Game Type: Wargames

Back to Game Types
Undaunted: Normandy

Undaunted: Normandy

Rating: 7.8 | Players: 2

Game Type:

Wargames

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

Sekigahara: The Unification of Japan

Sekigahara: The Unification of Japan

Rating: 8.0 | Players: 2

Game Type:

Wargames

The battle of Sekigahara fought in 1600 at a crossroads in Japan unified that nation under the Tokugawa family for more than 250 years.Sekigahara allows you to re-contest that war as Ishida Mitsunari defender of a child heir or Tokugawa Ieyasu Japan's most powerful daimyo (feudal lord).The campaign lasted only 7 weeks during which each side improvised an army and a strategy with what forces their allies could provide. Each leader harbored deep doubts as to the loyalty of his units - for good reason. Several daimyo refused to fight; some even turned sides in the midst of battle.To conquer Japan you must do more than field an army - you must be sure it will follow you into combat. Cultivate the loyalty of your allies and deploy them only when you are confident of their allegiance. Win a battle by gaining a defection from the ranks of your opponent.Sekigahara is a 3-hour block game based on the Japanese campaign waged in 1600. The 7-week war fought along Japan's two major highways and in scattered sieges and backcountry skirmishes elevated Tokugawa Ieyasu to Shogun and unified Japan for 265 years.Sekigahara is designed to offer an historically authentic experience within an intuitive game mechanic that can be played in one sitting. Great effort has been taken to preserve a clean game mechanism. (Despite a healthy amount of historical detail the ruleset is a brief 6 pages.) Chance takes the form of uncertainty and not luck.No dice are used; combat is decided with cards. Blocks = armies and cards = motivation. The combination of army and motivation produces impact on the battlefield. Armies without matching cards don't fight. Battles resolve quickly but with suspense tactical participation and a wide range of possible outcomes.Legitimacy is represented by hand size which fluctuates each week according to the number of castles a player holds. Certain events deplete legitimacy like force marches and lost battles. Recruitment meanwhile is a function of a daimyo's control over key production areas. Objectives (enemy units castles resources) exist all over the map.The initial setup is variable so the situation is always fresh. Concealed information (blocks and cards) lends additional uncertainty. In this way the game feels like the actual campaign.Blocks are large and stackable. Every unit on the board is visible at once and the strategic situation is comprehensible at a glance. Components use authentic clan designations and colors and have a Japanese feel.True to history the objectives (castles and economic centers) and forces (armies of allied daimyo) are dispersed. Support for one front means neglect for another. The player is pulled between competing priorities. Each side wonders where his opponent wants to fight and where he is unready. There is a great deal of bluff in the game.Each player must rally the several daimyo of his coalition managing the morale and motivation of each clan. The forces are dispersed and while there are reasons to unify them the objectives are also dispersed and the timeframe compact so skirmishing will occur all over the island.TIME SCALE 1 week per 2-player turns MAP SCALE Point to point UNIT SCALE One block = 5000 soldiers NUMBER OF PLAYERS 2COMPONENTS Mounted Map 119 wooden pieces 1 and 1/2 sticker sheets 110 cards Rulebook Two player aid cardsDESIGNER: Matthew Calkins MAP CARD & BLOCK ART: Mark Mahaffey(source: GMT website)

BattleLore: Second Edition

BattleLore: Second Edition

Rating: 7.7 | Players: 2

Game Type:

Wargames

Game description from the publisher:Prepare for fantasy battles beyond your wildest imagination with the onslaught of BattleLore Second Edition. Set in the fantasy realm of Terrinoth BattleLore Second Edition is a two-player board game focused on squad-based battles between the hardy defenses of the Daqan Lords garrison in Nordgard Castle and the unleashed ferocity of the demon-worshipping Uthuk Y’llan. You must strategically command your troops and use the power of lore to tip your battles in your favor.In every game you will create new maps and scenarios before mustering a new army for each game so you can tailor your army to suit your favored play style. Command armies of fearsome warriors and deadly creatures and lead them against the enemy in this intense game of warfare and military strategy. By seizing victory points from objectives on the battlefield and by eliminating enemy units a skilled commander can raise his banners as the victor over the borderlands of Terrinoth!BattleLore Second Edition comes with a game board ninety-two detailed figures forty-three map overlay pieces more than one-hundred fifty cards rules four custom dice and everything else you need to win the borderlands of Terrinoth!

Fire in the Lake

Fire in the Lake

Rating: 8.1 | Players: 1–4

Game Type:

Wargames

Volume IV in the Series: COIN (GMT) dives headlong into the momentous and complex battle for South Vietnam. A unique multi-faction treatment of the Vietnam War Fire in the Lake will take players on US heliborne sweeps of the jungle and Communist infiltration of the South and into inter-allied conferences Saigon politics interdiction of the Ho Chi Minh Trail air defense of Northern infrastructure graduated escalation and media war.Fire in the Lake features the same card-assisted counterinsurgency game system as GMT's Andean Abyss Cuba Libre and A Distant Plain with twists that take the Series to another level including:-- description from publisher

1775: Rebellion

1775: Rebellion

Rating: 7.6 | Players: 2–4

Game Type:

Wargames

The Birth of America series continues with The American Revolution.In 1775: Rebellion players take the roles of the American Continental Army and Patriots against the British Army and the Loyalists. Each side tries to control the colonies provinces and territories. They call on the aid of Native Americans as well as the German Hessians and French Army in order to successfully birth a revolution or quell the rebellion. The four factions each use their own deck of cards to move their units into positions. Battles are resolved quickly with custom dice. If you can control an entire colony province or territory you raise a flag. When the game ends with the signing of the Treaty of Paris the side with the most flag markers is the winner.1775: Rebellion uses the same basic mechanisms as 1812: The Invasion of Canada but to a different end result. The game is quicker (being 2-4 player) and the intermingling of units at the beginning of the game allows the action to start immediately. There are a few core rules that changed in order to better portray the goals of the war.The game also comes with an advanced scenario The Siege of Quebec. We recommend this for players comfortable with the basic rules.Winner of BGG Golden Geek 2013 Award for Best Wargame.

Space Empires 4X

Space Empires 4X

Rating: 7.7 | Players: 1–4

Game Type:

Wargames

Space Empires is a game in the finest tradition of 4X space games - eXplore eXpand eXploit and eXterminate. Each player builds up a space empire and uses it to conquer the other players. Exploration on the mounted map is simple for players (and dangerous for their ships) revealing different space terrain that affects movement and combat.Space Empires was developed to keep a rich theme without overcomplicated rules. The game includes carriers and fighters mines cloaking a very large technology tree fifteen ship classes merchant shipping colonization mining terraforming bases shipyards black holes warp points and non-player aliens. Yet the rules are short and intuitive: The basic rules are 8 pages long and increase to 11 pages in length when the advanced rules are included.

Triumph & Tragedy: European Balance of Power 1936-1945

Triumph & Tragedy: European Balance of Power 1936-1945

Rating: 8.1 | Players: 2–3

Game Type:

Wargames

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.

Cuba Libre

Cuba Libre

Rating: 7.7 | Players: 1–4

Game Type:

Wargames

In December 1956 paroled rebel Fidel Castro returned to Cuba to launch his revolution with virtually no political base and—after a disastrous initial encounter with government forces—a total of just 12 men. Two years later through masterful propaganda and factional maneuver Castro his brother Raúl and iconic revolutionary Che Guevara had united disparate guerrillas and exploited Cubans’ deep opposition to their dictator Fulgencio Batista y Zaldívar. Castro’s takeover of the country became a model for Leftist insurgency.Castro’s InsurgencyFollowing up on GMT Games’ Andean Abyss about insurgency in modern Colombia the next volume in the COIN Series Cuba Libre takes 1 to 4 players into the Cuban Revolution. Castro’s “26 July Movement” must expand from its bases in the Sierra Maestra mountains to fight its way to Havana. Meanwhile anti-communist student groups urban guerrillas and expatriates try to de-stabilize the Batista regime from inside and out while trying not to pave the way for a new dictatorship under Castro. Batista’s Government must maintain steam to counter the twin insurgency while managing two benefactors: its fragile US Alliance and its corrupting Syndicate skim. And in the midst of the turmoil Meyer Lansky and his Syndicate bosses will jockey to keep their Cuban gangster paradise alive.COIN Series Volume IICuba Libre will be easy to learn for Andean Abyss players—both volumes share the same innovative Series: COIN (GMT) system. Like Volume I Cuba Libre is equally playable solitaire or by multiple players up to 4—and with a shorter time to completion than Andean Abyss. But Cuba Libre’s situation and strategic challenges will be new. A deck of 48 fresh events brings 1950s Cuba to life and includes …• The Twelve: The first wave’s escape to the Sierra Maestra—inspirational legend or harbinger of defeat? • El Che and Raúl: Brilliant in the field or bungling hostage-takers? • Operation Fisherman: Can the rebels pull off a second invasion? • General Strike: Urban disruption or rebel embarrassment? • Radio Rebelde: Are the masses tuning in or just the Army direction finders? • Pact of Caracas: Can the rebels unite? • Armored Cars: Mobile striking power but in whose hands? • Rolando Masferrer: Brutal pro-government tactics—will they help or hurt? • Fat Butcher: Can the Mob’s enforcer protect its casinos? • Sinatra: Frankie’s Havana show a boom or bust and who collects? … and much more.New twists match the COIN Series system to the situation in 1950s Cuba:• It’s the insurgents who build lasting capabilities while the Government is limited to fleeting bursts of momentum. • The Syndicate’s bases are Casinos—expensive to build but so important to Cuba no army will destroy them. • Syndicate special activities include calling in the “muscle” of Government troops and police to protect mob assets. • Stacks of Syndicate cash awaiting launder can fall in anyone’s hands—even the corrupt Government’s. • The Government has its own terror tactic—reprisals—and can skim a portion of Syndicate profits. • The eroding US Alliance with Batista overshadows all Government actions not just through aid levels but also through the day-to-day ability of troops and police to operate. • Even if Batista flees the struggle may not end—the counterrevolutionary government may even become stronger!Multiplayer 2-Player SolitaireCuba Libre provides up to 4 players with contrasting roles and overlapping victory conditions for rich diplomatic interaction. For 2- or 3-player games players can represent alliances of factions or the game system can control non-player factions . Or a single player as the Cuban Revolutionaries can attempt to topple Batista and seize power for themselves. The non-player sides will fight one another as well as the players but too much power in the hands of any one of them will mean player defeat.More COIN Series Volumes to ComeAndean Abyss and now Cuba Libre present a game system on modern insurgency readily adaptable to other conflicts particularly those featuring the interaction of many sides (thus the name COunterINsurgency Series). A rich and under-represented history of guerrilla warfare beckons as modern insurgency offers virtually unlimited under-gamed topics for the COIN Series. Volume III is A Distant Plain—Insurgency in Afghanistan. Volume IV is Fire in the Lake—Insurgency in Vietnam.

Undaunted: Stalingrad

Undaunted: Stalingrad

Rating: 8.6 | Players: 2

Game Type:

Wargames

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

878 Vikings: Invasions of England

878 Vikings: Invasions of England

Rating: 7.5 | Players: 2–4

Game Type:

Wargames

The year is 878. For the past 75 years Viking raiding parties from Norway and Denmark have been terrorizing the coasts of England with ‘hit and run’ attacks. The treasures and stories gained from these attacks have allowed the Norsemen to raise huge hosts of eager men seeking glory and riches. These armies now stand poised to thunder across England where they will settle and farm the fertile land they conquer. The divided English kingdoms are unprepared for this impending onslaught. The Vikings are coming!In 878: Vikings – Invasions of England players control the invading Vikings or the English nobles who are trying to withstand the invasion. Viking players either play as Norsemen Viking freeman or as the fearless Viking shock troops known as Berserkers. The English play as the Housecarl the Kings’ household troops or as the Thegns who were regional noble Leaders. The English players will also be able to call up the peasant levies called the Fyrd to defend their cities.Players for each side strategize together in order to coordinate their strategies. Each side attempts to control Cities on the map to win. The English start the game controlling all of England but a Viking Leader will invade from the sea each Turn. The English players raise reinforcements from cities they control while the Vikings must wait for a new invasion for reinforcements. The game ends when the Treaty of Wedmore is called and the side controlling the most cities wins the game.

Hannibal & Hamilcar

Hannibal & Hamilcar

Rating: 8.3 | Players: 2

Game Type:

Wargames

Hannibal & Hamilcar: Rome vs Carthage is a 20th anniversary edition of Hannibal: Rome vs. Carthage an asymmetrical card-driven game for 2 players set in the time of the epic struggle between ancient Rome and Carthage. It presents a conflict between two superpowers of Antiquity from the classical Clausewitzian perspective according to which a power only reverts to military operations when there is no other way to achieve political dominance. The 20th Anniversary Edition includes new scenarios and variants. The original rules and components were updated and certain game mechanics have been streamlined while producing exactly the same game results as before. The original game has been further enriched by the addition of two new expansions: Sun of Macedon and Price of Failure.Hamilcar set during the First Punic War is a stand alone companion game sharing components and using similar mechanics but a different map. It introduces a naval system and naval battles. Both players compete for control of the Mediterranean Sea in a conflict that will be described as a war between an elephant and a whale - the struggle of a land-based empire versus the world’s naval power. Rome's goal was to break through the island chain of Sicily Corsica and Sardinia - Carthage's defensive line to contain Rome on the Italian peninsula.In both games players use Strategy Cards for multiple purposes: moving generals levying new troops reinforcing existing armies gaining political control of the provinces involved in the war and introducing historical events. When two armies meet on the battlefield a second set of cards called Battle Cards are used to determine the winner. Ultimately both players seek victory by dominating both fronts: military and political.

Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition)

Conflict of Heroes: Awakening the Bear! – Operation Barbarossa 1941 (Second Edition)

Rating: 7.9 | Players: 2–4

Game Type:

Wargames

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.

Here I Stand: 500th Anniversary Edition

Here I Stand: 500th Anniversary Edition

Rating: 8.5 | Players: 2–6

Game Type:

Wargames

Here I Stand: Wars of the Reformation 1517-1555 is the first game in over 25 years to cover the political and religious conflicts of early 16th Century Europe. Few realize that the greatest feats of Martin Luther Jean Calvin Ignatius Loyola Henry VIII Charles V Francis I Suleiman the Magnificent Ferdinand Magellan Hernando Cortes and Nicolaus Copernicus all fall within this narrow 40-year period of history. This game covers all the action of the period using a unique card-driven game system that models both the political and religious conflicts of the period on a single point-to-point map.There are six main powers in the game each with a unique path to victory.Here I Stand was due for a reprint in 2017 but with October 31 2017 being the 500th anniversary of Martin Luther's posting of his 95 Theses Ed Beach and his team of Here I Stand enthusiasts have put together a series of enhancements to the original game that transform this reprint into a deluxe 500th anniversary treatment.DESIGNER: Ed Beach MAP & CARD ART: Mark Simonitch COUNTER ART: Mark Simonitch and Rodger B. MacGowan—description from the publisher

Falling Sky: The Gallic Revolt Against Caesar

Falling Sky: The Gallic Revolt Against Caesar

Rating: 7.8 | Players: 1–4

Game Type:

Wargames

Categories:

Late Summer 54 BC: In a series of brilliant and brutal campaigns Caesar has seized Gaul for Rome. But not all tribes rest subdued. In the north the Belgic leader Ambiorix springs a trap on unwary legions while Caesar is away. In the south an ambitious son of the Arverni seeks to unite a Celtic confederation in revolt against the hated Romans. And what of the influential Aedui? Their republic appears content to shelter under Roman protection – but can they be trusted any further than any other Gauls? Meanwhile along the Rhine Germanic warbands multiply...Falling Sky: The Gallic Revolt Against Caesar formerly Gallic War takes 1 to 4 players into the military actions and complex politics of Roman-occupied but not-yet-conquered Gaul. Caesar and his hard-hitting legions cannot be everywhere and will not triumph without powerful allies among local tribes. But each Gallic confederation has its own agenda and must keep its eyes not only on the Romans but also on Celtic Belgic and Germanic rivals. Players recruit forces rally allies husband resources for war and balance dispersed action with the effectiveness and risk of concentrated battle.Leveraging GMT's popular COIN Series system to integrate historical events with wide-ranging strategic options across the game board Falling Sky provides accessible and deep historical gaming of war politics and diplomacy. A full solitaire system enables solo players to test their skill against an array of game-run factions each unique. From Britannia to the Rhenus and down to Provincia armies are on the move. Who shall finally subdue Gaul?Players: 1-4 (full solitaire system) Map: Area movement Time scale: 1 year per 15-card campaignDesigners: Volko Ruhnke and Andrew Ruhnke Series Developer: Mike Bertucelli(source: GMT website updated here by designer)

A Distant Plain

A Distant Plain

Rating: 7.8 | Players: 1–4

Game Type:

Wargames

This volume in Volko Ruhnke's COIN Series takes 1 to 4 players into the Afghan conflict of today’s headlines this time in a unique collaboration between two top designers of boardgames on modern irregular warfare. A Distant Plain teams Volko Ruhnke the award-winning designer of Labyrinth: The War on Terror with Brian Train a designer with 20 years' experience creating influential simulations such as Algeria Somalia Interventions Shining Path: The Struggle for Peru and many others.A Distant Plain features the same accessible game system as GMT's recent Andean Abyss and upcoming Cuba Libre but with new factions capabilities events and objectives. For the first time in the Series two counterinsurgent (COIN) factions must reconcile competing visions for Afghanistan in order to coordinate a campaign against a dangerous twin insurgency.A Distant Plain adapts familiar Andean Abyss mechanics to the conditions of Afghanistan without adding rules complexity. A snap for Series: COIN (GMT) players to learn A Distant Plain will transport them to a different place and time. New features include:... and more.As with each COIN Series volume players of A Distant Plain will face difficult strategic decisions with each card. The innovative game system smoothly integrates political cultural and economic affairs with military and other violent and non-violent operations and capabilities. Flow charts are at hand to run the three Afghan factions so that any number of players—from solitaire to 4—can experience the internecine brawl that is today's Afghanistan.

Andean Abyss

Andean Abyss

Rating: 7.6 | Players: 1–4

Game Type:

Wargames

(from GMT website:)Colombia: Nation at the Edge of AbyssColombia in the 1990s hosted one of the world’s last Marxist guerrilla armies brutal drug lords and right-wing death squads and appeared close to failing as a state. A decade later its Marxists had lost their top leaders and rural sanctuary its big drug bosses were dead or in prison and its paramilitaries were negotiating demobilization. The Government had extended its writ to most of the countryside restored its popularity and improved the economy and respect for human rights.Andean Abyss takes 1 to 4 players into this multifaceted campaign for control of Colombia: guerrillas and police kidnapping and drug war military sweeps and terror. Each of four factions deploys distinct capabilities and tactics to influence Colombian affairs and achieve differing goals. Players place and maneuver 160 wooden pieces across a colorful map and exploit event cards that cannot be fully predicted. Accessible mechanics and components put the emphasis on game play but Andean Abyss also provides an engrossing model of insurgency and counterinsurgency in Colombia—smoothly accounting for population control lines of communication terrain intelligence foreign aid sanctuaries and a host of other political military and economic factors.From the award-winning designer of Wilderness War and Labyrinth Andean Abyss features unique mechanics relating events and operations that guarantee difficult player decisions with each card flip. Most of the game’s 72 events are dual-use representing alternative historical paths: players can choose either version of the event or from an array of operations and special faction activities. Every choice has implications for how the next card will be played. There is no hand management: the focus is on the map and on planning for the foreseeable—and the unforeseeable. Die rolls are only a small part of game: the key to victory is not luck but the ability to organize the most effective campaign.Multiplayer 2-Player SolitaireAndean Abyss provides up to 4 players with contrasting roles and overlapping victory conditions for rich diplomatic interaction. For 2- or 3-player games players can represent alliances of factions or the game system can control non-player factions . Or a single player as the Colombian Government can take on the leftist FARC the right-wing AUC and the narco-trafficking cartels. The non-player insurgents will fight one another as well as the players but too much power in the hands of any one of them will mean player defeat.Series: COIN (GMT) Volume IAndean Abyss presents a game system on modern insurgency readily adaptable to other conflicts particularly those featuring the interaction of many sides (thus our new COunterINsurgency series). A rich and under-represented history of guerrilla warfare beckons. Series: COIN (GMT) Volume II is Cuba Libre—Castro's Insurgency 1957-1958 Volume III is A Distant Plain—Insurgency in Afghanistan and Volume IV is Fire in the Lake—Insurgency in Vietnam.TIME SCALE: multiple years per Propaganda round MAP SCALE: Area Movement UNIT SCALE: Varies NUMBER OF PLAYERS: 1-4 (full solitaire system)DESIGNER: Volko Ruhnke DEVELOPER: Joel Toppen MAP and CARD ART: Chechu Nieto COUNTER ART: Chechu Nieto & Xavier CarrascosaThe first edition does not include a bot to play the Government faction. The second edition added a government bot. See the Versions tab for more details.Volume I of the COIN Series.

No Retreat! The Russian Front

No Retreat! The Russian Front

Rating: 7.7 | Players: 2

Game Type:

Wargames

(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

Pavlov's House

Pavlov's House

Rating: 7.9 | Players: 1–3

Game Type:

Wargames

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

Thunderbolt Apache Leader

Thunderbolt Apache Leader

Rating: 8.0 | Players: 1

Game Type:

Wargames

Thunderbolt-Apache Leader puts you in the cockpits of the world’s best Close Air Support aircraft. In Thunderbolt-Apache Leader you’ll zoom through canyons hunting enemy tanks and troops while dodging their AAA fire and SAMs.Stuffing all this heavy metal in one box has allowed us to expand the normal Leader component set! This game comes with 168 cards and 5 counter sheets!Thunderbolt-Apache Leader puts you down in the weeds in 8 campaigns spanning the globe. The game system creates immense replayability by pairing a Tactical Situation card with the Campaign card to create a unique environment for the campaign. This means that your campaign in North Korea might be part of a Holding Action Show of Force Rapid Deployment or General War.The game places you in command of the pilots and aircraft of a squadron of U.S. Close Air Support (CAS) aircraft in hostile campaigns around the world. The aircraft and weapons available for each campaign are historically accurate.A major part of the game is mission planning. You decide how to arm your aircraft and which pilots are best for the mission. Pilots are rated for skill level. Deciding which pilots to fly each mission is a major consideration. Your pilots will become fatigued with every mission. If you fly a pilot too often his skills will degrade. Your pilots also gain experience with every mission flown. This makes for some great decision-making. Should you keep flying the top pilots and further fatigue them to get the job done or fly the new guys to prep them for the tough missions ahead?Missions are quickly resolved using an area movement system to display tactical combat over the target. Speed and realism take top priority in this game. Terrain cards randomly generate each battlefield. The cards include mountain ranges that block lines of sight from both you and the enemy forces. If you plan it right you get to fly nap of the earth through the canyons and come screaming over the ridge-line to rain fire down on the enemy before they can react. Beware! During each battle enemy air defenses will pop-up on the map to ruin your day so watch were you’re flying!You get to resolve every missile launched at enemy bandits and every air to ground attack against the enemy targets. Each enemy tank S.P. Artillery APC Infantry etc is represented by its own counter on the battlefield. You also get to resolve the enemy SAM AAA and Bandit attacks against your aircraft.While performing each mission you get to decide how your pilots engage the enemy Bandits SAMs and AAA Sites. This makes for some tough choices. Do you hit the high value targets first or take out the enemy SAM and AAA assets?Thunderbolt-Apache Leader aircraft are usually able to survive more than one attack. These aircraft are rugged and made to soak-up damage. This also factors into your decision-making. How long should you loiter over the target blowing-up enemy tanks before heading for home? If your aircraft is too shot-up it won’t be able to fly the next day.Thunderbolt-Apache Leader features an operation combat sheet that tracks the progress of enemy formations attempting to overrun your sector. You get to select the formation you want to engage each day and assign the air assets you think are best suited to the task.If you’ve played Hornet Leader or Phantom Leader you’ll make an easy transition into Thunderbolt-Apache Leader.We’ve included the cards for every pilot to progress in experience from Newbie to Green Average Skilled Veteran and Ace!Thunderbolt-Apache Leader includes the following aircraft: A-10A Thunderbolt II A-10C Thunderbolt II AH-64A Apache AH-64D Apache Longbow AH-1 Cobra F-16 Fighting Falcon AV-8B Harrier II AC-130 Spectre RQ-1 Predator UAV MQ-1 Predator UAVScheduled Campaigns: Iraq 1991 Pakistan 2013 Libya 1984 Iran 2014 Taiwan Defense 2008 North Korea 2011 Israel Defense 2001 North Atlantic WWIII 1986Thunderbolt-Apache Leader includes the following weapons: Mk.82 Iron Bomb Mk.83 Iron Bomb AGM-65 Maverick AIM-92 Stinger LAU-68 LAU-61 ECM Pod AGM-114 Hellfire AIM-9 Sidewinder Mk.20 RockeyeTarget Audience: This game is perfect for both expert level military gamers as well as first time gamers. The core rules are easy to grasp and very intuitive while still giving players a wide variety of decision-making options and tactical choices.The game can also be played co-op (like our other Leader games) by splitting-up the aircraft and planning/resolving missions as a team.Each mission requires only in 30 to 60 minutes.Each campaign consists of 2 to 6 turns in which you’ll fly one or more missions each day.

Liberty or Death: The American Insurrection

Liberty or Death: The American Insurrection

Rating: 7.8 | Players: 1–4

Game Type:

Wargames

Volume V in GMT’s COIN Series takes us back to the struggle of the American Patriots against their parent British government. A unique multi-faction treatment of the American Revolution Liberty or Death: The American Insurrection will take 1 to 4 players between lines of clashing red and blue infantry Indian raids European politics British control of the seas French intervention and the propaganda war.Building off the good works of COIN Series Creator Volko Ruhnke and Series Designers Jeff Grossman Brian Train Mark Herman and Andrew Ruhnke Designer Harold Buchanan applies his knowledge of the American Revolutionary period to take a new look at the struggle that built a nation. COIN Series Developer Mike Bertucelli continues his work on this project and Volko Ruhnke is an active advisor.Liberty or Death: The American Insurrection features the same card-assisted counterinsurgency game system as GMT's Andean Abyss Cuba Libre A Distant Plain Fire in the Lake and Gallic War with a set of twists that take the COIN Series to the 18th Century including:Each faction in Liberty or Death brings new capabilities and challenges:As the British you have to deal with an Insurrection across a massive region. With control of the seas (at least until the French arrive) you have extreme flexibility and can move across the coast and cities at will. You will muster Tories to support your efforts. They will march with you to battle but they need your cover. You can control any space you choose but you cannot answer every threat on the map. The Indians will work with you but like the Tories will need you to coordinate and protect them when the Patriots become aggressive. With the leadership of Gage Howe and then Clinton you will be able to strike a potentially decisive Brilliant Stroke if the stars align. Each leader brings something new to the war effort. If you can strike the decisive blow and Win the Day you will be able to build Support and reduce Opposition in short order. If the option to Battle the French in the Colonies presents itself it will be hard to pass up!As the Patriots you initially aren’t powerful enough to counteract the British Army. You will need to pick your battles and initially spread the Militia to key areas. Over time you can train a force of Continentals to take on the British Regulars. Until then Rabble-rouse and work with the French to challenge British dominance. Skirmish with the British in small numbers to make their stay expensive. Will the French be there when you need them? Persuade the local population to give you resources to keep the heat up. Watch the Indians on the Frontier because if they develop their forces unanswered you won’t be able to win the game regardless of what happens with the British.As the Indian player you have selected the lesser of two evils in aligning with the British. You will work with them to lower Opposition using Raids but you will be developing your footprint by Gathering forces and building villages. The British can help you to protect them from the Patriots and in return you can assist the British in controlling the region. War Chief Joseph Brant and later War Chief Cornplanter give you the ability to mount a decisive attack with your War Parties but will it be worth exposing your villages to Patriot attack?As the French you have the ability to be the thorn in the side of the British in North America. With the Hortalez Rodrigue et Cie Company formed to feed the Patriots resources you can fund the Insurrection. Your agents can rally assistance in and around Quebec and you can facilitate privateers to steal resources from the British. When you sign the Treaty of Alliance with the Patriots you can bring French Regulars to America to March and Battle. You can also increase French Naval Intervention Blockade Cities move Regulars by sea and Skirmish with the British.As with earlier COIN Series volumes players of Liberty or Death: The American Insurrection will face difficult strategic decisions with each card. The innovative game system smoothly integrates political cultural and economic affairs with military and other violent and non-violent Commands and capabilities. Rabble-rousing Indian Raids Persuasion Naval Pressure Letter of Marque Looting Trading Skirmishing and Foraging and more options are available. Flow charts are at hand to run any faction short a player—solitaire 2-player 3-player or 4-player experiences are equally supported.COMPONENTS A 22” x 34” mounted game board. A deck of 110+ playing cards. 166 red green tan blue and white wooden playing pieces some embossed. 6 black and 6 gray wooden pawns. 4 foldout Faction player aid sheets. 2 foldout Non-player Faction aid sheets. 2 Sequence sheets. A Random Spaces sheet. 2 sheets of markers. Rulebook. Playbook. 1 black six-sided die 3 blue six-sided dice marked 1-3 twice. 3 red six-sided dice marked 1-3 twice. 9 plastic leader stands.DESIGNER: Harold Buchanan SERIES DEVELOPER: Mike Bertucelli SOLITAIRE SYSTEM DEVELOPER: Orjan Ariander MAP ART: Terry Leeds COUNTER ART: Charles Kibler Terry Leeds and Mark SimonitchTIME SCALE: One year per Campaign between Winter Quarters MAP SCALE: Area movement NUMBER OF PLAYERS: 1 to 4(source: GMT website)

The Hunters: German U-Boats at War,1939-43

The Hunters: German U-Boats at War1939-43

Rating: 7.7 | Players: 1–2

Game Type:

Wargames

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

Heroes of Normandie

Heroes of Normandie

Rating: 7.4 | Players: 2

Game Type:

Wargames

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!

Pendragon: The Fall of Roman Britain

Pendragon: The Fall of Roman Britain

Rating: 7.9 | Players: 1–4

Game Type:

Wargames

From GMT's website:Volume VIII in GMT’s COIN Series transports us into the 4th and 5th Centuries A.D. and to the embattled Isle of Britannia. Pendragon – The Fall of Roman Britain covers a century of history from the first large-scale raids of Irish Pict and Saxon raiders to the establishment of successor kingdoms both Celtic and Germanic. This sumptuous volume adapts the celebrated asymmetrical COIN engine to depict the political military religious and economic struggles of Dark Ages Britain.Pendragon leverages the tremendous flexibility of the COIN system from dual events to dissimilar approaches and victory conditions to capture the complexity of the period and let the players explore alternative narratives. Unlike earlier volumes Pendragon is not about counterinsurgency per se but focuses on the asymmetrical clashes between and among Romano-British authorities and Barbarian powers gnashing over the carcass of the Roman Empire including:Barbarian Raiders plundering the land and trying to surprise unwary towns and hillforts then melting into hills or fens. Expansion or decline of the Saxon Shore naval defense system to counter sea-borne raiders. Authentic Late-Roman military doctrine—mighty but hard-to-replace cavalry tracking down raiding parties before they can return their booty home. Accessible powerful but fickle Foederati: barbarian warbands in Briton employ. Nuanced battle system representing troop qualities and tactics. Fortified strongholds that must be assaulted besieged or rebuilt to gain regional political control. Civil wars coups religious shifts and cultural assimilation. Population movements over the generations due to good administration barbarian ravages or climatic changes. Epochal Events ranging from Roman usurpations on the continent to massive reprisals against barbarian homelands. Evolution of rules and victory conditions throughout the game as the still vivacious Roman Empire may or may not end with Britain fragmented among competing semi-barbarian proto-kingdoms. A deck of 83 cards with gorgeous commissioned original art. Short medium and full-length scenarios Support for solitaire 2-player 3-player and 4-player experiences.Each faction in Pendragon brings specific capabilities and challenges:The Dux represent the original Roman Army in Britannia: with the most powerful units in the game and a network of strong fortresses ringing the island and tied by efficient roads you must strive to preserve the stability and prosperity of the provinces and punish any interloper daring to challenge the peace. If you can build up your prestige and maintain order you may be able to keep the island in the Empire or at least united in a new post-Roman power. You can rely on the civilian militia to assist you but—as your peerless cavalry dwindles—you must resort to the traditional Roman offer to barbarians of land for service in your forces as Foederati. As the decay of institutions conspires with the scheming of feckless civilians and the marauding of restless barbarians you may find that the dream of Empire is dead. If so with your once proud Army little more than another group of warlords you still can strive to carve for yourself the most powerful kingdom alongside your new rivals.The Civitates represent the Romanized aristocracy ruling the ancient Celtic tribes from lavish villas and prosperous Roman towns chafing under the distant authority (and taxes) of Rome mistrusting the uncultured and semi-Barbarian army and yearning to settle century-old accounts with their neighbors. When the Barbarian storm comes down upon your island you may find yourself woefully unprepared to cope—materially or culturally—and presented with a fundamental choice: strive to protect your lands wealth and way of life via the despised Army and untrustworthy Foederati or sacrifice Roman comforts to face down the Barbarian challenge militarily and culturally through a return to Celtic traditions.The Saxons represent various Germanic groups including Angles Jutes Frisians and Franks who harried settled and eventually took over swaths of Britain. As outsiders you face a steep challenge just to come ashore against the might of the Roman army and navy. You will chip away at the Saxon Shore system ravage the provincial economy to weaken the Britons’ capability to wage war and see some of your best warriors serve as Foederati (often against yourself) but recognize that the more Saxons living on the island—whoever their paymaster—the more opportunities for advancing your nation. Eventually you must secure footholds perhaps in the marshy fens of the eastern seaboard that so resemble your homelands in order to wield your considerable military potential and challenge the old masters of these rich lands to create England.The Scotti named for the marauding groups of Irish raiders also represent those Celts native to the island of Britain who differed from the romanized Civitates by remaining true (or reverting back) to the old ways. Often the boundary between the two groups was porous... The biggest such group eventually formed the northern nation of the Picts forebears of modern Scotland. As the Scotti you see the disintegration of Roman Britain as an opportunity not so much to expand as to seize riches and renown to assert yourself at home. Raid ceaselessly surprise and plunder poorly protected communities kidnap for ransom and show your military prowess against your unfortunate neighbors across the Irish Sea and Forth-Clyde isthmus… Then establish bases strategically along the enemy shores and entreat local hill tribes to reject post-Roman authority. But beware that your very advances will help give rise and limit your ability to grapple new powerhouses on the island!Components: See Wiki below. Players: 1-4 (includes full solitaire system) Map: Area Movement Timescale: about 15 years per campaign between Epoch cards Designer: Marc Gouyon-Rety Developer and Series Creator: Volko Ruhnke

Navajo Wars

Navajo Wars

Rating: 7.9 | Players: 1–2

Game Type:

Wargames

Navajo Wars is a solitaire card driven game which places the player into the role of the Diné (Navajo) from the time of the Spanish incursion in 1595 through the time of their subjugation at the hands of an American Army led by Kit Carson in 1864.“Diné” (pronounced 'dih-nay') is the word the Navajo use to refer to their tribe. It means “the people.”The term “Navajo” comes from a Spanish rendering of a Tewa (one of the Pueblo tribes) word for “planted fields.” The Diné were and are still known for their planting of corn in the high desert of New Mexico and Arizona.The objective for the Navajo player hereinafter referred to as player is to avoid being subjugated by either the Spanish Mexicans or the Americans hereinafter referred to as enemy. The player will be taking actions during the course of the game to try and increase both culture and military tracks. If both of those reach zero at any time during the game you will be subjugated by the enemy and immediately lose the game. There are also cultural developments in the form of a tech tree that the player will have to develop to increase his chances of winning. The developments are; weaving horsemanship religion masters of the Mesas and sharp trades each having three levels of development. Navajo Wars also has historical event cards for each period. These cards have their own rules and effects that really add a historical feel to the game.As the player you will be trying to get your family units counter on the map. Your family units could consist of a man woman and child. With those counters you will be conducting individual actions with your families that are on the map. These actions could include raids on New Mexico raids on an outpost tribal warfare & tribal diplomacy both conducted against the Comanche or the Ute. Create trade goods husbandry and travel.During the enemy portion of the turn the enemy will be conducting operations against the Navajo tribe. These operations could include: to subvert the natives (player) build outpost build and subvert raids (the enemy will try to send raids deep into the Navajo territory) and many other actions.The enemy receives their orders by a unique order matrix. As the player you are never sure what will be coming next.Navajo Wars can be played as individual scenarios for the Spanish Mexican and American periods. You can play all three periods as a campaign game.

Warfighter: The Tactical Special Forces Card Game

Warfighter: The Tactical Special Forces Card Game

Rating: 7.7 | Players: 1–6

Game Type:

Wargames

Command the world's best Special Forces operators and complete vital assault missions around the world!Warfighter is a card game for 1 to 6 players. You play cooperatively with your friends against the system to complete present day squad-level combat missions.At the start of each mission you each select a soldier equip him/her with skills weapons and combat gear within the mission's Resource limit.You then fight your way through hostile territory engaging hostiles 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 running out of ammo suppression and cover - all in the same dice roll! This system creates an incredibly deep narrative with every attack.As you eliminate hostiles you gain experience to Upgun your Action cards.

Warfighter: The WWII Tactical Combat Card Game

Warfighter: The WWII Tactical Combat Card Game

Rating: 7.9 | Players: 1–6

Game Type:

Wargames

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.

Atlantic Chase: The Kriegsmarine Against the Home Fleet 1939-1942

Atlantic Chase: The Kriegsmarine Against the Home Fleet 1939-1942

Rating: 8.3 | Players: 1–2

Game Type:

Wargames

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.

Unconditional Surrender! World War 2 in Europe

Unconditional Surrender! World War 2 in Europe

Rating: 8.0 | Players: 1–4

Game Type:

Wargames

(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

Colonial Twilight: The French-Algerian War,1954-62

Colonial Twilight: The French-Algerian War1954-62

Rating: 7.7 | Players: 1–2

Game Type:

Wargames

Colonial Twilight takes 1 to 2 players into the tangled web of military and political actions comprising the French-Algerian war of 1954-62.The insurgent Front de Liberation Nationale (FLN) starting from modest beginnings must build massive and enduring popular support for its cause and organize to assume power when Algeria finally gains its independence. The Government representing both the colonial authorities and France’s military leadership must engage the nationalist insurgency decisively while striving to preserve the support and commitment of the civilian government and society. Players will enter the “heart of darkness” as they use military political and economic actions and exploit events to build and maneuver forces to influence or control the population or otherwise achieve their aims along the twisting route to independence.This installment in GMT’s popular COIN Series system is the first to be designed for two players. You must carefully consider just what it is you want to do and how much of it before the initiative slips from your fingers.It also includes rules for a solitaire FLN bot AI opponent. (There is no French bot so the only solitaire option is for the human to play as the government against the insurgent bot.)From the Casbah to the Aures are you ready to run the gauntlet?

Holland '44: Operation Market-Garden

Holland '44: Operation Market-Garden

Rating: 8.3 | Players: 2

Game Type:

Wargames

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

Star Trek: Attack Wing

Star Trek: Attack Wing

Rating: 7.5 | Players: 2–99

Game Type:

Wargames

Game description from the publisher:Star Trek: Attack Wing is a tactical space combat miniatures game featuring pre-painted ships from the Star Trek Universe.By using the FlightPath maneuver system* (licensed from Fantasy Flight Games) players engage in exploration and combat traversing sprawling Star Trek space maps made available via an in-store Organized Play program. As commander players have the ability to customize upgrade and assign famous crewmembers to their fleets which feature ships from the series' prominent empires and forces as well as special stats and abilities and unique maneuvers on separate Combat Dials.Star Trek: Attack Wing is a standalone game which uses the core rule set of FFGs' FlightPath game system with a Star Trek twist but is not compatible with other FlightPath games from FFG. The FlightPath maneuver system used in Star Trek: Attack Wing is based on the original game design by Jason Little.

The U.S. Civil War

The U.S. Civil War

Rating: 8.3 | Players: 2

Game Type:

Wargames

The U.S. Civil War is a 2-player strategic-level war game of the American Civil War. The game covers the entire war from 1861-65 on a large 30” x 44” map area (2 mounted maps) of the Southeastern United States. Turns represent 3 months during the winter and 2 months during the summer with four Action Phases to each turn.Military forces are represented by generals and strength-points (SPs). Each SP represents approximately 5,000 soldiers. Game mechanics stress strategy maneuver and leadership but details like ironclads naval battles leader promotions forts and commerce raiders are included.Shorter scenarios are included that cover just 1861 1862 and 1863.Players of Eric Lee Smith’s The Civil War (VG) and Mark Herman’s For the People (AH and GMT) will see many similarities between this game and those two benchmark games. Those two wonderful games inspired many of the rules and concepts used in this game.CONTENTS: • a rules booklet • Two mounted maps (30 x 44 play area) • Three die-cut counter sheets (9/16 playing pieces) • Two identical 11” x 17” Player Aid Cards • Three 8.5 x 11 scenario cards • One deck of 30 Special Action CardsTIME SCALE: 2-3 weeks per Phase; 4 Action Phase per turn MAP SCALE: 24 miles per hex UNIT SCALE: Each Strength Point = 5,000 men NUMBER OF PLAYERS: 2DESIGNER & DEVELOPER: Mark Simonitch MAP ART: Mark Simonitch COUNTER & CARD ART: Mark Simonitch & Rodger B. MacGowan(source: GMT website)RULES FAQ

Nevsky: Teutons and Rus in Collision 1240-1242

Nevsky: Teutons and Rus in Collision 1240-1242

Rating: 8.0 | Players: 1–2

Game Type:

Wargames

Categories:

Nevsky: Teutons and Rus in Collision 1240-1242 is a board wargame about the storied clash between Latin Teutonic and Orthodox Russian powers along the Baltic frontier of the mid-13th-Century. It is the first volume in GMT Games’ Levy & Campaign Series portraying military operations in a variety of pre-industrial conflicts. In Nevsky players raise and equip their armies then provision and maneuver them to ravage or conquer enemy territory or defeat enemy forces in battle. Feudal politics obligate an array of lords and vassals to serve on campaign—but only for limited periods. Players must keep an eye on the calendar and reward lords to keep their armies in the field.Nevsky is solitaire friendly or can add a rules option with screens that hide what the two players’ lords levy. A second option adds detail regarding vassal forces’ terms of service.In Nevsky two players take the roles of “Russians” and “Teutons” respectively. The Russians represent the wealthy city-state of Novgorod and its allies. The Teutons comprise German and Danish landholders—including the Teutonic Order—expanding a Baltic dominion.The sides every 40 days will levy various lords and vassals and their forces transport and capabilities backed by higher political authorities—a papal legate for the Teutons and Novgorod’s city council (veche) for the Russians. Each lord is rated for fealty lordship service and command and lays out his forces and assets on a mat. Wooden pieces represent units of knights mounted sergeants light and Asiatic cavalry men-at-arms and unarmored serfs and militia. Assets include counters for transport such as carts boats and sleds; provender to feed the army; and coin to pay for longer service or booty captured by ravaging or conquering enemy regions.The players then plan and command a campaign for that 40 days with the lords who have mustered. To represent the limits of communications on medieval operations stacks of command cards commit players to activating lords in a sequence that may or may not meet the needs of the developing situation. Cylinder pieces on the map show the lords’ maneuvers while markers on a feudal calendar show how much longer the lords will serve influenced by success or failure in their campaigns. When lords clash in field battle or storming a castle players array their lords’ mats left right center and reserve and attempt to rout the enemy. Various event and capability cards reveal cultural and technological particulars that influence levy campaign and combat.

D-Day Dice (Second Edition)

D-Day Dice (Second Edition)

Rating: 7.4 | Players: 1–4

Game Type:

Wargames

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.

Risk: Europe

Risk: Europe

Rating: 7.4 | Players: 2–4

Game Type:

Wargames

Description from the publisher: Control the crowns control Europe in the Risk Europe game--an exciting game of medieval conquest. The game challenges players to step into the role of a medieval king and rule feudal Europe by building castles taxing subjects expanding territories and engaging in battle. This in-depth game of strategy and conquest offers serious gamers a premium gameplay experience. It features 4 separate armies and 7 unique starting kingdoms each with its own strengths and abilities plus Kings Orders cards that play an important role in strategy.User summary: The goal of the game is to be the first player to control 7 crowns. Each city under a player's control provides a crown and a mission card deck gives an opportunity to earn more crowns.While there's some similarities to other versions of Risk the turns are quite different.Each player has a deck of orders they can take on their turn. They secretly place two orders face down and the first place starts by revealing an order.One order card type is to either tax a player's connected territories to gain income or to spend that income on siege weapons archers cavalry infantry units castles or crown cards.The other order card type is to expand a player's units into another territory or move units from one territory they own into another.There are also additional bonuses on some of the order cards.Battles for contested territories are fought with dice. Non-infantry units are rolled for first by type and deal immediate damage after which all units roll with 3 dice for the attacker and 2 for the defender.Diplomacy alliances and backstabbing are inevitable.

Field Commander: Napoleon

Field Commander: Napoleon

Rating: 7.7 | Players: 1

Game Type:

Wargames

Welcome to Field Commander: Napoleon the third in our series of Field Commander games. The goal in designing this game system was to make the careers of some of history’s great commanders accessible in an easy to learn fast playing game format. We decided on solitaire because it had the proper feel. Commanders have staff and advisors but in the end they alone make the hard decisions that affect lives change the course of campaigns and decide the fate of nations.In this game you make all the decisions needed to command your Forces. The game rules charts and die rolls dictate the actions of the opposing forces.

Quartermaster General: 1914

Quartermaster General: 1914

Rating: 7.6 | Players: 2–5

Game Type:

Wargames

Quartermaster General: 1914 is the next title in the critically acclaimed Quartermaster General series by Ian Brody and creates a narrative of the First World War in Europe reflecting the military technological and social changes that occurred over the following four years.In Quartermaster General: 1914 each card has two different uses: one when played and another when prepared. On your turn you have the opportunity to both play and prepare a card. You can also spend cards to draft more troops or use cards to attrition your opponents. However your deck represents your overall resources so moving too quickly through your deck early might result in your unsupported armies being swept away in the final rounds of the game. This is worth it if you can capture Berlin or Paris in 1915 but if your gambit fails you may have a tough road ahead.The game ends after 17 rounds of play or earlier if one side has a commanding lead.—description from the publisher

Hands in the Sea

Hands in the Sea

Rating: 7.8 | Players: 2

Game Type:

Wargames

Categories:

Hands in the Sea is a two-player deck building wargame on the First Punic War between Rome and Carthage 264–241 BC.Each player has a starting deck of cards they use to perform various actions up to two per round. Actions range from colonization to naval movement to battle with most activity centered in and around Sicily and Sardinia/Corsica. Players may also purchase additional cards from their own custom decks or from a set of neutral cards that either player may purchase. There are also Strategy cards that each player can purchase (one max) that give the owning player some special advantage.The game is played over the course of several turns up to a maximum of twelve. At the end of each turn players resolve random events collect income and score victory points. There are several paths to victory ranging from simply having the highest score at the end of the game to capturing the opposing player's capital.Inspired by A Few Acres of Snow this game features several new elements including navies naval battles cavalry superiority mercenaries field battles sieges manpower strategy cards random events turn based scoring bribery and tactical bonuses.The name of the game is based on a quote from a Carthaginian commander who claimed at the outbreak of hostilities that the Carthaginian control of the seas was such that the Romans would not even dare wash their hands in the sea.

War Room

War Room

Rating: 8.2 | Players: 2–6

Game Type:

Wargames

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!

Undaunted: Battle of Britain

Undaunted: Battle of Britain

Rating: 7.9 | Players: 2

Game Type:

Wargames

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

1754: Conquest – The French and Indian War

1754: Conquest – The French and Indian War

Rating: 7.7 | Players: 2–4

Game Type:

Wargames

Description from the publisher:It is 1754 and both France and Britain have thriving colonies in North America. New England has begun expanding into the Ohio River Valley but France has built a chain of forts extending from Lake Erie to protect their own claim on the land. Now fighting has erupted. France and its Native American Allies control the Ohio Valley but George Washington prepares an army to take it from them. A small war has started in the colonies between France and Britain but control of the world is at stake.In 1754: Conquest – The French and Indian War players play as the French and British Factions who fought for dominance over the Americas. This war is known as the French and Indian War in the United States the War of Conquest in Canada and was part of the Seven Years War which was fought around the world by the European Powers. The French players either play as the French Canadian Militia or the French Regulars. The British players play as the British Colonial Militias or the British Regulars. Both players can ally and fight with the Native Americans but the French start with more Native Allies.Players for each side work together in order to coordinate their strategies. To win each side attempts to control Victory Spaces on the map that represent towns and forts. The militia players receive reinforcements from muster points while the French and English Regulars must ship their reinforcements from overseas. The game ends when the Treaty of Paris is signed and the side controlling the most cities wins the game.1754 Conquest Introduces:1. Strategic Forts - Forts allow defenders an opportunity to negate hits in battle! 2. Valuable Muster Points - The new muster system for Native American and Colonial forces makes strategic alliances more dynamic and game changing! 3. Important Harbor Regions - Harbor regions govern regional reinforcements from British and French Regular Troops!

Sails of Glory

Sails of Glory

Rating: 7.5 | Players: 2–4

Game Type:

Wargames

Game description from the publisher:Sails of Glory is a series of games that recreates naval combat in the Age of Sails (1650-1815). Based on the game system used in Wings of Glory (formerly Wings of War) Sails of Glory uses miniatures cards and board game mechanisms with a special deck of maneuver cards representing the different movement capabilities of each vessel. The game will be supported by a range of painted and assembled 1/1000 miniatures.Players will choose their maneuver cards in secret then reveal them all at the same moment. The card features arrows to be put in front of the miniature then the latter is moved on top of the arrowhead. Several options on the same card are available depending on the wind and with advanced rules the sails used. After all ships moved guns are fired from the sides of the miniature to targets in range.The Wings of Glory game system has been modified and expanded to accurately represent battles at sea between the large sailing ships of the past centuries. The first series of Sails of Glory will be set in the Napoleonic Age. If the game is successful in the future Sails of Glory will be extended to cover other historical periods such as the Age of Discovery the Middle Ages and ancient times.

