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Petersburg by Wargame Design Studio and John Tiller Software   Petersburg; the name calls to mind the beginn...

Petersburg by Wargame Design Studio and John Tiller Software Petersburg by Wargame Design Studio and John Tiller Software

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


by










 
Petersburg; the name calls to mind the beginning of trench warfare. Although in actual fact, the troops on both sides had been using anything to dig themselves in for most of the war. It seems strange that no generals in WWI studied this campaign. The Battle of the Crater is usually, and sometimes the only part of the long siege like campaign that is written about. Taking a page out of the history books, some Union generals decided to dig a mine and blow up some of the Confederate works. The mine itself actually worked perfectly. The problem was the African-American U.S. troops that were trained and ready for the attack were exchanged for other troops right before the attack (this was for political reasons). The attack ended in a debacle for the Union troops. Once again I have babbled on. So, let us now talk about the game. Let's look at the game's contents:


Scenarios

  • 195 scenarios are included, and all can be played as either side, against the A/I or other human challengers. And 31 of these scenarios have been specifically designed to be played against the A/I, for a greater challenge for those players that are more experienced.
  • Most scenarios can be played against the A/I in a single day, yet others may take several days to complete, or even weeks. Just save, and continue later at your own pace.
  • For more fun, challenge another human, and play either face to face, or PBEM (Play by email)
  • Battles include: the assaults on Petersburg in June, Ream’s Station, the Crater, Globe Tavern, Peebles Farm, Burgess Mill, Hatcher’s Run, Fort Stedman, White Oak Road, Dinwiddie Court House, Five Forks, and the final battles leading to and including Appomattox Court House.
  • Fight in normal conditions, or face you enemy using the added weather feature.
  • 3 campaigns are included. The early Petersburg battles, the later Petersburg battles, and the Appomattox Campaign battles.

A Shot Of The Battle Of The Crater


Features and Enhancements

  • All NEW graphics:
    • 3D hand drawn maps, and new 3D units, with individualized regimental flags.
    • Colorized leaders and unit files.
    • Traditional and refreshed B/W files are also an option.
    • New and improved 2D graphics, for both maps and units.
  • Scenario and Campaign editor: Build new, or improve existing battles and campaigns.
  • Many “What If” battles and maps, both large and small. Including the massive Petersburg Master map.
  • Added the Extreme Fog of War optional rule.
  • Greatly expanded and redesigned the Standard game engine Toolbar.
  • A true, large (4X) 2D map view.
  • Implemented dozens of new hot keys.


 This game finishes the series of John Tillers Civil Wars Battles. This game was the first game that was built from the ground up with all of the enhancements that Wargame Design Studio is bringing to the other battles (they are also updating some of the other John Tiller game series). The most striking feature of the enhanced games is their graphics. Many people have complained about the graphics bring dated in Tillers games, not really taking into account that some of them are almost twenty years old. Well, there should be no more complaints. You will even be able to see regimental flags when zoomed in. The next largest change is a toolbar that is twice the size and is color coded. For us old timers we can change it to the old toolbar if we choose. 

See The New Toolbar

 The scenarios are almost two hundred in number. There are many variations of the same scenarios. This is because the scenarios are all made with different play in mind. There are some meant to be played as one side or the other against the AI (this was another part of the games that had gamers wailing). Other scenarios are slightly historically changed or different in some way. The scenarios that were built to be played against the AI are very well done and more than a test for the solitaire player. There are also three different campaigns that the player can avail himself of. These are the same branching kind that we Tiller groupies are used to. There are new rules that include spiking guns, etc.

One Of The Closer Zoom Levels

 While it almost makes one sad that the series is finally complete, in other ways it gives me a glad feeling, especially for the fact that I was able to see it come to fruition and be on the right side of the grass. Unfortunately there is no PC demo of the Civil War Battles. There is, however, a free app for them that can be played on Android and other platforms. This will give a newbie a chance to see the system. 





 Thank you very much John Tiller Software and Wargame Design Studio for allowing me to review this excellent end to an excellent series. Especially now that they have all been worked on, and are new and shiny, by Wargame Design Studio.

