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TIGER LEADER BY DAN VERSSEN GAMES What I'm going to say may have started to become a touch familiar, nay repetitive, if you ...
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Tiger Leader
TIGER LEADER
BY DAN VERSSEN GAMES
My one and only slightly adverse criticism of the new edition of U-Boat Leader and its American counterpart Gato Leader was the small size of mounted main gaming board and the fact that DVG then published as an "expansion" a decent sized board for them along with some fairly irrelevant plastic ships. Well, Tiger Leader, which came out a year before them in 2015, hasn't even got that minor blip!
I'd go so far as to say that it is one of my favourite game boards in their series. It's a four-panel, mounted board and fractionally over the standard 22" x 17" folio size that many companies put out as paper maps. In the central play area is a magnificent sepia map of the Ardennes where that last desperate throw of the Third Reich, namely the Battle of The Bulge, took place. Even more amazing is that this map is ultimately purely eye-candy, as once the main "Battle" Phase of the game gets under way, it is overlaid by six generic terrain pieces [in the same fashion as the earlier Thunderbolt/Apache Leader game]. Equally odd is that out of the nine excellent campaigns the game offers, the Bulge isn't included.
How can you leave out the Bulge? [sob]
Ultimately, you will be selecting some of those evocative Tiger tanks, but if you're like me that will be some time in the future, as there are nine Campaigns to choose from starting with Poland 1939, France 1940, Russia, North Africa and Europe 1944. There's nothing to stop you dashing on to those legendary monsters and don't let me stop you. Perhaps it's just my OCD tendency, but I like to work my way gradually through the historical time-line!
Apart from the map section I've already detailed, the two separate Displays provide you with Holding boxes for all those lovely cards, a detailed Sequence of play and enough information to just about cover all aspects of the game without reference to the rule book. This tends to be a good feature of this series, but is for me one of the strongest and most workable examples in those games I possess.
As always the Rule Book is very substantial in quality and detail, following what I've come to recognise as their signature design. First comes the Campaign Set-Up taking you step by step through each process while enumerating all the relevant details about the counters and the cards with carefully labelled and itemised pictures, exactly when needed. Though, in one way, there is more detail here, each step is so easy and straightforward that I've found the process simpler than expected.
Select one of the nine Campaigns and a specific Objective. Each Campaign will tell you the difficulty level, any additional Special Ops points [SOs], the terrain type and the Commander Skill levels and any special features. The Objective card next provides how many SOs you have available to spend on buying units and other resources, the number of weeks the Campaign lasts, Battalion points for randomly selecting the necessary enemy Battalion cards, specific rules modifications to the Campaign and the Evaluation table to determine your level of success at the end.
If you are totally new to the Leader series of games, this may already be making you wonder if this game is for you, all I can say is that it is a very smooth process and reads far more dauntingly than the actual execution of what I'm describing. Though my developed familiarity with the overall systems may have influenced my next statement, I genuinely believe - and I am being as objective as possible - that this game is easier to learn, flows more smoothly overall and plays more quickly. What I have also found is that it is just as easy to lose!
The next step is one that appeals to me. In the previous DVG games I've reviewed your unit and its commander were one and the same. Buy a submarine and you choose one of the cards that represent the vessel and named commander at different levels of ability usually from Recruit to Ace, the same with your planes that were governed by the level of the pilot's skill. In Tiger Leader, the SOs you've been allocated are for buying purely the units that you will use to fight the Campaign - a few more SOs may come your way during the following weeks of fighting - but by and large most of what you buy now will be what you're stuck with as they suffer and get shot up or eliminated.
[Here's a typical combination of a machine-gun team and some transport. They don't have to go together, but the combo allows your vehicle to move your men forward and then both the transport and the infantry can fire. If the infantry are by themselves they can either move or fire, not do both.]
