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More Screenshots for World War II Europe

Ron Dockal of Schwerpunkt Games has released a new batch of screenshots for his upcoming operational wargame World War II Europe (WWIIE), and he’s given us the permission to load them up and make them available to the eager wargamers out there!

So without further ado, here are the glimpses into the game… I’ve annotated the image captions with Ron’s explanation of the context of the image (click on the images for a larger view).

 

wwiie-approach-to-leningrad

This first one is from scenario #43, Approach to Leningrad. It shows the 4th Pz Group (Gen Hoeppner) as they approach the city.

From scenario #46 Operation Typhoon.  It shows the Order of Battle display capability using 2nd Panzer Army.

From scenario #46 Operation Typhoon. It shows the Order of Battle display capability using 2nd Panzer Army.

This screenshot shows a player aid display.  The display overviews some of the key aspects of the user interface to WWII-Europe.  In the background is scenario #24 Kasserine Pass.

This screenshot shows a player aid display. The display overviews some of the key aspects of the user interface to WWII-Europe. In the background is scenario #24 Kasserine Pass.

This screenshot shows the Reinforcement Report.  It lists all of the units in the scenario, and specifies the turn when they enter and leave the scenario.  Operation Typhoon was used as an example.

This screenshot shows the Reinforcement Report. It lists all of the units in the scenario, and specifies the turn when they enter and leave the scenario. Operation Typhoon was used as an example.

Last screenshot shows scenario 48 Kiev Pocket.  The Russians did not expect the Germans to turn south, and had only one weak Rifle Army screening.  Result was a disaster, but a delay in the attack towards Moscow in 1941.

Last screenshot shows scenario 48 Kiev Pocket. The Russians did not expect the Germans to turn south, and had only one weak Rifle Army screening. Result was a disaster, but a delay in the attack towards Moscow in 1941.

 

Once again, many thanks to Ron for sharing these peeks into his development cycle. They can only serve as tasters to whet the appetite for the full game.

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Piercing Fortress Europa – Quick Look

Piercing Fortess Europa (a Frank Hunter game) has just been released over at Matrix.

Had a quick go at the first starter scenario, 16 turns, as the Axis and its basically a retreat back to Messina – trying to protect what you can with what you can eek out of the German and Italian forces.

The Allies landed at the Beach and near Gela, along with a sneaky drop between Syracuse and Catania. It was this last one that caused quite a bit of Supply issues leading out from Messina. So I decided to move my troops down to South coastal road and protect what I could from there.

The Allies overrun my troops in the South, and took Gela and Syracuse at one point – but by channelling units from the North and dropping purchased Fortifications I managed to hold the road – killing off the offending amphibious landing and opening the supply up a bit to Syracuse.

Finally managed to hold off pushes Eastwards on the road to Catania, and pushed back just enough to re-take Syracuse very late in the game (turn 16, I think).

Air was set to mainly Interdiction during the landings and then 50/50 with ground support, until towards the end, all on ground support. Not really sure what I was doing with it to be honest. But it felt like it was helping!

I reinforced where I could. Pulled back those who started to get >50% disruption.

Considering I wasn’t really sure what I was doing at parts of it, and the movement/supply mechanic is purely planning, the resolution happens simultaneously, I thought it went better than hoped.

Here’s the map at the end of the scenario.

PFE - Map

Axis Victory

PFE - Victory Screen

It’s quite a bare bones experience, no audio, limited animations (moving mainly). I’ve no idea how good/bad AI is, only to say that the starter scenario seems well equipped as a tutorial mess about for a complete novice. I liked the idea of only one true action per turn, and you’re quite limited, so your decisions need to be guided/planned out a little. Still without much of a clue what I was doing, I pulled off a decisive victory – so I’m contented. Will be interesting to see how it plays out with some of the more involved scenarios.

Click HERE to get the full manual, and read about the mechanics of the game.

 

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After Action Reports – Wall of Shame

Right, I’ve finally got my act together and have set up a table of my AAR’s – the table shows all AAR’s, all parts completed, and even highlights the ones I neglected to finish. As I was compiling the table, I thought it would be a wall of shame, but upon completion – there are quite a few AAR’s that are complete. So only partially embarassing for me. However, it should give the reader a much better way to get to all the AAR’s and the relevant parts.

Click on the After Action Report menu item, or the image below.

sfg-wall-of-shame

Perhaps it should be known as the elipsis of shame “…” because when you see one of them in the table, you know I’ve been slacking.