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Introduction

C3i Magazine covers primarily hex and counter wargames, and has supported numerous GMT Games publications. This magazine‘s articles includes new scenarios, variants, strategy and tactical tips, hobby history as well as designers & developers notes. In many issues a standalone game is included which can be played out the magazine. Most issues contain counters, maps, cards and/or player aids. The inserts can expand numerous boxed games.

It is published by Rodger B. MacGowan (RBM Studio) – also Editor in Chief, Art Director, and Layout Designer.
Contact him at C3i Ops Center Contact Page

C3i Magazine is a Charles S. Roberts Award winning magazine.

Links

Free PDF downloads of most out-of-print C3i articles:
C3i Article Archive by Category.

Free PDF downloads of most out-of-print C3i inserts/counters:
C3i inserts and counters

C3i Ops center: https://www.c3iopscenter.com
GMT Weblink: C3i Special Publications

BGG webpages:

General Index

Index by issue and article categorie : Index 1-21.

Archive By Issue

Issue 1-16 index:

C3i Magazine Issue #1

SPQR
– “Marathon” 2 scenarios
– Scenario
Thunderbolt/Apache Leader
– “A Look at Thunderbolt + Apache Leader”
– Insert
Hornet Leader
North Korea module
– “Tactical Decision Aid”
– Insert
Dan Verssen Interview
Mark Herman Interview
“On the Drawing Board”

C3i Issue 1 Inserts
• Hornet Leader: Target Cards (3)
• Hornet Leader: Aircraft Cards (2)
• Hornet Leader: Counters (12)
• Hornet Leader: Campaign Card
• Thunderbolt & Apache Leader: Campaign Card
• Thunderbolt & Apache Leader: Situation Card

C3i Magazine Issue #2

SPQR
– “Hammer of God” module pt. 1
The Great Battles of Alexander
– “Persian Plan for Issus, 333BC – Turning the tables on the Macedonians”
Lion of the North: The Dawn of Modern Warfare
– “Persian Plan for Issus, 333BC – Turning the tables on the Macedonians”
Arctic Storm: The Russo-Finnish Winter War 1939-40
– “Battle Report: I Confess to a Soviet Disaster in Arctic Storm”
– “Designer’s Notebook: White Death, the Battle of Suomussalmi in Arctic Storm”
– perspective & analysis
– “Player’s Notebook: What Happened to the Soviet 54th?”
– 4 Arctic Storm counters for game variant in article on Soviet 54th.

C3i Issue 2 Inserts
• Crisis: Korea 1995: Counters (6)
• SPQR Pyrrhic Victory: Counters (30)
• Arctic Storm: Counters (4)

C3i Magazine Issue #3

Crisis: Korea 1995
– Crisis: Korea 1995, the Next War in Asia
SPQR
– “Hammer of God” SPQR Module (part 2)
Down in Flames
– “Malta Under Siege” Down In Flames campaign module
– Insert
Victory in the West: Plan Yellow, The French Campaign 1940
– rules expansion and scenario
Thunderbolt/Apache Leader
– Tactical Decision Aid
Hornet Leader
– Fifty Minutes Over the Blackboard: Hornet Leader in the Classroom

C3i Issue 3 Inserts
• Crisis: Korea 1995: Terrain Effects Chart
• Crisis: Korea 1995: Scenario Cards (2)
• Rise of the Luftwaffe: Campaign Card
• Rise of the Luftwaffe: Aircraft Cards (16)

C3i Magazine Issue #4

SPQR
– “Great Plains” module
– “Battle of Dertosa” module
CAESAR: The Great Battles of Julius Caesar – The Civil Wars 48-45 B.C.
– “Crossing the Rubicon” module
Air Bridge to Victory: Operation Market-Garden, 1944
– “1994 The proper strategies for Operation Market-Garden”
Down in Flames
– Flight Log: The Rise of the Luftwaffe (Part 1)
Crisis: Korea 1995
– The major systems, mechanics, strategies and tactics in the game
Victory in the West: Plan Yellow, The French Campaign 1940
– Counters
Hornet Leader
– Counters (bombs counters to North Korea module)

C3i Issue 4 Inserts
• Crisis: Korea 1995: Counters (97)
• Great Battles of Julius Caesar: Charts & Tables Cards (2)
• SPQR: Counters (34)
• Hornet Leader: Counters (12)
• Battles of Waterloo: Counters (63)
• Operation Mercury: Countesr (10)
• Victory in the West: Counters (18)

C3i Magazine Issue #5

Down in Flames
– “Russo-Finnish Winter War” campaign module
– Fighting Log: The Rise of the Luftwaffe (Part 2)
The Great Battles of Alexander: Deluxe Edition & SPQR
– “Alexander in Italy” 2-game module
SPQR
– “Battle of Castulo” module
Great Battles in History
– Elephants in the Great Battles of History games
The Battles of Waterloo
– Hougomont Scenario A good scenario for both beginning and experienced players.

C3i Issue 5 Inserts
• Rise of the Luftwaffe: Winter War 1939-1940 campaign module
• Rise of the Luftwaffe: Winter War aircraft cards (16)
• Rise of the Luftwaffe: Winter War campaign card

C3i Magazine Issue #6

Geeklist: C3i Issue #6

Down in Flames
– Two after action reports for the Down in Flames series
– Insert
SPQR
– “The Battle of Telamon 225 BC” module
Britain Stands Alone
– Naval tactics and air variants
Three Days of Gettysburg (Third Edition)
– New scenarios
Lion of the North: The Dawn of Modern Warfare

C3i Issue 6 Inserts
• Eighth Air Force: Schweinfurt Raids campaign card & Skilled Pilot/Crew Chart for DiF
• Lion of the North: Loss Charts

C3i Magazine Issue #7

The Great Battles of Alexander: Deluxe Edition
– “Great Battles of Epaminondas” module
SPQR
– “Truceless War: Hamilcar Barca Puts Down a Mercenary Revolt” module
Invasion: Norway
– After action report
Down in Flames
– Optional rules
Air Bridge to Victory: Operation Market-Garden, 1944
– Optional rules
Operation Shoestring: The Guadalcanal Campaign, 1942
– Optional rules
Silver Bayonet: The First Team in Vietnam, 1965
– Optional rules

C3i Issue 7 Inserts
• Battles for North Africa: Holding Boxes sheet
• Battles for North Africa: Resourse Point Record sheet
• Samurai: Record Sheet
• Invasion Norway: Fuel Roster Chart

C3i Magazine Issue #8

The Battle for North Africa: War in the Desert, 1940-42
– “Operation Crusader” scenario
Crisis: Sinai 1973
– conducting an all-out Egyptian attack.
SPQR
– Four new Battle Scenarios
The Great Battles of Alexander
– New, faster rules
Typhoon!
– Official Campaign Variant
C3i Forum: The Brotherhood of the Hexagon

C3i Issue 8 Inserts
• Crisis Sinai: Playing Aid
• Battles for North Africa: Playing Aids (2)
• Samurai: Playing Aid

C3i Magazine Issue #9

Typhoon!
– CLOSE-UP FEATURE: Typhoon! The Drive on Moscow, 1941 strategy and tactics.
– A PBEM replay of Typhoon! Scenario #3: Renewed Typhoon.
– Retrofitting Barbarossa into Typhoon!
The Great Battles of Alexander: Deluxe Edition
– Two new battles
Saratoga
– Developer’s Notebook Report for Saratoga: The Turning Point of the American Revolution, 1777
Glory: The Battles of First & Second Manassas and Chickamauga, 1861-63
– A Solitaire Path
Invasion Sicily
– Developer’s Notebook Report
Sword of Rome

C3i Issue 9 Inserts
• Typhoon!: Variant (#8) counters (13)
• SPQR: Sword of Rome (#8) counters (4)
• SPQR: Crimissos River (#8) counters (4)
• SPQR: Telamon & Mago (#6) counters (13)
• Invasion Norway: Variant (#7) counters (6)

C3i Magazine Issue #10

Paths of Glory
– CLOSE-UP FEATURE
Down in Flames
– “Flying Tigers” module
– The Vic Formation How to model the use of the British Vic formation in the DiF series.
– Battle of Britain Day Refight the Battle of Britain, September 15, 1940
– Campaign: Operation Pedestal
– Inserts
CAESAR: The Great Battles of Julius Caesar – The Civil Wars 48-45 B.C.
– Caesar: The Civil Wars Scenarios: The Sertorian War
SPQR
– Equus module
– Counters
Samurai
– TACTICAL ANALYSIS
The Great Battles of Julius Caesar: The Civil Wars 48-45 B.C. – Veni Vidi Vici: The Battles of Nicopolis 48 B.C. Zela 47 B.C.
– Counters
June 6
– Counters
Britain Stands Alone

C3i Issue Ten inserts
• June 6th: replacement & extra counters (28)
• Conquest of Gaul: Aulerci counter
• Great Battles of Alexander: Parmenion (#10) counter
• Great Battles of Julius Caesar: Caralis (#9) counters (4)
• Great Battles of Julius Caesar: Sertorian War counters (16)
• Great Battles of Julius Caesar: Veni Vidi Vici (future module) counters (20)
• SPQR: Truceless War (#7) counters (9)
• SPQR: Player’s Guide scenario counters (8)
• SPQR Africanus: Masinissa counter
• SPQR: Equus counters (6)
• SPQR: Hannibal counter
• War Galley: Didius counter
• Britain Stands Alone: Air variant (#6) counters (27)

Insert Counter Sheet Front
Board Game: Equus: Cavalry Battles of the Second Punic War, 218-203 B.C.

Insert Countersheet Rear
Board Game: Equus: Cavalry Battles of the Second Punic War, 218-203 B.C.

C3i Magazine Issue #11

Caesar: Conquest of Gaul
– CLOSE-UP FEATURE: Barbarians and Conquest scenarios
– How to Employ Your Very Own Barbarian Horde
– Publius Crassus in Aquitania
Invasion: Norway
– Operational Tempo
Victory in the West: Plan Yellow, The French Campaign 1940
– Built-In Blitzkrieg
Eighth Air Force
– Observations
War Galley
– Ben-Hur scenario
– Ben Hur counters
– The Raven: Rome’s Secret Weapon scenario
Down in Flames
– Kuban Bridgehead campaign

C3i Issue Eleven Inserts
• Paths of Glory: VP Table Player Aid card
• Rise of the Luftwaffe: Kuban Bridgehead 1943 campaign card
• Rise of the Luftwaffe: Kuban Bridgehead aircraft cards (16)
• June 6th: Activation Marker Holding Area cards
• Cataphract: Fleet Record Sheet: Ben Hur/Sena Gallica
• Conquest of Gaul: Germania (#11) counters (4)
• War Galley: Fleet Record Sheet: Ben Hur/Sena Gallica
• War Galley: Ben-Hur counters (40)
• Salamis: Salamis, Artemisium I & Artemisium II Fleet Record Sheets (3)

C3i Magazine Issue #12

Tigers in the Mist: Ardennes Offensive
– CLOSE-UP FEATURE: The Battle of the Bulge
– The Seventh Army Attacks
War Galley
– Quinquereme
Justinian
– The Justinian Gambit
American Revolution Series
– Mastering Your Opponent
CAESAR: The Great Battles of Julius Caesar – The Civil Wars 48-45 B.C.
– The Nike Gambit
– A Bridge Too Near
Down in Flames
– The ’48 Arab-Israeli War campaign
Barbarossa: Army Group North, 1941
– What You Won’t See in Army Group North
– Insert
Successors (Third Edition)
– Adding Companions to Successors

C3i Issue Twelve Inserts
• Down in Flames: Arab-Israeli War, 1948-49, aircraft cards (16)
• Down in Flames: Arab-Israeli War, 1948-49, campaign card
• Down in Flames: Aces counters (8)
• East Front Series: experimental Rules for Eastern Front Series (2)
• Battles for North Africa: errata counters (11)
• June 6th: errata counters (12)
• Conquest of Gaul: Acquitania counters (6)
• Conquest of Gaul: Germania (#11) counter (1)
• Great Battles of Alexander: Achaemenidae (#9) counters
• War Galley: Multi-Player Scenarios for War Galley (2)
• War Galley: Multi-Player counters (18) front-side
• War Galley: Raven counters (3)
• War Galley: Sapriportis counters (3)
• War Galley: Quinquereme counters (3)
• River of Death: errata counters (66)
• Three Days of Gettysburg: errata counters (8)

Insert Countersheet Front
Board Game: Quinquereme

Insert Countersheet Rear
Board Game: River of Death: Battle of Chickamauga, September 19-20, 1863

C3i Magazine Issue #13

For the People
– CLOSE-UP FEATURE: Capital Offense
– April 1861 Scenario
Triumph & Glory: Battles of the Napoleonic Wars 1796-1809
– How to “Raab” the French of a Victory
Down in Flames
– Experten of the Luftwaffe, Part I
Hornet Leader
– Trading in Your Hornets for Falcons
– Insert
– Counters
The Great Battles of Alexander
– Philip the Great
War Galley
– Tarentum and the Battle of Sapriportis
Ukraine ’43
– Scenario 4 Notes

