5/30/2007

MS Surface…So What Am I Supposed To Be Excited About?

Filed under: — Scott @ 9:16 pm

So the big news today is Microsoft unveiling “Surface“, a touch tablet PC that looks like an arcade cocktail cabinet from the ’80s and only costs a measly $10K. Sure, it’s sorta kewl but I have to admit that I just don’t get the reaction I’m seeing from boardgamers.

From the folks at BoardGameGeek:

Board games as software will be cheaper to develop and distribute- you can play over the internet using a common board- instant set up- saving a game- so the 6 hour game of Die Macher becomes two 3 hour blocks. The list goes on and on.” (Emphasis mine)

Am I missing something? Doesn’t a boardgame, once it reaches a digital screen, become a computer game?

Heck, why don’t publishers just do that now? Think of all the trees that could be saved if only every boardgame publisher just started putting out digital games instead of cardboard!

Even wargamers over at Consimworld were getting into the act, under a posting entitled “The Future of FTF Wargaming?” Strange that all I ever hear about is people bitching and moaning because they don’t play FtF wargames anymore because it’s too hard to find an opponent. But having a touchscreen computer in your living room will improve that, right? Oh wait, you’re going to play it online, which is obviously impossible to do right now. If only there was a way to play online boardgames…hold on a sec! Can’t you use Cyberboard or VASSAL? Damn, I forgot, you need to use a *gasp* mouse to play. Better wait for Surface so you can move your units by touch.

I’m not trying to come off as a cranky bastard here (really!), it’s just that this is one of those things that I file under “Ehh”. Color me unimpressed. When we start jacking into computers and moving things with our minds, then I’ll be impressed.

-Scott

5/25/2007

Thirty years ago today…

Filed under: — Scott @ 11:21 am

Star Wars was released.

I remember seeing it about every day that summer, and then once school started again on weekends. Seems like it was in the theaters forever, although my recollection may be hazy. And even though Star Wars quickly spawned all those marketing tie-ins that everyone was cashing in on (one bizarre memory was being dragged along by my mother to go shopping for fabric, and the fabric store was selling Star Wars action figures) I don’t think anyone knew how big it was until Empire came out. We saw it on opening day at Phipps in Buckhead and there was already a looooong line, including campers, before us. That’s when the realization of what Star Wars was really hit. A geek movie that could be appreciated by non-geeks. How often does that happen?

Will there ever be another movie that impacts popular culture like Star Wars did? Sure, movies keep getting bigger, and it seems like every new release breaks some sort of record, but none have even come close to being as globally influential as Star Wars. You gotta feel a little sorry for the kids today whose first experience with the franchise was Episode I.

-Scott

PS: Without Star Wars there would be no Chad Vader. If you have not seen the CV episodes, be sure to check’em out, they’re some of the funniest and most professional Star Wars fan films I’ve seen.

5/24/2007

Could Episodic Gaming Revitalize Wargaming For the General Gaming Public?

Filed under: — Scott @ 4:21 pm

A relatively recent trend in computer gaming is the episodic game; short games, often part of an overarching storyline, purchased cheaply via a download. While there have been failures (the relaunch of SiN, but then again did anyone really want SiN relaunched?) one particularly successful episodic series has been Telltale’s Sam & Max.

Now what’s interesting is Sam & Max is an adventure game, a genre generally seen as extinct by the industry. So, if Sam & Max can gain widespread mainstream acceptance could wargaming do the same?

Step One: The Little Game Engine That Could

While computers are capable of creating wargames that are not easily done on the tabletop (i.e. the ProSIM line does a wonderful job of this), for this system you’d want to keep it simple. Hex maps, combat results tables, ZOCs, and so forth. Basically create an engine that could handle most of the games from the ‘70s and ‘80s. Allow the engine to be flexible enough for scenario designers to implement new features and chrome depending on the game. For example, a squad level game would need opportunity fire, while a strategic game would not.

Step Two: Learning The Ropes

You know those wargames that would teach their rule system by a series of graduated scenarios, with each scenario incorporating a little more of the rule set? Same idea here. You create a series of demos (you could probably even do it in Flash) that teach new players the core mechanics. Since every game uses the same basic engine, players would only have to learn the unique properties of the various episodes.

Make these tutorials easy to pick up. One thing I’m sure that scares off newcomers to wargames is the perceived complexity, yet all wargames share enough core traits that once you learn the basics you open up a whole world of games.

