second chance games

Search This Website of delight

  Worthington Publishing News   First off, the above package is still available on KS. Please take a look: Russia '41 and Germany '4...

Worthington Publishing News Worthington Publishing News

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




 Worthington Publishing News





  First off, the above package is still available on KS. Please take a look:

Russia '41 and Germany '45 + Bulge 1944 Reprint by Old School Wargames — Kickstarter


 


 The above is their newest game from their Civil War Brigade Series. Here is the website:

Wilderness: May 5-6, 1864 Board Game - Historical Strategy Game — Worthington Publishing and Pungo Games


However, the real reason I have posted is the next big news. This is the blurb that Worthington Publishing released about a KS that is coming up. Presenting:


"Lee’s War is Volume I in what I hope to be a 3 Volume set on the American Civil War.  It is meant to show the difficulties each side faced during the war.  There is no plan currently for a full war campaign scenario.  Players are given scenarios based on the campaigns and complete years of the war.  I hope you enjoy playing the short crisp 2 – 3-hour scenarios giving an intense game experience as well as a study in Civil War command. 


If this game is successful then Volume II, tentatively titled Grant’s War will be the Western Theater along the Mississippi from 1861 to 1864.  Volume III, titled Sherman’s War, will be the Western Theater and the battle for Eastern Tennessee and Georgia from 1861 to 1865.


The game is for 2 or more players but is highly solitaire friendly (one player playing both sides) due to the random nature of the certain rules such as Dice Differential and combat die rolls.


 Lee’s War is a strategic level hex and counter war game for 2 or more players of the entire American Civil War in Virginia from 1862 - 1865. Leadership is highlighted using counters representing the combat leaders of the war. The destruction of the opposing players forces are the main objectives of the game, followed by the occupation of key cities or rail lines. The political aspects of the war are not reflected in the game per say, however they are reflected in the Victory Conditions.  The longer the south drug out the war, and the more Union casualties inflicted, the better the chance that Lincoln would lose the 1864 election, and a peace Candidate (probably McClellan) would end the war with southern independence.




 We have provided a series of scenarios that allow you to start and end the war at different points. We hope that you enjoy playing Lee’s War, and that the game will be as enlightening for you as it is challenging.


Here is the link:

https://www.kickstarter.com/projects/worthington/lees-war-virginia-1862-1865?ref=profile_created&category_id=34


Here is the current 14 scenario list:


First Manassas / Historic 4 turns or optional long game 8 turns (July 1 – August 31, 1861)

The Peninsula Campaign / 10 turns (April 1 -  June 15, 1862)

The Peninsula Campaign Plus Seven Days 16 turns (April 1 – July 31, 1862)

Second Manassas / 7 turns (July 14  – August 31, 1862)

Antietam Campaign / 4 turns (Sept 1 – September 31, 1862)

Fredericksburg Campaign / 6 turns (November 15 – December 31, 1862)

The 1862 Campaigns / 30 turns (April 1 - November 1, 1862)

Chancellorsville Campaign / 5 turns (April 15 – June 1, 1863)

Gettysburg Campaign / 8 turns (June 1 – August 1, 1863)

Mine Run Campaign / 6 turns (November 15 – December 31, 1863)

The 1863 Campaigns / 32 turns (April 15 – December 1, 1863)

Wilderness to Cold Harbor / 8 turns (May 1 – July 1, 1864)

The Petersburg Campaign / 14 turns  (June 15 to November 1, 1864)

The 1864 Campaigns / 32 turns (May 1 – December 31, 1864)


 The game is ready and the scenarios are going through final testing, we just need your support to produce.


Thank you,


Grant Wylie - Lead Designer, Lee's War

  In Fours to Heaven Coming Soon From Vuca Simulations  "In Fours to Heaven – Poland 1939 Hold the Line. Delay the Inevitable. Rewrite ...

In Fours to Heaven: Coming Soon From Vuca Simulations In Fours to Heaven: Coming Soon From Vuca Simulations

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




 In Fours to Heaven


Coming Soon From Vuca Simulations






 "In Fours to Heaven – Poland 1939

Hold the Line. Delay the Inevitable. Rewrite the Campaign.

In Fours to Heaven places you at the operational command level of the German invasion of Poland in 1939—a campaign often considered decided, yet far more complex, chaotic, and uncertain than history suggests.


