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Spotlight Articles

Outstanding articles that are not necessarily linked to one particular game, but may have broad appeal to gamers.

The Origins of the AVALON HILL GAME COMPANY 1952-1963

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The Avalon Hill Game Company is 72 years old this year and time to chronicle the history of Avalon Hill. In Part 1, Origins, we will look at the story of not only the establishment of a game company, but an industry and a hobby. Thanks to Legendary Tactics YouTube Channel for this great series.

Poster: Robert Holifield
Post Date: 4/18/2024


Tributes pour in after death of award-winning veteran wargame designer Dean Essig

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Mike Didymus-True, in BoardGameWire, brings us the sad news of the passing of designer Dean Essig.

Poster: Doug Holt
Post Date: 4/1/2024


Alumwell Wargame Show 2024

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"...I actually enjoyed this show more than any other that I have been to in the past couple of years." Norm Smith, in Battlefields & Warriors, regales us with sights and surprises from this show, along with some great pictures! And check out the source of an insight that led Norm to conclude "It made me realise that considering these things went into the air in their thousands, the financial investment in longbow archers must have been huge."

Poster: Doug Holt
Post Date: 3/22/2024


Fields of Corn & Rye

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"...I was pretty sure that I had found something that might do the job." Norm Smith, in Battlefields & Warriors, discusses a way he's found to address an old itch, namely adding texture and/or crop fields to tabletop settings. Check out what he finds to be a reasonable, cost-effective approach, considering that "...sometimes I think we have made ourselves a picture perfect world and lost something along the way."

Poster: Doug Holt
Post Date: 3/11/2024


More Spotlight articles...


Gaming Conventions

Gaming Conventions

Another new feature for Grognard.com, the Gaming Convention calendar will make it a snap to keep up with all the latest gaming conventions in your area. But we need your gaming convention information, so please contribute.



Grognard News

Grognard Challenge - Expanded Room for Comments! (6/25/2023)

The Comments entry area has been resized to 512 characters.

Grognard Opponents Wanted (9/14/2022)

New Opponents Wanted function. You can now set your ad expiration date, up to one year. Requires site registration.

Gaming Conventions

New Gaming Conventions calendar. You can see all upcoming gaming conventions worldwide.

If you are sponsoring a board gaming convention of some type, or know of one that is not listed on Grognard.com, then please contact us and let us know!

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New Gaming Clubs/Organizations listing. You can search for existing gaming clubs worldwide.

If you belong to a gaming club, or know of one, please drop us a line and let us know so we can get it listed on Grognard.com!

New Search Features

Now you can search for specific games (or games by publisher) using the new Game Search feature, located at the top right corner of the this page. In addition you can now harness the power of Google to search the entire Grognard.com site for any specific information you'd like. Just enter a search word or phrase into the Google box labeled "Search All of Grognard.com" and click magnifying glass button. Search features will continue to be improved and enhanced going forward so check back often to see the latest stuff.

Grognard Originals

In addition to our links to great content all around the internet, expect to see more Grognard.com "originals" in the future.

Fast, simple, not expensive, little errata, but only reasonably fun. (War game Review)

In his review on BoardGameGeek, Brendan Whyte first turns a critical eye towards the components and rules and lists their shortcomings. Game play fares better: “…the game is fast and quite fun”. Whyte then goes into comprehensive details covering game mechanics and spares no criticism for the game opponent (AI). His discussion concerning solitaire board games vs solitaire computer games is very interesting.

PE TANG 1900 Q&A with Marco Campari

Some Q & A between myself and Marco Campari, designer of Pe Tang 1900 from Lumaca Games.

PE TANG 1900 Strategy Tips

This is the strategy I developed after playing Pe Tang 1900 from Lumaca Games.

PE TANG 1900 Optional Line of Sight Table

Here is an optional table to make it a little more difficult to eliminate the Boxer artillery.

More Grognard Originals...


Grognard Challenge

Latest Challenge

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Campaigns of Frederick the Great: Variants


A Compendium of Game Variants


Campaigns of Frederick the Great - title image
by Wm. Thomas Sherman  *  (Last Updated: 14-Oct-2015)

The following is a rules modification and variant for Rob Markham's "Campaigns of Frederick the Great" by 3W and which also incorporates portions of variants by J.P. Kelly, Brandon Einhorn, and Karl Laskas.



(Last updated: 14-Oct-2015)

* If A supply wagon(s) is included with a leader's force and that leader does not move (say, he chose not to move as a result of low movement point die result) or else moves 6 or less MPs, wagon may not move further that turn; i.e., wagons may move only once per movement phase. By the same token, a wagon(s) may accompany a force march if no previous attempt (whether successful or no) was made to move with it AND it begins the attempted force march in the same hex as the force attempting force march.

