The Proud and the Few Review: How The US Marines Won World War 2

One Of The Best Wargames To Play In 2025

The topic of the United States Marine Corps (USMC) is deeply personal to those who have served. As an outsider, I intend to write this review to convey the importance of Marine culture and the historical context captured in this game. This classic is The Proud and the Few, a title from Wargame Design Studio that received a massive update earlier this year.

As a high school kid, the first recruiter I spoke to was a Marine. My initial admiration—fueled by those iconic ’90s fighting-a-dragon commercials and amazing uniforms—was strong, even though I eventually joined the Army instead. Before tackling this review, I immersed myself in the subject. I watched Dr. Craig Symonds’ lecture series on the US Navy and WWII history, and read foundational works like “Marine! The Life of Chesty Puller” by Burke Davis, “Helmet for my Pillow” by Robert Leckie, and Joseph Wheelan’s “Bloody Okinawa”, alongside accounts from the Japanese perspective such as “No Surrender” by Hiroo Onoda, and “Hiroshi’s Story”. This research ensures the review respects the gravity of the subject matter.

  • Genre: Wargame | Historical Strategy | Tactical-Level Strategy
  • Developer: Wargame Design Studio
  • Publisher: Wargame Design Studio
  • Price: $$39.95
  • Release Date: 1 March , 2002 (Massive Update in April, 2025)
  • Reviewer: Chris Irwin (PC)
  • Target Audience: Wargamers, History buffs, World War 2 buffs, tactical-level strategy fans.
  • Final Score: 10/10

Some might question reviewing a game over 20 years old, or suggest that only long-time veterans of John Tiller/WDS games are qualified. However, I’m writing from the perspective of a new player to the series, not a long-time hex-and-counter veteran. Wargame Design Studio (WDS) is actively rebranding to appeal to a younger audience who may never have interacted with a 1970s-style board game. This review aims to speak directly to those new players and explain why this massive update is worth the purchase price.

I wouldn’t call the Version 4.03.3 update a simple script fix; it is a complete remaster. And wow, it delivers a massive amount of content, boasting 72 scenarios and two campaigns. While I couldn’t possibly play every mission before this review, I played enough to gain a solid understanding of the game’s mechanics and the completely revamped AI.

The game is a goldmine for history buffs, packed with extensive maps and historical reading material covering missions like the Edson’s Raiders engagement, and comprehensive design notes on the 1943 Tarawa invasion.

The historical accuracy is exceptional. Weapons, from the M1903A3 often lauded by Chesty Puller to the Japanese LMG T11, are meticulously depicted. Crucially, every terrain feature reflects actual maps, giving players a squad-level sense of the historical recreation of what those troops endured.

The depiction of Tarawa is a highlight. As one of the bloodiest battles in American history up to that point, the map perfectly captures the challenge of the historically low tides, which stranded landing boats and exposed Marines to heavy fire. Navigating your troops under enemy bombardment, stuck on the beachhead, is an intense challenge that reflects the “freak of nature” low tides.

One of the great debates during the Pacific Theater was the Army vs. Marines doctrine—often personified by the conflict between General Ralph C. Smith (Army) and General Holland M. Smith (Marines). General Ralph C. Smith and the Army favored a slower, more strategic approach to prevent heavy casualties. In contrast, the Marines under Holland M. Smith wanted to go “balls to the wall,” charging like a battering ram, arguing that this approach would also produce fewer casualties by accelerating the outcome of the battle instead of engaging in a slow grind.

I think the designers did a good job of forcing you into those positions with their victory locations and turn limits. You’re under constant fire and are being cut down by the overzealous Japanese Imperial Army. As Sledge mentions while being in boot camp, the Drill Instructors let them know that fighting hand-to-hand with the Japanese wasn’t like fighting hand-to-hand with the Wehrmacht.

In Hiroshi’s story, Hiroshi mentioned how badly they were tortured and conditioned to be a purely fanatical army. Their fighting spirit was unmatched in Asia and probably could only be countered by the U.S. Marines and their training. The game does a great job reflecting this ultimate challenge.

Interviewing the Project Manager for this remaster confirmed key system improvements. For instance, the Artillery system has been revamped, now requiring officers to spot and coordinate bombing positions. Mortars, such as the M2 60mm, also require a line of sight for accuracy.

For players unfamiliar with hex-and-counter wargames, the squad-level combat here is akin to managing multiple fireteams, reminiscent of titles like Full Spectrum Warrior. You manage units of 14 or more men, focusing on morale, concealment, and suppressing fire. The goal isn’t always outright destruction, but weakening the enemy until they are ineffective. Capturing a hex requires your unit to successfully assault a position only after the defenders are weakened. The underlying dice-roll mechanic reflects the inherent randomness of real combat—bullets frequently miss—forcing players to rely on realistic military maneuvers rather than “super units” running into gunfire.

For those who remember the limited AI of the original 20-year-old John Tiller games, this is the most critical change. Under the leadership of David Freer and Rich Hamilton, the AI and scripting have been dramatically improved, finally offering a genuine challenge. While not flawless—troops can occasionally stall when playing the non-recommended side—the WDS creative team continuously playtests and refines the AI, making it more responsive and less predictable. Few other companies dedicate this much effort to improving a decades-old title.

Last, but not least, I want to talk about the game’s graphics. Unlike remasters that often only offer minor font or scripting tweaks, the WDS team delivered slick, beautiful new graphics. Both the 2D and 3D artwork are now polished and impressive, moving far beyond looking like an afterthought. The atmosphere is further enhanced by authentic Japanese-style music. WDS has even announced future updates, including a redesign of the 3D map terrain and more realistic unit models for tanks and infantry. It looks great now, and it will only look better!

Final Verdict and Score

10/10

To round things up, I think that The Proud and the Few is one of those games that every wargamer and World War 2 buff with an interest in strategy games at the tactical level should play. Not only because it’s an absolute classic, but because its mechanics still hold up fairly well all these years later, it has hundreds of hours of gameplay, and it’s continuously supported by Wargame Design Studio. To finish on a high note, despite The Proud and the Few being old enough to have a driver’s license and drink, it’s still one of the exemplary World War 2 wargames around, a golden standard, and a solid 10 out of 10. It’s one of my favorite wargames of all time.

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One response to “The Proud and the Few Review: How The US Marines Won World War 2”

  1. […] an interview with one of the boss men on their team. I was given David’s info to interview for my Proud and the Few review, but I decided to do a full-on WDS interview for this separate article. I could have interviewed […]

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