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  • Sony really won’t be putting new first party games on PlayStation Plus day one any time soon

    Sony really won’t be putting new first party games on PlayStation Plus day one any time soon


    Sony is sticking to its guns, and won’t be releasing its first party games day one on its PlayStation Plus subscription service.

    Speaking with GameFile, vice president of global services at PlayStation Nick Maguire said the company was “not looking to put games in day and date” on PS Plus, and will instead stick with its current way of doing things.

    This is, of course, very different from Xbox, which often puts big first party releases such as Indiana Jones and the Great Circle and many more on Game Pass from the get go.

    FBC: Firebreak Preview – How Does It Play And Is It Good? Watch on YouTube

    Sony, meanwhile, has added some third party games like the excellent Blue Prince and Stray to PS Plus on the same day as their initial launch. But the likes of God of War Ragnarök and Horizon Forbidden West – both from Sony’s first party studios – weren’t added to the service until around a year after their initial release.

    “Our strategy of finding four or five independent day-and-date titles – and using that to complement our strategy of bringing games in when they’re 12, 18 months old or older – that balance for us is working really well across the platform,” Maguire continued, before adding:

    “If there were six or seven great opportunities, then we would go for them as well.”

    When asked if the company had considered the benefit of putting its own first party live-service titles on PS Plus, with Concord – the debut game from Sony’s FireWalk Studios, which was taken offline just two weeks after its PS5 and PC debut – being used as an example, Maguire declined to give a specific comment. The Sony exec did say, however, that PS Plus has “proven itself to be a great way to introduce new players to franchises” when they arrive on the service.

    “There’s always going to be a moment for any game where there’s the right time for it to go into Plus, when it’s ready to reach a wider audience or… to find new fans or new parts of our platform that it hasn’t already reached,” Maguire said.

    This month, Remedy’s multiplayer Control spin-off FBC: Firebreak was available to all those on PlayStation Plus’ Extra and Premium tiers day one. However, even when included on a subscription service, some live-service games still flop. Square Enix‘s Foamstars, for example, failed to set the world alight despite being part of the PS Plus catalogue.

    Concord official image showing Star Child and other characters in a montage ahead of teal, white and black background
    Would Concord have faired better if it had released on PS Plus? | Image credit: Sony Interactive Entertainment

    Today’s comments echo what the exec stated back in 2023, when Maguire said putting games on to Sony’s subscription service “a bit later in the life cycle” is working for the company. Therefore, this will “continue to be [its] strategy moving forward,” Maguire said at the time.

    Earlier this month, meanwhile, Sony president Hideaki Nishino stated the company is open to adjusting the price of PlayStation Plus in the future, as it aims to “maximise profitability”.



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  • Thinking Beyond Mechanisms Ep 20

    Thinking Beyond Mechanisms Ep 20


    Welcome!

    Welcome to Ludology, an analytical discussion of the hows and whys of the world of board games. Rather than news and reviews, Ludology explores a variety of topics about games from a wider lens, as well as discuss game history, game design and game players.

    We post a new Ludology episode every other week. In these episodes, hosts Erica Bouyouris and Sen-Foong Lim deep-dive into a single topic within game design, often with a well-regarded guest from the game industry. We generally focus on tabletop game design (mainly board games and RPGs), but we often pull in experts from all forms of games, from video games to escape rooms to slot machines.

    On weeks where there is no flagship Ludology episode, we will alternate between two smaller mini-sodes. Erica and Sen are happy to announce that Sarah Shipp of Shippboard Games and Stephanie Campbell of TTRPGKids will be joining us for the next year, providing additional content between our longer episodes.

    Sarah’s segment, Thinking Beyond Mechanisms, is a monthly feature that dives deeper into the other aspects of games beyond the dice and cards we’re all familiar with.

    Stephanie’s segment, TTRPGKids, explores how parents and teachers can use role playing games with children in the home and in the classroom.

    We hope you enjoy the additional content!

    Our History

    We aim for most Ludology episodes to be timeless, so you are welcome to explore our entire catalog. Most of it should age quite well. The podcast was started in 2011 by Geoff Engelstein and Ryan Sturm, with Mike Fitzgerald taking over for Ryan in 2015. Gil and Scott joined the show in 2017 when Mike stepped aside, and Emma joined in 2019 when Geoff ended his tenure as host. Emma left in 2021, and Erica and Sen joined us. Since then, Scott stepped down in 2022 and Gil will be hanging up his mic in 2023, leaving Erica and Sen to carry on this amazing legacy.

    Erica and Sen are working to bring new voices to Ludology and have some great things to announce as gaming expands to include even more people!

    Contact Us 

    Have your own thoughts about our topics? We encourage you to visit us at our guild on Boardgamegeek to get involved in a continuing discussion.

