Wargames

Dust Warfare — Review and Musings

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Dust WarfareWell the boys over at the D6 Generation do it again with an outstanding review of Dust Warfare (skip to 2:22 to get right to the review). Along with Romeo Filip, from BattleFoam, they go over the rules, models and gameplay of Fantasy Flight Games’ new sci-fi 28mm tabletop wargame Dust Warfare. They then follow that up with an interesting interview with Mack Martin, co-designer of Dust Warfare.

Your powers are weak, old man.

Russ’ Jedi Mind Tricks won’t work on us this time! Well ok…maybe we did buy the rulebook and some minis but…err…just for review! Overall we probably agree with Craig the most. The rules do look very good but the printed book is a tad expensive. Thankfully FFG released a PDF version of the rules at half the price. As iPad fans we thought this was a great move. We also found some of the original comics via ComiXology on the iPad or even better directly with the Dust Comic app (iPad and Android). We can’t say the stories are all that great but the art and overall world are quite amazing. The general background fluff in the rules is also very well done.

Dust Tactics Lt Panzer WalkerAs the guys discuss, the vehicle models are outstanding but the infantry troops have some issues. The un-armored troops pivot at the waist. This allows for some varied posing options but also causes them to look a bit odd. Many players will want to cut them apart and glue them. Also, while they are not as bendy at the ankles as Romeo claims,  a few of the running figures are perhaps just a tad so but not really enough to matter. The Zombies may be what Romeo is referring to as they are quite bendy but unlike plastic or resin not really fragile. Of course the majority of the weapon barrels we have seen are bent and this is a problem. The armored troops are very beefy but also have the bent weapons and even the beefier weapons on the regular troops are often bent. But the detail on the figures is impressive and this is perhaps the problem. Because the figs are so nicely detailed most folks will want to paint them but then you have to deal with the bent weapons. Leaving them just primed is a shame but certainly better than bare metal/plastic we suppose. Of course as Russ demonstrated in one of his Twitter posts just some quick touch-ups can make the figures look pretty darn good.

Frankly we’ve given up on 25/28mm+ ‘army scale’ games. This scale is simply too big for larger scale actions in our opinion. For skirmish games it works out great but as soon as you get above about a platoon 28mm just gets odd especially when vehicles are included. A standard gaming table is just too small to adequately accommodate the movement and weapon range differences between infantry and vehicles except in the most constricted terrain. This is quite noticeable in Dust Warfare where you have these great walker vehicles but they are only moving 6″-12″ and firing, at most, 36″ and more often under 24″. This just seems odd especially when next to troops moving at least as fast and firing out to 16″ or so. This game should have been done in 15mm. But the walkers are so nice, as are many of the troops, that we are tempted to at least do some smaller battles with them — perhaps vehicle heavy forces with just a few squads of infantry. But of course for those who like company-plus sized battles in 28mm Dust Warfare gives you quite a tactically interesting system combined with mostly nice miniatures.

Our first thought when we saw the miniatures was that we could use them for something else. The most obvious choice would be to use them for Incursion. They scale pretty well. The armored troops fit in just fine. The unarmored troops are perhaps a tad tall compared to Incursion figs. Of course the Dust Tactics minis are such a good deal it is easy to replace all of the Incursion figs with them. The armored troopers especially could easily fit into almost any sci-fi setting such as Space Hulk and the like.

Another idea is to use the rules with 15mm troops. Flames of War infantry would work perfectly. In Dust Warfare each ‘squad’ is essentially a section/team which is exactly what a FoW troop stand represents. Being WW2 there is plenty of variety to choose from that would fit right in. 15mm sci-fi troops could be used for the armored troops such as those from Blue Moon Manufacturing. The Orion troops are great proxies for the Allied Heavy Ranger units. One would just need to make some minor adjustments for using stands versus individually based troops but this is trivial. Of course there is also nothing stopping one from basing 15mm figures individually and playing the rules straight up. The big advantage to 15mm, besides cost savings, is now you can easily have larger scale battles.

