Tuesday, July 1, 2025

Wargame review — Fighting Formations: US 29th Infantry Division

Twenty-Nine, Let's Go!

Designer: Chad Jensen
Player count: 2
Publisher: GMT Games


(I was convinced I had written a review of the original Fighting Formations game, 14 years ago. But I was wrong! It's high time I remedy the situation, using the newly minted entry in the growing series as a convenient excuse...)


Much like the original Fighting Formations volume, this game shines a searchlight on a specific division that saw heavy action during WWII
—this time on the American side, with the 29th Infantry Division.
It's also another design that Chad Jensen left incomplete with his untimely passing, and which Kai Jensen and John Foley helped across the finish line.

And it's a damn good game.

The US 29th Infantry Division (also called the Blue and Gray Division, if you were wondering about design choices for the game's cover) was part of the very first wave of troops that landed on Omaha Beach on D-Day, and fought their way all across western Europe and deep into Germany, where they made contact with Russian units. Their exploits are numerous, and this volume touches upon some of that history.

Some of the moving parts might feel familiar: In some ways, Fighting Formations stands as one more item amidst a vast catalogue of traditional hex-and-counter games, what with its hex grid showcasing various terrains, units with an array of different stats, lines of sight, attack bonuses and the likes. But it's also a breath of fresh air when it comes to command systems, activation costs and the wargame imperative to do something now in case you're prevented from doing it later.

The game runs on an initiative system built like a tug of war between two factions, with a pawn that swings back and forth and provides operational opportunities—at a cost.
Every scenario starts with the Order Matrix being seeded (generally at random) with 10 order cubes. Those cubes represent everything both sides can accomplish during the upcoming turn: when it's your go, take a cube from the Matrix, pay the associated initiative cost (from the row the cube was sitting on) by moving the initiative pawn towards your opponent, and execute that row's order or any other order below it. 


The Germans could play up to three orders
before the Americans get one. But will they?

(You might have noticed in the above image that the same order has different initiative costs, depending on the side attempting to perform it. This is a clever method to balance the Order Matrix in a way that takes into account the relative strengths and weaknesses of the factions facing each other. And yes, it's different from one Fighting Formations volume to the next.)

When you're done with your current order, look at the position of the pawn on the Initiative Track: if it still stands on your side of the zero space, then you can go again! Otherwise your opponent gets to pick an order. 

Initiative cost does not stop at the order itself, however, as you also have to take into account what units you're ordering around. That's where command markers come into play: think of them as floaty leaders that can appear at anytime and in whatever space you need them. Wherever you plop one down, it commands each and every unit within its command radius (with a starting value of around 3 hexes, depending on the scenario). If you order a unit within the radius of a fresh command markerlabeled "mission command"you incur no additional initiative cost, whereas an ordered unit within the radius of a turn-old command markerlabeled "tactical command"will increase your initiative cost by 1, or even by 2 should the unit not happen to be within a command radius at all.

In other words, you can give an order to any of your units on the board. But how much initiative are you willing to hand over to your opponent so that you can make this happen?

Some of those precious Command Markers.
Use them wisely.

Said orders include Move (which accomplishes just what you'd expect), Assault (move a little less but fire while doing so!), Advance (move just 1 hex but avoid opportunity fire), Rally (patch up those damaged units), Support (draw some powerful Asset cards), Asset (play those powerful Asset cards) and something you'll want to do early and often, Fire.

That Fire order gives way to an ingenious combat system based on dice sizes, and where modifiers, well, modify the size of the dice you end up rolling. 
Start with a pair of 10-sided dice. Shooting at an adjacent hex? Go up one size (to d12). Aiming at something in the flank fire arc of your tank while you're assaulting? Go down two sizes, all the way to d6. Sure, you can always roll snake eyes no matter what, but there's an appreciable difference between taking out an MG 42 using d12s, and hoping it doesn't decide to return fire when you're annoying it with a pair of d6s...

When you do hit something, your opponent makes a roll of their own in their defense. Failure means a hit marker is drawn at random out of a cup and assigned to the damaged unit. Some markers indicate the unit can't move or fire (or both!) anymore, but anytime a unit would get a second hit marker, it's eliminated instead.