C3i Issue Thirteen Inserts
• Paths of Glory: Correction counters (2)
• Barbarossa: Army Group Center: Correction counters (16)
• June 6th: New counters (8)
• Triumph and Glory: Correction counters (14)
• Great Battles of Alexander: Philip the Great counters (9)
• Great Battles of Alexander: Philotas counter (1)
• Great Battles of Julius Caesar: Sertorian War (#10) counters (14)
• SPQR: Extra SPQR “Depleted” counters (6)
• SPQR: Pydna (SPG) counters (6)
• SPQR: Pyrrhus in Sicily (#14) counters (9)
• Great Battles of History: Ambiorix counters (4)
• Great Battles of History: Mercenary counters (6)
• Hornet Leader: Falcon Leader airfield (1 sheet)
• Hornet Leader: Falcon Leader cards (12)
• Hornet Leader: Falcon Leader counters (34)
• Hornet Leader: Hornet Leader cards (4)
• Austerlitz: Correction counters (9)
• Britain Stands Alone: variant counters (2)
• Tigers in the Mist: Correction Counters (20)

Insert Countersheet Front
Board Game: Tigers in the Mist: Ardennes Offensive

Insert Countersheet Rear
Board Game: Tigers in the Mist: Ardennes Offensive

C3i Magazine Issue #14

Triumph & Glory: Battles of the Napoleonic Wars 1796-1809
– CLOSE-UP FEATURE: “Triumph & Glory” Why Castiglione?
– La loi du plus fort: Castiglione
– “Lonato: July 31st-August 4th 1796”
Simple GBoH
– A Primer for “Simple GBoH”
Great Battles of History
– GBoH Timeline of the Mediterranean
Hornet Leader
– Operation Southern Watch variant
Wilderness War

C3i Issue Fourteen Inserts
• Paths of Glory: extra control markers (8)
• Paths of Glory: extra leader counters
• Eighth Air Force: target cards
• Zero!: Down in Flames: The Netherlands East Indies aircraft card Sheets (2)
• Zero!: Down in Flames: The Netherlands East Indies target card/Logsheet
• June 6th: British 1st Airborne sheet (1)
• Triumph & Glory: Lonato countersheet (140)
• Triumph & Glory: Lonato map
• Tigers in the Mist: errata counters (6)
• Wilderness War: errata leaders (29)

C3i Magazine Issue #15

Risorgimento 1859: the Second Italian War of Independence
– The Campaign Game
– The Campaign for Lombardy
World War II: Barbarossa to Berlin
– The Terrible Dance of Death
Clash of Giants: Campaigns of Tannenberg and the Marne, 1914
– Tannenberg, 1914 ? Player’s Notes
Down in Flames
– Tournament Event Rules ? Who Wants to be a Fighter Ace?
SPQR
– Variant: New Skirmishers, Velites, and Light Troops
Kasserine: The Battle of Kasserine Pass

C3i Issue Fifteen Inserts
• Kasserine: Kasserine: The Battle of Kasserine Pass counters (40)
• Kasserine: Kasserine: The Battle of Kasserine Pass map
• SPQR: Skirmishers, Velites and Light Troops variant counters (74)
• For the People: optional counters (16) (included in the second edition)
• Ukraine ’43 (first edition): optional counters (10)

C3i Magazine Issue #16

SPQR
– Mercenary: Land Warfare 1st Punic War ? SPQR Battles
Reds! The Russian Civil War 1918-1921
– Peace, Land and Bread ? Playing the Bolsheviks in Reds!
The Rise of the Roman Republic
– Rise of the Roman Republic ? Ancient World Series, Vol. 1
Gringo!: The Mexican War 1846-48
– The Battle of Churubusco, 1847 ? A new battle for Gringo!
Von Manstein’s Backhand Blow
– Von Manstein’s Backhand Blow ? A Back Hander
Europe Engulfed: WWII European Theatre Block Game
– New Europe Engulfed Scenario ? Ruin of the Reich
June 6
– June 6 D-Day 1944 ? A Perspective
Down in Flames
– Zero! & C&H Campaigns Struggle for the Aleutians
– Zero! & C&H Campaigns Battle of the Bismarck Sea
– Zero! Campaign Marshall Islands Raid

C3i Issue Sixteen Inserts:
• Down in Flames: Struggle for the Aleutians aircraft cards (16)
• Down in Flames: Struggle for the Aleutians campaign sheet
• Down in Flames: Battle of the Bismarck Sea campaign sheet
• Gringo!: Battle of Churubusco map
• Gringo!: Battle of Churubusco counters (136)
• A World at War: Japanese SNLF counters (3)

C3i Magazine Issue #17

– Great Battles of History
The Siege of Alesia, 52 BC ? GBoH Series, Vol. XI
SPQR & War Galley
– The Sicilian Campaign in the 2nd Punic War, 212-211 BC
Downtown: Air War Over Hanoi, 1965-1972
– Downtown Alternate Scenario ? Linebacker III, 1975
This Accursed Civil War
– Battle of Cheriton, 1644 ? New Battle Module for This Accursed Civil War
Sweden Fights On
– Sweden Fights On ? System Analysis of the Musket & Pike Series
Empire of the Sun
– Strategy Concepts in Empire of the Sun
Manifest Destiny
– Manifest Destiny
Down in Flames
Down in Flames Air Campaign ? Air Umbrella Over Dunkirk

C3i Issue Seventeen Inserts
• This Accursed Civil War: This Accursed Civil War: The Battle of Cheriton, 1644 counters (80)
• This Accursed Civil War: This Accursed Civil War: The Battle of Cheriton, 1644 map
• Rise of the Roman Republic: counters (25)
• Empire of the Sun: errata counters (8)
• Thirty Years War Europe in Agony: Wallenstein counter (1)
• Barbarossa to Berlin: extra German corps (1)
• Three Days of Gettysburg: errata counters (2)
• Borodino: errata counters (5)
• Downtown: errata counters (18)

C3i Magazine Issue #18

Twilight Struggle
– Heating Up the Cold War – Fighting the Twilight Struggle
– Inside the Design of Twilight Struggle
– A Threat Matrix
War Galley
– Trireme Battles at the Dawn of History, 535 & 474 B.C.
Flying Colors
– Escape from Lorient & the French Convoy – Flying Colors
Here I Stand
– Learning Here I Stand in 20 Minutes or Less
Downtown: Air War Over Hanoi, 1965-1972
– Downtown Air War Expansion Module – Dragon’s Jaw
– Insert
– Counters
Commands & Colors: Ancients
– Mercenary Scenarios – Commands & Colors Ancients
Forums
SPQR
– Hannibal’s First Battle Battle of the Tagus River, 220 B.C.
Down in Flames
– Poland 1939 For Down in Flames
– Guadalcanal Carrier Battles For Down in Flames
Empire of the Sun
– Amphibious Assaults An integral part of the Pacific War.
– Intelligence Condition Table For immediate results in EotS. (Empire of the Sun)
Borodino: Battle of the Moskova, 1812
– Borodino, 1812 Strategy tips for the Moskova battle.

C3i Issue Eighteen Inserts
• Downtown: Downtown Air War Expansion Module: Dragon’s Jaw counters (26)
• Downtown: Downtown Air War Expansion Module: Dragon’s Jaw map
• Downtown: Downtown Air War Expansion Module: Dragon’s Jaw reference card
• Down in Flames: Poland 1939 counters (28)
• Down in Flames: Poland 1939 reference sheets (4)
• SPQR: The Battle of the Tagus River counters (59)
• War Galley: Fleet Record Sheet
• War Galley: new counters (7)
• Carthage: The First Punic War errata counters (2)
• Caesar in Alexandria: errata counters (2)
• Alesia: errata counters (3)
• Ardennes ’44: errata counters (Eng units)(7)

C3i Magazine Issue #19

Published August 2007
Geeklist: GMT Releases C3i #19 and It Is Packed with Goodness!
Here I Stand
“2-player Version” cards
Combat Commander: Europe
– “Scenario 103, Varsity Blues”
– “A Combat Commander Briefing: Examining Scenario #10 – “Commando School”
– “Combat Commander” Up Close and Personal
Commands & Colors: Ancients
– Mago’s Battles Revisited from C3i Magazine Nr6 scenarios
Pax Romana
– MAGNA GRAECIA-The Western Greek’s Last Stand – Scenario I
– DIADOCHI-The Hellenistic Kingdoms at War – Scenario II
– “Pax Romana” – An Addict Shares Some Lessons
– Tactical Tips for playing “Commands & Colors Ancients”
For the People
– “For The People”: Opening Theory
Wellington: The Peninsular War 1812-1814
– Strategy Tips
Twilight Struggle
– A Short Scenario
Ardennes ’44: The Battle of the Bulge
– A Band of Gamers: Ardennes 2006
Empire of the Sun
– Optional Rules
On the Scene at CSW Expo 2007

C3i Issue Nineteen Inserts:
• Empire of the Sun: counters (20) – optional rules found in this issue
• Empire of the Sun: errata counters (16)
• Pax Romana: new counters (32)
• Pax Romana: errata counters(24) – including the missing Pontus and Pergamum units and the Syracuse, Egyptian boats
• Crisis: Sinai errata counters (20)
• Great Battles of the American Civil War series: Out of Command markers (6)
• Onward Christian Soldiers: errata counters (8)
• Down in Flames: Clare pilot (1)
• Simple Great Battles of History Battle Manual: errata counters (8)
• Gustav Adolf the Great: errata counters (4)
• Musket and Pike: Cheriton (#17) bonus scenario errata counter (Yellow infantry) (1)

C3i Magazine Issue #20

The Drive on Metz (Second Edition) – Complete game
Combat Commander: Europe
– A “Combat Commander” Briefing: Examining Scenario #14 – “At the Crossroads”
“Go For Broke” scenario #104
“La Fiere Counterattack” scenario #105
Commands & Colors: Ancients
– “The Twin Thunderbolts: Gnaeus and Publius Scipio in Spain” scenario
SPQR
“The Battles of Herdonia, 212 & 210 BC” scenarios
Zero!
– “Dogfight Campaigns”
“Designing Game Designers”
Stalin’s War
– Designer’s Notes
GMT Games “Top 20 Games”

Inserts – C3i Magazine, nr 20:
• SPQR: Battles of Herdonia scenarios counters (21)
• SPQR: Battles of Herdonia scenarios reference card
• SQPR: Syphax Battles scenarios counters (23)
• SQPR: Syphax Battles scenarios reference card
• Pax Romana: Greco-Persian Wars scenario counters (30)
• Asia Engulfed: optional Seebees Port Markers counters (4)
• Empire of the Sun: optional counters (6)
• Combat Commander Mediterranean: errata counter (1) – British Heavy
• 1914: Twilight in the East: errata counters (20)
• 1944: The Drive on Metz : counters (28)
• blank counters(7)

C3i Magazine Issue #21

Published December 2008
weblink : GMT webpage
Geeklist : C3i #21: Another Great Issue From RBM & GMT!

Combat Commander Europe Variant Rules by Chad Jensen & John Foley
Combat Commander Europe:

  • Scenario 106 “The Lost Battalion” Vosges Mountains, Alsace, France, 30 October 1944 by Greg Wong
  • Scenario 107 “Operation Deadstick” Benouville, France, 6 June 1944 by Bryan Collars

SPQR – “The Italian Campaign of 207 BC: The Battle of Grumentum” by Carlos Gomez
Caesar: Conquest of Gaul – “Spartacus!” with five scenarios (Battles of Salinae, Mount Garganus, Picenum, Camalatrum and Silarus River) by Dan Fournie
SPQR – “The Second Punic War: A Campaign Game for SPQR and War Galley” by Frédéric Bey
Pax Romana – scenarios by :

  • “Endgame: Upheavals of the Late Republic (146-50 BC)”
  • “Spartacus and the Foes of Rome (88-55 BC)”

Commands & Colors: Ancients Series – scenarios by Richard Borg:

  • Umbria 217 BC
  • Agathocles’ Tower 204 BC
  • Cirta, 203 BC

Inserts – C3i Magazine, Nr21:

  • Combat Commander Color Mapsheet 22”x17” (2-sides)
  • Combat Commander Scenario Card (2-sides)
  • Commands & Colors Ancients Scenario Cards (2-sides)

Counter Manifest:

  • Pax Romana : 15 Endgame Article.
  • Spartacus : 46 units
  • Combat Commander : 26 Optional counters
  • Clash of Monarchs : 5 counters (the word “Exhausted” is now on the back side of the MW units)
  • 32 Barbarian Gallic BI unit’s with their MA fixed (5 instead of 6)
  • SPQR : 14 errata counters
    • 4 Scorpio units have their MA fixed to 3 on the front side.
    • 5 Numidian SK units that were missing their SK code.
    • 4 Numidian LI units that were missing their LI code.
    • The Surus Elephant Leader’s MA fixed to 9.
  • For the People : 6 Optional cavalry brigades counters
  • Down in Flames : 1 Pilot counter

C3i Magazine Issue #22

weblink : GMT webpage

C&C Ancients – 2New Scenarios Island War
by Richard Borg and Dan Fournie

Unusual and Unhappy King Charles – The English Civil War
by Steve Carey

Alexander’s Marshals – Special Abilities in Successors
by John B. Firer

Pursuit of Glory – Strategic Analysis of the Eastern Fronts
by Philip Thomas

The Battle of Utica, 203 BC – SPQR Deluxe Scenario
by Dan Fournie

Iron Men Rule the Battlefield – Men of Iron Primer
by Mark Kaczmarek

Conquest of Paradise – Random Events Cards and Rules
by Kevin McPartland

FAB Bulge Variant – Canadians in the Battle of the Bulge
by Rick Young & John Foley

