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Nevsky, Teutons and Rus in Collision, 1240-1242

I really like the system for this game. It bring logistics into war gaming in an easy manageable way.


Latindom’s Northern Crusade on Baltic pagans would not dream of taking on the Orthodox city-state before it, a wealth so mighty that Russians called the city itself “Lord Novgorod the Great”. But then the Khan’s Golden Horde overran all Rus east of Ilmen. Teutonic and Danish Crusaders saw an opening to take on the schismatics and perhaps seize Novgorod’s trade routes to Asia....

Nevsky is a board wargame about the storied clash between Latin Teutonic and Orthodox Russian powers along the Baltic frontier of the mid-13th-Century. It is the first volume in GMT Games’Levy & Campaign Seriesportraying military operations in a variety of pre-industrial conflicts. In Nevsky,players raise and equip their armies, then provision and maneuver them to ravage or conquer enemy territory or defeat enemy forces in battle. Feudal politics obligate an array of lords and vassals to serve on campaign—but only for limited periods. Players must keep an eye on the calendar and reward lords to keep their armies in the field.

Nevsky is solitaire friendly or can add a rules option with screens that hide what the two players’ lords levy. A second option adds detail regarding vassal forces’ terms of service.

General Course of Play

In Nevsky, two players take the roles of “Russians” and “Teutons”, respectively. The Russians represent the wealthy city-state of Novgorod and its allies. The Teutons comprise German and Danish landholders—including the Teutonic Order—expanding a Baltic dominion.

The sides every 40 days will levy various lords and vassals and their forces, transport, and capabilities, backed by higher political authorities—a papal legate for the Teutons and Novgorod’s city council (veche) for the Russians. Each lord is rated for fealty, lordship, service, and command and lays out his forces and assets on a mat. Wooden pieces represent units of knights, mounted sergeants, light and Asiatic cavalry, men-at-arms, and unarmored serfs and militia. Assets include counters for transport such as carts, boats, and sleds; provender to feed the army; and coin to pay for longer service or booty captured by ravaging or conquering enemy regions.

The players then plan and command a campaign for that 40 days with the lords who have mustered. To represent the limits of communications on medieval operations, stacks of command cards commit players to activating lords in a sequence that may or may not meet the needs of the developing situation. Cylinder pieces on the map show the lords’ maneuvers, while markers on a feudal calendar show how much longer the lords will serve, influenced by success or failure in their campaigns. When lords clash in field battle or storming a castle, players array their lords’ mats left, right, center, and reserve and attempt to rout the enemy. Various event and capability cards reveal cultural and technological particulars that influence levy, campaign, and combat.


These videos are the best tutorials.

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I've read the rules a couple of months ago but the three videos above make them easier to understand.

I'll watch the vids as well.... very curious about the game system -- I know the designer is working on a Spain Reconquista version.

Edit: Watched bits of first vid -- the guy explains very well. (once you get used to the French accent and "pissants" (peasants) :LOL:
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How many wars are won and lost with good/bad logistics. As Napoleon said, 'armatures talk tactics, generals talk logistics'.
Your right, it is fascinating. The bloke that designed it has done a few counter insurgency games (COIN) which are pretty good.

Indeed ... and it does simulate the ramshackle way of waging medieval pre-modern war before modern standing armies. (both logistically and the complex loyalty/liege systems)

After watching these vids, I don't think I want to hear the word "provender" ever again... :ROFLMAO:
Picked up and played around with that "Lord's Battle Card" idea for CM "states of siege" campaign concepts... have Kampfgruppe/Battle Group/Task Force cards with simple icons representing the force OOB.

Below unit counter on sample section of the map and corresponding "Kampfguppe Card" ... there are 4 tracks to defend to hold Rikonovo and prevent it from being cut off, so 4 Kampfgruppen and perhaps a reserve 5th. Russians would have the same.

Kampfgruppe Bootie has 3 intact PzGren (Mot) platoons, 2 med mortars, 2 Hvy MG's, 1x ATG and 5x Marders.

Card Sample.jpg

Rikonovo-SIEGE sample.jpg