Playtest Reports

Triumph of Versailles: A Red Flag Over Paris After Action Report (Part 2)

In Part 1 of this AAR we saw the first two turns of Frédéric Serval’s Red Flag Over Paris. The Paris Commune, played by me, had a very poor first turn, and was almost wiped out by Fred’s Versailles Government. In the second turn I was able to make a comeback, but I am still […]

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After Action Report, Playtest Reports

The Commune Begins: A Red Flag Over Paris After Action Report (Part 1)

Red Flag Over Paris, designed by Frédéric Serval, is a new lunchtime CDG presenting the clash between the Paris Commune and the Versailles Government in the spring of 1871. The game takes place over three regular turns and a fourth “final crisis” turn, here representing the brutal suppression of the Commune during the “Bloody Week”

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After Action Report, Playtest Reports

Mío Cid: Almoravid Testers’ Replay – Part III

Saludos, damas y caballeros—We arrive at our final installment of Phil Dreher’s full-length scenario replay of Levy & Campaign Series Volume II, Almoravid. In this final chapter, Phil’s opponent on the Christian side John Campbell joins him for their wrap-up reflections on Volume II, their campaigning, and strategy lessons. As before, all art here is

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Designer Blogs, Playtest Reports

Mío Cid: Almoravid Testers’ Replay – Part II

Welcome back—we return to the pageantry of medieval Spain! In this second of three parts drawn from a live Levy & Campaign playtest, Phil Dreher reports on his Muslims’ climactic year against John Campbell’s Christians in the 1085-1086 scenario of Almoravid, via Vassal magic by Miguel Ángel Sánchez Galán and Peter Wagner. Who will break

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Designer Blogs, Playtest Reports

Mío Cid: Almoravid Testers’ Replay – Part I

Join us for a saga out of medieval Spain! We present here only lightly edited an internal playtest report from Levy & Campaign Series’ Volume II, Almoravid. Phil Dreher authored the report, playing the Muslims against John Campbell as the Christians. They ran through the full-length scenario over several days in April 2020, entirely via a

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Designer Blogs, Playtest Reports

Tank Duel Scenario 2: Hold the High Ground – Round 10

Lowering his head, the Commander slumps back into the gulley – this battle is lost. He has failed to take the high ground, and worse – the Germans have a commanding view of the field of battle, and are moving up additional tanks and infantry to secure their lines. “Get ready to fall back, we

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After Action Report, Playtest Reports, Scenarios/Variants

Tank Duel Scenario 2: Hold the High Ground – Round 9

Fire erupts from the barrels of the Panther and PZ IV nearly simultaneously as they open up on the T-34/85, which is creeping further into the building. The Commander sees one shot impact the T-34/85 in the hull between the driver and Assistant driver! No smoke or flames, but how bad is the damage?  The

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After Action Report, Playtest Reports, Scenarios/Variants

Tank Duel Scenario 2: Hold the High Ground – Round 8

Coughing from the acrid smoke that envelopes his men, the Commander realizes that they are going to lose this battle unless they can kill the Panther and Stug that have captured the high ground in front of him. And they need to do it soon as German reinforcements have been spotted moving towards the hills.

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After Action Report, Playtest Reports, Scenarios/Variants

Tank Duel Scenario 2: Hold the High Ground – Round 7

The Commander can only watch as the T-34/76 comes to a sudden stop, mud spraying.  Get out of there! But it is too late – the Panther’s gun barrel settles in, aimed at the T-34/76. He isn’t sure what came first, the sound of the shot or the explosion as the T-34/76’s hatches blow clean

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After Action Report, Playtest Reports, Scenarios/Variants
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