Fighting Formations: Grossdeutschland Motorized Infantry Division

Fighting Formations: Grossdeutschland Motorized Infantry Division

Rating: 7.6 | Players: 2

Game Type:

Wargames

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

300: Earth & Water

300: Earth & Water

Rating: 7.4 | Players: 2

Game Type:

Wargames

Categories:

In 500 BC Ionia rebelled against Persia's rule and Greece supported it. With this foreign interference as an excuse the Persian empire decided to invade Greece. In 492 BC the Persian forces attacked Macedonia from land and sea. The Persians and the Greeks fought fiercely at Marathon Thermopylae and Salamis. Against the overwhelming forces of the Persian empire the Greeks used superior tactics and weapons such as hoplites (heavy infantry) and triremes. The Greeks had also excellent leaders in times of crises and eventually prevailed over the Persians.300: Earth & Water is a wargame for two players. One player controls the Greeks gathered around the Athenians and the other controls the Persians fighting for the hegemony of the eastern Mediterranean. Through all five expeditions each player aims to control more cities than their opponent.The game engine is a card driven system. Players raise armies and buy cards during production. Cards can be used to play an event or move an army or fleet. Events can provide advantages in battles or interfere with the enemy but military action is paramount to win. Moreover each game will change dramatically according the order the events occur.The rules are simple and the playing time is short but both Greece and Persia have a wide range of strategies so victory will challenge both players.

Enemy Action: Ardennes

Enemy Action: Ardennes

Rating: 8.6 | Players: 1–2

Game Type:

Wargames

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

Successors (Fourth Edition)

Successors (Fourth Edition)

Rating: 8.0 | Players: 2–5

Game Type:

Wargames

Categories:

When Alexander the Great died in 323 BC he left no clear heir to the immense empire he had conquered. It was not long after his death that the Macedonian generals began to war among themselves over who would be the regent or successor to Alexander's empire. By 305 BC they had given up on succession and began to carve out their own kingdoms.Successors is a 2-5 player card-driven wargame based on those wars.Successors was first published in 1997 by Avalon Hill. Some years later a second edition rulebook was published that gave more options for the Tyche cards. Then Successors III built on the foundation of the Successors II rules set plus expansion cards appeared in the Boardgamer.The fourth edition of Successors includes more generals more scenarios new Tyche cards plenty of new components and a changed map with Libya and Cyrene being merged.

Pericles: The Peloponnesian Wars

Pericles: The Peloponnesian Wars

Rating: 7.8 | Players: 1–4

Game Type:

Wargames

Pericles is a four player 'sandbox' design that covers the period from 460 BC to 400 BC. The players each represent one of two Athenian or Spartan factions. The game has a political and a war phase. During the war phase the players are US versus THEM. During the Political Phase it is ME versus YOU (Athenian faction versus Athenian faction and Spartan king versus Spartan king).The City State (Athens or Sparta) that gains the most Honor wins the war and the faction on the winning side with the most Honor wins the game.There are over twenty scenarios that cover portions of the war with playing times from 30 minutes (mini Theater scenario) 45 minutes (6 years of the war) 90 minutes (a decade of war) and then there are the three long scenarios that cover the 1st Peloponnesian War 2nd Peloponnesian War plus the Campaign game. There are rules for 3 player 2 player and solitaire play.

Days of Ire: Budapest 1956

Days of Ire: Budapest 1956

Rating: 7.3 | Players: 1–4

Game Type:

Wargames

It's 1956 and waves of protest in Poland are once again showing cracks of the Eastern European communist bloc. Emboldened by these signs students and intellectuals in Budapest the Hungarian capital organize a protest of previously unseen magnitudes. As the communist leadership sweeps in to kill the movement in its tracks a violent response is provoked thus sparking the Revolution of the 23rd of October.One player takes charge of the Soviet forces trying to shape the headlines to his liking and uses the militia and snipers of the State Protection Authority to stop the revolutionaries at all cost. The other player(s) (from 1-3 opponents) co-operatively play as the ringleaders of the revolutionary forces collecting resources (represented as icons on their cards) and recruiting other fighters to ensure the revolution's events end up in favor of their side while fighting off tanks and soldiers in this exciting historically inspired card driven game.Days of Ire: Budapest 1956 is played over seven days — the last week of October 1956. The Soviet commander plays headline cards at the beginning of every turn gathering Command Points and triggering effects that sometimes help sometimes hinder the revolutionary effort. This card-play reminiscent of well-known card-driven wargames (CDG) such as Twilight Struggle or Labyrinth: War on Terror is what drives the tempo and the strategic thrust of the game. The other player(s) form the revolutionary side. They collect cards and fighters for two reasons: to resolve events for boosts to their side and to fight off militia snipers and Soviet tanks in a drastic fight for survival. They have to manage their positions while spreading across Budapest carefully dividing their actions as a team and always keeping an eye on their morale lest they run out of cards. This team-playing aspect — reminiscent of highly successful cooperative games such as Pandemic — guarantees ease of access to players who would otherwise be more intimidated by a traditional CDG.If any of the revolutionary ringleaders suffer too many wounds or if they fail to resolve enough events by the end of the game history changes and the revolution falls. But if they keep the streets of Budapest free from oppression the revolution lives on to fight another day.Historical Note: In real life the revolution succeeded and Hungary was free for less than a week. On the 4th of November the Soviet forces quickly recaptured the country but that is a subject for a different game...

Crusade and Revolution: The Spanish Civil War,1936-1939

Crusade and Revolution: The Spanish Civil War1936-1939

Rating: 8.6 | Players: 2

Game Type:

Wargames

Categories:

(from the designer:)CRUSADE AND REVOLUTION: The Spanish Civil War 1936-1939 (C&R) is a card-driven point-to-point movement strategic-operational wargame that covers all the Spanish Civil War (1936-1939). Its rules are based on Ted Raicer’s Paths of Glory.Each player takes command of one of the sides (Nationalist or Republican) and looks after all the aspects that involve a war: mobilization recruitment movement of troops offensives construction of defences… There are also historical events that must be taken into consideration as the foreign military aid international policy change of Republican Government etc.[en Español:] CRUZADA Y REVOLUCIÓN. La Guerra Civil Española 1936-1939 (CyR) es un juego de guerra (wargame) a nivel estratégico-operacional con cartas y movimiento por zonas que simula la Guerra Civil Española (1936-1939). Sus reglas se basan en Paths of Glory de Ted Raicer.Cada jugador se pone al frente de uno de los dos bandos (Nacional o Republicano) y atiende todos los aspectos que implican una guerra: movilización reclutamiento movimiento de tropas ofensivas construcción de defensas… También hay eventos históricos que se deben tener en cuenta como la ayuda militar extranjera política internacional cambio del gobierno republicano etc.(from Compass Games website:)Crusade and Revolution (C&R) pulls together enjoyment playability and historical simulation. It uses the traditional card-driven system adapting it to the specific circumstances of the Spanish Civil War.Each player has his own deck of strategic cards which are the heart of the game and must make difficult choices on their use through-out the game. Each card has four possible uses but only one of them can be chosen each time the card is played! The possibilities are:Recreate a Historical Event: Each card shows a historical event that affected the course of the war. They include political military economic and even social events as well as the reinforcements that flowed to both sides through-out the war both from within Spain and from foreign powers Germany Italy and Russia. Conduct Operations: Each card has an operations value that is used for activating units on the game map for movement preparing fortifications or attacking. Strategic Redeployment (SR) of Troops: Each card has a Strategic Redeployment value that is used to move units great distances on the game map or to bring units out of Reserve to shore up a threatened flank. Replacement Points for Reforming Your Army: Each card has a Replacement Point value which is recorded and used for repairing damaged or rebuilding destroyed units at the end of the turn.The greater impact the historical event of a card has on the game the greater its Operations SR and Replacements value. As such a player is often faced with a dilemma while playing each card: use an important event launch an offensive in a vulnerable zone move units from one front to other or accumulate replacements to recover from losses? Combine this with Combat cards that bring tactical benefits and a player faces has a myriad of choices with each and every card.A complete C&R game is divided into three phases which illustrate the evolution of the Spanish Civil War and introduce new strategic cards:The War of the Columns phase begins with the outbreak of war and finishes in February 1937. During this phase only “small units” are used because both sides had limited combatants almost all grouped in irregular units - called “columns”- that operated across large poorly garrisoned fronts. The best of these “small units” are the Nationalist African Army regular army units – brought to the Spanish mainland from Morocco by Franco at the outbreak of the war. These units are strong but brittle as they cannot be replaced or replenished with Replacement Points.The Mobilization phase lasts from March 1937 to February 1938. During this period the two sides realized that the war would not be over quickly and began to mobilize their human and material resources to form regular armies. The players deploy their first “large units” (army corps) and large battles erupt across Spain.The War of the Armies phase begins in March 1938 and lasts until the end of the war in April 1939. During this time the Nationalists tried to force the enemy’s unconditional surrender while the Republic fought desperately to resist and prolong the Spanish Civil War so that it might merge with the threatening Second World War which could be seen looming in the horizon.Take command of your forces! Marshall international aid and intervention to your side! But take care...for your opponent is doing the same and while you may be planning on achieving a quick victory you never know what a game of Crusade and Revolution may bring!Time Scale: 1 turn = Two months (1 month during the first 4 turns of the game) Map Scale: 1 space = approximately 60 kilometres (37 miles) Unit Scale: (Small Units) from Irregular columns to divisions. (Large Units) From reinforced divisions to army corps. Players: 2 Playing Time: Small Scenarios: 3-4 hours Full Campaign: 8+ hoursComponents: One 22 by 34 map 110 Strategy Cards 176 5/8 diecut counters 280 1/2 diecut counters One Rulebook One Playbook Four Player Aid Cards Two six-sided diceDesigner: David Gómez Relloso Developer: Kevin Bernatz Artist: Nicolás Eskubi Ugalde

Twilight Struggle: Red Sea – Conflict in the Horn of Africa

Twilight Struggle: Red Sea – Conflict in the Horn of Africa

Rating: 7.6 | Players: 1–2

Game Type:

Wargames

Part of GMT's Lunchtime Series Twilight Struggle: Red Sea – Conflict in the Horn of Africa is a two-player card driven game that builds on the award winning Twilight Struggle.The year is 1974 and the Soviet Union and the United States have been locked in a life-or-death struggle across the globe. As so often happened during the Cold War a relatively obscure region of the globe suddenly took center stage. Emperor Haile Selassie I of Ethiopia a bedrock U.S. ally in Africa had grown old and increasingly dictatorial. When he was overthrown in 1974 a Marxist coalition took the reins of power. This new revolutionary leadership initiated a chain of events that upset the regional balance of power and unleashed all the familiar elements of Cold War competition in the Horn of Africa.With a more limited scope and much shorter playtime Twilight Struggle: Red Sea is the perfect way to introduce new players to the Twilight Struggle system while maintaining all the tension decision making and theme of the original classic. The cards from Twilight Struggle can be used in TS: Red Sea and vice versa.

Gandhi: The Decolonization of British India,1917 – 1947

Gandhi: The Decolonization of British India1917 – 1947

Rating: 7.9 | Players: 1–4

Game Type:

Wargames

Gandhi: The Decolonization of British India 1917–1947 is Volume IX in GMT’s acclaimed COIN Series. Exploring one of the world’s most prominent experiments with nonviolent resistance Gandhi takes us to the subcontinent of India the jewel in the crown of the British Empire for a detailed look at the final decades of the British Raj. 1 to 4 players compete to determine the future of India; will the transition to home rule be a peaceful one will India be split apart by partition or civil war or will it remain firmly in the grip of empire?Gandhi offers a fresh perspective on the history of insurgency with the addition of a new type of faction to the COIN Series the Nonviolent (NV) faction while retaining the multi-faction asymmetrical card-assisted system of earlier titles in the COIN Series. COIN veterans will be able to jump right in.In Gandhi players will face a range of difficult and interesting strategic choices. Following in the innovative footsteps of previous COIN titles Gandhi weaves together historical political and cultural threads and offers an opportunity to study nonviolent and violent resistance in one of the most significant colonial possessions from the age of European imperialism. Civil disobedience and non-cooperation protests and terror imperialism and constructive programme growing unrest negotiation agitation assassination persuasion boycotts martial law and many other options await.“Gandhi made it impossible for us to go on ruling India but at the same time he made it possible for us to abdicate without rancor and without dishonour.” — British Historian Arnold Toynbee

Comanchería: The Rise and Fall of the Comanche Empire

Comanchería: The Rise and Fall of the Comanche Empire

Rating: 8.0 | Players: 1

Game Type:

Wargames

Comanchería is the second game in Joel Toppen's First Nations series. Like its predecessor Navajo Wars Comanchería is a solitaire game in which the player plays from the Native American tribe's point of view.In Comanchería the player takes command of the Comanche nation. The player must drive hostile tribes from the southern plains establish dominance over the region set up trade networks with both friendly tribes and colonial powers and finally defend all of this against relentless military and cultural attack.While many mechanics will feel similar to Navajo Wars Comanchería is a very different game. Comanchería promises to deliver all the tough decisions and drama that Navajo Wars players have come to expect but with a faster playing time and more streamlined victory objectives.

The Great War

The Great War

Rating: 7.7 | Players: 2

Game Type:

Wargames

The Great War the latest adaptation of Richard Borg's Command & Colours system brings the epic battles of World War 1 to the gaming table allowing players to portray important engagements throughout WWI history. The battles included in the scenario booklet focus on the historical deployment of forces and important terrain features of trench fighting in scale with the game system. The scale of the game is flexible and varies from battle to battle. For some scenarios a few infantry units may represent an entire wing of a larger battle while in other scenarios a unit may represent just a few brave soldiers going over the top.The Command card system drives movement creates a fog of war and presents players with many interesting opportunities while the battle dice resolve combat quickly and efficiently. The Combat cards add an element of suspense and will challenge players to coordinate their use in a timely manner. Overall the battlefield tactics players will need to execute to gain victory conform remarkably well to the strengths and limitations of the various types of WWI units their weapons battlefield terrain and written history.In this core game the main focus is on a number of WWI trench warfare battles. However a series of expansions which will feature early war Eastern Front scenarios tanks airplanes other national armies plus more special personnel figures are already in the planning stage to enhance your WWI gaming experience.

Company of Heroes

Company of Heroes

Rating: 8.5 | Players: 2–4

Game Type:

Wargames

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

Silent Victory: U.S. Submarines in the Pacific,1941-45

Silent Victory: U.S. Submarines in the Pacific1941-45

Rating: 8.0 | Players: 1–2

Game Type:

Wargames

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.

Brotherhood & Unity

Brotherhood & Unity

Rating: 8.0 | Players: 2–3

Game Type:

Wargames

Winston Churchill once said - The Balkans produce more history than they can consume. And the history of Bosnia and Herzegovina showed just that. The war that erupted in the spring of 1992 brought bitter fighting indiscriminate shelling of civilians and a wave of atrocities. The war was fought by: three local ethnic groups (Bosniaks Serbs and Croats) paramilitary formations from Serbia and Krajina Croatian armed forces foreign Muslim volunteers UN peacekeepers and NATO airforce. Events such as the Siege of Sarajevo and the Srebrenica massacre became iconic of the conflict as the war became the single most important historical event in Balkans since the WW2. And still - it's objective history has yet to be written.Brotherhood & Unity is a 2-3 player card driven wargame which depicts the war in Bosnia and Herzegovina from 1992-1995 (Bosnian War). The game shows all of the major events: from the siege of Sarajevo (shown in separate detailed map) to the ferocious battles for the Posavina corridore and desperate defence of the Bosniak enclaves. Main features are: Point-To-Point movement system play driven by Strategy Cards quick combat resolution (no CRT) streamlined rules and fast gameplay. Interaction between warring sides (Bosniaks Serbs and Croats) creates an intensive and exciting gameplay experience.Player's military strength fluctuates based on historical facts with Serbs starting superior in all aspects and Bosniaks struggling to organize an effective fighting formation. Military units represent Brigades - standard military formations of the time ranging from 1500-2000 soldiers. They have different combat and movement values (based on historical data) which forces players to use different tactics for different opponents. Majority of these units are non-motorized infantry formations (moving only several spaces per round) but with the use of special offensive cards players can increase their mobility and surprise the opponents.The game simulates three distinct sides in the war: Bosniaks Serbs and Croats - with no clear border separating them. That provides an interesting set of choices to players: to attack or to fortify whom to ally with and when to change sides. That leads to many turnarounds and pragmatical alliances with former enemies - as was historically the case.Each player gets a deck of Strategy Cards simulating a variety of historical events. The player starts an action round by playing a Strategy Card from his hand. A card can be played as an event (Combat Card Offensive Interrupt Foreign Units and Other) or as one of the game actions (Movement Attack Strategic Redeployment Diplomatic Action or Reinforcement). The events and card values have been carefully created to mimic the historical events and choices. Since each game uses only a part of the available card deck players can't be certain which cards will be drawn during the game. That creates a card fog-of-war and makes the game more replayable.Game uses Strategic Will point system to keep track of the victories and losses and to determine the final score. It is affected by a number of things: capturing or losing regions capturing or losing key spaces eliminating or losing units and as a result of events. One of the most important aspects of the game is capturing player's own key regions - which were different for each side and which reflects the different aims the each side had.The Foreign Attitude is another major track in the game which represents the diplomatic stance of foreign powers (European countries USA Russia and UN) towards a player. It is affected by capturing cities (thus creating refugee crisis) and as a result of events and generally represents a player's international reputation. When it reaches certain levels negative effects occur - from reduction of movement to NATO air strikes to even losing the game.The game enables player to invite United Nations to create UN Safe Areas thus giving a player some kind of protection from being overrun. NATO Air Strike happens when players overreach themselves capturing too many cities too quickly thus creating a major refugee crisis and media outcry. Without careful diplomatic balancing the greatest offensive can thus be derailed and bring a player to the brink of destruction.Supplies are scarce and can be cut-off thus starving and eventually eliminating the unsupplied units. Combat results are easy to calculate and are based on unit attack and defence values modified by terrain and die roll results (no CRT is used). Rules are streamlined to reduce clutter and unnecessary actions which enables a fast gameplay - the full game is usually played in bit over two hours.The name Brotherhood and Unity“ comes from a socialist Yugoslavia doctrine created to inspire unity between 7 nations from which Yugoslavia was created. It was also a main motto behind the Socialist Republic of Bosnia and Herzegovina – nicknamed „Small Yugoslavia“ due to its ethnical cultural and religious diversity. The irony is that when B&H got engulfed in a war there was neither brotherhood nor unity to be found .. what followed was four years of bloody warfare. It remains to be seen will B&H rise above the legacy of The War and reach (or surpass) the prosperity it enjoyed during a socialist Yugoslavia.Product Information:Complexity: 5 out of 10 Solitaire suitability: 5 out of 10 Time Scale: 1 year per turn 2 months per action round Map Scale: Point-to-point strategic level Unit Scale: Brigades Number of Players: 2 to 3 Suitability for Solitaire: Medium Average Time to Play: 2 to 3 hoursComponents:1 22x34 Mounted Map 260 9/16 Counters 96 Strategy cards (in 3 decks: Serbian Croatian and Bosniak) 3 Player aid cards 1 Rulebook 1 Ten-sided die 1 Box and lid set

Bloodstones

Bloodstones

Rating: 7.5 | Players: 1–6

Game Type:

Wargames

Categories:

Bloodstones is a fantasy wargame for 1-6 players featuring six different races each with its own specific powers and its own mix of units represented by domino-shaped tiles. Some of these units will be unique to that race such as dragons to the Dragon Riders and giants to the Hill Folk.The aim of the game is to have the most victory points which can be gained by building your own villages and raiding those of other players and by winning battles.At the start of the game players arrange their tiles in stacks. From these they draw a starting hand of nine. Players then decide where to place their citadel and which tiles will be placed with it. The tiles are multi-use. When placed on the board they become units with the type indicated by the symbol in the center. In your hand tiles can be used to build other units move units improve your combat strength build villages and raid villages.The main part of the game proceeds with player turns. On your turn you can perform as many actions as you wish although some actions have restrictions as to when you can perform them. After you have completed your actions draw back to your hand size of six tiles. If you exhaust your stock of tiles then shuffle your discarded ones to make a new draw stock. You also score victory points for villages you have on the board.The game ends when each player has scored points a number of times. With two players this will be three times; for three or more players two times.—description from the publisher

The Guns of Gettysburg

The Guns of Gettysburg

Rating: 7.8 | Players: 2–4

Game Type:

Wargames

The Guns of Gettysburg is a simulation of the largest battle of the American Civil War. Like Bowen Simmons's previous games Bonaparte at Marengo and Napoleon's Triumph The Guns of Gettysburg uses a diceless and cardless system for governing movement and resolving combat. Units in the game are represented by linear blocks rather than the traditional hex and counters giving the game an appearance that evokes 19th-century battlemaps.The Guns of Gettysburg has simple rules and fast play but still reflects the historical limitations of the actual conflict. Though it preserves the aesthetics and fog of war mechanisms of Bonaparte at Marengo and Napoleon's Triumph The Guns of Gettysburg is neither a sequel nor a successor to either game but a wholly new system of its own.

Commands & Colors: Medieval

Commands & Colors: Medieval

Rating: 8.2 | Players: 2

Game Type:

Wargames

Categories:

Game description from the designer:Commands & Colors: Medieval is based on the Commands & Colors game system and by design is not overly complex. The Medieval game introduces many new game concepts to the Commands & Colors system which add historical depth and flavor. Some of the new concepts are:Still some Commands & Colors game mechanics remain familiar to players of other games in the system like the deck of Medieval Command cards that drive movement while creating a “fog of war,” and the battle dice that will resolve combat quickly and efficiently. The stylized battlefield scenario maps emphasize the important terrain features and highlight the historical deployment of forces in scale with the game system. The scale of the game is flexible and varies from battle to battle. For some scenarios a unit may represent a Chiliarchy of soldiers while in other scenarios a unit may represent just a few brave warriors. The battlefield tactics however that you will need to execute to gain victory conform remarkably well to the strengths and limitations of the various medieval unit types their weapons the terrain and history.The medieval battles showcased in the scenario book focus on the historical confrontations between the Byzantine Empire and Sassanid Persians (530 to 627 AD) with a slight detour to battle the Moors and their rebel allies (645 - 648 AD). The Byzantine Empire during this period of medieval history was one of constant transition and reorganization. Its army tended to mirror its eastern adversaries by deploying an increasing number of armored cavalry formations (Cataphracts) and more missile troops. Yet it was how the Byzantines adapted their battlefield tactics in relation to the enemy it faced that is perhaps the chief reason for the longevity of their Empire.Although the Byzantine army fought on other frontiers against a multitude of opponents Visigoths Vandals Ostrogoths Franks Alemanni those conflicts are beyond the scope and space of this one package. Additional expansion modules that address those battles will be forthcoming.

The Shores of Tripoli

The Shores of Tripoli

Rating: 7.5 | Players: 1–2

Game Type:

Wargames

From the end of the American Revolution commercial vessels of the young United States republic were easy prey for the pirates of the Barbary coast. In 1801 newly inaugurated President Thomas Jefferson was eager to put an end to this threat and sent a squadron of observation to the Mediterranean. As the squadron arrived in Gibraltar they learned that the bashaw of Tripoli had already declared WAR!The Shores of Tripoli plays out this exciting episode of Early American military history. As the United States one player will pressure Tripolitania to allow the free movement of American merchant vessels - or face the consequences. As the bashaw of Tripoli the other player will continue the lucrative piracy of the fearsome corsairs while countering the American threat on land and sea.Beautiful and informative cards represent historical events and leaders from the First Barbary War. Players can move ships start battles go on pirate raids engage in diplomacy and receive reinforcements. Includes over 80 wooden playing pieces 24 dice and a premium mounted map.—description from the publisherAWARDS Best 2-Player Game of 2020 (New York magazine) Top 15 Games of 2020 (#7 Paste magazine) Game of the Year 2020 Nominee (Meeple Mountain) Best 2-Player Game of 2020 (Meeple Mountain) Top 10 Games of 2020 (#4 Cody Carlson) Best 2-Player Game of 2020 (Rolling Dice & Taking Names) Wargame of the Year (RMN Gamer) Top 6 Solitaire Wargames of 2020 (Wayne Hansen) Top 10 Entry-Level Wargames (#3 Midnight Boardgaming) Top 3 Solo Wargames to Start (#2 Beyond Solitaire) The Spiel Foundation Spiel of Approval

BattleTech: A Game of Armored Combat

BattleTech: A Game of Armored Combat

Rating: 8.3 | Players: 2

Game Type:

Wargames

In this introduction to the BattleTech game and universe players each take control of one or more giant walking war machines (BattleMechs aka 'Mechs) and battle until their opponent is destroyed or until the scenario objectives being played are completed.In 2019 the old BattleTech Introductory Box Set was replaced by two all-new box sets. The second of these (after the Beginner Box) is A Game of Armored Combat. AGoAC comes with eight 'Mech miniatures (made to a higher quality level than the previous generation of box set miniatures). The AGoAC rules cover introductory weapons and construction technology and the standard BattleTech ruleset for 'Mechs.An expansion for this set the BattleTech: Clan Invasion box set adds more advanced technologies and introduces the Clan factions.In terms of rulebooks the intended follow-on from this box is either the BattleMech Manual (for more advanced but still 'Mech-only play) or Total Warfare (for combined arms play featuring 'Mechs combat vehicles infantry air support etc).

Tank Duel: Enemy in the Crosshairs

Tank Duel: Enemy in the Crosshairs

Rating: 7.5 | Players: 1–8

Game Type:

Wargames

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.

Bolt Action

Bolt Action

Rating: 7.8 | Players: 2–6

Game Type:

Wargames

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.

Strike of the Eagle

Strike of the Eagle

Rating: 7.5 | Players: 2–4

Game Type:

Wargames

WWI has ended but the battle for democracy has just begun. Communist movements have sprung up throughout Europe. Trotsky Lenin and Stalin plan to blast through Poland in order to support the red revolutions in Germany France and England. Only the armies of Poland stand in the way of the Bolshevik tide. Strike of the Eagle models the battles and historical events of the Polish-Soviet War of 1919-1920.To simulate the tension of the era from the fog of war players alternate placing secret orders on their armies in order to bluff mislead and misdirect their opponents. These concealed orders make it difficult to deduce an opponent's plans and are used to hide a player's true intentions and objectives. Players then reveal and resolve the issued orders. They can then disrupt their opponent's moves cut off supply and much more. Once orders are resolved the next turn begins.Units are represented by wooden blocks. Battles are fought with no dice but with a simple and quick combat system.Action cards are pivotal to the game in that they allow players to either modify how many orders they may issue add army reinforcements or modify a battle's resolution.[...]Strike of the Eagle includes several scenarios for 2-4 players. Some are short games that can be played in an hour up to the full campaign that can last several hours.The map portrays a portion of Eastern Europe in 1920. It is divided into areas that are named after local cities to simplify scenario setups. Along the outer edge of the map is a grid to help find areas during game setup. Each area name is followed by its grid location. The map is divided into two fronts; the northern and the southern. The front line is designated by a yellow line that runs from east to west. In 4 player scenarios each allied player commands blocks on one front only. If a block of one player crosses the line between fronts it moves to the control of his ally at the beginning of the next Operation Phase.The Fog of War series is a card driven game where Divisions and Brigades are represented as blocks. These blocks stand upright during the game to prevent opponents from knowing their strength or unit type and can only be revealed during combat or through Recon Area orders given during each Operation Phase.Strike of the Eagle is divided into a number of Rounds each Round being subdivided into a number of identical phases. The Round Phase Track marks the game's progression. Each round is divided into the Replenish Cards Phase five identical Operation Phases and a Reinforcement Phase. Each side has a pool of order counters to draw from. These order counters represent the various types of orders each unit or group may be given. These orders which range from Forced Marches to Reconnaissance actions allow the player to strategically manouver his Divisions and Brigades. Orders are placed face down leading to guesswork and strategic anticipation on the part of your opponent!The sequence of placing and executing orders is determined by the player(s) with the higher initiative. Each front has its own initiative track. Initiative is gained and lost as the game progresses. Whether to place first or second is an important strategic element of the game!Strike of the Eagle is a card driven game. Each card is broken up into a number of different parts and each card can be played for either its event as listed in the body of the card to increase the number of orders available in a phase (uppermost left) for the combat value on the card (uppermost right) or for reinforcements (lowermost left).Supply is important in Stike of the Eagle. If units are out of supply they will fight less well take much greater losses and lose the advantage of any Garrison which might be located at their city.(from Academy Games website)

Band of Brothers: Screaming Eagles

Band of Brothers: Screaming Eagles

Rating: 7.7 | Players: 2

Game Type:

Wargames

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.

Caesar: Rome vs. Gaul

Caesar: Rome vs. Gaul

Rating: 7.9 | Players: 2

Game Type:

Wargames

Categories:

Caesar: Rome vs. Gaul is a fast-playing easy-to-learn two-player card-driven game on Caesar’s conquest of Gaul. One player plays Caesar as he attempts to gain wealth and fame in Gallia at the expense of the Gauls. The other player controls all the independent tribes of Gaul as they slowly awake to the peril of Roman conquest.Caesar: Rome vs. Gaul uses many of the core rules and systems used in Hannibal: Rome vs. Carthage. Players are dealt 8 cards at the start of each turn and use their cards to move their armies and place control markers. Players familiar with Hannibal: Rome vs. Carthage will quickly learn this game.The game covers the height of the Gallic Wars the period between 57 BC and 52 BC when Caesar campaigned back and forth across Gaul putting down one rebellion after another and invading Germania and Britannia. Units are individual Roman Legions or Gallic Tribes. Each turn represents one year.—description from the publisher

General Orders: World War II

General Orders: World War II

Rating: 7.5 | Players: 2

Game Type:

Wargames

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

Talon

Talon

Rating: 7.4 | Players: 2–6

Game Type:

Wargames

Background:Long hampered by cost and beset by international problems real space exploration did not seem possible for humanity. Amazing technological breakthroughs would change all of that in the year 2112. The invention of the Near Faster Than Light (NFTL) drive would make it possible for large ships to move easily in and out of a planet's gravity well and to travel quickly within the confines of a solar system. Ten years later the perfecting of Faster Than Light (FTL) drive would turn the galaxy into an open canvas. United by a common purpose the newly formed Terran Confederation began to paint their picture.Expansion led to colonies research stations and even more technological discoveries but it also led to the realization that they were not alone. Although no sentient alien species had been encountered long range scanners had picked up the distinctive signatures of FTL drives. Sentient races must exist... and they must be space faring. Terran expansion stopped.Not knowing what to expect a period of consolidation followed which emphasized defensive technologies and fleet building. First contact was made by the people of Earth with this unknown race in 2227. Over time they would eventually call these other-worlders the Talon. It was a shortening of the alien sounds that made up their name but it was also oddly prophetic-the Talon Empire swooped in very much like a raptor upon the fledgling Terran Confederation.Game Scale:Units: Individual capital ships and fightersTime: Individual fleet battlesPlayers: 2 to 6Map: Each hex represents a region of space that normally holds only one shipSolitaire Suitability: there is no hidden information and no simultaneous actionWelcome to the Talonverse..... Talon is a game of tactical space combat set in a growing universe with its own history and back story. This game introduces battles during the First Talon War between the Terran Confederation and the Talon Empire.This is a Fleet Combat game. Battles with individual ships can be fought but the game easily and quickly simulates combat with fleets of 3-10 ships. These are fleets of Capital Ships. This is NOT a game about fighter combat in space. Most ships in the game are large and you must balance your ships' power output between shields weapons sensors and maneuverability - you are not just doing an Immelman. Each faction has unique abilities and each ship has unique features. Proper strategy involves assessing the different abilities of your ships and the enemy's.This is an Accessible game. The complexity of managing fleets of capital ships has been baked into the game system leaving the player free to make interesting decisions. It is also a Fast Paced game. Small fleet scenarios can be played in one hour larger ones in under two. This makes the game thematically rich and full of quick but meaningful choices.How can the game do all this? All a ship's energy use is integrated into something called a Power Curve. All a player has to do is adjust the speed of the ship. A ship's speed determines how much Available Power it gets to charge weapons faster reinforce shields tighten turns... but there will never be enough of it. The game is fought on a Map - distances moved firing arcs shield arcs are distinct and easily resolved. The game uses Very Large Laminated Counters. All of a ship's systems are displayed directly on the counter and lamination allows you to mark damage and other ship info with a dry erase marker. All of the important information is at your fingertips at-a-glance on the map. Being able to see the battle unfold on map allows the game system to handle a much larger number of ships without confusion and effort.From the GMT Talon Reprint page: Solitaire: - The Talon system plays extremely well solitaire for two reasons:1. There is no hidden information.2. There are no simultaneous decisions. Each decision happens sequentially.However a dedicated Solitaire System is being released with Talon 1000. See the (GMT) Talon 1000 page for more information. BGG listing for Talon 1000.Designer: Jim Krohn Developer: Bob Seifert

Wings of Glory: WW1 Rules and Accessories Pack

Wings of Glory: WW1 Rules and Accessories Pack

Rating: 8.0 | Players: 2–99

Game Type:

Wargames

Game description from the publisher:Wings of Glory is a game system that allows players to recreate aerial combat during World War I and II using cards and miniatures to represent the airplanes and their maneuvers. In Wings of Glory players will control one or more airplanes taking to the skies to engage their opponents in aerial duels or trying to accomplish a specific mission such as recon escort or bombing.The Wings of Glory: WW1 Rules and Accessories Pack is a complete game system that includes all the rules and accessories necessary to play the WW1 version of the game system. Players will find the core WW1 rules system presented in a beautiful forty-page color booklet with Basic Standard Advanced and a wealth of Optional rules. Also included are all the rules and counters necessary to use special models (such as multi-engine bombers and balloons) and special weapons (anti-aircraft rockets and incendiary bullets).The pack also features four decks of Damage Cards (A B C D); Target Trench Machine Gun Anti Aircraft Guns and Bomb cards; four airplane consoles; two rulers; and counters.Airplane miniatures are not included; the pack must be combined with two or more WW1 Airplane Packs or Special Packs (each featuring a miniature and its maneuver deck) or with a WW1 Duel Pack.

Stalingrad '42: Southern Russia,June-December,1942

Stalingrad '42: Southern RussiaJune-December1942

Rating: 8.4 | Players: 2–4

Game Type:

Wargames

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

Phantom Leader: Deluxe Edition

Phantom Leader: Deluxe Edition

Rating: 8.1 | Players: 1

Game Type:

Wargames

Phantom Leader – SolitaireWhat’s New in the Deluxe Edition? We have expanded and updated the original Phantom Leader game to the high standard set by our Hornet Leader game.Increase the cards from 165 to 330 - All pilots get all 6 experience levels - Add new aircraft: Air Force F-5 Air Force A-7 - Add more pilots for all aircraft types - Add more Target cards - Add more Special Event cards - Revise the 6 original Campaigns to include the new Targets and AircraftAdd Air Force and Navy Campaigns for the 1962 Cuban Missile CrisisUpgrade to a mounted 11x17 Tactical DisplayDescription: Phantom Leader places you in command of a US Air Force or US Navy Tactical Fighter squadron in Vietnam between 1964 and 1972. You must not only destroy the targets but you must also balance the delicate political repercussions of your attacks. If you strike too hard your air offensive might be put on hold strike to light and you’ll be blamed for losing the war.Welcome to the Vietnam Air War!Each of the campaigns can be played with either an Air Force or Navy squadron. The targets assigned to each service are different and change the complexion of the campaigns. Each campaign can be played with three different durations of: Skirmish Conflict or War.Each mission takes roughly 30 minutes to set-up plan and resolve.Each of your pilots has their own skills. Selecting the right pilots and weapons for a mission is vital to its success. As you fly missions your pilots will gain experience and fatigue. With experience their skills improve but as their fatigue increases their skills decrease and they might not be able to fly for several missions.For those of you familiar with our modern era Hornet Leader series of games you might be wondering what’s different about Phantom Leader…The freedom of being able to select the best mission based on military objectives is something that is commonplace for today’s military. Back in Vietnam the military was responsible for carrying out their orders while at the same time being extremely limited in the weapons and tactics they were allowed to use to complete those orders. In many cases the specific weapons approach paths and bombing altitudes were generated target-by-target at the White House. The mission specifics were then sent down the chain of command to the individual pilots flying the mission. As you can imagine this was not the best way to run an air campaign.Every target has a Political value. If you destroy it you move the Political counter to the right a number of spaces equal to its value. As the counter gets moved to the right your future target choices are reduced to those that are less politically sensitive. Which target you choose not to attack is also important. You get to move the Political counter to the left a number of spaces equal its Political value.This means that while you might like to flatten a big enemy target and rack up the victory points it might be better for you to choose a pointless target and move the Political counter in your favor instead.Another difference is in combat power. For the last couple decades the US Air Force and Navy have enjoyed air superiority due to training and technology. Such was not the case in the skies over Vietnam. The enemy had different but just as capable equipment. They also had the training and will to use it to its utmost.They soon became aware of the limitations placed on the US forces by the politicians and used those limitations to their advantage.For example at times US pilots were not permitted to fire on enemy aircraft until they were visually identified. This negated any range advantage conveyed by the radar-homing AIM-7 Sparrow missiles. It was also a common limitation that enemy aircraft could only be attacked in the air. US pilots were not allowed to attack enemy airbases. US aircraft were also limited to flying predictable flight paths at set times. This made setting up ambushes much easier for the enemy.So while you might be a Hornet Leader ace Vietnam is a whole different ballgame!

Tetrarchia

Tetrarchia

Rating: 7.5 | Players: 1–4

Game Type:

Wargames

Categories:

By the end of the III century the Roman Empire is doomed. Enemies surround the borders instability spreads over the provinces and whenever a Roman Emperor fights a threat usurpers take his place in Rome. The Emperor Diocletian only sees one revolutionary way out: share the power with Maximian Constantius and Galerius forming the first 'Tetrarchy'. Now their enemies are doomed...TETRARCHIA (rule of four in Latin) is a cooperative game in which 1 to 4 players take the role of the 4 Emperors fighting the revolts within the Empire and the Barbarian armies that try to bring it down. With easy rules the core engine leads to very different games full of interesting choices with up to 81 difficulty levels. The Draco Ideas edition also includes:- The Dux expansion now with 4 independent modules (Dux Vicarius Pirates and Goths). - Plus 6 independent variants including a new competitive one (Barbaria) that holds up to 5 players. - Plus 4 updated historical scenarios (Carausian revolt Danubian Wars Mauretanian War and Great Persian War).The combinations are countless! The flow of each Emperor's turn is very simple: spend up to 6 'Imperivm Points' (to Move Sail Secure Subdue or Attack) and then propagate threats with the roll of two dice. The players win if they secure the borders of the Empire before the majority of provinces revolt or Rome falls.

B-17 Flying Fortress Leader

B-17 Flying Fortress Leader

Rating: 8.1 | Players: 1

Game Type:

Wargames

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.

The British Way: Counterinsurgency at the End of Empire

The British Way: Counterinsurgency at the End of Empire

Rating: 8.0 | Players: 2

Game Type:

Wargames

The British Way: Counterinsurgency at the End of Empire is the first of several COIN multipacks containing four separate wargames exploring a series of thematically related insurgencies. Between 1945 and 1960 the British fought four major “emergencies” as they referred to their counterinsurgency campaigns each trying to manage their retreat from empire. The four games in this pack focus on exploring British counterinsurgent responses to a variety of different opponents including communist insurgents in Malaya militant nationalists in Kenya and smaller and more clandestine terrorist organizations in Palestine and Cyprus. The games adjust the core COIN mechanics to provide a compelling new way of handling two-player conflicts while also streamlining several mechanics to quicken gameplay. The British Way offers an approachable introduction to the COIN series for new players while presenting experienced players with four mechanically distinct games to explore and compare.—description from the publisher

D-Day at Tarawa

D-Day at Tarawa

Rating: 8.2 | Players: 1

Game Type:

Wargames

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.

Cruel Necessity: The English Civil Wars 1640-1653

Cruel Necessity: The English Civil Wars 1640-1653

Rating: 7.4 | Players: 1

Game Type:

Wargames

A States of Siege (TM) game.This solitaire game suitable for group and classroom cooperative game play tells the story of the English Civil Wars (1640-53) through its key events and decision points. You attempt to stop the advance of four armies bent on destroying Parliament and Puritanism whom you represent; simply holding on to London is not enough.Each of the three English Civil Wars are replayed through the use of separate card decks that recreate the historical military and political events that could spell doom to the Parliamentarian forces. There are civil wars going on not just in England but in Scotland and Ireland too; and each will have varying impact on the play of the game at different times.The title comes from the purported response to the beheading of King Charles by his implacable foe Oliver Cromwell who remarked that this act of regicide was a “cruel necessity.”Note: Cruel Necessity is our first Gold Banner wargame to exclude a mounted map inside. Because of all the gameplay real estate in Cruel Necessity mounting the boards using our print-on-demand publishing model would have raised the Retail Price to $55.00 (i.e. a $15 increase) and that just seemed like too much. We hope our vaunted wargame customers can soldier on with our sturdy paper maps as the great wargames of yore have long provided.What's in the box:• One full color 22-page Rulebook (Designer's Notes included) • One 22” x 17” paper game map (in two sections) • One 11” x 17” Battle Display Mat • 75 cards • 98 thick two-sided multi-shaped game pieces • One 2-sided player aid • One blue (Parliamentary) 6-sided die • One red (Royalist) 6-sided die • One bright red 9 x 11 7/8 Deluxe cardboard VPG game box • One beautiful box cover sleeve • One Wipes-A-Lot napkin • One charcoal desiccant packet

Castle Itter: The Strangest Battle of WWII

Castle Itter: The Strangest Battle of WWII

Rating: 7.7 | Players: 1

Game Type:

Wargames

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.

Commands & Colors: Samurai Battles

Commands & Colors: Samurai Battles

Rating: 8.0 | Players: 2

Game Type:

Wargames

The Commands & Colors: Samurai Battles wargame rules allow players to portray important engagements of Japanese history. The battles included in the scenario booklet focus on the historical deployment of forces and important terrain features in scale with the game system. The scale of the game is flexible and varies from battle to battle. For some scenarios an infantry unit may represent an entire clan of soldiers while in other scenarios a unit may represent just a few brave warriors.—description from the publisher

Cataclysm: A Second World War

Cataclysm: A Second World War

Rating: 7.5 | Players: 2–5

Game Type:

Wargames

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

W1815

W1815

Rating: 7.4 | Players: 2

Game Type:

Wargames

W1815 is a simple strategy game that simulates the key events of the battle of Waterloo in 15 minutes. The French side can try a number of different strategies in an attempt to crush the Anglo-Allied army before the Prussians arrive. Meanwhile the Anglo-Allied player must focus on keeping his army in the battle by using reserves in right situations until the Prussians get into the action.The game contains a battlefield map which is used to record casualties and the current strength of the participating armies. The cards are setup around the battlefield map with each card representing a corps. Players take it in turns to activate one corps and carry out an action. The rules for each individual corps action are described on the cards. The results of these actions are then recorded on the battlefield map. The game ends when either army fails a rout test or the time marker is moved to the night square.

Red Winter: The Soviet Attack at Tolvajärvi,Finland – 8-12 December 1939

Red Winter: The Soviet Attack at TolvajärviFinland – 8-12 December 1939

Rating: 7.9 | Players: 2

Game Type:

Wargames

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

Lincoln

Lincoln

Rating: 6.9 | Players: 2

Game Type:

Wargames

Lincoln is a fast-paced light two-player card-driven strategic level board-wargame set in the American Civil War that allows you to re-fight the entire American Civil War in under two hours.Game play uses point-to-point movement and area control hidden army strengths and decks of cards providing the command choices and luck; there are no dice. The Union and Confederate players each have their own card decks reflecting the relative strengths and weaknesses of both sides. The Union player must do all the running to win the game by the time they have cycled through the Union card deck for the third time having accumulated the required amount of victory points by capturing Confederate controlled areas as well as squeezing the Confederate player with a naval blockade. The Confederate player must hold on and thwart the North's victory ambitions to win!Each time the decks are cycled the Union player adds some better quality cards becoming stronger as the game progresses where as the Confederate player adds lower quality cards becoming weaker. The underlying game mechanism is one of deck destruction rather than the more normal deck-building.Cards have multiple uses and can be recycled if used one way but during the course of the game you have to decide which cards are going to be permanently sacrificed from your deck cycle to allow you to build units.

Conflict of Heroes: Guadalcanal – The Pacific 1942

Conflict of Heroes: Guadalcanal – The Pacific 1942

Rating: 8.0 | Players: 2–4

Game Type:

Wargames

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

Skies Above the Reich

Rating: 8.2 | Players: 1–2

Game Type:

Wargames

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)

Red Flag Over Paris

Red Flag Over Paris

Rating: 7.4 | Players: 1–2

Game Type:

Wargames

Red Flag Over Paris the spiritual successor to Mark Herman's Fort Sumter is a short yet challenging two-player card-driven wargame depicting the two months of intense confrontation between the Communards and the government in Versailles during the 1871 Paris Commune. You will play as one of these factions and fight for control over Paris. But you will also need to win the hearts and minds of the French population as the board is divided into two areas–military and political–themselves divided into several dimensions (Political Institutions Public Opinion Paris neighborhoods and the forts on the outskirts of the city). The game forces players to make tough decisions like when to focus on political influence or military dominance and how to optimize limited resources.On top of controlling the military and political spaces and fulfilling your objectives to score Victory Points you will have to manage your momentum. Versailles needs to collaborate with the Prussian invader to build up an army that will restore order in the Capital. On the other hand the Commune needs to build a robust revolutionary momentum to ensure that the population stays mobilized after months of siege and food shortages.Each card represents either a critical personality or a significant event of the Paris commune. You may use a card for its event for its operational value (which allows you to place or remove influence cubes in any given area) to buy an event discarded by your opponent or build your momentum. After up to three rounds Red Flag Over Paris culminates in a Final Crisis where each player will have to play all the cards they left aside earlier in the game as the last opportunity to place influence before determining the winner.—description from the publisher

Bayonets & Tomahawks

Bayonets & Tomahawks

Rating: 8.0 | Players: 1–4

Game Type:

Wargames

Bayonets & Tomahawks is a 2-player card-driven strategic wargame focusing on the French & Indian War 1755-1760. Its fluid yet rich system ensures fun for players of all levels. One player controls the British and the other controls the French and most Indians. Indian diplomacy raids constructions naval operations sieges: nothing is left out in order to immerse players in the fascinating military asymmetries of the 18th-Century colonial frontier. A game of Bayonets & Tomahawks can last 1 or more game years depending on the scenario chosen — up to the full conflict. During each game year there are 8 action rounds where players move their pieces on land and sea perform raids build forts and roads etc. Battles/sieges usually occur at the end of each action round. A game year also includes 3 logistics rounds: “Fleets arrive” “Colonials enlist” and “Winter quarters”.Bayonets & Tomahawks is card-driven. But unlike most card assisted wargames player don't manage a hand of cards. Each player starts the year with one undisclosed reserve Action card picked randomly. At the beginning of each Action round both players draw a new card. They must then choose one of their 2 cards to play for the current round. The other card becomes their reserve for the next round. At each action round the French player also gets a random Indians action card.The Action points (AP) on the cards in play determine how many stacks of pieces a player can activate during the current round. In addition the cards trigger events and determine initiative for the next Action round. Movement is point to point. Pieces can also move via sea zones.Each side has particular assets he must make the most of in order to achieve victory. The British have overwhelming numbers the French are more adept at wilderness fighting with the help of their numerous Indian allies. To win a player must control enough enemy key spaces to reach the scenario’s Invasion victory points requirement by game end. In one-year scenarios pieces removed permanently from play yield Invasion VP as well. The French player can also win if he succeeds in enough raids during the current year to reach the scenario’s Raid victory points requirement.By its nature the game lends itself to solitaire play. In bonus the rules allow to split the actions of each camp methodically. This way up to 2 British players (British Colonial) and 3 French players (French Canadien Indian) can relive the historic pains of shared command.

Panzer: The Game of Small Unit Actions and Combined Arms Operations on the Eastern Front 1943-45

Panzer: The Game of Small Unit Actions and Combined Arms Operations on the Eastern Front 1943-45

Rating: 7.9 | Players: 2–4

Game Type:

Wargames

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

All Bridges Burning: Red Revolt and White Guard in Finland,1917-1918

All Bridges Burning: Red Revolt and White Guard in Finland1917-1918

Rating: 7.6 | Players: 1–3

Game Type:

Wargames

Categories:

The year is 1917. Russia’s Tsar Nicholas II has abdicated and Russia slides toward an ever deepening internal crisis. On the western edge of the vast Russian Empire the uncertainty in Russia is giving rise to a power vacuum in the semi-autonomous Grand Duchy of Finland. For many across the Finnish political spectrum the turmoil in Russia looks like an opportunity to fulfill the dream of Finnish national independence. Yet the competing factions are unable to agree on a common political vision for the country. By January 1918 a bloody civil war will have broken out in Finland.All Bridges Burning recreates the political and military affairs of the Finnish civil war in a new COIN System volume for three players. The Reds seek to stage a working class revolt and then hold onto their gains while the White Senate forces seek to reassert control. A third non-violent Social Democratic faction fights for the survival of moderate leftism and political reform. All three factions must keep the national sentiment conciliatory enough for a post-conflict settlement and national independence. In addition the non-player powers of Germany and Russia offer military assistance to the Senate and the Reds respectively. Excessive foreign involvement however could quash the dream of Finnish independence and prompt a collective loss of all three player factions. Historical events asymmetrical action menus as well as extensive historical design notes familiarize the players with the historical period.A unique sequence of play for three factions poses players –whether veteran or new to the COIN Series– fresh challenges in selecting from the asymmetric commands and special activities. The Reds will find themselves needing to split time and resources between competing tasks of solidifying the Red revolt by creating working organs of civilian administration on the one hand and fighting an increasingly desperate war against a far more powerful enemy on the other. The White Senate faction in contrast has a more traditional war to fight. The Senate will want to enhance their military performance by capabilities such as armored trains cannons as well as the Finnish German-trained 27th Jaeger Battalion. Meanwhile the Social Democrats will be focused on building and maintaining underground networks of information distributing news across the fronts and advancing a stagnating political process while fending off retributions from the two warring factions.A simple but effective card-driven non-player system enables the game to be played solitaire as well as in a two-player mode. The structure of the sequence of play the character of the commands and special activities in the game the smaller number of players and compact size combine to enable All Bridges Burning to play fast. The solitaire system has been designed to preserve that speed and fluidity of play.—description from the publisher

Salerno '43

Salerno '43

Rating: 8.0 | Players: 2

Game Type:

Wargames

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 WW2: 2nd Edition

Quartermaster General WW2: 2nd Edition

Rating: 7.7 | Players: 2–6

Game Type:

Wargames

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.