Step Three: Vanilla Is Good

The subject matter should be familiar material. Save the exotic themes for the hardcore. Make games on conflicts going on today, or World War II. Once people develop an interest in historical gaming they’ll seek out the lesser known conflicts themselves.

Another idea is to tie it into educational projects. If Canadian schools are buying copies of “An Inconvenient Truth” by the truckload, why wouldn’t they purchase other entertainment, such as a computer wargame on the War of 1812?

The series could hook up with a school system and create a multitude of episodes for their history classes, or perhaps team up with a television documentary and create wargames based off the television episodes.

Step Four: The Price Is Right

Each episode should contain one scenario, a couple of variants, and the ability to play either against the computer or other opponents. That’s certainly no worse than most magazine games. Sell an episode for $10 a pop.

Remember microgames? Consider the episodic wargame the microgame of the 21st century.

So, what d’ya think? Could self-contained $10 wargames garner interest in folks who would normally not wargame? Would the educational tie-in help?

5/23/2007

Beauty and the Beast

Filed under: — Scott @ 5:40 pm

Last week I got Avalanche Press’ Austerlitz 1805, designed by Rob Markham. Nice system (leader activation, bucket of dice combat resolution as usual with an AP product) but what really impressed–and frustrated–me is the map.

Maps in wargames (traditional, not computer) tend to fall into four categories: grid, hex, area, or point-to-point. Sometimes you may have a combination. Generating a new map style is tough because really, you don’t need to go outside the types I just listed.

Austerlitz 1805 uses an area movement system. Nothing new there. What is new though is that the areas are broken down in such a way that not all your counters will fit in them, unless facing a certain way.

The game uses a combination of long counters representing infantry divisions, and smaller counters for other units. So, if you want to put your units on the slope overlooking the village of Welatitz the counter must be parallel with the slope, not across it.

What this does is turn a traditional two-dimensional map into a three-dimensional map. Much like playing a miniatures game, the player cannot only think in terms of movement cost, but whether his units can actually occupy the physical space.

Beautiful! Granted, outside of linear warfare this type of map won’t make a difference, but for Nappy wargaming, it’s a really cool idea.

Now for the beastly side. Visually, the map resembles an old school AP map, so it’s nothing to get excited over, and the muted color scheme definitely doesn’t help.

But the worst thing about the map is the fact it’s printed on what appears to be the same type of paper used for posters! I think your average magazine is printed on thicker paper. Within five minutes of opening the box I had already put a four inch long rip in the map, just by trying to unfold it! And once open expect to spend quite some time trying to remove the creases. I never thought I’d be one of those wargamers investing in plexiglass, but it looks like that’s about to change…

The 18th and 19th Century Battlefield

When I walked out my door yesterday morning I was immediately greeted by a thick haze covering the landscape, accompanied by a pungent odor one associated with burning leaves. I thought the neighborhood was on fire, but it turns out that it was simply the smoke from the wildfires in the southern part of Georgia. Living in north Georgia, hundreds of miles away from the fires, it was a rather amazing experience.

That got me thinking about the battlefields of the 18th and 19th centuries. Can you imagine what the air must have been like with thousands of men lining up and blasting away with muskets?

One thing that is rarely addressed in wargaming is the sensory experience. Battlefields are full of sights, sounds, and smells, and yet all those factors come into play only occasional. Now true, I don’t know how some could come into play, such as smell, but when you hear stories of pilots in the Pacific smelling the rotting corpses of the island dead below as they flew over, it seems like it should at least be noted.

Or what about noise? In the typical game units follow orders in clockwork fashion, but how many orders have been mistaken in the din of battle?

5/22/2007

[Army Group Kitchen Table] Blackshirt: The Italian Invasion of Egypt, 1940

Filed under: — Scott @ 7:28 pm

Blackshirt: The Italian Invasion of Egypt, 1940 (BSO)

(Note: While the official homepage of BSO games, the site is rather behind and does not even include this title. Worse, it’s a Tripod site. You’d sorta think Richard Berg would have a better site. Anyway, onto the review!)

Sardine Cans Eastward!  Initial setup of Blackshirt.

Blackshirt: The Italian Invasion of Egypt 1940 is the latest WWII game from Richard Berg’s BSO line of DTP wargames, following on the heels of his Sicily invasion title, Bitter Victory (and yes, Avalanche Press also has a game called Bitter Victory). Both Blackshirt and Bitter Victory share general mechanics, and so players of one game will be able to easily pick up the other game, and vice-versa.

