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March 30, 2015

It’s a small rules after all: Rules is coming to Apple Watch

Even Dick Tracy's watch couldn't do this

Even Dick Tracy’s watch couldn’t do this

Back when the Apple Watch was first announced, Owen polled some developers to see what they thought of the wearable and the results were mostly “meh” with a “hmm” thrown in for good measure. What could you possibly create on a screen that small was the initial impression, but then each dev started to come up with ideas that just might work. I think the takeaway from that article was, given any new medium, creative folk will usually figure something out.

I’ve been highly skeptical of the Watch and had really put off any notion of picking one up, mainly because I assumed that there couldn’t be any decent gaming on the device. This from a self-professed Apple fanboy (I’m typing this up on my MacBook Pro while using my iPad as a second monitor and listening to a podcast on my iPhone). Today we learned I was wrong and at least one decent game is coming to Apple Watch, Rules! by The Coding Monkeys.

Now, before we get too excited, realize that the version on your watch won’t be the same thing you get on your phone or iPad. The wrist version will feature short brain teasing puzzles that you can play to achieve a daily goal which will unlock new options within the game. It’s like Runkeeper for your brain.

Rules is already available in the App Store for your iPhone and iPad and the watch version is already available and will be ready to roll when Apple Watch is.

If you’ve not played Rules before, there’s a trailer after the break.

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Review: Vietnam ’65 for iPad

They’re sending me to Viet-nam. It’s this whole other country.

The Vietnam War is a unique beast. The most unpopular of wars, made immortal through popular culture. Veteran PT readers need no further preamble from this still-FNG to illustrate how Vietnam was as much as a battle of political and ideological PR as it was bush patrols and F-4 sorties against a liquid, unknowable enemy. My digital experience with the theater has been limited to the most facile of shooters, which either made me the perfect or the worst candidate for reviewing Vietnam ’65.

The average wargamer will arrive in Vietnam ’65 as a veteran of countless WWII sims and possibly the occasional Napoleonic sortie. But across the Ia Drang valley, against the buffer country of the Cambodian border, the player must wage a new kind of war. This is a fascinating tale of Kalashnikov phantoms and the military giant sent to exorcise it from the jungles of Indochina. I would be inclined to call this the new Unity of Command; being a game unafraid to welcome new and seasoned alike, with a distinct core that isn’t merely the sum of factory standard parts. Unity of Command was a game that taught imperatives of supply. Vietnam 65 is a lesson in political motivation as a resource, as well as illustrating the confounding operational logistics of the conflict. It’s not the deepest game, but I wish more wargames were this bloody daring.

More movies per square mile than any other war.

More movies per square mile than any other war.

I wasn’t sure what to make of Every Single Soldier’s creation when I first booted it up. The game felt thin, anaemic. I was wrongfully looking for the tactical flex and unit catalogue of Battle Academy or Panzer Corps. World War II and Vietnam being apples and agent oranges, my mistake was looking to find a stock military hexer, which this game is certainly not. This is not a game that doubles down on the grit and greeble of specific historical encounters. Instead. Vietnam 65 has the player feeling their way along a dynamically generated Ho Chi Minh trail — a central corridor for Viet-Cong guerrilla activity, invisible to the player on the map. The game creates a new trail every time you play the scenario, and you can only ever deduce its location it’s path as you hunt your opponents. Political willpower, wrung from how well the war is being waged, feeds the supply line and helps sustain unit acquisition during the forty-five turn game limit. Patrols, Phantom sorties, FOBs; they’re all here, but the H&M mechanic that puts Vietnam 65 in a different light to other wargames.

Along the tough terrain of Ia Drang, ten villages become the operational focus of Vietnam ’65. If you win battles near a village, support for you goes up — but if the Viet Cong is allowed to operate unchecked or (worse) knocks you about in a fight, then the villages’ hearts and minds will turn to the enemy. It’s a neat reversal of the typical wargame, and one that probably resonates today better than ever: you must control villages that you can’t ever conquer, but only hope to influence.

Patch me up, doc.

Patch me up, doc.

The American arsenal revolves around the iconic Huey helicopter fleets, used to ferry troops and supplies across the rugged terrain. Rather than a certain Wagnerian entrance, these workhorses — and to an equally important extent, the magnificent Chinook heavy lifter — flit across the canopies and ridge-lines in a constant utility thrum, keeping patrols supplied and accessing locations far too arduous for a foot-slog. Some might not like the central activity of this game being air traffic control, but managing the whirly-birds is a wonderfully engrossing, ever-changing puzzle. There’s as much owed to Transport Tycoon as there is to Panzer General in Vietnam ’65.

Keeping the H&M ratio in the black is all well and good, but if the enigmatic VC manage to persuade enough villages during their campaign against the US military, that number will drop below a threshold and the North Vietnamese Army will turn up. Rocking heavier ordnance, nothing dries up political willpower faster than an increase in bodybags being shipped home. This is what makes the VC encounters so fresh; their infuriating ability to tangle, then disappear into the jungles. Tracking them is often fruitless, and you’re forced to spread your self uncomfortably thin to counter that elusiveness. Caught in the open, nothing speaks louder than a targeted USMC Phantom bombing run, but if given a tree-line to dash into or a clearing to lace with mines, Charlie does surf. Contacts are recorded on a strategic operational map, which helps track the thicker areas of VC movements and giving the player a good idea of where the next FOP should go.

"We been kicking other peoples asses for so long, I figured it's time we got ours kicked."

“We been kicking other peoples asses for so long, I figured it’s time we got ours kicked.”

