Today's Troop Review
My initial goal was six units per side, one per month since last May but although behind schedule by the time February arrived, my goal is now eight units or more per side by the end of April.
British and Emigre Forces: 1 Gun, 2 Infantry units. (plus a Brunswick infantry unit in old fashioned hats standing by if needed)
Republican French: General, 1 gun, 1 Light Cavalry, 1 Sharpshooter, 2 Infantry.
British and Emigre Forces: 1 Gun, 2 Infantry units. (plus a Brunswick infantry unit in old fashioned hats standing by if needed)
Republican French: General, 1 gun, 1 Light Cavalry, 1 Sharpshooter, 2 Infantry.
One unit a week will get me there but I'm shooting to do two a week as long as I can to allow a safety margin.
Here's a closer look at the now finished unit featured in the last post.
Movie Review: Avengers: Endgame (SPOILERS)
Probably the best thing about Endgame is that it's the (almost) last of the first generation of MCU movies (we still have a Spiderman movie, maybe a Black Widow movie, and I'm sure a whole 'other next-generation of MCU movies are in the works). Is it a good movie? No. Is it a good-MCU movie? It's fine, much in the same way that Harry Potter 8 was fine: it does what it is supposed to.
That it broke box office records is understandable since the last movie was a cliff-hanger. Less understandable is its rave reviews, unless the reviews are based on its "must see" quality. Because, even from a Marvel perspective, the movie just barely makes sense, is disjointed, has too many scenes that are just sketches, has too many underused characters, and has an ending that is somewhat anti-climactic. What it has going for it is some emotional impact (a bit), some humor (not all of it good), some flashbacks to previous MCU movies, some nice visuals, and a sense of an ending.
PLOT: Following the last movie where half of the universe is wiped out, the characters are upset. The survivors track down Thanos who has already destroyed the stones so that his work can't be undone, so all they can do is kill him. Five years later Ant-Man is accidentally rescued from the quantum realm but has experienced only 5 hours, which leads him to think that the Avengers can use the quantum realm to go back in time - and space (???) - to very specific times and places in order to steal the infinity stones from the past, undo what Thanos did, and return them to their timelines. Unfortunately, while in the past, future Nebula's presence and memories alert past Thanos to this plan and he travels into the present to destroy the universe and remake a new one that won't try this plan again.
REACTIONS: Let's put a pin onto the obvious time-travel paradox problems, and even the rest of the insane problems for one minute and take the movie as is. This movie takes a little time to show us Hawkeye's family, Iron Man's daughter, and a few other character-relationship moments, which is a little more than we get in most MCU movies and which was nice. There was at least some attempt to deal with the failure and loss of the last movie, although, other than an argument from Iron Man and a sense of purpose from Captain America, these attempts were laughably badly done. Thor's gut belly and indifference was supposed to be funny, but other than the quick visual punch it really wasn't. On the one hand it was nice to see an overweight superhero. On the other, too many jokes were made about him being out of shape.
Now we have to take the pin out, because this movie's basic plot, premise, and how it deals with what happened is just insane:
That it broke box office records is understandable since the last movie was a cliff-hanger. Less understandable is its rave reviews, unless the reviews are based on its "must see" quality. Because, even from a Marvel perspective, the movie just barely makes sense, is disjointed, has too many scenes that are just sketches, has too many underused characters, and has an ending that is somewhat anti-climactic. What it has going for it is some emotional impact (a bit), some humor (not all of it good), some flashbacks to previous MCU movies, some nice visuals, and a sense of an ending.
PLOT: Following the last movie where half of the universe is wiped out, the characters are upset. The survivors track down Thanos who has already destroyed the stones so that his work can't be undone, so all they can do is kill him. Five years later Ant-Man is accidentally rescued from the quantum realm but has experienced only 5 hours, which leads him to think that the Avengers can use the quantum realm to go back in time - and space (???) - to very specific times and places in order to steal the infinity stones from the past, undo what Thanos did, and return them to their timelines. Unfortunately, while in the past, future Nebula's presence and memories alert past Thanos to this plan and he travels into the present to destroy the universe and remake a new one that won't try this plan again.
