With this My Favorite Wargame Cards Series, I hope to take a look at a specific card from the various wargames that I have played and share how it is used in the game. I am not a strategist and frankly I am not that good at games but I do understand how things should work and be used in games. With that being said, here is the next entry in this series.
#81: Baron von Steuben Trains the Continental Army from Washington’s War from GMT Games
Washington’s War is a war game, make no mistake about that. But, it is virtually impossible to win the game by focusing only on the field of battle. For that to happen, the Patriots need to completely drive the British forces out of the 13 colonies or the British need to wipe the American forces off the map. Both are extremely difficult and I would be surprised if any more than 1 out of 30 games ended in such a way. Rather, the ultimate goal of the game is to have political control of the colonies. If at the end of the game the Patriots control 7 colonies, while holding the British to control of less than 5, they win. If not, the British win. Simple as that. So, you can see that battle is not the main goal but control is. And more importantly political control.
I really like this about the design and feel that the real core of the American Revolution was the groundswell of patriotism and the desire to live free from the shackles of an overseas monarch who cared little for the American way of life. This desire led great men of the time to sacrifice themselves, their livelihood and their families to further the true cause of liberty and build a truly free and democratic nation where individual liberty and freedom was prioritized over anything else. And yes, I realize that this nation was not perfect, not without contradiction but the concept of liberty helped to form a country that would lead to the ultimate freedom of all people.
Washington’s War is a Card Driven Game, and as such, relies on cards to provide to players the actions needed to play the game. The cards contain OPS Points which can be used to drive various actions, including such things as activating leaders, who in turn will then move with forces to attack, and also contain written text in the form of events. These events can be played only by the side they are intended for and if drawn and played by the opposing side, they can only be thrown away while granting a few possible actions, such as placing or removing Political Control markers.
In today’s entry, I have chosen this card to showcase one of my favorite events from the history of the American Revolution. The card for today is called Baron von Steuben Trains the Continental Army and has a dual focus. It will add Combat Units or CU’s to go along with General Washington but most importantly changes the balance of the game for battles. The card text reads “May be played by the American player in any Strategy Phase. He immediately places two CU’s with George Washington. The British Regulars’ Advantage combat DRM is permanently lost”. Now don’t get me wrong, gaining a free injection of 2 CU’s worth of fighting forces is a nice bonus for the Patriots but the real benefit of the card is that it changes the game. At the start of the game, the British receive a +1 Dice Roll Modifier (DRM) in all battles until what is called the British Regulars’ Advantage is lost. The British Regulars’ Advantage will be lost immediately if the British lose 3 or more CU’s in a single battle and of course, the British may also lose the British Regulars’ Advantage as a result of the play of this card. I very much like this card and it is very important for the hopes of the rebellion. I have found that the +1 DRM is really difficult to overcome for the Patriots and I found that my hopes in combat at the beginning of the game are almost always a 50/50 proposition. But once this card is played, that changes and I feel like the Patriots can better go on the offensive and openly hunt down and attack the British with confidence.
I have always been impressed with the Patriot effort to bring in professional soldiers from Europe to assist them in training and leading the Continental forces. Names like Marquis de Lafayette (France), Baron von Steuben (Prussia), Casimir Pulaski (Poland), Tadeusz Kościuszko (Poland) and Baron de Kalb (Bavaria) to name just a few. These European Generals had experience and knowledge, which were commodities that the Patriots didn’t have a lot of.
Friedrich Wilhelm August Heinrich Ferdinand Fresher von Steuben was a Prussian-born army officer who played a leading role in the American Revolutionary War by reforming the Continental Army into a disciplined and professional fighting force. His contributions marked a significant improvement in the performance of Patriot troops and he is consequently regarded as one of the fathers of the United States Army.
Born into a military family, Steuben was exposed to war from an early age; at 14 years old, he observed his father directing Prussian engineers in the 1742 siege of Prague. At age 16 or 17, he enlisted in the Prussian Army, which was considered the most professional and disciplined in Europe. During his 17 years of military service, Steuben took part in several battles in the Seven Years’ War, rose to the rank of captain, and became aide-de-camp to King Frederick II of Prussia, who was renowned for his military prowess and strategy. Steuben’s career culminated in his attendance at Frederick’s elite school for young military officers, after which he was abruptly discharged from the army in 1763, allegedly by the machinations of a rival.
In 1775, as the American Revolution had begun, Steuben saw a reduction in his salary and sought some form of military work; unable to find employment in peacetime Europe, he joined the Patriot war effort through mutual French contacts with American diplomats, most notably ambassadors to France Silas Deane and Benjamin Franklin. Due to his military exploits, and his willingness to serve the Americans without compensation, Steuben made a positive impression on both Congress and General George Washington, who appointed him as temporary Inspector General of the Continental Army.
Appalled by the state of Continental forces, Steuben took the lead in teaching soldiers the essentials of military drills, tactics, and discipline based on Prussian techniques. He wrote Regulations for the Order and Discipline of the Troops of the United States, which remained the army’s drill manual for decades, and continues to influence modern U.S. army manuals. Steuben also addressed widespread administrative waste and graft, helping save desperately needed supplies and funds. As these reforms began bearing fruit on the battlefield, in 1778, on Washington’s recommendation, Congress commissioned Steuben to the position of Inspector General with the rank of major general. He served the remainder of the war as Washington’s chief of staff and one of his most trusted advisors.
Baron von Steuben drilling American recruits at Valley Forge in 1778 by Edwin Austin Abbey.
According to Peter Stephen Du Ponceau, Steuben’s personal secretary and interpreter, “The Baron loved to speak of…his sansculottes (radical partisans, urban laborers, and common people of the lower classes during the French Revolution), as he called us. Thus the denomination was first invented in America…when, it could not be foreseen, that the name which honoured the followers of Washington would afterwards be assumed by the satellites of a Marat and a Robespierre”.
After the war, Steuben was made a U.S. citizen and granted a large estate in New York in reward for his service. In 1780, he was elected a member of the American Philosophical Society, a learned society that included many of the nation’s most prominent Founding Fathers.
Here is a link to our full video review of the game:
In the next entry in this series, we will take a look at Good Omens from The Wars of Marcus Aurelius: Rome 170-180CE from Hollandspiele.
With this My Favorite Wargame Cards Series, I hope to take a look at a specific card from the various wargames that I have played and share how it is used in the game. I am not a strategist and frankly I am not that good at games but I do understand how things should work and be used in games. With that being said, here is the next entry in this series.
#79: Culper Ring from Liberty or Death: The American Insurrection from GMT Games
In case you didn’t know, I love Liberty or Death: The American Insurrection! This is my 2nd favorite volume in the COIN Series and is such a fantastic game filled with the history of my favorite historical period the American Revolutionary War. Liberty or Death was the COIN Series’ first foray into non-modern warfare and takes us to the 18th Century and the days of the Brown Bess musket, the 18 pound siege cannon and nice and tidy formations better suited for a gentleman’s war. The focus of the game is the struggle of the American Patriots against their mother British government as they have made their intentions clear to become independent with the Declaration of Independence. The game is a multi-faction treatment of the American Revolution, which includes the Patriots and their allies the French against the British and their reluctant allies the Indians.
Liberty or Death is a 1 to 4 player game focused on all aspects of the struggle including financing operations with Rabble Rousing, infiltrating British held cities to Skirmish, blockading major cities with the mighty French fleet, Raiding the frontiers with the Indian nations, the spread of propaganda to build support for the revolution, fort building and small scale battles. So, with this short description you can see that this game is not a “traditional” wargame but does contain some armed conflict. So a game about the American Revolution that isn’t focused on battle you say? How can that be? Well, I will tell you that this game is probably a perfect representation of the multifaceted struggle that wasn’t necessarily decided on the field of combat, but by the little actions of many behind the scenes characters. Yes battle will decide the control of major areas of the board and decide the fate of troops as they must be concerned about being in supply through a network of forts but the game is so much more than just rolling some dice and consulting a CRT!
In today’s entry, we are going to take a look at a very interesting card called Culper Spy Ring. I very much enjoy the connection of this card to the history of the American Revolution as it deals with one of the more important aspects of the war being that of reconnaissance and spying to gain intel on the enemy’s plans and the makeup and disposition of their forces. The Culper Spy Ring card allows the British/Indian players to Activate 3 Patriot Militia pieces anywhere on the board. These pieces do not have to be located together in the same space but can be in 3 different spaces if the players chooses. This is a very powerful event as the Patriot Militia are generally only able to perform their actions if they are Underground meaning hidden from the British. Typically their Commands and Special Activities for things such as Rabble Rousing (create Opposition to Crown rule), Persuasion (get Resources) and Partisans (attack Royalist pieces), require at least 1 Underground Militia piece be in the space and typically requires that they be Activated or turned face up with their embossed star icon showing. The process of turning up these Militia pieces normally involves a British March Command into a space with Underground Militia but the process of removing them requires an additional step by taking either a Skirmish Special Activity or a Battle Command. This card allows for these turncoats to be discovered and then removed in a later action. If you also read the card above the action description you will notice that it says “Hercules Mulligan arrested”. Hercules Mulligan was an Irish-American tailor, spy, and founding member of the Sons of Liberty. Operating in British-occupied New York City, he used his high-end tailor shop to befriend British officers, gather critical intelligence, and covertly pass military secrets to General George Washington. Mulligan is credited with twice saving General Washington from capture or ambush. He sent secret messages, often via his trusted assistant Cato, warning Washington of planned British traps. I love the history here and am very glad that the design and development team gave a shout out to this little known American hero who risked his life to perform these spy activities in New York City.
The bottom half of the event is for the Patriot/French player and has an immediate powerful effect that can change the odds of an upcoming Battle or wrest control of a key province from the British at an inopportune time. The event simply allows the removal of 3 British Cubes from the board, consisting of British Regulars or Tories, and then placing them into the Casualties Box. This is a key action because it can cause the shifting of the delicate balance for the British between Combined Rebellion Casualties (CRC) versus Combined British Casualties (CBC). This difference is 1 of the 2 parts of the British Victory Condition and the CRC must be higher than the CBC. I also love the text above this benefit as it states “Spies reduce British effectiveness”. This is an homage to the critical work of these spy rings as they often lead to more beneficial and favorable Patriot outcomes to Battles as they were better prepared or knew the British plans before the battle event took place.
Major Benjamin Tallmadge.
The Culper Spy Ring was an American intelligence network established in 1778 by Major Benjamin Tallmadge and General George Washington. Operating primarily in British-occupied New York City and Setauket, Long Island, the ring provided vital reconnaissance on British troop movements, notably exposing Benedict Arnold’s treasonous plot to surrender West Point. The network utilized a chain of trusted individuals rather than trained military spies from all walks of life. Some of the more famous spies in this vital ring included:
Agent 355: An anonymous female member within the ring whose true identity remains unknown, though she is credited with providing crucial insights
Benjamin Tallmadge (alias “John Bolton”): The spymaster and director of intelligence who managed the flow of information.
Abraham Woodhull (alias “Samuel Culper Sr.”): The primary gatherer of intelligence in Setauket, who oversaw the ring’s daily operations.
Robert Townsend (alias “Samuel Culper Jr.”): A Manhattan merchant and journalist who operated within British circles, collecting firsthand intelligence on the enemy.
Caleb Brewster: A daring whaleboat captain who transported the messages across the treacherous Long Island Sound.
Austin Roe: A Setauket tavern keeper who acted as the primary courier, frequently riding the 55 miles between Setauket and New York City.
The Culper Spy Ring is widely considered one of the most successful intelligence networks of the American Revolution. Its greatest achievements included preventing a surprise British ambush on incoming French forces in Rhode Island and securing the intelligence that led to the capture of British spy master John André. The secrecy maintained by Tallmadge was so effective that the true identities of the spies were not discovered by historians until the 20th century.
This Culper spy network was the feature of a television series on AMC called TURИ: Washington’s Spies that aired from April 2016 through August 2017 and spanned a total of 40 episodes.
The story of the drama covers events from 1776 to 1781 and features a farmer from Setauket, New York and his childhood friends who form an unlikely group of spies called the Culper Ring, which eventually helps to turn the tide during the American Revolutionary War. The series begins in October 1776, shortly after British victories, including the recapturing of Long Island and the Port of New York for the Crown, leaving General George Washington’s army in dire straits. The first episode opens with the following introductory text:
Autumn 1776. Insurgents have declared war against the Crown. Following a successful naval landing, His Majesty’s Army has forced Washington’s rebels into the wilderness. New York City serves as a military base of operations for the British. The Loyalists of nearby Long Island keep vigilant watch out for sympathizers and spies.
I very much enjoyed the tv show and loved watching each episode to see the hidden historical details of the Culper Spy Ring be revealed that have been discovered over the past few hundred years since the events of the American Revolution. Just an amazing example of a grass roots and loosely organized group of Patriots who risked their lives and families to ensure that the cause of Liberty prevailed.
Continuing along in this series devoted to the best looking boards found in the wargaming world where I will highlight the art and layout of a different board in a wargame that we have played to show you the various talents of the artists and graphic designers involved. In my humble opinion, a well designed and attractive board can make all the difference in the world to me enjoying a wargame. Don’t get me wrong, the game has to be good, but if it’s also good looking it always is a better experience. A board can draw me in. Can make me feel that I’m there. Can set the stage for the thematic immersion that we all crave. And I have found many of these type of boards and I want to make sure that I share them with you.
In this entry in the series, we will be taking a look at the fantastic looking board for Almost a Miracle!: The Revolutionary War in the North found in Against the Odds Magazine #51 from LPS, Inc. The board is illustrated by the very talented Mark Mahaffey whose board from Stilicho: Last of the Romans we have already covered in this series. Now typically, Magazine Wargames are nothing special. Both in their game play but also in their component quality and in the area of art and graphic design. But LPS takes great pride in the games found in their flagship magazine Against the Odds. And Almost a Miracle is such a beautiful example of great graphic design and art but also the board is absolutely a piece of art worthy of being framed and hung on a wall.
The board is illustrated by Mark Mahaffey who is a very accomplished full time artist who has done art for nearly 200 games including Celles: The Ardennes, December 23-27, 1944 (2012) from Revolution Games, The Dark Valley (2013) from GMT Games and Stilicho: Last of the Romans (2020) from Hollandspiele to name just a few. I think that Mark has a real talent for making a board coherent, easy to reference upon first glance and pleasing to look at during play, but I would not say that a lot of his boards are over the top beautiful but that is definitely the case with his effort for Almost a Miracle!.
The board represents mostly the Northern Theater of the American Revolutionary War but also includes Virginia and Maryland in addition to Pennsylvania, New Jersey, Delaware, New York and an area identified as New England which encompasses Massachusetts, New Hampshire and Connecticut. Canada is also represented at the top of the board. The map comes in 2 separate parts that join together in New England and that measures 22″ x 51″ total when combined. The interesting thing about these 2 maps is that one is significantly smaller than the other one. I would say about 75% of the playable board is found on the larger of the 2 sections with the northern tier only covering 25%.
My only real issue with the 2 parts of the board is that they join together fine but the way the map was folded created a really defined white seam in the board that really stands out. You can see it located to the right of the words New England and it runs from Penobscot to the top of the board ending in Canada around the top of Acadia. Not a huge issue but more of a distraction from the beauty that the board offers.
