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Subject: Co Op Wargame? rss

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Confusion Under Fire
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I remember the video tactical squad games where each player would portray a character and they would work together to achieve victory. There seemed to be lots of these type of video games at one time and I have just realised that Euro games have quite a few co op games. I am trying hard to think of any board wargames that are co op.

I know that Ambush can be played by 2 players, simply splitting the squad into 2 but this has no special rules and players can easily communicate with each other.

Friedrich has an element of Co Op but this is against another player and not an AI

It would seem a possibility considering there are many solo games which have an AI and a few multi player wargames.
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Andy Beaton
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whatambush wrote:
I remember the video tactical squad games where each player would portray a character and they would work together to achieve victory. There seemed to be lots of these type of video games at one time and I have just realised that Euro games have quite a few co op games. I am trying hard to think of any board wargames that are co op.

I know that Ambush can be played by 2 players, simply splitting the squad into 2 but this has no special rules and players can easily communicate with each other.

Friedrich has an element of Co Op but this is against another player and not an AI

It would seem a possibility considering there are many solo games which have an AI and a few multi player wargames.


The Republic of Rome is the closest thing that comes to mind. It's mostly politics and backstabbing, but every few turns someone gets sent out to the hinterland to fight a (simple in gaming terms) war against Philip of Macedon, or Hannibal, or whoever the villain of the day is.
It's an interesting balance; the best way to defeat Rome's enemies is to give one player so much martial power that he can win the political game, but if you fail to defeat the barbarians, everyone loses.
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Chris Tham
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D Day Omaha Beach

and speaking of tactical video games

Gears of War
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Ted Spencer
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chriswtham wrote:
First one I thought of. Boots on the Ground is another. IIRC London's Burning, Tokyo Express and RAF allowed for cooperative play.
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Jeffrey D Myers
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All of the VPG States of Siege (TM) games can be played cooperatively. Some are used in classrooms in that fashion, AFAIR.
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Warren Bruhn
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Some multi-player wargames lend themselves to teamwork on each side. Empires in Arms, at its best, often involves coalitions trying to bring down the French (or occassionally the British). Gunslinger scenarios can involve a team playing against a particularly dangerous gun fighter. I played several good cooperative naval games including Wooden Ships & Iron Men, Ironclads, and Jutland. World in Flames, Campaign for North Africa, The Devil's Cauldron, and other huge beastly monster games need teams of players on each side.

Other than that, there is a miniatures role playing game in which each of the players were officers in a British unit in the Sudan. But I forgot the name of that game.
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Virre Linwendil Annergård
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aiabx wrote:
whatambush wrote:
I remember the video tactical squad games where each player would portray a character and they would work together to achieve victory. There seemed to be lots of these type of video games at one time and I have just realised that Euro games have quite a few co op games. I am trying hard to think of any board wargames that are co op.

I know that Ambush can be played by 2 players, simply splitting the squad into 2 but this has no special rules and players can easily communicate with each other.

Friedrich has an element of Co Op but this is against another player and not an AI

It would seem a possibility considering there are many solo games which have an AI and a few multi player wargames.


The Republic of Rome is the closest thing that comes to mind. It's mostly politics and backstabbing, but every few turns someone gets sent out to the hinterland to fight a (simple in gaming terms) war against Philip of Macedon, or Hannibal, or whoever the villain of the day is.
It's an interesting balance; the best way to defeat Rome's enemies is to give one player so much martial power that he can win the political game, but if you fail to defeat the barbarians, everyone loses.


While I only played the AH version once, and then got the rules and got the VG version so far, without playing the later version this is best Co-op ever. The traces from it is clearly vissible in Battlestar Galactica But RoR makes everything better.

Is it what you searched for, maybe, it is a conflict simulator, but without the heavy use of dice it would proably more be called à Euro
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John Buse
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Strike of the Eagle, Angola, Wellington, and Kutuzov are all four-player games for teams of two players.
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Rui Serrabulho
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1812: The Invasion of Canada and D-Day at Omaha Beach (this was already stated above).
 
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Eddy Sterckx
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Memoir '44: Overlord - designed for team-play

 
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Chris B
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My favourite video game in this genre was Hidden & Dangerous - man I loved that game.

As far as board games you can play Commands & Colors - Epic Ancients (expansion #5) in teams.
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Aaron Silverman
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Popular Front is designed for team play -- so 2, 4, or 6 players on two sides. Each player is a separate faction, but you win or lose as a team.
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Alfred Wallace
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One of the ways you can play Boots on the Ground is as a two-player coop against the insurgents.
 
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Not a tactical game but Wellington played with four is a semi-cooperative game with frenemies.......
 
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Warren Bruhn wrote:


Other than that, there is a miniatures role playing game in which each of the players were officers in a British unit in the Sudan. But I forgot the name of that game.


Science vs Pluck

 
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Navajo Wars is solitaire, and also I understand a two-player (semi-)COOPERATIVE game. Not out yet.
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Warren Bruhn
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badinfo wrote:
Warren Bruhn wrote:


Other than that, there is a miniatures role playing game in which each of the players were officers in a British unit in the Sudan. But I forgot the name of that game.


