
So, last year I got tasked with checking out WDS’s new American Revolution game, and honestly, I was a little confused. They already had a game about it, so I wanted to understand why they were making another one. That meant diving deep into the history! I started reading everything I could get my hands on – Matthew Spring’s With Zeal and with Bayonets Only, Robert Middlekauff’s The Glorious Cause, the first book of Douglas Southall Freeman’s George Washington biography (that series is HUGE, I didn’t have time for the whole thing!), and The Autobiography of Benjamin Franklin. I even threw in James Nelson’s With Fire and Sword for good measure. Plus, I took a fantastic course on the Revolution from Dr. Allen C. Guelzo through the Great Courses – he’s a professor at Gettysburg College and a seriously respected historian, even winning an award from the Daughters of the American Revolution!
I prepared myself to fully focus on the period between 1776 and 1882, and specifically on key figures like the Howe brothers, Henry Clinton, John Burgoyne, Cornwallis, Nathaniel Green, Henry Knox, and Daniel Morgan.
I could have simply discussed the game’s gameplay and mechanics like most reviewers, but I wanted to have a more thoughtful and in-depth conversation about its deeper themes.
Rich Hamilton from War Design Studio connected me with Mike Cox, the lead designer on the game. It was clear from the start of our conversation that Mike was deeply immersed in the historical setting of 1776, constantly analyzing maps and strategizing commander roles. His enthusiasm was contagious, and he clearly enjoyed discussing his passion in detail.
Interview With Mike Cox
Me: Hey Mike I hope you’re doing well, can you please tell me about your background in wargaming?
I’ve been a fan of Tiller games ever since the very first one, HPS 1776, and I’m really impressed with how much the game system has developed over time.

I’ve always enjoyed games that let you design scenarios, like Steel Panthers, War Game Construction Kit, Operational Art of War, and Age of Rifles. I especially spent a lot of time experimenting with Age of Rifles, as I’m passionate about mapmaking. I wasn’t initially drawn to John Tiller games because I wanted more than just single battles like Waterloo—I wanted full campaigns and diverse situations. Then 1776 came out, and it was perfect for me. I’ve always been fascinated by the American Revolution, and this game covered the entire war, which I loved, especially the tactical aspects. I really enjoy studying the terrain, arranging my troops, and making everything look just right. That’s when my interest really took off.
Before working with HPS Simulations, John Tiller created several wargames known for their beautiful, hand-painted maps. These games were quite popular, fostering online wargaming communities where players could easily find opponents. I became very familiar with the system, even helping new players learn the ropes. A fellow enthusiast, Rich H., hosted a scenario design contest, and I created an early version of a scenario based on Fort Washington. (That initial version focused on company-level tactics, while the final game uses battalion-level. I might revisit it to create a company-level version someday, or perhaps someone else will create one first!) HPS gave designers the tools they needed, and it was a really enjoyable experience.
Me: Has any of this wargame stuff got mixed with your personal life?
I’m a winemaker, but I’ve also been able to combine my hobby with work travel. I used to attend wargaming conventions like BROGFest in Charleston, organized by Richard Berg, and TillerCon, hosted by HPS. I’d often go to work in the Charleston, South Carolina area and then attend the convention afterward. That region is full of historical sites related to the American Revolution – places like Fort Moultrie, Sullivan Island, Kings Mountain, and Cowpens. I’ve visited Cowpens countless times. If you’re ever in the area, I highly recommend taking a detour to explore these locations. Walking the battlefields, talking with park rangers, and browsing the gift shop books really brings history to life. It was before smartphones with good cameras, but it was still an incredibly inspiring experience.

I prepared for this interview by doing a lot of research, and I shared with him the books I’d read. I was curious to know what initially sparked his interest in the American Revolution.
My father’s side of the family includes an ancestor, Henry Merson, who served as a Lieutenant in the New Jersey militia during the Revolutionary War – he was from Hunterdon County. I was born in 1968, so I was eight years old during the bicentennial celebrations in 1976. I remember everything being decorated in red, white, and blue, with lots of parades and events – it really made an impression on me. In 1977, my parents took me to Philadelphia for spring break, but it was too cold for me, a California kid! We hardly even left the car. It made me think about how difficult the winters must have been for soldiers at places like Whitemarsh or Valley Forge. I’ve always enjoyed a good underdog story, and the American Revolution was full of them.
