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  Army of the Potomac: Campaigns of 1862 & 1864 The Civil War Heritage Series Volume II by GMT Games    The American Civil War was one o...

Army of the Potomac: Campaigns of 1862 & 1864 by GMT Games Army of the Potomac: Campaigns of 1862 & 1864 by GMT Games

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!




 Army of the Potomac: Campaigns of 1862 & 1864


The Civil War Heritage Series Volume II


by


GMT Games




 

 The American Civil War was one of the largest wars to happen in the West since the Mongol invasions of the Middle Ages. Its scope, compared to the last few centuries of warfare in Europe, was tremendous. I do not think history readers fully grasp the magnitude of what Lincoln gave himself as a task. It was even more daunting given the United States propensity to shrivel its Armed Forces to almost nothing up until slightly before World War II. You also have to add into the fact that the war itself shrank the available trained manpower, officers, soldiers, and sailors, possibly up to one half. Lincoln needed to enlarge both the Navy and Army by hundreds of times. Most wars in the last few hundreds of years were fought over comparatively small pieces of land. The Northern Armies would have to conquer and keep subdued more than half the eastern part of the U.S. As the old adage goes "Amateurs study tactics and professionals study logistics". Both sides in the conflict would have to arm, clothe, and most of all feed hundreds of thousands of troops and animals. This of course would have to be done with almost no infrastructure in place. The fact that both sides, the South in particular, were able to create and keep their armies in the field speaks much to American ingenuity. 



 


 Almost every book about the Civil War lists its own milestone as the time and place that won and lost the war, be it Pickett's Charge or the fall of Vicksburg. A man who had great insight picked a totally different decisive moment. Porter Alexander who was an officer in the C.S.A."s Army of Northern Virginia wrote that, to him, the South lost the war when it did not crush The Army of the Potomac in the Seven Days Battles. Never again during the war would the forces be so close in manpower and elan. So, this leads from my diatribe to the game at hand. The gamer is given by Mr. Herman and his crew the ability to play out The Seven Days Battles in almost their complete totality. He has also given us the ability to play out most of the 1864 Overland Campaign. So, let us begin with what GMT Games has to say about the game:



"Army of the Potomac: Campaigns of 1862 and 1864 is the second volume in the Civil War Heritage series and the follow-up game to the innovative and acclaimed Rebel Fury. Army of the Potomac uses the same core rules as Rebel Fury, so players familiar with Rebel Fury will be able to jump right into the action. Each battle in Army of the Potomac is quick-set-up, quick-playing, and deeply interactive. The density of counters in each scenario is low, allowing you to see and experience the big picture of the battle.



Army of the Potomac covers the battles of Spotsylvania II, North Anna River, Cold Harbor, and the entire Seven Days battle (McClellan vs Lee), including the prelude Seven Pines (McClellan vs Johnston) when Johnston's wounding brought Lee into the command of the Army of Northern Virginia. Each battle places you, the player, in the role of the Army Commander (Grant, McClellan, Lee, Johnston). You maneuver your army to find the enemy’s flanks, concentrate your forces for an attack, and determine where to commit your artillery assets.





Units are portrayed at the Infantry/Cavalry division level. The Civil War Heritage series game system features a new Zone of Influence/Zone of Control mechanic that controls unit formation (March/Battle) based on their proximity to your opponent. As your units close with the enemy, your forces naturally break into battle formation, where they then maneuver the last distance to engage. Unlike most hex and counter wargames, this system allows you total freedom to move units in any order multiple times, unleashing the full range of historical tactics in a simple and clean format.


Combat features a differential combat system with few but significant factors that capture the key features of Civil War division level combat. Units are rated for quality, artillery support, supporting units, and terrain. The game features artillery duels with the occasional Exploding Caisson result. The Civil War Heritage series combat system accurately depicts the ability of units to launch multiple waves of attacks on the same position, capturing the back-and-forth nature of many famous combat duels.


Army of the Potomac also includes a set of campaign rules that allow you to conduct operations from Spotsylvania to Cold Harbor featuring logistics and attrition. Also included are two bonus scenarios to allow owners of Rebel Fury to also fight Spotsylvania II and begin the Campaign scenario from Wilderness to Cold Harbor using their original Rebel Fury map.