But the board is really quite beautiful and really provides a fantastic backdrop for the game itself. As you can see, the color palette chosen focuses on various shades of green and brown and they really give the game a natural and wild feel to it. With these American Revolutionary War games, I always keep in mind that the majority of the area of each colony, outside of a few larger population centers such as New York City, Baltimore and Philadelphia, are farmland and wilderness timber. Not a lot of development and definitely a land rich in natural resources in the form of wild game, furs, fish, lumber and ore. This “natural” color scheme of greens and browns really sets the tone of the period and provides a ready conduit into the theme and setting of the war.
Let’s focus on the southern portion of the board that includes Virginia, Maryland, Delaware, Pennsylvania and New Jersey. First off, I very much love the inclusion of the title box in the bottom left hand corner of the board with the game title and the various contributors including the designer David Jones and Mike Joslyn (who designed Tarleton’s Quarter which covers the Southern Theater) and the graphic design and art teams. These additions are always nice as they feel period to me and almost as if I am looking at a map of the region created at the time.
One thing that I want to point out is the use of lines to mark the various counties in each of the colonies. These lighter dotted lines are not as prominent as the other more important colony boundaries, roads and rivers. You will also notice that each of the colony boundaries are a different color because they touch and are easier to differentiate with the use of colors. Pennsylvania’s boundary is pink as it comes into contact with New York, New Jersey, Maryland and Virginia. Then the boundary of New Jersey is gray and New York is brown as they both touch Pennsylvania. This was a very nice touch and is important to understand the colony boundaries for recruitment and reinforcement purposes. This visually aids in distinguishing the various locations and to assist in grounding you in the geography.
Foraging is also a major part of the game and when troops are out campaigning they rely on baggage trains and supply depots for food and ammunition but also can forage the countryside which is hit or miss. These foraging results are found on a table and are influenced by the terrain type that the troops are located in. So knowing what the terrain in any given area is important and these colors quickly identify the type.
The other very nice feature on the board is the use of lines to mark the shorelines of the various bodies of water including lakes, bays and oceans. In the picture below, we get a look at the shoreline of New Jersey, Delaware, Maryland and Virginia and you can see the deft use of these horizontal dark lines to mark the water as it comes in contact with the shoreline. I also really like the small islands that are sprinkled in the midst of these lines and they add some real depth to the feature. You can also see in this picture the names of each of the counties in each of the colonies. You may also notice the nice use of the silhouettes of soldiers on the boards in some of these counties. These are the starting positions for your forces and I very much like the way they did this.
You may also notice the blue crown icons found on the board near major cities. In this picture you can see the blue crown icon at several places including: Wilmington in Delaware and Annapolis in Maryland. These blue crown icons denote the capitals of each of the colonies and some of the larger ones have multiple capitals. This has to do with victory at the end of the game for the British as if they control the colony capitals and there are no Colonial Regulars or Militia present in the colony they can then place the Colonial Governor and declare “the King’s Peace” in at least 2 colonies to end the campaign game.
As we move to the north of the map, and enter the less populated and definitely more wild areas of the colonies, including northern Massachusetts and the wilderness of Canada, the board changes quite a lot as there are less roads, less markings and frankly more green on the board. It still looks really good and the use of lines for water features is continued particularly in several of the larger lakes in the area.
In the picture above, you can see a good example of the Holding Boxes for troops in the larger metropolitan areas. Here we get a look at the Montreal Holding Box and I very much like the way that they have drawn the outline of the city itself with some of the streets, buildings and homes. This is a very nice touch to the board itself and there are several of these Holding Boxes found on the board including those shown in the picture below such as the Newport Holding Box, New York Holding Box and Staten Island Holding Box. These are very nice additions to the board itself and they look really good and add a layer of depth as well as playability to the game.
The game aids and tracks that are printed directly onto the board are very useful and well done. These use calligraphy like cursive writing that really feels period and adds to the thematic immersion of the player into the American Revolutionary War period. These boxes include the Continental Baggage Train Box and the British Baggage Train Box and shows the game’s focus on Supply. In these boxes, there is an available and an expended section that are used. There also is a Prisoners of War Track that is very period as well as these pitched battles were never fights to the death but represented the fighting style of the period which lead to many different forms of losses including deaths, injuries and prisoners taken.
Finally, there are Captured Boxes for Continental and British Leaders that aid the players in playing the game. These administrative aids are very well done from a graphics standpoint but I love that this game included them on the very large board as it eases play and cuts down on the need to continually refer back to the rules.
Almost a Miracle! was a game chosen for our Shelf of Shame Dust-Off Event in 2024 and we very much enjoyed the game and the history. The game is focused on the American Revolutionary War in the North and is named Almost a Miracle! because when asked about it years after the war ended, George Washington said that the American victory was “little short of a standing miracle.” Almost a Miracle! uses the Tarleton’s Quarter!System as a game engine starting point to bring the Northern “half” of the American Revolution into play.
I think that the best part of this game though is the board. It is just gorgeous and is an odd shape to take into account the entire northern colonies. I think that one of the strengths of this game is that it truly shows the difficulty of maneuvering armies around the colonies and the terrain as well as having to search for forage to feed those armies.
If you are interested, here is a link to our video review:
The next board that we will take a look at in the series is Great Campaigns of the American Civil War: Thunder On the Mississippi: Grant’s Vicksburg Campaign, April-July, 1863 from Multi-Man Publishing.
Here are links to the previous entries in the series:
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!
April is one of my favorite months due to Easter and the warming of the weather. And this month we got a good amount of newly baked wargames, still warm some of them because they are so new, for you to choose from. This month for the Wargame Watch I was able to find 28 games (including the 7 games from our sponsor VUCA Simulations). Interestingly though this was a cooler month for crowdfunding as I only found 4 different campaigns, which did contain a total of 6 games as one was a triple feature, featured on Kickstarter or Gamefound.
This month again we have a sponsor for the Wargame Watch in VUCA Simulations. VUCA Simulations is a newer German publisher that is really crushing it with their graphics and production. Their games are also very good and we have really enjoyed several of their titles including Donnerschlag: Escape from Stalingrad, Traces of War and most recently New Cold War.
But I also want to point your attention to their In Development Section of their website to show you all of the great projects that they are currently working on. Here there are 7 different games listed with pictures of the beautiful covers and a description of the game itself. These titles include Thirty Years of Misery designed by Brian Asklev, Pacific Fleet designed Hiroyuki Inose, The Far Seas designed by Martin Anderson, In Fours to Heaven designed by Grzegorz Kuryłowicz, Gateway to Falaise designed by Andrew Glenn, 1916 – Prelude to Blitzkrieg designed by Paul Hederer and Saint-Lô – The Capital of Ruins designed by Clemm.
VUCA is really doing a great job with their games and we recently played one of their newest games in Imperial Elegy: The Road to the Great War 1850-1920 and it was a sublime experience. We only played 1 full hand with a full table of 6 players, but very much enjoyed what it was that we were trying to do and the production is just fantastic. Can’t wait to get this one back to the table soon!
But now onto the games for April!
Pre-Order
1. Company of Heroes – Desert Warfare Expansion + Reprint from Bad Crow Games Currently on Gamefound
Glitz. Bits. Content. Miniatures. If these things appeal to you and you like a tactical wargame experience then this is your chance. The well regarded Company of Heroes System has a Gamefound campaign for a new expansion called Company of Heroes – Desert Warfare Expansion and they are also offering the base game 2nd Edition as an add-on as you need it to play.
From the game page, we read the following:
The Company of Heroes – Desert Warfare Expansion + Reprint on Gamefound brings the Deutsches Afrika Corps (DAK) to the 2nd Edition board game, featuring high-mobility, mechanized, and elite units. This expansion enhances solo/co-op play with improved AI, offering a fast-paced, tactical tabletop experience with armored, hit-and-run tactics. The Deutsches Africa Corps adds specialized, agile desert combat forces with a focus on armored vehicles, Italian alliance units, and fast, bold maneuvers. The expansion includes a sophisticated AI for solo or cooperative play, featuring an AI commander, HQ board, action deck, and target selection priority cards. The AI is described as aggressive, frequently seizing objectives. The expansion includes new maps, units, and components to expand the core game experience. The campaign also offers a reprint of the 2nd Edition core box, required to play, featuring streamlined rules and high-quality components.
I am going to be honest here. I played the 2nd Edition. We enjoyed it but it wasn’t necessarily as amazing as I thought it would be. I mean the systems are interesting but it feels more Euro game like than wargame like and it is also extremely expensive. Now it is gorgeous and the miniatures, terrain and maps are very well done but I am not sure that this game lives up to the hype. Just my humble opinion.
As of April 1st, the Gamefound campaign has funded and raised $948,465 toward its $100,000 funding goal with 1,928 backers. The campaign will conclude on Thursday, April 16, 2026 at 12:00am EST.
2. T-34 Leader: The World War II Ground Combat Solitaire Strategy Board Game from Dan Verssen Games Currently on Kickstarter
A good solitaire game is always very much welcome on my table. I usually start these entries about solitaire gaming by saying I am not a solitaire gamer. Well, after playing the Leader Series from DVG for the first time about 8 years ago, that statement no longer applies. I used to really only play solitaire games when I had no other choice or available opponents. But, when I put these games on the table, my whole opinion has changed. The Leader Series is a solitaire gaming system that recreates modern combat, including ground combat, air warfare and even submarine warfare and sees the player creating, managing and outfitting a group of soldiers/boats/planes over the course of a variable length campaign. Some of the games offer individual combat systems that are included in the overall game and each handles their theater with specific rules and equipment used historically. Originally, all of the games were designed by Dan Verssen but more recently other designers have been taking up the reigns of the series. Such is the case with their newest offering in the series T-34 Leader designed by Vincent Cooper.
From the game page, we read the following:
You are the commander of a Soviet army combat group in World War II. You will take command in the hardest fought campaigns from Operation Barbarossa (1941) to the Battle of Berlin (1945).
Each of your Campaigns involve both operational and tactical decisions. At the start of a Campaign, you select the Units and Commanders to make up your force. During each Week of the Campaign, you decide which Enemy Battalions to attack, which of your forces to allocate, and then resolve each Battle using the Tactical Battlefield. Your Commanders gain Experience with every Battle, but they also suffer Stress. Each Week you must decide how hard to push your men to achieve Victory. T-34 Leader is a great game for both experienced strategy gamers, as well as new players. Each Campaign takes around 30 minutes to set-up, and each Battle can be resolved in 15 to 30 minutes.
T-34 Leader has been designed from the ground up as a Solitaire wargame. It is not an adaptation of a 2-player wargame and the rules have been specifically designed for the solo player. As a Solitaire wargame, you can play whenever you have time, at your own pace. T-34 Leader is the latest Tank Leader game from DVG, following Tiger Leader and Sherman Leader.
With that look, I will let you know that I very much love Sherman Leader and the ground combat for me is where it is at and I would think that T-34 Leader will be more of the same but on the East Front. I have played Sherman Leader the most in the series, using both short and long campaigns, and really enjoy its systems, the structure of the AI and the management of your units and Commanders. Really engaging and enjoyable experience of ground combat in World War II.
Here is a link to my video review for Sherman Leader that you can view at the following link:
As of April 1st, the Kickstarter campaign has funded and raised $38,484 toward its $30,000 funding goal with 148 backers. The campaign will conclude on Tuesday, April 7, 2026 at 3:02pm EDT.
3. Chalice of Poison: The Iran-Iraq War, 1980-1988 from GMT Games
We met Akar Bharadvaj while attending SDHistCon in 2023 and played his award winning design Tyranny of Blood: India’s Caste System Under British Colonialism, 1750-1947 and very much enjoyed the experience and talking with him about game design. Since that time, he has been working on another designer called Chalice of Poison: The Iran-Iraq War, 1980-1988 from GMT Games, which was recently announced on their P500. Chalice of Poison is the first volume in a new series that models complex conflicts not only as clashes between adversaries in the air, land, and sea, but also as political struggles within the regimes and military forces fighting it.
From the game page, we read the following:
In 1980, Saddam Hussein’s Iraq invaded Iran, hubristically expecting to achieve a quick victory in a few weeks. Instead, the war became a brutal slog that lasted eight years. During the war, both countries had to choose between political and military objectives, balancing between the power of their military forces and the stability of their regimes. In Chalice of Poison you will play as the heads of two very different authoritarian regimes that have structured their militaries to be excellent at forestalling internal threats…but less effective at fighting foreign adversaries. Can you reform your military so that it’s effective enough to win the war, without accidentally creating a force that threatens your power?
A unique game on the Iran-Iraq War, the longest conventional war of the 20th century, and a historically important conflict underexplored in tabletop gaming.
Designed by Zenobia Award-winning designer Akar Bharadvaj, and inspired by Dr. Caitlin Talmadge’s academic research on the fundamental weakness of so-called “strong-man” authoritarian regimes.
Simple mechanics create a tense, dynamic, and meaningful decision space with an exciting narrative, capturing the dilemmas faced by regimes faced with both internal and external threats.
A two-player game that also plays well with four players on competing teams.
Includes two solitaire modes: A simple-to-operate “Al-Jazari” bot that offers a challenging non-player opponent. A more complex “Kissinger mode”—inspired by Mark Herman’s Peloponnesian War—in which the solitaire player represents both sides in the conflict. This mode abstractly models the international community, which cynically supported both sides in the conflict, ensuring a lengthy war in which neither country could win a decisive victory.
“At its most interesting, Chalice of Poison simulates warfare as a social battle as much as one involving tanks and bullets…This might sound complicated, but Bharadvaj presents these fluctuating power levels with refreshing clarity…Even at this early stage it’s an impressive and ambitious plaything. And its critique is unexpectedly timely, highlighting how strongman governments weaken their nations in the name of strengthening their regimes.” ~ Dan “Space-Biff” Thurot
4. Pericles: The Peloponnesian Wars 460-400 BC 2nd Printing from GMT Games
We are admitted Mark Herman fanboys! I am not ashamed of that statement as he is a very good designer and such an interesting person. He has designed a series of games called The Great Statesman Series and there are such fantastic mechanics at play that create a very interesting non-traditional wargame feeling such as Churchill. The 2nd game in the series is called Pericles, unlike Churchill, pits 2 sides, the Athenians and the Spartans against one another. The real game-changer is that each side is made up of two factions. As such it plays best with 4 players, each working to not only have their side win, but to have their faction within that side end with the most honor, and thus be victorious overall. The good news for most of us, is that there’s bots for solitaire, or 3 player games and there’s a fascinating 2 player variant, where each player plays a faction on each side. GMT just put a 2nd Printing up on their P500 and I am so very glad that this game will get some more attention as it is a really great game.
From the game page, we read the following:
Pericles is a ‘sandbox’ (unscripted) wargame that covers the ENTIRE period of conflict described in Thucydides classic history on the Peloponnesian wars. Pericles is a 4-player game, where two teams of Athenian and Spartan factions fight for Hegemony in 5th Century Greece. Each team of two represents a faction vying for control of their City States, strategy, and honor. Athens sees the Aristocrats debate issues with their opposing Demagogues, while in Sparta House Agiad and House Eurypontid contend for royal dominance.
