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1-195520
BORODINO '41 - WWII Eastern Front
Battle for the Moscow Highway October 11-18, 1941. Based on the award winning Black Sea Black Death game system, Borodino '41 uses a map scale of 800 meters (one half mile) per hex, three or four impulses per daily turn, with infantry battalions and tanks and anti-tank guns by company (battery). The units are played mostly face down, with dummies, to recreate the Fog of War. Combat involves fire, and assault, which are influenced by troop morale, terrain effects, armor support, engineers, and various other specialized units. Included are some of the best troops of both sides, as well as Soviet reserve infantry, and tanks ranging from Pzkpfw IIIs and IVs, BT-7s, T-26s, T-34s, a few KV-1s, amphibious T-38s, and even a T-28 company without engines!
The game uses an updated version of the Black Sea system, with relatively little chrome and a high level of excitement. The impulse based game system keeps both players actively involved. Localized swings in initiative are common, and the situation presents many counterattack options for the Soviet player, even though he is on the operational defensive. 1 vol, 1 pgs
2011 US, CLASH OF ARMS
NEW-boxed game ......$36.00
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1-198790
AMATEURS TO ARMS; War of 1812
Historical simulation of the War of 1812, Americans vs. British/Canadians, that's playable in three hours or less. The game includes all of the theaters of battle including the US/Canadian border and the Great Lakes, the wilderness of the Northwest, the Atlantic Coast of the US, the civilized Indians of the South, and the site of Andrew Jackson's dramatic victory at New Orleans.
Components include: 22x34-inch period style map, deck of 150 full color cards, 352 5/8-inch full color counters, 30 wood expedition markers, multiple cardstock charts and player aids, 12-page rulebook, designer notes and historical commentary book, and two 10-sided dice. 1 vol, 1 pgs
2012 US, CLASH OF ARMS
NEW-boxed game ......$98.00
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2-213300
LA BATAILLE DE LIGNY: Wargame
System details the climactic moments of Napoleon's last 100 days as Emperor. This 2nd edition simulates the Prussian Army of the Lower Rhine's desperate attempt to stop the French Armee du Nord as it marched north towards Brussels. Napoleon found his last great victory at Ligny.
Includes four 34x22-inch period maps and nearly 1,000 multi-colored playing counters. This tactical game is ideal for solitaire study or team play and can be matched with La Bataille de les Quatre Bras to recreate the events of June 16th 1815. 1 vol, 1 pgs
2017 US, CLASH OF ARMS
NEW-folio, 2nd Edition ......$140.00
with a discount of 10% rct
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1-218120
LA BATAILLE DE LUTZEN: 1813
In May of 1813, Napoleon began the campaign for Germany with a bang - as was his custom. The Prussian and Russian armies attempted to ambush the French main army strung out in road march. Their approach went undetected and they are able to close within two miles. In fact, not until the moment of their assault do the French become aware of them.
But, instead of the expected weak flank guard, they are met by the strong divisions of Souham and Girard and by mid-afternoon, Napoleon and 100,000 French and their allies have swarmed to their support. The battle raged in ever-mounting fury until night finally brought an end to the slaughter. The first major battle of the 1813 campaign ends with thousands of dead and wounded and with the Russian and Prussian armies in full retreat.
La Bataille de Lutzen simulates the first major clash of Napoleon's 1813 campaign. Lacking adequate cavalry and handicapped by a large number of raw recruits, the French player must rapidly consolidate his scattered forces to counter the sudden Allied attack. As the player commanding the Allied forces, you must deal the French a decisive blow before Napoleon can react and bring reinforcements to bear.
Lutzen is ideal for multiple players or solitaire study. Each turn represents 20 minutes of real time, and each hex equals 100 meters. The rules are the Lutzen version of the award winning system developed by the Marshall Enterprises Household and cover the full range of features characteristic of the Napoleonic battlefield. Players are faced with the same tactical dilemmas their historical counterparts faced, though play balance depends upon their own skill. Contains: * New Rulebook including historical commentary * 1,000 plus die-cut counters * Two 22x34-inch game maps * Organizational displays * Charts & Tables * Dice 1 vol, 1 pgs
2018 US, CLASH OF ARMS
NEW-box, o/p ......$95.00
with a discount of 10%
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1-218130
LA BATAILLE DE DRESDE: 1813
1813, Austria ends its neutrality and enters the VIth Coalition against France. After joining contingents of the Russian and Prussian armies this new army marches north out of Bohemia nearly 200,000 strong. The army marches along the west bank of the Elbe into Saxony, its large lumbering columns stretched across the Erz mountains.
From where he has been pursuing enemy forces to the east, Napoleon sees this new threat aimed at his line of communications and the city of Dresden, the main supply depot for his army. Only a single French Corps stands in its way. Outnumbered nearly ten-to-one, it cannot hold. In a flurry of orders Napoleon redirects his guard and several corps to march to its rescue.
