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Interview with Wolfgang Klein Designer of Assault – Red Horizon ’41: Revised Edition from Assault Games and Sound of Drums

Von: Grant
06. April 2026 um 14:00

A few years ago, I came across a new designer named Wolfgang Klein (no relation to Alexander Klein) and his new company Assault Games. They create fantastic tactical level wargames and we have played several fo them and also got a chance to meet both Wolfgang and his friend and partner Erich Rankl. They are currently working on a new edition of their first game called Assault – Red Horizon ’41: Revised Edition and they readying it for a Gamefound campaign yet this spring. I reached out to Wolfgang to get some information about the revisions and changes to the game and he was more than willing to provide a lot of great information.

Grant: Wolfgang welcome back to the blog. It is good to have you on again and I wanted to thank you and Erich for playing Primosole Bridge with us last fall at SPIEL Essen. How has Assault – Red Horizon ’41 evolved over the past few years since its original release in 2021?

Wolfgang: Over the past 5 years, Red Horizon ’41 has evolved significantly through continuous development, community feedback, and extensive gameplay experience. What began with Rulebook 1.0 has gradually been refined into a much more mature and developed system. The new revised edition incorporates years of player feedback, integrates content from various expansions, and improves clarity, balance, and presentation across the entire game.

Over the past 5 years, RH41 has developed considerably, both in terms of the Assault System rules and its graphical presentation. In particular, with Sicily ’43 – Gela Beachhead (Rulebook version 2.0) and its expansion Primosole Bridge, we feel that we gained valuable experience that directly influenced the design of this revised edition and that will assist us in future volumes as well to improve the player experience and simulation value of the game.

Most of all, however, we are grateful for the intensive exchange we have had with our Assault fans over many years. We have remained very active in our forums on BoardGameGeek, and it is there that we have gathered, discussed, and evaluated a huge amount of positive and constructive feedback. With all the great ideas and contributions from our players, we have continued refining the rules step by step.

As far as version 2.5 is concerned, the door for feedback will remain open until the end of the upcoming Gamefound campaign.

In concrete terms, rules have been refined, adjusted, expanded, or removed. All texts have been revised to make them easier and more efficient to read. We have also made a clear step forward in wording and terminology. However, we have not changed the core gameplay mechanics. So players familiar with version 1.0 should still find it easy to get back into the system.

A detailed overview of the changes made to the system can be found on our website at the following link:
https://assault-games.com/assault-living-rules/

Grant: What is the upcoming new edition of the game? How has it changed?

Wolfgang: The upcoming version is referred to as a Revised Edition of Assault: Red Horizon ’41. It is not simply a reprint, but a comprehensive refinement of the system.

Major changes to the game and the Assault System include the following:

  • Updated rules from Rulebook 1.0 to Rulebook 2.5
  • Integration of rules and content from the TA / OAS (Tactical Air / Off-Board Artillery Support) Expansion
  • Revised scenarios and a reworked campaign
  • New terrain types
  • Updated graphic design and artwork
  • Improved components and markers
  • New fortifications and obstacle elements
  • A box inlay designed for the safe storage of all game components

Overall, the revised edition reflects everything we have learned about the system from our players and through continual play on our end since the original release. I do believe that the system will continue to evolve as other rule clarifications or needed changes come to light.

Grant: How did this opportunity for a new edition arise?

Wolfgang: After the original edition sold out, interest in the game continued to grow. At the same time, years of development, playtesting, and community feedback had accumulated.

In addition, RH41 is something like the core game for the Eastern Front within the Assault System. Our plan is to design an entire series of modules focused on the Eastern Front, and Red Horizon ’41 is the natural foundation for that planned series.

This created the perfect opportunity to bring the game back in a fully refined and improved edition rather than simply reprinting the original version.

Grant: How has the process of working with Sound of Drums been?

Wolfgang: I would describe it as a very special journey. We have now been working in cooperation with Sound of Drums for 3 years.

What makes this collaboration different from the traditional designer–publisher model is that we at Assault Games work with Sound of Drums on equal footing while maintaining our own independence.

The goal of this cooperation was to free ourselves from the typical publishing tasks such as production, logistics, and distribution, so that we could focus more fully on developing the Assault System and expanding into future opportunites. In many respects, this has worked very well. In other areas, there are still things that can be improved.

Sound of Drums, and Uwe Walentin in particular, has worked very hard to keep our backs free for designing by carrying the responsibility for taking care of the worldwide distribution network, logistics, and shipping. From my point of view, that works very well. Uwe is also a highly knowledgeable and perceptive figure when it comes to wargame design, and he has become an important advisor for us. His experience in the games industry helps us do things the right way — and focus on the right things.

One area of the cooperation where we have made major progress is in the structuring and preparation of our print files. I would especially like to thank Marc von Martial (Art Director at Sound of Drums) on this point. Thanks to his templates, we are now able to turn our designs into print-ready files in a much shorter time. That has been a tremendous help for Sicily 43, Primosole Bridge, and now also RH41 Revised Edition.

In the end, I would say that our journey is not over yet. Sound of Drums, like us, is still a young company, so there are new challenges every day. But as the saying goes: “Everything will be fine at the end of the road. If it is not fine yet, then the road is not over.”

Grant: Why have you wanted to amend or revise these various items in the game?

Wolfgang: We started the Assault System a long time ago as a new tactical game system, and from the very beginning it was clear that both the rules and the content would continue to evolve over time. Other systems refer to their rulebooks as “Living Rules,” and that is very much how we see the Assault System rules and the game as a whole.

At the same time, it is important to us that we do not do this alone. We want to actively involve our player base in the further development of the system so that it can become the best game system possible. Standing still is simply not an option for us.

Many of the changes were driven by years of gameplay feedback from the community and by our own experience with the system. Over time, we identified:

  • areas where rules could be streamlined
  • components that could be improved or added
  • visual elements that could be made clearer

The goal was always to improve clarity, usability, and gameplay flow without changing the core identity of the system.

Grant: How has the graphic design specifically evolved? Who is the artist?

Wolfgang: The most visible aspect of the game’s development is undoubtedly the graphical redesign and the addition of new visual features. Michael Grillenberger, supported by Marc from Martial, once again did outstanding work, just as they did on Sicily ’43 and Primosole Bridge. I would like to thank them both once again for that work.

The map artwork in particular will immediately catch the eye. We have raised it to the same high standard seen in Sicily ’43 and Primosole Bridge, which creates an even greater sense of immersion.

Overall, the graphic design has been significantly refined compared to the first edition. Maps, symbols, counters, and other visual elements have been redesigned to improve readability and consistency. Vehicle artwork has also been updated, and the game’s entire visual language has been unified to create a stronger overall identity.

Grant: How does the artist’s style fit with your vision for the system?

Wolfgang: The visual style supports the core philosophy of the system: clarity, immersion, and functionality.

The artwork strikes a balance between historical authenticity and tabletop readability, which is essential in a tactical wargame where players need to process information quickly. In that sense, the artwork helps reduce the players’ workload so they can focus fully on the game and on the tactical situation on the battlefield.

Grant: How have the visual presentation for various things such as elevation levels and terrain changed in this new edition?

Wolfgang: One major improvement is the integration of visual symbols directly onto the maps. Last year, we conducted a survey among our players because it was important for us to understand what they thought about the idea of including symbols on the map boards. The result was extremely close.

Many players were concerned that such symbols might reduce immersion. Because we take those concerns seriously, we decided on a more subtle compromise. Elevation levels and some terrain rules are now represented with discreet graphical indicators, allowing players to understand the battlefield layout more quickly without constantly consulting the rulebook.

That, in turn, makes things much easier for the players.

Grant: How have those changes made the game even better?