C3i Magazine Nr22 – Countersheet Reference Index and Manifest

Agincourt Rules – Men of Iron Game Module by Richard H. Berg & Mike Lemick

To the Strongest – Strategy and Tactics in Successors by John B. Firer

Europe Engulfed – Variable Axis Strategies by Cyril M. Lagvanec

Spartacus and the Foes of Rome, 88-55 BC – Pax Romana by Dan Fournie

1943: Empire of the Sun – Tournament Scenario Analysis by Mark Herman

Pathfinder – Combat Commander Europe Campaign Module by Volko Ruhnke

What’s in a Game? Inside Victory Point Games by Alan Emrich

FAB Bulge – Tournament Scenario Payback by John Foley

Inserts – C3i Magazine, Nr22:

  • Countersheet – 88 color counters (5/8 inch size die-cut counters)
  • Agincourt Module – 1 color Mapsheet – 11×17 inch, folded by Mark Simonitch
  • C&C Ancients – 1 color Set-up Card – 2 Scenarios: Caralis & Himeras River by Richard Borg
  • Combat Commander Pacific – 1 color Card – Large & Small Counter Manifest by Chad Jensen
  • Combat Commander – 1 color Card – 2 Scenarios: Nr108 by D. Holte and Nr109 by J. Foley
  • Successors – 1 color Card – Special Abilities Markers by John B. Firer and Mark Simonitch
  • Conquest of Paradise – 3 (8.5”x11”) color Cards – Random Events by K. McPartland & L. Myrick
  • SPQR Scenario – Battle of Utica – Set-up sheet by Dan Fournie
  • American Revolution Series – 1 (8.5”x11”) color Card & 1 Solitaire Rules by Joel Toppen

Counter Manifest (all counters 5/8 inch size):

  • FAB : 3 VP markers 6 counters (for the Scenario)
  • Agincourt : 51 counters (for the Men of Iron Battle Module)
  • Empire of the Sun : 6 counters
    • CA Dutch Navy becomes the CL Dutch Navy (same values & silhouette)
    • BB Duke of York and BB New York (silhouettes corrected)
    • CVL Ryuho becomes the CVL Ryujo (same values & silhouette)
    • CVL Junyo becomes the CV Junyo (same values & silhouette)
    • CVL Kaiyo becomes the CVE Kaiyo (same values & silhouette)
  • Fields of Fire : 28 Errata counters
    • 8 RPG/B40 ammo counters
    • 4 RPG/B40 weapon team counters
    • 1 Panzerfaust counter
    • 5 American Weapon Team counters (the 2/60mm, 3/60mm, and 4/60mm Mortar Teams and the 1/Wpns and 2/Wpns Fire Teams).
    • 6 “All Pinned” VOF markers to show their +2 AT modifier
    • 4 Enemy Leader counters (“Fire Team” label were missing)

C3i Magazine Issue #23

Published December 2009
weblink : GMT webpage
Geeklist :C3i Magazine #23! Packed with Goodness! Thank you Rodger!

Jena 20 – What’s in a Name? by Mark Kaczmarek

For the People – 10th Anniversary Variant Rules by Mark Herman

Hellenes Developer’s Notes – The Peloponnesian War, 431-404 BC by Joel Toppen

C3i Magazine Nr23 – Countersheet Reference Index and Manifest

Pursuit of Glory – Strategic Analysis of the Western Fronts, Part II by Philip Thomas

The Elephant Victory, 277 BC – SPQR Deluxe Scenario by Dan Fournie

PQ-17 – Mind Your P’s and Q’s by Chris Janiec

CC Stalingrad – Scenario #35: All the Salient Details by Rob Bottos & Kai Jensen

Kutuzov, The War in Russia, 1812 – Basic Survival Tactics by Mark Kaczmarek

Paths of Glory – Little Belgium, Big Issues by Robert Lloyd

Flying Colors – The Coromandel Campaign, 1758-1759 by Mark Barker

Red Winter – The Russo-Finish Winter War on P500 List by Mark Mokszycki

History of the Peloponnesian War – Hellenes History by Joel Toppen

The Rise of the Mauryan Empire – Chandragupta History by Stephen R. Welch

Elusive Victory – Advanced/Optional Rules and Scenarios by Terry Simo

Jena 20 – Player’s Notes – Gaming Tips by Steve Carey

Inserts – C3i Magazine, Nr23:

  • Countersheet – 140 color counters (1/2 inch size die-cut counters)
  • Jena 20 Game:
    • 1 color Mapsheet – 11×17 inch
    • 1 color Player Aid Card – 8.5×11 inch
    • Random Events Cards – 8.5×11 inch
    • Rulesbook Folio
  • C&C Ancients – 1 color Set-up Card – 2 Epic Scenarios: Leuctra & Asculum by Richard Borg
  • Combat Commander – 1 color Card – 2 Scenarios: Nr110 (new) & Nr103 (reprint) Bryan Collars
  • FAB: The Bulge – 1 color Card – At Start & Asset Matrix by John A. Foley and Mark Simonitch
  • SPQR Scenario: Elephant Victory – Set-up sheet by Dan Fournie
  • For the People: Naval Card Complex Variant Effects by Mark Herman
  • PQ-9/10: Before the Storm Scenario – Set-up sheet by Chris Janiec
  • Chandragupta:
    • Ganges River & Magnesia Scenarios – Set-up sheet Folio by Stephen R. Welch
    • Rout Point Track Sheet – plus Track Markers on countersheet by Mike Lemick

Counter Manifest:

  • Jena 20 : 40 Counters
  • Chandragupta : 14 counters for the new C3i scenarios
  • Chandragupta : 4 replacement counters (fixes the units that were not cut)
  • Kiev to Rostov : 2 errata counters (fix backs of counters)
  • 3 Macedonian leaders for C3i article
  • 2 Roman leaders for C3i article
  • Ship of the Line : 4 leader counters for scenarios in C3i
  • Ship of the Line : 6 “Awash” counters for use with any SotL game
  • Twilight in the East : 3 errata counters (to fix the color inside the Unit Type box)
  • GboH : 8 Rout Point markers to track accumulated Rout Points
  • Elusive Victory : 10 counters to enhance the game
  • SPQR : 4 leader counters for new Elephant Victory scenario
  • Dead of Winter : 18 counters to fix errata or missing counters
  • PQ-17 : 2 counters to enhance game
  • For the People : 18 counters for the variant article in C3i
  • Pursuit of Glory : 2 counters that fix minor errata
See also  Vạch trần SỰ THẬT về THE CONJURING 3 | the conjuring 2 wiki

C3i Magazine Issue #24

weblink : GMT webpage

Washington’s War: The Art of Asymmetrical Strategy By Mark Herman

The Battle for Normandy – Optional Rules, New Scenarios, Counters, and Variants By Dan Holte
Plus New BfN Player Aids:

  • Detailed Sequence of Play Sheet
  • Allied Step-Loss Record Chart
  • Three Map Campaign Variant Sheet

The Caucasus Campaign – Strategy Article covering the key Decision Points and Proper Tactics by Joel Toppen

Elusive Victory – Aircraft Expansions and New Scenarios By Terry Simo
Three new scenarios:

  • EV(C3i#3) (YK/R) Hip-Hop – Mi-8 Hips commando raids
  • EV(C3i#4) (YK/R) High Fast Flyer – MiG-25Rs over Israel
  • EV(C3i#5) (YK/R) Cornered Badger – Egyptian Tu-16s

Hellenes: Campaign Strategies – Strategy Notes specific to the individual Campaign Scenarios By Craig Besinque
Plus New Hellenes Player Aids:

  • Conditions Cards
  • Battleboard Display
  • Off Map Display
  • Instruction Sheet

Helpful Hints for Hellenes – Player Tips for the Peloponnesian War By Steve Carey

Combat Commander – Two New CC Europe Scenarios (Insert Card) By Bryan Collars
Scenario 111: The Scheldt, October 1944, Belgium -Units of Canadian 10th Infantry Brigade vs. units of German 64th Infantry Division
Scenario 112: Sonnenwende, February 1945, Eastern Germany – Units of Soviet Assault forces vs. units of the German 11th SS Nordland Division
Combat Commander – Basic Training By Bryan Collar

Clio’s Corner, Nr1: What makes an historical wargame historical? By Mark Herman

New SPQR Battle Scenario (Great Battles Of History) – The Battle of Crotona, 204 BC; The End Of The Second Punic War In Italy By Carlos Gomez Ibañez
SPQR Rout Point Track Sheet – Player Aid Insert Sheet and game Markers By Mike Lemick

Commands & Colors Ancients: Imperial Rome (Expansion Nr.4) By Richard Borg and Don Clarke
Boudica’s Revolt – Britons vs Rome
Para Bellum Extended Battle System (Prepare for War)
Including Two New Official C&C Ancients Scenarios – Boudica’s Revolt

  • Battle of Camulodunum – 60 AD
  • Battle of Mona Insulis – 60 AD

Tannenberg: Breaking the Code – The Strategic Choices for both sides in Clash of Giants By Mark Stille

Clash Of Giants: From Tannenberg to Gettysburg By Ted Raicer

Inserts – C3i Magazine, 24:

Counter Manifest:
• The Battle for Normandy – New Optional Units and Errata Units (64)
• SPQR – New leader counters for the Crotona scenario (3), New Rout Point Track markers (6), Leaders for Elephant Victory (4 Errata counters from last issue)
• Serpents of the Seas – Errata counters (6) and “In Irons!” Counters (6)
• Ship of the Line – Errata counters (2)
• Hellenes – New markers (14)
• Elusive Victory – New units for the C3i Scenarios (18)
• Washington’s War – State Control markers (14)
• Chariots of Fire – Errata leader counters (3)

C3i Magazine Issue #25

weblink : GMT webpage

48 Pages

Combat Commander – Sitrep from the forward OP by Bryan Collars

Labyrinth – Developper’s Notes by Joel Toppen

Using Labyrinth in the classroom – Training & Education by Rex Brynen

C3i Player – Gamer Profile by Jeremy Antley

C3I Magazine nr25 – Countersheet reference index by Mark Simonitch

A lightning across Iberia – Two SPQR Scenarios by Carlos Gomez Ibanez

Battle for Moscow – Designer’s Notes by Frank Chadwick

A tour of the Flying Colors Series: Don’t Give Up the Ship! by Mark Barker

An Overview of Serpents of the Seas by Mark Barker

Clio’s Corner Nr2: To Script or Not to Script, that is the question? by Mark Herman

Empire of the Sun Openings – Japan, New Guinea and the Solomons by Pablo García Silva

A Retropective of Empire of the Sun by Mark Herman

The Founding years by Charles S. Roberts

The Father of Board Wargaming by Alan Emrich

Personal tributes to the memory of Charles S. Roberts

Charles S. Roberts – 1988 Interview by John J. Vanore and Rodger B. MacGowan

Clash of Giants – Tannenberg – Breaking the Code By Mark Stille

Clash Of Giants – Designer’s Notes by Ted Raicer

Combat Commander: New Guinea – Deeper into the Jungle – Designer’s Notes by John A. Foley

The Influence of Game Design on We must tell the Emperor – Designer’s Notes by Steve Carey

Commands & Colors Ancients – Double Play – The Battle of Adrianople by Kevin Duke

C3i Magazine Nr25 Inserts:

  • Countersheet – 114 color counters (9/16 inch size die-cut counters)
  • C&C: Ancients – 1 Set-up Card – 2 scenario options: Andrianople by Richard Borg & Kevin Duke
  • Combat Commander: Pacific – 1 Card – 2 new scenarios: Nr 113 & Nr 114
  • Labyrinth
    • 1 Card – Jihadist Activities (1-Player – 9.0 Refined)
    • 1 Card – Optional Rules: Zakat and the String Horse; Heroic Alerts
  • Flying Colors – 1 Card – Fleet Scenarios and Duel Scenarios
  • SPQR – 1 Card – A Lightning Across Iberia Scenarios
  • Battle for Moscow Bonus Game – 1 Color mapsheet, counters & rulebook

Counter Manifest:

  • Battle for Moscow: 40 counters
  • Successors : 1 Turn marker
  • Caucasus Campaign : 1 Weather marker
  • Normandy ’44 : 10 errata counters
  • Labyrinth : 2 optional rules counters
  • Ardennes ’44 : 17 errata counters
  • Ardennes ’44 : 12 Rout markers
  • Asia Engilfed : 17 control markers
  • Washington’s War : 1 Reshufle marker
  • Clash of Monarchs : 12 generic leaders

C3i Magazine Issue #26

weblink : GMT webpage

64 Pages

Behind the Scenes Report on the Game Design Process Designers & Developers – Relationships in Motion by Patrick Ruestchmann

Twilight Struggle – Designers Notes 2012 by Ananda Gupta and Jason Matthews

1914 Twilight in the East – Tannenberg Campaign – C3i Variant by Michael Resch

C3i Magazine Nr26 – Countersheet Index by Mark Simonitch

1914 – A Post-war Solution for Austria-Hungary’s Mobilization by Michael Resch
1914 TitE – Dragoni’s Plan for Austria-Hungary – C3i Variant by Michael Resch

Labyrinth – The Game in Action by Joel Toppen

Clio’s Corner, Nr3: Who’s On First? Initiative in Game Design by Mark Herman

Space Empires – Optional Rules by Peter Lazzaro

Interview – John H. Butterfield – CSR Hall of Fame Award by Sam Sheikh

Commands & Colors Ancients – The Battle of Argentoratum, 357 AD – New Scenario by Kevin Duke

For the People – Defending the Union by Mark Herman and Herr Dr.