Fading Glory

Fading Glory

Rating: 7.5 | Players: 2

Game Type:

Wargames

(from GMT webpage:)Napoleonic 20 Multi-Pack Volume IFading Glory is the second game (No Retreat - The Russian Front Deluxe Edition is the first) we (GMT Games) are producing as part of our strategic friendship/partnership with Victory Point Games and the first game we are producing from their popular Napoleonic 20 series. The idea for this and future volumes is that we will take multiple existing games from the VPG Napeoleonic 20 series add an as-yet-unpublished game to the mix and create a GMT boxed game with 3-4 games in the box using larger (3/4) counters and GMT production.Veteran game designer Joe Miranda with developers Alan Emrich and Lance McMillan have created and refined a highly popular game series that is growing all the time. (Based on Joe's series rules Alan Lance and Steve Carey have each designed one of the games in this multi-pack - in addition to Joe's Waterloo game.) A hallmark feature is the use of narrative random event cards that help “tell the stories” unique to each battle and small campaign. This “friction of war” element combined with the operational-level maneuvers combat and even lulls provide players a fun exercise in the Napoleonic parry-and-thrust of grand battles as armies close to bayonet-point to see which will break first.Morale plays an vital role as both sides can ‘spend’ this resource to force march their units help rally stragglers or commit reserves to a key attack or defense. But look out… when a side’s morale is reduced to zero it has lost the game!Included in this Multi-Pack are:Game Components:DESIGN: Joe Miranda DEVELOPER: Alan Emrich & Lance McMillan ART DIRECTOR: Rodger B. MacGowan COUNTER ART: Tim Allen & Richard Starke MAP ART: Knut Grünitz

The Dark Valley

The Dark Valley

Rating: 7.9 | Players: 1–2

Game Type:

Wargames

(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

Warhammer 40,000: Kill Team – Octarius

Warhammer 40,000: Kill Team – Octarius

Rating: 8.1 | Players: 2–4

Game Type:

Wargames

While armies numbering millions clash on battlefields spread across a thousand worlds specialised teams of elite operatives are dispatched on dangerous missions to accomplish vital objectives from the shadows. These kill teams as they are known are picked from the most capable and independent of their kind using strange and esoteric skills to achieve what a mighty army could not.The new edition of Warhammer 40,000: Kill Team has been redesigned from the ground up as the greatest tabletop skirmish experience yet seeing teams of experienced operatives engage in vicious close-quarters combat as they race to complete their missions. In this book you'll find the complete rules for playing Kill Team as well as a host of missions to embark on lore covering the grim darkness of the 41st Millennium and insight on the factions vying for dominance among the shadows.—description from the publisherThis boxed set includes:1x 96-page Kill Team Octarius War Manual Book23x Citadel Miniatures17x Terrain Pieces3x Combat GaugesDouble-sided Game MatTwo decks of 27 Tactical Ops cards10 dice

1066,Tears to Many Mothers: The Battle of Hastings

1066Tears to Many Mothers: The Battle of Hastings

Rating: 7.0 | Players: 1–2

Game Type:

Wargames

Recreate the infamous Battle of Hastings! A promise has been broken an evil omen is in the sky a crown is at stake and history is about to be made...1066 Tears to Many Mothers is an asymmetric competitive tactical card game in the style of Magic the Gathering but non-collectable. Each player as either Normans or Saxons musters troops and resources to overcome the various obstacles in their way before the two armies clash on the battlefield at Hastings.Every card in the game is inspired by a real person or event from the time. With a focus on quick tactical play and a thematic re-imagining of the events of the time there is no deck building required each player simply grabs their deck and shuffles then play begins.Honours: 1066 Tears to Many Mothers was a runner up in the Golden Geek Awards and was nominated in the Origins Awards for 'Best Historical Board Game'.Note on title: In April of 1066 Halley's Comet was in its perihelion orbit and writers at the time said it was four times the size of Venus and shining with a light equal to a quarter of that of the Moon. Many thought it was an evil omen or even the end of the world - the monk Eilmer of Malmesbury Abbey wrote about the event: You've come have you? – You've come you source of tears to many mothers. It is long since I saw you; but as I see you now you are much more terrible for I see you brandishing the downfall of my country.

Great War Commander

Great War Commander

Rating: 8.3 | Players: 2–3

Game Type:

Wargames

Great War Commander (GWC) is a wargame based on the popular Combat Commander series created by Chad Jensen where two players take turns playing “Fate cards” in order to activate military units on the mapboard. GWC offers many new and unique elements to its parent system. The maps are deeper allowing more playing surface to maneuver two battalion-size forces facing each other. There are several new orders like Offensive Runner and Machine Gun Suppress all reflecting the intense and blinded combat. There are over 30 actions including Engineering works Go to Ground and Rolling Barrage highlighting earthen ties and powerful artillery. And there are 40 events dealing with experiences unique to the times such as Tanks and Sturmtruppen. Among the new and many contemporary events are Trommelfeuer High Command Meddling Petard Raquette and Machine Gun Nest.Great War Commander puts emphasis on the rigid top-down field command structure of the period with captains giving orders to lieutnants and NCOs which is new to the system. Besides the Fate Cards there are Strategy Cards which factor in higher command and give a flavor and depth to the battles beyond that of the tactical level.Players already familiar with the Combat Commander system will find a ready path to learning Great War Commander at the same time discovering the one-off experiences of the Great War. There are some trenches to be sure but there are many open field battles too. Barrages can alter terrain. Gas attacks can flood a sector. Air dominance or reconnaissance can influence the fighting.Stand with the French at Verdun. Charge forward with the Germans in Belgium and at the Marne. Follow the Americans as they slug their way into and through Belleau Wood. GWC offers sixteen historical scenarios including one introductory scenario for players not yet familiar with the general game system a three players scenario and four scenarios with tanks. The replay value is high and the dedicated Random Scenario Generator adds endless hours of play. Hexasim will expand GWC in upcoming sequels covering British Russians Austrians Turks and Great War actions in Africa .

Undaunted 2200: Callisto

Undaunted 2200: Callisto

Rating: 7.9 | Players: 1–4

Game Type:

Wargames

Jovian Moon Base - Callisto 22nd Century AD: Tensions have arisen between the conglomerate of Earth's leading corporations that funded the base and the mining collective tasked with operating it. Protests have erupted strikes been called and contracts broken. Private security forces have been hired industrial mining vehicles repurposed for combat and long-disused military mechs reawoken. The battle for Callisto is about to begin: It's time to choose your side.Undaunted 2200: Callisto is a standalone game in the Undaunted series that adapts the core gameplay of previous games to a new science-fiction setting. Play across an illustrated map in two-player four-player and solo game modes. Navigate the barren lunar landscape maneuver to seize dominant high-ground positions and utilize your formidable mechs to gain control of Callisto and its precious resources.—description from the publisher

Stonewall Jackson's Way II: Battles of Bull Run

Stonewall Jackson's Way II: Battles of Bull Run

Rating: 8.7 | Players: 2

Game Type:

Wargames

(from MMP website:)Stonewall Jackson’s Way II: Battles of Bull Run is the 9th game in the award-winning Great Campaigns of the American Civil War (GCACW) series. This game is actually two complete modules in one: it includes a complete revision and augmentation of Stonewall Jackson's Way (SJW; the first game in the series) and an entire new module covering the First Bull Run Campaign called All Green Alike (AGA).The two maps included are newly painted by original map artist Charlie Kibler and include new historical and terrain details (to bring them up to the standards of the latest games in the GCACW series).Stonewall Jackson’s Way II: Battles of Bull Run uses the same GCACW Standard Basic Game Rules that were first published in MMP's The Skirmisher #1 and Grant Takes Command. The Advanced Game rule sets are also standardized so players will be able to move quickly from one campaign to the other.[The first and last scenarios require use of the Here Come the Rebels (the 2nd game in the GCACW series) west map (not included).]Stonewall Jackson’s Way II: Battles of Bull Run contains: One 28 page GCACW Series Rules Booklet One 68 page SJW II Specific Rules Booklet Two 22x 32 full-color mapsheets (North & South maps) Three Countersheets (840 1/2 dual-side printed counters) One Terrain Effects Chart (2 sided) Two full-color Force Displays Cards (both 1 sided) Two 4 page color Charts and Tables foldout Two 6-sided Dice

Vijayanagara: The Deccan Empires of Medieval India,1290-1398

Vijayanagara: The Deccan Empires of Medieval India1290-1398

Rating: 8.1 | Players: 1–3

Game Type:

Wargames

Categories:

Vijayanagara: The Deccan Empires of Medieval India 1290-1398 depicts the epic century-long rise and fall of medieval kingdoms in India over two dynastic periods for 1-3 players.Vijayanagara is the first game in the new Irregular Conflicts Series (ICS). With gameplay inspired by GMT’s COIN system players will take on the asymmetric roles of the Delhi Sultanate the Bahmani Kingdom and the Vijayanagara Empire navigating event cards and unique action menus as they contest to write themselves into medieval Indian history. Players will rally local amirs and rajas to their cause construct epic temples forts and qasbahs and battle for supremacy over the Deccan Plateau.Highlights 1. A sweeping century-long narrative and numerous epic events. 2. Playtime ~90 minutes. 3. Three asymmetric Factions with different strengths and abilities. 4. A fourth non-player Faction (Mongols) operated by the Bahmani and Vijayanagara players. 5. A new battle-resolution system with strength-dependent risk mitigation.Vijayanagara is intended for players new to asymmetric wargames and veteran COIN players alike. The factions have distinct capabilities and each is faced with different strategic decisions offering a very high degree of replayability. The game is streamlined: all player actions and most rules are visible on the table on player aids and cards.Gameplay and turn order is organized around a deck of unique event cards. With each new card factions have the option to carry out the event or to select from faction-specific Commands and special Decrees; Commands such as the Conscription of new troops Governing in Tributary Provinces and Migration to begin life anew and Decrees ranging from Demanding Tribute Conspiring with Delhi’s Governors to betray the Sultan and forming new Alliances with minor regional powers.-description from publisher's website

Almoravid: Reconquista and Riposte in Spain 1085-1086

Almoravid: Reconquista and Riposte in Spain 1085-1086

Rating: 8.1 | Players: 1–2

Game Type:

Wargames

Categories:

Almoravid: Reconquista and Riposte in Spain 1085-1086 is a board wargame about a pair of tumultuous campaigns in the Spanish Reconquista - Leonese King Alfonso VI's advances against the 11th Century's fractious Muslim Taifa states and the resulting intervention by a fundamentalist African Muslim army seeking to roll the Christians back. It is the second volume in GMT Games' Levy & Campaign Series portraying medieval military operations.Players will raise and equip their armies and send them out to ravage or conquer disputed territory and defeat enemy forces. Service obligations and alliances will provide a panoply of lords and vassals to serve on campaign but only for limited periods. Players must keep an eye on the calendar and reward lords to keep them in the field.The sides every 40 days will levy various lords and vassals and their forces transport and capabilities backed by higher political authorities. Each lord is rated for fealty lordship service and command and lays out his forces and assets on a mat. Wooden pieces represent units of knights mounted sergeants horse and foot units from North Africa men-at-arms light horse militia and serfs. Assets include counters for transport such as carts and mule trains; provender to feed the army; and coin to pay for longer service or loot captured by ravaging or conquering enemy regions.The players then plan and command a campaign for that 40 days with the lords who have mustered. To represent the limits of communications on medieval operations stacks of command cards commit players to activating lords in a sequence that may or may not meet the needs of the developing situation. Cylinder pieces on the map show the lords’ maneuvers while markers on a feudal calendar show how much longer the lords will serve influenced by success or failure in their campaigns. When lords clash in field battle or storming a castle players array their lords’ mats left right center and reserve and attempt to rout the enemy. Various event and capability cards reveal cultural and technological particulars that influence levy campaign and combat.Almoravid is solitaire friendly or players can use optional screens to hide what the two players' lords levy.—description from the publisher

Conflict of Heroes: Storms of Steel – Kursk 1943 (Third Edition)

Conflict of Heroes: Storms of Steel – Kursk 1943 (Third Edition)

Rating: 8.4 | Players: 2–4

Game Type:

Wargames

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

Band of Brothers: Ghost Panzer

Rating: 7.9 | Players: 2

Game Type:

Wargames

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: Victories 1940-1942

Wing Leader: Victories 1940-1942

Rating: 7.8 | Players: 2

Game Type:

Wargames

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).

Pacific War: The Struggle Against Japan,1941-1945 (Second Edition)

Pacific War: The Struggle Against Japan1941-1945 (Second Edition)

Rating: 8.7 | Players: 2

Game Type:

Wargames

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)

Men of Iron Battles Tri-Pack: Men of Iron,Infidel,Blood & Roses

Men of Iron Battles Tri-Pack: Men of IronInfidelBlood & Roses

Rating: 8.1 | Players: 1–2

Game Type:

Wargames

The first three games in the Series: Men of Iron (GMT): Men of Iron Infidel: The Supremacy of Cavalry in the Crusader Era – 11th-12th Century and Blood & Roses plus the Battle of Agincourt from C3i #22.The game that started it all Men of Iron covers the re-emergence of infantry in the early 14th century along with a more perceptive understanding of the value of combined-arms warfare and the effective use of defensive terrain. The scenarios highlight the key elements that made these battles so fascinating: the defensive power of the longbow especially when used in coordination with dismounted or even mounted men-at-arms. Agincourt covers Henry V’s famous victory during the Hundred Years War.The second volume in the Men of Iron series Infidel: The Supremacy of Cavalry in the Crusader Era – 11th-12th Century focuses on the major battles of the early Crusades era between Christians and the Muslims. This is a period that saw cavalry reign supreme and pitted the European mounted armored men-at-arms - which relied on furious and direct charges with sword and lance - against the Eastern European/Turkish light cavalry tactics - focusing on the efficiency of its mounted archers.Blood & Roses focuses on the battles of the Wars of the Roses in England between 1455 and 1487. This was warfare in which most men were truly of iron heavily and totally armored to such a point that their mobility was suspect. It also featured the introduction of gunpowder – mostly field artillery – in noticeable numbers. And while many English men-at-arms were mounted they did so almost entirely for transport. Most fighting was on foot … and it was quite vicious.There will be a series rulebook with a few rules still applying only to a specific game and the games will have all errata applied to their battle book. The color setups a la Blood & Roses and Arquebus: Men of Iron Volume IV – The Battles for Northern Italy 1495-1544 will show up in all battle books. Men of Iron will see some battle changes a few of which will involve new/changed counters.The series is designed for quick learning and easy play. Game rules are short there are no turns - play is continual with opportunities to steal play from your opponent - and combat resolution is a single dieroll. Playing time is about 1-to-3 hours per battle.The series is also for the gamer who enjoys playing solitaire. The system is designed for both individual and face-to-face play without any loss in insight or fun. It allows a player or players to see what happened in these famous battles and why. There are no purpose-built solitaire rules but many players play that way.The units feature longbows crossbows men-at-arms (mounted dismounted and unhorsed) hobilars genitors nasty Scots with axes slingers pike infantry knights heavy cavalry medium cavalry light cavalry archers archers camp followers handgunners and artillery! And the commanders! The great English King Edward III and his son The Black Prince William Wallace and The Bruce Captal de Buch. Crusaders Stephen of Blois Bohemond of Taranto Raymond of Toulouse Bishop Adhemar of Le Puy the leper King Baldwin IV Raynald of Chatillon and King Richard I. Saracen leaders Kilij Arslan Kerbogha Atabeg of Mosul Fatimid Vizier al-Afdal Shahanshah Soqman the Artukid of Diyar-Bakr and Aleppo and Saladin. King Henry VI Richard Duke of York King Edward IV Richard Neville Earl of Warwick King Richard III and Henry Tudor Earl of Richmond (and founder of the Tudor dynasty).The battles included in the Men of Iron tri-pack are:Components: Five 22x34” maps Seven counter sheets (six and one-half 1/2” + one-half 9/16”) One 36 page series rulebook Three battle books (two 24 page and one 36 page) Six player aid cards (four 11x17” and two 11x25.5”) Two flight point charts (8.5 x 11”) Two ten-sided dice—description from the publisher

Skies Above Britain

Skies Above Britain

Rating: 8.7 | Players: 1

Game Type:

Wargames

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

Target for Today

Target for Today

Rating: 8.1 | Players: 1

Game Type:

Wargames

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

Fortress America

Fortress America

Rating: 6.8 | Players: 2–4

Game Type:

Wargames

Game description from the publisher:In Fortress America the United States must defend itself from three deadly invading armies: the Asian People's Alliance from the West the Central American Federation from the South and the Euro-Socialist Pact from the East. Players take on either the role of the United States struggling to protect itself from foreign threat or the role of one or more of the invading armies fighting battle after battle to acquire important territories.If the invading forces claim enough U.S. cities America's defense is broken and the nation falls. But if the United States can protect its cities for long enough the invading forces fail to uproot America and their incursion is ended.Fortress America is played over several rounds in which each player musters his forces moves into enemy-controlled territories and engages in fierce firefights. But depending on whether you're the U.S. player or one of the Invaders your play experience and general strategy will be entirely different. The U.S. must efficiently wield its colossal lasers the ultimate weapons of mass destruction in its own defense. What's more as U.S. hovertanks helicopters bombers and infantry are destroyed and removed from the map a steady supply of American guerilla fighters spring up to defend their homeland. The U.S. player is surrounded and alone and must do his best to fend off advances on three fronts in a series of tense battles.The Invaders on the other hand must remain constantly aggressive. Their objective is to collectively capture 18 of 30 major U.S. cities and to do so they must apply early pressure before the U.S. has a chance to react and keep the pressure constant. To complicate the Invaders' mission their armies do not receive additional reinforcements so they must make optimal use of the forces at their disposal. Through a series of nail-biting battles that use a unique dice-based combat system each player will maneuver his dwindling armies to secure his objective. But can America be stopped or will a failed invasion only compel them to tighten their military grip on the world.Changed in this edition:

The Last Hundred Yards

The Last Hundred Yards

Rating: 8.0 | Players: 1–2

Game Type:

Wargames

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.

Fields of Despair: France 1914-1918

Fields of Despair: France 1914-1918

Rating: 7.8 | Players: 1–2

Game Type:

Wargames

Fields of Despair: France 1914-1918 is a 2-player hex-based strategic level block war game set on the Western Front of the First World War. Players take control of the Allies or Central Powers fighting the war on land at sea and in the air all the while making tough economic and technological decisions at home.Fields of Despair has a unique block system designed to maintain the fog of war throughout the entire game. In most games block combat values range from one to four. In Fields of Despair the range is zero to twenty.The range in values makes Fields of Despair a very deceptive game. Players can build up a large force with a single block instead of giving away their strategy with a stack of blocks.Movement is simple and free flowing. Players are allowed to “make change” during the movement phase. Thus a block with a combat value of 16 could be broken in two blocks of 8 before moving or conversely two blocks could be combined into one. Zero-value blocks known as “Deception” blocks could also be part of the exchange. Thus after every movement phase you never really know the strength of your enemy.The fog of war isn’t lost after first contact with the enemy. Blocks remain hidden even when enemies occupy the same hex and stay hidden until one player decides to allocate an air squadron for reconnaissance or sends his men across no man’s land.Components:1 Mounted Board 22 x 34 1 Rule Book 1 Playbook of Scenarios and Examples of Play 2 Player Boards (to track Econ and Tech)140 Blocks and Stickers - 48 Black - 49 Light Blue - 30 Tan - 10 Olive - 3 Orange240 Counters - 162 5/8” Counters (+14 blanks) - 18 1/2 Counters - 60 1” Counters (Air Artillery Tanks)74 1/4” wood cubes (Economic Points) - 30 Blue (Allied Naval/Production) - 30 Black (CP Naval/Production) - 12 Red (Eastern Front) - 2 White (Naval no effect)2 Bags for drawing Naval War and Eastern Front chits/cubesVarious Player Aids (Solo & 2-Player)

Verdun 1916: Steel Inferno

Verdun 1916: Steel Inferno

Rating: 8.3 | Players: 2

Game Type:

Wargames

Verdun 1916 Steel Inferno is a card driven area based simple wargame about the year long fighting around Verdun. The game is based on monthly turns and allow for a tense action driven contest which includes all the events of 1916 (like the Somme offensive) and their interaction with the Verdun battlefield. Players will face tough choices continuing to reinforce Verdun or play cards to get victory points elsewhere. Both side get the initiative as the French counter attack at the end of 1916 is also simulated. One introduction scenario two short scenario playable in a short session and one campaign game playable in an afternoon.—description from the publisher

Combat! Volume 1

Combat! Volume 1

Rating: 8.4 | Players: 1

Game Type:

Wargames

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.

Last Blitzkrieg: Wacht am Rhein,The Battle of the Bulge

Last Blitzkrieg: Wacht am RheinThe Battle of the Bulge

Rating: 8.7 | Players: 2–4

Game Type:

Wargames

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)

Roads to Gettysburg II: Lee Strikes North

Roads to Gettysburg II: Lee Strikes North

Rating: 8.8 | Players: 2

Game Type:

Wargames

The four maps included are painted by original map artist Charlie Kibler and have been significantly revised to include all the latest GCACW terrain types including hills swamps dams trails and landings. The military unit counters have been redesigned by Charlie Kibler to harken back to the counters in the original games in the series but with a more modern graphical treatment.Roads to Gettysburg II: Lee Strikes North contains an updated version of the GCACW Standard Basic Game Rules that all the other games in the series use. The Advanced Game rules are also standardized so players will be able to move quickly from one campaign to the other. This package contains a massive collection of eighteen Basic Game scenarios and five Advanced Game campaigns divided as shown between the three modules:[The third and fifth scenarios require use of the Stonewall Jackson’s Way II north map (Volume IX in the GCACW series) which is not included.]

The Cousins' War

The Cousins' War

Rating: 7.1 | Players: 2

Game Type:

Wargames

The Wars of the Roses were fought between the Houses of York and Lancaster for over three decades during the 15th century in England. The houses were both branches of the royal family therefore the Wars were originally known as The Cousins' War. Each player represents one of the houses as they fight battles and gain influence to control England.The Cousins' War is played over a maximum of five rounds with each round representing between five and ten years of the conflict. Each round involves gaining influence across England and preparing for a climactic battle.In each round the players decide where the current battlefield will be playing action cards to deploy troops to the battlefield while also increasing or decreasing their influence in the regions after which they fight. Players resolve the battle by engaging in bluff and counter-bluff using three dice until only one side has troops remaining on the field. Winning the battle helps to consolidate your house's influence on the board.You win The Cousins' War either by dominating all the regions of England or by controlling the most regions at the end of the fifth round.Two promo cards are included in each copy of The Cousins' War: Guilds of London: The Secret Guild of Guildsmen and Snowdonia: Supply Wagon/Cannon

France '40

France '40

Rating: 7.7 | Players: 2

Game Type:

Wargames

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

D-Day at Peleliu

Rating: 8.2 | Players: 1

Game Type:

Wargames

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: Twilight of the U-Boats,1943-45

The Hunted: Twilight of the U-Boats1943-45

Rating: 8.0 | Players: 1–2

Game Type:

Wargames

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.

Quartermaster General: The Cold War

Quartermaster General: The Cold War

Rating: 7.2 | Players: 3–6

Game Type:

Wargames

The Quartermaster General series goes nuclear!Quartermaster General: The Cold War depicts the struggle between the aspirations of the Soviet Bloc the West and the Non-Aligned nationalist independence movements throughout the developing world.You will play a Bloc of nations: the Soviet Bloc the Western Bloc or the Non-Aligned Bloc. Each Bloc is considered an enemy to each other Bloc even if players decide to cooperate temporarily to preserve the balance of power. Each of the three Blocs may be played by one or two people depending on the number of players.On your turn you’ll play cards to unfold a narrative of the Cold War as it might have been. You may decide to use military force when espionage fails – but escalating tensions will reduce the penalty your enemies pay to use their WMDs in retaliation!—description from the publisher

Celles: The Ardennes,December 23-27,1944

Celles: The ArdennesDecember 23-271944

Rating: 7.7 | Players: 2

Game Type:

Wargames

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

Commands & Colors Tricorne: The American Revolution

Commands & Colors Tricorne: The American Revolution

Rating: 8.3 | Players: 2

Game Type:

Wargames

By design Commands & Colors Tricorne - The American Revolution is not overly complex. The game is based on the highly successful Commands & Colors game system where the Command cards drive movement while creating a “fog of war” and the battle dice resolve combat quickly and efficiently. Commands & Colors Tricorne - The American Revolution however introduces many new game concepts which will add historical depth and provide even the most veteran Commands & Colors player many new play experiences and challenges.The scale of the game fluctuates which allows players to effectively portray some of the larger American Revolution battles as well as smaller size skirmish actions. In some scenarios an infantry unit may represent an entire brigade while in others a unit may only represent a few companies of soldiers. Still the linear tactics of the period that you will need to execute to gain victory conform remarkably well to the advantages and limitations inherent to the various American Revolution Armies of the day and the battlefield terrain features on which they fought. To further emphasize the differences in battlefield doctrine between the British and Continental forces each army has its own unique deck of Combat cards.Players that are familiar with other Commands & Colors games will soon note that unit combat losses in a Tricorne game are typically not as great as other games covered in the Commands & Colors series. This is a direct result of the linear tactic fighting style of the armies that fought during the American Revolution. Unit morale is the main thematic focus in a Tricorne battle as it was historically. Knowing that an entire unit that has only taken minimal losses when forced to retreat may actually break and rout from the battlefield will definitely keep players on the edge of their command chairs during an entire battle.The 12 battles showcased in the scenario section of this booklet feature a stylized battlefield map that emphasize the important terrain features and highlight the historical deployment of forces in scale with the game system. These scenarios are a smattering of some of the better-known engagements of the American Revolution.Bunker Hill -17 June 1775 Long Island (Grant's Attack) - 27 August 1776 Long Island (British Flank March) - 27 August 1776 Freeman's Farm - 19 September 1777 Bemis Heights - 7 October 1777 Bemis Heights (British Redoubts) - 7 October 1777 Monmouth - 28 June 1778 Camden - 16 August 1780 Cowpens - 17 January 1781 Guilford Courthouse - 15 March 1781 Hobkirk's Hill - 25 April 1781 Eutaw Springs - 8 September 1781

In Magnificent Style: Pickett's Charge at Gettysburg

In Magnificent Style: Pickett's Charge at Gettysburg

Rating: 7.7 | Players: 1

Game Type:

Wargames

In Magnificent Style: Pickett's Charge at Gettysburg is a Solitaire-only Tactical level board-wargame depicting the final desperate Confederate attack on 3 July 1863 at the Battle of Gettysburg popularly known as Pickett’s Charge. As General Longstreet you must decide how quickly to press your troops across this deadly open ground before allowing the men to regroup for another bound. But time is not on your side and the longer your stalwart soldiers remain in this maelstrom of enemy fire.. the more dangerous it becomes and the less likely they will arrive with the verve and numbers required to carry the day.With only five turns in which to reach your objective and attack how far can you push your luck? Your options are simple: Death or Glory!Game Data:Complexity: 3 on a 9 scale Solitaire Suitability: 9 on a 9 scale Scale: Each turn is approx. 10 minutes of real timeGame Components:• One color Rules sheet (some come with a rule book with 18 pages) • 11 x 17 map • 1 Player Aid sheet • 45 double-sided 1/2 round small troop markers • 28 double-sided 5/8 round large troop markers • 20 double-sided 1/2 square counters

Quartermaster General: Victory or Death – The Peloponnesian War

Quartermaster General: Victory or Death – The Peloponnesian War

Rating: 7.2 | Players: 2–4

Game Type:

Wargames

Categories:

Victory or Death: The Peloponnesian War the next game in the Quartermaster General Series is a card driven/hand management/area control eurogame/wargame for 2 to 4 players playing on two teams and takes about 90 minutes to two hours to play. On one side are the Athenians and the Delian League the Demos team; against them the Oligarchs of Sparta and Corinth are teamed.The Peloponnesian War is a great setting for a historical game having two evenly matched factions with very differing capabilities. Athens (and the Delian League including Corcyra) commanded the seas and relied on trade to feed their masses. On land the Spartan phalanx was virtually unbeatable as all adult Spartan male citizens were professional soldiersPlayers of Quartermaster General will find most of the concepts familiar. Since the game has a smaller maximum player count the amount of activity during a turn has been slightly increased.For example after the Play step there is a Planning step when you can place a Prepare card on the table. Prepare cards in Victory or Death work a lot like Response Cards in Quartermaster General but have a much broader scope of application. Many Prepare cards are used during the Strategy step which is at the beginning of a player's turn. Much of the game play is structured around putting together effective combinations of played cards and prepared cards.

Battles of the American Revolution Tri-pack: Guilford,Saratoga,Brandywine

Battles of the American Revolution Tri-pack: GuilfordSaratogaBrandywine

Rating: 8.0 | Players: 2

Game Type:

Wargames

This all-in-one boxed package is composed of new editions of the flagship game in the series -Saratoga the long-out-of-print Brandywine and Guilford/Eutaw Springs. Below is more detail on exactly what you’ll find in the package. As you’ll note there are considerable additions and changes from the original games as designer Mark Miklos has endeavored to create and update the finest version of these games that we’ve produced to date. Plus the package includes double-sided mounted maps for all four battles!—description from the publisher

Conflict of Heroes: Awakening the Bear – Operation Barbarossa 1941 (Third Edition)

Conflict of Heroes: Awakening the Bear – Operation Barbarossa 1941 (Third Edition)

Rating: 8.1 | Players: 2–4

Game Type:

Wargames

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.

World At War 85: Storming the Gap

World At War 85: Storming the Gap

Rating: 8.6 | Players: 1–2

Game Type:

Wargames

The commander of the West German 15th Panzer Brigade held the headphones away from his ears protecting them from the voice of his border battalion commander the man’s voice rambling and emanating out of them at high volume. “There are Soviet tanks pouring across the border south of us heading for the Fulda crossings our Intel section says it must be the 79th Guards Tank Division….so many…we are pulling our right flank back already the American 11th Armored Cavalry over there will have to take care of themselves but we need artillery…and Air yes Air….NOW!” “Calm down Otto Air is on the way and the guns are firing now. Tell me how many tanks you see.” “How many??...” There was a momentary pause. Through the headphones he heard the battalion commander’s breath sigh out. Then his voice came through again only this time it was sad resigned almost normal. “All of them.”STORMING THE GAP is the first volume in the World At War 85 series of games of fast and furious platoon-level combat. Set in 1985 in an alternate history of World War III when the Warsaw Pact armies storm across the border of East Germany in a powerful attempt to seize West Germany and the whole of Free Europe.The World At War 85 system features a unique combat system that involves die rolls by both attacking units and defending units. Die rolls are compared and hits are applied quickly as all the information you need to fight your units is on the counters. No combat results table is necessary. The initiative formation activation random turn length close air support and air cover are all integrated.

Warhammer 40,000: Heroes of Black Reach

Warhammer 40,000: Heroes of Black Reach

Rating: 7.9 | Players: 2

Game Type:

Wargames

The Heroes System Tactical Scale from Heroes of Normandie is moving to the very stars into the universe of Warhammer 40,000!On the hive-world of Black Reach an Ork Waaagh! breaks jeopardizing this sector of the galaxy! In Warhammer 40,000: Heroes of Black Reach you need to help the Ultramarines in their merciless fight against the Warlord Zanzag and relive the grim adventures of Captain Cato Sicarius and Sergeant Scout Marines Torias Telion!

The Hunt

The Hunt

Rating: 7.0 | Players: 2

Game Type:

Wargames

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

Warhammer 40,000 (Eighth Edition)

Warhammer 40,000 (Eighth Edition)

Rating: 7.4 | Players: 2–12

Game Type:

Wargames

There is no time for peace. No forgiveness. No respite. There is only war.After more than forty thousand years of war and strife among the stars Humanity stands on the brink of extinction. Beset on all sides by hostile aliens and threatened from within by traitors Humanity’s only chance for survival rests with the continuation of the cruel and bloody regime known as the Imperium. Yet few among Mankind’s untold population realise the full truth of their situation. If there is any future at all it is a grim one…The BookA 280-page hardback this is the essential book for any fan of Warhammer 40,000 – everything you need to know to collect build paint and play with Citadel miniatures.RulesThe Core Rules explain everything you need to play to play Warhammer 40,000. Moving shooting using psychic powers charging fighting and morale tests are covered giving you the basic framework to play with. You can play a game using only these 8 pages bolting on more advanced and complex rules when you and your opponent are ready.Three Ways to PlayAdvanced RulesWhile the Core Rules provide with you with everything needed to play the Advanced Rules are a selection of rules and expansions that can be used to play with your miniatures the way that you want to. With these rules there are always new challenges to face new battles to fight and new ways to play:

Silver Bayonet: The First Team in Vietnam,1965 (25th Anniversary Edition)

Silver Bayonet: The First Team in Vietnam1965 (25th Anniversary Edition)

Rating: 8.0 | Players: 1–2

Game Type:

Wargames

Silver Bayonet recreates the pivotal November 1965 battle between a full North Vietnamese Army Division and the US 1st Air Cavalry Division in the Ia Drang Valley. NVA expertise in lure and ambush tactics resulted in significant US casualties. US mobility and the ability to bring massive amounts of firepower to bear quickly virtually destroyed the attacking NVA division and forced a change in NVA tactics.This re-issue of GMT Games' 1990 CSR Award winning title that started it all keeps the original operational system but streamlines to it to include innovative combat resolution integrating maneuver combat close assault artillery bombardment and support from gunships and air sorties.Increased accessibility to primary and secondary source material has made it possible to make changes to more accurately represent both sides' unique capabilities without significantly altering or breaking the base game system. The major changes involve patrols ambushes landing zones and the 1st Cav Brigade HQ while minor changes tweak movement combat and coordination game mechanics to showcase radically different strengths and weaknesses the FWA and NVA force brought to the battles in the Ia Drang Valley.—description from the publisher

Hearts and Minds: Vietnam 1965-1975 (Third Edition)

Hearts and Minds: Vietnam 1965-1975 (Third Edition)

Rating: 8.0 | Players: 1–2

Game Type:

Wargames

Hearts and Minds: Vietnam 1965-1975 (Third Edition) is an uncomplicated approach to a very complicated conflict. Eight scenarios introduce players to U.S. involvement in Southeast Asia including a scenario after the US withdrew from Vietnam a full campaign scenario as well as high solitaire capability. Players appreciate the ability to start in any year of the war they wish and fight to the end of any other year of the war. The game provides a comprehensive historical approach using mechanics that include guerrilla warfare faction differentiation political turmoil and veteran advantages. This design has already been used as a successful teaching tool.This is a card-driven area-based design with low counter density and a much simplified combat system. Each scenario represents a year and players have the flexibility of starting in any year of the war and ending in any later year of the war. Players choose either the Allies (US ARVN Cambodian and Laotian) or Communist (NVA VC Cambodian and Laotian) Players engage in guerrilla warfare – VC units remain hidden until engaged. VC units may be simple units or reinforced units or simply false information. When determined to be false information players roll on the Bush Events Table which involve events from discovering Chinese troops to the arrival of USO shows featuring John Wayne and Bob Hope.This edition involves the use of three card decks A red deck (communist) a blue deck (Allied) and a black deck (interchangeable). Prior to every game half of the black deck is shuffled into each of the red and blue decks ensuring a different game every time. Cards indicate the amount of RPs (Resource Points) that may be spent or banked a historic situation and its game effects. Certain cards are year specific. Within each Red and Blue Deck are a number of Campaign cards that may be chosen by each player allowing increased abilities but only in a predetermined area.The game does not ignore political ramifications. Card events cover mass protests in the U.S. and more significantly the instability of the South Vietnamese government. The Allied player controls more firepower but must walk a tightrope between U.S. and ARVN (South Vietnamese) casualties. Too many U.S. casualties leads to a rapid rise in Communist morale. Too many ARVN casualties will result in a coup which has major strategic advantages for the Communist Player. While in Cambodia and Laos the destruction of all government forces means the fall of those governments. Throughout the game both sides jockey for the “Hearts and Minds” in each province. Political Control determines the availability and expansion of VC influence.Hearts and Minds Third Edition offers players an easier to follow rulebook with simpler victory conditions. Also included: tested solitaire rules and a separate solitaire player aide; a premium mounted map that includes all of the charts necessary to play the game; full-sized poker quality card deck; standard playing dice and a new artistic approach to factional units.Product InformationComplexity: Low to Medium (4 out of 10) Solitaire suitability: Medium to high (7 out of 10) Time Scale: Each scenario represents one year. The campaign game covers 8-10 years. Map Scale: The Map is divided into provincial areas indicating major cities and US major bases Unit Scale: Units are abstract and represent US ARVN NVA VC Cambodian and Laotian Players: Two Player game (Solitaire friendly) Playing Time: 45 minutes or less per scenario Designer: John Poniske Original Developer: Stan Hilinski Solitaire Developer: David WessmanComponents: 24 page rule/scenario book Solitaire Player Aid Three Counter sheets (3/4” Counters) 22” x 33” Mounted Map 80 Standard Playing Cards (27 Red/27 Blue/ 28 black) Two 6-sided dice (1 Red/1Blue) One box and lid set-from the publisher's website

Dungeons & Dragons: Attack Wing

Dungeons & Dragons: Attack Wing

Rating: 7.2 | Players: 2–99

Game Type:

Wargames

Dungeons & Dragons: Attack Wing uses the core rule set of the FlightPath game system seen previously in Star Wars: X-Wing and Star Trek: Attack Wing but with a Dungeons & Dragons twist as the players now control dogfighting dragons while also having forces on the ground such as giants and magic users. As with Star Trek: Attack Wing the Dungeons & Dragons: Attack Wing game series consists of a starter set and expansion packs.The Dungeons & Dragons: Attack Wing – Starter Set includes three pre-painted dragons maneuver dials and upgrade cards and tokens.

Saga

Saga

Rating: 7.8 | Players: 2–4

Game Type:

Wargames

Note that there are two editions of Saga. Saga 1st edition was released in 2011. Saga 2nd edition was released in 2018. For more information about the second edition of Saga (aka Saga II or Saga v2) you can Click Here.Gripping Beast's Dark Ages miniatures skirmish. Each side has between 25 to 73 miniatures organised into groups of 4-12 figures. Miniatures are classed as Hearthguard Warriors or Levy and an army comprises of 4 or 6 points of units (1 point = 4 Hearthguard 8 Warriors or 12 Levy figures).Each faction - Anglo-Danish Viking Welsh Norman - has its own battleboard of command options which are selected depending on the roll of your Saga Dice. Saga Dice have special icons and give your command choices for the turn.Combat and shooting are simple and based on six-sided dice rolls the real challenge is to use the options from your battleboard as effectively as possible. The core game comes with a battleboard for the four main factions with future battleboard releases intended to cover other armies/factions.

Axis Empires: Totaler Krieg!

Axis Empires: Totaler Krieg!

Rating: 8.3 | Players: 1–3

Game Type:

Wargames

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!

The Lamps are Going Out: World War I

The Lamps are Going Out: World War I

Rating: 7.6 | Players: 2–4

Game Type:

Wargames

The Lamps Are Going Out is a fast-paced game of strategic decision making in the First World War for two to four players.There are two Alliances – Central Powers and Triple Entente – each divided into two Factions. The Central Powers player controls the Germany and Central Allies (Austria-Hungary Turkey and Bulgaria) Factions while the Triple Entente player has the Western Allies (Great Britain Belgium France and Italy) and Eastern Allies/US (Russia Serbia Romania and United States) Factions.A game turn consists of: Event Card Phase Movement Phase (up to two units may be moved) Combat Phase (cards are played to support combat) Production Phase (players spend production points to rally armies invest in new technology or lend points to other players)Players must make critical decisions each turn as to how to spend their scarce resources. Production Points are required to Refit spent units build new units construct trenches conduct research etc. The combat system is very simple but yields tremendous excitement and that “just one more attack should do it” feeling. Event cards allow for all sorts of historical situations conditions leaders political events and so on. Everything that would be important in a WWI simulation is considered in this game.

2GM Tactics

2GM Tactics

Rating: 7.5 | Players: 1–4

Game Type:

Wargames

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.

Plantagenet: Cousins' War for England,1459 - 1485

Plantagenet: Cousins' War for England1459 - 1485

Rating: 8.2 | Players: 1–2

Game Type:

Wargames

Categories:

In Plantagenet—the newest volume in Volko Ruhnke's Levy & Campaign Series—players lead one of the two factions across the three main periods of war as individual scenarios or the entire Wars of the Roses.Designer Francisco Gradaille adds overall and local political influence to Volko’s medieval operation system to reflect the ever-changing loyalties of the time while keeping play familiar to fans of the Series. Players will create and maintain a network of allied lords and nobles in order to obtain the provender and coin needed to supply and pay their armies. As ravaging and looting will damage each side’s reputation each faction will strive to convince cites to join its side. Great battles will seek to kill or capture enemy lords—perhaps even a king. Two kinds of operational moves will be in play: the military and the political.In the end when the dust settles and all arrows have flown one rose will sit on the throne. White or Red York or Lancaster gather your troops and banners and join the fight.—description from the publisher

Enemy Coast Ahead: The Doolittle Raid

Enemy Coast Ahead: The Doolittle Raid

Rating: 8.0 | Players: 1–3

Game Type:

Wargames

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.

Dien Bien Phu: The Final Gamble

Dien Bien Phu: The Final Gamble

Rating: 8.5 | Players: 1–2

Game Type:

Wargames

Dien Bien Phu - The Final Gamble is a two-player wargame about the decisive battle of Dien Bien Phu in 1954 that not only ended the French Indochina War but also had political repercussions far outside the region itself. One player represents France and her colonial troops. The other player represents the armed force of Viet Minh the communist/nationalist independence movement of Vietnam. This is a cage fight. There are no victory points there is no marginal victory and there is no draw. Viet Minh wins by forcing the French troops to surrender. France wins by not surrendering.Map and scale: The map covers the former village of Dien Bien Phu and surrounding areas. There is a small submap of the French strongpoint Isabelle further south in the valley. There are several groups of French strongpoints scattered around the map each one with a female name (all named after the commander - de Castries' - mistresses according to lore). The map is divided into three divisional sectors (plus a fourth one facing the submap Isabelle). Each sector has several zones that represent Viet Minh trenches winding from the map edge towards the center of the map. Each hex represents 150 meters and each game turn covers three days. There are 21 turns in the game but historically it ended after 19 game turns with a Viet Minh victory. The scale allows stacking of three French units (usually infantry companies) in a hex but there are no stacking limits for Viet Minh battalions which creates a chess feel.Three Viet Minh battalions form a regiment and three regiments become a division and there were almost four full divisions in the valley as well as a full artillery division off map. There was also an equivalent of another three divisions in a replacement pool outside the valley. The French troops were a colorful array of colonial paras Vietnamese troops units from French Algeria and Morocco and of course the French Foreign Legion. Some units are of average quality some are outright terrible but some are the very best that could be mustered ... anywhere. A French battalion consisted of four companies and there were 12 battalions together with 11 auxiliary light companies at the start of the siege as well as 16 artillery and mortar batteries and three tank platoons. Waiting in Hanoi were another five para battalions together with an expected replacement pool of about 14 companies. In neighboring Laos there were four battalions ready to march and perhaps save the day at the very end.French supply: This battle took place far out in the wilderness of Vietnam and both sides had to adjust to the limited flow of supplies that could be brought forward though the air to the French and through vast forests to the Viet Minh. Supplies as historically was the case tend to be a lot less than wished for. There are several supply tracks on the map showing how much ammo food & bullets fuel & spares medicine as well as the amount of truck transport available for the French. Each game turn air transports will bring in a mix of supplies together with replacements and reinforcements. This is done on a chart with a grid where a mix of supply markers are placed together with eventual reinforcements and replacements. Weather will then decide what will arrive and what will abort back to Hanoi. The French player will never know for sure what and how much will arrive and has to take that into account.Viet Minh supply and morale: Viet Minh will receive a more steady flow of ammunition but not enough to barrage whenever wished. There is a large pool of replacements to use but although it is large it is not infinite. If Viet Minh losses are too heavy then the fact that you can only replace one step per regiment per game turn will be a painful experience. If loses are too heavy for too long then the pool will dry out. Viet Minh's main concern is troop morale. The battle force starts with excellent morale but each division's morale will decrease when taking replacements thus diluting the experienced veterans with newly drafted peasants with no combat experience. Morale will rise slightly when resting (not assaulting). But then again time flies and there is a battle to win. Morale is a very important part of the game and if it falls too low the troops will be rendered useless.Artillery: Artillery is another important aspect of the battle. There is bombardment from both sides before assaults commence. You wish to achieve two things with barrage: Losses and to make the target shaken. Targets that are shaken lose abilities to react and support combat and they become easier to assault. Defending units bring in barrage to make it harder for the attacker to succeed. Viet Minh artillery is off-board and safe from French artillery fire (mainly that they were dug deep into the mountainsides). French artillery and mortar units on the other hand exist as units on the board and may fall prey to Viet Minh bombardment. French artillery units that are reduced and/or shaken are not as efficient and those that are eliminated are obviously out of play. Both sides have a limited amount of ammunition and therefore have to spend it wisely.Combat: The main effort in the game is of course the assaults. Each player will conduct two die-rolls during the course of an assault to determine the outcome. The defender first conducts defensive fire in the hopes of inflicting losses but also to possibly force the attacker abort the assault. The defender’s first die roll is compared to their strength and will show how well they defend. The defender’s second die-roll (modified from the result of the first die roll) is compared to the assaulting unit's morale and will determine the result of the defensive fire. Providing the assaulting units do not abort the attacker (who has suffered the effects of the defensive fire) conducts two die rolls. The first one to see how well the assault is conducted and the second one to see the outcome of the assault. Modifications such as trenches terrain support from other units etc. adjust the strength of a unit to make it stronger or weaker.You will never know for sure what that result will be due to the two die-rolls on each side. Dien Bien Phu – The Final Gamble will be as tense and brutal a simulation as was the historical battle that determined the fate of this war as well as shaping the events of things to come.Kim Kanger

Flashpoint: South China Sea

Flashpoint: South China Sea

Rating: 7.4 | Players: 1–2

Game Type:

Wargames

Flashpoint: South China Sea is a two-player strategy game that simulates the complex geopolitical contest currently taking place between the United States and China in a disputed region of the South China Sea. The game is driven by a card deck that captures developments ripped straight from today’s headlines bolstered by cards with a context-setting reading of recent history and a set of speculative cards capturing a diverse range of potential future events.The Chinese player works to influence other countries in the region establish territorial claims and regional hegemony and improve its world standing. The U.S. player works to maintain influence with allied countries in the region secure freedom of navigation and keep China in check. Success for both players hinges on the support and allegiance of non-player countries in the region. The game stops short of dealing with a potential full-scale military conflict. Rather it requires the nuanced exercise of political economic and military resources in a form of prima facie diplomacy – on the waters in the air and ultimately in the minds of the people – to achieve victory.