Will you execute a lightning campaign—or struggle against friction, supply, and coordination breakdowns?

Will you delay the inevitable—or collapse under pressure?


https://youtu.be/bK123Twkj54?si=Pz3JgsCjS80LiXof


What This Game Is About

This is not a scripted retelling.

It is a dynamic operational simulation of the Polish Campaign—driven by uncertainty, command limitations, and morale.


The German player must achieve rapid operational success before time, logistics, and resistance slow the advance.

The Polish player fights a desperate but intelligent campaign of delay, coordination, and survival—where morale becomes a decisive factor.

Unlike traditional wargames:


No fixed battle sequence

No guaranteed outcomes

No predetermined history

Every campaign evolves differently.


Check out the designer's interview:


https://youtu.be/D8e7jyDQb4Y?si=Vv6Iob9GYpCvsUE-


Core Design Philosophy

“Break the pattern.”


Asymmetric doctrines:

German: speed, coordination, airpower

Polish: resistance, delay, morale-driven resilience

Friction at every level: command range, conflicting orders, communication limits

Operational realism without sacrificing playability

Includes layered learning scenario system 

Key Features

Dynamic Activation System

Chit-based formation activation creates constant tension and unpredictability

No I-go-you-go rigidity → true operational flow

Command & Control as a Core Mechanic

HQ ranges, conflicting orders, and chain of command matter

Units out of command behave differently → real operational constraints

Morale as a Strategic Resource

Polish morale influences the entire campaign

Events like the destruction of Warszawa directly impact gameplay

Operational Scale

1 turn = 1 day

1 hex ≈ 10 km

Units from regiments to divisions

Multiple Play Modes

Full campaign

Medium scenarios

Learning scenarios (ideal onboarding system)

Highly Solo-Friendly

Randomized activation structure supports engaging solo play

Gameplay Overview

Each turn represents a full day of operations:


Divided into impulses with variable activations

Players react to evolving situations rather than executing fixed plans

Core systems include:


Movement & Zones of Control

Combat with support and coordination

Supply & isolation

Airpower and artillery

Reinforcements and political events"


Vuca Simulations

In Fours to Heaven

  We should all get ready for a porcine power play.    The Pig Charges Forward: Upcoming Games at Flying Pig Games There has never been a mo...

Flying Pig Games goes into the breach Flying Pig Games goes into the breach

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




 We should all get ready for a porcine power play. 



 The Pig Charges Forward: Upcoming Games at Flying Pig Games

There has never been a more exciting time to be part of Flying Pig Games.

From tactical World War II combat and near-future mechanized warfare to supernatural horror, aerial dogfights, fantasy exploration, and brutal American Civil War guerrilla warfare, Flying Pig Games is preparing one of the most ambitious release schedules in company history.

The Pig is charging full speed ahead.

Now Available: Old School Tactical .V5, First to Fight, and Yaah! #16



Recently added to the Flying Pig Games webstore and arriving at resellers worldwide is the highly anticipated Old School Tactical .V5: Battle for France 1940.

Designed by Shayne Logan, OST .V5 drops players directly into the opening Blitzkrieg campaigns of World War II. French infantry, colonial troops, anti-tank guns, and iconic armor like the Char B1bis desperately attempt to slow the German advance in tense, fast-paced squad-level combat.



Alongside. V5 comes First to Fight: Poland 1939, bringing players to the desperate opening battles of the war with armored trains, early mechanized warfare, and fierce defensive actions.

Also now available is Yaah! #16, the newest issue of Flying Pig Games’ fan-favorite magazine series packed with articles, scenarios, and engaging gameplay content.

And the future of Old School Tactical is only growing larger.

Old School Tactical .V6 Heads to Africa

Coming soon to Kickstarter is Old School Tactical .V6, once again designed by Shayne Logan.

This next installment in the acclaimed tactical series shifts the battlefield to North Africa, bringing desert warfare, armored clashes, and brutal infantry engagements to the OST system. Expect all the cinematic gameplay, tactical depth, and player-driven storytelling that have made Old School Tactical one of Flying Pig Games’ flagship series.

Rebels Against Rebellion: A Civil War Like No Other

Coming to Kickstarter Summer 2026 is Rebels Against Rebellion, an intense card-driven game designed by David Thompson and Trevor Benjamin.