For the People – Designer’s Perspective on Raids by Mark Herman
For the People – My Union Strategy Tips by James Pei

1805: Sea of Glory – A Change of Plans – Scenario & Variant Rules by Alan E. Richbourg

SPQR – The Great Battles of Magna Graecia Module by Daniel A. Fournie

Red Winter – More Optional Rules by Mark Mokszycki

C3i Player – Gamer Profile of Mark Barker by Sam Sheikh

An Introduction to Andean Abyss – COINing a Game Series by Steve Carey

The COIN Series – Looking Ahead by Volko Ruhnke

Andean Abyss – Quick-Play Scenario and Non-Player Rally Variant by Volko Ruhnke

Andean Abyss – Solitaire Variants by Joel Toppen

C3i Player – Gamer Profile of Leland Myrick by Sam Sheikh

C3i Player Postscript – From Writer to Playtester by Jeremy Antley
Inserts – C3i Magazine, Nr26:

  • Countersheet, C3i Magazine Nr26 – 280 full color counters (1/2 inch size, die-cut counters)
  • Objective: Kiev Bonus Game – 1 color Mapsheet, Counters, Player Aid & Rulesbook by Mark Simonitch
  • 1914 Twilight in the East – 1 Card – C3i Variants – Tannenberg Campaign & Dragoni’s Plan by Michael Resch
  • Commands & Colors Ancients – 1 Set-up Card – 2 New Battles: Argentoratum & Paraitacene by Kevin Duke
  • Combat Commander – 1 Card – 2 New Scenarios: Nr115 & Nr116 by Pascal Toupy
  • Combat Commander – 1 Card – Scenario Map of European Theater & Terrain Chart by Bryan Collars & Tim McCarron
  • Andean Abyss – 1 Card – Non-Player Rally Variant by Volko Ruhnke & Mark Simonitch
  • Red Winter – 1 Card – Ice Ball Variant by Mark Mokszycki
  • Space Empires – 1 Card – New Redesigned C3i Log Sheet by Peter Lazzaro
  • SPQR – 1 Card – Revised C3i Nr25 – A Lightning Across Iberia Scenarios by Carlos Gomez Ibañez
  • SPQR – 1 Card – Great Battles of Magna Graecia Scenarios by Dan Fournie
  • No Retreat! – C3i Solitaire Expansion Kit – Cards, Rules & Player Aid by Carl Paradis

C3i Magazine Issue #27

weblink : GMT webpage

Fire in the Lake – COIN Series in Vietnam – A Fireside Chat with Game Designers Mark Herman and Volko Ruhnke by Sam Sheikh
In Civil War Games There Should Be Ships, lots of Ships…Or “Why Rebel Raiders on the High Seas Came To Be” by Mark G. McLaughlin
Rebel Raiders on the High Seas – Players Notes by Fred Schachter

Cuba Libre – COIN Series – Designer’s Notes, alt-History, and Variants by Jeff Grossman

Iron & Oak – Two New C3i Scenarios by Jim Day:

  • Scenario C3i-1: Galveston – January 1863
  • Scenario C3i-2: Cat-and-Mouse (hypothetical)

The Battle of Dertosa (Ibera), 215 BC – C3i SPQR Deluxe Version GBoH Module by Dan A. Fournie

Empire of the Sun – Fighting for a Negotiated Peace: Japanese Strategy against the Big Three by Mark Herman

Soviet Dawn (C3i Insert Game – States of Siege Series) – Simulating The Russian Civil War by Ted Raicer

Soviet Dawn (C3i Insert Game) – How the Bolshevik Revolution Survived by Darin A. Leviloff

Panzer – Two New C3i Scenarios by Jim Day:

  • Battle of Kovel, Part I, July 1944
  • Battle of Kovel, Part 2, July 1944

Bloody April – New C3i Nr1 Scenario: 7 June 1917 by Game Designer Terry Simo

C3i Interview with Hall of Fame Game Designer: Jack Greene by Sam Sheikh

Clio’s Corner Nr4: Ignorance is bliss or how to put the fog back in war by Mark Herman

4 new Combat Commander Scenarios:

  • Scn 117 Avanti Tridentina Avanti, Russia, 26 January 1943. Italians vs Russians
  • Scn 118 No. 4 Commando, France 1942. Brits vs Germans
  • Scn 119 Sky Fall, France 1944. Partisans vs Germans
  • Scn 120 Deadly Convoy. France 1944. Partisans vs Germans

Inserts – C3i Magazine, Nr27:

  • Soviet Dawn: The Russian Civil War (States of Siege Series) Game – Color Mapsheet, Counters, Cards, Player Aids & Rulesbook by Darin A. Leviloff
  • Countersheet, C3i Magazine Nr27 includes 140 (1/2 inch) and 88 (5/8 inch) full color counters

C3i Magazine Issue #28

weblink : https://www.c3iopscenter.com/pages/wargame-room-store/#!/C3i-Magazine-Nr-28/p/113579036/category=30676727

A short description of what each article in this issue covers

• Tribute to John Hill by Dana Lombardy: We remember the man who brought us the timeless classics Squad Leader and Advanced Squad Leader, and admire his many other contributions to the hobby.

• Remembering the Great War—Ted S. Raicer & Michael Resch Interviews by Sam Sheikh: C3i marks the Centennial of World War I by interviewing two of the designers who have designed some of the most well-regarded wargames on the period. Each provides their opinions on the legacies of the Great War, and their own personal connections to the war by blood as well as by gaming.

• The Battle of Liege, 1914—Historical Background by Rian van Meeteren: Included as an insert in this issue of C3i is an expansion for 1914 Offensive a outrance which covers the Battle of Liege. Rian van Meeteren provides us with the historical background behind the battle and details the lasting repercussions of this early war slugfest.

• Enemy Coast Ahead—Variant for Sorpe & Bever Dams by Jeremy White: The Doolittle Raid, famous for its remarkable engineering feat of skipping aerial bombs over water to destroy German hydroelectric dams during WW2, receives a little more attention here as variants for the Sorpe & Bever dams help bring us closer to the conditions the Raiders had to face.

• Newtown & Oriskany—Example of Asymmetric Warfare by Patrick Ruestchmann: “This article intends to help players better understand the intentions behind specific rulesets for the Indians (Native Americans) in the latest entry of Battles of the American Revolution Series… The two battles in this new volume highlight some of the key moments involving the Indians during the American Revolutionary War.”

• Combat Commander—Campaign Rules & Charts by Sam Sheikh: “Combat Commander cries out for campaign rules so that players can trace…the progress of their cardboard alter egos from battle to battle. These rules are based on Squad Leader’s Campaign Games rules…they can be used for Combat Commander: Europe, Combat Commander: Mediterranean, and Combat Commander: Pacific.”

• Unconditional Surrender—Case Blue—Tactical Tips by Salvatore Vasta: Designer of this issue’s stand alone game breaks out the cheat sheet of what you should look out for on the steppes of southern Russia.

• Clio’s Corner #5: Sam I Am; who you are tells the story! by Mark Herman: “So the question is why are more abstract depictions of military events so compelling? I believe the answer comes down to how you perceive who you are in the game. Wargames allow you to become a great world leader, famous military commander, or a squad leader orchestrating a firefight.”

• Twilight Struggle at 10—Ananda Gupta & Jason Matthews Interview by Sam Sheikh: On this 10th anniversary of the game that rocked the entire boardgaming world, C3i sits down with the designers who revived interest in the Cold War for a new generation of gamers.

• Churchill: The Beginning of the End—New Game Design by Mark Herman: Churchill is a wargame about diplomacy. Designer Mark Herman discusses how the conference mechanics work, walks us through a playthrough of one of the game’s scenarios, and why this narrative structure matters to the game’s identity.

• A Retrospective—The American Civil War at Sea by Robert G. Smith: “We often don’t think of the American Civil War in terms of the influence of sea power upon it. Yet if you review the riverine operations of the Union Navy, it becomes apparent that if the Union had failed to mobilize naval resources commensurate with the task, the Union might have lost the war.”

• How Rebel Raiders Replicates the Civil War at Sea by Mark G. McLaughlin: Continuing where Smith’s article (above) left off, McLaughlin digs deeper into the strategies, historical background and impact the naval combat had on the Civil War.

• Empire of the Sun—New Edition—‘Bots in the Pacific by Mark Herman: After co-designing Fire in the Lake (applying the COIN system to the Vietnam War) with Volko Ruhnke, Mark Herman has applied a similar scripted A.I. system to the new edition of Empire of the Sun. Mark describes the capabilities of his new ‘Bot and how it would play out under potential scenarios.

• Interview—Craig S. Taylor, Jr.—1946-2012-Lest We Forget by Sam Sheikh: Another great designer from the early days of the wargaming hobby has passed, and Sam Sheikh remarks on the interview he had conducted with Mr. Taylor just before his passing.

• Case Blue: Unconditional Surrender—Designer’s Notes by Salvatore Vasta: Sal Vasta lifts the curtain on how he adapted his larger scale design for the game included in this issue.

• World War I Times Two—Designer’s Notes—Dual Pack by Ted S. Raicer: GMT Games published a WWI Dual Pack containing two of Ted Raicer’s less well-known games, When Eagles Fight and 1914: Glory’s End. Ted provides us with some insights into where the inspiration for these games came from, and explains the intentions behind the games.

• Deck Seeding in Card Driven Games by Trevor Bender: “The concept is not truly deck building in that players do not build their deck by purchasing cards which are then reshuffled…It is more of a hybrid in which players can choose events they want to place in the draw pile from the cards that are associated with their side, and then these are shuffled with other cards to dilute the player’s choice and restore a random element.”

• Hoplite Module—Battle of Mantinea, 418 B.C. by Daniel A. Fournie: The greatest hoplite battle of the Second Peloponnesian War rumbles along the city state of Mantinea as Sparta faces down the Athenian Coalition. Dan Fournie gives us the historical background for this battle, an insert included in this issue of C3i.

• C3i Nr 28 Counter Index & New Rules by Mark Simonitch and Carl Paradis: Countersheet index and some additional rules for No Retreat! Malta-The North African Front.

• C3i Player—Gamer Profile of Janek Stolarek by Steven D. MacGowan: Janek Stolarek is a wargamer from Poland, who grew up in the Eastern Bloc during the closing years of the Cold War. He has transitioned from being solely a Euro gamer to embracing the wargaming hobby. While initially intimidated by wargames, he discovered the depth and competitive gameplay drew him in. He remarks on what made him give wargaming a shot, and what it’s like to play in Poland.

Inserts – C3i Magazine, Nr 28:
• Countersheet, C3i Magazine Nr28 – includes 252 (1/2 inch) and 14 (1.1/2 inch) full color counters – 32 counters blank
(see Page 61)
The Battle for Liege Expansion – by Rian van Meeteren & Mike Resch – This expansion scenario adds the German Handstreich attempt and subsequent Siege of Liège to the 1914 Offensive à outrance Grand Campaign scenario (Rulebook, Game Turn Track, Player Aid)
• Andean Abyss Variant – Player Aid Cards – by Örjan Ariander – Adding a Non-Player for the Colombian Government, as well as refining performance of the three existing Insurgent Non-Players, plus Planning Map.
• Combat Commander Scenarios – 1 Card – 2 New Scenarios: Nr121 and Nr122
• Combat Commander Player Aid – Campaign Sheet (Make Photocopies) by Sam Sheikh
• Hopite – 1 Card – First Battle of Mantinea Scenario Setup by Dan Fournie
• Panzer Scenarios 1 Card – Treads over Dedosnka & House of Soviets by James M. Day
• Iron & Oak Scenarios 1 Card – Plum Point Bend & Battle of the Rams by James M. Day
• Iron & Oak – 13 New Ship Data Cards by James M. Day & Charlie Kibler
• Unconditional Surrender! WW2 in Europe – Optional Rulebook by Salvatore Vasta
Case Blue: Unconditional Surrender – by Salvatore Vasta (Rulebook, Game Mapsheet, Faction Card, Combat Results Table, Sequence of Play Flow Chart, Non-CRT Player Aid Sheet)

C3i Magazine Issue #29

weblink : https://www.c3iopscenter.com/pages/wargame-room-store/#!/C3i-Magazine-Nr-29/p/113579035/category=30676727

A short description of what each article in this issue covers

• Waterloo Bicentenary, 1815-2015 by Dana Lombardy: Dana Lombardy is a proud backer of the Waterloo 1815 Project, helping to support the non-profit NHS and draw more awareness to the impact Wellington’s “near-run thing” had on history.

• COIN Series Complexity—Bigger is Not Always Better by Volko Ruhnke: “Later volumes [of a series] are likely to meet an audience already and increasingly familiar with the core system. The designer may rely…upon that system familiarity and so expand further and further the mechanics in the pursuit of simulation and innovation. This is a mistake that I have sought to avoid in the COIN Series. This article examines how.”

• Empire of the Sun—The reason I game is because… by Lucas Brooks: A man and his board game, what could be more romantic?
C3i Interview—Game Designer Brian Train by Sam Sheikh: The designer of A Distant Plain sits down with C3i’s Sam Sheikh to discuss how to make a small fortune from a large one, why Brian’s game design is so irregular from others, and how he got his start in the business.
• The Travellers of Catalan by Jason Matthews: The globetrotter and co-designer of Twilight Struggle, Jason Matthews, went to Spain at the invitation of a stranger. Try to keep up as he plows through a swath of exciting and exotic games that say a lot about the design talents of Hispania.

• C3i Player—Gamer Profile of Gian Carlo Ceccoli by Sam Sheikh: Meet Gian Carlo Ceccoli, one of the board game regulars at the local board game meetup in San Marino. Oh yeah, he also hosts the San Marino Game Convention, where wargames and others like Warhammer and Magic make their mark. Visit his website at www.asgs.com

• Clio’s Corner #6 Multiplayer Design in Churchill by Mark Herman: “I am writing this piece one month after Churchill: Big Three Struggle for Peace has hit gaming tables around the world. I want to use this installment of my column to discuss multiplayer design theory as experienced by me with Churchill. I hope to tell this story through the eyes of one of history’s most infamous dictators, Joseph Stalin, and how it feels to play in a three-player game against two artificial intelligence ‘Bots named Churchill and Roosevelt.”

