Monday, October 12, 2026

Review: Oathsworn: Into the Deepwoods - Shadowborn Games

 


Full Disclosure: I do not own this game.  However, I did get to play it on my journeys with a group of fellow players.  We played it enough times for me to get an understanding of the game, its world, and what it is trying to do.  Therefore, I feel like I can talk about the game with some confidence even though I have not played it all the way through and I do not own it.  

This is a 1-4 plays cooperative board game.  It has two parts to each game, the first part is a story-driven section where you make decisions and follow branching story lines based on those decisions and results of the checks and tests.  Here you collect clues, items, and allies that will come into play during phase 2 of the game.  Phase 2 of the game has your group switch into a tactile wargame on a hex grid against the big bad of the mission.  The things you collected in the early phase of the game can help you in this battle.  The various missions are linked together in an on running storyline and series of adventures that make up a campaign.  

There are a lot of elements here that will be familiar to readers of this blog.  There is the decision-making and branching story lines of RPGs.  There is the grid-based tactical combat of some tabletop wargames.  The technical term I have heard for this game is a story-based boss battler.  I tend to think of these types of "hybrid" games that use miniatures as a "Dudes on a Board" game.  

So, now that you know what this game is let's dive into the Deep Woods.  Grab you compass, collect your iron, and hold onto the wirebridge!  Here we go! 


Things I Liked

First off, this game has really top tier production values.  The story lines, the miniatures, the artwork, etc.  It is all very well-made and well-presented.  The storylines fit together nicely, the branching works well, and the world that this game inhabits feels real and lived in.  Great work on making a fantasy, horror style Hybrid game.  This game is very replayable and as a co-op game works well.  The voice acting in the app is also top tier and sets the tone well.  This is a AAA board game product and it shows how much bigger of a market board games are compared to Indie wargames and RPGs.  

The game is cooperative.  I.e. players are working together to beat the game.  This set-up works well int he story-driven segment as well as the tactical segment.  There is a wide variety of heroes to choose from and I like that they each have a difficulty rating so you know what you are getting into as you choose your avatar.  Most of what you need to play is right on the play board and then you supplement it with action and equipment cards.  

They use a blind box approach to the baddies.  Therefore, there is an element of surprise as you play the game and encounter the enemies.  Each box has a number that corresponds to the mission, so you do not know what you are going to fight until it is revealed.  It felt a bit like when you would get a cut-scene in a video game with a fun reveal moment.    

The minis for the PCs are 54mm and big with good detail and options to swap weapons and such as you gain power.  They are all pretty nice sculpts.  I think my host had splurged on the top tier content though. 

They manage to capture the feel of a horror game.  I.e. you do not really improve as you play.  Instead you are avoiding degradation more than anything else.  That also makes it interesting in that you have to make "less bad" choices as you play. 

Things I Did Not Like

Like all modern board games, this thing is way more complicated than it really needed to be.  There is a lot of different actions and cards that essentially boil down to hitting it with a stick.  The main tactics are focused on system mastery, managing your "battle flow", and knowing how the enemy AI works.  In that sense, it really almost feels more like a computer game except I am pressing all the buttons for the game to keep working.  I spent just as much time operating the game as playing it and making decisions.  

The most complicated decisions were trying to decide which RNG I wanted to use, cards or dice.  The cards allowed you to manipulate the deck while the dice allowed you to bypass some of the worse outcomes.  More important than choosing the right "card" to play from you hand was deciding which combination of RNGs you wanted to use and when.  It essentially boiled down to a game of probability manipulation and card-counting.  Again, this whole process made it feel super gamey to me.  

You would get an idea of what the enemy was going to do next, so you could then build your turn strategy cooperatively to minimize the impact of the creature's actions.  It was played off as our experience as Oathsworn fighting monsters, but ultimately it felt like another gamey element.   It the monster abilities were not revealed until they happened, then it would be much more horrific and less gamey.  

Finally, we all had a deck of cards that could be used to attack or defend.  As you used them, they dropped into a refresh pattern called a battle flow.  More powerful defense and attack took longer to refresh.  In theory, manipulating this battle flow was a big part of the tactics of the game, along with managing your pool of action points.  The tactics of the game felt more about manipulating these elements on your character card more than what was happening on the game board, such as terrain, model placement, tactical maneuver, etc.  Yeah, I was able to use LOS blocking, some kiting, etc. but ultimately it was the artificial tactics of the "battleflow" and action points that mattered more than position and maneuver.  



