I struggle with what to do about games that are just fine. Not so good that I can pour praise upon them for hours at a time, nor so bad that they have multiple avenues of badness for me to explore. These are the games that I would understand if someone told me they enjoyed them but would give side-eye to anyone claiming this was their favorite game ever. Louisbourg 1758 is certainly among this august-ish company. It’s a perfectly fine block wargame, but it doesn’t quite stand out from its peers, unless maybe you happen to be a huge fan of the siege of Louisbourg. Usually when faced with this situation I just don’t write anything about the game – if I can barely muster the energy to say something interesting, I can’t really expect anyone to find the time to read it. However, this isn’t very satisfying and I feel represents a small failure in myself as a critic. In an attempt to tackle this problem, I’m going to try and curtail my usual verbosity and give a very quick first impression of Louisbourg 1758 outlining what I think is interesting and why it ultimately didn’t hold my attention.
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.
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).
The Worthington Civil War Brigade Battle Series
Worthington Publishing’s Civil War Brigade Battle Series by designer Grant Wylie is a rules light hex and counter system on, you guessed it, American Civil War battles at the brigade scale. It also should not be confused with The Civil War Brigade Series (CWBS) from The Gamers, which is also a brigade level hex and counter system but is far more complex and also much older, with its first published entry from 1988 as opposed to Worthington’s system which began in 2019. It’s a little confusing. Worthington’s system currently spans four games, three by Grant Wylie and published by Worthington and one game by Pascal Toupy and published in French wargame magazine Vae Victis. There are already plans for quite a few more entries as well. These are rules light games, the system rules are eight pages long with each game adding at most one page of extra game specific rules on top of that. They also generally play in two to four hours. These are fun games for fans of hex and counter Civil War gaming and are also a great entry point into hex and counter gaming for anyone who has always wanted to try them but has been hesitant to do so. They are probably not going to blow your mind, these aren’t radical designs the likes of which you’ve never seen before, but I’ve had a lot of fun playing them and if simple hex and counter is your cup of tea then I think you’ll enjoy them too. But you probably didn’t come here for the tl;dr, you came here for some nitty gritty detail, so lets get to it!
Review - In Magnificent Style by Hermann Luttmann
The (hopefully) final entry in my Confederate Solitaire Tirlogy is a classic game from Hermann Luttmann, a name familiar to anyone with an interest in games on the American Civil War. Originally released by Victory Point Games, In Magnificent Style received a deluxe reprint from Worthington a few years ago. This is one of two solitaire games on Pickett’s Charge, where the player tries to outperform Pickett, Pettigrew, and Trimble in their disastrous assault on the Union position on the third day of Gettysburg. I don’t really want to bury the lede, I think this is a gross subject for a game. Despite that, I had quite a lot of fun playing In Magnificent Style – stripped of its topic this is a very enjoyable light solitaire game, but that theme severely degrades my ability to enjoy playing it. Before we get to the heavy stuff, though, let’s talk a little about the game’s mechanisms and why it’s fun!
Teach and Play of Antietam 1862 by Grant Wylie
Hot on the heels of my initial review of The Seven Days Battles, I joined Fred Serval to play an introductory game of Antietam 1862 - the first game in the same series. We played a quick game of the Bloody Lane scenario, a very small and quick playing introductory experience. We also chatted about our thoughts on the series as well as a variety of other games. You can watch the video below:
Initial Impressions - Seven Days Battles by Grant Wylie
While arguably one of the most important battles of the American Civil War, the Seven Days Battles have not really ingrained themselves into our popular consciousness the same way battles like Chancellorsville or Gettysburg have. There are no doubt many factors that explain this, but I would hazard that one of them is that the Seven Days sits in an awkward middle between being more than one battle but not quite a full campaign. From a game perspective it also presents an interesting challenge to design for. The Seven Days, as the name suggests, was a series of battles covering a week of combat. During the Seven Days, Robert E. Lee, recently appointed to command of the Army of Northern Virginia, lead a series of aggressive attacks on the Union army of George McClellan which was stationed just outside of Richmond. Lee’s army suffered horrific casualties, but, thanks in part to McClellan’s own fears about Confederate military strength, it was able to drive the Union army back to the coast of Virginia. My initial expectation was that the battle would work best at an operational scale, which lead to me playing The Late Unpleasantness, which I found… underwhelming. Now I’m taking my second shot at the Seven Days Battles but this time as a hex and counter tactical game thanks to the latest entry in Worthington’s Civil War Brigade Battle Series.
[Malta Month] 1565 Siege of Malta by Maurice Suckling
Making a game about a siege is challenging. Sieges are often by their very nature filled with long stretches of time where one side has little to do but endure. A siege like the Great Siege of Malta, which lasted most of a year, can be a long, slow, tortuous, and brutal event that doesn’t lend itself immediately to being turned into a game. Capturing the scale of a siege while also giving players plenty of choices and things to do to keep them engaged is a challenge. Even when you do find an element to gamify, if the game is multiplayer, you will need something for both sides to do. It’s not very exciting if one player is taking lots of actions and the other player just has to wait until something happens. You can design the best system ever for the attacker to try and topple his opponent’s walls, but if the defender has nothing to do you haven’t made much of a game. This may be why many wargames about sieges seem to be solitaire games. When you only have to create a game for one side and can entirely abstract the other it simplifies the challenge of making a game from the history.
Review - Braveheart: Solitaire by Worthington Publishing
I’ll tell you right now that I do not like Braveheart, and I haven’t liked it for some time. It’s not just that it’s egregiously historically inaccurate, even looking past that I don’t like it on its own merits. Like why did they put in that romance between William Wallace and Isabella – wasn’t the whole reason this rebellion kicked off due in part to the tragic death of Wallace’s wife? Kind of harsh to fridge your wife and then in only a few years you’re off shagging French princesses – who while not the literal child that she would have been historically does seem a little young for Mel Gibson. Sorry, I got distracted there by my loathing for ‘classic’ film Braveheart – I’m supposed to be talking about the new book game from Worthington Publishing! I’ll try to stay focused; I promised my family that I wouldn’t rant about Braveheart anymore.