We have made it to the end of the year! The holidays are upon us and I am really ready to spend some quality R&R with family and friends….as well as with some wargames. This month for the Wargame Watch I was able to find 24 games (with one entry accounting for 2 games and also 2 different books included) and of that total, 6 were offered on Kickstarter.
Again this month, we have a sponsor for the Wargame Watch post in Fortress Games run by Bob Phaneuf. They are the maker of some very good and interesting solitaire wargames, of which I have played 20th Air Force: A Solitaire Game of the Strategic Bombing Campaign against Japan 1944-1945. They have 3 other published games though on interesting topics and recently released the 2nd Editions of the 20th Air Force and 8th Air Force titles (see below New Release entry for more details).
As you can see from the above banner, they are currently working on their new offering called The First Air War: France: 1915-18, which is a solitaire WWI air game. The game covers the WW1 full front, from the English Channel (and German bomber and zeppelin raids on Britain) to the Swiss border, and the war from January 1915 through the Armistice. It is card driven, and your use of cards can be enhanced by your successes providing critical aid to your side’s ground forces. It is squadron based, but Aces can help dominate their sector. Flight and technological advancements, and new aircraft designs, are critically important, which will be felt in things like the Fokker Scourge and Bloody April. Players win by supporting their side’s gigantic land forces, from forward observations in support of offensives, to denying the enemy such observation, to providing airborne shields to hide troop movements, etc.
You can check out their website where you can order all 4 of their existing games at the following link: https://fortress-games.net/
But now on to the games for December!
Pre-Order
1. With the Hammer: Thomas Müntzer & The German Peasant War in Thuringia from Conflict Simulations Limited
Raymond Weiss always comes up with very interesting topics for his wargames published Conflict Simulations Limited. This month, he announced a new pre-order called With the Hammer that is focused on the German Peasant War in 1525. A very unique topic and one that I am not ashamed to say that i know nothing about. But it seems like it will be an interesting game.
From the game page, we read the following:
With the Hammer is an asymmetric wargame covering the German Peasants War in Thuringia in 1525 along with the exploits of one of it’s most famous protagonists and personal hero of mine – Thomas Muntzer. With the Hammer will come with wooden pieces, counters, 2 rulebooks, historical commentary by Professor Andrew Drummond, and a 22×17 inch map.
The game appears to use various personalities of the time and they all have different values in a few key areas of Influence and Leadership. Also below that you will see that they have access to 6 different actions including Muster, Supply, Preach, Negotiate, Move and Raid. My guess is that players will be able to use each of these abilities just once per turn and will therefore have to plan when and where they use which of the actions. Looks really interesting and I am going to throw my hat in the ring and pre-order a copy.
If you are interested in With the Hammer: Thomas Müntzer & The German Peasant War in Thuringia, you can pre-order a copy for $69.99 from the Conflict Simulations Limited website at the following link: https://www.consimsltd.com/products/with-the-hammer
2. Model’s Counterattack: The Battle of Radzymin and Bagration’s End from Dissimula Edizioni Currently on Kickstarter
A few years ago, Sergio Schiavi broke onto the scene with his new company called Dissimula Edizioni with their first Kickstarter called Radetsky’s March: The Hundred Hours Campaign and that game was then followed a few years later by From Salerno to Rome: World War II – The Italian Campaign, 1943-1944 and then their third game called Give Us Victories: The Chancellorsville Campaign. Now, they have launched a very interesting looking East Front wargame during the summer of 1944, after Soviet forces launched a series of offensives that annihilated much of the German army but Field Marshal Model rallied some intact forces and counterattacked managing to halt temporarily the Soviet forces. This game is called Model’s Counterattack: The Battle of Radzymin and Bagration’s End and is coming to Kickstarter soon.
From the Kickstarter page, we read the following:
In the summer of 1944, Soviet forces launched a series of offensives that annihilated much of the German army. During their advance they went as far as the Vistula, arriving near Warsaw. Field Marshal Model, by rallying some relatively intact forces and counterattacking, managed to halt, at least temporarily, the Soviet forces. While all this was happening east of the Vistula, the city of Warsaw rose up behind it…
The game lasts a total of ten turns; during each turn both players, altering each other, move and fight with their forces on the map, trying to conquer or defend key positions. During the course of the game some particular historical events may occur such as the arrival of reinforcements or the Warsaw uprising. At the end of the game, the victory conditions are checked and victory is awarded to the player who scores the most points.
Each hex on the map represents a distance of approximately two kilometers, side to side. Each turn represents one day of real time; units vary from brigades to battalions. The map represents the area where the main bales took place, east of Warsaw. Above it is printed a hexagonal grid which serves to regulate some aspects of the game. Warsaw is considered as a single area, an area where only German forces can transit or mass. Tables and tracks are printed on the map and are used to record and regulate some game functions:
Game Turn Track
Track for the Warsaw Uprising
Track for the allocation of German forces in Magnuszew
General points Track
Artillery available / used
Soviet losses / German losses
Luftwaffe available / used
That map is just gorgeous and I am very much looking forward to this one. I am currently working on an interview with Sergio and hope to have that up on the blog shortly.
If you are interested in Model’s Counterattack: The Battle of Radzymin and Bagration’s End, you can back learn more about the game by visiting the game page on the Dissimula Edizioni website at the following link: https://www.kickstarter.com/projects/guv/models-counterattack
As of December 1st, the Kickstarter campaign has has funded and raised $7,830 toward its $6,876 funding goal with 101 backers. The campaign will conclude on Saturday, December 28th at 6:30am EST.
3. The Wars of the Sun King 1648-1713 from Serious Historical Games
In 2022, I became aware of a new French publisher called Serious Historical Games and one of the games in particular caught my eye in Nagashino 1575 & Shizugatake 1583: Battles of the Sengoku Jidai. We purchased a copy and played it and really enjoyed the system, including the combat, the gorgeous cover and the fantastic counter graphics. That same publisher has a new game up on pre-order that deals with the Lace Wars in France between 1648-1713 called Lace Wars Series: Volume I The Wars of the Sun King 1648-1713.
From the game page, we read the following:
This the first opportunity to play, with a single set of rules, the five conflicts led by France under the reign of Louis XIV the Great and the great rebellion called “La fronde”.
