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Fortress Games Talks About Their Games and Themselves   " Fortress Games was a product of two things: what I thought was a revolutionar...

Fortress Games Talks About Their Games and Themselves Fortress Games Talks About Their Games and Themselves

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




Fortress Games Talks About Their Games and Themselves






 "Fortress Games was a product of two things: what I thought was a revolutionary board game combo, and…Covid, lol.


Sitting around the house or just walking around the block here in Florida during early 2020 while restaurants, stores, and just about everything else was closed, I decided to dedicate a bunch of time to developing a solitaire game about the 8th Air Force’s bombing campaign against Germany in WW2. I’d always loved Avalon Hill’s “Luftwaffe” as a kid – preplanning your bombing missions and then executing them – but the game had several fatal (in my opinion) flaws: needing to chart out the missions with a pencil and pad each campaign turn, requiring all Luftwaffe planes of the same type to land at the same time (probably to save bookkeeping time on airborne German fighters), and other issues. There was for me a truly eureka moment on a walk around the block one day when I realized I had the solutions to all those issues and could build a great solitaire game. At the time, I assumed it would be another game for my and my friends’ entertainment.






A brief detour to disclose a little about me – I’ve designed games since I was a young kid. I definitely had a bit of a knack for it: when I was in college in the early 80s the war in El Salvador was in the news every day, so I designed a game about it and put it in the common area of my dorm. For the whole year you’d never walk in there without two kids playing it and others watching and commenting. Based on its success I designed a Vietnam game which was equally popular. With more titles in mind, we contemplated launching a game company to compete with Avalon Hill, SPI, etc. after we graduated but, upon doing a little research, realized that logistical work of starting a game company – lawyers for copyrights, trademarks; vetting artists; finding printers who could print all the game elements including printed and punched counters (good luck on that in 1983) – the whole thing was overwhelming for a bunch of 22 year olds, and we passed.



Fast forward to 2020 – all those things are easy (or easier) thanks to the internet! So, I had designed “8th Air Force” for my own amusement. In the process, I designed “20th Air Force” because it was a logical twin game. No one has done a game of the strategic bombing campaign against Japan that culminated in the atomic bombings of Hiroshima and Nagasaki, and the “8th Air Force” game system worked perfectly and the two campaigns were different enough that both games were unique. By the way, both games are seriously fun! I’ve designed dozens of games in my life, and I’ve enjoyed and developed them all to some extent or another, but I’d never designed a game as great as “8th Air Force” (and “20th Air Force”, but I give founders credit to “8th Air Force” because it was the desire to recreate that campaign that created all the concepts). Talking to some friends about it one day I was told why don’t you publish them? After an evening of discussing it I realized that, in 2020, that might actually be doable!





We launched our Kickstarter campaign in September, 2020 and sold $8,700 worth of folio games. While dedicated to delivering quickly and with quality to our customers, I nevertheless considered this likely a hobby of sorts, not a business, but the games got GREAT play reviews. Next thing I knew we completely sold out our inventory, just weeks after the KS campaign was fulfilled! Our customers had to wait weeks for our second, much larger print, and it sold like crazy. I realized I had an actual business.




Our next offerings were “Save Afghanistan, Comrade!” and “Save South Vietnam!” – again twin solitaire folio games, in a Kickstarter campaign which started October, 2021. We learned a lot from our first publications and I would venture that the component quality (game board and counter art, game manual structure, etc.) of these games were leagues superior to our first two offerings. This time we sold $9,000 worth of games and, again, sold out our inventory after the KS – this time I was a little ahead of the game and had restocked my inventory with a handful of games left in stock. A little background on the games, because how could we develop and playtest, etc., two new games that fast? They were already completely done. I designed them, “Save Afghanistan, Comrade!” first, around 2001 and had been playing ever since. I chose these themes because in 2001 I wanted a game about the Soviet war in Afghanistan and there simply was none. Similar to 8th AF & 20th AF, when I had designed “Save Afghanistan, Comrade!” and was thoroughly enjoying it, I realized the system leant itself perfectly to the US adventure in Vietnam and designed that game probably in 2002. At that time, I never even considered publishing them for the same reasons my college friends and I never launched in 1983. But after the success of 8th AF & 20th AF, especially with what I learned publishing them, it was pretty easy to get a fully designed and play tested game system published. The work was in the art and writing the game manual, but it’s nice to start with a fully developed system.





