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Forumini'09 Creativity: Challenge #5 of 10 (Deadline 14 May)
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general Hoth

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 "My dear general, the war can now only be won by the politicians." Von Rundstedt to Kurt Meyer.


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if i've got time i'll do a review of a classic AH game as if it was 1982 again. Cool
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PostSun May 03, 2009 9:24 pm
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acs0424

 "Courage is what it takes to stand up and speak, Courage is also what it takes to sit down and listen." - Churchill


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I am changing my review (if I enter) to Axis And Allies Pacific.
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PostMon May 04, 2009 6:37 pm
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NeuralDream

 

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You don't have to declare your reviews. I'm not sure why everyone does. Whenever you prepare your reviews just post them Smile.
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PostMon May 04, 2009 6:48 pm
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Bean965

 

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Post subject: At least with cardboard counters... Reply with quote
general Hoth wrote:
if i've got time i'll do a review of a classic AH game as if it was 1982 again. Cool


... the scale and paint jobs were all the same!

Dude,  Review Advanced Squad Leader, the AAM of the 80s!
PostTue May 05, 2009 11:51 pm
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general Hoth

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 "My dear general, the war can now only be won by the politicians." Von Rundstedt to Kurt Meyer.


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I was thinking of russian front or the russian campaign (both copies still complete but well worn down). Cool

also i stopped playing squad leader when it went advanced... Love the original though. dance
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PostSun May 10, 2009 2:29 pm
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NeuralDream

 

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The deadline is approaching fast and I don't see any article. I hope you'll all post them at the last minute then Razz.
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PostMon May 11, 2009 9:03 am
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RedBaron

 Afrika Korps


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Post subject: Reply with quote
Of course, element of surprise.

Later Edit:

Title: Panzer General 2 (Axis & Allies Miniature Comparison)





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PostMon May 11, 2009 1:07 pm
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NeuralDream

 

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I've been asked by several candidates for one more day and since I see no review yet, I'm ok with this. So, the deadline is now one day later. 14 May.


edit: oops, I just saw that RedBaron has edited his post and has added his review. Many thanks R.B..
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PostWed May 13, 2009 1:02 am
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NjCo

 

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I'll be posting one later tonight or early tomorrow. I just have to work out getting the pictures uploaded somewhere.
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PostWed May 13, 2009 1:30 am
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RAEVSKI

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 SOCCEROO FEVER


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As i will. Smile
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PostWed May 13, 2009 4:11 am
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acs0424

 "Courage is what it takes to stand up and speak, Courage is also what it takes to sit down and listen." - Churchill


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Post subject: Reply with quote
Probably posting one later today
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PostWed May 13, 2009 4:18 pm
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RAEVSKI

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Shako By Arty Conliffe


Being a veteran gamer with of 18 years of gaming, the first and formost love has always been Napoleonics. I started with Airfix plastic making my own set of rules up. I am now 35 and still play with soldiers, and a lot of rules systems have been played and rejected. I want the feel to be right and i want a game to be completed in a reasonable time. The first commercial set i owned was the Wargames Reseach Groups set, it got rejected straight away as written badly and not giving the correct feel. Several others came along until Empire by Scott Bowden, we where hooked. This beautiful system was played by the local wargames club and gave the right feel. It had a problem though, too many charts and too many tests to be made.... It was slow. In one game an hour turn on the battlefield took 2 hours to play, i was disgruntled as i now had a family and i couldn't spend all day playing a small game.
Then i found Shako.
At first glance i was not impressed, this relatively small booklet of 30 pages looked like it could handle a mammoth wargaming period of 15 years of warfare. And have the bold claim that you can use the system for the Seven Years War as well, i have seen this before... it never really works. I gave it a go. Remembering that the last system had 3 artillary charts and 15 musketry factors depending on morale. Now i am trying a rule system that uses a single six sided dice to decide the musketry result.
One chart that i didn't need to look at, i was amazed. The Result- A quick system that resolves combats in a "Napoleonic Feel" with a Historical result without making it impossible for historical results to be reversed.
In a Two recent battles we had two totally different results Spanish vs French. The pictures of the climax of one battle below.


The Spanish line is about to be pounced on by French in Mixed order.This is taken by both sides.

