In the late 1980s battlefield imagined in the upcoming game Red Storm: The Air War Over Central Germany, 1987, beyond visual range (BVR) combat changes significantly from earlier games in the series. BVR missiles by the late 1980s were both more numerous and more deadly than ever before, and both sides were expected to use them in large quantities. This article will discuss some of the potential changes in BVR combat in Red Storm and the thinking behind them.
When I designed the first Wing Leader game, I made a conscious decision to go broad with the game content rather than narrow. Looking at other WW2 air games, such as Air Force and Fighting Wings, they begin with an intense focus on a single-theatre–always northwest Europe–so as to maximize coverage of the Luftwaffe. Let’s face it, the Luftwaffe sells. Hooray for Herrenvolk!
The fourth and fifth centuries AD were ones of widespread violence in Western Europe as the old Roman imperial structure buckled down under internal tensions and external barbarian pressure. Whether as a result of raids, or as a product of direct military confrontations between rival powers, there will be a lot of battles in Pendragon: The Fall of Roman Britain, and we are now going to have a look at how these work.
Jason Carr is a member of the Tank Duel design team and will be writing a series of articles describing the concepts, gameplay, strategies, and history behind Tank Duel: Enemy in the Crosshairs. Each article will focus on a different part of the game through an extended example of play. The focus of this first article is the level of detail in the Tank Duel system, and the overlapping constraints that the design team has taken into account when designing the game. Enjoy!
“Tank Tales” is an article series appearing on InsideGMT periodically. It features articles from the Tank Duel development team regarding the game’s design, development and upcoming release.
Doug Bush finishes his Next War: India-Pakistan strategy series with this look at the India player’s strategic options. See Part 1 and Part 2 for a discussion of the strategic choices faced by the Pakistan player. See Part 3 for the first look at strategy from the Indian perspective.
In the first two articles of this series, I focused on the war depicted in NWIP from the Pakistan player’s side. In the third article I switched to the Indian player’s perspective on the defense. Here, I examine the choices facing an Indian player in the four scenarios where they are on the offense (“Lahore”, “Enough!”, “Unification”, and “Loose Nukes”).
In the old days, to be a vassal meant that you would agree to submit to a king in exchange for their protection against other kings and lords. We’ve moved past those days; today in the gaming field it means to submit your board game to someone for creating a Vassal module. Since most of the folks who follow this field don’t have much free time (the exception being our fortunate retired chaps), creating online play kits are important to playing. In game development though, this becomes pivotal since you can design an entire virtual game (including graphics) and do all the development work without ever creating any real playtest kits. Once you create a Vassal module, you have unlimited playtest kits.
My introduction to the online gaming world began in 2005 when I had to play Triumph of Chaos and really wanted to do it virtually. At the time, I had only a faint idea what that entailed. After many months of playing around on Cyberboard, in addition to learning a wide range of graphics editing tools, I somehow managed to finish the playkit. Fortunately, I had a good friend on hand to get me going on Photoshop and I developed a skill set for making all the pieces needed for a virtual game. Fast forward 10ish years and 12+ playkits later, Cyberboard is no longer the king – that honor now belongs to Vassal.
Doug Bush continues his Next War: India-Pakistan strategy series with this look at the India player’s strategic options. See Part 1 and Part 2 for a discussion of the strategic choices faced by the Pakistan player.
In the first two articles of this series, I focused on the war depicted in NWIP from the Pakistan player’s side. In this article I’ll switch to the Indian player’s perspective. India is the strategic attacker in four of the six scenarios in NWIP, including two standard game scenarios (“Lahore” and “Enough!”) and two advanced game scenarios (“Unification” and “Loose Nukes”). In the other two scenarios (“Kashmir” and “Border War”) India is on the defense.
This is the final installment of the Extended Example of Play for the Last Hundred Yards Mission #2 “Flushing Quail”. The first installment, The Last Hundred Yards Example of Play – Part 1, can be found on InsideGMT.
In continuation of this mission, two American platoons had been tasked with driving a German outpost from Hill 192. To win, the American player must complete the mission with a final score < 20.
As we left it, the American 1st squad, of the 1st platoon had just taken one of the positions on the left side of Hill 192. Lt. Murphy was maneuvering swiftly to support the 1st squad’s gain with the balance of his platoon.. Meanwhile, Lt. Cherry was maneuvering his 1st and 2nd squads through the farm complex to attack the German left.
The German commander, Lt. Lang, realized that he must immediately counter-attack to regain the position now occupied by the American 1st squad before it could be reinforced. He continued to request the much needed mortar support for the defense of Hill 192.
Read on to see whether the Americans get the job done.