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Cross Bronx Expressway: A Solo Urban Planning Sandbox

One of the most wonderful things about working with GMT is that GMT One exists, recognizing the value of solo play for historical gamers. There...

Putting the Operation in TacOps

In previous installments of this series we spent a lot of time on how the game works on the tactical scale, from the Dynamic Hexes...

Brown Water Brawl: A Combat Commander: Vietnam AAR

Designing a game with the scope of Combat Commander: Vietnam requires a lot of testing. Before the game is opened up for broader playtesting, the...

A Vietnam RSG: Capturing the Core of the Combat Commander System

While the game comes with 12 scenarios, there is also a 2-page roll-your-own scenario system that will generate a HISTORICAL situation in about 5 minutes,...

Solitaire TacOps: Ortona — Contact Contests Control

As discussed in the first part of this series, the framing for play in Solitaire TacOps: Ortona, both for standard scenarios and the open campaign,...

Solitaire TacOps: Ortona — Edge of Town Part 1

In the previous installment of this series we talked about some of the influences that went into the framing of the Solitaire TacOps campaign system....

Solitaire TacOps: Ortona — The Campaign Game as a Roguelike OODA Loop

In the previous series of InsideGMT articles for Solitaire TacOps: Ortona, I shared some of the inspiration for the design, discussed the role scale, effectiveness...

Solitaire TacOps: Simple Structures for Strategic Depth

In the previous articles in this series, I discussed the high-level concepts behind the Solitaire TacOps system and how they are represented in the components...

Solitaire TacOps: Dynamic Hexes and Counters

As promised at the end of my last blog post, today we are diving into the way that the maps and components in Solitaire TacOps:...

Solitaire TacOps: From Double Blind to Solitaire

Last week, we started off with by talking about the design principles and scale behind Solitaire TacOps: Ortona. This week we will be talking about the...
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