Liaison 1914 by Edward Spears Review Those who know me or are regular readers will be well aware of my obsession with WWI. It go...
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Liaison 1914 by E Spears Review
Tigers Unleashed the TSS Series : News from behind the scenes! The story starts many years ago when on the Gamesquad forums are heard...
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Tigers Unleashed. It's been a long hard road, but we continue to push on!
Tigers Unleashed the TSS Series: News from behind the scenes!
The story starts many years ago when on the Gamesquad forums are heard a WW2 version of the highly complex but apparently bug ridden modern tactical wargame POA2.5 developed by HPS Sims. Though news of what appeared to be an uncommunicative and reclusive developer named Scott Hamilton didn't instill much confidence it was even being worked on. So, when in the autumn of 2012 Tigers Unleashed suddenly appeared on the scene available to purchase I was taken aback but in a good way. As soon as I had the money I bought it, and then came the disappointment. Not only did it have it's fair share of bugs it just didn't play how I'd imagined it to, I didn't see the complexity and to be honest never gave it enough time before I was asking for a refund and removed the game. Refund was given no problem, however I soon started to regret this hasty decision....
Over the next few days something was bugging me about it, so as I had no spare cash at this point I asked my Mum to buy the actual CD for me as a slightly early Christmas present, and I'm so glad I did (sadly this situation at a later date was used against me when someone decided I'd pirated the game and contacted Scott with this information. Thankfully at that time, unknown to many, I was already good friends with Scott). As soon as it came I reinstalled and decided to contact Scott about the issues I had found and also my thoughts overall about the game. I could see by this point the immense potential this game had if it's problems could be fixed and features enhanced. Scotts reputation however made me feel I wouldn't get a response so when this lengthy yet very interesting reply came I was rather surprised.
It quickly became apparent to me Scott really wanted and needed some committed people to help test the game and get involved in improving it and getting it to reach it's potential it also became apparent on how committed he was to the game. So from that moment onwards I haven't stopped helping Scott and the other long term team member Jeff in trying to get the game to reach it's amazing potential. It seemed all this time he was wanting people to get involved and help out, he wasn't some recluse who kept it all very secret. To show how much he had needed people to help test and give feedback was when after three months of testing he told me he had had more feedback from me in those three months than in all six years of previous development. Another major thing quickly became apparent aswell, it was going to be a long drawn out process and not one for the impatient. The game is so complex plus with just one of us doing the code (Scott) that even minor issues can take weeks to fix and may require whole sections of the code to be rewritten. This can then have some knock effects which will need to be fixed as they become apparent in testing. To give you an idea of how complex the game is I once asked Scott if he could modify something regarding LOS (can't remember exactly). His reply was an explanation of how the game deals with sighting, it involved photons and god knows what else, so wasn't just a case of a quick number change here and there in the code. I suppose as POA was also made for the military then it had to be this complex to model new offensive and defensive technology.
Due to the games complexity and the time it can take to fix things or add things any patches released have been very few and far between. Leaving a customer base extremely unhappy and convinced the game is dead and abandoned. Tigers Unleashed is another POA2.5 Or future customers are put off buying it. Yet work hasn't stopped since the day of release. I doubt a day hasn't gone by where nothing was done. Apart from the testing I've created more or less a whole new set of unit symbols for more or less every vehicle and Infantry type in the data tables. I've also added loads of new sound effects. As far as testing goes I have over forty pages in Outlook containing all the emails I've had in reply to my own and I'd say I've sent Scott three or four times that many.I promise that we who work on it are also extremely frustrated about how much time it is all taking. I'll say here and now when at times it seemed we had taken one step forward and then, yet again, another two steps back I felt like throwing in the towel. However we have all become firm friends and we all still believe in the game and it's future potential is just to great to abandon and leave behind. So we continue to work on it, over the course of the few years I've been involved the odd person has come along to join us but soon left as the game does require alot of commitment and belief. One other drops in every now and again and that's Harry (Hello Harry). He really gets into the nitty gritty and will be very valuable in the later stages of testing and all the obvious things are working as they should be and I hope start getting close to it's full potential.
Alot has been done and achieved over the last four years, most of it the player wont really notice but needed doing. Alot of code has been fully rewritten which will help with any future bugs etc by speeding up the fix process. The game also has some new features the player will notice and I'd say nearly all game features have been improved on to some degree since release. My latest test patch is playing better than ever when it comes to a game being derailed by a bug or crash. Infact those who haven't played the game since near the release will definitely notice the all round improvement to the game. Saying this we still have a long way to go. Currently there are two biggies that need to be done. The first is that the AI needs a total going over, both it's defensive and offensive capabilities need work. The second is that there are still some issues regarding actual combat which need ironing out so that the game plays out in a realistic manner. Then we have my own personal wants and requests. I feel the game needs some new ways of getting over information to the player say at the end of each turn I've done a couple but the stock scenarios do the game little justice and they need reworking. More aswell as better use of current features, for instance the combat report could and should be something that can immerse the player aswell as add tension etc to the game. SOPs based on distance to enemy be added which in turn when set with the current set of SOPs for the AI during scenario creation will help improve it's performance immensely. Scratch built, unique, non geomorphic maps created, some creating the actual terrain a historical battle was fought on. Make sure all weapons, ammo, vehicles and infantry types in the data tables are also in the games extensive TOEs the players can pick from when creating a new scenario. Last I suppose on the list is the campaign feature which isn't actually working so the award\medal system doesn't work. Again this is something that will get done as we'd love to make actual campaign disks once the game has reached it's potential and I guarantee when that happens it will sell and sell well.
Looking back I've really enjoyed testing the game and have made a great friend in Scott. I also gained new skills making the new default unit set which I really enjoyed doing and I feel not only enhances the game visually but also helps the player with regard to knowing exactly what vehicle, AFV or infantry type it represents.The new sound effects also help with the immersion aspect. That's the additions I've personally have made to the game besides which it also sports an endless list of fixes and improvements, aswell as new features, some obvious and others not ,which again improve the game experience. So what is easily the most complex and deatiled tactical wargame ever developed for civilian use is improving at every step and the next patch is the one I think were players notice the game making good strides towards it's full potential. Which is a great thing as I reckon we wont see a tactical wargame of this complexity released to the public for a very long time, if ever.
So I'll leave with this. I promise you, behind the scenes work has never stopped on the game and it will continue until Tigers Unleashed is flying on all cylinders and stands dominant as the greatest tactical WW2 wargame ever made, which Scott, Joseph and myself fully believe it can and will be. Even at that point we'll keep working away with new games in the series. A great thing about TU is that any new game will share the same exe file so only the actual data tables and obviously scenarios are different. This means all work done on a new game is also being done for TU. So when working on a new game for the series Scott is also working on TU for no actual extra work..if you follow:) I hope this helps ease any worries about what's happening with the game. Now back to testing....
One more thing. People must understand that TU is really a labour of love and really just a one man project. There is no money to hire people to do things like pay for another coder etc. Those who work on it are unpaid and doing it for free, because of faith in the game and also to help a friend continue with his labour of love:) TU is a work in progress and will be even when it has surpassed it's original design because things can always be improved or added too. This means TU will continue to improve long into the future. So when you look at the game remember it's growing like a person, currently it's at the primary school age which means it still has alot of growing and maturing to do:)
Note: I'll keep you updated on progress as much as possible, however until you hear work has stopped on TU (not happening), which I'd post here, we will be busy working away at the game.
United Bricks New Releases!
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
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