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Michal: Hi Wolfgang and welcome to The Boardgames Chronicle blog! It is a genuine pleasure to have you here at last – we have met at Essen Spiel, played Sicily ’43 together before it was even out, and I have been following the Assault system closely on the blog ever since. But for readers who may be new to your work, could you please tell us a little about yourself? What do you do for a living, what games do you play, and how did Assault Games come about as a company?
Wolfgang: First of all, thank you for having me. It’s always a pleasure to talk to someone who has followed the Assault journey for so many years.
By profession, I am an engineer and I work in the field of Integrated Logistics Support and Life Cycle Management for complex defence systems. In many ways, that background influenced how I approach game design: I like structured systems, clear processes, and mechanics that work together efficiently.
As a gamer, I have always been fascinated by historical wargames. I grew up with classics from Avalon Hill, SPI and later GMT Games. At the same time, I always felt there was room for a tactical WWII game that combined historical authenticity with fast and intuitive gameplay.
Assault Games started as a passion project between my co-designer Erich and myself. What began as a hobby gradually evolved into a company. We never set out to become a large publisher. Our goal was simply to create the kind of tactical game that we ourselves wanted to play. Fortunately, many players around the world shared that vision.
Michal: Before we dive into the Revised Edition, let us take a step back. For those unfamiliar with Assault – Red Horizon ’41, can you set the stage? What period and operations does the game cover, and what kind of tactical experience were you originally trying to create when the first edition launched back in 2021?
Wolfgang: Red Horizon ’41 covers the opening phase of Operation Barbarossa during June and July 1941, focusing on the battles around Bialystok and the rapid German advance into Soviet territory.
When we designed the game, we wanted players to experience the confusion, speed, and uncertainty of those early battles. German forces were advancing rapidly, Soviet units were often caught in difficult situations, and local engagements could change dramatically within a matter of hours.
Our goal was not to create a highly detailed simulation where players spend more time consulting charts than making decisions. Instead, we wanted a game where tactical choices matter, turns move quickly, and historical situations emerge naturally from the mechanics.
Michal: The Assault system has a very distinctive design philosophy… What were the original design pillars, and which of them do you still consider the heart of the system today?
Wolfgang: The core design pillars of Assault have remained remarkably consistent since the very beginning.
The first pillar is tactical decision-making over administrative complexity. We want players to think about battlefield problems, not rule exceptions or endless bookkeeping. Every mechanic should support meaningful decisions rather than slow the game down.
The second pillar is command friction. No commander has perfect control over every unit on the battlefield, and our Command Point system reflects exactly that. You can never do everything you would like to do. Every turn forces you to prioritise, improvise and accept a certain amount of risk.
The third pillar is accessibility. We wanted a game that experienced wargamers could appreciate for its tactical depth, while still being approachable for players who are new to historical wargaming. Complexity should emerge from the battlefield situation – not from the rulebook.
Another principle has always been that players should never feel completely powerless. I have always disliked situations where your opponent rolls well and all you can do is watch. That’s why there is almost always some form of defensive roll or reaction available. Even when things are going badly, there is still a chance to influence the outcome. Our dice system is deliberately designed so that there is always the possibility of a lucky punch – one decisive moment that can suddenly shift the momentum and bring you back into the battle.
Replayability is another cornerstone of the system. The Formation Cards are not only there to create variety; they also prevent players from always selecting the “perfect” force made up of nothing but Panthers, Panzer IVs or T-34s. Instead, you have to work with the equipment actually available to your formation and make the best tactical use of it. Because the formations are carefully balanced against each other, even a force facing much heavier equipment can still win by exploiting the terrain, the objectives and the circumstances of the scenario.
If I had to identify the true heart of Assault today, it would be the balance between historical authenticity, player agency and enjoyable gameplay. Every design decision we make is measured against those three principles.
Michal: Now let us get to the main topic – the Revised Edition. What were the key reasons for revisiting Red Horizon ’41 now, and how did five years of community feedback shape the direction?
Wolfgang: Quite simply, because we learned a lot.
Over five years we received hundreds of suggestions, questions, observations and ideas from players. Some were small details, others challenged entire assumptions we had made during development.
At the same time, Sicily ’43 and Primosole Bridge gave us valuable experience with newer versions of the system. We saw what worked particularly well and what could be improved further.
The Revised Edition is therefore not a reprint. It is the culmination of five years of learning, testing and community feedback. The game remains fundamentally the same, but nearly every aspect has been refined in some way.
Michal: One of the biggest announced changes is the full integration of the TAS/OAS Expansion directly into the base game. How does bringing these elements into the core experience change how players will approach a typical scenario?
Wolfgang: Tactical Air Support and Off-Board Artillery have become an important part of how the Assault System represents combined-arms warfare.
By integrating TAS/OAS directly into the core rules, every player now has access to those tools without requiring a separate expansion. Air strikes and artillery missions introduce additional layers of planning, timing and risk.
Importantly, these elements remain unpredictable. Players cannot simply call down support whenever they wish. Instead, they must adapt their plans to opportunities that emerge during the battle, which reflects historical realities quite well.
Michal: The rulebook journey has been fascinating to watch… What are the most meaningful rules changes between v2.0 and v2.5?
Wolfgang: The biggest changes are not entirely new mechanics but improvements to clarity and usability.
Rules have been reorganised, wording has been refined, examples have been expanded, and several procedures have been streamlined. Expansion content has been integrated directly into the core rules, eliminating the need to switch between different documents.
