First Look at the Upcoming 'Fire and Rubble' the First Module for Combat Mission Red Thunder Th...

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First Look at the Upcoming 'Fire and Rubble' the First Module for Combat Mission Red Thunder
Interview with Scott H. Moore Designer of 'This War Without an Enemy' Released by Nuts! Publishing Ple...

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Interview with Scott H. Moore designer of This War Without an Enemy released by Nuts Publishing
Interview with Scott H. Moore
The card decks: I decided early on in the design process to have a separate deck for each player. As a civil war, both sides in the ECW were very similar to each other in many ways, so I wanted to tease out the differences – and introduce more asymmetry to the game – with specific event cards. There are too few cards in total for the player decks to be further split into early, mid and late war decks, and so I introduced a mechanism for adding and retiring cards from each deck. The cards in most card-driven block games provide either points to spend or, more rarely, an event. In TWWE, most cards have both. This allowed me to balance the cards and avoid the possibility of a player having an inherently good or bad hand of cards. Each card either provides a lot of points (4) to spend on movement and/or recruiting; fewer points (2) but a strong event; or something in between (3 points and a weaker event).
Assaults and sieges: although the battles during the ECW are far better known than the sieges, it was the latter that were more important for the outcome of the war. Victory in TWWE is mainly determined by capturing cities, and so the rules around this needed to be well thought out. You can take a city through storming (assault), which is risky but can be quick, or through a siege (blockade), which is slow but sure. The mechanism for storming is similar to that for a battle, but artillery plays a more important role – if you breach the walls using artillery (or Mining via an event) then the city provides a much less significant defensive bonus. Sieges are resolved by rolling a die and consulting a table – this determines any attrition for the defender and eventual surrender. Ports can hold out longer than inland cities and can be reinforced by sea.
The Battle Mat and battle resolution: this has probably been the most popular part of the game. Although I retained the basic mechanism from other block games, I added more historical chrome and more player decision-making (in most block games, the only significant decision during battles is if and when to retreat blocks). The Battle Mat is essentially a player aid that makes battles easy to resolve despite the increased complexity. There are specific rules for artillery and cavalry blocks that replicate their role on the mid-17th century battlefield (yes, Prince Rupert’s cavalry can end up pursuing their opponents off the battle field!). When it comes to infantry blocks, a player must decide every round whether to fire at a distance with the muskets (which is less effective but happens early on in the round) or engage at close quarters with the pikes (more effective but take place at the end of the round). I believe this extra set of decision points makes battles them much more interesting for players.
Thank you
Robert
Panzer Corps 2 is just over the horizon! The long awaited sequel to one of Slitherine's biggest titles comes out ...

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Panzer Corps 2 - First Look Video and Open Beta for Field Marshal Pre-Orders

Panzer Corps 2 is just over the horizon! The long awaited sequel to one of Slitherine's biggest titles comes out March 19th, and you can see a bit of gameplay in my video below. If you want to play the game yourself, then you are in luck. Those who pre-order the Field Marshal edition (includes first two DLC and other goodies) will have access to a similar beta version from Feb. 18th to the 20th. So if you loved the first game, go ahead and hop in, this one looks to be a winner no doubt. If you're curious, check out my video and others.
Tornio '44 by Miku Games This is totally new ground for me. I knew that Finland had in 1944 concluded a peace...