Next War: Korea

Next War: Korea

Rating: 8.1 | Players: 1–2

Game Type:

Wargames

Sixty years of tense uneasy peace are shattered as the Korean Peninsula erupts in renewed warfare. One historically ethnically and culturally homogeneous people polarized and separated by superpower politics and economics hurl men weapons and material into the maelstrom of modern combat in an attempt to settle their arbitrary division once and for all.From Pyongyang in North Korea to Busan in the South the war rages. In a scene reminiscent of the first attack by the In Min Gun in 1950 the North Korean People’s Army surges across the Demilitarized Zone and penetrates deep into South Korea.Special Operations Forces from both sides conduct raids interdiction and reconnaissance missions behind enemy lines while airborne air assault and amphibious forces strike far behind those lines attempting to outflank the main army forces of both sides. In the air both sides wage a heated campaign in an effort to establish superiority over the skies of Korea. With rough terrain and the full ferocity of modern armor airmobile airborne and marine warfighting capabilities there is no safe haven in the lethal cauldron of battle which has engulfed the Korean Peninsula.While North and South battle for a quick decisive victory the world awaits the response of the two military superpowers in the region: the United States of America and the People’s Republic of China. Will the United States stung by high casualties among the soldiers of its 2nd Infantry Division near the DMZ during the surprise artillery barrages and initial assaults on the first day of the war be able to reinforce the South quickly enough and if so how and in what strength? Will the Communist Chinese again react (or pre-emptively intervene) to a massive US response and join the fray thus widening the conflict? As the situation evolves choices are made forces are committed and the security of Japan and the future of the two Koreas hangs in the balance.Next War: Korea the first of a planned series of Next War games allows players to fight a near future war on the Korean peninsula. In this updated and improved version of the previously-released Crisis: Korea 1995 players have access to virtually all military assets of North and South Korea as well as large forces from the USA and the PRC. The integrated easy to learn air-land combat system allows for unit efficiency armor effects light infantry attack helicopters Close Air Support Cruise Missiles and the particularly tough terrain of Korea.Make no mistake: Next War: Korea is not an Introductory wargame. Rather we have intended herein to create a system (and a series) that will allow detailed study of modern warfare in various venues as well as engaging gameplay. That said the Standard Game rules encompass a fairly straightforward ruleset that will we think be considered pretty easy to learn by experienced wargamers. So players who choose to play Standard Game scenarios can have a relatively quick game when that's what suits them. The real flavor of a war in the theatre though comes through in the Advanced Game where you get much more control over airpower and can more clearly see each side's strengths and weaknesses. For players who want a mini-monster game experience playing the Advanced Game Campaign Scenarios with some or all of the optional rules will definitely deliver.So our hope is that we have created a game with enough variety and scaling of complexity that you can find an engaging and maybe even enlightening experience whether you want to play a fast two-player game a longer monster game or an ongoing solitaire study. We intend to provide tools for online game play as well (a Vassal module is being created now for use during playtesting) so that this game can be played in either real-time or over longer periods on the internet.Ground units in Next War: Korea represent primarily divisions and brigades of armies of North and South Korea The United States and her Allies and the People's Republic of China. All ground units are rated for their attack and defense strengths movement capabilities and unit efficiency.Air units represent fighter bomber and attack squadrons of the major combatants and are rated for All-Weather Capabilities as well as their range average pilot skill and their abilities in Air-to-Air Combat Close Air Support and Strike missions.Naval units and capabilities are abstracted somewhat in the Next War series. A Sea Control mechanism reflects the results of the surface and sub-surface battles while the game's naval unit counters represent the major Aircraft Carrier Battle Groups and Amphibious Ready Groups of the US Navy. Additional amphibious capabilities are represented by the Special Forces capabilities of each side.The game's two maps present a portion of modern-day Korea at a scale of roughly 7.5 miles per hex. The maps cover the entire peninsula east-to-west and stretch from about 30 miles north of Pyongyang in the North to Taegu in the south. Hexes are larger than the standard 1/2 hex found in Crisis Korea: 1995 allowing us to use larger 9/16 counters in this game and make it a bit easier for players to move game pieces in the congested areas around the DMZ.As in Crisis: Korea 1995 there are two types of game turns: Initiative turns (longer turns where the side with the Initiative has more opportunities to move and attack) and Contested turns (shorter turns where neither side has the initiative but each is trying to muster the resources to regain the initiative). Thus the inherent initiative player advantage built into the game system incents each player to always be thinking about how to seize and maintain the battlefield initiative.Combat resolution examines not only unit strengths but also unit efficiency (representing training doctrine and morale) as well as the terrain where the combat takes place. The CRT tends to be very bloody reflecting both what we believe will be a degree of attritional warfare early on in light of the massive artillery concentrations near the DMZ as well as the lethality of modern weapons. As in many games casualties represent not only actual combat losses but also losses of unit cohesion brought about by the rapidity and pace with which modern armies are able to engage and exploit on the battlefield.There are several Standard Game scenarios. The first three one mappers Seoul Train Uijong Blues and East Coast Highway (North Map only) cover the first week of the war by dividing the DMZ into roughly three equal sections. These focus on the initial assaults to break the South Korean lines and introduce players to the basic mechanics of the system while giving them insight into attack and defense strategies for the big game. Players can also play the entire DMZ front scenario Militarized Zone (North Map only) for the first week (basically combining the three scenarios above). In addition players can add the South Map and play the entire Standard Campaign game All In. Two other scenarios are provided which examine the U.S. Amphibious landing. Inchon Again and the battle for Taejon Spearhead. In addition a scenario They Did What? is provided for players to experiement with a South Korean attack on North Korea without however the help of the United States.The Advanced Game Scenarios come in three flavors à la NATO: The Next War in Europe: Strategic Surprise Tactical Surprise and Extended Buildup. This offers the players the ability to game out a variety of At Start war scenarios based on varying levels of readiness.There is also an International Posture Matrix à la Flashpoint: Golan – The Fifth Arab-Israeli War to allow players to experiment with a variety of intervention options for the non-Korean players in the region.In Next War: Korea the Korean Peninsula is on fire with two of the world's most well-prepared antagonistic forces arrayed against each other. Can you as the North Korean People’s Army commander conquer the South in 3 weeks before the full might of the U.S. can be brought to bear? Can you as the Republic of Korea’s Army commander hold out against the renewed Communist assault until help arrives? And what will China do? There’s only one way to find out...The 2012 version and the 2016 ziplock version contain the same game components; except the 2012 version is packaged in a box while the 2016 version is in a ziplock bag.Game Design and Development: Mitchell Land Original System Design: Gene BillingsleyTIME SCALE 3.5 days per turn MAP SCALE 7.5 miles per hex UNIT SCALE Division / Brigade / Battalion NUMBER OF PLAYERS One or two (can be played in teams)

Pocket Landship

Pocket Landship

Rating: 7.0 | Players: 1–2

Game Type:

Wargames

Pocket Landship is based on the print and play Board Game Geek Award nominated (2017) soloplay card wargame. In this version we see a steampunk theme and expanded gameplay with additional enemy and friendly options as well as multiplayer options.Command a Landship (the original British term for tanks) to clear a sector of enemy infantry artillery and enemy mech and alike.The player chooses a Landship to control with weapons or support units to create either a single high powered Landship or a more disparate defending force including a squad of shock troops.The enemy appears as waves of enemy mech artillery infantry and mine fields arranged in 2 rows of 3 cards.Each turn the player will roll 3 6-sided dice and assign each die to each of their cards to attack the enemies. Then for the enemy turn roll the 3 dice and assign them low to high left to right across the front enemy line then take the assigned actions.Each card has its own damage track. When a card is destroyed it is removed from the game. Win by destroying all 9 enemy cards. Lose if the enemy destroys your landship.-description from publisher

SAS: Rogue Regiment

SAS: Rogue Regiment

Rating: 8.8 | Players: 1–4

Game Type:

Wargames

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

Peloponnesian War

Peloponnesian War

Rating: 7.5 | Players: 1–2

Game Type:

Wargames

Categories:

What was old is new again. I am excited to have this opportunity to bring back into print and enhanced version of my original Peloponnesian War design that was originally published by Victory Games. This military game of ancient warfare lets YOU chart the destiny of the war. Peloponnesian War uses a still-unique solitaire system that was a pioneer in this genre yet was never copied.Most current solitaire systems on the market today have the player take one side for the entire game. This pits the player against a random 'Bot system even the best of which have some difficulty giving you the same challenge as playing against a human opponent. In Peloponnesian War you get to play both sides pitting yourself against the best that YOU can offer. If the game system is winning the player is forced to continue with the losing side. Success on the other hand will eventually force the player to change sides and recover the losing side's fortunes. The duration of the war and the player's performance determine victory. In this manner the player competes against himself in the classic tradition of the Greek tragedy. - MarkFrom the opening of the Archadameian War in 431BC to the Fall of Athens in 404 The Peloponessian War allows YOU to compete against the man in the mirror as you live through the suicide of Greece. Maneuver your generals hoplites and navies to fight battles and attempt to bring the war to an end on your terms. Take heed however. As you weaken your foe you create a greater game challenge for yourself. For as you improve in strength so does your opponent.In terms of physical components Mark's enhanced version is getting the full GMT treatment: mounted map and strategy boards high-quality thick counters redesigned rules and playbook all with new art throughout. This will be a product that you'll want to own and play for a long time! We hope you enjoy this enhanced GMT version of Mark Herman's classic solitaire game design.—description from the publisher

Wing Leader: Supremacy 1943-1945

Wing Leader: Supremacy 1943-1945

Rating: 8.1 | Players: 2

Game Type:

Wargames

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.

Kingdom of Heaven: The Crusader States 1097-1291

Kingdom of Heaven: The Crusader States 1097-1291

Rating: 7.6 | Players: 2

Game Type:

Wargames

In 1097 thousands of lords and knights soldiers and camp-followers pilgrims and prophets marched east in response to a Papal appeal charged with the task of restoring Jerusalem and the Holy Land to Christian control. Their surprising victory led to the creation of the first overseas European colonies and the reshaping of Muslim power in the Middle East. The repercussions of their journey continue to live with us today.In Kingdom of Heaven - The Crusader States 1097-1291 (KOH) two players use cards to activate forces trigger random events conduct diplomacy or prosecute siege warfare on a vast arena stretching from Antioch to Cairo and from Cyprus to Mosul.Nine scenarios cover all the major campaigns of the era from the First Second and Third Crusades to the Mongol invasion and the rise of the Mamluk Empire. In addition to the ‘basic deck,’ each scenario adds different cards representing historical events unique to that campaign. Turns are yearly and most scenarios can be finished in 3-4 hours.The historical scenarios pit the greatest commanders of the age against one another: Nur ad-Din Richard the Lionhearted Saladin Frederick Barbarossa Louis IX Hulegu Khan Baibars and many others. They range in length from the 3-turn First Crusade learning scenario to the 7-turn assault of Baibars on the faltering ramparts of the Crusader States.(source: MMP website and user's description)

Austerlitz 1805: Rising Eagles

Austerlitz 1805: Rising Eagles

Rating: 8.4 | Players: 1–6

Game Type:

Wargames

Rising Eagles is to be the the second volume of the « Eagles » series. Following on from Fallen Eagles (The Battle of Waterloo) Rising Eagles covers another of history’s most famous battles - Austerlitz.Game scale is regiment level for units 250m per hex and one hour of real time per turn. The map has been produced by the combined efforts of Rick Barber (topography) and Sebastien Brunel (graphics as in Fallen Eagles). The game will include at least three short scenarios together with a full battle scenario offering alternative options to simulate the ‘fog of war’ and battle plans.The order rules In Rising Eagles will have an even greater impact than those in Fallen Eagles. The ability to change orders will be reduced and it will be more difficult to “recall” formations once launched. Initial planning will be an important feature as befits a Napoleonic battle of such a scale.In addition ‘fog of war’ has been further developed and will be part of the main rules. Players will share some of the uncertainty experienced by the actual commanders as to what precisely they are facing.Initial play tests have shown that Rising Eagles continues to provide a tense and exciting game play with strategic battle planning assuming a greater significance than the ‘slogging match’ of Waterloo.

Reluctant Enemies: Operation Exporter

Reluctant Enemies: Operation Exporter

Rating: 7.9 | Players: 2

Game Type:

Wargames

(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

Fort Sumter: The Secession Crisis,1860-61

Fort Sumter: The Secession Crisis1860-61

Rating: 6.5 | Players: 2

Game Type:

Wargames

Description from the publisher:Fort Sumter is a two-player Card Driven Game (CDG) portraying the 1860 secession crisis that led to the bombardment of Fort Sumter and the American Civil War. Fort Sumter is a small footprint game (11x17” mounted map) that takes approximately 25-40 minutes to play. The game pits a Unionist versus a Secessionist player. Each player uses the area control mechanic pioneered in Mark Herman's We The People design and immortalized in Twilight Struggle to place move and remove political capital. The location of political capital determines who controls each of the four crisis dimensions (Political Secession Public Opinion and Armaments). After three rounds of play the game culminates in a Final Crisis confrontation to determine the winner.The heart of the Fort Sumter design is Mark's CDG system where you use Strategy cards for their value or historic event to acquire political capital from the crisis track. Political capital tokens are used to compete for control of the twelve map spaces. Here the likes of William Lloyd Garrison Sam Houston Jefferson Davis and Harriet Beecher Stowe walk on stage while the Southern states dissolve the Union.The twelve map spaces are grouped into the four dimensions of the crisis. You gain a victory point each round that you control a dimension’s three spaces. For example the Armaments dimension is characterized by Federal Arsenals Fort Pickens and of course Fort Sumter. In addition each round you score a victory point for controlling your secret objective space. But beware; either player can score active objective spaces. At the end of the dual Presidential inaugurations (round three) a new Final Crisis mechanic drives the game to its hotly contested conclusion.Utilizing a new Final Crisis Series mechanic you may accelerate the crisis by breaching zones (escalation tension final crisis) that yield bonus political capital. However beware as the first person to breach the final crisis zone gains political advantage yet loses victory point ground. Each game ends with a Final Crisis where cards set-aside during the three rounds complete your final political maneuvers that determine the winner.

Red Alert: Space Fleet Warfare

Red Alert: Space Fleet Warfare

Rating: 7.8 | Players: 2–6

Game Type:

Wargames

Richard Borg heads into space in this exciting new Commands & Colours board game – including two complete fleets of hard plastic starships!Red Alert: Space Fleet Warfare allows two to six players to duke it out in space. The play of command cards drives the action and creates a fog of war while battle dice resolve combat quickly and efficiently. Combat cards add an element of suspense and challenge players to maintain their star token reserves to power their Combat cards through the course of a battle. The action on a combat card may hinder the opposition forces enhance a player’s units or may instantly change the course of a battle.An assortment of task force cards allow players to quickly deploy a fleet of starships. In addition to these task force units players can augment and customize their fleets with support vessels.—description from the publisher

The Greatest Day: Sword,Juno,and Gold Beaches

The Greatest Day: SwordJunoand Gold Beaches

Rating: 8.6 | Players: 2–8

Game Type:

Wargames

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

No Peace Without Spain!: The War of the Spanish Succession 1702-1713

No Peace Without Spain!: The War of the Spanish Succession 1702-1713

Rating: 7.6 | Players: 2

Game Type:

Wargames

(from Compass games website:)In November 1700 King Carlos II of Spain died without an heir. The long-standing feud between the Bourbons and Habsburgs erupted once again as both sides pressed their claim to the throne. No Peace Without Spain is a two-player Card-Driven wargame that elegantly recreates this epic struggle using a point-to-point map and a single deck of 55 cards. Action cards are used to activate armies for movement and siege while event cards bring historical and special events into play that can swing the tide of fortune when least expected. Each turn represents one year each corps represents 10,000 men of all arms and each leader represents a major commander and his staff.The game features an easy and intuitive battle system that highlights a unique aspect of this war: team-based battle command perhaps the most famous example being the extraordinary success achieved by the partnership of two of the war’s most prominent commanders the Duke of Marlborough and Prince Eugene of Savoy. The Bourbon cause has talented leaders as well notably Marshals Villars Vendome and Berwick. These and other leaders are rated for Tactical and Command capabilities and they significantly influence the course of events.The map stresses the importance of fortresses in a war that was probably the high-point of formal siege warfare. Fortresses in this era rarely held out against a besieger that had the necessary time and manpower to conduct a proper siege and the game neatly recreates this with a simple siege table that leaves room for unusually stout defenses or quick collapses.Victory points are gained or lost by the Alliance player and game victory comes either through automatic victory or based on final VPs after the 1713 turn.(BGG description:)No Peace Without Spain is a two player Card-Driven wargame depicting the War of the Spanish Succession. The war was fought primarily to determine the fate of the Spanish throne and its dominions but also represented a continuing struggle for political religious and economic dominance. One player represents the interests of the French claimant Philip V (the Bourbons) while the other player represents the interests of the Austrian claimant Charles III (the Alliance).Each turn is one year. Each unit represents approximately 10,000 men of all arms. Leader counters represent the named personality and his staff.24 pages of rulebook including extended example of play and designer's notes.

A Most Fearful Sacrifice: The Three Days of Gettysburg

A Most Fearful Sacrifice: The Three Days of Gettysburg

Rating: 8.7 | Players: 2–4

Game Type:

Wargames

It's early on July 1st 1863 and Union Brigadier General John Buford’s 1st Reserve Cavalry Division is deployed to the west of the town of Gettysburg battling unidentified Confederate infantry advancing on the town. All morning long the men in gray have pressured the Union cavalry. Help finally arrives in the form of I Corps commander Major Gen. John Reynolds. He rides up to the Lutheran Seminary where Buford is directing the battle from its cupola. Reynolds calls to Buford What goes John? The cavalryman simply points to the long lines of advancing Confederates and says The Devil's to pay! Reynolds then asks Can you hold? to which Buford responds I reckon I can. Reynolds ends the exchange with “Let’s ride out and see all about it. And with that rather brief mundane conversation began one of the most important and iconic military engagements in history – the Battle of Gettysburg.A Most Fearful Sacrifice is an epic two-player wargame with over 15 square feet of playing area and 526 playing pieces depicting the fighting that occurred during all three days of this decisive clash. The game utilizes a new ACW operating system called the Black Swan system which is closely related to the popular Blind Swords game system first introduced in the game The Devil’s To Pay! by Tiny Battle Publishing. This version of the system is specifically designed to handle larger-scale battles yet keep rules overhead low. Players can simulate huge encounters in a reasonable amount of playing time. This is accomplished in one way through the use of card draws rather than chit pulls. Also players will trigger activations by Corps instead of by lower-level formations but they still have tactical decision-making choices by needing to determine which Divisions get activation priority. Though at a grander scale this system maintains a tactical feel about it and still emphasizes the three “FOW’s” of war … the Fortunes of War the Friction of War and the Fog of War. Players will be challenged to deal with a constantly developing battle situation never quite sure of what the Gods of War will throw at them and thus they must always be prepared to deal with historically realistic “black swan” events.—description from the publisher

People Power: Insurgency in the Philippines,1981-1986

People Power: Insurgency in the Philippines1981-1986

Rating: 7.8 | Players: 1–3

Game Type:

Wargames

People Power: Insurgency in the Philippines 1983-1986 is volume XI of the highly-praised and popular COIN Series originally designed by Volko Ruhnke. This is one of only two games in the COIN series that feature three separate factions instead of the customary four.The first faction is the Government symbolized by the personal rule of Ferdinand Marcos his wife Imelda and his political cronies and military forces. Second are the Insurgents represented by the New People’s Army (or NPA). The NPA sought a national uprising from both the urban and rural populace. Finally the third faction are the non-violent Reformers embodied by Aquino’s widow Corazon. She along with her allies and supporters in that moment of tragedy revived a platform of social justice and unrelenting momentum that would irrevocably change the Philippine political landscape immeasurably.For players new to the COIN Series or for those looking to teach the the series to their friends People Power will serve as an excellent introductory game. It was designed for simplicity and quick play utilizing many of the basic COIN Series mechanics. The 22 x 17 map aids in introducing the game to a new player as it presents only two types of terrain - Cities and Countrysides (where the latter amalgamates the rural settings of the island nation as well as much lightly-habitable terrain of jungles and mountains). Don't let the fast play and basic systems fool you though. There are still plenty of strategic puzzles and inter-player backstabbing to be had! Also People Power includes a new feature for the COIN Series - a Key Personality mini-hand procedure that represents the effectiveness of various generals and power brokers adding a new dimension to player actions and decisions.

Downfall: Conquest of the Third Reich,1942-1945

Downfall: Conquest of the Third Reich1942-1945

Rating: 8.2 | Players: 2

Game Type:

Wargames

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

Hapsburg Eclipse: The Great War in Eastern Europe 1914-1916

Hapsburg Eclipse: The Great War in Eastern Europe 1914-1916

Rating: 7.3 | Players: 1

Game Type:

Wargames

Darin A. Leviloff's Hapsburg Eclipse is a solitaire States of Siege game on World War One in Eastern Europe from 1914-1918. The player controls the leadership of the Austro-Hungarian Empire and peripherally the German Central Staff who assumes greater and greater control over their ally. The Austro-Hungarians have unique challenges as they try to survive the onslaught of the “Russian Steamroller” and try to conquer the Serbs in the South. The mission will be complicated by the perseverance of those enemies; the difficulties with new fronts in Romania the Balkans and the Italian border; and the difficulty of keeping the Empire's restive nationalities from revolting from Hapsburg Rule.The war started poorly for the Austro-Hungarians with major Russian advances in the East and no progress against the Serbians. As time went on and the Austro-Hungarians bounced from one crisis to another the Germans started to take more control as the price for their aid. In the end the war was too much for the disparate nationalities of Austria-Hungary to take and when it became clear that the Central Powers could not win the war the Austro-Hungarian Empire disintegrated.Can you succeed in keeping the Hapsburg Monarchy intact? Play Hapsburg Eclipse and find out!Hapsburg Eclipse has a sister game titled Ottoman Sunset depicting the struggle of their Central Powers ally the Ottoman Empire. If in possession of both games a Combined Game is playable either as a two player co-op game or as a large two-front solitaire game. The rules for the Combined Game are included with Hapsburg Eclipse and modify the rules for each individual game.

Warhammer Age of Sigmar

Warhammer Age of Sigmar

Rating: 6.7 | Players: 2

Game Type:

Wargames

Warhammer: Age of Sigmar is a skirmish tabletop game for two or more players where you command several armies from a huge range that goes from Humans Dwarves High Elves Undead Vampires Orcs Beastman and lots of races. This book provides you with all the rules you need to play and guides you through collecting and painting your own army of Citadel miniatures.

Napoléon 1806

Napoléon 1806

Rating: 7.9 | Players: 2

Game Type:

Wargames

On August 9 1806 Frederick William of Prussia in reaction to the recent creation of the Confederation of the Rhine by Napoleon decreed the order of mobilization. War becomes unavoidable.The Prussian army concentrates on Erfurt without waiting for the troops of its Russian ally. Outrunning his opponents Napoleon enters Saxony with the Grand Army on October 7 1806 and heads for Berlin.A week later the Prussians defeated at Jena and Auerstedt retreat North. The pursuit led by the Murat cavalry can begin...When the game meets history:Napoleon 1806 is a wargame at the crossroads of history and simulation the culmination of two history and wargame enthusiasts Denis Sauvage and Julien Busson who wished to share this passion with you. With Napoleon 1806 in 1 to 2 hours two players will relive the clashes between Prussian and French at the heart of the imperial conquests of Napoleon the 1st which culminated in the battles of Auerstaedt and Jena.Napoleon 1806 is intended for wargaming seasoned grognards as well as for young conscripts who want to try a new playful sensation. Strategy anticipation and decision are the engines of the Napoleon 1806 game system.The rules of Napoleon 1806 are divided into three parts and can be learnt in fifteen minutes. The first one called Rules of the Conscript allows to acquire all the notions of the game easily. The second Rules of the Grognard brings more finesse including fog of war. The last Rules of the Marshal allows to play Napoleon 1806 in competition.Will you meet the challenge of doing as well as the Emperor Napoleon or will you succeed in thwarting his plans at the head of the Prussian forces?How to play Napoleon 1806:A game of Napoleon 1806 is played in 7 turns each representing two days of campaign. Players alternate operations with their army corps. Fatigue and losses accumulate until the breaking point of one of the two armies causing the defeat of a player.The game is based on cards to perform moves and combats. Even if luck is present strategy is key to victory. Moving your army corps on different approach paths to facilitate maneuvers managing the fatigue of your men generated by marching and fighting concentrating your forces in order to win the decisive battle; these are the challenges you will face.The French troops are more numerous and more experienced than those of their opponent but time is short before the arrival of the Russian reinforcements and the Prussian army is not to be underestimated! The French player to win will have to master the art of attacking and speed of action. The Prussian player although defensive will have to seize the opportunities presented to him to counter-attack and surprise his opponent. As the game is fast each player will have the opportunity to take charge of the fate of both armies in one evening.

Next War: Poland

Next War: Poland

Rating: 8.2 | Players: 1–2

Game Type:

Wargames

Ukraine is in turmoil: embroiled in a civil war which has lasted for years and the situation seems further from resolution with each year that passes. Clandestine support from both Russia and the West fuels the war and keeps any hope of peace at bay. In the meantime the civil war in Syria and the fight against Islamic extremism gathers steam. NATO and Russia stare each other down in a coopetittion in the region and tensions rise meteorically as not so friendly fire incidents occur. The West tightens sanctions against Russia and ratchets up its rhetoric; Russia meanwhile attempting to regain a place in global power politics responds with sanctions of its own against Turkey and starts low-level cyber warfare and little green men incidents in the Baltics. Tempers flare across the world Turkey shoots down another Russian plane while Russian SAM batteries shoot down a Turkish F-16 in retaliation. Russia declares enough is enough decides on war with NATO and invades the Baltics and Poland. Belarus knowing where it's bread is buttered joins in. Some NATO nations rush to the rescue while others debate the issue. Once again Europe trembles to the rumble of tank treads and marching boots…Next War: Poland the fourth volume in GMT's Next War Series. This game moves the action from Asia to Europe and allows players to fight a near future war in Poland as the Russians and their allies invade and NATO responds.Only a portion of Poland is shown as Ukraine is assumed to be in the midst of a grinding civil war. The Russians are not the behemoth of the Cold War but they possess good material and a much better trained army. The Baltics may fall quickly although their forces may put up some resistance and make an appearance as reinforcements and the front quickly establishes itself in eastern Poland as the Russian 6th and 20th Armies push forward while NATO rushes forces into the area spearheaded by the Allied Rapid Reaction Corps and followed up by whatever nation's troops respond to the Article 5 declaration. The question is can NATO stop the Russians or will Poland be overrun?Note: the Next War series is not an Introductory wargame. Rather we have intended herein to create a system (and a series) that will allow detailed study of modern warfare in various venues as well as engaging gameplay. That said the Standard Game rules encompass a fairly straightforward ruleset that will we think be considered pretty easy to learn by experienced wargamers. So players who choose to play Standard Game scenarios can have a relatively quick game when that's what suits them. The real flavor of a war in the theatre though comes through in the Advanced Game where you get much more control over airpower and can more clearly see each side's strengths and weaknesses. For players who want a mini-monster game experience playing the Advanced Game Campaign Scenarios with some or all of the optional rules will definitely deliver.

Lanzerath Ridge

Lanzerath Ridge

Rating: 7.9 | Players: 1

Game Type:

Wargames

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.

Warfighter: The WWII Pacific Combat Card Game

Warfighter: The WWII Pacific Combat Card Game

Rating: 8.0 | Players: 1–6

Game Type:

Wargames

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

Fields of Fire 2

Fields of Fire 2

Rating: 8.2 | Players: 1

Game Type:

Wargames

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

By Stealth and Sea

Rating: 8.0 | Players: 1–3

Game Type:

Wargames

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

Wild Blue Yonder

Wild Blue Yonder

Rating: 7.7 | Players: 1–8

Game Type:

Wargames

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

Enemy Action: Kharkov

Rating: 8.8 | Players: 1–2

Game Type:

Wargames

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

Warhammer 40,000 (Ninth Edition)

Warhammer 40,000 (Ninth Edition)

Rating: 7.3 | Players: 2–6

Game Type:

Wargames

From the publisher’s website:There is no time for peace. No forgiveness. No respite. There is only war.The galaxy writhes in the mailed fist of all-consuming conflict. The Imperium of Mankind teeters on the brink of annihilation beset upon all sides by heretic warlords daemon-summoning witches and rapacious alien empires. In every star system and upon every planet fierce battle rages as loyalists heretics and aliens tear reality itself apart in their war for dominance. Every day the flames rise higher.This is a more terrible era than ever before and there is no peace amongst the stars...The Book A 368-page hardback this is the essential book for any fan of Warhammer 40,000 – everything you need to know to collect build paint and play with Citadel miniatures.It starts with an overview of the Warhammer 40,000 hobby covering the four areas of Collect Built Paint and Play including descriptions of open matched and narrative play.

Nightfighter Ace: Air Defense Over Germany,1943-44

Nightfighter Ace: Air Defense Over Germany1943-44

Rating: 8.2 | Players: 1–2

Game Type:

Wargames

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

Enemy Coast Ahead: Operation Chastise – The Dambuster Raid

Enemy Coast Ahead: Operation Chastise – The Dambuster Raid

Rating: 7.7 | Players: 1–3

Game Type:

Wargames

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.

Tenkatoitsu

Tenkatoitsu

Rating: 8.3 | Players: 1–2

Game Type:

Wargames

With Japan torn by war for decades Oda Nobunaga the first unifier succumbs to the blows of his own vassal Akechi Mitsuhide in 1582. This event is an opportunity for Hashiba Hideyoshi who defeats Akechi at the Battle of Yamazaki.Hashiba Hideyoshi must then confront Tokugawa Ieyasu another vassal of Oda at the Battle of Nagakute. Hideyoshi then becomes the second unifier of Japan under the name of Toyotomi Hideyoshi.Bound to the status quo Tokugawa Ieyasu awaits Hideyoshi's death before returning to the pursuit of his ambition. His accession to power is decided in the gigantic battle of Sekigahara. He will force the heir to Hideyoshi to commit suicide at the end of the siege of Osaka. This time the unification of the country is final and Tokugawa's heirs will lead Japan for 250 years.Tenkatoitsu is the sequel of Kawanakajima 1561. Tenkatoitsu means Unity under the Sky. That was the name given to the era during which one Clan was victorious over the others which in turn led to the end of the war (Sengoku Jidai).Tenkatoitsu simulates 3 battles of the end of Sengoku Jidai: Yamazaki (1582) Nagakute (1584) and Sekigahara (1600).The game emphasizes orders assigned to each army's Clans as much as the inertia of the battle. A game turn is divided in activation phases drawn from a recipient containing Clan chits and obligatory chits (for combat movement etc.). The game system is also remarkable for the battle plans that each players may choose before starting the engagement.Sieges played a key role in the battle of Yamazaki and as such have their own specific set of rules.Players scores victory Points by destroying enemy units or controlling key locations.

Axis & Allies: 1941

Axis & Allies: 1941

Rating: 6.4 | Players: 2–5

Game Type:

Wargames

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!

MBT (Second Edition)

MBT (Second Edition)

Rating: 8.0 | Players: 2

Game Type:

Wargames

MBT is a complete game system modeling the US 7th Army and the GSFG and CGF Soviet mechanized forces of 1987. It is M1 Abrams (105mm and 120mm armed version) versus a whole stable of Soviet armor with their T-80s T-72s T-64s and upgraded models of T-62 and T-55. There are even M60A3s sprinkled in to balance out the US tank inventory. Bradley IFVs and CFVs mechanized units are set to take on their counterparts mounted in BMP 1,2s and even a few 3s. Not to overlook M113A2s BTRs and MT-LBs which also make their appearance.Mechanized infantry and their related weapons are in abundance including M47 Dragon M72 LAW AT-7 Saxon AT-4 Spigot and multiple RPG versions.The scale is right down in the weeds with individual vehicles infantry squads half squads and sections. Each hex is just 100 meters across so it is going to be nose-to-nose action at its finest.Currently there are 3 published expansions for MBT: MBT: BAOR MBT: FRG MBT: 4CMBGThe rules cover the total realm of modern mechanized combat with ATGMs including TOW and deadly Soviet gun launched missiles like the AT-11 Sniper and AT-8 Songster special armor (including ERA) advanced night fighting with thermal images and image intensifiers advance artillery with ICM and laser-guided shells helicopters including the AH-64A Apache and Mi-24P Hind-F attack aircraft including the A-10A Warthog and SU-25 Frogfoot and missile and gun-armed AA units to counter the deadly air threats.Included MBT units: US: Artillery Batteries M1 Abrams M106A2 M113A2 M125A2 M150 M163A1 PIVADS M1A1 Abrams M1IP Abrams M2A1 Bradley IFV M3A1 Bradley CFV M48 Chaparral M551 Sheridan M60 AVLB M60A3 M901 ITV & M981 FISTV M998; Leg units US fliers: A-10A Thunderbolt II AH-64A Apache & AH-1F Cobra F-16C Fighting Falcon OH-58C & Um-12A2 OH-58D UH-1H UH-60A Soviet: 2S1 2S3 9K22 Tunguska 9K31 9K35 ACRV Artillery BMP-1 BMP-2 BMP-3 BRDM-2 BRDM-2 ATGM BRM-1 BTR-70 BTR-80 MT-55A AVLB MT-LB NSV HMG SPG-9 T-55M T-62MV T-64BV T-72AV T-72BA T-80BV T-80U ZSU-23-4 Soviet fliers: Mi-2 Mi-24P Hind-F Mi-24V Hind-E Mi-8 MiG-27 Flogger-J Su-25 Frogfoot

Plains Indian Wars

Plains Indian Wars

Rating: 7.3 | Players: 1–4

Game Type:

Wargames

The Great Plains in the latter half of the 19th century was a cultural battleground. The Native way of life was under siege by an avalanche of invaders seeking land and progress. Plains Indian Wars reduces this monumental and catastrophic series of conflicts to its basic elements: A settler surge via long snaking wagon trains the building of the Transcontinental Railroad east and west and the cavalry sent to protect them all. At the same time Plains Indian Wars seeks to offer the Native-American player the opportunity to unite earlier hold their own and perhaps even prevent European-American success.Plains Indian Wars can be played by 1-4 players. It is a card-driven cube game that uses area movement and control. Game play averages 60-90 minutes. The Plains Indian Wars Map board centers on the Great American Plains between the Mississippi River in the east and the Rockies in the west the Canadian border in the north and Mexican border in the south. The Northern Plains Tribes (NPT) and the Southern Plains Tribes(SPT)each defend 12 regions while the Northern (Crow)and Southern (Mexican) Enemies each defend 5 regions of their own.Separating the NPT and SPT is the planned route for the Transcontinental Railroad. US Completion (linking the two lines) ends the game and earns the US player a bonus. The Indian player earns a bonus if this is prevented. Through the course of the game Wagon trains attempt to travel historical trails to the Rockies. If they make it they earn victory points for the US player if they don't the Indian player gets the VPs.—description from the publisher

Tunisia II

Tunisia II

Rating: 8.4 | Players: 1–2

Game Type:

Wargames

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

Table Battles

Table Battles

Rating: 7.0 | Players: 2

Game Type:

Wargames

Description from the publisher:The Table Battles system is a light battle game that recreates battles throughout human history with broad strokes and an emphasis on playability. Players roll and allocate dice to Unit cards with each card accepting specific die results or dice combinations. On a later turn those dice are removed to activate the Unit and attack an enemy formation removing wooden pieces assigned to the formation in question. But the enemy may be able to screen the attack (cancelling it) counterattacking (inflicting extra losses on the attacker) or absorb it via a strategic reserve. In fact in most cases the enemy MUST do so if they're able to. The result is a tense cat-and-mouse game in which both players make feints and counterfeints looking for an advantage and acting decisively once it presents itself.

Infidel: The Supremacy of Cavalry in the Crusader Era – 11th-12th Century

Infidel: The Supremacy of Cavalry in the Crusader Era – 11th-12th Century

Rating: 7.4 | Players: 1–2

Game Type:

Wargames

Categories:

(from GMT website:)Infidel focuses on the major battles of the early Crusades era between the Christians and the Muslims. This is a period that saw cavalry reign supreme and pitted the European heavy cavalry – armored “knights” - system against the Eastern/Turkish light cavalry tactics.Infidel is designed for quick learning and easy play. Game rules are short there are no “turns” - play is Continual with ample opportunities to steal play from your opponent - and combat resolution is a single dieroll.Playing time is about 1-2 hours per battle.Infidel is also GMT’s gift to the gamer who enjoys playing solitaire. The system is designed for both individual and face-to-face play without any loss in insight or Fun. Each game is a paper time machine that allows players to see what happened in these famous battles and why.The battles include:DESIGNER Richard H. Berg DEVELOPER Ralph Shelton ART DIRECTOR Rodger B. MacGowan MAP ART Charles Kibler COUNTER ART Mike Lemick Charles Kibler & Rodger B. MacGowan

The Cousins' War (Second Edition)

The Cousins' War (Second Edition)

Rating: 7.2 | Players: 2

Game Type:

Wargames

The Wars of the Roses were fought between the Houses of York and Lancaster for over three decades during the 15th century in England. The houses were both branches of the royal family therefore the Wars were originally known as The Cousins' War. Each player represents one of the houses as they fight battles and gain influence to control England.The Cousins' War is played over a maximum of five rounds with each round representing between five and ten years of the conflict. Each round involves gaining influence across England and preparing for a climactic battle.In each round the players decide where the current battlefield will be playing action cards to deploy troops to the battlefield while also increasing or decreasing their influence in the regions after which they fight. Players resolve the battle by engaging in bluff and counter-bluff using three dice until only one side has troops remaining on the field. Winning the battle helps to consolidate your house's influence on the board.You win The Cousins' War either by dominating all the regions of England or by controlling the most regions at the end of the fifth round.2nd Edition is a new version of The Cousins' War with larger components. There are English (Surprised Stare Games Flying Lemur Game Studio) German (Frosted Games) and Spanish (2Tomatoes) versions separately published. 2nd Edition contains an optional variant Times of Change. This variant adds in the cards originally published as the Events expansion to the 1st edition. There is 1 extra card Jura Belli in the Times of Change variant over and above the Events expansion.—description from the publisher

At Any Cost: Metz 1870

At Any Cost: Metz 1870

Rating: 8.0 | Players: 1–2

Game Type:

Wargames

At Any Cost: Metz 1870 is a game simulating the situation west of the Metz fortress during those few days of August 1870. The game is designed to be a playable two-player brigade-scale game that allows players to experience the unique tactical warfare matchups that characterized fighting during the Franco-Prussian War.This era though generally overlooked in the gaming industry is a fascinating study in Napoleonic tactics (and uniforms) slamming head-on into modern killing technology. The Prussian military juggernaut is armed with the new steel Krupp breach-loading artillery pieces that far outclassed the French guns. Prussian doctrine adapted to the lessons learned during the Austro-Prussian War of 1866 allowed junior officers to exercise initiative and aggressiveness. The French army meanwhile was armed with the modern and deadly Chassepot rifle a firearm so advanced that many argue its deployment alone should have won the war for the French. In addition the French army was now equipped with their ultimate secret weapon - the Mitrailleuse which was the first machinegun used en masse. Moreover the game system makes clear that the French soldier despite misconceptions to the contrary fought valiantly during these battles. By all rights they could have – and should have – won many of these engagements. But leadership morale and tenacity won the day for the Prussians.All these factors are seamlessly embedded into the At Any Cost game system and players will be challenged to utilize their advantages and minimize their disadvantages throughout the game. Will YOU as the Prussian player be able to withstand an early severe numerical disadvantage and use the brave audacity of the Prussian soldier and artilleryman to win the day? Can YOU as the French player overcome the lethargic and uninspired command structure of the Army of the Rhine and allow your tough and well-equipped infantry to fight unhindered?At Any Cost: Metz 1870 also features the Blind Swords chit-pull system which emphasizes the three “FOW’s” of military conflict: fog-of-war friction-of-war and fortunes-of-war. With each chit pull players will be challenged to make tough decisions based on their assessment of the current situation. Unlike traditional chit-pull mechanisms the Blind Swords system ensures that no combat units can be counted on or conversely counted out. This yields an environment of tense action and constant surprises – an environment that will challenge each player.UNITSAll brigades and artillery groups of both the French Army of the Rhine and the Prussian First and Second Armies that took part in these actions are represented in the Order of Battle. Each Strength Point equals 600 infantrymen 450 cavalry troopers 3 heavy artillery pieces or 4 light artillery pieces. In addition units have a Cohesion Rating representing the unit’s morale training and experience plus a Movement Allowance.SYSTEM HIGHLIGHTSCombat and Cohesion System: The combat system is “firepower” based and utilizes the unit’s size and Cohesion Rating to determine its effectiveness. The combat system is driven by a two-D10 dice mechanic. Two differently-colored dice are rolled simultaneously. The first (colored) die generates an initial result and the second (white) die simultaneously informs the players of any physical casualties suffered by the unit and any morale effect of the enemy’s fire. The assault combat system uses a differential mechanism and results in a more dynamic combat outcome.Orders System: A player must first choose one of four possible Orders that an activated Brigade will operate under – Attack Defend March or Regroup. Each Order has specific parameters that provide benefits and restrictions. This Order choice can be critical to a unit’s performance during its activation.Chit-Pull System: The Blind Swords chit-pull system generates challenging actions and difficult decisions for both players. It features three different types of chits all of which reside in the same cup each with special effects:Activation Chits = these activate all units of the listed Corps or Cavalry Division. In some scenarios Activation chits for the French player are fed into the game piece-meal to represent the slow reaction time of the French command structure. But the French player does have some options to speed up this process (see below). CIC Chits = these are special Activation Chits. The Prussian player has a Chief-of-Staff chit and the French player has a Commander-in-Chief chit. These chits allow players to select any one Division (for the Prussian player) or any one Brigade (for the French player) for activation - even if it has already activated or will be activated later in the turn. Thus this is the opportunity to activate units twice in the turn. Event Chits = there are nine Event chits assigned to each player. At the start of a turn players select any one of these chits to place in the cup (obviously an Event they really want). Three Event chits are randomly thrown out of the turn and will not be used – the remaining five Event chits are then placed into the cup with the pre-selected chit. In this manner players are never assured of drawing any particular Event chit except for the one they initially chose.Each Event chit has a Unique Event side (all of which are different) and a Command (or Common) Event side. The Unique Event is tactical in nature and has specific effects and options for the player to consider. Event examples are Auftragstaktik Krupp’s Guns Beaten Zone Moulin a’ Cafe and Battlefield Conditions. The Command (Common) Event side is used for more strategic options. The Prussian player may attempt to speed up his reinforcements and/or change their arrival location and to curtail the effects of the Prussian Aggressive Tactics Event that the French player may play against him. The French player can use his Command Events to hasten his Activation chit availability and to attempt to cancel the effects of the crippling Bazaine’s Malaise Event.Prussian Strategic Movement: In order to add player input into the strategic off-map movement of the approaching Prussian forces some scenarios offer the opportunity to use the unique hidden Prussian Strategic Movement system. This involves the Prussian player openly moving units on a special point-to-point map whose results nevertheless are hidden from the French player. This will vary where and when the Prussian forces arrive on the map. However the system is set up so that even the Prussian player cannot be assured of the arrival time or the content of his forces. There will be a solitaire friendly version of this feature as well.MAPThe map is 22” x 34” hexagonal map of the entire west of Metz. Each hex equal approximately 500 yards and contains all the significant terrain details – elevations slopes woods towns quarries etc.SCENARIOSThe game includes six scenarios:The Afternoon Crisis - a small limited battle depicting the French advance across the Fond de la Cove on August 16th 1870. This scenario serves as a teaching experience for new players. Twilight Of The Guards – a small limited battle depicting the fighting around St. Privat on August 16th which at one point resulted in 6,000 Prussian Guardsmen casualties being inflicted in 15 minutes! This scenario serves as a teaching experience for new players. The Battle of Mars-La-Tour – the whole battle beginning at 8:00 am and continuing the entire day. There are two variations offered – historical and free-setup deployments. There are also options for a historical reinforcements schedule or a variable schedule utilizing the Prussian Strategic Movement system. The Battle of Gravelotte-St. Privat – – the entire day-long battle. There are two variations offered – historical and free-setup deployments. There are also options for a historical reinforcements schedule or a variable schedule utilizing the Prussian Strategic Movement system. Campaign Scenario #1 – the game begins with the Mars-La-Tour scenario but continues past the first day until the campaign victory conditions are achieved. Campaign Scenario #2 – the game begins on August 15th and the French player must march the entire Army of the Rhine across the map to escape to Verdun or as a secondary option protect the army from destruction. The Prussian army’s movement is done entirely via the Prussian Strategic Movement system until they enter the game map. This scenario gives players the option to shape an entirely new campaign.COMPONENTS1 – 22” x 34” map 2 – 9/16” countersheets 1 – Rulebook 1 – Playbook (Scenarios Historical Notes and Examples of Play) 1 – Game Tracks Card 1 – Prussian Strategic Movement Card 4 – Player Aids (2 Prussian and 2 French) 4 – Ten-Sided Dice (1 Blue 1 Red and 2 White)

Death Valley: Battles for the Shenandoah

Death Valley: Battles for the Shenandoah

Rating: 8.4 | Players: 1–2

Game Type:

Wargames

Death Valley: Battles for the Shenandoah is the seventh installment of the Great Battles of the American Civil War (GBACW) series published by GMT Games.Death Valley: Battles for the Shenandoah contains eight battle games with multiple scenarios. They range from division level contests on half sized maps to two map battles between armies. Experienced players will be able to play many of the scenarios in one sitting. The rules compare the development of the cavalry and the changes in infantry and artillery organization and tactics in 1862 and 1864.The Great Battles of the American Civil War Series:This series is one of the hobby’s longest-lived design concepts springing from the legendary regimental level Gettysburg game – Terrible Swift Sword (SPI) – designed by Richard Berg in 1976. Under GMT the rules system has remained stable but has shown remarkable flexibility to allow each game to smoothly incorporate additional rules to reflect the historical battles. The series relies on interactive chit-pull mechanics to simulate the oftentimes-chaotic nature of the 19th Century battlefield at the regimental level.Changes have been made to the series rules for Death Valley in order to enhance their clarity and simulation value. Veteran players will find the revised rules to be very familiar with the main differences being in the user-friendliness of the rulebook as well as how the game feels especially for players versed in Civil War tactics.TIME SCALE: Each Turn = 1 Hour MAP SCALE: 145 Yards Per Hex with 25-Foot Elevations UNIT SCALE: 50 Men or 1 Cannon per Strength Pointdescription from GMT website

No Retreat!: The North African Front

No Retreat!: The North African Front

Rating: 7.3 | Players: 1–2

Game Type:

Wargames

(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

The Dark Summer: Normandy 1944

Rating: 7.8 | Players: 1–2

Game Type:

Wargames

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

The Fog of War

The Fog of War

Rating: 7.2 | Players: 2

Game Type:

Wargames

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.

Saints in Armor

Saints in Armor

Rating: 7.9 | Players: 2

Game Type:

Wargames

The Bohemian Revolt of 1618 triggered the Thirty Years War and in the early period of the war the Catholic/Imperial cause enjoyed an almost unbroken string of victories. This game part of the Musket and Pike Battle Series simulates six battles of the early Thirty Years War. In the period covered the armies deployed in more compact formations so each battle fits on half of a standard map.The battles covered in this game are:White Mountain November 1620 The combined army of the Holy Roman Empire and the Catholic League under Johann Tserclaes the Count of Tilly strike a blow directly at the Bohemian capital of Prague. The Bohemians make a stand on the slopes of White Mountain outside the town. Their Transylvanian allies desert them at the most critical point of the battle causing the total collapse of the Bohemian army and its cause.This is a short scenario where the qualitatively superior Catholic forces must crush the strongly positioned Bohemians who are bolstered by a large Transylvanian contingent of questionable reliability.Wimpfen May 1622 Tilly joins forces with the Spanish under Cordoba. Together they pursue the smaller army of the Markgraf of Baden-Durlach. They catch his army near the town of Wimpfen where it is drawn up in a defensive position in a river bend. The Badian camp is fortified in a special traditional way with Spießwagen (pikewagons) mobile barricades equipped with sharp poles and small mortars. Only when a powder wagon detonates in the midst of the Protestant position scattering the defenders the Catholics are able to storm the wagonburg and heavy fighting breaks out.A balanced pitched battle. A larger Catholic army tries to defeat a Protestant army that is not only protected by a wagonburg but also possesses a strong cavalry force for counterattacks.Höchst June 1622 The Bavarians under Tilly catch the forces of the zealous Protestant Duke Christian as they try to cross the river Main. To protect the crossing Christian makes a stand at a stream. At first Tilly hesitates but eventually the Bavarians attack and the Protestant army dissolves in a chaotic retreat.A rearguard situation where the Protestants must delay the Catholics while simultaneously trying to retreat the majority of their army to safety.Fleurus August 1622 Defeated and demoralized the combined forces of the condottiere Mansfeld and Duke Christian try to escape the German theater and enter the service of the United Provinces instead. Cordoba's Spanish army blocks them at Fleurus in what is today Belgium. The unpaid and mutinous Protestants attack at dawn in an attempt to break through. In a vicious five-hour fight the Spanish hold but enough Protestants break through to force the Spanish to lift an important siege in the Netherlands.This is a smaller pitched battle where a large but very unreliable Protestant army attempts to overwhelm the smaller but more experienced Spanish army. This battle is suitable as an introduction to the game system.Stadtlohn August 1623 Following the battle of Fleurus Duke Christian again rebuilds an army with raw recruits to join with Mansfeld in the Netherlands and renew the fight for the Protestant cause. However he soon finds himself outlawed by the Imperor unsupported and forced to retreat when Tilly's veteran army bears down on him. The Protestan army slowed by a massive baggage train attempts a last stand and finds itself caught by Tilly's vanguard when within sight of the Dutch border. True to form Christian decides to risk his army to save his baggage train but ends up losing both.A race-against-the-clock rearguard situation where the focus is on the fate of the Protestant baggage train that is slowly moving towards the map edge.Lutter am Barenberge August 1626 The Danish King Christian IV intervenes in the Thirty Years War and pushes Tilly back during the early summer. However he finds himself outnumbered and on the defensive when Tilly is reinforced by Imperial troops. Christian decides to turn on his pursuers and gives battle in a strong defensive position at Lutter am Barenberge. The initial Catholic attacks are repulsed but the subsequent uncontrolled Danish counterattack results in the eventual collapse of the Danish army.This is also a rearguard battle but with more evenly matched armies though the Danes are severely hampered by an unusual command situation.In addition to scenario specific special rules that highlight the unique events of each battle the battles in the game all share a simple set of special rules. These rules show the peculiarities of the early years of the Thirty Years War such as Croat/Transylvanian style light cavalry.Even though not all of the battles included were equal contests in military terms the player victory conditions are balanced. Along with the special rules that means the battles are interesting for both sides.

Advanced Squad Leader: Starter Kit #4 – Pacific Theater of Operations

Advanced Squad Leader: Starter Kit #4 – Pacific Theater of Operations

Rating: 8.6 | Players: 2

Game Type:

Wargames

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.

Wings of Glory: WW1 Duel Pack

Wings of Glory: WW1 Duel Pack

Rating: 8.0 | Players: 2

Game Type:

Wargames

A pack for beginners with two miniatures and all the rules needed to start and to go deeper into the system: both Basic and Standard rules are included plus several scenarios and special rules to go with them (both for trench cards and for AA machineguns). Two version are available: - one with Richthofen's Fokker Dr.I and Brown's Sopwith Camel; - one with Paul Bäumer's D.Va and Frank Luke's SPAD XIII.Wings of Glory WWI planes are 100% compatible with Wings of War using the same scale base-fittings and pegs.

North Africa '41

North Africa '41

Rating: 8.3 | Players: 1–2

Game Type:

Wargames

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)

The Blitzkrieg Legend: The Battle for France,1940

The Blitzkrieg Legend: The Battle for France1940

Rating: 8.0 | Players: 2

Game Type:

Wargames

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: Battles for Tobruk,1941

Brazen Chariots: Battles for Tobruk1941

Rating: 8.4 | Players: 1–4

Game Type:

Wargames

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)

Freedom!