    You can also email us at hello@ludology.net.

    Ludology is part of The Dice Tower Network, the premier board game media network.

    If you have questions that you’d like answered on Ludology, let us know by filling out this Google Form; you can also leave an audio question that we can use on the show, if you wish! 

    Burning Questions for Ludology

    Burning Question

    Support the Show

    Ludology is made possible through the support and donations of listeners like you.

    We currently have 3 “First Listen” series that will go out to Patrons well in advance of the audio being released to the wider audience.

    • The Memories that Made Us (monthly) – memories about gaming experiences that helped shape the people that bring modern games to life
    • Tales from the Designer Toolbox (monthly) – tips and tricks from industry pros learned from both success and failure
    • Ludology Live – recordings from conventions around the world

    Patrons will also get extra consideration for any giveaways that we might have!

    Become a Ludology Patron

    Become a patron

    You can also make a one-time or monthly donation here. The link will take you to Erica’s account. People who donate in this way will not have access to the Patreon page – sorry!





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  • Nintendo Pictures worked on Death Stranding 2: On the Beach



    Here’s an interesting tidbit that may come as a surprise: Nintendo Pictures worked on the PS5 title Death Stranding 2: On the Beach. That information comes from the game’s credits. You may have forgotten about Nintendo Pictures, which was officially established in 2022. The group was formed after Nintendo acquired the visual content company Dynamo Pictures. The original announcement mentioned…

    The post Nintendo Pictures worked on Death Stranding 2: On the Beach appeared first on Nintendo Everything.



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  • The Definitive Rune Slayer Species Tier List [TUNDRA & BEACH EXPANSION]

    The Definitive Rune Slayer Species Tier List [TUNDRA & BEACH EXPANSION]


    Updated on 20.6.2025. Added new species and changed order of existing ones on the tier list.

    When you create your first character in Rune Slayer, you will automatically be given a random race. While you can’t change this race (without paying Robux), it’s still important to know what each race is good or bad at. To help you decide if you need to reroll, here is our Rune Slayer Race Tier list.

    Race Tier List in Rune Slayer

    A Tier list of all the species in Rune Slayer
    Image via TierMaker / Remix by The Escapist

    Before we begin, we want to make one thing clear: Races don’t mean much in the grand scheme of things. Even if you pull the worst race on this list, you can still play any class and be just as effective as someone who got the best race. Races are mostly for those who want to mid-max or those who want to look different. So, unless you are after a specific race or just want to look cooler, don’t stress too much over with race you get.

    S-Tier

    Race name Stats Info Chance to roll
    A Dullahan character from Rune Slayer is standing
    Dullahan
    +25% Robustness
    +25% Cold Resistance
    -20% Holy Resistance
    Dullahans are undead creatures with the power to leech life and reap souls. Their build makes them very resilient to attacks (just like a Half-Golems), while their passive and active abilities let them heal when killing enemies. They also have a chance of summoning a spectral Grim Reaper scythe, which tears down enemies. 2%
    Infernim HellBorn Passive
    Wall Climb Passive
    +10% Fire Resistance
    +1 Luck
    -5% Holy Resistance
    Additional passives based on the number of horns
    Infernals are so powerful and evil that you won’t be able to join the Holy Sect. With their passives, they can summon Hellfire no matter which class they play.
    Depening on how many horns they have, they also get additional bonuses like extra Speed or even a better Fire Attack.
    1%

    A-Tier

    Race name Stats Info Chance to roll
    Bunny Bunny Dash
    Bunny Jump
    Carrot Summoning
    As a Bunny you can dash further and jump higher. These already make you better than other races and will help you win fights.
    The Carrot Summoning is nice, but you shouldn’t rely on it, unless you have no other choice.
    4,41%
    Seraphim -5% Fire Resistance
    +10% Holy Resistance
    +1 Luck
    Additional passives based on the number of wings
    As a creature of pure good, you have more luck, and become unable to join the Demon Sect. You also get a passive based on the number of wings you have.
    Unfortunately, that’s where it becomes clear that Seraphim justn’t aren’t as good as the Infernim. You don’t get any cool attacks, you can’t fly, you just have a bit more luck, and wings that look cool.
    1%
    An Ailuran character from Rune Slayer is standing
    Ailuran
    +8% Speed Boost
    +10% Fire Resistance
    +25% Cold and Heat Resistance
    +25% Jump Height
    +15% Fall Damage Reduction
    Obviously, we had to put the Ailuran here because of their cute cat ears. Kidding aside, Ailuran move faster and jump higher than any other race in this game. This alone gives them a huge advantage when it comes to exploration and getting out of trouble quickly. 7,143%
    Vampire -15% on all stats during the day
    +20% on all stats during the Night
    You take 5% more damage from Holy attacks
    +1 Extra Luck
    You heal if you take bleed damage
    You heal 50% of your health if you cause bleed damage to your opponent
    Vampires are cool, and you can even become one without rerolling your race, however, they are only cool during the night, and it’s not always night in Rune Slayer.
    If you can live with this, you’re going to love being a Vampire.
    2%

