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  #1  
Old 08-05-2014, 05:26 AM
PeteOzzy PeteOzzy is online now
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Default Heroes of the Revolution (by GamerNationX)



Last edited by PeteOzzy; 08-06-2014 at 05:58 AM..
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  #2  
Old 08-06-2014, 05:59 AM
PeteOzzy PeteOzzy is online now
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Didn't realise this was from the devs of 137 BC, should be pretty decent. Anyone had a chance to play this?
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  #3  
Old 08-06-2014, 09:47 AM
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LordGek LordGek is offline
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My number 1 question would be about replayability. Are these fairly fixed missions or do they vary from play through to play through?
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Old 08-06-2014, 03:58 PM
darkludus darkludus is offline
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The missions are randomly generated as you play. There are four variations: Assassinate, Escort, Defend, and Capture. When the missions are generated, they look at the state of the board and choose targets based on where the board is. The missions are short term goals - usually 4-6 turns to achieve. If you complete the mission, you will get a temporary perk. If you fail, a temporary penalty. Missions are optional, you can ignore them - but the negative effects could hamper your overall strategy. Each time you capture an enemy installation, there is a slight chance a mission will be given - so you could go through stretches where there are no missions assigned, or you could have up to three active missions at any one time.

The victory conditions for the game is the same every play through. Capture the three main cities: Havana, Santa Clara, and Santiago de Cuba. Replayability comes through trying different strategies and tactics as you play. There is a fair amount of randomness that leads to variance each game. For example, the exact strength and disposition of the government units is different each game.

Each game takes about 5 hours to reach victory, shorter if you lose.
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  #5  
Old 08-06-2014, 07:56 PM
ScotDamn ScotDamn is offline
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It's a shame this type of game gets so little forum love.

This is a definite pick up tonight. The gameplay looks wonderful.




Youtube link | Pop Up
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  #6  
Old 08-06-2014, 10:15 PM
darkludus darkludus is offline
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Quote:
Originally Posted by ScotDamn View Post
It's a shame this type of game gets so little forum love.

This is a definite pick up tonight. The gameplay looks wonderful.




Youtube link | Pop Up
Thanks man!
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  #7  
Old 08-06-2014, 10:55 PM
JP Falcon JP Falcon is offline
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Well I have not the time to set up GMT's Cuba Libre on my gaming table yet, so this will be a nice chance to delve into that period of history....
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  #8  
Old 08-07-2014, 12:28 AM
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LordGek LordGek is offline
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While I'm far from a real war game affcianado, I liked all of the cool level up abilities for both your troops and village/towns and how it appears to have some decent replay.
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  #9  
Old 08-07-2014, 03:15 AM
Jake7905 Jake7905 is offline
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Quote:
Originally Posted by LordGek View Post
While I'm far from a real war game affcianado, I liked all of the cool level up abilities for both your troops and village/towns and how it appears to have some decent replay.
Sounds like something I could get into. Does the game do a good job of explaining it's mechanics? Or is it a "feel it out, figure it out" type of approach, that assumes you're a war game vet?
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  #10  
Old 08-07-2014, 08:45 AM
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LordGek LordGek is offline
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Quote:
Originally Posted by Jake7905 View Post
Sounds like something I could get into. Does the game do a good job of explaining it's mechanics? Or is it a "feel it out, figure it out" type of approach, that assumes you're a war game vet?
The initial tutorial explains everything pretty well and with each encounter they show you every modifier to the dice rolls.


Actually each encounter works as follows:
1) The attacker designates a target in range.
2) All the "to hit" modifiers are listed for each side giving in the end a number the individual must roll equal to or higher to hit their target on a D20.
3) The attacker now will either hit or miss depending on the die roll. If they hit then they roll for damage against their opponent, and if the opponent survives the attack and is within range to attack back, the defender gets to roll to see if they can score a hit. If the attacker misses then it just goes right to the defender. Once both sides have resolved their attacks, that action round is complete.

If I were going to nit pick:

1) There is no way to disable the music independent of sound effects (or if so I missed it).

2) There doesn't appear to be a way to speed up combat. As it stands with each combat you need to see each modifier print itself out onto the screen and then a brief pause before the to hit die is rolled.
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