Me: What books did you read to prepare for the journey of this game?
So, the designer’s notes are going to be packed with resources – a huge list of books they used, plus a bunch of helpful websites. And, naturally, they’re also including a list of other board games that inspired this one. It’s awesome to see where they got their ideas from, and it gives me some new games to check out!
In addition to the books you listed, Michael Harris has written a fantastic three-volume series—Brandywine, Germantown, Fighting for Philadelphia. These books are particularly strong on military details and tactics, and they include excellent maps, order of battle information, and helpful appendices.
I’ve been really digging into some historical research to help shape the game, and a couple of books were especially helpful. David K. Wilson’s The Southern Strategy is great because it focuses on the battles themselves, with really clear maps and detailed unit breakdowns. It doesn’t just give you the battles in isolation, though – it ties them all together into a larger story. Then there’s Dr. Andrew Burns’ Infantry in Battle: 1733-1783. It really challenged a lot of what I thought I knew about warfare in that era. It turns out light infantry weren’t fighting like they’re often depicted! They operated much more like modern, independent companies – almost like the skirmishers you’d see in the Napoleonic wars. And the British Light Infantry were surprisingly mobile – they were trained to jog and run, and actually used cover like buildings and hedges! You’ll see that reflected in the game, with some units being much more flexible and others sticking to more traditional formations. There are tons of other books I could mention, but these two really stood out to me.
I’m curious, did you aim to mirror the tight battle lines used by Howe at the start of the war, and then the wider, two-line formations favored by Clinton? Also, did your approach change to reflect the increasing skill and organization of the Continental Army?

Mike explained that Howe favored using two lines of troops and generally believed in light infantry tactics. Clinton, on the other hand, was more traditional, initially preferring the older three-line formation and criticizing the lighter, more flexible approach as being too similar to French methods.
A new feature in this game is called Open Order (OO). It’s used by some units and lets them move through woods without causing the usual disruption to enemy lines. Even with the optional Line Disruption rule enabled, these units won’t disrupt lines. We added this to represent how certain militia groups and the British army reacted to them. The Southern Campaign, in particular, needed a way to show units operating in wooded areas with some level of effectiveness. Open Order affects how much space a unit occupies, close combat, and how much damage they take from enemy fire – increasing frontage, applying a melee penalty, and offering a small advantage against fire.
As battles unfolded during the war, armies began using formations with two lines of troops. The British started using this tactic relatively early, after the Battle of Bunker Hill, but it took a long time for the rest of their army to fully adopt it. Interestingly, Hessian soldiers were actually prohibited from using these two-line formations – their commander requested permission, but was turned down. Frederick the Great believed his troops would be vulnerable if they didn’t fight in deeper formations. When designing this game, my goal is to ensure units behave realistically based on the historical context. There’s a complex system at work under the surface, adjusting formations based on density, considering weapon ranges, and accounting for the effects of troop columns – all of it tied to the specific battle being simulated. For example, the siege of Savannah in 1779 was very different from the open battle at Brandywine, or the more mobile fight at Cowpens.
I’m curious about how to shift public opinion in both America and Britain. While Britain started with more resources, the fact that America is being invaded might be giving Americans a morale boost.
As a fan of the game, I’ve always been fascinated by how supply and morale are handled. It’s not just a simple ‘yes’ or ‘no’ – it’s really detailed! The game reflects how much ammo each side actually had historically – British troops started with around 60 rounds, while Americans were often stuck with just 25. And getting resupplied as an American was way harder, honestly, even for the British it could be a struggle. Many battles fizzled out simply because people ran out of powder!
When it comes to troop quality, the Minutemen were a different breed than the regular militia. They were younger, more eager to fight, and generally better (maybe a D/C rating). Militia were usually pretty rough – E, D, or at best, F. The developers are constantly tweaking these ratings, of course. Quality impacts everything – how well a unit marches (and whether they fall apart when facing the enemy), their shooting, and how they perform in melee. Better troops excel, while poorer ones suffer. Rallying from a rout is also key, and good leaders can really make a difference, even if they aren’t the best at commanding overall.
