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The Last Hundred Yards

Status:  Made the Cut
Orders To Date:  632
Regular Price: $59.00
P500 Price: $38.00

Banner designs by Rachel Billingsley


Note: All samples below are from playtest graphics, not final game art. GMT Games claims no copyright on these images. Copyright remains with the original creator.


The Last Hundred Yards is unlike any tactical wargame published to date. It introduces innovative systems intended to model Small Unit Behavior in Combat during WW2. It is fun, fast-paced, and provides a very good simulation of what it was like to command combat units at the platoon or company level. The game is purposely designed to deliver a brisk yet intensive gaming experience that forces many decisions upon you as you take command of an infantry company in Western Europe after the D-Day landings.



I had the opportunity to play several scenarios of Mike Denson’s Tactical Game Rules Set “The Last Hundred Yards.”  I found the ideas included to be both innovative and fun.  His system for handling initiative and reaction shed new light on how units behave in a tactical setting.  Fire systems are straightforward and make sense—even indirect fires work cleanly and fast. Infantry fights are shown in a way that warmed the heart of a crusty infantryman like myself.  I recommend a look for any player with a solid interest in this level of combat. - Dean Essig of The Gamers & MMP



Here's a look at the major innovations and the designer's thinking behind the systems featured in the The Last Hundred Yards:


Initiative and Advantage:  In The Last Hundred Yards, only the player winning the initiative has a proactive game turn; his opponent is limited to reaction only.  Generally, the attacker has the initiative or momentum at the beginning of a small unit combat as the result of plans and preparation, so he generally dictates the action. The defender will generally react to the attacker's actions, hoping at some point to blunt or take away the attacker's momentum.  This is represented in The Last Hundred Yards by player advantage and the importance of winning the initiative.


Simultaneous vs Sequential: In small unit combat, things are happening simultaneously. In an attack on an enemy position, some units of a formation provide cover fire to suppress the enemy, while other units maneuver against the enemy position. These actions take place simultaneously. But, in most current tactical games, opportunity fire is sequential and is typically represented by the Phasing Player moving a unit or stack of units a single hex at a time, giving the non-phasing player an opportunity to fire. Then he moves into the next hex, again giving the non-phasing player an opportunity to fire, etc. Once he has finished moving one unit or stack of units, he selects another and repeats the process until he has moved all of his units. Not only is this very time consuming, but it's often unrealistic as well. First, the phasing player can adjust his move depending on the opportunity fire result. In reality, all these things are happening at the same time. Each player’s units would be moving and firing simultaneously and may not know or see where the enemy maneuvered. In The Last Hundred Yards, simultaneous movement and opportunity fire are modeled primarily through the Action / Reaction Cycle and Fire Mechanics.


Action/Reaction Cycle: “Where there is action there is always a reaction.” In The Last Hundred Yards, the Action/Reaction Cycle is the engine and the heart of the game. The Player winning the Initiative is the active player. He conducts actions (fire, maneuver, or recover) with the units of the active platoon. After all units of the active platoon have completed their actions, units of the non-active player may react (fire, maneuver, recover or do nothing) to units of the active player if units of the active player conducted actions in their LOS. Once the non-active player completes his reactions, the active player may react in turn to those units of the non-active player that conducted actions in their LOS. Or, the active player may instead activate the next platoon, repeating the cycle. A key aspect is that unless a unit sees an enemy unit conduct an action in his LOS he may not react.  In essence, units that saw no action will most likely do nothing as they were most likely to hold their position until notified otherwise.

Fire Mechanics: Fire mechanics in The Last Hundred Yards are based on the premise that during the short span of a few minutes in a game turn, fire is focused on a specific enemy unit as it fires or maneuvers. To reflect this, DRM markers are used to represent the enemy unit or units under fire and the amount of fire power placed on them. A different color DRM marker is used for each type of fire (green for small arms fire, yellow for anti-tank fire and red for indirect fire). Note that neither player will see the results of his fire until the Fire Resolution Phase occurring after all platoons of the active player have been activated. The following Fire Resolution is extremely fast and simple. The firing player rolls a single sided 10 die for each of his DRM markers in play, adding or subtracting the DRM of this DRM marker to the die roll, then comparing it to the defensive value of the enemy unit. Combat results are Disruptions or Casualty Reductions.


