Saturday, October 10, 2026

Playing "65" by Flying Pig Games

Get '65 for $100!
From Flying Pig Games website [obviously] but it's here: [click] 

One of my gaming pals, Ken, suggested we give this a go.  Played it thrice - the first time he guided me and The Angry Dackel Steve playing it, the next two times he and I played it.  Third time, we tried a new scenario.

This was an interesting game design with lovely production - counters, game board, everything.  I especially loved the big hexes, which were easy to work within.  No complaints there!

This is the first "take the village" scenario.  The mechanics are pretty hard to explain, there are numerous factors that go into deciding victory, but the key part was taking buildings for the Americans.  Unsurprisingly, causing casualties gets you victory points as well.

Below, an Event card results in the Americans taking mortar fire.  Like a stroke of lightning - literally, as I had nothing to do with it - they suffered some shock and reductions.  I set up with an eye towards fire lanes and ranges.  The GIs split forces and approached from two directions, board west and east.  There's more cover to the east, so I sent a squad into the bush to act as a bit of a tripwire and hopefully delay the Yanks. My goal was denying lanes of fire and slowing his advance.  After all, I'm sitting on the win!

The lighting was not conducive to good pics - the board is even nicer to look at in real life, but no doubt you can get plenty of visuals elsewhere, like at BGG.

I'm hoping to get this Sapper team close enough to discomfit the GIs presently under mortar fire.  I think they got hit 2-3 times, fairly quickly, which was just how the cards came up.

The action heated up quickly on board west.  Some US mortar fire landed, resulting in some shock and reductions for my Minh.

Good view of the counters.  Shows how nicely done they are.  However, also shows that you have to track 9 pieces of data symbols for simple rifle team!

Yanks got in hard and fast, took out one of my hooches and the team therein.

Even more problematic is they also obtained some good fields of fire on the rest of the village.
Meanwhile, my east Teams are taking it in the face, also.  Some good card combos are coming up for the 'mericans.

I believe this was a charge of my Team against the advancing US. That was pretty exciting, and was entirely due to the cards that I drew.

This was another plastering of Ken's west US forces.
My sappers were able to get in close and cause some trouble, but they ended up shaken and reduced.

We both have a weakened teams on the spot.  But I can afford to hold him off and lose a team. He has the burden of attacking.

Turn 7, pretty much end of game.  Overall it was very close.
We both took some losses, and he did manage to take some buildings, but if memory serves, it was a narrow Minh victory. We both felt like it was reasonable, and could have gone either way if the cards had been a bit different.

If I had to make a sweeping generalization about '65, it's the "Anti-Squad Leader".  

In that classic Avalon Hill wargame, you have a lot of control of your troops and your plans, what and when you will do things. Very little reduces your all-knowing and all-seeing 1000-foot view.  The main area of luck is combat and morale.  But it is fair to say that you likely have a bit too much control of timing and movement.  

However, once the bullets start flying, you lose control with morale results pretty quickly, and have challenges to much of your plans, as long as the enemy is engaging you.  Overall, I'd rate it high on the "simulates real Army stuff" scale, with some points being deducted for relative ease of planning and execution. It'd be a bit more realistic if movement was a bit randomized and the enemy even less obvious than the "?" markers make them [altho I do like that mechanic].

Overall, '65 is a solid game that emphasizes the "game" half of "war game". It's engaging and fun to play. You try to manage chaos, take opportunities when they arrive, and hope that you get some results when you need them. In short, it reminds me of playing gin with my grandparents.  However...

- The mechanics are intrusive as you constantly have to read and play a hand of cards. There's lots of fine print, and most cards can do 2-3 things, so you have to constantly check on what is in your hand while your opponent is acting, and then again while you are acting... just like 5 Crowns [which is Hollywood Gin]. So, yeah, it feels like a card game.

