The Battle Of Little Bluephoam River.

Since this was essentially a  test  of the revised board and the revived rules, I decided to just go with a straight encounter battle. Two forces vying  for control of a bridge seemed as good a scenario as any, classic really.

The Rebel cavalry got to the bridge first and dismounted to hold it rather than rushing across in hope of winning a piecemeal battle with the Dominion cavalry.  An indecisive firefight between the opposing cavalry lasted until the infantry on both sides took their place.

As the infantry came up, Gen Douglas sent the Dominion cavalry to the right to cross the river. Gen Lannigan reacted quickly to send his cavalry to block them and ordered two "brigades" of infantry to cross over on his right.


It took a while for the armies to march on and deploy, (about 1/2 the game) but once they did, things quickly heated up.


A charge by the Gentlemen Pensioners in their shiny breastplates broke two squadrons of Rebel cavalry but not without losses and the Reb battery soon scattered the remnants of them. The Rebel infantry assault was broken up by terrain and ended  up going in piecemeal.


Each side rushed reinforcements into action and the fighting became heavy across the board.


Encouraged by the appearance of their Spirit Cat, the Rebel infantry poured across the river and closed with the enemy.


An attack by the Grenadiers on the farm was easily repulsed and things were looking dark for the Dominion forces.


The battle was not yet lost or won though and the Hochelaga Fusiliers renewed the assault.


The Dominion right flank had taken horrendous casualties but the men rallied and held their ground.  Finally the Blue wave halted and one flank began to give way.

As the sun sank towards the horizon, the Fusiliers drove their enemy from the farm and repulsed all counter attacks while the Grenadiers poured back over the river to reinforce the bridgehead. On the far flank, Rebel losses mounted and soon the whole army was on the edge of giving way. General Lannigan signalled a retreat. Best to save the army to fight again. The Dominion  forces had a crossing but they were not going to get far tonight.

(In other words, at the end of 15 turns, Red had a secure foot hold on the other side of the river while Blue had a very insecure one and had also suffered more units lost and most of his units were only 1 hit away from breaking. The GM declared it a marginal win for Red.)







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Sanity Slips Away!

What's going on everyone!?


Today was a pretty rough day and I actually ended up hurting my back more than ever. It really sucks and is insanely painful but it's not like I knew I was going to hurt my back today any worse than it already is.

For the #2019gameaday challenge I played a game of Elder Sign: Omens and completely succumbed to the darkness. 

As always, thank you for reading and don't forget to stop and smell the meeples!  :)

-Tim

Suzy Cube Update: May 4, 2018

#SuzyCube #gamedev #indiedev #madewithunity @NoodlecakeGames 
Happy Star Wars Day everybody! No real update this week as I've got to get some important stuff done before the weekend. See you in the next one!

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Complex But Not Complicated

To me, the best games are the ones with rules that provide a structure for making moves towards victory, then get out of the way and let you play. I don't like games where an encyclopedic knowledge of the rules gives an advantage, and I can't stand games where it's possible to win on a technicality. The advantage should come with the ability to understand the consequences of making a particular play, like thinking several moves ahead in chess.

Twilight Struggle is a good game for that reason. It gives players a relatively simple set of options on their turn, primarily by playing cards for one of two purposes: either to spread their influence on the board, or to enact a more specific game effect that targets a particular location or gives some other in-game advantage. Simple options, but a lot to think about and try to plan for.

In Twilight Struggle, two players vie for control of the world during the Cold War of 1945-1989. The board represents a map of the world, with players placing competing levels on influence in the various countries depicted with an eye towards controlling particular regions. Scoring cards are played at various points in the game, so the goal is to set up your influence to take advantage of the scoring cards you have, but also to anticipate what your opponent is trying to do based on where they are placing their influence.

Another option each turn is to spend cards to progress with the Space Race. Achieving space-based advances does give an advantage, especially to whichever player gets to each milestone first, so (much like in the real world at the time) it's something that can't just be ignored. I'm not sure if it's intentional or not, but in all of our plays we've found the space race to be an annoying distraction due to the amount of time a player needs to spend on it and the random, hard to predict results. I wonder if the military commanders of the time felt the same way?

There is also a Military Operations track which requires both players to engage in roughly the same amount of aggressive military action each turn, an interesting balancing mechanic that slyly represents the sabre-rattling and chest-thumping that often occurs between world powers. However, too much military action will advance the DefCon marker, and if it gets pushed too far nuclear war breaks out and the game immediately ends. This is where the real brilliance of this game lies, and where it perfectly reflects the world it takes place in, as the two players constantly need to look at how far they can push things without going too far.

Like the best strategy games, Twilight Struggle gives you a lot to think about during play, without bogging you down in complicated rules that need to constantly be referred to. The strategy and maneuvering

It's a great game design for what it is trying to do, and you could even argue that it's educational, sparking the imagination about this unique period in world history. Unfortunately the game's presentation is more textbook than Hollywood blockbuster, and the game's graphic design is very...utilitarian, which is what I think has held this game back from gaining a wider spotlight. On the other hand, it has been in print continuously for 15 years, so I suppose it's finding its audience.

Rating: 4 (out of 5) It's a 2-player game that takes a while to play so it doesn't come out that often, but we always enjoy it in spite of its somewhat dry presentation.

We Are Moving!

The end of an era is here. For 10 long years Frictional Games has used this blog for news about the games, hiring posts, and most importantly tips on tech and design.


After much consideration we have voted in favour of creating a more streamlined Frictional Games experience. In non-corporate talk that means that we have one website, and everything can easily be found on that one website.


Fear not, no information has been lost in the process! On the contrary, as the old posts have been transferred over, all the broken links and images have been fixed or removed.


Thank you Blogger – and thanks to every fan who has read, shared and commented. See you on our new website!