully explored the map yet, of course, but every battle so far has been on a tactically interesting battlefield. Where the map really shines is when you combine it with the new campaign generator.

The one great shortcoming of Armored Brigade (besides the lack of multiplayer) is that the game does not come with any campaigns and only a handful of scenarios. Those scenarios are mostly tutorials, and after playing around with them you are left with only one-off battles that you generate. While the battles you can generate are excellent, and created exactly the way you want, they are still just one off battles with no narrative or larger stakes to consider. That has all be changed with the free update launching alongside this nation pack, which adds a dynamic campaign generator to Armored Brigade, even if you don't have the DLC. 


Each green box represents a potential battlefield for the campaign. It can be much shorter, of course, or feature much larger battlefields.
This campaign generator is analogous to the single battle generator in that it is very flexible and easy to use. You just click on the map to indicate the general track you want the campaign to take, tweak the settings and scope as you please, and away you go. Each campaign starts off with a meeting engagement, and then the winner will advance and the loser retreat. As the battle moves towards one end of the campaign track or the other, the defender will be able to get more supply points and be able to build fixed defenses like pillboxes and such. If the momentum of the battle shifts and the fighting passes back over old ground, the destruction of the previous fights will be evident. This can change the landscape of a battlefield that is fought over several times, creating an immersive narrative for the player. Losses also carry over from one battle to the next. The player will receive a certain amount of supply points after each battle, and these can be used to repair and refit units lost in the fighting. 



This is a feature that the game desperately needed, and I'm happy to see it added as a free update. Really the only thing that I didn't like about the base game was that the battles never felt like they carried much weight, since they were just randomly generated one-off affairs. Now you can have a narrative arc, with real consequences for your losses and poor (or brilliant) decisions in battle. I haven't had enough time with the game to play out any epic campaigns just yet, but I imagine many players will be firing up a titanic US vs USSR campaign that spans the length of the Germany map. The especially cool thing is that everyone's campaign will be unique!

So, if you have been enjoying Armored Brigade so far, this is an easy recommendation. The two new nations add some extra variety to what is available in the base game, and the new map is excellent. If you were on the fence about Armored Brigade, the free update including the campaign generator has given it a lot more value, and I suggest that you take another look. I imagine we will be seeing several nation packs similar to this one over the next couple of years, and I look forward to trying them out. In a sandbox of a game like this, you can never have too many toys or too much sand.

Armored Brigade and the Italy-Yugoslavia Nation Pack are available directly from Matrix/Slitherine.

- Joe Beard






Armored Brigade By Matrix/Slitherine       Armored Brigade is out and wargamers around the world are thankful dur...

Armored Brigade by Matrix/Slitherine Armored Brigade by Matrix/Slitherine

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Cold War



By




  



 
 Armored Brigade is out and wargamers around the world are thankful during this season of thanks. It is an adult sized toy chest filled with wargaming goodness for those of us who enjoy gaming a fictional World War III. The forces that you have at your fingertips never really fought each other. A lot of the actual weapons did fight each other, but mostly they were in the hands of different troops. Many of the Middle East conflicts had these same weapons in use. The sheer scope of this game is pretty amazing. I will have quite a few links at the end of the review because this game has had more buzz about it than any game for a good long time.

 The first thing you need to know about the game is that it comes with fifteen scenarios. This game is the ultimate sandbox for wargaming the last years of the 20th century in parts of Europe. The player has a tremendous amount of variables to use in making his various scenarios. From what I have read there will be DLCs with more player ready scenarios and possibly campaigns. The second thing you need to know is that this was a free download game for a long time. What you need to know about this is that this game in its core resembles the free game. In reality the game has come a long way since then. You can see by the list below what is actually included for the player to use in their scenarios. Below that you will see the seven nations that are included with the game.