Wolfgang: Quite simply, these changes make the Assault System much more accessible and easier to play. The need to search for information is reduced, and the overall handling of the game becomes smoother.

In particular, readability, gameplay flow, and ease of learning have all improved. Players can now interpret terrain and elevation at a glance, which speeds up play and reduces rule lookups.

Grant: How have the graphics for the vehicles changed?

Wolfgang: The vehicle illustrations have been updated and refined, providing clearer identification and a more consistent visual style across all units. I think Michael also worked on them simply because he really enjoyed doing so.

These changes enhance both the historical feel and the table presence of the game.

Grant: Can you show us some examples of the new graphics as compared with the old?

Wolfgang: Certainly — here are a few examples:

  • Updated vehicle illustrations
  • Revised terrain
  • Redesigned damage and smoke markers
  • Improved map graphics

These updates create a much more cohesive and modern visual presentation compared with the first edition.

Grant: What new terrain features have you included in the system? Why were these important to include?

Wolfgang: The revised edition introduces several new terrain types:

  • Wheat and crop fields
  • Steep slopes
  • Covered trails

These elements are closely tied to the historical landscape of the Eastern Front, particularly the region around Białystok in the summer of 1941. Large expanses of wheat and crop fields dominated the countryside and often influenced visibility and movement for advancing troops. During the opening phase of Operation Barbarossa, German and Soviet forces frequently fought across agricultural land where tall grain could provide concealment but also limit observation.

Steep slopes and covered trails reflect the natural terrain features of the area, which included rolling ground, wooded ridges, and narrow rural tracks. Such features often shaped the movement of infantry and vehicles, creating opportunities for ambushes or concealed manoeuvres.

Including these terrain types allows the game to better represent the tactical realities soldiers faced during the early battles around Białystok, while also expanding the range of strategic options available to players.

Grant: What are the new Fortifications & obstacle elements? Can you share examples of these counters?

Wolfgang: The system now includes additional fortifications and obstacle elements, allowing players to represent defensive battlefield preparations more realistically. These counters reflect the kinds of improvised and field-built defenses commonly used by Soviet forces in the border regions during the first days of Operation Barbarossa.

In June 1941, Soviet units attempted to delay the rapid German advance by establishing temporary defensive lines, often using field entrenchments, tank barricades, and hastily constructed obstacles. Barricaded roads and reinforced firing positions were typical features in defensive positions around key crossroads and villages. Although many of these defences were incomplete because of the speed of the German attack, they nevertheless influenced the course of local engagements.

By incorporating such fortifications and obstacles, the game is able to reflect the defensive measures historically present on the battlefield. These new counters expand the tactical possibilities in scenarios and campaigns, while also helping to recreate the atmosphere of the chaotic and desperate fighting that characterised the opening days of the campaign around Białystok.

Grant: How will the box be changed for this revised edition?

Wolfgang: The revised edition features an improved box design, including:

  • A box inlay designed for sleeved cards
  • A transparent lid for better organisation and visibility of components

These changes were made to improve both storage and usability for players. Many players prefer to sleeve their cards to protect them during repeated play, particularly in games with frequent handling such as card-driven tactical systems. The redesigned inlay ensures that sleeved cards fit comfortably inside the box without bending or compressing them, allowing players to keep their components protected while still maintaining a compact storage solution.

The transparent lid also helps players organise and identify the different components more easily. Counters, cards, and markers can be seen at a glance, which speeds up setup and makes it easier to keep the game organised during play. For a system that may include multiple scenarios and campaign elements, quick access to components is especially useful.

Overall, the improved box design reflects feedback from players of the original edition. By making the storage solution more practical and user-friendly, the new edition aims to make preparation, transport, and long-term storage of the game more convenient.

Grant: I know that you have covered this concept but I would like a bit more detail? Specifically, how have the overall rules for the game changed?

Wolfgang: The rules have evolved from Rulebook 1.0 to version 2.5, and possibly eventually to 3.0.

Key changes include:

  • Integrated expansion content
  • Clarified rules
  • Streamlined mechanics
  • Improved structure and organisation

Since the release of the original rulebook, the system has gradually developed through playtesting, player feedback, and the addition of expansion material. Earlier supplements introduced new mechanics and scenario elements that are now fully integrated into the core rules, allowing players to access the complete system without needing to consult multiple documents.

Another important goal of the revision was to clarify rules that had previously caused questions during play. Certain mechanics have been rewritten with clearer wording and additional examples, making it easier for players to understand how the system works in practice. This also reduces ambiguity during gameplay and allows players to focus more on tactical decision-making rather than rule interpretation.

The revised rulebook also streamlines several mechanics. While the core gameplay remains unchanged, some procedures have been simplified to maintain the fast-paced flow of the system. The intention was not to make the game less detailed, but rather to ensure that its mechanics remain intuitive and efficient during play.

Finally, the overall structure of the rulebook has been improved. Sections are now organized more logically, making it easier to locate specific rules during a game. Together, these changes reflect the natural evolution of the system and aim to provide both new and experienced players with a clearer and more accessible ruleset.

Grant: How have these changes improved the gameplay?

Wolfgang: The revised rules make the game:

  • Easier to learn
  • Smoother to play
  • More balanced

Over the years, extensive playtesting and feedback from players helped identify areas where the original rules could be improved. Ambiguities in certain mechanics were clarified, and procedures that occasionally slowed down gameplay were simplified. As a result, the revised rulebook presents the system in a more accessible and consistent way, allowing new players to learn the game more quickly while still preserving the depth that experienced players expect.

The streamlined mechanics also improve the overall flow of play. Turns progress more smoothly, and players can focus more on tactical decisions rather than consulting the rulebook. This is particularly important in a fast-moving tactical system set during the opening stages of Operation Barbarossa, where battlefield situations changed rapidly and decisions had to be made under pressure.

In addition, the revisions helped refine the balance of the system. Through years of scenario testing and community feedback, certain interactions between units, terrain, and combat mechanics were adjusted to ensure that engagements feel both challenging and historically plausible. Together, these improvements create a more polished and engaging gameplay experience while remaining faithful to the original design of the system.

Grant: What is the timeline on the release of this new revised edition?

Wolfgang: The revised edition is currently in active preparation, and our immediate next step is the upcoming Gamefound campaign which is planned to start in May 2026. The campaign preview page is up and you can see that at the following link: https://gamefound.com/en/projects/sound-of-drums-gmbh/assault-red-horizon-41-rev-edition

 As mentioned before, feedback on Rulebook version 2.5 will remain open until the end of that campaign.

Our goal is to use this period to gather final community input, complete the last refinements, and move the project into production in the best possible shape. A more precise release timeline will be shared as soon as the campaign and production planning are finalised.

Grant: Last but not least, what is currently in the design kitchen for Assault Games?

Wolfgang: Well, I think Assault Games might become a never-ending story. We will keep working on it as long as we continue to enjoy it—and that could still take a very long time.

Joking aside, we are very active when it comes to new ideas. I actually talked about some of this in our most recent SITREP (a bit of self-promotion here):

We have started publishing a development roadmap so that everyone can see what we are currently working on and what might be coming in the future. Of course, the roadmap only shows the official topics we want to share publicly—and yes, there are also a few unofficial ideas we are exploring behind the scenes.

To give you a small glimpse of what might be ahead, you can already see a draft cover for our upcoming Normandy journey. And that’s not all—there are several other things in development.

Thank you so much for your time in answering our questions Wolfgang and I look forward to future games from Assault Games and Sound of Drums.

