Friday, 8 May 2026

State of Play: Commands & Colors: Napoleonics – Eggmühl, Day 1, 21 April, 1809

 

 

Austrians spoiling for a fight.


Continuing our unintentionally confused run through the Battle of Eggmühl via the conduit of Commands & Colors: Napoleonics (GMT Games, 2010), we went back to the beginning, with the meeting engagement on the first day between Marshal Davout’s probing force and elements of Archduke Charles’s Austrian forces. If you’re joining us for the first time, this is the beginning of the Eggmühl cycle, but it’s actually the third game played – we only decided to play all the scenarios after completing the fourth and fifth (the AARs for which can be found here, and here). These scenarios are featured in the Austrian Army expansion (GMT Games, 2013).

For these scenarios, your loyal correspondent will be playing the Austrian side, on balance, the historical losers of the battle. My brother-in-law and long-time opponent, particularly in regard to Commands & Colors – I refer to him as T to maintain his anonymity, due to his notoriety in his own field of expertise – will be ordering the French.

Going into the match, the French have alight advantages in regard to force – one more Infantry unit than the Austrians, three of those Light units, already in the trees, to the Austrians’ single Grenzer shirmishers, and two artillery batteries to the Austrian’s single hilltop battery), and hand size (five cards to the Austrians; four). The French also start first. The Austrian Line infantry has a little more staying power (five blocks instead of the usual four for Line units of other nationalities, but when forced to retreat, they fall back two spaces, reflection their poorer discipline and morale. The Austrian forces are all along the backline with little room to manoeuvre, so their first priority is to get at least some units up and into the fight.

Opening set-up.

But the first move went to the French, A Probe Right Flank order brought two of T’s Line up to engage with my forward-most line unit on my left. Fire (and blocks) were exchanged, but to no clear advantage. The Austrians saw them off with Flag rolls (it was only a probe, after all). I answered with a Force March order, getting all of my Centre Infantry units up off the baseline (Austrian Line and Grenzer units retreat two spaces with each unignorable flag, so you don’t want to be caught on the back-line in a fight).

With his second order, T also played a Force March, bringing up the Infantry on his Left and taking possession of the town of Obersanding. This should have earned him a temporary Victory Banner, but I hadn’t conferred with the scenario notes before starting, and it slipped T’s mind in the excitement of play. Had he been able to take the town of Oberlaichling on the Austrian back-row on my Left, that would have given him a second, but I wasn’t about to let that happen. I replied with a Recon in Force order (one unit ordered in each sector), plinking at enemy units on the flanks. Not much to show for it.

End of round two. The French take Oberlaichling, earning them a permanent
(but unclaimed ) Victory Banner.

Round three was where things began to get interesting. T tried to gain the advantage with a Take Command Right Flank order, allowing his Leader to order up to three adjacent units. Unfortunately, this meant a single intact line unit (Lorencz attached), another reduced to a single block, and an Artillery battery. Choosing to play it safe, T made a ranged attack with the reduced unit and the battery, for no gain. I countered with a Flank Attack order (two units each in the Left and Right sectors. This resulted in my first two Banners of the game, picking the low-hanging fruit of a single block Line unit in each sector, and reducing another on my Left.

End of round three. So far, no visitations from Aide de Camp Claude.

Over the subsequent couple of turns the French continued to chip away at the Austrian defenders but couldn’t make a definitive strike anywhere on the board. The Austrians on the other hand managed to gain two more banners in audacious exchanges that – statistically – should not have come off. After two consecutive wins in the previous games, I wasn’t trying to lose the this one, but felt I could afford to take some chances instead of playing it safe. T had some headaches with his card-draws; he played two Cavalry Charge orders nearly consecutively, in spite of fielding no cavalry – merely ordering a single unit each time but to no advantage (poor rolls will take a toll on even the best card performances).

At the opening of round seven, T played the best card in his hand, and the one he’d been pinning his hopes on. Assault Center allowed him to use one of his native strengths – superiority of hand-size – to activate up to five units in his Centre section to attack; except only four units survived in the centre by this point. Preferring not to take too may chances, T chose to use Ranged Attacks where he could, but only managed to reduce different units' cohesion by a block here and there. I responded with a Probe Center order and tried to chipped-away at a couple of his Line units. When I drew what would be my last card, I was sure the game was over.

