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My Favorite Wargame Cards – A Look at Individual Cards from My Favorite Games – Card #71: The Wartburg from Here I Stand: Wars of the Reformation, 1517-1555 from GMT Games

Von: Grant
31. März 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.

#71: The Wartburg from Here I Stand: Wars of the Reformation, 1517-1555 from GMT Games

Here I Stand: Wars of the Reformation 1517-1555 is an experience packaged in a game that attempts to boldly cover the political and religious conflicts of early 16th Century Europe. The game focuses on the struggle of religious reformers such as Martin Luther, John Calvin and Ulrich Zwingli as they battle the Papacy for changes in their views of God and religion. But it is more than just the Holy War as it deals with the other European countries involved in the affairs of the time including France, England, the mighty Hapsburg Empire and the Ottoman Empire in the east. They all played a role in the process of the Reformation and the design brilliantly weaves this all together into an interesting and engaging experience. The game also covers other plot lines and events of the period, including wars, marriages and ascendancies to thrones, using a unique Card Driven Game (CDG) system that models both the political and religious conflicts of the period.

Today, I want to take a look at a very interesting Response card in The Wartburg. Response cards in Here I Stand are event cards that can be played out of turn to interrupt the actions of an opponent or provide immediate reactions to specific game events. Response cards are often used to negate, mitigate, or enhance events and combats, and they may be played during an opponent’s impulse, provided the text allows for this asynchronous timing. These cards also tend to have specific pre-requisites that must be met in order to play the card and The Wartburg states that the card is “only playable by Protestants, and Luther must be alive”. The card itself allows the Protestant player to cancel the play of a card as an event but cannot cancel a Mandatory Event. The card however can cancel the play of the Papal Bull or Leipzig Debate Papal Home Cards, which is probably the way that the card will mostly be used. The card will not only cancel the play of the event but will also end the impulse of the player playing the card. This can be very powerful and when played at the right time can be a game saver for the Protestant player.

For example, in our most recent play at Buckeye Game Fest, I was playing as the Protestants and Bill Simoni as the Papacy. After the forming of the Schmalkaldic League and the Protestants changing into a military power, the focus of the other players turned toward me as I was doing well and near victory. They all then decided to declare war on the Protestants and began to advance upon and attack my fortified Electorates to take away VP I had earned by having both religious and political control in 5 of the 6 as the League was formed. As we came into turn 5, I was at 24 VP and ultimately came up shy of a victory by 1 point at the time. I had been able to take over the entirety of England and change every space and also get about 5-6 spaces in France, but now the Papal Bull came to play and Bill fought me back and forth with him taking over 3-4 spaces followed by me reclaiming 3-4 spaces. It was a beautiful game of back and forth and I used every tool at my disposal to fight him including The Wartburg card to stop the untimely excommunication of Zwingli before he could attempt to embarrass him in a debate. That card play at that very time saved me or most likely he would have used Eck who is his best debater against Zwingli who is just average and I would have lost leading to him being burnt at the stake giving him VP or by allowing him to turn over a few of my hard fought converted spaces back to Catholicism.

The only problem with this card is that it commits Luther so he will be unavailable to be chosen directly to debate during the rest of the turn. But this was a small price to pay at that time and ultimately led to me being able to hold on through the end of Turn 6 where I won a Protestant victory on the tie breaker with England.

Martin Luther stayed at Wartburg Castle from May 1521 to March 1522 under the alias “Junker Jörg” (Knight George) to hide from papal and imperial authorities. During these 300 days of protective custody, he translated the New Testament into German in just 11 weeks, wrote numerous theological works, and grappled with spiritual turmoil. His greatest accomplishment at Wartburg Castle was his translating of the New Testament from Koine Greek into German, which laid the foundation for a unified German language and made the Bible accessible to ordinary people. He also wrote numerous works, including Against Latomus and several tracts. He began his attack on monastic vows during this time, arguing they were contrary to faith. Luther used his time in exile for intense study and writing, referring to his stay as his “Patmos”, referring to the Apostle John’s exile to the Island of Patmos in 95AD. While here though he also experienced significant psychological distress and temptation. According to legend, he threw his inkwell at the devil during a confrontation, leaving a stain on the wall. His exile was organized by Frederick the Wise after the Diet of Worms and the stay was designed to keep Luther safe from those looking for him, ensuring the survival of his reform movement.

In the next entry in this series, we will take a look at Commodus from The Wars of Marcus Aurelius: Rome 170-180CE from Hollandspiele.

-Grant

Interview with Clint Warren-Davey Designer of Reformation: Fire and Faith from Neva Game Press

Von: Grant
16. März 2026 um 13:00

Neva Game Press is really exploring the space of wargame publishing and have games that are being worked on spanning all of history including modern and ancient. They also are looking at non-traditional topics to cover such as the Reformation. Their newest pre-order offering is called Reformation: Fire and Faith and is designed by Clint Warren-Davey. I am keenly interested in this one and have been working with Clint on this interview and maybe a series of other articles on strategies.

Grant: Welcome back to the blog Clint. With 4 published games to your credit what lessons have you learned about the design process and been able to put into practice?

Clint: Thanks for having me back guys! Yes I have learned a lot. Mainly, my iterative loop has become faster. I use mainly digital prototypes on PowerPoint and can get a prototype up and running pretty fast. This means I don’t need to print components and then reprint when things change. I also have a larger “toolbox” of ideas to draw from as I’ve played a wider variety of games. I still have a core design philosophy though – I want games that give players lots of meaningful decisions and a minimum of busywork, plus I generally prefer a high level of player interaction and interdependence.

Grant: How do you pitch games to publishers? What is your approach?

Clint: First I make sure the game is ready. I play-test the game myself a minimum of 20 times. Then I give it to external play-testers (basically my followers on Twitter/X). I keep refining it and make sure all the rules are nailed down. Once I have a fully functional and viable digital prototype, I send an email to a lot of different publishers to see who wants the game. So far, I’ve usually found at least one publisher who will accept each game. 

Grant: What is your new game upcoming game Reformation: Fire and Faith about?

Clint: It’s about the wars and religious struggles that tore Europe apart during the Reformation, from 1517 (Martin Luther nailing the 95 Theses to the door of Wittenberg cathedral) to 1555 (the Peace of Augsburg). This is during the “pike and shot” era, which I love. It also includes a lot of political, religious and military conflict that is fascinating on multiple levels. It’s the perfect setting for an asymmetric wargame.

Grant: What image and feeling did you want to convey to players with the subtitle “Fire and Faith”?

Clint: Well this subtitle was decided by my publisher, Jose Neva of Neva Game Press. He wanted to convey both religious and military struggle in the title of the game, hence fire and faith. Before that the game title was undecided – it was either going to be just “Reformation” or “One Hour Reformation”  – though upon further development it was clear this game doesn’t really fit with my other “One Hour” games.

Grant: Why was this a game you were inspired to design?

Clint: I am fascinated by the Reformation – both from a religious and a historical perspective. When I converted to Christianity about 10 years ago I had to choose which church to join, which forced me to read more on this time period, and read the arguments put forward by Protestant and Catholic apologists, then and now. I should state here that although I decided upon Catholicism, I hold no ill-feeling towards Protestantism and I understand the impetus behind it.

I was also drawn in by the fascinating geopolitics and tactical level military transformations of the time. The struggles between the French, Habsburgs, English, Ottomans, Venice, Scotland, Hungary, the Papacy and many other much smaller states were kaleidoscopic in their complexity but endlessly entertaining. To take one example of the political maneuvering of the time – the French lost the battle of Pavia to the Habsburgs, partially because 5,000 of their Swiss mercenaries just left and went home to defend their own cantons from rampaging German Landsknechts. Losing Pavia meant that King Francis I was captured. This in turn meant the English sensed weakness and struck in north-eastern France.

Seeking allies against this double threat, the French turned to the one great power that might help them – the Islamic Ottoman Empire! This outraged the Habsburg Emperor Charles V, who had his hands full containing the spread of Protestantism in Germany. The Saxons, Hessians and Brandenburgers following Luther’s lead would be much better used to help defend Vienna from the Turks, but instead both the Pope and the Emperor found themselves facing a full-scale religious revolt at the same time as renewed Ottoman offensives in the Balkans and the Mediterranean. This was all taking place against the backdrop of a military revolution in which pike and shot, and artillery, were replacing feudal levies of armoured knights.

Grant: What other Reformation games did you study for inspiration?

Clint: The complexity of this time period, and the sensitivity of religion as a topic, has meant that few game designers have been willing to tackle it. The exception is Here I Stand, the classic 6-player card-driven game by Ed Beach. This game is a well-renowned and even genre-defining title that managed to cram tons of inter-faction dynamics and historical chrome into the CDG system invented by Mark Herman (who made the first such CDG – We the People). It is absolutely brilliant in so many ways. Baroque, intricate, full of theme. It is almost like a historical equivalent of Twilight Imperium – one of my other favorite games.

The problem? It takes way too long to play for most gamers. Ever since playing Here I Stand many years ago, I had kept the idea of a simplified version at the back of my mind. Then, when I started teaching religious history at a Catholic school, I found myself teaching the Reformation. A classroom game on the topic would sure come in handy. So, in 2024 I made one. The images below give an idea of this, including my very basic graphics made in PowerPoint and Word. In 2025, I revisited the idea and thought it might be worth making into a serious game, still using the basic concepts and inter-faction dynamics borrowed from Here I Stand.

Early prototype version of the board.

Grant: What is your design goal with the game?

Clint: To make a game with 6 asymmetric factions that shows the inter-factional dynamics and key decisions of the period, all with mechanics that are simple enough to be used in a high school classroom AND simple enough for non-wargamers to pick up. Also, a game that players of Here I Stand would enjoy – especially when they are pressed for time. I believe I have succeeded in this goal but time will tell.

Grant: What main mechanics are used in the design?

Clint: The core gameplay loop is very simple. Each faction has a list of actions to choose from. Each turn, each faction will choose two actions. That’s it. But these vary greatly. They include everything from exploring the New World to translating the Bible to raising armies to piracy and everything in between.

All the factions have some actions in common – like Recruit (placing military units) and Campaign (moving and fighting). The two religious factions – the Protestants and the Papacy – are set apart from the others by having most of their actions focus on non-military functions.

Early prototype version of the Papacy Player Board.

The Protestants are trying to convert people to their new faith (or rather, in their terms, restore an older and more purified form of the Christian religion). As such, their overriding focus is placing Followers on the map. As a rough approximation, each Follower piece represents 5-10% of the population converting to Protestantism. What the Protestant faction is aiming for is gaining a majority, or a near-majority, in the countries of Europe. So, their main way of earning Victory Points is by having 5 or more Followers in as many spaces as possible. Now, the Reformation did not initially take hold everywhere. Geographically it was concentrated in Germany above all, then England, then in scattered pockets throughout France. In the game this is basically where the Protestants will be focusing all of their efforts. They start with only 1 Follower on the map in Germany – this represents Martin Luther and the nascent reform movement that started to gather around him in 1517. From this humble beginning, I wanted the Protestants to build up and expand, sometimes rapidly, across the map.  

To speed up their placement of Followers, the Protestants can translate the Bible into local languages – German, English and French. This is an idea I took directly from Here I Stand and of course from the actual history of the Reformation. Having the Bible in the vernacular language, and spread by the printing press, was key to the spread of Luther’s ideas. Bible translation is a simple, two-step process in the game. First you need to accumulate “Knowledge” through the Study action and then use the Translate action to place Knowledge markers on the three Bible language spots on the Protestant faction sheet. Initially, this was the only purpose of Knowledge. But then I expanded it to other uses – especially the Debate action, which is a competitive bid against the Papacy that can score a valuable “Issue” token worth a precious VP. These Issue tokens represent the points of dispute in the Reformation, like the role of Scripture, Tradition and authority of the Magisterium. I liked the idea of carefully studying to build up knowledge in preparation for a debate – it’s a case of the game language matching the theme.  

Near final look at the board and player boards.

The Papacy works in a similar way to the Protestants – but in reverse. The Pope is trying to remove Protestant Followers, through Preach and Debate actions. Every 3 Protestant Followers is minus 1 Victory Point for the Papacy, so they are incentivized to contain the spread of the Reformation. The Papacy also has ways of building up their own points, through Churches. This general term refers to all the infrastructure of the Catholic religion – not just beautiful cathedrals (like St. Peter’s, which was being built during the Reformation) but also schools, Jesuit universities, seminaries, monasteries, trained clergymen and church councils. I was originally going to have a track or chart on the Papacy faction sheet to measure this but later decided to have it as pieces on the map – the Churches you see in the game.

This was because I wanted the Papacy to have some of physical presence on the map like the other factions. This was loosely inspired by the building tokens in games like Root or the resources placed on the map in Scythe. It has the advantage of opening up the Papacy’s primary victory metric to attacks from the other factions. Just like Protestant Follower pieces, papal Church pieces can be attacked and removed. This represents iconoclasm and persecution of Catholic clergy, as well as periodic waves of destruction like the Sack of Rome in 1527. Unlike Protestant Followers, I had the Papacy’s Churches cost Wealth. This Wealth is gained entirely through the Tithe action – which takes money from any nations that are still Catholic. Early in the game this includes three out of the six factions: Habsburgs, England and France. But England and France might convert to Protestantism, and a greedy Pope constantly demanding their money might hasten this on! 

Grant: What are the playable factions? How did you differentiate them?

Clint: There are 6 factions in the game: Protestants, Papacy, Habsburgs, England, France and Ottoman Empire. Each one has a faction sheet, like the one below, which summarizes their victory conditions and available actions.

The Protestants and Papacy are religious-focused factions. They do have military forces, but they are relatively few in number and are not the main priority. The Protestants are trying to build up their knowledge of the Bible and translate it into vernacular languages, preach to the masses and debate the Catholics to spread their ideas. Their main goal is getting their Followers on the map. The Papacy is trying to contain the spread of Protestant Followers and remove them from the map as much as possible, plus place their own Churches. Both Churches and Followers are immobile and do not count as military units. But they can be attacked and persecuted off the map.

The other factions – the Habsburgs, England, France and the Ottomans – function more like the nations in a wargame. Amassing armies and fleets, fighting battles, aiming for control of spaces on the map. There are plenty of differences though. The English, French and Habsburgs have the option of Explore action – sending their Atlantic Fleets to explore the New World, gaining varying amounts of Wealth or a valuable New World colony (at the risk of losing the Fleet). This provides a great way for factions to gamble early on in the game in a high-stakes race for colonies. Two tweaks were made to the Explore action during the design process. First, my co-designer Ed Farren suggested that New World colonies should provide extra income during the Trade action if the owner has a Fleet in the Atlantic.

I loved this idea and implemented it immediately. I later thought that the Habsburgs should have a distinct advantage in exploring the New World, what with Hernan Cortez and Francisco Pizarro active during this time. I gave the Habsburgs a way to boost their Explore action with “Conquistadors” – effectively tripling their chance of finding a colony at the cost of an additional action. This means the Habsburgs will be raking in more money. But there are a lot of ways for the other factions to steal it! The English, French and Ottomans can all use the Piracy action to get that Spanish silver, and the Ottomans can also Raid on land if their Armies make it through to Austria.   

The relationship between the military/political factions and the religious factions is also fascinating. I kept the Habsburgs as a staunchly Catholic faction – they can’t change their allegiance and will act as the strong right arm of the Holy See throughout the game. But England and France are a different story. England needed a historically-rooted incentive to convert to Protestantism, and this was solved in two ways. First, if England officially converts, they will earn 1 VP if England itself contains at least 5 Protestant Followers. This also gives 1 VP to the Protestant player, so there would be strong reasons for both players to work together in the conversion for England. I also wanted some of the high drama of Henry VIII and his wives without an entire sub-system and chart like Here I Stand. This became the “Dynasty” action – a simple die roll to gain a VP by producing a viable heir to the throne.

If England is Catholic, they need a 6 for this. But converting to Protestantism offers success on a 5 or a 6, as Henry can start divorcing his infertile wives. England can therefore grab 2 VP quite easily by ushering in the Anglican faith, which is handy because their opportunities for expansion on the continent are quite limited. France can also earn VP by converting to Protestantism and having at least 5 Protestant Followers in France. For both England and France, converting to the new faith costs an action – which Ed quite appropriately labelled “Reform”. This could be a wasted action if Protestantism doesn’t end up spreading in that nation or if the Dynasty action still fails. But it’s a live issue. Among experienced players, I expect that the Papacy player and the Protestant player will spend a lot of their table talk trying to convince England and France to side with them in religious terms.  

Grant: What is the layout of the board?

Clint: I made the map as simple as possible. There are 7 land spaces: Spain, France, Germany, England, Austria, Italy and the Ottoman Empire. There are 2 sea spaces: the Atlantic and the Mediterranean. And that’s it! But you will find that this still provides plenty of interesting strategic choices, as there are 6 factions crammed into these 9 spaces. So, like the proverbial “knife fight in a telephone booth,” players are stuck in fierce competition from the very beginning. For example, the Papacy, France and Habsburgs all have some presence in Italy in the game’s set up. Plus, there are pieces from neutral nations there – like Venice and Florence. So inevitably there be some conflict there!

Grant: Why did you feel area movement was the best approach? What strategic decisions are forced upon the players by the layout?

Clint: Honestly, I didn’t want this to be game about operational level maneuver, more about strategic level decisions and inter-faction dynamics. The map is very heavily abstracted. But you can see it this way. Every faction has a “homeland” space. The Habsburgs, being the hegemon of Europe, have two (Spain and Austria). Each faction will usually be aiming to keep its homeland secure while pushing into 1 or 2 other spaces. Taking control of a space is a big deal and will involve good timing, negotiation and applying just enough force. Some spaces – like Germany and Italy – will usually become battleground spaces with multiple factions vying for control.

