03/7/17

The Tuesday Interview – Command Post Games

Marshall Barrington gives us an extended low-down on Command Post Games ~

Jim Owczarski, 7 March 2017

I first caught wind of Command Post Games via its Kickstarter for Pub Battles: Brandywine.  Here was a war game played on a period map, made of canvas no less, with blocks that looked an awful lot like kriegsspiel pieces, and that trumpeted that it had fewer than five pages of rules.  That, a beautiful brass measuring compass, and, oh yes, their kriegsspiel dice, made me a pretty quick fan.

Given all this, I decided to ask CPG’s Marshall Barrington about the company’s past, its future plans, and what it has against the the Little Corporal.

Yvonne Sparrowsmith
Yvonne Sparrowsmith

So, following form, could you introduce yourselves? Who is Command Post Games and what do each of you do?

  • Yvonne (aka god):  She is the primary owner/investor.  She inspired us setup and run our first Kickstarter!  She helps with web sites and PR.
  • Aaron Wood:  Graphic Design.  He does amazing work.  He is a true artist.  Excellent at picking out colors, shapes, and overall themes.
  • Marshall:  Game Design, Development, Shipping, marketing, and anything else that just needs to get done!
  • Elijah Dicks:  History Department at Arapahoe Community College.  He has been key in getting the new mega game format going.
  • Michael Sparrow:  Coordinating and running events and meetup group promotion.  He’s also helping us with new mega games.

 

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02/28/17

The Tuesday Interview – Glenn Drover

Friend-of-Grog Glenn Drover comes back for another visit ~

Michael Eckenfels, 28 February 2017

What’s the craziest move you ever tried to pull off in a wargame?

GD:  I’m an aggressive attacker, but never crazy. 😉

What wargame made you want to be a designer?

GD:  It is probably the fault of a whole group of games that I loved in the mid-late 70’s. From Milton Bradley: Carrier Strike, Skirmish, and Battle Cry; as well as Avalon Hill’s Tactics II and Third Reich. I played these endlessly with my dad and solo. Continue reading →

02/25/17

Impressions of Strategic Command 3

And… a comparison with Strategic Command WW1 Breakthrough ~

Boggit, 23 February 2017

Developed by Fury Software, and Published by Slitherine

About three years ago I did a detailed review of Fury Software’s Strategic Command WW1: Breakthrough and ended up recommending it as “not only highly playable but also a very deep, subtle and immersive game.” What, I wonder, has Fury Software been doing since? Well, they’ve spent a couple of years working on their new WW2 game – Strategic Command WW2: War in Europe, and have changed their publisher.

So what’s it like?

The first thing to hit me between the eyes is the artwork. In comparison to SCWW1: Breakthrough, Strategic Command WW2 looks like a different game. Of course it is, but in comparison the artwork is stunning, and that includes the map, the counters, and the event notifications. It is a dramatic improvement.

 

The old style artwork…
The old style artwork…

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02/21/17

The Tuesday Interview – Nikolai & George from Sovereignty

The guys from the latest Matrix Game 4x hit stop in to chat about their new release. ~

Brant Guillory, 21 February 2017

So it’s not like the world is lacking for 4X games.  What made you think “the world needs this game?” and how did you get that vision from inception to the full release of Sovereignty?

Nikolai Soderstrom (Designer): To be honest, I don’t really consider this a 4x game. We certainly didn’t go into it thinking we needed to create a 4x game. I mostly consider Sovereignty an accessible turn-based strategy game. Manage your kingdom. Go to war. Fight battles on the tactical map.

Our inspiration is deeply rooted in the grand campaign worlds of Greyhawk, Forgotten Realms, Birthright, in Middle Earth, and in historical settings to craft a rich political and cultural landscape in which to set a strategy game. In Sovereignty, you can play any one of 34 different realms, and each one is unique. We wanted the rich cultures established in the lore to resonate in the gameplay itself. Each realm has its own playstyle, its own ambitions, fears and rivalries, its own unique units, spell repertoire, agents, economy, diplomatic position, and heroes.

TI-Sov-10

 

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