Lloyd delves into the historical archives to dig out an interesting bit of TANKSgiving history.
Lloyd Sabin, 28 November 2014
I struggled for a while this year to come up with something for TANKSgiving. In years’ passed I have done bits on rare WWI armored vehicles, early tanks…you know, the usual awesome stuff. This year for some reason I could not come up with an appropriate topic. Until I found the below picture during some online research.
Michael Eckenfels, 27 November 2014
A NOTE ON THIS AAR:
I used the game Tank Battle: 1944, from Hunted Cow Studios, to write up this piece. It’s a rather intense game of simple, quick, and fluid combat, on a tactical level. Unit scale is not given, but it feels as if infantry are in their own units. The game does seem to indicate, however, that tanks are individual units, which I don’t see them as. Each unit has a maximum strength of 10 (think Panzer General), and once that’s reduced to zero, they’re eliminated. There is no ‘carrying over’ of units from one mission to the next, so there’s no experience, promotions, medals, or anything like that. One must defeat the scenario to continue to the next one.
With that said, let’s get on with it!
The guys from On Target Simulations swing by GrogHeads and chat with us about the latest developments in the FlashPoint Campaigns series.
Brant Guillory, 26 November 2014
What’s the biggest difference that players are going to see with the new FlashPoint Campaigns release?
Without a doubt it will be all the brand new maps. We had a forum member named William who was doing a brilliant job creating new map art and so we just sort of recruited him and added him to the OTS team. We went back and forth a few times on colours and elevation treatments and then he created new renderings of all the maps. This seems to be the first thing people are noticing and the consensus is that they are a distinct step up. Cap’n Darwin (creator of the original map art glyphs) and Mad Russian (who then assembled them into the maps we distributed) manned up admirably and got behind the change. I still hear a bit of a quiver in the Captain’s voice when we Skype about it though…
Other changes include a number of tweaks and improvements to the combat model. Artillery fire is more effective now and that is pretty noticeable. The What’s New document runs to 12 pages with the various changes we made.
Best of all, we have a whole new campaign (Wolves) to play thanks to Mad Russian plus a new standalone “Eyes, Ears and Teeth” scenario which we believe will be a new classic. It’s small, fun and intense like A Time to Dance.
Combat Mission: Battle for Normandy Vehicle Pack, Developed and Published by Battlefront Inc.
A screenshot review by Boggit, 21 November 2014
Have you ever wondered what it would be like to field some of the rarely seen specialist Allied vehicles, or scratch built German armoured groups that fought in Normandy? Well now you can. Drawing heavily upon Hobart’s “Funnies” of 79th Armoured Division and the “Ersatz” units created by Major Alfred Becker – a rather unique engineer – for 21st Panzer Division – Battlefront have introduced a vehicle pack that brings new vehicles and weapons into the mix for their Combat Mission: Battle for Normandy game.
The vehicle pack requires the installation of the version 3.0 game engine, which is separately available from Battlefront. V3.0 brings Combat Mission: Battle for Normandy up to the same level of development as Combat Mission: Red Thunder, which provides a lot of improvements. You can check out some of these described in my Red Thunder review here .
We kick off TANKSgiving with a GARPA full of tracks and turrets. GUNNER – SABOT – PREORDER!
MBT (GMT Games)
P500 $65 (retail $95) – Made the cut
The Cold War goes hot in 1987 and the Reds are rolling West. 100m hexes hold individual tanks, infantry squads, and all manner of nasty battlefield surprises. With a whole arsenal of tanks, helicopters, ATGMs, and close-air support at your disposal, combined arms warfare splays across a collection of geomorphic maps and into your game room. Expansions are already on p500, and the mapboards are compatible with GMT’s Panzer to give you more to play with. Check out their p500 page for a LOT more info, and get your order in now.
CHAPTER NINE: YOU CAN’T UNSEE IT
click images to enlarge
The last time I saw anything that disgusting was when a dancer named ‘Wolf 359’ bent herself so far over, she turned into a singularity and disappeared. I will not watch movies about people eating people any more. I have people to do that for me. The idea is sound, but there’s no reason the leader should be exposed to such trauma.
I’m staring at a pretty decent fleet, though it’s very civ-heavy. Meaning, more Troop Transports and Colony Ships than actual ships that can ‘bring the pain.’ Since we’re all flower children more or less, having a gigantic fleet-in-being is not only not conducive with Federation aims, it’s also a huge drain on the economy. It’s still early yet and I need to do some more colonizing so I can do some more taxing and graftin’ (daddy gotta get HIS) to support a large fleet. For purely defensive purposes, of course. And so far, my expansion is small, though that will change soon. I don’t like the idea of being spread out and having no good ships to defend myself should big ol’ greenie meanies come sniffing around my people like they’re sides of beef (Soylent Green was MY idea, after all).
Thing is, in Birth of the Federation, the Federation gets huge penalties for being war-like. Doing things like bombing planets into dust will piss off the population at large, so a little alien cleansing…IF we actually find aliens, that is…is not on the to-do list. But, I like to bring it up during the staff meetings every so often, just to see how many shades of pale I can make everyone sitting around the table.
God, it’s good to be the king.