FoW M5 StuartUsing 15mm vehicles makes even more sense. Perhaps add 6″-12″ to larger weapon’s ranges to better represent appropriate range distinctions between man-packed and vehicle mounted weapons. Clockwork Goblin is starting to make some 15mm vehicles that are almost perfect for games of Dust Warfare. Their Konflikt 1947 line includes WW2-era power armor, walkers, and Tesla powered tanks. You can of course easily proxy regular WW2 minis such as the M5 Stuart tank for the M2 Series Walker but trading tracks for legs is no fun. Other 15mm options to consider are: The Rebel Minis Vipers and HAMR suits make great choices. The ARC Fleet Walkers from Critical Mass Games along with the various Protolene Battlesuits give you more options. The various walkers from Ground Zero Games are also useful. The OrcTank HABAT is a nice proxy for the Allied M6 Series Heavy Walker. The Project Slipstream infantry and vehicles are also well suited. With just a bit of thought it would not be that hard to come up with suitable 15mm proxies for all of the walkers in Dust Warfare.

So overall it looks like Fantasy Flight Games has a hit on their hands with Dust Warfare. We look forward to seeing how the rules and the universe expand.

Don’t forget to get the latest FAQ as well as other play aids from FFG. Also don’t miss Russ’ painting video, the official FFG Dust Warfare video and check YouTube for tons of Dust Warfare/Tactics videos. The blokes over at Beasts of War have a video Just what is Dust Warfare? and they have an interview with co-designer Mack Martin as well. Bell of Lost Souls also gets in the act with some good info and video with The Tectonic Shift – Dust Warfare Arrives. BattleTactics.TV has some nice looks at the various miniatures. Also for the truly deep pocketed there is always the Dust Tactics Premium version. Finally be sure not to miss Paolo Parente’s Dust site.

Below we have a selection of comparison photos showing the Dust Tactics figures compared with AT-43, Incursion, and Games Workshop miniatures. Briefly, they fit well with AT-43 and Incursion but not so well with GW because the Dust minis are more realistically proportioned. Even the light walkers for Dust are well over an inch taller than 40K Dreadnoughts.

Also see Dust Warfare — Revisited and Dust Warfare Resources.


[Updated: 29MAR13]

Conflict of Heroes: Awakening the Bear — Computer Game

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COH Computer GameConflict of Heroes: Awakening the Bear computer game is now available. Conflict of Heroes is one of our favorite games and on our Top Picks list. The game appears to be a great adaptation of the board game.

There is a new large (1.1GB) v1.14 update available.

Designed and developed in cooperation with Uwe Eickert, the original designer of Conflict of Heroes, and Western Civilization Software, the award-winning computer wargame studio, no effort has been spared to bring the outstanding Conflict of Heroes gameplay to the computer.  Conflict of Heroes: Awakening the Bear! includes an AI opponent as well as full multiplayer support with an integrated forum and game lobby.  To remain true to the core gameplay of the board game, the PC version is designed to be fun, fast and easy to play, though hard to master. The game design is also historically accurate and teaches and rewards platoon and company-level combined arms tactics without overwhelming the player with rules.

Much effort went into distinguishing the units in the game by highlighting their historical strengths and weaknesses. For example, each tank defense rating takes into account relative armor thickness, armor slope deflection percentage, speed, size, targeting mechanics, and crew training. All these factors are represented in an easy to learn target number system.

Also included are all ten original Awakening the Bear! scenarios as well as eleven new Frontier scenarios, five new Commanding Heights scenarios and a very flexible “Partisan Road” Point Buy scenario.  For those with a creative urge, Conflict of Heroes also comes with a scenario editor which allows players to create and share completely new scenarios using the Awakening the Bear! units.

The included scenarios, many of which you can play in about an hour, are designed to depict the pivotal points in a given battle. You can learn enough of the game to play the first scenario in ten minutes and a full set of in-game tutorials is included, as well as a full-color printed manual.

[Updated: 4JAN13]

Overheard at Steve Jackson Games Studios

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Agents were out and the following comments were overheard coming from the studios of Steve Jackson Games over the past 24 hours:

“Well that’s how many streets 37 shipping containers take up….”

“It’s gonna be HOW deep?!”

“Didn’t we once work on some sort of card game?”

“Make it stop….”

“‘Yes Mr Jackson is very concerned about deforestation….'”

“‘Yes the Chinese food is great. But I want to come home….'”

“Smith…Agent Smith. I need to speak with you regarding alleged leaks of weapon blueprints to foreign nations….”

