So many games, but so little time! That is the way that I feel each and every month when I get to putting this Wargame Watch feature together. I am just always salivating at the possibilities and know that I can only play a few games out of the many that are offered. But, which ones are best? Well, that is not for me to decide for you. I just connect you with the information and you get to choose. This month for the Wargame Watch, I was able to find 28 games (including the 2 games from our sponsor Draco Ideas). I was also able to find 4 games being offered on Crowdfunding through Gamefound and Kickstarter.
They make really good quality and very playable games and really have a lot to offer to wargamers.
They also this month have a new Gamefound campaign kicking off that is sure to be a main stay on my table particularly at conventions where I need a few friends to play large multi-player games. This campaign is actually a 2 for 1 as its headliner game is called Dark Kingdoms but it also offers another game in the same series in a 2nd Edition called Reconquista. You can read more information in the Pre-Order section below.
1. Dark Kingdoms / Reconquista 2nd Edition from Draco Ideas Coming to Gamefound June 2nd
I love Ameritrash games, which includes lots of area control/area influence/dudes on a map style games and some of the classic wargames that we grew up on in the Gamemaster Series such as Axis & Allies. I just love the easy flow of these games and also love the direct player interaction with attacks, negotiation, alliances and some backstabbing as well. Plus these games typically have lots of shiny bits, great looking custom dice and are always well produced so I feel as if I have got value for my dollar. Recently, I heard about a new game coming from Draco Ideas called Dark Kingdoms, which takes a look at the chaos following the Roman withdrawal from Britannia in the early 5th century and the power vacuum being filled by various tribes. And it looks really good!
From the game page, we read the following:
After the Roman withdrawal in the early 5th century, Britannia was plunged into chaos. Saxons, Angles, Jutes, and Britons fought over land, resources, and glory. In this relentless struggle, only one people would emerge victorious and raise their banner over the island.
Dark Kingdoms is a strategy and conquest game for 2 to 4 players, set in 5th-century Britannia, at the height of the clash between the Celtic peoples and the Germanic invasions.
Each player leads a faction with its own king or leader:
The Saxons of Cerdic, in the south.
The Angles of Eomer, in the east.
Hengist’s Jutes in the north.
Vortigern’s Britons, the legitimate rulers in decline.
Build settlements, fortifications, and fleets, recruit troops, and expand your domain. Manage your resources wisely (wood, iron, stone, wheat, and gold) and face your rivals in battles, raids, and sieges.
In Dark Kingdoms, it’s not enough to resist: you must prove your power by accumulating Victory Points through conquest, fame, and construction.
But the campaign also features a new edition of another classic Ameritrash style wargame called Reconquista 2nd Edition from the same designer Marco Antonio del Campo. This game is equally as beautiful as Dark Kingdoms but covers the wars between Muslims and Christians in 11th-century Spain where each player assumes the role of one of the four kingdoms in competition to control the Iberian Peninsula: Castilla y León, Aragón, Sevilla or Zaragoza.
I am reaching out to the designer to get an interview going for the blog and hope to have that up in the next few weeks. These 2 games just look great and are sure to fill that lower complexity, dudes on a map style 90-120 minute gaming experience. I am going to back both of these games and look forward to carrying them to conventions to get them played.
The Gamefound campaign is set to launch on Tuesday, June 2nd.
2. Crown & Courage from Tompet Games Coming to Kickstarter June 2nd
We have played 2 of Tompet Games previously released games with the only one we haven’t playing being their first games called Kill the King from 2016. First was Donning the Purple, which is an asymmetrical king of the hill game with a bit of worker placement that deals with the players managing the glory of wealthy and powerful Roman families, and their second game called Halls of Hegra, which is a solitaire-only wargame in the same vein as Euro-based games such as Robinson Crusoe, This War of Mine and Dead of Winter. The mechanics include worker placement, bag building, and area control/tower defense and the goal of the game is to survive wave after wave of German troops as they assault the secluded mountain fortress at Hegra.
Both of these games are excellent and they are now embarking on their fourth game called Crown & Courage that tells the story of the German invasion of Norway in 1940 and the royal family’s defiance and ultimate escape from the country to avoid capture and funding of the German war machine.
From the game page, we read the following:
The Germans have invaded Norway. The royal family must escape across the rugged countryside, evading capture at every turn. Will the king defy German demands for surrender, or will he find a way to escape, inspiring hope for Norway’s freedom?
Crown & Courage is a solitaire-only game, bringing clever, low-randomness Eurogame-inspired mechanisms together with a fresh, new perspective provided by the best wargamer traditions of illustrating history’s unique challenges through evocative gameplay.
Step into a desperate race against time as Norway collapses under the pressure of the German invasion. Your goal is simple but brutal: guide the King to safety while evacuating as much of the nation’s gold as possible.
Balance bold actions like evacuation, sabotage, and mobilization against the relentless advance of German forces. But every decision comes at a cost: stress rises, morale falters, and the enemy grows stronger. The game constantly forces you into difficult trade offs where survival often means accepting the lesser of two disasters.
German counterattacks and demands push you closer to collapse. Resources and manpower are scarce. Every turn feels like a narrow escape, and only through clever planning, sacrifice, and a bit of courage can you carve a path to freedom.
The game engine is an Order Grid which is a 3 square by 3 square box where the player will choose and place orders that come up randomly to take actions to defend against the invading German troops, move the king away from the advancing Germans, improve their orders by upgrading them and also ambushing the invaders. Such as clever and amazing way to deal with the way the player plays the game. The experience is a very tough one with lots of odds stacked against the player but their is hope as good planning, proper placement of orders on the grid and manipulation of the outcome with sabotage of German infrastructure and forces can allow the king to slip away and stay one step ahead of his pursuers.
We played a prototype copy of the game cooperatively, even though it is designed as a solitaire wargame, and were very impressed with the maturation of the game mechanics and flow of the game. Here is a link to our preview video from that experience:
The Kickstarter campaign is set to launch on Tuesday, June 2nd.
3. Advanced Company Scale System Game One:Anzio: A Lost Opportunity from Bring It On Games
We have played several games designed by Adam Starkweather in his Company Scale System (CSS). These games are really good solid chit draw systems that really puts some unknown in what groups of units can activate and even when they will activate. There are also events and if the chit cup runs dry before all of the units can activate due to the end round chit then you are just sore out of luck. You have to prepare for this inevitability and I love the concept of prioritizing your activations and making sure you activate what you absolutely have to before doing those units that would be beneficial to activate. Now Adam has created his own publishing company called Bring It On Games and they have announced their first pre-order game in a new system called Advanced Company Scale System Game One:Anzio: A Lost Opportunity. This is a huge wargame and includes 10 large maps, 20 counter sheets and tons and tons of charts, tables and player aids. This is a MONSTER wargame…no doubt about it but it looks really good.
From the game page, we read the following:
The Battle of Anzio, commencing in January 1944, was akin to forcefully opening a doorway onto Italy’s western coast. Operation Shingle, as it was designated, sought to outflank the German Gustav Line and swiftly dismantle Axis defenses. The Allies landed on seemingly tranquil beaches, almost eerily unopposed, as if the land itself was holding its breath. Despite this opportunity for a bold thrust inland, the Allies succumbed to caution, forfeiting the chance to capitalize on the situation. The beachhead, broad and flat, became both a refuge and a trap. Open fields offered no shelter from the impending storm unleashed by the Germans.
Welcome to ACSS: Anzio. A Lost Opportunity, the inaugural game in the Advanced Company Scale System (or ACSS)
The game has a ton of content and also has a ton of different scenarios including the following:
Scenarios included with the final project: Introductory Scenarios (all played on one 8 1/2” by 11” map): Operation Mr. Black Operation Mr. Green The Rock The Battle for the Factory
Beginner Scenarios (all played on one 17” by 22” map): Could, Woulda, Shoulda The British are Coming, the British are Coming The US Calvary has Arrived
Intermediate Scenarios (all played on one 22” by 34” map) Keep Moving! Gotta Get Through Faster! Here They Come! Darby’s Gamble
Advanced Scenarios (all played on one 22” by 34” map) The Battle for the Thumb The Ace of Spades Take Campoleone!
Expert Scenarios (all played on two 22” by 34” maps) They are Everywhere! Operation Fischfang Operation Seitensprung Kesselring’s Final Roll of the Dice A Killer Whale
Campaign Games (played on all the maps) Operation Buffalo Operation Shingle The Campaign for Anzio
I did notice that you can download the rules and the scenario booklet from an online OneDrive and you can also get a Vassal mod 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
4. Solo Command: Market Garden from Multi-Man Publishing
Ooooh! A solitaire Operation Market Garden game….yes please…and twice on Sundays! This month, Multi-Man Publishing has several new offerings up on pre-order but none as interesting to me as Solo Command: Market Garden designed by Tetsuya Nakamura. This one originally appeared on the Japanese wargame magazine called Game Journal Magazine as Monty’s Melancholy. There is not a lot of information on the game page but more is coming and I am going to attempt to work with the designer on an interview.
From the game page, we read the following:
A new solitaire game covering OPERATION MARKET GARDEN!
Solo Command: Market Garden allows you to take command of XXX Corps and the Allied paratroopers as you try to drive your armor over the bridges and into Arnhem. Will you get there in time, or will the German reinforcements overwhelm the airborne units in the ever increasingly desperate situation?
An innovate card mechanism, which uses the decision column of the previously played card, determines which units can activate with each play of the cards, and controls the actions of the German units as they move relentlessly to try and close down the highway and prevent XXX Corps from reaching its goal.
Originally published in Japan in Game Journal Magazine as Monty’s Melancholy this solitaire game gives you the opportunity to try and capture Arnhem and control all the bridges, in a quick playing game with low complexity rules.
Aside from the box back, they did have this picture of the board on the website as well as some of the counters (not shown).
5. Advanced Squad Leader (ASL) Action Pack #22: A World At War from Multi-Man Publishing
For those of you out there that are hopelessly addicted to Advanced Squad Leader and building your ever growing collections for one of the most highly thought of tactical WWII combat systems out there, here is a new module or Action Pack that offers a ton of newly designed scenarios by Jim “The Bishop Sez” Bishop and Gary “Fort” Fortenberry for release at a tournament. These scenarios appears to be varied and cover many different theaters of World War II to offer players new and interesting experiences within the established system. The Action Pack also comes with 3 new geomorphic and back compatible maps along with 12 totally new scenarios. I also thought it was interesting that they stated that this product was “designed for the [ASL] aficionado” so if you are one you will probably know exactly what this product is.
From the game page, we read the following:
A World at War, the 22nd Action Pack for Advanced Squad Leader, contains an eclectic mix of small unit actions from 1941 to 1945, ranging across many different theaters of World War II. Scenarios span the globe from the forested highlands of Ethiopia to the jungles of Papua, New Guinea, from the steppes of the Soviet Union to the snowy forests of the Ardennes. These 12 scenarios were designed by Jim “The Bishop Sez” Bishop and Gary “Fort” Fortenberry for release at a tournament and are intended to offer movement options and tough choices for both sides. Play times are designed for a typical tournament round, with the largest best used for the last round of the day. Three double-sided 11″ × 16″ maps, each designed by Fort and painted by Charlie Kibler, round out the package. These boards are completely geomorphic and fully compatible with previous ASL mapboards, allowing new and unique terrain configurations.
• AP237 Andiamo – 6½ turns, 4 March 1941, Chakara River, near Dembecha, Ethiopia (Ethiopian vs Italian)
• AP238 Italian Crescendo – 6 turns, 28 September 1941, Petrykivka, Ukraine (Russian vs Italian)
• AP239 Buna Mission – 6½ turns, 31 December 1942, Buna Mission, Papua New Guinea (Allies vs Japanese)
• AP240 The Army It Had – 6½ turns, 1 March 1943, Sevsk, Russia (Russian vs Hungarian/RONA)
• AP241 Moreh Melee – 6½ turns, 22 March 1944, Moreh, India (Commonwealth vs Japanese)
• AP242 Seton Block – 5½ turns, 2 June 1944, Kamaing, Mogaung Valley, Burma (Chinese vs Japanese)
• AP243 Hell’s Comin’ – 6½ turns, 10 July 1944, Hauts-Vents (American vs German)
• AP244 Heavy Metal Noise – 5½ turns, 13 August 1944, Oględów, Poland (Russian vs German)
• AP245 Villains at Ville-sur-Illon – 6½ turns, 13 September 1944, Ville-sur-Illon, France (Free French vs German)
• AP246 Stumbling In Place – 6½ turns, 19 November 1944, Apweiler, Germany (American vs German)
• AP247 General’s Orders – 5½ turns, 22 December 1944, Stoumont, Belgium (American vs German)
• AP248 Black Devils of Bure – 5½ turns, 6 January 1945, Bure, Belgium (Canadian vs German)
Designed for the aficionado, Action Pack #22: A World at War is not a complete product and assumes the buyer owns the core Advanced Squad Leader game system.
If you are interested in Advanced Squad Leader (ASL) Action Pack #22: A World At War, you can pre-order a copy for $36.75 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/asl-action-pack-22-a-world-at-war-p-460
As you know, the Bible of ASL has had several overhauls over the years including small changes, errata fixes and better organization and they even put the voluminous rules into a binder to make for their carrying around easier (although this 2nd Edition offering doesn’t contain the binder, charts nor the handy dividers). They are now getting a 2nd Edition of these rules with the announcement of the Advanced Squad Leader (ASL) Rulebook 2nd Edition that was put up on pre-order in early May.
From the game page, we read the following:
Back in print, now also including Chapters F, G, and W, with all rules updated through January 2026.
410 hole-punched, 8.5” x 11” pages, intended to be supplemented with additional and replacement pages as future changes may require.
Chapter Dividers with charts and a three-ring binder are both available separately or in a combined package with the rules.
