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Best 3 Games with…Sieges!

Von: Grant
16. September 2026 um 14:00

One of the more interesting topics to play a wargame on is that of a sustained siege. I am not talking about a game that has a siege mechanic that is used over the course of the game but a game that is based wholly around a specific historical siege. A siege requires a lot of different takes to be included in a wargame to make it work including things such as supplies, manpower, defenses such as walls, trenches and other fortifications, siege engines, morale and the ability and will to continue the fight. I really have very much enjoyed the siege based wargames that I have played over the years and I wanted to share 3 of my favorites in this post. So, without further adieu, here are my Best 3 Games with…Sieges!

I want to make one thing clear. I love the States of Siege Series of games and have played dozens of them. But I don’t consider those games in the same vein as these siege focused games that I am sharing.

*The image used as the featured image for this post is called Lifting of the Siege of Malta painted by Charles-Philippe Lariviere.

3. Freedom! from PHALANX

Freedom! is a card driven siege game that pits the Greek freedom fighters and the besieging imperial forces of the Ottomans against each other. The siege is of the Greek Holy City of Messolonghi during the Greek War of Independence in 1825-1826. Freedom! features asymmetrical play with the goal of the invading forces being to manage to get inside the city before the end of the game or to force the citizens to abandon the cause by dropping their morale to zero while the defenders, on the other hand, try to withstand the siege and protect the city long enough for the invaders to abandon their attempt either by deciding to leave on their own or by having their morale dropped to zero. The actions of the players are driven by the cards in their hands, which highlight actual events and personalities of that time, while the combat is dice-driven to allow for quick and exciting game-play.

The rebel player is largely focused on grinding out a victory by surviving over the course of 6 rounds and are simply trying to hang on, unless of course they can somehow reduce the morale of the besieging units enough to where they give up and go home. However, nothing about this is a grind for the defending player and that is a problem that can be endemic with siege games. You as the defender, are as much a part of the action and must try to follow your own plan whenever possible to get a win. In other asymmetric siege games, the defender is often just reacting to the aggressor’s moves. As the insurgents, it never feels like you are simply reactionary and just along for the ride.

The really interesting thing about this one is that that there are actually two maps that are used to play the game. One of the maps shows the actual city and the forces involved in the siege while the other shows the surrounding areas, highlighting the support that each of them provides to both players. The art is gorgeous and this one is a game that we had a really good experience with. There also is a solitaire module that you have to buy separately but it works very well and provides an opportunity to play this game when you can’t find an opponent.

Players will find that they are competing for a number of nearby Greek regions on the board and there will be a tug-of-war played out by using various support actions that are focused on cutting off your opponent’s supplies. This is what I liked most about Freedom! It’s not just a continual back and forth trying to knock out your enemy’s units but there are multiple paths to victory, and all of them seem to be viable. By lowering your opponent’s morale and cutting them off from the supplies they need, you completely change their plans. Of course, there is nothing to stop you from pushing aggressively against the enemy’s walls.

Each side of the conflict really gives a different feel to the game and creates a new experience once you switch sides. As the Ottomans, you are generally going to undertake aggressive maneuver and attacks in an attempt to push forward and put pressure on the defenders and their walls of security. But when you play the Greeks there is a real feeling unpleasant feeling of desperation, which only gets worse with the arrival of Turkish reinforcements.

Here is a look at our unboxing video so you can get a good look at the components: 

Here is our video review used for the Kickstarter campaign so you can understand our thoughts on the game:

If you are interested in Freedom!, you can purchase a copy for €69,00 ($80.00 in US Dollars) from the PHALANX website at the following link: https://phalanx.co.uk/games/freedom-board-game/

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

The Storm Over Area Impulse Series has been around for a while and includes games such as Storm Over Arnhem (1981) from The Avalon Hill Game Company, Storm Over Stalingrad (2006) from Multi-Man Publishing and Storm Over Dien Bien Phu (2014) from Multi-Man Publishing amongst several others. The hallmark of the series is relatively low complexity for a wargame and a very simple combat system that calculates total attack versus total defense and adds a roll of 2d6. The losses from combat can be absorbed by either retreating from the attacked areas or destroying units. The game system has mostly been used to model more modern wars including the Franco-Prussian War, World War II and the French conflict at Dien Bien Phu in Vietnam.

Storm Over Jerusalem: The Roman Siege is a 2-player wargame that simulates the Roman siege of Jerusalem during 70 AD. One player controls the mighty Roman forces, who are truly master of siege warfare with their siege towers, ballista, battering rams and onagers, and the other player controls the Judean forces, which are divided into 2 separate factions with different leaders. The game is 8 turns long, but can be shortened by the play of a few event cards, at the end of which time the winner is determined by calculating victory points that come from overall losses, holding of certain VP areas and keeping the Romans out of the city.

We were very impressed by the game and its overall clarity of rules, quality components and interesting tactical choices and really had a good time learning and playing it. The Judeans are obviously outclassed by the powerful and skilled Roman Legions but they have several of their own tricks to use to hold out long enough to win the day. There is a lot to like here and I am really glad that we decided to give the system a try. There were some changes specially made to introduce the style of Ancient sieges to the Storm Over Series and this is where the game really shines. The Siege Towers were an evolution of the trenches found in Storm Over Dien Bien Phu game and are very important to the Roman efforts. The walls historically were such a physical presence in the city, and were a major impediment to the Roman efforts, that they had to come up with rules to cover them. The walls provide a defensive modifier against Roman Attacks and Assaults. This Defense Value starts at +4 and can be reduced over time by successful Roman Assaults. Since Judean units have a defense of 7 or 8 the bonus provided by the walls of +4 really helps hold onto areas. Once a wall is damaged from a successful attack though, the defensive modifier can be rebuilt by the Judean player but can never be increased to its full value of +4.

The Roman player also has specific cards (Catapult, Onager, and Battering Rams) that can be used to damage or breach the walls. Once breached, the walls don’t provide any defensive bonus and allow Roman troops to flood into the city. We found that the Romans tried to focus on a specific area of the walls and made their attacks there first in order to bring the maximum attacks possible each round to force the Judean player to have to spend their time and actions on fixing the walls and bringing up reinforcement to replace those lost in retreats. To repair a wall section, the Judean player can discard a card and use the Repair Value of that card to repair walls in an area. This action though requires a fresh unit in that area to be flipped to spent to complete the repair. Walls can only be repaired back up to +3, not the original +4. You can’t rebuild them completely.

I really enjoyed our play of Storm Over Jerusalem. The game was beautifully put together, with fantastic components, but also had some really amazing details and depth to the gameplay. This one is a winner and really has me interested in the other games in the series. I know that this game had a siege focus, which is not necessarily in each of the other games, but I really liked the simple combat system, great card play and very interesting tactical choices that were there for players to have to make.