Finally, the high quality of the artwork in the “Save” game series compared with the “Air Force” series made me a little embarrassed at our first publication. In our defense, we were new and inexperienced when we launched 8th AF & 20th AF, and the game play received GREAT reviews and required no errata, but the component quality of these two great games was no longer acceptable. So, our last Kickstarter (January, 2023) was a complete redo of those two games: in shrink-wrapped BOXES not folios, on MOUNTED game boards no cardstock, laser-cut super-high-quality counters, all new game board player aid and counter artwork, and completely redone rulebooks including countless illustrations and illustrated examples. While our first two KS campaigns did about $9k each, this one did $38k, and the sales have been pouring in ever since. By the way, I tried very hard to take care of the original KS backers of 8th AF & 20th AF – if you were an original backer you got both games for $59, or $29.50 each. We sell them post-KS from our website for $69 each, or $139 for both. I went over my philosophical approach to our original supporters in an interview I did with the “Lead Pursuit” podcast which I have a link to on our website (click “News”, scroll down to 3/1/2023).


We currently have two more twin solitaire games in the works, but while the first one is very well along (90%, including fully playtested), the second one has lots of work ahead, including lots of playtesting, so it’s hard for me to imagine publication before mid-late next year. Again, we’ll launch them on Kickstarter."


 Thank you very much for this look under the hood, so to speak.


Fortress Games: Fortress Games – The Art of Wargames (fortress-games.net)




STUKA LEADER   FROM DVG After the amazing package of the latest Warfighter WWII boxed games and  the huge stack of expansion decks that I re...

STUKA LEADER STUKA LEADER

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

STUKA LEADER 

FROM

DVG

After the amazing package of the latest Warfighter WWII boxed games and  the huge stack of expansion decks that I recently reviewed,  I am again indebted to Dan Verssen Games for their generosity in providing me with not only a review copy of Stuka Leader but all seven expansion packs!
If you've followed my reviews, you'll know that over the years the Leader series in the air, beneath the waves and on land have been a familiar feature among the many games I've reviewed here on A Wargamers Needful Things and in some ways it's hard to do more than say,  "Wow, they've done it again."
If somehow you haven't experienced any of these stunning games before, I'd suggest that you have a quick look first at both my earliest and my most recent review of the air games in the Leader corpus - links to which can be found at the end of this review.  This will give you all the background knowledge to this excellent system and how it works.  [For those of you new to the series and of an impatient disposition, I've copied in a lengthy extract at the end of this review that you might like to read now from my Zero Leader review that gives you an overview of the Sequence of Play.]
For those of you already familiar, I know it's been quite a lengthy wait for this much anticipated addition, but I hope you'll agree that, as always, your patience has eventually been rewarded with another amazing offering.
Component quality maintains the highest possible standards in all areas, with continued tweaks and additions that just add that extra touch of pizzazz.

It starts here with the mounted Tactical Display board where all the action takes place.  The information is much the same, but presented with just that touch more detail and style.  Where you will place your air unit  and the opposing enemy units has been upgraded from a simple  black or blue background to an aerial map image. This alone would be a nice cosmetic improvement, but the game comes with seven double-sided overlays to chime in with the many differing campaigns and locations you will be flying over.  From heavily urban dock waterfronts to what looks like a bend in the Thames through London and on to a convoy probably in the English Channel, each adds an element of historical depth to the situation.  

One of my favourite overlays
The turn track has been given just a little more clarity and prominence at the top left of the board and I love the sequence of holding areas illustrated with an ambulance, a fuel bowser and a supply truck, where you will place your medic tokens, fuel barrels and supply cubes.  
As always there is a massive number of unit counter sheets, eleven in all, and five packs of cards encompassing the expected stacks of pilots (83 in total), Event Cards and Target Cards.  The fifteen substantial Campaign sheets all on flexible A4 card stock, in fact, offer the ability to fight a massive total of 30 campaigns - all of which can be played as short, medium or long in turn length.  