Freedom!

Rating: 7.7 | Players: 2

Game Type:

Wargames

Freedom! is a siege game a test of will endurance and tactics between the besieged freedom fighters and the besieging imperial forces who have come to crush the rebellion. This universal contest is presented through a dramatic history of the siege of a Greek Holy City (Messolonghi) by Ottoman forces during the Greek War of Independence.The battle takes place in two maps: one showing the actual city and the forces involved in the siege and one with the surrounding areas highlighting the support that each of them provides to both players.This game features asymmetrical play. The goal of the invading forces is to manage to get inside the city before the end of the game or force the citizens to abandon the cause by dropping their morale to zero. The defenders on the other hand try to withstand the siege and protect the city long enough for the invaders to abandon their attempt either by deciding to leave on their own or by having their morale dropped to zero. The actions of the players are driven by the cards in their hands which highlight actual events and personalities of that time while the combat is dice-driven to allow for quick and exciting game-play.

Clash of Rage

Clash of Rage

Rating: 7.3 | Players: 1–4

Game Type:

Wargames

Categories:

As far as we can remember Elves always dominated the world. But their time is drawing to an end as the decline is near. From the Bohorg's tribe to the Steamfield Barony along with the Godleif's clan and the army of the Tomb every clan is secretly arming itself to conquer the elven cities and the precious crystals they hold; crystals being the only way to forge the powerful legendary equipment.Clash of Rage is a miniatures game of conquest and movement in which different clans will fight for victory. Every army is unique with its own units and characteristics. Players will equip each unit as they see fit buying weapons and armors so that every game will be different!Overcoming the Elves will be the first necessary step to victory but the showdown with the other clans is bound to happen!

Conquest & Consequence

Conquest & Consequence

Rating: 8.0 | Players: 2–3

Game Type:

Wargames

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

Red Dust Rebellion

Red Dust Rebellion

Rating: 8.2 | Players: 1–4

Game Type:

Wargames

- Aroha Thompson Red Dust spokesperson and Mining Union organizer.Red Dust Rebellion is volume XII of GMT's acclaimed COIN Series and tells the story of the Martian revolts of the 2250s and the rise of Martian nationalism.—description from the publisher

Mrs Thatcher's War: The Falklands,1982

Mrs Thatcher's War: The Falklands1982

Rating: 7.9 | Players: 1

Game Type:

Wargames

Not designed as a detailed simulation this fun and challenging game illustrates the general strategic course of the 1982 Falklands War between Britain and Argentina and highlights important historical themes.It is two games in one: a naval/air game (whose mechanics are based on the author's Don't Tread On Me system but using ships and aircraft instead of armies!) in which the British Player fights against the game system's Argentine A.I. to establish control of the skies; and a ground game (modeled after the game system featured in the author's Mound Builders and The First Jihad) in which the British Player takes advantage of his air superiority to fight and 'yomp' his ground troops across East Falkland to final victory -- or defeat -- in the hills around Stanley.The game features all the historical chrome for which this design team is so well known including Exocet missiles Falkland Islander civilian resistance diplomatic shuttles covert Soviet aid SAS guerilla missions Chilean intervention US assistance the Gurkhas helicopters ace pilots and even the Pope!

Inferno: Guelphs and Ghibellines Vie for Tuscany,1259-1261

Inferno: Guelphs and Ghibellines Vie for Tuscany1259-1261

Rating: 8.1 | Players: 1–2

Game Type:

Wargames

Categories:

Tuscany 1259. As wealth from crafts and foreign trade elevated northern Italy’s urban families above the landed lords rivalries within and among their cities hardened into conflict between two great parties. The Ghibellines aligned with the Hohenstaufen emperors who ostensibly ruled Italy while the Guelphs backed rival imperial claimants and the greatest challenger to the Emperor’s authority the Pope. Should any faction gain advantage others coalesced to resist.The comuni (republics) of Firenze (Florence) and Siena dominated inland Tuscany at the head of competing alliances. As Guelphs sealed their control of the more populous Firenze Ghibelline Siena turned to the Hohenstaufen King Manfredi of Naples for help. Local rebellions and reprisals escalated on each side as political exiles stirred the pot. After Manfredi dispatched German knights to protect his loyal Tuscans Firenze mustered its people and allies to march on Siena which responded with its own great army. Pisa and Lucca Lombardia and Umbria joined in. Guelph and Ghibelline faced off en masse at Montaperti in September 1260 in what turned out a bloody Florentine defeat. As Ghibelline exiles returned to grip Firenze its Guelphs rallied to Lucca and Arezzo portending an eternal inferno of fighting.Inferno—the third volume in Volko Ruhnke’s Levy & Campaign Series—visits the conflagration that was 13th-Century Tuscan warfare factional conflict fueled by the money and burgeoning population of the region’s well-to-do cities and mountain valleys. Veteran Italian wargame designer Enrico Acerbi applies his deep knowledge of the age to bring it to life within Volko’s accessible medieval-operational system. Gathering enough transport and provender may not so much be the challenge here as the sudden impediment of rebel towns and castles along key roads. Tuscany’s unruly berrovieri horsemen famed elite crossbowmen and distinctive palvesari shield bearers are just a few of the unique features of this volume. Muster mount up and find out whose blood will make the Arbia run red!Components: One 17x22 inch Mounted Map 175 Wooden pieces 106 Playing Cards Three full-color Countersheets 15 cardboard Lord and Battle mats One Lords sticker sheet Four Player Aid sheets Two Screens Rules Booklet Background Booklet Six 6-sided dice

Hitler's Reich: WW2 in Europe

Hitler's Reich: WW2 in Europe

Rating: 6.8 | Players: 1–2

Game Type:

Wargames

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.

Ligny 1815: Last Eagles

Ligny 1815: Last Eagles

Rating: 8.2 | Players: 1–4

Game Type:

Wargames

Ligny 1815: Last Eagles is the third title of the Eagles of France series after Fallen Eagles (Waterloo) and Rising Eagles (Austerlitz).(to be released Q4 2017) At Ligny Blucher accepted battle with Napoleon assuming that Wellington would not be too far. The French nearly achieved a decisive victory which could have changed completely the dynamic of the Belgium campaign.This game will link up with a coming release Quatre-Bras 1815 to provide an ultimate experience at this scale of the 16th of June 1815 battles that could have decided the campaign before Waterloo.Historical battle and smaller scenarios will be available with the same set of rules. But this games adds variable reinforcements rules as a variant. Both sides will be unsure about what they could get. Using the fog of war rules players will be as close as possible to the real life situation. No more helicopter view and automatic historical insight. —description from the publisher

Battlestar Galactica: Starship Battles – Starter Set

Battlestar Galactica: Starship Battles – Starter Set

Rating: 7.8 | Players: 2–4

Game Type:

Wargames

Battlestar Galactica: Starship Battles is a starship combat miniature game created by the same designers as Wings of Glory and Sails of Glory. The game includes ready-to-play painted and assembled miniatures with a special base to support its unique game mechanisms.In the game players take control of one or more Colonial and Cylon ships and face each other in furious dogfights and many other different kinds of missions. The game features innovative mechanisms allowing players to simulate space combat using simple and intuitive rules to imitate the unique dynamics of the battles in the TV show.Battlestar Galactica: Starship Battles includes both Classical and Reimagined settings as the publisher's license with Universal Brand Development includes both the classic series created by Glen A. Larson in the late 1970s and the re-imagined series developed by Ronald D. Moore and David Eick which aired until 2010.

Triomphe à Marengo

Triomphe à Marengo

Rating: 8.2 | Players: 2

Game Type:

Wargames

Northern Italy 14 June 1800: The out-manoeuvred Austrian army attacked the French under Bonaparte took them by surprise and defeated them quickly in the morning fight. Thinking that the battle was over they pursued the retreating French. However when General Desaix arrived with reinforcements in the late afternoon the French started a defiant counterattack and turned the Battle of Marengo into a glorious triumph.This game recreates that dramatic battle. One player takes the role of Bonaparte whose troops are scattered at the beginning while the other attacks with the Austrians. He has to defeat the French before they can strike back with their reinforcements. Triomphe à Marengo is fast playing. Departing from almost all wargame conventions it brings the look of the 19th century linear warfare onto the table.Based on the award winning Bonaparte at Marengo and improving it in many aspects Triomphe à Marengo offers a unique game experience: The redesigned map gives you wide open spaces for clever manoeuvres; the modified combat system is full of drama; and the novel locale-based morale system is nothing but thrill and tension. Since fights are resolved without dice it's not Dame Fortune who will decide defeat or victory.

Kings of War

Kings of War

Rating: 7.8 | Players: 2

Game Type:

Wargames

Kings of War is the miniatures wargame from Mantic Games. Designed to go along with the accompanying 28mm Fantasy Ranges the game features players maneuvering large blocks of miniature soldiers around the battlefield in search of victory.Kings of War is a new concept for mass battle miniature wargaming — a game that is both easy to learn and fast to play! With few and simple rules there is little to get in the way of the fun and slaughter. Kings of War is a challenging game of strategy where you can pit your wits against your opponent without devoting half of your brain power to remember a plethora of convoluted rules.And that’s not all the innovative turn structure allows you to play Kings of War using a time-keeping tool (like a stopwatch or a chess clock) to time your moves. As the seconds tick away the pressure and excitement this adds makes 'Kings of War' unlike any other large-scale wargame you’ve ever played before.Units are given simple ratings such as 'Melee Attack' 'Defense' and 'Nerve' and then augmented with special abilities that characterize the different fantasy races that inhabit the world. In 2015 the beta rules were updated and a full ruleset was released. Abbreviated rules are downloadable from Mantic's website and extracts (about 70%) from the full army lists for all factions are also available for download called starter lists. Currently army lists exist for Elves Dwarves Kingdoms of Men (medieval humans) Basileans (clerical army with saints and angels) Forces of Nature (Treemen Dryads and other assorted forest creatures) Forces of the Abyss (devils and demons) Abyssal (evil) Dwarves Goblins Orcs Ogres Twilight Kin (evil elves) and the Undead hordes. Additional factions lists are now available in the Uncharted Empires supplement: The Brotherhood (high medieval and mystical humans with elementals) Salamander (humanoid lizards) The Herd (satyrs... ok: beast-men) The League of Rhordia (fantasy renaissance humans and halflings) The Trident Realms of Neritica (tritons/ fishmen) The Empire of Dust (aegyptian undead... yes kings from tombs) Night-Stalker Armies (spirits ghosts and the like) Ratkin Armies (ska... er scavenger ratmen) and the Varangur (chao...tic warriors).

Longstreet Attacks: The Second Day at Gettysburg

Longstreet Attacks: The Second Day at Gettysburg

Rating: 8.5 | Players: 1–4

Game Type:

Wargames

Longstreet Attacks: The Second Day at Gettysburg is a two-player Tactical level board-wargame simulating the fighting on July 2nd 1863 during the second day of the Battle of Gettysburg and focuses on the southern portion of the battlefield. These engagements involved General Longstreet’s attack against Sickles’ positions with troops from Hood’s and McLaws’ Divisions assisted as well by Anderson’s Division of A.P. Hill’s Corps.The game is specifically designed to be a playable regimental-scale game that players can complete in a long evening. It allows the players the immersive experience of tactical combat without the heavy rules overhead normally found in such games while also delivering a comprehensive experience of limited intelligence and unexpected events. The game features the Blind Swords chit-pull system which emphasizes the three “FOW’s” of military conflict: fog-of-war friction-of-war and fortunes-of-war. With each chit pull players will be challenged to make tough decisions based on their assessment of the situation at that moment. Unlike traditional chit-pull systems the Blind Swords system ensures that no combat units can be counted on or conversely counted out. This yields an environment of tense action and constant surprises – an environment that will challenge each player.UNITSAll regiments and batteries of the Army of Northern Virginia and the Army of the Potomac that took part in these actions are represented in the Order of Battle. Each unit has a Strength Point number with each point equaling 50 men or 1 artillery piece and a Cohesion Rating representing the unit’s morale training and experience.SYSTEM HIGHLIGHTSCombat and Cohesion System: The combat system is “firepower” based and utilizes the unit’s size and Cohesion Rating to determine its effectiveness. The combat system is driven by a unique four-D6 dice mechanic. All four differently-colored dice are rolled simultaneously. The black and white dice generate an initial result ranging from 11 to 66. The other two dice (red and blue) simultaneously give the players the tangible effect of the initial result and represent physical casualties suffered by the unit (the red die) and the morale effect of the enemy’s fire (the blue die).Orders System: A player must first choose one of four possible Orders that an activated Brigade will operate under – Attack Defend Maneuver or Rally. Each Order has specific parameters that provide benefits and restrictions. This Order choice can be critical to a unit’s performance during its activation.Chit-Pull System: The Blind Swords chit-pull system is a unique mechanic and generates challenging actions and difficult decisions for the players. It features four different types of chits all of which reside in the same cup each with special effects:MAPThe map is 22” x 34” hexagonal map of the entire south end of the Gettysburg battlefield. Each hex equal 150 yards and contains all the significant terrain details – elevations slopes woods swamps buildings orchards etc.SCENARIOSThe game will include at least five scenarios:The Round Tops. A small scenario to introduce people to the games rules.The Whirlpool. A ten turn scenario about the most contested part of the battlefield. The Wheatfield Devils Den Houck's Ridge and the Peach Orchard. 4:20 to 7:20pmAssault on the Emmitsburg Road. A 9 turn scenario of the battle for the Peach Orchard and Cemetery Ridge. 5:40 to 8:20 PMHammerin' Sickles. The full second days action on this part of the field. 14 turns. 4:00 to 8:20 pm.Sickles Stays Put. A what if scenario exploring a set up closer to what Meade intended for Sickles before his forward advance.Map by Rick Barber Counters by Charlie Kibler Box by Mark Mahaffey

Agricola,Master of Britain

AgricolaMaster of Britain

Rating: 7.1 | Players: 1

Game Type:

Wargames

It is the year of Vespasian and Titus - the sixth such ordinary consulship that Titus shared with his Imperial father. The civil war of a decade ago is but a memory and the Flavians have restored peace and order to all corners of the empire save one. The people of Britannia remain fiercely resistant to the will of their Roman masters and the emperor has charged YOU with the seemingly impossible task of bringing them to heel.Agricola Master of Britain is a solitaire game of governance and conquest. To master the delicate political situation you will need the right blend of military force administration bribery and diplomacy. Every action you take matters changing how the native populace feels about you and your rule. But you'll never know exactly who's with you or against you because the game tracks this under the hood or more precisely in the cup.Three chit-pull cups (Friendly Unfriendly and Hostile) represent the allegiances of the units contained within those cups. After each action you take one or more of these units are blindly moved from one cup to another. You'll have a general idea of I'm really cheesing them off or I should have a lot of friendlies available for recruitment but until you pull a chit you won't know who your friends really are or where the next rebellion will spring up. This isn't totally random: certain tribes naturally skew more in one direction or the other and taking actions to stabilize a region after it's been pacified will diminish the chances of revolt there.Building the right armies and taking the right actions at the right time is key to your success. But the Flavians - and particularly the hated Domitian - expect greater and greater results with each campaign season. You'll need to meet and exceed them if you want to duplicate Agricola's achievement.

Stalingrad: Advance to the Volga,1942

Stalingrad: Advance to the Volga1942

Rating: 7.7 | Players: 1

Game Type:

Wargames

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.

Decision at Elst: An Advanced Squad Leader Starter Kit Historical Module

Decision at Elst: An Advanced Squad Leader Starter Kit Historical Module

Rating: 8.5 | Players: 2

Game Type:

Wargames

(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.

ONUS! Rome Vs Carthage

ONUS! Rome Vs Carthage

Rating: 7.7 | Players: 1–4

Game Type:

Wargames

Have you ever dreamed of commanding a powerful army? Have you ever imagined leading troops which included elephants over the Pyrenees and the Alps to try to conquer Rome? Have you enjoyed a good historical novel dated on the old Republic of Rome and you would like to travel to that time?ONUS! Rome Vs Carthage is a war game similar to miniatures games in which both sides fight an ancient battle. The game is mainly based on the II Punic war although battles from III to I B.C centuries can be also simulated. The game concept combines both orders and events cards that makes each game different and each combat becomes unpredictable and thrilling. ONUS! can be played anywhere but to get the best gaming experience we do recommend a game area as large as possible i.e. 3.2 x 2.9 feet (100 x 90 cm).Units are represented by cards which have been scaled around a Centuria (also known as Century) or to a Maniple (also known as Manipulus) representing formations from 80 to 100 men for Infantry units 20 cavalrymen for Cavalry units or 6 Elephants. Units have their own set of traits to represent permanent attributes of the unit like Melee Combat Range Attack Defensive capacity Morale and Life and Movement capacity. This set of traits gets bonuses and penalties depending on the ongoing situation and combat engagements. Units also have their unique set of skills to represent specific abilities they can perform: from defensive formations to extremely effective techniques to attack enemies. Some of these skills need to be activated meaning only one of them can be used in an engagement while others are inherent to the units.Leadership is represented in the game by the figure of the General. A General’s token represent his HQ and its own escort. In addition to the leadership benefit a General grants bonuses to nearby units boosting the morale of the troops and providing additional benefits when they are engaged with the enemy in those bloody encounters. Both Hannibal and Scipio two well-known Generals are included in the game with their unique set of bonuses! Also Heroes Veterans and Elite units take part in Onus!ONUS! Rome Vs Carthage is played in turns composed by six different phases each:1. Activation of Units: in this phase the active player can play any number of Order cards from his hand stating what units are going to be used during the turn. 2. Movement and Charges: in this phase the active player may move all those units activated in the previous phase. Those units finishing their movement in contact with enemy units may Charge against them. 3. Range Attack: those active units able to carry out Ranged Attacks and which haven’t moved or executed a Reduced Movement may shoot enemies within its maximum range. Also special units like Skirmirsher have this skill thus they may want to use this ability. 4. Skirmishers: units having these specific skill can harass enemy units provided they haven't spent all their movement points. 5. Combat: All engagements are resolved in this phase being the active player the one choosing the order of combats. 6. Flee Movement: units fleeing continue their movement if Morale checks fail.

Red Storm: The Air War Over Central Germany,1987

Red Storm: The Air War Over Central Germany1987

Rating: 8.5 | Players: 1–2

Game Type:

Wargames

Red Storm is the second sequel to the Charles S. Roberts Award-winning game Downtown. Red Storm is a standalone game that utilizes the Downtown game system to depict a hypothetical air war in May/June 1987 over the central portion of the NATO/Warsaw Pact front in central Germany. Like Downtown and Elusive Victory before it Red Storm is an “operational” level air warfare game where players manage large strike packages and numerous combat air patrols in an effort to strike enemy targets protect their own ground troops and secure control of the air over the land battle raging below. Both sides have highly advanced all-weather aircraft long-range missiles precision bombs sophisticated electronic warfare assets and dense air defense networks of surface-to-air missiles and radar-guided AAA. The game features aircraft from the United States United Kingdom West Germany Canada Belgium the Netherlands Soviet Union and East Germany.As the NATO player you fight outnumbered in the air but with a qualitative edge in technology and better-trained pilots. NATO faces the daunting task of contesting the air in the face of the initial onslaught from the WP air forces while also getting bombs onto targets on the ground both on the frontline and rear echelon forces of the Soviet and East German armies. As the Warsaw Pact player you must push your numerous but less flexible forces to the absolute limit in an effort to overwhelm NATO forces in the air and destroy them on the ground all while supporting advancing ground forces. Both players also have to manage their air defense networks consisting of overlapping layers of SAM and AAA.Units Like earlier games in the series units in Red Storm are flights of 1 to 4 aircraft each tasked with different roles such as bombing combat air patrol close escort or jamming support. Red Storm features more than 50 types of aircraft including both older “3rd Generation” workhorses like the F-4E Phantom II and MiG-23 Flogger as well as advanced “4th Generation” fighters including the US F-15 Eagle the UK/West German Tornado and the Soviet MiG-29 Fulcrum. Aircraft from the air forces of Belgium West Germany the United Kingdom the United States the Soviet Union and East Germany are provided. Ground units depict various types of troop concentrations SAMs and AAA assets. The SAM network on both sides is both more numerous and more dangerous than ever with low-altitude SAMs like the UK Rapier US Chaparral and Soviet SA-13 Gopher joining a daunting array of medium/high altitude SAMs like the US Patriot and Soviet SA-12.Maps and Terrain Two 22” x 34” map sheets depict the rough terrain in the central portion of the NATO front line reaching from the Rhine river in the west to the Thuringia region of southwest East Germany. The map uses the same scale of approximately 2.5 nautical miles per hex used in earlier games in the series. This densely populated region of Europe features numerous rivers cities and airfields dot the map. Unlike earlier games in the series Red Storm features a frontline that moves steadily west as the Warsaw Pact armies advance.Game System Like the earlier games in the series Red Storm requires both players to do planning for both their air and ground forces prior to a scenario. Raid forces must be generated targets and routes planned and aircraft loadouts determined. SAM AAA and radar units must be placed to take advantage of the rough terrain and frequently poor weather of central Germany.During a scenario players go through a sequence of phases each turn where they conduct electronic warfare use various means to detect and track enemy flights and move and fight with their flights while potentially being attacked from the ground. The heart of game is the movement phase where players use a chit-draw system that allows players to alternate moving one to five flights at a time.Scenarios The war depicted in Red Storm is a short one with just six weeks between the start of the air war and a fateful initiation of nuclear warfare by both sides. More than 20 scenarios feature a mix of day and night operational missions for both sides including missions to directly support frontline ground troops as well as many missions that “go deep” behind enemy lines to strike enemy airfields logistics and air defense networks. These range in size from smaller partial-map ones that can be played in an afternoon to very large full-map scenarios that might take a couple of days to complete. There are also scenarios depicting reconnaissance missions airborne drops helicopter assaults special forces insertions cruise missile strikes and delivery of nuclear weapons.Components Two 22” x 34” maps 1,260 die cut counters One Rules Booklet One Scenario Booklet One Appendices Booklet Five Full-Color Player Aid Cards Three Full-Color Aircraft Data Cards Two 10-sided dice NATO and Warsaw Pact log sheets

Napoleon 1807

Napoleon 1807

Rating: 7.9 | Players: 2

Game Type:

Wargames

After the defeats of Auerstaedt and Jena Prussia collapsed but has not yet surrendered. Their Russian ally arrives by the east to defy Napoléon. The tough Polish campaign is beginning.When the game meets HistoryNapoléon 1807 is a game at the crossroads of History and simulation. It uses the same game system as Napoléon 1806.With Napoléon 1807 in 1 to 2 hours two players will relive the clashes between Russians and French in the heart of winter 1806-1807 in Poland. Three campaigns are proposed that retrace the terrible events that will culminate in the famous battles of Pultusk Eylau and Friedland.Napoléon 1807 is intended for seasoned grognads as well as for young conscripts who want to try a new playfull sensation. Strategy anticipation decision are the engines of the Napoléon 1807 game system.

Hoplite: Warfare in the Persian-Hellenistic Age 4th-5th Century BC

Hoplite: Warfare in the Persian-Hellenistic Age 4th-5th Century BC

Rating: 7.7 | Players: 1–4

Game Type:

Wargames

Categories:

Hoplite the 15th volume in the Great Battles of History series of games allows players to recreate classic battles from the pre-Alexandrian Persian-Hellenistic Age the heyday of the Hoplite (heavy infantry fighting in packed formation). This period is often considered to feature the birth of Western Warfare as opposed to the Persian/Eastern style which relied on archery light cavalry and mobility.Exactly how hoplite warfare was fought – what really happened when “the bell rang” – is highly disputed by ancient military historians even today. Hoplite allows you to test out your theories (well our theories using your dice) with eleven of the great battles of this era from the Battle of Leuctra featuring the huge 60-man deep phalanx of Beotarch Epaminondas to the classic confrontations with the Persian missile-armed troops against the classic Greek hoplite phalanxes.The package includes Simple GBoH versions for each of the battles along with special rules that highlight the hoplite style of warfare.Hoplite is the ultimate board game simulation on the birth of Western Warfare. And it lets you see how we stack up with the latest (June 2013) book on the subject:Game scale: 100 yards per hexPlaying Time: 1 ½ to 8 hours

Baptism By Fire: The Battle of Kasserine

Baptism By Fire: The Battle of Kasserine

Rating: 8.1 | Players: 1–2

Game Type:

Wargames

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)

South Pacific: Breaking the Bismarck Barrier 1942-1943

South Pacific: Breaking the Bismarck Barrier 1942-1943

Rating: 7.8 | Players: 2

Game Type:

Wargames

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)

Last Chance for Victory: The Battle of Gettysburg

Last Chance for Victory: The Battle of Gettysburg

Rating: 8.8 | Players: 2

Game Type:

Wargames

(from MMP website:)Last Chance for Victory is the next entry in The Gamers’ Line of Battle series (LoB) which simulates the Battle of Gettysburg. It is the second game in the series following the well received None But Heroes about the Battle of Antietam.The story of Gettysburg is well known or I should say the popular rendition of the battle is well known and has certainly been simulated multiple times.As is usually the case with stripped down accepted versions of complex events this narrative misses much flavor and a deeper understanding of what went on. It’s the ‘auto-tour’ version of a much more involved event.Many things are simply not brought out or put into proper context in the affirmed version of the battle:1) Lee arrived on the field and tried to get his footing when Ewell (on his own initiative) ordered Rodes and Early to attack. Lee wasted no time in ordering Hill to attack with Heth and Pender to support Ewell’s Corps. In the commonly held view Lee arrived and simply dithered while events unfolded outside his control.2) There were several opportunities that afternoon and evening to advance and take Cemetery and/or Culp’s Hills. These were missed… but not as commonly assumed because one or more leaders were staring at their navels confused or indecisive. What happened and why?3) Ewell made a clear headed decision his men were in no condition to take the hill that evening. He was the commander on the spot. Since then historians and armchair generals everywhere have questioned that decision the game allows you to see who was right. Ewell was of the opinion that he could only do it if 3rd Corps supported him. That support was ordered by Lee (using 3rd Corps’ artillery) but was not implemented by the army’s chief of artillery. Would that have allowed the attack to work? What was the relative condition of the Union defenders and the potential attacking troops anyway?4) There never was any sort of ‘dawn attack’ order but there were orders to attack much earlier on the second day than actually occurred. The game allows you to find out what went wrong (so you can draw your own conclusions as to who to blame).5) By evening of the 2nd day the fate of Cemetery Ridge rested in the hands of a handful of formed Union regiments (including the human sacrifice of the 1st Minnisota). Confederate victory was very very close—teetering in the balance much more than normally assumed. There was a reason Lee said that if Dorsey Pender remained in command for another 30 minutes the Confederates would have won the battle. See just how tough the Union job was and how close to the edge they got. What would have been the result of that 2nd day’s attack had it launched just a few hours earlier or even at the same time but with the coordinated use of Anderson’s and Pender’s divisions?6) Everyone assumes Pickett’s Charge was a forlorn desperate throw of the dice but what was the condition of many of the Union units manning that ridge? Was this attack a complete reworking of the Confederate battle plan out of blind frustration or was it a continuation of the plan from both earlier days? What was the earlier theoretically coordinated plan the attack was ad libbed from?7) As a whole the popular version of the battle pretty much assumes a Union victory unless multiple stars aligned for the Confederates. If this is so did the Army of the Potomac have to merely put out a ‘fair-to-middl’in’ effort or did they have to fight tooth and nail to gain victory? If the latter just how close of a run was it? Doesn’t “assuming they will win” take away well earned credit they had for finally overcoming a determined and usually successful foe?Last Chance for Victory attempts to allow players to find their own answers to these questions and points as well as many others. The added depth and nuance makes for a very different and in my opinion more accurate rendition of the battle than you’ve ever seen before.Aside from showing the history in a way that will be both entertaining but make you thirst for more and better reading on the topic multiple variations are provided to explore the battle. Sure there are the usual “extra troops” variants but more importantly options that allow players to tweak the various historical behavior ‘knobs’ I assigned. If you think my ‘setting’ for Howard (to pull a name out of a hat) are all wet you can change him to be better (or worse) so you can see how your version ‘plays.’ Likewise a number of rules simulate activities that were pretty much out of the player’s hands (such as Buford’s need to screen the town yet keep his losses very low) these can be ‘turned off’ as desired to see what effect they really have on the battle. There is a matrix of the various ‘control’ rules and the possible ‘settings’ for each one that players can use before starting if they disagree with my decisions. The results of your choices might surprise you and spur your understanding of the battle to new levels.As with None But Heroes Last Chance for Victory is designed to bring all of this and much more to your table in the most historically accurate and informational jam-packed game possible. Like any LoB game it was designed with twin goals: the most insight possible and a game with maximum playability.Enhancing the already well received and streamlined Line of Battle rules Last Chance for Victory comes with the v2.0 series rules. These rules incorporate the refinements and suggestions of hundreds of real players which make this smooth system even faster to play. Make no mistake this is the only regimental level Gettysburg game that can be played to completion at a respectable clip—yet it is a large game. A pair of reasonably fast players could play the campaign game to completion at a convention like ConsimExpo. I’ve completed campaign games with three players in a week of rather relaxed play time.Scenarios abound of various sizes. The campaign uses a 4-map ‘box’ layout but the game comes with two additional maps one covering just the 1st Day’s fighting and the other the 2nd and 3rd Day’s. The big game scenarios can be played on one or both of those maps and with those two linked together it is possible to play the entire battle on 2 maps.It replaces This Hallowed Ground from the RSS-series.

Arquebus: Men of Iron Volume IV – The Battles for Northern Italy 1495-1544

Arquebus: Men of Iron Volume IV – The Battles for Northern Italy 1495-1544

Rating: 7.6 | Players: 2

Game Type:

Wargames

From the publisher:Northern Italy - and especially Milan - at the end of the 15th century was the brutal focal point for power and control between France and the Imperialist empires of Venice and Spain. And the battles fought for this prize are a record of the changing face of how war was fought.At the start of the 'war' the main forces were mounted men-at-arms and a tightly packed and closed formation of pike especially as represented by the Swiss. But as battle churned into battle that slowly changed. Firepower in the form of the arquebus (an early musket) became increasingly prevalent and dominant forcing the closed pike formations to open up as the Spanish did (with sword and buckler) and the reliance on heavily mounted cavalry to decrease.Arquebus shows all of this in true die-rolling glory featuring 8 major battles: Fornovo Cerignola Agnadello Ravenna Marignano Bicocca Pavia and Ceresole. These are all really great game-players with all but two of them half-mappers playable in 3 hours or less. The other two are the 'tiny' page-sized (8 x 11) Cerignola and the big one-mapper the major final battle of Pavia. Pavia was a crushing defeat wherein France lost over 50% of its army and almost all of its nobility of command including her king Francis I who was captured. But for gamers Pavia is wonderful gameplay with units all over the greatly detailed map much maneuver and many tough decisions to make.Arquebus uses the popular Men of Iron mechanics with much concentration on detail of weaponry from the differences between closed formation and open to the decline of the Swiss (pas d'argent? pas de Suisse) and the rise of the German Landsknecht the major force in warfare of the era and ironically the best-dressed men in Europe. Yes Landsknecht uniforms literally set the fashion trend at the time for the entire western world.

Old School Tactical: Volume 1 – Fighting on the Eastern Front 1941/42

Old School Tactical: Volume 1 – Fighting on the Eastern Front 1941/42

Rating: 8.2 | Players: 2

Game Type:

Wargames

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

Wings of Glory: WW2 Starter Set

Rating: 7.4 | Players: 2–4

Game Type:

Wargames

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

Chain of Command

Rating: 8.3 | Players: 2–4

Game Type:

Wargames

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.

Old School Tactical: Volume 2 – West Front 1944/45

Old School Tactical: Volume 2 – West Front 1944/45

Rating: 8.6 | Players: 2–3

Game Type:

Wargames

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.

Blood & Roses

Blood & Roses

Rating: 7.5 | Players: 2

Game Type:

Wargames

Categories:

(from GMT website:)Blood & Roses focuses on the battles of the Wars of the Roses in England between 1455 and 1487. This was warfare in which most men were truly of iron heavily and totally armored to such a point that their mobility was suspect. It was also the introduction of gunpowder – mostly field artillery – in noticeable numbers. And while many English men-at-arms were mounted they did so almost entirely for transport. Most fighting was on foot … and it was quite vicious.Historical Note: The game’s title refers to the heavy casualty rates and the names given to many of the fields after the battles: Bloody Meadow Bloody Field et al.Blood & Roses is designed for quick learning and easy play. Game rules are short there are no turns - play is Continual with ample opportunities to steal play from your opponent - and combat resolution is a single dieroll. Playing time is about 1-2 hours per battle. Designer: RICHARD H. BERG Developer: Ralph SheltonMAP SCALE: 50 yards per hex. UNIT SCALE: 250 Infantry and Cavalry 150 Handgunners and several Cannons per counter.

Saladin

Saladin

Rating: 7.2 | Players: 2

Game Type:

Wargames

Categories:

Saladin is the first game of the series En Ordre de Bataille which will present for each volume a legendary medieval leader and two battles in which he has shown himself.When the game meets History:Saladin is a game intended to recreate the famous battles of Hattin and Arsuf where Saladin was opposed to the crusaders troops of Guy de Lusignan and then to those of Richard the Lionheart. With Saladin take charge of one of the armies that fought each other. Order your horsemen to harass the crusaders ranks or launch a devastating charge with your heavily armored knights. Saladin is an epic game for history and strategy fans.Will you be able to lead your men to victory?Saladin is a historical wargame for 2 players. Having chosen one of the two battle scenarios and set up the game each player in turn will order one of their Banners. He will make them fight in order to disorganize those of their opponent. For this it will be necessary to spend Order tokens the number of which will decrease at the beginning of each turn. The player who will manage to preserve the cohesion of his troops by retaining the precious Order tokens will be declared the winner.

Fighters of the Pacific

Fighters of the Pacific

Rating: 7.8 | Players: 2

Game Type:

Wargames

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

Next War: India-Pakistan

Next War: India-Pakistan

Rating: 8.0 | Players: 2

Game Type:

Wargames

The ink was hardly dry on the documents following the partition of British India in 1947 before war broke out between India and Pakistan. Since the partition four major wars and numerous smaller conflicts have been waged over much of the same ground. In 1947 1965 1971 and 1999 India and Pakistan fought in the mountains of Kashmir and on the plains of the Punjab region to the south. Today both sides are armed with thousands of armored vehicles hundreds of advanced aircraft and dozens of nuclear weapons. With tensions high and both sides heavily armed another conflict may be just a matter of time.Next War: India-Pakistan the next volume in GMT's series of Next War games and a follow-on to  Next War: Korea allows players to fight a near future war between India and Pakistan.Due to the nature of a potential conflict only a portion of the Indo-Pakistani border is featured so that the fighting centers around what it always has: the fate of the Indian state of Jammu & Kashmir. Special rules govern such things as the expanded role bridges play in the region play as well as the fact that both sides in the conflict are nuclear-armed nations. The People's Republic of China and the United States can make an appearance but they might withdraw in the event of a nuclear exchange. The question is: will this war settle once and for all who will control northwest India?Note: the Next War series is not an introductory wargame. Rather we have intended herein to create a system (and a series) that will allow detailed study of modern warfare in various venues as well as engaging gameplay. That said the Standard Game rules encompass a fairly straightforward rule set that will we think be considered easy to learn by experienced wargamers. So players who choose to play Standard Game scenarios can have a relatively quick game when that's what suits them. The real flavor of a war in the theatre however comes through in the Advanced Game where you get much more control over airpower and can more clearly see each side's strengths and weaknesses. For players who want a mini-monster game experience playing the Advanced Game Campaign Scenarios with some or all of the optional rules will definitely deliver.Ownership of Next War: Korea will NOT be required to play.Ground units in Next War: India-Pakistan represent the brigades support units and divisions of the armies of the India Pakistan China and the United States. All ground units are rated for their attack and defense strengths movement capabilities and unit efficiency.Air units represent fighter bomber and attack squadrons of the major combatants and are rated for All-Weather Capabilities as well as their range average pilot skill and their abilities in Air-to-Air Combat Close Air Support and Strike missions.The game's map represents the area in and around the Punjab district of Pakistan and the Indian state of Jammu & Kashmir at a scale of roughly 7.5 miles per hex. The map stretches from edge of The Great Indian Desert to just inside the Himalayas and encompasses portions of both sides of the border.A game turn is generally composed of:Combat resolution examines not only unit strengths but also unit efficiency (representing training doctrine and morale) as well as the terrain where the combat takes place. The CRT tends to be very bloody in nature reflecting what we believe will be a degree of attritional warfare early due to the lethality of modern weapons. As in many games casualties represent not only actual combat losses but also losses of unit cohesion brought about by the rapid pace with which modern armies are able to engage and exploit on the battlefield.In this installment players will have the option depending on game situation and a die roll to secure release authorization for and use tactical nuclear weapons in the playing area. Use of such weapons however could cause your international allies to leave the theater so be careful!There are several Standard Game scenarios. Some are small and focus on limited objectives while others are variations of a campaign game encompassing the entire map.In a break from the standard set in Next War: Korea(and its follow-on Next War: Taiwan) the scenarios in Next War: India-Pakistan posit specific at-start situations and objectives (or victory conditions). In some scenarios Pakistan is the aggressor while in others the Indian side is on the attack in all cases there are varying levels of Chinese and United States intervention.The International Posture Matrix à la Flashpoint: Golan – The Fifth Arab-Israeli War is still present to allow players to experiment with a variety of intervention options for the US and PRC.In  Next War: India-Pakistan Jammu & Kashmir is once again aflame. Can you as the Islamic Republic of Pakistan's commander conquer Kashmir and hold it against the enemy? Can you as the Republic of India's commander attack and defeat the enemy without the conflict going nuclear? And what will happen in the international community while all this is going on? There’s only one way to find out...TIME SCALE 3.5 days per turn MAP SCALE 7.5 miles per hex UNIT SCALE Brigade / Division / Squadron NUMBER OF PLAYERS: Two (Optimal)

Crossing the Line: Aachen 1944

Crossing the Line: Aachen 1944

Rating: 8.2 | Players: 1–2

Game Type:

Wargames

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,

Operation Dauntless: The Battles for Fontenay and Rauray,France,June 1944

Operation Dauntless: The Battles for Fontenay and RaurayFranceJune 1944

Rating: 7.8 | Players: 2

Game Type:

Wargames

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

Meltwater: A Game of Tactical Starvation

Meltwater: A Game of Tactical Starvation

Rating: 7.3 | Players: 2

Game Type:

Wargames

“Restraint? Why are you so concerned with saving their lives? The whole idea is to kill the bastards. At the end of the war if there are two Americans and one Russian left alive we win.” ~Gen. Thomas Power U.S. Strategic Air Command 1957-196419XX: The unthinkable happens. The world is scoured clean in nuclear fire. The oceans are poisoned for generations to come. One last patch of habitable land remains: Antarctica. The remnants of humanity huddle together in a fragile patchwork of research stations and refugee ships. But even here the Cold War survives. And our civilization may not.In Meltwater two players take command of the shattered remains of the superpowers struggling for control of the ice. Simple diceless mechanics let players displace corner and isolate their opponent’s survivors. Here hunger is a crueler weapon than gunfire and the barren tundra can only support so many souls. And every turn radioactive contamination pushes in from the coastline shrinking the available space and forcing the belligerents closer and closer together.In the end there is only either submission or annihilation and whatever world is left.—description from the publisher

Gettysburg

Gettysburg

Rating: 7.2 | Players: 1–2

Game Type:

Wargames

Gettysburg is a simple wargame focused on the epic Battle of Gettysburg (July 1-3 1863). One player take the role of the Army of Potomac (General Meade) and the other controls the Army of Northern Virginia (General Lee). The game is played in half-day turns (6 turns total) in which time Lee’s Confederates attempt to open the road to Baltimore/Washington or destroy Meade’s army.The first volume in the C3i Series(description from the publisher)This is a standalone game included with RBM Studio's C3i magazine number 32 and is also in a Designer's Deluxe Boxed Edition.Solitaire Playability: High Complexity Level: Medium Players: 2 or more Playing Time: 1-2 hoursPlayers will need to provide two 6-sided dice for game play.

Napoleon against Europe

Napoleon against Europe

Rating: 7.7 | Players: 2

Game Type:

Wargames

(from Hexasim website:)Threatened by the coronation of the Emperor and the deployment of the Grande Armée facing its coasts Britain was quick to respond with its traditional methods: a hegemonic fleet and allies on the Continent assisted by her gold! Napoléon has no choice; if he wishes to keep his throne he must smash this new coalition...and many more!Napoleon against Europe follows the epic of Napoléon in his attempt to cement his dynasty and retain the conquests of the Revolution via the medium of playing cards that follow the great events and personalities if this exciting period.The player takes in hand the destinies of the Emperor and his enemy indefatigable Albion and its successive coalitions. The French player has no choice other than imposing his will on the entire Europe so as to isolate Britain by a tight blockade forcing the continental powers to recognise French hegemony: the decision must be made between the wild Iberian Peninsula and the steppes of Russia.Each side has its own deck of cards divided into two periods: Epic and the Punishments.Each player controls naval fleets and land troops presented at the level of army corps other units are those of great renown from this period such as the Imperial Guard Cavalry the King’s German Legion etc... The quality of the generals of each side plays an essential role in operations.In six rounds of play a year the players must not only have a long term view of their objectives but must also demonstrate operational skill in the course of the campaigns: the importance of lines of communication will be fundamental to bringing their armies to the decisive battle! The game system takes account of forced marches attrition evasion counter-marches and interceptions…In an immense theatre of operations each side will attempt to seize the initiative and each year equip forces allowing it to continue the struggle and to redeploy them with foresight before engaging in the operations phase: unhappy the player who fails to take into account the communication distances.Against the operational excellence of the French the Coalition must respond with a strategic long-term vision that will permit him to exhaust his foe.Now it is up to you to decided if l'Aiglon will be Napoléon II or the Duc de Reichstadt !Game components One large mounted map (96 cm × 67 cm) 216 15mm die-cut counters 140 13mm die-cut counters 110 playing cards One full-colour rules booklet Game aids Two 6-side dice A sturdy box.

Beneath the Med: Regia Marina at Sea 1940-1943

Beneath the Med: Regia Marina at Sea 1940-1943

Rating: 7.9 | Players: 1

Game Type:

Wargames

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

Mr. Madison's War: The Incredible War of 1812

Mr. Madison's War: The Incredible War of 1812

Rating: 7.4 | Players: 2

Game Type:

Wargames

In June of 1812 Napoleon invaded Russia meanwhile on the other side of the world the young republic of the United States declared war on Great Britain. It was one of America's most unpopular wars and “Mr. Madison's War - The Incredible War of 1812” is a strategy game based on the US campaigns to take Canada in the years 1812 - 1814.The map board measures 35”x24” and covers the the northern part of the states of New York Pennsylvania Ohio and the Canadian provinces of Upper and Lower Canada the area where most of the battles were fought. The game features over 203 counters that feature the named regiments and battalions that fought the war including militia and Indian units. Also included are named individual Schooner Brigs and Frigates that fought the naval war on the great lakes. The principal leaders of the war are included such as Major General Isaac Brock Sir George Prevost Major General Hull and many others.The game utilizes the new 'card driven system' which enable players to perform their actions on the game board and score automatic points for the playing of a card as an historical event. The colorful cards include historical information the year the event took place and a detailed description of the function of the card. There are 110 individual cards in the game.The illustrated Rule Book is approximately 20 pages long and there are 5 player aid sheets that contain the Combat Results Table along with cards to set up the various reinforcements.The objective of the game is to gain Victory Points by invading your enemy's territory while maintaining your own. In complexity the game would be rated as average and would appeal to any student of the Napoleonic Wars in general. It is at present the most comprehensive treatment of the War of 1812 yet offered to the public.The publisher GMT Games also produced a mounted map for this game which was sold separately.

Soldiers in Postmen's Uniforms

Soldiers in Postmen's Uniforms

Rating: 7.8 | Players: 1

Game Type:

Wargames

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

Hood Strikes North: The Tennessee Campaign,Fall 1864

Hood Strikes North: The Tennessee CampaignFall 1864

Rating: 8.7 | Players: 1–2

Game Type:

Wargames

Hood Strikes North is the latest design in the award-winning Great Campaigns of the American Civil War (GCACW) series. It depicts the desperate offensive undertaken by General John Bell Hood’s Army of Tennessee in November 1864 through central Tennessee in an effort to capture Union-held Nashville. Union forces defending the critical Nashville-Chattanooga corridor led by Maj. Gen. George Thomas (“The Rock of Chickamauga”) were initially scattered and ill-prepared to meet Hood’s thrust. But under Thomas’ prudent and patient leadership the Rebels were stopped at the gates of Nashville and then thoroughly defeated by a Union offensive in mid-December.Hood Strikes North will include a single map two countersheets and limited special rules thereby making it a highly suitable game for newcomers to the Great Campaigns of the American Civil War series. The game is designed by Joe Balkoski (the original GCACW series creator) Chris Withers and Ed Beach. Based on mid-19th century Tennessee county maps the game map will adhere to the high graphic standards of its predecessors with map design executed by artist Charlie Kibler—whose work on the series dates back to its creation in 1992.Hood Strikes North will use the latest version of the GCACW Standard Basic Game Rules that all other games in the series use. After more than a quarter of a century of refinement these rules are extremely well organized and relatively easy to learn even for series newcomers. The Advanced Game rules will cover situations specifically applicable to the November – December 1864 timeframe.—description from the publisher

Tanks: Panther vs Sherman Starter Set

Tanks: Panther vs Sherman Starter Set

Rating: 7.2 | Players: 2

Game Type:

Wargames

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:

Where Eagles Dare: The Battle for Hell's Highway

Where Eagles Dare: The Battle for Hell's Highway

Rating: 8.3 | Players: 2

Game Type:

Wargames

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

Stonewall's Sword: The Battle of Cedar Mountain

Stonewall's Sword: The Battle of Cedar Mountain

Rating: 8.0 | Players: 1–2

Game Type:

Wargames

Stonewall's Sword: The Battle of Cedar Mountain is a two-player wargame on The Battle of Cedar Mountain August 9th 1862. One player commands Thomas Stonewall Jackson's Confederate troops and the other controls Nathaniel Banks' Union troops.Players win by controlling key areas of the map and by earning victory points by eliminating enemy units. There are two scenarios available each with their own victory conditions length and aspect of the battle that is focused on.Stonewall's Sword: The Battle of Cedar Mountain also features the Blind Swords chit-pull system which emphasizes the three “FOW’s” of military conflict: fog-of-war friction-of-war and fortunes-of-war. With each chit pull players will be challenged to make tough decisions based on their assessment of the current situation. Unlike traditional chit-pull mechanisms the Blind Swords system ensures that no combat units can be counted on or conversely counted out. This yields an environment of tense action and constant surprises – an environment that will challenge each player.Charles Kibler created the artwork for the counters and Rick Barber is the artist for the map.

The Wars of Marcus Aurelius

The Wars of Marcus Aurelius

Rating: 7.5 | Players: 1

Game Type:

Wargames

Categories:

A solitaire CDG-flavoured strategic-level game set during the Marcomannic Wars 170CE-180CE. Playing from the perspective of Emperor Marcus Aurelius your goal is to defeat and pacify three different tribes while managing off-map wars and rebellions troop shortages limited resources and the effects of plague—all while maintaining your standing with the Senate and people of Rome.The Marcomannic Wars were a series of conflicts fought by the Romans against a loose coalition of German and Sarmatian tribes along the Danube from 166CE to 180CE. After crushing a Roman army and killing as many as 20,000 Roman soldiers near Carnuntum German barbarians ravaged the Danube provinces and besieged Aquileia marking the first time a hostile force had entered Italy in nearly 300 years. Meanwhile Sarmatians invaded Dacia and Costoboci descended deep into the Balkans and Greece as far as Athens. It took Rome more than a decade to restore peace with war and plague extracting a terrible cost of human and material resources.The game covers the war from the disastrous Battle of Carnuntum in 170CE to Marcus Aurelius' death in 180CE. Each turn (lasting one year) is divided into four rounds: early campaign late campaign winter and an attrition/house keeping round.At the start of each round the player draws three barbarian cards and resolves their effects. Barbarian cards activate enemy tribes (restoring their morale or causing them to advance) trigger off-map conflicts or cause special events such as plague mutiny or rebellions.On their turn the Roman player draws a set number of cards (5 during the early campaign 3 during the late campaign and 1 during winter) and plays as many or few as they choose for either actions or events. Actions include: attacking barbarian tribes; building forts; moving legions; and increasing Imperium Points.” Many cards can also be played for historically based events such as the Lightning miracle depicted on the Column of Marcus Aurelius; and the Galen event that mitigates the effects of plague. All cards must be used by the end of the year or discarded except for one card that can be held over into the next year by use of the Meditations deck.Battles are resolved by rolling 1d6 for the Romans and 1d6 for the Barbarians. The Roman role is modified by the number of legions assigned to the front and the combat rating of the leader. Cards can be spend to commit reserves to avoid a defeat or eke out a victory. Other cards including Ambush Tactical Superiority and Route can affect the outcome of battles. Enemy die rolls are modified by the morale of the tribe and the terrain representing the barbarians' knowledge of the lands north of the Danube and Romans' difficulties in maintaining supply lines.Players can lose in a number of ways: if the Marcomanni break through into Italy the game immediately ends. Suddenly death also occurs if the player's Imperium Points (IP) drop into usurpation. If all three tribes have not been defeated and pacified by 180CE the game also ends in a loss.The player wins by driving barbarians back into their home space and defeating them there. Once a tribe is defeated they must be kept pacified by building forts and keeping troops assigned to garrisons or they may break their treaty and rejoin the fight (as happened historically). Final victory occurs if all three tribes have surrendered. The player's score takes into account the number of years that have elapsed their IP level and the number of off-map conflicts they have resolved.

