The Struggle for Zorn: The Red Blight is a 1-5 player semi-cooperative fantasy wargame. Players will represent the various Houses of the fictional Kingdom of Zorn, and these Houses have joined together to defeat the rising threat of the vile Red Blight. The Red Blight is an evil entity that has just launched an invasion of peaceful Slumbering Troll Valley, the northern-most province of the kingdom. The monsters of the Red Blight are now holding the citizens of the valley hostage and have absconded with the province’s valuables, treasures, and vital resources. The Houses have been summoned by King Rufus V of Zorn to launch a Royal Crusade to free the valley and rid it of this blight.
The game’s players will each control a Commander, a Magic User, and a House Army, made up of various types of military units. Each player attempts to defeat enemy units and capture Treasure Tokens, and by so doing earn Glory Points. The player scoring the most Glory Points will be awarded with the title “Hand of the Crown” and win the game. However, players must cooperate and assist each other as well. If the Red Blight achieves certain conditions, all the players lose the game, regardless of their situation or amount of Glory Points. If players can stave off The Red Blight’s attempt to exploit the valley for four full days, the monsters will lose access to the malignant power that sustains them. If this evil has been successfully thwarted, peace and freedom will be restored once again to the valley and one of the intrepid Houses will gain the ultimate royal reward.
There was a run there, between the aughts and the teens of the current century, when Victory Point Games published multiple of the best solitaire board games ever. Banger after banger. Then it was sold and chopped up for parts.
Perhaps the best title to emerge from that golden age was Hermann Luttmann’s Dawn of the Zeds. This baby merged the strategic considerations of the States of Siege line with some cinematic flair. So much cinematic flair that its overstuffed third edition aped not only the dramatic beats of cinema but also the notion that it was a movie being directed by the player. A tonal mismatch if ever there was one.
Here’s the good news: Hermann Luttmann is back with a new version of Dawn of the Zeds. Dubbed the Designer Edition, and divorced from the vultures who gobbled up Victory Point, it’s a revamp of the system from top to bottom. It isn’t as good as I remember. It’s better.
The heroes we need. And deserve. And got. Cool.
Unlike any number of internet specialists, I have no idea what a “real” zombie apocalypse would look like. But the scenario presented by Dawn of the Zeds feels real enough, at least in the moment. It begins on the periphery, slowly, Farmingdale’s outlying communities stubbornly refusing to listen to reason. Then the levy breaks and the tidal wave comes all at once. Defenders panicking over the radio. Refugees crowded on the interstate. Infections concealed among the survivors, ready to bloom into a fresh horde of killers. It isn’t long before the bodies are piling against the barricades.
Drawing on its lineage from the States of Siege system, Dawn of the Zeds offers a bird’s eye perspective that lends it a certain credence. At a tangible level, you play as a specific group of survivors. There’s some wiggle room there, including a multiplayer mode, but the classic setup is four heroes selected at random from a generous pool. These heroes, to put it bluntly, are not created equal. One session might provide Professor Agee, already on the cusp of inventing an antidote, and Captain Piazza, the sniper whose ranged attacks and booby traps make her a force of nature at any range. Then the next will give you Pickles the dog. Poor dumb Pickles. He’s the best boy. Just not, you know, the best at zombie invasions.
But these inequalities — some might call them “imbalances” — are not only to be expected from Dawn of the Zeds; they’re the whole reason it works. Better get used to it, in any case. Every round begins with an event card that dictates not one but four phases. One of them, the RRRR phase, is really four phases folded into one, letting you usher refugees to safety, shove raiders across the countryside, and invite any passing Army Rangers to help your community. There’s a fourth R in there, but I’ll be damned if I can remember what it stands for. Compared to that, the actual action phase, which usually sees your characters taking a measly one action each, is often brisk. Certainly you’ll wish you had more time. What do you mean Emily Orozco, golf pro, can drive balls into an oncoming horde or shuttle defenders around in her golf cart, but not both?
The sense that you’re drowning in a rickety submarine, four new leaks springing each turn while you only have enough hands to patch three, has been the default state of solitaire and cooperative gameplay ever since Matt Leacock standardized it in Pandemic. But where Dawn of the Zeds excels is at making that formula feel more natural than elsewhere. Flipping an event card doesn’t merely present a problem; it hits you with a full-spectrum crisis. Whether refugees can retreat. The threshold for yet another outbreak that will bring new zombies onto the board. How far you can stretch your tins of beans. Whether your heroes can muster some extra oomph today, that little bit of extra effort to earn a more generous action allotment.
There’s nothing quite like an event deck.
Not least of all, which lanes will come under assault today. This being a glorified States of Siege game, the entire map is divided into four lanes that spiral around and eventually terminate at Farmingdale. If any zeds reach the town, it’s game over.
So you play football. Or tug of war. Some calorie-burning metaphor is appropriate. Each lane has its own tendencies, not to mention spaces that are crucial to your survival but which will very quickly succumb to the horde. The suburbs are defensible but populated with noncombatants who must be protected lest they turn into zombie chow. The interstate is mostly open but for the town’s nuclear plant. The mountains and farmlands both feature zones where food and ammunition can be harvested more readily, if only you can hold them. It doesn’t help that zombie territory must be painstakingly reclaimed lest any future zeds spawn that much closer to your town center.
For the most part, this turns Dawn of the Zeds into a game of fire response. One of your outlying settlements’ defenders falls too soon, so you send loony old Mister Johnson and his shotgun to help bushwhack the zeds back a few steps. Supplies are dwindling, so it’s time for Big Wheels Carter to plow through the crowd with his big rig to bring a few crates back home. Injuries are piling up, so Agent Carter retreats from the front lines to help out in the hospital. Too many zombies are at the gates, so Pickles runs out and ignores the zombies, but also doesn’t really help behind the lines either. Good job, Pickles. Who’s the best boy?
Fortunately, there are plenty of tools to aid in these efforts. Barricades can be erected. Refugees can be rearmed and turned into zed-killing professionals. Antidotes and super-weapons can be manufactured. Indeed, it’s now pretty rare to not leave at least one hero back in town, at least for the first half of the session, just to keep a handle on the hospital and laboratory.
The Designer Edition’s biggest change… dice.
In the meantime, the underlying logic has changed somewhat from the game’s previous incarnations. Since its earliest days, Dawn of the Zeds betrayed its wargaming roots by employing old-school combat results tables. The dreaded CRTs. Anytime zeds entered a space with humans, you would compare their relative values, then check those values against a table that would tell you the outcome. It was a question of sums. My defenders have two strength, plus one for defending a named location, plus another for that supporting unit, plus two for Colonel Kingman’s enhanced barricade… against the combined zed strength of three plus four… now check the table… and that means we inflict two hits and the zeds retreat one space, but we take two hits in return. Wait, since Deputy Schmidt is on the scene, we get a positive shift on the table. Even better. Except, wait, we were looking at the ranged table when we were in hand-to-hand combat.
In other words, the combat system was functional, but not always very exciting.
It seems Luttmann has learned a few tricks in the years since the third edition, perhaps courtesy of experiments like The Plum Island Horror. The CRTs are out. And I mean all the way out. Nowhere to be seen. Instead, zeds now deal a static attack value — usually two to five — that can be blocked with shields, while human forces roll dice to inflict injuries or trigger special abilities.
The consequences are far-reaching. First of all, hero abilities are more manageable. In the third edition, heroes had half a dozen abilities each, all written in long-form text, all necessary for using them to their fullest capacity. Now heroes have two passive abilities plus perks that trigger when they get the right results on their dice. It’s tidy by comparison, preventing those obnoxious “oh shoot, I forgot to do this one thing” moments that were so common in previous editions, but also ensuring everybody feels like their own member of the team.
More importantly, combat is no longer something that can be summed out in advance. No longer can you park the right cluster of heroes and town defenders on a space and trust the CRT to provide. Sometimes you’ll roll five dice and flub the whole set. Other times Pickles will pounce on a pair of chits and somehow obliterate the entire stack with his lone yellow die. This can be frustrating, and there’s a whole optional reroll system in there for those who are, like me, little brats about bad tumbles. But this also pushes the game in a direction that’s more organic, more freewheeling, with unexpected twists and turns. It feels more like a series of triumphs and catastrophes and less like we’re pausing every thirty seconds to look at another dang chart.
It helps, too, that combat now includes little moments of player agency, especially where retreats are concerned. Previously, the CRT was everything. Injuries, retreats, the CRT might as well be God handing down tablets from Mount Sinai. Now it’s up to you whether to retreat from a space to ignore an injury or suck it up and hold your ground. This still won’t save a squad from a total overrun, but it’s a nice decision to leave in the player’s hands. Will you absorb a few extra losses to hold onto that important district, or cut your losses and hopefully outrun the zeds? It’s a toughie.
Want to ambush a zombie horde?
To be clear, Dawn of the Zeds is still a cluttered design in some ways. There are still tables, just not combat results tables. You check separate rubrics to see if your hero succeeded at foraging, healing, or researching the zombie virus. Chits still show little letter codes that designate their special abilities. Above all, there are still absolute heaps of special modifiers that might be applied to units. What’s the difference between flaming zeds, smelly zeds, and beta zeds? That isn’t the start of a joke. Those are actual traits that might be added to a chit to modify the threat it poses to Farmingdale’s defenders.
For the most part, though, the beauty of the Designer Edition is that it hits the sweet spot between complexity and ease of entry. It’s a little easier than before, both complexity- and difficulty-wise. But for all its streamlining, there’s still texture here. Flaming zeds are incredibly dangerous, but they’re also self-damaging. Smelly zeds repel your defenders if they share a space after combat. Beta zeds move faster and hit harder. Now that you know those ones, what about infected vermin, dirty zeds, smart zeds? Most of these traits won’t appear in a single session. But the beauty of this system is that they might. This is still a kitchen sink design, but it’s a kitchen sink design by a kitchen sink designer who’s come to really know his kitchen sinks.
And what a kitchen sink it is. After all these years, I had some trepidation going back into Dawn of the Zeds. Like its comrades in the old Victory Point Games catalog, it was a product of its time. That second edition, arguably the high-water mark for the old versions, shipped in a folio-sized ziplock. Its cutouts smelled of wood smoke from the workshop laser cutter. The rules were scattered and frenetic, a little homebrew. Opening the box for this edition, I wasn’t exactly thrilled to discover that that’s apparently how Luttmann’s brain functions.
But even after all this time, Dawn of the Zeds feels fresh. Fresher, actually, now that the States of Siege titles are a thing of the past rather than regular attendees of the alternative wargaming scene. The closest comparison from the past few years is The Plum Island Horror, but while that game has left a few visible fingerprints on this one, the two are more like cousins than siblings. All in all, this has the hallmarks of the same game Luttmann designed fifteen years ago. It’s still weathered and wild-eyed, the buttons of its overcoat still loose, but it’s every bit as indomitable as ever.
“You’re under arrest, Dr. Mabuse!”
At least I hope it is. Some part of me wonders if Dawn of the Zeds has grown too far out of step with the modern hobby scene. It’s challenging and woolly and random. Even more random thanks to the dice combat.
