The Last Hundred Yards Ladder Play After Action Report: Mission 9 — A Tough Nut to Crack

Below you will find the first in a series of After Action Report articles written by players participating in The Last Hundred Yards ladder play on BGG. If you would like to participate in the LHY ladder play, please contact Mark Buetow through the LHY Facebook page or on BGG. Enjoy!

18 India: Mitigating Randomness (Part 1)

In the previous InsideGMT article, we mentioned that some of Tresham’s mechanics for 1829 Mainline contained randomness that we did not enjoy. In this article, let’s discuss those mechanics and what we did to preserve their flavor, while also managing to mitigate the random elements.

As we have made our way along the 18 India journey, we’ve heard from players how this mechanic, or that mechanic, is “like 18Africa”. The fact of the matter is that these mechanics are really “like 1829 Mainline”. Our theory is that since 1829 Mainline is not as widely available many players simply haven’t experienced 1829 Mainline and are, therefore, unaware of its influence on 18Africa.

With GMT Games now printing 18 India, we hope that more players can discover 1829 Mainline’s mechanics, or at least our implementation of them, and find enjoyment in the experience.

The British Way: Malaya

In our last InsideGMT article we covered the British counterinsurgency campaign in Palestine between 1945-1947. Just as the British were withdrawing from Palestine, labor unrest was rising in the British colony of Malaya. In July 1948, the British declared a state of emergency against the rising unrest and violence being organized by the Malayan Communist Party (MCP). The British Way: Malaya covers this conflict, one of the most famous counterinsurgency victories of the 20th century. The British campaign between 1948-1960 is still used as a model for Western counterinsurgency theory, and other counterinsurgency campaigns during the Cold War tried to emulate the British success in defeating the MCP. This article will highlight some of the major mechanics and themes covered in The British Way: Malaya.

Arrows in a CDG? How the Map of The Bell of Treason Outlines the Upcoming Crisis

The Bell of Treason: 1938 Munich Crisis in Czechoslovakia is the next installment in GMT Games’ informal ‘Final Crisis’ series. It is a successor to Mark Herman’s Fort Sumter, which depicts the secession crisis that culminated in the U.S. Civil War, and Fred Serval’s Red Flag Over Paris, which depicts the crisis following the formation of the Paris Commune to its defeat in the Bloody Week of May 1871. As such, The Bell of Treason shares many mechanics with both these games but adapts them to specifically portray different aspects of the Munich Crisis in 1938. During this crisis, British appeasement policy clashed with Czechoslovak readiness to fight Nazi Germany, while the Soviet Union encouraged Czechoslovakia but was seemingly unwilling to provide any concrete military or political support. One of the central game systems is an abstract map showing four dimensions in which the crisis developed. Each ‘Crisis Dimension’ consists of three spaces where arguments and ideals for and against appeasement clashed, with one of them being a ‘Pivotal’ space that has some additional leverage over the other two spaces. This basic system was already present in Fort Sumter, but Red Flag over Paris introduced the novel idea of adjacency between spaces, including some spaces connected by arrows representing unidirectional adjacency. The Bell of Treason reuses this latter system to model some key aspects of the Munich Crisis. Let’s take a look at each of the Dimensions in its historical context.

Congress of Vienna Standard Game After-Action-Report: “The Clash of Armies” Scenario (Turn 4 of 4 – Nov.-Dec. 1813)

Introduction by Congress of Vienna Assistant Designer & Editor – Fred Schachter: The third turn of this After-Action-Report (AAR) chronicled game was exciting and interesting with France continuing to meet its comeuppance, and not repeating its brilliant turn one Diplomacy Phase performance (winning seven Issues! Remarkable!) since the Allies are now coordinating against “The Corsican Ogre”. For that remarkable feat, see: Congress of Vienna Standard Game After-Action-Report: “The Clash of Armies” Scenario (Turn 1 of 4 – Aug. 1813) – Inside GMT blog 

For background regarding this forthcoming GMT P-500 game, for these articles presume some knowledge of Congress of Vienna’s game system, see: GMT Games – Congress of Vienna.

Our players are having a blast playing Frank’s latest CoV scenario creation. So, let’s conclude the game action of this Congress of Vienna “Clash of Armies” Standard Game contest as the massive struggle for Europe (and the War of 1812 in North America) continues… but first…

The Origins of 18 India

18 India‘s lineage is derived from Francis Tresham’s 1829 Mainline. The venerable Mr. Tresham created some novel mechanics for that game: all colors of track tiles being available without waiting for different phases, a draft of shares to be held in a player’s hand, “managed” companies (those operating without a director’s certificate in play), locations with variable revenue values, trading in trains, only having one opportunity to sell shares in a stock round, building yellow track very quickly, and having a discard stack of shares. 

The British Way: Palestine

Having provided a general overview of the whole multi-pack in our first InsideGMT article, the rest of this series will focus on providing an overview of each of the individual games, starting with the earliest conflict in the pack. The British Way: Palestine depicts the struggle between Jewish insurgent groups and British forces in Mandatory Palestine between August 1945 and September 1947. This period reflects the height of the Jewish insurgency, and the game ends prior to the breakout of the civil war between Jewish and Arab armed groups following the British decision to leave Palestine. This article will highlight some of the major mechanics and themes covered in The British Way: Palestine.