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Tornio '44 by Miku Games
Tornio '44
[1] Player 1: Initial Phase:
1a: Determine the Weather [12.0] (in each Player Turn) (not in Game Turn 1A);
1b: Check the Supply status [13.0] (not in Game Turn 1A);
1c: Remove or Reduce Broken Levels, if in supply [23.1];
1d: Place Nationality markers [8.1];
1e: German Player Turn: Attempt Demolitions [15.0].
[2] Player 1: Movement Phase:
2a: Reinforcements may arrive - see OOB Card [16.2];
2b: Move any number of units [17.0]; - Overruns are allowed [19.0].
[3] Player 1: Combat Phase:
3a: Resolve any Air Strike [20.0] (not in Game Turn 1A);
3b: Resolve Attacker Indirect Fire Support [21.0];
3c: Resolve Defender Indirect Fire Support [21.0];
3d: Resolve all Combat [22.0].
4a: Move any number of Combat Units half MF - not in combat or enemy ZOC [25.0];
- Overruns are allowed [19.0].
Player 2: Repeat all Phases [1]—[4] above (play all Phases & sub-phases) and proceed to 6.1.2 Nighttime (B) Game Turn.
NIGHTTIME (B) GAME TURN [27.0]:6.1.2
[0] Initiative Check: Determine which player has the first Player Turn (as Player 1) & reset the VP Diff. marker [29.3].
[1] Player 1: Initial Phase:
1a: Remove or Reduce Broken Levels, if in supply [23.1];
1b: Place Nationality markers [8.1];
1c: Place 1 RP on an unbroken Combat Unit on a road or railroad hex [14.0];
1d: German Player Turn: Attempt Demolitions (with at least -1 DRM) [15.0 & 27.3].
[2] Player 1: Movement Phase:
2a: German Player Turn: Reinforcements may arrive - see OOB Card [16.2];
2b: Move any number of units half MF. Restricted Road Bonus [17.0, 27.1 & 27.3].
[3] Player 1: Combat Phase:
3a: Resolve Attacker Indirect Fire Support (with at least -1 DRM) [21.0 & 27.3];
3b: Resolve Defender Indirect Fire Support (with at least -1 DRM) [21.0 & 27.3];
3c: Resolve all Combat (subtract at least 1 odds ratio) [22.0 & 27.2].
Player 2: Repeat all Phases [1]—[3] above (play all Phases & sub-phases) and proceed to 6.1.1 Daytime (A) Game Turn.
This is from the designer notes:
"The rules are fairly mainstream. The most unique feature is the combat mechanism. I wanted to create something that did not have a standard Combat Results Table, but Instead gives the owning player more freedom in how to take his losses. The game focuses almost solely on combat actions. I wanted to include a feature where units could be both physically and psychologically exhausted, but only for a short period of time. The bizarre rule about the alcohol depots is used since they played a major role in the battle."
As you may have noticed, each player does a weather check. This is because the weather can change so quickly in the area. It is possible that the Germans used the alcohol depots historically, as they are used in the game. It is more like a rule that you would find in an RPG, but it happened historically and adds a little color to the game. The Germans are trying to skedaddle it out of Finland to get to Norway. The Soviets expected the Finns to actually capture the Germans before they got away. The Finnish troops need to capture both the bridges at Kemi intact. The German Player will be trying to blow both those bridges. Victory points are awarded for both Victory Hex Points and German losses, as well as exiting from the map. The historical Summary says this:
"Who won? Both sides failed in their objectives as the Finns failed to take the bridges at Kemi in one piece and the Germans failed to push back the Finns from the Tornio area and open up the road to the north."
If you have a very good game, and the action portrayed has never been in a game before, you should have a winning combination. Now, unfortunately, for the bad news. It looks like Miku Games will be closing up shop at the end on 2020. I really wish that this was not the case and that we would see many more games from them. The designer/developer/artist Mikael "Miku" Grönroos brought four games to the wargaming community. Tornio '44 was apparently and unfortunately the last one. I would love to have been able to have gotten my hands on one or all of the other three games he did on Finland from 1939 to the end of the Second World War. I wish it was possible for him to connect with another gaming company to re-release his games, and possibly design a few more. Thank you, Miku Games, very much for not only letting me review this very good game, but also for teaching me some new things along the way.
Miku Games:
https://mikugames.com/
Robert
Heart of Leviathan Wave 1 Expansion by imageStudios I did a review of the game (link will be at the ...

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Heart of Leviathan: Wave 1 Expansion by imageStudios
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This how the ships came in the game |
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Front and Back of the Ship Command Placard |
Combat Mission Fortress Italy Rome to Victory by Battlefront So, Winston Churchill has made his second gre...

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Combat Mission Fortress Italy: Rome to Victory by Battlefront
Brummbar (mid)
StuG IIIG (late)
StuG IV (early)
StuH 42 (late)
StuH 42 (latest)
Wespe
Hummel
Panther A (late)
Panzer IIIM (flame)
Pz IV J (early)
Tiger I (latest)
Hetzer (late)
JPz IV (late)
Allied (United States, India, Free France, Brazil, and South Africa)
Note: Equipment available will vary with nationality.
M7B1 Priest
M24 Chaffee
M4(105) (early)
M4(105) (mid)
M4A3(76)W (early)
M4A3(76)W (improved)
M10 GMC (late)
M18 GMC
Bofors 40mm SP
Kangaroo (Priest)
Kangaroo (Sherman III)
Churchill Mk V
Churchill Mk VII
Churchill Mk VII Crocodile
Churchill NA75
Churchill AVRE
Sherman IB
Sherman IC Firefly
Sherman IC Firefly Hybrid
Sherman IIA
Sherman VC Firefly
M4 Sherman Crab
Achilles
Archer
Command individual vehicles, teams, and squads
Expansive simulation of "soft factors" such as Morale, Experience, and Leadership
Innovative systems portraying Fog of War, Spotting, Line of Sight, Command & Control, and Objectives
Unmatched realistic physics, ballistics, and battlefield effects
Fight in a wide range of weather and lighting conditions, all of which realistically impact fighting abilities
Unique hybrid system for RealTime or WeGo (turn based) play
Full featured Editor for maps, scenarios, and campaigns
Quick Battle system sets up deliberate or randomized battles based on player specifications
Single player and head to head play, including Play By Email (PBEM)
Supported for the long haul with patches, upgrades, and expansions"
My review of Combat Mission Shock Force 2:
https://www.awargamersneedfulthings.co.uk/2019/02/combat-mission-shock-force-2-by.html#comment-form
Carthage's Other Wars Carthaginian Warfare Outside The 'Punic Wars' Against Rome by Dexter Hoyos ...

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Carthage's Other Wars Carthaginian Warfare Outside The 'Punic Wars' Againt Rome by Dexter Hoyos
The Space 4X, it calls to strategy gamers like a siren song, leading game developer after developer to take a stab at creating ...

