GrogHeads Interviews Uwe Eickert of Academy Games
Grogheads’ Corinne Mahaffey sat down to talk with Academy Games’ Uwe Eickert at Origins. In person, Uwe radiates a cheerful enthusiastic intensity; game design is clearly one of his passions!
Grogheads: What new games do you have coming up?
Academy Games: The Conflict of Heroes Solo Expansion, and Conflict of Heroes – Guadalcanal are shipping soon. We will have a Kickstarter for Conflict of Heroes: D-Day Airborne Battles this fall!

In addition, in 2015 we expect to publish the first game in our Civil War/Napoleonics series: Gettysburg – Day 1 Bloody Crossroads. This will be the first game in a 2 or 3 volume set based on this battle. The map boards and counters are big and incredibly beautiful! (Check our website for pictures [http://academygames.com/games/fight-for-the-colours/bloody-crossroads-gettysburg-day-1]) This is a new system that implements some of our newest and most advanced design mechanisms; there will be no dice, no numbers on the counters, and no charts to look up. You will be able to see the detailed state of each Regiment by quickly looking at its Brigade Command board. This will tell you its fatigue, morale, and current capabilities. The game can be played with 1 to 8 players and the decision cycle for each player is constant, with little to no down time.
We have been doing a great deal of research on the US Civil War, concentrating on the soldier’s fatigue and mental aspects of combat. We have factored these aspects into the game mechanism, so that brigades act more like they did in battle, often flowing forward and back towards the enemy. We’ve been working on this for 4 years and hope to publish it in 2015.
Grogheads: Could you compare how you build computer games versus board games? What are the advantages and disadvantages of each medium?
Academy Games: We always start with the board game because we find we have more subtlety when we design the board game. If we have no computing power, then we build a better, more intuitive, more streamlined game to begin with, which we can then move to the computer.
When we create board game mechanics, the results are transparent; we know why we came to the in-game result that we did, and we learn the strategy of the game.
Computer war game AIs are often designed with a biased advantage. They are often given limited, hard coded orders. However, human thought patterns are not limited in this way. The Artificial Intelligence (AI) that we have developed for Conflict of Heroes utilizes a unique Emergent Behavior and Agent Based Logic that evaluates Battlefield Situational Conditions. The AI then implements the best Tactical Response based on its available unit assets and resources. If the forces and logistics are available, the order is executed by the best available AI unit. If not, the secondary procedure order is implemented.
We think people will be surprised by the intuitiveness of our board game AI. Our AI does not “smooth” results or have arbitrary advantages. No matter which side you take, the AI will kick most players’ butts 60% of the time. This system has gone through several development cycles and we have had help from some of the most cutting edge computer programmers, active duty Army officers, and game designers.


