Tuesday, 14 April 2026

State of Play: Commands & Colors: Napoleonics – Eggmühl, Day 2 (French Right), 22 April, 1809

 

 


Reader, the drought has broken. T and I have played our first Monday Night game (albeit last Tuesday) in close to four months. The reason for returning to this tradition is related to the reason there has been such a long break. This may be the subject of a Blog Note in the future; while it’s good to get back to gaming on the regular, the circumstances are the stuff of a George Eliot novel, and loom over the table like a thunderhead.

We were supposed to meet the week earlier, on the last day of the first Quarter – this obviously didn’t come to fruition – but when I asked then what T would like to play, a new game or something familiar, his reply was, “Something I can WIN”. This week we played has T’s house, so I suggested he set up a Commands & Colors: Napoleonics (GMT Games, 2010) scenario from either The Spanish Army (Expansion 1 - GMT Games, 2011) or The Austrian Army (Expansion 3 – GMT Games, 2013); scenarios from both sets tend to feel weighted in favour of the historical victors, being the French in nearly every case.

Opening state.

I arrived to be greeted by the sight above, the French Right flank of the Battle of Eggmühl (or Eckmühl), the second day, 22nd of April, 1809 (the day and month, at least, coinciding with my birthday). We kind of tore through the Austrian scenarios when we first got our copies because The Prussian Army expansion came quite soon after the release of the Austrians and we'd been looking forward to that one most of all, but we did play all of the scenarios at least twice.

Eggmühl was a big, sprawling battle fought over an extended front, and the French Right is the fourth of five scenarios in the Austrian Army expansion are devoted to diverse parts of the battle. The French were the larger force overall, and this is reflected in this scenario. The French have eighteen units and four leaders, compared to the Austrians with just sixteen units and three leaders. The French player also has a hand-size of six cards to the Austrian player’s four. The situation of the scenario calls for the French player to be aggressive, pushing every advantage; he will gain a permanent Victory Banner for each unit he can manage to march over the Austrian back line (off the far side of the board).

Claude, who decided I was in need of an Aide de Camp for the battle.

The Austrian player has some good defensive terrain and the enlarged Line infantry units, but he also has the negative qualities that come with commanding the Austrians. In melee, those five block units are a match for the French line, but they’re flighty – the unit will retreat to spaces for each retreat it cannot ignore, either from the presence of a Leader or from being supported on two sides.

The game began on a hopeful note for the Austrians; the French brought blood and fury down upon the Austrians on their left and right with a Bayonet Charge, but fortunately the Austrians replied in equal weight. Neither side clamed a Banner, but the Austrians gave nearly as good as they got. I countered with an Assault Right Flank. Having such a small hand, I decided I couldn’t afford to bring any of my rear-most troops, ordering only those within shooting range of the Line and Artillery along the ridgeline. This earned me the first banner of the game, with a French Line unit whittled down in detail by consecutive attacks. As it turned out, this early success wasn’t a harbinger of victory for the Austrians.

By the third round, T moved upon my works in his Heavy Cavalry, which he had been nudging into up, completely routing two of my weakened Line units (and taking two banners), and wreaking havoc among the other units on my right. I responded with a Cavalry Charge, which matched my Light Cavalry with his Heavy, taking out all his mounted units (except for an attached Horse Artillery formation that had been left behind in his attack putting may one banner ahead in the count.

The offending French Line unit, just before it advanced into the hex
"vacated" by the fleeing Grenzers.

I only managed one more banner – another reduced Line unit – before T began his systematic march to victory. A Literal march in on case; as mentioned earlier, the Special Rules for the scenario stated the French earned a banner for each unit moved off the board over the Austrian base line. T managed this, but not before using the Line unit (reduced to three blocks) to force a Grenzer Light unit to make a tactical advance to the rear with two retreats, thereby eliminating it, then adding insult to injury by advancing after battle into the units vacated space, which put the canny French on my baseline, ready to advance over the very next turn (as part of a Recon In Force order).

After dealing carnage with his Give Them Cold Steel order in the turn six (which brough us up to six-all), T was able to pick the low-hanging fruit of a couple of single block units remaining defiantly in the field with an Attack Centre (three units ordered), to claim my last two Victory Banners and the day for the French.