But it’s also one of the most exciting and interesting solitaire games of its age. Once a week over the past month or so, I’ve sat with it in the evening, watching my defenders fail or rally, my heroes dart from one peril to the next. And it was perhaps the most relaxed I’d been in as much time. It felt like coming home. Not to the janky and over-stuffed version that I’d grappled with when I reopened the third edition last year. Instead, a version that was still expansive in what could happen, but more manageable and vivid in the moment. The past as I remember it rather than the past as it was.
Even when Pickles showed up only to promptly hurl himself into an unwinnable fight. Especially then. Good boy, Pickles. Good game, Dawn of the Zeds.
A complimentary copy of Dawn of the Zeds: Designer Edition was provided by the publisher.
(If what I’m doing at Space-Biff! is valuable to you in some way, please consider dropping by my Patreon campaign or Ko-fi. Right now, supporters can read the next installment in my series Talking About Games, this time tackling the topic of what makes a good list! Naturally, the piece includes a list.)
Dive into history and heroism with Crusaders: The Siege of Acre 1291, a solitaire wargame that lets you experience the last stand of the Knights Templar and the Crusaders in the Holy Land.
Relive the courageous stand of some 15,000 Crusader soldiers, Knights Templars, Teutonic Knights, and Hospitallers as they defend Acre, a critical port city in the Holy Land, against a massive Mamluk army of some 80,000 soldiers armed with siege engines and catapults in the century after the Ninth Crusade.
Fighting was brutal. Mamluk archers and catapults rained missiles on the walled city, infantry conducted relentless assaults against its perimeter while miners attempted to breach the defenses of the stronghold from below. From behind its ramparts, the Crusaders repelled attack after attack while leading raiding parties outside of the city as the immense Mamluk army tightened the noose of the defending Crusaders.
When the dust settled, the city of Acre was overun by the Mamluk army. Crusaders and citizens were killed as the remnants of the Crusader army fled back to Europe while the legendary Order of the Knights Templars retreated to the island of Cyprus. The Crusaders lost their last major stronghold of the Crusader Kingdom of Jerusalem, never to return. Can you hold Acre?
In SPQR: The Battle of Alesia 52 BC, you recreate the historical final battle of Alesia which took place in the year 52 B.C., during Caesar’s Conquest of Gaul. In the heart of the Gaul region, a battle unfolded that would reshape history. Julius Caesar had been carving a bloody path through the Gaul lands.
Vercingetorix, the famed and confident Celtic warrior-king, rallied the scattered tribes of Gaul into a desperate stand on a fortified hilltop in Alesia. From within the encircled settlement, he watched as a vast Gaul relief army of some 250,000 men gathered to finally crush the brutally outnumbered Romans, a storm cloud promising a final, glorious clash.
Will you lead the Roman Legions to glorious victory? Or will you face annihilation in the muddy fields of Alesia? The choice is yours…
It has been very hot lately….and the humidity is getting out of control here in our Area of Operations (Indianapolis, IN). It makes everything tougher but I still like it better than the negative temp spikes we experience in January and February and look forward to the rest of summer. In the wargaming world, there is also a lot of “heat” coming upon us in waves as this month for the Wargame Watch, I was able to find 30 games (including the single new game from our sponsor Bring it on Games). I was also able to find 9 games being offered on Crowdfunding through Gamefound and Kickstarter.
This month we have a sponsor for the Wargame Watch feature in a new publisher named Bring it on Games. Bring it on Games is owned by Adam Starkweather of Grand Tactical Series (GTS) and Company Scale System (CSS) fame. He has started this new company with several friends and compatriots as a “company run by gamers – not a company that publishes games”. I think that Adam is a great designer and he is now out on his own and is going to make the games that he wants to make.
On their website, they have said the following about their production schedule and plans for the near future:
We will only make two or three games every two years. Next up is ACSS: Utah: 10 Days in Normandy. But work has also started on Omaha, Market Garden, and Battleaxe for ACSS. But other games on different stuff using new systems has started too. Gettysburg, The War of the Atlantic, and other fun stuff. I just have to live to ninety to make everything I want to make.
While they are new and don’t have a published game to their credit as of yet, they appear to be working hard to build a brand that is solid and will hopefully be one that is a continual force in the wargaming hobby. Their current project that is up for pre-order is called Anzio: A Lost Opportunity and is a big, monster wargame. This game has a ton of maps (10 total) and a ton of counters (20 5/8th” Countersheets) as well as a ton of charts, tables and player aids. This is a MONSTER wargame…big, bad and beautiful…no doubt about it but it looks really good.
We have played several games designed by Adam Starkweather in his Company Scale System (CSS) published by Compass Games including Saipan: The Bloody Rock and The Enemy is at the Gates: The Batlte for Berlin. These games are really good solid chit draw systems that really puts some unknown in what groups of units can activate and even when they will activate. There are also events and if the chit cup runs dry before all of the units can activate due to the end round chit then you are just sore out of luck. You have to prepare for this inevitability and I love the concept of prioritizing your activations and making sure you activate what you absolutely have to before doing those units that would be beneficial to activate. The system is a highly accessible, streamlined approach to simulating tactical military operations while retaining strong decision-making depth. The CSS offers a “design-for-effect” combat system that effectively eliminates micro-management and makes the game a joy to play.
Anzio is the first game in a new series called the Advanced Company Scale System or ACSS. At this point, I am unsure what makes it advanced but will be working with the designer to get a better understanding of that in a designer interview for the blog.
In the mean time, you can download the rules and the scenario booklet from an online OneDrive and you can also get access to a Vassal module to try the game out. Here is the link to the OneDrive: OneDrive Link to Rules and Scenario Booklet
If you are interested in Advanced Company Scale System Game One:Anzio: A Lost Opportunity, you can pre-order a copy for $300.00 from the Bring It On Games website at the following link: https://bringitongames.com/shop/p/anzio-a-lost-opportunity
Pre-Order
1. OCSThe Hero City: The Battle of the Baltics, September 1943-April 1944 from Multi-Man Publishing
In late 2021, we posted an interview with Tony Birkett as designer and Chip Saltsman as developer covering his The Third Winter from Multi-Man Publishing, which covers the third winter on the Eastern Front during World War II and deals with German Army Group South as they retreat to the Dnieper River and then the Carpathian Mountains. This game is an entry in the Operational Combat Series and was followed up by his Crimea: Conquest & Liberation game that was promoted as a low-counter density, small OCS game. Since then, he has been hard at work on the next volume in the series called The Hero City: The Battle of the Baltics, September 1943-April 1944 that dives into the mid war battles in the Baltics between the Germans and the Russians.
From the game page, we read the following:
The Hero City depicts the desperate battles between late September 1943 and April 1944 in the Army Group North sector of the Russian front. Soviet priorities were to establish a rail connection into Leningrad, evict the Axis forces from the Leningrad Oblast, and force their way into the Baltic States. Well aware this hammer was about to fall, Army Group North prepared the Panther Line defensive belt along the borders of Estonia and Latvia. The Hero City covers the major engagements: the autumn attrition battles while the Soviets mass their forces, the fighting retreat as the Wehrmacht desperately tries to escape intact, and the crashing impact as Russian waves pound against the German Panther Line breakwater. In the north are the Finnish lines, which offer a completely different strategic opportunity, including a scenario for the Soviet Summer 1944 offensive into Karelia. The Axis forces managed—barely—to hold at the Panther line, but the situation could have spiraled into disaster. The campaign here laid the foundations for the drama during the summer of 1944, and many of the German units in The Hero City will end the war trapped in Courland.
The game area covers the Soviet Oblasts of Leningrad, Novgorod and Pskov, as well as Estonia, Latvia, and the northern part of Lithuania. The map extends north of Helsinki and Viipuri in Finland, south to Daugavpils and Tilsit, east to Valday and Volkhov and west to the Baltic Sea. The Hero City is fully playable with The Forgotten Battles, to create a combined massive gaming experience using campaign setups that start in September 1943 and January 1944.
The Soviet command and supply structure is modeled through Front HQ markers. Fronts are either in “Offensive” or “Regrouping” status, allowing for shifting axes of attack and the on/off nature of Soviet operational warfare during this time. Each Front has an assigned Air Force. The parallel fighting in Army Group Center is represented by a boundary marker that shifts as the war advances off map, and the Axis player must be careful to watch his off-map flanks.
The Hero City is a large-sized OCS game, with 1,400 combat units (five counter sheets) and a 44×66-inch map layout at a scale of 5-mile hex/3.5 days per turn. The full Campaign game is 63 turns long, and there are three campaign scenarios so players can start at different points in the action. Also included are several partial-map scenarios.
Special rules in this OCS game are carefully researched to model key aspects of this critical campaign:
Forces include German Wehrmacht, Luftwaffe and SS formations, as well as Soviet Guards, regular and Partisan units, plus Finnish, Estonian, Latvian, and Lithuanian units. The Prinz Eugen and German destroyers might put in an appearance.
Soviet Front HQ Markers which reflect their role in command and marshaling supply.
Soviet RVGK for coordinating strategic redeployment and rebuilding shattered mobile Corps.
Axis Army, Army Group and Kessel HQs, along with Kampfgruppe markers which portray Axis operational flexibility.
Random events similar to what are found in The Third Winter and The Forgotten Battles. The 26 possible events add historical flavor with minimal rules overhead, covering things like Guards Promotions, Fuel Shortages, Hitler’s intransigence, Soviet submarines Partisan Offensives, One-Turn Offensives, Battlefield Heroes, options for emergency reinforcements and unexpected Finnish offensives.
If you are interested in OCS The Hero City: The Battle of the Baltics, September 1943-April 1944, you can pre-order a copy for $90.00 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/the-hero-city-p-468
2. Inferno in the Blue Grass: The Battle of Perryville, 8 October 1862 from Multi-Man Publishing
While attending Buckeye Game Fest this past March, we met with a fan of the channel named Leslie Jerome and had him introduce us to the Line of Battle Series with Volume 3 To Take Washington: Jubal Early’s Summer 1864 Campaign from Multi-Man Publishing. Line of Battle is a regimental-level American Civil War wargame system designed for fast-paced, non-stop action by eliminating excessive paperwork and combining fire phases with movement. I feel like this system is a highly playable classic ACW system with lots of very interesting mechanics including activation, order reception and relay, closing rolls, morale checks and close assault. In fact, I love how it creates a great narrative with some of the terminology and naming conventions such as the Blood Lust result for close assaults and the Cowardly Legs from broken units.
Recently, MMP put the next volume in the series up for pre-order called Inferno in the Blue Grass: The Battle of Perryville, 8 October 1862. I am very much anticipating this one and can’t wait to dive back into the series.
From the game page, we read the following:
Inferno in the Bluegrass brings The Gamer’s Line of Battle (LoB) Series into the Western Theater. The Battle of Perryville, the largest battle fought in Kentucky during the American Civil War, was the culminating engagement of the Heartland Campaign of 1862. This was the South’s attempt to invade the border state and garner support for its cause while simultaneously forcing Union armies in the west on the defensive. By October, the Army of the Ohio was on the move, poised to throw back the invaders. Bragg, confident that an initial Federal advance would focus elsewhere, was completely unaware that Don Carlos Buell was converging on his army in the small town of Perryville. As the sun rose on October 8th, 1862, neither army could have known that the coming engagement would ultimately determine the fate of Kentucky in the war.