 This is a list of the enhancements to the older series games, followed by a link to the updates:

For all that are wondering, here is what is included in these updates;

    Implemented Settings > Alternative Unit Symbols.
    Introduced the new Variable, Asymmetric, Turn-Based Victory Points System. [Available, but not really used yet.]
    Standardized weapon and movement values. Soon to be rolled out across prior and future titles
    Auto Defensive Fire has been adjusted so that artillery is set at "Min." This change will enhance play against the A/I, and will help conserve overall artillery ammunition supply levels. This setting can be changed by using the following hot key: Alt + F, or look under the A/I window during gameplay.
    Added to the Manuals Folder: Standard Toolbar Reference Guide
    Made the on-map elevation/coordinates/terrainmod font sizes a step smaller.
    Tweaked the in-game weapon descriptions.
    Fixed a damaged bridge crossing bug.
    Fixed a word-wrap bug in cp_start.exe.
    Implemented a true, large (4X) 2D map view, the new 2D Normal View, aka Zoom2D100. (Unlike before, where the largest 2D map view was achieved via software auto-magnification.)
    Greatly expanded and redesigned the Standard game engine Toolbar, now with 70 buttons. (The Classic Toolbar is retained.)
    Implemented: Settings > Toolbar > None/Classic Small/Classic Large/Standard Small/Standard Medium/Standard Large.
    Implemented dozens of new hot keys. Just about every menu option and game feature has been assigned a hot key. (This necessitated a number of hot key reassignments.)
    Hot keys are now documented in-game, in the menus, in the Status Bar and in Toolbar button tooltips.
    Reorganized the files and folders, such that everything is not stored in one big heap in the top-level game folder, rather is stored by file type and purpose in an expanded file folder hierarchy.
    Implemented a full-featured logging system, to aid in code development, debugging, and user support, among other purposes.
    Added the Extreme Fog of War optional rule. When Extreme Fog of War is in effect, the Visibility highlight only displays from friendly occupied hexes.  Also, for enemy units in obscuring terrain (e.g., Forest), enemy force counts will only display as XXX instead of, for example, 3XX.
    For artillery (and with the Manual Defensive Fire option toggled OFF), changed the Auto Defensive Fire default value from Max to Min.
    Implemented: Settings > Hex Highlights > Hex Outlines/Hex Shading.
    Implemented: Settings > Map Contours > Colors.../Widths...
    Implemented: Settings > Hand-Drawn 3D Map.
    Implemented: Settings > Unit/Leader Boxes > Color/No Color.
    Implemented: View > Map Elevation/Map Coordinates/Map Combat Modifiers.
    Implemented: View > 2D Map Slopes.
    New 3D hand-painted maps including settings toggle
    New 3D units (with customized regimental flags, etc.)
    New 2D terrain graphics
    Changed the brigade combat colors to display on counter edge (not on counter face).
    2D counter redesign including all counter symbology
    New unit card colorization for all formations including leaders (includes refreshed B&W images)
    Standardized naming in OOB's to be rolled out across prior and future titles


http://www.johntillersoftware.com/CivilWarBattles.html


Robert


 

Hello all! I took a break from gaming the last few months and explored some other hobbies. The one I settled on is something I've ...

Introducing: The Great Endeavors Podcast Introducing: The Great Endeavors Podcast

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





Hello all! I took a break from gaming the last few months and explored some other hobbies. The one I settled on is something I've wanted to do for a long time: host a history podcast. I couldn't decide on just one topic to cover, and so I started a show called The Great Endeavors, which will cover many of the amazing moments in human history in which people overcame impossible odds, advanced technology beyond what was thought possible, and explored the unknown. Each season of the show covers a new topic, and for the first season I chose to tell the story of the Space Race. If you're a fan of history podcasts, please give it a shot! 

iTunes

Spotify

RSS Feed

Website (Very much a work in progress)


The first three episodes, if you would like to listen right away:











If you have any questions or comments, please send them my way. The podcast is available on just about every podcast distributor I could find. If I'm not on your preferred podcast feed please let me know and I will get it added. Thanks!

- Joe Beard

Freedom - the Underground Railroad gives 1-4 players the opportunity to become abolitionists in the fight against slavery in 19th centur...

Freedom The Underground Railroad Freedom The Underground Railroad

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


Freedom - the Underground Railroad gives 1-4 players the opportunity to become abolitionists in the fight against slavery in 19th century America.  Loosely, it is a cooperative, pick-up-and-deliver game that not only presents players with a satisfying movement puzzle during each round; it does so wrapped up in a surprisingly elegant ruleset that takes under 10 minutes to teach.

One of the enduring images in my brain from my childhood schooling was the famous Brooke's slave ship diagram. The horrors of such an Atlantic crossing are unimaginable and the slaves' subsequent lives in America, unbearable to consider. However, in this game, all players are working together to help your cubes/slaves escape into Canada and freedom.

You can watch my unboxing video below, apologies for the rambling discussion prior to opening the box. Skip to 2:43 to actually get to the box opening.