End state. Claude offered his sword, which was refused.

An eight-banner game resolved in just seven turns, eight to six. Having taken more than half the number of banners required for victory, my honour was satisfied, and the surviving Austrians slipped away with the diminishing light, to regroup and prepare for their next encounter at Aspern-Essling, a mere month hence.

 

“The difference between tragedy and the tragic is inevitability.”

̶  Willy Russell, Educating Rita

 

There are those who complain that C&C scenarios are often tragically unbalanced, giving little opportunity for the historical loser to gain a win. If I was among these folks, I might point to this scenario as proof. I don’t think this is true, though. T and I have played nearly every scenario in the canon at least twice* – each playing each side over consecutive weeks – and often the same player would win both games. As I’ve suggested elsewhere, I think there is a danger in seeking perfect balance in wargames. I was pretty pleased to get to six banners in an eight-banner game. Eggmühl, French Right might be weighted somewhat in favour of the French, but what of it.

I’m more interested in (an admittedly rather schematic) historical reconstruction than a game of chess dressed up as Napoleonics. I played a fairly uneven game, partly because of the cards dealt, and I think partly because we haven’t played anything in four months and had misplaced my mojo. I could possibly have done more in my left by pulling my Line units into forest cover or cajoled my Grenzer Light Infantry units up off the base line and int the battle at all (the tyranny of section Order cards). In the end though, T worked the situation admirably with the tools at his disposal, rolled a lot better than me, and earned the win. It was close enough to be a tense game. Win or lose, I’m here for the challenge. And the fun.

 

* I'm pretty sure there are two or maybe three EPIC scenarios we haven't yet got around to playing even once, maybe another one ot two we have only placed a single time. All of the Army scenarios have hit the table at least twice int he last sixteen years, and some of the Peninsula battle we've played maybe a dozen times.

 

Claude once more, stoic in defeat, but planning for a triumphant return.

 

 


Sunday, 12 April 2026

Stripped Down for Parts: Burning Banners: Rage of the Witch Queen

 


Hefty. and very square.

 

And now for something completely different. I wrestled for a long time with whether or not to purchase Burning Banners: Rage of the Witch Queen (Compass Games, 2024). Firstly, it’s a big investment, both of cash and space (regular readers will know we live in a smallish apartment, and storage space is at a premium – I can no longer afford the shelf-space for “occasional” games). I’ve also been leaning harder into historical games over the last couple of years, selling or giving away many of the “family” games I’ve bought over the last ten or so years, and keeping just a handful of favourites.

In fact, around the middle of last year, I made the decision not to acquire Burning Banners. I drew a line under it and moved on, telling myself it’s too much to commit to. I’ve been divesting my collection of a lot of RPG material because I’ll never get around to using most of it. Since beginning A Fast Game, I’ve been doubling down on historical gaming, not all war-gaming exclusively, but I have avoided fantasy an sci-fi (that’s not to say I’ve cleaned house, but in the last three years I’ve bought just one Sci-fi game, To Honor Grandfather (Cheese Weasel Logistics, 2025), and that was pretty much solely because of the Traveller RPG connection (I have every intention of grabbing the Belter (Game Designers Workshop, 1979) re-release from Compass Games when it finally lands.*

That resolve was shaken by a couple of confluent events. First, I stumbled across a review by the gentlemen of The Player’s Aid in my YouTube recommendations, and my FLGS was selling copies for a very reasonable price†, along with a 10% discount because it was the end of the year and obviously that reignited my interest – fairly passively, but definitely kindled.

 


The cover illustration is a Chris Moeller original and a fan favourite (Billy Thomas mentioned it was one of his favourite covers during a recent Town Hall). It well conveys the feel and tone of the game inside; a group of heroes leading a haggard army against the titular witch-queen, Lilith and her horde of otherworldly minions. The rendering in purples, distant blues and browns make the banner titles in red and white pop on the box.

