Wargame

Wargaming Korea: 1950-1953

Wargaming Korea: 1950-1953

Partly inspired by some potential changes in my own life and partly because this year marks the tenth anniversary since my grandfather passed away, I’ve found myself with a newfound interest in the Korean War. I’m resisting the urge to turn this into a research/game project of a similar scale to We Intend to Move on Your Works, but I intend to at least dip my toe in and I would like to have a little structure as I dive deeper. With that goal in mind, I recently read The Coldest Winter and I’ve a short reading list to tackle over the rest of this year. In terms of games, I’m focusing only on operational games that look at the whole Korean peninsula – nothing tactical for the moment. I don’t want this to balloon into a huge life consuming project, so I’m only planning to play at most a handful of games.

Review - Andean Abyss by Volko Runke

Review - Andean Abyss by Volko Runke

It happened! COIN came to the internet’s best online wargame platform, Rally the Troops, in the form of the series originator Andean Abyss. In many ways this is the obvious choice for Rally the Troops, it’s both a great place for those interested in learning the system and out of print with little promise of a reprint soon, so not in direct competition with sales. It also offered me the first time to try and dive deep into a COIN game and see how I feel about the system after repeated plays. The requirement to get four players and dedicate most of a day has made consistent plays of COIN games a challenge. I have dabbled with solitaire play, and enjoyed that, but I’m terrible at flow-charts and multi-hand solitaire is a very different kind of experience. So, I’ve been logging many, but not an insane number, of Andean Abyss plays over the past month or so, what have I learned?

Review - Nevsky by Volko Ruhnke

Review - Nevsky by Volko Ruhnke

I must confess to feeling some trepidation when I wrote in my review of Almoravid that while I liked Levy and Campaign’s Iberian excursion, for me the original Baltic flavour was superior. You see, at time of writing I had just wrapped up several months of playing Almoravid and I hadn’t so much as opened Nevsky in weeks let alone played it. I couldn’t help but wonder if I was viewing my experiences with rose tinted glasses. After all, I’d only played a few games of Nevsky, all of them solitaire, and hadn’t even written a review of the game. I was thus very excited when news came out that Rally the Troops would be adding Nevsky as the site’s next game. Now I could finally give it the thorough exploration it warranted and determine with certainty whether the sentiments I felt so keenly after playing Almoravid were still true months later. I’m happy to report that they are! While I do have some quibbles with Nevsky, which we’ll get to, I’ve fallen in love with it all over again and found new depths to its design that I hadn’t appreciated before.

First Impressions: Equatorial Clash by Marc Figueras

First Impressions: Equatorial Clash by Marc Figueras

Equatorial Clash is not the kind of game I am usually drawn to. It’s a modern warfare game depicting events in the 1940s that uses NATO symbols for its units - usually I run from games like that. However, two items drew me to pick it up when I was placing an order with SNAFU games, SNAFU being an excellent online retailer in Spain and publisher of their own line of small to small-ish games. The first, and most striking thing, was the art design by Nils Johansson. Nils is definitely one of if not the most interesting graphic designers working in wargames at the moment and any time I see something he has worked on it will immediately draw a second (or third…or fourth) look from me. The other element was that this was about a conflict I had literally never heard of. Far from being the more conflict of the mid-20th century, this game is about the Peru-Ecuador border war of 1941. Given its amazing appearance and obscure topic, how could I not try it?

Battles of Westeros: a BattleLore Game, A Personal Retrospective

Battles of Westeros: a BattleLore Game, A Personal Retrospective

When it was released Battles of Westeros came with the tagline “a BattleLore Game”, a subtitle that probably does not mean very much to many people, and I don’t think it particularly did at the time either, but which I think is a fascinating insight into its creation - and possibly it’s ultimate failure. BattleLore is a game designed by Richard Borg and was sort of a medieval history entry in his ongoing Command and Colorrs series of games. This was a series of fairly light wargames that combine dice, hexes, and either blocks or miniatures in a tactical level game about (usually) historical battles. Battles of Westeros represents an interesting off-shoot from the core series, but to fully explain why I think it is so interesting - and why despite that I no longer own a copy - we should consider the history of the series it came from in a little more detail.

