Welcome back to our ongoing game of Plains Indian Wars. This is the fourth round of a 10-12 round game. This round the U.S. player looked to make great gains only to be beaten back in the end. The faction discs are back in the bag and we’re ready to be drawn for Round #4.
Category Archives: Playtest Reports
Plains Indian Wars Turn by Turn: Third Draw Round
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Welcome to the Great Plains of the American West. Back East a Civil War rages, but those who look beyond the war see a transcontinental railroad and settler expansion all the way to the Rockies. Across the wide Mississippi, Native Plains tribes brace for a war of their own against the white invaders. In this alternative history, warrior chiefs settle traditional tribal scores and united, North and South, take a stand against European encroachment. Welcome to … Plains Indian Wars!
Plains Indian Wars Turn by Turn: Second Draw Round
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Welcome to the Great Plains of the American West. Back East a Civil War rages, but those who look beyond the war see a transcontinental railroad and settler expansion all the way to the Rockies. Across the wide Mississippi, Native Plains tribes brace for a war of their own against the white invaders. In this alternative history, warrior chiefs settle traditional tribal scores and united, North and South, take a stand against European encroachment. Welcome to … Plains Indian Wars!
Plains Indian Wars Turn by Turn: Setup and First Draw Round
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Welcome to the Great Plains of the American West. Back East a Civil War rages, but those who look beyond the war see a transcontinental railroad and settler expansion all the way to the Rockies. Across the wide Mississippi, Native Plains tribes brace for a war of their own against the white invaders. In this alternative history, warrior chiefs settle traditional tribal scores and united, North and South, take a stand against European encroachment. Welcome to … Plains Indian Wars!
In the following installments of this series, allow me to walk you through the game, turn by turn. Settlers and their Cavalry protectors will clash with the Northern and Southern Plains tribes as the Northern Crow and Mexicans in the south attempt to nibble away their territory. Across the years, long snaking trains of emigrant wagons creak their way west while the Union Pacific and the Central Pacific inch their way forward in hopes of mating their tracks before the Plains Tribes shatter the myth of Manifest Destiny. Ready? Here we go.
Apocalypse Road AAR: Full Metal Jacket Derby at Black Widow Hollow (Part 1)
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Ladies and Gentlemen! Load your guns and start your engines! The Apocalypse Road Beckons!
You´ve seen your Thunder Alley buddies link up with the other lane, and thereby leaving your car alone, activated and ultimately lapped in turn 1 on Saint Adriana. Your words “…but we had a deal…” seemingly lost to your buddies.
You´ve seen your Grand Prix buddies move the entire field past you with NPCs and conditional linking and thereby ending all your hopes of a podium on Vasal Towers. Your words “…but why go after me, I wasn´t even leading…” seemingly lost to your buddies.
What can you do?
Death Valley: Rearguard Action at Winchester, Virginia, May 25th, 1862
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The 1st Battle of Winchester
Spring, 1862, brought the southern Confederacy a succession of defeats in the west and retreats in the east. Richmond’s only glimmer of hope came from the Shenandoah Valley, where at great cost Stonewall Jackson drove back elements of John C. Fremont’s Army of West Virginia at the Battle of McDowell in early May. As dubious as that “victory” was, however, it sowed the seeds of a dramatic reversal of fortunes.
Arizona’s First 6-Player Game of Ancient Civilizations of the Inner Sea
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Frederick the Great Debuts in The Valley of the Sun: The First Arizona Playtest of The Seven Years War: Frederick’s Gamble
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Introduction: A new career opportunity has returned me to the Phoenix area from back east. This provided an opportunity to reacquaint myself with the wonderful and friendly community of gamers here in âThe Valley of the Sunâ. This article is a high level After Action Report of our first experience playing The Seven Years War: Frederickâs Gamble (7YW:FG).
Please reference 7YW:FG material within GMTâs site, as well as within the InsideGMT BLOG, to gain a better context, understanding, and appreciation of this fine Greg Ticer design. Referencing this background will complement this articleâs descriptions. Â
At Any Cost: Metz 1870 After Action Report – Battle of Mars-la-Tour (The Finale)
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Tom Thornsen (Prussia) and Bob Demaio (French) re-enact the Battle of Mars-la-Tour with the Full Battle Scenario “A Day of Battle”. To read Part 1 follow this link, and to read Part 2 follow this link.
Three Presidents For the Price of One: Inside Mr. President (Pt 3)
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In our last article, our Presidential Triumvirate walked you through our game’s 1st Activation Phase, representing about six weeks of real time. In this article, we will tackle the 2nd Activation Phase of our new administration.