End of round seven.

I think T had lost heart a little by this point. He played another Cavalry Charge (it’s always a bitter irony when the side that doesn’t have any cavalry or artillery seems to draw all the Cavalry Charge or Bombard orders). Another ineffectual ranged attack. Then it was time to drop the curtain.

Bayonet Charge. I needed two Banners to put T out of his misery. I ordered three Line (two reduced to three blocks each) and one Grenzer unit into melee, each against a single block Line or Light formation, and one lone Leader in my Right. The leader evaded capture, but each of the infantry units were eliminated quite convincingly.

End state.

The final result was a 7-1 victory to the Austrians, not historically accurate, but I’d be lying if I said it wasn’t satisfying. The French managed to hold Obersanding for nearly the entire game, resisting fire from two sides, but failed to get close to Oberlaichling.

I fully expected the French to take the game at the beginning of play. Advantages, though small, can play an outsized role in a game like Commands & Colors, but they are not all there is to it. The dice gods can deny your best efforts, as they did with T on the night, coupled with his self-reported poor starting hand and card-draws. Sometimes it’s just the wrong night to be the favourite.

Cards played in order; French (right two columns) moved first.


 



Monday, 4 May 2026

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

 

 


 

Monday’s game saw our return to Commands & Colors: Napoleonics (GMT Games, 2010) and to the Battle of Eggmühl. The battle features in the Austrian Army expansion (GMT Games, 2013) is covered over the course of five scenarios; with Alteglofsheim being the last. T sets them up; I just show up.

The situation is an interesting one. It takes place toward the end of the day; most of the Austrian army is in retreat, with a rear-guard screen provided by Schneller’s Cuirassiers and Stutterheim’s Light Cavalry brigades. A battery of Austrian guns is on the board at the start, covering the retreat of the bulk of the Austrian army from an elevated position outside the town of Alteglofsheim, but they’ve been ordered to limber and withdraw ahead of the advancing French. What resulted was a clash between two battle-weary heavy cavalry forces, the smaller supported by a relatively fresh light cavalry, clashing in burgeoning night, until breaking off before the light was completely lost.

The Alteglofsheim scenario on paper looks to be weighted toward the French player, with a superiority in unit numbers (thirteen to ten), Leaders (three to two) and artillery (two to one). The scenario offers more options to the French for gaining Victory Banners through means other than eliminating units in combat. For us, the battle promised to be short – a mere five Victory Banners – but as with the generals fighting the historical action, out options would be limited; each player had only four cards to their hand. In keeping with habit of long standing, I dealt two four-cards hands and let T choose (this is, of course, not an option when the hand sizes are irregular). In this scenario, the Austrian player goes first.

Alteglofsheim, opening set-up.

As it happened. The hand I’d been left with offered an easy first point; the Bombard order offers two options for up to four Artillery units. It always seems a waste when you only have one available unit for a multi-unit order, but I wasn’t going to look too closely at this gift horse. With Bombard, it’s always tempting to pummel an enemy unit with its plus-two dice punch, but I had my orders to withdraw the artillery (as mentioned in the introductory paragraph – “Save the guns!”). The second option is to move your Artillery units up to three spaces (subject to terrain restrictions, of course). A clear path allowed me to move my single Foot Artillery to the Austrian baseline, ready to march off the board in a subsequent turn.

The French attack began on their Right flank (my left, where I was weakest, hand-wise). Where the Austrians could secure a Victory Banner by simply moving my Artillery off the board, The French player will gain a Banner for every unit they can get off the board over the Austrian baseline. While the French Cavalry can choose to fight or dash, the Austrian mounted troops’ only option is to dissuade the French through martial means. The order allowed T to get his Light Cavalry across the river and into striking distance of my less numerous light horse.

On their second turn the Austrians played Recon in Force, allowing the removal of the retreating cannon. That marked the first Banner of the game. On the left I was able to activate one of my Light Cavalry to intercept T’s incursion, battling on after the besting the first squadron to put both to flight, retreating across the stream with the loss of a single block each. All round, a good start, but I didn’t think I’d be able to maintain the momentum. The French countered with an Attack Center order, bringing up his Cuirassiers to attack my forward-most heavy unit, pushing it back bloodied (two-block loss). The battle would mostly be fought in the Center, with blows traded throughout.