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

-Grant

RAW Video: Fighting Formations US 29th Infantry Division from GMT Games

Von: Grant
06. März 2026 um 14:00

Fighting Formations is intended to be an ongoing series of wargames covering WWII tactical combined-arms combat at the platoon and squad levels. Each game in the series will feature a distinct combat unit, highlighting battles in which that unit participated as well as its particular order of battle and fighting characteristics. In this second volume of Fighting Formations, we feature the US 29th Infantry Division—“Blue and Gray”—as it fought from just after D-Day in June of 1944 to the end of the year.

-Grant

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

Von: Grant
02. Februar 2026 um 14:00

This year has been a bit of a blur for me with work, personal commitments and family matters and I just feel like I have not been giving much attention to the blog. But, I am back now and ready to get right back to it with the next entry in our Wargame Watch feature. This month, I was able to find 18 games to highlight! Of that total, 3 games were offered on Crowdfunding.

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

This month, we again have a sponsor for the Wargame Watch in Wharf Rat Games, which is a new publisher on the block owned and operated by the tandem of Ryan Heilman (designer of games such as Brave Little Belgium, White Eagle Defiant: Poland 1939 and Ginormopod 2050 A.D.: Attack of the Giant Bug Monsters) and Wes Crawford (designer of Engine Thieves: The Andrews Railroad Raid of 1862 and The Pursuit of John Wilkes Booth). 

Wharf Rat Games: A New Era in Board Gaming

Founded by industry veterans Ryan Heilman and Wes Crawford, Wharf Rat Games is a Baltimore-based publisher dedicated to high-quality, light-to-medium-weight games. Our mission is to deliver engaging historical, sci-fi, and fantasy themes that can be played in under 90 minutes, making them accessible to both casual and experienced players.

Featured Title: A Forlorn Hope by Hermann Luttmann

Wharf Rat Games is thrilled to announce their debut title, a revitalized vision from legendary designer Hermann
Luttmann.

  • The History: Originally pitched over a decade ago as the mechanical precursor to the hit In Magnificent Style, this game returns to Hermann’s original vision of WWI trench warfare. Here is a link to the Rat Chat show where Hermann discusses the history of In Magnificent Style:
  • The Gameplay: A solo or 1–3 player cooperative experience using a tense push-your-luck mechanic. Players command a regiment charging across No Man’s Land, balancing bold advances against the threat of becoming pinned under relentless enemy fire.
  • The Content: Features six scenarios covering iconic battles such as The Somme, Verdun, and The Lost Battalion.
  • The Stats: 1–3 Players | 45–90 Minutes | Estimated 2.5 BGG Weight.

Launch Details

Wharf Rat Games is gearing up to launch their Backerkit campaign on February 10th. Early Bird Special: Back the game on the first day to get it for just $69, a savings of $20 off the MSRP!

You can connect with Wharf Rat Games on the following social media outlets:

Website: wharfratgames.com
Email: info@wharfratgames.com
Facebook: Wharf Rat Games
Bluesky:  wharfratgames.bsky.social
X (Twitter): @WharfRatGames
Instagram: @wharf_rat_games
YouTube: @WharfRatGames

But now onto the games for February!

Pre-Order

1. A Forlorn Hope from Wharf Rat Games Coming to Backerkit on February 10th

Wharf Rat Games is a new publisher recently started by the dynamic duo of Ryan Heilman and Wes Crawford. I have interviewed both of these guys a few times for their own designed games and also hung out with them quite a bit at conventions including Buckeye Game Fest in April 2024 and the World Boardgaming Championships in August 2024. I am really happy for them that they have taken this plunge and created their own publishing company. I know they know games. Have been in the industry for a while now and also have great connections with many designers and would be designers and I am sure that they will bring many quality offerings to our tables over the next decade plus.

But there is more than just their introduction here as they have signed their first game and it is from a designer we all know and love – Hermann Luttmann. A Forlorn Hope places solo players or up to three cooperative players in command of a battalion charging across No Man’s Land to capture enemy trenches during World War I. Success requires careful balancing of bold advances and timely retreats to avoid casualties, maintain cohesion, and keep troops from becoming pinned under relentless enemy fire. Over a decade ago, Hermann pitched a groundbreaking design to Alan Emrich at Victory Point Games—a push-your-luck mechanic within a wargame framework, originally set in the WWI trenches. While the concept was well-received, Alan suggested a Civil War theme instead, leading to the creation of In Magnificent Style, based on Pickett’s Charge at Gettysburg. This game went on to be published by Victory Point Games and later by Worthington Publishing.

From the game page, we read the following:

A Forlorn Hope is an abstract simulation wargame of a typical trench assault, modeling those attacks that were conducted during the First World War (1914-1918). The player represents an attacking regiment of troops consisting of three battalions, with each battalion made up of two or three assault companies (depending on the number of players).

The game uses a “press-your-luck” design philosophy that will challenge you with tough decision-making and risk-taking throughout the game. The goal is for the player(s) to drive their forces across No Man’s Land in the quickest and most efficient manner possible to achieve the best level of victory.

A Forlorn Hope is designed both for solitaire and multiplayer co-operative play. Numerous scenarios are included, starting with a basic assault scenario (which is ideal for learning the intricacies of the game system), then adding multiple historically-based scenarios simulating actual battles from World War I that offer a slightly more complex and layered gaming experience. Each scenario features singular aspects of the historical battle it is simulating, and each will therefore be a unique gaming experience.

We recently published an interview with the designer Hermann Luttmann and you can read that at the following link: https://theplayersaid.com/2026/01/28/interview-with-hermann-luttmann-designer-of-a-forlorn-hope-from-wharf-rat-games-coming-to-backerkit-february-10th/

If you are interested in A Forlorn Hope, you can learn more about the project on the Backerkit project page at the following link: https://www.backerkit.com/c/projects/wharf-rat-games/a-forlorn-hope-can-you-make-it-across-no-man-s-land/launch_party

The project is set to launch on Tuesday, February 10th.

2. Napoleon at War Deluxe Edition from Decision Games

Over the past couple of years, Decision Games has been going back through their catalog and doing these Deluxe Editions of several of their games including Red Dragon Green Crescent Deluxe Edition in 2024 and Blue & Gray Deluxe Edition in 2025. They now have tabbed several more games for this game treatment and the first that I will share is Napoleon at War Deluxe Edition.

From the game page, we read the following:

Napoleon at War Deluxe Edition reprints the original SPI QuadriGame consisting of four separate battles, each among the most important of the Napoleonic Wars: Marengo, Jena-Auerstadt, Wagram, and the Battle of Nations at Leipzig. This new deluxe edition has a full-color instruction booklet, new counter and map artwork, with 9/16” counters, two back printed 22” x 25.5” mounted game boards, and new player aid cards. The basic rules to all four games in the Napoleon at War Series are standardized. Each game has its own exclusive rules, which include historical set up and reinforcements, special rules, player’s notes, and commentary by the game’s designer. The game mechanics used in this series are based on the popular Borodino-Napoleon at Waterloo game system. The scale of each game ranges from 400 to 800 meters per hex, while each game turn represents between one and two hours of real time. Units range in size from demi-brigades through divisions, with each strength point representing between 250 and 350 men or an equivalent amount of artillery.

Movement is sequential and single-phased. Zones of control are rigid, and combat is mandatory between adjacent opposing units. Stacking is limited to one unit per hex. The Combat Results Table is relatively uncertain, with odds of 4 to 1, or better, necessary to ensure at least a “Defender Retreat” result. Terrain ranges from the Austrian parade grounds south of Wagram to the rough and forested battlegrounds of Jena-Auerstadt. Game length varies from the five-turn First Day Scenario of the Battle of Nations to the 20 game turn Grand Battle Scenario of that same game which simulates the entire three- and one-half-day Battle of Leipzig, the largest battle of the Napoleonic Wars.The games, though graphically enhanced from the originals, remain the same. Now enhance your enjoyment with this new deluxe edition of another SPI classic!

