Meanwhile, at CSL HQ...
BOY the past week has been an absolute shitshow for me. First off, I want to apologize for not getting the games out faster, but at the same time I kind of don’t apologize because I’ve been taking the extra time to double check and fine tune everything so what you get is the best possible thing I can produce.
You may have noticed, but I have commissioned all new covers for all the games. My art is fairly terrible and I wanted to create something that looked professional. Now thanks to Ivan Caceres, we have some amazing looking covers coming up. He has also done all the counters for 1916 and 1864. 1916 I got fairly lucky to have a play-tester point out to me that my OOB was a month off. After pulling my hair out for an hour or two I reworked the OOB to include everything that was actually there at start, and reconfigure a bunch of variables regarding Admin Points due to the new units. There are now approximately double the number of combat units than when I started.
After the emergency with 1916, I then continued with working on play-testing and development changes for 1950. As of all the games I’ve created, I may be the most proud of 1950. Inspired by Adam Starkweather’s game on the same subject, OSS KOREA by Compass Games, 1950 plays kind of like a bastardized, miniaturized homage. One unique aspect I manged to develop was the use of Randomized Combat Chits, though clearly not groundbreaking, I think it especially resonates well when it comes to modern combat. 1950 will reward the player for historical tactics but there is no promise that they will lead to victory. 1950 will also be the first game of my new Procedural Combat Series, which will focus on post WW2 wars and large scale battles.
The next game for the PCS series will be 1987, and then we are thinking about some others like what-if Yugoslavia in the 90s, Arab Israeli wars, and the Tet offensive. Anyway the next crisis I had to defuse was the formatting for all of this great new art and some of our rules was not to the publisher’s specifications. Everything had to be redone, this was a nightmare to get right but I have two people competent at these things in charge of getting everything ready for the printer now, as I know little to nothing about formatting and don’t have the patience for it.
Apart from dealing with that crisis, we began to rework 1812 because our illustrious map artist, Ilya Kudriashov, pointed out to me that the way I had fortresses and cities setup was completely a-historical, along with some of my assumptions about the war in general. What is now resulting is what I can say is an extremely unique set of rules where both cities and fortresses only exist in hexsides and they have no effect on combat, only morale and VP. This radically changes how most wargames work and I am working furiously on incorporating those changes and getting them to playtesters.
So again, I apologize for not getting the games out sooner, but there have been good reasons and you would have hated me more if everything came out shitty. I can guarantee that wont be a problem now. I may have underestimated how frustrating this process would be but I remain steadfast in the amount of work I pour into these every day.