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Multi-Man Summer Sale July 27th to August 1st
- Sagrilarus
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A Most Dangerous Time [$39]
Angola [$45]
April's Harvest (CWBS) [$18]
ASL Action Pack #6 - A Decade of War [$21]
ASL Action Pack #9 - To The Bridge! [$20]
ASL Action Pack #10 [$12]
ASL Action Pack #11 - 29 Let's Go! [$15]
ASL Journal #11 [$22]
ASL Best of Friends [$7]
Beyond The Rhine (OCS) [$80]
Blood Reef: Tarawa Gamers Guide [$5]
Breakthrough: Cambrai [$24]
Day of Days (SCS) [$72]
Guadalajara (SCS) [$20]
Heights of Courage (SCS) [$24]
It Never Snows (SCS) [$54]
Kawaguchi's Gamble: Edson's Ridge [$24]
King Philip's War [$24]
Korea: The Forgotten War (OCS) [$54]
Last Blitzkrieg (BCS) [$80]
Lincoln's War [$48]
No Question of Surrender (GTS) [$40]
Operations Special Issue #2 [$20]
Out of the Attic 2 (ASL) [$7]
Rock of the Marne (SCS) [$24]
Rivers to the Reich (ASL) [$7]
Salerno (VCS) [$20]
Special Ops #1 [$14]
Special Ops #2 [$14]
Storm Over Dien Bien Phu [$24]
Talavera (NBS) [$12]
The Greatest Day (GTS) [$150]
The Kingdom of Heaven [$48]
The Mighty Endeavor: Expanded Ed. (SCS) [$34]
Tide At Sunrise [$24]
Tunisia II (OCS) [$36]
Turning the Tide (ASL) [$7]
Warriors of God [$28]
Warriors of Japan [$26]
Anyone else have any recommendations from the list?
Update -- Additional games have been added:
A Victory Lost [$27]
ASL Action Pack #12 - Oktoberfest XXX [$12]
Black Wednesday (TCS) [$30]
Champion Hill (CWBS) [$21]
Decision at Elst (ASL) [$48]
In Their Quiet Fields II (CWBS) [$22]
Karelia '44 (SCS) [$31]
Last Chance For Victory (LoB) [$135]
Leros (TCS) [$30]
Panzer Battles (SCS) [$36]
South Mountain (RSS) [$36]
Storm Over Stalingrad [$33]
War of the Suns [$120]
Yom Kippur (ziplock) (SCS) [$15]
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Well, the obvious stuff is like the OCS. Hold onto Beyond the Rhine for a couple years, make 150 dollars. I'd buy one of those but I'm shelf limited. I'd like to get into OCS someday and I have no passion for east front.
Angola is really good and SUPER unique but it needs 4. MSample had some posts on it here, and I've played 2-3 times and found it fascinating.
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Angola, multiplayer is easier to table than 2 player for me, so I could get this one played with not too much problem. Haven't read up on this one for years but remember being really interested by it.
Area-impulse games. I enjoy the couple of area-impulse games I have, Storm Over Arnhem and Storm Over Stalingrad, so I'd be keen to pick up: Storm Over Dien Bien Phu, Kawaguchi's Gamble: Edison's Ridge and Breakthrough: Cambrai. I had all of those pre-ordered on MMP at one point but after several years and the changeover to the new site I never bothered to keep them up to date.
Warriors of Japan. I liked my few plays of Warriors of God. Really chaotic but simple and fun.
Kingdom of Heaven. Specifically NOT interested in this one because I remember my extreme negative reaction to the rulebook (once it was released.) I found the writing to lack clarity(see the many parentheticals, one per paragraph). So I didn't want to slog through it being pissed off the whole time(See rule 5 about there are better things to do with my time).
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Gary Sax wrote: Thanks, Sag!
Well, the obvious stuff is like the OCS. Hold onto Beyond the Rhine for a couple years, make 150 dollars. I'd buy one of those but I'm shelf limited. I'd like to get into OCS someday and I have no passion for east front.