La Fronde Rebellion (1648-1653) – taking advantage of the weakness of royal power while Louis, the future Louis XIV, was still a minor, the parliament of Paris and the nobility revolted at different periods and to different degrees against the regency ensured by Anne of Austria (widow of Louis XIII) and Cardinal Mazarin, hated by all. This weakening of France is a boon for Spain, still at war with France, to recover territories (Catalonia, Roussillon, the North of France).
The War of Devolution (1667-1668) – Spain’s non-payment of the Infanta of Spain’s dowry at her marriage to Louis XIV was used as a pretext for a war of conquest. This was the first conflict initiated by Louis XIV against a militarily and economically weakened Spain.
The Franco-Dutch War (1672-1678) – France wants to bring the Dutch Republic to its knees. This fierce commercial competitor, too tolerant as a state, opposes France’s expansion toward the Spanish Netherlands. This war for glory pitches against each other living legends of the Thirty Years War like Turenne, Condé et Montecuccoli. As a result of this conflict, the King of France earns the nickname Louis the Great.
The War of the Reunions (1683-1684) – Spain does not accept the annexation by France of enclaves and surrounding areas in the Spanish Netherlands, stating their boundaries were poorly defined by the international treaties ending the War of Devolution and the Franco-Dutch War. Vauban recommends limiting the territorial enclaves, leaning against the mountainous area and securing the enclaves by constructing strongholds; it’s a matter of turf.
The War of the League of Augsburg (1688-1697) – The Habsburg’s victory against the Ottomans diverted the Empire’s attention on the French territorial gains following the War of the Reunions. In 1687, Louis XIV wanted to transform the Truce of Ratisbon into a permanent accord and send an ultimatum to the emperor who refused. The German princes and the great European powers form an alliance to counter France’s politics of expansionism and religious persecution. France finds itself diplomatically isolated.
The War of Spanish Succession (1701-1713) – King Charles II of Spain dies with no descendants. The two principal reigning families of Europe, the Bourbons (France) and the Habsburgs (Austria), are both related to Charles II and claim the throne. The principal stake is the domination of Europe by seizing the enormous heritage of the Spanish Habsburgs. France is confronted with its fiercest military enemies: Marlborough and Prince Eugene of Savoy.
Maximize your resource points to recruit armies, build strongholds, lead sieges and battles and win glory points.
4. The World Crisis: First World War in Europe from GMT Games
Big, badass wargame incoming ya’ll! The new monster from the mind of Bruce Harper has been announced and it looks amazing. I am very much interested in this one for several reasons. One being that this is a game on World War I, which I have very much enjoyed gaming over the past few years, and also that it appears to be a bit more approachable than A World At War that has intimidated me for years and haunted my dreams! The World Crisis: First World War in Europe is a new game that uses some of the systems from A World At War and I am very much interested.
From the game page, we read the following:
The World Crisis is a grand strategy game which uses many of the gaming systems developed for A World at War and its prequel games Gathering Storm and Storm Over Asia. It simulates the military, economic, political, diplomatic, research, and production aspects of the First World War and lets the players find out for themselves what might have happened if:
Germany had stood on the defensive in 1914 and attacked in the east.
Austria-Hungary had deployed its forces differently in 1914.
Germany had remained true to the spirit of the Schlieffen Plan.
Turkey and Italy had entered the war earlier, later, or on a different side.
Germany had pursued a more aggressive naval strategy.
The Gallipoli campaign had succeeded—or hadn’t been undertaken at all.
Italy had broken the Austro-Hungarian front.
Bulgaria, Rumania, and Greece had pursued different policies.
Germany hadn’t attacked at Verdun, had followed its original plan, or had won the battle.
Russia had collapsed earlier or hadn’t collapsed.
The U.S. had remained neutral.
YOU had been in command.
I once read a very funny and interesting review of A World At War on Board Game Geek and it has always made me laugh. And I know that this system is nothing to laugh at but I also know that it is not for the feint of heart. But it is very meaty!
The World Crisis uses many of the game systems developed in A World at War, Gathering Storm, and Storm Over Asia, but it also includes the following innovations:
Placement of ground units on Army Charts, similar to Task Forces in A World at War, recreating the fog of war for both attacking and defending forces until combat occurs.
An integrated movement and combat phase, giving ground combat the flexibility of naval combat.
Multiple rounds of ground combat, with counterattacks and reinforcement for both sides, emphasizing both the importance of achieving results at the outset of a battle and the importance of staying power for the defense.
The control of terrain features in hexes still under enemy control, depending on combat results.
National cohesion levels as the crucial measurement of major power resistance.
A look at the Murderer’s Row of Wargaming! There is one new suspect being added to this lineup…
I still own my copy of Storm Over Asia and have never done anything with it. Partly because it is huge, partly because I am a wuss! But it sits on my shelf taunting me and one day I am going to force the Brit to read the rules so we can play it…maybe that day will come sooner rather than later so we can prepare for this incoming mortar shell called The World Crisis: First World War in Europe.
In 2023, we attended SDHistCon for the first time and ended up playing a few games with new designer Sam London. We played his Firefight: Tactical, which has been on the P500 for over a year now and has Made the Cut with 719 pre-orders, but also another lighter 4X style card based game called Microverse. The game uses hex tiles that are laid out to create the board which includes unexplored areas of space that contain planets that can be colonized, dead space, asteroid fields, wormholes and super novas. We had a blast with our game of it with Sam and Jason Carr from GMT Games.
From the game page, we read the following:
Microverse is a fast-playing, card-driven space 4x game. The game features lightning fast turns (sub 5 seconds most of the time) and a short playtime (15 minutes per player) while packing in all the hallmarks of a full 4x game. Players will guide their civilizations from humble beginnings on a single planet to galaxy spanning empires fighting over choice planets.
Each player has a hand of cards which are tied to one of the game’s four actions: Build, Colonize, Explore, and Mobilize. On a player’s turn, they play one or more of these cards of the same action type to generate resource points that they will later use to perform those actions. These resource points are then increased by the number of worlds they have colonized that contain the matching action icon. Finally, the player performs the action and draws back up to their hand size.
When we played the prototype, the game included over 80 species that players can choose from which gives lots of replayability. Each of these civilizations have different abilities and even weaknesses. But, now they appear to have scaled that back a bit, at least for the base game, as I remember the time spent trying to determine who I was going to play because there were so many choices.