Getting rid of those markers is a matter of paying for a Rally order and rolling equal to or higher than the target number on each marker. A successful roll removes the hit marker, while rolling short of the target number can mean either that nothing changes (with a black number) or that the unit is eliminated (with a red number).

No, no, my tanks are not in trouble at all.
What makes you say something like that?

Now, there's a big difference between mostly dead and all dead.
If the eliminated unit was a platoon (with three little black bars in its top left corner), then it turns into two squads of the same type. In essence, one third of your platoon got wiped out, but the other two thirds carry on fighting.
(Deploying in this manner is something you can do whenever you activate a platoon, just as you can muster three undamaged squads of the same type back into a single platoon marker.)
When your opponent does this switching out as a result of combat, it might feel like you're endlessly whittling down their forces. But when it happens to you? It's your men's life force that's slipping through your fingers. And fast.

A turn ends at the conclusion of the last order cube removed from the Matrix. A series of maintenance steps and checks is performed, and the Order Matrix is reseeded anew, at random. Give those d10s a good shake!
The game reaches an end between two turns when the Sudden Death dice roll comes up short of a predetermined value (set at start by the scenario, and which keeps increasing over time), with
—usuallythe player having racked up the most points (through various objectives) taking home the victory.


WAR PRODUCTION

This incarnation of Fighting Formations ships with a deeper box than its predecessors, and it's not a centimeter too deep considering everything that needs to reside inside. Dice, decks of Asset cards and a slew of counters aside, the provided equipment includes 10 back-printed paper maps, a handful of player aids, and four rulebooks: the series rulebook (common to all games using this system), an Examples of Play book, a playbook featuring rules exclusive to this title as well as design notes and other assorted delicacies, plus a scenarios book with 13 mouth-watering engagements—including a Scenario 0 to get new players started using a low unit count and a constrained map.
Oh, and wooden cubes and pawn!

My only gripe in this case concerns the player aids: I wish we'd gotten two copies of each. The game is perfectly playable with just the one, but I like to follow along when my opponent grabs the barrage table to calculate their next act of utter carnage.


RULES OF ENGAGEMENT

With its 25 pages of rules, Fighting Formations comes down on the low side of the page-count barrier as it pertains to typical wargames. And since it's a Jensen rulebook, you know it'll be a pleasant and effective read, doubling as an excellent rules reference tool in the heat of the action. It's not a difficult game to learn as every concept flows naturally into the next one; and despite featuring numerous innovations, the system feels intuitive, with things unfolding mostly the way you expect them to.

If you prefer your indexes close at hand (and I certainly do), know that this one is located at the tail end of the playbook. It encompasses both the series rules as well as the exclusive rules, for your perusing pleasure.

New to the systemor, like me, rusty as all get out? The extended Examples of Play book has you covered with 20 pages of profusely illustrated, detailed examples. You'll learn about assaults, melees, the dreaded triple-cost reverse move (painful when you must do it), and the cute artillery barrage, among plenty of other delightful happenings.

Mostly, you'll refer to the player aids: they contain most of what you'll need to get to the end of a scenario, win or lose.


FUN FACTOR

Fighting Formations has always been a really fun game to play. It is a longer game than what's on offer with Jensen's most famous design, Combat Commander, the latter clocking in at an average of two hours. When the original FF title came out, I remember players complaining about game length, roughly double that of your typical CC scenario. Which sounded strange to me, given that a lot of hex-and-counter wargames—if not the majority—promise a play time that hovers in the four-hour range. But I guess they had a point, in that since FF looks some much like CC, and shares so many of those high-octane, back-and-forth moments of action, you might easily be lulled into expecting a similar game length.

What didn't help, though, was that the original FF scenarios tended to land at the "very long" end of that spectrum. Only one of the so-called "five-turn scenarios" was provided, and even one of those can easily stretch to four hours; the rest poured well above and beyond that let's-do-this-in-an-evening line of demarcation.
Some years later, the Kharkov expansion came along to somewhat alleviate the issue, and I'm happy to report that the Blue and Gray volume follows that lead, with eight "five-turn scenarios," four longer scenarios, and one absolute monster of a sandbox clash I have yet to experience but which I'm looking forward to very much (probably as a weekend endeavor with a hardened partner).


