RockyMountainNavy’s 2019 most anticipated #wargames & #boardgames featuring @Academy_Games @danverssengames @GMTGames @Hollandspiele @mighty_boards

THIS IS THE TIME of the year that many folks look back on on the past year and forward into the next. This is a forward look at my most anticipated games in 2019. Note the use of the plural. There are so many games out there that it is impossible for me to declare a single one as my most anticipated! Instead, I compiled a list of games scheduled to be published in 2019 that highly interest me. It will surprise nobody that as a wargamer most all of the games on this list are, well, wargames or waros.

Amongst the many interesting games to be published in 2019, the ones of most interest to me are:

nof_packshotNights of Fire: Battle of Budapest (Mighty Board Games): This title, co-designed by Brian Train, almost snuck under my radar. I totally missed the Kickstarter and it was not until Mr. Train pointed it out to me that I took notice. I am very glad I did. I am very intrigued by the mix of game mechanics (Revolutionaries using hidden blocks, Soviets using a hand-building mechanism). The different player counts also intrigues me (Coop vs AI, 2v1, Solo). The topic may be obscure but the game takes that obscurity and shines a light on it with a very innovative approach.

pic439690_mdConflict of Heroes: Storms of Steel! Kursk – 1943 (3rd Edition) (Academy Games): The Conflict of Heroes series is my favorite World War II tactical combat game (right up there with Panzer from GMT Games for armored combat). I participated in the ProofHQ for the new rules. Some folks complain about the new rules (especially the Spent Die); personally I like them and look forward to fighting on the steppes of Russia.

pic4431242Wings of the Motherland (Clash of Arms): This will be Volume 4 in J.D. Webster’s Fighting Wings system. It covers World War II on the Russian front from Operation BARBAROSSA thru the fall of Berlin. It looks to be a huge game (with a huge price tag too) but will have over 250 scenarios using 48 new aircraft not found in previous series games. The Fighting Wings system is definitely at the higher end of the complexity curve of wargaming, but once you grasp the basic flow of the game and key concepts it plays quick and delivers an incredible narrative for the dogfight. For me, the love affair with JD Webster’s air games goes all the way back to 1987 and his Air Superiority (GDW) title.

castle20itter20box20top20MOCKUP_largeCastle Itter: The Strangest Battle of WW II (Dan Verssen Games): I missed Pavlov’s House, the first in the now-called Valiant Defender’s series. This is a solitaire game and I usually don’t go for solitaire systems but once again the combination of interesting topic and innovative game design draws my attention. Like Nights of Fire above, these different games taking an unusual approach to the topic are popping tall on my radar this year.

dc_medium-1District Commander: Maracas (Hollandspiele): More Brian Train designs. I am happy to see my favorite little game publisher, Hollandspiele, bringing this games to print in 2019. For a while, Mr. Train is offering a free PnP version of the first game here. These are diceless games covering counter-insurgency in the 20th and 21st centuries. Yet again, a different game design approach to the topic.

img_0154Tank Duel: Enemy in the Crosshairs (GMT Games): This is a card-based game for 1-8 players that is supposed to be fast-paced. I hope this will be a great pick-up game for the RockyMountainNavy Boys and myself. If nothing else the artwork in the game looks to be incredible and immersive.

I could keep going but I will stop here and end with this comment. I notice a lack of hobby boardgames in this list. Although I turned hard into hobby gaming in 2017 and early 2018 my interest in that segment of the hobby has dropped off. Other than Root (my Game of the Year in 2018) my more recent hobby boardgame acquisitions have been a bit flat. This past week, a new Kickstarter came to my attention: War of the Worlds: The New Wave Game (Grey Fox Games). I was very tempted to pull the trigger and pledge but I hesitated. Although the price is great ($39 basic pledge) I am not sold on deck-building games in general. It is also only a 2-player game; these days I prefer boardgames that support 3- or 4-players so it can be a family event. I think I’ll pass on this one, but am trying to stay hopeful and see what else pops up in the coming year.