La Bataille de Dresde details the titanic battle that ensued on August 25th and raged through the 27th. Up to 4 players control the Prussian, Austrian and Russian forces commanded by Feldmarschall Carl zu Schwarzenberg, while up to a further four command such French personages as Marshals Ney, Marmont, Mortier, Victor, St. Cyr... or Napoleon, himself. Every battalion of infantry, squadron of cavalry or battery of artillery that was present at the battle is included... and are at their command.
Contents: * Standard Rules (based on the 3rd and 4th Editions) * Special Rules containing 5 scenarios and historical commentary * Over 1000 full-color 1/2-inch counters (6 sheets) * 4 22x34-inch full-color period style maps * 2 full-color Organizational Displays * Multiple cardstock Charts and Tables for play * Two six-sided dice 1 vol, 1 pgs
2018 US, CLASH OF ARMS
NEW-box ......$150.00
with a discount of 10%
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1-234710
LA BATAILLE DE MONT SAINT JEAN: June 18, 1815 (Deluxe Edition Wargame)
Mont St. Jean is the French name for the Battle of Waterloo, and the Prussians called this The battle of Belle Alliance. The Deluxe edition contains:
4 34x22-inch maps 3 Organizational Displays Standard Rules & Special Rulebook 6 Counter Sheets (2 Quatre Bras, 3 Ligny, 1 Informational markers) Charts & Tables Scale = 100 m/Hex Time = 20 min/Turn Units = 50-100 men/SP (Regimental/Brigade Size)1 vol, 1 pgs 2018 US, CLASH OF ARMS 1 vol, 1 pgs
2018 US, CLASH OF ARMS
NEW-box, deluxe edition ......$150.00
with a discount of 10% rct
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1-234711
LA BATAILLE DE MONT SAINT JEAN: June 18, 1815 (Expansion Kit Edition)
Mont St. Jean is the French name for the Battle of Waterloo, and the Prussians called this The Battle of Belle Alliance. Expanded edition contains four 34 x 22-inch maps, as well as special rules and background. (The Deluxe Edition contains those items plus the counters and basic rules.)
Scale = 100 m/hex; Time = 20 min/game turn; Strength = 50-100 men/Strength Point (Regimental/Brigade Size) 1 vol, 1 pgs
2024 US, CLASH OF ARMS
NEW-box, expanded edition, available late March 2024 ......$48.00
with a discount of 10% rct
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1-234720
BATTLE FROM THE AGE OF REASON: Primer
For 20 years, the Battles from the Age of Reason (BAR) game series has covered mid-18th century warfare. The BAR games feature a highly detailed, realistic and interactive game system, gorgeous map and counter graphics, thorough research, and exciting battles throughout Europe and America.
However, because of rules depth, detail, and period elan, many gamers have been perplexed in learning the system. This Primer is designed as an illustrated learning tool to accompany and enhance the Third Edition BAR rules. This Primer features illustrated rules demonstrations, game tactics, learning modules and 280 upgrade and errata counters for previous BAR games.
This BAR Primer can be used with all BAR games and even with older rules sets, but is designed around the Third Edition BAR rules and ownership of Fontenoy is required for use of the 'Learning Modules' sections. 1 vol, 1 pgs
2022 US, CLASH OF ARMS
NEW-coil bound softcover ......$38.00
with a discount of 10% rct
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1-242811
LA BATAILLE DE WAVRE: June 18-19, 1815 (Expansion Set)
This is an expansion set, and you need La Bataille de Ligny or the deluxe edition of La Bataille de Mont Saint Jean to play. As the French, you command the Corps of Generals Vandamme and Gerard. As the Prussians, you command General Thielemann and stand between the French and the emperor.
