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Thursday, January 22, 2015

STAR FLEET ADMIRALS FIRST LOOK

While we are getting BattleForce Saturn reviewed and Battle for Gallion's Reach: Fleets! polished into it's final, streamlined form, we are pushing ahead with the Star Fleet Admirals game concept.

A GAME I WANT TO PLAY


 This is a game I've wanted to play for a very, very long time. I grew up on war games and love them, but so many of them are incredibly complex and time consuming., it is hard to find the time anymore to sit down, learn and play one. My favorite war games always involved strategy of some type but there were few, if any, science fiction-based strategy war games available that weren't so complicated and time-consuming that it took weeks to learn the rules and days to play one.

But lately, I have been playing newer war games designed to eliminate the complexity and time to play and still provide the enjoyment. One such game, Memoir 44, is especially fun with quite simple rules (that can be made more complex by after-market add-ons to the game) and relatively short playing times (2 hours max). That allows me to also have a life and still enjoy this particularly fun hobby. I wish there were more such games, but it seems that either they  are too complex or too ridiculously simple.

 
Memoir '44 game

When it comes to a war game, I want to be able to enjoy the flavor of leading armies into battle without so much detail that the "game" gets lost. Rules should not overpower the "game". I also wanted to play a strategy game that simulated interstellar warfare on a strategic level. Finding no such game on the market that had both qualities, I realized that if ever wanted to be able to play it, I'd better create it!!!


STAR FLEET ADMIRALS

STAR FLEET ADMIRALS is that game.

I wanted seven things that the game must have:
1) Simplistic, straight-forward play and yet enough detail to keep it interesting.
2) Streamlined way of simulating command and control at the "Operational" level (as opposed to Grand Strategic or Tactical) scope of play (D-Day would be "operational" versus the entire war in Europe as Grand Strategic and individual tank battles as Tactical).
3) Abstracted and yet interesting ship and ground combat
4) An interesting and challenging movement/command/supply mechanic
5) Quick pacing
6) Plenty of options for strategy planning but with some randomness and simplicity involved.
7) A genuine "war game" without economics or technology research getting in the way. Just pure strategy.

In essence, I wanted a game I could feel was detailed and meaty but was in fact rather simple and streamlined. Something between RISK (simple) and World In Flames (incredibly complex) , for example.Rather than creating just another move-and-shoot war game, I wanted to force players to make tough choices and consider things like supply lines, defending critical assets, power projection within a battlefield, economy of force, and achieving a clear and narrow victory condition or set of conditions. It would have to be a 2-player game, as any more players would severely complicate play and extend play time.

In STARFLEET ADMIRALS, players take on the roles of Supreme Commanders for both sides with a pool of admirals under their command.

Admirals 

 The heart of the game is the unique command and control mechanic that involves actual admiral characters. All admirals start the game in different ranks and have two values that change with promotion to a higher rank - Command and Initiative. The board comes with three delineated sections or "fronts" that require an admiral to command anything in it. Admirals are also required to move and fight with Fleets. Fleet Admirals are always of a lower rank than Front Admirals. Front Admirals use their Command Rating, while Fleet Admirals use their Initiative Rating. So all admirals have only 2 values. This keep things simple.
Some admirals can advance through four ranks to the very top, but in many cases, their values change as they are advanced. Some are better are lower ranks and others shine at higher. Some are better suited to Fleet command while others are better in managing an entire Front. Each admiral has a specific name and a picture so that players get the bonus of immersion. Lower-ranked admirals cannot command higher-ranked ones, so sometimes players will have to settle for less-than-optimal admirals in front command so the better ones can lead a fleet, etc. Thus is the nature being a supreme commander. Just ask President Lincoln how tough an assignment that can be!
Fleets do not move without an admiral in command of the fleet. Nothing moves or is done in a Front without a Front Admiral in command. So admirals make the game actually "play". Admirals can also be killed or wounded if the fleet they were commanding is destroyed in battle, and while there may be up to 20 admiral on each side, there are only a few on each side that are really exceptional!
Players may also choose to demote an admiral, but doing so can cause a loss of victory points - reflecting the political consequences of demoting popular commanders!



