June 1944: Through the D-Day landings the Allies have seized a foothold on the beaches of Normandy. Now you must lead your troops forward as you push deeper into France and drive the German forces back. You will face intense resistance machine gun fire and mortar bombardment but a great commander can turn the situation to their advantage!Undaunted: Normandy is a deck-building game that places you and your opponent in command of American or German forces fighting through a series of missions critical to the outcome of World War II. Use your cards to seize the initiative bolster your forces or control your troops on the battlefield. Strong leadership can turn the tide of battle in your favor but reckless decisions could prove catastrophic as every casualty you take removes a card from your deck. Take charge amidst the chaos of battle hold fast in the face of opposition and remain undaunted.—description from the publisher
As Supreme Commander of your country's military forces in Air Land & Sea you must carefully deploy your forces across three theaters of war: air land and sea. At the start of each battle you're dealt a hand of six cards. Players take turns playing cards one at a time until all cards have been played — or one player decides to withdraw. The order in which you play your cards is critical as is whether you play them face up or face down. Playing a card face up triggers its tactical ability but the card must be played in its corresponding theater. Face-down cards can be played to any theater but have a strength of only 2 and do not grant tactical abilities.Sometimes it may be best to withdraw in order to deny your opponent complete victory as points are awarded at the end of each battle based on the results. The first player to 12 points wins!Air Land & Sea: Critters at War features the same gameplay as in Air Land & Sea but with 100% critters and more vibrant colors.
Recreate World War Two in 20 minutes! The perfect wargame for non-wargamers Blitzkrieg! allows two players to battle across the War’s most iconic theatres winning key campaigns and building military might.Players draw army tokens from a bag to determine their starting forces and to replenish their losses. Rather than ‘fighting’ battles with dice or cards players allocate their military resources to each theatre’s campaigns winning victory points further resources special weapons and strategic advantages as they play. Refight World War Two several times in one evening!Includes Solo mode by Dávid Turczi.—description from the publisherA new square box edition which includes the Nippon expansion was published in 2021. This is tracked in the database as a separate compilation item: Blitzkrieg!: World War Two in 20 Minutes.
As Hitler's grasp on Germany tightens and his maniacal fervor is unmasked men from the highest levels of the Reich begin to plot his assassination. As the clock ticks and Hitler's ambitions grow these daring few must build their strength and prepare for the perfect moment to strike. The Gestapo hound their trail calling these conspirators Schwarze Kapelle the Black Orchestra. Will this band of daring patriots save their country from utter ruin before it is too late?Black Orchestra begins with each player choosing a historic figure involved in the conspiracy against Hitler. In this dark and dangerous pursuit motivation is perhaps your greatest weapon. If you can stay true to your convictions in the face of overwhelming threat and inspire your comrades then you will be able to use your special ability attempt plots and even become zealous (necessary for some extremely daring plots).But every move you make may also increase the suspicion of the authorities. The Gestapo will make routine sweeps and any players with high suspicion will be arrested and interrogated (possibly resulting in other players being arrested). If you are all arrested or if the Gestapo finds your secret papers you lose. And the suspicion placed on each conspirator will increase the chances their plots are detected.On a turn players may take three actions such as moving searching for an item or drawing a card; or at the cost of one action per die roll the dice in an attempt to gain even more actions — at the risk of attracting the suspicion of the gestapo. This dice rolling Conspire action allows players to make bold moves when most needed.After the actions have been taken an event card is drawn. The game is played over seven stages of World War 2 represented by seven stacks of event cards. These cards walk you through the events of WWII in a roughly (but not strictly) chronological order. New stages open up new areas of the board cause Hitler and his deputies to interact with the Conspirators and present various opportunities or threats. During the final stage many board spaces become off-limits as the Allies move closer to Germany.To win players must collect a plot card and fulfill all necessary requirements listed (such as having Hitler be in a certain space and possessing certain items--detonator & fuse etc.). The active player may then attempt the plot by rolling the indicated dice including all additional modifiers and helpful Action cards. The total of number of Target symbols needed to kill Hitler is based on Hitler's military support but a Conspirator's security level decides if any Eagles rolled will see them detected and foil the plot regardless. Players must consider their ability to successfully complete a plot and the relative suspicion levels of the different Conspirators involved.Players will need to work together and agree on the wisest course of action as well as have a little luck to succeed. The phenomenon of one player dominating the game because of its cooperative nature is mitigated by the fact that there are no certainties and often a player will need to make a bold or reckless move to keep the conspiracy alive. Cool heads often prevail but play it too cool and you may miss your chance. The co-operative dynamic gets really interesting if a player is ever arrested and fails to resist interrogation then they will need to make a big decision all by themselves without revealing their options to the group. No one player can guarantee success. It is hoped that players will have tense conversations similar to those had by the real conspirators and enjoy a truly unique historical experience.
From the back of the box:Global Power Struggle Begins Which nation will take the lead and become world's dominant superpower?The Manhattan Project makes you the leader of a great nation's atomic weapons program in a deadly race to build bigger and better bombs. You must assign your workers to multiple projects: building your bomb-making infrastructure expending your military to protect it or sending your spies to steal your rival's hard work!You alone control your nation's destiny. You choose when to send out your workers–and when to call them back. Careful management and superior strategy will determine the winner of this struggle. So take charge and secure your nation's future!Additional description:The Manhattan Project is a low-luck mostly open information efficiency game in which players compete to build and operate the most effective atomic bomb program. Players do not nuke each other but conventional air strikes are allowed against facilities.The game features worker placement with a twist: there are no rounds and no end-of-round administration. Players retrieve their workers when they choose to or are forced to (by running out).An espionage action allows a player to activate and block an opponent's building representing technology theft and sabotage.
The Undaunted series continues with this two-player deck-building game of tactical combat pitting the raiders of Britain's Long Range Desert Group against Italian forces in the North African Theater of World War II.The North African campaign has begun. Take control of the British Army's Long Range Desert Group and operate behind enemy lines or command the formidable Italian forces opposing them. In Undaunted: North Africa a sequel to Undaunted: Normandy players once again lead their sides through a varied series of missions. As casualties mount wounded soldiers leave the players' decks forcing them to adapt in the face of changing tactical circumstances. Use your cards to strengthen your forces deploy vehicles to advance rapidly across the battlefield and seize the initiative as you determine the outcome of the North African Theater.—description from the publisher
Triumph & Tragedy is a geopolitical strategy game for 3 players (also playable by 2) covering the competition for European supremacy during the period 1936-45 between Capitalism (the West) Communism (the Soviet Union) and Fascism (the Axis). It has diplomatic economic technological and military components and can be won by gaining economic hegemony or technological supremacy (A-bomb) or by vanquishing a rival militarily.The 22 x 34 area map covers Eurasia to India and the Urals plus the Americas. Military units are 5/8 blocks of 7 types (Infantry/Tank/Fortress/AirForce/Carrier/Fleet/Submarine) in 7 different colors (Germany/Italy/Russia/Britain/France/USA/Neutral). The mix of over 200 blocks allows great flexibility of force composition. There is a 55-card Action deck and a 55-card Investment deck plus 30 Peace Dividend chits and 110 markers of various types.The game starts in 1936 with all 3 Great Powers virtually disarmed: Germany has repudiated the Versailles Peace Treaty initiating an arms race in Europe. With blocks the nature of military buildups remain unknown to rivals unless/until military conflict breaks out. The game may end peacefully or there may be war. There are game sanctions for attacking neutral minors or declaring war on an opponent and rewards for remaining peaceful (you get a Peace Dividend chit of value 0-2 for every year you remain at Peace).You can win peacefully by: • Economic Hegemony (total of Production + secret Peace Dividend values + Atomic Research is the greatest in 1945 or reaches 25 at any time) OR • Technological Supremacy (build the A-bomb which takes 4 stages and be able to deliver it to a Main Capital).If there is war you can still win by either of the above methods (with extra Economic Hegemony victory points available) or by: • Military Victory (capture TWO enemy capitals out of nine: each player controls three).Economic production underlies all forms of power in the game. Production is the LEAST of controlled Population (cities) controlled Resources and Industry (which starts low and can be built up with Investment cards) except that Resources can be ignored if at Peace.Powers can spend their current economic Production on either: • Military units (new 1-step units or additional steps on existing units) OR • Action cards which have Diplomatic values (to gain Population and Resources without conflict) and a Command value (to move military units) OR • Investment cards which have Technological values (to enhance unit abilities) and a Factory value (the only way to increase Industry levels).Building a unit step or buying a card costs 1 Production. Simple. You can’t inspect cards bought until after you have spent all Production.The early phase of the game tends to revolve around: • Diplomatic infighting (using Action cards) to gain minor nations (Czech Rumania etc) for their Population and Resources and • Industrial buildup (via Investment cards) with • Military buildups (with the nature of forces being built being unknown to opponents) • Technology advancement (also via Investment cards) and some • Military operations (using Action cards for Command) which can include Violating (attacking) neutral minors to gain Population/Resources when Diplomacy fails.If the game continues peacefully due to imposing defenses or player inclination pressure builds as players approach a Production of 20 as secret Peace Dividend chits may take someone over the 25 Victory threshold. Or players may succeed in developing the Atomic Bomb and steal a victory that way.At some point however one Power (seeing opportunity or necessity) may Declare War on another. The victim gets immediate economic benefits in reaction but military reality comes to the forefront from this point onward. The third party may well continue its economic development in peace. Or not.Unit movement is by Command card which specifies a Command Priority letter that determines order of movement/combat and a Command Value number that determines the maximum number of units that can be moved. Command cards are only valid during one specified Season (Spring/Summer/Fall) so a variety of Command cards in one’s hand is necessary for a Power to be able to move in every Season. But HandSizes are limited so each player must balance competing demands for card resources with military security.Combat occurs when rival units occupy the same area and is executed by units firing in order by Type (defenders firing first amongst equal types) rolling dice for hits. Units have different Firepowers (hit values) depending on the Class of unit they are targeting (ground naval air sub). Land combat is one round per Season while sea battles are fought to a conclusion. Ground units without a Supply line lose 1 step per Season and cannot build (except Fortress units which are immune to both effects but cannot move).Triumph & Tragedy is a true three-sided game: there is no requirement that the West and Russia be on the same side (and in fact there are valid reasons to attack each other) and only ONE player can win the game. Table talk is allowed (and encouraged) but agreements are not enforceable. Alliances are shifting and co-operation is undependable. The game can continue as an economic battle of attrition or a sudden military explosion can change everything. There is immense replayability as players can pursue dominance in Europe via land sea or air military superiority technological supremacy or economic hegemony without rivals realizing their strategy until it is TOO LATE! It is a highly interactive tense fast-moving game with little downtime between player turns covering THE crucial geopolitical decade of the 20th century in 4-6 hours.
The players in the game take on the roles of Churchill Roosevelt or Stalin as they maneuver against each other over the course of 10 Conferences that determine who will lead the Allied forces where those forces will be deployed and how the Axis will be defeated. The player whose forces collectively have greater control over the surrendered Axis powers will win the peace and the game.Churchill is NOT a wargame but a political conflict of cooperation and competition. While the game focuses on 10 of the historical conferences from 1943 till the end of the war these and much of this design should not be taken literally. Before and after each conference small groups of advisors and senior officials moved between the Allied capitals making the deals that drove the post war peace. Each conference sees one of a group of issues nominated for inclusion in the conference. The issues categories are: Theater leadership changes directed offensives production priorities clandestine operations political activity and strategic warfare (A-bomb). Each of the historical conference cards independently puts some number of issues such as directed offensives or production priorities metaphorically put on the table while the players nominate an additional 7 issues.The game display for this is a circular conference table that the three players sit around behind their 'seat'. Each player has a staff deck of named personages such as Secretary Stimson and Anthony Eden that are randomly drawn to make your conference hand. A pre-conference round of cards gives leverage to the winner who then moves an issue toward their side of the table equal to the value of the card played. Play then proceeds with the conference where each player in turn plays a card on one of the issues in the center of the conference table moving it the value of the card toward his side of the table. Each card is a historical personage and they often have bonuses if played on a particular category of issue. Contesting an issue has you move an issue away from an Ally toward your own. At all times each player has his Head of State card (Roosevelt Churchill or Stalin) that can weigh in on any issue once per conference by discarding another card. Each use of your personage has a bonus and a potential penalty. Each time Roosevelt is used he may die and be replaced by Harry Truman. Churchill can have a heart attack and miss the next conference while Stalin's paranoia may cause a mini-purge and reduce his side's effectiveness for the remainder of the conference. The net result of the conference play is players will 'win' various issues with the player who won the most issues gaining leverage in one of the bilateral global issues (UK versus USSR global issue is Free Europe versus Spheres of Influence).The game then moves into a post-conference phase where players implement the issues that they now control. These actions impact three basic game functions: clandestine operations political activity and military offensives. Clandestine operations has players try to establish political networks in conquered countries and colonies. Using a very simple mechanic of placing a network or removing an opponent's network the historical ferment that occurred in Yugoslavia France and across the world is simply simulated. A country or colony can only have one dominant side's network at any given time and during political activity players can emplace friendly governments in exile that can be subsequently undermined and replaced if the supporting networks are later neutralized by one of your allies.Once this has all been sorted out the military portion of the game keeps the score. There is a separate display that abstractly represents the major theaters of war Western Eastern Mediterranean Arctic (Murmansk convoys and Scandinavia) CBI SW Pacific Central Pacific and Far East. Each of these tracks has a Allied front for which I am looking for some kind of 3D tank piece that advances toward Germany Italy and Japan. Using a very simple combat mechanic each front tries to advance with Axis reserves deploying to oppose the various fronts. A successful offensive advances the front one space although with overwhelming superiority a two-space breakthrough is possible. Naval operations are simply handled by requiring a defined level of support to advance into an amphibious entry space such as France (D-Day). When a front enters Germany Italy or Japan they surrender shutting down military operations although clandestine and political activity continues until the end of the game. In the background is the development of the A-bomb and Soviet efforts to steal its secrets. If the A-bomb is available Japan can be forced to surrender sans a direct invasion.As I stated this is not a wargame but a three-player excursion into power politics. The game takes around 3 hours to finish but I will be including a short and medium scenario. All scenarios end with Potsdam but you will be able to start later in the war if you only have 1 or 2 hours to play. In addition the game can be played with 3 or 2 players plus solitaire. I am very excited about the new Churchill and large scale playtesting will commence by the end of the month. More to follow...
Engage the Nazi occupation of France in la petite guerre to throw off the yoke of the oppressors and free your homeland!Maquis is a solitaire worker-placement game with variable goals and a play time of approximately twenty minutes. The player places his resistance agents on spaces around town to achieve his goals - blowing up trains publishing underground newspapers - but at the same time Milice collaborators and Wehrmacht soldiers patrol the area. Agents who can't make it back to the safe house at the end of the day are arrested and never seen again.
Stalingrad 1942. Before you awaits a grueling conflict in this cornerstone battleground. As the bullets and bombs tear the city asunder only through wits and valor can you seize the cornerstone of the entire Eastern Front and change the course of history.A heavy burden rests on your shoulders. Every casualty suffered in battle will weaken your forces for the entire campaign. Every bomb blast and mortar shell leaves the very ground for which you are fighting in further ruin. Every inch lost to the enemy brings you closer to the jaws of defeat. Over the course of up to fifteen branching scenarios you will decide the fate of Stalingrad and perhaps the war itself. Even though the consequences of your actions will persist the game itself can be fully reset and replayed allowing you to explore every potential outcome.Undaunted: Stalingrad is a monumental platoon-level standalone campaign game with branching narratives that expands the series' scope and challenge beyond anything that's come before. Featuring more than 300 unique illustrations by Roland MacDonald and 150 evocative mission briefings written by acclaimed author Robbie MacNiven immerse yourself in this campaign at the heart of the war.—description from the publisher
Rating: 7.9 | Players: 2–4
Game Type:
WargamesCategories:
Awakening the Bear is the first game in the multi-award winning Conflict of Heroes series. In it players control individual squads and tanks to resolve the same tactical dilemmas and decisions that commanders faced during some of the most ferocious engagements of WWII.CoH features a fast and fluid system that is easy to learn but realistic to all of the unique theaters of battle portrayed. Fun: Quick simultaneous play allows players to interact without waiting. Easy: Teach a new player how to play in under 5 minutes. No charts! Historically Accurate: Portrays realistic forces and tactics. Counters: Depict individual vehicles airplanes guns squads and more. Consistent: Each game in the series uses the same rule system.2nd Edition includes all new artwork more units & firefights. This thread discusses the differences between 1st and 2nd edition in more detail.
Sniper Elite: The Board Game is a hidden movement game based on the iconic video game series.In the game one player takes the role of the sniper who is trying to make their way past the German guards by stealth or violence. Up to three other players control squads of German soldiers striking a balance between defending their objectives and hunting the sniper.Sniper Elite features a bag-manipulation element. The sniper draws chits from a bag to target the defenders though canny defense can decrease the sniper's likelihood of making their shot...—description from the publisher
Quartermaster General is a fast-paced game that puts you in command of the major powers of the Second World War. In the game supply is crucial to keep your armies and navies fighting; destroy your enemies' supply lines and their forces will surrender!During play you control one or more countries on either the Axis or Allied team and try to score as many victory points (VPs) for your team as you can through the use of cards or by occupying the starred supply spaces. Each major power has a unique set of cards with which to marshal its forces which are represented by wooden army and navy pieces. After twenty rounds of play the team with the most VPs wins.Note: The French edition of Quartermaster General known as Quartermaster includes the Quartermaster General: Air Marshal expansion that is sold separately in the English edition.
(from GMT's website:)No Retreat: The Russian Front is a new deluxe edition of the two-player Victory Point Games 2008 CSR Award Nominee wargame that retells the story of the titanic struggle between the invading armies of Nazi Germany versus Communist Russia during WW2 at a player-friendly and manageable level of scope and difficulty. This edition combines both the original game and its two extensions (Na Berlin! and No Surrender!) using deluxe components of “Twilight Struggle Deluxe Edition” quality. With only 40 Army/Front sized counters for the Tournament game and 70 for the whole campaign and with very low stacking it’s a quick-playing yet realistic affair that favours the strategic and offensive-minded player.Each turn is alight with intriguing on-board challenges plus the surprise of card hand Events as players vie to win in one of three different ways.In a skillfully blended collation of classic hex-based wargaming and modern card-driven simulations No Retreat: The Russian Front stays truly story-centric providing the proper feel of sweeping maneuvers exploitation and encirclements across the vast steppes and forests of Russia. With a simple-yet-innovative economic model players will also feel the growing might and sophistication of the Russian’s Red Army and the degradation of the once-invincible German Wehrmacht over the epic four year sweep of time that this merciless campaign was fought.Neither side can afford the disgrace of yielding an inch of ground to their hated foe so your orders are: “No Retreat!”TIME SCALE: 2 months per turn MAP SCALE: 100km / 60 miles per hex UNIT SCALE: Armies and Fronts NUMBER OF PLAYERS: 2DESIGNER: Carl Paradis DEVELOPER: Alan Emrich & Carl Paradis COUNTER ART: Mark Simonitch & Carl Paradis MAP ART: Mark Simonitch
In Pavlov’s House you take control of the valiant defenders of a Soviet strongpoint in Stalingrad as they hold out against constant German attacks for almost two months. You also control the key leaders throughout the Soviet 62nd Army that made the defense of Pavlov’s House possible.Object of the Game The goal of Pavlov’s House is to last until the 7th Company 3rd Battalion 42nd Guards Rifle Regiment of the 13th Guards Division is tasked with storming a key German strongpoint during the Battle of Stalingrad. In the game this is depicted by playing through a deck of cards representing elements of the German 6th Army.Pavlov’s House was a fortified apartment building used as a strongpoint by the Soviet 62nd Army during the pivotal Battle of Stalingrad in WW2. Soviet defenders - primarily from the 7th Company 3rd Battalion 42nd Guards Rifle Regiment of the 13th Guards Division - held out for almost two months from a constant German assault. The building’s name was drawn from Yakov Pavlov a sergeant who led the initial storm group assault that resulted in the capture of the building from the Germans. The story of Pavlov’s House was a key piece of Soviet propaganda and was used as a symbol of the incredible resistance of Soviet forces during the Battle of Stalingrad.—description from the publisher
Hostilities with England effective immediately. the time is: 1256 hours 3 September 1939The Hunters is a solitaire tactical level game placing you in command of a German U-boat during WWII. Your mission is to destroy as much Allied Shipping and as many Capital ships as possible while advancing your crew quality and increasing your commander rank culminating in special decoration ‒ all while remembering you have to make it home.The Hunters is purposely designed to deliver a brisk yet intensive gaming experience that forces many decisions upon you as you will take command among the major German U-boat models in service during WWII and try to complete an entire tour.Those familiar with the classic Avalon Hill game title B-17: Queen of the Skies will come to enjoy the same type of gaming experience of the German U-boat War. All major U-boat models are accounted for with every level of detail including period of service armaments crew make-up damage capacity and more.Winner: 1 Player Guild Gaming Awards - Best Solitaire Game of 2013
U-BOOT: The Board Game is a fully cooperative real-time tabletop game of WW2 submarine warfare designed by Iron Wolf Studio. It allows 1 to 4 players to assume the roles of the Captain the First Officer the Navigator and the Chief Engineer on board of a type VIIC U-boat. The game is driven by a companion app allowing for an unprecedented level of realism as well as a challenging enemy A.I. which will push your skills to the limit. The action unfolds both on the strategic and the tactical scale always demanding teamwork efficient crew management and quick situation assessment.Each of the four roles entails unique responsibilities encouraging the players to develop an efficient communication scheme and use genuine navy terminology. The Captain oversees the completion of mission objectives supervises action point costs and is responsible for the crew's morale. The First Officer operates the companion app manages the flow of information and takes care of the crew's health. The Navigator steers the submarine by setting its course and depth but also updates all the essential information on the strategic and the tactical map. Last but not least is the Chief Engineer who is responsible for the engines repairs as well as other mechanical implements on board of the U-boat (such as the ballast tanks weapon systems etc.). At the same time each of the four officers commands his own group of crew members by issuing orders within a worker placement system.The idea behind the companion app is to deliver a real-time realistic gameplay experience. To that end the app features the most essential instruments of the u-boat (such as the periscope the hydrophone and the Enigma among others). Rest assured however that the vast majority of gameplay traditionally takes place on the game board with the instruments revealing otherwise hidden information and the app requiring only certain data (such as the U-boat's course speed etc.) in order to generate an adequate A.I. response of the enemy force. It is also responsible for all the ambient sound effects thus immersing the players even deeper into the claustrophobic interiors of the type VII C. But fear not! With open & play being a design priority you will be launching torpedoes in no time thanks to streamlined rules video tutorials and variable difficulty levels for each player.From quick skirmishes through full combat missions to an all-out campaign UBOOT: TBG will let you conduct submarine operations in all major naval theatres of the 2nd World War. Success of these missions hinges on the completion of various tasks delegated to the crew by the Oberkommando der Kriegsmarine (German Navy HQ) which include patrol duty ambushing convoys laying mines in enemy waters and many more! Each mission will require the players to adopt various strategies and different play styles in order to successfully complete it and the companion app will generate a detailed report at the end of each game session (evaluating player efforts and possibly awarding decorations promotions etc.). That is if the U-boat makes it back home...The stage is set and the crew is awaiting your orders. Do you have what it takes to command the Kriegsmarine's finest? Hunt or be hunted as you brave the stormy seas of the greatest conflict in history!—description from the creator
Formerly titled V-Commandos now renamed V-Sabotage.Victory depends on you!V-Commandos is a WW2 commandos co-operative board game. Players can either select a pre-generated mission or create their own by combining objective cards then they assemble a team from famous Allied corps: U.S. Raiders British SAS. Devil’s Brigade SOE etc. During play you hide in darkness wear enemy uniforms and sneak up on your targets. Get spotted? Open fire with emblematic allied weapons and try to turn the enemy's weapons against them! If you can get back to cover and turn off the alarms as the enemy has more available troops than you. Thus you need to focus on completing the mission then leaving the area as quickly as you can.
The time is summer 1944. The Sun shines on Normandie hedgerows. Gentle wind fields of bright flowers and in the background the romantic staccato of machine gun fire in the morning. In these typical French countryside landscapes thousands of men are about to fight. And die. Bravely like heroes or cowardly like wussies. But only heroes really matter. Those you see in Hollywood Golden Age war movies. Here lies the inspiration for Heroes of Normandie; here is what the game has to offer: explosive and fast-paced battles; the pleasure of butchering your enemies through MG42 walls of lead; and the ability to crush Nazi bastards under tons of shells – basically blood and guts.A miniatures game without miniatures Heroes of Normandie is a fast-paced WW2 strategy wargame inspired by Hollywood war movies. A tactical scale board-game opposing two players and two armies with the Germans on one side and the Americans on the other. Players use order tokens to determine initiative and to bluff. While a single six-sided die determines combat action cards are played to spice things up. Secretly plan your attacks and outwit your opponent. Block the opposing strategy and surprise the enemies. Deploy your units and don't turn back!
Normandy June 6th 1944 – as you land on the well-defended beaches a German machine gun nest is killing your comrades like flies. You must do something!In D-Day Dice players are Allied soldiers trying to organize improvised units for an attack against the machine gun nest. Each player starts the game with a unit of a few soldiers and nothing else. As the game progresses they will collect resources and advance on the beach sector by sector as their unit grows stronger and deadlier. They will succeed...or die trying.D-Day Dice is a multiplayer co-op game where all players play their turn simultaneously and must help each other in order to stay alive. It also includes solitaire optional rules. Although built around dice rolling this game is about resource management (soldiers specialists items and courage) and knowing when to move your unit. Resources are kept from turn to turn so the players can plan ahead.Note: This listing is for the commercial version of D-Day Dice. To download and play the game now go to D-Day Dice: Free Trial Version.Expanded by 3 marketed expansions:D-Day Dice: Operation Neptune D-Day Dice: Atlantikwall D-Day Dice: Normandy
Standalone -- Just play with the 3 new theaters provided: Intelligence Diplomacy EconomicsMix w/ Base Game -- Play with any combination of 3 theaters from either box: ex. Intelligence Air LandEpic Mode -- Play with any combination of 5 theaters from either box: ex. Intelligence Diplomacy Economics Land Sea
In 1942 four soldiers vanished from the training program of the newly formed First Ranger Battalion their names stricken from the roster. Chosen for their unique skills they would fight in secret against terrifying supernatural enemies and overwhelming odds. This is their story.Fireteam Zero is a cooperative game for up to four players who must cut a path through an endless swarm of deadly monsters in order to discover and defeat the ultimate evil behind them. Each player possesses a set of brutal combat skills that are represented by a deck of cards unique to that character. Play cards to devastate the creatures in your way help your teammates survive the onslaught or even reshape the tactical landscape with the proper application of explosive ordinance. The battle is fought across three maps of increasing difficulty each one bringing more and tougher enemies than the last. Players must search for and complete mission objectives in order to progress and bring them one step closer to the final showdown.Aiding them are two NPC Specialists one with an uncanny ability to sense the location and nature of the supernatural energy in the area and another with an encyclopedic knowledge of the arcane. Use the Specialists wisely or risk failure no matter how many monsters you defeat.Race against time as the creatures on the board become stronger and more cunning. The longer you take to complete your objectives the more Monster Twist cards are revealed each granting a new and terrible aspect to your enemy. In each set of missions you will face a different family of horrifying creatures each with their own special abilities and twist cards.Players must not only fight for their lives but at the same time they must make smart tactical choices with their teammates in order to make the best use of a limited resource the cards in their hands. Each card not only represents an action that they can take but also their health. Spending too many cards can leave you vulnerable while spending too few can result in being overwhelmed. Clever players will rely on each other to succeed.Fireteam Zero is a story-rich board game of squad tactics and horror. Each map can be played separately in about 45 minutes or together to complete an entire Operation in about three hours.Expansions:1) The Africa Cycle:Go head to head against the Thornspawn in this expansion!New Miniatures! Receive the Thornspawn an entire new monster family. Comes with 8 Scavengers 3 Wooden Men and Prime who is a massive 60mm tall boss figure.New Mechanic! Add Gear to your hero as you progress. Gear can be easily added to the core set and all other expansions as well.New Locations and Adventures! You'll encounter:An all new 3 Act Operation: Sticks and Bones. Plus these standalone missions:And you'll face these challenges using 4 new double-side map tiles giving you 8 new map sectors with all new terrain to explore!2) The Europe Cycle:Face the Bloodless in the Old Country!New Miniatures! Receive the Bloodless another entirely new monster family! Comes with 8 Spore Children 3 Saprophyte Soldiers and Black Tooth a towering boss figure over 60mm tall!New Mechanic! Enhance your Specialists with all new powers! Each specialist now receives their own deck unleashing fantastic new abilities. The Specialist decks have been designed to work seamlessly with the core set and all other expansions!New Locations and Adventures! An all new 3 Act Operation: The Dead of Winter. Plus these standalone missions:Conquer your enemies on 4 new double-side map tiles giving you 8 new map sectors with all new terrain!
Rating: 7.9 | Players: 1–6
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Warfighter is a card game for 1 to 6 players. You play cooperatively with your friends against the system to complete World War II squad-level combat missions.The core game and 4 expansions provides you with all the cards you need to play as or against the Americans British or Germans in post D-Day Europe.This includes the soldiers weapons equipment and tactics used by each of those nations. Everything you need to create your own unique squad of soldiers!At the start of each mission you each select one or more Player Soldiers equip them with skills weapons and combat gear within the mission's Resource limit. You then fight your way through hostile territory and engage enemy soldiers as you attempt to reach and complete your mission objective. Every mission is a stand-alone game. You build your Soldiers select your Gear and then run your mission. Within 30 to 60 minutes you will have succeeded or failed.Warfighter uses a new combat system that takes into account the fire mode you select for your weapon range to the target running out of ammo suppression fire and cover - all in the same dice roll!This system creates an incredibly deep narrative with every attack. As you eliminate soldiers you gain experience to Upgun your Action cards play Support cards and activate special Skills.There are 3 levels of Soldiers in Warfighter: Player Soldiers Non-Player Soldiers and Squad Soldiers.
Rating: 8.3 | Players: 1–2
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Atlantic Chase simulates the naval campaigns fought in the North Atlantic between the surface fleets of the Royal Navy and the Kriegsmarine between 1939 and 1942. It utilizes a system of trajectories to model the fog of war that bedeviled the commands during this period. Just as the pins and strings adorning Churchill’s wall represented the course of the ships underway players arrange trajectory lines across the shared game board each line representing a task force’s path of travel. Without resorting to dummy blocks hidden movement or a double-blind system requiring a referee or computer players experience the uncertainty endemic to this period of naval warfare.
