War Diary 33 An Overview of a jam packed edition

 Issue Overview

Source: War Diary No. 33 (War Diary Publications, © 2026), 64 pages. Editor: Roy Matheson. Associate editors: John D. Burtt, Hans Korting, David Wilkinson.

But it here:

Editorial: “Prelude” (p. 2)

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• 10k Games is a new company. Its first release, planned for early 2027, is Symphony of Destruction: The Battle for Leningrad, 1941–1944. It is divisional, with 10 km hexes and three-day turns, ten 17” x 22” maps and 20 countersheets.
• John Kranz has left Compass Games. He has brought back Compass Press as Consim Games. Orders and fulfilment go through GMT’s site. The first two titles depend on P500 orders:
◦ a second edition of Vance von Borries’ Bataan!, medium complexity at company/battalion scale;
◦ Michael Resch’s When Titans Clash, the whole Eastern Front at corps and army level, low/medium complexity.
• Ty Bomba has left Compass. Mark Hinkle replaces him as editor of Paper Wars. The editor’s comment: expect “fewer Bomba games.” – My thought? – the less What If titles with the same damn game system and map the better.
• Charles Roberts Awards: custodian Gary Mengle (Ardwulf) said they were “a go” on 19 February and again on 22 September. Neither time did the promised announcement follow. The editor says this “does not seem to bode well for the future of the awards.”…. I think we need a new awards, and awards system, the removes the nonsense around’historicalgames being inserted to wargame categories. We need a Wargame Awards. – Maybe I might do something, something about that one day.

Traces of History — Allyn Vannoy (pp. 4–15)

This is the history piece behind Vannoy’s VUCA game Traces of Victory. It covers the November 1944 offensives in Lorraine and the Vosges.

Third Army against German First Army. The background is the September fuel shortage and Eisenhower giving supply priority to Montgomery. Balck replaced Blaskowitz at Army Group G. He chose an “elastic defense,” with a thin front line and mobile reserves behind it. The Third Army attack opened on 8 November in continuous rain:

• XII Corps: the 26th, 35th and 80th Infantry Divisions, with the 4th and 6th Armored behind them, attacked across the Seille.
• XX Corps: it went around Metz instead of attacking it head-on. The 90th Division crossed near Thionville and the 5th Division came up from the south. They met on 19 November and cut Metz off.
• Metz: resistance ended on 22 November. Fort Jeanne d’Arc held out until 13 December

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Third Army cleared Lorraine in 25 days but never broke through to the West Wall. It took 22,773 battle and 15,737 non-battle casualties. Vannoy sums it up as “for the most part an infantry slugfest.”

Seventh Army against German Nineteenth Army. Patch’s XV Corps (the 79th and 44th Divisions, with the French 2nd Armored) broke through toward the Saverne Pass from 13 November.

Selected sources: Bonn, When the Odds Were Even; Citino, The Wehrmacht’s Last Stand; Cole, The Lorraine Campaign (US Army green book).

Traces of Victory — review by John D. Burtt (pp. 17–20)

This reviews VUCA’s Traces of Victory, designed by Vannoy. It uses the chit-pull system from VUCA’s Traces of War. Burtt says he liked that game’s system but found its victory conditions “both impossible and wholly non-historical.”

Components. A 23” x 22” mounted map runs from Nancy to Strasbourg. Three small boards hold reserves and the turn track. Burtt likes that roads in Difficult terrain cost more. Units are regiments and stack two per hex plus an HQ. Allied units mostly rate 4–5 and German units 2–3.

Command. Corps HQs have a six-hex command radius that ignores enemy zones of control (“think radio”). An HQ can command other corps of the same army, which Burtt calls an easily missed point.

Chit cup. Chits per turn rise from one to four. There are corps chits, a mutual supply chit, and reserve/reinforcement chits. SHAEF and OB West chits are only available on some turns. Burtt flags a gap in rule 4.2: it says an HQ can activate “twice,” but nothing stops a third activation. He guesses this is left over from a cut restriction.

Weather. Burtt calls weather the “elephant in the room.” The game starts in Mud, and Rain carries over into later turns. A whole 12-turn game can be played in mud, with no US air support in Rain or Overcast. He calls this historically right but says “by the fifth turn, we were ready to yell ‘do-over!’”

Combat and supply.

• Combat is odds-based, and the attacker can lose a step even at high odds.
• Metz fortifications triple the defender.
• Combat Intensity: the attacker can shift up to two columns at the cost of higher losses. It gives the Germans a way to hit back, because only Allied losses count toward victory.

• Supply: a unit that is out of supply when the supply chit is drawn loses a step. Burtt accepts this for late-war German infantry but not for Allied or panzer units. It also allows a “gamey” trick: cut German units off before the supply chit comes out.

Scenarios. There are two single-army scenarios, both quick and “generally fun, sans mud,” and both good to learn solitaire. The combined campaign is “the whole enchilada,” because choosing chits matters most there. In one of his plays, three SHAEF-boosted activations of VI Corps broke through at Colmar.

