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Subject: BGG Wargame Designer Of The Month: Tom Dalgliesh rss

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scotia61 wrote:
Mike:

Thanks for the kind words. Please call me so we can discuss your comments on the K.I.S.S. map on our website.

Tom


Hi Tpm, assuming I'm the Mike in question, and you're refering to the email I sent Grant, yes I will try to call you Monday. Bit tricky with the day job and all so we could also try exchanging emails. In any case, love seeing you on BGG, now get Grant signed up as well! Any chance you guys might make the ConsimExpo in Phoenix this June?
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Tom Dalgliesh
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Roger:

Yep. I have certainly heard this before. There has been quite a few tactical games published so a lot of the good titles are gone. Our second choice is Guns & Glory or perhaps Guts & Glory. Like those better. If not, suggest one. Open invitation.

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Mallet wrote:
From a marketing point of view, a name like K.I.S.S. for a WWII tactical game would be the kiss of death.



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Chris R.
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Maybe not.

http://boardgamegeek.com/article/8360200#8360200

...

Who is A. Dalgliesh and Penny Dalgliesh?

I wouldn't mind adding some brief bio information to their wiki profiles, respecting privacy concerns, of course.

http://boardgamegeek.com/boardgamedesigner/7337/a-dalgliesh

http://rpggeek.com/rpgproducer/33589/penny-dalgliesh

Due to the different last name spelling, I guess you aren't related to wargamer Ian Daglish who passed away last year, although I'm not an expert in Scottish names.

http://rpggeek.com/boardgamedesigner/2960/ian-daglish

Did Jerry Taylor see that you had a Scottish name and figure that Columbia was the place to be with Hammer of the Scots?
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Tom Dalgliesh
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Mike:

Ground scale for K.I.S.S. (soon to be renamed) is 100 meters, squad level. We certainly have considered Platoon or Company level -- each has its pros and cons – and indeed we have working models of all three.

Anyway, the squad level, 100 meters hexes needs some explanation. Squad Leader uses 40 yard hexes. U.S. WWII tactical doctrine is quite clear that ONE squad of 12 men would march, defend, or attack with a front of 40 to 50 yards. With the standard rifle platoon deployment of two squads upfront, one in reserve, and an HQ section in the center of all three, you need 100 meter hexes. Squad Leader stacks three squads and multiple leaders in a 40 yard hex. That is Civil War stacking...nothing at all like WWII. Quite odd for a game claiming such a high level of realism.

Also missing from most games of this game scale is fog-of-war, or it is included with cumbersome and mostly unplayable rules. The blocks handle this superbly --enemy blocks are not revealed until they could be seen. Given the fact that firepower was so deadly, men in this war did all they could to not be seen, attacking and defending with cover whenever possible. Most accounts of WWII combat confirms that men at the front rarely had a good idea of what was happening on their side, let alone what the enemy was doing. No Tactical game of WWII that ignores fog-of-war can really claim to be realistic.

Our game, originally slated for mid-February release, has been pushed back to April or May. I will post more details here and online as we settle on them. Just know this is a very good game, realistic yet relatively simple to play.

TOM



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Tom Dalgliesh
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Penny and Tom have been married 45 years on September 2nd (Labor Day). Penny runs the shipping department for CGI, and does it really well. Ashley and Grant have been married 13 years on Feb 14 (Valentine's Day). She is a high school teacher.
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Tom Dalgliesh
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Mike:

Borodino is a game designed by Carl Willner, a co-designer of our Texas Glory. Carl wants this game released on/before Sept 7th, 2012, the 200th anniversary of this great Napoléonic battle. Carl is married to a Russian lady, and has spent some time wandering the actual battlefield in Russia.

I am the co-designer of this game. The game is based on my SHILOH, adapted for Napoléonic warfare. The role of cavalry is much more significant than ACW. Those who have played our Gettysburg, Shiloh, or Shenandoah, will quickly grasp how the leaders work.

Carl is a fanatic about detail, but agreeable to a little pruning by me as we advance towards publication. Right now we have 25 pages of rules, 1/3 of it designer notes. I need to buy some new pruning shears.

Anyway, area movement map, division scale (each step is about 1200 men) and a game you can play in under four hours. There are scenarios for the preliminary battle of Sept 5th, and the main battle of Sept 7th. Not much maneuver, but a lot of heavy fighting.

I will post a Borodino map within two weeks.

TOM
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A bit late, but wanted to add my $0.02 - a bit over a year ago I asked the folks here to suggest a good block wargame, as the crowd at my FLGS is more euro-y and I was getting no traction with chits-n-hexes stuff. Among all the suggestions, Columbia's stuff kept cropping up, and I remembered that two of the people at said game night had mentioned being interested in titles like Hammer of the Scots and Crusader Rex so I started looking around.