 
  

 This will be my take on the AI. Yes, it may make mistakes that some (remember that word some) human players might not make. However, the idea that is floated about is that all human players will play better than any game's AI is completely wrong. A human player can sometimes be a terrible player of a game, be it chess, wargames, or poker. The only things that a human player does sometimes that an AI almost never does are these:

1. A human player sometimes makes some incredibly foolish, or if you will stupid, moves that take you by surprise. If an AI is not done right it will make stupid moves, but they will be logical stupid moves not illogical.
2. A human player will sometimes game the system by using bad or incomplete rules to win a game by completely non-historical or insane means. What I mean by this is games that allow a regiment of AA to take a city the size of Moscow. 

 The AI in Armored Brigade is done well enough to keep the average wargamer on his toes. It will not (no AI will) be competitive to a gamer who plays one game sixteen hours a day for a month or two. I will say if that is your life, you are not a wargamer, just a person in need of a new hobby or something. Most of us have only limited time to play our wargames. If we are lucky we might get in up to four or five straight hours in a week. I also suspect that many are like myself and play different games pretty much each gaming session we can cram in, meaning that most of us do not play enough of one game to find the AI's pattern in them. Are there games out there with bad AIs, yes. Is this one of them, no. The defense rests.



 So, the salient parts of the game are this. It is single player only (gasp from the audience). On the other hand, I have seen it posted in articles that as low as 10% of all gamers play multiplayer. It comes with only fifteen preset scenarios. I would have liked to see more, and maybe at least one campaign added. I am not a fan of the DLC model that computer games are heading in. I do understand the higher costs companies are dealing with and why the DLC model is probably necessary. However, that does not mean I have to like it.


Farthest Out Zoom

 On the plus side you have a robust AI. The mission generator is one of the best as far as ease and amount of variables a player can use for his scenarios. I do believe by all the buzz that we will be able to choose from a large amount of player made scenarios. Matrix/Slitherine has developed or been involved with a lot of videos to explain most of the game's rules etc. With these, any player who has any questions can get playing in no time, although I did find the game to be intuitive and started playing right away. The scope of the weaponry and troops goes from 1965-1991. With this game you have a very large sandbox for battles in the late 20th century in a lot of Europe. The maps can vary from extremely large to very small to represent any size combat that you want. As a player, you can send orders to different parts of your own force to help with micromanagement. As for the AI on your side please see above. If you are a micromanager, the game allows you to play that way also. It is an RTS, but I wish we would come up with a different moniker. RTS always leaves a bad taste in my mouth and brings visions of Command and Conquer to mind. Maybe we can call these games wargames played in realtime, WPIR instead. Visually the game is a wargame sort of in the mold of the Close Combat series of games. You can zoom in very far, but you will not see tanks done in 3D. You will see very well done top down views of tanks etc. One great addition is that of dummy objectives. This is a neat addition to the game.



Closest Zoom


 My esteemed colleague on the blog would like to see the following added:
Snipers
Engineers
Paratroopers
 So in wrapping up I am happy to endorse the game to anyone who wants my opinion. The only thing I can really knock the game for is not coming with enough scenarios or a campaign.
Game Trailer:
How to move units:
AB developer interview:

This is a link to the manual:

DDR faction video:
Here is a write up about night time operations:

Robert

In the frigid depths of the North Atlantic, a nuclear-powered fast attack submarine glides silently beneath the waves. The Cold War has...

Cold Waters Review Cold Waters Review

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Cold War




In the frigid depths of the North Atlantic, a nuclear-powered fast attack submarine glides silently beneath the waves. The Cold War has gone hot, and you are at the helm of a vessel that will make all the difference in how it plays out. That is the scenario presented when you fire up a campaign of Cold Waters, the newest nautical experience from Killerfish Games. The developers of turn-based WW2 naval combat titles Atlantic Fleet and Pacific Fleet, have switched gears by releasing a real-time submarine focused title set during the Cold War. 




Cold Waters occupies a happy medium on the sim-arcade spectrum, with all the appropriate bells and whistles you would expect in submarine simulation, presented in a streamlined and easily controlled manner. If you're like me, and most of your submarine skippering abilities were taught via Tom Clancy novels, you will feel right at home here. After playing through the series of interactive tutorial missions, you will understand all the mechanics of commanding your sub. The controls in Cold Waters are very easy to grasp. The sub is maneuvered using the keyboard (WASD to steer, surrounding keys to control throttle and ballast), and firing weapons is as simple as clicking on the map in the desired direction/range. There is also a solid primer on sub combat tactics in the in-game manual that you will probably want to review. Despite the informative tutorial, if you don't have much experience with post-WW2 submarine tactics, the school of hard knocks will likely dish out a few more lessons in short order. 