REACTIONS: Let's put a pin onto the obvious time-travel paradox problems, and even the rest of the insane problems for one minute and take the movie as is. This movie takes a little time to show us Hawkeye's family, Iron Man's daughter, and a few other character-relationship moments, which is a little more than we get in most MCU movies and which was nice. There was at least some attempt to deal with the failure and loss of the last movie, although, other than an argument from Iron Man and a sense of purpose from Captain America, these attempts were laughably badly done. Thor's gut belly and indifference was supposed to be funny, but other than the quick visual punch it really wasn't. On the one hand it was nice to see an overweight superhero. On the other, too many jokes were made about him being out of shape.
Now we have to take the pin out, because this movie's basic plot, premise, and how it deals with what happened is just insane:
- If you wipe out half of all "living creatures", what about the animals and vegetation?
- If you wipe our half of all living creatures, far FAR more than half of the remainder are going to die, and pretty soon. Half of all airplane pilots of mid-flight airplanes and half of the air-traffic controllers are gone. That's thousands of crashed flights. Half of all drivers of cars and trucks are gone but their cars are still speeding. That stops EVERY car and truck on the road, killing millions of people and instantly blocking every major and minor thoroughfare. Who's left to un-jam the roads? Half of all surgeons are gone mid-operation and nurses mid-care. Half of all single-parents with dependents that can't get help. Half of the people that care for remote villages.
- How about every religion? How many of them could deal with half of their flock, including their pope or chief or most of their cardinals, dying? No riots? No looting? No new cults or major overthrows? How are the governments still working? How are buildings? How is food and medicine getting delivered, let alone produced and harvested and supplied?
- How about financial markets and the collapse of industry? How about the collapse of all national security? How about rogue nations and terrorism? How about ...
- Let's talk about what it would mean then to reintroduce half of the population again five years after the world has moved on without them. Where are they reintroduced into the world, including the ones that were mid-flight or mid-driving? Up in the air, at their destination, or at home? Who owns what? Who is married to whom? Who is producing food for them and where do they live?
- The point is that this kind of disaster is a mcguffin, something that you can't think about even in the most shallow terms because it doesn't make any sense, but the MCU just throws it in and expects you not to think about it.
And that's not even considering the loony ways that time-travel is dealt with, screwing around with multiple timelines with no concept of how to resolve any of the changes. But that consideration is, at least, par for the course for bad sci-fi movies. Also, how does time travel = infinite space travel?
As far as characters go:
- Iron Man is well acted and has a good show. It was nice to see his callback to the end of the first movie
- Captain America has definitely grown as a character and had a good show.
- Black Widow / Hawkeye: yes, it was a better choice for her to die, since he has a real family, but the movie doesn't make you feel that that was more than a plot consideration. Her death was more tragic than Iron Man's, but she is only given a few words of remorse while he is given a whole ending funeral and condolence scene. Which just goes to show that the MCU still doesn't consider the women to be as important as the men.
- Captain Marvel has barely 15 minutes of screen-time after her big movie. It's entirely unclear how she rescues Iron Man at the beginning. The nice shot of all of the remaining women characters was nice, but it shouldn't be: there are tons of shots of all men characters that we simply take for granted, but the MCU makes us wait for a big, dramatic shot of women characters. I will be more excited when there are so many scenes and shots of women superheroes that we don't notice them anymore. Which just goes to show that the MCU still doesn't consider the women to be as important as the men.
- Thanos' powers are never explained. Why would the God of Thunder and several of his weapons have no effect on him, why is he able to break Captain America's unbreakable shield, and why can't even Captain Marvel put a dent in him? Plot, is the only reason. The MCU dug themselves into a hole when they gave superheroes so much strength and then could not think of a way to create tension without simply ignoring all of that strength. Tension with an overly strong superhero is supposed to come from moral complexity, deception, and self-actualization, not from Something Even Stronger.