The sheer scale of violence at Perryville factored heavily into the design, over 7,600 casualties were tallied – resulting in one of the larger casualties per hour rates of the war. Independent Command rule replicates Confederate commanders blurring the lines of command by fragmenting divisions into small, independent commands, creating confusion and limiting effectiveness. The Attack Commencement Chart limits the ability of the Confederate player to organize one massive assault. The Union, conversely, is hamstrung from the outset. The Union Alertness Table represents the phenomenon of an “acoustic shadow”, which caused Buell to be blissfully unaware of the overall tactical situation hours after the initial fighting had started. The map shows the parched land in meticulous detail, corroborated by the designer walking the battlefield to get a great feel of the ground.
This is Nick Roser’s first published design. His commitment and expertise on the battle shines through the design. Nick’s ancestor, Johann Christian Kurtz, fought in the battle, so his personal connection to Inferno in the Bluegrass is in his blood.
If you are interested in Inferno in the Blue Grass: The Battle of Perryville, 8 October 1862, you can pre-order a copy for $48.00 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/inferno-in-the-bluegrass-p-467
3. Great Battles of the American Civil War: Battles for the Ozarks from GMT Games
This is one of those venerable series that we have not had the opportunity to play or experience. Great Battles of the American Civil War or GBACW (not to be confused with Great Campaigns of the American Civil War from Multi-Man Publishing) is a highly detailed, regimental-level wargame series originally created by Richard H. Berg. It is known for its interactive chit-pull mechanics that simulate the chaos, command difficulties and fatigue of 19th-century warfare. The newest volume in the series, which is Volume XI, was announced in late June and is called Battles of the Ozarks.
From the game page, we read the following:
The game presents five key battles that shifted the balance of power west of the Mississippi during the first two years of the war. Battles for the Ozarks concentrates on events on the Ozark Plateau of northern Arkansas and southwest Missouri and included are these battles from the first three campaigns of the war in the West. Each battle is portrayed in great detail allowing players to try alternate strategies.
Dead & Buried, The Battle of Wilson’s Creek, August 10, 1861 The first large battle west of the Mississippi. Federal General Nathaniel Lyon leads the Union forces in an attempt to bloody the nose of General Sterling Price’s Missouri State Guard and Ben McColluch’s Western Army that has arrived from Texas and Arkansas. Command the unusual forces that were arrayed in each army for this battle. As the Union, you’ll have Home Guard units, Regulars (including the famous 2nd Dragoons), and German American Missouri Volunteers from St. Louis. As Price and McCulloch, you’ll have everything from Missouri State Guard units armed with flintlocks and shotguns, to the South Kansas Texas Cavalry regiment and Arkansas State Militia.
Into The Night, The Battle of Dunagin’s Farm, February 17th, 1862 A lesser-known battle that occurred about a month before the much more famous battle of Pea Ridge. In north Arkansas along the Little Sugar Creek, the rear guard of McCulloch’s Army of the West, led by the capable Louis Hebert, tries to cover Sterling Price’s retreat from Springfield, Missouri. Hot on Price’s trail is Samuel Curtis’ Army of the Southwest. The advance cavalry of Curtis’ army collides with Hebert’s forces on farmer Dunagin’s field. What starts as a simple skirmish escalates into a full-blown fight that spills over into the evening, with both sides gradually feeding more troops into the battle.
Rush To Glory, The Battle of Pea Ridge, March 7th & 8th, 1862 Can you, as Earl Van Dorn, fall upon the rear and flank of the Federal army deployed north of the Little Sugar Creek before the more rested and organized enemy responds? Or can you, as General Samuel Curtis, repeat one of the few times in military history when an army reversed course, moved its supply train out of danger, and then engaged and defeated the enemy? A challenging battle for both sides; the Confederate army has been “Rushed to Glory” by Van Dorn in a snowstorm and is worn out, while the Union army is flanked by the CSA foe. The battle has a two-map and a three-map version (the largest presentation of the battle ever done).
Iron Men, The Battle of First Newtonia, September 30th, 1862 Probably the most unusual and desperate of all the battles included in Battles for the Ozarks. First Newtonia was fought before the Battle of Prairie Grove in Blunt’s campaign. The advance units of the two armies meet at the small hamlet of Newtonia in southwest Missouri. A CSA force comprised of the Indian Command, a brigade of Texas cavalry, and part of Jo Shelby’s Iron Brigade attempt to stop the forward movement of BG Fredrick Salomon’s 1st Kansas Division. With warriors of the First Nations on both sides, First Newtonia steps into new territory for GBACW. Also command part of the Western “Iron Brigade” in its first battle. One of the most desperate fought battles in the Trans-Mississippi.
Blunted Again, The Battle of Prairie Grove, December 7th, 1862 Take the role of the headstrong Union General James Blunt and see if you can move the CSA forces led by Thomas Hindman off the Fayetteville Road. As the Union commander, you will have superior artillery that can win the day. Or as the Confederate commander, you’ll hold the strong defensive position between the two Union wings along “The Bench”. You have the Napoleonic central position, and it is held by Joe Shelby’s Iron Brigade! Will it be enough?
Ready for a new experience in your War Between the States gaming? Battles for the Ozarks is the 11th installment in the award-winning Great Battles of the American Civil War Series. The game has rules that satisfy both experienced and new players, with a Simple Version that offers an easier, faster gaming experience. New optional rules are also introduced! New skirmish rules catch the ebb and flow of open order combat between the battle lines, and the Peoples of the First Nations make their first appearance in the GBACW Series. See how well these warriors fought at Prairie Grove or First Newtonia. New terrain types, such as Heavy and Light woods, are introduced, along with Rifle Pits and Entrenchments. With over twelve scenarios, including two on their own half maps, there is something for everyone.
4. Bataan! The Battle for the Philippines 1942 2nd Edition from Consim Games/GMT Games
Classic wargames always do well, either because of nostalgia and a longing for the past or because the game was really good. I don’t know which one this fits into but GMT Games announced a new 2nd Edition of a classic wargame called Bataan!. I say GMT Games but the game is actually published by Consim Games, as they have entered a new partnership with GMT as they have in the past to publish their own line of games.
From the game page, we read the following:
Bataan! 2nd Edition is the much-anticipated, updated grand-tactical-level treatment of WWII battles on the Bataan Peninsula in the Philippines, which took place from January through April 1942. Game designer and Charles S. Roberts Award recipient Vance von Borries has drawn on his game design experience to create a game engine capable of portraying the tense jungle fighting that took place on Bataan. While the system is based on his popular Roads to Leningrad game, the changes needed to simulate the fighting on Bataan make for a unique gaming experience. For history enthusiasts and wargamers, this is a nuanced, in-depth exploration of a specific, underrepresented aspect of WWII history. This all-new 2nd Edition does not simply address all official errata from the original edition, but also delivers new game components and a major game system update, with the rules rewritten to further advance this popular game system.
Gameplay is both tense and interactive, based on an alternating activation sequence in which both sides conduct operations. This second edition features streamlined game mechanics to improve and help speed gameplay, all based on player feedback. The game also captures air and naval operations, though the focus is on ground warfare and specialized unit capabilities.
Special rules model key historical facets of the campaign include: movement classes of units, artillery, air power, air missions, strategic movement, infiltration movement, disruption, contested hexes, unit formations, attack coordination, lead unit losses, efficiency and lead units, HQ units and capabilities, initiative and activation, hasty and deliberate activations, momentum, supply, fortifications, withdrawals, Japanese emergency supply, Campaign supply, general attrition, forage, naval operations, amphibious invasion, special situations and events, special units, Philippine Scouts, and more! Five scenarios are included. The three quick-playing opening scenarios require fewer rules to play. You can complete them in a single sitting, focusing on the core game system, and they include At the Pearly Gates: Layac (intro scenario), Abucay Line, and Mauban Line. These scenarios provide a clear and accessible entry point for players new to the system, allowing them to learn the core mechanics before tackling the full complexity of the campaign game. The two full campaign game scenarios add detail by introducing campaign supply, naval operations, amphibious invasions, special situations, and events. While intended for two players, the game is also suitable for solitaire play.
5. When Titans Clashed: The Eastern Front in WW2 from Consim Games/GMT Games
And the 2nd game offered on pre-order this past month in this new Consim Games/GMT Games partnership is called When Titans Clashed: The Eastern Front in WW2 designed by Michael Resch. This is a new game design but pays homage to the original Jedko Games edition of the classic The Russian Campaign designed by John Edwards. I know that we all very much enjoy a good romp on the Eastern Front of World War II and the tank clashes and and I am sure that this game will be a fantastic representation of the genre and give us hours and hours of hex and counter goodness.
From the game page, we read the following:
When Titans Clashed is a game covering the epic campaign fought in Eastern Europe during World War II. Game designer Michael Resch offers this tribute to the original 1974 Jedko Games edition of The Russian Campaign by John Edwards. This new design seeks to balance the classic game’s attractive aspects while introducing modern design concepts unheard of at that time. The map and counters use a vintage style to honor the 1974 Jedko edition, but beyond this, the designer presents a new, modernized design approach to the classic game.
Gameplay is fast-paced and intense for both sides, as the initiative can shift through significant maneuvers and battle outcomes. For both sides, each turn features a double-impulse sequence that rewards the player who, in a disciplined fashion, plans for the possibilities the double-impulse sequence can create. Such planning may enable battlefield gains to be solidified or, conversely, allow recovery from disaster along an expansive front. Players must also plan for reinforcements, replacements, and upgrades, as well as various strategic considerations and political events that will influence the campaign.
While the game system itself is relatively low in complexity, special rules help capture the campaign’s historical narrative. Political events include the Warsaw Uprising and the Romanian coup d’état. Special rules include Axis Ally Limitations, German Heavy Panzers, Air Power, Stalin, Fortified Areas, Coastal Army, Sea Invasion, Soviet artillery, partisans, workers, oilfields, and more! The game, while designed for two players, plays very well solitaire, and one can finish the full campaign in a single sitting.
6. Combat Commander Battle Pack Nr. 1: Paratroopers 4th Printing from GMT Games
I have played a ton of Combat Commander over the years, including from Combat Commander: Europe, Combat Commander: Mediterranean and Combat Commander: Pacific as well as several of the Battle Packs and absolutely love the narrative that the game creates. I love the cards and how they are used for combat, there are no dice in CC, activations and events. The system is just full of chaos and fun. This month they have announced the 4th Printings of a few of the classic Battle Packs including Battle Pack Nr. 1: Paratroopers, which allows players access to elite American/Russian/German troops with some nifty abilities that can really turn the tide of battle and boost the capabilities of your soldiers.
From the game page, we read the following:
Combat Commander: Battle Pack Nr. 1 – Paratroopers is the first of many themed scenario packs for use with the Combat CommanderSeries of games. The theme of this first Pack is focused on the exploits of American, German and even Russian Airborne forces. CC-Paratroopers features eleven new scenarios printed on cardstock, as well as four new maps.