Tank Combat: Tank combat at this scale is the most difficult aspect of modeling small unit combat. In most tactical games, vehicle combat usually has taken the form of defensive fire or motion activity by the targeted vehicle during the “I go” player’s turn. But there are some problems with this approach. First, defensive fire suffers from the “perfect knowledge” problem. The targeted vehicle always spots the menace. Sometimes, even often, the target vehicle has no opportunity to fire at its assailant for the simple reason that the crew of the target vehicle does not know the enemy is there. One cannot see much out of a buttoned-up tank on a battlefield erupting with booming explosions and the life-threatening zip of high velocity shells. The tank that kills yours is often one that was never seen. Second, humans do not possess vision thru 360 degrees. The act of “looking all around” takes time and in that time, a projectile may be on its way to kill your vehicle. Looking right means you are not looking left for a segment of time and in that time segment death may come your way. So in The Last Hundred Yards, the traditional defensive fire concept has been replaced with a reaction sequence that might allow the target vehicle to escape its hunter, and, in some cases, turn the hunted into the hunter.


I played The Last Hundred Yards during the recent GMT Weekend at the Warehouse. I enjoy tactical games and after playing The Last Hundred Yards I can see a place for it on every tactical gamers shelf. It's different enough, with its many innovative mechanics, to give players a new experience into the chaotic world of tactical warfare. I found the ease of combat mechanics refreshing, by not having to add several different stacks of units and totaling up fire power factors, plus the myriad of modifiers which I've seen in many games of this nature. It's simple and straight-forward design makes it a highly approachable game. I wish I'd have had the time to have played again. I hope to see this on the GMT P500 list soon.  -  Mark Aasted,  co-designer of Skies Above the Reich



Winning the Game: In each mission or operation, an attacking player must achieve a specific objective. Once accomplished, the attacking player's score is based on the time required to complete the mission, additional mission objective points, and the casualty differential between the sides. The mission objective points and the casualty differential are added or subtracted from the time required to complete the objective. Based on the final score, the attacker will either win, lose or draw.

Simplicity of Rules: The rulebook for The Last Hundred Yards should be less than 20 pages. Any veteran wargamer will appreciate the brevity of the rules and the elegance of the game systems. The designer has created a relatively short set of rules, using simple but innovative solutions to capture the concepts of tactical wargaming well. As a result, The Last Hundred Yards is a fairly simple game to play... although it is challenging to master. 





I just played a game of The Last Hundred Yards at the GMT Weekend at the Warehouse. The designer, Mike Denson, will have it at CSW. It looks to hit the sweet spot of realism vs playability for WWII tactical games. Check it out! - Geoffrey Phipps,  designer of Gallipoli, 1915: Churchill's Greatest Gamble.



  • 1 Game Box
  • 6 double-sided card stock maps
  • full-color Rules booklet 
  • 1 full-color Scenario booklet
  • 3 sheet of 4/5" counters
  • 1 sheet of 5/8" counters
  • 2 identical Combat/Terrain Charts 
  • 2 identical Player Reference Cards
  • 1 Game Turn Track
  • Dice



