• '18 '17 '16

    I used to have a game years ago from the Gamemaster Series that the original A&A game came from called Conquest of the Empire. Many of you might remember this game, it was from ancient times and each player was in it for them self like Risk.  The game had it’s problems ( the dude with the most catapults wins) but the thing I liked about it was the playing map.

    There aren’t many places on earth that you could find that would be a better setting for a new A&A game. The other variants of the game ( D-Day, Guadalcanal, Battle of the Bulge) are either land based or sea based games. A blow up of the Mediterranean Sea would be a perfect setting for a full sized game. Not only would you have an interesting sea zone with significant islands but it is also surrounded by a number of different nations all vying for control of the region. I love playing the ground game in the Europe edition but it is lacking in naval play head to head. The Pacific game has good head to head play between navies but the powers are all so far apart and it takes hours to get them to engage each other in a meaningful way. The Med would enclose the naval play in the middle of the board while providing land combat all around the sea. One of my favourite zones to play in G40 is the Med but much of the fun is gone there after the first 2 turns when one side takes control by eliminating all of the other sides boats. Wouldn’t it be cool if that battle was much more complex and lasted longer?

    Make it so.

    Engage.

  • '18 '17 '16 '15 Customizer

    Look this fall, for this game called, “Mare Nostrum.” I played this test game at Historical Board Game’s gaming convention, and it is an awesome game. Chris Noble designed it, and sometime, this Fall, I believe you can buy it online at HBG’s website.

    You play as the allies, which are the UK, France and Russia or the Axis powers, which are Germany and Italy. You will also be able to play Hungary, Austria, Romania, Turkey and Yugoslavia as well. There maybe others, but those, in particular, I remember playing.

    There is a lot of naval battles in this edition, as well as land battles.

    It was a fun and engaging game. The rules are like no other game. He has been working on this for 3 years, I believe.

    I would keep an eye on this one, as well as the Kursk game.

    I hope this helps. :-)

    John


  • Anyone knows if Chris Noble has abandoned the project? It would be so much fun as most games are always focused on Global 1940.

  • '18 '17 '16 '15 Customizer

    I haven’t heard anything in awhile.

    I hope he hasn’t, abandoned it.

    It was an awesome game, to see played, at HBG headquarters. :-)


  • I do know that some finishing touches on the Rule Book are being done as we speak  Map and play testing is complete.  He had some issues with Artist, (3) to be exact, that delayed the game to be finished.  I estimate a fall release.

  • '18 '17 '16 '15 Customizer

    @Combat:

    I do know that some finishing touches on the Rule Book are being done as we speak  Map and play testing is complete.   He had some issues with Artist, (3) to be exact, that delayed the game to be finished.  I estimate a fall release.

    That is great, to hear. :-)


  • This project is not abandoned.  Mare Nostrum 1941.  All the charts and such are done.  Map is pretty much done.  Just wrapping up the rule book.  Needs a few clarification tweaks, a few graphics added, and then a big formatting project to undertake.  (who know a table of contents would be so much work).  Is adding a table of contents beneficial?  Without the table its 28 pages for the book. Thoughts?  Added a teaser pic of the game logo on the map.

    Mare Nostrum Screen Shot Teaser.png


  • 28 pages is kinda long… hoping under 16 but ok.  Can we get a screen shot of the whole map?

    This is a map and rules thing i think it best to start explaining the rules here in segments so we get an idea how your system works. perhaps you might go kickstarter and offer some new miniatures?

  • '18 '17 '16 '15 Customizer

    I like a table of contents, because it divides the rule sections, and tells what particular page, it is on.

    It makes things easier, to look up.

    I’m so glad your still working on this.

    Can’t wait to purchase this game.

    Cheers!

    John


  • A game which deals with the Africa front and Italian campaign would be great. It seems like the next step in the A&A game series.

    Going from north of Rome down to the Sahara desert would incorporate naval, land and air pieces.

    It would fill in an area which is missing right now from A&A.


  • @Imperious:

    28 pages is kinda long… hoping under 16 but ok.  Can we get a screen shot of the whole map?

    This is a map and rules thing i think it best to start explaining the rules here in segments so we get an idea how your system works. perhaps you might go kickstarter and offer some new miniatures?

    The rule book length (28 pages) is due to a couple factors.  First, I’ve tried to fully explain all mechanics so someone who maybe hasn’t played “Game X” could pick it up and understand how to play.  Experienced gamers will be able to skim past portions of it.  Second, the font size is a little larger than say Hasbro rule book font.  It’s more in line with Historical Board Gaming rule book font size.  Third, I’ve added some graphics for flavor to break up the monotony of a steady stream of text.  I feel a table of contents will offer an easy way to look up and reference rules.  Unfortunately programing Word to populate the table is a lot of work for a rule book with a ton of different headers.