“Yes, nineTEEN pounds….”

“‘Yes, Mr Jackson has plans to plant more trees….'”

“‘Oh, it’ll NEVER break 35’…idiot….”

“Wake up….”

“I swear we did. Yeah it used these little cards….”

“‘What do you mean you don’t have that many trucks?'”

“‘Jackson. Yes, two please. Yes, those are one way. C-A-Y-M-A-N….'”

“WE have to do the fulfillment?!”

“Cotton futures just did what?!”

“We’re gonna need a bigger warehouse….”

“‘No, I do not have a military export license but….'”

“Well tell him if 5XXL is too small he’s just gonna have to lose some weight.”

“No way. Run that calculation again….”

“‘Yes the hotel is very nice. But my wife….'”

“Well yes, that is a lot of pewter….”

“Phone. He says he’s from the FBI….”

“Ok, so I found an old abandoned airbase we can use…”

“Well why wouldn’t I think ONE box would have been enough?!”

“No seriously. It had these little rules on cards….”

“Well tell him he better START liking egg rolls…!”

“Phone. She says she’s from the IRS….”

“Well I guess we COULD build it now….-maniacal laughter-”

“Yes resin. We’d need HOW many gallons?!”

“ZZZZzzzzzzzzz….”

“No, no…that can’t be right….”

“‘Well then add a third shift….'”

“Say ‘reprint’ one more time and you’re OUT!”

“‘Yes sir. No sir. Yes, I assure you it is fictional….'”

“Look at me I’m Bob! ‘Oh that Kickstarter thing will NEVER work!’ -laughter-….”

“-mumble-…passport….”

“Staff. I have an announcement! If we hit $925,000 you will all get a Porsche!! Huh, what’s that? $923,680? Oh, well that’s a darn shame….”

“What do you mean THIS #%&@ November…?!”

“OK. So the closest without going over was Janet with $28,001….”

“‘…L-A-N-D-S. Today. Yes, just the two bags….'”

“Thank you and goodnight….”

[Reproduced and edited with permission and apologies to SJ Games ;-)]

Also see Ogre Designer’s Edition — $923,680!, Ogre – A look Back, Ogre Designer’s Edition.

Ogre Designer’s Edition — $923,680!

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11MAY12 : 1128hrs : The Ogre neutral steers on the command post. A $923,680 count registers. It detects 5,512 friendly infantry nearby. SMILE routine executed.

Ogre Designer's EditionSteve Jackson Games successfully completed its first Kickstarter project just before Noon PDT today. The Ogre Designer’s Edition closed with 5,512 supporters pledging $923,680 in funding. Ogre is officially the highest funded Board & Card Game project on Kickstarter easily beating out the previous, just recently crowned, champion Zombiecide. Ogre reached and exceeded 31 Stretch Goals that brought not just new goodies but early shipping, better packaging, a game assist app, promises of a computer game, restarting the miniatures line, and even doing a future Car Wars Kickstarter project. At times the Stretch Goals seemed crazy out of reach and at other times they were met almost as soon as they were posted. You can see the celebration in Update #36.

Ogre Blueprint ShirtThe final tally of gaming goodness is almost hard to quantify let alone comprehend. Besides the extra four patches, four shot glasses, two dice sets, two pins, military cap, eight t-shirts, polo shirt, three extra counter sheets, classic counter sheets, tote bag, wood cut Ogre, Tournament package, and Giant Battlefield set…whew!…that one could purchase the actual game contains:

Standard Edition Includes:
– The outer shipping carton – about 22″ x 18″ x 4″?
– The game box. Currently 21.5” by 17.625” by at least 3.5”.
– Vacuformed counter tray insert / “Ogre garage”

Maps:
Ogre map (2 pieces )
GEV type maps G1, G2, S1, S2 (2 pieces each)

– Plastic storage trays to hold the maps in the box

Counter/overlay sheets:
All about 11 x 17, printed 4/4, diecut – right now I count 16 of them.
– Combine 2D units (2 identical sheets, about 65 units each, 1.5 mm)
– Paneuropean 2D units (2 identical sheets, about 70 units each, 1.5 mm)
– Basic map overlay sheet (3 identical sheets, 1.5 mm)
– Stretch overlay sheet (1.5 mm)
– Assorted Ogres and buildings (3 different sheets, 2 mm)
– Sponsored sheets for $3,000 supporters (5 different, some 1.5, some 2 mm; all use existing dies)
— (1, 2) “Mercenary” sheets – two, using Combine units
— (3) Maaaybe one w/ hidden buildings. Under discussion.
— (4) One with a whole troop of Ogres in a new color.