[Malta Month] Preview: Waning Crescent, Shattered Cross by Andy Loakes

[Malta Month] Preview: Waning Crescent, Shattered Cross by Andy Loakes

Waning Crescent, Shattered Cross (WCSC) is by far the most complex game about the Siege of Malta that I’ve played. This is not a light game to be played in less than an hour. Instead, it is nothing less than the full siege in all its violent glory to be re-enacted over hours of gameplay. WCSC is still in development and Legion Wargames helpfully put me in touch with designer Andy Loakes. Andy kindly shared the draft rules and Cyberboard module being used for playtesting and was even more generous by spending four hours across two weekends to walk me through the game. In that time, we played approximately three weeks of the siege. A full game can last for twenty. That should give some indication of the scale of this experience. I have to say, though, that I had a blast and was engaged the entire time. This is a fascinating game, and I can’t wait to see how it turns out in its final published form.

[Malta Month] 1565 Siege of Malta by Maurice Suckling

[Malta Month] 1565 Siege of Malta by Maurice Suckling

Making a game about a siege is challenging. Sieges are often by their very nature filled with long stretches of time where one side has little to do but endure. A siege like the Great Siege of Malta, which lasted most of a year, can be a long, slow, tortuous, and brutal event that doesn’t lend itself immediately to being turned into a game. Capturing the scale of a siege while also giving players plenty of choices and things to do to keep them engaged is a challenge. Even when you do find an element to gamify, if the game is multiplayer, you will need something for both sides to do. It’s not very exciting if one player is taking lots of actions and the other player just has to wait until something happens. You can design the best system ever for the attacker to try and topple his opponent’s walls, but if the defender has nothing to do you haven’t made much of a game. This may be why many wargames about sieges seem to be solitaire games. When you only have to create a game for one side and can entirely abstract the other it simplifies the challenge of making a game from the history.

First Impressions: Great Heathen Army by Amabel Holland

First Impressions: Great Heathen Army by Amabel Holland

I thought it was about time that I tried another hex and counter wargame and I had heard amazing things about Hollandspiele and the designs of Amabel Holland, so this seemed like a logical next step. Hollandspiele games tend to be quite expensive in Europe, so I owe some thanks to my older brother who bought me a copy of Great Heathen Army and its expansion, which features Viking battles in Ireland, for my birthday. My previous experience with medieval hex and counter games has pretty much entirely been the Men of Iron series (which you can read about here: https://www.stuartellisgorman.com/blog/category/Men+of+Iron) so I was excited to explore another version of this style of game. I don’t know early medieval warfare to the same degree that I know the later period, and I’m not very familiar with the battles of the Great Heathen Army which rampaged through England in the 870s, so my ability to pick apart the historical aspects of the game is a little more limited here. Since I don’t have the same investment in the individual battles of this period, I just picked the first battle in the scenario book: Ashdown 871.

First Impressions: Saladin from Shakos Games

First Impressions: Saladin from Shakos Games

Few medieval figures have captured peoples’ imagination quite as much as Al-Nasir Salah al-Din Yusuf ibn Ayyub, more widely known in the western world as Saladin. His successful military campaigns in the mid and late twelfth century, along with his reputation for charity and mercy toward defeated foes, have inspired much discussion and debate ever since his death. It is perhaps no surprise, then, that his famous battles against the Crusader States and the Third Crusade have inspired quite a few wargames, including several battles in GMT Games’ Infidel, which I wrote about previously. The latest addition to the canon of games about the sultan and his military career is Saladin from French publisher Shakos Games.