Grant: What is the counter anatomy? What different units are included?

Clint: Like the map, the counter anatomy is as simple as possible. There is really no information on the counters other than their type. There are Armies and Fleets – which are the only military units in the game. There are also two religious “units” – Churches for the Papacy and Followers for the Protestants. These don’t fight and can’t move, but they are essential for the two religious factions to build up their influence and victory points. There are also counters for many other things – New World Territories, the Royal Heir for England, the Issues that can be won in a Debate, Knowledge, Wealth and a few other things.

Grant: What is the scale of the game?

Clint: There’s no specific ground or time scale as many things have been heavily abstracted. But very roughly you could say that each turn represents about 2-3 years and each army piece represents 5,000-10,000 men.

Grant: What actions do players have each turn? 

Clint: Players can choose two actions per turn. As explained above, they are different for each faction. But there are some similarities. I will give a list of the actions for each faction.

Protestants: Recruit, Campaign, Diplomacy, Preach, Study, Translate, Debate.

Papacy: Recruit, Campaign, Diplomacy, Preach, Study, Debate, Tithe, Build.

Habsburgs: Recruit, Campaign, Diplomacy, Conquistadors, Explore, Trade, Persecute.

England: Recruit, Campaign, Diplomacy, Explore, Trade, Dynasty, Reform, Persecute, Piracy.

France: Recruit, Campaign, Diplomacy, Explore, Trade, Reform, Persecute, Piracy.

Ottomans: Recruit, Campaign, Diplomacy, Janissaries, Piracy, Trade.

Many of these are self-explanatory but I will explain some of my favourite ones. Diplomacy means getting a Minor Nation on your side, or pulling one away from an enemy. These Minor Nations include Venice, Florence, Genoa, Hungary and Scotland and they have their own Armies or Fleets or both.

Piracy means using your Fleets to steal money from the enemy. Explore means trying to find a valuable New World Territory – worth VP and more income during Trade actions if you have a Fleet in the Atlantic.

The Persecute action means placing or removing Protestant Followers. The Reform action – available only to England and France – means officially converting your nation to Protestantism.

Dynasty is unique to England and represents Henry VIII trying to get an Heir (worth a VP). It’s a dice roll, but it’s easier when you’re Protestant to represent Henry being able to divorce and try with a different woman.

Janissaries is unique to the Ottomans and gives them a valuable +2 bonus in battle that turn. Conquistadors is unique to the Habsburgs and gives them a bonus on their Explore rolls – making it more likely that they will grab a New World Territory.

Grant: How does combat work in the design?

Clint: Very simple – add up your Armies/Fleets, add a D3 roll, the highest score wins. If there were a total of 7 or more units in the battle, the winner suffers 1 loss and the loser suffers 2 losses. Otherwise, the loser suffers 1 loss.

Clint: How do players obtain victory?

Clint: Every faction can score Victory Points (VP) in multiple ways. The margins here are very tight – typically the winning faction will score 5 or 6 VP while second and third place will have 4-5. So, a single point really matters. Every faction can score VP for control of spaces – this is hard to pull off as you need more Armies or Fleets in the space than all other factions combined. So, you might retain control of your own homeland, but taking control of another space is hard. Aside from control, each faction has other ways of getting VP:

The Protestants earn 1 VP for translating the Bible into all 3 languages (French, English and German), 1 VP for each space on the map with 5 or more Followers, 1 VP for each Issue you win in a Debate and 1 VP for having more Knowledge than the Papacy. So the Protestants need to focus on their religious actions – studying, translating and preaching.

The Papacy earns 1 VP for each Church they have on the map MINUS 1 for every 3 Protestant Followers on the map. They also earn 1 VP for having more Knowledge than the Protestants, 1 VP for each Issue they win in a Debate and 1 VP for having more Wealth than any other faction. So, the Pope also needs to focus more on his religious goals – but can also use the Tithe action to build up Wealth (for building Churches) and maybe get a point for rolling in cash.

The Habsburgs earn VP for each New World Territory they discover – and they are better at it than other factions because of their Conquistadors. They also earn VP for having 2 or more Churches in their homelands (Spain and Austria) and can earn VP for having the most Wealth.

The English earn VP for New World Territories and for having the most Wealth. They can also earn 1 VP for producing an Heir with their Dynasty action. The Dynasty action represents Henry VIII’s efforts to produce a legitimate male heir for his throne, and is easier if England becomes Protestant. England earns 1 VP if it converts to Protestantism and has 5 or more Protestant Followers in England. If it stays Catholic, it earns 1 VP for having 2 Churches in England.

France is basically like England but doesn’t have the Dynasty action. They will focus on military action, exploration and building up Wealth. If they stay Catholic they will want the Pope to build up Churches in France, if they go Protestant they earn VP for having 5+ Protestant Followers in France.

The Ottomans are the most straightforward – they can earn 1 VP for having the most Wealth but mostly they just get VP for control of spaces – they earn 2 per space instead of 1. They are an expansionist juggernaut and don’t care about the religious squabbles in Europe.

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

Clint: I think it gives you an understanding of the key inter-factional dynamics of the Reformation era using mechanics that are simple to understand and easy to enact.

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

Clint: The asymmetry, the simplicity and the interaction between the players. I’m also really happy with the “bot” rules which allow you to play at anything from 1 to 6 players, with non-player-controlled factions run by a simple dice-based action sheet.

Grant: What has been the response of playtesters?

Clint: Very positive. Every play-tester has said the game is really fun and easy to learn, their only suggestions have been refinements to improve the balance between the 6 factions. For example, one play-tester noticed that the Debate action was under-powered and that the Protestants and Papacy were scoring fewer VP than the other factions on average. Changing the Debate action to winning “Issue” markers (worth 1 VP each) solved both problems. This is why play-testers are so valuable!

Grant: What other designs are you working on?

Clint: A lot! I will share a few of them with you.

First, there is One Hour Napoleon and One Hour WW1, sequels to my game One Hour WW2. Napoleon should be out this year, WW1 next year.

Then there is Messiah – my “Jesus COIN game” which is set in 1st century Roman-occupied Israel and lets you play as the Christians, Zealots, Pharisees or Romans. Similarly, there is “Testament” – my card drafting game on the entire Old Testament, inspired by 7 Wonders. These are still in development but they have a publisher and will certainly be made.

Anyone interested in my designs should follow me on X at @Clint_Davey1 to keep up to date with all the new releases. Thanks for having me on again!

If you have followed us for a while now, you know how we feel about Here I Stand: Wars of the Reformation from GMT Games. And, you know that we enjoy multi-player wargames. So, this one really seems to b simple and take in the concepts of negotiation and the asymmetry of each of the factions. I think that this game will be a good quick playing substitute for the longer and more involved Here I Stand experience. I cannot wait to get this one hopefully this year.

If you are interested in Reformation: Fire and Faith, you can pre-order a copy for $49.00 from the Neva Game Press website at the following link: https://nevagamepress.com/product/reformation-fire-and-faith/

-Grant

Buckeye Game Fest 2026 Daily Debrief Series – Day 4

Von: Grant
14. März 2026 um 03:57

Day 4 dawned early and we are really tired. I actually felt like I had slept, although I didn’t fall asleep last night until about 1:30am, but just didn’t feel refreshed and had very little energy. I am a Wargamer and I simply sucked it up and got downstairs where we had breakfast with friends including Russ, Cullen and Hermann Luttmann. We imbibed in the buffet eating more pieces of bacon than someone should in a fortnight and made it to the War Room a bit before 9:00 where we started setting up for our annual 6-player game of Here I Stand from GMT Games.

Playing with us was Russ (France), Cullen (Ottomans), Bill Simoni (Papacy), James (England) with me (Protestants) and Alexander (Hapsburgs).

Not sure what Russ was doing with his hand and Alexander never smiles!

We simply love Here I Stand and have played the game at least 15 times and it just gets better every single time. If you don’t know, Here I Stand: Wars of the Reformation, 1517–1555 is a grand-scale Card Driven Game that simulates the political and religious struggles in Europe during the period covering 1517-1555 referred to as the Reformation. It is designed primarily for six players, each controlling a major power with unique, asymmetric goals and mechanics and is best with max players.

The game takes place over up to 9 turns, but for us a majority of our plays have lasted 4-5 turns with our longest play being today as we finished the game in 6 turns. Each of the turns represent approximately 4 years of historical time. The game utilizes a Card-Driven Game system where players spend cards for their Command Points to perform actions like moving armies or building fleets or for the unique historical event described on the text of the card.

The game is very asymmetrical in its gameplay as each of the factions plays a different game based on its historical role and will win via amassed VP’s that are earned in vastly different ways such through piracy (Ottomans), building of chateaus (France), New World Exploration (England, Hapsburgs, France) and through battles. The Papacy and Protestants will wage a religious war over the souls of European Christians to either sway spaces to Catholicism or Protestantism. But one of my favorite parts is the Diplomacy and making of secret deals between the players to help out their goals.

With that being said our game started off with the nailing of the 95 Theses to the door of the church at Wittenberg and as the Protestants I have never seen a worse opening as I was only able to switch 3 spaces in Wittenberg, Brandenburg and Leipzig. Not a good start at all for the Protestants but I was undaunted, although I said many curses under my breath and to the gamers at the table, and quickly got my self under control and was determined to recover.

A look at one of the poorest starts of all time for the Protestants.

I worked hard over the next few turns to spread the faith and was quickly able to get most of Germany under control and take over 4 of the Electorates which gave me units that would help me continue to spread toward France and England.

It was amazing to see Bill Simoni and the Papacy and I go at it as we held many theological debates, ultimately each of us disgracing a debater and gaining VP, and for me to have the full Bible translated into German during Turn 2 quickly followed by the translation into English by Turn 3. I had made a deal with England for him to play a card that favored me in exchange for a concerted effort to get the Protestant faith rooted in England so he could gain some VP.

Meanwhile the Ottomans got out the Barbary Pirates card early and had built a sizable fleet of corsairs causing France and England to loan the Hapsburgs several boats to combat this green menace in the Mediterranean.

Also several colonies were formed in the New World and ultimately Alexander’s Hapsburgs were able to circumnavigate the globe and score several important VP.

During this time, the Protestants and Papacy were fighting tooth and nail but my dice rolling, and innate ability to win ties, allowed me to build a sizable lead in the religious war. I was in very good shape when the Schmalkaldic League card was played turning the Protestants into a military power and then changing the other players focus to then declare war one and begging to attack my fortified Electorates to take away VP I had earned by having both religious and political control in 5 of the 6.

As we came into turn 5, I was at 24 VP and ultimately came up shy of a victory by 1 point at the time. I had been able to take over the entirety of England and change every space and also get about 5-6 spaces in France. but now the Papal Bull came to play and Bill fought me back and forth with him taking over 3-4 spaces followed by me reclaiming 3-4 spaces. It was beautiful game of back and forth and I used every tool at my disposal to fight him including The Wartburg card to stop the untimely excommunication of Luther before he could attempt to embarrass one of my lesser debaters.

Then England gained ground as a healthy Edward was born and he gained 5 VP and then took over a key from France to get close to my score going into Tuen 6.

At that point it was dog pile the winner as everyone declared war on the Protestants and came after my Electorates but I was able to stave them off and ultimately never lost down to lower than 4 controlled which retained 8 VP for me and allowed me to finish the Bible translation in French and take a sizable lead in VP.

The game came down to the last card play as England and my Protestants tied at 25 VP and I won on tiebreakers as I had the most VP in the turn prior. What a fantastic game that took us over 9 hours to play!

We were all wasted and went to dinner at a nearby bar called The Flat Iron Grill and had a very enjoyable meal. We decided to not play the WWII RPG War Stories and might till tomorrow night as we were all a bit brain dead.

We played about 5 scenarios of the beautiful and very fun trick taking game called The Lord of the Rings Trick Taking Game: The Two Towers from Office Dog. This is a standalone continuation to The Lord of the RingsThe Fellowship of the Ring Trick-Taking Game, with several play modes including solo, 2-player, and 4-player and we did the 4-player version. It is a cooperative card game that follows the narrative of J.R.R. Tolkien’s second book through 18 unique, story-driven chapters.

The game functions as a “must-follow” trick-taker, where players must play a card of the led suit if they have one; otherwise, the highest card of the led suit wins the trick. Unlike many traditional trick-taking games, players work together to meet individual character goals simultaneously to progress through the story. And they s game is very tough with the new edition adding in several very tough challenges as the addition or orc cards that have no function but if lead because you have no other choice lead to a loss. Just great and thinky fun that is very relaxing and frankly very fun to play.

Examples of 2 characters which each have a unique goal that must be completed during the scenario.

This was a perfect way to end the day and we actually made it back to our room at 9:30pm allowing me time to write this post and get in near before midnight.

Tomorrow is our last day and we have big plans as we will be playing Imperial Elegy from VUCA Simulations (a kind of Here I Stand style CDG on the rise and fall of European empires from the 1850’s through WWII), Bretwalda from PHALANX (an Ameritrash combat game set in medieval England) and then a night cap of the RPG War Stories that we didn’t get to this evening. See you tomorrow night!

-Grant

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

Von: Grant
02. März 2026 um 14:00

I am very tired of the cold and dreary days of winter. I want it to be warm soon but we are realistically a few months away from consistently nice weather. But, this month, even though the weather has been brutally cold, we saw a warming trend with historical wargames. This month for the Wargame Watch I was able to find 33 games (including the 3 games from our sponsor Bellica Third Generation). Interestingly though this was a cooler month for crowdfunding as I only found 4 games featured on Kickstarter or Gamefound.

If you missed the February Wargame Watch, you can read that here at the following link: https://theplayersaid.com/2026/02/02/wargame-watch-whats-new-upcoming-february-2026/

This month again we have a sponsor for the Wargame Watch in Bellica Third Generation, or Bellica 3G for short, owned by designer Francisco Ronco. I asked him to write up a summary of his company and their core values and he has provided the following:

Bellica Third Generation is a group of players with many games played between them and a longstanding and deep interest in everything related to Military History. Our members come from Cadiz and Seville (Spain) and we are proud to have started this Andalusian and Spanish project in the field of strategy and simulation games.

Please let us introduce ourselves:

Francisco Ronco Poce (1969).

Game designer and producer. A Napoleonic fan for over 45 years. He is both the heart and manager of the team. And has designed the four first game series that our company will start developing shortly.

Reyes Gallardo Gutiérrez (1978)

Our newest gamer. A military history enthusiast as a hobby and teacher of physics at a secondary school by trade. She is an outstanding playtester, with a critical and analytic mind.

Ramón López Martín (1973).

An experienced gamer. Game designer and play tester. Well known for his skill eliminating all game counters in play; both his and his opponent’s…

What do we do?

Strategy and simulation games. In fact they are “cardboard simulators”. Computer and video games based on the simulation of car races, first person adventures, aircraft -or spacecraft flight- or tank driving are both widely accepted and successful. Now we propose something similar; our games strive to make the player confront the experiences that historical commanders and leaders lived. Facing the same situations, managing resources and making decisions about a hardly predictable outcome.

The main attributes of a simulation as we understand it are:

  • Resource management
  • Essential role of logistics
  • Game centred on decision marketing
  • Uncertainty and fog of war

All of them are present in every one of our games. With the firm intent of achieving this with the least possible number of rules. We do not feel that elaborate and complex rules are necessary if the internal dynamics of a game system can produce the desired effect. Likewise, it is our intention to follow an editorial line based on game SERIES, thus the players may learn a new game effortlessly having to deal with just a negligible number of new special rules. In our view, the games will contain a “Series Rulebook” dealing with all the elements forming the game system and another “Special Rulebook” containing those rules that reflect the peculiarities of a given scenario.

Our commitment is to offer the player a maximum of playability and variability for their money without an unnecessary effort or learning rules. Our simulations are fun to play, both for those who are already versed in Military History – since they are simulation models – and for the uninitiated looking for a good opportunity to learn the hobby.

After years playing war games of all kinds, periods and scales (from World War II to Ancient Rome, including XVIII century or Napoleonic tactical games) we are convinced that there are basically two different approaches to war gaming; one is game oriented while the other emphasizes simulation. To reach an equilibrium between these two tendencies is not an easy task. There are games whose mechanics and effects might equally apply to a Panzer Division or a Roman Legion. These games are usually easy to learn and are nicely presented, essentially they provide competitive play, are fun and quick paced. Others try to accurately portray a period, campaign or battle where the player must play the role of a corporal firing a machine gun and –at the same time- that of the Army Corps Commander; sometimes they have plenty of rules, exceptions and an alleged “realism”. Quite often, this double perspective has presented “playability” as opposed to “realism”. Quite often, this double perspective has presented “playability” as opposed to “realism”. We think that this approach completely misses the point; We rather see it as a question of “game” vs “simulation”.

We make games:

Rules systems that allow players to perform certain actions while forbid others; with goals that all participants may and want to reach. But our desire is to provide “simulations”; our rules try to establish a framework as close as possible to the one that historical participants faced so that the goals that players must achieve correspond to their historical counterparts, then it is up to the players to find the means.

We have produced not only in-house designs but also designs from other designers. Recently, we have released An Impossible War from David Gómez Relloso -designer of the famous Crusade & Revolution from Compass Games.

An Impossible War is a game about the decisive years of the First Carlist War in the North. Infantry and cavalry are represented by blocks, which introduce fog of war into operations. There are also artillery counters (field and mountain artillery) and logistics units (supply trains and backpacks).

