Showing posts with label wargame. Show all posts
Showing posts with label wargame. Show all posts

Saturday, December 7, 2013

Nexus Ops Review

Nexus Ops
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First off, if you are looking for the rare strategy game that can accomodate three players without one player wanting to smash the other two over the head after the inevitable 'gang-up' phase, this one plays excellently. Strategic position, army-building, and alliances take a backseat to planning ahead to accomplish hidden objectives from secret mission cards, which garner points towards victory. The secret missions vary in points awarded, the more valuable ones requiring putting out and using super units, or making suicidal attacks that may utterly trash your best army, but get you the last points you need for victory. The game plays very quickly compared to most strategy boardgames. There is enough random element in it that new and younger players will not be overwhelmed; yet enough strategy hidden in it that experienced players will enjoy tweaking their play to pick up an edge here or there. The 'board' consists of hexagonal cardboard pieces that are randomly fit together at the start of the game in a configuration that suits 2-4 players, with smaller cardboard tokens on top to indicate what the sector contains. While this adds a random replayable element, it and the many, many pieces involved also tend to require some constant tending throughout the game to keep the board 'together' and the pieces where they belong. This game has found a lot of repeat play with my friends as a fast and fun alternative to deeper, more strategic but time-consuming games like Shogun.

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Nexus Ops is a light-medium science fiction war game. The game boasts a hexagonal board that is dealt differently every time, as well as cool "glow" miniatures and lots of combat. Players control competing futuristic corporations that battle each other for control of the moon's Rubium Ore. By winning battles and fulfilling Secret Missions, you can obtain victory points.

