Bulge

We’ve had a lot of interest in this. Thanks for letting us know! It helps us to know better what to focus on. This project is shifting up into high priority.

What has the hold up been? Well first, we’re not happy with what we have. :/ There is a lot of demand for a title like this. We want to see it too. All too often, I think companies rush out a game because they know it will sell based on the subject. The game is total trash but who cares? They made their money, now on to the next one.

We hate that. We feel very strongly about not releasing a game until ‘we like it’. Games are never really done. They are also never perfect. It has to be a good game though. We have to feel that we’ve got something really good that we would want in our game collection. More importantly, that we like playing!

We’ve been really struggling with this design. We have 3-4 different versions of it that we aren’t happy with. It seems like one of the hardest things about game design is FIRST deciding what exactly you are making. What scale? What complexity? What type of game? What will it cover or not? We keep going round and round about many of these questions.


It occurred to me last week, that I’ve never seen a Bulge game out there that I like. Why not? Well, they all just seem like races to me. What is the Victory system? That can be a critical part to many games. Most Bulge games just boil down to: can you go faster than your sides historical result?

Oh! I got a few extra cities than the Germans did in the real battle. I win!

Or:

Oh! I pushed the Germans back 2 turns earlier than they did historically. I win!

Yeah, yeah, yeah. That just sounds incredibly boring to me. Why are we even fighting here? Because those are your orders. True but that’s not very engaging.

Pondering this conundrum, we finally found a way to make this interesting: Variable forces with a reverse CRT Victory system. Just like we did in Little Bighorn. The solution has been staring us in the face the whole time. I don’t know why we didn’t see this earlier.

We’ll need to step this up to account for time, support strikes, munitions and oil spent by both sides in their efforts. This is what we need to really make this a fun and interesting game. Sure, if you’re a purist, you can play with the fixed historical forces. Fine but opening up the strategic options will make this infinitely fascinating and replayable.

Now that we know what we are making and why, it should be a fairly short process to pull all this together. No promises but we are hoping to have this ready by the end of this year. We’ll keep our fingers crossed!

16 thoughts on “Bulge”

  1. Excited to this too. Looking forward to how aerial warfare is would work in this game. Would it be a command-focused game in a manner similar to kriegsspiel/pub battles or something entirely new?

  2. This sounds very promising! Of all your released games, I have only played Gettysburg, which I enjoy immensely. I can’t wait to see your take on WW2!

    • Yes! Massive progress in the OB / Reinforcement Schedule / Victory conditions system. This was a huge thing that has been holding us up. Just some cleaning up and final finish work left now.

      We are in the middle of switching out all our blocks to a new scale now and the Christmas rush. Once that is over, we’ll focus on getting Bulge done. Should be about done by next spring!

  3. What happened to this project? Apparently it was ‘almost finished’ in nov 2024? It’s been almost a year since and no news. What about the other musket battles and gettysburg operational scale? Is commandpost games still running?

    • We’ve been having trouble agreeing on what this game should be. Hexes n counters or blocks n mini style movement? 2 mile hexes with regiments or bigger 6 mile hexes with divisions?

      • No offense but I thought you guys were past that? In my opinion it’s pretty clear that making it a musket battles mini style movement type is the only way to make this product stand out from the pretty saturated market of hex and counter WW2 wargames out there – it’s what Command Post Games is known for. I see on the front page of this site that y’all claim that once Bulge is done the system should be “good for anything WW2”. I understand that this isn’t a full time thing for y’all but I feel this is a potential game series with real potential and not like anything in the market for wargames rn, so it’d be a real shame if it comes to nothing. Cheers to you guys anyways!

        • Well, we were past that, until we raised the question again. =)

          This is exactly what we’ve been debating. Why make another hex n counter game? Because those are what sell. Projected sales for a mini style game are about 60-75% lower.

          I’m not too worried about the hexes. In many ways, those fit WW2 better. Trying to shoe horn linear musket battles into hexes looks really warped to me. Not so bad for WW2.

          Same issue with all the other aspects. Like blocks instead of counters. Divisions instead of Regiments. 6 mile hexes instead or 1-2 mile hexes. Cover just the battle area or expand out to cover everything from the Maginot to the coast? Include other scenarios for 40 or just 44? Use regular combat factors and CRT, or our KS dice method? Hidden reserves, blocks, OBs and Victory locations, or all preprogrammed and forced by the game? Quick play time and short rules or longer more ‘detailed’ approach?

          What if we had hexes but kept all of our other methods? That would be new and fresh. Would that be a good compromise?

          • Well, guess I can’t really argue with a company’s desire to maximise profits haha. Personally my only concern would be regarding realism. If it’s gives a realistic experience of being a ww2 commander, then fine by me

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