    B-Tier

    Race name Stats Info Chance to roll
    Chiroptran -5% Wind resistance
    +5% Holy Attack
    -5% Holy Resistance
    Chiroptran Roar ability
    Chiroptrans are interesting. They are like demons, but not really. They attack with Holy magic but can also bite like vampires.
    Regardless, they look cool and they are a fun and useful race to play as.
    7,143%
    A Slime character from Rune Slayer is standing
    Slime
    -7,5% Magic Resistance
    -7,5% Fire Resistance
    +25% Immunity
    At first, slimes don’t seem that special. They are weak to magic and fire, and they don’t have any special defensive stats. However, when struck, Slime players can spawn smaller Slimes to fight for them, and can use a part of themselves to hit an opponent (works in a pinch). As a bonus, Slimes are super immune to status ailments. 5,294%
    A Half Golem character from Rune Slayer is standing
    Half Golem
    -5% Movement Speed
    +5% Damage Reduction
    +10 Maximum Weight
    +25% Robustness
    As you can imagine, Half Golems are extremely resilient. They also take a bit less damage and can carry more items. The caveat is that they move a bit slower than all other races. 5,294%
    Amphibu Swim Boost 35
    Additional Race passives
    At first, the Amphibu may seem useless with their Swim Speed, but once you unlock their Racial passives, they become a lot more reliable.
    The racial passives can give them things like higher jump, a speed boost, and even a small attack buff. You are also free to pick which one you want.
    10,714%

    C-Tier

    Race name Stats Info Chance to roll
    Ghoul +5% Magic Attack
    Ghoulish Gall ability
    Additional Racial boosts
    As a Ghoul you can attack better with Magic Attacks and you have a sneak attack, called Ghoulish Gall which can give you a jump start in a fight.
    You also get one of three Racial Upgrades which can give you a few minor stat boosts.
    14,25%
    A Human character from Rune Slayer is standing
    Human
    When under 50% Health, gain:
    +15% Damage Increase
    +15% Damage Reduction
    Humans have the ability to gain an increase in their damage output and take reduced damage if they have less than half a health bar. Otherwise, Humans can manage their hunger better than other classes and gain Focus and Mana efficiency as they level up. 14,25%
    An Elf character from Rune Slayer is standing
    Elf
    +3% Speed
    +10% Cooldown Reduction
    +10% Stealth
    Elves are nimble and elegant. While not the strongest for a tanky role, they make fantastic archers and great spellcasters. As they level, they also get extra Mana and Focus. 14,25%
    An Orc character from Rune Slayer is standing
    Orc
    +10% Health Regen
    +15% Max Hunger
    +20% Heat Resistance
    Orcs are made for battle. Their health regenerates faster, they are more resistant to heat, and they are generally suited for heavy armor and melee weapons. The tradeoff is they need to eat more than other races. 14,25%

    How to race reroll in Rune Slayer

    When you log into Rune Slayer for the first time, you’ll be assigned one of the seven available races at random. If you aren’t happy with the race you’ve been given, you can buy a Race Reroll for 150 Robux. If you’re after a specific race, such as the Dullahan, make sure you have enough Robux for a bunch of Race Rerolls because it’s going to take a while.

    As of writing this, there is no way to reroll a race after creating a character. You have to do it from the character creator.

    That’s all there is to it. Again, unless you’re trying to mid-max, remember you can get by with any race you pull. If you’re wondering which class you should pick to go with your race, check out our The Ultimate Rune Slayer Class Tier List.



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  • Blending Vampire Survivors and Diablo, Skull Horde has a brand new demo

    Blending Vampire Survivors and Diablo, Skull Horde has a brand new demo


    Practically a modern classic, Vampire Survivors has inspired countless imitators. But the upcoming Skull Horde actually looks like a novel take on its roguelike inspiration. While in Vampire Survivors you gain new abilities to upgrade your avatar, in Skull Horde you’ll build a massive army of fellow skeletons and lead them to victory through a dank dungeon. The game has an earnest and goofy tone, like a Tales from the Crypt episode that hits just right. You can give the game a try right now.

    As for how Skull Horde plays, each run will start in a new procedurally generated dungeon and you’ll control your army’s route through that dungeon. However, much like Vampire Survivors, you won’t control how your army acts and moves. Instead, you’ll select upgrades, purchase units, and pick up loot to improve your forces. You can also unlock perks that you’ll select at the beginning of the run, giving you powerful abilities and shaping your strategy for that run. But Skull Horde has some subtleties too. Staying longer on any floor of a dungeon can help you find more loot and money, but your enemies also grow more powerful.