To help you in your choice of Campaign, the back of the Rule Book contains 2 Appendices, both  of which list the degree of difficulty of each campaign ranging from Introductory level, through Standard and Skilled to Expert level.  One Appendix records which German fighters and bombers are available in each year and the other does the same for Enemy Aircraft.

The Battle of Britain Campaign Card
- not too surprising, it's a favourite of mine!

Of identical quality are four Play Aids: Key Terms, Hit Result Definitions, Player Help sheet and Skills, while the final two Play Aids: Stuka Dogfight and Turreted Bombers are substantial rigid A4 boards.  Love the pic of Marlene Dietrich in the top corner.


 
The final essential form is the Player Log, which remains, for what reason I've never understood, on thin paper, but at least this time it has been upgraded to the same glossy sepia colour as all the other Aids.
Among these many items, I was particularly thrilled by the range of Target Cards.  They cover so many tantalising situations from larger missions like bombing an airfield or radar installation to attacking a convoy of trucks or hitting an AA battery and even conducting an Air/Sea Rescue mission.
The rulebook remains almost identical in every way to previous Leader games that deal with the war in the air.  The same high quality of paper and print is matched by the attention to detail in drawing all the many illustrations and examples from the appropriate German material, even to a smattering of quotations from the Luftwaffe flying ace, Adolf Galland.  The rules, though detailed, are well-honed to perfection by now and continue to be in a layout that makes use of an exemplary use of white space.  As a result everything progresses in meticulous order from a thorough explanation of components through Set-up and into the exact Sequence of Play and ending with Aces expansion rules. a single page of very simple options and ending with five pages of aircraft data.
Though you get a few brief Aces rules, to use them you'll need the last of the seven Expansion packs that DVG so generously sent me.  Below is what each package looks like, before opening and unzipping.
They cover the following theatres of the war.
Expansion 1 Eastern Front 1
Expansion 2 Eastern Front 2
Expansion 3 Mediterranean 1
Expansion 4 Mediterranean 2
Expansion 5 Spanish Civil War
Expansion 6 What If?
Expansion 7 Aces
Despite there being several Eastern Front campaigns in the core box, I know that this is a focus I'll be drawn back to.  Though for me first on my list to explore has been the Spanish Civil War expansion, a period I've repeatedly been drawn to both in historical accounts and novels as well as board wargames.  Each Expansion pack includes a full counter sheet, a deck of cards containing mainly more pilots, but also a few Event and Target Cards and much to my delight not just one new campaign Sheet, but two!  The sequence of photos that follow come from the Spanish Civil War expansion


 


 




A nice thick stack of specific pilot cards
There's no doubt in my mind that this is not just a fantastic addition to the Leader series, but for me it's probably going to me my preferred choice- that is unless we can have a Spitfire Leader or Hurricane Leader.   Come on guys ... I know you can do it! 

Extract from Zero Leader review detailing Sequence of Play

Most steps in this game are fairly quick and easy to execute, with one major proviso and that is the need for a very careful initial sorting of components.  This is particularly advisable for all the Pilot cards, which, I suggest, need to be grouped according to some system that you feel comfortable with.  No solution can cover all the multiplicity of year ranges perfectly.   So, my own preferred, personal choice is by plane type and then according to the earliest year in which a given Pilot first appears.
As in all this series, there are 3 double-sided cards for each Pilot taking them from Newbie to Legendary level which you need to keep grouped together.  
With Target cards simply keep them in numerical order, draw the numbers needed for a specific Campaign and make sure they get slotted back at the end of a game.  Event cards are a boon as they are always shuffled at the beginning of a game!
For the many counters, the most important to sort are Site, Bandit and Bomber counters by year.  Though not as necessary, sorting the pilot counters by plane type is very helpful, though small groupings by alphabetical order is a good alternative.  

