08/3/14

GrogHeads Reviews Picket Duty

Dive into this solitaire WWII game and stave off the attacks on your destroyer.

Michael Eckenfels, 3 August 2014

 

Picket Duty is a solitaire board wargame that focuses on giving you ‘spiritual’ command over a Fletcher-class World War II destroyer during the Okinawa campaign. Your job is to guide the crew as it fends off wave after wave of Kamikaze and ‘special’ attacks while at its duty, or picket, station. Most Fletcher-class destroyers served in this ‘Picket Duty’ capacity to provide early warning to the larger and more valuable fleet targets, such as aircraft carriers, supply ships, and troop ships. So, of course, Kamikaze planes sometimes focused on these destroyers to pave the way for other Kamikazes to get a good shot at those targets.

PicketDuty-3

The game, unfortunately, focuses on little else other than Kamikaze and ‘special’ (or, normal) Japanese aircraft attacks. There is no surface-to-surface combat action, nor DD-vs.-submarine action, or any land-based fire support. Given the complexity and amount of work put into this title, though, it’s hardly a surprise. I just wish it might have done a little more. For the purpose of fighting off hordes of Kamikazes, if you want to feel like you’re the only ship in the American fleet and getting all the attention of these deadly attacks, you’ll very likely love this game.

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07/18/14

GrogHeads Advanced Research on Projects Advisory #49

GARPA lands with three not-yet-funded projects that all look tres cool, and one that did make the cut that looks overwhelmingly cool.

Battle of the Electric Vikings (Black Slither Games)
$2400 of $4700, ends 6 August 2014

Rock out with your c…  well, you know the rest.  Black Slither Games gives everyone a chance to be their own heavy metal poet by piecing together your own song titles, lyrics, and albums from a bag of word tiles with the most metal of meaningful choices.  Who cares if you win?  It only matters if you ROCK!  And that you pledge over at the Kickstarter page.  That’s important, too.

G49-Viking

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07/11/14

GrogHeads Reviews Piercing Fortress Europa

A Flash Review by Boggit

Developed by Adanac Command Studios and Published by Matrix/Slitherine

Click images to enlarge

When I saw this operational level game I was very motivated to look at it, as it claimed to emphasise logistics as a key element. I like this dimension, since in reality operations are usually dictated by the ability to supply. Many operational games deal with this only at a very simple level to avoid bogging the game down, so it is interesting to see whether Piercing Fortress Europa gets the balance right between reality and playability. I looked at the game under release version v1.2. The update improves things over the initial release, and adds sound which the release version lacked. In terms of scale each hex represents roughly 12 km across, each turn four days in the summer, up to six days in the winter, and three days for the Sicily Campaign. Units are divisions, brigades, or commando units.

The game menu gives a choice of 6 campaigns, handicap settings, game type (for example single player for either side, hot-seat, or play by electronic mail (PBEM)), and screen resolution. The game screen is windowed, and doesn’t support a full screen mode, which is a bit odd for a game released these days but is not a big deal. I have Guns of August from the same developer, which has been out for a while now, and that game displays similarly, so I’m not expecting any further screen mode changes from the developer.

The menu screen is functional
The menu screen is functional

The PBEM option is pretty basic, and it is a pity it doesn’t take advantage of Matrix/Slitherine’s multiplayer lobby, which is user friendly and a good source for finding opponents. Instead it’s a question of entering a password, saving the game, and sending it by email as an attachment, or by a memory stick. To be honest I wasn’t very impressed, especially since most recent Matrix/Slitherine releases use the excellent Matrix/Slitherine multiplayer lobby. I’m hoping this feature will change in a future update.

Pre-landing planning in Sicily. I have a free choice as to where to land, but pre-invasion recon has been a disaster!
Pre-landing planning in Sicily. I have a free choice as to where to land, but pre-invasion recon has been a disaster!

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07/10/14

AARsday! Sergeants Miniatures Game at Origins 2014

Game Master extraordinaire Vance Strickland gives us a quick dash thru one of the games he supervised at the GrogHeads Wargaming Central Command at Origins.

Vance Strickland, 10 July 2014

Click images to enlarge

The last organized game of Sergeants Miniatures Game (SMG) of the con was to be a team game. We had three people show up, along with one guy’s wife who he convinced to be his team mate. She was obviously a gamer but said she was not a wargamer.

So with four people, two playing the US paratroopers and two playing the German light infantry, Rob Belli from Lost Battalion Games set about explaining the rules. While this was going on the husband kept asking me about the tactics of the game, how certain terrain worked, what was the best way to use a firebase and a maneuver group etc… which was all good, but this wasn’t Advanced Squad Leader.  SMG is a light skirmish-level game that’s meant to be fun and fairly quick to play. His wife was listening intently to Rob’s explanations as were the two German players.

In my head I gave each of the players name tags. Cpt. Ernest and Plucky Wife were the US players. The German players were a gentleman in his early 60’s and young man in his 20’s. Both German players were wargamers and recognized SMG for what it was. The German players became Junior German and Senior German to me.

Each team player was given a section consisting of five troops, including a mix of rifle and sub-machine gun armed men, an NCO leader, and a machine gunner. The NCO leader gives you more action cards to draw each turn, which gives you more options for what you can do in a turn. It’s best to protect these guys but you can’t leave them too far behind because they are also the ones that can rally your pinned troopers.

 

Rob Belli explains the rules to the teams
Rob Belli explains the rules to the teams

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