Angola is really good and SUPER unique but it needs 4. MSample had some posts on it here, and I've played 2-3 times and found it fascinating.
Still one of my favorite games. There is an article in the SPECIAL OPS magazine being released at WBC with the play balance provisions we came up with, along with the extra Brigade counter needed. BGG discussion here:
boardgamegeek.com/thread/1575010/play-balance-tweaks
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- Dr. Mabuse
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- Erik Twice
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- Sagrilarus
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Erik Twice wrote: I can't recommend A Most Dangerous TIme enough. It's exactly the game people here should like: It's about bold plays but with skill to back it up.
. . . and it plays more than two. I've looked at it half a dozen times but the killer for me is the four hour play time. For me that likely means five (I spend a fair amount of time filling my glass, a fair amount of time emptying it as well) which means it likely won't finish in an evening. But we do have our annual May Getaway at the beach where my buddies and I put in four straight days. That alone may make it worth picking up at the sale price.
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- Erik Twice
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It doesn't really play more than two, sadly. You can split the Anti-Nobunaga forces between two players, but it's functionally the same as playing with two. I haven't played the four player game but I'm told it's pretty wonky and more of a small addition by GMT than a real game.Sagrilarus wrote: . . . and it plays more than two. I've looked at it half a dozen times but the killer for me is the four hour play time. For me that likely means five (I spend a fair amount of time filling my glass, a fair amount of time emptying it as well) which means it likely won't finish in an evening. But we do have our annual May Getaway at the beach where my buddies and I put in four straight days. That alone may make it worth picking up at the sale price.
That said, I don't think it should ever run over four hours, even if you play leisurely. I think the three main roadblocks to fast play are the setup time, the poorly-written rulebook and the amount of dice rolls (Dice rolls are inherently slow). Being able to set up in advance will help massively so if you are on the fence I would consider that as a factor.
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Erik Twice wrote:
It doesn't really play more than two, sadly. You can split the Anti-Nobunaga forces between two players, but it's functionally the same as playing with two. I haven't played the four player game but I'm told it's pretty wonky and more of a small addition by GMT than a real game.Sagrilarus wrote: . . . and it plays more than two. I've looked at it half a dozen times but the killer for me is the four hour play time. For me that likely means five (I spend a fair amount of time filling my glass, a fair amount of time emptying it as well) which means it likely won't finish in an evening. But we do have our annual May Getaway at the beach where my buddies and I put in four straight days. That alone may make it worth picking up at the sale price.
That said, I don't think it should ever run over four hours, even if you play leisurely. I think the three main roadblocks to fast play are the setup time, the poorly-written rulebook and the amount of dice rolls (Dice rolls are inherently slow). Being able to set up in advance will help massively so if you are on the fence I would consider that as a factor.
I've only played it twice, but I'd never to think to play it multi player. Seems a contrived/tacked approach, similar to War of the Ring and Star Wars Rebellion. For all of them, while in theory they can handle more than two, the resulting game play is clunkier and slower. Other than perhaps a learning game, 2P is the way to go.
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- Sagrilarus
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A Victory Lost [$27]
ASL Action Pack #12 - Oktoberfest XXX [$12]
Black Wednesday (TCS) [$30]
Champion Hill (CWBS) [$21]
Decision at Elst (ASL) [$48]
In Their Quiet Fields II (CWBS) [$22]
Karelia '44 (SCS) [$31]
Last Chance For Victory (LoB) [$135]
Leros (TCS) [$30]
Panzer Battles (SCS) [$36]
South Mountain (RSS) [$36]
Storm Over Stalingrad [$33]
War of the Suns [$120]
Yom Kippur (ziplock) (SCS) [$15]
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If anyone is interested in Tide At Sunrise, I have an in-shrink copy that will probably never see the light of day so I'll part with it for much less than MMP wants.
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