Tennessee voted to leave the Union. Scott County voted to leave Tennessee.



In the mountains of East Tennessee, Scott County defied the Confederacy by a vote of 521 to 19, remaining loyal to the Union and declaring itself the Free and Independent State of Scott. What followed was a brutal conflict of neighbor against neighbor: loyalist home guards and common folk against Confederate raiders and secessionist guerrillas, fighting for control of the same hollows, farms, and creek beds.

Rebels Against Rebellion is a one or two player card-driven area control game set during this violent struggle. Players build personal decks of unit and location cards representing the forces and territory under their control. Each turn, players maneuver into contested territory, attack enemy strongholds, gather precious resources, and recruit new forces to strengthen their cause.

This is not a war of armies and generals.

This is war at every man's door.

A Primitive Madness Enters the Black Swan Series



The award-winning Black Swan Series continues with A Primitive Madness, designed by Hermann Luttmann.

Set during the Battle of Antietam, this next installment in the acclaimed Civil War series brings players back to one of the bloodiest days in American history. Featuring the same immersive command challenges, historical detail, and elegant gameplay the series is known for, A Primitive Madness is coming to Kickstarter Fall 2026.

Above the Trenches Takes Flight

Flying Pig Games is also preparing its very first aerial combat game.

Designed by Bob Tkach, Above the Trenches: The Fokker Scourge 1915–1917 is a fast-playing two-player game covering the brutal early years of aerial warfare during World War I.

Using an innovative combat wheel system, players engage in tense dogfights across multiple theaters of the war while piloting fragile early-war aircraft in deadly contests of maneuver and nerve.

Coming to Kickstarter Summer 2026.


Relic Wars Expands the Pig into Dark Fantasy

Flying Pig Games is also entering entirely new territory with Relic Wars, a dark fantasy exploration battler designed by Denver Walker with artwork by Riccardo d’Ariano.

Explore, battle, and survive to capture three chalices. The first player to do so and survive a final round wins.

Relic Wars is a 1–6 player fantasy battle game where players choose from six unique characters, each with their own special abilities, and venture into a hidden, ever-changing battlefield filled with danger, magic, monsters, and deadly encounters.

With randomized terrain, Relic War tokens, Divine Intervention cards, and brutal player-versus-player combat, no two games are ever the same.

Relic Wars comes to crowdfunding in November 2026.

Learn more at:
www.relicwarsgame.com


‘95: The Years of Sorrow Continues Squad Battles

The legendary Squad Battles Series also continues with ‘95: The Years of Sorrow by designer Dr. Arrigo Velicogna.

Created within the acclaimed Squad Battles system originally developed by Mark H. Walker, ‘95 transports players to conflicts around the globe during the volatile 1990s, including Bosnia, Chechnya, Kosovo, Panama, and even a battle for West Berlin.

Modern infantry combat, mechanized warfare, helicopters, heavy armor, and political instability collide in one of the most ambitious Squad Battles titles yet.

Coming to Kickstarter Spring 2026.


Kill All Fermitians Brings Solo Sci-Fi Action

Coming in 2026 is Kill All Fermitians, a solitaire push-your-luck sci-fi game designed by Hermann Luttmann with artwork by Riccardo d’Ariano.

Fast, tense, and packed with cinematic action, players battle against a horrifying alien invasion while managing dwindling resources, impossible odds, and escalating threats.

It’s desperate science-fiction survival done the Flying Pig way.


Rising Dragon Ignites the Future War

Meanwhile, Greg Porter’s much-anticipated sequel to Armageddon War, Rising Dragon, continues generating enormous excitement.

Set in 2034 during a massive Chinese invasion of Taiwan, Rising Dragon combines platoon-level combat with hypersonic missiles, amphibious assaults, drone warfare, and massive mechanized engagements across East Asia.

The Kickstarter campaign launched with explosive momentum and demonstrated once again the incredible passion of the Flying Pig community.

Broken Logic Expands The Long Road

The nightmare also continues in Broken Logic, the newest expansion for The Long Road.

Set during the summer of 1985, British armored forces counterattacking Soviet breakthroughs in West Germany soon discover that conventional warfare is no longer the only threat on the battlefield. Supernatural horrors, resurrected soldiers, and terrifying experimental weapons emerge from the smoke of war.