Atlanta Is Ours

Atlanta Is Ours

Rating: 8.6 | Players: 1–2

Game Type:

Wargames

Atlanta Is Ours is a game in the award-winning Series: Great Campaigns of the American Civil War (Avalon Hill/MMP) (GCACW) series. The two maps included are painted by original map artist Charlie Kibler. The military unit counters have been redesigned by Charlie Kibler to harken back to the counters in the original games in the series but with a more modern graphical treatment.Atlanta Is Ours contains an updated version of the GCACW Standard Basic Game Rules that all the other games in the series use. The Advanced Game rules are also standardized so players will be able to move quickly from one campaign to the other.Atlanta Is Ours includes fourteen Basic Game scenarios and five Advanced Game campaigns all extensively playtested:Design & Development: Ed Beach Mike Belles and Chris Withers Original series design by Joseph M. Balkoski Map Artwork by Charlie Kibler Counter Graphics by Charlie Kibler and Nicolás Eskubi

Fire & Stone: Siege of Vienna 1683

Fire & Stone: Siege of Vienna 1683

Rating: 7.3 | Players: 2

Game Type:

Wargames

A 100,000-strong Ottoman army arrives outside the Habsburg capital of Vienna. Inside the city 12,000 infantry a city militia and citizen-soldiers mount a desperate defense. As the Ottoman siege lines draw closer to the city walls the outnumbered Viennese cling to the faint hope a relief force will arrive in time to save them. For both sides the real battle is a race against time.Fire & Stone: Siege of Vienna 1683 places you in one of the most dramatic sieges in history. With a completely different set of cards for each player you will conduct deadly assaults against impenetrable fortifications dig tunnels packed with explosives and launch desperate attacks to delay your enemy's advance. Or you can play powerful events with the power to change the course of battle!Includes historical notes about the siege and 17th century siege warfare (knowledge not required to play the game).—description from the publisher

Middle-Earth Strategy Battle Game: Rules Manual

Middle-Earth Strategy Battle Game: Rules Manual

Rating: 8.7 | Players: 2–4

Game Type:

Wargames

The Middle-earth Strategy Battle Game is the tabletop game for 2 or more players that allows you to play through the events from The Lord of the Rings and The Hobbit with your collection of Citadel and Forge World models. Take control of your favourite heroes villains and armies recreate scenes from the movies and books and gather your forces together to do battle with your opponent in a test of wits and prowess. This 208-page hardback rules manual is a comprehensive guide to the hobby of building painting and playing games with your Middle-earth models whether you choose the forces of Good or Evil.IntroductionThis section features an overview of the wider hobby of collecting painting and playing with Middle-earth miniatures from the very basics of choosing your army the items you need in order to run games setting up your battlefield and understanding the rules and profiles you’ll use in-game.RulesHere you’ll be taken through the meat of the Middle-earth Strategy Battle Game – the actual rules that you’ll use to play:Narrative PlayNarrative Play games allow you to recreate your favourite battles and scenes from both the books and the films using your collection of Citadel and Forge World models. Each Scenario – found in The Armies of The Lord of the Rings™ and The Armies of The Hobbit™ – has a selection of special rules that balance them providing an experience closely matching the scenes from the books and films.Open PlayWith no restrictions whatsoever Open Play games have unlimited creative potential and are perfect for beginners and veterans alike. Simply get your collections together and dream up your own scenarios – any combination of army fighting any other combination of army on a playing field of your own devising with objectives unique to your game – the possibilities are literally endless.Matched PlayIn Matched Play games you and your opponent gather your forces of heroes and warriors from your collection up to an agreed points limit before unleashing your armies for the fate of Middle-earth. This section includes advice on building an army to a points limit determining the size of the games you want to play Alliances wargear limits initial priority objectives and Heroic Tiers – the respect and loyalty that Heroes command.This section includes 12 Matched Play Scenarios each providing a different tactical challenge.The Armies of Middle-earthThis section is an inspiring showcase of beautifully painted miniatures from across the Citadel and Forge World ranges showing you just what is possible when painting your own.Example Armies4 example armies – Minas Tirith Isengard Defenders of Erebor Azog’s Hunters – showing you how the army was built the points values they represent and the rules they can leverage.—description from the publisher

ONUS! Traianus

ONUS! Traianus

Rating: 8.5 | Players: 1–4

Game Type:

Wargames

Categories:

Have you ever dreamed of commanding a powerful army? Have you enjoyed a good historical novel about Ancient Rome and you would have liked to move to this period in the middle of battle? Would you like to be able to change History or revive exciting historical events? If you have answered affirmatively to any of these questions then this is your game.ONUS! Traianus is a historical battles wargame similar to a miniatures game where two sides confront each other in an Ancient battle. This game is focused on the armies of the great superpowers of the apogee of the Roman Empire during the reign of the emperors Trajan and Hadrian between the 1st and 2nd centuries AD. In this game different action cards recreate varied kinds of orders and battle events that allow every match to be unique and to any combat to be epic unpredictable and exciting. ONUS! can be played anywhere but to get the best gaming experience we do recommend a game area as large as possible i.e. 3.2 x 2.9 feet (100 x 90 cm).Units are represented by cards which have been scaled around a Centuria (also known as Century) or to a Maniple (also known as Manipulus) representing formations from 80 to 100 men for Infantry units 20 cavalrymen for Cavalry units or 6 Elephants. Units have their own set of traits to represent permanent attributes of the unit like Melee Combat Range Attack Defensive capacity Morale and Life and Movement capacity. This set of traits gets bonuses and penalties depending on the ongoing situation and combat engagements. Units also have their unique set of skills to represent specific abilities they can perform: from defensive formations to extremely effective techniques to attack enemies. Some of these skills need to be activated; meaning only one of them can be used in an engagement while others are inherent to the units.Leadership is represented in the game by the figure of the General. A General’s token represent his HQ and its own escort. In addition to the leadership benefit a General grants bonuses to nearby units boosting the morale of the troops and providing additional benefits when they are engaged with the enemy in those bloody encounters.—description from the publisher

It Never Snows

It Never Snows

Rating: 7.5 | Players: 1–6

Game Type:

Wargames

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))

Waterloo 1815: Fallen Eagles

Waterloo 1815: Fallen Eagles

Rating: 8.2 | Players: 1–3

Game Type:

Wargames

(in English from the designer:)Waterloo 1815 Fallen eagles is a regiment/battalion level game of the famous battle.The game includes 400 counters (French Anglo-allied and Prussian order of battle for June 18th 1815) a 108 x 75 cm map (200 meters per hexagon; 42.5 x 29.5 inches in 2 parts) various play aids a rule book and a playbook. It is a one hour of real time per turn game that can be completed in 5 to 10 hours of play. Beside the full battle game several scenarios are available (Hougoumont D'Erlon attack Plancenoit). In addition what if options will allow players to simulate alternate history variations to the battle.Fallen Eagles provides a detailed view of the battle but in a playable way. The focus is on morale attrition and commitment of formation (division & corps) at the right time rather than tactical chrome. The detailed order of battle and the scale of the game allow players to really see the action and the game system provides a quick but realistic resolution.A new system has been created and combat result tables have been tested against actual historical results of this battle. This system is a mix of well-known concepts and new features to maximize playability and realism of outcomes.Formation are given simple orders than limit their ability to freely react to any sudden change of priority. Orders take some time a while before being changed. Units are classically rated for size quality and movement. Formations activate one after the other at player's choice but have to follow the order they received at the beginning of the turn or even before. Game features offensive fire defensive fire opportunity fire charge and counter charge retreat before combat and melee. A lot of classical prohibitions are transformed into options: for example cavalry can move from ZOC to ZOC but risk counter charges or more opportunity fire. A ZOC of a strong unit is therefore not the same as the ZOC of a weaker one.The game turn has a random ending procedure and players are never sure to have time to move all their formation reflecting the command control issues of any battle. Also the fatigue and friction factors are built in a potentially shorter turn length in the latter stages of the battle. Focus on morale and attrition is a testimony of a battle which was a test of will of two densely packed armies fighting head to head. Players will have to choose which unit will lead the attack and take the first fire. Failing a key morale test can make the difference between a stalled attack or a promising breakthrough.Game variations will include for example the Prussian arrival sooner or later than history or a better weather the day before allowing for an earlier start of the french attack.Victory is determined with sudden death objectives given to both sides in order to simulate historical constraints but also by control of key objectives and losses at the end of the game.According to Wellington Waterloo was a near run thing. Will the thin red line hold against the French furia again?(traduction française du texte anglais:)Waterloo 1815 la chute des Aigles est un jeu de niveau régiment / bataillon de la célèbre bataille.Le jeu comprend un peu plus de 400 pions (ordre de bataille français anglo-allié et prussien du 18 Juin 1815) une carte 108 par 75 cm (200 mètres par hexagone) diverses aides de jeu un livret de règle et un livret de jeu. L'échelle est d'une heure par tour et le jeu peut être terminé en 5 à 10 heures. En plus de la bataille complète plusieurs scénarios sont disponibles (Hougoumont d'Erlon attaque Plancenoit). Des options permettront aux joueurs d'explorer des alternatives.La chute des Aigles propose une vue détaillée mais jouable de la bataille. L'accent est mis sur le moral l'attrition et l'engagement des formations (division et corps) au moment opportun plutôt que sur le chrome tactique. L'ordre de bataille détaillé et l'échelle du jeu permettent aux joueurs d'entrer dans l'action. Le système offre une résolution rapide mais réaliste des combats.Un nouveau système a été créé et les tables de combat ont été testés par rapport aux résultats historiques. Ce système est un mélange de concepts bien connus et de nouvelles fonctionnalités pour optimiser jouabilité et réalisme.Des ordres simples sont donnés aux formations limitant leur capacité à réagir à un changement soudain de priorité. Les ordres peuvent se poursuivent avant d'être changés. Les unités sont évaluées de façon habituelle par la taille la qualité et le mouvement. Les formations sont activées les unes après les autres au choix du joueur mais doivent suivre l'ordre qu'elles ont reçu au début du tour voire avant. Le jeu inclut le feu offensif et défensif les tirs d'opportunité la charge et la contre-charge la retraite avant combat et la mêlée. Un grand nombre d'interdictions classiques sont transformées en options : par exemple la cavalerie peut se déplacer de ZDC (zone de contrôle) à ZDC mais est menacée par la contre-charge ou le feu d'opportunité. Une ZDC d'une unité puissante n'est donc pas la même que la ZDC d'une unité plus faible.Le tour de jeu comprend une fin de tour aléatoire. Les joueurs ne sont jamais certains de disposer de toutes leurs formations reflétant les problèmes de commandement durant toute bataille. En outre la fatigue et la friction se traduisent dans des tours de jeu potentiellement plus courts à la fin. L'accent mis sur ​​le moral et l'usure est un reflet de cette bataille qui fut une épreuve de détermination pour ces deux armées denses et combattant pied à pied. Les joueurs devront choisir l'unité en tête qui conduira l'attaque et subira le premier feu. L'échec d'un test de moral peut faire la différence entre une attaque avortée ou une percée prometteuse.Les variantes prévoient par exemple l'arrivée précoce ou tardive des Prussiens ou une meilleure météo la veille permettant une attaque française plus tôt.La victoire est déterminée à la fois par des objectifs de mort subite donnés aux deux camps afin de simuler les contraintes historiques pendant l'action mais aussi par le contrôle d'objectifs et les pertes infligées en fin de partie.Selon Wellington Waterloo fut une «affaire trés serrée». La mince ligne rouge tiendra t-elle à nouveau contre la «furia française» ?

Mars Attacks: The Miniatures Game

Mars Attacks: The Miniatures Game

Rating: 7.2 | Players: 2

Game Type:

Wargames

Mars Attacks: The Miniatures Game is a tabletop miniature wargame based on the humorous 1962 Mars Attacks trading card series from Topps in which aliens from Mars try to take over the planet of the humans — that is Earth!The game allows two (or more) players to take on the role of Martian invaders or the human resistance then battle for the fate of the planet! You set your armies on the table board and move units of aliens or human soldiers to fight to achieve goals either by defending your position or vaporizing your opponents. This tactical tabletop game features rules by veteran designer Jake Thornton and a host of stunning Mantic miniatures that can be used straight out of the box or painted to add even more character to your games.- Martian Mayhem: Mars Attacks is full of wacky events and cinematic action made possible by the simple set of game mechanics that are very easy to learn and by the game's Event Card deck.- Story Driven Action: Follow our heroes during the battle of Greenville with fun playable scenarios each with their own objectives: eliminate the enemy capture the intelligence - escape the Martian invaders!- Easy to play: Much like a board game Mars Attacks is played on a gaming mat made of squares and players take it in turn to activate their models choosing whether to move shoot or fight in hand-to-hand combat.- Simple Dice Mechanics: Shooting and hand-to-hand combat is made easy by rolling eight-sided dice to decide whether a weapon has hit its target or whether the opponent manages to dodge out of the way.- Highly Tactical: move a figure out from behind cover and you’re likely to get your model killed. Similarly ganging up on an opponent or making use of a figure’s special abilities could be the difference between making a clean kill or engaging in a frantic game of cat and mouse!All of this is detailed in the comic-book sized Mars Attacks – The Miniatures Game rulebook which also includes a number of playable missions. These battles are fought in Greenville a town brought to life through our stunning modular ruined scenery. You will fight amongst the devastated town capturing objectives such as intelligence and weapons - or with the sole goal of eliminating your enemy.Whether you’re a veteran gamer or new to the hobby you’ll be able to enjoy the fun of Mars Attacks making it a game suitable for all ages.

Deadzone

Deadzone

Rating: 7.3 | Players: 2–4

Game Type:

Wargames

Deadzone is a dynamic tabletop miniatures skirmish game set in the distant sci-fi universe of Warpath in which two players take command of a crack team of upgradable elite troopers from one of four factions including powerful heroes troopers heavy weapons and specialists. You can even upgrade your troopers by collecting equipment and new weapons from the Battlefield such as Machineguns medipacks grenades and more. But beware – you could be triggering a booby trap!Deadzone marries the frantic action and fun of a tabletop game with the simplicity and elegance of a board game to create a truly innovative experience. With the Deadzone box players take control of either the stalwart Enforcers or the horrific Plague battling it out over scarce resources by combining deadly actions and an innovate Battle Card deck to lethal effect. Shoot to kill or claw your way through flesh as it doesn't matter how many should die in this urban landscape so long as players achieve their objectives.All of this is set against a sci-fi backdrop brought to life using a grid-based gaming mat depicting the urban warzone that can be built up using Barricades and Buildings from the new modular Mantic Scenery Range adding a vertical dimension to your games. No two games need ever be the same!

Sherman Leader

Sherman Leader

Rating: 7.6 | Players: 1

Game Type:

Wargames

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

Storm Above the Reich

Rating: 8.0 | Players: 1–2

Game Type:

Wargames

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

Holdfast: Russia 1941-42

Holdfast: Russia 1941-42

Rating: 7.7 | Players: 1–2

Game Type:

Wargames

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

Stalingrad: Inferno on the Volga

Rating: 7.5 | Players: 1–3

Game Type:

Wargames

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

Blue Water Navy: The War at Sea

Blue Water Navy: The War at Sea

Rating: 8.2 | Players: 2

Game Type:

Wargames

June 15th 1983: NATO fights the fight it was created for and the fate of the Free World hangs in the balance!Will the Blue Water Navy deliver the convoys desperately needed in Europe or will the Red Banner Northern Fleet smash them at sea allowing the Red army to steamroller Western Europe?Blue Water Navy covers the war at sea air close-ashore and low-earth orbit from the Kola Peninsula in Northern Russia to the Mediterranean Sea and West over the Atlantic Ocean to the United States and Cuba. The game models the full order of battle that could be expected in 1980’s wartime from multi-regiment Soviet Tu-22 Backfire bombers to multiple US carrier groups.The game is card driven with each card providing points to move units or trigger special events such as ‘KGB Assassinations’ and ‘Space Shuttle’. There is also a reaction mechanic where most cards can be used in the other player’s turn to perform a spoiling event such as ‘Raid Aborts’ and ‘Friendly Fire’.The heart of the game is detection. Task Forces can only be attacked once detected. By contrast land air-bases can always be attacked – their enemy knows where they are. The race to detect opposing Task Forces begins as soon as they enter potential striking range of units such as the formidable Soviet bomber formations or perhaps the Soviet’s submarine fleet which whilst it has considerable strength cannot effectively detect enemy forces without help from its comrades.NATO must not only deliver convoys but also protect its allies! Norway will be hard pressed as will Denmark. Both will require urgent reinforcement. In the Mediterranean Sea Soviet forces must be halted by naval aviation strikes. In the deeper seas NATO may enact it’s promised attack on the Soviet nuclear deterrent and the Soviets may attempt to respond. Perhaps the Typhoon SSBNs will flee under the Arctic ice to await doomsday or hole-up in the White Sea. Perhaps the Soviets will use nuclear weapons and scatter those NATO forces that are no-doubt determined to bomb the Soviet’s Kola Peninsula bases.The game models Politburo approval (Soviet leadership) through a stability mechanism and whether the Soviets feel they can reduce New York to cinders through the use of ‘First Strike Points’ – these allow the use of things like chemical or nuclear weapons. The game has spies technological theft satellites B-52’s special forces and Soviet spy trawlers..Complexity: 6 out of 10 (medium) Solitaire suitability: 6 out of 10 (medium) Time Scale: Each turn = 1 day Map Scale: Each area represents 500 nautical miles square Unit Scale: Each counter represents 10 ships 3 submarines one squadron or regiment Number of Players: 2 Playing Time: 1-3 hours for scenarios and 8-16 hours per campaign game(from publisher's website)The errata file which is updated as we find them is here https://boardgamegeek.com/thread/2264466/errata-threadVassal Module is available here http://www.vassalengine.org/wiki/Module:Blue_Water_Navy

U-Boat Leader

U-Boat Leader

Rating: 7.0 | Players: 1

Game Type:

Wargames

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

1565: St. Elmo's Pay – The Great Siege of Malta

1565: St. Elmo's Pay – The Great Siege of Malta

Rating: 7.2 | Players: 1–2

Game Type:

Wargames

Relive the Greatest Siege in History!A vendetta spanning decades reaches its terrible and bloody crescendo!Suleiman the Magnificent's 30,000 strong armada descends on the 500 beleaguered Knights of St John and the defending people of Malta with the express purpose of wiping them from existence and changing the course of European history forever...1565 St. Elmo's Pay is an asymmetric competitive tactical card game and successor to the award-nominated 1066 Tears to Many Mothers with which it is fully compatible. Each player as either Ottoman Turks or Knights of St John musters troops and resources to overcome the various obstacles in their path before the two armies clash in an epic siege over three fronts on the tiny island of Malta: Birgu Senglea and the doomed fortress of Saint Elmo.Every beautiful card in the game is inspired by a real person or event from the time. With a focus on quick tactical play and a thematic re-imagining of the events of the time the game is non-collectable and there is no deck building required. Each player simply grabs their deck and shuffles then play begins.Note on title: When after a relentless show of strength the small fortress of St. Elmo's finally fell to the Turks they butchered the bodies of the Knights and floated the corpses across the bay to the remaining two forts to deter them from resisting further lest they suffer the same fate. Instead the Maltese forces chose to fight with 'the spirit of St. Elmo's'. When they eventually turned the tides against the Turks and chased them away the people of Malta chanted 'St. Elmo's Pay' - an expression they still use today to mean 'no mercy.'—description from the publisher

Genesis: Empires and Kingdoms of the Ancient Middle East

Genesis: Empires and Kingdoms of the Ancient Middle East

Rating: 7.1 | Players: 1–5

Game Type:

Wargames

Genesis is a game covering the turbulent Late Bronze Age in the Middle East where kingdoms rose and fell while establishing many of the systems and ways of life that underwrite Western Civilization. Genesis is not a simulation of events during this era. Much like its ancestor game Pax Romana Genesis is a game that provides the players with the historical dramatis personae and allows them to forge their own empires. It also has a great emphasis on the control of the important trade routes and commercial centers and the building of the spectacular monuments these civilizations left for posterity and wonder. Genesis can be played by from one to five gamers.Each player represents one of the major Mesopotamian Bronze Age empires: Egypt The Hittites The Mitanni Assyria Babylonia. There are several “minor” kingdoms that come into play through the use of the Event Cards: Arzawa (Apasa Milawata Mallarima Mira Hindawa Hapalla) Canaan (Hazor Qatna Meggido and Kadesh) and Elam (Susa).Each is trying to expand its economic reach allowing them to build their empire to greater levels...and this will mean coming into inimical contact with each other. Gods play a major role as do the great caravan centers of the age,bringing in luxury items from as far away as what would be Afghanistan. And then there are the peasants and slaves which who can be most useful (some times) as well as the great techno advantages in chariotry.(from Game Rules introduction)

Quatre Bras 1815: Last Eagles

Quatre Bras 1815: Last Eagles

Rating: 8.2 | Players: 2–4

Game Type:

Wargames

Quatre-Bras 1815: Last Eagles is the fourth game in the Eagles of France serie to be released in Q1 2019. More simulation of a Napoleonic battle rather than just a re-creation.At Quatre-Bras Wellington's army arrived at the last minute to counter Ney's advancing troops. At the end of the day the Anglo-Allied outnumbered the French and were able to counter attack.Several scenarios are available: Quatre-bras historical Quatre-bras with variable reinforcements (what if D'Erlon or Uxbridge had arrived?) and two other what if scenarios: Ney's morning attack Wellington already concentrated versus NeyThis game will link up with Ligny 1815: Last Eagles to provide a full campaign experience with interaction between both battles. Using hidden units with fog of war and variable reinforcements the players will be as close as possible to the real life situation. Where are the French attacking? When exactly my reinforcements will arrive?-description from designer

Shadows Over Normandie

Shadows Over Normandie

Rating: 7.2 | Players: 2–3

Game Type:

Wargames

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!

Amateurs to Arms!

Amateurs to Arms!

Rating: 7.8 | Players: 2

Game Type:

Wargames

Amateurs to Arms! is a historical simulation game of the War of 1812. One player assumes the role of the British (including Canadian) forces and the other plays the Americans. This often-overlooked conflict ended in a draw historically but this was not the only possible outcome. The Americans clearly wished to annex Canada to their young nation while the British wanted to teach their former colonies a lesson. The game includes all of the theaters of battle from the war: the US/ Canadian border and the Great Lakes (of course) but also the wilderness of the old Northwest the Atlantic coast of the US the Civilized Indians of the south and the site of the final conflict at New Orleans.Each turn represents a few months of time (depending on the season). A typical turn consists of dealing out to each player the number of cards indicated on the turn track. The winter and spring turns require a few special tasks. The Americans will have more resources to commit to the war- until Napoleon is defeated in Europe and the English player can focus more resources on their efforts in North America. Each card can be played for the event described on the card or for the card’s Operations Points to move Expeditions build ships and fortifications or raise troops.Events on the cards and on the map will cause the markers on the Peace Track to move forward. This represents the war weariness of each side’s people: bad events will cause your people to demand peace. Most events push inexorably towards peace; only a few rally your people for a longer war. When the two markers meet on the Peace Track the game proceeds to the negotiations at Ghent and the winner is determined. Oh yes and then each player plays one more card while news of the peace travels across the Atlantic!

Sergeants Miniatures Game: Day of Days

Sergeants Miniatures Game: Day of Days

Rating: 7.6 | Players: 2–6

Game Type:

Wargames

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.

Königsberg: The Soviet Attack on East Prussia,1945

Königsberg: The Soviet Attack on East Prussia1945

Rating: 8.0 | Players: 1–3

Game Type:

Wargames

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

Arracourt

Rating: 8.4 | Players: 2

Game Type:

Wargames

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

Blitz! A World in Conflict

Rating: 7.7 | Players: 1–5

Game Type:

Wargames

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

Interceptor Ace: Daylight Air Defense Over Germany,1943-44

Interceptor Ace: Daylight Air Defense Over Germany1943-44

Rating: 8.2 | Players: 1

Game Type:

Wargames

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

Pocket Battles: Macedonians vs. Persians

Pocket Battles: Macedonians vs. Persians

Rating: 6.8 | Players: 2

Game Type:

Wargames

Categories:

The ancient armies of Macedonia and Persia are yours to command in Pocket Battles: Macedonians vs. Persians a tile-based war game. You'll fight on three fronts with armies you create for each battle making every battle a new experience.Each Pocket Battles game depicts two armies. The rules for combat are the same in each Pocket Battles game so you can have armies from different series fighting: Elves vs. Romans! WW2 soldiers vs. Napoleonic forces! It's all possible with Pocket Battles.The basic rules of the game are simple; two armies face each other in battle. The armies are split into three columns and two rows. Players must decide at the start of the game how many points they will give to their armies determining how many points it will take to defeat the opponents army. (At least half of the points).On you turn; you have to choose which faction of your army you will send off to battle! Attacks are made by using Order Tokens. If no Order Tokens are present on a unit it costs just 1 token to issue orders to that unit. Issuing orders to the same unit in the same Battle Round would cost you the number of tokens present on the unit plus 1. (So if there is one token on you unit it would cost you two more tokens; if you had three it would cost you four tokens and so on).After a round of battle you may choose to redeploy you units. (Units may move from the back row to the front row from the back of a row to the back of another row or from the front of a row to the front of another row). Redeployment will not cost you any Order tokens.The battle is over when one army defeats the other.Contents: 60 tiles 6 dice 20 wound/order tokens 2 player aids 1 set of rules.Macedonians: 1 agema 2 agriganes 1 alexandros 1 argyraspides 1 chiliarch 5 cretan archers 4 hetairoi 4 hypaspistai 4 peltasts 4 pezhetairoi 2 prodromoi and 1 standard bearer.Persians: 6 archers 1 baivarapatis 1 chariot 1 darius 2 elephants 3 immortals 3 kardaka 3 levies 3 median calary 1 scyted chariot 2 sparabara 1 standard bearer and 3 takabara.

Storm Over Dien Bien Phu

Storm Over Dien Bien Phu

Rating: 7.6 | Players: 1–2

Game Type:

Wargames

Storm Over Dien Bien Phu is a 2-player wargame simulating the Battle of Dien Bien Phu from March to May 1954 focusing on the French central strongpoints of Gabrielle Anne–Marie Beatrice Eliane Claudine Huguette and Dominique. One player controls the French forces and the other player controls the Viet Minh forces.In the spring of 1954 General Giap shocked the world by doing what had previously been considered impossible—defeating a Western occupying force. Storm Over Dien Bien Phu simulates the climactic moment when the isolated French forces (composed of French legionnaires and elite paratrooper units) and crumbled under the unrelenting pressure of the Chinese–backed Viet Minh forces.Using the Area Move system redefined in Storm Over Stalingrad the game features the use of cards to augment game play adding to the tension experienced by both sides. The rules are similar in length to those seen in Storm Over Stalingrad and are of the same level of complexity with additions made for the situations encountered in this battle.Additional rules added to the game include sapping assaulting and the French supply situation. In addition to these new rules new cards have been created in order to represent events encountered during the battle. These include “Detonate Mine Shaft” “Rats of the Nam Yum” “Giap Demands Success” “Propaganda” “Débouchez à Zéro!” and “B-26 Bombers”.Game Scale: Turn: 1 week Map: Area Unit: Infantry Platoons/CompaniesGame Inventory: One 22 X 34 mapsheet One and a half countersheets (264 5/8 counters) One 12 page Game Rulebook Card deck with 55 full-color cards Four six-sided diceComplexity - Low Solitaire suitability - Low Playing time - Up to 3 hoursDesigner: Nick Richardson Developer: Brian Youse Game Artwork: Nicolas Eskubi

Lost Battles: Forty Battles & Campaigns of the Ancient World

Lost Battles: Forty Battles & Campaigns of the Ancient World

Rating: 7.9 | Players: 1–4

Game Type:

Wargames

Categories:

Lost Battles is forty games in one. The game covers battles and campaigns in the Mediterranean and Near East from the Persian defeat at Marathon in 490 BC to Caesar's victory at Pharsalus in 48 BC. It has been exhaustively tested and refined over the past several years and is based on Professor Philip Sabin's decades of research and simulation design on ancient warfare; and it includes an updated copy of his book with extensive historical and design notes on every scenario.The game can be fought on three levels - the grand tactical the grand strategic or a combination of the two. At the grand tactical level 1 or 2 players may refight any of 35 different land battles such as Leuctra Gaugamela Raphia Cannae Cynoscephalae or the Sambre - far more than in any other single boxed game. At the grand strategic level 1 to 4 players may refight the epic duels of the two centuries from 350 to 150 BC starting with the eclipse of Achaemenid Persia by Alexander of Macedon and ending with Hannibal's campaigns and the conquest of Carthage and the Hellenistic states by the resurgent Roman republic. The most ambitious games combine these two levels and see 1 to 4 players using tactical battles to resolve strategic campaigns across part or all of this two century period or else refighting a series of historical battles to decide conflicts such as the three-cornered contest for dominance between Athens Sparta and Thebes from the start of the Peloponnesian War to the death of Epaminondas.The accent throughout is on combining historical accuracy with speed and accessibility. The free-standing strategic game may be completed in just 30 minutes while individual land battles may be re-fought in two hours or less. There is constant player interaction and a series of tortuous dilemmas - how should the scarce command points be allocated across the battlefront which troop types should be put in the lead against particular opponents should units attack all-out at the cost of becoming exhausted themselves and should generals join the fighting to rally their disheartened men at the risk of being killed and so making things far worse? The game includes all the many troop types from hoplites legionaries phalangites and archers to cataphracts scythed chariots and war elephants and it includes simple rules to reflect the huge differences in generalship and troop quality and to allow outclassed armies to win a handicapped 'game victory' even if they are defeated on the field as long as they do better than they did historically. All aspects of the game are avowedly solitaire-friendly and can be run by a single player swapping sides just as easily as by one or more players per side.Tactical battles are fought on a 5 x 4 grid of full-colour 5 inch square hard mounted terrain tiles which dovetail to form any desired battlefield. The individually die-cut counters have rounded corners and are also in full-colour; they depict the various different troop types. The strategic game is fought on a hard mounted map showing the area from Spain to India.

Tide of Iron: Next Wave

Tide of Iron: Next Wave

Rating: 8.0 | Players: 2–4

Game Type:

Wargames

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: War in North Africa,1940-42

The Dark Sands: War in North Africa1940-42

Rating: 7.5 | Players: 1–2

Game Type:

Wargames

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.

The Russian Campaign: Deluxe 5th Edition

The Russian Campaign: Deluxe 5th Edition

Rating: 8.2 | Players: 1–2

Game Type:

Wargames

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

Nightfighter: Air Warfare in the Night Skies of World War Two

Nightfighter: Air Warfare in the Night Skies of World War Two

Rating: 7.4 | Players: 1–2

Game Type:

Wargames

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

Land and Freedom: The Spanish Revolution and Civil War

Land and Freedom: The Spanish Revolution and Civil War

Rating: 7.8 | Players: 1–3

Game Type:

Wargames

Right-wing Army Generals have rebelled against the Spanish Republic aided by Hitler's Germany and Mussolini's Italy! To save Spain three factions - Anarchists Communists and Moderates - must put aside their differences and forge an anti-fascist alliance. But can you trust your allies when your agendas are directly opposed?Every turn the Fascists will launch attacks on the 4 Fronts and one Front will be particularly tested. Players will be rewarded for their teamwork in repelling those Attacks but certain strategic defeats can be even more rewarding.Players choose to play their cards either for the unique Events or add them to their Tableaus building for more powerful turns in the future. Each player has 2 tracks to maximize triggering bonuses and potentially earning Medallions which give immediate boosts or permanent upgrades.Initiative will be held by the faction that controls the Government unless the Anarchist Revolution is even more powerful. At the end of every turn the Initiative player gets to add one of their tokens to the bag of Glory. When each of the 3 years comes to an end tokens will be drawn from the bag to add to the final score. If the war is won by holding 3 out of 4 Fronts for the Republic whichever faction has the most Glory will win the game. If the war against the Fascists is lost… 40 years of dictatorship await with death imprisonment or exile the only choices remaining.-description from designer

La Bataille de la Moscowa (Third Edition)

La Bataille de la Moscowa (Third Edition)

Rating: 8.6 | Players: 2–8

Game Type:

Wargames

This is the new 3rd edition of the venerable La Bataille de la Moscowa the wargame that introduced monster as a genre in the hobby. Napoleon's battle near Moscow; September 5th to the 7th 1812. Serried ranks of French and Russians clash on a narrow field where more than 1000 guns thunder and tear asunder man and beast. It was the single bloodiest day of battle up until WWI.The scale is 100 meters per hex. 100 men per infantry strength point 50 men per cavalry strength point and 2 to 4 guns per strength point for artillery. It has 4 maps and over 1400 counters.This edition uses a new simplified and faster playing set of La Bataille rules called Le Reglement des Marie-Louises (named for the French conscripts of 1814 who in turn were named for Napoleon's Empress; mother of his son). The game is also fully compatible with the advanced La Bataille rules called Le Reglement de l'An XXX.

Beyond the Rhine: The Campaign for Northwest Europe

Beyond the Rhine: The Campaign for Northwest Europe

Rating: 8.4 | Players: 2

Game Type:

Wargames

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

Illusions of Glory: The Great War on the Eastern Front

Illusions of Glory: The Great War on the Eastern Front

Rating: 7.4 | Players: 2–4

Game Type:

Wargames

(From GMT Web site)Illusions of Glory: The Great War on the Eastern Front is the latest Card Driven Game to simulate the Great War in Europe. First came Paths of Glory by Ted Raicer which simulates the entire war in Europe and the Middle East. It was followed by Pursuit of Glory designed by Brad and Brian Stock which focuses on the war in the Near East. Illusions of Glory takes this game system to a new and exciting level by applying its focus to the Eastern Front.The Allied Powers bring massive forces to bear against Germany Austria-Hungary Bulgaria and Turkey while trying to prevent a game-changing revolution in Russia. The Central Powers must defeat Russia hold off Italy and win the upper hand in the Balkans or face demoralization and rebellion at home. Players test their generalship and strategic abilities as Illusions of Glory lets you recreate the dramatic events of World War I’s Eastern Front.Your hand of strategy cards present you with a rich array of strategic and operational choices. You must decide whether to use each card for its historic event unit movement combat or troop replacements. You must commit your forces to a variety of objectives: winning the dynamic war of maneuver between German-led and Russian armies; seizing the Balkans and its vital objectives; or prevailing in the conflict between Austria-Hungary and Italy.Illusions of Glory offers complete campaigns and shorter playing scenarios.GAME SCENARIOS: Campaign Game Mobilization Limited War Total War Italian Front Mini GameGAME SCALE: Historical Duration: 1914 to 1918 Units: Corps and Divisions Time: Three months per turn Map: Point to Point Players: 2-4

Wings of Glory: WW2 Battle of Britain Starter Set

Wings of Glory: WW2 Battle of Britain Starter Set

Rating: 8.1 | Players: 1–99

Game Type:

Wargames

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!

Heroes of Normandie: Big Red One Edition

Heroes of Normandie: Big Red One Edition

Rating: 8.4 | Players: 2

Game Type:

Wargames

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

Sicily II

Sicily II

Rating: 8.1 | Players: 1–2

Game Type:

Wargames

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

Airborne Commander

Rating: 6.9 | Players: 1

Game Type:

Wargames

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.

Chancellorsville 1863

Chancellorsville 1863

Rating: 7.8 | Players: 1–2

Game Type:

Wargames

Chancellorsville 1863 is a card-driven game on the American Civil War Battle of Chancellorsville. Playable by 1 to 2 players in 1 hour the game comes with a card-driven solitaire engine. Designed by Maurice Suckling (designer of Freeman's Farm 1777) the game uses many of the concepts from that game. However added hidden movement much more maneuver and other design tweaks make this a truly unique game.Each turn players will play 1 of their 3 in-hand formation cards to maneuver or attack enemy forces gaining momentum cubes based on the formation activated. Each formation is a Confederate division or Union corps. Each formation card will allow a major and possibly an additional minor activation major allowing two moves for a formation while the minor allows one move. After each formation moves combat can occur if a move ends in a location with an enemy formation. Tactic cards may be played during the formation's activation giving it movement or combat bonuses.At the end of the formation card activation players may spend their momentum cubes to buy tactics cards which may give them benefits in combat or movement in future turns.Players then draw a new formation card refilling their hands to 3. Hooker Lee and Jackson have bonuses that can be played once a game adding to movement and combat.Victory is determined by destroying enemy formations through morale/strength loss or the Union occupying the three victory locations which represent cutting off the Confederate army from Richmond.Additional rules allow for fixed defensive positions Jackson's Flank March -- and even his death.—description from the publisher

Malta Besieged: 1940-1942

Malta Besieged: 1940-1942

Rating: 7.7 | Players: 1

Game Type:

Wargames

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.

Lock 'n Load Tactical: Heroes of Normandy

Lock 'n Load Tactical: Heroes of Normandy

Rating: 8.1 | Players: 1–2

Game Type:

Wargames

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/

Thunder in the East

Thunder in the East

Rating: 8.5 | Players: 2–4

Game Type:

Wargames

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).

Warhammer 40,000 (Sixth Edition)

Warhammer 40,000 (Sixth Edition)

Rating: 6.7 | Players: 2–12

Game Type:

Wargames

In the Grim darkness of the year 40.000 there is only... WAR.In a Dystopic future age engage as one of the SPACE MARINES chapters to uphold the emperor of humankind honor and glory or one of the foe factions to humanity like the alien Orks Tau Empire Voracious Tyranids Ancient Necrons Deceiver Eldars or join the power of the corruption within Chaos Workshipers and his demons that seek to seduce the mortals.This is the 6th edition of Games Workshop very popular tabletop miniature game; Warhammer 40,000.Within this new rulebook you´ll be introduced to the new game mechanics and Universal rules to the 40K universe. Also a guide to assemble paint and collect your army of choice; and how to field your armies to play battles.Gather your army and prepare for the Battle!

Smolensk: Barbarossa Derailed

Smolensk: Barbarossa Derailed

Rating: 8.2 | Players: 1–2

Game Type:

Wargames

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)

FAB: Sicily

FAB: Sicily

Rating: 7.2 | Players: 2

Game Type:

Wargames

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:

Samurai Battles

Samurai Battles

Rating: 7.3 | Players: 2–99

Game Type:

Wargames

Samurai Battles puts you in command of brave warriors clashing on the battlefields of feudal Japan! Assemble your army using magnificently detailed and historically accurate miniatures then face your opponent on an endless variety of battlefields created from beautifully painted terrain and elevation tiles.You can play Samurai Battles two different ways:Both game systems are easy to learn and offer deep strategic and tactical challenges to please every fan of historical board games. Samurai Battles is the perfect blend of the beautiful and the historic – and the perfect way to explore the exciting battles of medieval Japan. So grab your katana and take up your naginata: Glory and honor await you in Samurai Battles!

Next War: Taiwan

Next War: Taiwan

Rating: 8.0 | Players: 2

Game Type:

Wargames

Over seventy years later and the divisions still run deeper than the straits which separate the Republic of China (the ROC) from the People's Republic of China (the PRC). Times have changed greatly since the PRC failed to conquer the island of Taiwan from the nationalists' Republic of China at the end of the Chinese Civil War in 1949 and the states that were even then separated by politics and economics have grown further apart as both sides now hurl men weapons and material into the maelstrom of modern combat in an attempt to settle their bitter division once and for all.Next War: Taiwan the next volume in GMT's series of Next War games and the follow-on to Next War: Korea allows players to fight a near future war in and around the island of Taiwan. In this sequel the communist leadership of the PRC have decided that its time to end its rhetoric and posturing and bring the long-lost democratically governed ROC island into the fold of the Socialist Harmonious Society.Due to the nature of the terrain surrounding Taiwan the game features an expanded yet still abstracted and playable naval system including submarine threats ASW mine warfare and anti-naval strikes. In addition rules exist for combining Next War: Taiwan with Next War: Korea to simulate an expanded conflict.Note: the Next War series is not an Introductory wargame. Rather we have intended herein to create a system (and a series) that will allow detailed study of modern warfare in various venues as well as engaging gameplay. That said the Standard Game rules encompass a fairly straightforward ruleset that will we think be considered pretty easy to learn by experienced wargamers. So players who choose to play Standard Game scenarios can have a relatively quick game when that's what suits them. The real flavor of a war in the theatre though comes through in the Advanced Game where you get much more control over airpower and can more clearly see each side's strengths and weaknesses. For players who want a mini-monster game experience playing the Advanced Game Campaign Scenarios with some or all of the optional rules will definitely deliver.Ownership of Next War: Korea will NOT be required to play.Ground units in Next War: Taiwan represent primarily brigades regiments and battalions of the armies of the PRC and ROC and the United States. All ground units are rated for their attack and defense strengths movement capabilities and unit efficiency.Air units represent fighter bomber and attack squadrons of the major combatants and are rated for All-Weather Capabilities as well as their range average pilot skill and their abilities in Air-to-Air Combat Close Air Support and Strike missions.The game's map presents the island of modern-day Taiwan at a scale of roughly 7.5 miles per hex. The map covers the entire island and includes several holding boxes and tracking displays.A game turn is generally composed of:Weather Determination. Bad weather can severely hamper air and naval operations activity and can significantly slow ground operations.Initiative Determination and Air/Naval Phase wherein Air Superiority levels and air availability are determined and Sea Control is established or modified.Special Operations Phases in the Advanced Game allowing players to utilize their special operators in various recon and raid missions behind enemy lines.Strike Phases in the Advanced Game allowing players to launch air strikes cruise missiles and artillery and SSM strikes.One or more Movement and Combat Phases that allow both sides to move react and fight with an advantage to the Initiative player on non-Contested turnsArrival of Reinforcements and Replacements Victory DeterminationCombat resolution examines not only unit strengths but also unit efficiency (representing training doctrine and morale) as well as the terrain where the combat takes place. The CRT tends to be very bloody in nature reflecting what we believe will be a degree of attritional warfare early due to the lethality of modern weapons. As in many games casualties represent not only actual combat losses but also losses of unit cohesion brought about by the rapid pace with which modern armies are able to engage and exploit on the battlefield.There are several Standard Game scenarios. The first three are small and cover the first weeks of the war by dividing the island into roughly three equal sections. These focus on the initial assaults by the PRC to establish beachheads and take Ports and introduce players to the basic mechanics of the system while giving them insight into attack and defense strategies for the big game. Players can also play the entire Campaign Game which uses the entire map and all of the Standard Game rules. One other scenario is provided which examines a theoretical U.S. Amphibious landing in an attempt to take back the island.The Advanced Game Scenarios come in three flavors à la NATO: The Next War in Europe: Strategic Surprise Tactical Surprise and Extended Buildup. This offers the players the ability to game out a variety of At Start war scenarios based on varying levels of readiness.There is also an International Posture Matrix à la Flashpoint: Golan – The Fifth Arab-Israeli War to allow players to experiment with a variety of intervention options for the non-Chinese players in the region.In addition there is a full set of rules covering how to play a combined Next War: Taiwan/Korea game.In Next War: Taiwan the Taiwan Straits are on fire with the Goliath of the PRC arrayed against the David of the ROC. Can you as the People's Liberation Army/Naval commander conquer the long separated island in four weeks before the full might of the U.S. can be brought to bear? Can you as the Republic of China's Army commander hold out against the renewed Communist assault until help arrives? And what will happen in Korea while all this is going on? There’s only one way to find out...Game Design and Development: Mitchell Land Original System Design: Gene BillingsleyTIME SCALE 3.5 days per turn MAP SCALE 7.5 miles per hex UNIT SCALE Brigade / Regiment / Battalion NUMBER OF PLAYERS One or two (can be played in teams)

Raiders of the Deep: U-boats of the Great War,1914-18

Raiders of the Deep: U-boats of the Great War1914-18

Rating: 8.5 | Players: 1

Game Type:

Wargames

Raiders of the Deep: U-boats of the Great War 1914-18 is a new game inspired by Gregory Smith's The Hunters: German U-Boats at War 1939-43 that places the player in command of a German U-boat during WWI. Completely re-written rules and reworked charts simulate all the major aspects of the First U-boat War while all-new artwork immerses the player in the atmosphere of the period.Your mission is to destroy as much entente shipping and as many capital ships as possible while advancing your crew quality winning awards and increasing your commander rank - all while attempting to make it home amidst diminishing odds of survival as the war progresses.Conducting patrols is the heart of the system: each game turn you will resolve encounters against individual ships convoys Q-ships and enemy aircraft. Situations you will face will demand decisions such as... How will you engage a convoy? Do you risk closing range for a potentially more lethal attack? If the engagement is at night will you conduct a surface attack? With ammunition dwindling will you try to follow a convoy or will you look for easier targets?Every decision you make during the U-boat war determines whether you and your crew come home as heroes failures - or not at all.The game was designed by a ten year BGG veteran and was developed and playtested with the help of the U-boat game aficionados in the BGG community.

This War Without an Enemy

This War Without an Enemy

Rating: 7.6 | Players: 2

Game Type:

Wargames

Description from the publisher:This War Without an Enemy is a 2-player strategic block wargame funding for launched on Kickstarter on 21st January 2020. The game centres on the First English Civil War when the Royalist forces fighting for King Charles I were opposed by the English Parliamentarian troops and their Scottish allies the Covenanters in a struggle for political economic and religious control of England.The game engine will be familiar to anyone who has played a card-driven block wargame but it adds a number of innovations in order to faithfully simulate both the warfare of the mid-17th century and the unique nature of this conflict that engulfed not only England but also Scotland and Ireland. The game features individual cards deck for each side two thirds of which contain events. The card decks are adjusted from year to year to reflect the historical progression of the war. The regional nature of much of the conflict is recreated using a system of Leader and Regional blocks as well as rules for regionally-based recruitment. The usual block game mechanics for field battles have been modified with special rules for artillery cavalry and infantry while a completely new system has been designed for storming and sieges.