With that out of the way, you can get down to play where your first task is to choose one out of the fifteen Campaigns on offer.  This is the identical number to those in the Corsair Leader game, though I was pleased to see a few different choices here.  Each Campaign can be played for a Short/Medium/Long duration.  As a starter, I'd suggest an Introductory Campaign such as Midway [a personal favourite] played for a Short or Medium duration.  Next you'll select the appropriate Target cards as numbered on the well presented Campaign Card.

Among the many other details on the card are the types of Japanese  planes involved and the types of Allied bandits and bombers, you may come up against.  
Next you will select from among the named Pilot cards for the appropriate plane types and the year of the Campaign and the number of pilots allowed in your Squadron.  The rule book supplies the latter information on the number of pilots as well as the typical experience composition for the appropriate year and Campaign duration.  So, continuing as an example Midway and a Medium duration, I would choose 10 pilots made up of the following experience levels - 1 Newbie, 2 Green, 4 Average, 1 Skilled and 2 Veteran.  It's also worth noting that all Pilots are also divided into two categories;  Fast and Slow.  This is important for combat, as will be discussed later.
These details will be recorded on the Player Log [either a photocopy of the one supplied with the game or a downloadable copy from the DVG site] along with the number of Special Option [SO] points for the Campaign that allow you to further fine tune your Squadron by using them to upgrade experience or acquire specific skills to assign to individual pilots or improve the quality of a plane.

Above is a partially filled in Log for a short Midway Campaign.  I tend to include the type of plane under the Pilot name.  Each letter to the right indicates the pilot experience level and the black dots indicate in the first column the current Cool quality of the Pilot and in the second column their aggression.  Apart from keeping the completed Logs as a reminder of a Campaign, they're very handy if you want to quickly assemble a squadron and you don't have time for making a lengthy choice of a new squadron.
The duration of a Campaign will tell you how many days the Campaign will last and on each day you will be able to fly at most one Primary Mission and, possibly, one Secondary Mission.  Though the longer the Campaign the more pilots you will have in your assembled squadron, one of the delights/dilemmas/pressures of the game is how may pilots you assign to a given Mission.  Obviously the harder the Mission the more pilots is a pretty obvious decision, but so many factors come into play that it is rarely an easy choice!
I'm now going to step you through the basic play Sequence.
PRE-FLIGHT
Draw target card[s] and select one primary Mission. Determine and place sites according to info on the Target card. assign Pilots to the Mission - later in the war you may have the option to select Kamikaze aircraft or Ohka pilots. Finally prepare for the Mission.  This mainly involves choosing the weapons [essentially the bomb ordinance allowed by your plane] and drop tanks for added fuel.  However, Situational Awareness counters and Samurai Spirit counters may be assigned if purchased or originally allocated as part of your Pilot's profile.  Both obviously provide special benefits.
TARGET-BOUND FLIGHT
Draw an Event Card and consult the top box.  



After the Event is resolved, you can even abort at this stage - but I've found making that choice is very rare, unless you are doing very well in a Campaign or conversely very badly!
You then place your aircraft counters on the mapboard in one of the Pre-Approach Areas.  You also have to choose the altitude of your plane [either High or Low], as unlike all the modern era Leader games you won't be able to change this later, unless you are a dive-bomber or a kamikaze!

Here's one occasion when I went for all planes in one Pre-Approach Area, but beware as you don't know the exact Bandit [i.e. enemy plane] composition in the Approach Areas yet.  So, the next step is to draw them and you may get lucky and find that some of your draws may be No Bandits - great!  On the other hand, there may be some nastier opposition than you expected - not so great! 
Finally, you draw another Event card and consult and execute the instructions in the middle box and then place the Turn marker in the 1 position.  You now have 5 turns in the next Phase in which to complete your Mission.