The rules system includes orders of battle for the major nations (Britian, France, Austria, Prussia, Russia and the Ottoman turks). These lists are called "pick up armies" and are designed for a quick and balanced games, this is a nice inclusion that helps newcomers know what units they need to buy instead of rushing out and buying tons of Imperial Guard.
Fields of Glory- Suppliment.
This is another booklet that contains some extra rules, they are not necessary unless you play Spanish, but it does include 12 historical battles to replay. We have managed to play 5 of them with mixed results and include Borodino, Wavre and Medellin to name a few.
Overall a fun and quick system, most combats are resovles are resolve in in a dice roll of two six sided dice or less. No chart surfing. No cumbersome morale rules.

Raevski
( A Russian Napoleonic General famed for the Raevski or Grand Redoubt at the Battle of Borodino 1812. His Corp was my first metal wargames army i ever bought)
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PostWed May 13, 2009 9:48 pm
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NeuralDream

 

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Less than 36 hours left.
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PostThu May 14, 2009 12:11 am
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NjCo

 

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Final version for submission

Conflict of Heroes: Awakening the Bear - Russia 1941-42
Designed by Uwe Eickert
Published by Academy Games in 2008




Background

The 70’s were arguably the heyday of boardgame wargaming. The likes of publishers Avalon Hill, SPI and others produced many very successful wargames. Games like Panzer Blitz, Squad Leader, Third Reich, Panzer Leader, Midway, and War at Sea were just a few of the games that sold more than 100,000 copies over their lifespan at Avalon Hill. But while these games were very popular there was a major downside to them as well. They were complicated and took a long time to play. Not everyone thought that reading 30 pages of black and white text set with 9 point font was “fun”. Not everyone wanted to set aside the extended hours needed to learn and play many of these games. Gradually other interests found their way into the available free time of gamers and wargaming declined through the 80s and 90s resulting in the sale of Avalon Hill to Hasbro in 1998.

But about this time another form of boardgaming was beginning to gain a foothold in the US. Settlers of Catan was published in English by Mayfair Games in 1996. This was the beginning of the ‘euro invasion’ of family and strategy games with easy to learn rules, short playing time, excellent component quality and innovative game mechanics. Wargames were becoming less popular. Wargame designers and publishers sat up and took note. No longer could they produce the same old wargames that they had been making for 30 years. Gradually they realized that they could also produce wargames with many of these same qualities. The result has greatly revived, and some say saved, the wargame market. A look through the many award winning wargames of recent years reveals many interesting and innovative designs from a broad range of publishers. Conflict of Heroes is one of those games.

Overview

Conflict of Heroes popularity has sky-rocketed due to it’s combination of deep tactical gameplay, ease of learning, short playing time, unique game mechanics and excellent component quality all in a game that strives to realistically depict the men, machines and tactics of the Eastern Front during World War Two. It is a boardgame of tactical World War Two combat set during the early part of Operation Barbarossa. The counters represent platoon sized infantry units with individual support weapons (MGs, mortars and AT guns) and vehicles (tanks, trucks armored cars etc.) also present. The scale of the game is 50 meters per hex with each action representing about 2-3 minutes of time.

The Components

The first thing you will notice about the game is the price. At $75 retail there is a bit of sticker shock. But once you get your hands on a copy you will see that the price isn’t bad for what you get in the large, hefty box. The game components consist of about 200 very nice 1” counters laser cut from 1/8” dense cardboard. The geomorphic maps are also mounted on the same cardboard and are about 15” x 19” with a single fold to allow storage in the large 12” x 15” box. There are five mapboards that come with the game, each depicting a variety of attractively depicted terrain. The map hexes are also large, measuring a nice 1.2”. The game also comes with a deck of 55 action cards, a 10 page scenario book (10 scenarios), a variety of full color player aids and an excellent full color rulebook packed with plenty of examples of play and designers notes.



Compared to many other comparable games coming out from publishers like GMT Games, Avalanche Press, Lock N Load, MultiMan Publishing (MMP) and others, price to component quality ratio easily meets these other publishers and more often than not greatly exceeds them. Many GMT games fall in the $50-$60 price range and typically contain 9/16” counters printed on 1/16” counter stock. They also come with either paper maps or occasionally heavier cardstock maps. GMT does sell nicely mounted maps for some of their more popular games but they are only available separately and are usually $20. Overall, I haven’t seen a wargame with the component quality of this game. Occasionally a publisher will offer large counters, or perhaps a mounted map or maybe full color rules. But to have all of these and more is a real treat.



