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Published — 10. Juli 2026 The Players' Aid

Solitaire Video Review: War in the Pacific – A WW2 Roll & Write Game from Solo Wargame

Von: Grant
10. Juli 2026 um 14:00

In War in the Pacific – A WW2 Roll & Write Game from Solo Wargame, players will allocate limited resources to launch attacks, conduct strategic bombing, maintain supply lines and seize key islands. Your strategy must be swift and decisive, targeting objectives like Guadalcanal, Iwo Jima, and Okinawa. As the war intensifies, you can divert critical resources to the Manhattan Project, researching and developing nuclear weapons. The race to build atomic bombs could be the key to ending the war. Can you balance the demands of the Manhattan Project with the immediate needs of your campaign?

Once you’ve gained a foothold, you’ll face a crucial choice: invade mainland Japan in a costly land assault, or use strategic bombing and nuclear weapons to force Japan’s surrender. Each option is risky as an invasion could end the war quickly, but at great cost, while bombing and nukes may hasten Japan’s surrender, but could come too late.

With fast-paced dice allocation, resource management, and mounting pressure, every decision could mean the difference between victory or failure in your quest to force Japan’s capitulation.

-Grant

Published — 09. Juli 2026 The Players' Aid

History Behind the Cards – A Look at Checkpoint Charlie from GMT Games – Card #2: Cuban Missile Crisis

Von: Grant
09. Juli 2026 um 14:00

I love a different style and focus of wargame. A game that takes a look at an important but somewhat obscure or rarely addressed historical topic, such as espionage or intelligence, and creates a gaming experience tailored around the events to highlight and evoke the difficulties and tension that would have been present. In January 2026, GMT Games announced such a game in Checkpoint Charlie, which is a solo or cooperative game focused on SIS espionage missions in Berlin in the 1960’s designed by Russell Brown. We have posted an interview with Russel and it was very well received and he has now agreed to create a series of History Behind the Cards to highlight the events of the 1960’s Cold War struggle in West Germany but also to share aspects about the game play and how it models the history.

*Note: The cards highlighted in this series and their event text, as well as any pictures used showing any of the various components, are still in the design and development process and as such event effects and text might still change prior to final development and publication. Also the art and layout of the cards are only for playtest purposes at this point and the game will enter the art department as it nears publication.

History Behind the Cards – Checkpoint Charlie from GMT Games – Card #2: Cuban Missile Crisis

In response to the US placing nuclear missiles in the UK and Turkey, within range of Moscow, and in an effort to protect Cuba and keep it within the Soviet sphere of influence, Khrushchev made a deal with Castro in July of 1961 to base Soviet nuclear missiles in Cuba, within range of most of the southeastern United States.

The US knew the Soviet Union was training and supplying Castro’s army and inserting specialists, and CIA assets in Cuba had seen Soviet surface-to-air missiles. This led to suspicion that the Soviets were intending to place ballistic missiles in Cuba.

The best US assets for confirming the presence of these missiles were high-altitude U-2 Spy plane flyovers. However, the loss of Francis Gary Powers’s U-2 over the Soviet Union to a SAM missile (Event Card #12 The Powers Abel Exchange) created reluctance, since the US now knew the Soviets had deployed similar SAM’s to Cuba. U-2 flights were finally authorized in October of 1962, and it was these photos that confirmed the presence of Soviet nuclear-capable missiles.

The status of Berlin, halfway around the world, played an important role in the Cuban Missile Crisis. From 1958 until the discovery of the missiles, the relationship between the US and the Soviets was dominated by the “Berlin Crisis,” which consisted of a series of military and diplomatic moves by Khrushchev to outmaneuver the Americans and annex West Berlin into East Germany. The Cuban Missile Crisis not only brought the conflict over Cuba to a head, but also brought new attention on the status of Berlin. The two became linked. A ground invasion of Cuba might result in a military annexation of West Berlin by the Soviets, and it was not out of the question for the Americans to concede to the Soviets in Berlin to get the missiles out of Cuba.

President Kennedy avoided direct military conflict and responded with backchannel diplomacy and a naval blockade of ships coming into Cuba. The crisis continued for two weeks, with US ground forces readied for an invasion, Soviet ships attempting to run the blockade, and the US strategic nuclear forces going to Defcon 2. The tensions eased when Khrushchev agreed to remove the missiles in exchange for an agreement that the US would never invade Cuba. In addition, Kennedy secretly agreed to remove US nuclear missiles from Turkey.

In Checkpoint Charlie, the Cuban Missile Crisis is assumed to have diverted Soviet attention from espionage activities in Berlin. This card not only removes surveillance from any location of the player’s choice; it also reduces the number of available surveillance pawns for the rest of the mission.

In the next article in this series, we will take a look at Demonstrations and what effect these student run organizations had on operations in West Berlin and West Germany.

In my opinion, this game looks extremely interesting and I am very much excited to learn more about it. I am appreciative to Russell and his efforts to bring us these cards and to write these entries to share with our readers. I am also very glad that this topic is being covered in a game and look forward to playing this one day soon.

We published an interview with the designer Russell Brown on the blog and you can read that at the following link: https://theplayersaid.com/2026/02/23/interview-with-russell-brown-designer-of-checkpoint-charlie-from-gmt-games/

You can catch up on the posts in this series to date by following the below links:

Card #1: Cousins Operation

If you are interested in Checkpoint Charlie, you can pre-order a copy for $48.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1211-checkpoint-charlie.aspx

-Grant

Published — 08. Juli 2026 The Players' Aid

An Impossible War: The First Carlist War in the North, 1834-1838 from Bellica Third Generation – Action Point 5

Von: Grant
08. Juli 2026 um 14:00

An Impossible War: The First Carlist War in the North, 1834-1838 from Bellica Third Generation is a block wargame that recreates the First Carlist War in the North of Spain which was a civil war between the Carlists who supported the succession of the late king’s brother Carlos de Borbón and the progressive and centralist supporters of the regent Maria Christina acting for Isabella II of Spain who were referred to as the Liberals. The game uses blocks representing units but also includes counters and uses cards. I was able to play the game about a month or so ago with Francisco Ronco who owns the publishing company Bellica Third Generation and very much enjoyed the game and how it represented this interesting struggle.

In Action Point 1, we took a look at the Game Map, discussing the point-to-point movement configuration, the various spaces and the delineation of the Carlist versus the Liberal Zones, as well as explained the use of the Rest of Spain smaller map. In Action Point 2, we examined the units available to both sides and covered the importance of Supply. In Action Point 3, we took a closer look at the Carlist Uprising Phase and what it means for the game. In Action Point 4, we examined the activation system and the use of Action Point Markers. In this Action Point, which is the conclusion to the series, we will take a look into how Battles work, focusing on the tactical aspect of combat with the use of the Battle Board.

Battle

One of my favorite parts of the game is the Battle mechanic. With Battle, I very much enjoy the use of the Battle Board but also like that there are several different types of combat. Battles focus on asymmetric combat rather than massive open field engagements and are typical of the First Carlist War. These Battles boil down to 3 primary types including Skirmishes, Battles and Assaults and each type have their benefits and uses and one of the important things about the game is the need to learn their best uses and then how to perform them. If both sides have at least 3 Infantry or Cavalry units in a contested space, then there is a Battle. Also if 1 or both sides has less than 3 Infantry and Cavalry units in the space, or only has Cavalry units, then there will be a Skirmish. And finally, in order to launch an Assault on a Fortress, the besieging player must have a Field Artillery unit of any value in the enemy Fortress space.

But before we take a look at these different types of Battle, I want to cover the Combat Cards. Combat Cards provide background events and assist tactical maneuvers without running the game on their own. Each player holds a distinct 36-card deck (Liberal or Carlist) representing historical, operational, and tactical modifiers. These cards simulate unpredictable elements, like sudden skirmishes, political shifts, or logistical hurdles. The Liberal Player generally leads larger, but lower-quality forces plagued by supply issues. Their Combat Cards tend to focus on maintaining order, quelling uprisings on the Rest of Spain Map and chasing Carlist expeditions. The Carlist Player will command smaller, high-quality troops. Their Combat Cards focus on exploiting superior mobility, terrain knowledge, and sudden strikes. Since this is an “impossible” war featuring guerrilla tactics, siege warfare, and frequent skirmishes rather than massive battles, the cards adapt to these asymmetric scenarios.

There are 3 types of cards found in the decks, including Event Cards, Operational Cards and Tactical Cards. Event Cards are played immediately when drawn and provide both positive and negative benefits to the players. Operational Cards can be played when the conditions stated on the card are met, during the player’s own Player Phase or sometimes during the opponent’s Player Phase. Tactical Cards can be played in combat as stated on the card. Each player can use a maximum of one tactical card in each Skirmish, Battle Round or Assault Round.

At the beginning of a player’s Player Phase each Turn, that player will take the top card from their draw deck. If it is an Event Card then it is applied immediately. If it is not an Event Card, the card is kept in the hand so that the other player cannot see it. A player can have up to 8 cards in their hand and these can be played as indicated on the card itself.

These cards are very well done and keep the game very interesting and tense as you just don’t know what type of cards your opponent has that they can spring on you in combat. These cards alter the conditions of the battle and cannot be planned for but must be kept in mind as players enter conflicts. From adding defenses that absorb hits (such as the Stone Walls Tactical Card) or provide additional Effectiveness Rating to units in battles when they are firing (such as the False Retreat Card), these cards make a difference and keep the game feeling like a game.

Now that we have looked at the cards, let’s now take a quick look at the various forms of Battle. A Skirmish consists of just 1 single round of fire. First the defender will fire and applies all hits to the attacking units, then the attacker will fire and applies hits to the defending units. There are no morale rolls in the game. In a Skirmish a player fires with a maximum of 3 Infantry and Cavalry units. The player must choose which units will fire with several limitations. maximum of 1 Cavalry unit in rough terrain and a maximum of 2 Cavalry units in open terrain.
A player always fires with all Artillery units.

The Battle Board operates as a dedicated, zoomed-in tactical area where the details of combat are resolved. When opposing blocks meet on the main strategic map, units are moved to this board to fight out the encounter safely separated from global troop movements. When a Battle begins, players move their hidden army blocks from the main map onto the Battle Board. Depending on the terrain where the battle takes place (such as rough terrain for a city or plains for the countryside), players deploy their units into specific zones on the board. The Flanks are outside positions that trap or outmaneuver the enemy. The Front Line are the units taking the direct hits and dealing the damage to the enemy and the Reserve is where extra units are kept on standby to join the battle as losses are suffered.

Combat on the Battle Board happens in rounds. As a block wargame, the number of dice rolled by any unit is based on the number of pips shown on the block and the to hit number is equal to or less than their Effectiveness Rating printed on the block. Modifiers may be added from terrain or from the play of Combat Cards. Dice are then rolled and hits are determined with the defending units taking losses by reducing their pips by rotating the block counterclockwise. It is as simple as that.

The big difference in the types of Battle are the duration. A Skirmish last only 1 round while a Battle can last up to 3 rounds. The Battle ends immediately when 1 of the following situations arises. If the Battle lasts the full 3 round, when the 3rd Battle Round ends the defending player remains in the space and the attacking player retreats. There is no Rout or Pursuit A player has no Infantry units in the front line. The other player wins,
gains 1 VP, and causes a Rout by the losing side, which will then retreat. Or, a player decides to retreat voluntarily in the End of Battle Round phase. The other player wins and can carry out Pursuit.

The Battle mechanic in An Impossible War captures perfectly the frustration of asymmetry in both competing sides and their troops. The name of the game is specifically reference to the the Liberals’ massive, clunky numbers versus the Carlists’ nimble, guerrilla style of warfare. 2 different armies with 2 different philosophies has created a situation where neither side can feel comfortable with the war and their chances at winning it. I frankly think that the designer David Gómez Relloso did an exceptional job at creating this asymmetry and creating a highly playable and engaging game. If you didn’t know, I chose to add An Impossible War to my Top 10 Wargames of 2025!. It landed at #8 on the list, and probably would have scored higher had I had a chance to play the game further and experience all of the parts of the design.

If you are interested, we posted an interview on the blog with the designer and you can read that at the following link: https://theplayersaid.com/2025/07/14/interview-with-david-gomez-relloso-designer-of-an-impossible-war-the-first-carlist-war-in-the-north-1834-1838-from-bellica-3rd-generation/

I also was able to shoot a fairly short video summary of my game play with Francisco Ronco who is the owner of Bellica Third Generation and you can watch that at the following link:

-Grant

Published — 07. Juli 2026 The Players' Aid

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #85: Hydraulic Recoil from Imperial Elegy: The Road to the Great War 1850-1920 from VUCA Simulations

Von: Grant
07. Juli 2026 um 14:00

With this My Favorite Wargame Cards Series, I hope to take a look at a specific card from the various wargames that I have played and share how it is used in the game. I am not a strategist and frankly I am not that good at games but I do understand how things should work and be used in games. With that being said, here is the next entry in this series.

#85: Hydraulic Recoil from Imperial Elegy: The Road to the Great War 1850-1920 from VUCA Simulations

Imperial Elegy: The Road to the Great War 1850-1920 is a massive card driven game that blends diplomacy, warfare, and statecraft and feels a bit akin to games like Here I Stand and Virgin Queen from GMT Games, which are both grand scale sweeping epics that play multiplayers and take a day to play. Players play as 1 of 6 major powers in the game including Germany/Prussia, the United Kingdom, France, Austria-Hungary, Russia and the Ottoman Empire. The game is quite grand and ambitious as it covers 70 years near the end of the Victorian Era and the Progressive Ear and sees quite a lot of global change and competition between the great powers of the time. The game is a Card Driven Game and uses Action Cards as a type of currency to spend for their Command Points or the printed event to take actions such as recruiting armies and navies, industrialize, moving fleets and armies around the globe, influencing minor powers and establish colonies in Africa, India and the Pacific Ocean. The cards are all tied to the history of the period but the game can be played very much as a sandbox allowing players to explore strategies by trailblazing new horizons or following history.

As you might imagine, the game contains combat and wars of both unification and conquest as each of these empires attempt to grow and expand their borders and the game can end with the outbreak of the Great War. These combats are referred to as Land Battles or Sea Battles. Combat is a very well designed part of the game and involves lots of maneuvering of troops on the board to get into position to have a powerful 2 unit stack be the lead attack but also to be supported by adjacent armies providing strength in the land battle. Each nation has a limited number of armies and also has access to what are referred to as Elite Corps and Expeditionary Forces that can be used to supplement goals of conquest. These Elite Corps units are represented by circular counters and are placed atop an army counter they are attached to and provide a +1 Dice Roll Modifier in combat.

When the game hits the 1880’s, which is turn 4, the Hydraulic Recoil Mandatory Event Card will be added to the deck. When this card is drawn and played, the Mandatory Event will go off and become a permanent change to how combat works. First off, the asterisk and double asterisk printed on the Combat Results Table will now be in effect. The asterisks referenced are summarized as follows from the rules:

Only apply the * and ** portions of the combat results if the Hydraulic Recoil Mandatory Event has been played. *The victor may opt to inflict +1 loss to both sides. ** Both sides take +1 loss.

But other than just the additional losses and choices about how best to use them, there are other big changes that come as a result of the Hydraulic Recoil Mandatory Event. After its play, machine guns give non-rebel units a minimum die roll of a 3 in Land Battles (in other words, rolls of 1 or 2 are now 3’s). But also anytime an Elite Corps and its +1 DRM is used in a land battle, that unit will be eliminated. This automatic elimination cannot be taken as a loss inflicted by the CRT but is in addition to those losses. Big guns equipped with new hydraulic recoil mechanisms were, by far, the number one killer during the Great War, and machine guns made most pre-war tactics obsolete. Coupled together these two technologies made combat much more deadly and far less “swingy”. These mechanics are meant to model these technological shifts on a strategic level.

The hydraulic recoil mechanism in machine guns was pioneered by inventor Sir Hiram Stevens Maxim in the 1880’s. He developed it as part of his 1883 and 1884 patents for the world’s first fully automatic, recoil-operated machine gun called the Maxim gun. The Maxim gun has been called “the weapon most associated with imperial conquest” by historian Martin Gilbert and was heavily used by colonial powers during the “Scramble for Africa”. Afterwards, Maxim guns also saw extensive usage by different armies during the Russo-Japanese War, the First and Second World Wars, as well as in contemporary conflicts.

The Maxim gun featured one of the earliest recoil-operated firing systems in history. Energy from recoil acting on the breech block is used to eject each spent cartridge and insert the next one. Maxim’s earliest designs used a 360-degree rotating cam to reverse the movement of the block, but this was later simplified to a toggle lock. This made it vastly more efficient and less labor-intensive than previous manually operated rapid-firing guns, such as the manually cranked Mitrailleuse of 1851, the Gatling gun of 1861, the Gardner gun of 1874, or the Nordenfelt gun of 1873. The Maxim gun is water cooled, allowing it to sustain its rate of fire far longer than air-cooled guns. The extra weight and complexity this added, however, made it heavier and less flexible in use.

Trials demonstrated that the Maxim can fire 600 rounds per minute (equal to 60 riflemen at the time). Compared to modern machine guns, the Maxim is heavy, bulky, and awkward. A lone soldier can fire the weapon, but it was usually operated by a team of men, usually 4 to 6 in number. Apart from the gunner, other crew are needed to speed reload, spot targets, and carry and ready ammunition and water. Several men are needed to move or mount the heavy weapon.

The Maxim gun was greatly influential in the development of other machine guns, and it has multiple variants and derivatives, such as the Vickers, PM M1910 and MG 08. Some are still in service to the present-day, such as in the Russo-Ukrainian War.

In the next entry in this series, we will take a look at LRRP from Fire in the Lake: Insurgency in Vietnam from GMT Games.

-Grant

Published — 06. Juli 2026 The Players' Aid

Interview with Matt White Designer of Spearhead: Hell on Wheels – Tank Battles in Normandy Print and Play Currently on Kickstarter

Von: Grant
06. Juli 2026 um 14:00

Over the past several years, we have done interviews with Matt White, publicized his games and played a few of them as well and he always has something cooking. Recently, I came across his newest offering on Kickstarter called Spearhead: Hell on Wheels – Tank Battles in Normandy. This game is a solitaire or 2-player print and play tactical game that allows players to take command of US tanks in German occupied France. I reached out to Matt and as always he was more than willing to share on the design.

If you are interested in Spearhead: Hell on Wheels – Tank Battles in Normandy, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/mattwhite-wargames/spearhead-hell-on-wheels-tank-battles-in-normandy

Grant: What is your new project on Kickstarter called Spearhead: Hell on Wheels?

Matt: This is a brand new solitaire and co-op World War II print and play tactical wargame. In this game you are in command of a group of 3 US tanks in brutal and intense tank combat in enemy-occupied territory. 

The players must lead their tanks, through unforgiving terrain, finding and then engaging the enemy in fierce fire fights. They must defeat any encountered enemy tanks and forces, whilst meeting the objectives as they move across the map. 

Grant: What was your inspiration for the name? What do you want it to convey about the design?

Matt: My biggest inspiration was reading accounts from various US armored units. Keeping your tank crews alive and positioning your tanks whilst dealing with unexpected enemy positions is key to survival and success and truly seemed to be “Hell on Wheels”. 

Grant: What about the battles during Normandy inspired you to make this game?

Matt: Basically I wanted to focus on and show the difficulties with the survivability of the armored crews and their vehicles during the D-Day invasion and the days after as the Allies broke out into France. That was the biggest point I wanted to make. 

An American M10 Tank Destroyer.

Grant: What research did you do on the subject?

Matt: As with all my games, in trying to get the historical aspects correct both in the mechanics of the game as well as the look and feel of the art, I basically try to do lots and lots of reading! I read as much as I can on the subject, from various authors and viewpoints, and when I am not spending time playing games or making them, I basically read! This knowledge is part of the inspiration for my games as I draw upon things that I have rad and then translate them to the page.

Grant: As a tactical level wargame, what are the most important areas of focus for the design?

Matt: The positioning of your tanks in relation to where the enemy could be, and not only the tank hull but also the turret. Keeping your tank crews alive and positioning your tanks whilst dealing with unexpected enemy positions is key to survival and success. This game is point-to-point based where you must place your tank orientation and can aim the turret separately. Being able to keep the front of the hull forward towards the enemy tanks whilst hopefully being able to fire on their flank is critical.

Grant: How does the game differ in its 2 modes including solitaire and cooperative?

Matt: In the game you are in command of a number of US tanks – these can be split between players if you wish. Its quite unlike a number of solitaire WW2 tank games where you are in command of one tank. In this game you have a number which makes it really suitable for co-op play.

Grant: I know the design is a Print and Play offering. Why do you feel this model is best suited for your designs?