World War II Tactical Level Combat ASL. The premier game system of tactical-level World War II combat uniquely combines soundness of design with attention to detail and ease of play. Built on the popular Squad Leader system, ASL has long been the ultimate in tactical wargaming. Now, ASL has just gotten better with the introduction of the ASL RULES 2nd Edition. Not only are the Rules back in full color, but the 2nd Edition also benefits from all the fine-tuning accumulated over the past 15 years. The 2nd Edition also contains material not previously included in the basic Rules, such as: more examples of play throughout, the advanced rules of Chapter E (night, weather, boats, planes, skis, convoys, etc.), the beginner’s Training Manual in Chapter K, an expanded Index, and widely-acclaimed playing aids such as the Offboard Artillery Player’s Aid and the Overrun Flowchart.
Each chapter is in a larger font for ease of reading. And all without changing how this great game is played. The fruits of 15 years of “playtesting” can be seen here in the ASL RULES 2nd Edition which incorporates all previous errata and questions & answers. Great care has been taken to clear up ambiguities in the rules while keeping the game the same.
Although the ASL RULES 2nd Edition is not a complete game by itself, when combined with its add-on modules it allows the armchair warrior to simulate practically any small-unit action from 1935-1945, opening the gateway to hundreds of unique battles spanning the globe. Combined with the Beyond Valor game module, for instance, the Rules allow you to simulate battles between Finns, Germans, Russians, and partisans from 1939 to the capture of Berlin. Furthermore, ASL’s “Design Your Own” system helps you create “what-if” battles with forces and terrain of your own choosing. The Chapter H notes on vehicles and ordnance (German and Russian notes are included) are one of the best single sources of information on the armor, vehicles, and guns actually used in battle in World War II. Other game modules separately available bring you the complete orders of battle for U.S. Army and Marines, British, Italian, Japanese, Chinese, and French forces, as well as the Minor nations that fought with the Allies or the Axis. Hand-painted mounted geomorphic mapboards are available, providing innumerable terrain configurations. Historical modules use the Rules to simulate battles and special Campaign Games on map sheets depicting the actual terrain fought over.
If you are interested in the Advanced Squad Leader (ASL) Rulebook 2nd Edition, you can pre-order a copy $38.00 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/asl-rules-2nd-edition-2026-p-462
7. Advanced Squad Leader (ASL) Chapter Dividers from Multi-Man Publishing
For those who are interested in the whole enchilada with their rulebook, this is how you can add to or even complete it with the purchase of the ASL Chapter Dividers. Remember, if you are purchasing the new Advanced Squad Leader (ASL) Rulebook 2nd Edition you will need to also purchase these Chapter Dividers as they will not be included with that product but are a separate purchase. As I looked at this offering, I would think that you would really want these nicer, thick printed accessories to help organize your ruleset and to aid in game play with the included charts.
From the game page, we read the following:
ASL Chapter Dividers 2026 includes all the chapter dividers and charts for the ASL Rules (updated with all the latest changes through January 2026 and including Chapter W) in an 8.5” x 11” spiral bound booklet.
Along with the ASL rules themselves, these charts are required to play ASL and are available separately or in a combined (discounted) bundle with the 8.5”x11” hole-punched rules and a three-ring binder.
Dividers & charts are included for Chapters A, B, C, D, E, F, G, H (German/Russian), & W (Korea), plus a Quick Reference Data Chart (QRDC), OBA Player Aid, and Overrun Flowchart, as well as the counter examples from the inside of the three-ring binder.
Printed on quality cardstock and carefully spiral bound, the ASL Chapter Dividers 2026 booklet is a comprehensive and handy table-side supplement to the core rules that no devoted ASL player should be without.
If you are interested in the Advanced Squad Leader (ASL) Chapter Dividers, you can pre-order a copy $15.00 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/asl-chapter-dividers-2026-p-464
8. Advanced Squad Leader (ASL) Binder from Multi-Man Publishing
And for the true completionist out there you can also get the Advanced Squad Leader (ASL) Binder on this pre-order.
From the game page, we read the following:
Back in print to accompany the updated, hole-punched, 8.5” x 11” ASL Rules 2026, this rugged three-ring binder includes counter examples on its inside covers.
Available separately or in combination with the Rules and Chapter Dividers.
Need someplace to store all of Chapter H? The rules chapters for Historical modules? Just want a spare? The ASL Rules Binder is for you.
If you are interested in the Advanced Squad Leader (ASL) Binder, you can pre-order a copy $15.00 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/asl-rulebook-binder-2026-p-463
9. Vae Victis Magazine – Last Glories 1813 (Dernières Gloires) from Cérigo Editions
One of the better wargame magazines out there is Vae Victis Magazine from French publisher Cérigo Editions. This month, there are offering a new magazine that includes a game called Last Glories 1813 (Dernières Gloires) designed by Frédéric Bey. I have perused the site and it looks really great! There is an English rules edition so make sure that you choose this option or you may have to learn French quickly to play once you get your copy.
From the game page, we read the following:
Last Glories brings together three battles from the 1813 German campaign, the 48th, 49th, and 50th in the Days of Glory Series. In terms of card size and number of counters, it is the largest volume in the entire series. Note: this game is a special edition and is not included in the subscription packages.
As you know, I am quite fond of Combat Commander. I have played all of the base games including Combat Commander: Europe, Combat Commander: Pacific and Combat Commander: Mediterranean as well as scenarios from 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. But, I have often wanted to play the game alone with a fully dedicated solitaire system and now I am going to get that opportunity as GMT Games has announced their Solitaire System for the game called Combat Commander: Adversary. The solitaire system is designed by Francis K. Lalumière and I cannot wait to get this one to the table in the future.
From the game page, we read the following:
Combat Commander: Adversary is a solo system that allows a human player to fight their way through any of the 24 scenarios provided with the 20th Anniversary Edition of Combat Commander against a completely automated opponent – the adversary. (The adversary works just as well with all previous editions of Combat Commander: Europe and Combat Commander: Mediterranean.)
Through a combination of control logic and guided randomness, the adversary sets up its own forces (on any map you throw at it), activates units, determines targets, advances into melees, rushes towards objectives, and certainly won’t hesitate to interrupt your turn with opportunity fire or the play of an inconvenient wire.
The system was designed with a care towards maintaining the ebb and flow – the feel – of a typical CC engagement: simple action resolutions and quick turnarounds, with surprises galore. The adversary acts logically, implementing tactics that produce results without turning into a predictable automaton. Underestimate that guy at your own peril.
The beating heart of Combat Commander has always been the Fate Deck, and this addition to the game proves no different. The adversary sits at the table (on the table, if we’re getting technical) with one of six nation-specific Fate Decks of 72 tarot-sized cards, making it possible for you to face not only an American or British adversary, but also a French adversaire, a German Widersacher, a Russian противник, or an Italian avversario.
Not only does the adversary adopt a different play style according to its nationality and the Fate Deck on which it runs, it also prioritizes different battlefield elements depending on its posture and the game state. So while you can expect the adversary to display a penchant for forming fire groups while on the attack (and, conversely, prefer to fire individual units in the role of the defender), you can’t take anything for granted.
Flip the top card of the adversary deck: If the Order is applicable – according to a specific set of conditions – place it in the green row of the adversary playmat and resolve that Order (see below). If, on the other hand, the Order is not applicable, then place it in the red row of the playmat and do nothing. Keep revealing cards and resolving Orders until a) the green row holds a number of cards equal to the adversary’s Order limit, or b) you’ve placed on both rows of the playmat a total number of cards equal to the adversary’s hand size – at which point the adversary’s turn is over. Wipe the playmat clean of any cards and other military detritus, and let the human player take a shot. (I mean, you could conceivably watch two adversaries go at each other for a while, but product enjoyment is not currently being tested within those parameters.)
The adversary will never discard per se, but it sometimes spends an entire turn unable to play any Order, hence doing nothing – which, for all intents and purposes, achieves the same effect. And yes, that’s when you whip out a Hidden Unit or Demolitions, and catch the adversary with its mechanical pants down.
Once an Order is in play, unit activation (if required, of course) always follows the same path: Reveal an additional adversary card and look at the stack of gray boxes under the ‘Ordered Unit(s)’ header. The criteria found in the box that corresponds to the Order under consideration (Advance, Fire or Move) are then fed into a simple flowchart that sets one or more units in action, often forming groups under a Leader’s command.
Now take a look at the colored box matching the adversary’s posture – red for Attack, yellow for Recon, blue for Defend – on the played Order card: those criteria are in turn fed into their own flowchart in order to yield a destination or a target. As with most solo systems, flowcharts quickly become second nature over repeated plays and familiarity with the game itself.
Other Orders are handled in a similar manner, with the simpler ones, such as Recover and Rout, requiring no more than an ordered sequence of resolution.
When it comes to Actions, the system affords the adversary several ‘reaction windows.’ Those are specific moments (including when a player unit is moving…) at which the fighting is paused and the top adversary card revealed. If the Action listed on that card applies to the situation, it is implemented and the next adversary card is revealed, and so on, until an Action is revealed that is not applicable – at which time the reaction window closes and regular play resumes.
Itching for more? The adversary system dovetails into the Combat Commander random scenario generator without a snag, promising endless action against a tireless opponent.
I am very keenly interested in this offering and am going to do some more research and plan to reach out to the system designer Francis K. Lalumière to do one of our interviews to share.
The ’40X Series is not a formal series or category of games from GMT Games. However, typically the term is used to refer to a collection of games sharing certain key characteristics such as operational level WWII campaigns that have key concepts and mechanics such as the Zone of Control Bond or ZOC Bond, Desperate Defense and a few other aspects. Typically, these are designed by Mark Simonitch and some of the games included in this category are France ’40, Holland ’44, Ardennes ’44, Normandy ’44, Salerno ’43 and North Africa ’41 to name just a few. The system is really solid and are highly playable hex and counter wargames. We have played most of them, with the few holdouts being France ’40 and Ukraine ’43 as well as theas of yet unreleased titles including North Africa ’40. This past month, GMT announced the newest entry in the series called Dinant ’40, which is designed by Michael Gustavsson (designer of FAB: Golan ’73) and tells the story of the 1940 German invasion of France during WWII.
From the game page, we read the following:
On May 12th, two days after the start of Fall Gelb (Case Yellow), Guderian’s, Reinhardt’s, and Hoth’s Panzer Corps reach the Meuse River. The most northern of the Panzer Corps (Hoth’s) is composed of the 5th Panzer Division and Rommel’s 7th Panzer Divisions. They have reached the Meuse River near the town of Dinant. The French are caught by surprise by the rapid advance of the German Army through the Ardennes and the river is lightly defended.
The situation is set. Can you as the German player cross the Meuse and start the race across France? Or as the Allied player stop the enemy juggernaut?
Dinant ’40 is a simulation game covering the first 4 days of this critical battle. Rommel’s crossing at Houx and his subsequent dash across France was immensely helpful to Guderian’s breakthrough at Sedan further south and the breaking of the French army
Dinant ’40 uses the same game system as Mark Simonitch’s Ardennes ’44 including the use of Traffic markers and DCB’s for terrain effects. Most units are battalions with a sprinkling of regiments and companies. Each turn represents approximately 6 hours with 4 turns per day (Dawn, AM, PM, and Night). Special rules include: Night Turns, Rommel, Bridging Units, Hilltops, and Tank Ratings.
I am very much looking forward to a new entry to the series and am glad to see other designers carrying the torch of these classic systems like the ‘40X Series. I will be reaching out to Michal Gustavsson for an interview after having interviewed him in 2017 for his Fast Action Battle Series #4: Crusader North Africa 1941.
12. Great Battles of History Volume VII: War Galley Deluxe Edition from GMT Games
The Great Battles of HistorySeries is a very playable (especially if you use the Simple GBoH Rules) Ancients series designed by one of the best duos in the business in the late Richard Berg and Mark Herman and I am glad to see one of these classic entries into the series getting a Deluxe Edition. This past month, GMT announced that War Galley would be getting a new Deluxe Edition and it has already made the cut with over 500 P500 orders to date.
From the game page, we read the following:
We are proud to bring War Galley back into print in a new and expanded deluxe edition featuring 37 scenarios covering the entire Trireme era. This Deluxe Edition will include the scenarios from the Salamis module and the War Galley scenarios originally published in C3I magazine with new versions for some. As a bonus, the deluxe version will also include a new thematic module featuring all the major naval battles from the Peloponnesian War!
The War Galley 3rd edition rules have been enhanced with additional examples and an Extended Example of Play and brought to the new standards in the recent Great Battles of History reprints. We plan on two scenario books: one with the original, War Galley, Salamis, and C3I scenarios and one dedicated to the new Peloponnesian War scenarios with new historical commentary.
The original War Galley maps will be reprinted with updated art with the original Salamis map separated into two half-sized maps for ease of play. The new Peloponnesian War module will add three full size back printed maps featuring Syracuse’s Great Harbor, Pylos Harbor, and other key battle locations.
War Galley Deluxe will have 10 counter sheets with roughly 8 sheets of 1” galley counters and 2 sheets of ½” counters for Squadron Commanders and information markers. The generic Red/Green background colors will be replaced with eight different background colors to simplify setup and enhance visual appeal. The galley counters will be redesigned with new art to improve readability and utility.
