Conflicts: Rommel and Afrika Korps (RAK) AAR – Part 2

Turn 21

We left the game at Turn 10 with a view to pushing Northwards and securing Benghazi. With enough armour committed by Turn  18 we managed to push out the defenders and secure Benghazi. I had to fan some troops out eastwards to push enemy stragglers back and to assault and take Msus. With Benghazi in my control, I could keep the armoured offensive push going along the coast and look towards taking Barce.

Benghazi - Turn 21

During Turn 21 my well fuelled speedy armour had forced its way into Barce, securing more Victory Points. My Afrika Korps were now at the Northern most tip of the coastal road, which follows eastwards towards the port of Tobruk!

Sadly, on Turn 21, the British pushed my weakened forces out of Msus!

 

With my supply lines becoming stretched along the coast, it might be time to fill up what trucks I can, and then send the depot back south to fill up at El Agheila (a long journey away). The more I push forward, the more I’m starting to appreciate the scarcity and  necessity of these vital fuel reserves in this desert conflict.

Take Barca

 

With my secondary force (limited armour) I pushed eastwards past El Haseiat and with some effort had taken Ben Gama using the brute force of a single armoured unit to counter British light armour in the way. As you can see there is some British activity to the south of the Air field, and I begin a gruelling march for foot soldiers towards that area to try and flush these stragglers out.

 

Secure Ben Gama

 

Taking an overview look at the area, you can see the progress I have made in the last 10 turns. With the RAF harrying me along the coastal road (draining away valuable movement points from my units). I’m strong at the advancing spearhead end, but my middle trying to hold the British and ultimately push back into Msus is proving decidedly weak, and I have little troops to spare, if I’m to keep moving towards Gazala and Tobruk.

I have however dug deep into the desert heartlands and have secure Ben Gama, hopefully to provide a zone of protection around my fuel supply lines from El Agheila. The secondary sweeping force seems a bit of a luxury now, and perhaps I should have pushed hard along the main roads of attack? I would’ve had more troops engaged at Msus and I wouldn’t have felt so vulnerable just south of Benghazi. Tactical use of Mines attempt to block any resistance from moving in directions that would isolate my limited forces there.

Turn 21 - Overview

 

Finally, the Campaign Status at the end of Turn 21.

As you can see, Turn 20 I have 25 Victory Points, but have lost Msus to a British Counterattack, resulting in 22 Victory Points. This is my first major loss of the campaign, and it stings – I’m doing so well along the coastal road.

Lots of RAF bombing is costing me dear in movement points, and fatigued underpowered units can’t rest in Benghazi just yet, until I clear the enemy in the surrounding areas.

Turn 21 Campaign Status

 

I’m going to have to focus my attention on getting troops northwards to support the main offensive, rather than perform these paranoid housekeeping missions in the deep desert heartlands!

Join me next time, and see if I can re-capture Msus, and push towards Gazala!

On to … Conflicts: Rommel and Afrika Korps (RAK) AAR – Part 3

Back to…. Conflicts: Rommel and Afrika Korps (RAK) AAR  (Part 1)

 

 

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Conflicts: Rommel and Afrika Korps (RAK)

I’ve mentioned Joni Nuutinen before, he’s a wargame developer currently releasing a number of wargames on the Android platform, using his Conflicts engine to cover a variety of eras and theatres. A month or two ago (around the time I was locked in a struggle of wits with the Red Army in his Operation Barbarossa game) I was reading about the siege of Tobruk, and would love to have seen what Joni could do with the North African campaign in his Conflicts engine.

Conflicts: Rommel and Afrika Korps

Well, that wish has come true, and Joni released Conflicts: Rommel and Afrika Korps (RAK), and I must say he’s done a sterling job simulating the enormous struggle with limited units, supply, and the spoiling activities of the Long Range Desert Group (LRDG), that Rommel had to overcome as he thrust forward across the desert towards Tobruk and Alexandria.

If you want to keep abreast of developments with Joni’s games, follow his Conflicts series game page on Google+ or follow his Facebook Game page.

On with the game!

Here’s the information you get as you begin:

RAK - Setup Text

 

You begin with a small force garrisoned at El Agheila, your only source of fuel and food supplies. As you can see from the map, your goal is to capture all those large squares on the map going from west to east, to eventually secure Alexandria and Cairo, and push into Egypt and the Middle East to secure the vast oil supplies for the Nazi war machine. If Rommel can secure these resources, Hitler will have an easier time of it fuelling his army as they push further east into Mother Russia.