Gameplay

The games plays out over 8 rounds in which players have to move slave cubes along 'the railroad' of interconnected cities whilst avoiding the slave catchers.  Each round has five phases, three of which are purely mechanical with no decision points. In the other two, the Planning and Action Phases, players are deciding which tokens to purchase from the intentionally-very-limited supply (Planning Phase), and which slave cubes to move and where (Action Phase).
Players start with 8 money. The Conductor's ability is almost essential.
The Planning and Action Phase are bookended by a beginning Slave Catcher Phase which consists of rolling 2 unique d6 to determine slave catcher movement, and the final phases in a round of the Slave Market phase and Lantern Phase, The Slave Market Phase hopefully fill up the plantations with slaves. I say hopefully because if there is no space on the plantation then slaves in the market are lost.  Losing slaves is inevitable in this game and even though it is a game and the number of lost slaves is a primary victory condition, it didn't feel nice to move those cubes into the 'slave lost' box at all. I have, however, no objection to the mechanic and it very abstractly reflects the brutal reality of the slaves' existence.

Each player also has a role with once-per-round special power and one ability that can be used once per game. The roles are all anti-slavery abolitionists and reflect the history of the actual underground railroad's terminology. The historical aspect of many Academy Games' games keeps me coming back to them, and the treatment of slavery in this is a fun way to learn about important history that still has ripples in modern society.
Halfway through a solo game. Not many slaves escaped so far...
I lost.
The game is challenging no matter what player-count and victory is never guaranteed. In all my plays of this game, the first 2 or 3 rounds pass as just a satisfying yet achievable optimisation puzzle trying to avoid the slave catchers and you are able to lose few slaves. New players could be fooled into thinking this is an easy game.  The last few rounds, however, are anything but easy. You ruthlessly may have to knowingly sacrifice one slave to save 2 or more from the slave catchers and inevitably there is not enough room on the plantations after the slave market.

If I haven't lost the game before turn 8 (I'd like to think my win ratio has been about 30%, but it's probably lower) then it is always a neck and neck race to save the required number of slaves whilst avoiding the game-ending slave-lost number.  The required victory conditions are different for every player count and the gameplay, in terms of difficulty, feels similar at all player counts. The game is finely balanced, players never romp to victory and the game engine is especially threatening from the mid-game onwards.
4 Player endgame ... we lost
The most unique aspect of this game, for me, is the manner in which the slave catchers move. A random Slave Catcher movement will happen at the beginning of every turn and if they ever land on a space containing a run-away slave then the slave is returned to the slave market. However, as slaves move northwards they may cause certain slave catchers to move one space along a predetermined path. This mechanism is an elegant yet difficult puzzle and really makes this game stand out.  It doesn't sound difficult on paper but you are forced to consider multiple moves ahead (no easy feat) to see which and when slaves should move.
A beautiful yet fiendish puzzle. You're going to lose slaves.

Components

Any 'elegant' game should have few rules, right? Well, this is just 8 pages which includes setup. The rules are excellently written, and after one or two rounds of your first game (20 minutes or so) all players will have seen and understood all the gameplay mechanics. There was only one edge-case which wasn't immediately resolved by turning to the rule book - regarding Northern fundraising, if you're interested.

The graphic design is fairly simple yet sympathetic to the period and theme of the game. The icons are all intuitive and the components themselves, I would imagine, lend themselves well to any sight-impaired gamer.

The board, tokens and components are all of an excellent quality and I found absolutely nothing to criticise production of this game.

Criticisms

The history geek inside me would have liked to have seen more historical 'fluff' on the cards and the board. Most cards have two or three lines of fluff at the bottom which wasn't satisfying enough for me. However, I do appreciate the design of the components and adding more text would have been detrimental to the look of the game.  You do get 2 pages of history in the rule book but not many gamers at game night are going to be exposed to that. 

The only negative aspect of this game for me, and this is purely subjective, is that it is a fully co-operative game. Although I have had fun playing this with a group, (it does play a bit long with a full complement of players) I prefer competitive games when playing multiplayer. Hence, I prefer to play this game solo, for the head-space. As with most co-ops, the solo rules are no different from the standard game and you can either play multiple characters or play in true solo mode (which is, in my opinion, harder and more satisfying) where you only play with one abolitionist.
Did I say you want to  have the Conductor in your team?

Conclusion

Slavery is not an easy topic to make into a game but it has been done excellently here. I would go so far as to say that this is one of my favourite solo games at the moment. If I don't have the time or energy for Mage Knight or a solo wargame and no other players around, then this is currently my go-to game. I can complete a solo game in approximately 50 minutes and the slave-catcher movement puzzle is rewarding.
Clear and short rulebook
I wasn't expecting the game to be as light as it is, but this doesn't detract anything from the gameplay which is simple yet still satisfying. The side-effect of being exposed to important history, events and people of the 'railroad' is gratefully received, and will hopefully serve me in good stead for pub-quizzes. 