Here is a link to our full unboxing showing off the beautiful components:

Here also is a link to our full video review:

If you are interested in Storm Over Jerusalem: The Roman Siege, you can order a copy for $86.00 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/index.php?main_page=product_info&products_id=355

1. Dien Bien Phu: The Final Gamble from Legion Wargames

Dien Bien Phu: The Final Gamble from Legion Wargames is a 2-player wargame about the decisive battle of Dien Bien Phu in 1954 that not only ended the French Indochina War but also had political repercussions far outside the region itself. One player represents France and her colonial troops. The other player represents the armed force of Viet Minh, the communist/nationalist independence movement of Vietnam. This game is not a traditional wargame and has different victory conditions than normal and also some unique and interesting supply rules. The Viet Minh win by forcing the French troops to surrender and France wins by not surrendering.

The board covers the former village of Dien Bien Phu and surrounding areas. There is a small submap of the French strongpoint Isabelle further south in the valley. There are several groups of French strongpoints scattered around the map, each one with a female name, which are all named after the commander de Castries’ mistresses, according to lore. The map is divided into three divisional sectors. Each sector has several zones that represent Viet Minh trenches winding from the map edge towards the center of the map. Each hex represents 150 meters and each game turn covers three days. There are 21 turns in the game, but historically, it ended after 19 game turns with a Viet Minh victory. The scale allows stacking of three French units in a hex, but there are no stacking limits for Viet Minh battalions, which creates a chess like feel.

French supply is a bit of a mini-game within the game. As this battle took place far out in the wilderness of Vietnam and both sides had to adjust to the limited flow of supplies that could be brought forward, through the air to the French, and through vast forests to the Viet Minh. Supplies tend to be a lot less than wished for. There are several supply tracks on the map showing how much ammo, food & bullets, fuel & spares, medicine as well as the amount of truck transport available for the French. The process for doing this supply phase is really pretty interesting and fun. Each game turn air transports will bring in a mix of supplies together with replacements and reinforcements. This is done on a chart with a grid where a mix of supply markers are placed together with eventual reinforcements and replacements. Weather will then decide what will arrive and what will abort back to Hanoi. The French player will never know for sure what type of supplies and how much will arrive and has to take that into account as they plan out their turns. And this is one of the best parts of the game and kept me thinking about the struggle with keeping my efforts going with the French. This one is not an easy game for either side and I think that it keeps the game very balanced and interesting to play.

Here is a link to our full video review:

If you are interested in Dien Bien Phu: The Final Gamble, you can order a copy for $54.00 from the Legion Wargames website at the following link: https://www.legionwargames.com/legion_DBP.html

A few other games that I have played on the subject of sieges, and that I very much liked, were games such as Halls of Hegra from Tompet Games, 1565 Siege of Malta from Worthington Publishing, 414 BC Siege of Syracuse from Worthington Publishing, Keep Up the Fire! Deluxe Edition from Worthington Publishing, Castle Itter: The Strangest Battle of WWII from Dan Verssen Games, Siege Works: A Napoleonic Siege Roll & Write from Solo Wargame, Crusaders: The Siege of Acre 1291 from Blue Panther/Art of Wargames, Castelnuovo 1539 from Draco Ideas and The Alamo Remembered from Victory Point Games.

What are your favorite siege based wargames?

-Grant

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

Von: Grant
01. September 2026 um 14:00

The year is quickly fading as we are nearing the start of the 4th quarter of 2026. Man the year has just gone by so quickly and I still have so many great games awaiting us to give them the attention they deserve. But there are always new games and they are also equally deserving. This month, I was able to find 19 games to share (including 6 games from our sponsor). I was also able to find 3 games being offered on Crowdfunding through Kickstarter and Gamefound.

If you missed the August Wargame Watch, you can read that here at the following link: https://theplayersaid.com/2026/08/03/wargame-watch-whats-new-upcoming-august-2026/

Again this month, we have a sponsor for the Wargame Watch post in Neva Game Press. This is Neva’s 3rd time sponsoring this post and they are very busy as they have a ton of new games upcoming. Neva Game Press is a new publisher who appeared on the scene 2 years ago. When I started seeing their posts on Twitter and Facebook, I was immediately impressed with their interesting topic choices for their upcoming games as well as the fact that they are trying to make small footprint wargames that pack a punch. And the art is also very appealing and brings an aesthetically pleasing and attractive look to their games!

Big Experiences, Small Footprint: New from Neva Game Press

At Neva Game Press, we believe great games don’t require massive boxes. Our ‘Hardcover Book’ box policy delivers premium components and deep, innovative mechanics in a shelf-friendly format—without compromising playability. We recently rebranded from Neva Wargames to Neva Game Press to reflect our expansion into thematic titles, though our commitment to wargaming remains stronger than ever.

End-of-Year Releases

We are closing 2026 on a high note with two major releases. After the rapid sell-out of Iwo Jima: Hell on Earth—the first volume of our Blind Valor Series—we are thrilled to bring it back as a Revised Edition, and we are grateful for the community’s support. We are also releasing an Iwo Jima: Hell on Earth Update Kit for owners of the original 1st Edition. Finally, we are launching our new tactical wargame, Peking: 55 Days of Fury—the first volume in our Breach Point Series.

Peking immerses 1–2 players in the 1900 Boxer Rebellion for a tense, 90-minute experience. Whether defending the International Legations or leading the attack, you’ll need to master our unique fog-of-war mechanic and hybrid system (featuring event cards and operation points split into two phases) to secure victory.

You can pre-order these titles via our Pre-orders section at the following link: https://nevagamepress.com/pre-order/

Looking Ahead to 2027

Our commitment to the community continues with an ambitious slate for 2027, featuring: Valls: Battle of the Goi Bridge, Spartacus: Rome under Threat, 1806: The Elbe Campaign and Reformation: Fire and Faith.

Discover all the details on our Upcoming Releases page: https://nevagamepress.com/upcoming-releases/

Pre-Order

1. The Great Anglo-Boer War: The Battle for South Africa 1899-1902 from Cadet Games Currently on Kickstarter

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 VietnamLinebacker II: The Historic B-52 Strikes Against North VietnamArmies & 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 appears to be a very important addition to the many games on the period.

From the game page, we read the following:

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. The Boers were armed like no other adversary the Empire had ever faced. By October 1899, war had become inevitable—and both sides were equipped for the first ‘modern’ conflict. Both sides had rifled breech-loading artillery, machine guns, bolt-action magazine rifles, trenches, barbed wire, and more.

The war started as a conventional contest but morphed into the first modern guerrilla war of the 20th century. In the end, the Empire overwhelmed the Boers, but by 1910 all of South Africa (including the contested republics of 1899) was granted self-government as a Crown Dominion, with Louis Botha as the Prime Minister. The Boers can be said to have lost the war but won the peace. A fascinating bit of history but an even more interesting study in military history.

The game places you in the position of the military commanders of both armies. Political events are largely beyond your control, but may influence what you are allowed to do. There are three scenarios – the Conventional War, the Guerrilla War, and the Grand Campaign Game. 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. If you know about the war – this is the one you’ve been hoping someone would make, and if you are learning about it – this IS THE GAME for that. With a 44×34 map at 9 miles/hex scale, monthly game turns and an accurate order of battle, this is a game that truly does justice to the topic.