    The idea is to sell the game through Historical Board Gaming using their traditional format.  Buy the map, download the rules and charts, use HBG units or OOB.  I haven’t talked with HBG in some time, but I assume this is still the plan.  Once the game is ready to go, I’ll reach out to HBG to work out the details.

    I may start posting some game mechanic concepts and rules.  Honestly, I’ve purposely avoided being on here promoting the game until I feel it’s close to done.  This project has hit so many road blocks!  I don’t want to build up excitement only to have it fizzle because of more delays.


  • OK.  I’m going to post some info here to give everyone an idea of what’s gong on.  Maybe getting this out there, getting some feedback, might just light a fire to get me motivated to get this thing finished!!!

    Basic Concepts:

    • Axis (Germany, Italy, Hungary, Romania, and Bulgaria) versus Allies (Great Britain and the Commonwealth, Russia, Greece, and Yugoslavia) with Vichy French Territories up for grabs. 
      All Axis players go at the same time, then all Allied players.  Repeat process.  This allows coordination of units. 
      Victory Conditions:  Axis captures two of the following:  Gibraltar, Cairo, or Stalingrad OR capture “X” number of Victory Points.  Allies Capture “X” number of victory points OR last “X” number of turns. 
      Mountain Terrain:  Applies penalties to attacking ground units. (Seems more logical to apply penalties to attackers than bonus to defenders for gaming purposes)
      Rivers:  Stalls Blitz attacks

    New Mechanic Concepts:

    Naval Transports:  GONE.  I’ve always been frustrated with Transports.  I understand the concept, but I’ve felt that countries that NEED these units to get involved in the war are at a disadvantage.  Frequently a country must spend as much money on transports as it cost for the units they want to move or more.  For a country to build a enough transports to make a major difference is a huge undertaking.  Not only do you have to build the transports but you have to build other naval units to protect your transports.  The fact that transports have such a high cost and have NO effective combat value is tough for countries that need them.  For Mare Nostrum all destroyers can carry one ground unit.  Conceptually, the cost of naval transports are built in to all naval units.  Just like you don’t have fuel tankers, or tug boats, etc.  Destroyers act as “escorts” for transport ships carrying units.

    Sea Zone Control:  Just like land territories, sea zone can be controlled.  The Allies needed a way to extend naval movement and the Axis needed a way to restrict it.  So, naval units (other than submarines) have a movement of 3.  However, just like land territories sea zone can be “controlled”.  The idea of “controlling” the sea zone is more along the lines of “Recon has spotted enemy naval units in this area, proceed with caution” thus stopping movement.

    Combat Value:  Rather than units having an attack and defense value they have a single combat value.  This is designed to simplify the game.

    Air units, and air combat:  I’ve focused a bit more on this area by separating Air to Air combat as a separate part of the combat sequence, rather than clumping it into all combat.  Air units in the same combat zone must resolve Air to Air combat first.  Once resolved they receive “free shots” on naval/ground units.  Naval and ground units get token AA shots prior to that.  Air units also have “Air to Air”, “Air to Sea”, and Air to Ground" combat values.  This offers a more realistic and strategic value to air units.

    Production Sites: I’ve created what i feel is a more realistic production system.  Rather than having a factory that can pump out 10 infantry all of a sudden, I created a more limited production/reinforcement system.  The number of of infantry, mech, air, and naval units that can be placed is limited each turn.  (see photo)  The yellow circle represents the number of infantry that can be produced per turn.  Green, the number of mech units (mechanized infantry, artillery, tanks).  Blue, the number of air units.  Grey, the number naval units. The numerical value in the factory icon represents how much total money can spent per turn placing new units.

    Two roll combat units:  Units like Tanks, Bombers, and Battleships get 2 combat rolls to score hits.  It seem too frequently these game become a war of attrition.  In order to play the odds players frequently purchase lower price units to add die rolls rather than invest in heavy hitters.  By giving some units two rolls to score hits, it entices players to invest in more expensive units.

    That’s in for now.  I may add more info later on.  If you have questions or comments please let me know.

    Production Site.png


  • These are very interesting ideas and you have caught my attention!

    -Midnight_Reaper


  • Gibraltar, Cairo, or Stalingrad OR

    What does the map look like at Stalingrad? I thought it was a Medd map, but including this makes it a very large area

  • '17

    The US isn’t part of the game?

    Operation Torch commenced on 8 Nov 1942 - joint Anglo-American invaision of Vichy French N. Africa territories.

    For an Axis and Allies like game, please add the US into the game if it’s not too late. Maybe restricted like can’t enter the war until turn 4 or 5 to represent the time frame.