PARTING SHOTS

If you're already familiar with the Fighting Formations system, then you already know how to play this volume. It's a standalone game, but apart from a handful of differences when it comes to terrains, assets and special actions, it runs on the same rules as the original game.

Just like its predecessor, this new volume includes an optional event system that I strongly encourage you to use in every one of your games. It throws a wrench into the proceedings that forces you to adapt to unforeseen developments—and shouldn't every wargame be about just that?

I began this review by writing that the US 29th Infantry Division has seen combat from D-Day all the way through to the end of the Second World War, and I can't help but notice that the last scenario, chronologically, takes place in November of 1944. So that leaves plenty of space for future expansions to further explore the engagements the Blue and Gray Division took part in.

Right??



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Saturday, February 8, 2025

Components review — Fields of Fire: Deluxe Edition

Designer: Ben Hull
Series Developers: Andrew Stead & Colin Parsons
Player count: 1
Publisher: GMT Games

When it was first published back in 2008 (17 years ago at the time of this writing!), Fields of Fire was instantly recognized as offering one of the most engrossing solo wargame experiences and one of the most impenetrable rulebooks of all time. To be fair, it's not that the rulebook was bad: it's just that it was designed to be a great rules reference for the system, which is rarely the same thing as an effective learning tool. (And as someone who's tried to learn the ropes on a few occasions, I can tell you this was definitely a case of "not the same thing.")

Various efforts, many of them coming from the player community, surfaced over the years in an attempt to flatten the system's learning curve different ways. Two more Fields of Fire entries saw the light of publicationVolume II in 2019 and The Bulge Campaign in 2022—and it was about when Bulge was hitting the streets that GMT took the bull by the proverbial horns, chained two willing developers to a basement radiator and had them redo the entire thing.

Their mission was not only to rewrite the rules themselves, which were in need of clarity and examples, but also to create learning materials that could take a newbie by the hand and walk them through a set of programmed instructions, the way an increasing number of complex games do it nowadays. (Of which my favorite example might very well be GMT's own Mr. President.)

The result is a massive footlocker replete with more stuff than you've ever imagined you'd get to learn to play Fields of Fire
Ready to parachute in?

SERIES RULEBOOK

Yes, the new incarnation is longer than its older brother but that's a good thing! It's an even better reference tome, and I love the spiral binding that makes looking up passages—and leaving the book open—a breeze.

The original Telephones & Radios section on the left (less than a page),
with the same section, fully illustrated, on the right.

Consider this: The original Fields of Fire rulebook ran 64 pages long, while this 3rd edition rewrite clocks in at ninety-six pages. That's a lot more space for charts, diagrams and examples, and best of all, it finally sports an index. But there's more! The rulebook also features an Index of Examples, of all things. I don't think I've ever seen this in any other game, and now I'll always feel grumpy when I don't see those things everywhere.

Yet the spiffy new rulebook says on its first page that you're not supposed to use it to learn the game. So what then?

STARTER GUIDES

That's right: not just one starter guide, but two.
The first such guide, "Basic Platoon & Company Training," takes you through the game's foundational operations, step by step, providing copious illustrations and truly leaving no stone unturned. Think of this as a 50-page "extended example of play," going first over basic concepts, then taking you through a Platoon Assault Course (with a single platoon to keep things simple), and finally a Company Assault Course that uses almost a full company to build on the teachings of the previous section. 

Starting to get the hang of it? Then it's time to move on to the second starter guide, "Advanced Operations." This is where you'll learn about vehicles and how to fight them, along with planning and launching air assaults. Another glorious 48-page document that walks you through carefully crafted examples.

And we're not done yet...
In the past, once you were done digesting the rulebook, you had to pick one of the four campaigns provided with the game (Normandy, two in Korea, and Vietnam) and launch into Mission 1. Fair enough, I guess, but this proved to be a daunting proposition, especially if you were still shaky on the whole understanding-the-rules thing.
In order to help with this crucial first step out of training, this new edition of the game ships with a stand-alone mission that uses some simplified rules to help you get your feet wet on your own before you embark on one of the campaigns. And just in case things were still a bit muddy, the second half of that 24-page booklet proposes yet another long example of play, walking you through the setup and first two turns of the stand-alone mission.


