Wednesday, March 4, 2020

Op Compass Game 8 - Don't Wake The Sergeant


After a few games clearing forts it was time to get back in the open desert, pack away those almost indestructible Matildas and break out the wafer thin armoured early Cruiser Tanks. Here is the scenario / orbat and AAR of Game 8 of our  Op Compass Campaign.

A9 Cruiser Tanks
If you want more information on the Campaign I have set up a separate page which is updated regularly with updates on rules along with links to all the previous games,

https://yarkshiregamer.blogspot.co.uk/2018/04/opcompass-1940-resource-page.html


The games are based on an excellent book by Robert Avery which is available from The Toofatlardies, there is a direct link to purchase the 
book on the Resource Page.We use 28mm figures with this scenario taking place on an 12 x 6 table using a home brew set of rules, based on Iron Ivans Disposable Hero's.



A10 Cruiser Tank
Historical Background 

The Italian troops in the area had been bottled up in Sidi Barrani and the British paused to reorganise before making their attacks on the afternoon of the 10th December 1940. The defenders crumbled quickly and by night fall the last defenders of the town were pinned back to the sea.

Our game represents an attack by the Cruiser Tanks of 6 RTR against this final line of Italian troops. The original attack happened during the hours of darkness, I have decided to run the game under normal daylight rules.



Table Set Up and Terrain 

The photo above shows the table, we are playing on the full 12 x 6 layout. A flat area of desert with some undulating sand dunes and some areas of Scrub, a track runs down one edge of the table. I added two buildings post photo one in the far top right of the table and a second to the left of the green hill.




The following Special Rules are in force (see Resource Page for full details)

Bad Going
Breakdown 

Italian Prisoners - when Italian Infantry become pinned roll 1d6, on a 5 or 6 the unit surrenders, add +2 to the die roll per additional pin. Once surrendered the unit will March towards the British entry point, it must be accompanied by a British Unit (within 9") until it leaves the table. 1 Tank can safely escort or hold 20 Figures of Italians. Once the prisoners leave the table the vehicles can resume normal duties.

Italian Artillery Crew Morale - they do not take morale tests and fight to the last man.

Dunes - all the hills are soft sand, any bad going rolls made on the hills are subject to a one shift on the dice. I.e. a roll of 3 and 4 on two d6 would not normally bog a vehicle down but a dune, the 3 is modified to a 4 to make it a double 4.


Italian Prisoners (marked with white counter) March towards the British 
British Briefing 

With the fall of the forts it's a case of mopping up the last bits of resistance in the area, Intel suggests there are some small Infantry units supported by a decent amount of Artillery. Be careful, your tanks are thinly armoured and not that reliable !

Squadron HQ 1 x A10 Cruiser Tank and 1 x A10 CS Tank
1st Troop - 3 x A9 Cruiser Tanks 
2nd Troop 3 x A10 Cruiser Tanks 

You have a two fold objective, One, destroy all the Italian Guns (Artillery and Anti Tank) and two, capture (alive) the Italian Captain who is sound asleep in the house at the opposite end of the table.

All units enter the table on the track, in column from the bottom left hand corner of the table (as viewed in the photo above).


A9 tank "Amos" in the dunes

Italian Briefing 

The lakes of Northern Italy seem a distant dream now and you long for home as this war goes from bad to worse.

You are in Command of a group of mixed Guns supported by some infantry units. Morale in the foot soldiers remains very low and you know they could break at any point. The pride in the Artillery units gives you some confidence but this is going to be a long day.


The Commander sleeps soundly whilst his driver waits outside.
Your Mission is to do as much damage as you can to the advancing enemy whilst keeping your Commander safe.

1 x HQ 2 Figures with Staff Car 
4 x 10 man Infantry Squads each with 1 Sgt with SMG and 9 Rifles 
2 x 47mm Anti Tank Guns and crew
2 x 65mm Infantry Guns and crew
2 x 75mm Fields Gun and crew

Free set up, all units begin the game hidden.