- Hulk: They keep finding new ways to present him to keep him fresh, which is nice. But he's still pretty boring as a character.
- Ant-Man: I kind of forgot where he was, once the time travelling started. Oh wait, I think I saw him flying around with the Wasp here and there. Whatever.
- Nebula and Gemora had a lot to do, and they were the stars. Too bad they were pretty boring in their previous movies.
- Pepper: Gwenyth stole the scenes she was in just by being a better actor and presence than anyone else.
- Black Panther, Spider-man, Doctor Strange, etc all showed up just to be there, but served no other purpose.
As a movie qua movie, the movie exists only to complete what happened in the last movie. It contained no real moral dilemmas, no real character tension, no real insights, no real inspiration or sacrifice (Black Widow's sacrifice was antiseptic and Iron Man's was accidental), and nothing really interesting story-wise other than its utter mangling and refusal to deal with the more interesting ramifications of story that was supposedly occurring around them.
Was it entertaining? If you ignore all of the parts than made my brain hurt, then it was entertaining. I wanted to see how it ended, which is about all one could have hoped for and no more. Infinity War was more entertaining and more satisfying (not that it was good, per se, but it was a better MCU movie). This was just okay.
Deities & Demigods Face Lift - Need A New Title!
When getting serious about the production of Deities & Demigods, I had to face certain realities about the theme:
On one hand, using a familiar theme is useful, because tropes are like pictures -- worth 1000 words. People can recognize things like "Ares is the one that moves your troops" because of what they already know about the Greek gods. Knowing that information up front reduces the cognitive load on the player, who can spend their cycles thinking about whether they want to build stuff rather than having to think "wait, what does Hephaestus do again?" Read this whole twitter thread for a good, technical description of what I've been thinking for years, but didn't have the knowledge or vocabulary to express properly:
Tropes vs Cliches
On one hand, using a familiar theme is useful, because tropes are like pictures -- worth 1000 words. People can recognize things like "Ares is the one that moves your troops" because of what they already know about the Greek gods. Knowing that information up front reduces the cognitive load on the player, who can spend their cycles thinking about whether they want to build stuff rather than having to think "wait, what does Hephaestus do again?" Read this whole twitter thread for a good, technical description of what I've been thinking for years, but didn't have the knowledge or vocabulary to express properly:
Oh, boy, I keep hearing people use the term "trope" like it's a negative. So let's talk about tropes and cliches.— Jessica Price (@Delafina777) February 6, 2019
On the other hand, gamers tend to complain when a theme is overused. To be honest, while that complaint does come up at times, I suspect it's more of a complaint that the theme was used poorly than that it's really overused, because there are several popular themes that occur in many, many games every year that don't receive that complaint. However, a bigger issue may be presentation...
Looking at the many Greek mythology themed games out there, they all look exactly the same! The typical (maybe stereotypical) depiction of the Greek pantheon may be a good example of a "trope" that has become "cliche." It's difficult to tell any one of those games from another just looking at the artwork. Santorini does a good job of setting itself apart, with the awesome chibi-style artwork, but that's a rare exception:
The chibi style is cute, and works very well for that game, but (a) I'm not sure that kind of style would work as well for Deities & Demigods, and (b) it's been done already!
So how do I make Deities & Demigods stand out from the crowd? I had a few ideas about this...
1. Allocate a large art budget, so that if the game had to look like other, similar games, maybe it could look better. However, looking at some of the Greek mythology art from recent games, it appears they've already done that!
2. Change pantheons, moving from Greek mythology to something less commonly used, such as Egyptian mythology. For a while I thought this would be the right decision, as the art could look different, and people could comment on the unusual theme rather than the same-old same-old of the overused Greek setting. But the more I thought about it, the more I realized that while the outfits would look different, the artwork would still probably look similar to the Greek games, and I wasn't finding Egyptian gods that fit as well with the game action.