Pericles uses elements from the Golden Geek best Wargame of 2015, Churchill, to simulate war as the extension of politics by other means. In the War portion of the game, it is US versus THEM (Athens versus Sparta), where each team implements their collective strategy to dominate Theaters of War, build economic strength, and fight battles to win Honor. In the respective Political assemblies, it is ME versus YOU (faction versus faction), where the battle for government control has to be balanced by your common interests in a series of wars that must be won, or all is lost.
Pericles uses an Issue Queue preplanning mechanic that the play testers have described as ‘insanely fun’. After your Political assembly has debated and won issues, these issues (military, league, diplomatic, oracle) are secretly placed on the military map in one of the twenty Theaters of war. If you or your opponents place a second issue into a Theater, it creates a queue of issues. Once all issues are placed, they are revealed and resolved one at a time. The order of issues in the queues and the order in which they are resolved across all Theaters tells YOUR story of the Peloponnesian wars.
Strategy in Pericles unfolds in how you create combinations of issues to achieve the historical narrative. Do you want to conduct a Periclean raiding strategy? Then you would play two military issues into a Theater to first move forces into position, then raid. Do you want to build a base in the enemy homeland (historically Pylos or Decelea)? Then you would conduct a military expedition, followed by a league issue. Do you want to raise an opponent’s ally in rebellion? Then you would deploy a diplomatic mission, and sow treachery for immediate or future advantage. It is in the placement, order, and resolution of the issues that the game allows you to explore and experience the broad range of historical situations without a script.
What would a game of Hoplites and Triremes be without a battle mechanic? Battle in Pericles is based on armies and fleets being led by the classic generals of yore, represented as Strategos tokens. During the Political assembly, each faction uses historical personalities to acquire Strategos tokens. Use the Spartan general Brasidas and gain four Strategos tokens, while Epitadas only generates one. Strategos tokens can be thought of as military capital that is spent in the war to lead and move forces. If you send forces to a Theater with enemy forces, a land or naval battle will occur. All players then secretly commit Strategos to the battle. Then, the commanding general of the military expedition and their teammate reveal their Strategos commitment and move wooden land and naval units to the battle. Now the defensive commitment of Strategos is revealed, each side then reveals a random battle card value, and the winner is decided. The winner of the battle now has the option to fight a subsequent naval or land battle. The outcome of these tactical decisions determines if any fortified bases are destroyed by assault or siege. Then the next issue is resolved. Winning battles awards and reduces honor.
Here is a link to our video review that was created when we were younger, had more hair and were not very polished in any part of what we were doing:
5. Silver Bayonet: The First Team in Vietnam, 1965 – 25th Anniversary Edition 2nd Printing from GMT Games
We have had a great experience playing Silver Bayonet a few times over the years and I am glad that it is now getting a 2nd Printing of the 25th Anniversary Edition. Silver Bayonet: The First Team in Vietnam, 1965 – 25th Anniversary Edition is a revamping of their first ever game released all the way back in 1990.
From the game page, we read the following:
Silver Bayonet recreates the pivotal November 1965 battle between a full North Vietnamese Army Division and the US 1st Air Cavalry Division in the Ia Drang Valley. NVA expertise in lure and ambush tactics resulted in significant US casualties. US mobility and the ability to bring massive amounts of firepower to bear quickly virtually destroyed the attacking NVA division and forced a change in NVA tactics.
This re-issue of GMT Games’ 1990 CSR Award winning title that started it all keeps the original operational system, but streamlines to it to include innovative combat resolution integrating maneuver combat, close assault, artillery bombardment, and support from gunships and air sorties.
Increased accessibility to primary and secondary source material has made it possible to make changes to more accurately represent both sides’ unique capabilities without significantly altering or breaking the base game system. The major changes involve patrols, ambushes, landing zones, and the 1st Cav Brigade HQ, while minor changes tweak movement, combat, and coordination game mechanics to showcase radically different strengths and weaknesses the FWA and NVA force brought to the battles in the Ia Drang Valley.
6. I, Napoleon 2nd Edition Update Kit from GMT Games
As you probably know, normally Ted Raicer designs hard core hex and counter wargames such as The Dark Valley: East Front Campaign, 1941-45, The Dark Sands: War in North Africa, 1940-42 and The Dark Summer: Normandy, 1944. These games are fantastic experiences that are true wargames. But, he also has an eclectic side to him and has designed one of the classic card driven games on the subject of World War I in Paths of Glory. So when I heard that he had designed an interesting looking card based historical role-playing game the first thought that came to my mind was “How is he going to accomplish this feat?” Last year, I played I, Napoleon and did enjoy what it was doing even though it felt like it fell a bit short of its ultimate claim. But there is more of the game now and they are doing this Update Kit in case those who want to the updated cards don’t wish to order the Limits of Glory Expansion.
From the game page, we read the following:
For our customers who own the 1st Printing of I, Napoleon and want to upgrade to the 2nd Printing without purchasing the Limits of Glory Expansion, we’re providing an Update Kit.
This Kit includes:
60 Updated Cards
2 Divider Cards (1 New, 1 Adjusted)
Rulebook
Playbook
8.5″x11″ Player Aid
Sticker Sheet (4 stickers to update the Game Board)
NOTE: The Limits of Glory Expansion includes the updated Cards, Divider Cards and Sticker Sheet, as well as a Rulebook, Playbook and Player Aid that can be used with both the expansion and base game.
7. Paper Wars Magazine Issue #116: Roma Invicta: The Roman Republic 400-50BC from Compass Games
Wargame magazines can be a bit hit and miss with their games. But, Paper Wars seems to really pick some great topics and systems to highlight in their pack-in games and this month there is a new pre-order for a game called Roma Invicta: The Roman Republic, 400-50 BC designed by Paul Kallia who did Roma Victrix: Campaigns of the Roman World from Compass Games.
From the game page, we read the following:
Roma Invicta: The Roman Republic & the Western Mediterranean by Paul Kallio is a 2-player, scenario-based design depicting several historic conflicts that occurred in and around the Roman Republic between 400 and 50 BC. This is a systemic brother design to Paul Kallio’s Roma Victrix boxed game. Each game turn represents one year. Infantry unit types include legions, heavy infantry, auxiliaries, and barbarians, and represent about 5,000 men each.
BONUS GAME MATERIAL: This issue will include two new scenarios for play with WWII Campaigns: 1940, 1941, and 1942. For 1941, we have Festung Stalingrad. It covers the German counteroffensive to try to save the Sixth Army trapped in Stalingrad in December 1942. For 1940, we have the Operation Matador variant scenario by David Meyler.
Article highlights include previews of Rise to Glory and Iberian Tide, a work-in-progress report on Island Infernos, a Bitter Woods AAR, an alternate start scenario for Desert Tide, and a new optional fuel dump rule for The Last Gamble.
8. Limits of Glory: Campaigns VI & VII – Jersey New Jersey and A Strong War: The Conflict for North America 1755-60 from Form Square Games Coming to Gamefound April 7th
A few years ago, we became acquainted with Andrew Rourke through his Coalitions design from PHALANX that went on to a successful crowdfunding campaign and has recently been delivered. He has since been a busy guy with starting his own publishing company called Form Square Games and also publishing the first 5 designs in a new series called Limits of Glory that will take a look at the campaigns of Napoleon and other contemporary conflicts. In Campaign I, which is called Bonaparte’s Eastern Empire, the game is focused on the campaign of the French in Egypt between 1798 and 1801. Campaigns II, III and IV was Maida 1806 and Santa Maura & Capri. Campaign V was Donning the Sacred Heart which covers the Vendee Civil War and just recently fulfilled as I have my copy sitting on my gaming table awaiting and unboxing video.
And now, recently, he has announced came out about the next entry in the series which is a two-fer with Campaigns VI and VII called Jersey New Jersey and is set during the American Revolutionary War but also a 2nd game called A Strong War set during the French & Indian War. I think that these games are well timed with this year being the 250th Anniversary of the signing of the Declaration of Independence and I look forward to playing and exploring both of these games. I have also reached out to Andrew to see about him as well as the design duo of Mark Kwasny and John Kwasny for A Strong War doing another interview to give us a look inside the design and get more information for you to digest before the campaign kicks off on April 7th. But at this point the games look great and I love the art and the covers are very eye catching for sure!
From the game page, we read the following:
For the 2 games in the Limits of Glory Series:
Two exciting games in one box, Jersey covers the little known 1781 invasion by the French of the Island of Jersey as part of the American Revolutionary War. The game examines the impact of luck on events and challenges the skill of players to use their commanders to influence these events.
New Jersey covers the famous crossing of the Delaware and the battles of Trenton and Princeton using the same Limits of Glory System to test players ability to mitigate what luck throws at them by the skillful use of commanders and troop positioning.
Limits of Glory represents military campaigns at the highest command level, players take the role of theater commander and must manage their resources of men, material and skill to emerge victorious.
And for the other game in the offering called A Strong War: The Conflict for North America 1755-60:
The title, A Strong War, refers to the type of war the Abenaki Nation threatened to unleash on the land-grabbing British in 1753. The sparks of war, ignited in 1754 near Fort Duquesne by an obscure colonel of Virginia militia, George Washington, spread quickly; soon, flames engulfed the entire globe as England and France vied for control of empire. Over the next 5 years, Regular regiments from the French and British armies, American and French-Canadian provincial units, and Native warriors all fought in a chaotic and violent series of campaigns and frontier raids that culminated in the British conquest of French Canada and the defeat of the Native Nations (most of which had sided with the French).
A Strong War brings this war to life in a simple, fast-playing game. The map (covering the region stretching from Louisbourg to Alexandria, and from New York to Lake Erie) uses point-to-point connections to highlight the key locations that were targeted during the war. Using wooden cubes to represent the different types of forces used (French and British Regulars, British Colonials, French-Canadian Marines, French Bush Rangers, and Native American warriors), each player has only a few pieces (maximum 13 for the British and 10 for the French) to use each turn (one turn = one year, so there are 6 turns/years total).
The heart of the game is the unique combat system where players can deploy forces to a chosen battle and then commit them one by one; or they can call off the battle if it goes badly and save some of those forces for use later in the year. The types of forces committed also play a critical role in combat – the British want to mass their Regulars but the French want to bring in a mixed force to take advantage of the different skill sets each provides. Thus, tension is created in trying to decide if/when (or where) it is best to commit one’s forces: do you avoid combat completely; do you call off a combat that is going badly; or, do you go all in and commit your entire force? But if you lose a battle, initiative then swings to your opponent who may then launch an offensive. Each player has several paths to victory, leading to a “different” game each time, and forcing players to choose between different strategies each turn. Finally, it is a quick game, taking just a couple of minutes to set up, and usually taking less than an hour to play to completion. The game also plays well solitaire, though there is no dedicated solitaire system.
9. Campaign: Operation Bagration from Catastrophe Games Currently on Kickstarter
A few years ago, I played and very much enjoyed a cool little solitaire WWII card-driven game called Campaign: Fall Blau from Catastrophe Games and designer Martin Melbardis where the player attempted to breach the Soviet defenses on the East Front in the pivotal German summer campaign of 1942. The game system is very playable and simple, but has some strategic depth to it as the player has to make a lot of choices about what to go after, how to manage their scarce resources (fuel) and what generals to use to take advantage of their special abilities to amass enough VP to claim victory over the Soviet Union. They now have the counter punch of that game in a new entry in the series called Campaign: Operation Bagration and it is currently being offered on Kickstarter.
From the game page, we read the following:
Campaign: Operation Bagration is the follow-up to Campaign: Fall Blau, the acclaimed solo experience of trying to seize Stalingrad and the prized oil fields beyond. In this game the shoe is on the other foot, as you will be pushing the Red Army to retake the center of the occupied Soviet Union, setting up the capture of Berlin. Stalin is expecting fast results though, so once again you will be racing against the clock trying to achieve enough objectives before your supplies (and Stalin’s patience) runs out.
Campaign: Operation Bagration is a solitaire wargame that takes place during WWII and puts the player in charge of the Soviet summer offensive of 1944 against Army Group Center, code named operation Bagration. Pick your three generals and use your resources wisely in order to obtain your campaign’s objectives.
One month turns. Decide which card (objective) to go after, each with a unique set of Soviet defenses. Manage supplies required for each offensive, or choose to take an operational pause. Receive random event cards that are mostly beneficial but a few are Soviet counterattacks that can throw a serious monkey-wrench into your plans. Play continues until fall begins, and you must report to Stalin with your success or failure.
In order to meet Stalin’s expectations you need to be relentless, while carefully marshalling your troops and material. Drive too hard, and the Germans will crush one of your wings, and your push will stall out. But if you move too slow you know you will be summoned to a special meeting with Stalin, and that is a grim fate.
As of April 1st, the Kickstarter campaign has funded and raised $1,138 toward its $500 funding goal with 14 backers. The campaign will conclude on Monday, April 20, 2026 at 8:51pm EDT.
New Release
1. VaeVictis Magazine Issue #185 Game Edition: Storm on the Ménez Hom 1944 from VaeVictis
VaeVictis is a very fine wargame magazine and they always have very interesting looking pack-in games on various subjects. This month, they have featured a scenario involving the 1944 attack on the Ménez-Hom peak on the Crozon peninsula in a game called Storm on the Ménez Hom 1944. But there is more as the magazine features articles on various wargames including Hubris from GMT Games, La Der des Ders from Hexasim, Thunder on the Mississippi from Multi-Man Publishing, Italia 1917-1918 from Nuts! Publishing, New Cold War from VUCA Simulations, Werwolf from Legion Wargames and many more.
From the game page, we read the following:
During the siege of Brest, the coastal batteries on the Crozon peninsula, on the southern shore of the harbor, were hindering the advance of the US Army. It was therefore crucial to silence them. To achieve this, the barrier closing off the peninsula had to be breached: the Ménez-Hom peak, rising to 330 meters. This mission was entrusted to the FFI-FTP battalions of central Finistère. It took three weeks, from August 12th to September 1st, 1944, and the reinforcement of a US cavalry brigade to finally defeat the German, Russian, and Caucasian defenders.
2. The Coming Storm II: Quadrigames of the Fourth Coalition: October 1806-June 1807 from Operational Studies Group
Large Napoleonic wargames are always interesting. Operational Studies Group does some big games on the subject and their newest offering is called The Coming Storm II: Quadrigames of the Fourth Coalition: October 1806-June 1807 and deals with four different battles including Jena-Auerstadt, Pultusk/Golymin, Eylau and Friedland.
From the game page, we read the following:
These four games explore the major battles of 1806–07, where the French Army encountered two different opponents with different capabilities, from the leadership-challenged Prussians in Saxony to the chaotic battle conditions in winter against the Russians. Based on OSG’s Special Studies, which provide a turn-by-turn narrative of the four battles. Each game shows the approach to the battlefield on the day before battle. The Jena-Auerstadt game has both battlefields on one map and allows both sides to redeploy before battle.
We are offering a new edition, with new maps—not too much different in detail—but rendered in Charles Kibler’s naturalistic style. TCS2 will be updated to use the Universal Deck and latest series rules (deck not included). With few exceptions, the counters will be identical to the first edition.
This is a very popular series of games amongst Grognards and I have heard many people recommend these titles to both of us. We have yet to take the plunge and get one but one day we will…one day!