Mission Pilots weaponed up!
OVER-TARGET RESOLUTION
At this stage you have 5 turns in which to complete your Mission. Each turn follows the same sequence:
[1] Dive Bombers or Kamikazes dive to low altitude. 
[2] Fast Pilots may make one attack on a Site, a Bandit or the Target - the choice will depend on the plane's location, altitude, appropriate range and weapon.
[3] Sites and Bandits attack
[4] Slow Pilots may attack
[5] All Pilots may move
[6] Bandits move
What happens will depend on whether you are in a Pre-Approach Area, an Approach Area or the Target Area.  If in a Pre-Approach  Area, not much more than moving your planes into an adjacent  Approach Area or adjacent Pre-Approach Area is likely to happen. But once into an Approach Area or the Target Area things are guaranteed to heat up!
It is also here that the main complexity of play also increases and is the major difference between all the modern era Leader games and Corsair Leader and Zero Leader.  That's because we're in WWII and DOGFIGHTING comes into play!

As can be seen it even has its own special mounted chart.  Unengaged, Engaged and Positioning all play their part with a matrix of manoeuvres bringing a series of potential modifiers and choices into play.  Some of these will also depend on qualities inherent on the Pilot card or Skills purchased with SO points. The element of Dogfighting was the one I was most looking forward to in this and its companion game.  It adds greatly to the level of detail, but I must admit it does add significantly to the many small rules that you need to master to play the game well.  
Herein lies the major complexity of playing Zero Leader.  The basic stages and rules of the game are clear and fairly easy to grasp and retain without too much return to the rule book.  However, the many skills, qualities and attributes when combined with the modifiers on the Dogfight chart and how they affect them, allowing usage of some and not of others can lead to a much greater level of checking and rechecking that I've got things correct.
Regular play of the game obviously smooths the path, but this is not a game that you can easily lift down from the shelf for the occasional and infrequent session.  Play is engrossing and as always, a system which has named Pilots invests the action with an element of personal involvement as Stress levels mount, planes suffer damage and for some go down in flames.
Battling through the Bandits and the defensive sites in both the Approach Areas and the central Target Area, eventually you get a crack at the target itself which may range from a simple shore battery all the way up to a carrier.

And here are my heroes taking on those shore batteries
This will have taken at least two or three of your five turns and so you'll find yourself with at the most three turns to destroy the target to gain your main victory points.  Whatever degree of success you've had, however, the game's not over yet - there's still one last stage to work through.
HOME-BOUND FLIGHT
One last Event card is to be drawn and instructions on the bottom row of the card carried out.

 In what's called a debriefing section, the success of your mission and the number of VPs gained is entered on your Pilot Log.  The quality of your Recon and Intelligence abilities on the game board may be improved to give your future benefits in new missions. Stress gained by all your participating pilots is recorded.  Experience points may be gained, leading to possible pilot promotion; stress may be recovered from and finally your Maintenance Crews come into play.  Yes, you even have a chance to put in some repair work, mend damage that might have been taken and by rolling on a special table, you can even push your crews to additional work at the risk of them gaining fatigue and at the very worst making a mistake in their efforts.
The game may be played out on a very stylised and abstract mounted board, but a great amount of realistic detail of this brutal war is packed into Zero Leader.  Consulting your Campaign success at the end of a gruelling 6 day Long Campaign from the VPs you've accrued may sound anti-climactic, but I can tell you it's not.  There is a profound sense of satisfaction even if you've only achieved Adequate and just don't ask about what went wrong if the result is deemed Dismal!

LINK 1 Phantom Leader

LINK 2 Zero Leader

Atlantic Chase The Kriegsmarine Against the Home Fleet 1939-1942 Intercept Volume One by GMT Games   The box cover, I believe, shows the Bis...

Atlantic Chase: The Kriegsmarine Against the Home Fleet 1939-1942 by GMT Games Atlantic Chase: The Kriegsmarine Against the Home Fleet 1939-1942 by GMT Games

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



Atlantic Chase


The Kriegsmarine Against the Home Fleet 1939-1942


Intercept Volume One


by


GMT Games






 The box cover, I believe, shows the Bismarck and the Prinz Eugen breaking out into the North Atlantic during 1941 Operation Rheinubung. This would lead to the sinking of both the H.M.S. Hood and the Bismarck. At first glance, the naval balance between Britain and Germany looks ridiculous. How are the Germans supposed to try and attack the Royal Navy? In 1939, the Germans have two battlecruisers and two battleships being built, with some heavy and light cruisers. In battleships alone, the British Navy had fifteen on hand with another seven being built. It seems on paper that Britain had nothing to worry about. In actuality, the British Navy had to patrol the North Atlantic, Mediterranean Sea, and Southeast Asia. So, it was spread pretty thin, especially after Japan declared war on Britain. Obviously, there was not going to be another Battle of Jutland during the Second World War. All of the German ships would be used in the North Atlantic as commerce raiders. So now let us see what comes in this hefty box. This is a review of the 2nd printing of the game.


