Feather Pens

What do Quill pens have to do with wargaming? I’m not completely sure but I really like this video. There is a good chance you guys will like it too.

It was very cool to find out what red ink is for. I never knew that!! I’m going to start writing out ‘chore lists’ for all our teenagers in red now. lol….

Check out this site. He’s got a lot of really cool stuff here:

Writing Accessories

Supremacy -Mercenaries and Legionaries

Mercenaries and Legionaries. Do you have any plans to put this back out?


Howdy:

Boy, am I glad to see this game back on the market!!!

Thank you, guys!

Say, I used to have an expansion deck-box called: Mercenaries and Legionares. Do you have any plans to put this back out?

Thanks!

Sincerely,

JM


 

 

Thank you!  Glad you found us. 

We have gone through all the old expansion material, things covered by mercenaries, warlords, pirates, merchant marine, etc.  and completely revamped them.   We’ve taken the best parts and reorganized them into a new line of expansions.  What we have now works incredibly well. 

I highly recommend the Minors with the new Fortuna.   The Minors gives all the neutral areas forces.  Fortuna brings them to life with their own actions.  The result is absolutely amazing!!  Minors will build and get aggressive on their own.  They will seize companies in their country and even invade their neighbors to seize their companies.  This makes the game feel like the real world. 

Rising Crescent adds a Terrorist player that can build terror forces anywhere on the globe.  They can launch suicide, pirate attacks and even steal nuclear weapons.

The expansion with Subs accounts for the merchant marines and allows players to target resource transportation at sea.

We have 1 more expansion planned that will allow players to influence, control and manipulate minors.  Also covering unconventional forces.  Things like Coups, Civil Wars, assassinations, etc.       

Waterloo OB

Calling all Waterloo experts!

We’ve been having many people ask us for a Waterloo Kriegsspiel set.  The map graphics are done and ready to go.  The big hold up is the time to put together a detailed and accurate OB.

That got me to thinking.  Why reinvent the wheel?  Wargamers are an incredible resource of information and expertise.  I bet many of you already have this information at your fingertips, ready to go. 

If you do, please, send it to us and help us get this ready to roll sooner.

Why?  What’s in it For You?

  • You’ll get to have it sooner. 
  • We’ll give you credit in the rules. 
  • Free stuff!  We’ll also cut you in on free product, commensurate with your contribution.  Get us most the info first, and we’ll send you a free copy of the map (paper), pieces and stickers for a Waterloo Kriegsspiel.  Help us proof and adjust for accuracy and we’ll send you coupon codes to get it for a discount.   

What We Need

We need a detailed OB for the battle going down to the 450 man unit.  Kriegsspiel calls them “Half Battalions”.  I find that in the American Civil War, this usually translates into Regiments.  Regardless what they are called, we are looking for approximately 450 units.  Cavalry usually goes down to 150 man squadrons.  Depending on the numbers involved, we sometimes bump this up.

How ?

Put this together into a spreadsheet.  Please use this format as an example:

Brandy Station Confederate OB KS

Send it to us in an email. 


I’ll compile and post the first draft here.  That way, we can get lots of eyes on it for corrections and adjustments.  If you see something that needs to be changed, please comment below.   

 

 

Brandywine Variant

Tom recently sent this in as a player’s guide and variant for our Kriegsspiel Brandywine Scenario.  It is a fantastic supplement!  Our Battalion rules allow you to fight this out as a detailed Pub Battle.  Fast, easy and very dynamic.  We need to further develop this into a whole new series!  

 


Every time I play the KS games reinforces the unique nature of this addition to your family of games. These games offer a completely different dynamic from the standard Pub Battles offering, capturing the flow of each battle much more effectively, and offering deep insights into the circumstances and outcomes of each modeled battle. They represent a truly new departure for your game system, and one that will, in my view, prove very attractive to both new and veteran military board gamers.

I’d like to see a more robust framework for game play in this KS series. KS Bunker Hill is better than KS Brandywine in this respect, but still doesn’t provide enough information for the players to launch into the game without a lot of additional research. 

I think this is pretty easy to fix, and have attached what I put together for KS Brandywine. This version has been refined by multiple games, and I think provides a pretty good, “stand alone” start point for purchasers of KS Brandywine.

