Yep, you read it right: starting September 1st, all Scourge of War games will be removed from digital stores, according to a news post on the Matrix Games site. “The games will no longer be available for purchase,” they write, “and we will consequently stop all support and assistance.”
They listed out which titles would be redeemable on Steam, but it only looks to be the most recent Scourge of War: Waterloo, and its associated expansions. The older games that cover American Civil War battles, Scourge of War: Gettysburg, Scourge of War: Chancellorsville, Scourge of War: Brandy Station, Scourge of War: Antietam, and Scourge of War: Pipe Creek, will only be available for purchase on Matrix. That is, for the next week.
Puzzlingly, there is no associated sale, meaning that if you want to grab one of these games that, for all we know, we’ll never be able to legally acquire again, you have to pay full price.
Hopefully, this is the only time we see this sort of content removal of a major wargame series, but given the fact that many wargame publishers opt to stay off modern gaming stores in favor of old, outdated websites that rely on email codes being manually sent to you (looking at you, NWS Wargaming), I wouldn’t be surprised if this is the last time we suddenly lose the ability to purchase classic wargames.
So a while ago I purchased a White Dwarf magazine from my local hobby shop. I used to read White Dwarf quite a bit, but fell off the wagon years ago as the magazine degraded into a flashy catalogue and I got busy with other things. This issue caught my eye because it included a dozen Warhammer PC game codes. I’ve got a few of the more prominent ones, but I thought it would be interesting to see what the good and bad of digital Warhammer games are these days and maybe squeeze a few reviews out of the deal.
One that immediately tripped me up as I went to redeem it was Warhammer: Chaos and Conquest. This was a mobile wargame in the tradition of Clash of Clans. Something I vowed, as someone who respects video games, to never willingly engage in. But here it was, a code for some free stuff to get you off the ground. A morbid curiosity grew in me, followed by a crafty rationalization to convince myself this would be a good idea. Why don’t I play using what this code gives me and see how long I can last?
The experiment opened my eyes to a sad reality. But I’ll get to that.
How Does Warhammer: Chaos and Conquest Play?
So there isn’t really much game here. The general gameplay loop revolves around timers. You want a high power score. In order to get a high power score, you’re going to need soldiers and defences for your fortress. This is accomplished by acquiring resources, constructing buildings, researching new skills, and training soldiers. It sounds pretty typical for a strategy game, but in Warhammer: Chaos and Conquest, as in most other mobile wargames, there is no real strategy involved. Each building linearly increases in value and power as it levels up. Some allow you to gain more resources, some to recruit more troops, some to let you scout farther or faster. None of these things require choice as there is room for it all in your base.
The true enemy is time. Every build requires resources and time. Some of the early timers are easy. 10 minutes here, 30 minutes there. But by the time I finally hit my limit, I was waiting a full week to finish researching tier three units. Of course, you can always pay real money to reduce timers.
Combat is another simple numbers game. There are plenty of AI ‘armies’ dotted around the world map that you can attack, but combat consists of selecting an army, a general to lead it that hopefully makes good use of your troops, and sending them on their way. Units do damage to each other, you earn some items for your trouble, and the army marches back.
PVP is where these games flourish, but the tragic part is that it will always come down to the player with higher power winning. There is no tactical choice to be made. I never lost a fight against a human player, mostly because I never engaged unless I had far superior power, but really, my safety came down to the true meat of these mobile wargames, clans.
The Social Trap of Mobile Wargames
Warhammer: Chaos and Conquest, like most similar games, heavily encourages players to join a clan. This helps reduce timers, allows players to share some resources, and creates a sense of community. The community aspect is frightening in its ability to quickly ground down players on the fence about spending. Each server wide event shows exactly how much help each member is contributing to a victory, and is quick to show relative power levels. Those who spend some money to help out and top off a win for their clan are greeted with praise by their fellows. Those who do not are, in my experience, just kind of ignored.
PVP being a clan versus clan thing also helps to inflame players and goad them towards spending money. Several times in my month I saw enemies from different clans swear across the open chat to out buy each other in an effort to win personal or clan glory. I also saw players spending in order to act as protectors for their weaker clan mates. It was almost baffling until I realized just how important these games could be to certain people.
The Vicious Necessity of Mobile Games
I tried to chat a lot with my clanmates while I played. Mostly about the limited strategies we could employ to improve our lot, but also about their lives. More of them than I expected were playing this because they couldn’t really do anything else. Several spoke openly about disabilities preventing them from playing other games or engaging in other hobbies. Others spoke of this game as their escape from a difficult world, using the easy mechanics and linear progression for a sense of satisfaction and fun, and even other seemed to have little else besides the game to spend their time and money on.
It made me more than a little sad, but also, I think, helped me understand why these games are they way they are. Yes they exist to bilk money out of their players at an absurd rate, but I also see that this connection of real money to in game prowess helps those who cannot find that power elsewhere to feel good about themselves. Is it an actual solution to real life problems? I don’t really think so. But I understand it now. For some, spending money on these kinds of games and participating in a community is an important part of their lives that fulfills them in a way they can’t or aren’t getting elsewhere. I’m willing to bet that if the real money component wasn’t part of the equation, there wouldn’t be the same sense of real impact.
