A shot disturbs the eerie silence of a deserted city street, punctuated by the frantic footfalls of men seeking cover. One of Kruger’s last veteran NCO’s lies motionless in the street. The remnants of the dead man’s squad are nowhere to be seen—scattered in nearby houses and gutters—all thoughts of the advance abandoned with the sudden demise of their leader...the compulsion for revenge obviously overcome by their instinct for self-preservation. Off to the right, Kruger’s own men have located the source of the lethal shot and are laying down a steady stream of fire on the church steeple directly ahead. The absence of responding fire suggests that the lone Russian marksman has beat a hasty retreat or been victimized by the withering fire of the German retort. Kruger has seen enough. He is to occupy the church and set up a regimental observation post at once. His orders leave no leeway for delays by a single sniper. He gives the signal to rush the building. Obedient to their training, his men, veterans of France, the Balkans, and 18 months of fighting in Russia, spring to their feet. Seconds later the sharp, staccato retort of a Russian machinegun concludes with the assertiveness of death itself that this time Kruger was wrong.
This is Squad Leader, a game of WWII tactical combat in Europe. You make the instant decisions resulting in life or death for your men, victory or defeat for your army. You direct the fire of your squad, select your plan of attack, or set your defenses against massed Russian human wave or armor assaults. Will that hedgerow provide adequate cover for your flanking efforts, or will your men be cut down by the American machinegun position in the woods? The decision is irrevocable and yours alone.
Squad Leader is more than just a game, it is a game system which can be used to portray any WWII infantry action. Its system does for infantry combat what Panzerblitz and Panzer Leader have done for armored warfare games. Squad Leader provides rules for morale, leadership, machineguns, flamethrowers, demo charges, smoke, hidden placement, sewer movement, off-board artillery, radio contact, anti-tank guns, night actions, wire, entrenchments, mines, bunkers, rubble, multi-story building differentiation, fire, river crossings, roadblocks, mortars, and much more.
Squad Leader utilizes programmed instruction to guide you through 12 scenarios of increasing realism and complexity. The scenarios run the gamut from street fighting in Stalingrad to armored advances across snow covered roads in the Ardennes. A Campaign Game ties the individual scenarios together and allows your own personal leader counter to advance in rank and ability. In addition, a “Design Your Own” section is included so that players can create an unlimited number of play situations of their own creation.
Each hex in Squad Leader represents 40 meters of real terrain with counters representing individual leaders, support weapons, and vehicles or 4 man crews and 12 man squads. Each game turn is divided into two player turns with 8 phases, equivalent to two minutes of actual time.
Squad Leader is not an easy game. Do not attempt it without prior wargaming experience. Squad Leader is rated Tournament Level IV on the A.H. Complexity scale.
- was loved for hours of solo and friend play
- game lasted 8 hours, now shied away from games longer than 2-3 hours
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I used to flip the table a lot but now I don't flip the table nearly as often as what I used to
- I think game designers buy fewer games than game players do because game designers have more exacting standards
- I don't think there's anything wrong with you determining for yourself what games you like more and which ones you like less that doesn't make you a snob I think the snobbery comes into play on how you treat other people who don't share your same interests
- I think you can get caught up in Chasing The Cult of the new and that will burn you out I think over time I don't think that can be a sustainable Joy
References (from this video)
- World War II
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- The Experience doesn't start when they start playing the game The First Time The Experience starts when you open the box
- I like Zone movement because if you if you think about it like I don't know why we have such tightly grided uh games where you're counting out your character's movement spaces
- The app really does for us is it um that barrier of Entry that I talked about earlier um the app really helps with that because what it does is it'll just walk you through the setup process which makes it really easy
- It's going to be more like a you know like a classic pulp sci-fi Adventure it's always going to be a lot of pew pew going on
- Your character starts off you have a deck of 10 cards it's a deck builder and so oh cool you have you start off with 10 cards
References (from this video)
- No game like it remembered at the time
- World War II was a fascinating area of interest
- Great memories of Stalingrad scenarios and house-to-house fighting
- Really enjoyed my time with this game
- Had a ton of fun in the streets of Stalingrad
- Hard to find people to play with
- Played exclusively solitaire
- Struggled with the rules
- Isolated experience due to lack of internet for rule clarification
- Tactical World War II combat
- East front in World War II
- Up Front
Mechanics (from transcript analysis)
- Counter-based — Uses counters to represent squads and vehicles.