Then you choose, for free, one Commanding officer for each unit. Once again, each of these Commanders do come in six levels of ability. What prevents you just grabbing an Ace for each unit is the Campaign card that designates how many of each level of ability you may choose for up to seven units. For example, the Polish campaign allows you 3 Recruit, 2 Green*, 1 Average and 1 Skilled Commander. You'll notice that one level of Skill is starred. Any units that you buy above seven have to be allocated another of the starred levels. So, if I bought nine units I'd end up with 4 Green Commanders in total. [Tank Commander Dietrich hopefully on his way to Ace status, with all the necessary stats. Notice that, like the images used for units, these aren't photo shots but sketches.]
One of the beneficial Special Condition cards - overall these cards have a balance of positive and negative effects and many of the negative ones can be cancelled by paying SO points.
[ Just one of your likely adversaries, a fairly meaty Infantry Support Battalion. ]
So, it's off to our first Battle of the week and the draw of an Event card which normally will affect only this particular battle.
As with Special Condition cards, about half have good, half bad outcomes. Notice here a very familiar image - one of its earliest manifestations being a stylised version on the 1st edition of the famous Squad Leader game.
Six random tiles are drawn to form the battlefield; you place your units on the bottom row of map hexes and the enemy units' positions are randomly selected by dice rolls in the top two hex rows of the map. Most Battles last five turns. As with previous Leader games, your units that have a Fast Commander will activate first to move and/or shoot, then all the enemy ones and finally all your units with Slow Commanders. A very satisfying, simple chart and a single die roll provides the A.I. for enemy movement.
Here is the set-up of my forces in an early Campaign with a tank, machine-gun unit and transport in the light cover on the left flank and two more tanks on the right flank.
Admittedly there are only small differences between the stats for the tanks, but at the level being focused on I wouldn't expect anything else. Certainly, there is at least and I would say more difference here than between the submarines in U-Boat and Gator Leader. But added to that there is the difference between individual Commanders and between their different Skill levels. So. I would feel safe in saying that the differentiation is not one that is in any way out of line with the other Leader games.
Mutters about the sameness of all the battles, I would strongly refute. I soon learnt that fielding the wrong combination of units against specific Battalions was a quick way to a losing situation. Only one oddity that struck me was that there were limitations on the ability of some of my units to fire/move, but not on similar enemy units - if that bothers you then it's dead easy to give your enemy the same restrictions. However, I felt that the game intended to handle that distinction through the movement limitations produced by the Tactical Displays A.I/. system.
The campaigns are tough, even the Poland 1939 one. As at least one commentator has pointed out, you certainly don't romp through
Here are some of those Polish units
Gary Grigsby's War in the West By 2by3 Games ...
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Gary Grigsby's War In the West with the DLC Operation Torch Review
Every type of air or ground unit that saw combat in the European theater of war is present. Paratroop drops and armored assaults along with amphibious invasions are replicated.
- 1943 Campaign - 3 July 43 to 3 Aug 45 (109 turns)
- 1944 Campaign (May Start) – 11 May 44 to 1 Aug 45 (64 turns)
- 1944 Campaign (D-Day Start) – 30 May 44 to 6 Aug 45 (62 turns)
- Air Campaign – 1 May 44 to 28 May 44 (4 turns)
- Operation Husky – 3 July 44 to 20 August 45 (7 turns)
- Salerno to Rome 43-44 – 9 Sept 43 to 28 June 44 (42 turns/multiplayer only)
- Battleground Italy – 10 July 43 to 4 May 45 (95 turns)
- Breakout and Pursuit – 25 July 44 to 9 Oct 44 (11 turns)
- Westwall – 17 Sept 44 to 10 Dec 44 (12 turns)
- Bulge to the Rhine – 16 Dec 44 to 10 Mar 45 (12 turns)
With the addition of the 'Operation Torch' DLC you gain these scenarios:
- Torch to Tunisia (10 Nov 1942 - 26 Jul 1943 - 37 turns)
- Battle for Tunisia (Feb 1943 – June 1943 – approximately 20 turns)
- Rommel Attacks (Feb 1943 – March 1943 – approximately 6 turns)
- Operation Dragoon (8 Aug 1944 - 18 Sep 1944 - 6 turns)
- Operation Diadem to the Gothic Line (11 May 1944 - 27 Sep 1944 - 20 turns)
- Breaching the Gothic Line (25 Aug 1944 - 4 May 1945 - 36 turns)
- Weakest Link (13 Sep 1944 - 10 Feb 1945 - 20 turns) is an air only campaign covering the attacks on the German oil and fuel industries
- Pointblank Directive 1944 (16 Jun 1943 - 5 Apr 1944 - 42 turns) is an air only campaign covering the early strategic bombing efforts by Bomber Command and the US 8th Air Force
- 1945 Campaign (16 Dec 1944 - 4 Aug 1945 - 33 turns) starts with the Battle of the Bulge and covers the entire western theater of operations.