For the record, almost everyone I spoke to while playing the game said they had a budget they were keeping to, though I suspect some were pushing it. I know these games do everything they can to get players to fork over cash, and I really do wish there were some better ways for people to get at that same sense of community. But for some, this seems like all they can do, and I can’t fault them for that.
I took all images from Steam. Don’t spend money on this game if you can avoid it.
My friend and I decided to finally take the plunge and try out the game that replaced Warhammer all those years ago: Age of Sigmar. A lot has changed both in terms of rules and in terms of the game’s background lore, and wading back into Age of Sigmar for it’s 3rd edition release was actually a lot more fun than I had anticipated.
As a brief reminder of my tabletop qualifications, I’ve been a steady player of Warhammer Fantasy since my 12 year old self managed to scrap together enough for a 6th edition starter set. My friends and I all slowly chipped away at armies using our middling-at-best understanding of the rules and a lot of proxy-hammer to have a grand old time romping around the Old World. We’ve stuck with miniature wargaming, dipping into 40k, historical, and skirmish games all while continuing to build and play to Warhammer Fantasy. Until Games Workshop destroyed it.
Since Warhammer died and we took a bit of a break, we’ve been playing (when not COVID restricted) One Page Rule’s Age of Fantasy Regiments, which I’ve said numerous times on this blog and elsewhere is my favorite game system ever. But now that things are open and a new edition of Age of Sigmar just dropped, we thought we’d give it a shot.
The Age of Sigmar
Our battle, as per the 2021 General’s Handbook, takes place in the feral plains of Guhr, a realm suffused with wild magic and a vicious will to survive. Our battle plan (read: scenario) was “Savage Gains” rolled from a list in that same handbook. While we both anticipated a grueling weight-lifting competition, instead we found a fairly standard ‘control the enemy’s objective’ scenario with a little twist. Objectives were worth more the further into enemy territory you went, and on the 3rd turn of 5, the player going second was able to remove a single objective, denying remaining points.
Our armies, my wife’s wonderfully painted Warriors of Chaos and my friend’s High Elves (Now Slaves to Darkness and Lumineth Realm Lords in Age of Sigmar parlance) were arrayed across the beautiful and Guhr appropriate table at our local gaming store Game Knight League, ready to fight.
Earning the first turn, The Lumineth Realm Lords calmly organized their detachments. Archers, spearmen, and the dreaded blade masters maintained a tight formation while they move to secure key junctures of the rapidly flowing rivers that cut through this region’s mountains. Their leaders, wizards all, cast wards of protection and accuracy on their soldiers, only minorly bothered by the tug of Chaos at the edge of their minds. On the far flank, a lone Hero emerged from the undergrowth to deny passage to any Chaos warriors who might try to get the drop on his allies. Spying only a pathetic Chaos Spawn, the Hero swiftly put it out of its misery with several well placed arrows. Back on the other side of the battlefield, archers opened fire. Sensing the oncoming taint of corruption, arrows loosed at high arcs towards unseen targets. Drawn to the immense power of a Demon Prince of Nurgle, several shafts found their mark, but it was not enough to bring down the beast, who quickly healed himself using his dark god’s power.
Bolstered by the laughter of their dark god, the more mobile forces of Nurgle charged across the rivers, Chariots crashing through the water and demonic steeds leaping the gap to come down with thunderous weight on the other bank. Seeing an unholy speed that belied the gross bulk of the warriors approaching them, the Blade Lords holding the center repositioned themselves at the edge of a tangled wood, blocking the path to their home objective and dominating a pass between two mighty peaks.
The lone Hero, satisfied at having removed the taint of the Chaos spawn from the realm, almost didn’t hear the wingbeats that brought a second Demon Prince of Nurgle hurtling out of the sky to land almost on top of him. Far away, The main host of Nurgle advanced, drawing closer to the arranged elven warriors, the sky about them darkened with a plague of flies. Lumineth archer showed their skill as arrows filled the sky and managed, beyond all reason, to navigate the clouds of flies that surrounded the oncoming horde to find gaps in armour and slits in visors. The horde was slowed, but not stopped.
Eventually arrows could do no more and the mighty hosts clashed. Chariots crashed into steady ranks, wreaking bloody havoc before being brought down by pin point accurate blades and spears. The Spearmen of the Realm Lords, emboldened by their leader’s magic, were a glowing engine of death. Dozens of hulking warriors and even a demon prince fell before their efficient onslaught. It took the might of the Putrid BlightKings, scions of Nurgle’s Will, to turn the tide. As the spear elves slowly began to fall before weight of the advance, the weeping of the Scinari Cathallar took the pain of his fellow realm lords and weaponized it, turning their suffering and sorrow into pure energy that wracked the brains of the assaulting Chaos Warriors. When the dust settled and the flies were silenced, none but Fecula, Sorceress of Nurgle remained on that bloody field.
A mountain away, The advanced forces of Nurgle’s host were struggling. The Blade Lords used the forest to their advantage, striking out at the Chaos Kngihts as they blundered through the gigantic trees. Even farther afield, The Lone Hero dueled with the Demon Prince over control of a key ford. He put up a valiant fight but could not contain the fury of the beast. Eventually, a triumphant and bubbly laugh signaled the Demon’s victory, and the capture of the ford. The triumph was short lived, as the Hero had managed to stall the beast long enough. The battle had shifted and the ford he died beside was no longer strategically critical.
