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The World Undone: East Front
A modular (shared rules) system of operational through theatre scale (division through army) games. Low complexity. Easy game integration. Perfect for those new to hex and counter war games, yet challenging for the experienced war gamer.
Coming soon! ESTIMATED RELEASE AROUND - Q2-Q4 2021
The World Undone: West Front will be a monster game covering the entire 1914 campaign on the Western Front from the outbreak on August 4th, to the end of the Race to the Sea on October 19th. Scenarios are included for all of the other battles/phases of the campaign. West Front will be the largest of the World Undone games and rules will be included to combine this game with the others along with variants for the Schlieffen plan, along with ‘Schlieffen goes East’. Each unit is represented at a division scale, so this is truly a massive game, but one that plays really quickly. The World Undone benefits from its super-simple turn structure and mechanics which allow players to not get overwhelmed by the size of the conflict and focus on maneuver.
SCALE: 1 day turns, 2-3000 men per SP, 7.2 Kilometer hexes (4.5 miles) (Grand Campaign is 76 turns)
WEIGHT: 2/10
PLAYERS: 1-Many
SOLITAIRE: 5/10
More information will be posted as it becomes available.
Please allow 1-6 weeks for delivery pending on volume.
This is a boxed, deluxe edition of our 3 World Undone games on early WW1. It will include East Prussia, Galicia, Serbia along with extras not included in the stand-alone releases such as extra player aids, touched up maps and more all together in one package to simulate the Eastern Front up until the battle of Lodz.
For those who have already pre-ordered all 3, we will be offering an ‘Upgrade’ package at a reduced cost with all the components not included in the stand-alone versions.
SCALE: 1 day turns, 2-3000 men per SP, 7.2 Kilometer hexes (4.5 miles)
WEIGHT: 2/10
PLAYERS: 1-6
SOLITAIRE: 6/10
Operations of Antiquity Series
A strategic through operational level game series focusing on ancient warfare. A Medium level of complexity, with a strong focus on logistics, maneuver and resource production and management. There will be a limited use of cards to determine global modifiers during each turn.
Coming soon! ESTIMATED RELEASE OF Q4 2021 - Q1 2022 at the latest (its a large game)
Funeral Games is the second game in our brand new Operations of Antiquity Series, an operational ancients engine that focuses on logistics, leadership, and maneuver. Funeral Games focuses on the dizzying and myriad wars of the Diadochoi, the successor generals of Alexander the Great. This comprehensive hex & counter simulation showcases the 40+ years of conflict and intrigue between these titans of the Hellenistic world.
1-5 Players can choose to either play specific parts of the war, a scripted campaign as well as a sandbox campaign. The scenarios can be played in a few hours while the campaigns will take longer depending on the number of players and variant being played. Augury cards which dictate events and certain modifiers are placed in order of their occurrence in the scripted game, whereas the sandbox campaign has players randomize the Augury cards creating an absolutely wide open situation without the realities of history bearing down on the player’s decision-making.
Funeral Games expands on the foundations presented in The Earth As Their Memorial and adds on a thin layer of chrome in order to abstract the myriad idiosyncrasies and shifting alliances throughout the wars of the Diadochi. The Operations of Antiquity Series is supported by obsessive and manic research into the logistic capabilities of ancient supply trains and the armies they supported.
What results is the first hex and counter, operational-scale model of the Diadochi wars allowing students of history as well as grognards alike to study the volatile realities of military campaigns in antiquity. Players will also need to manage/improve their holdings, building infrastructure
or cultural landmarks if they wish to gain a decisive advantage against their opponents.
System and Game design by Ray Weiss
Developed by Matt Ward
Map art by Ilya Kudriashov
Counter art by Ivan Caceres
Components include a 22x34 map, cards, 5/8th inch counters, player aids, and rulebook.
Violent Schoolmaster Tactical Series
A tactical level series of games based on battles from Ancient Greece. It features a unique combat resolution system. The complexity of the series is from the Low to Medium level.
Get rules and vassal module HERE
The Violent Schoolmaster Tactical Series (VSTS) is our brand new take on combat from the prehistoric to the late 16th century. This Introduction Module allows players to affordably experiment with VSTS and allows players to re-fight one of military history, along with western civilization’s most decisive moment, the battle of Marathon in 490 BC.
