11/28/13

TANKSgiving 2013 – Flashpoint Campaigns: Red Storm AAR Part 1

Scenario: A Test of Wills

Author: Jim Zabek, 28 November 2013

Flashpoint Campaigns: Red Storm has done something for me that no wargame has done for a long time. I am wholly absorbed in it. It’s the only game I want to play. I’ve been addicted to other games (just ask around the forums about Orcs Must Die! 2), but it has been quite some time since a wargame really grabbed me like this. Strange? Perhaps. But there it is.

Normally when I select an AAR I like to choose one I’ve never seen before. It adds to the drama as I don’t know what’s coming and I think it’s a more authentic story to give to an audience. However, With this particular scenario in Red Storm I have played it at least a dozen times and continue to love it. The AI always keeps me guessing. Although I’ve beaten the AI each time I’ve played it, I never feel like I’m winning until after the game is over. The crush of the Soviet horde is hair-raising to the NATO player. The come on almost like a zombie apocalypse: incessant and seemingly innumerable.

In this particular scenario, A Test of Wills, the player is tasked with fending off the Soviets at night. The scenario opens with a heavy rain that limits visibility to 500 meters – one hex. Eventually the rain will lift. But when it lifts can make an enormous difference to the NATO player. In one game it didn’t lift for five and a half hours. As a result the Soviets crawled right into my defensive positions before I could see them, negating my advantage of seeing at night and using ranged weapons like the TOW. I won that scenario, too, but it had me sweating the entire time – I had placed my defensive units in solid overwatch positions to take on the Soviets at range; when they failed to appear I had left some of the roads to the exit points unguarded for an approach in zero visibility. It was probably a worst-case scenario.

In most games the rain lifts sooner – sometimes by the third turn. But the weather isn’t the only thing tossing me curve balls. There are three major avenues of approach for the Soviets. The southern approach has the most victory points and always sees the most action, but the middle of the map also gets a lot of attention, and the northern end sometimes gets heavily tested, too. The AI seems to never do the same thing twice, which keeps this scenario fresh for me every time I play it. And that’s why I keep coming back to this scenario. It’s a mid-sized scenario with lots of uncertainty. So far I’ve won every game I’ve played but I’ve never felt any confidence until the last shot was fired. There simply aren’t enough NATO troops to go around and once their artillery starts to rain too many units get destroyed for anyone to feel confident.

So here I go again. We’ll see what happens.

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11/23/13

Hull Breach – First Impressions!

Chris Caran heads to Charlotte, NC for MACE 2013, and discovers a nifty card-driven game of interstellar warfare now on pre-order.  How awesome does he think it is?  Read on….

Preview by Chris Caran, 23 November 2013

HullBreach1
A mixture of cards, dice, and strategy, Hull Breach is a sci-fi deck-deckbuilder with great tactical nuance.

While attending the MACE convention this year in Charlotte, NC I got the chance to play a demo of Hull Breach, a new deck building space warfare game from Not So Broken Games. According to the two-person NSB Games team, it was so new it hadn’t even cleared customs yet.

The game’s premise is that each player represents an interstellar faction vying for galactic dominance. Each player has control of their own space station and associated modules. You deploy ships of different sizes along with associated fighters, drones, and marine complements. In addition to the unit-type cards, there are also various upgrades and options for your units as well as generic galactic events and tactics to give your faction the edge.

It is a resource-building game as well, your resource (raw material) and currency (funds) generated each turn by your station, attached modules, and other breakthroughs or upgrades to modify your turn-by-turn abilities. That being said, it’s pretty simple to keep track of and there was never any point of confusion as to buying power or reach.

In place of miniatures and maps, the combat mechanic takes a cue from CCGs and has a “Magic: The Gathering”-like assignment of attacking units towards another player’s space station.  Once in combat, the game brings more complexity to the table – in a good way.

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11/22/13

GARPA 32 – GrogHeads Advanced Research on Projects Advisory

Lloyd Sabin, Brant Guillory, and Jim Zabek, 22 November 2013

Winter is coming. As a blast of cold, icy air descends from the Arctic we here at Grogheads are doing our best to keep your blood hot for some new games and we’re leading off with GMT’s Fields of Fire, which sounds hot even when you read it through the cool glow of your monitor. Don’t miss some other great gaming goodness beyond the Read More link which includes some awesome terrain for sci-fi minis and some remakes of a couple of classic electronic games.

Tabletop Games

Fields of Fire II from GMT Games
Cleared p500 and in final development

Still available at the p500 price of $55, this sequel from GMT Games takes the highly-regarded Fields of Fire series into action with the USMC.  You’ll lead a rifle company through a variety of solitaire scenarios ranging from the WWII PTO through the present day.  A card-driven game with a terrain deck and action deck, Fields of Fire has been described by combat veterans as a pretty damned good representation of the kinds of decisions you need to make in combat.  Check it out here and go place your order with GMT.

Iron&Oakbn1(RBM)

 

GARPA-Mill

Millennium Wars Advanced: States of Conflict from MCS Group
Still on preorder, no timetable

The Millennium Wars games are an odd fish.  Clearly a map-and-counters wargame that any grog should grok at first glance, but quite complex in the interplay of assets, missions, capabilities, and environmental constraints.  A heavy focus on C4I puts the Millennium Wars series in the forefront of modern conflict simulation, and allows solid modeling of organizational cohesion as well as varied non-combat effects like cyberwarfare and political fallout.  Still on preorder at $49.95, MWA is a package stuffed with a variety of conflicts to make you squirm your way through the difficult decisions faced on today’s battlefields.

 

 

ZeppeldromeGARPA-zeppel
$4600 of $35000, project closes 15 December 2013

Steampunks!  Yeah, you!  Wanna race?  Wanna race an airship?  Wanna race and airship and fight dirty?  C’mon, you know you do.  Interchangeable boards, wacky characters, dirty tricks, and lemmings – it’s all here.  Players have modular airships that allow you to mix and match capabilities.  Racecourses change each game, and the deck of dirty tricks looks like a Mario race in the sky.  Put on your brass goggles and silk scarf, float over to Kickstarter to check out a video of gameplay, and plunk down a couple of bucks for a rollicking ride through the sky.

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