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Compass Games’ Combat! – First Look!

Compass Games’ Combat! – First Look!

Billy Riley, 9 December 2019

Introduction
As some of you may be aware, I have been looking for a single unit counter solo board game for some time. I was aware of an older game called Ambush and some of you helped me by throwing some suggestions to me. Unfortunately, most of them were either old – and therefore lack lustre in the graphics department – or card driven games which aren’t wholly my cup of tea.

No. I was looking for Conflict of Heroes or LnL Heroes titles but with the focus on single man counters as opposed to squad/platoon based counters. I wanted that personal attachment to the men under my command.

When I stumbled across a game called Combat! and read about it, I couldn’t believe my luck. I read more. I enjoyed what I was reading. I looked at the pictures and my oh my – this looked exactly like the kind of game I was looking for. Then I saw the price and my heart fell. £135! That was an awful lot of money. How was I going to be able to come by that amount. I didn’t want to take it out the family coffers.

I decided to sell some games. Games that I liked, but hadn’t played for a while and likely wouldn’t play again. Goodbye Hornet Leader (I already had Phantom Leader – my favourite). Au revoir LnL Heroes of Normandy (I have Heroes of The Falklands). Adios B-17 Queen of the Skies (I have Target for Today). Arrivederci Price of Honour (I have Storms of Steel). Now I had the cash.

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First Look at Strategic Command: WWI

First Look at Strategic Command: WWI

Mike Colello, 5 December 2019

Armchair Dragoons takes a first look at Strategic Command: WWI from Matrix Games

Fury Software released their first title in the Strategic Command series in 2002 and have been going strong ever since. Released on December 5, Strategic Command: WWI is an updated version of the original SC: WWI grand strategy game. Those familiar with the classic version will immediately notice a big change in graphics. Not just a visual update, the game now uses hexes instead of tiles.

Click enlarge most images in this article

You can choose to use either 3D or NATO type counters on the map. The game is mod-friendly so it is also possible to create your own counters and maps. In fact, a quick trip over to the Matrix Games forum shows that there is already at least one mod, The Blue Max 2D Counter and Map Mod by IronX that does just that.

And speaking of options, there are plenty to choose from. At the start of a game, even one in progress, you can change both Basic and Advanced settings, although some options can only be set at the start of a new game.

 

The game also allows you to set friendly controlled Major Powers to AI-controlled if you wish. For example, if you want to just play as Britain you could set the other Entente powers to AI-controlled. It is even possible to switch sides if you wish. You can change these settings at any time during a game, a feature new to this version of Strategic Command: WWI.

 

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As the game progresses you will have to make important strategic decisions that could affect the outcome of the war. When a Decision Event pops up you now have the option to minimize the Decision box and look around the map before choosing a response. Each Decision Event also includes historical notes that you can review.

 

 

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Another new feature in this version of Strategic Command: WWI is the ability of Destroyers and Torpedo Boats to lay mines. Caution is advised, however, as laying mines in certain strategic locations could actually trigger an event with other nations.

 

 

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Also as you would expect from a World War I game, Entrenchment is possible for infantry and cavalry units. Trenches can have up to three sides (which is recommended) and will receive defensive bonuses if attacked from one of those sides. The game will even default to which sides should be entrenched based on the proximity and location of enemy units.

 

If you are familiar with the classic version of this game or have played any of the other titles in the Strategic Command series, you will feel right at home with this version as most of the basic gameplay is the same.

Other new features to this updated version of Strategic Command: WWI include new unit types (ANZACs, Colonial Corps, Mountain Corps), an Enhanced Fog of War that shows the limits of a unit’s spotting range, Dynamic Movement which allows you to re-select and move units with unused Action Points, Naval Cruise movement which allows naval units to move quickly over long distances, and Land Convoys in addition to Sea Convoys. The AI is also rumored to be much improved.

If you are familiar with the classic version of this game or have played any of the other titles in the Strategic Command series, you will feel right at home with this version as most of the basic gameplay is the same. And newcomers to Strategic Command: WWI need not worry. The Strategic Command games are not overly complex and are easy to learn. Strategic Command: WWI’s complexity is on par with games like Panzer Corps and Order of Battle. Strategic Command: WWI also includes and excellent manual that comes in at almost 300 pages. Additionally, three strategy guides are also included that cover the three campaigns included with the game.

The three campaigns included with Strategic Command: WWI are:

  • 1914 Call to Arms
  • 1914 Triple Alliance (where Italy joins the Central Powers)
  • 1917 Fate of Nations

Strategic Command: WWI also includes the same features as the previous edition including: Supply Rules, Partisans, Diplomacy, Weather effects, Research, Production, and Reinforcing.  The new version also supports Single Player, Hotseat, and PBEM++ Online modes of play.

Stay tuned for more as we dig further into the game.


