Military Tuesday : 1066 The Game

1066 – the year Duke William of Normandy was crowned King of England after successfully invading and defeating the English led by King Harold Godwinson at the Battle of Hastings on the 14th of October that year. Vikings commanded by King Harald Hardrada of Norway had landed in northern England a month earlier and gained a foothold there after crushing the outnumbered forces of Earls Morcar and Edwin during the Battle of Fulford. The English later defeated the Vikings at the Battle of Stamford Bridge but had to quickly march southwards after that battle in an attempt to repel the Norman invasion and the exhausted state of the English army has often been cited as the major factor for the eventual Norman victory.

The Vikings

The English

The Normans

All three battles are playable in this wonderfully animated game developed by Preloaded for British TV network Channel 4. The single player campaign places the player in control of all three factions – the Vikings at the Battle of Fulford, the English at the Battle of Stamford Bridge and finally, the Normans at the Battle of Hastings. The Vikings excel in ferocious charges, the English form steady shieldwalls while the Normans are the medieval equivalent of a combined arms force. Alternatively, the game can be played in skirmish and multiplayer modes which are handy for simulating hypothetical scenarios with different army setups.

A combination of strategy, tactics and a trio of mini-games awaits in 1066 and yes, those mini-games will essentially decide the fate of the British Isles.

Before a battle, each side summons their warriors to battle via a points system similiar to tabletop miniatures games. The sight of warriors flocking to your banner as you add them to your army is a glorious thing indeed.

After choosing your warriors, deploy them on the battlefield taking into consideration the forces arrayed againist you as well as impassible locations on the map which will offer advantages for defensive moves during the actual battle.

Each turn, both sides plan their orders and then the orders are executed simultaneously in an arbitrary manner. Thus, two units may charge each other while trying to move to more favourable positions or an infantry unit may have rushed forward in an attempt to charge only to find that their target has withdrawn from range.

The tactical portion of 1066 involves maneuvering your units into formations for bonuses. Outflanking isolated units by moving two units above and below it is a great technique to rout shaken units off the battlefield with minimal loss of lives.

Three infantry units arranged in a vertical row will lock their shields together to form a shieldwall which confers additional defensive bonuses and is particularly useful for withstanding a cavalry charge.

Boar snouts are formed by moving three infantry units into a wedge formation and coupling this formation together with a charge into enemy lines can be very devastating to unprepared or wavering units.

Careful thought must be put in the movement of each melee unit as the two armies close in – charging with its substantial shock damage is very important and can only occur when a fair distance separates the two opposing units (indicated by a red arrow instead of the usual white arrow when moving the unit).

When the two sides eventually clash, melees are resolved between individual units one at a time. Melee damage is calculated by how accurately you press the cursor keys as they appear on the screen (akin to rhythm games like Beatmania) while the effectiveness of your archers is strictly determined by your skill in gauging the correct angle and power needed to release a hail of arrows directly onto the heads on your enemies. It’s always amusing to watch inept enemy archers fire into the backs of their own infantry until you commit the same mistake or fire indiscriminately into a swirling melee and wound more of your troops than the enemy’s.

Taunting and calling your enemy names can be a very effective tactic in a hard-fought battle since a series of perfectly-executed taunts can quickly knock down enemy morale and rout units with already flagging morale. It all depends on your typing speed though :)

Hmm … Foxbeard … not sure my morale would drop if someone called me that :)

Thus, while you may be a superb tactician, your reflexes must be equally as good to win most battles since they often involve close fights between two evenly-matched forces of roughly similiar numbers (which means more mini-games). For the reflex-challenged, I recommend playing at the lower difficulty levels since they offer a better test of your strategical and tactical abilities without overly demanding that you perform very well in the mini-games.

Play 1066. Thanks to g4g.it for featuring this game on their site, wouldn’t have found it otherwise.

MORE @ THE DOWNLOAD MUNKEY:
Crush The Castle(s) with a Mighty Trebuchet
Crusaders – Thy Kingdom Come Wallpapers
IGWB (I) – Mount & Blade
Lessons from BBC History Channel Games – The Battle of Hastings
War and Game – Military History Blog

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Games Thursday : Theatre of War 2 : Africa 1943 Promotional Mini-Game

Caught this promotional mini-game for Theatre of War 2 : Africa 1943 published by Battlefront who created the very fine Combat Mission series, from the equally fine Tacticular Cancer (which would be even finer (more fine?) with a RSS feed :) ).


It’s time to show the world the power of Italian armour!