The main map is a point-to-point board covering the northern theater of operations: Navarre, the Basque Country, and surrounding areas of La Rioja, Burgos, and Cantabria. In addition to provincial capitals, major towns and other localities are shown, along with primary and secondary routes of communication. There is also a smaller map of the rest of peninsular Spain, showing the regions affected by the Carlist uprising and allowing expeditions being launched from the North.

Each turn, players compete for initiative and carry out a variable number of actions. There is also a card deck for each side, including historical, operational, and tactical events. The cards add background and unpredictability to the game, helping make each session different. This is NOT a card-driven game, but one assisted by cards.

An Impossible War simulates the historical conflict, which featured numerous skirmishes, few major battles, and significant siege warfare. It is an asymmetric game in which each side has strengths and weaknesses. Players must exploit their advantages and mitigate their disadvantages to achieve victory.

The Carlist player must make use of superior mobility and unit quality to consolidate territory, wear down the enemy, and threaten cities. The Liberal player must contain and suppress the insurrection; they have more troops, but of lower quality and plagued by logistical nightmares. Additionally, they must quell uprisings and chase down Carlist expeditions across the rest of Spain.

We produced the games fully in Spanish and English versions, this game also had an Italian version.

Now we are preparing the reprint of our small but well-known Santa Cruz 1797, the forefather of Von Manstein’s Triumph and Castelnuovo 1539. And the soon to be released Volume IV of the Campaign Commander Series: White Sea, which covers the Spanish-Ottoman struggle in the Mediterranean from 1565 to 1574.

Both of these games are planned to be released later this year.

In summary, here is a look at a sampling of Bellica Third Generation’s games from their website. Many of these are out of print but can be found on the secondary market at places like Noble Knight Games. Click the image below to be taken to the Bellica Third Generation selection of games at NKG.

But now onto the games for March!

Pre-Order

1. Combat! 4: Eastern Front from Compass Games

This month we had another one of the huge downloading of a large amount of new pre-order games from Compass Games that I have affectionately referred to in the past as “Pre-Order Palooza”. The first game that I am highlighting here is the next volume in the highly thought of Combat! Series of solitaire wargames. These games represent man to man combat on the battlefields of World War II where typically each of the counters on the board represent a single soldier. This small tactical scale is one of my favorite wargaming modes as I just enjoy the decisions required regarding movement, the use of tactical strategy such as scoot and shoot, throwing smoke for cover, suppressing fire and the like. I have yet to play any of the previous 3 volumes, even though I own all 3, but they are high on my want to play list and I am very much interested in this system.

The newest volume is called Combat! 4: Eastern From and deals with the fierce fighting on the East Front of World War II during Operation Barbarossa in 1941-1943.

From the game page, we read the following:

Combat! is a solitaire game series of man-to-man combat in World War II. This is the fourth game in the series. The system uses a unique AI to make for intense combat situations as well as unlimited replayability. You will stand on the defense against a relentless foe. Can you hold on?

Combat! Eastern Front is a solitaire game of man-to-man combat on the Eastern Front in WWII. The player can command a squad of German or Soviet soldiers in various engagements. This game includes the all-new Series Rules, which have been clarified and streamlined from the original rules, and now enable players to control either nationality in this game.

There are 11 tense scenarios across 4 full-size maps ranging from forest partisan warfare, to urban fighting in Stalingrad, to desperate battles on the steppes. A comprehensive random scenario generator further expands the possibilities and will create a limitless supply of unique scenarios. In addition, the included campaign game allows the player to lead a squad of men through 10 battles.

One of the things that I do like about this system and the various volumes is that it is not just cookie cutter churning out new games but each game has their own unique elements modeled into the game play as special rules or changes to account for the history of the setting. Here is a look at the changes in this new volume:

  • Soviet and German OOB’s contrast the crude but determined Red Army with the efficient Wehrmacht.
  • City fighting with demolition charges, factories, upper stories, fortress buildings, and other forms of close-quarter fighting.
  • Light Mortars are long-range nuisances able to saturate an enemy position with explosives.
  • Weather and Fire add flavor and realism to any battle.
  • Artillery is now a frightful weapon with a new and accurate placement process.
  • Confidence rules ensure that a side will not fight to the last man, but may retreat or waver if they sustain too many casualties.

If you are interested in Combat! 4: Eastern Front, you can pre-order a copy for $105.00 from the Compass Games website at the following link: https://www.compassgames.com/product/combat-4-eastern-front-pay-now/

2. Man of War: Fleet Combat in the Age of Sail, 1775-1815 from Compass Games

I have only ever played a few Age of Sail games but have always been interested in the era and the concept of gaming that out on the tabletop. One of the recent pre-order offerings from Compass Games is Man of War: : Fleet Combat in the Age of Sail, 1775-1815 designed by Stephen Newberg. The game looks very interesting and I am definitely looking forward to seeing what it has to offer.

From the game page, we read the following:

Man of War is a game of naval combat between sailing ships from 1775 to 1815. Turns are of variable length and represent up to 4 minutes. Ships are represented individually, but the concentration of the game system is on actions involving a number of ships on each side, that is, squadron and fleet level actions.

Rules cover wind speed and direction, which affect movement. The firing broadsides with crews rated for their proficiency ranging from green to excellent. It is possible to board enemy ships, have them strike the colors, and take them as a prize!

You take command from the viewpoint of a fleet commander.

The game is scenario based and it offers a total of 12 historical playable scenarios as follows:

• USHANT, 27 July, 1778

• DOGGER BANK, 5 August 1781

• CHESAPEAKE BAY, 5 September 1781

• MADRAS, 17 February 1782

• THE SAINTS, 12 April 1782

• THE GLORIOUS FIRST OF JUNE, 1794

• CAPE ST. VINCENT, 14 February 1797

• CAMPERDOWN, 11 October 1797

• CABRITA POINT, 12 July 1801

• TRAFALGAR, 21 October 1805

• SAN DOMINGO, 5 February 1806

• LISSA, 14 March 1811

I think that one of the most interesting parts of the way this is designed is that there is an ability to create custom scenarios to play out “what-if” scenarios or to create larger battles with tons of ships just because you can.

If you are interested in Man of War: Fleet Combat in the Age of Sail, 1775-1815, you can pre-order a copy for $54.00 from the Compass Games website at the following link: https://www.compassgames.com/product/man-of-war-pay-later/

3. Combat! Crete from Compass Games

As I said above, I have not had the chance to play any of the games in the Combat! Series but am interested in them and own the 1st 3 volumes. This month, Compass Games released information on their next volume following Combat! 4: Eastern Front, which was just announced as well, called Combat! Crete. Combat! Crete is a stand-along game that can be played without any other games in the series. When I saw this I was immediately taken as I have played a few smaller scale tactical games on the ground combat in Crete but was excited to see this subject come to a solitaire system. And the opportunity to play as the British Tommies against the German Fallschirmjäger is always a welcome opportunity on my gaming table!

From the game page, we read the following:

Combat! Crete is a stand-alone solitaire game of man-to-man combat in WWII. The player commands a squad of British Tommies or German Fallschirmjäger in various engagements. The included scenarios are set on the islands of Crete and Leros, but full-war OOB’s are included for both factions.

The comprehensive Random Scenario generator further expands your gaming possibilities. With this tool, players can generate a limitless supply of unique scenarios for Combat! Crete or combine their game with Combat! Eastern Front and/or Combat! Tunisia & Sicily to create an even more expansive gaming experience.

In addition, the included Campaign Game allows the player to lead a squad of men through 10 battles, gaining experience along the way.

One of the things that I do like about this system and the various volumes is that it is not just cookie cutter churning out new games but each game has their own unique elements modeled into the game play as special rules or changes to account for the history of the setting. Here is a look at the changes in this new volume:

  • Off Board Artillery rules including air support (Stukas!).
  • New Terrain types including Vineyards, Weapon Pits, and an Airfield.
  • Parachute Drops, with a massive four map paradrop scenario.
  • Scenarios with Australian, New Zealand, and Maori troops.
  • Scenarios on Leros which feature Fallschirmjägers with FG42s.
  • Competitive Play rules for head-to-head battles!
  • Armed Cretan Civilians give the Fallschirmjägers a nasty welcome.

If you are interested in Combat! Crete, you can pre-order a copy for $105.00 from the Compass Games website at the following link: https://www.compassgames.com/product/combat-crete-pay-later/

4. Imperial Wars from Compass Games

I have played a few games from Joe Miranda over the years and have always found them to be good and well designed games. This month, Compass released a 2-pack of a few of his interesting card driven games called Imperial Wars. This box set includes 2 games in the card-driven Imperial Wars SystemSikh War and Caucasus Campaign. Both become a contest between great powers fighting for control of regions with wider strategic implications. With multiple scenarios for each game, Imperial Wars provides you with many opportunities to alter the course of history on far-flung and lesser gamed frontiers. This box set really looks unique and I am very much intrigued and will be reaching out to Joe to see if I can get a designer interview completed to share.

From the game page, we read the following:

Sikh Wars covers the 1845-46 conflict between the British Indian Empire and the Sikh Kingdom of the Punjab. Roth powers were expanding in northwest India, and their armies clashed from the Sutlej River to the outskirts of Afghanistan. The war led to the later expansion of British India to what became the Northwest Frontier.

Caucasus Campaign has the Russian and Ottoman Empires fighting for control of the mountainous region between the Black and Caspian Seas as part of the wider Crimean War. This campaign had a considerable impact on the future of the Middle East.

Players command armies composed of regiments, brigades, and divisions, which fight using battle and skirmish combat results tables. Certain units have elite status, giving them greater resiliency in combat. The many imponderables of leadership, expeditionary warfare, and chaotic political situations are accounted for in each player’s deck of Campaign cards. Astute play of cards can decide a battle or spark an uprising deep within enemy territory.

Both games have multiple scenarios. There are also options for bringing in additional forces, which can swing the tide of a campaign. Each game becomes a contest between great powers fighting for control of regions with wider strategic implications. Imperial Wars provides the opportunity to alter the course of history on far-flung frontiers

If you are interested in Imperial Wars, you can pre-order a copy for $82.00 from the Compass Games website at the following link: https://www.compassgames.com/product/imperial-wars-pay-later/

5. Warriors of Mexico from Compass Games

We have played several of Adam Starkweather’s games and systems and have very much enjoyed them, particularly the Company Scale System or CSS. He is a very solid designer and his newest game coming from Compass Games is Warriors of Mexico, which deals with the Mexican-American War of 1846-1848. The game looks to be pretty good and uses the system first seen in Warriors of America and Warriors of Politics, adapted to the unique military situation that existed in 1846.

From the game page, we read the following:

Warriors of Mexico is a fast-playing game of the conflict between the United States and Mexico from 1846 to 1848, using a similar system to the one used in Warriors of America and Warriors of Politics, but adapted to the unique military situation that existed in 1846. As was the case in those times, image and perception are as important as military success. Players will navigate the treacherous waters of time and yet fulfill America’s ambitious land expansion.

If you are interested in Warriors of Mexico, you can pre-order a copy for $54.00 from the Compass Games website at the following link: https://www.compassgames.com/product/warriors-of-mexico-pay-later/

6. The Battles of Burgoyne’s Campaigns from Compass Games

Several years ago, while attending Buckeye Game Fest in Columbus, Ohio, we met a new designer named Ken Repel and got a chance to take a look at a few of his games including 1812! War on the Great Lakes Frontier from Compass Games and The Battles of Burgoyne’s Campaign that was announced this past month from Compass Games. The summer and fall of 1777 was a major turning point in the fate of the American Colonies and the Revolutionary War and this game captures the action at 3 of those key battles including the Battle of Hubbardton, the Battle of Bennington and the Battle of Freeman’s Farm.

From the game page, we read the following:

During the sweltering summer of 1777, the American Revolution reached a turning point in the rugged terrain of upstate New York where the Saratoga Campaign unfolded. Led by General John Burgoyne, the British Army marched south from Canada aiming to cleave the American colonies in two by defeating General Horatio Gates’ Continental Army, capturing the Hudson River Valley and gaining control of Albany.

The Battles of Burgoyne’s Campaign is a 2-sided historical board game with one player commanding the Gates’ Continental Army and the other player commanding Burgoyne’s British Army. The game depicts three critically important battles fought during the Saratoga Campaign of 1777, The Battle of Hubbardton, The Battle of Bennington, and The Battle of Freeman’s Farm. Each contest presents the players with a unique tactical situation: Hubbardton is a rearguard action, Bennington a surprise attack, and Freeman’s Farm a meeting engagement.

While attending Buckeye Game Fest in the Spring of 2023, we shot the following video that contains a discussion about this game. You can watch that at the following link:

If you are interested in The Battles of Burgoyne’s Campaigns, you can pre-order a copy for $54.00 from the Compass Games website at the following link: https://www.compassgames.com/product/the-battles-of-burgoynes-campaign-pay-later/

7. Lords of the Seas from Compass Games

I was once told that you cannot understand warfare until you under naval warfare and how important it is to the overall scope of the tactics. Well, a new game called Lords of the Seas appears to examine strategic naval warfare during the 5th Century through the 16th Century AD. The game is designed by Stephen Newberg, who has done several naval focused wargames, and is set in the Mediterranean Sea.

From the game page, we read the following:

Lords of the Seas is an uncomplicated 2-player war game centered on the naval campaigns during the era when rowed warships vied for dominance of the Great Middle Sea, the Mediterranean.

The game depicts this conflict at a strategic level, with most operational and tactical details represented by fast and easy-to-play systems, rather than intricate mechanisms.

Players take the part of the commanding leadership of opposing States in historically-based scenarios. The intent of the game is to provide a broad overview of the historical events while being fun to play.

The object of the game is for each player to use their naval forces to keep open the trade routes of their State while also controlling the coastal sea areas needed for the land forces operations of their respective States.

The specifics of these objectives are set out in each scenario, as well as the forces involved, any reinforcements arriving, and the time frame of the scenario or campaign. The time scale of the game is 2 turns per year.

Both players must obtain their objectives by deploying their naval resources into the sea areas on the map and engaging in combats that are resolved on the Battle Board.

Victory points are earned for sea areas and trade routes under their control at the end of each turn of the scenario, as well as for inflicting hits on opposing units in combat. Each represents an individual State as indicated by the scenario.

If you are interested in Lords of the Seas, you can pre-order a copy for $54.00 from the Compass Games website at the following link: https://www.compassgames.com/product/lords-of-the-seas-pay-later/

8. Boer War from Compass Games

The Boer War is a conflict that I have never really played a game on. I know that there are several out there but I have just not had a chance but maybe that will change with this beauty called simply Boer War from Compass Games.

From the game page, we read the following:

The Boers, white settlers of Dutch and French descent, started to colonize the shores of what would become Cape Town in 1652. Over time, British settlers and pressure forced them inland, where they founded the Orange Free State and Transvaal, isolated areas rich in gold and diamonds. The British continued to try to subdue the Boers in the Transvaal War of 1881 and the Jameson Raid of 1895. Anticipating a third attempt by a feared invasion, the Boers decided to invade the British colonies first in October of 1899. It is here that the game begins.

Boer War is a 1-2 player game split into two phases, the Conventional War Phase and the Guerrilla Phase. It is played in 6 turns, with each player alternating between spending Action Points and playing Event Cards. With unique victory conditions and Event Cards for each phase, and the Guerrilla Phase being playable as a separate scenario, players get two games in one box. As the British try to keep up their Morale and the Boers destroy and plunder through Guerrilla warfare, who will be the one in control when no one is left standing?

If you are interested in Boer War, you can pre-order a copy for $54.00 from the Compass Games website at the following link: https://www.compassgames.com/product/boer-war-pay-later/

9. Historical Advanced Squad Leader (HASL) Module Prelude to War: Marco Polo Bridge, 8 July, 1937 from Multi-Man Publishing

Last year, I finally played ASL! As you may have seen, I wrote my First Impressions post about the Advanced Squad Leader Starter Kit #4: Pacific Theater of Operations after playing a scenario with a friend I had a very enjoyable time. I still have lots to learn and lots to experience but at least that first plunge is done. And I definitely want to play more! So this month, I saw that they are bringing back a few things including ASL Prelude to War: Marco Polo Bridget, 8 July, 1937.

From the game page, we read the following:

Prelude To War: Marco Polo Bridge is a Historical Advanced Squad Leader (HASL) module depicting the battle outside the walled town on Wanping, China on July 8, 1937 when Chinese troops resisted Japanese attempts to force their way into town on the pretext of finding a lost soldier. This precipitated the War of Resistance Against Japanese Aggression, commonly called the Second Sino-Japanese War, which was the start of WWII. The battle focuses on the key railroad bridge over the Yongding River just outside the walled town.

Prelude To War: Marco Polo Bridge comes with a historically accurate 22″ x 34″ map of the area outside the walled town crafted by designer Ken Dunn and artist Charlie Kibler. There are five stand-alone scenarios on the map recreating portions of the battle. Then there is the Campaign Game covering the entire action, with the calendar day divided into five Campaign Game scenarios separated by a special Refit Phase that allows players to regroup and reposition their forces. The Campaign Game starts with the Japanese attacking onto the map to capture the bridge, followed by the desperate Chinese defense of the bridge and the Dragon Temple (a prominent feature east of the river), the possibility of a Japanese river assault in boats, and concludes with a Chinese night assault by special broad-sword equipped Volunteer units. The only other ASL modules needed to play are Beyond Valor and Rising Sun.

If you are interested in Historical Advanced Squad Leader (HASL) Module Prelude to War: Marco Polo Bridge, 8 July, 1937, you can pre-order a copy for $33.00 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/asl-prelude-to-war-marco-polo-bridge-p-455

10. Advanced Squad Leader Starter Kit Historical Module (HASLSK) Prelude to War: Marco Polo Bridge from Multi-Man Publishing

And along with the regular ASL Historical Module for Marco Polo Bridge, they also offered their Starter Kit version of the game on pre-order. I will be picking this one up this summer at WBC hopefully and add it to my ASL Starter Kit #4 box.

