I didn’t quite click with Mark Herman’s SPQR, the second volume in the Great Battles of History (GBoH) series that he co-designed with Richard Berg, but I’m nothing if not willing to give a series a second shot. With the recent reprint of Hoplite, volume 15 and the most recent entry in the series, I decided to give it another shot. I was drawn to a few things about Hoplite that I hoped might fix elements that hadn’t quite worked with me in SPQR. Firstly, this is a Richard Berg design and I’m nothing if not a Berg fan. I have had bad experiences with Berg games, but even when I don’t like them, I am generally fascinated by Berg’s takes on history and game design. While I have enjoyed several of Mark Herman’s games in the past, my taste and his are not exactly aligned. The second thing that drew me to Hoplite was that it promised to be a little simpler than earlier entries in the series – stripping out some of the complexity that Berg felt didn’t apply to ancient Greek warfare – and that it was now a chit-pull game. Something I admire about GBoH is how it seems to change significantly between volumes – taking the core but adapting it to each new topic. For that reason, I felt it warranted a second shot. I’m happy to report that I have enjoyed Hoplite quite a bit more than my first dalliance with SPQR, but I’m also still not entirely sure I’m a fan of the series yet.
Korea the Forgotten War (OCS Korea) by Rod Miller and Dean Essig
Where do I start with something this big? I have been playing Korea semi-weekly (with a few gaps) since December last year. I’ve played it for at least twenty hours over the past eight months. In addition to my regular two-player game, I’ve dabbled in playing it solitaire. Playing Korea The Forgotten War has probably been my favorite gaming experience of 2025 so far. However, despite spending so much time with this game I still feel like I’ve only begun to dip my toes into its vast sea. In all that time we only played the game’s opening moments. We didn’t even get as far as the UN crossing the border and invading North Korea, let alone the Chinese intervention and the second phase of the Mobile War. For that reason I don’t feel like I am adequately equipped to provide a full review of Korea. I can only describe the glimpse I’ve had of its majesty. Caveats aside, this game is amazing and I love it. It is absolutely worth the time it requires.
Further Idle Thoughts on Arquebus (Men of Iron vol. 4) by Richard Berg
I really enjoy playing new games and writing about them for this blog, but sometimes the pressure (mostly from myself) to play the latest game on my shelf means I don’t make enough time to revisit old favorites. I don’t want to sound like an ungrateful whiner, I really appreciate that thanks to review copies I can try so many new and exciting games and I feel privileged to play as many new titles as I do, but at the same time I find myself gazing longingly at old friends, wondering when will I play them again.
Earlier this month I decided to abandon my sense of obligation and pull one such old friend off the shelf. Men of Iron (MoI) is where I started my wargaming journey, and is easily the series I have written the most about. Of the games in the series, Arquebus remains a favorite, but also one I haven’t given enough attention to either. So, I decided to set up and play through the next two battles in the scenario booklet. I had no thought that I might actually write anything about it, this was purely for fun, but having revisited this system after a long time away from it I have some idle thoughts I’d like to scribble down. I make no promises for this to be top quality analysis, this is instead back of the envelope musings from spending time with an old friend again.
Washington’s War by Mark Herman
It’s strange that it took me this long to try Washington’s War. Its predecessor, We the People, was my first ever historical wargame – an outlier in my journey, as I wouldn’t enter the hobby properly until decades later. Given my fondness for that game, I should have grabbed Washington’s War during one of my previous attempts to get into wargaming, but it took until the most recent reprint for me to finally get We the People 2.0 to the table. Unfortunately, that interlude was so long that I’ve now forgotten much of the nuance in the 1.0 version, so I cannot make any profound comparison between the two versions. Maybe further down the line I’ll open my battered copy of the original and give it a go, but for this review I will largely limit myself to the version that is currently available. That’s no bad thing, though, as Washington’s War is an excellent game that, while it shows its age in places, delivers a satisfying experience without losing itself in complexity. The genre-defining originator shows that sometimes old games can continue to remain relevant even after their systems have been adopted and updated by countless others.
Plantagenet by Francisco Gradaille
Any long running game series faces the risk of stagnation. While Levy and Campaign is only on its fourth volume, there are near countless future volumes in the works and it could easily expand to equal it’s predecessor COIN in terms of size, and so naturally we begin to wonder do we really need all these games? Can each new addition sufficiently differentiate itself from what came before? Plantagenet answers this question by being far more than a simple rejigging of the core system, this is practically a ground up rebuild. It takes mechanisms designed for the thirteenth-century Baltic and reshapes them to suit fifteenth-century England, casting off several core systems in the process and adding whole new ones. The final product is, surprisingly, probably the most approachable Levy and Campaign game yet and a stunning marriage of mechanism and theme. While Plantagenet fails to top the post in terms of my own personal preference for Levy and Campaign games, it is a phenomenal design and has reinvigorated my enthusiasm for Levy and Campaign as a whole.
Banish All Their Fears by David Fox and Ben Hull
There was very little material available on Banish All Their Fears before its publication, and so it largely flew under my radar. However, when some images came out right before the game was printed and shipped it triggered something in whatever the wargamer equivalent of my lizard brain is and I got weirdly excited about it. I reached out to GMT Games about a review copy, and they kindly provided me with one. Then it sat on my shelf (as these things do) while other games took up my time. In those intervening weeks I started to develop some concerns about the game. For one thing, I finally tried Ben Hull’s Musket and Pike series and struggled to really get invested in it (despite how beautiful the latest version is). Worse still was the buzz around rules and printing issues on BoardGameGeek (BGG). I hadn’t found Musket and Pike’s rules that easy to follow, and if these were worse, I despaired that I would never actually play it. Nevertheless, when I managed to clear some other games off my schedule, I determinedly set about reading the rulebook and setting up the game. Over the past few days, I have been slowly playing through the Blenheim scenario (chosen because it seemed to have fewer errata issues) solitaire, and I have been pleasantly surprised by what I found. I think this could be a real gem of a game, and certainly one I prefer to Musket and Pike, but I do also have some reservations. I think it makes the most sense to start with some of my reservations first, as they inform much of my experience playing Banish All Their Fears.
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
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
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
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
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
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
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
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
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
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
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
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
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 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.