Rating: 8.0 | Players: 1–4
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(from the designer and GMT Games website:)Unconditional Surrender! World War 2 in Europe (USE) is a strategic level game covering the World War II European Theater. Players make the political decisions and control the military forces of the three major factions that struggled for European dominance and survival.With its emphasis on force projection and decision making players remain focused on the big picture of managing their front lines and political opportunities. Through simple mechanics and low on-map counter density players easily handle the strategic action without a myriad of complicated subsystems or tall stacks of counters.As one gamer put it It is a delight to be spending my limited brain power on making (or agonizing over) operational decisions that are as dependent upon guts as they are gray matter. This game is not a series of arithmetic exercises and the only variable in these algorithms is nerve.Though the focus is on the big picture Unconditional Surrender! still delivers historical detail. Each country has an historical army level order of battle and its relative economic strength and national will to fight are effectively and simply modeled. Also represented are such World War II events as airdrops Free Forces jets naval evacuation partisans radar railroad artillery guns and ULTRA; all neatly woven into the game's core mechanics for ease of playThe game has many scenarios ranging from quick playing individual campaigns to longer ones covering up to the entire war.TIME SCALE: Monthly Turns MAP SCALE: 30 to 40 miles per hex UNIT SCALE: Army Fleet or WingDESIGNER: Salvatore Vasta DEVELOPER: Mark Dey MAP ART: Salvatore Vasta & Mark Simonitch COUNTER ART: Charlie Kibler
Holland '44 Operation Market-Garden September 1944 is a two-player game depicting the Allies’ combined ground and airborne attack in the Netherlands during WWII which was code named Operation Market-Garden.The game starts with the airborne landings on September 17th and continues until September 23rd. The Allied player must rush his ground forces forward as fast as possible to relieve his beleaguered airborne divisions and capture a bridge across the Rhine.The scale of the map is 2 kilometers per hex and covers the battlefield from the Belgian border to Arnhem. The map also includes the area where the British 8th Corps fought on the right flank of 30th Corps.Most units in Holland ‘44 are battalions but units range from Company to Brigades.Holland '44 uses a system very similar to Ardennes '44: The Battle of the Bulge. It is basically a simple move-fight I-go then u-go game. If you have played Ardennes '44: The Battle of the Bulge or Normandy '44 you will have no trouble learning the game. Rules such as ZOC Bonds Determined Defense Extended Movement and Traffic Markers all make their reappearance. Due to the terrain of the Netherlands special attention was given to river crossings bridge building and fighting in the flat polder terrain.Game Scale: Game Turn: 3 turns per day (AM PM & Night) Hex: 1.24 miles / 2 kilometers Units: Company to BrigadeGame Inventory: One 22 x 34 full color map One 17 x 22 full color map (together = 22 x 43.5) Two dual-side printed countersheet (468 9/16 counters) One 40-page Holland '44 rulebook Two dual-side printed Player Aid cards One single-side printed Setup Card Two 6-sided diceSolitaire Playability: High Complexity Level: Medium-High Players: 2 or more Playing Time: 4-15 hours
Description from the publisher:The 2nd Edition of D-Day Dice published by Word Forge Games sees new art missions tiles and dice. It is fully compatible with the previous and subsequent versions adding new mechanics and play concepts to the highly successful D-Day Dice franchise.Normandy June 6th 1944 – as you land on the well-defended beaches a German machine gun nest is killing your comrades like flies. You must do something!In D-Day Dice players are Allied soldiers trying to organize improvised units for an attack against the machine gun nest. Each player starts the game with a unit of a few soldiers and nothing else. As the game progresses he will collect resources and advance on the beach sector by sector as his unit grows stronger and deadlier. He will succeed...or die trying.D-Day Dice is a multiplayer co-op game where all players play their turn simultaneously and must help each other in order to stay alive. It also includes solitaire optional rules. Although built around dice rolling this game is about resource management (soldiers specialists items and courage) and knowing when to move your unit. Resources are kept from turn to turn so the players can plan ahead.
From an abandoned mountain fortress you command a group of Norwegian volunteers fighting numerically superior German forces in the early days of WW2.Halls of Hegra is a solitaire-only wargame in the same vein as Robinson Crusoe This War of Mine and Dead of Winter. The mechanics are worker placement bag building and area control/ tower defense.You play as the commander of the Norwegian forces during the three stages of the game.1. Mobilization. Explore the fortress while you dig your way through mountains of snow and broken equipment. New recruits are joining your growing force while you plan supply routes for the coming siege.2. 1st. attack The village below the fortress is attacked. You try to defend it while you do the final preparations before the Siege. Send out patrols behind enemy lines to secure enough supplies.3. Siege The Siege of fortress Hegra begins. You have to endure constant bombing and infantry attack while keeping the morale up amongst your men. Will you survive?—description from the designer
Description from the publisher:Larry Harris presents War Room a deluxe global World War II game for 2-6 players. You have been entrusted with the Mantle of Command for your nation. Collaborate with allies to coordinate maneuvers before resolving your secret simultaneous orders for movement and production. Assign battle stances for each unit type wisely during conflicts on the land at sea and air. Maintain a tight grip on your territories and guard your convoys to control the varied resources required to expand your army. Attack your enemies where they least expect and crush their national morale. Strive onward to capture the enemy capitals and secure victory!
The RAF faces the Luftwaffe in this two-player deck-building game of aerial WWII combat.Summer 1940. The German war machine has rolled through the continent in less than a year crushing all before it. Britain is all that stands in the way of German victory in Europe. Command the pilots of the battle-tested Luftwaffe who are looking to extinguish all resistance and pave the way to invasion or the resourceful and determined RAF opposing them at every turn.Undaunted: Battle of Britain is a standalone game in the Undaunted series adapting the core gameplay of the previous games to recreate the dynamic dogfighting of aerial combat. Maintain cohesion between your pilots evade anti-aircraft artillery and leverage talented aces to win the battle for the skies!—description from the publisher
Estoril is small town near Lisbon Portugal. Having a casino beach and wonderful weather the region was a center of diplomacy -- and spying -- during World War II.In City Of Spies: Estoril 1942 players are competing against each other to form the most powerful and influential secret organization of spies. Based on historical facts the game takes place on famous locations in Estoril.Six locations are randomly selected to be used for the first round such as casinos hotels beaches etc. Control of these will be fought over in each of the four rounds of the game. Special Agents are then placed on each location as the reward for who have the most influence on that location.Players begin the game with the same hand of Agents (tiles) and will take turns placing these tiles in the open spaces of the various locations on the board. At the end of each round players check each location to see which player gains the reward for that location.At the end of the fourth round players will total up the points of their Agents plus any special game objective they might have completed. Whoever has the most points wins.
Rating: 7.6 | Players: 2
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Fighting Formations is a fledgling series of games which will focus on several battles of various individual formations during World War II. The first title in the series is Grossdeutschland Infantry Division. Future titles aren't yet set in stone but could be devoted to other famous divisions (Big Red One) Corps (Afrika Korps) regiments (442nd RCT) Commando troops Ranger battalions etc.The scale of the game is 75 meters per hex with turns representing about 5 minutes of real time. Units are squads guns with their inherent crews and individual vehicles. Platoons are also employed.The game has card Assets -- including such things as snipers artillery air support or demolitions -- but is not card-driven. It is also not the typical Igo-Yougo fare with a strict sequence of play. Instead the base game engine is an impulse-type back and forth mechanic whereby the various Orders carry with them a certain cost in Initiative with the person having the most Initiative at any given time being able to take the next action on the map.This first game has the following components:4 22 x 34 back-printed mapsheets 5 countersheets 55 cards 24-page series rulebook 48-page playbook an 8.5 x 22 track display several cardstock player aids dice: 2d6 2d8 2d10 2d12 & 2d20 10 wooden cubes 1 wooden pawnFighting Formations FAQ
Enemy Action is a new series of card-driven war games on pivotal military operations and campaigns in the twentieth century. Each game allows for play by two players or one player playing either side in the conflict.John Butterfield’s unique card-driven mechanic allows players to use multiple resources in multiple ways but each decision has a consequence many of which aren’t evident at the time. Resources include units and cards. So two different cards can be used to activate the same unit/s but each card may have a different secondary use that could include artillery support or even activation of more units (or group of units).The combat chit system is yet another decision-making point. Players choose and reveal a number of combat chits that varies based on a number of factors. The minimum and maximum number is dependent upon unit capabilities terrain and support but not combat factors (so no factor counting here). This choice can often get an attacker into trouble by going for “a chit too far”… Or it might even be a masterstroke to take that extra chit…Enemy Action: ArdennesThe first game in the series is Ardennes. The game portrays the German offensive against the western Allies in December 1944 — the Battle of the Bulge. Each player controls the German or Allied side. When playing solo the game system controls the other side. So Enemy Action: Ardennes is effectively three games in one box: the two-player game solitaire playing the Allies and solitaire playing the Germans.Complexity: Medium Playing Time: 15 minutes to 6 hours for the full campaign Solitaire Suitability: Designed for solitaire play Designer: John Butterfield Developers: John Foley Artist: Tim Schleif(from Compass Games website)BGG wiki page with many clarifications and hints and errata: Enemy Action: Ardennes German Solo FAQ
Not enough gas not enough ammo or not enough time. Not enough to cross the Rhine before the enemy closes all the gaps. You need to form the bridgehead before others do. That’s the only way to Victory and your personal glory.1944 Race to the Rhine is a new game experience. You can’t win this game without proper planning. Your tanks need gas to move and ammo to fight. But don’t forget to feed your GIs. So what would be your transport priority?Will you follow General Patton’s strategy to discard ammo in order to bring additional fuel barrels along to move boldly forward? Would you risk your prestige and gamble on Market-Garden as Field Marshal Montgomery did? Would you cross the Rhine more quickly than General Bradley did with the help of your hard work and a little luck?“In preparing for battle I have always found that plans are useless but planning is indispensable” (General Dwight D. Eisenhower Supreme Commander of the Allied Forces in Europe).So how are you planning your Victory?
Company of Heroes the World War 2 board wargame is based on the video game from Relic/Sega. It closely captures the choices tactics and mission strategies of the videogame. In teams or as individuals players will maneuver units and battle for control points to collect manpower munitions and fuel. Players spend these resources to construct new buildings purchase units and upgrade abilities eventually unlocking the powerful end-game units of their nation. To win players will either attempt to collect enough victory points before their opponent does or totally annihilate the enemy's base.—user summaryA board game 'port' that attempts to capture the strategy choices and fun of the beloved video games. Players maneuver units from one of four factions to secure resource points grow their economy unlock buildings and purchase and upgrade new units. Player's eventually unleash their team's powerful end game forces to help secure enough victory points or annihilate the enemy base buildings to win.From fog of war utilizing cover and buildings flanking armor spotting combining multi-unit tactics veteran upgrades deciding what units to purchase and what buildings to unlock; this project distills many elements we fans love about Company of Heroes into a streamlined board game experience.This game involves squad level tactical movement but also focuses heavily on securing collecting and spending resources to purchase new buildings units and upgrades.—description from publisher
Rating: 8.0 | Players: 1–2
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Silent Victory is a solitaire tactical level game placing you in command of an American submarine during WWII in the Pacific. Your mission is to destroy as much Japanese shipping and as many warships as possible while advancing your crew quality and decorations - all while remembering you have to make it home.Silent Victory is purposely designed to deliver a brisk yet intensive gaming experience that forces many decisions upon you as you take command of one of the major U.S. Fleet submarine types in service. Patrols will take you to differing parts of the Pacific as time progresses in the war. The most successful commanders will be those that can manage the risks they take while prosecuting as many targets as possible.The game engine is built upon the successful Hunters design and has proven to be a solid playable experience. All the major U.S. Fleet boat types are accounted for with every level of detail including period of service armaments crew makeup damage capacity and more.
The day dawns like any other. The sun makes its way low over the misty horizon and stays low in the Autumn sky this morning. All is as it has always been in the fields and meadows of the Steppes. Commander Garrison Dietrich raises himself through the cupola of the Tiger he commands and begins to scan the landscape. He looks left to right right to left searching the fields for his target. He breathes in deeply. The scent of metal and leather sweat and stale cigarettes rises from inside the musty tank. He studies the landscape and he listens. With heart pounding and senses alert he is poised…. anticipating. For Commander Dietrich tank to tank warfare is more than a duel. Beyond the field-rocket artillery the bombers and U-Boats the single-seat fighters beyond the 88mm Flak is the Tiger. His Tiger and platoon only the T-34s of the Red Army standing between them and victory!Suddenly to his right geese startle from the tall drying grass of the field. They fly fast and out of view quickly. Commander Dietrich turns his gaze sharply to the right and there indistinctly outlined silent foreboding...his eyes make contact with it - a Russian T34.Inside the tank his team is alert and ready. In the confined space of the tank they are in position. Through the radio they hear the call I spot 'em at 1600 1600!! Through the narrow rectangular window the driver attempts to locate the T34. An AP shell is loaded into the breech. The gunner yells Ready to fire! His heart too is pounding. Loud sounds now the gears the clacking of Bogey wheels over terrain the vibration of the motor...then Hull down hull down is called out to the driver. The Commander orders Traverse traverse...TRAVERSE! The turret moves slowly the sounds of machinery moving but slow too slow! The alert gunner feels the rush. I've got 'em in my sights 1400...1200! Do you see him do you see him? The panic the fear the adrenaline are palpable. I've got 'em sir I've got 'em!! The anticipated command comes as the tanks advance...FIRE! The gunner aims pulls the lever and its SHELL AWAY….Tank Duel: Enemy in the Crosshairs is a card-based game for 1 to 8 players that depicts tank-to-tank warfare on the Eastern Front of World War II in the early to mid 1940s. It attempts to convey the claustrophobia and urgency that tank crews experienced in this bitter conflict utilizing a simple action system to keep the action moving at a rapid pace. Players will issue commands with the use of battle cards and attempt to score victory points by claiming objectives and eliminating their opponent's tanks and crew.
Written by veteran game designers Alessio Cavatore and Rick Priestley Bolt Action provides all the rules needed to bring the great battles of World War II to your tabletop. Using miniature soldiers tanks and terrain you can fight battles in the shattered towns of occupied France the barren deserts of North Africa and even the sweltering jungles of the Pacific.Players get to decide which of the major or minor World War II powers they would like to represent and then construct their armies from the lists provided. Army options are almost limitless allowing you to build the kind of army that most appeals to your style of play. The choice is yours.
Band of Brothers is a fast playing game of squad level combat in WWII. It covers the exploits of the 101st in their battles from D-Day through the Bulge. The rules are very simple (no combat charts are needed) with very few exceptions to remember and yet the game is meant to be all encompassing and will include infantry tanks and artillery.Based on years of research the game system uses a unique suppression mechanic. There are no longer two unique states for a unit but varying degrees of suppression. This allows suppression to accumulate from multiple fire sources and means that the unit will not take a morale check until it is asked to do something. You will never know for sure how your units will respond until they are needed.Although casualties can be caused by artillery and heavy weapons (which makes them prime battlefield targets) squads will never cause significant casualties shooting at range at dug in first line troops. Their goal is to fire and maneuver. Sections of the enemy force must be pinned down and eliminated from up close. The system itself forces this realistic play. In a similar fashion the system rewards you for spreading your troops out and other realistic game play.Another unique feature of the game is its use of Proficiency and Casualty ratings to differentiate squads in areas besides just morale.The game is the first in a series.Band of Brothers: Ghost Panzer is a stand alone game that is set on the Eastern Front and follows the German 11th Panzer (Ghost) DivisionOther games under research are The Old Breed (the US 1st Marine Division) and a module that follows Commonwealth forces.
General Orders: World War II pits competing commanders against each other in a tug of war for control over a crucial Second World War battlefield either in the mountains of Italy or the islands of the Pacific. Players strive to seize crucial strategic assets that unlock special abilities and prevent their opponents doing the same. Balance the desire to gain these advantages with the need to secure supply lines ward off aerial assault and artillery barrages and protect your vulnerable headquarters in this compact and elegant two-player game.—description from the publisher
Rating: 8.4 | Players: 2–4
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With four maps and low unit density the game delivers a grand view of the campaign where decisions about movement and direction of attack have lasting effects that propel or curtail your future strategic plans. The effect is like watching a story unfold and noticing a growing emotional involvement with your forces and plans. In the end whether in victory or defeat players of Stalingrad ’42 will enjoy an epic gaming experience.MAP SCALE: 1 hex = 10 miles TIME SCALE: 1 turn = 3-7 days NUMBER OF PLAYERS: 2-4 UNIT SCALE: Small Corps/Divisions/Brigades/RegimentsCOMPONENTS 4 Maps (2 full size 2 small total footprint 48 x 43.5) 3 Counter sheets (576 9/16” playing pieces) 5 Scenario cards 2 (identical) Player aid cards 1 Rules booklet 1 Playbook with examples of play design notes and historical notesSCENARIOS • Campaign Game: June 28th - December 31st (36 turns) • Fall Blau: June 28th - July 28th (8 turns one full-size map) • Caucasus Campaign: August 2nd - November 11th (18 turns two small maps) • Operation Uranus: November 12th - December 31st (9 turns two full-size maps)FEATURES • Ease of play • Accurate Order of Battle • Detailed game maps • Rules for: Blitzkrieg warfare Reserves Offensive Planning Sea Movement Leaders City Battles North Caucasus Volunteers and hidden Soviet buildup.SEQUENCE OF PLAY OUTLINE A. WEATHER PHASE B. AXIS PLAYER TURN 1. Initial Phase 2. Movement Phase 3. Combat Phase 4. Recovery Phase 5. Supply Phase C. SOVIET PLAYER TURN (Identical to Axis Player Turn) D. VICTORY DETERMINATION PHASE
B-17 Flying Fortress Leader is a WWII strategic bombing solitaire game that takes place in the European Theater of Operations (ETO).In B-17 Leader you are in command of the Eighth Air Force stationed in England charged with reducing Germany's ability to wage war. Your primary mission is to destroy the Luftwaffe to ensure a successful D-Day landing but multiple secondary missions are also required to help advance the fronts in multiple theaters.You will have multiple historic Bomber Groups composed of B-17 Flying Fortresses B-24 Liberators and B-26 Marauders. Optional B-29 Superfortress and B-25 Mitchell Bomber Groups are included. Your Bomber Groups will be protected on their journey in Luftwaffe controlled airspace by Fighter Groups composed of MK VII Spitfires P-47 Thunderbolts P-38 Lightnings and P-51 Mustangs. Your groups can progress in experience levels from Newbie to Ace but may be Reassigned as they gain experience. Optional Renown Commanders provide groups with special skills and tactics but could be killed during the Campaign.The campaigns included in B-17 Leader include: • The Air War Begins (Aug 1942 – Dec 1942) • Operation Pointblank (June 1943 – May 1944) • Combined Bomber Operations (June 1943 – Sept 1943) • Allied Invasion (June 1944 – May 1945) • Oil Campaign (Aug 1944 – Nov 1944) • Operation Argument – Big Week (Feb 20 – 25 1944) • Operation Crossbow (Mar 1943 – May 1943) • Transportation (Apr 1944 – Aug 1944) • Strategic Targets (Jun 1943 - Aug 1943) • U-Boat Focus (Aug 1942) • Aircraft Industry Focus (Aug 1943)You will be targeting many different types of targets including Airfields Aircraft Factories U-Boat Pens Ball Bearing Factories Oil Refineries and V-Weapon sites. Recon Aircraft can be sent to improve your aim point and allow you to pick the optimal path to reduce Flak damage.Opposing you will be Luftwaffe Squadrons generated from multiple Aircraft Factories that will intercept your Escorts and Bombers to and from the targets. Luftwaffe Squadron Bandits can be BF-109s FW-190s BF-110s and/or ME-410s. Targeting their Aircraft Factories will reduce the number of new Luftwaffe Squadrons deployed each month but destroyed factories are quickly rebuilt and new Aircraft Factories are periodically being added. Attacking and destroying Airfields helps reduce the number of deployed Luftwaffe Squadrons. Victory Points are earned for each destroyed Target.Various German Defense Commanders will try different tactics and technologies in an effort to stop your campaign. Each German commander will also have a varying range of Luftwaffe responses to your attack from Poor to All Out.To help mitigate the Luftwaffe threat you can accomplish Secondary Mission objectives that can advance the Mediterranean and Russian fronts to force Germany to send more Luftwaffe Squadrons into those theaters. You can also purchase various technologies to increase the odds of a successful mission like Drop Tanks Jammers and H2X Radar sets. An option to invest and field the P-80 Shooting Star jet fighter is included. Once the Allied Invasion has begun many Secondary Missions will help advance the Allies to Berlin to end the war.Your Bombers will take damage and be destroyed but monthly Replenishment units will help bring your groups up in strength.If you have played other Leader Games many aspects of B-17 Leader will be familiar. But due to the Strategic nature of your bombing campaign new gameplay aspects are introduced.
Based on John Butterfield's groundbreaking D-Day at Omaha Beach system this solitaire game presents the critical days of fighting at platoon and company scale. You command the invading American forces against dug-in Japanese defenders which are controlled by the game system. Tarawa covers the landings on Betio Island in November 1943 and the operations of the US 2nd Marine and 27th Infantry Divisions to clear it -- the first heavily contested landing of the Pacific War. The battle for the tiny Island raged for four days and when it was finally over fewer than 200 of the 5,000 Japanese defenders remained alive. One map two counter-sheets and 55 cards.
The Battle for Castle Itter was fought near the Austrian village of Itter on 5 May 1945 in the last days of the War in Europe during World War II. US soldiers joined forces with Wehrmacht infantrymen an SS officer an Austrian resistance fighter and recently freed French prisoners of war to defend an Austrian castle against an attacking force from the 17th SS Panzergrenadier Division.Castle Itter is divided into turns. Each turn consists of two phases:During each turn you take five actions with your Defenders. You can only take one action with a Defender on a turn. When you take an action with a Defender place an Action Token on the Defender. If you use an action that exhausts a Defender flip the Defender to its exhausted side. The actions include:Once you have completed your five Defender actions for the turn reveal three SS Cards from the SS deck one at a time resolving the effect of each one before moving to the next. After all three SS Cards have been resolved discard them. The turn is over and the next turn begins with five new Defender actions.There are four different categories of SS Cards based on the card effect:The game ends at the end of the turn when the SS deck is exhausted or immediately if the 142nd Infantry Regiment card is drawn from the SS deck.
Cataclysm: A Second World WarIt is the 1930s and the world is still recovering from the Great War and the Great Depression that followed it. A second world war can break out at any time. Can you stop it? Will you start it? Better yet can you win it?Cataclysm is not your typical game about World War II. The game begins in 1933 not 1939 and is global in scope. Germany is far from dominating Europe. Japan is on the march in Asia. Every crisis is an unexpected opportunity. There is no hindsight and anything can happen.Truly grand strategic in scope, Cataclysm requires players to lead nations not just armies or fleets. You must craft a diplomatic strategy develop political support for your policies at home shift your economy to a war footing and build up the forces you need to deter or vanquish your enemies.There is no traditional I-go-you-go turn structure in Cataclysm. Counters representing political actions military actions units and possible events are drawn at random from an action cup. As each counter comes out the owning player resolves it and play swiftly moves on to the next draw. You have to make plans to execute when your chance comes up but you have no idea when or in what order events will transpire.A game about global war gives every nation armies air forces and fleets. But in Cataclysm military pieces have no numeric values. You know what forces you have and where they are deployed. To resolve combat each side rolls up to three dice and compares their single highest die. You can devote more resources to a campaign (generating more dice or bonuses) but that does not guarantee a favorable outcome. Your efforts can lead to triumph… or to disaster.In Cataclysm you are free to explore alternatives. The Soviets can construct a massive long-range bomber force. Japan can build powerful armored forces to overrun Siberia. Germany can invade Britain or France can take Berlin provided you craft a strategy that gets you there.When you play Cataclysm you write your own history of a second world war.This is my most anticipated wargame of 2018. --Ananda Gupta co-designer of Twilight Struggle.I WOULD EAT A KITTEN FOR THIS GAME --Kuhrusty
Rating: 7.9 | Players: 2
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Red Winter: The Soviet Attack at Tolvajärvi Finland December 8-12 1939It is the winter of 1939 and the Soviet Union has just declared war on Finland. Bombers unleash a downpour of destruction on the Finnish capital of Helsinki. In the David and Goliath struggle that follows the Russians swarm across the border and push back the Finns in victory after victory. The future appears grim for Finnish independence.Nowhere is the danger greater than in the central sector where a Russian breakthrough would threaten the strongpoints of the Mannerheim Line. Newly assigned to the sector the Finnish Colonel Paavo Talvela surveys the terrain and chooses the place to make a stand: a lake called Tolvajärvi. The weary and demoralized Finnish ski troops have mere hours to recover a semblance of order before the Russian juggernaut smashes into them yet again. Over the next five days the world watches in awe as the Finns manage to halt the Russian advance through sheer heroic determination. Then miraculously the Finns launch a successful counterattack...Red Winter is a two player historical game which simulates the unusual battle at Tolvajärvi at a rarely gamed scale: company sized combat units and 90 minute game turns. Players assume the roles of the Russian and Finnish commanders controlling the actions of Finnish ski infantry Russian heavy machine gun companies mortars tanks anti-tank guns and other combat units. A desperate battle for territory and survival is about to be waged across a bleak and snowy landscape of forests swamps and frozen lakes.The game utilizes many tried-and-true classic wargame mechanics in combination with novel and well-integrated systems for ranged attacks unit recovery Finnish night raids attrition losses from sub-zero weather conditions and more. The design focuses foremost on playability with low counter density concise rules and sleek simple mechanics that combine to allow each player the luxury of completing his turn in about five minutes. This means the full 40 turn campaign game is playable in a single afternoon. The large 5/8 inch counters and oversized hexes further increase playability. And the illustrated examples make it easy to jump right into the action.TIME SCALE: 90 Minute Game Turns MAP SCALE: 425 yards per hex UNIT SCALE: mostly companies; some sections and platoons PLAYERS: 1-2 COMPLEXITY: Moderate Playing Time: 20 minutes to 12 hours depending on scenario
Rating: 8.0 | Players: 2–4
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WargamesCategories:
In 1942 the Japanese empire exploded across the Pacific conquering everything before them. The only large land mass still held by the Allies was Australia which they desperately needed as a staging area for a planned U.S. led counter-attack. The Japanese knew of the importance of Australia but lacked the resources to conquer it so they decided on the next best thing: Isolate Australia from the United States by building an airfield on the island of Guadalcanal from which planes could disrupt the Allied supply lines.The United States ill-prepared as it was for any offensive actions immediately attacked with the 1st Marine Division under the command of Major General Alexander A. Vandegrift caught the Japanese by surprise and easily took control of the airfield. The Japanese 17th Army under the command of Lt. Gen. Harukichi Hyakutake counterattacked with an ever-increasing number of troops. For the next four months a titanic struggle took place in the air on land and on sea as the isolated Marines and U.S. Army fought for their lives to hold their tiny perimeter around the airfield against the might of the Japanese Empire.Conflict of Heroes: Guadalcanal – Pacific Ocean 1942 recreates this struggle on your tabletop and includes gorgeous beach and jungles maps of the South Pacific amphibious landing craft the USMC Japanese Banzai Charges night combat and much more.
Skies Above the Reich is a solitaire game depicting a Luftwaffe squadron of Bf109s struggling to deter and destroy the relentless daylight raids over Germany during World War Two. The player’s individual aircraft each represented by a stickered block must confront the mighty “combat box” formation of the United States Army Air Force a deadly terrain of B-17 Flying Fortresses. The game is a broad strokes depiction that presents the arc of the desperate air war. Stretching from late 1942 to early 1945 Skies Above the Reich follows that trajectory in a series of missions strung together to make a campaign. Each mission will take a half hour or more to play while a campaign can last anywhere between 6 to 60 missions.The Mission You select pilots and “attachments,” such as gun pods rockets or added armor. You may also augment your attack with auxiliary aircraft such as Ju88s Fw190s or later in the war jet propelled Me262s the answer to the deadly P-51 escort fighter. Time in a mission is limited so you must do your best to wreck the bomber formation as quickly as possible while bringing home as many pilots as you can in order to muster a force for the next mission. The mission is played on a formation map that depicts as many as twenty-one B-17 bombers in a tight array. The game comes with two double-sided map boards (four maps in all) that as a set chronicle the development and increasing lethality of the bomber formation. Each map is a bigger and more lethal terrain than its predecessor. Will you strike the formation from the nose or from the tail? Will your fighters make a dead-level attack or will they drop bombs on the formation from above? Will you split your squadron to attack from multiple angles or will they charge at the bombers in successive waves? Will you even have time for this kind of maneuver? What if you encounter the bombers’ “little friends,” fighter escort lurking nearby? How will you handle them if you do or will you even try? Will you organize part of your force to tangle with escort or will you arm your entire contingent to focus on the bombers?The Campaign As tough as each mission can be the real challenge is the campaign where you watch as your roster of pilots gradually shrinks. Some pilots will survive long enough to acquire ace skills but you will be forced to replace downed or wounded pilots and those young newcomers come “green”. Some campaigns will end simply because you run out of pilots. Full Campaigns follow the chronology of “seasons,” each comprising a number of missions that your squadron flies striving to disrupt the American bomber raids. In a full campaign you must endure all seven seasons keeping your squadron intact while making an impact on the relentless wave of bomber formations roaring over your homeland. A short campaign challenges you to win a single season although you may wish to extend it to a second or third season depending on how well you fare. Each season represents a distinct period of the war as the campaign traverses the history of the air war. Bombers become more heavily armed but so too do your own Bf109 fighters. Early seasons are characterized by smaller formations while seasons in the middle of the war are notable for the lack of fighter escort. And later seasons will put the squeeze on your squadron.Basic and Advanced Games In the basic game your goal is to knock bombers out of formation or destroy them outright. The advanced game adds “pursuit” where you dispatch fighters to chase after and intercept bombers knocked out of the formation. Played out on an 8.5” x 11” map depicting a single bomber pursuit makes the advanced game even more challenging.The Two Player Game You may also play this as a (un)cooperative game. Players each command a squadron of fighters and attack a formation of bombers together. Although players may lose together even if they win the campaign only one of them may be declared the victor.No one who experienced them will ever forget them – those streams of Flying Fortresses. Suddenly we saw [them] ahead in a great swarm. I confess the sight put me into a bit of a flap and the others felt the same. We seemed so puny against these four-engined giants. Then we attacked from the beam. – Cajus Bekker The Luftwaffe War DiariesTIME SCALE: Each turn = seconds and minutes MAP SCALE: Area movement UNIT SCALE: Individual fighters NUMBER OF PLAYERS: 1 - 4(from GMT webpage)
Rating: 7.9 | Players: 2–4
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WargamesCategories:
Panzer is a complete game system designed for small unit actions from platoon to battalion-sized formations in World War 2. The primary focus is Armored Warfare simulation but Leg (Infantry) and Towed units are also part of the game. Each 7/8” double-sided counter represents a single vehicle towed gun or aircraft. The 5/8 double-sided leg unit counters represent squads half-squads and sections including their attached weapons.It's a modular rules system with Basic Advanced and Optional rules which the players can mix and match according to taste - you can keep it simple or make it as complex as desired. All Unit data is included on the full-color Data Cards. The streamlined chit-based command system moves the action along at a brisk pace.The base game comes with 10 Scenarios some of which are aimed at new players and use only the Basic rules. A list can be found below in the Community Wiki section.Included Panzer units: German: 7.5cm PaK 40 8.8cm FlaK 36 Marder II Pz IIIM Pz IVG Pz IVH Pz V Panther Pz VIB Tiger II Pz VIE Tiger I SdKfz 7 SdKfz 10 SdKfz 11 SPW 251/1 STuG IIIG Trucks; Leg Units German fliers: Fw 190 F-1 Hs 129 B-1/R-2Soviet: 57mm M43 76.2mm M39 IS-2m M44 KV-1S M42 Limber SU-100 M44 SU-152 M43 SU-76M M43 SU-85 M43 T-34/76 M43 T-34/85 M44 T-70 M42 Trucks; Leg Units Soviet fliers: Il-2m3 Yak-9TCurrently there are 4 published expansions for Panzer. Each brings additional geomorphic maps new units and scenarios: Panzer: Game Expansion Set Nr 1 – The Shape of Battle on the Eastern Front 1943-45 Panzer: Game Expansion Set Nr 2 – The Final Forces on the Eastern Front 1941-44 Panzer: Game Expansion Set Nr 3 – Drive to the Rhine: The Second Front 1944-45 Panzer: Game Expansion Set Nr 4 – France 1940A standalone (but fully compatible) Panzer North Africa box is also available: Panzer North Africa
The world is again threatened with war! As the War Minister of your small nation you have been tasked with confronting aggression by developing atomic bombs for your country. Your spies have stolen the needed technology but you need to acquire the materials and personnel to get the job done before your rival nations do. Once someone has built 10 megatons of bombs the final round will finish and the player with the most bombs will win their nation’s survival assured!To do this you will be playing cards representing the training and use of teams of laborers scientists and engineers to complete various plans until you have assembled enough bombs to win!Stand alone game based on the popular Manhattan Project board game by Minion Games this is a simpler card-only game using dual-purpose cards in a quick and exciting race to completion.
