It’s strange that it took me this long to try Washington’s War. Its predecessor, We the People, was my first ever historical wargame – an outlier in my journey, as I wouldn’t enter the hobby properly until decades later. Given my fondness for that game, I should have grabbed Washington’s War during one of my previous attempts to get into wargaming, but it took until the most recent reprint for me to finally get We the People 2.0 to the table. Unfortunately, that interlude was so long that I’ve now forgotten much of the nuance in the 1.0 version, so I cannot make any profound comparison between the two versions. Maybe further down the line I’ll open my battered copy of the original and give it a go, but for this review I will largely limit myself to the version that is currently available. That’s no bad thing, though, as Washington’s War is an excellent game that, while it shows its age in places, delivers a satisfying experience without losing itself in complexity. The genre-defining originator shows that sometimes old games can continue to remain relevant even after their systems have been adopted and updated by countless others.
WItMoYW ep. 11 - Glory III by Richard Berg
We’re Back to Berg baby! After a mixed experience crossing the mountains, the boys are trying one of Berg’s takes on Antietam, arguably the most influential battle of the American Civil War. Originally published in 1995, the same year as the first GMT edition of Three Days of Gettysburg which would spawn the modern era of GBACW, and substantially revised in 2002, Glory is a light hex and counter from one of our favorite designers. Will we like it more than GBACW? You can probably already guess!
Plantagenet by Francisco Gradaille
Any long running game series faces the risk of stagnation. While Levy and Campaign is only on its fourth volume, there are near countless future volumes in the works and it could easily expand to equal it’s predecessor COIN in terms of size, and so naturally we begin to wonder do we really need all these games? Can each new addition sufficiently differentiate itself from what came before? Plantagenet answers this question by being far more than a simple rejigging of the core system, this is practically a ground up rebuild. It takes mechanisms designed for the thirteenth-century Baltic and reshapes them to suit fifteenth-century England, casting off several core systems in the process and adding whole new ones. The final product is, surprisingly, probably the most approachable Levy and Campaign game yet and a stunning marriage of mechanism and theme. While Plantagenet fails to top the post in terms of my own personal preference for Levy and Campaign games, it is a phenomenal design and has reinvigorated my enthusiasm for Levy and Campaign as a whole.
Rebel Fury by Mark Herman
I’m not going to bury the lede, I don’t like Rebel Fury. Nobody is more surprised about it than me. I really like Mark Herman’s Gettysburg, the originator of this system. It’s not my favorite game ever, but a hex and counter game that emphasizes movement and doesn’t overstay its welcome will always find a space on my shelf. While I shamefully haven’t played the follow-up on Waterloo, even though it’s on Rally the Troops so I have no excuse, I was excited to see what Rebel Fury brought to the table. My initial impressions were positive – it kept that core movement system that I liked but expanded the play space to encompass a set of large (and gorgeous) Charlie Kibler maps. The added chrome seemed fine and offered the tantalizing prospect of a little extra depth to the game, so from my initial pre-release preview I was feeling positive. Unfortunately, once I got my hands on it and started playing more my experience began to sour. The changes to the original system started to grate and certain scenarios exposed some of the core’s weaknesses in less flattering ways. If it wasn’t for a certain game that shall go unnamed, I would say this was my most disappointing experience this year.
WItMoYW ep. 10 - Fire on the Mountain by John Poniske
This episode Pierre and I branch out into the Maryland Campaign, with John Poniske’s take on the Battle of South Mountain, published by Legion Wargames. This is a hex and counter tactical game with a beautiful Rick Barber map and unusual rectangle unit counters. We liked but did not love it, and had some thoughts on some last minute errata that was introduced post-publication. I hope you enjoy it!
Gettysburg 1863 by Grant and Mike Wylie
I set up the second day first. I did this because I wanted to tackle something that seemed a little more straightforward to put the changes to the system through their paces. I figured I would want to try the full battle at some point, which meant playing the first day, so for my experiment I chose the second day. Because Pickett’s Charge sucks. This was potentially a mistake – the logic was sound, but I forgot how boring I find playing the second day. Don’t get me wrong, from a historical analysis standpoint I think I prefer the 2nd of July, it has such drama and tension, but when it comes to wargames, I often find it tedious – mostly ill-conceived charges and brutal death. A tedium of attrition to resolve.