3. Find a new style, like Santorini did. I came across the art for SPQF in the portfolio of one of the artists I was considering, and it got me thinking. SPQF is a card based civilization building game, with very nice art of anthropomorphic animals. There have been a couple other games with anthropomorphized animals lately -- one might even say it's the start of a trend, however I don't think we're there yet. This led me to consider a cross between Clash of the Titans and The Lion King... what if we re-imagined the Greek pantheon as animals of the African plain?
In the end, I liked the sound of this third option best, and have decided to go that route -- re-imagining the pantheon as anthropomorphic animals. This allows us to keep the tropes of Greek mythology, but use art that differs significantly from other Greek themed games, and could look pretty cool.
My initial picks for animals to represent each deity looked like this:
Zeus (king of the gods) -- the obvious choice is a lion
Hermes (messenger of the gods) -- a macaw seemed like a good choice
Ares (god of war) -- an elephant, or possibly a wild boar
Hephaestus (blacksmith to the gods) -- an ape of some kind (the opposable thumbs could help him build)
Hera (Zeus' wife) -- at first I thought maybe a peacock, but probably better would be a tiger, jaguar, leopard, or cheetah
With a change of theme, a few details will have to change as well. For example, animals have no use for gold, so perhaps food would be a better thing with which to show devotion. That said, perhaps Artemis (goddess of the hunt) would make more sense than Hermes, and as an added bonus it would get more goddesses into the game (something I'd been wanting to do anyway). To represent Artemis, perhaps a bird of prey would make sense.
For the player boards, I figure smaller animals would make sense, something like meerkats, gazelles, monkeys, and I don't know, some bird species perhaps. These are animals that are found in packs or groups, so it would make sense that you have 12 of them under your control. To represent your troops on the board, a regular meeple doesn't really evoke animals, so I've been thinking of something better. One thought is a sort of generic "animeeple" -- a 4 legged something-or-other which is not necessarily related to any of the player boards. The graphic designer suggested a paw shape, which could be cute, and would stack well, but might not be as fun for players to move around the board.
I'm open to suggestions for a meeple shape that would be good. I don't think it can really relate to the player board animals, or else (a) the player who insists on playing red all the time would always have to be meerkats, and (b) if we add more player boards with player powers in an expansion or something, we'd have to add 12 meeples to go with it!
Deities and Demigods was a title I was kind of OK with, but it was always only a placeholder. 90% of the people who play the game point out that there's an old Dungeons and Dragons sourcebook with that title, which I don't actually think matters. In any case, I've always wanted a better title.
About 4 months ago, I finally put some effort into finding a better title, but didn't come up with anything fantastic. Some of the options were:
Titan's Tribute
Divine Interest
Quid Pro Quo (change pantheon to Roman deities)
Chrysos (Greek for "gold")
Favor of Olympus
Buy The Gods (pretty good, but maybe too "cute" for a real/serious title)
And for a good laugh:
In Gods We Trust
Invest In Vesta
However, now that the game is about animals in the African plains or Savannah, I don't think any of those would really work anyway. I could really use a title for this game, and the sooner the better so the graphic designer can make a logo for it! Please comment with your suggestions.
So far, the only idea I've had that I like at all is Pantheon of the Plains, but I'm sure there could be something better...
Looking at the many Greek mythology themed games out there, they all look exactly the same! The typical (maybe stereotypical) depiction of the Greek pantheon may be a good example of a "trope" that has become "cliche." It's difficult to tell any one of those games from another just looking at the artwork. Santorini does a good job of setting itself apart, with the awesome chibi-style artwork, but that's a rare exception:
The chibi style is cute, and works very well for that game, but (a) I'm not sure that kind of style would work as well for Deities & Demigods, and (b) it's been done already!
So how do I make Deities & Demigods stand out from the crowd? I had a few ideas about this...