Rommel’s (and my) main concern is that to fuel a push so far, I have to maintain a supply route to El Agheila. Apart from Tobruk itself (currently in enemy hands), my starting city is the only place fuel is shipped in. Even if Tobruk falls, it can only provide a limited amount of fuel per turn, because of Allied interdiction on the seas and their ability to strike from Malta. In order to maintain supplies, Rommel has two invaluable tools available to him, supply depots – effectively moveable stores of fuel, and Opel trucks for ferrying fuel from the depot’s to the front line troops. A delicate juggling act is necessary to keep supply depots stocked up, and in motion to and from El Agheila, as well as managing the convoys of Opel trucks to and from these moving depots out to the Panzer divisions and Motorised troops pushing forward. Like worker bees cycling between the hive and the Queen, the links in the chain are all fragile and susceptible to enemy action. Not to mention the harsh realities of desert travel in a very hostile environment.

 

RAK Map

 

The Initial positions of your troops centered around El Agheila, with a limited amount of armour, and some Italian infantry to begin the push.

We also have at our disposal Luftwaffe dive bombers, the feared screaming Ju-88 Stuka! These air units can’t move as normal over the desert, they have to be transported between make-shift air fields, captured from the enemy. Your air unit has to be fuelled, and then they can use a turn to move to a new airfield if it is in range. Effectively you have to use these airfield “stepping stones” to push air support forward. Moving an air unit, exhausts it for that turn, so you can’t provide air support when on the move.

You can also see our supply depot (an oil drum) that should be stocked with a maximum of 70 units of oil. And an Opel truck, which can carry 10 units of fuel. So a single depot can supply 7 runs of the truck to fuel hungry units. Each hex moved by armour/motorised vehicles (except trucks) requires 1 unit of fuel! So you can see, getting your offensive steel hulks to the front line is going to take a fair bit of logistical mastery. A tank without fuel, even with plenty of movement points, can’t move nor fight! A Useless metal husk in the desert! Infantry units don’t require fuel, unless you convert them to Motorised units.

You can currently see the front line delineated and the British control behind the line. First things first, is to begin the move east, slow and steady, and try and capture that air field to push our air support up.

 

RAK - initial positions Turn1

 

Joni’s Conflicts engine is really easy to use, tap a unit, see it’s movement radius, tap where you want the unit to move to hex by hex. Move into an enemy hex to make an attack. If you can encircle enemy units, you cut them off from their supply, and they start to wither and become very weak, this is a key tactic you should employ. However, be careful because the AI is not averse to doing the same thing to you. And a seemingly well planned encirclement, can go bad quickly and leave your overstretched troops out in the open, cut off from your own supply!

Every turn, there is a chance to get Resources, which are basically card-like bonuses you can deploy onto units to help. Effects such as Emergency Fuel Rations, to help a stranded vehicle, or Motorise an Infantry Unit, lay a minefield (these usually sap enemy units movement points as they move into the hex that’s mined), boost a unit’s fighting ability with Special Ops bonus, add anti-tank ability to a unit etc. As you can see, once the game starts rolling there are often many important decisions and actions to be made, in between executing your manoeuvre warfare and trying to maintain supply lines and fuel.

For the first few turns I push forward as best I can destroying the weak British troops hiding in the sandstorms.

Turn 10

By Turn 10, I’ve made significant headway eastwards, but had to split my forces early on to try and secure both Agedabia and El Haseiat. I know this is a mistake, but I need to at least secure the ‘elbow joint’ of  the roadways moving North Eastwards, and if I can push the British back just enough, I’ll spot any incursions into my rear hopefully in time to react to them.

I send my main armour North, with the supply depot. Southwards goes a smaller contingent, with only a single armour unit, and a truck following behind ready to top her up. The yellow/orange explosion symbols on the unit’s top right signifies how much battle fatigue is present, both my German Recon and my armour have been in conflict. If fatigue goes over 100%, you lose movement points to force the unit to rest and reduce fatigue. Ideally, you want to rest the units naturally and maintain your control over it’s movement points.