Four 22" x 34" Game Maps (A,B,C,D)

Three 11" x 34" map sheets (E,F)

One 11" x 17" map sheet (G)

One Small cardstock map (Map C extension)

Two Counter Sheets

One Civil War Heritage Series Rulebook

One Playbook

One 8.5" x 14" cardstock Union 1864 Off-Map Display

Two 8.5 x 11" cardstock Time Record Tracks (1862 and 1864)

Two Player Aid Cards

Two 10-sided dice (one blue and one gray)

One special die (with soldier & explosion icons)

PUBLISHED 2026

DESIGNER Mark Herman

DEVELOPER Jason Carr

MAP & COUNTER ART Charlie Kibler"




 As is my want, I will start discussing the physical properties of the game and we will start with the maps.


 The first thing you will notice after opening the box is something that a grognard would find to be very strange. The contents are made up of mostly maps. Usually in wargames the maps are shrunken in size to be able to fit the area of fighting into its box. Here you are given a plethora of maps and not really much else. The amount of mileage on maps is almost always accompanied by a huge stack of counters to be punched, cut, and clipped (if you are so inclined). The number of counters you are given here are awash in a sea of maps. 


 The maps themselves are definitely a labor of love. They are not works of art solely on their own. However, they are most assuredly works of wargaming art. They are a bit subdued in color. They also belong squarely into the less is more category. Everything the gamer needs is plainly laid out on them. The player does also not have to guess or toss a coin to decide what terrain is in each hex. They are a study in simplicity and usability. Which is, after all, what we wargamers are looking for.


There are a total of five hard cardstock player's aids. Two of them are exactly alike. So, each player has all of the charts and tables needed for the game with the obverse being the Terrain Chart. There is a small foldout that is the Union Off-Map Display. Next up, there is the turn record track for the Sevan Day's Battles and 1862 Campaign the remaining Moves/Attacks track, and on the back is a large printout of the Sequence of Play. The last has the Turn Record Track for the 1864 battles and Campaign along with its own Moves/Attacks Track. 





 The Rulebook is 24 pages long. It is in full color, and the print is in two-column format. The pages are made of paper compared to the magazine type pages you find in most new Rulebooks. Between all of the notes, explanations, and examples of play the rules look to be only about 14 pages long. The Rulebook's shortness does not in any way represent the depth of the game. Then we have the 56-page Playbook. It starts out with five pages of important information that will either make your life easier or is compulsory reading. The last tidbit explains the four changes to the series rules. These are also meant for the first game of the series Rebel Fury. Two may be used and two have to be implemented. Pages 6-39 hold the setups and victory conditions etc. for the different battle and campaign scenarios. The rest of the Playbook is filled with expansive Designer's Notes and other ramblings from Mr. Herman. The piece on the Battle of Chancellorsville and the scenario creation of that battle in Rebel Fury is excellent. The Playbook itself is, as usual, manufactured in the same way as the Rulebook.


 We finish up with the two countersheets. One thing about the countersheets is that they come with the counters separated in blocks for each Battle/Campaign. The counters also are marked in the upper right-hand corner to which they belong. However, this just makes separating and bagging them in the beginning so much easier. Again, you will probably be amazed at the number of counters compared to the map sizes in each battle/Campaign (especially the Campaigns). The 5/8" size of the unit counters make them easy to read and for placement. There are also 1/2" counters for keeping track and detachments among other things. These are naturally a little harder to read then their larger ones. 





 All in all, these represent the wonderful artwork and manufacturing that GMT Games gives its customers. The game components would also give you a very short unboxing, unless you wanted to pore over the marvel of simplicity and style that the maps are.


 The game is sort of a "two mints in one" proposition. The Battles are designed to be elegantly and easily played with simple rules. The Campaigns up the ante by over 50% in their listed complexity. To be fair, upon opening Rebel Fury I was at first a little miffed that the game seemed so easy. I finally wrapped my head around Mr. Herman's less is more style for this series. Instead of drowning the player in minutiae he was trying to encapsulate the actual feeling of commanding an army in the Civil War. It is a magnum opus of a game that uses the KISS style. The ruleset not only works but it has been lauded by grognards and newbies alike. It has also won numerous awards. 





