11/20/14

Birth of the Federation, an AAR, Part 9

CHAPTER NINE: YOU CAN’T UNSEE IT

click images to enlarge

The last time I saw anything that disgusting was when a dancer named ‘Wolf 359’ bent herself so far over, she turned into a singularity and disappeared. I will not watch movies about people eating people any more. I have people to do that for me. The idea is sound, but there’s no reason the leader should be exposed to such trauma.

I’m staring at a pretty decent fleet, though it’s very civ-heavy. Meaning, more Troop Transports and Colony Ships than actual ships that can ‘bring the pain.’ Since we’re all flower children more or less, having a gigantic fleet-in-being is not only not conducive with Federation aims, it’s also a huge drain on the economy. It’s still early yet and I need to do some more colonizing so I can do some more taxing and graftin’ (daddy gotta get HIS) to support a large fleet. For purely defensive purposes, of course. And so far, my expansion is small, though that will change soon. I don’t like the idea of being spread out and having no good ships to defend myself should big ol’ greenie meanies come sniffing around my people like they’re sides of beef (Soylent Green was MY idea, after all).

Thing is, in Birth of the Federation, the Federation gets huge penalties for being war-like. Doing things like bombing planets into dust will piss off the population at large, so a little alien cleansing…IF we actually find aliens, that is…is not on the to-do list. But, I like to bring it up during the staff meetings every so often, just to see how many shades of pale I can make everyone sitting around the table.

God, it’s good to be the king.

BOTF-8-008

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11/15/14

GrogHeads Reviews Wings! Remastered Edition

Lloyd Sabin, 15 November 2014

Wings! Remastered Edition by Cinemaware

Lloyd takes to the skies and finds…

Humming in the Shower

I talk about my gaming childhood all the time around here – games that I grew up with, that introduced me to the hobby, that left an imprint on my personality, and whose theme songs I still hum in the shower 25 years later. Moreso than Gunship!, F-19 Stealth Fighter, Impossible Mission, Archon or Winter Games, or two dozen other titles from the 1980s and 1990s, memories of Wings! have been with me, branded into my gaming soul, since it was released almost 25 years ago.

The original is one of my favorite games of all time, probably in my personal top five list, because of the game’s perfect World War I atmosphere, generated by a combination of music, art and mood that really placed my impressionable brain in the Great War. Combined with the [albeit] linear campaign, the authentic sounding names in the pilot roster, the unit journal of the 56th Aerosquadron and the goings-on of the unit while off duty, Wings!, while not realistic by any measure other than a human one, grabbed my gaming brain and never let go.

 

Some of the game's intro screens are shown so many times it will drive you insane, like this one.
Some of the game’s intro screens are shown so many times it will drive you insane, like this one.

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11/14/14

GrogHeads Reviews Falling Skies

Andy Mills, 14 November 2014

How does the TV show translate to a game?

Introduction

The TV show Falling Skies tells the story of the 2nd Massachusetts Regiment, a group of rag tag warriors that are fighting an alien race (the Espheni) intent on dominating the Earth. This sci-fi drama is set on the East Coast of the United States after a near-catastrophic alien attack and features a myriad of characters from all walks of life. The majority of the action tends to be focused around the exploits of Tom Mason, a former university history professor, who is now the second in command of the 2nd Mass. Tom and his comrades are having limited success in fighting the Espheni, when a second alien race (the Vohm) lands on the Earth to help the humans with their struggle.

As one can imagine, Falling Skies provides fertile ground for a squad-based, tactical strategy game that would allow players to share in the adventures of the 2nd Mass and their struggle for survival. Creating a successful PC game based on a TV show is no easy task. The gaming landscape is littered with examples of TV shows or movie adaptations that turned into complete train wrecks (insert the name of any Star Trek game ever released here). The key to making a good PC game adaption of a TV show is striking the perfect mix of established content with a solid gaming system – so before starting my review, I found myself asking two things:

  • How will Falling Skies fare in relation to some of the other excellent titles in this genre, such as the most recent XCOM and Xenonauts?
  • Does the game provide the player with an experience similar to that depicted on the Falling Skies TV show?

With these questions in mind, I fired up my Steam account and pulled the trigger on Falling Skies.

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11/13/14

Campaign: Leipzig – The Two-Sided AAR, part 1

13 November 2014

Cyrano and PanzerDE face off in the age of muskets and sabers, and find themselves on opposite sides of an Eastern German battlefield, in the first of a series of AARs that give you both sides of the action.

I first met Doug (panzerde) at Origins in June.  Despite finding him an all-around fine fellow, I am now tasked with driving him from the field of honor in this scenario from John Tiller Software’s Campaign: Leipzig.  I picked the battle (all my fault) because I’d never played it and thought it struck a reasonable balance between variety of forces and size.  Leipzig can, after all, become ridiculous at the farthest end of things.

I’ve been playing the Tiller Napoleonic games for well over a decade.  I’ve been involved with the Napoleonic Wargame Club for just about as long and am therefore aware of all the theology concerning its alternative rulesets, homerules, optional rules, &c.  I offer only that I generally try to play the game as given in the hope of being able to play with the widest range of opponents.  I do, however, typically play with a standard set of optional rules given to me long, long ago by my most regular opponent (who thrashes me with unnerving regularity).  The rules are these:

oprules

I’d be happy to take questions and hold forth at length about why I prefer these rules, but it seems unnecessary here. I’ll only observe that deciding whether to play with “No Melee Eliminations” on or off is a choice that fundamentally alters the flow of the game and its outcomes.  With it off, units required to retreat that have no ZOC-free hexes to which they can retreat are eliminated.  This can lead to casualty rates far closer to those of the first day of the Somme rather than 1813.  I will admit, though, as someone who long lobbied for this rule to be included in the series, that, when this rule is on, the system’s lack of morale collapse above the level of the individual battalions, can result in the very best units hanging about far longer than they ought.

To the battle itself, then.  Lowenberg is one of those “extra” scenarios typical of a type Dr. Tiller’s developers have worked to improve their offerings.  It’s an early fight in the Leipzig campaign and the scenario description is a simple one:

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