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Thursday, November 28, 2013

Conflict Of Heroes: Storms Of Steel Review

Conflict Of Heroes: Storms Of Steel
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First, a disclaimer. I helped develop this game. Mainly I proofread the rules and components, and gave occasional rules suggestions here or there. The design of the game is still Uwe's, and I did not design any of the firefights. I'm mainly going to attempt in this review to compare Storms of Steel (SoS) to Awakening the Bear (AtB), so that people who have played Awakening the Bear can know what to expect from this fabulous game, that I believe is a step up in every way from Awakening the Bear.
Components
Awakening the Bear was hailed by many for its beautiful, euro-quality components. In this regard, Storms of Steel will not disappoint.
Map Boards:
SoS comes with 4 map boards, rather than 5 that came with AtB. The SoS boards are slightly thinner than the AtB boards, but are still thick and sturdy, and much, much thicker than you will get from most wargame companies these days. Where I found my AtB boards would warp slightly, I have had no such issues with the SoS boards. Uwe has also cranked up the vivid scale on these boards. They are brighter and more colourful, and make the AtB boards seem dark and drab in comparison. The finish has been changed slightly. AtB boards had a heavy linen texture feel to them, which felt great but muddied the details a bit. SoS has a slightly smoother, glossier finish that makes the details stand out much better. On top of that, there simply are a lot more details on the boards. You can see things like little tractors in farm yards, and the details of the wheat, and the end result is that the boards are gorgeous. The maps are not as feature-dense as the AtB maps, but that is easily remedied with the included overlays.
Overlays:
While SoS comes with 1 less map board, it also comes with a sheet of double-sided thick cardboard overlays. These multi-hex overlays are a combination of hills, rivers, balkas, tank ditches, and a village, that can be placed anywhere on the map boards. This creates near-infinite variety in the maps, and the 3-D nature of the overlays sitting on the maps is actually quite nice with the hills in particular. The finish is practically the same as the boards, and they are just as beautiful as the map boards. They can slip and slide a little bit though, so you have to be extra careful not to knock the board or else you might have a village spinning in the middle of your map! Overall though, the overlays work quite well, and are a welcome addition to Conflict of Heroes.
Counters:
I think the counters are possibly where people will see the biggest improvement in the components. The counters have the same slightly smoother finish as the board, meaning the details of the unit pictures do not get muddied and are very clear to see. The unit graphics are also bigger and take up more counter space, making the details easier to see, and making it easier to distinguish between the various units. New information is seamlessly added to the counters, to account for new rules, and also to make the rules easier to remember. For instance, you no longer need to remember which units get a bonus in close combat, and which get a penalty. If the fire power has a white box around it, this means you get a penalty; otherwise, you get a bonus. This makes it easier to keep track of, and also means that they can do more complex units that say, get a close combat bonus vs soft targets but get a penalty vs hard targets. Also, new rules revolving around open topped vehicles and air / anti-air units get seamlessly integrated into the new units. You also get many more counters than in Awakening the Bear. There are more units and more unit variety.
Cards:
The cards are of similar stock to AtB. The graphics on them are improved, however. They look much more refined and professional. There are some new action cards, and also a new type of card, Veteran cards, which can add special abilities to your platoon or specific units.
The rulebook and firefight book:
Both the rulebook and firefight book are in 8.5" by 11" size, much easier to handle than the 12"x12" in AtB. They are also in thick 100 pound stock with a glossy finish, and look and feel great. They are probably the sturdiest rule books I've seen in a board game.
Player Aids and Tracking Sheets:
The summary sheet and tracking sheets are very similar to AtB, but updated of course for the new SoS rules and features.Gameplay:
Storms of Steel changes a few rules, while also adding in some new units, fortifications, and terrain features.
Rules Changes:
The biggest rule change in SoS is that both players can have an activated unit at the same time. This creates a few different effects to the game, all of which are positive, in my opinion. For one, the game is now simpler and easier to learn. It is now much more of a "You Go I Go" game, which new players are more familiar with. The "You go until I want to interrupt you or until you pass and then I go until you want to interrupt me or I pass" method of AtB worked well but was different than many games and confused some people. Also, the game feels much more like it's running in real time. I'm not waiting for my opponent's unit to run across the map before I do the same with mine - they now move an act near-simultaneously. Defense machine fire is now more realistic as well. Where before, a defending HMG would have to use an expensive opportunity action to fire at an oncoming attacker, now it can activate and fire several times, making it much harder to charge at a machine gun.
New Units:
There are 3 types of new units: snipers, airplanes, open-topped vehicles.
* Snipers are hidden units that can fire while hidden and have a high probability of remaining hidden. They are very fun to use, and it's great to be picking off and harassing units with your opponent not quite sure where the fire is coming from.
* Airplanes are the biggest unit addition to the game. Personally, I do not like how many other games abstractly bring in air units and enjoy that I actually get to control the plane on the board. The planes can change elevation and can attack with machine guns as well as drop bombs and mines. They are very deadly but usually can only be brought in once or twice in a firefight. They are a lot of fun, and do not add many rules to the game.
* Open-topped vehicles are easier to hit by artillery and close combating infantry. I haven't gotten a chance to use them yet, but they do provide another step in realism, and the rules for them are pretty straight forward.
New fortifications and terrain features:
SoS adds new fortifications and terrain features. There are gun pits that add defense to your large guns, rivers that are difficult to cross, balkas that you can take refuge in, and fields that have varying covering effects depending on the time of year. All are great additions that add more detail and make you feel like you're fighting on a different landscape than AtB. A couple features are missing in SoS, such as light woods and walls, keeping the number of different terrain features to keep track of in one game a bit more manageable.
Feel of the game:
Despite being another eastern front WWII game with the Russians vs the Germans, the game actually plays quite different. The units in SoS are more lethal than in AtB - attack values on infantry are usually 4s and 5s, rather than the 2s and 3s in AtB. This means there's more firing from a distance, and less charging at your enemy knowing that they won't be very effective until you're close. In my games I've played so far, I would also say SoS is less forgiving than AtB. A mistake or two can cost you the game very quickly. I highly recommend that if there's any significant gap in experience, you give the player with less experience a CAP or two to compensate. Overally I very much like that the SoS gameplay feels very different than AtB. You won't feel like you're getting "more of the same", or that once you have SoS, there will be no reason to back and play AtB.Firefights:
After playing through several of the firefights, I believe the included firefights in SoS are actually the biggest step up from AtB for several reaons:
Solo-specific firefights:
Out of the box, SoS comes with solo-specific firefghts, with "A.I." around how the enemy reacts. There will still be times when you have to make a choice about what the enemy does, but for playing solo, you will now feel like you are playing one side, rather than both. I tried out the first solo firefight and found it infinitely more fun than trying to play the game solitaire the old way.
More Variety:
Out of the box, SoS comes with 15 firefights, geared towards 1, 2, 3, or 4 players. This is an improvement over AtB, which initially came with 10 firefights, geared only towards 2 or 4 players. Also, there is far more variety in how the firefights are played. In AtB, the vast majority of firefights were simple setups where one side held a control hex and the other side was trying to take it. In SoS, things get mixed up a lot more, with firefights involving control markers that are being carried by units that you're trying to steal away (kind of like Capture the Flag), and a king of the hill firefight, where taking the control hex on a hill in the middle grants you the ability to call in off-board artillery on the next round. There's also a firefight where you have to try to drag an immobilized tank off of the map. Furthermore, several firefights have optional units that you can add or take out to change up how it feels. There is just so much variety this time around, and every firefight feels very different.
Faster-playing:
The firefights in SoS are significantly...Read more›

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Storms of Steel witnesses the epic retreat and eventual defeat of the Wehrmacht on the eastern front.? All new units including Tiger tanks, Soviet rockets,strafing airplanes, and much more!? New map boards, including bombed out cities maps!? All new firefights, including detailed historicalbackgrounds.

