If you would like to play a simple North Africa game in a reasonable amount of time this game will hit the spot.
Jay Townsend @ CSW Forum [related story]
I want a game to 1) be a good game, and 2) have quality components. If it fails on either score, it fails, as far as I am concerned.
The wargame hobby began by offering the proposition, “Here’s the battlefield, here are the troops, you’re the commander—can you improve on history?
I consider the idea that Japan had no chance to win the Pacific war a “dogma,” that is, an untested article of faith that has been accepted by many Western and Japanese scholars since the end of World War II.
Michael W Myers @ CSW Forum
The OSG games basically come in 3 different systems. They all share some similarities: they all have hidden units, movement is very leadership driven (and the command, the initiative/command point mechanics are very similar throughout all three), etc…but in practice, the systems are very different.
Jason Roach @ CSW Forum
After several years on CSW, I’ve grown to really enjoy the posts of designers and developers on their games. In spite of those that will view any such posts as ‘shilling’, I’ve decided to risk a post and see how it goes.
Push comes to shove, wargames are expected to be long on action and short on administrative activities. You will look long and hard for a typical computer wargame that includes maintenance of supply lines or accumulation of material before offensives.
I am certainly no wargaming expert, and not everyone may agree with me, but I know what I like and I intend to buy every game that GSI intends to publish this year and beyond.
Mike Brown @ CSW Forum
Herman is probably my favorite designer precisely because I think more than most others, he succeeds at what he sets out to do. He provides me with playable games that are steeped in the game’s history, but that reflect specific choices he’s made and refined and tailored.
Complexity isn’t required, and it’s at times the easy way out. It’s just harder and takes more work to create a more elegant design; easier and more fun to play.
“Wargame Collectors will buy the first 500 copies of any wargame…
…is a myth.”
Jeffry Tibbetts @ CSW Forum
I am probably overstating this, but I have always been quite impressed by this and I consider it a singular achievement in game design and a thing of beauty.
Christopher Lincoln Graves @ CSW Forum
I do think we are seeing too many games chasing too few dollars, which is why more pXXX games aren’t hitting the mark. Up until recently, that wasn’t necessarily true, but it certain seems to be the case now.
This is a cool-looking little game. You get air-to-air, strafing, bombing and balloon busting in two pages of rules!
Steve Keifer @ CSW Forum
Intuitive play is something a little different that simple reason. The game makes “sense”. Once you know the rules, it just seems obvious what part of the game happens next. I suppose not having a lot of rules helps with this concept, but I don’t think it guarantees it. This was definitely a design goal.
Jim Krohn @ CSW Forum
Lady Nancy Astor said to Churchill, “If you were my husband, I’d poison your tea,” to which he responded, “Madam, if...
Anti-aircraft gun on a Moscow roof top, the Kremlin in the background. Ferocity of Moscow’s anti-aircraft defenses surprised the Luftwaffe
Defeat Into Victory and issue #36 of ATO
北はミイトキーナや雲南はばっさりカット。コヒマも無し。開戦時の焦点だったモールメンもマップ外となっている。
Luftwaffe