Wednesday, December 27, 2017

GWSH2 - Russians vs Germans 1914 Encounter Battle

I've had the Great War Spearhead II rules for several years now along with all the nice scenario books and I decided to try to run a game and see if our group likes these rules enough to keep using them. I haven't broken out my WWI figures in a while, so I thought I would give this a go.

The rules are well researched and I like how that the maneuver element is the regiment and each stand is a company. The companies can maneuver freely within range of the Regimental HQ once the enemy is encountered and fog of war is simulated via written (drawn actually) orders, spotting rules, target priority, and order change difficulty.

Phil and Jan will be the Russians while EC and EB will command the Germans. Roughly 1 division per side in this meeting engagement. This is loosely based on the RACE TO THE SEA scenario in the GWSH2 rules. All artillery will be on-board with one "brigaded" regiment for each side, while the rest of the batteries will be directly attached to the regiments and will fire over open sights.

Victory points were awarded for control of each village in the middle (Bossau and Soldau) and per enemy regiment broken. I'm going to look at adopting some victory conditions from the GWSH2 Scenario designer for our next game.

German Order of Battle

6th Bavarian Division

44th Regiment (Regulars): 1 RHQ, 12 companies, 1 MG

45th Regiment (Regulars): 1 RHQ, 12 companies, 1 MG

66th Regiment (Regulars): 1 RHQ, 12 companies, 1 MG

67th Regiment (Regulars): 1 RHQ, 12 companies, 1 MG

3 x 76mm Field Gun Regiments (3) + 1 FO: qqqqqqqq

Russian Order of Battle

32nd Division

8th Regiment (Regulars): 1 RHQ, 16 companies, 4 MG

9th Regiment (Regulars): 1 RHQ, 16 companies, 3 MG

108th Regiment (Green): 1 RHQ, 16 companies, 4 MG

110th Regiment (Green): 1 RHQ, 16 companies, 4 MG

Cavalry Brigade (Regulars): 1 BHQ, 8 Squadrons, 1 Cav MG, 1 Field Gun

2 x 76mm Field Gun Regiments (3) + 1 FO: qqqqqq

Map and Overhead Photo

I was originally hoping to just snap a photo and print it out for the map orders, but you can't see the hills in the photos on my new Cigar Box plush terrain mats. So, I drew out the map after I had setup the table. Players will draw arrows on the maps to indicate their plan of attack and defense. I think this makes you feel more like a general than a regiment command, and I think that is great.

The Plans



The Battle

What is interesting in GWSH2, is that your regiments move on orders so there is little in the way of thinking that has to go along with their movement until contact is made with the enemy. Most of the real brain burn is in the initial orders.

A wider view of the initial movement

Below the Russian cavalry attempts to flank the Germans in Soldau.

This is nice shot of the 108th Russian infantry regiment storming across the hill and through the woods during their assault on Soldau. This would prove very costly for this GREEN regiment.

The forces clash!

My German Brigaded 77mm field gun batteries started hammering the Russian 8th and 9th regiments where their battle orders intersected. The first bombardment was not that effective, but the 2nd and 3rd were telling.

Meanwhile the Russians bomb the 44th German Regiment in the open and have great success at destroying the German infantry, much to my chagrin.

View from the Russian side as the 9th heads towards Bossau

The 110th Russian regiment begins to move to their left to protect the flank after the 108th regiment was broken.

Massed pile of Russian casualties in front of Soldau.

At this point the Russians were unlikely to win as both villages (+2 vp each) and 1 Russian regiment (+1 VP) was broken, and no German regiments had cracked yet. We called it an evening and discussed the game and rules.

German Casualties (7)
3 companies, 44th Regiment (attacking Soldau)
0 companies, 45th Regiment (defending the woodline)
2 companies, 66th Regiment (holding Bossau)
2 companies, 67th Regiment (holding the right flank of the 66th Regiment.

Russian Casualties (22)
1 company, 9th Regiment (attacking Bossau)
6 companies, 8th Regiment (attacking Bossau)
10 companies, 108th Regiment (attacking Soldau, failed the 50% check)
2 companies, 110th Regiment (in support on the ridge)
3 squadrons, cavalry Brigade (51st\52nd Dragoons)

After Thoughts
This was our second playtest of GWSH2, with different players in each game. Same scenario. Here are my reflections on the rules, both pros and cons. I've enjoyed the rules enough to continue my game play and scenario testing.