Matt: I like making print and play games as it forces you, as the designer, to make every component count and making the most of the physical space on a sheet of paper. I find that challenge one of the most interesting parts of the creative process. I also like the print and play model because it is very affordable for all parties, both me and the players, and allows the game to be available to anyone at anytime and on their terms.

Grant: I see that the board has a point-to-point movement layout. Why was this your chosen method of conveying information about the battlefield?

Matt: As much as I love traditional hex based games (and continue to play a lot of them), I also like point-to-point too. I like the way you can combine not only line of sight but also information about the environment in the game.

Grant: What is the meaning of the different symbols that appear on the board?

Matt: Movement is from point-to-point and where you move from a Position Point (the rectangle points) to an Observation Point (the circle points) where you will test for observation and perform the majority of combat. If combat is successful then you will be able to move to the next position point. 

As you can see from the map there are multiple paths from Position Points to Observation Points and then onto other Position Points. Plus there are a variety of pros and cons to various paths to allow for a variety of terrain types and observation challenges. These paths are illustrated on the map in the shape of lines which are known as Movement & Observation Lines.

For each Movement & Observation Line there is a symbol at one end. The most common symbol is a black arrow, which denotes normal terrain and normal observation. There are other symbols which mean more difficult terrain or harder observation. These are:

Black Arrow – Normal Movement – Normal Observation

White Arrow – Normal Movement – Hard Observation

White Square – No Movement – Normal Observation

Black Circle – Difficult Movement – Normal Observation

White Circle – Difficult Movement – Hard Observation

Grant: What difficult decisions do players have to make in the game?

Matt: You will have to deal with enemies and you discover them but you don’t know where they are and so you must make some decisions based on information you do and don’t have. The player will also have several simultaneous objectives that must be obtained and will have to contend with both the German forces defending them that you know about and those that you do not.

“Lady luck” plays a part, as with any military operation, but your decisions and tactics are crucial, especially in how you position your tanks on the map when facing enemies as you cautiously roll through the environment.

A German Panther.

Grant: What dangers and threats meet the players on the battlefield?

Matt: There are a variety of dangers but not only the enemy forces as tank obstacles and mines can be a serious threat, combined with the environment itself.

Grant: What objectives does the player have to accomplish?

Matt: For each game session the objectives are randomly generated with Objective markers provided. All you have to do is safely get your tanks to those Objective markers, all the whilst dealing with the enemy!

Grant: How are hidden German units handled?

Matt: Every time you move your tanks you will need to check what they can observe and into which other points then can see. At this time you will roll on a couple of charts to see if you can see enemy units. However, just because you can’t see any doesn’t mean that they are not there.

Grant: What is the makeup of the Tank Cards? What information do they contain?

Matt: Using the Tank Cards you record the status of the major components of your tank such as the engine and tracks plus any gun jams. You also record the status of the various tank crew, all of which can have an impact in the game. Counters are provided to record all the status of both the tank and the crew.

Grant: What different types of tanks are included on both sides?

Matt: There are variety of tanks in the game with each tank having its own unique gameplay – for example the M10 tank destroyer has no hull machine gun (but does have a better anti-tank weapon). There are also Stuart M5A1 Tanks, StuG’s, Panzer IV’s, and many more.

Grant: How does combat work?

Matt: In the combat phase, you determine the order in which both your tanks and the enemy tanks fire. This is crucial to how the combat plays out as in real life WW2 tank combat, the results will favor the tank crew who can fire first on their target. 

You will roll a few dice, depending on your tank positioning and other factors, and retain the highest number. You can increase your number of rolled dice by certain criteria – the more dice you roll the better! For example, if your tank turret is facing the enemy, the terrain type, the health of both the tank and the crew and if the enemy have been observed all are major factors. The enemy tanks will be doing the same, so factors such as successful enemy observation in the previous phase are crucial!

Grant: What is the goal of the game? How is victory obtained?

Matt: Your goal is to reach your various objectives on the map, whilst trying to keep your tanks and crew alive.

For each game session the objectives are randomly generated with Objective markers provided. All you have to do is safely get your tanks to those Objective markers, all whilst dealing with the enemy!

Grant: What are you most pleased about with the design?

Matt: I am most pleased to be coming to the end of the design and getting it ready for people to play! Finishing or coming close to it, is the hardest part of the development. In terms of the actual game, I really enjoy being able to get a game that has depth and is engaging that can be printed on just a few sheets of paper. 

Grant: What kind of an experience does the game create?

Matt: I hope that the game creates a thoughtful representation of actual tank combat and how decisive it can be!

But that is not all. The game is modular and has several options included. As well as the map shown above, the game will also come complete with another map, additional counters and a rulebook which allows for you to create your own unique scenarios. 

This map has the same points but where you will roll on tables to determine the various Movement & Observation Lines from each Position Point and Observation Point. There will be counters that you can place between the Position and Observation Points as an aid. You will be using various charts and tables to procedurally generate your map as you play, determining those gameplay elements as you progress. This type of game session will present you with a new challenge as you really have to deal with more unknown elements as you progress your tanks across the map.

Grant: What other designs are you currently working on?

Matt: I have a few games I am working on – currently working on something involving WW2 Mosquito aircraft! 

For a YouTube video overview of the game, please check out Matt’s overview video here:

Thanks to Matt for his time in answering our questions and for his great little print and play games. I love it when one of these new games is brought to light as I get to oodle over the art and see what new things he has created!

If you are interested in Spearhead: Hell on Wheels – Tank Battles in Normandy, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/mattwhite-wargames/spearhead-hell-on-wheels-tank-battles-in-normandy

-Grant

Published — 05. Juli 2026 The Players' Aid

Unboxing Video: Clash D-Day Special Edition from Elwin Klappe

Von: Grant
05. Juli 2026 um 14:00

Clash D-Day Special edition is a turn-based board game that is set during the longest day in history: D-Day. Take control over the Allies and Axis forces and get ready to conquer the necessary beaches and areas. Outwit your enemy, make tactical decisions and think ahead. Prepare and take action in the greatest seaborne invasion that changed history on June the 6th, 1944! Clash D-Day is very easy to learn and there is no need for historical knowledge. Clash D-Day is based on the popular board game Clash of the Ardennes and is a stand alone version of the game. Use all of your (special) units wisely, because you will run out of units very quickly. Place them strategically and tactically on 1 of the 7 streets, always think ahead and try to reach your objective a little bit sooner than your opponent.

-Grant

Published — 04. Juli 2026 The Players' Aid

Unboxing Video: BCS Inflection Point: The Battle for Kalach and the Battle of Chir from Multi-Man Publishing

Von: Grant
04. Juli 2026 um 14:00

Inflection Point is a Battalion Combat Series (BCS) game depicting two important but relatively unknown battles before and after Stalingrad. The Battle for Kalach was fought in July 1942 following Case Blue, the successful drive into southern Russia. Paulus’ Sixth Army intended to encircle and destroy the Soviet Armies and walk into Stalingrad. The Soviets were still recovering from Operation Barbarossa the year before. The result of the battle set up the epic urban fight that was the turning point of the Eastern Front. By December 1942, the Sixth Army was trapped at Stalingrad by a more capable Red Army. In the Battle of Chir River, the Soviets looked to exploit their gains and prevent German relief operations over a portion of the Kalach battlefield. Initial success along the Chir River changed when the energetic 11th Panzer Division was thrust onto the scene. These two battles show the progression of the Red Army into an offensive army that could start fighting toe-to-toe against the invaders. For the Germans, the days of blitzkrieg successes were waning and were being put on the defensive. There was a marked inflection point around Stalingrad.

The game showcases this change in quality and capability between the armies. Units famed for fighting at Stalingrad are here – 24th Panzer and 100th Jäger Divisions as well as the 62nd Army. With rules on crucial air supply that was needed to sustain the German offensive, to stubborn Soviet command in the form of Colonel Konstantin Zhuravlev, players will be able to recreate these pivotal battles. The steppes of Southern Russia are accurately depicted, with rivers, balkas, and small hills being crucial in the otherwise flat terrain. With offensive and defensive possibilities for both sides in both battles, there’s tense decision making in order to win and change the fate on the Eastern Front.

-Grant

Published — 03. Juli 2026 The Players' Aid

First Impressions Video: Time of Wars: Eastern Europe 1590-1660 from Stratagemata

Von: Grant
03. Juli 2026 um 14:00

Time of Wars: Eastern Europe 1590-1660 from Stratagemata is a multiplayer card driven game that is modeled after games like Here I Stand and Virgin Queen. Players take on the role of the head of superpowers in Eastern Europe including the Polish, the Lithuanian Commonwealth, the Tsardom of Russia, the Ottoman Empire, the Kingdom of Sweden and the Holy Roman Empire. Minor states are also present such as Denmark, Brandenburg, Moldova, Wallachia, Transylvania and Crimean Khanate.

The game covers the turn of the 16th and 17th centuries. The period was rich in famous characters (rulers and commanders) and critical events – for example the Time of Troubles in the Tsardom, the Thirty Years War in the Reich, Swedish “Deluge” in the Commonwealth. All these and much more are smoothly incorporated into gameplay.

-Grant

Published — 02. Juli 2026 The Players' Aid

May 2026 Monthly Debrief Video – Games We Disagree On

Von: Grant
02. Juli 2026 um 14:00

The May 2026 Monthly Debrief Video, which is the 5th episode in Season 6 of this series, saw us discussing Games We Disagree On. Now this list is not overly long and includes only 6 games but the discussion was good and it was nice to have to think back over the years to the games we did feel differently about.

Also, as usual, we covered the games we played in May as well as the games we plan to play in June.

We will remind you here that we are fortunate to be continuing our relationship with Noble Knight Games as the sponsor for our Monthly Debrief Video series. In case you don’t know, Noble Knight Games specializes in hard to find games but also carry all the new releases. But what makes them truly unique is that you can find some of the rarest games, long out of print games, hand made games, imported games from overseas, etc. Thanks to them for their sponsorship and we hope that you will consider them first when looking for the games we cover.

-Grant

Published — 01. Juli 2026 The Players' Aid

Wargame Watch – What’s New & Upcoming – July 2026

Von: Grant
01. Juli 2026 um 14:00

It has been very hot lately….and the humidity is getting out of control here in our Area of Operations (Indianapolis, IN). It makes everything tougher but I still like it better than the negative temp spikes we experience in January and February and look forward to the rest of summer. In the wargaming world, there is also a lot of “heat” coming upon us in waves as this month for the Wargame Watch, I was able to find 30 games (including the single new game from our sponsor Bring it on Games). I was also able to find 9 games being offered on Crowdfunding through Gamefound and Kickstarter.

If you missed the June Wargame Watch, you can read that here at the following link: https://theplayersaid.com/2026/06/01/wargame-watch-whats-new-upcoming-june-2026/

This month we have a sponsor for the Wargame Watch feature in a new publisher named Bring it on Games. Bring it on Games is owned by Adam Starkweather of Grand Tactical Series (GTS) and Company Scale System (CSS) fame. He has started this new company with several friends and compatriots as a “company run by gamers – not a company that publishes games”. I think that Adam is a great designer and he is now out on his own and is going to make the games that he wants to make.

On their website, they have said the following about their production schedule and plans for the near future:

We will only make two or three games every two years. Next up is ACSS: Utah: 10 Days in Normandy. But work has also started on Omaha, Market Garden, and Battleaxe for ACSS. But other games on different stuff using new systems has started too. Gettysburg, The War of the Atlantic, and other fun stuff. I just have to live to ninety to make everything I want to make.

While they are new and don’t have a published game to their credit as of yet, they appear to be working hard to build a brand that is solid and will hopefully be one that is a continual force in the wargaming hobby. Their current project that is up for pre-order is called Anzio: A Lost Opportunity and is a big, monster wargame. This game has a ton of maps (10 total) and a ton of counters (20 5/8th” Countersheets) as well as a ton of charts, tables and player aids. This is a MONSTER wargame…big, bad and beautiful…no doubt about it but it looks really good.

We have played several games designed by Adam Starkweather in his Company Scale System (CSS) published by Compass Games including Saipan: The Bloody Rock and The Enemy is at the Gates: The Batlte for Berlin. These games are really good solid chit draw systems that really puts some unknown in what groups of units can activate and even when they will activate. There are also events and if the chit cup runs dry before all of the units can activate due to the end round chit then you are just sore out of luck. You have to prepare for this inevitability and I love the concept of prioritizing your activations and making sure you activate what you absolutely have to before doing those units that would be beneficial to activate. The system is a highly accessible, streamlined approach to simulating tactical military operations while retaining strong decision-making depth. The CSS offers a “design-for-effect” combat system that effectively eliminates micro-management and makes the game a joy to play.

Anzio is the first game in a new series called the Advanced Company Scale System or ACSS. At this point, I am unsure what makes it advanced but will be working with the designer to get a better understanding of that in a designer interview for the blog.

In the mean time, you can download the rules and the scenario booklet from an online OneDrive and you can also get access to a Vassal module to try the game out. Here is the link to the OneDrive: OneDrive Link to Rules and Scenario Booklet

If you are interested in Advanced Company Scale System Game One: Anzio: A Lost Opportunity, you can pre-order a copy for $300.00 from the Bring It On Games website at the following link: https://bringitongames.com/shop/p/anzio-a-lost-opportunity

Pre-Order

1. OCS The Hero City: The Battle of the Baltics, September 1943-April 1944 from Multi-Man Publishing

In late 2021, we posted an interview with Tony Birkett as designer and Chip Saltsman as developer covering his The Third Winter from Multi-Man Publishing, which covers the third winter on the Eastern Front during World War II and deals with German Army Group South as they retreat to the Dnieper River and then the Carpathian Mountains. This game is an entry in the Operational Combat Series and was followed up by his Crimea: Conquest & Liberation game that was promoted as a low-counter density, small OCS game. Since then,  he has been hard at work on the next volume in the series called The Hero City: The Battle of the Baltics, September 1943-April 1944 that dives into the mid war battles in the Baltics between the Germans and the Russians.

From the game page, we read the following:

The Hero City depicts the desperate battles between late September 1943 and April 1944 in the Army Group North sector of the Russian front. Soviet priorities were to establish a rail connection into Leningrad, evict the Axis forces from the Leningrad Oblast, and force their way into the Baltic States. Well aware this hammer was about to fall, Army Group North prepared the Panther Line defensive belt along the borders of Estonia and Latvia. The Hero City covers the major engagements: the autumn attrition battles while the Soviets mass their forces, the fighting retreat as the Wehrmacht desperately tries to escape intact, and the crashing impact as Russian waves pound against the German Panther Line breakwater. In the north are the Finnish lines, which offer a completely different strategic opportunity, including a scenario for the Soviet Summer 1944 offensive into Karelia. The Axis forces managed—barely—to hold at the Panther line, but the situation could have spiraled into disaster. The campaign here laid the foundations for the drama during the summer of 1944, and many of the German units in The Hero City will end the war trapped in Courland.

The game area covers the Soviet Oblasts of Leningrad, Novgorod and Pskov, as well as Estonia, Latvia, and the northern part of Lithuania. The map extends north of Helsinki and Viipuri in Finland, south to Daugavpils and Tilsit, east to Valday and Volkhov and west to the Baltic Sea. The Hero City is fully playable with The Forgotten Battles, to create a combined massive gaming experience using campaign setups that start in September 1943 and January 1944.

The Soviet command and supply structure is modeled through Front HQ markers. Fronts are either in “Offensive” or “Regrouping” status, allowing for shifting axes of attack and the on/off nature of Soviet operational warfare during this time. Each Front has an assigned Air Force. The parallel fighting in Army Group Center is represented by a boundary marker that shifts as the war advances off map, and the Axis player must be careful to watch his off-map flanks.

The Hero City is a large-sized OCS game, with 1,400 combat units (five counter sheets) and a 44×66-inch map layout at a scale of 5-mile hex/3.5 days per turn. The full Campaign game is 63 turns long, and there are three campaign scenarios so players can start at different points in the action. Also included are several partial-map scenarios.

Special rules in this OCS game are carefully researched to model key aspects of this critical campaign:

  • Forces include German Wehrmacht, Luftwaffe and SS formations, as well as Soviet Guards, regular and Partisan units, plus Finnish, Estonian, Latvian, and Lithuanian units. The Prinz Eugen and German destroyers might put in an appearance.
  • Soviet Front HQ Markers which reflect their role in command and marshaling supply.
  • Soviet RVGK for coordinating strategic redeployment and rebuilding shattered mobile Corps.
  • Axis Army, Army Group and Kessel HQs, along with Kampfgruppe markers which portray Axis operational flexibility.
  • Random events similar to what are found in The Third Winter and The Forgotten Battles. The 26 possible events add historical flavor with minimal rules overhead, covering things like Guards Promotions, Fuel Shortages, Hitler’s intransigence, Soviet submarines Partisan Offensives, One-Turn Offensives, Battlefield Heroes, options for emergency reinforcements and unexpected Finnish offensives.

If you are interested in OCS The Hero City: The Battle of the Baltics, September 1943-April 1944, you can pre-order a copy for $90.00 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/the-hero-city-p-468

2. Inferno in the Blue Grass: The Battle of Perryville, 8 October 1862 from Multi-Man Publishing

While attending Buckeye Game Fest this past March, we met with a fan of the channel named Leslie Jerome and had him introduce us to the Line of Battle Series with Volume 3 To Take Washington: Jubal Early’s Summer 1864 Campaign from Multi-Man Publishing. Line of Battle is a regimental-level American Civil War wargame system designed for fast-paced, non-stop action by eliminating excessive paperwork and combining fire phases with movement. I feel like this system is a highly playable classic ACW system with lots of very interesting mechanics including activation, order reception and relay, closing rolls, morale checks and close assault. In fact, I love how it creates a great narrative with some of the terminology and naming conventions such as the Blood Lust result for close assaults and the Cowardly Legs from broken units.

Recently, MMP put the next volume in the series up for pre-order called Inferno in the Blue Grass: The Battle of Perryville, 8 October 1862. I am very much anticipating this one and can’t wait to dive back into the series.

From the game page, we read the following:

Inferno in the Bluegrass brings The Gamer’s Line of Battle (LoB) Series into the Western Theater. The Battle of Perryville, the largest battle fought in Kentucky during the American Civil War, was the culminating engagement of the Heartland Campaign of 1862. This was the South’s attempt to invade the border state and garner support for its cause while simultaneously forcing Union armies in the west on the defensive. By October, the Army of the Ohio was on the move, poised to throw back the invaders. Bragg, confident that an initial Federal advance would focus elsewhere, was completely unaware that Don Carlos Buell was converging on his army in the small town of Perryville. As the sun rose on October 8th, 1862, neither army could have known that the coming engagement would ultimately determine the fate of Kentucky in the war.

The sheer scale of violence at Perryville factored heavily into the design, over 7,600 casualties were tallied – resulting in one of the larger casualties per hour rates of the war. Independent Command rule replicates Confederate commanders blurring the lines of command by fragmenting divisions into small, independent commands, creating confusion and limiting effectiveness. The Attack Commencement Chart limits the ability of the Confederate player to organize one massive assault. The Union, conversely, is hamstrung from the outset. The Union Alertness Table represents the phenomenon of an “acoustic shadow”, which caused Buell to be blissfully unaware of the overall tactical situation hours after the initial fighting had started. The map shows the parched land in meticulous detail, corroborated by the designer walking the battlefield to get a great feel of the ground.

This is Nick Roser’s first published design. His commitment and expertise on the battle shines through the design. Nick’s ancestor, Johann Christian Kurtz, fought in the battle, so his personal connection to Inferno in the Bluegrass is in his blood.

If you are interested in Inferno in the Blue Grass: The Battle of Perryville, 8 October 1862, you can pre-order a copy for $48.00 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/inferno-in-the-bluegrass-p-467

3. Great Battles of the American Civil War: Battles for the Ozarks from GMT Games

This is one of those venerable series that we have not had the opportunity to play or experience. Great Battles of the American Civil War or GBACW (not to be confused with Great Campaigns of the American Civil War from Multi-Man Publishing) is a highly detailed, regimental-level wargame series originally created by Richard H. Berg. It is known for its interactive chit-pull mechanics that simulate the chaos, command difficulties and fatigue of 19th-century warfare. The newest volume in the series, which is Volume XI, was announced in late June and is called Battles of the Ozarks.

From the game page, we read the following:

The game presents five key battles that shifted the balance of power west of the Mississippi during the first two years of the war. Battles for the Ozarks concentrates on events on the Ozark Plateau of northern Arkansas and southwest Missouri and included are these battles from the first three campaigns of the war in the West. Each battle is portrayed in great detail allowing players to try alternate strategies. 