The scenarios included in CC-Paratroopers are:
“Fields of Fire” and “Fields of Blood” set at Lanzerath, Germany, 16 December 1944 – both morning and afternoon attacks (using a new map #25)
“Turnbull Turns ’em” at Neuville-au-Plain, France, 6 June 1944 (using a new map #26)
“Carentan Causeway” at Carentan, France, 10 June 1944 (using a new map #27)
“No Ingouf Around” at Carentan, France, 11 June 1944 (using a new map #28)
“Operation Repulse” at Bastogne, Belgium, 27 December 1944
“Red Skies at Night” at Veliki Bukrin Bridgehead, Russia, 25 September 1943
“Blizzard Baptism” at Flamierge, Belgium, 4 January 1945
“Look Mom, No Tanks!” near Trois Ponts, Belgium, 24 December 1944
“We Go!” at St. Mere Eglise, France, 6 June 1944″Encircled at Hill 30″ at Caponnet, France, 8 June 1944
CC Battle Packs are NOT stand-alone games and will require ownership of one or more Combat Commander boxed games in order to be played. CC-Paratroopers requires ownership of Combat Commander: Europe or the Combat Commander: Europe/Med 20th Anniversary Edition.
Overall, this is a great expansion for the base game and all true Combat Commander fans should include this in their collection. The only concern or complaint that I had about the Battle Pack was that the American Forces colors on the scenario cards are almost all different. Some appear as Lime Green, others are Olive Drab and more yet are Forest Green! I don’t know if this is simply my copy’s problem or the entire run during the printing. Not a major issue and it definitely doesn’t change my opinion about this expansion. The scenarios are printed on thick card stock and are very durable and as usual the Situation Reports are some of my favorite parts as they set the tone for the scenario by giving historical analysis of the happenings. Great stuff that you simply must own!
7. Combat Commander Battle Pack Nr. 2: Stalingrad 4th Printing from GMT Games
They also have announced the 4th Printing of Battle Pack Nr. 2: Stalingrad and I know that this one has been out of print for a while now. I own a copy but have yet to get any of the scenarios played at this point.
From the game page, w read the following:
Combat Commander: Battle Pack Nr. 2 Stalingrad is the second themed collection of scenarios for use with the Combat CommanderSeries of games. The theme of this second Battle Pack shifts to the East Front in late 1942 as German and Soviet forces clash in and around the vaunted city of Stalingrad. CC–Stalingrad features eleven new scenarios printed on cardstock — one of which is a new style of multi-scenario Campaign Game — as well as eight new maps and dozens of new counters.
Numerous additional rules relevant to the dense urban fighting characteristic of the struggle for Stalingrad are also included:
Factories
Urban Snipers
Ongoing Melee
Rubble, Debris & Craters
Underground Sewer Movement
and the “Ampulomet” Molotov Launcher
The scenarios included in CC–Stalingrad are:
“Spartakovka Salient” set at Spartakovka, 23 August 1942
“Sea Devils” set at the Grain Elevator, 18 September 1942
“Dom 31”, behind the Barrikady, 27 October 1942
“Not One Step Back!” set at Dolgyi Gully, 1 October 1942
“Fortresses of Blood and Iron” set near the Volga River, 1 October 1942
“Into the Breach” set at the Barrikady’s Great Assembly Hall, 17 October 1942
“The Commissar’s House” as fought on 13 November 1942
“Shootout at Obliskaya” seeing the Rumanians fighting for Obliskaya Airfield, 1 December 1942
“Lyudnikov’s Island” near the Fuel Tank Area, 22 December 1942
“Stalingrad of the North” set at Veliki Luki, 14 January 1943
The “Stand and Die” multi-scenario Campaign Game recreating the battle for Mamayev Kurgan, late September 1942
NOTE: CC–Stalingrad is not a complete game and requires ownership of both Combat Commander: Europe and Combat Commander: Mediterranean OR the Combat Commander Europe/Med 20th Anniversary Edition to play.
Designed by John Foley and Chad Jensen with additional scenario designs in this second Pack courtesy of Mark Kalina, Bryan Collars, Kai Jensen, and Will Green.
8. Battle Line: Medieval-Themed Edition 2nd Printing from GMT Games
Following on in this reprint trend this month, Battle Line: Medieval is getting a 2nd Printing. This is one of those famous classic wargames designed by Reiner Knizia that is very well thought of but that is a smaller, card based game that is portable and very approachable.
From the game page, we read the following:
Now in its 12th GMT printing, designer Reiner Knizia’s Battle Line is our #2 all-time best-selling game! This new re-themed version of Battle Line is a two-player strategy card game built around the theme of Medieval warfare. This Medieval-themed version of Battle Line features 60 beautiful new cards by illustrator Roland MacDonald, as well as 10 full-color tactics “wildcards” that give players extra flexibility and choices and help make each new battle wildly different from the last.
Battle Line: Medieval takes about 30 minutes to play. To win, you must create powerful formations along your side of the line of battle that are superior to those of your enemy. Victory goes to the player who wins 5 of the 9 battle flags (an envelopment) or three adjacent flags (a breakthrough). Based on Reiner Knizia’s original design published in Germany as Shotten-Totten,Battle Line: Medieval enhances and expands that game system to give players even more tactical options and gut-wrenching decisions.
Battle Line: Medieval is a beautiful game that will delight competitive strategy game players and also serve as an great introductory game for new or young gamers.
9. Spearhead: Hell on Wheels – Tank Battles in Normandy from Matt White Currently on Kickstarter
Over the past several years, we have done interviews with Matt White, publicized his games and played a few of them as well and he always has something cooking. Recently, I came across his newest offering on Kickstarter called Spearhead: Hell on Wheels – Tank Battles in Normandy. This game is a solitaire or 2-player print and play tactical game that allows players to take command of US tanks in German occupied France.
From the game page, we read the following:
Welcome to Spearhead: Hell on Wheels – Tank Battles in Normandy” a brand new solitaire and co-op World War II print and play tactical wargame. In this game you are in command of a group of 3 US tanks in brutal and intense tank combat in enemy-occupied territory.
You must lead your tanks, through unforgiving terrain, finding and then engaging the enemy in fierce fire fights. You must defeat any encountered enemy tanks and forces, whilst meeting the objectives as you cross the map.
Keeping your tank crews alive and positioning your tanks whilst dealing with unexpected enemy positions is key to survival and success. This game is point-to-point based where you must place your tank orientation and can aim the turret separately. Being able to keep the front of the hull forward towards the enemy tanks whilst hopefully being able to fire on their flank is critical.
This is a standalone game in my series of WW2 print and play games. All of the digital PDF files are included (you simply print it out, provide yourself with a couple of regular six sided dice and a pencil).
The game is quick to setup and play, with a scenario taking around a hour to play and requires very little space.
As of July 1st, the Kickstarter campaign has funded and raised $2,485 toward its modest $171 funding goal with 88 backers. The campaign will conclude on Thursday, July 9th at 3:22pm EDT.
10. ’65: Squad Level Combat in the Jungles of Vietnam Strategy Guide from Flying Pig Games Currently on Kickstarter
Several years ago, Alexander and I played ’65 when it was originally released on Kickstarter. For a look at all the various bits and pieces in the box we made an unboxing video that shows all of the KS stretch goals as well that can be picked up, of which there were many! I’m always impressed by Mark Walker’s games because he packs so much in the box, and your hard earned cash can take you really far. The rules themselves are pretty light for a squad level tactical game, especially a Vietnam game with all of the potential complexities from that war. That made ’65 quite accessible and I’d recommend it for those looking to enter the tactical side of the hobby, as well as those who are looking for a game that is high on the fun side, and low on the dreary sense of impending doom when you lose side.
Recently, Flying Pig Games announced a new Strategy Guide Kickstarter campaign for the game and it looks like this is a very comprehensive booklet on the game and how to play it well.
From the game page, we read the following:
The ’65 Strategy Guide, launching on Kickstarter by Flying Pig Games, is a tactical handbook for the ’65: Squad Battles in the Jungles of Vietnam wargame. It features in-depth analyses of game mechanics, unit profiles, and faction-specific strategies, along with a detailed table of contents.
As of July 1st, the Kickstarter campaign has funded and raised $10,287 toward its $1,500 funding goal with 172 backers. The campaign will conclude on Thursday, July 9th at 12:00pm EDT.
11. Assault Red Horizon ’41 – Revised Edition from Assault Games / Sound of Drums Currently on Gamefound
A few years ago, I came across a new designer named Wolfgang Klein (no relation to Alexander Klein) and his new company Assault Games. They create fantastic tactical level wargames and we have played several of them and also got a chance to meet both Wolfgang and his friend and partner Erich Rankl last fall while attending Spiel Essen in Germany.
They have been working on a new edition of their first game called Assault – Red Horizon ’41: Revised Edition and they are ready now to take it to Gamefound.
From the game page, we read the following:
Assault – Red Horizon 41: Revised Edition marks the relaunch of the acclaimed tactical war game that immerses players in the dramatic early stages of Operation Barbarossa (June–October 1941). A clash of titans – the German Wehrmacht and the Soviet Red Army locked in a desperate struggle with infantry, artillery, and armored forces.
This new edition refines the system and significantly expands the experience, combining historical depth with playability, streamlined rules, and enhanced components.
The Revised Edition has optimised rules v2.5: Comprehensive revisions ensure smoother play, faster resolution, and greater clarity. The core mechanics remain familiar but have been refined for balance and accessibility. Find a draft version and changelog on our website here.
As well as expanded Game Material: New elements such as fortifications, obstacles, and minefields provide fresh tactical challenges. Tactical air support and off-board artillery support are now fully integrated into the ruleset, adding depth and variety to battlefield engagements.
Completely Redesigned Artwork: All visual elements have been thoroughly overhauled, delivering a sharper, more immersive presentation on both counters and maps. Additional we developed and upgraded the map boards with important symbols to aid the players during their actions.
As of July 1st, the Gamefound campaign has funded and raised €46,856 ($53,357 in US Dollars) toward its €15,000 ($17,119 in US Dollars) with 390 backers. The campaign will conclude on Monday, July 6th at 6:00pm EDT.
12. Imperial Elegy: The Imperial World at War 1850-1920Revised First Edition from VUCA Simulations
VUCA Simulations is a new company on the scene the last few years and they are coming out with some really great looking games. We have played several of their games and always have a great time with them. One of their newest offerings is called Imperial Elegy: The Imperial World at War 1850-1920 designed by Mike Lorino and they are doing a reprint of sorts and are calling it a Revised First Edition. This is a fantastic game that we have played twice now and looks at the time period covering 1850-1920 and the start of the Great War.
From the game page, we read the following:
Steam and steel redraw the map as telegrams outpace cavalry and dreadnoughts cast long shadows on distant straits. Imperial Elegy lets you steer a great power through seven decades of brinkmanship—industrial booms, colonial crises, and alliances that never sit still. Each turn spans a decade; the Great War may erupt…or be averted—depending on how you play your hand.
Your engine of statecraft is a hand of Action Cards. Spend them as command points to recruit, industrialize, move fleets and armies, influence minors, set war aims and build reach—or unleash their events to bend history at exactly the right moment. Control the pace by dominating flashpoints—the Low Countries, the Balkans, and global Power Projection—to draw more cards and roll your industry forward. At sea, ports and bases across linked naval boxes determine how far your influence can travel; chokepoints like the Suez Canal and the Dardanelles can open or close entire theaters.