Italian Anti Tank Gun
How did we get on

The Italians set up with some infantry in the forward house, the oasis and the long sand dune, the final squad was guarding the Commander, the first three to act as Art observers. The Artillery was set up by the Commanders house whilst the Anti Tank Guns were both on the long sand dune. The Infantry Guns were split, One near the Oasis and one in the far top left palm grove.

Italian Infantry spotting for the guns

In what was going to be the first of many mechanical issues for the British one of the A10s broke down on the turn of the first event card.



A couple of A9s quickly located one of the Italian Squads.



Some sustained MG fire from the two tanks persuaded the Infantry to surrender and it was round 1 to the British.



It wasn't all plain sailing for the Brits as Italian Guns rained shells down on the advancing tanks.



Things got a little hairy for the prisoners (and the A9s) when some random Artillery rounds landed close by.



It wasn't long before the Italian Artillery hit home as a 75mm shell landed on the roof of one of the A10s.



One of the A9s located some Italian Infantry at the last minute hidden by the Oasis and was safe in the knowledge that they only had rifles.



What they didn't see was the Anti Tank Gun hidden in the dunes behind the Infantry.



The first line of the Italian positions were clear after the Infantry in the house surrendered and the remaining 6 British Tanks advanced towards their objectives.



The CS Tank remained near the base line, it's ranged capability allowed it to both support the attack with its 3 inch Howitzer and remain near the base line to escort the prisoners away.



The Brits approached the last Italian positions and we were in for an exciting conclusion.



The slower moving A10 Tanks ended up in a cross fire from the Anti Tank Guns on the dunes around the Commanders house, the Infantry Gun in the Palm Grove and the indirect Artillery. It didn't end well for the British who lost two tanks in quick succession (see first photo), One A10 was lost to an Artillery round which went off under it's right side track turning it over, the other from an Infantry Gun shell in its side (boy those Cruisers are thinly armoured)


It wasn't all Team Italy though and the remaining Anti Tank Guns were taken out by the British machine guns.


It was desperate stuff, the Italians only had one spotter left for two Artillery pieces and as a last ditch defensive move one of the 75mm guns exposed itself to the machine guns so it could fire over open sights. 

Just at that moment the above A9 set off to get a better shooting position at the gun, only it didn't move, years ground and engine smoked but it was completely broken.


The British had three tanks left now but the A10 CS was about 10 feet in table distance from the action and the other remaining A10 was bogged down near it's destroyed friends which just left 1 A9, the ever dependable "Arnold".


In a rather unfortunate twist of fate as the final A9 advanced towards it's final objective an Event Card draw came up, it was a breakdown, the British roll for how bad it was, a 6 was rolled, total mechanical break down and a very rare total victory for the Italian Forces.


So a 4 point victory for the Italians narrowing the scores for the campaign to a single game span, British 18 Italian 14.

Another extremely close game, both sides had chances to win. On table now is our traditional WW1 Mesopotamia game, expect some more Compass early in the new year.

Monday, February 24, 2020

Coordinate Transforms, Still

Last post was about my attempt at explaining coordinate transforms. Progress has been slow. I've implemented many of the diagrams but I'm still having trouble with the narrative. Last time I said this was my outline:

  1. Show a side scrolling game with some cool camera effects.
  2. Introduce world coordinates vs screen coordinates.
  3. Solve the problem of scrolling: subtract an offset.
  4. Introduce transforms. (may need to be later)
  5. Introduce inverse transforms, for mouse clicks. (may need to be later)
  6. Introduce cameras. More complicated than offsets, but can do more.
  7. Show some cool effects with cameras. (may need to be earlier)
  8. Introduce chaining transforms.
  9. Show some cool effects with chaining.
  10. Demo showing all concepts together.

