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Normale Ansicht

Gaming the American Revolution – Camden 250 Event Daily Debrief Series – Day 3

Von: Grant
27. September 2026 um 05:12

What a great time we have had at this convention! 2 fulls day of gaming in a fantastic historical setting here in Camden, South Carolina. But it hasn’t just been gaming though. Today started with a 3+ hour tour of the Camden battlefield and a demonstration at the Battle of Hobkirk’s Hill as well.

Rick Wise who is the Executive Director of the South Carolina Battlefield Preservation Trust gave us a 90 minute tour and discussion on the battle fought at Camden on August 16, 1780. The Patriots led by Horatio Gates and Baron DeKalb fielded about 4,000 muskets versus around 2,200 British soldiers led by Lord Charles Cornwallis and Lord Rowdon. The battle resulted in a major British victory with Cornwallis’ force suffering just over 300 casualties while Gates’ suffered almost 2,000.

Rick had a British Brown Bess musket and a French Charleville musket used by the Patriots that we were able to see fitted with bayonets and wielded by 2 lucky volunteers. These would have been truly terrifying to stand against and when wielded by trained soldiers were deadly weapons.

He also shared with us that archaeologists discovered the skeletal remains of 14 soldiers at the battlefield alongside period artifacts like musket balls and buttons.

Forensic and artifact analysis identified 12 Continental soldiers from Maryland and Delaware, one North Carolina Loyalist militia member (who was also Native American), and one British soldier from the 71st Regiment of Foot (Fraser’s Highlanders). They also were able to reveal that some of the Continental soldiers were teenagers, including two young men aged 16 to 19. It was truly sobering to see their unmarked grave and to find out that several were so young. Honor and bravery as well as the desire for freedom knows no age and these soldiers truly gave their lives for a cause they believed in.

There also was a nice monument to the sacrifice of de Kalb who commanded the American right wing during the engagement leading the premier units of the Delawareans and Marylanders. When the left and center of the American line disintegrated, de Kalb’s force had to beat a retreat before becoming completely surrounded. During this juncture of the fighting, the Baron’s horse was shot out from under him and he was thrown to the ground. Before he could gain his feet, he was hit with three musket balls and bayoneted multiple times by approaching British soldiers. The wounds would prove to be mortal.

Captured shortly thereafter by the British, the wounded general was picked up by General Lord Charles Cornwallis on his way to the rear. The British general, upon seeing de Kalb said the following: “I am sorry, sir, to see you, not sorry that you are vanquished, but sorry to see you so badly wounded.” Showing respect to the Baron though, Cornwallis reportedly, oversaw the dressing of the German’s wounds by his own surgeons. de Kalb would die 3 days later of his wounds.

We then made our way to the site of the Battle of Hobkirk’s Hill and were instructed by a US Army artillery officer on the use of Continental cannon. I was lucky to be chosen to act as the rammer or spongeman and very much enjoyed the activity where we trained to load and fire the cannon in under 15 seconds.

Here is a video of the firing of a musket but you will have to wait for the cannon video to come out on the YouTube Channel.

Such a great experience and I was very glad we took the time to participate in the tour. We then returned to the gaming area and setup BoAR Newtown from GMT Games.

I have wanted to play this for a while now as it is a unique and specialized entry to the BoAR Series. Newtown feels quite different from standard BoAR titles mainly because it replaces traditional line-infantry tactics with combat rules for the Indians that are very different.

The Movement and Activation System simulates the decentralized, individual nature of Indian warfare, where small war parties act on their own initiative rather than rigid command structures which is represented with a chit pull mechanic. In the chit pull cup are each of the Indian formations along with a single combat chit. When formations are pulled they can move and if the combat chit is pulled only those formations that have already moved and are adjacent to Patriot units may then attack. Formations pulled after this bit can move but cannot fight. This was very chaotic and created some task challenges for Alexander.

The Indians are lined up behind fortifications at the start of the game and will await the approaching Patriot troops from the protection of these improvements.

The game also includes Opportunity cards that adds a layer of hand management and tactical unpredictability as the cards act as one-off events or provide bonuses. The game also includes custom rules for Indian honor, ferocity, evasion and their specific resolve when facing artillery fire and have a chance to break. Just a very interesting game and I am glad that we played it.

To end the evening we got the chance to sit down with designer Bruno Sinigaglio and play his new game called Small BoAR The Battle of Cowpens.

The aim of the Small BoAR design concept is to include small and critical battles that otherwise do not fit the scale of the Battles of the American Revolution (BoAR) system designed by Mark Miklos. This new system was designed by Bruno Sinigaglio working closely with Mark Miklos to preserve the continuity and popularity of the original system. It feels very familiar to the original but takes the scale in a new direction. From 25 yard hexes vs 200 yards in BoAR, the scale change gives players the chance to try new tactics with rifle and musket fire as these are now up to 8 hexes range for rifles and 3 hexes for muskets while artillery is now up to 24 hexes.

The game also highlights the importance of cavalry and their tactics as their proper use on the battlefield can lead to devastating results.

We had a great time with this one and while we only played 5 full turns there is more to explore and we can’t wait to get our hands on a copy. We have been told it should be releasing in mid to late October.

That was it for today and we are now finished with the gaming portion of the trip. Tomorrow we are going to leave early and travel to 3 battlefields in the area on our way to Columbia and the airport in Buford’s Massacre in the Waxhaws, King’s Mountain and Cowpens.

-Grant

The Beautiful Boards of Wargaming! – Great Campaigns of the American Civil War: Thunder On the Mississippi: Grant’s Vicksburg Campaign, April-July, 1863 from Multi-Man Publishing

Von: Grant
23. September 2026 um 14:00

Continuing along in this series devoted to the best looking boards found in the wargaming world where I will highlight the art and layout of a different board in a wargame that we have played to show you the various talents of the artists and graphic designers involved. In my humble opinion, a well designed and attractive board can make all the difference in the world to me enjoying a wargame. Don’t get me wrong, the game has to be good, but if it’s also good looking it always is a better experience. A board can draw me in. Can make me feel that I’m there. Can set the stage for the thematic immersion that we all crave. And I have found many of these type of boards and I want to make sure that I share them with you.

In this entry in the series, we will be taking a look at the fantastic looking board for Great Campaigns of the American Civil War: Thunder On the Mississippi: Grant’s Vicksburg Campaign, April-July, 1863 from Multi-Man Publishing. The board is illustrated by the very talented Charlie Kibler whose work on the Great Campaigns of the American Civil War Series dates back to its creation in 1992. He has done a ton of great looking boards including The Battle for Normandy (2009) from GMT Games, The Day Was Ours: First Bull Run (2021) from Revolution Games, Border Reivers (2023) from GMT Games recently as well as a slew of Advanced Squad Leader boards stretching back through the years and a lot of series games for GMT Games such as Great Battles of the American Civil War and Great Battles of the American Revolution. We have already highlighted a few of his boards in the past like Storm Over Jerusalem from MMP and Battles of the American Revolution Volume II: Brandywine from GMT Games. He is very effective at creating great looking terrain and weaving in very nice details to highlight the main functions of the board and I very much like the simplicity and accurateness of his boards.

The board consists of 2 separate 22″x 32″ full-color map sheets that when combined create a large playing surface. The borders of the board include off-board information that is related to the geography and locations in and around Vicksburg. When I first saw this, I wasn’t really quite sure how to take it but after playing and also thinking about this decision, I really like how it was used to frame up or provide a significant visual contrast to the main game board. The brown coloring really contrasts well with the colorful terrain features and create a clear distinction for the players. I initially thought this was a poor decision and felt that it was a missed opportunity but it works really well.

Here is a closeup of this part of the board so you can get a good feel for what I am talking about.

I always like to look at the game title box/area of the board and find these to be really great insights into the mindset and approach of the artist. On the board for Thunder on the Mississippi, we see Charlie used a washed out period look map for the background of this area. The really interesting part is how it transitions from the non-colored portion of the board title box to the game board itself. There is no connection between the 2 and the elements found on the board are not carried over or connected to the period map. I would maybe have liked to see there be a connection for an immersive approach but I understand that this was not the purpose of the use of the period map.