Meh and Other Uncertainties

The game had a nice city map that you moved around in Phase 1 and triggered story points.  There was also some time elements, as the faster you gathered clues and figured out the patterns the more cool gear you got for Phase 2.  There was also a nice double sided hex map for outside or indoor encounters.  However, all used the same.  Terrain mattered at the beginning, but most of the monsters just wrecked it instantly if they moved over it and by the end the board was mostly empty then.  

Each mission took about 2 hours to play.  1 hour for the story and 1 hour for the boss battle. However, the game seemed to have some replayability in the story segment if you decided to follow different threads or paths.  The boss battler part would be modified but what you gathered along the way.  For example, in mission two we failed a check during the story section, which allowed the boss to ambush us in the final battle and attack us first.  If we had gone a different route, we may have avoided that peril.  

The world building in the story-section is pretty solid.  I liked the idea of the Deep Woood, the wire bridges connecting the towns, the desperation to survive in a dangerous environment, and the idea of the Oathsworn.  There was a lot of world-building woven into the Fighting Fantasy section of the game, and some foreshadowing for those paying close attention. 

Final Thoughts

These types of Hybrid games are not for me personally, but I won't turn down a game of them either.  I find that with the right players, any game can be really fun.  I was a Polar Warbear in this one, and that led to some fun banter and jokes around the table.  I mean, I got to drop a Golden Compass joke!  Plus, any cooperative game always leads to a good time.  

However, I find these "hybrid" games lean to far towards "Game" rather than Simulation or Narrative on the Designer's Triangle.  I feel like the focus of these types of games becomes system mastery more than actual tactical maneuver.  It feels more like mastering the combos in an arcade beat'em up or CRPG.  The story is good, but lacks the true choice of an RPG and the combat lacks the actual tactical depth of a true wargame. Instead, the focus is on mastering the mechanics and probabilities of the game itself and that is what leads to success.           

I can see the appeal of a game like this to a lot of players, especially those who lean towards system mastery.  That seems to be a trait in board game players in general.  Me, I do not care too much about system mastery and instead lean towards spectacle.  Oathsworn has great models, but the lack of painting to manage the surprise and the "samey" battle conditions do not keep me engaged on that level even if the models are very good. 

I am glad I got to play it and will play it again, but I am in no rush to go buy it.  I would get Shadows of Brimstone before Oathsworn.

Until next time! 


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Monday, October 5, 2026

On The Painting Desk: Sacking Rome with the Vandals!

 

Faithful readers, you know that I recently closed a deal to write a new book for the Osprey Wargaming Series, Barbarians at the Gates.  As part of that process I also need 30 photographs of miniatures.  I also like to have two armies for playtesting and Demo Games.  That means, I need to paint up some models!  

These may or may not feature in the book later.  I am hoping to find some manufacturers to support me with the photos.  However, I still need some painted armies.  After thinking about it, I decided to focus on the Vandals as my Barbarian force.  Why the Vandals?  First, I have been fascinated by them as they were not 100% successful historically.  They faced a lot of set-backs and some victories in their history.  Sure they had some pretty big highs like sacking Rome and conquering North Africa but some big lows too.  I mean, they basically got expelled from Europe by other barbarian groups after they had been driven from their traditional homelands by Huns.  They also lost in Spain to the Romans.  Like I said, not always the best track record.  Sounds like my gaming history in a nutshell! 

The first step was to get a feel for what I wanted in the army.  Thankfully, I had an example Line-of-Battle for the Vandals in the draft rules.  I decided to use this as the core of my Vandal army.  This would be....

  • 1 Unit of Heavy Cavalry
  • 1 Unit of Elite warriors
  • 1 Unit of Warriors
  • 1 Unit of Militia
  • 1 Unit of Archers
Of course, that would be the core of my force, but I was also going to make other units to be able to swap in and out.  That would include more of each unit type (except Cavalry) and some skirmisher units with Javelins.  

With the force selected, it was time to think about the models. I took a look at several lines and what was available to me from US distributors.  Ultimately, I decided to go with Gripping Beast plastics.  


The Goth Elites would be the main Heavy Cavalry unit, the Saxon Thegns would be the Elites and warriors, Dark Age Warriors would be the militia and skirmishers, and archers are self-explanatory.  I spent a weekend and built and spray undercoated the core of the army.  With that done, I loaded it up into my WIP box and ready for the road.  