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Tuesday, October 15, 2013

Axis and Allies Pacific 1940 Review

Axis and Allies Pacific 1940
Average Reviews:

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Axis & Allies Pacific 1940 uses the same core set of rules used in the 50th Anniversary Edition and 1942 edition of the game, but the similarities end about there. This game focuses on the Pacific theater with the United States, China, United Kingdom, and ANZAC (Australia/New Zealand) prematurely "setting" the Rising Sun of Japan.
This game uses the same premise of the original Pacific but with the new set of core rules. Other major changes from the original Pacific is that the Victory Point system is no longer used and the Combat Air Patrol has been revamped and now called Scramble.
The map spans from India out east to the United States and has many more Asian territories most similar to the Anniversary Edition. There are also more sea zones and island territories on this map. Additional units and rules in Pacific 1940 also gives this game more of a historic flavor that really enhances the experience as compared to 1942 edition. The board itself is very large at 35" wide by 32" tall and will match up with the upcoming release (Q3) of Europe 1940. The two maps combined (billed as measuring 60" x 32") is rumored to have multiple set ups (by year - similar to 50th AE) and it's own unique subset of rules (like Technology, etc.) Mum is the word on exactly what these might be, however.
Before your first game you will want to search the web for revisions to the rules/setup than what was initially produced (called errata - they're out there on a prominent forum dedicated to Axis & Allies). There are a number of things that have changed after feedback from players as well as additional play testing by the development team (unofficial at this point as they are probably still looking into feedback from players). I won't cover what these are as they still may change but they are significant to game play.
Overall quality of the game components is great and what you would expect:
* The board is large and very durable. I prefer boards that do not fold but then the box would've been massive
* There are plenty of units and chips (a tad too few Tac Bombers for Japan)
* Includes the player aids and storage trays (no dividers) that we have seen in the past (besides 1942 edition)
You can expect the time to complete a game to be about the same as other versions of Axis & Allies (3 1/2 to 5 hours for experienced players). The Political Situation (rule) starts the game with Japan at war with China but not US/UK/ANZAC. This essentially gives Japan free reign of the Pacific for up to 3 turns while it moves it's units into position for it's attack on US/UK/ANZAC; or it can launch an unprovoked attack before then at the risk of bringing the US into the war earlier (US starts the game with reduced IPCs but it's income gets a boost when it's "at war" with Japan. The UK/ANZAC may declare war during any turn, but any counterattack by Japan will not bring the US into war (so it had better be a crushing blow).
The addition of Naval and Air Bases really makes things interesting as those units have more range than what you see in the 1942 or 50th AE of Axis & Allies. This really adds an element of strategy on where to place your units around various islands and territories. Pacific 1940 also introduces Tactical Bombers and Mechanized Infantry. Tac Bombers when paired with Fighters/Tanks have an attack of 4 (instead of 3) and may land on Aircraft Carriers. Mechanized Infantry have a movement range of 2 as well as the ability to blitz along with tanks.
This game is probably best played with 2-3 players (3 players being Japan, United States/China, and UK/ANZAC) but could be played by up to 5 people if you want to break China away from US and ANZAC away from UK.
The following are some of the new elements to Pacific 1940 compared to 1942 or 50th Anniversary Editions
Units:
* Tactical Bombers and Mechanized Infantry
* Aircraft Carriers are now Capital Ships and take 2 hits to destroy (damaged Carriers cannot launch/land planes, though)
* Industrial Complexes are divided into Minor & Major (Major = up to 10 units mobilized, Minor = up to 3 units mobilized) and are upgradeable
* Naval and Air Bases (adds 1 movement point for units leaving these sea zones/territories, also where Capital ships are repaired)
* Anti-aircraft guns now only cover attacks against units (Industrial Complexes and Naval/Air bases have their own "built-in")
* Tanks cost $6 and Aircraft Carriers $16
Major Rule Additions:
* Political Situation - In short, all nations are not hostile to start (except Japan vs China)
* Scramble - Air Units on Islands with Air bases may defend in Naval combat in surrounding Sea Zones
* Convoy Zones - hostile Naval units in convoy zones reduce income received from Territories in that Sea Zone
* Kamikaze - Japan can conduct up to 6 Kamikaze attacks in certain Sea Zones (Kamikaze symbol printed on map)
* Neutral Nations - These now have units printed on the map that are placed when their borders are crossed
Pacific 1940 is a must have for any fan of the Axis & Allies franchise and I recommend this to anyone who enjoys a quality strategy game with a little more substance. The additional rules may take a game or two to master but are well worth the time investment. The Political Situation rules alone adds an element of history and strategy that enhance the Axis & Allies experience. I am very interested to see this effect on the combined global game when Europe 1940 is released. Despite the initial need of rule/setup corrections, Axis & Allies Pacific 1940 is a quality board game that will give you and your friends many hours of entertainment.
Happy Wargaming!

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Axis & Allies celebrates 25 years of strategy war gaming with the release of this deluxe theater-level game in December 2009. Axis & Allies Pacific 1940, designed and developed by Larry Harris, utilizes the updated rules established in the A&A Anniversary Edition. Two new combat units debut in this game, Tactical Bombers and Mechanized Infantry. Australia and New Zealand, joined together as the ANZAC forces, debut as a new playable ally. China fields more forces than ever before, but will need all the help they can get from their allies the United States, ANZAC and the UK to withstand the might of Imperial Japan.Axis & Allies Pacific 1940 features an oversized board that measures 35 wide by 32 high. With over 450 pieces, deluxe game components and local storage boxes, this game raises the standard established by the A&A Anniversary Edition. All new rules for neutral nations, naval & air bases, kamikaze attacks and convoy disruption add even more depth and historical accuracy to this giant game.For 2 - 4 players.

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