We published an interview with one of the developers named Kevin Talley and you can read that at the following link: https://theplayersaid.com/2026/08/31/interview-with-kevin-talley-developer-for-the-great-anglo-boer-war-the-battle-for-south-africa-1899-1902-from-cadet-games-currently-on-kickstarter/

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?

As of September 1st, the Kickstarter campaign has raised $7,389 toward its $12,900 funding goal with 86 backers. The campaign will conclude on Tuesday, October 20th at 1:38pm EDT.

2. Combat! Vietnam from Compass Games

This month we had another pretty big downloading of new pre-order games from Compass Games that I have affectionately referred to in the past as “Pre-Order Palooza”. This one was not their normal 6-10 new titles but there were 4 new games offered and they all looked very good. The first game that I am highlighting here is the next volume in the highly thought of Combat! Series of solitaire wargames. These games represent man to man combat where typically each of the counters on the board represent a single soldier. They have focused exclusively on World War II previously but now they have announced this new game set during the Vietnam War called Combat! Vietnam. I have yet to play any of the previous volumes in the series, even though I own 4 of them, but they are high on my want to play list and I am very much interested in this system because I love Tactical level games, very much enjoy man to man combat in games and also enjoy games that are set in during the Vietnam War.

From the game page, we read the following:

Combat! Vietnam is a stand-alone solitaire game of man-to-man combat in the Vietnam War, covering the years from 1965 to 1972. This game depicts the countless small actions that were fought during those years, with the player commanding a squad of American, Communist, or South Vietnamese soldiers. In the 11 scenarios, the fighting rages across the widely varied terrain of Vietnam, from dense jungles to city streets.

The comprehensive Random Scenario Generator (and Campaign Game) further expands your gaming possibilities. With this tool, players can generate a limitless supply of unique scenarios for Combat! Vietnam.

Combat! Vietnam also includes Armor rules, allowing the player to relive iconic scenes such as T-54 tanks charging south during the Easter Offensive or Marine Patton tanks battling through Hué.

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

3. Viking Dawn: A Game of Viking Exploration & Expansion 800-1040 A.D. from Compass Games

The 2nd game from Compass Games today is a good one. And I know that because I have played it. But, our friend Gregory M. Smith is a solitaire game designing genius and has done many of these solo, narrative driven style wargames that we have all enjoyed for hours on end while we have been unable to find an opponent or just because we want to play a game on our timeline. We have interviewed him many times for his games such as Zeppelin RaiderInterceptor AceThe HuntedWestern Front AceAmerika BomberDefending AmericaAmerican Tank AceBritish Tank AceRebel TideSinking Yamato and most recently for a magazine wargame called B-52D Linebacker II. But Greg is a versatile designer and also has done many great 2-player games as well. He always has something cooking in his game design kitchen and recently we spoke with him about his new design with Kevin McPartland called Viking Dawn: A Game of Viking Exploration & Expansion 800-1040 A.D. from Compass Games. I was able to play this 1-4 player game while at the World Boardgaming Championships last month and you can read about my experience at the following link: https://theplayersaid.com/2026/07/27/world-boardgaming-championships-2026-daily-debrief-series-day-3/

From the game page, we read the following:

Viking Dawn is a low-complexity strategic game, with rules for two, three, or four players, each controlling a faction of Vikings (Norse, Swede, Dane, and optionally Geat). Inspired by SPI’s game Conquistador! from the 1970’s, Viking Dawn has exploration, trade (both internal and external), and minor leaders. The game also contains rules for solitaire play with the Danes or Norse.

Faction descriptions:

Norse – closest to the New World, they have the additional advantage of two Explorers, Erik the Red and Leif Eriksson.

Danes – closest to the lucrative raiding and settlement targets of England, they also have the advantage of having several early leaders.

Swedes – although further from England, they are closest to several Russian settlement areas, and river portage routes to the east and Constantinople.

Geats – ostensibly the weakest faction, as they must pay tribute to the Swedes for protection, they have the best trading advantage in the game.

Players compete to raid lucrative settlements and explore the world with longships and warbands. Each faction has named historical leaders, who have an impact on combat and exploration. Players may trade with each other or nonplayer-controlled areas and establish settlements. Includes rules for settlements gaining independence, leader burials, and establishment of the Varangian Guard.

We published an interview with Greg Smith on the blog and you can read that at the following link: https://theplayersaid.com/2026/08/24/interview-with-gregory-m-smith-designer-of-viking-dawn-a-game-of-viking-exploration-expansion-800-1040-a-d-from-compass-games/

If you are interested in Viking Dawn: A Game of Viking Exploration & Expansion 800-1040 A.D., you can pre-order a copy for $54.00 from the Compass Games website at the following link: https://www.compassgames.com/product/viking-dawn-pay-later/

4. Tunnel Rats: The Vietnam War Underground from Compass Games

Game 3 in this month’s mini-Pre-Order Palooza from Compass Games is another very interesting looking game set during the Vietnam War called Tunnel Rats: The Vietnam War Underground. This game is a solitaire game, which I think makes a lot of sense historically and thematically and actually gets me very excited for the possibilities, and I very much look forward to seeing how this one works. I have great hope for this one. The designer is Lisa Smedman who has done several recent popular solo games including Trench Raid.

From the game page, we read the following:

Tunnel Rats is a single-player game set during the Vietnam War. You will control two American “tunnel rats” who have been tasked with exploring an underground tunnel complex created by the Viet Cong. This complex is made up of tiles representing tunnels and underground rooms in which the enemy may be lurking. In this claustrophobic environment, the tunnel rats need to be as quiet as possible to avoid alerting the enemy. Tense firefights and hand-to-hand combat feature a unique initiative system, and encounters are fast and furious.

With a procedurally generated map, nine tunnel rat characters to choose from, and a variety of weapon and equipment load-outs, each “run” will provide a new and dynamic challenge. Your team’s objective will vary, shifting the focus of play depending upon which lieutenant is in command of the team. Tunnel Rats also includes rules for campaign play, allowing surviving tunnel rats to gradually hone their skills over time – if they survive.

Be on your guard, as the tunnel rats never know what they will encounter down in “the black”. It might be a hidden punji stake pit, a Viet Cong command center filled with valuable documents, a venomous snake slithering along a tunnel, or a water trap they must swim through without drowning!

If you are interested in Tunnel Rats: The Vietnam War Underground, you can pre-order a copy for $54.00 from the Compass Games website at the following link: https://www.compassgames.com/product/tunnel-rats-the-vietnam-war-underground-pay-later/?sfw=pass1788184209

5. Against the Reich Deluxe Edition from Compass Games

Game 4 from the Compass Games mini Pre-Order Palooza is a classic hex and counter operational level wargame set in World War II called Against the Reich Deluxe Edition designed originally by Joseph Balkoski.