First Impressions: Warriors of God

First Impressions: Warriors of God

This game is amazing, I think I’m in love. It’s also total chaos, wildly messy, and definitely not for everyone. It’s a fascinating representation of the Hundred Years War that manages to capture certain aspects of the conflict while throwing vast portions of its history into the wind. It’s a game that feels like it has been built around one specific mechanic which I’ve never encountered anywhere else, and the rest of the design has spiralled out from that decision. It’s got area control, dice chucking, unit recruitment, and, most importantly, lots and lots of leader death. I am super enamoured with this design, and I think every wargamer should play it at least once – it’s an experience you cannot get anywhere else. Let’s talk about it.

First Impressions: Red Flag Over Paris from GMT Games

First Impressions: Red Flag Over Paris from GMT Games

I can’t shake the feeling that I’m joining a chorus of wargame commentator by saying that I knew basically nothing about the Paris Commune before playing Red Flag Over Paris, the second game in the Final Crisis Series published by GMT Games. I did actually learn a bit about the Franco-Prussian War in school, but we focused more on Otto Von Bismarck and the theory of Realpolitik and basically ignored anything happening in France. French politics between 1815 and 1914 were not a focus of my teenage education. I must confess that I haven’t taken very many steps to fix that – unless reading The Count of Monte Cristo counts – so I can’t blame my ignorance exclusively on the Virginia public school system. If, like me, you are largely ignorant of this period of history then Red Flag Over Paris may be a great place to start. If you were already a rabid fan of Paris Commune, then I presume you’ve already bought the game and are just wondering if I liked it. The answer is that yes, my initial experiences with it were very positive, read on to find out more!

Men of Iron – Falkirk, 1298

Men of Iron – Falkirk, 1298

I was in a bit of a Scottish wars mood after playing the Braveheart: Solitaire book game so I decided to try out how Richard Berg modelled Falkirk in Men of Iron as an interesting counterpoint. As I somewhat hinted at in that review – I’ve got a bit of a chip on my shoulder when it comes to William Wallace. I feel he’s a bit overrated as a historical figure, basically entirely because of Braveheart – a movie I strongly dislike. Lest you think I’m a boring historian who hates fun, my favourite medieval movie is A Knight’s Tale, my hatred of Braveheart stretches beyond mere historical inaccuracy. I’ve born a slight grudge about living in a post-Braveheart world where William Wallace has overshadowed the far more interesting Robert Bruce. My opinions on this have mellowed with time – and I think it helps that Bruce seems to be getting more popular culture recognition as well (including his own movies, which I have not seen, making me part of the problem).

I was immediately interested to see that the Falkirk scenario comes with a sort of solo mode as default. With the basic rules the Scottish player basically sits in schiltron and the English player has to crack their defences. I was intrigued by only having to really think about one side and abandoned my plans to try playing this scenario with modified chit pull rules for activations. I have to confess I was a little disappointed by my experience. The scenario is timed, and while my understanding is that the timer only advances if the non-timed side passes, I moved it forward after every English turn because that felt like the only challenge to the scenario – could I defeat the Scots within 15 turns? The answer was a pretty definitive yes.

Review - Braveheart: Solitaire by Worthington Publishing

Review - Braveheart: Solitaire by Worthington Publishing

I’ll tell you right now that I do not like Braveheart, and I haven’t liked it for some time. It’s not just that it’s egregiously historically inaccurate, even looking past that I don’t like it on its own merits. Like why did they put in that romance between William Wallace and Isabella – wasn’t the whole reason this rebellion kicked off due in part to the tragic death of Wallace’s wife? Kind of harsh to fridge your wife and then in only a few years you’re off shagging French princesses – who while not the literal child that she would have been historically does seem a little young for Mel Gibson. Sorry, I got distracted there by my loathing for ‘classic’ film Braveheart – I’m supposed to be talking about the new book game from Worthington Publishing! I’ll try to stay focused; I promised my family that I wouldn’t rant about Braveheart anymore.

