
Battlegroup Clash: Baltics - Designer Diary #1
Feb 10
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It has been a busy and exciting few weeks in the development of Battlegroup Clash Baltics. I have been demoing and playtesting with various individuals, including a number of demos with members of Fight Club International, and at the recent SD Histcon Online convention.
You can watch a recording of that latter demo here. If you don’t have much time I recommend you just watch the first 10 minutes, which provides what I think is a good overview of the game and its feel.

I’m very happy with the feedback I have been getting. Below are some quotes from those that have played it
"Excellent game. The way it penalizes a side for generating more electronic transmissions than their opponent on the battlefield is brilliant."
Sebastian Bae, Senior Game Designer, The Center for Naval Analyses (CNA); Designer of Littoral Commander.
"This is the game I have been waiting for. It brings in the latest battlefield advancement like drones and EW, but in a way that is intuitive and streamlined. I can definitely see its value as a training tool."
Francesco Marradi, Colonel (Ret.) Italian Air Force; Wargame Consultant: Italian Centre for Defence Higher Studies (Centro Alti Studi Difesa).
"Battlegroup Clash: Baltics hits the sweet spot between a professional simulation of contemporary tactical warfare and a hobby wargame. Think Littoral Commander, but with the focus on the tactical (platoon/section) level."
Jan Heinemann - Let's Play History.
If that has whetted your appetite, you might be interested in the first of several Designer Diary posts I am planning, see below.
Before that, two notices:
1) If you are interested in the game but haven't yet signed up for updates, please visit the product page and do so: https://www.sapperstudio.com/games
2) If you are interested in helping to playtest the game please email me and let me know: james@sapperstudio.com. At the very least you will get a credit, and if you can become part of the active playtesting team you'll also get a free copy of the game.
Battlegroup Clash: Baltics - Designer Diary #1
Last year I began work with Ivor Gardiner of Vedette Consulting on what was to become Battlegroup Wargame System (BGWS), a tactical wargame* developed for the British Army as part of that institution’s push to better integrate wargaming at the junior officer and unit-level. I was brought in to add my game development and production experience to the project.
*Please note that throughout “wargame” refers to an analogue board game with cardboard counters and paper maps. Not digital, not miniatures.
I initially thought the game would lack wider commercial appeal due to its assumed knowledge of army terminology and tactics, emphasis on planning, and the use of real world maps. However, as we further developed and streamlined BGWS I began to see how it could be adapted.
Ivor was supportive of this, and as we wrapped up BGWS towards the end of last year I began to design Battlegroup Clash: Baltics (BC:B).
This is the first in a series of Designer Diaries I intend to write to allow potential buyers of BC:B to understand a bit more about the game. In later posts I will cover the game mechanics, but in this first post I want to cover the Why, What, When and How of the game.
Why?
You can play a dozen different commercial games on the Cold War gone hot, but nothing that follows the script of modern warfare, at least as it is being written in the Ukraine*.
BC:B will, I hope, address that. It is for professionals who want to experiment with current battlefield tactics in a Northern European setting, but don’t have a budget that stretches beyond a few hundred dollars/pound/euros. And it is for hobby gamers who have seen what is happening in Ukraine, and want to understand more.
My inspiration is Sebastian Bae’s Littoral Commander. I want BC:B to do for land warfare what that did for naval/littoral warfare: a hybrid game based on the current or near future that both professionals and hobby wargamers can gain value from.
*Some that could come close are Armageddon War, Decisive Action. and Modern Tactics. I own the first, I think it’s excellent, but not that realistic; it was released pre-Ukraine war, and it shows. The other two are not available yet. Decisive Action looks promising, but it’s card-driven and seemingly of a more ludic-nature. Judgement reserved on that one. Modern Tactics it's definitely too early to say.
What?
BC:B will come with four standalone scenarios, a campaign scenario, and four bespoke designed and illustrated maps based on real-world settings in Estonia. It’s likely to have five counter sheets. It will have a range of optional rules adding more realism and allowing for solo play. Alongside the rulebook, which I hope to keep to 24 pages, there will be player aids, planning aids, scenario booklets and a players’ guide.
The key design features of BC:B are:
Planning & Orders: You need to plan. Your plan determines the orders each force element follows for the turn. It also determines where indirect fire assets will provide fire support. These orders aren’t rigid, but veering from them comes with consequences*.