While their soldiers butchered each other on the wide plain that would evermore be known as the field of flies, The Chaos Lord confronted the Leader of the Lumineth. It was he who Nurgle had told his champion to slaughter, and so he did swifty, the sorcerer no match for the god touched warrior. His success was met with a great boon, as Nurgle saw fit to bless him with Demonhood, elevating him beyond mortality.
It was clear that the elves were in danger of losing the field of flies and therefore the key river junction. Leaving some Blade Masters to hold their flank against whatever forces might come, the archers and remaining Blade Masters repositioned themselves to take back the field. The newly minted Demon Prince, arrogant in his new form, dove upon them alone, intent on finishing the puny elves and taking the pass for his god.
His hubris would be his undoing, as the combined might of the remaining archers was more than enough to send his newly twisted soul into the void of Chaos. This left only a handfull of BlightKings and a Demon Prince alive on the field. Though the BlightKings pulled their weight in the final moments of the battle, they were brought down, leaving the Lumineth Realm Lords in control of the key remaining juncture and their own home area.
Though the Field of Flies will remain rotten for generations, the three key mountain passes remain in the hands of the forces of Order, the Lumineth earning a sizable, if costly, victory over the forces of Chaos.
Age of Sigmar is fun! At first we were both overwhelmed with the sheer number of special rules we had to look up. I’m sure we both missed some here and there. But the management of Command Points, Hero Abilities, and combat activations made every turn feel important and full of meaningfully tactical decisions.
The victory conditions, tied to objectives instead of merely killing opposing forces, kept the game up in the air until the final couple of turns when in quickly became apparent that I wouldn’t be able to overcome the Lumineth lead.
The most important part was that the game was entertaining and led to a lot of fun emergent narratives. The duel between Demon Prince and Lone Hero. The Sad-ening of my warriors killing most of the unit, and the overeager Demon Prince spawning out of my general only to be shot down with his hubris. It helped that we had mostly painted armies and a beautiful battlefield, but I’m more than ready to hop into a new Age of Sigmar Army. It was a great night out, and isn’t that the point of tabletop wargaming?
Not many people know this, but Ultimate General: Civil War was the first game I wrote about back when I started as a freelancer. The piece was, admittedly, not my finest work, nor was it published, as I had submitted it as part of my initial pitch. Nevertheless, I have an immense fondness for the game as both the stepping stone that allowed me to be here on this blog and podcast, as well as for the fact that, in my opinion, the game just rules.
The Ultimate General series has roots back in the Total War games, part of the development team being Nick Thomadis, otherwise known as good ol’ Darth of the DarthMod mod series, an excellent series of enhancements to the mainline Total War games up to Shogun 2. These enhancements typically involved improving the AI, making the battles more realistic by changing unit sizes and stats, as well as adjusting the campaign AI, economy, and buildings. These were very popular mods, and the team took that experience into Ultimate General: Gettysburg, what was essentially a spiritual successor to the earlier Sid Meier’s Antietam and Gettysburg games.
And it was great! The AI reacted in largely intelligent ways, and had scaling difficulties and personalities you could set it to (a feature I wish more games would copy), and had fewer but more distinct unit types than its forebears, painting arrows for them to march along the battlefield. These units controlled much like the units in Total War, but in lieu of a bunch of abilities they can activate, turning battles into an APM mess (I still love you Total War), battles are much more about proper planning and placement of troops. Troops that are camped in the woods take less damage from incoming volleys, wheat fields hide units until they can see the whites of the enemies’ eyes, and river crossings slow units down and make them far more susceptible to incoming fire.
Gettysburg was a solid, if small, experience, allowing the player to go through multiple scenarios of the three day battle, with alternating paths based on how well the player fought. This formed a sort of prototype for Civil War, which said “what if we give the whole war the Gettysburg experience?” The result is an imperfect game, but its quirks make it all the more charming and have kept me returning to it over the past few years.
So, what changed from Gettysburg, other than the fact that the whole game doesn’t take place over one battle? Well for starters, individual units and officers are far more important, as Civil War features a persistent campaign. Those soldiers you start the game with improve over time with experience, becoming better sharpshooters, better melee fighters, or having better morale as they’re exposed to combat. Similarly, your officers are promoted as they survive engagements, and higher ranking officers are considered to be better at commanding their troops, leading to buffs from officers who manage to dodge bullets. This leads to a surprisingly intimate relationship with your army over time, as you want to keep those troops and officers who were with you from the beginning alive, not just for the sake of keeping your army in fighting shape, but because they’ve been with you since 1st Bull Run, and now the man who was a Captain of skirmishers lays dead at the head of his division in Gettysburg. It’s built to tell stories by telling you the names of these officers.
In between the real-time engagements, you’re return to your army’s camp, where you can bring in new recruits, create new units, and equip your men with new manners of weaponry, such as rifled muskets, 20lb cannon, or even repeaters toward the end of the campaign. Juggling what little resources you have to replace losses and upgrade your troops with better equipment is tough, and you’ll be forced to play favorites just by the nature of the game, as you want your best units (the ones that started out under your avatar’s command, likely) to have the best guns so they can kick the most ass, leaving the new corps you form with old 1842 muskets. Or at least, that’s one way to play it.
