As discussed in the first part of this series, the framing for play in Solitaire TacOps: Ortona, both for standard scenarios and the open campaign, revolves around expanding allied control to clear the individual maps. In the last part of the series we saw this play out through an example using elements of the Loyal Edmonton Regiment to gain control of the first block on the Edge of Town map. While the playthrough visually showed and narratively told how this happened, some of the key mechanics involved were glossed over, specifically as it relates to the German opposition. In this article we will look at the game’s Contact markers, and how they dictate the behavior of the German forces to contest player control (see this article if you are interested in how the player actions work).
A quick note about the playtest art that I use for these articles. As designs move into the prototype and playtesting phase I tend to do the art myself with some level of detail that may seem complete. I do this to clarify the concepts that need to be captured by the art. This is so that I can visually communicate these concepts in a shorthand which is not reflective of what the final art will look like. Once we start moving toward final art we have lined up some wonderful historical consultants to ensure we get all of the details correct.