During a march, units get checked, which adds some unpredictability. Some units might be terrible at marching but hold their line, while others might be great in close combat – the Highlanders are a perfect example! Leadership and unit quality are huge. When a brigade or wing starts to fall apart, it can quickly create a domino effect throughout your army.
Units will generally get better as the war progresses, but there isn’t a strict formula for how that happens. I’m making assessments based on my understanding of the situation and trying to avoid consistently giving units the highest possible morale. When the British forces initially appeared, they weren’t performing at their peak.
From what I’ve read, the British military during the Korean War wasn’t performing at its best. They weren’t the highly skilled soldiers they were during the Seven Years’ War.
Mike mentioned that Howe’s army included some units who had received excellent light infantry training in Ireland. However, it took time for those skills to spread throughout the entire force.
Initially, my plan was to revamp an existing game by updating its maps, unit compositions, and scenarios, and addressing areas I felt were lacking. However, the leadership team decided to switch game engines, moving from the older Early American War system to the more modern Musket and Pike engine. This led to a change in scale. While I originally aimed for a battalion-level game, many historical engagements were too small for that scope. As a result, the game now features both company-level (40 meters per hex) and battalion-level (100 meters per hex) gameplay, which allows for interesting and varied perspectives on different situations.
Me: How was the map-making process?
I used to create maps by hand, meticulously measuring every detail on each section. This meant the maps were smaller in scale. Now, we can import topographical and historical land use data from online sources. My process now involves giving the team coordinates, and within a week, I receive a base map – often an older topographical map from the early to mid-1800s. From there, I refine the details, being careful to account for modern changes like urban development, river modifications, and dam construction. I also consult historical maps to ensure accuracy. I’ve created some very large maps – like those of Charleston, New York, and Long Island – hoping to inspire other game designers with my work.

Me: How many hours a day do you spend on developing the game?
I’d rather not say. Creating maps feels like solving a puzzle, and it’s really relaxing for me. I’ve spent a lot of time developing them, and I’m a little embarrassed to admit exactly how many hours it took.
I’m curious – what movies and books about the American Revolution do you recommend? I want to get my players excited and prepared before they start playing!
I’m a big fan of the AMC show Turn. It’s a compelling spy thriller set during the Revolutionary War, focusing on events in a small Long Island village and featuring the story of John Andre. I found it entertaining and well-made, even though it took some creative license with the historical facts. I also enjoyed Liberty’s Kids, an animated series I watched with my children. It’s still a fun show to watch, even though it’s geared towards younger viewers, ages 10 to 15.
I recently rewatched John Adams and really enjoyed it. The show does a fantastic job of portraying the complex political landscape of the time.
Me: I know people used to hate the Patriot back in the day for its inaccuracies.
People often criticize the movie ‘Patriot,’ focusing on its flaws rather than appreciating its good qualities. However, in Hollywood, we often have to settle for what we can get.
Me: Doing my research, there were tons of bad dealings done on both sides among civilians.
It doesn’t seem like you’ve looked closely at the Southern Campaign. It was a really brutal back-and-forth conflict – a true civil war.
That period of the conflict is similar to Bleeding Kansas before the Civil War. There’s been a lot of violence, with people being killed by all sides – civilians, local fighters, and even British soldiers who aren’t always under strict control.
It’s difficult to create a realistic depiction of what happened, because in some cases, people just showed up and killed everyone.
Man, have you ever checked out the Jeff Shaara books about the American Revolution? I’m a huge fan of his dad’s “The Killer Angels” – seriously, that book is amazing. I also really enjoyed “Gods and Generals.” I think Jeff Shaara does a fantastic job of building the atmosphere and really putting you there in the time period.
Mike: I wasn’t aware he had even done American Revolution books.
I recently read “All Ye Who Pass by” by Avellina Balestri, which explores the American Revolution. Given our background studying history from the British side, I think you’d appreciate how the book delves into the complicated mindset of a British soldier who questioned orders. I find it helpful to consider how people at the time understood their own history. Balestri’s approach, using the perspective of a Catholic soldier, highlights the constant religious conflicts between Catholics and Protestants that were happening across Europe. This wasn’t just a local issue; it was a widespread phenomenon wherever Europeans settled. Even when reading about figures like Frederick the Great, you can see how the trauma of events like the Thirty Years’ War shaped his views. It really demonstrates how these larger global events influenced the diverse perspectives within the colonies – not just among the British and Americans, but also among groups like the Hessians who fought for the British.
