Musket Smoke Woodie Dovich Flank and charge with friends! Simple, fun and rich with tactical options. Musket Smoke is a turn-based, war game with… Free Buy Now Watch Media DetailsFlank and charge with friends! Simple, fun and rich with tactical options. Musket Smoke is a turn-based, war game with an unusually interactive UI allowing for enormous tactical options. Smoke, artillery, cavalry charges, morale and flanking. It’s all here and dead simple to play. Features: • Solo training skirmish maps with AI. • Take turns online, with friends, asynchronously. • Special training zone for first-time-online players. • Online campaign - the core feature. • Pass n Play. • Full replay for online matches. • Competitive ELO like leaderboards. • Manual, tutorial, help video. • Universal app. • In-game video recoding for newer devices. • 4 round 'Mingle Phase' before deciding on who you want to play online. • Just 'Friendly Pass' with those not suitable for your first battles. It's the ideal system for great match-ups. Musket Smoke is a tactical online turn based war game. It supports both single player and multi player but the competitive asynchronous matches are the primary focus. The board game design was 'inspired by' Napoleonic warfare but streamlines it to be fast and furious, optimized for online play. This is a ‘people first’ war game with a focus on usability and visually rich tactical options. ------------------------------------------------------- What people are saying about Musket Smoke: (US) “Hands down the most fun game I have played on the iPad period. I’m a sucker for historical wargames and musket smoke is one of the best I have played virtual or otherwise. I enjoy it so much, I plan on making some chits and buying a hex board to play it on table top!” (Canada) “One of the best strategy titles available for the iPad. Immense amounts of strategy, replayability and detail. One of the few must have titles of strategy gamers” (Ireland) “This is the first game that have regularly played online matches. While the mechanics are quite simple, you can really get yourself into to some interesting situations, especially when playing the campaign.” (Australia) One night in Naarden. This game is a blast. The campaign mode will have you on the edge of your seat, whether you're battling one of the top ten players or a newcomer. Mini matches are great fun, and the variety of armies and tactics is amazing. Even the AI is fun to play against, if you want to learn the game or perfect your strategies. Musket Smoke is a one of a kind game and will forever be in our hearts." (Croatia) “Real Strategy. Great game for the strategy gamers.” (Germany) “Seems simple at first glance, but at second glance turns out this game as a strategic, round-based strategy game … Who loves it with his favorite drink in peace weigh all options to try out individual solutions, while relaxing on the couch at sit and then burning it waits his opponent makes his turn, this game is highly recommended !!!” (Greece) “Fast, easy, deep. recommended!” (Japan) “This is without a doubt one of the most fun and most polished, with deep strategy, but easy-to-get-into-gameplay turn-based stragegy games around. And the async multiplayer is seamless.” (Austria) “... show me a better wargame today!” Information Seller:Woodie Dovich Genre:Board, Strategy Release:May 31, 2012 Updated:Jan 03, 2019 Version:1.871 Size:198.3 MB TouchArcade Rating:Unrated User Rating: (2) Your Rating:unrated Compatibility:HD Universal Gameplay trailer. Subscribe to the TouchArcade YouTube channel Musket Smoke is free, but includes an online multiplayer PVP campaign that you can buy. There is a video inside the app that goes over the details. (It's basically an epic competitive async match between two players.) iTunes Link: https://itunes.apple.com/app/id436684234 Posted by developer, snowpunch snowpuncher Well-Known Member Mar 25, 2011 62 0 0 Vancouver, Canada #2 snowpuncher, Dec 1, 2013 Last edited: Dec 3, 2013 An example of an async round. (gameplay trailer) Subscribe to the TouchArcade YouTube channel iPadisGreat Well-Known Member Dec 10, 2012 2,390 0 0 #3 iPadisGreat, Dec 1, 2013 What does single online campaign mean? Single player campaign where the iPad must be connected to the internet to play? Or 1 multiplayer PVP campaign? snowpuncher