From the game page, we read the following:

Prelude To War: Marco Polo Bridge (SK) is the second Advanced Squad Leader Starter Kit Historical Module and covers the battle outside the walled town on Wanping, China on July 8, 1937 when Chinese troops resisted Japanese attempts to force their way into town on the pretext of finding a lost soldier. This precipitated the War of Resistance Against Japanese Aggression, commonly called the Second Sino-Japanese War, which was the start of WWII. The battle focuses on the key railroad bridge over the Yongding River just outside the walled town.

Prelude To War: Marco Polo Bridge (SK) comes with a historically accurate 22″ x 34″ map of the area outside the walled town crafted by designer Ken Dunn and artist Charlie Kibler. There are five stand-alone scenarios on the map recreating portions of the battle. Then there is the Campaign Game covering the entire action, with the calendar day divided into five Campaign Game scenarios separated by a special Refit Phase that allows players to regroup and reposition their forces. The Campaign Game starts with the Japanese attacking onto the map to capture the bridge, followed by the desperate Chinese defense of the bridge and the Dragon King Temple (a prominent feature east of the river), and concludes with a Chinese night assault by special broad-sword equipped Volunteer units. All the necessary counters for Chinese units are included. ASL Starter Kit #4 (Japanese) is required to play.

Prelude To War: Marco Polo Bridge (SK) contains:

  • one box and lid
  • one 22″ x 34″ map sheet
  • two counter sheets
  • five scenarios
  • one Campaign Game rules booklet, with all of the new rules needed to play the scenarios and the Campaign Game, including rules for rivers, railroads, bridges, hedges, roadblocks, offboard artillery, night combat, and special broad-sword equipped Chinese Volunteer units.
  • one page Data Chart
  • one reduced-size copy of the map sheet

If you are interested in Historical Advanced Squad Leader (HASL) Module Prelude to War: Marco Polo Bridge, 8 July, 1937, you can pre-order a copy for $33.00 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/asl-prelude-to-war-marco-polo-bridge-p-455

11. Peking: 55 Days of Fury from Neva Game Press

Neva Games Press (formerly Neva Wargames) is a new publisher who has appeared on the scene in the past couple of years. When I started seeing their posts on Twitter and Facebook, I was immediately impressed with their interesting topic choices for their upcoming games as well as the fact that they are trying to make small footprint wargames that pack a punch. And the art is also very appealing and brings an aesthetically pleasing and attractive look to their games! Their next set of pre-order games is ready to launch in mid-March and the first game that I will highlight here is Peking: 55 Days of Fury that deals with the Boxer Rebellion in China in 1900.

From the game page, we read the following:

Peking: 55 Days of Fury is a tactical wargame that places players in the heart of the 1900 Boxer Rebellion. Players choose to command either the besieged Eight-Nation Alliance or the attacking Chinese forces, each with unique objectives and strategies.

The game is designed for 1-2 players and offers a tense, immersive experience lasting approximately 1.5 hours. In solo play, players take control of the beleaguered Eight-Nation Alliance.

Each turn represents roughly 11 days of the siege. The game board depicts the International Legations, divided into four main areas. Players use a combination of event cards and operation points to execute actions, such as firefights, raids, artillery attacks, and barricade repairs.

The game begins with an initiative phase, determining the order of play. The player with the initiative initiates a mandatory firefight, followed by the other player. Players then play event cards to trigger various effects, supported by additional cards if conditions are met.

Next, the eight nation alliance player must manage supplies, with shortages potentially leading to epidemics or desertions. In the operation phase, players use remaining cards as operation points to perform actions. Finally, the maintenance phase involves checking victory conditions, handling fog of war cards, and preparing for the next turn.

A distinctive fog-of-war mechanic sets this games apart. Mastering this element is key to outmaneuvering opponents.

Will you be able to withstand the siege and protect the International Legations?

Experience the intensity of the Boxer Rebellion in this tactical wargame.

I am currently working on a designer interview with the designer José Manuel Neva (who is also the owner of the company) and hope to have that out in the next few weeks.

If you are interested in Peking: 55 Days of Fury, you can pre-order a copy for $49.00 from the Neva Game Press website at the following link: https://nevagamepress.com/product/peking-55-days-of-fury/

12. Reformation: Fire and Faith from Neva Game Press

The 2nd game of Neva’s new release pre-order phase is the interesting looking Reformation: Fire and Faith designed by Clint Warren-Davey.  I am keenly interested in this one and have been working with Clint to do an interview and maybe a series of other articles on strategies.

From the game page, we read the following:

Reformation: Fire and Faith is a game about the wars and religious struggles that raged in Europe from 1517 to 1555. This time saw the Protestant Reformation sparked by the renegade monk Martin Luther and the subsequent wars of religion in Germany and elsewhere, as Christianity was shaken to its core on. It saw numerous wars between the great powers of Europe regardless of religious affiliation. The Ottoman Empire was at its height and threatened the Christian world from the south-east, while at the same time new lands were discovered in the Americas that started a race for colonial expansion. In this game, 1 to 6 players will use their Armies, Fleets, Followers and Churches in an attempt to achieve their victory conditions and attain the most Victory Points (VP). It plays in about 60-90 minutes. The rules are very simple and easy to teach as the game was originally designed for use in a high school setting by the highly experienced game designer and teacher, Clint Warren-Davey. The game includes 6 unique Factions that are all competing for dominance in their own way

If you are interested in Reformation: Fire and Faith, you can pre-order a copy for $49.00 from the Neva Game Press website at the following link: https://nevagamepress.com/product/reformation-fire-and-faith/

13. Common Sense from GMT Games

A few years ago, while attending SDHistCon we sat down with Sam London and played his new upcoming game called Common Sense (it was originally called Absolved from All Allegiance), which was recently announced on GMT Games P500. The game is an American Revolutionary War Strategic Level game that uses trick-taking and is a struggle over the Will to Fight Track that measures the level of commitment by both sides to the fight. We very much enjoyed playing the prototype and really could see what the design was trying to do and that it did it very well.

From the game page, we read the following:

Common Sense is an asymmetrical trick-taking card driven wargame. One player will take control of the 13 colonies in their fight for independence while the other uses the might of the British crown to quash the rebellion. The game revolves around the Will to Fight Track which tracks both sides’ willingness to continue to fight the war. As it is an asymmetrical game, both sides have different problems they will have to manage to resist the decline of their Will to Fight. The colonies are primarily concerned with morale and their ability to believe that they could potentially win their independence. Losing control of colonies and failures of the Continental Congress to galvanize the colonies will have the heaviest impact on their conviction. The British on the other hand never had hearts and minds to begin with, as the war was never popular at home. Instead, their Will to Fight represents parliament’s willingness to continue to fund the war. Poor results relative to commitment of forces as well as losses of British Regulars can spell a speedy exit from the war for them. The game will end when both player’s Will to Fight markers converge on the track, or rarely at the end of 1783, with position on the track determining much of the game’s scoring.

Common Sense is played with 2 unique 36 card decks. Each card in a player’s deck is also unique, and represents a key personality, battle, event, or concept from the American Revolution. Cards are divided into 4 suits, which are Battle, Mobilize, Recruit, and Special. Since the game is asymmetrical, while Battle, Mobilize, and Recruit serve similar purposes for both players, their actual executions vary in some ways. Battles let you engage in fights with the enemy in the same space, Mobilize lets you move your armies between spaces, and Recruit lets you bolster your forces. The Special suit on the other hand varies radically and really showcases differences between the two sides. The Colonial Special suit governs training of militia into the Continental Army as well as all interactions with the French. The British Special suit on the other hand manages native led operations as well as the might of the British navy. Each card grants a certain number of actions of a specific type, as well as a historical themed event. Events can be one off effects, powerful action modifiers for the current turn, or remain in play for multiple turns granting powerful abilities or changing core rules. Each card also has a numbered value that is used for the trick taking.

The game is played over a series of 10 card hands (each hand is considered a year of the war). Each year consists of 10 tricks, wherein the winner of the trick is given the chance to perform actions. The lead player chooses and plays a card from their hand face up. The other player then plays a card from their hand based on what their opponent played. If they have at least one card that matches the suit of the card their opponent played, they must play one of those cards. If not, they can play any card that they wish. If the card they played matched the suit of the lead player’s card and was the same value or higher, they win the trick and will get to take the turn and become the new lead player. Otherwise, the lead player gets the turn. If the responding player does not have a card of the matching suit they could also win by playing the highest value card they have of the trump suit that corresponds to the lead suit. In any case, the player who wins the trick gets to resolve the event on the card and perform the actions on the card. Alternatively, the player can always choose not to resolve the winning card to perform any one action of their choice.

Here is a link to a designer interview and discussion with Sam London regarding Common Sense at SDHistCon in 2024:

If you are interested in Common Sense, you can pre-order a copy for $58.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1217-common-sense.aspx

14. Iron Triangle: Search and Destroy Operations in the Vietnam War from GMT Games

A new series, and we have seen how well series have done at GMT GMT Games, a new designer and a new concept to wargaming (lane battler), I think that this game has great potential and it happens to be focused on one of my most liked wars to game – the Vietnam War. Iron Triangle: Search and Destroy Operations in the Vietnam War is designed by Darren McGuire takes a look at the struggle between the United States military and the Viet Cong insurgents as they fight over control of three key “lanes” or key regions. I am very much excited about this one and will be reaching out soon to Darren for some additional information.

From the game page, we read the following:

Iron Triangle opens the new Lines of Conflict Series with a focused and tense asymmetric lane battler set during the Vietnam War search and destroy operations from 1966 up to the Tet Offensive in 1968. Two players assume opposing roles: the Viet Cong, leveraging concealment, mobility, and disruption, and the United States, applying sustained pressure and attritional tactics to limit insurgent influence. Across three rounds, players commit action cards to search and destroy operations along three lanes, contesting control of three key regions in III Corps: War Zone C, War Zone D, and the infamous Iron Triangle.

Each faction employs distinct tactical systems. The Viet Cong may deploy cards in three states—tunnelled (face down), concealed (face down and rotated), or exposed (face up)—and, through careful resource management, can flip and rotate these cards to conduct hit and run attacks and ambushes, lay booby traps, and establish Tunnel Bases to accelerate gains or blunt U.S. advances. The U.S. player focuses on revealing and eliminating insurgent units by exposing tunnelled and concealed Viet Cong cards with Tunnel Rats, restricting movement and concealment through tools such as Defoliation and ADSIDs (Air Delivered Seismic Intrusion Devices), or or employing more forceful measures such as napalm, saturation bombing, and zippo raids, which, while effective at disrupting Viet Cong support networks, also undermine the stability of urban areas like Saigon.

At the end of each round, players evaluate operational outcomes and their impact on control across the three areas, adjusting regional stability and tracking the resulting shifts in South Vietnamese public opinion. Players can achieve victory if the Viet Cong drives Public Opinion low enough or if the U.S. accomplishes its body count objective while stabilising the region. Otherwise, the conflict culminates in the Tet Offensive—a final chit-pull from a bag shaped by the position of control markers on the area tracks, remaining Viet Cong Tunnel Bases, and the scale of the refugee crisis—where each Tet chit drawn represents a stronger offensive that further erodes Public Opinion toward U.S failure.

I am all in on this concept and the new series and very much look forward to what might be included in future conflicts and how the series grows.

If you are interested in Iron Triangle: Search and Destroy Operations in the Vietnam War, you can pre-order a copy for $41.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1215-iron-triangle-search-and-destroy-operations-in-the-vietnam-war.aspx

15. Levy & Campaign Ost Bot Solitaire System from GMT Games

One of the more active series out there today is the Levy & Campaign Series from GMT Games from the mind of Volko Ruhnke. The series had its start with Nevsky: Teutons & Rus in Collision, 1240-1242 and then followed that up with Almoravid: Reconquista and Riposte in Spain, 1085-1086. Since that time, there have been multiple other games published including Inferno: Guelphs and Ghibellines Vie for Tuscany, 1259-1261 and the most recent Plantagenet: Cousins’ War for England, 1459 – 1485. In addition to the released volumes, there are many others on the P500 with at least another dozen (or more) that have yet to be announced but are being developed and playtested. With such a popular series and with solitaire gaming becoming a mandatory part of any new wargame, I am very glad to see that GMT has prioritized this new offering and released it on the P500. The Levy & Campaign Ost Bot Solitaire System is designed by Jan Arvanitakis and Christophe Correia, who have significant experience in developing the L&C Series and I couldn’t be more excited about this offering.

From the game page, we read the following:

Introducing Ost, a solitaire system for the acclaimed Levy and Campaign Series that allows you to play 5 Volumes in the series against a non-player opponent.

The system eases the tedium of bot upkeep and simplifies the implementation of the bot’s turn so that you can concentrate on your move.

Your opponent will complete the game’s signature Levy & Campaign phases of each turn—including Arts of War, Muster, & Call To Arms. On its turn, a Non-Player Active Actions flowchart will dictate the bot’s main action—March, Siege, Storm, Sally, Tax, etc. Then, a dedicated chart for each action will briskly lead the player through a number of simple Yes/No questions until the action’s full resolution. The system thus sidesteps the need to evaluate complex priorities and check for conditions each turn.

The bot does not use any assets, such as Provender and Coin, nor Levies Capabilities, further easing the burden of bot upkeep. Yet key Capabilities are incorporated as part of the bot’s actions, Battle, & Storm. The system features special rules for automating non-player Lords’ Service shifts on the Calendar, as well as preparing the bot’s Campaign Plan.

Ost will present you with an unpredictable and challenging, yet easy to implement opponent that is responsive to your moves and the current game state. It offers a realistic simulation of the moves a human player would make—like approaching your Lords in the field, laying siege to your Strongholds, blocking Supply Routes, and marching to friendly ground before an upcoming Levy phase.

Ost is named after the service d’ost, the French feudal military service owed by vassals to a Lord. It is an allusion to one of the game’s underlying concepts. The service d’ost, or ost, often lasted around 40 days per year and was imposed on all free men, vassals, and vavasors (a vassal’s vassal).

If you are interested in Levy & Campaign Ost Bot Solitaire System, you can pre-order a copy for $29.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1221-levy-campaign-ost-bot-solitaire-system.aspx

16. Next War: Korea 2nd Edition, 2nd Printing from GMT Games

The Next War Series of wargames from GMT is very popular and also very large and detailed. We still have been unable to get our copy of Next War: Korea to the table yet but one day we will. But, for now there is a 2nd Edition being offered on the P500.

From the game page we read the following:

This reprint edition includes all known errata (including counters) as well as updated counters for the US, Chinese, Russian, and Japanese Orders of Battle. The map has changed slightly as we bring both the bridging rules from Next War: India-Pakistan back to this game, which necessitates noting which hex sides can’t be bridged, as well as defining Beaches and Invasion Hexes a la Next War: Taiwan, which actually takes us back to the original Crisis: Korea 1995 map. The Series Rules and Player Aid Cards will be brought up to the latest standards, and, of course, the Game Specific Rules will have to be changed to incorporate all of the above.

From Pyongyang in North Korea to Pusan in the South, the war rages. In a scene reminiscent of the first attack by the In Min Gun in 1950, the North Korean People’s Army surges across the Demilitarized Zone and penetrates deep into South Korea. Special Operations Forces from both sides conduct raids, interdiction, and reconnaissance missions behind enemy lines while airborne, air assault, and amphibious forces strike far behind those lines attempting to outflank the main army forces of both sides. In the air, both sides wage a heated campaign in an effort establish superiority over the skies of Korea. With rough terrain and the full ferocity of modern armor, airmobile, airborne, and marine warfighting capabilities, there is no safe haven in the lethal cauldron of battle which has engulfed the Korean Peninsula.

While North and South battle for a quick, decisive victory, the world awaits the response of the two military superpowers in the region: the United States of America and the People’s Republic of China. Will the United States, stung by high casualties among the soldiers of its 2nd Infantry Division near the DMZ during the surprise artillery barrages and initial assaults on the first day of the war, be able to reinforce the South quickly enough, and, if so, how and in what strength? Will the Communist Chinese again react to a massive US response and intervene, thus widening the conflict? As the situation evolves, choices are made, forces are committed, and the security of Japan and the future of the two Koreas hangs in the balance.

Next War: Korea, Game #1 in our Next War series, allows players to fight a near future war on the Korean peninsula. In this updated and improved version of the previously-released Crisis: Korea 1995, players have access to virtually all military assets of North and South Korea, as well as large forces from the USA and the PRC. The integrated, easy to learn air-land combat system allows for unit efficiency, armor effects, light infantry, attack helicopters, Close Air Support, Cruise Missiles, and the particularly tough terrain of Korea.

Make no mistake: Next War: Korea is not an Introductory wargame. Rather, we have intended herein to create a system (and a series) that will allow detailed study of modern warfare in various venues as well as engaging gameplay. That said, the Standard Game rules encompass a fairly straightforward ruleset that will, we think, be considered pretty “easy to learn” by experienced wargamers. So players who choose to play Standard Game scenarios can have a relatively quick game when that’s what suits them. The real flavor of a war in the theatre, though, comes through in the Advanced Game, where you get much more control over airpower and can more clearly see each side’s strengths and weaknesses. For players who want a “mini-monster game” experience, playing the Advanced Game Campaign Scenarios with some or all of the optional rules will definitely “deliver.”