Dead & Buried, The Battle of Wilson’s Creek, August 10, 1861
The first large battle west of the Mississippi. Federal General Nathaniel Lyon leads the Union forces in an attempt to bloody the nose of General Sterling Price’s Missouri State Guard and Ben McColluch’s Western Army that has arrived from Texas and Arkansas. Command the unusual forces that were arrayed in each army for this battle. As the Union, you’ll have Home Guard units, Regulars (including the famous 2nd Dragoons), and German American Missouri Volunteers from St. Louis. As Price and McCulloch, you’ll have everything from Missouri State Guard units armed with flintlocks and shotguns, to the South Kansas Texas Cavalry regiment and Arkansas State Militia.

Into The Night, The Battle of Dunagin’s Farm, February 17th, 1862
A lesser-known battle that occurred about a month before the much more famous battle of Pea Ridge. In north Arkansas along the Little Sugar Creek, the rear guard of McCulloch’s Army of the West, led by the capable Louis Hebert, tries to cover Sterling Price’s retreat from Springfield, Missouri. Hot on Price’s trail is Samuel Curtis’ Army of the Southwest. The advance cavalry of Curtis’ army collides with Hebert’s forces on farmer Dunagin’s field. What starts as a simple skirmish escalates into a full-blown fight that spills over into the evening, with both sides gradually feeding more troops into the battle.

Rush To Glory, The Battle of Pea Ridge, March 7th & 8th, 1862
Can you, as Earl Van Dorn, fall upon the rear and flank of the Federal army deployed north of the Little Sugar Creek before the more rested and organized enemy responds? Or can you, as General Samuel Curtis, repeat one of the few times in military history when an army reversed course, moved its supply train out of danger, and then engaged and defeated the enemy? A challenging battle for both sides; the Confederate army has been “Rushed to Glory” by Van Dorn in a snowstorm and is worn out, while the Union army is flanked by the CSA foe. The battle has a two-map and a three-map version (the largest presentation of the battle ever done).

Iron Men, The Battle of First Newtonia, September 30th, 1862
Probably the most unusual and desperate of all the battles included in Battles for the Ozarks. First Newtonia was fought before the Battle of Prairie Grove in Blunt’s campaign. The advance units of the two armies meet at the small hamlet of Newtonia in southwest Missouri. A CSA force comprised of the Indian Command, a brigade of Texas cavalry, and part of Jo Shelby’s Iron Brigade attempt to stop the forward movement of BG Fredrick Salomon’s 1st Kansas Division. With warriors of the First Nations on both sides, First Newtonia steps into new territory for GBACW. Also command part of the Western “Iron Brigade” in its first battle. One of the most desperate fought battles in the Trans-Mississippi.

Blunted Again, The Battle of Prairie Grove, December 7th, 1862
Take the role of the headstrong Union General James Blunt and see if you can move the CSA forces led by Thomas Hindman off the Fayetteville Road. As the Union commander, you will have superior artillery that can win the day. Or as the Confederate commander, you’ll hold the strong defensive position between the two Union wings along “The Bench”. You have the Napoleonic central position, and it is held by Joe Shelby’s Iron Brigade! Will it be enough?

Ready for a new experience in your War Between the States gaming? Battles for the Ozarks is the 11th installment in the award-winning Great Battles of the American Civil War Series. The game has rules that satisfy both experienced and new players, with a Simple Version that offers an easier, faster gaming experience. New optional rules are also introduced! New skirmish rules catch the ebb and flow of open order combat between the battle lines, and the Peoples of the First Nations make their first appearance in the GBACW Series. See how well these warriors fought at Prairie Grove or First Newtonia. New terrain types, such as Heavy and Light woods, are introduced, along with Rifle Pits and Entrenchments. With over twelve scenarios, including two on their own half maps, there is something for everyone.

If you are interested in Great Battles of the American Civil War: Battles for the Ozarks, you can pre-order a copy for $79.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1243-battles-for-the-ozarks.aspx

4. Bataan! The Battle for the Philippines 1942 2nd Edition from Consim Games/GMT Games

Classic wargames always do well, either because of nostalgia and a longing for the past or because the game was really good. I don’t know which one this fits into but GMT Games announced a new 2nd Edition of a classic wargame called Bataan!. I say GMT Games but the game is actually published by Consim Games, as they have entered a new partnership with GMT as they have in the past to publish their own line of games.

From the game page, we read the following:

Bataan! 2nd Edition is the much-anticipated, updated grand-tactical-level treatment of WWII battles on the Bataan Peninsula in the Philippines, which took place from January through April 1942. Game designer and Charles S. Roberts Award recipient Vance von Borries has drawn on his game design experience to create a game engine capable of portraying the tense jungle fighting that took place on Bataan. While the system is based on his popular Roads to Leningrad game, the changes needed to simulate the fighting on Bataan make for a unique gaming experience. For history enthusiasts and wargamers, this is a nuanced, in-depth exploration of a specific, underrepresented aspect of WWII history. This all-new 2nd Edition does not simply address all official errata from the original edition, but also delivers new game components and a major game system update, with the rules rewritten to further advance this popular game system.

Gameplay is both tense and interactive, based on an alternating activation sequence in which both sides conduct operations. This second edition features streamlined game mechanics to improve and help speed gameplay, all based on player feedback. The game also captures air and naval operations, though the focus is on ground warfare and specialized unit capabilities.

Special rules model key historical facets of the campaign include: movement classes of units, artillery, air power, air missions, strategic movement, infiltration movement, disruption, contested hexes, unit formations, attack coordination, lead unit losses, efficiency and lead units, HQ units and capabilities, initiative and activation, hasty and deliberate activations, momentum, supply, fortifications, withdrawals, Japanese emergency supply, Campaign supply, general attrition, forage, naval operations, amphibious invasion, special situations and events, special units, Philippine Scouts, and more! Five scenarios are included. The three quick-playing opening scenarios require fewer rules to play. You can complete them in a single sitting, focusing on the core game system, and they include At the Pearly Gates: Layac (intro scenario), Abucay Line, and Mauban Line. These scenarios provide a clear and accessible entry point for players new to the system, allowing them to learn the core mechanics before tackling the full complexity of the campaign game. The two full campaign game scenarios add detail by introducing campaign supply, naval operations, amphibious invasions, special situations, and events. While intended for two players, the game is also suitable for solitaire play.

If you are interested in Bataan! The Battle for the Philippines 2nd Edition 1942, you can pre-order a copy for $50.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1239-bataan-2nd-edition-the-battle-for-the-philippines.aspx

5. When Titans Clashed: The Eastern Front in WW2 from Consim Games/GMT Games

And the 2nd game offered on pre-order this past month in this new Consim Games/GMT Games partnership is called When Titans Clashed: The Eastern Front in WW2 designed by Michael Resch. This is a new game design but pays homage to the original Jedko Games edition of the classic The Russian Campaign designed by John Edwards. I know that we all very much enjoy a good romp on the Eastern Front of World War II and the tank clashes and and I am sure that this game will be a fantastic representation of the genre and give us hours and hours of hex and counter goodness.

From the game page, we read the following:

When Titans Clashed is a game covering the epic campaign fought in Eastern Europe during World War II. Game designer Michael Resch offers this tribute to the original 1974 Jedko Games edition of The Russian Campaign by John Edwards. This new design seeks to balance the classic game’s attractive aspects while introducing modern design concepts unheard of at that time. The map and counters use a vintage style to honor the 1974 Jedko edition, but beyond this, the designer presents a new, modernized design approach to the classic game.

Gameplay is fast-paced and intense for both sides, as the initiative can shift through significant maneuvers and battle outcomes. For both sides, each turn features a double-impulse sequence that rewards the player who, in a disciplined fashion, plans for the possibilities the double-impulse sequence can create. Such planning may enable battlefield gains to be solidified or, conversely, allow recovery from disaster along an expansive front. Players must also plan for reinforcements, replacements, and upgrades, as well as various strategic considerations and political events that will influence the campaign.

While the game system itself is relatively low in complexity, special rules help capture the campaign’s historical narrative. Political events include the Warsaw Uprising and the Romanian coup d’état. Special rules include Axis Ally Limitations, German Heavy Panzers, Air Power, Stalin, Fortified Areas, Coastal Army, Sea Invasion, Soviet artillery, partisans, workers, oilfields, and more! The game, while designed for two players, plays very well solitaire, and one can finish the full campaign in a single sitting.

If you are interested in When Titans Clashed: The Eastern Front in WW2, you can pre-order a copy for $42.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1240-when-titans-clashed-the-eastern-front-in-ww2.aspx

6. Combat Commander Battle Pack Nr. 1: Paratroopers 4th Printing from GMT Games

I have played a ton of Combat Commander over the years, including from Combat Commander: Europe, Combat Commander: Mediterranean and Combat Commander: Pacific as well as several of the Battle Packs and absolutely love the narrative that the game creates. I love the cards and how they are used for combat, there are no dice in CC, activations and events. The system is just full of chaos and fun. This month they have announced the 4th Printings of a few of the classic Battle Packs including Battle Pack Nr. 1: Paratroopers, which allows players access to elite American/Russian/German troops with some nifty abilities that can really turn the tide of battle and boost the capabilities of your soldiers.

From the game page, we read the following:

Combat Commander: Battle Pack Nr. 1 – Paratroopers is the first of many themed scenario packs for use with the Combat Commander Series of games. The theme of this first Pack is focused on the exploits of American, German and even Russian Airborne forces. CC-Paratroopers features eleven new scenarios printed on cardstock, as well as four new maps.  

The scenarios included in CC-Paratroopers are: 

  • “Fields of Fire” and “Fields of Blood” set at Lanzerath, Germany, 16 December 1944 – both morning and afternoon attacks (using a new map #25)
  • “Turnbull Turns ’em” at Neuville-au-Plain, France, 6 June 1944 (using a new map #26)
  • “Carentan Causeway” at Carentan, France, 10 June 1944 (using a new map #27)
  • “No Ingouf Around” at Carentan, France, 11 June 1944 (using a new map #28)
  • “Operation Repulse” at Bastogne, Belgium, 27 December 1944
  • “Red Skies at Night” at Veliki Bukrin Bridgehead, Russia, 25 September 1943
  • “Blizzard Baptism” at Flamierge, Belgium, 4 January 1945
  • “Look Mom, No Tanks!” near Trois Ponts, Belgium, 24 December 1944
  • “We Go!” at St. Mere Eglise, France, 6 June 1944″Encircled at Hill 30″ at Caponnet, France, 8 June 1944

CC Battle Packs are NOT stand-alone games and will require ownership of one or more Combat Commander boxed games in order to be played. CC-Paratroopers requires ownership of Combat Commander: Europe or the Combat Commander: Europe/Med 20th Anniversary Edition.

Here is a link to my preview of the Combat Commander Battle Pack Nr. 1 Paratroopers from many years: https://theplayersaid.com/2016/09/20/a-preview-of-combat-commander-battle-pack-1-paratroopers-by-gmt-games/

Overall, this is a great expansion for the base game and all true Combat Commander fans should include this in their collection. The only concern or complaint that I had about the Battle Pack was that the American Forces colors on the scenario cards are almost all different. Some appear as Lime Green, others are Olive Drab and more yet are Forest Green! I don’t know if this is simply my copy’s problem or the entire run during the printing. Not a major issue and it definitely doesn’t change my opinion about this expansion. The scenarios are printed on thick card stock and are very durable and as usual the Situation Reports are some of my favorite parts as they set the tone for the scenario by giving historical analysis of the happenings. Great stuff that you simply must own!

If you are interested in Combat Commander Battle Pack Nr. 1: Paratroopers 4th Printing, you can pre-order a copy for $19.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1241-combat-commander-bp-1-paratroops-4th-printing.aspx

7. Combat Commander Battle Pack Nr. 2: Stalingrad 4th Printing from GMT Games

They also have announced the 4th Printing of Battle Pack Nr. 2: Stalingrad and I know that this one has been out of print for a while now. I own a copy but have yet to get any of the scenarios played at this point.

From the game page, w read the following:

Combat Commander: Battle Pack Nr. 2 Stalingrad is the second themed collection of scenarios for use with the Combat Commander Series of games. The theme of this second Battle Pack shifts to the East Front in late 1942 as German and Soviet forces clash in and around the vaunted city of Stalingrad. CC–Stalingrad features eleven new scenarios printed on cardstock — one of which is a new style of multi-scenario Campaign Game — as well as eight new maps and dozens of new counters.

Numerous additional rules relevant to the dense urban fighting characteristic of the struggle for Stalingrad are also included:

  • Factories
  • Urban Snipers
  • Ongoing Melee
  • Rubble, Debris & Craters
  • Underground Sewer Movement
  • and the “Ampulomet” Molotov Launcher

The scenarios included in CC–Stalingrad are:

  • “Spartakovka Salient” set at Spartakovka, 23 August 1942
  • “Sea Devils” set at the Grain Elevator, 18 September 1942
  • “Dom 31”, behind the Barrikady, 27 October 1942
  • “Not One Step Back!” set at Dolgyi Gully, 1 October 1942
  • “Fortresses of Blood and Iron” set near the Volga River, 1 October 1942
  • “Into the Breach” set at the Barrikady’s Great Assembly Hall, 17 October 1942
  • “The Commissar’s House” as fought on 13 November 1942
  • “Shootout at Obliskaya” seeing the Rumanians fighting for Obliskaya Airfield, 1 December 1942
  • “Lyudnikov’s Island” near the Fuel Tank Area, 22 December 1942
  • “Stalingrad of the North” set at Veliki Luki, 14 January 1943
  • The “Stand and Die” multi-scenario Campaign Game recreating the battle for Mamayev Kurgan, late September 1942

NOTE: CC–Stalingrad is not a complete game and requires ownership of both Combat Commander: Europe and Combat Commander: Mediterranean OR the Combat Commander Europe/Med 20th Anniversary Edition to play.

Designed by John Foley and Chad Jensen with additional scenario designs in this second Pack courtesy of Mark Kalina, Bryan Collars, Kai Jensen, and Will Green.

If you are interested in Combat Commander Battle Pack Nr. 2: Stalingrad 4th Printing, you can pre-order a copy for $25.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1242-combat-commander-bp-2-stalingrad-4th-printing.aspx

8. Battle Line: Medieval-Themed Edition 2nd Printing from GMT Games

Following on in this reprint trend this month, Battle Line: Medieval is getting a 2nd Printing. This is one of those famous classic wargames designed by Reiner Knizia that is very well thought of but that is a smaller, card based game that is portable and very approachable.

From the game page, we read the following:

Now in its 12th GMT printing, designer Reiner Knizia’s Battle Line is our #2 all-time best-selling game! This new re-themed version of Battle Line is a two-player strategy card game built around the theme of Medieval warfare. This  Medieval-themed version of Battle Line features 60 beautiful new cards by illustrator Roland MacDonald, as well as 10 full-color tactics “wildcards” that give players extra flexibility and choices and help make each new battle wildly different from the last.

Battle Line: Medieval takes about 30 minutes to play. To win, you must create powerful formations along your side of the line of battle that are superior to those of your enemy. Victory goes to the player who wins 5 of the 9 battle flags (an envelopment) or three adjacent flags (a breakthrough). Based on Reiner Knizia’s original design published in Germany as Shotten-Totten, Battle Line: Medieval enhances and expands that game system to give players even more tactical options and gut-wrenching decisions.

Battle Line: Medieval is a beautiful game that will delight competitive strategy game players and also serve as an great introductory game for new or young gamers.


If you are interested in Battle Line: Medieval-Themed Edition 2nd Printing, you can pre-order a copy for $17.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1238-battle-line-medieval-themed-edition-2nd-printing.aspx

9. Spearhead: Hell on Wheels – Tank Battles in Normandy from Matt White Currently on Kickstarter

Over the past several years, we have done interviews with Matt White, publicized his games and played a few of them as well and he always has something cooking. Recently, I came across his newest offering on Kickstarter called Spearhead: Hell on Wheels – Tank Battles in Normandy. This game is a solitaire or 2-player print and play tactical game that allows players to take command of US tanks in German occupied France.

From the game page, we read the following:

Welcome to Spearhead: Hell on Wheels – Tank Battles in Normandy” a brand new solitaire and co-op World War II print and play tactical wargame. In this game you are in command of a group of 3 US tanks in brutal and intense tank combat in enemy-occupied territory. 

You must lead your tanks, through unforgiving terrain, finding and then engaging the enemy in fierce fire fights. You must defeat any encountered enemy tanks and forces, whilst meeting the objectives as you cross the map. 

Keeping your tank crews alive and positioning your tanks whilst dealing with unexpected enemy positions is key to survival and success. This game is point-to-point based where you must place your tank orientation and can aim the turret separately. Being able to keep the front of the hull forward towards the enemy tanks whilst hopefully being able to fire on their flank is critical.

This is a standalone game in my series of WW2 print and play games. All of the digital PDF files are included (you simply print it out, provide yourself with a couple of regular six sided dice and a pencil).

The game is quick to setup and play, with a scenario taking around a hour to play and requires very little space. 

If you are interested in Spearhead: Hell on Wheels – Tank Battles in Normandy, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/mattwhite-wargames/spearhead-hell-on-wheels-tank-battles-in-normandy

As of July 1st, the Kickstarter campaign has funded and raised $2,485 toward its modest $171 funding goal with 88 backers. The campaign will conclude on Thursday, July 9th at 3:22pm EDT.

10. ’65: Squad Level Combat in the Jungles of Vietnam Strategy Guide from Flying Pig Games Currently on Kickstarter

Several years ago, Alexander and I played ’65 when it was originally released on Kickstarter. For a look at all the various bits and pieces in the box we made an unboxing video that shows all of the KS stretch goals as well that can be picked up, of which there were many! I’m always impressed by Mark Walker’s games because he packs so much in the box, and your hard earned cash can take you really far. The rules themselves are pretty light for a squad level tactical game, especially a Vietnam game with all of the potential complexities from that war. That made ’65 quite accessible and I’d recommend it for those looking to enter the tactical side of the hobby, as well as those who are looking for a game that is high on the fun side, and low on the dreary sense of impending doom when you lose side.

Recently, Flying Pig Games announced a new Strategy Guide Kickstarter campaign for the game and it looks like this is a very comprehensive booklet on the game and how to play it well.

From the game page, we read the following:

The ’65 Strategy Guide, launching on Kickstarter by Flying Pig Games, is a tactical handbook for the ’65: Squad Battles in the Jungles of Vietnam wargame. It features in-depth analyses of game mechanics, unit profiles, and faction-specific strategies, along with a detailed table of contents.

The Add Ons that we are being offered are the base game, ’65 Squad Level Battles in the Jungles of Vietnam, its expansions, Drawn SwordsKickin’ Ass, the USMC/ANZAC Expansion, the Hue City Map Expansion, and the nine-card Action Card expansion. Additionally, you’ll also be able to add ’85 Afghanistan: Graveyard of Empires and its solitaire expansion and their house magazine, Yaah! #16 which comes with Urgent Fury, a complete Squad Battles Starter Kit game.

If you are interested in ’65: Squad Level Combat in the Jungles of Vietnam Strategy Guide, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/markhwalker/65-strategy-guide?

As of July 1st, the Kickstarter campaign has funded and raised $10,287 toward its $1,500 funding goal with 172 backers. The campaign will conclude on Thursday, July 9th at 12:00pm EDT.

11. Assault Red Horizon ’41 – Revised Edition from Assault Games / Sound of Drums Currently on Gamefound

A few years ago, I came across a new designer named Wolfgang Klein (no relation to Alexander Klein) and his new company Assault Games. They create fantastic tactical level wargames and we have played several of them and also got a chance to meet both Wolfgang and his friend and partner Erich Rankl last fall while attending Spiel Essen in Germany.

They have been working on a new edition of their first game called Assault – Red Horizon ’41: Revised Edition and they are ready now to take it to Gamefound.

From the game page, we read the following:

Assault – Red Horizon 41: Revised Edition marks the relaunch of the acclaimed tactical war game that immerses players in the dramatic early stages of Operation Barbarossa (June–October 1941). A clash of titans – the German Wehrmacht and the Soviet Red Army locked in a desperate struggle with infantry, artillery, and armored forces.

This new edition refines the system and significantly expands the experience, combining historical depth with playability, streamlined rules, and enhanced components.

The Revised Edition has optimised rules v2.5: Comprehensive revisions ensure smoother play, faster resolution, and greater clarity. The core mechanics remain familiar but have been refined for balance and accessibility. Find a draft version and changelog on our website here.

As well as expanded Game Material: New elements such as fortifications, obstacles, and minefields provide fresh tactical challenges. Tactical air support and off-board artillery support are now fully integrated into the ruleset, adding depth and variety to battlefield engagements.

Completely Redesigned Artwork: All visual elements have been thoroughly overhauled, delivering a sharper, more immersive presentation on both counters and maps. Additional we developed and upgraded the map boards with important symbols to aid the players during their actions.