I've been experimenting with different orders for the topics and now think there are two intertwined "tracks": the concept track introduces mathematical concepts and terminology, and the problem solving track shows solutions to specific gamedev problems. These two tracks are paired up:

Problem solving Concept
scrolling world/screen coordinates, translate transform
following the player cameras, view coordinates
tile grid coordinates scale transform, chaining transforms
mouse clicks inverse transforms
? function composition
? transform matrices

I think in each case I should start with the problem to be solved, then show the immediate solution, then explain the concept behind the solution. The concepts then lead to a reusable solution. Example:

  1. Problem: we want to scroll the screen
  2. Immediate solution: add an offset before drawing
  3. Concept: we're transforming world coordinates to screen coordinates
  4. Reusable solution: a translate transform is a function or object that converts coordinates

The next section is:

  1. Problem: we want to keep the player in the center of the screen
  2. Immediate solution: use the player plus half the screen size as the offset
  3. Concept: a "camera" points at the player, using view coordinates
  4. Reusable solution: a camera object is placed in the world, and we use that to build the translate transform

What order should I present these topics? I'm not sure. I know I want to put scrolling first. If I put mouse clicks second, then it's fairly easy to solve, and there's less motivation to learn inverse transforms. So I might put that later. If I put tile grid coordinates second, then it leads to chaining transforms together, which will be useful for following the player with a camera. Or if I put following the player second, then it leads to view coordinates, which might further motivate chaining transforms.

I think the main problem is that I'm not feeling particularly inspired right now, so I'm working very slowly.

Sunday, February 23, 2020

Space Tourists


Space Park is the type of game that tends to appeal to me right away: great looking illustration and graphic design, at a low enough price point that I can afford to take a chance and buy the game on impulse. These impulse purchases can be a mixed bag, sometimes resulting in great looking games whose novelty wears off quickly (Grimslingers), or games that sounded more interesting than they actually are (Deadline), but every once in a while we end up with an entertaining game that, while simple, bears out repeated plays and earns a place in our collection.

First let's talk about the artwork. The game board is made up of a series of large tiles, each intended to look like a tourism advertisement for a location in outer space. The illustrations are gorgeous: any one of them would look great at poster size, framed on a wall somewhere. The rest of the game's printed components use snippets from these pieces of artwork along with some considered and sophisticated typography and graphic design.

Okay, so the game is pretty, but is it any fun to play? Yes it is. Space Park is an interesting marriage of familiar game mechanics with a few unusual ideas. At its core it's a resource collection game: players move around on a board made up of the aforementioned tiles, each representing a location where various different resources can be picked up, exchanged, or spent in various combinations to purchase victory points and game advantages.

What sets the game apart is the way players move around the board. Regardless of the number of players, there are three silver rocket ships, each starting at a different location. On a player's turn, they perform the action at a location where there is a ship (usually collecting a resource), then move that ship to the next empty location. This is interesting for several reasons, the most obvious being that each player doesn't have their own playing piece, they always have a choice of three pieces to move. More strategically, it means that every time a player takes their turn, they need to think about where the piece will be moving and what advantage they're giving the next player by moving it there.

It's one of those rare games with simple rules but a lot to think about that's great for when you want a lighter game with a reasonable amount of strategic depth. And it's very pretty to look at.

Rating: 4 (out of 5) Not necessarily an immersive "play all day" type game, but excellent for what it is: lightweight and fun.

Friday, February 21, 2020

Batman Arkham Knight






Minimum System Requirements


Processor: Intel Core i5-750, 2.67 GHz | AMD Phenom II X4 965, 3.4 GHz
Memory: 6 GB RAM
Graphics Card: NVIDIA GeForce GTX 660
Graphics Memory: 2 GB
Hard Drive Space: 45 GB

Recommended System Requirements


Processor: Intel Core i7-3770, 3.4 GHz | AMD FX-8350, 4.0 GHz
Memory: 8 GB RAM
Graphics Card: NVIDIA GeForce GTX 760
Graphics Memory: 3 GB
Hard Drive Space: 55 GB

Download The Game Here


Download Crack For The Game Here




Thursday, February 20, 2020

Sid Meier's Civilization V: Complete Edition Free Download

Sid Meier's Civilization V - is a 4X video game in the Civilization series developed by Firaxis Games. The video game was released on Microsoft Windows in September 2010, on OS X on November 23, 2010. Free download.