Pros of GWSH2:
  • Fantastic support group on the GWSH2 Yahoo Group. Shawn and Robert seem to always be around to answer questions.
  • Each stand being a company or squadron, while the maneuver element is a regiment\brigade really hits the sweet spot for this period of warfare. Companies can move without taking the whole battalion with them.
  • Simple rules, but making the plan (orders) is the real kicker here.
  • Rules have very few modifiers, which I like, but I'm not used to. I guess they picked out the modifiers that they believed really mattered on this scale.
  • Drawn orders on a map force you to plan more than most wargame rules, as you don't have the flexibility to change your orders easily. You need to hold reserves.
  • I feel like a general rather than a colonel in this game, which I find refreshing.
  • Four (and many more in the works) Scenario books available on I recommend full color printing or the full color PDF, as the black and white maps are hard to read when a lot of terrain is on table. 

Cons of GWSH2:
  • Having to hand draw a map for a game that doesn't have the same terrain as a published scenario. This can take time and you have to get it reasonably accurate or the orders will suffer.
  • Having played Piquet for decades, there doesn't seem to be a huge amount of drama generated by this set of rules. Following the orders, react when you meet the enemy, and fight when in contact. You can't get a real jump on the enemy as you know how far they will move each turn, you just don't know exactly where they are going. Still, definitely fun.
  • So far I don't have a lot of nationalistic flavor for each army in 1914, but as a general, not a battalion commanders I suppose that this can be overlooked. Time will tell.
  • Since break point checks are at 33% (Green), 50%, and 66% then larger units can take more casualties before they take a break test. Hence Germans will test sooner against Russians (if they are both rated as regulars) due to the unit sizes. (14 vs 20 stands). This keeps the game simple though.
Look for my next playtest with the Turks defending against Russian counter-attacks in the Caucasus mountains in December 1914. Since this will be an Attack-Defense scenario this will give a set of different challenges. (Snow, Mountains, etc). The true test will be if I can break out my late war armies for trench assaults and see how that works. I have Austrian, Russians, Germans, and USA armies, while Brian has late war British and French (and some Italians too).

2017 - A Year in Review

Good afternoon gamers.

For the first time I have logged all the games there were played over the year. I'm happy to say we have had a healthy gaming group here in Charlotte and look forward to an outstanding 2018. I played in the following games throughout the year, with most of them in my basement "War Room".

I haven't sent out the "New Year's Gaming Resolutions" to the group yet, but I'm excited for the coming year.

Total Miniatures Games in 2017:  22
Total Board Games in 2017:          48

JANUARY (MG: 4, BG: 1)

Jan 4th  - 1812 twice (Paul, Phil, Steven H., EricBu, Brian)
Jan 11th - Game of Thrones (EB win) - (Mac, Phil, Brian, Paul, EricBu, Steven H.)
Jan 18th - SAGA (Steven H., Paul, Brian, EricBu)
Jan 25th - SAGA (Brian, EricBu, Steve H., John)


Feb 1  - SAGA (EricBu, Phil, John, Jan, Brian)
Feb 3\4 - JJ Con (Pirates, GoL, Chariots)
Feb 8  - No Game
Feb 15 - Fields of Despair (1 game - EC, EB)
Feb 22 - Fields of Despair (2 games - EB, Hammer, Paul, and Brian)

MARCH (MG: 2, BG: 1)

March 1  - No Game
March 8  - RJW 15mm(Jan, Phil, EC, EB, Paul)
March 15 - RJW 15mm (EB, Brian, Jan, Phil, Hammer)
March 22 - No Game
March 29 - Mare Nostrum (EB, EC, John, Wes, Charles, Steven) Wes Win

APRIL (MG: 0, BG: 5)

April 5  - Mare Nostrum (EB, Mac, Brian, Wes, Steven) EB Win
April 9  - Dominant Species (Charles, EB, Hammer, Mary, Greg) - Sunday
April 12 - Terraforming Mars (EB, Hammer, Paul) - Hammer victory
April 19 - Fief 1429 (EB, Jan, EC, Brian) game called due to time.
April 26 - Terraforming Mars (Hammer, EB, Jan) - EB victory

MAY (MG: 0, BG: 7)

May 3  - Pericles (EB, Mac, EC, Jan, Hammer, Brian)
May 10 - Pericles (EB, EC, Jan, Brian)
May 17 - Pericles (EB, Jan, Brian)
May 20 - BAR (EB, Phil, HH_am, Charles_am)
         Raiders of the North Sea (EB, Phil, Ben) Phil victor
May 24 - Mare Nostrum (EB, Phil, Jan, Wes, Steven)
May 31 - Maneuovre (Phil, EB) - Russians vs. Ottomans (EB victory)

JUNE (MG: 1, BG: 2)

June 7  - MAW - Palo Alto (EB, Jan, Brian)
June 14 - Pericles (EB, EC, Brian, Phil)
June 28 - Manoeuvre (EB, Jan, Mike B.)

