Faction Personas for The British Way

Playing COIN series games multi-handed solo

By Joe Dewhurst

All four games in The British Way COIN multipack are only two-player and relatively short, so we hope that finding a partner to play with won’t be too difficult. However, we understand that many COIN players enjoy playing solo, and indeed this is probably how Stephen and I have spent the most time playing the other games in the series (both during testing and purely for personal enjoyment). Furthermore, and unlike previous COIN series games, The British Way does not come with a dedicated solitaire system, and so we have decided to provide some additional guidance for multi-handed solo play.

Playing a game ‘multi-handed solo’ simply means controlling all sides to the best of your ability, which can be somewhat tricky for a CDG with hidden hands (although even here the CDG Solo System provides a solution), but is very easy in COIN series games with no hidden information. The COIN series sequence of play also provides you with a limited set of options each turn, especially in The British Way where you have only two Factions and one Event card to consider, which makes these games especially well-suited to multi-handed solo play. You can just flip over the new Event each turn, check which Faction is first eligible, and then evaluate the current board state to determine what move they should take.

The Guerrilla Generation: Peru

In the first InsideGMT article on The Guerrilla Generation, I covered the famous urban guerrillas known as the Tupamaros in the Uruguay game. In this article, I’ll cover the other game set in South America, The Guerrilla Generation: Peru. The Peru game depicts the Shining Path insurgency from the early 1980s to the early 1990s. As with Malaya in The British Way, Peru represents a less radical departure from the standard COIN model and provides a good starting point for COIN players transitioning to or from existing modern conflict volumes such as Andean Abyss, Cuba Libre, or A Distant Plain. Thematically, The Guerrilla Generation: Peru has a lot in common with the Colombian civil war depicted by the first COIN volume Andean Abyss. Both South American conflicts involved a leftist insurgency that outlasted the end of the Cold War, partially by becoming involved in the drug trade. However, as will be explained below, the Shining Path insurgency’s violence featured in Peru makes the FARC insurgency in Colombia look restrained by comparison.

The Guerrilla Generation: Peru allows players to learn about one of the most violent insurgencies in Latin American history, the Shining Path. The Shining Path insurgency operated as a highly centralized group that organized around a cult of personality of its leader Abimael Guzmán. The movement glorified the use of violence and carried out extensive civilian victimization. Unlike most conflicts in Latin America, the Truth and Reconciliation report conducted in Peru after the conflict found that the Shining Path committed more violence against civilians than government forces, responsible for 54% of the 69,820 reported deaths or disappearances. To accurately depict the conflict, the Peru game builds the group’s extensive use of violence into their Faction, but also makes sure to model the major drawbacks of such violence. Facing the brutal Shining Path insurgency is another Government faction that must balance their response to the insurgency with the restrictions of a democratic government. As in the Uruguay game, featured in the last InsideGMT article, the use of too much repression could lead to a military coup against the democratic government.

Epipolae: The Setting — The Map, Cities, Routes, and Supply Sources

In the Levy & Campaign system, players conduct operational campaigns subject to transport, supply, and logistical constraints of the geography. In this article, the designer dives into the Epipolae (P500) map design, and the supply and route constraints of ancient Sicily. All map art is prototype playtest art, and not final.

The Setting: Ancient Sicily

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 of the game. In this article, I will walk through how players interact with those components to play out their own strategic approaches to historical engagements.

The Guerrilla Generation: Uruguay

This is the first in a series of InsideGMT articles on the games in the second COIN Multipack by GMT Games, The Guerrilla Generation. First, I should mention that I’m very happy with the reception of the first COIN Multipack, The British Way, in terms of reception and sales. Thanks to all your support the game’s first printing ran out of stock in only six months! Stay tuned for further updates on The British Way. It’s exciting to see many players and reviewers enjoying this new approach to the COIN series, getting to explore many different conflicts in one game box. The Guerrilla Generation offers four more conflicts for players to explore, with each involving slightly more complexity and depth than the ones found in The British Way. In the rest of this article I’ll outline the first chronological game in the pack, Uruguay (1968-1972).

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: Ortona impact the game play.  As discussed in the second part of this series, the system builds off of the ideas from classic hex and counter games, but it does not fit directly in the “traditional” line, instead adapting those ideas in ways that better convey the dynamics it intends to model.

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 design behind the series system.

The Solitaire TacOps system, as a design idea, entered the formative stage while considering the map of the 1977 SPI game Cityfight by Joe Balkoski and Stephen Donaldson. It is clearly the work of Redmond Simonsen.  A cluttered Simonsen but a Simonsen nonetheless. Standard white for clear terrain, gray roads, multiple greens for different clusters of trees and even some water features. The buildings are mostly nondescript rectangles in a range of colors, which the map key explains refers to height. A standard hex grid is overlaid to manage movement, with the hexes grouped into megahexes (a central hex and its six surrounding hexes). Small triangles dot the map providing directional cues. Each of these details building a language that unfolds the physicality that gives its fictional city a real shape. Seen through this lens one begins to appreciate the complexities the urban landscape offers. 

Hussites, Bohemian Catholics, and Foreigners: What Has Changed Without Adding New Rules?

Upcoming game Žižka: Reformation and Crusade in Hussite Bohemia, 1420-1421 comes with a bunch of new mechanics such as new Assets, new rules for Crusade, for immediate surrender of some types of Strongholds, new multi stronghold Locale (Prague), or the whole new multi-purpose deck of so called Cause cards.  It also relies heavily on mechanics already introduced with the Levy & Campaign system by Volko Ruhnke.  When the series system is good, merely tackling its parameters and prerequisites can provide very different historical narratives from previous volumes. In this first part of the design diary, let’s take a look at how the already-known ruleset provides a new story and new challenges for the players by simply changing a few numbers or conditions.

In Nevsky, Almoravid, and Inferno, the map could be roughly divided into your and your enemy’s territory. This is not the case in Žižka as both Hussites and Catholics considered Bohemia their own country. The land is not a subject of dispute here, while the faith and the ruler are. With that, the first parameter changes come. The VP award for Ravaging is not 1/2 VP but 0 VP. Gone is the familiar hunt for VPs by inflicting as much damage on the opponent’s land? as possible. There is still an incentive for Ravaging as it helps to force Strongholds to surrender, brings the armies more food, and may prolong the sides will to fight (more on those later).

How Scale, Effectiveness, and Maneuver Inform Solitaire TacOps

At first blush, the connection between my first GMT game, Cross Bronx Expressway, and my next, Solitaire TacOps: Ortona, might seem tenuous. However, the connection is quite simple – I have an affinity for urban settings and how they serve as representations of human modernity.  Cross Bronx Expressway explores this through the social, political, and economic domains. Solitaire TacOps: Ortona explores it almost exclusively through the force domain. 

From the streets of the South Bronx to the streets of Ortona

Urban warfare is a very small niche of wargaming which shows up mostly as either scenarios within tactical systems, or stand-alone operational games. Both of these scales offer views into the nature of urban conflict, but each, removed from the other, loses the context to make those views complete. In order to model the dynamic impacts of urban warfare, Solitaire TacOps explores both tactical and operational considerations. 

First Draft of History: Designing a Military Simulation of the Russo-Ukraine War 2022-2023

Below you will find an article from co-designers D. B. Dockter and Mark Herman on the design of their upcoming game titled Defiance: 2nd Russo-Ukrainian War 2022-?, which is available for P500 preorder from GMT as of this December. This article was originally published on Conflicts of Interest Online in April 2023, and you can find the link to their version of the article here. Onward! -Rachel