Broken Logic pushes The Long Road universe into even darker territory while expanding the tactical gameplay and narrative immersion fans have come to love.

Games Made by Gamers, For Gamers

Flying Pig Games remains committed to making bold, immersive tabletop experiences with huge personality, memorable stories, gorgeous production values, and highly interactive gameplay.


Whether you love historical conflict simulations, fantasy battles, tactical warfare, horror, or science fiction, the future at Flying Pig Games has never looked bigger.

The Pig is charging ahead — and we’re glad you’re with us.

 


  Modern Tactics: Afghanistan by Vuca Simulations  Vuca Simulations started not too long ago at all. At first, it seemed like a small meteor...

Modern Tactics: Afghanistan by Vuca Simulations Modern Tactics: Afghanistan by Vuca Simulations

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




 Modern Tactics: Afghanistan


by


Vuca Simulations






 Vuca Simulations started not too long ago at all. At first, it seemed like a small meteor in the lower night sky. Then it turned into a supernova in the center of the sky. It has turned itself into a wargaming powerhouse during that time. Of course, if your senses had been attuned correctly you would have expected it. Even their first game was exceedingly well crafted and a pleasure to play. Since then, the gameplay and graphics and design seem to have gotten better with every release. 


 This game was designed by Shayne Logan, who already has a good number of excellent games under his belt. I assume that insurgency wars are as hard to design for a wargame as they are for a country to win. Most have proven totally unwinnable for the nation that is trying to pacify an entire populace. The Romans finally learned how to deal with it better than any other empire or country. They would simply move the, or most of, rebelling population somewhere else. The insurgency wars of the last few hundred years are usually between a much greater military power and a home-grown movement. That is why they are probably harder to design than normal wars. The greater military power can simply stomp like an elephant onto the insurgents due to their overwhelming power. However, the insurgents are like a will o' wisp or ball lightning. They are always present but almost impossible to catch. So, the greater power cannot bring its might to bear. Let's take a look at the game and see how well Mr. Logan has done.


Back of the Box from Vuca Simulations



 This is what Vuca Simulations has to say about the game:


"Dust kicks off an unpaved road, echoes bounce inside walled compounds, and one radio call can change the plan. Modern Tactics: Afghanistan drops you into platoon-level firefights from 2006–2009, where coalition patrols trade impulses with a nimble insurgency across villages, vineyards, and wadis. Every activation is a hard choice—move, fire, breach, rally, call support—while civilians, contacts, and rules of engagement keep the battlefield tense.


What it feels like

Snap decisions, constant pressure: Alternating impulse play captures the push-and-pull of real operations.

Asymmetric warfare done right: Coalition (Canadian, U.S., ANA, SOF) faces Insurgent forces with Fanatics, Recruits, Bombers, Snipers, IEDs, and hidden contacts.

Terrain that tells a story: Walled and multi-hex compounds, high and low walls, irrigation ditches, grape fields, rough ground, and wadis shape LOS, cover, and movement.

Civilians and ROE matter: Unknown contacts, civilian presence, and collateral risk influence your tempo as much as raw firepower.

Combined arms, cleanly integrated: LAV III, Bison, RG-31, Leopard 2, and air support (including Apache gunship) join infantry, engineers, mortars, and AT weapons.


Highlights

Twenty scenarios spanning quick raids, relief missions, and set-piece assaults—e.g., Barton’s Holdouts, Open Market, Operation Medusa, High Value Target, Snake Pit, Outside the Wire, Strongpoint, and more.

Play the compounds right: Edge-hex firing arcs, interior LOS, and wall bonuses reward careful positioning and breaching.

Air & artillery windows: Timed off-board fire missions and gunship arrivals open corridors—or close them.

Risk vs. momentum: Smoke, interdiction, suppression, and morale create openings…but overreach gets punished fast.


What’s in the box

Scenario & theater playbook (Afghanistan) • Core rules (v1.0) • Geomorphic tactical maps • Coalition and Insurgent counters (infantry, leaders, weapon teams, vehicles, markers) • Player aids and reference tables.

