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Every miniature wargamer well knows the thrill of the hunt for the illusive “Perfect Skirmish Game”.  While the bulk of the sci-fi wargaming population contents itself with the 40,000-pound gorilla, or chases the latest big-box set with a two-year lifespan from one of its challengers, some of us are content to noodle around the edges […]

The multi-dimensional balancing act of wargame design has led to a proliferation of titles. The huge number of variables that have to be juggled in even the simplest of wargames presents a huge number of opportunities for wargame designers to seek out the “sweet spot” in everything from level of detail to movement schemes to […]

Play 4 | Allies – Dad/Axis – Me | Outcome – Overwhelming Axis Victory (Allies concede Antwerp Victory as inevitable) This playthrough we used the following: No roll for Paratroopers No roll for 150 Commando 2x SS Panzer Divisions can participate in morning Blitz In some ways this was very similar to my strategy in […]

Play 3 | Allies – Dad/Axis – Me | Outcome –Overwhelming Allied Victory (Axis concedes late mid-game) This playthrough we used the following rules: No roll for Paratroopers No roll for 150 Commando 2x SS Panzer Divisions can participate in morning Blitz Forgotten/unobserved Planes cannot offset (first half of game) Thinking I’d learned from my […]

Play 2 | Allies –Me/Axis – Dad | Outcome – Allied Strategic Victory (marginal game victory on points) This playthru we used the following: No roll for Paratroopers No roll for 150 Commando 2x SS Panzer Divisions can participate in morning Blitz Forgotten/unobserved Die-roll shift for forts, 1st half of game Planes cannot offset The […]

Play 1 | Allies – Me/Axis – Dad | Outcome – Overwhelming Allied Victory (Axis forfeit) This play-through we used the advanced game with the following variations and special rules: No roll required for Paratroopers to drop. No roll required for 150 Commando armor to make 1st turn movement. 2 x Day 1 SS Panzer […]

I’ve spent the last few months playing Avalon Hill’s The Battle of the Bulge, probably devoting more table-time to it than virtually any other game in recent memory. It’s one thing to want to play a hex and chit game twice, once to get a feel for each side, but really says something when you […]

I recently enjoyed listening to a talk by Scott Berkun, where he talked about how the use and revitalization of historically proven concepts are the building blocks of “new” ideas, and that got me thinking about Wargames and their generally poor reflection of tactics while on the tabletop. In so many historical scenes that are […]

The fear and awe are immortal, written onto our souls with scarlet ink, of some Great Thing coming for us or what we guard, too big to handle and too strong to fight as it shakes the ground with its coming, and the only hope is that it passes by. Welcome to playing Steve Jackson’s […]

After several sessions, we have now played through the careers of two American submarine captains. We both started in April 1942 and then went all the way to the end of World War 2. It never ceases to surprise me, but this game is completely different from the one covering the German U-boats. They fight […]

In my last article, I championed fluff as a force vital to Wargames individually and corporately, but fluff is not all good. The best and most successful Wargame systems are nearly generic, and the more specialized they get, the more constrained they must be in order to be functional—often to the point where they need […]

I’ve done a lot of talking about numbers and satisfying mechanics and accuracy and all manner of game components in this space, but almost nothing about the fluff. Does it matter whether a Wargame is set in the grim darkness of the far future or the chivalric past, whether a world of magic or hard […]