 With so many accolades and praise from people who know their way around a wargame, I am somewhat at a loss for words. I will endeavor to do my best. One of Mr. Herman's greatest gifts to those of us who read military history is in the visual field. The game shows you exactly how much you are adrift in a sea of mileage. It also knocks out of your head all of the "Grant should have gone around Lee's left" ideas that people have. For purely logistical reasons Grant is always going to go to Lee's right. At least, in major moves and not short movements like the North Anna etc, you get to see how both sides are like movie monsters and shuffling toward each other. 





 The simplicity of the rules, especially in the battles, allows the player to really think what has to be done. The game has just enough chrome to immerse you. However, what it does not do is try to drown you in 50 pages of rules to force you into historical play. Does some of the game take off in ahistorical moments? Absolutely not. At least nothing out of the plausibility spectrum. Do you get real Civil War outcomes in the scenarios? Most definitely yes. Its name is not Panzers in Virginia. 





 As you can read in the copious Designer Notes the game was designed to be an accurate depiction of the battles and campaigns it represents. Due to the designer's ability the game also has a simple set of rules. For those of us who are mentally glued to the CRT in games you might have a problem. The Civil War was a brutish affair, as Mr. Herman shows, with most engagements being somewhat similar to the push of the pike. The design is meant to force you into the mindset of a Civil War general. The abundance of field fortifications in the 1864 battles/campaigns put an even more brutal twist to the game. 


 The logistics/supply rules add so much to the already excellent game system. These and the other rules on zone of control and forcing attacks really takes this game from just being a normal Civil War game where you are just trying to beat the CRT to an award winner.





 Thank you, GMT Games, for allowing me to review this game. I also want to thank Mr. Herman for a design that is as historical as it can be given the constraints of board wargaming. The physical situation of both the 1862 and 1864 campaigns are spread out in a wonderful vista for you. I am slightly singular in that I play wargames for their inherent historical information instead of their merits as an actual 'game'. This is also why my reading at the time has such a bearing on what game will appear next on the table. The more that a game goes into the historical range of design is also my meat and potatoes. That is why I am so taken with both Rebel Fury and this game (and the series). The next game in this series by GMT Games appears to be 'Lee Moves North' simulating both the Antietam and Gettysburg battles/campaigns.


 No AI was harmed or even touched during the making of this review.


"It was an Abyssinian maid

And on her dulcimer she played,

Singing of Mount Abora." *


Robert Peterson

GMT Games

Army of the Potomac: Campaigns of 1862 & 1864

Rebel Fury: The Civil War Heritage Series Volume I

My Review of Rebel Fury: The Civil War Heritage Series Volume I


* If you need to know who and what your education is severely lacking.











FORGED BY FIRE: A Napoleonic Grand Strategy Game Forged by Fire is a 2–4 player grand-strategy wargame spanning th...

Forged by Fire (A Wargamers Needful Things) Forged by Fire (A Wargamers Needful Things)

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!

FORGED BY FIRE: A Napoleonic Grand Strategy Game

Forged by Fire is a 2–4 player grand-strategy wargame spanning the French Revolutionary and Napoleonic Wars across 12 rounds. One side commands France and its alliance, while the other leads Britain and the Coalition powers. But these alliances are never set in stone.

Both sides compete for historically inspired victory points, which generate diplomatic power. This power can be used to negotiate armistices, forge alliances, or declare war on other major powers of the era, constantly reshaping the political landscape.

BUILT TO WORK WITH TWO PLAYERS

One of my key goals with Forged by Fire was to capture the massive military scale and unpredictable political landscape of the Napoleonic era without requiring five or six players to make diplomacy work.

Traditional diplomatic wargames often rely on each major power having its own player, creating memorable experiences but requiring a large, committed group.