Contents: * Two 34x22-inch maps * Rulebook which includes scenarios and historical commentary * Charts and tables 1 vol, 1 pgs
2024 US, CLASH OF ARMS
NEW-box, available late March 2024 ......$46.00
with a discount of 10% rct
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1-243580
1807: The Eagles Turn East
The game runs from the fall of Warsaw in December, 1806, through the signing of the Treaty of Tilsit in July, 1807. A time which saw Napoleon and his Grande Armee reach the zenith of their combined power and glory. 1807: The Eagles Turn East comes with: * Three 34' x 22' maps * Four organization displays * 420 playing pieces * Standard and exclusive rules * Study Folder for additional hours of enjoyment. 1 vol, 1 pgs
2012 US, CLASH OF ARMS
NEW-box ......$55.00
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1-246410
LA BATAILLE DE LA MOSCOWA: Wargame
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. 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. 1 vol, 1 pgs
2021 US, CLASH OF ARMS
NEW-box is open, game is unpunched - first come first served ......$99.00
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1-250250
LA BATAILLE DE PREUSSICH-EYLAU: February 7-8 1807, Third Edition Wargame
La Bataille de Preussisch-Eylau is a simulation of Napoleon's epic winter battle fought over two days, February 7th and 8th, 1807. As Napoleon, you command the several corps of marshals: Soult, Angereau, Davout, Ney, and Murat. As Bennigsen, you command almost 70,000 Russians and Prussians. Includes two 34x22-inch maps, nearly 1,000 counters in three and a half sheets, two rulebooks that include scenarios and historical commentary, two full-color organizational displays, charts and tables, and two dice. 1 vol, 0 pgs
2025 US, CLASH OF ARMS
NEW-box, available mid September 2025 ......$135.00
with a discount of 10% rct
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1-250260
BATTLES FOR QUEBEC: Wargame
Includes three battles -- The Plains of Abraham, Sainte Foy, and Assault on Quebec -- as well as seven scenarios. Includes BAR Standard Series Rules booklet (v3.4), Battles for Quebec game-specific rules booklet, Battles for Quebec game-specific charts and tables, one 22x34-inch full color period-style map, 420 color and black and white half-inch counters, cardstock diagrams and displays, and two ten-sided dice. 1 vol, 1 pgs
2025 US, CLASH OF ARMS
NEW-box, available mid November 2025 ......$80.00
with a discount of 10% rct
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1-253380
YEAR OF THE RAT, VIETNAM 1972: Deluxe Edition
Year of the Rat Deluxe Edition recreates Easter Offensive into South Vietnam. Powerful NVA divisions operate alongside Viet Cong regiments and decoys, evading the ARVN while striking quickly at vital towns and bases. ARVN elite airborne, ranger, and marine units respond, creating a tense asymmetrical contest of big unit battles and hard-fought sieges, with increasing American airstrikes and worsening NVA supply capabilities. Enhances the original, acclaimed SPI game design (published during the campaign) with a half-century of research and analysis, providing updated orders of battle and terrain analysis. Three scenarios and fifteen order of battle variants cover a wide range of game options, including operations into Laos and Cambodia. Additional features include new graphics on enlarged maps and counters; expanded Allied airmobile operations and units; NVA divisional reorganization and tank regiments; full 1971-72 US order of battle; Australian, Royal Thai, Cambodian, and Khmer Rouge forces; Vietnamese and US Navy riverine units; ARVN base camps and regional forces; and extensive optional rules. 1 vol, 1 pgs
2026 US, DECISION GAMES
NEW-box, available mid April 2026 ......$90.00
with a discount of 10% rct
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1-914001G
VAE VICTUS Board Game #1:Arnhem 1944
12 page all color rule set, easy game, scenarios. Full-color map is 15 x 22. One hex = 1km. Unit =1 bttn, co, or kampfgruppen, with step loss. Nice art on map and counters. 1 vol, 1 pgs
2009 PARIS, HISTOIRE & COLLECT
NEW-Board Game, ENGLISH TEXT ......$38.00
with a discount of 24%
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1-914003G
VAE VICTUS Board Game #3: The Lion & the Sword
The Lion & the Sword includes two 59 x 40 cm maps (one sheet backprinted), 216 double-sided die-cut counters and markers, and has rules and scenarios booklet and player-card aid in color.
Units: 1 point per 100 strength of combatants; Map scale: 250 m / hex; Turn: 30 minutes: Complexity: 6 / 9
The game includes two battles won by Richard the Lionheart during the course of the Third Crusade, the first battle being fought in Cyprus against Isaac Comnenus and the second in the Holy Land against Saladin.
English text. 1 vol, 1 pgs
2010 PARIS, HISTOIRE & COLLECT
NEW-Board Game, ENGLISH TEXT ......$38.00
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1-914007G
VAE VICTUS Board Game #7: Cassino 44 - The Allies Assault the Gustav Line
May 11, 1944, at 23 hours, nearly 2,000 artillery opened fire on the German defenses on the Gustav Line. The French General in June (EFC) and the Poles, Canadians, Indians, and the British General Leese (8th Army) rushed forward to open the road to Rome while the General Clark (US 5th Army) performed a supporting attack on the Tyrrhenian coast.
Cassino 44 is a game in the series of Vae Victis' World War II magazine games (Ardennes 44, Alsace 44, Korsun 44, Targu Frumos 44, and Arnhem 44).
Operation Diadem followed after the unsuccessful attack the Gustav line during the winter of 1943-1944. In the town of Cassino and around the monastery of Monte Cassino, ruined by the massive bombing of February, the Green Devils of 1.Fallschirmjager Division supported by mountain troops would contest the Allied attackers until the night of May 17 to 18. The game examines the bitter nature of the melee between Polish, English, and German paratroopers. In the Liri Valley, the Allies needed to create gaps to run Canadian and British tanks down the road to Rome.