From the cards [not your tactical capabilities or plans] you then get to make tactical decisions - this includes basic things like Fire and Maneuver. The cards limit your options to what you draw.  Theoretically, your troops might almost never Fire or Maneuver, if the cards don't come up in a way you can use them, OR you have to use them for one of the other options on the cards [like a defensive option].

- Events that in real life are carefully planned in advance, like fire support, are randomized by Event card draw. This would be fine for a solo game against a pre-programmed "bot" opponent, but feels weird in PvP games.  

- The game has  A LOT of rules and special rules.  Each card has a number of capabilities, the rule book has lots of rules and exceptions, and each counter has 8-10 pieces of data in the form of symbols and occasionally numbers. This requires you to learn their symbol system. 

Despite 80-120 years of wargame experience at the table [the three times we've played], there was a lot of consultation with the rule book. While none of the mechanics were novel, there are A LOT of mechanics and A LOT of particulars to them, so expect to have to read the rulebook numerous times and then have to consult it regularly.  It took us 2-3 hours every time, with a very simple scenario, to get through with just a few minor mistakes.  Lots of other games I could have played the same scenario in an hour.

- Both times I've played the first scenario, the game was close, came down to the very end a minor win [for me as US then as Viet Minh]. So the scenario is definitely balanced. 

My problem with the game is that I don't really feel like I won because I played better than my opponent.  Instead, I "did what I could with the hands I drew" and somehow that ended in a win.  That does happen in real Army life, but usually before the operation. During the operation you are attempting to execute a plan in the face of an enemy that 'gets a vote'.  That's the main area of competition.

In essence, troops have no inherent capabilities to do anything.  Sort of like Command and Colors, everything revolves around building a hand best you can and then using it.  You don't give orders, subordinates don't execute orders and plans.  It's a bit like fishing in a rapids.  You try to seize some fleeting opportunities to do something, hopefully before your opponent does.  There are some card draws that make life much easier for you, I think one is called "Command Ops" or something.  The third time I played I drew this a few times and made Ken's life very difficult.

So if you want a fun "GAME" with mediocre historical "feel" that constantly works against you with game mechanics, but still has a great "narrative" then this may be for you.  And if you have $100 to spend for high quality production.

Personally, I prefer games where the mechanics involved enhance the "feel" of being in the role the game has put the player in, whether General, Colonel, Captain or Lieutenant or Sergeant.  While I agree that many wargames make it TOO easy for players to plan and do what they want, games like this emphasize the chaos so much that it feels more like trying to play poker - if you get the hand you want, you might win.  If you don't, you'll likely lose.  But a hand of poker just takes a few minutes, and the skill is in playing hand after hand after hand.

That's fine for cards.  But in real life military operations, training, planning and decisions matter, as well as the unit capabilities - and units sometimes make their own decisions without guidance from a higher authority!  Here, decisions are opportunistic, and you aren't trying to manage the flow of battle and get inside your opponent's OODA loop.  Your troops don't automatically do anything, even return fire, unless you have the cards to do it. So, that's also pretty unrealistic.

Anyway, it is a game that would be more fun with less rules.  It doesn't remind me of Army, it reminds me of playing a card game.  If you like card games that have a military theme, then you may like this if you're OK with the complexity level of the rules.  If you're looking for something quick, down'n dirty, then this is not likely to appeal to you.  And for $100, I just feel like I'd prefer to spend it elsewhere, so it's good that my pal has the game instead!

Saturday, September 26, 2026

"Forward Together": AARs & 'Replay Value' considered

You could choose to go this route...

Or you can affirm the eternal truth that "Manly Men Play Wargames"!
Hmmm.... I'll affirm the latter, I think...

And along those lines of affirming Games Theory as a Manly career choice, I deviate from my paying job to keep my mind sharp by playing this quite interesting and challenging game from Art of Wargames: "Forward Together - Rhodesian Bush War".  

