Railroads would make more sense, at least from a supply standpoint.

A lot of people may not care but even a “beer and pretzels” wargame should attempt to be somewhat realistic and historical. In 1939 Rommel was commanding Hitler’s army honor guard, not in any position to be commanding armies. So a game that models leaders needs to limit that kind of thing, IMHO. But I’m probably more of a historical stickler then most. ;-)

It looks like Decisive Campaigns:Case Blue is set for release on 16th July, I’ve started an AAR previewing one of the smaller scenarios, the 2nd Battle of Kharkov over at my blog site. It looks like the DC engine has had a few tweaks here and there to cover the Eastern Front. I particularly like the OOB highlighting that is similar to the way War in the East does it. Plus the Officer interaction goes beyond the first game, with more tactical card options in addition to the strategic cards from the previous game. If you like operational Wargames with a large helping of history this might be worth a look, especially if you’re a fan of the Eastern Front.

AAR from the new Combat Mission: Fortress Italy. Reinforced Platoon of American Paratroopers against Italian Company with Armor Platoon.

[ul][li]American Paratrooper Perspective
[/li][*]Italian Perspective[/ul]

This looks rather intriguing, enjoyed your initial report!

I posted this at That Other Forum earlier, but the wargamer community here is stronger, so:

Now that I’ve finished a second mini-scenario in Strategic Command: WWI*, I feel a bit more confident in taking on the grand campaign. On the other hand, I’m always a bit reticent to start off in games like this, and without a more manageable Canada or Australia to start off as (like I do in Hearts of Iron games), I find the prospect of relentless hounding by an implacable computerized automaton opponent to be a bit daunting. Could I convince anyone here to face me in a PBEM game (at 26 turns per game year, four turns per real week would finish the war in ~6 real months)? We could do one of those fancy dueling AARs as though we know what we’re doing.

  • Three-word Cambrai AAR: take that, Jerry**! Slightly longer AAR: Cambrai, historically the first battle where tanks were successfully employed in a large-scale offensive, was nevertheless strategically insignificant:

My attack began with tank assaults on Ribécourt and Havrincourt. The infantry came up behind them, and in three days, with heavy artillery support, had reached Fontaine. The next week was occupied with assaults on Bourlon from Hermies, which, along with the encirclement of German forces between Flesquières and Graincourt, took longer than I’d expected. By that time, German reinforcements had deployed, entrenching in Cambrai proper and pushing on my flank with attacks south of Gouzeaucourt. I dedicated my entire tank force to an all-out assault on Cambrai, and with heavy artillery bombardments and long, meat-grinder attacks, took half the town by December 6th. In the south, the Germans achieved a minor breakthrough that I only just managed to contain. Since I held three objective towns (Bourlon, Ribécourt, and Gouzeaucourt), I scored a minor victory. If I’d managed to take the rest of Cambrai, it would have been a major victory.

** I was going to be slightly more crude here, but I figured ‘suck it’ wouldn’t really have been the sort of thing a proper British general would have said.

Just picked up the second-edition printing of Eclipse - a Space 4X boardgame that really hits on all of the Xs.

Excellent simple “Exploration” aspect - basically draw tiles and either place or discard them. Movement only occurs across “wormhole” connections, so placement of tiles is extremely important long-term. Exploration also turns up “Goody Huts” and “Ancient Defenders” for even more fun.

The “Expand”/“Exploit” part is also excellent, with 3 different resources (money = actions, research, and materials = construction). Most sectors contain planets that give you resources, but you have to pay upkeep for each sector you control. This means that just expanding to everywhere is not always a good idea (expanding to a 1-planet sector is actually a net loss in terms of resources). Some nice subtlety in the economic system; it seems to the me that one’s sectors should - in large part - determine what long-term strategy to follow in the game (leading to good synergy with the exploration aspect).

The “Exterminate” part is where most board-game attempts at this tend to fall flat in my opinion; but I think it works extremely well here.

The game is won by the player with most victory points; control of Sectors (1-3 per sector), techs (up to 15 VP), building monoliths (very expensive construction that needs to be defended for 3 VP each) and “Reputation” are major sources. Generally, one can hold 4-5 reputation tokens (giving 1-4 VPs each) by the end of the game. which makes warfare one of the key means of gaining points. Simply being in a combat allows you to draw a reputation token, and you gain extra draws for each enemy you kill.

Combined with a strong limit on number of units one can build and fast movement, the effect is a game where aggressive play leading to conflict is often rewarded. You conquer (or raze) enemy sectors not just to reduce the opponents points, but also because combat in itself is worthwhile. Turtling is still possible; but it is not a dominant strategy.

Combat is simple, but fun. There are 4 types of units (3 ships and 1 Starbase = Powerful, Static Ship), and one outfits the hulls with new technology (weapons = dice rolled, computers = +to hit, shields = -1 to hit, engines = move/initiative, and hulls=hit points) purchased through research. In a sense (and one of the criticism against the game); research is essentially an arms race, but I think it works well for what this game wants to be. Twilight Imperium 3 is a “Civilization” game where combat can occur - Eclipse is much more a wargame set in space with some Civilization elements. A small teched up fleet can easily smash a larger starting fleet; combined with the VP advantages gained by being aggressive, this means that one can never allow an opponent to get too many actions ahead in the arms race.

