Waterloo Epic

Waterloo is now in play testing!  These are the first crude pix in it’s first, very rough draft state for testing.  Many changes to come before final release.

My son’s jaw dropped open when he walked in and saw this on the dinning room table.  He described it as ‘Epic’.  -and he doesn’t even like or play wargames.  As a junior in highschool, life is all about Rugby and girls right now.

First question is, how do these colors look?  Especially the Anglo – Dutch Army.  Is anything wrong?  Should some of the colors be different?  Please let us know if we have any glaring mistakes.

 

 

 

 

These are the pix of the adjoining engagement at Wavre:


 

Right now the biggest design question is:  Should we release these with maps at this size as two different battles?  I’d really like to see 2 huge maps of the region that fit perfectly together.  So you could fight both together.  Heck, you might not even fight at Waterloo.  As Napoleon, I’d really like to shift rapidly to the right and get in between the Brits and the Prussians.  Likely a foolish endeavor but I like to be able to try things like that.  If nothing else, then I discover why that is a really bad idea right?

The issue is that this approach will take much longer to work up graphics for.  Huge maps will also drive up the price.  I don’t know.  Maybe the Emperor is worth it.

 

Let us know what you think below!

 

 

 

 

 

 

 

 

 

Napoleon’s Kriegsspiel

What did Napoleon use?  Did he play Kriegsspiel?  What did he use in the field? 

Kreigsspiel wasn’t created until after Napoleon.  Like all games, it didn’t just materialize out of thin air.  It was an adaptation of things that came before.  Games are constantly evolving. 

Lots of people comment on how authentic our games look and feel.  It is very easy to imagine yourself a general on the field planning your strategy for battle while playing.  I love that effect but how true is it?  What did they actually use?

Kevin Zucker was commenting about the impact of Berthier being absent for Waterloo:

“Gone with Berthier was the wooden cabinet with many drawers full of wooden blocks representing all the regiments of both sides.”

 

I was instantly struck by this.  Sounds like my house now!  I’ve got bags of Kriegsspiel blocks all over the place.  I’ve been planning on getting a wooden storage box to organize them in.  Something along the lines of this:

 Looking ahead, I can quickly see the blocks over loading that.  I really love that cabinet above with all the pull out drawers.  That would be perfect for organizing all the different nations and periods of blocks.  I might have to build myself one some day….  

Look at how the top makes for a perfect gaming table to place maps!  It almost looks like it is hinged and folds open for double the size if needed.  Amazing!

Here are some details of what the drawers and blocks from the period would have looked like:

 

So, to answer the question, yes, it is authentic.  This is exactly the type of thing real generals would have used to plan campaigns and would even take them into the field to use during the battles.  

Kriegsspiel wasn’t created yet during Napoleon’s time but he did use blocks on maps for planning.  They measured rates of march with a compass or measuring stick.  You can see how this would soon develop into official rules for movement and combat resolution.  

Napoleon didn’t play Kriegsspiel.  He did use wooden blocks on real maps to plan and strategize.  The tools of the trade.  He played with the precursor of what was to soon become codified into Kriegssipiel.


What about the maps?  Why do we print our maps on canvas?

This may seem kind of strange to us today.  We use canvas for art.  Maps are printed on paper.  Back then, the good maps were printed on canvas.  It is much more durable and longer lasting.  Without modern rain gear, plastic and rubber seals, I suspect it was much more common for gear to get wet.  Paper maps could quickly get ruined in the field.  

You can actually see the canvas threads on the maps from the period.  They were often folded up.  Over time, the folds would wear through the map.  This is a historical map we researched for our new Monmouth battle:

Yep, definitely canvas.  So why use canvas maps?  Because it doesn’t get anymore realistic than that.  They are more durable.  I haven’t played a Pub Battle outside in the rain yet but I’ll have to do it just to get pictures and show it can be done.  -You might want to clear coat the stickers first to seal them onto the blocks!  

The canvas really looks beautiful too.  It makes the map look like a work of art.  It’s hard to describe until you hold one in your hands and see it on the table.   It is hard to imagine playing without it now.    

 

 

 

 

 

 

 

Supremacy Terrain

This is just a graphics test.  We’d like to get some feedback before we continue down this road. 

What do you guys think?  Too busy?  Too cluttered?  Look good?  Love, like, hate?

 

Let us know in comments below. 

We have rules for weather zones as well.  I’m afraid if we super impose weather over the top of this, it would really get confusing.  Any ideas?


By the way, we made some major breakthroughs finally on the Cyber Deck / Unconventional War expansion yesterday.  The rough draft rules should be finished today.  I expect this Expansion will be done and released soon!  