I also built and undercoated all the archers, all the Javelin armed skirmishers, and spear-armed Militia.  However, I did not need these for the core army so left them to paint up later.  I still had enough miniatures for 2 spear-armed units of warriors that I did not get time to build.      

So, here is the core of the Vandal army.


Of course, I am going to be Batch Painting as much of this as I can all at once.  I will probably do all the infantry together.  I will be painting the cavalry on their own. Not to brag, but I tend to think I am a pretty good batch painter, but you will get to judge for yourself. 

On the next weekend, I made sure to drybrush all the minis with cheap acrylic white.  Those who know my process know that I skipped the Dark Grey wash.  This is a test to simplify my approach.  Using Speedpaints on Historical models is also a test.  I am not sure how these will turn out and how well they will fit in with my other Historicals.  

From there, I started the batch painting.  The first thing I did was to use Barbarian Flesh and paint up all the skin tones for the Vandals.  Painting has begun in earnest now.  This is real!   


After that, I picked out a few colors for footwear.  Graveyard Grey, Hardened Leather, and Dark Brown all got the nod.   All the boots got painted.  From there, is was time to make sure the horses got their feet colored too!  I made their hooves Graveyard Grey.  Then I used a variety of colors for their skin such as Hardened Leather, Dark Brown, Sand Golem, and Runic Grey.  The horses are mostly armored so only their legs, noses, tails, and ears really show.


Hard to believe, but with that my daylight for the second weekend day working on these guys was waning.  I had to pack it in for the day and do some sight-seeing!  Not great progress, but I am batch-painting 60 models, if you count the horses and riders separately.  Progress will be iterative!  



Here are some sight-seeing photos since I don't have that many miniature photos in this one.  This is Badlands National Park below.... 


Mount Rushmore.  I have been here a few times, and I always make sure I get some of the famous Thomas Jefferson ice cream when I stop by.  This was particularly fun as we had pre-planned to meet some folks here and hang out!   
   

The Mammoth Site in Hot Springs, South Dakota.  An active dig-site of Mammoth bones.  The area has a lot of fossils from the end of the Ice Age.  


You can see that I have had a hard time finding time to paint miniatures as I spent quality time checking out the Black Hills area of South Dakota.  There were plenty of others stops and discoveries as well.  However, not much on the gaming side of things or that would be of interest to wargamers at the moment.  

Keep in mind, there is a rather large delay between when these post on the blog and when I actually did it.  Therefore, by the time you read this I will be long gone from the area.  However, I expect I will be heading back through a few more times on my travels so let me know you favorite Black Hills related sights, and what game stores I should visit in the area!  Is there any local cons I should try to time my visit to attend?     

Until next time!  


Monday, September 28, 2026

Wargame Design: Heirs to Empire - The Late Persian Army

 


This is a ruleset that has been out for a while now, and the focus is on the wars of the Diadochi after the death of Alexander the Great.  Therefore, all your favorite Greek generals get a shout-out and have their own Lines of Battle.  However, one thing I do not think the rules cover very well is Lines of Battle for the Late Persian Army or rather Lines of Battle for rebel Persian Satraps who mostly drew their forces from the remains of the Late Persian Army.  We know from the sources that Perdiccas and others had to contend with rebel Persians after Alexander's Death.

Therefore, this will be a post where I try to rectify that situation and "build a better" Late Persian list to be used in your games.  This is not the first time I have gone back to add a new Line of Battle for this game.  Long-time readers and fans will recall my efforts to add a Mauryan Empire list to potentially face off against Seleceus during his Eastern Anabasis.  You can find that here.  The very sharp-eyed of you will also see that I updated the games cover since those halcyon days too!  

This is also not the first time going to take a closer look at the Late Persian Army for me either.  The Ionian Revolt supplement for Men of Bronze also has an updated Line of Battle for the Late Persian army to update it from the core rulebook.  Therefore, the list you see here will build off this as a source.  That supplement also details many of the foes of the Persian Empire as well and is a great resource for those of you who want to expand your games with Persian armies.  I think it is also important that Heirs of Empire was written before The Ionian Revolt so my thinking and scholarship around these forces has evolved.   


Who Were the Persians?