Forged by Fire takes a different approach. France and Britain anchor their respective alliances, while other nations can shift allegiances throughout the game. This creates a strategic chess match—or sometimes a poker game—where military positioning, political influence, and bluffing all come into play. Unlike traditional alliance-based wargames, the opposing sides aren't fixed, and victory isn't simply a race to capture Paris or London.

1793: EUROPE ON THE EDGE

The game begins in 1793, just before the French victory at the Siege of Toulon. Revolutionary France is surrounded by enemies, plagued by internal rebellions, and facing a Coalition determined to crush it. Napoleon has yet to become Emperor, and much of what defines the Napoleonic Wars is still to come.

From there, players shape their own version of history.

France might dominate continental Europe—or be defeated before it gets the chance. Austria, Prussia, Russia, Spain, and other major powers may remain loyal to the Coalition, leave the war, or even join France. Rather than following a scripted history, the game recreates the military and political pressures of the era and leaves the outcome to the players.

Achieving historical objectives and major military victories, such as capturing enemy capitals or winning significant battles, generates Diplomacy Tokens. These can be saved or spent during the Diplomacy Phase at the beginning of each round to reshape alliances and influence the course of the war.

After 12 rounds, the alliance with the most Victory Points wins. The game features over 30 historically inspired objectives, each rooted in the real strategic ambitions of the era. Achieving an objective for the first time also awards a Diplomacy Token, which can be spent at the beginning of future rounds to influence the allegiances of major powers.

This means no two games are likely to unfold the same way.

Launch the Egyptian Campaign. Fight the Peninsular War. Use French diplomatic influence to bring Austria into your alliance and conquer Prussia. Build a powerful French navy to dominate the Mediterranean. Or align with Russia and challenge Britain in India.

My goal was to let history set the stage while giving players the freedom to write their own story. Rather than following a scripted timeline, Forged by Fire offers a wide range of historically grounded strategic ambitions, with diplomacy and military decisions determining how the era unfolds.

A MUCH BIGGER WAR

Although Europe is naturally the center of the game, the map extends far beyond it. North America, the Caribbean, North Africa, the Middle East, the Caucasus and India are all part of the strategic picture, along with the sea routes connecting them.

Control major ports to receive additional income and shipbuilding capability. Establish naval blockades and protect important trade routes.

DIPLOMACY IS YOUR SHARPEST WEAPON

There is also a bluffing element to the system. Both sides can accumulate Diplomacy Tokens and may choose at times to save them for something bigger. An opponent sitting on a large reserve of political influence becomes a threat in itself. Where are they planning to use it? Which nation are they targeting? Are those armies massing near a neutral country because an alliance is coming—or because they want you to think one is?

That uncertainty is intentional. You win battles to gain political leverage. Political leverage changes the alliances. Those new alliances create opportunities to pursue entirely different objectives.

ARMIES ARE MORE THAN STACKS OF COUNTERS

I also wanted land combat to involve more decision-making than simply assembling the largest possible stack and rolling dice. Battles are divided between the Center and the Flank, and the composition of an army matters.

Infantry, artillery and cavalry each have different battlefield roles. Concentrating powerful cavalry forces on a flank may allow you to break through against the enemy center—but doing so can leave your own center weaker.

Artillery and infantry provide tremendous power in the center, while cavalry can create opportunities elsewhere on the battlefield.

Players therefore have to decide not only how large an army should be, but what that army should actually look like.

Generals are particularly important because they are the primary drivers of large-scale military operations and logistically supersede the movement values of the units they command.

Generals command the largest concentrations of troops, provide greater operational mobility, and can acquire Advanced Tactics that specialize them for different styles of warfare. Rifling, Corps System, Grand Battery, and Fieldworks are just a few of the options players can equip their Generals with.

Napoleon is naturally the most formidable General, starting with four free Advanced Tactics. But even the strongest commander needs the right army behind him—and the right positioning to make it count.

THE WAR AT SEA

Naval warfare operates on a smaller scale than the armies marching across Europe, but control of the seas can have enormous strategic consequences. Fleets protect overseas territories and trade routes, contest strategically important waters, transport armies and threaten enemy possessions far beyond Europe.

