Graphical Order Writing –Pub Battles Variant

We’ve experimented with several different order writing systems for Pub Battles over the years.  We love the idea of orders creating C&C limitations / time lag delaying your moves but all our attempts failed when they hit the table. They never seem to create any problems. You can still do all the things you could normally.

Last weekend, we decided to try a new experiment:  Graphical Orders.  Yeah I know.  They didn’t do orders like that back then.  True but we figured it was worth a quick test. Maybe we’ll learn something we can use in a modern era game.

Wow, were we surprised!  Graphical Orders in Pub Battles are fantastic.  Looking back now, it makes more sense. Formal written orders were the norm back then but those were typically issued from the Army to the Corps each night, while maneuvering on campaign. Once the battle was on, there wasn’t much need for that. Everybody is already there! Besides, during a battle, there usually isn’t time for all that. Things are happening too quick.

If you were a Corps Commander in a battle, you wouldn’t write orders to your Divisions. You’d probably just ride up to them in the field and give them quick, verbal orders: “We are going to move forward and form a line facing west along that ridge. See that clump of trees there? Anchor your right on that. Second Division will be on your left. Got it? Good. Go!”

Well guess what? Modern graphical orders turn out to be a great model of exactly that! Think of them as the Corps Commanders showing / telling their Divisions where to deploy in the field.

Now it’s going to take time for them to execute that right? Well, that’s the time from the beginning of the turn to when they actually move. In Pub Battles, a lot can happen during that time! There’s your delay. You have to plan ahead.

How to Use Graphical Orders

We printed a simple conference map on a letter sized page.  You can down load a copy for free here.  You have our permission to print off extra copies for your own personal use in playing the game.

The Conference Map is exactly 1/3 the scale of the regular map.  So you can use the same Pub Battles sticks & Chains on it.  A full move on the Orders Sheet is 1/3 of a move on the sticks. 

You’re also going to need some clear transparencies from your local office supply store.  While you’re there, pick up some fine point dry erase pens. 

Example 1

This is turn 2 at Gettysburg, Day 1.  Reynolds wants to march up to the Seminary.  You draw the ‘order’ like this:

Because he is marching on the road, he can move twice as far.  So that is 2 sections on the chains. 

The Difference

Ok so the problem is, Hill moves first.  Instead of driving on Gettysburg, he makes an unexpected shift to the right and marches south.

 In a regular game, Reynolds could just scrap the plan to march north and instead move west to block Hill. Now he can’t!  His column has to march as ordered:  up to the Seminary:

Now what?!

Example 2

Ok, now let’s back this situation up. Let’s assume for some reason that Reynolds just stopped for Turn 2 and didn’t march.

What happens now for Turn 3? Reynolds wants to get off the road and form a line on Seminary Ridge, directly to the west. You would draw that order like this:

Notice that you are just ordering the Corps as a whole. You don’t go into detail for each block, their exact move, rotation, etc.

Ok now if Reynolds moves first, that is fine. He’ll get up there along that ridge (mostly) before Hill does. If Hill orders to occupy the same position, then Hill will automatically launch an attack to take Seminary Ridge. You have to throw the enemy out, before you can occupy and defend it right?

Same goes for Reynolds. If Hill gets there first, Reynolds must attack uphill to take it!

What can you do as a Corps commander? 

You do have discretion over which divisions to put where and when to rally them.  It is also up to you to decide how hard to fight during combat.  Maybe you were ordered to attack but how hard to you push?  Do you attack with only Fresh units? Do you add support?  Do you fall back after 1 round of fighting to minimize casualties? Or do you keep pushing with Spent units in additional rounds, with an all-out effort to take the ground no matter what? This is left up to the Corps commanders to decide as it unfolds;  NOT put in the orders. 

If you don’t hold the ground, you are expected to advance and attack to take it. If you do hold the ground, you must defend it. If you are repulsed back, you must counterattack to get it back.

You are not allowed to move to another location without orders.

Note that the orders define a line that you are to hold and also the direction that your Corps faces.

Example 3

Alright now instead, let’s say Reynolds decides to just play it safe. He doesn’t want to risk losing troops in an uphill assault against the enemy. Instead, he decides to form his defense along the ridge in the Peach Orchard. He draws his orders thus:

Nice, except that these are Hill’s orders:

So the turn ends up like this:

Hill’s Objective is Devil’s Den and Little Round Top. -but Reynolds doesn’t know that yet.

Let’s say Hill moved first here. In a regular game, Reynolds could just move south to cover Devil’s Den and the Tops. Now he can’t. Those aren’t his orders! He MUST move into Peach Orchard, facing west as shown.

Next turn he can issue new orders to shift his Corps south to cover that ground. Fine, but who will move first? If Hill moves first, Reynolds will be having a very bad day.

Example 4

Ewell just attacked on turn 7.  There is 1 more turn left of daylight.  

On the left, Rodes was flipped and repulsed.  There is 1 Federal defender left on Culp’s Hill but they are spent also.  One more push might blow them out.

On the right, Early attacked Wadsworth on Cemetery Hill.  Half of Early’s men ran.  The other half are hanging on to Cemetery Hill but just barely.  They are spent, so it won’t take much to throw them back.  Wadsworth was repulsed too.  Lots of hard fightin!  So who won?  It depends on what happens next turn.  Right now, Cemetery Hill is up for grabs!