- System progenitor — Launched the system that many other games built upon.
- Tactical combat — Focuses on squad-level combat with individual vehicles.
Video topics + discussion points
Quotes (from this video)
- So it felt like no matter how many times I played this game, every single time it was different.
- I think it captured operational level combat in a way that the other options in that period of time thinking about things like Africa France 1940 that I just didn't quite gravitate towards from a play level as I did with this one.
- So, it is easy and far away the number one game on my list of top 10 Avalon Hill war games.
- But first up, let me introduce the game to you. Midway Naval Air Battle Game.
- For for what it does, I think it captures that whole cat and mouse and strike first or be struck nature of naval warfare.
- But that whole idea of that being the first war game that I got, I remember think that you could have history in a box like this.
- I mean, paper time machines, right, is the the famous quote is what these are. That hit me so strong the moment I opened this box up and it's why I still play, right? Because it's history in a box.
References (from this video)
- Creative design
- Holds up well over time
- Spins great narratives
- Offers good decisions
- Card-based combat
- spins great narratives
Mechanics (from transcript analysis)
- Card-based combat — Uses cards for combat resolution.
Video topics + discussion points
Quotes (from this video)
- My criteria for this particular list is enjoyment. The games that pulled me in and captured my attention, had some sort of an emotional rush, or just created great memories.
- Gettsburg, A Time for Heroes from Worthington Publishing, a fantastic Gettysburg game.
- Old School Tactical Volume 5. If by the way, if you are curious about this one, there are four volumes before this. They're all, I imagine, very good, but this has just been my experience with the system so far.
- Combat Commander is number three on the list, and it might be one of the games I'm most excited to continue playing in 2026.
- This game, I I think part of the reason why I liked it so high and why I put it so high is that it has opened up my eyes to the potential of the Cold War Modern Combat series and families of games, which to be fair, I haven't really explored yet.
- I could probably rank these games in almost any order and be happy with it. So, I wouldn't take the rankings of the games so seriously.
- Traces of Victory. Uh my top game for 2025 and just I can't say more about this game. You should check it out if you like operational World War II level combat games.
References (from this video)
- strong narrative and personal agency
- deep solitaire campaign experience
- steeper learning curve for new players
- dynamic campaign with RPG-like pilot development
- World War II, Eastern Front; German squadron-based aircraft
- campaign-driven with pilot and crew progression
- Corsair Leader
- Zero Leader
- Stuka Leader
Mechanics (from transcript analysis)
- Dynamic Campaign — campaign unfolds through missions with evolving personnel
- pilot progression — build up skills and experience for pilots and crew
- solitaire play — massive solitaire campaign potential
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Quotes (from this video)
- it's an amazingly massive system
- Stuka leader is much more than just a leader of stukas
- the heart of this is the story of you as the individual pilot
- space-based operational level war game
References (from this video)
- grounding of war gaming in human elements and morale
- classic, influential system that shaped ASL and modern wargaming
- older editions can be rule-heavy and sprawling
- requires familiarity with ASL ecosystem for full enjoyment
- human-scale, squad-level dynamics with morale and panic
- World War II ground conflicts, map-based tactical skirmishes
- true-to-life infantry action with a focus on human elements
- ASL
- Up Front
Mechanics (from transcript analysis)
- Scenario / Mission / Campaign Game — play unfolds through defined missions with evolving challenges.
- scenario-driven sequences — play unfolds through defined missions with evolving challenges.
- squad-level morale and panic — units react to combat stress, affecting performance.
Video topics + discussion points
Quotes (from this video)
- it's so hard but it's so fun
- the heart of the leader games is the campaign and the choices you make
- the entire thing is drawn out but you could map it exactly as it ended up
- you can play as a team but it's also a solo experience at heart
- the narrative is what makes these war games sing
References (from this video)
- Tactical warfare
- World War II combat
Mechanics (from transcript analysis)
- Tactical combat — Command squads of soldiers in tactical world war II combat
Video topics + discussion points
Quotes (from this video)
- We love trick taking games
- This game is so much freaking fun
- I adore GMT games, they are becoming one of my favorite game publishers
- If you remember Vast Crystal Caverns is in my top five games of all time
- We bloody love it
- We can't stop playing
- It's a blimp game not a train game
- That's just work
- I don't think I want to play it
- I'll get it eventually