Well-Known Member Mar 25, 2011 62 0 0 Vancouver, Canada #4 snowpuncher, Dec 1, 2013 I mean't to say there is 1 in-app purchase: an online async PVP campaign. Musket Smoke doesn't need to be connected to the internet to play. It has a solo training skirmish area with AI. But the core of the game is async matches. Like Hero Academy or Outwitters. The online campaign is just a dramatically 'different' sort of online async match. So that means it's 2 player only and requires 2 devices. You can only play random people or friends via turn based async matches. (Well, technically if you have 2 different gamecenter accounts you can play on the same device, but it would be less that optimal to play that way.) Instead of a quick fight of 10 on 10 (free Mini Matches), the campaign lets 2 players get personal by giving them a 'commander' unit. The unit has a 1 hex aura that enhances units near it. So two players battle across multiple maps, each with different unit setups and objectives. The campaign can only be won by killing the opponent commander or winning the last battle in a series of 8 maps. (Usually it's a commander kill) The campaign has true line of sight, meaning that you can't see units behind trees or extra thick smoke. So it's more realistic and gritty with 'special units' and more things to do, breakable walls, wheat-fields that hide units, some persistent units between battles, etc. There is actually a video inside the app (the app is free) that covers the campaign in detail. Cheers, Woodie snowpuncher Well-Known Member Mar 25, 2011 62 0 0 Vancouver, Canada #5 snowpuncher, Dec 1, 2013 Update after downloading For some strange reason the latest version of the game isn't downloaded when you get the game. So make sure you update after downloading. Otherwise you can't see the campaign video that I made. The 1.11 campaign video is not the video that explains the campaign. You want the 1.19 (or later) version of Musket Smoke to see the proper campaign video. TokyoDan Well-Known Member Oct 7, 2010 394 2 18 #6 TokyoDan, Dec 2, 2013 This is without a doubt one of the most fun and most polished, with deep strategy, but easy-to-get-into-gameplay turn-based stragegy games around. And the async multiplayer is seamless. Plays like a dream with no weird online problems like many games have. And an amazing amount of info and tutorials. In-game unit info is also great. snowpuncher Well-Known Member Mar 25, 2011 62 0 0 Vancouver, Canada #7 snowpuncher, Dec 3, 2013 The next update will be version 1.20 Stability fixes: - fixed the end turn bug in tutorial (thanks to snotty128) - proper spelling of siege (thanks to Bullwinkle). - fixed sometimes cant select tutorial units (thanks to CTD) - fixed black screen caused by viewing a game that was quit early. currymutton Well-Known Member Oct 16, 2008 4,430 1 0 #8 currymutton, Dec 3, 2013 Report: The intro video always plays even I have turned it off in the Option snowpuncher Well-Known Member Mar 25, 2011 62 0 0 Vancouver, Canada #9 snowpuncher, Dec 3, 2013 Hi Currymutton, With version 1.19 the short intro video will always play the first time the app is run (in memory). If you are clearing the app from memory then it will play again when you open it. That was the intended behaviour. However, you can touch the screen to make it go away instantly. I usually clear the app from memory only after I've played lots of rounds over a day or so. So I rarely see the intro. Maybe I should rethink that behaviour or UI. Are you enjoying the game, otherwise? currymutton Well-Known Member Oct 16, 2008 4,430 1 0 #10 currymutton, Dec 4, 2013 Opinion: The video is a bit annoying but tolerable as it does not give you much of the idea historical background. (but who cares) Just finished off the long but fun tutorial. Now on to skirmish. Apart from some strange UI behavior during the tutorial, can't tell you much for now. It could be a better wargame on iOS -- but is there any reference to the effects of terrain? Quote: God is on the side of the big battalions snowpuncher Well-Known Member Mar 25, 2011 62 0 0 Vancouver, Canada #11 snowpuncher, Dec 4, 2013 I fixed some stuff in the tutorial. It should be through as an update any day now. The docs were a bit rushed but yes it should be under damage. I'll improve these soon in an update. Muskets