Combined Arms Manoeuvre: The game rewards the successful implementation of modern battlefield manoeuvre warfare techniques and doctrine. Each side has lethal weaponry, but the forces using them are fragile. Concentration of force, manoeuvre, and mutually supporting actions are necessary.
Electronic warfare: Generating electronic / radio transmissions - for example calling in artillery - comes with consequences on the modern battlefield. In the game each transmission is a potential boost for your opponent, both in terms of targeting your forces, and applying more indirect electronic warfare effects.
Drones: Drones are critical in BC:B. Both sides have access to attack drones (FPVs) and reconnaissance drones (UAS). They can be positioned anywhere, and render concealment and lack of human line of sight irrelevant. If you play BC:B you will learn why drones are changing everything on the modern battlefield.
Scarcity of resource: As a battlegroup commander you have to live with what you are given, and nurse it as best you can. BC:B is a game about scarcity - of people, of armour, of artillery, of time. You need to manage that.
Realism: BC:B draws from the operational analysis that went into BGWS. ORBATS are realistic and reflect the expected situation with NATO and Russian forces in the near future. Movement rates and kinetic effects are based on empirical data.
Streamlined gameplay: A game of BC:B should not last more than a couple of hours. You can teach through playing. Most importantly, it’s at least as enjoyable to play (at least in my view!) as any other tactical wargame, just with all the other additional features highlighted above.
At the end of this post I have provided a full summary of the game as it currently stands if you want more information. And if you want a more entertaining version of that, watch that video demo.
*While you can choose how strict you want to be about planning in the game (you can even skip it entirely), the principle is important, a key bridge in the game between what the professionals do and what hobby games usually gloss over.
When?
Ideally I would like to open pre-orders at some point in April, with a view to sending the files for print towards the end of June. Printing will happen in Europe. This is important for me! For a game that addresses the threat of a Russian invasion of the Baltics I do not want to be directing money to China to have it made. It also gives me more control, and a quicker turn around. Please note however that this will make the game more expensive.
My current plan is to print regardless of the number of pre-orders - I’ll just use that to determine likely demand and hence the size of the print run. However, there are various dependencies in play, not least how quickly the game’s artist can produce all the maps to allow me to determine final component numbers.
How?
You will be able to pre-order BC:B from its product page on the Sapper Studio website. It will be significantly cheaper as a pre-order than after it is printed. Post-printing it may be available via some commercial outlets, but I suspect it may always be cheapest to get it from the Sapper Studio website.
That’s it for this update. In the next one I plan to address how Orders and Activations work in the game. And if you can’t wait, remember there’s the detailed overview of the game below.

GAME OVERVIEW: Battlegroup Clash: Baltics
1. Introduction
BC:B is designed as a platoon-level wargame set in the Baltics, reflecting the potential for conflict between NATO and Russia. It is based on a modified version of a British Army wargaming system called the Battlegroup Wargame System (BGWS) and aims to be more accessible to a non-military audience.
2. Sequence of Play
BC:B takes place over three Phases: Preparation, Command and Execution. The Preparation Phase only happens once in the game; the other two Phases are repeated until the game ends.
Preparation Phase
Read Scenario instructions and place map
Produce a Sync Matrix
Set-up counters
Command Phase
Rally
EW Activity
New Orders
Execution Phase
Determine Initiative
Action Round
Reserve Round
Clean-up
3. Force Elements (FEs) and Unit Representation
Force Element (FE): A military unit in the game, represented by a counter with specific information and stats:
Type: Foot (infantry), Wheeled (vehicles), and Tracked (vehicles).
Size: Platoon (PL) or Section (SECT).
Stats: Combat Effectiveness (CE), Troop Quality (TQ), Weapon type CE Modifiers (Apers and Atk at Short and Long Range) and Max Range.
FE Steps: Each FE has a number of "steps" representing their combat effectiveness, which can be lost during combat. SECTS have 1-2 steps, while Pls have 3-4.
Mounting/Embedding: Foot units can be mounted in vehicles, and SECTs can be embedded in vehicle PLs. These form "Stacks".
4. ISTAR and Support Assets
ISTAR Assets: Intelligence, surveillance, target acquisition, and reconnaissance assets represented by counters, including:
FST FE (Forward Support Team): +2 DRM for Indirect Fires where it provides LoS
Recce FE: +1 DRM for Indirect Fires where it provides LoS.