Salerno ‘43: The Allied Invasion of Italy September 1943 is a regiment/brigade-level game on the Allied invasion of mainland Italy in September 1943. Two British and two American divisions land in the Bay of Salerno defended by the full strength 16th Panzer Division which is soon reinforced by five other German mechanized divisions. For 8 days the survival of the beachhead is in doubt and emergency measures are taken to reinforce the beachhead with the 82nd Airborne Division. With their counter-attack stopped and the British Eighth Army approaching from the south the Germans withdraw their left flank to avoid being trapped. However their right flank stubbornly holds back the British from pushing north to Naples.Salerno ’43 uses the exact same map unit and time scales as Normandy ’44 providing an excellent way to compare these two invasions. Salerno ’43 uses a modified Normandy '44 game system. With a smaller size the game is easier to learn and play than its predecessor.Salerno ’43 includes two scenarios: an 8-turn Invasion Scenario and a 24-turn Campaign Game. In the Campaign Game the Allies must exit the north map edge by the end of September 1943. The Germans must delay the Allies to give time for the construction of the Gustav Line further north. The 8-turn scenario can be finished in an afternoon.Game Scale: Game Turn: 1 day Hex: 2.3 miles / 3.8 kilometers Units: Battalion to Brigade (mostly Regiments)Game Inventory: One 22x25.5 full color map One dual-side printed countersheet of 192 9/16 counters (includes 6 blank counters) One 32-page rulebook Two 4 page Player Aid Charts Two Set-up Charts One 6-sided dieSolitaire Playability: Medium Complexity Level: Medium Players: 2 or more Playing Time: 2 to 6 hours
Quartermaster General is a card-driven game that puts players in command of the major powers of the Second World War. In the game supply is crucial to keep your armies and navies fighting; destroy your enemies' supply lines and their forces will surrender! You control one or more countries on either the Axis or Allied team and try to score as many victory points (VPs) for your team as you can through the use of cards or by occupying the starred supply spaces. Each major power has a unique set of cards with which to marshal its forces of army and navy pieces on a map. After twenty rounds the team with the most VPs wins.From the publisher WW2 Quartermaster General Second Edition completely revamps the award-winning title originally released in 2014 by micro-publisher Griggling Games.Quartermaster General WW2 released in 2019 is a second edition of the game revised to improve its ease of play clarity and play balance.
(from GMT website:)The Dark Valley is a new game from award-winning designer Ted Raicer focusing on the entire East Front campaign in World War II. The game components feature a beautiful map from Mark Mahaffey stretching from Leningrad in the north to the Caucasus Mountains in the south and around 600 counters representing every major unit that appeared during the course of the conflict. Initially most Soviet infantry are divisions but as the game progresses these are replaced by armies and corps so that players are not overwhelmed by the increasing Soviet Order of Battle. All German mechanized divisions are present in the game while their infantry is a mix of division and corps.Although the game is a semi-monster and covers the entirety of the conflict from the launch of Barbarossa to the end of the war the game system emphasizes playability rather than rules overhead allowing the players to concentrate on strategy choices rather than rules minutiae.The core of the game system is a “chit-pull” activation system. Each turn a variety of action chits are drawn in a random order from the Action Chit Pool and it is this that determines the exact flow of operations on that turn. [...]This chit-pull system imposes constant uncertainty upon the player and introduces considerable tension into the game. [...]The Axis supply network which imposed crucial restraints upon the effectiveness of the offensive is represented using supply depot units.[...]Besides the full campaign game TDV features scenarios for Barbarossa Case Blue Kursk and the Destruction of Army Group Center. Scenario start dates can also be used to explore shorter versions of the campaign.The Dark Valley is designed to be playable and exciting modeling the tension of the campaign elegantly and simply. The game also plays very well in solitaire mode due to the underlying chit-pull system. From the German blitzkrieg in 1941 to the blazing ruins of Berlin The Dark Valley provides a truly new look at this much-gamed theater.TIME SCALE: 1 or 2 months per turn MAP SCALE: 20 miles per hex UNIT SCALE: Divisions/Corps/ArmiesDESIGNER: Ted S. Raicer DEVELOPER: Paul Marjoram MAP ART: Mark Mahaffey COUNTER ART: Charles Kibler
Rating: 8.4 | Players: 2–4
Game Type:
WargamesCategories:
Storms of Steel! makes you a witness to the greatest tank battle in history! After their stinging defeat at Stalingrad the Germans mass their best forces for an all-out attack against the growing Soviet bulge at Kursk. The Soviets' network of master spies has caught wind of the German plans and they are prepared to trap and decimate the best panzer forces the Germans can muster. Storms of Steel covers one of the largest tank battles in history. German Panzer and Anti-Tank hardware had caught up with the Soviets allowing the Germans to destroy most Soviet tanks from great distances. But the Soviets countered this advantage with mass production of tanks which were thrown at the Germans in an attempt to overwhelm them.Storms of Steel! is the second stand-alone title in the best selling Conflict of Heroes series. Each game in the series uses the same core rules system so it's easy to advance from one game to the next! Conflict of Heroes is a tactical war game of platoon-sized engagements with each counter representing a squad of infantry a crewed gun or a vehicle. The engagements are presented as firefights with different objectives. During a firefight players use their army's units to fight for these objectives which are worth victory points (VPs). The player with the most VPs at the end of the game wins.The rules for Storms of Steel are the same as for Awakening the Bear but the two games play very differently. In Awakening the Bear the Germans had to flank and get close to Soviet tanks if they stood any chance of penetrating the heavy T-34 tank armor. But by 1943 at the battle of Kursk most Soviet tank armor could be penetrated by the Germans at great distances. So the tables are turned and players must employ very different tactics.All New for the 3rd Edition: •Featuring the latest 3rd Edition Conflict of Heroes Rules! •Updated the maps and overlay artwork to be highly detailed and more beautiful than the original! •All new counters in addition to new versions of the previous counters! •New box format with updated tray inserts designed by Game Trayz!Please note: There was never a second edition released. This release is called Third Edition since it uses same rule-set as Awakening the Bear Third Edition.
Band of Brothers: Ghost Panzer is a fast playing game of squad level combat in WWII. It covers the exploits of the German 11th Panzer Division in Russia from 1941 to 1944. The rules are very simple (no combat charts are needed) with very few exceptions to remember and yet the game is meant to be all encompassing and will include infantry tanks and artillery.Based on years of research the game system uses a unique suppression mechanic. There are no longer two unique states for a unit but varying degrees of suppression. This allows suppression to accumulate from multiple fire sources and means that the unit will not take a morale check until it is asked to do something. You will never know for sure how your units will respond until they are needed.Although casualties can be caused by artillery and heavy weapons (which makes them prime battlefield targets) squads will never cause significant casualties shooting at range at dug in first line troops. Their goal is to fire and maneuver. Sections of the enemy force must be pinned down and eliminated from up close. The system itself forces this realistic play. In a similar fashion the system rewards you for spreading your troops out and other realistic game play.Another unique feature of the game is its use of Proficiency and Casualty ratings to differentiate squads in areas besides just morale.Ghost Panzer is a STAND ALONE GAME but is also the second in a series.Band of Brothers: Screaming Eagles was the first in the series and followed the U.S. 101st Airborne Division.Other games under research are The Old Breed (the US 1st Marine Division) and a module that follows Commonwealth forces.Other Key Links:Designing a Division
Wing Leader is an exciting new game system of large scale aerial combat in World War II. Based on a unique side-scrolling view in which altitude is clearly visible players can recreate the great air battles of the war.This first volume Wing Leader: Victories 1940-1942 includes scenarios for the Battle of Britain Malta Coral Sea Midway North Africa and Stalingrad. Future games will expand the system to the late war.Players fly squadrons and flights attempting to intercept raids or fend off marauding fighters in fast-playing games that take between 90 and 120 minutes.Wing Leader takes a new look at aerial warfare incorporating aircraft altitude and weather in a way never seen before!The second game in the series is Wing Leader: Supremacy 1943-1945. For the Second Edition (version 2.2) see Wing Leader: Victories 1940-1942 (Second Edition).
Rating: 8.7 | Players: 2
Game Type:
WargamesCategories:
Pacific War is a Strategic wargame that takes you from the attack on Pearl Harbor to the climatic summer of 1945… from Australia to China… from Burma to Hawaii… from the defense of Wake Island through the invasion of Guadalcanal culminating in the desperate battles to defend the Japanese Home Islands.Players can become familiar with the layered Pacific War systems in the solitaire Engagement scenarios then fight their way through increasingly panoramic Battle Campaign and Strategic two player and multi-player Scenarios. As they learn the game's basic maneuver and combat systems they will then layer on more advanced systems for Strategic bombing submarine attacks on merchant shipping search and detection amphibious assaults and extensive Operations driven by their command decisions.Pacific War is also a time machine back to the halcyon days of the monster game. However despite what you may have heard Pacific War is NOT a monster game but rather an operational World War II air-land-sea game system that lets you fight EVERY Pacific battle and campaign of significance. The original game came with 21 scenarios. This new edition will add at least half a dozen more. The game gains its monster game reputation from the fact that in order to fight all of these campaigns you need a large number of counters (over 2000) that represent individual capital ships cruiser divisions destroyer squadrons aircraft groups and land units ranging from battalions to divisions to corps with all units individually rated based on their historic performance.The game map is an equal area map (two mounted maps) which is the grandfather of the Empire of the Sun map. Each hex is 100 miles and covers the entire Pacific from Hawaii to India and Alaska to Australia. The game will also come with a separate map focused on the Solomon Islands where many of the interesting and balanced scenarios occur. What made Victory Games' Pacific War unique in 1985 remains true in GMT’s 2020 edition. The design integrates strategic/operational intelligence into a telescoping time mechanic that allows campaigns to progress in a logical asymmetric flow accompanied by tense game play. Pacific War is a deep historical simulation so if this is not what you are looking for in a new purchase please read no further. So how is this level of simulation achieved?During each monthly turn you bid command points (logistics) to determine initiative (offensive player) with the high bid then activating and launching their forces toward their objectives. Secretly your opponent (reaction player) determines the operational intelligence level and their potential to intercept the offensive. As the offensive develops it comes within range of enemy air and submarine forces that tactically attempt to detect the oncoming attack. The reaction player decides how to defeat the attack based on the intersection of tactical and operational intelligence coupled with available forces and logistics.This entire sequence is set within a telescoping time scale (days to hours) that has naval units seamlessly accelerate (from 12 to 30+ knots) searches seek out the enemy carriers launch air strikes combat air patrols defend culminating with torpedo and dive bomber attacks on individual naval targets. At its core Pacific War’s game systems allows you to fight detailed carrier strikes (sequential and simultaneous) with night surface naval actions (float planes gunfire and torpedo salvos) integrated with large scale ground offensives on the Asian mainland (e.g. Malaya Burma and China) and of course amphibious invasions (e.g. Java Guadalcanal and Leyte). If you are looking for a detailed and interactive operational simulation of the War in the Pacific this is the game for you!So what will change in the new version? The structure and feel of the design will be unchanged so if you played it in your youth you already know how to play. That said a devoted number of players have been playing this game for 35 years and I have incorporated the best of their feedback into this new and final edition for this title. I am going over each scenario and updating them with information that I did not have available back in 1985. For example I now have several Japanese translations of their official records that were only published in the last few years. Toward this end I am adding at least six new campaign and strategic scenarios so you can experience the entire panorama of the war in a long afternoon .The key question that I consider when buying a new game is will it hit the table? The owners and reviewers who created the game's reputation were excited that Pacific War had a layered set of scenarios that incorporated fifteen-minute solitaire learning engagements two hour battles (such as Coral Sea and Santa Cruz that were used in a decade of tournaments) two to eight hour Campaigns (such as Malaya Guadalcanal and Breaking the Bismarck barrier) and of course the Strategic scenarios that cover the entire war from a single year to the entire war. Will you ever play the entire war? It's unlikely (to date I have only done it three times). However Pacific War is an operational level game and the Campaign scenarios are the heart and soul of this game system. Most play in an afternoon to completion. So will it hit the table? Only you can answer that question but from a time and learning perspective this game will support any time commitment you wish to make to include the 100+ hour Strategic Scenario.The other question that was not asked back in 1985 but to many is important in 2020 is does Pacific War have a solitaire ‘Bot system? The answer is no with an explanation. The only game decision that cannot reasonably be made is the Operations bidding mechanic and the original game included a solitaire bidding mechanic which will be retained. I will look to see if there are any other similar decisions such as surface action range bids that I have already added. Thereafter you will need to play both sides. Due to the history and the game system you will likely not notice as you experience the war’s narrative unfold before you. So although Pacific War will not have a ‘Bot (not even sure how to do that with over 25 scenarios) the game will handle all the interactive bids decisions. If you want a full-blown solitaire opponent this is not the game for you.(all Booklets and Displays in Color)
Skies Above Britain is a solitaire game depicting a Royal Air Force squadron of Hurricanes or Spitfires waging a desperate effort to disrupt and destroy German daylight bombing raids over southeast England in the summer of 1940.The player’s individual aircraft—each represented by a stickered block—must locate the incoming raid intercept it and evade or defeat swarms of escorting German fighters that usually outnumber you and whose pilots have superior experience and tactics. The game simulates the dogfighting and fighter-vs.-bomber action at an individual aircraft level using a card-assisted system that simulates key tactical decision-making without losing the feel of fast-paced aerial combat. A player can fly scenarios representing an individual patrol or use the patrol generator to create an endless variety of realistic individual patrols multi-patrol campaigns or larger campaigns covering the entire Battle of Britain. Each patrol will take a half hour or more to play while a campaign can last anywhere between 6 and 28 patrols.—description from the publisher
From the publishers website:TARGET FOR TODAY is a solitaire game that recreates American's Daylight Strategic Bombing Campaign against Nazi Occupied Europe during the Second World War. Considerable research including review of many oral histories gathered from veterans who flew heavy bombers in the Daylight Strategic Bombing Campaign was done to make Target For Today! function as closely as possible to reality. The game was designed to provide YOU the player with the ultimate gaming experience depicting the same types of events and decision making processes experienced by our veterans who flew the real-life missions.Now YOU are in command of an individual bomber on an individual mission over Hitler's Third Reich -flying either the B-17F or G Model Flying Fortress or the B24D or J Model Liberator bomber. A series of individual missions are strung together in the campaign game to form the player's tour of duty. Just as it was in real life the objective of the game for the player is to survive your tour of duty so you can rotate home.The US Army Air Forces suffered one of the highest casualty rates of any branch of the military services including the US Marine Corps during World War II. The heavy bomber groups of the 8th Air Force flew a combined total of 10,631 strike missions over Europe during the period of this game. The 8th Air Force lost 4145 bombers on these missions. Surviving your tour of duty could be difficult!TARGET FOR TODAY is an advanced update of Glen Frank's classic game B17 QUEEN OF THE SKIES. Some familiarity with that game is assumed but TARGET FOR TODAY is a completely new game -you do not need to own B-17 QUEEN OF THE SKIES to play it. New tables are included and the rules are organized according to the sequence of play in any typical mission. TARGET FOR TODAY is designed so that each individual mission is fast and easy to play. The campaign game that comprises your tour of duty offers the player a game that is rich in detail making the game as realistic as possible while still remaining playable.The target list will be greatly expanded for the 8th and 15th Air Forces. Enemy planes we plan to provide are the Me-109 Fw-190 Ju-88 Me-110 Me-210 Me-410 He-162 Me-163 Me-262 and Ta-152.For more information visit the Consimworld Forum at http://talk.consimworld.com/WebX/.1dd58f17Battle Board 11 x 17 (mounted) Game Counters 176 each .6 56 each 1.2 Cards (3x4) 5 Bomber Types Rules Book 44 pages Chart Book 32 pages Target Book 56 pages Flight Manual 24 pages Crew Boards 5 ea. 11 x 17 Player Aids 10 ea. 8.5 x 11
From the publisher: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.
Combat! is a solitaire game on man to man combat in the 20th century. The player will control Friendly forces and attempt to complete a scenario against enemy forces that are controlled by the game system. At the start of each turn the player will play 1 card from their hand to the Initiative track. This card will determine the initiative values for each of the player’s friendly teams and may have other effects depending on the card. After this the player will assign orders to each character on his side. This will determine the actions that the character can take this turn. Once all of the friendly characters have orders assigned to them the player will draw an Enemy AI Card for each enemy team with alerted characters on the board. These cards will determine the Initiative value for each enemy character and the Order that they will receive. The Order determines the actions that an Enemy Character will take that turn. The game turn is then played through in 4 Impulses. From the lowest initiative value to the highest each Character (Friendly and Enemy) each Character will perform the action specified on their Order counter. All Characters will act on Impulse 1 before moving to Impulse 2 then Impulse 3 and finally Impulse 4. At the end of the turn all Orders are removed and the played cards returned to the respective decks.With multiple maps and nearly a 800 counters Combat! will keep you entertained for years to come.There was a counter printing problem in the first copies but that was corrected with replacements long ago; any copy you buy should have correct countersheets.
Rating: 8.7 | Players: 2–4
Game Type:
WargamesCategories:
Last Blitzkrieg is the first entry in the new Series: Battalion Combat Series (MMP) which simulates combat in World War II (and beyond) at the battalion scale. Its subject is the German Ardennes offensive Wacht Am Rhein (the Battle of the Bulge) on four detailed maps (at 1km per hex) and with 1,680 counters. Last Blitzkrieg covers the battle in a level of detail rarely seen before and does so in a very playable manner. The BCS itself was designed to show that battalion level combat is its own subject being neither small divisions nor large platoons. The results may surprise some players but will hopefully pique the interest of all and allow them to see many things they thought they already knew in a fresh light.Game play commences on 16 December 44 and ends on 31 December 44 (with each turn being one day) allowing the first phase of the Allied counterattack to proceed. The winner is determined by comparing the German high water mark in Victory Point hexes against the situation at the very end of the game.Last Blitzkrieg was designed to bring all of this—and much more—to your table in a most historically accurate game that is jam-packed with information. The BCS was designed with twin goals: to provide the most insight possible into a battle and to provide games that have maximum playability.(description from MMP website and user)
France '40 contains two separate games - Sickle Cut and Dynamo. Both games use the same rules and share many game pieces but each has a separate full size map.Sickle Cut: Guderian's Drive to the ChannelThis game covers the crucial week in May 1940 when the German army broke the French line on the Meuse and raced to the sea at Abbeville. The game starts on May 13th the third day of Case Yellow. Six panzer divisions have passed through the Ardennes and are now at the Meuse River. The French and British have raced through Belgium to reach the Dyle Line and cover the Gembloux Gap. The stage is set. Can the Germans cross the Meuse in front of strong opposition? And if they can will they be able to break out from the bridgeheads and advance across the map while threatened by Allied reinforcements pouring in from the north and south?Dynamo: Retreat to VictoryThe rules for both games highlight armor air support and morale. Special rules include: Allied Heavy Tanks DeGaulle Rommel Hitler's Halt Order and French Command Paralysis. Note that the two maps may be linked together for players to study the entire period from May 13th to June 3rd but there is no combined game scenario.TIME SCALE: 1 day per turn MAP SCALE: 4 miles per hex UNIT SCALE: Divisions Brigades Regiments and BattalionsCOMPONENTS: 2 Paper Maps 2 Countersheets 24 Page Rulebook 16 Page Playbook 2 Identical Player Aid Cards 2 Setup Cards Two 6-sided DiceDESIGNER: Mark Simonitch MAP & COUNTER ART: Mark Simonitch(from GMT website and BGG user)
D-Day at Peleliu focuses on the landings by the US 1st Marine Division in September 1944 and the bitter two-day struggle to capture the airfield on the southern end of the island. A longer campaign scenario allows the player to extend the action to the rugged terrain of Bloody Nose Ridge. Opposed by the reinforced Japanese 14th Infantry Division the battle resulted in the highest US casualty rate of any in the Pacific war. Like D-Day at Omaha Beach D-Day at Peleliu features landing hazards variable enemy positions fields of fire encoded onto the map US weapon types versus Japanese defensive preparations and a random-event-driven narrative. Plus new features unique to the Pacific Theater such as: US naval and aerial bombardment flamethrowers offshore reefs and defensive positions Japanese tank attacks tunnel network movement and Banzai charges. One map one counter-sheet and 55 cards.
The Hunted is a tactical level game placing you in command of one of several models of WWII U-boats.Your mission is to destroy as much Allied Shipping and as many Capital ships as possible.....and still come home. Players will find it EXTREMELY challenging to survive an entire tour from 1943 to 1945 at which time if still alive you will surrender at port having done your part on the front lines. If desired a player may start with a more advanced model of U-boat which may actually increase their chances to survive.Players MAY be reassigned to a newer model of U-boat under some circumstances but typically will stay in the same boat until the end of game or until sunk.
Celles: The Ardennes December 23-27 1944 is a fast moving simulation of the fighting at the high watermark of the German Ardennes offensive AKA The Battle of the Bulge. The Germans are advancing towards the Meuse River and are running out of fuel and time to force a desperate crossing to achieve Hitler's goal of ultimate Victory. The Allied forces are both trying to block the German advance and begin a counter-offensive to destroy the German Panzer Divisions.Alternating random activation by formation provides players with uncertainty and excitement. Each turn players receive a varying number of activations (not all formations may move and some may move more than once!) to represent fuel shortages aggressive generalship command uncertainty and piecemeal reinforcements that provides players with a rich historical feel. After units move strengths are reduced to simulate fatigue and lack of defensive preparation. This is a game for players who love to counter-attack.Game Scale: Game Turn: 12 hours Hex: 1 mile / 1.61 kilometers Units: Company to BattalionGame Inventory: One 17 x 22 full color map One dual-side printed countersheet (88 5/8 counters) One 12-page Battles of the Bulge: Celles rulebook One dual-side printed cover sheet/player aide (Players will need to provide one 10-sided Die)Solitaire Playability: High Complexity Level: Medium Players: 2 or more Playing Time: 3 hours
Rating: 8.1 | Players: 2–4
Game Type:
WargamesCategories:
Awakening the Bear is the first game in the multi-award winning Conflict of Heroes series. This series is a squad level combined arms training game used by history fans universities and military personnel throughout the world. This game takes you to the eastern front during Operation Barbarossa the German invasion of Russia. Many consider this time period to be the birth of modern warfare tactics that continue to be used and perfected by today's modern armies.You command German or Soviet forces comprised of infantry squads crewed support weapons individual tanks armored cars artillery and more. Much effort went into distinguishing the units in the game by highlighting their historical strengths and weaknesses. For example each tank's defense rating takes into account relative armor thickness armor slope deflection percentage speed size targeting mechanics and crew training. All these factors are represented in an easy to learn target number system. You do not have to worry about the details; they are all built into the system! As the commander you concentrate on tactics to execute your mission and firefight objectives.The 3rd Edition Rules change several key elements of Conflict of Heroes from previous editions. A Unit no longer receives 7 Action Points. Instead each Turn a player selects one of their Units to take an Action. After completing the Action they roll a custom d10 die to determine if the Unit becomes Spent. If the player rolls higher than the Action’s Cost the Unit is free to continue taking Actions on future Turns. More involved Actions have a higher Spent probability. On average Units will be able to take the same number of Actions as in the previous 7AP edition rules but now your units may not always perform as expected.This and other new mechanics like Stress encourage players to experiment with integrated battlefield tactics that make use of multiple Units working together. They also heighten the experience of ‘Fog of War,’ in that players must now assess the risk attached to each Action they take and determine the best time to use their CAPs to mitigate that risk.All previous Conflict of Heroes editions are 100% compatible with these 3rd Edition rules. This game can also be played with previous edition rules.
September 1939: The commander of the Admiral Graf Spee receives the order to sink as many British freight ships as possible in the South Atlantic. The objective is to intercept the ships crossing the Atlantic and prevent supplies from reaching the UK and other destinations.The plan seems to work in the first months. Within a few weeks the Admiral Graf Spee sinks nine freight ships and sends almost 50,000 gross register tons to the seabed. The gigantic loss puts the army command in London Whitehall under pressure. In order to protect their freighters in the best possible way the Admiralty had no choice but to reinforce the English fleet in the South Atlantic by sending three cruisers in what is known as The Battle of River Plate.The Hunt is an asymmetric duel in which one player assumes the leadership of the British Royal Navy while the other player represents the German Kriegsmarine. Each player has their own deck of cards. In order for the German side to win it must stay hidden from the British while sinking five cargo ships. The British player must hunt down and fight the Admiral Graf Spee in a final naval battle in which case the side that ends up with less damage wins.Will the Royal Navy be able to take advantage of its numerical superiority or will the Kriegsmarine be the ones who with their cunning and refined strategy manage to overthrow their rival?—description from the publisher
Reichbusters: Projekt Vril is a fast and furious game with lots of weird science witty one-liners and heroic moments set during World War II. It is late December 1944 and on the face of it history has unfolded as we know it but that could be about to change.The Nazis have discovered a source of vril that has been brought back to the Reich for study. Vril is a source of energy that can control all types of matter. It can destroy like lightning or replenish life heal or cure. It is used to rend through solid matter. Its light is said to be steadier softer and healthier than that from any flammable material. It can also be used as a power source for animating mechanisms.If the Nazis work out how to harness this power it will be more potent than the atomic bomb. The secret Nazi experiments are not just a threat to the outcome of the war but to the entire world. Many different secret bunkers hold all manner of research into the properties of the enigmatic vril and we're sending you the Reichbusters on a mission to stop this research in its tracks!Players will choose from a selection of Allied Heroes and visit R&D to prepare equipment before venturing out on missions against the evil Vrilmeisters. Mission objectives will vary from mission to mission while secondary objectives could appear as the heroes explore the bunkers. Each mission will see the players facing off against more and more heinous enemies from re-animated corpses to dark experiments and from ferocious mutations gone wrong to the evil Vrilmeisters themselves.Each mission begins with the heroes infiltrating making the use of stealth hidden actions and minimising noise to make their way towards their objective undetected. Players will have to choose how long to remain quiet because time will be of the essence.Inevitably however the Nazis will discover the presence of the heroes and once the alarm is raised players need to be prepared for all hell to break loose. Once the objective has been completed the heroes must escape to report back their success however anyone left behind will be captured and unavailable in future missions if playing a campaign.Players will be able to take part in an ongoing Campaign of missions or they can set up a Raid with random maps heroes and Nazi faction to fight against.Game Play Reichbusters: Projekt Vril is a fully co-operative game so the heroes will either succeed or fail together.While remaining hidden players can choose the player order and on their turn players can take a number of actions including Moving Fighting Drawing Picking up Items & Interacting with board elements.In addition to base actions players will also have their hero specific card decks. These cards modify actions as they happen such as adding dice to attacks or making more tactical movement. The hero cards can also be used to take additional actions beyond your base actions.Each hero also comes with exciting Feats which can be used to turn the tide or secure that crucial objective right when you need to. On top of that each hero receives a number of “Heroics” at the beginning of the game. “Heroics” can be spent to automatically succeed at tests such as attacks. In desperate moments you can also use “Heroics” to prevent failed tests but this will find you running out of them fast!Throughout the game the players will find items that they can carry and use. Some of these will be things they are looking for as part of their missions. Other things will be useful stuff like medical supplies vril healing potions guns grenades etc.Custom dice will be used to decide the outcome of attacks defence and the impacts of noise created by players. Each card tells you how much noise it creates and how much Nazi activity it triggers. The more cards you play the more noise you generate and the more the Nazis act in response.The Nazi reinforcements will be relentless so the heroes need to complete their objective and escape before time runs out and they get overwhelmed by the Nazi forces and their vril tech.—description from the publisher
From the back of the game box:Totaler Krieg! This game stretches from the fjords of Narvik to the sands at El Alamein from the gates of Moscow to the sandy beaches of Normandy from the Spanish Civil War to the last days in Berlin and everything in between. No game tells the story of World War II in Europe like Totaler Krieg!This new edition of our popular Krieg! game is still the same highly playable unpredictable and enjoyable experience it always has been. What’s new is a design and graphic update and expansion to give you more options -- especially if you want to explore the critical pre-war period from 1937 to 1939. What if the Republicans had won the Spanish Civil War? What if Germany and Russia hadn’t signed their Non-Aggression Pact? What if France had modernized its army instead of building the Maginot Line? All of these options are literally in the cards that form the strategies of the three factions -- Axis Soviet Allies and Western Allies.Best of all Totaler Krieg! can be linked with its new Pacific companion game Axis Empires: Dai Senso! – World War II in Asia & the Pacific 1937-45 to play the joint Axis Empires scenario an eye-opening global look at all of World War II. The fate of the world is in your hands!Totaler Krieg means Total War in German. In the game play moves from Pre-War (where players mobilize their forces and engage in diplomacy) to Limited War (when open conflict begins) to Total War -- at that point it’s all-out warfare to achieve victory!
2GM Tactics is a full-fledged strategy card war-game where units are represented by cards and you’ll be in command of your army. You’ll have to build your deck to achieve the goals you’ve been tasked for. Gear up your troops for the battle; deploy all type of units: armor artillery and transport units; request air support and deceive your enemy. Lead Patton or Rommel to the final victory; seize buildings; destroy your enemy and conquer the battlefield! Play historical scenarios: go ashore in Normandy defend Monte Cassino or dig in the Ardennes!You can play 2GM TWG in two ways. You can play a “Battle Royal” - players will establish a number of points they will set up the battlefield prior commencing the battle and the goal is to destroy your opponent’s Head Quarter; or you can play a “Scenario” – historical or not – with a predefined set of rules to deploy units and the terrain and pre-established conditions of victory.In a player’s turn you’ll gain a number of “Action Points” that will be used to deploy new units on the battlefield and to employ other supporting cards. These Action Points will increase by several ways as the game evolves.“Objectives” to achieve the victory during a game are very diverse: from destroying your opponent’s HQ to capture the battlefield or inflict a specific number of kills to your enemy. Seizing or bombing a building capturing enemy’s supplies rescue a flag objective or hold a position for a number of turns are other ways to achieve the victory.The game includes three different decks: one for the American Army one for the German Army and a third double-sided deck to represent different types of Terrain.Each side’s deck is composed by cards representing unique types of units and supporting cards. Different types of units - infantry vehicle armor aircraft and transport - all with their own specific capabilities and with additional equipment to be deployed.Supporting cards are assorted: you may find “Equipment” “Promotion” “Mines” and “Diversion” among others.Terrain deck includes anything that is needed to make every single battle a unique experience.Additionally you´ll find Help and Summary cards along with Flag Generals that will improve your army with their command abilities; 2d10 and more than 100 counters (damage counters victory points etc.) and additional equipment to gear up our units depending on the situation.
Enemy Coast Ahead: The Doolittle Raid uses the game format to explore the first raid on the Japanese home islands by the United States during World War Two. It is a solitaire game challenging the player to conduct a successful mission where the criteria for success is not purely military. The player must organize equip and train a squadron of B-25 “Mitchell” medium bombers to attack a distant and rather dangerous target. The game not only covers the raid from launch to landing it extends the story on both ends. Threatened from the air and from the sea the player must do his utmost to strike the Japanese capital avenging the attack on Pearl Harbor and then land his aircraft safely. If the raid goes poorly it may boost Japanese morale and deflate the mood in the United States. Getting the B-25s close enough to launch is vital as is the recovery of aircraft and crewmen but above all the player’s main dilemma will be secrecy. The risk is great. Failure could mean the loss of an entire squadron or worse the sinking of a precious aircraft carrier. Will the Doolittle Raid add to the dismal news of Pearl Harbor Guam Wake Island and Bataan or will it signal the turning of the tide?The History Washington – April 21 1942: After two days of rumor prompted by Japanese radio broadcasts President Franklin Delano Roosevelt finally agrees to a press conference. Deftly avoiding difficult questions he claims insufficient information to neither confirm nor deny the biggest news story of the four month old war. To placate tenacious journalists however he tells the press that the attack on Kobe Osaka Nagoya and Tokyo by United States aircraft was launched from a mysterious base he would only call “Shangri-La,” an imaginary island from the recently published novel Lost Horizon. His impish grin if not his words tell the press that the top secret operation dubbed Special Aviation Project Number One has indeed been a success.That same day China’s foreign minister hands a telegram to Army Air Corps Chief Hap Arnold. It has taken some time to arrive in Washington an indication that all may not be well with the mission. Dictated two days ago by the commander of that top secret operation a distraught Lt. Colonel James Doolittle it reads:Mission to bomb Tokyo has been accomplished. On entering China we ran into bad weather and it is feared that all planes crashed.Telegram in hand Arnold immediately admits to the commander of the Joint Chiefs of Staff that the mission has failed. No bombers have been recovered. After sending that telegram Doolittle himself expects a court martial confiding to his engineer that they’ll tie him to a desk for the rest of the war if he’s lucky. Days later he is astonished to learn of his promotion to Brigadier General and even more so when he is notified that the president recommended the Congressional Medal of Honor.The Doolittle Raid remains an enigmatic and contradictory episode of World War Two defying easy interpretation even to this day. Was it a victory or a debacle? Was it a minor footnote in the annals of that war or a significant military event? Was it a desperate bid to avenge the attack on Pearl Harbor or a harbinger signaling death and horror soon to visit Japanese cities from the sky?Narrative Sequence Much like chapters in a story the game is organized in six narrative segments chronologically arranged. Each poses its own set of challenges and prompts decisions that establish the environment and conditions of subsequent chapters.Planning Naval Flight Over Targets Recovery DebriefingHistorical Scenarios Besides play of the full narrative the game offers a number of historical dissections each a scenario focusing on a fragment of the raid. They are also a handy way to learn the game since each scenario uses only part of the rules. For example Scenario One covers Doolittle’s flight over Tokyo using only the 8.5x11 Target Map and the Attack Segment. An alternative scenario looks at a night raid by that flight as Doolittle originally planned it. After playing one or two small scenarios using only the Attack segment’s rules a larger scenario can be played adding the Flight segment. Graduate next to an even larger scenario that starts with the Naval segment. In this way a player can learn the game in program fashion little by little studying the history of the raid by playing it as he learns.Player Aid Folders: The game comes with several 11” x 17” bi-fold aids allowing the play of each game segment with minimal study of the rule book. The mapsheet is designed to interlock with other game components including those play aids in order to make the player’s experience fluid.