and grapeshot do double damage to units down in the water. -1 damage from all shot to units in light trees. Cannon balls can fly over units in the water if they target units on the other side. It costs 2 move points to enter water and trees and doing so ends your movement. You can only move 1 hex when moving in or leaving water or light trees. Wheat in the campaign just blocks line of sight until you trample the wheat by moving upon it. Walls in the campaign can take up to 6 damage. You can see the hitpoints on the wall (as bumps). currymutton Well-Known Member Oct 16, 2008 4,430 1 0 #12 currymutton, Dec 4, 2013 Query: so no defense bonus when hiding in tree? No elevation (e.g. slope) in the game? Cynuyt Well-Known Member May 31, 2013 1,980 0 36 http://pine-entertainment.com #13 Cynuyt, Dec 4, 2013 So good, recommend to try. snowpuncher Well-Known Member Mar 25, 2011 62 0 0 Vancouver, Canada #14 snowpuncher, Dec 4, 2013 Last edited: Dec 4, 2013 Light trees give you -1 damage (defence bonus) from all types of shots (grapeshot, musket, solid cannon ball). Heavy trees (on cold maps mostly) are not enter-able. No, there are no hills in the game. The only terrain is wheat fields, rivers, light trees, destructible walls. We briefly play tested with some hills and found that the game plays better (more fun) on open maps generally. Also the scale of the game is quite small. 30 men, 20 mounts, etc.. Overly defensive maps are slower and not for everyone. Hills just add to that slowness of engagement. currymutton Well-Known Member Oct 16, 2008 4,430 1 0 #15 currymutton, Dec 4, 2013 Justification: Since you are not trying reproduce the whole Battle of Waterloo or such I am fine with having no hill and such. But bogging the game down to skirmishes is wrist-holding. snowpuncher Well-Known Member Mar 25, 2011 62 0 0 Vancouver, Canada #16 snowpuncher, Dec 4, 2013 It's not a historical wargame. It's an abstract hybrid wargame inspired by napoleonics. The game is so open and tactical that it can intimidate so some wrist holding is ideal for training mode and mini matches. The online campaign will release your wrists and give you plenty to think about. ;-) Andre Well-Known Member Apr 11, 2012 3,643 2 38 #17 Andre, Dec 4, 2013 An epic game. Can not put device down while playing it. bsones New Member Dec 4, 2013 1 0 0 #18 bsones, Dec 4, 2013 Two things: 1. It's an absolutely brilliant little wargame. Like, seriously: what an absolutely fantastic system. 2. It seems pretty rough. I've played two skirmishes against the AI so far, and won both (one just barely), but the victory didn't seem to register either time. In both games, once victorious, the game just sort of bugs out and sits there. You get the "victory" indicator up in the score area, but the game continues running (you can hit "end turn" and it will go to the AI, which has no units, so it then immediately cycles back to you). You can back out to the menu, and when you do you can see the game still running in the active games list, with NO victory indicator. The only way I can "finish" the match is by deleting the game. Which is a bit anticlimactic. In my second match, the same thing happened, except this time the game seems to think that both me AND my opponent won (see screenshot, below). Until I back out of the game--then it doesn't think that either of us won. snowpuncher Well-Known Member Mar 25, 2011 62 0 0 Vancouver, Canada #19 snowpuncher, Dec 4, 2013 Thanks! We have been getting lots of great responses recently. (Although not many are giving us the critical app store reviews that we need upon launch.) Thanks for the detailed feedback. This really helps us. We were a little rushed with the solo training tool. We wanted to release end of November. Plus we considered that part of the game to be just a tool to get the feel of the game. Once you beat the AI then you quickly goto the next level and jump into online Mini Matches. (Another way to support this multiplayer games 'fragile launch' is to contribute to this async pool.) That said, we did plan to give the AI match a real ending soon. But your post here has officially got me working on it immediately. I was especially interested in your comment about showing 'win' 'lose' upon the game list items. I actually only considered those game list items for solo play