If you are interested in Napoleon at War Deluxe Edition, you can pre-order a copy for $89.00 from the Decision Games website at the following link: https://shop.decisiongames.com/ProductDetails.asp?ProductCode=P3040

3. Year of the Rat Vietnam 1972 Deluxe Edition from Decision Games

The 2nd game that is being offered up for pre-sale with a new Deluxe Edition is Year of the Rat Vietnam 1972, which was originally designed by John Prados and now redesigned by Joseph Miranda.

From the game page, we read the following:

On 30 March 1972 the North Vietnamese Army (NVA) launched its “Easter Offensive” into South Vietnam, attempting to either win the war decisively or improve the North’s negotiating position at the Paris Peace Talks. Surprised by the large-scale attack, the Army of the Republic of Vietnam (ARVN) rallied, and supported by US airpower, launched counterattacks into the fall, finally repulsing the Communist offensive.

Year of the Rat Deluxe Edition recreates that decisive campaign. Powerful NVA divisions operate alongside Viet Cong regiments and decoys, evading the ARVN while striking quickly at vital towns and bases. ARVN elite airborne, ranger, and marine units respond, creating a tense asymmetrical contest of big unit battles and hard-fought sieges, with increasing American airstrikes and worsening NVA supply capabilities.

This Deluxe Edition enhances the original, acclaimed SPI game design (published during the campaign) with a half-century of research and analysis, providing updated orders of battle and terrain analysis. Three scenarios and fifteen order of battle variants cover a wide range of game options, including operations into Laos and Cambodia.

Additional features include:

• New graphics on enlarged maps and counters

• Expanded Allied airmobile operations and units

• NVA divisional reorganization and tank regiments

• Full 1971–72 US order of battle

• Australian, Royal Thai, Cambodian, and Khmer Rouge forces

• Vietnamese and US Navy riverine units

• ARVN base camps and regional forces

• Extensive optional rules

Year of the Rat Deluxe Edition offers you the opportunity to explore and make decisions in a campaign that changed the course of war and peace.

If you are interested in Year of the Rat Vietnam 1972 Deluxe Edition, you can pre-order a copy for $65.00 from the Decision Games website at the following link: https://shop.decisiongames.com/ProductDetails.asp?ProductCode=P%2D3042

4. 1812: The Campaign of Napoleon in Russia Deluxe Edition from Decision Games

The third and final game getting a facelift from Decision Games is 1812: The Campaign of Napoleon in Russia Deluxe Edition.

From the game page, we read the following:

Napoleon invaded Russia with 600,000 troops of which only about 110,000 escaped in organized formations. The largest factor in this enormously deadly campaign was supply. The ability of a Napoleonic army to supply itself depended heavily on the surrounding countryside. Areas were stripped of resources to supply the army, which had to move or starve within a very short period. 1812 Deluxe Edition treats this difficulty of command as a central point, through the game’s area depletion system.

1812 Deluxe Edition upgrades the original SPI 1812 Strategic Area Map Game with a full-color rulebook and player aid cards, new artwork, larger counters and an enlarged map on a mounted game board.

Players must battle attrition, supply, and enemy forces to win. 1812 offers three scenarios, starting in June, late August, and early October, each with free and historical set-up options. Optional rules add leaders and fortresses, while new variant rules provide additional leaders, battle plans, and elite guard forces. Other than adding the variant rules, and incorporating clarifications and known errata, no major changes have been made to the original SPI rules.

1812 Deluxe Edition provides you the opportunity to see if Russia falls to Napoleon’s conquest, or survives, spelling the eventual doom of the Napoleonic Empire. Open this new deluxe edition and see if you can change history.

If you are interested in 1812: The Campaign of Napoleon in Russia Deluxe Edition, you can pre-order a copy for $89.00 from the Decision Games website at the following link: https://shop.decisiongames.com/ProductDetails.asp?ProductCode=P%2D3043

5. Checkpoint Charlie from GMT Games

I love a different style and focus of wargame. A game that takes a look at an important but somewhat obscure or rarely addressed topic such as espionage or intelligence. And this month, GMT Games announced such a game in Checkpoint Charlie, which is a solo or cooperative game focused on SIS espionage missions in Berlin in the 1960’s.

From the game page, we read the following:

Checkpoint Charlie is a solitaire or cooperative game of British Secret Intelligence Service (SIS) espionage missions in Berlin in the early 1960s.

West Berlin is an isolated outpost of the Western Powers in the center of the German Democratic Republic (East Germany). East Berlin, on the other side of the Berlin Wall, is a base of operations for Soviet KGB agents and the Stasi secret police. This is a city of spies, a focal point of worldwide espionage in the growing Cold War. In this game, you send your assets (agents) on missions and use your influence and foresight to help them complete objectives before they are detected and compromised by KGB agents. As you play through these missions, you will:

  • Ensure that an important defector gets safely out of the city.
  • Make contact with a dissident Russian scientist on the other side of the Berlin Wall.
  • Gather intelligence in East Berlin and return safely to the West
  • Entrap a troublesome KGB agent with tempting intelligence.
  • Sow distrust between KGB and Stasi agents.
  • Identify a Soviet mole among your SIS agents and wait for them to reveal themselves.

Can you accomplish all of this in secret, as the very public events of the Cold War change the political landscape of Berlin itself?

This is a game about your assets staying one step ahead of the KGB and completing missions without being detected. Each mission starts with a different cast of assets and KGB agents, a set of items that may help complete the mission, and multiple historical events that can change the situation. Victory conditions are specific – getting an asset out of the city, making contact with a new source, or even crossing the Berlin Wall to gather important intelligence and returning without getting caught. There are no victory points or turn limits in Checkpoint Charlie, just objectives your assets must complete before they are compromised or overwhelmed by the growing web of KGB surveillance. The game map includes iconic locations like Checkpoint Charlie, Glienicke Bridge (the “Bridge of Spies”), and the notorious Berlin Hilton, each with unique game effects. You will manage a hand of cards that represent assets, items, and locations on the map. On your turn, you’ll play a card to influence the situation, and when you take a card from the Draw Area to refill your hand, every SIS asset and KGB agent in the city will move and take actions based on which card you chose. New Intel may appear on the map, locations may be placed under KGB surveillance, and Event cards may affect specific locations.

In Checkpoint Charlie, you are not a field agent. You are a planner, a director monitoring the situation but limited in how much you can directly intervene. That sense of influencing the situation but often just having to watch as events unfold is created by the core mechanic of Checkpoint Charlie: the Draw Area below the map. This area contains five face-up location, asset, or item cards. Chits representing each of the tokens on the city map (your SIS assets and the KGB agents) are placed above each of the cards in the Draw Area. After playing a card from your hand, you will draw a card from either end of the Draw Area, and then the remaining four cards will shift left or right to fill the empty position before a new card is drawn to fill the row. In this way, every card in the Draw Area shifts one space whenever you draw a card. This is important because every token in Berlin then moves closer to the location, asset, or item on the card directly below their chit. In the example below, the cards have shifted and the empty spot has been filled. Now the Dentist will move to Mehringplatz. Jester will move one location closer to Checkpoint Charlie, and KGB Agent Svetlova will move toward the 1958 Rambler at RAF Gatow.

This game looks extremely interesting and I am very much excited to learn more about it. I am going to reach out to the designer Russ Brown to get some more information to share.

If you are interested in Checkpoint Charlie, you can pre-order a copy for $48.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1211-checkpoint-charlie.aspx

6. Here I Stand 500th Anniversary Reprint Edition 3rd Printing from GMT Games

Here I Stand is one of the greatest Card Driven Games I have ever played, and we have played a lot in our time. I have played this game more than 10 times and found each experience to be simply sublime, even though it takes 10-12 hours to play. The game now has a 3rd Printing of the Deluxe 500th Anniversary Edition and you need to get you a copy and find someone to play with.