The lessons learned from Sicily ’43 played a major role. That project showed us where players occasionally struggled and where we could make the system easier to learn without sacrificing depth.
Michal: Beyond the rules, the Revised Edition brings refinements to artwork, materials, and gameplay content. For someone who played the original, what will they see and feel is different the moment they open the box?
Wolfgang: The first thing players will notice is the presentation.
The maps are more detailed and immersive. Terrain information is communicated more clearly. Counters, markers and vehicle artwork have all been updated. The overall visual language is much more consistent than in the original edition.
The second thing they will notice is convenience. The new box insert is designed for sleeved cards, component organisation has improved significantly, and setup is faster.
And finally, players will immediately discover more content. New terrain, additional fortifications, revised scenarios and the integrated expansion material provide a richer experience right out of the box.
Michal: You have taken the unusual but transparent step of explaining publicly why there will be no upgrade kit for 1st edition owners…
Wolfgang: This was probably one of the most difficult decisions we had to communicate.
We carefully evaluated several upgrade-kit concepts. Unfortunately, once we looked at the actual scope of the changes, the economics simply no longer worked. Too many components have changed: maps, counters, markers, artwork, scenarios, campaigns, rules, and even the box insert. Producing and shipping a comprehensive upgrade kit would have been extremely expensive while still leaving players without the full Revised Edition experience.
That said, we never wanted our original supporters to feel forgotten. Quite the opposite. Without them, Assault would simply not exist today.
Because of that, we created a dedicated pledge during the Gamefound campaign exclusively for owners of the 1st Edition. It offers a substantial discount as our way of saying “thank you” to those who believed in us from the very beginning. It isn’t just a marketing offer – it is our genuine appreciation for the trust they placed in us five years ago.
I completely understand that some players would have preferred an upgrade kit, and we explored that possibility very seriously. In the end, however, we felt it was more honest to invest our efforts into delivering the best possible Revised Edition while giving our long-time supporters the best offer we could realistically provide.
Michal: Let us talk components and production…
Wolfgang: Players can expect updated maps, improved markers, redesigned damage and smoke counters, refined vehicle artwork and a completely new storage solution.
Michael Grillenberger once again handled the majority of the artwork, supported by Marc von Martial as Art Director. Their work already impressed players in Sicily ’43 and Primosole Bridge, and I think they have raised the bar even further with this edition.
Michal: An important piece of news is that the Revised Edition is being published together with Sound of Drums. How did that partnership come about?
Wolfgang: The partnership developed naturally over time.
As Assault Games grew, we realised that production, logistics and worldwide fulfilment required expertise and resources that would increasingly distract us from game design.
Working with Sound of Drums allows us to focus on what we do best: developing the Assault System. At the same time, players benefit from professional production, distribution and fulfilment structures.
Most importantly, however, it remains a genuine partnership between equals. Both companies bring different strengths to the table.
Michal: Is anything being done in the Revised Edition specifically with the solo player in mind?
Wolfgang: The system has always been naturally solo-friendly because there is very little hidden information.
That remains true today. While we are not introducing a dedicated AI system, many players already enjoy playing Assault two-handed, and the revised rules make that even smoother thanks to improved clarity and organisation.
So in many ways, solo friendliness remains a natural consequence of the system’s design philosophy.
Michal: Looking at the wider Assault roadmap… Can you give our readers a glimpse of how the system will grow from here?
Wolfgang: The immediate focus is obviously the Revised Edition and ensuring it becomes the best version of Red Horizon ’41 possible.
Beyond that, we are continuing to expand the Assault System across multiple theatres of war. Normandy is already on the horizon, and we are also working on additional Eastern Front content, including the Crossing the Narew campaign project.
Our long-term vision is a family of interconnected modules sharing the same core system while exploring different operations, armies and tactical challenges.
Michal: For readers approaching Assault for the very first time through the Revised Edition, what would you say makes this game unique among the many WWII tactical systems on the market?
Wolfgang: I think Assault occupies a unique position between accessibility and authenticity.
Many tactical games are either highly detailed but difficult to learn, or very approachable but lacking historical depth. Our goal has always been to bridge that gap.
Assault offers meaningful tactical decisions, realistic battlefield behaviour, fast turns, low bookkeeping, and strong replayability without overwhelming players with complexity.
If someone is looking for a tactical WWII game that rewards good leadership and battlefield judgement rather than rule memorisation, Assault might be exactly what they are looking for.
Michal: The Gamefound campaign is planned for end of June 2026. Where can players interested in the Revised Edition find more information, follow development updates, and preorder?
Wolfgang: The best place is our official website and our monthly SITREP updates.
Players can also follow us on BoardGameGeek, Gamefound and our social media channels. We regularly share development progress, previews, artwork, rules updates and roadmap information there.
Most importantly, we encourage everyone to join the discussion and share feedback. The Assault System has always benefited enormously from its community.
Michal: Thank you very much for the interview, Wolfgang – and please pass my regards to Erich! Any last word you would like to add for our Readers?
Wolfgang: Thank you very much for the opportunity.
I would simply like to thank everyone who has supported Assault Games over the years – whether by backing a campaign, playing the game, writing an AAR, providing feedback, or introducing new players to the system.
Everything we have achieved has been possible because of that community.
And of course, I would like to thank my co-designer and friend Erich and also Michael for his support in bringing up a streamlined system. Assault has always been a team effort.
We hope to see many of you on the battlefield soon.
Think, Decide, Endure!