1. Allocate a large art budget, so that if the game had to look like other, similar games, maybe it could look better. However, looking at some of the Greek mythology art from recent games, it appears they've already done that!
2. Change pantheons, moving from Greek mythology to something less commonly used, such as Egyptian mythology. For a while I thought this would be the right decision, as the art could look different, and people could comment on the unusual theme rather than the same-old same-old of the overused Greek setting. But the more I thought about it, the more I realized that while the outfits would look different, the artwork would still probably look similar to the Greek games, and I wasn't finding Egyptian gods that fit as well with the game action.
3. Find a new style, like Santorini did. I came across the art for SPQF in the portfolio of one of the artists I was considering, and it got me thinking. SPQF is a card based civilization building game, with very nice art of anthropomorphic animals. There have been a couple other games with anthropomorphized animals lately -- one might even say it's the start of a trend, however I don't think we're there yet. This led me to consider a cross between Clash of the Titans and The Lion King... what if we re-imagined the Greek pantheon as animals of the African plain?
Clash of the Titans meets The Lion King
In the end, I liked the sound of this third option best, and have decided to go that route -- re-imagining the pantheon as anthropomorphic animals. This allows us to keep the tropes of Greek mythology, but use art that differs significantly from other Greek themed games, and could look pretty cool.
![]() |
| Photo of SPQF cards by BGG user lovemyfire |
Zeus (king of the gods) -- the obvious choice is a lion
Hermes (messenger of the gods) -- a macaw seemed like a good choice
Ares (god of war) -- an elephant, or possibly a wild boar
Hephaestus (blacksmith to the gods) -- an ape of some kind (the opposable thumbs could help him build)
Hera (Zeus' wife) -- at first I thought maybe a peacock, but probably better would be a tiger, jaguar, leopard, or cheetah
With a change of theme, a few details will have to change as well. For example, animals have no use for gold, so perhaps food would be a better thing with which to show devotion. That said, perhaps Artemis (goddess of the hunt) would make more sense than Hermes, and as an added bonus it would get more goddesses into the game (something I'd been wanting to do anyway). To represent Artemis, perhaps a bird of prey would make sense.
For the player boards, I figure smaller animals would make sense, something like meerkats, gazelles, monkeys, and I don't know, some bird species perhaps. These are animals that are found in packs or groups, so it would make sense that you have 12 of them under your control. To represent your troops on the board, a regular meeple doesn't really evoke animals, so I've been thinking of something better. One thought is a sort of generic "animeeple" -- a 4 legged something-or-other which is not necessarily related to any of the player boards. The graphic designer suggested a paw shape, which could be cute, and would stack well, but might not be as fun for players to move around the board.
I'm open to suggestions for a meeple shape that would be good. I don't think it can really relate to the player board animals, or else (a) the player who insists on playing red all the time would always have to be meerkats, and (b) if we add more player boards with player powers in an expansion or something, we'd have to add 12 meeples to go with it!
What's in a name?
Deities and Demigods was a title I was kind of OK with, but it was always only a placeholder. 90% of the people who play the game point out that there's an old Dungeons and Dragons sourcebook with that title, which I don't actually think matters. In any case, I've always wanted a better title.
About 4 months ago, I finally put some effort into finding a better title, but didn't come up with anything fantastic. Some of the options were:
Titan's Tribute
Divine Interest
Quid Pro Quo (change pantheon to Roman deities)
Chrysos (Greek for "gold")
Favor of Olympus
Buy The Gods (pretty good, but maybe too "cute" for a real/serious title)
And for a good laugh:
In Gods We Trust
Invest In Vesta
However, now that the game is about animals in the African plains or Savannah, I don't think any of those would really work anyway. I could really use a title for this game, and the sooner the better so the graphic designer can make a logo for it! Please comment with your suggestions.
So far, the only idea I've had that I like at all is Pantheon of the Plains, but I'm sure there could be something better...
