Tuesday, May 19, 2026

Great War Commander - First Impressions

With Noble Knight announcing their Spring Sale, I took it as a sign to finally pull the trigger on purchasing Great War Commander (2nd Printing). It's been on my wish list for a while, and with Dominion of the Trenches covering the low complexity, fast gaming, it seemed only right to take advantage of the sale to move a bit in the other direction.

Image from boardgamegeek.com
There's plenty about the game on boardgamegeek.com, so this is neither an in-depth review nor detailed AAR. It is my impression of the game having played along with the example of play and then played the first scenario("Birth of a Legend" which takes place in Bleid, Belgium 22 Aug 1914, and includes Rommel as one of the Central Powers leaders).

Of note, I will mention ASLSK several times - it is the board game that I have played that is most like GWC - both are low-level tactical games in their respective periods. 

I have a little experience with hex-and-counter games but just a few titles so I don't have a lot of reference points, but I can say with some authority that the rule book is considerably more useful as an at-the-table reference document, than the ASL Starter Kit #1 rule book. The latter requires searching through dense paragraphs to find a rule you remember reading but can't quite recall where. Great War Commander's rule book is not perfect mind you and some things I found myself flipping forward and backward to find. 

Still, while everything wasn't entirely clear to me (and won't be until I've played a few more games I'm sure), it felt (on reading) far less complex than ASLSK

Of course, it may be that because I've read, and re-read, played and replayed, ASLSK #1, as well as Burning Mountains (not terribly complex,but certainly tedious), and Battle for Moscow (a game of minimal complexity), that Great War Commander seems more accessible. That is, I have a base of experience to draw from and had I started with GWC with no experience of any kind, I might find it completely opaque.

Speaking of complexity, boardgamegeek shows that ASLSK#1 averages 3.76/5 and GWC averages 3.17/5. For my money, I think it's more like 4/5 and 3/5(or probably more like 2.75/5) respectively. Boargamegeek also shows Burning Mountains has a 2.20/5 complexity rating. I think it feels more difficult than GWC on reading, frankly. In play, I would argue some of the math makes it feel more complex than GWC but the actual turn sequence is fairly straightforward. But I majored in Philosophy and ,later, Library Science, and was never much for math.

After reading the rules, as the rules themselves recommend, I played along with the example of play. I thought this was a genius approach to teaching the game! (Maybe other boardgames do this? I don't know.)

While it was a little cumbersome at times trying to find the card called for in the text, it really felt like I was playing a learning game, where I got to know what playing the game would feel like generally, how the more common rules worked, etc. 

My coffee table is wider at one end than the other - there is no way to line up the edges of the map with table that won't trigger OCD in many viewers. The skull in the upper right and fake phone in the lower right regularly reside on the table. EVERY day is Halloween, my friends!

Speaking of cards, GWC, as you may know, is in the Company Commander family of games and is card driven. No dice are rolled (although there are dice icons printed on the cards, so it's not quite like using playing cards).

The turns are considerably less structured than most other wargames I've played. There are no fixed phases unlike games like Battle for Moscow or ASLSK  or even One Hour Wargames for that matter.  There's also potentially ample opportunity for both players to play cards at any time, whether they are the  active player that turn or not.

But how much interaction and how fluid is all based on the cards that the players have in their hands. And I suppose that would be a sticking point for some. 

The initial French deployment for the scenario. They are starting with most units out of cohesion and this will plague them the entire game. I should have moved the leaders into positions where they could bring more units into cohesion but didn't figure that out until after my game!

For the active side, the cards are the orders you have available, and if your hand doesn't have something you can use, you can pass, discard cards (up to a specified limit for the scenario) and draw up to your maximum. 

This can go on for several turns until you get an order you can make use of. Possibly more so if you aren't great at shuffling the brand new decks *cough cough*

I bought this to play solo, so I'm always going to be doing something not matter what, but I can imagine it being annoying and frustrating in head-to-head games. 