to be more like saved game holders. A place to come back and continue your game. But you are absolutely right. It should have the same behaviour as the multiplayer and show 'win' 'lose' upon the single player game list items. So I will do exactly that. And also display a more satisfying end of battle result dialog and properly shut down the game when it's over. Excellent tips bsones. Working on these items right now! We already have an update about to come out soon, so this will be in the update after that. Kind regards, Woodie snowpunch (check our blog and twitter account for updates and tactical tips) snowpuncher Well-Known Member Mar 25, 2011 62 0 0 Vancouver, Canada #20 snowpuncher, Dec 16, 2013 Campaign details and a tournament with a prize I've started posting some tactical info on my blog. Campaign mission details with pictures and examples of what works and what doesn't. http://musketsmoke.wordpress.com/strategy-help/ Plus there is a Musket Smoke tournament with a prize just starting. Let us know if you want in on the action. Cheers, Woodie (You must log in or sign up to post here.) Show Ignored Content Page 1 of 2 1 2 Next > Share This Page Tweet Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password? Stay logged in
What does single online campaign mean? Single player campaign where the iPad must be connected to the internet to play? Or 1 multiplayer PVP campaign?
I mean't to say there is 1 in-app purchase: an online async PVP campaign. Musket Smoke doesn't need to be connected to the internet to play. It has a solo training skirmish area with AI. But the core of the game is async matches. Like Hero Academy or Outwitters. The online campaign is just a dramatically 'different' sort of online async match. So that means it's 2 player only and requires 2 devices. You can only play random people or friends via turn based async matches. (Well, technically if you have 2 different gamecenter accounts you can play on the same device, but it would be less that optimal to play that way.) Instead of a quick fight of 10 on 10 (free Mini Matches), the campaign lets 2 players get personal by giving them a 'commander' unit. The unit has a 1 hex aura that enhances units near it. So two players battle across multiple maps, each with different unit setups and objectives. The campaign can only be won by killing the opponent commander or winning the last battle in a series of 8 maps. (Usually it's a commander kill) The campaign has true line of sight, meaning that you can't see units behind trees or extra thick smoke. So it's more realistic and gritty with 'special units' and more things to do, breakable walls, wheat-fields that hide units, some persistent units between battles, etc. There is actually a video inside the app (the app is free) that covers the campaign in detail. Cheers, Woodie
Update after downloading For some strange reason the latest version of the game isn't downloaded when you get the game. So make sure you update after downloading. Otherwise you can't see the campaign video that I made. The 1.11 campaign video is not the video that explains the campaign. You want the 1.19 (or later) version of Musket Smoke to see the proper campaign video.
This is without a doubt one of the most fun and most polished, with deep strategy, but easy-to-get-into-gameplay turn-based stragegy games around. And the async multiplayer is seamless. Plays like a dream with no weird online problems like many games have. And an amazing amount of info and tutorials. In-game unit info is also great.
The next update will be version 1.20 Stability fixes: - fixed the end turn bug in tutorial (thanks to snotty128) - proper spelling of siege (thanks to Bullwinkle). - fixed sometimes cant select tutorial units (thanks to CTD) - fixed black screen caused by viewing a game that was quit early.
Hi Currymutton, With version 1.19 the short intro video will always play the first time the app is run (in memory). If you are clearing the app from memory then it will play again when you open it. That was the intended behaviour. However, you can touch the screen to make it go away instantly. I usually clear the app from memory only after I've played lots of rounds over a day or so. So I rarely see the intro. Maybe I should rethink that behaviour or UI. Are you enjoying the game, otherwise?