We published an interview with the designer Wolfgang Klein on the blog and you can read that at the following link: https://theplayersaid.com/2026/04/06/interview-with-wolfgang-klein-designer-of-assault-red-horizon-41-revised-edition-from-assault-games-and-sound-of-drums/

If you are interested in Assault Red Horizon ’41 – Revised Edition, you can back the project on the Gamefound page at the following link: https://gamefound.com/en/projects/sound-of-drums-gmbh/assault-red-horizon-41-rev-edition

As of July 1st, the Gamefound campaign has funded and raised €46,856 ($53,357 in US Dollars) toward its €15,000 ($17,119 in US Dollars) with 390 backers. The campaign will conclude on Monday, July 6th at 6:00pm EDT.

12. Imperial Elegy: The Imperial World at War 1850-1920 Revised First Edition from VUCA Simulations

VUCA Simulations is a new company on the scene the last few years and they are coming out with some really great looking games. We have played several of their games and always have a great time with them. One of their newest offerings is called Imperial Elegy: The Imperial World at War 1850-1920 designed by Mike Lorino and they are doing a reprint of sorts and are calling it a Revised First Edition. This is a fantastic game that we have played twice now and looks at the time period covering 1850-1920 and the start of the Great War.

From the game page, we read the following:

Steam and steel redraw the map as telegrams outpace cavalry and dreadnoughts cast long shadows on distant straits. Imperial Elegy lets you steer a great power through seven decades of brinkmanship—industrial booms, colonial crises, and alliances that never sit still. Each turn spans a decade; the Great War may erupt…or be averted—depending on how you play your hand.

Your engine of statecraft is a hand of Action Cards. Spend them as command points to recruit, industrialize, move fleets and armies, influence minors, set war aims and build reach—or unleash their events to bend history at exactly the right moment. Control the pace by dominating flashpoints—the Low Countries, the Balkans, and global Power Projection—to draw more cards and roll your industry forward. At sea, ports and bases across linked naval boxes determine how far your influence can travel; chokepoints like the Suez Canal and the Dardanelles can open or close entire theaters.

Alliances breathe. Political shifts and crisis checks can flip blocs, sometimes twice in a single step. If the guns do speak, the game changes cadence: fixed wartime budgets, trenches, reserves and naval interceptions make every decision tighter—and every loss sting—until winter closes the campaign.

Victory wears many faces. If peace holds to the end, reveal National Goals and tally your triumphs. If the Great War crowns a side, alliance victory (with room for a canny neutral to slip through) decides the outcome. On rare occasions, sheer territorial conquest ends it early.

I wrote a fairly in-depth look at the game in my First Impressions style post on the blog and you can read that at the following link: https://theplayersaid.com/2026/05/06/first-impressions-imperial-elegy-the-road-to-the-great-war-1850-1920-from-vuca-simulations/

If you are interested in Imperial Elegy: The Imperial World at War 1850-1920, you can pre-order a copy for $129.99 from the VUCA Simulations website at the following link: https://vucasimulations.com/products/imperial-elegy-the-imperial-world-at-war-1850-1920

13. The Far Seas: German Cruiser Operations at the Onset of WWI from VUCA Simulations

Another new pre-order game from VUCA Simulations this month is The Far Seas: German Cruiser Operations at the Onset of WWI and I am always in for a naval focused wargame. I have not played that many and frankly not that many of the ones that I have played are that good but this one does look intriguing. I have also always been interested in the German efforts to solidify their place around the globe navally and with the founding of colonies in Africa and the South Pacific. So this one looks to fill that niche and looks to be really very interesting.

From the game page, we read the following:

At the outbreak of World War I, eight German cruisers were scattered across the globe—isolated, outnumbered, and cut off from home. What followed was a daring campaign of commerce raiding, evasion, and naval warfare that forced the British Empire to divert vast resources in pursuit.

The Far Seas puts you in command of this asymmetric naval struggle.

Take control of the German raiders or the Allied fleets in a tense operational-level game of hidden movement, search, and decisive engagements.

  • German player: Plan secretly, strike where the enemy is weak, raid merchant shipping, disrupt supply lines, and attempt the long journey home.
  • Allied player: Coordinate a superior fleet, protect trade routes, and hunt down elusive cruisers across the world’s oceans.

Every decision matters—overextend, and you risk destruction; hesitate, and the enemy slips away.

The system is built for fast turns, high tension, and meaningful choices:

  • Hidden movement and intelligence gaps create constant uncertainty
  • Elegant search and encounter mechanics lead to dynamic engagements
  • Combat resolves quickly but carries lasting consequences
  • Modular rules allow you to scale complexity to your preference

The core experience is accessible, yet layered with strategic depth for experienced players.

Beyond the core system, the game integrates historical realities that shaped naval warfare in 1914:

  • Coaling constraints force long-term planning
  • Convoy systems create high-risk, high-reward targets
  • Colonial operations add strategic pressure points
  • Special events introduce uncertainty and narrative moments

These elements enhance realism while preserving smooth gameplay.

If you are interested in The Far Seas: German Cruiser Operations at the Onset of WWI, you can pre-order a copy for $89.99 from the VUCA Simulations website at the following link: https://vucasimulations.com/products/the-far-seas

14. In Fours to Heaven: The Invasion of Poland 1939 from VUCA Simulations

Last year, while trolling the intervebs, I came upon the In Development section of the VUCA Simulations website and saw a very interesting looking operational level wargame on the German invasion of Poland in 1939 to kickoff World War II called In Fours to Heaven. The subject caught my eye, the title caught my eye and the cover caught my eye and I am very much interested in this one. I know that this campaign is seen as very one sided and that the outcome was predetermined as there was really no way for the Polish army to stand against the might of the German war machine but this one takes a look at the situation and makes it a gameable effort.

From the game page, we read the following:

In Fours to Heaven places you at the operational command level of the German invasion of Poland in 1939—a campaign often considered decided, yet far more complex, chaotic, and uncertain than history suggests.

Will you execute a lightning campaign—or struggle against friction, supply, and coordination breakdowns?
Will you delay the inevitable—or collapse under pressure?

This is not a scripted retelling. It is a dynamic operational simulation of the Polish Campaign—driven by uncertainty, command limitations, and morale.

  • The German player must achieve rapid operational success before time, logistics, and resistance slow the advance.
  • The Polish player fights a desperate but intelligent campaign of delay, coordination, and survival—where morale becomes a decisive factor.

Unlike traditional wargames:

  • No fixed battle sequence
  • No guaranteed outcomes
  • No predetermined history

Every campaign evolves differently.

We published an interview with the designer Grzegorz Kuryłowicz on the blog and you can read that at the following link: https://theplayersaid.com/2025/06/30/interview-with-grzegorz-kurylowicz-designer-of-in-fours-to-heaven-the-invasion-of-poland-1939-from-vuca-simulations/

If you are interested in In Fours to Heaven: The Invasion of Poland 1939, you can pre-order a copy for $214.99 from the VUCA Simulations website at the following link: https://vucasimulations.com/products/in-fours-to-heaven

15. Sovereign: Shōgun from PHALANX Currently on Gamefound

Big, beautifully produced wargames is what PHALANX specializes in and they have a new offering on Gamefound called Sovereign: Shōgun that fits that bill.

From the game page, we read the following:

Sovereign: Shōgun is a competitive strategy game set in feudal Japan, where rival daimyos struggle for political dominance, military strength, and imperial legitimacy. Each player leads an asymmetric clan with unique advantages, competing to shape the future of the realm while a young heir sits at the center of shifting power.

On their turn, players select a single action using a River-style action track. Actions grow stronger the longer they remain unchosen, creating constant tension between acting early at lower strength or waiting for greater impact while risking that another player claims the opportunity first.

Core actions include Harvest to generate income from developed lands, Move to reposition armies, Develop to expand infrastructure and territories, Mastery to recruit and strengthen military forces, and Diplomacy to gain favor with temples and increase influence. Timing, positioning, and reading opponents are just as important as raw military strength.

The game ends when a player reaches the required threshold on either the Points or Glory track, or when a Harvest-related condition triggers the endgame. Victory belongs to the clan that best balances economic growth, military power, and political influence.

If you are interested in Sovereign: Shōgun, you can back the project on the Gamefound page at the following link: https://gamefound.com/en/projects/phalanx/shogun

As of July 1st, the Gamefound campaign has funded and raised €222,770 ($253,662 in US Dollars) towards its €30,000 ($32,241 in US Dollars) funding goal with 930 backers. The campaign will conclude on Thursday, July 16th at 3:30pm EDT.

16. Russia ’41/Germany ’45 + Battle of the Bulge 1944 Reprint from Worthington Publishing Currently on Kickstarter

From the game page, we read the following:

3 Hex and Counter wargames of 3 Classic Campaigns of World War II brought to life by designer Dan Fournie.  

The 3 Games:

  • All 3 games in this series uses the same game play with modifications made on the campaigns.  Each game has it’s own dynamic scenarios, and special rules modifications based on the historical situation.
  • All games may be played by 2 players but are very solitaire friendly by the player playing both sides to the best of their ability (there are varying resource points per turn making knowing what your opponent will receive difficult).
  • Further, Germany ’45 has 2, 3, and 4 player scenarios including the Western Allies attacking Russia to prevent communist domination of Europe!!!
  • Each side gets a set number of resource points to move and have combat, each move or combat costing a resource point. But you can do these in any order, so attack with an adjacent unit, create a hole, and then race through with another unit, which can then attack! Then move the initial unit that attacked to create the hole…the decisions are yours!
  • Breakthroughs will occur, having the right units in position to expoit your opportunities is critical.

Russia ’41

The game of the East Front from 1941 to 1945. As the German player you must push rapidly east trying to capture the key cities of Leningrad, Moscow and Stalingrad, not only fighting the Russian army but the winter as well.  And as the Russian player you must withstand the German sledgehammer attacks as you trade ground for time, marshalling your forces for the counterattack that will drive the enemy backwards. 4 Scenarios starting and ending at different times of the conflict, plus a campaign from 1941 to 1945 all playable in 1 to 3 hours. Russia ended up winning but history did not have to end like this, can you do better?

Germany ’45

The game of the drive through Germany by the Western Allies and Russia in 1945. The game has scenarios for single front action (Germans vs Russians / Germans vs Western Allies) East and West Front Action, could the Western Allies have beaten Russia to Berlin? With 4 scenarios including a hypothetical scenario confrontation between the Western Allies against Russia as Churchill persuades Truman to prevent communist domination of Europe!

Battle of the Bulge: 1944 3rd Printing

This is a reprint of the 2nd Printing from 2022. There are no updates. Currently rated a 7.6 on boardgamegeek.com.

Designed by Dan Fournie this fast playing Bulge game will give you hours of game play.  With fewer than 50 counters per side, and 8 pages of rules, you’ll be up and playing in 15 minutes, and finishing games in 2 hours or less. 

If you are interested in Russia ’41/Germany ’45 + Battle of the Bulge 1944 Reprint, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/oldschoolwargames/berlin-1945-and-eastfront-1941-deluxe?

As of July 1st, the Gamefound campaign has funded and raised $16,913 towards its $1,945 funding goal with 118 backers. The campaign will conclude on Saturday, July 11th at 4:00pm EDT.

17. Warriors of America from Compass Games Currently on Kickstarter

You had me at American Revolution and Adam Starkweather! I absolutely and supremely am interested in this offering, although I am not a fan of the title. Just doesn’t’ seem to fit with the history but that is a horse of a different color! It is actually named that as it uses a similar system to Warriors of GodWarriors of America is a new low complexity American Revolution hex and counter wargame. Not much information was shared but I do enjoy Adam Starkweather’s designs (favorite is Saipan – The Bloody Rock) and look forward to this one for sure!

From the game page, we read the following:

Warriors of America is a fast-playing game on the American War of Independence, inspired by the well-received game Warriors of God. It features the leaders, soldiers, fleets, and events that were pivotal in this war. The map is focused on the colonized coastal regions while reaching west to Indiana and north into Canada. Major events will shape each season and both sides will call on their allies; the French, Spanish, and Dutch rallying to the Americans, and Hessian mercenaries coming to the aid of the British. The American player must raise money and an army that, while less trained, is highly motivated to prevent the British player – commanding perhaps the greatest army in the world – from putting out a revolutionary fire that is about to change history.

If you are interested in Warriors of America, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/compassgames/warriors-of-america

As of July 1st, the Kickstarter campaign has funded and raised $4,457 towards its $2,500 funding goal with 46 backers. The campaign will conclude on Sunday, July 12th at 9:48am EDT.

18. Politik from Black Yeti Games Currently on Gamefound

I love a good geo-political game that focuses on nation building, conquest and economic growth and development. If that game is also a card based game more the better. And this month, I found a new game being offered on Gamefound called Politik from Black Yeti Games. Black Yeti is a new company and this is their first game so just be aware of that but what they are showing on the Gamefound page and on Boardgame Geek looks both interesting and encouraging. I am definitely interested in this one and am going to take the leap and back the game.

From the game page, we read the following:

Politik is a dynamic strategy game of military, political, and corporate control for 2–6 players. Representing any of 12 nations, players develop distinct identities during their struggle for global supremacy. They seize territories, orchestrate propaganda campaigns, and pilot companies to conquer markets. 500+ unique cards provide the landscapes, propaganda, companies, assets, and events for each nation to forge its path to power.

Following the Great Collapse, the world is fragmented but finding its way after decades of Imperial disinformation. Ascending from those ashes, pirate signals entangle the airwaves. Deserted broadcast stations spark back to life, trumpeting new anthems. With right and wrong blurred, a disoriented world yearns for truth. And one nation will decide it.

From the Gamefound page, we can see that the game is a tableau builder that uses multi-use cards that is focused on area control and action selection. If a game has all 4 of these things it definitely has my interest and I believe will appeal to wargamers.

If you are interested in Politik, you can back the project on the Gamefound page at the following link: https://gamefound.com/en/projects/black-yeti-games/politik

As of July 1st, the Kickstarter campaign has raised $113,402 towards its $100,000 funding goal with 891 backers. The campaign will conclude on Wednesday, July 29th at 9:00pm EDT.

New Release

1. Rommel in Italy, 1943-1944: A Counter Factual Simulation from War Diary Publications

Recently I saw from War Diary Publications that they were printing one of Ty Bomba’s What If? style alternative history games called Rommel in Italy, 1943-1944: A Counter-Factual Simulation, which supposes Field Marshal Erwin Rommel had taken command of German forces in Northern Italy rather than being sent to help with the defense of France against the expected Allied invasion. The game is a bagged game and is very affordable.

From the game page, we read the following:

This new game from Ty Bomba supposes Field Marshal Rommel had taken command of German forces in Northern Italy rather than being sent to help with the defense of France against the expected Allied invasion.

Rommel in Italy is a fast-playing game of low-complexity, capable of being played to completion in an evening.  The game includes a 23.5″ x 33″ mapsheet, 104 laser-cut counters, one Player Aid Card, and a 16-page rulebook.  The game is presented in ziplock format.

We published an interview with the designer Ty Bomba on the blog and you can read that at the following link: https://theplayersaid.com/2026/06/22/interview-with-ty-bomba-designer-of-rommel-in-italy-1943-1944-a-counter-factual-simulation-from-war-diary-publications/

If you are interested in Rommel in Italy, 1943-1944: A Counter Factual Simulation, you can order a copy for $30.00 from the War Diary Publications website at the following link: https://wardiarymagazine.com/products/rommel-in-italy-1943-1944-a-counterfactual-simulation

2. Volume VI of the Warrior Kings Campaign Series: Alfred the Great: War of the Five Kings, 892 AD from High Flying Dice Games

Small format wargames on lesser gamed subjects are always welcome at my table. High Flying Dice Games seems to specialize in these type of games and this month have a very interesting looking game on Alfred the Great.

The game is called Volume VI of the Warrior Kings Campaign Series: Alfred the Great: War of the Five Kings, 892 AD.

From the game page, we read the following:

By 892 AD, Vikings had been in the Daneland areas of East Anglia, Mercia, and Northumbria for 27 years. These local warriors comprised a formidable army, and formed alliance with another Viking Army that pillaged Frankia and arrived on the shores of Britain in two divisions led by the legendary Hasten.

Alfred, who showed a mind that thought both strategically and tactically, not only reformed his Fyrd (local militia) but had also created the Burh system of defense in depth. The southern Welsh kingdoms, who for so long were a natural foe of the Saxons and who had battled vigorously with the Saxons of Mercia, had through strategic necessity and Alfred’s diplomatic entrees, become fi rm allies with Alfred in what could only be described as a diplomatic master class for this greatest of Saxon kings.

The Viking strength was in their professional and aggressive soldiery skills. Their weaknesses were often in the re-supply of their fighting men from overseas. However, with the local Viking Army drawn from the Daneland region of Britain this was changing the re-supply dynamic and creating new challenges for the Saxons and Welsh.

If you are interested in Volume VI of the Warrior Kings Campaign Series: Alfred the Great: War of the Five Kings, 892 AD, you can order a copy for $24.95 from the High Flying Dice Games website at the following link: https://www.hfdgames.com/5Kings.html

3. The Alamo: The Battle of the Alamo 1836 from Art of Wargames

Solitaires games are plentiful recently and another one that I found was The Alamo: The Battle of the Alamo 1836 from Art of Wargames. This one looks pretty interesting and has some really interesting mechanics to it. Plus, it is a solitaire game on one of the greatest stories of the growth of America.

From the game page, we read the following:

“Remember the Alamo!”

Dive into history and heroism with The Alamo 1836, a solitaire war game that lets you experience the last stand of the Texian Militia at the Alamo Mission. Relive the courages stand of 250 Texians led by Davy Crocket, James Bowie, and William Travis as they defend The Alamo against a professional Mexican Army numbering around three thousand soldiers.

On the morning of March 6th, 1836, the Mexican Army under General Santa Anna’s command began their final assault. Texian sharpshooters, including the legendary Davy Crockett, took their toll on the attacking force, picking off officers and disrupting formations. Hand-to-hand combat erupted as Mexican soldiers swarmed over the southern wall. The Texians, fighting for their lives and their fledgling republic, used muskets, knives, and even cannons loaded with scrap metal to repel the invaders.

The fighting was fierce and unrelenting. Though outnumbered and outgunned, the Texians fought with courage and doomed desperation. However, as the battle progressed, the tide turned. Mexican soldiers, in wave after wave, breached the Alamo’s defenses, pushing the Texians back into the interior of the compound.

The fighting devolved into a brutal close-quarters struggle, with every doorway and building a desperate battleground. By mid-morning, overwhelmed and surrounded, the last Texian defenders perished. Santa Anna, in a brutal display of power, ordered the execution of any survivors, including those who had surrendered. Can you hold onto The Alamo?

If you are interested in The Alamo: The Battle of the Alamo 1836, you can order a copy for $35.00 from the Blue Panther website at the following link: https://www.bluepantherllc.com/products/the-alamo

4. Rebel Tide: Rebel Tide: The U.S. Civil War, 1861-1865 from Compass Games

There is no secret that we really enjoy Gregory M. Smith designs and we also count him as a close friend so take that for what it is worth. He is a great designer and has put together some of our favorite narrative-driven solitaire wargames, such as Silent VictoryThe Hunters and The Hunted, but also has done some great 2-player strategic level wargames on various historical periods such as Imperial Tide, covering WWI, and Pacific Tide, taking on the Pacific Theater of WWII. His new game in the Tide Series deals with the American Civil War and is called Rebel Tide.

From the game page, we read the following:

Rebel Tide: The U.S. Civil War, 1861-1865 is a two-player strategic level game that places you in command of either the USA (Union) or CSA (Confederacy) during the Civil War. Each turn consists of a year, during which multiple card plays occur. These give the players movement, combats, entrenchments, and other actions. At the end of each year, players must make critical decisions on which cards to re-buy in an attempt to win the war outright or to win by placing the other side in a disadvantageous position by 1865. Rebel Tide is based on the popular, action-packed Imperial Tide/Pacific Tide game system by Gregory M. Smith, with many combat and strategic decisions to challenge players in just a single evening’s game.

The core of the game is the unique card re-buy system, in which players take their annual production (adjusted for blockades and blockade runners) and decide which cards they need for the upcoming year.  Cards not only provide for reinforcements, but allow for movement, combat, and entrenchment. Which cards to rebuy is without question one of the key decisions the player must make to prepare for next year’s operations.

The game has infantry units for all of the major participants, cavalry, and artillery units. Naval operations are mainly abstracted, although the Confederate player must worry about Farragut invading a port from the sea. Besides the focus on card play, the game features a small footprint (one standard map) and also is designed to be played in just a single evening – estimated at 3 hours for experienced players to fight the entire war.

But don’t worry because the game is not just a reskin of the same system used in those other two games, although the system is really interesting, but instead attempts to create new mechanics and elements to tell the proper story of the struggle for the soul of the country in the 1860’s.

One new mechanic in Rebel Tide is the Political Track, which is an abstract measure of the support of England and/or France to the Confederacy. If this track reaches the maximum early in the war, it can trigger an early CSA victory.