Choose one of four nations – USA, Great Britain, Germany and Italy, represented by the M4 Sherman, Valentine Mks I/II/III, Tiger I and Ansaldo-Fiat M15/42 respectively and wage all-out armoured warfare!

If you’ve played games like Benoit Freslon’s Nano War, Rudolf Kremers and Alex May’s surrealist Dyson or even Dreamspike Studios’ Space War Commander, you’ll know what you’re already in for – an abstract game of resource management and conquest. Each of the bases under your control generates tanks which you can then deploy to garrison other friendly bases or to launch attacks to conquer neutral or enemy bases.

Your tanks will engage any opposition in its path while on the move so take that into account when reinforcing your bases near enemy territory or when planning a major offensive deep into enemy territory – hardly advisable with a small force when you have to run a gauntlet of enemy bases to reach your final objective. Battles between tank groups on the move always favour the larger groups so it might be wise to assemble larger battle groups at bases nearer to the enemy instead of attacking piecemeal.

The game may seem deceptively simple but a population cap on each base i.e each base can only produce a fixed number of tanks, means that a wise commander will keep an eye on rear bases which have produced their maximum allotment of tanks and move thems to reinforce the forward bases to allow these bases to start production again, hence increasing the overall number of tanks in your army.

Coupled with the map layout and the occassional unfair advantage AI nations have in numbers and default base location, this Theatre of War 2 : Africa 1943 mini-game can be very challenging at times – I gave up trying to complete level 3.

It’s a pity that the nation you select doesn’t seem to make any difference to the gameplay since that would make an even more tactically challenging game – I would have expected that Germany would generate their more powerful Tigers at a lower rate but it appears that they are churned out as fast as Shermans and go down like one.

Play this Theatre of War 2 mini-game over at Battlefront.

MORE @ THE DOWNLOAD MUNKEY:
Retro Tactical Warfare in Nectaris for Windows
Stomping Grounds
Combined Arms Warfare in Battalion : Nemesis
Battle of Tiles
Aliens – The Board Game (Flash Version)

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Wallpapers Wednesday : Theatre of War 2 : Africa 1943

Wallpapers from the second installment of Battlefront’s Theatre of War, set in the deserts of North Africa in 1943 – the year which saw the first major engagement between the Americans and Field Marshal Rommel’s veteran Afrika Korps in the Mediterranean Theater at the Battle of the Kasserine Pass.


© 1C Company / Battlefront

Probably gonna try the Theatre of War 2 demo and write about it if I like it enough – I found the interface of the first game too awkward for a RTS the last time I played the demo. I try to get my hands on the demos for every single games published by Battlefront though, my favourite game is still Afrika Korps from their seminal Combat Mission series.


© 1C Company / Battlefront

Download these Theatre of War 2 wallpapers from Battlefront or check out the Theatre of War 2 demo.

MORE @ THE DOWNLOAD MUNKEY:
Theatre of War Renders
T-72! Balkans on Fire Renders and Wallpapers
High-resolution 3D Renders from Combat Mission : Shock Force
Rush for Berlin Wallpapers
The Trail of the Fox – Free Ebook Download

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Military Tuesday : Warfare 1944

Chris Condon of zombie killfest The Last Stand fame moves his previous game Warfare 1917 out of the hellish trenches of WWI’s Western Front and fast forwards 27 years onto the beaches of Normandy in Warfare 1944, his latest creation for Armor Games.

This time round, it’s no longer the vicious meatgrinder that Warfare 1917 was with its murderous frontal assaults. Flanking maneuvers are now possible since your troops can advance along one of three zones and mutually support friendly squads in adjacent zones. Therefore, while advancing down the centre is advantageous for support troops like mortar and machinegun teams as they can provide covering fire to other units in the centre or on either flank, they can also be quickly overwhelmed as enemy squads can attack and kill them from any zone.

The objectives have also been expanded to reflect the more fluid combat and small unit tactics of WWII. While it’s still possible to win by bleeding the enemy dry until they surrender ala WWI, the skilful deployment and maneuvering of troops past the ends of the top and bottom flanks will deplete enemy morale much more quickly than bloody frontal assaults and save more lives on your side as well. Of course, taking the objective by charging down the usually heavily-defended centre is also a viable victory condition, but usually at a heavier cost in lives and this will adversely affect the amount of XP you get for upgrading your forces after the battle.


Panzer!


While heavily armed and armoured, tanks aren’t invulnerable and have to be supported by infantry to prevent enemy anti-tank teams from closing in with their bazookas or panzerfausts.