#RPGThursday Retrospective – Ending My Second RPG Interregnum

While preparing this RPG retrospective series, I discovered that there were two significant gaps in time between my RPG purchases. The first interregnum was between 1986 and the mid-1990s. The second interregnum was from the late-1990s to 2005.

The first purchases after my second RPG interregnum also reflect a change in the RPG industry that I was slow to catch up on, but ultimately started me on a path of learning RPGs unlike I had ever experienced before. What I had missed during my second interregnum was the birth of Open Game Content, and the release of the Open Game License (OGL) in 2000 by Wizards of the Coast.

The OGL released, for public use, certain portions of RPG systems – the Open Game Content. I say “systems” because the OGL was initially intended to release for public use the underlying rules system, or “mechanics” of the game, and not settings.

I discovered this when in 2005 I purchased Prime Directive d20 (PD20). The cover clearly states that this is the “Core Rulebook.” What I missed was the (obvious) yellow text box on the back cover which stated:

Requires the use of the Third Edition Player’s Handbook (v 3.5) published by Wizards of the Coast. Compatible with all d20 rulebooks so GMs will have resources to create infinite new worlds to explore.

Well, that sucked. After being lured in by the “Core Rulebook” on the cover, I instead was hunting around for whatever these “d20 rulebooks” were. I found a seller in England named Mongoose Publishing that sold The Mongoose Modern Pocket Handbook. I think I was lured in by the publisher’s blurb on the backcover:

The Mongoose Modern Pocket Handbook is a simple guide to the world’s most popular Modern roleplaying game system. It contains exactly what a reader needs to play the game and nothing else.

With this guide to the intricacies of the Modern OGL rules set, Players and Games Masters can make use of any other setting or devise their own for a campaign that is uniquely theirs while still retaining the basic framework of the Modern OGL game. If it is a basic rule covering character creation, combat, equipment, vehicles, creatures or magic, it has a home in these pages.

Everything you need, in a pocket-sized edition with a pocket-sized price.

So I ordered one (and paid way too much in shipping – another costly lesson learned).

I am sure you already see my obvious mistake. First, I didn’t understand the d20 product line meaning I didn’t understand the difference between Third Edition and Modern rulebooks. Second, I was very confused when I tried to read the Modern Handbook. There were many rules, presented in a not-very-friendly manner, but no setting. I remember trying to make sense of the rules and being confused for days and days. I compounded my confusion by trying to play Prime Directive d20 using the Modern Handbook. Although the PD20 back cover claimed “compatible with all d20 rulebooks” the reality is the differences between Third Edition (v3.5) and Modern were enough to make play virtually unachievable for me. This was especially true since I was starting out with above-average confusion by not understanding d20 to begin with.

Prime Directive d20 started with a good fiction piece, which was interesting because it did NOT feature a Prime Team. This is emblematic of the entire book – it suffers from an identity crisis. In Chapter 3: Character Classes there are five “Adventure Party Formats” introduced:

  1. The Bridge Crew: Officers on Call
  2. Special Assignment: Ready for Anything
  3. Prime Team: The Best of the Best
  4. Fighter Pilots: Wild Dogfights, Wild Parties
  5. Freelancers: Have Phaser, Will Travel

The first is obviously Star Trek. Problem is, this is the Star Fleet Universe, with a recommended setting taking place right before the big General War kicks off. The second setting is the sort featured in the opening fiction; a team thrown together for a special mission. The third is the namesake of the system, but notes that characters start at 9th Level (so much for a beginner’s adventure). The fourth setting was likely an attempt to capitalize on the (then) successful Battlestar Galactica reimagining. The final setting, Freelancers, looked to be PD20′s version of Traveller. The greatest problem with PD20 is that the Third Edition (v3.5) rules don’t do a good job of portraying any of these tropes.

The Mongoose Modern Pocket Handbook I now know is actually a System Reference Document (SRD) and is not supposed to be a rulebook for playing an RPG. An SRD is the foundation used to construct an RPG rulebook. Problem was I tried to play using the SRD with no success at the time.