I've played about 20 times at this point, about half the scenarios: the ones with the least special rules because I'm trying to get a feel for the basics! And it's been a great time since I enjoy military tactical puzzles. Also, the challenges are difficult and engrossing at times without much rules overhead.  I can bang out a scenario in about 20-40 minutes depending on how much time I spend thinking and taking pics. And I'm enjoying it!

This got me to thinking... What does "replay value" really mean?  I say it's:

1. Scenario seems balanced: One must keep playing it to see if it truly is or if it's been luck of the dice that has me losing / winning.
2. Scenario seems to favor one side: One must keep playing it to see if that is so, if it was luck, or bad tactics. If it is unbalanced, what changes would make it even-up?
3. I like the game / rules / scenarios. But it *might* be even better if I changed / modified a couple of the rules...

And there you have it - replay value means you keep coming back to see if you have cracked that nut open, or if you need a different nut cracker, or to try a different nut. "Forward Together" has that in spades, for $20 alone or $40 with two other games in an omnibus edition. Reminds me a lot of Classic Squad Leader but at 6 pages of pretty straightforward rules.

Consider Mission #5:

Relatively simple victory conditions: clear the guerillas out of the village and occupy it. with breathing room all around. A modest amount of Maneuver Units [MU] on both sides, 3 and 4 respectively.
G8 is actually a Guerilla Team - I changed it but didn't retake the pic.

The forces are almost equal in numbers, with 12 Hits to 15 Hits, but the Gs are weaker units. The support weapons slightly favor the Rhoadies as they have Grenades - I'm still figuring out the benefits of Grenades  as a Squad Weapon. Altho one doesn't want to attack with even numbers, the Rhoadies may pick the time and place of what is essentially a surprise attack.

The Mission has a tight time line of 7 Game Turns. The Rhoadies have to defeat the Gs, cross the river and occupy the village - the movement alone takes *at least* 3 Turns. To defeat them, there have to be no G Units within two hexes of the village. Measuring hexes to engagement Range [3 Hexes], the attack has to begin as soon as possible but NLT Turn 3, for realistic odds to attrit the Gs enough that they have to Rally to Activate. This degrades their performance enough to - hopefully - finish them off piece by piece. 

Plan 1: INFIL from East - Central board edge at hexes K4 and K8. Set up a base of Fire at J4 and H7 to destroy the security Team in G5 while initiating Fire on village Units.  I played this out three times, and lost all three games, badly.  There isn't enough time to destroy the security Team G8 and then advance on the Village. Engaging the Units in the Vill is just poking a bear with a stick. Most will get Aggressive and start fighting back, and they have cover.  
Verdict: Not recommended.

Plan 2: INFIL from North - West across the hill, using the heights for LoS advantage to engage targets in the Village. This resulted in a firefight at C5-D5-F4 v. the village. It took until Turn 4 to really engage them as the hill slowed movement. Four Game Turns isn't enough to destroy the Gs with Firepower. Assaulting the Village is slow due to the river and buildings being 2 MP / AP each. The costs reduce attacking Firepower. Tried twice and ran out of Turns both times. Once I was out-shot by some hot die rolling by the Gs!

Plan 3: INFIL from North - West with a flanking force going 'round the hill to the West, then attacking the West side of the Village after the Gs are engaged, perhaps moving out of position to engage the Northern Squads. 

How did this go?  Well, see for yourself below!

Turn 1. Rhoadies move onto the boardm bypassing security Team G8.

Turn 2. R Teams F&G move up to *just* out of LoS, H continues flanking move.
 
Turn 3. R Teams F & G are able to bring effective firepower down from the hill. Team H continues flanking move, will engage next Turn.

Turn 4. Rs win Initiative and continue firing at G5 since it has the Leader. They destroy the Squad but the Leader survives and jumps over to G7. G8 Disengages.

Turn 5 Rs. Firepower destroys Team 6, as F Squad rolls hot.

Turn 5 Gs. G7 rolls Aggressive Posture, advances a hex and misses with all Fire. G8 rolls a Defensive Posture but can't see anyone so does nothing.