As it turns out, this was also the last piece we needed to make the 80’s Cold War edition work right.  I’m expecting this to be done and released soon as well.  Right now, we are seeing this as an expansion map and scenario.  We think the same deck and pieces will work, so you won’t have to buy a whole new game to get a whole new game.  That’s always nice.  =)

 

 

Pub Battles 2.0

We have an all new rules update available for Pub Battles now!  This is going to make things much easier going forward.  

The new format is made to fit in a regular 3 ring binder.  We like to slide the Terrain Effects chart into the back cover for easy reference.  This will keep our rules from being curled. 

It also makes it easy to keep all your Scenarios, rules and expansions all in 1 place.  

We have complete updates for Antietam and Marengo Scenarios.  The rest should be complete soon. 

You can get zip lock pouches for these that are perfect for storing your dice, measuring sticks and chains:


Fields of Fire

What has changed in the rules?  Very little.  Mostly just some minor tweaking, re-wording and clarification.  There is one ‘change’.  We don’t consider it a change because it is the way we’ve always played.  Strangely, as a system evolves, sometimes you have to ‘change’ the rules to keep the game the same.  This is one of those cases. 

We have introduced the concept of Fields of Fire.  The sets firm restrictions on how you can maneuver when you get close to the enemy.  The basic idea here is that if you are going to attack, then attack.  If you are going to fall back and avoid the enemy, then fall back.  You can’t do gamey things like disengage but only fall back 1 mm, or you move up to attack the enemy but you don’t attack.  You stay back 1 mm.  

In real life terms, that IS combat.  You are still in close range of heavy musket fire.  We didn’t want to bog the system down with complex rules on assault vs ranged fire attacks.  This simple restriction forces you to maneuver like an Umpire would require you to.  No more trickery.  Fight like gentlemen.  🙂

Some of you will immediately think of the different musket ranges.  Yes, there is a difference between smooth bore and rifled.  At this scale, we are only talking the difference between 1/2″ and 1″.   We are still in the same 1/3 move range if you round.  You may want to mark the exact ranges on your sticks and chains if you want to use the real distance.  

However, while testing new Ancient battles between Rome and Carthage, we noted that this rule still mostly holds true even without any muskets at all.  A better term might be:  Proximity to the Enemy.  When the enemy is that close, everybody is kind of on edge.  Either side could rush at any moment.  There isn’t much time to react at that range.  It is very….   uncomfortable.  

In all ages, troops didn’t tend to get real close to each other and then just sit there all day.  You either attack and fight or you pull back and plan.   


How do I Get the New Rules?

If you already have Pub Battles, you can get the new updates for FREE!

Just send us an email.  (we won’t put you on a spam list)  We will send you a pdf of the Rules, Terrain Effects and Scenarios we have now.  You just need to print them out double sided and get a 3 ring binder.  We think black looks best with the clear view pockets.

Real War vs Wargames

What is the difference between wargames and what really happens in war?  While working on our new Battle of the Bulge design, I can’t help but notice the impact of unit boundary lines.

 


Well it’s another cold snowy Sunday.  Too miserable to go out.  The perfect day to work on our Battle of the Bulge design.  Lol…  Is that a common wargamer thing or am I just a nut?  Do you guys do that too?  Play games like Battle of Moscow, Bulge and Austerlitz in the winter?  Then Vietnam, Pacific, North Africa in the heat of summer?  We need to make a Normandy Pub Battle that you can play at the beach!

 

I digress.  So we are working on our new Bulge game.  For a starting map, we just printed off a real military map of the battle.  We’ve come up with an OB and made a set of Kriegsspiel blocks set to scale for Divisions. 

 

 

In the opening turns, 5th Panzer Army in the center, did well and broken open the front easily.  6th Panzer to the north got stalled and bogged down. 

 

 

As a wargamer, I figured no problem.  Next turn, I’ll just reinforce success.  I’ll peel all the armor off of 6th Panzer and shift them south.  Leave the infantry there to keep slugging away.  I don’t want to hold up progress.  It is critical to drive as deep and fast as possible in the opening of the operation. 

 

That is all true but there is a huge problem with this in the real world:  the unit boundary line.  You can’t just randomly send units willy-nilly all over the map on a whim.  All of those free SS Panzer Divisions can’t move there.  That is out of there area of deployment and chain of command.  They are in the 6th Panzer Army.  All the openings are in 5th Panzer’s area of operation. 

 

But 5th Panzer doesn’t have enough free units to exploit this opening.  I know!!  The technical military term for this is:  SNAFU,  Situation Normal, All F*#%ed Up. 

 

I suppose you could make a shift like this but it would take time.  Meetings, order changes, reassignments, etc.  By the time you go through all of that, it’s too late.  The open door has been shut. 