Opinion: The video is a bit annoying but tolerable as it does not give you much of the idea historical background. (but who cares) Just finished off the long but fun tutorial. Now on to skirmish. Apart from some strange UI behavior during the tutorial, can't tell you much for now. It could be a better wargame on iOS -- but is there any reference to the effects of terrain? Quote: God is on the side of the big battalions
I fixed some stuff in the tutorial. It should be through as an update any day now. The docs were a bit rushed but yes it should be under damage. I'll improve these soon in an update. Muskets and grapeshot do double damage to units down in the water. -1 damage from all shot to units in light trees. Cannon balls can fly over units in the water if they target units on the other side. It costs 2 move points to enter water and trees and doing so ends your movement. You can only move 1 hex when moving in or leaving water or light trees. Wheat in the campaign just blocks line of sight until you trample the wheat by moving upon it. Walls in the campaign can take up to 6 damage. You can see the hitpoints on the wall (as bumps).
Light trees give you -1 damage (defence bonus) from all types of shots (grapeshot, musket, solid cannon ball). Heavy trees (on cold maps mostly) are not enter-able. No, there are no hills in the game. The only terrain is wheat fields, rivers, light trees, destructible walls. We briefly play tested with some hills and found that the game plays better (more fun) on open maps generally. Also the scale of the game is quite small. 30 men, 20 mounts, etc.. Overly defensive maps are slower and not for everyone. Hills just add to that slowness of engagement.
Justification: Since you are not trying reproduce the whole Battle of Waterloo or such I am fine with having no hill and such. But bogging the game down to skirmishes is wrist-holding.
It's not a historical wargame. It's an abstract hybrid wargame inspired by napoleonics. The game is so open and tactical that it can intimidate so some wrist holding is ideal for training mode and mini matches. The online campaign will release your wrists and give you plenty to think about. ;-)
Two things: 1. It's an absolutely brilliant little wargame. Like, seriously: what an absolutely fantastic system. 2. It seems pretty rough. I've played two skirmishes against the AI so far, and won both (one just barely), but the victory didn't seem to register either time. In both games, once victorious, the game just sort of bugs out and sits there. You get the "victory" indicator up in the score area, but the game continues running (you can hit "end turn" and it will go to the AI, which has no units, so it then immediately cycles back to you). You can back out to the menu, and when you do you can see the game still running in the active games list, with NO victory indicator. The only way I can "finish" the match is by deleting the game. Which is a bit anticlimactic. In my second match, the same thing happened, except this time the game seems to think that both me AND my opponent won (see screenshot, below). Until I back out of the game--then it doesn't think that either of us won.
Thanks! We have been getting lots of great responses recently. (Although not many are giving us the critical app store reviews that we need upon launch.) Thanks for the detailed feedback. This really helps us. We were a little rushed with the solo training tool. We wanted to release end of November. Plus we considered that part of the game to be just a tool to get the feel of the game. Once you beat the AI then you quickly goto the next level and jump into online Mini Matches. (Another way to support this multiplayer games 'fragile launch' is to contribute to this async pool.) That said, we did plan to give the AI match a real ending soon. But your post here has officially got me working on it immediately. I was especially interested in your comment about showing 'win' 'lose' upon the game list items. I actually only considered those game list items for solo play to be more like saved game holders. A place to come back and continue your game. But you are absolutely right. It should have the same behaviour as the multiplayer and show 'win' 'lose' upon the single player game list items. So I will do exactly that. And also display a more satisfying end of battle result dialog and properly shut down the game when it's over. Excellent tips bsones. Working on these items right now! We already have an update about to come out soon, so this will be in the update after that. Kind regards, Woodie snowpunch (check our blog and twitter account for updates and tactical tips)
Campaign details and a tournament with a prize I've started posting some tactical info on my blog. Campaign mission details with pictures and examples of what works and what doesn't. http://musketsmoke.wordpress.com/strategy-help/ Plus there is a Musket Smoke tournament with a prize just starting. Let us know if you want in on the action. Cheers, Woodie