At this same time, I discovered a web site on an alternative history of the Luftwaffe named Luft ’46. This in turn led me to a comic book series, Luftwaffe 1946 by Ted Nomura. In a fortunate coincidence, I also somehow discovered DriveThruRPG. In my second-ever purchase from the site, I downloaded Luftwaffe: 1946 Role Playing Game.

Luftwaffe: 1946 Role Playing Game is not a complete RPG – it is a setting book like PD20. Unlike PD20, it used another rules set, the ACTION! SYSTEM. Now I was even more confused and more than a little bit upset. Why on Earth can I not get a “complete” game? Why do I have to keep buying a separate rulebook and setting book? I downloaded a free version of the ACTION! SYSTEM and tried to learn the game.

Luftwaffe: 1946 Role Playing Game tries to be an RPG homage to Luftwaffe 1946. A major part of the core setting is aircraft combat. This demands a strong air combat system. The problem is the ACTION! SYSTEM does NOT have a good vehicle combat system. Without a good fighter combat system, the existence of this entire game is questionable. It also didn’t help that in the introduction Ted Nomura gets upset that he cannot find good plastic model kits with accurate swastika decals. This makes him declare:

Being educated in America and thus thinking that we’re a free press society, I found the obvious censorship of history highly insulting to my intelligence. Thus, at the beginning of the early 1970’s, I made a more careful study of Nazi Germany and found out that their atrocities were not much worse than what any other major countries had done to their people and their neighbors throughout the centuries of warfare. Focusing only on a select few seemed not only unfair but inaccurate. – p. 7

After reading this, I put Luftwaffe: 1946 Role Playing Game on a back shelf. It wasn’t pulled out again until this retrospective series (and I think I am going to shred the printed copy and reuse the binder for another game).

After the Luftwaffe: 1946 failure, I looked around and found a setting book that I thought I liked, ACTION! CLASSICS The War of the Worlds Source Book. The cover of this book looked promising because it proudly proclaimed the book contained “Game stats for both Action! System and d20 System.” This would be great; if I didn’t like the ACTION! SYSTEM I could always go to d20.

The War of the Worlds Source Book starts out with H.G. Wells’ The War of the Worlds novel. The novel takes up the first 76 pages of the book. The book is only 101 pages long. This meant the actual game material was slim, and what was there was often repeated (ACTION! SYSTEM/d20 System). Given that I never really enjoyed the ACTION! SYSTEM or d20, I gave up on this setting.

What I didn’t realize then, but see now, is that the OGL had changed the RPG industry. The  OGL allowed rules sets to go public, and enabled many smaller publishers to publish their own settings. The RPG industry focus had turned from RPG rules to RPG settings.

Not all was bad at this time. Using DriveThruRPG I was able to buy books for older games that I had missed out on. Publishers like Far Future Enterprises sold CDs with older Traveller RPG collections. I eagerly picked these up and thoroughly enjoyed the rediscovery of these older classics and going back to my RPG roots from the late-1970s and 1980s. The future of RPGs was dead to me – I was not a d20 player and I didn’t want all those other new systems.

That was, until my next purchase.


Luftwaffe: 1946 title (c) 1996, 2001 Ted Nomura and Ben Dunn. All other material is (c) 1996, 2001 Antarctic Press. The Luftwaffe: 1946 and related material are used under license. Luftwaffe: 1946 Role Playing Game Copyright (c) 2003 Battlefield Press, Inc.

Action! Classics: The War of the Worlds Sourcebook copyright (c) 2003 by Gold Rush Games.

The Mongoose Modern Pocket Handbook is (c) 2004 Mongoose Publishing.

Prime Directive d20 is copyright (c) 2005 by Amarillo Design Bureau, Inc. “d20 System” and the “d20 System” logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 5.0. Elements of the Star Fleet Universe are property of Paramount Pictures Corporation and are used with their permission.

“The Traveller game in all forms is owned by Far Future Enterprises. Copyright 1977-2016 Far Future Enterprises.”