If you are interested in The Coming Storm II: Quadrigames of the Fourth Coalition: October 1806-June 1807, you can order a copy for $140.00 from the Operational Studies Group website at the following link: https://napoleongames.com/products/the-coming-storm-ii
3. The Maid Ascendant: The Siege of Orleans, October 1428-May 1429 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 Siege of Orleans and I do like siege games! The game is called The Maid Ascendant and really looks pretty interesting and is definitely a unique subject for a game.
From the game page, we read the following:
The Maid Ascendant is an introductory level wargame on the siege of Orleans. The siege marked the debut of Joan of Arc as a military commander, and a campaign that would see the English eventually evicted from France and the end of the Hundred Years War.
“Begone, or I will make you go!” – Jeanne d’Arc’s command to English and Burgundian troops besieging Orleans.
If you are interested in The Maid Ascendant: The Siege of Orleans, October 1428-May 1429, you can order a copy for $16.95 from the High Flying Dice Games website at the following link: https://www.hfdgames.com/maid.html
4. Mr. Lincoln’s War from Compass Games
You can’t have enough good American Civil War games and Compass Games has been working to bring out a new edition of a classic called Mr. Lincoln’s War designed by Mark McLaughlin.
From the game page, we read the following:
Mr. Lincoln’s War is a historical game which captures the epic struggle of the American Civil War. From their first major battle at Bull Run in 1861, through the campaigns of Vicksburg, Gettysburg and Atlanta and until the final days at Appomattox in 1865, the armies of the Union and the Confederacy raged across America wreaking havoc and bloodshed on a scale never before or since witnessed in the New World.
This box set is organized into two sub-games, “Army of the Tennessee,” which deals with the war in the western theater, and “Army of the Potomac,” which deals with the war in Virginia. Each has four short scenarios that recreate the maneuvers and battles of Shiloh, Gettysburg, Atlanta, and other monumental Civil War contests. Campaign games enabling the players to fight the war in the West or East are provided with each sub-game. They may be combined to play the Mr. Lincoln’s War grand campaign that simulates the entire Civil War, on both fronts.
5. 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 Civil War Heritage Series with the first volume being Rebel Fury that focused on five battles from the Chancellorsville and Chickamauga Campaigns. He has long mentioned working on the follow-up to that game and we finally are getting 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.
Last summer, while attending WBC in late July, we sat down with Mark Herman and did an interview/overview of Army of the Potomac and you can watch that video at the following link:
6. 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 they game is set to ship on April 17th.
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.
7. 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!
8. Dreams of Empire Expansion Kit – Seeds of Empire: The Wars of South & Central India, 1730’s-1750’s from Red Sash Games
Red Sash Games have a reputation for very large, very long playing games that are focused on interesting historical events. This month, they announced their newest offering with their printing partner Blue Panther and it is an expansion to their Seeds of Empire game focused on the wars in South & Central India during the 1730’s through the 1750’s. The game is called Dreams of Empire Expansion Kit – Seeds of Empire: The Wars of South & Central India, 1730’s-1750’s and really looks to be pretty interesting.
From the game page, we read the following:
Seeds of Empire is the second in a series of operational war games covering conflict in India during the 18th Century, using Red Sash Games’ LaceWars rules. SOE extends the environment of Dreams of Empire to include the whole of Central India (the Deccan) and extends the timeline into the 1750s to cover the Second Carnatic War.
The expansion includes several new Powers, divides the Marathas into Clans, and adds Factions for the two — not one, but two — major succession crises simultaneously taking place in the Deccan and Carnatic. This is the period when John Company, the British East India Company, finally got involved in the geopolitics of the Subcontinent. It was the highwater mark of the French presence, and a watershed for the Maratha Confederacy, while for the Mughal Empire it was a period of steep decline.
Seeds of Empire offers eight unique scenarios:
The Second Carnatic War: this scenario uses only the original map set (most of the action took place in a very confined area). Featuring the return of Chanda Sahib and Governor Dupleix, with Bussy-Castelneau, Clive of India, Stringer Lawrence (Father of the Indian Army), and above all, Mohammad Ali Khan.
“Early Start”: An ‘early start’ variant of the same scenario in which Chanda Sahib has the opportunity to slay Anwar ud-Din (or vice versa). Historically the death of Anwar kicked off the Second Carnatic War.
“Capture of Devikotta”: An even earlier start that allows the players to simulate the EIC‘s capture of Devikotta from Tanjore under the guise of restoring the Raja.
“French in the Deccan”: A ‘French in the Deccan’ scenario using only the new maps, focusing on the war for control of the Viceroyalty of the Deccan and the activities of the various Maratha clans.
“Deccan + Dreams of Empire”: A 1740s Deccan sandbox scenario matching the timeline of the original DOE Campaign Game, showing what the Marathas were getting up to.
“Full Territory”: A Campaign Game for the Second Carnatic War that combines the maps.
“Both Carnatic Wars”: A Campaign Game for the 1740s combining the original DOE Campaign with the 1740s Deccan scenario. This scenario can be extended to create a Grand Campaign covering the period of both Carnatic Wars.
“Malabar War”: A small scenario set in Malabar, showcasing the continued expansion of Travancore against Cochin and its allies.
Like Dreams of Empire, Seeds of Empire assigns the various Powers to the players as and when they Activate. However, the Second Carnatic War also creates semi- permanent Alliances, with the French on one side and the British on the other, though only acting as ‘auxiliaries’ to the great Indian lords.
To help the players cope with the material, the original rules, scenarios, charts, and (some) displays have been duplicated, with the new material from Seeds of Empire inserted into the relevant places. The expansion also includes errata and small fixes to the game system.
This is not a complete game and will requires ownership of Dreams of Empire to play.
If you are interested in Dreams of Empire Expansion Kit – Seeds of Empire: The Wars of South & Central India, 1730’s-1750’s, you can order a copy for $240.00 from the Blue Panther website at the following link: https://www.bluepantherllc.com/products/seeds-of-empire
9. Ace of Aces: Powerhouse SeriesDeluxe Edition from Mr. B Games
A classic reborn is how I would classify the next offering on this list. With very unique mechanics trying to provide the experience of dueling it out with an enemy biplane over the fields of World War I, Ace of Aces is now making a comeback with the Powerhouse Series rebirth all the way from 1981.
From the game page, we read the following:
Ace of Aces: Powerhouse is an exciting game of World War 1 aerial dogfighting. Each player is the pilot of a fighter plane in the skies over France trying to shoot down their opponent. The players each have a book that shows the position of their opponent, and what maneuvers they can perform to line up their machine guns on their target. Through an innovative matrix system, the players can fly through the sky and attempt to drive away their enemy. Each game takes 15-20 minutes to complete!
The mechanic used in this series is a very cool little flip book called a Dogfighting Book that has various pictures representing the maneuvers of your plan and the enemies. These flip books are nicely crafted and there is one for both the German Fokker DVII and the British SPAD XIII.
10. Commander: Romans v Dacians – A Solitaire Wargame from Mike Lambo
Over the past several years, print and play solitaire wargames have gained a lot of traction in our hobby. A solitaire wargame that is very affordable at $10-$15 and can be purchased and downloaded online. What is not to like? And the name of Mike Lambo has been tied to a lot these games as he has designed 20+ of these titles and has built quite the rabid and loyal fanbase. His newest game is called Commander: Romans v Dacians – A Solitaire Wargame and can be downloaded from Wargame Vault.
From the game page, we read the following:
In the rugged hills and forests of ancient Dacia (today located in the European country of Romania) Rome fights a war unlike any it has faced before. The legions advance into a land of ridges, valleys and fierce tribal resistance, where every skirmish can turn the tide of battle. You command a small Roman force consisting of legionaries, praetorian guard, cavalry, archers, and spearmen, tasked with holding the line, breaking the enemy, or seizing vital ground before the Dacian horde overwhelms you. Opposing you are the warriors of King Decebalus – swift, unpredictable, ferocious and deadly. Cavalry smash into formations with startling power, warriors surge forward in wild charges, swordsmen hold the line with grim resolve, and archers and falxmen harass and surprise from the rear. Each battle unfolds differently as both armies are drawn at random, events disrupt your plans, and reinforcements arrive to mix things up.
This is a tense solo wargame of tactical decision making and battlefield chaos. Every turn demands adaptation and every clash counts. No two battles will ever play the same, and victory is never guaranteed until it is achieved.
In the game, the Player will be commanding the units of the Roman Empire as they battle a seemingly endless stream of fierce Dacian fighters.
This game is a solitaire wargame. You play the game, and the enemy is controlled by the game (or ‘AI’). You will need three standard six-sided dice to play. It is recommended that the counters provided on the final page of the game are used to play this game (especially for the units). Simply stick them to card and cut them out. A video demonstrating how generally to do this can be found on the Mike Lambo Games YouTube channel.
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 VUCA Simulations!
I am very tired of the cold and dreary days of winter. I want it to be warm soon but we are realistically a few months away from consistently nice weather. But, this month, even though the weather has been brutally cold, we saw a warming trend with historical wargames. This month for the Wargame Watch I was able to find 33 games (including the 3 games from our sponsor Bellica Third Generation). Interestingly though this was a cooler month for crowdfunding as I only found 4 games featured on Kickstarter or Gamefound.
This month again we have a sponsor for the Wargame Watch in Bellica Third Generation, or Bellica 3G for short, owned by designer Francisco Ronco. I asked him to write up a summary of his company and their core values and he has provided the following:
Bellica Third Generation is a group of players with many games played between them and a longstanding and deep interest in everything related to Military History. Our members come from Cadiz and Seville (Spain) and we are proud to have started this Andalusian and Spanish project in the field of strategy and simulation games.
Please let us introduce ourselves:
Francisco Ronco Poce (1969).
Game designer and producer. A Napoleonic fan for over 45 years. He is both the heart and manager of the team. And has designed the four first game series that our company will start developing shortly.
Reyes Gallardo Gutiérrez (1978)
Our newest gamer. A military history enthusiast as a hobby and teacher of physics at a secondary school by trade. She is an outstanding playtester, with a critical and analytic mind.
Ramón López Martín (1973).
An experienced gamer. Game designer and play tester. Well known for his skill eliminating all game counters in play; both his and his opponent’s…
What do we do?
Strategy and simulation games. In fact they are “cardboard simulators”. Computer and video games based on the simulation of car races, first person adventures, aircraft -or spacecraft flight- or tank driving are both widely accepted and successful. Now we propose something similar; our games strive to make the player confront the experiences that historical commanders and leaders lived. Facing the same situations, managing resources and making decisions about a hardly predictable outcome.
The main attributes of a simulation as we understand it are:
Resource management
Essential role of logistics
Game centred on decision marketing
Uncertainty and fog of war
All of them are present in every one of our games. With the firm intent of achieving this with the least possible number of rules. We do not feel that elaborate and complex rules are necessary if the internal dynamics of a game system can produce the desired effect. Likewise, it is our intention to follow an editorial line based on game SERIES, thus the players may learn a new game effortlessly having to deal with just a negligible number of new special rules. In our view, the games will contain a “Series Rulebook” dealing with all the elements forming the game system and another “Special Rulebook” containing those rules that reflect the peculiarities of a given scenario.
Our commitment is to offer the player a maximum of playability and variability for their money without an unnecessary effort or learning rules. Our simulations are fun to play, both for those who are already versed in Military History – since they are simulation models – and for the uninitiated looking for a good opportunity to learn the hobby.
After years playing war games of all kinds, periods and scales (from World War II to Ancient Rome, including XVIII century or Napoleonic tactical games) we are convinced that there are basically two different approaches to war gaming; one is game oriented while the other emphasizes simulation. To reach an equilibrium between these two tendencies is not an easy task. There are games whose mechanics and effects might equally apply to a Panzer Division or a Roman Legion. These games are usually easy to learn and are nicely presented, essentially they provide competitive play, are fun and quick paced. Others try to accurately portray a period, campaign or battle where the player must play the role of a corporal firing a machine gun and –at the same time- that of the Army Corps Commander; sometimes they have plenty of rules, exceptions and an alleged “realism”. Quite often, this double perspective has presented “playability” as opposed to “realism”. Quite often, this double perspective has presented “playability” as opposed to “realism”. We think that this approach completely misses the point; We rather see it as a question of “game” vs “simulation”.
We make games:
Rules systems that allow players to perform certain actions while forbid others; with goals that all participants may and want to reach. But our desire is to provide “simulations”; our rules try to establish a framework as close as possible to the one that historical participants faced so that the goals that players must achieve correspond to their historical counterparts, then it is up to the players to find the means.
We have produced not only in-house designs but also designs from other designers. Recently, we have released An Impossible War from David Gómez Relloso -designer of the famous Crusade & Revolution from Compass Games.
An Impossible War is a game about the decisive years of the First Carlist War in the North. Infantry and cavalry are represented by blocks, which introduce fog of war into operations. There are also artillery counters (field and mountain artillery) and logistics units (supply trains and backpacks).
The main map is a point-to-point board covering the northern theater of operations: Navarre, the Basque Country, and surrounding areas of La Rioja, Burgos, and Cantabria. In addition to provincial capitals, major towns and other localities are shown, along with primary and secondary routes of communication. There is also a smaller map of the rest of peninsular Spain, showing the regions affected by the Carlist uprising and allowing expeditions being launched from the North.
Each turn, players compete for initiative and carry out a variable number of actions. There is also a card deck for each side, including historical, operational, and tactical events. The cards add background and unpredictability to the game, helping make each session different. This is NOT a card-driven game, but one assisted by cards.
An Impossible War simulates the historical conflict, which featured numerous skirmishes, few major battles, and significant siege warfare. It is an asymmetric game in which each side has strengths and weaknesses. Players must exploit their advantages and mitigate their disadvantages to achieve victory.
The Carlist player must make use of superior mobility and unit quality to consolidate territory, wear down the enemy, and threaten cities. The Liberal player must contain and suppress the insurrection; they have more troops, but of lower quality and plagued by logistical nightmares. Additionally, they must quell uprisings and chase down Carlist expeditions across the rest of Spain.
We produced the games fully in Spanish and English versions, this game also had an Italian version.
Now we are preparing the reprint of our small but well-known Santa Cruz 1797, the forefather of Von Manstein’s Triumph and Castelnuovo 1539. And the soon to be released Volume IV of the Campaign Commander Series: White Sea, which covers the Spanish-Ottoman struggle in the Mediterranean from 1565 to 1574.
Both of these games are planned to be released later this year.
In summary, here is a look at a sampling of Bellica Third Generation’s games from their website. Many of these are out of print but can be found on the secondary market at places like Noble Knight Games. Click the image below to be taken to the Bellica Third Generation selection of games at NKG.
But now onto the games for March!
Pre-Order
1. Combat! 4: Eastern Front from Compass Games
This month we had another one of the huge downloading of a large amount of new pre-order games from Compass Games that I have affectionately referred to in the past as “Pre-Order Palooza”. The first game that I am highlighting here is the next volume in the highly thought of Combat! Series of solitaire wargames. These games represent man to man combat on the battlefields of World War II where typically each of the counters on the board represent a single soldier. This small tactical scale is one of my favorite wargaming modes as I just enjoy the decisions required regarding movement, the use of tactical strategy such as scoot and shoot, throwing smoke for cover, suppressing fire and the like. I have yet to play any of the previous 3 volumes, even though I own all 3, but they are high on my want to play list and I am very much interested in this system.
The newest volume is called Combat! 4: Eastern From and deals with the fierce fighting on the East Front of World War II during Operation Barbarossa in 1941-1943.