RAK Turn 10

Looking Northwards towards Benghazi (a city with a large horde of Victory Points!) the road dog-legs back on itself, and we have Allied resistance seeming to come from Msus. These are both major capture points on the coastal road, and we need to pour our armour and troops forward, and keep the fuel run short between truck and depot. The depot is stationed at Agedabia, and I’ve just topped up the armour’s fuel reserves.  My Italian infantry moves slower than the amour, but I’m trying not to overextend too much, so they’re following close behind.

RAK - Turn 10 - Towards Benghazi

 

Finally, on Turn 10, I’m informed I have a set of infantry re-enforcements arriving at El Agheila, along with another Supply Depot!! So I start to push them forward to Agedabia, and to join in the fight. This new supply depot, will allow me to rotate with the other one, so whilst one is out in the field filling trucks, the other can be on it’s way back to El Agheila to be topped up.

RAK - Turn 10 - Re-enforcements and Supplies

 

See how my push to Benghazi goes in the next installment.

On to … Conflicts: Rommel and Afrika Korps (RAK) AAR – Turn 2

 

 

 

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The Walking Dead: Survival Instinct

I am going to review the recently released game, The Walking Dead: Survival Instinct. This game is very close to my heart as I am extremely fond of the T.V. Series The Walking Dead. But before you grab the pitchforks and yell “fanboy”, I will try to be as unbiased as I can. With that said let me start reviewing.

The Dixons

Do you want to hear the good or the bad? …
Regardless of what you just emphatically screamed at your monitor, I am going to tell you the bad first.

The bad
The realism
I should probably mention that based on the TV series, and the graphic novels, I was expecting gritty realism. Survival Instinct didn’t quite embrace the spirit of this realism. The zombies (usually referred to as walkers or biters ) quite often glitch. Although this can be amusing at times, it does somewhat ruin the survival horror atmosphere. For example, I was walking down a dimly lit back alley (no surprises there), when suddenly a zombie, hidden behind a destructible wooden fence, decides it fancies a nice slice of hillbilly pie and tears down the fence! This would have been tense and possibly scary if he hadn’t got stuck pawing at the ghost of the destroyed fence, unable to get through it. It looked like the walker was doing the undead funky chicken dance.

Another example, I was in a saw mill and a walker was standing in front of a circular saw and it didn’t get chewed up by the blades into monster mush (usually you can push zombies onto circular saws and watch them explode in a shower of gore!).

The game designers attempt to add tension to the atmosphere by positioning corpses around the levels as potential threats, where only a few of them actually animate and become a real threat. It does mean you spend a significant amount of time checking these “scenery corpses” for a reaction – which can be a bit of a time sync. Also, when you attack these scenic dead, they don’t react to physical interaction whatsoever.

In the very last cut scene there is some extremely bad lip syncing, it was like an animated Punch and Judy show, it took away from the supposed gravity of the final situation.

When you are grappled by a zombie you perform a Quick Time Event (QTE) to kill it, sounds simple enough but usually, by the time you’ve killed it, all his buddies have noticed you casually sticking your knife in Grabby Bob’s eye socket and they all want a piece of you, this tends to takes away a lot of the tension and realism away from the scenario.

When this kind of thing happens often, the zombies seem quite content letting you finish them off one by one before they tuck into their man sandwich. This makes group fights significantly easier than fighting walkers normally. Therefore it is quite strange that the zombies frequently insist on group fights.

Repetitive zombie graphics
It seems the game designers at Terminal Reality decided to only create around 20 different zombie faces and bodies, because of course no-one would notice killing the same guy 100 times every mission, this takes away from the realism due to the fact that no two people look the same. On the other hand, they could all just be twins. If this is the case, then for the sake of realism I’ll just pretend their parents got sick of playing chess all weekend and ran out of other ways to kill time (If you get what I am saying).

TWD Zombos lurching

Hide and seek with crossbow bolts
One criticism of the crossbow is that if you miss a target you fired at, you can quite often end up playing the ‘find the crossbow bolt in a dark grey area’ mini-game. This becomes very irritating, as it is vital to your survival to have a plentiful supply of crossbow bolts. You shouldn’t have to feel like you have lost someone close to you every time a bolt goes missing.

Also, if you go for a head shot (which is the only way to kill them in one shot) and miss, it can be quite difficult to recover it as it may have gone out of reach, or through an invisible wall that Daryl cannot get to.