• Triumph & Tragedy: Two Decades of Evolution by Tim Taylor & Craig Besinque: “I couldn’t help bit smile when I cracked open Triumph & Tragedy (GMT Games), the new game of great power conflict in the 1930s and 40s. So many memories from the last 20 years came flooding back in an instant. And like Michael Proust, I have chosen to write about how inanimate objects can transport us through the decades in the blink of an eye. But I’ll be somewhat more succinct.”

• Tom Shaw: Confessions of an 84 year old Teenage—Book Review by Sam Sheik: “The name Avalon Hill (AH) still carries strong feelings of affection and nostalgia…Tom was the Vice President of AH during its most innovative and productive years. His self-published memoir is a treasure trove of snippets about his life, of which Avalon Hill played a significant, though not all-consuming part. Let me explain.”

• Labyrinth: The Awakening—From Game Player to Game Designer by Trevor Bender: “There is a story here, and it needs to be told on the Labyrinth map,’ I said. Volko Ruhnke listened to my ideas, suggested a new rule, and gave his permission for me to run with the concept. What follows is a chronological representation of the nine month process to take Labyrinth: The Awakening from early concept, through playtesting, and ultimately to final design layout, with commentary that might benefit future would be game designers.”

• Second Hajj—Labyrinth: The Awakening 2010-? By Volko Ruhnke: Volko writes about why Trevor Bender’s work on Awakening was so successful, and how he used it as an opportunity to improve his own system from the original.

• Madison’s War—The Game as History by Gilbert Collins: Designer Gilbert Collins discusses his design philosophy behind making Mr. Madison’s War capable of reproducing, but not binding a player, to the real historical outcome via the game’s event cards.

• Jours de Gloire Series & Bicentenary Tour of Waterloo 2015 by Frederic Bey: Take a walk through the battlefield at Waterloo as Frederic Bey, designer of the Jours de Gloire series, recalls the series’ origins, evolutions, and historical elements taken into account.

• Los Angeles Game Box Production—No Retreat: Italian Front by Jeff Kaye: From press sheet to packed for shipping, watch as a board game box comes into the world!

• Hoplite Battle Module—Sparta’s Persian Expedition by Daniel A. Fournie: Accompanying Issue Nr 29’s inserts, The Battles of Meander, 397 BC and Sardis, 395 BC, Daniel Fournie breaks down the historical background of these two critical battles along Sparta’s march through Persian Anatolia during the time of Cyrus and Xenophon.

• C3i Nr 29 Counter Index & Waterloo Errata & Pascal Da Silva Biography: Counters, errata for a Jours de Gloire installment, and a short bio on one of the same series’ artists.

• C3i Player—Gamer Profile of Hans Korting by Steven D. MacGowan: Hans gives us a tour of what it’s like to be a gamer in The Netherlands, describing why he is drawn to air warfare, and chronicling his experiences working with some of the greats within the wargaming industry.

Inserts – C3i Magazine, Nr 29:
• Countersheet, C3i Magazine Nr29 – Index of this issue’s die-cut counters (see Page 61)
Plan Orange: Pacific War, 1932-35 – Complete RBM Studio Game – by Mark Herman (Rulebook, Game Mapsheet, Strategy Cards, and die-cut Counters)
• Davout in Command – Waterloo 1815 Scenario – 1 Card – by Frédéric Bey
• Wing Leader Scenarios – Cry Havoc & Supercharge – 1 Card – by Lee Brimmicombe-Wood
• Hoplite Scenarios – Battles of Maeander & Sardis – 1 Card – by Daniel A. Fournie
• Plan Orange – Player’s Notes – by Gary Gonzalez and Rory “Hawkeye” Aylward+

C3i Magazine Issue #30

weblink: https://www.c3iopscenter.com/pages/wargame-room-store/#!/C3i-Magazine-Nr-30/p/113579034/category=30676727

A short description of what each article in this issue covers

• RBM’s Fire & Movement Magazine – 40th Anniversary by Rodger B. MacGowan: Editor-in-Chief RBM has compiled a group of retrospectives done by various luminaries of the wargame hobby about Fire & Movement

• Propaganda Round: COIN Series Variety – Familiar Not Samey by Volko Ruhnke: Volko examines a key issue regarding the series he founded, that of variety. It explores how the COIN Series has sought to thread the needle of ascending variety through a stable core that is modified by diversity in settings and designers. Familiar, Not Samey.

• Liberty or Death: New 2-Player Scenario – War in the South by Harold Buchanan: Harold Buchanan has designed a new, 90-minute scenario for Liberty or Death, surrounding the American War of Independence, limiting the space and Factions to create a dynamic and compact game.

• Liberty or Death: The American Insurrection Strategy Guide by Harold Buchanan: “This article is intended to share my thought process when I play and how I view the set of strategic alternatives. My personal view is that the game supports a wide variety of strategies and an agile player will adjust in response to the actions of others at the table.”

• Triumph & Tragedy – Five New Scenarios – The War Years by Tim Taylor: Although Triumph & Tragedy is not really an historical simulation, it’s still interesting to examine the possibilities of World War II through its “lens” — one snapshot at a time. Each scenario depicts the beginning of a year of the war; forces are arrayed approximately as in history, within the game’s parameters of course. These C3i scenarios provide a springboard for players to explore the many “what ifs?” of World War II.

• Clio’s Corner #7: There is no substitute for victory…or is there? by Mark Herman: Nowadays, a lot of gamers hew to Douglas MacArthur’s thinking that “there is no substitute for victory,” and many buying decisions are based on the collective sense that a game should be balanced and true to history. Mark Herman discusses how he incorporates balance into historical designs as well as the trials of balancing a solitaire system within the same design.

• Silver Bayonet – C3i Battle Report by Mitchell Land, John Leggat & Allen Martin: To celebrate the 25th anniversary of Silver Bayonet, Mitchell, John and Allen got together to chronicle a playthrough of the game that launched GMT Games (simulating the struggle for survival of Hal Moore’s 1/7th Cavalry Troopers in Vietnam, 1965).

• Colonial Twilight at U.S. Army War College by Lieutenant Colonel Joseph Chretien: Including a sidebar by game designer Brian Train, LTC Joseph Chretien documents Brian’s unique facilitation of an event at the USAWC, where attendants viewed the film Battle of Algiers, followed by playthroughs of Colonial Twilight which covers the same struggle between French COIN forces and Algerian insurgents.

• Liberty or Death Map Display – Card Events & Battle Map by Terry Leeds: A high resolution two-page spread labeling the locations of where Liberty or Death’s major naval and land battles, as well as event cards, took place.

• Operation Dauntless: Two New Scenarios & Optional Rules – by Mark Mokszycki: In the rush to print Operation Dauntless, two scenarios were left on the cutting room floor. Designer Mark Mokszycki has wrapped them up and presents The Battles for Fontenay and Rauray, France, June 1944.

• A Distant Plain: Non-Player Variant Insert Card – by V.P.J. Arponen: A ‘Bots variant for A Distant Plain (about the modern day Insurgency in Afghanistan), this variant preserves the familiar format of non-player priorities in action selection, and as a novelty it encourages the player to play as any four of the Factions. The revised non-player rules are also here on the C3i Ops Center.

• C3i Player – Gamer Profile of Film Director & Game Player Lance Nielsen by Sam Sheikh: Lance Nielsen has been a gamer since the 1980s. Inspired by the stories and history he has played, his new movie, Pegasus Bridge, chronicles the 7th Para and Ox and Bucks units’ efforts to take and hold the bridge during Operation Market Garden. He also tells us about how he got his start in gaming and why he thinks it is so important to him.

• Labyrinth: The Awakening – Event Card Background by Trevor Bender: Trevor Bender breaks out the historical background found on the event cards used in Labyrinth: The Awakening, an expansion of Labyrinth: The War on Terror.

• Empire of the Sun – Where’s the 4th Marine Division? by Francisco Colmenares: Opening Paragraph Lift

• Alexander Battle Module – Battle of Hellespont, 321 BC by Daniel A. Fournie: Accompanying Issue Nr 30’s insert, Battle of Hellespont, 321 BC, Daniel Fournie has given us an extremely deep historical background article on the events leading up to, including, and resulting from the battle that effectively ended the First Diadochian War.

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• C3i Player – Profile of SPI Game Designer Lenny Glynn by Sam Sheikh: Renowned game designer Lenny Glynn reflects on his days at SPI, and the surprising road he took to get to today through Time Magazine, the Oval Office, Victory Games, and is now making a Go version of the Pacific Theatre during WW2.

• South Pacific, C3i Game in Nr30 – Strategy Notes by Mark Herman: “South Pacific (SPac) is an Empire of the Sun (EotS) C3i Scenario Variant that uses the full scope of its parent design. While South Pacific is a complete stand alone game all of the tactics that work in EotS work in SPac. What is unique about SPac is the smaller map region (sub-set of EotS map) focuses and significantly simplifies the strategic options available to the two sides. I should mention, if you learn how to play SPac you have also learned how to play EotS.”

• Plan Orange, C3i Game in Nr29 – Strategy Guide by Mark Kaczmarek: Mark Kaczmarek boils down some of the tips he provides to new players for this fascinating “What If?” game (included in C3i Issue Nr 29) simulating a conflict between the United States and Japan in the early to mid-1930s instead of 1941.

Inserts – C3i Magazine, Nr 30:
• Countersheet, C3i Magazine Nr30 – (see Page 44 Index of this issue’s die-cut counters)
South Pacific – Complete RBM Studio Game – by Mark Herman (Rulebook, Game Mapsheet, Strategy Cards, and die-cut Counters)
• A Distant Plain Random – Spaces Map – 1 Card – by V.P.J. Arponen
• A Distant Plain – Bots Variant – 1 Card – by V.P.J. Arponen
Wing Leader: Supremacy C3i #30 Scenarios Card – Op Meridian & Here Comes the Beast – by Lee Brimmicombe-Wood
• Alexander Set-Up Card – Battle of Hellespont, 321 BC – by Daniel A. Fournie
• C3i Game Marker Sheet – Liberty or Death Leaders + EOTS 4th Marine Division
• Operation Dauntless – Setup & Tables – 1 Card – by Mark Mokszycki

C3i Magazine Issue #31

weblink: https://www.c3iopscenter.com/pages/wargame-room-store/#!/C3i-Magazine-Nr-31/p/113575090/category=30676727

A short description of what each article in this issue covers

• RBM’s C3i Magazine: Editor-in-Chief Rodger B. MacGowan takes a brief look back at the road C3i Magazine has traveled over 25 years.

• Disaster at D-Day—New Scenario for Normandy’44 by Trevor Bender: A counterfactual scenario for the game Normandy ’44; this article details the specifics of the scenario, the literary and historical background and reasoning behind the changes, as well as an addendum article on counterfactual history as a subtopic of speculative history.

• The Battle of Wakefield, 1460 – Historical Background by Ralph Shelton: Who was the Duke of York? Why did he rebel against the Lancastrian King? What path led him to Wakefield? Read about the battle that set England against itself for more than 30 years with the War of the Roses.

• Weaponry in Arquebus – Men of Iron by Richard H. Berg: Get into the nuts and crossbow bolts of how each unit type used in the game Arquebus (part of the Men of Iron series) operated in Italian history, and their relative strengths and weaknesses.

• Overview & Tactical Tips for Clash of Giants Civil War by Steve Carey: Take a look at some of the subtle nuances inherent in the elegantly designed Clash of Giants: Civil War.

• West Point’s Wargame Club by Captain Garrett Gatzemeyer: Tabletop games are valuable tools for preparing tomorrow’s officers. Delve deep into the basement of the United States Military Academy, where faculty members and camouflage-clad cadets meet to roll dice, push figures, and flip cards.

• Clio’s Corner #8 by Mark Herman: In Pericles, which simulates the Peloponnesian Wars, the winner of the game is the player who can cooperate with his opposition faction in order to win the war as a team, while defeating them politically. Discover how Alexander Hamilton’s musings in the Federalist Papers helped designer Mark Herman mold this game system into being.

• C3i Interview – Mark Herman by Sam Sheikh: Mark Herman reflects on his game design career, from his early days at SPI to today and beyond.

• Fire & Movement – After Four Decades of Hindsight by Richard DeBaun: Richard DeBaun broke into Area 51 in order to bring back, with only minor revisionist history, some insights into why Fire & Movement magazine was so groundbreaking.

• All Bridges Burning, Finland 1917-18 – COIN Series Preview by VPJ Arponen: Here is an exclusive preview of one of the new entries into the COIN series. Follow the designer as he walks through how his design examines the question of what a country can become after a brutal and divisive civil war.

• History of the Down in Flames Series by Michael Lemick: Down in Flames, a series of games about air combat during WW2, has had a long history of support from C3i Magazine. Michael Lemick, one of the key developers of the series, reflects on the production of the many C3i expansions to the series.

• Operation Daunting? Battle Report by Mark Kaczmarek: Put off by long rulebooks? Don’t worry, Mark Kaczmarek has you covered—jump into the Battles for Fontenay and Rauray in France, June 1944, and play a few rounds of Operation Dauntless with him to see how you like it.

• Liberty or Death – The History Behind the Counters by Trevor Bender: The key figures of the Revolutionary War are lauded and praised, but what about the secondary and tertiary players? Read about how they impacted the American Insurrection.