Science vs Pluck



Thanks, Bob!
 
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I think any solitaire game can be played cooperatively by two or more people. A simple method is to just take turns. But if you want to, you can also try divvying up units or activation points and taking turns together.
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Patrick Carroll wrote:
I think any solitaire game can be played cooperatively by two or more people. A simple method is to just take turns. But if you want to, you can also try divvying up units or activation points and taking turns together.


This is how I prefer games designed as solo. Probably because
the system itself is less interesting (in terms of decisions)
than what the denizens of my skull would give.
 
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calandale wrote:
Patrick Carroll wrote:
I think any solitaire game can be played cooperatively by two or more people. A simple method is to just take turns. But if you want to, you can also try divvying up units or activation points and taking turns together.
This is how I prefer games designed as solo. Probably because the system itself is less interesting (in terms of decisions) than what the denizens of my skull would give.
Never thought of this and am having difficulty imagining it. In a solo game like D-Day at Omaha Beach, for example, a two-player game consists in each player commanding all units on 1/2 of the play area simultaneously. What I think you're suggesting is that both players command all units on the entire map on successive turns: player A on odd # turns, player B on even.

If I imagine this correctly, there must be a "like-mindedness" between the players or the discontinuity in command will lead to disaster. What is simulated here, it seems to me, is the war room, more than the command. I wouldn't begin a game like this without a consensus on goals & means. Then, as the game progresses, more conversation and consensus on changing conditions, new goals & diminishing resources.

This seems to be a very different game experience from co-op gaming, where each player has his job to do and does it well or badly to the benefit or detriment of other co-opping players. Two-player successive solitiare, to have continuity in command, requires players to find consensus before the turn. Co-op games, in my experience, require players to do what needs to be done during the turn.

I can see where the experience of two-player successive solitaire would be a blast. There's almost no reason to limit it to two, really. Going back to D-Day at Omaha Beach, I'd like to get a war room for this game with three or more wargamers. Trying to find consensus with three or more of my gaming buddies? What a discussion that would be!
 
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Enrico Viglino
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superflat wrote:
calandale wrote:
Patrick Carroll wrote:
I think any solitaire game can be played cooperatively by two or more people. A simple method is to just take turns. But if you want to, you can also try divvying up units or activation points and taking turns together.
This is how I prefer games designed as solo. Probably because the system itself is less interesting (in terms of decisions) than what the denizens of my skull would give.
Never thought of this and am having difficulty imagining it. In a solo game like D-Day at Omaha Beach, for example, a two-player game consists in each player commanding all units on 1/2 of the play area simultaneously. What I think you're suggesting is that both players command all units on the entire map on successive turns: player A on odd # turns, player B on even.

If I imagine this correctly, there must be a "like-mindedness" between the players or the discontinuity in command will lead to disaster. What is simulated here, it seems to me, is the war room, more than the command. I wouldn't begin a game like this without a consensus on goals & means. Then, as the game progresses, more conversation and consensus on changing conditions, new goals & diminishing resources.

This seems to be a very different game experience from co-op gaming, where each player has his job to do and does it well or badly to the benefit or detriment of other co-opping players. Two-player successive solitiare, to have continuity in command, requires players to find consensus before the turn. Co-op games, in my experience, require players to do what needs to be done during the turn.

I can see where the experience of two-player successive solitaire would be a blast. There's almost no reason to limit it to two, really. Going back to D-Day at Omaha Beach, I'd like to get a war room for this game with three or more wargamers. Trying to find consensus with three or more of my gaming buddies? What a discussion that would be!


I don't know that game. Take something like Ambush! or Voyage of
the Pandora however - you'd make some joint decisions together,
and work towards the goal with a few pieces each as you would work
together in a Pandemic game. Then there are games like Source of the
Nile or Tales of the Arabian Nights, which are essentially solo games -
even if you can play with multiple players (akin to bowling); these are
also more enjoyable for me with others. I'm not so sure that competitive
games are.
 
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It's Wallace, so it's partly euro, but look at God's Playground. Players have to collectively fight off invading hordes of cubes the game sends them, and players never have a chance to attack each other. In the end, it's deviousness that wins the day.
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garygarison wrote:
It's Wallace, so it's partly euro, but look at God's Playground. Players have to collectively fight off invading hordes of cubes the game sends them, and players never have a chance to attack each other. In the end, it's deviousness that wins the day.


Been wanting that one actually. Just haven't seen a price I could
go for.
 
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I ended up DIY-ing mine.
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calandale wrote:
garygarison wrote:
It's Wallace, so it's partly euro, but look at God's Playground. Players have to collectively fight off invading hordes of cubes the game sends them, and players never have a chance to attack each other. In the end, it's deviousness that wins the day.
Been wanting that one actually. Just haven't seen a price I could go for.
Too true on this title. As a rule of thumb, I'll divide the cost of a game by 10 to see how many plays I'll need to consider the game worth buying. Sometimes 20 for better produced GMT titles. I don't see me getting God's Playground to the table twice, let alone 5 or 10 times. And 3 player? No comment on the game: I can count on one hand the number of three player games our group has played in three years. Could be perfect for others, though.
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