The Game

And the treats don’t stop with what’s in the box. The game play is equally enjoyable. But be prepared to throw out the window many concepts you may have learned in other games. The largest casualty on the list is the traditional concept of a turn. Traditional wargames feature the concept of the i-go-you-go turn. Basically, one player takes their turn followed by the other player. The turns might be broken up into movement and combat phases (as in the A&AM games) or other similar phases. Various modifications on this basis game mechanic have grown in popularity over the years with the two most popular being the chit pull system and the limited action system.

The chit pull system usually allows specific groups of player units to be activated by randomly pulling chits from a cup. Each chit has some sort of unit identifier on it that tells you which units are supposed to be activated. This might even include all of a players units. The limited action system is a modification on the chit pull system but it serves the same purpose. The limited action system allows a player to perform actions with one or more of his units (generally just a few) followed by the other player doing the same. This process continues until each side has performed actions with all of the units they wish. Both of these systems attempt to solve the variety of problems that arise when one player gets to utilize all their resources before the other player can respond. Conflict of Heroes takes these general concepts and stands them on their heads, spins them around and then kicks them off a cliff!

The turn order system in Conflict of Heroes is much more fluid allowing tactics not possible in other games. The whole system is based on the concept of action points. A activation consists of a player activating a single unit. During the course of a turn the players alternate activating individual units. Each unit receives a certain number of action points (usually 7) and they can spend these points on movement or combat in any order or combination. Each unit also has a cost on the counter in action points to either move or attack. This cost represents the effort it takes to carry out the action. For movement, the cost represents how easy it is for the unit to move. Most vehicles and infantry platoons could move about easily so their cost to move into open terrain is 1 which means they could move 7 hexes in open terrain with 7 action points. Costs of support weapon movement range from 2 to 7 reflecting the increased effort required to move heavy weapons around on the battlefield. Each unit also has a cost in action points to attack. This cost reflects a variety of factors such as target acquisition, ammo replenishment, training, relaying of orders etc. The better trained and equipped German units have a cost to attack of between 2 and 4 while less well trained and equipped Soviet units have a range of between 3 and 6. This system allows the player a great deal of flexibility. A player might be able to attack with a unit three times during it’s activation or move, fire, then move again or maybe just fire once. It all depends on the unit and it’s capabilities and what the player is trying to achieve. Once a unit is activated and has used its action points the counter is flipped over to its ‘used’ side. A turn ends when both players decide not to activate a unit. This is usually when both players have activated (used) all of the units they wish.







But if this was all that happened over the course of a turn then this system would be nothing more than a limited action system with one unit activated per phase. Where Conflict of Heroes breaks the mold is in the addition of three other types of actions that can all be combined in various ways with a units standard action. The other types of actions are Opportunity Actions, Command Actions and Action Cards. Opportunity Actions allow opposing units to interrupt the actions of the active unit. This is the traditional opportunity fire concept. The second type is Command Actions. This concept is an abstraction of leadership or command structure on the battlefield. Each side receives a certain number of Command Action Points for the scenario. These points can be spent in a variety of ways including; to supplement the action points of a unit (so instead of 7 action points a unit could have 10 action points on its turn for example), to execute a command action (essentially allowing a unit to be activated twice in a turn) and finally modifying a die roll (either an attack roll or an initiative roll). Command Action Points are powerful and require careful management and thought to be sure they are used effectively. The last type of action is the use of an Action Card. These cards represent a variety of battlefield actions from movement and attack bonuses, snipers and land mines or weapon cards such as grenades and off board artillery. These cards can be played to activate a unit or supplement the actions of a unit, depending on the card.



The flexibility of the system comes about by combining the three different types of actions a unit can call on during it’s activation; standard actions, command actions and action cards. If more action points were needed then the player could spend command action points to supplement the standard action points. The player could even spend command action points to have a completely different unit perform an action! The player could also use action cards during the course of the units turn, say to call in off board artillery or throw a grenade. And the order in which all this happens is completely up to the player. For example, a player could activate an infantry unit with the intention of assaulting a nearby building. It receives 7 action points. Prior to doing anything with this unit, the player decides to use an off board artillery action card to soften up the defending units. The artillery did its job and scores a hit on the defender. The player then decides that he would like his assaulting infantry unit to reach the building unmolested by opportunity fire. He decides to spend command action points to allow another unit to attack the defender. The attack is a success and the unit is eliminated. The original unit can now move to the building and spends several of its action points to reach the location. The player would now like the unit to attack but is one point short of having enough action points to carry out an attack. He decides to spend a command action point to supplement the standard action points and therefore can now attack. The attack is crucial and the defender is dug into protective terrain so the player decides to modify the attack roll by +2 by spending an additional 2 command action points. This example is a bit of an extreme case but it should give you an idea of the options that a player has when activating any unit.