 Thanks, Tom 


Kriegsspiel (KS) Brandywine Scenario with Pub Battles Rules (using Version 2.92 Rules)

  1. Command Additions. For the British, Cornwallis and Knyphausen, as wing commanders, act as “extra” army commanders for their respective wings, in addition to commanding directly the troops identified immediately under them on the loss rosters. Subordinate commands for Cornwallis are Mathew (Guards and Grenadier Brigades), and Grey (3rd and 4th Brigades); Donop (Hessian Brigade) is directly subordinate to Cornwallis, and activates with his headquarters. Subordinate commands for Knyphausen are Grant (1st and 2nd Brigades); Stirn (Hessian Brigade) and the three battalions of the 71st Highlanders  are directly subordinate to Knyphausen and activate with his headquarters.  Only Howe, Cornwallis and Knyphausen can roll to change turn order, for themselves or for any subordinate under their respective commands (and within command range), on a roll of 4 or less.  All commanders (except Howe, who may be activated with any British command) have a “chit” n the command cup (but see Order of Appearance, below). British elite units include all three units of the 71st Highlanders (71, 72, and 73), all British Grenadiers, and the Foot Guards.

For the Americans, Washington is the Army Commander and also commands the troops directly under the “Reserve” on the loss roster.  Subordinate commands are Sullivan (including Stephen’s and Sterling’s Divisions), Greene, and Wayne.  All commanders have a “Chit” in the command cup, but only Washington can change turn order, for himself or for any subordinate within command range, on a roll of 4 or less. Defeat numbers for the two armies are 18 for the British and 14 for the Americans. You will need to make additional commanders blocks for this, as well as “commitment” chips, which are not included in the game.

Combat ineffective numbers are 50% of infantry and cavalry units (combined) for each command according to the rosters (the three British Light Infantry battalions are included under Cornwallis for determining combat ineffective percentages).

  1. Historical Order of Appearance. Knyphausen’s command begins the game deployed on the map anywhere south of Wystar’s Ford and west of the Brandywine, with the exception of the 1st and 3rd Battalions of 71st Highlanders – 71 and 73 unit labels, respectively. These are optional units, which enter the turn following any movement by an American unit west of the Brandywine creek (these units historically were assigned to guard Howe’s baggage trains, and did not take part in the battle). Cornwallis’ wing (with Howe) enters the game map on turn one as the first units to activate, crossing the Brandywine in road column at Jeffries Ford, in the following order: Mounted Jagers, British Grenadiers, Light Infantry Brigade, Hessian Jagers, Foot Guards, Artillery, Hessian Grenadiers, 4th Brigade, 3rd Brigade, and 16th Dragoons. Chits for Cornwallis’ subordinate units are not added to the command cup until turn two.  The game ends following the end of turn ten.

 

  1. Light (including Jager) Infantry. Light infantry units are exempt from all command rules, and can be activated with any friendly command. Bombardment attacks against light infantry have a -1 modifier. Light infantry units have all around facing, cannot be flanked and disregard fields of fire – that is, they may advance into enemy fields of fire without moving into actual contact, and do not exert fields of fire themselves.  Spent light infantry units may not rally in an enemy field of fire, however.

 

  1. Light Infantry Fire Combat. During the combat phase, light infantry units that are not in actual contact with enemy units (either attacking or being attacked) can “fire” (once) at any enemy unit within one third infantry movement that is not in contact with another friendly unit (bombardment attacks likewise cannot target enemy units in contact with other friendly units). The light infantry unit rolls two dice; normal combat rules apply (including cover). After the light infantry fire is resolved, non-light lnfantry or dragoon units that are targeted by light infantry fire may return fire (regardless of target unit facing), also using two dice, but resolve their fire with an additional -1 modifier. Light infantry units firing at each other resolve their fire simultaneously, with no additional modifier.  Light infantry units that retreat from combat during the combat phase (voluntary or involuntary) cannot also fire. The three American skirmisher units are NOT treated as light infantry.

 

  1. Road Column. For infantry and cavalry, per the KS Brandywine Scenario Pub Battles rules, there is no movement cost to enter or leave road column. However, a unit may enter or leave road column at the beginning or the end of its turn only (NOT both). Mark a unit in road column by stacking a baggage train block on top (baggage trains are not used in the Pub Battles version). For especially long columns, stack a baggage train marker on the first unit in the road column. Artillery DOES expend 1/3 movement cost to limber OR unlimber, and can do so more than once – for example, limber, move one third move, and then unlimber. Limbered artillery is always considered to be in road column.