Raise merry hell with the legendary operators of the Special Air Service!SAS: Rogue Regiment is a WW2 stealth action game for 1-4 players. Taking on the role of SAS soldiers in the pivotal weeks following D-Day players must carry out acts of sabotage deep behind enemy lines.Ambush convoys assassinate high ranking officers destroy ammo dumps and much much more in your four man campaign against the Axis war machine!Strike from the shadows! Take down enemy patrols and sentries with the vast array of tools at your disposal from rifles explosives and grenades to vehicles traps and your trusty fighting knife.Leave no trace! Move quickly and quietly to complete your objectives. Kill silently and hide the bodies to avoid detection. Get spotted make too much noise or take too long to carry out your objective and the enemy will raise the alarm. Your heavily outnumbered team won’t last long in a firefight so when the attack comes make sure you’re in position to make four men feel like a hundred!Gameplay Each turn every SAS operator has 4 action points which they can use to move shoot and carry out tasks. During the stealth phase of the game enemy movement is dictated by patrol lines sentry points and an event card which is drawn each turn. Each mission has a stealth meter which will slowly fill each time the players arouse suspicion (firing weapons leaving bodies out in the open etc.) If the stealth meter completely fills the players are detected & the alarm will sound triggering the battle phase. The aim of the game is to carry out the mission objective and escape the area unscathed the easiest way to do this is to avoid detection for as long as possible.—description from the designer
WING LEADER: Supremacy 1943-1945 is the second volume of GMT's exciting Wing Leader game series which started with Wing Leader: Victories 1940-1942. WING LEADER allows you to play out large-scale aerial combats in World War II.Based on a unique side-scrolling view WING LEADER: Supremacy 1943-1945 lets you recreate the climactic air battles at the end of the war. Scenarios feature fights above the Reich Normandy Italy Romania the Eastern Front and the Pacific. Players fly squadrons and flights attempting to intercept raids or fend off marauding fighters in fast-playing games that take between 90 and 120 minutes. Rules cover late war armaments such as air-to-air rockets and jet aircraft.WING LEADER: Supremacy 1943-1945 is a stand-alone game and features more aircraft more squadrons and more battles. When combined with its sister game WING LEADER: Victories 1940-1942 this second volume now creates an experience that spans the entire war.
(from MMP website:)Reluctant Enemies: Operation Exporter: The Commonwealth Invasion of Lebanon and Syria 1941 is small game meant to serve as an accessible introduction to the Operational Combat System (“OCS”). It is one map with 60 or so combat units (both players) in action at any given time. This allows for a pace of play not possible with the previously published OCS monster games. Regardless of the reduction in scale it remains an OCS game with all features relevant to the system. In this game there can be wide open swirling DAK-like battles in the desert (with some: limited armor forces) river lines to break and very rough mountainous terrain to contend with. The British have the possibility of an amphibious invasion. Naval shore bombardments by both sides can be important in the early part of the campaign. There is a small but significant air campaign. As always in the OCS supply constraints make each player feel he may be on the edge of disaster.This campaign remains a footnote in WWII history even among many knowledgeable enthusiasts. However given the nature of events in the Mediterranean Theater of Operations during the first half of 1941 this campaign was arguably the hot spot in the world at that moment in time.[...]The Vichy were well equipped and organized. They put up stiff opposition and counterattacked with great effect. The Commonwealth and Free French forces at first were stopped cold. Ironically it was the failure of Operation Battleaxe (June 15) in the Western desert that allowed reinforcements for this campaign from the Western Desert and a resumption of the Commonwealth offensive. After Damascus fell Beirut was seriously threatened and with Indian 10th division troops (along with Habforce) moving on Aleppo and Homs to the North the Vichy proposed an armistice to end the fighting.The armistice was signed on July 14. However this result was far from certain. Here you can examine why.Game Scale: Game Turn: 1 to 2 days Hex: 2.5 miles / 4.0 Km Units: Company to CorpsGame Inventory: One 1 22 x 32 full-color map One countersheet (280 1/2 dual-side printed counters) One 48-page OCS series rulebook One 24-page Reluctant Enemies specific rulebook and designer notes One 16-page OCS starter guide booklet One 4-page OCS rules summary and explanation booklet Two 4-page OCS charts and tables booklets Two set up charts (1-sided) Two 6-sided dice
The Greatest Day: Sword Juno and Gold Beaches Battle for Normandy: Volume One is the first volume in a three volume series covering the battle of Normandy in June of 1944. It not only introduces a new theater but also provides version 2.0 updates for the GTS rules. Assaults have been streamlined the artillery rules have been improved and various other changes have been made to make this version of GTS an even better gaming experience. It covers the operations in the British/Canadian sector from June 5th Night to June 13th 23.00.Game Inventory & Scenarios: see wiki below
Game description from the publisher:Get ready to fight the war anew! The Dust Tactics: Revised Core Set is the perfect introduction for new players or a great expansion for veterans. It includes all new never-before-released miniatures exclusive to this Core Set an updated and comprehensive rulebook the Victory Bridge scenario book six custom dice two double-sided terrain posters (each the size of six terrain tiles) ten unit cards nine double-sided hazard squares two ammo-crates and two anti-tank traps.The Allies are ready to lay waste to their Axis foes with their new forces. Meanwhile the Blutkreuz Korps refuse to be bested on any field of battle. Their new Axis troops are equally powerful. With astonishing abilities and firepower it will be a struggle deciding which side you want to fight for.The included terrain posters unique to the Revised Core Set introduce Dust Tactics players to new terrain elements featured in the Victory Bridge scenario book. These terrain posters are a new warfare experience due to the new environment they offer players: a bridge and building structures as well as new terrain symbols. The Victory Bridge scenario book offers players six never-before-seen scenarios with which they can carry out a campaign. England's Cobden Bridge has suddenly become the strategic location for gaining access to Southampton. Can your faction take control of the bridge and gain the advantage of advancing into southern England?
Downfall is a two-player game on the conquest of the Third Reich in World War II. One player controls the Western Allies and the other the Soviet Union in their joint effort to destroy the Axis. Though the two players share the goal of defeating the Reich each seeks a victory that favors their dominance in post-war Europe. To this end each player controls two factions:Gameplay is driven by Downfall’s innovative initiative track. The faction with the initiative chooses an order pays its initiative cost by advancing their marker along the track and performs the order. Then the faction with the initiative (based on the updated positions of the markers) chooses the next order. There is no set sequence of play; initiative expenditures determine who goes next. The progress of faction markers along the track also trigger strategic events changes in weather and advancement of game turns.—description from the publisher
Lanzerath Ridge is a solitaire wargame that takes places on the first day of the Battle of the Bulge during the Second World War. In the game you take control of a small group of American soldiers. Under your command the Americans must fend off the relentless attacks from German paratroopers and fusiliers. Your goal is to recreate the incredible historic accomplishment of the American soldiers by defending the town of Lanzerath Belgium and delaying the advance of an entire SS Panzer Division.Lanzerath Ridge is the next design in the Valiant Defense series following the critically acclaimed Pavlov's House (2018) Castle Itter (2019) and Soldiers in Postmen's Uniforms (2021). The Valiant Defense series allows you to play amazing stories of courage with small forces holding the line against unimaginable odds. Games in the series focus on the individual defenders and are deeply rooted in history while providing a quick play experience with a light complexity rule set.Lanzerath Ridge is divided into four attack periods each of which is represented by a deck of enemy cards. Each attack period is divided into a number of turns and each turn consists of two phases:The game ends immediately if the defenders’ morale drops to 0 or if a German attacker takes over an American defensive position. Otherwise the game ends after the last attack. Your level of success is based on the Americans’ morale intelligence gained during the defense and any objectives you accomplish.
Rating: 8.0 | Players: 1–6
Game Type:
WargamesCategories:
Warfighter is a card game for 1 to 6 players. You play cooperatively with your friends against the system to complete World War II squad-level combat missions.The core game gives you a full team of US Marines and a full set of Japanese Hostiles. Each Expansion then adds to these sets. This includes the soldiers weapons equipment and tactics used by each of those nations. Everything you need to create your own unique squad of soldiers!At the start of each mission you each select one or more Player Soldiers equip them with skills weapons and combat gear within the mission's Resource limit. You then fight your way through hostile territory and engage enemy soldiers as you attempt to reach and complete your mission objective. Every mission is a stand-alone game. You build your Soldiers select your Gear and then run your mission. Within 30 to 60 minutes you will have succeeded or failed.Warfighter uses a new combat system that takes into account the fire mode you select for your weapon range to the target running out of ammo suppression fire and cover - all in the same dice roll! This system creates an incredibly deep narrative with every attack. As you eliminate soldiers you gain experience to Upgun your Action cards play Support cards and activate special Skills.The contents of this set includes:The initial print-run from the Kickstarter also included 65 customized Soldier cards as part of KS pledge levels in addition to 27 errata cards for Warfighter WWII Europe and 16 extra WWII Pacific cards.Soldier Types There are 3 levels of Soldiers in Warfighter: Player Soldiers Non-Player Soldiers and Squad Soldiers. If you think about it from a movie point of view...Player Soldiers are the stars of the movie. You get to see all their details and really get to know them. They get Health a hand of Action cards Skills detailed Weapon cards. These are the guys you know up-close and personal.Non-Player Soldiers have a cost and you purchase them at the start of a Mission as you would a Player Soldier. The NPSs don't hold a hand of Action cards. They have Weapons Equipment and Skills and you use them as normal. They also have a number of Actions per turn based on their current Health. Instead of relying on Action cards for defense they use the same Cover rules as the Hostiles.This makes them much easier to run and allows you to easily expand your squad.Squad Soldiers are the guys standing in the background.Their soldier cards include all their game info. They do not use other cards or Action cards. These Soldiers make it very easy to command an entire squad with a single player. They are also a great way to get new players into the game.—description from the publisher
From publisher's website:In Fields of Fire Vol. II: With the Old Breed you pin on your captain's bars and take command of a rifle company in the 5th Marines the most decorated regiment in the US Marine Corps. Test your mettle in three campaigns spanning World War II Korea and Vietnam. Battle ashore in the blazing heat of Peleliu in September 1944 to discover the Japanese have changed their strategy and you are forced to dig them out of the coral ridges. Flares reveal waves of Chinese pouring over the rugged mountains of the Chosin Reservoir Korea in sub zero weather in November 1950. Fight house to house in Hue City Vietnam in February 1968. These three campaigns live on in the legends and history of the United States Marine Corps.Fields of Fire is a solitaire game system that gives players the challenge of commanding a rifle company between World War II and Present Day. The game is different from many tactical games in that it is diceless and card based. There are two decks used to play. The Terrain Deck is based on a specific region and is used to build a map for the various missions your company must perform. The Action deck serves many purposes in controlling combat command and control various activity attempts. The units of the company are counters representing headquarters elements squads weapons teams forward observers individual vehicles or helicopters. A single playing is a mission and several missions from an historical campaign are strung together for the player to manage experience and replacements. A mission can be played in about 1 – 2 hours.This volume of Fields of Fire is based on three actual campaigns experienced by units of the 5th Marines of the 1st Marine Division Blue Diamond in World War II Korea and Vietnam and is the second volume of the Fields of Fire series.
By Stealth and Sea is a tactical solitaire or cooperative wargame that takes place during the Battle of the Mediterranean in World War II.In By Stealth and Sea you lead elements of an Italian commando frogmen unit called Decima Flottiglia MAS. Under your command teams of frogmen will pilot manned torpedoes in attacks against the Royal Navy in the heavily guarded harbors of Gibraltar Algiers and Alexandria.The remarkable accomplishments of the Decima Flottiglia MAS served as a model for other special forces assault units for years after World War II. Will you be able to match these historic results? Or will you succumb to the defenses of the Royal Navy?You score points based on the type of naval vessels and support ships you sink. Points scored during a mission can be used to advance your technology and train your operators for future missions. Your goal for the campaign is to meet or exceed the historical accomplishments of the manned torpedo operators of the Decima Flottiglia MAS.By Stealth and Sea is divided into turns. Each turn consists of the following phases:—description from the publisherLink — https://boardgamegeek.com/thread/2546719/article/36347007#36347007
In 1992 GMT released Rise of the Luftwaffe the first Down in Flames WWII air combat card game. That game covered the early part of the War in Europe from 1939 to early 1942. It was followed a few years later by the Eighth Air Force expansion module which added aircraft and campaigns for the latter part of the war.Since then there have been two more games (Corsairs and Hellcats Zero!: The Rise and Fall of The Imperial Japanese Air Force Dec 1941 - June 1942) two packs of additional aircraft (Down in Flames Squadron Pack 1: Fighters Down in Flames Squadron Pack 2: Bombers) and a large number of C3i modules for the series. However the original two games have been long out of print. GMT has considered a number of options to address that from straight reprints to a base game/campaign module arrangement. Finally though the company has decided to P500 an entire new game covering the war in the ETO (European Theatre of Operations) from 1940-1944.Wild Blue Yonder is a true deluxe Down in Flames product. It contains a dozen full campaigns over 200 aircraft cards plus all of the necessary targets resource sheets and play aids needed for play. All of this is packaged in a large box similar to the ones for the Combat Commander games.Many of the campaigns are on the same subjects as those in Rise of the Luftwaffe 8th Air Force and various C3i modules. However they are not simple reprints of those campaigns. Wild Blue Yonder contains three different types of campaigns: Land Campaigns Progressive Campaigns and Operations (The Schweinfurt Raids for example). The first type is the familiar “standard” DiF campaign to which players of the system are accustomed. Progressive Campaigns give both players a fixed “order of battle” along with reinforcements and replacements they will have to use throughout the campaign. This reflects the more attritional nature of these air campaigns. The game also includes one solitaire campaign for players who don’t have an opponent available.
Enemy Action: Kharkov is the second game in John Butterfield’s acclaimed Enemy Action series of card-driven games simulating pivotal battles in World War II playable by two players or one player controlling either side in the conflict.Enemy Action: Kharkov portrays the Third Battle of Kharkov the key Eastern Front battle in which the German Army ended a string of Soviet victories begun at Stalingrad. In the late winter of 1943 Soviet Operations code-named Star and Gallop drove the Germans from the city of Kharkov and threatened a complete breakthrough only to be driven back by the German counteroffensive known as Von Manstein’s Back Hand Blow.The solo games add fog of war to the experience. Many enemy unit locations in the solo games are unknown until your forces move to contact. Enemy units behind the front line often disappear to reappear elsewhere within realistic movement limitations.Complexity: Moderate Solitaire Suitability: Designed for solitaire play Map scale: 7.5 miles per hex. Hexes are oversized for easy counter handling. Time scale: Three days per turn with several impulses in each turn. Unit Scale: Regiments brigades and divisions Players: One or Two (features Solitaire mode) Playing Time: 15 minutes to 5 hours for the full campaign—description from the publisher
Rating: 8.2 | Players: 1–2
Game Type:
WargamesCategories:
Nightfighter Ace Air Defense Over Germany 1943-44 is a solitaire tactical level game which places you in command of a German Nightfighter during World War II. Each turn consists of several days during which a combat mission will be flown from one of many bases in Europe attempting to intercept incoming British Bombers. Nightfighter Ace is based on the popular action-packed Hunters game system by Gregory M. Smith with a strong narrative around the pilot as you look to increase your prestige earn skills and rise in rank through promotion and receive awards.The objective of the game is to conduct numerous sorties in the role of a German Nightfighter pilot and rack up kills. Pilots may use the experience gained to improve their odds of success by purchasing skills. As their prestige increases they may request a transfer to other nightfighter bases in an attempt to get closer to the action or request a newer type of nightfighter. Awards and ace status help to narrate the player's eventual goal – to become the top nightfighter ace of the war.For each nightfighter you will be tracking the date of availability speed area of operations based on originating base individual weapon systems electronic systems damage and crew status.Besides the focus on hardware the soft aspects of the war are also faithfully rendered for each pilot and crew. For example air crew is characterized by various major and minor skills including numerous Pilot skills Funker (Radio Operator) skills Bordmech. (Flight Engineer) skills Bordschuetze (Rear Gunner) skills and Prestige Level. The emphasis on various skills and benefits to gaining experience creates even a stronger narrative when compared to the Hunters game system which helps weave a tense and dramatic narrative during play. One major change in Nightfighter Ace over Hunters is the ability to choose your crew improvements instead of randomly rolling for them. As these greatly impact on your combat capability (and survival) it is a major decision you must make.Game play moves quickly following a set sequence of events that are repeated until the end of the game. Once you have your initial pilot and crew along with your nightfighter assignment play proceeds by checking for incoming raid information while checking for weather prior to take off (as the sortie may be cancelled). One must also check for random electronic failure. Following successful take off play proceeds by flying to the area you expect to intercept the British bombers. One is not immune to Spoof raids in which case German ground control is deceived causing you to burn precious time and fuel flying the wrong direction. As location boxes are entered you will roll for possible intercept in which combat may ensue. Combat may consist of numerous rounds after which returning to base and landing operations occurs with the weather playing a factor again as part of the landing procedure. When the mission is completed you will ascertain any awards Prestige points or Experience points gained prior to you next sortie. Here you can also spend Prestige and Experience points if desired to gain skills request a new nightfighter or request a change of base. You will repeat this process by going to your next sortie until shot down and killed or until July 1944 should you make it through unscathed.—description from the publisher
Rating: 7.7 | Players: 1–3
Game Type:
WargamesCategories:
Information from publishers game pageOperation Chastise: the Dambuster RaidOn the night of May 16 1943 nineteen Lancaster bombers of 617 Squadron took off from their base near Lincoln in Great Britain and headed for the heart of German industry in the Ruhr. The squadron’s task was to destroy the dams that controlled the reservoirs feeding Germany’s war engine. In the words of aeronautical engineer Barnes Wallis the mastermind behind the operation “power is dependant on the supply of natural stores of energy such as coal oil and water.... If their destruction or paralysis can be accomplished THEY OFFER A MEANS OF RENDERING THE ENEMY UTTERLY INCAPABLE OF CONTINUING TO PROSECUTE THE WAR.”The Lancasters had been modified to carry a most unusual ordnance codenamed Upkeep. It looked more like a petrol barrel than an explosive device but the painstakingly engineered and tested outer layer cushioned a volatile mine designed by Wallis to bounce over torpedo nets and kiss the lip of the dam its backspin carefully devised to hug the dam rather than ricochet on impact. Upkeep was supposed to plunge down along the wall like a depth-charge detonating halfway down. The concussion would crack the structure and the water’s mass held back by the dam would push open the crack creating a breach in the wall. The dam would be destroyed.Eight of the Lancasters would not return that night but the two primary targets of the Möhne and Eder dams were breached letting loose a combined torrent that measured nearly half a million tons of water and taking the lives of over 1200 German civilians and military personnel. Measured in civilian casualties it was the most lethal night of the bombing campaign thus far although later missions would dwarf its casualty list. Measured in terms of industrial disruption the raid cut the region’s electrical power for several hours and severely reduced its water reservoir. It was not a decisive blow but it was successful nonetheless. Had at least one other dam been breached it could have been devastating. This is your challenge: can you match 617’s success? Can you surpass it?The Game In Enemy Coast Ahead: The Dambuster Raid you command a newly formed squadron assigned the task of breaching the dams in the Ruhr Valley. Not only are you presented with a variety of decisions you play the invisible hand of fate as your crews endure the hazards of a dangerous night raid. Play the campaign and you get to organize and train the squadron or play the historical scenarios.Players Play solitaire and you do it all. Play with teammates and one of you is the squadron commander giving orders to subordinates. The squadron commander wins if the dams are breached while subordinates compete to accomplish their orders with the least casualties to the men and machines assigned to them. Only one subordinate will win. Of course if the dams are not breached you all lose.Scale & Detail Each Lancaster is represented by its own 1” counter. Each bomber will carry two or three 5/8” markers representing aircrew ordnance and possibly an elite crewman. All the men awarded decorations before or during the raid are represented in this game by their own marker each imparting a unique characteristic to its crew. Even the squadron commander’s dog gets his own marker!Ground crew are also featured in the campaign game represented by markers rated for a variety of tasks. You will have to requisition and manage your Erks effectively while maintaining security. That’s not so easy. You may find it necessary to transfer the local barmaid or take the drastic measure of transferring 54 squadron out of Scampton airbase or even quarantining the base altogether.Reconnaissance is crucial. In the campaign game you will need to survey the defenses of the dams and the routes to them but too much recon and you risk tipping off the enemy. But how much is too much? You will have to target the right dams or the right combination of dams to get the job done. Möhne and Eder are the juiciest targets but what if they are well defended? Do you risk it or go for the other dams hoping to breach enough of them to achieve your goal?Training is vital. In the campaign game you will requisition and then train your crew to fly at exceptionally low altitude maintain a steady speed locate the target in the dead of night and release ordnance at precisely the right distance from the lip of the dam. You will only have just so much time to prepare your squadron. You might have to decide what is more important: learning to maintain the right altitude and speed while preparing to release ordnance or the ability to find the dam? If your men don’t master these skills quickly you may have to favor one over the other. You can always impose extra training but push your men too hard and they become fatigued perhaps even damaging their bomber in training or worse crashing it. And if you don’t push them enough you may run out of time. The moon will be right only for so long and the reservoirs are slowly rising. Once full the Germans will open the valves and release the water making them that much harder to breach. The clock is ticking.The game board is organized into three sections the Mission Planning Blotter the Flight Map (from Scampton to the Ruhr) and the Target Maps. The first scenarios use only the Target Maps while larger scenarios will use them as well as the Flight Map. Only the campaign game takes full advantage of the Planning Mission Blotter allowing you to organize and train your squadron assign tasks to ground crew and modify the Lancasters for this unique raid. The Lancasters were modified in a number of ways for Operation Chastise:The Target Maps are intended to portray (and analyze) four key elements in a bomber’s attack: altitude speed distance from the dam and the angle of approach to the face of the dam’s wall. During an attack you will strive for the perfect angle the ideal speed and altitude adjusting one or more of these before releasing Upkeep at just the right distance from the dam (“Upkeep” was the codename for the bouncing bomb). You may choose to pull-up rather than release ordnance circling around for another run because finding that sweet spot is tricky and each Lancaster has only one bomb to drop. You’ve got to make it count.Campaign Game The full campaign game begins with the forming of the squadron weeks before the raid. The player assumes the role of squadron leader or one of his subordinates in team play requisitioning bombers ground crew and aircrew. He must train the aircrews and results are variable. Veterans tend to get more out of training than less experienced crews but there is always the possibility of damaging and even crashing bombers and losing or exhausting crews in training. As Air Vice Marshal Cochrane explained to 617’s Wing Commander: “Now there’s a lot of urgency in this because you haven’t got long to train. Training will be the important thing so get going right away.”Meanwhile the player may order recon missions along the flight path and over the dams garnering information that will help him devise a target list. There are 7 dams that can be attacked but it is unlikely the player will have the resources to hit them all (there’s nothing stopping him from trying). Before launching the attack the player would like to know which dams are defended by flak searchlights and balloons and how high the reservoir is (the higher the better but too high and the Germans may soon open the valves and reduce the water-level so timing is crucial). Too much recon can tip off the Germans however which means that the fog of war is a very important aspect of the design. The player won't know if security has been compromised until the flight is already underway. As Wing Commander Gibson explained to the men of 617 squadron: “When the other boys ask you what you’re doing just tell them to mind their own business because of all things in this game security is the greatest factor.”All this planning and preparation ends when the player decides his squadron is ready and he launches the raid. The player then organizes his squadron into waves assigning aircrew to Lancasters arming them with ordnance and assigning primary and secondary targets and wave leaders. Once launched bombers are likely to encounter hazards along the flight path -- flak and searchlights of course but also utility poles and trees. Historically 617 squadron flew low enough to hit sea waves and electrical cables (the player may choose to fly high but that risks encountering nightfighters an even more lethal threat). Along the route bombers might experience engine trouble or lose their way. Navigation training pays off during the flight turns (each turn represents one hour of historical time).Upon reaching and acquiring the target the player uses target maps to play attack turns each representing approximately 8 minutes of historical time. Here each bomber has to negotiate the dam's immediate terrain and defenses (if any -- recon missions might have revealed that some dams are undefended making them prime targets but if security has been compromised the player may discover that the Germans have added defenses). There is an approach sequence where the player must resolve the attack of each bomber on the target map striving for the perfect speed and altitude hopefully releasing the bouncing mine at precisely the right distance from the dam. There is the possibility of being jumped by nightfighters if the attack is prolonged motivating the player to get the job done promptly.And finally the player resolves the fate of returning bombers as well as those that lost their way and then conducts a morning-after recon mission verifying the damage he inflicted on the dams. A dam that was only damaged may have weakened and breached by morning or conversely the reports of your exuberant bomber crews may prove to have been exaggerated.The Scenarios The game is also presented in nine scenarios each isolating a particular aspect of Operation Chastise. In fact the rules are organized in program-fashion the first section explains the attack rules. The first few scenarios can thus be played after just reading those rules. The first scenario for example treats the action over the Möhne reservoir while subsequent scenarios incorporate more of the mission (and more rules) until the player is ready to undertake the campaign game encompassing the entire operation from training to bombing and return.
1941: THE WORLD IS AT WAR!Quick and Convenient: Axis & Allies 1941 is designed to be set up and played more quickly than any previous A&A game. In essence this is a simplified A&A experience that will introduce players to the A&A mechanics and play style. Play time runs between 1.5 to 2 hours.Familiar Mechanics: This game utilizes the A&A game mechanics present in A&A 1942 2nd Edition as designed by Larry Harris (the creator of the original game).New Units: A key feature for enfranchised players is an entirely new set of unit sculpts. There are 16 all-new designs such as the P-40 Warhawk Tiger Tank AVRO Lancaster FW-190 IS-2 tank HMS Hood He-111 and the Akagi Aircraft Carrier. These playing pieces can be used in any other A&A game and will be desirable to players who seek to expand their A&A collections.Game OverviewFive major powers struggle for supremacy. Germany and Japan are aligned against the great alliance of the United Kingdom the Soviet Union and the United States.Designed for 2–5 players the game is set in 1941: The Axis has great momentum and is expanding its conquests in both Europe and Asia.Controlling one of the Axis or Allied powers you will command both your country’s military forces and its war-time economy. Show that you are a brilliant military strategist by planning your attacks marshaling your forces into embattled territories and resolving the conflicts.Victory goes to the side that conquers its opponents on the field of battle and liberates or occupies the greatest cities of the world. Change the course of history in a few short hours!
On the stage of the Pacific battle there was a concrete confrontation that marked a milestone in history that of the American aircraft carrier USS Yorktown against the Japanese aircraft carrier IJN Shōhō. It is said that it was the first naval battle where the ships never saw each other and they faced each other launching airplanes to locate their enemy and bomb them.In the 1-4 player co-operative game 1942 USS Yorktown you take the role of American pilots who take off from the USS Yorktown to try to locate and sink the Shōhō while you fight against the planes it throws at you. Time will be your main enemy since the whole game will be against the clock and there will be no time to prepare great strategies or for the dreaded leader effect.—description from the publisher
Tunisia II is an Operational Combat Series (OCS) game from Multi-Man Publishing covering the campaign in Northwest Africa from November 1942 through May 1943.This new edition is similar to the original 1995 Tunisia game from The Gamer's but features a revised order of battle modified rules and new maps. The tempo of play is just outstanding beginning with just a few units in play. Over the next few months both sides rapidly reinforce the theater. The build-up culminates with Rommel’s offensive at Kasserine and tension over the variable entry of Montgomery’s 8th Army. This climax is followed by the slow destruction of Axis forces in North Africa.The upgrade of this game involved a handful of important decisions. A straight reprint was out of the question since the original was designed back when the OCS v2 rulebook was fairly new. In Tunisia II we standardize how the game should be played with the latest series rules and also have updated it to “fit” better with newer OCS games. So units and rules have been changed to conform to games also set in 1942-43: DAK II Case Blue and Sicily II. Recent work on Beyond the Rhine is also factored in.Game Scale: Turn: 1/2 week Hex: 5 miles / 8 Km Units: Company to BrigadeGame Inventory: Two 22 x 34 full-color mapsheets Three dual-side printed countersheets (2 combat 1 markers - 840 1/2 counters - includes replacement counters for Beyond the Rhine: The Campaign for Northwest Europe [16] and Korea: The Forgotten War [4]) One 56-page OCS Series Rules v4.2 rules booklet One 24-page Tunisia II specific rules booklet Two 4-sided OCS v4.2 Charts & Tables booklets Two Player Aid unit arrival cards Two 6-sided diceComplexity: Medium Solitaire Suitability: Medium Players: 1 or more Playing Time: 2-50 Hours
(from GMT website:)Following on the success of No Retreat: The Russian Front where the Russian Front of World War II beckons Victory Point Games' dynamic duo of game designer Carl Paradis and his trusty developer Alan Emrich have teamed up again to present the second chapter in this game series No Retreat: The North African Front. This time they take the gaming action to the African Front from the start of Operation Compass on 8 December 1940 through 1942 to the eviction of the Axis from Libya.Building on the notion of a card assisted game and death-or-glory victory conditions No Retreat: The North African Front offers a narrative game rich in the feel for the ebb-and-flow of the campaign wrapped around an exciting maneuver and combat system that harkens back to the glory days of classic wargaming but includes all the modern features and plenty of innovations. Unlike other North Africa wargames there are 5 mini-maps located at the various termini of maneuver in the campaign and where battles are waged as fascinating mini-games in their own right. Players try to sweep each map and force the action onto the next one in an effort to push their opponent out of the game.This Deluxe Edition combines both the original game featuring Five quick-playing scenarios a Tournament Game a Full-Fledged Campaign game and a Bonus Invasion of Crete mini-game all using deluxe components of Twillight Struggle Deluxe Edition quality.The looming Malta factor is accounted for most assiduously. While abstracted into many aspects of the game players must always be mindful of Malta being made active (helping the Allies) or inactive (assisting the Axis). The Italian forces have their rightful place in the story unfolding on the game board and the remarkable paucity of units turns every counter and hex into the kind of wargaming puzzle reminiscent of the glory days of those great contests from the Avalon Hill General magazine.The use of Supply Point markers received in a fast hassle-free way to seize the initiative replace losses and recover shattered formations to light up a map and begin operations there (i.e. conduct player turns on it of maneuver and combat) and then to continue those player turns for another round. Each additional round of player turns must be paid for by another Supply Point usually spent by the side that feels it is advantageous to press on and keep the opponent hard pressed recreating simply and effectively the lulls and starts in battlefield operations that were a signature of this campaign.The desert lies before you and World War II is at stake. You must endure and prevail under the most surprising and grueling of circumstances for there is No Retreat!Bonus GameNo Retreat: The Invasion of Crete This Bonus mini-game will allow you to refight the first airborne invasion in history during May 1941. Each player will fight to gain or maintain control of the Island's critical 3 airfields. Time is of the essence here as each contestant has to manage his limited ressources in a life-or-death contest where neither has space to Retreat! This is a very intense knife-fight that can be very well be decided in the few first days while the German Airborne force is most vulnerable or could turn into a desperate rear-guard action as the hard-pressed Allied troops try to escape the island. An innovative pre-game set-up planning procedure and Airborne Landing rules will insure that no two games play the same.Scenario Listing:Number of Players: 2 Ages: 14 and up Playing Time: approximately 50 minutes for each scenario; 4 to 5 hours for a campaign game; 60 to 90 minutes tor the Crete mini-game. Scale NR2: German & Allied units are Divisions (8-10,000 men) Italian units are Corps of binary (2 Regiment) Divisions; each hex is 15km across and each turn is 1-2 months of real time (sometimes split into tactical turns of 3-4 days) . Scale Crete: Units are Multi-Battalion size battlegroups; each hex is 3km across and each turn is 8-12 hours.DESIGNER: Carl Paradis DEVELOPER: Alan Emrich COUNTER ART: Mark Simonitch & Charles Kibler MAP ART: Charles Kibler
The Dark Summer: Normandy 1944 is the latest in Ted S. Raicer's WWII operational series that began with The Dark Valley: The East Front Campaign 1941-45. The game uses a chit-pull activation system that determines both the order and type of each sides' actions during the game's ten action-packed turns covering June 6 to August 21 1944. The availability of Action Round chits (for the Germans and separately for the British and US forces) is itself determined by the draw of Weather chits one per turn which reflect the importance of weather on the effectiveness of Allied air superiority and Allied shipping across the Channel. Weather also determines the number of German Reaction markers which allow limited response to Allied actions. The Dark chit pull system makes The Dark Summer an excellent game for solo play while keeping both players involved in face-to-face play.The single map extends from just south of Cherbourg (itself covered by a Cherbourg Box) southwest to Avranches and southeast to Alencon allowing players to recreate the entire campaign from D-Day to the closing of the Falaise gap in late August. Units are mostly regiment/brigades with a few battalions but German mechanized forces are presented as operational kampfgruppen.Victory is determined by the Allies capturing Cherbourg exiting units to Brittany and Paris and preventing the exiting of German units but the Allies win a sudden death victory if they capture all the cities on the map before Turn 10 and the Germans win a sudden death victory by closing down any three Allied Beaches two of which must be contiguous. The unknown activation sequence means the Allies cannot take the safety of his landing beaches for granted in June!The Dark Summer: Normandy 1944 is a game of moderate complexity but nevertheless covers all the most important elements of the campaign. There are rules for the D-Day Landings untried German strong-points and Ost battalions Allied tac-air and carpet bombing Allied artillery superiority German nebelwerfer and flak guns Allied naval support the conquest of Cherbourg exiting and re-entering the map and variable entry and possible delay of both side's reinforcements. A game on an epic campaign that is playable in a single day's gaming and with a small footprint that will allow it to be left set-up for solo study The Dark Summer: Normandy 1944 is a must-have for fans of WWII operational games the Dark system or students of the campaign for northwest Europe.—description from the publisher
For months you've been planning and gathering forces for the largest invasion of the war. Your opponent knows that you are preparing a major strike but do they know where? Suddenly you receive reports that a spy has gained information about your operation and the enemy shifts their defensive forces. But do they know the full extent of your plans? Should you call off the invasion and plan for a new attack? Or risk disaster against a prepared enemy? This is the fog of war...The Fog of War is a two-player grand strategic game covering the European theater of World War II from 1940 to 1944. One player plays the Axis forces and the other the Allies.The game does not have units that move around a map; instead the game focuses on the planning and intelligence aspects of the war. Each player has a deck of cards that represent the army navy and other assets of their nations. A map shows the 28 land and sea provinces over which the players are battling.You defend a province by placing cards face down on the map. If you wish to attack a province you must plan an operation to do so by creating one on your operation wheel. The wheel is a unique way of forcing players to commit to operations in advance while giving opportunities for intelligence gathering and bluffing. An operation consists of a province card that shows the target of the operation plus one or more cards to conduct the attack. All of these cards are placed face down so your opponent does not know the target of the operation or the strength of the cards that are taking part. Each turn the dial on the operation wheel is rotated by one position. This controls when an operation can be launched and any attack or defense bonuses that apply.In addition to combat forces for attack or defense you may also spend Intel tokens to investigate your opponent’s operations and defenses.
