New Video Working Through Attack Orders for Mons 1914 and Gallipoli 1915

Mons 1914: The Mad Minute is rolling along steadily.  Play sessions of Gallipoli 1915 (the first game in the Rifle and Spade series) are reported regularly on BoardGameGeek in the Gallipoli game entry. The draft of the 2.0 rules, plus the updated table and display for Gallipoli are available in Gallipoli’s files folder, which is also linked from the home page for Mons on gmtgames.com. If you are planning to play Gallipoli then please use the 2.0 rules. As always, I am available to answer questions on ConsimWorld and on BoardGameGeek.

ETO Series: August 2021 Update

Frank Chadwick’s ETO: Gestating an Elephant

For this update series, we must preface with:

Our focus remains vigilantly on “the larger picture” of combined ETO volume games. One of our Prime Directives for this project’s development is that, when you play multiple volume games together, they integrate as seamlessly as possible.

You will see screenshots of our playtest components and from the Vassal playtest kits throughout this article.

Briefly, About Frank Chadwick’s ETO

Frank Chadwick’s ETO is:

  • A multi-volume series of mini-monster size games
  • Which combine into a grand scope wargame of WWII in Europe
  • The scale is
    • 30 miles per hex (with Iceland in the top-left and the Persian Gulf in the lower-right corner of the combined map’s area)
    • 7.5 – 15 days per turn
    • Most ground units are Corps (with a few Division breakdowns and Army buildup units)
  • The game features a simple play sequence (evolved from the classic introductory wargame, Battle for Moscow)
    • Housekeeping
    • Special Movement
    • Combat
    • Regular Movement
  • The core game is very much a clever, modern hex-and-counter Panzer Pusher
  • It includes an intuitive economic model featuring Seasonal income and per-turn expenditures (primarily used for on-map replacements and building/rebuilding from the force pool)
  • There are discreet Air and Naval units and systems optimized to support the “Panzer Pusher” nature of the game’s primary focus
  • It is card assisted in that each Month you select a card or two from your deck to add to your hand and decide when to unleash their narrative events. It is not card-driven in that you do not shuffle your deck and receive random cards that “make the game go;” Instead, you build a hand/strategy to create an important on-map operation, shore up your economy, or military base, conduct political endeavors, etc.

Atlantic Chase Session Report – The Operational Scenarios

I was waiting for this moment for so long. Finally, after myself and my main wargaming buddy – Jakub – were vaccinated, we decided that it is time to meet face to face. What a joy, what a fun, truly! After so many months of waiting, to bring the game to the table and play with a live opponent!

Well, but what title shall be tried for such an occasion? Recently I had such a blast with Atlantic Chase – just see my reports from video solo play of BL1 scenario and then picture-rich play-through of Blockade Scenarios – that I was very keen to try it multiplayer. It did not take me long to get from idea to execution and Jakub – being an ardent fan of all Naval games – eagerly agreed to play Atlantic Chase.

Commands & Colors: Samurai Battles Session Report – Azukizaka 1542 & 1548 AD

With great pleasure I played another two scenarios in Samurai Battles – it hit the table already for the fourth time in the last month so you can see what a great impression it had on me! With Lukasz we focus first on multi set-up engagements, which span across couple of chronologically connected battles. So far we have covered Arita Castle 1517 ADOkehazama 1560 AD and Koriyama Castle 1540 AD. This time the choice was Azukizaka combats – one in 1542 and the second in 1548.

The Baddies of Plum Island and How to Fight Them (If You Dare)

Meet The Horrors (And Don’t Call Them Zombies!!)

There are a number of different types of monsters that you will have to deal with when playing The Plum Island Horror. While none of them are very pleasant, some are far worse than others. So I felt it would be worthwhile to do a short treatise on the “Horrors” that you and your friends will be fighting. And by the way, be aware that the term “zombies” is never used in the game’s literature. Calling the abominations that attacked Plum Island “zombies” is an insult to them and their reputations. In fact, there was an unsubstantiated report that we uncovered which claimed that one researcher referred to a captured Horror as a “Zed”. Supposedly the Horror overheard this remark and became so infuriated that it tore out of its cage and consumed the researcher in one gulp. The “Horrors” of Plum Island are more vicious, faster and smarter than any of those ineffectual Romero monster wannabes. Sure, they’ve benefited from great publicity and their marketing department is pretty sharp. But don’t let that superficial nonsense fool you! The Horrors of Plum Island were a real threat to humankind, not like those slow-moving, groaning zombie half-wits that you see in all those popular movies and TV series. The Horrors come in two distinct and disgusting flavors … a Murder of Horrors and Mutations.

Congress of Vienna Standard Game After-Action-Report: “The Clash of Armies” Scenario (Turn 2 of 4 – Sept. 1813)

Vassal Screen: CoV “Clash of Armies” Game Situation – Start Turn 2, Sept. 1813

Figure 1 – The Military & Diplomatic situation at the begin of Turn 2.

Introduction by Congress of Vienna Assistant Designer & Editor – Fred Schachter: The first turn of this After-Action-Report (AAR) chronicled game was an exciting and unusual one with France doing well against their disjointed enemies. It should be noted that this turn’s record, as well as the remaining reports of this series, shall depict battles in some detail… but not EVERY detail… particularly regarding full calculation of the dice roll modifiers which were evaluated to learn how much each side’s two dice battle rolls would be influenced.  It’s really a simple checklist review to determine what to include.  To learn more of the game’s battle resolution system, see the nifty video two of our media-savvy play test team created:  How to Resolve Battle in Congress of Vienna: An Animated Voice-Over PowerPoint – Inside GMT blog 

So let’s resume the game action of this Congress of Vienna “Clash of Armies” contest as the conflict expands to engulf the entire European continent with Austria’s entry into the war… but first…

“We’re Moving Through Kashmir”: Playing Next War India-Pakistan (Part 5)

Ian M. Sullivan is the Special Advisor for Analysis and ISR at the Deputy Chief of Staff for Intelligence, US Army Training and Doctrine Command.

Disclaimer: The views expressed in this blog post do not necessarily reflect those of the Department of Defense, Department of the Army, or Training and Doctrine Command (TRADOC).

Atlantic Chase Solo Session Report – The Blockade Scenarios

In the below article I would like to invite Dear Readers to the fantastic travel into the world of solitaire scenarios and campaigns for Atlantic Chase. This will an after action report saturated with many photos as I think only pictures can reflect what was going on during the session. I used some pointers and arrows so you can see the flow of the action as well as grasp the dynamics of the conflict. Hope you will enjoy it!

Influencing the Deccan Kings in Vijayanagara

Introduction

So far in this series we have described the factions in Vijayanagara, their primary means of attaining their historical (or ahistorical) “victory,” and the combat system in the game. In this article we introduce another dimension relevant primarily to the upstart Deccan kingdoms, the Bahmanis and Vijayanagara, namely the respective influence that each faction has throughout the southern peninsula.

Deccan Influence measures the pliability of regional rulers and their populations to be swayed towards allegiance and service to either the Bahmani Kingdom or the Vijayanagara Empire. Influence can be changed through Events representing the flourishing and dissemination of empire origin stories and foundational myths, and through direct actions (“Commands”) by military and economic means. Stronger influence in the region has a number of immediate benefits, and the Influence level is also added to the final victory point total for these two southern factions.