The mounted map


 This is what GMT says about the game:

"Atlantic Chase simulates the naval campaigns fought in the North Atlantic between the surface fleets of the Royal Navy and the Kriegsmarine between 1939 and 1942. It utilizes a system of trajectories to model the fog of war that bedeviled the commands during this period. Just as the pins and strings adorning Churchill’s wall represented the course of the ships underway, players arrange trajectory lines across the shared game board, each line representing a task force’s path of travel. Without resorting to dummy blocks, hidden movement, or a double-blind system requiring a referee or computer, players experience the uncertainty endemic to this period of naval warfare. This system also has the benefit of allowing the game to be played solitaire, and to be played quickly.

 
The German player’s task is clear: sever Britain’s lifeline to its overseas colonies and allies.  All hangs on the fate of convoys. Ultimately, success or failure in Atlantic Chase will hinge on the Kriegsmarine’s ability to breakout into the Atlantic and find convoys while frustrating British attempts to catch his raiders. The game chronicles the development of the Royal Navy’s strategy to contain the German fleet by pitting players against each other in five successive operations that comprise a Campaign Game. Seven additional scenarios treat specific historical actions, including a Sink the Bismarck scenario, a PQ17 scenario, and the Channel Dash. The game features battleships, aircraft carriers, cruisers, convoys, and pocket battleships, while U-boats, elusive armed merchant raiders, and air assets play an important role too. Operations during the Campaign Game and stand-alone historical scenarios each take 1-2 hours to play."


Some counters



 This is what comes in the box:

22 x 34" mounted game board
Two 8.5"x11" Inset Maps
Three 11"x17" player aid cards
Two 8.5"x11" player aid cards
Two Task Force Displays
Sheet and a half of counters
240 wood segments and cylinders
Rule book
Advanced Battle Rules
Tutorial booklet
Solitaire Scenario booklet
Two-player Scenario booklet
Four six-sided dice


Some scenarios and setups


 These are the awards it has won:

2021 Charles S. Roberts Wargame of the Year Winner
2021 Charles S. Roberts Best World War II Era Board Wargame Winner
2021 Charles S. Roberts Best Solitaire or Cooperative Board Wargame Winner
2021 Charles S. Roberts Best Board Wargame Rules Winner
2021 Charles S. Roberts Best Board Wargame Playing Components Winner


 After the list above, I should just post this and say "Goodnight Gracie".


A game in progress

  I am not often staggered by the contents of a wargame. I have more than a few that are monsters. However, I was really surprised about the number of contents that GMT Games was able to stuff inside the box. It was like a cornucopia, and seemed to be a never-ending stream of things, especially Rulebooks. I was a little trepidatious about what I had gotten myself into. Read on to see if I had bitten off more than I could chew. 

 For the contents, we will start with all of the booklets. First off, all five of them are made from glossy magazine type paper (although thicker). They also all come in full color. The printing, examples, and pictures throughout them are very large. It is always nice to see a game company help out us old timers. The Rulebook is sixty-three pages long! However, remember that everything in them is large. The Tutorial Booklet comes in next at fifty-five pages. Once again it is filled with large examples of play. The last four pages are the Design Notes. Please read this because it explains the missing elephant in the room. After that comes the Solitaire Scenarios Booklet. This comes in at seventy-one pages, and the last three pages are Historical Notes. The Two-Player Scenarios Booklet is sixty-three pages long. The runt of the litter of booklets comes next. This would be the Advanced Battle Rules Booklet at a mere fifteen pages. This is a bit funny if you have been keeping track of the pages from the other Booklets. Before the Advanced Rules Booklet, the total pages are a whopping 252! I was beginning to wonder if playing the game would give me some college credits.