Turn 6 Gs win IN. They manage to Rally and Activate G7. H Squad takes another Hit and has only one left!

Turn 6 Rs. F & G Squads Manage destroy G7 with Fire. 
G8 rolls Aggressive and enters the River.

Turn 7 Rs win IN. F Squad begins crossing River. H fails to Rally and catches its breath. G8 security Team rolls aggressive again and enters the Village!
Rhoadies lose, having failed to clear the Village, and not having a Good Order Unit in it.

I play Turn 8, just to see what happened...
Turn 8, Rs win IN. H Squad Rallies, enters G8 hex and melees, win's by ONE POINT and G8 is destroyed. F Squad enters Village in Good Order.

Verdict, plan is still too slow - I played until Turn 8 to barely win.
Elapsed time, 40 minutes with recording game in pics, so 30-35 minutes play time.

Overall, I still liked this plan, and felt it had potential if I did it correctly and had even luck all around.  I decided to try it again.

Turn 2, Rs have IN [by scenario rule] and stay out of LoS, creeping into positions.

Turn 3. Rhoadies spring the attack, with seven total Actions of Fire, the best I can do. They roll 3 Hits, about average, no complaints but a second Hit on G6 would have been nice!  Then they would have to Rally to Act.

Turn 3 Gs. G6 rolls a '6' and Disengages, moving 2 Hexes away from F-H. G5 rolls Defensive but +1 for Leader so Aggressive Posture, moves into Hut vacated by G6 and Fires twice. G7 rolls Defensive Posture and Fires at H Squad. G8 rolls Aggressive and closes in on H Squad. No worries - just a few guerillas...
I was pretty fortunate that G6 with the RPG and best Firepower Disengaged! Damage assessment at Turn 3 is below, 3-1 in favor of Rs.

Turn 4. Team G8 rolls Aggressive Posture and melees H Squad, outrolling them 8-1 and wiping them out! Small consolation that G5 rolled to Disengage and G6 to remain Defensive.

Guerilla casualties: 5, 7 and 8 are all Reduced and must Rally to Act.
But... it doesn't matter since F & G Squads are unable to clear the village.
"Game over, Man! Game over!!"
What a mess...

That was a bit unlucky and a bit badly thought out. I should have Fired at G8. I decided to see what would have happened had I made a better decision with the Rs, and re-played Turn 4.
Above, G5 Rallies, rolls Disengage but changed to Aggressive Posture with Leader. Advances a hex and Fires at H. Below, G7 Rallies and rolls Defensive Posture, also Fires at H Squad.
G8 Rallies, advances and Melees weakened H Squad, out rolls them again, wiping them out.
G6 fails to Rally.

Turn 5. Rs win IN, F Fires and wipes out G8. G squad Melees G7 and wins by a measly point, wipes them out. Still, doesn't look good...

Turn 5 Gs. G5 Rallies, rolls Aggressive Posture, Melees G Squad, defeats them 8-5. Ugh! G6 fails to Rally.

Turn 6, Gs win IN. G5 Rallies and Fires. G6 again fails to Rally.
Turn 6 Rs. F Squad destroys G5 with Fire...

Turn 7, Gs win IN. 
 

G6 Rolls Aggressive Posture, Misses with Fire.

Turn 7 Rs. F Squad Fires and wipes out G6 - Hoorah! Oh but wait, they can't move into the village and they lose again...

So... the attack from NW with flanking force looks good on paper, but I can't seem to make it work.
Verdict: Not recommended.

Took 46 minutes of play time with taking pics.  So likely 35 min.  Altho I wiped out the Guerillas, I forgot I also had to occupy a building to win.  Also, it takes a long time to cross the river and enter the town, 2-3 turns due to the max 3 APs spent moving.

Time for a new plan!

Plan 4: INFIL from East Central again but mass through K4, then come down the road in force. This allowed for a concentration of firepower with the Action Point mechanic and friendlies don't block LoF / LoS [one may agree or disagree].