Brueckenkopf Review: Dream Forge Valkir Heavy Troopers
Seems I have not been on top of my social media for a bit. Christian over at BK has been at it again with another wonderful review of one of our kits.
Posted below, the review that has been run through Google translate. It may not be a perfect translation but you should be able to get the main points.
Thank you again Christian for all your hard work and observations!
At a glance:
Manufacturer: Dream Forge Games Product: iron core Valkir Heavy Troopers Price: € Material: hard plastic
After opening a stack waiting with 7 iron frame on us, one of which contains the Bases:
Overall terminals (sinngerweise) 20 Bases in cast frame:
The other cast frame are each represented twice, or bulging me Biits all kinds We start with Allerlei arms and torso.:
It continues with legs and bits for the lower body:
In detail:
Who knows our previous Dreamforge reviews that the suspects probably already know that the detail, again faultlessly fails again, we have yet shot a few close
Assembly:
The models of Dreamforge Games are known for two things: their quality and complexity. to the latter has once again confirmed also at the Valkirs because that the review does not appear until today, has a simple reason: I am yesterday simply not finished.
The assembly of the Valkirs is enormously complex, which is not only due to the sheer number of components per model, but also because each and every Beinpose arm position (depending on weapon) requires a specific combination of components. All components are (still and the subfields with a letter) provided with an exact number they assign unambiguously a particular pose. The search for the right parts takes time, and the fact that alone each subfield of at least 7 members (2 legs, 1 hip, 2 side plates, and cloth or plate for front and back) which, provides extensive search and puzzles ,
To avoid chaos and mixed parts, we recommend any Beinpose build sequentially. The following figure shows the taped legs and trim for front and back. The small side plates are still missing:
For our review, we first built only 10 models whose torso respectively from the front and back as well as an optional "backpack" exist:
The pairs of arms are made of weapon and two arms which are each permanently assigned and after weapons stance (shoulder supported / from the hip firing / weapon lowered), and align the selected weapon. Some weapons consist of several parts, including the heavy rifle, which we show on our following image:
A total of four weapon types are available:
- Assault rifle (17 pieces)
- Heavy gun (10)
- Flamethrower (4 pieces)
- Mortars (4 pieces)
Grenade launchers and heavy rifle are lengthwise each halved, which must be called at least suboptimal. While this technique allows a drilled from the outset run, but the long splice makes almost inevitable for unaesthetic transitions that need to be corrected with Liquid Green Stuff. Whether the small benefits justify these expenses, is at least doubtful. When smaller mortars this problem falls way less important, because the splice is weaker here.
After assembly of sub-bodies, torsos and pairs of arms, the models looked like this:
Done:
Now, only the heads and shoulder pads had to be mounted. The set incidentally comes with 3 different options for the heads, which are each 20 times yet, so rich for the complete set. In addition to these 60 heads come back 5 heads for Commander in classic iron core look to.
We have built two teams and armed differently. First, a classic squad with flamethrowers and grenade launchers:
And then a team with heavy guns:
Size comparison:
For size comparison, we now have two images for you. Firstly, an image with various other iron core models (Stormtrooper, Assault and Support Valkir Valkir), and an image with a Space Marine, a Mantic Enforcer and an Antares-Algoryn:
Conclusion:
The Valkirs are a great kit with great worked out details, which is packed to the gills with options, and the effect really leaves nothing to be desired. The fit of the components is outstanding and the mold lines absolutely minimal. Dreamforge Games deliver with Valkirs So even hard plastic of the highest quality, and each player, which suits the style of the iron core models, making this definitely nothing wrong.
Even here, stay a few suggestions and criticisms:
- We start the previously mentioned complexity of the kit. For beginners the Valkirs are definitely not suitable and Hobby veterans should plan for the assembly neat time.
- Also, the longitudinally-divided guns are not ideal. You like design technically have their reasons, but for the hobbyist bring mainly significantly higher expenditure during assembly.
