02/22/13

Alea Jacta Est – Cantabrian Wars Scenario DLC


Reviewed by Boggit, 22 February 2013

Developer and Publisher: AGEOD and Matrix Games

Back in December Boggit reviewed the well-received core Alea Jacta Est game – see here for the original review. Recently, AGEOD have added to this excellent game with the Cantabrian Wars scenario. Boggit takes the Grog’s view of whether it is a “Fiery War” or should “Just burn”.

For those gamers with Alea Jacta Est, it is recommended to upgrade to the v1.02 patch. V1.02 adds a number of nice features including tabs for city and fort size, enabling these important values to be spotted at a glance, but most importantly if you want to be able to play Cantabrian Wars you do need to patch to v1.02 from vanilla or from v1.01.

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02/17/13

PC Game Review of Squad Battles: First World War

A review by Boggit, 17 February 2013

Developer and Publisher: John Tiller Software

Click images to enlarge

 

The recent surge in wargames set during the First World War is leaving Wargamers spoilt for choice. With Squad Battles: First World War, Boggit takes Grog’s view of whether it is a “Breakthrough” or is “Caught on the Wire”.

 

Squad Battles: First World War John Tiller Software’s latest addition to their series of Squad Battles games. Hitherto John Tiller’s Squad Battles have focused on the Modern and World War Two timeframe. The First World War is a new departure for this series so what has changed and does the Squad Battles Engine “work” for the First World War?

 

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Pins and casualties everywhere as the first wave break against the British line

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12/14/12

PC Game Review of Strategic Command WW1 Breakthrough

A review by Boggit, 14 December, 2012

Developed by Fury Software and published by Battlefront Inc.

Wargamers have recently had a series of fine wargames set during the First World War competing for their attention. With the Breakthrough expansion to Strategic Command World War One, Boggit takes a Grog’s view of whether this is just “Over the Top” or “Bang on Target”.

 

Strategic Command World War One Breakthrough is Fury Software’s latest addition to their Strategic Command stable of games. Strategic Command World War One Breakthrough is an add-on to Strategic Command World War One, so what has changed with the addition of Breakthrough, and for those unfamiliar with Strategic Command World War One itself, how does the game play?

Breakthrough makes a number of changes to the Strategic Command World War One game engine and introduces a new unit – the armoured train, which substitutes for the rail gun in some scenarios. The game engine changes cover a host of improvements including new hotkeys and some nice combat features like combat unit swapping, improved bombardment options, and so on. Supply rules have been overhauled and improved. Breakthrough also adds a variety of additional scenarios and a range of modding features to the game editor.

 

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What scenario to play? Action takes place from the muddy Flanders fields to the jungles of Africa.

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12/2/12

Review of Alea Jacta Est

Published and Developed by AGEOD

Reviewed by Boggit, 2 December 2012

Boggit returns to the “old days” when Rome ruled the world, and argued over it incessantly.

Click images to enlarge

Alea Jacta Est is the latest addition to the well regarded series of strategic/operational wargames produced by the Indie developer AGEOD. Alea Jacta Est is concerned with the wars of Ancient Rome with a particular focus on Roman Civil Wars, although it is possible to assume a non-Roman role in some of the scenarios.

For those who have played previous AGEOD releases, like Wars in America, Rise of Prussia, or Revolution Under Siege Alea Jacta Est will seem quite familiar at first sight. To some extent this is a superficial familiarity since the game engine has been tweaked for Ancient warfare rather than one where firepower is a critical factor, resulting in subtly different gameplay. For example, cavalry charges take on a new importance and are potentially deadly, depending on the terrain being fought over. There are also new siege rules reflecting the realities of Roman Legionary siege techniques and so on.

If you are new to AGEOD’s wargame titles the gameplay is quite unlike many wargaming titles where players tend to have considerable control over their pixel armies. Here you are in the world of the Commander in Chief – you can give your armies rules of engagement, set their aggression level (or combat stance) and order them to a location. There to do battle – or not! Commanders do not always follow orders to the letter, but can place their own interpretation on them based on their characteristics. This can result, for example, in a defensive or passive posture when you’ve instructed an aggressive stance. It can also result in generals delaying in implementing their orders. The classic example is Napoleon’s general Grouchy failing to pursue Bluecher – the aggressive/assault posture being modified to defend! It is a beautiful feature for a game at this level and particularly reflects the command and control difficulties of the pre-radio age.

Commanders can have a wide variety of traits, each of which can influence either their direct behaviour or the way they affect the political situation, for example Julius Caesar has as one of his traits “Fast mover” which gives a 15% stack move bonus, another trait is “Propagandist”, which gives a boost to loyalty in a region where he is present.

 

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Oh, happy day! Well not for the Senate anyway! Alea Jacta Est features lots of ancient “events”.

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11/1/12

PC Game Review of Combat Mission: Fortress Italy

Reviewed by Boggit 1 November, 2012

Developed and Published by Battlefront.com

How does the latest Combat Mission game stack up? Charge on, intrepid readers!

Fortress Italy is the latest incarnation of the Combat Mission 2 Series developed and published by Battlefront.com. For those unfamiliar with the series, it is a 3-D real-time tactical squad-level wargame set in Sicily 1943 during World War II. For those familiar with Combat Mission Shock Force and Combat Mission Battle for Normandy, the gameplay is essentially similar, albeit that new features have been added to the game engine and front end and that the battlefield terrain now reflects an Italian setting as opposed to the Near East or France/North West Europe.

The game plays in either of two modes, pausable real-time, and WEGO, where a player plots his/her moves and then watches the moves play out in real-time, rather like watching a film. It’s actually a very nice option to have in the game since it holds appeal to those who like to plot and consider their moves and to those who like the excitement of immediate action and reaction from the moment time is running. It’s quite fun to play one battle in one mode and another in the other mode since although it is the same game, you do get a very different feel to the gameplay.

I had already cut my teeth on Combat Mission Shock Force and Combat Mission Battle for Normandy, so I felt right at home with Fortress Italy. If you’re not familiar with the gameplay then you’ll need to invest some time and effort to get to know the intricacies of the game system. It isn’t that the order system is not intuitive, but the game is quite unforgiving when the pixel bullets start flying and knowing the likely effect of your orders and how things take effect is at first as important as whatever tactical plan you have to achieve victory… (not that mine ever survive contact…).

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