Battle Command: The Bulge After Action Report Part 6 — U.S. Turn 3

US Turn 3 – The best form of defence. The US draw a single card – an Engineer. The German draw is pictured below. During the US Admin phase each player can cycle Event cards they don’t want. The Germans therefore choose to replace an event they can no longer use (KG Peiper) and draw […]

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After Action Report

(Not So) Minor Powers in Imperial Fever

Imperial Fever is a game of Great Power competition in the period 1880-1914. However, the term “Great Power” is difficult to define and open to discussion. The four players in the game take on the roles of the United Kingdom, France, the Central Empires (which for game purposes comprise Germany and Austria-Hungary), and the Emergent

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Designer Blogs

Filipinos Play People Power

I was 15 and in the middle of junior high when the titular People Power EDSA revolution took place. As such, the events surrounding People Power stand out as a watershed historical moment during my youth. Interestingly enough, much of the same factions are still involved in Philippine politics, 37 years hence, and the son

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Hobby General Interest

Battle Command: The Bulge After Action Report Part 5 — German Turn 3

German Turn 3 – Searching for the breakthrough. Card draws are the same on Turn 3 as on Turn 2. The Germans get a lot of fuel to power their advance, particularly for 5th Panzer Army (yellow), whilst 6th Panzer Army get a valuable Force March. Importantly, the US gets another Garrison, 2 Replacements, and

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After Action Report

Resisting Revolution: The Resistance

The new Cuban government that came to power in 1959 was initially very popular, replacing the Batista dictatorship with an apparently moderate liberal regime, and with ambitious plans to stamp out political corruption, to enact land, labor, and education reforms, and to normalize relationships with important trade partners like the United States. However, as Castro

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Designer Blogs

The British Way: Advanced Cyprus Variant

Testing and balancing four separate games for The British Way was no easy feat, and while for the most part I think we were successful, some players have reported issues with Cyprus after multiple games. While we do not think that the original game, as published, is strictly broken or unplayable, we would like to

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Freebies, Scenarios/Variants

Battle Command: The Bulge After Action Report Part 4 — U.S. Turn 2

The Germans kick things off this Turn with a draw of 5 cards, as the US get nothing! The US then play a Reinforcements card to build up the 1st Infantry which are coming in as reinforcements from Zone A. Another step will see them become a powerful Elite 3-strength unit, so it’s worth investing

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After Action Report

What’s Coming Next in the Battles of the American Revolution Series?

Update from Dave Stiffler: Small Battles of the American Revolution: There are many interesting American Revolution battles that are simply too small for the Battles of the American Revolution series scale (200 yards/hex, 100 men/strength point and 1 hour/turn). That’s why I’m pleased to report that Bruno Sinigaglio is designing the first “Small Battles of the American

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Designer Blogs, Developer Notes

Fields of Fire Volume 3: The Parachute Regiment, Episode 3 – Afghanistan

Note: All images are of playtest art and not final. All image credits: Craig Allen, 4 PARA. Volume 3 of Fields of Fire brings three campaigns featuring The British Army – the Battle of Arnhem in 1944, the Falklands War in 1982, and Helmand Province, Afghanistan in 2008. [links to previous InsideGMT articles: Episode 1

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Designer Blogs

Battle Command: The Bulge After Action Report Part 3 — German Turn 2

German Turn 2 – Schwerpunkt. The turn begins with cards being drawn. The Germans maintain a strong advantage here through much of the game, starting with a draw of 9 cards. The US draws 7 to begin with, but the hap will be larger during their own Admin phase. Neither side knows what the other

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After Action Report
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