After completing the tutorials, your next stop will either be one of the preset scenarios or the dynamic campaign. The scenarios offer some good variety, starting with a simple 1v1 sub engagement, then increasing in complexity and difficulty until you are staring down entire enemy battle fleets. I tried out a couple of these to get started, but the bread and butter of the game is definitely the dynamic campaign.


Cold Waters offers two different time periods for the campaign. You can play in either 1984 or 1968. I mostly have played in the 1984 setting, since you get far more toys to play with and the combat is generally faster paced. For now, you can only play as NATO. In both settings you will have several different sub classes to choose from, all the classics are here. Once the campaign begins, you are presented with a series of news bulletins laying out the circumstances that lead up to war. This style of news bulletin will continue to pop up throughout the course of the campaign, keeping you up to date on the state of the conflict. Your successes and/or failures will directly influence these events over the course of the war. 




The campaign map also shows the state of the war, with icons indicating Soviet progress against NATO forces on the continent. A variety of other icons representing ships, aircraft, subs, and even satellites travel around in real time. Keeping track of all of this is a bit of a mini-game in itself, as you click on the map to have your sub travel at slow or fast speed to your chosen destination. Let an enemy air patrol spot your sub and you can expect an enemy attack sub to make a beeline in your direction.

Your movements on this map will be based on the missions you are assigned throughout the campaign. Most will have you moving to intercept or hunt down various enemy vessels. A more exotic assignment might have you dropping off commandos for a daring raid deep in enemy territory. Friendly reconnaissance units will occasionally reveal enemy positions and movements, and then you must use your judgement, and the intelligence from the mission briefing, to rendezvous your sub with its prey. One drawback with the game was that this screen can leave you feeling a bit like you are fighting the war all alone. Your lonely sub ventures out repeatedly to strike at the enemy, but no other friendlies seem to be in the fight at all. This leaves the conflict feeling a bit less "dynamic" than it might be if you could actually see the battle that is supposedly raging in the North Atlantic.

Once an engagement begins, we get to the meat of the game. Your viewpoint for the game is mostly from a third-person camera orbiting your sub or another object such as a torpedo. The only first-person view you will find here is when gazing through the periscope. If you are looking for the claustrophobic immersion you might remember from Silent Hunter III, you won't find it here. That said, I know I spent most of my time in Silent Hunter using the external camera anyway, but the omission does detract a bit from the immersion factor. Other items you will find on the screen include a tactical map and a multi-tab information panel. The map shows all the various contacts you may be seeing, and some detailed information about your sub and whatever item you have targeted. You can also pull up a full-screen map when needed. Over on the information panel you will find just about everything else you need. A panel for managing weapons, one for damage, one for water conditions, and one for sonar contacts. 




I found that most missions played out in three phases, which I dub the hunt, the attack, and the chase. 

During the hunt you will be stalking silently, listening for contacts and working to get them fully identified. In some missions you are there to destroy everything in sight, but oftentimes you will have a particular target that must be taken out or the mission will fail. Getting a positive ID of your target before engaging is a must, since you may only get one shot at it. During this time it is also smart to plan out your entire attack and exit strategy. Failure to plan ahead will regularly result in a poor performance once the action gets going.




Once you have your target and plan of attack, it's time to pull the trigger. Torpedoes and missiles are fired by simply selecting the weapon tube, configuring a few settings for the weapon, and then clicking on the map where you want it to go. Once that first shot is released, things get a lot more hectic. The enemy will now be actively closing on your position, but you will want to stick around long enough to confirm your target's destruction or let loose another volley if needed. 

Gradually the attack will shift into the chase in most circumstances. At the very least you will usually have enemy ASW aircraft dropping sonar buoys, then torpedoes and depth charges if they get a bead on you. Once you become the hunted, the tension really ramps up. You've succeeded in your mission , but now you have to get your crew out of the area alive. This stage is where I lost my sub 90% of the time.