Thanks for reading!  We’d love to have your feedback either in the comment area below, or in our discussion forum.  You can also find us on Facebook, Twitter, and YouTube

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Classic Articles: Revisiting Mystara and the BECMI D&D Game

Classic Articles: Revisiting Mystara and the BECMI D&D Game

Brant Guillory, 14 November 2019

On #TBT, we bring you the occasional classic article – an older review or analysis piece we wanted to rescue

This started as a set of pics for a personal inventory of the RPG collection.  It turned into about half of the collection – this isn’t even all the TSR stuff! – but I wanted to at least get a some of the collection archived.  Once I had the pics, though, I figured it was time to share some pics and commentary on the Mystara collection.

As an aside, for folks who are really interested in Mystara, you should check out the Bruce Heard episode of the podcast we recorded at a previous site, wherein we ask about his background with Mystara, and get a few good inside stories from the glory days of TSR.

Mystara, for those that don’t know, was the expansion of the game world that was first introduced in the X1 module that accompanied the expert-level set of the original no-prefix D&D, starting around 1981.  As the rules grew from basic to expert to companion and beyond, the rules series became known as the BECMI series.

Mystara-X1

How many of us started our adventures here?

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A First Look at Bloody Mohawk: The French & Indian War

Michael Eckenfels, 12 November 2019

If you’re feeling like you need more tactical-sized French and Indian War combat in your life, you might want to take a look at Bloody Mohawk by Lock n’ Load Publishing.

For one or two players, with high solitaire suitability regardless of scenario, this game is, as the title infers, firmly planted in the North American theater of the French and Indian War, fought between the English and the French.

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To be clear, the game is not a campaign covering the entire conflict, but rather, a simulation of twelve battles in that campaign. It is meant as a light, introductory-level wargame that can be set up, played, and put away in a short period of time (the game says “about an hour” for each game).

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A First Look at The Pacific War: From Pearl Harbor To The Philippines

Michael Eckenfels, 5 November 2019

Full disclosure up front: I was commissioned by David Heath at Lock n’ Load Publishing to re-edit the rules to this game, as they were fairly atrocious (my opinion). I was compensated for this work, but I still will speak freely about this first look article for the game. This might be a bit more than an unboxing article, but will fall short of a full review.

Let’s speak a bit more about the rules before proceeding. The rules were originally translated (and very well I might add) from the original Japanese. You see, this game was originally published in Japan; I don’t know a lot about its history then, so I cannot speak to it offhand. Since the rules were translated from Japanese, some ambiguities were left. Though the translation was excellent, there were a lot of instances where the different languages do not translate well, which led to some unclear points.

 

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The Pacific War: From Pearl Harbor to the Philippines (let’s say it’s The Pacific War for the rest of this article) is a grand-scale, two-player card and counter game that reflects the entire war in the Pacific in one sitting. Counters represent forces in the game (e.g., ships and aircraft), and cards represent both events as well as resources that are used to conduct actions.

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Unboxing Stalingrad ’42

Michael Eckenfels, 30 October 2019

To put it in a, as Bob48 would say, “smart-arse” way, a P500 is a landmine of fun where you bet your credit card number on possibility of getting a GMT game that you’re pretty stoked about. When the game’s goal is met and goes to the printer, you get an email saying your CC is about to get charged for a game you, likely in a haze of the past (because who remembers what happened yesterday, let alone six months ago), jumped all in to get.

I’m not speaking of Kickstarter, of course – which is, I’m happy to say, something that’s not yet gotten its claws into me. Though, I can no longer now say that about P500 games. Oh sure, I’ve signed up for plenty of them in the past, but I usually end up going back and cancelling them later. What seemed like a great idea at the time ends up being masticated in my head a bit more, and suddenly no, I decide I don’t need a game about wizards in submarines (which isn’t a thing…yet).

I’m currently in on The Hunted: Twilight of the U-Boats, 1943-1945 and Mr. President, two games I’d really like to get my hands on – especially the latter. I did just yesterday add SpaceCorp: Ventures to my P500 list. SpaceCorp is a fantastic game and you should certainly check out the AAR that I wrote in 21 parts.

The first P500 I ever ordered, though, just arrived last night. I unfortunately did not have time to do a video, nor do a punch-and-clip, but I did have time to take a lot of pictures and throw them together into an article for your reading pleasure. The P500 in this case is Stalingrad ’42.

 

S42Unbox-001

This game is a division-level simulation of the Axis 1942 summer offensive against southern Russia. For some reason, it is among one of my favorite campaigns to read about and play games about, though I am sorely lacking in the game department when it comes to that particular part of the War. This one was designed by Mark Simonitch and is apparently very similar to Ukraine ’43 (one I was interested in but missed out on). Mark also designed Ardennes ’44 and Holland ’44, of which I own the latter but have yet to get to the table, strangely enough (shut up, mirth).

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