So our hope is that we have created a game with enough variety and scaling of complexity that you can find an engaging and maybe even enlightening experience whether you want to play a fast two-player game, a longer monster game, or an ongoing solitaire study. We intend to provide tools for online game play as well (a Vassal module is being created now for use during

If you are interested in Next War: Korea 2nd Edition, 2nd Printing, you can pre-order a copy for $62.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1216-next-war-korea-2nd-edition-2nd-printing.aspx

17. Révolutions! France 1820-1880 from Fellowship of Simulations Coming to Kickstarter Soon

We have played and enjoyed several of the games offered by Fellowship of Simulations with my 3 favorite being Verdun 1916: Steel Inferno, Wars of Religion France 1562-1598 and Napoléon’s Conquests. They recently announced their next project that deals with the French Revolution called Révolutions! France 1820-1880, which is coming to Kickstarter soon.

From the game page, we read the following:

Révolutions – France 1820-1880 is an immersive political simulation for 3, 4 or 5 players.

Get ready to relive 60 years of political conflicts, civil wars and major societal choices. Whether in the Chamber of Deputies or on the barricades, Ultras, Orleanists, Bonapartists, Republicans or Socialists clash to ensure the triumph of their ideals. Each faction has its own starting situation, objectives and assets.

You’ll need to constantly adapt your strategy to the situation at hand, and convince allies to impose your vision of society.

Each turn, players begin by taking their action cards, which represent their supporters. They use them to develop their influence in six Society zones: Songs, Newspapers, Notables, Peasants, Workers and Clergy. They can also modify Social Tensions, which determine the stability of the government.

If the regime is stable, a Chamber of Deputies is elected. Players take advantage of the influence they have acquired in the Society zones to obtain votes. These votes give access to the best seats in the Chamber. Players receive political influence tokens according to their posi¬tion. Political influence is the «currency» that enables legislative action to change the current regime.

If social tensions become too great, Paris will rise up, and a civil war will begin. Players mobilize Society zones to support the government or fuel the insurrection. If the revolution triumphs, the victorious insurgents can make more radical changes to the state.

If you are interested in Révolutions! France 1820-1880, you can learn more about the project on the Kickstarter preview page at the following link: Révolutions! by Walter Vejdovsky — Kickstarter

18. Pacific War Games (including 1943: Race to Rabaul and Tora Tora Tora!) from PHALANX

PHALANX does some really great games and they have 2 new games that have been recently placed on pre-order in a 2-pack called Pacific War Games. This package includes 1943: Race to Rabaul designed by Volko Ruhnke and Tora Tora Tora! designed by Wataru Horiba.

From the game page, we read the following:

1943: Race to Rabaul

In 1943 the Allied push across the Pacific reached a critical phase. Every step toward Rabaul demanded nerve, planning and a constant fight with the limits of supply. 1943: Race to Rabaul puts you right in the middle of that pressure.

This time the series introduces opposed play. You can play as a team or head-to-head, with one or two players commanding the Japanese side and one or two leading the Americans. Both fronts chase momentum, both struggle with logistics and both try to outthink the other before their plans run dry. The map is wide, resources are tight and every choice has weight.

The result is a game where ambition always meets resistance, and the path to Rabaul is never straightforward.

Tora Tora Tora!

Tora Tora Tora! is a two-player strategic game that presents a holistic and dynamic view of the Pacific War. Rather than focusing on individual historical battles, the game captures the broader struggle for control across the theater, emphasizing tempo, positioning, and resource management.

Players take command of either Japan or the Allies, each operating under a different economic logic. Japan pays to expand across areas of the map, while the Allies pay per unit regardless of distance. This fundamental asymmetry shapes every decision, forcing each side to approach movement, expansion, and confrontation in a distinct way.

Actions require limited resources, and battles involve hidden commitments before resolution, creating tension even before dice are rolled. Overextending can leave forces undersupplied and vulnerable, so players must constantly balance immediate gains against long-term sustainability. The game rewards careful pressure, territorial control, and forcing the opponent into inefficient responses.

The game ends after a fixed number of rounds, and victory is determined by strategic control of key areas and overall position on the map. Winning is less about a single decisive clash and more about managing tempo, preserving strength, and gradually exhausting the opponent’s options.

If you are interested in Pacific War Games (including Race to Rabaul 1943 and Tora Tora Tora!), you can pre-order one or both of the games at the Gamefound page located at the following link: Pacific War Games by PHALANX – Gamefound

19. Fix Bayonets! Volume II 1809: Talavera from Tactical Workshop Currently on Gamefound

Last year, I caught wind of a new edition of a very interesting looking Napoleonics wargame getting a second edition. The game was 1811: Albuera Second Edition from Tactical Workshop, which was originally released in 2020 designed by Frederic Delstanches. Now, he is seeking crowdfunding for the next game in the series called 1809: Talavera.

From the game page, we read the following:

1809: Talavera is the second volume in the Fix Bayonets! Series of Napoleonic tactical wargames. It covers, at the battalion level, the two days of the battle with one player in charge of the Anglo-Spanish armies and the other leading the French forces. The game allows players to recreate the eponymous battle of the Peninsular War, face to face with another player or as a solitaire experience.

Take command of the French army under Joseph, Napoleon’s older brother, and shatter the nascent Anglo-Spanish Alliance standing their ground near the town of Talavera! Alternatively, you can lead the Allied armies and attempt to hold the line with your disparate force. Can you equal the tactical victory achieved by the future Duke of Wellington and his Spanish ally general Cuesta or will the bloody engagement result in the rout of your armies?

If you are interested in Fix Bayonets! Volume I!: 1809: Talavera, you can back the project on the Gamefound page at the following link: https://gamefound.com/en/projects/tactical-workshop/1809-talavera

As of March 1st, the Gamefound campaign has funded and raised $7,322 toward its $7,000 funding goal with 99 backers. The campaign will conclude on April 1, 2026 at 1:00am EST.

New Release

1. 2025 Errata Counter Sheet from GMT Games

Errata is a fact of life with all publishers and all games! No matter what, a mistake will always slip through and cause us gamers a bit of angst. This is where GMT Games stands head and shoulders above the competition though as they admit to their mistakes and more importantly try to make them right. We have seen this time and time again. So they have a solution for errata found on counters in their new games this year that makes a lot of sense and makes it economically very easy to acquire: a replacement countersheet.

From the P500 page, we read the following:

We are happy to announce today that we have created a 2025 Replacement Countersheet that includes all of the counter updates that we and the designers know of as errata for games from 2025. We’re setting this up as a P500 item like we did last year—except that it’s already approved to print. We just need to know how many of you want the item. Please get your order in over the coming few weeks so we can get these in your hands by year-end.

The price for this item will be $5 for US customers and $10 for non-US customers. Note that the cost INCLUDES shipping. Clearly, we’re supplementing most of the cost on these, which we think is only fair, in that these counters represent mostly errata that we missed when we produced the games the counters belong to.

The games with counters on the sheet are:

  • By Swords & Bayonets
  • Here I Stand
    NOTE: These are the same as the 2024 versions but not everyone got theirs so we’re printing them again.
  • Next War: Iran
  • Red Storm: Baltic Approaches
  • For King & Country (TLHY Volume 5)
  • AmRev Tri-Pack #2
  • Fields of Fire Deluxe
  • Fields of Fire Deluxe Update Kit
  • I, Napoleon
  • A Time for Trumpets
  • Mark Simonitch’s ’40 series

If you are interested in the 2025 Replacement Countersheet, you can order a copy for $10.00 in the US or $20.00 outside the US from the GMT Games website at the following link: https://www.gmtgames.com/p-1195-2025-replacement-countersheet.aspx

2. Silent Victory: U.S. Submarines in the Pacific, 1941-45 3rd Printing from GMT Games

One of my favorite movies of all time is Das Boot. I know that this is a movie about a German submarine and I am using it as the introduction to a post about American submarines but it is simply so good and really helped to give me an understanding of the absolute hell that those submariners endured in the depths in a slender metal tube being depth charged to death. I remember the scene where the Chief Machinist Johann loses it and has to be restrained. As we follow along on the patrol of the U-96, we grow to understand the difficulty with which those men had to deal as they did their job and took the punishment. As you know, the movie ends when they are in a sub base and are bombed by Allied planes and we see the Captain and most of the crew shot up and dying as they watch the U-96 slip under the water. After playing Silent Victory, where the player takes the helm of an American submarine in the Pacific Ocean during World War II, I could understand (not physically or psychologically) emotionally how they felt, just a bit, as my boat was depth charged mercilessly and I simply could not get away from the Escort. Eventually, I did get away but not before I lost a few crew to injuries and basically nearly sank myself by deciding to go past test depth to escape.

From the game page, we read the following:

Silent Victory is a solitaire tactical level game placing you in command of an American submarine during WWII in the Pacific. Your mission is to destroy as much Japanese shipping and as many warships as possible while advancing your crew quality and decorations – all while remembering you have to make it home.

Silent Victory is purposely designed to deliver a brisk yet intensive gaming experience that forces many decisions upon you as you take command of one of the major U.S. Fleet submarine types in service. Patrols will take you to differing parts of the Pacific as time progresses in the war. The most successful commanders will be those that can manage the risks they take while prosecuting as many targets as possible.

The game engine is built upon the successful The Hunters design and has proven to be a solid, playable experience. All the major U.S. Fleet boat types are accounted for with every level of detail including period of service, armaments, crew makeup, damage capacity, and more.

As a Fleet submarine commander, you will be confronting many decisions during your patrols. To begin with, seven U.S. Fleet submarines are profiled and available for you to choose from. Patrol zones reflect the changing operational areas as the war progresses, from the Philippines to Midway, the Solomons, and even patrols to the waters just off the coast of Japan and China.

Conducting patrols is the heart of the system, as you will be resolving encounters against individual ships, convoys, or even enemy aircraft and submarines. Situations you face and decisions you make suddenly come in quick succession:

  • How will you engage a convoy once spotted?
  • Do you close the initial target range at increased risk of detection for a more lethal attack?
  • If your engagement is at night, will you conduct a surface attack?
  • Do you launch one or two fire salvos, and how many torpedoes do you fire?
  • Will you try to follow a convoy or ship to engage in additional rounds of combat?
  • How will you slip away from escorts to avoid or minimize damage?
  • What evasive maneuvers do you undertake?

If you are interested in Silent Victory: U.S. Submarines in the Pacific, 1941-45 3rd Printing, you can order a copy for $69.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-968-silent-victory-3rd-printing.aspx

3. The Hunters: German U-Boats at War, 1939-1943 4th Printing from GMT Games

Another fantastic solitaire submarine game designed by the incomparable Gregory M. Smith is The Hunters and they are now releasing the 4th Printing version of the game. 4 printings should tell you something about the game and how good it is!

From the game page, we read the following:

The Hunters is a solitaire tactical level game placing you in command of a German U-boat during WWII. Your mission is to destroy as much Allied Shipping and as many Capital ships as possible while advancing your crew quality and increasing your commander rank culminating in special decoration ‒ all while remembering you have to make it home.

The Hunters is purposely designed to deliver a brisk yet intensive gaming experience that forces many decisions upon you as you will take command among the major German U-boat models in service during WWII, and try to complete an entire tour. If you ultimately survive all patrols from 1939 to 1943, you will be transferred to the U-boat Training Command for the remainder of the war, having successfully carried out your service for the Fatherland.

Those familiar with the classic Avalon Hill game title, B-17: Queen of the Skies, will come to enjoy the same type of gaming experience of the German U-boat War. All major U-boat models are accounted for with every level of detail including period of service, armaments, crew make-up, damage capacity, and more.

As U-Boat commander, you will be confronting many decisions during your patrol. To begin with, eight German U-Boat models are profiled and available for you to choose from. Patrol zones reflect the time period during the war at sea and will shift as the war progresses. All stages of the U-Boat campaign are represented as missions become increasingly more difficult as your adversary makes advances in anti-submarine warfare.

Conducting patrols is the heart of the system as you will be resolving encounters against individual ships, convoys, or even enemy aircraft. Situations you face and decisions you make suddenly come in quick succession:

  • How will you engage a convoy once spotted?
  • Do you close the initial target range at increased risk of detection for a more lethal attack?
  • If your engagement is at night, will you conduct a surface attack?
  • Do you launch one or two fire salvos, and how many torpedoes do you fire?
  • Will you try to follow a convoy or ship to engage in additional rounds of combat?
  • How will you slip away from escorts to avoid or minimize damage?
  • What evasive maneuvers do you undertake?

The major German U-Boat models are represented and accurately profiled for the patrols you will undertake:

  • Type VII A
  • Type VII B
  • Type VII C
  • Type VII D
  • Type VII FlaK
  • Type IX A
  • Type IX B
  • Type IX C

Patrol Assignments include:

  • Atlantic
  • British Isles
  • Spanish Coast
  • Mediterranean
  • Norway
  • West African Coast
  • North America
  • Arctic
  • Caribbean 

The game delivers an historical narrative as 350+ ship targets are uniquely identified (including tonnage) with their historical counterparts that were sunk during the war, including freighters, tankers, and American ships.

If you are interested in The Hunters 4th Printing, you can order a copy for $69.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-967-the-hunters-4th-printing.aspx

4. COIN Series Multi-Pack #2 The Guerilla Generation: Cold War Insurgencies in Latin America from GMT Games

Stephen Rangazas has been active behind the scenes over the past few years with his development work on Fall of Saigon: A Fire in the Lake Expansion. He used his background and research capabilities to great effect as he did the background work on the Event cards for that game. From that experience, he has now come forward with a few of his own designs in The British Way: Counterinsurgency at the End of Empire, which was announced in 2021 as well as Sovereign of Discord announced in 2022. Now, his most recent work on a new COIN Series Multi-Pack that deals with insurgencies in Latin America during the height of the Cold War called The Guerrilla Generation is shipping.

From the game page, we read the following:

The Guerrilla Generation: Cold War Insurgencies in Latin America is the second COIN Multi-Pack, containing four separate games exploring a series of thematically related insurgencies. Building on the The British Way, this new multipack allows players to explore variations in insurgent groups’ organizational structures, strategies, and relationship with civilians, across four insurgencies in Central and South America between 1968 and 1992. During this part of the Cold War era, Latin America experienced an incredible number of different insurgent groups, many inspired by the Cuban Revolution featured in Cuba Libre, ranging from popular backed rural insurgencies, flexible urban guerrillas, externally sponsored raiders, and brutal ideologically rigid groups. This multipack features a game exemplifying each of these types of insurgencies, to offer players the chance to compare different approaches to rebellion highlighted in the quote by scholar Jeremy Weinstein above. The Guerrilla Generation also offers four longer and more complex individual games than those found in The British Way, as well as an entirely different approach to the linked campaign scenario, which combines two games into a simultaneous side-by-side experience.

This Multi-Pack includes four full games in one box, which is a fantastic value that will allow players to explore four different conflicts set during the height of Cold War Latin America between 1968 and 1992. Each game uses a unique ruleset building on the same general mechanical structure, ensuring that they are easy to pick up while still offering a distinctive experience.

I also love these Multi-Packs because they have a small board footprint with each of the 4 games playing in under 2 hours and taking place on a single 17” x 22” board. But, the game doesn’t just treat these games as individual as they are designed to experience at least a portion of the full span of the period and be used to learn more about these insurgencies.

There is also a “Resisting Reagan” Campaign designed into the game. A linked campaign scenario allowing up to 4 players to play El Salvador and Nicaragua side-by-side, with new mechanisms to represent the Central American peace and solidarity movement’s efforts to resist the Reagan Administration’s aid to both the Salvadoran government and the Contra insurgency, by influencing Congress and American public opinion.

We published an interview with Stephen Rangazas on the blog and you can read that at the following link: https://theplayersaid.com/2025/02/25/interview-with-stephen-rangazas-designer-of-coin-series-multi-pack-ii-the-guerilla-generation-cold-war-insurgencies-in-latin-america-from-gmt-games/

If you are interested in The Guerilla Generation: Cold War Insurgencies in Latin America, you can order a copy for $108.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1032-the-guerrilla-generation.aspx

5. Battle of the Bismarck Sea from War Diary Publications

As I was recently trolling the internet, I came across a new solitaire game from the guys over at War Diary Publications. The game is called Battle of the Bismarck Sea and is designed by Allyn Vannoy.

From the game page, we read the following:

Battle of the Bismarck Sea is a solitaire wargame that uses individual ships and flights/squadrons of aircraft.  The Player assumes the role of General George Kenney, Commander of the 5th U.S. Army Air Force, with the mission of intercepting the Japanese effort to reinforce its ground forces on the island of New Guinea.  The Player must utilize the limited resources available and then determine how best to apply them within specific time constraints.  The results of these efforts will be borne out in the effectiveness of air operations.

This design by Allyn Vannoy contains:  one 22″ x 32″ Mapsheet, a 16-page rulebook, one Player Aid Card, and 114 oversized laser-cut counters.

Player must provide one (1) six-sided die.

If you are interested in Battle of the Bismarck Sea, you can order a copy for $30.00 from the War Diary Publications website at the following link: https://wardiarymagazine.com/products/battle-of-the-bismarck-sea

6. Souls to Waste: The Battle of An Bao, May 5, 1968 from High Flying Dice Games

Paul Rohrbaugh is a designer I love to follow. He is always doing games on smaller or lesser known conflicts and I just find his work to be superb and really draws me in. He has done a line of games dealing with different battles from the Vietnam War and always names them after popular songs of the time including games like Long Cruel Woman: The Attack on Firebase Mary Ann, March 28, 197No Satisfaction: Operation Hump November 5-8, 1965 and As Tears Go By: Operation Starlite August 1965. Recently I saw one of their newest games on the Battle of An Bao called Souls to Waste and I guess it might be named after the Rolling Stone’s song Sympathy for the Devil (Souls to Waste).