From the game page, we read the following:

In June of 1944, the world held its breath as land and naval forces of six Allied nations launched the largest amphibious assault ever attempted. The long-awaited second front, the Western Front, was finally open. The Allies had to force the unconditional surrender of Nazi Germany by crossing the great Rhine River into the Reich itself. Adolf Hitler was confident that the battered but undefeated Wehrmacht could hold two enormous fortified zones (the Atlantic and Westwalls) and repulse any attempt to cross into the German homeland. Against the Reich is the first game in years to cover the entire Western Front campaign. The players are in the positions of Eisenhower and Hitler, making the grand decisions that control the course of the campaign.

  • A Quick-Playing Simulation: Designer Joseph M. Balkoski, whose specialty is the Western Front, has provided an accurate, realistic simulation that plays like a game. With short and long campaign games, you can choose the length of the simulation.
  • Headquarters and Supplies are Realistically Linked: Players must decide where to concentrate their resources. Limited supplies make the placement of headquarters and depots a critical factor in the campaign.
  • Choice of Invasion Sites: The Allied player must decide where to invade – do you strike a lightly defended area and accept a long, grinding ground campaign, or strike close to the Rhine and risk quick destruction?
  • Historical Overview: Russel F. Weigley, author of Eisenhower’s Lieutenants, the definitive history of the Western Front, has analyzed the strategic options facing Eisenhower and Hitler – and the players.
  • Loaded with other Features: A short “Battle of the Bulge” scenario, Second Invasion, Flooding Holland, Port Repair, The Roer Dams, Rail Movement, Mediterranean Front Reinforcements, Amphibious and Airborne Assaults, and much more.

If you are interested in Against the Reich Deluxe Edition, you can pre-order a copy for $54.00 from the Compass Games website at the following link: https://www.compassgames.com/product/against-the-reich-deluxe-edition/

6. Enlightenment Empires: Power and Politics in Eastern Europe, 1725-1795 from GMT Games

One of my favorite parts about historical wargaming is that I get exposed to and am able to learn about some of the more obscure parts of our world’s history. Now you might be saying to me that the subject of power politics in Eastern Europe form 1725-1795 is not obscure and I think that you would be correct if I was from Eastern Europe. But as I am from the United States, this is not a period or locale that we learned much about in grade school. That being said, I am very much interested in this concept and history and am glad to see Brian Asklev taking another crack at a topic that focuses on some of the history from his neck of the woods. When Enlightenment Empires: Power and Politics in Eastern Europe, 1725-1795 was first announced a few weeks ago, I was immediately interested because I do love games where several nations have to compete economically, politically, diplomatically and through force of arms. I also recently played Brian’s Baltic Empires at WBC and very much enjoyed that game and this one appears to be in a similar style and uses the very interesting Dramatis Personae cards to inject historical characters with their abilities into the game play.

From the game page, we read the following:

Enlightenment Empires is an approachable 2-5 player strategy game about conflicts between the states of Central and Eastern Europe region during the Enlightenment era, a transformative period of political upheaval, large-scale warfare, and constant struggles for power. Players will have to develop their economy, decide their internal policies on the ideas of individual liberty and effective governance, secure trade deals and financial assistance within the context of the global rivalry between Britain and France, and finally build armies to become the dominant power of Central and Eastern Europe. Russia, Poland-Lithuania, Prussia, Austria, and the Ottoman Empire will fight for hegemony, using variable victory conditions that reflect their respective historical objectives.

Building on the solid foundation provided by Baltic Empires, highlights of Enlightenment Empires include:

  • Five new asymmetric factions with unique abilities and objectives, including a new “Constitution” objective reflecting the pinnacle of Enlightenment political ideals.
  • Another highly thematic deck of historical Dramatis Personae to constitute your royal court, now also including random events that can disrupt players’ plans…or present them with new opportunities.
  • A simplified, yet still deep and political, economic system that forces players to make tough decisions regarding their state’s internal policies (serfdom, noble privileges, and military spending) and its diplomatic relations to the superpowers of the period, England and France.
  • The same streamlined battle system based on custom dice per unit type, now modified by military reforms.
  • More detailed minor powers that players may form alliances with.
  • Variable player counts (from 2 to 5 players), with scenarios ranging from a tight duel to a tense multiplayer conflict replete with alliances and betrayals.

If there is a word that could define the whole of 18th century, it would be the Enlightenment. The philosophical thought that applied reason to all spheres of life guided the social and political developments of the 1700s, and intellectuals, scientists, politicians, and rulers alike acted either in support of it or against it. And while in Western Europe the republican ideals of enlightenment brought about the French Revolution, in Central and Eastern Europe enlightenment became a tool for state-building for the absolutist monarchs, including the Holy Roman Emperor and Archduke of Austria Joseph II, King Frederick II of Prussia, or Empress Catherine the Great of Russia. The mid-18th century period was formative for these powers, with Prussia and Russia continuing to struggle to establish their dominance in the region, while Austria and the Ottoman Empire fought to preserve their status, and the weakened state of Poland-Lithuania struggled to reform its constitution before meeting an unlucky demise. Three of the traditional “pentarchy“ of Great European Powers (namely, Russia, Prussia, and Austria) were Eastern powers that achieved this status during the 18th century. Their dominance in the region was forged by the work of bureaucrats and reformers, as much as by the soldiers and generals on the fields of the Seven Years‘ War.

Keep in mind that these type of games can sometimes be very complex and have lots of moving parts. And I am not saying that this doesn’t have them but Brian has said that the game is very approachable.

Enlightenment Empires presents these political and military conflicts in a fun and accessible format, while also doing justice to the fascinating history of the region during this period. The game features five asymmetric factions with different strengths, internal political conditions, military forces, and historical objectives, along with the capacity to develop their states by conducting reforms along (or against) Enlightenment ideals, investing in economic infrastructure, and recruiting key historical characters that offer unique game effects. The game also includes several scenarios for variable player counts and durations, offering additional flexibility and replayability.

If you are interested in Enlightenment Empires: Power and Politics in Eastern Europe, 1725-1795, you can pre-order a copy for $79.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1256-enlightenment-empires-power-and-politics-in-eastern-europe-1725-1795.aspx

7. The Last Hundred Yards Volume 6: The Forgotten Hell from GMT Games

If you didn’t know we really enjoyed The Last Hundred Yards as well as Volume 2: Airborne Over Europe. The system is extremely interesting for a tactical game and uses some novel elements in regards to how victory points are scored including a focus on time to complete missions as well as the casualties incurred. Really an excellent system with lots of crunch and potential! Now, even though there are a total of 5 other volumes that have been released, Mike Denson has forged ahead with the next entry in the series which gives us a look at the operations in New Guinea and the Northern Solomon Islands during WWII with The Last Hundred Yards Volume 6: The Forgotten Hell.

From the game page, we read the following:

The Last Hundred Yards: The Forgotten Hell is Volume 6 in The Last Hundred Yards Series. This game examines the Allied campaigns against Japan in 1942, focusing on U.S. operations on Guadalcanal and Australian fighting in Papua New Guinea. 

In New Guinea, Australian militia and the Australian Imperial Force troops fought a brutal and desperate delaying campaign along the Kokoda Track from Port Moresby to Buna, Battling through jungle, mountains, rain, mud, hunger, disease, and exhaustion, they resisted repeated Japanese advances and flanking attacks. Their stubborn defense slowed the enemy, shielded Port Moresby, and eventually helped reverse the campaign. At Milne Bay, Australian forces pushed the Japanese back and shattered the belief that the Imperial Japanese Army was invincible. 