Game Design: Mike Denson

Customer Reviews
# of Ratings: 12
1. on 9/10/2018, said:
I received the following post from Christian Snyder in regards to his playing the LHY this year at ComsimWorld. I have added it here because he discusses a perspective of small unit combat the LHY attempts to model. Mike, "Sorry for the long delay in reaching out to you. Day after I got back from ConsimWorld I moved to my next duty station and haven’t had a chance to just reach out to all the great people that I met at the Expo. But I did want to drop you a line, let you know that I went and signed up for the P500 list for your game. I also mentioned your game in a newbies perspective article that I wrote about ConsimWorld. It was a pleasure to play your game with you, and I truly enjoyed the cat and mouse dance that resulted between my Sherman tanks and your Tiger. While It was very enjoyable, and the premise behind it unique, I truly liked the time variable piece. If you have some time, let me share a recent experience of mine that I feel highlights this variable time (sorry this is so long!): I just got back from Colorado, where I evaluated a Company and its performance. For the final mission, I heard the CDR brief his plan, saw the LTs brief their platoon’s parts, and listened to the timeline. The brief was straight forward. The Company was to clear the village of OPFOR and expected heavy enemy resistance (due to their performance up to that point), which would require additional measures to ensure safety and security of the force. Standing on the highest point in the mock village, I waited and waited for the Company’s plan to unfold. Suddenly, but behind schedule, I saw movement. Their security element movement was disjointed, and what should have been done simultaneously in two minutes, took ten minutes between the separate components of the security element. Their main force took even longer. And, that was where the real frustration began with the senior leaders (senior on site, I will add, as I am young enough, but much older than most of the Soldiers!). They took too long to get started once in the village. What could have been a swift clearing of the site was bogged down heavily everywhere. The BN CSM (who was supposed to be an observer) could not stay on the sidelines, but rushed in to hurry on some of the squads attempting to close with and clear the OPFOR in the buildings. It was barely managed chaos, and took so long we started informing the CDR, with “Arty Sims”, that he was over on time (and in reality the village would become a live fire soon, so we needed them off the objective!). They finished clearing the village of OPFOR and then proceeded off the objective, but way over time, and potentially with many 2nd and 3rd order consequences resulting. I share this, because it made me think of the Last Hundred Yards. You think you have the plan down, great Soldiers that are ready and able, but then reality (and murphy) hits you in the face. Conducting the AAR afterward, it was so many small things that just stopped this squad or that platoon. They have a lot of little things to work on before their next chance, but all those little controllable things added up with all those uncontrollable things to just prevent smooth mission success. And the leaders, fellow CDRs, HQs, who would be waiting in real life to start the next operation etc, instead waited impatiently for young Soldiers (most hadn’t seen combat deployments, to include the CDR) to get the job done. It required leaders, new to each level, to ease their expectations, and provide some more mentorship. What if this was a key village to enable another objective? Or to secure a critical flank? How much of a delay or impact on a larger mission could this have had? I think your game hits on this. So I truly find it unique and worth the time to actually think about the idea behind your game. Plus, the game itself is very much a tactical chess game as you describe. I enjoy the thought that goes into playing. Just like my story above, you don’t know what’s going to happen with each decision, but you can do something to limit the worst case outcome, and work toward the best case outcome with each decision made. And quite frankly, that is reality. I look forward to your game! Sincerely, Christian Snyder
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2. on 3/2/2018, said:
I've been play testing TLHY for almost a year now. It's most innovative concepts (especially: action/reaction, simultaneous combat results, and initiative) make each mission an engrossing model of WWII tactical combat. Heck, even for an old Vietnam combat veteran like me, the game feels right in presenting the chaos and unit behavior at that level; all that's missing is the raw emotions and physical impact of combat, two things I'm not looking to recreate! I'm looking forward to the published product and subsequent modules. If you are looking for a playable tactical game that feels right - this is it! Bill Q
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3. on 11/21/2017, said:
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4. on 7/30/2017, said:
If this game turns out to be fun to play, and early indicators suggest it should be, I hope GMT releases many expansions. I want historically accurate maps of the factories in Stalingrad as well as other areas around the city, a map of Tarawa, key parts of D-Day beaches, etc. I want LHY equivalents to all the great Advanced Squad Leader "Historical" expansions with real-world maps. Generic maps are fun but real-world historical ones are just off-the-charts cool.
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5. on 7/25/2016, said:
The light blue units are from the spanish "División Azul".They were very brave against the russian "communists"
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6. on 7/12/2016, said:
Why LIGHT BLUE!!! for German counters? Please use feldgrau or at least plain old gray. Please no more light blue(ASL) for German counters.
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7. on 7/1/2016, said:
Had a chance to play this at CSW. This is something new and innovative for a WWII tactical game. From the depiction of real contour lines, to the almost simultaneity of the combat resolution, I was totally engrossed.
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8. on 6/29/2016, said:
Looks good. My only comment is that I would prefer paper maps (a la Combat Commander) rather than card stock. I think thin card map-boards look a bit cheap and nasty.
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9. on 6/29/2016, said:
Very excited about this system. Hopefully lots of Normandy scenarios
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10. on 6/23/2016, said:
What lovely maps!! Only wish MBT had used this map designer for its maps!
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