From the game page, we read the following:

Here I Stand: Wars of the Reformation 1517-1555 is the first game in over 25 years to cover the political and religious conflicts of early 16th Century Europe. Few realize that the greatest feats of Martin Luther, Jean Calvin, Ignatius Loyola, Henry VIII, Charles V, Francis I, Suleiman the Magnificent, Ferdinand Magellan, Hernando Cortes, and Nicolaus Copernicus all fall within this narrow 40-year period of history. This game covers all the action of the period using a unique card-driven game system that models both the political and religious conflicts of the period on a single point-to-point map. There are six main powers in the game, each with a unique path to victory.

If you own the original (non-500th Anniversary edition) Here I Stand, here are the upgrades you will find in the deluxe 500th anniversary edition. Enhancements include: 6 brand new cards added to the deck, including Thomas More, Thomas Cromwell, Rough Wooing, and Imperial Coronation. Revisions to over 15 existing cards including Copernicus, Master of Italy, and Machiavelli to allow for more exciting in-game play and additional possibilities for diplomatic deals. A new Chateau construction table is now used to resolve France’s Patron of the Arts home card plays. Several Virgin Queen rule updates are incorporated back into Here I Stand, affecting minor power activation, piracy, space trading, and foreign wars.

There also is included the special 2-player variant which pits the Protestants versus the Catholics in a modified form of the game. But it is still good and this is how we first played the game.

Here is a look at my written review on the 2-player variant of the game: https://theplayersaid.com/2018/03/19/holy-war-for-two-in-under-3-hours-a-review-of-here-i-stand-wars-of-the-reformation-2-player-variant-from-gmt-games/

Here also are links to a series of Action Point posts on the blog that explain some of the rules revolving around the religious portion of the game:

Action Point 1 – Special starting conditions and steps for the Reformation

Action Point 2 – The Diet of Worms

Action Point 3 – Three specific available Religious Actions, including Biblical Translations, Publishing of Treatises and Calling Theological Debates

Action Point 4 – The Schmalkaldic League

If you are interested in Here I Stand: Wars of the Reformation 1517-1555 500th Anniversary Edition 3rd Printing, you can pre-order a copy on the P500 game page for $66.00 at the following link: https://www.gmtgames.com/p-1214-here-i-stand-500th-anniversary-reprint-edition-3rd-printing.aspx

7. Special Component Pack for The Last Hundred Yards Vol. 5: For King & Country from GMT Games

If you didn’t know we really enjoyed The Last Hundred Yards very much as well as Volume 2: Airborne Over Europe. The system is extremely interesting for a tactical game and uses some novel elements in regards to how victory points are scored including a focus on time and casualties. Really an excellent system! Now, even though there are 5 total volumes that have been released, including most recently Volume 5 For King & Country, Mike Denson has forged ahead with an interesting expansion called a Special Component Pack.

From the game page, we read the following:

We are offering this Special Pack for players who purchased The Last Hundred Yards Volume 5: For King & Country because the necessary modules to play all the missions are not currently available. This pack includes all components (German counters and maps) necessary to make Volume 5 a Stand-Alone Game. With this Pack, players will be able to play every mission included in the module.

Components included in the for King and Country Special Zip Lock Pack:

  • 7 double-sided geomorphic maps (14 maps total)
  • 1 full color Rules booklet (latest edition) (44 pgs.)
  • 1 full color Playbook (40 pgs.)
  • 2 full-size ¾” counter sheets (German)
  • 1 half-size mixed counter sheet

If you are interested in Special Component Pack for The Last Hundred Yards Vol. 5: For King & Country, you can pre-order a copy for $26.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-1213-special-component-pack-for-the-last-hundred-yards-vol-5-for-king-country.aspx

8. Dice in the Dirt: A Tactical Print and Play Skirmish Game from Michael Shane Mecham Currently on Kickstarter

Recently, I have really been enjoying several Print and Play solitaire wargames. They are inexpensive, easy to create and setup and then most of them have some really engaging and interesting gameplay. This month, I came across a new offering called Dice in the Dirt: A Tactical Print and Play Skirmish Game designed by Michael Shane Mecham and I jumped on it pretty quickly.

From the game page, we read the following:

Dice in the Dirt is a fast, tactical print-and-play skirmish game for two players.

Each player commands a six-soldier squad fighting over a dense, modular battlefield where pressure, positioning, and timing matter more than raw firepower. The game uses blind-bag activation, suppression mechanics, and standard dice to create tense, unpredictable engagements.

Dice in the Dirt is not about killing fast—it’s about pressure.
Suppression locks soldiers in place. Actions are scarce. Timing matters more than firepower. Victory comes from forcing your opponent to waste precious moments under fire.

This is a complete, digital-only release designed for quick setup and focused play.

It really seems pretty interesting and the best part about these Print and Play games is that the cost of entry is so low that it is worth taking a chance on. I am a backer and look forward to playing this one.

If you are interested in Dice in the Dirt: A Tactical Print and Play Skirmish Game, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/diceinthedirt/dice-in-the-dirt

As of February 1st, the Kickstarter campaign has funded and raised $521.00 toward its $100.00 funding goal with 32 backers. The campaign will conclude on Friday, February 6, 2026 at 9:57am EST.

9. Battle Decisions: Kriegsspiel from Catastrophe Games Currently on Kickstarter

Catastrophe Games is a small publisher who just really puts out interesting games. I have played several of their games and enjoyed them all. Recently, they announced a new game called Battle Decisions: Kriegsspiel designed by Paul LaFontaine.

From the game page, we read the following:

Battle Decisions: Kriegsspiel is a basic Kriegsspiel kit in a box. You will have everything you need to play a game of Kriegsspiel: a map and counter sheet for the umpire and two players, along with a very basic resolution system. 

This game benefits from hundreds of hours of face to face and online playtesting, with the system refined to allow an experienced umpire to launch and complete a simple scenario in just over an hour. 

The scenario book runs scenarios across time: while most of the scenarios focus on the 19th century, it also shows how to run modern skirmishes (WW2) while allowing ancient battles as well (Alexandria versus the Persian Empire)

Scenarios include:

Scenario 1 – Dennewitz 1813 
Scenario 2 – Scheldt 1944 
Scenario 3 – Gettysburg 1863 
Scenario 4 – Waterloo 1815 
Scenario 5 – Gaugamela 331BCE 
Scenario 6 – Leuthen 1757 
Scenario 7 – Magenta 1859 
Scenario 8 – Blenheim 1704 
Scenario 9 – Königgrätz 1866 
Scenario 10 – Breitenfeld 1631 

But wait, you might ask, how can you run so many and various scenarios off one central Europe map? What Paul did was take the central element of the battle and found a location on the map that most represents the fight. This is an elegant way to allow a single map to be used for multiple battles. 

Kriegsspiel began as a past time for Prussian nobles. Eventually a version was presented to their king who then required its use for training Prussian officers. Many attribute some of the Prussian success in the 1870 Franco-Prussian war to the widespread use of the Kriegsspiel amongst the Prussian officer corps. 

After the war Kriegsspiel games were used by many nations to train their leaders. Now the descendants of the original Kriegsspiele live on in the form of software driven exercises for staffs at various levels. However the focus on command and control is still the key factor in these modern games.

Battle Decisions: Kriegsspiel offers players a chance to return to form of the original games, with simple counters and maps, allowing players to forge their own tactics and plans. 