In Thunder on the Mississippi, there are 2 new terrain features unique to the Vicksburg region introduced including loess hills and coastal bluffs. Loess has not been featured before in GCACW Series games. Each loess hex is depicted with many small tan dots superimposed on an olive base color. This stippling gives it a sandy feel and I think really works well as loess is a fine-grained, powdery soil, a wide belt of which runs on the east side of the Mississippi on a southwest – northeast axis. Because loess is highly susceptible to erosion, it is marked by sharp, irregular ravines, many of which were so overgrown with vegetation as to be nearly impassable to military units.

In the game, loess hexes are identical to woods hexes in terms of Movement Point costs and MP penalties to enter a friendly-occupied hex. Also, loess hexsides untraversed by roads or railroads exert a restricted ZOC the same as woods hexsides similarly untraversed. I think that the type of terrain, and what it does to the units that enter, really mimics the soft soil type as it is always hard to run in sand. I very much like the color used as well and it serves to set this specific terrain type apart from the rest of the board. Here is a look at the western portion of the West Map that is up against the Mississippi River.

The other new terrain feature is that of coastal bluffs, which has also not been featured before in the series. Each coastal bluff hexside has a downhill side in which the light brown bluff line-pattern is uneven and an uphill side in which the bluff line-pattern is smooth. I know that it might be a bit hard to see in the below picture but the downhill side is found on the left side while the uphill side is on the right. Think of it this way…the uphill is simply a straight line border while the downhill side reflects the ravines from erosion and is made up of multi-length lines pointing out. I very much like this new terrain and also think that Charlie did a great job with the distinction even though it is a bit hard to distinguish from afar.

And that brings me to the portion of the board that I think is my favorite. Not because it is some revolutionary technique but because of the power and permanence that is offers the board, acting as an anchor and a framing of the action to be played out on it, and that is the Mississippi River itself. There is no real use of stylized marks or special features shown on the board but it is just a thick and dark blue line that meanders through the countryside. But the dark blue really gives a sense of size and scope and I very much feel that it is important to the board and what is to transpire on it.

I also very much like how Charlie decided to keep in the exact layout of the river and shows its many twists and turns and oxbows that are found along its length.

The board for Thunder on the Mississippi is really a visual masterpiece. It provides great transition from terrain type to terrain type, frames up the board itself very well and uses very smart and poignant color choices, including the loess terrain color and the dark blue of the Old Man, all to create a fantastic canvas upon which to play out this titanic struggle and key turning point of the American Civil War.

If you are interested, here is a link to our video review:

The next board that we will take a look at in the series is The Marianas Campaign: Volume One: Saipan – The Bloody Rock from Compass Games.

Here are links to the previous entries in the series:

Kekionga!: A Dark and Bloody Battleground, 1790 from High Flying Dice Games

Campaigns of 1777 in Strategy & Tactics Magazine #316 from Decision Games

Battle Hymn Volume 1: Gettysburg and Pea Ridge from Compass Games

From Salerno to Rome: World War II – The Italian Campaign, 1943-1944 from Dissimula Edizioni

This War Without an Enemy: The English Civil War 1642-1646 from Nuts! Publishing

Holland ‘44: Operation Market-Garden, September 1944 from GMT Games

Maori Wars: The New Zealand Land Wars, 1845-1872 from Legion Wargames

Imperial Struggle: The Global Rivalry – Britain & France 1697-1789 from GMT Games

Stilicho: Last of the Romans from Hollandspiele

Nevsky: Teutons and Rus in Collision, 1240-1242 from GMT Games

A Most Fearful Sacrifice: The Three Days of Gettysburg from Flying Pig Games

Donnerschlag: Escape from Stalingrad from VUCA Simulations

Keep Up the Fire!: The Boxer Rebellion Deluxe Edition from Worthington Publishing

Liberty or Death: The American Insurrection from GMT Games

Lanzerath Ridge: Battle of the Bulge from Dan Verssen Games

Salerno ’43: The Allied Invasion of Italy, September 1943 from GMT Games

Bayonets & Tomahawks: The French and Indian War from GMT Games

Undaunted: Normandy from Osprey Games

Traces of War from VUCA Simulations

SCS Ardennes II from Multi-Man Publishing

Almoravid: Reconquista and Riposte in Spain, 1085-1086 from GMT Games

Walking a Bloody Path: The Battle of Fallen Timbers, August 20, 1794 from High Flying Dice Games

All Bridges Burning: Red Revolt and White Guard in Finland, 1917-1918 from GMT Games

Storm Over Jerusalem: The Roman Siege from Multi-Man Publishing

Barbarians at the Gates, The Decline and Fall of the Western Roman Empire 337 – 476 from Compass Games

Iron, Blood, Snow & Mud from PHALANX

North Africa ’41: The Western Desert, March to December, 1941 from GMT Games

Battles of the American Revolution Volume II: Brandywine from GMT Games

Ardennes ’44: The Battle of the Bulge from GMT Games

Gandhi: The Decolonization of British India, 1917-1947 from GMT Games

Battles of Napoleon: Volume I – Eylau 1807 from Sound of Drums

Tattered Flags No. 01 – Into the Whirlpool from Blue Panther

Alliance: Multiplayer Napoleonic Wargame from Columbia Games

Phantom Fury: Iraq, November 9, 2004 The Second Battle for Fallujah 2nd Edition from Nuts! Publishing

Almost a Miracle!: The Revolutionary War in the North in Against the Odds Magazine #51 from LPS, Inc.

-Grant

Unboxing Video: Battles of the American Revolution Tri-Pack II: Monmouth, Germantown and Newtown from GMT Games

Von: Grant
20. September 2026 um 14:00

Battles of the American Revolution Tri-Pack II: Monmouth, Germantown and Newtown is the second compilation of earlier releases from GMT Games’ Battles of the American Revolution Series. These are tactical level battles at the regimental level with a map scale of approximately 200 yd/hex.

Additions to the original releases include:

  • maps are hard-mounted
  • packaged in a GMT “deep box”, which is a 3″ box
  • rules and player aids printed in color
  • all replacement counters that have been issued since the games’ original releases
  • a new one page matrix-style play aid to assist the First Nations player in Newtown
  • Joel Toppen’s Solitaire Tactics Card play aid
  • a significantly upgraded Germantown rulebook addressing errata and ambiguities

-Grant

Video Review: Blue & Gray Deluxe Edition from Decision Games

Von: Grant
18. September 2026 um 14:00

The American Civil War was the bloodiest conflict and a defining event in the history of the United States. The tragedy of the conflict was amplified by the fact the battles were brutally fought with Napoleonic tactics while using new and more lethal weaponry. As a result, over the course of nearly four full years of war, roughly 700,000 Americans were wounded or killed in battle along with another 400,000 soldiers dying from disease.

Blue & Gray Deluxe Edition consists of the original eight games from the SPI Blue & Gray I & II Quadrigames. The battles depicted are among the most important of the American Civil War: Shiloh, Antietam, Fredericksburg, Chancellorsville (Hooker & Lee), Gettysburg (Cemetery Hill), Chickamauga, Chattanooga, and The Battle of the Wilderness.

The game mechanics used in this series are based on the well-received Borodino/Napoleon at Waterloo system. Terrain is a significant factor, with everything from rolling farmland to untracked wilderness represented. Battles will often see a back-and-forth struggle for control of critical terrain. Rules for night turns are also provided. A standard set of rules are used, common to all eight games, while each game also has its own set of exclusive rules, historical set-ups, and player and design notes—all from the original SPI games.

Blue & Gray Deluxe Edition features new artwork, double-sided mounted game boards, enlarged counters, player aid cards, numerous optional rules gleaned from other game editions, and new variant counters and markers for use with several variants from Moves and Strategy & Tactics magazines. Reintroduce yourself to these classic games from SPI’s golden era and refight some of the best-known battles of the American Civil War which decided the fate of a nation at war with itself.

-Grant

Interview with Adam Starkweather Designer of Advanced Company Scale System Game One: Anzio: A Lost Opportunity from Bring it on Games

Von: Grant
14. September 2026 um 14:00

We have played several games designed by Adam Starkweather in his Company Scale System (CSS). 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. Now Adam has created his own publishing company called Bring it on Games and they have announced their first pre-order game in a new system called Advanced Company Scale System Game One: Anzio: A Lost Opportunity. This is a huge wargame and includes 10 large maps, 20 counter sheets and tons and tons of charts, tables and player aids. This is a MONSTER wargame…no doubt about it but it looks really good. I reached out to Adam to see if he could provide us some additional insight into the game and he was more than willing to discuss with us.