Rounding out the package are two 11” x 17” Player Aid Cards (one for each player), one Victory Point/Game Turn Track Display, two six-sided dice and one ten-sided dice
The expanded War Galley Deluxe scenario book includes following 23 Ancient Naval battles:
Alalia, 535 BCE (New) – new version of the C3I scenario of the same name
Lade, 494 BCE (WG)
Artemisium, 480 BCE (Salamis)
Salamis, 480 BCE (Salamis)
Cumae, 474 BCE (New) – new version of the C3I scenario of the same name
Catana, 397 BCE (WG)
Cyprian Salamis (Cyprus), 306 BCE (WG)
Mylae, 260 BCE (C3I #11)
Cyprian Salamis (Cyprus), 306 BCE (WG)
Tyndaris, 257 BCE (C3I #11)
Ecnomus, 256 BCE (WG)
Drepanum, 249 BCE (WG)
Aegates Islands, 242 BCE (WG)
Ebro, 217 BCE (C3I #12)
Cape Pachynus, 212 BCE (C3I #17)
Sapriportis, 210 BCE (C3I #13)
Clupea, 208 BCE (C3I #12)
Chios, 201 BCE (WG)
Side, 190 BCE (WG)
Myonessus, 190 BCE (WG)
Tauris, 47 BCE (WG)
Naulochus, 36 BCE (WG)
Actium, 31 BCE (WG)
Ben Hur, circa 30 CE (C3I #11)
The new Peloponnesian War module booklet includes the following 14 battles:
Sybota Island, 433 BCE
Patras, 429 BCE
Naupactus, 429 BCE
Sybota Island (Corcyra), 428 BCE
Pylos, 426 BCE
Syracuse I, 413 BCE
Syracuse Great Harbor (4 battles), 413 BCE
Cynossema, 411 BCE
Abydos, 411 BCE
Cyzicus, 410 BCE
Lesbos, 409 BCE
Notium, 407 BCE
Arginusae, 406 BCE
Aegospotami, 405 BCE
That is a great deal of remastered content, in addition to some new content and the inclusion of other source content such as the scenarios from C3i Magazine, to keep any Ancients fan busy for a while.
Ok. We didn’t have a great experience with MBT when we played it several years ago. But, since that time, I think that we have increased our wargaming knowledge and experience from 100’s of games and also matured in our understanding and familiarity with key concepts. So, I am willing to give this system another look and go in the future. But, in the meantime, they have announced a new Tri-Pack for the series including the 3 released and out of print expansions MBT: BAoR, MBT: FRG and MBT: 4CMBG. This Tri-Pack does not include the base MBT game though so you either have to own it or find a copy on the open market.
From the game page, we read the following:
Because all three of the MBT expansions are sold out and have been for some time, we are offering this Tri-Pack which includes all of the maps, counters, player aids, and rules for the three expansions. It’s everything you need, given that you own the base MBT game, to enjoy LOTS more MBT content.
Details on the three expansions included in this Tri-Pack are below:
Expansion 1: The British Army of the Rhine. The British Army of the Rhine (BAOR) was formed at the conclusion of World War II from various units of the British 21st Army Group. Positioned on the North German Plain, it is the command element of NATO’s Northern Army Group (NORTHAG). BAOR has command authority over the British 1st Corps, as well as the West German 1st Corps, US III Corps, and the French, Belgium and Dutch contingents to NATO.
This MBT expansion focuses on BAOR’s armored and mechanized forces. Battle it out in 10 new scenarios. Combine the 4 new double-sided geomorphic maps with the MBT base game maps and even the MBT FRG Expansion for more exciting battles.
Includes detailed TO&Es for the British Forces.
Expansion 2: FRG. Poised in defense of the Fatherland from the looming Soviet invasion, the West German Army’s panzer and panzergrenadier divisions are not just ghosts of their World War II namesakes. This time it is Leopard tanks, Marder infantry fighting vehicles and Jaguar tank destroyers filling out their ranks. Its 1st Corps makes up part of NATO’s Northern Army Group (NORTHAG) along with BAOR while its 2nd and 3rd Corps stands alongside the US 7th Army in NATO’s Central Army Group (CENTAG).
This MBT expansion focuses on FRG’s armored and mechanized forces. Battle it out in 10 new scenarios. Combine the 4 new double-sided geomorphic maps with the MBT base game maps and even the MBT BAOR Expansion for more exciting battles.
Includes detailed TO&Es for the West German Forces.
Expansion 3: 4CMBG. The 4th Canadian Mechanized Brigade Group (4CMBG) is the forward element of Canadian Forces Europe. Positioned at Lahr in Southern West Germany, the brigade is poised to support VII (US) Corps and II (FRG) Corps against incursions from Soviet GSFG or CGF forces.
This MBT expansion focuses on Canada’s armored and mechanized forces. Battle it out in new scenarios and combine the 2 new double-sided geomorphic maps with the MBT base game maps and the BAOR and FRG Expansions for exciting battles.
Includes detailed TO&E for the Canadian Brigade.
IMPORTANT NOTE: In order to play this expansion, the MBT basic game is required.
14. Ukraine ’43 3rd Edition Mounted Map from GMT Games
One of my complaints about wargames is that sometimes once you put your counters into a nice tray after punching and clipping them, you can never fit the whole thing back in the box. This is especially true when those games come in just a 2″ box and also have thick mounted map boards. One of the offerings this month from GMT Games may not solve this problem for one of the ’40X Series games but a mice sturdy beautiful mounted mapboard is never a bad thing and there is now an option for one for Ukraine ’43 3rd Edition.
From the game page, we read the following:
Based on player requests, we are offering mounted maps for Mark Simonitch’s Ukraine ’43, 3rd Edition. Enjoy!
This ziplock package will include two 18.25 x 34 mounted maps.
15. Napoleon’s Defiance: The Final Campaigns 1814 from Europa Simulazioni
Big Napoleonic Era wargames are always a bit of fun. They have it all, and we get to ride and march along in the footsteps of one of the greatest battlefield generals in history Napoleon Bonaparte. There is a series of games called Napoleon’s Defiance that is published by Europa Simulazioni and they have announced the final entry to the series called Napoleon’s Defiance: The Final Campaigns 1814 and frankly it looks good but also is a bit surprising how cheap it is.
From the game page, we read the following:
It is the Winter of 1813. Defeated at Leipzig in October, the “Corsican Ogre” is on the run. The war is not yet over, however. Only by bearding the Ogre in his lair, the sacred soil of France, can the Allies achieve final victory. This will not be easy. Even though the Allies have overwhelming numerical superiority, they are a Coalition plagued by political machinations and mistrust. Facing them, a reinvigorated Napoleon is still the most brilliant commander of the age and, although a shadow of its former self, La Grande Armée is unwaveringly courageous and loyal.
The Final Campaigns 1814 allows players to explore one of the most fascinating campaigns in History. Like their historical counterparts, the Allied player must hold the Coalition together and maneuver its huge armies to crush the over-stretched French forces; while the French player must make the best use of meagre resources by defending strategic locations and launching stinging counter-attacks to shake the Coalition whenever the opportunity presents itself. This is a game to be studied as well as played.
The Final Campaigns 1814 is the third volume of a projected series of games at the same scale, covering all the major campaign of the Napoleonic Wars at a strategic level.
This installment benefits from all the feedback received during the years by gamers worldwide. Basic rules can retrofit previous games. Furthermore you can link it with the previous games for an exceptional longest campaigns.
If you are interested in Napoleon’s Defiance: The Final Campaigns 1814, you can pre-order a copy for 35 Euros ($41.94 in US Dollars) from the Europa Simulazioni website at the following link: https://italianwars.net/NewSite/1814_napoleons_defiance.html
16. The Great War Volume IV: Monte Grappa 1917, The Sacred Mountain from Europa Simulazioni
One more great looking pre-order game from Europa Simulazioni this month was The Great War Volume IV: Monte Grappa 1917 – The Sacred Mountain, which covers the retreat of the Italian Fourth Army after the fight at Caporetto.
From the game page, we read the following:
November 1917, three weeks have passed since the German and Austrian breakthrough at Caporetto. The Italian Fourth Army was to the left of the Italian front and had to fight its way back to avoid being cut off by the Austro-German troops advancing on its right. Now, the Italian forces still able to fight are forming a line of resistance on the Piave River. It is just the Fourth Army that must connect the Piave line with the Asiago Plateau, and it must do so on the Monte Grappa massif. Behind it lies the Veneto plain, giving in would lead to catastrophe. After two weeks of fierce fighting in the mountains surrounding Monte Grappa, amidst fog and the first snowfalls, the Italians held firm. The best German and Austrian troops failed to prevail. As the German General von Dellmensingen acknowledged at the end of his report, the Italians can rightfully declare Monte Grappa a sacred mountain to the homeland.
Driven by player feedback, this evolving game system focuses on the dynamic interplay of action and reaction between opposing brigades and regiments. It’s a deep, interactive experience that rewards strategic planning; though it may seem daunting at first glance, the depth is well worth the effort. Mastery of artillery and a keen eye on troop morale—which wavers under the strain of battle and exhaustion—are the keys to victory.
Monte Grappa 1917, The Sacred Mountain has three scenarios:
The first scenario is the battle of November 1917. The initial situation has only Italian units on the map, scattered but able to build a defense in depth in the mountains. Austro-German forces enter from the northern edge of the map and must pursue the Italians, preventing them from organizing. It is a battle of movement, in which both sides must ration and make the best use of their scarce resources.
The second scenario concerns the battle that, from December 11th to 18th, saw the Germans and Austrians in a final attempt to break through after advancing and positioning their artillery. But ammunition was still low, the Italians had significantly strengthened their forces, and winter had already arrived with its heavy snowfalls at high altitude.
The third scenario, an introductory one-turn scenario, depicts the reconquest of Mount Tomba by the French Alpine Hunters, during their active participation in the battle of Mount Grappa.
If you are interested in The Great War Volume IV: Monte Grappa 1917 – The Sacred Mountain, you can pre-order a copy for 55 Euros ($64.09 in US Dollars) from the Europa Simulazioni website at the following link: https://italianwars.net/NewSite/1814_napoleons_defiance.html
17. Imjin War: The Japanese Invasion of Korea 1592-1593 from Serious Historical Games Coming to Kickstarter June 6th
In 2022, I became aware of a new French publisher called Serious Historical Games and one of the games in particular caught my eye in Nagashino 1575 & Shizugatake 1583: Battles of the Sengoku Jidai. We purchased a copy and played it and really enjoyed the system, including the combat, the gorgeous cover and the fantastic counter graphics. That same publisher has published a few other games such as Lace Wars Series: Volume I The Wars of the Sun King 1648-1713 and now has a new game called Imjin War: The Japanese Invasion of Korea that is going to Kickstarter soon.
From the game page, we read the following:
Imjin War relates the story of one of the toughest conflicts in the end of the 16th century, depicting the invasion of the Joseon Kingdom of Korea by the Japanese. The Japanese must capture possibly the whole of the peninsula from their Busan foothold in the South. The Korean player must repel the invasion with the help of China…
The Japanese have very numerous land forces at the start of the game, but their navy, although numerous, is weak and poorly led and their goal is to conquer all of Korea in order to reach – and conquer – China. The Korean player must first hold desperately against the initial invasion and superior enemy troops, waiting for Chinese reinforcements, counting on local rebellion, and most of all his powerful navy to alter the course of events.
Seizing the main areas, winning land and naval battles, gaining allies will prove the decisive factor in winning this war.
The game events and tactical chits allow full replay ability thanks to the numerous various situations that their create on the diplomatic, military.
Scale: One combat unit counter represents 500 (samurais) to 2,000 men (soldiers and civilian servants) or cavalry on its front (full side) and half that on its back (reduced side).
One artillery/fire wagon/siege weapon counter represents about ten guns/rocket launcher/towers and half that on its back.
One naval unit counter represents 10 light ships, 5 medium ships or one heavy or super-heavy ship and half that or reduced on its back.
Turn length: One month in fair weather (March–October); two months in inclement periods (November–February).
There isn’t a lot of additional information out there right now, nor have I found a Kickstarter preview page to point you toward, but I will update this entry once I find that.
The Kickstarter campaign is supposed to start on Saturday, June 6th.
New Release
1. Midway Solitaire from Worthington Publishing
Over the past few years, Worthington Publishing has come out with these very cool, compact and interesting solitaire travel wargames. I have played several of them and very much love their strategic depth, interesting choice laden but random and dice relying games. One that just was published and began shipping was Midway Solitaire that covers the American carrier task forces in June 1942 in the lead up to the climactic Battle of Midway.
From the game page, we read the following:
Relive the pivotal carrier battle that turned the tide of the Pacific War. Command fleets, manage aircraft strikes, and anticipate the enemy’s next move. Every die roll could change history. Midway Solitaire places you in command of the American carrier task forces in June 1942. You’ll face an automated Japanese BOT representing the Imperial Navy. Your objective is to achieve your mission goals before Japanese invasion convoys reach their destinations — Midway, the Aleutian Islands, or Hawaii — and establish forward bases threatening the American homeland.
Your decisions—and your risks—determine whether Midway becomes a historic victory…or a disastrous defeat. This is a compact, fast-playing solo wargame designed for meaningful strategic play in just 15 to 30 minutes.
2. Pacific War 1942 Solitaire 2nd Edition from Worthington Publishing
I have very much enjoyed my plays of Pacific War 1942 Solitaire and War of 1812 Solitaire and truly love these games for what they are. Easy to setup, portable, fast playing and difficult to win solitaire games. And I encourage you to get a copy before they sell out…again. The new 2nd Edition has some minor changes including the addition of order cards for the Japanese rather than the chart and seems to be greatly improved from that points.
From the game page, we read the following:
Pacific War 1942 places you in command of the Allied naval and land forces in the Pacific during World War II. The Japanese AI tries to expand its empire early in the game and overwhelm the Allies. As the Allied player you must hold and then push the Japanese back to Japan. Both sides command armies and navies throughout the entire war in the Pacific. Further, control of the sea areas greatly influences land battles and progress in the Pacific.
The first edition of this great game sold out quickly. This is the second edition. It replaces the Japanese Action Chart with Japanese Action Cards and the rules sheet with a rules booklet. The second edition box is slightly different and the game board uses an Australian flag in Australia.
3. Tarawa 1943 Solitaire from Worthington Publishing
The final game that I am highlighting this month from Worthington Publishing is Tarawa 1943 Solitaire. This game is a travel sized version of the original CDG Tarawa 1943 and I very much love that game. This game though is a bit simpler and quicker to play but still retains the same difficult choices and tough Japanese bot.
