nuovo

mercoledì 12 marzo 2014

Wargame Red Dragon - Naval Trailer

Davvero impressionante, peccato però che poi quando si gioca sei sempre talmente alto che non vedi nulla di tutto ciò:



Come per i Total War, una grafica bellissima ma la praticità forza a giocarli dall'alto (specialmente in multi) per non essere in svantaggio. Tatticamente sono giochi dove il numero e velocità di esecuzione conta più del dettaglio tattico per cui andare in basso serve poco o nulla.


lunedì 10 marzo 2014

Scourge of War Waterloo nuove immagini

Rilasciate oggi nuove splendide immagini di Scourge of War Waterloo:


domenica 9 marzo 2014

Ma la Battlefront mica porterà sfiga?


Facevo ieri questa constatazione:

2007 esce Combat Mission Shock Force ambientato in un ipotetico conflitto siriano

2011- comincia la guerra civile in Siria e per un attimo è sembrato che la Nato si fosse impelagata a dover per forza intervenire

2012 - Annunciato Shock Force 2 (che ora sappiamo chiamarsi "Black Sea") in un ipotetico conflitto Nato Russia in Ucraina

2014 - Beh insomma i giornali li leggete tutti, le cose in Ucraina non sono idilliache.


Insomma speriamo non facciamo mai uno scenario moderno in Italia, tocchiamoci i coglioni.

Avendo la coda corta, ieri sul forum Battlefront hanno messo questo post:

http://www.battlefront.com/community/showthread.php?t=113978

Insomma vogliono far capire che il gioco è stato pensato prima degli eventi e non vogliono lucrarci (comunque una bella pubblicità Shock Force l'ha avuto dagli eventi siriani). Ma secondo me il vero problema è che questi portano una iella tremenda come faceva constatare questo tipo:

Scourge of War Battaglia HITS dell '08.03.2014

Ieri piccola battaglia in 5, una 2 contro 3. Molto bella e manovrata come piace a me e sostanzialmente conclusa senza una fine chiara.

Eravamo due divisioni per parte, ma io e Berto siamo più vicini; il piano improvvisato era abbastanza semplice: Berto farà da perno attorno all'obbiettivo mentro io come una porta girerò contro il loro fianco.

In effetti fortunosamente arrivano proprio dal lato ideale per noi e molto scaglionati, così mentre Berto li blocca a destra, arrivo sull'altro fianco come un bulldozer e li ributto indietro in massa, ma arrivo a quel punto ad uno sbarramento di artiglieria in massa che non solo li salva ma ci infligge pesanti perdite. A quel punto ci raggruppiamo ancora nel bosco per riposare e loro sembrano fare lo stesso.

Però aspettare la mossa nemica non è nella mia natura e le due ore di partita settimanale me le voglie godere, quindi provo una mossa a sorpresa contro il loro fianco di tre reggimenti, ma dopo un inizio promettente, i miei hanno troppo il fiato corto per continuare e mi ritiro rapidamente nel bosco ancora.

A questo punto dopo un po' sono loro ad attaccare, ma non hanno abbastanza spinta e la partita termina con le truppe ancora impegnate nella sparatoria.





sabato 8 marzo 2014

Google group per partite HITS a Scourge of War

Per allargare la velocità di informazione riguardo le partite HITS organizzate su Kriegs ho creato un gruppo google funzionante come mailing list; quindi se siete interessati a giocare o a conoscere quando si gioca HITS a Scourge potete iscrivervi qui:

https://groups.google.com/forum/#!forum/scourge-of-war-multiplayer-hits

Ovviamente nessun impegno a giocare a cadenze fisse, è solo uno strumento di informazione per chi è potenzialmente interessato a conoscere le date delle partite di Kriegsspiel.




HistWar : Austerlitz

JMM cerca di far passare il suo gioco su Steam, mettendo su Greenlight il primo di una serie di moduli (non è ben chiaro il rapporto con il gioco originale) che dovrebbero contenere le battaglie delle varie campagne, il primo è Austerlitz.

http://steamcommunity.com/sharedfiles/filedetails/?id=230506942







Non si capisce in che rapporto dovrebbe essere con HistWar: Napoleon o in che cosa si dovrebbe differenziare a parte le battaglie.


lunedì 3 marzo 2014

Ultimate General Gettysburg Promo

Ne avevo parlato qualche tempo fa come il lavoro autonomo di Darth il famoso modder dei Total Wars.

Adesso è su Steam Greenlight (segnalato su Realtime Strategy):


domenica 2 marzo 2014

What If Gettysburg - battaglia multi in fasi parte 1

Ieri abbiamo giocato la prima parte di una battaglia multi in fasi: in fasi perchè dopo una session di due ore, le posizioni e le perdite saranno riportate nello scontro successivo, come parte dello stesso scontro, e gli obbiettivi presi e persi determineranno gli eventi delle varie fasi.

Lo scontro è stata una sonora batosta tattica per noi confederati con pedite quasi tre volte quelle nordiste, ma abbiamo comunque raggiunto degli obbiettivi importanti mentre i federali anno perso di vista la visione più ampia, per cui la battaglia della prossima volta sarà influenzata da tutto ciò.

