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Triumph and Tragedy
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21 Jul 2018 09:26 - 21 Jul 2018 09:32 #278037
by Gary Sax
Replied by Gary Sax on topic Triumph and Tragedy
So is this system strong enough to support a 4x space game? Shorn of its historical flavor? Looks like we're about to find out.
www.gmtgames.com/p-717-expansion-or-extinction.aspx
www.gmtgames.com/p-717-expansion-or-extinction.aspx
Last edit: 21 Jul 2018 09:32 by Gary Sax.
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21 Jul 2018 10:11 #278039
by repoman
Replied by repoman on topic Triumph and Tragedy
It's funny I was just reading the news letter from GMT and came over here to post something to draw people's attention to it.
There is no doubt that Triumph and Tragedy is a top notch game. Very very solid. It's one of my favorite games in the past few years. I think the game engine could easily support what they are trying to do with it.
I also think the "drafting" of starting traits is really interesting.
For people who have no interest in World War 2 but DO like space and such, I think this will be pretty darn awesome.
The name "Expansion or Extinction" is f-ing horrible as is the the box art (which is by no means final art at this point) but at least it's better than the Triumph and Tragedy box.
There is no doubt that Triumph and Tragedy is a top notch game. Very very solid. It's one of my favorite games in the past few years. I think the game engine could easily support what they are trying to do with it.
I also think the "drafting" of starting traits is really interesting.
For people who have no interest in World War 2 but DO like space and such, I think this will be pretty darn awesome.
The name "Expansion or Extinction" is f-ing horrible as is the the box art (which is by no means final art at this point) but at least it's better than the Triumph and Tragedy box.
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21 Jul 2018 10:25 - 21 Jul 2018 10:40 #278041
by Gary Sax
Replied by Gary Sax on topic Triumph and Tragedy
Yeah. They need to up their art game when they take on sci fi or fantasy.
Last edit: 21 Jul 2018 10:40 by Gary Sax.
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13 Aug 2018 09:37 - 13 Aug 2018 09:38 #279646
by lj1983
Replied by lj1983 on topic Triumph and Tragedy
Picked a 2nd edition copy of this up a couple weeks ago, and finally had a game of it yesterday.
3 players, my normal wargame partner and another player who is more like me, and dabbles in a bit of everything.
two of us had read the rules, but they really are pretty intuitive. sea rules are different enough from land that you should read them yourself rather than have them explained.
We picked sides randomly and 1936 rolled around with much diplomacy and the West complaining about not having enough production.
Some weird stuff happened this game. Axis made decent diplomatic inroads into Eastern Europe, though USSR made Bulgaria a Satellite and West made Rumania a Satellite. later, the West would ignore the massive Red horde on the doorstep of Persia and strip India...to reinforce Rumania? His reasoning was to counter the growth of Axis strength in Eastern Europe.
Then France would made the Low Countries a satellite and use it as a stepping off point for his invasion of Germany. USSR would use that as an excuse to invade Persia-then a lightly defended India. Poland becomes an Axis Satellite (I giggled that the 'strongest' Axis unit in the game was a 3 CV armor supplied by Warsaw). Germany Protest Western Imperialism. The West resents USSR backstabbery. Then sends a fleet into the Black sea to support a Rumanian invasion of Bulgaria. Axis and USSR continue build-up of forces in Eastern Europe while eye-balling each other.
The Axis had planned on invading France, but was pre-empted by the west. the subsequent invasion of India by USSR scared both the West and Axis to hold up and call a truce for a year.
The game ends with the Axis successfully taking Paris, then both Axis and USSR attempting to invade London. Sea Invasions are HARD. USSR finally Declares war on the Axis and Invades (by sea again) the Ruhr, but is rebuffed. We had to call the game at the end of 1944. The US never becomes Active. Axis wins by 1 point, due to having Atomic Research 1 during 1944.
Obviously the...interesting...moves by the west caused a domino effect of odd things to happen. I should have been more aggressive as the Axis. and have more high strength blocks.
But man, what a clean system. I really liked it. The wargame buddy disliked the blocks...but that's because he solos lots of his games and blocks don't lend themselves well to that. Other than that, no real complaints. Minor quibbles, he wanted the Air Power to be stronger against both Ground and Naval, but I think making them N2/G2 would increase their strength too much. I look forward to playing again as a different side.
Also fun note, we realized that Wargame buddy and I were both in Afghanistan at the same time, he as an officer-myself as an enlisted man.
3 players, my normal wargame partner and another player who is more like me, and dabbles in a bit of everything.
two of us had read the rules, but they really are pretty intuitive. sea rules are different enough from land that you should read them yourself rather than have them explained.
We picked sides randomly and 1936 rolled around with much diplomacy and the West complaining about not having enough production.
Some weird stuff happened this game. Axis made decent diplomatic inroads into Eastern Europe, though USSR made Bulgaria a Satellite and West made Rumania a Satellite. later, the West would ignore the massive Red horde on the doorstep of Persia and strip India...to reinforce Rumania? His reasoning was to counter the growth of Axis strength in Eastern Europe.
Then France would made the Low Countries a satellite and use it as a stepping off point for his invasion of Germany. USSR would use that as an excuse to invade Persia-then a lightly defended India. Poland becomes an Axis Satellite (I giggled that the 'strongest' Axis unit in the game was a 3 CV armor supplied by Warsaw). Germany Protest Western Imperialism. The West resents USSR backstabbery. Then sends a fleet into the Black sea to support a Rumanian invasion of Bulgaria. Axis and USSR continue build-up of forces in Eastern Europe while eye-balling each other.
The Axis had planned on invading France, but was pre-empted by the west. the subsequent invasion of India by USSR scared both the West and Axis to hold up and call a truce for a year.
The game ends with the Axis successfully taking Paris, then both Axis and USSR attempting to invade London. Sea Invasions are HARD. USSR finally Declares war on the Axis and Invades (by sea again) the Ruhr, but is rebuffed. We had to call the game at the end of 1944. The US never becomes Active. Axis wins by 1 point, due to having Atomic Research 1 during 1944.
Obviously the...interesting...moves by the west caused a domino effect of odd things to happen. I should have been more aggressive as the Axis. and have more high strength blocks.
But man, what a clean system. I really liked it. The wargame buddy disliked the blocks...but that's because he solos lots of his games and blocks don't lend themselves well to that. Other than that, no real complaints. Minor quibbles, he wanted the Air Power to be stronger against both Ground and Naval, but I think making them N2/G2 would increase their strength too much. I look forward to playing again as a different side.
Also fun note, we realized that Wargame buddy and I were both in Afghanistan at the same time, he as an officer-myself as an enlisted man.
Last edit: 13 Aug 2018 09:38 by lj1983.
The following user(s) said Thank You: Gary Sax
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13 Aug 2018 10:57 #279651
by Gary Sax
Replied by Gary Sax on topic Triumph and Tragedy
That is deep alt history, right there. Not necessarily a bad thing, definitely keeps it spicy.
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