Banish All Their Fears by David Fox and Ben Hull
There was very little material available on Banish All Their Fears before its publication, and so it largely flew under my radar. However, when some images came out right before the game was printed and shipped it triggered something in whatever the wargamer equivalent of my lizard brain is and I got weirdly excited about it. I reached out to GMT Games about a review copy, and they kindly provided me with one. Then it sat on my shelf (as these things do) while other games took up my time. In those intervening weeks I started to develop some concerns about the game. For one thing, I finally tried Ben Hull’s Musket and Pike series and struggled to really get invested in it (despite how beautiful the latest version is). Worse still was the buzz around rules and printing issues on BoardGameGeek (BGG). I hadn’t found Musket and Pike’s rules that easy to follow, and if these were worse, I despaired that I would never actually play it. Nevertheless, when I managed to clear some other games off my schedule, I determinedly set about reading the rulebook and setting up the game. Over the past few days, I have been slowly playing through the Blenheim scenario (chosen because it seemed to have fewer errata issues) solitaire, and I have been pleasantly surprised by what I found. I think this could be a real gem of a game, and certainly one I prefer to Musket and Pike, but I do also have some reservations. I think it makes the most sense to start with some of my reservations first, as they inform much of my experience playing Banish All Their Fears.
SDHistCon 2024 Second Front - Interview on Reviewing Games
I was recently lucky enough to be interviewed by Andrew Bucholtz from the team behind San Diego Hist Con about how I came to review historical games and my own philosophies and opinions on reviewing tabletop games. The interview was recorded live as part of their online SD HistCon 2024 Second Front convention and the recording has been saved to their YouTube Channel.
Successors (4th Edition) by Mark Simonitch and Richard Berg
Originally published in 1997 by Avalon Hill, Successors was built on the foundation laid by 1993’s We the People, the first Card Drive Wargame (CDG), but its most immediate inspiration was Mark Simonitch’s Hannibal: Rome vs Carthage released in 1996. There’s something about this era of CDG design that really stands out when looking back - the somewhat Go inspired element of political control and the emphasis on point to point movement always stand out to me. I’ve never played Hannibal, although I’ve heard it’s amazing, but I am very familiar with We the People and I could see both its influence and how Successors moved beyond that simple foundation to make a far more robust game. Successors also brought something new and exciting to the table: more players. So far as I’m aware this was the first multiplayer CDG and it laid the groundwork for Here I Stand, one of my all-time favorite games. Given this history, as well as the fact that it was co-designed by Richard Berg, a designer I am fascinated by, I was very excited to finally play Successors. The deluxe 4th edition from Phalanx Games had sat on my shelf for at least 18 months sadly neglected until earlier this year when I finally managed to get it down, punch it (find out I was missing a piece), and play several games of this majestic and sharp masterpiece of wargame design.
SPQR: Deluxe Edition by Mark Herman and Richard Berg
I am a massive fan of Richard Berg’s Men of Iron system, but I bounced off Great Battles of the American Civil War (GBACW) pretty hard. This meant that I approached SPQR, the second volume in the Great Battles of History series, with both excitement and trepidation. Men of Iron and GBACW were originated by Berg, while in contrast Great Battles of History started as a Mark Herman design before it became a collaboration in subsequent volumes. I want to recognize that up front, because in this review I will probably be talking a lot about Richard Berg because it is his hex and counter designs that I am more familiar with – I know Herman’s card driven games better than his traditional hex and counter designs.
There is no denying the legacy of GBoH, I can see its legacy in many of the games I have played, including Men of Iron and Ben Hull’s Musket and Pike, and tracing that lineage as I was playing it was really interesting. This is a system with an impressive legacy to go with its significant heft in terms of scope and rules weight, I can see why it has more than a dozen volumes and a significant fanbase. In my case, I had an interesting time playing SPQR and I’m glad I’ve tried it, both for its influence on later designs and for aspects where I think it is still superior to those games, but at the end of the day I don’t think SPQR is a game for me. In this post I hope to explain what clicked with me and why ultimately I decided to pack it back into the box and pass it on to someone else.
Korea: The Mobile War by Jim Dunnigan
First on my docket for operational games on the Korean War is the original, Jim Dunnigan’s design from 1971. This doesn’t seem to be a particularly beloved title these days, based on BGG ratings and anecdotal evidence I’ve gathered on social media, but as the first game on the topic (as far as I’m aware) and one that was published within twenty years of the war’s end, I couldn’t help but want to try it. I can’t say that my experience was comprehensive, I played the opening scenario and just dabbled with the system, but I have some initial thoughts just from pushing counters around for a few hours.
We Intend to Move on Your Works ep. 9: GCACW
For episode nine of We Intend to Move on Your Works Pierre and I dive deep into Great Campaigns of the American Civil War with Stonewall Jackson’s Way II. We have a lot of thoughts in this one, I hope you enjoy listening to them as much as we did recording them!