- Particularly in view of the numerous other options, the lack of real command bits is a bit of a shame. The ever-popular "Show Hand", a melee weapon or a radio module would have been nice here that 5 command heads are nice, but only fit one of the three head options, from which it is moreover not differ.
Last but not least you could still complain about the sometimes somewhat static poses, they are given the heavy armor but realistic and are also relieved by advancing and rennende leg pairs more than adequate. Especially in contrast to the much more dynamic Stormtroopers is doubly clear that the Valkirs rather slow and steady advance, while the Stormtroopers take over the race.
As for the price, the Valkirs the top of the scale sort a. With just under 60 euros for 20 men they are 10 euros cheaper than 20 tactical Space Marines (their function and equipment they correspond best) for 70 euros. They also offer more options and enrich the Bitsbox the buyer enormously (although of course not for any really a useful bonus). The Enforcer of Mantic Games fall expected slightly cheaper from (their final retail price will be known in May), while 20 Concord-Strike Trooper for Beyond the Gates of Antares with 56 Euro are almost on par with the Valkirs (they have few options when assembling in 20 men but preserves the boldness 8 light and medium drones 4 as a bonus). *
As final conclusion one can hold, therefore, that a premium kit for premium price obtained with the Valkirs who only in some details shows weakness.
OK Enough Fun, Time To Get Back To Work
Yesterday Jeff, (http://armchaircommander.blogspot.com/) hosted a group of Nova Scotia wargamers for a 15mm Nappy's Battle of Friedland game. Hopefully he will be posting a Blog post including some of the great pics he posted on FB.
(Thanks for these pics Gary )
The rules are not really to my taste but by the end of this game, I was finally beginning to get a grip on them and enjoyed the battle despite several faux pas due largely to not yet having a sufficient understanding of the rules to properly assess risk. Of course, now that I'm getting a handle on the rules, the four NB Franco-Russian battles that Jeff had planned to fight are over! None the less, knowledge is never wasted and it was a good day in good company.
I even finally managed to play alongside the Fiery Monkey Boy at last!(see http://themonkeythatwalks.blogspot.com/2020/01/a-new-hope.html for more pics and comments)
Meantime, at home, on a blustery snowy day, I've managed to clear some of the more drastic ideas from my head out and started to test the one page version of my 4" grid, 1 stand=a unit version of the old Square Brigadier.
The game is a simple meeting engagement on random terrain with "brigades" arriving on random roads. Each side has a General, 14 single stand "companies" grouped into 4 brigades + 2 independent batteries on each side. This is near to 1/2 the number of units I have or intend to paint up.
The game will resume Monday if the fates are gentle with a report to follow.
(Thanks for these pics Gary )
The rules are not really to my taste but by the end of this game, I was finally beginning to get a grip on them and enjoyed the battle despite several faux pas due largely to not yet having a sufficient understanding of the rules to properly assess risk. Of course, now that I'm getting a handle on the rules, the four NB Franco-Russian battles that Jeff had planned to fight are over! None the less, knowledge is never wasted and it was a good day in good company.
I even finally managed to play alongside the Fiery Monkey Boy at last!(see http://themonkeythatwalks.blogspot.com/2020/01/a-new-hope.html for more pics and comments)
![]() |
| FWIW The Russian Dragoons in Bicornes are some of my old Battlehonours 1799 figures. In 15mm, the uniform anachronisms get a little lost in the crowd once you step back. |
Meantime, at home, on a blustery snowy day, I've managed to clear some of the more drastic ideas from my head out and started to test the one page version of my 4" grid, 1 stand=a unit version of the old Square Brigadier.
The game is a simple meeting engagement on random terrain with "brigades" arriving on random roads. Each side has a General, 14 single stand "companies" grouped into 4 brigades + 2 independent batteries on each side. This is near to 1/2 the number of units I have or intend to paint up.
![]() |
| Turn 4 is over and all troops are now present. |
The game will resume Monday if the fates are gentle with a report to follow.