 
 The next component is the mounted map. The map goes from the Canadian Maritime provinces to the top of Greenland on the western edge. On the eastern edge it goes from Gibraltar to the top of Norway/USSR. There are boxes to represent all of the different ports on the map. The Battle Board that is used to plot out ship gunnery exchanges is on the right side of the map. It also has sundry tables/charts that are needed for play. The colors are muted, and nothing was added to take away from gameplay. As in most naval wargames, the majority of the map is the big blue ocean. There is also a double-sided hard card stock map. One side has the western side of Norway on it and the other side has the North Sea hemmed in by Britain, Norway, and Denmark. There are two double-sided and fold out Players Aids. These are both easy to read and nice and sturdy. Up next are two double sided Player Aids that on one side have the Campaign Player Aid and the other has the British/German Force Pool Schedule. After that comes two single-sided British/German Task Force Displays. Then we have the last one, another foldout and double-sided Advanced Battle Rules Player Aid. 

 The last things to talk about are the wooden pieces and the counters. The wooden pieces are all uniform in their segments and cylinders, meaning that there are no flash or missing chunks of wood in any of them. When I saw them, I gave a sigh of relief. Why, you ask? Because they are already pre-marked for the game. I was not looking forward do dealing with 240 stickers. I have stickered many a game, but I do not enjoy it. The counters are fully functional and easy to read. The capital ships, cruisers and above, are represented by large rectangular counters that are almost universal in naval wargames. These have the obligatory silhouette of the ship in question. The leaders and 'Intel' markers are 5/8" square. The other markers are 1/2" in size.

 I know we grognards are a hard to please bunch. However, GMT Games should be proud of their endeavors with this game's manufacturing (so should we game buyers). I really have not had a game from them that was subpar in components, and I do not think it is because I am lucky.


Game situation



  The missing elephant in the game box are U-boats. When the designer (Jeremy White) started talking about his new design, the first question was "where are the U-boats?". When he answered that they were not really present in the game, the next query would be "so, it is another sink the Bismarck game?". Apparently when told the answer to that question most people were a bit confused. He writes that some grognards even begged him to put in U-boats. The various Air and submarine assets of both sides are represented as adjuncts to the surface war. I will let him address the issue from his Design Notes:

 "U-boats appear in Atlantic Chase as an effect rather than a fleet of machines. The U-boat arm operated independently (and invisibly) of surface vessels, for the most part, but because they hunted the same waters, this game presents opportunities for their operations to overlap with those of the surface arm. The player should understand that Admiral Donitz and his fleet of Steel Wolves are busy throughout this game, but that activity is not particularly visible."

 The story of how this game started out in the 1990s because of working on command and control in the American Civil War is a very interesting story. The designer definitely does a deep dive into the background story of the game and its mechanics. 





 So, the first thing you absolutely need to know that this game is not one that you can set up and glance through the Rulebook and be at it in no time flat. The tutorials are your friend and spoon feed you bit after tasty bit of what you can handle from one to the next. The complexity level of the game is only marked at a five, and I believe that is correct. There are a lot of things going on in the game, but none of them by themselves is a deal breaker or insurmountable object. You will not feel like Sisyphus while learning the game. The hardest part, and that is not correct either, is learning about the trajectories. Those would be the different colored rectangles snaking across the map. The thing you have to remember is that you are playing the admiralty of either nation, not an admiral at sea. So, you somewhat know where your forces are heading and what bearing they will be following, but because of radio silences etc. you are not quite certain exactly where they are at any given moment. The designer explains that the board is not meant to represent the actual ocean, but instead the operational maps that were hung up in the Admiralties of London and Berlin. These would have the trajectories charted out with colored string and pins. He has just brought the representation to the 21st century for us to have a blast with. Because of the new way of representing naval warfare, it is a bit hard to describe. All I know is that the system works extremely well but does not take the fun out of gaming. 




