16 thoughts on “Waterloo Order Sheets”

        • Thanks for the feedback!

          We keep pushing for Bulge but keep getting stuck. We don’t want to force a game out if we’re not happy with it.

          We have a tactical WW2 game on Stalingrad that keeps moving forward leaps and bounds. It is a micro scale. Like each ‘unit’ is an individual soldier. Each player will lead a 4 soldier fire team. 3-4 fire teams will be a Squad. So 1 of the players will be the Squad Leader and try to coordinate the mission.

          We’ll keeping working on Bulge and several other WW2 designs too. It will come together. Those are top priority now. =)

          • Is there a schedule for the release of the next games in line? Also, what does Gettysburg operational scale mean?

          • Hey Rachel!

            We don’t set schedules for release. It has to be a good game that we really like before we publish it. Sometimes it takes longer like Bulge. Sometimes it comes together much quicker that we expect, like our WW2 Tactical game. That practically designed itself last week! It should get released later this year if all goes well.

            We do prioritize our design efforts based on what people want to see, so the feed back helps us focus! =)

            Good question. By operational scale we mean zoomed out to a bigger scale. It covers the wider area of theater. So it looks at how the armies marched around and then ended up colliding at Gettysburg for battle.

            I’ll post a few pix on our home page so you can get a better idea of what that looks like.

          • Hey, I just checked the home page. Interesting to see how it’s like a hex and counter game in contrast with the free moving style of pub battles.
            I share Pyotr’s question regarding Bulge and France 40 as well. Would it essentially be like pub battles but with WW2 characteristics? If so, I’m pretty excited for attacking with the panzer divisions, haha.

          • Interesting questions.

            We started with it as free moving, PB style movement. Then switched to hexes because we thought it might make things more familiar. Now, we aren’t so sure. As we try to define hexes, we keep seeing lots of errors creep in. Hexes actually have lots of problems, they are just hidden from the players. The designers deal with them from behind the curtain. We’re almost thinking of going back to free, map based movement. Same issue with the Bulge type game.

            Here is a good question: What would you rather see? Do you prefer the free map based movement?

            On the plus side, it’s something new. There are already a ton of hex based games out there. Why do another one? Why not offer something new? A different approach?

            On the down side, that makes it different. Unfamiliar. Some people resist things if they are not like what they are used to.

            What would you like to see?

          • Personally I’d say that the free movement on the map was one of the key pros of pub battles for me. With squares, hexes and other forms of ‘areas’ in war games it essentially feels that I’m just playing a ‘game’, a more advanced version of chess or go. But with pub battles and its rectangular blocks, measuring rulers and just a plain map, I can almost feel like I’m really in a tent commanding an army. That’s my opinion on it.

          • Yes!! Thank you. That’s what we think. It helps to get confirmation on this.

            We also get complaints from traditional wargamers. They find it very unsettling. I remember feeling that way at first too. It’s hard when you are used to counters and hexes. Where exactly IS this unit? It makes everything feel all loose and uncertain…

            Once you get used to it, it’s not so bad. There are a lot of advantages. We need to do a video talking about this some.

            You know, we’ve been working more with paces for movement. This is a very seemingly small thing too. It sounds like kind of a hassle at first but the impact on the game is huge!! We might need to write some blogs and do some videos explaining the advantages of that too.

            How do you feel about that? Instead of moving in foot or mounted moves, what if you counted the moves in paces? We could count the fire ranges in paces as well.

            Marshall

          • That sounds like an interesting addition. Of course I’d need the explanation to know better, but would you say it’d make the game more realistic? It could also take away the simplicity that pub battles is well known for.
            By the way, once the ww2 system for Bulge is complete, could there be ‘smaller scale games’ based on that system? (Eg what pub battles brandywine is to Waterloo). My friend who’s got Austerlitz says it’s a pretty fun game, but a shame that it’s very rarely played due to the huge map, pieces, set up time etc. It makes it real hard to find the time and friends to play the game properly.

          • Yep, that is a huge advantage with the smaller battles. Bunker Hill is like that. You can run it with PB rules.

            Our tactical WW2 game is like that too. You can play it with just 1 fire team if you want. That’s only like 4 soldiers (blocks) on each side. That can play real quick if you want it too.

            It is easy to scale up also. Bring on more teams. You can fight with a whole squad and split it up with multiple players. That turns it into a big game if you have the time. It’s very flexible that way.

          • Bunker hill seems interesting. Would you recommend it over Beandywine for a quick game? It seems rather limited to siege warfare though.

  1. How different will the Bulge and Berlin games be from traditional Pub Battles? Will they still operate on the fresh, spent, retreat, destroyed system?

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