Rating: 8.6 | Players: 2
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ASL Starter Kit Module #4 PTO brings ASLSK to the Pacific Theater of Operations (PTO) and adds the Japanese and the United States Marine Corps to the ASLSK lineup. ASLSK#4 is a self-contained ASL module that gives players the opportunity to start playing Advanced Squad Leader almost immediately.ASLSK#4 expands on the themes of previous Starter Kits by providing new counters and updated rules featuring a new concept to Starter Kit – PTO. At the heart of this module are the rules for using the Japanese Imperial forces who fought amongst the jungle and island atolls of the Pacific in terrain completely different from the European Theater of Operations and with tactics different than their European counterparts. In addition to the step-reducing Japanese infantry and new rules for familiar looking terrain simplified rules for Banzai concealment and hand-to-hand close combat are introduced. Neither components nor experience with earlier Starter Kits is necessary to play.The eight scenarios and three mapboards cover actions between the U.S. forces (Marines and Army) that opposed the Imperial Japanese Army on the islands of the Pacific and in the exotic China-Burma-India theater. From Guadalcanal to Myitkiyina to the big island of Luzon in the Philippines these forces fought to the death from 1942 to 1945.
North Africa ‘41 covers the campaign in North Africa from Rommel’s first offensive in late March 1941 through the end of December 1941. During that period Rommel’s forces dashed across Cyrenaica and made it to the Egyptian frontier. However he was not able to take the critical port of Tobruk defended by the stubborn Australians. With superior tanks combined arms doctrine and 88mm Flak guns (used as anti-tank weapons) the Axis forces successfully fought off two counterattacks from the east—the Allied operations called Brevity and Battleaxe. Later in the year before Rommel could make his planned assault against Tobruk the Allies launched Operation Crusader and drove the Axis forces back to their original starting positions at El Agheila.North Africa ’41 allows players to study the campaign and refight it with their own strategies. The game includes a detailed map of the Western Desert and a meticulously researched order of battle.The game uses the simple Move-Fight-Supply game system developed in Normandy ’44 and Holland ’44. Important elements like supply troop quality tank quality artillery support and command and control are all reflected in the game.Game Scale 1 hex = 8 miles 1 game turn = half a month = 2-3 impulses of 3-8 days each Units: Battalion to BrigadeComponents 2 maps - One 22” x 34” mapsheet and one 22” x 28” mapsheet (total area 22 x 61.75) 2 counter sheets (9/16” counters) 2 setup and reinforcement cards 2 identical CRT/TEC player aid cards 1 rule book 1 play book with extended example of play design notes and historical notesScenarios • Enter Rommel: March-June 1941 (7 turns both maps) • Campaign Game: March-December 1941 (19 turns both maps) • Crusader: November-December 1941 (3 turns both maps)
Rating: 8.0 | Players: 2
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The Blitzkrieg Legend simulates Case Yellow the German offensive in May of 1940 that shocked the world. In less than a month's time it made quick work of Belgium and Holland shattered the armies of France and pushed the British Expeditionary Force (BEF) into the sea at Dunkirk. This twelfth game in the Operational Combat Series (OCS) game from Multi-Man Publishing and departs from its established norms in using a ground scale of 3 miles per hex and a time scale of two-day turns and as such is similar to Sicily. The chosen scale lets this lightning campaign unfold a bit more slowly and gives the densely-packed armies more room to maneuver.Case Yellow achieved the largest pocket ever to be created in the war with the largest number of captured soldiers as well. This result is sometimes looked upon by gamers and historians alike as a foregone conclusion but Manstein's daring strike through the Ardennes was a gamble that might easily have gone awry. Hindsight suggests the fighting could have gone much differently.A range of historical problems confront the player directing the Allies in this game. His French Belgian Dutch and BEF combat units have not yet mastered the faster pace of action in WWII and therefore are slow and don't fight at full Action Rating when in Move Mode. The Allies are also forced to adopt the historical Dyle Plan (when not playing the what-if version of the campaign) which leaves the French with inadequate reserves behind the Ardennes and too many of their best forces committed to shielding Antwerp and Brussels. Because history tells us the headlong rush into Belgium was primary cause of the quick Allied defeat an If I Was in Charge... version of the campaign is presented to allow both sides to explore some different initial deployments.A simple set of campaign objectives are presented with Victory Point awards centered on the following:• The French must vigilantly protect Paris which is the ultimate German objective. Two more cities along the map's south edge Verdun and Metz are also worth points (so the French cannot just abandon the Maginot Line).• The possible surrender of Holland is triggered by German armor moving adjacent to any of the three Dutch major cities. Surrender chances are modified if the French and BEF are supporting Holland (which is why French 7th Army initially moved north of Antwerp).• The possible surrender of Belgium and BEF Evacuation are triggered when the Germans drive a wedge between the Belgian coast and Paris. Surrender chances are modified however if the French and BEF are supporting Belgium (another nod toward the historical rationale of the Dyle Plan).• The Germans also win points for battering the BEF so the Allies are encouraged to keep this force intact.The game's special rules are judiciously chosen to evoke the full flavor of the campaign. For instance the Maginot Line is given its historical due shown as a strong right shield that can unfortunately be outflanked through the Ardennes. Rules for special operations are something new to OCS and these can capture enemy bridges and forts (but just on 10 May unless playing an optional rule). As mentioned above the BEF can get isolated or mauled as part of the victory conditions and if this happens a ragtag assemblage rides to the rescue: RN Destroyers special Evacuation Ports elite Irish and Welsh battalions and even some Spitfires finally appear to provide some top-cover. Mix in the occasional Pause — an event that tugs sharply on the panzers' leash — and you've the kind of chrome that make The Blitzkrieg Legend a tremendous tool for historical study and an exciting source of gaming pleasure.The Blitzkrieg Legend is also a game with tremendous replay value. Presented are 7 scenarios and 3 campaigns. The longest is just 13 turns; the largest fits on a standard 4' x 6' table. Series veterans know the depth of the model can lead to some long and complex turns but here at last we have an entire campaign that can easily be played to the finish!Scenarios1. South. The first 4 turns on the southern half of Map B. Covers the fighting at Sedan as well as the crossings of the Meuse further downstream by 6th and 8th Panzer. 2. Center. The first 4 turns on the northern half of Map B. Covers the fighting at Gembloux Gap as well as the crossings of the Meuse by 5th and 7th Panzer. 3. North. The first 4 turns on Map C. Covers the air landings and surrender of Holland. 4. Mini-Campaign. Links the first three scenarios into a short campaign using two maps. 5. Sedan. Lasts just 2 turns and uses just a small portion of Map B. Covers the French counterattack and German breakout. 6. Arras. Lasts just 1 player turn. A teaching scenario covering the Allied counterattack. 7. Dynamo. Lasts 8 turns. Plays like a campaign game using just Map A to cover the important events during the last half of the campaign.Campaigns1. No Holland Version. Doesn't include the fighting in Holland which is automatic and not under player control. Uses two maps the full 13 turns. 2. With Holland Version. Uses all three maps the full 13 turns. 3. If I Was in Charge... Several variations on either of the two campaigns are offered.Components:
Brazen Chariots is a Series: Battalion Combat Series (MMP) game that chronicles fighting in the North African desert towards the end of 1941. Once Axis forces under Rommel had laid siege to Tobruk they then set about trying to take it. Meanwhile Commonwealth forces pushed back to the Egyptian border launched several attempts to break into and relieve the fortress. Two of these efforts BREVITY and BATTLEAXE lacked the depth needed to accomplish this goal and were utter failures. The third CRUSADER was a massive undertaking that successfully opened communications to Tobruk and proved to the British 8th Army that Rommel could be beaten. It also set the stage for Rommel's Gazala offensive in 1942.Brazen Chariots is the third game in the Battalion Combat Series which took players by storm with its blockbuster initial release Last Blitzkrieg: Wacht am Rhein The Battle of the Bulge and follow-up fast playing game Baptism By Fire: The Battle of Kasserine. In Brazen Chariots the wide-open desert the limited number of Formations and numerous shorter scenarios provide players with both a rapid and fun introduction to this highly acclaimed new series. The masterful order of battle research by Carl Fung showcases the forces involved with finer detail than ever before.(description from MMP website)
Conquest and Consequence brings the Triumph & Tragedy system to the Pacific/East Asia theater during the same 1936-1945 time period. Like T&T it is designed for three players maintaining the three-sided dynamic that adds so much variety and intrigue to the system. Those three sides are:The game begins in 1936 with the Militarists in control of Japan and expansion on the agenda. Its [war] industry is well-developed but it is weak in population and particularly resources. Its battle-hardened army has easily overrun resource-rich Manchuria and a weak China awaits. Japan (like Germany in T&T) has the early initiative due to its well-prepared military. Will it:Japanese aggression in China will likely irritate the sleeping giant that is the USA but it is far away across the wide Pacific and Japan has special naval abilities that allow it to compete at sea.The game combines the Pacific naval war and the land war in Asia (including the Chinese Civil War) both equally weighing upon victory. The naval war is dramatic featuring short decisive battles and expanded roles for airpower and island bases. In the tradition of Triumph & Tragedy the three-sided aspect features negotiation diplomacy and subterfuge within a multitude of strategic possibilities. Like T&T the game allows players freedom to diverge from the inclinations and policies of the historical actors and plays in 4-6 hours of constant tension and involvement.—description from the publisher
No stacks of armies no hexes no overly-lengthy rules to learn - Hitler’s Reich takes five minutes to set up and two hours (or less!) to play. Players fight over Europe across the North Atlantic and Mediterranean and into Russia using a combat mechanism similar to the traditional card game “War” with dice added in. High-quality wooden pieces mark their progress which is aided economically politically and on the battlefield through the competition for and play of Event Cards drawn from three unique decks: one for the Axis one for the Allies and one from which either side can attempt to draw.Hitler’s Reich is the first of the Card Conquest System game series in which players recreate epic military contests of history in short comparatively simple and easy to learn but hard to master games. Designed to be set up in minutes and played to conclusion in one sitting these are not simulations but games albeit ones packed with enough historical flavor excitement and decision making to give you the feeling of being there at the highest levels of command.
Resistance fighters in the Netherlands work together to outsmart the occupation forces in a non-violent way.In a period when most people were too afraid to oppose the occupying Nazi forces some decided they did not want to sit idly by. To keep morale high and show they did not accept the occupation they wrote a secret message OZO (Oranje Zal Overwinnen translated as Orange Shall Overcome) on the walls. They formed groups and found ways to sabotage the occupiers' plans. You are one of those resistance fighters.Dutch Resistance: Orange Shall Overcome! is a scenario-based cooperative game about the Dutch Resistance during the Second World War. The main mechanisms are pick-up and deliver and resource management.The game has five very different highly replayable scenarios. They are not directly connected to each other but focus on different aspects of the resistance work. Each scenario has its own goals special rules cards and other elements.Each player controls a character that is based on a real resistance fighter. These ten different characters have their own deck of three unique Character cards based on what this person did during the war.Orange Shall Overcome!—description from the publisher
Stalingrad Advance to the Volga 1942 puts the player in charge of the attacking and far more mobile German side while the game system handles the defending and largely static Soviet side. No two games will ever be the same. Each turn represents new and unique challenges for the player in the form of random events uncertain supply deliveries and unknown Soviet area strength and defensive strategies.
Rating: 8.5 | Players: 2
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(from MMP website:)Decision at Elst is the first Advanced Squad Leader Starter Kit Historical Module and covers the battle at Elst Holland in September 1944 between British and German units during Operation MARKET-GARDEN.It depicts the British 214th Brigade’s advance toward Arnhem through the Dutch town of Elst defended by the German Kampfgruppe Knaust. This area of Betuwe also known as the Island was the furthest advance of XXX Corps before the official end of the MARKET-GARDEN offensive on 25 September 1944.Decision at Elst comes with: • a 22 x 34 historically-accurate map of the battlefield; • three countersheets with British and German infantry tanks and guns and game markers; • two player aid cards; • four historical scenarios and one Campaign Game; • one 28-page ASL Starter Kit basic rules booklet (with all the latest finetuning); • one 20-page DaE Campaign Game rules booklet with all of the rules needed to play the scenarios and the Campaign Game including new rules for the steeple offboard artillery polder terrain and German SS units.Decision at Elst is a fully self-contained product and requires nothing else to play it.
Baptism By Fire: The Battle of Kasserine February 1943 chronicles the first real ground operations by the US Army in the ETO in WW2. Every wargamer knows this battle was a severe Allied setback. What is not obvious however is that Allied troops on the ground gave a good account of themselves against the remnants of Rommel's vaunted Afrika Korps despite the ineffective and confused leadership that existed at Corps level.In the end while GIs and Tommies fought their guts out to make up for the mistakes of their leadership the advantages achieved by initial Axis successes were allowed to blow away in the wind by an equally detached and confused Axis High Command. In its case how to best exploit the results of their initial attack depended on an argument raging within the Italian Commando Supremo and the persuasive abilities of Albert Kesselring and Erwin Rommel. After much discussion and the loss of several crucial days the Axis decided on the less ambitious plan which was itself no longer even possible.Baptism By Fire is the second game in the Series: Battalion Combat Series (MMP) which took players by storm with its block buster initial release Last Blitzkrieg: Wacht am Rhein The Battle of the Bulge. The game is designed as a more accessible entry to the system for those who want something smaller and faster than the earlier monster game. Here the wide open desert limited number of Formations and short scenario length provide players with a rapid and fun introduction to the series the chance to develop their play skills to become a more effective BCS player overall and to take a good look at this poorly understood battle.Once again the masterful order of battle research by Carl Fung showcases the forces involved with more fine detail than ever before. As a result the common misconceptions of hapless GIs and Afrika Korps supermen is put to rest.To give players a better feel for the pulse of the battle the Germans run rampant for a few turns but then must idle back for several more while their commanders figure out what the overall objective will be. The player selects this objective randomly in the middle of the game and it determines his Victory Conditions. This precludes the Axis player from overusing his limited combat power beforehand (since he might be going down the wrong road literally) and keeps the Allies off balance as they must protect against both possibilities.With a campaign game of only 10 turns multiple plays are readily possible and various strategies for both sides can be explored.(description from MMP website and user)
Rating: 7.8 | Players: 2
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South Pacific (SPac) is an Empire of the Sun (EotS) C3i Scenario Variant by RBM Studio that uses the full scope of its parent design. While South Pacific is a complete stand alone game all of the tactics that work in EotS work in SPac. What is unique about SPac is the smaller map region (see C3i 30 back cover image) focuses and significantly simplifies the strategic options available to the two sides.Each side has a 24 card deck that are like the EotS cards except they have been renumbered. The counter mix is also identical except we have aligned the set up and reinforcement markings to the four-turn scenario. In designing this new C3i Scenario Variant I wanted to put you in the shoes of MacArthur and Ghormley/Halsey prosecuting the US counterattack while still being impacted by interservice rivalry China and competition for resources in Europe. All of the relevant tracks have been redesigned by Mark Simonitch to fit on the tailored C3i Mapsheet surface that shines a spotlight on the turning point in the Pacific War.Since this is a subset of the broader war each player is playing with a four rather than a seven card hand and you will never reshuffle the deck allowing for high replayability. The practical result of this smaller hand of cards is South Pacific typically clocks in at less than two hours so easily a one-session game.If you learn to how to play South Pacific you will also know how to play its parent game Empire of the Sun.(from the designer)
Rating: 8.2 | Players: 2
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Old School Tactical is a new system for tactical level war-games. This first game involves small unit engagements are fought on the Eastern Front during 1941-42. Players contest each scenario using counters representing the soldiers guns and vehicles that fought these battles. The unique Impulse system varies the number of actions each side can take in a turn creating intense firefights. Play moves back and forth between players and the dynamics of the battle can 'turn on a dime'.
Wings of Glory: WW2 Starter Set is a tactical air combat game set in WW2 that uses cards and miniatures.This first set is a complete game that features four airplanes for the WW2 game series: the American P40 the Russian Yak-1 the Japanese Ki-61 and the Italian Re-2001 Falco. Other components include maneuver decks for each airplane and a rule book that includes Basic Standard and Advanced Rules Optional Rules and Scenarios. A full assortment of counters tokens rulers and airplane console boards complete the set which can be expanded with additional WW2 Airplane Packs to allow for larger battles with different airplanes.Part of the Wings of War series
Chain of Command are the revolutionary new wargames miniatures rules designed for World War 2 platoon sized actions with some additional support. The rules are fast paced exciting and fun using the unique command and control system which presents the player with the battlefield decisions made by his historical counterpart. These are the rules Neil Shuck of Miniature Wargames described as probably the best set of Skirmish rules I've ever played.At 104 pages the book includes the rules a scenario generation system and Army Lists for Britain Germans the United States and Soviet Union a system allowing the gamer to select support depending on the scenario being played so you can pit two well matched forces against each other for a fun and challenging gaming experience.
Rating: 8.6 | Players: 2–3
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Description from the publisher:The popular Old School Tactical series returns for its second edition with Old School Tactical Volume II: West Front 1944-45. This iteration of the quick to learn challenging to master tactical game introduces the Americans to the series. Fight across the European countryside with M-10 tank destroyers and Sherman Easy Eight Tiger tank destroyers. Pile your powerful rifle squads into venerable M5 halftracks or nail an onrushing armored car with a bazooka. Find your enemy fix them flank them and finish them. If it works on the battlefield it works in Old School Tactical and it works with minimal fuss and muss.
Relive the fury of air and sea combat in the Pacific during World War II. Direct each plane in multiple fighter and bomber squadrons to lead attacks on the enemy’s carriers and island bases. No dice no rulers only dozens of planes and ships! A fast-paced and streamlined game mechanic that plunges you in the heart of the battle. Move each plane individually on a hex grid. When you maneuver to get an enemy plane in your sights it must try to dodge or else take damage. Some planes can use torpedoes and bombs to destroy ships and ground installations. Stay in formation to keep the initiative and dominate your opponent. Each plane has its own attributes in terms of speed armor and special abilities. Each piece is illustrated as close as possible to its historical model to maximize your immersion!The Fighters of the Pacific series includes a CORE GAME and TWO EXPANSIONS. The CORE GAME contains everything you need to play hours of battle over the Pacific Ocean: a huge modular board 4 aircraft carriers 4 destroyers 94 aircraft tokens 91 game tokens and 8 reference cards. The complete rules and 10 scenarios are also included of course. The carrier and aircraft tokens represent the forces of 4 real aircraft carriers fighting in 1942 with a ratio of 1 token to 3 aircraft. For the Japanese the AKAGI and KAGA form the 1st aircraft division that participated in the attack of Pearl Harbor and the battle of Midway. For the Americans the USS HORNET and USS YORKTOWN were participating in the Doolittle Raid and the Battle of Midway too.The first expansion Battle of Midway contains enough tokens to complete the base game to have all the forces present in this battle including the aircraft at the base on Midway Island. This includes 3 new American aircraft models the old F2A Buffalo fighter the B-26 Mitchell bomber that launched the very first counterattack on the Japanese forces and some brand new TBF Avengers. Most importantly this expansion includes 5 scenarios to relive one of the most unpredictable and decisive battles of the war as if you were there. The tokens are laid down the story is in your hands!One month before the Battle of Midway the first ever naval air battle took place. It is known as the Battle of the Coral Sea. Relive this battle with this expansion pack that provides 3 new Japanese aircraft carriers the SHOKAKU ZUIKAKU and SHOHO the USS LEXINGTON forces and 4 exciting scenarios. Will you manage to save the SHOHO and the USS LEXINGTON?—description from the publisher
The Game Crossing the Line – Aachen 1944 is an operational level simulation of the Battle for Aachen which took place from September 12th to October 21st 1944. The game is intended for two players but is also suitable for solitaire and team play. The game is played in a semi-interactive way as only one Division of the active player is activated to conduct actions at the same time and the inactive player sometimes can have one of his Divisions react to specific threats and interrupt the enemy's actions.The Situation While Operation Market Garden was in the final stage of preparation Lieutenant general Hodges led the leading elements of the First Army towards the Westwall fortified line south of Aachen. If successful he might have the opportunity to drive through the fortified line crossing the Roer River and perhaps reaching the Rhine River.Components coming in the game box:• One rulebook • One scenario booklet including four scenarios and extensive historical notes • One 22”x34” map sheet • 360 extra large counters of which 160 are combat units • Four Player aid charts • Setup charts • Reinforcement & Withdrawals chartsThe Scale (from the Rulebook): • A hex represents 1.2km of terrain from side to side. • Each turn represents a period of two to eight days. • Combat units are mostly battalions.2nd Edition 2022:Game Contents,
Rating: 7.8 | Players: 2
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Operation Dauntless: The Battles for Fontenay and Rauray France June 1944 is a wargame that covers the actions of the British 49th Infantry Division (a.k.a The Polar Bears) near Caen during Operation Martlet (called Operation Dauntless by the British at the time of the battle). Opposing these lads are elements of the 12th SS Panzer Division Hitlerjugend (Hitler Youth) and Panzer Lehr—elite panzergrenadier units. The goal of the British division is to seize the town of Fontenay then press onward to secure the high ground near Rauray in time for the impending Operation Epsom to be launched the next morning.The game by designer Mark Mokszycki uses the same system as Red Winter his game on the Battle of Tolvajärvi from the Russo-Finnish Winter War of 1939. Scale is grand tactical: 90 minutes per game turn 425 yards per hex and mostly company sized infantry units with platoon sized armor units. Gone are the Winter War specific rules such as ski movement and night raids and in their place we have a more detailed armor/anti-tank subsystem. There are lots of tanks on both sides in this one!Terrain is a mixture of corn and wheat fields orchards woods heavy and light bocage and small stone farm houses and villages. The Germans begin the game dug in and they may place a limited number of fortifications during setup.The game includes a multi-day campaign as well as several shorter scenarios. The Germans are on the defensive overall but they are armed to the teeth with many powerful panzer formations—including Panzer IVs Panthers and Tigers—and will find themselves able to counterattack frequently and effectively. Some of the shorter scenarios feature the Germans on the offensive to recapture lost ground.The game was designed for two players but works very well solitaire.Game Scale: Turn: 90 minutes Map: 425 yards per hex Unit: Platoon to CompanyGame Contents: Three counter sheets of 528 5/8 counters (roughly 2 sheets of unit counters and 1 sheet of markers) One 22 x 34 map One 36 page Rule Book One 28 page Play Book (includes full-color illustrated examples of play Comparisons to Red Winter Tips & Strategies and counter manifest) One 56 page Scenario Book (includes 11 tutorials ~15 scenarios and optional rules) One 48 page Reference Book (includes designer's notes and complete Order of Battle) Two Identical Player Aid Cards (foldout 4 sided) One Player Air Card 2 (Optional rules)(1 sided) One British Reinforcement Card (8.5 x 11 1 sided) One German Reinforcement Card (11 x 17 1 sided) One Flowchart card (double-sided with LOS and Armor Reaction Cycle aids) One Campaign Game Setup & Vehicle Identification Card (2 sided) One Turn Track Card (Turn Track A: June 16-18 on front Turn Track B: June 25-27 on back) One Information & Turn Phase Track Card (1 sided) One Tutorial Getting Started #1: Infantry Card (2 sided) One Tutorial Getting Started #2: Armor Card (2 sided) Three 6-sided dice Three 10-sided diceComplexity: Medium (similar to Red Winter or a tad more complex) Solitaire Suitability: High
Beneath the Med is a solitaire tactical-level game placing you in command of an Italian submarine during WWII. This is the fourth game in the The Hunters series and covers one of the largest fleets of submarines in the world at the time. You command one of many submarine models available starting in 1940 and look to successfully complete patrols until the armistice in September 1943.While your mission is to destroy as much Allied shipping and as many Capital ships as possible players will find it extremely challenging to survive until the Armistice.Beneath the Med is purposely designed to deliver a brisk yet intensive gaming experience that forces many decisions upon you as you take command of the major Italian submarine classes. All the major classes are accounted for with every level of detail including period of service armaments crew make-up damage capacity and more. Fans of The Hunters will enjoy the same nail-biting game system but will be challenged by the thick Allied air cover and the problematic fire control systems of the Italian boats.Ten Italian submarine classes are profiled and available for you to choose from. Patrol zones reflect the period during the war at sea and will shift as the war progresses. All stages of the U-Boat campaign are represented; difficult missions include mine-laying commando delivery and the extremely dangerous harbor penetration missions.The major Italian classes are are represented and accurately profiled for the patrols you will undertake during the war: - Acciaio Class - Adua Class - Cagni Class - Calvi Class - Foca Class - Glauco Class - Liuzzi Class - Marcello Class - Marconi Class - Perla ClassPatrol Assignments include: - Atlantic - Brazilian Coast - Caribbean - Eastern Central and Western Mediterranean - Singapore - Spanish Coast - West African CoastThe game delivers an historical narrative as 480 ship targets are uniquely identified (including tonnage) with their historical counterparts that were sunk during the war including freighters tankers and American ships.Game System Highlights: - 10 Italian submarine classes represented - 9 different Patrol Assignments including supply delivery to Japan - 480 named shipping targets including 20 Capital ships - Special Missions for Commando Team Delivery Supply Delivery Human Torpedo attack and Minelaying - Combat encounters with individual ships ships with escort convoys enemy submarines and aircraft - Daytime and Night Engagements - Submarine damage includes flooding hull torpedo doors periscope fuel tanks crew injury (by crew type) engines hydrophones AA gun(s) deck gun batteries radio - Crew Advancement Commander Promotion including decorations such as the Medaglia d'oro al Valor Militare the Medaglia d'argento al Valor Militare and the Medaglia d'bronzo al Valor Militare along with other Italian awards. The Knight's Cross is also available from Germany in certain situations. - Multi-player and Tournament Rule options - Evasive Maneuvers Patrol Abort Variable Escort Quality Gibraltar Passage Reassignment to Newer Submarine Torpedo Duds Random Historical Events Human Torpedo (“SLC”) delivery and much much more!Components: One ½” full-color counter sheet One ¾” wide full-color counter sheet for Targets Rules booklet with designer's notes Six player aid cards 2-sided Five Submarine Display Mats 2-sided One Submarine Patrol Map 2-sided Submarine Combat Mat Submarine patrol logsheet Three 6-sided two 10-sided dice and one 20-sided die BoxedAverage Playing Time: Two-Three Hours Players: One (with options for more players) Replayability: Very High
Darkness covers your approach as you alight on the riverbank. Swiftly you hide the boat and shoulder your gear. The mission is clear: capture or kill your target; rendezvous at the extraction point; get out. You have two days. Nodding to your team you set off toward the glowing lights of Vaillant.War Story: Occupied France is a co-operative narrative game for one to six players set in World War II occupied France that captures the stakes and tension of espionage and resistance warfare. Your team of covert operatives is all that stands between the infamous German officer Heidenreich and the systematic destruction of French Resistance forces in Morette.Through three replayable story missions you must exploit the specialties of your chosen agents to uncover information enlist allies and obtain weaponry. Engage occupying forces on tactical encounter maps where careless positioning could cost your agents' lives. Remember no plan survives contact with the enemy...and time is running out.—description from the publisher
Soldiers in Postmen's Uniforms is a skirmish-level solitaire wargame that takes place in the Free City of Danzig on the first day of the Second World War.Danzig (present-day Gdańsk) came into being in 1920 in accordance with the 1919 Treaty of Versailles. Over the next two decades the city became a flash-point in Polish-German relations which culminated in the Danzig Crisis of 1939. On the first day of the Second World War German forces moved in to seize Polish installations in Danzig. Two of the installations were on alert and under orders to hold out: the Military Transit Depot on the peninsula of Westerplatte and the Polish Postal Office No. 1. The personnel of the post office repulsed repeated assaults and were forced to surrender only after a day-long siege when the post office was doused with gasoline and set alight. Though German propaganda cast these acts of defiance as futile and a failure they were viewed by the Polish people as symbolic of their stand against a materially superior aggressor.In Soldiers in Postmen’s Uniforms you take control of the valiant defenders of Polish Postal Office No. 1 in the Free City of Danzig on the first day of WW2. Under your command the defenders must fend off relentless attacks from the Danzig Schutzpolizei and two German SS units.The goal of Soldiers in Postmen’s Uniforms is to recreate the incredible historic accomplishment of the Polish postal workers by defending the post office during the day-long siege. You must last until the three enemy card decks are depleted while protecting the postal workers and non-combatants. You score points for defenders that survive the assault — the higher your score the better.Soldiers in Postmen’s Uniforms is divided into three attack periods each of which is represented by a deck of enemy cards.Each attack period is divided into turns and each turn consists of three or four phases (depending on the attack period):The game ends at the end of the turn when you draw the enemy fire engine card during Attack 3. At the end of the game your score is based on the number of noncombatants and postal workers that survived the attacks.—description from the publisher
Tanks: Panther vs Sherman is an easy-to-learn quick play small-scale game in which you take command of a tank platoon seeking to destroy your opponent's tanks and secure victory. Tanks is a flexible game with lots of ways to create a finely-tuned army that fits your play style. In a half-hour you can pick your tanks and crew upgrade them to your specifications defeat your enemy (or die trying) and be ready for the rematch!During the game players go through a number of turns until one player achieves victory. Each turn consists of three Phases:
Rating: 8.3 | Players: 2
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Where Eagles Dare: The Battle for Hell’s Highway is the sequel to The Devil's Cauldron: The Battles for Arnhem and Nijmegen and completes the Market Garden saga allowing players to play out the entire operation.In addition Where Eagles Dare is also a complete standalone game offering a fascinating game situation in which the outnumbered elite 101st Airborne division must race from emergency to emergency - to maintain the vital lifeline to the British 1st Airborne Division fighting for its life in Arnhem. This single and fragile lifeline would come to be called “Hell’s Highway”.Where Eagles Dare is the next game in the Series: Grand Tactical (MMP) of company level games offered by Multi-Man Publishing. The game will also introduce new terrain types and new special rules to fully explore the battle. Where Eagles Dare will introduce a special off-map movement system to allow the Germans to move forces from sector to sector of the battlefield and a host of other rules to make this game as unique and interesting as The Devil’s Cauldron.Scenarios will include the following famous historical actions:All the attention to detail and the same graphic style that has earned The Devil’s Cauldron much praise within the wargame community will also be seen in full force in Where Eagles Dare. From the unknown Dutch farmer that misdirected the advance of powerful Panther tanks on the Son Bridge and may have saved the entire operation to the German air raid on Eindhoven that stalled the advance up Hell’s Highway during a crucial moment in the fighting Where Eagles Dare will feature many little- known tidbits of history that made this battle so unique.Included in the countersheets are 18 errata & 63 campaign counters for The Devil's Cauldron: The Battles for Arnhem and NijmegenGame Scale: Game Turn: 2 hours daylight 8-12 hours nighttime Hex: 547 yards / 500 meters Units: CompanyGame Inventory: Five 23.5 x 35.5 full-color mapsheets Eleven dual-side printed countersheets (1936 5/8 counters) One 36-page GTS version 1.1 system rulebook One 8-page GTS Rules Summary booklet One 48-page Where Eagles Dare game specific rulebook One Turn Record Chart player air card (single-side printed) Two Terrain Effects Chart/Combat Results Table player air cards (dual-side printed) Six Divisional Unit Display cards (single-side printed) Four 10-sided diceSolitaire Playability: Medium Complexity Level: Medium Players: 2 or more Playing Time: 2-40 hours
It Never Snows is a Standard Combat Series (SCS) game covering the pivotal Market Garden offensive in September 1944. Using a system based on the well-received SCS Game Bastogne It Never Snows covers the landings and ground offensive endeavoring to link up with them at 600m per hex with units generally companies. Each turn is half a day making for a 17 turn campaign game (uniquely playable among Market Garden games). The expansive five map area allows each of the airborne division fights to be geographically isolated and separate as was the case historically. What this does is that it allows each situation to be gamed as its own little tactical puzzle—making it such that a player might be “winning” in one region while “losing” in another at the same time. Both players are always “in the game.” While the Allied player is busy dropping paratroopers establishing bridgeheads and running a ground offensive to link up with them the German player must devastate the airborne forces clinging to Arnhem defend the various river crossings and counterattack to sever the Allied supply lines. Both players are attacking and defending at the same time every turn. Following on the heels of Bastogne It Never Snows uses a tactical model with a minimal amount of rules overhead which shows both set-piece as well as “on the fly” attacks and the effects of indirect fires and air support. A fantastically detailed OOB shows the insane array of German units being scratched together to defeat the Allied offensive—from displaced sailors to the deaf from elite armor to barely trained school units from highly motivated SS to penal units being pushed into battle at gunpoint. Against the elite airborne troops of the Allies this menagerie is hardly the German army many wargamers envision when they think of World War II.Scale *units: companies (except artillery: battalions) *map: *turn: half a day(from MMP website and user's description))
Description from the publisher:In Sherman Leader you command an American group of tanks armored cars trucks half tracks and infantry squads. You get to choose your campaign. Anything from 1942 North Africa to 1945 Berlin and everything in between.Sherman Leader is a great game for both experienced strategy gamers and well as new players. Each campaign takes only 30 minutes to set-up and each battle can be resolved in 15 to 30 minutes.Being a solitaire game you can play whenever you have time at your pace. This is very important. Sherman Leader is not a multiplayer game that has solo play rules tacked on. It was designed from the ground up to be a 1 player game.Sherman Leader is the latest game in our Leader series. Previous games: Hornet Leader Phantom Leader Thunderbolt-Apache Leader and U-Boat Leader. As a side note you can divide up your forces and play co-op with a friend.