- The 4th Supreme Command (3 July 1943 - 4 Aug 1945 - 109 turns) is a hypothetical Grand Campaign that assumes Hitler had been assassinated in March 1943, and that the Axis armies were in a better situation in the summer of 1943.
The hypothetical campaign is not that far-fetched. There was actually a bomb on board Hitler's plane on that date; unfortunately it malfunctioned.
For those of us who like to game the Italian campaign it is here in a big way. You can play from the invasion of Sicily to the fight for Rome itself. If you are a battle of the Bulge fanatic it is here also, but be aware that you are running the entire front in western Europe, not just the small area where the Bulge was fought.
As the Allied commander you get to choose where and when you will invade. The game is an empty canvas that you can use to make your own decisions. Playing as the German high command you can decide to fight on the beaches as Rommel wanted, or to gather a huge armored fist off the beaches to throw the allies into the sea, as Rundstedt wanted. As the German player you have no idea of what will happen. You have to try and make educated guesses on what the Allies are going to do.
This is not only a large game it is also a complex one. As the commander for the entire western front you are responsible for not only warfare, but also logistics. There are many things you will want to do each turn, but do you have the resources to pull them off? In complexity it would fit right between 'War in the East' and another Grigsby title 'War in the Pacific'. You can play against the computer, hotseat, or multiplayer. With new updates, the multiplayer options have changed and now include 3 and 4 player games. You can also have 2 player cooperative against the AI.
The audio component of the game is top notch. The obligatory sounds for battle, etc. are great, but where it really shines is the background music. On most games the first thing we do is usually try and shutdown the background music; I've actually played the various .wav files to just listen to them.
To sum it up, the game works as a simulation of land and air combat in the second half of WWII. It is complex, and you will probably be a bit overwhelmed at first. It does come with a manual, over 300 pages long, a living manual ( for all the changes in its many updates), and a players handbook that comes with many one page guides to help you along the way. All of the manuals, etc. have printer friendly versions included. There are also a few videos included to help the newbie along the way.
One other thing we have to discuss is the price. Yes, it is a digital download of $79.99 US for the base game and another $19.99 for the DLC. To put it into perspective, a three hour night out with a friend will run anywhere from $50-100 US or even higher depending upon your taste. This game is going to give you literally hundreds of hours of playing time. It is money well spent.
Robert
Game: Gary Grigsby's War in the West
Developer: 2by3 Games
Distributor: Matrix/Slitherine Games
Date of Review: 11/21/2016
Editor Comment: Go check out our interview of Joel Billings!
Flashpoint Campaigns: Red Storm Players Edition & Reforged DLC Review I purchased Flashpoint Campaigns: Red Storm not...
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Flashpoint Campaigns and Reforged DLC Review
Flashpoint Campaigns: Red Storm Players Edition & Reforged DLC Review
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.
Tabletop Wargames: A Designers and Writers Handbook by R Priestly & J Lambshead A Review First I need to apologise to Pen...