The game is packaged in cardboard sleeve format 21 x 29.7 x 0.5, containing: map sized 59 x 41 cm, 216 pieces and two-sided precut markers, a booklet rules and scenarios, and two-color play aids. 1 vol, 16 pgs
2012 PARIS, HISTOIRE & COLLECT
NEW-softcover ......$38.00
with a discount of 25%
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1-914024
VAE VICTUS #24:LE MARZ 1918
1 vol, 60 pgs
2000 PARIS, HISTOIRE COLLECTIO
NEW-softcover French text ......$20.00
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1-914025
VAE VICTUS #25:KHARKOV 1943
1 vol, 60 pgs
2000 PARIS, HISTOIRE COLLECTIO
NEW-softcover French text, o/p ......$20.00
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1-914026
VAE VICTUS #26:FORMIGNG 1450 & POITERS 1356
1 vol, 60 pgs
2000 PARIS, HISTOIRE COLLECTIO
NEW-softcover French text ......$20.00
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1-914038
VAE VICTUS #38:WAR OF 1870
1 vol, 60 pgs
2001 PARIS, HISTOIRE & COLLECT
NEW-softcover French text ......$20.00
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1-914044G
VAE VICTUS BOARD GAME #44: First Republic, The War of the 1st Coalition 1792-1797
The game begins in the Autumn of 1792, three years after the start of the French Revolution. Louis XVI, King of the French remains alive but is imprisoned. The newly declared French Republic finds itself at war with Austria and Prussia, whose armies are poised on the frontiers to invade. The Coalition player will take the role of the states led by the Holy Roman Emperor and head of the Habsburg Austrian Empire, Francis II. The Coalition also includes Prussia, Great Britain, and Bourbon Spain amongst others. The French Player will take the role of the Government of the Republic, and will fight to resist the diverse and numerous internal and external anti-revolutionary threats, seeking to defeat them one by one. The game includes four scenarios: The Early War (1792-1793), The Late War (1795-1797), Bonaparte in Italy (1796), and the campaign game (1792-1797).
Components: * One map 61.5 x 59 cm * 216 die-cut counters and markers * 72 cards 9.5 x 6.2 cm (French/English), 36 French Republic, 36 Coalition * Two rulebooks (French/English) * One player aid * Ten ziplock bags 1 vol, 24 pgs
2025 FRANCE, CERIGO EDITIONS
NEW-game, available late November 2025 ......$59.00
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1-914045G
VAE VICTUS BOARD GAME #45: Tigers and Lions
Allows players to replicate three battles of the Vendee revolt: Nantes, Cholet, and Entrammes 1793. Part of the Soldiers of the Republic series Volume VII. In the first battle, the Vendeens decided to attack Nantes, the gateway to Brittany and an important port likely to receive British aid. In October 1793, the Republican offensive enabled the Bleus to penetrate the heart of the Vendee, at Cholet. After losing at Cholet, the Vendeens were attacked near the small town of Entrammes.
Scale: * 1 Strength Point = 500 to 1000 infantrymen or 300 to 600 cavalrymen * Map: 300 meters per hex * Length: 45 minutes * Complexity: 6/9
Components: * One 59 x 41-cm map and two 41.6 x 29.5-cm maps * 216 die-cut counters and markers * One booklet of rules and scenarios * One player aid card 1 vol, 1 pgs
2026 FRANCE, CERIGO EDITIONS
NEW-game, available mid February 2026 ......$44.00
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1-914048
VAE VICTIS # 48: 1944 ARDENNES
Articles include: L'offensive des ardennes, Les Regles de jeux avec figurines, Barbarossa to Berlin, A contre Pied, Ondurman, L'incroyable reussite militaire des cites grecques, American Conquest, Hearts of Iron, Jutland, Totenkopf vs Hourra, Medieval total war: le combat tactique, and more. 1 vol, 60 pgs
2002 PARIS, HISTOIRE & COLLECT
NEW-softcover French text ......$20.00
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1-914051
VAE VICTIS # 51: KURSK
Articles include: Encart-jeu: en pointe toujours III : Koursk 1943, Au soleil d'Austerlitz, Objectif Fachoda, Brute Force, De Summer a Constantinople, La Premiere chute de l'Aigle, Nouveautes regles figurines, and more. 1 vol, 60 pgs
2003 PARIS, HISTOIRE & COLLECT
NEW-softcover French text ......$20.00
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1-914053
VAE VICTIS # 53: CHAMPS DE BATAILLE-ASIA
Articles include: Encart-jeu: champs de bataille IV, Rise of the roman republic, Lock and Load, L'histoire avec des cartes, Guerilla 2, Stalingrad la bataille insensee, Ecole de guerre : jours de gloire campagne, Normandie 44, Ecole de guerre : camp d'entrainement pour l'artillerie, Les regles avec figurines, and more. 1 vol, 60 pgs
2003 PARIS, HISTOIRE & COLLECT
NEW-softcover French text ......$20.00
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1-914054
VAE VICTIS # 54: BATAILLE DE MEGGIDO 1456 BC
Articles include: Dragon, Les regles avec figurines, L'empire contre-attaque, Attaque a l'aube, Solferino, Ecole de guerre : Revue de blindes, Revolution et empire, Champ de bataille 4, and more. 1 vol, 60 pgs
2003 PARIS, HISTOIRE & COLLECT
NEW-softcover French text ......$20.00
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1-914055
VAE VICTUS #55:BATAILLE DE SOLFERINO
1 vol, 60 pgs
2003 PARIS, HISTOIRE & COLLECT
NEW-softcover French text ......$20.00
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1-914061
VAE VICTUS #61:EBRE 1938 Spanish Civil War
1 vol, 60 pgs
2005 PARIS, HISTOIRE & COLLECT
NEW-softcover, French text, game ......$20.00
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1-914082
VAE VICTUS #82:Roumanie 1944
1 vol, 60 pgs
2008 PARIS, HISTOIRE & COLLECT
NEW-softcover, French text, game ......$20.00
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1-914098
VAE VICTIS # 98: May 2011 Operation Norwind
Special Issue, includes a board game on NORDWIND.