    However, what makes Skull Horde really sing is its aesthetics. Its pixel sprites are detailed, but also readable at a glance. Watching armies of bone battle armies of flesh has the same aesthetic appeal as any of the best RTS games. A crunchy, guitar-heavy soundtrack completes the vibe.

    YouTube Thumbnail

    You can download and play the Skull Horde demo directly from the game’s Steam page.

    If the Skull Horde demo has you wanting to return to slaying undead, rather than being them, check out our guide on the best Vampire Survivors build or our list of the best Vampire Survivors power ups.

    You can follow us on Google News for daily PC games news, reviews, and guides. We’ve also got a vibrant community Discord server, where you can chat about this story with members of the team and fellow readers.



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  • Remember Payphones? – The TouchArcade Show #608 – TouchArcade


    In this week’s exciting new episode of The TouchArcade Show we kick things off with a lengthy discussion about Eli’s new toy: A fancy 3D printers. Yes, he bought one, just like I predicted he would last week! I then relay the awkward discussion I had with my young kids trying to explain what payphones were. Man, I feel old. We also hit on some recent Apple Arcade news and then finish up talking about the sad state of affairs that is the streaming industry. Is going back to buying physical DVDs the answer? All that and more in this week’s show.

    Don’t forget to shoot us emails with any questions, feedback, or anything else relevant or irrelevant to [email protected]. We read ’em all, and love decoding messages written entirely in emoji. As always, you can listen to us with the links below… And if you like what you hear, please subscribe and/or drop us a review in iTunes. Much appreciated!

    As a companion to this audio podcast, we also do a video version of the same show that is exclusive to Patreon which allows you to see us playing the games we’re talking about. Backers can view the most recent video episodes of the TouchArcade show by clicking here. Be sure you’re logged in to see the latest content. For everyone else who is curious, you can check out our public patreon posts to see older episodes of the video podcast. If you like what you see, consider becoming a TouchArcade Patreon backer.


    Stitcher: The TouchArcade Show via Stitcher Radio for Podcasts
    RSS Feed: The TouchArcade Show

    Direct Link: TouchArcadeShow-608.mp3

     



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  • An Ancient Civilizations of the Middle East After Action Report – InsideGMT


    Introduction by Ancient Civilizations of the Middle East’s Game Developer, Fred Schachter: When ACME Designers Chris & Mark, as well as myself, first read in BGG James Lowry’s entertaining ACME Game After Action Report, we thought “Wow, wouldn’t this, with a bit of editing, be grand to share with InsideGMT’s audience?!?” and so this article came to be.

    Hopefully, readers will enjoy the Ancient Civilizations of the Middle East gaming experiences of James and his three fellow ACME adventurers as they seek victory to become “The King of the Fertile Crescent”. What’s remarkable is that this was their first time playing the game!  James has a wonderful blog covering gaming as well as a range of other topics of interest to gamers, so if you enjoy his ACME presentation, there’s more, much more, available at: www.rindis.com/blog

    Incidentally, Ancient Civilizations of the Inner Sea, ACME’s predecessor, is available via GMT Games – Ancient Civilizations of the Inner Sea, as is Ancient Civilizations of the Middle East (ACME).  See GMT Games – Ancient Civilizations of the Middle East for details as well as a wealth of other ACME material.

    Now take it away James!


    Back on the 25th of May (the day before Memorial Day), I had some people over to my home for FtF gaming. Patch was originally scheduled to attend so we could have a five-player game, but he couldn’t make it, thereby leaving me, Dave, Mark, and Jason to learn the rules for a four-player game of Ancient Civilizations of the Middle East.

    It has been a while, but our group has played its brother game, Ancient Civilizations of the Inner Sea a few times and enjoyed it, so I figured this would be easy for us to get into. I panicked when I looked at the rules before everyone arrived that morning and realized I didn’t remember nearly as much as I thought I did. But once we were looking at the actual game spread out on the table, everything started coming back. Short of the new rules, we just needed to go through the details of conflict (again) and follow the sequence of play on the aid cards.

    Mark and I had gone over the ACME Playbook ahead of time, and we decided upon the “Cyrus the Great” scenario as the only historical four-player scenario utilizing the full map. In hindsight, a more compact scenario would have been better, as we needed a bit of the board to save table space; notably my smallish table held the main board and our supplies of tokens fine enough, but we didn’t have a good place for the cards of available deities. The random draws for civilizations gave me the bullseye—I mean Babylon.

    The scenario’s other civilizations use the game’s standard, somewhat compact, setups, but this scenario’s special rules grant Babylon the entire Fertile Crescent at the start of the game. The real changes in ACME from its ACIS predecessor are the terrain rules, and the game board’s green fertile areas are powerful, as instead of only growing with two-disk settlements, you can just have single disk camps and grow, or, best of all, have three disk cities to get VPs and growth disks.

