Replicator (and Talon) Tuesday Issue #30: Tile Artwork

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Replicator Tuesdays is an article series appearing on InsideGMT. It features insights into the development of the 2nd expansion for the board wargame Space Empires:4x by Jim Krohn.  Here the designer, developer and play testers will share their thoughts and experiences on this upcoming expansion. Since there is much crossover between the Space Empires and Talon development teams, both Space Empires and Talon articles will be featured in this series.

Issue #30 Tile Artwork

The Many Explanations for the Collapse of Communism (1989: Dawn of Freedom, #1)

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Below you will find the first in a series of articles from Clio of Clio’s Board Games. The article is Part 1 in a planned series that looks at the fall of Communism through the lens of GMT’s 1989. You can also find this article on Clio’s blog. Hope you enjoy the article! -Rachel

Walking the Distant Plain

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Barg-i-Matal, Nuristan, Aug 2010

I want to introduce you all to Chris Davis, the creator of the Practical Tactical blog. Chris currently serves in the US Army, and is a veteran of Afghanistan. Chris likes to use simulations as teaching tools to train soldiers, but he’s also very interested in how designers create games based on their own experiences and perspectives. This article – hopefully the first of many from Chris – shares some of his reflections on A Distant Plain based on his experiences in Afghanistan. I hope you enjoy the article! – Gene

Talon Tuesday Issue #29: Talon 1000 – Heavy Battle Cruisers

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“Talon Tuesdays” is an article series appearing on InsideGMT periodically on Tuesdays.  It features articles from the Talon development team regarding the game’s design, development and upcoming release of the Talon 1000 expansion. Since Space Empires:4x Replicators is also releasing soon and there is crossover between the two development teams, Replicator articles will be featured as well.

Issue #29 Talon 1000 – Heavy Battle Cruisers

Racing Into the Apocalypse

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Looking back into the annals of the lost timelines after the apocalypse, I can see that it has been almost exactly two years since Carla & I set out to create Apocalypse Road. Honestly, 3 months prior to that it was not even a blip on our radar. But the summer of 2015 opened our eyes to a major “want” put forth by the fans of Thunder Alley. They wanted to knock each other around and frequently that was followed up with “I want to shoot my opponents, you know like in Car Wars”. In fact it was such a refrain during that summer at Origins, Gencon and Buckeye Game fest that we decided it needed to be done and we were just the people to do it. At the time we were putting the finishing touches on Grand Prix so it got the lower priority of time in the beginning.

Ancient Civilizations of the Inner Sea: Meet the Trojans

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Below is the seventh in a series of articles from Mark McLaughlin showcasing the ten civilizations in Ancient Civilizations of the Inner Sea. The first six articles can be found here, here, herehere, and here, and here. Enjoy!

1960: The Making of the President Strategy Tips from ElusiveMeeple

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Today’s 1960: The Making of the President Strategy Tips article is from Robert Crowter-Jones, the writer behind ElusiveMeeple, a wonderful and very useful site that provides both reviews and strategy tips for a wide variety of boardgames. Robert has reviewed 1960: The Making of the President in some depth and written Strategy Tips for the game on his blog (see the ElusiveMeeple site). For Strategy Tips on Triumph and Tragedy, see his InsideGMT article from last week.

Please note that this Strategy Tips article assumes some knowledge of 1960: The Making of the President. If you want more information on how the game plays, see Robert’s Review of 1960: The Making of the President in ElusiveMeeple, or check out our online 1960 Campaign Manual (Rulebook).

I hope you enjoy the article! – Gene

Old Crows – Electronic Warfare in Red Storm

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While only fifteen years separate the air wars depicted in Downtown and Elusive Victory from the hypothetical conflict in Red Storm, major advances in computer technology significantly changed all aspects of electronic warfare between the early 1970s and late 1980s. Radars, jammers, missiles, countermeasures, and counter-countermeasures all evolved at a rapid pace. From the Israeli Air Force’s engagements with Syria in 1982, the United States Air Force and Navy’s bombing of Libyan targets in 1986 during Operation El Dorado Canyon, and definitively in the Coalition control of the skies over Iraq in 1991 during Operation Desert Storm, electronic warfare changed dramatically. So, when I started developing Red Storm I knew that updating the game’s modelling of electronic warfare would be a critical to “getting it right.” At the same time, I didn’t want the game solely to become an electronic warfare (EW) game. Finding the right balance between realism and playability would be the key.