Norman Conquests (Men of Iron V) by Ralph Shelton (and Richard Berg)
I am a certified, card-carrying Men of Iron obsessive so of course I was excited when I heard a new volume in the series was coming out. That excitement was dampened slightly by the knowledge that since original designer Richard Berg had passed away, he would not be continuing the series himself. Still, carrying on that legacy was an all around positive even if I had slight trepidations about what that would mean for this new entry. I am pleased to report that while it is not a perfect game, Norman Conquests is an admirable addition to the Men of Iron series. At time of writing, I have played all but two scenarios in Norman Conquests and I have thoroughly enjoyed myself. I am saving the remaining scenarios because I like to savor my Men of Iron experience. It’s not like we get a new entry every year, you know.
Stonewall Jackson’s Way II (GCACW) by Joseph M. Balkoski, Ed Beach, Mike Belles, and Chris Withers
Few wargame systems have as much veneration from their fans as the Great Campaigns of the Civil War. However, despite its dedicated fans it still manages to feel somewhat obscure - a series that is often out of print and intimidating for new players to get into. For those in the know, this system has been a touchstone of the hobby since Stonewall Jackson’s Way was published by Avalon Hill in 1992. The series was originally designed by Joe Balkoski until 2001. When Avalon Hill’s catalog was bought up by Hasbro the series was taken up by Multi-Man Publishing (MMP) who worked with other designers (including Chris Withers and Ed Beach) to update the old Avalon Hill games into new editions with revised rules and graphics.
Tanto Monta: A Story of Disappointment
I think it is safe to say that Tanto Monta: The Rise of Ferdinand and Isabella by designer Carlos Diaz Narvaez was my most anticipated game of the year. I adore Here I Stand, and Tanto Monta took that core system and applied it to the years right before Here I Stand begins, which includes the Italian Wars, a topic I am fascinated by. It also decreased the player count from six to four. Getting six people together who are all willing to spend a day playing through the Protestant Reformation is probably the single greatest barrier to playing Here I Stand, so this was really promising. The back of the box promised the same complexity as Here I Stand and a play time of 3-7 hours, which we should always take with a grain of salt but still it looked good for this being an excellent way to get a dose of more Here I Stand more often. It also came out at the perfect time – my copy arrived just in time for a gathering of myself and my fellow We Intend to Move on Your Works partners in crime. The four of us convened in Pierre’s house for me to teach them all Tanto Monta, expecting a day of epic gaming with great friends. To quote a somewhat infamous review of Virgin Queen: it was a fucking disaster.
We Intend to Move on Your Works Ep. 7: Shiloh 1862 by Worthington
It is once again April 1862 and Pierre and Stuart are lost in the woods near Shiloh Church. This time it is with the far less complex Shiloh 1862 from Worthington Publishing. How will they fair with naught but eight pages of rules to guide them? Will Stuart get extremely angry about the woods again? Was Albert Sidney Johnston's death a turning point in the war? Listen to find out as the deep dive into the Battle of Shiloh continues!
2023 in Review and My Top 8 Games of the Year*
I’ve now been running this blog for two whole years, but somehow it feels a lot longer. I’ve been very pleased with how it has grown over the past year and I’m hoping to continue that growth going into 2024. I received several review copies of games this year which was really gratifying and allowed me to cover games that would otherwise have probably been beyond my budget - wargame blogging is not particularly lucrative. To mark the end of the year I want to reflect a bit on how I feel the last two years have gone and then, of course, provide my top ten games of the year. As per last year’s list, these will be games that I played for the first time in 2023 not necessarily games that were released in 2023 (although unlike last year this year’s list does is that were released during the year).
Votes for Women by Tory Brown
We Intend to Move on Your Works Episode 6: Longstreet Attacks
Apologies for the delay - we started playing Longstreet Attacks back in July to mark the 160th anniversary of the Battle of Gettysburg, which is why this game breaks our chronology, but the game took longer than expected and then the editing took even longer than that. Thankfully this episode is a good one, so hopefully that makes up for the delay, and we aim to have the next one with you much sooner!
Grand Havoc by Jeff Grossman
Blind Swords is quickly climbing the ranks to be among my favorite hex and counter systems. The chaos of the chit draw, the unpredictability of the CRTs, the manageable footprint, and the elegant presentation from Revolution Games have all wormed their way into my heart. Longstreet Attacks showed me the potential of the system, but in a form that didn’t totally agree with me. The Day Was Ours showed me that it could do approach to battle and the chaos of First Bull Run. After playing that I was pretty sure that I would prefer Blind Swords as a single counter sheet experience – low counter density leaving me plenty of room to explore the map. It was with some trepidation that I punched the two counter sheets of Jeff Grossman’s Grand Havoc. Would this cement my love for Blind Swords, or would it be another Longstreet Attacks, an almost hit that doesn’t quite land? I’m delighted to report that it was the former – Grand Havoc delivers a larger scale Blind Swords experience and seems to resolve pretty much all my misgivings about Longstreet Attacks. This is a great game, and I’m excited to talk about why.