UAS Support Asset (Unmanned Aerial System)
Support Assets: Off-map assets representing artillery, drones, and other support elements, that cannot be targeted:
Artillery: 155mm and 220mm for Blue, 152mm and 220mm for Red.
First-Person View Drone (FPV)
UAS (Unmanned Aerial Support drone): Functions as an ISTAR asset that can be positioned anywhere on the map, provides LOS for the four adjacent grid squares.
5. Anti-Tank Guided Missiles (ATGMs)
ATGM Markers: Markers placed on top of FE counters that possess ATGM capability.
ATGM Usage: Can be used instead of a unit's inherent Atk weapon. Can only be used a max twice per marker, with a "Depleted" side to denote usage.
ATGM Types: Javelins, NLAWs, RPGs and Stabbers (a catch-all for Red ATGMs).
6. Information Markers
MOVED/FIRED/HOLD: Placed next to a FE or Support Asset when it takes that Action.
REORG: Marks an FE that is re-organizing, preventing other Actions except Defensive Fire.
OVERWATCH: Allows for Reactive Fire, with markers placed in the preparation phase.
SUPPRESSED/DISRUPTED: Indicate FE morale levels and negatively affect capabilities. Can be flipped between states, and removed after a successful Rally test.
DIGGING/SHELL SCRAPE: Provide cover bonuses.
FIRE MISSION: Tracks remaining fire missions for artillery, FPV, and mortars.
7. Electronic Transmission (ETX) and Electronic Warfare (EW)
ETX Markers: Radio and electronic transmissions generated by certain Actions.
EW Chits: Represent non-kinetic EW activities against the opponent.
8. Maps, Line of Sight (LOS), and Cover
Maps: The game is played on four specially designed double-sided maps based on the terrain of northeast Estonia, with each 10cm on the map representing 1km in game terms.
Grid Squares (GS) Maps are divided into grid squares, each 1km x 1km.
LOS and Cover: Terrain provides cover (negative DRM) and may obstruct line of sight. Obstructions that only cover part of an FE’s counter do not block LoS but still provide a Cover DRM.
9. Game Phases
Preparation Phase: Initial setup, planning, and drafting of the Sync Matrix. Task Groups are given orders. Reserves are nominated. Support Assets are given Fire Plans.
Command Phase: Includes rally tests to recover morale, EW activity and issuing new orders.
Execution Phase: Determines initiative, followed by action rounds where FEs perform actions and a reserve round.
10. Task Groups and Orders
Task Groups (TGp): Groupings of FEs organized for specific objectives.
Orders: Single-word verbs specifying a TGp's action on a turn. These are pre-planned on the Sync Matrix and should be followed. Orders can be changed with New Orders.
Fire Plans: Mortar, FPVs and Artillery are given Fire Plans representing the target area. Less ETX is generated if you fire into a pre-specified Fire Plan area.
Reserves: One TGp can be designated a reserve. The Reserve loses this status if it attacks or fires in the Action Round, or Activates in the Reserve Round.
11. Action Types
Main Actions: Move, Move-Fire, Direct Fire, Indirect Fire (Mortar, Artillery, FPV), Assault, Hold, Overwatch, Dig Shell Scrape.
Reactive Actions: Defensive Fire (Defending FEs in Assault), Reactive Fire (FEs with Overwatch).
Move: Max distance is determined by terrain and FE type.
Move-Fire: Allows FEs to Direct Fire while moving with a negative DRM.
Direct Fire: Resolved based on the Combat Effectiveness of the firer, with modifiers based on range, cover, and troop quality.
Indirect Fire: Mortars, Artillery, and FPV require ISTAR to provide LoS. Subject to Danger Close restrictions. Blue artillery can fire smoke rounds.
Assault: Close-quarters combat, resolved with a ratio of attacker and defender combat effectiveness. Includes Reactive and Defensive Fire stages. Ends with one side becoming Broken, and REORG markers applied to all participating FEs, only removed at the end of the next turn.
Hold: Maintains position, with an option for Repositioning.
Overwatch: Enables Reactive Fire.
Dig/Shell Scrape: Foot FEs create defensive positions that grant Cover bonus.
12. Morale
Morale Status: FEs can be Good, Suppressed, Disrupted, or Broken, each with different penalties.
Rally Tests: Used to test of FE becomes Broken, and remove Suppression/Disruption markers.
Broken: Causes the unit to retreat or be removed from play as Combat Ineffective.