From the game page, we read the following:
Tarawa 1943 Solitaire is a travel size version of the board game classic Tarawa 1943. Tarawa 1943 Solitaire will come with counters instead of the wooden blocks and a revised map. The game still comes with the same challenging game play and full size cards!
Tarawa 1943 Solitaire is a card driven game on the invasion of Japanese controlled Tarawa by the 2nd Marine Division. Join the 2nd Marine Division as you storm the beaches of Tarawa. Japanese commander Shibazaki and his men have had a year to prepare for this moment in time.
4. Operation Goodtime, The Battle for the Treasury Islands: October-November, 1943 from High Flying Dice Games
Paul Rohrbaugh and his company High Flying Dice Games is a designer I love to follow. He is always doing games on smaller or lesser known conflicts and I just find his work to be superb and really draws me in. Recently I saw where he was releasing a game on the battles for the Treasury Islands during World War II called Operation Goodtime, The Battle for the Treasury Islands: October-November, 1943. This one really looks pretty interesting and is definitely a unique subject for a game.
From the game page, we read the following:
Operation Goodtime is a moderate complexity level solitaire play game on the battle for the Treasury Islands. The player takes on the role of the commander of the New Zealand forces seeking to wrest control of key points of Mono and Stirling Islands. These islands were key to the Allied offensive in the Solomon Islands and isolating the Japanese fortress of Rabaul. Tasked with securing these islands was the 8th New Zealand Infantry Brigade. Their amphibious assault in late October 1943 was the first conducted by that nation’s military since the 1915 Gallipoli landings in WWI. The rules govern the actions and counterattacks taken by the Japanese defenders. As the New Zealand commander, you will be challenged in taking the islands as the Japanese forces fight in terrain well suited for the defense, and as possible reinforcements gather. Can you do as well or better?
If you are interested in Operation Goodtime, The Battle for the Treasury Islands: October-November, 1943, you can order a copy for $18.95 from the High Flying Dice Games website at the following link: https://www.hfdgames.com/good.html
5. YAAH! Magazine Issue #16(including ’83 Urgent Fury – A Squad Battles Starter Kit Game) from Flying Pig Games
YAAH! Magazine (I still have no idea how to say it) is back with a new issue with #16 that is full of great articles, various scenarios for published games as well as an original game called ’83 Urgent Fury – A Squad Battles Starter Kit Game. If you don’t know, the Squad Battles Series includes great games like ’65: Squad Level Combat in the Jungles of Vietnam and ’85: Graveyard of Empires.
From the game page, we read the following:
We’re back baby! Yaah! is back by popular demand and ready to dazzle your senses with some classic topics; wargaming, board games, and of course an included game with purchase, and some new topics never before broached; history, states of the industry, and multi-generational learning. Fear not dear readers, you will not be disappointed by the changes.
The featured piece for this issue is “Pass It On” by the always wonderful Clay Meyer. How do we get kids to look up from their phones for a little bit and maybe play a game or two with folks from different generations? Can history be cool? We’ve always wondered. Find out with Clay in this unique piece from your friends at Flying Pig Games.
Speaking of history; we’ve got that this go-around too! Providing some context for FIVE, count ‘em, FIVE bonus scenarios for everyone’s favorite Gettysburg wargame, A Most Fearful Sacrifice, certified civil war geek, Nick Musgrave has a beautiful piece on the 1st Minnesota. Hopefully these guys packed some hotdish because that’s quite a haul from the Land of 10,000 Lakes to Pennsylvania. Somehow we’ve got callouts to professional wrestling in this one as well, God bless the USA.
Our final cover article is from long-time contributor Norm Lunde. Littoral Commander: The Baltic gets an in-depth review from Mr. Lunde. Historic battles need to be balanced out by futuristic battles, right? Diving into the Baltic, you get a look at the specific Red Dawn scenario where Russia invades Estonia…again.
Other futuristic articles and scenarios include Greg Porter’s review of Rising Dragon, what if China actually invaded Taiwan? Read Greg’s review and just imagine what you would do with this board in front of yourself. You too can play through an almost certain precedent for World War III! Rising Dragon’s forebear, Armageddon War gets a new scenario from Mr. Porter as well.
The featured game for this edition of Yaah! is Urgent Fury: A Squad Battles Starter Kit
Ever wanted to take a Caribbean vacation? Take in the colonial architecture, enjoy the beach, lose yourself in the leisure of island time. Unfortunately, Urgent Fury does not let you do any of that. But, you do get to engage Cuban militants in some pretty sick combat during the height of the Cold War. Brought to you from the minds of Mark H. Walker and Dr. Arrigo Velicogna PhD.
Whew! That’s a lot right? Well guess what, THERE’S MORE.
In addition to the cover items for this issue, Nick O’Neil takes us to the tumultuous first four decades of the twentieth century with Hapsburg Eclipse and V Sabotage. Interestingly enough, neither of these games are your typical wargame. V Sabotage has the player attempting to sneak around and only engage enemies when totally necessary. Think Inglorious Basterds with fewer f-bombs. A few decades earlier, Hapsburg Eclipse puts you in the driver’s seat of the Austro-Hungarian Empire during its last few years of existence. The Hapsburg Dynasty ruled in Europe for almost nine centuries. With a general consensus that the house was established in 1020 CE, its dissolution in 1918 CE might even make you root for the Central Powers! Wouldn’t 900 years have been neat?
During the same decades we have another great review from Roger Leroux. Bell of Treason is a unique game focused on diplomacy, politics, and screaming nationalists. With no focus on direct tactics instead the player must wade into the world of public opinion, international cooperation (or lack there-of), and gasp the media. After a few playthroughs, who knows, maybe you’ll think blowing things up is more effective public policy. Wrapping up our traditional reviews we have Dr. Velicogna and Mr. Lunde reviewing Die Festung Hamburg and Spruance Leader respectively. Lob shots from different sides of the iron curtain on land or at sea.
With her debut piece “Failing Forward,” Flying Pig Games’ own Denver Walker discusses the frustrations and excitement of launching Relic Wars in 2025. We’re trying again in 2026, keep your browsers open and hearts attuned folks. Reflecting on the state of the industry, those familiar will have a ball reading this perspective.
Dear readers, would you believe there is still more? Papa Yaah is coming to town, because THERE IS!
In addition to Armageddon War and A Most Fearful Sacrifice we have three additional scenarios from the Walker Clan. ‘65 Squad Battles, ‘85 Graveyard, and The Long Road all get tasteful reimaginings in Yaah! 16.
A new contributor and standing in for Peter Perla’s constant column, Brant Guillory of Armchair Dragoon’s fame will be releasing his first column under the new Yaah! banner (shoutout to Aaron Wood for this reimagining).
Y’all are in for a treat. Thanks for the continued support. Hitting the shelves in November 2025 and your hearts forever. We are so back, folks.
Also included in the magazine is ’83 Urgent Fury a Squad Battles Starter Kit game that includes:
1 x 17×22′ MOUNTED Game Board Who does mounted game boards in their magazine games? We do!
1 x sheet of thick, 1″ square die-cut counters
1 x Deck of 54 cards to drive the game
1 x Rules and Player Aid in the magazine
Also this issue includes featured scenarios for the following games:
A Most Fearful Sacrifice
Armageddon War
The Long Road
’85 Afghanistan: Graveyard of Empires
’65: Squad Level Combat in the Jungles of Vietnam….and more!
6. Old School Tactical V5: Battle for France 1940 from Flying Pig Games
Old School Tactical from Flying Pig Games is a tactical combat system that focuses on World War II to date. The game focuses on the simulation of small unit combined arms engagements where historical units, weapons, armor and vehicles will duke it out on a beautifully crafted board full of hexes. During a turn, players will go back and forth using an Impulse Point System to activate units to either Move, Assault Move or Fire. The players will play through a predetermined amount of rounds and at the end, victory points and casualty points will determine which side is the victor.
The first volume in the series was Old School Tactical Volume 1 Eastern Front 1941/1942 and focused on battles between the Russians and Germans. Old School Tactical Volume 2 West Front 1944/1945 was a follow-up effort and focused on the titanic struggle in Europe following the D-Day landings in 1944 with battles between the Americans and Germans. Then came Old School Tactical Volume 3 Pacific 1942/1945 which includes battles between the Japanese and their Special Naval Landing Force and the American Marine Corps as well as Volume 4: The Italian Theater and now Volume 5 will cover the German invasion of France during 1940.
From the game page, we read the following:
OST V5 drops you into the early days of World War II when the German blitzkrieg shattered the illusions of the Allied armies.
It isn’t about the sweeping historical maneuvers, it’s about the granular, boots-on-the-ground chaos of small unit combat. Every hex is a decision, and every decision can mean life or death your troops.
The French side commands Regular army as well as Colonial troops. Also some of the best early war tanks, such as the Char B1bis and Somua S35, are under their control.
The German opposition fields highly mobile Motorcycle troops and armored cars, as well as an allotment of early panzers
This is war the ‘Old School’ way – fast turns, tight maps and brutal outcomes.
Each box includes:
3 sheets of unit, weapon, vehicle, and condition counters including Panzer II, II, IVC, French Char B1 bis, Hotchkiss H39, infantry, colonial troops, and much more.
A large (We are talking larger than the local diner’s tables) 30″ x 41″ mounted game map, hexes are 1″ 27 luck cards, such as One More Time, Duck, and Vive la France
36 unit data cards
Full-color Playbook with 14 scenarios, including Bonne Chance – retreating French skirmish with German armor from the 2nd Panzer, Unstoppable – Char B1 bis tanks battle a variety of German panzers, and A Question of Honor – German motorcycle troops versus a shaken French ambush force.
2 x player aid cards
Color rule book
Dice
Massive box drops you into the early days of World War II when the German blitzkrieg shattered the illusions of the Allied armies.
7. Old School Tactical V5: First to Fight Poland 1939Expansion from Flying Pig Games
And if you just want more to play with there is an expansion for the base OST Volume 5 game called First to Fight Poland 1939Expansion. This does look really great though and adds some very interesting looking units and challenges for players.
From the game page, we read the following:
This is an expansion, you must own Old School Tactical V5 to play First to Fight!
First to Fight – Battle for Poland 1939
In September 1939, the uneasy peace in Europe was shattered when Nazi Germany crossed the border into Poland.
First to Fight thrusts OST players into the early days of World War II, where disciplined Wehrmacht units face off against the valiant Polish army. This game captures the struggle for survival in the fields, forests and destroyed towns as the two militaries clash in a baptism of mechanized warfare.
Poland counters the fast, mechanized forces of the Germans with their own light armour as well as their mobile horse cavalry and even armoured trains.
Whether you’re leading the Wehrmacht’s rapid advance or orchestrating Poland’s fierce resistance, every turn in First to Fight captures the urgency and tension on World War II’s first battleground.
Includes:
Full Color Scenario Book(14 Scenarios)
2 sheets for a total 204 Counters(Including the RKM wz28 Light Machine Gun, the Bofors wz37 Troop Transport, the 75mm M1897 Gun, and more!)
8. Volume II Civil War Heritage Series Army of the Potomac: Campaigns of 1862 and 1864 from GMT Games
Several years ago, Mark Herman designed a very unique and simple American Civil War game called Gettysburg that appeared in C3i Magazine #32. That game became the basis for his new Civil War Heritage Series with the first volume being Rebel Fury that focused on five battles from the Chancellorsville and Chickamauga Campaigns. He has mentioned working on a follow-up to that game for years and a few years ago we finally got it with Army of the Potomac.
From the game page, we read the following:
Army of the Potomac: Campaigns of 1862 and 1864 is the second volume in the Civil War HeritageSeries and the follow-up game to the innovative and acclaimed Rebel Fury. Army of the Potomac uses the same core rules as Rebel Fury, so players familiar with Rebel Fury will be able to jump right into the action. Each battle in Army of the Potomac is quick-set-up, quick-playing, and deeply interactive. The density of counters in each scenario is low, allowing you to see and experience the big picture of the battle.
Army of the Potomac covers the battles of Spotsylvania II, North Anna River, Cold Harbor, and the entire Seven Days battle (McClellan vs. Lee), including the prelude Seven Pines (McClellan vs. Johnson) when Johnson’s wounding brought Lee into the command of the Army of Northern Virginia. Each battle places you, the player, in the role of the Army Commander (Grant, McClellan, Lee, Johnson). You maneuver your army to find the enemy’s flanks, concentrate your forces for an attack, and determine where to commit your artillery assets.
I think that one of the most interesting parts is that this new game can be played with Rebel Fury as also included are two bonus scenarios to allow owners of Rebel Fury to fight Spotsylvania II and begin the Campaign scenario from Wilderness to Cold Harbor using their original Rebel Fury map.
9. Baltic Empires: The Northern Wars of 1558-1721 from GMT Games
This one is very much anticipated by me and I feel like I have been waiting in it forever since its announcement in 2022. Baltic Empires is a grand looking game that focuses on the conflicts between the states of the Baltic region during the early modern era. The wait is now over as the game is shipping.
From the game page, we read the following:
Baltic Empires is an approachable 2-5 player strategy game about conflicts between the states of the Baltic region during the early modern era, a transformative period of religious conflict, large scale warfare, and constant struggles for power. Players will have to develop their economy, strengthen their administration, secure trade hubs, and finally build armies to become the dominant power of the Baltics. Denmark-Norway, Sweden, Russia, Poland-Lithuania, and Prussia will fight for hegemony, using variable victory conditions that reflect their respective historical objectives.
During the 16th & 17th centuries, religious conflicts between Protestants and Catholics swept Europe, vast colonies were established by the maritime powers, and a series of wars were fought against Louis XIV’s Kingdom of France to maintain the balance of power, eventually culminating in the War of Spanish Succession. While this history might be familiar to many, the related conflicts around the Baltic Sea that took place during these centuries are less well-known.