The core game of Microverse boasts 21 playable factions (with many more coming) that radically vary the gameplay. Each faction has their own unique strength, weakness, and research ability. This research ability is tied to a special icon found on worlds as the players explore. Players can choose to colonize these worlds to make their faction even more unique and powerful.
My final comment about the game is that it is fast playing. We played a 4-player game and it played in about an hour. There is a lot to like here as players use cards to take actions such as explore, colonize, mobilize (move) and build (ships). The other very interesting part of the cards is that there are no dice used for combat and cards are pulled and icons for shields, hits and command are included and compared during battles. Overall a very nice looking game that was a blast to play.
6. Border Reivers: Anglo-Scottish Border Raids, 1513-1603 2nd Printing from GMT Games
Ed Beach usually designs games that use the CDG mechanic and that allow a lot of gamers to get in on the action. Games like Here I Stand and Virgin Queen allow up to 6 players and Border Reivers allows 4-6 players although 2 and 3-player versions are also supported (where each player leads both an English and a Scottish family). But, this game is not similar to the others I mentioned. Not even close! It incorporates some elements of a Euro and is a very interesting and unique experience as it uses Meeples of sheep and cows (which frankly I am totally fine with).
From the game page, we read the following:
In Border Reivers, each player rules over one of the Marches as leader of one of the six major riding families of the border: Grey, Fenwick, Dacre, Maxwell, Kerr, or Hume. Your goal is to increase the wealth and fame of your clan throughout the reigns of Henry and Elizabeth to end the century as the most famous Border Reiver of all time. Players gain VPs from successful combats, amassing large herds of livestock, and by elevating their Notoriety above the other players in the regions of the map.
Here is a fairly detailed summary of the the different seasons and how it works:
In Summer, players build their strength through a card-drafting system that lets you strengthen your March for the winter raids that follow. Players build fortified peel defense towers, garrison old castles, and build walls around their farmhouses (creating “bastles”) to guard against enemy raids. At the same time, you recruit famous reivers and wardens to your cause and ally with the most notorious clans of the time (including the infamous Elliotts, Scotts, Johnstones, and Armstrongs). And don’t forget to buy the favor of the most powerful office holders, whether it be the Bishop of Carlisle, the Keeper of Liddesdale, or the mighty Lord Warden of the Marches.
As the air cools and Fall arrives, players commit their defensive assets to the map to prepare for the raids and feuds that are soon to follow. At this time a set of events drawn from the history of the region are chosen, presenting the players with short-term opportunities that may gain them an advantage. Events include the battles of Flodden Field and Solway Moss, Henry VIII’s Rough Wooing to try and force a marriage alliance, Mary Queen of Scots’ tour of the Scottish borders, and the Catholic Rising of the North.
To initiate Winter combats, players select one of their Target cards to secretly designate their intended combat activity. Options include launching a Raid to steal precious livestock, joining their national army as light cavalry forces in one of the historical Battles, or representing their family against a specific target player with whom you have a Feud or Gaolbreak attempt that needs to be prosecuted. Careful play of cards that were drafted during the Summer can help these combats break favorably for your clan.
At last, Spring arrives and the raiding ceases. It’s time to count points and sing of the heroic exploits just witnessed. And on the final turn, that’s exactly what happens—players cash in one or more of the Border Ballad cards for extra VP, especially if the ballad aligns with the strategic path they have followed throughout the game. Which ballad will commemorate your deeds on the Border? May you fare better than Johnny Armstrong, the subject of the famous ballad “Armstrong’s Goodnight,” that captures the spirit of the Reivers.
So as you can tell, this one is a bit of a different game and we had a chance to play it at WBC in 2023 with the designer and it was very interesting.
As my may know, I am a huge fan of Commancheria designed by Joel Toppen in the First Nations Series. I fell in love with the system upon playing that game but while I own the first volume in the series I have never got around to playing it. Navajo Wars started the First Nations Series and is now getting a 3rd Printing which should tell you something about the game.
From the game page, we read the following:
Navajo Wars is a one to two-player game which covers the amazing history of the Navajo people from their first encounters with European colonists until their brutal subjugation by the Americans. For over 250 years, the Navajo fought to preserve their way of life. Navajo Wars gives YOU a detailed look at this epic historic period from the perspective of the Diné—the Navajo people.
In Navajo Wars, you will face a constantly changing and aggressive enemy. You will face Spanish, Mexican, and American soldiers and settlers. You must use skillful planning and resource management in order to maintain your tribe’s freedom.
Navajo Wars uses a unique mixture of cards and enemy instruction matrix to drive the actions of the Navajo’s opponents. More than just chart-checking and die-rolling, in Navajo Wars you have to make lots of meaningful decisions in order to win!
Though designed from the beginning as a solitaire game, Navajo Wars also includes rules to play a semi-cooperative 2-player variant. In the 2-player game, both players can lose, but only one player can win!
8. Entrenched: Gallia Guards from Daedalus Creations Currently on Kickstarter
Fast playing card based games are always welcome on my table. Something liter that can be played in 30-45 minutes but still give you some meat on the bone. Last year, I backed and received a copy of a game called Entrenched from Daedalus Creations that was a WWI card combat game. The game was light and pretty fun although we only got to play it in an airport on a layover. Now, that is same company is redoing this game, giving it a new name and changing up the game a bit to create a new experienced in Entrenched: Gallia Guards, which is currently being offered on Kickstarter.
From the Kickstarter page, we read the following:
Step into a fictional heart of World War I with Entrenched: Gallia Guards, a deckbuilding card game where you lead your forces in a brutal battle for control of the trenches. Players compete to break through enemy lines, conquer trenches, and earn victory points, all while paying the ultimate price for glory. Your mission is to outwit your opponent by selecting the right infantry, elite and armored units preparing for the clash ahead.
In Entrenched: Gallia Guards, each trench captured brings you closer to victory. The further into enemy territory you go, the more valuable the ground becomes. But the battle isn’t just about advancement, every fallen soldier on opposing soil earns points for the glory they bring. With a deck you build from the ground up, you’ll issue orders to units on the field, commanding them to attack, defend, move, or deploy reinforcements. Your strategy will determine the fate of your forces.