The cover also lists the six playable factions of the game; three “bad-guy” factions – Orcs, Goblins, and the Army of the Night – and three factions who may seem like good guys in comparison the others – the Oathborn, Fjordlanders, and the Eastern Empire.

I should just take a moment to mention the weight of the game. The box comes in at a little under 3.9kg (8½ lbs). If you have a bad back or impoverished upper-body strength, you may require the assistance of a burly friend or manservant to get the game home.

Box-back.

Burning Banners is a fantasy game, replete with the trappings of a fantastical setting. It’s set in the imaginary world of Kalar, where six races battle, sometimes in alliances, sometimes on their own, for supremacy, glory, treasure, and whatever the scenario’s victory conditions dictate. Let me say form the get-go, I get that fantasy games may not be your thing. But be in no doubt that Burning Banners is every bit a wargame; combat is gritty and sometimes lethal, and fortune smiles on the well-prepared.

The box-back offers a glimpse into the setting, with its rich internal history and lore. It also presents a taste of the gorgeous map art, some of the denizens of Kalar (the map extract and counters are shown at true size; 1” counters and 1 ½” hexes), and some sample cards and coins (the game even has a production component for each player’s forces).

The game breakdown is one of the nicest I’ve seen, with icons for each qualifier drawn from the game art. The game’s complexity is rated at low/medium; Burning Banners has two modes of play, the Basic Game is a straight-forward wargame of armies clashing and trying to gain the upper hand, while the Advanced Game introduces Heroes, Spells, and superior artillery (Monsters) to pound and confound the enemy. The scale of the game is one “Imperial League to a hex and a yearly turn cycle of four seasons, while each unit marker represents an Army or a Hero.

Popping the hood.

The game duration is listed as an hour plus, depending on the scenario (I’d estimate at least two hours for the shorter multiple player scenarios using the Advanced Games rules), and there are scenarios accommodating two to six players. Burning Banners’ solitaire suitability is given to be Medium, though I think that would be a little higher with the Basic Game scenarios, and the recommended age of players is, of course, fourteen and up.

The post cards. Superfluous, but they do look really good.

The first thing you see upon removing the lid is a small bundle of art prints. These are referred to on the back of the box as postcards. They serve no in-game purpose, but they replicate some of the character art from the game on a much bigger scale than you’ll see on the counters. I’m a bit ambivalent about this kind of thing in games, but I didn’t grow up in a world with videogame art books and people who collect pop-culture character bobbleheads as a retirement plan, so I’m not qualified to judge.

The Rulebook.

Burning Banners comes with three booklets; the Rulebook, the Campaign Book and a Traveller’s Guide to the World of Kalar. All are printed on nice, weighty semi-gloss stock, presented in full-colour and profusely illustrated, and rendered in a Palatino-reminiscent typeface and font size that never had me reaching for my reading glasses.

Sample Rulebook spread. Readable and well illustrated.

The rulebook runs to sixty pages. The first half is devoted to the rules for the Basic Game, though more is presented here than will be used in the introductory scenario. The next fifteen pages of the rulebook cover the Advanced Game, introducing rules for Heroes, Monsters and how they and the various card decks interact with the game. The last quarter of the Rulebook offers a guide to the different card types (Hero, Magic, Treasure, and Blessing), a five-page glossary (always a good idea when presenting new concepts), and a helpful guide for reading the counters on the back cover.

The Campaign Book. Scenarios are called Campaigns in Burning Banners.

The Campaign Book boasts no less than twenty-nine scenarios (referred to as Campaigns in the game), with guidelines on how to link the final ten into a Grand Campaign of truly epic proportions (cue Battle of Five Armies music). The scenarios are really well laid out graphically, with easy-to-read symbology for the involved factions and their turn order, and colour-coded stat-block-style boxed notes highlight the pertinent information for each faction involved in the given scenario (Starting Income, Opening Builds – available currency for building your initial army and any bonus Heroes – and any Special Rules as applicable). Each scenario also includes a contextual paragraph placing the current campaign in the context of the larger history of the era.

Sample Campaign (No. 16 - three faction).

For the shorter Campaigns, everything fits onto a single page. As they get more complex, these expand to two pages, but are always laid out over an open spread – no needing to flip a page back and forth.