In the first play-thru, I easily wiped out security team G8 and advanced down the road. Guerilla 5 and 6 rolled Aggressive and clustered together to fight me.
G7 decided "discretion is the better part of valor" and Disengaged. And pretty much kept moving in that direction.

By Turn 7, I was still fighting G6 plus leader and RPG, and hadn't made it out of the roadway. Both sides were bloody, and this was not recommended COA!

The results. I took a lot of Hits coming down the road, 7 out of 12. Altho I inflicted 10 Hits on 15, that is not enough to destroy the enemy and occupy the village.

This was a quick disaster, 15-20 minute to a bad loss. Altho the Rhoadies concentrated enough Fire to quickly destroy the security Team G8, the terrain slowed and restricted them. This gave the Gs a concentration of Firepower as well. This failed a second time, without making much of a dent in the town.
Verdict: Not recommended.

Plan 5. Enter South - East and engage on Turn 2 with a base of fire in H7 / H8, and an assault force crossing the bridge at G9.

Turn 1 Rs enter and assume attack positions. Gs get no reaction rolls... all is quiet!

Turn 2 Rs move up and open Fire, order H, G, then F Squad [who manage a Hit]. Above average rolling results in several Hits.

Turn 2 Gs. Security Team G8 and Squad G5 roll Defensive Posture and achieve little. G6 and 7 roll Aggressive and return Fire.

Turn 3, Rs win IN and blow away G6 and 7! F is on the edge of town.
Turn 3 Gs roll to be on the Defensive, but Fire back.

Turn 4 Gs win IN. Team 8 fails to Rally [they had a Hit so were Reduced]. G5 rolls Defensive Posture again and Fires, holding position.
All Rhoadie Squads close in, using Action Points to Move and Fire, while F throws Grenades and gets a Hit then dodges to West in case G5 Disengages.

Turn 5 Rs win IN. They advance into the village, Firing.
Turn 5 G8 fails to Rally. G5 Rallies and Fires.

Turn 6, Gs win IN. G5 rolls Aggressive Posture and melees H Squad but loses badly with a difference of 3-8 on the rolls!
Turn 7, Gs win IN but G8 fails to Rally and is wiped out by Fire from H Squad.
This worked really well overall, and I was able to use Range and the Bridge to bring plenty of Firepower to bear while also closing in easily - but not getting too close!

I got a bit lucky with my initial round of Fire on Turn 2, so decided to play again. This time I shot the Gs out of the village and chased down the G6t which had Disengaged twice [two 6s in a row]. Just in case he changed his mind and returned, he wouldn't be able to be within 2 hexes of the village without winning a melee.

This was my most decisive win. Altho both INFILS from SE won, I wiped out the Gs with only 2 Hits the last time around.

"Forward Together" is a deceptive little game.  The mechanics are nuanced but pretty simple to any board gamer with a few systems under their belt.  But they give the Gs a fair amount of latitude to engage you, so you need to plan carefully as you rarely outnumber them. A mistake or two, or a few lucky shots by them, and you could easily have half your force needing to Rally before Activating, and you can't afford that!

These mechanics would make a great 'Bot for a number of situations where quality v. quantity is part of the equation. Altho the three games in the series are all asymetric conflict [Rhodesia, French Vietnam, Contras] it would work just fine for any modern era conflict that has a mix of Firepower and close combat.  Really,  there's always a place where one side has some weak forces, perhaps green, perhaps worn-out veterans.

To summarize, I think this game has great replay value and several mechanics worth stealing and importing into other games.  The footprint is small enough to fit on my dresser so it has been set up continuously for several days. I have been squeaking in a game here and there, trying various plans or tweaking scenarios. My favorite tweak so far is to insert a couple of "?" Markers in likely places for the Guerillas to have forces.

Post your comments on Mission #5 or the game in general!