After the mission, whether it was a success or failure, you will go back to the world map. You will soon get new orders, but may need to retreat back to your home port for repairs. The more success you have, the better the war goes, and vice versa. Eventually one side will emerge victorious, though I have yet to survive long enough to see that. 




Overall, the actual combat always left me satisfied. As you start out playing the game, each battle will usually leave you with some kind of lesson you can apply to future encounters. This is always a good sign in any game where death can come suddenly. Usually that death was your own fault, but it isn't a failure as long as you learn from it.

The graphics of Cold Waters work quite nicely. The various sub and ship models are detailed, and the water in particular looks great. The sound effects are also generally good, but one distinct feature is lacking in the audio department, there are no voiced lines at all. Reports of new contacts or weapon discharges are presented only as a line of text. The developers have promised to rectify this with an update, so I look forward to seeing how that adds to the experience.  The game loads up extremely fast and I did not encounter any major bugs or glitches. There were a couple of UI issues which have already been resolved in a patch.


Cold Waters is a submarine sim that I think will please many gamers interested in the topic. However, I know there is a crowd out there hoping for something a bit more hardcore, and this game may not be for them. Some of the finer points of sub combat are left out, for example, the towed sonar array on your sub is completely abstracted. Cold Waters is all about getting you into the action rapidly and often. Once in the thick of things, even the relatively simple mechanics will keep any player quite busy. Between maneuvering the sub, tracking enemy contacts, dodging torpedoes, and managing repair priorities, you will have white knuckles in no time.




What makes me enjoy and want to recommend Cold Waters is how it gives you a sense of being in The Hunt for Red October or similar fiction. Sometimes a scenario will play out simply, with you firing a weapon, destroying the target at range, and then skulking off into the sea. However, other times the battle can turn into a chaotic mess, with your sub maneuvering right next to an enemy sub, looking to get a perfect shot off while dodging torpedoes. In these moments the game really shines, as the simple controls let you stay hooked into the action. 

Killerfish Games are already busy improving the game, with a couple of patches out that have fixed several minor issues and added a couple of quality of life features. They promise to eventually add in voiced lines and a matching set of Soviet scenarios and campaigns. Extensive modding support is also on the agenda, so those looking for a more hardcore experience may need only wait for a mod or two to change things up.

At $40, I think Cold Waters is reasonably priced for being such a niche game. There simply aren't many games like this out there, and this is a very solid title with some more improvements on the way. I give it a strong recommendation for anyone looking for a fun submarine combat sim.

- Joe Beard

Official Site: http://killerfishgames.com/games/cold-waters

Cold Waters is available on Steam for PC and Mac


I'm coming to you from a classified location, somewhere under the frigid waters of the North Atlantic. The Cold War has gone hot, b...

Cold Waters - Review in Progress Cold Waters - Review in Progress

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Cold War




I'm coming to you from a classified location, somewhere under the frigid waters of the North Atlantic. The Cold War has gone hot, but there's nothing warm about this particular theater of operations. Cold Waters, the just released title from Killerfish Games, has you as the captain aboard one of several different submarines, lurking about looking for prey in a dynamic full scale war environment. 


I did not get a review copy until the day of the game release, and I have not had enough game time to reach a final verdict before setting off on a full-fledged family road trip tomorrow. So I thought I would at least give some first impressions on the game since I know a lot of people are interested in it. Such games as this are few and far between, but there is definitely an audience out there looking for their next chance to fire off a few torpedoes into unsuspecting vessels.



So, is this a technical simulation requiring hours of study to even know what is going on (I'm looking at you Dangerous Waters) or is it an arcade style combat game focused on blowing stuff up? Cold Waters manages to tick all of the naval lingo boxes you could hope for, while being startlingly simple to jump right in to. This will probably make it ideal for most players looking for some Cold War naval action, while perhaps not meshing with a few gamers on the extremes of that spectrum.

The sub battles can sometimes turn into real knife-fights.

