Showing posts with label Designer survey response. Show all posts
Showing posts with label Designer survey response. Show all posts

Thursday, 8 October 2026

Inspiration and intent in wargame design – Appendix: Survey responses, part 1

 


As part of the survey conducted for the article recently posted on A Fast Game, I sort permission to publish each designer’s response in a follow-up post. I didn’t anticipate the number of respondents, or the weight of text contributed (all up, around 37,000 words), so what had been envisaged as a single supplementary post will now be split over three posts. I encourage anyone interested in game design to read through these contributions. Some are brief, others quite long but all are worthwhile.

I have decided to present the collected data in alphabetical order by first name, in keeping with the taxonomy used by Boardgamegeek.com. This raises my librarian hackles, but it seemed to make sense while collating the data during analysis, and at this point I no longer possess the wherewithal re-format the entire set.

The respondents were asked to offer answers to two questions:

Question 1: What was your first wargame (or historical game) design; not necessarily your first published game – that you worked up to a point where it felt “done”?

Question 2: Why did you pick that topic or historical situation to make a game about?

In most instances, I have numbered the responses. Some respondents didn’t strictly follow the two-question format and answered in a more free-form manner. In these other cases I have dispensed with the question number schema.

For ease of reading, this appendix has been broken down into five parts. The other parts can be accessed using the links below:

Part 2    Part 3     Part 4    Part 5

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Adam Starkweather

Q1 My first designed game was also my first published one - The Devil’s Cauldron (2008) by MMP.  As for being “done”, I was a novice at making games, so while I’m proud of the end results and people seemed to really enjoy it, looking back on it, there was much I would change now.  Happy to still be here and working on my final iteration of the game system now for my Anzio game from my company [Anzio: a Lost Opportunity (Bring It On Games, ~2027)]. 25 years makes a difference.


But generally, for most of my career, I’ve been captive and had to honor deadlines - so it was done when it had to be done.  That did teach me that there is a time when a game is as done as it is going to get - so while I’d love to have a few more months on some of my MMP and Compass projects, I am experienced enough to see diminishing rates of return on constant revisions and edits.  I know when to let my baby go.

Q2 Until I started my own game company, I often was told by my publishers what they wanted - or if they wanted what I was about to work on ("Angola?  Are you freaking kidding me?”).  Now, at least for the first few games from my company, I’m making games that either I or someone else has spent significant time on, so it is close to ready to make.  Either the research is 90% done or the art is close to done.  These two things take up a ton of time.  After that, I’m now able to choose games I want to make.

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Al Nofi

Q1 Some background. I was in Boys’ High, Brooklyn, ‘57-’61, and had an interest in things military. Rummaging through the collection at the main building of the Brooklyn Public Library, I ran across a copy of Totten’s American Game of War (D. Appleton and Company, 1880) a Kriegspiel-style game from the 1880s, as well as The Coast Artillery War Game (Government Printing Office, 1916).  I cobbled together a game with elements from both.  Then a classmate introduced me to the original Avalon-Hill game, Tactics (Avalon Hill, 1954), in my last year or so. He had dropped out of school and joined the army, but was medically discharged due to an injury after about 18 months, due to an injury, and returned to school. While in the army, he’d been introduced to Tactics. That’s how I discovered hobby wargaming. Then AH General came along, creating the wargaming community. After a couple of short articles in The General, I found myself playtesting for with Jim Dunnigan, who was working on Jutland. From there on I was involved in most of his projects, while beginning to writing for S&T, which Jim shortly acquired.

So, to Question 1, my first wargame was the one I cobbled together in high school, which was essentially a late-nineteenth/early twentieth century game of a war between two notional nations, sort-of gluing together elements of both the Totten and Coast Artillery games.

My first published came much later.  After writing and doing research for Strategy & Tactics games, one day, having just read Oman’s book on medieval warfare, I said to Dunnigan, “Why don’t you do a game on the revival of infantry in the Renaissance?”  He replied, “Why don’t you?”  The result was Renaissance of Infantry (SPI, 1970), followed by Centurion (SPI, 1971).

 

Q2 I’ve only completed maybe a dozen or so games, not counting a couple of second editions, with a half-dozen or so begun but never completed. Most of the games I’ve designed came about because I was interested in the subject, and wanted to see how it would work out as a game.

I’m actually not so much interested in wargames as a competitive exercise as a way of exploring the possibilities of a situation – the unanswerable ‘what ifs”, which makes games design a tool driving research. On several occasions, working on a game has required answers to questions that were not addressed in even the most detailed books about a particular battle or event.

A very good example comes from when we were working on SPI’s The Marne, in 1972. In one playtest, toward the end of the development process, the game had unfolded as one would expect, with the Germans sweeping the French and British down into the heart of France, with Paris on the western ends of the armies.  Suddenly the German player ups and says something that the 1914 Germans clearly didn’t plan on doing, “I’m going to attack Paris.”.

 “You can’t, it’s heavily defended, an entrenched camp, surrounded by fortifications.”

 “So, I’ll blow them away with those super-heavy mortars and howitzers that took down Liege!”

 “But you don’t have those, your heaviest artillery is 210mm, not powerful enough.”

 “So where are the super guns?”

Well, it turns out that no book on the opening campaign in the west – not even the German and French official histories, with all their meticulous detail, mentions the pieces after the fall of Liege. It took two or three weeks of careful digging before we found where they were, in an article in a service journal. After Liege, the slow-moving guns had been dispatched to besiege fortress Namur, while fell on August 25th, and were then dispatched to bombard Antwerp, and so were over 200 miles from Paris during the first days of September.  

The Gettysburg Campaign offers a more credible “what if,” supposing that Lee had not dispatched Ewell to Harrisburg, but rather kept him closer to the rest of the army. Naturally a game doesn’t ‘prove’ that doing so would have altered the outcome of the campaign, but it would help us better understand the potential consequences.

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Alex Knight

Q1 Because this question revolves around the feeling of being done, it's virtually impossible to answer. Hammer and Sickle (GMT Games, ~2027), which will come out via GMT hopefully in 2027, is the game of mine with the oldest significant system DNA, going back to when I started it in 2019. But it has massively evolved and continues to do so as I'm now working with an artist and a developer to craft the game into an actual product. So, until it is actually released to the printer/manufacturer, I couldn't consider it "done."

Land and Freedom (Blue Panther, 2023) would be a more technically accurate answer, because Blue Panther published the game in 2023, and at that point my endless iterations and tinkering were put on pause. Yet, they have renewed again, as I'm now working with a new artist and publisher, Fort Circle Games, to release a second edition to be released in early 2027. So, at this point the game isn't done, but you could say that the first edition of the game is.

Land and Freedom is now available to play on Rally the Troops.

Q2 I've always been drawn to the Spanish Revolution and Civil War for a number of reasons, most significantly because it included the largest experiment in worker-controlled industry and agriculture within a modern economy, and therefore represents perhaps the most instructive case for how a future without state and capitalist oppression could potentially function. My fascination extends to the perhaps paradoxical caveat that the layers of failure for that experiment, being subsumed by the Republican state and then ultimately buried by fascist violence, reveal even more about the task of building any kind of optimistic future.

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Allen Dickerson

Q1 By Swords & Bayonets (GMT Games, 2025) was my first design ever, but it was not the first I ever attempted. I had been trying to build another set of GBACW games on the war in Louisiana, but had gotten a bit stuck on the orders of battle (specifically the Rebels). I had a few maps done though.

Q2 I chose the battles in BS&B because they fit the parameters of the package: SMALL IN SIZE/SCOPE (less than a division on each side) As you may know, BS&B is marketed as a "starter pack" for GBACW, minimizing player overhead so that they can come to grips with the system rules and mechanics (without being overwhelmed by a Shiloh- or Gettysburg-sized situation).

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Amabell Holland

Q1 If memory serves, I worked somewhat simultaneously on both the game that would become Stamford Bridge (Tiny Battle Publishing, 2015) and Blood on the Alma (Lock ‘n’ Load, 2012). The former was picked up by Victory Point, spent years in their queue waiting on a developer, and then was given back to me when I found myself suddenly the editor of a wargame magazine in need of a pack-in game for the first issue. Blood on the Alma I signed around the same time with Lock N Load back when it was under Mark Walker's purview, and it would end up being my first published game.

Q2 For Stamford Bridge, I was always interested in medieval history - knights and vikings and what-not - and I was looking for something very simple (with a very tiny form factor) that I could pitch to Victory Point. At this point in my career, I just wanted to get things published and try to learn the business. It's the same reason why, and even around the same time, I designed Northern Pacific (Winsome Games, 2013), a train game, for Winsome (a publisher which specialized in train games): I wanted to get work out there, I wanted to work with experienced developers so I could learn my craft quickly, and I wanted to design for very specific and small form factors so I could do all this relatively quickly & with a higher chance of the game getting signed.