A successful counter-attack drove one  squadron into retreat and isolated
a depleted Cuirassier formation.

I responded to T’s last order with my own Attack Center, rallying Schneller’s Cuirassiers to a counter-attack and building – throughout the game I think I only picked up a single Order Right Flank card, which ended up unused a defensive line. I couldn’t make any definitive action on my Right Flank, though couple of cards ordered units in all sectors, which proved enough. I was fairly confident T would ignore his Left, focussing on the middle action, were he could wreak the most damage.

For a handful of turns, the initiative swung between the two sides. T scored two Victory Banners in successive rounds. I, in turn, whittled down the strength of his units with uncharacteristically good rolls (mostly in response to T’s attacks), but was able to deliver a decisive blow only once.

The match was over in six and a half rounds. With my seventh card – Leadership – offering two successful attacks on severely depleted French units (each down to a single block) on the Austrian Left and Center, though Nansouty – attached to the reduced Cuirassiers – managed to evade capture.

After day's last light; end state.

Alteglofsheim is an interesting scenario. I’m curious to revisit this as the French player, but we have two more Eggmühl scenarios to play through to finish the cycle. Turn limits aren’t a part of a Commands & Colors game, but I think in this instance a turn ceiling of, say, eight rounds might help the players focus and deliver a more historically consistent outcome.  

In retrospect, the Austrians got lucky, rolling some solid defensive reactions and taking early banners and managing to hold the French Cavalry in engagement. If the game had been more of a stalemate, the French would almost certainly have been able to get two or three units off the board, tipping the balance and almost certainly taking the game.

T and I have been playing long enough to gain some insight into the other’s style of play; I know he will almost never shy away from a fight, particularly with his Cavalry, even when a surer course of action presents itself. Gallant perhaps, but I fear it cost him the day.

Orders played. The two columns left are the Austrian orders, French to the right.
The consecutive Forced March orders activated single Horse units. I'd never
see two Forced March cards in a majority Infantry battle.


 

 

Wednesday, 29 April 2026

Line of Fire: a fast interview with Brian Train

 

 

 

Brian Train is one of those designers, like Mark Herman, Sebastian Bae and Clint Warren-Davey (I could go on – there is a big overlap), who have worked – in many cases currently work – in the complementary fields of “casual” or hobby wargaming and actual wargame and simulation development with military organisations. Mr Train’s specialty is broadly what gets classed these days as Small Wars (a short essay explaining the definition and scope of a Small War in real terms is available here), and specifically asymmetric warfare. He’s probably best known for his contributions to Volko Ruhnke’s COIN series, A Distant Plain: Insurgency in Afghanistan (GMT Games, 2013) and Colonial Twilight: The French-Algerian War,1954-62 (GMT Games, 2017) (probably my favourite COIN game, though to be fair, I haven’t got around to playing China’s War (GMT Games, 2025) yet), Brief Border Wars (Compass Games, 2020), and Brief Border Wars 2 from Compass Games. Mr Train also has his on electronic imprint, BTR Games, that offers a selection of eclectic PnP games for the craft-enabled.

Mr Train was kind enough to answer several impertinent questions with good grace and humour. What follows is a very lightly edited record of our correspondence.

 

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A Fast Game: What was your first wargame experience? Was it a commercial boardgame or something you experienced in your time serving [in the military]?


Brian Train: My first experiences of wargaming were as a younger teenager. I was playing Risk (Parker Brothers, 1959) and Battleship (Starex, 1931) and rolling marbles at toy soldiers like anyone else, but when I was twelve, I saw a copy of SPI’s game World War 3 (SPI, 1975) on the desk of my friend’s older brother. The missile launchers on the cover, the world map and the mushroom cloud counters had me curious!

Tactics II (BGG, courtesy of Deb J)

When I was 15 my favourite uncle sent me a copy of Tactics II (Avalon Hill, 1958) for Christmas, and I was off to the races – I don’t think my parents ever forgave him.

I never had a chance to see or use a wargame when I was in uniform, though we would play them in our off hours.