The Diplomacy system is very simple, yet effective. Alliances give 1 VP, and allow both of you a “free resource” (essentially equivalent to an extra planet worth of production). However, the alliance tile takes up one of your “reputation slots”, so you’re essentially trading the alliances 1 VP for a potential 4 VP reputation tile. So alliances are fragile things - although the -2VP traitor tile (which is given to the last player who has broken an alliance) means there is a potential extra cost to treachery.

All in all - based on first impressions - a very good game. Definitely has the “Easy to Learn, Difficult to Master” vibe, and - perhaps most important - it is an extremely quick game. The box claims 30 mins/player, and it does not seem that far-fetched an idea with experienced players.

If 4X is you thing, but you really don’t have the time for 6 hour TI3 gamefests, I would strongly recommend this. IMO, the Eclipse Interceptor blows the TI3 War Sun out of the water. It’s a great game as is, and the expansion coming out later this year looks set to make the game even better.

Tim Stone posted a little about Decisive Campaigns: Case Blue. I wonder if this is a good next step from Unity of Command. I’m still going to play Korsun Pocket first before I play a newer wargame at a modern screen resolution. Otherwise I may never go back.

This is OT, I know, but if anyone here is tired of Unity of Command and is interested in parting with it, PM me please.

Why not just buy it? It’s worth the price.

I doubt it. I bought the first Decisive Campaigns and didn’t make it through a single turn before giving up. It bombards you with statistics and provides no summaries. It is very difficult to tell what the strategic situation is, and therefore it is very hard to formulate plans.

I am an avid board war-gamer, and I don’t mind complexity, but it has to serve some purpose. Better suggestions? I wish I had some, but there seem to be very few ‘deep but playable’ computer wargames.

The old V4V and World at War series from Atomic Games still stand - for me - as some of the best complex wargames created.

Just pissed at myself for missing it when it was half price on Impulse last month, and looking to save a couple of shekels.

I went back to the thread and saw your post, then forgot to wonder aloud if the interface has changed at all with this new edition to add things like summaries. I suppose it probably didn’t.

Well, my opinion isn’t gospel. Other people like it. But it doesn’t seem like a good “next step” from UoC to me.

Are they available anywhere? Although it’s a bit hard for me to play 90’s games now.

Like another poster, I also had too much trouble getting into Decisive Campaigns and gave up. I could win pretty handily on a smaller scenario, but it got overwhelming for me with the larger ones. Big maps + lots of units = confusion for me. Unity of Command was much, much easier to play in my opinion.

Hi Everyone,

We made a lot of improvements in the interface for Decisive Campaigns: Case Blue both in terms of information management and in terms of reducing clicks. The physical version now also comes with a full color printed manual that’s much improved from the manual in the first release in the series. We also include separate PDF booklets with the OOB, reinforcement and replacement schedules as well as two planning maps.

There are two small scenarios (2nd Kharkov and Voronezh) and a linked campaign for the 1st Panzer Army that has scenarios of about the same scale, so there’s a good step up to the bigger campaign scenarios. For those who prefer less complex wargames and have played Unity of Command, I would also highly recommend Panzer Corps.

For more information on Decisive Campaigns: Case Blue, here are some links:

Interview at The Wargamer:

Preview at Sugar Free Gamer:

http://sugarfreegamer.com/?p=38802

Here’s another preview from Rock, Paper, Shotgun:

"The latest hexample to land in my lap is a preview build of upcoming Eastern Front heavyweight Decisive Campaigns: Case Blue. Naturally drawn to boldness and economy in wargame design, I approached the game’s dense counter-clogged battlelines with a degree of trepidation. Happily, after an hour or two of patient pocketing and stately Schwerpunkting, I have to admit I’m really rather impressed.

If Unity of Command has left you yearning for something a little grander – a less piecemeal portrait of the 1942-43 fighting at the Stalingrad end of Europe – then Case Blue could be just the ticket. While the basics are deeply traditional (48hr IGOUGO turns. Brigade-sized units. Action points…) a host of ingenious embellishments give the VR Designs design plenty of personality, depth and flavour."

Product Page:

http://www.matrixgames.com/products/434/details/Decisive.Campaigns:.Case.Blue

Forum:

http://www.matrixgames.com/forums/tt.asp?forumid=1069

Regards,

  • Erik

I was never able to get into Advanced Tactics 2 although I admit that I probably didn’t give it a fair shake. Definitely give Korsun Pocket a go (if it’s the updated) version. Or give Battles in Italy a try. It remains the only real “groggy” that I actually ended up “getting”. Beating the Sicily scenario was a huge achievement for me.

Do you mean fully patched, or was there a re-release? I don’t see anything, just checking.

Sorry I guess I thought KP was redone but actually it was the expansion for KP, and Across the Knepr that was actually re-released for a more modern edition called Kharkov.

Any updated impressions on this one? Or an official forum where its being discussed so I can see what that general consensus is?