This is a two player game (one player the Italians, the other the British and her allies) covering the period from the initial invasion of Egypt by Italian forces, to their historical rout by Commonwealth forces in February 1941.

The Italian player has a tough task ahead of him, softened slightly by the victory conditions. If the Italian player is able to have at least one in-supply unit within Egyptian borders by the last turn of the game he wins. He can also win at any point by occupying Mersa Matruh with an in-supply unit, though this is a rare situation. The Commonwealth can achieve an instant victory at any point by capturing Tobruk and Bardia (and he doesn’t even have to keep the occupying forces in supply). He also wins an instant victory if he can put all the Italian units out of supply during a turn.

There are eleven turns in Blackshirt, with each turn representing two weeks. A hex covers 8.5 miles, and units represent battalions to divisions, with both single step and double step counters.

BSO games tend to fall on the high end of the DTP scale, both in terms of production and cost, and Blackshirt is no different. For your money you get a single sheet of counters that need to be mounted, six pages of rules, two cardstock sheets of cards to be cut out, and one 11”x17” single sheet map.

Blackshirt’s map, by Pascal Da Silva, is a thing of beauty. It easily stacks up against any “professional” game map, and towers over the typical DTP map. Da Silva also did the map for Bitter Victory, which is another excellent map, and far more impressive than the Avalanche Press map on the same subject. The only issue with the map is the choice of the area depicted.

On the western side of the map the southernmost village is El Grein, seventeen hexes from Tobruk, which occupies the very northwesternmost hex. The southeastern side is barren desert. Due to very strict Italian supply rules the chances of any Italian unit operating in the southern half of the map is practically nil. The Commonwealth have slightly looser supply rules, and could potentially use portions of the southern map to advance beneath the Italians, but probably won’t. In a typical game most of the action takes place along the coastal highway between Solium and Sidi Barrani, not in the south. As such, it probably would have been better to alter the scale and concentrate the map on the north half, rather than encompassing the area portrayed.

The counters unfortunately don’t live up to the same high standards as the map. Purely functional, they are simply NATO icons with combat and movement points on them. Granted, sometimes counters can get a little too busy, so for most folks the counters will probably be just fine but personally I wouldn’t mind seeing some tank silhouettes at least.

The cards are nice though. Each side gets ten cards to use during play, allowing players to modify situations. Unlike the cards in Bitter Victory these are in color, at the expense of someone forgetting to include cut lines, so be careful when slicing them up.

While Richard Berg is known for cumbersome mechanics, Blackshirt plays pretty straightforward, and can make a good introductory wargame to entice new gamers into the world of wargamers. Of course, if you want them to keep playing wargames you probably don’t want to stick them with the Italians. With lots of subpar units (like oh, an entire army of them) the morale of the Italian player will be tested throughout the game. Unfortunately, there’s no bordello counter to help out.

The sequence of play goes as follows:

1. Initiative Determination. High roll goes first, automatic Italian initiative on the first turn.
2. First Player Resource Phase. The player pulls a random resource counter from his pool.
3. First Player Activation Phase. Player checks his supply, moves and attacks, removes interdiction markers, discards cards.
4. Player two than repeats steps two and three for his side.

For both players the resource phase is by far the most important phase of the turn. The amount of resources gained will often decide the tempo of the turn, and forces a number of decisions on the players.

Resources are gained through a pool of six counters. Each side has their own counter pool, and are radically different. The Commonwealth player has one counter worth 4 resource points (RP), four that are worth 3 RP, and one worth 2 RP. The Italian player has one 3 RP counter, three 2 RP counters, and two counters worth 1 RP. Each turn one counter is pulled from the pool and the side gains that number of RPs in the turn. RPs can be spent immediately, or accumulated turn to turn.

With a single RP players can do the following: bring in one reinforcement, restore a reduced unit to full strength, build a fortification, or draw a card. So, do you add to your force pool, refit your broken units, or draw some cards? Or maybe save your points for a rainy day?

The Commonwealth player, averaging more RPs a turn than the Italian player, can be more liberal with his application of points. For the Italian player, final victory often means carefully considering the use of each and every RP. Is it more important to keep the units on the front lines functioning at peak efficiency, or should you bring in more units in an attempt to overwhelm the Commonwealth? Or, should you invest in cards, which can truly sway a battle?

Cards are a constant siren song for the Italian player. As mentioned previously, each side has a deck of ten cards. The cards are reshuffled at the end of every turn, and a player may only hold two of them at a time. The cards available to each side are similar, but not exact, such as the Commonwealth have more air support cards than the Italians, but the Italians have more artillery cards.