I remember on my machine gunner’s course we got a copy of Squad Leader (Avalon Hill, 1977) and set up one small force with plenty of machine guns sited on the map according to the principles of placement (using the beaten zone, interlocking fields of fire, firing from cover etc.) and ran a horde of Russian riflemen at it, that was fun.

 

AFG: You work in the professional wargaming and hobby wargaming spaces. you’ve talked about your professional work in your blog. How much does your professional wargaming work influence your commercial game design or vice versa? Does one tend to bring more to the dialogue than the other?


BT: I don’t often design to order, more often I will come up with something that I’m interested in and try to find a place for it.

I first got into contact with the professional wargaming world back in 2007 when someone in the Military Operations Research Society, a US organization, contacted me out of the blue to say that he had used a game I had designed on the Algerian War in 2000  Algeria (Microgame Design Group, 2000)  as the mechanical basis for a game he had done on the Iraqi insurgency that was then in full swing, and would I like to attend a workshop they were holding on irregular warfare to see what he had done?

Algeria: Battle for Independence (Microgame Design Group, 2000, and One Small Step, 2016)  

I had never heard of this organization but I went with alacrity, and found that more than one person had been using my games as a basis for their own work. Verily, I was a bit of a name among a small number of analyst nerds!

We need to remember that this was the middle of the Iraq War and the wheels were really starting to come off in Afghanistan too, and the bloom was truly on the counterinsurgency rose with the recent publication of US Army Field Manual 3-24, Counterinsurgency, which drew heavily on the theories of David Galula.

At that time as well, only two civilian game designers were being really productive in that end of the spectrum of conflict, both historical and contemporary: Joe Miranda and me.

Anyhow, after that nice welcome I started to go to the annual “Connections” conferences* that began in the late 1990s at the instigation of Matt Caffrey (author of On Wargaming (Navy War College Press, 2019), a very good book on the history and prospects of the practice and available free at https://digital-commons.usnwc.edu/newport-papers/43/) and were intended to build bridges between the civilian and professional military wargaming worlds. These continue today and have franchised into several other countries: the United Kingdom, Canada and Australia to begin with. 

The reason that Matt created this conference was precisely that civilian/ commercial/ hobby wargame designers did not labour under the same kinds of restrictions that professional designers did, and could bring some highly imaginative and illustrative work to the table.

The two kinds of gaming have very different purposes but at the bottom of things they both have to be workable games in the sense that they are interactive experiences bounded by some reality-based rules with the intention of discovering problems and generating useful discussion or narratives about those problems or conflicts.

I have had only a couple of occasions to design games that were first and foremost for use by a professional military organization: the Quick Urban Interactive Combat Kriegsspiel for the California Army National Guard (2022-24), and Northern Sentinel for the Canadian Armed Forces (2026).

A map of downtown Manilla (coloured template over arial photograph) for 
Quick Urban Interactive Combat Kriegsspiel (QUICK).  

In both cases I drew on my knowledge of the many other civilian/ commercial/ hobby wargames I had designed in the past, to give them something that was quick to teach and play and satisfied the learning objectives of the occasion.

So the short answer to your question would be, “Yeah, commercial > professional but it doesn’t matter much”.

 

AFG: A History professor once told me that you should always get at least three papers out of any single research project, your published games often turn into series, like the District Commander series from Hollandspiel, or more recently Brief Border Wars 2. You also have form for revisiting situations through the lens of different systems (e.g. Algeria: the Struggle for Independence,1954-1962 (One Small Step, 2016) and Colonial Twilight; or notably BCT Command: Kandahar (co-design - MCS Group, 2013), Kandahar (One Small Step, 2013) and District Commander: Kandahar (Hollandspiel, 2020)).

There’s a question coming. Do you go into a game building a design to fit a particular historical situation – let’s take Shining Path: the Struggle for Peru (BTR Games, 1997, One Small Step, 2014) as an example – and work it up into a playable game, release it, then look at other situations that could be modelled the same way, or have you already noticed the similarities between the Maoist insurgency in Peru, the Algerian war for independence, and Taliban insurgency in Kandahar province during the Afghanistan occupation, or do you look for situations with broad similarities that might be modelled in a similar fashion and work up from there?


BT: I’ve designed around 70 games over the last 30+ years. About half of them belong to one or another of seven distinct “families” or systems I have made, as a general approach to a particular type of conflict.

