In our last post, we discussed the detailed Fire Action Resolution Procedure in Tank Duel: Enemy in the Crosshairs. While that example is typical of normal play, there are many different options available to Commanders who wish to outwit the enemy. In the next two articles, we will use a series of examples, each building on the last, to more fully explore the possibilities of a Tank Action, and see the consequences of our actions play out through the Administration Phase of the game.
GMT Weekend at the Warehouse
April 20-23, 2017
We had a great time with about 90 gamers at our most recent GMT Weekend at the Warehouse on October 13-16. Thanks to all of you who attended and made the event so much fun!
We do have dates for our Spring Weekend, so come join us on April 20-23, 2017, for our 33rd (!) GMT Weekend at the Warehouse! We’ll spend the better part of 3 1/2 days, often long into the night, playing your favorite GMT (and non-GMT, if you’d prefer) games. This is mostly an open gaming event, although we do have tournaments from time to time.
Gaming starts around 8 each morning and goes until Mike Lam and the Down in Flames Aces event players collapse from exhaustion in the wee hours of the morning.
Quite a few GMT Designers and Developers usually attend these weekends, but we don’t know yet who’ll be here in the Spring. We’ll be updating this list often between now and the event as we know exactly who’s attending this time.
- Mark Simonitch will be showing off a new game and playing several of his other designs, as well as looking at some new games from other designers.
- Kurt Keckley will be teaching and playing Fields of Despair.
- Bruce Mansfield will run demos of Gandhi, our latest COIN Series P500 addition.
- Gene Billingsley will demo and test Mr. President.
- Trevor Bender will be testing a new Labyrinth scenario.
- As usual, Mike Lam will be running the Down in Flames Aces Event – which.is.awesome! Come join Mike and a friendly group of air enthusiasts in this fast-action card game of aerial mayhem!
|Date:||April 20, 2017—April 23, 2017|
|Time:||8:00 a.m to late night, ending around noon Sunday|
|Event:||GMT Weekend at the Warehouse - April 20-23, 2017|
GMT Games Offices and Warehouse
|Location:||13704 Hanford-Armona Rd, Suite B-1
Hanford, CA 93230
In designing Red Storm: The Air War Over Central Germany, 1987, I wanted to provide a diverse mix of scenarios in terms of content, balance, and size. To give a sense of my design process, this article will share some insights into the scenario design and testing of “Breakthrough,” one of the larger scenarios in the game. “Breakthrough” features a new rule mechanic as well, so I wanted to put it through its paces to make sure the size and balance felt right, in addition to kicking the tires on the new rules.
Overview: This was my first real playtest session of the LHY game system. I had experimented with Missions 1.0 and 2.0 but it wasn’t until I played Mission 3.0 that I started to see nuances within the game and how they could be put to use tactically. I will go over the strategies and details of Scenario 3.0 and then dive into some of the observations about the rules. So, here goes…
In previous Inside GMT articles, the designer Brian Train has written extensively on the various game play features of Colonial Twilight. In this article he asked me –the solitaire designer for Colonial Twilight– to talk about playing the game solitaire.
To see the previous parts of this Example of Play, check out Part 1 (Basic Game AP Combat), Part 2 (Advanced Game AP Combat), Part 3 (Advanced Game ATGM Dodge), Part 4 (Advanced Game GP Fire), Part 5 (Advanced Game Close Assault Combat), Part 6 (Advanced Game Hand-to-Hand Combat), and Part 7 (Advanced Game Overrun Combat) on InsideGMT.