An interview with Chuck Seegert, designer of Stuka Leader

One of the biggest recent releases in the solo wargame community is Stuka Leader, with Kickstarter backers just now getting their hands on the game. We had the opportunity to send a few questions to Chuck Seegert, designer of Stuka Leader and Zero leader, as well as the upcoming Mustang Leader. 

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Q) How did you get your start designing wargames? 

A) I have created games for myself and family forever, including my favorite, a race game. When I played Corsair Leader, my friend Lee Smith suggested that looking at this from the Japanese standpoint would be cool. I took it from there. Designing a “retail” game vs a family game is a completely different world! It was a blast, but a lot of work.

 

Q) What led you to solo gaming? It's a bit of a niche, so I'm always curious how people end up here.

A) I have always enjoyed playing face-to-face, but as my friends and I grew up, we drifted apart or lost interest. I started my solo journey with Ambush and B-17 Queen of the Skies and never looked back.

 

Q) What led you to the themes for Zero and Stuka Leader? 

A) I love the underdog! I also knew there were very, very few games from the Japanese point of view and who did not want to fly an A6M Zero?

 

Q) What new mechanics from Stuka Leader, in your opinion, set it apart most from other Leader games?

 

A) Wow. Where do I start? One of my favorites is the moving / spread out Targets. In all the previous Leader games, the Target, whether a factory or enemy Bombers, sat in the center of the board and waited for you. Now, the enemy Bombers move, Targets are in Approaches and the Center….
I also added a couple new types of Missions. Bomber Escort, where you need to protect your Bombers as they move across the board. Other, subtle changes are the Stress and Fuel Target circles, allowing the same Target to be anywhere from 0 Stress to 2 Stress, depending upon Campaign.

 

 

Q) Outside of DVG Games, what's your favorite solo wargame?

A) The Hunters, Nightfighter Ace and B-17 Queen of the Skies

 

Q) What unique theme do you think could be a good fit for a wargame that you haven't seen yet?

A) I think crossover appeal (A way for you to play Solo, head to head against another game / gamer) is great. I did it in Zero Leader, but it was a bit clunky. For my next game, Mustang Leader, I will have a much better crossover system.

 

Q) I've seen a few images from early Mustang Leader development, could you share a little more about that game? What makes it unique?

A) I am totally stoked about splitting the Pilots from the Airplane! This will allow you to start in 1942 flying a P-38 and then fly a P-47 and end the war flying a P-51. Not to mention, starting as a Newbie and trying to “level up” as the war goes on….

 

Q) What advice do you have for those of us who have an idea or have even started developing their own games? 

A) DON’T!! 😉 Actually, from the outside, it looks pretty easy and fun, but… If you are going to have a successful game design, you need to do TONS of research. Make sure you know what you are representing in the game. Decide if you are doing a “historical” game, such as Avalon Hill or a game that is a very specific battle, or a “game” game, then build it from there. Do not be afraid to ask for help from established designers. I think most of us would be very willing to help out.

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We greatly appreciate Chuck taking the time to respond to us, and we'll definitely share more once we get Stuka Leader in stock!

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