The intensity of trench warfare builds as your deck evolves into a powerful war machine. Armored behemoths lumber onto the battlefield, tough to defeat and able to crush the deadlock. However losing these heavy units can have grave consequences. Command your infantry, tanks, and artillery, knowing that your decisions and your officers’ leadership, will either break the enemy’s defenses or lead to your downfall. Will you be the one to seize the trenches and claim ultimate victory?
Entrenched: Gallia Guards is a reimplementation of the successful game Entrenched, featuring refined balance and expanded potential for future content. Learn more about the original game on its BoardGameGeek page.
As of December 1st, the Kickstarter campaign has funded and raised $946 toward its $54 funding goal with 37 backers. The campaign will conclude on Tuesday, December 3rd at 9:45am EST.
9. World Order from Hegemonic Project Games Currently on Kickstarter
This entry is really more of a Euro style game but it is definitely one that I am interested in and love these type of global political games. A couple of years ago, Hegemonic Project Games released their initial offering called Hegemony, which was also a Euro centric game where various players took on the roles of Government, Private Enterprise, Entrepreneurs and the Working Class to try and win the game by influencing policies that benefited their efforts and doing building, trading and selling of goods to score victory. That was a really great game and had some of the feel that I usually get from COIN Series games as factions were somewhat interdependent but had their own unique goals that required a bit of cooperation.
They have now launched a Kickstarter for their second game called World Order, which is a deck building area control game that deals with international relations and geopolitical positioning.
From the Kickstarter page, we read the following:
Welcome to World Order, a deck-building area-control board game that simulates international relations! Take the role of the United States of America, the People’s Republic of China, the Russian Federation or the European Union and embark on a quest for global dominance.
The year is 2010, and the world is drastically changing. While the once-unrivaled influence of the United States is beginning to wane, other major powers are eagerly stepping onto the stage, ready to claim their piece of the geopolitical pie. In the East, Beijing is rising to become a global powerhouse. Simultaneously, Moscow is entangled in an intricate chess game with Washington, ready to counter its every move. And amidst these tumultuous waters, the European Union is trying to carve out its identity and role in the international stage.
The world is undergoing a drastic shift, while power is being redistributed on a global scale — but who will take the lead in this rapidly changing world order?
The board game World Order simulates modern international relations, with players taking control of one of the four dominant global powers of the 2010s: the United States of America, the People’s Republic of China, the Russian Federation, and the European Union. Utilize your diplomatic power, economic strength, and military might to expand your influence across the globe. Form regional alliances, entice other nations through clever economic dependencies, or become the military juggernaut no one dares to mess with.
World Order blends academic theories with thrilling gameplay, creating a never-before-seen experience of international relations! Join the fight and show the other powers that a new era is dawning!
This one looks amazing and I just love the production as well as the mechanics used. I love these multi-player games, and particularly where those players will have to work together but win individually.
As of December 1st, the Kickstarter campaign has funded and raised $758,828 toward its $52,402 funding goal with 7,617 backers. The campaign will conclude on Thursday, December 5th at 1:00pm EST.
10. Euro War Games from Nuts! Publishing Currently on Kickstarter
A good book is always welcome and this is the first of 2 books that are included in the Wargame Watch this month. This book is titled Euro War Games and is being published by Nuts! Publishing.
From the Kickstarter page, we read the following:
Wargaming in 2024 is now more than just a couple of fellows in a basement moving cardboard counters around. As a hobby it now embraces an incredibly wide field of topics and gamers. And as a professional tool it is being adopted by Armed Forces, businesses and academics around the world to support both learning, training and analytical needs. This growing diversity can also be said to be geographical, notably between European and US conceptions of the role and utility of wargaming.
We have curated a book EuroWarGames to showcase this!
It’s a book about the specific nature of European approaches to wargaming and historical simulation. Across 17 chapters, the book collates together perspectives of simulation gamers, game designers, wargaming practitioners and scholars from various backgrounds. Collectively the articles highlight ongoing debates concerning the hobby, profession and science of wargaming all over Europe. Euro War Games provides valuable insights into the vivid world of European wargaming, and will be a fascinating read for anyone interested in the growth and direction of wargaming in the 21st century.
We hope this book will interest you as much as it interests us, and that you will help us bring it to life by supporting this Kickstarter campaign.
Fred, Jan & Riccardo
The book size is 165×240 mm (roughly 6.5 by 9.45 inches) and is a softcover with color images containing 17 articles and 332 pages. Here is a list of articles included:
Giuseppe Tamba – The new Risorgimento of the Italian Wargame
Riccardo Masini – Attack of the Hybrids; Wargames and Eurogames-derived mechanics
Daniela Kuschel – Conceptions of War in Board Games
Caitlyn Leong – Modern Lessons from Wargaming at the Western Approaches Tactical Unit (1942-1945)
Xavier Rubio-Campillo – A digital humanities approach to European presence in historical wargames
Alfio Ferrara – The game of data; a data science approach to wargaming
Salvatore Santangelo – Theater of Operations; Wargame and Image: Notes on Psychogeography.
Maurice Suckling – Innovation and Inspiration in Contemporary Board Wargames: Discussions with Designers
Brian Train – Analog Newsgames
Stéphane Goria – Board design for business and other non-military wargames
Andrea Angiolino – Detail vs Playability in board wargaming – My personal experience
Giaime Alonge and Riccardo Fassone – Corteo, a very countercultural game
Paul Hodson – What makes a wargame “historical” – a case study of the Peloponnesian War
Zoltán Harangi-Tóth – Professional Wargaming in Hungary
Lorenzo Nannetti – Communication between players
Ranald Shepherd – Commercial Off the Shelf Wargames and Professional Development
Volko Ruhnke – Bellotas; The Rise of Spanish Wargaming
As of December 1st, the Kickstarter campaign has funded and raised $9,481 toward its $3,144 funding goal with 253 backers. The campaign will conclude on Tuesday, December 3rd at 2:00pm EST.
11. First Monday in October: The U.S. Supreme Court, 1798-2010 from Fort Circle Games Currently on Kickstarter
Several years ago, we became aware of a new upcoming game that tackled the politics and processes of the U.S. Supreme Court in a 2-hour game called First Monday in October: The U.S. Supreme Court, 1798-2010. The game was announced on Kickstarter last month and it looks to be really interesting.