Mike explained that a lack of trust existed between different groups, particularly when Americans traveled to Canada and interacted with French Catholics. These interactions created friction and fueled long-standing conflicts.
I highly recommend David Wilson’s “The Southern Strategy.” It provides a comprehensive explanation of how events unfolded during the Revolutionary War, focusing on British expectations and the shortcomings of the Tories. Unlike books that focus on single campaigns, Wilson examines the entire first half of the war. Michael Harris’s books are also excellent resources. For a different perspective, Bernard Schechter’s “Battle for New York” details the war from the point of view of New York City, and even includes a fantastic walking tour section. I personally took the Manhattan tour, crossed the Brooklyn Bridge, and was able to explore key historical sites like Flatbush Pass, the Morris Mansion, and Fort Washington.

In the context of the game, considering the military strengths of the time, wouldn’t eliminating a traditional, well-equipped enemy unit earn you more points than taking out an irregular one? British soldiers, like those under Howe, were difficult to replace because of the expense and time it took to equip them – Kipling noted it cost significantly more to prepare a British soldier compared to soldiers from many non-European nations involved in imperial conflicts. Replacing local, irregular forces, on the other hand, was relatively cheap and easy. They also had a harder time inflicting casualties on British troops. While not a perfect comparison, it was much simpler to replenish the ranks of the revolutionary forces than it was to replace British soldiers.
Basically, the militia members were considered less experienced or valuable than soldiers in the Continental Army. A regular Continental Army soldier and a British line soldier were considered equal in terms of their experience or worth.
Me: Ah, because they take longer to train and are more specialized.
I generally see militias as more of an annoyance than a serious threat – they’re meant to absorb damage. The game system lets you assign values to different unit types. I use a base of 12, following what John did historically in 1776. Militias might rate an 8 or 10, while elite units like light infantry, grenadiers, and guards would be higher, around 14 to 16, to reflect their better training and status. Cavalry is also valued higher for the same reasons, though militia-based mounted infantry aren’t as strong. You can overwhelm opponents with light infantry, but you’ll lose points for every unit lost.
When I play games like Modern Warfare, it strikes me how American soldiers are often portrayed as more resilient and their stories are given more weight than those of Afghan or Iraqi fighters.
So, making things balanced is tough, especially when it comes to unit strengths. I’ve been playtesting the Afghan War and Vietnam squad battle games, and we’ve been tweaking how much each unit and type of armor is ‘worth’ in points. The goal is to make sure it feels fair. Like, if I’m a commander trying to defend a position with only 25 guys against a hundred enemies, losing even one of my guys really stings. You can’t expect to score points at the same rate when you’re massively outnumbered – it just wouldn’t make sense. We’re trying to reflect that in the game mechanics.
I recently learned that during the Revolutionary War, the British struggled to force the colonists into traditional European-style battles with clear objectives to conquer. They couldn’t easily establish and hold key locations to draw the revolutionaries into a fight. Knowing this, how does that affect my design of areas that award victory points in the game?
For the British, the biggest challenges weren’t about how they fought battles, but rather their overall strategy. Because the game focuses on battles, it’s assumed the British have managed to engage the Americans in conflict. While some objectives might be incredibly important – like capturing Fort Ticonderoga – I generally focus on smaller, tactical goals and weigh those against the potential losses of troops.
I was wondering if you’ve considered a storyline featuring Spain? I just learned they were part of the war, and I didn’t realize it until recently.
This project presented a challenge because I was initially limited in how many different groups I could include. I’m hoping we can expand the game in the future with a campaign focused on Pensacola and its siege, along with smaller conflicts along the Gulf Coast. I did manage to include a village near Mobile, Alabama, though I had to creatively represent them as French forces because of the initial limitations. It was a compelling story I wanted to tell. If the game does well, we could add more maps and content – I have enough ideas to work on this for years! There’s a lot of potential here; I could have even created two separate games – one focused on company-level tactics and another on battalion-level combat. There are both famous and lesser-known battles that would be great to include. Ultimately, I’m hoping to release more content depending on how players respond. The WDS platform is great because it allows designers to continually add new content to games even years after their initial release. If you buy a WDS game, you can expect it to be supported with new material for a long time.