From the game page, we read the following:

Souls to Waste portrays the epic fight waged between the 1st Battalion, 50th Infantry Regiment of the 173rd Airborne Brigade and tanks and the 1/69th Tank Battalion against three Battalions of the 22nd Regiment, 3rd PAVN (People’s Army of Vietnam) Infantry Division.

The NVA laid a trap in the hills to the west of three firebases maintained by the 173rd Infantry Brigade. The NVA’s 22nd Infantry Regiment was recently deployed to the area and well-armed with the latest Soviet weaponry, especially new Rocket-Propelled Grenades (RPGs) that could easily penetrate the armor of the American’s M-113 Armored Personnel Carriers (APCs), as well as mortars and heavy machine guns. The goal was to lure one of the US troop companies into an ambush, and then either inflict more casualties on any relief force that would come to their aid, or fall back and do it again at a time and place of their choosing.

Each turn represents 30 minutes of time. An inch on the map corresponds to about 100 yards in actual distance. Infantry type units are platoons, and armored units represent 1 or 2 vehicles.

If you are interested in Souls to Waste: The Battle of An Bao, May 5, 1968, you can order a copy for $22.95 from the High Flying Dice Games website at the following link: https://www.hfdgames.com/anbao.html

7. Death or Glory: The Battle of Rorke’s Drift from Art of Wargames

Solitaires games are plentiful this month and another one that I found was Death or Glory: The Battle of Rorke’s Drift 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 most known and greatest battles of history.

From the game page, we read the following:

Dive into history and Heroism in Death or Glory: The Battle of Rorke’s Drift, a war game that immerses you in the heart of this legendary clash. Relive the valiant stand of 150 British soldiers as they defend a mission station against a Zulu “impi” numbering in the thousands, during the Anglo-Zulu War of 1879.

As the clock strikes 4:30 PM, the earth trembled with the thundering chant of “Usuthu!” – the Zulu battle cry. Masses of warriors surged forward in wave after wave, their horns echoing across the plains and their assegai spears flashing in the sun. The British defenders, entrenched in the makeshift redoubt, met the onslaught with unwavering resolve and disciplined volleys of rifle fire.

When the dust settled, the battlefield lied eerily quiet, strewn with hundreds of casualties. Eleven British heroes will be awarded the Victoria Cross for their extraordinary bravery.

If you are interested in Death or Glory: The Battle of Rorke’s Drift, you can order a copy for $40.00 from the Blue Panther website at the following link: https://www.bluepantherllc.com/products/death-and-glory-the-battle-of-rorkes-drift

8. And the War Came: American Civil War 1861-1865 from Pinkerton Games

Add this one to the publisher that I didn’t know about until now category but this game looks to be very interesting. And the War Came: American Civil War 1861-1865 from Pinkerton Games is a strategic level look at the American Civil War and looks to be well made with good solid components.

From the game page, we read the following:

Civil war came to the United States on April 12, 1861, and finally ended 4 bloody Aprils later in 1865. And The War Came is a strategic level boardgame on that conflict, the American Civil War. Play either the side of the United States, attempting to restore the Union; or the rebelling Confederate States of America attempting to gain southern independence.

The game is “We Go” turn based. In the same three-month seasonal turn, both players recruit and mobilize replacement units, promote and reassign generals, play orders cards to activate corps sized units to conduct area movement and engage in combat, and perform logistics functions.

By both land and naval movement, or successful combat actions, players gain victory points by seizing areas or taking victory points away from the enemy. Generals may command units in combat and movement, and higher ranked generals can command more units-but generals may also be killed, wounded or captured. To create fog of war and uncertainty there are covers that hide unit strength and type from the opposing side until committed to combat.

There are four short length yearly scenarios (1861 through 1864), two multi-year campaign
scenarios, (1861-1863, and 1863-1865) and the entire war scenario. Select a Scenario, deploy your troops, and prepare for action!

If you are interested in And the War Came: American Civil War 1861-1865, you can order a copy for $65.00 from the Blue Panther website at the following link: https://www.bluepantherllc.com/products/and-the-war-came

9. Operation Overlord 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 experience with them. One of their newest pre-order offerings is called Operation Overlord designed by Clem. It covers the D-Day invasion and as usual looks to be of the highest quality and production.

From the game page, we read the following:

Operation Overlord is a deep, historically grounded strategic wargame that simulates the Normandy invasion and the critical battles that followed from June to August 1944. One player commands the Allied SHAEF forces, planning and executing the largest amphibious operation in history, while the opposing player takes the role of Oberbefehlshaber West, defending the Atlantic Wall and attempting to delay the Allied advance long enough to alter the course of the war.

Rather than focusing on tactical skirmishes, Operation Overlord operates at the operational–strategic level, where timing, logistics, intelligence, and command structure are decisive. Players maneuver divisions and army corps across a detailed map of Normandy, manage supply networks and reinforcements, execute historical and fictional operations, and influence battles through doctrine, supports, and event cards.

Each month begins with high-level planning: the Allied player secretly schedules strategic and special operations, while the German player designates key cities as Festungen, to be held at all costs. Weekly turns then unfold through intelligence gathering, supply allocation, reinforcement arrivals, and alternating unit activations that combine maneuver and combat into a tense, fluid system. Fog of war is maintained through hidden unit values and simultaneous combat card reveals, ensuring constant uncertainty and meaningful decision-making.

Victory is not measured simply by territory, but by time and consequences. The German player is unlikely to drive the Allies back into the sea—but every week gained has far-reaching implications for morale, resources, and other fronts of the war. Likewise, an Allied breakthrough ahead of schedule can dramatically reshape history. Each scenario and campaign outcome includes historically reasoned consequences that frame the result within the broader context of World War II.

With multiple scenarios (June, July, August, and a full campaign), robust asymmetry, and a strong emphasis on planning and operational art, Operation Overlord offers a demanding and rewarding experience for players seeking a serious, historically informed wargame.

If you are interested in Operation Overlord, you can order a copy for €119,99 ($141.68 in US Dollars) from the VUCA Simulations website at the following link: https://vucasims.com/products/operation-overlord

10. Hold the Line: Hannibal from Worthington Publishing

Love me some Ancients and particularly if those Ancients include elephants! Such is the case with the newest game from Worthington Publishing called Hold the Line: Hannibal. The Hold the Line Series is a series of historical wargames by Worthington Publishing focused typically on horse-and-musket era combat, specifically the American Revolution. The game features quick-playing, tactical, hex-based scenarios and the series uses custom dice for combat.

From the game page, we read the following:

Hold the Line: Hannibal is a grand tactical two-player game covering 10 of the greatest battles of the Punic Wars. Following in the footsteps of Richard Borg’s Commands and Colors system and more directly Worthington’s Hold the Line series, Hannibal includes the same standard size map board, 13 hexes wide and 9 hexes deep. Combat is resolved with custom dice. 

The scale is 300-400 meters per hex, 90 minutes per turn and units of 3-6,000 infantry, 2-4,000 cavalry and 15-25 war elephants. The units are mainly of 4-steps and include four types of infantry: elite, regular, barbarian and light; three types of cavalry: regular, barbarian and light; and, of course, war elephants. Some units have missile capability, which enhances lethality in combat.

Hold the Line: Hannibal, features 10 battles of the Punic Wars between Carthage and Rome.

  • Bagradas 255 BC
  • Trebia 218 BC
  • Trasimene 217 BC
  • Cannae 216 BC
  • Dertosa 215 BC
  • Baecula 208 BC
  • Metaurus 207 BC
  • Ilipa 206 BC
  • Great Plains 203 BC
  • Zama 202 BC

If you are interested in Hold the Line: Hannibal, you can order a copy for $85.00 from the Worthington Publishing website at the following link: https://www.worthingtonpublishing.com/collection/hold-the-line-hannibal

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 Bellica 3rd Generation!

-Grant

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

Von: Grant
02. Februar 2026 um 14:00

This year has been a bit of a blur for me with work, personal commitments and family matters and I just feel like I have not been giving much attention to the blog. But, I am back now and ready to get right back to it with the next entry in our Wargame Watch feature. This month, I was able to find 18 games to highlight! Of that total, 3 games were offered on Crowdfunding.

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

This month, we again have a sponsor for the Wargame Watch in Wharf Rat Games, which is a new publisher on the block owned and operated by the tandem of Ryan Heilman (designer of games such as Brave Little Belgium, White Eagle Defiant: Poland 1939 and Ginormopod 2050 A.D.: Attack of the Giant Bug Monsters) and Wes Crawford (designer of Engine Thieves: The Andrews Railroad Raid of 1862 and The Pursuit of John Wilkes Booth). 

Wharf Rat Games: A New Era in Board Gaming

Founded by industry veterans Ryan Heilman and Wes Crawford, Wharf Rat Games is a Baltimore-based publisher dedicated to high-quality, light-to-medium-weight games. Our mission is to deliver engaging historical, sci-fi, and fantasy themes that can be played in under 90 minutes, making them accessible to both casual and experienced players.

Featured Title: A Forlorn Hope by Hermann Luttmann

Wharf Rat Games is thrilled to announce their debut title, a revitalized vision from legendary designer Hermann
Luttmann.

  • The History: Originally pitched over a decade ago as the mechanical precursor to the hit In Magnificent Style, this game returns to Hermann’s original vision of WWI trench warfare. Here is a link to the Rat Chat show where Hermann discusses the history of In Magnificent Style:
  • The Gameplay: A solo or 1–3 player cooperative experience using a tense push-your-luck mechanic. Players command a regiment charging across No Man’s Land, balancing bold advances against the threat of becoming pinned under relentless enemy fire.
  • The Content: Features six scenarios covering iconic battles such as The Somme, Verdun, and The Lost Battalion.
  • The Stats: 1–3 Players | 45–90 Minutes | Estimated 2.5 BGG Weight.

Launch Details

Wharf Rat Games is gearing up to launch their Backerkit campaign on February 10th. Early Bird Special: Back the game on the first day to get it for just $69, a savings of $20 off the MSRP!

You can connect with Wharf Rat Games on the following social media outlets:

Website: wharfratgames.com
Email: info@wharfratgames.com
Facebook: Wharf Rat Games
Bluesky:  wharfratgames.bsky.social
X (Twitter): @WharfRatGames
Instagram: @wharf_rat_games
YouTube: @WharfRatGames

But now onto the games for February!

Pre-Order

1. A Forlorn Hope from Wharf Rat Games Coming to Backerkit on February 10th

Wharf Rat Games is a new publisher recently started by the dynamic duo of Ryan Heilman and Wes Crawford. I have interviewed both of these guys a few times for their own designed games and also hung out with them quite a bit at conventions including Buckeye Game Fest in April 2024 and the World Boardgaming Championships in August 2024. I am really happy for them that they have taken this plunge and created their own publishing company. I know they know games. Have been in the industry for a while now and also have great connections with many designers and would be designers and I am sure that they will bring many quality offerings to our tables over the next decade plus.

But there is more than just their introduction here as they have signed their first game and it is from a designer we all know and love – Hermann Luttmann. A Forlorn Hope places solo players or up to three cooperative players in command of a battalion charging across No Man’s Land to capture enemy trenches during World War I. Success requires careful balancing of bold advances and timely retreats to avoid casualties, maintain cohesion, and keep troops from becoming pinned under relentless enemy fire. Over a decade ago, Hermann pitched a groundbreaking design to Alan Emrich at Victory Point Games—a push-your-luck mechanic within a wargame framework, originally set in the WWI trenches. While the concept was well-received, Alan suggested a Civil War theme instead, leading to the creation of In Magnificent Style, based on Pickett’s Charge at Gettysburg. This game went on to be published by Victory Point Games and later by Worthington Publishing.

From the game page, we read the following:

A Forlorn Hope is an abstract simulation wargame of a typical trench assault, modeling those attacks that were conducted during the First World War (1914-1918). The player represents an attacking regiment of troops consisting of three battalions, with each battalion made up of two or three assault companies (depending on the number of players).

The game uses a “press-your-luck” design philosophy that will challenge you with tough decision-making and risk-taking throughout the game. The goal is for the player(s) to drive their forces across No Man’s Land in the quickest and most efficient manner possible to achieve the best level of victory.

A Forlorn Hope is designed both for solitaire and multiplayer co-operative play. Numerous scenarios are included, starting with a basic assault scenario (which is ideal for learning the intricacies of the game system), then adding multiple historically-based scenarios simulating actual battles from World War I that offer a slightly more complex and layered gaming experience. Each scenario features singular aspects of the historical battle it is simulating, and each will therefore be a unique gaming experience.

We recently published an interview with the designer Hermann Luttmann and you can read that at the following link: https://theplayersaid.com/2026/01/28/interview-with-hermann-luttmann-designer-of-a-forlorn-hope-from-wharf-rat-games-coming-to-backerkit-february-10th/

If you are interested in A Forlorn Hope, you can learn more about the project on the Backerkit project page at the following link: https://www.backerkit.com/c/projects/wharf-rat-games/a-forlorn-hope-can-you-make-it-across-no-man-s-land/launch_party

The project is set to launch on Tuesday, February 10th.

2. Napoleon at War Deluxe Edition from Decision Games

Over the past couple of years, Decision Games has been going back through their catalog and doing these Deluxe Editions of several of their games including Red Dragon Green Crescent Deluxe Edition in 2024 and Blue & Gray Deluxe Edition in 2025. They now have tabbed several more games for this game treatment and the first that I will share is Napoleon at War Deluxe Edition.

From the game page, we read the following:

Napoleon at War Deluxe Edition reprints the original SPI QuadriGame consisting of four separate battles, each among the most important of the Napoleonic Wars: Marengo, Jena-Auerstadt, Wagram, and the Battle of Nations at Leipzig. This new deluxe edition has a full-color instruction booklet, new counter and map artwork, with 9/16” counters, two back printed 22” x 25.5” mounted game boards, and new player aid cards. The basic rules to all four games in the Napoleon at War Series are standardized. Each game has its own exclusive rules, which include historical set up and reinforcements, special rules, player’s notes, and commentary by the game’s designer. The game mechanics used in this series are based on the popular Borodino-Napoleon at Waterloo game system. The scale of each game ranges from 400 to 800 meters per hex, while each game turn represents between one and two hours of real time. Units range in size from demi-brigades through divisions, with each strength point representing between 250 and 350 men or an equivalent amount of artillery.

Movement is sequential and single-phased. Zones of control are rigid, and combat is mandatory between adjacent opposing units. Stacking is limited to one unit per hex. The Combat Results Table is relatively uncertain, with odds of 4 to 1, or better, necessary to ensure at least a “Defender Retreat” result. Terrain ranges from the Austrian parade grounds south of Wagram to the rough and forested battlegrounds of Jena-Auerstadt. Game length varies from the five-turn First Day Scenario of the Battle of Nations to the 20 game turn Grand Battle Scenario of that same game which simulates the entire three- and one-half-day Battle of Leipzig, the largest battle of the Napoleonic Wars.The games, though graphically enhanced from the originals, remain the same. Now enhance your enjoyment with this new deluxe edition of another SPI classic!

If you are interested in Napoleon at War Deluxe Edition, you can pre-order a copy for $89.00 from the Decision Games website at the following link: https://shop.decisiongames.com/ProductDetails.asp?ProductCode=P3040

3. Year of the Rat Vietnam 1972 Deluxe Edition from Decision Games

The 2nd game that is being offered up for pre-sale with a new Deluxe Edition is Year of the Rat Vietnam 1972, which was originally designed by John Prados and now redesigned by Joseph Miranda.

From the game page, we read the following:

On 30 March 1972 the North Vietnamese Army (NVA) launched its “Easter Offensive” into South Vietnam, attempting to either win the war decisively or improve the North’s negotiating position at the Paris Peace Talks. Surprised by the large-scale attack, the Army of the Republic of Vietnam (ARVN) rallied, and supported by US airpower, launched counterattacks into the fall, finally repulsing the Communist offensive.

Year of the Rat Deluxe Edition recreates that decisive campaign. Powerful NVA divisions operate alongside Viet Cong regiments and decoys, evading the ARVN while striking quickly at vital towns and bases. ARVN elite airborne, ranger, and marine units respond, creating a tense asymmetrical contest of big unit battles and hard-fought sieges, with increasing American airstrikes and worsening NVA supply capabilities.

This Deluxe Edition enhances the original, acclaimed SPI game design (published during the campaign) with a half-century of research and analysis, providing updated orders of battle and terrain analysis. Three scenarios and fifteen order of battle variants cover a wide range of game options, including operations into Laos and Cambodia.

Additional features include:

• New graphics on enlarged maps and counters

• Expanded Allied airmobile operations and units

• NVA divisional reorganization and tank regiments

• Full 1971–72 US order of battle

• Australian, Royal Thai, Cambodian, and Khmer Rouge forces

• Vietnamese and US Navy riverine units

• ARVN base camps and regional forces

• Extensive optional rules

Year of the Rat Deluxe Edition offers you the opportunity to explore and make decisions in a campaign that changed the course of war and peace.

If you are interested in Year of the Rat Vietnam 1972 Deluxe Edition, you can pre-order a copy for $65.00 from the Decision Games website at the following link: https://shop.decisiongames.com/ProductDetails.asp?ProductCode=P%2D3042

4. 1812: The Campaign of Napoleon in Russia Deluxe Edition from Decision Games

The third and final game getting a facelift from Decision Games is 1812: The Campaign of Napoleon in Russia Deluxe Edition.

From the game page, we read the following:

Napoleon invaded Russia with 600,000 troops of which only about 110,000 escaped in organized formations. The largest factor in this enormously deadly campaign was supply. The ability of a Napoleonic army to supply itself depended heavily on the surrounding countryside. Areas were stripped of resources to supply the army, which had to move or starve within a very short period. 1812 Deluxe Edition treats this difficulty of command as a central point, through the game’s area depletion system.