The cards are also used of actions that can modify the situation - a +/- on a die roll, breaking an enemy formation in melee before the die roll, etc. So, you can make use of those cards that don't have useful orders on them, just not as orders.

Rommel attempted to lead his units to the right of the road but was caught by the French machine gun. I forget the Captain's name, but he and the units under his command had more success. Unhappily for the french, their MG jammed early and turned out to be unfixable.
 
I was concerned more about this than not being able to play an order, for playing solo. It turns out, I continually forgot what the other side had in their hand and it worked fine. Yay aging brain!

Also, because I personally feel like Fire/Op Fire is just something to expect and doesn't need to be a surprise, if a side had one or more of those cards, I kept those face up to remind me to use it. Otherwise, I quickly scanned through a side's hand for any useful action in response to the side I was playing as at that moment.  

That seemed to work quite well.

Another note, counter stacks are fairly minimal - I think the tallest stack I had was 3 counters: a suppressed (1 counter) platoon (1 counter) with an MG (1 counter). The hexes are big enough that you don't have to stack everything all the time. Which is great, because falling stacks are annoying (Burning Mountains I'm looking at you and your 5+ high counter stacks!)

Oh the weapon rules are a joy of ease and simplicity compared to ASLSK. 

Finally, playing the game was highly enjoyable, and felt like I was watching a story unfold (with opportunities to shape it). It was more towards the Dominion of the Trenches side of the equation in that respect. In my game, the Germans had a commanding victory. The French units struggle to coordinate a response felt right given my poor use of the French leaders. Air power played a small role for both sides. Rommel was wounded but survived. The Germans captured three of their four objectives, eliminated a few of the French units including the French officers, and then chose to bypass the remaining, totally ineffectual units (exiting the enemy's board edge is worth Victory Points).

I genuinely can't wait to play again. With an upcoming long weekend, I plan to play the 1st scenario again but this time I'll try to make better use of the French leaders!

  

Thursday, May 7, 2026

Dominion of the Trenches - Caporetto

Having heard much praise for other Dominion of ... games as a roll-and-write game experience that gives reasonable narrative results that feel right, I plunked my hard-earned cash down for Dominion of the Trenches

Also, the author includes two Southern Front scenarios, so how could I not? It's so rare for the Italians and Austro-Hungarians to get any love.

This is a battle report of the Caporetto scenario in the rules document.

That said, I played my own scenarios quite a few times before giving this "official scenario" a go and I have some minor issues with the rules that came up in those games - but this is not a review and they'll wait for another time.

Nevertheless, I will say, the rules live up to their hype for feeling right despite their simplicity.

As a huge plus, they got me to get out my Italian and Austro-Hungarians for the first time in a bit which says something (they were packed away).

This is how I played the game.

Instead of photos of my game setup, since the lighting wasn't that great, I'll illustrate with some Junior General counters, with the game labels for units. 

You don't need miniatures to play the game at all or Junior General counters. You can scribble it out on a sheet of paper. I played multiple games on literal backs of envelopes! I just happen to have the ones you would need for this scenario (and of course, I will create my own scenarios based on various battles on the Southern Front). The games were all fun, regardless of the format.

Some other notes - I went looking for maps of the Battle of Caporetto so I could see which units were where, and I saw that, at least on quite a few maps, the Italian 46th Infantry Division and the Austro-Hungarian 50th stormtrooper divsion were opposite each other at the start of the battle.

I found a map of the region, zoomed it in, and overlayed how I imagined the units might have been. I think of them as regiments, and each game turn as two days. No reason other than it just seems right given the abstract nature of the game.

Artillery Barrage - October 24, 1917

In the early morning of October 24, 1917, stormtroopers of the Austro-Hungarian 50. Infanterietruppendivision wend their way through mountain passes towards positions held by the Italian 2nd Army's 46th Infantry Division.


