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What are the rules for nomination? Just wargames? Only PC? Released between? (Jan 2017-current?)

Anything you play on an electronic platform that has been released since Jan 1 2017 up to Dec. 31 2017.
Anything since Jan iirc
Really enjoyed the first one in series have been disappointed ever since; hopefully they get it right this game.

Interested on hearing reviews.
It has all the bells & whistles of The Great War and the deep social/economic/diplomatic features.

How is the diplomacy? Is it as wonky as Civ or does it actually have use/meaning?
Is this game a less complicated version of HoI 4?  :D

Not sure about this new one they are working on but past iterations were in some ways like and yet unlike HoI4. The Making History games have their complexities in that you manage trade, diplomacy, economy, research, armies, etc. but it's all done turn-based with one week turns whereas HoI4 is pause-able real time.
Is this game a less complicated version of HoI 4?  :D
Computer Wargaming / Re: Burden of Command Announced
« Last post by ComradeP on Today at 06:15:42 AM »
The missions you play are fixed in the sense that they follow historical operations, the variability comes from interacting with the narrative and the game responding to previous decisions.

The tactical gameplay as it's being envisioned now shouldn't be too different from industry standards where you and the enemy get a certain number of units, with some reinforcement variability thrown in. You're more or less at the end of the command chain for officer ranks, so you decide how to accomplish a broadly defined mission (take a certain point and make a decision whether or not you will immediately exploit the enemy retreat for example), but don't pick the mission as you're following historical examples.

The game follows a master narrative of sorts through the Cottonbalers' involvement in WWII, but it is our goal to introduce enough actual replayability to missions to make a different playthrough, with a different leadership style entertaining as well. Aside from random or "responsive" events, availability or lack thereof of support assets is how we're trying to accomplish that, as the support assets change the way you play a scenario. Our decision is always based on historical availability and the problems with that availability (such as equipment being lost during amphibious operations or river crossings) if we can find information about it.
Computer Wargaming / Re: Cuphead?
« Last post by Gusington on Today at 05:33:54 AM »
I bet he'll still buy it in a day or two, though.
Computer Wargaming / Re: Cuphead?
« Last post by bbmike on Today at 05:32:51 AM »
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