The Last Hundred Yards – 22.2 Armor Example of Play (Part 1)

The following example of play not only demonstrates how the armor system works in the LHY but also how the system models actual armor tactics used during WW2. These include tactical concepts such as Enfilade Fire, Fire and Maneuver (i.e., leap frogging), Halt & Fire, Shoot & Scoot and Reverse maneuvers to avoid enemy fire.

Tank Duel Scenario 2: Hold the High Ground – Round 3

Round 3

“We are too exposed! Look for cover or a place we can go hull down!” the SU-100 Commander shouts to his driver as the battle rages on. The Panther is on the move making it nearly impossible to hit. He flinches as the T-34/85 hidden in the woods on the hill opens up, firing at the PZ IV on the opposing hill – looks like a HIT! But his elation quickly wanes as the PZ IV returns fire at the T-34/85. A near miss, lucky. Looking back to the Panther, he is pleased to see it hit a patch of mud and come to a quick stop. Now’s our chance! 

“Gunner – Panther, 11 O’clock –fire at will!” The SU-100 slowly rotates to get the Panther in sight.

A T-34/76 moves up behind him and tries to conceal behind a small building but grinds to halt while still exposed to the enemy.

BAM! The T-34/85 on the hill rocks as a shell impacts it – that Stug has found the range!

“We’re ok, failed to penetrate. Reload! Hurry!”

The Stug moves further into the rubble – there isn’t much there to shoot at now. And the Commander notices the Panther’s turret turning towards him… can we get him in our sights before he has us in his?

Apocalypse Road: The Essendarium – Part 7

“This is part 7 of the fictionalized Essendarium replay. Today we complete the team run-down and prepare for the race itself next week. Since we have crossed the 500 mark and the game is ready to roll into the art department, it is just a matter of time before we start working on the finished product. That said, if you want to become a part of the Thunderverse, your opportunities are drawing to an end.” 

Tank Duel Scenario 2: Hold the High Ground – Round 2

Situation Map at start of Round 2:

Round 2

As the SU-100 Commander looks around the battlefield, trying to spot other enemy units, the roar of the T-34/76’s cannon makes him flinch – the first shot of the battle has been fired! Looking at the Stug in the distance, the SU-100 Commander sees the shell impact into the side of the STUG superstructure, just below the German Commander. The German Commander is blown out of his hatch, and there’s some smoke coming from the superstructure! Great shot! The Russian Commander hopes to see the Stug burst into flames, but as he watches the Stug, the smoke stops and the Stug starts to retreat, eventually climbing into some Rubble. The Stug is still visible, barely. The T-34/76 still has him flanked – come on, reload and fire!

The Gandhi Chronicles Issue #3: Raj Control

One of the innovations which Gandhi brings to the COIN series is a subtle change in the mechanics of Control. In previous games, Control has been determined by whichever Faction had more pieces in the space than any other – a plurality is insufficient, a strict majority is required for Control. While some games have riffed on this concept (most notably Liberty or Death, which requires an English piece to establish Control), most COIN titles stay true to the basic model of Control established in Andean Abyss.

Tank Duel Scenario 2: Hold the High Ground – Round 1

As the Russian Commander prepares his crew to move out, his German counterpart already has tanks on the move. It comes as a shock when the Russian commander spots what looks like a Stug moving to his right in order to capture a hill, but it suddenly lurches to a halt before reaching it. Probably hit a patch of Mud… Lucky break for us, but luck only goes so far…To the Commander’s left, the T-34/76 moves forward and to the side to set up a flanking position on the Stug –nice maneuver though he hasn’t found any cover and stops in a field to set up a shot. The Commander’s SU-100 and the T-34/85 are still warming up their engines when another German tank is spotted moving towards the hills – a PZ IV, that drops into a shallow gully before reaching another hill. The Russian Commander’s heart starts pounding in his chest and his mouth is dry as he sees that the Germans are gaining an early advantage. He needs to be able to advance and find cover before the Panzers start shooting at him…  

Come on, we need to move! There are other tanks out there! Move!!!!

Semper Fi! – The Next War at the Marine War College

In preparation for a combined game of Next War: Poland, Next War: Korea, and Next War: Taiwan (coming up in April), I was asked to drop in to the Marine War College in Quantico, VA to show some of the students how to play the game as a teach the teachers exercise.

So, on a cold Monday night in Feb I parachuted in….well, not really. In game terms, I used Air Transport to move from the Airbase in St. Louis to the Airbase in Washington, D.C.  Since there were no enemy Zones of Control (EZOCs), I was able to use half of my movement allowance to arrive at my assembly area in Quantico. [Translation: I hopped a flight from STL to DCA and drove to my hotel.]

The Evolution of “Expansion or Extinction #3: Introducing a New Map!

The Evolution of “Expansion or Extinction” (EOE) is an article series periodically appearing in InsideGMT.  It features articles from the designer regarding the game’s design, development and upcoming release. Parts 1 and 2 of this series can be found here and here.