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Battle of the Bulge – An AAR

Developed by Shenandoah Studio and Published by Slitherine

Boggit, 7 November 2015

 

“To the German Commander.
NUTS!
The American Commander”

The response of General Anthony McAuliffe (acting commander of 101st Airborne Division) to General Heinrich Freiherr von Lüttwitz (commander of XLVII Panzer Corps), on being surrounded at Bastogne by far stronger German forces.

The Battle of the Bulge (hereinafter referred to as Bulge) is a popular setting for world war 2 games, and represents Germany’s last hope to forestall the Allies in the vain hope of bringing them to the negotiating table. Bulge is a divisional level game representing the German offensive in the Ardennes in late 1944/early 1945. The game itself is a port from an iOS game to the PC and Mac, and this short screenshot article is to give you a taste of what is being offered.

Bulge comes with 5 scenarios. There is a separate tutorial which deals with all the basics fairly quickly. The game is not difficult to learn, although as with many easy to learn games winning is not always easy. The game can be played either single or multiplayer.

Bulge comes with 5 scenarios. There is a separate tutorial which deals with all the basics fairly quickly. The game is not difficult to learn, although as with many easy to learn games winning is not always easy. The game can be played either single or multiplayer.

First Impressions of NWS’s Rule the Waves

Developed and published by NWS

Reviewed by Boggit, 26 September 2015

“They [the Sea Lords] must cease to say ‘This is the ideal plan; How can we get enough money to carry it out?’ They must say instead ‘Here is a sovereign; How much can we squeeze out of it that will really count for victory in a naval war?’” Lord Selborne, First Lord of the Admiralty. (Selborne to the Admiralty Permanent Secretary (16th February 1903) in “Distribution of Business 1904”, Adm. 1/7737 P.R.O.). (The quote refers to Selborne’s concern of impending financial crisis arising from the continued construction of modern warships in the numbers and varieties required to protect all of Britain’s maritime interests.)

The British Grand Fleet in WW1 (Courtesy: British Library)

The British Grand Fleet in WW1 (Courtesy: British Library)

Rule the Waves is the latest game presentation from NWS covering the naval arms race period of 1900-1925. The campaign map covers the entire world, portrayed as areas representing the spheres of influence of the Great Powers of the time. The scale of the game is in monthly turns, and your units range from little minesweepers to massive dreadnoughts. Working with a limited budget you face Lord Selborne’s dilemma of creating and maintaining a navy that will win a naval war.

Screenshot Feature: Thirty Years War

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.

Thirty Years War comes with 8 scenarios. Three are tutorials, four deal with key phases of the war and one is the Grand Campaign.

Thirty Years War comes with 8 scenarios. Three are tutorials, four deal with key phases of the war and one is the Grand Campaign.

 

Turn one of the Grand Campaign starring General Bucquoy with a small force of some 6,500 men preparing to put down the Bohemian revolt. He needs more troops, but must act soon to squash the revolt before it gets out of hand.

Turn one of the Grand Campaign starring General Bucquoy with a small force of some 6,500 men preparing to put down the Bohemian revolt. He needs more troops, but must act soon to squash the revolt before it gets out of hand.

Grogheads interviews Romain Soulié of Nyx Studios

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. 

Dark and eerie corridors – ideal fighting conditions for my Commandos ;-)

Dark and eerie corridors – ideal fighting conditions for my Commandos 😉

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.

Warhammer Armageddon Complete – A Quick Tour

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!

Ultramarines meet Orks, Orks meet Ultramarines. It’s going to get mean and green!

Ultramarines meet Orks, Orks meet Ultramarines. It’s going to get mean and green!

 

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.

Scourge of War: Waterloo

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.

The Menu and loading screens all use contemporary art, which adds a nice period feel.

The Menu and loading screens all use contemporary art, which adds a nice period feel.

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.

 

Here are the French scenarios, rising in complexity from clearing the woods at the Chateau of Goumont (aka Hougoumont) to the full battle (shown here).

Here are the French scenarios, rising in complexity from clearing the woods at the Chateau of Goumont (aka Hougoumont) to the full battle (shown here).

GrogHeads Previews Vietnam ‘65

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.

The title screen captures the image of Air Cavalry in Vietnam. I can also hear the sound of helo’s and radio chatter in the background.

The title screen captures the image of Air Cavalry in Vietnam. I can also hear the sound of helo’s and radio chatter in the background.

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.

Tuesday Screenshot: The Big Boom

It’s still Tuesday somewhere…

Boggit, 24 February 2015

click to enlarge

TheBigBoom

If you’re gonna boom, make it a big boom

 


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