Columbia Games’ Card-Driven Block Wargames – An Almost Comprehensive Review

Columbia Games’ Card-Driven Block Wargames – An Almost Comprehensive Review

Columbia has been famous for their block wargames since the 1970s, but in recent memory none of have loomed quite as large as the series of four games card driven games starting with Hammer of the Scots in 2002, and including Crusader Rex, Julius Caesar, and Richard III. I played my first game from this line a little while ago, and you can read my first impressions here (https://www.stuartellisgorman.com/blog/first-impressions-richard-iii-by-columbia-games). In the intervening period, and with many thanks to the amazing digital implementations of these games on the website Rally the troops (https://rally-the-troops.com/), I have been able to play all four of these games and I have put my thoughts down on each of them below. Hopefully this will be interesting or enlightening, but at the very least you can tell me why I’m wrong and how your favourite is really the best one.

Before we get on to the games themselves, an overview of the features shared across these games is in order. They are all block wargames – meaning that the player’s pieces are wooden blocks with unit information only on the side which faces their controller. This creates a simple but effective fog of war where my opponent can tell how many units I have and where they are on the map but doesn’t know which specific units those are – and crucially doesn’t know their strength. Play is determined by playing action cards – there are generally two kinds of cards, those with action points and those with special events. Action points allow the movement of armies across the board while events usually allow for a limited action that breaks the game rules, such as moving units further than normally allowed or allowing units to recover strength.

Review: The Shores of Tripoli by Fort Circle Games   

Review: The Shores of Tripoli by Fort Circle Games   

I first became aware of the Barbary War when I was around fourteen years old. I was in my hometown’s Barnes and Noble and saw a book that covered the career of William Eaton, focusing on his role in the Barbary War and eventual conflicts with Thomas Jefferson. It had been granted a prominent place in the bookshop since it involved TJ – our local hometown hero, of sorts, and yes, we do call him TJ – and while I didn’t buy it at the time it stuck with me. Later I convinced my parents to buy a copy of the audiobook on CD and after one failed attempt, eventually listened to it with my father on a road trip somewhere. It is perhaps not the most ringing of endorsements that I remember almost nothing from that book, not even its title. I tried looking it up, but it turns out that several books on the Barbary War were published in the mid-00’s. Still, while my first encounter with the Barbary War was not the most engaging it has sat in the back of my head all these years as one of the more interesting, and forgotten, American wars.

We the People by Mark Herman: A Personal Retrospective

We the People by Mark Herman: A Personal Retrospective

It seems more than a little absurd given the trajectory my life has taken, but when I was twelve years old I was really struggling to find anything to enjoy about studying history. My teacher at the time was the tragically named Ms. Aufil, and while she wasn’t quite awful, she certainly wasn’t inspiring, and I was having a hard time studying Virginia colonial history for what must have been the fifth time. A quirk of the Charlottesville public school curriculum of the time was that we spent the first six years of school only studying the period from the settling of Jamestown to the American Civil War – otherwise known as the period in United States history when Virginia was Kind Of A Big Deal. I was nearly fourteen years old before I learned anything from the twentieth century in a classroom setting. It was during this difficult period in my childhood that Mark Herman’s seminal game We the People entered my life.

First Impressions: Infidel – Arsuf 1191

First Impressions: Infidel – Arsuf 1191

I was finally able to secure the big table for an evening late one night and I took the opportunity to unpack one of the really quite large maps that come with Infidel – the Men at Iron game focused on the Crusades. I’ve long been fascinated by the history of the Crusades, so I was very excited to try Infidel, but it was already getting late by the time I started setting up, so I picked my scenario in a rush. The scenario options in Infidel are intriguing – some of them are battles I expected, but there are some absences and inclusions that surprised me. Dorylaeum, Montgisard, and Arsuf all make total sense. I was very surprised to not see Hattin, Saladin’s most famous victory, and I have to confess I didn’t immediately recognise the Battle of Harran. Still, one of the fun things about playing these games is seeing what aspects of history someone else thought were the most interesting to include. I also have to say that the bibliography at the back of the scenario book was pretty impressive – multiple books by John France and not even one mention of Runciman! You love to see it.