Storm Above the Reich is a solitaire wargame depicting a Luftwaffe squadron of Fw190s struggling to deter and destroy the relentless daylight raids over Germany during World War Two. The player’s individual aircraft each represented by a stickered block must confront the mighty “combat box” formation of the United States Army Air Force a deadly terrain of B-24 Liberator heavy bombers. Like its counterpart Skies Above the Reich the game is a broad strokes depiction that presents the arc of the desperate air war. Stretching from late 1942 to early 1945 Storm Above the Reich follows that trajectory in a series of missions strung together to make a campaign. Each mission will take a half hour or more to play while a campaign can last anywhere between 6 to 60 missions.Stand-Alone and an Expansion: Storm Above the Reich is a stand-alone game; you don’t need Skies Above the Reich to play. However it can also serve as an expansion for that game. Storm uses the same rules as Skies and components in one game transfer seamlessly to the other. Combined Storm and Skies present eight formation maps six pursuit maps B-17s and B-24s. In Storm you get an oversized staffel of 18 Fw190s with the option of augmenting it into a Sturmbocke staffel. In Skies you get a staffel of Bf109s and with the games combined the staffels can also be combined.-description from designer
Publisher's blurb:HoldFast: Russia 1941-42 is our strategic World War II game on the Russian Campaign. It is the first of our Campaigns of World War II series. It uses wooden blocks for fog of war and hex movement. Clean mechanics and a manageable number of units allow for the entire campaign to be played in a evening. Objectives are clear. Hold two of the three victory location cities at the end of the game. But with mud and supplies a constant factor German armor always a threat and winter bringing a boost to Russian resources and manpower it is not easy for either side to HOLD FAST. “The world will hold its breath…”Holdfast Russia FAQ
Stalingrad: Inferno on the Volga recreates one of the most epic battles of World War 2 with a game mechanism that makes this work in FOUR different game modes including a true solitaire (versus AI) version.The well-known campaign became a clash of wills between Adolf Hitler and Joseph Stalin involving hundreds of thousands of troops in a death struggle which eventually led to the German defeat in the entire war.Inferno's map is generated from highly detailed air recon photographs and depicts both the city and outskirts in extreme detail as it was in August 23 1942 when the battle began. The map scope includes the main city and the its suburbs from Lateschanka to Kuspornoe along 30 km of the volga river and extends to the west as far as Gumrak Airfield Orlovka and Alexandrovka. Map scale is 1:33000 with hexes that represent 1,1 kilometer along each side.The wooden-block units in the game represent regiments for the Germans (with some assault battalions) and brigades/divisions for the Soviets.The game has one campaign covering August 23 to November 20 and taking from 1 to 2 hours to play. There are several shorter scenarios in development such as the September attack to the southern part of the city and the October attack to the industrial sector.The unit wooden blocks provide fog-of-war and easy recording of strength while a card-driven system that allows for key historical events and dramatic surprises in battle...The game offers FOUR different modes of play:Solitaire (German player versus Soviet AI) Cooperative (two German players vs Soviet AI) Competitive:2 (German player vs Soviet Player) Competitive:3 (two German players vs Soviet Player)Complexity level is medium/high.The game is played out over a detailed 84x60 cm (33x24) laminated multicolor mapboard. The game features more than 200 wooden/plastic components and near 50 event cards.—description from the publisher
The only thing that ever frightened me during the war was the U-Boat peril. - Winston ChurchillThe Battle of the Atlantic was the longest continuous campaign of World War II running from 1939 through to the defeat of Germany in 1945. It involved thousands of ships stretched over hundreds of miles of ocean and involved hundreds of convoy battles and single-ship encounters. During the struggle advantage switched back and forth between the U-boats and Allies as new weapons tactics and countermeasures were developed and implemented.U-Boat Leader takes the Leader series to new depths letting players control a group of U-boats on missions in the Atlantic. The core system of the game will be familiar to players of other Leader games allowing them to quickly get into the game.A major portion of the game is determining where to send your submarines. Do you concentrate your submarines in one or two areas to form wolfpacks or spread them out in the shipping lanes to increase the chances of finding contacts or do you send them on special missions (such as mine-laying)? You can also spend Special Operations Points to support your submarines by adding search planes to help find enemy ships or by sending supply ships and subs (Milk Cows) to extend the endurance of the submarines. During longer campaigns you need to manage the U-boat patrol rotation to keep subs on station.When a patrolling U-boat comes into contact with an enemy force it can call other boats in the same patrol zone to form a wolfpack or attack alone. The action then shifts to the tactical display where the U-boats try to close with and attack merchants while avoiding the escorting warships. When an attack starts you will have an idea of the number and general type of ships in the group but you have to close with the ships to actually identify the ships.U-Boat Leader includes the following type of U-boats: Type IIB/C coastal submarines Type VII A/B/C Atlantic submarines Type IX A/B/C long-range submarines Type XXI Elektro-boatU-Boat Leader includes four campaigns covering different stages of the Battle of the Atlantic:The Battle Begins: covering operations at the start of World War II to about mid-1940.The Happy Time: covering the period from mid-1940 to mid-1941 when the U-boats and wolfpacks dominated the seas.Operation Drumbeat: covering operations off the American coast and in the Caribbean in early 1942.The Hunted: covering the time period when the tide starts to turn against the U-boats.-Dan Verssen GamesOther Leader series games by Dan Verssen
Every move matters because each flight might be your last. Will you take a chance?Inspired by a true story 303 Squadron is an intense fast-paced board-wargame that will push you and your plane to the limits.303 Squadron was the most effective RAF squadron during the Battle of Britain. Comprised of various individuals we strive to recreate how they fought – and won – against the German invasion.Choose your strategy. It’s up to you how you will face the enemy. You can fight in a formation or engage in individual raids. Every move has its consequences so choose wisely. You only have one chance.303 Squadron can be played either co-operatively or as a solitaire game.—description from the publisher
A few weeks after D-Day a U.S. Ranger Company lost in Normandie has to confront the terrifying power of the Nazis' Cult of the Black Sun. Allied with an ancient Deep Ones tribe the Cult of the Black Sun is preparing a dark ceremony to summon the great Cthulhu.Shadows over Normandie is a squad/platoon sized game based on the Heroes System and is totally compatible with the Heroes of Normandie board game. The game features three opposing armies controlled by the players. These forces include the German Cult of the Black Sun the ancient Deep Ones and the U.S. Rangers. Each force is made up of infantry tanks or creatures and of course heroes and villains. Each unit has its own set of unique characteristics and skills depicted on the high quality chunky tokens.Players use order tokens to determine initiative and to bluff. While a single six-sided die determines combat action cards are played to spice things up. Secretly plan your attacks and outwit your opponent. Block the opposing strategy and surprise the enemies. Deploy your units and don't turn back!
This game combines elements of boardgames and miniatures in a system that is card-driven. Cards drive the impulses that take place during each turn and each player has a deck of cards made up from the troops under his or her command. Each soldier's deck of cards reflects abilities and traits-- perhaps about how well they shoot or how slowly they move or how attracted they are to things like fresh milk hot food or loot. There are some Soldiers (called Characters) included in the base game (Day of Days) which are common but the others in DoD and all that are purchased separately have unique characteristics (which all balance out to be equal according to a complex math formula which is seamless to the players). So players can only get the best out of their forces after they have learned each soldier's strengths and weaknesses. Day of Days includes moveable mapboard tiles hand-painted 20mm miniatures (by FAA) scenarios cards (several decks!) and everything needed to play. Additional Soldiers give more choices and more fun.
Rating: 8.0 | Players: 1–3
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Konigsberg: The Soviet Attack on East Prussia 1945 simulates the Soviet Attack by the 2nd and 3rd Belorussian Fronts on elements of Army Group Center in January 1945.Each corps and army is represented by an activation chit and each side has a limited number of activation's they can use in a turn. This leads to players uncertain as to when or if formations will move or fight when they want.The Soviets offensive is mobile but quickly out paces its infantry and HQ's random events can ground the Soviet Air Force or Stalin may intervene and delay some formations.The Germans units get hit hard and each move is critical to blocking the Soviets from the critical cities of Elbing and Konigsberg. Your motorized formations can be hit by no gas or the Gross Deutchland could withdraw when you need these units to defend a critical location.Can you replicate the epic defense of Konigsberg or will the Soviet onslaught win the day?Solitaire Playability: High Complexity Level: Medium Players: 2 or more Playing Time: 4-10 hoursNote: Players will need to provide one 6-sided die and one container with which to draw out Command & Activation chits.
Arracourt is a Battalion Combat Series (BCS) game depicting the forlorn Axis counterattack to stop Patton’s drive across France in September 1944 and the stellar example of mobile US Combined Arms that stopped that offensive dead in its tracks.The rapid movement of Patton’s Third Army eastward to Nancy has led them at the end of a supply net that is being re-allocated to put emphasis on the British in the north (which resulted in Operation Market Garden). The US 4th Armored Division in the lead performed a double envelopment of Nancy and is waiting for other elements to catch up.For the German part Hitler sees an opportunity to do two things simultaneously: To strike at the US spearhead stopping their advance and to try out his newly formed Panzer Brigades—complete with Panthers just off the assembly line but manned by crews fresh out of training.The result was a classic defense studied by the US Army still today as the “school solution” of how to defeat an armored foe in a mobile set of battles.Arracourt is a game of those battles with both sides using all the tools of mobile warfare with both sides maneuvering to attack and defend the ground of their choosing. The game is straightforward for the beginner BCS player and works very well as a starter kit before trying any of the others in the series yet is still challenging for the BCS veteran. All scenarios are on one (or less than one) map.There are very few special rules to employ well except for dealing with Bazooka Charlie … a US L-4 artillery observation pilot who rigged his wings with bazooka launchers so he could go out daily and try to kill German tanks.(from MMP website)
Blitz! A World in Conflict is an army-level adaptation of the internationally award winning global World War II wargame World in Flames. Blitz! covers the entire globe on one large (approx 910mm x 560 mm/36x22) map of the world with area-based movement covering every theater of the war (Europe N Africa Pacific E. Asia N Atlantic etc.)Blitz! A World in Conflict is a stand-alone boxed game. It includes almost 400 two-sided counters providing all the armies air wings and fleets for all the major combatants and many other countries selected commanders plus game markers. It plays in a fraction of the time needed for most historically-accurate World War II campaign games (2 hours for Barbarossa 5 to 8 hours for the entire global war) while still giving players the opportunity to cover the entire war. Rules include various options so you can tailor the game to your preferences and experiment with what if situations including revising the politics of the 1930s before the war begins.At last you can re-fight with all WW2 WiF style in less than a lifetime.Contents • 1 large map (559mm x 864 mm) • 396 two-sided full colour counters • 1 Rule book • 8 two-sided Weapons Development Charts • 2 x 6-sided dice
Rating: 8.2 | Players: 1
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WargamesCategories:
Interceptor Ace: Daylight Air Defense Over Germany 1943-44 is a solitaire tactical level game which places you in command of a German fighter during World War II. Each turn consists of several days during which a combat mission will be flown from one of many bases in Europe attempting to intercept incoming American Bombers. Interceptor Ace is based on the popular action-packed Nightfighter Ace game system by Gregory M. Smith with a strong narrative around the pilot as you look to increase your prestige earn skills and rise in rank through promotion and receive awards.The objective of the game is to conduct numerous sorties in the role of a German interceptor pilot and rack up kills. Pilots may use the experience gained to improve their odds of success by purchasing skills. As their prestige increases they may request a transfer to other fighter bases in an attempt to get “closer to the action” or request a newer type of fighter. Awards and ace status help to narrate the player’s eventual goal – to become the top “Viermot” killer of the war.For each interceptor you will be using the date of availability speed area of operations based on originating base individual weapon systems damage and crew status.Besides the focus on hardware the soft aspects of the war are also faithfully rendered for each pilot and crew. For example air crew is characterized by various including numerous Pilot skills Wingman skills Bordschuetze (Rear Gunner) skills and Prestige Level. The emphasis on various skills and benefits to gaining experience creates even a stronger narrative when compared to the Hunters game system which helps weave a tense and dramatic narrative during play. One major change in Interceptor Ace over Hunters is the ability to choose your crew improvements instead of randomly rolling for them. As these greatly impact on your combat capability (and survival) it is a major decision you must make. Another major change in the system is the wingman concept who can possibly pull you out of a bad situation if he is still flying.Game play moves quickly following a set sequence of events that are repeated until the end of the game. Once you have your initial pilot and crew along with your nightfighter assignment play proceeds by checking for incoming raid information while checking for weather prior to take off. Following successful take off play proceeds by flying to the area you expect to intercept the American. As location boxes are entered you will roll for possible intercept in which combat may ensue. Combat may consist of numerous rounds after which returning to base and landing operations occurs with the weather playing a factor again as part of the landing procedure. When the mission is completed you will ascertain any awards Prestige points or Experience points gained prior to you next sortie. Here you can also spend Prestige and Experience points if desired to gain skills request a new fighter or request a change of base. You will repeat this process by going to your next sortie until shot down and killed or until February 1944 should you make it through unscathed.This game is highly accessible to those familiar with The Hunters Silent Victory or Nightfighter Ace and designed by Gregory M. Smith. The game system lends itself very well to capturing the tense air defense over Germany. While Interceptor Ace is designed as a solitaire gaming experience additional options for play are provided for both multi-player cooperative and competitive gaming sessions.Product Information: Complexity: 6 out of 10 Solitaire Suitability: 10 out of 10 Time Scale: 3-4 days per Turn Map Scale: Abstract Unit Scale: individual aircraft individual weapon systems individual electronic systems specific crew members and ammo rounds Players: one (with option for two or more) Playing Time: two to three hoursComponents: One Countersheet of 9/16″ unit-counters Fifteen Aircraft Display Mats 8.5″ x 11″ (double-sided 30 total) Four Player Aid Cards 8.5″ x 11″ One Combat Display Mat 8.5″ x 11″ Two Bomber Target Mats 8.5″ x 11″ One Pilot Awards Display Mat 8.5″ x 11″ One Air Operations Display Mat 11” x 17” Eight Ace Pilot Cards Sixty Combat Cards Rules Booklet featuring extensive Historical Background One Logsheet 8.5” x 11” Two 6-sided one 10-sided and one 20-sided die Box and Lid—description from the publisher
Tide of Iron: Next Wave was released under license by 1A Games in 2014. It is the second edition of Tide of Iron (which was first released by Fantasy Flight Games in 2007).Tide of Iron: Next Wave and Tide of Iron are essentially the same game. Overall Tide of Iron: Next Wave is much more informative and organized. The rules are improved with corrected errors which make it better than the rules found in the 2007 edition. Also a few of the scenarios have been adjusted for better game play. These and other improvements make this edition better than the older edition. Also included in Tide of Iron: Next Wave are some additional and useful items that were later introduced to TOI in some of the game expansions. Because of these differences the two products have different entries on BoardGameGeek. For more information about the older 2007 version of Tide of Iron you can Click Here.Tide of Iron is a game of World War II tactical conflict for two to four players. The components in this base game allow players to simulate the dramatic struggle that took place between American and German forces in Northern Europe during the years 1944 and 1945.Tide of Iron is a scenario-based game with the available forces objectives map and victory conditions being set by each given scenario. It features loads of plastic figures including soldiers equipment heavy weapons and combat vehicles cards dice cardboard markers and modular game boards that will represent the customizable terrain of this scenario-based wargame.The twelve double-sided map tiles plus the dozens of included terrain hexes allow for limitless potential combinations and each scenario can be enhanced by special rules objective markers troop allotments and other variations. The only limiting factor is your imagination!
The Dark Sands takes the wargame system from Ted S. Raicer’s sold-out and critically acclaimed The Dark Valley: The East Front Campaign to the legendary battles of North Africa in World War II. From the most successful British armored operation of the war Operation Compass to the climactic battle two years later at El Alamein The Dark Sands breaks new ground in portraying the campaigns of the British 8th Army and Rommel’s Afrika Korps.
Game description from the publisher:The Russian Campaign Deluxe 5th Edition marks the triumphant return of our hobby’s true classic wargame designs — universally acclaimed as one of the most venerable and widely-recognized games ever published covering the Eastern Front during World War II. Few games have received as much universal praise or have been played by so many gamers across the globe.Consim Press has embarked on a special journey and partnership with the original game designer John Edwards to produce this unequivocal beautifully-rendered new edition that honors the elegant design approach of the original creator and pays tribute to one of the finest games ever published. Reflective that this goes far beyond a simple reprint effort this all-new edition has been in the works for more than one year as the aim is to present the ultimate “final say” of this design as John Edwards intended.This Deluxe 5th Edition of The Russian Campaign includes numerous rules changes by leveraging the expertise and experience of today’s leading experts and world renown players who have organized numerous TRC tournament events and online support sites. These changes reflect more than thirty years of player experience as well as outcomes from recent research. Examples of the former include additional balancing rules and providing more examples of play while examples of the latter include modifications to Archangel-based replacements and German Minor Ally restrictions. Players of earlier versions of TRC will be able to immediately play the 5th edition but the designer publisher and developers are steadfast in their belief that the current rules make it even easier for new players to quickly get into the game.The end result is a perfect blend of the game’s classical core system with key enhancements and clarifications driven by the best gaming minds in the world associated with this game who have invested literally thousands of hours over the years – in both playing and supporting the game.Five Game Scenarios and Full Campaign Game
Rating: 7.4 | Players: 1–2
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from GMT website:Nightfighter is a board game of air warfare in the night skies of WWII. Using a blind play system an umpire controls the attacking forces while the defending player must find fix and destroy the incoming bombers.Nightfighter recreates the tactics of night fighting from the cat's eye intercepts of the London night blitz to the Mosquito intruder operations at the climax of the war.More than forty scenarios describe the development of nightfighting aircraft and technology. Rules cover radar-guided interception searchlights airborne radar and electronic countermeasures. Specials weapons such as Schr„ge Musik are featured. Tactics such as Wild Boar and Tame Boar (Wilde Sau and Zahme Sau) receive their own scenarios.Nightfighter features more than fifty fighter and bomber variants from early Blenheim and Ju88 interceptors to advanced fighters such as the Mosquito and He219. Pacific operations see F4U-2s and P-61A Black Widow fighters engaging Japanese bomber threats. Rarities such as the Ta154 Me262B-1a and the Japanese J1N1 Gekko are included.Fast-playing with scenarios that can be completed in 30-45 minutes Nightfighter provides a new view of the night hunters of the sky.DESIGNER: Lee Brimmicombe-Wood MAP & COUNTER ART: Lee Brimmicombe-Wood AIRCRAFT ART: Ian Wedge
Rating: 8.4 | Players: 2
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WargamesCategories:
Beyond the Rhine: The Campaign for Northwest Europe September 1944 - April 1945 begins with the German Army reeling from a string of near-fatal defeats and in full retreat to the safety of the West Wall where it hopes to make a stand. The Allies flush with victory believe one more push will bring them home for Christmas.The expected walk-over was not to be and players will find either army a challenge to command. Allied material superiority is (mostly) balanced by German tenacity rugged terrain and lousy weather. Defensive-minded players will be happiest playing the Germans but players of all temperaments will discover that there is still plenty of torque left in the Axis even at this late stage of the war. The Allies will not cross the Rhine without a tough fight!Beyond the Rhine is a big game with 3.5-mile hexes 3.5-day turns and counters for units from battalions up to divisions. At this scale the various Western Front battles—Market-Garden Hürtgen Bulge Nordwind Remagen etc.—have an operational ebb and flow but can also be viewed in relation to the whole front. A comprehensive game like this one covering the entire Western Front was long overdue.Special rules in this 14th game of the Operational Combat Series have been carefully designed to recreate this fascinating campaign. They include:Random events similar to what are found in the award-winning DAK. These cover things like Fuel Shortages Arty Ammo Stockpiles Lost Couriers Railway Strikes and Dambuster Raids. The 58 possible events add a lot of historical flavor but require very little rules overhead. The importance and difficulty of the Rhine crossings are distilled into rules allowing the bridges to be blown and repaired and pontoons to be emplaced. Background effects of Allied air interdiction are simple and elegant (built into the Terrain Effects Chart and Weather) but the player does have the option to switch some of these planes to normal barrages and sweeps. The strategic significance of the Ruhr and the Saar of clearing the left bank of the Rhine and of major ports such as Antwerp are reflected by simple economic effects and the game’s “Broadfront” restrictions on US supply placement and usage. The Wacht am Rhein counter-offensive is recreated by simple mechanics for off-map buildup and operational surprise. Many options are included for players wanting even more realism. For instance there are rules for German Kampfgruppen and extra restrictions on the plethora of Allied independent units. Beyond the Rhine features three monster-sized campaigns that use a 44x66-inch map layout and over 1,000 combat units. Also included are several smaller scenarios including a 9-turn Bulge game played on a special map (otherwise portions of all four maps would be needed).Grand Campaign: 4 maps 70 turns Fall of ‘44 (Montgomery): 2 maps 26 turns Fall of ‘44 (Bradley): 2 maps 26 turns Operation Queen: 1 map 9 turns Bulge Campaign: 4 maps 40 turns A Time for Trumpets: 1 map 9 turns Nordwind: 1 map 13 turns Endkampf Campaign: 4 maps 24 turns Spring of ‘45 (Montgomery): 2 maps 24 turns Spring of ‘45 (Bradley): 2 maps 24 turns.Game Scale: Turn: 1/2 Week Hex: 3.5 miles / 5.6 Km Units: Company to CorpsGame Inventory: Five 22 X 34 mapsheets Eight countersheets (2,240 1/2 dual-side printed counters) One 48 page OCS rules booklet One 64 page Beyond the Rhine game rules booklet Two 4 page OCS Charts & Tables folders Two 8 page Beyond the Rhine Charts & Tables folders (one each for Allied & Axis) Three Player Aid Cards (1 sided) Two 6-sided dice
In the summer and fall of 1940 after the fall of France the German Luftwaffe faced the Royal Air Force in the first major military campaign fought entirely in the air — the Battle of Britain. This was the prelude to the invasion Hitler planned for the British Islands — Operation Sealion. An ultimate German victory was at hand and British pilots bravely flew into battle fully aware of what a defeat would bring to their country and the entire free world.Now with this Wings of Glory: WW2 Battle of Britain Starter Set you can bring to life the epic aerial duels between the Axis and Allied aces on your tabletop. Defend Britain as an Allied pilot controlling one of the most iconic WW2 airplanes the Supermarine Spitfire Mk.I or fly dangerous missions as a German pilot in a powerful Messerschmitt Bf.109 fighter.Wings of Glory is fast–playing and easy to learn. This Wings of Glory: WW2 Battle of Britain Starter Set is a complete game that includes everything you need to play the WW2 version of the system. Four airplanes are included in this set each fully assembled and painted. Also included is a full-color rulebook a scenarios booklet a rich assortment of counters rulers and airplane console boards to start playing out of the box in just minutes!
The time is summer 1944. The Sun shines on Normandy hedgerows. Gentle wind fields of bright flowers and in the background the romantic staccato of machine gun fire in the morning. In these typical French countryside landscapes thousands of men are about to fight. And die. Bravely like heroes or cowardly like wussies. But only heroes really matter. Those you see in Hollywood Golden Age war movies. Here lies the inspiration for Heroes of Normandie; here is what the game has to offer: explosive and fast-paced battles; the pleasure of butchering your enemies through MG42 walls of lead; and the ability to crush Nazi bastards under tons of shells – basically blood and guts.A miniatures game without miniatures Heroes of Normandie is a fast-paced WW2 strategy war game inspired by Hollywood war movies. A tactical scale board-game opposing two players and two armies with the Germans on one side and the Americans on the other. Players use order tokens to determine initiative and to bluff. While a single six-sided die determines combat action cards are played to spice things up. Secretly plan your attacks and outwit your opponent. Block the opposing strategy and surprise the enemies. Deploy your units and don't turn back!-description from publisher
Published and packed with Operational Matters: An OCS Guide (w/ Sicily II game).(from the publisher:)Sicily II is a full-sized game covering the amphibious invasion of that island in the summer of 1943. This new edition is quite different from Dean Essig's original game from back in 2000. It features a revised order of battle modified rules and a new map. The most obvious change is in scale: hexes are now 3.5 miles across and there are two turns per week (the original had 2.5-mile hexes and four turns per week). This makes for a smaller faster game that conforms to the scale chosen for Beyond the Rhine: The Campaign for Northwest Europe and the upcoming games set in Western Europe. We think Sicily II is a perfect way to give new recruits their baptism in the fire of OCS and is also a worthy entry in the series for players who have already earned their stripes.Here are some of the game’s highlights:Game Scale: Turn: 3 to 4 days Hex: 3.5 miles / 5.6 Km Units: Company to BrigadePlayers will have to use OCS v4.2 rulebook/charts & tables for another OCS game or download them from http://www.gamersarchive.net/theGamers/archive/ocs.htmComplexity: Medium Solitaire Suitability: Medium Players: 1 or more Playing Time: 2-20 Hours
Airborne Commander is a solitaire WW2 paratrooper deck building game depicting the 101st Airborne Division's actions in support of the D-Day landings.Beginning with a starting deck of just a few men a couple non-coms and a lieutenant face off against the German deck while trying desperately to recruit more cards from the drop zone in order to build up your force for assaults against objectives. Points are earned for defeating enemy cards and taking objectives but combat can result in lost cards and the dilution of the deck with disorganized cards providing a tense deck survival experience.Combat includes small arms fire suppression fire bazookas gammon grenades anti-tank guns indirect artillery support and air strikes. German cards represent the actual forces and terrain present including personnel from Ost battalions and static divisions armored cars STUGs blockhouses Rommel's asparagus and flooded fields. The objective cards represent the actual causeways locks artillery positions headquarters and other locations that were assigned and have features unique to each.Assign your airborne cards to one of three areas: The Battleground Support Area or the Reserve. Weigh the cost of buying time with your troopers against suffering reverses in order to get more and better equipped men. Do you take the mortar from the drop zone for its firepower or a high ranking officer for his additional actions? Only the airborne commander can decide.Airborne Commander First Printing includes two full color decks each in its own tuck box. The card illustrations include 40 original paintings of men in action equipment and locations.Airborne Commander Second Printing includes two full color decks and rules in the box. The card illustrations include 44 original paintings of men in action equipment and locations including the 4 stretch goal cards from the Kickstarter campaign.
