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Three Moves Ahead Episode 28 – We’re on a boat

September 1st, 2009 by Troy Goodfellow · Podcast, Three Moves Ahead, Wargames

ThreeMovesAhead

The smallest podcast ever! Scheduling confusion means that just Tom and Troy are on hand to talk about naval tactics in strategy games. High on nostalgia, low on insight and yet another plug for Crown of Glory: Emperor’s Edition‘s tactical naval engine.

You do get a moment where Tom fancies himself to be Da Vinci.

Listen here.
RSS here.
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Lost Admiral
Perfect General
Crown of Glory: Emperor’s Edition
The Battle of Lepanto

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Polycast Appearance

September 1st, 2009 by Troy Goodfellow · Podcast

Most serious Civ fans know about the Polycast, a podcast hosted over on the We Play Civ fan site by Daniel Quick and other luminaries of the community. (It started on the Apolyton site, hence the name.) I was a guest on the most recent episode, number 76.

Fun group and I’d be happy to do it again. Apparently they’d never had a games journalist on before me, which strikes me as a smart thing to do since we make terrible guests.

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A pleasant surprise at sea

August 30th, 2009 by Troy Goodfellow · Matrix, Napoleonics, Wargames, Western Civilization

I’ve been playing Crown of Glory: Emperor’s Edition over the weekend. It’s still a bit of a mess of a game interface wise, though better than it was. (Why doesn’t right click move units?) I need to study the economy a little more. And I still think the land battles are a distraction. I think there is a good wargame engine there now, but they interrupt the strategy level too much to overcome my qualms about ceding control to an AI general.

On the plus side, CoG:EE has naval battles now, and they are surprisingly captivating.

One problem with Age of Sail naval battle games in general is the question of momentum. You can’t have ships able to turn on a dime, but you also want to give the player the chance to move his ships into a good tactical position. If things move too easily, you get a dismal game like Salvo! that never quite felt right. If you surrender too much to the wind, you get the plodding real time battles of East India Company. How do you capture momentum and inertia in a turn based game?

West Civ has the wind determine the potential drift of your ship before you get to spend action points. Therefore, you may sail into enemy gunsights before you can take control. You also have a few options in turning a ship – a move to “turn” hexes costs more than simply sailing straight forward. As your ship gets more damaged it becomes harder to control your direction, so you may see a wounded vessel drift for its entire turn. You can repair ships to fix things, but you better get out of harm’s way first. The chance of drift means that you have to plan for it a turn or two in advance, using the direction of the wind and currents to save on action points you might want to use for repairs or boarding actions.

It takes some time to get used to the different types of ships and an outnumbered fleet needs to do some deft sailing to really get things going in your favor. This is made easier by letting you choose at what distance you want to engage. An outnumbered fleet might want the extra turns to get its ship in an optimal position. If you have the advantage, it might work in your favor to start closer. (How does this work in multiplayer? No idea. The manual doesn’t say.)

Ships explode, can be boarded, face fires, can surrender, can lose captains and therefore efficiency, etc. There is a general “will to fight” rating that keeps battles from going to the bitter end, but you might suffer unrealistically high casualties in any case. This isn’t that different from many naval games, sadly, or wargames in general.

Though I’ve yet to really warm up to Crown of Glory, I would certainly play this naval wargame if it were available as a separate package. It’s simple and it’s clear but it doesn’t feel tacked on. It’s still not clear, unfortunately, how control of the seas can be used to strangle France, but that’s part of the economic system that has been revised. I need to get up to speed on that, I think.

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Co-op Survival Mode in DoW 2

August 28th, 2009 by Troy Goodfellow · Relic, RTS

This sounds like fun.

It’s completely cooperative, with your opponents controlled by an A.I. who wants one thing: you, dead. Your team consists of three player-controlled heroes — players can choose from the Space Marine, the Ork, and the Eldar — whose sole task is to fight against wave after wave of increasingly difficult enemy forces. With little downtime between waves, players have to do their damnedest to keep their multiplier up, so as to ensure a high score and earn experience to level their characters. And to get a higher multiplier players have to control various map points, defeat sequential waves with no casualties, or kill all the enemies in a wave within a preset amount of time.

I love co-op, but strategy games in general don’t give you many options besides setting up teams against the AI. A dedicated survival mode is a great idea.

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Alexandrian Wars

August 26th, 2009 by Troy Goodfellow · Ancients, HPS, Wargames

I hate letting an ancient themed wargame slip by unnoticed.

HPS Simulations has just released Alexandrian Wars, the third game in their Ancient Warfare series. It’s a good series in general because it’s at the scale where the HPS engine doesn’t fall apart, though the UI is still twenty years behind the times.

There’s a campaign this time, too.

I’ll probably buy it some time next week.

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Lots of Elemental Previews

August 26th, 2009 by Troy Goodfellow · Preview, Stardock

Gamespot, Kotaku and IGN have all recently published previews of Stardock’s Elemental: War of Magic.

Here are some highlights.

1) Families as Vassals: The parallels to both Paradox’s Crusader Kings and George RR Martin’s Song of Fire and Ice are obvious. Your sovereign will have children that will serve him/her and get married off to strengthen alliances and refresh the family potting soil. Your sovereign is immortal, it seems, so you may not get a disputed throne. Think of the family members as resources you can use, though they may be unreliable or unsuited for the task you need them to do. Plus marriages muck up the diplomatic matrix, so have fun.

2) Alternate paths to victory: Conquest, obviously. And diplomatic. There will also be heroic quests tied together in a story that will satisfy some victory conditions.

3) It’s pretty: Lots of discussion about the cloth map, which looks ripped straight from a Tolkien introduction. Still some work to do on the ground level/city map but there will eventually be randomly generated terrain that both looks good and serves an ingame purpose.

4) Modding emphasized: No surprise here. Just as GalCiv has become a haven for sci-fi modders, Elemental promises to make custom content not-too difficult to develop.

The more I learn about this game, the more I want to learn.

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