Where did the French, English, and Dutch acquire the materials they needed to build and maintain their vast navies that won them their colonial empires? Where did they acquire the food they needed to feed their sailors and growing populations? Where did the Swedish juggernaut that suddenly emerged and changed the course of the Thirty Years War come from, and why didn’t its great power status last? How did the Russian and Prussian Empires that became so powerful in later periods first emerge on the European stage? The Baltic region was crucial to the history of Europe, and the conflict for influence over the Baltic Sea was closely intertwined with the balance of power in Western Europe. The outcome of the wars and societal transformation in the Baltic region, from the collapse of the Teutonic Order in Livonia in 1558 to the end of the Great Northern War in 1721, shaped European and world history up until the present day.
Baltic Empires presents these less well-known conflicts in a fun and accessible format, while also doing justice to the fascinating history of the Baltic Sea region during this period. The game features 5 asymmetric factions with different strengths, forces, and historical objectives, along with the capacity to develop their states by 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.
10. Three Days of Gettysburg Deluxe Edition from GMT Games
A very popular series featuring one of the most gamed battles of the American Civil War! Quite the combination. And to add to that, a Deluxe Edition treatment with new counters, some new rules, new and updated maps and lots of scenarios. This is a great value for any gamer who wants to game one of the most iconic battles of the American Civil War.
From the game page, we read the following:
GMT Games and the GBACW design team are proud to announce Three Days of Gettysburg Deluxe Edition, the ultimate edition of the definitive game on the Battle of Gettysburg. First published in 1995, 3DoG has stood the test of time as one of the most popular games of the Great Battles of the American Civil WarSeries.
This series is one of the hobby’s longest-lived design concepts, springing from the legendary regimental level Gettysburg game—Terrible Swift Sword (SPI)—designed by Richard Berg in 1976. Under GMT, the rules system has remained stable but has shown remarkable flexibility to allow each game to smoothly incorporate additional rules to reflect the historical battles. The series relies on interactive chit-pull mechanics to simulate the often-chaotic nature of the 19th Century battlefield at the regimental level.
Three Days of Gettysburg Deluxe Edition will include ten plus scenarios. They range from small Skirmisher contests on half sized maps to the ultimate Gettysburg experience on four full full-sized maps depicting the entire battle, including the East Cavalry Battlefield! Other scenarios will depict both the first and second day of the struggle. Experienced players will be able to play many of the scenarios in one sitting. The 3DoG Deluxe Edition will include many exclusive rules to represent the special situations at Gettysburg, including new Skirmisher rules. However, many of the rules are optional, allowing players to decide for themselves what level of complexity they want.
New components and exclusive rules include new cavalry counters, CSA dismounted cavalry counters, corrected artillery types, two types of skirmisher units, artillery sections for some scenarios (Calef’s battery on the first day!), and artillery overshoot. The new maps continue to use Mark Simonitch’s beautiful artwork but include stonewalls, the Devil’s Den, and sloping hexes to better represent the unique terrain at Gettysburg. The large rock formations are represented differently from earlier editions, and artillery will find moving up the slopes of Little Round Top as difficult in the game as it was in the battle.
And just take a look at this big beautiful map of the game….by the talented Mark Simonitch!
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 Draco Ideas!
May is here and the grass is growing, birds and bees are out busily going about their lives and summer is just around the corner. And with all of this change, there are tons of new games that are appearing on both pre-order and as new releases that I am looking forward to getting on my table. Now, if I could only have more time or discover a time manipulation method! This month for the Wargame Watch, I was able to find 25 games (including the 5 games from our sponsor Sound of Drums). I was also able to find 4 games being offered on Crowdfunding through Kickstarter.
This month we have a sponsor for the Wargame Watch feature in Sound of Drums who has made some really great games over the past few years including their History of the Ancient Seas Trilogy (HOTAS: HELLAS, HOTAS: DIES IRAE and HOTAS: MARE NOSTRUM), 1793: Patriots & Traitors, Eylau 1807 and a few others. Sound of Drums really has a great approach to game design and they also are committed to high quality production with great components, fantastic art and really sharp graphic design. They are definitely a publisher to keep an eye on and you should give their games a try!
Most recently, they released the first volume in their Napoleonic Wars tactical level Battle Commander Series designed by Card Paradis called Battle Commander Volume I – Napoleon’s Italian Campaigns. The Battle Commander Series recreates historical 18th-19th century battles and features a fresh framework focused on providing two key aspects: command decision and maximum playability. In Volume I, the player takes on the role of an Army Commander in a series of six dramatic Battles fought during Napoleon’s two Italian campaigns. Volume II will cover engagements of the Second and Third Coalitions, including the Battle of Austerlitz and the Battle of the Pyramids.
In Carl’s own words, here is what the game is focused on and attempting to model:
The system is at Brigade/Division scale, is very playable, with no downtime or complex computations or mechanics. I am a game component maniac, so the package will be super-deluxe, using a very large box, allowing the 2-sided mounted maps to be folded only once (think of the 70’s Avalon Hill flatboxes maps), game pieces will be painted-on wood blocks of different shapes, so no annoying stickers to apply, you’ll have a couple dozen blocks per side in a game, often less. Also, no dice, almost no markers, the emphasis is on the gameplay!
The crux of the game engine will be ( 1 ) the deck of event cards, that will also take care of all the combat results and other dice functions, and ( 2 ), the cube-pull mechanism, that will manage player unit activations, but also turn end, when combat and rally happens, and other similar game happenstances. It’s all a very granular affair. The whole package has a definite “Kriegspiel” look, with all the graphics done in a contemporary Napoleonic style, with a very different way of maneuvering units on the field of battle compared to other Napoleonic games.
They also recently released the Assault Sicily ’43 – Primosole BridgeExpansion for the Assault Sicily ’43 base game. We got a chance to play a scenario from this one with the designers Wolfgang Klein and Erich Rankl while attending Essen Spiel last fall and we had a great time with the new innovations and mechanics as well as the beautiful new production of the expansion.
The big new game that Sound of Drums is offering on pre-order at this time is the Designer Edition of No Retreat! The Russian Front 1941-1945 from designer Carl Paradis.
I am very much looking froward to this one as we have played the Deluxe Edition from GMT Games several years ago and very much enjoyed the system and its narrative on this titanic confrontation on the Eastern Front of World War II. I am interested to see what they change, both mechanically and graphically, and how the final product turns out. The cover though is simply amazing and shows off the skill of their graphic designer Marc von Martial and new artist Wouter Schoutteten.
From the Sound of Drums website, we read the following:
No Retreat! The Russian Front – Designer’s Edition is the definitive evolution of Carl Paradis’ acclaimed Eastern Front wargame.
Building upon the original 2008 release and its later Deluxe editions, this new version refines gameplay, streamlines core systems, expands the Event Card deck to a full 70 cards, enhances solitaire play, and introduces upgraded visuals by renowned artists Marc von Martial and Wouter Schoutteten.
With dual maps, optional historical-symbol counters, dual layered Army Mats, and deluxe player aids, the Designer’s Edition represents Paradis’ final, authoritative vision for his landmark design.
This isn’t just a reprint. It’s the version the designer always dreamed of — crafted after 45 years of studying the Russian Front.
They also have lots of games in the oven and we got a look at a few of them at Essen Spiel including Operation Valkyrie, which is a solitaire game that simulates the events immediately after the attempt to assassinate Hitler on July 20, 1944 and The Great Escape, which is a cooperative game about the escape attempt from the infamous Stalag Luft III POW Camp during WWII. Both look amazing and there are preview pages already published on Gamefound so I would expect them to kickoff sometime in the near future.
As you can see, Uwe Wallentin and his team at Sound of Drums are busy working on some great projects and I cannot wait to see where they go and what they attempt to tackle in the future.
But now onto the games for May!
Pre-Order
1. Foxes and Lions: Renaissance City-States in the Age of Machiavelli from GMT Games
We have played all of the games in the series designed by Ed Beach, including Here I Stand (multiple times), Virgin Queen (multiple times but not as many as HIS) and Tanto Monta (once) with our most recent play being a full 5-player game in March while attending Buckeye Game Fest, and the series is just special. The card driven mechanic simply makes the series and it really is a bit of a sandbox as you can win in various and sundry ways. Recently, GMT announced the fourth entry in the series called Foxes and Lions:Renaissance City-States in the Age of Machiavelli designed by the duo of Paul Wright and Liz Davidson. This one looks to be epic and is set during the Italian Wars. I am very keen on a new addition to the series and look forward to diving in and learning more about the game over the next year or so.
From the game page, we read the following:
Foxes and Lions: Renaissance City-States in the Age of Machiavelli is the next game in the series that includes Here I Stand, Virgin Queen, and Tanto Monta. Focused on the warring city-states and dominions of Renaissance Italy during the era known as the “Italian Wars” (specifically, the period from 1494 to 1527), this game zooms in on the Italian peninsula. Unlike many other games on the Italian Wars, Foxes and Lions puts the focus on Italian experiences of this era of enormous upheaval, which also saw some of the greatest cultural splendors that we now associate with the period known (not without controversy) as the Renaissance. The game depicts the political, military, economic, religious, and cultural affairs of five key Italian powers brought to life by players (Florence, Milan, Naples, the Papacy, and Venice).
Players will struggle to create political legitimacy for themselves while contending with both Italian rivals and external great powers intent on conquest of their own objectives in Italy (France, Spain, the Holy Roman Empire, and the Ottoman Empire). For those who have played other series games, much will be familiar mechanically, but there are many new concepts and mechanics to enjoy, including experimenting with different government types, managing local sentiment, and gathering precious florins to pay for mercenaries and their fickle condottieri captains.
Furthermore, players will be faced with the possibility of collective defeat to the great powers. Players will individually pursue Virtù Points, drawing on Machiavelli’s famously pliable conception of political ability and military strength, while at the same time striving to avoid collective defeat by loss of Italian Virtù. Dwindling Italian Virtù embodies Machiavelli’s abiding fear of great power domination of Italy. Players will each attempt to win without Italy falling into the subjection that was historically its fate, and should they fail to prevent that, the game ascribes blame to the specific players viewed as the scourge of Italy and the new lapdog of the great powers. Can you thread the needle between your Italian rivals’ ambitions and the threat posed by the great powers of Europe?
In case you thought that maybe they are squishing a square peg into a round hole or just copying the tried and true system then you will be glad to find out there is lots of new to explore in the design.
Concepts and Features New to the Series
Political traditions—These are the governments (current and past) that define the political character of any given space in the game (featuring merchant republics, feudal aristocracies, princedoms, theocracies, tribute states, and vassals). In keeping with Machiavelli’s respect for founders of institutions, lawgiving will be an available action that permits you to attempt to alter governments in your dominion. Each space under your control may have a very different political arrangement, which affects its prosperity, unit construction capability, and many other things. Your central government (that of your capital) may also change over time.
Sentiment—This captures the current attitude of the local population to the government overseeing it. The scale of sentiment reflects Machiavelli’s own terminology, ranging from “Hated” to “Feared,” to “Feared and Loved” (the latter an ideal Machiavelli thought hard to achieve, opting instead for being “Feared” whenever a choice between fear and love was unavoidable).
New unit types—Regulars are split into citizen militia and feudal levies, alongside a more detailed look at mercenaries (with elite variants including the Swiss reisläufer and the Imperial landsknechte).
Condottieri captains—Twenty of the colorful, talented, and sometimes treacherous mercenary captains of the era will be available to players in competitive blind bidding for their services, with each captain reflecting unique battlefield abilities, vulnerabilities, and other surprising game impacts. Captains are essential to success in the game, and if not properly paid and retained, will go up for auction again; they may even be suborned and taken from you by nefarious rival actions. Among the captains are the infamous Cesare Borgia, Fabrizio Colonna, Giovanni delle Bande Nere, and “El Gran Capitán” himself, Gonzalo Fernández de Córdoba.
Money economy—Alongside the high-level political capital of command points (CP) already familiar to CDG players, Foxes and Lions features the cold, hard cash that mercenaries and dominions crave. Florins are collected by a trade action connected to the prosperity of the various governments in one’s dominion. The florin economy will be necessary not only to pay or bribe mercenaries and captains, but also for espionage, government maintenance, and more. Player treasuries are hidden behind a screen, so no one is ever quite sure of a rival’s wealth. Should you run out of florins for a required or desired expenditure, the banks will be available to lend to you at exorbitant interest rates, and failure to repay may cost you dearly.
Espionage available from turn one—Nefarious measures are available to players from the outset of the game, including familiar operations from Virgin Queen like Gain Intel and Assassination, now supplemented with Pacification, Foment Rebellion, Sabotage Fortifications, and Suborning others’ employed condottieri to your cause.
New patronage systems and figures—For those familiar with Virgin Queen, patronage now features three tracks (artists, scientists, and humanists) with 10 figures of each type. Patronage targets may now be selected rather than randomly drawn, and each affords unique game effects. Among the 30 patronage subjects are figures such as Michelangelo, Da Vinci, Botticelli, Copernicus, Pacioli, Paracelsus, Machiavelli, Manutius, and even a prying poet-courtesan, Tullia d’Aragona.
New ruler dynamics—Each player will have an often-volatile lineup of rulers who will transition based on circumstances in the game (26 rulers in total across five player powers). In the case of the Papal States, a conclave procedure involving all five players will determine the next pope whenever the current pope dies (however mysteriously).
Variable impulse order—Players may bid their florins to change the impulse order for a given turn, creating dynamic opportunities for surprising your enemies—or lying in deadly wait for them.
More opportunities to declare war mid-action phase—No game about Machiavelli’s era would be complete without the temptations and risks of back-stabbing rivals, even erstwhile allies, including in the middle of a turn. Great coalitions (like the historical “Holy League”) may form, but no alliance is ever truly safe.