    With that setup, my initial growth was phenomenal, and only stalled later for a single turn, when a horde of barbarians came storming out of the deserts which kept me from having control of a bunch of fertile areas. After that, they were largely cleared out and my growth resumed to put me back from a poor board position to max out the number of disks in use. (Each civilization has fifty disks available for board position and growth, which then get sent back to stock by events played against you and competition. It’s very much like the stock in Tresham’s classic Civilization board game.)

    Mark had the Medes & Persians to Babylon’s east and was a constant thorn in my side (as he should be). But I didn’t have a lot of other troubles, so while he got more powerful as the game went on, he could never really challenge me in the Fertile Crescent for longer than a turn at a time but progressively took control of areas just east of there. He also refused to join in on the initial rush to acquire a deity, so he didn’t get VPs that way, and at the end of Epoch III (which the scenario starts in), he was trailing well behind in points.

    Dave had the Lydian Kingdom of the board’s northwest, and Jason Egypt, safely tucked in the board’s southeast with the Nile—the board’s other fertile area (but only five areas to the Tigris and Euphrates’ thirteen).  To my relief, the two of them largely focused on each other, partially powered by Dave’s aggressively sea-oriented offensive strategy as he strove to gain a foothold on Egypt’s Mediterranean coast. I was more focused on pure growth and managing my frontiers at first, so Dave also took a lead in cities, followed closely by Jason, and I slipped into third place in VPs.

    We broke for a late-ish lunch at the end of Epoch III, and Epoch IV saw the earlier conflicts come into ever-sharper focus. Mark was getting his act together and caught up to me in points (fueled by that bad turn with the barbarian invasion), and he started catching up to the other Civilizations as well. I swept away the Fertile Crescent’s barbarian invaders and concentrated on cities (and growth!) for a revival during the game’s last two turns that put me near the VP lead again, but I didn’t quite catch up to my rivals.

    Both Epochs ended after three turns (it varies from two to four), and IV concluded with a Lydian (Dave -Blue disks) win with 36 VPs, followed by Egypt (Jason – Green Disks) at 34, Babylon (me – Light Colored Tan Disks)  at 33, and the Medes & Persians (Mark – Red Disks) at 27 VP.

    Presumably, a fourth turn could have favored me for a win, but the VP gain caused by twelve cities caught everyone’s attention, and with the borders of Egypt and the Lydians now truly at my doorstep in the west, I was looking at a lot of negative attention at that point. (On the other hand, you can see in the photo below that Dave was still dealing with the aftermath of two rounds of barbarians.) I had actually gambled on this turn to build as many cities as I could (and since my cities could generate growth and VPs it’s not the serious decision it is for everyone else) to get back in the lead. Sadly, I didn’t quite make it, and didn’t have the extra turn to carry the momentum forward.

    I think I like the long, skinny map set up of ACIS better, and I don’t see enough difference between the wonder and deity mechanics for it to matter all that much save that an ACME civilization can have but a single deity. But the terrain mechanics (including desert and mountain, which are also important) really make ACME the better game in my view.

    Certainly, all of us have enjoyed both “brothers”, ACIS and Ancient Civilizations of the Middle East, and they will see the table again. ACME has a wealth of scenarios and seventeen different civilizations, each with their own unique abilities (we didn’t leverage ours very well; too busy getting used to the flow of the game), and options for putting together any mix of them in non-historic scenarios. We’re really still just in the wading section of this game. Thanks for this gem of a game GMT!

    Our Ancient Civilizations of the Middle East’s gameboard at the end of Epoch IV’s Turn 3. Note how red, the Medes & Persians, had established a city in the Fertile Crescent next to my homeland (the big tan square block). This was his third, and most successful, incursion into fertile terrain, and I’d been too busy to push him out. A theoretical turn four would have turned into a big fight in there.
    We’d had comparatively few barbarians this game, but two turns of them in Anatolia had taken a severe toll on blue’s, Lydian home, which had been full of cities for almost all of Epoch III. Perhaps the most surprising board position is the VP markers. Nine VPs from first to last isn’t much, and I was surprised at how much the “pack” stayed together for the entire game.



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  • How could an online Checkers players to use AI to cheat in real-time?


    I’ve been playing Checkers on CardGames.io, and I’ve noticed some players make perfect moves instantly, almost as if they’re using a bot or AI to assist them.
    I understand that AI solvers for Checkers (like Chinook or web-based tools) require you to input the current board state before they return the optimal move. But this takes time — so how are these players seemingly:

    • Reading the board state immediately
    • Sending it to a solver
    • And executing the move without any delay

    How could a player be getting AI solver moves so quickly?