Featuring: Become Ruler of the World by establishing and leading a civilization from the dawn of man into the space age: Wage war, conduct diplomacy, discover new technologies, go head-to-head with some of history's greatest leaders and build the most powerful empire the world has ever known. The inviting presentation: Jump right in and play at your own pace with an intuitive interface that eases new players into the game. Veterans will appreciate the depth, detail and control that are highlights of the series. Download this game.
1. FEATURES OF THE GAME

In this cool video game, jump right in and play at your own pace with an intuitive Interface that eases new players.
Ultra realistic graphics showcase beautiful lush Landscapes for you to explore, battle over and claim as your own.
Compete with players all over the world or locally in LAN matches you can mod the game in unprecedented ways.
More compatibility: Civilization V operates on many different systems, from the high end Desktop to many laptops.
New features: New hex-based Gameplay grid opens up exciting new combat and build strategies plus many more.

Game is updated to latest version

Included Content

▪ Sid Meier's Civilization V - Gods and Kings DLC
▪ Sid Meier's Civilization V - Explorer's Map Pack
▪ Sid Meier's Civilization V - Brave New World DLC
▪ Sid Meier's Civilization V - Babylon (Nebuchadnezzar II) DLC
▪ Sid Meier's Civilization V - Cradle of Civilization - Mediterranean DLC
▪ Sid Meier's Civilization V - Cradle of Civilization - Asia DLC
▪ Sid Meier's Civilization V - Cradle of Civilization - Americas DLC
▪ Sid Meier's Civilization V - Cradle of Civilization - Mesopotamia DLC
▪ Sid Meier's Civilization V - Spain and Inca Civilization and Scenario Pack
▪ Sid Meier's Civilization V - Polynesia Civilization and Scenario Pack
▪ Sid Meier's Civilization V - Denmark - Vikings Civilization and Scenario Pack
▪ Sid Meier's Civilization V - Korea Civilization and Scenario Pack
▪ Sid Meier's Civilization V - Wonders of the Ancient World Scenario Pack
▪ Sid Meier's Civilization V - Scrambled Continents Map Pack
▪ Sid Meier's Civilization V - Scrambled Nations Map Pack
▪ Sid Meier's Civilization V - Conquest of the New World Deluxe Scenario

2. GAMEPLAY AND SCREENSHOTS
3. DOWNLOAD GAME:

♢ Click or choose only one button below to download this game.
♢ View detailed instructions for downloading and installing the game here.
♢ Use 7-Zip to extract RAR, ZIP and ISO files. Install PowerISO to mount ISO files.

SID MEIER'S CIVILIZATION V: COMPLETE [v1.0.3.279 + MULTi10 + ALL DLCs] - LINKS
http://pasted.co/af29b5ae      
PASSWORD FOR THE GAME
Unlock with password: pcgamesrealm

4. INSTRUCTIONS FOR THIS GAME
➤ Download the game by clicking on the button link provided above.
➤ Download the game on the host site and turn off your Antivirus or Windows Defender to avoid errors.
➤ When the download process is finished, locate or go to that file.
➤ Open and extract the file by using 7-Zip, and run 'setup.exe' as admin then install the game on your PC.
➤ Once the installation is complete, run the game's exe as admin and you can now play the game.
➤ Congratulations! You can now play this game for free on your PC.
➤ Note: If you like this video game, please buy it and support the developers of this game.
Turn off or temporarily disable your Antivirus or Windows Defender to avoid false positive detections.








5. SYSTEM REQUIREMENTS:
(Your PC must at least have the equivalent or higher specs in order to run this game.)
Operating System: Windows 7, Windows Vista, Windows 8, Windows 8.1, Windows 10
Processor: Intel Core 2 Duo 1.8 GHz or AMD Athlon X2 64 2.0 GHz or better
Memory: at least 2GB System RAM
Hard Disk Space: 8GB free HDD Space
Video Card: 256 MB ATI HD2600 XT or better, 256 MB nVidia 7900 GS or better graphics
Supported Language: English, French, Italian, German, Spanish, Polish, Russian, Japanese, Korean, & Chinese.
If you have any questions or encountered broken links, please do not hesitate to comment below. :D