On the one hand, to play the game effectively you will need to understand and manage active/passive sonar, what cavitating is (and what depths/speeds it occurs at), steering your sub using speed/rudders/flaps/ballast at the same time, weapon loadout, planning your attack as well as your escape, dealing with upwards of a half-dozen or more torpedoes in the water simultaneously (yours and theirs), and how to use the thermal layer to your advantage.  

On the other hand, the game is played entirely with a third-person view of your sub. Looking about in the crystal clear waters, you will be able to watch enemy torpedoes coming in as you try to dodge them. This can feel a bit like cheating at times, since you can even jump the camera to one of your wire-guided torpedoes and steer it into an enemy sub. That said, the situation often becomes complex enough that you need all the help you can get. Targeting and firing your torpedoes feels a bit too simple compared to the likes of Silent Hunter 3 and its kin, since you simply look at the map and click where you want the torpedo to go. However, you do still need to be pointing in the correct direction to fire off the shot. You can also jam your tubes if you try firing while maneuvering too sharply.


I'll save a more detailed discussion for my full review, but my current thinking is that if the above paragraphs didn't dissuade you, and you are looking for some sub simming action, then Cold Waters is definitely worth taking a close look at. The missions and campaigns quickly get you into the action, but then you will usually need some real strategy and planning to accomplish your goals and live to tell the tale. That escaping alive part is really the crux of the game. More than a few times I got my crew killed by firing off my weaponry, then lingering about since I had not thought that far ahead. Anti-submarine aircraft are usually swarming above, just waiting for you to reveal yourself, and then the hunt is on. Run too hard and you may run smack-dab into an enemy sub that was patiently waiting for you in silence. Once the enemy torpedoes start closing in, the tension level ramps up to white-knuckle levels. 

Look for my full review and a gameplay video in about a week.


- Joe Beard

Official Website: http://killerfishgames.com/games/cold-waters









Flashpoint Campaigns: Red Storm Players Edition & Reforged DLC Review   I purchased Flashpoint Campaigns: Red Storm not...

Flashpoint Campaigns and Reforged DLC Review Flashpoint Campaigns and Reforged DLC Review

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

Cold War

Flashpoint Campaigns: Red Storm Players Edition & Reforged DLC Review



I purchased Flashpoint Campaigns: Red Storm not long after it was first released. Though I'm not normally into modern warfare, I am massively into the WEGO mechanic. For those unfamiliar with this term, I'll explain. For years, most wargames followed the IGO/UGO mechanic, mainly because [pre digital wargames] IGO/UGO was the only way to be able to play a wargame between two players. Though some games did vary it a bit with initiative and impulses, on the whole one player moved/fired etc and then the other player would do likewise, hence I GO - U GO.  

However, wargames on a computer opened up whole new possibilities when it came down to wargame mechanics. So, we saw wargames played out in 'realtime' where the clock kept going and players (or yourself and the AI) simultaneously made their move; games like Close Combat followed this path. Also you still had wargames using the old IGO/UGO mechanic right up to this day.  In fact, it's still the most used mechanic. Then, along came Combat Mission with its WEGO mechanic. Here you and your opponent, be it another player or the AI, plot your moves and once happy and you've both clicked for the next turn the game would then, like a movie clip, play out in front of you for 1 minute as you watch, biting your finger nails, your pixeltruppen follow your plotted moves.

I fell in love with this mechanic there and then. I loved the tension it creates, plus in Combat Mission you could replay the turn as often as you like from all angles, so you'd never miss out on any action, unlike realtime games where you could miss out on all sorts as you're dealing with something across the map. So from then on, any game using the WEGO mechanic instantly gets my attention. IGO/UGO at lower scales feels a bit forced, REALTIME too fast and can end up a clickfest, where as WEGO fits the bill perfectly. This is why I purchased Flashpoint Campaigns: Red Storm. A purchase I certainly don't regret.



