Great episode, guys! It's always nice to hear the folks who make games talking frankly about games.
However, I want to take issue with something Soren said about Battle of the Bulge being not suited to asynchronous multiplayer. There were various murmurs of agreement, so you guys obviously couldn't hear me yelling at the podcast. But I disagree pretty strongly. It's true that many wargames are long drawn-out exercises in moving chits and waiting for something to happen, which can be a really dull PBEM or asynchronous experience, and that feels true of Battle of the Bulge at first.
But part of the genius of the design is how much of the detail is streamlined and abstracted. As with XCOM, the result of this approach is that there are fewer choices, and a corollary of this is that they're therefore more meaningful. It's hard to talk about Battle of the Bulge without using the term chess-like and I find this perfectly suited to asynchronous multiplayer.
For example, have a look at Bruce Geryk's analysis of the first couple of turns. He suggests a move called the Longville Lunge, and it reads like a discussion of the opening moves in a chess game. And because there are dice involved, Bruce can't quite solve it with math, try as he might. There are no moves in Battle of the Bulge that don't matter, and because of the way the game measures time (you never know how many turns there are, or who will get the last move on any given day), there is a degree of suspense in every move. It's downright cat and mouse at times. This makes for some of the most compelling multiplayer asynchronous play I have ever seen on the iPad. And I'm not even a wargamer!
Anyway, sorry to hop up on a soapbox, but since you couldn't hear me yelling at the podcast, I had to come here instead.
-Tom