Three Days of Gettysburg Deluxe Edition – Designer Update

Three Days of Gettysburg Deluxe Edition’s design is picking up pace and is now moving through both alpha and beta testing of the current scenarios.

These include the traditional first-day battle. However, multiple scenarios have different starting times for the whole July 1st fight. The first scenario begins at 7 AM and is designed with the optional Skirmisher rules to cover the small unit fighting and maneuvering before the Union infantry arrive. While the original 3DoG first-day scenario was fun and exciting with a slow-moving Southern infantry division facing a nimble but smaller Union cavalry force, it had little to do with the actual history of the morning fight before Reynold’s Union infantry arrived. The typical competitive play focused on the threat of cavalry charges against the flanks of the Rebel force and had no resemblance to the fighting early on that July day.

Firefight Friday #9: Scenario Design 3

Welcome back to Firefight Fridays. Last week in the eighth article I talked about the second scenario, “Between the Reich and a Hard Place”. To do that, we had to cover the basics of support weapons. Now as we move on this week we will look at the third scenario, “A Shot in the Dark”. This scenario is a demonstration of two new concepts in the game: night combat, and reinforcements.

RevCon 2024 After Action Report

RevCon 2024 Command Central

It was a good year! Thirty-six individuals competed across a spectrum of five Revolutionary War games at RevCon during Prezcon in Charlottesville, Virginia last week.

As always, players either played in only a single favorite game, in multiple games, or they competed in all five games in pursuit of the coveted “George Washington Award” for excellence in American Revolutionary War gaming. This year’s “George,” as we affectionately call the plaque, was once again provided by friend of the series Tim Miller with Miller EG Designs. We are grateful to Tim for his generosity.

Firefight Friday #8: Scenario Design 2

Welcome back to Firefight Fridays. Last week, in the seventh article, I talked about my approach to scenario design, then about the history, design, and surface level strategies for the first scenario, “Done with Sand”. This week I will be doing the same thing, covering the second scenario “Between the Reich and a Hard Place”.

Firefight Friday #7: Scenario Design 1

Welcome back to Firefight Fridays. Last week, in the sixth article, I wrote up an AAR based on our recorded playthrough of scenario 7, “To the Last Man, To the Last Cartridge”. This week we are shifting gears into the first in a multi-part series on the scenario design of Firefight Tactical. For this first article, since we will be covering the smaller first scenario, “Done with Sand”, I want to take a little bit of time to cover my scenario design philosophy for Firefight Tactical in general.

Defiance Design Happy Hour: Modeling the Combat of 2nd Russo-Ukrainian War

We intend to offer up our design notes regarding our simulation of the 2nd Russo-Ukrainian War, Defiance, beginning with Volume 1: Miracle on Dnipro: Kyiv & Chernihiv Campaign, from time to time. Given that we are designing a simulation regarding an ongoing conflict, it’s a first draft of history. Consequently, at least you’ll get some insight into why we got some items wrong 🙂

In our third  article in this series, we discuss how we model combat during the initial six weeks of the 2nd Russo-Ukrainian War. We’ll begin with a brief review of the Charles S Roberts classic CRT. Then, we take a look at CRTs in France 1944 and Flashpoint Golan, examining  the combat resolution system lineage of Defiance.  For a deeper dive into CRTs, check out Issue 36 of C3i: Mark Herman’s Clio’s Corner, Nr. 13 –  “Wargame CRTs or How to Resolve Chaos”.

As usual, we ramble on. So, feel free to break out a beverage of your choice. We always include a recipe for a cocktail, mocktail or appetizer at the end of each of our Defiance Design Happy Hour articles. This time, we go with the surprise early hit of 2024: the Shagroni (a shake on the classic Negroni).

Firefight Friday #6: Nowhere to Run

Welcome back to Firefight Fridays. Last week in the fifth article we covered the major checks that occur in a game of Firefight Tactical. In doing so we finally finished talking about the core game mechanics, and in celebration we will do something entirely different this week. Firefight Tactical’s lead developer, Peter Evans, and I recorded a playthrough of the game’s Cherbourg scenario, “To the Last Man, To the Last Cartridge.” Peter played as the Americans, while I played as the German defenders. You can watch the video HERE. For this week’s article I will be writing up an AAR from that session for your enjoyment (hopefully). Please note as I am describing direction in the write up that my perspective is from the north looking south. Let’s get started.

Firefight Friday #5: Check the Rules

Welcome back to Firefight Fridays. Last week in the fourth article we looked at the core squad types and their functions. This week we will round out the core mechanisms and look at how checks work. This will be superficially familiar to many, but I promise there are some fun wrinkles in there.

Many actions in Firefight Tactical will come down to a dice roll. While some of these specific actions have their own small deviations, they primarily relate to five basic checks. These are Fire Checks, Morale Checks, Rally Checks, Bog Checks, and Melee Checks.

Firefight Friday #4: Variety of Infantry

Welcome back to Firefight Fridays. Last week in the third article we discussed the battle grid and terrain in Firefight Tactical. At this point we have looked at most of the essentials of how the game works, so let’s start talking about the fun stuff that is built on top of the game’s engine. Specifically, this week we are talking about the five core squad types of Firefight Tactical, how they differ, and how they should optimally be used.