Flying Pig Games New Kickstarter
This is straight from the Pigs Piehole:
Ghost Front, Hell Bent, OST V2, and V3 all coming to Kickstarter!
In less than a week, on April 14th, 2026 12:00 PM EDT - you can get these four coveted titles from the Old School Tactical series for discounted rates!
As always, we will offer our steepest discounts in the first 30 minutes of the campaign. Make sure to follow the pre-launch page here to be notified as soon as we launch so you don't miss out on these discounts!
These titles were some of our most requested reprints, by you guys, our fans!
Four games, one Kickstarter!
Art and Design by Shayne Logan
This is a YT video about this new KS offer:
Upcoming Old School Tactical Kickstarter - GHOST FRONT, HELL BENT, VOLUME 2 and 3! - YouTube
The Old School Tactical System
Old School Tactical is a squad-level WWII tactical system built around tempo, friction, and player-driven decision making. Each counter represents a squad, half-squad, leader, support weapon, or vehicle, and the system focuses on how those elements interact through line of sight, terrain, morale, and timing rather than layered procedural rules.
At its core is the Impulse Point system, which replaces traditional turn structures with a variable command economy. At the start of each turn, both players roll to determine their available Impulse Points. These points are then spent one at a time to perform actions such as Move, Fire, Assault, Recover (Rally), or Opportunity Fire. Because players alternate spending points, activations occur in a back-and-forth sequence rather than in isolated turns. This creates a constant contest for tempo, where initiative is fluid and decisions must be made in response to an evolving battlefield.
The system forces prioritization at every step. For example, activating a squad to Move into a forward hex may cost valuable Impulse Points—but doing so risks triggering enemy Opportunity Fire if the unit crosses a hex within line of sight. That Opportunity Fire is resolved immediately, potentially causing the moving unit to become Shaken or Broken before it even reaches its destination. As a result, even a simple advance requires planning: suppress the enemy first, move under cover, or accept the risk and press forward.
Fire combat is resolved quickly but carries meaningful consequences. Attacks are based on weapon strength, range, and terrain modifiers, with results that can eliminate units or degrade their effectiveness. A squad that becomes Shaken suffers reduced capability, while a Broken unit is effectively combat ineffective until rallied. This creates a natural battlefield rhythm where units are suppressed, repositioned, and reintroduced into the fight rather than simply removed.
Leaders play a critical role in managing that rhythm. They provide bonuses to rally attempts, improve activation efficiency, and help maintain cohesion under fire. For instance, a Broken squad adjacent to a leader has a significantly better chance to Recover, making leader placement essential when holding a defensive line or sustaining an attack.
Close combat is handled through Assault actions, which resolve quickly and decisively. Units entering an enemy-occupied hex engage in close-quarters fighting where outcomes can swing control of key terrain in a single activation. Because Assault requires committing units into contact, it becomes a calculated risk—especially when the defender may still have Impulse Points available to respond elsewhere.
The system’s Opportunity Fire rules are central to its tactical depth. Units may fire during an opponent’s movement when a valid target presents itself, creating a persistent threat across the map. This discourages reckless movement and rewards proper sequencing—such as using one unit to draw fire before advancing a more critical element.
Vehicles and support weapons integrate directly into these same mechanics. A machine gun team, for example, can dominate a fire lane with high firepower but must be carefully positioned and protected. Armored vehicles provide mobility and strong attack values, but their effectiveness depends heavily on line of sight, terrain, and the presence of anti-tank threats. There are no separate mini-games—these elements operate within the same core system, reinforcing consistency.
Scenario design further enhances the experience by focusing on specific tactical problems rather than abstract victory conditions. Players may be tasked with holding terrain for a set number of turns, exiting units off the map, or seizing key objectives under time pressure. Terrain—whether jungle, urban, or open ground—directly shapes these challenges by affecting movement, visibility, and defensive strength.
What emerges is a system defined by timing, positioning, and economy of action. A player might spend Impulse Points early to suppress a strongpoint, then exploit that window with movement and Assault. Alternatively, they may conserve points to react, using Opportunity Fire and counter-activations to disrupt an opponent’s plan. There is no fixed “right” sequence—only the constant evaluation of risk versus reward.
For experienced wargamers, Old School Tactical offers a design where the rules stay out of the way, but the decisions do not. Its strength lies in how a small set of clearly defined mechanics—Impulse Points, Opportunity Fire, morale states, and terrain interaction—combine to produce a battlefield that feels dynamic, reactive, and tactically demanding.
Here is the preorder page:
Old School Tactical: The Pacific and West by Mark H. Walker — Kickstarter

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