Command Ops: Battles From The Bulge takes the highly acclaimed Airborne Assault engine back to the West Front for the crucial engagements during the Ardennes Offensive. Test your command skills in the fiery crucible of Airborne Assault’s “pausable continuous time” uber-realistic game engine. It's up to you to develop the strategy, issue the orders, set the pace, and try to win the laurels of victory in the cold, shadowy Ardennes.
Command Ops: Highway to the Reich brings us to the setting of one of the most epic and controversial battles of World War II: Operation Market-Garden, covering every major engagement along Hell’s Highway, from the surprise capture of Joe’s Bridge by the Irish Guards a week before the offensive to the final battles on “The Island” south of Arnhem.
Assuming some Panther-related spamming is in order:
If you'll be at Origins, consider coming to any of the following War College events (Panther stuff listed first...)
Battles From The Bulge: (Starts Saturday at 1500, War College Room 3, runs for 4 hours)
A short introduction on the use of computer simulations for training at the U.S. Army Command & General Staff College will be followed by an extended hands-on demonstration exercise using Matrix Games' _Battles From The Bulge_. Seminar participants will take key command and staff roles, planning and executing brigade and division operations. Come experience the teamwork real military units need to achieve victory!
Conquest of the Aegean: (Starts Friday at 1400, War College Room 3, runs for 4 hours)
A short introduction on the use of computer simulations for training at the U.S. Army Command & General Staff College will be followed by an extended hands-on demonstration exercise using Matrix Games' _Conquest of the Aegean_. Seminar participants will take key command and staff roles, planning and executing brigade and division operations. Come experience the teamwork real military units need to achieve victory!
Also...
Flashpoint: Germany (Starts Friday at 0900, War College Room 3, runs for 4 hours)
A short introduction on the use of computer simulations for training at the U.S. Army Command & General Staff College will be followed by an extended hands-on demonstration exercise using Matrix Games' _Flashpoint: Germany_. Seminar participants will take key command and staff roles, planning and executing battalion and brigade operations. Come experience the teamwork real military units need to achieve victory!
Close Combat: Modern Tactics (Starts Saturday at 0900 and 1100, War College Room 3, runs for 2 hours each time)
A short introduction on the use of computer simulations for training at the U.S. Army Command & General Staff College will be followed by an extended hands-on demonstration exercise using Matrix Games' _Close Combat: Modern Tactics_. Seminar participants will take on key command and staff roles, planning and executing company and platoon operations. Come experience the teamwork real military units need to achieve victory!
And if that isn't enough....
Thu 1100 Weuve - Wargaming at the Naval War College
Chris Weuve is an Assistant Professor of Wargaming at the Naval War College.
Thu 1200 Guillory - Civilians on the Hexagonal Battlefield
Brant's got a definite interest in including the softer factors in his boardgame designs.
Thu 1300 Sterrett - COTS for Training at CGSC
James Sterrett, a simulations instructor at the U.S. Army Command and General Staff College, will speak about how CGSC uses commercial games for training, and what it looks for when evaluating products for potential use. Last year's talk focused on ease of use; this year's talk will focus on multiplayer and collaboration.
Thu 1400 Panel (Weuve/Guillory/Sterrett/Caffrey) Training with Games
Thu 1500 Panel - Training with Games continued
Games in Military Education and Training: This roundtable discussion provides viewpoints on games and the military from multiple services and backgrounds, on topics ranging from reasons and methods for using games in education and training to specific case examples and areas games perform well or badly.
Audience participation is highly encouraged.
Panelists: Mr. Matthew Caffrey (Col., USAF, Ret), Air Force Research Laboratory - Wargaming; Dr. James Sterrett, Simulations Instructor, U.S. Army Command & General Staff College (Northrop Grumman); Mr. Christopher Weuve, Assistant Professor of Wargaming, U. S. Naval War College. Moderator: Mr. Brant Guillory, (Dr.-cand. OSU), BayonetGames.
Note that the above blurb, for BFTB, claims it's a sneak peek: this is a CYA to ensure the Origins program doesn't claim it will be released and then it isn't. I know Dave's aiming for a Origins release... the text lets that be a happy surprise. [:)]
I see there are many new features that I greatly appreciate.
I wonder whether there will be even the new continuous column move order (as opposed to the standard alternate tactical one already present) which was talked about some time ago.
Yes I did want to include that one - in fact I was just thinking about this feature yesterday. Alas, we've run out of time for BFTB - no time for any more new features. Let's see if we can address it in the next title after BFTB.
I see there are many new features that I greatly appreciate.
I wonder whether there will be even the new continuous column move order (as opposed to the standard alternate tactical one already present) which was talked about some time ago.
I think it would be a welcome improvement.
Doesn't today's move in column order @ minimum aggression cover this?? [&:]
Rob.
So we're at war with the Russkies eh?? I suppose we really ought to invade or something. (Lonnnng pause while studying the map)
Hmmmm... big place ain't it??
- Sir Harry Flashman (1854)
Doesn't today's move in column order @ minimum aggression cover this?? [&:]
I often use the move order with column formation, at the fastest speed, the quickest route, the minimum aggression; however, when there are one or more enemy units in the proximity (even if they are not very close), the movement goes on in alternate mode, where some units deploy (changing the formation) to protect the others while they advance.
This is, of course, a sound tactical procedure, but results in a slowed down movement.
While I'm generally a cautious player, sometimes I would like to speed the movement up. Or maybe I am merely too pampered. [:)]
I appears BftB is nearing completion. I've looked at many but not all the sceen shots. I haven't seen a shot of the E&S tab (aka equipment) to show what the images look like and I would also like to see what the estab images look like also. I'm been patiently awaiting this for many many moons.
Can we get a couple of screen shots of these? [&o]
begging
Hank
Hank,
Paul has finished his bit of the new Estab views but alas I am the bottleneck now. Things are extremely busy here. I will endeavour to get to this next week. I will show you some screen shots then...promiss.
Aren't we all. I've been sidetracked this week on other issues like getting the AI to build bridges when it should do, rather than abandoning its mission. That one is turning into a major undertaking.
Looks awesome. Should be in a blog on your website though. I'm interested in the next game but it took me 5 days to find this thread. Ok, I wasn't looking super hard, but neither did I stumble across it quickly either. Blog it up baby, blogs help build hype and make it easier for your gamer press to get to the latest and greatest info quickly.
It's been a long time coming but here are some preliminary screen dumps of the new Esatb Data views. Clicking on an item in the Equipment and Supply list ( E&S ) opens its estab data. Clciking on the Close button returns you to the list. So now you have a quick and easy way of accessing most of the data we store on each item. I say most because its not all. Some is for internal use and some will have to wait till another title. Consider this a work in progress.
The Vehicle and Weapon estab views each have a general and a performance tab. The General view has the name and type, a picture ( if we have one ) and a description if one has been entered. Vehicles also have an armaments list.
The Performance Tab has an array of data. Check it out.
Attachments
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