From the game page, we read the following:
Combat! is a solitaire game series of man-to-man combat in World War II. This is the fourth game in the series. The system uses a unique AI to make for intense combat situations as well as unlimited replayability. You will stand on the defense against a relentless foe. Can you hold on?
Combat! Eastern Front is a solitaire game of man-to-man combat on the Eastern Front in WWII. The player can command a squad of German or Soviet soldiers in various engagements. This game includes the all-new Series Rules, which have been clarified and streamlined from the original rules, and now enable players to control either nationality in this game.
There are 11 tense scenarios across 4 full-size maps ranging from forest partisan warfare, to urban fighting in Stalingrad, to desperate battles on the steppes. A comprehensive random scenario generator further expands the possibilities and will create a limitless supply of unique scenarios. In addition, the included campaign game allows the player to lead a squad of men through 10 battles.
One of the things that I do like about this system and the various volumes is that it is not just cookie cutter churning out new games but each game has their own unique elements modeled into the game play as special rules or changes to account for the history of the setting. Here is a look at the changes in this new volume:
Soviet and German OOB’s contrast the crude but determined Red Army with the efficient Wehrmacht.
City fighting with demolition charges, factories, upper stories, fortress buildings, and other forms of close-quarter fighting.
Light Mortars are long-range nuisances able to saturate an enemy position with explosives.
Weather and Fire add flavor and realism to any battle.
Artillery is now a frightful weapon with a new and accurate placement process.
Confidence rules ensure that a side will not fight to the last man, but may retreat or waver if they sustain too many casualties.
2. Man of War: Fleet Combat in the Age of Sail, 1775-1815 from Compass Games
I have only ever played a few Age of Sail games but have always been interested in the era and the concept of gaming that out on the tabletop. One of the recent pre-order offerings from Compass Games is Man of War: : Fleet Combat in the Age of Sail, 1775-1815 designed by Stephen Newberg. The game looks very interesting and I am definitely looking forward to seeing what it has to offer.
From the game page, we read the following:
Man of War is a game of naval combat between sailing ships from 1775 to 1815. Turns are of variable length and represent up to 4 minutes. Ships are represented individually, but the concentration of the game system is on actions involving a number of ships on each side, that is, squadron and fleet level actions.
Rules cover wind speed and direction, which affect movement. The firing broadsides with crews rated for their proficiency ranging from green to excellent. It is possible to board enemy ships, have them strike the colors, and take them as a prize!
You take command from the viewpoint of a fleet commander.
The game is scenario based and it offers a total of 12 historical playable scenarios as follows:
• USHANT, 27 July, 1778
• DOGGER BANK, 5 August 1781
• CHESAPEAKE BAY, 5 September 1781
• MADRAS, 17 February 1782
• THE SAINTS, 12 April 1782
• THE GLORIOUS FIRST OF JUNE, 1794
• CAPE ST. VINCENT, 14 February 1797
• CAMPERDOWN, 11 October 1797
• CABRITA POINT, 12 July 1801
• TRAFALGAR, 21 October 1805
• SAN DOMINGO, 5 February 1806
• LISSA, 14 March 1811
I think that one of the most interesting parts of the way this is designed is that there is an ability to create custom scenarios to play out “what-if” scenarios or to create larger battles with tons of ships just because you can.
As I said above, I have not had the chance to play any of the games in the Combat! Series but am interested in them and own the 1st 3 volumes. This month, Compass Games released information on their next volume following Combat! 4: Eastern Front, which was just announced as well, called Combat! Crete. Combat! Crete is a stand-along game that can be played without any other games in the series. When I saw this I was immediately taken as I have played a few smaller scale tactical games on the ground combat in Crete but was excited to see this subject come to a solitaire system. And the opportunity to play as the British Tommies against the German Fallschirmjäger is always a welcome opportunity on my gaming table!
From the game page, we read the following:
Combat! Crete is a stand-alone solitaire game of man-to-man combat in WWII. The player commands a squad of British Tommies or German Fallschirmjäger in various engagements. The included scenarios are set on the islands of Crete and Leros, but full-war OOB’s are included for both factions.
The comprehensive Random Scenario generator further expands your gaming possibilities. With this tool, players can generate a limitless supply of unique scenarios for Combat! Crete or combine their game with Combat! Eastern Front and/or Combat! Tunisia & Sicily to create an even more expansive gaming experience.
In addition, the included Campaign Game allows the player to lead a squad of men through 10 battles, gaining experience along the way.
One of the things that I do like about this system and the various volumes is that it is not just cookie cutter churning out new games but each game has their own unique elements modeled into the game play as special rules or changes to account for the history of the setting. Here is a look at the changes in this new volume:
Off Board Artillery rules including air support (Stukas!).
New Terrain types including Vineyards, Weapon Pits, and an Airfield.
Parachute Drops, with a massive four map paradrop scenario.
Scenarios with Australian, New Zealand, and Maori troops.
Scenarios on Leros which feature Fallschirmjägers with FG42s.
Competitive Play rules for head-to-head battles!
Armed Cretan Civilians give the Fallschirmjägers a nasty welcome.
I have played a few games from Joe Miranda over the years and have always found them to be good and well designed games. This month, Compass released a 2-pack of a few of his interesting card driven games called Imperial Wars. This box set includes 2 games in the card-driven Imperial Wars System—Sikh War and Caucasus Campaign. Both become a contest between great powers fighting for control of regions with wider strategic implications. With multiple scenarios for each game, Imperial Wars provides you with many opportunities to alter the course of history on far-flung and lesser gamed frontiers. This box set really looks unique and I am very much intrigued and will be reaching out to Joe to see if I can get a designer interview completed to share.
From the game page, we read the following:
Sikh Wars covers the 1845-46 conflict between the British Indian Empire and the Sikh Kingdom of the Punjab. Roth powers were expanding in northwest India, and their armies clashed from the Sutlej River to the outskirts of Afghanistan. The war led to the later expansion of British India to what became the Northwest Frontier.
Caucasus Campaign has the Russian and Ottoman Empires fighting for control of the mountainous region between the Black and Caspian Seas as part of the wider Crimean War. This campaign had a considerable impact on the future of the Middle East.
Players command armies composed of regiments, brigades, and divisions, which fight using battle and skirmish combat results tables. Certain units have elite status, giving them greater resiliency in combat. The many imponderables of leadership, expeditionary warfare, and chaotic political situations are accounted for in each player’s deck of Campaign cards. Astute play of cards can decide a battle or spark an uprising deep within enemy territory.
Both games have multiple scenarios. There are also options for bringing in additional forces, which can swing the tide of a campaign. Each game becomes a contest between great powers fighting for control of regions with wider strategic implications. Imperial Wars provides the opportunity to alter the course of history on far-flung frontiers
We have played several of Adam Starkweather’s games and systems and have very much enjoyed them, particularly the Company Scale System or CSS. He is a very solid designer and his newest game coming from Compass Games is Warriors of Mexico, which deals with the Mexican-American War of 1846-1848. The game looks to be pretty good and uses the system first seen in Warriors of America and Warriors of Politics, adapted to the unique military situation that existed in 1846.
From the game page, we read the following:
Warriors of Mexico is a fast-playing game of the conflict between the United States and Mexico from 1846 to 1848, using a similar system to the one used in Warriors of America and Warriors of Politics, but adapted to the unique military situation that existed in 1846. As was the case in those times, image and perception are as important as military success. Players will navigate the treacherous waters of time and yet fulfill America’s ambitious land expansion.
6. The Battles of Burgoyne’s Campaigns from Compass Games
Several years ago, while attending Buckeye Game Fest in Columbus, Ohio, we met a new designer named Ken Repel and got a chance to take a look at a few of his games including 1812! War on the Great Lakes Frontier from Compass Games and The Battles ofBurgoyne’s Campaign that was announced this past month from Compass Games. The summer and fall of 1777 was a major turning point in the fate of the American Colonies and the Revolutionary War and this game captures the action at 3 of those key battles including the Battle of Hubbardton, the Battle of Bennington and the Battle of Freeman’s Farm.
From the game page, we read the following:
During the sweltering summer of 1777, the American Revolution reached a turning point in the rugged terrain of upstate New York where the Saratoga Campaign unfolded. Led by General John Burgoyne, the British Army marched south from Canada aiming to cleave the American colonies in two by defeating General Horatio Gates’ Continental Army, capturing the Hudson River Valley and gaining control of Albany.
The Battles of Burgoyne’s Campaign is a 2-sided historical board game with one player commanding the Gates’ Continental Army and the other player commanding Burgoyne’s British Army. The game depicts three critically important battles fought during the Saratoga Campaign of 1777, The Battle of Hubbardton, The Battle of Bennington, and The Battle of Freeman’s Farm. Each contest presents the players with a unique tactical situation: Hubbardton is a rearguard action, Bennington a surprise attack, and Freeman’s Farm a meeting engagement.
While attending Buckeye Game Fest in the Spring of 2023, we shot the following video that contains a discussion about this game. You can watch that at the following link:
I was once told that you cannot understand warfare until you under naval warfare and how important it is to the overall scope of the tactics. Well, a new game called Lords of the Seas appears to examine strategic naval warfare during the 5th Century through the 16th Century AD. The game is designed by Stephen Newberg, who has done several naval focused wargames, and is set in the Mediterranean Sea.
From the game page, we read the following:
Lords of the Seas is an uncomplicated 2-player war game centered on the naval campaigns during the era when rowed warships vied for dominance of the Great Middle Sea, the Mediterranean.
The game depicts this conflict at a strategic level, with most operational and tactical details represented by fast and easy-to-play systems, rather than intricate mechanisms.
Players take the part of the commanding leadership of opposing States in historically-based scenarios. The intent of the game is to provide a broad overview of the historical events while being fun to play.
The object of the game is for each player to use their naval forces to keep open the trade routes of their State while also controlling the coastal sea areas needed for the land forces operations of their respective States.
The specifics of these objectives are set out in each scenario, as well as the forces involved, any reinforcements arriving, and the time frame of the scenario or campaign. The time scale of the game is 2 turns per year.
Both players must obtain their objectives by deploying their naval resources into the sea areas on the map and engaging in combats that are resolved on the Battle Board.
Victory points are earned for sea areas and trade routes under their control at the end of each turn of the scenario, as well as for inflicting hits on opposing units in combat. Each represents an individual State as indicated by the scenario.
The Boer War is a conflict that I have never really played a game on. I know that there are several out there but I have just not had a chance but maybe that will change with this beauty called simply Boer War from Compass Games.
From the game page, we read the following:
The Boers, white settlers of Dutch and French descent, started to colonize the shores of what would become Cape Town in 1652. Over time, British settlers and pressure forced them inland, where they founded the Orange Free State and Transvaal, isolated areas rich in gold and diamonds. The British continued to try to subdue the Boers in the Transvaal War of 1881 and the Jameson Raid of 1895. Anticipating a third attempt by a feared invasion, the Boers decided to invade the British colonies first in October of 1899. It is here that the game begins.
Boer War is a 1-2 player game split into two phases, the Conventional War Phase and the Guerrilla Phase. It is played in 6 turns, with each player alternating between spending Action Points and playing Event Cards. With unique victory conditions and Event Cards for each phase, and the Guerrilla Phase being playable as a separate scenario, players get two games in one box. As the British try to keep up their Morale and the Boers destroy and plunder through Guerrilla warfare, who will be the one in control when no one is left standing?
9. Historical Advanced Squad Leader (HASL) ModulePrelude to War: Marco Polo Bridge, 8 July, 1937 from Multi-Man Publishing
Last year, I finally played ASL! As you may have seen, I wrote my First Impressions post about the Advanced Squad Leader Starter Kit #4: Pacific Theater of Operations after playing a scenario with a friend I had a very enjoyable time. I still have lots to learn and lots to experience but at least that first plunge is done. And I definitely want to play more! So this month, I saw that they are bringing back a few things including ASL Prelude to War: Marco Polo Bridget, 8 July, 1937.
From the game page, we read the following:
Prelude To War: Marco Polo Bridge is a Historical Advanced Squad Leader (HASL) module depicting the battle outside the walled town on Wanping, China on July 8, 1937 when Chinese troops resisted Japanese attempts to force their way into town on the pretext of finding a lost soldier. This precipitated the War of Resistance Against Japanese Aggression, commonly called the Second Sino-Japanese War, which was the start of WWII. The battle focuses on the key railroad bridge over the Yongding River just outside the walled town.
Prelude To War: Marco Polo Bridge comes with a historically accurate 22″ x 34″ map of the area outside the walled town crafted by designer Ken Dunn and artist Charlie Kibler. There are five stand-alone scenarios on the map recreating portions of the battle. Then there is the Campaign Game covering the entire action, with the calendar day divided into five Campaign Game scenarios separated by a special Refit Phase that allows players to regroup and reposition their forces. The Campaign Game starts with the Japanese attacking onto the map to capture the bridge, followed by the desperate Chinese defense of the bridge and the Dragon Temple (a prominent feature east of the river), the possibility of a Japanese river assault in boats, and concludes with a Chinese night assault by special broad-sword equipped Volunteer units. The only other ASL modules needed to play are Beyond Valor and Rising Sun.
If you are interested in Historical Advanced Squad Leader (HASL) ModulePrelude to War: Marco Polo Bridge, 8 July, 1937, you can pre-order a copy for $33.00 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/asl-prelude-to-war-marco-polo-bridge-p-455
10. Advanced Squad Leader Starter Kit Historical Module (HASLSK) Prelude to War: Marco Polo Bridge from Multi-Man Publishing
And along with the regular ASL Historical Module for Marco Polo Bridge, they also offered their Starter Kit version of the game on pre-order. I will be picking this one up this summer at WBC hopefully and add it to my ASL Starter Kit #4 box.
From the game page, we read the following:
Prelude To War: Marco Polo Bridge (SK) is the second Advanced Squad Leader Starter Kit Historical Module and covers the battle outside the walled town on Wanping, China on July 8, 1937 when Chinese troops resisted Japanese attempts to force their way into town on the pretext of finding a lost soldier. This precipitated the War of Resistance Against Japanese Aggression, commonly called the Second Sino-Japanese War, which was the start of WWII. The battle focuses on the key railroad bridge over the Yongding River just outside the walled town.
Prelude To War: Marco Polo Bridge (SK) comes with a historically accurate 22″ x 34″ map of the area outside the walled town crafted by designer Ken Dunn and artist Charlie Kibler. There are five stand-alone scenarios on the map recreating portions of the battle. Then there is the Campaign Game covering the entire action, with the calendar day divided into five Campaign Game scenarios separated by a special Refit Phase that allows players to regroup and reposition their forces. The Campaign Game starts with the Japanese attacking onto the map to capture the bridge, followed by the desperate Chinese defense of the bridge and the Dragon King Temple (a prominent feature east of the river), and concludes with a Chinese night assault by special broad-sword equipped Volunteer units. All the necessary counters for Chinese units are included. ASL Starter Kit #4 (Japanese) is required to play.