Scale: ~50 m per hex; each turn ≈ a few minutes

System: Hex-and-counter, alternating impulses; leadership, morale, suppression, breaching, vehicles, OBA/air

Players: 1–2 (team play possible)

Playtime: 60–120 minutes per scenario (varies by scenario size)

Designer: Shayne Logan"


 

 The game components are what we have come to expect from Vuca Simulations. The maps are naturally a depiction of the terrain that most battles in Afghanistan were fought. So, they are completely correct and look spot on. That being said, it is a pretty drab and inhospitable looking place. The maps are a little stranger than most. There is an eight-piece fold out one which is pretty much standard in size. Then there is a two-piece fold out one that is longer on one side and shorter on the other compared to the pieces of the other map. All of the map pieces are double-sided for as much differing terrain as possible that you would want in a game.  





The Maps certainly do not give you a Garden of Eden feel.


 There are two three-piece fold out Players Aids. These are made of card stock but are more flexible than others I have seen. They are also laminated and in full color. The lamination was definitely an excellent choice on Vuca Simulations part. It will help them hold up for the game to have a long-life span. They are double-sided with the inside three being the different CRTs. The outside three are a Players Aid, with the Turn Sequence, Other Combat, and a Terrain Chart that is in spreadsheet form without any images of the terrain in question (do not worry there is another one that does have images). 





Some pages from the Players' Aid fold out.


 Next up are two single-sided card stock, also laminated, Track Displays. These track Victory Points, Enemy Casualty Points, Impulse Points, and Impulse Point Modifiers. The last one is called the Scenario Display, and it has the Turn Track and the Terrain Key on it. This is the one has the images of all the terrain on it with all the pertinent information for each type listed to the right side of the image. It is made just like the other Aids but rectangular and is slightly longer than the other pages.


 There are five decks of cards. Four of them, USA, Insurgent, Canadian, ANA (Afghan Army), are used to show all the information of each different types of units on both sides. The fifth deck is the Luck deck. This, naturally, represents the 'friction' of war as Moltke described it. The cards are a little bit smaller than a regular deck but also seem to be laminated. They have nice large writing, and the pictures of the different units and pieces of equipment are certainly what you would expect in a Vuca Simulations game.



Luck Cards




U.S. and Insurgent Unit Cards


 Then we come to the five countersheets. The countersheets are split about 60/40 between each side's units and playing markers. The troop counters are 3/4" and the vehicle ones are 7/8". They also come pre-rounded for those of us who care about that. The artwork on them is nicely done without unnecessary gaudiness. The information on them is quite large but you also have it on the unit card decks.



Insurgents and other counters


Canadian and more Insurgent counters


U.S. and ANA counters


 The Rulebook and Playbook are also pretty much standard Vuca Simulations fare. Thet are both in full color and also seem to be slightly laminated. Not enough to give you horrific glare but certainly much more substantial than a magazine. The Rulebook is 48 pages long and is in double columns. However, the printing is nice and large, and it is filled with play examples. So, do not be daunted by the 48 pages. It also comes with an Appendix which is really just a very handy set of "common combats in flow chart form". This is an excellent player aid to keep at hand. The Playbook is 26 pages long and is set up the same way as the Rulebook. The first five pages are some designer notes and a little bit of history. The rest is taken up by the setup and rules for the 20 scenarios it comes with.


 The game box is filled up with all of the wonderful things that we have come to expect from Vuca Simulations. All wargames are pricier now than ever before. However, with Vuca Simulations games you definitely get your money's worth. 



Turn Track and Terrain Key



 With modern day simulation games, or even ones going back to a World War 3 in the 1970s or 80s, you can go one of two ways with the games. Most designers go for the kitchen sink approach to the modern battlefield and try to design a game that is full of micromanagement and flashy details on weapons systems. There is nothing wrong with this approach and it is also seen in other periods of war simulations. Sometimes, I love to get mired with minutiae. Other times, I am looking for a game that has some depth but is quicker to learn and you can get up and playing faster. This game was designed with the latter in mind. Do not get me wrong, it does have plenty of depth. However, you are not making die rolls to see where each bullet fired by your soldiers land. Mr. Logan has made a name for himself by designing all of the Old School Tactical, based in World War II, wargames. If you are conversant with those games, this new Modern War series will be very easy to learn. Sometimes an 'easier' game is decried by grognards as not being as good as a wargame with a 100-page rulebook and needing to phone a friend for help deciphering them. Please try and remember the gameplay is the thing. 