Anyway, to make a long story short, I started by grabbing Julius Caesar, which had just some out and which I was reading a lot about. It's been a real hit with everyone I've played it with, and I have a ton of your other games on deck to try later this year. So I guess what I'm saying here is thanks for making such great games!
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Thanks for giving us such great games. I own the early editions of 1759 and 1812. I'm amazed how well the games have aged. The design on them was so well done that they are as good, if not better than any of the current games(or games produced in the intervening years). Any chance of a fancy 200th anniversary edition of 1812?
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Roger Hobden
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ducimus wrote:
Thanks for giving us such great games. I own the early editions of 1759 and 1812. I'm amazed how well the games have aged. The design on them was so well done that they are as good, if not better than any of the current games(or games produced in the intervening years). Any chance of a fancy 200th anniversary edition of 1812?


Since the end of the war was in February 1815, Columbia Games has three more years to mark the celebration of this Canadian Victory over the USA.
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Well, I guess you started out with Quebec 1759 and War of 1812.

Ever thought about making it a trilogy with a "Northern Liberty" game on the 1775-76 Invasion of Canada?

...

Of course, another option would be to team up with last month's Wargame Designer Of The Month Richard Borg for a Columbia block game involving an Invasion of Canada against Commands and Colors ancients blocks. Roman pilums versus hockey sticks? I've heard that those elephants don't perform well on ice...
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Roger Hobden
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sikeospi wrote:
Well, I guess you started out with Quebec 1759 and War of 1812.

Ever thought about making it a trilogy with a "Northern Liberty" game on the 1775-76 Invasion of Canada?



Or the whole French and Indian War ?
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Mallet wrote:
sikeospi wrote:
Well, I guess you started out with Quebec 1759 and War of 1812.

Ever thought about making it a trilogy with a "Northern Liberty" game on the 1775-76 Invasion of Canada?



Or the whole French and Indian War ?


I'd be interested in this.
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scotia61 wrote:
Mike:

Ground scale for K.I.S.S. (soon to be renamed) is 100 meters, squad level. We certainly have considered Platoon or Company level -- each has its pros and cons – and indeed we have working models of all three.

Anyway, the squad level, 100 meters hexes needs some explanation. Squad Leader uses 40 yard hexes. U.S. WWII tactical doctrine is quite clear that ONE squad of 12 men would march, defend, or attack with a front of 40 to 50 yards. With the standard rifle platoon deployment of two squads upfront, one in reserve, and an HQ section in the center of all three, you need 100 meter hexes. Squad Leader stacks three squads and multiple leaders in a 40 yard hex. That is Civil War stacking...nothing at all like WWII. Quite odd for a game claiming such a high level of realism.

Also missing from most games of this game scale is fog-of-war, or it is included with cumbersome and mostly unplayable rules. The blocks handle this superbly --enemy blocks are not revealed until they could be seen. Given the fact that firepower was so deadly, men in this war did all they could to not be seen, attacking and defending with cover whenever possible. Most accounts of WWII combat confirms that men at the front rarely had a good idea of what was happening on their side, let alone what the enemy was doing. No Tactical game of WWII that ignores fog-of-war can really claim to be realistic.

Our game, originally slated for mid-February release, has been pushed back to April or May. I will post more details here and online as we settle on them. Just know this is a very good game, realistic yet relatively simple to play.

TOM





Hi Tom, maybe start a design diary thread on the KISS entry (assuming it has one), or I could look on your own site for a place to discuss the game. It's a bit out of place in this thread, but I'm curious as to how it evolves and I'm sure other people are too.
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You sir are a gentlemen and a scholar! Thank you for creating my favorite game of all time Napoleon: The Waterloo Campaign, 1815. I just got Shenandoah: Jackson's Valley Campaign and am really looking forward to Borodino.
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scotia61 wrote:
Mike:

Ground scale for K.I.S.S. (soon to be renamed) is 100 meters, squad level. We certainly have considered Platoon or Company level -- each has its pros and cons – and indeed we have working models of all three.

Anyway, the squad level, 100 meters hexes needs some explanation. Squad Leader uses 40 yard hexes. U.S. WWII tactical doctrine is quite clear that ONE squad of 12 men would march, defend, or attack with a front of 40 to 50 yards. With the standard rifle platoon deployment of two squads upfront, one in reserve, and an HQ section in the center of all three, you need 100 meter hexes. Squad Leader stacks three squads and multiple leaders in a 40 yard hex. That is Civil War stacking...nothing at all like WWII. Quite odd for a game claiming such a high level of realism.

Also missing from most games of this game scale is fog-of-war, or it is included with cumbersome and mostly unplayable rules. The blocks handle this superbly --enemy blocks are not revealed until they could be seen. Given the fact that firepower was so deadly, men in this war did all they could to not be seen, attacking and defending with cover whenever possible. Most accounts of WWII combat confirms that men at the front rarely had a good idea of what was happening on their side, let alone what the enemy was doing. No Tactical game of WWII that ignores fog-of-war can really claim to be realistic.

Our game, originally slated for mid-February release, has been pushed back to April or May. I will post more details here and online as we settle on them. Just know this is a very good game, realistic yet relatively simple to play.