That Scorpion of the Sea: Malta Besieged is a solitaire game covering the pivotal World War II years of the mid-1940 through 1942 period in the often overlooked Battle for the Mediterranean. You are placed in the role of the Commonwealth Commander in the theatre and must utilize every resource at your disposal to fend off unrelenting Axis attacks in order to ensure the survival of the island of Malta.Built upon the same States of Siege engine as the designer's previous 2010 Charles S. Roberts award-winning release (We Must Tell the Emperor) Malta Besieged features both familiar and innovative game play. Supply was the key element in the Mediterranean Campaign and so it is here as well. Players will have to safely shepherd vulnerable convoys - and their valuable cargoes - in order to effectively wage war. With the ability to trade Supply for extra Actions at the most crucial moments this places an additional emphasis on that precious resource and also creates extremely tense convoy battles which will resolve as the game progresses.ULTRA is a crucial asset in the game but beware of Axis counterintelligence! Spitfires can rule the skies Gibraltar can block U-Boat advances Operation Herkules is a constant threat and Admiral Cunningham himself can intervene on occasion.North Africa is not treated as a mere sideshow; indeed the struggle with Rommel the Desert Fox holds the ultimate key to victory... if Malta can hold out against the constant pressure. If a fortified Tobruk manages to stubbornly delay the vaunted Afrika Korps long enough then General Montgomery and his battle-tested 8th Army can possibly make a final dash from El Alamein to capture Tripoli and secure a glorious triumph.Raiding Axis supply lines to weaken Rommel's Situation scrambling Hurricanes to provide Air Support for inbound shipping attacking the Italians early before the dreaded Luftwaffe arrives requesting British Fleet escort for your individually named convoys and maintaining the morale of a battered Malta are just some of the important decisions to be made throughout the game. Numerous theatre-wide events such as The Fall of France O'Connor's desert offensive the daring raid on the Italian Fleet at Taranto the Air Assault on Crete the evacuation from Greece the sinking of the aircraft carrier Ark Royal and the Torch landings are all abstracted via card play and can have a significant impact on the overall conduct of the war.With That Scorpion of the Sea: Malta Besieged it's all here - the only question is will you have the wisdom leadership fortitude and luck to prevail? Play this game and find out!Game Data:Complexity: 4 on a 9 scale Solitaire Suitability: 9 on a 9 scale Game Length: 75 minutes Scale: Each unit is one Axis Front each turn is a variable number of days or weeks.NOTE: The game is currently out-of-print.
Heroes of Normandy The award-winning squad-level Lock ’n Load Tactical Series jumps into Western Europe in 1944 with Heroes of Normandy. From the initial D-Day drops on June 6th to the fighting in the Norman bocage and on to Operation Market Garden this combination of Band of Heroes and its expansion Swift & Bold arrives at the battle heavy with 30 scenarios over 650 die-cut counters and the latest v4.1 rules. Command audacious American and British paratroopers and glider troops in daring missions against stalwart defensive positions and fiendish counterattacks by the German Wehrmacht SS and Fallschirmjägers.Infantry squads and intrepid individuals such as skilled Leaders and Heroes are at the core of the LnL Tactical Series. With them you can fire M1919A4 Vickers MG34 and MG42 machine guns; take aim at approaching tanks with Bazookas Piats and Panzerfausts; and find the range with heavy mortars and numerous anti-tank guns from the American 57mm to the dreaded German 88mm. Vehicles especially tanks also clatter onto the battlefield to take on pesky infantry and of course each other. M4A1 Shermans M5A1 Stuarts Fireflies and Cromwells square off against Panzer IIIs and IVs as well as the big cats: Panthers and Tigers.Heroes of Normandy has 30 scenarios and tell the battles of the men from the 101st Airborne 82nd Airborne British 6th Airborne 17th SS Panzergrenadier 6th Fallschirmjager 91st Airlanding and 352nd Infantry Divisions. The scenarios cover battles spanning the D-Day drops fighting the Norman hedgerows and Operation Market Garden.It’s squad-level tactical combat at its most exciting!UPDATE: All of our manuals and guides can be Downloaded Viewed and even printed right from our LnLP Online Library: We now have an Online Library of all well almost all of our manuals. We add some every few weeks. You can find all the LnLT manuals at the link below.LnLP Online Library: http://library.lnlpublishing.com/
Description from the publisher:Frank Chadwick’s ETO (European Theater of Operations) is a series of linked games covering the land campaigns of World War II in Europe using a constant map and unit scale and common rules.Thunder in the East is the first game in that series this one covering the titanic struggle on the Russian Front. This is a two-player game (although teams or even solitaire play would be just fine): one player assumes the role of the Axis (Germany and its allies) and the other player assumes the role of the Soviets (i.e. the Soviet Union).The individual ground units represent Divisions of 10-15,000 soldiers Corps (from the Latin word Corpus meaning body) of approximately 25-50,000 soldiers or Armies of approximately 75,000 or more men. The Soviet ground units are mostly armies of approximately 40,000 men each with a few cavalry and airborne corps of about 10,000 men each.Air units represent about 200 combat aircraft early in the war and gradually more as the war progresses. Each hex on the map represents 30 miles of actual terrain from side to side and each Game Turn represents the passage of 7.5 days (or up to 15 days during inclement weather).
Description from the publisher:Smolensk: Barbarossa Derailed is the latest release in the Operational Combat Series (OCS) covering the campaign along the Moscow highway in the summer of 1941. These actions set the stage for the Wehrmacht’s autumn drive on the Soviet capital and many historians believe the bitter fighting here ultimately doomed the Axis to failure in Russia.The game begins on 8 July with Barbarossa still in high gear. In August the advance stalls as Hitler diverts most of the panzers from the map to forces around Leningrad and Kiev. Soviet counteroffensives will push Army Group Center close to the breaking point by game’s end on 8 September. The asymmetry of the two armies will be familiar to veterans of past OCS campaigns especially Guderian’s Blitzkrieg II. There is the expected qualitative difference in typical Action Ratings along with stark contrasts in logistical capabilities and replacement rates. There also some unique twists in the situation including:Smolensk is a small and fairly simple entry in the series with special rules kept to a minimum. We think players will enjoy the fact both sides must attack and defend. By the end they will learn three things about this campaign: the Soviets are more than just punching bags the Germans are challenged to hold their early gains and the road to Moscow will be paved in blood.Seven scenarios are included: Intro Scenario: Vitebsk 1/2 turn using about 1/4 of the map Smolensk Campaign 8 July to 8 September (19 turns) Late July Start 22 July to 8 September (15 turns) 1st Counteroffensive 22 July to 1 August (4 turns) Early August Start 8 August to 8 September (10 turns) 2nd Counteroffensive 8 August to 22 August (5 turns) 3rd Counteroffensive 26 August to 8 September (5 turns)
From GMT's web site:The Fast Action Battle (FAB) games designed by Rick Young (Europe Engulfed Asia Engulfed and FAB: The Bulge) takes you to the Allied invasion of Sicily for volume II of the series.As the Allied player you will choose your invasion beaches after seeing where the Axis player has deployed his units. Do you choose Montgomery’s historical ‘Husky’ plan Patton’s alternate plan or a hybrid plan of your own?In this game you will find a few new unit and asset types and also new challenges for both sides. For the attacker the challenge is the tough Sicilian terrain; and for the defenders it’s the worsening Italian morale.Each victory area and functioning port that the Allies secure adds a ‘Fading Italian Morale’ Event Chit into the selection cup and as each of those are drawn worsening effects on Italian units are felt along the entire front.If one side has not secured an automatic victory by the end of turn 9 the Axis player receives bonuses both for German units that have exited off the island through Messina and also for areas on Sicily that are still Axis-controlled so there is pressure on both sides to fight for every area.Event Chits include:
(from GMT website:)Following on the success of No Retreat! Where the Russian Front of World War II beckons and then taking the action to the African Front and then the French Front game designer Carl Paradis presents the fourth chapter in this game series No Retreat 4: Italian Front 1943-45.This game will be using a mix of all the previous No Retreat! game concepts/systems including some from the solitaire module to depict this long and gruelling campaign with the minimum of fuss and the fastest possible play time. Each turn will represent one or two months (depending on the weather) but not every Turn will see major action! So during Frontline lulls very little combat if any will take place but for frontline attrition so these turns will pass in a speedy manner. When a side decide to go on the offensive then that specific turn will see a series of moves/combat/activations (like was done for NR2); using a variant of the regular No Retreat “Target/Counterblow” rules and markers. The important sea invasions will be shown in great detail the German fortified positions also and the long set-pieces battles (like Cassino or Anzio) will be represented correctly without bogging down game play. Like in NR3 “Secret Campaign Plans” will make an appearance with players vying to attain special high command objectives thus getting bonus victory points if the game does not end in an early “Sudden Death” and continues to the bitter end.To make the play surface more easy to use the long Italian peninsula will be represented by a series of separate maps each showing a part of the battleground. As the frontline moves north or south players will switch the “play map” map to show the actual areas of operations thus saving a lot of table space. It will also be possible under certain circumstances for players to actually change sides in the game (keeping their accumulated Victory points): Thus both will be able to get the chance to be on the “attacking side” if wished for; historically the Germans were mostly on the defensive. The Event card system will also be changed a bit with each card allowing multiple possible effects/events: all the cards will be useful even when the main event cannot be used because of Strategic Initiative.Bonus Game But wait there is more! For this deluxe edition the Invasion of Sicily will be added as a separate mini-game. Very fast-playing and will be an excellent learning or tournament game; that can be also linked to the main campaign game. Could the Axis have delayed the Allies longer on the island? And what if only a token holding attack was made with the main landings a short while later on the mainland? Or Sicily completely bypassed altogether?TIME SCALE: 1 month per turn MAP SCALE: 10 miles per hex UNIT SCALE: DivisionsDESIGNER: Carl Paradis DEVELOPER: Jack Stalica COUNTER ART: Mark Simonitch & Charles Kibler MAP ART & RULEBOOK LAYOUT: Charles Kibler
Rating: 8.1 | Players: 1–2
Game Type:
WargamesCategories:
In the Operation Overlord campaign follow the elements of the American 82nd and 101st Divisions beyond the Normandy beachheads. After being scattered over a large area in Normandy on the night of June 6th they struggle to assemble and secure their objectives to support the advance of the American units landing at Utah Beach. Later missions feature them defending against the inevitable German reaction and counterattack. Follow Lt. Dick Winters as he leads his platoon in taking out the artillery battery at Brecourt Manor near Ste. Marie-du-Mont and then faces a counterattack from elements of Col. Von Der Heydte’s 6th Fallschirmjäger Regiment.In the Operation Market Garden campaign follow the 82nd Airborne Division after landing south of Nijmegen in the early afternoon hours of September 17th as they race to secure critical bridges over the Waal and Maas rivers as well as those over the canal between them. Follow Lt. Foley and his men as they defend Devil’s Hill against German counterattacks on the Eiesenborne Ridge Groesbeek Heights a mere 2-3 miles from the German Border.While the 82nd lands around Nijmegen the 101st Airborne Division lands north of Eindhoven and begins its own race to secure its assigned bridges over the river Dommel in Eindhoven the Wilhelmina canal in Son and Best and the bridges over the Zuid-Willemsvaart and river AA in Veghel. Experience the counterattack by the German Kampfgruppes Hüber and Walther as they cut the main highway near Veghel. It took two critical days of hard fighting for units of 101stAirborne and British XXX Corp to reopen the corridor.This game will introduce airdrop and night rules as well as new terrain to the series. Successfully landing airborne troops at night assembling them from a dispersed condition and advancing against unknown enemy resistance to secure your objectives will prove a thrilling challenge in this new game.Note: This game is a stand alone game. It does NOT require ownership of The Last Hundred Yards to be played.Components: 1 Game Box 6 double-sided geomorphic maps 1 full-color Rules booklet 1 full-color Playbook 3-4 Mission Cards (10 missions) 2 9/16” counter sheets 2 3/4” counter sheets 2 Combat/Terrain Charts 1 Game Turn Track 4 Dice
Normandy: The Beginning of the End is a standalone game in the War Storms series. Recreates the events of those days and allows the players to reproduce the most famous battles of the D-Day on the American beaches at a tactical level. Players take command of either the Allied or Axis forces (or can play solitaire) in the tactical battles of each scenario.Normandy: The Beginning of the End while utilizing Paths to Hell standard rules incorporates new and adapted rules and additions for this new front. The WSS promises many hours of fierce fighting between the infantry tanks artillery and aircraft belonging to the armies enveloped in this conflict. Just a few of the additions include:One A4 chart with many overlays including a whole beach making a large map. Normandy: The Beginning of the End has a moderate complexity with good solitaire suitability. The system emphasizes the role of officers. Officers can activate units coordinate with other officers and their units call for artillery support air support smoke screens influence moral checks coordinate assaults and much more. Rules for special actions.Based on the principle of simultaneous execution or simply WE GO a hybrid system of turns and real time. The players must activate unit officers to perform many actions (fire assault move coordinate etc). A turn ends when both players have completed all their activations. The scale is platoon level with units.Representing groups of between 30 and 40 soldiers weapons units represents groups of 3-4 weapons and their accompanying crews (20-25 soldiers) and the AFvs-Transports representing groups of 3 to 5 vehicles and their corresponding crews. Scenarios are divided into turns representing about 12-15 minutes of action.Turns are divided into the following phases: Command Phase Initiative Phase Activation Phase and Marker Removal PhaseThe game uses isomorphic mapboards each of which are aligned to any edge of equal length on any other mopboard. This allows for an almost unlimited number of combinations to create any terrain situation including player designed scenarios. Each map hex represents a distance of approximately 150 to 200 metres.The following components are included in this game: • 2 3/4” countersheets with German/American and Free French vehicles (AFV and transports) and weapon units (Mortars MG AT AA guns infantry guns artillery,…). • 2 5/8” countersheets with German/American and Free French troops and officers. • 1 5/8” countersheet with common markers. • 4 Isomorphic mapboards. • 8 Overlays. • 3 Charts & Tables cards. • 2 Battalion Battle Stress Charts • 17 scenarios. • 1 Standard rulebook. • 1 Exclusive rules booklet. • 2 Six-sided dice.
The former German territory transformed into a wasteland by the nuclear holocaust that ended the Second World War in 1946 is the hostile setting of a new conflict between old enemies clenched in a struggle for the future of mankind.Surviving Nazi leaders and Wehrmacht forces resurface in 1968 from underground shelters to rebuild an empire from the ashes of the world. Oblivious of the climatic technological and political changes inflicted by more than 20 years of nuclear winter they are about to face the mysterious Black Hand - elusive abhorrent masters of the wastes and the combined might of the modern highly mechanized and versatile NATO alliance.Units represent platoons of vehicles like T64 or King Tiger tanks infantry or helicopters. The platoons are grouped into formations and lead by a commander. The formations are activated by chit draw and better-trained better-led units can activate more than once in a turn moving shooting and fighting in each activation. On the flip side of a coin there is no guarantee that a formation will activate even once.This game was originally released as the DTP game Nuklear Winter '78.
TARAWA 1943 is a solitaire card driven wargame on the invasion of Japanese controlled Tarawa by the 2nd Marine Division. Each turn the USMC player will activate one of his battalions (there are 8 in the game). During it's activation it can move attack and attempt to regroup. The USMC player further has a 3 card hand (out of a deck of 30 cards) that gives additional resources to the player (naval support air support engineers tanks etc). The USMC player can play 1 card during their turn and 1 card during the Japanese turn.As a battalion is activated it reduces its cohesion (reflecting wear and tear exhaustion). Battalions are further reduced in cohesion due to Japanese attacks and the marines pushing their attacks.After the USMC player finishes their activation the Japanese turn begins with the flip of a card. From this the USMC player will face fire attacks banzai attacks bunkers cross fires infiltration and more. The card engine will ensure an ever changing game and no two will play the same.The game will give the historical starting invasion site however we have included the alternate south beach landing possibility that the Japanese had expected and prepared. Victory is achieved by taking the island as quickly as possible while minimizing casualties. This was the first invasion of the US island hopping strategy and high losses or a prolonged fight could have led to a cancellation of the island hopping campaign.-description from publisher
Escape from Stalingrad Z is a solo/coop campaign game of tactical combat which is set in the horrific zombie plague of World War Two. The year is 1942 and the city is Stalingrad. Your survivors are veteran soldiers fighting to stave off the zombie hordes in a war-torn wasteland while finding a way to escape from the decimated city. They must work together to find the best path each scenario giving them options on which way to go next. The player's choices determine the fate of their heroes.The game plays out over a series of linked scenarios that form a campaign. Each previous scenario in the Campaign will affect the start of the next creating an ongoing story.
(from GMT website:)The Night War Over the Reich 1943-1945We all love him; he's so bloody inhuman. - A 5 Group squadron commander on Sir Arthur 'Bomber' HarrisMarch 1944. More than 700 British bombers are dispatched to the distant city of Nürnberg. As the bomber stream crawls across the German Reich it is set upon by swarms of nightfighters. Following the bombers' contrails the figthers infiltrate the stream in great numbers and before the moon can set they pick off bomber after bomber. The mauled stream makes a desultory attack on the target city scattering much of their payload of high explosive and incendiaries harmlessly into the surrounding countryside. Then the raid struggles back towards England while fresh formations of nightfighters snap and bite at the retreating formation. More than ninety bombers fail to make it home safely. Soon afterward the C-in-C of Bomber Command Arthur Bomber Harris calls off the Battle of Berlin.BOMBER COMMAND is a game of the night war in the skies over the Reich in World War II. The game recreates the great RAF bombing raids against the heart of Germany and the defence of the German Luftwaffe's night fighter arm.Based on an air combat system derived from the award-winning Downtown and The Burning Blue 'raid-scale' games Bomber Command details the tactics of night fighting.The German player must manage flak Himmelbett zones Wild Boar and Tame Boar tactics. RAF 'main force' raids are supported by Mosquito diversions Gardening operations (mining of seaways) and decoy raids. Two card decks--one for each player--are used to resolve the complex interactions of electronic countermeasures and radars along with other operational factors such as Mahmoud patrols Flower raids and Beleuchter illumination units. A detailed bombing resolution system depicts the difficulties of marking targets and area bombing at night.There are two scenarios:1. Berlin covers raiding from the 1943 Hamburg firestorm to the great Battle of Berlin and the RAF's defeat over Nuremburg in March 1944.2. Downfall recreates the period from the Summer of 1944 to the collapse of the Luftwaffe in the face of fuel shortages and the RAF's bomber support effort.The game is fast-playing and raids typically resolve in 2 hours or less.
As the Second World War raged across Europe tensions brewed within the seemingly monolithic German war machine. Hitler like dictators before him had given his minions overlapping responsibility so that they would plot against each other and keep him the arbiter. Germany’s military leadership worked well enough as Germany’s armies advanced in conquest after conquest. But Hitler's no retreat order in the difficult winter of 1941-1942 was a turning point in the way the war was run. All decisions now had to be approved from the top—a flagrant reversal of the German military tradition of setting objectives and giving subordinates freedom in how to attain them. As victory in the battle for Europe eluded the German generals and final defeat loomed their competing agendas came ever more to the fore. Contravening their overseer military leaders looked to a settlement with the Allies and in a few cases the end of the regime.The Other Side of the Hill is a boardgame that simulates the effects that this struggle for power within the German High Command had on the development of the Second World War. Up to four players represent military leaders cooperating and competing as they manage Germany's wartime strategy. To win they must vie for Prestige by advancing the careers of their favored Army and Army Group commanders grabbing their share of victories while the early-war pickings are easy then avoiding responsibility for battlefield disasters as the Soviets and the Western Allies solidify and push back.Players will pursue hidden objectives to dominate the German Officer Corps on behalf of Interest Groups such as the technically-minded Professionals a traditionalist Old Guard or anti-Nazi Dissidents—all while Allied aircraft bombard Germany’s war industry and Allied armies press in on every front. As in history players must reconcile contradictory roles. The German General Staff’s job is to hold the Allies off but each clique’s priorities can subvert any collective strategy. And beware: a player may in secret be sabotaging the war effort!The Other Side of the Hill offers competition for two three or four players as well as fully cooperative semi-cooperative and solitaire modes. Playing cards include intriguing historical details on World War Two’s real-life German Generals strategic Directives wartime Events and personalities of the “Black Orchestra” plot to assassinate Hitler. Experience the European Theater of WWII as you have never gamed it before—from The Other Side of the Hill!Game modes • Competitive: One player will win even if Germany falls before it historically did. • Cooperative: Players win or lose together. • Solo: You make all the decisions. • Semi-Cooperative: If Germany falls before the historical date everyone loses. Otherwise one player wins. • Campaign Mode: You can play the full campaign in successive shorter and more manageable gaming sessions.Scenarios and Playtime •The Triumph of Blitzkrieg (1939-1941): 3-4 hours •The World Holds its Breath (1941-1942): 3-4 hours •Point of No Return (1942-1943): 3-4 hours •Festung Europa (1943-1944): 3-4 hours •The Decline of the 3rd Reich(1943-1945): 4-5 hours. •Total War (1942-1945): 5-6 hours •World War (1941-1945): 8-10 hours •Armageddon (1939-1945): 10-15 hours¡You can play this game also in Vassal and TTS!—description from the publisher
Panzers Last Stand is a Battalion Combat Series game depicting the Axis relief operations of Budapest from January to March 1945 in what became Germany's last major offensives in the war. The campaign game covers the Konrad Operations (I II and III) in January 1945. There are scenarios for each of the Konrad Operations as well as Operation Southwind in February and Operation Spring Awakening in March 1945.In the final months of the war Germany was still full of fight and believed Budapest to be the key to turning the tide. With Budapest fully surrounded by Soviet and former-Axis Romanian forces the situation in the city was desperate. The Germans devised a plan to relieve Budapest by bringing in the SS-Totenkopf and SS-Wiking Panzer Divisions from Poland to launch a surprise attack before the Soviets closed the ring on the trapped forces in the city. Launched in the wee hours on New Year's Day 1945 the fate of the Axis hung in the balance. The Soviets having campaigned continuously from the summer of 1944 fought back viciously and showed their mettle against the elite SS Panzer Divisions.A great proportion of the armored forces for both sides funneled into the Budapest area. All but one of the seven SS Panzer Divisions and half of the Heer Panzer Divisions on the Eastern Front (a full third of all Panzer Divisions total) ultimately fought here. The Soviets committed three Tank five Mechanized and one Cavalry Corps to blunt the Axis drive. The battlefield became a graveyard of tanks.The game showcases late-war equipment like the Tiger II Brummbär IS-2 and ISU-152 while also including unique units like Cavalry Assault Pioneers Soviet Naval Infantry Hungarian SS and ad hoc forces mobilized to defend Budapest. Rules covering Danube River crossing Urban combat redeployment deception (Maskirovka) and Festung rules highlight this unique and often misunderstood campaign.—description from the publisher
In Axis & Allies & Zombies a new take on the iconic World War II strategy board game each player takes command of one of the major powers joining either the Axis or the Allies. Players then fight for victory against the opposing faction and a terrifying new foe: zombies. In this game that features streamlined game play curveballs like chainsaw tanks and zombie mind control rays and a zany storyline will players survive the onslaught or succumb to the uprising?—description from the publisher
The Eastern Front October 1942 — Whilst the German armies have put their boot down and established firm control of the Western front their counterparts on the Eastern front are kept very busy in the USSR. Some of them will soon be trapped in one of the larger Communist cities: Stalingrad.Heroes of Stalingrad is a standalone wargame by Devil Pig Games. Make use of the dynamic and strategic HEROES SYSTEM: TACTICAL SCALE and dive right into one of the most decisive battles of the Second World War. Play as your favourite Hero alongside your friendly troops during two-player games of 30 minutes or more. Perform heroic deeds of derring-do as seen in many War movies.Whether or not you know our other games that use the same system Heroes of Stalingrad is an ideal game to discover the HEROES SYSTEM: TACTICAL SCALE.The area lies in ruins after heavy bombing by the Luftwaffe. Yet the Russians refuse to give up the city. Intense combat ensues for control of every room in so many buildings as they are taken lost retaken,… time and again. The Germans call it the Rattenkrieg the war of the rats. Imagine charging infantry exploding grenades bursts of MG34 and DP28 machine guns artillery and tanks releasing their deadly ordnance…At night and during lulls in the battle loudspeakers amplify the dreary propaganda messages as they relentlessly echo through the air in order to demoralize the enemy. For a brief period nothing seems to stir in the omnipresent rubble. A sniper takes aim and fires a crisp single shot… one enemy less in Stalingrad...
Have you heard about the Barbarossa campaign? Logistics were the key to either failure or success.In 1941: Race to Moscow you take command of one of the three German Army groups and advance towards Moscow! The game is based on the system used in 1944: Race to the Rhine but the gameplay is much deeper. Armies are divided into armored and non-motorized transports composed of trucks and trains. And the enemy — the Soviet army — is terribly strong.
Rating: 8.0 | Players: 2
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WargamesCategories:
June 1944 the Allies have finally opened the second front demanded by Stalin. The Red Army then launches the Bagration operation. Bringing considerable resources over 2 million men and 4,000 tanks it aims to liberate Belorussia. Taken by surprise the German Army Group Center collapses quickly. The Soviets then advance 600 km in a month causing an unprecedented defeat to the Germans. They are stopped at the gates of Warsaw where the insurgency that has just started will be ruthlessly suppressed.But the Axis forces are not yet beaten and 10 months of fierce fighting will be necessary until the final victory.Victory Roads is a historical simulation retracing the campaign on the Eastern Front from June 22 1944 the day of the launch of the offensive Bagration in Byelorussia until May 1945 in Berlin.Victory Roads uses the same game system as Liberty Roads our wargame on the Western Front from the D-Day to April 1945 while integrating the specific characteristics of this campaign. The counters are the divisions (Axis) and corps (Soviets) of both sides involved in the campaign.The system focuses on the different structure of the two opposing armies. Supports represent the effects of various materiel equipment as well as specific battle events.Players who are used to play with Liberty Roads should find Victory Roads very familiar.The main difference the game offers relies in the way to handle the Soviet player’s offensive. A TO marker represents an area of logistic and administrative support from the Chief Commander of Stavka. Theaters of Operation markers are somewhat similar to PLUTO markers although slightly more tricky to handle. They(source: Hexasim website and user's description)
Dateline: Germany 1933 Jan. 30: Hindenburg names Hitler Chancellor. Feb. 27: The burning of the Reichstag. Hitler blames his political opponents and enacts repressive laws. Mar. 5: The Nazi Party wins the Federal elections amid a climate of fear and intimidation. From this point on with a precise and constant rhythm Hitler dismantles all of the democratic institutions of the fragile Weimar Republic and inaugurates a reign of terror gradually establishing a ruthless and violent dictatorial regime.The above is history but what would have happened if instead of bringing Europe into a maelstrom of war the infamous Austrian corporal had abandoned his plan of global domination and taken the path of peace? Would World War II still have broken out? Or would the Nazi hierarchy and German industry still have pushed the Führer to war with Poland? What would the dream of a Greater Germany have been without Austria Czechoslovakia and the other German territorial claims? Would the Western plutocrats or the Soviet colossus have fought the fascist dictatorship anyway and nevertheless inexorably triggered global conflict?Democracy under Siege is an interactive simulation enabling you to explore all such questions. A card-driven strategy game it reproduces the geopolitical conflicts and political struggles that led to the Second World War. The game covers the period 1933-1940 and is designed for two or three players. Each takes the role of one of the three ideologies — Democracy Nazism and Communism — that struggled for power during the timeline of the game. (When played by two players the two Ideologies exclusively under player control are Democracy and Nazism while control of Communism alternates between the two players from turn to turn according to specific rules.)Each game turn represents one year and is divided into three or four rounds. Players choose one political action and one event per round and attempt to perform the political action by rolling a die and applying some modifiers. They can affect the outcomes of their attempts by expending the ideology's political prestige. Events are activated immediately before the political actions are attempted; no die roll is required. If the political action succeeds the card effects are applied accordingly. In any case even when the attempt is unsuccessful the political action cards played provide a varying number of political points (PP) that can later be expended by the players to perform activities.After political actions players perform their action round with the PP provided by political action cards. Players can influence the political allegiance of minor countries exploit the economic resources belonging either to minor nations or to their controlled powers recruit and activate coup cells to attempt coups d'etat to overthrow a minor country regime send military forces to local conflicts or intervene in a civil war in a minor nation. All of these activities as well as the effects of successful political actions can bring victory points (VP) when the political allegiances of minor countries come under the influence or the control of Ideologies or when territories or nations are conquered.At the end of each round players check the outcomes of coup attempts then proceed to a new round. During the clean-up phase at the end of each turn players perform end-turn checks and calculate the production of military resources (MR) by the exploitation of economic resources claimed on the map. MR are put in the ideologies' force pool and expended to maintain the minor nations allegiances. The remaining MR provide additional VP and can be employed during the subsequent turns to intervene in local conflicts and civil wars.Democracy under Siege offers an accurate and detailed historical context supported by 108 strategy cards. Players exploit historical events and political actions to achieve political supremacy. Wars are simulated by an abstract combat system that allows players to intervene and influence their outcomes. The main concepts reproduced in the game are the ideological struggles among the major powers the race for armaments ahead of World War II and the buildup of a network of diplomatic links with minor nations. All of these elements combine to determine victory.
Rating: 7.2 | Players: 1
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Newest entry in DVG's Field Commander series. This is a solitaire game that covers the entire Pacific War from the US point of view. Players can start the game on December 8th 1941 with historically accurate forces displayed across the map. The game contains a simple area land combat system to handle the island combat. Contains 4 campaigns and rules to link the campaigns to play the entire war.
Autumn For Barbarossa (AfB) is a Standard Combat Series (SCS) game covering the the struggle to seize Smolensk in the late summer of 1941. This marks the end of the opening phase of Operation Barbarossa and the stabilization of the front until the effort to take Moscow in Operation Typhoon in the fall.AfB features a small map area and a limited number of units making it easily accessible for fast or competition play. The entire campaign finishes in 10 turns.Play begins with the German offensive in full bloom. The German player attempts to rapidly seize as much of the map (in the form of Victory Point locations) as he can. Speed is essential; while he has several cities to reduce he knows the clock is ticking before Hitler pulls the plug on his efforts. The commanders did not realize this was in the cards but for design purposes we assume the player feels the pistol pointed at his head. The Germans have copious air and mechanized forces to accomplish their goals...for the moment. At some point determined by the Hitler Roll the German mechanized forces are taken off the map their air support is cut in half and the Red counteroffensive strikes in an attempt to turn things around.The Soviet player stalls withdraws and conserves his forces while letting the German offensive expend itself. As the high tide passes he prepares his rebuilt Red Army for the second half of the game: the Soviet effort to blunt the German gains and recoup their losses as best they can.It that was first published in Special_Ops magazine #7 (2017).Game Scale: Game Turn: 6 days Hex: 7 miles / 11.2 kilometers Units: Regiment to DivisionGame Inventory (Special Ops edition): One 16 x 28 full color mapsheet One dual-side printed countersheet (280 1/2 counters) One 8-page Autumn for Barbarossa rules bookletSolitaire Playability: High Complexity Level: Medium Players: 2 or more Playing Time: 3-6
Rating: 7.7 | Players: 2–3
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From the back of the box:Dai Senso! This game stretches from the border clashes at Marco Polo Bridge and Nomonhan to the titanic clashes at Midway Guadalcanal and Leyte to the firestorms of Tokyo Hiroshima and Nagasaki and everything in between. No game tells the story of World War II in Asia and the Pacific like Dai Senso!Dai Senso! takes the playable unpredictable and enjoyable Krieg! system used for World War II in Europe and adapts it to tell the story of Japan’s struggle from a unique perspective. Most other Pacific wargames focus on the operational aspects of the 1941-45 war. DS starts in 1937 for a true strategic experience from the beginning of World War II in Asia. As the leader of Imperial Japan seeking complete domination (hakko ichiu) will you strike at China Russia the British Empire or the United States? Whichever way you choose you must eventually face the grim struggle of total war. All of these options are literally in the cards that form the strategies of the three factions -- Axis Soviet Allies and Western Allies.Best of all Dai Senso! can be linked with its new European companion game Axis Empires: Totaler Krieg! to play the joint Axis Empires scenario an eye-opening global look at all of World War II. The fate of the world is in your hands!Dai Senso! means Total War in Japanese. In the game play moves from Pre-War (where players mobilize their forces and engage in diplomacy) to Limited War (when open conflict begins) to Total War -- at that point it’s all-out warfare to achieve victory!