If you are interested in Battle Decisions: Kriegsspiel, you can back the project on the Kickstarter page at the following link: https://www.kickstarter.com/projects/campaign-fall-blau/battle-decisions-kriegsspiel

As of February 1st, the Kickstarter campaign has funded and raised $3,313.00 toward its $500.00 funding goal with 55 backers. The campaign will conclude on Monday, February 2, 2026 at 7:00pm EST.

10. Operation Overlord from VUCA Simulations

VUCA Simulations is a new company on the scene the last few years and they are coming out with some really great looking games. We have played several of their games and always have a great 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 pre-order a copy for €107,99 ($118.79 in US Dollars) from the VUCA Simulations website at the following link: https://vucasims.com/products/operation-overlord

11. Kawanakajima 1561: Battles of the Sengoku Jidai from Serious Historical Games

A few years ago, a new company called Serious Historical Games released the first in a new series of games focused on the Sengoku Jidai period and the battles of the time. This game was called Nagashino 1575 & Shizugatake 1583: Battles of the Sengoku Jidai and it is part of the Age of the Warring States Series. Since that time they have released Volume 2 and now are getting Volume 3 ready for pre-sale, which focuses on the battle of Kawanakajima in 1561. These games are excellent and overall, the quality of the production is amazing, especially the counters and the colors used for the various clan banners.

From the game page, we read the following:

Kawanakajima 1561, the most epic battle of Sengoku Jidai, is the third volume in the Sengoku Jidai series. The game features a one-sided area map measuring 23.1 × 33.1 inches (59.4 × 84 cm), 216 beautifully illustrated counters, and a 24-page bilingual rulebook (English & French). It also includes two player aids and two scenarios: one historical and one alternative.

The scale represents 300–400 meters per area, 30 minutes per turn, and 500–1,000 men per counter. A full game lasts 2 to 4 hours and is ideally suited for two players. Kawanakajima 1561 is an area-movement wargame designed to deliver intense, fast-paced engagements.

Prepare for swift and brutal battles, where maneuver, timing, and tactical decisions are the keys to victory.

The Battle of Kawanakajima (1561) was fought between the armies of Uesugi Kenshin and Takeda Shingen, the Fourth Battle of Kawanakajima is one of the most famous clashes of Japan’s Sengoku period. Renowned for its daring maneuvers, sudden attacks, and legendary duels, it epitomizes the art of war practiced by rival daimyo at the height of samurai warfare.

If you are interested in Kawanakajima 1561, you can pre-order a copy for 60,00 € ($71.46 in US Dollars) from the Serious Historical Games website at the following link: Kawanakajima 1561 – Serious Historical Games

New Release

1. They Came In Threes! The Final Word in Solo Sci-Fi Madness from Tiny Battle Publishing

I love a good Sci-Fi solo game and have played quite a few over the years. But one that still sticks out in my mind is Attack of the 50 Foot Colossi! from Tiny Battle Publishing, which is designed by Hermann Luttmann. Recently, I saw where Tiny Battle Publishing was offering a multi-pack of these Sci-Fi games and I wanted to share it with you. The multi-pack is called They Came In Threes! The Final Word in Solo Sci-Fi Madness that contains 3 full solo games including Space Vermin from Beyond!, Invaders from Dimension X! and the aforementioned Attack of the 50 Foot Colossi!.

From the game page, we read the following:

They came from beyond time, beyond reason… and they brought friends.

Strap in, Commander—this is the ultimate solo sci-fi slugfest! They Came In Threes! cranks the chaos to maximum warp. For the first time ever, three of designer Hermann Luttmann’s bizarre, brain-busting solo science fiction games are gathered in one battle-scarred box. Lead brave Galactic Marines against interdimensional horrors, titanic biomech monstrosities, and insectoid swarms that shouldn’t exist—but definitely do.

This deluxe package includes:

• Invaders from Dimension X! – A reality-warping solo game where your foes don’t follow logic… or sanity.

• Attack of the 50 Foot Colossi! – Massive, rock-like entities stomp across a doomed world. Can you outwit their merciless programming?

• Space Vermin from Beyond! – Bugs. Big ones. Hungry ones. And they’re coming for your outpost in waves.

• A Slick New FAQ & Scenario Book – Includes 3 scenarios, 8 counters for Invaders from Dimension X and an FAQ for each title.

Each game offers fast, intuitive solo play with unpredictable enemies, evolving scenarios, and that signature “what the heck just happened?” flavor. Whether you’re repelling alien warlords, dodging titanic footfalls, or holding the last line against a tide of teeth and slime, They Came In Threes! delivers old-school thrills in glorious technicolor terror. Three games. One box. Unlimited weirdness.

Attack of the 50 Foot Colossi!

I have played the Attack of the 50 Foot Colossi! game and have done the following Action Point posts on the blog:

Action Point 1 – Marines of the 124th Galactic Marine Raider Battalion and Their Various Actions

Action Point 2 – The Bot Forces of the Colossi

Here is a link to my video review of the game:

If you are interested in They Came In Threes! The Final Word in Solo Sci-Fi Madness, you can order a copy for $75.00 from the Tiny Battle Publishing website at the following link: https://tinybattlepublishing.com/shop/ols/products/they-came-in-threes

2. Field Commander: Robert E. Lee from Dan Verssen Games

I have had various communications on social media with a fledgling designer named Vince Cooper over the past few years as he has embarked on a design odyssey for a few different wargames. Both he and I share an affinity for the designs of David Thompson and especially for the Valiant Defense Series. Through these online communications, I became aware of Vince’s first design called Field Commander: Robert E. Lee. I have played several of the games in the series including Field Commander: Alexander and Field Commander: Rommel and enjoyed them both. So my interest has been immediately sparked for this game. The game had a successful Kickstarter campaign last year and is now shipping and available for purchase.

From the game page, we read the following:

Field Commander – Robert E. Lee builds on the design and gameplay of Field Commander – Napoleon (currently ranked #97 in the Wargames category on BGG!!) to put the player firmly in control of the Army of Northern Virginia during the American Civil War, with the Union forces controlled by an AI.

The game includes 5 campaign and to keep the campaigns decision-heavy and focused on the critical aspects, some of the dates for the games noted may be different to the historical dates of a longer campaign. The campaigns include:

Seven Days Battles (June 25 – July 1, 1862)

Second Manassas (August 22 – August 30, 1862)

Antietam (September 14 – September 17, 1862)

Chancellorsville (April 30 – May 3, 1863)

Gettysburg (July 1 – July 3, 1863)

We posted an interview with the designer Vince Cooper recently and you can read that at the following link: https://theplayersaid.com/2023/07/03/interview-with-vince-cooper-designer-of-field-commander-robert-e-lee-a-civil-war-solitaire-strategy-game-from-dan-verssen-games-currently-on-kickstarter/

If you are interested in Field Commander: Robert E. Lee, you can order a copy for $139.00 from the Dan Verssen Games website at the following link: https://dvg.com/product/field-commander-robert-e-lee/

3. Battle Hymn Vol. 2 – Shiloh and Bentonville from Compass Games

We really enjoyed our play experience with Battle Hymn Volume 1: Gettysburg and Pea Ridge from Compass Games in 2019. The rules were very approachable with lots of good details that were based in history, a good combat system that keeps the battle interesting and engaging but is simply withering and the game evokes a lot of emotions. I played as the CSA and it was heart breaking knowing the outcome and seeing what those men would have encountered going against those formidable Union defenses as they had the high ground and were not going to give it up easily. The newest volume in this series is now out and is called Battle Hymn Volume 2 – Shiloh and Bentonville.

From the game page, we read the following:

Battle Hymn Volume 2 is the long-anticipated sequel game release to Volume 1 and includes two complete games: Shiloh and BentonvilleBattle Hymn is the new brigade-level system based upon the latest research into Civil War combat. This new entry introduces an extension map for Gettysburg (Volume 1) for a complete alternative history of the entire battle. Designed by Charles S. Roberts Award-winning designer Eric Lee Smith.