CAMPAIGNS

Back when I was first attempting to learn how to play Fields of Fire, I remember looking in awe at the briefing booklets—the documents that contain all of the data required to setup and run the game's campaigns—and wondering just where to start. All the information was there, but presented in a super compact manner, essentially a printed spreadsheet, without much support. This also has changed with the deluxe edition, with what are now called "mission books" that make everything abundantly clear and don't shy away from illustrating game components and other relevant pieces of information. Which, trust me, comes in very handy when you're just trying to figure out what pieces to take out of the box and spread out on the table.

Let me give you an idea of the scope involved here. The original briefing booklets used to cover two campaigns apiece, roughly 40 pages stuffed with tables that felt at times like ancient stone tablets one had to decipher. So we had one booklet for everything to do with Normandy and Vietnam, and another for the two Korea campaigns. 
In this deluxe edition, each campaign gets its own 45-page mission book with all the information you could wish for, starting with a two-page spread that illustrates all of the materials you'll need to jump into that particular piece of the action.

No more "What is that piece supposed to look like?"
when setting up a mission.

FURTHER MATERIALS

All of the game's player aids have been rebuilt from scratch, so much so that it's difficult to draw 1-for-1 comparisons with earlier editions. A metric ton of brand new elements have been added to the mix as well, starting with an actual player aid "action menus" folder, which will save you from having to constantly go back to the right page in the rulebook to look up what you'll have your men do next.
Company rosters are much more detailed (but you'll have to print the log sheets yourself—available to download from the GMT Games websiteif, like me, you don't want to use the single card-stock logs that come with the game), and the Command Display is miles ahead of its predecessor, with specific layouts depending on the campaign you're playing. And the list goes on.

I'll leave figuring out what display belongs to
which edition as an exercise for the reader.

Add to all this the revised counters, extra elevation cards for one of the Korea campaigns plus a huge 3.5-inch box to (hopefully!) store every punched component back in, and GMT has given us the Fields of Fire package most of us were dreaming of but didn't dare hope for. I am in awe of the work that went into this, and I can't wait to jump right back into the action, knowing exactly what I'm doing, perhaps for the first time. 


PARTING SHOTS

There is clearly more to come with the Fields of Fire system, and eagle-eyed readers might have noticed this telling example on page 6 of the Field Manual for basic training:

In the middle, a reference to British troops
-- in the Falklands!?


In that same Field Manual, the last sentence on the very last page greatly resonated with me, and reminded me why GMT Games is my favorite wargame publisher:

"If a mission provides you with a memorable experience and stories of amazing happenings on the battlefield, you have played a successful game even if you got every rule wrong."



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Tuesday, January 7, 2025

Flash Review — MATRX GIPF


Players
2
Age: 14+ (but it's really more like 8+)
Playtime: 30-60 min
Complexity: 3/10


MATRX GIPF is a two-player abstract game that brings Project GIPF—a celebrated nine-game series launched in 1996 by Belgian designer Kris Burm—to a glorious end.

The game is essentially GIPF, where you're putting pieces in play by pushing them (and everything in their path) from space to space in a straight line. If you succeed in forming a row of four of your own pieces, you return them to your reserve and eliminate any opposing pieces that extend that row.
Much like in GIPF, there are two ways to win: by eliminating your opponent's three basic pieces, or by running your opponent out of pieces in reserve. 
However, unlike GIPF, where all pieces move in the same way, MATRX provides five types of different piecesstacked two-by-twoeach with its own capabilities. So you can use a two-piece stack and make a standard GIPF move (pushing it into play) or you can pick the top piece of a stack and perform that piece's special move.

Learning the rules is a tad more difficult than your standard Project GIPF game, owing to the various piece types. But mastering the strategy? Now that's a different matter.

The result is an abstract symphony that may sound a bit familiar if you've ever played GIPF with its potentials (pieces that linked GIPF to other entries in the series), but opens up a whole new harmony of strategic and tactical possibilities. I'm just a few games in, but I can already see I'll be playing this one for decades to come.