    For example, are they using browser extensions, scripts, or something else to automate the reading of the board and feeding it to an engine? How technically difficult would it be to pull off without the site detecting it?



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  • Brown Water Brawl: A Combat Commander: Vietnam AAR – InsideGMT


    Designing a game with the scope of Combat Commander: Vietnam requires a lot of testing. Before the game is opened up for broader playtesting, the core design team has to ensure that all of the pieces of the design are working to provide the play experience we want. In the previous article we discussed how the Random Scenario Generator (RSG) and the data behind it is the anchor for the whole system. Indeed the RSG data serves as a validator for all 24 of the designed scenarios that will come with the base game.

    Scenario design for the Combat Commander series is very delicate when looking at specific historic engagements, and perhaps even more for generalized engagements. Data models trend towards the average, so the RSG system uses player agency to tilt the odds with their choices. In written scenarios, the designer is the one that tilts the odds, often to align with the historical record. Without these little tweaks the scenario might feel too generic, but tweaked too much and things can end up on the rails.

    The scenarios for the base game of Combat Commander: Vietnam are pulled from the archival records of the participants. The maps are drawn from 1:50,000 scale maps from the period, zoomed in to match the scale of Combat Commander. The scenarios designed for these maps fit the details we know historically into the framing of the game. The goal is for the core system rules to cover 85% or more of any scenario.  Adjustments are then made with a few special rules to bridge the gaps between historicity and playability.

    What follows is an After Action Report from a recent playtest of scenario #9, “Brown Water Brawl”. This is a key scenario in the base game because it introduces Amphibious Assault rules. Amphibious and Air Assaults are among the many things we’ve heard fans say they want to see in the system. This was a playtest to see how the rules affect gameplay for both attackers and defenders.

    SITUATION REPORT:

    Rach Ruong Canal, IV Corps, South Vietnam, December, 1967 – Although initially blocked from deploying forces to the Mekong Delta due to opposition from the South Vietnamese Government, in 1967, the Mobile Riverine Force (MRF) became America’s force in the Delta. Pairing the 2nd Brigade of the 9th Division with Navy brown water assault craft, the MRF sought out NLF forces along the many rivers and canals of the Delta.

    After receiving rocket fire from the west bank, a company of the MRF lands with support from Monitor assault crafts to engage elements of the NLF’s 502nd Local Force Battalion.

    Information display showing the scenario year, victory points, and other details (playtest graphics)

    The NLF gets to set up its detachment first with three bunkers provided by the scenario rules. One of the bunkers is set up forward to contest the coastline where the MRF will land. The other two bunkers are placed in the open, one to cover the forward treeline, while the other defends the treeline in the rear. A few squads are also placed forward in order to contest the Americans before they get off the coast and toward the open area.

    Gray NLF units set up to resist the American landing and hold key positions (playtest graphics)

    As an Amphibious Assault, the Americans will have three waves of platoons enter the map from the water in the northeast, one per turn. The first wave picks the landing zone which will be used by all subsequent waves. The Amphibious Assault rules provide the defender with the ability to contest the landing zone after the first wave has deployed. One of the things that came out of this play was the need to encourage aggressive play from the NLF to actually contest the landing zone. As it is, that possibility does not come up in this playthrough.

    While the landing zone is not really contested, the landing parties can be, which leads to the other key part of the amphibious rules that allow the landing craft free attacks during each deployment. Recognizing this is one of the reasons the NLF play it safe with their setup, but playing it safe does not prevent them from taking fire.

    Victory in scenarios is measured by VP which are scored in a number of ways. The clearest is combat attrition. Both sides earn 1-4 VP for eliminating opposing units. Additionally for Attacker Defender scenarios VP are scored at each time check for any held objectives. Because the defender starts in control of the objectives, it is on the attacker to take those objectives as quickly as possible to keep the defender from scoring them.

    Finally each side holds a secret objective which is only revealed and scored at the end of the game. The end game is triggered either on turn 8, by one side choosing to Break Contact after the Time marker reaches the Support marker, or one side having to Break Contact the Time Check after their casualties are equal or greater than their Break Point level (we will save the discussion of Break Contact and the other new mechanics which support it for a future article).

    Time 0

    VP: 0

    US Casualties: 0

    NLF Casualties: 0

    Support Marker: 5

    The Americans start by picking their landing zone. They choose a spot whose line of sight is blocked by huts, to allow some of the units to deploy into cover. On landing, the platoon leader spots the forward NLF bunker for the assault craft to perform its free attack. The bunker makes for strong cover, protecting the units inside whose return fire suppresses the leader. One of the squads outside of the bunker however, does take a hit from the bombardment.