Combat is resolved in a fairly simple fashion similar to A&AM. Each unit has an attack value. Some units have attack values against both armored and soft targets. Each unit also has a two defense values, one for front and one for rear. The attacker rolls 2d6 and adds the total to his appropriate attack value. That total is compared against the defending units defense value modified by defensive terrain if appropriate. If the total attack value is greater than or equal to the defense value the unit takes a hit. If the attack value is greater than the defense value by 4 or more then the unit takes two hits and is destroyed. Hits are handled a little differently in Conflict of Heroes than in other games. A random hit counter is drawn when a hit is taken by a unit. The hit counter serves several purposes; first to mark the unit as being hit (a 2nd hit will eliminate the unit) and second, they serve to indicate the effect of the first hit. Similar to A&AM, a hit has an effect on the unit. Unlike A&AM, hits in Conflict of Heroes are random and have a variety of effects. A foot unit might be suppressed or panicked or it could become berserk! Vehicles have a different set of hit counters with effects like immobilization, damaged or stunned. An optional rule allows for secret hit effects so the attacker doesn’t know the effect of his attack. Not knowing whether a unit is just pinned (unable to move) or stunned (unable to move or attack) certainly adds a bit of tension to the choices the opponent must make on subsequent turns.

The Usual Wargame Stuff

Layered onto this innovative turn system are many standard wargame rules. Concepts like LOS, rallying, facing, group actions, range, terrain, hidden units, fortifications, etc. All are presented in a clear and easy to understand fashion with lots of examples and full color images to ease understanding of the concepts. The designer has liberally added notes throughout the rulebook to clarify topics or provide useful historical context to many of the rules.

The Scenarios

The game comes with 10 nice scenarios that cover a variety of interesting situations. Everything from a firefight on one mapboard with a few infantry counters that can be played by two players in less than an hour to much larger games with many units and three or four mapboards capable of supporting play by up to 4 players over 2-3 hours. The scenarios generally last no more than 5 turns. An expansion map is currently available that adds a new map and several scenarios to go along with it.

Support

As with many popular games these days the internet is a tremendous amount of help when it comes to any questions you may have about Conflict of Heroes. A FAQ document with rule clarifications is available on the Academy Games website. The designer himself regularly answers rule question of wargame forums like ConSim World or BoardGameGeek. The rules for Conflict of Heroes have been updated with new clarifications and rule changes and are available for download from the Academy Games website along with updated scenario descriptions and player aids.

Overall Opinion

I’ve been a wargame nut since I was a kid and I must say that Conflict of Heroes is one of the most interesting and enjoyable wargames I’ve played. The combination of great components, easy to learn rules, fast playing time and innovative game mechanics makes this one of the top wargames. Like with many wargames, you set your strategy with an eye on your objectives and hope your turn to turn tactics are enough to win the day for you. But Conflict of Heroes makes many more tactical tools available to you than most wargames. And that’s really where the fun comes in with this game. Everyone wants their choices over the course of a game to have more of an impact on the outcome of the game than just a few lucky rolls of the dice. Being able to say that doing X, Y and Z won the game sounds so much better than getting a lucky die roll. With Conflict of Heroes the choices are all there for you to make in abundance. Do I spend my action card in an attempt to keep a drive going or save it for if the tide turns against me? Do I modify this die roll to get a better chance of eliminating a stubborn defender or save my command action points? Do I opportunity fire against an attacking unit moving toward my lines or play the odds and hope his attack is unsuccessful and then make a more effective counterattack with the unit on the next activation?

Who would Like This Game?

Conflict of Heroes has broad appeal among many types of gamers. For the real hex and counter grognards there is a lot to like in this game. The level of control that the player has over his forces is certainly appealing. If you’ve ever said ‘I wish I had one more movement point’ or ‘I wish I had a couple more attack points’ then you will really appreciate the options this rule system give to players. For less experienced gamers the game will be a nice introduction to the world of wargaming. The rulebook contains numerous examples of play that make understanding the concepts presented in the rules less of a chore. Many complicated wargame concepts (like leadership for example) are present but abstracted or simplified so as not to be overbearing. For anyone pressed for time in today’s hectic rat race that we call life, Conflict of Heroes has definite appeal with it’s short and easy to understand rulebook and quick playing time. Two new players could learn the game and play a scenario in a couple of hours. And for all of you aging gamers who are tired of not being able to see small numbers on counters scattered across a table this game will be a big relief. Everything in this game is large with easy to read fonts.