JULY (MG: 6, BG: 1)

July 5  - Reichenberg SYW (EB, Wes, Mike P.)
July 12 - Historicon (AWI, SYW, WW2 Skirmish, Vietnam)
July 19 - No Game
July 26 - Zombicide: Black Plague (EB, Phil, Wes, Jan)
July 30 - 1812 28mm (Carnage & Glory) Dr. Bob's place

AUGUST (MG: 2, BG: 3)

Aug  2  - 1812 15mm (Piquet) (Brian, EB, Phil, Wes, Jan, Charles)
Aug  9  - 1812 15mm (Piquet) (Brian, EB, Jan, Phil, Charles)   
Aug  16 - Time of Crisis - Rome 3rd Century AD (GMT) (EB, Phil, Wes)
Aug  23 - QMG:1914 (Mac, EB, Brian, Wes) 2 games played
Aug  30 - Vikings 878 (EB, Charles, Jan, Phil)


Sept  6 – QM1914 (EB, Jan, Wes, Mac, HH) two games played
Sept 13 - Nappy Wars (EB, Jan, Paul, Phil, Brian)
Sept 20 - HIS playtest (EB, Jan, EC, Brian, Phil, and Wes)
Sept 27 - Time of Crisis - Rome 3rd Century AD (GMT) (EB, Phil, Brian, Mac)
Sept 30 - Twilight Imperium 4 - (EB, Wes, Mac, Hammer, Victor, Nick)

OCTOBER (MG: 1, BG: 6)
Oct  4 - Terraforming Mars (EB, Mac, Jan, Phil, EC, Charles)  
Oct  8 - Manoeuvre (EB and Phil) x2 on Sunday (Prussians vs Swedes & Qing vs USA)
Oct 11 - Here I Stand - prep game (Jan, EC, EB, Ben, Phil, Brian)
Oct 18 - 1775 (EB, Jan, Phil)
Oct 21 - Here I Stand (Jan, EB, Brian, Phil, EC, BenS) - Saturday all day game at my house. 10am
  •   Jan - Papacy
  •   Phil - France
  •   EC - England
  •   Brian - Ottomans
  •   EB - HRE   (Victor)
  •   Ben - Protestants
Oct 25 - Krefeld - 15mm SYW (EB, Phil, Jan, Brian)


Nov 1  - Liberty or Death (COIN) (EB, Phil, Jan, Charles)
Nov 8  - Time of Crisis (EB, Phil, Jan, Wes)
Nov 15 - Liberty or Death (COIN) (EB, Phil, Jan, Brian) didn't finish
Nov 20 - Colonial Twilight (COIN) (EB and Phil) - cut short
Nov 22 - No Game
Nov 29 - WWI 15mm (GWSH2 Germans vs Russians) (EB, Brian)


Dec 6  - No Game
Dec 13 - No Game
Dec 19 - WWI 15mm (GWSH2 Germans vs Russians) (EB, EC, Phil, Jan)
Dec 20 - No Game
Dec 27 - Captain Sonar (EB, Wes, Hammer, Brian, Phil, Mac)

Saturday, October 28, 2017

SYW - Battle of Krefeld 1758

Hello Gamers!

I have decided to run a series of SYW games using Cartouche 2nd edition from Piquet Inc, featuring the Duke of Brunswick (leader of the Allied army in Germany) starting with the Battle of Krefeld, June 23, 1758.

I'm using the following sources for scenario ideas:
1. Tim Tilson Scenario book: Great Captains Campaigns: Ferdinand of Brunswick.(refights just the flank attack) available on

2. Kronoskaf site:

3. Age of Honor scenario book (refights entire battle):

4. Volley & Bayonet Scenario book: Battles of the Seven Years War, Volume 2 The Strategic Flanks, Frank Chadwick (refights entire battle)

5. Operations of the Allied Army Under the Duke of Brunswick, 1757-1762, by Sir Charles Hotham-Thompson.

6. "His Britannic Majesty's Army in Germany during the Seven Years War" by Sir Reginald Savory

Here is the map I based my game on from the Kronoskaf site. Cropped and rotated. French are in red and Allies in blue.