Alliances breathe. Political shifts and crisis checks can flip blocs, sometimes twice in a single step. If the guns do speak, the game changes cadence: fixed wartime budgets, trenches, reserves and naval interceptions make every decision tighter—and every loss sting—until winter closes the campaign.
Victory wears many faces. If peace holds to the end, reveal National Goals and tally your triumphs. If the Great War crowns a side, alliance victory (with room for a canny neutral to slip through) decides the outcome. On rare occasions, sheer territorial conquest ends it early.
13. The Far Seas: German Cruiser Operations at the Onset of WWI from VUCA Simulations
Another new pre-order game from VUCA Simulations this month is The Far Seas: German Cruiser Operations at the Onset of WWI and I am always in for a naval focused wargame. I have not played that many and frankly not that many of the ones that I have played are that good but this one does look intriguing. I have also always been interested in the German efforts to solidify their place around the globe navally and with the founding of colonies in Africa and the South Pacific. So this one looks to fill that niche and looks to be really very interesting.
From the game page, we read the following:
At the outbreak of World War I, eight German cruisers were scattered across the globe—isolated, outnumbered, and cut off from home. What followed was a daring campaign of commerce raiding, evasion, and naval warfare that forced the British Empire to divert vast resources in pursuit.
The Far Seas puts you in command of this asymmetric naval struggle.
Take control of the German raiders or the Allied fleets in a tense operational-level game of hidden movement, search, and decisive engagements.
German player: Plan secretly, strike where the enemy is weak, raid merchant shipping, disrupt supply lines, and attempt the long journey home.
Allied player: Coordinate a superior fleet, protect trade routes, and hunt down elusive cruisers across the world’s oceans.
Every decision matters—overextend, and you risk destruction; hesitate, and the enemy slips away.
The system is built for fast turns, high tension, and meaningful choices:
Hidden movement and intelligence gaps create constant uncertainty
Elegant search and encounter mechanics lead to dynamic engagements
Combat resolves quickly but carries lasting consequences
Modular rules allow you to scale complexity to your preference
The core experience is accessible, yet layered with strategic depth for experienced players.
Beyond the core system, the game integrates historical realities that shaped naval warfare in 1914:
Coaling constraints force long-term planning
Convoy systems create high-risk, high-reward targets
Colonial operations add strategic pressure points
Special events introduce uncertainty and narrative moments
These elements enhance realism while preserving smooth gameplay.
If you are interested in The Far Seas: German Cruiser Operations at the Onset of WWI, you can pre-order a copy for $89.99 from the VUCA Simulations website at the following link: https://vucasimulations.com/products/the-far-seas
14. In Fours to Heaven: The Invasion of Poland 1939 from VUCA Simulations
Last year, while trolling the intervebs, I came upon the In Development section of the VUCA Simulations website and saw a very interesting looking operational level wargame on the German invasion of Poland in 1939 to kickoff World War II called In Fours to Heaven. The subject caught my eye, the title caught my eye and the cover caught my eye and I am very much interested in this one. I know that this campaign is seen as very one sided and that the outcome was predetermined as there was really no way for the Polish army to stand against the might of the German war machine but this one takes a look at the situation and makes it a gameable effort.
From the game page, we read the following:
In Fours to Heaven places you at the operational command level of the German invasion of Poland in 1939—a campaign often considered decided, yet far more complex, chaotic, and uncertain than history suggests.
Will you execute a lightning campaign—or struggle against friction, supply, and coordination breakdowns? Will you delay the inevitable—or collapse under pressure?
This is not a scripted retelling. It is a dynamic operational simulation of the Polish Campaign—driven by uncertainty, command limitations, and morale.
The German player must achieve rapid operational success before time, logistics, and resistance slow the advance.
The Polish player fights a desperate but intelligent campaign of delay, coordination, and survival—where morale becomes a decisive factor.
If you are interested in In Fours to Heaven: The Invasion of Poland 1939, you can pre-order a copy for $214.99 from the VUCA Simulations website at the following link: https://vucasimulations.com/products/in-fours-to-heaven
15. Sovereign: Shōgun from PHALANX Currently on Gamefound
Big, beautifully produced wargames is what PHALANX specializes in and they have a new offering on Gamefound called Sovereign: Shōgun that fits that bill.
From the game page, we read the following:
Sovereign: Shōgun is a competitive strategy game set in feudal Japan, where rival daimyos struggle for political dominance, military strength, and imperial legitimacy. Each player leads an asymmetric clan with unique advantages, competing to shape the future of the realm while a young heir sits at the center of shifting power.
On their turn, players select a single action using a River-style action track. Actions grow stronger the longer they remain unchosen, creating constant tension between acting early at lower strength or waiting for greater impact while risking that another player claims the opportunity first.
Core actions include Harvest to generate income from developed lands, Move to reposition armies, Develop to expand infrastructure and territories, Mastery to recruit and strengthen military forces, and Diplomacy to gain favor with temples and increase influence. Timing, positioning, and reading opponents are just as important as raw military strength.
The game ends when a player reaches the required threshold on either the Points or Glory track, or when a Harvest-related condition triggers the endgame. Victory belongs to the clan that best balances economic growth, military power, and political influence.
As of July 1st, the Gamefound campaign has funded and raised €222,770 ($253,662 in US Dollars) towards its €30,000 ($32,241 in US Dollars) funding goal with 930 backers. The campaign will conclude on Thursday, July 16th at 3:30pm EDT.
16. Russia ’41/Germany ’45 + Battle of the Bulge 1944Reprint from Worthington Publishing Currently on Kickstarter
From the game page, we read the following:
3 Hex and Counter wargames of 3 Classic Campaigns of World War II brought to life by designer Dan Fournie.
The 3 Games:
All 3 games in this series uses the same game play with modifications made on the campaigns. Each game has it’s own dynamic scenarios, and special rules modifications based on the historical situation.
All games may be played by 2 players but are very solitaire friendly by the player playing both sides to the best of their ability (there are varying resource points per turn making knowing what your opponent will receive difficult).
Further, Germany ’45 has 2, 3, and 4 player scenarios including the Western Allies attacking Russia to prevent communist domination of Europe!!!
Each side gets a set number of resource points to move and have combat, each move or combat costing a resource point. But you can do these in any order, so attack with an adjacent unit, create a hole, and then race through with another unit, which can then attack! Then move the initial unit that attacked to create the hole…the decisions are yours!
Breakthroughs will occur, having the right units in position to expoit your opportunities is critical.
Russia ’41
The game of the East Front from 1941 to 1945. As the German player you must push rapidly east trying to capture the key cities of Leningrad, Moscow and Stalingrad, not only fighting the Russian army but the winter as well. And as the Russian player you must withstand the German sledgehammer attacks as you trade ground for time, marshalling your forces for the counterattack that will drive the enemy backwards. 4 Scenarios starting and ending at different times of the conflict, plus a campaign from 1941 to 1945 all playable in 1 to 3 hours. Russia ended up winning but history did not have to end like this, can you do better?
Germany ’45
The game of the drive through Germany by the Western Allies and Russia in 1945. The game has scenarios for single front action (Germans vs Russians / Germans vs Western Allies) East and West Front Action, could the Western Allies have beaten Russia to Berlin? With 4 scenarios including a hypothetical scenario confrontation between the Western Allies against Russia as Churchill persuades Truman to prevent communist domination of Europe!
Designed by Dan Fournie this fast playing Bulge game will give you hours of game play. With fewer than 50 counters per side, and 8 pages of rules, you’ll be up and playing in 15 minutes, and finishing games in 2 hours or less.
As of July 1st, the Gamefound campaign has funded and raised $16,913 towards its $1,945 funding goal with 118 backers. The campaign will conclude on Saturday, July 11th at 4:00pm EDT.
17. Warriors of America from Compass Games Currently on Kickstarter
You had me at American Revolution and Adam Starkweather! I absolutely and supremely am interested in this offering, although I am not a fan of the title. Just doesn’t’ seem to fit with the history but that is a horse of a different color! It is actually named that as it uses a similar system to Warriors of God. Warriors of America is a new low complexity American Revolution hex and counter wargame. Not much information was shared but I do enjoy Adam Starkweather’s designs (favorite is Saipan – The Bloody Rock) and look forward to this one for sure!
From the game page, we read the following:
Warriors of America is a fast-playing game on the American War of Independence, inspired by the well-received game Warriors of God. It features the leaders, soldiers, fleets, and events that were pivotal in this war. The map is focused on the colonized coastal regions while reaching west to Indiana and north into Canada. Major events will shape each season and both sides will call on their allies; the French, Spanish, and Dutch rallying to the Americans, and Hessian mercenaries coming to the aid of the British. The American player must raise money and an army that, while less trained, is highly motivated to prevent the British player – commanding perhaps the greatest army in the world – from putting out a revolutionary fire that is about to change history.
As of July 1st, the Kickstarter campaign has funded and raised $4,457 towards its $2,500 funding goal with 46 backers. The campaign will conclude on Sunday, July 12th at 9:48am EDT.
18. Politik from Black Yeti Games Currently on Gamefound
I love a good geo-political game that focuses on nation building, conquest and economic growth and development. If that game is also a card based game more the better. And this month, I found a new game being offered on Gamefound called Politik from Black Yeti Games. Black Yeti is a new company and this is their first game so just be aware of that but what they are showing on the Gamefound page and on Boardgame Geek looks both interesting and encouraging. I am definitely interested in this one and am going to take the leap and back the game.
From the game page, we read the following:
Politik is a dynamic strategy game of military, political, and corporate control for 2–6 players. Representing any of 12 nations, players develop distinct identities during their struggle for global supremacy. They seize territories, orchestrate propaganda campaigns, and pilot companies to conquer markets. 500+ unique cards provide the landscapes, propaganda, companies, assets, and events for each nation to forge its path to power.
Following the Great Collapse, the world is fragmented but finding its way after decades of Imperial disinformation. Ascending from those ashes, pirate signals entangle the airwaves. Deserted broadcast stations spark back to life, trumpeting new anthems. With right and wrong blurred, a disoriented world yearns for truth. And one nation will decide it.
From the Gamefound page, we can see that the game is a tableau builder that uses multi-use cards that is focused on area control and action selection. If a game has all 4 of these things it definitely has my interest and I believe will appeal to wargamers.
As of July 1st, the Kickstarter campaign has raised $113,402 towards its $100,000 funding goal with 891 backers. The campaign will conclude on Wednesday, July 29th at 9:00pm EDT.
New Release
1. Rommel in Italy, 1943-1944: A Counter Factual Simulation from War Diary Publications
Recently I saw from War Diary Publications that they were printing one of Ty Bomba’s What If? style alternative history games called Rommel in Italy, 1943-1944: A Counter-Factual Simulation, which supposes Field Marshal Erwin Rommel had taken command of German forces in Northern Italy rather than being sent to help with the defense of France against the expected Allied invasion. The game is a bagged game and is very affordable.
