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Friday, November 27, 2015
By: JC
Scourge of War Waterloo - Review

Some years back, I wished that NorbSoftDev would expand their portfolio to other periods of warfare. The time has come.



Waterloo is a battle that needs no introduction. Even my mother knew about it (does being an ᗅᗺᗷᗅ fan counts?). So, I will spare you my non-professional attempt to review the battle and rather focus on how well you can wargame it with Scourge of War Waterloo.

Readers will notice that this review comes some 5 months late. The delay was on purpose. The original release (although in great shape already) was due a patch and it was released a couple of weeks ago.





The Big Picture
As stated in my preview, Scourge of War Waterloo (SoWW) is a tactical/grand tactical/operational 3D continuous time wargame about the Battle of Waterloo. Playable from both sides in multiplayer and single player modes.

The Sandbox Campaign
The scope of the game engine has expanded from the purely tactical/grand-tactical towards the operational level thanks to the brand new campaign sandbox. This new campaign sandbox mode features a 90 x 90 km map in which armies and corps and detachments move and engage in battles that are fought using the...

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Tacview 1.5.2 beta 1


Release Date: Wed, 2 Nov 2016
Operating System: Windows® 32-bit / 64-bit
File Size: 163.7 MB

Download: Click Here


Release notes

FEATURES & CHANGES
• German translation by Marcus Carra
• Added Tornado 3D model made and donated by Mattia Affabris
• Imported the latest version of DCS World Nevada terrain
• It is now possible to prevent automatic distance switch to feet
• Added x10 playback speed to match other tools speed
• Added more keyboard shortcuts for those with compact keyboards and no mouse

FIXES
• ISO date/time notation is now properly supported for csv files
• Fixed export errors when running DCS World 2.1
• Free camera orientation direction was inverted when using keyboard shortcuts...

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Friday, November 4, 2016
By: JC
Flashpoint Latvia Episode 6 - Arma 3 - The Eve of War

This narrative is fictional. No political point is intended.



For the border detachments of the Latvian National Armed Forces, the routine patrols were shoved aside and replaced by orders of hunkering down and prepare for a quick withdraw east.
The patrols of the 25th Infantry Battalion located north of Morozovka chose to stay a kilometer or so from the actual border. The particular 3 man Latvian sentry team in this narrative was not expecting to see action and was readying up to withdraw west when they saw Russian SOFs moving towards their position.

It was early evening of D-1 day of the Russian invasion, and as you will see war arrived early for some.


A young Latvian NCO scanning the border.


The Russian SOF team moving towards the border line (not show here). The confidence of this team (moving in the open) confused the Latvian sentries, making them wonder if it was part of a ruse.


The Latvians were outnumbered but not precisely outgunned. The Mk-19 grenade launcher was about to be the great equalizer.


A couple of warning shots didn't do too much to the Russian's advance.

Read on: Click Here
...

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Request for beta testers.

Hi All,

We're about to commence a short closed beta of the 1.02 patch for Panzer Battles - Normandy.

We want to limit the number of testers to 100 so that if anything unforeseen happens we're not overrun with technical issues. That said, we have run the patch through significant testing to date and are happy to release it to you.

We have an email address beta.wargamedesignstudio@gmail.com that we ask that you write to if you want to be one of the testers. We will do this first in until we hit our 100 tester target.

The 1.02 beta patch will be the first official release from WDS for Normandy and we're excited to be close to releasing it to the public.


The changelog is as follows;

Bug Fixes
- Units could use a bridge while in travel mode to enter an obstacle and then exit the hex, rather than lose their whole movement allowance. This has been corrected and units will now lose all their movement points if they move into an obstacle hex
- Engineer units were in some cases isolated when in a minefield - this should no longer occur
- Engineer units will not clear a minefield in a turn that they recover from disruption
- Adjacent engineers no longer remove isolation...

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