The proper card at the right time can really save one’s bacon. For example, the air support card works in two ways. The first, it interdicts a road and prevents supply from being traced on it, which can cause great grief to the Italians.

For an unit to be in supply it must be within eight movement points of a primary road and that road must trace back to a supply source, and also the road must be free from enemy ZOCs. Supply can also be traced to within eight movement points of a supply source, which for the Italians means Tobruk and Bardia, while the Commonwealth player’s supply sources are any controlled city , or the road hex beneath Mersa Matruh. Because the Italian player is restricted to two city supply sources their operational limits are entirely dependent on the coastal highway. Cut the highway with an air support card and suddenly the Italian push comes to a screeching halt.

This leads to the second use of the air support card. An air support card can also cancel the effects of your opponent’s air support card. As the Italian player do you spend RPs trying to acquire the air support card to prevent the Commonwealth player from using his? And if you do have it, do you attempt to put his units out of supply, at the risk of having your card negated by the possibility of his use of air support?

After the decision to spend RPs is made the phasing player moves his units and makes his attacks. This is standard stuff, with motorized/tank units exerting a ZOC that halts movement of opposing forces. Combat takes place between adjacent units, and occurs last in the phase.

The combat procedure involves a bucket of dice technique. Real gamers love the feeling of slinging half a pound of plastic across the table, fondly remembering their days casting fireballs as a high level wizard in 1st edition D&D, so this is a welcome combat resolution method. The only downside is that since the Italians have a lot of units with low combat scores you really don’t end up throwing a lot of dice.

Every unit has a combat strength, and one six sided die is rolled for each point of its combat strength. Terrain and cards will reduce the number of dice in the pool. Units designated as “heavy weapons” (i.e. tanks) hit on “5” and “6”, while “small arms” hit only on “6”s. Some cards will alter the type of roll, such as the Commonwealth “Anti-Tank” card that changes all Italian heavy weapon dice into small arms dice.

The first hit will cause one unit to be reduced (player who scored the hit chooses which unit takes the hit), while hits above the first are distributed by the player being scored upon. These hits can be taken as damage, or as retreats. If negating a hit with a retreat the unit must retreat two hexes.

Since the combat system allows units to exchange hits for retreats, expect to see a lot of running to the hills. Much like the actual desert war, battles tend to see-saw across the map, as players attempt to preserve their best units. The Italians’ strongest unit is a 3 strength armor unit, and then a whole lot of 1 strength units. The Commonwealth player has a British 3 strength armor unit, a number of 1 strength units, but also plenty of 2 strength units.

It should also be noted that the Italians have more units that can only be used in defense (with a 0 strength on the offensive, 1 on the defensive) than the Commonwealth. Oh, and if that’s not bad enough, Italian units, which already have a worse movement factor than the Commonwealth forces, end up with an even worse movement rate when reduced. Ouch!

Yes, it’s tough being the Italian player. The key is to remember that all you need to win is to make sure you have one supplied unit inside Egypt on the last turn of the game. Sure, your army is probably annihilated by that time, and Rommel is on his way to clean up your mess, but a victory is a victory. It may not be glorious, but winning doesn’t have to be pretty.

The victory conditions is one aspect of Blackshirt that keeps it playable. As the Commonwealth player it seems like you have an easy path ahead. You have better units, more resources, and the ability to operate much freer than the Italians. But if you don’t keep an eye on the turn track all it takes is one Italian unit to win the game.

What truly makes the game playable, and definitely engaging, is the resource allocation. You’ll never have enough points to do everything, and so you must operate like a triage. Who can be saved, and who’s a hopeless cause? Are the points better spent refitting the units that took a beating in the last combat, or should your bring new units onto the map? Cards are always helpful, but are they helpful enough to spend points on that turn? Do you save up in preparation for a massive offensive, or use them all now?

Blackshirt is a good example of making a seemingly lopsided campaign playable, and even fun. With low unit density, and clear, concise mechanics, games can be completed pretty rapidly, allowing for multiple plays in a day. The number of decisions players will have to make also creates a high level of replayability, as multiple options are explored. The game even comes with solitaire rules.

All in all, Blackshirt is a good game on the war in North Africa. The fact that most games on the subject start off after the events portrayed in Blackshirt, also makes the game welcome. Fast, fun, and playable, there are worse ways to drop twenty bucks

Finnish War Movie

Looking at someone’s con pics in Finland I came across this album, which appears to be the making of a movie on the Continuation War’s battle of Tali-Ihantala. You’ll find some rather cool tank pics in the album.