* As per FTG by SPI/AH no leader of a given nation may command more SPs than the number one ranking leader of that same nation; with the exception of Prussian leaders and who are permitted to command more SPs than Frederick. If total with number one ranking leader falls below number of subordinate, he need only make correction if he begins a turn with SPs not previously part of his stack. If the number one ranking leader begins a game turn with a subordinate or subordinates of the same nationality and who began the scenario with more SPs than himself, the number one ranking leader (prior to any movement) absorbs SPs from those subordinate until he has more than any other leader of the same nationality in that hex. This is an exception to the rule that there may be no transfer of SPs between leaders. Also, the number one ranking leader may never voluntarily lower his numerical superiority, say, by dropping off detachments; EXCEPT in a case where 1 SP is dropped off as a garrison at a friendly fort where there is no friendly garrison already there.

* Leaders out of supply lose 5% during supply phase. However, if the stacked force is less than 10 SPs but more than 5, roll a die. If 4, 5, 6, result the force loses 1 SP. If 5 SPs or less it loses 1 SP on a roll of 5 or 6.

* Rule p. 5, 7.4 states "If attempt [using initiative, to move out of enemy occupied hex] fails, those leaders may not move for remainder of phase." Change this to: such leader that failed earlier to leave an enemy occupied hex may again attempt to leave that hex during what would be a) his regular march, b) his force march and or else c) reaction opportunity. If he failed on the initiative roll for what WOULD HAVE BEEN his first and regular movement (or force march, or reaction move), he is not deemed to have yet used his3 first-regular march move (or force march, or reaction move).
Though note, as per Brandon Einhorn variant (see below), "A force may [only] move twice in a turn due to any combination of movement".

* Where a leader may roll for initiative to leave hex when enemy is present with him, that leader may attempt initiative roll to leave that hex as many times as he has opportunities to move, and whether or not he actually does move. So, for example, if leader, fails initiative roll, that failed roll does not count as his having moved. When, however, and if he does move, THAT counts as one of his two moves (i.e., limited two moves as per Brandon Einhorn variant.) In other words, rolling for initiative never of or by itself counts as a move.

* As per the official errata: "die roll modifiers are [not] applied when force marching."

* Leader defending inside a besieged fort and who has a combat modifier of +2 or better adds +1 to die roll for siege attempts against that fort.

* Where Strasland, 4221, is captured by Prussians (or their ally) and a Swedish force is granted honors of war, that Swedish force may return to any coastal hex in Swedish Pomerania after the requisite four turns; plus it is granted 3 free supply wagons to accompany it as well. (Such returning Swedish force may never have more than 3 wagons accompanying it when it returns after being granted honors of war; i.e., it cannot have saved supply wagons from earlier; since such supply wagons as it may have had earlier were lost when it surrendered.)

* If ANY portion of a leader's stack (not counting supply wagons) moved during the prior movement phase, it may not receive the benefit for not having moved on the Commitment Table.

* If part of a stack that is moving or defending is demoralized, the entire stack is considered demoralized for movement and or combat purposes respectively. Also and in addition, as per 9.11, demoralized forces may not attack. They may however conduct sieges.

* Demoralized forces may not force march; though they may reaction move.

* Garrisons, and which are undemoralized (see below), may attack or join in an attack on enemy in their fort hex. No Commitment roll is required for a force that is strictly and entirely a formal or intrinsic garrison, UNLESS contributing to a joint attack. If attacking alone with no friendly leader present, and called to roll for demoralization, garrisons become demoralized on a roll of 5 or 6 (on a single 1-6 die.) They recover from demoralization on a die roll of 6. If a 3 or higher rating leader (assuming and only if he himself is undemoralized) is in the same hex with the demoralized garrison, add one to the demoralization recovery die roll. If, however, a demoralized friendly leader is present -- as part of the garrison -- the normal procedure for demoralization recovery is used, AND any other leaders present are ignored.
Whenever called to retreat, garrisons MUST retreat back into fort (though in a joint attack, the other friendly leader-force may choose to retreat from the fort hex or retreat into fort [thereby becoming part of the garrison] -- his choice), and if involved in a joint attack with a friendly force, a garrison force is treated as a separate force and from which losses of the large whole are to be apportioned.

* Garrisons may be created at or added to a friendly controlled fort (or fortress) at anytime a friendly force(s) occupies that that fort/fortress hex -- unless an enemy force also occupies that hex; in which case the force may not enter the fort or create garrisons there until the enemy is expelled from the hex. However, where a friendly force is in a friendly controlled fort hex that is not already occupied by an enemy force, it may create garrison strength points before or at the same time an enemy force thereafter enters that hex. If such garrisons are created from a demoralized force then all of the formal garrison itself becomes demoralized also.

* Units may retreat off of map, and may reappear onto map 2 or more turns later (owning player's choice) in a map-edge hex within 4 hexes of the hex they last retreated from.

* [Clarification] Friendly replacement points, received at the beginning of a given game-turn (on a roll of 5 or 6), do not need to be placed on the map immediately at that time. To defer their placement, the player simply records their number and may then bring them into the game in a subsequent game-turn's replacement phase. Also, on a related note, replacement points may be used to create intrinsic garrisons at any friendly town or city originally held at the beginning of the scenario or, if campaign game, held at the beginning of the year.

* Any attempt to besiege a fortress (see terrain key, and as opposed to a mere "fort") costs one supply wagon if the enemy garrison in that fortress is greater than two strength points.