From the game page, we read the following:
This new game from Ty Bomba supposes Field Marshal Rommel had taken command of German forces in Northern Italy rather than being sent to help with the defense of France against the expected Allied invasion.
Rommel in Italy is a fast-playing game of low-complexity, capable of being played to completion in an evening. The game includes a 23.5″ x 33″ mapsheet, 104 laser-cut counters, one Player Aid Card, and a 16-page rulebook. The game is presented in ziplock format.
2. Volume VI of the Warrior Kings Campaign Series: Alfred the Great: War of the Five Kings, 892 AD from High Flying Dice Games
Small format wargames on lesser gamed subjects are always welcome at my table. High Flying Dice Games seems to specialize in these type of games and this month have a very interesting looking game on Alfred the Great.
The game is called Volume VI of the Warrior Kings Campaign Series: Alfred the Great: War of the Five Kings, 892 AD.
From the game page, we read the following:
By 892 AD, Vikings had been in the Daneland areas of East Anglia, Mercia, and Northumbria for 27 years. These local warriors comprised a formidable army, and formed alliance with another Viking Army that pillaged Frankia and arrived on the shores of Britain in two divisions led by the legendary Hasten.
Alfred, who showed a mind that thought both strategically and tactically, not only reformed his Fyrd (local militia) but had also created the Burh system of defense in depth. The southern Welsh kingdoms, who for so long were a natural foe of the Saxons and who had battled vigorously with the Saxons of Mercia, had through strategic necessity and Alfred’s diplomatic entrees, become fi rm allies with Alfred in what could only be described as a diplomatic master class for this greatest of Saxon kings.
The Viking strength was in their professional and aggressive soldiery skills. Their weaknesses were often in the re-supply of their fighting men from overseas. However, with the local Viking Army drawn from the Daneland region of Britain this was changing the re-supply dynamic and creating new challenges for the Saxons and Welsh.
If you are interested in Volume VI of the Warrior Kings Campaign Series: Alfred the Great: War of the Five Kings, 892 AD, you can order a copy for $24.95 from the High Flying Dice Games website at the following link: https://www.hfdgames.com/5Kings.html
3. The Alamo: The Battle of the Alamo 1836 from Art of Wargames
Solitaires games are plentiful recently and another one that I found was The Alamo: The Battle of the Alamo 1836 from Art of Wargames. This one looks pretty interesting and has some really interesting mechanics to it. Plus, it is a solitaire game on one of the greatest stories of the growth of America.
From the game page, we read the following:
“Remember the Alamo!”
Dive into history and heroism with The Alamo 1836, a solitaire war game that lets you experience the last stand of the Texian Militia at the Alamo Mission. Relive the courages stand of 250 Texians led by Davy Crocket, James Bowie, and William Travis as they defend The Alamo against a professional Mexican Army numbering around three thousand soldiers.
On the morning of March 6th, 1836, the Mexican Army under General Santa Anna’s command began their final assault. Texian sharpshooters, including the legendary Davy Crockett, took their toll on the attacking force, picking off officers and disrupting formations. Hand-to-hand combat erupted as Mexican soldiers swarmed over the southern wall. The Texians, fighting for their lives and their fledgling republic, used muskets, knives, and even cannons loaded with scrap metal to repel the invaders.
The fighting was fierce and unrelenting. Though outnumbered and outgunned, the Texians fought with courage and doomed desperation. However, as the battle progressed, the tide turned. Mexican soldiers, in wave after wave, breached the Alamo’s defenses, pushing the Texians back into the interior of the compound.
The fighting devolved into a brutal close-quarters struggle, with every doorway and building a desperate battleground. By mid-morning, overwhelmed and surrounded, the last Texian defenders perished. Santa Anna, in a brutal display of power, ordered the execution of any survivors, including those who had surrendered. Can you hold onto The Alamo?
If you are interested in The Alamo: The Battle of the Alamo 1836, you can order a copy for $35.00 from the Blue Panther website at the following link: https://www.bluepantherllc.com/products/the-alamo
4. Rebel Tide: Rebel Tide: The U.S. Civil War, 1861-1865 from Compass Games
There is no secret that we really enjoy Gregory M. Smith designs and we also count him as a close friend so take that for what it is worth. He is a great designer and has put together some of our favorite narrative-driven solitaire wargames, such as Silent Victory, The Hunters and The Hunted, but also has done some great 2-player strategic level wargames on various historical periods such as Imperial Tide, covering WWI, and Pacific Tide, taking on the Pacific Theater of WWII. His new game in the Tide Series deals with the American Civil War and is called Rebel Tide.
From the game page, we read the following:
Rebel Tide: The U.S. Civil War, 1861-1865 is a two-player strategic level game that places you in command of either the USA (Union) or CSA (Confederacy) during the Civil War. Each turn consists of a year, during which multiple card plays occur. These give the players movement, combats, entrenchments, and other actions. At the end of each year, players must make critical decisions on which cards to re-buy in an attempt to win the war outright or to win by placing the other side in a disadvantageous position by 1865. Rebel Tide is based on the popular, action-packed Imperial Tide/Pacific Tidegame system by Gregory M. Smith, with many combat and strategic decisions to challenge players in just a single evening’s game.
The core of the game is the unique card re-buy system, in which players take their annual production (adjusted for blockades and blockade runners) and decide which cards they need for the upcoming year. Cards not only provide for reinforcements, but allow for movement, combat, and entrenchment. Which cards to rebuy is without question one of the key decisions the player must make to prepare for next year’s operations.
The game has infantry units for all of the major participants, cavalry, and artillery units. Naval operations are mainly abstracted, although the Confederate player must worry about Farragut invading a port from the sea. Besides the focus on card play, the game features a small footprint (one standard map) and also is designed to be played in just a single evening – estimated at 3 hours for experienced players to fight the entire war.
But don’t worry because the game is not just a reskin of the same system used in those other two games, although the system is really interesting, but instead attempts to create new mechanics and elements to tell the proper story of the struggle for the soul of the country in the 1860’s.
One new mechanic in Rebel Tide is the Political Track, which is an abstract measure of the support of England and/or France to the Confederacy. If this track reaches the maximum early in the war, it can trigger an early CSA victory.
Another new key mechanic in the game system is the addition of historical Leaders, who range in ability from excellent (5) to poor (2). Bad leaders may be “sacked” and removed from the game and randomly replaced by the expenditure of a movement action. Leaders are vital in advancing after combat and also can add strength to an attack’s total combat power.
While attending WBC a few summers ago, we had a chance to sit down with Gregory M. Smith to cover a few of his upcoming designs and Rebel Tide was included in that discussion. Here is a look at our video interview with Greg:
5. Warfighter War: The WWII Europe Strategic Combat Card Game from Dan Verssen Games
The Warfighter system from Dan Verssen Games is a card based game designed for 1 to 6 players. You can play solo or cooperatively against the AI to complete World War II squad-level combat missions set in the North Africa and Mediterranean Theatre of Operations. One of my favorite parts of the game is at the start of each mission, you will select one or more Player Soldiers, equip them with skills, weapons, and combat gear within the mission’s Resource limit. You then fight your way through hostile territory and engage enemy soldiers, as you attempt to reach and complete your mission objective. Every mission is a stand-alone game. You build your Soldiers, select your Gear, and then run your mission. Within 30 to 60 minutes you will have succeeded or failed. We simply love the system and prefer the WWII focused modules (we really hated Fantasy!) and are very excited to see this offering as I think that it will offer a new and expanded view of the history. Their newest expansion into the system takes it into the Strategic Warfare realm where you are looking at entire campaigns and the war as a whole in Warfighter War.
From the game page, we read the following:
Warfighter War takes the solitaire (also plays great in cooperative mode with one or more other players) Warfighter tactical design to the strategic level. In Warfighter tactical, a unit card is an individual soldier. In Warfighter War, a unit card is a brigade, regiment, battalion, or company. In tactical, each location is roughly 50 to 400 yards. In War, each location is roughly 10 to 50 miles.
In the tactical game, you fought way through streets, buildings, and other tactical locations. In War, you’ll command your forces as they capture cities, forests, and other strategic objectives.
The general rule framework of War is based on the Warfighter Tactical System that has been in print, and refined, over the past decade. If you know how to play Warfighter, you’ll be able to jump right in to War.
So, what makes War different? What does War do that is beyond the scope of tactical?
War adds Supplies to both your friendly units, as well as to the Hostile units. Supplies play a key role in the success of your mission. You must expend supplies from units to gain the special abilities noted on their cards. In some cases you must expend supplies for a unit to perform specified actions. For example, armor units must expend supplies to move, and artillery units must expend supplies to attack.
War also streamlines the rules used for both friendly and hostile forces. Both sides now use the same move and attack combat actions. This means that if a hostile force starts within range of a friendly unit, it will be able to attack twice.
War has two types of friendly units: Player Armies and Support Armies. Player Armies are similar to Player Soldiers in that they hold a hand of Action cards. Support Armies are similar to Squad Soldiers, and they do not hold Action cards.
In War, both friendly and hostile forces have their attack charts built into their cards, there is no need to equip weapons.
Instead of equipping weapons and other gear, your forces will instead attach support forces, such as infantry, artillery, armor, or engineering units to aid them in their mission.
War uses a much more interactive Sequence of Play. In tactical, all friendly soldiers act, and then all hostile soldiers act. In War, one friendly unit acts, then one hostile unit acts, and so on. This gives a better feel of two large forces maneuvering and engaging in combat.
War Missions also offer more flexibility. You can now run Missions with a large force attempting to overcome an Objective that is only a few Location cards deep, as well as a small force going against an Objective deep in enemy territory.
In addition, we streamlined the rules be removing Hand-to-Hand combat, since War takes place on a strategic level.
War also adds the important role of engineers to the game. Some locations and hostile units present engineering challenges. If your engineering units are able to overcome these obstacles, you will gain advantages, or not suffer penalties.
Hostile forces are made up of a wide variety of unit types, including infantry, armor, mechanized, artillery, scout, engineering, and more
While the core aspects of War are same as traditional tactical Warfighter, War adds many new elements that make for an entirely different experience!
The core provides all the materials you need to play the game. The core game includes US friendly forces, German hostile forces, and the Missions, Locations, and Objectives for resolving battles following the D-Day landings in June of 1944.
The campaign also offers 7 total expansion packs that can be purchased that typically include 56 cards including Player Armies, Hostile Armies and an assortment of Location, Attachment, Skill, and other cards.
I think that every single wargamer knows the name Volko Ruhnke. He has designed several great series including the COIN Series, that has now stretched to a full 15 volumes (not all designed by Volko), and then more recently the Levy & Campaign Series. He can make a good game for sure! One of our first experiences in wargaming and the first Volko design we played was Wilderness War. He is now at it again with a new design that uses hide and seek elements to tell the story of the Allied intelligence teams versus the Japanese in the Pacific during WWII. The game is called Coast Watchers: Allied Field Intelligence in the South Pacific, 1942-1943 and looks to be very interesting.
From the game page, we read the following:
Coast Watchers takes you into this struggle between Allied intelligence teams and Japanese hunters. Standup blocks hide coastwatching stations, guerrillas, refugees, and stranded Allied crew. The gameboard recesses hold the blocks snug. Facedown counters hide the buildup of Japanese forces, which the coastwatchers seek to observe and report to headquarters. Other counters show where Japanese patrols are searching for coastwatchers or go into and get drawn from a cup to run Japanese searches and Allied delivery missions.