Another new key mechanic in the game system is the addition of historical Leaders, who range in ability from excellent (5) to poor (2). Bad leaders may be “sacked” and removed from the game and randomly replaced by the expenditure of a movement action. Leaders are vital in advancing after combat and also can add strength to an attack’s total combat power.

While attending WBC a few summers ago, we had a chance to sit down with Gregory M. Smith to cover a few of his upcoming designs and Rebel Tide was included in that discussion. Here is a look at our video interview with Greg:

We also published an interview on the blog and you can read that at the following link: https://theplayersaid.com/2024/01/15/interview-with-gregory-m-smith-designer-of-rebel-tide-the-american-civil-war-1861-1865-from-compass-games/

If you are interested in Rebel Tide: The American Civil War, 1861-1865, you can order a copy for $69.00 from the Compass Games website at the following link: https://www.kickstarter.com/projects/compassgames/rebel-tide

5. Warfighter War: The WWII Europe Strategic Combat Card Game from Dan Verssen Games

The Warfighter system from Dan Verssen Games is a card based game designed for 1 to 6 players. You can play solo or cooperatively against the AI to complete World War II squad-level combat missions set in the North Africa and Mediterranean Theatre of Operations. One of my favorite parts of the game is at the start of each mission, you will select one or more Player Soldiers, equip them with skills, weapons, and combat gear within the mission’s Resource limit. You then fight your way through hostile territory and engage enemy soldiers, as you attempt to reach and complete your mission objective. Every mission is a stand-alone game. You build your Soldiers, select your Gear, and then run your mission. Within 30 to 60 minutes you will have succeeded or failed. We simply love the system and prefer the WWII focused modules (we really hated Fantasy!) and are very excited to see this offering as I think that it will offer a new and expanded view of the history. Their newest expansion into the system takes it into the Strategic Warfare realm where you are looking at entire campaigns and the war as a whole in Warfighter War.

From the game page, we read the following:

Warfighter War takes the solitaire (also plays great in cooperative mode with one or more other players) Warfighter tactical design to the strategic level. In Warfighter tactical, a unit card is an individual soldier. In Warfighter War, a unit card is a brigade, regiment, battalion, or company. In tactical, each location is roughly 50 to 400 yards. In War, each location is roughly 10 to 50 miles.

In the tactical game, you fought way through streets, buildings, and other tactical locations. In War, you’ll command your forces as they capture cities, forests, and other strategic objectives.

The general rule framework of War is based on the Warfighter Tactical System that has been in print, and refined, over the past decade. If you know how to play Warfighter, you’ll be able to jump right in to War.

So, what makes War different? What does War do that is beyond the scope of tactical?

War adds Supplies to both your friendly units, as well as to the Hostile units. Supplies play a key role in the success of your mission. You must expend supplies from units to gain the special abilities noted on their cards. In some cases you must expend supplies for a unit to perform specified actions. For example, armor units must expend supplies to move, and artillery units must expend supplies to attack.

War also streamlines the rules used for both friendly and hostile forces. Both sides now use the same move and attack combat actions. This means that if a hostile force starts within range of a friendly unit, it will be able to attack twice.

War has two types of friendly units: Player Armies and Support Armies. Player Armies are similar to Player Soldiers in that they hold a hand of Action cards. Support Armies are similar to Squad Soldiers, and they do not hold Action cards.

In War, both friendly and hostile forces have their attack charts built into their cards, there is no need to equip weapons.

Instead of equipping weapons and other gear, your forces will instead attach support forces, such as infantry, artillery, armor, or engineering units to aid them in their mission.

War uses a much more interactive Sequence of Play. In tactical, all friendly soldiers act, and then all hostile soldiers act. In War, one friendly unit acts, then one hostile unit acts, and so on. This gives a better feel of two large forces maneuvering and engaging in combat.

War Missions also offer more flexibility. You can now run Missions with a large force attempting to overcome an Objective that is only a few Location cards deep, as well as a small force going against an Objective deep in enemy territory.

In addition, we streamlined the rules be removing Hand-to-Hand combat, since War takes place on a strategic level.

War also adds the important role of engineers to the game. Some locations and hostile units present engineering challenges. If your engineering units are able to overcome these obstacles, you will gain advantages, or not suffer penalties.

Hostile forces are made up of a wide variety of unit types, including infantry, armor, mechanized, artillery, scout, engineering, and more

While the core aspects of War are same as traditional tactical WarfighterWar adds many new elements that make for an entirely different experience!

The core provides all the materials you need to play the game. The core game includes US friendly forces, German hostile forces, and the Missions, Locations, and Objectives for resolving battles following the D-Day landings in June of 1944. 

The campaign also offers 7 total expansion packs that can be purchased that typically include 56 cards including Player Armies, Hostile Armies and an assortment of Location, Attachment, Skill, and other cards.

If you are interested in Warfighter War: The WWII Europe Strategic Combat Card Game, you can order a copy for $69.99 from the Dan Verssen Games website at the following link: https://dvg.com/products/wwii-warfighter-wwii-eto-core-game-copy

6. Coast Watchers from GMT Games

I think that every single wargamer knows the name Volko Ruhnke. He has designed several great series including the COIN Series, that has now stretched to a full 15 volumes (not all designed by Volko), and then more recently the Levy & Campaign Series. He can make a good game for sure! One of our first experiences in wargaming and the first Volko design we played was Wilderness War. He is now at it again with a new design that uses hide and seek elements to tell the story of the Allied intelligence teams versus the Japanese in the Pacific during WWII. The game is called Coast Watchers: Allied Field Intelligence in the South Pacific, 1942-1943 and looks to be very interesting. 

From the game page, we read the following:

Coast Watchers takes you into this struggle between Allied intelligence teams and Japanese hunters. Standup blocks hide coastwatching stations, guerrillas, refugees, and stranded Allied crew. The gameboard recesses hold the blocks snug. Facedown counters hide the buildup of Japanese forces, which the coastwatchers seek to observe and report to headquarters. Other counters show where Japanese patrols are searching for coastwatchers or go into and get drawn from a cup to run Japanese searches and Allied delivery missions.

Hidden information using blocks. I like this. Facedown counters that hide the number of Japanese units amassing. This is even better. Hidden information is a very good mechanic but it is difficult to make it good and I have every confidence that Volko will do just that.

Each side has Mission cards. Allied Missions assign side tasks to the coastwatchers. Japanese Missions lay out secret military objectives for victory points, including air and sea operations against which the coastwatchers are to warn Allied forces. By hunting coastwatchers while building up military readiness and guiding operations, the Japanese player seeks to slip through the enemy intelligence net. Players also draw Asset cards: special abilities to augment actions and perhaps add victory points.

The game will contain 15 standalone “Situations” or scenarios plus 4 campaigns to link all of these situations together. The Situations cover the early-1942 Japanese incursion into the South Pacific to the ultimate neutralization of their base at Rabaul by the end of 1943. This one just sounds very interesting and I look forward to doing some more research.

We published an interview with the designer Volko Ruhnke on the blog and you can read that at the following link: https://theplayersaid.com/2024/11/04/interview-with-volko-ruhnke-designer-of-coast-watchers-allied-field-intelligence-in-the-south-pacific-1942-1943-from-gmt-games/

If you are interested in Coast Watchers, you an order a copy for $102.00 ($65.00 if you get your order in quickly before they start shipping at the beginning of July) from the GMT Games website at the following link: https://www.gmtgames.com/p-1102-coast-watchers.aspx

7. North Africa ’40: The 1940 Expansion to North Africa ’41 from GMT Games

I love a good North Africa wargame! To me, the reasons that I love it are several but the focus on supply and how difficult it was in this theater as well as the various elements of infrastructure used to perform that supply, such as shipping, ports, trucks, etc. are always good fun. I also love the scope and scale of the North African Theater. The front covered an area over 2,000 or so miles stretching from Morocco on the western coast of the Atlantic, through Algeria, Libya and onto Egypt. Names such as Tunis, Kasserine Pass, Tripoli, Benghazi, Tobruk, El Alamein, Malta (I realize not a part of Africa but an important cog in this theater) and Alexandria. There is something about this theater and the games we have played that we have absolutely loved.

Also, when you pair this interesting theater with a great system in the ’40X Series and a great designer in Mark Simonitch, you have a recipe for a really tasty treat! 

Now comes an expansion to North Africa ’41 called North Africa ’40.

From the game page, we read the following:

The legend continues with North Africa ’40, the prequel expansion to North Africa ’41. This expansion covers September 1940 to December 1941. Scenarios cover both Operazione E (the Italian invasion of Egypt; 12 turns) and the Allied counter-offensive, Operation Compass (6 turns). Both scenarios can be extended through December 1941 for an Operazione E full campaign (32 turns) or an Operation Compass full campaign (26 turns).

Can you as the Allied commander bag the Italian 10th Army? Will you be ready for theater whiplash, the Middle East Command operational shift to Greece in February 1941? Will you be prepared for the entry of Rommel and the German panzers?

And the game is not just taking advantage of a very good system that has been well received. There is plenty that is new to the system to make the situation come to life. New rules cover all the significant aspects of the 1940 campaign in North Africa including General O’Connor, Italian Camps, Civilian Evacuees/Stragglers, Tank Reliability, Italian Saharan Forces, Libyan Tank Command, Sollum Port and Post-Operation Compass Refit.

We recently played and loved North Africa ’41 and you can check out our video review at the following link:

I also wrote an in-depth look at the game and its systems in my First Impression post and you can read that at the following link: https://theplayersaid.com/2024/01/24/first-impressions-north-africa-41-the-western-desert-march-to-december-1941-from-gmt-games/

We also published an interview with the designers Mark Simonitch and Arthur Dieterly on the blog and you can read that at the following link: https://theplayersaid.com/2024/06/17/interview-with-mark-simonitch-and-arthur-dieterly-designers-of-north-africa-40-the-1940-expansion-to-north-africa-41-from-gmt-games/

If you are interested in North Africa ’40: The 1940 Expansion to North Africa ’41, you can order a copy for $49.00 ($29.00 if you get your order in quickly before they start shipping in early July) from the GMT Games website at the following link: https://www.gmtgames.com/p-1106-north-africa-40.aspx

Be aware that North Africa ’40 is not a complete game and ownership of North Africa ’41 is required to play.

8. No Turning Back: The Battle of the Wilderness, 5-6 May, 1864 from Multi-Man Publishing

American Civil War is an up and coming gaming experience with us as Alexander has really been bitten by the bug because he has been reading various books on the subject (Shelby Foote’s The Civil War: A Narrative Series). I have always had interest in the conflict but just have not played all that many games in the setting. With this new offering called No Turning Back: The Battle of the Wilderness, 5-6 May, 1864 we are definitely more interested now than ever and very much looking forward to this!

From the game page, we read the following:

No Turning Back is the next game in The Gamers’ Line of Battle (LoB) Series covering the first epic confrontation between Grant and Lee, the Battle of the Wilderness in May 1864. The battle is a very misunderstood battle with the general narrative that both armies were stumbling to find each other in the thick woods. Units get lost and confusion reigns. While the precepts of this confused melee are generally true, there is much more to this battle that No Turning Back will showcase based on extensive design and research. There was maneuver at the operational level as both commanders prodded their forces forward to hit an open flank. Grant was seeking a general offensive to bring to bear the entire weight of his large army. Lee was not looking for a general engagement in the Wilderness, but had no choice when the shooting started and deftly engaged his outnumbered army. What is not often known is that both sides had multiple chances of obtaining victory only to be undone by the tide of fortune at the last minute. Do you have the dogged determination as Grant or Lee to snatch victory in the bloody thickets?

Game specific rules to handle the terrain that dictated how the forces fought include: WIlderness terrain type, command & communication difficulties, different trail types, and guides. Unique command situations are likewise represented in the game with Grant’s chain of command with Meade’s Army of the Potomac and Burnside’s independent corps, Hancock’s pseudo-wing command, Lt. Col. Sorrel’s ad hoc division, Ewell’s stoutness then passiveness on successive days, and A.P. Hill’s inability to get his men dug in which nearly spelt disaster for him. While cavalry action was minimal, the actions of two cavalry regiments, the 1st NC and 5th NY, proved pivotal and their exploits are captured in the rules.

The map is accurately rendered from a survey conducted immediately following the war that laid out the myriad of trails that led the armies astray. The Order of Battle is presented with accurate regimental strengths with contributions from a leading Civil War scholar. No Turning Back will show the Wilderness in incredible detail at the regimental scale.

If you are in interested in No Turning Back: The Battle of the Wilderness, 5-6 May, 1864, you can order a copy for $120.00 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/no-turning-back-p-420

9. Fallschirmjaeger: The Airborne Assault on Fortress Holland May 10 to 14, 1940 from Multi-Man Publishing

I am a fan of any game that deals with airborne operations as these games are always unique and interesting. One of the volumes in the Standard Combat Series that has eluded us until recently is Fallschirmjaeger: The Airborne Assault on Fortress Holland May 10 to 14, 1940 as I got a second hand copy from our friends at Noble Knight Games. But, it appears that MMP knew this and has now released the game in a new edition.

From the game page, we read the following:

Fallschirmjaeger: The Airborne Assault on Fortress Holland May 10 to 14, 1940, simulates the German May, 1940 capture of Rotterdam and The Hague (Den Haag).

In the spring of 1940, the German military machine turned west to convert the Phoney War into a real one. Fresh from his victory in Poland, Hitler planned a blow that would knock France out of the war. Key to this plan was a knife-like attack through the Ardennes to the English Channel which would split the Allied forces moving north to block the expected replay of 1914 and the Maginot Line forces immobile in the south. To add to the trap, the Germans planned the first massive airborne operation of the war. This attack would capture the hinterland of Holland, pave the way for subordinate German Armored thrusts crossing the Maas, and to continue to lure the Allies northward.

Fallschirmjaeger covers this bait. The German player plops down an airborne invasion force with the goal of fighting off all-comers until relieved by advancing ground forces. The Dutch, all but abandoned by their French and British Allies, put up a fight for the record books. The German air bridge held on by its fingernail. While the main German drive was never in doubt, these scattered paratroopers had the fight of their lives against a small nation unwilling to succumb without giving the fight everything.

In the end, the Dutch government had to be evacuated along with the Dutch Gold Reserve, to form a government in exile. They would return after liberation.

The player must do all these things, or smash the German paratroopers before they are rescued by the Panzers, to win. Any German player thinking he’ll have an easy time, must be reminded his is not Nazi Germany’s main effort and that he must make-do on a shoestring.

If you are interested in Fallschirmjaeger: The Airborne Assault on Fortress Holland May 10 to 14, 1940, you can order a copy for $52.00 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/fallschirmjaeger-p-419

As usual, thanks so much for reading along and sticking with me this month as I navigated through the many websites and game pages looking for new and interesting games to share.

Finally, thanks once again to this month’s sponsor Bring it on Games!

-Grant

Published — 30. Juni 2026 The Players' Aid

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #84: Marconi Transmitter from The Hunt from Salt & Pepper Games

Von: Grant
30. Juni 2026 um 14:16

With this My Favorite Wargame Cards Series, I hope to take a look at a specific card from the various wargames that I have played and share how it is used in the game. I am not a strategist and frankly I am not that good at games but I do understand how things should work and be used in games. With that being said, here is the next entry in this series.

#84: Marconi Transmitter from The Hunt from Salt & Pepper Games

I have played several hidden movement games over the years and enjoyed them all. Some of these titles have included wargames such as They Come Unseen from Osprey GamesSniper Elite: The Board Game from Rebellion Unplugged and Bomber Command from GMT Games as well as a few board games including Hunt for the Ring from Ares Games. The concept of moving cautiously, attempting to evade pursuers, all while trying to locate and acquire or destroy objectives makes for a very interesting gaming experience. These situations can make for some really tense games that cause your head to ache and your wits to be tested. But they rely on some bluffing as well. Trying to force your opponent to anticipate where they think you should be and then trying not to be there. A really great mechanic in board games but not always easy to pull off and make for a very playable and interesting game. In 2022, we played a new design from Matthias Cramer and Engin Kunter that took this hidden movement concept and put it into a historically based game about the struggle over control of the South Atlantic between the British Royal Navy and the German Kriegsmarine during the early years of World War II called The Hunt from Salt & Pepper Games.

The Hunt is a Card Driven Game where the German player has to attempt to stay hidden while trying to sink merchant shipping as the Royal Navy hunts for them throughout the South Atlantic. The players each have asymmetric actions to use to accomplish their missions and each has a tough time doing what they have to do. But, if they manage their cards wisely, using them as effectively as possible, they can successfully either evade their pursuer or catch their prey.

In today’s post, we will take a look at the very useful German card Marconi Transmitter. Marconi Transmitter is a 5 Ops card, which makes it a very important card in the German deck as it allows for the taking of 2-3 actions in a single turn, but for which there is an even more important use as a means of setting yourself up for that easy score to sink a merchant vessel. In the game, the British have multiple Task Forces that will search the South Atlantic for the Graf Spee attempting to find her, engage her and sink her to the bottom. As a Hidden Movement game, the German player has surprise on their side and must use tactics that manipulate and change things for the British player making their searches much more difficult and time consuming. The Marconi Transmitter allows the German player to move a British Task Force up to 3 hexes away and then to choose a Freight Ship and then place that ship back onto its starting location on the board. This card has the ability to clear the way of enemy ships searching for the Graf Spee but then follows that up with the relocation of an unsuspecting Freight Ship to place it within striking distance of the pocket battleship for an easy kill. I just love these kind of cards that manipulate things and provide means to change up the current situation.

Marconi transmitters were pioneering early radio devices developed by Guglielmo Marconi in the late 1890’s. Primarily consisting of spark-gap transmitters, they generated radio waves that allowed ships and continents to communicate via Morse code without wires, paving the way for modern broadcasting and other telecommunications. This advancement was used by the Allies to hunt for the Graf Spee in the South Atlantic and caused the German pocket battleship to change some of its operating procedures. The Admiral Graf Spee did not elude the Marconi radio transmitters through electronic jamming. Instead, her commanding captain, Hans Langsdorff, successfully evaded Allied interception by using strict radio silence and executing aggressive threats to ensure merchant vessels never broadcasted their distress calls.

When the Graf Spee intercepted a merchant ship, she used her speed and imposing silhouette to intercept before a signal could be sent. The standard British raider defense was to use their Marconi-equipped transmitters to call for help. However, as soon as a merchant ship began transmitting a warning, the Graf Spee would flash a signal demanding they cease transmission immediately, threatening to open fire with her devastating main armament. Outgunned and at the mercy of the German ship, the merchant crews complied, shutting off their wireless.

Because the Graf Spee traveled thousands of miles across the remote South Atlantic and Indian oceans, she remained unseen by simply avoiding the heavy shipping lanes. Captain Langsdorff further deceived Allied forces by utilizing visual camouflage. By attaching fake turrets and a dummy funnel, and flying false colors, he bypassed merchant shipping unmolested while maintaining strict radio silence to keep his location hidden.

Here is a link to our full video review of the game:

We also published an interview on the blog with the designers Matthias Cramer and Engin Kunter and you can read that at the following link: https://theplayersaid.com/2023/03/13/interview-with-matthias-cramer-and-engin-kunter-designers-of-the-hunt-from-salt-pepper-games-coming-to-gamefound-march-15th/

In the next entry in this series, we will take a look at Hydraulic Recoil from Imperial Elegy: The Road to the Great War 1850-1920 from VUCA Simulations.

-Grant

Published — 29. Juni 2026 The Players' Aid

Interview with Javier Romero Designer of Battle of Pensacola 1781 in Strategy & Tactics Magazine #358 from Decision Games

Von: Grant
29. Juni 2026 um 14:00

We became familiar with the work of Javier Romero when we played his game Lion of Judah: The War for Ethiopia, 1935-1941 from Compass Games in 2017. Since that time, we have done 6 designer interviews with him for World War Africa: The Congo 1998-2001 in Modern War No. 52 from Strategy & Tactics PressSoviet Fallout: The Nagorno-Karabakh War: 1992-1994 in Modern War No. 54 from Strategy & Tactics PressSantander ’37 from SNAFU DesignThe Chaco War, 1932-1935 in World at War #86 from Decision Games, Caporetto: The Italian Front 1917–18 in Strategy & Tactics Magazine #337 from Decision Games and Partizan! The War in Yugoslavia, 1941-1944 (Walter’s War) from Kilovolt Studio. A few months ago, and in connection with the 250th anniversary of the Declaration of Independence and the establishment of the United States of America, I saw where Javier was designing a game on the American Revolutionary War in the Southeast titled Battle of Pensacola 1781 in Strategy & Tactics Magazine #358. We reached out to Javier and as always he was more than willing to share.

Grant: Javier welcome back to the blog. What is your new game Battle of Pensacola 1781?