If you are interested in Advanced Company Scale System Game One: Anzio: A Lost Opportunity, you can pre-order a copy for $350.00 from the Bring it on Games website at the following link: Shop — Bring it on Games

Grant: Adam welcome to our blog. First off please tell us a little about yourself. What are your hobbies? What’s your day job?

Adam: First off, my hearty thanks to The Players’ Aid crew for giving me the opportunity to introduce myself and tell you about my new adventure.

As my waistline will attest, my hobbies and interests are decidedly sedentary. I love watching basketball and baseball (go Knicks – had a great year). And several years ago, I decided to rekindle – ha! – my love of reading. For many years, for work, I read non-fiction. But now, every night before I crash, I read for fun for a half hour.  Currently, I’m reading both for work and for fun as I am journeying through Stephen King’s multiverse with a goal of making a game on it. I have an inside to get to King, and I’m hoping I can get him to glance at it and spark some interest. It will be decidedly war gamey in its presentation.

Believe it or not, for over 20 years, I have been blessed that wargame design has been my main gig and what I do for work. With over 50 titles that I’ve designed, developed, or project managed, it has been a productive period for me in the hobby.

Grant: What motivated you to break into game design? What have you enjoyed most about the experience thus far? What have you learned about design over the years?

Adam: A day I remember well. 3 friends and I were playing SPI’s Highway to the Reich, and it just fell apart while we were playing it. Things were happening that just didn’t make sense, and it wasn’t balanced. Once that suspension of disbelief is done, we wargamers just bail on a game. We thought we could do better. All four of us started making a Market-Garden game, but only I kept with it, and my first design The Devil’s Cauldron, was the result 7 years later. As for enjoying what I do, there are occasional hiccups, of course, but I have a dream job. I’m like a professional NBA player – doing something that is tons of fun, and I get paid to do it. I’m the luckiest man in the world.

As for what I’ve learned, of course, I’ve learned how to design – often under tremendous time pressure, but if I had to name one thing, it is knowing what I’m good at and when I need help. I’m great at coming up with new concepts and innovative mechanics, but I can’t research worth a damn nor do I have the patience to rewrite rules again and again. With my new company Bring it on Games, I have both the time and assets to attack my weaknesses and focus on what I do well – and love doing. I have dedicated researchers, dedicated rules editors, and dedicated playtesters. I finally have the time to do a game the right way.

Grant: What is your upcoming game ACSS Anzio about?

Adam: My first game for my new company is on the Battle of Anzio. It is at company level and at 500 meters a hex. It has two campaign games in the box – one for Operation Shingle (the landing and advance inward to the furious German counterattack) and Operation Buffalo – the final breakout and advance to Rome. The middle months in which a World War One type situation happened is not in the game. Two massive campaign games and some 20 smaller scenarios are included.

Grant: What does the subtitle “A Lost Opportunity” represent from the history?

Adam: It is likely for such a famous operation that most people reading this know that Anzio presented an opportunity to end the Italian Front with an aggressive approach to the battle.  Instead, the General in charge (Lucas) was tentative and did not advance with the aggression needed. In all my research, I have found that it wasn’t entirely his fault, but it wasn’t a time to be tentative. In the Campaign game, you can try and defeat the Germans with the hand you were historically dealt, or there is an alternative scenario (aptly called “Killer Whale”) where the restrictions on your aggressiveness are removed, and perhaps you can end the Italian battle in two weeks.

There were also missed opportunities in the second campaign in the box. The Allies went for the glory to capture Rome but allowed the Germans to retreat from the Gothic Line mostly intact. The war in Italy was allowed to continue, but again, it didn’t have to be that way. As with Operation Shingle, there is an alternative campaign game in which glory is set aside for a few weeks, and you as the Allies attempt to cut off the German forces and end the war in Italy.

“We were hurling a wild cat on the shore, but all we got was a beached whale.” -Winston Churchill

Grant: Why was this a subject that drew your interest?

Adam: Why Anzio? As is often the case, the subject matter of a game is about work that has already been done.  Why start from scratch if months of work have already been done? My historian worked on a game for another designer several years ago and had a great Order of Battle for the game. There was plenty of game in the battle, so Anzio it became. Utah Beach is likely next up for my company as I’ve already made the Grand Tactical Series game on the battle. So I have a complete order of battle and map already made. After that, or before that, might be Salerno. A gamer has already made the game using another system, but the conversion would be easy enough. And of course, a game for ACSS will be on Market-Garden. I have already made a game at this scale.  Years of work have already been done. This also gives me time to start fresh on new topics like Omaha Beach or Gela – they become the game with work already done and join the conga line.

Grant: What is your design goal with the game?

Adam: Oh that’s easy. I want to finally be able to make the best company level game I can make. GTS was made when I was a novice and CSS was made when I was under tremendous time pressure. I have both the expertise and the time to do it right this time.

Grant: How have you modified the Company Scale System to become “Advanced”? 

Adam: I started work on this a few years back and called it ACSS. The name stuck with me, and I kept it. It keeps Eric Smith’s brilliant combat system and is a chit pull, but much has also been improved and changed. I think I answer much of the realism issues of both systems with ACSS.

I have the rules available online for anyone to read – simply go to rules and you can read it and see where we are at. 3-4 more edits still to go, but it is more complete than anything I’ve made before, even as it sits now.

As for new stuff and mechanics that my playtesters have said they’ve never seen in a game before – I have two standouts. Situational Awareness matters in this game as does an orders system that influences what and how you do things. They are in the above rules so I won’t go deeply into it – but it has a novel way of presenting Fog of War but still allows for solitaire play. There is much, much more that is new – but those two are mentioned by my playtesters the most.

Grant: What elements do you feel are most important to model from World War II and the Allied invasion of Italy?

Adam: I make wargames, so to me, the most important aspect is to get the history correct and honor those that fought and risked their lives to make a better world for me and my children to live. So the history has to be right and fully immersive. In addition, playing a game on a battle is a different, albeit as involved as reading a book on the battle – but it is also a game. It should have decisions and fun aspects in it to make it fun to play.

Grant: What sources did you consult for the historical details?

Adam: If you go to my website at https://bringitongames.com/, you’ll find everything you need to play an introductory scenario using my system – but if you have a look at the end of the scenario book you can download, you’ll see the extensive bibliography for the game. As an aside, over the last 25 or so years of game design, it is really interesting to see how the web has become indispensable in researching military topics.

Grant: What one must-read source would you recommend?

Adam: I asked this very question of my historian a few months ago.  He suggested:

Anzio 1944, The beleaguered beachhead, Osprey Publishing Campaign #155, Steven J. Zaloga, 2008, ISBN 978-1-84176-913-4

Although I’m partial to:

Fatal Decision, Anzio and the Battle for Rome, Carlo D’Este, 2008, ISBN 978-0-06-057649-3

A more involved read and perhaps not as great for wargamers as the Osprey volume, but I think the added effort is worth the trouble.

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

Adam: As with my other company level systems, ACSS is 500 meters a hex, mostly company level units, and each turn is 2 hours. It is a scale I’ve used for two decades and I’m comfortable at this level. In addition, I fell in love with this scale because it offers both tactical mechanics but you can play an entire battle (although you’ll need space and time of course).

The system uses a chit-draw method to activate units and this is at division level. You draw a chit and do things with an entire division and then move to the next chit.

Grant: What are the differences between the playable factions of the Allies and Axis powers?

Adam: At this level of company actions, the difference between the two armies is quite evident. The Germans have fantastic equipment but are brittle, while the Allies have so much firepower at their disposal. To show one example of what you can show at this scale: the Germans based their tactical dogma on their excellent MG 42 machine gun, while the Americans based their tactics on the excellent Garand rifle. They each operated differently – and I can show this at this scale. Many other aspects from more effective counter-battery fire to specialized tactics are also there. Check out the rulebook above and you’ll see.

Grant: What is the layout of the board?

Adam: Almost all monster games focus on the campaign game, and the scenarios are snippets of the larger campaign game. That is certainly true of my large games. For me at least, it was always a matter of speed. I could test scenarios while I tested the campaign game. My scenarios often started when the campaign game started.  There are a few exceptions to this where the scenarios are the primary game, and the campaign game is the added bonus. Games like Pacific War by Victory Games are like this. 

