Strike For Berlin is a revised version of my earlier game Freikorps. It has had the same level of revision to it as Konarmiya got to become Red Horde 1920: that is, a new interleaved sequence of play, new map and terrain analysis, new order of battle research, loads of new and improved optional rules and variants.
Map and counter art by the very capable John Cooper, who also did Red Horde 1920 and Winter Thunder.
And yes, Strike for Berlin‘s map will join with Red Horde 1920‘s so that you can play one long hot summer of Central European war, from Kiev to Berlin. Essentially you start with a game of Red Horde 1920 and play until Warsaw falls, then you carry on with renewed proletarian vigour… to strike for Berlin!
Yaah! magazine #11 is now available for pre-order, at $35 ($3 off the normal price):
This is my second appearance in Yaah! magazine… my first was in issue #2, which had my games Army of Shadows and Uprising, as well as the rules for Guerrilla Checkers and a short article by me on the value of abstract games (From YAAH! #2: Thinking About and Through Abstract Games)
By the way, if anyone is balking at the price of postage, downloadable copies of all the above are available through Wargame Vault, at usually less than half of the price of the physical product.
On his regular video podcast Wojennik TV, Michel Sorbet gives his impressions of Colonial Twilight. Unfortunately I don’t speak a word of Polish but it looks as if these impressions are positive ones.
It’s taken a year and a half but today is the day – the designing is done, the testing is completed, the components are composed – and Nights of Fire is launching on Kickstarter!
Here are two videos to entice you, if you hadn’t made up your mind already… and of course, if you had, these will make you feel good about doing it!
Paul Grogan explaining how to play the game. This should answer any questions you may have left about play mechanics, especially after reading the long interview I did with The Players Aid blog recently where I went into the sequence of play.
And here are Grant and Alexander from The Players Aid blog, giving you their impressions after a good play-through. I really appreciate the help and attention these guys have given me and my games over the past year and more. I wonder if we’ll ever meet in person… but if we do, I owe them several beers!
And finally, here’s what you’ve been waiting for: the link to Kickstarter!
Edited to add: Sometime during the night we made the first goal! 0900 PST right now, 19 hours after the launch, and we are at over $29,000 US pledged, over the first goal of $25,000 and past the first stretch goal of $28,000, which sees two extra leader cards added. So the world will get this game, after all, and then some.
Twenty-seven days to go in the funding period… let’s see how it goes.
Further edited to add: some people on BGG and on the Kickstarter site have complained that the $35 expansion kit is composed of cards (with short rules for playing the game with added details, and the campaign game that joins the two) and 28 miniatures (which are usable in both games). They would like to have just the cards and not the minis. I will quote the publisher, from the Kickstarter site, who explains the economics of the decision quite well:
With regards to questions regarding the combination of campaign mode and the minis in one product, this is related to economies of scale, and it is actually what makes that product possible.
If we were to separate the two, the mini pack would still need to sell at the current price point due to a high Minimum Order Quantity (MOQ), whilst the campaign mode, with the costs of new packaging design and material, additional warehousing and added costs in fulfilment and management of pledges, would need to sell for a separate 15-20$.
Because our game has no miniatures in the base game, and they are an optional add on, for us to be able to create them we need to commit to a very high comparative MOQ (when considering it is an optional add-on). This means that combining the two, and therefore increasing ever so slightly the attach rate, is what makes the product possible at all.
Thanks to this we feel we have achieved quite an aggressive pricing range for our entire Days of Ire line. The game is now cheaper than it was in the original Kickstarter and the Days and Nights pack is the best value Mini-Pack we have ever offered (in comparison, the Vengeance Saboteurs pack went for 45$ for fewer miniatures on KS).
This way, we are able to offer the Expansion for NoF AND the campaign mode, in a product that would essentially still cost the same without them. We feel this is much better way of doing this, as you, the backers are helping us reach that steep MOQ, while we offer you more content at no additional cost.
Furthermore, notice that our first few stretch goals (which we seem to be getting to soon!! :D) are specifically directed to adding value to the Days & Nights pack, with even more content at no extra cost as we reach more economical numbers.
Even more edited to add: It’s just over 24 hours in and total pledges have almost hit the $32,000 mark which is the second stretch goal. There are 423 backers at the moment of writing, distributed as follows:
Support (pledge without a reward): 10 backers Access to Pledge Manager (choose a reward later): 26 backers Insurgent (Nights of Fire only): 60 backers Leader (Nights of Fire plus Days and Nights expansion pack): 213 backers Combined Insurgent (Nights of Fire plus reprinted Days of Ire): 24 backers Combined Leader (both games plus expansion pack): 81 backers Army (“if you want lots of copies, contact us for a good deal!” – this must be for people doing a group buy in a remote city or maybe a dealer): 2 backers
Interesting.
Aw c’mon, just write another post already huh: Publisher Mighty Boards has decided to listen to the complainers above (some of whom had written on BGG that because they didn’t like the way the extras were offered, they were going to pass on the game completely, in any version) and partly decoupled the expansion cards plus miniatures, for early backers only:
Good for them for responding to customers, albeit a small number of vocal (real and potential) ones… though this does pose a small but real risk for them, because of the Minimum Order Quantity issue discussed in the publisher’s quote above. Hopefully it will not come back to bite them in their fourth point of contact.