2. Chariots of the Gods: A Module for the Great Battles of History Chariots of Fire Game from GMT Games
My experience with the Great Battles of History Series is not very deep. I own SPQR Deluxe Edition and have played it and enjoyed it and it is a beautiful monster with around 6 full counter sheets and 6 double sided maps with 19 scenarios. There is a lot of game here in each of the volumes in the series! The series is really very deep and there are a lots of rules and exceptions based on the different units that are included in each scenario. The game system really emphasizes the important role of command on the ancients battlefield. Leaders are the most important counters in the game and consequently without leader’s order, the player will find that their very powerful and important phalanx and legions will not be able to take any actions, even moving closer to the enemy. There is a new expansion module that was recently announced that deals with Ancient India covering the period of 1700 to 1800 BCE called Chariots of the Gods.
From the game page, we read the following:
Chariots of the Gods (CG) simulates tactical-level combat in the period of India’s ancient Vedic era. Covering a period extending from roughly 1700 to 800 BCE, the age of Vedic India was one of sweeping battles between great kingdoms for supremacy over northern India. This was the age of the chariot-knight, whose prowess with the compound bow from his speeding war-car inspired legends. Often the bravery of the charioteer, whose skill in commanding the vehicle safely through the chaos and danger of the ancient battlefield was no less legendary.
Given the heroic nature of the age, the Chariots of Fire Heroes rules have been expanded to portray the fighting styles in the Vedic poems. All scenarios feature Heros and Heroic Challenges. Rather than Heroes engaging in personal combat only on foot, the Vedic heroes duel each other from a moving chariot wielding their bows. The Hero counter represents not only the Hero, but his Charioteer, and his Chattra (banner) all of which may be hit by his opponent.
CG introduces three new unit types:
Javelin Infantry: Javelin/light spear armed troops with no armor and no missile capability, fighting in loose formations. These units provide the shock power for most of the tribes.
Dismounted Chariots: Noted on the reverse side of the CH-2 counter, these are the knights on foot rather than in their chariots. This mode is mostly useful for traversing rivers and other non-chariot favorable terrain.
Lance Armed Cavalry: Early light cavalry armed with lances with limited Shock capability.
There are special rules for river crossings, strongholds, and given the coalition type armies in the larger battles, rules for Tribal Flight.
Battles included in the Module
Hariyupiya River (ca. 1660), the Anu vs. the Vrcivans
Invasion of the Purus (ca. 1540), the Puru-Bharata vs. the Turvasha-Yadu
Battle of the Dasyus (ca. 1500), the Puru-Bharata vs. the Dasyus
Khandava Expedition (ca. 1415) the Bharata vs. the Kikatas
Parushni River (ca. 1400), Tritsu and Bharata vs. the Kings of the Puru Confederation
Yamuna River (ca. 1400), Tritsu and Bharata vs. the Kings of the Puru Confederation
The typical tribal army consists of mixture of Chariots, bow armed infantry, and javelin armed infantry with minimal shock capability. The Vrcivans, Dasyu, and Kikatas are infantry armies composed of Shock or Barbarian infantry along with bow armed infantry. The battles against the Daysu and Kikatas play out on rough terrain which tends to neutralize the Chariots mobility. The Vrcivans, on the other hand, need to force their way across a river and then contest the chariots in open terrain. The other three battles are set piece affairs occurring on mostly chariot friendly terrain showcasing the full capabilities of that weapons system and the dueling Heroes of legend.
If you are interested in Chariots of the Gods: A Module for the Great Battles of History Chariots of Fire Game, you can pre-order a copy for $37.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1230-chariots-of-the-gods.aspx
3. Liberty! A Military History Survey of the American Revolution from GMT Games
In our travels to several gaming conventions over the years we have made some great friends, which include gamers, designers, publishers, other content creators, etc. While attending the World Boardgaming Championships a few years ago, we had the chance to interview Mark Miklos who is the creator of the Battles of the American Revolution (BoAR) Series. We also have interviewed Mark several times for new volumes in the BoAR Series, including for Volume XI: The Battle of Green Spring: Prelude to Yorktown, July 6, 1781, Vol. X Battle of White Plains as well as play several of the games in the series at WBC and SDHistCon including Savannah and Germantown. Mark is a very enthusiastic student of the American Revolution and has now taken all of that knowledge and written a book on the subject that was offered up for pre-order by GMT Games this past month called Liberty! A Military History Survey of the American Revolution.
From the page, we read the following:
War has been defined in many ways; as a continuation of politics by other means, as the locomotive of history, and as Hell. Whatever your definition, war is undeniably a spectacle. And in all the spectacle of war, the conflict variously known as the American Revolution, the Revolutionary War, or the War of American Independence has seldom been equaled for its cosmopolitan nature or for the allure it has on the popular imagination.
Here the Ancient Regime, the New World, and the world of the indigenous First Nations collided across oceans and in forest depths, in urban centers and on the frontier, atop mountains, on fertile plains, and across great rivers. Faith and great doctrines were tested. This was the Age of Reason which saw a reexamination of politics, economics and science and, with the vigor of a fledgling leaving its nest, took umbrage against the constraints of a still-enduring older social order.
What began as an assertion of the rights of Englishmen transformed into a movement for independence that ultimately led to a second world war in as many decades. An erudite debate that included statements such as, “Those who would give up essential liberty, to purchase a little temporary safety, deserve neither liberty nor safety,” or, “If this be treason, make the most of it,” led to a sanguine test of arms and yet fully one third of the people in the American colonies simply asked to be left alone to live a common life as it had commonly been led.
Just in time to help celebrate the 250th anniversary of American Independence, Mark Miklos, in his new book, Liberty! A Military History Survey of the American Revolution presents us with the arc of this epic story, a story of the quest for Liberty. Alternating between a 20,000-foot overview and comprehensive detailed analysis, this book informs what you may not know and refreshes what you may already know about the military perspective of the American Revolution.
Anchored on the original essays that appeared in his Battles of the American Revolution Series by GMT Games, Mark has expanded upon his original work to include new chapters, summaries, and transitions which present a compelling and cogent story. Mark has researched the most comprehensive chronological listing of over 600 battles, sieges, engagements, skirmishes, raids, ambush and sanguine quarrels across the nine-year duration of the war which provide context for the primary chapters.
The book features a foreword by Harold Buchanan, designer of GMT Games’ Liberty or Death and the creative force behind the SDHistCon franchise, as well as appendices, comprehensive endnotes, a bibliography, twenty four maps and dozens of illustrations.
As Mark writes, “The dawn of the American Revolution was a period much like others in human history. There was famine and plenty, avarice and charity, misery and joy. Yet something else unique and profound was manifesting, the spark of Liberty.”
Follow that journey in quest of Liberty. Revisit the great battlefields. Renew your acquaintance with heroes, villains and scoundrels along the way, and enjoy the story as Mark takes you on the journey in Liberty! A Military History Survey of the American Revolution.
4. Cuba Libre: Castro’s Insurgency, 1957-1958 5th Printing from GMT Games
Any time a game is on its 5th Printing that should tell you something right there. The game is interesting. The game is fun to play. The game teaches some really great history. Well, in the case of Cuba Libre, all of the before are true and then some. The 2nd game in the COIN Series, Cuba Libre is the smallest of the series in map spaces although All Bridges Burning comes close. This game is usually put forward as a good starting point for the series for new players and we would wholeheartedly agree with that, although I would say even above that is that you should have a passion and interest in the history first and foremost.
From the game page, we read the following:
Following up on GMT Games’ Andean Abyss, the COIN Series next volume, Cuba Libre, takes 1 to 4 players into the Cuban Revolution. Castro’s Marxist “26 July Movement” must expand from its bases in the Sierra Maestra mountains to fight its way to Havana. Meanwhile, anti-communist student groups, urban guerrillas, and ex-patriots try to de-stabilize the Batista regime from inside and out, while trying not to pave the way for a new dictatorship under Castro. Batista’s Government must maintain steam to counter the twin insurgency, while managing two benefactors: its fragile US Alliance and its corrupting Syndicate skim. And in the midst of the turmoil, Meyer Lansky and his Syndicate bosses will jockey to keep their Cuban gangster paradise alive. Cuba Libre will be easy to learn for Andean Abyss players—both volumes share the same innovative COIN system. Like Volume I, Cuba Libre is equally playable solitaire or by multiple players up to 4—and with a shorter time to completion than Andean Abyss. But Cuba Libre’s situation and strategic challenges will be new.
Here is a link to our most recent COIN Series Ranking Video:
5. Panzer: The Game of Small Unit Actions and Combined Arms on the Eastern Front 4th Printing from GMT Games
Panzer is a well regarded system that I have personally never played even though I like tactical games and combined arms is always fun because you get to use tanks. That is sad but one day I will get to it. GMT recently announced a new 4th Printing of the game and maybe this is my chance.
From the game page, we read the following:
Panzer is a complete game system designed for small unit actions from platoon to battalion-sized formations in World War II. The primary focus is Armored Warfare simulation, but Leg (Infantry) and Towed units are also part of the game. Each 7/8” double-sided counter represents a single vehicle, towed gun or aircraft. The 5/8″ double-sided leg unit counters represent squads, half-squads and sections, including their attached weapons.
It’s a modular rules system with Basic, Advanced and Optional rules, which the players can mix and match according to taste – you can keep it simple or make it as complex as desired. All Unit data is included on the full-color Data Cards. The streamlined chit-based command system moves the action along at a brisk pace.
The base game comes with 10 Scenarios, some of which are aimed at new players and use only the Basic rules.
Note on 4th Printing: This will be a straight reprint of the previous printing, with any known errata corrected.
If you are interested in Panzer: The Game of Small Unit Actions and Combined Arms on the Eastern Front 4th Printing, you can pre-order a copy on the GMT Games P500 game page for $65.00 at the following link: https://www.gmtgames.com/p-1228-panzer-4th-printing.aspx
6. Combat! Blitzkrieg from Compass Games
Compass has been churning out new volumes for the Combat! Series over the past few months with volumes focused on Crete, Arnhem and the Eastern Front. I love that there is such a variety in the topics and settings of these solitaire tactical level wargames and look forward to seeing how the system branches out to involve other historical conflicts but also to see how they innovative and make each volume feel like it belongs to the period with new mechanics and unit types. This month, they announced the newest volume in the series called Combat! Blitzkrieg. This volume focuses on squads of Polish, French, or early-war German soldiers and the fighting ranges from the open fields of Poland to the snowy woods of Norway, to the villages and cities of Belgium and France. The game comes with 11 scenarios, 6 bonus Armor scenarios, a competitive 2-player mode, a comprehensive Random Scenario Generator which is always a good innovation to add variety to any game, a Campaign Game and the ability to combine with other 2nd-generation Combat! Series volumes.
From the game page, we read the following:
Combat! Blitzkrieg is a stand-alone solitaire game of man-to-man combat in World War II. This game depicts the countless squad-level actions that were fought as part of the first campaigns of the war, with the player commanding a squad of Polish, French, or early-war German soldiers in those engagements.
In the 11 scenarios, the fighting rages from the open fields of Poland to the snowy woods of Norway, to the villages and cities of Belgium and France. It is bursting with value, whether enjoyed on its own or combined with other games in the series, such as Combat! Eastern Front, Combat! Tunisia & Sicily, or Combat! Crete. 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! Blitzkrieg.
Combat! Blitzkrieg also includes new easy-to-use Armor rules, along with 6 extra Armor scenarios. Tanks, anti-tank guns, and infantry anti-tank weapons are included for the French, Poles, and Germans, as well as the Italians, British, Soviets, and Americans, for use with previous series games.
One of the things that I do like about this system and the various volumes is that it is not just cookie cutter churning out new games but each game has their own unique elements modeled into the game play as special rules or changes to account for the history of the setting. Here is a look at the changes in this new volume:
Other new features in Combat! Blitzkrieg include:
New Terrain types, including a Steeple, Graveyard, Fence, and Barricades.
Flamethrowers for use against enemy defenses.
Competitive Play rules for head-to-head battles!
Combined rulebook containing the special rules from previous Combat! volumes.
Plus, you get rules for air support, fortifications, city fighting, light mortars, weather, fire, and much more, making this the most comprehensive Combat!volume yet published!
7. Iberian Tide: The Spanish Civil War from Compass Games
Recently, we have been playing a lot games on the Spanish Civil War. It is a fascinating period of history leading up to the start of World War II and we have really played some great games on the subject including most recently Crusade & Revolution from Compass Games and The Republic’s Struggle from NAC Wargames. The Tide Series is the brain child of Gregory M. Smith and he is now working with a newer designer in Michael Vitale to tell the story of the Spanish Civil War in a Card Driven Game with the newest volume in the series called Iberian Tide: The Spanish Civil War.
From the game page, we read the following:
Iberian Tide is a 2-player operational-level game that places you in command of either the Nationalists (Franco and his German/Italian support) or the Republicans (Government troops and their Soviet/International support) during the Spanish Civil War. Many would point to this conflict as a ‘warm-up’ for World War II.
Starting with “Viva La Muerte” in 1936, the Nationalists try to quickly knock out the Government by attempting to capture Madrid, all while each side tries to organize amidst the chaos of the Coup.
Each turn, or ‘Block’ is about 3-6 months long, during which multiple card plays occur. These give the players movement, combats, ‘Dug-In’ positions, units and other actions or items. At the end of each Block, players must make critical decisions on which cards to re-buy in an attempt to win the game. Iberian Tide is based on the popular, action-packed “Tide” system of card-driven games (Pacific Tide, Imperial Tide, Rebel Tide, Desert Tide), with many combat and strategic decisions to challenge players in just a single evening’s game.
While the game is probably best as a 2-player game, there is a dedicated solitaire mode.
While Iberian Tide is designed as a 2-player experience, an additional option for solitaire play is provided by the inclusion of a Solitaire Bot. This “Bot” creates action priorities for the non-human player, and has the advantage of being simple enough to implement without spending an inordinate amount of time as the non-player
8. To Kyiv! The Russian Invasion of Ukraine from Compass Games
I know that many designers and publishers have a strict “no current ongoing war designs allowed” policy. I also understand that not all games are for all gamers and that is fine. With that being said, with the events in Ukraine over the past 4+ years, it is just a matter of time before we get several of these designs (this being the 3rd I am aware of with the other 2 games being 2022: Ukrainefrom Conflict Simulations Limited and Defiance: 2nd Russo-Ukrainian War 2022-? from GMT Games). The situation in Ukraine is a study in modern warfare and I for one am glad that this game is coming to light. The newest game to tackle this ongoing conflict is To Kyiv! The Russian Invasion of Ukraine from Compass Games designed by Ivan Notario.