I, however, want to have both scenarios and the campaign games have equal importance. Each scenario has its own counter set and its own map. The map size goes from 8 1/2 inches for the introductory scenarios, to one map for the majority of intermediate and advanced scenarios, to two maps for a larger game experience. Finally, there are the two full campaign games, which each have 4 full-sized maps and two half maps – a total of 5 maps.  But there are some ten double-sided maps in the game (a total of 20 maps) – this is a map for each scenario and a campaign game map.

“The Rock” Scenario map.

Grant: How are units activated? Why do you feel chit-pull is such an effective method?

Adam: I love chit-pull as a mechanic and have used it for decades. It has the advantage of being great for solo play. There is the drawback that if you have a lot of players, you might have to wait for your turn to come up – although there are ways around this that I talk about in the rulebook, I find the great advantage of board games over computer games is the social aspect of playing them.

Grant: What is the general Sequence of Play?

Adam: A great question. When I first open a game, there are two things I look at first. The Sequence of Play and the victory conditions. They tell me more about the general concepts behind the game than anything else. Of course, a far more complete Sequence of Play is in the rulebook that you can download, but the basic SoP that is used in the VASSAL module is:

But check out the rules for a much more exhaustive Sequence of Play.

As for victory conditions, I blatantly steal from great designers that have great victory conditions – in concept. Some designers just know how to make victory conditions that drive a game and allow for incredible excitement in play. There are some 21 scenarios in the game, and I use different types of victory conditions in each and every one. I did the same thing to a lesser degree in my Greatest Day game. But whatever type of game you like, I’ll have you covered in one or more of the scenarios and the campaign game.

As for how the basic mechanics work, I have a ton of examples in the game for you to have a read and see how things work. Check them out.

Grant: Tell me about Bring it on Games. How are you different from other game companies?

Adam: I changed The Players’ Aid’s last question to talk about this a bit. I take the slogan “A Game Company run by Gamers” seriously. As we have aged, what we expect from games has changed. The games are expensive, but while we all, hopefully, have more money now, we have less time and less patience. I used to love reading rules, but now it is like pulling teeth – it is painful to get into a game. This game and all that follow are about making the games convenient and easy to approach. It is expensive for sure for all of this added stuff that you haven’t seen before – but again, we have more money but less time. You’ll see things here that will make you wonder why all the companies don’t do this.

Also, I don’t want to be GMT or MMP. I want to make games. I won’t have a warehouse, so only orders will be printed. Once I go to press, the game will be out of print. I’ll also limit the total number of orders I will accept. I like making the games. I don’t want to spend my time with all the company stuff. Trust me when I tell you that the owners of all the game companies aren’t having as much fun in the hobby as you are – they are busy running a company, tracking inventory, and all that stuff. I don’t enjoy that very much. So I’ll give up selling games after they print and keep having fun.

I hope you’ll go to my website at www.bringitongames.com and download the sample rules and Vassal set – and see if it’s your thing. I’d love your support. You can also subscribe to my newsletter. And I apologize in advance if you, as more than a few gamers have said to me, “you’ve ruined GTS and CSS for me”.

If you have any questions or comments, you can reach me at:

Email: adam@bringitongames.com

Discord: https://discord.gg/tRSUe2Tr

Facebook: https://www.facebook.com/groups/843702163901347

BGG: https://boardgamegeek.com/boardgame/470818/anzio-a-lost-opportunity

Comsimworld: https://talk.consimworld.com/WebX?14@@.1de55d9f/60

Thanks so much for your time in answering our questions Adam. I am very much looking forward to this system and wish you the best of luck in bringing it across the finish line. I have very much enjoyed my experience with the Company Scale System (Saipan: The Bloody Rock and The Enemy is at the Gates: Battle for Berlin, 1985 both from Compass Games) as well as the Grand Tactical Series (Devil’s Cauldron and Where Eagle’s Dare both from Multi-Man Publishing) and very much enjoy the feel of the game and the combat system.

If you are interested in Advanced Company Scale System Game One: Anzio: A Lost Opportunity, you can pre-order a copy for $350.00 from the Bring it on Games website at the following link: Shop — Bring it on Games

-Grant

Interview with Kevin Talley Developer for The Great Anglo-Boer War: The Battle for South Africa 1899-1902 from Cadet Games Currently on Kickstarter

Von: Grant
31. August 2026 um 14:00

A few years ago, I came across this interesting looking wargame from a new company Cadet Games called They Were Soldiers: Battle of the Ia Drang Valley that was heading to Kickstarter at the time. The game was a 2-player turn-based operational level design based on the battle for LZ X-Ray during the larger Battle of the Ia Drang Valley in Vietnam, 1965. Since that successful campaign, Cadet has designed and completed several other successful campaigns including Nguyen Hue ’72: The 1972 Easter Offensive in Vietnam, Linebacker II: The Historic B-52 Strikes Against North Vietnam, Armies & Alliances: Arnhem ‘44 – Operation Market Garden and Armies & Alliances: Blitzkrieg ’40 – The Battle for France.

They recently announced their next Kickstarter project that would take their system to the Anglo-Boer War called The Great Anglo-Boer War: The Battle for South Africa 1899-1902. The game is currently on Kickstarter and I reached out to my contact there Kevin Talley who acts as one of the Developers on the team for his input into the design to give us a better picture of how this new game plays.

If you are interested in The Great Anglo-Boer War: The Battle for South Africa 1899-1902 you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/647106057/the-great-anglo-boer-war

Grant: What is the focus of your new upcoming game called The Great Anglo-Boer War?

Kevin: The Great Anglo-Boer War is a grand-strategic level game of the war between the British Empire and the Boer Republics in South Africa from 1899 to 1902.

Grant: Who is the designer and what is their goal with the game?

Kevin: As with all of our designs, R.J. Mills is the designer. He has always been fascinated with the Boer War and the goal was to make a really good hex-and-counter wargame to cover the whole conflict.

Grant: What is important to model from the history of the Anglo-Boer War?

Kevin: Well, the Boer War was very unique. It began as an asymmetric conventional contest in 1899 between the relatively small citizen militia forces of the two Boer Republics (they had no standing professional armies) and nearly the entire army of the British Empire! Then, once the Empire had captured both Boer capitals in 1900, the Boers refused to surrender and instead decided to fight a guerrilla war (and that went on for 2 more years). So, given the dynamics of this truly unique conflict, making a realistic game presented some serious design challenges. The design had to accurately simulate the conventional period, where the fractional Boer forces soundly defeated the British in several key battles during the early months, and it also had to credibly represent the guerrilla phase of the war, where very small numbers of Boers roamed (often unseen) and raided (always with surprise) throughout a vast area nearly twice the size of Texas. For this phase, the Empire forces had 250,000 troops deployed unsuccessfully trying to defeat 20,000 guerrillas! It all ended (finally) 31 May, 1902, with the Treaty of Vereeniging.

Grant: What other games inspired this design?

Kevin: We had not intended to make a Boer War game here at Cadet until after we started seeking a good grand-strategic/operational game about the Boer War to play. We got the “Boer War bug” playing Geoff Noble’s Redver’s Reverse: The Battle of Colenso, 1899 from Legion Games and decided we wanted to play a game of the whole war. We had pledged the KS Campaign for Joseph Miranda’s The Boer War from Canvas Temple Publishing and were hopeful, but it wasn’t what we’d hoped for in the end. Then we tried all the other Boer War games out there, or at least those we knew about, but there just wasn’t a good, realistic, strategic level/operational game of the whole war – especially not with the kind of depth we were looking for. We wanted something more like Nick Karp’s Vietnam: 1965-1975 from Victory Games – but for the Boer War – something with that kind of simulative value, historical chrome and especially guerrilla war operational mechanics. The closest thing we found was the old 3W game from 1991 (Eric Faust and Lew Fisher) called The Boer War. It had a lot of what we were looking for, but it was under-developed, errata-riddled and had too many issues to list. Still, that game had some brilliant design ideas, so we decided to start with that framework and make our own game. We were surprised that this topic didn’t have more published games already.

Grant: How did warfare change during the Victorian Age? How did you capture these changes?

Kevin: The British Army was fighting in drill book formations all the way through the 19th century. Consider that, just a year before in 1898 at Omdurman, the infantry stood in close order (just like in the movie Zulu), easily repelling the 50,000-strong army of the Khalifa with Lee-Metford volleys, Maxims and quick-firing breech loading artillery. This all worked very well when the enemy had swords, spears or primitive firearms. But the Boers had Mausers. And Krupps. And Maxims! Tactics had to evolve to meet this new level of lethality and the British Army was not initially prepared to face an enemy that was equipped with the same weapons as they. And an enemy that chose trenches and concealment – inflicting severe losses on British troops in drill formations. The combat system in the game realistically models the advantages of entrenchments, terrain, unit formation posture, night marches and even artillery effects. The Boers on defense can be very tough. A typical attack will be costly. Best to use open order and artillery to great effect – even better to use maneuver and avoid the prepared defense altogether. It took the British some time to learn their lessons.

