![]() ![]() I was hooked on this title halfway through the audio sample, but the rest of the book blew me away. General – I loved this book! So much so that I started writing this review with just over one hour left to go. The result is not just a tremendous war story but a fascinating group portrait of men of whom history and country asked the most. He faced no little resistance from those who found his tactics ungentlemanly or beyond the pale, but in the SAS' remarkable exploits facing the Nazis in Africa and then on the continent can be found the seeds of nearly all special forces units that would follow.īringing his keen eye for psychological detail to a riveting wartime narrative, Ben Macintyre uses his unprecedented access to SAS archives to shine a light inside a legendary unit long shrouded in secrecy. Paired with his constitutional opposite, the disciplined martinet Jock Lewes, Stirling assembled a revolutionary fighting force that would upend not just the balance of the war but the nature of combat itself. ![]() Where most of his colleagues looked at a battlefield map of World War II's African theater and saw a protracted struggle with Rommel's desert forces, Stirling saw an opportunity: Given a small number of elite, well-trained men, he could parachute behind enemy lines and sabotage their airplanes and war matériel. Overall would definitly recommend to fans of this type of game, and look forward to future development of the game.The incredible untold story of WWII's greatest secret fighting force, as told by our great modern master of wartime intrigue.īritain's Special Air Service - or SAS - was the brainchild of David Stirling, a young, gadabout aristocrat whose aimlessness in early life belied a remarkable strategic mind. ![]() * Some rules text is lacking clarification Hopefully we will see more of them in the future * Many of the great mechanics seem underused currently. * Menus and other minor UX elements could use some polish * Good price point, very fairly priced and well worth it for the many hours you will get out it ![]() * Art is pretty consistantly great throughout * Two-hero party system make deckbuilding more interesting and battles more dynamic * Innovative overworld exploration system This game is clearly a labor of love, and I hope that it is able to grow and improve to fit its amazing potential. The UI feels clunky in a lot of places, and some card/rules text needs to be clarified. Most of the negatives are minory issues with I am confident will be fixed. I have very little negative to say about this game. This is a really cool mechanic with a lot of potential. Not only do the two heroes in your party determine the two card sets in your deck, but their positioning is dynamic and affects the costs, effects, and playability of the cards. In the battles themselves, Roguebook's biggest innovation is the two-character system. In Slay the Spire, for example, you may have to choose between battles and upgrade opportunities. Ideally you want to fight all the battles and reap the most rewards. It also allows you to choose more simply how many battles you want to fight before the boss, giving you more freedom in the risk/reward aspect. Roguebook's "brush and ink" exploration mechanic is clever and beautiful. I think this is also true of Roguebook.īoth Slay the Spire and Monster Train use a branching path mechanic to choose your route between battles and bosses. This was a key factor in why I like Monster Train as much as I do: It is different enough from Slay the Spire to set it apart. Roguebook seems to take inspiration from both of those games, and adds a healthy dose of its own unique mechanics. I've played a good amount of Slay the Spire, which can, to some degree be credited as the originator of the digital deck-building roguelite subgenre, and quite a bit of Monster Train, another successful game of similar type. I finally won a run this morning, so I now feel I can share my short review. ![]()
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