From the game page, we read the following:
A Card-Driven Wargame of the 2022 Russian Invasion of Ukraine. On February 24, 2022, the Russian Federation launched a full-scale invasion of Ukraine, aiming to rapidly seize Kyiv and replace the country’s government. The campaign soon stalled in the face of determined Ukrainian resistance, exposing deep flaws in Russian planning and logistics.
To Kyiv! simulates this modern conflict at the brigade level, covering the chaotic early months of the invasion and the prolonged struggle that followed. Players alternate playing event and action cards that drive military, political, and logistical developments across the theater of war.
The game features variable turn lengths, reflecting the fluctuating tempo of operations, from rapid breakthroughs to extended periods of stalemate. Success requires balancing offensive ambition with the hard realities of supply, morale, and international support.
Designed as a serious historical simulation, To Kyiv! seeks to model the strategic and operational dynamics of the war as faithfully and respectfully as possible. It does not glorify or justify the conflict, but rather aims to help players better understand its complexity and consequences.
I am very much looking forward to this design and to see how it explores a conflict that has so recently been, and continues to be, in the headlines! I also love a good CDG and this one looks very promising.
I normally don’t highlight non-wargames in this Wargame Watch but this next game is just too juicy looking to not share. Do you love a good pirate game? With broadsides, walking the plank, scurvy, boarding parties and booty? Well, you are not alone and there will soon be another great game on the market to quench that thirst for mayhem and adventure with Pirate Hunter: 1718 designed by Joe Carter. I think that the best part about this game is that it is a solitaire game and Joe Carter is a very good designer who is doing a lot of them great titles.
I do own the first game in this series called Golden Age of Piracy: 1718 but have not had a chance to get it played yet as it sits atop my very high and ever growing pile of “to be played” games. A shame really as it looks amazing!
From the game page, we read the following:
Pirate Hunter: 1718 is a solitaire, tactical-level, open-ended sandbox game—being part wargame, part adventure game, and part RPG. As captain of a Royal Navy ship during the year 1718, you are tasked with hunting down and defeating pirates, with your ultimate goal being to attack and shut down the notorious pirate town of Nassau!
Ship-to-ship combat, boarding parties, and the search for buried treasure are to name but a few of the adventures that await you on your patrols across the high seas. But beware of lurking dangers such as the destructive Kraken or the haunting Ghost Ship, all the while you sail the crystal blue waters in pursuit of marauding pirates, fame, and fortune.
10. Rebel Tide: The U.S. Civil War, 1861-1865 from Compass Game Currently on Kickstarter
There is no secret that we really enjoy Gregory M. Smith designs and we also count him as a close friend so take that for what it is worth. He is a great designer and has put together some of our favorite narrative-driven solitaire wargames, such as Silent Victory, The Hunters and The Hunted, but also has done some great 2-player strategic level games on various historical periods including Imperial Tide, covering WWI, and Pacific Tide, taking on the Pacific Theater of WWII. His new game in the Tide Series deals with the American Civil War and is called Rebel Tide.
From the game page, we read the following:
Rebel Tide: The U.S. Civil War, 1861-1865 is a two-player strategic level game that places you in command of either the USA (Union) or CSA (Confederacy) during the Civil War. Each turn consists of a year, during which multiple card plays occur. These give the players movement, combats, entrenchments, and other actions. At the end of each year, players must make critical decisions on which cards to re-buy in an attempt to win the war outright or to win by placing the other side in a disadvantageous position by 1865. Rebel Tide is based on the popular, action-packed Imperial Tide/Pacific Tidegame system by Gregory M. Smith, with many combat and strategic decisions to challenge players in just a single evening’s game.
The core of the game is the unique card re-buy system, in which players take their annual production (adjusted for blockades and blockade runners) and decide which cards they need for the upcoming year. Cards not only provide for reinforcements, but allow for movement, combat, and entrenchment. Which cards to rebuy is without question one of the key decisions the player must make to prepare for next year’s operations.
The game has infantry units for all of the major participants, cavalry, and artillery units. Naval operations are mainly abstracted, although the Confederate player must worry about Farragut invading a port from the sea. Besides the focus on card play, the game features a small footprint (one standard map) and also is designed to be played in just a single evening – estimated at 3 hours for experienced players to fight the entire war.
But don’t worry because the game is not just a reskin of the same system used in those other two games, although the system is really interesting, but instead attempts to create new mechanics and elements to tell the proper story of the struggle for the soul of the country in the 1860’s.
One new mechanic in Rebel Tide is the Political Track, which is an abstract measure of the support of England and/or France to the Confederacy. If this track reaches the maximum early in the war, it can trigger an early CSA victory.
Another new key mechanic in the game system is the addition of historical Leaders, who range in ability from excellent (5) to poor (2). Bad leaders may be “sacked” and removed from the game and randomly replaced by the expenditure of a movement action. Leaders are vital in advancing after combat and also can add strength to an attack’s total combat power.
While attending WBC a few summers ago, we had a chance to sit down with Gregory M. Smith to cover a few of his upcoming designs and Rebel Tide was included in that discussion. Here is a look at our video interview with Greg:
As of May 1st, the Kickstarter campaign has funded and raised $9,098 toward its $2,500 funding goal with 101 backers. The campaign will conclude on Monday, May 4, 2026 at 10:00am EDT.
11. Battle Box – Age of Sail from Feral Wizard Currently on Kickstarter
Small and unique wargames are a rare commodity in our hobby of large and bloated 1,000 counter and multiple map monster games. Nothing wrong with bloated but sometimes it is nice to have a simple and quick to set-up game that is interesting and fun to play. Well, I found this offering on Kickstarter called Battle Box – Age of Sail and it simply looks amazing. It fits into a mint tin and seems to have a lot of flexibility and interest.
From the game page, we read the following:
Battle Box – Age of Sail is a complete naval wargame within a small tin box that fits in your pocket, perfect for a quick game on the go or even full naval campaigns.
The game in full display.
Battle Box – Age of Sail includes ships, battle mat, dice, scenarios, and cards for in-game effects such as critical hits and special ship rules.
4 ships and tracking tokens in different colors.
3 double-sided sections of a hexagonal grid battle mat; with open sea on one side and terrain features such as coastline, island and shoals on the other side.
4 dice and 1 set of rules to play in under 30 minutes while capturing the tactics and flavour of age of sail warfare.
18 cards with ship status tracking, critical effects, ship upgrades, narrative scenarios based on real events, a wind rose (plus wind token), and advanced rules for frigate duels.
And all of it fits within a small and neat tin box!
The set of 4 ships, each of a different colour, are used to represent generic men-of-war and merchant ships. The status, crew quality, ship upgrades, and critical hits on each ship are tracked by means of cards and a token matching the ship’s colour.
Ship Cards – Track ships status and bonuses/penalties deriving from it, such as an eager crew aboard a frigate, or a merchant ship so damaged that can’t sail effectively.
Upgrade Cards – Special rules that can be assigned to each ship for special scenarios, such as a fighting captain or a weatherly ship.
Critical Effect Cards – Attached to a ship as reminder of the critical conditions she is suffering, such as a raging fire or a mast going down.
As of May 1st, the Kickstarter campaign has funded and raised $10,175 toward its $270 funding goal with 230 backers. The campaign will conclude on Thursday, May 21, 2026 at 9:01am EDT.
12. Old School Tactical Volumes II and III: The Pacific and WestReprint from Flying Pig Games
Old School Tactical from Flying Pig Games is a tactical combat system that focuses on World War II to date. The game focuses on the simulation of small unit combined arms engagements where historical units, weapons, armor and vehicles will duke it out on a beautifully crafted board full of hexes. During a turn, players will go back and forth using an Impulse Point System to activate units to either Move, Assault Move or Fire. The players will play through a predetermined amount of rounds and at the end, victory points and casualty points will determine which side is the victor.
The first volume in the series was Old School Tactical Volume 1 Eastern Front 1941/1942 and focused on battles between the Russians and Germans. Old School Tactical Volume 2 West Front 1944/1945 was a follow-up effort and focused on the titanic struggle in Europe following the D-Day landings in 1944 with battles between the Americans and Germans. Then came Old School Tactical Volume 3 Pacific 1942/1945 which includes battles between the Japanese and their Special Naval Landing Force and the American Marine Corps. Since that time they have done Volume 4: The Italian Theater and Volume 5 German invasion of France during 1940. But, they are now doing a reprint campaign for Volumes II and III and it is currently on Kickstarter.
From the game page, we read the following:
War is often remembered in sweeping movements across maps and history books, but it is decided in far smaller moments—when a single squad holds the line, when a machine gun nest refuses to fall, or when a bold maneuver turns confusion into opportunity. Old School Tactical is built to capture those moments. It is a squad-level system that places you in direct command of infantry, leaders, heavy weapons, and armored support, where every decision carries weight and every action can alter the course of a battle.
This Kickstarter brings together four outstanding entries in the acclaimed Old School TacticalSeries: two core games and two expansions that span the European and Pacific Theaters of World War II. Together, they offer a complete and deeply immersive tactical experience built on a system known for its accessibility, tension, and replayability.
At the heart of Old School Tactical is a design philosophy focused on clarity and engagement. The rules are streamlined without sacrificing meaningful decision-making, allowing players to quickly grasp the system while still exploring its tactical depth. Each turn is driven by an impulse-based structure that keeps both players involved, eliminating downtime and ensuring that every moment at the table feels active and consequential. The system emphasizes maneuver, firepower, leadership, and timing—core elements of battlefield command—while remaining intuitive and fast-playing.
This reprint Kickstarter offers four different games including Vol. III: Pacific War 1942–1945, Hell Bent Expansion, Vol. II: West Front 1944–1945 and Ghost Front Expansion.
Here are links to some of our content on these 2 fine games.
Video: So What is Old School Tactical? – A Look at the Old School Tactical System from Flying Pig Games:
Video Review: Old School Tactical Volume II with Airborne Expansion:
For my part, I think that Old School Tactical is one of the finest tactical systems out there. Its ability to generate the gory details of close quarters squad level combat while keeping the game rules relatively lite and intuitive is quite miraculous. We love it and I would definitely highly recommend the system to anyone that hasnt tried it.
As of May 1st, the Kickstarter campaign has funded and raised $62,668 toward its $12,000 funding goal with 280 backers. The campaign will conclude on Tuesday, May 5, 2026 at 12:00 noon EDT.
13. Blitz Creed – The Card Game from Blitzcreed Currently on Kickstarter
I love a good card based wargame. They are definitely a change of pace and a lot of the times are really great experiences. This past week, I found a new and interesting looking card based wargame called Blitz Creed – The Card Game on Kickstarter and wanted to make sure to share it with you.
From the game page, we read the following:
In the wake of global conflict, powerful countries fight for supremacy. Territories shift hands, alliances crumble and soldiers await their commands. Enter Blitz Creed where players engage in intense battles and use their wits to emerge victorious in this world of relentless warfare.
Blitz Creed is a fast-paced, military-themed card game where players battle for global dominance. Set in a world of strategic warfare, players control countries and deploy soldiers to engage in battles and conquer regions. The game combines elements of military strategy, outsmarting opponents and anticipating the moves of others in a contest of wits and power.
In Blitz Creed, you use a deck of 110 cards that include countries, soldiers, dispute cards and reinforcements. You’ll strategically play your cards to deploy soldiers, attack other countries while protecting your regions. Each country has a strength which determines it’s ability to win or lose a battle. There are also special cards like Regional Strike, which let you unleash powerful attacks on your enemies.
The goal is simple: conquer and secure 3 regions by collecting the required number of countries. The first player to secure 3 regions becomes world leader & wins the game.
As of May 1st, the Kickstarter campaign has funded and raised $4,346 toward its $2,625 funding goal with 75 backers. The campaign will conclude on Thursday, May 21, 2026 at 6:54am EDT.
14. Cry Havoc– Medieval Man to Man Combat from Footsore Miniatures & Games Currently on Kickstarter
Nostalgia is a real thing and we have it for many of the things from our childhood. Sometimes that nostalgia is kind of like fool’s gold, meaning that we see something differently than it really was and have a favorable memory of it because it might have been one of our first tries of something that we love. But, nostalgia doesn’t always mean that those feelings are not real and true. Well, I recently came across one of these “nostalgia grab” wargame Kickstarters for a game that originally published in 1981 called Cry Havoc – Medieval Man to Man Combat from Footsore Miniatures & Games. I have looked into this one, even though I didn’t play it during my formative years, and have jumped on the bandwagon and backed the project. Word of warning though. The Kickstarter page is quite sparse and you really cannot get a good feel for what the game is other than a few beautiful pictures of what appears to be lovingly hand drawn boards and art.
From the game page, we read the following:
The original game of medieval combat returns in a fantastic remastered edition, featuring new art from Gary Chalk. Time to bring dramatic clashes of mail-armored knights to your tabletop.
The original 1981 edition of Cry Havoc
In 1981, Gary Chalk and Standard Games collaborated to create Cry Havoc!, combining simple rules with gorgeous hand-drawn art and compelling narrative scenarios. The game became the introduction to wargaming for many gamers worldwide, and the original version can still be found on many tabletops, a testament to the game’s quality and presentation.
Fast forward to 2026, and Gary has collaborated with his friend Mark Farr at Footsore Miniatures to clean up and remaster the original game with new artwork, maps and tokens. The game remains the same classic wargaming experience, and is completely compatible with the original 1981 version (if you’ve still got one on your shelf or tucked away in an attic).
I love the look of this one and even if the game is lacking having the beautiful boards and art in my possession will be worth the $80 I will pay for the game.