Here is the overview shot during setup from the Allied perspective.

From the French perspective.

Painting of Hessians during this battle fending off a French cavalry attack. I love this painting.

Scenario Rules for Piquet

1. We are only fighting the flank attack, as that was the majority of the battle.
2. The "Great Ditch" is CLASS III terrain. This is the brown strip of terrain between the two armies.
3. The Landwehr, cross section below is CLASS IV, should not be a factor in the game. This is the dark brown strip that is on the base edge of the French side of the table.

4. Allies roll a D6 and that unit, going from right to left, on the French front line is disordered from the Allied artillery fire that occurs before this scenario starts.
5. The scrub area where most of the French are deployed is CLASS II terrain for cover. Slows movement done by 2" (not half per normal rules), and no fire inside that area can be done at long distance. Only point blank to medium range applies.
6. French and Allied cavalry wings would come onto the table after spending 1 pip on Cavalry Move in Open card six times. This should mean that both cavalry units would appear on the table (French left flank) some point in turn 2. However, Piquet is not always fair, so the timing may vary.
7. Since the Allies are attacking they automatically win the first initiative roll and must go first.
8. We used the rule of 1/3 for impetus distribution. Winner gets all their normal impetus, while the loser of the roll gets 1/3 rounded down. Winner decides whether to use their impetus first or second.


Here are some photos of the rosters, but if you want actual PDF files let me know and I will send them in email. Because I was focused on the flank attack only I used 1 for 1 battalions\regiments in this battle.

Allied Roster

Allies drew 37 Morale Chips

French Roster

French drew 29 Morale Chips

The Players

Allies (Hanoverians, Hessians, and Brunswickers)
     Brian (2nd Brigade and 3rd Brigade)
     Jan (1st Brigade and Cavalry Reserve)

    Phil (Touraine Brigade and 2nd Brigade)
    Eric (La Marine Brigade and Cavalry Reserve)

Rules: Piquet Cartouche 2nd Edition
Miniatures: 15mm Old Glory

Initial Thoughts

The Allies will have a tough assault. They have to attack an army that is deployed in cover (CLASS II) and they have to surmount the Great Ditch in order to cross bayonets with the French. The allied commanders will need to stomach heavy losses in order to persevere.

These initial photos are to familiarize you with the armies and terrain.

This is the view down the Great Ditch separating the two armies. You can see that I started the forces very close together so that a 2nd move by the Allies would put them in contact with the Great Ditch.

Major-General von Wangenheim's 1st Brigade of seven Hanoverian battalions anchors the Allies right wing and is squared off against the French La Marine Brigade of six battalions, with 1/3 of them being trained militia.

Major-General von Gilsa's 2nd Brigade of Hessians and Brunswickers. They will have to move the greatest distance to reach the French. The guns and The Duke overlook their advance.

Major-General von Kielmansegg's 3rd Brigade of infantry, including both the Hanoverian and Hessian Grenadier battalions. This is the hammer that will lead the assault and hopefully turn the French right flank. The Hereditary Prince is in the rear guiding his attack. In the real battle the Hereditary Prince attached himself to the Hanoverian Grenadiers and led the charge against the Great Ditch! Our local commander's didn't want to risk it for some reason and left him unattached, even though I gave them that option at the beginning of the game.

The French right flank (Touraine Brigade) readies themselves for the coming onslaught.

The Battle

The Allies rolled a 2 and the 2nd unit starting from the French right flank was disordered. This happened to be the Champaign regiment with the green flag!

The Allies win a nice amount of impetus to start and get an Infantry Move in Open card early which they use to move all three of their infantry brigades directly forward to the attack.

The Allied 3rd Brigade leading with the Grenadiers and the high quality von Scheither (far right) move into musket short musket range. The French Touraine regiment (unflocked gasp), in its first table top engagement opens fire and inflicts massive (3 stands) casualties on the first roll of the game! The von Scheither returns fire, but only managed 1 stand of damage. The Allies are already shaking their heads as they know this is going to be a brutal assault.