Javier: Thanks for having me again. Pensacola 1781 is a simulation of the American Revolution in the southeast region, stretching from the Mississippi River basin to the Floridas, from the Spanish entry in the war in 1779 to 1782. I must say that the title is a bit deceptive in its scope and included battles.

Grant: What was your inspiration for this game? Why did you feel drawn to the subject?

Javier: The Spanish participation in the American Revolution has recently attracted much interest in Spain. It was, so to speak, the swansong of the empire in the Americas. There aren’t any games that cover the entire campaign. There is only a wargame on the siege of Pensacola from GMT Games which is a part of their Battles of the American Revolution Series, which is a detailed and interesting situation. But I wanted an operational level game showing the big picture, from New Orleans to Mobile, Pensacola and St. Augustine. The game highlights the operations of Bernardo de Gálvez, who led one of the most brilliant campaigns in that theatre, clearing the Mississippi basin of English outposts as well as taking Mobile and Pensacola fighting against all odds. Against the advice of his subordinates, who deemed impossible defending Louisiana without reinforcements from Cuba, Gálvez declared that he preferred “having to answer charges of recklessness, than other type of charges” and took the offensive against the British in the lower Mississippi.

Grant: What was your design goal with the game?

Javier: My goal was to show a “multi domain” 18th century campaign, including amphibious operations, sieges, Indian warfare and diplomacy. The design puts the focus on leadership quality, Indian warfare and chaos. The campaign in Louisiana, modern day Alabama and the Floridas was a bit of a sideshow in a worldwide conflict fought from Canada to the Mediterranean, the 13 colonies, the British channel, Gibraltar or India. The design reflects this in several ways. In this game, reinforcements arrive at the beginning of each year and their arrival depend upon a number of factors, such as victories in earlier turns (thus gaining the favor of their respective courts in London and Madrid) as well as events elsewhere. Fleet squadrons come and go because this is an oceanic war being fought out across the seven seas, and the Caribbean was just only one more front.

Grant: What type of research did you do to get the details correct? What one must-read source would you recommend?

Javier: There are plenty of Spanish sources on the campaigns of Bernardo de Gálvez in the Americas, many of them published in recent times. There are recent English language sources that recognize the major role of Spain in arming and supporting the American Revolution. For
instance, the book by Larrie D. Ferreiro Brothers at Arms: American Independence and the Men of France and Spain Who Saved It. Another interesting source in English is the work by Joshua Provan Every Hazard and Fatigue: the Siege of Pensacola, 1781 published by Helion Books. This book provides solid evidence of “the true military consequences of the siege [of Pensacola] on the War of American Independence.”

Grant: What from the American Revolution in the Southeast was most important to model?

Javier: It was important to model that the Mississippi-Floridas campaign was one more theatre in a global war spanning from the Americas to Europe and India. Keeping open the Mississippi River basin to the arms and supplies shipments coming from Spain, France and other nations was a decisive factor in keeping alive the American Revolution. Being just one more theatre, the arrival of reinforcements depends on a number of a factors and events elsewhere. After the first successes of Gálvez, the Spanish decided to reinforce success and provide him with more ships, troops and resources.

Grant: What is the scale of the game? Force structure of units?

Javier: Units are basically regiments and Indian warbands, rated for Indian and Linear warfare. Using one or the other depends on a number of factors, namely leadership quality.

Grant: What area of the Southeast does the map cover?

Javier: The map covers a large area, from the lower Mississippi to Eastern Florida, with off map boxes for outposts in the upper Mississippi and Georgia.

Grant: What off map areas are represented and why are they important?

Javier: There are three: St. Joseph and St. Louis, which are important to keep the Mississippi supply route open, and Georgia, from where the Spanish/Patriot player can launch attacks against East Florida. The 1778 Patriot invasion of East Florida was defeated, but there was the possibility of new offensives in the following years. After the conquest of Pensacola the Allied forces (Spanish, French and Patriots) planned a joint operation against British forces in the Carolinas, but the end of the war cancelled it.

Grant: What key strategic points are contested in the area and what is the geographic goal of the combatants?

Javier: For the Spanish, the first objective is to defend the Mississippi Basin, although Havana is also included in the map so that the Spanish has to keep a sizeable defense there. Historically, the Spanish commander in chief in Havana was extremely reluctant to spare ships and troops for the Floridas. In the words of the chief of the Spanish navy in the island, “This [Cuba] is worth 50 Mobiles or Pensacolas…if the King was here, he would do the same”. The British capture of Havana in 1762 still loomed large.

For the British, the objective is to reach the Mississippi Basin, and, if not possible, to defend West and East Florida. With the arrival of Rodney’s fleet, he can also chance a surprise attack on New Orleans, or even Havana if the Spanish player doesn’t keep there a sizeable force.

Grant: What different unit types does each side have access to?

Javier: There are line infantry, militias, artillery, siege trains, supply trains, Indian warbands, fleets, transport ships, and leaders.

Grant: What is the anatomy of the counters?

Javier: Land units are rated for linear warfare (representing “proper” 18th century warfare) and Indian warfare (irregular tactics, hit and run, pillage, ambushes). Linear infantry and field artillery are better for the first, while militias and Indian warbands are better for the latter. Militias and Indian warbands are also very useful for finding out the makeup and location of the enemy or avoiding interception/ambushes by the enemy force. Leaders are rated for their tactical and diplomatic skills that add modifiers to initiative, combat, diplomacy and other actions. Supply trains are spent to avoid attrition, which can be heavy in the hostile wilderness.

Grant: What is the general Sequence of Play?

Javier: The sequence of play begins with the stratagem markers phase (both players pick at random stratagem markers), followed by reinforcements die rolls at the beginning of the campaign season. Then comes the Indian diplomacy phase, where both players use diplomacy stratagem markers to break or establish alliances with the various Indian tribes. After that both sides can try to recruit Indian warbands among neutral or allied Indian nations. Then comes the recruiting phase, where both sides use accumulated Treasury Points to rebuild destroyed units. Finally, the Spanish operates his naval and land forces in any order he sees fit, followed by the British operations phase. At the end of the turn, both sides roll for attrition, and for the possible withdrawal of Indian bands.

Grant: What type of experience did you want the Sequence of Play to invoke?

Javier: Players can activate their forces in any order they want, so that they can use any combination of land, amphibious and naval operations. The experience I wanted to invoke is that of uncertainty- this is the 18th century warfare in a remote colony. As in many other wars, both sides make plans, but there are many factors that can disrupt them, from hurricanes to unexpected arrival of enemy forces to events elsewhere. There are no communications other than messengers and courier ships, so the possibility of an enemy expedition arriving out of nowhere should make players to be cautious.

Grant: How do the different nations troops coordinate their maneuvers and attacks? What difficulty of command will players experience trying to coordinate French, Spanish and Patriot forces as well as British, Hessian and Loyalist forces?

Javier: In general the troops of different nations can operate together without problem. The Indian forces are a double edged weapon-very useful for reconnaissance and ambush (or to avoid enemy ambushes) but they can leave a force if they decided that they have to return or that they have captured enough loot and captives. Forces can operate any number of units of different nations.

Grant: What role do the Indians of the region play in the game?

Javier: In this game I wanted to emphasize the role of the various Indian nations. Indian warbands are useful for raiding and reconnaissance although they tended to return to their villages after a successful campaign. Historically, the British had a well developed network of Indian agents which gave them advantage in their Indian diplomacy. This is reflected in the “Indian agent” markers, that provide die roll modifiers to the British diplomacy attempts. Historian Josh Provan pointed out in his book on the Pensacola campaign that the Spanish victory was achieved with the assistance of Native American nations, “whom have routinely been dismissed outright for over two hundred years”.

Grant: What are Stratagem markers?

Javier: The Stratagem Marker is a mechanism that I use in many of my designs. These are very useful to simulate things that are beyond the control of players. Represent anything from tropical diseases, campaigns elsewhere in the Americas and in the World, to tactical events such as lucky hit, ambushes or military advantage. The marker “Surprise move” is particularly useful to simulate the uncertainties of 18th century in a remote wilderness such as the old Southeast. Given the right conditions, a surprise move may make a fleet appear out of nowhere and destroy an enemy force. This is the 18th century…there are no communications other than messengers and courier ships. Historically, upon learning about the presence in the Caribbean basin of the squadron of Admiral Rodney, the Spaniards feared that they could catch by surprise the forces besieging Pensacola. Stratagem Markers also simulate the spy networks of both sides. Before the war, Gálvez setup an extensive spy network that was very useful. For instance, his spies got hold of a copy of the secret orders sent to General Campbell at Pensacola, ordering him to organize, if possible, an attack on New Orleans with armed vessels from Jamaica and “as many faithful Indians and the Superintendent could supply”. Gálvez took the initiative and took the British outposts along the lower Mississippi before Campbell could arrange his own offensive.

Grant: What are Treasury Points? How are they gained and lost?

Javier: TP’s represent resources received from their respective metropolis, as well as local contributions used to recruit units. Treasury Points are received from their respective countries during reinforcement turns. Unlike other games, there are no treasury generating regions or cities-everything comes from Havana, Madrid or Britain. Treasury Points are used to rebuild destroyed units.

Grant: What role do Leaders play? What historic personalities are represented?

Javier: Leaders play a key role in diplomacy and combat. The better the leadership, the better chances of gaining initiative in combat, recruiting Indian allies, and so on. Among the historic personalities, the most notable is perhaps Bernardo de Gálvez, the most noted commander in that theatre. After fighting in Europe, North Africa and the Americas (against the Apaches), he was named governor of Louisiana in 1777. In May 1779, a month before Spain declared war on Britain, and three years after the Declaration of Independence, Gálvez assembled a small army with which he attacked the defensive posts the British held along the Mississippi. With a contingent that included free African Americans, Choctaw Indians, Canadians, and American volunteers, Gálvez captured forts such as Manchac, Baton Rouge, and Mobile, and expelled the British from the region. His greatest victory was the conquest of the port city of Pensacola, in northwest Florida in 1781. Galvez’ adversary at Pensacola, Major General John Campbell, a veteran of Culloden in 1746 and the siege of Havana in 1762, is an interesting figure as well.

Grant: How does combat work?

Javier: There are two odds-based Combat Tables-Indian and Linear. Indian represents Indian Warfare-emphasizing mobility, with night attacks, ambushes. Local militias and, of course, Indian warbands are better at them. The other CRT is linear warfare, representing “proper” 18th century linear warfare. In this, Line infantry are artillery are most useful. The choice of CRT is determined by an initiative die roll, modified by the leadership rating of any leaders in the forces, plus the play of Stratagem Markers such as military advantage or ambush.

Grant: What are Military Advantage and Ambush Markers used for?

Javier: They represent tactical opportunities and junior leadership and can be used to modify initiative, interception or operations points die rolls.

Grant: What is the makeup of the CRT?

Javier: As mentioned above, it is odds based. Units add their linear or Indian warfare factors-Linear units add 2 combat factors on the linear CRT, 1 on the Indian CRT. Artillery adds 2 combat factors on the linear CRT, 0 on the Indian CRT. So, a force containing mostly militias and Indian warriors against a force containing line infantry and artillery will chose the Indian CRT. Of course, the system rewards combined arms-it is advisable to combine all types of units in a single force. The Linear CRT is bloodier (more chances of completely destroying an enemy
force) the Indian Warfare CRT is more indecisive.

Grant: How do Sieges work?

Javier: In the game there are Fortresses and forts. The first represent stone fortresses such as the ones in Mobile, St. Augustine and Pensacola, while forts represent minor positions made mostly of wood. Players can build siege works to approach the enemy defenses (representing parallel trenches, mining and so on). The force under siege may choose to launch a sortie to destroy the siege works. If the sortie fails, the siege works add a positive modifier to the assault operation against the fortress hex. The player then rolls on the siege table and apply results, which may include Bloody Repulse (Eliminate besieging units equivalent to the number of defending units), Honors of War (with Age of Enlightment chivalry), the defender is given the option to withdraw from the fort or fortress. The defenders are withdrawn and can enter as reinforcements during the next game turn) or Surrender: the fortress is conquered and all defenders are eliminated, including any naval units if it is a coastal fort or fortress.

Grant: How is victory achieved?

Javier: Victory is achieved by taking geographical objectives (Mobile, Pensacola, St. Augustine, New Orleans…) or by preventing the enemy from taking them. The British may win a sudden death victory if they manage to take Havana as in 1762.

Grant: What role do Naval Operations play? Why were they important to include?

Javier: Naval operations were very important because it was the only means to move sizeable forces in this theatre. Overland movement and supply was extremely slow, so the best way to move reinforcements, supplies and to take the fight to the enemy strongholds was by sea.

Grant: What optional rules are included?

Javier: There are four optional rules. In general, these add to the game narrative although it might make game turns somewhat longer. Optional rules are naval infantry. In this one, players can “land” marine infantry from naval ships, which can fight overland in a siege, for instance-if the naval ship is involved in naval combat, it has a negative modifier in combat, representing the missing crew and marines. The other optional rules are Indian supplies (players can purchase supplies to local Indian tribes, like Gálvez did, for instance, during the siege of Pensacola), destroyed forts (players have the option to burn forts, but not fortresses) and valley movement, where players follow river valleys to move faster across the wilderness territory.

Grant: What type of an experience does the game create?

Javier: It creates an experience of uncertainty, in particular with the unexpected arrival of enemy forces from out of nowhere. If this could happen at the tactical level, more so in a strategic game covering all of North America from the Mississippi river basin to Florida. Also, gamers must keep in mind the importance of the human geography-the Indian nations played key roles in the operations of the war, by supplying, providing information and combat troops to the empires at war. Elements such as the “Surprise move” markers, and the arrival of Rodney’s Fleet, provide the game with wild changes of initiative. The British, in particular in the early turns, can try to grab the initiative and attack towards the lower Mississippi or St. Louis.

Grant: What are you most pleased about with the design?

Javier: I think it makes a good work at simulating “multi domain” 18th warfare, covering many aspects, from conventional operations to irregular warfare to diplomacy with a relatively simple set of rules.

Grant: What other designs are you working on?

Javier: I am currently working on several games for SNAFU Design Team, Decision Games, VUCA, Bonsai Games and Compass Games/Paper Wars. S&T will publish in May-June 2026 another of my operational WW2 designs, Forgotten Front: Italy 1944-45. I just turned in to Decision Games the prototype for Ukraine Battles 2. This one covers the early, mobile campaign in Kharkiv in Eastern Ukraine in the spring and summer of 2022. It is an evolution of the system first used in Ukraine Battles 2014-15. Artillery plays a very important role in the system. It is precise and deadly, and can do a number of missions, from interdiction to destroying command posts to supply depots. Plus drones and long range fires, of course.

1942: Battle for the Mediterranean for VUCA Simulations, is, I hope, approaching completion. It is an old project that I first agreed to publish with the company of the late Jack Greene, Quarterdeck International, but later he suggested me to contact VUCA for publication since they did a great job with the new edition of his Bismarck design. 1942: Battle for the Mediterranean is what I would call an operational naval game, with turns representing one month of naval operations. Apart from supplying the war fronts and fighting the enemy at sea, players have to manage their assets and think in the long term. The campaign game covers 10 game turns, from January to October 1942. There are also shorter one turn scenarios simulating the major convoy battles of the 1942 campaign: Second Sirte, Harpoon/Vigorous (Battaglia di Mezzo Giugno, “Battle of Mid June” for the Italians), or Pedestal (Battaglia di Mezzo Agosto, “Battle of Mid August”).

Aragón 38 for SNAFU Team is also in development. Nils Johansson is working on the graphics aspect (map, counters, play aids and cover). It uses an evolution of the Santander ’37 System. While in the Santander campaign we have Brigade-sized units attacking across a mountain range, using speed, firepower and infiltration to overcome the Republican defenses, in Aragon we have a “push” of several Army Corps operating together, with front collapse followed by exploitation, consolidation and conquest of several bridgeheads as bases for future offensive operations. So we had to adapt the system to better simulate that campaign. Bonsai Games from Japan will publish my game Assault on Europe 1943, covering land operations in the Mediterranean Theatre in 1943, from Tunisia to Sicily and Southern Italy. The Allied player can decide whether to land in Corsica and Sardinia before Southern Italy. Rules simulate the painful US Army learning curve (from being called in Tunisia “our Italians” by the British, to a much better performance in Sicily and Southern Italy) and the surrender/collapse of the Italian army (operation Achse). After publishing Red Partisans for Paper Wars, I am working on a small unit game of the fight around Kyiv in February 2022. It is still in a very early design stage.

Thanks for your time Javier in answering our questions as I know you are a busy man and obviously have lots of interesting gaming subjects on your design table. I am very interested in this one, as the American Revolution is one of my favorite gaming topics.

If you are interested in Battle of Pensacola 1781 in Strategy & Tactics Magazine #358 from Decision Games, you can order a copy for $54.95 from the Strategy & Tactics Press website at the following link: https://shop.strategyandtacticspress.com/ProductDetails.asp?ProductCode=ST358

-Grant

Published — 25. Juni 2026 The Players' Aid

History Behind the Cards – A Look at Checkpoint Charlie from GMT Games – Card #1: Cousins Operation

Von: Grant
25. Juni 2026 um 14:00

I love a different style and focus of wargame. A game that takes a look at an important but somewhat obscure or rarely addressed historical topic, such as espionage or intelligence, and creates a gaming experience tailored around the events to highlight and evoke the difficulties and tension that would have been present. In January 2026, GMT Games announced such a game in Checkpoint Charlie, which is a solo or cooperative game focused on SIS espionage missions in Berlin in the 1960’s designed by Russell Brown. We have posted an interview with Russel and it was very well received and he has now agreed to create a series of History Behind the Cards to highlight the events of the 1960’s Cold War struggle in West Germany but also to share aspects about the game play and how it models the history.

*Note: The cards highlighted in this series and their event text, as well as any pictures used showing any of the various components, are still in the design and development process and as such event effects and text might still change prior to final development and publication. Also the art and layout of the cards are only for playtest purposes at this point and the game will enter the art department as it nears publication.

History Behind the Cards – Checkpoint Charlie from GMT Games – Card #1: Cousins Operation

The British SIS wasn’t the only intelligence agency operating in Berlin in the 1960’s, not by a longshot. The Potsdam Agreement of 1945 had divided Germany into allied occupation zones, with West Berlin itself divided into British, French and American sectors for administration and military presence, but those boundaries in no way restricted the activities of intelligence organizations in the city. The US Central Intelligence Agency had the largest presence.

The remarkably close relationship between US and British intelligence was formalized in 1946 under the British-US Communications Intelligence Agreement (BRUSA). It became the UKUSA agreement in 1955, including Canada, New Zealand and Australia (the “Five Eyes”), and still stands today. The term “cousins” was used within the British and American intelligence communities to refer to their counterparts from the other agencies, in reference to their longstanding Special Relationship. There were notable examples of not just coordination, but cooperation among the agencies, like Operation Gold – a joint operation in the 1950’s to tunnel beneath the city and tap into the landline communication of the Soviet Army headquarters in Berlin.

This relationship was formalized in the rules of a much earlier version of Checkpoint Charlie, with a specific step in the turn sequence when SIS assets could call upon the CIA for assistance, though with increased risk of detection. However, even with liaison officers and daily intelligence briefings between the two agencies, it was impossible to inform the other service of every aspect of day-to-day activities, let alone coordinate at a task level, so I removed that interaction.

This card represents a CIA operation in one of the locations in the city that has come to the attention of the KGB and was unknown to SIS case officers. This card places a marker that makes it more difficult for SIS assets to operate in the location, as indicated by the negative detection save modifier, and also draws a KGB Agent closer to that location.

In the next article in this series, we will take a look at the Cuban Missile Crisis and how the status of Berlin, even though it is located halfway around the world, effected things on the world stage.

In my opinion, this game looks extremely interesting and I am very much excited to learn more about it. I am appreciative to Russell and his efforts to bring us these cards and to write these entries to share with our readers. I am also very glad that this topic is being covered in a game and look forward to playing this one day soon.

We published an interview with the designer Russell Brown on the blog and you can read that at the following link: https://theplayersaid.com/2026/02/23/interview-with-russell-brown-designer-of-checkpoint-charlie-from-gmt-games/

If you are interested in Checkpoint Charlie, you can pre-order a copy for $48.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1211-checkpoint-charlie.aspx

-Grant

Published — 23. Juni 2026 The Players' Aid

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #83: British Leader Wellington from Congress of Vienna from GMT Games

Von: Grant
23. Juni 2026 um 14:00

With this My Favorite Wargame Cards Series, I hope to take a look at a specific card from the various wargames that I have played and share how it is used in the game. I am not a strategist and frankly I am not that good at games but I do understand how things should work and be used in games. With that being said, here is the next entry in this series.