From the Kickstarter page, we read the following:
On the first Monday in October, the preeminent Justices of the U.S. Supreme Court gather each year in their “marble palace” to decide the fate of a nation. Each player represents a long-standing institution or school of thought attempting to gain renown by shaping the composition of the high court, taking sides in landmark cases throughout the history of the United States, and determining the governing laws of the land. Players will need to use their limited influence and actions wisely to manipulate the judicial philosophy of the Court and to prevail in as many cases as possible.
First Monday in October, designed by Talia Rosen and developed by Jason Matthews, allows 1-4 players to re-create the history of the U.S. Supreme Court from 1789 to 2010 in two hours of gameplay.
The game revolves around a tug-of-war over four judicial philosophy tracks that represent how the Court has interpreted key provisions of the U.S. constitution: Commerce Clause (the scope of congressional authority); Executive Branch (the scope of executive authority); Free Speech (applications of the 1st amendment); and Equality & Liberty (applications of equal protection and due process).
Players compete to score renown points by advocating for the winning side of cases decided by the Supreme Court and by shaping the judicial philosophy of the Court to align with their hidden objectives. During each round, players can choose to place their clerks on what they hope to be the winning side of cases as they progress along the Docket track. In order to help their litigants win, players can take actions to change the composition of the Court by encouraging Justices throughout history to retire and by supporting judicial candidates. At the end of each round, one case will be scored and awarded to the player with the most clerks on the prevailing side.
As of December 1st, the Kickstarter campaign has funded and raised $58,832 toward its $10,000 funding goal with 636 backers. The campaign will conclude on Friday, December 20th at 7:01pm EST.
12. La Bataille de Kulm from Against the Odds Magazine Currently on Kickstarter
I became aware of this Kickstarter at the last minute and just haven’t had the time to do any type of research but wanted to add it to the post because it looks interesting. Their newest Kickstarter is La Bataille de Kulm in Against the Odds Magazine.
From the game page, we read the following:
Against the Odds published a great intro game with La Bataille de Vauchamps, which used slightly streamlined Premier rules and was very popular, both for being an easy entry for new folks and also for having a smaller footprint. It worked successfully and the game is entirely Out of Print. ATO is now offering the same approach, with the 1813 Battle of Kulm. Why pick Kulm? It hasn’t been done. It offers another “small footprint” that will be good for an intro (or a fun afternoon for any gamer). And it’s a really important battle hardly anyone has heard of!
The Battle of Kulm turned the 1813 Campaign against Napoleon. He had just won victories at Lützen and Bautzen, and the Battle at Dresden was a terrible blow to the Allies. He wanted to follow up with a knock-out punch to the retreating Allied armies…and instead, he saw an entire corps of his army disappear.
Kulm is another great entry into the La Bataille family! La Bataille de Kulm looks at the shattering reverse Napoleon suffered right after his triumphant defense of Dresden in 1813.
Designed by Lembit Tohver, the game comes with a full color, 22″ x 34″ map board and 420 colorful, mounted and die-cut counters, plus rules, charts, and everything you need. Kulm serves as a good intro or entry level game to the La Bataille system, made popular with Clash of Arms Games and with fans all over the world. Being a “one map” footprint is a good start, and the “First Day” scenario begins with not that many counters on the map. Players can naturally slide into the system.
The game comes in the format Against the Odds Magazine calls an “Annual,” which provides both a larger game and more magazine pages than one of our “regular” issues.
We’ve combined good game design with specialized research to give you fresh insights into campaigns you thought you already knew. La Bataille de Kulm also includes game background plus articles and interesting stories. Learn more about this intriguing battle, and the larger campaign as well, along with the ‘personalities” who are a critical part of the story.
As of December 1st, the Kickstarter campaign has funded and raised $35,077 toward its $7,000 funding goal with 442 backers. The campaign will conclude on Sunday, December 15th at 11:59pm EST.
New Release
1. 8th Air Force 2nd Edition and 20th Airforce 2nd Edition from Fortress Games
In late 2021, I came across a new WWII solitaire bombing campaign game called 20th Air Force: A Solitaire Game of the Strategic Bombing Campaign against Japan: 1944-1945 while perusing the internet from a newer company Fortress Games. I played it and shot a video review of the game and really enjoyed the interesting mechanics and systems used. There is a sister game from the same publisher that uses the same system but covers the European Theater of Operations called 8th Air Force: A Solitaire Game of the USAAF Strategic Bombing Campaign Against Germany: 1943-45. These are games that have recently received a 2nd Edition that has new boards, new graphics and are now boxed as the previous editions were polybag games.
From the game page for 20th Air Force, we read the following:
The players’ objective is to reduce Japan’s cities, large and small, to smoldering rubble through a consistent and relentless bombing campaign using your B-29 bombers. While initially you must focus on clearing the sky of Imperial Japanese Army Air Force (IJAAF) fighters and blasting Japanese war industries with high explosive bombs, eventually you will develop incendiary bombs which rapidly reduce Japan’s combustible wooden and paper cities to ashes, and their dispersed war industries to ruins. To do it you’ve got the powerful and sophisticated B29, in ever increasing numbers and with flight crews improving in combat and navigation skills, and a research effort at home developing more and more sophisticated weapons. While initially you must focus on clearing the sky of Imperial Japanese Army Air Force (IJAAF) fighters and blasting Japanese war industries with high explosive bombs, eventually you will develop incendiary bombs which rapidly reduce Japan’s combustible wooden and paper cities to ashes, and their dispersed war industries to ruins. Simultaneously, demolish her ports and kamikaze bases, and mine her waters. In the meantime, research marches on, perhaps you will obtain the ultimate weapon, the Atomic Bomb? Hopefully you will, because you are in a race against time – if Japan can hold out long enough the US will have to launch “Operation Olympic”, the costly planned invasion of Japan, and your strategic bombing campaign will have failed.
But there is another game in this series called 8th Air Force: A Solitaire Game of the USAAF Strategic Bombing Campaign Against Germany: 1943-1945 that deals with the bombing campaign in Europe but uses the same system with some particulars changing.