 

Here is another issue.  Look at the German 7th Army down here in the south:

 

 

5th Panzer in the center has broken out.  They are spread pretty thin and dangerously stretched out.  7th Army is all bottled up.  All those units sitting there with nothing to do.  Why?  Unit boundary line.  In fact, look at the unit boundary line drawn for 7th Army.  It is the long skinny one drawn at the bottom of the map:

 

By the way, that is Patton’s 2 Corps sitting off the edge of the map waiting to come in as reinforcements later.

 

How is 7th Army even supposed to do that?  They are supposed to drive long and deep.  Fine along what MSR (main supply route)?  Look at the terrain.  Up and down hills, over rivers, through woods, no we’re not going to grandma’s house.  Not a single road to advance along.  Luckily most of the Army is infantry.  They only have 1 armored division and 1 mech division for support. 

 

Also, look to the south of 7th Army.  Clear open sailing!  Instead of trying to slog along west, I really wanted to break out south into Luxembourg.  Guess what?  Can’t.  It’s beyond the objective boundary.  Sigh. 

 

Who in the world drew this boundary line anyways?  Imagine being the 7th Army commander here.  I’d be pretty miffed.  I would have protested this mission up the chain of command right from the get go.  How could 7th Army ever get anywhere with this objective?  Of course, protesting the feasibility of orders up the chain, through the German High Command at this time wasn’t very productive. 

 


 

All of this raises a number of questions:

 

1)      How important is drawing unit boundary lines in orders?  Is this seemingly arbitrary task much more critical to the mission success than we realize? 

2)      Strictly following the historical boundaries at the opening of the Battle of the Bulge seems to have a huge impact.  Did these boundary lines doom the operation right from the get go?  (in addition to all the other problems working against the Wehrmacht.)   Could simply redrawing these lines and adjusting the opening OB create much better German results?

3)      What is your experience in real world, military operations with this?  Have you seen boundary line issues cause a mission to fail?  How much planning, effort and thought is actually put into drawing them?  How could this be better?

4)      From a game design perspective, should wargames enforce proper phase line and unit boundary limits?  Would that make them more accurate and better models?  Would that ruin them as games and make them less fun?  Would they be more fun?

5)      From a military science perspective, what can we learn from wargames?  How could this be used in real world command to improve unit performance?  Are Phase Lines and Unit Boundaries bad?  How could you command and conduct operations without them?  What type of command system would it take to allow real world units to freely shift as needed along the front without time delay and confusion?

 

What are your thoughts?  Comment below:

 

         

Dracula is Now Shipping!

Kickstarters are shipping.  The regular game is now available for purchase.  Check out Dracula:  Forest of the Impaled.

Affectionately dubbed ‘Risklvania’, this game is an interesting mix:

Things in common with Risk:

  • Short rules.
  • Easy to learn and play.

Things different about Dracula:

  • Short play time: 1-2 hours.
  • No player elimination.
  • No ‘Kingmaking’ or ‘prisoner’s dilemma’.

Instead, this game focuses on teamwork and communication.

Battle of the Bulge -scale

What scale of units works best for Battle of the Bulge?


Well it’s a cold snowy day in December.  Christmas is just around the corner.  The perfect time to have a cup of hot tea and work on our new Battle of the Bulge game!


This is just a crude, graphics / color test;  not the final game.  We do have the map scale and scope worked out.  I’m wondering what size of pieces work best for this map?

Each piece represents a Division.  These blocks are half Pub Battles size:  1″ x 3/8″.  The Germans are represented with the correct starting OB here.  The Allied forces are not!  I just put a few random blocks down on the map for a reference.

Our other option is to use small Kriegsspiel sized blocks.  These are about half the size of the big ones above:  1/2″ x 1/4″.

 


Of course the Allied blocks would be sized down to match the Germans.

Which would work best for the game?  Leave us a comment!

 

New Kriegsspiel Scenarios

The Kriegsspiel system is fantastic but where can you get games?  Well, it’s not easy…

You can get the rules from Too Fat Lardies.  They have done a beautiful job.  They have a few map options but that is about it.  Mostly Kriegsspiel players are left to their own devices to come up with maps and scenarios.  That’s possible but very time consuming.

We have been hard at work lately exploring ways to produce historical Kriegsspiel Scenario sets:  Maps, pieces, setups, starting orders and OB charts to track strength and casualties.

Here are some sneak peaks at the Brandywine scenario.  This is set to true Kriegsspiel scale:  8,000:1.  The OB and pieces are historically accurate.


   

    

The Best Kriegsspiel Pieces

Which Kriegsspiel pieces are the best?  Help us decide.