On Guadalcanal, U.S. Marines and Army troops fought equally savage battles, destroying Ichiki’s force at Alligator Creek and later assaulting entrenched Japanese positions around Mount Austen. There, the enemy used caves, rocky ridges, and concealed strongpoints to prolong the struggle.

Together, these engagements reveal the intensity of jungle warfare in the Southwest Pacific, where endurance, small-unit leadership, and relentless attacks under terrible conditions shaped the early Allied offensive against Japan. These actions also showed how terrain, logistics, and morale could decide campaigns as surely as firepower across the battlefields of the Solomons and New Guinea alike.

If you are interested in The Last Hundred Yards Volume 6: The Forgotten Hell, you can pre-order a copy for $47.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1255-the-last-hundred-yards-volume-6-the-forgotten-hell.aspx

8. Shenandoah: Jackson and Sheridan in the Valley, 1862 – 1864 (Stonewall in the Valley and Sheridan in the Shenandoah) from Multi-Man Publishing

A BIG and well respected American Civil War operational system is what Great Campaigns of the American Civil War (GCACW) is and the newest volume in the series is called Shenandoah: Jackson and Sheridan in the Valley, 1862 – 1864. One of the things that I very much appreciate about this system is the fact that they use some of the best art out there for their covers.

From the game page, we read the following:

Shenandoah: Jackson and Sheridan in the Valley, 1862 – 1864 is the latest design in the award-winning Great Campaigns of the American Civil War (GCACW) Series. It contains both a complete redesign of the Stonewall in the Valley (SIV) game covering Stonewall Jackson’s 1862 valley campaign and a completely new game module Sheridan in the Shenandoah that depicts Sheridan’s 1864 valley campaign. The game is designed by Joe Balkoski (the original GCACW Series creator) and Chris Withers. The original SIV game maps have been upgraded to contain the latest GCACW map features, with map design executed by artist Charlie Kibler—whose work on the series dates to its creation in 1992.

Shenandoah: Jackson and Sheridan in the Valley, 1862 – 1864 uses the latest version of the GCACW Standard Basic Game Rules, which also apply to all other games in the series, and these rules are now printed at an increased 11-point font size instead of 9-point. After more than a quarter-century of refinement, these rules are extremely well organized and relatively easy to learn, even for series newcomers. The Advanced Game rules cover situations specifically applicable to these unique campaigns such as “The Burning” that depicts the desolation of the valley by Union cavalry in 1864.

Stonewall in the Valley includes one new Basic Game scenario, the four original Basic Scenarios rebalanced, and the original Advanced Game campaign scenario extensively revised:

  • The Battle of Kernstown (March 23, 1862; 1 turn): Introductory scenario on the battle of Kernstown – ideal for beginners.
  • My Last Council of War (March 10 to March 23, 1862; 14 turns): Heavily outnumbered, Jackson moves south from Winchester thru Strasburg to Mt. Jackson. A Union force of three divisions follows to Strasburg while sending two divisions out of the Valley to reinforce McClellan. Jackson races back north and attacks the remaining Union division at Kernstown but loses the battle.
  • God Blessed Our Arms at McDowell (April 30 to May 11, 1862; 12 turns): Historically, Jackson moves west from Staunton and causes the Union force at McDowell to retreat north to Franklin. He briefly pursues them but then returns to the Valley. This scenario postulates what might have happened had Ewell’s division and Banks’ two divisions become involved in the McDowell campaign instead of holding fast in their camps in the south of the Valley.
  • Rebel Blitzkrieg (May 21 to June 2, 1862; 13 turns): Jackson and Ewell advance north on the Luray Pike and surprise the small Union force at Front Royal. A Union division entrenched at Strasburg to the west belatedly discovers it is in danger of being cut off and just beats Jackson north to Winchester. Jackson defeats the Union at the first battle of Winchester and pursues to Harpers Ferry. Meanwhile strong Union forces are moving in behind Jackson from both the east and the west. Jackson turns south, marching to Strasburg and then Mt. Jackson and barely avoids the trap.
  • Our Beautiful Valley Will be Cleansed (June 6 to June 11, 1862; 6 turns); Two Union columns, separated by the Shenandoah River, pursue Jackson south from Strasburg. Fremont’s force engages the Confederates at Harrisonburg and then two days later battles them at Cross Keys. Meanwhile Shields’ division advances into Jackson’s rear and almost captures his wagon train. Jackson turns his army from Fremont to Shields and defeats Shields in the battle of Port Republic causing both Union forces to pull back north.
  • Jackson’s Shenandoah Valley Campaign (March 7 to June 19, 1862; 105 turns): The entire Valley campaign is covered in this scenario. Both sides typically have forces moving all over all three maps in exciting maneuvers and with forces coming and going due to external events. The scenario plays quite fast due to lulls where sets of 5 turns are skipped. The original advanced rules have been simplified, and the scenario has been extensively playtested and re-balanced.

Sheridan in the Shenandoah includes twelve Basic Game scenarios and two Advanced Game campaign scenarios, all extensively playtested:

