I mentioned a few months back that Combat Command might make a comeback with a new look in maps and counters. Is this true? Will Combat Command make a re-appearance? Yes! New 8 1/2 X 14 (Imperial measure) maps and new counters with great new artwork as well as some rules fixes. Combat Command will be out in about three months or less. The first release will go where Combat Command never went before: Africa 1942! Patton and Rommel need I say more?
Well, here it is January 2017 and a new release! UDF Episode 2 is ready to be rolled out!
What is UDF?: UDF is a fast playing 2 player game of Sci-Fi ground combat. The unique combat system uses both letters and color to create an easy to use combat table. There are 15 unit types, UDF Marine and Pirate, including Assault Troopers, Missile Tanks, Mines, and much more. Over 100 counters included.
The huge 24″ X 24″ full color map displays Pressure Dome City 12 and its environs. Battle as the Marines to take the nastiest city in space, or fight to defend your home and base of operations as Pirates.–Enjoy!
When will this be released? January 14 2017!
How much does it cost? Free
How do I get it? Just send me an email at www.ravnsgames.com requesting UDF and you’ll receive your FREE copy.
Unfortunately l live in the northern hemisphere thus winter is approaching and my riding time will be going down….But on a happy note I’ll have more time to paint!
Now faithful readers of this newspaper know that Mayhem! started out as a disaster and after two hours in front of my sandbox I came up with a new combat system and movement. This has proven to be a good game and I can only scratch my head in wonder. I am currently working on larger armies to play bigger versions Mayhem! I will be posting some photos of Mayhem! games here at the Newspaper in a few weeks, give me time to paint up the armies.
Look out! It’s October and a new offering is in the wind…I new free game will be offered by October 31
As many of you know I have been working this last month on a new fantasy battles system. Incidentally it now has a name: Mayhem! I was so taken with my new system I waited in a breathless anticipation to begin the first, and last, game of a system I had worked on steadily.
In that well worn phrase ‘it sucked’ and after fifteen minutes my hopes were dashed to the ground like so much garbage. Undaunted, well to tell the truth a little daunted, I began anew. It would be a month again before the basics had been worked out, but time well spent. I played at the table, rolling dice talking to myself and racing upstairs to rewrite here, delete there etc. and etc.
Suddenly a simple idea hit me and I was off to the races. That night, the night of failure, I wrote like a man possesed and raced down to the sand table to begin again the next morning….it worked
If there is a lesson in all this I can’t see it, or won’t see it perhaps. It just goes to show you, you never know where good ideas will come from. Failure can make success as easily as success can breed failure.
I had the gang around for a gaming day here at the perch and found to my chagrin I didn’t much like the game we were playing. The fact I wrote it makes this even worse! So I’ve started a new Fantasy Battles game that uses Heroic and 25mm scale minis.
I want to know ‘What do you look for in a fantasy miniatures game?’
Mythical Dungeons has arrived at Ravens Games! (http://www.mythicaldungeons.com/) With a HUGE selection of fantasy and science fiction buildings, hallways, and room features to create the perfect 3D model of your world. You’ll find complete catalogs of all their items at their website in PDF format.
I’m excited to announce that Thomarillion Miniatures (http://www.thomarillion.de/) have joined Raven’s Games. Thommy’s miniatures are a show piece of medieval life in minis! My personal favorite is the medieval crane and bath tub:
Also people, animals, walls, tombs, and much more can be found there just waiting to be bought painted. Thomarillion can be viewed in English and German.
I have been asked a time or two to do a piece on ‘how to win’ with NATO forces or with the Soviets forces depending on each player’s likes. Well, if I wrote that it wouldn’t be any fun finding your own solutions. But here are some tips for both sides:
NATO armor is superior to Soviet, but less numerous. Gun lines of NATO anti-tank weapons well place on the board can even the numerical odds some, but the best defense against all those T-72s is a well handled NATO tank force with reserves.
NATO Armor is MOBILE don’t be lulled into static defense, MOVE those tanks around make the Soviet player adjust every round of play.
NATO AT infantry behind Soviet battle lines is deadly, the Soviet player is then forced to counter that threat with infantry better deployed forward.
Be careful with your Air superiority tokens use them at the right moment to stop Soviet momentum.
Offense is the best defense at times. But plan that sudden offensive which throws the enemy off guard carefully always keeping something back for emergencies. Remember: emergencies ALWAYS happen.
Soviet Armor is a blunt instrument designed to bludgeon and numb NATO forces into ineffectiveness. To use that power you must have a battle plan in mind right from Round of Play 1 and STICK to IT.