Hidden information using blocks. I like this. Facedown counters that hide the number of Japanese units amassing. This is even better. Hidden information is a very good mechanic but it is difficult to make it good and I have every confidence that Volko will do just that.
Each side has Mission cards. Allied Missions assign side tasks to the coastwatchers. Japanese Missions lay out secret military objectives for victory points, including air and sea operations against which the coastwatchers are to warn Allied forces. By hunting coastwatchers while building up military readiness and guiding operations, the Japanese player seeks to slip through the enemy intelligence net. Players also draw Asset cards: special abilities to augment actions and perhaps add victory points.
The game will contain 15 standalone “Situations” or scenarios plus 4 campaigns to link all of these situations together. The Situations cover the early-1942 Japanese incursion into the South Pacific to the ultimate neutralization of their base at Rabaul by the end of 1943. This one just sounds very interesting and I look forward to doing some more research.
If you are interested in Coast Watchers, you an order a copy for $102.00 ($65.00 if you get your order in quickly before they start shipping at the beginning of July) from the GMT Games website at the following link: https://www.gmtgames.com/p-1102-coast-watchers.aspx
7. North Africa ’40: The 1940 Expansion to North Africa ’41 from GMT Games
I love a good North Africa wargame! To me, the reasons that I love it are several but the focus on supply and how difficult it was in this theater as well as the various elements of infrastructure used to perform that supply, such as shipping, ports, trucks, etc. are always good fun. I also love the scope and scale of the North African Theater. The front covered an area over 2,000 or so miles stretching from Morocco on the western coast of the Atlantic, through Algeria, Libya and onto Egypt. Names such as Tunis, Kasserine Pass, Tripoli, Benghazi, Tobruk, El Alamein, Malta (I realize not a part of Africa but an important cog in this theater) and Alexandria. There is something about this theater and the games we have played that we have absolutely loved.
Also, when you pair this interesting theater with a great system in the ’40X Series and a great designer in Mark Simonitch, you have a recipe for a really tasty treat!
Now comes an expansion to North Africa ’41 called North Africa ’40.
From the game page, we read the following:
The legend continues with North Africa ’40, the prequel expansion to North Africa ’41. This expansion covers September 1940 to December 1941. Scenarios cover both Operazione E (the Italian invasion of Egypt; 12 turns) and the Allied counter-offensive, Operation Compass (6 turns). Both scenarios can be extended through December 1941 for an Operazione E full campaign (32 turns) or an Operation Compass full campaign (26 turns).
Can you as the Allied commander bag the Italian 10th Army? Will you be ready for theater whiplash, the Middle East Command operational shift to Greece in February 1941? Will you be prepared for the entry of Rommel and the German panzers?
And the game is not just taking advantage of a very good system that has been well received. There is plenty that is new to the system to make the situation come to life. New rules cover all the significant aspects of the 1940 campaign in North Africa including General O’Connor, Italian Camps, Civilian Evacuees/Stragglers, Tank Reliability, Italian Saharan Forces, Libyan Tank Command, Sollum Port and Post-Operation Compass Refit.
We recently played and loved North Africa ’41 and you can check out our video review at the following link:
If you are interested in North Africa ’40: The 1940 Expansion to North Africa ’41, you can order a copy for $49.00 ($29.00 if you get your order in quickly before they start shipping in early July) from the GMT Games website at the following link: https://www.gmtgames.com/p-1106-north-africa-40.aspx
Be aware that North Africa ’40 is not a complete game and ownership of North Africa ’41 is required to play.
8. No Turning Back: The Battle of the Wilderness, 5-6 May, 1864 from Multi-Man Publishing
American Civil War is an up and coming gaming experience with us as Alexander has really been bitten by the bug because he has been reading various books on the subject (Shelby Foote’s The Civil War: A NarrativeSeries). I have always had interest in the conflict but just have not played all that many games in the setting. With this new offering called No Turning Back: The Battle of the Wilderness, 5-6 May, 1864 we are definitely more interested now than ever and very much looking forward to this!
From the game page, we read the following:
No Turning Back is the next game in The Gamers’ Line of Battle (LoB) Series covering the first epic confrontation between Grant and Lee, the Battle of the Wilderness in May 1864. The battle is a very misunderstood battle with the general narrative that both armies were stumbling to find each other in the thick woods. Units get lost and confusion reigns. While the precepts of this confused melee are generally true, there is much more to this battle that No Turning Back will showcase based on extensive design and research. There was maneuver at the operational level as both commanders prodded their forces forward to hit an open flank. Grant was seeking a general offensive to bring to bear the entire weight of his large army. Lee was not looking for a general engagement in the Wilderness, but had no choice when the shooting started and deftly engaged his outnumbered army. What is not often known is that both sides had multiple chances of obtaining victory only to be undone by the tide of fortune at the last minute. Do you have the dogged determination as Grant or Lee to snatch victory in the bloody thickets?
Game specific rules to handle the terrain that dictated how the forces fought include: WIlderness terrain type, command & communication difficulties, different trail types, and guides. Unique command situations are likewise represented in the game with Grant’s chain of command with Meade’s Army of the Potomac and Burnside’s independent corps, Hancock’s pseudo-wing command, Lt. Col. Sorrel’s ad hoc division, Ewell’s stoutness then passiveness on successive days, and A.P. Hill’s inability to get his men dug in which nearly spelt disaster for him. While cavalry action was minimal, the actions of two cavalry regiments, the 1st NC and 5th NY, proved pivotal and their exploits are captured in the rules.
The map is accurately rendered from a survey conducted immediately following the war that laid out the myriad of trails that led the armies astray. The Order of Battle is presented with accurate regimental strengths with contributions from a leading Civil War scholar. No Turning Back will show the Wilderness in incredible detail at the regimental scale.
If you are in interested in No Turning Back: The Battle of the Wilderness, 5-6 May, 1864, you can order a copy for $120.00 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/no-turning-back-p-420
9. Fallschirmjaeger: The Airborne Assault on Fortress Holland May 10 to 14, 1940 from Multi-Man Publishing
I am a fan of any game that deals with airborne operations as these games are always unique and interesting. One of the volumes in the Standard Combat Series that has eluded us until recently is Fallschirmjaeger: The Airborne Assault on Fortress Holland May 10 to 14, 1940 as I got a second hand copy from our friends at Noble Knight Games. But, it appears that MMP knew this and has now released the game in a new edition.
From the game page, we read the following:
Fallschirmjaeger: The Airborne Assault on Fortress Holland May 10 to 14, 1940, simulates the German May, 1940 capture of Rotterdam and The Hague (Den Haag).
In the spring of 1940, the German military machine turned west to convert the Phoney War into a real one. Fresh from his victory in Poland, Hitler planned a blow that would knock France out of the war. Key to this plan was a knife-like attack through the Ardennes to the English Channel which would split the Allied forces moving north to block the expected replay of 1914 and the Maginot Line forces immobile in the south. To add to the trap, the Germans planned the first massive airborne operation of the war. This attack would capture the hinterland of Holland, pave the way for subordinate German Armored thrusts crossing the Maas, and to continue to lure the Allies northward.
Fallschirmjaeger covers this bait. The German player plops down an airborne invasion force with the goal of fighting off all-comers until relieved by advancing ground forces. The Dutch, all but abandoned by their French and British Allies, put up a fight for the record books. The German air bridge held on by its fingernail. While the main German drive was never in doubt, these scattered paratroopers had the fight of their lives against a small nation unwilling to succumb without giving the fight everything.
In the end, the Dutch government had to be evacuated along with the Dutch Gold Reserve, to form a government in exile. They would return after liberation.
The player must do all these things, or smash the German paratroopers before they are rescued by the Panzers, to win. Any German player thinking he’ll have an easy time, must be reminded his is not Nazi Germany’s main effort and that he must make-do on a shoestring.
If you are interested in Fallschirmjaeger: The Airborne Assault on Fortress Holland May 10 to 14, 1940, you can order a copy for $52.00 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/fallschirmjaeger-p-419
As usual, thanks so much for reading along and sticking with me this month as I navigated through the many websites and game pages looking for new and interesting games to share.
Finally, thanks once again to this month’s sponsor Bring it on Games!
While attending Buckeye Game Fest this spring, we were gifted a copy of a newly published game called And the War Came: American Civil War 1861-1865 from Pinkerton Games, which is published by Blue Panther LLC and Steve Jones. The designer and owner of Pinkerton Games Larry Pinkerton had been their earlier but had to leave due to some other pressing business and we were unable to meet but were very grateful for the game. Upon returning home, I reached out to Larry to see if he would give us a bit of an inside look at the design and he was more than willing to discuss the game.
Grant: Larry welcome to our blog. First off please tell us a little about yourself. What are your hobbies? What’s your day job?
Larry: Grant and Alex, first, thanks for the opportunity to tell you about myself, and my game, And The War Came. I’m a lifelong resident of southwest Ohio, from the Dayton area. I’ve got three great adult kids, each working on their families and/or careers. I’m now retired from both my civilian job, and my almost 34 years as a traditional Ohio National Guard member-last duty assignment as an Air Defense Brigade Commander-so now more time for hobbies.
Now that And The War Came is finally done, I enjoy hanging with my kids, playing music, and traveling. I still do part time contract work in support of US Army training events, which I enjoy as well. And I hope to find more time for playing other wargames too!
Grant: What motivated you to break into game design? What have you enjoyed most about the experience thus far?
Larry: I’ve always been interested in the American Civil War, and many years ago it came to me that a block style game and a strategic level treatment of that war would make a great game-one that didn’t really seem to be available, at least for what I was looking for. I’ve really enjoyed developing the game, adopting, changing or dropping processes, seeking to get at the right balance of playability, workable mechanics and good history. It took a while, but I’m happy with the results.
Grant: What is your upcoming game And the War Came about?
Larry:And the War Came is a strategic level American Civil War game, focused on the southeastern United States. It started life as a block game, but when I decided to self-publish, I switched to rotatable counters due to cost. But play is similar-it’s area movement and card driven, so those familiar with Columbia style block games will recognize some of the mechanics.
Grant: What does the title mean in relation to the history of the American Civil War?
Larry: I bounced so many title ideas and finally settled on And The War Came, which is a sentence in Lincoln’s 2nd inaugural address (March 4, 1865). I felt that line summarized how the United States stumbled and staggered into civil war. And the wonderful Carte de Visite Collection images from the US Library of Congress I chose for the game box spotlight who the actual participants really were.
Grant: What games gave you inspiration for your design?
Larry: Columbia Game’s Hammer of the Scots and Victory Game’s The Civil War 1861-1865 were by far the strongest influences.
Grant: What is important to model or include in a game about the American Civil War?
Larry: Above all, I think it is leaders and leadership at the corps and army level. Any discussion of ACW campaigns seems to hit on the “what ifs” of senior leaders. There were simply so many generals I could have chosen to model in the game, but I finally settled on 22 Union and 19 Confederate leaders that did or could have risen to army or independent command. The formations on both sides were so similar, in my opinion it was the leadership that was truly decisive.