So you think the game sounds appealing but you don’t have an opponent? For many years play-by-mail (or email) was an attractive means of wargaming for those with no opponent. The VASSAL game engine brought this concept into the age of the internet and allowed both players to play on a virtual game board. Conflict of Heroes is available on VASSAL or on the similar online game engine called ZunTzu.

Links

ConsimWorld CoH Page
http://talk.consimworld.com/WebX?50@305.hmq8ee5l8sb.2@.1dd0ee71

BoardGameGeek CoH Page
http://www.boardgamegeek.com/boardgame/24800

Academy Games Website
http://academy-games.com/

Conflict of Heroes Website
http://academy-games.com/index.php/home/conflict-of-heroes-coh

VASSAL Game Engine
http://www.vassalengine.org/community/index.php

ZunTzu Game Engine
http://www.zuntzu.com/


Academy Games has another installment in the Conflict of Heroes series coming out later in the summer of 2009 titled Conflict of Heroes: Storms of Steel – Kursk 1943 that will use the same rule system but will add new units like planes, rockets and of course a bunch more tanks.
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PostThu May 14, 2009 5:18 am
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general Hoth

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 "My dear general, the war can now only be won by the politicians." Von Rundstedt to Kurt Meyer.


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Post subject: russian front Reply with quote
Here is my entry,
It is short but i hope you enjoy it:

Russian Front. It was 1986, i was 14.

On the blue cover you could see german columns crossing a russian steppe. It was already all there on the cover: Stukas, infantry ,panzer IVs and the huge country side.
Inside the box the first thing that struck me was this beautifull map, different colors for different nationalities (white for finns, red and brown for soviets, blue for italians, green for romanian and grey and black for germans). I knew this would be a very different game.
The units were mainly armies and corps (which meant little for me at the time but i recognized the OTAN signs) plus support units: flotillas, air units, railway and damaged markers. There were charts for OOB and battle/ weather resolutions plus something new: a battle location card that meant that battles would be fought not on the map but within an hex. It took a long time to go through a combat turn but dear, did the map look good with the yellow markers on the battle sites. One could clearly see the main combat efforts of both sides.
Units suffered point losses affecting their power and also retreats that were not allowed into an enemy Zone of Control. Envelopping panzer operations made sense.

The rules were clear. For years i only used the basic game rules which were exactly that: basic. When my english improved we started with my student friends to experiment with the advanced rules. Here came the reserve units, blitzkrieg operations, soviet factory complex, air and naval operations...it changed everything and i grew more addicted sometimes playing all night long until the sun came up.
It has to be said, Russian Front is a long game. Although there are a few scenarios the main interest is the campaign. Units withdrawals, reserves, economic points, replacement points and regular weather change gave Russian Front an edge over games like "the russian campaign" for example.

Last year i gave Russian Front a go during a summer break and did manage to go up to 1944. It lasted for 8 hours, and 2O cigarettes later the soviets had stalemated the front even recapturing parts of Ukraine. In the center Smolensk was in danger of being outflanked from the South and in the North the germans still held Leningrad. The soviets were getting stronger since Tank Armies do get available to them late in the game while the germans saw their allies being smashed with no replacement available.

Russian Front is a great game that still today stands the test of time.

Highly recommended.



1941, the Soviet defense of Moscow


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PostThu May 14, 2009 11:18 am
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Admiral_Scharnhorst

 

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Post subject: Admiral_Scharnhorst's submission: Reply with quote
Author's Note:  Please forgive the poor quality of the pictures.  I tried to follow the rules and take my own and because this game is on the Nintendo DS it is hard to take good pictures.  I took them with my cell phone because they turned out better than with my digital camera.  If you want a better look at the game's graphics there are several review sites you can find them on.

If you like strategy, portability, and WWII authenticity then Panzer Tactics DS may be just the game you're looking for.


Released in North America in November of 2007, this great game for the Nintendo DS features turn-based World War II combat.  It contains over 150 authentic World War II units.  While it may seem similar to the cult favorite "Advance Wars," the similarities are in genre only.  Let's take a look at what this game has to offer:

Setting/Plot:  It's World War II and you are in command!  After a lengthy but helpful tutorial you are able to choose from three different campaigns.  These campaigns form the backdrop for the story of the game.  In the German campaign you will start with the invasion of Poland and fight all the way to Stalingrad.  In the Russian campaign you will launch the counter-attack that will send the Germans reeling.  Finally, in the Allied campaign you will command British and American forces as you invade from the western side of Europe, bringing an end to the Third Reich's reign of terror.