Britain in particular has reasons to think globally. A player focused exclusively on continental warfare may suddenly discover that their opponent has been accumulating Victory Points through overseas possessions, trade routes, ports or naval objectives. Britain’s navy is one of the key linchpins to Coalition success or failure in Forged by Fire.

This creates one of the dynamics I wanted most from the game: there should almost always be more desirable objectives than either alliance can realistically accomplish. Players have to decide where the war matters most.

NATIONAL SPECIAL ABILITIES

Adding historical flavor to this strategic sandbox was equally important. Britain's economic strength and global influence are represented through Special Abilities such as British Subsidies, Far East Trade, and even an Admiral Nelson unit. Most nations possess unique abilities, with France featuring the most, including Levée en Masse, and Napoleon, while the Spanish Revolts, Russian Winter, and many others are featured for other major powers.

Ultimately, Forged by Fire was designed to offer far more than one or two paths to victory. Dominate continental Europe, expand overseas, control the seas, dismantle enemy alliances through diplomacy, capture capitals, protect trade routes, or combine multiple strategies to achieve victory.

After two years of development and numerous playtests with overwhelmingly positive feedback, my goal is to take Forged by Fire beyond the prototype stage and bring it to gaming tables everywhere.

Help make Forged by Fire a reality—and get it onto your game shelf! Follow the Kickstarter pre-launch page using the link below to support the campaign.

Kickstart pre-launch:  https://www.kickstarter.com/projects/fxf/forged-by-fire-a-napoleonic-grand-strategy-game

Forged by Fire promo video:

 An Impossible War: The First Carlist War in the North, 1834 - 1838 by Bellica 3rd Generation  Much like the last review, but to any even gr...

An Impossible War: The First Carlist War in the North, 1834 - 1838 by Bellica 3rd Generation An Impossible War: The First Carlist War in the North, 1834 - 1838 by Bellica 3rd Generation

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!




 An Impossible War: The First Carlist War in the North, 1834 - 1838


by


Bellica 3rd Generation





 Much like the last review, but to any even greater extent, I needed to learn some history to get myself sufficiently grounded in the basics of the game. I assume you can play wargames without knowing anything about the history behind the game. However, that is something that is completely foreign to my way of thinking. So, here we have a game about the 1st Carlist War. This is a bit of history that is pretty far off the normal beaten path. They took place in the mid 19th century in Spain. The Bourbons, in 1700, brought the Salic Law with them to Spain. This was a French law that said that no woman could reign over France. You might remember it mostly from Shakespeare's play Henry V. It became the crux of the matter in this dynastic war. I will not get into the details, more on this later. You just need to know that it is a pretty much hidden part of European history. In actuality, more Spanish people died during these wars than in the years of the French attempted occupation of Spain known as Napoleon's Spanish Ulcer. I tried to read what I could find on this era of Spanish history, but English books about it are few and far between. However, the designer has given us an incredibly deep and expansive historical background as I have ever had the pleasure to read. So much for our beloved hobby being looked at as a complete waste of time and money. Take that, George Carlin and ponder on it (If you were not aware he did a whole skit on the insanity of our hobby, at least to him. It is a shame, for other than that I really liked him). Thank you, Bellica 3rd Generation and designer David Gómez Relloso for creating a game where I had to learn more history. I also have to apologize to both of them for the length of time it took me to create this look at their game. Below is what Bellica 3rd Generation has to say about the game:



"The First Carlist War was a civil war that ravaged Spain between 1833 and 1840. Upon the death of Ferdinand VII, using the succession conflict between his daughter Isabella and his brother Carlos as a pretext, supporters of liberalism clashed with defenders of tradition. Carlism gained its strongest foothold in Navarre, the Basque Provinces, and neighboring territories—the North—where the main campaigns, battles, and sieges took place.


Back of the Box


Tomás de Zumalacárregui organized the Carlist forces into an army capable of fighting the liberal government troops. Despite being outnumbered, he took advantage of his strengths and the enemy’s weaknesses to defeat them and consolidate his control over a region where the geography and popular support were in his favor.