• Game Errata – South Pacific – C3i Magazine Nr 30 by Francisco Colmenares: Errata for C3i Magazine Nr 30’s standalone game, South Pacific.

• Alexander Battle Module: Battle of Corupedium, 281 BC by Daniel A. Fournie: In the previous issue, the first battle of the Diadochi (Successors to Alexander the Great), Hellespont, was presented. Now we take a look at the last battle fought by the original successors—Lysimachus versus Seleucus at the Battle of Corupedium, 281 BC. Read about the history, then play the module included in Nr 31’s free inserts!

• Designing Hitler’s Reich by Mark G. McLaughlin, Fred Schachter & Vez Arponen: “…There was no simple, quick to set up game of WWII that we could complete in an evening. Being a game designer, I took his cranky rant for a challenge and within two weeks had come up with the first rough draft of what would become a new strategic game for the WWII European Theater: Hitler’s Reich.”

• Unconditional Surrender – Policy Markers Track by Salvatore Vasta: Designed to assist gamers playing the Three-Faction Europe Scenarios of Unconditional Surrender. This is a two player game covering the World War II military campaigns fought in southern Russia during 1942-1943. One side controls the Axis forces, while the other side controls the forces of the Soviet Union.

• COIN Player Aid – How to Play 4-Faction COIN System by Brian Train: Turn any COIN game that requires 4 players into a 2-player affair using half a page of rules! An extremely valuable set of rules to have.

• MacGowan & Lombardy’s The Great War Card Game by Dana Lombardy: Read a little about the special hybrid card game featuring Rodger MacGowan’s artwork and Dana Lombardy’s design, part of a special fundraising effort for the non-profit World War One Historical Association.

Inserts – C3i Magazine, Nr 31:
• Countersheet, C3i Magazine Nr31 – (see Page 64 Index of this issue’s die-cut counters)
The Battle of Wakefield, 1460 – Complete RBM Studio Game – by Ralph Shelton (Rulebook, Game Mapsheet, Player Aid Card, Flight Point Track and die-cut Counters)
• Labyrinth – Surge 2007 Scenario – 1 Card – by Trevor Bendor
• Ukraine’43 – Player Aid Card – by Carlos Olivares
• Normandy’44: Disaster at D-Day Player Aid Card – by Mark Simonitch
• South Pacific –Terrain Effects Chart from C3i Nr30 – by Mark Simonitch
• History of Wargame Graphic Design Poster – by David Dockter and Rodger B. MacGowan

C3i Magazine Issue #32

weblink: https://www.c3iopscenter.com/pages/wargame-room-store/#!/C3i-Magazine-Nr-32/p/126333949/category=30676727

A short description of what each article in this issue covers

• Disaster on the Dnieper—New Scenarios for Ukraine’43 by Trevor Bender: Trevor Bender returns to further dissect what makes a counterfactual scenario work, introduces a new scenario included with this issue of C3i, and provides a bonus scenario based around the Kursk Offensive, the largest tank battle in history.

• Denmark—The World’s Largest Gaming Cooperative by Jason Matthews: Jason Matthews, co-designer of Twilight Struggle, journeys to a boarding school in central Denmark where they support their curriculum with LARPing (Live Action Role Playing) and general gamification, yielding very exciting and encouraging results. After facilitating the Cuban Missile Crisis writ small, he is invited to Fastaval 2017, a place where thousands of gamers from every subgenre gather to share and play games, as well as participate in game design contests. A really insightful look into Danish gaming culture.

• Pentecontaetia—Strategy in Pericles—1ST Peloponnesian War by Mark Herman: “Over the course of my wargame career, I have studied and published at length on military strategy. I have found over the last few years my deep interest in integrating my Defense experience to look at warfare strategy as an extension of political strategy (Clausewitz). My first deep look at this narrative was in my Churchill design. Pericles, my second entry to the “Great Statesmen” series, goes deeper into faction politics, something that seems particularly appropriate in 21st century America (see my Clio’s corner from last issue).”

• Lysander—2 Player Variant for Pericles by Philip Jelley: One of the problems with a four player game is it is sometimes difficult to get the requisite crew together to play, which Philip Jelley has sought to remedy with this exciting variant, fleshed out at Mark Herman’s request, no ‘Bot required.

• Banish All Their Fears—Bayonet & Musket System Design by Ben Hull: Ben Hull recounts how he developed the Musket & Pike system, the ancestor of the new Bayonet & Musket system, and gives us the historical context for why the new system will be a streamlined yet accurate depiction of shifting battle rhythms.

• Clio’s Corner #9: Take Me To Your Leader or “Where’s the ‘Bot?” by Mark Herman: “The first challenge is how to assimilate players of varying skill and historical knowledge into a new system, beyond learning the mechanics. I find that a ‘Bot can act as a surrogate strategy advisor on that all important first turn, when you have no idea what to do next… I thought it was time to talk about solitaire systems from a design point of view. I will approach this topic from my own personal journey and how my thinking has evolved on this topic over time with some of my key findings in what is loosely call ‘My Beginner’s Guide to ‘Bot Design,’ with myself in the role of the beginner.”

• C3i Interview—Volko Ruhnke by Sam Sheikh: Volko is a retired US intelligence analyst who worked in the Central Intelligence Agency’s Directorate of Analysis from 1989 to 2018 and in the US Department of the Army as an International Relations Officer from 1986 to 1989. During his national security career, he helped incorporate tabletop game design into analytic training and research about real-world military, political, law enforcement, and economic issues.

• Holland’44—S3 Northern Scenario by John Davis: This scenario covers the actions of the 82nd and 1st Airborne Divisions, and the attempts by 30 Corps to break through to Arnhem. It covers the initial air drops through to 22nd September, after which increasing German attacks on the fragile 30 Corps supply corridor made further Allied progress increasingly difficult.

• Stand Alone Games—INSIDE C3i Magazine—RBM Studio Centerspread: We know you read the magazine for the articles, but here’s the centerfold showcasing all the stand alone games C3i has printed since Issue Nr 20.

• Pendragon Strategy Tips—The Barbarians by Morgane Gouyon-Rety: This is the first of a projected pair of C3i papers on strategy tips for Pendragon – The Fall of Roman Britain, Volume VIII in the COIN series. This first entry focuses on the two Barbarian factions, the Saxons and Scotti. They appear to be the most challenging to grasp for new players, and designer Morgane Gouyon-Rety is here to be your guide.

• Last Eagles—Ligny 1815—a Hexasim game, by Mark Kaczmarek: Last Eagles – Ligny 1815 is the third game in the exciting Eagles of France series following the release of Fallen Eagles-Waterloo and Rising Eagles-Austerlitz, all published by Hexasim. The battle of Ligny, occurring on June 16th, just 2 days before the epic battle of Waterloo, is often overlooked by many wargamers and historians. However, the results of this battle had immediate impacts to the conduct of the Waterloo battle and as such deserves to be studied in its own light. Mark gives us a rundown of the history, and how dynamic this simulation of the battle is.

• On Similarity and Diversity in the COIN Series by VPJ Arponen: The COIN series stretches across six years with eight award winning volumes and a further two volumes and two expansions available for preorder, not to mention several more in various stages of development. What makes the COIN system so stimulating? What is its essence? In this article, we will be analyzing the series as well as talking to a number of COIN designers to find out.

• C3i Scenario Guide—Table Battles, a Hollandspiele Games production, by Tom Russell: Table Battles “can be used to conceivably cover any traditional set-piece land battle from any period in human history.” Tom gives us a basic run-down of how his system works, and an overview of the two battles (Gaines’ Mill and the Bouvines) in this issue. You thought you got two games in C3i Nr 32? Naw, you got three. You’re welcome.

• C3i Interview—Ben Hull by Sam Sheikh: Ben Hull is a game designer and U.S. Marine officer who is well known for designing the Musket & Pike Series and Fields of Fire. He is currently working on creating the new Bayonet & Musket Series (GMT Games) with Volume I: Banish All Their Fears depicting the Battles of Neerwinden 1693 and Blenheim 1704.

• GBoH Series—C3i Scenario Designer’s Notes by Daniel A. Fournie: Dan looks back on the GBoH series, reflecting on the many volumes of analysis he has done for past issues of C3i as well as how he initially got into the series. He then breaks down how he approaches the production process of both writing articles and designing scenarios within the GBoH series.

• Road to Moscow—World Wargame Hobby: Igor Luckyanov and Dmitry Klyuykov are the co-owners of the proWargames store in Moscow. Selling only board wargames since 1996, they are proud to share with us some of their initial experiences in the wargaming hobby, and have constructed an illuminating profile on the hobby today from their brick and mortar shop in downtown Moscow. (http://www.prowargames.ru).

• C3i Nr30 South Pacific Tournament—2017 San Diego Historical Game Con: Observe as Mark Herman challenges 9 opponents simultaneously to games of South Pacific!

Inserts – C3i Magazine, Nr 32:
• Countersheet, C3i Magazine Nr32 – (see Page 66 Index of this issue’s die-cut counters)
The Battle of Gettysburg – Complete RBM Studio Game – by Mark Herman (Rulebook, Game Mapsheet and die-cut Counters)
The Battle of Issy – Complete RBM Studio Game – by Frédéric Bey (Rulebook,Game Mapsheet and die-cut Counters)
• Table Battles – Two New Battle Scenarios – by Tom Russell (Rules Insert, Playing Cards)
Holland’44 – Northern Scenario Player Aid Card – by Mark Simonitch
• Pendragon – COIN – Battle Board Player Aid Card – by Morgane Gouyon-Rety
• Pericles – Player Notes & Map – C3i Player Aid – by Mark Herman

C3i Magazine Issue #33

A short description of what each article in this issue covers

• Alternative Airborne Landing Locations for Holland ’44 by Trevor Bender: Trevor Bender drops into Operation Market Garden again with a “variant (that) is a follow-on to my previous article in Special Ops Magazine #4, pp. 10-13 in 2013 titled, Operation Market Garden as a Topic for Operations Research. There I laid out rules for alternative drop locations and timing for MMP’s Monty’s Gamble.”

• Propaganda Round, Nr 3: Stock and Flow in Wargames by Volko Ruhnke: Volko Ruhnke, creator of the COIN Series of boardgames, dives deep into the history of supplies and how they have been gamed throughout the history of the hobby. From Afrika Korps to his newest COIN game, Nevsky, Volko explores the importance of supply, what the balance and mechanics mean for each game, and how the designer approaches the concept.

• Infantry Weapons and Tactics: Behind Fields of Fire by Ben Hull: “Although the focus of Fields of Fire is on the rifle company, players will quickly notice that the repertoire of the company extends beyond the rifle. The following is a brief discussion of the “tools of the trade” available to company commanders, and their history.”

• Clio’s Corner #10: Distilling History to its Essence, or How to Make Wargame Moonshine by Mark Herman: “So, for this tenth column I want to explore how I integrate and distill history into a game yet still be authentic to the facts? Said another way, how much history does an historical wargame require for it to be an historical wargame?” Take a walk with Mark and let’s muse for a moment about what makes a wargame, a wargame.

• Daddy, you say you don’t like war, so why do you play these games? by VPJ Arponen: “Much like movies and books, or any other form of art, table top games handle a range of topics from abstract, fun and entertaining, to the controversial. Periodically not only wargaming, but also lighter “euro-game” fare, might become the subject of heated discussion about why a particular theme may or may not merit a game. Why do we pick the topics we play games about?”

• Clio’s Corner #9: Take Me To Your Leader or “Where’s the ‘Bot?” by Mark Herman: “The first challenge is how to assimilate players of varying skill and historical knowledge into a new system, beyond learning the mechanics. I find that a ‘Bot can act as a surrogate strategy advisor on that all important first turn, when you have no idea what to do next… I thought it was time to talk about solitaire systems from a design point of view. I will approach this topic from my own personal journey and how my thinking has evolved on this topic over time with some of my key findings in what is loosely call ‘My Beginner’s Guide to ‘Bot Design,’ with myself in the role of the beginner.”

• Campaigns of 1777—RBM Studio Centerspread: If you’ve got it, flaunt it. This centerspread gives a beautiful reference map for Campaigns of 1777 from Harold Buchanan.

• Thoughts, Designer’s Notes and New Scenario for Campaigns of 1777 by Harold Buchanan: “On December 9, 1777, France received the news of the British surrender at Saratoga. French Under–Secretary of State to the Comte de Vergennes was quoted as telling Benjamin Franklin that Louis XVI was ‘determined to acknowledge American independence and make a treaty.’ News of the bilateral Treaty of Alliance between the French and the American Patriots reached London on March 14, 1778. It was the Battle of Saratoga that represented a major turning point of the American War of Independence, giving confidence to the French to assist the fledgling Americans in their search for self-governance. But why did the Battle of Saratoga turn the way it did? Campaigns of 1777 seeks to answer that question.” Includes a new counter for playing this game, published by Decision Games.

• Solitaire Play Method: Campaigns of 1777 by Joel Toppen: “PDD, or Player Deficit Disorder is a common wargamer malaise. You know the feeling! Brand new game arrives. It looks amazing on the table! But then comes the challenge of finding another player. Well, I can’t help you find an opponent, but I might be able to provide you with a means by which Campaigns of 1777 might be a more enjoyable solitaire experience.”

• Churchill Variant by Jon Zeigler and Bernard Roessler: Henry Wallace served as Vice President of the United States for FDR up until 1944 when Truman took over. Truman would go on to succeed FDR and close out the end of WW2. But what if FDR had passed on earlier? This card, only available in this issue, gives you a glimpse into what might have been.