Grant: What sources were consulted for the historical details?

Kevin: The bibliography for the game is included in section 26 of the rulebook. We used 20+ books on the topic to get the information for the design, and of course those include all the most important works published about the war: Rayne Kruger, Pakenham, Farwell, Arthur Conan Doyle (who was there), Barthorp, Reitz (a famous Boer Journal of the war), Maurice’s official history, Amery (Times history) and more. Someone who has researched the war and knows the historiography will truly appreciate this game.

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

Kevin: The map scale is 9 miles to a hex. The map is huge. 34″ x 44″ on the table. The unit scale can be as little as a half battalion on the Empire side (500 men) and a single commando element of as few as 333 for the Boers. But the system is so flexible that a single leader’s counter in a hex on the map could represent as many as 30,000 Empire soldiers (with supporting artillery) and up to 13,320 Boers with several batteries of their guns as well. The game scale works for both large conventional battles (early war) and small guerrilla actions (later war).

Grant: What is the layout and anatomy of the counters?

Kevin: The counters are the typical ½” variety, printed on both sides. There are Entrenchment markers that, when flipped, double as “Scorched Earth” markers; Rail markers (early war) that also double as Blockhouse Line markers (guerrilla phase); Boer Control markers that can also be used as Strength Point counters; Number markers that flip to various increments; dozens of Empire Detachment markers which flip to show either Infantry or Cavalry or Artillery Strength Points (and the rotated position of these markers indicates the detachment strength in the hex); Armoured Train unit counters; Supply Wagon unit counters; Unit Status markers for multiple conditions like Retreated, Disordered, Demoralized, Invasion VP’s and more; and of course the Empire and Boer Leader counters, which are the basic units of maneuver in the game.

Grant: What different types of units are available to both sides?

Kevin: A Leader counter on the map typically indicates a ‘Force’ (which is a leader and the Strength Points of soldiers and artillery in their command) for both sides. These Forces are the maneuver units that move around on the map. There are also Detachments, which are Strength Points of soldiers and artillery without a leader (these secure and patrol an area, with a ZOC but without the counter moving). The Empire Strength Points can be Infantry, Cavalry or Artillery, with each point equating to 500 soldiers or a battery of field guns. The Boers are basically all mounted infantry militia, with each Strength Point representing 333 Boers or one battery of their artillery. The Empire also has Armoured Train units (we kept the English spelling), which function as ‘line of communication’ forces that police Empire-controlled rail lines. The Boers also have their Republic Presidents (Steyn and Kruger) and their small government staffs, which serve to score Victory Points by avoiding capture and maintaining their presence as head of state, either in their capitals or out on the veldt.

Grant: What is the off-map Arrow/Wheel used for?

Kevin: There are “Unit Displays” for both sides. These typically show a small picture of the Leader next to a pair of Strength Point numbered ‘wheels’. The players use counters with little arrows on them to indicate on the ‘wheels’ how many SP’s of soldiers are in a Leader’s Force, with any artillery batteries indicated by using a number marker. This keeps the counter-density on the map low, since the battalions, regiments, batteries or commandos are indicated using these off-map strength displays, and only the Leader’s counter moves on the map.

Grant: What was the inspiration for this mechanism?

Kevin: This came from the 3W game. Some players dislike this method for managing unit strength, and it took some getting used to, but we eventually decided it was the best mechanic we had seen in any design for this aspect of the game. Now we love it. Especially because of the flexibility it allows once the war changes from conventional to guerrilla. Historically the forces changed from divisions and brigades fighting large Boer commandos to much smaller columns of Empire troops chasing small Boer units of a few hundred all over the map.

Grant: How does it show the importance of Leaders in the game?

Kevin: I think this whole method of organizing the armies of both sides by each “Leader’s Force” really works perfectly to simulate the Boer War. It matches the real history. Everything a Force does boils down to the influence and command capabilities of the Leader. And forces of widely varying strength and unit composition were assigned to different leaders on both sides at different times throughout the conflict.

Grant: What is the Leader specific initiative rating system? How does it aid in your telling of the Anglo-Boer War?

Kevin: A Leader has to ‘roll for initiative’ to do most actions. Each Leader has an initiative rating which either helps or hurts their odds of a successful die roll, and the ratings are based on the historical performance of that Leader. This represents more than simply a Leader’s tendency to act decisively or not, but also his relative command influence for scarcity of resources, typical Victorian-era officer rivalries, orders and communications variables, bad intelligence and other typical “frictions” of war. The history of the war is full of instances where orders didn’t get communicated, sometimes weren’t given at all, or were ignored. Battles were lost many times because this leader or that failed to act on their own initiative or had some other priority override their commander’s intent. There are some Leaders whose rating is so good, they can nearly always do anything the player wants (and those are almost exclusively Boers). Other Leaders are reliably ineffective, and special care must be taken by the players to choose the right missions for these people. The realism of the design is greatly enhanced by this aspect – a player might have a great plan, but there is no guarantee that their Leaders will enact it. As Lord Roberts said after the battle at Poplar Grove, “In war you can’t expect everything to come out right.”

Grant: What is the layout of the game board?

Kevin: The Game Map contains almost all of the area of the war, from the eastern Transvaal and much of Swaziland and Zululand all the way to the Kalahari desert in the west; from 150 miles west of Port Elizabeth on the coast all the way up past Durban in Natal – and all of the mountains, ridges, rough and veldt of South Africa contained therein. It is a very large area and the map scale is 9 miles per hex. Using .625 hexes (for standard ½” counters), the map is 34″ x 44″ on the table.

Grant: What key terrain features are included and how do they affect maneuver and tactics?

Kevin: The terrain types for hexes include mountain, rough and veldt. Special hexside types can be ridge or river, bridge or rail. The mountain ranges are all there, as are the ridgelines and heights, rivers and rail, towns, ports and capitals. Even the passes and “neks” are indicated. The actual escarpment of the Drakensberg are all mountain hexes, but the Biggarsberg north of Ladysmith, as an example, is treated as ridge-type hexsides with rough terrain hexes. There is a real distinction between mountains and typical rough country/hills. The geography of South Africa was a serious factor in the conduct of the war and the terrain effects for both movement and combat are significant in the game.

A Force attacking across a river hexside is reduced by 50%; a Force attacking across a ridge or into mountains is reduced by 25%; a Force defending in mountain terrain is doubled; a Cavalry Force crossing a river pays 2 extra movement points to do so, while an Infantry Force pays 3; a veldt hex costs 1 point to enter, a rough hex 2, a mountain hex 4, and crossing a ridge hexside adds 2 points. Geography is key. Often, the only way to effectively dislodge an enemy Force from a position is to maneuver them out of it, because the odds for a successful attack are slim based on the terrain. The Tugela River line in Natal is a famous example of a natural fortress, and so it is with the game. To get past a competent Boer defense there, it will take an Empire player who understands the map and the combat system (plus some good dice and a card or two).

Grant: What type of cards are included? Can you share a few examples.

Kevin: The cards are great. Mostly they modify the combat odds or DR’s by providing for an odds-column shift or a DR mod for one of the many on the Battle Board (the Empire Attack Scouting Effect, the Artillery Effect or the actual combat DR). But there are also many cards that influence very specific game actions – like evasions or recruiting, siege surrender extensions or supply situations, armoured trains or movement or initiative effects. Some cards influence the unit formation or entrenchment posture during a battle, while some may determine the outcome of night marches. Some are related to intelligence and reveal hidden enemy units or prevent unknown strength in a combat event. Others influence scouting and observation, signals and orders, escapes and ambushes…I could go on.

All the cards were created based on actual events that happened during the war. Here is an excerpt from the Campaign language and the “design notes” section of the rulebook: “The game cards are designed to build historic realism into the game, especially for the combat system. As in all wars, small instances of chance – moments of decisive leadership (or not) – a thunderstorm – an oil-less signals lamp – a wire fence – a flooded drift – a poorly drawn map – a mistaken guide – an enemy surprise…all these historic events and elements of chance are represented in our design by game cards for both sides. We think this adds to the design immensely, since these can account for odds column shifts and DR mods that the players cannot anticipate. Like their historical counterparts, the players cannot know exactly what their odds are until the battle is joined and the card(s) are revealed!”