 Thank you, GMT Games, for allowing me to review this really excellent and innovative game which works just as well as a solitaire game and a two-player one. You do not need a shoehorn to make it fit into one or the other. Much like the word love, innovation is used far too often for just a change or even a slight change in a gaming mechanism. The Atlantic Chase mechanism is really innovative and, as many people have said, is ripe for being used in so many other situations in wargames. The designer should be wearing shades, because his future looks bright indeed. Pardon me, I have to now go to YT and listen to Timbuk 3.

Robert 

Atlantic Chase:

GMT Games:

 



  Terminator: Dark Fate - Defiance by Slitherine   This is a demo of Slitherine's new real time strategy game based in the Terminator un...

Terminator: Dark Fate - Defiance by Slitherine Terminator: Dark Fate - Defiance by Slitherine

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 Terminator: Dark Fate - Defiance


by


Slitherine




  This is a demo of Slitherine's new real time strategy game based in the Terminator universe. I will state this right up front, I am not a big fan of RTS games. They are usually way too frenetic in pace. I have always liked turn based strategy games with their slower pace and with the ability to think about what you are doing each turn. That being said, it is good to get out of your safe space in games every once in a while. 


Screenshot from the first mission


 This is what Slitherine has to say about the demo:


"The Terminator: Dark Fate – Defiance Demo will give you an insight into the campaign and skirmish modes in the final game. The demo will be published on October 9th as part of the Steam Next Fest, and will be available to everyone for a limited amount of time.


The Steam Next demo includes the first 3 single player campaign missions, and includes 1 Skirmish Map. This preview demo is identical, except it doesn’t have the skirmish map yet. 


The early campaign missions will teach you the basics of the game but doesn’t include the multi-choice RPG aspects seen in later missions, where players can choose which factions to ally with (or attack), which objectives to follow or ignore, and how to respond to other characters through multi-response conversations. 


These early missions also don’t include the army management screen. Here, you can upgrade skills, weapons and armor for your squads and vehicles. It’s possible to buy and sell manpower, vehicles, equipment, weapons and ammo at bases and trading zones, place troops into vehicles, and edit and rename your unit names. Your army is taken from mission to mission, so if you lose a unit in a mission, then it’s gone! But if you upgrade a squad, they’re ready for the next mission. 


The Skirmish Mode in the demo includes an Assault Mode map. This Mode allows only the Founders or Legion to be selected and includes Assault Mode gameplay, with objectives to either attack or defend points on the map. 


The release will also include Domination Mode maps that allow Founders, Legion or Movement forces to be selected, with different reinforcement rules. 


All skirmish maps will also be available in Multiplayer, which isn’t provided in this initial preview. Multiplayer will allow up to 4 players to play within a map, in 1v1, 2v1, 2v2 modes."


Terminator: Dark Fate – Defiance will be available on PC later this Fall.


Screenshot from the second mission

 I can tell you three things about the demo that I really like. The first is that the game is really nice looking you can almost say beautiful to behold. The second is that you are given a few different orders to give to your small soldiers and vehicles. The third is something you do not usually see in a RTS at least when they are first released, and that is a pause button. I have played more than a few RTS games where the pause button was added in an update or is a mod made by a player.


This is a screenshot from the third mission 


 Another thing I like is that you are really given a storyline to follow. In the demo you are a Policeman who has decided to help both civilians and the army units. So, you become immersed in the game. Instead of just sprites, the characters in the game actually mean something to you. Before the second mission begins you find out that it is ten years later, and you are now a Major in the Founders. This would be the remnants of the civilians and army that have coalesced after the rise of the machines. The machine army is called the Legion. 


Another pic from the third mission

 I was quite pleasantly surprised by the demo and the gameplay, especially the pause button. For a demo of a game it was very immersive and really left me wanting more to play.


Another screenshot from the third mission


 The game will come with the ability to play either side, at least in skirmish mode, and that is another point on the plus side. The only thing about the demo I did not like was the inability to zoom out much at all. You can zoom in to see separate soldiers. However, there is an inset map that even if the zoom is not increased can be used to keep an eye on your units and the enemy. Thank you Slitherine for letting me take this demo for a ride.


Robert

Slitherine

Terminator: Dark Fate - Defiance


hpssims.com