I never really enjoyed board games, and I didn’t get into war games until I played Panzer Corps and Total War. Civil War Generals 2 was my first war game back in the 90s, but I didn’t revisit that type of game until Panzer Corps. I’ve noticed Rich is working on improving the WDS games – things like the new artwork and 3D graphics – and I’m really enjoying those changes, which seem tailored to people like me.
I’ve always loved board games, and honestly, some of us really get into the classic hex-and-counter style. But what really gets me excited is when I start building out the maps – especially when I can visualize them in 3D. It just makes everything come alive! Lately, I’ve been working on maps that give off a really strong colonial American vibe, and it looks fantastic.
Me: Do you personally script the AI in the game?
The AI has a lot of autonomy and makes many decisions on its own. Designers can use parameters outlined in the manual – found in a file called ‘Main AI’ – to guide it. However, the AI really needs help with scripting; we need to clearly define its objectives. It can be surprisingly effective on offense, and its performance varies depending on the situation. I’m constantly refining it – it’s an ongoing process. I even simulate battles between different AI instances, trying to achieve a draw. If I notice it getting stuck, I manually adjust things. Sometimes it pauses, seemingly to avoid losing. It’s not flawless – it occasionally overcommits or overlooks important details. While it’s programmed to offer a decent challenge, a skilled player should be able to win without much difficulty.
Before we finish, I was hoping you could share some insights. Considering all your research on the American Revolution, what lessons from that time might be relevant for us today? Especially given how divided things are right now, what wisdom can those early Americans offer to newer generations?
I try to avoid extreme viewpoints, especially when looking back at history. Things were incredibly divided in the 1760s, leading to the break with British rule. Many of the early American Patriots seemed to take very rigid positions – it was all or nothing, like you see in shows like John Adams. That kind of thinking can easily cause problems. Today, we need to move beyond seeing things in just black and white and look for common ground. America was founded on strong principles like equality and freedom, even though early Americans weren’t perfect – slavery was a major flaw we can’t forget. We should revisit the Declaration of Independence and Thomas Paine’s Common Sense – he actually wrote the latter during a difficult time, while traveling between New York and Trenton, and at a low point in the Revolutionary War. Times are tough now, but if we have a clear vision for the future, we can overcome these challenges.
Me: Well, Mike, I appreciate your time. Have a nice evening.
Mike: You too.
Conclusion
After spending a lot of time with their older, discontinued game from 1776, and learning more about it through interviews and research, I’m convinced this new game is worth the full price of a modern release. It’s unrealistic to expect the old game to suddenly reach the quality of this new one – it would be like expecting a 2007 Call of Duty: Modern Warfare update for the original 2003 Call of Duty. This new game has been completely rebuilt with more realistic gameplay reflecting the American Revolution. The battle formations, graphics, and even the maps are all new – it’s not just a rehash of the old games.
A key part of my research involves preserving classic games, as many retro gamers feel strongly about this. It’s disappointing for fans of older John Tiller titles – like those focused on early American warfare – that they’re no longer available for purchase. These games have been removed from the store, and it’s easy to imagine how frustrating it would be if we couldn’t access popular series like Age of Rifles, Great Naval Battles, or Panzer General. I hope the developers will reconsider their current strategy and make some of these older titles available again on platforms like GOG or Steam, similar to what Combat Mission has done.
Maintaining a good reputation is clearly a priority, and they’re dedicated to updating their existing games. However, I believe there might be a better approach than a complete overhaul. Perhaps releasing the updated game as a sequel or a remastered version of the originals would be a good solution.
Players have spent years enjoying classic games and creating content for them. It would be sad for longtime fans to see those games disappear, but I’m hopeful they’ll be revived someday. I’m also confident that the developers’ new games will be excellent. We appreciate these games because they respect the past, and many of us who’ve been playing for a long time value that history.
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2026-04-02 16:49