The Persians were a vassal tribe of the Medes from the Iranian steppe. Their king Cyrus the Great led them to victory over the Medes, and then the Babylonians, and finally the Lydians.  At this point, the Achaemenid Empire was declared.  The empire continued to expand outward under other kings.  At its height, it covered the majority of the known world, stretching from the Indus River Valley to the Balkans to Egypt. 

Cyrus and his descendants brought a new model of control to the region.  The Assyrians had brought a reign of terror for their subject people including royal massacres, forced deportations, destruction of temples, and brutal military tactics designed to cause terror.  The Medes and the Babylonians followed this successful example.  However, when Cyrus took over he did not bring brutality with him.  Instead, he offered stability.  His empire respected local religions, kept local leadership in charge, and showed mercy.  The Persians had a relatively hands off approach to their provinces as long as the taxes were paid, the levied troops provided, and the Kings orders were followed.  This approach allowed the Persian Empire to flourish and grow.    

In addition, the Persians brought an efficient bureaucracy and administration to their holdings.  They built infrastructure like the great Royal Road that crossed the Empire.  This infrastructure allowed a series of message relays and a post-offices that made Royal communications swift.  In addition, the infrastructure allowed the King’s soldiers to get from one end of the Empire to the other rapidly to maintain order.  They also professionalized government officials and created a professional army.  

The Persians were very wealthy from the taxes they collected from their subject people.  They used this wealth shrewdly to expand trade, professionalize their leadership, and to de-stabilize their enemies.  After the Greco-Persian Wars, the Persians cannily used their wealth to play one Greek city-state off against another to keep them focus inward instead of on the Persians.  This policy was very successful for a number of decades as internal warfare kept the Greeks mostly focused inward.

The Persians were a religious people.  They believed in the Flame of Truth and its avatar Ahura Mazda.  To their way of thinking, as the Empire expanded they rolled back the darkness and brought the light of Truth.  Ahura Mazda was leading them to expel the darkness.  Despite this religious philosophy, they did not expect their subject people to convert to their religion or abandon their own gods.  Instead, the empire was tolerant of local custom and religious practices.  

The Persian Empire began to decline as outside pressures grew.  The taxation burden became heavy on the satraps who controlled the various provinces, and the economy began to stagnate from too much wealth not being re-invested.  In addition, the Empire’s hands off approach meant that no national identity or larger shared ethnic identity was ever achieved for the empire.  Therefore, when Alexander and the Macedonians took over, there was not real change to the average Persian Imperial citizen’s life.  They continued on much as they had before.      

How Did They Fight? 

By the late period of the Persian Empire, the way that they fought had evolved a lot over the centuries.  Generally speaking, by the late period the army was made up of 2 main branches.  They were the infantry and the cavalry.  There was also several "novelty" units like scythed chariots, camel cavalry, war elephants, and mercenaries like Greeks.  

Persian Infantry was drawn from across the Empire.  However, the backbone was the Medes and Persian troops.  These were primarily armed with spears, swords, and most importantly bows.  The Persians specialized in range firepower.  From there, other troops came from across the empire to fill their own niches like skirmishers, light troops, etc. However, as the Empire came apart access to these auxiliary troops became restricted.  

Much has been written about the Kardaks as a troop type in Late Period Persian armies.  I tend to think that this was a reference to Persian troops.  It is unclear who they are, but they were light and heavy troops of various branches of the military.  It does not seem like they were a unique unit type and could possibly be "new recruits" or troops still in their training phase.  

Perhaps the most important arm of the Persian Late Period army was the cavalry.  Again, this was mostly Persian nobles who were the Heavies.  However, they also had lighter cavalry made up of allied groups like Bactrians or Sogdians.  The infantry would pin down the enemy troops with archery while the cavalry would maneuver for flank attacks.  The Persian army was known for its mobility as well as its size.

What draws many people to the Persian Army is their novelty units.  They had a wide variety of mercenary and specialty units in their forces.  This included Greek Mercenaries of the heavy and light variety.  War Elephants from India, Egyptian Marines, Camel cavalry from Arabia, and Scythed Chariots from the Steppe all had their place in the Late Empire army.  Of course, after the death of Darius and the sundering of the Empire access to all of these troops might no longer be available thereby limiting the Line-of-Battle.                      

Building the Line of Battle for Late Persians for Heirs of Empire

It may have been a while since you have looked at the rules for Heirs of Empire.  However, it is a game that makes use of army wings on the table.  Therefore, the Lines-of-Battle focus on what units can make up the Left, Center, and Right of the army.  