Next blog I will cover the game board and movement mechanics! :-)

Friday, January 16, 2015

NEWS FROM THE FRONT

BATTLEFORCE SATURN 
The game has been released for sale in January. We are sending it out to be reviewed by two game reviewers with good reputations. We are hoping for good reviews before we start approaching publishers.


BATTLE FOR GALLION'S REACH: FLEETS!

The streamlined and simplified combat mechanic for Battle for Gallion's reach is about to undergo testing. If successful the revised game will go back on sale immediately. The new combat eliminated the many separate ship types and the complex and intricate star ship combat system into a simple fleet-based system with simple die rolls. Instead of Cruisers and Destroyers and Leviathans, we will now have BattleFleets, Invasion Fleets, Siege Fleets and Planet Killers. Each type has a specialty, cost value and strength value. Battle Fleets are the cheapest and most common and used solely for ship combat. Invasion Fleets are used primarily for planet invasion but can be used ion combat. In combat they are not as powerful as Battle Fleets but cost more to build. Troops are placed on Invasion Fleets for transport to planets being invaded. Siege Fleets are the most expensive. They are used to utterly wipe out anything on a planets surface including Planetary defenses and armies. They can be used in combat and are more powerful  in combat than both BattleFleets and Invasion Fleets. Finally Planet Killers are moon-sized starships capable of blowing a planet into dust. They are the most powerful ship in the game but the most costly.

This new streamlined system eliminates the clutter of the old system in favor of something more accessible and therefore more fun for a wider group of ages and interests. I believe that this new system will give Battle for Gallion's Reach a significant boost in promotion and sales to a wider customer base.



ATTACK WING CAMPAIGN

Next up will be the free Attack Wing Campaign system that players of the Whizkids' game Star Trek Attack Wing miniatures game can download for free and use to create cannon-historically accurate campaigns of many ships and useful for tournament play. the Campaign will come with PDF files that can be printed like the Campaign Map, and markers as well as the Campaign Book that will provide a list of campaigns taken directly from Star Trek cannon. Each campaign will list the ships to be used and the objectives of the campaign. Campaigns involve multiple star systems and ships over a large area of space.
The intent of the Attack Wing Campaign is to draw potential customers to Power Play Games website. The gamers that play Attack Wing are the very same gamers that would play our games. This will result in increased visibility and traffic to our site.



STAR FLEET ADMIRALS

Another game immediately on the horizon is the war game Star Fleet Admirals. This game puts two players in command of a war effort between the Federation and the Empire. Players assign admirals to sectors and fleets and play Command Cards which allows the movement, combat and actions of the players forces, from star fleets to armies and spies.



ROMAN COMMANDER

Using the basic system of BATTLEFORCE SATURN, players re-enact historical battles between Rome's armies, barbarians and rebel legions. Each card represents a type of unit from Legions, to Cavalry, barbarian warbands, archers and slingers, catapults and bolt throwers, Persian and Hunnic cavalry archers and Carthaginian elephants. Players select an historical commander and place their armies on the table. Using Combat Cards they play attacks and parry defenses to win the vicious battles.


ALL THESE GAMES AND MORE CAN BE FOUND ON OUR WEBSITE
www.gallionsreach.com

VISIT US TODAY!


Monday, December 15, 2014

LATEST NEWS



Battle for Gallion's Reach Expansion Set went on sale December 12th!


37 new space cards, 2 expansion pieces & 80 additional House Markers allow you to enlarge your galaxy and add new planets, new nebula, and a range of new dangers and unusual space objects such as the The Expanse, Hyperspace Zip Line, Black Nebula, Space Brain, Computer Planet, Hyperspace Alternator, Hyperlane, and others!

Visit the storefront page here: https://www.thegamecrafter.com/games/battle-for-gallion-s-reach-space-expansion-deck

or the game website here: http://www.gallionsreach.com/


Photo: Battle for Gallion's Reach Expansion Set went on sale TODAY! 