In the end I settled on Arsuf – it had an interesting looking deployment and it’s both a battle I think is quite interesting and one I know a fair bit about. I then set about setting up the game – a bit of an involved process given the scale of the map but one that was pretty satisfying all the same. It was only after I’d laid out the armies that I noticed the note in the booklet that told me that Arsuf was quite a complicated battle with several important rules amendments and new rules involved to make the Men of Iron rules system fit the historical battle. Reading those rules and having played it now, I don’t think the new rules were as intimidating as I’d initially expected. That said, I definitely got a few rules wrong as it was both my play of Infidel, and I was playing the most complicated scenario! It was a lot to juggle!

Learning My First COIN: Pendragon from GMT Games

Learning My First COIN: Pendragon from GMT Games

I spread Pendragon’s massive board over my tiny corner of counter space I’ve set aside for wargaming and was relieved to see that it just about fit. There was no extra space, so the deck and any extra tokens would have to live on the board, but there was space in the various sea locations to make that an acceptable compromise. Pendragon’s board is gorgeous, and the components deeply satisfying to place and push around. That said, it’s also a bit of a bear to set up – there are so many bits of wood to put down to mark the status of Britain before the Roman collapse. I left the game up over the weekend, playing turns whenever I could grab a few minutes, which was definitely better than trying to set it up and learn it all in one go. After having spent a good few hours with it over several days I can confidently say that I know how to take actions in Pendragon: The Fall of Roman Britain, whether I actually know how to play the game is another matter entirely!

First Impressions: Richard III by Columbia Games

First Impressions: Richard III by Columbia Games

I don’t remember when I first became obsessed with playing a Columbia Games block wargame, but I would guess it was some time between ten and fifteen years ago. That game was Hammer of the Scots, and I still haven’t played it. Something about it captured my imagination, but it cost at least seventy euro, I was a broke student, and I already had several underplayed two player games so I couldn’t really justify the expense. Still, the idea of playing Hammer of the Scots lingered on and every time it got a reprint or showed up in stock somewhere I would think “maybe this time”.

Starting this blog finally gave me the impetus to buy a block wargame and see if it lived up to the expectations of my imagination. Astute readers will notice that this is not a report on my experience playing Hammer of the Scots – and that’s because Richard III was significantly cheaper. I may have really wanted to crush the Scots as Edward I, but I wanted to keep that €40 more. I almost bought Hammer of the Scots anyway, since I never much cared about Richard III, but the title of the game is a little misleading. This game is not about Richard III – in fact in our game he didn’t even show up. This is a full retelling of the War of the Roses in block game form – and as such I’m much more interested in it. While I’ve never much cared for Richard III, his brother Edward IV is another matter.

Men of Iron Round 2: Courtrai 1302

Men of Iron Round 2: Courtrai 1302

Having gotten a handle on the rules of Richard Berg’s Men of Iron with my fabulous French upset last week I decided to try a scenario that was on a slightly larger scale but still didn’t up complexity too much. I chose Courtrai, also known as the Battle of the Golden Spurs because of the loot that the victorious Flemings took from the dead French nobles, in part because I’ve always found it fascinating and because it once again sees a French army trying to attack a strong defensive position – historically with disastrous results. I won’t totally spoil what happened, but I will say that things did not go as well for the French this time.

I should probably talk a bit about how Men of Iron plays, because it is interesting and unlike anything I’ve played before. Instead of being divided into strict turns, the starting player as designated in the scenario chooses one Battle – a group of units with a single commander – to activate. As an aside, I love that the game uses the medieval term Battle instead of a more modern designation like company or squad. The selected Battle can then move and shoot or engage in melee combat – usually “shock” combat but mounted units can charge instead for an extra bonus. After activating that Battle the active player can pass or instead they can choose to try to activate another Battle. To successfully do so they must roll under that Battle’s commander’s Activation Rating on a d10 - most commanders have a rating of 2 or 3 so this isn’t particularly common but it happens often enough to keep things interesting. As an aside, in Men of Iron the 0 on a d10 is actually a zero and not a ten like I’m used to from D&D, something that frequently causes me to go from elation to disappointment whenever one is rolled. Each activation after the first imposes a -1 penalty to the roll, so it’s harder and harder to activate subsequent Battles.