Here however, I must mention the faults of Civil War, beginning with the most egregious and blatant sin: it’s too damn linear. I’m not just saying that because 95% of all strategic wargames ever are American Civil War games and yes we know the whole story by now, but the campaign is structured into a series of set scenarios, which is and was disappointing. You’re basically role-playing as either the Army of the Potomac or the Army of Northern Virginia, based on which side you choose. If you, as the Army of the Potomac, decimate the rebels at Antietam, that should be it! It should be game over! But the campaign is structured to take you through a series of levels. I’m not adverse to linear design in strategy games, as I am fond of this game, as well as of Unity of Command 2 and Panzer Corps 2… but at this level, more freedom of choice would be welcome. I should get to decide on better strategies as the leader of 5 corps running around, rather than McClellan’s legendarily shitty “wait and see” approach.
The linearity is felt in missions as well. The AI adapts pretty well at all difficulty levels, but the main battle of the campaign that you can fight are scripted. These can offer memorable experiences, but if you know exactly where and when scripted enemy forces are going to appear from your last failed attempt at a campaign, they don’t stand much of a chance against you. Similarly, if you reach one of the time milestones in battle and you’re not where the game expects you to be, things can get… weird. Take my most recent Union campaign, for example. At the 2nd Battle of Bull Run, I managed to break through Confederate lines and capture their headquarters on the first day of battle, after initial skirmishing. However, the game did not grant me a victory and let the battle end when the clock ran out. Instead, we were brought to day 2 of the battle, with the Confederates now reformed and reinforced in the woods around the point I had captured. It was irritating, to say the least, that my success had been punished in that manner.
That being said, despite the fact that playing the game can feel repetitive, especially when new players will get their faces stomped in by the AI, the core gameplay is fun. The combat feels nice, directing troops feels natural, building your army can be very zen-like, managing the balances between pushing for goals in battle or just keeping your boys alive… there’s an appeal to that. Other persistent games feel very satisfying to play, but I don’t think they get the human element down as well as Ultimate General: Civil War does. Maybe I’m just a softie, but in a game where you can fight for the freedom of fellow men (or to own them, I guess), it’s nice to be as connected with your men as you are here.
I thought I’d share some of the fun Jack and I are having playing through Making History: The First World War, a grand strategy game from Factus Games. There’s a lot to like in this fun little turn based simulation, but it is an indie title and that means that some bugs and strange design choices can slip through the cracks. Luckily for all of us, exploiting those choices can be just as fun as playing the game properly.
What Kind of Game is Making History: The First World War?
This is a grand strategy wargame in the same vein as the big paradox titles like Hearts of Iron and Europa Universalis IV. Players can take control of a single nation across the world starting in 1912, 1914, or 1917 and lead them through the global political and military struggles surrounding the First World War.
Like Paradox games, the open nature of grand strategy means that things might not happen as they did historically, though scripted events here lend a significant hand in steering the great powers in the right direction. But sometimes the fun in these massive simulations is experiencing just how far things can fly off the rails of history.
Systems and Subsystems!
There are a lot of interlocking systems at work in Making History, and that’s generally a good thing. Players are going to have to take care to exploit their resources, build regional and city infrastructure, conduct research, train soldiers, and deal with international trade and diplomacy. The tragic thing is that there is very little in terms of documentation available for Making History: The First World War. When we started playing the game, we had no idea what we were doing. The manual is unfinished, and the included tutorial simply walks players through the UI.
This meant that we had a rough time when we started our game as the Austro-Hungarian Empire. managing the empire was difficult and some test battles against Serbia (Reloading after we saw how the mechanics worked) were drawn out affairs, hard fought and hard won.
That is, until I discovered the manual for the previous game in the series: Making History: the Great War.
Breaking Combat Over Our Knees
So here’s the play. In Making History artillery operates in a strange fashion. According to the manual, when artillery fires into a province, it has a 50% chance to hit friendly troops in that province and 50% chance to hit enemy troops. Each hit unit then rolls to save against that hit based on their defense and the defense of the terrain. But, and it’s a big but, the chance to hit friendly units can be reduced by 1% for every observation balloon stacked with the artillery, and by a further 1% for every unopposed friendly airplane flying over the target region.
So, if one were, to say, stack 50 observation balloons with a stack of artillery. And if, we also say, that that stack of artillery contains every single gun in the empire’s army, what happens?
Armies disappear in a blinding flash of righteous howitzer justice, that’s what.
There are no stacking penalties or limits in Making History. Attacking a province with engineer units reduces an enemy’s fortification defense. Attacking a province with 20 engineer units that is being shelled by the grand battery from hell ha terrifying results. Our war of aggression against the Balkan League resulted in a province falling every turn.
War Never Changes
Now, we’re embroiled in a three front war against the Ottoman Empire, Italy, and Germany. We are holding our own across all three fronts and proceeding to vaporizing the Italian Army with the Grandest Battery in existence.
(Editor’s note: The following is a guest column by friend of the podcast, Savage, the man behind the War Takes twitter.)
Any casual student of military wargaming will know that the use of commercial wargames – whether off-the-shelf or specially modified – by militaries across the globe is nothing new. The United States and its allies use a variety of computer games with varying focuses and levels of detail for the purposes of training, professional military education, or even experimentation. Even then, not many games make the cut to be utilized by the military, and those that do usually end up being modified in some shape or form to meet the military’s specific requirements.