The Traveller's Guide to Kalar. Worth reading.

Also included in the game is a Traveller’s Guide to the World of Kalar. This is a sixteen-page distillation of the lore of the Burning Banners universe. This is a place that Mr Moeller has obviously inhabited for some time, fleshing out a history and pantheon of the game world as lovingly as Greyhawk or Glorantha.

The Traveller’s Guide has been prepared with an eye to brevity and humour. While this isn’t critical to game play, it’s definitely worth a read, and to have on hand for players acquainting themselves with the Heroes and events in the game for the first time and helps contextualise the action and the stakes as the Campaigns play out.

Four 22' by 17" mounted map sections that meet up perfectly.

Mr Moeller is first and foremost an artist; it was his job for many decades with Wizards of the Coast and is still his passion. This is obvious in Burning Banners and, to my mind, most clearly in the game’s map-boards. The map was hand-drawn in the style of fantasy cartography going back to the Lord of the Rings. This means that the illustrative quality of the play surface can only be appreciated from a single view, but this should hardly matter during play. Cities and settlements, terrain and rivers are all beautifully rendered and use a mix of textural cues and symbology to convey information about the battleground.

Sample map, laid out and looking really pretty.

The game map is divided into for mounted sections. Practically speaking, these fit together very well (immaculate edge-matching), and the segmented map allows for many scenarios to be played on one of two of the map sections, rather than having to clear the whole table for each Campaign. Each section is 22” by 17”, making the whole map roughly comparable to a two standard-sized map game footprint with a portrait orientation. The hexes are a full 1½” across, the better to accommodate the 1” unit markers.

Map detail. Nice.

The map is hand-drawn; every city, village, tower bridge looks a little different. There are coniferous forests further to the north and deciduous groves to the south. The overall effect is stunning, but these details aren’t all simply for show. Rivers are lined in black as far as they are navigable, and subtle symbology brings a wealth of usable detail to the board without taking away from the overall effect.

Counter sheet 7 - markers and currency (apologies for the reverse order - the pics loaded
on top of each other instead of consecutively, and I didn't have the patience to
fix it on the fly).

Counter sheet 6 - mostly Control markers.

Counter sheet 5 - Monsters (brown) and Sea Monsters (blue), oh my!.

Counter sheet 4 - Goblins.

Counter sheet 3 - Orcs (black edge) and Army of the Night (suitably red).
.
Counter sheet 2 - Fjordland (blue), Oathborn (grey) and some Army of the Night.

Counter sheet 1 Eastern Empire (purple) and Fjordland.

 

Burning Banners comes with seven easy-punch counter sheets. These are mostly populated with counters representing units – Armies, Heroes, Monsters, and Siege Equipment. There are, of course also markers and tokens used in play or for tracking activities, or for indicating factional control over locations are about ⅝” in size. Finally, coin tokens in 1s, 5s and 10s are available to keep track of the production economics of the game.

The unit counters are remarkable, not just for the (again) hand-drawn representations of the unit types, but for the clever economy of presentation. Central to the design is an image headed by a title explaining the unit type (some of the more common units have multiple illustrations depicting the same unit type). A coloured bar down the left edge distinguishes the faction, while a torn brown strip on the right will intricate if the unit has been damaged (on the verso of the counter or just started off as a weak unit. Each unit has a build cost in the top-right corner, in a point-up yellow square; this represents the cost to create or repair the unit. Some armies are Feral, wild beasts under factional control; these are marked by their production cost appearing in an elongated (diamond-shape) yellow square with a vulpine face in the bottom half.

An army’s Movement rating is indicated in the lower-right corner. In most cases this will be an unadorned number. In the case of Huge allies (wyrms, giant eagles, actual giants), this number will appear in a black hexagon.

The combat Strength of a unit is indicated in black or white bars, or a combination thereof, in the upper-right corner of the counter. White bars represent Light Dice (d6s), while the black bars indicate Heavy Dice (d8s). In combat, one die is rolled for each bar on the counter, of the colour matching the bar. Hits are 5s and up, so a one-third chance of a hit on a Light die, and a one-half chance on the Dark dice. In combat the Defender also rolls; every successful roll by the defender blocks (cancels) one of the Attacker’s hits. It’s an elegant mechanic for a less civilised age.

