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

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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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02/7/13

Prosciutto – Hamming it up with the di Parmas… Part 13!


By Undercovergeek, 7 February 2013

Plowing into the second ‘decade’ of UCG’s Crusader Kings II AAR…

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In Part 12 Oberto uncovered a plot to kill his eldest son, stole technology from the Egyptians, and advanced upon Naples after Matilda blocked his claim on the Duchy of Genoa. Now in Part 13 the insidious plot culminates in disaster, Oberto fights the Sicilians, his future subjects, and Matilda’s lineage takes an odd turn.

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We manage to kill the Duke of Naples in battle, this would normally lead to the surrender of his troops, but it seems his son has taken up the banner and the fight continues.

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02/6/13

PC Game Review of XCom: Enemy Unknown

Review by Jim Zabek, 6 February, 2013

Developer: Firaxis and Publisher: 2K Games

XCOM is a top-selling game and GrogHeads’ readers voted it best general strategy game of 2012. What makes it so great?

Back to the Future

Keen observers of PC gaming may note a trend. Over the last several years there has been a move to resurrect, polish, and re-release some great older classics. Tropico, Baldur’s Gate, Sid Meier’s Pirates, StarCraft, and Close Combat to name just a few. The latest game to receive this treatment is XCOM: Enemy Unknown.

I can remember playing the original XCOM when it was first released. It could be a devil to play and win – just when I thought I was making progress in one area the aliens would introduce some kind of new technology or invade my base. They were always just one step ahead. I have played the new XCOM from start to successful finish on the Normal difficulty level (there are four, the next higher level is “Classic”). The normal level of difficulty was quite satisfying and challenging, but allowed me to eventually win without the frustration that the old XCOM gave me. I probably dithered a bit too long before triggering the final series of missions, but I put off developing psychic technologies until I had exhausted all other tech trees. The result was a highly satisfying 60+ hours of gaming – good numbers for many single-player campaigns these days and with my experience I can share insight into the game if you haven’t bought it yet, and I can share a few overall tips on how to win if you’re having some difficulty.

There are gamers out there who will derive great satisfaction in being able to recall every nuance of the original game and point out every deviation by the new one. I am not that guy. Suffice it to say that the original model of XCOM is followed: the strategic game unfolds in a pausable real-time environment as the player invests in technologies and building weapons, armor, and gadgets. The turn-based tactical game is where the player drops a strike team into an alien encounter and proceeds to either kill/capture the aliens, save civilians, or disarm a bomb. It makes for great fun, and while it is clear that the new version isn’t an exact clone of the old one, I found more than enough commonality to be satisfied. The new XCOM is great and I have no complaints. It’s updated enough to feel good, and yet true enough to its roots to recognize its origins.

 

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A UFO is spotted over Russia. If I don’t attempt to engage it, panic will rise there. But do I have the technology to shoot it down? Do I have a team capable of taking on the alien threat?

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01/10/13

Prosciutto – Hamming it up with the di Parmas… Part 12!


By Undercovergeek, 10 January 2013

Continuing the second ‘decade’ of UCG’s Crusader Kings II AAR…

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In Part 11 we tried to get Matilda to teach the children of the di Palma court in order to improve relations with her. We then accepted a claim on the Duchy of Taranto that gives us a step up on the road to Sicily (but also went into debt for it), and we started the heinous plot to unseat Matilda by marrying her heir to my half-sister. Here in Part 12 we uncover murderous plots, wait for a child of the new Tuscan takeover scheme, and expand a bit more.

 

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My Spymaster earns himself a landed title or two when there’s some to hand around – my half brother plans to kill my eldest son. Corsica becomes Oberto’s new intended weekend retreat and seaside resort.

 

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We find a way to circumnavigate Matilda’s refusal to teach one of the children. I nominate myself as a member of Matilda’s court to teach a child from my own court – this seems to have done the trick.

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12/29/12

Prosciutto – Hamming it up with the di Parmas… Part 11!


By Undercovergeek, 29 December 2012

Starting off the second ‘decade’ of UCG’s Crusader Kings II AAR…

click images to enlarge

 

In Part 10 the plot to unseat Matilda was unleashed and the Di Parma’s patiently waited for the wedding and the first offspring of the unholy union. Capua was conquered and added to our lands, and demesne-wide improvements were instigated to bring more money into the coffers. Here in Part 11 the thrust to capture enough lands for a claim on the Sicilian throne begins, at a heavy price – literally.

 

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When we’re not buying in Ladies With Talent™, we’re making them ourselves. The highly skilled diplomat Biagio begins his role as tutor.

ckiiI opt for more Hedonism, I don’t actually want any more sons in an attempt to stop the fracture of our lands that occurred when the current Oberto came to power, but I like the prestige boost.

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