Grant: How does combat work?

Kevin: The combat system uses an odds-based CRT and a combat die roll to determine battle results, so it is fairly typical of a hex-and-counter wargame. What gives the system the right depth is that combat can happen during the movement as well as the combat phases. Combat can also be initiated by the non-phasing player using a reaction mechanism – so it isn’t nearly as simple or predictable as “I go / You go”. Based on the history, we felt the combat system (even at this scale) needed to incorporate strength ratios, unit tactical formations, weather, visibility, unknown Boer strength, artillery strength and effects for both sides, leadership, scouting and intelligence, terrain, night march outcomes, unit morale, “dummy” defensive positions, entrenchments and more.

Grant: How does the Battle Board work?

Kevin: There are so many effects and modifiers that contribute to the combat system that we decided the only way to keep everything straight was to have a Battle Board. For example, an Empire attack vs. a defending Boer Force would look like this: First, the Force attacking commits their desired number of Strength Points to the battle using the Attacker’s SP display, then the defending Boer unit’s SPs are indicated on their display. Any unit status particulars (Disordered, Demoralized, Retreated) are also indicated. The next step is to see how many unknown Boer SPs there are, so a die is rolled and that number goes on the Board (usually the Empire player cannot know their exact combat odds until after they commit their SPs to the attack because of this “unknown SP” die roll). Then any terrain or supply state modifiers are applied (there are markers for these) for both sides to establish the initial combat odds, and a counter for that ratio is placed in the appropriate box on the odds track (always rounded in favor of the defender). Next, any factors that modify the combat odds are noted and applied (entrenchments, the Empire Attack Scouting Effect DR, any other enemy units in the attacker’s ZOC, a Demoralized defender, any cards – attacker first). Now a marker is placed for the final combat odds on the final odds track. The last bit is to calculate what modifier (if any) is going to apply to the combat DR. The Artillery Effect is determined with a DR, if the Empire is using a night march there is another DR, the Empire Force’s Leader combat rating is applied, if the attack is made from a rail-move ZOC it matters, and finally any cards that modify the DR – attacker first. Once the Battle Board has been completely and correctly configured, the combat die is rolled and the CRT consulted to determine the result. The Battle Board is really essential to keep track of all of it.

Grant: What role does scouting and intelligence play in the game?

Kevin: The British generals were famously ignorant of the Boer dispositions in the early battles, for they had almost no intelligence organization in their army corps and they were especially short on mounted troops for effective scouting. The Empire Attack Scouting Effect is built into the combat system to reflect this. If the “E.A.S.E.” DR is greater than the number of Cavalry SP’s in the attacking Force, there is an odds-column shift to the left for the combat on the CRT. Later in the guerrilla phase, there is a “mystery movement” dynamic which keeps the Empire player guessing about which Boer commando markers are real units and which are only decoys. Some of the game cards confer valuable intelligence by allowing the Empire player to reveal a “mystery” commando of their choice (and native spies can help both sides).

Grant: How is artillery used?

Kevin: There is an Artillery Effect Track on the Battle Board which compares the arty strength of the two sides in a battle – whomever wins this comparison gets a modifier that applies to the combat DR. The Boers get a DR to add to their battery count, so even an Empire Force with 8 batteries of guns might not win the Arty Effect Bonus if there are 3 Boer batteries (if they roll a 6, they have 9). This “Boer Arty Effect” DR does not necessarily represent additional unknown batteries/guns, but more simulates the Boer tendency to use superior artillery tactics, multiple prepared positions, gun re-positioning during a battle, indirect fires and hidden gun positions with range and target fire preparation. In addition, the British firepower was often wasted against cunningly prepared “dummy” trenches and positions such that seemingly impressive preparatory fires were completely ineffective. The Boer Arty DR serves to simulate both aspects. The Empire has far greater potential weight of fire, but qualitatively the Boer Arty is superior (as with the historical truth). There are cards for both sides that impact the Artillery Effect for a battle.

Grant; What is the role of Scorched Earth?

Kevin: As the Boers turned more towards guerrilla tactics, the Empire forces began burning farms and killing or confiscating livestock (and especially horses) as reprisals for Boer attacks and to destroy potential shelter and supply sources for the guerrillas. This often resulted in the re-settlement of the Boer women and children in concentration camps, where thousands perished from disease and hunger. There are several game mechanics during the guerrilla phase that simulate this aspect of the war, and one is the “Scorched Earth” program. If the Empire player chooses, they may assign Forces during a game turn to “Scorch” one or more district areas in the Boer Republics. A marker is placed, and Boer movement point costs in that district are doubled, while guerrilla recruiting is halved. Once “Scorched”, a district can no longer provide Boer VP’s during the District Control segment of the VP interphase. But there is a potential cost to this kind of “scorched earth” policy: every turn this is done the Boer rolls a die – if the result is equal to or less than the number of newly “scorched” districts for the turn, the Boers get 5 VP for each. These VP’s reflect negative public opinion, parliamentary outrage and press coverage back in England, as well as increased Boer resentment and dedication to fight to the bitter end to avenge the destruction of their homes and families. The Empire player must balance the military benefits against the possible consequences of the policy (and be careful).

Grant: How does the Attrition Phase work?

Kevin: There is a lot going on during the Attrition and VP interphase. Hundreds of the Boers in just about every Force will simply leave to go home (they are all volunteer militia, not regulars); The Empire may have thousands of losses to typhoid (it was a big deal during the war); Boer family deaths in the concentration camps may cause desertions in the commandos (and uproar back in Britain); Besieged Empire garrisons may suffer losses or surrender; Railheads may advance or be pushed back: Forces might entrench; Unit statuses (like Demoralized units) get updated; VP’s for the game turn are tallied and losses counted, and the totals for the war (or scenario) are arrived at. It gets even busier if a Boer capital has been captured during the turn, as this can drastically increase the number of Boers who choose to “take leave” and go home (low morale). At the end of the phase, the players advance the game turn marker and start the next month of the war.

Grant: How is victory determined?

Kevin: Victory Points are awarded to both sides for all kinds of events. Mostly major or minor battle victories, but also for siege outcomes (relief or surrender), Boer invasions of Empire territory, capture of Leaders and capitals, control of districts, consequences from the scorched earth policy and concentration camps, and even penalties for over-stacking. There is a VP table on the back of the rulebook so the players can double-check during the VP interphase, and there are handy player-turn and interphase record sheets to use as well. Whoever has the most VP’s at the end of the scenario wins, unless an automatic victory for either side ends the contest early.

Grant: What different scenarios are included in the design?

Kevin: There are three scenarios – the Conventional War, the Guerrilla War, and the Grand Campaign Game. Here’s an excerpt from the Campaign language: “The full campaign is the ultimate Boer War experience – from the first desperate siege defenses of 1899 to the treaty of Vereeniging (or maybe not?) – and everything tactical and otherwise in between: Battles, blockhouses, farm-burnings, evasions, escapes, raids, concentration camps, sieges, drives, armoured trains, 1-pdr automatic “pom-poms”, surrenders, entrenchments, typhoid, barbed-wire, native spies, night marches, supply wagons and more. If it was part of the real Boer war – it is in the game.”

Grant: What does the game do well in modeling the Anglo-Boer War?

Kevin: We feel the game succeeds in modeling just about every aspect of the war, but there are a few particulars. Again, from the Campaign language: “For our design, we wanted a more granular scale of both movement and combat than any other strategic-level Boer War game yet published. Rayne Kruger, in chapter 23 of his “Good-Bye Dolly Gray” pointed out that, perhaps more than any other Boer advantage, the Empire was fighting “a war against space.” We ended up having two 22″ x 34″ map sections at 9 miles/hex to pull this off. A very large game on the table – but very typically “Cadet.” As it goes here, bigger is better. More hexes = more realism.”

Also, the Empire forces during the war were especially dependent on the rail lines for supply, while the Boer forces were far less dependent on any supply system to keep their forces in the field. The supply rules in the game really do justice to history, as everything the Empire player wants to do will be substantially constrained by their proximity to a rail line. In fact, some remote districts simply cannot be effectively garrisoned by Empire forces or detachments, because those units will be out of supply. Moreover, the scarcity of draft animals (oxen and mules) during the war meant only a handful of supply wagon units were available to extend an Empire LOS away from any rail line, and so it is with the game. These few substantial wagon convoys are also prime targets for the marauding Boers (as with countless examples from the war).

