Tag Archives: Boggit
Screenshots by Boggit, 12 September 2015
Developed by Headquarter and Published by AGEOD/Slitherine
Many a crown shines spotless now
That yet was deeply sullied in the winning.”
Friedrich Schiller (Act II, sc. ii. – Wallenstein)
The Thirty Years War was one of the defining periods of the Seventeenth Century, and has been of interest to me for years, so I was delighted when AGEOD/Slitherine published Thirty Years War. Here are a few screenshots from the first few turns of the Grand Campaign from the perspective of the Imperialists to give you a flavour of what is being offered.
Boggit has a chat with Romain Soulié, the brains behind Legions of Steel
Interview by Boggit, 8 August 2015
GH: Romain, thank you for agreeing to talk to Grogheads about Legions of Steel.
GH: Romain, tell us about yourself. When did you become interested in gaming, and why did you decide to design and produce Legions of Steel?
I have a very classical gaming education, which means for somebody of my generation boardgames, wargames, roleplaying games and video games during my teenage years. I have been lucky enough to work in big companies like EA and Ubisoft before Studio Nyx was founded. Legions of Steel is the first game developed from the ground up by our young studio. The key moment was my encounter with Clark Browning, the designer of the miniature board game from the 90s. We just played his game, I loved it, and we quickly started to talk about a digital adaptation.
Screenshots by Boggit, 25 July 2015
Developed by Flashback Games, The Lordz Games Studio and Published by Matrix/Slitherine
Click images to enlarge
This article gives just a taste of Warhammer Armageddon eye candy, as well as a few comments on the DLC. Enjoy!
I had the original game, plus the free expansion – Untold Battles, which was really limited to the Imperial Guard and the Orks. At a glance nothing much has changed with the DLC, save for more situations to overcome, and three different varieties of Space Marines.
Boggit returns from his own exile on the 200th anniversary of (arguably) the most consequential battle in Western History to conquer Scourge of War: Waterloo.
By Boggit, 18 June 2015
Developed by NorbSoftDev and Published by Slitherine
I was intrigued by NorbSoftDev’s Scourge of War: Waterloo. I had played some of the earlier iterations of the game engine (1st Bull Run, and 2nd Manassas), which had been good. With that in mind, and knowing that the development team had worked on several other titles in the meantime, it would be interesting to see how far they had advanced the game, and how well it captured the flavour of Napoleonic combat, as hitherto all their games were from the American Civil War.
Scourge of War: Waterloo is a pausable real-time representation of small to very large actions (including the whole battle) of Waterloo. It comes with 20 historical scenarios ranging from small brigade size actions to the ‘full Monty’ at army level. In addition there is a sandbox campaign, a sandbox mode (in which you can take any units from the order of battle (OB), and fight on eight different battlefields), and modifications, which include the OB for the entire French Grand Armée (i.e. with Marshal Grouchy at Waterloo), and a Grog mode for extra realism.
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.
It’s still Tuesday somewhere…
Boggit, 24 February 2015
click to enlarge
Developed and Published by Battlefront Inc.
Reviewed by Boggit 14 February 2015
Black Sea is the latest addition to the Combat Mission series. It focuses on a speculative continuation and escalation of the present Ukraine crisis to a new flashpoint in the central Ukraine Dneipr river/Donetsk area set during the summer of 2017. NATO has now been drawn into the fight and with the release of this game we see US troops joining the fight between the Ukrainians and Russians. Conceived well before the current crisis in the Ukraine, this is another of Steve Grammont’s eerily prophetic modern Combat Mission games – the last one was Combat Mission: Shock Force set in Syria in 2008!
As a flash review/first impressions feature, this article is based on my gameplay of a couple of the scenarios, and around half a dozen quick battles. It’s not exhaustive by any means, but I hope that I’ve covered things sufficiently to give some useful insights into what the game is all about. If I’ve missed something – it happens – well now you’ll know why. 😉
Boggit, 7 February 2015
Joel Billings of 2By3 Games talks to Boggit about War in the West and game design in general
As always, click images to enlarge
GrogHeads: Joel, thank you for agreeing to talk to Grogheads about your recent work. War in the West is your latest release and shows some interesting innovations in the development of 2By3 games.
Tell us about yourself. How did you get into wargame design?
Joel Billings: I started SSI in 1979 when I had just graduated from college. I was a long time player of historical wargames and had tinkered with various game rules and created miniature campaigns. I started SSI because I thought computers were a natural evolution for wargames which would allow for better fog of war and an AI opponent.
GH: Your recent products of War in the East and War in the West are massive in scope and detail, which might be potentially off-putting to all but the most hardcore gamers. Tell us about the design decisions in making such apparently challenging games.
JB: The first decision was whether to go with an IGOUGO system or a plot and execution system. Gary had used the later in his previous Eastern Front games. We decided to go with the IGOUGO because we thought it would attract more players as it could be made to be a very addictive game where you want to keep making one more move, one more combat. This is especially true in 1941 Russia. Of course we wanted the extreme detail that people expect from Gary, and that comes from the database.