And the next day: we are at $37,000, and a new stretch goal has been revealed – if they make it to $45,000 you can read my designer’s notes!
Just announced for P500, is a new COIN system game from GMT: People Power: Insurgency in the Philippines, 1983-86. Designed by Ken Tee, a gamer I know from CSW – this appears to be his first design.
I’ve just had a glance over the description but here are some of the interesting points I noticed:
3 factions:
Government, symbolized by the personal rule of Ferdinand Marcos, his wife Imelda, and his political cronies and military forces. Seeks Support and Patronage.
Insurgents, split into two blocs – the communist New People’s Army (or NPA) and the Moro National Liberation Front (or MNLF but more commonly referred to as Moros). The NPA sought a national uprising from both the urban and rural populace, while the Moros wanted a separate nation founded on Islamic autonomy. Seeks Control of spaces and some form of “Resistance” index.
Reformers, think Corazon Aquino. A non-violent faction that was historically the winner of the conflict as the Philippine political landscape changed. Seeks to build Bases and Opposition.
Seems to be an effort to create a high-speed, low-drag entry into the COIN system: small map (17 x 22″) with only two terrain types (city and country) and likely a small number of spaces; low number of pieces (79 wooden bits), and a small deck of event cards (likely around 40 or 50).
Some new features:
A hand of Key Personality cards kept by each player, that represents the effectiveness of various generals and power brokers.
Propaganda Rounds replaced by a two-turn Election Cycle procedure (each Election Cycle is made up of 10 cards and represents 6 to 9 months of activity).
A faction can combine any Operation with any Special Activity.
A card-driven solitaire play system; no more flowcharts.
Here’s the link to the description page and pre-order link:
The Kickstarter launch is imminent. And today we have a preview of the expansion kit that adds to and joins both Days of Ire and Nights of Fire!
Days & Nights: Red Army Pack is an add-on pack that contains 28 miniatures compatible with both games. It also contains a small deck expansion to Nights of Fire, and an additional deck allowing campaign play.
In Campaign mode you can play a game of Days of Ire followed by a game of Nights of Fire (solo, cooperative, or conflict mode up to 1v2 supported), and have the winner decided only at the end!
I have seen the renderings for the miniatures and they are very, very good. There are three figures: a T-54 (12mm tall including the base, so about 1:200 or around “Z” scale), a standing infantryman with a PPSh41 sub-machine gun (34mm tall including the base, so about 1:64 or “S” scale), and a kneeling sniper with a scoped Moisin-Nagant (15mm tall).
Purely coincidentally, the infantryman bears a strong resemblance to Yul Brynner, as he appeared in the role of “Major Surov” in the film The Journey!
Lots of details on how the game came to be, history of the situation, changes during design, detailed look at the structure of the game’s sequence of play and components.
Released today, from John Curry’s History of Wargaming Project: Small Wars, New Perspectives on Wargaming Counterinsurgency on the Tabletop.
The book contains six sets of rules for playing out situations from 20th and 21st century irregular wars. It’s a bit unusual in that all but one of them are written to portray the action at the operational/ campaign level, where each stand of figures on the tabletop represents a large combined-arms unit. Using card-based systems, these games are particularly suitable for the solo wargamer.
Boots on the Ground: Company Level Actions in the early 21st Century
An Isolated Outpost: Six Months in the Sahara
Eight Years in a Distant Country: Soviet involvement in Afghanistan
Ovambo: Counter- insurgency in South West Africa
Good Morning Vietnam: LBJ’s War 1965-68
Flying Column: The Irish Troubles 1920-21
Oh, and I wrote the foreword, and supplied a list of readings and games on counterinsurgency! Look in the front and the back, when you are done having fun with these rules.
Grant Kleinheinz has made an unboxing video for a prototype copy of Nights of Fire!
I sent him this copy after I had looked it over, so it is the same as the one pictured in this blog earlier… but now you can get a close up look at the components.
The art is pretty close to the final versions. There will be some adjustments to the layout of the board.
Grant hadn’t learned to play the game when he made this video, so his guesses as to what the components, icons etc. stand for are amusing! However, Grant and Alexander did later make a video of them playing a game, along with their observations and thoughts, and it will be posted in a week or two. Looking forward to that (spoiler: he liked it!).
I have also finished writing a very long interview with Grant about the game, and he will be posting that to his website in due course.
Ach so! (and I don’t know how to get an a-umlaut on this thing…)
I don’t know if any of my readers here are German speakers, but here is a new 70-minute video on Youtube where the Spieler (Christoph, a frequent contributor) gives a very complete introduction to, and description and impressions of, Colonial Twilight. I didn’t stop to listen to the whole thing but he seems quite complimentary.
Copies of Tupamaro are winging, rumbling, lumbering their way through the American postal system to all who pre-ordered this folio game from One Small Step Games, at the low price of $19.95.
Everyone else is welcome to buy theirs now, at the slightly higher price of $24.95!
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