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Tabletop Wargames A Designers and Writers Handbook
Tabletop Wargames: A Designers and Writers Handbook by R Priestly & J Lambshead
A Review
Now onto the book. The authors come with excellent credentials and are easily qualified to write a book like this. R Priestly created the world renowned Warhammer and Warhammer 40K system for Games Workshop. Dr J Lambshead designed the computer wargame Fredrick Foresythe's Fourth Protocol which was the first icon driven game and was also the editor of Games & Puzzles and Wargame News. He has also written a number of books for Games Workshop and Osprey. Finally he is the author of SF&F novels published by Baen Books. So with their experience you know you're in good hands and in this book they share this experience which can only help any of you out there who fancies designing a game yourself or help you with any tinkering or modifications you want to do with a current system.
The book is divided into nine chapters with a References section and finally an Index at the back of the book. The first chapter is an introduction that lasts twelve pages and eases you into the book. The next chapter talks about scale. The scale of a wargame is of vital importance in how the game will play and effects everything. Next comes a chapter on "The Language of Design". This deals with wargame and design jargon for example talks about "LOS" or line of sight. Following this is a chapter called "Alea Iacta Est", the famous line supposedly said by Ceaser, translated "The Die is Cast". So, it doesn't need to much working out to know this chapter deals with Dice and randomness with in a wargame design. Chapter five "Presenting a Games Rules" is self explanatory. How many wargames have you played that have had rules that only an enigma code breaker could decipher? So it's an important aspect of any game design. Also talks about tables, not an actual table like the one you'll be playing on but tables in the rules. Chapter six "Skirmish Games" talks about skirmish wargames. Chapter seven "English as She is Writ" kind of goes hand in hand with chapter five. Again dealing with how to convey your system and rules to the player. Chapter eight "Expanding the Rulebook". This chapter deals with creating expansions to your core rule set. For instance adding new armies etc. The final chapter "Campaigns as Wargames" deals with creating campaigns for your rule system.
The book is full of photographs and is very well written as you'd expect from a book that talks about how to write rules. It's also full of useful information for those contemplating designing a tabletop wargame. Not sure how relevant it is for those wanting to design a hex wargame, but several of the chapters would be useful. I'd also say it's aimed at those who have little to no experience in designing a wargame, well it's certainly of more use to them. Saying this it wouldn't hurt for anyone be it novice or experienced in giving it a read. I say this because so many wargames come out and then forums are full of players totally confused by the rules. I think until you've actually tried you don't realise how difficult it is to convey to others your new game solely by the rulebook and what you've written. So maybe some of the chapters in this book would be of use to even a published wargame designer. Please don't expect a book that really goes into great detail and depth and covers every aspect under the sun. At 149 pages it should be apparent this book doesn't do that. It's more an overview with helpful advice of what the authors consider the main aspects of tabletop wargame designing. Aspects which will be relevant to pretty much all types of wargame systems. Your not going to come away with knowledge that's going to make you design some new innovative award winning game. It's just helping relative newbies dig decent foundations to their game design. If your looking for more than that then your prob best looking elsewhere.
The book is 149 pages not including the Reference and Index. Priced at £14.99 it's also not that expensive for such a niche book and wont break the bank. Certainly cheap enough to buy to see if it has any useful info for you as you start out on your game design. I would certainly appreciate it if I was about to start out on a tabletop wargame project.
Published by Pen & Sword it's available in all good book shops!
Drive on Moscow What is it about the 'Barbarossa bug'? Wargamers seem to have an itch that can never be scratched when it comes...
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Drive on Moscow PC Game Review
Drive on Moscow
In salutation of that truth, Shenandoah Studio and Slitherine) have demonstrated precisely how to please us. Ted Raicer's Drive on Moscow is a true gem and you are most encouraged to give it more than just a try and it's a good value to boot.