I'd recommend you start with GIPF, but you certainly can't go wrong graduating to MATRX once you're comfortable in those 29-year-old shoes.

Most easily forgotten rule: When using a TAMSK piece, the extra move is considered an extension of the regular move, which means that no piece can be removed from play until the whole regular+extra move has been resolved.



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Thursday, January 2, 2025

A Year of Boardgaming, 2024 Edition

 


One more year to look at in the rearview mirror, with a reminder that I've decided to split the main stats in two different categories—to better reflect the time I spent pushing cubes around and slapping cards on the table with humans in the flesh, as well as the hours I spent staring at pixels on a screen while those I assumed to be my friends did their best to beat the crap out of me.
(Which worked more often than I cared for.)


STRATEGIC OBSERVATIONS
I played 149 different titles (ever so slightly up from 145 in 2023) for a total of 715 plays (better than the previous 602, although over half of those 715 plays were sadly online). I spent 672 hours playing boardgames in 2024, versus 588 hours in 2023, which is a nice step up, virtual or otherwise: that's 28 full days (exactly!) devoted to boardgaming bliss.

Out of those 149 titles, 67 were new to me (basically the same as my 68 in 2023), and I ended up playing 16% of my collection (against 15% the year before)—moving up, but not enough.

The number of different places where I played boardgames in 2024 was 17, which the exact same number I had the year before. I guess I don't change much.
40% of my gaming was done at home (compared to 43% in 2023, so things are pretty stable on that front) while 44% happened on BoardGameArena.


TACTICAL OBSERVATIONS — PHYSICAL GAMES
Here are the 10 physical games I played the most in 2024:
1. Bomb Busters -NEW- (34 plays)
A bomb-defusing co-op game that's like a "complex" party game? Sign me up! The only reason I didn't play even more of this addictive little title is because the game came out so late in the year.
2. Oxono -NEW- (19 plays)
I've always had a soft spot in my heart for abstract games (which is probably why that's what I designed first), and it doesn't hurt that those are the GF's favorite games. Still, Oxono is brilliant no matter what.
3. ðŸ …GIPF (15 plays)
The starting point of the famous GIPF Project and a game I'll never get tired of. "Get four in a row" sounds boring until you've played GIPF for about a minute and a half; and then you don't go back.
4. Mandala -NEW- (15 plays)
A simple—and beautiful—card game that feels like it must have always existed in the back of our collective mind. Truly astounding.
5. Norman Conquests -NEW- (13 plays)
This medieval tactical wargame is my first foray into the Men of Iron series, and it won't be the last. (Hell, there are two new volumes coming out from GMT in the next couple of years, in addition to the four original ones...)
6. Altered -NEW- (12 plays)
I bent my "no more collectable games" rule for this colorful and refreshing card battler, and I'm glad I did. Always a fun time.
7. ðŸ …TZAAR (11 plays)
One more abstract game on the list, and one of my favorites in the whole of the GIPF Project. I need to play all of them more.
8. Scout -NEW- (11 plays)
A twisted ladder game from Japan where you can flip your hand of cards over but not reorganize it. Great, great stuff.
9. Skyrise -NEW- (9 plays)
Bidding (buildings) for the right to build (buildings) and thus gain a majority (of buildings) has never been this fun. Super simple and yet deep like a treatise from Descartes.
10. ðŸ ‡Combat Commander: Europe (8 plays)
A real shame I got in so few plays of this outstanding WWII tactical wargame. Especially considering it's my favorite game!

The fact that I played a handful of (quite) longer games in 2024 kind of distorts the resulting top 10: for instance, I played Downfall a few times, and each of those occasions took about 10 hours. So of course Downfall doesn't show as a contender amongst games I played *the most times* but I did spend quite a few hours on it.

So I thought I'd start including a list of the 10 games I spent the most time on.
Here's what that looks like for 2024.

1. Downfall (54 hours)
2. Bomb Busters (44 hours)
3. Norman Conquests (19 hours)
4. Men of Iron (19 hours)
5. Combat Commander: Europe (16 hours)
6. RAF: The Battle of Britain (15 hours)
7. GIPF (11 hours)
8. Tank Duel (10 hours)
9. TZAAR (8 hours)
10. Arcs (8 hours)

Seeing some games on both of those lists is impressive, and I guess that makes Bomb Busters the clear winner.