Tried to dig up info on the movie, did see one forum post from I think ‘04 saying it was supposed to be released in ‘07. Anyone from Finland know the status of it?

5/21/2007

Repeat After Me, Starcraft 2 Is NOT A Wargame

Filed under: — Scott @ 6:26 pm

One of my favorite ways to clean house is to gather the anarchy that is currently bothering me and then pack it away in a box. Then, sometime in the future, I’ll get the bug to sort through said box and toss about half of it. Mostly though the boxes just collect in a spare room. Needless to say, a fire marshal would not like my abode.

The great thing about the procedure is that I often forget what I put into the boxes, and so when I do get around to delving into their mysterious world I sometimes experience the joy of reacquainting myself with things I’ve forgotten I owned. Basically, like the saying goes, what’s old is new again.

A recent venture into the deepest, darkest boxes of the Krol household brought forth the PC version of Temple of Elemental Evil. I remembered playing it when it first came out, and knew I never finished it, but I couldn’t recall what prompted the removal of the game from my hard drive. Maybe there were too many other titles competing for my attention, maybe I was just too busy, I don’t know.

Thirty minutes after reinstalling it I remembered why I gave up on it. The damn thing was an exercise in save/reload/save/reload. My first-level party would die from being sneezed upon, tripping on their bootlaces, and once by a killer butterfly. At one point in the game I even had a Girl Scout chop the head off my paladin party leader and wear his skull as a hat across three kingdoms. It was brutal.

Off the game went once more from my computer. Egad, what a frustrating experience. But then again, so are most computer RPGs. Thankfully I was a pen and paper RPGer first, computer RPGer second.

When I first started playing RPGs the idea of playing one on a computer wasn’t even in the picture. This was 1979 and a computer wouldn’t enter my life until two years later.

The early years of role-playing were, in retrospect, pretty awful. One of the very first game sessions was at elementary school with my gifted class. The teachers, Mr. Walker and Mr. Eubanks, were both huge gamers and our classes were primarily occupied with board games, or the puzzles out of GAMES magazine. When Dungeons & Dragons started to hit big we organized a session after school. With everyone being a relative noob one of the teachers spoke to a fellow teacher at the high school and recruited a high school kid for DMing that was supposedly already familiar with the system.

We rolled up characters using the method at the time: roll 3d6 for each stat, and simply go down the line. I think my highest stat was a whopping 9 and somehow I became an illusionist. The module was the Keep on the Borderlands, and while I don’t remember how far we got I do remember the party being butchered rather frequently, often by in-party fighting. Our thief had a habit of stealing from fellow party members, which led to quite a bit of frontier justice.

From a gaming perspective it sucked, but from a playing perspective it was great. Though we had no idea of what we were doing (and really, were there any experts in role-playing in those days?), I still understood the potential. Here was a game that anything was possible in. Only the imagination provided a barrier. A world of stories, characters, and memorable deeds.

Later, when I got a computer, I discovered the early computer RPGs like Temple of Apshai and Ultima II. While enjoyable, I quickly realized that while they borrowed from pen and paper RPGs, they were merely pale shades of the real thing. Sure, you could level up and collect phat lewt, but there was little in the way of imagination. You were stuck following exactly what the programmers wanted you to do.

The visuals may have changed over the years, but the core of CRPGs have not. Hack. Slash. Monty Haul. Unleash your inner munchkin. Even games like Oblivion, which do a damn good job with smoke and mirrors to provide an illusion that there’s more to their gameworld than another killer dungeon, still end up being a FedEx simulator with combat.

Now, that’s not a problem if you acknowledge the fact that a CRPG is not the same as a PnP RPG, and probably never will be, and you don’t expect it to live up to its tabletop counterpart. And if like me, your first exposure was PnP, then this is easily realized.

Unfortunately, many folks who never gamed the real deal assume that’s what tabletop gaming is like. If I had never played D&D in my life and booted up Temple of Elemental Evil, which has the official D&D license and boasts mechanics straight out of 3E, I would assume this must be what it’s like to play the PnP game. And thirty minutes into it, after being slaughtered for the dozenth time by the billion hit-point zombies in the basement, I would give up on the game and never, ever, want to pick up a polyhedron in my life.

I would miss out on the social aspect of the game. I would miss out on all the different game systems, and the places they can take you. I would miss out on gaming without limits. Instead, I would think that role-playing is about level treadmills, dungeon raids, and hocking my wedding ring for a shiny new sword. Heck, even the official D&D online RPG is more World of Warcraft than tabletop play.

