SGS Korean War: The very best of SGS games

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Rosseau
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SGS Korean War: The very best of SGS games

Post by Rosseau »

By far, there is no where in the world where the best wargames in creation can be found and purchased than right here on Matrix.

With that said, I am posting this "review" to share with fellow gamers a product on Steam that I have been surprisingly delighted to play over time. The game is "SGS Korean War." So, here we go:

I wanted to get this posted while the 50% off sale is still in motion, as of 2/14/23.

For veteran SGS players, the $15 is quite a bargain. It might not be the best choice for those new to the series, as the UI takes a little bit of getting used to. But for those familiar with the conflict simulated, I'd give it a go.

For the few who care, the text files can be easily modded - like all SGS games, I believe. I am already getting my personal money's worth from the "Operation_Storm224_Campaign," and there are *10* others. So, content-wise, the game offers huge potential with the ultra-long campaign games.

A must-buy for those on a budget during the sale, and should be seriously considered by all those looking for a quick-playing (depending on scenario!) game depicting the Korean War. Nicely done, imho.

***************************************
After several more of the shorter scenarios, I am now playing "The 1951 Campaign" as NATO. Today's date is 4/9/23.

This game is simply outstanding.

I am not taking anything away from the other "full length" SGS games I have played, or the "snippet-type" Wars Across the World products, all of which can be fun and worthwhile.

And here's my confession: After almost 40 years of computer wargaming, with almost every title on the market far before Steam existed, I was getting burned-out. After all, I am 66 years old.

But this game has me hooked. The depth, ease-of-use, text modding capability, and historical fidelity regarding the Korean War makes it the best - and only - product to adequately cover that conflict.

I only wish that a War in the East 2 type of game could be released using this engine.

Didn't read the manual and never will; there are tool-tips everywhere, some of which "expand" the unit icons to show greater detail for each formation using excellent graphics and symbols. These icons and tool-tips need to be discovered by the player as he/she becomes more comfortable with the interface.

It's pretty much drag-and-drop, but sometimes it requires more than one go to get that unit into the hex-region; zooming in on the map also helps. It's important to realize that some movement must be "step-by-step" - region to region - rather than dragging the unit halfway across the map. But quite soon it is just so darn fluid that I wish 100 games were released with this design.

There are stacking limits, but they are plausible. The AI is average-to-good, but if one sticks to the vanilla scenarios without modding them in your favor, it will be a relatively stiff challenge. The NATO side is probably easier overall, with all their naval and air assets.

And nearly every unit attribute can be modified by editing the "nations.json" and "units.json" files for the scenarios.

Again, stepping up to one of the large campaign games has me loving this title more and more. There are more chits to handle - especially as NATO - but the number are still very manageable.

Although I lack the energy and skill to provide screenshots in a real Steam "Guide," I will attempt to cover some minor UI hurdles that I have overcome. When I am able...

In the meantime, if you have half the brain of this writer, you will be absolutely fine. It is the best of SGS' best, imho.


God bless!



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Duck Doc
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Re: SGS Korean War: The very best of SGS games

Post by Duck Doc »

Agree mostly. The SGS game engine is challenging and fun to play. The Korean War game campaigns are large undertakings but there are short scenarios as well.

However, the game engine, like many, has an Achille's Heel (or 2 - or more) that brings it down. In this case, the Air Defense Phase is the culprit. It makes no sense and in some games, like the WW2 Pacific ones it is difficult to manage and ruins immersion. Playing as the Reds in the Korean War game is manageable because their air strength is not large.

The upcoming NATO's Nightmare release looks awesome but for now, I am not playing any of the SGS games with an aviation component because it is just too frustrating. It is really a shame because the game engine has so much promise and is drop-dead gorgeous. So close and yet so far.
Rosseau
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Re: SGS Korean War: The very best of SGS games

Post by Rosseau »

Duck Doc wrote: Mon Apr 10, 2023 5:22 pm Agree mostly. The SGS game engine is challenging and fun to play. The Korean War game campaigns are large undertakings but there are short scenarios as well.

However, the game engine, like many, has an Achille's Heel (or 2 - or more) that brings it down. In this case, the Air Defense Phase is the culprit. It makes no sense and in some games, like the WW2 Pacific ones it is difficult to manage and ruins immersion. Playing as the Reds in the Korean War game is manageable because their air strength is not large.

The upcoming NATO's Nightmare release looks awesome but for now, I am not playing any of the SGS games with an aviation component because it is just too frustrating. It is really a shame because the game engine has so much promise and is drop-dead gorgeous. So close and yet so far.
Yes, the air movement phase is clumsy. I have only played the first few turns of the campaign, so I will see if it eventually wears me down. ;)

Lots of Blue air "groups" in the South comprised of individual formations. Often, the individual formation must be highlighted and moved out of its group separately and dragged region-by-region to where the action is in the North. Sometimes it takes a few tries to get the formation to "stick" in the contested region. There is also an "air defense" phase with more clicking and dragging.

That's a clumsy way of describing what I agree is the weakest part of the game. However, you may have recognized others. Breaking up and moving land units is similar, but the distances are usually less.

I didn't know about the upcoming NATO release. That is exciting.