Campaigns:  What really makes this game stand out in the campaign is your army make-up.  During the course of the campaign you will have a "core army" of up to 20 units.  From infantry to light, medium, and heavy tanks, these core units will stick with you in every mission that you play.  While you will have auxiliary units available in every mission, you want to keep your core units alive, because if you lose too many core units you will fail the mission.  For successful battles and missions won you are awarded "fame points" which are the resources you use to buy or upgrade your units.

Missions will usually consist of single or multiple objectives for your units to take.  Also there will be a secondary objective that will grant a bonus for the next mission if you can take it as well.

Your core units also gain experience from the battles they fight.  They can be upgraded between missions as more powerful units become available, and at a certain point they can even get special abilities, such as extra movement or improved line of sight.

You can also recruit generals, who while expensive, "attach" to one of your units and provide great benefits to that unit and the ones around it.  Ultimately there are a great deal of options that the player must consider as they build their core army throughout the campaign.  All of these different options require fame points so you must carefully consider how to spend them.  For example, as you approach the end of a mission do you keep saving your fame for a powerful tank general or do you buy another tank to seal the enemy’s fate on the current mission?

Don't expect a walk in the part with your Tiger though.  The enemy AI is relentless and challenging.  While it will make some strange mistakes, make no mistake it will also surprise you with different tactics and unexpected attacks.

Gameplay:  During your turn your units can do several things.  They can attack enemy units within range, they can move a set number of hexes based on terrain type and their movement rating.  They can resupply fuel and ammo, or they can heal up damage.  The latter two options require your units to be out of contact with enemy units.


When your units attack enemy units, a battle screen pops up depicting a quick scene of the attack.  This part of the game is also similar to the Advance Wars series, in that your units have 10 "hit points."  If a unit's hit points go down to 0, that unit is destroyed.  Several factors go into deciding the outcome of a battle, including hit points, terrain, defensive ability, weapon types and unit types just to name a few.  For example, infantry attacking from within a city hex will do much better than infantry in an open field, whereas tanks will do better in an open field then a city hex.  Little factors like this can often make the difference in a battles outcome.

Unit types factor in as most ground units are classified as either "hard type" (i.e. tanks) or "soft type" (i.e. infantry, artillery).  You must plan your attacks accordingly for the most efficiency from your units.

In addition to the ground battle, the sky above also rages with combat.  From captured and owned airfields you can launch two different types of bombers (one for hard and soft type respectively) as well as fighter planes which not only defend your air units, but attack your enemies as well.

The gameplay is easy to learn but hard to master.  This motivates you to keep playing as you try to figure out "ultimate" plans of attack.

Graphics/Sound:  While this game has been produced on the Nintendo DS, the graphics and sound have both surprisingly turned out well.  The background music can seem to get repetitive, but at the same time it helps portray the setting of a tactical fight in World War II.  It doesn't disrupt the gameplay and puts you in the mood to out-maneuver and conquer your opponent.

The graphics are well done, from the detailed maps to the units.  Each unit in the game has a distinctive look which helps you easily identify them once you are familiar with them.  The units even look like their counterparts from real life which is also very authentic.  Take for example this attempted picture of the German Wespe.


The sounds are also very authentic.  The sound of an artillery barrage is terrifying, and the sound of bombers flying overhead is equally as scary.  Infantry fire rifles and even tank shells have their own realistic sound.  Overall the sound is very well done.

Multiplayer:  This game does offer "hot seat" and Wi-Fi multiplayer support both locally and online for 2-4 players.

For these battles you first set up the standard settings.  You choose from 10 diverse maps, how many players, how long your turns can be and how many fame points you start out with to build your army.  For local and hot seat battles this won't be a problem, but when you connect online you will only match up with someone if they are looking for a match with the EXACT same settings as yours.  Again if you coordinate with someone online before playing this will not be an issue at all, but if you are looking to play someone randomly the chances of matching up are slim.

Conclusion:  While online multiplayer setup can be frustrating, if you can set that aside you have an incredible and intense game in your hands as you conduct furious battles.  The authenticity and different strategies you can employ will leave you hungering for more.  You will simply be amazed at how much depth is in this handheld game.  The final verdict is if you have a Nintendo DS, love strategy and love anything World War II then this is a game you simply must own.
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PostThu May 14, 2009 7:08 pm
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RAEVSKI

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PostFri May 15, 2009 9:20 am
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