Verdict. “A fine effort from VUCA.” It plays very differently from the East Front game, with “much more maneuvering.” The review ends on a positive note.

TCS: ConZ House Rules — Clair Conzelman (pp. 23–24)

These are house rules for MMP’s Tactical Combat Series. Conzelman calls them “a better simulation of the close-in fight.” . Just to keep it real, I love Clair, he is wargamers wargamer and a smart dude. But often the tweaks he makes are significantly different enough for the game to no long ‘be the same game’. He is cool with that, my mileage varies.

1.Random Formation Activation. Instead of rolling for first player, each battalion-sized formation has a chit in a shared cup. Each formation finishes all its actions before the next chit is drawn.
2.Aircraft random arrival. Sorties rolled in the Command Phase go into the same cup and fly when drawn.
3.No separate Aircraft and Artillery Phase. Artillery is called by the active formation, using only its own spotters, and once per turn.
4.Six-impulse Action Phase, counting down from 6 to 1, when the active formation is in line of sight and range of the enemy:
◦ Foot units spend 1 MP per impulse.
◦ Vehicles move a third of their allowance in impulses 6, 4 and 1.
◦ SFAs happen only in impulse 6, and artillery and mortars only in impulses 5–2. Recovery happens in impulse 1.
◦ Every unit moves before any overwatch is fired, and each overwatch firer gets one shot per impulse. Conzelman calls this “the key change that makes the most difference.”

The Men of 1919, Part One: Ausharren! — Paul Comben (pp. 26–36)

-Note I believe Paul did the art here!

Comben looks at a 1919 continuation of the Great War through Hollandspiele’s Plan 1919 (John Gorkowski). Part Two will cover the 1919 scenario of GMT’s Storm in the West. The setup is that Germany holds on into 1919 and the Entente attacks with J.F.C. Fuller’s tank doctrine.

System. Comben compares the turn pattern to SPI’s early-1970s France 1940, Kursk and Destruction of Army Group Centre. Armour gets a second movement and combat phase. There are no zones of control. Air units are committed in a “raise/call” bidding process, three units at a time.

• Entrenching doubles a defender, but entrenched units need a full turn to move again.
• An attacker who fails to get a Breakthrough result must entrench too.
• Units cut off from supply drop to half strength instead of being eliminated.

Armies.

• Americans: 29 two-step divisions at strength 7. They have Mark VIII heavy and Hornet medium tanks.
• British: 12 tank brigades and 11 air units. Comben likens them to the British in 1944, who also had to win with what they had, and cites the Commonwealth’s 19 replacement steps in The Mighty Endeavor.
• French: “knackered.” There are 66 divisions at strength 2, and they move one MP slower. Their tanks are the Char 2C (“a balrog’s idea of a roller skate”) and the FT17.
• Belgians: four weak corps.
• Germans: more than 120 divisions, mostly strength 2–3. They have one tank unit, three anti-tank units, an anti-tank air unit, and HQs that both supply and rail movement depend on.

Play advice.

• The Germans should not pack the start line. They should set up a double line further back, behind rivers, in fortresses and in rough terrain, and trade space for time.
• The Entente should commit armour from only one or two nations at a time, because lost tanks take 1d6+1 turns to rebuild.

Criticisms. The game has over 300 units on the map, and a “different, less meticulous scale” might have suited it better. Part One has 17 endnotes, mostly asides.

Early Threatens Washington: A Variant — Rob Bottos (pp. 37–40)

This is a counterfactual variant for Revolution Games’ Early Threatens Washington, designed by Mike Wimple. The game covers Monocacy, 9 July 1864, in the Blind Swords system. Bottos lists two earlier games on the battle: SPI’s Drive on Washington (1980) and MMP’s To Take Washington (2019).

The premise. Historically, Early committed only 5 of his 14 infantry brigades because he believed he faced militia. Echols’ division sat out the fight. Bottos argues that with better cavalry intelligence, Early would have sent all of Breckinridge’s Corps into the flanking move behind Gordon.

Order of battle. Bottos rebuilds Echols’ division at 2,950 men: Patton’s, Smith’s and Wharton’s brigades, ten units in all. He works from the 3,965 at the start of the campaign, takes off Vaughn’s 819, and compares the result with the 2,500 in Revolution’s Kernstown.

Scenarios.

• 16.6, “Move immediately upon their left with all your might”: Echols enters the turn after Gordon has crossed.
• 16.7, “The Whole Can of Whup Ass”: 16.6 plus variants 16.4 and 16.5.
• Victory: there is no Confederate instant win. The CSA must meet three conditions by 6:00 pm, or the Union wins.

Wimple helped with the victory conditions and made the counters.

