In this series of articles about the Grand Operational Simulation Series we have covered so far the big game procedures (Ground Assault, Fire Support, Supplies, etc.). It’s time to look at the ‘smaller’ rules. We start today by introducing Engineers and their capabilities. We will see that they play thematically a very important role.
In the series Books and Wargames, I would like to talk about, well, books and wargames. I will pick a combination of one wargame and one book which worked for me very well. We start with Bernard Fall’s Hell in a Very Small Place and Kim Kanger’s Dien Bien Phu: The Final Gamble
We are still dissecting and digesting the rules for the Grand Operational Simulation Series. But the hard part is almost done.
So you moved your guys in position, made sure they have fuel and ammo, you even sent a few artillery volleys over into the target hex, now what? It’s time to dig into the Ground Assault (GA) rules.
The rules for Ground Assault cover some eight pages. But, no panic! It’s really not that bad. There are a few concepts that are not necessarily found in other games. But that doesn’t mean the Ground Assault rules are complicated (Spoiler: They are not!). Let’s try to break the procedure down into bite-sized pieces.
It’s Carnaval in Brazil. Still? Yes, still! It seems to last forever. As you can tell, I’m not a big fan of Carnaval. But there’s one aspect that I do find fascinating. There must be a myriad of festivities and parties all over the country, usually each one with its own motto or topic. And there are some events that address really bleak social situations. And in many cases, this is the only mouthpiece for people to call attention to them.
So inspired by that, today I don’t want to talk about a particular game. As a matter of fact, today’s post is not even purely wargame focused. But I thought, heck, why not?!
Based on a short discussion on twitter the other day about AI opponents in computer games I was wondering how often Machine Learning is used for such a job? Probably in most cases either an […]
Beginner’s Wargames = Low Complexity Wargames?
Really? Do all wargames for beginners lack complexity? Is complexity the only discriminating factor? What if a beginner is looking for something with more depth? Are there wargames on the market that do not fit the stereotypical bill of low complexity and yet can still be considered as gateway wargames?
In this column I’d like to introduce games that I think are suitable for beginners but have enough depth that even non-beginners won’t get bored too quickly.
Disclaimer: This post is not a review. Plenty of excellent reviews have been already written elsewhere.
This is the second article in my series about the Grand Operational Simulation Series (In case you are wondering, here is my first GOSS post.). Full disclosure: I haven’t played any of the games in this series nor do I have any particular GOSS experience! Wait… what?
You read that right. These posts are my attempt to chronicle my experience of learning how to play the GOSS system.
If you want to master something, teach it!Richard Feynman
So while these articles maybe (hopefully) help others, they definitely help me getting a better understanding of GOSS.
After the first post was a rather dry introduction into the GOSS rules, I thought we deserve a break and I’d share pictures of some of the components of Hurtgen: Hell’s Forest. They might give you a different angle on the scope and detail of this game system.
What happens between unboxing a game and writing a review for a game. Let’s find out when in the next few weeks I’ll write about me learning ‘Hurtgen: Hell’s Forest’.
What’s a gringogamer?