#83: British Leader Wellington from Congress of Vienna from GMT Games

Congress of Vienna from GMT Games is a diplomatic card driven wargame based on Churchill and is the 4th game in the Great Statesmen Series. The game is set during the years of 1813-1814 and sees players take on the role of the main characters of the struggle between the Napoleonic Empire and the coalition of Russia, Austria, and Great Britain with their Prussian, Spanish, Portuguese, and Swedish allies. Congress of Vienna has two different but related phases including the conference table where players first debate over the control of issues germane to the factions and the period of the war and second these issues are then used on the battlefield to recruit units, attack and take overall command of battles. The players will be playing cards from their hands to “debate” over the various issues that were placed on the table, which include all types of things such as Military Operations, Recruitment, who will lead the combined Coalition forces (Generalissimo), Future of French Government, British Financial Aid, Liberalism vs. Absolutism, Austrian Neutrality and several other issues, and then later the players will use their accumulated Resources gained from the issues to enact action on the Military Map and do things like mobilize troops, place Military Support Markers and the ultimately to conduct warfare.

The game relies on cards and cards can be used to negotiate, i.e. move an issue to your National Track. Cards can provide a particular issue with positive and negative DRM’s depending on which nation plays them and can also be traded with another player during the Diplomacy Phase. Certain cards are better than others for debating an issue moved by another player; and finally, if they are saved for the War Phase, staff cards can be used to modify dice rolling in battles. These are very versatile cards and the players will have to learn them and their benefits in order to be effective at the game.

In this entry, we are going to take a look at the British Leader Wellington card. The Wellington card is the most powerful British military asset available and the British player should work hard to make sure that they get the card either by luck of the draw or by attempting to trade cards with other players. The major benefit of the card is during the War Phase, as it provides multiple benefits that can make combat much easier for the British. The bottom part of the card gives a boost during combat by granting an impressive +4 DRM in battles or to make the French have a -5 DRM. This is a very important decision and will mainly come into play to ensure losses are greater for the French or to make sure that a battle can we won. The combat benefit can only be used in the Portugal or Mediterranean Fronts but that is fine as this is where a majority of the British military actions will occur. But even more important than the DRM’s is the re-roll of the combat dice for the British. The other part of the combat benefit shown on the card is that the British player will get to roll 2d6 twice and then select the highest result during battles, greatly mitigating their risks of rolling poorly. Just a very powerful card for battles and I would definitely recommend its use in this fashion.

But, the top part of the card is also very important, particularly in the early part of the game, as when the card is used to move a British Recruitment, Financial Aid or Military Op Issue at the negotiating table they will gain a 1 SP unit that can be placed in the future into Fronts. This extra unit recruitment allows the British to slowly build up their forces without having to solely focus on choosing Recruitment Issues. This gives them the opportunity to focus on other Issues which can be very beneficial and give them a more well rounded approach.

Field Marshal Arthur Wellesley, 1st Duke of Wellington was a British Army officer and statesman who was one of the leading military and political figures in Britain during the early 19th century, twice serving as Prime Minister. He was one of the British commanders who ended the Anglo-Mysore wars by defeating Tipu Sultan in 1799, and was among those generals who ended the Napoleonic Wars in a major Coalition victory when the Seventh Coalition defeated Napoleon at the Battle of Waterloo in 1815.

Wellesley was born into a Protestant Ascendancy family in Dublin, in the Kingdom of Ireland. He was commissioned as an ensign in the British Army in 1787, serving in Ireland as aide-de-camp to 2 successive lords lieutenant of Ireland. He was also elected as a member of Parliament in the Irish House of Commons. Rising to the rank of colonel by 1796, Wellesley served in the Flanders campaign before being sent to India, where he fought in the Fourth Anglo-Mysore War, ending the conflict with a victory at Seringapatam in 1799. He was appointed governor of Seringapatam and Mysore and, as a newly appointed major general, won a decisive victory over the Maratha Confederacy at the Battle of Assaye in 1803.

Rising to prominence as a general officer during the Peninsular War, Wellesley was promoted to field marshal after leading British-led forces to victory against a French army at the Battle of Vitoria in 1813. Following Napoleon’s first exile in 1814, he served as the British ambassador to France and was made Duke of Wellington. During the Hundred Days campaign in 1815, Wellington commanded another British-led army which, together with a Prussian army under Field Marshal Gebhard von Blücher defeated Napoleon at Waterloo.

After the end of his active military career, Wellington returned to politics, becoming a prominent member of the British Tory party. He served as prime minister from 1828 to 1830, as well as on an interim basis for a little less than a month in 1834. Wellington oversaw the passage of the Roman Catholic Relief Act 1829 and opposed the Reform Act 1832. He continued to be one of the leading figures in the House of Lords until his retirement in 1846 and remained Commander-in-Chief of the Forces until his death in 1852.

Portrait of the Duke of Wellington by Sir Thomas Lawrence, c. 1815–1816.

We have done 2 videos on this game including the following RAW Video after out 1st play at Buckeye Game Fest in May 2025:

We then did the following full Review Video after our 2nd play at WBC last July:

In the next entry in this series, we will take a look at Marconi’s Transmitter from The Hunt from Salt & Pepper Games.

-Grant

Published — 22. Juni 2026 The Players' Aid

Interview with Ty Bomba Designer of Rommel in Italy, 1943-1944: A Counter-Factual Simulation from War Diary Publications

Von: Grant
22. Juni 2026 um 14:00

We have interviewed the venerable designer Ty Bomba on numerous occasions over the 10-year life of the blog. In fact, I counted up the interviews and to date we have done 18 total! Wow but the last one we did was in January 2023 and we have just not had him on since. No reason for that other than I have been busy with other games. But recently I saw from War Diary Publications that they were printing one of his What If? style alternative history games called Rommel in Italy, 1943-1944: A Counter-Factual Simulation, which supposes Field Marshal Erwin Rommel had taken command of German forces in Northern Italy rather than being sent to help with the defense of France against the expected Allied invasion. I reached out to Ty and he was more than glad to give me some more information.

If you are interested in Rommel in Italy, 1943-1944: A Counter Factual Simulation, you can pre-order a copy for $30.00 from the War Diary Publications website at the following link: https://wardiarymagazine.com/products/rommel-in-italy-1943-1944-a-counterfactual-simulation

Grant: What is your upcoming game Rommel in Italy about?

Ty: Rommel in Italy, 1943-1944: A Counter-Factual Simulation allows 2 players (or one playing 2-hand solitaire) to investigate the strategic and operational potentials that would have been in place across northern Italy from September 1943 through May 1944 if Hitler had left Field Marshal Erwin Rommel in charge there rather than Kesselring. Rommel advocated for immediately pulling back to a shorter, easier to defend, position at the south edge of the Po Valley rather than trying to fight it out farther south, with both the German’s flanks exposed to possible encirclement via Allied amphibious end runs. In effect, it put the Allies into a strategic position that historically they did not achieve until a year later. The question then becomes can they keep up that kind of advance into and across the Alps.

Grant: Why was this a subject that you wanted to design a game around? What assumptions about history did you take into account?

Ty: Historically, we had 2 of Germany’s best field commanders, Rommel and Kesselring at complete odds with each other over theater-level strategy. Kesselring felt confident the Allies would not achieve a level of operational efficiency that would allow them to effectively exploit the supremacy in the seas along both of Italy’s coasts. History showed that he was correct in that assessment, but Rommel’s transfer to France was not a sure thing. Hitler actually tried to send him back to Italy, to take full charge there, shortly after Rommel had gotten on a plane to fly to France. Radio communications temporarily failed, and by the time Hitler’s communications people got that all sorted out, the dictator had again changed his mind and kept Kesselring in place.

Further, the fact Kesselring was shown to have been correct does not mean Rommel was necessarily wrong – and there’s a fun-to-play wargame inherent in that iron.

Grant: What is important from the overall period and setting to model in the game?

Ty: The opening of the campaign, in September 1943, is filled with opportunity – but also fraught with peril –  for both sides. At the start of play, there are only a few German garrison units in the far north of Italy, while the 10 (mostly elite) divisions of their Tenth Army start off-map to the south, where they just received Rommel’s order to run north. There are no Allied units setup on the map at all. They enter on the south edge during the first turn, and both players operate using the sequence below.

5.3 Allied Reinforcement & Replacement Phases

During these phases, the Allied player may bring onto the map newly arriving units and reclaim into play units that had been previously eliminated in combat. This phase is skipped on Turn 1.

5.4 German Reinforcement Phases

During these phases, the German player may bring onto the map newly arriving units and reclaim into play units that had been previously eliminated in combat. This phase is skipped on Turn 1.

5.5 Movement & Combat Sequence Determination Phases

In each of these phases, excluding that of Turn 1, the Allied player openly declares whether that turn’s movement phase or combat phase will be taken first. On Turn 1 the sequence is always the movement phase followed by the combat phase.

5.6 Alternating Actions Movement or Combat Phases

Always starting with the Allied player, the two players alternate either launching one attack or moving one unit, depending on whether the present phase is movement or combat. Individual attacks may have more than one attacking unit in them, but moves are always made one unit at a time. The unit(s) committed to those “actions” are, upon their completion, flipped over to show their disrupted sides. If a player does not actually want to make an attack or a move when it is his time to do so, he must flip one unit to its disrupted side, just as if it had moved or launched an attack: no “passing” is allowed.

5.7 Movement or Combat Recovery Phases

A movement or combat phase continues as described above until both players are out of undisrupted units or both agree they want to end the phase. If one player runs out of undisrupted units before the other, the player with remaining undisrupted units may go ahead and complete whatever actions he wants to perform with them within normal strictures, but now uninterrupted by having to pause to allow the opposing player to take an action. When a combat or movement phase is ended, both players should cooperatively turn over all disrupted units on the map so their undisrupted sides are and showing.

5.8 German Supply Check Phases

In each of these phases, both players should cooperatively look over the map to find if there are any German units out of supply. Each such unit is immediately removed to the dead pile.

5.9 Allied Supply Check Phases

In each of these phases, both players should cooperatively look over the map to find if there are any Allied units out of supply. Each such unit is immediately removed to the dead pile.

5.10 Ending & Starting Turns

Each time a Allied Supply Check Phase has been completed, advance the Turn marker one box on the Turn Track printed on the mapsheet and start a new turn with Phase I. 

On the first turn, the Allied player has a relatively open front before him. If he can exploit that to get into the Po Valley quickly, he will move the strategic timetable significantly forward of the historic one. However, as he’s moving onto the map, so too it German Tenth Army. Depending on how bold both players are, it is not unusual to see pockets form inside other pockets. 

Grant: How has this design changed since its original publication in 2021 in Banzai Magazine under the title Rommel’s Last Stand: Italy 1943-44, What If?

Ty: The new publisher has fixed the (scant) errata from the first (bilingual) Japanese edition from Banzai Magazine. They have also taken all the Japanese off the map and out of the rules, presenting everything fully in English. Other than the removal of those irritants, it is the same game. 

Grant: What is the scale and force structure of units used for this design?

Ty: Each hex on the map equals 5 miles (8 km) from side to opposite side. Each full turn represents 2 weeks to 2 months, depending on the time of year. Every ground unit represents a regiment, brigade or division of about 2,500 to 12,000 men and/or 50 to 350 armored fighting vehicles.

Grant: How many maps are used in the game? 

Ty: There is 1 large-hex based 34×22” map showing Italy north of the line of the Arno River to Ancona.

Grant: What is the anatomy of the counters?

Ty: The units are standard-classical in their data presentations, except their movement factors are not printed on them. All Allied units have (supplied) MF’s of 16 throughout the game, while the German MF’s are as follows.

German Mechanized Units Turns 1-6 – 16 MF’s

German Non-Mechanized Units Turns 1-6 – 8 MF’s

German Mechanized Units On Turns 7-10 – 12 MF’s

German Non-Mechanized Units On Turns 7-10 – 6 MF’s

Grant: What sources did you consult for the Order of Battle?

Ty: The Armies of Rommel by George Forty was an excellent source for the subtleties in the initial German Order of Battle. Beyond that, I pulled the roughly half-dozen historical Italian campaign games off my shelves and pulled information out of them. This is one of the most thoroughly simulated campaigns in the hobby, going all the way back to Avalon Hill’s Anzio, so I was not looking to find any heretofore undiscovered anomalies in either sides’ OB. The uniqueness in this game’s treatment of it comes from the changed strategic context combined with the tension inherent in the turn sequence, which requires both players to remain alert for sudden danger or fortuitous opportunities all throughout its play

Grant: How does combat work?

Ty: Combat is always voluntary and, when viewed on a battle-by-battle basis, is standard/classical odds ratio using a six-sided die.

Grant: What are the victory conditions?

Ty: Operating in conjunction with the alternating-actions turn sequence, the victory conditions are a further element I used to keep both players on the edges of their seats at all times. See below.

4.1 In General. The Allied player is on the offensive, trying to win by advancing fast enough to cause a major disruption to the historic timeline. 

4.2 Allied Victory During 1943 Turns. If Phase 9 of Turn 1 or 2 or 3 or 4 ends with Venice or Milan or Trieste, or any one or more of the four German supply source hexes, occupied by an Allied unit or stack, that game ends at that time in an Allied victory.

4.3 Allied Victory During 1944 Turns. If Phase 9 of Turn 5 or 6 or 7 or 8 or 9 or 10 ends with any one or more of the four German supply source hexes occupied by an Allied unit or stack, that game ends at that time in an Allied victory.

4.4 German 1943 Sudden Death Victory. If any movement or combat phase of a 1943 turn ends with the German player having gained control of the containing the Allied Amphibious Invasion Beachhead marker, the games ends in a German victory at that time.

4.5 German 1944 Sudden Death Victory. If any movement or combat phase of a 1944 turn ends with one or more German units in any hex(es) on the south map edge, that game ends in a German victory at that time.

4.6 German End-Game Victory. If Phase 9 of Turn 10 ends without the Allied player having achieved a victory, the game ends at that time in a German victory. 

The “White Dragon Game Designer” dressed as a samurai.

Grant: What are you most pleased with about the design?

Ty: As I mentioned above, the Italian campaign has been one of our hobby’s most thoroughly plowed fields for decades. Despite that, I believe I have offered a new experience with it here. Players will get a new slant on it, one that operates within the broad parameters of the war’s historic decision-making, but that is also tense and entertaining for both commanders.

I also hope its appearance in an easily available all-English edition may lead this and other publishers to look into acquiring the rights to other of my designs that have so far appeared only in East Asia (where I am affectionately known as the “White Dragon Game Designer”). I have done several games that have been well-received there, but are barely known here in the West.

Grant: I know you are a busy man with game design projects as well as editing for various wargame magazines but what other games are you currently working on?

Ty: I am presently working on this alternative history design, which is scheduled to appear in World at War No. 130, called Stalin’s Missed Opportunity: What If He Invaded Romania in May 1940?.

If you are interested in Rommel in Italy, 1943-1944: A Counter Factual Simulation, you can pre-order a copy for $30.00 from the War Diary Publications website at the following link: https://wardiarymagazine.com/products/rommel-in-italy-1943-1944-a-counterfactual-simulation

-Grant

Published — 18. Juni 2026 The Players' Aid

Castelnuovo 1539 from Draco Ideas – Action Point 1

Von: Grant
18. Juni 2026 um 14:00

In 1539, a small Spanish garrison of troops numbering 3,500 men held the Albanian village of Castelnuovo for 22 days against the massive Ottoman army consisting of over 54,000 Turk soldiers. This siege took place as a part of the Ottoman-Habsburg struggle for control of the Mediterranean Sea in July 1539 at the walled town of Castelnuovo, which is the location of present-day Herceg Novi, Montenegro. After days of open trench warfare and more than a month of smaller combats, skirmishes, assaults and bombardments from the Turkish navy, the last Spanish defenders fell ending the siege. Castelnuovo 1539 is a wargame that focuses on this siege designed by Francisco Ronco. The defenders are safe behind sturdy walls and battlements but time and continual shelling from the Ottomans will lead to assaults over the walls. The battle is hopeless for the defenders but they can win the game by doing enough damage to the Ottomans to end their campaign and stop them from invading further into the Albania and then onto Spain and the rest of Europe. The game is very well produced using wooden blocks for soldiers, stylized walls, siege trenches and cannon along with ships and the board is also beautifully illustrated. The game is a block wargame where the strength of units are hidden from the opponent and plays pretty quickly in less than 90 minutes and really is a great representation of the battle and its history.

In this series of Action Points, we will first take a look at the beautiful Game Board and its area movement scheme, examine the units available to both sides and compare their relative strengths and weaknesses, take a look at the 5 different types of Command Cards and discuss how they are used, look at the 2 different types of rounds including a Siege Round and an Assault Round and how they differ, take a look at an example of combat and bombardment and finally examine the victory conditions for both sides and how casualties effect this outcome.

Game Board

The Game Board represents the fortified city of Castelnuovo and its surrounding areas, including the Mediterranean Sea to the south and the rolling countryside to the north. The Game Board is divided up into areas which are used to regulate the movement and positioning of the block units. The Game Board is pretty large really measuring in at 29″ x 21″ and is a fully mounted map board and is very nicely illustrated by Paco Arenas and absolutely was a joy to play on.

As you look at the Game Board in the picture above you will notice a few things. The areas of the city of Castelnuovo are outlined in red with a dotted line representing the city walls around its perimeter. There are also 4 inner areas of the city itself outlined in purple. Sometimes the game rules make reference to the “Fortress”, which means the 4 areas of the city and the walls surrounding them.

Here is a closeup of the Fortress where you can see the colored lines a bit better. You will also notice that there are rectangular boxes on top of the walls in the Fortress outlined with white dotted lines. These are spaces where the wooden wall segments are placed to represent the Resistance Level of the walls. You will see that in each area of the city that has walls, there is a number found in a white star that represents this Resistance Level. There are areas with both Resistance 1, 2 and 3 inside the Fortress. As the walls are attacked with bombardments from artillery, their Resistance Level will be degraded represented by placing wooden cubes in each area marking the current Resistance Level with 1, 2 or 3 cubes. If an area has 3 Resistance Level and takes a hit, the player will remove one wooden piece indicating that the Resistance points have dropped. Once the Resistance Level reaches 0, the walls are destroyed and the wooden wall pieces are removed from the board. The Ottoman player may then storm the walls and attack the defending units in the city.

There are 2 types of terrain found in the countryside of the Game Board with clear terrain being shown by a solid white outline and rough terrain outlined by a white dotted line. Each area of the map has a Height Level value printed in its location, which indicates the height of the area. The heights are 0 being the lowest, or basically the sea level with a 4 being the highest which represents a mountain level. The height effects the shooting of firearms. In addition, other terrain features are printed on the Game Board including the coastline, which separates the sea areas from the land areas, and also is a landing point for a majority of the Ottoman player’s reinforcement troops. Also, the 3 areas with Resistance Levels of 2 and 3, marked with the white star, are the areas that the Ottoman army must occupy at the end of any round to win the game.

Movement is specifically tied to the type of lines found in the areas of terrain. Units and Leaders can move by playing Action Cards, which allow a group of 1 to 3 units that are in the same area to one or more areas. Activated Infantry units will have 2 movement points and Cavalry have 4 movement points. Moving into a clear terrain area costs 1 movement point while moving into a rough terrain area, which is marked with white dotted
lines will cost 2.

The countryside areas have various depictions of buildings including shacks, storage sheds, houses as well as farm fields. These buildings do not affect combat or movement and are simply illustrative of the surroundings of the city. They are also many trees and bushes drawn on the Game Board with connecting roads also shown.

There are a few pieces that the players will place on the Game Board at the outset of playing including the wall blocks already mentioned as well as the Bastions. These Bastions are used by the Spanish player and are placed at the beginning of the game in any terrain areas outside of the city proper. These Bastions function similarly to the walls of Castelnuovo’s fortifications. Once these are placed, they cannot be moved and will remain on
the board even if their Resistance drops to 0 and they are destroyed. The Ottoman player can destroy them with artillery Bombardments or by spending Trench Points from Command Cards when entering them. These Bastions do not provide defense to the Ottoman player.

The Casualty Track is printed in the bottom left hand corner of the Game Board and is used to keep track of the number of blocks lost by the Ottoman player. In addition, also tracked will be Leaders and the number of Assault Rounds used by the Ottoman player.

The game really is a nicely made production with the Game Board being one of the best parts of the package. It is clear, well laid out and takes little to no time to understand its locations and areas. I think that one of the strengths of this game is that it is not only nicely produced but the rules are very clear and the strategy of what each side should be doing, by taking advantage of their defenses and the terrain.

In Action Point 2, we will examine the units available to both sides and compare their relative strengths and weaknesses.

-Grant

Published — 16. Juni 2026 The Players' Aid

My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #82: Good Omens from The Wars of Marcus Aurelius: Rome 170-180CE from Hollandspiele

Von: Grant
16. Juni 2026 um 14:00

With this My Favorite Wargame Cards Series, I hope to take a look at a specific card from the various wargames that I have played and share how it is used in the game. I am not a strategist and frankly I am not that good at games but I do understand how things should work and be used in games. With that being said, here is the next entry in this series.