1812 Deluxe Edition upgrades the original SPI 1812 Strategic Area Map Game with a full-color rulebook and player aid cards, new artwork, larger counters and an enlarged map on a mounted game board.

Players must battle attrition, supply, and enemy forces to win. 1812 offers three scenarios, starting in June, late August, and early October, each with free and historical set-up options. Optional rules add leaders and fortresses, while new variant rules provide additional leaders, battle plans, and elite guard forces. Other than adding the variant rules, and incorporating clarifications and known errata, no major changes have been made to the original SPI rules.

1812 Deluxe Edition provides you the opportunity to see if Russia falls to Napoleon’s conquest, or survives, spelling the eventual doom of the Napoleonic Empire. Open this new deluxe edition and see if you can change history.

If you are interested in 1812: The Campaign of Napoleon in Russia Deluxe Edition, you can pre-order a copy for $89.00 from the Decision Games website at the following link: https://shop.decisiongames.com/ProductDetails.asp?ProductCode=P%2D3043

5. Checkpoint Charlie from GMT Games

I love a different style and focus of wargame. A game that takes a look at an important but somewhat obscure or rarely addressed topic such as espionage or intelligence. And this month, 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.

From the game page, we read the following:

Checkpoint Charlie is a solitaire or cooperative game of British Secret Intelligence Service (SIS) espionage missions in Berlin in the early 1960s.

West Berlin is an isolated outpost of the Western Powers in the center of the German Democratic Republic (East Germany). East Berlin, on the other side of the Berlin Wall, is a base of operations for Soviet KGB agents and the Stasi secret police. This is a city of spies, a focal point of worldwide espionage in the growing Cold War. In this game, you send your assets (agents) on missions and use your influence and foresight to help them complete objectives before they are detected and compromised by KGB agents. As you play through these missions, you will:

  • Ensure that an important defector gets safely out of the city.
  • Make contact with a dissident Russian scientist on the other side of the Berlin Wall.
  • Gather intelligence in East Berlin and return safely to the West
  • Entrap a troublesome KGB agent with tempting intelligence.
  • Sow distrust between KGB and Stasi agents.
  • Identify a Soviet mole among your SIS agents and wait for them to reveal themselves.

Can you accomplish all of this in secret, as the very public events of the Cold War change the political landscape of Berlin itself?

This is a game about your assets staying one step ahead of the KGB and completing missions without being detected. Each mission starts with a different cast of assets and KGB agents, a set of items that may help complete the mission, and multiple historical events that can change the situation. Victory conditions are specific – getting an asset out of the city, making contact with a new source, or even crossing the Berlin Wall to gather important intelligence and returning without getting caught. There are no victory points or turn limits in Checkpoint Charlie, just objectives your assets must complete before they are compromised or overwhelmed by the growing web of KGB surveillance. The game map includes iconic locations like Checkpoint Charlie, Glienicke Bridge (the “Bridge of Spies”), and the notorious Berlin Hilton, each with unique game effects. You will manage a hand of cards that represent assets, items, and locations on the map. On your turn, you’ll play a card to influence the situation, and when you take a card from the Draw Area to refill your hand, every SIS asset and KGB agent in the city will move and take actions based on which card you chose. New Intel may appear on the map, locations may be placed under KGB surveillance, and Event cards may affect specific locations.

In Checkpoint Charlie, you are not a field agent. You are a planner, a director monitoring the situation but limited in how much you can directly intervene. That sense of influencing the situation but often just having to watch as events unfold is created by the core mechanic of Checkpoint Charlie: the Draw Area below the map. This area contains five face-up location, asset, or item cards. Chits representing each of the tokens on the city map (your SIS assets and the KGB agents) are placed above each of the cards in the Draw Area. After playing a card from your hand, you will draw a card from either end of the Draw Area, and then the remaining four cards will shift left or right to fill the empty position before a new card is drawn to fill the row. In this way, every card in the Draw Area shifts one space whenever you draw a card. This is important because every token in Berlin then moves closer to the location, asset, or item on the card directly below their chit. In the example below, the cards have shifted and the empty spot has been filled. Now the Dentist will move to Mehringplatz. Jester will move one location closer to Checkpoint Charlie, and KGB Agent Svetlova will move toward the 1958 Rambler at RAF Gatow.

This game looks extremely interesting and I am very much excited to learn more about it. I am going to reach out to the designer Russ Brown to get some more information to share.

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

6. Here I Stand 500th Anniversary Reprint Edition 3rd Printing from GMT Games

Here I Stand is one of the greatest Card Driven Games I have ever played, and we have played a lot in our time. I have played this game more than 10 times and found each experience to be simply sublime, even though it takes 10-12 hours to play. The game now has a 3rd Printing of the Deluxe 500th Anniversary Edition and you need to get you a copy and find someone to play with.

From the game page, we read the following:

Here I Stand: Wars of the Reformation 1517-1555 is the first game in over 25 years to cover the political and religious conflicts of early 16th Century Europe. Few realize that the greatest feats of Martin Luther, Jean Calvin, Ignatius Loyola, Henry VIII, Charles V, Francis I, Suleiman the Magnificent, Ferdinand Magellan, Hernando Cortes, and Nicolaus Copernicus all fall within this narrow 40-year period of history. This game covers all the action of the period using a unique card-driven game system that models both the political and religious conflicts of the period on a single point-to-point map. There are six main powers in the game, each with a unique path to victory.

If you own the original (non-500th Anniversary edition) Here I Stand, here are the upgrades you will find in the deluxe 500th anniversary edition. Enhancements include: 6 brand new cards added to the deck, including Thomas More, Thomas Cromwell, Rough Wooing, and Imperial Coronation. Revisions to over 15 existing cards including Copernicus, Master of Italy, and Machiavelli to allow for more exciting in-game play and additional possibilities for diplomatic deals. A new Chateau construction table is now used to resolve France’s Patron of the Arts home card plays. Several Virgin Queen rule updates are incorporated back into Here I Stand, affecting minor power activation, piracy, space trading, and foreign wars.

There also is included the special 2-player variant which pits the Protestants versus the Catholics in a modified form of the game. But it is still good and this is how we first played the game.

Here is a look at my written review on the 2-player variant of the game: https://theplayersaid.com/2018/03/19/holy-war-for-two-in-under-3-hours-a-review-of-here-i-stand-wars-of-the-reformation-2-player-variant-from-gmt-games/

Here also are links to a series of Action Point posts on the blog that explain some of the rules revolving around the religious portion of the game:

Action Point 1 – Special starting conditions and steps for the Reformation

Action Point 2 – The Diet of Worms

Action Point 3 – Three specific available Religious Actions, including Biblical Translations, Publishing of Treatises and Calling Theological Debates

Action Point 4 – The Schmalkaldic League

If you are interested in Here I Stand: Wars of the Reformation 1517-1555 500th Anniversary Edition 3rd Printing, you can pre-order a copy on the P500 game page for $66.00 at the following link: https://www.gmtgames.com/p-1214-here-i-stand-500th-anniversary-reprint-edition-3rd-printing.aspx

7. Special Component Pack for The Last Hundred Yards Vol. 5: For King & Country from GMT Games

If you didn’t know we really enjoyed The Last Hundred Yards very much as well as Volume 2: Airborne Over Europe. The system is extremely interesting for a tactical game and uses some novel elements in regards to how victory points are scored including a focus on time and casualties. Really an excellent system! Now, even though there are 5 total volumes that have been released, including most recently Volume 5 For King & Country, Mike Denson has forged ahead with an interesting expansion called a Special Component Pack.

From the game page, we read the following:

We are offering this Special Pack for players who purchased The Last Hundred Yards Volume 5: For King & Country because the necessary modules to play all the missions are not currently available. This pack includes all components (German counters and maps) necessary to make Volume 5 a Stand-Alone Game. With this Pack, players will be able to play every mission included in the module.

Components included in the for King and Country Special Zip Lock Pack:

  • 7 double-sided geomorphic maps (14 maps total)
  • 1 full color Rules booklet (latest edition) (44 pgs.)
  • 1 full color Playbook (40 pgs.)
  • 2 full-size ¾” counter sheets (German)
  • 1 half-size mixed counter sheet

If you are interested in Special Component Pack for The Last Hundred Yards Vol. 5: For King & Country, you can pre-order a copy for $26.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1213-special-component-pack-for-the-last-hundred-yards-vol-5-for-king-country.aspx

8. Dice in the Dirt: A Tactical Print and Play Skirmish Game from Michael Shane Mecham Currently on Kickstarter

Recently, I have really been enjoying several Print and Play solitaire wargames. They are inexpensive, easy to create and setup and then most of them have some really engaging and interesting gameplay. This month, I came across a new offering called Dice in the Dirt: A Tactical Print and Play Skirmish Game designed by Michael Shane Mecham and I jumped on it pretty quickly.

From the game page, we read the following:

Dice in the Dirt is a fast, tactical print-and-play skirmish game for two players.

Each player commands a six-soldier squad fighting over a dense, modular battlefield where pressure, positioning, and timing matter more than raw firepower. The game uses blind-bag activation, suppression mechanics, and standard dice to create tense, unpredictable engagements.

Dice in the Dirt is not about killing fast—it’s about pressure.
Suppression locks soldiers in place. Actions are scarce. Timing matters more than firepower. Victory comes from forcing your opponent to waste precious moments under fire.

This is a complete, digital-only release designed for quick setup and focused play.

It really seems pretty interesting and the best part about these Print and Play games is that the cost of entry is so low that it is worth taking a chance on. I am a backer and look forward to playing this one.

If you are interested in Dice in the Dirt: A Tactical Print and Play Skirmish Game, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/diceinthedirt/dice-in-the-dirt

As of February 1st, the Kickstarter campaign has funded and raised $521.00 toward its $100.00 funding goal with 32 backers. The campaign will conclude on Friday, February 6, 2026 at 9:57am EST.

9. Battle Decisions: Kriegsspiel from Catastrophe Games Currently on Kickstarter

Catastrophe Games is a small publisher who just really puts out interesting games. I have played several of their games and enjoyed them all. Recently, they announced a new game called Battle Decisions: Kriegsspiel designed by Paul LaFontaine.

From the game page, we read the following:

Battle Decisions: Kriegsspiel is a basic Kriegsspiel kit in a box. You will have everything you need to play a game of Kriegsspiel: a map and counter sheet for the umpire and two players, along with a very basic resolution system. 

This game benefits from hundreds of hours of face to face and online playtesting, with the system refined to allow an experienced umpire to launch and complete a simple scenario in just over an hour. 

The scenario book runs scenarios across time: while most of the scenarios focus on the 19th century, it also shows how to run modern skirmishes (WW2) while allowing ancient battles as well (Alexandria versus the Persian Empire)

Scenarios include:

Scenario 1 – Dennewitz 1813 
Scenario 2 – Scheldt 1944 
Scenario 3 – Gettysburg 1863 
Scenario 4 – Waterloo 1815 
Scenario 5 – Gaugamela 331BCE 
Scenario 6 – Leuthen 1757 
Scenario 7 – Magenta 1859 
Scenario 8 – Blenheim 1704 
Scenario 9 – Königgrätz 1866 
Scenario 10 – Breitenfeld 1631 

But wait, you might ask, how can you run so many and various scenarios off one central Europe map? What Paul did was take the central element of the battle and found a location on the map that most represents the fight. This is an elegant way to allow a single map to be used for multiple battles. 

Kriegsspiel began as a past time for Prussian nobles. Eventually a version was presented to their king who then required its use for training Prussian officers. Many attribute some of the Prussian success in the 1870 Franco-Prussian war to the widespread use of the Kriegsspiel amongst the Prussian officer corps. 

After the war Kriegsspiel games were used by many nations to train their leaders. Now the descendants of the original Kriegsspiele live on in the form of software driven exercises for staffs at various levels. However the focus on command and control is still the key factor in these modern games.

Battle Decisions: Kriegsspiel offers players a chance to return to form of the original games, with simple counters and maps, allowing players to forge their own tactics and plans. 

If you are interested in Battle Decisions: Kriegsspiel, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/campaign-fall-blau/battle-decisions-kriegsspiel

As of February 1st, the Kickstarter campaign has funded and raised $3,313.00 toward its $500.00 funding goal with 55 backers. The campaign will conclude on Monday, February 2, 2026 at 7:00pm EST.

10. Operation Overlord 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 experience with them. One of their newest pre-order offerings is called Operation Overlord designed by Clem. It covers the D-Day invasion and as usual looks to be of the highest quality and production.

From the game page, we read the following:

Operation Overlord is a deep, historically grounded strategic wargame that simulates the Normandy invasion and the critical battles that followed from June to August 1944. One player commands the Allied SHAEF forces, planning and executing the largest amphibious operation in history, while the opposing player takes the role of Oberbefehlshaber West, defending the Atlantic Wall and attempting to delay the Allied advance long enough to alter the course of the war.

Rather than focusing on tactical skirmishes, Operation Overlord operates at the operational–strategic level, where timing, logistics, intelligence, and command structure are decisive. Players maneuver divisions and army corps across a detailed map of Normandy, manage supply networks and reinforcements, execute historical and fictional operations, and influence battles through doctrine, supports, and event cards.

Each month begins with high-level planning: the Allied player secretly schedules strategic and special operations, while the German player designates key cities as Festungen, to be held at all costs. Weekly turns then unfold through intelligence gathering, supply allocation, reinforcement arrivals, and alternating unit activations that combine maneuver and combat into a tense, fluid system. Fog of war is maintained through hidden unit values and simultaneous combat card reveals, ensuring constant uncertainty and meaningful decision-making.

Victory is not measured simply by territory, but by time and consequences. The German player is unlikely to drive the Allies back into the sea—but every week gained has far-reaching implications for morale, resources, and other fronts of the war. Likewise, an Allied breakthrough ahead of schedule can dramatically reshape history. Each scenario and campaign outcome includes historically reasoned consequences that frame the result within the broader context of World War II.

With multiple scenarios (June, July, August, and a full campaign), robust asymmetry, and a strong emphasis on planning and operational art, Operation Overlord offers a demanding and rewarding experience for players seeking a serious, historically informed wargame.

If you are interested in Operation Overlord, you can pre-order a copy for €107,99 ($118.79 in US Dollars) from the VUCA Simulations website at the following link: https://vucasims.com/products/operation-overlord

11. Kawanakajima 1561: Battles of the Sengoku Jidai from Serious Historical Games

A few years ago, a new company called Serious Historical Games released the first in a new series of games focused on the Sengoku Jidai period and the battles of the time. This game was called Nagashino 1575 & Shizugatake 1583: Battles of the Sengoku Jidai and it is part of the Age of the Warring States Series. Since that time they have released Volume 2 and now are getting Volume 3 ready for pre-sale, which focuses on the battle of Kawanakajima in 1561. These games are excellent and overall, the quality of the production is amazing, especially the counters and the colors used for the various clan banners.

From the game page, we read the following:

Kawanakajima 1561, the most epic battle of Sengoku Jidai, is the third volume in the Sengoku Jidai series. The game features a one-sided area map measuring 23.1 × 33.1 inches (59.4 × 84 cm), 216 beautifully illustrated counters, and a 24-page bilingual rulebook (English & French). It also includes two player aids and two scenarios: one historical and one alternative.

The scale represents 300–400 meters per area, 30 minutes per turn, and 500–1,000 men per counter. A full game lasts 2 to 4 hours and is ideally suited for two players. Kawanakajima 1561 is an area-movement wargame designed to deliver intense, fast-paced engagements.

Prepare for swift and brutal battles, where maneuver, timing, and tactical decisions are the keys to victory.

The Battle of Kawanakajima (1561) was fought between the armies of Uesugi Kenshin and Takeda Shingen, the Fourth Battle of Kawanakajima is one of the most famous clashes of Japan’s Sengoku period. Renowned for its daring maneuvers, sudden attacks, and legendary duels, it epitomizes the art of war practiced by rival daimyo at the height of samurai warfare.

If you are interested in Kawanakajima 1561, you can pre-order a copy for 60,00 € ($71.46 in US Dollars) from the Serious Historical Games website at the following link: Kawanakajima 1561 – Serious Historical Games

New Release

1. They Came In Threes! The Final Word in Solo Sci-Fi Madness from Tiny Battle Publishing

I love a good Sci-Fi solo game and have played quite a few over the years. But one that still sticks out in my mind is Attack of the 50 Foot Colossi! from Tiny Battle Publishing, which is designed by Hermann Luttmann. Recently, I saw where Tiny Battle Publishing was offering a multi-pack of these Sci-Fi games and I wanted to share it with you. The multi-pack is called They Came In Threes! The Final Word in Solo Sci-Fi Madness that contains 3 full solo games including Space Vermin from Beyond!, Invaders from Dimension X! and the aforementioned Attack of the 50 Foot Colossi!.

From the game page, we read the following:

They came from beyond time, beyond reason… and they brought friends.

Strap in, Commander—this is the ultimate solo sci-fi slugfest! They Came In Threes! cranks the chaos to maximum warp. For the first time ever, three of designer Hermann Luttmann’s bizarre, brain-busting solo science fiction games are gathered in one battle-scarred box. Lead brave Galactic Marines against interdimensional horrors, titanic biomech monstrosities, and insectoid swarms that shouldn’t exist—but definitely do.

This deluxe package includes:

• Invaders from Dimension X! – A reality-warping solo game where your foes don’t follow logic… or sanity.

• Attack of the 50 Foot Colossi! – Massive, rock-like entities stomp across a doomed world. Can you outwit their merciless programming?