Shiloh: The First Great Battle depicts the two-day battle of Shiloh. (4 Scenarios & 1 Full Campaign)

On April 7th and 8th of 1862, the Battle of Shiloh was fought in Tennessee along a sluggish river and centered on a church called Shiloh. America would never be the same. The first day of battle harvested more casualties than all of America’s previous wars combined. It got worse. While the Confederates caught Grant’s army off guard, he stood his ground; reinforcements arrived, and he counter-attacked and won the battle. As a reward, he was demoted. But Lincoln spared Grant his career, and the result is history.

Bentonville: The Last Great Battle simulates the final major battle of the war. (4 Scenarios)

Outside Goldsboro, North Carolina, on March 19th, 1865, Confederate forces under General Joseph Johnston made one last desperate attempt to destroy one wing of Sherman’s army. The Confederates caught them by surprise, and it was a close-run thing for an afternoon, but it ended in tragedy and defeat for Joe Johnston. It was the last major battle of the war and a needless pity.

Gettysburg 1862 is pure conjecture and simulates a completely hypothetical battle. (1 standalone Scenario, 2 new Scenarios combining Vol 2 with Vol 1)

The lost order was never lost, Antietam never happened, and the Confederates entered Gettysburg a year early, facing George McClellan rather than George Meade. Stonewall Jackson is alive; the cavalry for both sides are there, and the meeting engagement happens along different lines.

Also includes rules to modify existing scenarios to add the new map to Vol 1 Scenarios & Full Campaign.

If you are interested in Battle Hymn Volume 2 – Shiloh and Bentonville, you can order a copy for $85.00 from the Compass Games website at the following link: https://www.compassgames.com/product/battle-hymn-vol-2-shiloh-and-bentonville/

4. Sensuikan: Japanese Fleet Submarines, 1941-45 from Compass Games

Another solitaire game…..from Gregory M. Smith? Wow, he is a machine! Sensuikan: Japanese Fleet Submarines in WW2, 1941-1945 is a solitaire, tactical level game that places you in command of a Japanese Fleet submarine from Pearl Harbor until the end of the war in 1945. After choosing a class, your mission is to conduct special missions as assigned by the Combined Fleet. The player will take their submarine on assigned missions with the objective to complete said missions, as opposed to necessarily sinking merchant vessels (although that is sometimes an objective). You will be advancing your crew quality and increasing your commander’s rank and awards—all while remembering you have to make it home amidst diminishing odds of survival as the war progresses.

From the game page, we read the following:

A fascinating historical addition to Sensuikan is three new modules: the Aircraft Module, the Midget Sub Module, and the Kaiten (suicide torpedo) Module. These modules facilitate play if a player is assigned to a submarine that is equipped with one of these special capabilities. The system is packed with rich technical detail based on the various submarine classes used by Japan. There are no less than 17 classes of submarine to choose from. These include:

Types A, B, C

Junsen (3 classes)

Kirai-Sen Class

Kaidai (5 classes)

Type B. 3 and Type C. 3

Sen-Toku and Sen-Taka Classes

Type A (Modified)

The different classes have historical equipment, sometimes including aircraft in watertight hangars, midget submarines, and later in the war, suicide torpedoes. You may be assigned to special missions based on your class’s capabilities – perhaps a midget submarine attack on Pearl Harbor or Australia, the bombing of the U.S. west coast, or possibly even an attack on the Panama Canal.

But, as with Greg’s best solitaire games, this game doesn’t just focus on the hardware you use to complete missions but the crew also plays a pivotal role as they have skills and can advance with experience throughout the campaign.

…the human aspect of the war is captured as the submarine Commander (the player) and his crew can improve over time via skills acquisition. In addition to having combat modules to facilitate ease of play, the game includes a major change by including the “Major Event” markers that track the war’s progress and possibly involve the player in supporting the Major Events as they occur.

If you are interested in Sensuikan: Japanese Fleet Submarines in WW2, 1941-1945 you can order a copy for $85.00 from the Compass Games website at the following link: https://www.compassgames.com/product/sensuikan-japanese-fleet-submarines-1941-45/

5. A Distant Plain: Insurgency in Afghanistan 4th Printing from GMT Games

As you may know from my previews and reviews, I love the COIN Series of games by GMT Games. They are a fantastic vehicle to allow me personally to engage in the struggles throughout history between great powers and those that are considered rebels or traitors. Each of the volumes that I have personally played is a highly enjoyable delve into the time period depicted.  The game mechanics are so well designed, that I am allowed to totally immerse myself not only in the theme, but actually in the philosophy, mindset, motivations and direction of each of the factions. A Distant Plain is no different for me and I am truly pleased with this game and love it. And am not surprised at all that it has now had a 4th Printing as it really is just that good.

From the game page, we read the following:

Afghanistan—scene of tribal, ethnic, colonial, and Cold War conflict across the ages.  Into this cockpit dropped a multinational post-9/11 coalition to root out al-Qaeda and replace the hardline-Islamist Taliban regime that harbored it.  A quick invasion and regime change portended quiet reconstruction and good governance, but it was not to be so.  In their sanctuary across Pakistan’s border, the Taliban rebuilt for an insurgency that would ensnare the Coalition in the tangle of Afghan rivalries, shifting allegiances, and warlordism that the West could at first only distantly grasp. A Distant Plain teams Volko Ruhnke, the award-winning designer of LABYRINTH—The War on Terror, with Brian Train, a designer with 20 years’ experience creating influential simulations such as AlgeriaSomalia InterventionsShining Path, and many others.

A Distant Plain features the same accessible game system as GMT’s recent Andean Abyss but with new factions, capabilities, events, and objectives.  For the first time in the Series, two counterinsurgent (COIN) factions must reconcile competing visions for Afghanistan in order to coordinate a campaign against a dangerous twin insurgency:

  • As the Coalition, how will you secure popular support for an Afghan Government that cares more about corrupt patronage and control than legitimacy?  Your high-tech forces are capable, but your publics are pressuring you to keep your footprint small:  how will you stabilize this complex country and get out?
  • As the Government, how can you run the country when your foreign partners continually redirect your war effort?  You can reshape Afghanistan’s human terrain by encouraging the resettlement of millions of refugees, and your Coalition-trained forces are potentially the most numerous of any faction.  But they are unsteady, and your war chest is not your own:  how will you keep your allies’ firepower in-country long enough to ensure that you are the top dog once they leave?
  • As the Taliban, how will you come back against the potent forces arrayed against you?  Islamism, Pashtun ethnic solidarity, and your Pakistani friends behind you will help you recruit and move with ease amidst the enemy.  But not all Afghanistan is Pashtun, its warlords are treacherous allies at best, your fighters are seasonal, and Pakistan’s word is ever uncertain:  can you sting the occupier and his puppets to reawaken Islamic revolution without drawing an unrelenting fire upon yourself?
  • As the Warlords, how will you secure your traditional ways against the intrusive centralizers of Kabul and the Taliban?  You profit from the country’s lucrative opium crop, and your money can talk loudly to the Government’s venal officials.  But your fighters have neither the equipment of the Coalition, the numbers of the national army and police, nor the fanaticism of the Taliban:  how will you block this latest cast of combatants from unifying the country and imposing their rule on you?  

Afghanistan is not Colombia!

A Distant Plain adapts familiar Andean Abyss mechanics to the conditions of Afghanistan without adding rules complexity.  A snap for COIN Series players to learn, A Distant Plain will transport them to a different place and time.  New features include:

  • Coalition-Government joint operations.
  • Volatile Pakistani posture toward the conflict.
  • Evolution of both COIN and insurgent tactics and technology.
  • Government graft and desertion.
  • Coalition casualties.
  • Afghan returnees.
  • Pashtun ethnic terrain.
  • Multiple scenarios.
  • A deck of 72 fresh events.