Prelude To War: Marco Polo Bridge (SK) contains:
one box and lid
one 22″ x 34″ map sheet
two counter sheets
five scenarios
one Campaign Game rules booklet, with all of the new rules needed to play the scenarios and the Campaign Game, including rules for rivers, railroads, bridges, hedges, roadblocks, offboard artillery, night combat, and special broad-sword equipped Chinese Volunteer units.
one page Data Chart
one reduced-size copy of the map sheet
If you are interested in Historical Advanced Squad Leader (HASL) ModulePrelude to War: Marco Polo Bridge, 8 July, 1937, you can pre-order a copy for $33.00 from the Multi-Man Publishing website at the following link: https://mmpgamers.com/asl-prelude-to-war-marco-polo-bridge-p-455
11. Peking: 55 Days of Fury from Neva Game Press
Neva Games Press (formerly Neva Wargames) is a new publisher who has appeared on the scene in the past couple of years. When I started seeing their posts on Twitter and Facebook, I was immediately impressed with their interesting topic choices for their upcoming games as well as the fact that they are trying to make small footprint wargames that pack a punch. And the art is also very appealing and brings an aesthetically pleasing and attractive look to their games! Their next set of pre-order games is ready to launch in mid-March and the first game that I will highlight here is Peking: 55 Days of Fury that deals with the Boxer Rebellion in China in 1900.
From the game page, we read the following:
Peking: 55 Days of Fury is a tactical wargame that places players in the heart of the 1900 Boxer Rebellion. Players choose to command either the besieged Eight-Nation Alliance or the attacking Chinese forces, each with unique objectives and strategies.
The game is designed for 1-2 players and offers a tense, immersive experience lasting approximately 1.5 hours. In solo play, players take control of the beleaguered Eight-Nation Alliance.
Each turn represents roughly 11 days of the siege. The game board depicts the International Legations, divided into four main areas. Players use a combination of event cards and operation points to execute actions, such as firefights, raids, artillery attacks, and barricade repairs.
The game begins with an initiative phase, determining the order of play. The player with the initiative initiates a mandatory firefight, followed by the other player. Players then play event cards to trigger various effects, supported by additional cards if conditions are met.
Next, the eight nation alliance player must manage supplies, with shortages potentially leading to epidemics or desertions. In the operation phase, players use remaining cards as operation points to perform actions. Finally, the maintenance phase involves checking victory conditions, handling fog of war cards, and preparing for the next turn.
A distinctive fog-of-war mechanic sets this games apart. Mastering this element is key to outmaneuvering opponents.
Will you be able to withstand the siege and protect the International Legations?
Experience the intensity of the Boxer Rebellion in this tactical wargame.
I am currently working on a designer interview with the designer José Manuel Neva (who is also the owner of the company) and hope to have that out in the next few weeks.
12. Reformation: Fire and Faith from Neva Game Press
The 2nd game of Neva’s new release pre-order phase is the interesting looking Reformation: Fire and Faith designed by Clint Warren-Davey. I am keenly interested in this one and have been working with Clint to do an interview and maybe a series of other articles on strategies.
From the game page, we read the following:
Reformation: Fire and Faith is a game about the wars and religious struggles that raged in Europe from 1517 to 1555. This time saw the Protestant Reformation sparked by the renegade monk Martin Luther and the subsequent wars of religion in Germany and elsewhere, as Christianity was shaken to its core on. It saw numerous wars between the great powers of Europe regardless of religious affiliation. The Ottoman Empire was at its height and threatened the Christian world from the south-east, while at the same time new lands were discovered in the Americas that started a race for colonial expansion. In this game, 1 to 6 players will use their Armies, Fleets, Followers and Churches in an attempt to achieve their victory conditions and attain the most Victory Points (VP). It plays in about 60-90 minutes. The rules are very simple and easy to teach as the game was originally designed for use in a high school setting by the highly experienced game designer and teacher, Clint Warren-Davey. The game includes 6 unique Factions that are all competing for dominance in their own way
A few years ago, while attending SDHistCon we sat down with Sam London and played his new upcoming game called Common Sense (it was originally called Absolved from All Allegiance), which was recently announced on GMT Games P500. The game is an American Revolutionary War Strategic Level game that uses trick-taking and is a struggle over the Will to Fight Track that measures the level of commitment by both sides to the fight. We very much enjoyed playing the prototype and really could see what the design was trying to do and that it did it very well.
From the game page, we read the following:
Common Sense is an asymmetrical trick-taking card driven wargame. One player will take control of the 13 colonies in their fight for independence while the other uses the might of the British crown to quash the rebellion. The game revolves around the Will to Fight Track which tracks both sides’ willingness to continue to fight the war. As it is an asymmetrical game, both sides have different problems they will have to manage to resist the decline of their Will to Fight. The colonies are primarily concerned with morale and their ability to believe that they could potentially win their independence. Losing control of colonies and failures of the Continental Congress to galvanize the colonies will have the heaviest impact on their conviction. The British on the other hand never had hearts and minds to begin with, as the war was never popular at home. Instead, their Will to Fight represents parliament’s willingness to continue to fund the war. Poor results relative to commitment of forces as well as losses of British Regulars can spell a speedy exit from the war for them. The game will end when both player’s Will to Fight markers converge on the track, or rarely at the end of 1783, with position on the track determining much of the game’s scoring.
Common Sense is played with 2 unique 36 card decks. Each card in a player’s deck is also unique, and represents a key personality, battle, event, or concept from the American Revolution. Cards are divided into 4 suits, which are Battle, Mobilize, Recruit, and Special. Since the game is asymmetrical, while Battle, Mobilize, and Recruit serve similar purposes for both players, their actual executions vary in some ways. Battles let you engage in fights with the enemy in the same space, Mobilize lets you move your armies between spaces, and Recruit lets you bolster your forces. The Special suit on the other hand varies radically and really showcases differences between the two sides. The Colonial Special suit governs training of militia into the Continental Army as well as all interactions with the French. The British Special suit on the other hand manages native led operations as well as the might of the British navy. Each card grants a certain number of actions of a specific type, as well as a historical themed event. Events can be one off effects, powerful action modifiers for the current turn, or remain in play for multiple turns granting powerful abilities or changing core rules. Each card also has a numbered value that is used for the trick taking.
The game is played over a series of 10 card hands (each hand is considered a year of the war). Each year consists of 10 tricks, wherein the winner of the trick is given the chance to perform actions. The lead player chooses and plays a card from their hand face up. The other player then plays a card from their hand based on what their opponent played. If they have at least one card that matches the suit of the card their opponent played, they must play one of those cards. If not, they can play any card that they wish. If the card they played matched the suit of the lead player’s card and was the same value or higher, they win the trick and will get to take the turn and become the new lead player. Otherwise, the lead player gets the turn. If the responding player does not have a card of the matching suit they could also win by playing the highest value card they have of the trump suit that corresponds to the lead suit. In any case, the player who wins the trick gets to resolve the event on the card and perform the actions on the card. Alternatively, the player can always choose not to resolve the winning card to perform any one action of their choice.
Here is a link to a designer interview and discussion with Sam London regarding Common Sense at SDHistCon in 2024:
14. Iron Triangle: Search and Destroy Operations in the Vietnam War from GMT Games
A new series, and we have seen how well series have done at GMT GMT Games, a new designer and a new concept to wargaming (lane battler), I think that this game has great potential and it happens to be focused on one of my most liked wars to game – the Vietnam War. Iron Triangle: Search and Destroy Operations in the Vietnam War is designed by Darren McGuire takes a look at the struggle between the United States military and the Viet Cong insurgents as they fight over control of three key “lanes” or key regions. I am very much excited about this one and will be reaching out soon to Darren for some additional information.
From the game page, we read the following:
Iron Triangle opens the new Lines of ConflictSeries with a focused and tense asymmetric lane battler set during the Vietnam War search and destroy operations from 1966 up to the Tet Offensive in 1968. Two players assume opposing roles: the Viet Cong, leveraging concealment, mobility, and disruption, and the United States, applying sustained pressure and attritional tactics to limit insurgent influence. Across three rounds, players commit action cards to search and destroy operations along three lanes, contesting control of three key regions in III Corps: War Zone C, War Zone D, and the infamous Iron Triangle.
Each faction employs distinct tactical systems. The Viet Cong may deploy cards in three states—tunnelled (face down), concealed (face down and rotated), or exposed (face up)—and, through careful resource management, can flip and rotate these cards to conduct hit and run attacks and ambushes, lay booby traps, and establish Tunnel Bases to accelerate gains or blunt U.S. advances. The U.S. player focuses on revealing and eliminating insurgent units by exposing tunnelled and concealed Viet Cong cards with Tunnel Rats, restricting movement and concealment through tools such as Defoliation and ADSIDs (Air Delivered Seismic Intrusion Devices), or or employing more forceful measures such as napalm, saturation bombing, and zippo raids, which, while effective at disrupting Viet Cong support networks, also undermine the stability of urban areas like Saigon.
At the end of each round, players evaluate operational outcomes and their impact on control across the three areas, adjusting regional stability and tracking the resulting shifts in South Vietnamese public opinion. Players can achieve victory if the Viet Cong drives Public Opinion low enough or if the U.S. accomplishes its body count objective while stabilising the region. Otherwise, the conflict culminates in the Tet Offensive—a final chit-pull from a bag shaped by the position of control markers on the area tracks, remaining Viet Cong Tunnel Bases, and the scale of the refugee crisis—where each Tet chit drawn represents a stronger offensive that further erodes Public Opinion toward U.S failure.
I am all in on this concept and the new series and very much look forward to what might be included in future conflicts and how the series grows.
15. Levy & Campaign Ost Bot Solitaire System from GMT Games
One of the more active series out there today is the Levy & Campaign Series from GMT Games from the mind of Volko Ruhnke. The series had its start with Nevsky: Teutons & Rus in Collision, 1240-1242 and then followed that up with Almoravid: Reconquista and Riposte in Spain, 1085-1086. Since that time, there have been multiple other games published including Inferno: Guelphs and Ghibellines Vie for Tuscany, 1259-1261 and the most recent Plantagenet: Cousins’ War for England, 1459 – 1485. In addition to the released volumes, there are many others on the P500 with at least another dozen (or more) that have yet to be announced but are being developed and playtested. With such a popular series and with solitaire gaming becoming a mandatory part of any new wargame, I am very glad to see that GMT has prioritized this new offering and released it on the P500. The Levy & Campaign Ost Bot Solitaire System is designed by Jan Arvanitakis and Christophe Correia, who have significant experience in developing the L&C Series and I couldn’t be more excited about this offering.
From the game page, we read the following:
Introducing Ost, a solitaire system for the acclaimed Levy and Campaign Series that allows you to play 5 Volumes in the series against a non-player opponent.
The system eases the tedium of bot upkeep and simplifies the implementation of the bot’s turn so that you can concentrate on your move.
Your opponent will complete the game’s signature Levy & Campaign phases of each turn—including Arts of War, Muster, & Call To Arms. On its turn, a Non-Player Active Actions flowchart will dictate the bot’s main action—March, Siege, Storm, Sally, Tax, etc. Then, a dedicated chart for each action will briskly lead the player through a number of simple Yes/No questions until the action’s full resolution. The system thus sidesteps the need to evaluate complex priorities and check for conditions each turn.
The bot does not use any assets, such as Provender and Coin, nor Levies Capabilities, further easing the burden of bot upkeep. Yet key Capabilities are incorporated as part of the bot’s actions, Battle, & Storm. The system features special rules for automating non-player Lords’ Service shifts on the Calendar, as well as preparing the bot’s Campaign Plan.
Ost will present you with an unpredictable and challenging, yet easy to implement opponent that is responsive to your moves and the current game state. It offers a realistic simulation of the moves a human player would make—like approaching your Lords in the field, laying siege to your Strongholds, blocking Supply Routes, and marching to friendly ground before an upcoming Levy phase.
Ost is named after the service d’ost, the French feudal military service owed by vassals to a Lord. It is an allusion to one of the game’s underlying concepts. The service d’ost, or ost, often lasted around 40 days per year and was imposed on all free men, vassals, and vavasors (a vassal’s vassal).
16. Next War: Korea 2nd Edition, 2nd Printing from GMT Games
The Next War Series of wargames from GMT is very popular and also very large and detailed. We still have been unable to get our copy of Next War: Korea to the table yet but one day we will. But, for now there is a 2nd Edition being offered on the P500.
From the game page we read the following:
This reprint edition includes all known errata (including counters) as well as updated counters for the US, Chinese, Russian, and Japanese Orders of Battle. The map has changed slightly as we bring both the bridging rules from Next War: India-Pakistan back to this game, which necessitates noting which hex sides can’t be bridged, as well as defining Beaches and Invasion Hexes a la Next War: Taiwan, which actually takes us back to the original Crisis: Korea 1995 map. The Series Rules and Player Aid Cards will be brought up to the latest standards, and, of course, the Game Specific Rules will have to be changed to incorporate all of the above.
From Pyongyang in North Korea to Pusan in the South, the war rages. In a scene reminiscent of the first attack by the In Min Gun in 1950, the North Korean People’s Army surges across the Demilitarized Zone and penetrates deep into South Korea. Special Operations Forces from both sides conduct raids, interdiction, and reconnaissance missions behind enemy lines while airborne, air assault, and amphibious forces strike far behind those lines attempting to outflank the main army forces of both sides. In the air, both sides wage a heated campaign in an effort establish superiority over the skies of Korea. With rough terrain and the full ferocity of modern armor, airmobile, airborne, and marine warfighting capabilities, there is no safe haven in the lethal cauldron of battle which has engulfed the Korean Peninsula.
While North and South battle for a quick, decisive victory, the world awaits the response of the two military superpowers in the region: the United States of America and the People’s Republic of China. Will the United States, stung by high casualties among the soldiers of its 2nd Infantry Division near the DMZ during the surprise artillery barrages and initial assaults on the first day of the war, be able to reinforce the South quickly enough, and, if so, how and in what strength? Will the Communist Chinese again react to a massive US response and intervene, thus widening the conflict? As the situation evolves, choices are made, forces are committed, and the security of Japan and the future of the two Koreas hangs in the balance.
Next War: Korea, Game #1 in our Next War series, allows players to fight a near future war on the Korean peninsula. In this updated and improved version of the previously-released Crisis: Korea 1995, players have access to virtually all military assets of North and South Korea, as well as large forces from the USA and the PRC. The integrated, easy to learn air-land combat system allows for unit efficiency, armor effects, light infantry, attack helicopters, Close Air Support, Cruise Missiles, and the particularly tough terrain of Korea.
Make no mistake: Next War: Korea is not an Introductory wargame. Rather, we have intended herein to create a system (and a series) that will allow detailed study of modern warfare in various venues as well as engaging gameplay. That said, the Standard Game rules encompass a fairly straightforward ruleset that will, we think, be considered pretty “easy to learn” by experienced wargamers. So players who choose to play Standard Game scenarios can have a relatively quick game when that’s what suits them. The real flavor of a war in the theatre, though, comes through in the Advanced Game, where you get much more control over airpower and can more clearly see each side’s strengths and weaknesses. For players who want a “mini-monster game” experience, playing the Advanced Game Campaign Scenarios with some or all of the optional rules will definitely “deliver.”
So our hope is that we have created a game with enough variety and scaling of complexity that you can find an engaging and maybe even enlightening experience whether you want to play a fast two-player game, a longer monster game, or an ongoing solitaire study. We intend to provide tools for online game play as well (a Vassal module is being created now for use during
17. Révolutions! France 1820-1880 from Fellowship of Simulations Coming to Kickstarter Soon
We have played and enjoyed several of the games offered by Fellowship of Simulations with my 3 favorite being Verdun 1916: Steel Inferno, Wars of Religion France 1562-1598 and Napoléon’s Conquests. They recently announced their next project that deals with the French Revolution called Révolutions! France 1820-1880, which is coming to Kickstarter soon.
