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They’ve flown to the skies, they’ve crossed the seas - they’ve had a significant technical hiccup. What can’t the guys say they didn’t do this week? James’ air mastery comes into question while Andy turns his eye to devastating the 4th CCNN. The longest telegram to date is received jam-packed with questions, in this, the longest (and latest) episode to date! We hear more of ABC’s nautical adventures, and it’s all wrapped up by a rather unique Common Ground. Big up Meatface! The temporary Merch Store is still up until the end of September for those that wish to obtain a novelty item:
https://war-with-a-mate.printify.me
A game-changing movement phase occurs due to the revelation that James has inadvertently squirrelled away additional divisions for the whole of play so far - now on the to Andy’s Eastern territories. That’s not all that’s in danger, in an episode reviewing electrical dangers, airborne catastrophe and the risk of learning some valuable history in a new series of Andy’s History Corner.
Oh dear, was it all for nothing? A gruelling run of Close Assault and Truck Captures in Turn 2-1 has left the guys feeling cheated out of their own time, and long dormant rules-rage rears its ugly head as the frontlines and by proxy, rule reviews, are getting busier. Spirits are still high however! An episode that looks at the first War With A Mate field trip (relating to confusing stone monuments from the past), the final chapter of Balbo’s history segment and a Common Ground that sees James willing to give up any personal liberties to watch The Sopranos. The long awaited merch has finally arrived in a limited run capacity for the next couple of weeks, the stockpile can be found at
https://war-with-a-mate.printify.me
Look to the skies! And then to a calm, quiet space. James has released unbridled rage upon Andy following unexpected strategic shifts at the end of a particularly ambitious air mission segment. Important questions are asked, such as the future of global sporting, the marketing behind CfNA and the state of the guys’ hair.
The starting pistol for Turn Two has been fired! The guys are off, with initiative determined, weather rolled for and the fate of James' Naval Convoy is sealed by a daring mission by Andy's Commonwealth airforce. What's on offer this week is a taste-sensation of former flash games, fascist faux pas and two feverishly fun fellows. It's here, it's now - it's one of the episodes of this podcast.
The guys are joined by Nate of Breakup Gaming Society as a pleasant change of pace at the end of Turn One. Touching on the ambitions of “artists”, the state of board games in the cultural zeitgeist and the existential question of when we should care about funerals. Stay SHB & D. Special thanks to Nate for beaming himself over to us via internet from shores afar this week. Check out Breakup Gaming Society for the ultimate one-stop shop covering Board Games, Hip-Hop and Booze!
https://www.breakupgamingsociety.com
After mishaps, mistakes and (and occasional friendly malice), Turn One finally comes to an end. The guys are feeling bulletproof, with one turn under their belt, and no underlying health conditions, finishing the game looks like a possibility in this lifetime. To see off this first portion, they discuss upcoming strategies, delve into the mailbag to understand more about the English Language and take a trip to the past to see what on Earth is happening to Italy in the lead up to the war.
Twists and turns at Fort Maddalena and a massacre in the South shakes up the imminent conclusion to Turn One. A fresh new history segment topic sees the focus shift to a rather unsavoury fellow and common ground has the guys looking to the stars.
The situation in Fort Maddalena heats up further as the guys close out their air missions and James begins angling for the impending close assault. This week’s history segment sees a poignant farewell to the 28th Māori Battalion, closing out another topic. With a sleepy Andy at the wheel and an admin-heavy session, the guys take the time to right some wrongs, from the state of live music performances to interstellar diplomacy.
The resolution of air missions over Fort Maddelenna leaves more questions than answers when it comes to the next steps of engagement, with both sides reeling from strikes. The guys traverse a time-trials episode by reminiscing on icons passed; some modern, some Māori. All this before settling on a Common Ground that sees the world living the quiet life - wouldn’t that be nice?
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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