  • Second Winchester (June 13 to June 15, 1863; 3 turns): Ewell’s corps leads the Confederate army thru the Valley to invade Pennsylvania and routed the Union division at Winchester. The Rebels cut off the Union retreat and captured most of the Union division. The route was now clear for Lee’s invasion of the north.
  • The Battle of New Market (May 15, 1864; 1 turn): Introductory scenario on the battle of New Market – ideal for beginners.
  • Piedmont (June 4 to June 6, 1864; 3 turns): Picking up the after Sigel’s debacle at New Market, Union General David Hunter marches south from Winchester. With Breckinridge, Confederate hero of New Market, aiding Lee at Cold Harbor, defense of the Valley falls to a ragtag collection of troops that are rushed to the area under General W. E. “Grumble” Jones. The forces battle at Piedmont, Jones is killed, the Rebels are routed, and the Union captures Staunton.
  • In the Valley Again (July 23 to August 5, 1864; 14 turns): Early’s army moved back into the Valley in mid-July after retreating from the outskirts of Washington, D.C. On July 23, Confederate scouting revealed that Early was only opposed by Crook’s forces and not the VI and XIX corps, which had returned to D.C. Early attacked Crook at Kernstown and routed the Union forces which retreated across the Potomac. Confederate infantry destroyed the B&O RR at Martinsburg and threatened to invade north. Two Confederate cavalry brigades advanced north towards Chambersburg, burned it, and were chased by 2 Union cavalry divisions. Meanwhile, the VI and XIX corps had been recalled to the Valley, but then along with Crook’s force, moved east to protect against an assumed invasion again by the Confederates. The Union force soon countermarched back to Harpers Ferry and the Confederates retreated south.
  • Second Kernstown (July 24, 1864; 1 turn): A simple scenario covering the second battle of Kernstown – ideal for beginners.
  • Sheridan Takes Command (August 10 to August 14, 1864; 5 turns): Sheridan took command of all forces in the region on August 7th. His orders were “wherever the enemy goes let our troops go also”. The plan was to trap the Confederate infantry in the northern valley, but Early knew the danger and moved south just ahead of the Union. Both sides marched rapidly south until the Confederates setup a strong line at the Fisher’s Hill. Sheridan prepared to attack but halted his plans when a strong force under Anderson entered the Valley at Front Royal.
  • You Must Be Cautious (August 17 to August 21, 1864; 5 turns): With the Union infantry camped along Cedar Creek and the Confederates entrenched in a strong line at Fisher’s Hill just to the south, Sheridan learned of the approach of Kershaw’s division. This elicited a new directive from Grant warning Sheridan he “must be cautious and act on the defensive until movements … force them to detach” troops. Therefore, Sheridan conducted a night march to Winchester. From there the Union briefly defended at Berryville and then at Charlestown. The Confederates pursued and eventually tried to bring on a battle at Charlestown. However, Sheridan was cautious and followed the new defensive strategy and disengaged to retreat into a strong, compact line at Halltown, just in front of Harpers Ferry.
  • Third Winchester (September 19, 1864; 1 turn): This scenario depicting the third battle of Winchester is only one turn but still features lots of maneuver and combat.
  • From Winchester to Fisher’s Hill (September 19 to September 22, 1864; 4 turns): This scenario encompasses two significant battles in the valley campaign. The Union army attacked the Confederate defensive line just east of Winchester and eventually drove the Rebels back to Winchester. This final Confederate line collapsed, and they retreated south all the way to a formidable defensive position at Fisher’s Hill, just south of Strasburg. The Union pursued and then rolled the west flank of this line and routed the Confederates.
  • Early’s About Played Out (September 23 to September 26, 1864; 4 turns): After the battle of Fisher’s Hill the Confederates retreated south. The Union pursued with their entire army, but the action for the next few days was limited to cavalry and rear-guard skirmishes. The Confederates safely made it to Brown’s Gap, while the Union infantry stopped at Harrisonburg and Union cavalry started burning the countryside.
  • Tom’s Brook (October 9, 1864; 1 turn): This solitaire scenario is filled with cavalry action and is an excellent learning scenario for beginners.
  • The Battle of Cedar Creek (October 19, 1864; 1 turn): While this is only a 1-turn scenario it is filled with the action that took place in the battle of Cedar Creek. The Confederate player starts with a Night March and a Surprise Attack. The Union responds with a special “Sheridan’s Ride” action to enable counterattacks.
  • Sheridan Moves South (September 19 to October 20, 1864; 32 turns): This scenario spans the battles in the campaign from when Sheridan attacked the Confederates at Winchester, to when the Confederates were defeated at the battle of Cedar Creek. This campaign can be easily played in a weekend.
  • The Last Valley Campaign (July 21 to October 20, 1864; 92 turns): This scenario encompasses the entire campaign from when Early’s army returned to the Valley after his raid on Washington, to when he was defeated at the battle of Cedar Creek. There is maneuver and combat all over all three maps in this scenario. The action often starts with a Confederate offensive and advance to the Potomac. The Union then gets significant reinforcements to launch counteroffensives.

If you are interested in Shenandoah: Jackson and Sheridan in the Valley, 1862 – 1864, you can pre-order a copy for $75.00 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/shenandoah-jackson-and-sheridan-in-the-valley-1862-1864-p-470

9. Okinawa: The Last Battle of WWII Reprint from Best with 1

I love a new and interesting way to tell the story of a key battle and I found a very interesting one called Okinawa: The Last Battle of WWII from Best with 1 earlier this year. This is a solitaire only game and for each game the player will draw four objectives from a possible 12 that you must survive and capture before time runs out. On your turn, the player will roll special dice and then spend those to take actions such as movement, attack and take special actions from different unit action cards that will be set up in a square from from 1 to 10. The numbers coincide with the dice of the attacking Japanese and as the player moves through the rondel they will be able to activate and use their different soldiers to attack the Japanese defenders or use their special abilities to gain tokens that can be used for rerolls or healing of wounds

I think that the best part of the game is the concept of resource management as you have to use the dice appropriately to move and fight and also to manage your troops as you can upgrade certain cards as you pass the midway point of the round as well as when special actions are granted via the special resource chits. Upgrading units is very important as this will unlock things like heavy weapons in the form of bazookas, a Sherman tank and planes to be able to take out the Japanese armor units defending the island. The game is about efficiency of movement and doing the most with what you have. The dice determine what you can and can’t do and movement is optional as you don’t have to move unless you feel it is advantageous. But remember, that you have to defeat the defenders and the various objectives to be able to advance to your final objective and sitting in one space too long is not advisable.

The different units have various functions including attack, such as the Rifleman, Machine Gun Team and Sniper but also have secondary functions to remove the fog of war, heal your damaged units or gain additional resources. The Japanese defenders are well hidden and also have various defenses such as pill boxes and caves that will require the player to defeat these before moving to attack the units located inside.

In the end the game is about defeating the Japanese defenders while doing so in a set amount of revolutions around the rondel setup. This can be as few as 2 times around or as many as 4 and knowing when to use your resources to reroll your dice, as you either didn’t get the run of consecutive numbers you were looking for or just need a specific number, you will run out of resources quickly and you must plan them out as best you can to win the game. This one is really fun and I have played it about a dozen times winning about 70% of the time. The game plays in about an hour and the action is fast and furious and you are immediately beset by the staunch Japanese defenders and must act quickly.

Here is a link to our unboxing video:

Here is a link to my playthrough video:

Here also is a link to my video review:

If you are interested in Okinawa: The Last Battle of WWII Reprint, you can pre-order a copy through the Hero Bound Gamefound Campaign on the Add-Ons page found at the following link: https://gamefound.com/en/projects/gabe-barrett/herobound-solo-game-of-the-month#/section/addons

You do not have to buy the Hero Bound game but can order the game as an Add On.

10. Tank Clash: Eastern Front from Ameba Games

I love to highlight these little campaigns that I find on Kickstarter and this month there is a new company, or at least that I am not familiar with, called Ameba Games that is offering a small game called Tank Clash: Eastern Front. This games appears to be the 2nd game in the series with the 1st being called Tank Clash: Western Front.

From the game page, we read the following:

Tank Clash is back with new iconic World War 2 tanks!

The Red Army is spearheaded by the powerful Soviet armoured units like the T34, SU100 and IS2. Germany pins its hopes on the last of the panzer divisions to halt the Soviet advance. The Wehrmacht fields its fearsome tanks like the Stug III, Nashorn and Tiger II for the coming battle.

The stage is set for the largest clash of late-war heavy armour.

Tank Clash: Eastern Front is a standalone tactical tank warfare game for 2 players, designed for both newcomers and seasoned strategists. Easy to learn yet rich in tactical choices, it combines its signature checkers-style armour tracking system with dice rolling and hand management for intense skirmish battles.

Already own Tank Clash: Western Front?  