The attacker gets to start the game with an artillery bombardment if they have artillery. Not only do the Austro-Hungarians have artillery, the E means it's Elite and as a result they get to roll 6 dice. 

I distribute two to each of the Italian units in the front line.

The results aren't as bad as they could be for the Italians, but they aren't great either

A massive barrage of explosives and poison gas erupts up and down the Italian lines.

The Italian units in the front line are all Unreliable (Ur), but they do have a Defensive bonus because they are dug in or have built-up defesive works and so the first hit removes the Defensive bonus, a second hit will remove the unit. In the historical battle, gas was used and so, when the center took two hits and had to be removed, I figured it was probably where they concentrated the gas attack.
 
On the right and left, defensive positions are shattered. but the troops hold on but the Italian center gives way as their regiment is overcome by gas and the close following stormtroopers. 

As soon as the bombardment completes, the defender can try to bring up reserves.

It's not automatic and in most of my games, they failed more than they succeeded. In any case the player decides which of the reserve units will come up. 

In this case, the Italians were able to bring up a standard Infantry unit. It's not Unreliable and not Elite.

Another of the 46th Division's infantry regiments miraculously were stationed nearby are able to plug the gap before the storm troops can break through to the Italian reserves.

October 24 - 25, 1917 
Turn 1 Round 1

After the bombardment, the first turn begins in earnest, with the attacker nominating one sector for action. 

In this case, I chose the Cente, because both the Italian infantry is arriving and theoretically the stormtroops are supposed to keep moving not hold the trenches. Yet, in the moment, I decide the stormtroops,would be on the defensive in this combat, taking advantage of the previously abandoned Italian defenses even as they advanced.

I could have also said they were on the attack, but it's up to the player either way and how you're imagining the narrative.

Because the defender in infantry vs infantry combat gets to roll first with a chance to eliminate the enemy before they attack, and the stormtroopers have +1 on their attack, I suspect that factored into my subconscous calculation.

But they are overwhelmed as momentum sides with the enemy.

As with artillery attacks, if a unit is removed, the side that lost the unit can attempt to put a reserve unit into that sector. Again the Italians succeeded on their roll.

Turn 1 Round 2

Unreliable troops test before the attack portion of the round, and if they fail they disappear. If they pass, they are no longer Unreliable. I like this a lot - you don't know what kind troops you have at your disposal!

This really suits the Southern Front where, while they were good soldiers, morale was an issue for both sides. 

In Round 2 of turn 1, the Defender gets to choose the sector. I for reasons I don't recall, chose the Right Sector. And there I had an Unreliable infantry unit. Who failed their check and fled.


In Sector Right, the surprised and shaken troops under pressure from the Austro-Hungarians turn to headlong retreat towards the Piave.

No matter how the space opens up, as long as a side has reserves, they can try to fill it as soon as the combat portion of the round ends.

Again, luck sides briefly with the Italians as another unit is close enough to be brought up to engage the invaders.

October 26-27, 1917
Turn 2 Round 1

In the 2nd turn, and all turns thereafter, a die is rolled to determine which sector will be see action, although there is a chance that side's will get to choose the most advantageous one.

Round 1 belongs to the scenario's Attacker.

The Austro-Hungarians choose (well, I choose) to attack the Italian Unreliable unit in the Right sector. That unit first checks to see if it stands, and it passes, so it is no longer unreliable.

Attacking an unreliable unit means there's a chance they will be removed without you having to risk being eliminated in the process.

As they passed, the attack is resolved normally.

The newly arrived Italian infantry in Sector Right rally to their officers' cries of Savoia! Savoia! Savoia! (which is surprisng as normally this has little positive effect). Still, they are unable to stop the relentless stormtroopers. Those who aren't killed or captured join the flight to the shores of the Piave.

They fled, but the Italians have no more reserves at this point. So it will remain empty. If the Austro-Hungarian Right sector is activated it can then attempt to flank attack the Italian center unit (as long as there is one there).