• Polemos Variant–Pericles by Mark Herman and Herr Dr.: “Polemos is the Greek word for ‘War’ and this two-player variant morphs Pericles into a two-player struggle; primarily, a strategic military game meant for head to head competitive play. This variant uses the core rules with the following major modifications to the Assembly and Political phases of the fourplayer design. The players will instead focus their efforts on the Theater phase and military operations. We believe this is yet another way to learn and improve your strategy in Pericles.”

• C3i Interview: José Ruiz—Stuka Joe by Steve Carey: “‘Stuka Joe’ is a dedicated wargamer and videographer who currently has 5,400 subscribers on his own YouTube channel. Steve Carey had the distinct pleasure to meet him during the CSW Expo 2019, and he left a lasting impression. As one of the rising luminaries in the hobby, it is our pleasure to introduce José to C3i readers.”

• December 1941 Variant for Empire of the Sun by Mark Herman: “An area of continuing interest for me is the interwar period that saw the world react to the horrors of the War to End All Wars, that spawning various international attempts to outlaw war and restrict armaments that ultimately resulted in World War II. In my continuing study of the Strategic decision space that the Japanese militarists debated in their run up to the Southern offensive and their attack on Pearl Harbor, I found that there were other paths not taken.” Mark introduces two new cards to add even more depth to Empire of the Sun, both exclusive to this issue.

• Issy Campaign 1815 by Frederic Bey: “This campaign scenario is specially designed for Issy 1815, 44th battle in the Jours de Gloire series that was published in C3i Magazine Nr32. It requires the 16 extra counters provided with C3i Magazine Nr33.”

• Deluxe SPQR: Battle of the Po River: C3i Module by Daniel A. Fournie: Dan Fournie has been a perennial resource for adding more and more refinement and modules for the GBoH series. He returns to give an update to a game he covered all the way back in 1996. “The multitude of new unit counters now available in SPQR Deluxe has allowed for a re-design of the scenario, with more accurate, and balanced, results.” Enjoy a well-researched new module, with some of his reasoning behind it all.

• Solitaire Tactics Methods for playing The Battle of the American Revolution Series Games by Joel Toppen: In each instance where Close Combat takes place in this series, the two players must secretly decide one of eight tactics to pursue. If you’re playing solitaire, some of these tactics won’t make sense, so Joel has come up with a way to make it all make sense. Makes sense?

• C3i Interview: Ted Raicer by Sam Sheikh: If you’re here, you probably know Ted Raicer as the designer of numerous great titles over the decades. Sam and Ted talk about some of his most recent games, his design philosophy, his biggest accomplishments, and a look back at some of his favorites as well as his next title, the Deadly Woods.

• Oh My God, They Killed Castro! That Time South Park Referenced Twilight Struggle by Jason Matthews: In Season 23, episode 7 of South Park (titled “Board Girls”), Twilight Struggle becomes a mode for girls beating down a wrestler turned female-athlete. How did this happen? Jason isn’t sure himself, but is ecstatic and has created a new card for Twilight Struggle to commemorate it!

• In Memory of Richard H. Berg, by Mark Herman: Richard Berg, designer of countless wargames going back into the 1970s, passed away in 2019. Bold, brash and a wonderful man, we remember him and thank him for the years he dedicated to the hobby. Mark Herman, one of his closest friends, gives us a glimpse into who Richard was and always will be.

• Unconditional Surrender! Weather Limitations by Sal Vasta: “The weather effects in Unconditional Surrender have a large impact on combat results. Because of this, a campaign game’s play balance may be seriously affected if the same weather, especially Fair, occurs many turns in a row. The following new rule mitigates that possibility.”

• In Memory of Chad Jensen by Rodger MacGowan: Chad Jensen, beloved designer of the Combat Commander Series also passed away in 2019. Rodger reflects on the first time he met him and all the times they worked together since. As long as a designer’s games are being played, he is not forgotten.

Inserts – C3i Magazine, Nr 33:
• Countersheet, C3i Magazine Nr33 – Index of this issue’s die-cut counters)
The Waterloo Campaign – Complete RBM Studio Game – by Mark Herman (Rulebook, Game Mapsheet, Player Aids and die-cut counters)
• SPQR – Set-Up Card for Battle of the Po River – by Daniel A. Fournie
• Solitaire Tactics Tables Card for Battles of the American Revolution – by Joel Toppen
• Empire of the Sun & Churchill – New Playing Cards + Counters for Issy & EOTS
• C3i Magazine Peel & Stick Labels for your C3i Collector Boxes!

C3i Magazine Issue #34

Inserts – C3i Magazine, Nr 34:
Battle for Kursk: The Tigers Are Burning, 1943

Main Content Index | Game Series Index | Game Magazines Index

[Update] Sea of Thieves Wiki Guide | sea games 29 wiki – Vietnamnhanvan

This page contains tips, tricks, strategies, and secrets you should know before heading out on the open seas in Sea of Thieves.

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Please click or tap the links below to jump to different sections of this Tips and Tricks page:

Hit the links below to jump to other tip-related pages of this guide where you’ll find info on what to do if you’re just starting your piratical journey, what Sea of Thieves doesn’t tell, and more:

Beginner Tips

These tips are meant for players starting Sea of Thieves for the first time. And hey, even if you’ve played for a bit, you may find a few new details here or there! Add your own by hitting the “Edit Page” button after you’ve signed in.

The objective of Sea of Thieves is to work with others to amass riches, chase down treasures, complete quests, and defend your lives and loot from the enemies both undead and human. 

First Things First

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Check out The 9 Best Tips for Getting Started, and more tips below!

Whenever you begin, you’re going to want to stock up on items found on your current island. Find Bananas to help restore health, planks to help patch holes in your boat, and cannonballs for, well, your cannon.

Once you’re full, head back to the ship and drop them into the barrels found in the lower decks. Now you’ll always have some of these items handy and you’ll have room for the next time you leave the ship. It’s a good idea to have your pockets fairly empty (at least no cannonballs and planks — you want bananas to heal yourself) when exploring an island as you’ll want to stock up again. 

Next up, get yourself some quests from your starting isle merchants. You can activate them in the Captain’s Cabin on your ship. Once enough players have voted on a quest (by standing in front of the table and selecting one), you will receive destination information. Head down to the map, find the matching island, hit a button to circle it, and remember the direction (or have someone advise you later. It’s time to set sail!

Ship Terminology

Communication is key, but it’s also important to know what everything is called, especially in quick and tense situations.

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  • Bow – Front of the ship.
  • Stern – back of the ship.
  • Hull – The main body of the ship (between bow and stern).
  • Mast – The large wooden pole the holds up sails.
  • Rigging – Rope that supports the sails and masts.
  • Port – Left side of the ship (when facing bow).
  • Starboard – Right side of the ship (when facing bow).

How to Sail

Everyone likes to pretend they know what they’re doing at first but we all start somewhere. Understanding how to operate the ship can come a long way. Keep in mind that the larger your crew, the bigger your ship.

  • Anchor – Located near the bow. Quickly drop the anchor with X or take the time to turn and raise the anchor. You don’t need to hold X while raising it.
  • Sails – Each sail has two options. The left rigging allows you to raise and lower the sail. Have it lowered when you want to sail to allow the wind to push your boat forward. Raise it when you’ve stopped and you don’t want your boat to move. The rigging on the right will let you turn the sail. Turn the sail into the direction of the wind to have it work properly. Look for the wind lines that show the direction and origin. You want the wind to hit your sails just right. The sails will make a noise and fill up when you’ve got the right angle. To go slower, raise the sails. 
  • Map – Having someone keeping an eye on the map is always a good idea. As everyone works outside, the player watching the map can communicate with the player behind the wheel. You can mark locations on the mark with a circle and don’t forget you can zoom out and in to see finer details of each island.
  • Wheel – The wheel isn’t as daunting as it looks. Turn left to go left, right to go right. Just like driving a car, you’ll need to position the wheel back to the center once you’ve got the direction you want.
  • Crow’s Nest – There’s a ladder that takes you up the main mast and into the Crow’s Nest. Use this handy spot to spot obstacles and islands of interest in the distance. This is a great way to keep an eye out for danger as well.
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Communication is Key

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If you want to experience Sea of Thieves to the fullest, you’re going to want to pull out that headset. Communication is vital in completing voyages and simply navigating the ship. Ideally you’ll want everyone in your crew to have voice chat enabled, but even having one member speaking can make a big difference. Remember to use simple, but specific terminology — like 12 o’clock and 6 o’clock, or the above-mentioned nautical terms.

If you really can’t pull out a microphone, there are a few in-game options that will give your partners something to work with. Hold the D-pad to reveal a circle wheel of premade text messages. Simply move the left control stick to select a message and let go to send it. Don’t forget that hitting X can reveal an additional set of dialogue. Ahoy!

Hitting the D-Pad while holding certain items or interacting with objects can yield a different set of messages. Use it while holding a telescope to alert your crew of a ship, or select one of the cardinal directions when viewing the map. If you pull out your pocket watch, you’ll have the option to suggest voting on a new voyage.

Communication is Key Part 2

Chat in Sea of Thieves is proximity-based, and you can use this to your advantage when encountering other players.

Simply chatting up others may help extend the hand of friendship, but you can also eavesdrop on other crews who may be planning something nefarious. You can also try and sneak onto their ship and listen in on where their treasure is located, or when the plan to drop anchor and hop off. Don’t give away too many of your tactics if you think someone else might be listening!

Repairing Your Ship

Sometimes your ship gets damaged and it starts filling up with water. It happens. When it happens, whip out your plank and seal the damaged area. From there, grab a bucket, scoop up some water, then toss it overboard. Each scoop picks up a surprising amount.

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If there’s a window in area or any of the floors before the main deck, fill up your bucket and toss the water through the window. This will speed up the process!

Enemy cannons aren’t the only way your ship can be damaged. Sailing into wreckage or slamming into an island doesn’t help your ship at all. Even riding through a storm can cause leaks to appear.

Know Your Ships

Before you hop into the game, you’ll be asked what kind of crew size you want. The ship you start with depends on the size. A crew of four will get a galleon featuring three sails and additional decks, a duo will get you a vessel, and going solo will start you off with the smallest boat.

Larger ships will take longer to turn over their smaller counterparts, but they do offer a different advantage. The galleon is a faster boat overall, provided you are sailing with the wind. Be able to turn quickly can help you evade enemy attacks, so keep this in mind! There’s also the new Brigantine ship, which is a mid-sized ship perfect for groups of two to three.

Advanced Tips

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Check out some of these lesser known tips that’ll help you better navigate the open sea and help you get the upper edge on enemies.

Mermaid Warp

YOUR CREW LEFT YOU AGAIN! Don’t sweat it! If you took too long checking out a new island or the nearby shipwreck, you’ll get the chance to warp back to your ship. Once the ship has made some distance, a mermaid will appear in the water. Look for the plume of smoke rising from the water to locate it. Interact with it to rejoin your crew.

This also works if you jump overboard while you’re out on the open seas. No big deal!

Lights Off

It’s good to have the element of surprise, right? Make sure to shut off those lanterns when the sun goes down. The moon offers plenty of light, so there is no need to light up like a Christmas tree for any treacherous foes to see. Lanterns give off a yellow glow and can easily be seen from a distance. 

Treacherous Glint

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The spyglass is great for spotting enemy ships — but if the sun shines on it, it’ll produce a very visible flash. Be careful not to stare too long or you might alert your opponents. 

If you see a glint coming from the beach of an island, it usually means there is a piece of treasure there.

Blast Off to Your Destination

Cannonballs aren’t the only thing you can place in the cannon. If you want to get from ship to land in a hurry, throw yourself into the cannon and get blasted off to the island. Seriously.

To do this, first aim the cannon to wherever you’d like to land. Do not equip a cannonball and make the sure the cannon is not already loaded. Go to the front of the cannon and load it with yourself. A friend can aim you and fire or you can aim before climbing in and fire yourself.

You may end up taking some fall damage once you land, so keep that in mind. To stay on the safe side, you can always aim for the water near the shore.

Ah yes, the cannon. Looks awesome and it’s super effective, but let’s make sure we’re using it to its full potential.

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First off, before you even start a battle, prepare your cannons by loading up them up with cannonballs. When a fight does occur, the loaded cannons can be quickly used and they can be the slight edge you needed to walk out victorious. Leave one or two cannons open in case you want to use them to blast yourself to land.

When fighting another ship, make sure you’re holding spare cannonballs as you can instantly reload — and try not to shoot your cannon at the same spot. Blasting a hole is the first step, but there’s no point in continuing to fire in the same location. Find a new spot!

Take note of the part of the ship that floats below the water. You’ll want to aim your shots to land here so that water starts to fill the enemy ship once it’s been hit. Aim just above where the water hits the ship to better your chances.

If an enemy ship is hit, they’ll need one person to fix one hole. Now imagine if three holes were made at once. More work for one person to clean up and hopefully more chaos for your foes. Coordinate with your crew to try and attack at the same time to make it harder for any enemies.

Knock Back Opponents

Melee combat can be a bit finicky in Sea of Thieves, but there are some aspects you should know.

when swinging your sword – either at skeletons or players alike, a three-hit combo will send your opponent flying backwards, even if they block. Charging up your swing and doing a dash strike can also knock back enemies (except skeleton captains), as well as stunning them – if it connects. Use knockback to get some space, or get rid of other players who try to swarm your ship.

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Votes that Count

There are two things you can vote on. The first is sending someone on your crew to the brig. Dealing with someone who is causing chaos for no reason? A troll of some sort? If a majority votes to send them to the brig, the player will be locked up on the bottom deck of the ship where other members of the crew can taunt, mock, or even vomit on the troublemaker. That player can be voted out by the rest of the crew. Otherwise, you’re stuck there until you quit. Make better choices!