Built with modularity in mind, Eastern Front is fully compatible with its predecessor. Combine both games to command 12 unique tank types across expansive battlefields with up to 4 players. Eastern Front’s new features – including new missions, battlefield tokens, event cards and enhanced gameplay elements can also be incorporated into Western Front for an even richer combat experience.

I know what you might be thinking, as the art is a bit cartoony, but I am going to give this one a chance. I think that any wargamer likes to use tanks and this one appears to be focused on these metal monsters and I am going to give it a go. Plus the components are really nice, including some very well made poker chips that are used on the board, and frankly the price of $40 is probably worth what you re getting.

If you are interested in Tank Clash: Eastern Front, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/ameba/tank-clash-eastern-front

As of September 1st, the Kickstarter campaign has funded and raised $9,054 toward its $3,928 funding goal with 108 backers. The campaign will conclude on Wednesday, September 16th at 9:00pm EDT.

New Release

1. A Hellish Fight: The Battle of Fort Sumter – 1863 from High Flying Dice Games

I love lesser gamed subjects. Or even sometimes games that have never seen the light of day and never touched certain subjects. It is always nice to play something unique and interesting while learning new parts of history. High Flying Dice Games does this exceptionally well as they have made their living on doing lesser (or even totally) unknow battles in their small format games. This month they have released a game that focuses on the 2nd siege of Fort Sumter in Charleston, South Carolina in 1863 called A Hellish Fight: The Battle of Fort Sumter – 1863. This one looks pretty interesting and appears to focus on the iron clad battles and bombardment of the ruins of the fort that were still held by the Confederates.

From the game page, we read the following:

Following the capture of Fort Wagner on September 7th, and the protracted bombardment of Fort Sumter by the Union navy’s ironclads as well as army land batteries, an assault to take the fort’s ruins was planned. Admiral Dahlgren and General Gilmore both felt that securing Fort Sumter’s capture would not only lead to Charleston’s surrender, but send a clear signal that the Confederacy’s days were numbered.

If you are interested in A Hellish Fight: The Battle of Fort Sumter – 1863, you can order a copy for $18.95 from the High Flying Dice Games website at the following link: https://www.hfdgames.com/sumter.html

2. Guadalcanal: The Battle for Henderson Field, Oct 23-26, 1942 from Dan Verssen Games

The Valiant Defense Series designed by David Thompson has been one of my favorite solitaire wargame series of the past nearly 10 years. Each of the volumes in the game address very specific situations and always have a very interesting take with fun mechanics, great art and fantastic production. The torch for the series though has been passed to a new designer in Vincent Cooper. He has designed Volume 5 Guadalcanal: The Battle for Henderson Field, Oct 23-26, 1942 and it has finally fulfilled off of Kickstarter.

From the game page, we read the following:

Take command of the valiant Marines of the 1st Marine Division, supported by Soldiers of the 164th Infantry Regiment, desperately defending Henderson Field against waves of Japanese troops. Guadalcanal: The Battle for Henderson Field is a solitaire and cooperative tactical wargame published by Dan Verssen Games (DVG) as Volume V in the Valiant Defense Series.

Here is a bit of a designer diary/commentary from the designer Vincent Cooper:

This all started about 3 1/2 years ago when I first played Pavlov’s House. I say played. I ‘played’ the game for about 10 minutes…and then I sat there in stunned disbelief at how a game could be sooooo good!!!!

By the time I finished there were two very clear ideas for games fully formed. I contacted DVG to see if there was any interest and they put me in touch with David Thompson. I didn’t hold much hope. There was no reason for him to trust his IP to me, a person he didn’t know.

But I gave it a try and David, it turns out, is one of the nicest people you can ever come into contact with. After some back and forth, the idea for Guadalcanal – The Battle for Henderson Field was born (not, in fact, one of the original ideas, but we’ll see what the future holds for them…).

The game has been through various stages of development and now stands ready to KS!! 🙂 I will be giving more details in the future about the various variant play options, but have no fear: This will keep you scratching your head looking for the right decision for MONTHS!!

Art by the supremely talented Nils Johansson 🙂 🙂 🙂

Thank you to all the play testers, and in particular Glenn Saunders, Shane Freshwater and Martin Fenwick Charlesworth 🙂 🙂 Much more to come from out design team in the near future!!!

We published an interview with the designer Vincent Cooper on the blog and you can read that at the following link: https://theplayersaid.com/2024/07/29/interview-with-vince-cooper-designer-of-valiant-defense-series-volume-v-guadalcanal-the-battle-for-henderson-field-oct-23-26-1942-from-dan-verssen-games-coming-to-kickstarter-july-30th/

If you are interested in Guadalcanal: The Battle for Henderson Field, Oct 23-26, 1942, you can order a copy for $79.99 from the Dan Verssen Games website at the following link: https://dvg.com/products/guadalcanal?_pos=1&_psq=Guadalcanal&_psid=70d962a51&_ss=e

3. Road to the Rhine from Compass Games

A few years ago, Road to the Rhine designed by Frank Chadwick was announced and it is now ready to ship.

From the game page, we read the following:

In the cataclysmic battle of the Falaise Pocket, the Allied forces defeated the German army and drove them back across France in disorder. In the south of France, American and French troops of the 6th Army Group have stormed ashore and driven the remnants of the German 19th Army north toward the border.

Road to the Rhine covers the Allied pursuit of the German Army following the Normandy breakout through fierce fighting at the West Wall and bridging the Rhine River. The campaign game covers the period from September 1944 through April 1945, while separate shorter scenarios include Operation Market-Garden and the Battle of the Bulge. The game includes two battle games (one-turn scenarios), two longer scenarios, and one full campaign game. The game also includes extensive designer notes from original game designer Frank Chadwick and a historical play-through of the Bulge battle game.

Road to the Rhine is another classic by Game Designers’ Workshop, re-mastered by Compass Games. Originally designed by Frank Chadwick, this edition pays tribute to the classic by honoring the original game system while introducing many enhancements for gameplay purposes. In terms of presentation, we upgraded all components, including completely new full-color maps, new reinforcement and new unit displays, expanded turn and supply tracks, enhanced charts, a rulebook with incorporated errata, and larger counters.

This one does have two 22″x34″ maps but with only 2 countershafts so it is large in scope but not necessarily in scale as it appears to be fairly low counter density. One to keep an eye on though as it is designed by Frank Chadwick and is a remastering of the classis GDW release in 1979.

If you are interested in Road to the Rhine, you can order a copy for $69.00 from the Compass Games website at the following link: https://www.compassgames.com/product/road-to-the-rhine/

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 Neva Game Press!

-Grant

Video Review: Bravery in the Sand in Operations: The Wargaming Journal #2 from Multi-Man Publishing

Von: Grant
27. August 2026 um 14:00

Bravery in the Sand is a 2-player game that covers the major part of the battle known as Operation Crusader in North Africa during World War II. Covering the period from November 20 to December 3, 1941, players assume the roles of the Axis and Commonwealth generals to determine who will be victorious in this battle. One player controls the Commonwealth force (British, South African, New Zealand, and Indian), and the other player the Axis force (German and Italian). Players activate formations via chit draw, and combat is of the roll-to-hit variety. Includes rules for battlefield recovery, replacements, fortifications, Rommel and more.