So what do you do next turn?  Ordinarily, that’s easy.  You just sit back and hope you get pulled to move first.  If you do, you rush forward, firmly occupy Cemetery Hill and sweep Culp’s Hill clean before nightfall.  If you don’t get the first move, roll to jump ahead.  If that fails, ok.  Just back off and setup camp for the night.  You can deal with it tomorrow. 

The Difference

Ok but with graphical orders, it’s not so easy.  You aren’t sure who will move first next turn but you have to write orders now.  If you order an attack but the Feds move first and solidify their line, you still have to attack!  The losses could be devastating.  Attacking prepared defenders in good terrain with spent divisions could very easily destroy 2/3 of your Corps!  Is this attack worth the risk?

This should give you a good feel for how to use these in your games.  Try it out and let us know how it goes.  Do you like it?  Did you see some issues with it?  Do you see some ways to make it better?

Best Ukraine War Board Game?

“This is by far the most relevant and realistic board game in existence in my humble opinion.” -Spencer A.

Serious wargamers often overlook Supremacy. It’s just a beer & pretzels game, right? RISK with Nukes.

It works well at that but under the hood is a very sophisticated political, economic and military model of simulation! There is a lot more going on in this game than meets the eye.

What causes conflict and tension on the international stage? How do nations manage or mismanage it? How to wars start? How do you contain them and resolve them? These are some of the key questions that Supremacy raises.

Some games claim to model the war in Ukraine but they are missing one key element: No Nukes. If a nuclear exchange is not possible in the game, then it’s not a good model. That would be like playing Poker with no money. It misses the point.


Here is some other recent feedback we’ve gotten:


Minors and Fortuna are a lot of fun. We just played for the first time yesterday. The minors have a mind of their own. A bit like having a NPC/CPU conducting independent actions. As Russia, I’ve had to work with my adversaries (US) in order to eradicate a pandemic in Angola with an ‘expeditionary force’ and take turns across the globe!

-Spencer A.


Pub Battles -Not So Simple

When I first tried Pub Battles, I played it like any other wargame with ZoC’s and units frozen in place once contacted by the enemy.

Using Alter Rolls to move first became the order of the day. (Successful Alter Rolls allow a player to jump ahead or delay when they move.) When Andrew and I were playing Brandywine, we would frequently roll for every command. We thought moving first was so critical. 

It became a dice-off every turn. We both kind of concluded the system didn’t really work. I went back and reread the rules several times trying to make them fit with my preconceived notions. We were playing it all wrong. After exchanging a few e-mails with the company, I finally “got it.”

That was when I became obsessed with this system. The subtlety of choosing whether to move first or last; and understanding the ramifications is incredibly complex. Which is better? It depends on the situation and what you are trying to do. I was hooked.

I didn’t get the point of adding Baggage Trains at first. Now I love them. It pulls together strategic concerns, C&C, logistics and victory, all in one simple little rule. It’s brilliant.

As simple as the rule seems, it is bewildering to new players. This feels in line with the Pub Battles system. Simple rules, very complex decisions.

It has become my favorite game.


-by Mike Strand

The Importance of  Weather Gage:  Pirate Scenario

This is a fun little exercise to teach and learn the importance of weather gage.  You are windward if you are closer to the wind than your opponent.  In square rigged ships, this gives a tactical advantage called:  Weather Gage. 

If you have weather gage, you can decide IF there will be an engagement at all.  If you don’t want a fight, you can turn about and reach up into the wind.  A leeward ship, (downwind from you) will never be able to catch you.  Assuming they go the same speed:  you are both square rigged ships with no damage.

Both players start with Sloops.  The Merchant has 1 crew and 5 cargo.  The Pirate has 3 crew and 3 guns.  Arrange the ships thus, with the wind to the Merchant’s back:

Merchant in Red

Pirate in Black

As the Pirate, see if you can force a fight and capture / sink the Merchant. 

As the Merchant, see if you can escape and slip past the Pirate.  If you can’t, call off the engagement and just escape safely off your own map edge. 

With practice, a skilled Merchant will ALWAYS win.  The Pirate should never be able to catch them. 

Play this several times on each side.  Got it down?  Good.  Now give the Pirates a Brig.  Can the Merchant still win?  The Brig is faster but the Merchant still has Weather Gage. 


Alright, now give the Pirates a Schooner.  Schooners are actually faster beating up into the wind, while you are slower!!  Who wins most of the time now? 

The Baltimore Privateers (schooner)  were smaller but they were a favorite of Pirates.  Do you see why?

What do we learn from all this?  Here are some general guidelines to follow:

With Weather Gage, against other square rigged ships:

-Use it!  Fight on YOUR terms. 

-If things go wrong, you can break off the fight and escape by beating into the wind.

 With Weather Gage, against Schooners:

-You are in a very dangerous situation.  You can’t escape by beating into the wind!  They’ll catch you. 

-IF you can’t fight them, your only chance is to juke past them with a brilliant move and then make a run for it!  Remember, Schooners go slower while running.  You go faster.  With a little luck and a very tricky maneuver, you might be able to escape downwind.  It won’t be easy.

What if you’re both sailing Schooners?  Well, then you’re on equal terms, right?  Since you’re both going the same speed, standard Weather Gage advantage applies.  You can escape windward.  You can fight when and where you want.