The Player's Aid Card, Front (right-side) and back.

And Inside the fold.

Burning Banners comes with two Player’s Aid Cards. These are 11” by 17” bi-fold cards and they are laid out rather brilliantly. The front panel covers Combat Resolution, the inner panels offer a clear explanation of the Turn Sequence, Actions, Free Actions, and the Winter season procedure (this kicks in with the Advanced Game), And the back panel offers an annotated Terrain Effects summary.

The nominal bad guys (vampires are still bad, right?).

The nominal good guys.

Each of the six factions has its own Faction Display, a small, double-layered board that houses the faction’s available armies, heroes and other markers, and reminds the player of the special attributes particular to that faction (e.g., the Fjordlanders are accomplished seafarers; they can move by ship as a free action, and can increase their sea movement by two).The  double-layer design with cut-outs for the units and other markers probably isn’t necessary, but it is a nice touch, and will probably appeal to gamers more familiar with Euro-games. Burning Banners is an obvious candidate for hobby gamers who have tried something like Scythe (Stonemaier Games, 2016) and are emboldened to try something more classically war-gamey but aren’t quite ready for Death in the Trenches (Compass Games, 2022).

The Season Display, kind of the odometer and fuel gauge of the game.

Game progress is recorded on the Season Display. This display card and the Magic Card Display, which is used in the Advanced game along with the cards, is mounted on a medium-heavy weight of cardstock (both are single sided). The Season Display has a Season Track representing three game years, Spring to Winter, a Turn Track for the participating factions, and an Income Track, for, well, keeping track of each faction’s current income. Each season is a Turn in game terms, and each scenario offers guidance as to the opening and closing of the given campaign; Campaign 17, for example, runs over six turns, from Spring of Year 1 to Summer of Year 2.

The Turn Track has six columns, each with three positions denoting the three phases of play each faction works through in their turn. The scenario notes dictate the order of play, and Faction Tokens are placed on the Turn Track for each faction represented in the current Campaign. This is a neat way to keep everyone on the same page, but for multi-player games, I think I’d be commissioning one (reliable) player to manage the admin of the tracks, to avoid overreach (that is, people reaching over the board, knocking pieces or – heaven forbid – drinks in the process).

The Magic Card Display, like it says on the label.

As previously mentioned, the game also comes with a Magic Card Display. This isn’t as fancy as the double layered Faction Displays – it’s simply a board marked with places to keep the fresh Spell and Treasure decks and the discard piles for the played Spell and Blessing cards. I’m just getting to the cards now, so you’ll have to bear with me for a moment.

As I’ve mentioned, The Magic Card Display and Season Display are presented on a nice weight of board, but I didn’t mention they also feature rounded corners. It’s a minor thing, but it demonstrates the careful thought that has gone into the production of this game. Along the sides of the

Four sealed card decks as they come, 206 cards in all.

Burning Banners is a card assisted game. At least I think it is. I’m only just starting to delve into the Advanced Game rules, but as I understand it, the cards are there to offer random adjustments, in the form of boons and Blessings, or acquired as Treasures.

Every fantasy story should have a little magic, and the cards are how this is introduced into the game narrative. There are three types of cards; Spells, Treasures and Blessings. The Spells and Treasures are drawn from shared decks, while each active faction has its own Blessing deck. During play, the cards a player as collected through the course of play (during the Arcane Study phase of a turn) can be spent to improve the odds in a fight or become “owned” by the faction in the case of Treasures.

The cards themselves are very nice, printed on a typically good weight of cardstock. They are attractive without being overdone – they don’t each sport individual illustrations or fancy fonts. Instead, they each sport a Title, a game function presented in a text box in the centre of the card in a eminently readable font and size, and some colour-text in a slightly smaller font at the bottom. Overall, great presentation, and nothing to distract from the gorgeous map and counter art.

Clarifications. Just don't call them errata.

