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Red2112

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Iam waiting to see how this turns out...

https://avalon-digital.com/en/dlc/carrier-battles

 

You also have Victory at Sea Pacific:

http://www.victoryatseagame.com/victory-at-sea-pacific/

 

I personally like the "Second World War at Sea" system series by Avalanche Press:

http://www.avalanchepress.com/gameMidwayDeluxe.php

 

 

 

 

In the works Task Force Admiral...

https://drydockdreams.games/

 

YT channel:

https://www.youtube.com/channel/UCv_rxX8PnLOVt77K3FaIPnw

 

Although the most detailed WWII naval wafare game in the form of miniatures is the Command at Sea...

 

 

Red

Edited by Red2112
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...?

I'm 10 minutes into his rapid fire jumping all over half the globe; maybe there's enjoyment in this for people who know the game in and out. But I'm not going to watch another 40 minutes of that. And frankly, from what I've seen with the submarines, it is so heavily abstracted that I just don't see how you would replay the battle of Midway with this game in a way that would adequately challenge the player with the kind tactical dilemmas that the historical commanders were facing when casting their decisions.

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if they are modelling individual submarines intercepting individual merchant ships as it effects the campaign economically, it runs into problems with time and scale, much like games of civilization did: the early turns in the ancient period made more sense as it took a long time to travel

by land or by sea or conduct warfare because of ancient technology. the later turns made no sense: given modern automobiles and airplanes, it could still take several turns and therefore several years to move one unit to attack an enemy a few tiles away; this would mean a civilization that completely outclasses another in technology would still take decades to annihilate another civilization still in the iron age for example, a very quick and violent resolution happening all in one turn not giving an opponent a chance to even recover and counter is where the game tended to break down both by its turn based approach at the same time the scale of being somewhere between operations and grand strategy, and so on.

 

if they merge operations level with individual boats attacking and all the individual harbors and ports and so on, it looks like it runs into a similar problem, the details are too fine at that scale, too much information to get lost into, i would easily lose track of how the campaign was going or what the disposition generally looked like with too many details

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On 11/25/2019 at 11:02 AM, Ssnake said:

...?

I'm 10 minutes into his rapid fire jumping all over half the globe; maybe there's enjoyment in this for people who know the game in and out. But I'm not going to watch another 40 minutes of that. And frankly, from what I've seen with the submarines, it is so heavily abstracted that I just don't see how you would replay the battle of Midway with this game in a way that would adequately challenge the player with the kind tactical dilemmas that the historical commanders were facing when casting their decisions.

Around the 12:45min mark is when he starts his admin duties which is a big part of this game. and were one of the challenges arises. As commented by @Captain_Colossus, it´s difficult to mix  Operational and a Tactical scale in a wargame, thus some things always get abstracted no matter what scale. It´s the nature of these games. Some do it better then others though.

 

Red

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  • 3 weeks later...

Two RTS/War games in development on PC:

 

Task force Admiral : a wargame/real time strategy game during WW2, by an international team (French, Chinese, .....)

 

https://drydockdreams.games/about-the-game/

 

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Sea Power - Naval Combat in the Missile Age.  A midcore RTS/wargame in the mid 70-80

https://www.facebook.com/Triassic-Games-105804100925194/?hc_location=ufi

 

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Edited by Galileo
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OnTargetSimulations is working on new wargame engine , the Cold War engine .

 

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Their next PC wargame will be Southern Storm the sequel of Flashpoint Germany.

 

From the website: This will be Cold War 1980s in Southern Germany and will include the US, USSR, West-German, British, French, East-German, Czechoslovakian, and Canadian forces. Players will fight battles and campaigns over 40 different maps with a wide array of Cold War equipment from the eight nations. That equipment included aircraft, helicopters, tanks, IFVs, APCs, mobile and fixed SAMs, self-propelled and towed artillery and rocket launchers, command vehicle, recon vehicles, many flavors of infantry, and others.

 

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More infos: http://ontargetsimulations.com/2019/12/23/december-2019/

Edited by Galileo
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56 minutes ago, Galileo said:

OnTargetSimulations is working on new wargame engine , the Cold War engine

Wow. Uuuuuuuuuuuuuugly. Same map graphics, same ugly counters. Probably the same shitty engine too (counters move all awkward-like, one at a time)

 

At what point can we accept that its OK for wargames to be visually appealing?

 

Edit--and of course - the typical wargame LET ME BLAST YOU WITH A MILLION BITS OF DATA screen. These guys still can't UI for shit. 

Coming-Soon-Image-2-1.png

 

 

More edit - I'm really bitter about this game. It is a decent concept with a good setting, good echelon focus (PLT, CO, BN) but flawed by an archaic game design method; absolute shit game engine, horrendous AI (really, non-existent) and overly sensitive developers. 

Edited by Apocalypse 31
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Actually, this game has thee best map/counters in any of todays wargames.  You only command, so counters choose the best path according to your orders, you can´t tell them which specific path, even if you give them a waypoint. 

 

Wargames are set by dice rolls on CRT tables, that´s why you might see a M1A fire multiple rounds at a clear target without a kill, because it´s NOT getting the dice rolls it needs to get a hit, then there´s the armor calculations, AND target lock.  Let´s say each hex represents 500m, you wont see the counter move, but the calculation takes into account that a fired on target might move to a better position inside of those 500m, the problem is, you wont see that movement, so your thinking WTF, Iam not killing that T-90 with my M1A SEP?  All this is behind the scene (off-board) so it makes it even more frustrating!  AND it´s in real-time!  Some turn-based wargames have end turn results tables show up somewhere which makes it easier to understand why the combat resault ended in such a way.  It might not be as realistic as a one shot kill, but thats the nature of these game.

 

Some might already know this, but just to make it clear as to how most wargames work!  Biggest issue I have with FPC is replay value, once you play a map/mission then it´s more likely you know were the enemy is coming from, although they do alternate paths sometimes.  The off-board arty is a bit funky too.

 

Thanks for the info Galileo, look forward to there release.

 

Red

 

 

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