 This game is definitely based in the actuality of modern war. If you try to play it like the Eastern Front in World War II you will get your hand slapped, or lose victory points, because of it. Yes, the insurgent forces are more brittle. However, you cannot just sit in your helicopters and fire away, although that is very helpful. You as the USA and Cannada and its Afghan Allies will have to put boots on the ground. The bloody infantry are the deciders of war on the ground since time immemorial. This is a game about small unit engagements. Even the units with huge armies and supplies behind them only have a finite number of things. Those troops are also put in some of the most inhospitable and remote areas of combat. They are also faced with a homegrown enemy that has a lot going for it before the action even starts. If you expect to just steamroll your way through these villages etc. you have another thing coming. Likewise, the insurgents have to be completely aware of the modern armaments and mechanized units their enemies have, and their training. The Luck Cards can have a great effect on your plans for your units, especially if the Breakdown Card rears its ugly head. Your opponent gets to remove an enemy support weapon or flip a Weapons Team to its Team side, thereby becoming just infantry.


 The coalition forces should try and keep their helicopters and armored vehicles out of harm's way. The helicopters are worth three victory points, and the armored vehicles are worth two, this is the same as a full squad. The insurgents have RPGs, a heavy machine gun unit at times, and a good number of light machine guns at their disposal. Naturally not in every scenario, but they can be there. The 'bomber' units of the insurgents are one of their most dangerous weapons. If possible, the Coalition forces should target them, and any heavy weapons, that the insurgents have early in each scenario. Then we come to the insidious IEDs. These are hidden until sniffed out by Coalition forces or by the blast that your units will suffer from them. The addition of civilians running amok during these firefights is another thing that the Coalition forces have to be aware of (these are also worth two points to the insurgents). The Rulebook also has some rules for tank-to-tank engagement but there is no chance in this game. This is just because they are Core Rules for the gaming system.


 The game uses Impulse Points and an Initiative Phase. The scenarios go by fast and furious and you can easily get lost in the gameplay. The Luck Cards can, and will, change how a scenario is playing out. Lady Luck is equally distributed between the forces. This is a game for playing and not cross-referencing rules and yet it still gives a good approximation of the realities of the combat. It is a cat and mouse game played out with newer weaponry. Of course, drones are nowhere near as effective or muti-purpose as they are now. These battles took place roughly 20 years ago.


 Thank you Vuca Simulations for letting me review another of your excellent games. A big thank you also to Mr. Logan for designing another great game system for me to get obsessed about. 



Robert Peterson

Modern Tactics: Afghanistan

Vuca Simulations






Bring it on Games first game Anzio: A Lost Opportunity  You have definitely heard of and played Adam Starkweather's games before. This i...

Bring it on Games first game Anzio: A Lost Opportunity Bring it on Games first game Anzio: A Lost Opportunity

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




Bring it on Games first game Anzio: A Lost Opportunity






 You have definitely heard of and played Adam Starkweather's games before. This is his newest endeavor with a brand-new company. Here is a blurb straight from the horse's mouth:


My name is Adam Starkweather, and I’m a lifelong wargamer currently based in Chattanooga, Tennessee. I’ve been a designer for over 25 years and have some 40 games to my credit. My love of the hobby goes back to 1973 when I cracked open Avalon Hill’s Stalingrad for the first time — and it never really let go. My personal Mount Rushmore of game designers includes John Hill, Frank Chadwick, Mark Herman, and Charles Roberts, with Jack Radey being the single most influential designer on my own work. That deep roots-in-the-hobby perspective is the foundation for everything I do at Bring it on Games.  I’ve always been a captive house designer - first with MMP and then with Compass.  This meant that production was always paramount.  If you’re paid a salary, you have to produce.  If something was off in the game, I’d never have the time to fix it with more than a band-aid.  It also meant that my games never received the amount of proofing, development, playtesting, and just general love that a truly great game needs.  This is now all changed with my nailing my shingle to a virtual wall and opening up my own business.  Welcome to Bring it on Games.


Bring it on Games is a wargame company built by a gamer, for gamers — and that distinction matters. This isn’t a publisher that happens to make wargames. We play them, we love them, and wargames are one of the great things we enjoy in life, just like you. The team includes designer Adam, artist Antonio, developer Kamil, and historian Greg, each bringing genuine passion to the craft. We’re a small, focused operation out of Chattanooga with a direct line to our community — email us, call us, talk to us.