From the game page, we read the following:
In 1943, the US Army Air Force (USAAF) began a strategic bombing campaign with a small but growing number of aircraft. By 1945 it had, for all practical purposes, swept the German air force (Luftwaffe) from the skies, and was bombing targets throughout the shrinking Third Reich almost with impunity. But getting to that point was no easy task…
You, as commander, 8th Air Force, have a very full plate! Early on, insure victory in the Battle of the Atlantic by bombing submarine bases in western France, then support the eventual Allied invasion of occupied France by bombing railroads and river crossings throughout France and western Germany. Failure in these critical bombing campaigns is not acceptable. Long-term, you’ll need to pulverize Germany’s aircraft factories and oil facilities to reduce the Luftwaffe’s aircraft production and support, and win the war by blasting Germany’s heavy industry. There will be more challenges along the way, from providing heavy support for the D-Day invasion and Normandy breakout, to suppressing the demoralizing V1 and V2 attacks on England, to assisting your Soviet ally by attacking German army staging areas in the east. In the meantime, the Luftwaffe is developing advanced jet and rocket technology that may tip the tide of the air war if you have not crippled their industrial capacity.
But remember, that both of these games have some upgrades.
So what’s new? Everything except the exciting game play! Let’s list them out, then do some exploring…
ALL NEW game board art, creating a more engrossing experience;
ALL NEW counter art;
Beautiful new player aids;
Rewritten instruction manual, clarifying sections which received the most questions, and adding TONS of examples and illustrations of play;
Exciting and historically thrilling NEW OPTIONAL RULES, including some very interesting “what if’s”!
…and IT ALL comes in a brand-new 8.75″ x 11.25″ x 1.00″ bookshelf box covered with new artwork!!
To sum it all up, the games are getting a facelift with some new art, both for the counters and board, as well as some new player aids which were badly needed and a rewritten rulebook. The rules were my only real complaint in the game as they were just a bit vague at times. I am hopeful that this rewrite adds some clear language and examples of play to take away my guessing a bit and figuring it out through trial and error.
Here you can take a look at our unboxing video for the 1st Editions of both 8th Air Force and 20th Air Force:
Here also is a link to my review of 20th Air Force (I still have not got around to playing 8th Air Force):
2. Save: Afghanistan, Comrade! 2nd Edition from Fortress Games
One of their others games that is getting a new boxed edition is Save Afghanistan, Comrade!
From the game page, we read the following:
It is December, 1979. Hafizullah Amin, a dedicated communist, leads Afghanistan ineffectually. In Moscow, his Soviet handlers at the Politburo chafe under what they see as his failure to unify what may be an increasingly unravelling national unity. Leonid Brezhnev, the aging Party Secretary, has been slowly but certainly convinced by the hawks on the Politburo that, absent decisive Russian action, Afghanistan will fall from the Soviet orbit.
In what they see as a likely short and decisive “regime change” action, the Politburo signs an order on December 15th directing Soviet forces to deploy throughout Afghanistan under the guise of assisting Amin, while the elite Spetsnaz plan to storm Amin’s palace outside Kabul and liquidate him. In good order and according to plan, Soviet forces occupy bases throughout the country and on December 27, 1979, Amin’s palace is stormed and he is shot dead (then grenaded for good measure) and replaced by pliant Soviet puppet Babrak Karmal. Soviet casualties in the assault are acceptable in what is viewed as a tremendous success. That view, they would learn, could not have been further from the truth.
Welcome to the Great Game, Cold War version. Save Afghanistan, Comrade! pits you as the Soviets and the Democratic Republic of Afghanistan against the rebellious Mujahadeen for dominance in Afghanistan. Can you defeat them and create a stable and lasting communist Afghan nation on the USSR’s southern border? Or will you, like Brezhnev’s Soviet Union, find the Mujahadeen to be a stubborn and ultimately indomitable enemy? You begin in December 1979. Amin is dead, Karmal in power, but unexpectedly the Afghan army and security forces have essentially dissolved.
The NEW boxed version comes in a 11.5″ x 9″ x 2″ book case box, with a MOUNTED GAME BOARD and cool new optional rules! Select the “USA” option below, you’ll be taken to a “backorder” option and the game will ship to you as top priority when inventory arrives.
3. Battle of Kandahar from The Historical Game Company
We have played a few of the games from The Historical Game Company from designer Steve Kling and they are designed as nice little introductory wargames with low counter density, great looking maps and easy to learn and understand rules. We described them as games you could play with your dad over a holiday or be used to introduce a friend to wargaming. These games are also print on demand and are printed and shipped by Blue Panther LLC once you buy them. They will take about 10 days to get to you.
One of their newest releases includes an interesting looking game on the Battle of Kandahar in 1880.
From the game page, we read the following:
1880. The British have suffered a major defeat by the Afghans at Maiwand and the British garrison at Kandahar is under siege. A British relief force is sent to relieve the Kandahar garrison and smash the Afghan forces under Ayub Khan. The Afghans have prepared impressive defenses utilizing the rugged terrain and have as much artillery as the British. The Afghans expect to impose another crushing defeat against the relief column.
Battle of Kandahar is a low-to-moderate complexity tactical game covering the British attack against the Afghans at Kandahar in 1880. The game takes about 90 minutes to play. One player commands the British forces and the other player commands the Afghan forces. Cards vary game play.
4. Battle of Vinegar Hill from The Historical Game Company
The 2nd new game from The Historical Game Company deals with the Battle of Vinegar Hill during the Irish Rebellion in 1798.
From the game page, we read the following:
June 1798, Ireland. Local Irish citizens have raised a rebellion with considerable success in Wexford. The United Irish rebels have amassed a large, but poorly armed force at Vinegar Hill and at Enniscorthy. The British plan a multi-front attack to crush this rebellion once and for all. But the United Irish forces are ready and full of fight.
Battle of Vinegar Hill is a low-to-moderate complex tactical game on the famous 1798 battle of the Irish Rebellion. The game takes about 90 minutes to play. One player commands the United Irish forces and the other player commands the Crown / British forces. Cards vary game play.
5. San Jacinto April 20-21, 1836 from White Dog Games
I have really enjoyed my plays of several games designed by David Kershaw. These have included several titles on very niche history including The Mog: Mogadishu 1993, Irish Freedom and Solitaire Caesar. He has a real talent for making a very playable and interesting game, particularly solitaire games, that include elements of the history into the gameplay while placing the events into the framework of his chosen system. His newest offering called San Jacinto April 20-21, 1836 from White Dog Games is a 2-player game about the battle that won Texas independence from Mexico.