I would recommend this to any person, whether they're a gamer or not, as either:  a fun game, an introduction to unique mechanics, an educational tool, a first step into cooperative board games, a challenging optimisation puzzle, an simple exploration of the Trolley Problem (apt no?) or a great solo game. It ticks all of those boxes.

Thanks to Academy Games for sending this review copy.

Publisher: Academy Games
Website: https://www.academygames.com/pages/freedom
Players: 1-4
Designer: Brian Mayer
Playing time: 1-2 hours

BATALJ is a simultaneous turn-based tactical game about 1v1 combat with each player leading their own custom built team of units. ...

BATALJ BATALJ

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







BATALJ is a simultaneous turn-based tactical game about 1v1 combat with each player leading their own custom built team of units. The title is the first game from studio Fall Damage and shows a lot of promise, but may need some more work to be given a full recommendation. 

BATALJ features combat that in some ways resembles the new XCOM games, where each of your units can move and do one action each turn. The twist is that each player chooses the movement and actions of each of their units in secret, and then once both players hit go, the action plays out. The units do not act all at once, however, instead they go in a specific order that is known to the players while choosing moves. This opens up some serious strategy calculations. Do you go for the sure kill, knowing your units can act before their hapless victim gets a chance to escape? Or do you try to predict your opponent's actions, hitting them where they least expect it? Of course, you might be totally wrong, and watch helplessly as your units whiff at empty air. You also need to think about future turns when making your choices. Different actions incur different amounts of delay, which is what makes the overall unit order get rearranged each turn.




 All of this action takes place in one of several small arenas, with three objective locations that the players must fight over. If you end a turn with more locations in your control, you get a point. 5 points wins the match. A location can be contested by both players, which means no one gets control of that spot. The really interesting thing to me was that control of more objectives only ever gives you one point. So, if you have control of one objective, and no one controls the others, you get one point. If you control two or even all three of the locations, you still only get one point. This creates the opportunity for a variety of strategies. You can try to use fast units to spread out and have a presence across the board, or you can move your units in a blob and try to crush whatever resistance they encounter, or a hundred other approaches in between. Each side gets some reinforcements at specific intervals, and depending on how the battle is going you might want to bring in a healer to fix up your hero, or a unit to counter whatever strategy the enemy is using. Everything, of course, depends on what units you have and what the enemy has. Being a novice, I just picked a variety of units and then figured out a strategy as I went!


There are three different factions of units in the game, each with a different theme and set of heroes. There is a default squad for each faction, but the real tinkering fun comes from assembling your own squads and thinking about how different units could work together to create some serious combat synergy. In my relatively brief time with the game I did not get into the nitty gritty details, but I did play several matches and studied the various abilities available to each unit. Each faction has a half dozen or so different unit types, and each of those units has its own set of two to four possible actions it can take during a turn. Many units also have passive buffs that shape their role on the battlefield. If you are a fan of MOBA's you will immediately feel comfortable with this aspect of the game. Most units have some kind of basic attack, and then either more powerful attacks or support type abilities. There are units to heal, units to take out an enemy's armor, units that can cloak, some that can fly, some have area denial weapons while others focus a ton of damage on one target. There is a lot of variety here and simply exploring what the various units are capable of will take some time.


So, it might sound like I have nothing bad to say about this game, but, unfortunately, we are about to get to that part. The actual gameplay is very solid, the problem is that you might have a hard time finding an opponent. BATALJ is meant to be a competitive game, focused on 1v1 matches between human players. The game has some lovely stat screens and battle logs, and promises that ranked play is on the way. However, it isn't clear whether the player base is there to support it. I was able to find several matches via the automatic matchmaking, but at times I was stuck waiting for a while with no opponent to be found. The forums aren't very busy, and Steam Charts shows that only a handful of people are playing at any given time. Normally, I wouldn't knock a game for having a small player population (some of my favorite games over the years are pretty obscure), but in this case, if you don't have a reliable supply of opponents, you can't really play the game. There is no single player mode to speak of. There is a tutorial against some bots, which I found enjoyable the first time through, but after that you have to go online.


I really, really hope the game finds a player base, because the developers seem enthusiastic and responsive to player concerns. Perhaps a few more updates and greater awareness will draw people into the game, but I fear it might be a tough sell without any kind of single player gameplay. Another option would be adding asynchronous matches as seen in Frozen Synapse. That would make it a lot easier to find and play a match, even with relatively few players out there. 


As it stands, I would like to recommend this game, but can only do so with the massive caveat that this is an online only game with a very small player base, which may or may not be around in a couple months. I hope this doesn't discourage the developers, because they clearly put in a lot of work into this and released a game that is fun to play and looks great. Hopefully they can find a path forward that will bring in the player base that this game needs. 


BATALJ is available on Steam
Developer/Publisher: Fall Damage


- Joe Beard
hpssims.com