We’ve been working on production of all new Kriegsspiel sets of pieces, maps and historical scenarios.  We need some help figuring out which style to make.

  • The top row is the Too Fat Lardies style,  -laser cut counters.
  • The middle row is our new block pieces styled with the diagonal look.
  • The bottom row is an alternative design for a rectangular look.

Our Question is:  Which is better, Diagonal or Rectangle?

The diagonal lines look detailed and refined.  I like the over all look better.  The down side is that diagonal line on everything can be confusing.  Especially to us modern players used to NATO symbols.  No, these aren’t all cavalry pieces.  The Cavalry pieces are the square shaped ones on the ends.  The rectangle ones are infantry and artillery.

Is the diagonal design more historical and traditional?  No, it’s not.  We’ve been researching this.  Looking at old military maps and antique Kriegsspiel sets, we saw about 50/50.  Some have all rectangles, some have diagonals.  There wasn’t really a standard.

I feel that going with the bottom stickers would be easier for players today to use.  I also like how the font size on this bottom row can be a little bigger.  Much easier for my aged eyes to make out.  🙂  Apart from my weak eyes, I like how we can fit more visible text here for unit names.  I also like the long horizontal line.  Instantly makes me visualize rows of troops.

My only complaint against the bottom row really is aesthetics.   They just look kind of plain and stark to me.  I like the look and appearance of the middle row much better.  The big tall cubes also make the cavalry stand out easily and contrast with the sea of diagonals everywhere.


What are your thoughts?  Which would you rather have?  Do you have any other ideas or suggestions?  Comment below or send us an email.

 

 

Lessons from Gettysburg

Notes from the Design Table


First of all, this is coming together way faster than I expected.  I didn’t think this would be ready till next summer.  We might be done much sooner.

 

Losses Not So Bad


This battle is giving me a much different view of casualties.  When a unit is destroyed, that doesn’t mean 100% casualties were suffered.  In real world terms, it means that 50% casualties were suffered which renders the unit 100% ineffective.  Some of those casualties are lost stragglers.  Some have minor wounds.  They will return to the ranks overnight. At first, I thought I had suffered catastrophic losses on day 2.  There is no way I can continue this battle.  Maybe this combat is too bloody.  I resolved the whole battle in 1 day!

Wait a second.  Put half of those guys back on the board and flip everybody up to fresh again.  Oh.  Ok.  That’s not so bad.  That looks about historical.  We can fight from here.

Lesson learned:  All those guys in the dead pile?  They aren’t really dead.  Half of them spring back to life for the next day.  You’re probably ok.

 

Nice to Have Options


I love the scope of our new map.  Most maps here cut off at both historical flanks.  Ours is open.  It allows you to explore all possibilities.  Turn their flank on the left or right.  You can try.  Realistically, you probably won’t do it.  I like ‘not doing’ it because I chose to, NOT because some game rule or map MADE me do that.  Big difference.

What is also cool about this, is also the possibility of a Confederate side slip to the right.  We are designing this with the possibility of a Pipe Creek defense later as an expansion.  Don’t want to defend in Gettysburg?  Fine.  Fall back to Pipe Creek.  First day is a total disaster?  You lost Cemetery and Culp’s Hills?  Fine.  Fall back to Pipe Creek.  Confederates were able to side slip to the right and skip out south to Taneytown?  Now you better skedaddle down to Pipe Creek!

 

Interior Lines of Communication


At Antietam, Lee only has 2 Corps.  They are somewhat mixed and Lee can be in range of both of them.  Confederate HQs are rated higher than the Feds.  On top of that, Lee almost always can weigh in with a second opinion when it comes to jumping ahead of a move.  🙂

At Gettysburg, a much different story.  So far we are using all HQs rated the same.  Still, it’s a huge difference.  Mead is on the inside of his fish hook.  He is in range of almost all his Corps.  He also has many Corps to respond with.

Lee only has 3 Corps.  Along the longer stretching lines of communication, which Corps is he able to influence?  Usually the wrong one.

So Pender launched an attack on Cemetery Hill.  They got lucky and forced the Federals back.  In Pub Battles, that doesn’t mean you’ve taken the Hill!  It means you have shoved them back and now have a ‘chance’ to take the hill.

The next turn is a race to see who can get back up on Cemetery Hill first!  The Confederates have 1 roll to jump ahead and get there:  The Corps Commander.  Is Lee in range?  Probably not.

How many Federal Corps can get there?  Almost all of them in one way or another.  So there is about 4-6 rolls.  Can Mead roll also?  Yes.  He is in range of just about everybody.  Easy.  Who is going to get back up there first?  Most often the Potomac.  Why?  Because of interior lines.

 


Keep in mind that these are very rough and crude play test maps.  NOT the final version.