Flashpoint Campaigns: Red Storm is set during the Nineteen Eighties and the Cold War has gone HOT! The game is kind of a sequel, but more a major upgrade of a previous game called Flashpoint Germany, a wargame published by Matrix back in 2005 (whose scenarios became Red Storms DLC. See later in the review). The game features 20+ scenarios, in which you can play as either the NATO side, whose forces consist of USA, UK and West German, or play as the WARSAW pact  commander Soviet forces. Plus there are four campaigns, that's right FOUR campaigns, giving you the chance to play as one of the NATO nations or as the Soviets. In the campaign you have a 'core' force which gets carried over from one mission to the next, getting repaired and replenished between each scenario. You also get 20+ maps of central Europe, mainly focused on Germany and based on real world data.



 As mentioned at the beginning, the turn mechanic is WEGO with a very clever twist. The turn length all depends on your nations command, control and communication ratings which can be affected by electronic warfare and casualties. This is called your command loop and a major feature of the game is to get in your enemy's command loop, which means you can react more quickly, as you get the chance to issue more orders than the enemy.

NATO has the upper hand from the get go here. So, for instance, you as the NATO player have a 12 minute loop; this means twelve minutes of game time will move forward until you get the chance to issue orders again. Now, at the same time, the WARSAW pact player may have a 30 minute command loop and so has to wait thirty minutes. This means the NATO player has had two opportunities to move before the WARSAW pact player gets his second chance. As I'm sure you can see, over the many hours a scenario usually plays out in, this can have a massive effect on the outcome. Nail biting stuff!



The game has an extensive TOE for all sides based on their real life eighties counterparts. Add in dynamic weather, counter battery fire, air strikes, helicopters, mines, fortifications, obstacles, recon units, active FOW and NBC unit capability. Now why have NBC capability? I'll tell you why, not only does it have chemical weapons, there are also tactical NUKES!! That's right Nukes! Sounds like overkill..well I'll tell you this, the first time I nuked I still lost!!


I found the UI to be very good indeed. The player has lots of info at his fingertips and issuing orders is straight forward. The game has lots of player options that can affect the actual game and its difficulty or let you change the colour of things, like fire lines and unit highlight box etc etc. It's all well thought out and you can see the devs have really given some thought about the UI and what different players may want and so have given you the tools to change certain things to fit your taste. In fact, going further, the game is also mod friendly and if you check the forums you'll find lots of mods and user made scenarios out there, even ones set during WW2 or the swinging sixties! At the end of a scenario you get an AAR which breaks down how each unit performed, as well as issuing out awards to those units that stood out during the battle. I love this kind of immersion\chrome.

Now I loved the game and not that long ago to coincide with the release of its DLC a huge update came out upgrading the game to 'The Players Edition'. This update improved all aspects of the game and is the version you'll purchase if you buy the game today (It's actually just had another major update which adds a host of new features for instance a new Intel Map screen). Now I do have some quibbles with the game. I've always been suspicious of how units can spot and shoot each other across city hexes, plus I find at times Infantry could be a bit more difficult to kill, though it's a lot better in this respect than many other wargames out there where infantry are just endless canon fodder. Some of the issues raised in the forums will, the developers say, be ironed out in the next game/expansion in the series, Southern Front. Southern Front will, as the title suggests, cover the fighting further south. There is also talk of a WW2 game (yes please) at some point in the future.



I truly feel Flashpoint Campaigns: Red Storm will go down in wargame history as a classic of its time. I have no hesitation recommending it to all wargamers. So go read the forums and make that purchase!



As mentioned further back Flashpoint Campaigns: Red Storm has a daddy and the daddy was called Flashpoint Germany. Red Storm is bigger and better than its father but the scenarios its daddy packed where just too good not to upgrade with all the bells and whistles Red Storm can bring to the table. So to rectify this along comes Flashpoint Campaigns: Germany Reforged




The expansion includes 17 new scenarios plus 43 different variations with the original Flashpoint Germany maps totally redone for Red Storm. Not only do you get the four maps from Flashpoint Germany, you also get a brand new, extra large, map 'Eiterberg' - it's nearly twice as big as all other maps, so the player can create some huge battles.





If you love Flashpoint Campaigns: Red Storm then buying the expansion Flashpoint Campaigns: Germany Reforged is a no brainer.
  
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