No Retreat! Italian Front: 1943-45

No Retreat! Italian Front: 1943-45

Rating: 7.4 | Players: 2–3

Game Type:

Wargames

(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

The Last Hundred Yards: Volume 2 – Airborne Over Europe

The Last Hundred Yards: Volume 2 – Airborne Over Europe

Rating: 8.1 | Players: 1–2

Game Type:

Wargames

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

Tanto Monta: The Rise of Ferdinand & Isabella 1470-1516

Tanto Monta: The Rise of Ferdinand & Isabella 1470-1516

Rating: 7.7 | Players: 4

Game Type:

Wargames

Tanto Monta: The Rise of Ferdinand & Isabella 1470-1516 is a prequel to Here I Stand Ed Beach's famed game published by GMT Games. It's a Strategic level Card-Driven board-wargame for 4 players (Muslim French Portuguese and Spanish) covering the reign of the Catholic Monarchs and the voyages of the Age of Discovery.This is a CDG where each player has to reach 45VP to win in the course of 7 maximum turns. Players play cards for their event or to perform actions from a list of available options for each power and at a specific cost for each action. VPs are earned either by military objectives discoveries of new zones trade royal weddings or certain events. In each turn the 4 players alternate playing cards and so on until the end of the turn. The combats are resolved by means of dice rolls with possible support of combat cards and taking into account the type of participating unit.—description from the designerPrecuela de Here I Stand el afamado juego de Ed Beach publicado por GMT GAMES. Es un juego para 4 jugadores (musulmán francés portugués y español) que abarca el periodo del reinado de los Reyes Católicos y la era de los viajes de descubrimientos.Se trata de un CDG en el que cada jugador tiene que conseguir 45 PV para ganar en un máximo de siete turnos. Los jugadores juegan cartas como evento o como puntos para realizar acciones del listado de las disponibles para cada potencia con un coste específico para cada acción. Los PV se obtienen mediante objetivos militares descubrimientos de nuevas zonas comercio bodas reales o determinados eventos. En cada turno los cuatro jugadores se van alternando jugando cartas hasta terminar el mismo. Los combates se resuelven mediante tiradas de dados con posibles apoyos de cartas de combate y según el tipo de unidad participante.—description from the designer (Spanish)

Granada: Last Stand of the Moors – 1482-1492

Granada: Last Stand of the Moors – 1482-1492

Rating: 8.1 | Players: 2

Game Type:

Wargames

HISTORY Anno Domini 1482. For the past few centuries the Iberian Peninsula has been a complex battlefield of crossed interests kings' ambitions and noblemen's intrigues. The Muslim power once uncontested under Cordoba's Caliphate banners lies languidly in the last Moor stronghold in Al-Andalus the marvellous city of Granada. The last rulers of the Alhambra (“The Red One”) have been buying peace from the powerful Christian kingdoms for decades. Weakened by internal family divisions they now face their darkest nightmare: a nuptial union between Castille and Aragón in the figures of Isabel I of Castille and Ferdinand II of Aragon the Catholic Monarchs. Through cunning diplomacy and negotiations large armies are congregating to push to the sea the last Muslim presence in Western Europe. The Pope promulgates the last Crusade and military orders join the mixed army of Castille and Aragon along with mercenaries all over Europe. The Nasrid Kingdom tries to gather its men and garrisons sending messengers to North Africa for military support and reinforcing the numerous castles and watchtowers all over its lands. But deception and treason will play their part (Ferdinand II will be the main inspiration for Machiavelli's ”The Prince”). Boabdil is conspiring to reach the throne in the city of the pomegranates whereas his uncle el Zagal is well known for his hit-and-run ambushes and guerrilla warfare. Will Catholic Monarchs be able to consolidate their dream of a united Iberian realm to continue towards world-wide domination? Will the Nasrid Kingdom accept the challenge and fight in a stubborn resistance until it breaks its enemies' will to continue the fight?GAME FEATURES Granada: The Last Stand of the Moors is a game for two players in which they will decide the outcome of this decisive historical episode in less than 4 hours. Units are represented by blocks depicting their strength but also their origin: Castilians Aragoneses Leoneses and mercenaries for the Catholic player and different clans like Banu Sarray Zegríes Banu Bannigas and proper Nasrids for the Muslim player. The map is point-to-point covering the ancient Nasrid Kingdom in southeast Iberia (present-day Spain). Granada the capital is the jewel of the realm: the game ends if it falls into the Catholic player's hands. Each season players receive a predetermined number of cards which they can use to move their armies and fleets or rally new units. When a battle occurs each regiment is summoned by the play of one card of its nationality so as Tamerlan said: ”It is better to be present with 100 soldiers than absent with 1.000.” In other words be sure you have the right cards to send your troops into battle. As an almost Renaissance war different weapons will also be present. Cavalry charges and crossbows will be extremely dangerous if well combined whereas artillery will have a significant value when maintaining or defending sieges. Your fleets will fight for sea control enabling the transport of North African reinforcements Catholic naval movements or blocking sieged ports. Balanced and historically accurate the game is easy to learn but difficult to master. The Catholic player will have to decide which invasion route to choose and whether he will create a massive army leaving the Muslim player time to reinforce his strongholds or go for a quick campaign where losses will be difficult to replace. The Nasrid player on the other hand will enjoy a central position but he will need to be cautious about the internal problems that can arise— the Boabdil revolt is almost an inevitable danger to face and crush.As the Catholic player will you gain fame and glory accomplishing the Reconquista and enlarging your kingdoms in one unified powerful state? And as the Muslim player will you resist and save Granada or will you become the last King of the Nasrid dynasty?—description from the designerTime scale: 1 year per 2-player turn Map scale: Point to point Unit scale: One block = 500-1500 soldiersComponents: • 22” x 34” Mounted map   • 137 Rectangular blocks in various colors  • 11 rectangular tiles • 2 Sheets of stickers (for blocks)  • 2 Draw bags  • 20 square castles (10 white 10 black) • 20 round watchtowers (10 white 10 black) • 26 small cubes (13 white 13 black) • 7 Wooden markers (various sizes and colors) • 3  Decks of cards (74 Christians 67 Muslims 17 Naval) • 1 Victory Points track • 2 Player Aids and 2 Battle Reference Cards (identical) • 1 Rules booklet

Vietnam: 1965-1975 (2nd Edition)

Vietnam: 1965-1975 (2nd Edition)

Rating: 8.7 | Players: 2

Game Type:

Wargames

Vietnam: 1965-1975 re-creates the longest most complex and least understood conflict in US history in all of its military and political aspects. The rules include detailed treatment of movement terrain search and destroy operations special operations firepower airmobility riverines brigade-level formations limited intelligence and auxiliary units in each scenario. That's the blurb from the back of the original Victory Games edition of the game.There are several small scenarios and a couple of campaign games. Each year is divided into four seasons (Spring Summer Fall and Winter) and each season has two turns (so roughly 6 weeks per turn). The map scale is roughly 6 miles per hex and units are generally battalions or regiments. During the operational phase players take turns (who gets to operate is determined by the NLF player) conducting operations with their units to destroy the enemy clear the roads take towns and cities or just reposition units. In the Campaign Game during Seasonal Interphases each player decides whether and how many additional units and/or resources to bring in to the fight. The game features hidden VC units airmobility riverines national morale pacification ARVN effectiveness and many other nuances that allow the player to grasp the some of the experience of what it might have been like to conduct the war in Vietnam.An updated reimplementation of the Victory Games' classic. This edition changes some of the rules as well as clarifications. Components are also upgraded from the original printing. See developers' word.(description from publisher's website and BGG user's comment)

Brave Little Belgium

Brave Little Belgium

Rating: 7.5 | Players: 2

Game Type:

Wargames

After Archduke Franz Ferdinand was shot dead by a Serbian nationalist in Sarajevo a series of events propelled the great nations of Europe to prepare for war. By August 3rd Germany had declared war on both Russia and France and was preparing to invade France through neutral Belgium.In Brave Little Belgium you assume the role of either the Germans or the Allies (Belgians French and British) at the start of World War I. As the Germans can you quickly smash through Belgium without committing too many atrocities? As the Allies can you slow down the German advance and halt their plans to capture France?This quick-playing wargame uses a point to point map and a chit pull mechanism to simulate the beginning of World War I on the western front. The game takes place over the period of time between August 4 and August 27 1914. Each turn represents three days. In each turn you pull chits representing the different generals and armies in the battle. A pulled chit allows you to move that army and battle opposing armies. Random event chits are also included and when you pull and activate them you can use them to help you or hurt the other player.If you are the German player you must try to get through Belgium as quickly as possible while also destroying the two major forts at Liege and Namur. If you can do so quicker than it historically occurred you win the game. Anything less than this is a draw or a win for the Allies.-description from designer

Space Infantry

Space Infantry

Rating: 6.9 | Players: 1–2

Game Type:

Wargames

Official websitehttp://zak965.it/spaceinfantry/index.htmlSummarySpace Infantry (SI) is a solitaire game of squad-level combat in the future. In Space Infantry you control a team of 4/8 soldiers on a series of missions that can be played individually or as a campaign. Each mission takes about 20 minutes to be completed.SI is a modular game; the overall structure of SI will make it possible to easily add new features to the game (missions enemies equipment): this means that in the future additional components will add new options to the existing missions increasing the lifetime of SI.SI started as a free game and has now been published by Lock'n Load gamesGame Includes:

AFU: Armed Forces of Ukraine

AFU: Armed Forces of Ukraine

Rating: 9.1 | Players: 1–2

Game Type:

Wargames

On February 24 2022 a full-scale war began right in the center of Europe. Missiles launched from the territory of Russia and Belarus began to destroy civilian and military infrastructure. Russia's troops invaded Ukraine. However thanks to the determined resistance of the Ukrainian army (AFU) and the territorial defense forces in the early days of the aggression the occupying army suffered a significant loss in personnel and machinery.AFU: Armed Forces of Ukraine is a deck-building card game. We offer you the chance to test your strength and defeat the invaders.The game consists of two phases. During the first phase you need to think and plan your strategy and start building up your army. Every turn you have to correctly distribute your resources in order to repel the enemy's attack get as many bonuses as possible and mobilize troops.During the second phase the game becomes even more interesting thanks to various events that will affect the players. Unlock objects destroy the enemy and do not forget about the achievements to prove your mastery of this game. Skillful management of the troops of the Armed Forces and preventing dismay will help you deliver a crushing defeat to the enemy!

Thunder in the Ozarks: Battle for Pea Ridge,March 1862

Thunder in the Ozarks: Battle for Pea RidgeMarch 1862

Rating: 8.1 | Players: 1–2

Game Type:

Wargames

Description from the publisher:Thunder in the Ozarks is a two-player wargame about The Battle of Pea Ridge which was a critical engagement in the American Civil War fought on March 8th and 9th 1862 between the Confederate Army of the West under Major General Earl Van Dorn and the Federal Army of the Southwest under Brigadier General Samuel Curtis.Brig. General Sam Curtis was not a man to be intimidated and he realized that he had a fighting chance even in this seemingly impossible position. Perseverance and hard smart fighting by men like Colonel Grenville Dodge and others turned what looked to be a potential disaster into a grand victory. The Battle of Pea Ridge secured for the Union all of Missouri and the northern part of Arkansas resulting in approximately 85,000 square miles becoming Federal-controlled territory.This is the second game in the Revolution Games/GMT series of American Civil War games. The first game Stonewall’s Sword simulates the Battle of Cedar Mountain in 1862.

Masters of the Universe: Battleground

Masters of the Universe: Battleground

Rating: 8.4 | Players: 2

Game Type:

Wargames

Will Skeletor and his Evil Warriors conquer Castle Grayskull? Will He-Man and his friends manage to stop them? Will Orko succeed in casting any spells? Answers to these and many other questions can be found by playing Masters of the Universe: Battleground!Masters of the Universe: Battleground is a skirmish miniature game for two players where forces of good and evil clash in epic combat. This glorious battle will shake the earth and change the fate of the entire Eternia!Players equip their characters with the most excellent weapons spells and equipment; then they create decks consisting of 20 amazing fate cards. Those cards will be used to activate characters on the battlefield during the game. It is entirely up to the players how many cards they will use on each of their characters. Do you want to use all your cards on the mighty He-Man? Go ahead! However it may be challenging to win this battle alone.Unlike many skirmish games players don't have to accept the outcome of the cruel dice. Masters of the Universe: Battleground provides many ways to control luck. Characters can spend mana to reroll even the most stubborn dice perform a focus action to increase their chances and use the environment to their advantage.Gain victory points by knocking out the opponent's characters claiming objectives and fulfilling secret side missions. Whoever gathers the most victory points at the end of round four is a winner!-description from publisher

Normandy: The Beginning of the End

Normandy: The Beginning of the End

Rating: 8.2 | Players: 2

Game Type:

Wargames

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.

Santa Cruz 1797

Santa Cruz 1797

Rating: 7.8 | Players: Iván Cáceres|

Game Type:

Wargames

A small card driven block game about the night battle of Santa Cruz de Tenerife in 1797.British forces led by Rear Admiral Horatio Nelson tried to seize Santa Cruz de Tenerife by direct amphibious assault. The attack was a total failure and Nelson lost his lower right arm...The game pitches the British player with superior numbers and quality against the Spanish defenders that try to contain the British landings and avoid losing the main fortifications and vital points in the city.The game is tense with a lot of interaction that depicts British naval movement Spanish coastal batteries fire and plenty of action in a confused see-saw battle that highlighted night street fighting.Nominated JT

Leviathans

Leviathans

Rating: 7.1 | Players: 2–8

Game Type:

Wargames

In 1878 the Polish genius Rychnowski isolated an electrical fluid with remarkable lifting capabilities – a single pivotal event that would change the world. The smartest military minds of the coming generation – Zeppelin Jellico Fisher and others – diverted their attention to the glorious new technological revolution and sea-going battleships were abandoned around the world. In their place armored giants took to the skies.In 1906 Great Britain launched the HMS Leviathan the first of the super air ships sparking an arms race around the world. By 1910 the most powerful nations boasted large High Fleets and the start of small skirmishes left the world uneasy... Welcome to Leviathans!Leviathans is a game published by Catalyst Game Labs that simulates combat between warships that have taken to the air in an alternate history 1910. The king leviathans the battleships are the largest vessels. Maneuvering in support are the smaller ships of light cruisers destroyers and others ships. Will you captain your fleet for king and country expanding your nation's power and becoming legend? Or will you fall from the sky forgotten?You will determine the outcome!

Nuklear Winter '68

Nuklear Winter '68

Rating: 7.4 | Players: 1–2

Game Type:

Wargames

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

Tarawa 1943

Rating: 7.7 | Players: 1

Game Type:

Wargames

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

Bomber Command: The Night Raids

Bomber Command: The Night Raids

Rating: 7.7 | Players: 2

Game Type:

Wargames

(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 Nürnberg. 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.

The Other Side of the Hill

The Other Side of the Hill

Rating: 8.2 | Players: 1–4

Game Type:

Wargames

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

Infinity N4: Core Rules

Infinity N4: Core Rules

Rating: 8.7 | Players: 2

Game Type:

Wargames

Infinity N4 is a 28 mm metal miniatures game simulating special operations and skirmishes in a high technology sci-fi universe. an exciting and action-packed near-future where secret missions black ops and covert actions determine the destiny of the Humankind.Infinity N4 recreates direct action operations which are quick lethal and very risky. The player assumes command of a small group of elite troopers engaging in undercover and clandestine operations.Infinity N4 is an innovative game system dynamic and entertaining which allows all players to participate during the entire gaming sequence. It possesses a great amount of realism and flexibility providing players with a wide variety of tactical and strategic maneuvers to employ during the game.Infinity N4 Contains two full-color books in a slipcase. With improved and streamlined rules new troops more background to set the scene and introducing O-12 and its Sectorial Army Starmada Infinity N4 goes one step beyond!

Panzers Last Stand: Battles for Budapest,1945

Panzers Last Stand: Battles for Budapest1945

Rating: 8.9 | Players: 2

Game Type:

Wargames

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

Napoleon's Last Gamble: Battles of the Hundred Days

Napoleon's Last Gamble: Battles of the Hundred Days

Rating: 8.4 | Players: 2–6

Game Type:

Wargames

Napoleon’s Last Gamble contains five battles from the Waterloo Campaign which Napoleon began by seizing the central position between the Prussian and British Armies. On June 15th the Grande Armée was unleashed across the Sambre River. Allied screening forces sent out the warning to headquarters. The Allies executed a forward concentration behind the cover of their screens. As the 16th dawned troops of both sides still converged on the battlefields.Napoleon's Last Gamble is one of the games from OSG's Series: The Library of Napoleonic Battles (OSG) series. Details on the series are below as all the games share a common rules set and game system.BATTLES SIMULATEDQuatre-Bras Ney at the Crossroads 16 June The French attacked on two fronts simultaneously. The tenacious defense of Quatre Bras by the Anglo-Allied troops saved the Prussians from receiving the full weight of the Armée du Nord.Ligny The Last Victory 16 June Finally unleashed the Guard pushed the Prussians back from the Ligny brook. Blücher himself was wounded and separated from headquarters. But Napoleon’s hoped-for knock-out blow remained undelivered.Wavre Grouchy’s Blunder 18 June Napoleon separated the two wings of his army ordering Marshal Grouchy on the track of the Prussians while he pursued Wellington. Grouchy’s prescribed route was wide of the mark and took him to the outer flank allowing the Prussians to interpose themselves between the two French wings—Blücher achieved a strategic reversal of the opening.Waterloo A Near Run Thing 18 June While Grouchy frittered away time engaging the Prussian rear-guard at Wavre Ney conducted the mid-phase of the battle like a rear-guard action in the Peninsular Campaign failing to provide infantry support for his spectacular cavalry charges. Wellington fought a successful defensive battle managing to cling to his ridge until the arrival of three Prussian corps. The broken French army retreated toward Charleroi; Grouchy’s intact wing moved south-east toward Namur.La Souffel Rapp’s Last Stand 28 June Three days after Waterloo Rapp woke up and began a slow withdrawal from the Rhine pursued by the vanguard of Schwarzenberg's Army. On June 26 the heavily-outnumbered Rapp skirmished with the Austrian III Corps. Two days later he made a stand along the Souffel River and the Austrians attacked.DESCRIPTIONEach Approach to Battle game lasts about 22 turns. The Full campaign links the individual battles.(Text mostly from the OSG pages)

Mythic Battles

Mythic Battles

Rating: 6.8 | Players: 2–4

Game Type:

Wargames

Game description from the publisher:Mythic Greece is in chaos: Athena and Hades are at war and have sent their greatest heroes to battle. Take on the role of these generals out of legend leading fantastic armies and lead your troops to victory!Mythic Battles is a game which simulates epic confrontations and battles that will take your breath away. Thanks to its innovative system – the Building Battle Board (BBB) which combines game mechanisms from miniature games board games and card games – Mythic Battles offers you an experience the likes of which you have never seen. Recruit your army play your cards to activate your units roll your dice to resolve combat – reinvent your way of playing!This box contains two complete armies to play with two or four players an initiation campaign as well as all that's required to play as you wish. Other armies and units will periodically be released to flesh out your campaigns.Write your legend in the blood of the fallen!

Heroes of Stalingrad

Heroes of Stalingrad

Rating: 8.1 | Players: 2

Game Type:

Wargames

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...

Dogfight!: Rule The Skies in 20 Minutes!

Dogfight!: Rule The Skies in 20 Minutes!

Rating: 6.8 | Players: 1–2

Game Type:

Wargames

Dogfight! is the latest game to join the acclaimed Blitzkrieg line of 20-minute games.In Dogfight! two rival aviators of the First World War duel each other with Biplanes across the sky. To defeat your enemy you must maneuver yourself to get behind them and shoot at exactly the right moment!Dogfight! is played over a maximum of three rounds or until one of the Biplanes has been shot down. If a Biplane is shot down the game ends immediately and the surviving player is declared the winner! If the third round ends and neither Biplane has been shot down the player who has taken fewer hits is the winner.Both players choose a tile to play from behind their player screens and simultaneously reveal them. Each player then moves their Biplane the number of spaces equal to the value of the tile played which may also have hit icons. The game features nine Biplanes and they have different tile distributions. Several scenarios are also included.The Biplanes must follow the direction of the arrows around the white path (except when Looping the Loop). Each circle counts as one space and the colors on some spaces affect shooting. Biplanes may move past one another and even finish in the same space but be careful -- one wrong move and your enemy will loop behind you and blast away!—description from the publisher

1941: Race to Moscow

1941: Race to Moscow

Rating: 7.1 | Players: 1–4

Game Type:

Wargames

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.

Victory Roads: From Bagration to the Fall of Berlin 1944-1945

Victory Roads: From Bagration to the Fall of Berlin 1944-1945

Rating: 8.0 | Players: 2

Game Type:

Wargames

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)

We Are Coming,Nineveh

We Are ComingNineveh

Rating: 7.7 | Players: 1–2

Game Type:

Wargames

We Are Coming Nineveh! is a tactical/operational-level game of the Iraqi government campaign to liberate the western area of the city of Mosul from the forces of Daesh between 19 February and 9 July 2017. This was one of the largest and most difficult urban operations of the post-WWII era and marked a major defeat for Daesh and its so-called “Islamic State.” The game is thus able to combine low complexity (and hence be accessible to even neophyte wargamers) with a rich and detailed treatment of this important battle.Unlike most wargames where there is a single measure for victory or loss We Are Coming Nineveh assesses three key aspects of the campaign: the speed at which the operation is completed the casualties suffered by Iraqi government forces and the collateral damage done to Mosul. One might outperform the historical case capturing the Old City faster—but at a terrible civilian cost.Winner of the Charles S. Roberts Award for Best Tactical Wargame of 2023.

Western Front Ace: The Great War in the Air,1916-1918

Western Front Ace: The Great War in the Air1916-1918

Rating: 8.7 | Players: 1

Game Type:

Wargames

Western Front Ace is a solitaire tactical air war game covering air operations in the Western and Italian fronts during WWI. Players control an aircraft from one of seven different nations represented with options to upgrade to better aircraft as the war progresses.You will manage individual aircraft weapons systems specific crew members and ammunition over missions representing 3-4 days per turn.

Warfighter Shadow War: The Modern Night Combat Card Game

Warfighter Shadow War: The Modern Night Combat Card Game

Rating: 8.3 | Players: 1–6

Game Type:

Wargames

Warfighter: Shadow War is a card game for 1 to 6 players. You play cooperatively with your friends against the system to complete Modern Special Forces squad-level combat missions. At the start of each mission you each select a soldier equip him/her with skills weapons and combat gear within the mission's Resource limit.Shadow War is a stand-alone Warfighter boxed game. The game includes all the Soldiers Weapons Equipment Missions Location Objectives and Hostiles you need to carryout covert Night Missions. Shadow War expands on the Night Combat rules first introduced in the Warfighter Modern Footlocker Expansion.The core game gives you a full team of US Soldiers and a full set of North Korean Hostiles. Each Expansion then adds to these sets.As with all Warfighter games and expansions Shadow War is compatible with all the other Warfighter games!—description from the publisher

Battle Hymn Vol. 1: Gettysburg and Pea Ridge

Battle Hymn Vol. 1: Gettysburg and Pea Ridge

Rating: 7.6 | Players: 1–2

Game Type:

Wargames

Battle Hymn Vol. One includes two games: Gettysburg: The Tide Turns and Pea Ridge: The Struggle for Missouri.Battle Hymn is a new brigade-level game system that simulates the chaos of the America Civil War using a simple activation system combined with a detailed combat system. The system’s designer Eric Lee Smith originated the “chit-pull” activation system in his game “Panzer Command” and later used it in “Across Five Aprils,” Battle Hymn’s forerunner both published by Victory Games. Units are organized by command usually divisions and activate for movement when the command’s activation marker is picked from the cup. The system uses traditional mechanics for movement with units differentiated by type but adds a level of detail to combat that feels almost miniatures like. In fact the system is designed for easy conversion to miniatures. When one side has the initiative they decide when their combat phase occurs without it you don’t know when it will happen.Units have strength point steps which are either “formed” or demoralized and losses are taken point by point. Based upon the latest research into Civil War combat and tactics units suffer attrition in both losses and demoralizations until they finally shatter and are removed from the map. There are two combat phases each of which consists of two rounds of combat. Engagements are fluid with retreats and advances setting up unexpected confrontations during the second round of combat.Battle Hymn is a “player’s game” designed to play fast and provide lots of fun and historical insight. With scenarios taking as little as an hour up to eight hours for the full campaign there is plenty of variety. The system is streamlined and does not have the complications seen in other games such as logistics and leadership hierarchy. Here it's all about strategy movement and fighting.Gettysburg: The Tide Turns needs no introduction as to subject but the treatment is noteworthy. Using a graphics approach based upon the maps produced by the US Government after the war the map is a pleasure to behold. There are six scenarios in the game some of which have alternatives for additional variety.Pea Ridge: The Struggle for Missouri simulates the decisive battle of Pea Ridge which determined that Missouri would stay in the Union. It could have gone the other way. This is a classic meeting engagement with the Confederates on the offensive and outnumbering the Union for once.Optional rules include hidden movement and more randomization during combat (more historical and also simulates async computer play).SCENARIOSNote: Some scenarios have alternatives making them in effect two or more scenarios.GettysburgPickett’s Charge - 3 turns 45 minutes The Best Three Hours (Devil’s Den) - 3 turns 1 hour The Accidental Battle (Day One) - 11 turns 3 hours Longstreet’s March (Day Two) - 9 turns 3 hours The Tide Turns (Day Three) - 7 turns 3 hours The Battle of Gettysburg (campaign) - 31 turns 8 hoursPea RidgeThe Surprise Attack (Day One) - 9 turns 2 hours Missouri Redeemed! (Day Two) - 5 turns 1.5 hours The Battle of Pea Ridge (campaign) - 15 turns 5 hoursProduct InformationComplexity: Medium (4 out of 10) Playing Time: 45 minutes to 3 hours (scenarios) 5 to 8 hours (full campaigns) Solitaire Suitability: High (due to variable activation system) Time Scale: 1 turn = 60 to 90 minutes depending on the game and day Map Scale: 1 hex = 300 yards across Unit Scale: Brigades strength point = 150-300 men (depending on the game & unity type) Players: 2 (but far above average as a solitaire game) Game Designer: Eric Lee Smith Artist: Robert Shields—description from the designer

Fleet Commander: Nimitz – The WWII Pacific Ocean Solitaire Strategy Game

Fleet Commander: Nimitz – The WWII Pacific Ocean Solitaire Strategy Game

Rating: 7.2 | Players: 1

Game Type:

Wargames

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.

Downfall of Empires

Downfall of Empires

Rating: 7.5 | Players: 2–4

Game Type:

Wargames

Downfall of Empires is an army level World War I strategy simulation wargame designed with the goal of creating a fluid historical and fast game.This is a game with only 4 pages of rules that works perfectly as an introductory wargame lasts 18 turns can be played from 2 to 4 players (Germany Austria-Hungary Allies and Russia) and can be completed in less than 3 hours.Each turn each player has 2 or 3 actions (depending on which side they control) that they can use to move or attack with their armies build trenches conduct diplomacy with non-aligned countries reinforce their armies or secretly develop technologies. At the end of the game someone will win with most victory points obtained by controlling key areas on the map.The German and Franco-British Powers have three actions per turn. The Russian and Austro-Hungarian Powers have two actions per turn.Available actions are:• Recruit: Create new units or reinforce reduced units to full strength • Activation: Move units and attack • Research: Develop new technologies. • Entrench: Build trenches in an area. • Diplomacy: Increase markers on the political track to persuade neutral countries to join the war. • Missions: Create Air missions and Tank missions to help in attacks.With the exception of Activation actions can only be played once per turn. The Recruit action can only be played as the first action.Conquering enemy cities earns Victory Points at the end of the game the side/player with most Victory points is the winner.

Warhammer Age of Sigmar (Second Edition) Core Rules

Warhammer Age of Sigmar (Second Edition) Core Rules

Rating: 7.5 | Players: 2

Game Type:

Wargames

Warhammer Age of Sigmar is more than a game – it’s a hobby. Build armies of plastic warriors drawn from the many warring factions that inhabit the Mortal Realms paint your models to personalise your collection and take them to the tabletop to play fast-paced games of strategy and action that will allow you to tell your own stories within the Age of Sigmar.The new edition of Warhammer Age of Sigmar features the most comprehensive look at the core rules since the first Generals Handbook and like those changes the new ones will have an equally huge impact on the tabletop.Artefacts of the Realms The Mortal Realms are enormous and the factions that fight among them are characterised as much by which of the realms they hail from as by their Grand Alliance. Previously we’ve seen this represented largely through creative paint jobs and appropriate basing with some hobbyists using clever conversions to identify where their force comes from. Now in the new edition you’ll be able to represent where your army hails from with 84 new magic items. When you’re writing your army list you have the option to pick a Realm for your army to be from. As well as providing you with loads of opportunities for roleplaying (not to mention painting and converting) you’ll be able to replace one of your normal Artefact picks with a special artefact from your chosen realm.Battling in the Realms The new edition of Warhammer Age of Sigmar turns the Mortal Realms into rich backdrops for all of your battles. These aren’t just optional expansions but a core part of the game. Each of the Mortal Realms has a set of unique rules that create unusual challenges and opportunities for the armies fighting in them. Firstly each realm has a command ability apart from Shyish which has two and Ghur which has wandering feral monsters instead. Available to every Hero fighting in that realm these abilities ensure that your army fights in a thematically appropriate way for the realm it’s in. Secondly each Realm has a set of Realmscape Features – a random in-game effect that’ll often have a significant impact on how your game will go. Last but not least each of the Mortal Realms has a massive selection of spells associated with it representing the unique powers that Wizards are able to harness. Each realm has seven spells ALL of which will be available to ANY Wizard fighting in that realm. Finally choosing a Realm has a range of impacts on certain warscrolls. Each endless spell for example is more powerful when cast in its associated realm.Command Abilities and Command Points There are loads of awesome command abilities in Warhammer Age of Sigmar but in the previous edition some would almost never see play because they belonged to models who weren’t being used as generals. In the new edition every Hero can contribute and use their command ability whether they’re your general or not. There’s a twist however – to use any of your command abilities you’ll need a new resource known as command points. Command points represent the tactical cohesion of your forces – you’ll receive one to add to your pool every turn and you’ll get an additional point at the beginning of the game per warscroll battalion you’ve used. That’s not all! There are now three command abilities every single army and every single general can use – a tweaked Inspiring Presence At the Double and Forward to Victory.Endless Spells Magic is changing in the new edition of Warhammer Age of Sigmar offering you something never seen on our tables before – physical sorceries with models and rules of their own. Endless spells are cast like normal spells but rather than resolving their text with a mere roll of the dice each summons a model to the table. This miniature then persists throughout the game until it’s dispelled. Endless spells are moved at the start of each battle round after determining who gets the first turn with players taking it in turns to pick a spell to move starting with the player that has the second turn that round. You’ll be able to move any Endless Spell with this move not just the ones you control representing their wild and untameable nature.Look Out Sir! With the new command ability system making Heroes more useful than ever the last thing you want is to watch a critical support character get shot off the table before they get to do anything interesting. In the new edition of Warhammer Age of Sigmar we’ve balanced this with a new ability for Heroes that’ll make your smaller and more vulnerable characters a lot more durable at range. By keeping your heroes close to your units you’ll make them much harder for enemies to kill at range.Magic: Casting and Unbinding Magic is most interesting when each army’s magic phase is distinct and defined by the unique character of the wizards involved. To do that the new edition sees a change to two classic spells – Arcane Bolt and Mystic Shield – to offer more incentive to use the unique spells each Wizard has access to. You’ll still find these spells a valuable part of any wizard’s toolkit but they’ve been toned down in comparison to others. Secondly you can now attempt to unbind a spell at a massive 30″ range up from 18″ making unbinding much easier and also giving you a chance to deny your enemy key spells even in the first turn of the game where you may not have had a chance to move your wizards into defensive positions.Measuring and Piling In We know most people play Warhammer Age of Sigmar measuring from bases already so this is just a case of enshrining it in rules and making way for a more tactical era of Warhammer Age of Sigmar. Piling in has changed to work with the new official base-to-base system to allow you to get as many models into combat as possible. Where previously you could only pile in towards the closest enemy model before having to stop now you can pile in even if you’re right next to someone – provided you don’t move any further away from the nearest enemy model. This should make large units a bit easier to use and should make surrounding enemies a bit simpler. Secondly you can’t choose not to attack with a unit anymore – the combat phase only ends when every single eligible unit has piled in and participated.Shooting in Combat Shooting in the new edition is changing slightly. While you’ll still be able to shoot whilst in combat you won’t be able to shoot out of it. This makes for a more dynamic game as far as shooting is involved. Taking a few fast-moving durable units in your army will be key for quickly occupying shooting units that’d usually play havoc with the squishier elements of your forces while defensively you’ll want to screen your key ranged troops with support troops.Summoning For Free! In the new edition summoning has been changed to work better for everyone and to properly reflect the unique character of each army that uses it. Rather than summoning units through magical spells every army that could summon units before now has a unique resource that allows them to bring fresh reinforcements onto the tabletop that fits with their army’s background. The big change for matched play though is that summoning now no longer costs reinforcement points! Instead you earn your summoned units with in-game actions: bloodshed spreading plague mastering magic and other thematic goals.Turn Priority In Warhammer Age of Sigmar the game is split into battle rounds and players roll at the beginning of each round to see who goes first. This means in effect a player may occasionally get to take two turns in a row. In the new edition the studio have added an extra level of depth choice and chance to this mechanic as well as removing some of the randomness to make for more tactical games. Previously players would roll off to determine who gets to decide who gets the first turn in each battle round with the winner getting to choose. This works in much the same way in the new edition but now if the players get a draw the player that went first in the previous battle round wins the roll.—description from the publisher

Autumn For Barbarossa

Autumn For Barbarossa

Rating: 7.5 | Players: 2

Game Type:

Wargames

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

SAGA Rulebook (2nd Edition)

SAGA Rulebook (2nd Edition)

Rating: 8.2 | Players: 2–6

Game Type:

Wargames

Every age has its heroes singular men whose prowess and virtue have raised them above mere mortals and who have forged their own fates through their determination courage and strength. Their names have survived the passage of time: King Arthur William the Conqueror Achilles Conan. Whether they were born in popular legend in the fertile minds of writers or in the annals of history they live forever in our collective memory as the most celebrated figures of ages past. However for each surviving legend there exist innumerable others still waiting to be written. Thousands of heroes wait to prove themselves on the battlefields to speak with fire and steel and to carve their mark on the world around them. With the book in your hands you have the unique opportunity to take part in the creation of these legends and to see them master their destinies in turn. Your SAGA begins here.......... SAGA is a skirmish game taking place in the heroic ages whether they are historical mythological or sprung from the minds of writers. It brings to life the battles between exceptional warriors - Warlords who defy their enemies on the battlefieds at the head of their warband. This game puts you at the head of one such warband made of thirty or so figures and lead by your heroic alter-ego. Each warband is chosen from among the available SAGA factions and has a specific Battle Board and SAGA dice which grant them particular abilities in battle and reinforce their identity. This book contains SAGAs simple and innovative basic rules. They are easy to learn and illustrated with numerous examples. They apply to all the universes you might explore. These rules are the fruit of years of development and the contributions of a large community that plays SAGA around the globe. Once you have read this book all that is left for you to do is choose a SAGA Universe from the array available assemble your figures and write your legend!—description from the publisherNote: This book contains no battleboards or Armies you have to buy the first supplement for those...

Warhammer 40,000 (Seventh Edition)

Warhammer 40,000 (Seventh Edition)

Rating: 6.9 | Players: 2–12

Game Type:

Wargames

...in the grim darkness of the far future there is only war.The rules come with a three book bundle. This trio of lavishly-presented hardback books depict the sensational imagery miniatures stories and gameplay that are the bedrock of Warhammer 40,000.Each volume of Warhammer 40,000 presents a different aspect of the hobby. The first 144 page book A Galaxy of War explores the art of collecting and painting your own force of miniatures.The history of the 41st Millennium is presented in the second book Dark Millennium. In 128 pages it describes the crumbling Imperium of man and their many enemies within and without which wage war against humanity and each other.The final volume The Rules is a 208 page book contains all the rules for playing games of Warhammer 40,000.

Charlemagne,Master of Europe

CharlemagneMaster of Europe

Rating: 7.4 | Players: 1

Game Type:

Wargames

Categories:

Description from the publisher:At the age of twenty-nine Charles I became sole ruler of the Frankish Empire. What he did with that power over the course of the next forty-plus years is the stuff of legend. His unparalleled achievements in warfare diplomacy administration and culture led to the sobriquet Carolus Magnus: Charles the Great: Charlemagne King of the Franks and of the Lombards and Emperor of the Romans.In this solitaire strategy game you assume the Frankish throne and seek to duplicate - or exceed - Charlemagne's singular genius while hopefully avoiding some of his mistakes such as the famous defeat at Roncevaux (immortalized in the Song of Roland). As you conquer new territory and incorporate it into your empire you'll need to contend with rebels and palace intriguers. Building public works and patronizing the Carolingian Renaissance will increase your prestige and wealth. Along the way you'll need to win the support of the papacy buy off Viking marauders convert the pagans in Saxony contend with incursions from Al-Andalus build a powerful army and maintain detente with the Byzantine Empire.Gamers who are familiar with the game Agricola Master of Britain will find many similarities between it and Charlemagne: Master of Europe though this is a longer and more complex game with its own nuances. The core mechanism of cup adjustments is of course alive and well. Chits representing enemy units reside in one of three cups representing how they feel about your rule: Friendly Unfriendly or Hostile. Chits are drawn from the hostile cup and placed on the map manifesting themselves as overt challenges to your rule. Every action you take will subtly change their stance blindly moving chits from one cup to another.

Axis Empires: Dai Senso! – World War II in Asia & the Pacific,1937-45

Axis Empires: Dai Senso! – World War II in Asia & the Pacific1937-45

Rating: 7.7 | Players: 2–3

Game Type:

Wargames

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!

Napoleon Saga: Waterloo

Napoleon Saga: Waterloo

Rating: 8.1 | Players: 2

Game Type:

Wargames

Napoleon Saga is a strategic card-wargame for two players that lets them play the 1815 Belgium campaign battles opposing the French army to the coalition force.In this game each player has two decks of cards that represent his army and his strategic plans. They deploy their starting troops on the board and alternate turns to defeat their opponent in one of two ways:You can recreate famous historical battles such as Quatre-Bras Ligny Waterloo or Wavre with the scenarios included in the two expansions (the base game contains no scenarios) or you can change history by building your own armies with the deck-building aspect of the game.

The Jaws of Victory: Battle of Korsun-Cherkassy Pocket – January/February 1944

The Jaws of Victory: Battle of Korsun-Cherkassy Pocket – January/February 1944

Rating: 8.6 | Players: 2–5

Game Type:

Wargames

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

On to Richmond II: The Union Strikes South

On to Richmond II: The Union Strikes South

Rating: 9.1 | Players: 1–2

Game Type:

Wargames

On to Richmond II: The Union Strikes South covers some of the most famous campaigns of the Civil War in a single module for the award-winning Great Campaigns of the American Civil War (GCACW) series. Two of the campaigns in this module have been revised repackaged and rebalanced for improved play; and the third is entirely new:On To Richmond II (which covers the 1862 Richmond Campaign) has had the Basic Game scenarios rebalanced as needed and modifications made to the rules and victory conditions for the Advanced Game scenario. Grant Takes Command II (which covers the 1864 Overland Campaign) has had the various basic and advanced game scenarios revised as needed. The Petersburg Campaign (which covers the 1864-1865 Petersburg Campaign) is an entirely new module that covers the months of battles mostly in the open field that started when Grant marched across the James River in June 1864 and ended with the defeat of the Confederates at Five Forks in April 1865.The four maps included are painted by original map artist Charlie Kibler and have been significantly revised to include all the latest GCACW terrain types including hills swamps dams trails and landings. New map area has been added to cover the western portion of the Petersburg battles. The military unit counters have been redesigned by Charlie Kibler to harken back to the counters in the original games in the series but with a more modern graphical treatment.Richmond & Petersburg Campaigns includes a massive collection of twenty-five Basic Game scenarios and seven Advanced Game campaigns divided as shown between the three modules:On To Richmond II includes one new Basic Game scenario the seven original Basic Scenarios redesigned and rebalanced and the original Advanced Game campaign scenario extensively revised.Grant Takes Command II includes the eight original Basic Scenarios rebalanced as needed and the four original Advanced Game campaigns.Note: the two grand campaigns require the Stonewall In The Valley maps which are not included.The Petersburg Campaign includes nine Basic Game scenarios and two Advanced Game scenarios.—description from the publisher

The White Tribe: Rhodesia's War 1966-1980

The White Tribe: Rhodesia's War 1966-1980

Rating: 8.0 | Players: 1

Game Type:

Wargames

The White Tribe is a unique SOLITAIRE game with military and political aspects. You play the White government of Rhodesia besieged by a Black guerilla army using your potent armed forces to hold it back while you try to persuade your colonialist voters to compromise and move to a system of Black majority rule. The balance of military and political factors makes for an intriguing and very different sort of game; you'll fight guerillas fight elections and even pass bills with the same level of tension! Advancing generous policy positions to win over African public opinion can endanger you with the European voters you depend on for power. At the same time you have to persuade foreign states that your reforms are moving forward -- they have different visions for Rhodesia than you do and they can bring you down with economic sanctions or military strikes. And looming over you are the unstable Portuguese whose empire in Mozambique is vital to your strategic safety! Your aim is to build a government based on justice and equality while holding off extremists on every side using all your military and political tools.—description from the publisher

Heights of Courage: The Battle for the Golan Heights

Heights of Courage: The Battle for the Golan Heights

Rating: 7.4 | Players: 1–2

Game Type:

Wargames

Heights of Courage: The Battle for the Golan Heights October 1973 is a game covering the Golan Heights portion during the 1973 Arab-Israeli War.In October 1973 Syria and her allies lead a surprise attack to recapture the Golan Heights in conjunction with an Egyptian assault across the Suez Canal into the Sinai.For a little over two weeks massed Syrian armor tried to swamp the Israeli defenders who were buying time to allow mobilized reserves to arrive. They succeeded and managed to turn the tide launching their own offensive toward Damascus.Heights of Courage is the 16th game in the award winning Standard Combat Series. It complements the 1995 CSR award winning game Yom Kippur (which covers the fighting in the Sinai). It uses the same 8 page standard series rulebook applicable to all the other games.Because both sides have offensive and defensive phases of the battle to enjoy victory is determined by comparing the best Syrian performance in their early offensive to the Israeli offensive results at the end of the game. This forces both sides to fight tooth and nail on both the offense and defense with enormous time pressure on perform rapidly.The game captures all the sizzle of the fast-paced armored battle with enough steak to give the game the appropriate level of depth. For example it uses an innovative two tempo operational speed to both players as the battle goes beyond the endurance of the forces involved. Each player can select to go “fast” in order to fight more or “slow” in order to get more replacements.While Heights of Courage cannot be directly linked to Yom Kippur the game provides rules to allow players to play both games in tandem so as to play the “whole war.”Four scenarios allow different looks at the 17 turn campaign (turn length varies based on when a cease-fire occurs). 4.1 The Historical Battle for the Golan Heights (17 turn long version) 4.2 The Historical Battle for the Golan Heights (10 turn short version) 4.3 Operation Badhr (6 turn look at the initial Syrian offensive) 4.4 Operation Al-Owda (Original Syrian plan - which can be played in the 6 10 or 17 turn versions)Game Scale: Game Turn: Half day to 3 days (depending on game turn) Hex: 1 mile / 1.6 kilometers Units: Platoon/Task Force/BrigadeGame Inventory: One 22 x 34 full color mapsheet One dual-side printed countersheet (280 1/2 counters) One 16-page Heights of Courage rulebook One 8-page Standard Combat Series ver 1.7 rulebook Two 6-sided dieSolitaire Playability: High Complexity Level: Medium Players: 2 or more Playing Time: 4-15 hours

American Tank Ace: 1944-1945

American Tank Ace: 1944-1945

Rating: 7.9 | Players: 1

Game Type:

Wargames

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

Israeli Air Force Leader

Israeli Air Force Leader

Rating: 8.0 | Players: 1

Game Type:

Wargames

This is the newest entry in DVG's Air Leader series. Like the other games in this series IAF Leader is a solitaire game of air-to-air and air-to-ground combat. Each mission takes roughly 30 minutes to set-up plan and resolve. Players select a squadron of pilots before each campaign. Each of your pilots has their own skills. Selecting the right pilots and weapons for a mission is vital to its success. As you fly missions your pilots will gain experience and fatigue. With experience their skills improve but as their fatigue increases their skills decrease and they might not be able to fly for several missions. This installment covers all the historical and some hypothetical wars involving Israel from 1948 through to year 2020. The game features historically accurate aircraft and weapons for each war.

The Third World War: Designer Signature Edition

The Third World War: Designer Signature Edition

Rating: 8.7 | Players: 1–8

Game Type:

Wargames

The Third World War Designer Signature EditionThis edition of The Third World War features many new enhancements and larger counters and is another Classic Reborn!For the not faint of heart combined game rules are provided to cover the entire Third World War that combines all four games in the series for a truly memorable gaming experience.This Designer Signature edition pays tribute to the classic Frank Chadwick game series by honoring the original game system and keeping it fully intact (no design changes made) while introducing many enhancements for game play purposes.In terms of superior physical presentation all aspects have been upgraded including completely new maps numerous new player aids markers and unit displays and redesigned and enlarged 9/16 counters. Some of the enhancements made in this edition include:• All four separate games combined into one comprehensive package • Enlarged and redesigned counters from 1/2 to 9/16 size • Added more information to counters such as: mobility class stacking value zoc type chemical/nuclear/limited military ability • Enhanced ergonomics are built into the set up and reinforcement charts • Modified and adjusted unit colors to better distinguish between each other and between NATO/Pact/Neutrals • Added and modified game markers including Strike markes with values on them air superiority weather objective control and generic markers • Combined the seven maps from Third World War Southern Front and Arctic Front into four larger maps (22 x 34) including adding the remainder of Poland and Western Russia; all while keeping the same area of the original games • Combined four maps from Persian Gulf into two larger (22 x 34) maps • Added and modified player aids such as: new display to aid with handling unwieldy stacks (use a marker on map to indicate stack of units and put the placement sheet • Warsaw Pact ground unit counters with one step-loss (disruption) on reverse • Addition of U.S. F-117 air unit for optional use. Also retains the U.S. F-19 air unit from the original game • Player aid cards and associated markers for tracking nuclear conflict level and nuclear attack points (NAPs) air transport points and victory points • Markers to indicate Norwegian Sea control and whether the Black Sea Fleet has sortied • Optional tactical advantage rule • Color-coding on Warsaw Pact ground unit counters for ease in distinguishing army designation • Incorporated errata for unit set-up information and reinforcement schedule • All-new rules treatment backed by many illustrations an index and clarifications and examples of play to reduce potential questions.—description from the publisherGame Scale: Game Turn: One Week Hex: 28 miles / 45 kilometers Units: Brigade to DivisionGame Inventory: Six 22 x 34 full color mapsheets Nine dual-side printed countersheet (2,052 9/16 counters - 75 are blank) One 44-page full color rulebook One 84-page full color playbook Nine dual-sided player aid cards (Sequence of Play Turn Track CRT TEC etc) Seven single-side player aid display charts (Critical Losses Off-Map Movement Air Units Theater Nuclear Attack Points) Two Dual-sided organization display charts Twelve single-side set-up/reinforcement display charts Twenty-four Diplomacy cards Four six-sided diceSolitaire Playability: High Complexity Level: Medium-High Players: 2 to 7 Playing Time: 6-10 (scenario dependent) or 36+ (campaign)

'65: Squad-Level Combat in the Jungles of Vietnam

'65: Squad-Level Combat in the Jungles of Vietnam

Rating: 7.6 | Players: 2–3

Game Type:

Wargames

A squad-level tactical game ’65 recounts the early battles of the Vietnam War from Ia Drang to Operation Starlight and most everything between. The large and beautiful counters (1 to 1.375 square) represent squads Leaders Heroes Snipers M-48 and Pt-76 tanks and more.As these units’ commander you will move and fight over three geomorphic game boards as you try to best your opponent in one of eight nail-biting historical scenarios. The game is card-driven using a system similar to Flying Pig’s Night of Man which adds a sense of delicious uncertainty to the play. “Can I advance my sappers or does the enemy have a fire card he's just waiting to play? Furthermore the cards simplify the game containing much of the data needed to play. You won’t spend the afternoon with your head in a rule book when you play ’65. This is a game created by gamers for gamers to play.(from the publisher's website)

Zero Leader

Zero Leader

Rating: 8.5 | Players: 1

Game Type:

Wargames

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

Next War: Vietnam

Next War: Vietnam

Rating: 8.4 | Players: 1–2

Game Type:

Wargames

Now the old foes are at it once again. Sparring over the resource rich areas of the South China Sea both sides have been slowly edging toward the precipice of war. That day has now come.Ownership of any previous Next War Series will NOT be required to play Next War: Vietnam.A game turn is composed of:Weather Determination wherein bad weather can severely hamper air and naval operations activity and can significantly slow ground operations. Initiative Determination and Air/Naval Phase wherein Air Superiority levels and air availability are determined and Sea Control is established or modified. Special Operations Phases in the Advanced Game allow players to utilize their special operators in various recon and raid missions behind enemy lines. Strike Phases in the Advanced Game allow players to launch air strikes cruise missiles and artillery and SSM strikes. One or more Movement and Combat Phases that allow both sides to move react and fight with an advantage to the Initiative player on non-Contested turns. Arrival of Reinforcements and Replacements Victory DeterminationCombat resolution examines not only unit strengths but also unit efficiency (representing training doctrine and morale) as well as the terrain where the combat takes place. The CRT tends to be very bloody in nature reflecting what we believe will be a degree of attritional warfare early due to the lethality of modern weapons. As in many games casualties represent not only actual combat losses but also losses of unit cohesion brought about by the rapid pace with which modern armies are able to engage and exploit on the battlefield.ScenariosThere are several Standard Game scenarios. Some are small and focus on limited objectives while at least one will be a campaign game encompassing the entire map. Similarly to previous games in the series the Advanced Game scenarios will be divided into various starting points representing different levels of build-up before the game begins.Next War: Vietnam puts you in command of the potential conflict. Can you as the Chinese player enforce your will on Vietnam and achieve your goals in the South China Sea shaping your position in world affairs? Or will you as the Vietnamese player once again successfully defend against your larger northern neighbor?

Day of Days: The Invasion of Normandy 1944

Day of Days: The Invasion of Normandy 1944

Rating: 7.5 | Players: 2–8

Game Type:

Wargames

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

An Attrition of Souls

An Attrition of Souls

Rating: 7.5 | Players: 2

Game Type:

Wargames

Armies are marching and the lamps are going out all over Europe. From the trenches of Flanders to steppes of Russia two colossal military blocs are about to engage in brutal conflict from which only one can emerge victorious. It is up to you to take control of one of these great alliances. Plot your moves carefully for within an hour Europe’s fate will be decided.An Attrition of Souls is a light fast-paced wargame. It uses a unique tile-placement system to simulate the First World War. Each turn you will randomly draw tiles from a pouch based on your economic points and use them to the best of your ability. The game features a combat system meant to simulate the horrific attrition of this conflict. Strategy is key as the dice will offer no bloodless victories in this game.—description from the designer

1914: Glory's End / When Eagles Fight

1914: Glory's End / When Eagles Fight

Rating: 7.4 | Players: 2

Game Type:

Wargames

Two games in one package.1914: Glory's EndBefore the award-winning World War I designs Paths of Glory and The Great War In Europe Deluxe Edition designer Ted S. Raicer had revived interest in gaming the Great War with a series of WWI campaign games for the late lamented Command magazine. GMT is proud to present a set of revised boxed editions of these classic “players-games”.In August 1914 Imperial Germany gambled its future on a rapid conquest of France designed to free up the German army within six weeks to face the Russian steamroller of France’s Tsarist ally on the eastern front. Seven German armies deployed opposite five French armies the army of “plucky little Belgium” and the “Old Contemptibles” of the British Expeditionary Force in a series of battles that turned August and September 1914 into the bloodiest months of the entire war.1914: Glory’s End covers the first three months of the Great War on the western front from the Guns of August to First Ypres. This oft-gamed campaign receives a unique treatment emphasizing playability without compromising on historical feel. Units are mostly corps of four steps (two counters per unit) along with a few especially strong (or weak) brigades and divisions along with counters for the feared German Krupp and Skoda guns. The corps level Order of Battle accurately reflects the operational doctrine of the campaign while also limiting the number of counters on the map to an easy-to-manage level.The game scale is 9.5 miles per hex and three days per turn. The campaign game runs a full 30 turns but the new edition will include not only a previously published mini-scenario on the Battle of the Marne but a short ten turn campaign scenario covering the decisive opening weeks of the war. In addition the campaign games can be played in historical or free set-up versions.1914: Glory’s End uses an Igo-Hugo system with two types of combat to demonstrate the tactical realities of the campaign: Prepared Combat and March Combat. Prepared Combat allows you to bring all your adjacent units to bear against a defending hex but only with units that don’t move. This gives the defender time to reinforce retreat or pre-empt your combat with his own attack. To avoid this you can “attack off the march” during your movement but March Combat may only be delivered by a single stack at a time limiting the force you can bring to bear. Furthermore March Combat cannot be used against entrenched enemy units.The coming of trench warfare is reflected by a unique Entrenchment rule: starting on turn 10 players may entrench one or two hexes per turn PLUS any hexes adjacent to enemy trenches. The result is that trenches appear first as a tactical consideration but then turn into a strategic problem as they spread with ever-increasing rapidity along the front.1914: Glory’s End manages to cover all the important characteristics of the campaign (with rules for forts cavalry command and control breakdowns supply strategic rail movement Allied sea movement German forced marching Plan XVII Paris in Danger! and more) while remaining easy to play. The new GMT version will of course incorporate all errata from the original edition but adds updated artwork a corrected historical campaign Order of Battle additional scenarios and a tweaked set of rules.When Eagles FightBefore the award-winning World War I designs Paths of Glory and The Great War In Europe Deluxe Edition designer Ted S. Raicer had revived interest in gaming the Great War with a series of WWI campaign games for the late lamented Command magazine. GMT is proud to present a set of revised boxed editions of these classic “players-games”.Winner of the Charles S. Roberts award for best pre-WWII boardgame When Eagles Fight covers the eastern front in World War I the last war of Tsarist Russia Habsburg Austria and Imperial Germany. From 1914 to 1917 the armies of the Tsar battled from the Carpathians to the Baltic against the outnumbered but logistically superior German army and the badly-led multi-ethnic forces of Austria-Hungary (the Central Powers). Though repeatedly inflicting massive defeats on the Habsburg armies the Russians were ultimately undone by the skill and firepower of the German army and the collapsing political structure of the Tsarist autocracy. By March 1917 the 300 year-old Romanov dynasty was no more and the stage was set for the coming of Lenin and the Bolsheviks. But the empire of the Habsburgs was left mortally wounded and the Kaiser’s Germany would meet its own doom less than two years later on the battlefields of the western front.When Eagles Fight recreates this titanic struggle from the initial clashes at Tannenberg and in Galicia to the revolution that brought down Tsar Nicholas II. The large-hex map covers the eastern front of the Great War from the northern tip of Romania to Petrograd and from Berlin to Smolensk at a scale of 25 miles to the hex. Turns represent one or two months and combat units range from division to (mostly) corps.When Eagles Fight has a set of low-complexity rules without sacrificing the historical elements of this unique theater of the Great War. The combat results table is bloody and attritional but allows for breakthroughs with the right tactics or artillery support. The greater operational skills of the German army is shown in the use of the OberOst HQ which allows additional attacks on a select part of the front. The Russian supreme headquarters Stavka in turn has the ability to concentrate their limited supplies to overcome logistical shortages. And the surprise tactics of the Brusilov Offensive can allow a late game victory over the Austrians.Other rules cover the slow pace of Russian mobilization Austrian Lock-Step Planning in the opening days of the war German heavy artillery fortifications Russian Guards forces Cavalry Retreats and the effects of events on other fronts.But the new edition of When Eagles Fight is more than just a reprint of the original version. The Random Events Table has been exchanged for a system of random events chits allowing for more events. The effects if the Germans do not launch a Verdun offensive in France-which sometimes threw off the balance of the original design- have been revised. Changes in the stacking rules after 1914 more accurately reflect the effect of trenches on the course of the campaigns. And the map now contains the rail lines removed by Command from the first edition. The game also includes a short alternative-history scenario in which the bulk of the German army goes east rather than west in August 1914.These changes make this an improved edition of an already award-winning design. Tense historical and just plain fun When Eagles Fight is a game that belongs in the collection of everyone with an interest in the Great War!