You mentioned Shining Path That is one of a system I call “4-box” and includes other games on the Algerian War, the Greek Civil War, the Cyprus Emergency and Kandahar in Afghanistan.

I have another called “Between the Wars” which revolves around armies operating with fragile morale and organization, using mostly infantry with small detachments of supporting arms (examples include Finnish Civil War (featured in Paper Wars, Issue 84 - Compass Games 2016). , Red Horde 1920 (Tiny Battle Publishing, 2017), Strike for Berlin (featured in Yaah magazine, No. 11 (Flying Pig Games, 2018), and War Plan Crimson (Tiny Battle Publishing, 2016). Even within each family, there are considerable variations depending on the circumstances of the conflict.

But about another half of my titles consist of games using systems I have never used before or since (though I have grabbed interesting bits out of them for use in other systems later). I like experimenting; it doesn’t always work, but then at least you know.

Where do all these games and systems come from? Again to answer your question briefly, “it’s some of each”.

Every system began as an individual game that had to fit the particular situation, and it was only later that the mechanics in one game would suggest themselves to another and then grow into a system.

Besides using a system to fit broadly similar conflicts (for example the two volumes of the Brief Border Wars system, a total of eight small games on the general conflict type) I’ve designed enough that I don’t like to bend or warp a game topic to fit a particular system just for the sake of consistency or speed.

If it doesn’t fit and doesn’t transmit the kind of emphasis I want I will try another system, or come up with something new that might grow into a system on its own.

As an example of this, you mentioned three of my games that take place in Kandahar province in southern Afghanistan in 2009-10, same place and time but three very different treatments, mechanically and thematically. (Actually I have done four - the fourth was a complicated design with multiple factions that I put together for a university class in 2010 but never published.)


AFG: For someone coming to one of your system "families" for the first time, do they tend to be mechanically similar enough for knowledge of one to help with assimilation of the next, or are they each their own beast with just a shared skeleton? And, which games would make for easier on-ramps to these systems for someone coming from a traditional hex-and-counter background?

 

BT: Some of these families are more self-similar than others, it's true. Two that are quite explicitly this way are the Brief Border Wars and District Commander systems.

I thought one of the best ideas SPI came up with was the “Quadrigame” concept of a set of basic rules framed to model a particular set or type of conflicts, or historical period, with smaller sets of rules exclusive to each battle to show its peculiarities. These were not very complex games, but there is still an advantage to laying out the core concepts and mechanisms in a base set of rules people can learn, then as they explore the other games in the system there remains only a bit left to learn to reflect the particular circumstances of each situation.

The basic rules were usually four pages long and each set of exclusive rules another 2-3 pages, including tables.

They published 16 Quads between 1975 and 1979, for a total of 64 games ranging from Alexander’s Siege of Tyre (SPI, 1978) to a still-hypothetical Second Korean War (SPI, 1977).

I wrote an article [about] another 45 or so that were proposed in S&T or MOVES feedback sections, but were never published (at least not quite in the form they were proposed). So, I wanted to try the idea of publishing a quad of my own, with four games in one box, and Compass Games bit on that hook... twice!

The game system was inspired by how well The Little War (Hollandspiele, 2017) seemed to work. This was a game I designed in 2015-16 on the short but spirited one-week border war between Slovakia and Hungary in March 1939. Hollandspiele published it as part of a two-fer with Ukrainian Crisis in 2017.

The game system seemed to offer some potential to model other somewhat similar conflicts in a simple way, so I chose four short border wars (from many possibilities!) and got to work.

BBW II cover (BGG, courtesy of Jenar Oldic).

The first quad [Brief Border Wars (Compass Games,2020)] was modern wars: The Soccer War (1969), Turkish invasion of Cyprus (1974), Third Indochina War (1979) and the Second Lebanon War (2006). It was quite popular; people liked the short rules format and short playing time.

So Compass wanted another volume, and the second quad (Compass Games, 2025) was pre-1945 titles: Second Balkan War (1913), The Seven Day War (Teschen, 1919), the Nomonhan Incident (1939) and the Italo-Greek War (1940).