Congress of Vienna: Modelling Coalition Behavior, Part 2 — David R. Hughes (pp. 42–49)

This is the second instalment of a series on GMT’s Congress of Vienna (designer Frank Esparrago, developer Fred Schachter), played as a four-player game. Hughes calls the solitaire version “mechanical, clunky, frankly tedious.” He defends combining Russia and Prussia into one power.

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Phases.

• Diplomacy: a card wager decides turn order. Then there are six rounds of negotiating and debating over 30 issues. Winning the phase is worth 2 VP, or 4 VP for France.
• Government: each power gets a fixed income (France 6, Britain 5, Austria 3, Russia 3), the mechanism for “ensuring that vaunting ambition meets financial reality.” Britain’s Financial Aid issues are the coalition’s only relief.
• War: DRMs accumulate (Napoleon alone is +6), then both sides roll 2d6 and compare casualty boxes. Hughes built a Monte Carlo spreadsheet to understand the odds. With both sides at +30, each has only about a 2% chance of winning outright. A +3 edge raises that to 25%, and +6 to 75%.

Coalition logic. Hughes quotes Kissinger, via Gordon Craig, on what happens once the common enemy is weak: “a coalition is at the mercy of its most determined member.” He gives an example from his group: one British decision not to attack in Spain on Turn 1 may have lost 1813 for the coalition.

Play time. About two hours per turn online and 90 minutes face to face. A full game takes nearly 20 hours.

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Hughes praises the design’s coherence, its components and the designers’ support. Part 3 will cover lessons learned.

1920: Nest of Eagles — review by Clint Warren-Davey (pp. 51–54)

This reviews Phalanx’s 1920: Nest of Eagles (designer Jarosław Flis), a classic hex-and-counter game on the Polish-Soviet War with nine scenarios. Warren-Davey’s one-word summary is “fluidity.”

Reactive Movement. This is the game’s defining mechanic. Once in your own turn and once in the enemy’s, you can move every unit that is stronger than the enemies next to it, or not next to any. Cavalry counts 50% stronger for this test and moves 4 instead of 3. Deciding when to flip the single RM marker is “nearly always the biggest decision of the turn.”

Lines of Friction. These take the place of zones of control. They make sideways movement harder but do not stop it, so units can slip around flanks.

Combat. It is “surprisingly bloodless.” Most battles cost no losses, and they shift a Morale Advantage instead. Real damage comes only from surrounding the enemy, and the CRT caps attack strength at 8. Support units each add +1: an armoured train, armoured cars, tanks, and one Polish biplane squadron. The designer says he included them because “they’re cool.”

Political rules. These cover Konarmiya Cossack desertion, unreliable Ukrainian brigades, Lithuanian units, Cheka units and revolutionary units. Warren-Davey’s one major criticism is that there are many of them and the game uses no cards. He would have handled them as a small event deck.

Components. He calls the components excellent and says the “user interface” is one of the best he has seen in a hex-and-counter game.

Verdict. A “full and rich wargaming experience” that is “sure to take pride of place on a grognard’s shelf.”

Across Nine Tsushimas, Part One — Dav Vandenbroucke (pp. 56–62)

Vandenbroucke compares board, miniatures and computer games on the Battle of Tsushima (27 May 1905). He played them all solitaire, and on purpose he raised the Russians to Japanese levels of training and morale so the battles would be competitive. Part One covers four games:

• Tsushima (GDW, 1975, Mark W. Miller). An operational game with an abstract 12-column battle board. Divisions pair off against each other, and the rules decide who fires at whom. That leaves few choices, which the rules say matches the admiral’s real lack of control.
• Fire When Ready (Metagaming, 1982, Michael Barnhart). A generic pre-dreadnought tactical game with plotted simultaneous movement. Every shot needs a training check, a strength-by-range lookup, armor subtracted, and the CRT. He played it on Mal Atherton’s Cyberboard gamebox.
• Togo: Dawn of the Dreadnought (Quarterdeck International, 2018, Jack Greene). Fleet Admiral system, 1,000 m hexes and 7.5-minute turns. It has detailed ship control sheets and a matrix of damage tables for four gun classes against six armor classes. Gunnery is slow
• Tsushima, 1905 (Minden Games, 2nd ed. 2019, Gary Graber). Miniatures rules in the Battleship Captain system, at 500 yards to the inch and 10-minute turns. Fire levels run from M down to T and drop as damage comes in.

The remaining games come in the next issue.

Pass in Review — Hans Korting (p. 62)

A book review of Guus de Vries, Arnhem–Oosterbeek 1944: Then and Now (Pen & Sword, 2025). It pairs battle photographs (British, German Kriegsberichter and Dutch) with the same places today, plus a map and a walking tour of the perimeter. Korting criticises the editing: cross-references read “see p.xxx.” His verdict: “highly recommend… a title that you will be revisiting.”

All in all a great read. $8.00 in PDF format!! Sure beats $40 bucks from some other House rags.

Buy the full mag here

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