DGS Games

Tag Archives: Tactical

Video: High Flying Dice Two-Pack – First Look!

A two-fer Tuesday video unboxing ~

Michael Eckenfels, 15 August 2017

High Flying Dice sent over copies of both Gliders from the Sky and St. George’s Valor.  Michael digs into both.

Note that these games are not sold in a combo pack, but were both shipped to us together.  Watch for more as Michael digs into the games


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GrogHeads Reviews Advanced Platoon Leader

Michael gives you a look at the new tabletop tactical game ~

Michael Eckenfels, 5 August 2017

More to follow later, at some point…


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Reflections on Gettysburg – The Tide Turns

Developed by Shenandoah Studio and published by Matrix/Slitherine

Boggit reflects on the Battle of Gettysburg while playing “Gettysburg – The Tide Turns” ~

Boggit, 29 July 2017

“I have bin in one battle, and that satisfied me with war, and I would beg to be excused next time”

Private Haban R. Foster, 34th Virginia Infantry, 1862.

 

I’m playing the First Day scenario. My view is that if Lee can’t get an easy win on Day 1, then he’s going to be facing an increasingly worsening attrition battle, one that even if he does win the battle itself will mean the end of his campaign and any prospect of actually winning the war due to excessive, and hard to replace losses.

 

Gettysburg – The Tide Turns is a game reconstructing the strategically decisive battle of Gettysburg in the American Civil War (1861-65) between the Union (Northern) and Confederate (Southern) states in America. In many ways it was the first modern war where weapons development and tactics presaged the carnage that would be seen a few years later in the Franco-Prussian War (1870-71) and the early months of the First World War (1914-18) where modern weapons met Napoleonic tactics with predictable results.

Outpost Gamma – A GrogHeads AAR, part 3

The legionnaires are far from home, and facing impossible odds.  Still. ~

Michael Eckenfels, 26 July 2017

AAR: PART 3 (TURN 2)

Just a note – if the map or counters look different from this point forward, it’s because I’ve moved to another format. The VASSAL module is awesome for pure play-through, but when it comes to writing up an AAR and needing more finite control over the pieces, it’s not meeting my needs.

The differences are minute, and hopefully you’ll see it as an improvement for the purposes of this write-up. I encourage you, if you’re a fan of VASSAL, to go click on the link above and check it (and other DwarfStar products) out.

We’re one turn in and we’ve only managed to pop two of the Irdan Rebel units, but this should hopefully change as they come within range of more weapons.

Of course, that means THEY have a chance to hurt the Legionnaires, too…

Video: Urban Operations – First Look!

Cyrano dives into to the new MOUT/FISH game from Nuts! Publishing~

Jim Owczarski, 24 July 2017

What’s inside the box?  Let’s take a look…

And so how does it play?  We’ll let Cyrano get back to us on that one.


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Outpost Gamma – A GrogHeads AAR, part 2

The legionnaires are far from home, and facing impossible odds.  Again. ~

Michael Eckenfels, 19 July 2017

AAR: PART 2

We’re playing the first scenario, “The Last Outpost.” There are 12 turns in this scenario, and each turn is divided into ten phases. The object is for the Legionnaires to be the last side to occupy at least three mesa-top hexes, and/or destroy all Irdan attackers. The Irdans win if they destroy all the Legionnaires, and/or clear all mesa-top hexes of them. If neither of these occur, the game ends in a draw.

Each turn’s phases are:

  1. Energy Storm Phase
  2. Disruption Fire Phase
  3. Irdan Movement Phase
  4. Irdan Combat Phase
  5. Irdan Stun Recovery Phase
  6. Imperial/Miner Movement Phase
  7. Imperial/Miner Combat Phase
  8. Remove Disruption Markers
  9. Imperial Legionnaire Stun Recovery Phase
  10. End of Game Turn

I mention all of this to give you a feel for how the game flows.

Now, back to the action.

Modern-Day Napoleonic Battles & Travels, Part the Third

Cyrano’s last travelogue update before, y’know, actually traveling! ~

Jim Owczarski, 15 July 2017

I’m a bit embarrassed that it’s taken me nigh eight months to file an update to this series, but, with an apology proffered, perhaps it’s best to dive right in?

I’ll begin, if I may, by again talking about a surprise.  I’ve known of this creature for a long time:

How very, very lovely

Outpost Gamma – A GrogHeads AAR, part 1

The legionnaires are far from home, and facing impossible odds.  ~

Michael Eckenfels, 12 July 2017

Outpost Gamma is one of a dozen Imperial Legionnaire outposts on the harsh, storm-thrashed surface of Irda, home to ten troopers. The site had been chosen by Imperial Pathfinders, as it lay astride one of the busier canal-ways used for travel by the natives and Twargs; the canals are dominated by a series of mesas, on top of which the Pathfinders recommended one of the twelve outposts on the surface.

The twelve teams had seemed to be a little bit of overkill to the Legionnaires, but the importance of the gemstones in the surface overrode any half measures that the generals back on Terra or in the governing regions wanted to initially deploy. The recommendation had come with three platoons of Omni tanks, each of which to be assigned to one of the three strategic locales determined by the Pathfinders, but that was denied; even those that expected full-on trouble thought the Omnis were a bit like giant boots crushing ants.

Better to crush ants with a terrible advantage, thought Outpost Gamma’s commander, whom went by the call-sign ‘MetalDog,’ than to stoop to their level!

Now, I’m worried, he thought darkly.

He’d had trouble raising the other Outposts all day; even with dedicated SATCOM satellites in low Irda orbit, staying in touch successfully was a roll of the dice. Legionnaire doctrine called on such Outposts to stay in communication with each other at least once per day; that meant Outpost Gamma should have eleven contacts. It wasn’t unusual, though, for days to pass on Irda before raising one or two other Outposts. Usually, Outposts would pass along their contacts to other Outposts, which wasn’t ideal but kept everyone generally informed.