Articles include:
ANALYSIS: Red Poppies (WG), Labyrinth (GMT), Ottoman Sunset (VPG), Command & Colors Napoleonics (GMT), White October (Battles), The Hell of Stalingrad (CoA), Tide at Sunrise (MMP), and Field of Battle.
ANALYSE + COMPTE-RENDU: We Must Tell the Emperor (VPG)
ART DE LA GUERRE: La liberation de Belgrade, and, Les Guerres de Religon (2e partie)
ART DE LA GUERRE + JEU EN ENCART: La bataille de Fort Alamo 1836
SCENARIOS: Yougoslavie 1944 pour ASL, Combat Commander, Blitzkrieg Commander
HOBBY: Les multiples facettes du jeu avec figurines 1 vol, 60 pgs
2015 FRANCE, CERIGO EDITIONS
NEW-softcover, [French text] ......$24.00
with a discount of 25%
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1-914098G
VAE VICTIS # 98: May 2011 Operation Nordwind Game Only
Special Issue, includes a board game on NORDWIND. English language rules can be downloaded at vaevictis.histoireetcollections.com/bonus.hml 1 vol, 60 pgs
2015 FRANCE, CERIGO EDITIONS
NEW-softcover, [French text] ......$15.00
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1-930285
S&T 285 DUEL ON THE STEPPE 1943
Duel on the Steppe is a simulation of the Winter Campaign in the Ukraine, from 29 January to 17 March, 1943. Known as Operation Star and Gallop, the Soviets arrayed their incredible numerical advantage against some of the best units in the German army.
This game uses the same rules system as Sedan: The Decisive Battle for France, May 1940 (World at War # 24), and Tobruk: Operation Crusader, Nov-Dec, 1941 (Strategy & Tactics # 278), but is modified appropriate to the scale and the theater. Here, the Soviets have air superiority, albeit somewhat uncoordinated.
Duel on the Steppe includes one counter sheet (228 counters), and one map of the Ukraine area of the Soviet Union (approximately 260 miles, or about 418 kilometers) with each hex representing about 6.5 miles (about 10 kilometers). Unit sizes vary from kampfgruppes to corps, the latter which can be broken down into smaller formations for more operational flexibility, or simply to absorb casualties.
Components: One 22x34-inch map and 228 counters. 1 vol, 84 pgs
2013 US, DECISION GAMES
NEW-softcover ......$30.00
with a discount of 10%
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1-930307
STRATEGY & TACTICS #307: Cold War, Hot Armor
Cold War, Hot Armor is a two-player game in which players take command in armored actions during the Cold War. The game is part of a series; this particular game is set during the War in Vietnam, 1954-75. Future games will include battles in continental Africa, the Middle East and eventually a hypothetical NATO-Warsaw Pact conflict. The game system emphasizes command control, combined arms, and evolving technology.
Components: One 22x34-inch map and 280 counters. Plus magazine. 1 vol, 84 pgs
2017 US, DECISION GAMES
NEW-pb, available late August 2017 ......$50.00
with a discount of 10%
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1-930310
STRATEGY & TACTICS # 310; American Civil War
This ACW game gives players a chance to change the historical outcome. The Confederate player must maintain a viable economic and political core, while the Union player attempts to divide and conquer the southern states. Victory is checked every turn: Union progress can have political consequences or possibly end the game if either player fails to achieve expectations.
During each quarterly turns, players recruit additional forces, then conduct a pair of impulses. During each impulse, each player moves forces and fight battles. Movement rates are high, but enemy forces can react by retreating, blocking further movement, or counterattacking. Battles are decided by a combination of good leaders and relative strength. The Confederacy starts with a decided advantage in leadership. Union leaders appear only after fighting battles: the Union player may have to lose a few battles to get the leaders needed to win the war.