Ecco il replay:






"
The engagement at Gettysburg became a full scale battle and the confederates received a hard tactical defeat, but the night comes to separate the troops and the stop the fighting. Longstreet Corps has been forced to a desparate defence but now the Northern troops of VI Corps in their hurry to press ahead resulted cutted from their line of communication with rest of army and still the flank at west is not fully secured against the enemy cavalry; they ended in a "cul de sac" where they are sufficiently strong to move but only in a direction. During the night the commanders took their decisions about what do the day after. The biggest Corps of Army fo Potomac is for the moment isolated from the rest of army also if only by light screen of enemy troops but also few hours could permit to Jackson Corps to make a flank attack on the right wing of army at Hanover; at the same time the confederate retreat line at South is in danger and if lost the confederate could retreat only to east to Hanover but this only if they can hold a sufficient number of hours for permit Jackson to advance. In the meantime the western reinforcements are advancing.
"


Ed ecco un po' di commenti dal forum di kriegspiel:

"

It was a very fluid and interesting battle, one of the few that involved Culps Hill but no maniac battle for it. The action my division saw on Cemetery Hill was a real whirlwind fight, and fortunately I was able to push the Rebs back to the South-West without much difficulty after Martin's (Buford's) cavalry had weakened them a lot. We did almost lose the hill in the second Reb assault but one of the other Union divisions (I am not sure if it was Josh or Blackstreet) managed to threaten the west side from the town and we secured it. Jeb Stuart's cavalry was a constant nuisance on the western and north-western flanks and our plan to push Buford from his early lodgement on Cemetery Hill out to the north-west to secure the other objectives never even materialised.

After the Reb attack from Culps Hill towards the south-east flank of the cemetery was beaten back my division was down from 12 battalions to 6 but I made up for it by capturing a few Confederate guns. The weight of Union artillery atop Cemetery Hill must have lowered the summit by a couple of feet!

I fear that the Rebs paid more attention to the overall strategic objectives though and that the next day's fight will be harder for the Union.

"
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The original Union plan was for the cavalry to push ahead and secure the high ground S of G/burg. When the infantry arrived it was to relieve the cavalry and then advance S and take up a defensive position between the Leister and Spangler Farms. The cavalry was then to move towards the SW to screen the objectives in the NW portion of the map.

I initially commanded the cavalry division, and our leading brigade was arriving on Cemetery Hill when two things happened. Our CinC had to leave the game and passed command to me, and Rebel infantry appeared and advanced against both the unoccupied Culp’s Hill and our position on Cemetery Hill. At a personal level, I confess this combination almost overwhelmed me. I was simultaneously trying to defend the hill and also work out where the rest of the army was. [I’m sure there is a headless chicken emoticon somewhere]

The struggle for Cemetery Hill was desperate and I thought we were about to be pushed off it. Infantry of our 1st division arrived in the nick of time, but the enemy continued to advance, and in desperation I ordered the cavalry to charge. We weathered that storm, but later on there was a further major enemy attack which reached our gun-line. The cavalry charged again, and that worked, perhaps because the Reb infantry was weakened by our artillery fire on their approach? In all honesty I’m not sure it should have done. It seemed more Napoleonic than ACW. Could Buford’s men have done that at G/burg in reality?

The question of the objectives was the subject of discussion amongst the Union team during the game. At various times all 3 of my subordinates raised concerns about enemy threats to Culp’s Hill, Herr’s Tavern, The Hagerstown Road, and our LOC back to the NE of G/burg. Rightly or wrongly I took the view that we should focus all our efforts on defeating the enemy forces attacking Cemetery Hill, and constantly pushed the divisional commanders to keep focused on that sector. I felt that we did not have the strength to both defeat the enemy and simultaneously control all of the objectives. If we won the battle, I thought we could retake any of the objectives which had been lost. This tension, which was no doubt intentional, was one of the reasons why this was a good scenario.

Eventually the tide turned on Cemetery Hill, and we were able to go on the offensive. The enemy appeared to hold a strong position on Culp’s Hill, so we decided to ignore that. Our relatively fresh 2nd Division launched an attack to the south which penetrated the Confederate centre. The cavalry was by now largely rested, and one brigade was directed to reinforce our 3rd Division in their thrust west towards Herr Tavern. The other 2 bgds were directed S towards the Confederate LOC on the southern edge of the map. By this point, it appeared that the enemy to the S and W of us had shot its bolt and fell back whenever we advanced. At this point dusk fell however.

I would like to thank all of the divisional commanders for an excellent team effort, after a somewhat chaotic start. Our 1st Division (Digby) worked valiantly with the cavalry to defend the hill. The 2nd Division (Josh) initially helped cover our eastern flank facing Culp’s Hill, and their late game advance split the Reb army in two. Our 3rd Division (Ollie) both countered the enemy cavalry on our western flank, and also helped turn the tide on Cemetery Hill.

"
"

This is a good point Martin, yes there was to make a choice and think this is the good of sequential battles. You're idea work pretty well, but of course after have broke me and Berthier you had the resources and the time for protect also the objectives. Pressing ahead like this leaved two middle strong forces on your both flanks creating a not happy form of your area for the next day deployment. If Richard won't dropped the situation on the ohter flanks could be worse for you also if not in decisive mode.
So also the next time there will be to do choices, also if those of confederate are harder.

Paradoxily if I moved slower it should be better, if I found the hill not so undefended I would have remained on the defensive according to the Neal orders. But unluckily I have also undervalueted the distance between mine and the other divisions and so Berthier joined me later than I expected when I asked his support.

I think the cavalry charges won mainly because the attacked regiments are not strong as number of men; cavalry has a bonus in melee but the number of men count also.


"