From the game page, we read the following:
Révolutions – France 1820-1880 is an immersive political simulation for 3, 4 or 5 players.
Get ready to relive 60 years of political conflicts, civil wars and major societal choices. Whether in the Chamber of Deputies or on the barricades, Ultras, Orleanists, Bonapartists, Republicans or Socialists clash to ensure the triumph of their ideals. Each faction has its own starting situation, objectives and assets.
You’ll need to constantly adapt your strategy to the situation at hand, and convince allies to impose your vision of society.
Each turn, players begin by taking their action cards, which represent their supporters. They use them to develop their influence in six Society zones: Songs, Newspapers, Notables, Peasants, Workers and Clergy. They can also modify Social Tensions, which determine the stability of the government.
If the regime is stable, a Chamber of Deputies is elected. Players take advantage of the influence they have acquired in the Society zones to obtain votes. These votes give access to the best seats in the Chamber. Players receive political influence tokens according to their posi¬tion. Political influence is the «currency» that enables legislative action to change the current regime.
If social tensions become too great, Paris will rise up, and a civil war will begin. Players mobilize Society zones to support the government or fuel the insurrection. If the revolution triumphs, the victorious insurgents can make more radical changes to the state.
If you are interested in Révolutions! France 1820-1880, you can learn more about the project on the Kickstarter preview page at the following link: Révolutions! by Walter Vejdovsky — Kickstarter
18. Pacific War Games (including 1943: Race to Rabaul and Tora Tora Tora!) from PHALANX
PHALANX does some really great games and they have 2 new games that have been recently placed on pre-order in a 2-pack called Pacific War Games. This package includes 1943: Race to Rabaul designed by Volko Ruhnke and Tora Tora Tora! designed by Wataru Horiba.
From the game page, we read the following:
1943: Race to Rabaul
In 1943 the Allied push across the Pacific reached a critical phase. Every step toward Rabaul demanded nerve, planning and a constant fight with the limits of supply. 1943: Race to Rabaul puts you right in the middle of that pressure.
This time the series introduces opposed play. You can play as a team or head-to-head, with one or two players commanding the Japanese side and one or two leading the Americans. Both fronts chase momentum, both struggle with logistics and both try to outthink the other before their plans run dry. The map is wide, resources are tight and every choice has weight.
The result is a game where ambition always meets resistance, and the path to Rabaul is never straightforward.
Tora Tora Tora!
Tora Tora Tora! is a two-player strategic game that presents a holistic and dynamic view of the Pacific War. Rather than focusing on individual historical battles, the game captures the broader struggle for control across the theater, emphasizing tempo, positioning, and resource management.
Players take command of either Japan or the Allies, each operating under a different economic logic. Japan pays to expand across areas of the map, while the Allies pay per unit regardless of distance. This fundamental asymmetry shapes every decision, forcing each side to approach movement, expansion, and confrontation in a distinct way.
Actions require limited resources, and battles involve hidden commitments before resolution, creating tension even before dice are rolled. Overextending can leave forces undersupplied and vulnerable, so players must constantly balance immediate gains against long-term sustainability. The game rewards careful pressure, territorial control, and forcing the opponent into inefficient responses.
The game ends after a fixed number of rounds, and victory is determined by strategic control of key areas and overall position on the map. Winning is less about a single decisive clash and more about managing tempo, preserving strength, and gradually exhausting the opponent’s options.
If you are interested in Pacific War Games (including Race to Rabaul 1943 and Tora Tora Tora!), you can pre-order one or both of the games at the Gamefound page located at the following link: Pacific War Games by PHALANX – Gamefound
19. Fix Bayonets! Volume II1809: Talavera from Tactical Workshop Currently on Gamefound
Last year, I caught wind of a new edition of a very interesting looking Napoleonics wargame getting a second edition. The game was 1811: Albuera Second Edition from Tactical Workshop, which was originally released in 2020 designed by Frederic Delstanches. Now, he is seeking crowdfunding for the next game in the series called 1809: Talavera.
From the game page, we read the following:
1809: Talavera is the second volume in the Fix Bayonets! Series of Napoleonic tactical wargames. It covers, at the battalion level, the two days of the battle with one player in charge of the Anglo-Spanish armies and the other leading the French forces. The game allows players to recreate the eponymous battle of the Peninsular War, face to face with another player or as a solitaire experience.
Take command of the French army under Joseph, Napoleon’s older brother, and shatter the nascent Anglo-Spanish Alliance standing their ground near the town of Talavera! Alternatively, you can lead the Allied armies and attempt to hold the line with your disparate force. Can you equal the tactical victory achieved by the future Duke of Wellington and his Spanish ally general Cuesta or will the bloody engagement result in the rout of your armies?
As of March 1st, the Gamefound campaign has funded and raised $7,322 toward its $7,000 funding goal with 99 backers. The campaign will conclude on April 1, 2026 at 1:00am EST.
New Release
1. 2025 Errata Counter Sheet from GMT Games
Errata is a fact of life with all publishers and all games! No matter what, a mistake will always slip through and cause us gamers a bit of angst. This is where GMT Games stands head and shoulders above the competition though as they admit to their mistakes and more importantly try to make them right. We have seen this time and time again. So they have a solution for errata found on counters in their new games this year that makes a lot of sense and makes it economically very easy to acquire: a replacement countersheet.
From the P500 page, we read the following:
We are happy to announce today that we have created a 2025 Replacement Countersheet that includes all of the counter updates that we and the designers know of as errata for games from 2025. We’re setting this up as a P500 item like we did last year—except that it’s already approved to print. We just need to know how many of you want the item. Please get your order in over the coming few weeks so we can get these in your hands by year-end.
The price for this item will be $5 for US customers and $10 for non-US customers. Note that the cost INCLUDES shipping. Clearly, we’re supplementing most of the cost on these, which we think is only fair, in that these counters represent mostly errata that we missed when we produced the games the counters belong to.
The games with counters on the sheet are:
By Swords & Bayonets
Here I Stand NOTE: These are the same as the 2024 versions but not everyone got theirs so we’re printing them again.
2. Silent Victory: U.S. Submarines in the Pacific, 1941-45 3rd Printing from GMT Games
One of my favorite movies of all time is Das Boot. I know that this is a movie about a German submarine and I am using it as the introduction to a post about American submarines but it is simply so good and really helped to give me an understanding of the absolute hell that those submariners endured in the depths in a slender metal tube being depth charged to death. I remember the scene where the Chief Machinist Johann loses it and has to be restrained. As we follow along on the patrol of the U-96, we grow to understand the difficulty with which those men had to deal as they did their job and took the punishment. As you know, the movie ends when they are in a sub base and are bombed by Allied planes and we see the Captain and most of the crew shot up and dying as they watch the U-96 slip under the water. After playing Silent Victory, where the player takes the helm of an American submarine in the Pacific Ocean during World War II, I could understand (not physically or psychologically) emotionally how they felt, just a bit, as my boat was depth charged mercilessly and I simply could not get away from the Escort. Eventually, I did get away but not before I lost a few crew to injuries and basically nearly sank myself by deciding to go past test depth to escape.
From the game page, we read the following:
Silent Victory is a solitaire tactical level game placing you in command of an American submarine during WWII in the Pacific. Your mission is to destroy as much Japanese shipping and as many warships as possible while advancing your crew quality and decorations – all while remembering you have to make it home.
Silent Victory is purposely designed to deliver a brisk yet intensive gaming experience that forces many decisions upon you as you take command of one of the major U.S. Fleet submarine types in service. Patrols will take you to differing parts of the Pacific as time progresses in the war. The most successful commanders will be those that can manage the risks they take while prosecuting as many targets as possible.
The game engine is built upon the successful The Hunters design and has proven to be a solid, playable experience. All the major U.S. Fleet boat types are accounted for with every level of detail including period of service, armaments, crew makeup, damage capacity, and more.
As a Fleet submarine commander, you will be confronting many decisions during your patrols. To begin with, seven U.S. Fleet submarines are profiled and available for you to choose from. Patrol zones reflect the changing operational areas as the war progresses, from the Philippines to Midway, the Solomons, and even patrols to the waters just off the coast of Japan and China.
Conducting patrols is the heart of the system, as you will be resolving encounters against individual ships, convoys, or even enemy aircraft and submarines. Situations you face and decisions you make suddenly come in quick succession:
How will you engage a convoy once spotted?
Do you close the initial target range at increased risk of detection for a more lethal attack?
If your engagement is at night, will you conduct a surface attack?
Do you launch one or two fire salvos, and how many torpedoes do you fire?
Will you try to follow a convoy or ship to engage in additional rounds of combat?
How will you slip away from escorts to avoid or minimize damage?
3. The Hunters: German U-Boats at War, 1939-1943 4th Printing from GMT Games
Another fantastic solitaire submarine game designed by the incomparable Gregory M. Smith is The Hunters and they are now releasing the 4th Printing version of the game. 4 printings should tell you something about the game and how good it is!
From the game page, we read the following:
The Hunters is a solitaire tactical level game placing you in command of a German U-boat during WWII. Your mission is to destroy as much Allied Shipping and as many Capital ships as possible while advancing your crew quality and increasing your commander rank culminating in special decoration ‒ all while remembering you have to make it home.
The Hunters is purposely designed to deliver a brisk yet intensive gaming experience that forces many decisions upon you as you will take command among the major German U-boat models in service during WWII, and try to complete an entire tour. If you ultimately survive all patrols from 1939 to 1943, you will be transferred to the U-boat Training Command for the remainder of the war, having successfully carried out your service for the Fatherland.
Those familiar with the classic Avalon Hill game title, B-17: Queen of the Skies, will come to enjoy the same type of gaming experience of the German U-boat War. All major U-boat models are accounted for with every level of detail including period of service, armaments, crew make-up, damage capacity, and more.
As U-Boat commander, you will be confronting many decisions during your patrol. To begin with, eight German U-Boat models are profiled and available for you to choose from. Patrol zones reflect the time period during the war at sea and will shift as the war progresses. All stages of the U-Boat campaign are represented as missions become increasingly more difficult as your adversary makes advances in anti-submarine warfare.
Conducting patrols is the heart of the system as you will be resolving encounters against individual ships, convoys, or even enemy aircraft. Situations you face and decisions you make suddenly come in quick succession:
How will you engage a convoy once spotted?
Do you close the initial target range at increased risk of detection for a more lethal attack?
If your engagement is at night, will you conduct a surface attack?
Do you launch one or two fire salvos, and how many torpedoes do you fire?
Will you try to follow a convoy or ship to engage in additional rounds of combat?
How will you slip away from escorts to avoid or minimize damage?
What evasive maneuvers do you undertake?
The major German U-Boat models are represented and accurately profiled for the patrols you will undertake:
Type VII A
Type VII B
Type VII C
Type VII D
Type VII FlaK
Type IX A
Type IX B
Type IX C
Patrol Assignments include:
Atlantic
British Isles
Spanish Coast
Mediterranean
Norway
West African Coast
North America
Arctic
Caribbean
The game delivers an historical narrative as 350+ ship targets are uniquely identified (including tonnage) with their historical counterparts that were sunk during the war, including freighters, tankers, and American ships.
4. COIN Series Multi-Pack #2 The Guerilla Generation: Cold War Insurgencies in Latin America from GMT Games
Stephen Rangazas has been active behind the scenes over the past few years with his development work on Fall of Saigon: A Fire in the Lake Expansion. He used his background and research capabilities to great effect as he did the background work on the Event cards for that game. From that experience, he has now come forward with a few of his own designs in The British Way: Counterinsurgency at the End of Empire, which was announced in 2021 as well as Sovereign of Discord announced in 2022. Now, his most recent work on a new COIN Series Multi-Pack that deals with insurgencies in Latin America during the height of the Cold War called The Guerrilla Generation is shipping.
From the game page, we read the following:
The Guerrilla Generation: Cold War Insurgencies in Latin America is the second COINMulti-Pack, containing four separate games exploring a series of thematically related insurgencies. Building on the The British Way, this new multipack allows players to explore variations in insurgent groups’ organizational structures, strategies, and relationship with civilians, across four insurgencies in Central and South America between 1968 and 1992. During this part of the Cold War era, Latin America experienced an incredible number of different insurgent groups, many inspired by the Cuban Revolution featured in Cuba Libre, ranging from popular backed rural insurgencies, flexible urban guerrillas, externally sponsored raiders, and brutal ideologically rigid groups. This multipack features a game exemplifying each of these types of insurgencies, to offer players the chance to compare different approaches to rebellion highlighted in the quote by scholar Jeremy Weinstein above. The Guerrilla Generation also offers four longer and more complex individual games than those found in The British Way, as well as an entirely different approach to the linked campaign scenario, which combines two games into a simultaneous side-by-side experience.
This Multi-Pack includes four full games in one box, which is a fantastic value that will allow players to explore four different conflicts set during the height of Cold War Latin America between 1968 and 1992. Each game uses a unique ruleset building on the same general mechanical structure, ensuring that they are easy to pick up while still offering a distinctive experience.
I also love these Multi-Packs because they have a small board footprint with each of the 4 games playing in under 2 hours and taking place on a single 17” x 22” board. But, the game doesn’t just treat these games as individual as they are designed to experience at least a portion of the full span of the period and be used to learn more about these insurgencies.
There is also a “Resisting Reagan” Campaign designed into the game. A linked campaign scenario allowing up to 4 players to play El Salvador and Nicaragua side-by-side, with new mechanisms to represent the Central American peace and solidarity movement’s efforts to resist the Reagan Administration’s aid to both the Salvadoran government and the Contra insurgency, by influencing Congress and American public opinion.
5. Battle of the Bismarck Sea from War Diary Publications
As I was recently trolling the internet, I came across a new solitaire game from the guys over at War Diary Publications. The game is called Battle of the Bismarck Sea and is designed by Allyn Vannoy.
From the game page, we read the following:
Battle of the Bismarck Sea is a solitaire wargame that uses individual ships and flights/squadrons of aircraft. The Player assumes the role of General George Kenney, Commander of the 5th U.S. Army Air Force, with the mission of intercepting the Japanese effort to reinforce its ground forces on the island of New Guinea. The Player must utilize the limited resources available and then determine how best to apply them within specific time constraints. The results of these efforts will be borne out in the effectiveness of air operations.
This design by Allyn Vannoy contains: one 22″ x 32″ Mapsheet, a 16-page rulebook, one Player Aid Card, and 114 oversized laser-cut counters.
6. Souls to Waste: The Battle of An Bao, May 5, 1968 from High Flying Dice Games
Paul Rohrbaugh is a designer I love to follow. He is always doing games on smaller or lesser known conflicts and I just find his work to be superb and really draws me in. He has done a line of games dealing with different battles from the Vietnam War and always names them after popular songs of the time including games like Long Cruel Woman: The Attack on Firebase Mary Ann, March 28, 197, No Satisfaction: Operation Hump November 5-8, 1965 and As Tears Go By: Operation StarliteAugust 1965. Recently I saw one of their newest games on the Battle of An Bao called Souls to Waste and I guess it might be named after the Rolling Stone’s song Sympathy for the Devil (Souls to Waste).