Components: One 22x34-inch map, 280 counters, and magazine. 1 vol, 84 pgs
2018 US, DECISION GAMES
NEW-softcover, available late February 2018 ......$40.00
with a discount of 25%
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1-930313
STRATEGY & TACTICS # 313: Windhoek: SW Africa 1914-15
Windhoek: The Campaign in German Southwest Africa, 1914-15 is a wargame of the campaign in which British Empire forces, mainly from the Union of South Africa, conquered the German colony of Southwest Africa. In the original campaign, the British won within 10 months, but the campaign could have gone different, as von Lettow Vorbeck demonstrated in German East Africa.
This is a two-player game, in which one side commands the Germans, and the other Allied forces (including South Africa, British and Portuguese colonial). The Allied player must win the game quickly, while the Germans win by delaying the Allies beyond the historical time frame. The central game mechanism is Action Points (AP). These are a quantification of each sides command and logistical capabilities. Players expend AP to recruit units and conduct various military operations. On the map each hex represents approximately 25 miles.
Components: One 22x34-inch map and 176 counters. 1 vol, 84 pgs
2018 US, DECISION GAMES
NEW-softcover, available mid September 2018 ......$40.00
with a discount of 25%
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1-930314
STRATEGY & TACTICS # 314: Last Stand Isandlwana
Last Stand at Isandlwana, 22 January 1879 is a two-player tactical wargame of low-intermediate complexity simulating the last 90 to 240 minutes of that infamous and legendary battle of the Anglo-Zulu War. The Zulu player is on the offensive, attempting to wipe out the entire British force on the map as quickly as possible. The British is attempting to win by having some remnant hold out longer than occurred historically or, alternatively, by having some portion of his command escape off the map and get back to relative safety at Roarke's drift. Solitaire-play is easily doable.
Each game turn of Last Stand is equal to five to 20 minutes of real time, depending on the tempo of action in each turn. Each hexagon on the map represents 217 yards (200 meters) from side to opposite side. There are 176 5/8-inch counters with each British unit-counter representing a company or a 'detachment' of infantry. On the Zulu side, they individual units each represent temporary battlefield agglomerations of the about 100 to 200 warriors.
Components: One 22x34-inch map and 176 counters. Includes magazine. 1 vol, 84 pgs
2018 US, DECISION GAMES
NEW-softcover, available late November 2018 ......$40.00
with a discount of 25%
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1-938022
STRATEGY & TACTICS QUARTERLY #22: Guderian's Panzers: From Triumph to Defeat
Covers Operation Barbarossa, which commenced with such promise for Guderian's panzers, and for the eastern army at large, but ended in catastrophic failure. How did it come to pass that, with each dazzling victory in the east, final victory seemed to move further away from Germany's grasp? This issue examines Guderian's role in the first half-year of the Russian campaign, in the process opening a window onto the failure of Barbarossa as a whole. 1 vol, 116 pgs
2023 US, DECISION GAMES
NEW-softcover ......$20.00
with a discount of 10% rct
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1-938023
STRATEGY & TACTICS QUARTERLY #23: War of 1812 - Rise of a Nation
The War of 1812 is sometimes called the Second American Revolution. The war saw the new United States engage Great Britain in North America and on the high seas, to include dramatic moments like the burning of Washington DC. The War of 1812 in many ways led to the foundations of the American military system for the ensuing century, to include a rise of professionalism, the reliance on volunteer regiments, and an aggressive naval policy. 1 vol, 116 pgs
2023 US, DECISION GAMES
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1-938024
STRATEGY & TACTICS QUARTERLY #24: THE CHINESE CIVIL WAR,1947-49: A MILITARY HISTORY
The Chinese Civil War, 1945-59: A Military History: The Communist victory in the Chinese Civil War wasn't inevitable, and it was the largest military struggle since the end of World War II. This issue will provide a campaign-by-campaign analysis, with detailed maps and orders of battle for both sides. Analysis will also be presented in regard to how the evolving attitude of the US enabled the Communist victory. 1 vol, 116 pgs
2023 US, DECISION GAMES
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1-938025
STRATEGY & TACTICS QUARTERLY #25:The Fall Of Rome
The Fall of Rome: New Look. One of the most momentous events in history is the Fall of Rome, usually slated as occurring in the year AD 476. But what exactly happened? Why did the Roman state, which stood for a thousand years, collapse in the face of a series of incursions from over the Rhine and Danube? This issue will explore a wide range of factors. The state of the Roman army in the fifth century AD was potentially a very effective force with an expanded cavalry army. The political structure of the Empire will be examined with the division between east and west, the stratification into a military caste system, and the increasing deals with invaders who were given their own kingdoms within the borders of the empire. Also, great leaders like Stilicho and Aetius, and even emperors such as Honorius (often blamed for the disasters of the early 5th century) and Zeno whose Eastern Empire survived the collapse in the West 1 vol, 116 pgs