These games would be a good introductory path, but where the SPI Quadrigames were always hex and counter these are area-movement games with a card-driven system that models the chaotic, stop and start nature of these conflicts between not very good or prepared armies. This tends to trip up a few players who have a lot of experience with standard hex-and-counter fare, and sometimes they have to do a little bit of unlearning to shake out the ideas and rules they are porting over in their head... I see quite a bit of this, even with the COIN system games; the hobby has a lot of unwritten mental habits, implicit understandings and conventional wisdom.

Unprovoked Chinese aggression along the Vietnamese border (Brief Border Wars).

It seems I often do something and then insist on trying it again, but backwards... so with the District Commander series of games from Hollandspiele, there is a set of core rules and a further set of exclusive rules for each game.

But these were published as four separate games, one each in a box... mostly because I took my time designing each one, because Hollandspiele is a very small company that could not afford to put four modules in one box, and I didn't want to wait to reach the magic number of four before publishing.

The District Commander series has a longer history than Brief Border Wars. I started working on it in 2012, it had evolved out of  an unpublished but rather ornate game I did in 2010 called Kandahar I (the fourth, unpublished one I mentioned) that was in turn inspired by another unpublished game from 2008, called Virtualia, that was an amplification of many of the mechanics in my Tupamaro (BTR Games, 1996) game from 1995, and even some bits and pieces from Green Beret (1996-2015, in different versions). So my ideas might evolve, but my lack of talent for clever titles stays pretty much constant.

At first I had the vague idea that this could be a simple manual game I could give to the professional military, who could use it in classes to cover the “Clear and Hold” concept contained in US Army counterinsurgency doctrine (later it became “Clear, Hold and Build”) with no need for any technical gizmos more advanced than a glue stick.

But it was a silly notion.

Professional military people are usually far too busy and time-starved to indulge in anything like this – even if many of them do realize the value of manual games over computer ones… even if you get rid of the dice that make it seem a trivial exercise to some senior officers… even if you split it into basic, intermediate and advanced versions, etc. And by the time Hollandspiele published the first module in 2019, counterinsurgency was no longer top of mind for the military anyway.

DC Kandahar cover (BGG, courtesy of the publisher).

Unlike Brief Border Wars, this is a more complex system with a topic and treatment not often seen: operational (campaign) level counterinsurgency, where many games are strategic in scale (like GMT COIN system games) or tactical (Boots on the Ground (Worthington Publishing, 2010), etc.). The two sides have asymmetric menus of operations, force structures, methods and objectives and games are quite open-ended in terms of time.

It's also diceless: each player holds a hand of Chance Chits that influence operations when played. These chits will be expended during play as players perform (or defend against) certain Missions. Note that while chits initially are drawn randomly, the chits you play during the turn are selected deliberately.

It’s like being able to choose many of your die rolls in advance; the randomness comes from the initial random selection at the beginning of the turn, and the decisions made by each player because of the unequal ratings of the chits for different types of activity... you might want to play a chit that is not good for one particular situation, in order to save a better one for a different situation later.

Again, these are area-movement maps and action in the game consists of task forces moving about activating and conducting operations, to score points according to a scheme that is dictated to you by your senior commanders and keeps changing during the game.

There are also sub-systems for intelligence and a lot of optional rules for the core rues as well as the exclusive rules, so there can be a lot of variation in play.

A couple of the games also feature autonomous factions like Non-State Militia and organized criminals. Foreign forces are also included, they are more effective militarily but can be difficult politically, and sometimes also act autonomously.

All of this adds up to something not quite usual and different even from the COIN system, which is unfamiliar enough to many. But the system has proven quite flexible, and I continue to work on modules that use it... so one might like it, if one liked that sort of thing to begin with.

If you want to find out, I still offer the first module Maracas, about counterinsurgency inside a large city for free print and play (Vassal modules are out there too).

 

AFG: You’ve designed dozens of games and game systems, and you’ve come up with your share of innovations in wargaming over the years. Is there a game or a mechanism by another designer that you’d put up on a pedestal, something you’d point to and say “Now, that’s what I call quite good!”?


BT: Without a doubt, James F. Dunnigan is my favourite wargame designer.

The highlight of my wargame design career was in 2012 when I sat next to him at a panel discussion at a Connections conference and he said, “I like what you’re doing”.

Squeeee!

