Two new additions to the War College arrived yesterday afternoon from White Dog Games---R. Ben Madison's The Mission and Michael Kennedy's Loyaulte Me Lie.
Saturday, July 24, 2021
Wednesday, July 21, 2021
Post-on-the-Run
I have been neglecting posting lately because I've been busy. I am refurbishing our bedroom and the en suite bathroom, which involves all manner of activities. My gaming time at present is limited to play-testing another game for Joe Carter (my previous being Devil Boats), and I am also doing research for a historical paper for publication. I am also in the design stages of a game of my own, and doing preliminary research work for a possible trilogy of wargames set in Serbia. So, my time for purely recreational wargaming is currently nil.
I have found time, however, for adding some items to the War College (my study). Two arrived over the last month, and two more will be arriving by the end of this week. It will be some time before I can break the shrink wrap on them, but they are worth the wait.
Monday, June 28, 2021
Banned at BoardGameGeek
For some years, I have been participating/posting/discussing gaming issues at the large online site BoardGameGeek.com (BGG). Over time, I have enjoyed the interactions with fellow war-gamers and game-designers, and have re-posted some of the reviews I have written here. They were well-received, for the most part. I liked the interface of the site, so much so that for several years I have even donated during their annual fund-drive.
That has now come to an end.
For some time now, there have been signs that BGG was going the way of the "woke," banning some long time users and even well-known game developers for comments the current Twitteratti consider 'hate speech' (i.e. anything outside of the Newspeak of the Left).
![]() |
| When the original, cool logo (top) became the weird, abstract entity below in order to foster "inclusiveness," you knew the end was coming... |
Blake Lindsey
Jun 28, 2021, 11:14 CST
I have just been notified that I have been permanently banned from posting of any sort on BGG. I would like to know why. While the "offending" post in question tended to the political, there was nothing objectively false or offensive about it. The equally-political post above mine, referring to Eddie Gygax as a "bigot" for denying the objectively false premise that individuals can change their biological sex simply by stating they are doing so, was *not* removed. Is there a double-standard in play, or was I banned by the personal bias of the Admin who made the call? I don't know, but I would like a justification for it.
My contributions to BGG have always been intelligent reviews, discussions, and occasional criticisms of games and game design, and they have always been well-received. I have supported the site through contributions, because I think it is a great forum for gamers and designers both. I ask that you restore my posting privileges, or at least limit the time-frame of the ban if you insist on maintaining it.
Respectfully,
Blake H. Lindsey
Matthew M. (BoardGameGeek, LLC)
Jun 28, 2021, 11:18 CST
Our moderator team has decided that your recent comment conflicts with the values of our community - that is why your account has been permanently suspended. I understand this is a frustrating outcome, but we believe it is best for everyone involved to part ways completely in terms of forum participation.
-Matthew M.
(Octavian)
Community Manager
BoardGameGeek.com
RPGgeek.com
VideoGameGeek.com
So, no justification was offered other than "We don't like what you said," and for my apparent thoughtcrime I have been prevented (permanently) from doing anything other than spectate---no more reviews, comments, discussions with designers, or posting game mods. I doubt I will be on there much, anymore, as there is little point. ConsimWorld and The Armchair Dragoons are better sites for wargamers, in any case.
UPDATE
I decided it was time for BGG and I to go our separate ways. I pulled all of my reviews, then posted the following letter:
Blake LindseyTue 6/29/2021 7:48 AM
To: BoardGameGeek, LLC
Matthew:
In answer to the form letter you sent a mere two minutes after I posted my appeal, I find I agree with you: I most definitely do not share the "values of the community," since logic and actual tolerance are not among them.
Over the last two years, I have seen numerous long-time users and designers either silenced by a ban such as mine, or leave for reasons of conscience in the face of increasing politicization of the site in favor of the so-called "woke." I now count myself among them, and I will be deleting my account within minutes of this posting.
Monday, June 21, 2021
Mystery Muzzle-Loader at Middle School
This piece is a muzzle-loading field cannon on an iron carriage. It is on the grounds of Fort Miller Middle School in Fresno, CA, a school with a gated, fenced campus. Although the piece is easily visible and photographed from the street, close access was denied.
No markings are visible, but the piece is preserved with a heavy coat of black paint which may have obscured them. The carriage appears to be undersized for the weapon, and is likely not the original. Although I was unable to measure the bore I estimate that it is a 6-pounder, although that may be inaccurate.