— (5) One, probably, with a new color of Paneuro units.

Booklets and other paper:
– Rulebook – 24 pages?
– Scenario book – 12 pp?
– Reference sheets with CRTs, unit lists, and so on (2 copies)
– Ogre Record Sheet masters (2 copies, black only)
– Blueprint poster
– “How to Build the Ogres” flyer

Two 19mm acrylic dice, one blue with Combine logo in white, one red with Paneuropean logo in white.

Kickstarter Copies Also Include:
– Kickstarter sticker on the box front
– Kickstarter Exclusive Counter Sheet (“Targets Go Boom”)
– Kickstarter Exclusive Counter/Overlay Sheet #2, still unnamed and under development
– Kickstarter Exclusive Counter/Overlay Sheet #3, still unnamed and under development
– Signed Certificate of Support

Also Included At KS $100 US Level
– Website and box-side listing as supporter
– Three PDFs and 30 Minutes of Music (actually, these kick in at $25)

Swag Added At $150 US Level
– A second copy of the “Targets Go Boom” sheet
– Humongous Canvas bag
– Pair of lapel pins
– Exclusive T-shirt

Support Outside The Box
– Record sheet app
– 12 scenarios, so far
– Constructable Ogre/building templates
– PDFs of classic counters
– PDF record sheets

[Above updated to include later items. See Update #16 for even more details. Also see the official list of extras. Many of these items will appear in Warehouse 23 for sale later…while supplies last.]

All in all an amazing adventure. Is it November yet?!

Also see Overheard at Steve Jackson Games Studios, Ogre – A look Back, Ogre Designer’s Edition.

Ogre — A Look Back

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With the Ogre Designer’s Edition now past $550,00 in funding on Kickstarter and seemingly going to include everything but the kitchen sink it might be worth taking a look back at Ogre‘s past for a bit of perspective.

Ogre Collection
Ogre and expansions circa 1984 and 2000.

The original 1977 Ogre release was in a plastic bag. Later this was updated to a ziplock bag and then to an 80’s Steve Jackson Games’ favorite, the plastic ‘Pocket Box’. In the photo, the Ogre and G.E.V. pocket boxes are circa 1984 and the ziplock bags are from the late 80’s and 2000 release. When looking at the new Ogre Designer’s Edition it is worth noting this is what Ogre has always been. Except for the miniatures, Ogre has always been a small, cheap release. It never had mounted maps or counters nor full color rules.

Perhaps the closest Ogre got to a deluxe treatment was…well…Ogre Deluxe published in 1987. It was just Ogre but it had a heavy cardstock map and standup counters that fit into plastic stands. This was the flashiest Ogre yet.

Ogre/G.E.V. 2000
Contents of the 2000 Ogre/G.E.V. re-release. Both games in one box.

In 2000 Steve Jackson Games re-released Ogre and its expansions. For the first time since 1982 Ogre and G.E.V. were combined into one box (literally a plastic VHS tape box). The components were basically the same as earlier releases. It contained the same counters and you had to cut the maps apart because they were printed on the same sheet. The rules were in one book and it had Ogre on one side and when flipped over it had G.E.V. on the other.

Now maybe one can understand why many older gamers want the classic counters in 1″ mounted format. For decades all we have had is cardstock, cut-apart-yourself, 5/8″ counters. The counter art was always great — in fact it is now classic — it was just the physical quality that was lacking. A sneeze or slight breeze from any open window could wreak havoc upon a game as counters scattered on the wind — Although admittedly a great lesson in G.E.V. physics!

Classic Ogre and Delux Ogre
Here we see the original Ogre box and map on top of the Deluxe Ogre map with 1.5″ hexes. At the upper right of the original Ogre map is a Deluxe Ogre MkIII miniature.