Sniper Ghost Warrior Contracts Update 1 + 9 DLCs Free Download
Sniper Ghost Warrior Contracts Update 1 + 9 DLCs Free Download
Sniper Ghost Warrior Contracts Update 1 + 9 DLCs Free Download PC Game setup in single direct link for Windows. It is an amazing action game.
Sniper Ghost Warrior Contracts Update 1 + 9 DLCs PC Game 2019 Overview
Fulfill contracts that offer clear objectives with a fixed monetary reward and options to complete bonus challenges for payouts. With hundreds of ways to take down a wide range of targets, Contracts offers precise, strategic sniping gameplay at its absolute best.
* Play as a paid assassin; a hit man for hire, and beware of rival snipers who won't hesitate to disrupt your best-laid plans.
* Open-ended contracts, bounties and challenges deliver strong replayability options to eliminate targets and collect cash to redeem for upgrades.
* An all-new Dynamic Reticle System offers the most realistic and intense sniping experience.
* Upgradeable AR Mask with the ability to scan the environment and highlight weakness or objects of interest.
* An arsenal of new gadgets to play with including drones, remote sniper turrets and gas grenades.
* Show off your stealth skills, execute silent takedowns and be rewarded for a strategic play style.
* Battle the brutal wilderness of Siberia and fight to survive the intensity of snow-covered mountains, lush forests and secret bases hidden deep in the mountainside.
Mature Content Description
The developers describe the content like this:
The game contains Blood and Gore, Intense Violence, Strong Language
Technical Specifications of This Release.
- Game Version : Update 1 + 9 DLCs
- Interface Language: English
- Audio Language : English
- Uploader / Re packer Group: FitGirl Repack
- Game File Name : Sniper_Ghost_Warrior_Contracts_FitGirl_Repack.zip
- Game Download Size : 8.3 GB
- MD5SUM : 34a28058549091669884ece86f5f921c
System Requirements of Sniper Ghost Warrior Contracts Update 1 + 9 DLCs
Before you start Sniper Ghost Warrior Contracts Update 1 + 9 DLCs Free Download make sure your PC meets minimum system requirements.
Minimum:
* Requires a 64-bit processor and operating system
* OS: Windows 7
* Processor: Intel Core i5 4460 / AMD FX 6350
* Memory: 8 GB RAM
* Graphics: NVIDIA GeForce GTX 760 or AMD Radeon HD 7870 (2GB VRAM)
* DirectX: Version 10
* Storage: 20 GB available space
* OS: Windows 7
* Processor: Intel Core i5 4460 / AMD FX 6350
* Memory: 8 GB RAM
* Graphics: NVIDIA GeForce GTX 760 or AMD Radeon HD 7870 (2GB VRAM)
* DirectX: Version 10
* Storage: 20 GB available space
Recommended:
* Requires a 64-bit processor and operating system
* OS: Windows 8.1 / 10
* Processor: Intel Core i5 4690k / AMD Ryzen 5 1600X
* Memory: 16 GB RAM
* Graphics: NVIDIA GeForce GTX 970 or AMD Radeon RX 580x (4GB VRAM)
* DirectX: Version 11
* Storage: 20 GB available space
* OS: Windows 8.1 / 10
* Processor: Intel Core i5 4690k / AMD Ryzen 5 1600X
* Memory: 16 GB RAM
* Graphics: NVIDIA GeForce GTX 970 or AMD Radeon RX 580x (4GB VRAM)
* DirectX: Version 11
* Storage: 20 GB available space
Sniper Ghost Warrior Contracts Update 1 + 9 DLCs Free Download
Click on the below button to start Sniper Ghost Warrior Contracts Update 1 + 9 DLCs. It is full and complete game. Just download and start playing it. We have provided direct link full setup of the game.
Download Link:::Link
Size:8.26 GB
Price:Free
Virus status: scanned by Avast security
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