Years ago I was told the cannon came from Fort Miller, a cavalry fort in the San Joaquin Valley that is also the school's namesake. Fort Miller was founded and built in 1851-52, and housed at various times elements of the Mariposa Battalion, the 1st US Dragoons, and the CA 2nd Infantry. The post was abandoned by 1866.
Surviving documents from Fort Miller mention only "two 12-pounder field howitzers," which given the fort's role were probably Model 1841 Field Howitzers (or, "Mountain Howitzers") which were common in California up to and during the Civil War. This gun was not mentioned in any surviving military documents, so its provenance cannot be stated with certainty.
Sunday, June 13, 2021
A Bit of Crafting
I took some time out between the end of one game and the start of another to craft a home-built dice tower.
![]() |
| In Process |
I used foamcore for the basic material: easy to work, easy to cut, and good for softening sound. I deviated from Whamodyne's plan a bit, substituting foam padding (he used felt) to line the dice steps. I believed foam pad would create more friction when the dice are rolling, eliminating the possibility of "sliders," and my belief was correct. It also is more effective at quieting the dice as they drop down the steps.
![]() |
| In Process II: Dice Tower Boogaloo |
When it was completely assembled, I spray-primed it and painted it using a partial can of "flek stone" paint I had laying about, the color being Desert Sunrise. Since I do a lot of naval wargaming I wanted the final product to have a nautical theme, and I believed the flekstone would give a sandy texture to the surface. It did, even though it came out a little more pink than I intended.
| The Finished Product |
I used shells from an old shell lei my wife had laying around, and the pebbles are all from Moonstone Beach on the Central Coast. The "rope" is cotton line purchased at Hobby Lobby. Finally, the nautical items are leftover cast lead fixtures from a pair of RC ship/boat models from the mid-1950s made by Sterling Models of Philadelphia (they weren't cannibalized; they are from two boxes left in a garage drawer by the previous owner of our house when he and his wife moved out).
I am happy with the end result, and I look forward to using it in my next game.
Saturday, June 12, 2021
In Gallant Company
It seems wargamers are in good company when it comes to tabletop naval wargaming:
I notice the heavy presence of Avalanche Press, Avalon Hill, and Victory Games titles in the mix. I’ll be playing Avalanche’s Great War at Sea: The Mediterranean for the first time by the end of July. It will be my first run with an Avalanche title and their presence in the Navy Department Library fills me with anticipation.
Wednesday, June 9, 2021
‘These Men Were Not Cowards’: A Review of Paul Rohrbaugh’s "Brave and Noble Fights"
![]() |
| Setup for Wei Hai Wei |
Thursday, May 20, 2021
Don’t Judge A Game By Its Blocks: A Semi-Grognard’s Review of Kevin Bertram’s "The Shores of Tripoli"
![]() |
| Set up for solitaire play |
About three months ago I was surfing the online listings of
the United States Naval Academy gift shop just to see what they had to
offer. I’m not sure what I was
expecting, but I was disappointed to find that their games section consisted of
a kid’s nautical knot-tying game and offerings like “Midnopoly” (a USNA version
of Monopoly, apparently). I did see what looked like one real wargame,
however, although I had never heard of the game or its production company
before---The Shores of Tripoli, by
Fort Circle Games (2020). The cover design
was beautiful, and the topic was right in my bailiwick (give me any US naval
wargame between the Quasi-War and the Cold War and you can count me in) so I
immediately went to the Geek to find its page and see what it was about.
I was...underwhelmed.
It looked like a beautiful piece of production, but it did not come
across as a game on the level I look for, either in terms of gameplay or
intricacy. In fact, it had just about everything that I usually avoid: it is a
strategy game (“Dammit, Jim, I’m a tactician,
not a strategist!”); it is card-driven, a class of games which I find in
general take too much control out of the hands of the player; it is
highly-abstracted, especially in terms of combat resolution, and it uses
brightly-colored wooden blocks and ship-silhouettes rather than detailed
counters on a game board that is more Risk
than Rifle & Saber. At the time, I decided to pass on it.
Recently, however, I had the opportunity to play the game,
and I am glad I did. On the face of it,
there is absolutely no reason other than the topic that I should like this
game, yet to my complete surprise I find that I do; SoT is a very successful game, in my final opinion; it is challenging
to play, and a bit more sophisticated than it may look on the surface.
As I mentioned above, with The Shores of Tripoli Fort Circle has produced a high-quality,
old-school-styled product that looks beautiful: mounted board, painted wooden
pieces, a whole bag of colored dice, and game-cards that have the linen feel
and coated smoothness you get from a deck of Bicycles. Add to that the slick-printed Rules, a
similar book of historical background and designer’s notes, a nice sim of a
historical document that ties in with the game, and a sturdy box, and you have
a product that is worth the price charged, in my opinion.