The Carlist objective was to capture a city. They laid siege to several, but failed to take any, and Zumalacárregui died while besieging Bilbao in June 1835. Expeditions were sent to encourage uprisings in the rest of Spain, but the liberals relentlessly pursued them. Don Carlos himself led an expedition that reached the gates of Madrid in September 1837 but was unable to take the capital.



Some of each sides Stickers


At the end of 1836, Baldomero Espartero became commander-in-chief of the liberal army. Under his leadership, the troops improved their performance and carried out a relentless campaign to crush the enemy. Carlism was far from defeated, but its chances of winning the war had vanished, while internal divisions grew.


In August 1839, peace supporters laid down their arms with the Embrace of Vergara, while Don Carlos and those refusing to surrender crossed the border into France. In the Maestrazgo and Catalonia, the Carlists would not be defeated until July 1840.


An Impossible War is a game about the decisive years of the First Carlist War in the North. Infantry and cavalry are represented by blocks, which introduce fog of war into operations. There are also artillery counters (field and mountain artillery) and logistics units (supply trains and backpacks).


One of the Cards


The main map is a point-to-point board covering the northern theater of operations: Navarre, the Basque Country, and surrounding areas of La Rioja, Burgos, and Cantabria. In addition to provincial capitals, major towns and other localities are shown, along with primary and secondary routes of communication. There is also a smaller map of the rest of peninsular Spain, showing the regions affected by the Carlist uprising and allowing expeditions being launched from the North.


Each turn, players compete for initiative and carry out a variable number of actions. There is also a card deck for each side, including historical, operational, and tactical events. The cards add background and unpredictability to the game, helping make each session different. This is NOT a card-driven game, but one assisted by cards.


Northern piece of the Map


An Impossible War simulates the historical conflict, which featured numerous skirmishes, few major battles, and significant siege warfare. It is an asymmetric game in which each side has strengths and weaknesses. Players must exploit their advantages and mitigate their disadvantages to achieve victory.


The Carlist player must make use of superior mobility and unit quality to consolidate territory, wear down the enemy, and threaten cities. The Liberal player must contain and suppress the insurrection; they have more troops, but of lower quality and plagued by logistical nightmares. Additionally, they must quell uprisings and chase down Carlist expeditions across the rest of Spain.


Game Contents:


1 Main map (Northern map)

1 Regional map of the rest of Spain

1 Battlefield board

1 Rulebook

1 Playbook

2 Player aid sheets

73 wooden blocks (48 blue, 25 red)

1 sheet of 18 mm stickers

2 punchboards with 18 mm tokens

72 cards (36 Liberal, 36 Carlist)

10 artillery tokens (wooden)

4 six-sided dice

2 cloth bags

ALL GAME COMPONENTS ARE IN ENGLISH"


 As usual, I want to take a look at the game's components first. We will start with the map. It is a mounted map that uses point to point movement. The map is of Northern Spain, including a good amount of the Basque country. Wargamers who have read and/or played games about the 20th Century Spanish Civil War will be very familiar with the territory shown on the map. The map has a good number of the tables etc. that you will need for play. In a novel approach both sides of the map have the Sequence of Play listed. 


Battle Board


 The Rulebook is 31 pages long. It is in full color and is in a two-column format. The type is nice and large. It also has a liberal amount of play examples. The Playbook has 46 pages of excellent information and gaming goodness. It comes with 12 pages of different play examples! It starts with the scenario setups. Then it continues with Rules Clarifications (this is a nice touch that usually waits for the errata to be issued). Next up, we have the Card Clarifications, and then there is a section on Optional Rules. These are listed as either helping one side or the other. The section on all of the different Play Examples is next. These are of Combats, Skirmish, Battle, and Assault. There is a Historical Background and Historical Notes on the Cards. Next comes, the excellent history of the First Carlist War in the North. Then we have the Design Notes and even a section on Advice for New Players. 