What sets Bring it on Games apart from the established names in the industry is a deliberate rejection of the warehouse-and-inventory model. We don’t want to be GMT Games, Multiman Publishing, or anyone else you already know. We print only what is ordered, keep a 20% surplus for accidents (and to give copies to gamers who can’t afford them), and refuse to skimp on components. Every decision is made with the player in mind, full stop.


We also keep our output intentionally small — only two or three games every two years — so each title gets the attention it deserves. And while our games are proudly old-school monster games, we fully embrace the digital age: how-to-play videos, immediate rules support, VASSAL modules, and ongoing community engagement. You can even try before you buy — a free playable scenario is available on the site right now, pitting the 3rd Infantry Division against the 26th Panzer Division from Operation Seitensturm.


Our first release is Anzio: A Lost Opportunity, Game One in the Advanced Company Scale System (ACSS). It’s a massive, deeply researched wargame of the 1944 Anzio campaign, and the box delivers an extraordinary amount of content: ten double-sided maps of varying sizes, twenty countersheets, 21 scenarios, a Designer’s Handbook, specially designed dice, division and scenario displays, and a six-inch-deep box to hold it all. It’s limited — once it’s gone, it’s gone — and future ACSS titles covering Utah, Omaha, Market Garden, and Operation Battleaxe are already in development.


I wrote this to introduce myself and my company, but I’d like to hear what you want to write about.  Rules construction and why things are different now? Why is the game so expensive? What’s different here from what I’ve made before?  Something else?  Let me know, and I’ll talk extensively about what you want to know.  Tell me in the comments what you’d like to know more about.


But do have a look at my website, download the game and rules, and give it a try.  I’ve already worked on this title more than I’ve ever worked before - and I know I’m only about 30% done. 


www.bringitongames.com



 This is what comes with Anzio: A Lost Opportunity


Yeah.  It’s expensive.  But look what you get in the box.

This is a lot of stuff.  Tell your wife it’s like 10 games in one box (which it actually is).  And the “my hobby is cheaper than golf” usually works well.


Two double-sided 8 1/2 x 11 maps


Two double-sided 22”x17” maps


Six-double-sided 22”x34” maps


Twenty 5/8th” Countersheets


One Series Rulebook


One Exclusive Rulebook


One Scenarios Book (with 21 scenarios!)


One quick reference rules guide


One Designer’s Handbook (Early orderers exclusive)


Eight Specially Designed 10-sided Dice


Two Specially Designed Morale Check 10-sided Dice


Twenty-four single-sided Division Displays


Ten double-sided Scenario Displays


Two Terrain Effects Charts


Two Combat Results Tables


Two general reference chart displays


Two Sequence of Play reference charts


One Game Display


One 6” deep box to hold everything (yes, everything!)


And yes, just to make sure everything is covered, you always get one of these in every game:






  Les 3 Zouaves Games Information Les 3 Zouaves is a young French publishing company dedicated to historical games and accessible wargames, ...

Les 3 Zouaves Games Information Les 3 Zouaves Games Information

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

 



Les 3 Zouaves Games Information








Les 3 Zouaves is a young French publishing company dedicated to historical games and accessible wargames, with a clear editorial vision: creating immersive, elegant, and dynamic games capable of appealing both to military history enthusiasts and modern board gamers.

Our philosophy is built around a balance between historical depth, fluid mechanics, and strong visual identity. We aim to help players discover or rediscover major historical conflicts through systems that are intuitive, narrative-driven, and playable in around two hours.








Among our current and upcoming projects are:


Brandywine, 1777 – A Time for Heroes


Austerlitz, 1805 – Heures Décisives


Gettysburg, 1863 – A Time for Heroes (2nd edition)


Friedland, 1807 - A Time for Heroes


Castillon, 1453 - Au Temps de Preux


as well as several future titles covering different historical periods, from the Hundred Years’ War to the Napoleonic campaigns.


Our games emphasize:

immersive maps and components,

mechanics that are easy to learn yet rich in decision-making,

high replayability,

tense and dynamic gameplay,

and high production values inspired by modern board game standards.


Les 3 Zouaves also places great importance on community interaction, open playtesting, and building bridges between the traditional wargaming world and the modern board gaming audience.


Les 3 Zouaves

hpssims.com