Now let’s apply that to wargaming, and why the gamer base has been steadily shrinking…

When you think of wargames, you think of hexes and CRTs. You talk about ZOCs and BRPs, and sling around names like Berg, Dunnigan, Hermann, and Zucker. Now do a Google search using “Starcraft wargame” and see what comes back.

Ever since Command and Conquer, RTS games have often been referred to as wargames. Not only from players, but from the gaming media, and in stores. You and I know they’re not wargames, not even close, but what about the folks who have never picked up a bookshelf game in their life?

Imagine little Jimmy walking into his local game store for the very first time. He’s looking around when he hears that they need another player for the wargame going on in the back of the store. Wargame? Why, he’s a master of wargames! He’s played them all: all the Command and Conquer titles, Warcraft, Starcraft, Dawn of War, the $60 Dawn of War mod Company of Heroes, and many more.

So Jimmy goes in back. There, a bunch of middle-aged men are huddled around a world map playing ADG’s Wallet in Flames—I mean, World in Flames (Really, Truly, Ultimate, Super Duper Final, No Really, We Really Mean It, This Is The Last One, Edition). Jimmy looks shocked.

“What are you playing?” he asks in bewilderment.

“A wargame,” comes the response.

“WWWHHHAAAATTTT?”

Poor Jimmy.

But it’s not only Jimmy. Let’s say Jimmy’s father, an upstanding citizen with a keen interest in history and world events is also in the store. But his exposure has been filtered through his son.

“So, Jimmy, what exactly are you playing on the computer?”

Starcraft.”

“Starcraft? What’s that?”

“Oh, it’s a wargame!”

Jimmy’s dad looks over his son’s shoulder, witnesses all the clicking and hotkeying and zerg rushing, and decides he’s better off watching golf on his big screen HDTV.

So now Jimmy’s father hears that someone is looking for another wargamer and decides that he has no interest in some sort of dexterity driven game. He goes back to looking at the golfing miniatures for BloodBirdie: Slaughter On The Green.

Another potential wargamer lost.

How many wargamers have been lost in the past decade because their first introduction to wargaming was with a game that called itself a wargame, but resembles no wargame you and I grew up with? And who is to blame for that? Did it start with the clueless gaming media or the people who play RTS games? And can the term be reclaimed, or is it forever lost?

A CRPG, while a shallow experience, at least attempts to imitate its PnP version at a basic level. Computer RTS games that call themselves wargames though don’t even come close, except for the fact that both deal in conflict.

Perhaps the first step in growing the hobby is to make people aware of the hobby, and what the hobby truly is…

-Scott

5/16/2007

More Origins Awards

Filed under: — Scott @ 12:00 am

The complete Origins awards have now been announced. Previously the historical category was absent, which I hoped was the reason why info was so hard to come by. Unfortunately, it’s still pretty much on the hush-hush. So here’s the rest of the awards…

Historical Miniature Game of the Year

Command Decision: Test of Battle by Test of Battle Games
General Quarters by Old Dominion Game Works
Polemos Napoleonics by Baccus
Victory at Sea by Mogoose Publishing
Vlad the Impaler by Warhammer Historical

Historical Miniatures Line of the Year

28mm Carlists from the Spanish Civil War line by Anglian Miniatures
28mm Musketeers and Swashbucklers line by Brigade Games
28mm British and Welsh Kingdoms line by Gripping Beasts
28mm Medieval Polish/Lithuanian line by Molniya Miniatures
40mm American Civil War line by Sash and Saber

Historical Board Game of the Year

Command & Colors Ancients by GMT Games
Epic of the Peloponnesian War by Clash of Arms Games
Italia by Phalanx Games
Napoleon at the Crossroads by Operation Studies Group
Wavell’s War by GRD

From a personal standpoint the only things listed above that I’m familiar with is Victory at Sea and Commands & Colors: Ancients.

VaS is a fun game, but not one I would really associate with a historical category, since it’s definitely a game first, simulation second (if at all). This is definitely not Command at Sea.

Ancients is a great game. Considering that Battlelore is also up for an award, it will be interesting to see how the two fare, especially since Battlelore owes quite a bit to Ancients.

Oh, if you want to see something positively sick (sick as in what the kewl kids say today) check out Dan Becker’s version of Ancients done with 6mm minis. I know folks who haven’t had time to even create new scenarios, much less create a museum quality diorama of the game! Awesome stuff.

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