We know that traditionally the Core or center of the army will be the infantry forces with the cavalry moving around on the flanks.  We saw this formation during the famous late period battles against Alexander.  Therefore, the Line-of-Battle should match-up with these formations.  

I wanted to add some infantry with bow armed troops integrated into the units.  Therefore, I am adding the following option: 

Bows
The bow was an integral part of the Late Persian Army.  Bows were a cultural icon of the Persians, and therefore many of the Mede and Persian soldiers were equipped with a compound bow. Therefore, mixed units of infantry and bows was a common feature of their armies.  

You can add Bows to Epilectoi Cavalry, Asphract Cavalry, Drilled Infantry and Warband Infantry for +1 Point.  They would allow the unit to have the following added to their profile: 

Bows: Shoot 2 (12MU)

Hoplite Mercenaries
One of the biggest employers of Greek mercenaries was the Late Persians.  They used these mercenaries as their melee-shock infantry.  The Persians preferred the bow and cavalry tactics.  Therefore, they were happy to let the Greek Hoplites be their heavy infantry.  

They have the following profile: 

Mercenary Hoplites                                                5 Points
Move    Attack     Armor    Courage     Discipline
6 MU    3            1                4                3

Special Rules: Phalanx, Drilled, Counter-Charge

Scythed Chariots
Part of the Late Persians "Novelty" units were the Scythed Chariots.  Xenophon writes a compelling account of how such units could be very effective against unorganized or isolated Greek troops.  However, against the Macedonians they were much less effective.  

They have the following profile:

Scythed Chariots                                                    5 Points
Move    Attack     Armor    Courage     Discipline
6 MU    3            1                4                3

Special Rules: Pursue, Counter-Charge

Other "novelty" units can be accounted for in the standard Heirs to Empire profiles.  For example, Camel Cavalry would simply be Asphract cavalry.  

Late Persian Line of Battle

The following is the Line-of-Battle for the Late Persians and their rebel Persian forces after the death of the Great King.   The Lines of Battle help to choose the appropriate Units for your Historical forces. Check the scenarios for starting point cost for a force. 

Each Line of Battle will have an entry with a number. The number indicates the limit of that Unit you can take in the army. If an entry says 1+ your army must have at least one of these units in it. If it is 0+ any number of that unit may be taken. If a Unit is not on the list, it can not be chosen.

Center: 
0-2 Skirmishers
0-2 Elephants
1+ Drilled Infantry
 -- Bows for +1 Point
0+ Warband Infantry
-- Bows for +1 Point
0-4 Archers/Slingers
0-2 Irregular Peltasts
0-2 Scythed Chariots
0-2 Mercenary Hoplites

Left/Right Wing: 
0-1 Companion Cavalry
0+ Epilektoi Cavalry
0+ Asphract Cavalry
0-2 Scythed Chariots
0-2 Elephants
0-2 Skirmishers 
0-2 Slinger/Archer 
0-2 Irregular Peltast 
0-2 Warband Infantry
-- Bows for +1 Point

Sample Line of Battle

Below you can see a Sample Army built from the Lines of Battle provided. It gives you an idea of what your force could look like. It is built to a 54-point force per the examples in the main rulebook. The Late Persians has 9 Units in the force. 

Center: 
1 Drill Infantry with Bows 
1 Warband Infantry with Bows
2 Irregular Peltasts
1 Mercenary Hoplite
1 Skirmisher

Left Wing: 
Epilektoi Cavalry with Bows
Scythed Chariots

Right Wing: 
Asphract Cavalry with Bows

Final Thoughts

These Late Persian Rebel Satraps will give a much different feel to a traditional Diadochi army.  Their hitting power is reduced up-close, but their ranged firepower is greater.  It will take a skilled commander to maneuver and fight these units against a Macedonian Phalanx force, but hopefully the extra troops and Commander's Gaze can give the Late Persian player an edge and the ability to "kite" against the harder hitting Phalanx units of the other Successors?  

I look forward to you giving them a try on the battlefield and letting me know what happens in the comments.  I think they lead to very different strategic and tactical challenges for your games of Heirs of Empire. 

Until next time.  

 


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Monday, September 21, 2026

Wargame Design: Maneuver Warfare


 I have noticed a trend in modern wargames to try and make games quicker and quicker to play.  This is not a bad thing.  However, in order to accomplish this task requires the designers to make some sacrifices in the game play.  A common method to do this is to shorten the engagement distances or even start the game In Media Res.  