* If a player defending a fort or fortress against a siege expends two supply wagons, the besieger must add 1 to his siege die rolls. Wagons expended in this manner must already occupy fort hex at the time the siege commences. Such die roll benefit to the defender continues for as long as that particular siege goes on. Regardless of modifiers, whether for leader and or for supply wagons expended in this manner, a siege die roll of 1 always results in a breach.

* Can a captured enemy city (that is friendly garrisoned) be used for supply? Yes. However, new supply wagons may only be placed in cities or towns controlled by the player at the beginning of the scenario, or if campaign game, controlled at the beginning of the year.

* Is morale check for Demoralization check at beginning of turn modified by friendly fort? Yes.

* Q: Say an enemy force occupies hex with friendly fort (and garrison). Can another friendly force then enter that hex and join garrison automatically or must enemy be expelled from hex first?
A: Enemy must be expelled from hex first. However, friendly fort/depot may still supply friendly units in that hex (only); as per 8.1.

* Can force receive battle supply from friendly fort or town (acting as depot?) Yes. Does that then mean he doesn't roll for supply depletion? ANS: No, if a friendly supply unit is in "depot" and or else is with leader (player's choice if both), it may be lost on a 5 to 6 roll; i.e., even if leader can trace to depot.


From J. P. Kelly variant (on Consim World)

Lines of Communication

In the standard rules forces are able to operate behind enemy lines without concern for their line of communications (LOC.) These rules are meant to recitify that circumstance.
Each field army (not garrisons) must be able to trace a line of communications (LOC.) A LOC is checked for at the time that it is needed. A LOC must be traced to a friendly non-besieged fort or fortress. The LOC may only be traced through 2 non-road hexes. LOC may never be traced across unbridged rivers, all sea hexes, mountain hexes, or thru hexes occupied by enemy garrisons or forces unless they are besieged. If a field army cannot trace a LOC then:
* It may not receive replacements or supply points.
* It receives a +1 to its die roll when checking morale.
* It may not conduct a siege unless and until LOC is re-established.

Sieges

Typically it took a couple of weeks for forces to organize a full siege & heavy artillery needed to be brought up. A Fort or fortress may not be besieged unless the besieging force began its movement in the hex & has a Line of Communications at the time that the siege is initiated.

[Addendum to above: If LOC is cut while a siege is still in progress, siege may not continue until LOC is re-established. Mark such besieger/siege with a spare counter. However, if that besieging force has its LOC restored, it may continue siege at same number of turns it had already spent. In other words, although cutting LOC halts a siege, the besieger still retains the NUMBER OF GAME TURNS he has already spent besieging the given fort (i.e., prior to having his LOC cut off.) EXCEPTION. Swedes besieging Strasland do not need to trace LOC.]


From Brandon Einhorn Variant

* A force may move twice in a turn due to any combination of movement, forced march, and reaction. Thus a force that reacts twice may not move further. A force that moves may react once.
To besiege a fort, a force must begin the turn in the hex, and not move from that hex. If the besieging force doesn't out number the force in the fort, there is a +1 to all breach and surrender die rolls.


From Karl Laskas Variant

8.0 SUPPLY (Replace)
* Forces which are not in supply suffer certain negative effects as described in 8.4. There are only two types of supply Leaders who are not in supply suffer certain negative effects as described in 8.4.

8.2 SUPPLY WAGONS (Change)
* Supply wagons represent an army’s baggage train. They appear on the map only as a result of supply wagon creation (8.21).

8.21 Supply Wagon Creation (Change)
* Each game turn, each PLAYER (not each country) [rolls one six-sided die: If a 1-4 result, player receives 1 supply wagon. If he rolls 5-6 he receives 2 wagons.] (The numbering of the wagon does not matter, since these variant rules no longer keep track of supply points.) The wagon is placed on the supply depot and moved normally during the turn (see 8.23). Supply wagons may only be created at a friendly supply depot -- i.e., fort or town owned at start of the scenario or year -- that is not besieged. Unlike replacement points, supply wagons must be placed on the map on the given turn they are available and may not be saved to be placed on the map in a subsequent turn.

8.23 Removal and capture.
* A supply wagon may be removed from the map as a result of combat supply depletion (9.23). A supply wagon is captured and may be used by the other player if an opposing force enters its hex.

8.4 SUPPLY EFFECTS (Addition)
* Unsupplied leaders suffer attrition, as well as restrictions on movement and combat.

8.41 Attrition (Addition)
* During the supply phase, any unsupplied leader suffers 5% casualties, fractions rounded up.

8.42 Supply Effects on Movement (Addition)
* An unsupplied leader may move a maximum of once per movement phase. A march by an unsupplied force is treated like a forced march and is subject to possible attrition. (However, if an unsupplied leader begins movement unsupplied and later becomes supplied because a supply wagon has moved into his hex or because he has moved near a depot, it may be possible for this leader to move more than once if his initiative permits.)

8.43 Supply Effects on Combat.
* Unsupplied leaders must retreat at the end of the first round of combat, unless the enemy leaders have been forced to retreat because of demoralization.

9.24 Intensifying the Battle (Delete)