Linear gameplay
In Survival Instinct the path you can take through a level is very linear, giving you very little freedom to do what you want. You can almost hear Terminal Reality saying “you play it my way, or you don’t play it at all”. The area you play in is always quite compact, even when the map promises a vast landscape to travel through.

No variation
In Survival Instinct there is only one type of zombie, this makes combat quite a repetitive process (although sometimes still heart pound-ingly exciting). When Terminal Reality decided they’d like to make a more difficult level, they just added more zombies because that is the only thing that would give more challenging gameplay.

Story
If you’re looking for a well crafted, genius storyline you may be disappointed as Survival Instinct just does not deliver on this front (Personally I believe that the story is the driving aspect of the game, which is why this a bad point). Well, that isn’t exactly true, Daryl does supply you with reasons as to why he fancies a road trip across Georgia. But, these reasons tend to be completely inconsequential.

For example, Daryl decides he needs to risk his hide in a zombie infested hospital/city (depending on which route you take) to fetch his brother (Merle) some medicine. “Medicine” you say. “Dear god what disease has this poor, unlike-able redneck got” you say. Well I shall tell you that this man has sun stroke!!!

Wait a darn second, Daryl mate, I don’t think anyone’s ever died of sun stroke. Maybe I am not telling the complete truth here as he had gone crazy from lack of human contact, presumably. (It never says what exactly is wrong with him!)

As well as poor plot, there were threads of plot that never got tied up, that was a little disappointing as they could have actually done something with them to coax the story out a bit more.

One mission I couldn’t decipher
On one mission, I had to collect boxes of fireworks from alleys and rooftops to blow up a church (don’t ask). After I had collected all but one of the strangely placed boxes of fireworks, I realised I hadn’t got a clue where it was. I had searched the whole area. After a another couple of hours wasted searching for it, killing re-spawning zombies and consuming precious health boosting sports drinks, I gave up and consulted my good friend Gamefaqs.com. The elusive final box was out the window of a second story house, along the top of a bus, across a ladder leaning up against a window. Sounds easy enough doesn’t it? In my opinion, if a player has to give up and consult gamefaqs, the objective is too well hidden. Either that or I was having an off day.

Hoarding consumables
Before I acquired the crossbow, I needed every single consumable I could get my hands on, to regenerate health. Due to the fact that you have to creep about stabbing zombies in the back, you often get into fights with one or two lone zombies, (it’s strange how I often found two zombies were more challenging than 20!). Fighting more than one zombie at a time is challenging with the hunting knife as it takes three whole power attacks to the head just to take down one of them. But the minute I had acquired the crossbow I suddenly had mountains of food that I rarely needed as Daryl regenerates health after every mission. Towards the end of the game, I had enough food to open up my own hillbilly restaurant.

KNIFE TO THA FACE!!!

Characters not involved
Throughout the course of the game you can acquire survivors that will travel with you. Oh great you may think, but alas the only use they have is fetching you meagre amounts of supplies, while you go questing. As well as holding the weapons you want to keep, but can’t be bothered with, essentially taking the role of your personal pack mule. It would be nice to have seen them integrated into the gameplay a bit more.

The last mission and end of the game
I know what you’re thinking, is the game really worth playing if you have a sub title dedicated to how bad it was? Well I think it still probably is. One thing about the ending, that was a bug bear clawing at my brain, is that you are not allowed to access any supplies (Weapons, consumables etc.)
or survivors in the last mission. Although as a concept this is clever, more realistic and mega tons more challenging, it still annoyed me, due to the fact I had a grenade stashed away in the car for just the occasion.

But, the most diabolical, goading aspect of the end game is by far the final achievement “you’re not doing it right”.

It was my understanding that achievements are in place to give the player a feeling of accomplishment, not infuriate them. You receive this achievement once you have died 13 times in the whole game. The reason it is in this section of my review and the reason I hate it with so much vigour, is because I received this achievement in the last mission after dying five times in a row.

Perhaps if I had received this achievement at some other point in the game it wouldn’t have frustrated me so. So, Picture this moment with me. You have been playing this game to chill out for a few hours in the afternoon. You have just died four times in a row and are completely enraged. You die again and the game gloats about how bad you are and how you can’t play the game properly! No game ending satisfaction to fall back on.

It was the first time in a long time that I have felt so angry and shamed. I am telling you, I was a Katana away from committing Seppuku!

