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Angola Starting in July
At first glance, this is a game I would pass on, but if that battle system actually works, I think I may have to give it a try. Sounds awesome!Gary Sax wrote: Holy shit, I just read the rules to this, it was sitting on my doorstep when I returned from abroad.
This game is fucking creative. I love the combat results table---basically, fundamentally odds determine the outcome of the fight, modified by technology, etc. So if you've got 5-1 odds with just regular guys, the best the opponent, regardless of the technology the other side has deployed, can do is move you down to the results of like a 2-1 fight. That is a freaking cool way to model this... the foreign aid system looks totally awesome too, along with reinforcement bidding. Besides combat, it's also VERY simple.
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- Dr. Mabuse
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It works really well, I played my first game last fall at a wargaming con and although my side lost I had a great time.Fallen wrote:
At first glance, this is a game I would pass on, but if that battle system actually works, I think I may have to give it a try. Sounds awesome!Gary Sax wrote: Holy shit, I just read the rules to this, it was sitting on my doorstep when I returned from abroad.
This game is fucking creative. I love the combat results table---basically, fundamentally odds determine the outcome of the fight, modified by technology, etc. So if you've got 5-1 odds with just regular guys, the best the opponent, regardless of the technology the other side has deployed, can do is move you down to the results of like a 2-1 fight. That is a freaking cool way to model this... the foreign aid system looks totally awesome too, along with reinforcement bidding. Besides combat, it's also VERY simple.
One thing to note, bidding for Covert Foreign Aid is fucking awesome. Do you risk trying to get more stuff in exchange of yielding a VP to your opponents' alliance? Great stuff.
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I know the game can last any where between 4 turns and 10 turns. I guess it potentially could last 1-3 turns but that seems pretty unlikily.
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I think about half hour to forty-five minutes per turn, it could probably drop down with more plays.KingPut wrote: What is the playing time per turn?
I know the game can last any where between 4 turns and 10 turns. I guess it potentially could last 1-3 turns but that seems pretty unlikily.
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Dr. Mabuse wrote: Any interest in getting a PBEM of this going?
I'm ready to start a PBEM. I just haven't figured out the Vassal Mod. I can't even find the Column Markers yet. Any luck with the Vassal Mod?
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- Dr. Mabuse
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• none of the starting position markers are set-up on the board
• the "opaque cup" should already be populated with the city/town markers
• there's no player area/board to place your airgroups (open information) & initial city/town markers
• no area to place counters to simulate counter limits
• area for operation pack is buggy & you can't stack cards on top of each other
Bleh.
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I'm very eager to play the game, but I guess I won't be able to play IRL any time soon.
It would probably be best if I and KingPut were on the same team.

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KingPut wrote: I saw version 1.1 is up. I'm not sure if it's any better then 1.0. I'll be at WBC from July 30 - Aug 5. We could start in about 10 days.
I swear it seems like the guy who created the mod a) never played the game and b) never really tested the VASSAL mod.
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Dr. Mabuse wrote: If it improves be prepared to kick some KingSchweigPut ass!
Dr.MabuseGarySax vs. KingSchweigPut sounds good. I have no preference for sides so I guess you can roll for sides.
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