2024 US, DECISION GAMES
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1-938026
STRATEGY & TACTICS QUARTERLY #26: Alternative Strategies of World War I
Presents a year-by-year analysis of the major strategic decisions made by The Central Powers and the Triple Entente during World War I. It examines the primary alternatives considered by each side for each year, analyzing where they could have done better. Topics covered include: dominant theories of strategy in 1914, the failure of the Schlieffen Plan, Britain's entry into the war, the 1915 and 1917 U-boat offensives, the Gallipoli campaign, the British Blockade and the neutrality of Scandinavia, the Somme offensive, Verdun, and the 1918 German Kaiser's Battle offensives. Sidebars also explain how tactical and technical developments affected both sides' strategies. 1 vol, 116 pgs
2024 US, DECISION GAMES
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1-938027
STRATEGY & TACTICS QUARTERLY #27 - Grant's Overland Campaign, May-June, 1864 w/ Map Poster
Grant's Overland Campaign, May-June, 1864: The Union Army of the Potomac's hard-fought campaign from the tangled forest of the Wilderness just south of the Rapidan River to the James River in the spring and summer of 1864 was the climatic struggle in Virginia during the American Civil War. Hard fought military operations such as the Wilderness (May 5-6), Spotsylvania (May 7-12), the North Anna (May 13-25), and Cold Harbor (May 26-3) traced the bloody path that would ultimately lead Robert E. Lee's Army of Northern Virginia to defend the Confederate capital of Richmond, thus forfeiting the advantage of maneuver to counter the Army of the Potomac's superiority in numbers and material. 1 vol, 116 pgs
2024 US, DECISION GAMES
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1-938028
STRATEGY & TACTICS QUARTERLY #28: The First Indochina War w/ Map Poster
From 1946 to 1954 the French Union was locked in mortal combat with the forces of the Viet Minh. The prize was control of the French colony of Indochina (to include Vietnam, Cambodia and Laos). The final Viet Minh victory has profound implications for the wider Cold War. There are numerous lessons to be learned in a war which saw the full range of operations from low level insurgency to big battles such as Dien Bien Phu. Chapters will include topics such as Communist insurgency doctrine, mobile group tactics, airborne operations, riverine warfare, airpower, military logistics, elite units such as the Foreign Legion and Viet Minh sappers, and the possibility of both United States and Red Chinese military intervention. Plus profiles of leading military figures such as Vo Nguyen Giap and Marshal de Lattre. The STQ will conclude with how the Indochina War set the stage for the later Vietnam War of 1964 to 1975. 1 vol, 116 pgs
2024 US, DECISION GAMES
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1-938029
STRATEGY & TACTICS QUARTERLY #29: Ottoman Empire
From Constantinople to the Great War: Rise and Disintegration of the Ottoman Empire. This is a follow-on to the Byzantium STQ issue, covering events from the 1453 Ottoman Turkish conquest of Constantinople through the early modern struggles for the Mediterranean, Europe and the Middle East, to the end of the Empire in World War I. Great battles such as Lepanto, Malta and Vienna are analyzed, as well as elite forces like the Janissaries and Knights of St John. Includes Napoleon Bonaparte's invasion of Egypt and the US wars with the Barbary Pirates. Relates the military and political factors behind the ascendancy of the Ottoman Empire and how the Turks gradually lost this edge as the European powers advanced with the emerging scientific revolution. 1 vol, 116 pgs
2025 US, DECISION GAMES
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1-938030
STRATEGY & TACTICS QUARTERLY #30: Mediterranean Campaign 1940-1941
The WWII war in the Middle Sea was a significantly neglected topic, with the naval war primarily focused on supply, with the British aiming supplies at the island of Malta to keep it protected and the Italo-Germans supplying men and material to North Africa. The complexion of the war changed many times due to fortunes of war and strategic decisions by the belligerents. 1 vol, 116 pgs
2025 US, DECISION GAMES
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1-938031
STRATEGY & TACTICS QUARTERLY #31: Rosecrans versus Bragg
Details Rosecrans versus Bragg: Stones River to Chickamauga. The American Civil War in late 1862 through September 1863 generally focused on Grant's battle to take Vicksburg and the Mississippi, and Lee's invasion of the North that culminated at Gettysburg. A third large Union Army was active in the middle of the country, where Union General William Rosecrans fought Confederate General Braxton Bragg through Tennessee and Northern Georgia. The campaign started with the battle of Stones River (Murfreesboro, TN) through the Tulahoma advance and culminated in the massive battle of Chickamauga. The quarterly will take detailed looks at the forces deployed and their internal issues as well as the battles they fought. 1 vol, 116 pgs
2025 US, DECISION GAMES
NEW-pb, available mid August 2025 ......$20.00
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1-938032
STRATEGY & TACTICS QUARTERLY #32: October War 1973