  •  Engagement Distance- The games begin with the two-sides at a range where they can immediately begin to engage with each other.  First activation and units are exchanging fire or moving to melee.  
  • In Media Res- The game is starting with the combat "in-progress".  The two sides are all ready heavily engaged.  I.e. the game assumes that actions like maneuvering to contact, scouting, etc have all ready occurred.  
Both of these are especially prevalent in smaller Kitchen Table sized games.  Since the spaces are smaller the engagement distances have to be up-close and personal too.  Many designers believe these methods are a good way to "get to the good stuff" of a game, which is resolving the combats.  


I have a bit of an "old-school" take on this.  I enjoy having a few turns where the main focus is moving your models to contact.  To me, this is where the "action" is in the game.  Where the soldiers move and what positions they can take should be important for how the combat unfolds.  I want some time for players to try to establish these advantages outside of deployment.  There should be space on the battlefield where the enemy can only cause minimal impact on your actions and you can maneuver freely.  This will then provide a contrast and context to later in the game when a player's actions are more constrained by the actions of their foe.  Removing this contrast and maneuver element means the player may not feel or recognize the increased friction as they engage.  Losing that sense of friction loses a great deal of what I think makes wargames interesting.

My interest in Maneuver Warfare also comes from my interest in historical games.  Frequently, battles and wars were decided by one side simply being to out-maneuver their enemy.  This gave them a tactical or strategic advantage.  I think of the description of many campaigns where one side maneuvers to a location that makes holding that ground untenable and forcing them to move again, without even a battle being fought.   

There are a few ways to think about how you can introduce maneuver warfare in your games, and some of them can even align with the quicker gameplay and smaller game size models.  

1. The Traditional Method
The traditional methods is create deployment zones that are far enough apart that movement speeds of the units will allow for a turn or two of maneuver before engagement can occur.  There maybe some harassing elements, but those are not decisive and come at a cost.  

You do this by creating a firepower range in proportion to the movement of the troops.  This is often why firepower ranges on the table are not realistic.  

For example, Castles in the Sky is intentionally designed for fleets to start far enough apart so that they can choose how to maneuver to contact with the enemy.  Fleets start far enough apart where firepower can not effect the other player at deployment.  In addition, most firepower is not decisive at longer ranges, and you need to close to put overwhelming force on a target.  


2.  Objectives
In this model, you use Objectives to induce movement in the players.  If they sit in one place or stay still, they will lose.  The forces need to get to and hold or capture objectives in order to win.  As soon as one side has more objectives than the other, the game is over.  This makes movement vital to gain success.  

For example, in Fury of the Northman there are a few scenarios that end as soon as one side has secured the majority of the objectives.  Therefore, you have to move fast to gather them, and block your opponents from getting there before you do. 

3.  Tactical Advantage
Being in different locations compared to your foes can give you a tactical advantage.  The simplest form is flanking or even taking cover.  By moving your troops into an advantageous position, you will gain benefits in a combat.  Therefore, moving to gain these tactical advantages will be organic decision making and favor maneuver warfare.   

For example, in a game like Wars of the Republic when you maneuver to attack an opposing unit in the Flank or Rear you gain bonus dice for combat resolution.  


4. Abstraction
In this model, you use rules to abstract elements of warfare you are trying to mimic.  You could "telescope" movement when outside of a certain range of enemies.  You could use a mini-game in order to represent scouting and maneuver.  This means those things matter, but you can still get to a resolution quickly. 

For example, in Chain of Command you use a scouting phase to place deployment zones for the rest of your force.  This allows your troops to deploy closer to the combat without losing the maneuver part of the game.  Another example is in a game like Blucher units that are outside of a certain range from the front can make a larger, sweeping movement to get them into the action quicker. 

5. Unlimited Move
Using this approach, units can move an unlimited amount in an activation until they hit some rules related barrier.  I.e. they can move in a straight line until they come in contact with terrain or an enemy.  There may be more or less restrictions depending on what the games POV.   

For example, in Rogue Planet models can move as far as they want in a turn until they get within a certain distance of another unit or terrain piece.  

6. Ordered Movement
In this situation, a unit may have a certain number of actions or orders they can complete in a turn.  One of these actions/orders is to move.  Therefore, a unit could potentially have multiple movement actions in a single turn to move large distances if needed.  The number of actions could be pre-determined or based on a dice roll.    