TOM





Thanks very much for the information. Looking forward to seeing the rules. This has shot to the top of my wish list.
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Wargames » Forums » General
Re: BGG Wargame Designer Of The Month: Tom Dalgliesh
G'day Tom!

From Harnmaster to Wizard Kings and Crusader Rex Columbia has made one of my favourite RPGs and some of my favourite wargames.

In regard to Wizard Kings - how have you found the collectible nature of the expansion packs has affected the game - has it been positive? Will we see non-collectible expansions for Wizard Kings in the future?


You have published Hammer, Crusader, Richard III, Julius Caesar, and Athens and Sparta - do you have any further games in your mind that are set in the Ancient to Mediaeval World?

The Norman invasions of Britain or Southern Italy/Sicily could be interesting. As could a game centered on Byzantium. Alfred the Great and the struggle in England as the Danelaw was secured could make an interesting game as well.

KISS sounds interesting - Guts and Guns could work - Grit and Guns - something simple like World War... Whatever you decide - it sounds interesting.

Cheers,

Giles.
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Doug Epperson
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I stand and SALUTE the Dalgliesh Family for all they have contributed to our hobby / life!



and....thanks GRANT for you kind and thoughtful cup of coffee. I thank you!

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Tom Dalgliesh
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Giles:

Wizard Kings is alive and well. We credit this to the change to our collectible Heroes & Treasures expansion. The big advantage with this arrangement is that stores only need to carry two Products, the base game and the one expansion, instead of the base game and nine separate expansion sets as before. This makes it easier for everyone to stock and sell the item.

We are releasing a second expansion set very soon, namely Ancient Kings, which is a historical set of Romans, Greeks, Egyptians, Huns, Persians, Chinese, and Japanese units. If folks like these, there are lots more historical armies to be done such as Aztecs, Normans, Norse, Saracens, Zulu, and so on and so on.

We do indeed have further ancient/medieval games in development. These include Macbeth, 1066, Hammer of the Irish, Agincourt, and English Civil War.

And a game on the Mexican-American War and the Sioux and Apache Wars, A good day to die. More games than time really.

Thanks for the name suggestions for KISS.

Tom
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scotia61 wrote:
I hope I made it clear earlier that I am not the lead designer of the EastFront, WestFront, EuroFront series. That honor goes to Craig Besinque a former Californian who now lives in British Columbia, Canada. My design contribution to that series was only with EastFront and, of course, as publisher of the series.

This year is the 20th anniversary of EastFront. We should do something to celebrate that.

Tom


Tom,

I've been buying and playing your games for decades now. Thank you for taking people's questions on BGG.

My own suggest for a way to celebrate EastFront's 20th Anniversary would be to release a version of the EastFront II map that only covers the EastFront map area. Although the EastFront II map works better for EuroFront, I think it works much less well when you just want to play an EastFront II scenario. The EastFront II map is larger than many people's game tables can handle and forces the Soviet player to be farther away from his pieces, as can be seen at the link below:

http://www.boardgamegeek.com/image/133536/eastfront-ii

As Nigel Wright says on the thread I've linked to: "Progress is a wonderful thing, but there's a lot to be said for the smaller footprint of the first edition."

Mark
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Glad to hear you are doing a game on 1066 and one on Agincourt. Really looking forward to those.
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Hey, Tom, thanks for designing and/or publishing some of my favorite games; I've had hundreds of hours of fun with your company's games.

Hearing that Quebec 1759 was originally going to use dice instead of blocks makes me wonder: what would you say is the next most surprising element which didn't make it into the final product? E.g. if early drafts of Rommel in the Desert included a "go fish" rule where the Germans could check for barrels of fuel washing up on the beach, or if EastFront was intended to come with a dry-erase marker for drawing new rail lines, or if Hammer of the Scots originally required players to down a shot of whiskey every time one of their nobles switched sides?
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kuhrusty wrote:
Hammer of the Scots originally required players to down a shot of whiskey every time one of their nobles switched sides?
Dude, we are totally playing that scenario at BGG.Con this year.
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Quote:
My own suggest for a way to celebrate EastFront's 20th Anniversary would be to release a version of the EastFront II map that only covers the EastFront map area


Even though I custom built a game table specifically sized for EuroFront (which sadly has yet to be used for that purpose), I'm on board with this idea. It's been difficult finding tables to accommodate the larger map at BGG.con the last several years.

Although I'd also be in favor of larger hexes - some areas get pretty dense with blocks.

This is the first I've heard of K.I.S.S., and I'd love to learn more. I find with tactical games that im always wanting to use the system for bigger and bigger battles. How many units will the game support? Can we do a battalion sized engagement, for example? Are the maps modular? Will this game come with scenarios? I really wanted to like Wizard Kings, but the lack of interesting scenarios kept the game from getting played.
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Tom Dalgliesh
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Mike:

I did place some initial postings for K.I.S.S. online in our website forum. Check it out and lets get some discussion going.

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