Air power; of all things; is the Soviet secret weapon. Interdicting NATO movement at a critical juncture in the game goes a long way to winning. It’s no guarantee…nothing is, but Air Power well used is a force multiplier.
Soviet Artillery should be used right away and well forward of the Soviet battle line. This early artillery use can overcome a truck load of bad luck.
Be selective in your choice of Soviet clubs, terrain can dictate a leg infantry assault followed by armor. Be flexible in your plan, ruthless in its execution.
Raven’s Games is proud to announce that Abaroth’s World is our newest supporter. Abaroth’s World is like a curio shop with hidden and not so hidden gems throughout the website. His terrain models using Castlemolds by Hirst Arts are beautiful. Also a wonderful section on heraldry and a section on historic sites of the United Kingdom with photos and information. When you want to test your IQ click on the puzzles! The miniatures are beautifully painted and photographed, while there check out the tapestries of beautiful young succubus to brighten any dungeon or evil wizard’s laboratory!
I have received so many emails since the release of NATO! asking me the who what and where’s of NATO! I thought I’d do an article to answer some of those emails. I must confess it’s taken time for me to sort through the emails and think through the answers, sorry for the wait. I have selected a few questions that I think give a pretty good over view of the game and it’s genesis. So, without further ado here we go…
Who inspired the idea for a ‘Third World War’ game set in the 1980’s?
I suppose Sir John Hackett. I ran across his book The Third World War at a garage sale and bought the book for a dime. At the time I was working on a series of modern era wargames that are played on a board. After reading the book I realized that the idea of NATO vs Warsaw Pact, while dated was a really interesting tactical problem.
What resources did you use for weapons, organization, tactical doctrine etc?
I started with David Isby’s great set of books Weapons and Tactics of the Soviet Army and WeaponsandTactics of NATO. I moved on to AHard Look at Hard Power by the US Defense Department, next The Soviet War Machine and NATO Militaries by Salamander Books the articles and chapters from a dozen other sources.
At this point I must thank the Arapahoe Library District here in Denver, they went out of their way to find and supply one dusty tome after another for me without complaint or money. I’ve become infamous with them. I call up and say ‘Hi this is Raven’ and the nice library lady says ‘Let me get into the World Catalog system for you first…’ then we begin the search!
What was the hardest part of the design?
It was hard to think back to those days of unlimited tension as two nuclear armed giants squared off against each other with the largest most sophisticated militaries ever created, all to battle over a piece of land the size of Connecticut. Somehow I had to convey the sense of the massive armies and tiny goals that, in the end, was the heart of the conflict.
Why not Poland, and the rest of Eastern Europe as the battlefield?
I think the odds of a NATO offensive were limited to counter attacks. There were plans by NATO to strike first in a series of spoiling attacks just before the Soviet behemoth rolled over the border. This ‘Forward Defense’ plan was hotly debated, but no plans where made for NATO to be the aggressor.
Was balance between the various weapons difficult to design:
Yes! The war in West Germany would have been an infantry war. I know that is not a popular view but it is true. There is no doubt that fleets of tanks and other AFV’s would have struggled and lead the spearhead of every offensive, but by 1980 the infantry carried anti-tank weapon had changed the relationship between infantry and armor. Infantry at that point had proven they could effectively ‘tank hunt’. Artillery concentrations would have been huge, and the variety of tank killing ammunition available was staggering. Also making its way onto the modern battlefield was the attack chopper packed with anti-tank guided or directed weapons all designed to kill armor. As you can see the tank had a BIG target painted on it’s collective back.
The design of the counters seems odd:
The design grew directly out of the board and the need to convey the information simply. Infantry cover areas by staggering out a line covering positions while taking advantage of their small size and flexibility. Armor can’t help being big and rigid so I tilted the counter the other way to convey a very large machine covering very little battle space.
Why the multi-die combat system?
Speed of play and simplicity were upper most in my mind. There have been a few WWIII games over the years; and except for Red Storm Rising by TSR; all seem to use charts. So the routine in these games is:
check to see if you can fire stop,
read the rules if needed before the attack is made stop,
roll the die or dice stop,
read a chart stop,
apply effects stop
I wanted a smooth game where movement and combat interact immediately, and mistakes can be truly fatal, hence the multi-die system.
I am truly surprised at the response to my first offering on Raven’s Games. I expected a few semi-interested folks to wander by as I built up the visibility of the website. I got an explosion. This is due in large part to The Wargames Website running my articles and supporting my site. For that I am truly grateful. To everyone thank you and I hope for a long and rich relationship with all of you.