Grant: What challenges did you encounter in the design? How have you overcome them?
Larry: Wow, there were a lot; game flow, simple but historically accurate mechanics, relative strength and play balance, rail and naval capacity, re-playability, map scale-all had to be refined through trial and error, playtesting and compromise. And countless rulebook edits! Rules concepts I thought made perfect sense in my head and on the page drew several questions when reviewed by others. But I think it’s a pretty good final product.
Grant: What is the scale of the game? Force structure of units?
Larry: Regional area movement, and seasonal turns, representing three months. The map is bounded by eastern Kansas to eastern Texas on the western edge, New Jersey to northern Florida along the Atlantic Coast, lower Midwest on the northern edge, and Gulf of Mexico on the southern. Most states contain 4 to 10 areas-states with better road networks tend to have less areas. But there is more territory than units to control it. Fortress cities (i.e. Washington, D.C.), major railroads, navigable rivers, and mountains and swamp areas are also portrayed on the map. Rail and naval support capacity change each year.
Units represent infantry or cavalry corps, with a strength of from 1 to 4 divisions, or forts representing 1 to 4 installations. Unit count is: Union-33 Infantry counters, 10 Cavalry counters, 5 Fort counters, Confederate-26 Infantry counters, 8 Cavalry counters, 8 Fort counters.
Grant: What is the counter anatomy?
Larry: Very straightforward if familiar with Columbia style block wargames-a mechanic I have always admired for simple and clean fog of war, step reduction, and ranged or initiative combat. \Counters are square with strength point symbols (divisions) arrayed along each edge, plus movement and combat ratings. Infantry has a combat value of C2 with a move allowance of 1. Cavalry has a combat value of B1 with a move allowance of 3. Forts have a combat value of A1 with a move allowance of 0-they are stationary. There are also corps insignia (Union) or battle flags (Confederate) just to add historical flavor, and the branch insignia of the period for infantry, cavalry or forts. Ultimately, I chose to give similar units of both sides the same combat or movement ratings (since both Union and Confederate formations grew from the same organizational foundations and traditions), but those ratings can be modified by the leaders who command them, both at corps and army levels, and/or the battlefield terrain.
Grant: What does it mean the “game is We Go turn based”?
Larry: Most functions are conducted by both players at the same time. For example, in the Administration Step, both players recruit (buy) their new units/strength points, enter new or recovered from wounds generals, or administratively move/transfer generals already on the map to new assignments/commands. When both players are done, they go to the next step, (Operations), with Action Phases where each plays a card to determine who moves first, they complete their moves and then resolve any battles that result from movement. The Logistics Step and Victory check complete a turn.
Grant: What type of experience does this approach create?
Larry: It minimizes down time for one. Actions in the Administration Step, Operations Step, Logistics Step happen simultaneously. Only in the Operations Steps’ Action Phase (or depending on the season, phases) does movement happen sequentially. This limits the action/reaction dynamic to operations, where maneuver happens in small chunks due to the seasonal card play. Neither side is able to make big sweeping moves, while the other side can only watch-the mechanic enables campaigns like Gettysburg or Vicksburg, although they may not necessarily occur during the course of play.
Grant: How does the game use cards?
Larry: Cards list the number of “orders” you can issue to units in order to conduct movement or other actions. There are also cards with both events and orders where players must choose which to use. And most cards have a bonus action (improved combat, movement, or leader promotion) to spice things up. The season determines the number of cards each player receives that turn. The Winter season/turn, each player receives only one card-in the single Action Phase, each player compares their card to the other player’s to determine who moves first (initiative), then second, then resolve any combats. This makes for a short turn. In both Spring and Fall seasonal turns, players receive two cards each, then play their cards against each other in each of the two Actions Phases, conducting moves and combat. In the Summer seasonal turn, three cards are dealt to each player-thus there are three Action Phases that turn.
Grant: What type of cards are included? Can you share a few examples?
Larry: There are 30 cards in the common game deck (there are not separate unique decks for Union or Confederate players). The deck includes 22 orders cards, each card with a value of 1, 2, 3, 4 or 5 orders. The orders determine how many units (corps) or commands (see Leaders below) can be moved with that card-a card with only one order allows the movement of only one unit, etc. Orders can also be used to promote generals or repair rail roads, etc. Again, most, but not all of these 22 cards also have a bonus that improves movement, or combat for a unit, or gives a free general promotion.
There are also 8 cards that include a combination of orders and events such as blockade impacts, partisan activities, native uprisings, surprise attacks, diplomatic incidents, immigrant or native recruits, or spy activity-each event with favorable impacts for themselves, or negative impacts for the opposing player. I chose for the event cards to be generic in nature and usable for both sides, verses specific events (i.e. Trent Affair) scripted events. For these 8 cards, players have the option to play the event and still have two orders to move other units, or not play the event at all, and have all three orders for movement.
The entire deck is reshuffled at the start of a new year. Since each player only receives 8 cards in a four season/turn year, only 16 of the 30 cards are played each year-some cards may not get played during the entire war, while others may reappear several times.
Grant: How does combat work?
Larry: Again, similar to other Columbia style block games.
Paraphrased from the rulebook:
Units Fire or Retreat in a combat round. The sequence of combat is A class units fire/retreat first, before B class units, followed by C class units which fire/retreat last. If both sides units are the same class, the defender has the advantage, and fire/retreat before attacking units of the same class. A general’s initiative rating may change who has the first shot advantage. To Fire, roll as many dice as the unit’s current strength points (SP). A hit occurs for each die roll equal to, or less than the unit’s combat number rating. Hits on the enemy take effect as they happen, each hit immediately reducing the enemy unit strength point count by one. Say a 3 division (SP) infantry corps has a combat rating of C2-that corps rolls 3D6 dice and every “1” or “2” rolled is a hit, reducing enemy strength and effectiveness when returning fire. In a battle between a B1 cavalry unit and a C2 infantry unit, the B1 rolls first, but only scores a hit for each 1 rolled. The C2 rolls second and scores a hit for each 1 or 2 rolled. One round of combat is complete when each unit fires or retreats.
Some unit strength may be recovered at the end of combat if the unit is not destroyed-with this recovery rule I’m trying to account for after the battle return to duty wounded, stragglers, local prisoner exchanges, etc. I was aiming for about 20% casualty rates in combat.
Grant: How do Leaders work? How are they killed or wounded?
Larry: Leaders are used to command corps or armies (units under the command of a general are actually called “commands”, i.e. Sherman’s command). A leader imparts his initiative (A, B, or C class) and tactical ratings to the unit or units he commands. In Sherman’s case, he changes a C2 infantry corps under his command to a B2. A leader’s initiative and tactical ratings may change at different ranks. And I’ve added optional rules to randomize when leaders enter the game, and their ratings.
Leader counters also rotate-they all enter the game as a one star general. They may be promoted to two or three star rank. Grant and Sherman can even be promoted to four star (GEN) rank as they historically became army group commanders. A one star general (BG) controls one corps counter; a two star (MG) may command one or two corps.
The only way a leader can be promoted to three stars (LTG) rank is to take command of one of the 5 named armies: Potomac, Cumberland, and Tennessee for the Union; Northern Virginia and Tennessee for the Confederacy. Named armies may contain four or more corps, depending on the army. And only named armies may have subordinates of one or two star rank. If a three star army commander is relieved of command, there is a political cost, and the leader reverts to one or two star rank.
Leaders also represent staffs and logistics trains, so commanded units may engage in two rounds of combat, whereas corps without a commander may only initiate one round of combat-so even lower quality leaders can be beneficial since they allow you to fight an additional round. Most leaders also increase the movement allowance for infantry to 2 instead of the base 1.
And yes, leaders may be wounded, killed or captured. At the end of each combat which involved leaders, a leader casualty assessment is rolled-lower ranked leaders are more likely to be casualties. If assessed as a casualty, another D6 is rolled for severity of wound. Rolls of 1 through 5 indicate the leader is out for that many turns. A roll of 6 means the leader is killed. And if a commanded unit is destroyed but the leader is not killed or wounded, the leader is captured. Captured leaders may be exchanged as prisoners.
Grant: How does the design create fog of war and uncertainty?
Larry: The counter covers hide counter information until opposing units engage in combat. Of course, leader losses will occur, which adds to uncertainty. The cards also provide for a lot of variability in maneuver. And the strength replacement recruiting is a combination of fixed values for the year, plus a die roll for variable recruits each season. Recruitment strengths diminish for both sides over the course of the game. There’re several optional rules that address the Emancipation Proclamation, Drafts, Leader randomization, etc. to add historical flavor or variability to the game.
Grant: Who is the artist for the game?
Larry: I did the artwork…in MS PowerPoint. Whew, not the easiest thing to do! But I’m happy with the results. I used public domain art and was able to generate nice graphic quality with the tools available. And I found you can only go so far in development before you have to start addressing production concerns. And the War Came is definitely a game on a budget!
Grant: How is victory achieved?
Larry: Quite simply, players must accomplish more than their historical counterparts in the same period, for example the 1862 scenario, when the Border States, most of Tennessee and New Orleans were in Union hands by year’s end. So, victory usually means holding more territory, but there are also war weariness and political factors that contribute to, or detract from, victory. Examples are the midterm elections of 1862, Presidential elections of 1864, and weariness of the northern population.
Grant: What do you feel the game models well?
Larry: The overall ebb and flow of the conflict-using corps formations on a large area map just works well. And although there are abstracted naval and logistics rules that function well, I chose to focus on the senior commanders and Lincoln’s and Davis’s struggles to find effective military leadership for their troops at corps and army levels. And I think I’ve got the right level of political factors that contributed to the War’s outcome factored in. It’s hard for the CSA to win, but if the USA sits on it’s hands to build strength and perfect its leadership, the USA will lose. The USA must take the fight south early and often-and that’s a lot of territory to cover.
Grant: What are you most pleased about with the design?
Larry: There’s so many classic ACW titles out there that cover the entire scope of the war in great detail, and yet I think And the War Came fills a niche. For those familiar with board wargames, it’s not overly complex and it plays fairly quickly. I like the unknowns and fog of war, and think the re-playability is there. The historical framework is solid. I tried to not model for effect, so historical campaigns and outcomes are certainly possible, but not preordained. I wanted an interesting beer and pretzels game, one that both those familiar and unfamiliar with the ACW could enjoy. Again, I’m satisfied with the results.
Grant: What other designs are you contemplating or already working on?
Larry: I think if there’s another one in me, it’ll be a strategic treatment of the American Revolution-but to model that conflict will take some work, initially just to get the scope right, and factor in the interrelationship with the wider Anglo-French conflict.
Oh, and I must add a hearty thanks to Blue Panther Games, for their great production and distribution support! I just couldn’t nail down a publisher-but after consulting with Steve Jones (BPG) I realized I could partner with Blue Panther and do it myself! I would recommend them to any aspiring designer who’s interested in self-publishing.
If you are interested in And the War Came: American Civil War1861-1865 from Pinkerton Games, you can order a copy for $65.00 from the Blue Panther LLC website at the following link: https://www.bluepantherllc.com/products/and-the-war-came