Emperor Darius I of Persia resolved to crush Athens for aiding the Ionian revolt by sending ships and other means of support. Greece, through the development of the city state and democracy created the hoplite phalanx in which each man must hold their space in a tightly packed linear formation packed with over a thousand men with spear and/or shield. The Phalanx in formation became a heavily armed juggernaut that would continue up until the Roman development of Legion tactics. The Persians on the other hand used completely opposite arms and tactics, relying on speed, delay and missile tactics to harass an enemy, leaving the heavy combat to their cavalry.
Athenian democracy was tested as citizens debated what to do as Persians began to unload men, horses and supplies on the shores of Marathon. After 5 days of debate and noticing that the Persian cavalry was being reloaded onto ships for redeployment likely to ravage the rest of the Athenian suburbs, the Athenians decided to act offensively against the Persians while at a numerical disadvantage.
At the beginning of the battle, the Athenian center were pushed back but quickly rallied and outflanked the Persian forces before they could unload enough troops proficient at shock combat. Unable to delay and harass the Greeks by withdrawing and using ranged combat, they ended up getting totally slaughtered by the Greeks as they were completely ill-prepared for hand to hand combat with heavy infantry. Driven back into the sea, the Athenians had achieved a major symbolic victory, managing to severely damage the Persian attempt at establishing a beachhead for a further invasion of Attica from Marathon. The Greek way of war had proven itself as superior to the Persian, which had been the dominant power in the region before this point in history, that all changed with Marathon.
VSTS is inspired by the PRESTAGS set of games from SPI, GBOH from GMT, and Battle Hymn by Compass Games. Wings of each army are activated by chit pull; the combat phase is also initiated by a chit pull followed by an ongoing melee phase after all chits have been pulled. While ranged combat uses a traditional CRT type mechanic, melee combat has players rolling a handful of d10s in search of “hits” against their opponent. dividing the number of dice thrown between all enemy units in front hexes. The base chance for hits depends on the morale of the units involved as well as facing, terrain, the presence of leadership, and more. Units absorb Disruption Points and as they do so, become progressive susceptible to Routing, automatically routing once they reach a level of DP equal to their SP. Exclusive Rules for Marathon are focused on recreating the various speculative conditions academics have argued about in relation to Hoplite combat, Phalanxes drift to the right when mobile, Phalanxes advance at variable rates towards an enemy, Locking Shields as a tactic to create a more shock-resistant Phalanx, as well as loose-formation rules for Phalanxes which allow for limited stacking combined with more maneuverable units. Many of these exclusive rules, if not all, will be present in the first full game of the series considering 4 Battles from Lacedaemonian (Spartan) history.
Game by Ray Weiss
Developed by Matt Ward
Map by Ilya Kudriashov
Counters by Ivan Caceres
Coming soon! ESTIMATED RELEASE IS SOMETIME AROUND QQ4 2021.
The Violent Schoolmaster Tactical Series (VSTS) is (again) inspired by the late John Young and his PRESTAGS series for SPI. VSTSwill cover all eras of warfare from the beginning of history until the 17th century. This series is possible because warfare changed relatively little between this period until the wars of the 17th century developed Pike & Shot tactics and the era of combined arms started to develop.
The first full game in the VSTS set of games focuses on Lacedamemon, otherwise known to us in the modern era as Sparta. Lacedemonia was the dominant land power in the ancient Greek world, establishing its hegemony over the Peloponnese peninsula sometime after the collapse of the Bronze Age. After years of internal struggle and intrigue, Sparta emerged from it’s borders putting down tyrants creating allies across the region forming what today is called the Peloponnese league
4 critical battles in Sparta’s history are presented in a clean, accurate, and playable format which promises not to get bogged down in minutia. A simple command system sees leaders able to allow units to their move and grant benefits to units in combat, or units suffering from adverse results in combat, though this can sometimes result in the worsening quality of the leader. Each hex in VSTS represents about 100 meters from hexside to hexside. Each single hex-sized unit represents a company/squadron of 100-150 mean and/or horses. Each turn represents 5 minutes of real time. Units from Thebes, Corinth, Athens, Macedonia, and several others localities are represented in game.
WEIGHT: 4/6-10
SOLITAIRE: 7/10
PLAYERS: 1-2
(Note: Components are not set yet, while 4 battles are included, this does not guarantee 4 individual maps will come with the game. More information in regards to exact components will be posted as development proceeds.)
Design by Ray Weiss
Developed by Matt Ward
Non-Series Games
COMING SOON! ESTIMATED RELEASE Q4 2021. THIS IS A BOOKCASE SIZED GAME.