Southern piece of the Map


 We have two nice thick cardstock player aids. The first is a map of all of Spain to show how the Carlist Uprising is playing out in the rest of the country. The second is the actual battlefield map or board. There are also two large three-page foldout player aids made of flexible cardstock. One is for the Liberal player and one for the Carlist. The type on these is the same large size that are in the Playbook and Rulebook. The cards come next. There is a deck for both players. These are the normal size and thickness of most other game cards. The backs of the deck both have a nice painting of cavalry on them. The front of the cards has a scene or picture of the personality mentioned. These are well done black and white drawings. The rest of the card has the information used in playing them. The type size is large enough to not need to read them with a squint. Even though it is a block game, it comes with a good number of counters. These come with pre-rounded corners. However, for those who care about such things, there are nibs on the side of the counters. The blocks are all the same with no 'flashing' on any of them like you used to find on some game blocks. The game I received had already been used, so I do not know how easy the blocks are to sticker or to release the counters from their sprue. I will say that whoever stickered the blocks was an artist and I have some games that I need their help with.


Strategic map


 The game components definitely pass muster. It states proudly that the game was produced in Spain. This game is an excellent example of Spanish craftmanship.


 This is one of those games where playing each side is completely different than playing the other. For most games the forces involved are pretty much complimentary on each side. This is one of the games where playing each side is a learning experience. If you have played a few games where one side looks to have all of the cards of the deck stacked on one side, then this game will be easier to learn and understand. This is for the most part a guerilla war and the Spanish have been practicing it since before Roman times. Napoleon should have read up on the Iberian history. 


 The Liberals are behind Isabella and the Carlists support, guess who, Carlos. Take the name Liberal with a grain of salt here. They are only named that compared to the Carlists and not other European Liberals. The Carlists are ensconced in a small part of northern Spain. Your job as the Carlist faction, if you choose to accept it, is to keep the Carlist movement alive. To do this you have a small territory and limited resources. Your greatest asset is the actual physical territory that you occupy. It is the perfect area for a guerilla war. The population is also firmly behind you and supplies you with much better recruits. The Liberals have more of everything compared to the Carlist meager resources. However, their forces are the ones that will have to both attack and defend themselves in a hostile environment. This is from the Playbook: "The Carlist player has the initiative for the first three years, and the ability to do double turns." Logistics play a major role when playing the Liberals. You will find out, just like the French, that a large army starves and a small army is defeated. You do start with a few fortresses in the Carlist stronghold, but the main issue is, can you keep control of them? Other European powers were also involved with the Carlist Wars. France and England sent troops to the conflict. The French Foreign Legion saw service in Spain.




 The game is not that hard to learn. This is in part to a very well-done English translation. The objectives and the rules themselves make sense. However, there are a lot of moving parts to the machine. Both sides have their advantages and disadvantages, and the cards only add to the tense play. I absolutely love wargames that try to be as historical as possible, even if that means that playability must take somewhat of a hit to achieve it. I was never able to find enough different sources to compare gameplay to the historical reality, at least in the amount that I like to look at before playing a game. To that extent I was able to, though the game seems to be a very good historical examination of the realities of the war. I believe that this is a great game for historical wargamers and especially for grognards who do not want to play the 150th take on Waterloo.


 Thank you, Bellica 3d Generation for allowing me to review this game. Thank you also for allowing me to use some pictures from your site. I must apologize once again for the amount of time it took to post this review.



Robert Peterson

An Impossible War: The First Carlist War in the North, 1834 - 1838

Bellica 3rd Generation











  Interview with Carl Paradis designer of Battle Commander and more  I have the pleasure of interrogating, sorry, interviewing Carl Paradis ...

Interview with Carl Paradis designer of Battle Commander and more Interview with Carl Paradis designer of Battle Commander and more

For your Wargamer, Toy soldier collector, MiniFig collector, military history nut. Reviews, interviews, Model Making, AARs and books!




 Interview with Carl Paradis designer of Battle Commander and more




 I have the pleasure of interrogating, sorry, interviewing Carl Paradis about his latest efforts and wargaming and design in general.


 1.Now that we have you safely strapped into the chair, I hope the straps are not too tight yet. As you can see, we have a very well-appointed dungeon. We have thumbscrews, heated pincers, a new rack, and the equipment for strappado. It is unfortunate that the Iron Maiden and the Pear of Anguish are actually newer fakes. We try to be as historically accurate here as possible. So, tell us a little bit about yourself and how you got trapped into the money pit that is wargaming. Or will we be forced to use the 'Comfy Chair' on you?


