The Space of Revolution (1989, #4)

Below you will find the fourth in a series of articles from Clio of Clio’s Board Games. The article is Part 4 in a planned series that looks at the fall of Communism through the lens of GMT’s 1989. Hope you enjoy the article! -Rachel

Second Edition Wing Leader: Should You Purchase?

When a second edition of a game comes three years after the first, any explanation as to why turns into an extended mea culpa. I have to sell you, the punter, on why you want to drop your hard-earned dough on the new edition of Wing Leader: Victories.

The State of Crisis: Setting the Stage for Flashpoint: South China Sea

“The state of crisis is the real war; the equilibrium is nothing but its reflex.” -Carl von Clausewitz

War and peace are no longer binary. The US and its peers are now frequently operating in the gray zone between war and peace. This is the case in the South China Sea where China moves aggressively to solidify territorial claims and influence other claimants. The Chinese, by keeping their actions below the threshold of war, limit the US military response. Tensions increase and decrease based on the actions and responses of the participants. Next moves must be measured in the context of their impact on tensions.

Cross Keys: A Good Day for Richard Stoddert Ewell (Part 2)

Last week’s installment included a synopsis of the Battle of Cross Keys, along with a brief description of the way in which the Death Valley scenario seeks to simulate the caution that characterized John C. Fremont’s generalship that day.  It concluded with the first part of my playtest AAR, describing the scenario’s 1200 turn.  Here we pick up where we left off.

Apocalypse Road AAR: Full Metal Jacket Derby at Black Widow Hollow (Part 3)

The following article, “The Dominator”, “Dasher”, and “Thor” Go to War is Part 3 in an Apocalypse Road After Action Report series from Stig Morten Breiland. To read Parts 1 and 2, go here and here.

All Bridges Burning: Victory

This is the third InsideGMT article on All Bridges Burning, a COIN system game for three-players dealing with the political and military events surrounding the Finnish Civil War of 1918. In the first two articles (found here and here), the focus was somewhat on illustrating the historical background of various design decisions made during the development of this game. In this article I want to try to give everyone a better idea of how the game plays not forgetting, however, to explain the historical background to the design choices I’ve made as well.