 

  1. Stacking and the “combined Division”. There is no “stacking” in the Pub Battles version. Supporting units are placed adjacent to the rear of the supported unit, just as in normal Pub Battles games. The only “stacking” that occurs is by column markers on top of the lead unit in the column. Disregard the “combined Division” rules in the KS Scenario addendum. Treat Infantry, artillery and cavalry blocks just like any infantry, artillery or cavalry block in pub battles, moving and fighting independently.

 

  1. Terrain Notes. Fields of Fire remain 1/3 Foot movement, and Artillery Ranges remain one foot move (about three quarters of a mile). Disregard the “bridge / ford” rule – movement across a bridge or ford still reduces movement, if the unit is not in road column.

 

  1. Tracking losses and “Combat Ineffective” status. The larger numbers of physically smaller unit blocks makes determining combat ineffective status a bit of a chore. The easiest way to do this is to use the Loss Rosters. Simply move destroyed units to the loss roster, on top of their unit strength. You will be able to see at a glance which commands have become combat ineffective as the game progresses.

 

  1. OPTIONAL Movement Rules. At the much larger 1:8000 scale, and with smaller (one half inch) blocks, the original Pub Battles Terrain rules are simple and easy to apply. To use the original rules, apply a one third movement penalty for each terrain type. Always allow a unit to move one third movement regardless of terrain (except for rivers, which can still only be crossed at a ford). If a unit has already been reduced by one third, and it encounters other terrain requiring further reduction, it halts immediately.  (I strongly recommend using this rule – it takes greatest advantage of the superb Pub Battles maps, and forces the players to analyze and use terrain in the same way as the actual army commanders).

 

  1. Victory Conditions. Calculate victory at the end of the game: 1 point for every enemy unit destroyed, plus three points for the British if they control one of the two major roads (control=no American units within 2/3 foot move of the road).  The Americans receive one victory point if rebel losses are less than 50%.

 

Antietam Reserves

We introduced our rules for HQ Reserve cards in Antietam.  It was a great rule that took things in a great direction.  This is my favorite rule of the whole system!

 

What you see on the board.

It was a great improvement and start.  Since then we have been able to use them in other battles.  This experience has given us a better understanding of exactly what they do and how the work the best.

Note other HQs and even whole Corps can be held in Reserve.

Given all this, we are altering our lineup for HQ Res cards in Antietam.  This update is easy to implement.  All you need to do is take out some of your cards and trash em!

 


The New games are going to come with only 3 cards per side as follows:

  • Lee, Longstreet, Jackson
  • McClellan, Hooker, Burnside

 


This is one of those strange cases where less is more.  Most of the Federal Corps are small.  Many only have a couple of divisions.  If every Corps has a Res card, they become diluted and ironically have less of an impact.  We have found that 3 per side here work much better. 

 

What the Feds see.

Note that you CAN put other Corps in Reserve!  So this makes it much harder for the ANV to read exactly where the Potomac is and what their true intention is.  Where are there reserve Corps?  How many left?  You don’t know until they march out. 

 

What the Rebs have.

Give it a try!  We think you’ll like the effect much better.   

Think and Move Like Napoleon

What made Napoleon so fast?  Kriegsspiel shows us how.

This Pub Battles Variant simulates a more realistic command experience.


I had a great time running and playing CPXs and Kriegsspiels this year at Origins.  One thing that really stood out to me was how much like a video game it was.  With wargames, we usually have the luxury of slowing down and pondering carefully over tricky moves and situations.  Not so in Kriegsspiel.  It is much more true to life.  Slow periods of nothing interrupted by lightning strikes of panic and scrambling.

When a critical report comes in, the clock is ticking.  What should you do?  How should you respond?  Who needs new orders?  Where should you send them?  You have 2 min to answer all of these questions and write a new clear and concise order.  Can’t do it that quick?  Then you just missed your chance to respond first.  Can you have it together by the next 2 min turn before couriers go out again?  How many turns will it take you?

Napoleon was very quick.  He was often 1 step ahead of the enemy.  How did he pull this off?  Something interesting I learned about Napoleon, was that he often wrote orders in advance.  During the periods of nothing and ‘boredom’, he spent his time thinking ahead.  What are the key decision points coming up?  How will the enemy respond to your moves?  What are the possibilities?  Napoleon would then write out orders for several different enemy reactions in advance, already written to the commands they need to go to.  All he needed to do is pick a stack and hand to the couriers.  The thinking, decision and order writing was already done.  Boom, your troops are off and running almost instantly.