For Alma, I had read a book on the Crimean War and I thought that battle had a lot of crazy things in it - the British not knowing the range of their own rifles because they hadn't bothered to talk to their allies, Lord Raglan disappearing with his staff behind enemy lines, the Russian center commanded by a guy who was drunk off his ass. There's a lot of juice there for a young designer who wants to flex a bit, and wants to practice doing something very chrome-y (especially in contrast to something very restrained like Stamford).

 The idea I guess was to try to develop a wide variety of skills, see what I could sell and what I enjoyed, and then for me to lean into those things.

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Andy Loakes

Q1 My first game design (and first published game) was Toulon, 1793 – Napoleon’s First Great Victory (Legion Wargames, 2014).


Q2 Napoléon has always fascinated me and been a significant part of my wargaming (miniatures first and then board wargaming). It always struck me as curious that whilst Toulon was such a pivotal battle for him (and well known amongst Napoleon aficionados), it had never been made into a game. My idle assumption was, for many years, that perhaps it simply didn’t lend itself to such. When I got back into the hobby, more earnestly than ever and after a 20-odd year hiatus, in the early 2000s, I was tempted to try my hand at design and why not look at this neglected topic. And, somewhat to my surprise, I found there was indeed a game to be had.

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Art Lupinacci

Q1 Russia Besieged (L2, 2004) was my first wargame design.  It was brewing in my head for decades so the rules for the game and the general outline and scope developed very quickly.  A little history before I continue...

The Russian Campaign, 2nd Edition (Avalon Hill, 1976) was my very first wargame purchase. I immediately fell in love with the game, Avalon Hill and wargaming in general.  I couldn't get enough of the game at the time and played one copy until it was threadbare and had to buy another. In those days, you really got to know a game, especially a good one.

As time passed, the game started to wear on me because of its simplicity (this is really a compliment not a slur) and some of its shortcomings due to it being a small and simple game. l wanted a game that had more meat to it. Not on the level of Drang Nach Osten! (GDW, 1973). Something that was the next step up but at the same scale and roughly the same footprint.

Designing something wasn't what I was thinking of at the time. I was more interested in improving on an already great design and maybe getting it published in an article for the GENERAL. With the demise of SPI and the hobby going into a death spiral at the time, games were not being produced at the same frantic rate they are now and certainly not on every topic imaginable. I wanted a better game and started making some notes for a possible future design.

The opportunity came up to republish Streets of Stalingrad and for a few years I was distracted with getting that project off the ground. Streets of Stalingrad followed quickly by The Russian Campaign 4th Edition and Deluxe Bitter Woods (L2 Design Group, 2003).  Realizing I had a mechanism to make my dream of a good Army/Corps level East Front game a reality I put my nose to the grindstone to publish Russia Besieged.

Memory fades now after 20 years but long-time friend Rob Beyma was recruited to be the developer along with Lembit Tohver as key players of the Design/Playtest team and we slowly started to bang out the rules and order of battle. The game easily went two years into playtesting and fleshing out the rules before it was eventually printed. We had a huge playtest team spread over the various printings and my thanks and gratitude go out to Rob Beyma who ended up being the driving force in making Russia Besieged what it is.

At what point did it feel, "done"? (chuckling to myself)... probably after the Finnish Expansion (Compass Games, ).  Compass Games published a Deluxe Edition Russia Besieged and a Player's Guide.  I think that was the crowning glory to all my time and efforts.  It took 20 years!

Why? Well, time brings on new discoveries and new information.  When you put out a product you love, you simply want to keep it the best it can be and accepting something is wrong in it didn't sit well with me.  Over the years I corrected a few OB mistakes and adjusted a few rules to keep the game the best it could be for an Army/Corp level game. I am very satisfied with where the game is now....and unfortunately, it is out of print!

Hopefully, by the time you read this, I will have found a solution to bringing it back in print. Russia Besieged, in its various forms has sold over 6,000 copies and is still played today.  A testament to the blood, sweat and tears we put into making it an excellent East Front game. I would like to see one more print run with a mounted map.

Q2 I picked this topic because of my keen interest in military history, especially, in WWII. My grandfather was in the Italian Army in North Africa and I saw a picture of him leaning on a German Panzer III and heard many a war story when I was young and it got me interested. I was interested in North Africa but the Russian Front was where my true interests lay.  I had read so much about Stalingrad and Kursk that this made it a natural place to start. My interest in WWII was so keen I eventually graduated with a major in Contemporary European History primarily focused on the war years and what led up to World War II.

The game that got me truly interested in wargaming was France,1940 (1971) by the Avalon Hill Game Company. I was drawn to it by the artwork and colors of the map. The Russian Campaign, however, sealed the deal.

As I mentioned in the previous answer, I loved and hated this game and it is what made me want to improve it to my liking. The Russian Campaign brought together a number of ideas from other designs, rolling for weather each month, air power increasing the odds, double impulse movement system as well as an economy. It was an elegant design that added a ton of flavor without a mountain of rules.

What more could you want? Well, I eventually wanted more. I wanted to be able to bypass strong points, Blitzkrieg style, I didn't like the River treatment where the graphic split the middle of a hex, the air power rule was a little too restraining and I didn't feel it reflected reality, and I didn't like the sea movement rules for the same reason. What's more, I didn't feel it reflected the wearing down of the German army accurately enough as the war progressed and really wanted to see step reduction in the game. Also, the Order of Battle was woefully inadequate and I wanted more. The weather treatment in The Russian Campaign made me lose my hair, especially if you rolled MUD in Sept/Oct and snow in March/April, the German player was doomed. I wanted more variables and a less punishing outcome.

These were the driving forces that motivated me to design a game on a topic I loved (WWII East Front) using a number of games as my foundation (Battle of Moscow (GDW, 1986), Stalingrad (Avalon Hill, 1963) and The Russian Campaign) eventually culminating in Russia Besieged.

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Ben Hull

Q1 In the late 1970s my best friend and I played many miniatures (mostly WWII and some medieval) and made our own rules. We also experimented with Squad Leader (Avalon Hill, 1977) variants. This was the start of the desire to design games. These early efforts were all for our own enjoyment and were "done" in that we played with the custom rules and enjoyed it. The first true game design that was intended for broad use was This Accursed Civil War (GMT Games, 2002) that I designed in 1999-2000 on battles of the English Civil War. The version I originally designed I sold online as a Desktop Published game (DTP). This led to its being picked up by GMT Games in 2001.

Q2 My friend from the 1970s games found a book while working on his PhD in History from Gervase Markham from 1630s which I borrowed. It sparked a real interest in the period and read many more and bought several games from the period including GMT's Lion of the North (GMT Games, 1993) and Rob Markham’s games. All this worked with a long-time interest from reading C.V. Wedgewood in high school and the film Cromwell.

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Bill Molyneaux

Q1 I did a lot of play testing over the years late 80s up to the 2000s for several designers like Denis Bishop. [My first] game was The Struggle for New France (Schutze Games, 2013).  It is now in a Second Edition thru Blue Panther games.  It was first published by Schutze Games.

Q2 I am a French and Indian War re-enactor and studied a great deal on the conflict and then I geared my games for historic sites such as Fort Ticonderoga , Old Fort Niagara, Fort Frederick, Old Stone Fort and many others.


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Bob Kalinowski

Q1 My first game was published – after a six-year journey through three publishers.  It was the Prussia’s Glory (GMT Games, 2002) quad game for GMT. But on the way to that, the first battle that the system was developed to capture was the battle of Zorndorf. I worked the prototype and a beta version, and submitted this to Strategy and Tactics in the mid-90s. I forget their exact reasoning, but after much delay, they decided they didn’t want the game. So, I kept working the system, and getting data for other battles (Prag, Kolin, Torgau), and submitted it as a four-battle Quad idea to Command Magazine in the late 90’s.  They were going to do it, then had their financial crisis.  The 4 battles got cut to two, but by then, Command was on the verge of folding.  Ty Bomba released the rights back to me. I then submitted to GMT, and it got published.

Q2 I loved Napoleonic history, the epic battles, and the colorful uniforms.  When stationed in Washington D.C. as a Navy shore tour, I hit the Pentagon library a lot.  I was quickly captivated by the Seven Years War material, and all of Frederick’s great battles – and uniforms that were just as colorful as in the Napoleonic era.  At that time, there were few battle games on the SYW; GDW had small treatments of Lobositz and a portion of Prag; Clash of Arms had a few of the gigantic SYW games done.  The GDW games were somewhat light, and not very colorful, and the COA games were just too big for me to want to play beyond a “once in ten years” mega effort.   So SYW battles were largely virgin territory in the wargame world at the time – and nothing out there hit the sweet spot for me.

I loved the S&T Napoleon Quad games – not for any strong attempt at “simulation,” but for their good playability and reasonable “big picture” depictions.  I got the idea to develop a system for a SYW battle that was a notch heavier, gave a nod to Linear warfare aspects without getting consumed by them, and – as all my reading made me realize – covered the crucial Approach Marches that so much determined the eventual outcomes of the battles.  This could be captured in a Battle/Approach March split start/length format; it would let players  (and ME!  I solo 95% of my games)  get a battle done in 3-4 hours, and a full Approach scenario in 6-7.  That would give the wargame world a Seven Years War battle (or eventually, 8 battles) they could play frequently, and finish in an evening, along with good variability due to the Approach March version, and numerous optional additional “forces in the area” augments to change things up.

And, to date, 25+ years later, there still isn’t much else in the light-moderate SYW battle system niche, so I’m glad I did it!

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Brad Johnson

Q1 I know this is a survey about first designs, but I'd like to say that the first game of any type that I helped get to a point where it felt "done" was Sword of Rome (GMT Games, 2004), which was designed by my friend, Wray Ferrell, and published by GMT Games.  I became the developer of that game after the original developer, Volko Ruhnke, was forced to withdraw due to work obligations.  Wray was very open to my feedback during the development and playtesting process and I feel that I contributed some significant elements to the final design.

This is important because it not only cemented my friendship and design partnership with Wray, but also established a relationship with GMT Games for both of us that gave us a platform for serious consideration of our future designs.  Sword of Rome directly led to the first of my own designs that I was able to get to "done" -- Time of Crisis (2017), which was co-designed with Wray Ferrell and also published by GMT Games. 

I had previously dabbled in many different personal game design projects for decades, since I was in high school, and none had ever advanced from being a collection of vague ideas to the point where I even had a playable prototype.  I must confess I tend to have a wealth of ideas but a relatively low drive to actually work through the difficult parts of the design process.  I found that having Wray as a partner, another person to whom I could feel a sense of obligation for finishing the project, was key for me to be able to work through that difficult process.  Plus, two heads can definitely be better than one when it comes to brainstorming solutions for thorny problems.  Nonetheless, it ended up taking us multiple years and many iterations to bring Time of Crisis from the initial idea to a game that was ready to play.

Q2 A somewhat lengthy chain of personal events, if I may be indulged:

I was never terribly interested in history through my high school and college education.  Although I certainly played and enjoyed a variety of historical games during those times, including such classics as Diplomacy and Civilization, none really sparked a true interest in history until I experienced Republic of Rome from Avalon Hill in 1990.  I had never seen a game quite like this, that really made history come alive for me.  Coincidentally, a novelization of the years of the Roman Republic leading up to the Marian-Sullan Civil Wars was then published in the US in 1991, and this book kindled the fire of my interest in Roman history. 

Within a couple years of that, the internet was really taking off for broad public use and I joined an online game of Republic of Rome.  I first encountered the name Wray Ferrell in that game, whose Eagle faction formed an alliance with my Wreath faction, although we did not carry on any communication immediately after that.  The next games that fascinated me were We the People (Avalon Hill, 1993), which introduced me to card-driven games, and then Hannibal: Rome vs. Carthage (Avalon Hill, 1996), which became for me the ideal product of CDGs and Roman history.  I soon started playing online games of Hannibal, and in the type of coincidence that feels like the universe is trying to tell you something, my first randomly-assigned opponent was Wray Ferrell.  Due to our shared love of Rome and card-driven games, plus a general similarity in temperament, Wray emailed me his initial draft ideas for Sword of Rome, seeking feedback.

After the success of Sword of Rome, Wray and I discussed what would be our next project.  We both had been considering the concept of a grand strategic game covering the entire fall of Rome, as a "book-end" to Sword of Rome (which originally had the working title, The Rise of Rome.)  We quickly settled on that as our theme of choice, but what about mechanics?  Around that time, Dominion (Rio Grande Games, 2008) had been published to great acclaim, introducing the concept of a deckbuilding game.  I proposed merging two modern classics, card-driven wargames and deckbuilding, to create a new style of game (although obviously many others had the same good idea, and games such as A Few Acres of Snow (Treefrog Games, 2011) beat us to publication by quite a few years.) 

Our first proof of concept was a fast prototype to use a deckbuilding and card-driven action design to play a game chess (predating For the Crown by Victory Point Games (2011)).  That successfully gave us the seed of the triple action point system in Time of Crisis.  We brainstormed through a number of failed iterations which made us realize that the enormous scale of centuries of the Roman Empire was just too much for the game we envisioned.  Wray suggested reducing the time scale to a more constrained period and proposed the Crisis of the Third Century, about 50 years of some of the most tumultuous Roman history.  This proved to be the key to making the game more manageable and approachable. Despite that, we still needed to playtest our way through many incremental iterations before we finally arrived at the Time of Crisis that was eventually published by GMT Games.

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Brian Asklev

Q1 I started out with Nothing Gained but Glory (GMT Games, 2010) in the Musket and Pike Battle series.

It was an easy starting point as a designer as it was a game in an existing and well-functioning series so the only things I needed to worry about was order of battle and map research and how to translate that into a classic hex and counter system with as few special rules as possible (although I can certainly be argued if I was successful in keeping the number of special rules low😄).

Q2 I was at the time super enthusiastic about the Musket and Pike series, and as a Dane interested in the military history of the 17th century there were just a lot of battles that were obvious candidates for that game series. But since must of the literature on them were in Danish or Swedish it was hard for me to push the series designer to do them, and in the end he persuaded me to give it a go myself - and since then I have been unable to stop designing wargames 🙂

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Brian Train

Q1 The first complete wargame I designed to the point where it felt done was Pusan Perimeter (Schutze Games, 1999), in late 1981. It was a regiment-division scale game on that early phase of the Korean War, when the UN forces were backed into that small corner of the Korean peninsula.

I was still a new wargame player, so the rules were somewhere in between Avalon Hill Blitzkrieg (1965) and simpler SPI.

I remember playing Patton's 3rd Army (SPI, 1980) (the issue game in Strategy and Tactics #78) at the time and drawing some inspiration from its chrome.

I thought I had invented the idea of "secondary Zone of Control", in a rule where a US division could interdict enemy movement two hexes away from its location (I was thinking about its ability to use divisional artillery and spotter aircraft locally). Turns out I hadn't; years later I discovered something like it had been done in James Dunnigan's Bastogne game from 1969.

It was completely hand-made: hand-typed rules (6 pages); hand-typed and drawn chart and table (one of each, 1 page in all); hand-coloured map with photocopied hand-drawn hexes; hand-made counters (about 85).

Obviously only one copy exists and even it has lost the counters.




Photos courtesy of Brian Train.

Q2 When I was a kid one of the books my father had on his shelf was This Kind of War, the famous if impressionistic history of the Korean War by T. R. Fehrenbach.

 The edition he had was the 1964 Cardinal paperback version, a thick one with really nice maps inside of the different situations and phases of the war. I pored over it.


I don't know who made the maps but they featured map marking symbols for the military units on them, and there was a guide in the back to reading them. This is where I learned my NATO symbols, at age 10!

Anyway, the map of the Pusan Perimeter seemed to me to capture an interesting battle quite neatly... the forces were arranged in a more or less rectangle so would use up most of the map-sheet, it was a tense situation overall with the North Koreans at the end of their tether and the UN forces badly battered. And best of all, both sides got to attack in order to make a good showing in the game, which also had a time limit of September 15 when the Inchon landing turned everything on its head.

All in all, I think I made a simple game about an interesting situation.

It was not the first game I made an effort to distribute or publish, that came later... in 1999 I did dress up the game considerably and clean up a lot of rules and OOB problems, and it was published in very limited quantities by Schutze Games of Australia. People seem to like it!

From the very beginning of my playing wargames in 1979, I noted a lack of games on the kinds of conflicts I wanted to play, namely post-WW 2 conflicts.

This was 1981 and there were few if any Korean War games available, still less any that focused on the tense Pusan Perimeter phase of the conflict.

So, though it would be another 10 years until I designed my next games (Civil Power (BTR Games, 1996) and Power Play, (Schutze Games, 1998)) I already had a taste for wanting to design on topics that no one else had touched, just because I wanted to see more of what I wanted to play in the world.

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Brien J. Miller

I played my very first wargame in 1969. It was Midway (Avalon Hill, 1964) and I was at a friend’s house in Guilford, Connecticut. At the time, I lived in Branford, the town just west of Guilford, where I had met my friend in junior high. At the end of our junior high school years, his family moved to Guilford, so on Saturdays I would bike over to meet up with him.

It was at his house that he brought out a series of games. Midway was one of them, and another was a baseball game, one of the early versions before more complex games appeared later. Nonetheless, I was immediately taken with Midway. I had been a ship model builder since I was probably twelve years old, so seeing the top-down images of the ships—and discovering both the U.S. Navy and Japanese Navy ships involved in the battle—was a major attraction.

I later went on to obtain games of my own. The first was one I found at a flea market in New Haven, Connecticut: the very first edition of Gettysburg, (Avalon Hill, 1958), which used long counters and a square grid rather than hexes. That would have an influence years later when I began designing games of my own.

Throughout high school, I acquired more games and played them with other friends, notably Avalon Hill’s Waterloo (Avalon Hill, 1962). At about the same time, one of my relatives introduced me to the television show Star Trek. I had already watched a lot of science-fiction programs and movies, including Lost in Space, but it was a major motion picture that locked in my interest—continuing to this day—in astronomy and spaceflight: Stanley Kubrick’s masterpiece, 2001: A Space Odyssey.

Star Trek, however, offered a different vision of the distant future. By this point I had also become heavily involved in playing games from Simulations Publications Inc., or SPI. I had the idea of taking the rules and design concepts from SPI’s USN (SPI, 1971) and applying them to a Star Trek-like science-fiction game—although, of course, entirely in two dimensions.

This involved an elaborate hand-drawn map. At the time, even though I was only a sophomore, I was already taking drafting at the senior high-school curriculum level because I had come into it with a strong graphical and artistic ability. I took large pieces of cardboard to make the map base, sprayed them black, then dashed white dots across the surface to create a star field. I went back in afterward and hand-painted or drafted the planets and systems that the ships could travel to. I did much the same thing with the counters, except that I hand-painted every one of them at half-inch size, which was something of a challenge.

I also managed to type out the rules derived from USN, modifying them as I went. It is worth remembering that this was at a time when there were no personal computers and certainly no voice-to-text entry. Everything was typed on an old-style manual typewriter.

The rules were probably never truly complete, and the game was really designed for me, although I shared it with my friend in Guilford and a couple of other friends in Branford. It wasn’t really a finished, playable game, but it set the table. It gave me my first taste of what designing games could be like.

That was actually my first “design.” It would be some years before I tackled a title intended for publication, in the early 1990s. Prior to that, I had written and submitted additional rules for SPI’s monster game War in the Pacific (SPI, 1978), adding a detailed submarine component. I had long recognized that it was the United States Navy submarine force that was primarily responsible for devastating Japanese merchant shipping through an extended campaign that ultimately helped break the economic system sustaining Japan’s war effort.

Those rules were never published, although I did receive a thank-you note from SPI. More importantly, the effort gave me considerable experience in creating and inserting complex rules, along with playing-piece artwork, into an existing game design. That, too, would have a significant influence on my later published work.

In the years that followed, I started my own publishing company, Games USA, where I published the first two titles in my Eagles of the Empire game system: the 1812 Napoleonic battle of Borodino (Games USA. 1994) and the 1807 battle of Friedland (Games USA, 1995). I then joined forces with Avalanche Press to publish the third title, covering the 1807 Battle of Eylau [Eagles of the Empire: Preussisch-Eylau (Avalanche Press, 1999)].

Collaborating with Avalanche allowed me to contribute to a number of their designs, most notably the War at Sea games, for which I designed and graphically executed the counters and maps, as well as a number of charts and tables. I supported a good number of titles with Avalanche, and the work received very positive reviews.

While collaborating with Avalanche, I returned to the submarine campaign concept I had originally developed for SPI’s War in the Pacific and began turning it into a fully standalone game. The design synthesized the storytelling of Clay Blair’s deeply researched Silent Victory with a little-known work by Dr. Robert E. Kuenne of Princeton University, published by Yale University Press, titled The Attack Submarine. Kuenne presented a statistical analysis of the submarine as a strategic weapon of war, capable of strangling an enemy’s shipping and supply lines rather than simply being used against other combat ships.

In the modern age—particularly following the first generations of nuclear submarines—the strategic circumstances changed considerably. The Soviet Union, for example, did not present the same sort of strategic maritime shipping network to interdict. But Kuenne’s analysis helped demonstrate why the U.S. Navy submarine campaign against Japan had been so successful, while the German submarine campaign against Britain and, later, the Allied powers ultimately failed.

Synthesizing Blair’s storytelling with the analytics and algorithms presented by Kuenne allowed me to create a design approach integrating essentially data-driven systems with the narrative of the submarine campaign against Imperial Japan. I titled the resulting game Silent War (Compass Games, 2005).

Avalanche showed no interest in publishing the title, although they did provide some early playtesting. Shortly thereafter, I moved on from my collaboration with Avalanche but continued working on Silent War.

In the early 2000s, I was contacted by one of the founding members of Compass Games, who had seen discussions about Silent War on online forums. He expressed interest and invited me to meet with them. At the time I was living in New Jersey, but I had an opportunity to travel to Windsor Locks, Connecticut, where I met the three founders at the Hilton Hotel at Bradley International Airport.

It was there that I showed them Silent War, and they immediately decided they wanted to publish it. During those discussions, I suggested several changes, primarily moving to larger playing pieces—because gamers were getting older—and using long counters for the submarines, which would allow more detailed images of the boats to be placed on them.

Compass was ecstatic about the idea and gave me full control over the final development of the game, its graphics, and the overall product design. I also provided Compass with their logo and what became known as “the boot,” the black bar at the bottom of most of their game boxes containing the logo and company name.

So, from a never-completed and never-published space game, through the self-published Eagles of the Empire series, collaboration with Avalanche Press, and finally several published titles for Compass Games—not to mention all the additional graphical design work I did for other Compass titles—the journey through game design has been a lot of fun, and one filled with some really good folks.

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Bruce Harper

Q1 My path to game design was unusual (I think). I played the original Avalon Hill Rise and Decline of the Third Reich (Avalon Hill, 1974), and at one point I wrote a long letter to them with numerous questions about the rules (back in the day when that was the procedure). I also suggested that maybe the Western Allies should be allowed to grant aid to Russia through an Allied-controlled Turkey.
I received a reply to all my questions, including a notification that my Turkey suggestion would be included in the next edition of the game. That seemed very cool!

A year or two later, the person handling the Q&A for Third Reich (Larry Bucher) asked if I would take over his duties. I agreed, and became the answer person for the game.

I found that many of the questions stemmed from gaps in the rules, and when this occurred, I edited the rules.

Over time, I began to edit rule paragraphs where no one had (yet) asked questions, although the rule wording invited them.

Finally, I began to consider substantive rules changes (i.e., changing a rule which seemed to have an obvious omission or inconsistency).

This led to the fifth edition of Third Reich, then Advanced Third Reich, then a Pacific version (Empire of the Rising Sun (Avalon Hill, 1995)), then finally A World at War (GMT Games, 2003).

To your questions: I think A World at War is close to being "done" now - the game covers such a broad topic (all of World War II) that there is always room for some improvement. Thankfully, that is very rare.

Q2 The topic was more or less an accident, as described above.

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Bruce Maxwell

Q1 As a child and teen during the ‘70s and ‘80s, I was fascinated by warfare. I built huge numbers of plastic kits for planes, tanks and warships. This led to playing wargames, with a particular interest in modern warfare. I bought every game that SPI published covering a possible NATO/Warsaw Pact conflict. One of those games was Würzburg (SPI, 1975, which was a simple game published as part of SPI’s first Modern Battles (SPI, 1975) Quad. I played that game until the ink began to wear off the game map.

As fun as the game was to play, the game system was quite simplistic. I began to think about how I could make the game more realistic. That led me to working on a set of House Rules, and that in turn birthed the idea that maybe I could design a game from the ground up to more accurately model how I thought modern warfare actually worked. I bought blank counter sheets and blank maps and spent the next eight years working on this game as my primary hobby. I called it “Bear & Eagle.”

I ultimately ended up working for SPI, and when it went bust, the design team moved to Victory Games. That led to Victory publishing a second design I had been working on, NATO: The Next War in Europe (Victory Games, 1983). And that release opened the door for me to publish my first design (and first love), Bear & Eagle. When West End picked up the game, they asked me to change the name to Air & Armor (West End Games, 1996). And that is the story of how my first design got to market.

Q2 Like most children who grew up during the Cold War, the threat of nuclear annihilation focused my attention on the heavily armed standoff in Europe. I did not so much pick the topic as the topic picked me. I always saw a wargame as a challenge. Could I be the better general? And there was something about proving that I was a good enough general to hold off the “Soviet hordes” that really drew me in. It was just natural to want to create a game where I could practice that art.

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Carl Fung

Q1 The first wargame design I completed was Goose Green (Multi-Man Publishing, 2023) for TCS [Tactical Combat Series] back around 2002. At the time, I was just "a guy" who played wargames and enjoyed The Gamers series of games. I had lots of concepts of designs, some of which eventually also got fleshed out into finalized designs like Valley of Tears (Multi-Man Publishing, 2023). Goose Green was the first one I completed and submitted to Dean Essig. It sat in the queue for years until it was finally picked up to be formally developed. It was released in 2023. This shows how long a game design can sit in statis, with no guarantee that it'll be published.  I'm lucky in designing games using The Gamers series of games as the series rules allows a core base of rules in which to build new designs with the series rules as a base. I don't need to design from scratch concepts like ZOC or combat as it's all built into the series rules. I just have to focus on the game specific topic, historical map, Order of Battle, and other historical tidbits.

My first published game, however, was Iron Curtain (Multi-Man Publishing, 2020). I learned a lot from that experience, which carried onto the design and development of other games, which included Goose Green, which required refinement before it was published.

Goose Green in play (Courtesy Mike Riley, BGG).

Q2 I designed the game after reading the book Goose Green by Mark Adkin. The narrative immediately struck a chord with simulating the action in Tactical Combat Series. After sizing out the map, it fit perfectly on one map. The book contained a lot of detail which helped translate the history into a game design, from the Order of Battle, orders issues, enemy positions, intent, reinforcements, and even alternate reinforcements for what ifs. The book was supplemented with additional sources and feeds with my notion that heavy research is necessary to design a game.

All of the topics start with a book or simply just being fascinated by a battle or campaign. During the initial research, a topic will either garner a lot more interest and want me to dig more and more, or it will peter out as I will find shortcomings where it might not work out as a game. Game designs need to strike the balance of historical accuracy, playability, and fun. There should be something that both sides need to do. Static or stand and die battles aren't fun and may not offer interesting choices for one side. The reason why we remember certain game experiences was because of the events in the game, not necessarily that it captured perfectly a battle that might otherwise have been dull to play.

Certainly familiar battles (think Gettysburg, Waterloo, and Battle of the Bulge) make for more popular games because they are familiar to well-read and amateur historians alike. There is nothing wrong with that because each game will have its own spin and interpretation of the battle, and hopefully they are well researched using the latest there is to learn. Historical research evolves over time. We are still learning new things about WWII, so familiar topics don't necessarily become trite. Unfamiliar topics can likewise be interesting, given their newness to players. Yet there might be a reason why there's not a lot of games on the Madagascar Campaign in WWII.  Fascinating for it being unknown, but playability-wise, it might be entirely dull.

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Carl Paradis

Q1 Definitely my first-ever published Wargame, No Retreat! The Russian Front (Victory Point Games, 2008). So much so that I’m currently putting the small finishing touches on the final “Designer’s Edition” right now, almost 20 years later, and it will not differ from the original version by very much. That must be a sign, right?

Q2 Well, I always considered myself as a Gamer first, Designer second. The WW2 Eastern Front has always fascinated me (that, and the Napoleonic period), but I never was fully satisfied, by far, by the countless designs on the same topic. I then tried to playtest and offer input to some future games made on the East Front, but I was never taken seriously.

So, being an engineer by trade, I naturally decided to make my own game. Then I got bitten by the “game-designer Bug”, and the rest is history! But my main love is Napoleonic's; Eastern Front WW2 was just more easy and convenient to make first. And I waited a long time since then before making my new big move: A huge series of Napoleonic battle games, called Battle Commander, or I should I say “Black Powder” games, as the series will cover other periods too.

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Carlos Diaz Narvaez

Q1 The question touches on something important: the feeling, as a game designer, that the game is already finished. In that case, I must say that it was an early version of what would later become my game La Carga de los 3 Reyes (NAC Wargames, 2025), which I simply called La Batalla de las Navas de Tolosa. I actually created it almost at the same time as another game about General Custer at Little Big Horn. I’d say both were among my first games that already had a clear identity as finished games.

I felt that the games had substance, with good rules, a well-defined and consistent combat system, and that the people who tested them were interested in continuing to play them and found them quite enjoyable.


Q2 Focusing on Las Navas de Tolosa. The initial motivation that led me to work on this game was that, as a kid, I collected all the wargames from the NAC (Nike and Cooper) brand, and I managed to get everyone except for one that was advertised as being about that very battle. I spent years looking for it, but there was no way to find it anywhere. I thought it might never have been published, even though I’d seen a photo of the game box, and over time those suspicions proved true—there was only one prototype copy.

Anyway, I decided to create what I’d longed for so much, and that was what sparked my interest in that battle, until it ended up becoming my first published game as well.

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Charles Vassey

Q1 It was an expansion to S&T's Battle of Borodino (SPI, 1972) sent to SPI in the early Seventies.

First complete game was I think a tactical game on Marston Moor in my magazine, Perfidious Albion.

Q2 Books, always books. Borodino because of Chris Duffy's book [Borodino and the War of 1812], and Marston Moor because of Peter Young's [Marston Moor 1644: The Campaign and the Battle].

I read a lot of books and probably store a lot away in my head (though much trickles out of my ears) but the true spark is where a rule system I have played (which suffers from the same memory issue) cross-pollinates a book I have read. I usually start by using someone else's game even if in the finished product there is little left of the original.

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Chris Janiec

Q1 My first historical game was a Mystery Rummy variant called Piltdown Man, with eight of the plausible perpetrators of this early 20th Century hoax as the suspects.  I sent a prototype to the publisher of the series, who declined to accept it.

My first true wargame design was a prequel to GMT's WW2:  Barbarossa to Berlin (GMT Games, 2002) called WW2:  Appeasement to Apocalypse.  It was designed to be played either as a stand-alone or to segue into BtoB.

Of note, both were derivative rather than "clean sheet" designs, though both featured original elements.

Q2 In both cases it was because the subject matter interested me.  Famous hoaxes, particularly when unsolved as Piltdown Man was at that time, are always fun.  And the plausible alternatives in the run-up to World War II and its early stages provide ample grist for a good game that can also provide a variable starting point for the rest of the war.

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Claude Whalen

Q1 My first game design was Kernstown (Revolution Games, 2019) for the "Blind Swords" system. I had done testing for the system and when an opportunity came along to design a game, I took it.


Q2 I've always had an interest in the American Civil War and Kernstown had two battles on the same field. It also was the closest battlefield to my residence so I could get there and back in one day. I was able to carefully walk most of the field and that really gave me a feel for both battles.

I also had dealt with the system designer, the cartographer and the company owner. All these things made my first design an enjoyable experience and I've never looked back.

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Inspiration and intent in wargame design – Appendix: Survey responses, part 2

 


As part of the survey conducted for the article recently posted on A Fast Game, I sort permission to publish each designer’s response in a follow-up post. I didn’t anticipate the number of respondents, or the weight of text contributed (all up, around 37,000 words), so what had been envisaged as a single supplementary post will now be split over three posts. I encourage anyone interested in game design to read through these contributions. Some are brief, others quite long but all are worthwhile.

I have decided to present the collected data in alphabetical order by first name, in keeping with the taxonomy used by Boardgamegeek.com. This raises my librarian hackles, but it seemed to make sense while collating the data during analysis, and at this point I no longer possess the wherewithal re-format the entire set.

The respondents were asked to offer answers to two questions:

Question 1: What was your first wargame (or historical game) design; not necessarily your first published game – that you worked up to a point where it felt “done”?

Question 2: Why did you pick that topic or historical situation to make a game about?

In most instances, I have numbered the responses. Some respondents didn’t strictly follow the two-question format and answered in a more free-form manner. In these other cases I have dispensed with the question number schema.

For ease of reading, this appendix has been broken down into five parts. The other parts can be accessed using the links below:

Part 1    Part 3     Part 4    Part 5

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Clint Warren-Davey

Q1 The first game I designed to completion was Werwolf: Insurgency in Occupied Germany, 1945-48 (Legion Wargames, 2025). This was also the first of my games to be signed up with a publisher, Legion Wargames. I had wanted to make games since I was a child - I fell in love with Warhammer, Talisman and Axis and Allies. But the 2021 COVID lockdowns gave me the time to actually do it seriously. I had also recently been introduced to the COIN series (through Cuba Libre (GMT Games, 2013) and only just learnt about the Werwolf insurgency in Germany, so the timing was right. It was a real labour of love. I've play-tested it more than any of my other designs (40 times at least) and it remains one of my favourite games to play for fun.

Q2 The topic is a weird one. Alternate history, occupied Germany, 1945 to 1948. Basically, the idea is Hitler has seriously funded the Werwolf insurgency, the atomic bomb has been delayed and the occupation of Germany has turned into a guerrilla warfare quagmire like Vietnam or Afghanistan. Plus there is the incipient Cold War tensions between the Western Allies and the Soviets. I chose this topic because it's so weird and because it is a twist on the classic World War Two setting that simply hasn't been done before. In fact the setting got more interesting the more I fleshed it out. I settled on four factions - the Allies, the Soviets, the Werwolves (die-hard Nazi insurgents) and Edelweiss (anti-Nazi German insurgents who still want the occupiers gone). Each played totally differently. I also came up with a large deck of event cards, and figured out how the personalities and events from the time might fit into this different historical timeline. To put it simply, the game was a big project, but the setting was interesting enough to sustain my motivation for roughly two years of serious design work.

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Dan Bullock

Q1 No Motherland Without: North Korea in Crisis and Cold War (Compass Games, 2021) was my first project and my second publication.

Q2 As a historical CDG modeling a cold war, I had hoped it would have an easier time finding publication than other non-kinetic subjects for games that I had on my wishlist. This choice didn’t pave an easier path toward publication. Pitching a game about North Korea also highlighted a number of issues with the historical corner of the hobby, namely the lack of diversity in topics, the emphasis on American/Western European subject matter, and the scarcity of substantial development of published games in the historical corner of the hobby.



The only companies in 2016 to pitch were wargame publishers, and all wanted a Next War style game about an escalation of hostilities with DPRK. When I pitched to a very well-known wargame publisher, he reviewed my prototype and pointed at a portion of the game board that detailed defectors and elites within the country, remarking “Defectors? Who cares about that?”

My follow up design was a 2p game about the years leading up to the Islamic Revolution in Iran. [1979: Revolution in Iran (The Dietz Foundation, 2021)]. Because player roles were two different groups of Iranians, I didn’t bother pitching wargame companies again, opting instead to find alternative options in nonprofit publishers, university press, self-publication, and overseas publishers. It also led me to serve on the board for SD HistCon’s Summit Award, start my own publishing company, and to start a podcast interviewing designers of historical games exclusively.

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Dan Fournie

Q1 My first wargame design was First Airborne Task Force (listed on GMT 500 in 2020 and then published by Worthington as Drop Zone: Southern France (Worthington Publishing, 2025) as my 6th [published] game).

Q2 My father (who passed away in 1983) parachuted into France on 14 August 1944 as the FABTF spearheaded the "2nd D-Day" invasion (Operation Dragoon). In 1984, while serving as an infantry officer in Berlin, I travelled to Provence and walked his drop zone and the battlefields he fought on. I have researched his campaign for the past four decades, and it was the obvious choice for my first game. I worked on the game for over a decade, and the game mechanics of the final product are greatly changed from the original prototypes. The OB and understanding of the combat actions changed dramatically when I came across the US Army interrogation reports of many of the key German commanders.

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Dave LeLacheur

Q1 In my case it is the first one published: Blitz! A World in Conflict (Compass Games, 2015).  Having been a part of the Australian Design Group team (World in Flames family of game) for 35 years, I’ve long been trained in the idea that every design is subject to being updated and improved later on.  So I had not previously had “finishing” as a goal.  It was nice to get Blitz! done, and also have gotten done Lightning Strikes, which should be out next year via Compass Games.

Q2 The Blitz! project had begun at a time when we had young kids and I had much less gaming time than previously.  Playing a full game of World in Flames (Australian Design Group, 1985) is a fascinating and challenging gaming experience, and also one that will take 75-200 hours of your life.  That wasn’t happening, so I approached ADG owner Harry Rowland about creating a simpler version of WiF that was playable in <10 hours.  It took about 10 years to get it right and find a venue to publish, but eventually Bliitz! got to the finish line.

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David Gómez Relloso

Q1 My first design was Crusade and Revolution: The Spanish Civil War, 1936-1939 (Compass Games, 2013). And it was also my first published title.

It took almost ten years from the time I started working on the game until it was released. At first I had no intention of publishing it. I simply wanted to create a game tailored to my tastes about a topic that interested me. Without any rush, it was a slow and meticulous process of study, development and, above all, many tests.

I played the game with friends and later presented it in many different conventions. I also sent playtest copies to clubs, obtaining valuable opinions and feedback. There came a point when I was satisfied with the game's final result. People asked me about publishing it, so I offered it to different companies. Multi-Man Publishing was interested and it entered the P500, but it did not achieved enough support.

Later Compass Games accepted my offer and, after several months of development, “Crusade and Revolution” was published. It was well-received and sold out, so in 2013 the second edition arrived, in which 4Dados collaborated with Compass Games to release an edition also in Spanish.

Now the game is out of stock. I recovered the rights and NAC Wargames showed interest in publishing a new edition, with a completely new art, both in English and Spanish. We are working on it and I expect that it will be released in 2027.

Q2 I was interested in the Spanish Civil War (1936-1939). I wanted to play that theme on the board, but at that time (around 2003), there wasn't a wargame that convinced me, or the older ones weren't available. So I decided to create my own game.

At that time, I was in love with Paths of Glory (GMT Games, 1999) and it seemed to me that its mechanics would fit very well with a conflict like the Spanish Civil War, more similar to the First World War than to the Second. I started by researching the topic by reading dozens of books. Then I moved on to the arduous task of design.

Having a game system helped me a lot, but achieving an accurate historical simulation and a balanced gameplay was laborious. I enjoyed the process, learned a lot, and was able to meet many wargaming enthusiasts, some of whom are now my friends.

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David Kershaw

Q1 Aged about 17 or 18, me and a friend designed Saxon Shore, a game about the struggle among the various successor states in Britain after the Romans left. It sort of works, if you lean heavily into the narrative!

Q2 Largely the theme was so compelling - my friend had a copy of some old chronicles written by monks (Peterborough Chronicles I think) which were so vague at times and often had utter nonsense in them, such as Dragon sightings, which were nonetheless very real to the people at the time. The game was based around this, hence the leaning heavily on the narrative elements which I have tried to continue in many of my games since.

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David Thompson

Q1 The first design I started on, though it wasn't the first published, was Undaunted: Normandy (Osprey Games, 2019). The design for it started in 2014, and the design work I felt was "completed" by 2015, but it wasn't published until 2019. In the meantime, I had other historical games publish first (Castle Itter (Dan Verssen Games, 2019), Pavlov's House, Dan Verssen Games, 2018)).

"Achtung! Scharfschütze!"

Q2 I began playing board games around 2011, and I knew immediately that I wanted to try my hand at design. I was working on a few different game ideas in 2014, when I moved to Cambridge in the UK with my family. Our first vacation was to Normandy to visit the D-Day beaches. My maternal grandfather was part of the 30th Infantry Division, which landed on Omaha Beach a few days after D-Day. I knew when we were visiting Omaha Beach that I wanted to design a game to pay tribute to his memory, and that game would eventually go on to become Undaunted: Normandy.

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Didier Rouy

Q1 My first published game was Auerstaedt 1806 (Socomer Games, 1989), in 1989 per BGG, first of a series of games regiment-scale on Napoleonics called the Vive l'Empereur series. My eleventh game of the series will be published by Legion Wargames soon. The system has evolved over the years, but the basics are still the same, it got a little more complex but I added mostly clarifications and optional rules, as I prefer the players to play the core set of rules and add whatever they want. The system has been "locked" since the first game, but became final after, say, four or five games.

Q2 I make 100% of my games on the Napoleonic era, because this is what I know and like best. So much choice in battles, diversity of situations and armies, I made games from the smallest (Auerstaedt) to the biggest (Leipzig) battle, as I felt not limited by the size of the games once we created Pratzen Editions. Leipzig has 10 maps and 6 counter-sheets. At first, the choice of games were in the medium size, like Eckmühl, Hanau, with one or two maps, then they got bigger, because why make only small battles if you can make big ones :-) My incoming game will be Wagram, the second biggest battle of the era. I made games on other scales two, campaign level (the flight of the Eagle) and a tactical system (The eagle fights). Even a siege game (Danzig, part of the three battles in Germany set). The only part of Napoleonics I don't feel comfortable is the naval operations, there are good games already.

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Don Herndon

Q1 The short answer to question 1 is that No Peace Without Spain (Compass Games, 2011) was/is my one and only game design.

Q2 [The following is an extract from an article by Mr Hernrdon marking the tenth anniversary of the publication of NPWS in Paper Wars, Issue 103 (Compass Games, 2021). Thank you to Mike Anthony (@MeamderingMiike of YouTube fame) for his assistance sourcing the material].

How did it all start? Miniatures! Like many historical gamers, I've enjoyed both boardgaming and miniatures for many years. In the 1990s, I had the opportunity to Play War of Spanish Succession miniatures games in Charlotte, NC with Jim Brokaw and a great group of friends. Jim not only sculpted and painted his own line of 15mm miniatures (Editions Brokaw), but had custom-built a 12\x 6' contoured table, scratch built houses, trees, you name it. He'd written his own rules, which provided my first real exposure to the type of warfare practiced in the early 18th century - platoon versus volley fire, sword versus pistol-firing cavalry, and so forth. That positive experience led to the collection of a few books on the subject, which traveled with me to Atlanta, GA, where I still reside.

The next moment of inspiration came in 2003 when Phalanx Games published Age of Napoleon by Renaud Verlaque. It's a very innovative and entertaining design, and I was intrigued by its ability to simulate the entire Napoleonic Wars of 1805-1815 in a (long) single sitting while including politics, army reforms, tactical elements, etc. Looking at No Peace without Spain and Age of Napoleon side by side, you'd be hard-pressed to see any similarities, but the fact remains it showed me that a decade of war  with multiple factions could be made into a 2-player game that didn't take dozens of hours to play.

Finally, there was Ed Beach's Here I Stand, published by GMT Games in 2006. For one thing, I and thousands of players obviously based in BoardGamerGeek ratings consider it one of the best wargames ever made. And here you see a bit more genetic lineage for NPWS!, with it's colorful point-to-point map, generic strength points, army leaders, and simple multi-dice combat resolution.

That takes us to the mid-2000s, and I wanted to play a strategic/operational on the War of Spanish Succession but could find anything at the scale or level of complexity (low to medium) that I was looking for. So I s=decided to design one and grabbed my books. I honestly had no thought that it would lead to anything, much less be published, but I had a vague notion it could be used  as a miniatures campaign system for the local Atlanta gaming group.