So…

So enough with the bad lets look at the things I actually enjoyed about the game.

The Good
Atmosphere
One thing that really impressed me about Survival Instinct, was the tense survival atmosphere. This was largely down to the rarity of finding supplies, as well as sneaking through the dark brandishing a knife that longed to be bedded inside a zombie’s head. The atmosphere created a tense feeling of unease as you crept through bloodied corridors. The tension created was almost palpable and you felt like you were the star of the TV show.

Daryl Dixon
I couldn’t live with myself, if I didn’t tell you all about the wondrous character of Daryl Dixon. The first thing you should know about Daryl is he is an ass kicking machine. Second he is a layered, more complicated character. I personally like complex character design, as I feel it makes empathising with them a lot easier, when they show more than one solitary emotion.

For example, Daryl being a hunter, is a very violent person, but has a softer, caring side to him (Although I am not sure you see this side to Daryl within the game). As well as an undying loyalty to his antagonistic older brother Merle, who essentially would win ‘ass of the year’ trophy at least five times in a row.

Generally I feel no reason to save a character (besides completing the game), because to be Frank I couldn’t care less about them, but as I mentioned just moments ago I care about the character of Daryl, and actually enjoy playing as him in particular, largely down to him being my favourite character in the T.V series I suppose.

Crossbow mechanics and physics
Although I stated earlier that Survival Instinct shows no realism, there are a few specific exceptions to that statement. The crossbow mechanics and physics are very impressive and act like a crossbow would in real life. When a bolt is fired from Daryl’s crossbow, it has a time delay before hitting the target. This makes zombie hunting extra fun and realistic, as you have to lead your target.

Daryl Crossbow
Limited capacity
Another realistic aspect of the game is the limited capacity of Daryl and his vehicle. This provided a welcome change from games where protagonists can store a couple of rocket launcher’s between their buttocks.

Music
The music throughout the game, generates a very tense atmosphere. But the game developers occasionally stopped playing the music, in favour of complete silence. Which made the dark, dead infested corridors so much more eerie, as well as making you feel so much more alone.

Zombie graphics
Although I previously stated that the zombie graphics were repetitive, it doesn’t mean they aren’t good. The zombie graphics were very sharp and helped build the tension and immerse the player in the game. The zombies portrayed the definition of hunger and looked reminiscent of me the last time I tried fasting.
Obvious where next objective is
Due to the linear gameplay, it is quite obvious where you have to go (I put emphasis on the word have because there are some places in the towns that you can loot, that are not necessary for completing the game).

Destructible scenery
Survival Instinct is able to boast a range of destructible scenery, like wooden fences that zombies can stand behind, awaiting your arrival. The destructible scenery, adds an element of the unknown, which us humans find so scary. The destructible scenery is relatively easy to detect due to the fact that wooden fences are the only type of destructible scenery, but this does not take away from the tension built. The destructible scenery also builds tension this is good because it puts you on edge at all times .Tension is created because you don’t know if there’ll be a zombie behind it waiting to pounce. Like the one behind you right now!

Immersion
Finally, possibly the best thing about Survival Instinct is the immersion you feel when playing this game. Once I’d picked up the controller, I was no longer a teenage boy playing on the Xbox, I was Daryl Dixon “bad-ass extraordinaire”, hunting zombies in a dark, gloomy hospital with a crossbow. You get sucked into the game to the degree that when you see a zombie, your heart beats double speed. Survival Instinct draws you in like a moth to a light, and doesn’t let you go ’til you’ve sat through the whole game.

KNIFE TO THA FACE ALSO!!!

The ugly… I mean conclusion
When you first start playing Survival Instinct, you get a feeling it was a fanboy creation, made to capitalise on a license currently in the public’s consciousness.. But I strongly believe Survival Instinct should be credited as it’s own title, not a scheme to squeeze extra cash out of gullible consumers.

Despite all the games short comings, I still liked the game and am currently playing it again and will play it in the future. The fact that I’ve said I will play it again is a big deal, because those who know me will get that I generally will not play a game twice. Maybe the relics had a hand in this or the promise of alternate paths (Relics are basically unlock able cheat codes that become open to you after you’ve completed the game).

In summary, Survival Instinct is not a bad game, as many critics have been saying, it is more a good game prospect that wasn’t quite finished, long enough or polished.

But that’s just me.

Jaystone

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