#82: Good Omens from The Wars of Marcus Aurelius: Rome 170-180CE from Hollandspiele

The Wars of Marcus Aurelius: Rome 170-180CE is a solitaire only game that uses cards similarly to a CDG to simulate the strategic level struggle of the Romans led by Marcus Aurelius to stave off the invasions of Germanic tribes and Sarmatian raiders as they encroach on Roman territory across the Danube River. That’s the history. And it is really well integrated. The game play is very fun, strategic, with lots of decision points about what to do and what cards to use, and it is really challenging.

In the game, the Roman player has a deck of Roman Cards that can be used for the printed events for various effects or that can be discarded to take any number of actions such as attack a Barbarian army or Off-Map Conflict enemy, advance the marker on the Imperium Track, add two Level 1 Forts to any eligible map spaces, flip one Level 1 Fort to a Level 2 Fort among several other actions. Sometimes the printed events in the game are just more powerful than discarding a card for just 1 action so you have to pay attention to this economy and make sure you get the most out of your cards. Now, keep in mind, sometimes discarding a good card whose ability is not right for the current situation you find yourself in is part of the game but you have to use these cards wisely to do well in the game.

The game uses two separate decks of cards including the Barbarian Deck (Green) and The Roman Deck (Red). Both of the decks are made up of 50 cards each but each have very different purposes. The Barbarian Deck is used to determine the actions of the invading Germanic tribes as well as events that effect the war effort including mutinies, plague and the will of the people. While the Roman Deck provides the resources and events that are used by the Roman player to mount a defense against the invasions and to fight back each of the different barbarian tribes. There are unique cards called Late War Cards in the deck that will be held out until the start of the 175CE turn at which time they will be mixed in with the cards to form a new Late War Deck. There are also special cards that are marked with an asterisk that if played for the event will be discarded from the game to form what is called a History Pile.

In this entry, we will focus on our first Barbarian Card from the game, as almost all of these cards are really bad for the player, called Good Omens. The “Good” portion of the card’s name doesn’t refer to the Romans but is a benefit for the Barbarians. This card can undo the hard fought victories of Marcus Aurelius and his commanders as its effect is immediate and cannot be cancelled like a Barbarian Surge effect can be by discarding a card. The Good Omens Barbarian Card will immediately cause the player to flip all of the Barbarian armies to their Bold side. Well that doesn’t sound so bad you say? Well, remember that each of the Barbarian army counters is double sided with one side being their Bold side and the other their Demoralized side. On their Bold side, the army is at its strongest with its Combat Value being higher than on the Demoralized side. In our pictures, you can see that the Iazyges army counter has a 4 Combat Value on its Bold side while the Combat Value on the Demoralized side is 2 less at just 2 Combat Value. During combat, or even due to some of the events on the Roman Cards, if a Roman army defeats a Barbarian army, their counter will be flipped from their Bold side to their Demoralized side and they will also have to retreat backward 1 space. I know that the difference here is only 2 but that is in essence gaining a +2 to the Barbarians Combat Value and in a game where the differences between the 2 armies can be just 1 or 2 or even no difference at all, this makes a huge difference and can sometimes feel like you are having to climb a mountain to overcome these Barbarian foes.

Ancient peoples believed deeply in their gods and traditions and would watch for signs in the heavens or from other sources when making key decisions about many things including military campaigns. Good omens would be seen positively as they believed that their decision was favored by the gods and that they would have a good outcome. The Romans believed these things as well but unlike the highly structured Romans, who read omens by sacrificing animals or watching birds fly, barbarian armies like the Germans and Celts relied on signs from nature or even from dreams. These signs when seen would boost morale and gave tribes the psychological edge they needed to fight the powerful armies of the Romans. Germanic tribes believed sacred groves and rivers were portals to their gods and if they were fighting near these places they would take greater strength. Weather was also seen as a major sign and roaring winds, dark storms or rivers that suddenly flooded were viewed as the gods fighting on their side.

The most famous “omen” came from the Battle of the Teutoburg Forest in 9 AD, which occurred over 100 years before the events of the game. A fierce storm, combined with the clever planning of the Germanic leader Arminius, allowed Germanic tribes to completely trap and wipe out 3 Roman legions. The Romans viewed the loss of their legionary eagles and this devastating defeat as a terrible omen for their empire’s future.

Hermann (Arminius) at the Battle of the Teutoburg Forest in 9 AD by Peter Janssen.

I shot a playthrough video for the game and you can watch that at the following link:

I also followed that up with a full video review sharing my thoughts:

In the next entry in this series, we will take a look at British Leader Wellington from Congress of Vienna from GMT Games.

-Grant

Published — 15. Juni 2026 The Players' Aid

Interview with Volko Ruhnke Designer of 1943: Race to Rabaul from PHALANX

Von: Grant
15. Juni 2026 um 14:00

PHALANX does some really great games and they have 2 new games that have recently been placed on pre-order in a 2-pack called Pacific War Games (you can order them separately). This package includes 1943: Race to Rabaul designed by Volko Ruhnke and Tora Tora Tora! designed by Wataru Horiba. I have reached out to Volko Ruhnke to discuss his 1943: Race to Rabaul, which is part of the Keep ‘Em Rolling Series of logistics focused wargames that includes titles such as 1944: Race to the Rhine and 1941: Race to Moscow, and he was more than willing to share.

If you are interested in 1943: Race to Rabaul, or its sister game in the Pacific Wargames package called Tora Tora Tora!, you can pre-order copies on the Gamefound pre-order page at the following link: https://gamefound.com/en/projects/phalanx/pacificwar-games

Grant: Volko welcome back to the blog. What is your new upcoming game 1943: Race to Rabaul?

Volko: 1943: Race to Rabaul will be the next volume in Phalanx Games’ “Keep ‘Em Rolling” Series, following up on 1944: Race to the Rhine and 1941: Race to Moscow. Also set in World War II, this time you are supplying forces moving and fighting across the South Pacific–with the twists that players are fighting each other and have to manage sea, air, and land operations.

Grant: You have designed logistics focused games in the past such as the Levy & Campaign Series. How has that experience lead you to the Keep ‘EM Rolling Series?

Volko: I’ve always enjoyed wargames that include placing, moving, consuming, destroying actual supply bits on the map–going back at least to The Gamers’ Standard Combat Series AFRIKA. In Levy & Campaign, I wanted to show that for medieval campaigns, in a simple enough way to be fun rather than tedious. When I later played 1944: Race to the Rhine, I saw that that design accomplished that very well indeed, even made it the focus of play. So I was hooked.

Grant: How did this opportunity come to you?

Volko: Two Septembers ago, I was in Prague for Czech Con hosted by Levy & Campaign Žižka designer Petr Mojžíš, where I got to meet Phalanx co-owner Jaro Andruszkiewicz. He invited me to do a design with his company. I at once knew that it had to be something in their “Race” series. Via my research for Coast Watchers from GMT Games, I already had become fascinated by Japanese logistical challenges and Allied counter-logistics strategy in the South Pacific. So the fit seemed a natural.

Grant: What sources did you consult to get the historical details correct? What one must-read source would you recommend?

Volko: I had already done a lot of reading for Coast Watchers. The source that really laid out the Japanese perspective on their difficulties in reinforcing the front line was Kengoro Tanaka’s Operations of the Imperial Japanese Armed Forces in the Papua New Guinea Theater. I also picked up Breaking the Bismarcks Barrier, an official US Navy history of the campaign. My favorite general Pacific War history source is Ronald Spector’s Eagle Against the Sun (as I briefly had the opportunity to study history under Professor Spector at George Washington University.)

Grant: What is your overall design goal and thesis for Race to Rabaul?

Volko: In the South Pacific of 1943, the Allies were far more savvy than just piling their firepower and men directly against the well-fortified Japanese positions. Instead, they wore them down with air strikes over time, while blockading them by air and sea. The key challenge to the Japanese defense was the inability to get enough supplies and men through the growing Allied air and then sea superiority to reinforce–and even just feed the Japanese forces holding the line. In1943: Race to Rabaul, you manage that logistical and counter-logistical struggle on each side.

Grant: How tough was working within the constraints of an existing system?

Volko: I find it easier overall to start with an existing system that I know works and build from there (as I did with classic-CDG Wilderness War and the scenarios and C3i Magazine campaign that I’ve done within Combat Commander). The key challenges for me in bringing the Phalanx “Race” system to the South Pacific were expanding it to opposed play necessary to capture the critical counter-logistical aspect – and to a maritime environment – sea, air, amphibious and land warfare – all with the eye to adding just a dose of added complexity.

Grant: How does the vastness and remoteness of the pacific affect logistics? How did you model this?

Volko: The environmental problem that the Japanese faced and the Allies exploited in the South Pacific was that nearly all logistics came by sea, so air interdiction ruled. There were land campaigns in New Guinea’s interior. But the jungle and ridge terrain there required air lift or coastal transport to build up. And by 1943, the Allies increasingly dominated the air war. Race to Rabaul requires you to move your troops, ammunition, and food across sea–you can’t just march your corps forward. For the more constrained Japanese, that means launching Convoys that the Allies might detect and strike.

Grant: What was most important to model in the game? What about inter-service rivalry?

Volko: That Japanese challenge moving anything and the Allied effort to stop it is most characteristic of the design. But perhaps its most impactful addition to the “Race” system is opposed combat. Rabaul taps the same principle of counting supply bits to determine combat outcomes. But with 2 opposed players, playing cards to hope to out wit each other, as well as land and amphibious attacks, the combat subsystem in this volume is necessarily more involved. For non-wargamers, that is probably a hindrance. But for wargamers, it may make Rabaul even more up their alley than the earlier games. Inter-service rivalry comes to the fore in Rabaul when you have 3 or 4 players. Each side has two Commander roles, “racing” along either the east or west half of the map. Each represents the Japanese or Allied army or naval dominance of the New Guinea and Solomons campaigns, respectively. Whichever player (not side) reaches its goal first wins the game–so you can choose to cooperate with the other Commander on your side or not!

Grant: How does the logistics support differ between the Allies and the Japanese?

Volko: I’ve mentioned the Japanese use of Convoys and Allied Convoy Strikes above. The Allies have that easier–their abundance of transports is assumed wherever they have Air Cover. The problem is that they must take ground and build Air Bases to extend that Air Cover and Convoy Strike range forward. The Allies also get more abundant Men &Material–generally more bits per action at their Supply Bases than the Japanese get at theirs. But, as in the earlier “Race” games, here the Allies must work their Logistics Level up to add to that capacity. The Japanese also have an advantage stalwart austerity in feeding their troops: the Japanese, unlike the Allies, never lose their last Troops piece in a space due to lack of Food, they garden!

Grant: What was the process of taking a series designed for land based campaigns into one involving amphibious supply and operations?

Volko: I had to add some complication to show the maritime environment. Instead of one type of connection between spaces, Race to Rabaul has Land, Sea, and Straight. Instead of just Trucks (and in Moscow Trains), Rabaul has Japanese Freighters, Destroyers and Barges and Allied Landing Craft. Because you have to transport soldiers not just supplies across water, Rabaul has Troops bits instead of Fuel, and Troops become key to feeding requirements, building Air Bases, fortifying, and, naturally, combat. Allied amphibious landings can be disastrous if defeated with the sea at their backs. And air power looms far larger int he naval environment, with Commanders controlling up to 6 Air tokens instead of Rhine’s 1 each.

Grant: What other challenges does each side face in obtaining their goal?

Volko: The Japanese defenders are essentially playing for time, as each Logistics step that the Allies need to trigger will award Japanese medals for holding the Bismarcks Barrier. But just those Japanese medals probably won’t be enough: the Japanese Commanders need to find openings to strike and cause Allied Troop losses as well. That takes timing and will cost Japanese Men & Material or Air tokens–possibly accelerating the Allied drive that will break the Bismarcks Barrier and stop those medal awards for good. The Allied attackers need to manage the troops, supplies, and cards to take Japanese positions efficiently to reduce the number of enemy medals for those Logistics steps. But rushing too much will result in risky attacks–even a potentially disastrous failed invasion–not to mention exposure to Japanese Banzai counterattacks. Pushing Allied Men & Material forward needs to occur even while the Allies keep up the pressure on Japanese convoys and bomb Japanese positions to counter their defensive buildup and digging in.

Grant: What is the layout of the game board and the purpose of the different boxes?

Volko: The board shows 2 tracks, in effect: MacArthur (green player) is racing up the New Guinea coast on the west half, while Halsey (blue) is racing up the Solomon Island chain on the east. These work like the colored areas in the earlier “Race” games, except that each track has a human opponent trying to stop you: Imamura (gold) against MacArthur, and Kusaka (white) against Halsey. The various boxes serve as pools for each side’s Men & Materiel bits and Fleets of Convoys or Landing Craft. Boxes also track what is just temporarily removed or spent rather than out of play (off the board). An Allied Logistics track works very much like those in the earlier games, showing how much each Allied Commander has developed the logistical infrastructure, affecting how many M&M they get per action, how many Air tokens they have, and how many cards they hold.

1943: Race to Rabaul game board art by Donal Hegarty.

Grant: What is the general Sequence of Play?

Volko: The Sequence of Play is quite basic–first the Japanese take actions, then the Allies do. As in the other games, Commanders each get 2 core actions from a menu, plus Bonus actions from cards, in this case at most 1 of the latter.

But before each Japanese turn, there is a free Delivery step in which Convoys drop off cargo. That wrinkle in the sequence means that (mostly) there will be an Allied turn in between Japanese Convoy Launch (an action) and Delivery, so a chance for the Allied players to strike the Japanese ships. The exception is certain Japanese Bonus action cards representing particularly successful “Tokyo Express” runs and the like. Logistics steps, when (mostly) the Allies trigger them, always occur after Allied actions. There are a couple Japanese cards that can force a Logistics step, representing intervention by Japanese fleet commander Yamamoto. Victory is instantaneous, whenever any Commander takes their 12th medal or–far less likely–a Japanese Supply Base such as Rabaul falls.

Grant: How many players is the game designed for?

Volko: The game handles 2, 3, or 4 players. We always have Japanese and Allied players opposing each other, as both logistics and counter-logistics feature. With 4 players, each takes a Commander: the 2 Commanders on a side can help each other with longer-range strikes and intelligence, or they can withhold help or even sabotage each other if their ally is pulling ahead and getting too close to winning. With3 players, one takes both Commanders on a side and must win with both, facing 2 players each as a single Commander. The single player can be either on the Japanese or Allied side, either works. With 2 players, you can either each command a side–the 2 Japanese Commanders versus the 2 Allied–or you can pick either half of the map–New Guinea alone or the Solomons–and play a shorter game with just 1 Commander each side.

Grant: What different commanders do players have a choice to play as? How do they differ?

Volko: The paired Commanders personify not only the conditions in New Guinea and the Solomons, respectively, but also the bureaucratic friction between Army and Navy on each side.

-MacArthur in New Guinea is also the theater commander so gets say in any internal Allied dispute such as order of actions. As an Army General, he has more land assets such as Artillery cards and a related Special Ability to redraw them, more suitable anyway to the New Guinea “track” that involves some interior fighting. Also, MacArthur alone can use Airdrops to seize jungle airstrips.

-Halsey in the Solomons has more Naval Shelling, Cruisers against Japanese Convoys–also his Special Ability–plus Guerrillas but correspondingly less Artillery and attack Divisions. Halsey late in the campaign needs to be the most careful not to get the last of his Divisions beaten up and withdrawn.

-Facing MacArthur, General Imamura represents the overall Japanese Army’s focus on New Guinea and the overall Japanese priority on that axis over the Solomons chain–so that player is the senior partner on the Japanese side. Imamura has more Troop and Ammo unit cards at his disposal and a Special Ability that can redraw them. He has his own Bonus action cards like Supply Road and Barge Assault.

-Admiral Kusaka facing Halsey has an edge in Carrier Pilots–his Special Ability–naval advantages like Long Lance torpedoes, but also the defensively crafty Army General Sasaki, who held up the Allies bloodily on New Georgia.

Grant: How is victory achieved?

Volko: As in the other “Race” games, capture of a Supply Base–here an Allied Commander advancing to either Rabaul, Madang in New Guinea, or Kavieng in the islands–ends the game immediately in an Allied Commander win. But, as in those games, that rarely will occur: the main way to win is to be the first of the 4 Commanders to gather 12 medals along the way.

Grant: What different scenarios are included?

Volko: The game includes 4 scenarios, each of different length. They all end with capture of a Japanese Supply Base or with a 12th medal. They run different play lengths by starting at later and later points in the South Pacific campaign:

-TheFull Campaignbegins with the Japanese still to make their final push on the Kokoda track and Guadalcanal in late 1942. The Allies must battle their way to Buna in Papau before heading up the New Guinea coast, while throwing the Japanese off Guadalcanal before driving up the Solomons chain.

-CARTWHEEL begins with the Allies preparing their historical 1943 drive to conquer or encircle Rabaul. Buna and Guadalcanal are cleared and serving as Allied bases, but the great Allied offensive has not yet launched.

-POSTERN begins with MacArthur primed for the historical September invasion to capture the Japanese New Guinea base of Lae and Halsey’s forces having just fought across New Georgia in the central Solomons.

-Finally, CHERRY BLOSSOM is a small learning scenario for just 2 players on the Solomons half of the board, representing the moment that Halsey is about to invade the Japanese bastion island of Bougainville.

Grant: What do you feel the game models well?

Volko: Phalanx’s “Race” system does so well highlighting the need to gather and push supplies forward in a mobile mechanized campaign–especially one in which the defender is largely on the run. Race to Rabaul I hope similarly succeeds in showing that the overwhelming Allied logistical edge over the Japanese in the South Pacific by 1943 was alone not enough against tenacious, dug-in defenders. The Allies succeeded as they did by smartly targeting Japanese logistics first, and only then throwing ground forces at the enemy bastions. To me, this design makes that counter-logistics approach vivid. I hope players will agree!

Grant: What are you most pleased about with the design?

Volko: I’m pleased with how the one-sided “Race” concept ported here to a full wargame, force on force, and that some added map features, pieces types, and combat rules brought the Phalanx system to “tri-phibious” warfare. The game is more complicated than either 1944: Race to the Rhine or 1941: Race to Moscow, to be sure, but remains more accessible than my usual design space such as Levy & Campaign or Recon Series. (I think so, anyway.)

Grant: What other designs are you contemplating or already working on?

Volko: Jaro of Phalanx, who commissioned this design from me, and I have chatted back and forth about a wide range of settings for a possible next “Race” volume from me. I have a good idea what that would be, if players end up digging Rabaul. But it would be premature to raise particular expectations as yet.

Thank you for the intriguing questions!

If you are interested in 1943: Race to Rabaul, or its sister game in the Pacific Wargames package called Tora Tora Tora!, you can pre-order copies on the Gamefound pre-order page at the following link: https://gamefound.com/en/projects/phalanx/pacificwar-games

-Grant

Published — 14. Juni 2026 The Players' Aid

Unboxing Video: Werewolf: Insurgency in Occupied Germany, 1945-1948 from Legion Wargames

Von: Grant
14. Juni 2026 um 14:00

Werwolf: Insurgency in Occupied Germany, 1945-1948 from Legion Wargames is a COIN Series inspired, alternate history wargame with 4 totally different factions. Werwolf was a real underground guerrilla group, comprised of SS and Hitler Youth members. It was intended to lead an insurgency against the invading Allies and Soviets when it became clear that Germany was losing the war in a conventional sense in the mid-1940’s. They did in fact have a few successes and American intelligence officer Frank Manuel said that the Werwolves were prepared “to strike down the isolated soldier in his jeep, the MP on patrol, the fool who goes a-courting after dark, the Yankee braggart who takes a back road.”

-Grant

Published — 13. Juni 2026 The Players' Aid

Unboxing Video: Live Free or Die from Microgame Design Group

Von: Grant
13. Juni 2026 um 14:00

Following the successful deployment of missiles on Cuba in 1962, the Communists gained much ground in Latin America. Western Europe became less convinced of American commitment to defend the continent. This led to the NATO alliance being dissolved and replaced by a neutral bloc.

America was now alone!

Live Free or Die is an alternate history simulation of battles associated with a Communist invasion of continental USA. Live Free or Die is a game set consisting of three independent games:

  • Asian Invasion captures the Peoples’ Asian Alliance landings in California;
  • Remember the Alamo covers the Organization of Central American States drive into Texas; and
  • Southern Discomfort focuses on a Warsaw Pact invasion of Florida, Georgia.

The Basic Game focuses on ground combat, providing a quick, entertaining game. The Advanced Game introduces air and naval units as well as additional specialized units like cruise missiles, laser defenses and political troops. And beware, there are rules for nuclear, biological and chemical warfare!

-Grant

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