However, if there was ever a game that seemed to be ready for the military’s purposes right out of the box, with little or no tweaking required, it would be Combat Mission: Black Sea by Battlefront.com. The most modern entry – in terms of setting – in the Combat Mission series, CMBS revolves around an escalation in the ongoing Russian-Ukrainian conflict that leads to full-scale open war and the intervention of the United States – a scenario that is timely given the recent escalation in tensions between Russia and Ukraine that lead to a war scare.
I’ve played my fair share of wargames over the years – though I’m still a dilletante compared to many experts I know, and I certainly can’t say I’m any good at all of them. CMBS is one of those games that feels like it was made for the military first and then released to the public, not the other way around. I admittedly have never served a day in uniform, my role in national security being purely as a civilian. But CMBS certainly feels hard enough to be the real thing based on how badly I botched my first mission after completing the game’s basic training mode.
But the difficulty isn’t what makes CMBS realistic. Realistic isn’t even the right term to use. No computer wargame is ever going to be able to 100% realistically simulate the conditions of combat – nothing can match that. But what CMBS does do is simulate the conditions of combat in a way that feels believable to the player. It gets across the key elements of modern combined-arms warfare at the low-tactical level that is still very useful for training leaders or even for experimenting to contribute towards developing new approaches, methods, and capabilities.
What makes CMBS believable? I could write you a book rather than an article on that topic alone, but I can offer you a list of some highlights. For one, it demonstrates how fragile humans can be in high-intensity combat. So many video games – even some of the more serious wargames – tend to allow your soldiers to soak up a fair amount of punishment before their effectiveness suffers – let alone they die. In CMBS, it doesn’t take a lot for your soldiers to get stressed and lose cohesion or retreat. Aside from mental limits, your soldiers are just flesh and therefore are “squishier” than in many games. If you try to charge an infantry squad across open ground to attach a prepared defensive position, chances are they’ll not make it very far before they’re cut to ribbons – especially if the enemy has heavy weapons or vehicles their disposal.
That’s another factor that demonstrates CMBS usefulness is the way it treats heavier duty weapons. It treats them as the key to infantry combat that they are. Most of the time, it won’t be an infantryman’s personal weapon that will be dealing the most damage to the enemy; it’ll be heavy weapons like machine guns, automatic grenade launchers, missile launchers, and vehicle-based weapons like autocannons and tank canons. While many games certainly represent this as well, they still often tend to tone back the sheer destructive power of the heavy weapons in the name of balance and fairness. CMBS does no such thing, letting them reach their full destructive potential in how they can reduce things – both living and inanimate – to ruins in short order.
This is not to say that infantry is useless in CMBS, however. Far from it. And this is another way in which CMBS shows its utility as a military tool, in that it shows how important it is to use infantry in conjunction with heavy vehicles and weapons – despite being “squishy.” I found this out the hard way in the middle of a mission when I got too cocky after destroying a Russian tank platoon and pushed my own tank platoon out a little too far. What I got for my daring maneuver was the loss of one of my tanks to a guided anti-tank missile launched from a nearby house – something I would have been able to spot and either destroy or suppress if I had thought to move up one of my infantry squads through the houses parallel to my tanks as they advanced. Heavy weapons may be effective, but they are not invincible nor are they all seeing. CMBS drives home the importance of true combined arms warfare, making use of infantry, armor, and off-map artillery and air support to destroy your enemy. Favor one too much and neglect all the others and you’ll likely not have much success or you’ll buy it at great cost to your own forces.
The focus on combined arms warfare between peer or near-peer powers is another reason why CMBS is believable as a military tool. In an era where conventional wars between great powers are once again a possibility the United States and its allies find themselves having to prepare for, CMBS’ scenario revolving around a conventional war with Russia to help defend Ukraine is apt. The United States military now has an entire generation of officers who have spent their entire careers fighting counterinsurgency and counter-terrorism missions in Afghanistan, Iraq and other locales. Now these same leaders have to learn to fight a completely different war to the one they’ve been fighting, with the military as a whole having to regear back to what its original focus was before 9/11 and the War on Terrorism. With its main setting being a war against a well-trained, well-equipped, near-peer adversary, CMBS definitely has a potential use in helping to teach both new leaders and veteran ones to appreciate the difficulties and consequences of fighting against another modern army as opposed to a lightly armed and equipped irregular force.
Now, is CMBS perfect? Absolutely not. I know I keep asking myself why I can’t run it on its highest graphical settings without it chugging despite the fact that I have a 1080 GTX graphics card and 16 gigs of RAM, but that’s a different gripe. No wargame is perfect, whether it be CMBS, or one of the other games utilized by the U.S. military and allied forces – such as Virtual Battle Space or Command: Professional Edition (the government and military-only versions of ArmA and Command: Modern Operations respectively). This is just as well though, as wargames can’t solve all the military’s problems anyway – something that any wargaming expert will be quick to tell you and anyone who can listen. What wargames are meant to do more than anything else get their participants thinking about problems that they face in modern combat and how to deal with them, rather than give them clear and actionable paths to success.