From the game page, we read the following:
San JacintoApril 20-21, 1836 is a board game of the battle that won Texas independence from Mexico. The untrained Texian militia led by Sam Houston defeated a professional army under an over-confident Generalissimo Santa Anna just six weeks after the fall of the Alamo. Had the Mexican army not taken a siesta that afternoon and let down its guard or if Santa Anna had not been occupied with a servant girl in his tent at the time of the Texian attack, the outcome of the battle of San Jacinto might have been very different, especially since General Cos has just arrived with hundreds of reinforcements.
I am very much interested in this one and have already ordered a copy for my collection.
If you are interested in San Jacinto April 20-21, 1836, you can order a copy for $50.00 (PnP copy for $30.00) from the White Dog Games website at the following link: https://www.whitedoggames.com/copy-of-viva-mexico
6. A Hard Day’s Work: The Battle of Droop Mountain, November 6, 1863 from High Flying Dice Games
I love lesser gamed subjects. It is always nice to play something unique and interesting while learning new parts of history. High Flying Dice Games does this exceptionally well as they have made their living on doing lesser (or even totally) unknow battles in their small games.
This month, they are offering a new American Civil War Game called A Hard Day’s Work: The Battle of Droop Mountain, November 6, 1863 which is a smaller battle with Federal forces under William Averell defeated Confederates under the command of John Echols at the Battle of Droop Mountain, ending organized Southern resistance in West Virginia. The engagement was one of the largest and last major battles in West Virginia.
From the game page, we read the following:
A Hard Day’s Work is a moderate complexity level game on the largest battle fought in West Virginia during the American Civil War. On November 1st, 1863, General William Averell left Beverly, West Virginia intent upon destroying the Virginia and Tennessee Railroad at Salem, Virginia. The railway was a vital railway for the Confederacy, and following the battle of Chickamauga, it was imperative that Averell’s force sever the link to prevent any more support or reinforcements going west from General Lee’s Army of Northern Virginia to Bragg’s Army of Tennessee. Opposing the Yankees were varied Confederate forces that were outnumbered by the nearly four thousand Union troops under Averell’s command. Falling back in the face of the Union onslaught, over seventeen hundred Confederates, under the command of Brigadier General John Echols, occupied a strong position at Droop Mountain that they believed would stop the Yankees in their tracks. Can you do as well or better?
Players will also need a six-sided die (D6) and ten-sided (D10) dice to play the game (although two D6, one for each player, will help speed combat resolution).
Each turn in A Hard Day’s Work represents one half hour of time. Infantry and Cavalry units represent Companies or 80-100 men per combat factor. Artillery units represent 2-3 guns (cannon and howitzers). A hex on the map is approximately 150 yards across.
If you are interested in A Hard Day’s Work: The Battle of Droop Mountain, November 6, 1863, you can order a copy for $22.95 from the High Flying Dice Games website at the following link: https://www.hfdgames.com/droop.html
7. Warfighter: The Vietnam War Special Forces Card Game from Dan Verssen Games
We absolutely love Warfighter! The game is very flexible and can be played solo or cooperative and I really like that as I have played it both ways several times. It is also a lot of fun and is imminently replayable.
The game uses cards and the player controls a squad of soldiers who carry various weapons, and pieces of equipment and have special skills and abilities. So there is a bit of customization possible and one of the best parts of the game is making up your team. At the start of each mission, you select your team while staying within the confines of the Resource limit. You then fight your way through hostile territory and engage enemy soldiers, as you attempt to reach and complete your mission objective. As you progress along the path, players will lay down various terrain cards that have advantages and disadvantages and sometimes you simply have to choose the lesser of two evils as you will be hurt by the cards you have in your hand. You can always wait to see if you draw more favorable terrain, but there is a timer on the mission and speed is key. The game is very fun, very flexible, very customizable as there are about a ton of expansions. There newest volume in the series is Warfighter: The Vietnam War Special Forces Card Game and has some really new mechanics and innovations that have improved the experience. I also very much like their new approach to the rulebook.
From the game page, we read the following:
Warfighter Vietnam recreates the skirmishes challenging for control of the terrain in the countryside and rural villages. Between the VC and NVA you have a tough fight to clear Hostiles and earn Body Count. You may face fierce resistance from opposing Hostile forces, but watch out – the terrain itself can be your worst enemy. The Core game will contain at least 240+ cards (Soldiers, Hostiles, Mission, Objectives, Locations, Action, Gear, and Events), with d6 and d10 dice, counter sheets as well as a tactical board and the latest version of the Warfighter Universal Rulebook.
But as is usually the case with these DVG games, there are always additional expansions, which typically include 40 cards in their own card box, that deal with various aspects of the conflict being covered including things like vehicles, various nations participating in the conflict, special enemy cards, and a whole host of other tricks and treats.
As part of this initial release, there are also a dozen Warfighter Expansions and Battlepacks which will allow you to expand the scope of gameplay to include various armed forces and battles which took place in the jungles of Vietnam.
These expansions include more American, Australian, and South Korean Soldiers, as well as extra NVA and VC Hostiles! The Tunnel Rats, Khe Sahn, Hue, La Drang, and Hamburger Hill Battle Packs will blend historical accuracy and Warfighter gameplay seamlessly.
There also is a Campaign Pack add-on that is called Heart of Darkness (Apocalypse Now anyone?!) and is another way to play the game.
There really is no end to the hours that you can spend on this game with all of the different scenarios, campaigns and cards. In fact, that is one thing that I have always loved about DVG and their products, they offer lots of replayability and options about how you play the game.
If you are interested in Warfighter: The Vietnam War Special Forces Card Game, you can purchase a copy for $69.99 from the DVG website at the following link: https://dvg.com/product/warfighter-vietnam/
8. Wargames According to Mark from GMT Games
I know that Mark Herman is a very talented designer and has a great ability to communicate in writing his thoughts and ideas about wargaming. He has written dozens of articles for wargaming publications including C3i Magazine and many others, and these are also very interesting and helpful to use gamers. So it is not really all that surprising that Mark is now writing a full book and it is finally being charged and shipped. The book is called Wargames According to Mark and in my humble opinion will be a must read! Just imagine being able to pick his brain about his designs, his approach and the choices that he makes. This is going to be epic!