2000 also saw the release of Deluxe Ogre and Deluxe G.E.V. that combined the boardgame rules with the miniatures. None of the expansions or new maps were ever released in the Deluxe format. The Deluxe version delivered huge 1.5″ hex Ogre/G.E.V. maps and lead minis. Of course not all boardgamers appreciate minis and the lack of bases with stats made the game a tad fiddly. You needed an off-board sheet or cards for all your unit stats and some sort of marker for Disabled status. Veteran gamers were once again denied mounted counters.

These maps are essentially the same maps we will see in the Ogre Designer’s Edition but they will now be mounted. We will also get the new ~1.25″ mounted hex-shaped counters. Perhaps best of all, at long last, all of the counters will be available in the classic style in 1″ mounted format as an extra purchase!

Ogre Books
The Ogre Book 2ed and Ogre Scenario Book 1 from 2000 and 2001. Again, an Ogre MkIII miniature in the middle.

In 1982 Steve Jackson Games released the Ogre Book. It was one of the first of its kind. It was a book dedicated to Ogre and G.E.V. that covered the development of the game along with history, fiction, expansions, and strategy. Much of it came from articles previously published in The Space Gamer magazine but having it all combined in one spot was wonderful. It is probably worth mentioning that 1982 was long before the Internet and printed books and magazines were the only ways to get information on games. When Steve Jackson talks about getting letters from gamers he means actual handwritten, sent-with-a-stamp letters! In 2000 SJ Games released the Ogre Book Second Edition now updated with new info and a few new articles. In 2001 we got the Ogre Scenario Book 1 (so far no Book 2) that provided seven new scenarios.

So as you gaze upon the ~15lb wonder that is Ogre Designer’s Edition it is worth taking a moment to reflect on how far the game has come since its humble beginnings. Ogre is BACK baby!

Also see Ogre Designer’s Edition.

[Updated: 6MAY12 to include Ogre Deluxe. Thanks to McKinley Hamby for jarring the brain cells and BoardGameGeek for the only photos I could find.]

Battle of the Bulge — iPad Edition

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Bulge for iPad screenshot1The folks over at Shenandoah Studio have decided to use Kickstarter to launch their first iPad game. Battle of the Bulge: The Simulation  Game for the iPad is a light operational-level wargame about the Battle of the Bulge designed by John Butterfield. It appears that there will also be a printed version of the game as well and supporters at the $150+ level get both the iPad version and the printed boardgame.

Bulge for iPad screenshot2We’ve been watching Shenandoah Studio for awhile now and are happy they chose to use Kickstarter. Considering the success of Ogre Designer’s Edition on Kickstarter it should be easy for Battle of the Bulge to reach its $20,000 goal. In fact it is already past $5,000 on its first day. If design is any indication of the quality of the game Battle of the Bulge should be a real winner. With luck we will see more iPad titles from Shenandoah Studio in the future.

Update: As an added incentive Shenandoah Studio announced the next game in the Crisis in Command Series, El Alamein. All those pledging $20 or more will get both games. There does not seem to be a boardgame version of El Alamein.

As of this writing they are just a few dollars shy of their goal so the project is certainly a go.

Update: The game reached almost twice its goal and is now live in the App Store. It is a great game.

[Updated: 15DEC12]

Ogre Designer’s Edition

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Ogre Designer's EditionSteve Jackson Games has posted the Ogre Designer’s Edition (also known as ‘Ogre Deluxe’ or ‘Ogre 6th Edition’) as a Kickstarter project. In only its second day, it has passed the $100,000 funding mark. This already makes it one of the top board games on Kickstarter and it still has 28 more days to go.

Ogre has been on our Top Picks since the start and we have been reporting on the upcoming release for a few years now. It is the third or fourth wargame we ever bought and one we’ve probably played more than another other game. That is quite a mark. It is great to finally see this classic game get the treatment it deserves and heartening to see the obvious swell of community support.

Those who have never played Ogre (and its follow on titles G.E.V. and Shockwave) may wonder what all the hubbub is about. Ogre was originally published in 1977 as a ‘microgame’ or in other words as a small 8 1/2″ x 5 1/2″ ziplock bag game with cardstock counters you had to cut out. Like any great game it transcended its poor components with great gameplay. Various versions were released over the next few decades including the pocket box version, miniatures version, and deluxe version (not to be confused with the Designer’s Edition). There were also scenario and map expansion packs as well as an Ogre Book.

