You missed the first 30 episodes? You bad person. Go read them all first, then More »
You missed the first 30 episodes? You bad person. Go read them all first, then come back here.
In Part 31 Benvenuto continued his Father’s ambition to become King of Sicily and assaulted the island and Sultan Yahya – its Muslim ruler.
A counter attack in Benvenuto’s homeland was beaten back by the Emperor’s forces, and the men of Salerno marched onto Malta with the aid of the Knights Templar.
Advised by his war council that more territory would need to be captured to force his demands for Sicily, Benvenuto needs to set sail for Northern Africa to take on the Sultan’s forces in his home territory. In this part, victorious Templars, a new beard, and a cool new hat.
After a lot of bloodshed, a lot of retreating, regrouping and restorming, Malta finally falls to Benvenuto and the Templars. With a warscore of 90% its still not enough to force a full surrender – to Africa!!!!!!!
Meanwhile in Bari……… Croatia comes back to take the region from the beaten down Muslims. So enraged is Benvenuto he grows an extra long beard and it turns white
Boggit, 4 March 2015
Developed by Every Single Soldier and published by Matrix/Slitherine
Vietnam ’65 is a single player, tactical-level game, focused on the American involvement in Vietnam in 1965. You play as the commander of the American forces allocated to a province somewhere on the Cambodian border. Playing as the Viet Cong (VC)/North Vietnamese Army (NVA) is not presently an option, but may be a possibility for a future expansion.
Setting up a new game is easy. Click on New Game, and a random map of 10 villages is created. The game then plays out in a ‘Skirmish’ mode, as there are no ‘historical’ maps as such, so there is no replication of specific actions like Operation Silver Bayonet (Battles of LZ-Xray and LZ-Albany), or Operation Long Reach. To be fair, that is not really what the game is about as it provides a more general Vietnam ‘search and destroy’ gaming experience, and the randomly created maps ensure variety in the battlefield. Given the way the game is designed it would probably be difficult to properly replicate the historical actions meaningfully, as the games victory conditions are not focused specifically on winning a battle in conventional wargame terms.
The Original World War
Craig Handler, 3 March 2015
click to enlarge
Before they made the sequel, there was the original World War. Muzzy Lane’s take on World War I was recently released after a lengthy beta period, and our review teams gives it a go.
Jim Owczarski, 28 February 2015
Designing global strategy games in a digital environment requires a commitment to both craft and art. It requires an acute sense of what information, which details, can safely be kept hidden from the player — unless he really wants to know — and those which, if hidden, will leave players screaming at their monitors because they can’t figure out how to do something they really need to do. More, it requires a careful understanding of how to communicate events going on in the world around the player in ways that don’t introduce absurd tedium — I’m looking right at you Europa Universalis III — while simultaneously preventing head-slapping aggravation when the player suddenly realizes that the Sudan sued for peace in its war against the Anglo-Egyptian government 12 turns ago and he never noticed it.
My respect for what Muzzy Lane attempts in its “Making History: The Great War”, then, is great. I only wish I could say they’d done a better job in the event.
The topic isn’t a surprising one given the centennial observations of World War I and a number of other developers have offered their takes. If nothing else, Muzzy Lane’s is familiar as it uses the Sandstone engine previously seen in “The Calm and the Storm” and “The War of the World”. Players are the now-commonplace nigh-omniscient rulers of nations charged with the building of infrastructure, armies, technologies, and economies, and then guiding those they lead into the tempest of Europe in the years after 1912. Units are typically “division” sized (more on that in a bit) and the game. which one should note up front is turn-based, runs in one-week turns.
“The Great War” (hereafter TGW) does not skimp on the choice of nations to control. Every strategy guide you read for games of this type tells you that it’s a bad idea to try and learn a system from some remote corner of the globe, but I already know a great deal about this history of the British, French, German, American, &c., empires and definitely fancied the notion of playing out the first half of the 20th Century from the Emirate of Jabal Shammar
Fresh out of the arctic depths of Vance’s mailbox, here’s a look inside Shining Path before Vance starts punching and playing for his review.
Vance Strickland, 25 February 2015
Give us your thoughts below, or in our forums >>