• Space Vermin from Beyond! – Bugs. Big ones. Hungry ones. And they’re coming for your outpost in waves.

• A Slick New FAQ & Scenario Book – Includes 3 scenarios, 8 counters for Invaders from Dimension X and an FAQ for each title.

Each game offers fast, intuitive solo play with unpredictable enemies, evolving scenarios, and that signature “what the heck just happened?” flavor. Whether you’re repelling alien warlords, dodging titanic footfalls, or holding the last line against a tide of teeth and slime, They Came In Threes! delivers old-school thrills in glorious technicolor terror. Three games. One box. Unlimited weirdness.

Attack of the 50 Foot Colossi!

I have played the Attack of the 50 Foot Colossi! game and have done the following Action Point posts on the blog:

Action Point 1 – Marines of the 124th Galactic Marine Raider Battalion and Their Various Actions

Action Point 2 – The Bot Forces of the Colossi

Here is a link to my video review of the game:

If you are interested in They Came In Threes! The Final Word in Solo Sci-Fi Madness, you can order a copy for $75.00 from the Tiny Battle Publishing website at the following link: https://tinybattlepublishing.com/shop/ols/products/they-came-in-threes

2. Field Commander: Robert E. Lee from Dan Verssen Games

I have had various communications on social media with a fledgling designer named Vince Cooper over the past few years as he has embarked on a design odyssey for a few different wargames. Both he and I share an affinity for the designs of David Thompson and especially for the Valiant Defense Series. Through these online communications, I became aware of Vince’s first design called Field Commander: Robert E. Lee. I have played several of the games in the series including Field Commander: Alexander and Field Commander: Rommel and enjoyed them both. So my interest has been immediately sparked for this game. The game had a successful Kickstarter campaign last year and is now shipping and available for purchase.

From the game page, we read the following:

Field Commander – Robert E. Lee builds on the design and gameplay of Field Commander – Napoleon (currently ranked #97 in the Wargames category on BGG!!) to put the player firmly in control of the Army of Northern Virginia during the American Civil War, with the Union forces controlled by an AI.

The game includes 5 campaign and to keep the campaigns decision-heavy and focused on the critical aspects, some of the dates for the games noted may be different to the historical dates of a longer campaign. The campaigns include:

Seven Days Battles (June 25 – July 1, 1862)

Second Manassas (August 22 – August 30, 1862)

Antietam (September 14 – September 17, 1862)

Chancellorsville (April 30 – May 3, 1863)

Gettysburg (July 1 – July 3, 1863)

We posted an interview with the designer Vince Cooper recently and you can read that at the following link: https://theplayersaid.com/2023/07/03/interview-with-vince-cooper-designer-of-field-commander-robert-e-lee-a-civil-war-solitaire-strategy-game-from-dan-verssen-games-currently-on-kickstarter/

If you are interested in Field Commander: Robert E. Lee, you can order a copy for $139.00 from the Dan Verssen Games website at the following link: https://dvg.com/product/field-commander-robert-e-lee/

3. Battle Hymn Vol. 2 – Shiloh and Bentonville from Compass Games

We really enjoyed our play experience with Battle Hymn Volume 1: Gettysburg and Pea Ridge from Compass Games in 2019. The rules were very approachable with lots of good details that were based in history, a good combat system that keeps the battle interesting and engaging but is simply withering and the game evokes a lot of emotions. I played as the CSA and it was heart breaking knowing the outcome and seeing what those men would have encountered going against those formidable Union defenses as they had the high ground and were not going to give it up easily. The newest volume in this series is now out and is called Battle Hymn Volume 2 – Shiloh and Bentonville.

From the game page, we read the following:

Battle Hymn Volume 2 is the long-anticipated sequel game release to Volume 1 and includes two complete games: Shiloh and BentonvilleBattle Hymn is the new brigade-level system based upon the latest research into Civil War combat. This new entry introduces an extension map for Gettysburg (Volume 1) for a complete alternative history of the entire battle. Designed by Charles S. Roberts Award-winning designer Eric Lee Smith.

Shiloh: The First Great Battle depicts the two-day battle of Shiloh. (4 Scenarios & 1 Full Campaign)

On April 7th and 8th of 1862, the Battle of Shiloh was fought in Tennessee along a sluggish river and centered on a church called Shiloh. America would never be the same. The first day of battle harvested more casualties than all of America’s previous wars combined. It got worse. While the Confederates caught Grant’s army off guard, he stood his ground; reinforcements arrived, and he counter-attacked and won the battle. As a reward, he was demoted. But Lincoln spared Grant his career, and the result is history.

Bentonville: The Last Great Battle simulates the final major battle of the war. (4 Scenarios)

Outside Goldsboro, North Carolina, on March 19th, 1865, Confederate forces under General Joseph Johnston made one last desperate attempt to destroy one wing of Sherman’s army. The Confederates caught them by surprise, and it was a close-run thing for an afternoon, but it ended in tragedy and defeat for Joe Johnston. It was the last major battle of the war and a needless pity.

Gettysburg 1862 is pure conjecture and simulates a completely hypothetical battle. (1 standalone Scenario, 2 new Scenarios combining Vol 2 with Vol 1)

The lost order was never lost, Antietam never happened, and the Confederates entered Gettysburg a year early, facing George McClellan rather than George Meade. Stonewall Jackson is alive; the cavalry for both sides are there, and the meeting engagement happens along different lines.

Also includes rules to modify existing scenarios to add the new map to Vol 1 Scenarios & Full Campaign.

If you are interested in Battle Hymn Volume 2 – Shiloh and Bentonville, you can order a copy for $85.00 from the Compass Games website at the following link: https://www.compassgames.com/product/battle-hymn-vol-2-shiloh-and-bentonville/

4. Sensuikan: Japanese Fleet Submarines, 1941-45 from Compass Games

Another solitaire game…..from Gregory M. Smith? Wow, he is a machine! Sensuikan: Japanese Fleet Submarines in WW2, 1941-1945 is a solitaire, tactical level game that places you in command of a Japanese Fleet submarine from Pearl Harbor until the end of the war in 1945. After choosing a class, your mission is to conduct special missions as assigned by the Combined Fleet. The player will take their submarine on assigned missions with the objective to complete said missions, as opposed to necessarily sinking merchant vessels (although that is sometimes an objective). You will be advancing your crew quality and increasing your commander’s rank and awards—all while remembering you have to make it home amidst diminishing odds of survival as the war progresses.

From the game page, we read the following:

A fascinating historical addition to Sensuikan is three new modules: the Aircraft Module, the Midget Sub Module, and the Kaiten (suicide torpedo) Module. These modules facilitate play if a player is assigned to a submarine that is equipped with one of these special capabilities. The system is packed with rich technical detail based on the various submarine classes used by Japan. There are no less than 17 classes of submarine to choose from. These include:

Types A, B, C

Junsen (3 classes)

Kirai-Sen Class

Kaidai (5 classes)

Type B. 3 and Type C. 3

Sen-Toku and Sen-Taka Classes

Type A (Modified)

The different classes have historical equipment, sometimes including aircraft in watertight hangars, midget submarines, and later in the war, suicide torpedoes. You may be assigned to special missions based on your class’s capabilities – perhaps a midget submarine attack on Pearl Harbor or Australia, the bombing of the U.S. west coast, or possibly even an attack on the Panama Canal.

But, as with Greg’s best solitaire games, this game doesn’t just focus on the hardware you use to complete missions but the crew also plays a pivotal role as they have skills and can advance with experience throughout the campaign.

…the human aspect of the war is captured as the submarine Commander (the player) and his crew can improve over time via skills acquisition. In addition to having combat modules to facilitate ease of play, the game includes a major change by including the “Major Event” markers that track the war’s progress and possibly involve the player in supporting the Major Events as they occur.

If you are interested in Sensuikan: Japanese Fleet Submarines in WW2, 1941-1945 you can order a copy for $85.00 from the Compass Games website at the following link: https://www.compassgames.com/product/sensuikan-japanese-fleet-submarines-1941-45/

5. A Distant Plain: Insurgency in Afghanistan 4th Printing from GMT Games

As you may know from my previews and reviews, I love the COIN Series of games by GMT Games. They are a fantastic vehicle to allow me personally to engage in the struggles throughout history between great powers and those that are considered rebels or traitors. Each of the volumes that I have personally played is a highly enjoyable delve into the time period depicted.  The game mechanics are so well designed, that I am allowed to totally immerse myself not only in the theme, but actually in the philosophy, mindset, motivations and direction of each of the factions. A Distant Plain is no different for me and I am truly pleased with this game and love it. And am not surprised at all that it has now had a 4th Printing as it really is just that good.

From the game page, we read the following:

Afghanistan—scene of tribal, ethnic, colonial, and Cold War conflict across the ages.  Into this cockpit dropped a multinational post-9/11 coalition to root out al-Qaeda and replace the hardline-Islamist Taliban regime that harbored it.  A quick invasion and regime change portended quiet reconstruction and good governance, but it was not to be so.  In their sanctuary across Pakistan’s border, the Taliban rebuilt for an insurgency that would ensnare the Coalition in the tangle of Afghan rivalries, shifting allegiances, and warlordism that the West could at first only distantly grasp. A Distant Plain teams Volko Ruhnke, the award-winning designer of LABYRINTH—The War on Terror, with Brian Train, a designer with 20 years’ experience creating influential simulations such as AlgeriaSomalia InterventionsShining Path, and many others.

A Distant Plain features the same accessible game system as GMT’s recent Andean Abyss but with new factions, capabilities, events, and objectives.  For the first time in the Series, two counterinsurgent (COIN) factions must reconcile competing visions for Afghanistan in order to coordinate a campaign against a dangerous twin insurgency:

  • As the Coalition, how will you secure popular support for an Afghan Government that cares more about corrupt patronage and control than legitimacy?  Your high-tech forces are capable, but your publics are pressuring you to keep your footprint small:  how will you stabilize this complex country and get out?
  • As the Government, how can you run the country when your foreign partners continually redirect your war effort?  You can reshape Afghanistan’s human terrain by encouraging the resettlement of millions of refugees, and your Coalition-trained forces are potentially the most numerous of any faction.  But they are unsteady, and your war chest is not your own:  how will you keep your allies’ firepower in-country long enough to ensure that you are the top dog once they leave?
  • As the Taliban, how will you come back against the potent forces arrayed against you?  Islamism, Pashtun ethnic solidarity, and your Pakistani friends behind you will help you recruit and move with ease amidst the enemy.  But not all Afghanistan is Pashtun, its warlords are treacherous allies at best, your fighters are seasonal, and Pakistan’s word is ever uncertain:  can you sting the occupier and his puppets to reawaken Islamic revolution without drawing an unrelenting fire upon yourself?
  • As the Warlords, how will you secure your traditional ways against the intrusive centralizers of Kabul and the Taliban?  You profit from the country’s lucrative opium crop, and your money can talk loudly to the Government’s venal officials.  But your fighters have neither the equipment of the Coalition, the numbers of the national army and police, nor the fanaticism of the Taliban:  how will you block this latest cast of combatants from unifying the country and imposing their rule on you?  

Afghanistan is not Colombia!

A Distant Plain adapts familiar Andean Abyss mechanics to the conditions of Afghanistan without adding rules complexity.  A snap for COIN Series players to learn, A Distant Plain will transport them to a different place and time.  New features include:

  • Coalition-Government joint operations.
  • Volatile Pakistani posture toward the conflict.
  • Evolution of both COIN and insurgent tactics and technology.
  • Government graft and desertion.
  • Coalition casualties.
  • Afghan returnees.
  • Pashtun ethnic terrain.
  • Multiple scenarios.
  • A deck of 72 fresh events.

As with each COIN Series volume, players of A Distant Plain will face difficult strategic decisions with each card.  The innovative game system smoothly integrates political, cultural, and economic affairs with military and other violent and non-violent operations and capabilities.  Terror, drug trafficking and eradication, highway extortion and sabotage, drone strikes, and many more options are on the menu. 

If you are interested in A Distant Plain: Insurgency in Afghanistan 4th Printing, you can order a copy for $91.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-961-a-distant-plain-4th-printing.aspx

6. Men of Iron Volume VI: Purgatorio: Battles between the Guelphs and Ghibellines from GMT Games

There are some systems that are just very playable. They are well designed, cover an interesting historical period or happening and have very interesting mechanics to boot. Such a series is the Men or Iron Series designed by Richard Berg. We played the new Tri-Pack in 2020 and really enjoyed the system. It was just really playable and ultimately created some great narratives. Since that time, we got a copy of Volume V Norman Conquests but have yet to play it (I am actually clipping the counters right now). This new volume is set in Italy and looks to be really good!

From the game page, we read the following:

The struggle between monarchs in Europe, particularly between the Holy Roman Emperor and the Pope, would spawn well over a hundred years of conflict in Italy. The Investiture Controversy caused a split between the Italian city states and even the people within the city states. Guelph was the name given to those who supported the Papacy—while the Ghibellines were the supporters of the Holy Roman Empire. Guelph cities tended to be farther away from the Papal States and closer to the Holy Roman Empire, and Ghibelline cities tended to be farther away from the Holy Roman Empire and closer to the Pope’s temporal power.

Battles raged across Italy from the mid-1100’s to the mid-1300’s with both sides ending up on top at one time or another. This sixth Men of Iron game (Men of Iron Volume VI: Purgatorio: Battles between the Guelphs and Ghibellines) covers some of those battles: beginning with Frederick Barbarossa trying to recapture rebelling provinces in Italy in the late 12th century, taking a spin through the 13th century with a few battles that spelled the end of direct Hohenstaufen rule of Italy, and ending with a war that myth says was fought over the theft of a bucket from one city by another!

The battles include:
Legnano 29 May 1176 – Frederick Barbarossa fights the Lombard League for control of northern Italy.

Cortenuova 27 November 1237 – Frederick II, grandson of Barbarossa, tangles with the second Lombard League for control of northern Italy.

Montaperti 4 September 1260 – Florence and Sienna fight one of the bloodiest battles in medieval Italy—as seen on TV, or in GMT’s Inferno!

Benvento 26 February 1266 – Manfred, King of Sicily, dies in battle in southern Italy against Charles I, King of France, earning Charles I the title King of Sicily.

Tagliacozzo 23 August 1268 – Conradin III, King of Jerusalem, is captured and executed after a battle in southern Italy against Charles I, King of France and Sicily.

Campaldino 11 June 1289 – Florence and Arezzo fight in northern Italy. Famous Italian poet Dante Alighieri fought in the battle. Later, his brand of Guelph would lose power in Florence, and he would be forced into exile.

Zappolino 15 November 1325 – Modena and Bologna fight, not over an oaken bucket stolen from a well, but over a long standing feud replete with raids and reprisal that had occurred almost a century.

If you are interested in Men of Iron Volume VI: Purgatorio: Battles between the Guelphs and Ghibellines, you can order a copy for $71.00 at the following link: https://www.gmtgames.com/p-1116-purgatorio-men-of-iron-volume-vi.aspx

7. Infernal Machine: Dawn of Submarine Warfare from GMT Games

Jerry White is one of our favorite designers. He focuses on mostly solitaire wargames but he is very good at what he does and has a real talent for making a playable game out of any historical situation. Over the past couple of years, titles likes Atlantic ChaseStorm Above the Reich and Skies Over Britain have been released by GMT and are simply fantastic games that tell a great narrative. A few years ago, his newest title was announced that covers the development of submarine warfare during the American Civil War and is in partnership with Ed Ostermeyer called Infernal Machine: Dawn of Submarine Warfare. This game looks great and I am very much looking forward to playing it.

From the game page, we read the following:

Infernal Machine: Dawn of Submarine Warfare is a solitaire board game that casts the player in the role of inventor/entrepreneur in mid -19th century America. The game is set during a historical moment when the business environment has gotten rather dynamic – it is the tumultuous landscape of the American Civil War. The player’s task is to design, build, and put to use a submarine during that war.

Infernal Machine can be played either in scenario form or campaign. In a campaign, you can choose the city or port where the project’s machine shop will be located. Since construction materials and labor costs money, your role as entrepreneur comes into play as you seek out Investors to join your team; their cash will provide the funds that help your Fishboat take shape. As Inventor, your design gives form and substance to the size and shape of your submarine, and to its capabilities. Will it carry a snorkel? Will its prow have a spar-mounted torpedo as the primary weapon?? Will it tow a captive mine instead? Will it have dive planes? Will it be powered by the muscle strength of a crew cranking the propeller or will you install a boiler engine?

To bring blueprints to life, you will need to hire Mechanics, whose engineering expertise keeps your infernal machine’s construction on schedule. Once assembly is complete, your Mechanics can join the crew, using their repair capability to keep the machinery and the vessel running smoothly. Journeymen can also lend a hand on the shop floor and inside the Fishboat, while Sailors bring nautical know-how as well as sheer brawn.

While your machine shop is busy getting started with the submarine’s construction, the game reminds you that the war drags on, and it is an unstable business environment. Prices for materials and labor fluctuate. Current events can affect your construction schedule and your machine shop’s performance. Public, and even personal circumstances may force your hand. You may decide to push your Fishboat into the water before you feel it is optimal, or push your crew into battle with little training. So many decisions. Where do you turn and how do you find out what you need to know?

We published an interview with the designers Ed Ostermeyer and Jerry White and you can read that at the following link: https://theplayersaid.com/2023/06/05/interview-with-jerry-white-and-ed-ostermeyer-designers-of-infernal-machine-dawn-of-submarine-warfare-from-gmt-games/

If you are interested in Infernal Machine: Dawn of Submarine Warfare, you can order a copy for $93.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-963-infernal-machine-dawn-of-submarine-warfare.aspx

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 Wharf Rat Games!

-Grant

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