As a then ten-year-old chess aficionado in the early 70s, my first play of Napoleon at Waterloo with a group of classmates remains a special childhood memory. In the context of my early journey down the wargaming path, perhaps only exceeded by our first attempt at PanzerBlitz. Nevertheless, when the subject came up with my son regarding the pleasures of pushing cardboard, I was a bit hesitant to pull NAW or one of my other SPI or AH favorites from the shelf. Perhaps it was the fear of my nostalgia overwhelming what I wanted – a new, and unique, shared memory.
In a perfect world with a game to match, I would have reached for a game with the 'introduction to wargaming' concept à la Strike Force One topped off with a few new ideas related to game mechanics and variability along with some bells and whistles wrapped up in an inexpensive, aesthetically pleasing small package. Most of all, a game optimized for conversational instruction as opposed to individual immersion in a rule set.
I know, I know, the best of all worlds, crazy to be sure, but the real crazy was to come. Rather than finding something close enough, somehow a decision was made to put pen to paper, stylus to screen, and try to accomplish the above on my own as a first-time designer, enlisting my son as proofreader and play tester. Perhaps the best shared memory would be specific to game creation as opposed to game play.
The result of our collective efforts is StrikeFirstNow, a hypothetical simulation of a potential present-day conflict between two opposing armed forces represented by company-level field units set in a roughly 50-square-mile area.
'Strike' as an acknowledgment to Dunnigan & Simonsen for their efforts to broaden the field, 'First' as a play on the idea of a 'first' hex and counter game for novices, and 'Now' to represent the topical context and setting. On that last note, our hope is SFN will be followed by 'Next' and 'Nexus' over the course of the next 18 months, a hoped for trilogy which will scale up in map size and complexity.
Key aspects of the game mechanics include a chit-based unit command activation sequence of play, a non-binding zone of control/influence, and fluid rules for combat and movement. While intended for two players, the arbitrary nature of a chit pull to determine the active player facilitates those who favor solitaire.
The present game bundle consists of a fourteen-page ruleset, a single counter sheet consisting of 130 counters representing both full and reduced-strength combat units, a single-page full-color map, and a single page StrikePlan, a scenario-specific brief for use as a play aid. The first and standard scenario is StrikePlan A.
A hex & counter primer and a new, associated scenario, StrikePlan B, will follow in Q3 2026.
For both scenarios, we have tried our best to achieve a game with a small footprint that can be set up in a few minutes, with rules and related game elements that are self-evident, the entire proceedings said and done in no more than an hour.
It’s a work in progress to be sure, as of today, Release 0.3, but we’ve had a blast working on it and hope that you’ll hop on board for the ride down the 'print and play' road with your feedback as we refine the game. While we stress 'First,' we hope that our efforts will be in play for those grognards who are open to trying something new to offer constructive feedback, and who knows, perhaps resolve an itch for pushing some cardboard with minimal fuss.
So, here’s to raising a glass and enjoying some gaming while sipping on a beer (or your preferred beverage), munching on pretzels, and having a great time with good friends.
Thanks for reading!
C & C
The Hexstorical Dev Team
Fall/Winter 2025/2026
team@hexstorical.com