The studio has arranged game content to be about the exciting and volatile battles of maneuver and counter-attack that occurred during the final thrust to capture Moscow before the end of 1941. Yes, that means the game calendar skips over the initial stages of Barbarossa; nevertheless, players won't mind, because they will keenly experience the critical period from October to December, as the Germans recognized the urgency of defeating their foe before the depths of harsh winter arrive. On the other hand, the Russians thought they had a breather and hadn't expected a late season attack at their heart of the nation; thus, they are disorganized and unprepared for battle in the beginning.
The Germans have some decisions to make; they can't do it all |
The experience of Drive on Moscow is truly engaging and the flavor of each campaign varies sufficiently from playing to playing. The AI is robust enough to be frustrating in early attempts, and other reviews have praised the PvP element.
Biases
The author had to struggle through some personal biases while working on this review. I've a grognard attitude about board wargames but a casual attitude about computerized variety. What that means to me is that, for the latter, I don't have a need to look under the hood for underlying combat charts, realism rational movement tables, supply rules and so forth. All of us know these make a wargame distinct from other games, but I figure I've done enough mastery of tomes like the Advanced Squad Leader rule book for board games -- let the computer handle that stuff.
I find it necessary to share my biases to help the reader understand how and why I approached this review with some trepidation, exacerbating the fact that this is my first review for A Wargamer's Needful Things. So, let me get the negatives and biases off my chest; I'm sure some will recognize them within themselves, too.
First, the author doesn't care for area movement in wargames. Hexes, give me hexes; I grew up on hexes and eat them for breakfast. I'm talking about Avalon Hill's Battle of the Bulge, Afrika Korps, Panzerblitz and the like, produced in 60s and 70s. Truth be told, this is exactly why I didn't go for Shenandoah's Battle of the Bulge when it came out last year (2015). I'll be purchasing that game now, you take it to the bank!
hmm the areas of battle do not look digestible, Sir! |
move these guys, too! (Unless you want them to camp for a few days). |
see how the exploding pop-up highlights and animates each combat |
Learning the Game
Shenandoah does a very good job making it easy to learn the game while providing a design that is not-so-easy to master. That's exactly what a casual player is looking for. Grognards who want to check out the systems and rationales can find them easily in the manual, so they can get that 'yep this is a wargame' feeling.
You want charts? You got charts! |
Not only does the game come with a comprehensive and eye-pleasing on-line manual, but the in-game main menu allows options for a step-by-step tutorial or a basics of play summary (for those who don't want to read manuals nor suffer the pace of tutorials). Gameplay effects of rules interactions are not described in entirety, which is a good thing, because it makes the game harder to master.
During most calendar turns, players alternate impulses that can vary in length from 0-18 hours, depending on the weather. This time variability is a huge factor affecting outcomes in different replays of the same campaign.
better fix this one, methinks! |
Calendar turns during 'offensive' weather last for 72 hours and 120 hours in 'nasty' weather. This does seem counter-intuitive until one realizes that movement in bad weather is often significantly restricted, particularly for the Germans.
It should be mentioned that the online manual is comprehensive and easy to read and includes tips of play.
User Interface
The UI is very easy to use and highly informative about game play and events. It's better than many I have seen out there and is especially kind to the eyes of older gamers. However, there are a couple of minor design factors that may need to be addressed.
First, I would have to say that an aesthetically appealing and informative interface is just fine, but the menu screen is overly large. For example, when you hit the 'supply' option on the menu, you'll be forced to drag the map around to see what's underneath. Making this menu smaller in size would render this unnecessary. We've all seen these PC games with miniaturized heads-up displays causing bloodshot and eye-strained squinting... but... I really don't need to see this UI from across the room.
