TITE’s Interesting Turn, Part IV: A Campaign Game Spring ’43 Turn for the History Books!

Below you will find Part 4 in the “TITE’s Interesting Turn” series from Alan Emrich and Jeff Nyquist. If you would like to read Parts 1, 2, and 3 on InsideGMT, you can find those herehere, and here. The full article series is also available to read on the ETO Series Blog here. Enjoy!

Normandy ’44 Campaign AAR Part VI: June 19th-20th

The Invasion So Far…

After linking the beaches, the US Army landed two more divisions, the 30th and the 79th Infantry. The former subbed in for the 82nd Airborne which took a lot of casualties in the fighting around Carentan. The latter is forming up between the 1st and 2nd Infantry divisions so greater firepower can be brought to bear against St. Lo. The British Army has also landed more infantry (the 15th and 53rd Divisions) since 50th, 51st an 3rd Canadian have taken a beating while fighting the SS troops in their sector.

Mystery Wizard: After Action Report and Strategy Analysis

Introduction

This article summarizes an example (fictitious) game of Mystery Wizard, showcasing the flow of the game from beginning to end and the various strategies that players can take. In a game of Mystery Wizard, players first take their choice of one of the several unique Wizards, each with their own special spells and abilities. The game takes place on a circular island, with each of the players starting on the edge of the island inside their villages. Scattered around the board are landmarks and regions where the wizards can complete quests and earn powerful spells and equipment, and in the center of the board lies the Tower, which contains two Mysteries. The first Wizard to retrieve both Mysteries from the Tower back to their village wins. But, given you’re competing with several other wizards, each with plenty of enchanted equipment and spell scrolls, this is easier said than done! Our players, John, Laura, and Isaac begin the game by choosing their wizards, and then the game begins!

Lincoln’s Lieutenants in the Shenandoah: A Look at Union Leaders in Death Valley

Casual readers of Civil War history may come away thinking Abe Lincoln mismanaged the 1862 Shenandoah Valley campaign, but chose his commanders wisely in 1864. Actual battlefield performance in these campaigns, however, suggests a more nuanced assessment. In this article we’ll take a look at the northern leaders depicted in Death Valley, one for each battle in the box. A future article will do the same for Confederate leaders.

At Any Cost: Metz 1870 After Action Report – Battle of Mars-la-Tour (Part 2)

Tom Thornsen (Prussia) and Bob Demaio (French) attempt to re-enact the Battle of Mars-la-Tour with the Full Battle Scenario “A Day of Battle”. To read Part 1, follow this link.

Empire of the Sun Rules & Tactics Intro: Air Naval Combat

A few months ago, I pointed our customers to The Player’s Aid website as a site that creates consistently high-quality articles about our games (and others). I asked Grant, one of their founders and content creators, if he’d like to write an occasional article for InsideGMT to provide some added content to our site, and also to help spread the word about their site to an even broader group of readers. He wrote us a nice article about playing the Americans in Combat Commander which is now part of a larger series on their site.  Today, the guys from The Player’s Aid  are back with a new article, this time from Alexander, another of their founders and key writers. He takes us inside air-naval combat tactics in Mark Herman’s Empire of the Sun. I hope you all enjoy the article and The Player’s Aid site! – Gene

The Pendragon Chronicles – Vol. 5 – Foederati

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For the very first time in the COIN series, in Pendragon: The Fall of Roman Britain, you will be able to take control and use for your own the pieces of another faction… How so? Through the very unique feature of Foederati, that typical Late Roman practice of hiring potential or even erstwhile enemies in exchange for land or subsidies. Let us explore this further: