Showing posts with label WWII. Show all posts
Showing posts with label WWII. Show all posts

Tuesday, 4 November 2025

The Endorsement: Worthington’s Pacific Theatre

  

 




The Old School Wargames arm of Worthington Publishing currently has a Kickstarter campaign running for three games in the company’s Travel Games line. I’ve made no apologies for being a fan of Worthington’s output generally in the past; they generally produce really nicely put together games on the rules-lighter side, and that play in between one and three hours, which suits my personal gaming circumstances. Their travel games stick to Worthington’s lane, except they are smaller (about the size of a big pencil case), and tend to play out in a shorter time frame.

Full disclosure: I don’t own any of Worthington’s travel games, and I haven’t had the opportunity to try any out, either (I’ll come back to this). I haven’t promoted their Kickstarter campaigns in the past, but this is a special case. 

Task Force templates for Midway Solitaire. Photos are taken from the KS campaign page.

The current campaign offers three titles covering different aspects of the war in the Pacific; Midway Solitaire (a new title, not to be confused with the solitaire Battle of Midway game released in World at War magazine (Decision Games) in 2017 and repackaged as Midway Solitaire Deluxe in 2021),  a reprint of one of their first travel games, Pacific War 1942 (Worthington Publishing, 2024),and a refashioned Tarawa 1943 (Worthington Publishing, 2021). 

Anyone who has been reading A Fast Game from the start will know that Tarawa 1943 is one of my all-time favourite fast-playing solo games. It’s been out of print for a while, the Worthington folks are innovators, reimagining this classic block game as a small, travel-friendly game with a smaller footprint with cardstock components replacing the blocks, but maintaining the depth and intensity of the original game. 

The refashioned Tarawa 1943 map. Neoprene maps are available for all three games
as add-ons, if that's your thing.

Tarawa is the only one I can speak to personally. There is a wealth of content available on YouTube regarding Pacific War 1942 – a quick search brought up play-throughs by Zilla Blitz and the Player’s Aid, as well as a short review by Grant from TPA. But I can wholeheartedly endorse Tarawa 1943. 

You don’t have to buy all three games – there are options for backing just one or two if you prefer, though shipping overseas favours multiple purchases. At time of posting there is about sixteen days remaining on the campaign, so check it out.




Tuesday, 7 October 2025

State of Play (quick take): The Hunt

 

  

The Hunt: little board, big ocean.


Last Wednesday we lost our Chief of Security to an unseen menace in our third session of Mothership 1E (Tuesday Knight Games). But I’m not here to talk about that.

Last week, our host, B, asked me if I could get over earlier to squeeze in a short game before dinner. After some juggling, I managed to get over about an hour and ten before anyone else was due.

The game on offer was The Hunt (Salt & Pepper Games, 20230, designed by Matthias Cramer and Engin Kunter (now, I believe, Engin Cramer). This was my first play of a Salt & Pepper game. I bought Maurice Suckling’s Operation Barclay (Salt & Pepper Games, 2024) earlier this ear, but alas, haven’t got it to the table yet.

The Graf Spee status display at the bottom edge of the board,
with the Oiler Altmark on station inn hex 24.

Salt & Pepper specialise in small footprint games that offer immersive, out-sized play experiences. The Hunt is a cat-and-mouse game of hidden movement and subterfuge, abstractly playing out the interdiction operations of the over-gunned German cruiser (or “pocket” battleship) Admiral Graf Spee, operating in the South Atlantic during the early part of the Second World War against British commercial shipping. One player plays the Germans, operating the (hidden) Graf Spee and an oiler for resupply, while the British player begins with one task force on the hunt for the German cruiser, and two convoys heading either to or from the United Kingdom. These are the targets for the Graf Spee.

The Cruiser is never actually on the board; it’s not represented by a playing piece. Instead, its location is hidden from the British player, its movements recorded by the German player who each turn writes down the speed (number of hexes moved) and registers the new location (the board’s hexes are numbered). Operations from turn to turn are conducted by playing cards for their points value (or for their event, which will sometimes dictate a number of points the player is allowed to expend after committing the event function). Each player has their own deck of Event cards, and these are also used in combat rounds.

Card sample. These are from the British deck, (pictured top right), and can be used for
their Action Points value, the Event described on the bottom half of the card, or as an
assist to a search (the bottom band with the pictured binoculars and hint markers).

The German player must try to avoid the Task Force (or potentially Task Forces as the game progresses), and attempt to sink the commercial shipping, which it can do by conducting a successful search.

In the space of an hour we managed nearly two games – to be fair, the first game was just three rounds long, resulting in a successful search for the cruiser by the British Task Force. Combat ensued between the Graf Spee and the Task Force, resulting in a win for the Kriegsmarine. We were about six rounds into the second game with maybe another two before things came to a head, but the others were arriving so we decided to pull up stumps.

Task Force G escorts a convoy headed to Britain, sure that
the German cruiser must surely be close.

The Hunt is an engaging game, brilliant in its simplicity and depth of play. I feel like I’m just scratching the surface of what is going on here. I’ll be able to talk more analytically and less gushy about is after a couple more plays, so stay tuned.

 

 

Wednesday, 20 August 2025

Stripped Down for Parts: WWII Commander, Volume 2: Market Garden

  

 

The original photo from which the cover illustration for this game was drawn. 


John Butterfield’s WWII Commander Volume 1: Battle of the Bulge (Compass Games, 2020), was a physical iteration of a computer game by Shenandoah Studios (an arm of Slitherine UL Ltd), which itself was a digital implementation of an earlier unpublished boardgame design. I’m a fan of the game (I’ve written up some AARs, and you can find a review here), and for some time I despaired that the “Volume 1“ in the title was a hollow promise. Well, Mr Butterfield and the good folks at Compass Games have come through with WWII Commander, Volume 2: Market Garden (Compass Games, 2025). 


While not a perfect match, WWIIC: Market Garden’s box front is reminiscent of the Battle of the Bulge trade dress. Compass is always good at defining their series games, and a presentation in general. The cover features the famous photograph of British paras armed with Sten guns (the officer at the back carries a Browning pistol at the ready), picking their way through the ruined buildings of a Dutch town. Like its predecessor, the cover also announces that the game was indeed designed by John H. Butterfield (what game wouldn’t want to boldly declare this), that it is intended for two players and will require between one and three hours of your time.

The box-back. These days every Compass box is a sturdy construction. 

The top of the box-back features a quote I hadn’t come across before; Prince Bernhard of the Netherlands, saying, “My country can never again afford the luxury of another Montgomery success.” It’s a fitting epigram for the situation covered in the game.

The back of the box offers a teaser of the game map and some sample images of the “Premium oversize counters,” shown at pretty close to actual size (I’ll get to both of these in due course) and gives a brief explanation of the situation and the priorities for the two sides. The game-infographic tells us that the scale of the game-map areas (roughly) five kilometres (a tad over three miles) across and the turns are half a day in duration, and that the units are regiment to brigade level. It reiterates the two-player intention of the game, declares the solitaire suitability to be Medium, and advises, in contradiction to the other half of the box, that a game will likely run to 3-4 hours duration. After playing WWIIC: BotB quite a number of times now, I think this is the more trustworthy metric.

Besides the designer, the game credits single out Bob Heinzmann as the game’s developer (an important role in the creation of any game, and one that, to my mind, deserves more recognition), and the artwork was all provided by Bruce Yearian (who never disappoints). The Project Manager at the Compass-end of the endeavour was John Kranz. Mr Kranz, the founder of ConSimWorld.com and the ConSimWorld Expo, left Compass Games some time ago at time of writing, but I anticipate seeing his name name at least a few more games coming out this year or next. Hope things are going well, John.  

Both halves of the box enclosure are solid and, I’m pleased to say, cat-proof. What can I tell you? It’s a box, and we own a cat.

The rulebook. It's well laid out and very readable.

Market Garden's Rulebook is printed on the familiar, heavier-weight gloss paper we often see from Compass and runs to 28 pages. This might have been reduced to 24 with some cramming, but the rules are laid out in a nice, readable sans-serif font (the same as used in the previous volume), with plenty of illustrations and examples. Take out the Cover, Table of Contents/Introduction, components overview, two-page game set-up spread, Designer’s Notes and back-cover Terrain Effects Chart, and the actual rules come to a very easy to navigate 18 pages, which include a list of the differences between the earlier volume and this one.

Sample spread.

The differences between the two games are minor in and of themselves: a maximum two units from each side can be in a single area instead of three; activation is by individual units, not all units in a single area, but if you’re already familiar with WWIIC: BotB, most of the basics will be familiar.  

The game board. Once again, my crappy lighting doesn't do justice to the
stunning and beautifully utilitarian board.

Like its predecessor, Market Garden comes with a mounted map. Like a lot (though not all) mounted maps from Compass, this map-board sits out nearly perfectly flat right out of the box. I don’t know how the manufacturer gets this to work, but I’m hoping they can keep it up.

The Map-board is a full-sized 34” by 22”, a panel-width longer than the 25” by 22” Bulge map-board. The map itself takes up about two-thirds of the board space, with the rest accommodating the necessary Game-Turn and Time tracks and the pendulum Victory Point Track, as well as the Weather Result Table and a copy of the Terrain Effects Chart.

The play area represents the region along the Club Route from Luyksgestel in the south to Arnhem in the north (North is roughly the right-hand map edge). The game begins with paratroop units in place on the board at their historical landing places, catching the local German formations flat-footed. The region covered by the map is divided into areas. In a given activation foot units can move one area, while motorised and armor units can move two, assuming certain conditions are met. This isn’t going to sit well with everyone; I understand some gamers just don’t like area-movement games. Nothing I say here, or anywhere else on A Fast Game, is likely to change their minds on this. But if you’ve read this far, you’re probably not one of them.

The game counters come in two easy-punch counter sheets, and are very nice to use.
They are cut from a good weight board and, at an inch square, are very easy to read.
The Germans come in three greys (identifying their respective formations; the
II SS Panzer, 15th Army, and 1 Parachute Army), While the Allies wear
two shades of green (101st and 82nd), purple and rose (British
1st Airborne and 1st Polish), and khaki (British 30 Corps)

The counters are simple and effective, presenting the Unit name and type, starting space or arrival turn for reinforcements, the unit’s Strength (how many dice it rolls in attack/defence) and it chance of being hit (with a second to-hit for Elite Armor on armored units). And the unit counters are big – a full inch square – and pre-rounded. Some units are represented by multiple counters to allow a granular step loss.

Also included are admin for marking units Out of Supply / Low Supply (for the Airborne units), as well as Turn and Time markers and Weather reminder tokens. The game also features some wooden components that are technically markers but which I will get to shortly.

The German and Allied Orders of Battle. 


Each player has an Order of Battle card, with spaces for each unit and units with multiple counters are indicated by the counter templates showing counter stacks two or three deep. They are laid out with the starting counters in the top section, then grouped below by the turn entry, for ease of tracking. These sheets are a boon and I rejoice any time they appear in a game. I get that some people may find it tedious or double handling, and they do add to the footprint of the game, but I find it easier to stay in the flow of the game when I don’t have to rifle through the reinforcements looking for who is entering each turn – they’re already there and ready to be thrown into battle. Not literally thrown, of course; we're not barbarians - this isn’t Memoir ’44 (Days of Wonder, 2004).

Two identical PACs are provided: no excuse for squabbling.

Market Garden comes with two duplicate Player Aid Cards. The front presents a detailed Sequence of Play and a distillation of the Movement rules. The verso outlines the rules for Combat, Supply, and establishing Victory. At the bottom of the card is a helpful key to reading the counters, and a breakdown of the formation colour-coding and unit types represented.

This is what greets you when you remove the box top.

The game comes with seven dice which, based on my experience with WWIIC:BotB, will be enough for most incidents of battle; actually, given the reduction of units available in a given space from three to two, I doubt you will need to reroll any dice at all in Market Garden.

Two bags of wooden markers also come with the game. The green discs are Area Control markers. In the WWII Commander series, the aggressor marks areas captured and held with these discs. In WWIIC:BotB these were grey and screen-printed with a balkenkreuz; here, with the Allies attacking, a white star adorns the green discs.


Clockwise from top: black "Activated " markers and green Allied Control markers
(both of these are wooden components); seven d10s; and a bag of baggies,
sufficient in number for the needs of the game.

The second set is a bag of wooden cubes. These are used to mark units that have been activated in the turn. Each unit only gets one activation, so a black cube placed is on top after each has acted, then these are cleared from the board in the housekeeping phase at the end of the turn. Both components are very effective in appearance and function and add a measure of gravity to the situation. The purpose could have just as easily been accomplished with extra sheet of counters, but I’m heartened that Compass has persisted with the wooden components.

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That about covers it for WWII Commander, Volume 2: Market Garden. As I mentioned at the start, I really like Volume 1, and I’m very please the promise of a series has come to fruition. Apart from some minor amendments to the rules, Market Garden should keep the best characteristics of its sibling game, fast, engaging play and difficult choices with every turn. But this won’t simply be more of the same; looking at the map I can see different challenges to try to nut out over successive plays. T, my regular opponent, is also keen to give this a try, so look out for an AAR soon.

 

   

Saturday, 16 August 2025

Stripped Down for Parts: Fighting Formations: US 29th Infantry Division

 

  

As I’ve mentioned before, I had a lengthy break in my wargame hobby in my twenties and early thirties, and then I only returned to it slowly, starting mostly with games I already had some familiarity with. One result of this absence was that there were a lot of games that simply passed me by. One of those I missed was Fighting Formations: Grossdeutschland Motorized Infantry Division (GMT Games, 2011). I have a bit of a love/hate relationship with tactical-level games – obviously more love than hate given the number I own – but everything I read about Fighting Formations made it sound like the kind of challenge I’d enjoy. The only thing was nobody had a copy to sell. I searched far and wide; the game must have had a smaller initial release, and while it was supported with an expansion box, Fighting Formations: Grossdeutschland Division's Battle for Kharkov (GMT Games, 2018), I don’t believe it ever got a second printing.*

So, you can imagine my glee when Fighting Formations: US 29th Infantry Division (GMT Games, 2025) was announced in the September 2022 Update email from GMT. As I understand it, a lot of the work had been done by designer Chad Jensen before his – untimely seems too trite a term for such a loss to the hobby, let alone to those who were close to him – passing, and his wife and developer, Kai Jensen and a small, dedicated team have brought the second Fighting Formations to fruition.

Fighting Formations: US 29th Infantry Division was released in January this year, in the same batch of games that saw GMT’s first experiment in cheaper P500 shipping for Australia and New Zealand. This took longer than anyone anticipated, and I received my copy in the first week of July; I mention this not to lay blame, merely to explain why I’ve taken this long to get to the game. Then it sat in a pile with others I wanted to write about for longer than I had any right to leave it, but I’m rectifying that situation now, so there’s that.**


Fighting Formations: 29ID comes in a sturdy 2 ½” box, and has a similar dress to its earlier sibling (there’s a definite family resemblance). The picture on the front includes a Sherman tank, not a normal part of an infantry division, but throughout the war, elements of armored divisions were attached to other formations in a support role, either for specific missions or whole campaigns. There’s a complete Order of Battle for the 29th in the game’s Playbook, with a sample list of attached units, aal of which makes for fascinating reading if you’re that way inclined. But I‘m getting ahead of myself.

Box-back. Full of promise.

The box back offers sample images of a map, cards and counters, along with a brief explanation of the intention of, and thinking behind, the series, noting the game flow, how the orders, initiative and assets work. We also learn the scale is squad and individual vehicle, and 75 yards to a hex, with the turns spanning about five minutes.

The play infographic tells us the recommended starting age is the usual fourteen years and up (I think that's probably true in this case), that this is definitely a two-player game, and that a scenario should run to around two-to-three hours. The difficulty is set at 6 out of 9, and solitaire suitability is rated at 5 out of 9. I’m guessing the slightly higher than median difficulty comes from the innovative, new-to-the-uninitiated concepts like order-seeding each turn, which I haven’t seen anywhere else. As for the solitaire suitability, I’ll get to test that to as I’m sure my first three or for games will be played solo.

The Rulebook.

The Series Rulebook is printed on familiar matt paper-stock (as are the other three booklets in the set) and runs to 28 pages. Of that, six pages are taken up by the cover/Table of Contents, a two-page glossary, a copy of the Player Aid Card and Terrain Effects Chart, and a helpful Summary of Orders on the back cover; the actual rules run to a quite manageable, helpfully illustrated 22 pages.

Sample page from the Rulebook. Clear, uncluttered writing with lots of illustrations.

The rules are clearly presented, with useful pictorial examples. At first blush, I think I’d drop the difficulty quotient to a 5, but I haven’t got the game to the table yet, so there’s probably something I haven’t picked up on my cursory read-through.

The Scenario book.

It’s always heartening when a new game’s scenario book is longer than its rulebook. This volume of Fighting Formations comes with thirteen scenarios and a “Scenario 0” introductory situation (don’t be put off by this; it may be a learning scenario, but it still packs in some vehicles and heavy fire-support weapons, so you’ll get to know a lot of the moving parts quickly).

This is how to lay out a scenario.

The scenarios nearly all covered on two-page open spreads (nice to see common sense prevailing in layout). The biggest scenario, #13 – Hedgerow Hill, runs to a third page, while the introductory scenario managed to squeeze into a single page. The back cover has a duplicate of the Summary of Orders from the back cover of the Rulebook; two copies – no waiting.

 The Playbook. Lots of interesting reading, and a bibliography.

As alluded to earlier, Fighting Formations 29ID comes with two more booklets; a Playbook and an Examples of Play book. The Playbook contains everything you might look for in a playbook other than the actual example(s) of play. Coming in at 32 pages, this is the longest of the booklets, and it packs a lot in. Here you’ll find the 29ID Exclusive Rules and an optional Events rule (eleven pages in total), a four-page Order of Battle, six pages of Historical Notes, two and something pages of Scenario design notes by John Foley, a concise bibliography, and a two-page index for the Playbook and Series Rulebook combined. The back cover also presents the same Orders Summary featured on the Rulebook and Playbook, so there’s really no excuse for not finding a free copy during play.

The super-useful Examples of Play book.

The twenty-page Examples of Play is exactly what it says on the can. Rather than a run-through of the first two or three turns of a game (as enjoyable as these are), this book offers a series of game examples focussing on the basic functions of the game; Orders, Command & Activation, Movement, Op. Fire, Fire Arcs and Pivoting, Direct Fire, Rally, Advance, Melee, Barrage, and Assault. Except for Orders, Command & Activation, and Assault (one page each), each example gets a two-page spread, with illustrative, easy-to-read examples. This is an exemplar of how examples of play should be presented, and I can see myself going back to this book often.

Seven map sheets in total, all double sided. The numbering is not consecutive; Map 3
is the verso of Map 1, while map 2 (the first large-format map in the sequence) is
on the reverse of the PAC-inclusive map for Scenario 0 (top-right).

Fighting Formations comes with maps. Lots of maps – fourteen in all. However, there is one mistake on the box-back parts manifest (this is corrected in the manifest featured on the second page of the Playbook); it states that there are six 22” x 34” back printed map sheets included. This isn’t quite right. There are six maps on three 22” x 34” map sheets, and another eight maps on four 17’ by 22” map sheets. So, each scenario has its own map.

The Scenario 0 map, complete with all your tracking and reference needs. 

Except this is also a little misleading, in terms of map size. The introductory Scenario 0 is played on a map on a 22” x 34” sheet, except the play area is 17” by 22”, straddling the map sheet and bracketed by copies of the Players Aid Card (PAC) and the Terrain Effects Chart (TEC) on one side and the Track Display on the other. Lay that one out that under a sheet of plexiglass, punch out the necessary counters, and you’re ready to go.

Map 9, a good example of the 17" by 22" sized maps. Still plenty of room for
manoeuvre, and a challenge for both attacker and defender..

The hexes on all the maps are large, roughly 1 ⅓” across. This roominess lets you place the counters side by side in the hex, so you’re not rifling through stacks, much like in Mr Jensen’s other, more popular tactical game series, Combat Commander (GMT Games).

Scenario 2 - Purple Heart Hill's 22" by 34" map. Hedgerows anyone?

Fighting Formations possesses a family resemblance with Combat Commander in several aspects, including the art style of the counters and the approachable layout of the rules and charts, but it’s most evident in the maps. I may be in the minority here, but for my money, Combat Commander has the best design approach for WWII tactical maps, conveying varying terrains without creating clutter. The same is true for Fighting Formations; the scale has grown from 100’ to 225’ per hex, but the maps still retain that clean, unequivocal presentation of the situation on the ground. These will be a joy to play on.

Counter sheets 1 & 2 US units with a few Limies thrown in. 


Counter sheets 3 & 4. American and German units. The circular red markers are
draw-chits for the optional Event rule. 
 

The game comes with six counter sheets, each sheet being a mix of unit counters and administrative markers. The leg units are ⅝”, while the vehicles are double width (the larger hexed mean these just take up more real estate within the hex, rather than straddling two hexes like the bigger ship counters in Flying Colors (GMT Games, 2003).

Counter sheets 5 & 6.

Like the maps, the counters in Fighting Formations owe something to the Combat Commander counters  in terms of artwork and general style. the Leg units are a forgiving 5/8” and quite readable, with the aforementioned double-width counters for vehicles and towed guns. The counter mix also includes a variety of terrain markers, covering entrenchments and hardpoints (5/8” hexagonal), Mission/Tactical Command markers (5/8” circular), and a plethora of administrative and current-state counters (all ½” square). The counters are printed on brown-core cardstock of an ever-so-slightly lighter weight than some sheets I’ve seen from GMT lately; not drastically thin, but they should be eminently clip-able. I can’t fault any of the design choices for the counters; the troops and vehicles are presented in sensible shades of green and grey (eight attached British vehicles come in a traditional khaki), while the admin markers are shaded to stand out without being too jarring.

The Direct Fire PAC (above, with the Barrage tables and procedure on the reverse
 side), and The Terrain Effects table (with the Melee tables on the verso).

Now we get to the cardboard components. Fighting Formations comes with two Player Aid cards, one boldly marked Player Aid, and the other more discretely titled Terrain Chart.  The Player Aid offer a short explainer/reminder of the use and effects of Sighting Markers and the various types of Fortifications available, the procedure and die-roll modifiers (DRMs) for Direct Fire Attacks, and a list of Special Actions (available to Fresh units only). The verso offers the Barrage Procedure and Table, as well as the Accuracy Grid (a diagram for establishing which points on the map receive incoming artillery or Close Air Support fire).

The Terrain Chart does what it says on the can; it lists the various types of terrain units may encounter on the map, and articulates the effects those features will have on Leg, Tracked and Wheeled units in terms of movement cost or prohibition, what level of Cover they will offer, and their effects on Line of Sight, as well as any other pertinent information (in the Notes sections for each terrain type. This appears to be clearly presented and should head off a lot of potential confusion at the table. The obverse of the TEC presents the Melee combat Procedure and Tables (yes, plural – separate tables for German and US units engaging). In all cases – Direct Fire, Melee and Barrage – the Procedures set out on the cards are clear distillations the rules; they appear straight-forward and easy to comprehend and apply, though, to paraphrase a familiar quip, no instruction, however carefully prepared, survives contact with a green player. That said, I’m feeling more confident going into Fighting Formations than I might facing some games for the first time.

The very long Track Display: an elegant solution to the problem of multiple
tracking requirements.

The Track Display is one more thing echoing Combat Commander; an 8 ½” by 22” panel designed as a ready reference for all your game’s tracking needs, that will fit nicely next to the long edge of a half-sized map, or along the short edge of a full-sized map. This is the engine-room of the game. The Track Display records the progression of game turns on the Time Track, Command Radius for each side on the Command & Control Track, available orders on the Order Matrix, and which side holds the initiative at any given time via the pendulum Initiative Track.

The Order Matrix - keeping things interesting.

Each scenario sets out the initial placement of the Initiative Pawn (starting player), the Turn (limit) and Sudden Death markers, allocation of Order Cubes on the Order Matrix (though these will often be placed randomly), Command Radius Markers, and whether the Victory Point marker is required. Personally, I like a game that manages to pack as much in the way of charts and tables onto the map as possible, to avoid having to constantly switch focus between the tabletop and the PACs or off-board tracking. But since this is a series game with interchangeable maps, Mr Jensen has provided the next best thing, a single tracking locus designed to practically be a part of the play area (as he did with Combat Commander).

The German (left, with the Fate Card showing) and US Asset decks still in their
plastic wraps. I promise to show off some of the cards with the first AAR.

Fighting Formations is a Card Assisted game; each side has a deck of Asset Cards. These cards represent support a given side can call upon through the course of a game, such as artillery or mortar support, smoke screening, or anti-tank apparatus. The cards are numbered, and some cards are usually allocated by this designation to each side in the scenario instructions (these make up the players’ starting hands). These are activated during play by executing an Asset order. Further Asset Cards may be drawn from the deck through the course of the game by executing Support orders.

A Fate card is also included in the set. This is a shared resource; the scenario will dictate who starts the game with it. That player can pass it over their opponent to cancel a failed order and re-roll, and that player can use it at any time while in their possession. If the game ends in a tie, the Fate card serves as a tie-breaker, the holder winning the game.

Wooden Order Tokens and an Initiative pawn (bottom of the bag), five kinds of dice,
and enough baggies to keep everything tidy.
 
This was something I wasn’t expecting; Fighting Formations uses a veritable Noah’s ark of dice; the game includes d6s, d8s, d10s, d12s and d20s, all in pairs. The only one I’m sure of off the bat is the d20 for artillery dispersal, having noted the guide illustration on the Barrage Procedure PAC (that is a lovely random placement model that doesn't require multiple rolls). There always seems to be pressure on designers to keep things in their games like dice functions simple; just one or at most two types. I for one appreciate when the right tool is used for the right job, rather than shoehorning different probability-schemes into a 2d6 bell-curve. I’m looking forward to discovering the uses for all of these as I dive into the game.

The wooden components for use on the Track Display include ten cubes for marking out the orders available on the Order display (plus one spare cube), and a pawn for tracking the ever-shifting Initiative between the players (Turn marker and other tracking markers are included in the counter mix).

Fighting Formations also comes with a good number of baggies, for which I’m always grateful, although I’m not sure if they will be the best solution for storing the units and markers for this game. Looking at the six counter sheets, I think it might be a hopeful to think they’d fit into two GMT counter trays, and three may just make the lid sit up a shade. This might be the game that prompts me to try Cube4Me’s trays. They already have a storage solution marked out for Fighting Formations on their website, and they’re quite reasonably priced. If I go down this path, I’ll be sure to offer my thoughts in an After Action Report or the eventual game review.

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This has been a fairly superficial look at Fighting Formations: US 29th Infantry Division.  There is still a lot to read and digest, counters to punch and clip (and house), and a couple of solo runs before I’m confident enough with the game to share it with others. I expect I’ll find more to talk about in an AAR or two. As I’ve already mentioned here, I’ve been looking forward to this game since it was first announced. Time has not been on my side of late, but this will be going to the top of the to-be-played stack.

 

* Responding to a Facebook post about reviewing the counters for this Fighting Formations release, I asked Kai Jensen about the likelihood of a FF: GMID reprint; she indicated that it wasn’t locked-in, but a possibility (maybe a probability – at this distance I can’t quite remember). So, fingers crossed.

** I’m playing catch-up with unboxings and AARs for a number of reasons. Lack of material is definitely not one of those reasons.

 

 

Blog Note: a recent arrival

   I’ve been a little quiet on A Fast Game of late due to a combination of circumstances; my wife’s aunt and uncle are over from England at ...