The rest of both battle lines exchange volleys with the Champaign regiment being forced back by the Hessian musket fire, while the von Scheither Hanover regiment is completely wiped out by the Touraine's second fire!

The Hanoverian Grenadiers then concentrate fire on the French Vaubecourt regiment and move into contact with the Great Ditch so they can assault on a Melee Resolution card.

Same situation from a different angle.

The Brunswick Leib-Regt also moves into support against the small german farm filled with French.

The French Royal Vaisseaux regiment was the only French unit deployed on the other side of the Great Ditch when the battle started. They valiantly withstood several assaults and close range fire. Even managing to drive back the Brunswick Leib Regiment.

Meanwhile on the Allied Right flank, Jan brought his command forward and was slowed a bit due to there being some CLASS II scrub on his side of the Great Ditch, but the French Alsace and Hanoverian Behr regiment go toe-to-toe exchanging volleys.

The Hanoverian Grenadiers assault the French Vaubecourt regiment and rout them from their position. The Grenadiers are the first to cross the ditch! French command of the Touraine Brigade has a "heart" next to him indicating he is vulnerable to becoming a casualty on the next Office Check card.

This view is a little further back so you can see the Allied 2nd brigade coming into action in the center against the French 2nd brigade.

At the beginning of the game, I gave each player a chance to swap locations of the units in their initial deployment so that some of the weak (rolled poorly on ratings) units could be moved into the second line rather than in the first line. This was not done by the Allies, so the two allied regiments that came through the light woods into the waiting muskets of the French were both rated poor (D8 fire, D6 melee, and D4 morale). The happen to run into the best rated (I rolled a 20 for their rating) French unit on the table the Royal Barrios. (D12+1 fire, D12 melee, D10 morale). The first volley of the Royal Barrios and Bouillon regiment shatter the Hanoverian Wangenheim and Sachsen regiments. Routing them both with morale checks!

Good view of the entire left wing of the French defense. The yellow poker chips are Opportunity Fire chips, which allow the non-active player to fire at moving or firing active enemy units.

Meanwhile, Brian is not done using this Hanoverian Grenadiers with great enthusiasm! They assault the French Champaign regiment and ROUT them!

The French Touraine regiment, pinned to the front by the Hessian Grenadiers are flanked by the Hanoverian Reden regiment

By this time the French Touraine Brigade is rapidly disintegrate! Three of the five battalions are rounting and more pain is on the way!

The Brunswick Leib-Regiment has maneuvered onto the flank of the Royal Vaisseaux regiment and deliver a volley into its flank! This more than they can stand! They rout on the morale check.

The entire French right flank has collapsed at this point in the game. Four out of five regiments routed, with the lone Picardie regiment holding the flank. The French 2nd brigade and the Heavy Cavalry reserve has started to turn to the flank to protect it. Due to the terrain they may have time to shore up the lines.

Meanwhile on the French left, the Berwich Irish regiment is exchanging ineffective volleys with the Ahlefeld regiment, while the Behr regiment retires due to casualties, but the von Post moves into its place.

Now Brian brings in the Allied 2nd Brigade (mostly Hessians) against the French center. The Hessian unit with the red flag (Leib-Regiment) too devastating fire in canister range of the French light artillery and was routed. Opportunity fire all along the line.

Photos from Jan's point of view on the Allied right flank, with the von Post routing the Alsace regiment and moving across the Great Ditch.

The great push by the 2nd Brigade (Hessians) from the Allied perspective.

Here was the roll, the Hessian Mansbach regiment pulled the Melee Resolution card against the French Light Guns behind the ditch. The Hessians swarmed across the ditch into canister fire and were routed unralliable! The Hessians rolled a 1 on a D8, while the guns rolled a 4 on a D4.

This ended the game as the Allies were down to zero morale chips, while the French still had 4. Yes, the Allies could have fought onward, but it was a weekday night so we called the game at this point. The Duke of Brunswick had failed on the tabletop where his historical counter-part succeeded. The battle tonight had that same sort of gritty close, hand-to-hand conflict as the real life.

The Hessian Mansbach regiment charging across the Great Ditch!

This is the view on the Allied far left where you can see the complete breach in the French right flank. A single regiment awaits five. If the allies hadn't paid such a heavy price in casualties (morale chips) they were primed to drive the French from the field!

Final Thoughts
I knew this was going to be a tough battle and in the end the Allies had forced the Great Ditch and would have started rolling into the French reserves, but the cost was too heavy this day.