If that is the goal, then CMBS clearly could be useful in that regard. It’s no surprise to me that the United Kingdom’s Defence Science and Technology Laboratory (DSTL) began using one of the Combat Mission games – along with several other popular commercial wargames – for research and experimentation. CMBS certainly has the right elements to make it a useful tool in a larger toolbox of games and software to approach pressing questions about the nature of warfighting going into the future. Whether is experimenting, or training or even retraining leaders on the nature of high-intensity combat, CMBS definitely is robust enough to be considered an aid for dealing with the thorny questions of conflict in the modern day and near future.
For more of Savage’s thoughts, be sure to follow him on his main twitter here.
Fight Club! Those two words generally evoke images of men fighting in basements, edgy tautologies about society, and the reminder to not talk about Fight Club. However, to us in the Wargaming world, there is a different Fight Club, this one uses games as a training tool, specifically for British Army small-to-mid unit tactics.
Joe and I were fortunate to be invited to a virtual Fight Club briefing a few weeks ago, where the Fight Club team pitched the concept of using games (specifically Combat Mission: Shock Force 2) to other British Army professionals. There were a couple other gaming journalists present, as well as some Slitherine devs, but overall the presentation was geared more towards military folks, not us gaming types. Regardless, it was a rewarding experience in that we got a peek into how CMSF2 could be used as a training tool for a modern, professional army.
PART ONE: WHY COMBAT MISSION SHOCK FORCE 2?
Combat Mission, for the uninitiated, is a realistic turn-based or real-time wargame, where players command units from squad (or in Brit-speak, “section”)-sized elements to a medium-sized regiment. Every soldier on the field is modeled in terms of their gear, line of sight, and morale, and bullet paths are modeled as well, making the game a great choice for modeling real conflicts, or as we see here, training for real conflicts.
Fight Club primarily uses a special, “Professional” edition of Combat Mission, this has miscellaneous extra bits and bobs to it that make it more fitting to the needs of a professional service. And fitting it is! While a unit will need to cover the costs of hardware to run the game (Combat Mission runs on potatoes plugged into a wall, so expensive hardware isn’t necessary), Fight Club offers units that sign up for the program a few free licenses for the game. This makes running a training of CMSF2 much more cost efficient than live exercises, which could involve, among other things, Real Ammo™, Real Guns™, Real Food™, etc. These costs can add up, and units do have a budget.
All of this to say that CMSF2 is pretty affordable, but it’s also extremely modular. The base game comes with plenty of realistic scenarios already and a robust custom scenario creator, but Fight Club provides member units with mods to better match the real participating units’ OOB, complete with mods to slap correct unit insignia on troops and vehicles for, as the organizers put it, “unit pride.” The map variety is also good in base CMSF2, but Fight Club has a special tool that lets them scan in actual maps they have for use in-game. Neat! Don’t suppose us gamers can ask for a Google Earth mapping tool, can we?
PART TWO: HOW TO LEARN WARFIGHTING FROM VIDEO GAMES
Those mods of maps and units act as a training supplement along with the other forms of training exercises for the British Army, live exercises (with or without live-fire), as well as classroom sessions. According to Fight Club, one effective use of the Combat Mission license is to take a map of a training area, place it in the game, and run games with BLUFOR and REDFOR in Combat Mission prior to the live exercise, to highlight potential outcomes and scenarios that could arise in real training/combat.
As Combat Mission has various scales of mission sizes, Fight Club recommends junior leaders taking charge of near-equivalent sized elements to their real commands to get a feel for how they’d react to the situation in combat. Ideally, these leaders would filter order through game “Controllers”, who would be a staff member that’s familiar with the systems of the game and knows how to get units from A to B on the map. The game can be projected onto a screen for multiple troops to view and make suggestions on as the game runs.
There are a couple schools of thought in Fight Club on whether the game should be run in turn-based mode, where both controllers give commands and units execute orders in 60 second intervals, to give participants time to think and discuss possible tactics to take, or in real-time, to simulate the decision-making stress of combat. Both have their merits, and what makes the most sense for a training varies from unit-to-unit and training-to-training.
And though Combat Mission is a game and can act as somewhat of an icebreaker/ “fun” activity, it is treated as a full, serious part of the training cycle. Gamedays are precluded with briefings of the scenarios the units will be playing, complete with recce of the maps, like an actual, real life mission would require. After the conclusion of the match, there are also substantial debriefings that go through what went well, and what didn’t go well in the mission (they also noted that pointing out a player’s missteps by identifying them specifically is a bad idea, which is something any of us co-op gamers know too well). This allows the unit to learn from their digital experience in the same manner they might through training.
COMBAT MISSION: THE FIGHTING MAN’S THINKING GAME
Fight Club impressed us with how they’ve integrated Combat Mission into their training routine, and the organizers were all very gung ho about how it had helped their units’ readiness; this definitely isn’t just a scam to let a bunch of folks play games on the clock. The team talked about future implementations of the game and future mods, with a nod toward a “Russia and Ukraine focus,” the talk occurring at the time of the Russian mobilizations a few weeks ago, the team on the ball for countering future potential opponents.