LOL! Oh, I’m not scared, at all, I think… +20 years in wargame design has me pretty much inured to most bad happenstances that could befall me; that and my +35 years in Engineering… Bring in the pain! C’est la guerre!

As for Dungeons, I started as an AD&D Dungeon Master in 1977, so I might have a trick or two, or more, that I can teach you amateurs!




2.There now, just breathe and we will continue. Your designs seem to cover a large swath of history. Is there any era of history that you enjoy the most?


Sure, but be careful what you ask for, gentle sir: my “Dragon Breath” spell always needs to be practiced now and then; DM professionalism and all that.

BUT, excellent question: I definitely enjoy WW2 a lot, as it’s part of my family’s history. Still, my favorite period is Napoleonic, bar none. I also like Naval and Air Warfare games; albeit for the latter that are not that many designs published, but this is rapidly changing. In fact, most of the other periods also interest me in a way or other, like for my recent American Civil War interest. They are all so fascinating! The only exception would probably be modern-era conflicts: hits too close to home, I guess.




3.Here you go, just take a sip of water before we turn the rack one more tiny little crank. Please tell us more about your new game Battle Commander.


Thanks for the water, it’s a little bit stale, but hey, way better than some vintages I tasted. Care to add a bit of lemon to it, please? Or Vampire blood? Always good for complexion. As for your rack: surprisingly comfortable I say, was more than reading some badly informed gamers’ reviews about my designs for sure!

Battle Commander? So much to tell! And you have already said lots already. Let’s just say that I started the project by accident, at the demand of a publisher, and it was supposed to je just a tiny mini-game with just one battle (Marengo) but Napoleonic's being my favorite topic it quickly ballooned out of proportion and became a series, and I have to find a new editor: Sounds of Drums happily obliged. So, this will be, hopefully, a huge series of black-powder era battle games, each featuring a dozen battles or so. Painted-on wood blocks, event cards, no dice, mounted boards, 3D player mats, all super deluxe, the works! It’s all in chronological order for the Napoleonic series. Check it all on BoardGameGeek, where I’m very active, and on Sound of Drums’ website. 




4.Can we force you, pardon the expression, to discuss any additional games in the Battle Commander line? 


I’m now doing the Napoleonic wars in chronological order. Napoleon’s 1st and 2nd Italian campaign battles were covered in Vol I, with an expansion pack added, and a second expansion coming later this year. Volume II is almost ready, and will feature Battles of the Second and Third coalitions; so the Pyramids, Austerlitz, Novi, etc… Then the Fourth coalition1806-1807 battles for Vol III, like Iena Auerstadt, Eylau, Friedland. Then in Vol IV we’ll travel to the Spanish Peninsula, where the Emperor’s English foes will make a splash appearance. 

Ah yes: I’ll soon start some Volumes for the American Civil War, with lots of expansions. The first will cover an eclectic mix of fights, like First Bull Run, Pea Ridge, Antietam, South Mountain, and many others. The rules will be simpler than the Napoleonic series, as I need less “special Stuff” to make it all work correctly. If customers answer the call, we can soldier on to other epochs, like the 30 years wars, American Independence etc. We’ll see soon enough!




5. Thank you so much and I hope that this experience was as engaging for you as it was for me. Do you have anything else to add?


Well, first a big thanks for looking at my little games! I’m a player first, game designer second, and I make designs I want to play. If other gamers like what I do, so much the better (plus it gets me published!). I push for playability, historical pageantry and realism, always with the best possible game components.

If I may, some parting words of advice:

“To be a good soldier* you need: heart of a lion, the feet of an hare, and the appetite of an ant.” Napoléon 

* or a good game designer. LOL!

Vive l’Empereur!

Carl Paradis

Québec Canada




 Thank you, Sir! For the informative answers!


Battle Commander


While you are there, please take a look at the other great games Sound of Drums Games has to offer.

Sound of Drums



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