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Astra Exodus

The Space 4X, it calls to strategy gamers like a siren song, leading game developer after developer to take a stab at creating "the" definitive space 4X to rule them all. Some games stick to the Master of Orion 2 model and try to further refine it, while others branch out into new directions, but most bill themselves as being something new and innovative. That's practically a necessity in a world where we've seen dozens of new space 4X titles come and go in the past decade. Astra Exodus is taking a bold step by intentionally labeling itself as a "retro-inspired" strategy game that will remind you of the older classics, with a splash of the new, and a hefty dose of pixel art and a color palette that screams 90's fashion. Seriously, this game is not afraid of being colorful.

Now, if you've had your fill of MoO 2 style games over the years and aren't interested in another take on that kind of game, Astra Exodus is probably not going to do anything for you. However, I imagine there is a sizable audience out there that finds the likes of Stellaris and Galactic Civilizations III to be a bit overwhelming, with endless mechanics, charts, and menus to sort through. Maybe you are indeed looking for something very akin to the classics, but with some modern spice in the mix. Astra Exodus may be just the thing for you.
Astra Exodus is a single-player only affair, with two ways to play. There is the standard sandbox mode where you can pick one of 8 different factions and try to dominate the galaxy, or the story campaign where you will lead humanity in their quest to learn more about their past and the exodus from Earth. The campaign serves as something of a tutorial, starting you off with very small maps and weak opponents, and gradually cranking up the heat. Like the majority of 4X games, the story serves well enough as window dressing for the various scenarios, but isn't particularly riveting. The primary draw of the game will of course be the more open sandbox mode.
The mechanics of the game are comfortably familiar. You've got star systems to explore, planets to colonize, ships to design, buildings to construct, technology to be researched, and leaders to be recruited. There are a variety of resources to keep track of, and money to be taxed and spent. Most of this works the way you would expect it to, with a twist here and there. Raising taxes brings in more revenue per turn, but decreases morale which in turn reduces the generation of other resources. You need cold hard cash for a lot of things, including the rushing of new construction. However, you also need all of those various resources to get your war machine up and running. As the population on a planet grows, you can allocate the "units" of population into different tracks, so as to boost the production of food, or speed along construction.
Exploring and colonizing new worlds will bring in more of everything, but high quality worlds are a few and far between. You can research various terraforming projects to make worlds more habitable, but that too comes with a trade-off. One unique mechanic in Astra Exodus is that the tech tree is semi-randomized and split into numerous different fields of study, such as weapons or economics, etc. Within each field, you will have techs available for research, but can only choose one, leaving the other two locked out for the rest of the game. Then you get another three to choose from. While somewhat arbitrary, this limitation is interesting in that it forces you to potentially try new strategies and builds for your empire depending on what options you have available. I like this, as one of the biggest complaints of traditional 4X games is that the tech trees can be very boring and lead to the same choices every match.
I could go on describing more of the mechanics of the game, but like I said, this is a deliberately "retro" take on the 4X, and so most of it is stuff you have seen before. The diplomacy side of things is pretty standard, with the benefit of AI factions that are actually willing to make fair trades with you. This is one way you can get those technologies you missed out on, by swapping with other factions. The internal economics of your empire is pretty standard as well, you build mines to get more metals, high-tech farms to get more food, and so on. The one area where this game really does shine and even do things a bit better than some more contemporary games is the battle system.
Astra Exodus does allow you to design your ships, and in this game there is actually more to it than just jamming the best stats possible into each ship. That's because the combat plays out like an RTS, with range, facing, and the speed of your ships actually making a difference. I always love any game where you get to handle space ships turning to bring undamaged armor to face the enemy, or racing in close to use short-range, but high damage weapons mounted on smaller ships. Astra Exodus has that and it works really well in my experience so far.
The game does have a quite a few issues, though none are major they add up to enough to drag the game down. The UI is clunky in places, requiring more clicks than necessary to get in and out of where you want to be. It's single player only, so you can't have a match with friends. The campaign missions can be a bit of a slog at times. The graphics will certainly not be everyone's cup of tea. Frankly, the $30 price tag is hard to swallow when more other, far more substantial games can be had for about the same price. It's enough that I can't really give the game a recommendation unless it is exactly what you are looking for: a new take on the old style of 4X space games. I think as an iPad game this would be great, but on PC there are just too many other options that have a lot more to offer.
That said, this product is the result of the efforts by Atomic Kaiser, a one-man game studio in Uruguay, and I really don't want to discourage him from continuing game development. Astra Exodus does a lot of things right, it's just that a lot of it has been done before and I'm looking for something different. However, you might be seeking a retro experience, and in that case Astra Exodus is certainly worth a look.
Astra Exodus can be found on the Slitherine store and on Steam.
http://www.astraexodus.com/
- Joe Beard
Richard III and the Battle of Bosworth by Mike Ingram To start with, we must discuss the books title. It is so te...

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Richard III and the Battle of Bosworth by Mike Ingram
Richard III and the Battle of Bosworth
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