Ogre BookWhat has made Ogre such a classic game is certainly a combination of its great gameplay and its fictional setting. Ogre was certainly heavily influenced by Keith Laumer’s Bolo: Annals of the Dinochrome Brigade book that was published in 1976 as well as the Cold War itself. Similar to a Bolo, an Ogre is a massive cybernetic tank with advanced armor that runs on massive track groups and fires tactical nuclear shells. In the world of Ogre tactical battlefield separation is mandatory because of the nukes and lasers make aircraft useless (oddly missiles still have a function). Ground Effect Vehicles (G.E.V.’s) are the new cavalry. It is  future warfare that is not only plausible but, for the most part, not outdated by the 30+ years of technological and warfare advances since its introduction. Perhaps best of all, it is a future treadheads dream about: The tank ascendant once again.

The original Ogre game pits one player in control of a single unit, the Ogre, versus his opponent in charge of roughly a battalion of tanks, G.E.V.’s, artillery and troops on a nuke cratered battlefield. This odd matchup is certainly a large part of the appeal of the game. It was not only unique for the time (and somewhat even to this day) but also great for solitaire play as well as an easy way to introduce new gamers to the hobby. Watching a single unit charge forward to its ultimate goal of destroying the Command Post as a horde of smaller units try to stop it is simply fun, and challenging. The game is quick and multiple games can be played in a couple of hours allowing for gamers to try different strategies or for players to swap sides.

Of course players wanted more and G.E.V. brought a more conventional battlefield that featured all of the more traditional units pitted against each other on a non-nuke cratered battlefield. Shockwave introduced huge cruise missile launchers and other new units as well as a new map. And of course one could still throw an Ogre into the mix! All of this was with low production-value components, even for its day, but high art style. The units, especially the Ogre, had great designs and the map was colorful and holds up as great art to this day. But again, the simple idea of a G.E.V. able to skim over a water obstacle that stops a tank dead gives Ogre/G.E.V. that crunchy real-world feel that is often missing in historical games let alone sci-fi titles.

Best of all it all works! The game is balanced, challenging, replayable and, especially with the expansions, offers huge variety. It uses a points system that allows players to field custom forces and constantly challenges players to not only try different tactics but different force mixes. In many ways it what gamers always wished Warhammer 40,000 could be.

So now we are to see perhaps the ultimate version of Ogre released. Many will quibble with the choices Steve Jackson Games have made. We personally wish they went in a different design direction for the game and wish they perhaps offered a new modernized version of the rules along with the classic rules. But the fact is us old timers and a new generation of gamers will be able to enjoy Ogre once again. Tired eyes as well as tiny hands will have huge components to gaze upon and grasp. It is an occasion to be enjoyed for what it is, not for what it could have been — One also not to be missed.

Now we just need to get Steve Jackson to produce an iPad version!

Also see Ogre — A Look Back.

Combat Mission: Touch — Now Available!

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CM TouchWell iPad wargaming is finally here! First we get Battle Academy and now Battlefront.com just announced and released Combat Mission: Touch for the iPad. It is a lighter version of the computer game but well done overall.

Combat Mission: Touch is the result of a collaboration between Battlefront.com, the critically acclaimed creators of the genre defining Combat Mission series of wargames for now over 10 years, and Dromedary LLC. Using Combat Mission’s unique WeGo turn-based play mode of simultaneous planning and execution phases, and a vast 3D environment, it combines the fun of fast paced action with the strategy of turns. Make no mistake, fun as it is, “Combat Mission: Touch” is a true wargame, with a number of mind-blowing features that were available, until now, only on the desktop. More…

A quick update: I’ve gotten in a few goes at two scenarios with it now and have gotten waxed by the AI. See our Twitter posts for some screen shots. The game is not the full PC/Mac version of Combat Mission (unlike Battle Academy) but it is similar. Movement seems sped up a bit and the graphics are not as good but still quite good for a tablet. Seven scenarios are included and if the game does well enough I suspect we’ll see lots of add-on packs for those. If you like CM you will like this game. If you are new to wargaming or tactical combat games it is a very good place to start. The tutorial is well done and quite funny. Get out your War Finger!