There is no question that the game is highly abstracted in
its gameplay, and to be frank the level of abstraction in the game was
problematical to me at first. Combat,
for example, is as simple as it gets, determined wholly by die-roll. To Hit and Damage are the same roll, with a
Six being a Hit---no DRMs, no CRTs. Just
a die roll. (The one concession to actual
combat is an abstraction of ‘broadside weight’; Frigates get to roll two dice
for Hit/Damage, whereas smaller craft like Gunboats and Corsairs only get one.) This holds for Ship-to-Ship Combat,
Interceptions, or Shore Bombardment. The
only possible modifications to Combat rolls come through playing one of the
possible Battle Cards, which can affect the outcome in various ways. The same holds true for Ground
Combat---resolution comes down to a straight-up die roll, with the only modifications
coming from using Battle Cards when available.
The Movement of your forces (i.e. sailing and marching) is
also done abstractly. Your ships can be
in one of three places: in a Friendly Port, in a Patrol Zone outside a Hostile Port,
or attacking a Hostile Port. Movement
between them doesn’t involve logistics, time & distance, or the cooperation
of the weather, just playing a card that allows movement or ‘buying’ movement
by discarding any card in your hand (which can be a major strategic gamble,
depending on the card you trade for Movements).
If you expect The
Shores of Tripoli to be a detailed wargame of naval/land warfare in the
early Nineteenth century, you will be disappointed; on the spectrum between
“Game” and “Sim,” it is very firmly on the Game side, and is a
light-to-moderate one in complexity. That,
however, is not a bad thing. In his designer’s
notes, Kevin Bertram states that one of his primary goals was to create a
historical wargame that was approachable by a wide audience (and he tested this
by having a list of playtesters a page-and-a-half long). One of my thoughts upon completing my first
play-through was that this would be an excellent “gateway game” for people
whose usual gaming sessions involve triple-word scores or the prices of hotels
on Park Place, and who would find the average hex-and-counter wargame
intimidating. The game has a minimum of
components, is easy to set up, and runs smoothly once underway; even on my
first game, Setup took less than ten minutes, with the game itself running
about an hour. The Rules were easy to
follow and well-written for both Two-Player and Solitaire.
Approachable though it may be, SoT is not just a roll the dice/move the pieces board game,
however; this is a game that forces you to think strategically in the face of
challenges that the historical parties involved faced. The main engine of the game is a card system
that works very well, both in two-player and in solo mode. I’m not a fan of
card-driven games at the tactical or operational level, but I admit they work well
enough when the emphasis is on strategy and when they are well-designed. My four play-throughs prior to writing this were
all solitaire games, and the card system operates as a very effective SI Bertram
calls “T-bot.” With the solitaire setup,
I found that T-bot makes 'decisions' which are both logical and true to the
historical Tripolitan goals and actions of the conflict.
One of my core beliefs about wargaming is that, by its very
nature, a wargame is educational, and one of the things I look at when I play a
game is whether-or-not the game has taught me---or given me insight into---
something about the conflict it presents.
The First Barbary War has been gamed before, but always as individual tactical
Scenarios in board-based or miniatures naval wargames; to my knowledge, this is
the first full-game treatment of the subject in its entirety as a military,
political, and economic conflict. The
game does a good job of communicating the challenges (and subsequent
frustration) of countering an enemy who is waging guerre de course while you try to counter him with inadequate
resources, inexperienced officers (they really screwed up in not taking Truxtun
back…), bad political decisions and weak, feckless allies. The game is not particularly dark in tone,
however, and won't drive away players looking for a lighter game which still
keeps its historical integrity. The game
also succeeds (by the designer’s intention) in framing the conflict as a war
between states. The North African
states were not just pirate strongholds, like Port Royal in the 17th
century; they were Ottoman-allied nations with dynastic rulers with a
centuries-long tradition of extortion-as-state-policy, and they had to be
treated with as such. The young and
unsure United States was ill-prepared to start and maintain a protracted war, and the game does a
good job of reflecting the weakness and lack of preparation of the US position,
in my opinion. While The Shores of
Tripoli does make a few deviations from history, Bertram is upfront about
it and shares his thinking behind it, and I find his reasoning sound. The First Barbary War was a complex and
difficult situation to resolve, and gaming it in its various facets is not the
easiest task to undertake. Most wargame
designers make some concessions to playability, and SoT makes no more than most.
