Tag Archives: GMT

Twilight Struggle: An AAR – Part 11

Our AAR of the new digital Twilight Struggle enters Turn 2 ~

Michael Eckenfels, 27 April 2016

PART 3

TURN 2, ROUND 3, USSR

 

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In a dick move, the USSR player puts UN INTERVENTION out there, which means he can play another card and ignore the Event that would normally fire, if he played it solely for Ops. So that means a nice juicy US card is about to enter play.

Twilight Struggle: An AAR – Part 10

Our AAR of the new digital Twilight Struggle enters Turn 2 ~

Michael Eckenfels, 26 April 2016

PART 3

TURN 2, ROUND 2, USSR

(AUTHOR NOTE: I’m going to dispense with the TURN # ROUND # screenshots from here on, since it’s moot and already titled in the text.)

 

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Looks like the USSR goes with ARAB-ISRALEI WAR for its 2 Ops, placing 1 Influence in Cameroon, Africa (gaining Control) and 1 Influence in Nicaragua (gaining Control there, too).

Twilight Struggle: An AAR – Part 9

Our AAR of the new digital Twilight Struggle enters Turn 2 ~

Michael Eckenfels, 25 April 2016

PART 2

TURN 2, ROUND 1, USSR

 

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The USSR goes with the INDO-PAKISTANI WAR to start things off right (‘right’ insofar as causing a shooting war…typical).

Twilight Struggle: An AAR – Part 8

Our AAR of the new digital Twilight Struggle enters Turn 2 ~

Michael Eckenfels, 24 April 2016

TURN TWO

Eight Cards in Hand; Six Action Rounds

So, yes, I’ve done a bit of studying and seen all of the colossal failures I’ve committed thus far in Turn 1. Well, ‘colossal’ in that a strategy guide I found on the very helpful website www.twilightstrategy.com (thanks to forum member Pinetree for the revelation on the PDF version), and even though I knew of the site, I still didn’t really bother to look at it closely.

I feel it’s easier to learn by losing than by winning. Knowing all of these strategies might make me a better player, but without actually understanding them in the first place, and having played TS extensively beforehand (other than years ago, and admittedly I’ve forgotten quite a bit about this game), there’s no way in hell I’ll ever get the U.S. in this game into a position of dominance.

Right now, I’m just wanting to survive. I’m not just 14 points in the hole – I have to score 34 VPs now to win. And that’s if the Soviet AI doesn’t score any more for the rest of the game. I suppose it’s possible, though I have my doubts.

 

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A recording of President Truman comes on, remind me of why I’m not a very good President.

Twilight Struggle: An AAR – Part 7

How’s the new digital Twilight Struggle play? ~

Michael Eckenfels, 23 April 2016

PART 7

TURN ONE, ROUND 6: USSR (FINAL ROUND FOR TURN ONE)

 

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GrogHeads Advanced Research on Projects Advisory #92

We venture beyond hex-and-counter wargaming for much of this week’s GARPA ~

GrogHeads Staff, 22 April 2016

 

The Dark Sands (GMT Games)
p500 $38, MSRP $55 – made the cut

Ted Racier strikes again!  He’s taking his East front campaign system from The Dark Valley and dropping it into North Africa.  You get to refight the dramatic 2 years of back-and-forth warfare between Cairo and Tunis at the operational level, with a focus on combat and planning.  Notably, the GMT copy on their promotional material pokes fun at a certain well-known North Africa game with a heavy logistical focus.  Meanwhile, you’ve got a highly solo-friendly game that spans a grand campaign from a designer we all love and a company that churns ass-kicking products.  Got get your order in before you can’t get the p500 price anymore.

Iron&Oakbn1(RBM)

 

Twilight Struggle: An AAR – Part 6

How’s the new digital Twilight Struggle play? ~

Michael Eckenfels, 22 April 2016

PART 6

TURN ONE, ROUND 5: USSR

 

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Twilight Struggle: An AAR – Part 5

How’s the new digital Twilight Struggle play? ~

Michael Eckenfels, 21 April 2016

PART 5

TURN ONE, ROUND 4: USSR

 

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