Turn 2 Round 2

In round 2, the Defender rolls to see which sector will see action (with a chance they will get to choose).

The Italians decide to press an attack in the Center. Recall I had posited the Austro-Hungarians here were making use of abandoned Italian defenses. This gives the stormtroops first attack. 

To my surprise, the Italians survive the attacks by the stormtroops and then score a stunning blow against them.

The attacker's artillery is ridiculously weak and kind of useless after the initial barrage - this one of my quibbles with the game - so, when they fail to advance to out of the reserves to fill in the opening in the line, it's not at all surprising.

The Austro-Hungarian reserves have been left far behind the quick moving stormtroops and are unable to fill the gap in their line.


October 28-29, 1917
Turn 3 Round 1

As I mentioned above, if a unit has no enemy opposite them the can flank attack an enemy in an adjacent space. In this case, the Austro-Hungarian in the Right sector attacked the Italians in the Center, but to no effect.

The benefit of a flank attack is there is no return fire from the enemy!


Seizing opportunity, the Austro-Hungarian Right turns the flank on the Italian center, but again the
Italians hold.


Turn 3 Round 2

The Italians nominate the Left sector, and their unreliable unit passes the test (this many successes is rare if my previous games are anything to go by)

They are the defender and get to attack first, which is really their last hope at this point.

But they roll a 3 which does nothing. 

The stormtroopers opposite roll a 6, +1 for being Elite. 7 points! They decisively destroy the Italian troops in the Left sector.

Outnumbered and with one unit left, the Italians have lost. Since it's Caporetto, they join the retreat that is the collapse of the Italian 2nd Army.

Unfortunately, in Sector Left, the Italians break. The Italians in the center are forced to retreat to the Piave with the Austro-Hungarians closing ground behind them. 

Sunday, May 3, 2026

Friday Night Under the Lights!

A new game shop opened in East Atlanta recently. They're primarily focused on card games, like Magic and Pokemon, but they also have space for miniatures gaming.

It is significantly closer to me than any of the other places I've gamed - 10 minute drive and actually in the city vs 40-60 minutes and out in the burbs (Atlanta traffic is no joke - so those times only go up if there's traffic). Like several area game stores, they have a Discord server and when I saw someone post on Wednesday about setting up an OPR game, I jumped on the chance.

When I mentioned the only 2000 point army I can field at the moment is a fantasy lizard army he offered to run his space orks as fantasy orcs. However, both Grimdark Future and Age of Fantasy are virtually identical rules-wise and I had seen game reports of sci-fi vs fantasy OPR games on YouTube and suggested that. So we played Space Orks vs Fantasy Lizardfolk outside the shop under the lights, on Friday night!

I didn't get many photos - I was too busy getting my butt handed to me!



This is my favorite picture.

That gator hero had been sitting primed for months. 20 minutes of heavily thinned acrylic to fake contrast painting over the primer, with a light dry brush after, for the win.

My biggest issue, that wasn't my absurdly bad dice rolling in the 2nd and 3rd turn (such as rolling 20+ dice to defend against attacks and only succeeding on four or so of those dice), was not being familiar with my units' abilities. I should have studied my roster better. Still, I had a great time and came home inspired to finish up the Goblin Green rebasing project and to get my Blessed Sisters up to 2000 ASAP (ordered a 3D-print Immolator proxy - it's the same base as my Rhino but with a dual flamer turret).

My standout unit was a unit of Gators (technically, my Egyptian crocodile unit) lead by a Gator hero (the Egyptian mamma-croc - also finished quickly, on Thursday night). Had I known their attack strength (4 figures, 9 attack dice with armor penetration), I would have had them in the middle but instead had them on the right flank and basically away from the action for most of the game. When they finally got into the mix, they destroyed one of the ork trucks with ease.

We're talking about another game sometime in May. That will give me time to finish the Goblin Green basing and maybe review my roster more closely!