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Category Archives: Game Design
The Proving Grounds
Decisive Campaigns III design blog #11 There has been a dearth of posts from me lately but rest assured I’ve been busy. While the game isn’t finished it’s now in a fully playable state. Vic and I have been PBEM’ing … Continue reading →
Down But Not Out
Decisive Campaigns III design blog #10 Hitler gambled on conquering Russia. In ’41 he came dangerously close to winning. He didn’t and ended up losing the campaign, the war, his country and his life. Invading Russia has, historically, always been … Continue reading →
Focus, Man, FOCUS!
Decisive Campaigns III design blog #9 In Decisive Campaigns III you are dealing with Armies. They each have a Commanding Officer. Nobody wants blancmange Officers in charge of their Armies. Having the same General Blobbo with the same blobbo lack … Continue reading →
Head Up, Shoulders Back!
Decisive Campaigns III design blog #8 It’s about time we discussed the nitty gritty of Operational Command. The game’s basic unit is the division. They are grouped together in Armies, or Panzergruppes in the case of the fast divisions. Which … Continue reading →
Trucking our way to an Early Retirement
Decisive Campaigns III design blog #7 This is a continuation of the invasion of a deserted Russia. We are field testing the logistical systems. For the first part refer to the previous blog post ‘Russia on Ten Barrels a Day’. … Continue reading →
Information Flow – A Torrent or a Trickle?
Decisive Campaigns III design blog #6 Before we return to the Wehrmacht’s continued advance through a deserted Russia, as a way of seeing how far we can stretch the logistical systems, we need to talk about information. Nobody likes to … Continue reading →