Five Manoeuvre Strategy Tips

The relatively simple rules of Manoeuvre leave plenty of room for stratagem, despite the card-fueled bouts of dice-chucking. Sometimes the game feels like chess as you feint, counterattack, and reinforce on a tight map. And while combat may be subject to the whims of fortune, your movement across the map is almost always in your […]

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Strategy Articles

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”.

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Designer Blogs

Panzer Expansion #4 Solitaire Scenario #46 Replay Part 1 — Introduction and Turns 1-3

Scenario #46 Replay You have to be fast on your feet and adaptive or else a strategy is useless.” Charles De Gaulle Starting French Forces Situation On 18 May 1940, during the three-day struggle for Stonne, the B1-Bis “Eure” was commanded by Captain Pierre Billotte. He was also in command of the 1er Compagnie, 41e

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Series Replay

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

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Designer Blogs

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

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Designer Blogs

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

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Designer Blogs

A Play Session of Hannibal’s Revenge

Introduction by Hannibal’s Revenge: A Card Conquest System Game Co-Designer,  Fred Schachter: To begin, readers have hopefully, by now, checked out the tantalizing glimpse of this game’s graphics created by the talent-extremis Mark Mahaffey.  His fine initial work, with assistance of Co-Developer Jason Carr, of Hannibal Revenge game components can be viewed via this link or above: January

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Playtest Reports

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

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Designer Blogs

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

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Designer Blogs
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