He is well known for two great notions:

“There are two overarching rules for game design. They are: Keep It Simple; and Plagiarize.” (he also said, “use available techniques” when he wanted to be a bit more euphemistic).

and;

“If you can play them, you can design them.”

He designed or developed many of the wargames that I consider Damn Clever: Berlin ’85 (featured in Strategy & Tactics, issue 79 (SPI, 1980), Canadian Civil War (SPI, 1977), Lost Battles (SPI, 1971), Minuteman: the Second American Revolution (SPI, 1976), NATO Division Commander (SPI, 1980), Plot to Assassinate Hitler (), Russian Civil War (SPI, 1976), Year of the Rat (SPI, 1972).

What do these all have in common?

They all point out that he was never afraid to experiment – well, he had little choice but to try new things since SPI was the first really adventurous wargame publishing company but he pushed that to the hilt.

 

AFG: One last question - Paranoid Delusions (BTR Games, 2006) – what’s with that?!


The Spanish-language cover of Paranoid Delusions (BGG, courtesy of THE MAVERICK).


BT: Hah! That was something I spun up for one of the Microgame Design Contests that used to be run on Boardgamegeek but I don’t think are continuing, at least not under that name (to be fair, I haven’t looked either).

It was the 2006 contest and there were only two entries: mine and Nemo’s War (Victory Point Games, 2009) by Chris TaylorWe called it a tie at the time, but while my game languished, Chris has had several expanded and improved editions of his!

Paranoid Delusions counter mix (BGG, Courtesy of Federico Galeotti).


I used to do mail art and was into ‘zine culture back in the 80s and was familiar with conspiracy culture and other forms of “high weirdness” before the Internet, [and] I also read my share of Thomas Pynchon.

I wanted to have some kind of free-form game where you could get away with attacking yourself, for the sake of the greater goal of solving the mystery to unlock the world and what was happening in it.

Nowadays of course this kind of stuff is so bog-standard and pervasive it’s barely funny anymore – if indeed it ever was.


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I wanted to thank Mr Train again for his time and sharing so much of what goes on under the hood of wargame design. If you've enjoyed or got something out of this interview, do yourself a favour and subscribe to Mr Train's blog.



* For more information on the international network of Connections conferences, you should check out Rex Brynen's PAXsims blog.

 
 

Sunday, 26 April 2026

Public Service Announcement: GMT Errata Counter-sheet, 2025 Edition

 


Keep your greasy paws off my Holland '44 replacements.


So, I got an email today to say that my GMT order was arriving from the Australian distributor, that happens to be in the same city as me. I thought this was for Ardennes '44, Fourth Edition (GMT Games, 2026) and Purgatorio: Men of Iron, Vol. VI (GMT Games, 2026). When it arrived, it wasn't that. I forgot the GMT Replacement Counter-Sheet for 2025 shipped on the same boat, and would of course be much quicker to get out the door.

Like previous years, I'm offering to post some or all of the counters from the replacement sheet that I don't need. Unlike previous years, I'm keeping most of them. It so happens that I've got a bunch of games that need a little love, but there are still some extras I'm happy to part with (see below). As for these, I hate seeing things go to waste, so I'll happily mail them to whoever can use them, wherever they may be. 

If you have one of the games listed below, and you'd like the replacement counters for that game, and you didn't order the replacement sheet yourself (I'd rather these go to someone who needs them rather than feed your weird OCD over spares), get in touch via email of in the comments and we'll work something out.  This is "First come - first served." I only bought one sheet so I only have one set of each of these. I'll cross off the counters already taken as they go:


Fields of Fire Deluxe Update Kit (nine counters)

Here I Stand (five counters, not necessary if you have the 2024 reprint)

The Last Hundred Yards – general (twelve counters, including one British replacement, presumably for LHY Vol. 5 – For King and Country)

The Last Hundred Yards, Vol. 2 & 3 reprints (three counters)

The Last Hundred Yards, Vol. 4 (three counters)

Next War: Iran (two counters)

Red Storm: Baltic Approaches (one counter)

A Time for Trumpets (eighteen counters)


Thank you for your attention to this matter.




State of Play: Commands & Colors: Napoleonics – Eggmühl, Day 1, 21 April, 1809

    Austrians spoiling for a fight. Continuing our unintentionally confused run through the Battle of Eggmühl via the conduit of Commands ...