Saturday
Dec242011

Next Chapter for Beda Fomm

Operation Brevity and Battleaxe Situation Map

Looking ahead to 2012, we have some nice projects in store that we are excited about. Now that Beda Fomm has officially sold out, it's time for a new chapter for this popular game and game design. After more than 32 years since it's original release, a new game release is planned using the Beda Fomm game system. Frank Chadwick has submitted his design on Operation Battleaxe, and this game introduces some welcome refinements and enhancements to the Beda Fomm game system.

Once The Hunters ships, we should be able to get working on this project. At the moment, our bandwidth is taken up while we work on Avalanche 2 and The Hunters. To whet your appetites, here is the [unedited] intro for this new game, with the working title, Hellfire Pass.

In March and April of 1941, the German Africa Corps made its debut in North Africa, driving from El Agheila to Tobruk and the Egyptian frontier. When the Tobruk fortress, held by 9th Australian Division, refused to fall, the Axis forces settled down to a siege, surrounding Toibruk but also guarding their eqastern flank along the Libyan-Egyptian frontier.

In May the British attempted a small offensive (Operation Brevity) which alerted the Axis to the potential danger on this front. While the British build up for a larger offensive, the Germans and Italians reinforced and fortified the frontier defenses.

The British offensive, code-named Operation Battleaxe, began on June 15th, 1941. It aimed at overrunning the Axis frontier positions, defeating the Axis armored reserves, and then driving west to relieve Tobruk. The attack came to grief in large part because of the deadly fire of German 88s well-empaced in several key positions, but most famously at the key defile of Halfaya Pass, forever after know as Hellfire Pass.

Hellfire Pass is a World War II simulation of the British Battleaxe offensive which took place from 15-17 June, 1941. There are two players; one commanding the British and the other the Axis forces.

 We look forward to sharing more details about this game project once we are able to get to it in our pipeline.

Tuesday
Dec132011

The Hunters Makes the P500 Cut!

preorder tally as of 13 Dec 2011Our gratitude to everyone as The Hunters today achieved the milestone of surpassing the P500 cut for publication. We are excited about this upcoming release that we have scheduled to debut on June 25, 2012 @ CSW Expo 2012. Thanks again for all your support and, please, keep those preorders coming!

Sunday
Dec112011

Sneak Peek: The Hunters Random Events

Just another little something to whet your appetite for this game. I've posted a preview of the Random Events in The Hunters. A single random event may occur only one time per patrol. I've provided pretty much full details in this sneak peek to give you a bit of flavor for the game when it comes to random events.

When the original design was submitted, the Random Events were optional to play. Given the added historical flavor and variability this lends to the game, without impacting the game's complexity, I consider it a no-brainer and it is now a standard part of the game. I trust everyone will have stories to tell with their patrols once this game is released, and I'm sure this welcome addition will add to the storyline. Enjoy!

Thursday
Dec082011

Crew Quality in The Hunters

Here's a quick sampling of the various crew quality markers in the game. They range in value from "green" to "elite". The modifiers printed on the counters relate to DRMs when resolving [F] FlaK fire, [D] Diving (crash dive to elude enemy aircraft), and [A] Hit probability across All weapons.

Crew Quality markers in The Hunters

One of the things I do with any given project is focus on mnemonics wherever possible for all game components (consider it a pet peeve of mine when it comes to try and make games more user-friendly), so this is a just a basic example of what has been incorporated in taking the game through graphic design (playtest counters had no DRM values). Ian Wedge is doing a great job with legibility (ensuring proper color contrast on counters with values). Crew quality is tracked on your U-Boat Display Mat. U-Boat crew quality is at "trained" level at game start (note the lack of modifiers).

Crew quality may increase after a series of successful patrols. Conversely, crew quality may decrease after a series of unsuccessful patrols (or crew replacement due to injury). Your crew quality can have a real impact on your patrols.

Thursday
Dec082011

New P500 Banner for The Hunters

Aesthetics are a key component to any game throughout the product life cycle.

For example, we all know how our enjoyment with a game can be enhanced through a compelling graphics presentation that is also user-friendly for play purposes. Well, the same holds true when it comes to marketing a game on preorder — long before a game has been published. That's why I'm thrilled that Rodger has crafted this new P500 banner in support of The Hunters.

Naturally, we will want to show off actual game components, etc. as we get closer, but it's an incredible shot in the arm to have the talents of Rodger B. MacGowan at one's disposal to help promote a new game! Of course, when Rodger presents the front box cover art for this game, I'm sure I'm going to swoon! Thanks, Rodger!!

Tuesday
Dec062011

Developer Update: Avalanche

Game developer, Bruce Howland, provides this initial update on some of the key enhancements in store for Avalanche, 2nd Edition.

Tuesday
Dec062011

Hunters Climbs the GMT P500 Charts

preorder tally dated 6 Dec 2011It's been just a week since our preorder announcement, and we couldn't be more thrilled to see how THE HUNTERS is rapidly climbing up the P500 charts. We are already knocking on the doorstep to hit the P500 threshold! We had no idea The Hunters would generate so much interest, and we are very grateful to everyone for their support and vote of confidence. What was initially a "wait and see" type approach and questioning "if" the game will make the cut, well, it's clearly no longer a question of "if" but "when" the game will be published.

We have officially scheduled the release date of The Hunters for CSW Expo 2012 (25 June 2012). We will be working diligently to get all components finalized and coordinate with GMT production dept. to make that date. Barring any complications, we hope you will join us at CSW Expo and if all goes as planned (knock on wood), we will be looking forward to the official unveiling of the game at CSW Expo. We will also hold a special Hunters Tournament during the Expo as well, hosted by the game designer, Gregory M. Smith. So all pressure is on us now to get the game published in time for the Big Event. Wish us luck!! 

Friday
Dec022011

Sneak Peek: The Hunters Rules TOC

My biggest single effort on The Hunters will be the editing and formatting the rules. The format will be similar to the SPI rules case format we did for Beda Fomm. I've provided an early-draft sneak peek of how the Rules Table of Contents (TOC) are shaking out, so you can check them out. I'll be sure to post updates to the TOC as updates occur. Down the road, we'll be sure to provide a preview of the rules (when we are about ready to hit the presses). In the meantime, I will be providing a preview of the Random Events included in The Hunters, as well as an example of play narrative, so stay tuned!

Friday
Dec022011

Authentic Stamp Rendered as Consim Press Edition

Found an authentic WWII German stamp commemorating German U-Boat Captions. It is pictured below and beneath it is our Consim Press edition commemorating our upcoming game release! What do you think?

 

 

Thursday
Dec012011

The Hunters Designer's Notes

We've posted the Designer's Notes for THE HUNTERS, by Gregory M. Smith, to share his design approach for this planned release available now for preorder. As we field questions about the game, we will look to expand the Designer's Notes leading to their final version that will be printed in the rules with the game.