EXPAND YOUR EMPIRE!
37 new space cards, 2 expansion pieces & 80 additional House Markers allow you to enlarge your galaxy and add new planets, new nebula, and a range of new dangers and unusual space objects such as the The Expanse, Hyperspace Zip Line, Black Nebula, Space Brain, Computer Planet, Hyperspace Alternator, Hyperlane, and others!

Visit the storefront page here: https://www.thegamecrafter.com/games/battle-for-gallion-s-reach-space-expansion-deck

or the game website here: http://www.gallionsreach.com



BATTLEFORCE SATURN has now gone to print! The first printed proof should be in my hands next week!


http://www.gallionsreach.com/battleforce-saturn.html





NEXT UP for Power Play Games:

Now that BattleFront Saturn is about to be released into the market there are two more games in the pipeline of the first quarter of 2015.

January will see the Attack Wing Campaign set as a third-party add-on for Wizkid's Star Trek Attack Wing miniatures game! The set includes a small map with sectors, markers for planets, nebula, etc and numbered task forces as well as a campaign booklet. Two formats will be available: A print-yourself downloadable version which will be free, or a fully printed, manufactured and boxed set for about $35.


 By March 2015 Power Play Games will be releasing it's next card-based game called Roman Commander. Using the same basic mechanic as BattleForce Saturn, players will be able to challenge one another to fast-paced ancient battles.

Wednesday, December 3, 2014

ATTACK WING CAMPAIGN SET!


Announcing the ATTACK WING CAMPAIGN SET by Power Play Games - an add-on to the popular miniatures game by Heroclix called Star Trek Attack Wing!

STAR TREK ATTACK WING STARTER SET by Wizkids!

This add-on provides players the ability to play entire campaigns by placing their ships in Task Forces and moving those task forces about on a Campaign game map board. This gives tournaments and players wishing for a larger game the opportunity to do just that!


 Players will bring their miniature ships into battle upon entering the same sector on the 10" x 10" full color game board. The set will come with full color markers for planets, nebula, sensor grids, badlands regions and star bases, as well as fill color-coded and numbered Task Force markers.

Example of miniature star ships in the game

This set will be available as a PDF download for free or for a small printing and shipping fee, players can get the full color game map on a fold-able chipboard with all markers on .06" cardboard chits! the set also comes with a small rules sheet and a Campaign booklet with each campaign described along with game map and ship set-up, rosters, admirals assigned, captains assigned, and objectives of the campaign.

Players can even create their own campaigns!

Ships in battle


The Attack Wing Campaign Set should be available sometime in January 2015!

In the meantime our website has undergone a major overhaul! Take a look!

http://gallionsreach.com



Wednesday, November 12, 2014

ROMAN COMMANDER

Comp for ROMAN COMMANDER card game


Play testing is coming along and reveals a very fun, fast paced game! Just played the Pharsalus scenario between Caesar and Pompey. It's a large battle with almost all unit types used. Great fun! Game play photos coming soon!


 



BATTLEFORCE SATURN is in the mid-playtesting stages. The rule book is being written and the final box cover is being designed. Target release date is December 15th 2014. Hopefully we can make it!

Tuesday, November 11, 2014

ROMAN COMMANDER & CASTLE COMMANDER!


Using the same system and card-based mechanic as BattleForce Saturn, both Roman Commander and Castle Commander take budding tactical geniuses to new battlefields!

With ROMAN COMMANDER players can command Roman Legions, Germanic and Celtic warbands, Persian hordes, Hunnic armies and Roman rebels in fast paced and furious tactical combat. Players use historically accurate Roman-era commanders and tactics. Battles can be historical or completely random. Players can even create their own!

CASTLE COMMANDER gives players the feel of commanding medieval armies as the both defend and attempt to siege castles. Players can design their own castles from a variety of architectural sections from turrets, walls keeps, draw bridges, moats and use catapults, boiling oil, archers, swordsman, peasants, knights and others to take the castle!

Both games are card-based with fast paced fun!
Roman Commander will be released during the first quarter of 2015. Castle Commander soon after that!

Photos of prototype play will be posted soon! 


For more info, see the website at http://gallionsreach.com/