Although The Shores of
Tripoli---with its high level of abstraction---is not for everybody, I
consider it a success and an impressive effort for a first game design on a
less-well-known topic. Although a
lighter game, Bertram doesn't "dumb down" the history, and the game
still plays like a strategic-level
wargame, even with its simplified elements.
It is well done, and well worth playing.
Saturday, May 8, 2021
An Honored Foe: German Field Artillery in Merced, CA
Wednesday, April 28, 2021
The Empire Strikes Back: A Review of "Mrs. Thatcher's War: The Falklands, 1982"
Now, going on forty years later, I was interested in finding a wargame of the Falklands War that captured some of the essence of the conflict. I had played through Falklands scenarios in Larry Bond’s Harpoon which did a good job of gaming the naval aspects of the war, but they included nothing of the land war or the geopolitics of it. Ditto for the 80s/Falklands expansion to William Miller’s Modern Naval Conflicts: 1970s. I looked around at the various Falklands-specific offerings currently available---both contemporary and recent---and landed on Ben Madison’s Mrs. Thatcher’s War: The Falkands, 1982 (White Dog Games, 2017) as the most likely to provide what I was looking for.
I was not disappointed.
White Dog offers the game in Boxed, Folio, or Print-and-Play editions at varying levels of price; I opted for the Boxed version, since I usually prefer to avoid making my own game elements unless I am playtesting or running a mod, and since I had never yet ordered from White Dog and was curious to see how they stacked up against other game companies. The production quality was very good, with some beautiful art and design work on the cover and throughout the other elements. The main maps and cards were heavy enough to stand up to frequent use, and the counters have the thickness and tensile strength of plywood, with a linen-textured finish for good measure. White Dog doesn’t ship their games with dice anymore, which didn’t bother me in the slightest; dice are cheap and easy to acquire at local stores, and as a lifelong gamer I have more six-sided dice floating around in my desk than I do paperclips. In short, I found the game as a product well worth the price charged, and I’ll be ordering from White Dog in the future as the opportunity arises.
MTW is designed to be set up easily, and has a minimum of components and fuss---two small maps, a couple of player-aid cards/charts, a handful of counters, and the rulebook. After punching out, it took me all of 10 minutes to set up the game, and even less the second time around. Don’t be put off by this, however; MTW is not a simple game. Although it has a high level of abstraction (if you are looking for a hex-based grognard-fest with more chrome than a ‘57 Bel-Air, you will be disappointed), the game achieves a complex balance between military tactics and political strategy---something difficult to game and, I found, even more difficult to master.
The military side of the game is fairly traditional. The game is divided into Turns, which simulate 3 days of real time. Your overall objective is simple: liberate the Falkland Islands from Argentine occupation by achieving military control of Port Stanley by the end of Turn 19, or as soon as practical. There is, however, a catch: with the exception of a number of possible SpecOps raids, you can’t actually put boots on the ground on East Falkland until at least Turn 7, and even then only if the weather cooperates. And in MTW, the weather almost never cooperates. In the game, as in the actual campaign, Weather gyrates between being a close ally and a frustrating enemy, and is a major factor in the success or failure of your operation.
Air Combat resolution is Odds-based, calculated using the relative Strength Points of the opposing forces; Ground Combat is s simple “Who is the toughest?”. with Strength mods for naval gun support, air support, public perception of the war (the BBC Score), and even whether or not the Pope is on his infamous PR tour. The system is straightforward and works smoothly, in my opinion, and some of the mods have a dark humor to them which I appreciate.
Movement at best possible speed is a crucial factor for achieving victory for the British, whether legging it (“yomping”) or going air-mobile, and like the Combat system it is straightforward and easy to master. Of course, it is not as simple as all that. Units must maintain their Supply to move, and there are a number of things that can bog a unit down, whether it is opposing forces or minefields. Helicopters can be useful, but they are not available at first landing and, depending on circumstances, may end up not arriving at the Islands at all. Even when present, helicopters can be suppressed by Weather and a loss of Air Superiority by the British in the sector.
If the Military side of the game has a traditional order and logic to it, the Political side of it is just the opposite. Affecting the game in major ways, you have: the United Nations, operating with its usual blend of high ideals and low ethics; your Continental “allies” (which is an amusingly-relative concept in Europe) and the supportive but often contradictory United States; the Vatican; various Third World nations, and the BBC. In a skillful abstraction of a very complex situation, Madison caps each Turn with a dip into the Specific Headlines of the conflict, each of which can affect the game---an engine which functions as a sort of random Chaos generator which can (and often does) throw a monkey-wrench into the best tactical military planning. This function in the game does not feel at all contrived, however; it is a well-designed way to capture the absurd degree to which internal and international politics dictated the prosecution of the war, and it is one of the greatest strengths of Mrs. Thatcher’s War, in my opinion.