When it comes to people, these are the 10 wonderful persons with whom I played the most face-to-face last year:

1. ðŸ …Suzie D. (177 plays)
2. ðŸ ‡Jean-Luc S. (108 plays)
3. ðŸ …Michaël P. (27 plays)
4. Héloïse K.L. (16 plays)
5. Gustavo R.A. (15 plays)
6. ðŸ ‡François P. (13 plays)
7. ðŸ …Béatrice V.K. (10 plays)
8. ðŸ ‡Ophélie K.L. (9 plays)
9. ðŸ ‡Robert L. (6 plays)
10. ðŸ …Jonathan P. (6 plays)

The GF reclaims the crown! All those short-ish abstract games helped, no doubt.
My three daughters are on the list again, as is my dad. Loving this.
(Also, a warm welcome to newcomer Michaël, who will no doubt become a fixture on those lists!)


TACTICAL OBSERVATIONS — DIGITAL GAMES 
Here are the 10 boardgames I played the most online in 2024.
(Usually not because they're the best gamesalthough they are undoubtedly greatbut because they are wonderful implementations of beloved titles that play great on a turn-by-turn basis.)
1. Memoir '44 (117 plays)
2. ðŸ …7 Wonders Duel (31 plays)
3. ðŸ …Sky Team (30 plays)
4. ðŸ …Heat (29 plays) 
5. Altered (10 plays)
6. ðŸ …Framework (8 plays)
7. Oxono (8 plays)
8. ðŸ ‡Applejack (7 plays) 
9. ðŸ …DVONN (7 plays)
10. ðŸ ‡Patchwork (7 plays)

And these are the 10 great peeps with whom I played the most online last year:
1. Fil M. (129 plays)
2. Jean-Luc S. (93 plays)
3. François P. (65 plays)
4. Héloïse K.L. (9 plays)
5. ðŸ …Michaël P. (9 plays)
6. ðŸ …Hugues L. (8 plays)
7. Angelo W. (5 plays)
8. ðŸ …Boris A. (5 plays)
9. ðŸ ‡Gustavo R.A. (4 plays)
10. ðŸ ‡Béatrice V.K. (3 plays)  


OTHER MUSINGS & RAMBLINGS 
My H-index last year inched up by 1 (12 over 11) compared to 2023.
(In this context, my H-index is the number (h) of games which I've played a number (h) of times. So 12 means there are 12 games that I played 12 times each in 2024.)

My challenges were a mess, except for the 20x5 (play 20 different games at least 5 times each) and the "50 plays of abstract games"—both of which were aced early in the year.
That makes me want to ditch those types of challenges and concentrate on "named" challenges (as in "play these 10 specific games at least once"), partly as a way of replaying games I haven't touched in over 10 years.
Yes, there are a lot.

Shockingly, my "100 plays of wargames" fell short by a wide margin. Again, I blame Downfall, with a typical game lasting up to 12 hours. (All worth it, mind you.)

My very first game of 2024 was Teotihuacan with the GF on January 1st (talk about a great start!) and I closed out the year with a play of Robo Rally (30th anniversary edition) with my daughter Héloïse and my dad, a handful of hours before midnight.
I am blessed.

Out of the games I was looking forward to in 2024, Downfall was at the top of the list, and if you're still reading at this point, you already know that it did not disappoint in the least. I wasn't a fan of The Plum Island Horror, however—not a game for me. I got a chance to try Evacuation and didn't even finish my one and only play before I got fed up with that horror show of a rulebook and threw in the towel.

As for 2025?
MATRX GIPF didn't show up in time for 2024, but I have it in my hands now and I'm excited to explore that conclusion to the GIPF Project time and time again. I'm very interested in SETI, the cooperative Vantage and the deluxe edition of Fields of Fire. Then Luthier should show up at some point, as well as Speakeasy, and I'm hoping both will turn out to be nice medium-heavy titles to while away the long summer evenings—waiting for the return of ski season, of course.


 

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