Finally, the game does come with a couple of two-column sheets of notes. Before you start on a song and dance about errata in Compass games, the two sheets (two and a half pages) of notes are all Clarifications, note further explaining this or that rule where an early adopter of the game has found the Rulebook somehow lacking. I for one welcome these notes, I can be a bit of a meathead at times and any assistance is welcome.  

------

I am pleased to report that I have punched some Burning Banners counters and pushed them around the board a bit. While I’ve started going through the Advanced Game rules, I want to play through the introductory scenario a coupe more times to bed down the learnings from the Basic Game before I punch any more counters, maybe even run through it with a second player. I’ve been reluctant to go for multi-player games in recent years, but Burning Banners is a game that will appeal to the Wednesday group (which often swings between four and six players), and there are a lot of two-player scenarios included as well. As I mentioned, a big selling point was it being a Chris Moeller game – like John Butterfield’s output, I’ll pretty much try anything Mr Moeller chooses to release (that I can afford). I’ll write up an AAR for the first competitive game, and see how we go from there.

 

* Since writing this unboxing, I’ve noticed a serendipitous connection among the games mentioned here. Burning Banners designer and illustrator, Christopher Moeller was also responsible for the Compass-version Belter counter graphics. Needless to say, they look quite nice.

† At least it was a reasonable price to my mind. Milage may vary.

 

 


Tuesday, 31 March 2026

2026 Q1 Report: Supplies and Demands

 

 

9th Division Army Service Corps, Tobruk, September 1941
(Courtesy of the Australia War Memorial).


Three months into the new year, I find myself feeling like a bit of a fraud. A Fast Game began a blog about playing wargames, but there hasn’t been a lot of games played lately. Life, family illness, and associated stresses intrude on plans, or weariness overtakes the planner. Either way, I’m left with feelings of guilt over missed opportunities. This leaves me in a funk, a little black terrier growling and pulling at my trouser leg.

Writing is the best salve for this funk, but I’ve been wilfully ignoring this avenue out of Achillean stubbornness (I’ll come back to this later in the post). I think I’m digging my way out of that funk now. The terrier is in the corner, chastened but alert.

Overall, I’m a little disappointed with my written output these last three months – the quantity thereof, of the quality I’m quite chuffed – and dissatisfied with my own participation in the hobby. Through the course of preparing this report, my view of the last three months of A Fast Game has softened a little; I do feel like I’ve achieved some joy in some areas, in spite of not meeting my own expectations in others. On balance, it hasn’t been a bad quarter.

 

Incoming

In previous quarterly reports, this section has been called Games Purchased, but most of the arriving games in a given quarter have been ordered and paid for in advance, sometimes a year or more earlier. So, I’m changing it to “Incoming” partly in keeping with a martial theme, partly because some quarters it can feel somewhat like a barrage.

Overall, I’ve received twelve wargames and two expansions/supplements in the last three months. Q1 2026 was the Quarter of Big Boxes. No less than three games arrived in 12” by 12” shells (see the photo attached). A GMT P500 order arrived with two Mark Simonitch games (and a mounted board for Italy ’43 (GMT Games, 2025)) and Unconditional Surrender! Western Campaigns (GMT Games, 2025). I also received Battle Commander, Volume 1 (Sound of Drums, 2026) and its first expansion, and Gallipoli: Ordered to Die (The Dietz Foundation, 2025), both crowdfunded through the usual channels. 

Q1 haul. Not pictured; Bansai 28, Paper Wars #84 (Autumn 2016). 1846: The Race for the
 Midwest
is an honourable mention. I've never played an 18XX game, and the price was
very good, so I grabbed this and 1777: Year of the Hangman (Clash of Arms, 2002)
as a job lot.

I’ve mentioned elsewhere that Brian Train’s latest COIN game, China’s War (GMT Games, 2025) was subbed-out for another title I won in a raffle draw. I was particularly heartened to receive a contributor’s copy of BonSai GamesBansai 28. I’ve bleated about this enough – you can read about it here – but, but by happy coincidence, it included a a revised edition of the game Balkan Gamble, also designed by Mr Train. He was kind enough to forward me the English language rules and scenario details (the game covers four planned but unexecuted invasions of Greece/Yugoslavia between 1943 and 1950). This is near the top of my to be played.  And as if the gods themselves smiled down on the exchange, a copy of Mr Train’s Finnish Civil War (Compass Games, 2016) in issue 84 of Paper Wars arrived (with Battle Commander, but that’s a story for another time) on the same day as Bansai 28. China’s War arrived the following week.