Grant: What has been the experience of playtesters?

Kevin: The game plays very well, indeed, but there were a few unexpected outcomes from the initial design, especially the combat system. In our first run of the conventional war scenario, we discovered that the “Boer unknown SP DR” mechanic needed a change. The Boers simply fought too well. Every time the Empire committed SP’s to an attack, the Boers would essentially be ‘reinforced’, owing to their unknown SP die roll. It always added SP’s to the Boer Force, since it wasn’t designed to subtract them. True, this kept the Empire player uncertain as to the combat odds until the forces were joined, but it had the effect of representing the Boers as ahistorically disciplined regular troops – prepared to fight to the death and hold their ground even when attacked by 15, 20, or even 30,000 British with 50+ field guns. The Boers just didn’t do that. There are far more examples of the Boer volunteers fleeing in droves from large Empire forces (in spite of exhortations and even threats by their leaders and even presidents) than examples where they stood their ground. In many ways this tendency served to preserve their forces and denied the Empire the showdown battles they hoped for during the second phase of the conventional war. A small rearguard of hardcore Burghers (farmers) would usually hold off the exponentially larger Empire forces, allowing their thousands of fleeing comrades to make their escape. They traded ground for time and blood, almost always avoiding any decisive loss.

So, we amended the rule so the DR can go either way, depending on the size of the attacking Empire force and on another DR modified by the Boer Leader rating of the defending force. This solution made a huge difference and resulted in the historical outcomes we wanted. If you attack Botha with a large Empire Force, he will likely motivate several hundred more Burghers to join the defense. Attack Prinsloo, though, and he’s likely to have several hundred of them (or more) run away before the battle is joined. There is a card in the Empire deck that prevents the unknown SP DR altogether, and now freshly retreated or Demoralized defenders don’t roll either.

Grant: When can we expect the game to be fulfilled?

Kevin: We are optimistic that the community will support our Campaign for this one (gotta get successfully funded first), and we will start the production sample and the rest of the process immediately afterward. Our anticipated timeline is to have the games shipping to the backers by August of next year.

Grant: What projects are in the near future for Cadet Games?

Kevin: We would really like to get our Hamburger Hill game produced. The design is 100% done and it is a really detailed sim of that famous battle. We ran it on Gamefound back in 2025 but it didn’t hit the goal. So, we will likely run that one again to see if we can’t get that produced here sometime soon. We have a ton of other projects in the works, one of which is a solo design covering the Mayaguez incident and the battle for Koh Tang Island from May, 1975. We have been really immersed in the Boer War since the middle of last year, so this one has had almost all of our attention (and still does for now, since we are playing through multiple rounds of the guerrilla phase and all of its intricacies)! We also have Barbarossa ’41 on deck for our Armies & Alliances Series of WWII ‘miniatures and monster map’ designs. Thanks again for helping us get the word out about our passion for military history and wargames!

Thank you for your time in answering our questions Kevin and for the great care you guys are taking with these games to tell a fun and interesting part of history.

If you are interested in The Great Anglo-Boer War: The Battle for South Africa 1899-1902 you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/647106057/the-great-anglo-boer-war

-Grant

Discussion Thread: Zones of Control – How important are they to you in wargaming?

Von: Grant
26. August 2026 um 14:00

About a month ago, I started a new feature on the blog called Discussion Thread where I pose a question or a situation and seek your input and comments on the issue to gain greater understanding and to encourage thoughtful feedback. The response to the first post about In-Game Retribution was positive and there were a lot comments and opinions shared. I now wanted to do another post in the series but focus on the subject of Zones of Control and their importance in wargames.

A Zone of Control, typically referred to as ZOC, is the area immediately surrounding a military unit that exerts tactical influence over adjacent spaces, which in turn restricts enemy movement, closes up gaps in a line preventing enemy units from moving through, forces combat or triggers some sort of reactive action such as opportunity fire or engagement without the passive player needing to occupy those hexes or take any actions. They are designed to create some sort of resistance to enemy units as they approach. Mimicking real world combat and adding in this concept of awareness of enemy movement.

I think that everyone has an opinion on the subject of ZOC’s and these opinions are mixed regarding complexity, the type, being rigid or sticky, and their in-game effects, but there is a consensus that they simulate well the concept of military friction and holding frontline positions. Let’s take a quick look at the different types of ZOC’s and I will share my thoughts on each.

First up, is the rigid/locking ZOC where units must halt their movement the moment they enter a space where an enemy unit is exerting a Zone of Control. The ZOC in this case forces the moving unit to terminate its movement for that turn. I very much prefer these type of ZOC’s as I think that they really simulate the concept of prepared and even sometimes dug-in troops have the advantage and can force advancing units to stop trough interlocking fields of fire or heavy gun projection on the area such as off-board artillery.

Next, we have the soft ZOC where advancing enemy units can move through enemy ZOC influenced spaces, but suffer some sort of movement point penalties, attrition, or extra costs. I also really like this concept as it typically functions similarly to more rigid ZOC’s by costing a +2 or +3 movement cost which typically ends a units movement but not always. I have seen moving units have to take a step loss to take an extra move or more simply extra movement costs such as the placing of a disrupted marker or the like. This type really focuses on the pressures and cost of moving into and through these Zones of Control but are simpler than the more rigid variety.

Finally, I have seen more fluid ZOC’s such as when units can pass adjacent to enemies, but doing so might trigger attacks of opportunity or reactive fire at a disadvantage such as providing the units projecting the ZOC a positive DRM in their attacks or attacking with a column shift on the Combat Results Table. This concept is that moving or advancing units have less cover, less caution and open themselves up to attack more so than those that are forced to stop.

I think that all 3 of these types have their merits and downsides but their use typically depends on the situation represented in the design, the mindset or experience of the designer and the varying historical troop quality and fire power of the units. A line of tanks dug in is much more fearsome and demands a different level of respect in their ZOC projection than say a small arms squad of soldiers who do not have heavy weapons such as LMG’s. And I think that all are viable in design.

Then there is the lack of Zones of Control. I am not a fan of this concept at all but have found that it is typically used in more introductory wargames that are less complex and focuses on being less of a simulation than a traditional hex and counter affair. Many years ago, and at a time when we were still early in our wargame learning journey, I played a game called Paul Koenig’s Market-Garden: Arnhem Bridge from Victory Point Games. I think that I was attracted to it because of the subject of Market-Garden and the inclusion of Allied airborne units. In looking at the game, the main focus and goal is to move toward the bridge and capture it. The path to move to the bridge is through fairly dense urban hexes with a road leading right to the on-ramps.

Strategically, a German commander would have lined the streets with their best units to prevent the enemy from simply riding right down the middle of the street to the bridge. This commander would have given orders to fire on anything approaching and would have had reserve units located in the buildings to the left and right of the streets to prevent small unit interdiction through the back alleys. These units would have taken up positions to bring heavy fire upon any approach hex and this is typically simulated in other games through the use of a Zone of Control. This ZOC would typically cause advancing units to stop while taking fire from an adjacent unit but in this design, the units just kind of ride on by, waving to the nasty MG-42 nests on the 2nd floor of the buildings and blowing kisses to the Panzers hidden in or behind the piles of rubble!

In reviewing the history of the campaign, one of the major problems the British had in advancing on the bridge was that relatively small German forces had taken up positions in the woods and on the outskirts of the city and effectively pinned down most of the advance of British forces toward Arnhem. This, in my opinion, is a major design flaw and should be house-ruled or cause a redesign of an otherwise fun and good playing game. I have illustrated this point with the pictures below where the British 4-6 Infantry unit simply moves right down the street between 4 better groups of units (an 8-9 Tank, three 6-8 Mobile Infantry and a crack 6-6 SS unit) without taking fire or being stopped! Seems silly doesn’t it?!?

I really tend to prefer the sticky/rigid/locking Zones of Control that seem to be found in most of the hex and counter wargames we play. I am more ok with the less restrictive soft or fluid ZOC’s in a tactical wargame where I can hold actions to then inflict opportunity fire on advancing units. But, as I said before, once you introduce the big guns in the form or tanks or heavy artillery, I really like the sticky/rigid/locking Zones of Control. Is this a taste thing or am I in the minority?