    The NLF in the bunker continue firing, their recoilless rifle wounding the leader while small arms fire suppresses the machine gun team with him. Two American squads and the other machine gun team use the vollying fire to screen their movement in the opposite direction, where they find cover in the huts to the south behind the treeline. The platoon leader at the landing zone targets the bunker with mortar fire, failing to break the units inside but giving the units with him a little time to recover.

    The lead squad to the south, hearing rustling ahead, moves into the treeline guns at the ready to assault fire as they make contact. The NLF local force squad there is slow to react and takes a hit.

    The American group by the landing zone spray fires at the bunker and the squad hiding in the woods next to it. The bullets do nothing to the bunker but are able to hit the units in the woods.

    The wounded NLF to the south are able to rally before moving out of sight of the Americans. Another NLF squad reacts to the gunfire and moves to flank the squad in the woods, but have to slow to cross the canal which is particularly high for this time of year.

    The Americans by the landing zone all fire into the woods by the bunker and are able to eliminate the NLF squad there. The American squad in the southern woods continues to close on the retreating NLF squad, suppressing them with their assault fire.

    Time 1

    VP: NLF 1

    US Casualties: 0

    NLF Casualties: 1

    Support Marker: 5

    As the second American platoon arrives at the landing zone, the assault craft targets the bunker again, this time breaking the NLF squad inside, through the cover. An American squad in the south closes in to flank the retreating NLF unit in the woods. The other NLF squad makes its way across the canal to assault fire the initial American squad, but the Americans manage to use the cover of the woods to their advantage.

    The other suppressed NLF squad moves back through the rice paddies to avoid being attacked. The American squad on the treeline counters the NLF that assaulted from the canal before they can pull back. The ambush breaks the NLF unit before they are eliminated in the ensuing melee.

    With the woods to the south now clear, the Riverine forces move the arriving platoon in from the south avoiding the forward bunker all together. Another call is made from the first platoon leader for Fire Support. The NLF uses the opportunity to rally the squad in the bunker, then the recoilless rifle lands a shot at the group hiding in the huts, eliminating the leader.

    Down a leader, the Americans try to regroup. More NLF emerge from hiding near the bunker on  the other side of the canal, preparing for a stronger defense against the attackers coming from the treeline. The NLF recoilless rifle continues firing at the coastal huts, breaking the remaining units there. The broken units try to immediately recover but instead end up suppressed. One of the American squads on the treeline opens fire at the NLF units by the bunker, breaking them before they counterattack.

    Time 2

    VP: NLF 3

    US Casualties: 1

    NLF Casualties: 2

    Support Marker: 5

    The final wave of the Riverine Force arrives at the landing zone with their platoon leader joining the units in the huts to spot for the assault craft, but it cannot find the target. Instead of returning fire, the local force leader calls in for Fire Support. The NLF squad in the paddies recovered, then heads back into the woods to contest the approaching Americans.

    The last platoon leader helps rally the team in the huts by the landing zone, while the Americans at the treeline keep firing at the broken NLF squad in the clear across the canal until they are eliminated.

    Time 3

    VP: NLF 4

    US Casualties: 1

    NLF Casualties: 3

    Support Marker: 5

    The other American squad in the woods moves to assault fire the NLF squad at the treeline, suppressing them. The second platoon leader by the canal calls in a request to delay the rear support as he prepares his men. The NLF at the treeline again retreats back to the paddies before it can be attacked.

    The second platoon leader makes the call and the Americans move into positions along the treelines on both sides of the canal. The squad already there makes a dash through the clear past the suppressed NLF to secure the objective at the turn in the canal.

    Unable to recover from their wounds the broken American squad from the first wave is sent back to the landing zone while the freshly landed platoon uses the activity in the woods to make their move north. The lead squad manages to avoid taking fire from the group in the forward bunker and surprise the NLF unit in the woods off the path with an assault that breaks them. Some of the platoon follow behind into the huts off the path in the north, while the remaining squads go to reinforce the groups in the trees across from the bunker.

    The broken NLF squad in the north pulls back through the clear behind the trees and out of line of sight. They warn the other broken squad there about the coming wave, so they can make their way into the trees for cover. The Americas charge in before the warning NLF squad can follow, leaving them extremely vulnerable in the open.

    The second American platoon leader makes another call back for Fire Support as a squad in the rear moves towards the action in the south. The squad on the canal objective tries to fire at the suppressed NLF unit through the hinderance of the paddies but can’t hit the target. The NLF leader from the bunker in the open calls back for their own fire support.

    In the north, the broken NLF squad tries to fall back through the paddies. The Americans open fire but are unable to land any shots on the retreating unit. The NLF squad in the south also falls back through the paddies without taking any opportunity fire.

    At that moment the second platoon leader gets confirmation on their approaching close air support and helps them spot the bunker across the canal. Napalm comes down on target forcing all of the units in the bunker, and the one behind it, out before the bunkers are destroyed by the blaze. All of the NLF units break from the attack as they run into the clear. In the midst of this an NLF sniper manages to hit an American squad still by the landing zone.