If you’re playing for the first time and wondering why you’re locked in a cage you can’t escape, well, that’s why.

The second voting option is for scuttling ships. Did you get yourself in a tight situation you can’t seem to get out of? Vote to scuttle your ship to have it appear at a nearby island.

Better in Numbers

This one may be a little obvious but it can easily overlooked. Having multiple players perform a single task can help speed up the process. Clearing out water from inside the ship? Yes. Help bring up the anchor? Definitely. Digging out a treasure chest? You bet.

Sharp Turns

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Want to flip your boat with a sharp turn? Start turning the wheel in the direction you desire, then drop the anchor jolt the boat in the same direction. The wind can help you pull off a very fast turn. This is a nice tactic if you’re being pursued, but you’ll still want the rest of the crew pulling the anchor back up quickly.

Eyes for the Captain

The view from behind the wheel can be breathtaking, provided you can see past the sail. For the center mast, try raising it a bit to allow the player controlling the wheel to see some of the water directly in front of the ship.

Center of the Wheel

It’s important to straighten out your ship after you’ve successfully turned it in the right direction. One of the handles on the wheel is plated in gold, indicting the center. For larger ships like the Galleon, the wheel can make two full rotations. Listen for a specific loud smack as the gold handle passes to confirm the center.

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The North Star

The compass is great, but there is an additional way to easily navigate. At nighttime, look up and search for the brightest star. It’s the North Star!

Enemy Ships at an Outpost

Treasure found in the world of Sea of Thieves will need to be dropped off at an outpost where you can claim your reward. Naturally, different crews will be entering and exiting outposts quite often.

Be careful! If you see a ship already docked at an outpost, that can mean trouble. You may get lucky and nobody will bother you, but let’s be real. You can try and take care of the enemies first before handling the treasure, or you can send out your crew to protect the person transporting the chest. The last thing you want is to reach the end of your voyage only to have your treasure stolen at the last second.

You can try and avoid prying eyes by sailing to the back of an island and quietly sneaking into town. Resist the urge to needlessly fire guns or cannons when you can use the element of surprise. 

Hide Your Treasure

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Surprise! Pirates are common in the world of Sea of Thieves, so you’ll want to safeguard your treasure as much as possible. If you’ve collected a chest and you’re on your way back to an outpost, look around your ship for unique places to hide your prized possession. Hide it on the balcony area of the Captain’s Quarters or try dragging it all the way up to the Crow’s Nest. You can even drop the chest on the sails. If you do put the chest below deck, always put the more valuable chests further back and the less valuable ones right on the stairs, so that if a enemy pirate boards you, they will usually take the first chest they see.

Salvage the Treasure!

Your boat is sinking and there’s no saving it. But what about the treasure?? Thankfully, treasure chests will float to the surface where you’ll get a chance to salvage them. This won’t last long, so be quick. Keep this in mind for downed enemy ships too.

While you may not be equipped with it at the start of your adventure, the Blunderbuss can be a worthwhile investment. This shotgun like weapon can take down an enemy in a single shot if you’re close enough. Remember that you can swap weapons to the Blunderbuss or Eye of Reach by going to your armory either at the Weapon Shop or on your boat.

Restock at Outposts and Large Islands

You never know when you’ll be needing a large supply of wooden planks or cannonballs – and the standard amount you have on your ship isn’t always enough. Store everything you carry, and then head to town or explore a large island and grab everything from all the barrels you can find – you’ll often be able to store a lot more goods, especially when working with a team.

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Gross But Effective

Drinking up grog at the bar will eventually get you to vomit. If this vomit manages to get on anyone, it’ll affect their movement and their visuals. Have your bucket ready and vomit into it. Now you can run over to any of your pals and splash them at your own pace! Take it a step further and put the puke-filled bucket away to store it for any unsuspecting enemies.

Abandon Ship

Got an enemy on your tail as you speed through the open waters? Consider this. Keep your boat sailing forward and let it go on its own. Abandon ship and jump off the side of your boat, then wait underwater as the enemy boat draws near. Swim up, board their ship, and wreak havoc by surprise.

Count Your Steps

Are you trying to count your steps yourself? No need. Pull out your compass and hold down the right trigger to bring the compass closer to the center of the screen. Every step you take will leave a rumble, indicating each and every step. Use this voyages with riddles and step counts!

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When Chased By a Large Ship, Sail Into the Wind

The larger galleon seems to be much faster than the smaller, more maneuverable sloop when sailing with the wind, but the opposite appears to be true when sailing into it. It would stand to reason that more sails mean more drag when the wind isn’t blowing in the galleon’s favor, and if all else fails, use the snoop’s maneuverability to make frequent and drastic heading changes.

Telltale Signs

There are two types of clouds that you should look out for. One is very obvious: thunderstorm clouds. If you see dark clouds and lightning, there’ll be rough seas ahead. You will take damage if you sail through them.

There’s also a skull cloud with glowing eyes that will appear. This will be point your way to a skeleton outpost. 

See a lot of birds circling above the water? They’re likely seeing a sunken ship below. Some are easy to spot because the mast’s still sticking out. Others are fully submerged and may require a deep dive. 

Don’t Give Up Your Treasure

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If you’re ever outmatched and being chased by other pirates – it doesn’t always have to end with them blasting you out of the water and taking your treasure.

Items are static in the world – meaning if you jump ship and stash your items on an island (and your pursuers don’t notice), you can use a mermaid to respawn your ship and sail back to the island you left your loot at.

Crossplay

Sea of Thieves is crossplay compatible on Xbox One and PC in both its adventure and PVP modes. In PVP, crossplay is optional and pools of players can be selected from PC players or Xbox One players. Crossplay also functions between PC and Xbox One players playing the game through Games Pass.

The Wildlife

Keep an eye out for the wildlife spread throughout Sea of Thieves. Sharks will attack you in the water and taking them out while underwater can be difficult. Snakes will be obvious when seen, but some hide in grass and bushes and they’ll quickly take out a chunk of your health with their quick bite attacks.

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Beyond that, you should obviously keep an eye out for the Kraken and the Megaladon. If you hear some scary music start playing, keep an out for a massive shark fin sticking out of the water — it’s the megalodon. If you can’t attack it (if you’re alone, don’t bother), try to get to an island as fast as possible.

If the sky turns dark and the water surrounding your ship does too, the Kraken is about to appear. You can either attack or abandon ship.

The map of Sea of Thieves will never change — your favorite island will always be located at the same spot on the map. However, virtually everything else changes in the game, including the locations you’re sent to for voyages and especially Tall Tales. If you run a Tall Tale today, it might take you to one island but if you run that same Tall Tale tomorrow, your clues might lead you to a completely different island.

Keep an eye out for those changes and plan accordingly when taking on voyages or starting a Tall Tale.

There Is No Scaling in Sea of Thieves

This is another way of saying that the amount of damage you do with a weapon during your first day in-game is the same amount of damage you’ll do 300 days in. The same goes for health and everything else in the game. However, you’ll still run into players much better than you or enemies much tougher than others.

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This is because of skill. While there’s no level scaling or anything like that, players who have played for a while will almost always be better than a player who’s on their first-ever sail around the Sea of Thieves. Basically, if you’re feeling underleveled, you’re not — keep at it and you’ll be a pirate legend in no time.

Don’t Sail to the Edge of the Map If You’re Trying to Stay Alive

This one is simple, but worth noting: you’ll die if you sail too far beyond the edge of the map. How do we know? We sailed right past the end and beyond and…we died, but we died so that you don’t have to! There’s nothing waiting for you out there but a red sun that will send your ship to Davy Jones’ locker.

There’s No Minimap

If you’re wondering whether or not there’s a minimap to unlock somewhere in the game…there isn’t. Your only map is the one on-board your ship — study it, memorize it, and love it because it’s all you got. Focus on learning how it and your compass work together. If an island is just north of you, use your compass to travel north.

There’s a Charge Attack (That Many People Forget About It)

When fighting in Sea of Thieves, it’s super easy to spam the attack button. It works, sure, but there’s some nuance to be had in fighting with a sword. One very important move to learn is the charge attack. Simply hold the attack button and you’ll see your pirate charge up — when the attack is fully charged, your pirate will automatically lunge forward for a heavy damage attack that can also push enemies quite a distance away.

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Your enemies won’t be using this move too often because it’s easy to forget about, but if you practice with it now and add it to your rotation, you’ll be schooling fools on the Sea of Thieves in no time.

World Events

If you see something in the sky, there’s a good chance it’s pointing you toward a world event. These special events happen every so often in Sea of Thieves and while most are challenging to compete, the reward (which is usually just a ton of treasure chests, gems, and more) is always worth it.

Be sure to learn what each World Event is, what it looks like, and how to compete it before sailing out on the waters of the Sea of Thieves. Head to IGN’s All World Events and How to Complete Them page for more information about all of that.

A Pirate’s Life Tips and Tricks

  • A Pirate’s Life is a new story-based expansion that features the likes of Captain Jack Sparrow, Davy Jones, Mr. Gibbs, and more from Pirates of the Caribbean thanks to a collaboration between Disney and Rare.
  • A Pirate’s Life consists of five Tall Tales — you must play the first to play the second and so on. However, upon completing a Tall Tale, you can replay it as many times as you want.
  • Each Pirate’s Life Tall Tale features a handful of commendations to complete — you’ll want to do this because after completing a Tall Tale, you get one special item but in order to unlock the second special item available, you’ll need to complete each commendation in that specific Tall Tale.
  • When all is said and done, after each Tall Tale (and assuming you achieved every commendation in a given Tall Tale), you’ll receive two unique items. These can be anything ranging from a hat to new sails to a new capstan and more.

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  • Head to A Pirate’s Life: Pirates of the Caribbean Tall Tales in this IGN guide for detailed walkthroughs of each Tall Tale. By following these walkthroughs, you’ll complete each Tall Tale with every commendation unlocked.
  • Most of the Tall Tales take place in new locations created specifically for A Pirate’s Life. What’s great about this is that these locations are separate from the Sea of Thieves, which means that while playing the Tall Tales, you won’t need to worry about running into other players that want to sink your ship and steal your treasure.
  • Spread throughout each Tall Tale in A Pirate’s Life are easter eggs and references to not just the Pirates of the Caribbean movie franchise, but the actual Pirates of the Caribbean rides at the multiple Disney parks in the world.
  • When using Jack’s Compass, it doesn’t point North — instead, it points to your heart’s desire (which is another way of saying it points directly to where you need to go to satisfy the next objective in the Tall Tale).
  • When using the Trident of Dark Tides, players must press RT to charge the Trident’s shot up — there are three levels of charge: with each progressing level of charge, the subsequent shot goes stronger in damage output and range.
  • When fighting Sirens, don’t let them get too close for if they do, they’ll unleash a flurry of slashes that can easily take down a good chunk of your health bar.
  • If Sirens back up and stay still, they’re about to use their own trident to fire a powerful blast at you. Keep an eye out for this and swim either left, right, up, or down to avoid the attack.
  • To take out a Siren, target the Siren’s Heart gem enlarged in their chest to do extra damage. The standard Sirens go down in about one fully-charged Trident shot (usually) where as the Royal Guard sirens might take a second shot depending on where you hit them.
  • A Pirate’s Life introduces three new land-based enemies into the game and collectively, they’re referred to as the Ocean Crawlers. They can be found throughout the Pirate’s Life Tall Tales, but they also spawn throughout the standard Sea of Thieves world now, too.
  • There are three Ocean Crawler types:
    • 1. Electric Ocean Crawler: these Ocean Crawlers dash around, shocking you with their AOE electricity, and they fire electric orbs at you. Dodge these and shoot them three times in the blue gem enlarged in their chest to take them out — however, when they die, step back because they explode in electricity when they die and this can hurt you.
    • 2. Clam Ocean Crawlers: these Ocean Crawlers feature a massive clam for a head and not only do they charge at you with a rush attack that does a ton of damage and knock back, they also constantly give off green poisonous spores. Shoot these Ocean Crawlers in the green gem enlodged in their chest two to three times to take them out but do so from a distance so as to avoid their green poison.
    • 3. Crab Ocean Crawlers: these Ocean Crawlers look like giant crabs and not only are they the hardest to take down, they do the most damage. Fortunately, they move really slowly. Just keep your distance from them to avoid triggering their massive, AOE ground pound attack, and fire away at the red gem enlodged in their chest. It takes about five shots to take them down.

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  • One of the new enemies in the game, courtesy of the Season 3: A Pirate’s Life update, are Phantoms. These are ghostly green in appearance and for the most part, they look like regular ole pirates (except maybe a bit more transparent).
    • They attack much in the same way that the Skeleton enemies in the game do: they slash at you with their sword and fire at you with their guns.
    • They do, however, have one new move: a raging dash attack. They’ll dash (float? apparate? whatever it is that ghosts do?) from one area to another, aiming specifically to hit you along the way.
    • When this dash attack lands its hit on you, you’ll take a good chunk of damage and receive a significant amount of knock back. Step out of the way to dodge their dash attack.
    • Phantoms go down in about 3 to 7 sword attacks or one to two gun shots.
  • If you aren’t intimately familiar with the Pirates of the Caribbean ride, specifically the one at Disneyland, we highly recommend familiarizing yourself with it before playing through the third A Pirate’s Life Tall Tale called Captain of the Damned. It features a ton of ride-related Easter eggs and recognizing them is part of the fun in that Tall Tale.


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