Frontier War (Guerra Fronteriza in spanish) allows you to take control of one of the four most relevant factions in World War 2. Chose which role you want to take in the fray: United States United Kingdom Germany or Russia in games for 2 to 4 players. Recreate battles of the largest military clash in history. Learn how to manage your resources make bold tactical movements with your troops: infantry tanks artillery and airstrikes. Make alliances that meet your interests but remember your allies can stop being so at any time! Fight Smart and never cease exploring your options since the end of the battle can arrive at the most unexpected moment. The game includes 100 fully detailed miniatures a modular battle field for new and different games each play as well as 90 cards that will make each game unique. We’ve worked hard to give the game easy mechanics and a quick learning without losing a high tactical complexity all of it within the frame of fast dynamic games. Are you ready? —description from the publisher (Translated)Guerra Fronteriza te permite tomar el control de una de las cuatro facciones más relevantes de la Segunda Guerra Mundial. Decide qué papel quieres tomar: Estados Unidos Inglaterra Alemania o Rusia en partidas de 2 a 4 jugadores. Recrea múltiples batallas de la mayor contienda bélica de la historia. Aprende a administrar tus recursos realiza audaces movimientos tácticos con tus tropas: infantería tanques artillería y ataques aéreos. Crea alianzas según tus intereses pero recuerda en cualquier momento tus aliados pueden dejar de serlo. Combate inteligentemente y no dejes de investigar pues el final de la batalla puede ocurrir en el momento más inesperado. El juego cuenta con 100 miniaturas con todo detalle un campo de batalla modular para crear partidas nuevas y diferentes además de 90 cartas que harán que cada partida sea única. Se ha buscado dotar al juego de una mecánica sencilla un aprendizaje ágil y una complejidad táctica alta todo ello dentro de un marco de partidas rápidas y dinámicas de corta duración. ¿Estás preparado? —description from the publisher (Spanish)
Rating: 8.0 | Players: 1
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From the producers of Where There Is Discord: War in the South Atlantic Codeword Cromwell is a military boardgame simulation based on a German Armed Forces Invasion of England in the summer of 1940.104cm x 72cm mounted mapboard depicting Birkham Stokes and its environs (same footprint as WTID) 198 thick one-inch counters representing the individual civilians military personnel and equipment involved in the fighting of 8 June 72-page Intelligence Briefing booklet 28-page Rules of Play booklet 120 Strategy Tactical and Character Event cards 6- and 12-sided dice and game box One double-sided A4 full-colour set of charts and tables One single-sided A4 full-colour game setup aid
Rating: 8.6 | Players: 2–5
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The Jaws of Victory: Battle of Korsun-Cherkassy Pocket: January/February 1944 is a historical simulation of the Soviet's winter offensive in the Ukraine in the early months of 1944 that trapped the better part of two German corps with a classic pincer movement by two Soviet Armies - and the German Army's desperate response to relieve their beleaguered comrades in the pocket.Following the defeat of the German Kursk Offensive in July of 1943 the Soviets unleashed a series of major offensives to clear the Ukraine of the German Army. By mid-January of 1944 the Red Army had liberated the area north and east of the Dnepr and seized Kiev. Further south they crossed the Dnepr bend capturing Kirovograd and continued deep into the western Ukraine. The Germans however maintained a hold on the Dnepr near Korsun in an exposed salient 70 miles southwest of Kiev. Hitler insisted on holding the salient and refused requests from his generals to withdraw to more defensible positions. This exposed salient was too tempting a target for the Soviets and in January 1944 Stavka ordered the 1st & 2nd Ukrainian Fronts to conduct a major operation; striking against the base of the salient to surround and eliminate two German Corps within. The 2nd Ukrainian Front would breakthrough in the east on the 25th and race westward while the 1st Ukrainian Front would attack toward the east a day later; sealing the pocket at Zvenigorodka. The Soviet offensive was a stunning success slamming the gate on 60,000 men from six German divisions including the 5th SS Panzer Division Wiking. But the Germans were not about to let the Korsun pocket become another Stalingrad. Within a week they struck back with eight panzer divisions in a two-pronged counter-stroke of their own; this time to deal the Red Army an unexpected defeat from the Jaws of Victory.Seven separate scenarios covering the period from January 26 to February 18 including a 25-turn campaign game allow both sides plenty of opportunities for offensive and defensive action.As the Soviet player you begin with a two-pronged offensive striking hard at the base of the German salient in an attempt to trap as many German units as possible. If you succeed you must then turn your attention southward to build the outer ring in preparation for the German counter-offensive while systematically chewing away at the supply-starved defenders in the pocket.As the German player you must slow the Soviet drives from both east and west by fighting a two-front defense and if possible bring them to a halt. Once the pocket forms you must skillfully hang on and preserve as many of the trapped units as possible and wait for you Panzer Divisions from the south to carve open an escape route.And both sides will have to contend with overstretched supply line bad weather and tank-stopping mud.Game Scale: Game Turn: 1 day Hex: 2 miles / 3.2 kilometers Units: Battalion to DivisionsSolitaire Playability: High Complexity Level: Moderate-High Players: 2 or more Playing Time: 6-50 hours
American Tank Ace is a solitaire tactical game where the player is in control of a single tank fighting across Europe starting shortly after D-Day. Players start in tank school and buy skills for themselves and their crew members as they fight battles against randomly generated forces with the help of notional friendly units. As new tanks become available players can upgrade to one of nine versions of the Sherman tank and eventually the M26 Pershing.—description from the designer
Zero Leader is based on the Corsair Leader game with some significant changes. The game focuses on commanding and managing a Japanese aerial squadron in the Pacific in World War Two with aircraft including the A6M2 Zero KI-84 Frank KI-43 Oscar G4M Betty and G3M Nell covering the major campaigns throughout the war from 1941 to 1945.You will need to select the right mix of aircraft under your command in order to successfully carry out the different types of missions. Each aircraft has its advantages and disadvantages. For example a fighter like the Zero is very maneuverable and deadly to enemy Bandits but it has limited ability to attack naval and ground targets whereas a bomber like the Betty can carry a lot of munitions but are susceptible to enemy bandit and anti-aircraft attacks.This game also includes additional aspects of Japanese operations such as mechanical and maintenance challenges invoking samurai spirit as well as the ability to deploy the deadly Ohka kamikaze aircraft-bombs. There is also an air combat system which gives you more tactical options when dogfighting with enemy aircraft including manuevering for position increasing pilot aggression and being affected by the robustness of the aircraft.Like the other games in the Leader series Zero Leader is a solitaire game. Included in the core box:-description from publisher
Day of Days: The Invasion of Normandy 1944 takes on the the first 10 days of the Normandy landings at the company level. The Allied objectives are to land successfully and push far enough off the beaches to guarantee a rapid advance into France. The Axis player needs to either defeat the initial landings or plug them up to create a stalemate.This game is both massive and extremely playable giving players a unique appreciation for the issues involved at the beginning of the invasion. The importance of the initial air-drops the real potential for brutal German counterattacks and the need to get off the beaches quickly all these come into sharp focus within the clean and fast-playing framework of the Standard Combat Series. Players can tackle the US landings separately as single-map scenarios the Commonwealth landings on two maps and of course there is the Whole Enchilada.Game Scale: Turn: 1/2 day turns Hex: 700 meters Units: Platoon/Company/BattalionContents:Game specific scenario/rulebook SCS 1.7 rules 4 11 x 17 setup charts 4 22 x 34 maps 8 countersheets 2 six-sided diceList of Scenarios:Full campaigns:Full Campaign: 6/6 - 6/15 After D-Day Campaign: 6/7 - 6/15 Mid-Campaign: 6/10 - 6/15Mini-campaigns:Utah beach (Map A only): 6/6 - 6/15 Utah beach (Map A only): 6/7 - 6/15 Omaha beach (Map B only): 6/6 - 6/15 Omaha beach (Map B only): 6/7 - 6/15 American beaches (Maps A & B ): 6/6 - 6/15 American beaches (Maps A & B ): 6/7 - 6/15 British and Canadian beaches (Maps C & D): 6/6 - 6/15 British and Canadian beaches (Maps C & D): 6/7 - 6/15Smaller scenarios:Carentan (part of Map A): 6/10 - 6/14 Cutting off the Cotentin (part of Map A): 6/13 - 6/15 Canadian Crucible (part of Map C ): 6/8 - 6/10 Villers Bocage (Map C): 6/12 - 6/15
Rating: 7.5 | Players: 2–4
Game Type:
WargamesCategories:
Panzer Battles: 11th Panzer on the Chir River is a Standard Combat Series (SCS) game by Multi-Man Publishing and covers the classic mobile defensive Chir River Battles of the German 11th Panzer Division against the culminating point spearheads of Soviet Operation Uranus. The Soviets have successfully entombed the Stalingrad Pocket and are in the process of locking down the pocket even harder.In December 1942. Strong Soviet forces including the 1st Tank and 5th Mechanized Armies conducted a concerted attack against German positions in an attempt to block relief efforts directed at Stalingrad from the west. In what is considered a masterpiece of mobile defensive warfare the German 11th Panzer Division fought a lightning series of ‘fire brigade’ battles to contain and beat back the efforts of the Soviets to further seal the Stalingrad Area west of the Don Bend.In an interesting twist of events the German 11th Panzer Division recently arrived from France is preparing to take part in the northern portion of the German relief attempt on Stalingrad (Operation Winter Storm). Full strength and available the division launches into the Soviet drive in what has become a textbook example of a mobile defense and counter-attack which is studied to this day. It originated the term 'Fire Brigade' as used on the Eastern Front in WW2.Under the energetic leadership of Generalmajor Hermann Balck and his Chief of Staff Oberstleutnant von Mellinthin the 11th Panzer was able to defeat the Soviet mechanized drive.German accounts stop right there with a German victory. However the win (if it can be called that) was a Faustian bargain. The Soviet drive was stopped but at the cost of the German units designated to make the Stalingrad relief effort. There would be no Northern Pincer now. The Southern Pincer soldiered on alone. And failed.The game covers all this swirling mobile action in turn representing two to three days and a hex scale of 500 meters. Units are companies to regiments. Play is highly interactive (the only way to show its mobile nature) using a chit pull system by formation. The rules are a continued adaptation of the system shown in Bastogne: Screaming Eagles Under Siege 18-27 Dec '44 It Never Snows and Day of Days: The Invasion of Normandy 1944.Game Scale: Game Turn: 2-3 days Hex: 547 yards / 500 meters Units: Company to RegimentGame Inventory: Two 22 x 34 full color map One dual-side printed countersheet (280 1/2 counters) One 8-page SCS version 1.8 system rulebook One 12-page Panzer Battles specific rulebook Two 6-sided diceSolitaire Playability: Medium Complexity Level: Medium Players: 2 or more Playing Time: 2-10 hours
From the publisher:Early in the morning on 20 May 1941 as 30,000 Commonwealth soldiers on Crete were finishing breakfast hundreds of German transport aircraft—some towing gliders—rumbled over the Mediterranean island. The air above was suddenly filled with parachutes as thousands of elite German paratroops—Fallschirmjäger—descended from the sky.The invasion of Crete was one of the most dramatic battles of the Second World War. Over a nine-day period in May 1941 a mixed force of Commonwealth and Greek troops desperately tried to fight off the German assault. Despite appalling casualties the paratroopers and glider-borne troops managed to secure a foothold and the critical Maleme Airfield to open the door for the German Gebirgsjäger (mountain troops) to land under fire. Together the Fallschirmjäger and Gebirgsjäger pushed the Commonwealth troops to their breaking point and forced a deadly battle of delay and pursuit.This was a true soldier’s battle with both sides in desperate situations often lacking higher-level control and support. The Germans had to quickly secure a usable airfield or face the annihilation of their entire airborne force. The Commonwealth needed to crush the German landings or—failing that—evacuate the bulk of its forces to continue the fight in North Africa and Syria.The German invasion of Crete in May 1941 stands as a landmark in the history of airborne warfare. Up until that point airborne operations were tactical operations to seize key objectives in advance of the ground forces. The German invasion of Crete (codenamed Operation Merkur) was the first strategic airborne operation.Although casualties would mean Crete was the last hurrah for the German airborne in a major air assault it set the stage for even larger future Allied airborne operations in the Mediterranean Western Europe and Asia.Operation Mercury maintains the same level of detail and scale as other Grand Tactical Series (GTS) games. Players command divisions and maneuver company-sized units to fight one of the most desperate battles of the war. Using the GTS 2.0 rules Operation Mercury offers two players or teams a wide range of scenarios ranging from a single small map with a few units on each side to the full battle including up to two German divisions and several Commonwealth and Greek brigades. Operation Mercury covers all the major airdrops and fighting across the island from Heraklion in the east through Rethymnon and from Maleme to Suda Bay then south to the Askifou Plain scene of the last major fight during the withdrawal.As the Commander of Allied forces on Crete can you deny the Germans a precious airfield and negate their much-needed air-landing reinforcements for a quick victory? Of all operations of war a withdrawal under heavy enemy pressure is probably the most difficult and perilous. Can you get the bulk of your forces to the southern evacuation ports? As the German how quickly can you force the collapse of the Commonwealth morale and trigger their withdrawal?Features include:
Rating: 8.2 | Players: 2
Game Type:
WargamesCategories:
Wing Leader: Victories 1940-1942 is the first volume in the Wing Leader game series. It is a game of massed daylight air battles where players command squadron and flight-sized units in formations of wing strength or greater. One side takes the role of raiders leading a force of bombers through to the target. The other side defends with fighters trying to claw for altitude and intercept the enemy.The game employs a side-view of the air battle in which the forces maneuver vertically and end-to-end along the path of the raid. Players must gain height exploit the Sun and cloud for advantage and mass or divide their formations to stop the enemy. If you fail the enemy bombers will rain down bombs on men and ships below. You are the Wing Leader.This 2nd Edition includes significant updates to the original version. The updated components to the 2nd edition (with noted changes) are:• 1 Rulebook (Updated to Living rules v2.2) • 1 Scenario Book (Updated with new scenarios and expanded by 8 pages from the original) • 2 Air combat player aid (Updated - v2.2 edition) • 1 Bombing player aid (Updated - v2.2 edition) • 2 Wing Displays • 1 Map (Updated - v2.0 edition the same art as the Supremacy map but non-mounted) • 5 Aircraft data card sheets (Updated) • 2 Countersheets (140 counters 1 x 0.5) • 1 Countersheets (280 counters 0.5 x 0.5) • 1 NEW Mixed sheet of aircraft data cards and counters (4 ADCs; 100 counters and markers) • 1 NEW Battle Board (Same battle board as appeared in Wing Leader: Supremacy) • 2 Six-sided dice
In Tiger Leader you're in command of a German Kampfgruppe of tanks armored cars trucks halftracks and supporting infantry. Your Kampfruppe may also be assigned air support and heavy weapons support in order to achieve your goals. Your goals are to take your objectives while trying to keep as many of your men alive as possible during realistic tactical missions.Tiger Leader features nine historical campaigns that can be played as individual campaigns or linked to form one huge mega-campaign that follows your troops from the Invasion of Poland to the final battles on the Eastern and Western fronts. The scheduled campaigns include:A major part of the game is mission planning. You decide which vehicles and infantry units to use and which commanders are best for the mission. Vehicle and infantry commanders are rated for skill level and even personality quirks such as how well they keep their heads while under fire. Deciding which commanders are used for each mission is a major consideration. Your units will become fatigued with every mission. If you push a commander and his men too hard his skills will degrade. Your commanders and their crew also gain experience with every mission. This makes for some great decision-making. Should you keep fighting with your top commanders and crew and further fatigue them to get the job done or let the new guys fight in order to prep them for the tough missions ahead?Missions are quickly resolved using an area movement system to display tactical combat. Speed and realism take top priority in this game. Terrain cards randomly generate each battlefield. Double sided terrain tiles provide everything from cities and farmland to snow covered forests and hills to sand dunes and oases.During combat you get to resolve every fight with enemy tanks infantry anti-tank guns and squads of infantry. Each enemy tank truck infantry etc is represented by its own counter on the battlefield. A unique fog of war system adds to the tension of the combat as unless you have a clear line of site to the enemy you may not know exactly what is coming out of the morning fog towards your tanks until it’s too late.After combat you can rest and refit your vehicles and infantry. As new technology becomes available you can replace older obsolete tanks with newer and deadlier models such as the Tiger Panther and even the deadly King Tiger! If you’ve played Hornet Leader Phantom Leader or Thunderbolt/Apache Leader you’ll make an easy transition into Tiger Leader.We’ve included the cards for every commander to progress in experience from Newbie to Green Average Skilled Veteran and Ace!
The German battleship Schleswig-Holstein began the bombardment of the Polish Military Depot on September 1 1939 at 04:48. This symbolic event marks the beginning of the Second World War. For seven days the 235 defenders in the Polish forces bravely fought the overwhelming German army.7 Days of Westerplatte is a cooperative war game. The players incorporate the roles of Polish commanders who work together to confront the German army and win the game. Stukas's raids land troop attacks and battleship and howitzer bombardments are the biggest threat for Polish forces and to hold back the attacking German troops players must use land mines mortars and rifles while also remembering to rebuild the defensive structures and keep their morale high. Will you manage to defend the Depot for seven days or will you succumb to the enemy's crushing power?
France '40 contains two separate games - Sickle Cut and Dynamo. Both games use the same rules and share many game pieces but each has a separate full size map.2ND EDITION France ’40 2nd Edition is a major upgrade to the original game. The rules for Extended Movement Combat Advance After Combat Breakthrough Combat and Determined Defense have been updated so they are more in line with the recent games in the 19XX series (such as Stalingrad ’42 and Salerno ’43). A new scenario has been included designed by Mark Merritt that combines both maps.In addition many new units have been added and some old units modified to provide a more accurate order of battle for both Sickle Cut and Dynamo. A few minor cities some roads and a fortified hex were added to the Dynamo map.And most importantly both scenarios have been sent through the playtest cycle again to make sure they are better balanced than they were in the first edition.This game has long been one of my favorites due to the exciting situation and short playing time. I’m really pleased with this 2nd Edition and excited about the new features it has.- Mark SimonitchThis game covers the crucial week in May 1940 when the German army broke the French line on the Meuse and raced to the sea at Abbeville. The game starts on May 13th the third day of Case Yellow. Six panzer divisions have passed through the Ardennes and are now at the Meuse River. The French and British have raced through Belgium to reach the Dyle Line and cover the Gembloux Gap. The stage is set. Can the Germans cross the Meuse in front of strong opposition? And if they can will they be able to break out from the bridgeheads and advance across the map while threatened by Allied reinforcements pouring in from the north and south?Dynamo: Retreat to VictoryThe rules for both games highlight armor air support and morale. Special rules include: Allied Heavy Tanks DeGaulle Rommel Hitler's Halt Order and French Command Paralysis. Note that the two maps may be linked together for players to study the entire period from May 13th to June 3rd and the second edition does include a combined game scenario found in the Playbook.TIME SCALE: 1 day per turn MAP SCALE: 4 miles per hex UNIT SCALE: Divisions Brigades Regiments and BattalionsCOMPONENTS: 2 Paper Maps (each 32 x 44) 2 Countersheets 24 Page Rulebook 16 Page Playbook 2 Identical Player Aid Cards 2 Setup Cards Two 6-sided DiceDESIGNER: Mark Simonitch MAP & COUNTER ART: Mark Simonitch(from GMT website and BGG user)
Heroes of the Pacific brings the award-winning Lock ’n Load Tactical game system to the Pacific theater with a vengeance. Heroes of the Pacific details America’s brawl with Japan during World War 2 and includes twelve frantic firefights from America’s audacious island-hopping campaign. You will lead desperate Marines struggling ashore on Tarawa face a counterattack of HA GO tanks at the Peleliu airfield fight for Kitano Point on Iwo Jima and more.It isn’t however all about the Marines; Heroes of the Pacific comes chock full of the U.S. Army’s finest as well as the Imperial Japanese Army all drawn with the painstaking detail our fans have come to expect.It’s squad-level combat at its most exciting; it’s Lock ’n Load Tactical.UPDATE: All of our manuals and guides can be Downloaded Viewed and even printed right from our LnLP Online Library: We now have an Online Library of all well almost all of our manuals. We add some every few weeks. You can find all the LnLT manuals at the link below.LnLP Online Library: http://library.lnlpublishing.com/
WWII Commander Volume One: Battle of the Bulge is the first in a series of fast-playing area-based wargames on key campaigns of the Second World War. Battle of the Bulge is a two-player wargame of the German offensive against the Western Allies in December 1944 designed by renowned wargame designer John H. Butterfield and based on his original boardgame design that was later released in digital format by Shenandoah Studios an imprint of Slitherine UL Ltd.The simple elegance and high player-interaction of the WWII Commander games recreates the tension of key battles of the Second World War. The overall game system is easy to learn and makes a great introduction to war games but mastering its tactics and strategy is a true challenge as the players take turns deciding which units to activate on either attack or defense. As the German player you must make big gains and be as aggressive as possible while you hold the numerical advantage without over-committing your units over-extending supply lines or falling prone to fuel shortages. As the Allied player you must first withstand the initial German surprise attack and coordinate effective holding actions while defending key geographic objectives as you muster your arriving forces for counterattacks.The package features premium components throughout; from the mounted game board and oversized units to the activation cubes and wooden control discs sure to appeal to war gamers and euro gamers alike. The rules are simple game play is fast and furious and can be completed in a single sitting and victory may be achieved by either side at different stages of the game.Product Information:Complexity: 4 out of 10 Solitaire Suitability: 7 out of 10 (no hidden units) Time Scale: 1 day composed of multiple alternating player turns Map Scale: abstract areas approx. 15 miles across Unit Scale: Divisions Players: one to two best with two Playing Time: 45 minute intro scenario 3 hour campaignComponents:Mounted 25 x 22 inch map 140 over-sized 3/4 counters Rules booklet German Order of Battle Appearance Display Allied Order of Battle Appearance Display Two player Aid cards 50 Activation cubes 40 wooden German control discs Seven 10-sided dice Box and Lid—description from the publisher
Quartermaster General: East Front is a two-player game that depicts the deadly struggle between the Soviet Union and Germany.In June 1941 Germany invaded the Soviet Union along with Finland Romania and other nations. Germany was seeking another lightning victory like those attained in Poland France and elsewhere; four years and millions of lives later Soviet troops captured Berlin and forced the German surrender.Quartermaster General: East Front provides an in-depth look at one of the major operational theaters of the World War in less than two hours. The game is played over 16 game rounds each representing three months starting in Summer 1941 and ending in Spring 1945.—description from the publisher
Description from the publisher:The time is June 22nd 1941. Over 3 million German troops are poised on the Russian border preparing to launch Operation Barbarossa! What was supposed to be a quick campaign ended up marking the beginning of the end of Nazi Germany. From Award Winning designer Art Lupinacci Russia Besieged covers the entire German campaign in the east from 1941 to the bitter end in 1945. One of the finest Army/Corps level games on the market Russia Besieged Deluxe edition has been overhauled from years of experience and nuances discovered in Tournament play to bring you a richly detailed east front experience you expect to see from this classic wargame. Two large maps cover the territory from Berlin to Archangel to Astrakhan down to Bucharest all to accommodate 5/8” counters! Rich in design features the game simulates unit breakdowns surrounded cities Blitzkrieg attacks a double impulse movement and attack system two impulse turns multi-weather turns and much much more. As the German player you experience many of the challenges experienced by the German commanders on the Eastern Front. Do you channel your forces to Leningrad? Push for Moscow? Or go for the oil rich regions of the Caucasus Mountains? All a tough call as each looks attainable if you only had another couple of units more on the map! Early victories quickly change to difficult advances to the point where you make that fateful decision to go on the strategic withdrawal to fend off defeat. Or not! Sudden Death Victory conditions can be met at any time during the struggle. As the Russian player the first year of the war is a nail-biter! German troops pour deep into Russia as you husband your forces to blunt the most dangerous attacks giving up ground grudgingly as you pray for the early onset of Winter. Snow brings respite and fresh forces. But the relief is short lived as the warm weather of 1942 brings new challenges. A rejuvenated German Army a shadow of the initial invasion force is still a force to be reckoned with! Unable to attack everywhere the German will marshal his panzers and push where he feels success will bring decisive victory. Can you stop him! Russia Besieged is a multi-layered game experience that includes not only pushing counters on the map players must also take into account their side’s War Economy. The Russian player must deal with production of troops and oil to rebuild depleted forces while the German is on a constant struggle with replacement points to rebuild a proper mix of units to defeat the Red Horde! Can you do better than the historical counterparts? Play the game and challenge yourself!Product Information:Complexity: 6 out of 10 Solitaire Suitability: 8 out of 10 Time Scale: 1 Turn = 2 months broken down into monthly impulses Map Scale: 1 hex = 32 miles or 52 km approx. Unit Scale: Army Corps Breakdown counters Volkssturm and Partisan. Players: 2 player or solitaire Playing time: Scenarios of 2+ hours up to the campaign game of 20 hours. Designer: Art Lupinacci Developer of the Deluxe Edition: Robert Beyma All Layouts and Graphic Design: Art LupinacciComponents:35”x 47” two-piece map.. Three countersheets of 5/8” (528 counters) One Rules Book One Playbook Book Multiple Play Aid Charts OOB and setup cards. One 10 sided Die Box and Lid set
Carrier Battle: Philippine Sea is a solitaire simulation of the largest carrier battle in history fought during the invasion of Saipan (June 1944). As the U.S. commander you maneuver your task forces and conduct air searches in a tension-packed contest to find the Japanese carriers before they locate and attack yours. Simple game mechanics control Japanese movement and determine the timing and strengths of their attacks. You will not know that a Japanese air strike is headed your way until it is detected by radar and you scramble your fighters to intercept.The game has a total of nine scenarios. Four learning scenarios take you through the rules by programmed instruction using slices of the real battle. The other five are full-scale fully replayable games. These include one-day scenarios for each day of the action a two-day scenario for the whole battle a hypothetical scenario presuming different US plans and a hypothetical scenario in which Midway was never fought and the Japanese come armed with the full Pearl Harbor striking force.Carrier Battle: Philippine Sea is based on Carrier: The Southwest Pacific Campaign – 1942-1943 (Victory Games 1990) but is a new standalone wargame.—description from the publisher
Traces of War is a two-player game that simulates the intense fighting between Axis and Soviet forces after the battle of Kursk during August 1943 to March 1944. A major Soviet offensive is launched against a German mobile defense. Will the breakthrough be successful?Solitaire Playability: High Complexity Level: Medium-low Players: 1 or 2 Playing Time: 3-6 hoursNote: Players will need to provide one opaque cup for game play.
After tackling the Russian Front with the first game of the No Retreat! Series wargamer and designer Carl Paradis revisits this fascinating campaign with: Absolute War! - The Russian Front 1941-45. This two-player wargame recreates the titanic struggle between the invading armies of Nazi Germany versus the Soviet Union in a fresh new way.The design emphasis has been placed on making the game very player-friendly and manageable in its level of scope difficulty and time of play. With a very low total counter count and density this quick playing (while still realistic) simulation presents players with deep strategy meriting contemplation. A system of map areas has been adopted and movement has been streamlined. Combat is handled by the two decks of cards (one German and one Soviet) - meaning no combat tables or dice to roll. These cards are the crux of the game system offering even more variety than regular Combat Result Tables. Like in “No Retreat!” they are used to generate events and special game abilities (ex: Major Offensives Partisan Raids Siege Artillery Increased Replacements etc…) and now also effortlessly resolve all battle outcomes. The set-up for a campaign or a scenario will be lightning fast: in less than 10-15 minutes you can get the game going! This high degree of re-playability means that it will reward players' experience with increased skill.Absolute War! The Russian Front 1941-45 will put emphasis on strategic planning - not tedious hex maneuvering or factor-counting to attain the “perfect” attack. Most of the time-consuming calculations will be taken care of effortlessly by the game engine letting you concentrate instead on exercising your generalship skills against your opponent. Area-movement will provide the proper feel of sweeping maneuvers exploitation and encirclements across the vast steppes and forests of Russia. The grueling city sieges will be represented by allowing local battles to unfold with sometimes both foes occupying and battling in the same critical map areas. With a simple – yet effective - economic model players will also feel the growing might and sophistication of the Soviet Red Army and the degradation of the once-invincible German Wehrmacht over the epic four years that this merciless campaign was fought on the soil of “Mother Russia”.Victory conditions are simple and to the point: you have to capture as many of the ten map objectives to force a campaign decision. While destroying the foe’s armies will also help in this endeavor some event cards will also provide short-term goals to accomplish - gaining players’ special game advantages if met.Four Quick-Playing Scenarios plus a Campaign Game:Scale: Each unit is one Army/Front: Each area is about 200 kilometers from side to side. Each turn represents two months of real time.(from the publisher's website)
This is one of my simpler games. The Fields of Normandy 2 and The Fields of Normandy XL work on a similar system but are progressively more complex and may be better starting points for those with experience of wargames or solo gaming generally.The Fields of Normandy: A Solitaire Wargame is an accessible portable solitaire hex and counter style wargame in a book. Instructions and colour game maps are included; the player just needs to bring a pencil 2 standard six-sided dice and an eraser. Nothing else is needed to play. The player's task is to order rifle squads machine gun teams mortar teams and PIAT teams across the map to achieve the objectives countering any enemy threat which is found along the way. The game rules reveal position and attack with enemy units whilst you focus on your objectives. There are 15 missions across varied maps with random enemies providing plenty of re-playability as the Allied push into Normandy in World War II is re-created.—description from the designer
Released July 8 2016 - 3 months ahead.Moscow '41 is the first chapter of the Barbarossa Trilogy (the other two are Leningrad '41 and Kiev '41).MOSCOW '41 is a light/medium wargame covering the German Army Group Centre offensive aimed to seize Moscow after having successfully defeated several Soviet armies in the great encirclement battles at the frontier and established two bridgeheads on the Dnieper.Although based on a historical event the two players can modify the course of the operations with the Germans trying to achieve a decisive victory before the winter comes and the Soviets playing a fighting withdrawal until ready to strike a decisive blow at the invaders.The game is recommended for two players but has excellent solitaire suitability.Historical IntroductionAt the beginning of each campaign one pushes a door into a dark unseen room. One can never know what is hiding inside.- Adolf Hitler June '41In December of 1940 Hitler made the decision to invade Russia and set the date for the middle of 1941. He had good reason to be confident that Russia would collapse under an uncompromising assault. Since the outbreak of hostilities the German Wehrmacht had accomplished a stunning and unparalleled series of victories: Poland had fallen in one month Denmark in one day; France till then regarded as the strongest power in Europe had capitulated in under six weeks Holland in under six days; Belgium Norway Yugoslavia and Greece took less than three weeks each. The German military might was at its peak and the word Blitzkrieg had entered the language.Russia on the other hand had taken over three months to bring Finland to heel despite overwhelming strength of numbers. The Russian army had not yet recovered from Stalin's purges of 1937-1938 where 400 generals were “removed” including three field marshals and 13 Army commanders. It was well that Hitler could say “Before three months have passed we shall witness a collapse in Russia the like of which has never been seen in history. We have only to kick in the front door and the whole rotten Russian edifice will come tumbling down.”On the 22nd of June 1941 Operation Barbarossa - the invasion of Russia began. Three million Axis troops in three Army Groups attacked on a front that stretched from the Baltic to the Black Sea: Army Group North under Field Marshal von Leeb was tasked with taking Leningrad; Army Group South under Field Marshal von Rundstedt was to capture Kiev and seize the Caucasus; Field Marshal von Bock's Army Group Centre the one that concerns us had Moscow as an objective with Timoshenko undertaking the task of defending the capital.Initially the operation succeeded beyond Hitler's wildest dreams. Within a day the Russian Air Force was destroyed on the ground then vast inroads were made on all fronts accompanied by large scale surrenders of encircled Russian troops. Army Group Centre with its four armies consisting of a total of 48 Divisions of which nine were armoured and backed by the Second Air Fleet had reached the outskirts of Smolensk by the 15th July. This was two-thirds of the way to Moscow and it seemed that nothing could stop von Bock from blowing up the Kremlin within another three or four weeks... or could something stand in his way?Four things could now cause problems to von Bock: firstly his supply line is stretched and had almost reached breaking point; secondly Russian resistance is stiffening; thirdly his infantry divisions are having difficulty keeping up with the Panzers and finally a new Russian ally is about to enter the field: General Winter.Additional concerns may come in November with three-quarters of a million experienced Siberian veterans freed by garrisoning Soviet Far East thanks to Stalin's spies in Tokyo revealing Japanese intentions to attack America and not Russia.As the German Commander you must push on to Moscow before it is too late. As the Russian Commander you must re-evoke the Patriotic War and stop the invaders at any cost.