For example, Hail Caesar uses a command roll to determine the number of orders a unit may get in an activation.  A good roll can allow a great deal of movement while a low roll may see a unit get few moves or even stagger backwards!  

7. Strategic Advantage
In the case of miniature wargaming, the maneuver can be abstracted to a pre-game process that allows the re-arrangement of terrain, unit bonuses, or other strategic (or off-board generated) advantages one side will gain for the next battle.  

For example, in Necromunda some gangs may gain access to a territory called tunnels or vents.  These allow gang members to deploy closer than normal to the enemy forces.  It is gained via an off-board process but allows on-board benefits. 

8. Combination Platter
Of course, depending on what the designer is trying to achieve, they may choose some sort of combination plate of these and other solutions to help achieve the tabletop effect they want to see.  They may combine Ordered Movement, Tactical Advantage, and Objectives all in one game to encourage maneuver warfare in their games.  




Maneuver Warfare and the Kitchen Table Game
Small, quick, and fast play games are in vogue right now.  Generally speaking, folks do not have the time to paint large forces, the space for big battles, and the drive for huge games that take days to get a result.  Therefore, the focus is on games you can play in your kitchen in an hour or two.  However, that does not mean Maneuver Warfare is not possible in a 2x2 space.  

The easiest way to add Maneuver Warfare is to use some of the methods outlines above to condense the action into the space provided.  You can use small engagement ranges and In Media Res elements combined with Tactical Advantage, Objectives, Strategic Advantage, and Ordered Movement to easily capture the flow of Maneuver Warfare into a small space.  Combine these with other options to create Tactical Gameplay and you can pack a great deal of movement into a small space.  Many of these Kitchen Table games do just that. 

Final Thoughts
Movement and create a sense of movement in a wargame is a vital piece to add vitality and replayability to a game.  These can be added to any scale or size of game from a game in an auditorium to one on your kitchen sink.  Maneuver Warfare is what leads to interesting decisions and creating tactical gameplay on the tabletop.  Maneuver Warfare creates choices for your players and meaningful choices are the heart of a fun game. 


Free Bonus Content!
General Reddington and Marshal Bluey had a rematch of Perry Miniatures Travel Battle.  However, the game had to be called early as it was occurring outside and the wind picked up and started blowing miniatures around!  Therefore, we did not fight it out to a decision.


Both of us tried different Brigade structures than we did last time.  As Marshal Bluey I tried more combined arms units.  Reddington mixed more Cavalry and Infantry on the flanks, but stayed with the cannons in a Grand Battery in the center.  


Marshal Bluey was able to take and fortify the town, while Reddington's cavalry secured several vital crossroads.  


Most of the initial fighting took place on Reddington's Left, and the French managed to gain a strong advantage there.  They reduced the enemy brigade down to an Infantry regiment thanks to combined Cavalry and artillery fire.  The Marshal's artillery proved very effective today!  

This led to the main action moving to the Center.  With Reddington's flank weakened, Marshal Bluey tried to sally forth with Guards units leading the way.  They were successful in cutting a swathe into Reddington's center.  

Meanwhile, on Reddington's Right, things were mostly stalled as the woods kept both sides relatively pinned in place, with the Marshal's troops trying to wait out an imminent attack, and Reddington's officers trying to bait the enemy into a foolish move.  The lack of artillery in this space seemed to stall progress.  


Reddington was on the back foot with many of his cavalry and infantry smashed.  His Left Brigade was almost non-existent, his center was collapsing, and the Right was stalled.  Reddington was happy the wind picked up and the game was called.  Things were not in his favor today!       


It was much easier to launch an attack from a village, than to try to take one.  The battle for the Plantation I had to attack and it was rough.  Attacking from it was much easier.  The location of the farm on the board seems to be a decisive factor in game play.  The woods also seem to be a big factor too.  More plays will be needed.  :) 

Until next time!


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Monday, September 14, 2026

Battle Report: Travel Battle - The Battle for El Azul Plantation


With Red and Blue teams all painted up, the terrain boards ready; it was time to give these rules a spin.  A nice thing about Travel Battle is that they are only a few pages long.    

General Reddington moved his army half-way across the world.  It was time to put an end to the march of Emperor Bluenapart's forces.  They had been expanding across Europe and no one else; Green, Yellow, or White had been able to stop them. 