Plan Orange: Pacific War 1932-1935

Plan Orange: Pacific War 1932-1935

Rating: 7.5 | Players: 1–2

Game Type:

Wargames

Plan Orange is a complete stand alone Strategic level board-wargame inside C3I Magazine Nr29 published by RBM Studio that uses the Empire of the Sun (GMT Games) CDG engine to simulate a hypothetical Pacific War between the United States and the Empire of Japan in the early 1930s. The game features a 'what if' conflict based on the United States Orange (Japan) plans on how to respond to anticipated Japanese aggression in the Western Pacific. This is still the era of the Battleship ala Jutland supported by the early introduction of aircraft carriers that would be the capital ship that would dominate the real war that occurred 9 years later (1941).The game comes with a full sized map 48 cards mounted counters and rules.

None But Heroes

None But Heroes

Rating: 8.2 | Players: 2

Game Type:

Wargames

from MMP's website:In September of 1862 after months of uninterrupted and spectacular successes Robert E. Lee's Army of Northern Virgina was poised to win the war.Lee has beaten back McClellan's Army of the Potomac from the gates of Richmond routed Pope's Army of Virginia and built a reputation of invincibility.Meanwhile Lincoln had already penned the Emancipation Proclamation which would recast the war from one of a political disagreement over Federal control to a moral crusade which just could not be argued away. He just needed a victory to cast the entire war in an a new strategic light.All could very well be decided by what happens in the western part of Maryland over a few days.McClellan fought Lee's army back to the banks of the Antietam creek near the town of Sharpsburg. There both armies stood to fight the bloodiest single day battle in American history. The final decision is in your hands.None but Heroes is a game about that terrible day. Players tackle each other head-on. Can you do better than McClellan? Can you fight McClellan off like Lee? The stakes couldn't be higher!None but Heroes is the first game in the new Line of Battle Series. While drawing on the lessons of over 20 years of ACW design work of its two ancestor series LoB represents the next generation of ACW game design. No stone was left unturned in making this system the best gaming experience possible. All the unit rosters and paperwork that interfered with the fighting is gone. The typical (and time consuming) multiple fire phases have all been integrated into movement so the action is non-stop.For the first time the rat fight feel of the ACW open battlefield comes alive. The historical units (generally regiments of infantry and batteries of cannon) actually show the combined arms interactions and tactics available at the time. Old hands will see the history in a new light as they explore the implications of more recent research.Representing many years of original research the game contains information not available anywhere else regarding the strength equipment location capabilities and order of battle of both armies. Extensive historical notes layout just some of the myriad of details included in the units scenarios and map.As one small example it explores the frequently overlooked Green units at the battle (units which have been in the army for a few weeks or even less). The Green units will make you look at McClellan's strength in a whole new way. This is a level of greenness well beyond the usual sense of not having been in combat yet. These are enthusiastic men but some of whom have not yet been taught to load their muskets.The Union player is only mildly inhibited by his McClellan persona; you can try a lot of different approaches to cutting the Rebels down to size. You are equipped with the same heavy guns and infantry with just as much grit and determination as he was.The Confederate player will need to use his thin forces wisely but cannot fail to counterattack as needed to blunt Union advances. You must use your troop's elan to make up for their limited numbers.The game features four two-map scenarios which allow players to pick up the action at various times during the day and the morning of the next. The ability to start play the day after the battle allows players a chance to explore the options available on that day. Each of the other three scenarios can alternatively be played as a two day campaign game.In addition to the large scenarios above there are four smaller scenarios involving only portions of one map. One is a very short learning scenario showing the charge of Hood's Texans into the Cornfield. The other three isolate key actions of the battle: The complete Cornfield fight the Battle for the Sunken Road and the final attack by Burnside to take Sharpsburg and the counterattack by A.P. Hill's Division.

Don't Tread on Me: The American Revolution Solitaire Board Game

Don't Tread on Me: The American Revolution Solitaire Board Game

Rating: 7.6 | Players: 1

Game Type:

Wargames

Don't Tread On Me is a strategic-level solitaire simulation of the American Revolution published by White Dog Games. Based on the popular Vietnam Solitaire: Special Edition game system from White Dog Games DTOM was designed by R. Ben Madison and developed by Wes Erni. The player of this solitaire game plays the British side along with American Loyalist forces against the A.I. forces of George Washington and the Continental Congress. The game features a number of innovative elements including political control state loyalty levels (which can change) and an off-map system to show the presence of militia forces in a battle.

Panzer Battles: 11th Panzer on the Chir River

Panzer Battles: 11th Panzer on the Chir River

Rating: 7.5 | Players: 2–4

Game Type:

Wargames

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

Operation Mercury: The Invasion of Crete

Operation Mercury: The Invasion of Crete

Rating: 8.1 | Players: 2

Game Type:

Wargames

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:

N: The Napoleonic Wars

N: The Napoleonic Wars

Rating: 7.5 | Players: 1

Game Type:

Wargames

A solitaire game of the Napoleonic Wars based on the designer's Don't Tread on Me (White Dog Games). You play the monarchist Coalitions led by Britain and the game's A.I. plays Napoleonic France.The game is grand-strategic; each turn covers an average of two years' real time. Your goal is to force Napoleon to abdicate through a combination of military defeats in Europe (using your armies) and military/diplomatic defeats overseas (spending cash and diplomatic assets in a series of semi-random overseas campaigns including Ireland Egypt the Balkans Senegal and the War of 1812). At the end of Turn 16 (1818-1821) if you have not defeated Napoleon then Napoleon dies of natural causes and an exhausted Europe makes peace with his son and you lose the game.As a solitaire game it is full of random events and unexpected challenges for the player as you -- the British -- attempt to hold your unwieldy coalition together and prioritize your various budgets to win naval battles overseas campaigns and subsidize the various minor states of Europe whose armies are key to victory.

Supply Lines of the American Revolution: The Northern Theater,1775-1777

Supply Lines of the American Revolution: The Northern Theater1775-1777

Rating: 7.4 | Players: 2

Game Type:

Wargames

Supply Lines of the American Revolution: The Northern Theater 1775-1777 is a two-player game of supply logistics and deceit set during the first three years of the American Revolutionary War. One player called the Patriot Player controls the forces and destiny of the rebellious Americans; the other the Crown Player seeks to bring the rebels to their senses. The exact Victory Conditions of the game may vary depending on which historical events the players choose to re-enact.Many aspects of warfare have been abstracted to focus squarely on issues of supply: protecting moving capturing and effectively using it to further your goals and frustrate those of your opponent. Supplies come in two flavors and are represented on-board by wooden cubes. Food Supply is expended to move your units and War Supply to fight.There is no hidden information other than what your opponent intends to do but flexible movement rules allow for considerable bluffing and misdirection. The game rewards boldness but also punishes the slightest error-- that is if your opponent is clever enough to capitalize on it.

Armageddon War: Platoon Level Combat in the End War

Armageddon War: Platoon Level Combat in the End War

Rating: 8.0 | Players: 2

Game Type:

Wargames

Armageddon War is a platoon level board-wargame set in the near future. The first module focuses on the Middle East pitting Israelis against age-old adversaries and a revitalized Russia against the United States. There are no turns just continuous activations. The intensity of a unit’s close combat modifier is determined by its morale and when you fire on a unit it has the option of taking cover or returning fire. To hit numbers always remain the same but the number of dice rolled and the effect of hits vary all represented by multicolored dice and symbols.

Blue Max: World War I Air Combat

Blue Max: World War I Air Combat

Rating: 6.6 | Players: 2–6

Game Type:

Wargames

In the midst of a tragic war WWI fighter pilots fought bravely in a modern version of the medieval joust much like the gallant knights that preceded them. Their survival depended greatly upon not only their skills but also the quality of their aircraft. Blue Max the famous game of World War I aerial combat is back with new graphics and updated rules! In Blue Max two to six players take the roles of pilots belonging to one of two teams either the Allies or the Central Powers and aim to shoot down as many enemy planes as possible. With rules that account for altitude fuel reserves and the maneuverability of your plane Blue Max places you squarely in the cockpit and you'll need to both master your machine and outwit your foes in order to win. The famous Philip Hall aerial combat game is back with new graphics and updated rules. Components: 1 rule-book 1 game board (with a map on each side) 6 player screens (3 per team) 18 maneuver charts 18 plane cards 144 small size cards 3 punch boards with 168 cardboard pieces 60 tracking sheets 6 custom dice.

FAB: Golan '73

FAB: Golan '73

Rating: 7.4 | Players: 2

Game Type:

Wargames

In Golan '73 you will command highly mechanized forces and maneuver them across the rocky terrain of the Golan Heights. You will find new asset types to aid your cause such as SAM’s mortars and anti-tank guns. Battle specific events include Operation Dugman 5 Strategic Reserve Releases the GHQ Air Raid Lt. Zvicka Greengold Electronic warfare the Syrian Frog-7 missile strike and more. New terrain features in Golan '73 include escarpment wadi and the anti-tank ditch known as the purple line. Helicopter-borne air-assaults and special rules for the first night are included to add more historical flavor from this important campaign.The Israelis start with few units but gain strength as reinforcements arrive but will there be enough and will they get there in time? The Syrian player starts with a very strong force but must attack at the right places and rely on rapid breakthrough across the Golan Heights in order to seize the objectives. Time is against the Syrians with not only the Israeli reserves arriving but also as the SAM barrier gets reduced and the effectiveness of the Israeli Air Force grows. The Syrians must strike hard and fast then fight to hold on to their gains.Both players have a degree of variable setup that allows enhanced replay value but still keeps the historical flavor. A historical setup is also provided for those that wish to more closely follow history.In Golan '73 the FAB series meets modern warfare and now YOU are in command to fight one of the greatest tank battles ever fought.

Wing Leader: Victories 1940-1942 (Second Edition)

Wing Leader: Victories 1940-1942 (Second Edition)

Rating: 8.2 | Players: 2

Game Type:

Wargames

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

1815,Scum of the Earth: The Battle of Waterloo Card Game

1815Scum of the Earth: The Battle of Waterloo Card Game

Rating: 7.3 | Players: 1–2

Game Type:

Wargames

The third in the Historic Epic Battle System series of games.Relive the legendary Battle of Waterloo!18th June 1815 Napoleon Bonaparte is determined to rise back to power and claim all of Europe as his prize but is stopped in his tracks by the might of the forces led by an unassuming yet undefeated Arthur Wellesley and his charismatic Prussian ally Blücher.1815 Scum of the Earth is an asymmetric competitive tactical card game and successor to the award-winning 1066 Tears to Many Mothers (and 1565 St. Elmo's Pay) with which it is fully compatible. Each player as either the Duke of Wellington or Napoleon musters troops and resources to overcome the various obstacles in their path before their armies clash in an epic battle over three farms forward of the ridge at Waterloo: Hougoumont La Haye Sainte and Papelotte.Every beautiful card in the game is inspired by a real person or event from the time. With a focus on quick tactical play and a thematic re-imagining of the events of the time the game is non-collectable and there is no deck building required. Each player simply grabs their deck and shuffles then play begins.Note on title: Though not an accurate description of their formidable fighting prowess Wellington himself referred to his men on more than one occasion as Scum of the Earth. “The French system of conscription brings together a fair sample of all classes; ours is composed of the scum of the earth—the mere scum of the earth. It is only wonderful that we should be able to make so much out of them afterwards.” – ‘Notes of conversations with the Duke of Wellington 1831-1851’ by Philip Henry 5th Earl Stanhope—description from the publisher

The Battle of Fontenoy: 11 May,1745

The Battle of Fontenoy: 11 May1745

Rating: 8.6 | Players: 1–2

Game Type:

Wargames

From the Clash of Arms May 2008 Works In Progress flyer:Fontenoy brings the highly successful Battles from the Age of Reason series to the War of Austrian Succession with several nationalities not yet seen in the series: French Dutch Hanoverians and English on the Continent. Fontenoy is a tight test between the greatest captain of the war - Maurice de Saxe commanding French forces behind defensive works against the inexperienced Duke of Cumberland commanding a mixed group of Allied troops.Aside from the classic historical battle in which the Allies try to breach the French defenses variants will allow players to explore options which allow the Allies to outflank the French add more forces to both sides and even take away the French defenses for a straight-up contest on the plains of Flanders.Fontenoy retains all of the aspects of the previous games of the series set in the Seven Years War. The scale is 100 yards per hex and 20 minute game turns with infantry battalions cavalry regiments and artillery batteries at the scale of 1 strength point equals 100 foot soldiers 50 horsemen or 2 cannon.Also included is the Battle of Melle 9 July 1745. This is a complete battle with a small number of counters per side played out on a half size map. Melle is a rare meeting engagement and is a swirling chaotic battle as each side seeks to obtain their objectives before night falls. Melle is a quick game ideal for BAR beginners or for those who want to play out a full battle in one sitting.Microbadge:

Tiger Leader

Tiger Leader

Rating: 7.0 | Players: 1

Game Type:

Wargames

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!

Norman Conquests: Men of Iron Volume V

Norman Conquests: Men of Iron Volume V

Rating: 8.0 | Players: 1–2

Game Type:

Wargames

Categories:

The Normans and their successors had a large impact on history. Normans from Nortmann (northman) were originally Viking raiders that settled in what would now be northern France. Normans gained territory as far away as southern Italy and Sicily and modern day Syria. They were Crusaders they were Kings they were princes and they were scoundrels. They began as raiders from the north that fought on foot and transformed themselves into Dukes Kings and princes that fought from horseback.How many games include a battle with a Papal army? Very few so Norman Conquests visits Italy and the Norman Count of Apulia fighting with and capturing the Pope. Stretching the definition to include the Norwegian King Harald (III) Hardrada (undoubtedly a northman) and his invasion of England allows us to include all three battles for the throne of England in 1066 including the most famous Norman William the Conqueror and his invasion of England. Next we catch up with two sons of William I the Duke of Normandy and the King of England feuding over his lands years after his death. We end with the Baron’s War between William I’s great-great-great-grandson Henry III and his barons who were led by Simon de Montfort.Time Scale: 1 to 5 hours Map Scale: about 110 yards per hex Unit Scale: about 250 men Number of Players: 1-2Designer: Ralph Shelton Developer: Jason Lindsay Counter Art: Mike Lemick and Charlie Kibler Map Art: Charlie Kibler—description from the publisher

Waterloo Campaign 1815

Waterloo Campaign 1815

Rating: 7.2 | Players: 2

Game Type:

Wargames

Waterloo Campaign 1815 is a low complexity wargame focused on French Emperor Napoleon Bonaparte's 1815 Belgian campaign that resulted in his final defeat at the Battle of Waterloo on June 18th. Napoleon was opposed by a Coalition of Anglo-Allied forces under the Duke of Wellington and Prussian forces under Generalfeldmarschall von Blucher.Game Design by Mark Herman. Volume II in the C3i Series. INSIDE C3i Magazine Nr33 published by RBM Studio.

7 Days of Westerplatte

7 Days of Westerplatte

Rating: 6.5 | Players: 1–4

Game Type:

Wargames

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: 2nd Edition

France '40: 2nd Edition

Rating: 8.3 | Players: 2

Game Type:

Wargames

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)

Lock 'n Load Tactical: Heroes of the Pacific

Lock 'n Load Tactical: Heroes of the Pacific

Rating: 8.3 | Players: 2

Game Type:

Wargames

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: Battle of the Bulge

WWII Commander: Battle of the Bulge

Rating: 7.8 | Players: 2

Game Type:

Wargames

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

Empires in America: The French and Indian War,1754-1763 (Second Edition)

Empires in America: The French and Indian War1754-1763 (Second Edition)

Rating: 7.5 | Players: 1

Game Type:

Wargames

Empires in America (EIA) is a solitaire States of Siege™ Series game of the conflict in North America between the French and British in the mid-18th century. This war known locally as The French and Indian War became embroiled in Europe’s Seven Years’ War (1756-63) which caused that conflict to expand into a true World War (this was World War 0 for those keeping count). The French and Indian War saw small armies (with Indian allies joining them particularly on the French side) march through vast wildernesses to fight battles which decided America’s fate. This war was a prelude to the American Revolution that broke out two decades later.In EIA you control the French (and Indian) forces and the game system controls the British (and their Indian allies).Empires in America (second edition) FAQ

Quartermaster General: East Front

Quartermaster General: East Front

Rating: 7.5 | Players: 2

Game Type:

Wargames

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

Lion Rampant: Medieval Wargaming Rules

Lion Rampant: Medieval Wargaming Rules

Rating: 7.8 | Players: 2

Game Type:

Wargames

A set of medieval miniature wargaming rules intended for 28mm miniatures but playable in any scale.Units consist of 12 foot or 6 mounted miniatures which are used to fight out skirmish battles between armies of 4-6 units per side.Units need to be activated by dice rolls which are easier to pass if you choose orders well suited to that particular troop type. For example knights will charge more easily than other troops and archers are easier to command to shoot rather than charge.The rules are simple and to some extent they abstract medieval battle in favor of easy game play.

Stilicho: Last of the Romans

Stilicho: Last of the Romans

Rating: 7.7 | Players: 1

Game Type:

Wargames

Categories:

The Goths are marching on Rome! In Gaul Vandals and Alans pour across the Rhine. Meanwhile a usurper from distant Britannia has raised his standard. The survival of the Western Empire depends on one man: Flavius Stilicho barbarian general commander-in-chief of the armies of Rome and defacto ruler of the West.STILICHO: LAST OF THE ROMANS is the long-anticipated follow-up to designer Robert DeLeskie's popular and challenging solitaire game WARS OF MARCUS AURELIUS. The brain-boiling card angst and nail-biting combats that made that game so compelling are back along with some new wrinkles that make for a more challenging and nuanced decision space. For example the Surge mechanism that caused so many gamers to invent new curse words is now more nefarious with each enemy card having specific surge effects. Rome's enemies sometimes bump into each other resulting in enemy-on-enemy battles. Regions might go into revolt garrisons might defect to the banner of the pretender Constantine III and the wily courtier Olympius might turn the emperor Honorius against you.No wonder the historical Stilicho only lasted until turn 3! If you want to win you'll have to last much longer than that all while taking on tougher and more resilient enemies than poor Marcus had to face and with less resources at your disposal. Will you prevent the sack of Rome and the fall of the Western Empire?-description from publisher

Bloody April,1917: Air War Over Arras,France

Bloody April1917: Air War Over ArrasFrance

Rating: 7.2 | Players: 1–2

Game Type:

Wargames

(from GMT website:)Bloody April is a standalone game using a similar format to Elusive Victory/Downtown modified to cover the unique aspects of air combat during World War 1. The game covers the pivotal air combat over the Arras sector France from March until the end of May 1917. Players take on the roles of Royal Flying Corps commander or German Imperial Air Service commander for their respective sides and will have a multitude of taskings available to accomplish and complete their objectives. Bloody April will include both single mission scenarios and multi-mission/multi-day campaigns to allow players to play out large scale battles in a manageable timeframe.Bloody April recreates entire air raids in detail. Each player will have many unique tactical challenges to overcome. Both players will have numerous taskings available such as Bombing Recon Artillery Cooperation Contact Patrols Balloon Busting Offensive Patrols Line Patrols and Trench Strafing. Players will also have Anti-Aircraft systems available such as different caliber Archie AA guns and Flaming Onions incendiary weapons to hinder their opponent’s movements. The map covers a significant portion of the Arras sector from Bethune and Lens in the North to Cambrai in the South. All the major aerodromes in this theatre of operations are displayed on map with a scale of 1nm per hex and 2 minutes per game turn. Each detailed aircraft counter will represent anywhere from 1 to 5 aircraft.The Royal Flying Corps (RFC) player will be on the offensive during this timeframe and have a plethora of diverse aircraft types ranging from obsolete but workhorse B.E.2 2-seaters to brand new aircraft that would become legendary as the war went on such as the SE-5 scout and Bristol F.2a 2-seater. In all the RFC player will have over 15 different types of scout and 2-seater aircraft at their disposal. Pusher type F.E.2b/d and D.H.2 aircraft and the Sopwith Triplane will help fill your arsenal. Sopwith Pups and 1 ½ Strutters Nieuport 17s and SPAD VIIs are some of the other types available. R.E.8s and F.K.8s will help augment your 2-seater fleet and will begin to replace the heavily attrited B.E.2 fleet.The German Imperial Air Service player takes on the role of Jagdstaffeln (Jasta) commander utilizing Ace pilots such as the legendary Red Baron Manfred von Richthofen and his Jasta 11 comrades flying Halberstadt and Albatros scout aircraft that terrorized the British 2-seaters during this period. The German player will also have his own 2-seater aircraft such as the Rumpler and Albatros C-class 2-seaters to provide Recon Bombing and Artillery Cooperation. The battle for the skies over Arras in France 1917 is under your control. Will it be another Bloody April ?DESIGNER: Terry Simo MAP CHARTS & COUNTER ART: Ian Wedge

Test of Fire: Bull Run 1861

Test of Fire: Bull Run 1861

Rating: 6.5 | Players: 2

Game Type:

Wargames

July 21 1861: the raw untried armies of North and South meet for the first battle of the American Civil War. Will you take the part of General Beauregard of the Confederate States of America defending Virginia or the part of Union General Irvin McDowell seeking to stop the rebellion of the south and re-unite the nation?Test of Fire: Bull Run 1861 commemorates the sesquicentennial of the first land battle of the American Civil War and is the first game in a series of American Civil War themed games scheduled to be released by Mayfair Games and designed by Martin Wallace.Command opportunities are determined by dice and action cards. To achieve victory the Union Army of Northeastern Virginia must seize Manassas Junction or rout the Southern Army to achieve victory. The Confederate Army of the Potomac & Confederate Army of the Shenandoah win by routing the Union army avoiding rout by seizing the Northern town of Centreville or simply denying the Union victory.

Russia Besieged: Deluxe Edition

Russia Besieged: Deluxe Edition

Rating: 8.5 | Players: 1–2

Game Type:

Wargames

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

Carrier Battle: Philippine Sea

Rating: 8.8 | Players: 1

Game Type:

Wargames

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

Rebel Fury

Rebel Fury

Rating: 7.6 | Players: 1–2

Game Type:

Wargames

Rebel Fury Volume I of the Civil War Heritage Series uses the low-complexity Gettysburg system featured in C3i #32. The Battles featured are Chickamauga Chattanooga Wilderness Spotsylvania Chancellorsville and Fredericksburg (solitaire).This design features a new system on Civil War combat akin to the old SPI Blue and Gray Quads. Each game in Rebel Fury is quick-set-up quick-playing and deeply interactive. The density of counters in each scenario is low allowing you to see and experience the big picture of the battle.Rebel Fury places you the player in the role of the Army Commander (Lee Burnside Hooker Bragg Rosecrans Grant). You maneuver your army to find the enemy’s flanks concentrate your forces for an attack and determine where to commit your artillery assets.Units are portrayed at the Infantry/Cavalry division level. The Civil War Heritage Series game system features a new Zone of Influence/Zone of Control mechanic that controls unit formation (March/Battle) based on their proximity to your opponent. As your units close with the enemy your forces naturally break into battle formation where they then maneuver the last distance to engage. Unlike most hex and counter wargames this system allows you total freedom to move units in any order multiple times unleashing the full range of historical tactics in a simple and clean format.—description from the publisherGame Scale: Game Turn: 12 hours Hex: 0.5 mile / 0.8 kilometer Units: Regiment to DivisionGame Inventory: Three 22 x 34 full color mapsheets Two dual-side printed countersheets (320 5/8 & 80 1/2 counters) One 24-page Rulebook One 24-page Playbook Two Player Aid TEC/CRT cards One Union Off-Map Display card One Game Turn Display card Two 10-sided dice One special 6-sided die Fifteen 4x4 Zip BagsSolitaire Playability: Medium Complexity Level: Medium-Low Players: 2 or more Playing Time: 1-2 hours

Napoléon 1815

Napoléon 1815

Rating: 7.7 | Players: 2–3

Game Type:

Wargames

History has written the story of Waterloo many different ways but in the end it is always the same story.This is your opportunity to write something different.Napoléon 1815 is the third instalment in The Conquerors a series devoted to the great strategists of history. Following on from Napoléon 1806 and Napoléon 1807 Napoléon 1815 brings its own unique challenges to this well-tried and highly acclaimed campaign system.For up to three players assume the role of Napoleon Wellington or Blucher making the key decisions that will determine the fate of Europe. As Napoleon will you adopt your own version of his “strategy of the central position,” driving a wedge between the enemy armies and then annihilating each of them in turn? Or perhaps you will choose a different course or find that change is forced upon you?Time is of the essence for if the armies of Wellington and Blucher do join the emperor’s final throw of the dice is likely to end in defeat.Napoléon 1815 is intended for both the seasoned grognard as well as eager young conscripts with a desire to understand how history is made. A simple but historically faithful set of rules means that all the key aspects of campaigning in the Napoleonic era are present for players to interact with. Both subtle bluff and the blunt application of massive force will have their place as events unfold.The history books tell us that Waterloo itself was fought on an overcast day June 18th that had been preceded by a night of torrential rain. Denis Sauvage born on a Waterloo anniversary nearly two hundred years later has looked back to that other time a time when armies gathered and the cannon thundered. This is a game he was destined to create. Telling a different story is now up to you.

Traces of War

Traces of War

Rating: 7.9 | Players: 1–2

Game Type:

Wargames

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.

Musket & Pike: Dual Pack

Musket & Pike: Dual Pack

Rating: 8.1 | Players: 2

Game Type:

Wargames

(from GMT website)

Dragon Rampant: Fantasy Wargaming Rules

Dragon Rampant: Fantasy Wargaming Rules

Rating: 7.9 | Players: 2–4

Game Type:

Wargames

Whether you're a nameless Dark Lord looking to conquer the known world a Champion of Light holding out against the forces of evil or a Northern barbarian facing claimants to a stolen throne Dragon Rampant allows you to bring those battles to the tabletop.Developed from the popular Lion Rampant system Dragon Rampant is a standalone wargame that recreates the great battles of Fantasy fiction. Scenarios army lists and full rules for magic and monsters give players the opportunity to command unruly orc warbands raise armies of the undead campaign across an antediluvian world as the warchief of a barbarian tribe or exploit the power of mighty creatures and extraordinary sorcery.An army usually consists of 6-8 units comprised of 6-12 individually based figures. These small units move and fight independently assuming that they follow your orders rather than just doing their own thing. Command and control is just as important on the battlefield as the power of a troll chieftain or the magic of an archmage.

Lock 'n Load Tactical: Heroes of the Nam

Lock 'n Load Tactical: Heroes of the Nam

Rating: 8.3 | Players: 2

Game Type:

Wargames

It’s time for another tour of duty. The award-winning Lock ’n Load Tactical Series. Heroes of the Nam. This squad-level game with its fast-paced intense impulse system drops you right into the middle of furious jungle firefights and all-out building-to-building assaults.In Heroes of the Nam forces from the Army of the Republic of Vietnam (ARVN) the United States Army and Marines as well as their valiant Anzac allies from Australia and New Zealand take on determined enemies from the North Vietnamese Army (NVA) and the unpredictable Viet Cong (VC). Powerfully armed Squads are at the vanguard of all actions spurred on by daring Leaders and other unique individuals such as Snipers Medics Corpsmen Chaplains Advisors and of course Heroes whose unique skills and sudden appearance can alter the tide of any battle. Helicopters tanks and armored-personnel carriers (APCs) also join the fight. Test your mettle in over 25 action-packed scenarios. Only the heroic will be victorious.- - - - - -Heroes of Nam is essentially a component and rules update of Forgotten Heroes and ANZAC Attack (both previously published by Shrapnel Games and later Lock n Load Games).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/

Spruance Leader

Spruance Leader

Rating: 8.5 | Players: 1

Game Type:

Wargames

Spruance Leader focuses on commanding and managing a US Navy Carrier Battle Group in the Cold War setting of the 80s and 90s simulating major naval conflicts in the Atlantic and Pacific Oceans.Carrier battle groups comprising aircraft carriers and their escorting ships must be protected from the devastating attacks of missiles torpedoes bombs and enemy vessels. Attack submarines which threaten the carrier battle groups have to be hunted down and neutralized. Air assets must be carefully assigned to combat air patrols long-range strategic missions and attack strikes. You will need to manage the right combination of seaborne and airborne resources under your command in order to complete the various types of missions and lead your group to victory.—description from the publisher

Rebel Raiders on the High Seas

Rebel Raiders on the High Seas

Rating: 7.1 | Players: 2

Game Type:

Wargames

Rebel Raiders on the High Seas is a comparatively short and simple game of the naval conflict at sea and on the great rivers in the American Civil War. Easily playable in less than three hours Rebel Raiders on the High Seas is a strategic contest between two players one seeking to reunite the Union by force the other to maintain its new independence in the face of the escalating industrial might and resolve of its northern brother. More of a representation than a detailed simulation of that conflict the game is intensely engaging highly interactive and moves along quickly with players constantly responding and reacting to their opponent’s moves.Components* One 22 x 28 map * One Rule Book * One Play Book * One Players Aid Card * Eight six-sided dice * Two decks of 55 cards each (one Union one Confederate) * 6 Plastic Stands for Leaders * 176 5/8” ship counters * various round hexagonal rectangular cargo victory point leader control and informational counters * 30 small red opaque plastic tokens (to mark pieces which have moved)

Absolute War! The Russian Front 1941-45

Absolute War! The Russian Front 1941-45

Rating: 7.3 | Players: 1–2

Game Type:

Wargames

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)

The Fields of Normandy: A Solitaire Wargame

The Fields of Normandy: A Solitaire Wargame

Rating: 7.9 | Players: 1

Game Type:

Wargames

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

Mound Builders

Mound Builders

Rating: 7.1 | Players: 1

Game Type:

Wargames

Mound Builders from the Charles S. Roberts Award-winning design team of Wes Erni and Ben Madison at Victory Point Games is a solitaire States of SiegeTM game where you represent the two largest pre-Columbian Indian “mound builder” cultures that dominated eastern North America from before the time of Christ until the coming of the European colonists in the 17th century. Your empire represents the earlier Hopewell culture and the later Mississippian culture that derived from it.Until the arrival of the Spanish late in the game you will expand your control across the map of North America extending it over the various chiefdoms encountered and incorporating them into your economic and religious sphere (“empire”). Your domain will grow and shrink but be aware that rather than a military advance and retreat this process represents the rise and decline of culture religious ideology and an economic way of life threatened from outside by competing ideologies and lifestyles as much as by hostile armies.Your goal is to extend Mound Builder culture and amass as many chiefdoms as possible before rival native powers (and the smallpox-ridden Spanish!) rise up to drive you back to your Mississippi River heartland and extinguish your vast capital city at Cahokia Illinois – near modern St. Louis.

Dead Man's Hand

Dead Man's Hand

Rating: 7.9 | Players: 2–6

Game Type:

Wargames

DEAD MAN'S HAND is the 28mm skirmish game by Great Escape Games. Bands of tough and wily Cowboys stoic Lawmen ruthless Outlaws and crazy Desperados fight for fame and respect in the Old West.With an accompanying range of 28mm miniatures and pre-painted buildings now you can fight legendary gunfights of the historical Old West and the silver screen. This rule book contains all the rules you need to recreate your gunfights and twelve blood-soaked scenarios.Initiative order is determined randomly by placing cards face down next to each character. The cards are then revealed and play proceeds in the order of the cards from high to low. Various actions or cards can alter this if you so desire and are lucky enough but in general the winds of fate decide who goes when.Once activated each model has three actions each turn these must be declared at the start of each figures activation. This speeds things up and allows you opponent to play the odd special effect on you and catch you off guard.Movement is simple. There are no terrain modifiers to worry about and other than reduced movement rates for climbing and jumping.Combat is fast and simple as befits the game and while it is possible to kill somebody in a single shot attrition is going to be the real deciding factor for most characters.Weapons come in one of four types; Pistol Rifle Repeater and Shotgun.

Blue Cross,White Ensign

Blue CrossWhite Ensign

Rating: 7.6 | Players: 1–4

Game Type:

Wargames

Blue Cross White Ensign: The Imperial Russian Navy during the Age of Sail is the third volume in the Flying Colors series of games on naval combat. It focuses on the efforts of the Imperial Russian navy in its struggles against the navies of Sweden in the Baltic and Turkey in the Black and Mediterranean seas from 1770 to 1807.Like its predecessors this volume is completely independent of -- but fully compatible with -- the other volumes in the series. Nothing else is needed to play!This volume comes with an updated and expanded rule book that adds additional detail specific to the navies included herein. Particularly the introduction of explosive shells fired from the mighty Russian edinerogs (or unicorns).Included are a baker's dozen of battles pitting the Imperial Russian Navy against those of Sweden and Turkey. Each battle is fought by two players (or two teams of players) across one or several conjoined maps depicting shallows and shoals with individually named vessels that have been specifically rated for their abilities in combat.Players activate these ships through the command abilities of individually rated admirals present at each battle (including the mercenary adventurer and American naval icon: John Paul Jones). Players may also easily create their own scenarios with design your own rules and even pit these fleets against those from other volumes in the Flying Colors series. The command system provides an excellent solitaire experience as well.Time Scale: 5 to 10 minutes Map Scale: 100 meters per hex Unit Scale: One ship per counter Players: 1-4(from GMT website)

Less Than 60 Miles

Less Than 60 Miles

Rating: 8.8 | Players: 1–4

Game Type:

Wargames

The goal is to collapse adversary’s system into confusion and disorder causing him to over and under react to activity that appears simultaneously menacing as well as ambiguous chaotic or misleading.John R. Boyd “Patterns of Conflict”At 0400 Zulu Time July 24 1985 three Warsaw Pact Armies cross the Inner German Border and advance at full speed into the Fulda Gap.US V Corps supported by West German 5 Panzer Division start executing OPLAN 33001 – the CENTAG Defense Plan prepared and refined for decades – to accomplish the apparently impossible task of stopping 4000 Soviet Tanks before they reach the Rhine.Taking its roots from SPI’s Central Front and NATO: Division Commander Less Than 60 Miles is the first of an operational simulation series focused on Command Control and Communication.All the elements of modern mechanized warfare are covered: Chemical and Nuclear Weapons Attack Helicopters Engineers Electronic Warfare Counter-battery Fire Ribbon Bridges Army Doctrines Reconnaissance units Close Air Support coordination and more.Several typical wargame mechanics have been reinterpreted and both sides will fight three equally dangerous foes: the enemy their own plan and time. Even a simple action can quickly turn into a disaster when facing an opponent using more efficiently the real key to victory: the OODA Loop theorized by John Boyd in the early ‘80s and used today as the basis for several military doctrines.Moreover this is (hopefully) the first module of the C3 Series covering the whole NATO – Warsaw Pact conflict in Central Europe. Yes the idea is to have the whole Central Front playable in a gigantic unmanageable mind-blowing campaign.(from website and user's description )

Napoleon Returns 1815

Napoleon Returns 1815

Rating: 7.5 | Players: 2–3

Game Type:

Wargames

NAPOLEON RETURNS 1815 is our first game using our action point/battle card system. We've combined several ideas into one fast playing game of Napoleon's 1815 Waterloo Campaign.Each side receives a set number of action points to move pieces and battle. Each piece on the board is a corps in the French Anglo-Allied and Prussian armies so each side has 4 - 8 pieces on board. As your pieces move they will gain fatigue and as they battle they gain fatigue and casualties.The battle system is card play matching the cards played based on the type of units in the corps (infantry cavalry or artillery). Victory is determined by the capture of terrain and eliminating enemy units.-description from publisherThe set contains - 2 sets of rules - 2 sets of player aid card - Mapboard - 2 French army tracking card sheets - 1 Allied army tracking card sheets - 1 Prussian army tracking card sheets - 5 objective cards - 68 combat cards - 8 French unit blocks - 10 Allied & Prussian unit blocks - 25 yellow multipurpose market blocks - 1 six sided die

Manoeuvre: Distant Lands

Manoeuvre: Distant Lands

Rating: 7.9 | Players: 2

Game Type:

Wargames

The regiment had fought countless battles across the European continent. War had been waged in Bavaria against the Prussians Catalonia against the Spaniards under the great pyramids against the relentless Turk and even at New Orleans against those upstart Americans. Now new challengers have arisen and a completely foreign army is arrayed across the battlefield. The Tri-Color fluttered in the breeze as rocket shells burst in the air. A new type of warfare was about to be unleashed.Manoeuvre: Distant Lands is a stand alone expansion for Manoeuvre. Four new armies are included to allow you to bring the fight from the frozen north to the sub-continent and the mythic east. Included in this set are counters and cards for Sweden the splintered Kingdoms of India the Chinese 8-Banner Army and the crumbling remains of the Japanese Shogunate. Also included is a set of 8 new land tiles that will force veteran players to learn new tactics among the swamps and fields of the Orient as well as the forests of Scandinavia.Sweden: The Swedes are reminiscent of the more traditional European powers and fit nicely into the current game hierarchy to allow for more balanced tournament play. The Swedish army fits the mold of both the Prussians and Russians but falls into line just below them in overall strength.Indians: The Kingdoms of the Marathas Mughals Mysore and Sikhs from the Punjab have banded together to overthrow the colonial powers of the day. Their problem is overcoming the lack of a true leader that makes it difficult to set aside their rivalries and squabbling. They have speed rivaling the Ottomans but far less of a capacity to use it well. They are a true guerilla force adept at denying their opponents resources or freedom to maneuver.Tokugawa Shogunate: The Shogunate is crumbling. The army seeks to modernize against the will of the Shogun and in a few years Japan will step into the Industrial age. However at the turn of the 19th Century insular clans still dominated the military. Every Daimyo leads his own army into battle with their own guns cavalry samurai and teppo. Only the Shogun can be called on to make any Clan work with another. Beware the deadly fury of the Banzai charge and even cornered units will fight to the bitter end and the last man.China: The Chinese 8-Banner army boasts a core of elite units including three cavalry units that can stand their ground against any European foe. Unfortunately the Han conscripts and the peasants that form the Tuan Lian are ill-suited and under-equipped in relation to their Manchu and Mongol horsemen. Will rockets and witchcraft bring disruption to the orderly European battlefield?I have not imagined that the Napoleonic experience can be brought to the orient! - Thunder Wong Playtester ExtraordinaireComponents:32 Unit counters (8 for each nationality) 240 Cards (60 for each nationality) 8 Terrain tiles Rules for the new abilities and some advanced Manoeuvre additions. 3 Advance-to-Contact CountersDesigners: Jeff Horger and Joe Roush

NATO: The Cold War Goes Hot – Designer Signature Edition

NATO: The Cold War Goes Hot – Designer Signature Edition

Rating: 8.2 | Players: 1–4

Game Type:

Wargames

Winner of the Charles S. Roberts Award for the best modern wargame of 2021 NATO: The Cold War Goes Hot Designer Signature Edition marks the return of a true wargaming classic by Bruce Maxwell. NATO simulates a NATO/Warsaw Pact conflict in Central Europe during the Cold War years of the 1980s. First published in 1983 this game was Victory Games' best-selling title purchased by over 75,000 gamers worldwide. This new edition is based on an exhaustive two-year study by the Designer of the records that have come to light since the fall of the Berlin Wall. The game combines highly accurate information on the forces the Warsaw Pact actually deployed with now de-classified reports from the CIA and the Defense Intelligence Agency regarding WP capabilities. The map has been extensively updated using satellite photography. Finally the game system has been reworked to better reflect the fluid fast-paced and deadly nature of modern warfare. Here is the ultimate Cold War game remastered and playable in a single sitting.NATO is a division/brigade-level simulation of a Warsaw Pact invasion of Western Europe. The game map depicts the area from Denmark to the Swiss Alps and from France to Poland. The time frame covers the first 14 days of war after which one side or the other has usually run out of an army. The game offers four different Scenarios covering 1) a surprise attack from a standing start 2) an attempt by the WP to quietly prepare without tipping NATO off beforehand 3) an extended buildup of forces by both sides before war breaks out and 4) an introductory scenario covering the invasion of Denmark.Each Scenario can be played with an Order of Battle from 1983 when NATO was still relatively weak or with an Order of Battle from 1988 when NATO had rearmed and reorganized and was at the peak of its strength. The difference is impressive.The game features infantry armor airborne and airmobile troops and marines with easy mechanics to leverage combined arms operations. It also has extensive options for employing helicopters airpower chemical weapons and as a last resort nuclear weapons. The combat system is built around the concept that the best defense is a good offense and features artillery tactical and operational air strikes flank attacks concentric attacks reserves counterattacks and deep exploitation allowing for a rich set of tactical nuances in play. This is not a game where the WP attacks and NATO defends. Both players have to attack relentlessly if they want to defeat their opponent.This Designer Signature edition of the classic Bruce Maxwell game has been upgraded with new units new scenarios new terrain new tables and new player aid cards. Additional enhancements introduced in this edition include:• Super-sized components feature 9/16” counters and two game maps with larger hexes • Game map information has been updated and includes all-new map artwork • New units have been added unit information has been updated and all units produced with new artwork • Existing scenarios have been updated and two new scenarios added • Orders of Battle for both 1983 and 1988 are provided for all Scenarios allowing players to see the impact of the Reagan Era rearmament programs • The game system has been redesigned and the new rules include extensive illustrations examples of play and Designer’s Notes to aid clarity • Each rules section now begins with a Veterans' Summary allowing experienced players to skip many rules sections that embody classic game mechanics they already know • Rules details and restrictions have been summarized graphically in Player Aids for faster reference and easier play • Enhanced ergonomics are provided for Scenario setup and Reinforcement charts • A new set of Designer’s Notes contain a wealth of historical information on what the West discovered after the Warsaw Pact collapsed and most of its members joined NATO.Product Information: • Complexity: 7 out of 10 • Solitaire Suitability: 7 out of 10 (no hidden units) • Time Scale: 24 hours per turn • Map Scale: 15 miles per hex • Unit Scale: regiments brigades and divisions abstract air and naval forces • Players: one to four • Playing Time: 3-8 hours depending upon the scenarioComponents: • One Rules Booklet • One Play Booklet with Scenarios & Designer’s Notes • Two 22 x 34 Maps • Four Counter Sheets (9/16 size playing pieces) • One WP Player Charts & Tables Card • One NATO Player Charts & Tables Card • One WP Sequence of Play Card • One NATO Sequence of Play Card • One Warsaw Pact Strategic Surprise Reinforcement Schedule Card • One Warsaw Pact Extended Buildup Reinforcement Schedule Card • One NATO Strategic Surprise Reinforcement Schedule Card • One NATO Extended Buildup Reinforcement Schedule Card • Two 6-Sided Dice • One Game Box and Lid

War and Peace: Game of the Napoleonic Wars

War and Peace: Game of the Napoleonic Wars

Rating: 8.0 | Players: 2–5

Game Type:

Wargames

On December 2nd 1804 Napoleon Bonaparte was crowned Emperor of France. By placing the crown upon his head with his own hands Bonaparte brought all of Europe to the brink of war. For by its very nature the act of self-coronation threatened the rule and challenged the legitimacy of every government then in existence.To restore the sanctity of the divine right and position based on noble birth the European monarchies branded Bonaparte an international outlaw and pledged to remain at war against France until the Corsican usurper was overthrown and the Bourbon was restored. For the next ten years the fate of the French Empire rested on the on the abilities of the man: as a warrior and as a peacemaker.Now YOU command Napoleon's Grand Armee! From the autumn of 1805 through the climactic summer of 1815 the entire ten-year conflict between France England Austria Prussia Russia and Spain is re-created in ten separate scenarios. Each historical scenario is presented as a separate two-player game with an average playing time of 2-3 hours.War and Peace Mark McLaughlin's classic wargame on Napoleonic conquest is here revitalized and enhanced with completely updated graphics and production and a completely revamped rulebook that incorporates all known errata additional scenarios and all official variants and optional rules. What you get with this new version is all of the Napoleonic Campaigns in one box plus a newly revised Grand Campaign Game with an all-new map components modern artwork and greatly updated rules with new optional rules for chrome and increased emphasis on the Operational Arts.The thirteen scenarios (not including the Grand Campaign Game) are as follows: I. THE ITALIAN CAMPAIGN OF 1796-97 II. THE ARMY OF THE ORIENT: BONAPARTE IN EGYPT 1798-99 III. MARENGO – THE ITALIAN CAMPAIGN OF 1800 IV. THE SUN OF AUSTERLITZ - 1805 V. NAPOLEON’S APOGEE: 1806-1807 VI. WAGRAM - 1809 VII. THE CAMPAIGN IN RUSSIA - 1812 VIII. STRUGGLE OF NATIONS – 1813 IX. NAPOLEON AT BAY – 1814 X. THE WATERLOO CAMPAIGN - 1815 XI. THE PENINSULAR WAR XII. SPAIN: 1811-1814 XIII. THE FINAL GLORY (Linking 1812 1813 and 1814)—description from the publisher

For What Remains: Streets of Ruin

For What Remains: Streets of Ruin

Rating: 7.9 | Players: 1–2

Game Type:

Wargames

Streets of Ruin features the Combine and the Freemen Coalition factions set in the Streets of Ruin campaign. The Freemen Coalition is a loose-knit band of human rebels who specialize in guerrilla warfare and the Combine is the military arm of the government that rules over much of what is left of the world.The game is designed for 2-player competitive play or solitaire play and each set can be played by itself standalone or combined with other sets to form a larger narrative. Players control characters from one of the game’s six Factions.There are two ways to play For What Remains: skirmishes and campaigns. Skirmishes are standalone games played for a single victory with no lasting repercussions. Campaigns are a series of skirmishes linked together to form a larger narrative. For What Remains is a scenario driven game. Each scenario typically has multiple objectives and combat between factions is usually secondary. Players win skirmishes by gaining victory points through accomplishing these objectives.The game board is built from modular tiles which are themed to represent different environments. The default game board is a destroyed urban setting. Players build the game board with nine modular tiles each of which are divided into a 7x7 grid. Characters use the grids for movement.Each character is represented by a counter and has a corresponding character card and tokens. During campaign play characters improve their attributes and develop new abilities as they progress from Recruit to Veteran and then Elite level. A chit pull system is used for unit activation and a step-loss system is used for tracking injuries during skirmishes.—description from the designer

Moscow '41

Moscow '41

Rating: 8.0 | Players: 1–2

Game Type:

Wargames

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.

Into the Woods: The Battle of Shiloh,April 6-7,1862

Into the Woods: The Battle of ShilohApril 6-71862

Rating: 8.2 | Players: 1–4

Game Type:

Wargames

Into the Woods: the Battle of Shiloh is the eighth installment of the Great Battles of the American Civil War (GBACW) series published by GMT Games.The Great Battles of the American Civil War Series: This series is one of the hobby’s longest-lived design concepts springing from the legendary regimental level Gettysburg game – Terrible Swift Sword (SPI) – designed by Richard Berg in 1976. Under GMT the rules system has remained stable but has shown remarkable flexibility to allow each game to smoothly incorporate additional rules to reflect the historical battles. The series relies on interactive chit-pull mechanics to simulate the often chaotic nature of the 19th Century battlefield at the regimental level.Into the Woods: the Battle of Shiloh includes ten scenarios. They range from division level contests on half sized maps to two-map battles depicting both the first and second day of the struggle. Experienced players will be able to play many of the scenarios in one sitting. The game reflects the Confederate surprise the greenness of many units on both sides as well as the unique role Albert Sidney Johnston played in the Confederate attack.Solitaire Playability: Medium-High Complexity Level: Medium-High Players: 1-4 Playing Time: 3 to 8 hoursSYSTEM DESIGNER Richard Berg GAME DESIGN Dick Whitaker DEVELOPER Bill Byrne RESEARCH Albert Smith MAP ART Charlie Kibler and Dick Whitaker(from GMT website)