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Enrico Acerbi

Q1 My first game design was Calatafimi 1860, a battle between Garibaldi’s troops and the Bourbons in Sicily. I chose it because I had found the exact order of battle and because I had already played some simple SPI games from the ’70s. It was just an experiment that I revisited in the latest issue of my fanzine, No Turkeys!

Q2 I basically chose that battle because it was an Italian battle and I am Italian, and because it was a period very similar to the American Civil War, so I could draw inspiration from the mechanics of US games.

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Ernie Copley

Q1 My first wargame title was The War: Europe 1939-1945 (Compass Games, 2012). I had played Bruce Harper's A World at War (GMT Games, 2003) many times, and Advanced Third Reich (Avalon Hill, 1992) and Rise and Decline of the ThirdReich (Avalon Hill, 1974) before that. Bruce is a gifted designer, and AWAW is a fine game, IMHO. But I wanted put my own spin on a monster WWII strategic-level game. I wanted to see if I could do better. I leave it to gamers to decide whether I succeeded or not. In effect TW was what I wished the old Avalon Hill Rise and Decline of the Third Reich had evolved into.

Q2 The choice of topic was easy - I'd played big strategic games like Rise and Decline of the Third Reich since the 1970's. I was at that time my favorite genre. Since TW was published in 2012, followed by the The War: Europe 1939-1945 –Expansion Kit (Compass Games, 2017), and then The War: The Pacific1941-45 (Compass Games, 2021), I've pretty much done the big WWII design gig, although I don't rule out ever doing a TW Second Edition someday. Since 2020, I've focused on smaller games like my forthcoming Breakthrough Russia (Compass Games, 2025). All of my games so far are from Compass games. Stay tuned for more to come.

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Fabrizio Vianello

Q1 Being a self-publishing designer, my first design matches with my first published game: 1985: Under an Iron Sky (Thin Red Line Games, 2018).


Q2 There was actually no plan. My small wargame group had a fervid interest into the cold war, and played The Next War (SPI, full campaign mode, at least once every two years.

As the result was almost invariably a crushing Warsaw Pact victory, my main wargame buddy and I decided to develop an updated version, taking into account the changes in strategic situation, weapon systems, and military doctrine that happened from 1978 to 1985. The result was a much more balanced game, more centered on the air war, and with NATO having a serious chance of defeating the Warsaw Pact.

At the same time, we published a detailed blog about our current The Next War campaign, with a marked military style, lots of maps, and narrative accounts of specific events of the campaign.

The blog had an unexpected success, so I decided to self-publish our updated and renewed version of The Next War. As they say, the rest is history.

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Fernando Sola Ramos

Q1 My first published wargame was Panzer: Game Expansion Set, Nr 4 – France 1940 (GMT Games, 2019). Yes, I know, it’s not a wargame 'made from scratch', but rather an expansion of an existing game using a well-tested rule system.

However, I consider that, despite that 'shortcut', Panzer Expansion 4 represented the realization of a long series of modifications, playtests, studies, and searches that I started almost from the very moment I discovered wargames.

My first wargame was Panzer Leader, published by Avalon Hill in 1974. I bought it in 1993 after seeing it countless times on the shelf of the game and comic shop I used to visit in Alicante. Every time I went there, I would stare at that evocative and striking cover artwork, which drew me in like the sirens' song to Odysseus.

After saving up for a few months, I finally bought it. And what I discovered changed my life. Literally. I suppose your first wargame is also your gateway to a new world, and in my case, I entered through WWII tactical wargames. From that moment on, there was no turning back.

And of course, with Panzer Leader being an 'open' tactical wargame that allowed you to create your own scenarios and maps, once I played through all the official scenarios, the next logical step was to create my own. And that’s where it all began.

I started buying history books, drawing my own maps by hand, tweaking rules to make PL more realistic... In the end, I wound up with a set of house rules, hand-painted maps, and scenarios simulating more specific battles—perhaps less 'balanced', but far more historical. But of course, we are talking about the early 90s. All that work never left my house.


And from that point on, my personal quest for the perfect tactical wargame began. During that search, I got my hands on MBT, published by AH in 1989, which I bought in 1996. That game was a major qualitative leap forward compared to PL. The data cards, the armor data for each tank, the effects of each ammunition type... It was amazing! And of course, IDF (Avalon Hill, 1993) soon followed, which used the same system as MBT but was set during the Arab-Israeli wars of 1967 and 1973. IDF featured units like the T-34/85, the SU-100, or the ISU-152. These were WWII models, allowing me to compare the in-game data with their real-world statistics. A new door was opening for me.

At that time, I was a cadet at the Academia General Militar (the Spanish Officer Academy), training to become an officer in the Spanish Army, and I had access to a wealth of documentation on tank armor and the ballistics of various guns and ammunition types. So, I set to work designing my own units using the MBT/IDF frame: Panther, Tiger I, Tiger II, PzKpfw IVH, IS-2, SU-85... I used graph paper to plot the penetration curves of the different types of ammunition of each gun at various ranges, and I created my own Data Cards with the equivalent armor for each tank, taking into account armor thickness and slope data at different angles. I ended up with a good number of units converted to the MBT/IDF format.

However, after my promotion to Lieutenant, my gaming time decreased drastically. And all those projects ended up tucked away in a drawer.

Despite my limited gaming time, my search continued. Panzer Grenadier (Avalanche Press, 1998), Advanced Squad Leader (Avalon Hill, 1985, Advanced Tobruk System, Lock ‘n Load.  Until 2012, when GMT published Panzer 2nd Edition. And when I bought it, read the rules, and analyzed it, I knew my search was over. I had found my perfect tactical wargame.

I bought the first three expansions, which rounded out the Eastern Front 1941-1945 and the Western Front in 1944-45. So, after playing the life out of it, I arrived right back at the same point as I did at the beginning with Panzer Leader: creating my own units and my own maps, but this time to simulate the France 1940 campaign.

Only this time, circumstances were different: the Internet made it possible to share information, discuss games... and talk to the designers. And this time, my work didn’t end up in a drawer. I got in touch with Jim Day, the designer of Panzer, and showed him what I had done. It was an instant connection.

Thanks to the guidance of Jim Day—who went from admired designer to mentor, and from mentor to friend—everything I had once done for myself in other games could now be done for my favorite tactical system, but this time for everyone. But my friend, designing for yourself is not the same as designing a commercial game.

With Jim’s guidance, I managed to transform all those ideas and situations in my head into a set of playable, balanced scenarios and new rules for this expansion, which eventually became Panzer: Game Expansion Set, Nr 4 – France 1940.

Q2 The France 1940 campaign is fascinating in numerous ways. Undoubtedly, the operational side is the most important and the most thoroughly studied. And it was precisely due to the impact and speed of the German victory in that campaign that the myth of the invincibility of German tanks was born.

But when you study the campaign more deeply and down to the tactical level, you realize that this supposed invincibility of the German tank was completely non-existent. In fact, most French tanks were technically superior to their German counterparts. So, what was it that allowed the Germans, at a tactical level, to defeat the French? This is where the magic of the command and control system in the Panzer game comes into play, because it was the use of radios, superior training, and much more highly developed combined arms tactics that allowed the Germans, tactically, to win battle after battle against an army that was better equipped—at least on paper.

And this is the fascinating fact about this campaign at a tactical level. Being able to, or attempting to, simulate this posed a real challenge. And doing so using the Panzer system, working hand-in-hand with its own designer, was, moreover, a dream come true.

The rest, as they say, is history.

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Francisco Gradaille

Q1 My first design was Cuius Regio (GMT Games, 2026), a game about the Thirty Years War. It’s focused on the military aspects of the war and the rest of the elements are abstracted. It’s a hex & counter game that can be seen as operational or as strategic. GMT accepted it quite fast and during its development is when I started other designs such as Plantagenet (GMT Games, 2023) or Onoda (Salt & Pepper Games, 2025).

Q2 It was a mix of two events. At the time I wasn’t a wargamer, I had just started taking a look at that kind of game. I was more focused on GMing role playing games with my friends. We were playing a long campaign that happened during the Thirty Years War and I had done a lot of research to make it as historical as possible, with schemes showing the movements of all armies and main characters of the war year by year and, sometimes, month by month or even day by day. I liked that period because it mixed a lot of military influence but also religion, politics and economy. And the main actors were fascinating.

I also had started listening to board gaming podcasts, and in one of them they did a long review of The Civil War (Victory Games, 1983), The U.S. Civil War (GMT Games, 2015), For the People (GMT Games, 1998) and Great Campaigns of the American Civil War. After listening to that, I thought that the manoeuvres during the Thirty Years War had some similarities, and I started searching for wargames that let me have that kind of experience in that period. As I didn’t find any, I decided to make one myself.