The others were opportunistic purchases, on my part – get ’em before they’re gone. I've already posted an unboxing of War & Peace, Seventh Edition (Avalon Digital, 2025); the others will be forthcoming.

 

Games played

This will be short. And embarrassing. In the last three months I think I’ve played maybe nine games or less to completion, depending on how you define complete. When I’m playing a game two-handed, I’ll sometimes stop when a probable conclusion is clear, when it would be impossible for one side to make it out of the hole they’ve dug, and those last three or so rounds would just be a slow attrition, delaying the inevitable.

I’ve also played out the first couple of rounds of a handful of games, only to pack them up again before I’ve reached the meat of the game. These last three months have been a season of disruptions. This happened twice with The Battle of Blenheim, 1704 (Legion Wargames, 2018), and twice again in the last several weeks, with Battle Commander, Vol 1.

French Regulars and Guard advance on brittle Spanish militia (Valour and Fortitude).

T and I haven’t met for a game since a couple of weeks before Christmas. We thought we may be able to squeeze one in tonight (the last day of March), but circumstances would not permit. The reason for our extended break is also the cause of much of the stress across the extended family these past months, and a big contributor to my not clocking more games recently.

Something I have played quite a bit these last three months is minis games. I participated in a couple of miniatures games using the Valour and Fortitude rules (Perry Miniatures, 2022), which is fast becoming the go-to rules for a sweep of periods. This quarter we’ve played an American Revolutionary War action and an early Peninsular War game.

Not quite a free-for-all (Jugula).

We also had two consecutive weeks of Gladiator games, Spartacus: a Game of Blood and Treachery (Gale Force Nine, 2012), which was mechanically elegant and a brilliant engine builder but didn’t blow my socks off, and Jugula (Studio Tomahawk, 2014), which did. Spartacus is more about building your ludus and stabbing your competition in the back, and the side-spectacle of the gladiatorial combat almost a distraction. Jugula is all arena combat, with a brilliant card-based system where the deck both offers advantages and determines your fate at each exchange of blows. If swords and sandals are your thing, hunt down a copy of the Jugula rules and decks (you’ll need one deck for each team, but there are lots of options for your team).

We who are about to die... (Jugula).

 

Blog matters; or, How I learned to stop worrying and love the box

This Quarter I’ve posted just nineteen entries to A Fast Game (including this one). In my last Quarterly Report, I mentioned I was hoping to improve the posting count from 2025, but that Quarter I put up twenty-two posts all up. There are a lot of little contributing factors at play here, but I want to look at one here in particular.

Like I said at the start, I started A Fast Game to talk about playing games. In spite of barely getting any table-time in the last three months, I still think of myself as a wargame player rather than a wargame collector. So, it wasn’t much of a shock when I realised unboxing posts made up a third of the entries posted in the last three months (compared to just two AARs), and three of those went up consecutively. This isn’t really a problem– I treat unboxings like a community service and try to make them informative and entertaining – but lately I’ve been hyper-conscious of A Fast Game starting to look like a big advertisement. Or the online equivalent of a used car lot.

I have about four unboxing posts in various states of completion and could probably have upped the quota for Q1 so something like last year’s levels, but I realise now I’ve been self-editing my posting. I’ve got four games that arrived between January and now that I’d like to write up, as well as another eight or ten from last year. If I had pushed through and finished some of these, I probably would have felt better overall about the blog, and would probably have written more overall, not just the unboxings. I hope I’ve turned a corner with actually playing games, but I’ll also try not to let my embarrassment form not posting AARs get in the way of posting unboxings.