So what are your thoughts on the importance of Zones of Control? Can you enjoy and play a game that doesn’t have them? What is your preference in their stickiness/level of exerted influence in a game? What games do them best? Thanks for reading and for sharing your thoughts. I will come up with a few more of these posts over the next few months to share and I hope to see lots of comments and reaction.

-Grant

Video Review: All Are Brothers: Solferino 1859 from Legion Wargames

Von: Grant
14. August 2026 um 15:59

All Are Brothers: Solferino, 1859 simulates the decisive battle of the Second Italian War of Independence at the Brigade-level, with some additional Regimental-size and smaller detachments included. National and corps-level leaders are represented, on a map at 500 meters per hex, with 1-hour turns. Five scenarios are included: three that separately cover the north, central, and southern sectors of the battle, as well as a combined full battle scenario, along with a small introductory scneario. The combined scenario is suitable for up to four players (France, Sardinia-Piedmont, Austrian 1st Army, and Austrian 2nd Army).

The battle itself was a grinding slugfest often described as a “soldier’s battle” – a deliberate slight to the often uninspired leadership of the generals and a tribute to an allied victory gained only at the tip of the bayonet. Villagers in the surrounding region would do their best in the days after to treat the myriad wounded, and answer as to why Austrians, Hungarians, Czechs, Serbs, and Slovaks were treated as well as the Italians: “Tutti fratelli” (All are brothers). The battle pits two Austrian armies against the combined forces of France and Sardinia-Piedmont, and features the full panoply of colorful period units – Jagers and Grenzers, massed cavalry divisions of all types, Bersaglieri, French Imperial Guard, and the French African Zouaves and Turcos. Advances in infantry and artillery firepower would soon make the tactics of the time obsolete, and the carnage at Solferino reflected the start of this paradigm shift, soon to be highlighted bloodily by the Austro-Prussian and Franco-Prussian wars.

This treatment of Solferino features an adaptation of Hermann Luttmann’s Blind Swords System (At Any Cost, Hammerin’ Sickles, Stonewall’s Sword) as the core ruleset. The system is heavy on unpredictability and fog of war due to the chit pull mechanic. The chit pull mechanic also very much aids in solitaire play, as does variable activation rules and reinforcement tables. A number of other features help make face-to-face play attractive, including a number of scenario variants and optional rules, a free-setup full battle scenario, and the move-and-countermove of event chit play. Nation-specific event chits also inject some period flavor.

-Grant

Unboxing Video: Battles in the East Volume 2: Uman Pocket and Guderian’s Final Blitzkrieg from Decision Games

Von: Grant
08. August 2026 um 14:00

Battles in the East (BITE) is a series simulating World War II Eastern Front battles. The system rules are an evolution of the SPI classics Panzergruppe Guderian, Army Group South and Cobra. Unit integrity bonuses include Soviet Corps and vary to show the increasing Soviet cohesion and decreasing German cohesion as the war progresses. HQ units provide higher level combat support and supply advantages to corresponding units in range. BITE also incorporates standardized scales (unit size, distance, time) for easy comparisons. While the series rules allow players to play many games with the same core rules, the scenario rules add unique situational elements of each battle. Each volume includes two battles from one year with two copies of the charts and tables as well as scenario rules and set-up cards for easy reference. Battles in the East Volume 2 offers a strategic simulation of pivotal 1941 Eastern Front conflicts, including the fierce battles at Uman and Tula.

-Grant

World Boardgaming Championships 2026 Daily Debrief Series – Day 2

Von: Grant
27. Juli 2026 um 03:35

Day 2 dawned early with me getting up at 6:20am due to the sunlight beaming into our window as we had not carefully drawn the blinds together tightly. We got ready and left the room fur breakfast and arrived in the Winterberry Room at 8:30 ready to dive into the Grand Tactical Series.

As we approached the table, I was absolutely blown away by the size and scale of it and the multiple boards laid out on it with plexiglass and secured with binder clips and tape. The boards combined measure 17’ of wargaming good and include The Devil’s Cauldron: The Battles for Arnhem and Nijmegen and Where Eagles Dare: The Battle for Hell’s Highway from Multi-Man Publishing.

The game state is actually a continuation of a game that started at WBC last year. Joe and Matt took pictures of the game board and also of each of the formations and their position from last year’s game and had set it up in that state to play over the next week.

Here is a look at those carefully taken pictures. Such detail and care given to the game. How am I not going to love this experience?

There were a total of 6 of us playing the game and we were loosely assigned a few formations to be in charge of. Actually we were told we were in command and were to make plans and then discuss those with the CIC’s to get approval and then execute that plan. A lot of autonomy and ability to go about it individually.

Over the span of 10 hours we played and finished the 0700 and 0800 turns for September 19th. This system is very fun and crunchy but also involved. When attacks are made there is very structured procedure but that isn’t overly complex. Company bonus checks initiate the action and the player will have to roll less than or equal to their troop quality number to gain a +2 to their combat value. Typically this troop quality ranges from a high of 7 to as low as 2 for artillery. Once completed, this bonus is added to their combat factor and then is reduced for the terrain defensive bonus and any defense shown in the enemy counter. Typically you are targeting following under a 7 for good units and a 2 for lesser units. Sometimes these modifiers make it so only a roll of a 0 on a d10 will hit. A 0 is not a 10 in this game. But there is always a chance. Hits are then referred to the CRT which uses the rolled value to refer to the type of Fire to determine results. Types of Fire include indirect, HE or small arms and results include a Cohesion Hit, with multiple Cohesion Hits leading to step losses, step losses of 1, elimination or suppression. There is also limited opportunity fire and assaults that require a bravery/morale checks. At first it seemed over the top but once I picked it up was really fairly simple.

Activation is chit pull and works very well. A formation activating gets to do something with each unit but then can spend Command Points to take additional moves or attacks. Just a very solid system that reminds me a lot of the Company Scale System also designed by Adam Starkweather. The system focuses heavily on how well division and regimental HQ’s can coordinate their sub-units and handle combat stress. I liked it very much and look forward to playing a few more hours tomorrow before moving into some other games.

I also wanted to show off the ingenuity and commitment of these Grognards and their setup for GTS.

First off the lighting. They have light poles that provide above the board light which makes a huge difference in visibility of the game and its counters.

They also have magnetized the chits and when they are drawn are posted on a board for all to see who has activated and who is up. There are chits drawn early but that are hidden on the board to allow for the next player to begins planning to speed game play.

The table they use is also custom made and is modular to fit the various games in the series. The bases are sturdy and they appear to be solid but are assembled quickly.

They use 1/4” thick plexi that is quite thick and has somewhat of a magnifying effect. It is very well done and made playing the game more enjoyable.

While playing, there was another nearby big in-design East Front wargame being played by Antony Birkett, Chip Saltsman and Curtis Baer. If you didn’t know, all 3 have been involved with, designing and developing several volumes in the Operational Combat Series from MMP. Tony has designed several volumes including The Third Winter, The Forgotten Battles and Crimea.

The system is called the Operational Warfare System and its first game is called After Stalingrad designed by Antony Birkett. Think modern mechanics being brought to the Operational Combat System in Tony’s words.

The system is focused on maneuver and command and control and uses HQ’s with different amounts of Action Points used to activate units. The game play is back and forth and interactive and it was said there is little downtime. They hope to use this system to tell the study of other WWII battles in North Africa, the Mediterranean and Western Fronts, as well as the tried and true East Front.

The fame has been in designer and development over the past 6 months and is being made ready due extensive play testing. They are currently shopping the design to publishers and hope that it is published in 2027.

I was able to shoot a 15 minute interview with these guys and had some really good discussions about their goals with the game and the system highlights.

I also met at different times of the day several fans of the channel. I met 2 first time attendees this year who both watch our videos named Jason and Bill who were both class acts.

Jason.
Bill.

This is probably a bit personal but Bill told me that our videos helped during a time when his now deceased wife was sick and he was in a dark place. That was very touching to me and I appreciated that we somehow assisted him through that difficult time.

That was it for Day 2 and I’m actually going to get to bed tonight by 10:30pm. Tomorrow, we have more GTS and I also sit down with my friends Gregory M. Smith and Kevin McPartland to look at their projects and play some games. Both of them are providing us with a “scoop” and I’m excited about what I might get to show you.

See you tomorrow!

-Grant

❌