Another quick update: The quality of the game certainly centers on the scenarios. The Crossroads scenario we enjoy a lot but the speed of the German advance makes it hinge on the American initial setup. The Uncle Red Beach scenario disappointed us quite a bit and it is the first scenario in the game if one plays in order. The terrain is practically featureless. The tactical nuance comes from the folds in the ground. This is a strength of the PC/Mac game but on the iPad the slightly awkward map manipulation (and we are on the iPad3) and weaker graphics overall makes taking advantage of terrain more a nuisance than an enjoyable activity. Various bugs also became apparent with units getting hung up and there is an oddity at certain zoom levels where units suddenly bend over. We need more play but unit auto-reactions may be buggy as well but this may also simply be a line of site issue which, again, is more difficult on the iPad. The game is absolutely worth the $5 but it is also not a replacement for the desktop version of the game and probably needs some bug fixes.

Also see The Apple iPad3 and Gaming.

CM Touch Screenshot

CM Touch on iPad

[Updated: 13APR12]

Flames of War — Sold Out!!

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ShermanWell it looks like we are not the only ones excited about the new Version 3 of Flames of War and all of the new goodies. Battlefront just announced:

Breaking News
As of twenty minutes ago the first printing of third edition rulebooks is completely sold out. Although we thought we would be okay for the first three months we have eaten through our stock much faster than anticipated in the last four weeks. This means our second printing, which we ordered ten days ago, is already being worked on but will not get out to the world until May.

While you Achtung!are waiting you can check out the excellent video series Battlefront is putting together on how to play Flames of War third edition. There is also the new FoW introductory set, Achtung!, due out soon that features Battlefront’s first all-plastic tanks. It also includes the full mini rulebook.

[Note: As of 26APR12 the rules are back in stock.]

[Updated: 27APR12]

The Apple iPad3 and Gaming

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iPad3Well we looked at the gaming significance of the original iPad and the iPad2 so we suppose we should look at the iPad3 as well. The new Apple iPad3, also known as the New iPad or officially as simply the iPad, is perhaps the first complete iPad Apple has released so far. Its improvements over the iPad2 are not huge but are nonetheless significant. A 2048×1536 screen is twice the resolution of previous models. Driving all those pixels is a quad-core graphics chip along with a 4G LTE connection for fast mobile connection speeds. Also new is a a much better outward facing camera (although the facing camera is the same). But ultimately it retains many of the traits of the iPad2.

Battle AcademyBut what does the iPad3 mean for gamers? Well probably quite a bit actually. The increased resolution increases the capabilities of the iPad significantly. For example, on my home 24″ LCD display I am running 1920×1080 resolution. That means the new iPad actually has more screen real estate. Now of course everything will be smaller but you start to get the significance of the new display. This fact got brought home just recently when Matrix Games and Slitherine released Battle Academy for the iPad. Not only is this perhaps the first real historical wargame for the iPad it is identical to the Windows version and even compatible for online PBEM gaming. In fact there are now a huge number of euro game titles in the pipeline for iOS including Le Havre, Eclipse and a number of titles from GMT Games including Nightfighter, Manoeuvre, and Space Empires. The new screen resolution and horsepower may very well bring a whole lot more gaming goodness to the iPad soon.

  • Games: With the new iPad out it is probably time to update our previous list of iOS games.
    • Operation: Eradicate is essentially Pandemic with a Zombie theme.
    • Legion of the DamnedStarbase Orion is almost a direct port of the classic Masters of Orion 4x game.
    • Ticket to Ride is a perfect port of the boardgame and expansions. You can play against the AI, pass and play or play online.
    • Zombie Gunship is a nice simple shooter where you take the role of a gunship gunner to take out zombies. Brrraaaaiiinnnsss!
  • Game Reference: Not a lot new here unfortunately.
    • GoodReader continues to be the best overall file manager and reader. PDF support has only gotten better.
    • Notability We dumped Simplenote for Notability. It syncs with DropBox and supports a lot of basic formatting that is much more useful than the plain text of Simplenote.
    • I Ain’t Been Shot Mum TooFatLardies released the new version 3 rules as a PDF/tablet version that was available before the print. If only more publishers would do this.

[Updated: 30MAR12]