Another thing regulars may have noticed is I’ve added a new, if infrequent, feature to A Fast Game. Q1 saw two short-form interviews, with designer/publisher Yasushi Nakaguro and social media impresario Grant Linneberg. This is something I’be been thinking about for a while. I want to present short interviews with a relatively concentrated focus on a given subject. I’m still finding my feet a little with it, but the reception so far has been encouraging. I’m currently lining up another interview and have a few other subjects in mind. It will stay an infrequent addition to the stable, but expect to see more of these.

Early action in the Battle of Montebello (Battle Commander).


The other big news is that just yesterday (at time of writing), A Fast Game passed the 75,000 visits mark. To put that in context, starting out I just about reached 500 views in the first six months of posting (and I think about 10% of those were me making sure all the links worked live), and about fifteen months all up to get to 10,000 views.

The view count is a pretty high-level metric and doesn’t mean much; in a previous job I was responsible for reporting on a handful of metrics, and the Marketing division was in love with the overall site visit metric because it just kept going up, in spite of the fact that the actual number of visits per month was circling the drain.

I don’t know how many of those visits result in the reader glancing over what’s on offer and digging further or just bouncing off and checking out YouTube videos instead. A Fast Game isn’t monetised, and I don’t want to pay for Google Analytics, so I can only extrapolate from the meagre data provided in basic Blogger.

The simple analytics you get with Blogger show you the Top Referrers and Top Referring URLs – who is sending readers your way, and how they are getting there. These usually pick up less than ten percent of the overall visits for a given duration (I have it set up for the last week’s activities). So, while I get readers from recommendations on other websites, the majority seem to come through the front door; that is, the come to the general blog address and see whatever I’ve posted most recently, then sometimes they’ll go rummaging through the back-catalogue.

Traffic report.

As I’ve said previously, I’m really appreciative of the mentions I get on other blogs and elsewhere (you know who you are), but the bread and butter of the blog is people who presumably have A Fast Game bookmarked and drop in every other week or so to see what’s going on. In this case, the referrals are gravy, and I return the favour when I can. Referrals must be how most people find A Fast Game in the first place. A Google search for <”a fast game is a good game” blog> brought up half-a-dozen links each to old Armchair Dragoons’ Tuesday Newsday posts and GMT Games’ product pages, but no direct link to the blog (I’m sure this would change if I turned on Adsense).

I mostly write A Fast Game for myself. I go down statistical rabbit holes and chase down obscure facets of art history because that’s what interests me. But the knowledge that people are coming back to read what’s on offer, and occasionally even comment on it, brings its own reward. Thanks for coming along.

 

An international audience.


Extracurricular activities

Nothing to report on this front. If I haven’t had the time or opportunity to play wargames, I certainly haven’t had the capacity to play-test anything. That may change in the future, but I can’t promise anything.

 

Next steps

Last year I wrote the first part of what I envisioned would be a three-part exploration of Block Wargames, why and how they do what they do. It started as a two-parter, but after rethinking it, I edited down the second part and posted it under the title Not Created Equal: a Block Wargame Primer, Part 1 – Commands & Colors; an odd place to start, but there you go. I’ve been meaning to get back to it for a while, but I’ve finally started to sketch out a couple more chapters (to make it a four-part series in all, maybe five if I can maintain the momentum), and I hope to get at least another one up on the blog before the end of June. I may even rework the first chapter to bring it more in line with the others (no promises there, I hate reworking old material).

I’d like to do another research article as well; I have an idea of what I’d like to look at, but I’m struggling with the methodology. If I can crack that nut, you may see another long-form piece later this year.

In the meantime, expect to see more unboxings, hopefully some AARs, maybe another interview or two. I especially can’t make promises when other people are involved – I’m at the whim of their schedules and commitments. The interviews are fun to do, and after I fire off the first batch of questions, I can get on with something else until I get a reply.

So as always, expect more of the same. Thank you for reading this far, and for coming back to A Fast Game if you’re a regular. If you can keep showing up, I should be able to keep it interesting. And I’ll try to be less morose this quarter.

 

 

State of Play: Commands & Colors: Napoleonics – Eggmühl, Day 2 (French Right), 22 April, 1809

    Reader, the drought has broken. T and I have played our first Monday Night game (albeit last Tuesday) in close to four months. The r...