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My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #86: LRRP from Fire in the Lake: Insurgency in Vietnam from GMT Games

Von: Grant
14. 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.

#86: LRRP from Fire in the Lake: Insurgency in Vietnam from GMT Games

The COIN Series uses cards in a very different way from other CDG’s. These cards are not necessarily the driver of the action but more assistive to the actions of the players by setting eligibility and also providing powerful events. The Event Cards are more often than not, very powerful. They either give you a continuing bonus on future Operations and Special Activities (as in the case of the volumes that include the various Capabilities) or allow you to take Operations and Special Activities more times that round than you would normally have been able to had you not chosen the Event and more often than not, at no cost! Also, because of the power of the cards and their ties to one or more factions, you can take the Event which allows you a huge advantage, only to see that very powerful Event reversed with the next Event or with a regular Operation. This is very frustrating but is one of the major reasons that I love the card-assisted element of the COIN Series. Today we are going to take a look at the LRRP Event Card.

The LRRP Event Card, with LRRP standing for Long-Range Reconnaissance Patrol, allows the US player to place 3 Irregulars outside the South then conduct a free Air Strike, that also allows for the removal of Bases first. Keep in mind that Irregulars are US Special Forces pieces, which are the hexagonal shaped cylinders not ARVN Rangers. “Outside the South” means any Laos or Cambodia Provinces. Seems pretty pedestrian but it is important to note that this card changes the rules when played as normally all other units in a space must be removed before Bases can be removed. A very powerful card that typically will be played by the US player when it comes up. But keep in mind that Air Strikes are a dual edged sword as you get rid of pesky enemy pieces but it will result in shifts of Support/Opposition but can also Degrade the Trail. On the bottom of the card, the text allows the VC or NVA to ambush these LRRP”s and remove 3 Irregulars from the map to Casualties. Then it gives an added benefit of shifting each space these removed Irregulars were in 1 level toward Active Opposition.

Image courtesy of Boxxer’s Blog.

A Long-Range Reconnaissance Patrol, or LRRP, is a small, well-armed and nimble recon team that is tasked with patrolling deep into enemy territory to identify or destroy key targets and gain recon on the enemy. The concept of scouting forces such as LRRP’s dates back to ancient warfare but also has been used in more modern and contemporary wars such as the French & Indian War where specialized Rangers, such as Rogers’ Rangers, were tasked with raiding Indian settlements, disrupting supply lines and reporting back to command on troop disposition and movement.

In Vietnam, veteran or specially trained forces often augmented with Vietnamese irregulars usually carried out Long Range Reconnaissance Patrols into enemy territory. The Studies and Observation Group (SOG) was the ground element of the US air war against the Ho Chi Minh Trail as illustrated by Project Tiger that spotted for and marked enemy trail activity for elimination by US air assets.

Here is a link to a very interesting summary of an LRRP and its mission on a Vietnam veteran run blog called Boxxer’s Blog: From the seat of a motorcycle: LRRPs: “—doing the impossible for the ungrateful.”

In the next entry in this series, we will take a look at Proletarian Revolution from The Republic’s Struggle: Battle for the Republic, Spain 1931-1939 from NAC Wargames.

-Grant

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

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

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

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