Our play test group has often discussed the Alter Rolls in Pub Battles.  This is the most crucial way to influence a battle.  Much better than the usual +1 mod to combat rolls.  This affects timing.  It is a shame that such a key element in the game is left to a simple die roll.  Make it or break it?  We’ve often discussed ways of expanding this beyond a die roll.  Instead of a leader rating, it would be much better if all the leaders were the same.  Your rating would instead be determined by your skill as a player but how?

After pondering the Kriegsspiel model, we have a new optional rule on this to try:


Rather than a die roll and only getting to roll once per turn for Alters, use the following rules:

Every HQ can attempt to Alter the sequence every chit pull IF that HQ has not moved yet in the turn.

There is no die roll.  There can only be 1 Alter per Chit Pull. (excepting ties) 

The first HQ that announces its Alter gets to do it.  All other fail.   

You must announce the Command and the type of Alter.  For example:

“First Corps, Delay”

“Eleventh Corps, Jump” 

You must say it clearly and discernable.  No mumbling.

Whatever you say, you must do.  You can’t blurt something random out and then decide what you really want to do later.

In a tie, BOTH HQs Alter.  Roll a die to determine which goes first.

You can Jump if your Chit was pulled.  This prevents another command from Jumping ahead of you, IF you say it first.  

 


Most of the play testers hate this rule.  It doesn’t work for solitaire games.  They prefer deep, thoughtful analysis to rapid, twitch style video games.  That’s fine.  That’s why this is an optional rule. 

However, consider this:  You have all the time in the world to thoughtfully analyze what you should do during the turn and before the Chit Pull.  Do you planning ahead of time, like Napoleon did.  When the time comes, be decisive and strike quickly. 

For those wargamers that want ‘more realism’, I’d argue this is it!  This puts you in the mindset of a commander.  It literally starts training your mind to think and behave like a commander.  Playing this way will teach you good leadership skills and habits.  

Even if you don’t like the idea, I’d urge you to find an opponent and at least give it a try.  Don’t knock it until you try it.  With a little practice, you may find it is easier than you think.  It also adds a lot of tension and fun!    

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.  =)

 

 

Supremacy Alliances

Sure, I’ll be your Ally….    Why not?  What is there to lose?  What is there to gain?  I can still attack you anytime I want.  Players always talk about being Allies but it doesn’t really mean anything.


This is a problem that plagues most multiplayer games.  Players can say anything.  What will they do?  If they can betray you and attack you at anytime, what good is an Alliance?   

What if it did mean something?  What if they really couldn’t attack you?  It was in the rules!  What if you also really got something out of it?  You could combine forces and coordinate together for attacks.  That would make an Alliance truly powerful.  

We have developed some new optional rules that you can add to Supremacy.  They do exactly that.  They put real meat into an Alliance.  They can’t just betray you.  It is against the rules.  Are they still willing declare an Alliance?  This completely changes the game. 

Where can you get these new Optional Rules?  They are now included in our Diplomatic Kit.   


IF

You were a Supremacy Backer

OR

Previously purchased the Diplomatic Kit,

Send us an email and we will send you a copy of these new Optional Alliance Rules for FREE!!

 

 

Hidden Reserves

We love Columbia Games.  Great company.  Great products.  We whole heartedly support and endorse them.  They blazed a lot of new ground in wargaming ‘technology’ with their hidden blocks for Fog-of-War (FoW).  They have made some of the best games ever. 

We didn’t want to just copy Columbia Games.  We wanted to break new ground.  We like the look of the long, rectangular Pub Battles pieces.  Unfortunately, they aren’t quite as good as Columbia for FoW.  They do conceal type, command and quality but this doesn’t generate the same level of fear, like most Columbia games.  Is that a 1 strength infantry or a 4 strength SS panzer?  Big difference.

We have been experimenting with all kinds of different systems to achieve this with Pub Battles.  We finally hit the right combination.  I am very excited about this Variant.  This elevates Pub Battles to the same unknown, Kriegsspiel type FoW,  as Columbia Games.  THIS is what we’ve been looking for. 