-Grant

World Boardgaming Championships 2026 Daily Debrief Series – Day 3

Von: Grant
28. Juli 2026 um 04:09

The morning dawned early and I was up and ready to go by 8:30am. I had a muffin in my room and a trusty diet Mountain Dew for breakfast and we were on our way to the Winterberry Room to get going on our continued game of GTS.

We jumped right back into GTS Where Eagles Dare and The Devil’s Cauldron from MMP. I was assigned to command the area around Eindhoven/Best/Son and to eliminate the few pockets of German resistance remaining there and then move our armor north to cut off possible German reinforcements from the east. We jumped back in at the 1100 turn and played into the 1700 turn although I had to leave shortly after lunch to meet up with Gregory M. Smith. This system is just so solid and is really great fun.

And I also very much enjoy the deep historical immersion into the event and its incorporation of things like heroes and artillery parks as well as the gorgeous production values with amazing counters, a very detailed and beautiful board and the way it portrays company-level combat. I will say that there is a fairly steep learning curve and rules overhead and while I feel the combat system works it is very involved and bits can be forgotten. But it really is a solid operational level portrayal of WWII combat. I very much can’t wait to play it again in the future and we actually have the reprint of The Devil’s Cauldron on pre-order and I have heard it might be out by the end of the year. I need to find me a copy of Where Eagles Dare as well although I most likely will never get the full combined games together on the table at the same time.

After 14 hours of pushing counters, I am now a follower of this system and want to thank Joe and Matt, as well as my friend Mike Heckman, for teaching me.

After lunch I found my friend John Sy from the Philippines and said hello but he had a gift he had brought for me. It was Japanese occupation currency in the form of Philippine pesos from WWII. What a very cool and thoughtful gift and upon my return home I will be placing it in a frame and hanging it in my game room. Thanks John!

I then was able to meet up with my friend and fantastic designer Gregory M. Smith as well as Kevin McPartland to get a look at a few games that they are designing together, including Viking Dawn from Compass Games and Star Spangled Tide: The War of 1812 from Compass Games.

Me, Greg Smith and Kevin McPartland.

We first got a play in of Viking Dawn and had a great time with the game. It is a light, beer and pretzels style game based on the SPI Conquistadors designed by Richard Berg where players control 1 of 4 Viking clans and are trying to build longboats, train war bands, develop explorers and lead them to explore, settle, raid and conquer Europe from Russia in the east, to Iceland and Newfoundland in the west, the Mediterranean and parts of North Africa. When leaders die you must bury them with silver gaining VP’s or if you can’t afford it bury them with nothing and lose VP’s. The main mechanic is a press your luck exploration mechanic where you must roll for the destruction of your fleets based upon how far they have traveled that year. You might lose all of your ships or may get lucky and lose none, you can mitigate this be investing in the journeys with additional supplies and tech to ensure better offs but the dice are cruel and you might just lose not only your fleets but also the booty they have collected from raiding.

It’s a very fun and lite take on this chaotic time in history and I very much enjoyed it. The game is nearly complete and should be printing and ready for shipping in early 2027. I think that this one is a perfect convention game and is sure to see more plays on my table.

We then shot a video with both designers together and then broke off with just Greg to talk about 6 of his other in-design projects. These included the following Korean Tide (next entry in the Tide Series covering the Korean War 1940-1953), Rifle Platoon (tactical level squad based solitaire game using the American Tank Ace Series), Project Z (what if bombing game where Japan won at Midway and began to run bombing operations against the United States mainland and Australia similar to Amerika Bomber), Western Desert Ace (solitaire Ace Series game focused in North Africa), B-52D Linebacker II (solitaire Vietnam War bombing game in 1972) and then finally a scoop on a joint design from Kevin McPartland and Greg Smith called Star Spangled Tide. It was a great discussion and I’m very much looking forward to all of these games.

To end the video, Greg spoiled his upcoming Lone Banner game which is a 1-4 player dungeon crawler set in the fantasy world of Kalar from Burning Banners from Compass Games. This one is going to be fun and I got a look at the characters, spells and weapons and also saw the dungeon tiles that will be laid out as players move through the dungeon encountering traps, monsters and bosses to fight. This looks great but it is a ways off as Greg said he has only been designing it for a month or so.

I then got to play the new The Great Hunger from Compass Games with designer Kevin McPartland. In The Great Hunger players represent families of tenant farmers and field hands. At first, when the potatoes are plentiful your clan will grow, using the events on the top half of cards to help your family expand across the map moving into counties, working on estates and in factories. When the potatoes blight arrives, you’ll use the events on the bottom half to save as many as you can, finding them aid or employment in Ireland, or scrambling to ports to secure passage to America. 

The game is a very light Euro style game of survival and is well done as it’s rooted in history and teaches about the struggles of the Irish. I am glad to have played the final production copy as I got to play a prototype copy a few years ago at WBC. This one will catch some heat from people for it’s dark topic and will just not be for everyone but it has something to teach about history and I have Irish ancestry and am interested as to what happened to cause my ancestors to leave their home to come to America.

One final thing I want to show you is the lineup of games that GMT has staged in the main gaming area. These are all of their newest arrivals and they are just gorgeous. I’m most interested in Coast Watchers designed by Volko Ruhnke and The Weimar Republic designed by Gunnar Holmbäck.

That was it for Day 3 and I’m off to bed with an early start tomorrow with a few games on the docket including World Order from Hegemonic Games Project and Coalitions: Realpolitik from PHALANX.

See you tomorrow night!

-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

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

Von: Grant
04. Juli 2026 um 14:00

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

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

-Grant

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

Von: Grant
01. Juli 2026 um 14:00

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

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

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

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

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

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

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

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

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

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

Pre-Order

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

From the game page, we read the following:

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

The scenarios included in CC-Paratroopers are: 

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

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

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

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

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

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

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

From the game page, w read the following:

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

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

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

The scenarios included in CC–Stalingrad are:

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

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

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

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

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

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

From the game page, we read the following:

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

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

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


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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

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

These elements enhance realism while preserving smooth gameplay.

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

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

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

From the game page, we read the following:

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

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

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

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

Unlike traditional wargames:

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

Every campaign evolves differently.

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

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

15. Sovereign: Shōgun from PHALANX Currently on Gamefound

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

From the game page, we read the following:

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

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

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

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

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

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

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

From the game page, we read the following:

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

The 3 Games:

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

Russia ’41

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

Germany ’45

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

Battle of the Bulge: 1944 3rd Printing

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

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

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

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

17. Warriors of America from Compass Games Currently on Kickstarter

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

From the game page, we read the following:

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

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

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

18. Politik from Black Yeti Games Currently on Gamefound

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

From the game page, we read the following:

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

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

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

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

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

New Release

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

From the game page, we read the following:

“Remember the Alamo!”

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

6. Coast Watchers from GMT Games

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

From the game page, we read the following:

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

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

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

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

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

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

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

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

-Grant

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