Reddington's government had deployed him to the edge of the conflict.  Incensed by their intervention, Bluenapart had deployed a counter force led by Marshal Bluey to try and push Reddington back into the Sea.  After maneuvering for a few weeks, the two forces met at a mutually agreeable location and deployed for a pitched battle.   

Forces

The first thing to do was to divide the two armies into their 3 brigades.

Lord-General Reddington
Right - 2 Heavy Cavalry, 2 Light Cavalry
Center - 2 Cannons, 2 Guards, 2 Infantry
Left - 4 Infantry  

Marshal Bluey
Right - 1 Heavy Cavalry, 1 Light Cavalry,1 Cannon and 2 Infantry
Center - 2 Guards and 2 Infantry 
Left - 1 Heavy Cavalry, 1 Light Cavalry, 1 Cannon and 2 Infantry

Neither of us have played the game before, so we have no idea how to properly do this.  I think we are both going to find out!  Reddington took a page out of old Boney's playbook and amassed cannons in the center for a centralized battery.  Bluey was going with reinforced flanks with a weak center.  It will be interesting to see how it all plays out. 

The Lay-out

We pulled out the terrain boards and laid them down next to each other.  We counted off the sides and rolled the dice.  In the end, it looked like this......


We jokingly referred to the bigger farm like built-up area as El Azul Plantation, and the name stuck for the rest of the battle. 

Reddington (My wife) deployed first.  We took turns and deployed by Brigade per the rules.  When it was all set-up the board looked like this. 


As usual for a Battle Report, I won't cover it roll-by-roll.  Too challenging for me to keep track of it all while trying to play.  Instead, I will just try to capture some of the highlights and the results as the game unfolds.  

Opening Moves

General Bluey won the initiative roll to go first! 

The opening rounds do not go General Bluey’s way as General Reddington’s artilllery battery in the center completely collapses the front of the attacking column and then forces a Guards unit back in the center.  This forces Bluey to take a static position there. 


Meanwhile Reddington’s cavalry brigade races down on Bluey’s left.  The infantry form square, protected by a hill and manage to fend off initial attacks from Heavy Cavalry.  


Main Action

Reddington’s aggressive cavalry attack soon stalls and slowly falls apart to Marshal Bluey’s command of infantry squares and cavalry counter-attacks.  


On Reddington’s left, Marshal Bluey’s troops assault the Plantation and manage to push the infantry defending it out.  However, it is a short-lived victory as they fell back in good order, soon regroup and counter-attack! 


In the center, perhaps too late; Reddington’s begins to move to support his flanks. 

Final Gambits

Reddington’s infantry try to re-take El Azul but Marshal Bluey’s forces stubbornly beat them back inflicting heavy losses!  

General Reddington’s cavalry brigade is also stalled near the woods.  However, as night very literally falls on the battlefield the action proves indecisive.  My wife and I could barely see the board in the fading light in our bus.   



Conclusion

I think we both learned a lot about how this game is played.  We had to go back into the rulebook a few times, but thankfully it is only 4 pages so we had no issue finding what we needed.  In addition, my wife has no knowledge of Horse-and-Musket games and I am not super familiar with the tactics of the period either.  Therefore, it was two novices to the system and period trying to figure it out as we went.  

Maneuver is surprisingly complex!  It is very easy to overextend and leave a unit temporarily stranded, block your own line of attack, or even mismanage where your brigade commander is! 

My wife’s (General Reddington) initial artillery success lulled her into a sense of security.  However, my artillery did nothing!  Artillery is the only ranged unit, but the closer you are the more effective it can be.  It is also easy to overestimate the effectiveness of Re-rolling units like Heavy Cavalry and Guards units. 

There was some questions about what “pushed back meant”. Ie which direction?  We generally decide the opposite of any attack.  Therefore a diagonal attack led to a diagonal pushback.  It was also unclear how multiple bonuses may stack.  Finally, there was some quibbling over how to move units back into the fight that were sent back to the baseline.  However, we made calls and played on. 

Bluey lost 3 infantry stands while Reddington lost a Heavy Cavalry, Light Cavalry, and two infantry stands. 

The battle for El Azul plantation ended indecisively.  Both sides took casualties and fell back at nightfall to lick their wounds.  However, Marshal Bluey’s forces had managed to secure the plantation, but Reddington still had a strong force-n-being on the peninsula.  The battle was a draw but the campaign was far from over. 

Until next time!  


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