  • @Imperious:

    Gibraltar, Cairo, or Stalingrad OR

    What does the map look like at Stalingrad? I thought it was a Medd map, but including this makes it a very large area

    Prior to starting this project, I had wondered why there wasn’t much in the way of WW2 games centered on the Med.  Once I started, it became pretty clear.  Although this region had a lot of action during the war it doesn’t translate into a game very well.  In the northern part of Med the axis made short work of Yugoslavia and Greece, then moved on deep into Russia.  That doesn’t make for a very fun and balanced game.  There were several issues to overcome to give this game a historic feel, but make it fun and balanced.  The Russian campaign was one of the trickiest issues to tackle.  The axis war with Russia had a major effect on the region both at the beginning of Barbarossa, and later on when Russia invaded Romania, Bulgaria, and Hungary.  I felt there was no way to offer an accurate portrayal of the Mediterranean theater with out somehow adding the element of the Axis push to Stalingrad.

    However, with that said, I wanted to maintain a focus on the Med itself and keep the game map reasonably sized.  As a compromise I created “boxes” along the edge of the map the represent the movement into Russia.  Starting from Kherson, to Mariupol, To Rostov-On-Don, to Belaya Kalitva, to Surovikino, and finally to Stalingrad.  These boxes represent an eastward expanse that would have doubled the size of the map.  This allows the axis to push east, and Russia to build up and offer counter offensives.

    Eastern Expanse Territory Boxes.png


  • @Ichabod:

    The US isn’t part of the game?

    Operation Torch commenced on 8 Nov 1942 - joint Anglo-American invaision of Vichy French N. Africa territories.

    For an Axis and Allies like game, please add the US into the game if it’s not too late. Maybe restricted like can’t enter the war until turn 4 or 5 to represent the time frame.

    Originally having the US in the game was part of the plan.  However, as things developed it became clear I needed to drop the idea for a couple of reasons.  Ultimately the biggest reason was game balance.  Having the US involved in the conflict drastically tilted the game in favor of the Allies.  Trying to compensate by minimizing the Allies in the early stages of the game unbalance it in favor of the Axis.  instead I made the rule the axis must achieve a victory within 20 turns.  This basically indicates the US entry into the region.

    I had considered labeling Great Britain as a British-US coalition rather than just Great Britain.  The British player will have more resources available in the form of reinforcements for the region than what were historically allocated.  It’s not that Britain didn’t have the resources, they just didn’t focus them in the region.  It’s still much less than what the US historically sent into the Med.  So, it’s a compromise.  It also helps simplify the game.  I hope that makes sense.


  • I’m having a bit of trouble grasping something about this game.  The location is clearly the Mediterranean, but what (if any) is the exact time period in which it’s set?  Is the game meant to reflect what was actually going on in the Mediterranean (and elsewhere in Europe) at a specific point in WWII, or is the game basically a non-historical one which uses the geography of the Mediterranean as a battleground for a WWII-themed conflict of a somewhat general nature?


  • I do appreciate the fact that for once no US forces will be involved into the game. Regarding vichy france, will they be neutrals that will align when attacked. Also, are there going to be special rules for a AfrikaKorps?


  • @CWO:

    I’m having a bit of trouble grasping something about this game.� The location is clearly the Mediterranean, but what (if any) is the exact time period in which it’s set?� Is the game meant to reflect what was actually going on in the Mediterranean (and elsewhere in Europe) at a specific point in WWII, or is the game basically a non-historical one which uses the geography of the Mediterranean as a battleground for a WWII-themed conflict of a somewhat general nature?

    Thanks for your question.  The time period starts March 1941.  France has surrendered and declared a Vichy govt.  The Romanian territory of Bessarabia has been ceded to the Russians, as well as Transylvania to Hungary.  Operation Judgement has already taken place.  Italy starts off with a damaged Battleship representing those damaged in the battle.  Germany starts off with units in Africa repenting the beginning of the Afrka Corps.  Italy starts the game at war with Greece.  German units begin in Hungary, Romania, and Bulgaria that were originally designed for the invasion of Russia, but now are set to assist Italy with their Balkan campaign.  Every effort was made to maintain historical accuracy for the region during that time.

    With that said, every game (to varying degrees) takes liberties to ensure game balance.  They are all a type of historical fiction that allow players the ability to recreate conflicts and achieve varying outcomes.  Otherwise, what’s the point of playing them?  A couple examples:  Global games don’t offer the US player nuclear bombs on turn “X”.  That would be historically accurate, but it would unbalance the game.  In some global games I’ve played two turns is close to a year in historic reference.  With that in mind, would it take like 5-6 years to sail around the world?  My point is, there are going to be history buffs that point out “flaws” in the game.

    So, to answer your question this game tries to be historically accurate, but tweaks had to be made to fit game mechanics, balance, and playability.

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