However, even with three different zones to slug it out, stalemates sometimes occur in spite of both sides adding the heavy firepower from tanks and mortar teams into the fray. To break the deadlock, officers can be deployed to call in heavier fire support in the form of strafing fighter-bombers or artillery barrages with sufficient supply points and the proper upgrades.


No anti-tank units at hand? A lucky direct hit from an artillery barrage will knock out a tank :)

Speaking of upgrades, they function identically to Warfare 1917 – they consist of improvements to your infantry or unlock additional equipment (e.g grenades and support options) and you never get enough to unlock all improvements before the end of a campaign (8 missions each for the Americans and Germans). The two sides play with a slight difference due to several variations in their upgrades – the Americans focus primarily on speed while the Germans concentrate on raw defensive power.

Tactically, Warfare 1944 is a much more interesting and engaging affair than its predecessor due to the brilliant inclusion of flanking attacks and additional winning conditions. The addition of different difficulty levels in version 1.1 is a major plus too, since you wouldn’t be seeing screenshots of victorious German soldiers here :)

All is not perfect though and one major gripe I have with Warfare is the randomness of tank-vs-tank combat. It’s definitely realistic that the turret-mounted machinegun and main cannon of a tank can be individually destroyed but it really sucks when you spend 800 supply points for a tank and its main gun gets busted by a lucky first shot from an enemy tank :evil: And if it happens that you have no bazooka or panzerfaust teams nearby, that single enemy tank is gonna roll over any of your infantry squads unfortunate enough to get in the way.

The other (small) letdown is a rare bug where multiple enemy squads hog a single fighting position and mow down anything in range. Chris reports on his blog that it’s being fixed at the moment though :)

Now that Warfare 1944 is out, I wonder if there’re plans for a third game in the series – maybe we’ll see asymmetric warfare in the steaming jungles of Vietnam?

Play Warfare 1944 or check out Chris Condon’s blog at www.conartistgames.com.

MORE @ THE DOWNLOAD MUNKEY:
IGWB (III) – Firefight – WWII Infantry Tactics Simulator
A Simulation of Trench Warfare : Warfare 1917
British Commemorative Booklets for World War II
War and Game – Military History Blog
WWII Anti-Submarine Warfare Tactical Lessons from BBC

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Military Tuesday : OV-10 Broncos of VAL-4 “Black Ponies”

Been reading a lot of old books on the Vietnam War acquired from recent book fairs and apart from than the well known UH-1 “Huey” helicopters, F-4 Phantom IIs, two other interesting aircraft appeared in the books, A-1 Skyraiders used in Sandy rescues of downed pilots and the OV-10 Broncos which served as both an observation platform for forward air controllers (FACs) to direct air strikes and as a weapons platform in direct support of troops on the ground.

The passage below from Chapter 6 Support from The Sea, Air and Land from the Kevin Dockery’s Navy SEALs – A History Part II : The Vietnam Years brought my attention to the Broncos of Light Attack Squadron Four (VAL-4) “Black Ponies” which were one of two Navy air support options for the SEALs udring the Vietnam War, the other being the “Seawolves” of Helicopter Attack (Light) Squadron Three (HA(L)-3).

Flying small propeller-driven OV-10 Bronco aircraft, the handful of Black Ponies in the skies above the Mekong Delta could loiter on-site for hours. And when a target was available, the Black Ponies could swoop in with unbelievable firepower for their size. Rockets, both 2.75-inch and 5-inch Zunis, would roar out from under the wings of the Black Ponies and blast huge holes in the jungle, or in the enemy formations underneath. Cannon fire from 20mm guns and bullets from 7.62mm machine guns would rip through the ground that had been torn up by the rockets…

Photo displaying the Bronco’s impressive weapon loadout from Captain Donald J. Florko’s article To Ride A Black Pony used without permission from www.blackpony.org.

The story of the conception and development of this fascinating aircraft can be found at the website of Colonel KP Rice (USMC, Retired) who served as the Department of Defense Program Manager for the OV-10 and is now showcasing his flying car Volante as a viable form of private aviation.

Read more about the OV-10 Bronco at the unofficial association page for the men who served in VAL-4 “Black Ponies” at www.blackpony.org and Volante Aircraft.

MORE @ THE DOWNLOAD MUNKEY:
Preview of Air Combat Manoeuvres
CIA A-12
John Wallin Liberto’s WWII Military Aviation Art
Fighting High – WWII Allied Aviation E-Magazine

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