    One American squad on the southern treeline jumps the gun and rushes across the canal to assault fire the NLF trying to escape the napalm fire managing to suppress the squad and the leader. The NLF try to rally but only the leader manages to do so.

    Time 4

    VP: NLF 5

    US Casualties: 1

    NLF Casualties: 3

    Support Marker: 6

    The NLF leader escaping the flaming bunker urges the other units to withdraw but the Americans don’t hesitate to fire on their retreat, eliminating the squad with the mortar and the team with the recoilless rifle. Now alone in the open the leader takes fire from the American squad on the objective and the one that crossed the canal, but manages to avoid taking hits. With the air support still in the area the third platoon leader calls in another strike on the forward bunker. The spotting is off this time, missing the NLF with its package of more conventional bombs.

    The NLF leader in the bunker finally connects with their Fire Support and calls in mortar fire that drifts south to break the Americans that crossed the canal and suppress the leader at the treeline. Understanding the reality of the situation the NLF leader then tells the group with them to start falling back. The squads creep through the smoke from the American bombardment but the leader stays with the recoilless rifle team hoping to eliminate more Americans before pulling back.

    While the Americans in the south rally, the fire group in the north opens fire through the hindrance of the paddies to eliminate the remaining broken NLF unit. More Americans start pushing out from the treeline as the NLF squad in the southern paddies crosses the canal to link up with the leader from the bunker.

    The Americans in the north rush the forward bunker to surround and cut off the retreat. The NLF in the south pull back even further. Then the Americans converge on the last bunker going into melee.

    Time 5

    VP: US 1

    US Casualties: 2

    NLF Casualties: 6

    Support Marker: 6

    An ambush breaks a US squad but they still manage to eliminate all of the units in the bunker, hitting the NLF break point.

    The surviving group in the south continues to withdraw without taking fire until they are behind the flames of the napalm. Everyone still alive manages to Break Contact, except the NLF leader that gets captured when the Americans secure the area.

    Endgame

    VP: US 4

    US Casualties: 2

    NLF Casualties: 9

    Support Marker: 6

    An ambush breaks a US squad but they still manage to eliminate all of the units in the bunker, hitting the NLF break point.

    The surviving group in the south continues to withdraw without taking fire until they are behind the flames of the napalm. Everyone still alive manages to Break Contact, except the NLF leader that gets captured when the Americans secure the area.

    Endgame

    VP: US 4

    US Casualties: 2

    NLF Casualties: 9

    Support Marker: 6

    Timelapse of Playthrough


    Previous Combat Commander: Vietnam InsideGMT Articles



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  • Why are enemy color pairs less "cohesive"?


    It seems to be common knowledge that enemy color pairs in Magic have less synergy than allied pairs. As an example, the highest score question on the site, What are the names for Magic's different colour combinations?, asserts without explanation that allied color pairs have "higher deck cohesion". Then it repeats this claim in explaining why wedges are generally less often seen than shards. But I don’t really understand why. It seems to me that every color pair offers something different, and many enemy color pairs seem very cohesive to me. The current meta in multiple formats seems to support this.

    In standard the most popular deck right now according to MTG Goldfish is Izzet Prowess. And the 2 most popular modern decks are Boros Energy and Izzet Prowess.

    I haven’t played much Canadian Highlander, but watching LRR’s North 100 podcast, it seems Jeskai is the most powerful color combination in that format.

    It doesn’t seem like an outlier when multiple formats of varying power levels are dominated by enemy color pairs and wedges. Izzet Prowess seems like a very synergistic deck built off the payoff for slinging a lot of cheap spells. Boros Energy in Modern seems built off the back of several very powerful cards some of which happen to have Energy. But to me, Red and White offer a lot to each other. Red provides reach in the form of direct damage and card selection with rummage/impulse draw effects, while White is a better at going wide and gives non-damage based removal to deal with high toughness or non-creature threats.

    Perhaps I am somewhat conflating power and cohesion, as my examples rely on high performing decks. And I do want to acknowledge that there is a bit of a bias with my examples, perhaps Boros and especially Izzet are just particularly well suited to each other among enemy pairs. However, other color pairs seem similarly synergistic to me. Simic pairs the card draw of Blue with the ramp of Green for a powerful big mana deck. Orzhov pairs the go wide power of White with the sacrifice theme of Black to be the backbone of many aristocrats builds. Golgari pairs the powerful mill and graveyard effects of Green and Black giving a powerful, recursive engine. All the enemy color pairs have a very solid synergy built in, in my opinion.

    So can someone please explain where this seemingly common conception that allied pairs are more "cohesive" comes from?



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