Joe and I both left remarking about how interesting it is to see something we play for fun used in an applicable manner, especially a digital game, which are so frequently dismissed as the realm of utter nerds… which, to be fair, we are. But, it’s clear that digital wargaming is taking its place next to tabletop wargaming as a valuable teaching tool not just for armchair generals, but for professional militaries as well. Consider us to be watching Fight Club with keen interest in the future, to see what other games- er, training materials, they have up their sleeves.
I finally had the opportunity to play a three player game of All Bridges Burning, the latest Counter Insurgency (COIN) game from GMT. It was the final thing I had to do before before being comfortable to review the game. It was great fun, probably the most fun way to play, but afterwards thinking about the experience I had a bit of a realization about solitaire play and about how different, but equally entertaining both solitaire and multiplayer versions of the game were to me.
My review will be coming to the wonderful Meeple Mountain(Check them out!) in the near future, but since I was in a reflective mood I thought I’d take the time to think out loud about my time with All Bridges Burning, simultaneously my first exposure to the COIN system, and, perhaps not shocking given the title, the game that really made a true solitaire wargamer out of me.
Counter Insurgency games have a difficult task to perform. Trying to represent tricky, often convoluted historical situations where front lines are fuzzy, combatants are as likely to be ordinary people caught up in a terrible situation as trained soldiers, and the horrors that come with that kind of war are on the table for all to see is no small feat.
There is a lot of potential for pitfalls, as the separation from politics and humanitarian issues that some ‘traditional’ wargames can get away with is inescapable here. Not that I believe that you can truly separate war (or wargames) from the political and diplomatic situations that led to them, but the specifics of what is covered or brushed over by a wargame is very different in a COIN situation.
All Bridges Burning’s Finnish Civil War (1917-1918) is particularly tricky to represent, given the grassroots nature of a lot of Red and White actions, but also because of the dearth of easily available academic material. Yet the designer V.P.J. Arponen has done an excellent job in my estimation of not only creating an engaging game (again, more of that in the review) but also a vehicle for transmitting historical information in a way that presents a digestible and, dare I say, empathetic look at an underrepresented historical event.
While this is true of the game at two and three players, Solitaire offers the kind of stress free environment that really lets the designer speak to you. Though it took me a little bit to wrap my head around the solitaire system, the innovations with COIN’s card driven system meant that after a few turns, I was off to the races. It began to feel less like a board game and more like sitting down with an academic text. Just as I approach an academic history, asking it questions, listening to arguments, and evaluating evidence to the best of my ability, playing All Bridges Burning encouraged me to do the same. It was presenting me with its own academic argument through its play and its supplemental materials.
I know that I’m not unique here, I’m sure most if not all wargamers enjoying engaging with the designers and developers and their interpretations of history through play, but now I really consider solitaire play allows the time necessary to really engage with historical interpretation and presentation. I had as relaxing a time playing All Bridges Burning as I have when reading for my dissertation, and that is something I think should be celebrated. I already appreciated wargames for their ability to give me a tactile engagement with the history I read, but this is on another level that I’m glad to have discovered for myself. I’ve finally figured out what solitaire wargamers have known forever.
All Bridges Burning has definitely piqued my interest in reading more about the Finnish Civil War, and getting my hands on other COIN games to see what their designers have to say. That is a pretty good endorsement for checking out All Bridges Burning, I think.
I’ve recently had the pleasure of taking the preview of Warhammer 40k Battlesector out for a spin and thought I’d spend a little time going through what I liked and didn’t like, to hopefully give you prospective Primaris Space Marines out there something crunchy to think about (just don’t tell your Chapter Librarian, this might count as heretical thinking.)
The Story So Far: Warhammer Ham Cooked Right
I had access to a tutorial designed to show me the ropes and two missions from the 20 mission single player campaign. Each mission took part during a different part of the story, so I can’t comment on the narrative much at this point. Suffice it to say that the snippets I did get to experience are exactly as ’40k’ as I expected them to be. Be ready for large men talking loudly at each other in angry voices about their emperor, their duty, killing things, and all the usual goodness that goes with it. Tack on some Blood Angel specific lore, like dealing with a perpetual closeness to heresy, the thirst for blood they’re always lamenting, and the dire straits of this particular Tyranid infestation and you’ve got yourself some top of the line grimdark content. Just don’t be expecting any serious science fiction. Warhammer has always been over the top and the games are best when they embrace the silliness of the universe with a straight face. Battlesector, so far, does this, and I’m happy with it. I don’t expect I’ll be remembering this story for years after I’m done, but I might be concerned if I did, truth be told.
Warhammer 40k Battlesector: How Does It Play?
This is a tactical game where players take control of a suspiciously tabletop accurate ‘army’ and try to accomplish objectives in a turn based, action point driven combat system. It’s nice to see armies broken up into their roles like the tabletop game, with Landspeeders classed as Fast Attack and so forth. Each unit has an ability bar with movement, attack, and special options that are all hot keyed. It’s immediately intuitive. Each unit has a set number of movement points and action points and can spend them in any order to position themselves, activate free actions, or attack with action points.
I love that the user interface offers statistics and damage information on top of clearly indicating what it will cost to get a unit to do what you want it to. You can move extra spaces, for instance, but doing so uses up action points and the map highlights these extra spaces in red. After a few turns it became very easy to maneuver units without having to check for any hidden numbers, something I find important in a fast paced wargame like this. There are tactical considerations, like overwatch, extra damage from rear attacks, and a lovely fog of war system that brings in sound as a hint for where enemies might be coming from.