This is what the board looks like:

What is really there?  This:

Or this:


Hidden Reserve

HQs can act as a Reserve to hide pieces from the enemy.  Pieces can move into Reserve by moving into the HQ.  Remove them from the board while in Reserve, as long as the HQ cannot be Spotted by the enemy.  To move pieces out of Reserve, put them back on the board at the HQ and conduct a regular move.

Simply track which pieces are in Reserve with which HQ by noting them on paper.  An easier way is to hide them under a folder sheet of paper (or cards stock) with the HQ name written on top.     

The HQ marks the location of pieces that are closest to the enemy.  Consider all pieces in Reserve to be within 1/3 Cav move at or behind the HQ (away from the enemy).

While HQs hold pieces in Reserve, they can only move at the speed of the slowest piece they hold.

Pieces can begin the game in Reserve.

Army HQs can also hold pieces in Reserve.

While a HQ is spotted by the enemy, all of its Reserve pieces must be placed on the board. 

 

Spotting & Line of Sight

Pieces can see up to 1 mile in clear weather. 

Woods, Buildings, Hills and enemy units block line of sight.  You can see into Woods and Buildings up to the thickness of a piece: 3/8”.  You can see onto a Hill up to the center crest line.     

Consider these obstacles to be the same height.  So a piece on a Hill could see over Woods or Buildings to a target on another Hill, up to the crest line.  If the target was not on a hill, it could see them if the target was further away from the obstacle than the observer.  

Reassignment

This requires a little more work but greatly increases the darkness. 

Before the game starts, you can reassign pieces to other commands.  Simply note which units are attached to which commands.  Treat them as a regular part of that command for the entire game. 

Limits:

Every Command must have at least 2 pieces.

The number of pieces in any Command cannot exceed the largest historical Command of that army. 


 

Add in multiple players with limited communications and you are very, very close to a real Kriegsspiel without an Umpire.  

Supremacy Turn Variant

Games where you do everything at once (trade, move, attack, build) and then the next player goes are considered old school.  The downside here is that you have to wait a long time before you get to do anything.  Especially if you are playing a game like Supremacy with lots of players. 

The new way is to break this up into smaller phases where everybody plays together.  So, each player trades.  Then each player moves.  Then attack, etc.  This helps keep players involved and participating in the game more frequently.  The new Supremacy 2020 follows this format but this method isn’t always good.  There are down sides to it. 

In many ways, Supremacy works better with the old school method.  This is how you can easily Retro Fit your Supremacy game with old game tech:


Combined Turn Sequence

Salaries

All players simultaneously pay salaries and collect new resources, etc. as usual. 

Player Turns

Randomly determine the next player to go by pulling chits as usual.  During your turn, you Trade, Combat, Redeploy and Build all in sequence.  Once you have finished all Steps, draw a new chit to determine the next player to go. 

Note that launching Counterattacks, can still draw you in and give you something to do during another player’s turn.


 

Advantages to Using this Variant

Better Strategic Planning

A downside to playing together in broken down, incremental Steps is that it is hard to create and implement a coherent strategic plan.  Everything is always changing.  Often times your plan is ruined by time you get to move.  It is almost better not to make any plans until it is time for you to do something.  This variant allows players the time they need to think and operate more strategically.  This is a much better fit for Supremacy. 

Social / Diplomacy

In many ways the best part of Supremacy is the diplomacy:  alliances and negotiation.  With the new rapid fire format, there is almost no time to conduct this effectively.   Instead of sitting around bored, waiting for your turn, this time gives players the perfect time needed to conduct diplomacy.  This also gives you more time to socialize.  Bringing people closer together to bond and connect is what games are about.  Go with it and enjoy!   

Teaching / Policing

Are people cheating?  It is harder to track this and enforce the rules if everybody is moving at once or in rapid sequence.  If you are the only person moving and everybody else is watching, you have to be on your best behavior.  If you are a new player, this is a great time to learn and get coaching advice from other players.  Players are usually too distracted to help in the current system. 

Faster?

This may be counter intuitive but I suspect that the game will actually play faster this way.  At the very least you are saving time by only pulling chits once per Turn, not every Step.  I think players will also spend less time ‘thinking’ during their turn time.  They have plenty of time to think while other people are moving.  When they get pulled, they know exactly what they are going to do.  They just jump right in and crank out their whole turn at once. 


Try this out and let us know what you think.  Do you like it better?