There’s a decent challenge in Vietnam ’65. The AI poses wily opposition, bolstered by a muggy fog of war. My first few games were disasters, and I was obviously in need of a few more military advisors. However, once I had a better idea of the ins-and-outs of chopper resupply and projecting a more limber force, the VC began to get smacked back up the track. Drawing them out and engaging them in politically-beneficial locales made me ponder the PR of combat in more than just a clash of proficiency tables. Again, at a mechanical level, there’s not much different here to many other wargames. The nuts and bolts are the same. However, it’s the wrangling of the outcome, what operations and engagements often mean, that evokes a different ambiance to your usual hex-and-chit affair.

The last time I played something that make me consider the ramifications of my engagement strategies was the wafer-thin but noble RTS Conflict Zone, touting mission difficulty hinging on a player’s standing with the media. In Vietnam 65, it examines the temerity of a conventional force fighting against an unconventional foe, and the friction of measuring success therein. Using political resolve as fuel for the fight might merely be a semantic change from spending prowess points, but it’s an important distinction. Vietnam ’65 is a surprisingly different and refreshing wargame experience that might win hearts and minds outside of Vietnam, too.

Reviewed on an iPad 3.

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March 28, 2015

WUHRhammer: Arcane Magic coming soon

Nanoo nanoo?

Nanoo nanoo?

Games Workshop must have the hardest-working licensing department outside of Disney. A new iOS game from Turbo Tape, the developers of UHR Warlords, will have you slinging spell cards as famous wizards in tactical combat in the Warhammer universe “soon” (synonymous with “this year” in marketing cant). If you read that sentence and took away cards, Warhammer, and tactical, I know where you’re coming from, but the Turbo Tape bit is also worth noting. UHR Warlords was so metal it kind of lampooned itself, but the tactical elements were balanced and engaging. In retrospect, the grimdark aesthetic appears to have found an appreciative audience in the original grim darkness of the far future folks. After the break you’ll see a trailer, and several tasty screenshots.

Should your whistle require further wetting, here’s the full crop.

Urine-colored LOS indicator.

I cast Golden Shower!

Not a healthy-looking forest.

I recommend “Summon Arborist”.

Some seriously bloody snow. Demons are messy eaters.

“But now you made Snow Spots! You can’t let THEM stay!”

Looks a lot like Ming the Merciless.

“Klytus, I’m bored. What plaything can you offer me today?”

Golden face. Kinda like Klytus.

“An obscure body in the S-K system, your majesty.”

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March 26, 2015

Hex connect: BattleLore updates with online multiplayer and new faction

I'm having a real hard time sorting out which are the new good guys and which are the new bad guys. Any help?

I’m having a real hard time sorting out which are the new good guys and which are the new bad guys. Any help?

Fantasy Flight Games seems to enjoy surprises. If you recall, BattleLore Command was released on a Monday back in November with no fanfare whatsoever. Instead of boding ill for the game, BattleLore ended up being a winner and one of the best board game ports released last year. The only downside was the lack of online multiplayer.

Well, today we got another surprise from FFG: version 1.2 of BattleLore just hit the App Store and it brings with it cross-platform online multiplayer. If all this update brought was online multiplayer it would make BattleLore one of the best board games on our tablets but, of course, that’s not all we’re getting. There are also new units for each faction which can be unlocked via the campaign, such as new Daqan cavalry and scorpion-riding mages.

That’s still not all. The first expansion, The Locust, is also available. The expansion adds several new multiplayer maps as well as 4 new units for the battlefield. The Locust expansion is available as a $3 IAP.

You can pick up BattleLore Command for iOS Universal or Android for $10. New multiplayer trailer after the break.

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Out Tonight: 64 Bits, Breath of Light, and The Trace

The only crime I see is grandpa robbing the cradle.

The only crime I see is grandpa robbing the cradle.

We’ve entered into an early spring doldrums both here at Pocket Tactics and on the App Store. Seriously, somebody wake me up when we sight land.

Nothing of huge interest this week. I was hoping to have Boss Monster to share, but Brotherwise Games posted this morning that there was a flaw with the game that they had to fix and they had to resubmit. Earliest estimates are 2-3 days, but the way things are going we might not see Boss Monster until July. If you have an Android tablet and can’t wait, it’s free to download right now on Google Play.

So, that leaves us with a few games that, I’ll be honest, aren’t going to blow your socks off. The first is The Trace, which actually released this morning and is currently out for iOS Universal. The Trace is a murder mystery with 3D environments to explore, clues to find, puzzles to solve. You know, mystery stuff. Trailer is after the break, and you can it up now for $5 on the App Store.

More fun after the break.

From murder and mayhem we move to some lighter fare. The first is 64 Bits which has the aesthetic of Pong and the jumpy, twitchy nature of a meth addict. I don’t know what to make of it, other than it looks really hard and like it might be fun, especially if you’ve been diagnosed with ADHD. It’s already available for Android and will be out for iOS Universal tonight. It’s free to download, so it might be worth a look.

Our last stop is anything but a twitchy, jumpy game. It’s called Breath of Light and it’s a puzzler with a peaceful, relaxing demeanor. Flowers radiate some magic aura or some such crap, and you have to move stones to direct the aura to other flowers to make them bloom. Yeah, I almost threw up a bit, too. Still, it looks pretty cool, so there’s that. It will run $2-3 and will be for iOS Universal. If you want to give it a go, look for it on the App Store at midnight.

Sure I’m missing something. Let me know what else is out there in the comments.

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