So the core is fun, fast paced, and easy to get your head around, but I have some minor worries about what was not shown during this preview. Since the main enemy this time around are the Tyranids, a swarming race of alien bug types, your Primaris Space Marines are always going to be outnumbered, and the AI’s primary method of engagement will be to rush your positions. Thematically it works fine, but I’m hoping to see how intelligently the AI handles the sometimes complex tactical situations it faces. Enemy AI is definitely capable enough to prioritize damaging weak units, but I did catch it occasionally targeting something farther away from an important objective because it was wounded, rather than meaningfully try to stop me from accomplishing my goals.
It remains something to keep an eye on. If there are non-Tyranid enemies in the final game I’d expect them to act more intelligently, but I won’t be able to tell until we get there.
Objective and Unit variety were also pretty good for a preview. The Tyranids have some standard troopers yes, but battlefield controlling Venomthropes create poison clouds that obscure shooting and inflict damage in an area and flying Gargoyles shake things up. For the Space Marines, jump pack equipped assault troops complement the heavy and slow aggressors, and Land Speeders act as squishy recon. I was happy with what I saw and am really looking forward to customizing an army during the campaign.
I was pleasantly surprised by what I saw in this preview, and I’m expecting great things from Black Lab Games if they continue down this path. The only thing that caused me any concern was the tactical responses of the enemy AI, and I’m worried how much the ‘Tyranids are swarm aliens’ will be used to cover up unresponsive AI. Holding off hordes of aliens is fun, don’t get me wrong, but I want to see that there will be variety in the encounter types available in the full game. For fans through, this is shaping up to be a no brainer. Fun 40k narrative, fast paced tactical gameplay with clear UI, beautiful models on grimdark battlefields.
I had a lot of fun, and I’m not just saying that because the inquisitor behind me is reading what I type…(help!)
Let’s Talk About Wargames received a preview key from Slitherine Games for the purposes of this Impressions Piece
Also: Apologies to those looking forward to youtube coverage. I disastrously lost my footage twice over, including the rest of the footage used in the battle already started on our channel. A new system might be in order and has been requested from the machine cults on Mars.
I knew there was no way that I could do War in the East 2 justice in the short time I had with it, but that won’t stop me from offering some first impressions of the newest behemoth in wargaming as I keep battling across the wide expanse of the Soviet Union in preparation for a full review. Will the new game do enough to win over new players and satisfy old hands both?
Launching War in the East 2 for the first time I was immediately struck by how much cleaner the presentation was. Now, don’t get me wrong, this is still an old school wargame through and through, with menus to navigate before play and little selectors for AI nation control, but it feels better. There is a charming intro cinematic, tool tips on the main menu are informative, and the overall setup is easy enough for a new player to navigate without much help.
Once you load up a scenario, the tutorial scenario in my case, you’re greeted with the familiar Gary Grigsby charm. There is still a couple button bars across the top of the screen and windows and dropdown menus populate with that familiar ‘click’ noise. But again, it’s cleaner. the top bars readily give up their function, and are generally intuitive, the system seems to process my inputs quickly, and everything just looks sharper.
But that’s where the initial simplicity ends. Beyond lies only the true terror of Grigsby. I kid, but it’s at this point that all players, new and old, will need to crack open the massive rulebook or at least take a peek at the nine one page guides that helpfully explain the core functions of gameplay and management. Video tutorials are forthcoming, which should help new players, but I couldn’t track them down during my brief time with the press release version of the game, I assume they’re packaged with the full release build. Thankfully the guide sheets are a great start, and, I should mention, anyone who has spent any decent amount of time with War in the East 1 or War in the West will be right at home. The biggest change that hits you right as you start is the new air war system. Based on the air management of War in the West, this system sees you (or the AI thankfully) manage air missions and logisitics before ground actions can occur. I like this over an integrated system as it allowed me to better plan and make use of intel.
Another major change evident from an initial few hours is that the AI can be tasked to take control of quite a few systems. Yes, you’re right, they’re probably bettered managed by hand, but in the interest of actually making progress through a campaign, and simulating a bit of command and control issues, I like assigning the AI to take care of stuff I don’t feel like managing. It’s another thing that, when presented well to new players, will probably encourage more adoption than the rough and tumble old-school style of the first.
I haven’t played enough to really gauge the AI yet, though they haven’t done anything stupid yet, I’m happy to report. When I get through a proper campaign (or at least enough of one to properly judge the game in a full review, I’ll come back to the AI).
The amount of information in War in the East, is nothing short of amazing. When you’re tired of getting lost enjoying the massive and readable manual, you can take a break by getting lost in the game’s TO&Es, stat blocks, and included encyclopedia. There’s a lot to take in and it’s clear that a lot of passion went into War in the East 2’s production.
The basic controls are immediately recognizable and core gameplay elements should be familiar for veterans, so for them, I’m inclined to suggest hopping in to War in the East 2 at your earliest convenience. I see nothing here so far that would turn me off having spent a good amount of time with War in the West in the past. For new players, it may still seem daunting, but the information is much more accessible than it has ever been, and if a monster game like this seems at all appealing, I recommend taking the plunge.