No advantage to having it on Steam, but it seems to perform well on that platform. You could play the game hotseat. I don’t believe there are any multiplayer scenarios.

The reviews mirror my early complaints, However, the game has improved with the patches. The Korean War scenario is a good scenario to get a feel for the system. One thing I very much like is the emphasis this scenario places on logistics. Get cut off and you are in a world of hurt. This of course leads to rapid retreats, bug outs, by units, thus replicating the history of the conflict. I had a whate of a good time playing the Koenigsberg scenario a few days ago. The Soviets have overwhelming force, but the German AI does a good job of counterattacking and cutting off Soviet units from supply if the Soviet player gets overconfident and sloppy. The fan created scenario on Sicily 1943 looks like a gem although I haven’t played that to completion yet. The editor appears to allow a lot of space for creating new scenarios or modifying old ones.

You are welcome Mark!

Thanks, Don. I’m going to give it a whirl. No Multiplayer is a big detractor for me. Turn Based is preferable for me, but hopefully, the game doesn’t prove to Vanilla in trying to be an engine for all conflict everywhere. Fingers crossed.

So I have been playing this the last few weeks versus the AI and PBEM and, after expecting to be disappointed…It’s pretty OK…maybe pretty good?

https://steamcommunity.com/linkfilter/?url=http://www.matrixgames.com/products/504/details/Strategic.Command.WWII.War.in.Europe

The use of scripts for events sometimes isn’t too clearly denoted (Weserberung, for instance). It also really benefits from player mods (The 1938 scenario is very interesting…though it is really a 1935-War simulation for 9/1938-9/1939…but it lets all sides make pre-war decisions). The multi-player in particular is enjoyable.

Another thumbs up review of Skies Above the Reich: https://www.youtube.com/watch?v=4cnj6SsEYds

OCS Smolensk is a real tour de force in just how bold you can be in the system. Unlike RE and Tunisia, there are quite a few units on the map, though the map is smallish, but despite that, the permissive nature of ZOC allows for a lot of maneuver. In fact, I would go so far as to say in OCS, that’s one of the interesting facets of the game. Most of the time, units can get around and do what they want, the trouble is moving supply. ZOC in that game only affects truck movement, and truck movement is mostly motorized infantry in move mode and supply.

Oh yes, supply. Supply is the heart of OCS, it’s what truly makes the system different, and what also makes it difficult. Supply is tracked as discrete numbers in dumps on the map. All truck/track units need it just to move, artillery needs it to do its thing, and units need supply to take part in any kind of combat, especially on the attack(Defense pays a flat rate, offense pays per step). It’s not that hard to mechanically do, especially in VASSAL, but trying to understand what to do with it is what makes the game difficult. The mechanics of it aren’t that complex- you have your dumps, where the supply is, which can be collected by HQs at a 5 hex range, and then the HQs have a MP range where they can throw supply out. In between HQs and the supply dumps, you can choose to spend your transport resources to set up repeaters which allow tapping the supply dump from a long way away.

In addition to the normal spending of supply, you have to consider trace supply, which is typically simply being able to draw supply from somewhere. This is how you starve out enemies through attrition- denying this, though if the enemy has supply in their pocket, they can eat that supply to avoid attrition. In Smolensk, you’ll often finding yourself pocketing Soviet troops as a German player just because it is cheaper in supply to maneuver and cut off units than to actually spend the SPs attacking and destroying them that way.

There are some problems, though, in addition to the mental and physical overhead that supply has- artillery costs a lot of supply. There’s not really much getting around it, but a lot of the time, firing an artillery barrage isn’t worth it. The last few games in the series have tried to bolt on solutions(in OCS Smolensk, it’s supply cache markers which give a one-time use coupon on firing artillery) In a different OCS game, the US/UK artillery groups are extremely powerful… but cost 2 SP to fire. On an average turn in Beyond the Rhine, that’s almost the entire supply allocation to a sector just to fire a shot. It, too, has an artillery discount, but this is given via random event. It basically means that air power(which doesn’t cost supply) ends up being supreme as the primary bombardment option.

Still, I haven’t seen a game that really shows why operations might stop or happen in fits and spurts. Some make you stop for other reasons (TITE’s HQs for example), but OCS is fascinating in showing the whys of things, and it does a pretty good job of showing different armies and their strengths and weaknesses.

“Wars Across the World” is a pretty nice game! I took the opportunity to examine it thanks to this discussion and ultimately bought it. To me, it’s more akin to what the AGEOD games should’ve been. A bit more accessible and more exciting to play. Again, people love the concept of WEGO but don’t realize that when those games are made they just aren’t worldbeaters. And it’s due to that system. WAtW works conventionally but with many of the same concepts of AGEOD and I have a completely different impression of it. I played the Saratoga 1777 game and it was a lot of fun. There were some learning by doing blunders in my first play, and still a couple in my second, but once you get it down this is a detailed and fine product. Still some stuff I don’t understand (as with AGEOD lol), but there is a hefty manual you can study…

Haven’t played an OCS game in ages and the Eastern Front is my favorite part of the war. This one is tempting me, and I haven’t even received Skies Above the Reich yet. So many games, so little time… :)

I see it available from CLS Games at a discount: https://boardgamegeek.com/geekmarket/product/1455679 Anyone ever ordered from them?

Yes, they are prompt and completely reputable.

Great, thanks.

I am in the middle of my 2 hour “test or refund”. No PBEM/Multiplayer server is a big turn off for such a well produced game.

So I too am in the middle of my two hours – although I’m probably at the limit and for $10 I’ll probably keep it – but that said, I think I saw the ability to save and then load PBEM games??? – I didn’t try it but it seemed to be there???

I refunded.

Yeah, it wants you to have the default email server send zip files. Like it’s 2004.

It’s OK. I asked for the refund and for Korea as well. Not being able to mute the loud “swoop!” “Ching!” menu sounds while having everything else muted in options was a big turn off too. :)

But like any other game, the AI would get old for me in a week. If there isn’t a good MP option, I’ll look elsewhere. If they set up a Slitherine-like sever system, I’ll try it again.

My basic impression was that it was an area movement TOAW with cards.

Looks like GMT is gonna get digital Labyrinth, COIN, and Imperial Struggle coming out, with Labyrinth due out this year.

Here’s hoping the interface and user experience are as great as twilight struggle.

Yep. I am excited about Imperial Struggle and COIN online. Hopefully it’ll be Andean Abyss and/or Cuba Libre.

https://mailchi.mp/12019217db49/gmt-games-and-playdek-form-digital-games-partnership?e=a5e43c0c5b

Marco is just terrible.

You are just terrible…not gushing over Cataclysm on 3MA. Sad face.

Rob Zacny is starting to grow on me.

I kind of shrug at Rob’s focus on theme and then I realize I have thematic preferences. He’s probably right that ww2 at that high a level probably isn’t the most interesting thing to most people.

Bingo. I woke up and smelled that coffee three years ago. The ultra-macro just doesn’t do it for me.