11/1/14

First Impressions of Pike and Shot

By Boggit, 1 November 2014

Developed by Byzantine Games and published by Matrix/Slitherine

O Lord, Thou knowest how busy I must be this day. If I forget Thee, do not forget me.” It was immediately followed with the order -“March on, boys!”(The Royalist General, Lord Jacob Astley’s battlefield prayer, Edgehill 1642)

Pike and Shot is a battalion/regimental level wargame set during the Renaissance era. It features three conflicts: the Thirty Years War, the English Civil War, and the Italian Wars. It also offers a tutorial campaign, a quick-play skirmish mode, multi-player, and a game editor to allow users to design their own scenarios.

Pike and Shot’s opening screen showing all the main options
Pike and Shot’s opening screen showing all the main options

It is described by Slitherine as being heavily influenced by the Field of Glory series, and as a very keen digital Field of Glory player I was enthusiastic about checking it out by way of comparison. It is, however, quite a different game in many subtle respects, and to draw too much comparison with digital Field of Glory can lead to some disappointment if you are expecting a Renaissance clone of that game – since it has a different feel to its play, as I am told by Richard Bodley Scott (the lead designer) that it is based upon the table top game, which for a Grog is a massive bonus for this type of game. If you can dissociate the two games, and play Pike and Shot on its own merits, it is an interesting and absorbing game. The maps and unit blocks all look very clear and nice, giving a good 17th Century impression with the visuals. I’d have liked to have been able to zoom closer to see more of my unit detail than is currently allowed with the system, but that is a minor gripe, with what are essentially nice game graphics. One thing immediately apparent is that generally there are fewer elements in play compared to your average digital Field of Glory game, which may or may not be a good thing depending on your point of view.

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10/4/14

First Impressions: To End All Wars

First Impressions by Boggit, 4 October 2014

Developed by and published by AGEOD/Slitherine

“After the ‘War to end War’, they seem to have been in Paris at making the ‘Peace to end Peace'” – Field Marshal Archibald Wavell (speaking of the Paris Peace Conference, 1919)

To End All Wars is the latest game from AGEOD/Slitherine covering the First World War. It covers in detail the Western, Eastern and Middle East fronts, but also features map boxes where conflict can occur elsewhere in the world. The scope of the game is truly global.

The victory conditions (which are the same for each side) are frighteningly ominous as to the scale of destruction required.
The victory conditions (which are the same for each side) are frighteningly ominous as to the scale of destruction required.

It is a strategic/operational level game with the principal maneuver units consisting of armies, corps, and fleets. Smaller units can be used independently if a player wishes, but while this gives flexibility it also carries the risk of being overwhelmed by a larger force.

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09/5/14

GrogHeads Reviews Hannibal: Terror of Rome

“I swear that so soon as age will permit . . . I will use fire and steel to arrest the destiny of Rome.” Hannibal’s promise to his father, Hamilcar Barca (attrib.)

A Review by Boggit, 5 September 2014

Developed and published by AGEOD/Slitherine

I first saw Hannibal Terror of Rome at Slitherine’s Home of Wargamers 2014 presentation, and was immediately excited by the crucial last real attempt by Carthage to halt the expansion of the of early Roman Empire. The inability of Carthage to strategically defeat Rome left Rome the dominant power of the Western Mediterranean. Over the next 100 years Rome was able to exploit that situation to expand into and dominate the rest of the Mediterranean world. But what if Hannibal had fully exploited his dramatic early victories, and defeated Rome? Could the Carthaginians have arrested the advance of the Roman Empire, or even have subjugated Rome?

Hannibal Terror of Rome is the latest standalone expansion to AGEOD/Slitherine’s game Alea Jacta Est. It continues the development of the franchise most notably with Birth of Rome, and the Parthian Wars scenario pack. There is more to come. Philippe Malacher and Philippe Thibaut, both of AGEOD/Slitherine told me at Home of Wargamers 2014 that further expansions to the game will be arriving on average twice a year, with the game franchise ending after the Wars of Charlemagne! The next couple of DLC packs planned are likely to be Rome in the third century AD, focusing on the Palmyran Wars between Aurelian and Zenobia, with another focusing on Rome in Britain (as well as a hypothetical Hibernian campaign [set in Ireland]). Anyway, let’s get back to Hannibal

For those unfamiliar with the game system used in Hannibal, I refer you to my earlier article on Alea Jacta Est  since Hannibal uses exactly the same game engine. If you already have one or more games in the franchise, then there is no problem with duplicate files on your hard drive. Taking Philippe Malacher’s advice I simply installed Hannibal, copied over the content of the scenario folder from my other games (Alea Jacta Est, and/or Birth of Rome) into the Hannibal scenario folder, and uninstalled the other games. Simple.

The start screen where you can access not just the Hannibal scenarios, but other scenarios from the Alea Jacta Est family of games.
The start screen where you can access not just the Hannibal scenarios, but other scenarios from the Alea Jacta Est family of games.

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08/6/14

Interview with Tim van der Moer of the Lordz Game Studio

Boggit interviews Tim van der Moer of the Lordz Game Studios at the Home of Wargamers 2014 Conference

click image to enlarge; go on – you know you want to!

Aside from being a popular Grogheads forum member, Tim van der Moer (aka Lord Zimoa on the forum) first gained his reputation as modder before moving into games design. Here he gets the opportunity to say how he got involved in games design and about his plans for the future.

Tim van der Moer (right) and Alex Shargin (Flashback Games) demonstrate Warhammer 40K Armageddon at HOW 2014
Tim van der Moer (right) and Alex Shargin (Flashback Games) demonstrate Warhammer 40K Armageddon at HOW 2014

Tim, tell us a little bit about yourself. I know you come from a modding background. Tell us how you moved from modding into game design.

I think back in 2000, or 2001 when I got a phone call from an old chap called Iain McNeil who was on the phone from the UK and asked if I was Lordz’ Tim Moer. For years we were running a modding community, and we got some attention in the international press with our mods, especially our Napoleonic mods, our Lotus fantasy mods, and basically he wanted to ask who I was and what I was doing. I gave some of my personal background, but basically I was totally not into the industry.

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