Thanks!
jbmoore68
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Re: SGS Korean War: The very best of SGS games

Post by jbmoore68 »

There is also one coming soon from SGS called We the People covering the American Revolutionary war from April 1775 to September 1783, you won't have to worry about the air phase in that one.
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Duck Doc
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Re: SGS Korean War: The very best of SGS games

Post by Duck Doc »

Looking forward to 'We the People'. Brings back memories of AGEOD's 'Birth of America'. 'Heia Safari' looks promising too because there is probably not a large air component to manage. 'Taipings' is way too much for me.

But 'NATO's Nightmare' is the beast I drool over although I can't imagine trying to manage the air phases on this one so, I will pass it up.

There was a post on the Steam forums about the Air Defense phase problems but the developer is digging in his heels and finds o reason to change. So it goes,
gamer78
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Re: SGS Korean War: The very best of SGS games

Post by gamer78 »

In the Taiping rebellion game rules can be a bit more complex (required number of units in certain ares to prevent uprising) and the definition of Green Army Banners and neutral forces. Card colors define local forces but in the end you need some historical knowledge to play. I've watched some youtube videos before I play. https://youtu.be/6F4cVVs4IIc

From Korea to Tunisia all is straight forward wargaming. What I find out was playing UN is so much easier than N.Korean side about difficulty. I've most of their games including 'Heia Safari (didn't play much yet) but I can say AI needs a bit improvements, not only current games also for future games. With active Pbem community I'm sure it will be much joy to play.
gamer78
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Re: SGS Korean War: The very best of SGS games

Post by gamer78 »

Another difference should be Hong villagers willing to follow their leaders (Don't know how to return villages) march forward to pillage with a leader. So in game turns military control is the last step for an army, whole other regions seems unoccupied if not one force stayed 1 turn. But for a wargaming forum older people looking for satisfaction for a Cold War design. ;)
Nikel
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Re: SGS Korean War: The very best of SGS games

Post by Nikel »

A preview of the probably next game to be released by SGS, NATO's Nightmare. XTRG Channel.

https://www.youtube.com/watch?v=Nz-X4085ILI
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Duck Doc
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Re: SGS Korean War: The very best of SGS games

Post by Duck Doc »

There is a Steam SGS sale starting tomorrow.
jbmoore68
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Re: SGS Korean War: The very best of SGS games

Post by jbmoore68 »

Nice preview of SGS We the People on YouTube: https://www.youtube.com/watch?v=eeMphovbLjw&t=225s
Nikel
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Re: SGS Korean War: The very best of SGS games

Post by Nikel »

Duck Doc wrote: Thu Apr 20, 2023 2:04 am There is a Steam SGS sale starting tomorrow.
Weekends start early in France or there is an error in the pic :)

Image


Edit: it seems it starts today.

https://www.youtube.com/watch?v=CzWCgGEkWkc
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uncc
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Re: SGS Korean War: The very best of SGS games

Post by uncc »

Gamersgate also has SGS titles on sale for the next 3 days...
It is seldom that liberty of any kind is lost all at once -- David Hume, Scottish philosopher (1711 - 1776)
gamer78
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Re: SGS Korean War: The very best of SGS games

Post by gamer78 »

SGS Spain at War was earlier but postponed I guess. https://store.steampowered.com/app/1933 ... d=36173274

They are working with English native language speaking youtubers good move for the market.
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Duck Doc
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Re: SGS Korean War: The very best of SGS games

Post by Duck Doc »

"I had a farm in Africa at foot of Ngong Hills..."

Got Heia Safari and it is just the right size and I love it so far. I may get Taipings, against my better judgment.
gamer78
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Re: SGS Korean War: The very best of SGS games

Post by gamer78 »

WW1 and African part of war I think Philippe's most interested era. There are many texts. For Taiping there is not much English content in youtube more Chinese content explaining some rules. It is longer game and very interesting conflict with many factions. Qing dynasty- similar in OE times how Janissaries were used- similarly used foreign Mongol&Turkic warriors as bodyguards. And the Green Banners. I highly advice these type of conflicts should be more designed. Korean war is also good researched but more suitable for a pbem game to prevent extreme winning and losing situation early. It is not possible to create WW'1 situation in 1951 with AI in long campaign.
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Duck Doc
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Re: SGS Korean War: The very best of SGS games

Post by Duck Doc »

Been playing Korean War lately and I am really impressed with the game mechanics and the AI. I am learning the Air Defense phase and all is well. I take back everything derogatory I said about the game and engine.
Rosseau
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Re: SGS Korean War: The very best of SGS games

Post by Rosseau »

Duck Doc wrote: Sun May 21, 2023 6:12 pm Been playing Korean War lately and I am really impressed with the game mechanics and the AI. I am learning the Air Defense phase and all is well. I take back everything derogatory I said about the game and engine.
That is great you are liking it. A wonderful companion (which you may already have) is "The Coldest Winter," by David Halberstam.

And, of course, still supporting Matrix with the recent Rule the Waves 3 release. :)

Best wishes to all!
gamer78
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Re: SGS Korean War: The very best of SGS games

Post by gamer78 »

Thanks to Phillippe about Green banner army in Chinese war it was enough for me to history in this limited market. But Who was the beta tester in Korean conflict says AI was good?
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