In North Africa, the Long Range Desert Group is a thorn in the sides of the Italian forces, disrupting vital lines of communication and striking at strategic targets ranging far and wide. In Normandy, U.S. forces brace against German counterattack, determined to maintain their foothold in the region. The fighting is intense, and the outcome hangs on a knife's edge. With everything at stake, you desperately need reinforcements!
Undaunted: Reinforcements is a modular expansion that introduces a range of new rules, scenarios, and units. Unleash the might of the German and American tanks and see how your new squad options fare against them in Undaunted: Normandy, or make use of mines, assault aircraft, and other new units as you attempt to outfox your opponent in Undaunted: North Africa. Whether you have one Undaunted game or the other, with Reinforcements you can play for the first time in a four-player mode, or test your mettle in a solo mode by Dávid Turczi and David Digby.
Requires a copy of Undaunted: Normandy or Undaunted: North Africa to play.
Contents:
13 LRDG (Long Range Desert Group) forces cards
14 Italian forces cards
16 US forces cards
16 German forces cards
9 Combat counters
150 Solo cards
20 tokens and markers
1 Rulebook
1 Scenario book
- Excellent solo variant implementation
- Clean bot design and setup
- Can be fun if dice and deck randomness don't bother you
- Vehicles are cool
- Good for solo players of Undaunted
- Core gameplay heavily relies on frustrating dice rolls
- Randomness of deck draws leads to wasted turns
- Feels like a lazy design for a skirmish game
- Solo variant doesn't fix the fundamental issues of the game
- Setup can be time-consuming
- Tanks don't provide defensive benefits
- Units removed from supply pile can't be easily recovered
- Undaunted: Kalisto
- Mythic Battles: Pantheon Ragnarok
Mechanics (from transcript analysis)
- Deck Building — Players build and manage decks, drawing cards to perform actions. The randomness of draws and the management of the deck/discard/supply are discussed.
- Dice Rolling — The game relies heavily on dice rolls for combat resolution and success/failure in various actions, which is a primary source of frustration for the host.
- scenarios — The game utilizes scenarios that require specific setup and objectives, with the solo variant referencing these scenarios for bot behavior.
- Skirmish — The game is described as a skirmish game, focusing on tactical combat between small units.
- solo bot — A specific solo bot system is in place, which is praised for its clean implementation and ease of setup, despite the overall game's flaws.
Video topics + discussion points
Quotes (from this video)
- I still cannot stand this game and it blows my mind that that people kind of Praise this because on paper even in the solo variant how if you succeed or fail still revolves around Dice and I hate that
- It's the most lazy way of Designing a skirmish game that I I can think of
- This is as as good as it can get for solo players of Undaunted
- I'd probably still keep undaunted at a five I I don't really see anything special with it and unfortunately I don't know how you would even fix the dice
References (from this video)
- Ingenious solo bot mechanics
- Introduction of vehicles adds new tactical elements
- Sniper unit is very dangerous and difficult to counter
- Loss of key units (scout, tank) significantly hinders objectives
- AI can be very effective, leading to a loss for the player
- North African campaign, specifically the LRDG operations in Fezzan
- Mer Mzak airfield, southwest Libya, January 11th, 1941
Mechanics (from transcript analysis)
- Bolster — A mechanic used to add cards to a player's hand or deck.
- Card-driven actions — The AI uses a deck of cards, and some have specific instructions or rolls to determine actions, while others have conditional effects based on the scenario.
- combat resolution — Combat involves rolling dice against a target's defense value, with specific values required for hits. The AI attacks units with the lowest defense or highest chance of hitting.
- initiative bidding — Players bid for initiative, and losing initiative to the AI results in the AI gaining extra cards and actions.
- inspire — A mechanic that allows a unit to activate additional cards or perform extra actions.
- Objective control — The primary objective for the player is to control structures (depot, supply area, plane) to claim objective points. The AI's objective is to claim objective points by destroying structures.
- scouting — Scouting mechanics are used to reveal fog of war and scout objectives. Units like the scout and engineer have scouting actions.
- Solo variant — The host is playing the solo variant for the game, focusing on scenario two.
- Unit Removal — Units can be removed from play if they take enough damage or are destroyed.
- vehicle combat — The scenario introduces vehicles, such as a medium tank, and specific actions related to driving, repairing, and attacking from them.
Video topics + discussion points
Quotes (from this video)
- Some viewers may find the following video disturbing. Viewer discretion is advised.
- Basically how it how the uh the the solo bot works is pretty ingenious in this case cuz you can play either side as so like as you know the solo variant.
- I'm like kind of lowkey terrified of that sniper, which is fair. That is thematic. I would also be terrified if I knew my enemy had a sniper on the other side.
- So, my scout has been killed, which basically means I have no way of scouting.
- And the engineer is going to try and uh demolate that. Demolition that. It's a six. He's demolition three. So he needs a six or higher. Yep, he got it. And they win.
References (from this video)
- Adds solo modes and automata
- Provides more content for multiplayer
Mechanics (from transcript analysis)
- solo modes and automa — adds robust solo modes and automa; expands multiplayer content.
Video topics + discussion points
Quotes (from this video)
- Ra is a game that came out well over 20 years ago.
- Ra: Traders is so good.
- It's a complete knock out of the park, and I can't imagine playing Wingspan without it.
- Power Up was such a brilliant way to address some of those little points of design in here.
References (from this video)
- accessible entry point to war gaming
- teaching-friendly with quick setup and play time
- not as deep as heavier tactical systems
- some learning curve for players new to deck-based mechanics
- tactical combat with a focus on small-unit actions
- Normandy, World War II
- story-driven skirmishes with repeatable narratives
- Undaunted Normandy
- Undaunted Reinforcements
Mechanics (from transcript analysis)
- Cooperative Game — designed for two-player play with a cooperative/solo mode option
- Deck-building / hand-management — players manage a card-issued action pool to resolve moves and actions
- two-player head-to-head with solo option — designed for two-player play with a cooperative/solo mode option
Video topics + discussion points
Quotes (from this video)
- nostalgia choice
- nostalgia will color future versions of this list
- the narrative that games generate is a central appeal
References (from this video)
- Solo mode advances the game
- Solid tactical decisions
- Expansion complexity can be heavy
- Card-driven tactical war
- WWII battle scenarios with reinforcement expansion
- Narrative-driven campaign
- Imperium
- Mage Knight
Mechanics (from transcript analysis)
- Cooperative Game — Team-based strategic play
- cooperative play — Team-based strategic play
- Deck Building — Card draws drive actions
- deck-building/hand-management — Card draws drive actions
Video topics + discussion points
Quotes (from this video)
- Touring Machine is my most played game ever.
- I've played over 80 plays of this game.
- 100% recommend it on BGA.
- Mage Knight is my number one.
- Captain's Chair is a heavy deck-builder tableau hybrid.
- There are infinite puzzles to solve every day on BGA.
- I have a central magnificent idea for a game—the build Network out of dominoes.