The War Against Russia (TWAR) is a comprehensive simulation covering the first two years of the Crimean War in both the Crimea and the Danube. The game is heavily inspired by Frank Chadwick’s GDW Crimea which was released in the mid 70s, and uses similar concepts but streamlined for playability. Players will be able to choose to start the campaign from the Russian advance into Wallachia (modern day Romania) or at the start of the Crimean campaign. This is the first time the campaign outside the Crimea itself has been depicted in any simulation. Units will be regiment sized, with the ability for some limited tactical choices such as charging. Siege Artillery will play an important roll being necessary to destroy fortresses before an assault. In addition to the operational battles, A linked campaign will be included so players can carry their losses across multiple scenarios and compare their performance to their historical counterparts. The allies have multiple options when it comes to landing and conducting amphibious operations. Forces from the allied navies along with the black sea fleet are present as well.
Depending on interest, I may include an extra game with this title called, “The War Against The Crimea” which uses the LCOS system from 1870 to depict the campaign in the Crimea.
Design by Ray Weiss
Developed by Matt Ward
Cover by Ivan Caceres
Map by Ilya Kudriashov
Coming soon! Estimated release Q4 2021 - Q1 2022
Guns of the Americas is a strategic scale hypothetical that examines what a renewed conflict between the states would look like during the first world war. The history behind the game is that the South manages to win a truce during the Civil War and the USA remains divided up until WW1. The North allies with Germany while the South allies with the Entente (the rationale being both the ethnic makeup and trading relationships of both regions). The North must execute a Schliffen-like plan to take out the south before they can coordinate fully with their Canadian and Mexican allies.
The game includes units for the USA, CSA, Germany, Japan, France, Canada and Mexico. 2 large maps depict north America from Mexico City to Quebec. The game’s mechanics are derived and inspired from Mark Simonitch’s The US Civil War while introducing several new ideas and layers of complexity such as Naval and Air operations as well as card assisted mechanics. I designed this game a while ago for a AAA company but got the title back when I started CSL, and have been working to improve and refine the game since. I want to make this the modern day Invasion America from ye old SPI and our first real “monster game”.
WEIGHT: 8/10
SOLITAIRE: 7/10
PLAYERS: 1-4
Game by Ray Weiss
Developed by Matt Ward
Map by Ilya Kudriashov
Box/Counter art by Ivan Caceres
Coming soon! ESTIMATED RELEASE Q3-Q4 OF 2021
Trierarchs is a modern take on ancient Tactical Naval Warfare during the 5th century with a special focus on and surrounding the Peloponnese War. The naval conflicts of the ancient world were strategically and logistically vital to any nation’s ambitions of expansions and colonization. Thucydides himself was exiled as a result of his failure to prevent a Spartan landing at Amphipolis and the subsequent death of Athenian general and politician Cleon at that battle.
The period is notable for the relative ferocity and unique nature of naval conflict. The primary tactic being to ram your opponents ship via it’s broadside as quickly as your oarsman could row. Triremes were packed sparingly along with several hoplite marines and archers who could either attack or board enemy ships if close enough. Athens was primarily the dominant naval power until the end of the war and even had an original tactics where they could maneuver a ship parallel to an opponent going in the opposite direction, pull in their oars, and shear off the oars of their enemies leaving them dead in the water. The quality of a crew would frequently make up for inferior numbers in combat making for interesting and thrilling scenarios, of which Trierarchs is packed.
A basic and advanced version of the rules will be included where players may easily pick and choose what rules they wish to include. The advanced rule increase the playing time and relative complexity of the rules in order to more accurately reflect the nature of ancient naval warfare. Optional rules are included for simultaneous movement, double-blind refereed games, as well as limited combined-operations with land forces.
WEIGHT: 5-8/10
SOLITAIRE: 6-7/10
PLAYERS: 1 - Many
Design by Ray Weiss
Developed by Matt Ward
The World Undone: 1914 Serbia covers the ill-fated Austro-Hungarian invasion into Serbia at the beginning of the war. An overwhelmed but experienced and and aggressive Serbian army quickly made short work of 3 invading Austro-Hungarian armies during an operational campaign set in dense terrain with frequent counter-offensives. The Austro-Hungarian forces were ultimately routed and would not return until they had the help of Germany and Bulgaria. Units are Divisions and smaller. Turns are 1 day. Each hex is approximately 7.2 km.
Design by Ray Weiss
Developed by Matt Ward
Inspired by The Marne by John Young published by SPI.