As of May 1st, the Kickstarter campaign has funded and raised $50,162 toward its $20,267 funding goal with 624 backers. The campaign will conclude on Sunday, May 3, 2026 at 1:14pm EDT.
New Release
1. A Mad Endeavor: The Fight for Stoney Point, July 16, 1779 from High Flying Dice Games
With this year being the 250th Anniversary of the Declaration of Independence and the start of the American Revolutionary War here in America, I would expect to see a bunch of Am Rev focused wargames being released and to date this year we have seen 3 new ones (Trying Men’s Souls from Against the Odds Magazine and Battle of Pensecola 1781 from Strategy & Tactics Magazine) with the most recent of the bunch being A Mad Endeavor: The Fight for Stoney Point from High Flying Dice Games. I ordered a copy of this one and it arrived last week and looks to be a pretty good little game. Paul Rohrbaugh specializes in these little known and smaller scale battles throughout history and he uses an interesting card activation system that adds some of the unknown to the game and keeps it lite and interesting.
From the game page, we read the following:
The British outpost at Stony Point along the Hudson River prevented any movement by the Americans along this crucial waterway. It also allowed the British nearly unfettered transit that could cut off the New England colonies from the rest of United States. Such a position had to be taken and reduced. To that end, General Washington ordered General “Mad” Anthony Wayne to assemble a strike force to take Stoney Point by assault. What ensued was one of the most daring assaults in the Revolutionary War.
Can you as the British player hold off the Rebel’s attack at Stony Point? Will you as the Americans take the Loyalist stronghold to help secure New England’s position in the revolution? Learn and enjoy!
If you are interested in A Mad Endeavor: The Fight for Stoney Point, July 16, 1779, you can order a copy for $18.95 from High Flying Dice Games website at the following link: https://www.hfdgames.com/stoney.html
2. Cuius Regio: The Thirty Years War 1618-1648 from GMT Games
We have been collaborating with Francisco Gradaille a bit over the past few years as we have posted interviews for his first published design Plantagenet: Cousins War for England, 1459-1485, Onoda from Salt & Pepper Games as well as some other more generic game design and scenario articles. He now has a new game being fulfilled at the end of May called Cuius Regio: The Thirty Years War 1618-1648.
From the game page, we read the following:
Cuius Regio explores the operational military aspects of the pivotal period in European history called The Thirty Years War and focuses on the maneuvers and battles that shook Europe for three decades.
The Thirty Years War unfolded in four main phases: the Bohemian Revolt from 1618 to 1625, the Danish intervention from 1625 to 1630, the Swedish intervention from 1630 to 1635, and the French intervention from 1635 to 1648. It concluded with the Peace of Westphalia in 1648, which finally established a new status quo in Europe, the concept of the sovereignty of states, and shifted the focus of continental politics from southern Europe to the northern states.
The game is an operational scale game and contains all the grandeur you would expect on such an interesting and compelling conflict.
For two players, Cuius Regio is played on an operational-strategic scale. Each turn covers one year, and each hex is approximately nine miles across. Infantry and Cavalry strength points represent approximately 1000 men each, and an Artillery strength point is approximately five guns. Each leader has a Leadership Rating that affects how many troops he can lead and his effectiveness as a leader. Players maneuver their leaders and their armies around Central Europe, conquering cities, engaging in battles, gathering supplies, and preparing armies for yearly campaigns to gain control of the cities of the Holy Roman Empire.
The game includes scenarios covering the Bohemian Revolt, the Danish intervention, the Swedish intervention, the French intervention, and a Thirty Years War campaign of 31 turns lasting from 1618 to 1648. Each scenario has a unique character, and the game can be played in as little as an hour and a half (for a short scenario) or can be a multi-session game for the full campaign.
The turns are divided into two seasons (summer and winter), and each turn has a variable duration that depends on the number of armies activated. In addition, armies can conduct operations several times but become less effective as they accumulate fatigue during each action.
Combat is an integrated system for field battles and sieges and is resolved by a die roll, modified by each army’s leadership, composition, and condition, on a simple Battle Results Table.
If you are interested in Cuius Regio: The Thirty Years War 1618-1648, you can order a copy for $71.00 ($45.00 if you order quickly before they are shipped near the end of May) from the GMT Games website at the following link: https://www.gmtgames.com/p-971-cuius-regio-the-thirty-years-war.aspx
3. Empire of the Sun, 5th Printing from GMT Games
If you have followed us for long you know that we really love Empire of the Sun and have played it several times. The game is simply fantastic and really implements the CDG mechanic perfectly with the events of the Pacific Campaign of World War II. Furthermore, if a game is on its 5th Printing now especially with the 4th Printing having been announced at the end of 2020, that says something about it.
From the game page we read the following:
Empire of the Sun is Mark Herman’s third card driven design since he introduced the system to the hobby in We The People. EotS is a strategic level look at the entire War in the Pacific from the attack on Pearl Harbor until the surrender of Japan. EotS is the first card driven game (CDG) to move the system closer to a classic hexagon wargame, while retaining all of the tension and uncertainty people have come to expect from a CDG. Players are cast in the role of MacArthur, Yamamoto, Nimitz, and Mountbatten as you direct your forces across the breadth of the globe from India to Hawaii and from Alaska to Australia. This is represented on a single map based on a 1942 equal area projection of the entire theater of conflict.
As in other games using the CDG system, players try to maximize the impact of their cards even as they hide their intentions and traps from their opponent. The player is faced with a wide set of clear strategic choices. The focus of EotS is on directing major offensive axes of advance. The Japanese early in the game are challenged to achieve their historical expansion as Allied forces battle the clock to react with their in-place forces trying to achieve maximum damage to the hard-to-replace Japanese veteran units.
If you don’t have this one, you need to get it now. Not only is the price right but the game is simply amazing. And it will be in a near perfect form with the 5th Printing.
We have lots of content on our blog and channel for you to choose from but here are a few of those pieces.
Empire of the Sun – Basic Training Episode 1 – Card Anatomy Video:
Empire of the Sun – Basic Training Episode 2 – Counter Anatomy Video:
If you are interested in Empire of the Sun: The Pacific War, 1941-1945, 5th Printing, you can order a copy for $88.00 ($56.00 if you order quickly before they are shipped near the end of May) from the GMT Games website at the following link: https://www.gmtgames.com/p-1114-empire-of-the-sun-5th-printing.aspx
4. The British Way: Counterinsurgency at the End of Empire 2nd Printing from GMT Games
I have said it before but Stephen Rangazas is a rockstar! Plain and simple. He has done some yeomen’s work over the past few years with games like Fall of Saigon: A Fire in the Lake Expansion, Sovereign of Discord: A Fire in the Lake Expansion and the recently released The British Way. The British Way is a really clean and quick playing 2-player COIN in a quad pack and we just love it. And it is now getting a 2nd Printing.
The British Way: Counterinsurgency at the End of Empire covers four British counterinsurgency campaigns during the process of decolonization immediately following World War II. These include campaigns against larger insurgencies that sought to contest territory and topple colonial rule through armed conflict, such as in Kenya and Malaya, but also smaller more clandestine armed groups that sought to wear down British prestige to force a withdrawal as in Cyprus and Palestine.
From the game page, we read the following:
The British Way: Counterinsurgency at the End of Empire is the first of several COINSeries Multipacks, containing four separate games exploring a series of thematically related insurgencies. Between 1945 and 1960, the British fought four major “emergencies,” as they referred to their counterinsurgency campaigns, each trying to manage their retreat from empire. The four games in this pack focus on exploring British counterinsurgent responses to a variety of different opponents, including communist insurgents in Malaya, militant nationalists in Kenya, and smaller and more clandestine terrorist organizations in Palestine and Cyprus. The games adjust the core COIN Series mechanics to provide a compelling new way of handling two-player conflicts, while also streamlining several mechanics to quicken gameplay. The British Way offers an approachable introduction to the COIN Series for new players, while presenting experienced players with four mechanically distinct games to explore and compare.
The four games in one box is a tried and true method as in the old SPI Quads and recently has had somewhat of a return with not only this new COIN Series Multipack format but with other publishers such as Compass Games and Brief Border Wars I, Brief Border Wars II and Brothers at War: 1862.
The British Way and the COIN Series Multipack has the following highlights:
Four full games in one box: Explore four different conflicts set during the twilight of the British Empire in the 1940’s and 1950’s. Each game uses a unique ruleset building on the same general mechanical structure, ensuring that they are easy to pick up while still offering a distinctive experience.
A new adaptation of the classic COIN system: Improved two-player sequence of play and a versatile Political Will track for determining victory.
Unique mechanisms reflecting the British approach to each conflict: New Villages in Malaya, the ‘Pipeline’ in Kenya, Curfews in Cyprus, and Mass Detention in Palestine.
Small board footprint with quick-but-deep gameplay: Each game plays in under 90 minutes and takes place on a single 17×22” board.
An “End of Empire” Campaign: A campaign scenario allowing players to play the four games in a linked series with a cumulative scoring system, random ‘external’ events relating to British decolonization, and new mechanics to integrate each game into the campaign.
As you know, I love the COIN Series, and this new multi-pack format is very exciting as it provides us more access to smaller, lesser gamed subjects that are fast playing. It also provides to us as players a comparable view at different types of conflict and how they affect the populace and the overall success of these efforts. I think this type of approach won’t work with every conflict and many conflicts will be better served in the framework of the larger COIN Series as their own standalone games. In speaking with Stephen on this very subject, he has shared that his “…hope is that a series of multipacks might provide new ways for wargamers to think about conflict and help cover some topics that would be difficult to design or sell as standalone products”.
5. The British Way: Enemy of My Enemy from GMT Games
In April 2024, we got the announcement that the first entry in the COIN Series Multi-PackThe British Way got a new expansion called The British Way: Enemy of My Enemy and more than that there were to be variants for the existing conflicts covered in the game.
From the game page, we read the following:
The British Way: Enemy of My Enemy is an expansion for The British Way, including two entirely new games on “prequel” conflicts using the Malaya and Palestine maps and expanding the base game experience with new variants for all four conflicts originally covered. The British Way: Japanese Occupation puts the British and the Malayan Communist Party (MCP) on the same side in their efforts to resist the Japanese occupation of Malaya during World War II. The British Way: Arab Revolt allows players to explore the brutal suppression of the Arab Revolt (1936-1939) that preceded the Jewish insurgency covered by the original Palestine game. The two new games involve entirely new mechanics to capture the unique features of each conflict and can each be linked to the original Palestine and Malaya games, which also allows them to feed into the “End of Empire” Campaign Scenario. The two new games in the expansion allow players to explore how British attempts to combat earlier threats to colonial rule involved collaborating with local armed groups that they would later end up fighting against (Jewish paramilitary groups in Palestine and the MCP in Malaya), ironically strengthening and preparing these groups for two of the conflicts featured in the The British Way.
So 2 new games in The British Way: Japanese Occupation and The British Way: Arab Revolt that use 2 of the existing boards. But there is more. The variants to me seem like the most interesting part as they add new elements to all of the 4 base games. For Palestine, they are adding a free functioning Lehi insurgency that does some neat looking things (I am not sure if these are a type of Bot or if it is controlled by the player). In Malaya, they add additional Jungle bases for the insurgents that make them harder to get to and the British get SAS units that can do that job, plus an additional 4 new Event Cards. In Kenya, we get a new British Detention Deck and the Mau Mau get a few leaders. And finally in Cyprus, are added some new Turkish group cell pieces to hinder the British. These expanded elements look very interesting and I think continue the focus of the game on studying the types and form of insurgency/counterinsurgency at the end of the British Empire across the world. Just fantastic!
If you are interested in The British Way: Enemy of My Enemy Expansion, you can order a copy for $67.00 ($42.00 if you order quickly before they are shipped near the end of May) from the GMT Games website at the following link: https://www.gmtgames.com/p-1107-the-british-way-enemy-of-my-enemy.aspx
6. Air & Armor: V Corps, Tactical Armored Warfare in Europe from Compass Games
Another Cold War Gone Hot game. A look at 1985. This topic always makes for a fantastic wargame as there is lots of armor, aircraft and support technologies that pits the United States and NATO against Russia and the Warsaw Pact powers in the late Cold War period in 1985. It seems there have been lots of these games come out in the last few years or so and I always welcome a new one. Air & Armor: V Corps, Tactical Armored Warfare in Europe is an entry in the Operational Air & Armor Series that specifically focuses in on the the famed U.S. V Corps.
From the game page, we read the following:
Air & Armor is a highly realistic game system designed to simulate modern warfare at a grand tactical level. In the Cold War Series, set in 1986, players simulate a hypothetical Soviet attack on NATO forces in West Germany. V Corps depicts the collision of two Soviet armies, the 28th Army and the 1st Guards Tank Army, with the famed U.S. V Corps in ferocious battles from Fulda to Frankfurt. The U.S. 3rd Armored and 8th Infantry Divisions, covered by the 11th Armored Cavalry Regiment, attempt to halt the advance of four Warsaw Pact motor rifle divisions and five tank divisions in a titanic struggle for the approaches to Frankfurt.
Air & Armor employs a highly interactive game system with asymmetric rules, modeling each alliance’s different command-and-control capabilities. The game simulates all major aspects of modern warfare, including reconnaissance, combined arms operations, air, helicopter, and artillery strikes, chemical and electronic warfare, and combat engineering. Multiple levels of hidden intelligence produce a true “fog of war” experience and provide plenty of opportunities for deception, surprise, and ambush. Play this game to experience what it would have been like to command a Cold War division in battle.
V Corps includes 12 scenarios, each depicting a unique battle situation, most of which are playable in a single sitting. Players can choose to play the game in Open Mode or Hidden Mode. In Open Mode, each player knows his own unit strengths but cannot see his opponent’s. In Hidden Mode, unit strengths remain a mystery to both players until the moment of contact. Hidden Mode makes for highly entertaining solitaire play.
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 Sound of Drums!