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Francisco Ronco

Q1 I have to divide my production between the older times, when I was a youngster and designed for playing with my friends and the “professional” period I am now developing. When I was 14 I had been playing wargames for more than five years and I decided to make my own designs. I designed six small format games about Little Big Horn, The Marne and other topics I now can’t remember. My first “serious” design was about the 30 Years War. They have never been published. My first professional design was Tomb for an Empire (Bellica Third Generation, 2008), about the war against Napoleon in the Iberian Peninsula from 1808 to 1814. It cost me ten years to finish the game.

Q2 Preindustrial warfare has a special appeal to me. That doesn’t mean I do not like or play other periods – my designs cover from the First Punic War to the Second World War – but XVIII and XIX Centuries warfare is the one a like most, before the machines took their place on the battlefield.

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Fred Schwarz

Q1 My first and only design so far is Air & Armor: V Corps (Compass Games, 2026).


Q2 I was the developer for the first game of the series, Air & Armor: Würzburg (Compass Games, 2024).  I told the designer of the game that we should do the next game covering the V Corps sector and told me to do so.  My motivation was that I was in the US 3rd Armored Division, which was in V Corps,  from 1986-89 and commanded a mechanized infantry company equipped with Bradley Infantry Fighting vehicles. So, I wanted to play out the 'what might have been" battle that I could have fought in.

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Frédéric Aubert

Q1 I designed my first wargame nearly 50 years ago, in 1977. It was actually an adaptation of JP Defieux’s wargame, Napoleon at Austerlitz but simulating the Battle of Waterloo. I created the map, the counters, the player aids, and the rules, and built a prototype. All that remained was to print, promote, and distribute it...

Q2 One of my first bedside books was 20 Years of Glory with the Emperor by J.R. Coignet. I have always loved the battles of the First Empire and the 18th century, with their magnificent uniforms and epic moments.

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Frédéric Bey

Q1 The first wargame I designed, back in 1992, was Bellum Gallicum (Cassus Belli, 1992), a game focused on the Gallic Wars. It featured an original system for managing Gallic rebellions: each year, in one of the major regions of independent Gaul, a tribe would attempt to launch a revolt and be joined by a varying number of other tribes in the fight against the Roman legions. Caesar, for his part, could always count on at least one friendly tribe to keep his army supplied and provide auxiliaries.

As the Gallic player, your challenge was to spread the revolt across as many tribes and regions as possible before the Roman pacification campaign could succeed. The big idea was to create a grand campaign game covering the entire war — a conflict “unlike any other” — with one scenario per year. It pitted two very different opponents against each other, each with their own contrasting strengths and weaknesses.

Bellum Gallicum was a very detailed game — probably too detailed — which is why I eventually released a revised and modernized version twenty years later, in 2012.

Q2 I’ve always been fascinated by Julius Caesar, one of the most compelling historical figures and military leaders of all time. As a Frenchman, ancient Gaul is a subject that particularly resonates with me. We benefit from a wealth of historical studies and rich archaeological evidence, which makes it possible to create a convincing and well-grounded historical simulation.

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Frederic Delstanches

Q1 My first design (if you don’t include the dozen of small attempts I made in my youth at adapting miniature games to hex and counters) was the first edition of 1811: Albuera (Tactical Workshop, 2020).

Q2 It was created because I wanted to improve and streamline on game series like “La bataille” (CoA) or “Jours de gloire” (Hexasim). I first recreated the counters to make the design more accurate with respect to the troops uniforms. Then created a new command system to make the simulation more realistic. The made a new map based on updated historical studies and finally updated the order of battle. In the end, an attempt at improvement on an existing design ended up with a new game and a new game system.

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Gene Billingsley

Q1 My first historical game design was Silver Bayonet (GMT Games, 1990), about the 30+ day operations and battles west of Pleiku in 1965.

Q2 I read a book, Pleiku by J.D. Coleman, that fired my imagination and made me want to learn more about what happened in the epic struggle between the US 1st Air Cavalry and the 33rd, 66th, and 320th Regiments of the North Vietnamese Army (PAVN). The US Air Cavalry, using helicopters en masse for the first time in battle, was employing new operational concepts and tactics involving speed and vertical envelopment to find, fix, and defeat a much larger enemy force. The North Vietnamese were also having to adapt their own operations day by day in the face of new enemy tactics.

You can pre-order a reprint of the 25th Anniversary edition of Silver Bayonets
over on GMT's P500 page. 

The fascinating story of how these forces searched, met, surprised, fought, retreated, and evolved their tactics influenced both sides for many future years of conflict in Vietnam. I found it so compelling - and this was well before We Were Soldiers Once, and Young was published, that I wanted an interactive game that would let me - and hopefully many others explore the topic through the medium of a boardgame. So I created completely new design systems to try to handle the unique aspects of this historic operation and give players that "you are there" immersion into the Central Highlands of the Republic of Vietnam in 1965.

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Geoffrey Phipps

Q1 When I was 11 I used to design games based on the Stratego system, but with air, land, and naval units with a WW2 theme. I made them by hand. They "worked." I restored the rules to the 3rd edition of La Bataille because their ambiguity frustrated my gaming group. I did not do any more real design until Gallipoli.

My first serious game that I pushed to completion was Gallipoli 1915, Churchill's Greatest Gamble which GMT published.

Q2 Because of the history. I am Australian and Gallipoli is a national religion. I have Mons on pre-order because I thought that the BEF in WW1 would interest people. I chose Belleau Wood 1918 (currently in development) because it is the battle that founded the modern marine corps, and I expect it to therefore sell well in the US.

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Gilbert Collins

Q1 My first published design was Mr.Madison’s War: The incredible war of 1812 (GMT Games, 2012). I worked on that game for about seven years prior to 2012 which was the bicentennial of the war and it was quite glad to see it released just in time for that event. It is the title that I'm most proud of.

Q2 I became interested in the war of 1812 when I worked as a guide as a summer job at the "Chrysler Farm Battlefield Park" in Ontario on the Shores of this great St. Lawrence River. I am a resident of Ontario and for us, it is the great war or campaign, or we defended ourselves against invading Americans. For a Canadian, the war of 1812 is the war on the Canadian front since that is what mattered most to us. The battle of Baltimore, the burning of Washington, even the battle of New Orleans, which occurred after the end of the war are all just sideshows to us? Most of those campaigns were undertaken to take the pressure off of Canada.

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Gina Willis

Q1 My first wargame design happened in the late 1980s. I was playing a lot of the SPI Great Battles of the American Civil War series at that time, and I learned that I had a cousin on the Union side who had been killed in action at the Battle of Atlanta.

I didn't know of any existing wargames on that battle. Right around then, I read the first Wargame Design book that was published by the SPI staff. That book really excited me for the way it pulled back the curtain on how wargames in that era got conceived, researched, maps and art were made, and how development and playtesting worked. Suddenly, designing a game seemed like something I could do if I just followed that "cookbook" step by step.

The result was "Rebel Yell," a handmade, tactical-scale game on the July 22 Atlanta battle that was a labor of love -- and that turned out to be fiddly, slow, virtually unplayable and never published.

But this story has a happy ending: Last year, I decided that Hermann Luttmann's Blind Swords system offered an ideal platform to do a *playable* Atlanta game on a tactical scale. Thus was born Nothing But Victory: Battles for Atlanta, July 21-22, 1864 (Revolution Games, ~2027), which is in final art and development now at Revolution Games. You might see it on a playtest table this month at Consimworld Expo, and publication is tentatively expected in the first quarter of 2027.

Q2 My cousin's service led me to read everything I could about Atlanta. The more I read, the more I realized what an interesting and important battle it was. Also, many aspects also made it attractive from a gaming standpoint: A battered underdog Rebel army making a surprise night march and flank attack more ambitious than anything Stonewall Jackson attempted in Virginia; The only battlefield death of a Union Army commander in the war (James McPherson); a Union army that falters and nearly panics, only to be rallied by McPherson's newly promoted successor (John Logan) for an incredible and decisive counterattack that wins the day.

While you're waiting for Nothing But Victory to come out, may I direct you to Ms WiIllis's first published game, A Glorious Chance (Legion Wargames, 


As if that isn't enough, my KIA cousin happened to be in arguably the most elite Union regiment on the field that day: the 66th Illinois Western Sharpshooters. Cousin Charlie Webster and his comrades all carried Henry Repeating Rifles, which they used then and many other times in the Atlanta Campaign to devastating effect. By coincidence, the hill where they deployed at noon on July 22 happened to be near the very spot where a Confederate corps came screaming out of a treeline moments later, to hurl itself against the army's exposed left flank. I believe Charlie fell in that opening phase of the battle. But later in the afternoon, the 66th Illinois was also the tip of the spear in Logan's counterattack to repel a breakthrough in the 15th Corps line. Their recapture of the DeGress Battery of 20lb Parrot guns at the Railroad Cut is the famous pivotal moment in the battle that's depicted in the Atlanta Cyclorama painting at the Atlanta History Center.

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A Fast Take: limiting Command and Control in wargames - part 3

      This will make more sense if you have read the first two parts first. You can find them here and here , respectively. If you hav...