From the P500 page, we read the following:
Mark Herman’s new book is on our P500 list now! As many of you know, Mark Herman is a giant in the wargaming hobby. Over his long and distinguished career as a game designer, Mark designed signature games for SPI, Victory Games, and with us here at GMT. Mark learned his craft beside Jim Dunnigan and so many talented designers at SPI before later running the company that created so many of my favorite games ever, Victory Games.
Beginning in 1991, he brought his design talents to GMT, often paired with his dear friend, Richard Berg. For over 30 years now of working with our teams, Mark has continually pushed the creative envelope in the wargame and strategy game spaces to create a succession of fun, ground-breaking, and award-winning designs like For the People, The Great Battles of Alexander and SPQR (and the entire Great Battles of HistorySeries), Empire of the Sun, Churchill, and Fire in the Lake (with Volko).
Mark is so much more than a designer to me. He is my friend. And he’s someone who has been hugely influential to me in the learning and growing process of running a wargame company over these 34 years. Often, even today, when I have a difficult decision to make, I’ll give Mark a call and ask for his counsel. His sage advice is always more than worth my time.
All that to say this: when someone as talented, experienced, and accomplished in our industry as Mark Herman writes a book about game design that tells stories about his experiences over a 45+ year career in our industry, that’s a book I’m going to read. When that author then asks me if GMT would publish it with him, there’s just no way I am going to say no. So, I’m thrilled that today we are adding a book to our P500 list for the first time! It’s so fitting, because of the many ways that his presence, talents, and leadership advice have graced GMT over the years, that our first-ever P500 book should be from Mark Herman.
Now I will just have to put a few rulebooks down to spend some time with this one but it will definitely be worth the time!
If you are interested in Wargames According to Mark, you can order a copy for $50.00 ($35.00 if you get your order in quickly before they are finished shipping) from the GMT Games website at the following link: https://www.gmtgames.com/p-1113-wargames-according-to-mark.aspx
9. Wolfpack: The North Atlantic Convoy Struggles October 1941-March 1943 from GMT Games
Mike Bertucelli designed Tank Duel in 2019 and we covered that game with a designer interview and some other content. Mike has continued designing games and Wolfpack has been in design for a while now and is finally ready for us to play. Here is to hoping we enjoy this one a bit more than we did Tank Duel.
From the game page, we read the following:
Wolfpack is a tactical, historical game depicting the struggles between the German submarine Wolfpacks and the allied merchant convoys of WWII. The gameis set in the vast North Atlantic from late 1941 to early 1943. Wolfpack is a 1-4 player solitaire/team game. When playing solo, the player will command 2 – 4 submarines. In a team game, players will command 1 – 2 submarines depending on the number of players. The convoy merchant ships and escorts will be controlled by an AI system. In Wolfpack, players will assume the role of a German WWII submarine commander. Players will need to work together to achieve victory.
The game also includes a campaign system where players will track the progress of their crews during the campaign, linking multiple patrols together to gain as much experience as possible. The more tons of allied merchant ships that are sunk, the more experience points players will have to spend on improvements to their crew’s performance.
If you are interested in Wolfpack: The North Atlantic Convoy Struggles October 1941-March 1943, you can order a copy for $79.00 from the GMT Games website at the following link: https://www.gmtgames.com/p-896-wolfpack.aspx
10. Paper Wars Issue #108: Magazine & Game (Three D-Days) from Compass Games
Wargame Magazines are a good thing in our hobby. They not only have great articles on interesting subjects and upcoming games but also contain a small pack-in wargame. Paper Wars is a good one and is also well received. Their new upcoming issue #108 contains a game designed by Ty Bomba called Three D-Days: 1942 – 1943 – 1944.
From the game page, we read the following:
At 20 miles per hex on a hex-based (3/4”) map covering all of France, the Benelux, and west Germany over to the Ruhr, and game turns each representing one week, its main scenario covers from the initial Normandy landing on 6 June 1944 through to the failure of Operation Market-Garden at the end of September. The 1942 scenario covers “Operation Sledgehammer,” the invasion that was to be run that autumn, in place of the North Africa invasion, if it looked like the Soviets were in terminal trouble. The 1943 scenario covers an invasion launched late that summer instead of the Salerno landing. One sheet of 280 small-size half-inch NATO-style counters, with corps and armies as units of maneuver. Designed for two players by Ty Bomba, with low-medium complexity, playable in one session and easily fudged for solo-play.
11. Grant: The Western Campaign of 1862 from Compass Games
Recently, we have been playing a bit more American Civil War games and really enjoying them. When Grant: The Western Campaign of 1862 was announced, I just knew that I would want to get this one to the table and it is now ready for shipping.
From the game page, we read the following:
Grant: The Western Campaign of 1862 is a game about the Civil War campaign in Western Tennessee and neighboring areas in the early months of 1862. This campaign, which included the battles of Fort Donelson, Island Number Ten, and Shiloh, made the reputation of General U.S. Grant. The game puts you in charge of the entire Tennessee campaign. As the Union player, you must coordinate three armies, using both naval and land forces to advance along the major rivers, take the important objectives of Nashville and Corinth, and seize the fortress of Island Number Ten to open the Mississippi River. As the Confederate player you are trying to block the Union offensives, choose your moment to counterattack, and if possible, take the war into Kentucky. Movement and combat by river are just as important as land, giving this campaign a unique feel in Civil War history. A chit-based sequence of play makes the game highly variable and models the abilities of Grant and Johnston.
I am very intrigued by the concept of having to be proficient at moving troops and fighting on the major rivers in Tennessee including the Mississippi, Tennessee and Cumberland Rivers and really look forward to seeing how that plays out. I am also looking forward to the naval ship to ship combats that are sure to be included.
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 Fortress Games!
Lots of great games! I am especially intrigued by Wars of the Sun King and Three D-Days.
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As always, more games than one could possibly play in several years. But that doesn’t stop us from looking, perusing, wanting, buying. Thanks.
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Uh… you listed Tank Duel in a recent video as one of your most disappointing wargames. And here you say that you enjoyed your plays…
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I had copied that from a long ago entry before we had more plays. I will edit that. Thanks for pointing it out.
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