Brian (Hanoverian general), who normally rolls about average, rolled an amazing amount of 1s even on D12s. Yet, he was still able to clear the ditch of the entire Touraine Brigade.

Phil, who notoriously rolls below average, rolled out of his mind. Several 12s on D12. Sixes on D6 defensive rolls. He started the game with a 12 on a D12! "I fear I may never roll that high again", he was to say later.

Where was the cavalry wings? They never appeared. They were very close, and could have turned the tide.

We started around 7:30pm and ended at 10:00pm. A fierce engagement for 2.5 hours and we all enjoyed the drama and fun.

PS - my blog has crossed the 300,000 hits threshold, so thanks to all my friends across the globe that have dropped by for a visit!

Saturday, October 7, 2017

Historicon and the Months After

Hi folks,

Even though I haven't blogged in a while I have been quite busy on the wargaming front.


I had a wonderful time at Historicon as usual, but since they are moving the show back to Lancaster, PA, I doubt I will make that 9 - 10 hour trip anymore. It is ok, in that I will focus on my local gaming conventions and my weekly gaming.

You can see a battle report of my Reichenberg game on Peter's blog:

Here are some photos I took and I really like how the terrain come out. The rules I used was Cartouche from Piquet, 15mm figures (mostly Old Glory), and PaperTerrain houses.

Below is the carnage left after the armies left the field. The little black casualty markers are stand(s) lost in the battle.

I also really enjoyed playing in Martin Goddard's "Men of Company B" game (Peter Pig). The Search and Destroy mission was fun and exciting. I'll definitely play that one again!

War of 1812 x 2

I had the pleasure of fighting in two War of 1812 games in back to back weeks. What are the odds of that?!

The first battle was a knock-down drag out fight in 28mm over at Dr. Bob's house. We used Carnage & Glory for the rules and it was a MASSIVE game.

I had to leave to help my parents move before the end of the game, but I was told it was a nail bitter with the Americans coming out on top!

The second game was with Piquet using Brian's 15mm collection. We refought Bladensburg outside of Washington, DC! This ended up as a smashing British victory, although that game hung in the balance for most of the night.

Here are a couple of shots of the game.

This Heroic Artillery move allowed the Americans to bring up their BIG guns from the third line to the second line so they could hammer on the British a bit.

Americans try to halt the advance of the British. My America brigade paid a heavy price that day, but gave the other American commands time to form up and prepare for the big battle.

American forces routing from the field. Washington will fall.

Board Gaming

We have been very active as a group with board gaming. Sometimes I don't feel like setting up a big miniatures battle and it is also hard to get a big group of gamers together each week. Life can get in the way sometimes.

Here is a list of games that we have played over the last couple months.

July 26 - Zombicide: Black Plague (EB, Phil, Wes, Jan)

Aug  16 - Time of Crisis - Rome 3rd Century AD (GMT) (EB, Phil, Wes)
Aug  23 - Quartermaster General:1914 (Mac, EB, Brian, Wes) 2 games played
Aug  30 - Vikings 878 (EB, Charles, Jan, Phil)

Sept  6 – QMG:1914 (EB, Jan, Wes, Mac, HH) two games played
Sept 13 - Nappy Wars (EB, Jan, Paul, Phil, Brian)
Sept 20 - HIS playtest (EB, Jan, EC, Brian, Phil, and Wes)
Sept 27 - Time of Crisis - Rome 3rd Century AD (GMT) (EB, Phil, Brian, Mac)
Sept 30 - Twilight Imperium 4 - (EB, Wes, Mac, Hammer, Victor, Nick)

Oct  4 - Terraforming Mars (EB, Mac, Jan, Phil, EC, Charles)

Oct  8 - Manoeuvre (EB and Phil) x2 on Sunday

Here is the BIG one! We will be playing Here I Stand (GMT Games) on the 500th anniversary of the 95 Thesis and the religious wars of the 16th century..
Oct 21 - Here I Stand (Jan, EB, Brian, Phil, EC, BenS) - Saturday all day game at my house.

Guns of Liberty 3rd Edition

These rules are nearly ready for publication. I have a couple more playtests to work out, but then I should be able to hand off to the publisher for a 2018 release date. That will be the 20th anniversary of the rules too!

Vauban's Wars

I will be making more terrain for this ruleset, and should get back on track for a 2018 release once Guns of Liberty is off my plate.