This is not to say that the Political game turns on the ‘hazard of the die,’ however; your decisions can have a major impact on the British public’s support for the war which, in turn, can affect your operation. In the first round I played, I made a very sound tactical decision and executed it flawlessly, securing my SLOC (Sea Lines of Communication) and eliminating a major threat to my ground forces...and it contributed heavily to my losing the war as the effects of negative Public Opinion disrupted those very ground operations. To mount a successful campaign, careful thought must be given when making major tactical decisions, and second-guessing yourself in light of potential political effects becomes depressingly commonplace.
In closing, like all games Mrs. Thatcher’s War is not for everyone. This game is not a detailed simulation of military operations during the Falklands campaign, nor was it designed to be. It is a very challenging, thoughtful, and---ultimately---honest attempt to capture the basics of a very complex situation, and to give the player some feeling for the challenges that confronted those who lived through it. I find it succeeded.
Sunday, April 25, 2021
The Great Debate: Grognard, or Eurogamer?
I posted this a few weeks ago for a general thread on Wargames on BoardGameGeek. It was meant as a comment on the juvenile, "much ado about nothing" nature of the debate. Personally, I tend to fall more on the grognard side of things, but I am very much a To Each His Own kind of guy.
![]() |
| Cartoon from Berg's Review of Games #18 |
Grognards: (as viewed by Eurogamers)
You view anything other than ¼” monochromatic counters emblazoned with military unit symbology as “bells and whistles”
A ruleset less than 10 pages long is “overly-simplistic”
Six-sided dice are holy relics; polyhedrals or cards profane the Temple of Gaming
The visible universe is divided into scaled hexes; anything else is a gross misrepresentation
You refer to the day SPI closed up shop as “The Day Gaming Died”
You know who Richard Berg is and consider him a role model
“If you don’t like losing, you shouldn’t sit at the gaming table, kid.”
If a game takes more than two hours to play...good!
Game reviews are to be read, not seen on ‘YouTube’.
“Historically-accurate” and “fun to play” are antithetical concepts.
Eurogamers (as viewed by Grognards)
You consider playing wargames from the 20th century akin to watching TV in black-and-white.
A ruleset over 3 pages long is “needlessly complex” and the result of bad game design.
“Who needs dice? I have a Random Generator app on my iPhone.”
You proudly wear a T-shirt bearing the motto, “Abstraction Is the Spice of Life”
“Wargames? Sure, I play wargames. My gaming krew and I have Risk sessions in the dorms two weekends a month.”
You roll your eyes at the thought of using scaled maps as gameboards (assuming you knew how to read them in the first place…)
There are no Losers; there are only graduated classifications of Winners.
If a game requires more time than it takes for the players to kill a pizza and a 2-liter of Dew, it takes too long.
If a game requires more knowledge of history than a Disney film, it stays on the shelf.
“How is a rectangle with an oval in it a tank? Why don’t they just show a tank? Better yet, give us little plastic or wooden tanks, or something.”
Saturday, April 17, 2021
Ira Harris, Jr., USN (1848-1915)
A few weeks ago, I went to the old Pioneer section of the city cemetery in Modesto, CA. I went seeking a pair of 1840s vintage 24-pound coastal defense guns which serve as honorable sentinels of the Grand Army of the Republic plot, wherein rest veterans of the Civil War. I found the guns, but I took the time to examine the graves of the honored dead, as well. To my surprise, there were three veterans of the United States Navy buried there, the only Civil War sailors known to be buried in the whole county.
With two of them---William J. Givens and James M. Dings---I was able to find nothing beyond their names and dates of death and burial. The third, h0wever---Ira Harris, Jr.---I was able to find quite a lot about.
Ira Harris, Jr. was born in Smithfield, Rhode Island on November 11, 1848. His father was a successful wheelwright and blacksmith. On July 15 1863 (at the age of 15), Ira volunteered for the US Navy, and was assigned to the USS New Ironsides, the first in its class of ironclad steamers which had launched in Philadelphia the previous year in 1862.
![]() |
| USS New Ironsides under sail |
Fair Winds and Following Seas, Mr. Harris.
Sources: USGenWeb, DANFS, and A Volume of Memoirs and Genealogy of Representative Citizens of Norther California. Standard Genealogical Publishing Co., Chicago, 1901 (d0wnloaded 4/13/21 from Google Books).