Get used to moving your map around to see under the overlarge interface |
This UI can't be minimized and is glued opaquely over the map corner. The get-around is to play with the zoom until you can see the units underneath. |
Graphics
The graphics of the maps, units and animations are quite pleasing. The map changes in hue and color for different weather conditions such as clear, mud, frost and snow. Battle animations create tension; it's very well-designed. I can use 640 x 480 up to 1920 x 1080 resolutions.
A satisfying destruction! |
AI Effectiveness
One of the reasons I play more computer games is that gamers in SE England seem to love all sorts of miniatures games rather than my favorite board games. Solitaire is okay, but not great for some games at all. Computer games with good AI are a substitute for real-life competition. However, we all know that many games come with atrocious AI. Honestly, Stephen Hawking can say what he wants about robots taking over, but I don't see that happening with some of the AI evident in these computer games.
Drive on Moscow's AI is very adequate to learn the game and to get up to speed on how the various play elements work together. It took me a while to realize that the AI likes to nip at supply lines; keeping them open makes all the difference in (especially the German) offensives.
AI Zhukov tries to cut the lines. Note the cav unit pinned down by air interdiction (outline in blue). |
Key points to keep in mind when playing the AI (or a human counterpart):
1) As previously mentioned, once an area is activated, all units within are considered to have activated. Use them or you'll lose them for the calendar turn. Trust me, you'll want that firepower as far forward as possible and the AI will know you left them behind.
2) Cut off supplies. Being out of supply puts enemy units dead in the water and unable to defend as time goes on. The AI is somewhat spotty about securing supply lines as time goes on.
3) Players can activate units in the rear to reinforce an existing battle; doing so will also activate any units in that area that are yet to be activated. This is a good way to keep up the momentum as units get strung out making sure supply lines are safe. The AI taught me this trick. After I kept losing Operation Typhoon to Konev, I watched the AI play as Halder, and learned alot.
4) The Germans do need to make a robust try at Kursk and Voronezh by calendar turn three. Keep in mind that the German flank on the south is 100% secure once these are taken (unlike the northern sector). Seizing these two cities prevents the Russians from placing reinforcements in them. It will feel like your Panzer corps are floating in outer space up there, but the AI has no good way of taking these cities back. Kursk is a must, and Voronezh is not far behind because of the +1 VP you get per turn. You won't get Bryansk as quickly, but the security you'll get in the south is worth it.
Turn 2 Breakthrough at Kursk |
Post- Kursk Exploitation |
5) Look for chances to take Moscow, especially during your October offensive. Often the AI under-defends the capital. if you can make a breakthrough, you can march into the city for an instant win!
Gameplay Excitement
You'll have fun with this, especially for casual players. You'll know the nuts and bolts of the game are sound. You'll cheer with joy at crushing wins and moan when the dice fail you in defeat. Sometimes the panzers will roll over hill and dale, crushing Russians left and right on the fast track to Moscow. German tank commanders will especially enjoy blowing holes with the free offensives on turns 1-3 and 11.
But watch out! Suddenly the AI will order a Militia unit into the open and somehow it will shoot your Panzer corps right up and into the dead pool (say what?!). Nothing is certain, just probable. Watch out for those Russian cavalry units, they are tough. And yes, the Germans cannot afford elimination -- each unit counts as a VP for mother Russia.
You'll probably start as the German player because who doesn't want to do that, right? But hear me, you'll want to play the Russians very quickly; the AI will show you tactics needed to be successful in the game (especially for Operation Typhoon, which is hard enough to win as the Germans). Don't be daunted if it seems like Typhoon is impossible for the Axis. It's not -- but it will take a few tries! The Voronezh gambit is finally what put me over the top.
This badge on Steam is not so easy to get. |
In conclusion, casual players are likely to be more than satisfied and happy with this game. The technical backbone has enough crunch to satisfy grognards too, although those who are looking for deep detailed game structure will probably pass. I've yet to try PvP but other reviewers find it quite satisfying. I know a guy who loves area board games -- I'll see if he wants to give it a go. Enjoy! Marc Hanna.
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