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The penultimate turn is over, and all tang stands between Andy and James and the full game is Turn Six. A very hard fought series of battle in the conclusion of the Land Movement leaves the theatre in an uncertain state, with both sides taking losses tactically and psychologically. The Mailbag unravels some questionable purchases, the History Segment reveals a fatal flaw in naval development and the guys accidentally stumble across the most wholesome Common Ground to date.
This week a minor setback proves to be too much for James’ patience to take, as Andy makes impressive strides with the end of Turn Five on the horizon. The History Segment further sets the stage for the First World War and a Common Ground that comes with a lot of baggage, all to be enjoyed in this discontent-filled content!
The guys are back from the first WwaM Live Show at the UK Games Expo, and have returned to the eternal trenches of war. The final Op Stage of Turn Five is underway, with a very lopsided Air Phase due to inclement weather. The mailbag brings to mind Andy & James’ other boardgame exploits, the History Segment sees an escalating situation for the Ottoman Empire and Common Ground really challenges the way we go from Map A to Map B. Sorry about the noise!
Twins, crab and a lion, maybe? Speaking of written in the stars, the trucks are delivering resources because it’s a truck day! Little in terms of action from the guys today, but plenty in terms of mailbags addressing previous Common Ground, a History Segment that is bursting at the STEAMS and propositions of showing what the very best of us can look like - at our worst.
The conflict is truly heating up as James suffers a heavy assault under Andy’s advance West; what’s new there? With only one Op Stage left of the penultimate Turn, the losses feel very real on both sides. Obliteration of the game forces is gently countered by a mailbag welfare check for the guys, a History Segment about a very well known Duke, and a frightfully dangerous Common Ground. Different strokes, and all that!
Hellfire has rained down upon the central column of the map, as the guys let loose their airforces, with the dice coming along with some real vigour today! A Mailbag that brings comparisons to war and Ghostbusters, a History Segment that concludes the Italo-Turkish War and a Common Ground that can only be resolved with a little bit of roleplay.
What is going on at the airfields? What is going on with charity? What is going on with fruit? The guys are abuzz with questions they aren’t entirely capable of answering, but James demands answers from Andy following a sly and familiar tactical move emerging on the front lines, as the movement and truck segments of Turn Five, Op Stage One is wrapped up and sets the stage for the fleshy underbelly of Op Stage Two.
It was the best of times, it is the worse of times. The source and solution of the Buenos are tackled in this airborne episode of War With A Mate. With the guys resolving the first air phase of Turn Five, looking to the progenitor of bombing runs in the history segment, and taking criticism of “helpful” suggestions into the stratosphere in this week’s Common Ground. This is most certainly for you.
Following their return from the War With A Mate company retreat, Andy and James embark on the beginning of Turn Five. There’s no holding back this Air Phase, and with their well supplied positions there’s no need to! The Ottoman Empire, Oceania and medical sciences all appear as guests on an episode to be remembered.
With two-thirds of the practice run completed, the guys attempt to make sense of the game they’re playing and the feelings their feeling, only to re-awaken the damming truth that they’re fighting an unstoppable foe. Not that the truth would ever hinder them, these people are foolhardy, as they find throughout the hour of recapping rules and regrets.
From the publisher's feed
Join Andy and James as they play an unfinishable board game to completion, or die trying.
From the first 14 episodes figuring out how to play, followed by their near 100-episode practice run…
SPI's The Campaign For North Africa is a comically complicated board game that feels like a practical joke. Published in 1978, with no evidenced completions of the 111-Turn game, this is a behemoth board game like no other.
Learning the ropes - Ep 1 - 14
Practice Turn One - Ep 15 - 37
Practice Turns Two to Six - Ep 38 - Ep 87
Hiatus - Ep 88 - Ep 99
Full Campaign for North Africa = Ep 100 - Heat death of the universe
Email: [email protected]
Website: WarWithAMate.co.uk
Instagram: WarWithAMate
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