As with each COIN Series volume, players of A Distant Plain will face difficult strategic decisions with each card.  The innovative game system smoothly integrates political, cultural, and economic affairs with military and other violent and non-violent operations and capabilities.  Terror, drug trafficking and eradication, highway extortion and sabotage, drone strikes, and many more options are on the menu. 

If you are interested in A Distant Plain: Insurgency in Afghanistan 4th Printing, you can order a copy for $91.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-961-a-distant-plain-4th-printing.aspx

6. Men of Iron Volume VI: Purgatorio: Battles between the Guelphs and Ghibellines from GMT Games

There are some systems that are just very playable. They are well designed, cover an interesting historical period or happening and have very interesting mechanics to boot. Such a series is the Men or Iron Series designed by Richard Berg. We played the new Tri-Pack in 2020 and really enjoyed the system. It was just really playable and ultimately created some great narratives. Since that time, we got a copy of Volume V Norman Conquests but have yet to play it (I am actually clipping the counters right now). This new volume is set in Italy and looks to be really good!

From the game page, we read the following:

The struggle between monarchs in Europe, particularly between the Holy Roman Emperor and the Pope, would spawn well over a hundred years of conflict in Italy. The Investiture Controversy caused a split between the Italian city states and even the people within the city states. Guelph was the name given to those who supported the Papacy—while the Ghibellines were the supporters of the Holy Roman Empire. Guelph cities tended to be farther away from the Papal States and closer to the Holy Roman Empire, and Ghibelline cities tended to be farther away from the Holy Roman Empire and closer to the Pope’s temporal power.

Battles raged across Italy from the mid-1100’s to the mid-1300’s with both sides ending up on top at one time or another. This sixth Men of Iron game (Men of Iron Volume VI: Purgatorio: Battles between the Guelphs and Ghibellines) covers some of those battles: beginning with Frederick Barbarossa trying to recapture rebelling provinces in Italy in the late 12th century, taking a spin through the 13th century with a few battles that spelled the end of direct Hohenstaufen rule of Italy, and ending with a war that myth says was fought over the theft of a bucket from one city by another!

The battles include:
Legnano 29 May 1176 – Frederick Barbarossa fights the Lombard League for control of northern Italy.

Cortenuova 27 November 1237 – Frederick II, grandson of Barbarossa, tangles with the second Lombard League for control of northern Italy.

Montaperti 4 September 1260 – Florence and Sienna fight one of the bloodiest battles in medieval Italy—as seen on TV, or in GMT’s Inferno!

Benvento 26 February 1266 – Manfred, King of Sicily, dies in battle in southern Italy against Charles I, King of France, earning Charles I the title King of Sicily.

Tagliacozzo 23 August 1268 – Conradin III, King of Jerusalem, is captured and executed after a battle in southern Italy against Charles I, King of France and Sicily.

Campaldino 11 June 1289 – Florence and Arezzo fight in northern Italy. Famous Italian poet Dante Alighieri fought in the battle. Later, his brand of Guelph would lose power in Florence, and he would be forced into exile.

Zappolino 15 November 1325 – Modena and Bologna fight, not over an oaken bucket stolen from a well, but over a long standing feud replete with raids and reprisal that had occurred almost a century.

If you are interested in Men of Iron Volume VI: Purgatorio: Battles between the Guelphs and Ghibellines, you can order a copy for $71.00 at the following link: https://www.gmtgames.com/p-1116-purgatorio-men-of-iron-volume-vi.aspx

7. Infernal Machine: Dawn of Submarine Warfare from GMT Games

Jerry White is one of our favorite designers. He focuses on mostly solitaire wargames but he is very good at what he does and has a real talent for making a playable game out of any historical situation. Over the past couple of years, titles likes Atlantic ChaseStorm Above the Reich and Skies Over Britain have been released by GMT and are simply fantastic games that tell a great narrative. A few years ago, his newest title was announced that covers the development of submarine warfare during the American Civil War and is in partnership with Ed Ostermeyer called Infernal Machine: Dawn of Submarine Warfare. This game looks great and I am very much looking forward to playing it.

From the game page, we read the following:

Infernal Machine: Dawn of Submarine Warfare is a solitaire board game that casts the player in the role of inventor/entrepreneur in mid -19th century America. The game is set during a historical moment when the business environment has gotten rather dynamic – it is the tumultuous landscape of the American Civil War. The player’s task is to design, build, and put to use a submarine during that war.

Infernal Machine can be played either in scenario form or campaign. In a campaign, you can choose the city or port where the project’s machine shop will be located. Since construction materials and labor costs money, your role as entrepreneur comes into play as you seek out Investors to join your team; their cash will provide the funds that help your Fishboat take shape. As Inventor, your design gives form and substance to the size and shape of your submarine, and to its capabilities. Will it carry a snorkel? Will its prow have a spar-mounted torpedo as the primary weapon?? Will it tow a captive mine instead? Will it have dive planes? Will it be powered by the muscle strength of a crew cranking the propeller or will you install a boiler engine?

To bring blueprints to life, you will need to hire Mechanics, whose engineering expertise keeps your infernal machine’s construction on schedule. Once assembly is complete, your Mechanics can join the crew, using their repair capability to keep the machinery and the vessel running smoothly. Journeymen can also lend a hand on the shop floor and inside the Fishboat, while Sailors bring nautical know-how as well as sheer brawn.

While your machine shop is busy getting started with the submarine’s construction, the game reminds you that the war drags on, and it is an unstable business environment. Prices for materials and labor fluctuate. Current events can affect your construction schedule and your machine shop’s performance. Public, and even personal circumstances may force your hand. You may decide to push your Fishboat into the water before you feel it is optimal, or push your crew into battle with little training. So many decisions. Where do you turn and how do you find out what you need to know?

We published an interview with the designers Ed Ostermeyer and Jerry White and you can read that at the following link: https://theplayersaid.com/2023/06/05/interview-with-jerry-white-and-ed-ostermeyer-designers-of-infernal-machine-dawn-of-submarine-warfare-from-gmt-games/

If you are interested in Infernal Machine: Dawn of Submarine Warfare, you can order a copy for $93.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-963-infernal-machine-dawn-of-submarine-warfare.aspx

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 Wharf Rat Games!

-Grant

Unboxing Video: Aces & Armor from PKB Games

Von: Grant
01. Februar 2026 um 14:00

Take the role of a general (United States, Russia or Germany) in Aces & Armor, which is a complex (but easy to learn) strategy game. In addition to attack strength and armor of your troops, their tactical setup, combat experience, damage and terrain have a decisive influence on the outcome of the battle. Since each unit brings its own strengths, you must cleverly assemble your army to win the victory over your opponents.

  • Cooperative or competitive
  • Solo mode
  • Detailed miniatures with many different unit types
  • High re-playability due to the variable start setup
  • Complex combat system that depends on type of unit, combat damage, experience, strategic formation, terrain and armor (known from highly rated game Trench Club)

-Grant

Unboxing Video: Fighting Formations US 29th Infantry Division from GMT Games

Von: Grant
17. Januar 2026 um 14:00

Fighting Formations is intended to be an ongoing series of wargames covering WWII tactical combined-arms combat at the platoon and squad levels. Each game in the series will feature a distinct combat unit, highlighting battles in which that unit participated as well as its particular order of battle and fighting characteristics. In this second volume of Fighting Formations, GMT features the US 29th Infantry Division—“Blue and Gray”—as it fought from just after D-Day in June of 1944 to the end of the year.

-Grant

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