From the game page, we read the following:
Souls to Waste portrays the epic fight waged between the 1st Battalion, 50th Infantry Regiment of the 173rd Airborne Brigade and tanks and the 1/69th Tank Battalion against three Battalions of the 22nd Regiment, 3rd PAVN (People’s Army of Vietnam) Infantry Division.
The NVA laid a trap in the hills to the west of three firebases maintained by the 173rd Infantry Brigade. The NVA’s 22nd Infantry Regiment was recently deployed to the area and well-armed with the latest Soviet weaponry, especially new Rocket-Propelled Grenades (RPGs) that could easily penetrate the armor of the American’s M-113 Armored Personnel Carriers (APCs), as well as mortars and heavy machine guns. The goal was to lure one of the US troop companies into an ambush, and then either inflict more casualties on any relief force that would come to their aid, or fall back and do it again at a time and place of their choosing.
Each turn represents 30 minutes of time. An inch on the map corresponds to about 100 yards in actual distance. Infantry type units are platoons, and armored units represent 1 or 2 vehicles.
If you are interested in Souls to Waste: The Battle of An Bao, May 5, 1968, you can order a copy for $22.95 from the High Flying Dice Games website at the following link: https://www.hfdgames.com/anbao.html
7. Death or Glory: The Battle of Rorke’s Drift from Art of Wargames
Solitaires games are plentiful this month and another one that I found was Death or Glory: The Battle of Rorke’s Drift from Art of Wargames. This one looks pretty interesting and has some really interesting mechanics to it. Plus, it is a solitaire game on one of the most known and greatest battles of history.
From the game page, we read the following:
Dive into history and Heroism in Death or Glory: The Battle of Rorke’s Drift, a war game that immerses you in the heart of this legendary clash. Relive the valiant stand of 150 British soldiers as they defend a mission station against a Zulu “impi” numbering in the thousands, during the Anglo-Zulu War of 1879.
As the clock strikes 4:30 PM, the earth trembled with the thundering chant of “Usuthu!” – the Zulu battle cry. Masses of warriors surged forward in wave after wave, their horns echoing across the plains and their assegai spears flashing in the sun. The British defenders, entrenched in the makeshift redoubt, met the onslaught with unwavering resolve and disciplined volleys of rifle fire.
When the dust settled, the battlefield lied eerily quiet, strewn with hundreds of casualties. Eleven British heroes will be awarded the Victoria Cross for their extraordinary bravery.
8. And the War Came: American Civil War 1861-1865 from Pinkerton Games
Add this one to the publisher that I didn’t know about until now category but this game looks to be very interesting. And the War Came: American Civil War 1861-1865 from Pinkerton Games is a strategic level look at the American Civil War and looks to be well made with good solid components.
From the game page, we read the following:
Civil war came to the United States on April 12, 1861, and finally ended 4 bloody Aprils later in 1865. And The War Came is a strategic level boardgame on that conflict, the American Civil War. Play either the side of the United States, attempting to restore the Union; or the rebelling Confederate States of America attempting to gain southern independence.
The game is “We Go” turn based. In the same three-month seasonal turn, both players recruit and mobilize replacement units, promote and reassign generals, play orders cards to activate corps sized units to conduct area movement and engage in combat, and perform logistics functions.
By both land and naval movement, or successful combat actions, players gain victory points by seizing areas or taking victory points away from the enemy. Generals may command units in combat and movement, and higher ranked generals can command more units-but generals may also be killed, wounded or captured. To create fog of war and uncertainty there are covers that hide unit strength and type from the opposing side until committed to combat.
There are four short length yearly scenarios (1861 through 1864), two multi-year campaign scenarios, (1861-1863, and 1863-1865) and the entire war scenario. Select a Scenario, deploy your troops, and prepare for action!
VUCA Simulations is a new company on the scene the last few years and they are coming out with some really great looking games. We have played several of their games and always have a great experience with them. One of their newest pre-order offerings is called Operation Overlord designed by Clem. It covers the D-Day invasion and as usual looks to be of the highest quality and production.
From the game page, we read the following:
Operation Overlord is a deep, historically grounded strategic wargame that simulates the Normandy invasion and the critical battles that followed from June to August 1944. One player commands the Allied SHAEF forces, planning and executing the largest amphibious operation in history, while the opposing player takes the role of Oberbefehlshaber West, defending the Atlantic Wall and attempting to delay the Allied advance long enough to alter the course of the war.
Rather than focusing on tactical skirmishes, Operation Overlord operates at the operational–strategic level, where timing, logistics, intelligence, and command structure are decisive. Players maneuver divisions and army corps across a detailed map of Normandy, manage supply networks and reinforcements, execute historical and fictional operations, and influence battles through doctrine, supports, and event cards.
Each month begins with high-level planning: the Allied player secretly schedules strategic and special operations, while the German player designates key cities as Festungen, to be held at all costs. Weekly turns then unfold through intelligence gathering, supply allocation, reinforcement arrivals, and alternating unit activations that combine maneuver and combat into a tense, fluid system. Fog of war is maintained through hidden unit values and simultaneous combat card reveals, ensuring constant uncertainty and meaningful decision-making.
Victory is not measured simply by territory, but by time and consequences. The German player is unlikely to drive the Allies back into the sea—but every week gained has far-reaching implications for morale, resources, and other fronts of the war. Likewise, an Allied breakthrough ahead of schedule can dramatically reshape history. Each scenario and campaign outcome includes historically reasoned consequences that frame the result within the broader context of World War II.
With multiple scenarios (June, July, August, and a full campaign), robust asymmetry, and a strong emphasis on planning and operational art, Operation Overlord offers a demanding and rewarding experience for players seeking a serious, historically informed wargame.
If you are interested in Operation Overlord, you can order a copy for €119,99 ($141.68 in US Dollars) from the VUCA Simulations website at the following link: https://vucasims.com/products/operation-overlord
10. Hold the Line: Hannibal from Worthington Publishing
Love me some Ancients and particularly if those Ancients include elephants! Such is the case with the newest game from Worthington Publishing called Hold the Line: Hannibal. The Hold the Line Series is a series of historical wargames by Worthington Publishing focused typically on horse-and-musket era combat, specifically the American Revolution. The game features quick-playing, tactical, hex-based scenarios and the series uses custom dice for combat.
From the game page, we read the following:
Hold the Line: Hannibal is a grand tactical two-player game covering 10 of the greatest battles of the Punic Wars. Following in the footsteps of Richard Borg’s Commands and Colors system and more directly Worthington’s Hold the Line series, Hannibal includes the same standard size map board, 13 hexes wide and 9 hexes deep. Combat is resolved with custom dice.
The scale is 300-400 meters per hex, 90 minutes per turn and units of 3-6,000 infantry, 2-4,000 cavalry and 15-25 war elephants. The units are mainly of 4-steps and include four types of infantry: elite, regular, barbarian and light; three types of cavalry: regular, barbarian and light; and, of course, war elephants. Some units have missile capability, which enhances lethality in combat.
Hold the Line: Hannibal, features 10 battles of the Punic Wars between Carthage and Rome.
As usual, thanks so much for reading along and sticking with me this month as I navigated through the many websites and game pages looking for new and interesting games to share.
Finally, thanks once again to this month’s sponsor Bellica 3rd Generation!
Before the Treaty of Alliance and the French declaration of war on Britain, France had supported the American Patriots materially. Now that France was a full belligerent, fighting forces would follow – first, the French fleet.
Admiral d’Estaing’s event card in Liberty or Death (Harold Buchanan, GMT Games) emphasizes the difficulties and opportunities of coordinating far-reaching naval operations. From the Vassal module.
A naval force under Admiral Charles Henri Hector d’Estaing, carrying a few thousand French land forces, was dispatched to North America in summer 1778. They embarked on an ambitious combined-force scheme together with the Continental Army to take Newport from the British. American-French cooperation (as well as army-navy cooperation) proved difficult, and the operation had to be aborted. In one of the more dubious decisions of the war, the British abandoned Newport, one of the finest natural harbors in New England, voluntarily soon after.
As joint operations had not yielded success, the American and British forces would usually operate separately for the next two years. That meant that the Americans continued to bear the brunt of the struggle for North America. The French navy and army, however, were crucial in tying down British forces in the by now global struggle: British and French forces fought over the economically crucial “sugar islands” of the Caribbean. A French armada, strengthened by Spain which had recently entered the war, threatened to invade Britain itself in 1779. Even in far away India, British forces were challenged by the French and their local allies. Players of Imperial Struggle (Ananda Gupta/Jason Matthews, GMT Games) will recognize these as the four regions in which Britain and France fight for supremacy – with victory going to the player who can balance their interests in the four regions best, taking losses where they must while making bigger gains elsewhere.
The board of Imperial Struggle depicts a world full of opportunities for conquest, alliance, and trade in North America, Europe, the Caribbean, and India. In this particular game, the British have been expelled from North America, but done well in India.
The American Patriots had none of this strategic depth. If they were defeated North America, their cause would be lost. And even with French support, it did not seem like they could do more than brace themselves against the military and financial superiority of Britain… if so much. The harsh winter of 1779-80 decimated the Continental Army. Difficulties in paying the troops resulted in the mutiny of the Pennsylvania and New Jersey Line regiments. The situation seemed so dire that Benedict Arnold, one of the most distinguished American commanders, betrayed the American cause (but failed to deliver the fort of West Point to Britain), serving in the British army for the remainder of the war.
The Benedict Arnold event in Washington’s War (Mark Herman, GMT Games) does not only give a die roll modifier in a battle to Britain, but also removes the (American) leader Arnold from the board. Experienced American players know this, of course, and will not entrust Arnold with important missions… thus, his invasion of Canada is unlikely to happen in the game. An interesting meditation on how much historical hindsight influences gameplay.
The Southern Strategy
Part of the American woes was the new British focus. As New England was lost to Britain, and too full of rebels to be retaken, the British turned their attention to the southern colonies which the believed to be populated by many British loyalists.
First, they advanced from Florida (supported by sea) into Georgia and took Savannah on December 29, 1778. A combined American-French land-sea operation failed to retake the city in June 1779. After this second joint operations failure, the French fleet relocated to the Caribbean. British forces under Charles Cornwallis laid siege to Charleston, South Carolina, the following March.
Lincoln never stood a chance. From the Rally the Troops! implementation of Washington’s War.
Benjamin Lincoln, who had commanded the American troops in the unsuccessful counter-offensive at Savannah, was put under enormous political pressure not to let Charleston, one of the most important cities in the south, fall into British hands. Retreat was thus impossible. Yet the defense of the city against superior British forces was doomed. Lincoln surrendered in May 1780.
Cornwallis’s next victim. From the Rally the Troops! implementation of Washington’s War.
Cornwallis also beat the new American commander in the south, Horatio Gates, at Camden (and thus cut Gates, the hero of Saratoga, back to size again). As the British general was poised to invade North Carolina, Washington dispatched Nathanael Greene to take command in the south.
Greene’s approach aimed to elude a decisive engagement. Contrary to British assumptions, the south was not rife with British loyalists. The crown was only supported where Britain could enforce loyalty – on the coasts, and wherever Cornwallis’s army was at the moment. And Cornwallis could not be everywhere. Small American forces under guerilla leaders (like “The Gamecock” Thomas Sumter and Francis Marion, on whom the movie The Patriot is based) chipped away at British forces and support. While Cornwallis beat Greene at Guilford Court House and Eutaw Springs in early 1781, he could not reverse the south’s affiliation to the Patriot cause.
Yorktown
Cornwallis lost patience with the indecisive campaign against Greene’s Fabian strategy. In 1781, he boldly struck into Virginia. His supply was to come from sea via the port of Yorktown on Chesapeake Bay. If Virginia, the largest and most populous southern colony was taken and thus the south cut off from the north, Greene would have to surrender – or so Cornwallis thought. Cornwallis’s good strategy rating in Washington’s War makes it likely that the British player will let him pursue similarly active campaigns… and hopes not to get caught by superior force.
Cornwallis’s plan was risky. Virginia was much closer to the American and French main forces than the Carolinas. The French commander Jean-Baptiste Donatien de Vimeur, comte de Rochambeau, urged George Washington to confront Cornwallis. And thus a third joint operation began: Gilbert du Motier, Marquis de Lafayette, a French volunteer in the Continental army, marched American and French forces to Virginia.
Cornwallis responded in the typical British manner: He fortified Yorktown and confidently relied on British naval superiority to keep his options open. That confidence was shaken when the French instead of the British navy showed up in Chesapeake Bay. The British sent a fleet of their own, but the resulting naval battle of Chesapeake Bay failed to expel the French fleet (September 5, 1781).
Between a rock and a hard place: Cornwallis was trapped by the American-French army and the French navy. From the Rally the Troops! implementation of Washington’s War.
Washington and Rochambeau took command of the combined army and invested Yorktown. As Cornwallis had failed to tenaciously defend the outer defenses, assuming he would be evacuated by the Royal Navy, the sieging forces advanced quickly. Cut off from supplies and under bombardment from the allied artillery, Cornwallis surrendered on October 17, 1781. His entire force of almost 8,000 was captured (with another 156 dead). French and American total casualties (dead and wounded) were barely over 200.
Peace
The war in the colonies had been unpopular in Britain for some years. Parliament was unwilling to expend more money on it, and thus the British forces deployed had never again reached their peak strength from 1776. With one of the two main British forces in the colonies lost, so was the parliamentary base for the government. When the Whig opposition’s motion to end the war in North America carried a majority, Prime Minister Frederick North resigned in March 1782. “North’s Government Falls” is the end of a game of Washington’s War, and can happen anytime between 1779 and 1783 (provided the event is face-up in the respective year).
North’s successors had to make peace with four separate enemies – the United States, France, Spain, and the Netherlands. The American negotiators Benjamin Franklin and John Jay proved most skillful in this complicated multi-sided diplomacy. They secured diplomatic recognition for the United States as well as the western domain all the way to the Mississippi and important fishing rights in the Atlantic. The Peace of Paris was signed on September 3, 1783.
The king of France had little time to enjoy his triumph. The war expenses incurred in the American Revolutionary War contributed to the financial crisis which resulted in the French Revolution (whose protagonists were in turn inspired by the American ideas of liberalism and republicanism) just six years after the Peace of Paris.
Britain, on the other hand, bounced back from the setback in North America. The country’s naval, commercial, and financial strength was still intact. Britain would orchestrate the coalitions against revolutionary and Napoleonic France until the final victory at Waterloo in 1815, ushering in a century of British global dominance.
And the United States? They remained within their own hemisphere for the time being. Only occasionally drawn into conflict with their erstwhile French allies or old British enemies, the United States dealt with their westward expansion and economic development. Despite its unresolved conflict internal conflict about slavery, the American republic remained an inspiration to European liberals and democrats who strove to follow the example begun 250 years ago.
Allison, Robert J.: The American Revolution. A Very Short Introduction, Oxford University Press, New York City, NY 2015 is exactly what it says on the tin.
Higginbotham, Don: The War of American Independence. Military Policies, Attitudes, and Practice, 1763-1789, Indiana University Press, Bloomington, IN 1977 covers not only the campaigns, but also the political, social, and economic dimensions behind them.