October War: Big Battles in the Middle East. Some of the biggest tank battles of the 20th century occurred during the 1973 October War, where an Egyptian-Syrian alliance took on the Israelis. The Arab forces performed much better than they did in the previous 1967 war, and this STQ will look at the reasons why. It also will look at how the Israelis adopted new tactics to deal with the threats on the Sinai and Golan fronts. There are a number of lessons from the war, including the impact of precision guided weaponry and electronic warfare, all of which would influence the development of US Air Land Battle doctrine. There is also the bigger picture, with the 1973 seen as part of the wider Cold War. Special topics will include the US airlift of arms to Israel, and the possibility of the October War leading to a superpower confrontation. 1 vol, 116 pgs
2025 US, DECISION GAMES
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1-938033
STRATEGY & TACTICS QUARTERLY #33: Armies of the Dark Ages
In-depth examination of warfare in the twilight era of the Roman Empire and beginning of the Dark Ages (roughly, AD 476 to 732), centering around the legendary King Arthur. The central theme is the relative efficiency of the warlord armies of this era as the older Roman professional system fell apart in the wake of the barbarian invasions. Analyzes the weapons and tactics of the era, as well as the rise of great military leaders. Details Badon Hill (Britons against the Saxons), Nechtansmere (Anglo-Saxons against the Picts which decided the fate of what would become Scotland), and Tours (Charles Martel against the Arabs). Contrasts the contemporary Byzantine military system and professional generals such as Belisarius. Also covers various Arthurian legends and how they influenced warfare from the Middle Ages to the modern day. 1 vol, 116 pgs
2026 US, DECISION GAMES
NEW-softcover, available mid February 2026 ......$25.00
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1-938034
STRATEGY & TACTICS QUARTERLY #34: Sealion, Lost Opportunity or Disaster Averted?
Examines the inception, planning, preparations, and likelihood of success of Operation Sealion. The invasion will also be placed in the larger context of the war, to include the possibility the invasion was a bluff, either to push Britain to the negotiating table or distract the Soviet Union, plus proposed alternatives for defeating Britain such as the aero-naval blockade of Britain and Grand Admiral Raeder's Mediterranean strategy. 1 vol, 116 pgs
2026 US, DECISION GAMES
NEW-pb, available mid May 2026 ......$25.00
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1-956049
WORLD AT WAR # 49: Gertrud 42
Operation Gertrud: The German Invasion of Turkey is a speculative two-player wargame about a German invasion of Turkey during World War II. The historical course of events during World War II precluded any likelihood that the Germans would invade their erstwhile ally, it is conceivable that a different turn of events could have precipitated a German blitzkrieg into Turkey.
The Turks were concerned about this possibility and they endeavored to remain neutral during the war. Unlike World War I, the Turks could not hope to hold Istanbul in the event of a war, and any incursion by one side (Axis or Allied) would certainly invite an incursion by the other. The Turks were most concerned about Soviets, but if Hitler had conceived a notion of invading Turkey, the Germans' most daunting challenge would be the Allied response, not necessarily the Turkish Army.
The Turks had been underestimated during the previous world war, and so it's anyone's guess how well they could have faced up to the Wehrmacht and Luftwaffe.
Contents: One 22x34-inch map; 176 counters; and magazine with historical background. 1 vol, 62 pgs
2016 US, DECISION GAMES
NEW-pb, available mid June 2016 ......$35.00
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1-956050
WORLD AT WAR # 50: Zhukov's War
Covers the pivotal middle period of the titanic struggle between Hitler's Germany and Stalin's USSR, from July 1942 - July 1943. Strategic options abound for both players; victory goes to the one best able to carry out the chosen strategy, while maintaining a reserve to contain sudden enemy action or exploit an opportunity.
The map covers the eastern front from Leningrad to the Sea of Azov at 20 miles per hex. Turns cover one month each for most of the year, two months during winter. Most units are Soviet armies and German divisions, plus a few Axis satellite corps. The turn sequence is built around the random drawing of chits to determine which player moves. Each chit drawn allows a player to both move and attack, but with a twist. One side allows the player to move first, then attack, the other side flips the sequence.
There are two twists to the mechanism. First, chits come in several varieties, with differing penalties or bonuses depending on the chit and the side chosen. Second, during certain turns, one player or the other gets bonuses, allowing selection of the first chit to open the action, and providing a different mix of chits reflecting the overall situation at that point in the war. Victory may occur at one of three times during the game; the end of the first German offensive, the end of the Soviet winter counteroffensive, and finally the end of the game, after the final German summer offensive.
Contents: Two 22x34-inch maps, 352 counters, and magazine with historical background. 1 vol, 62 pgs
2016 US, DECISION GAMES
NEW-pb, available mid August 2016 ......$60.00
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1-963048
MODERN WAR # 48: Block by Block: Hue
Block by Block is a two-player conflict simulation of of the 1968 Battle of Hue. Players must balance the military difficulties imposed by the challenges of constrained urban warfare and unique terrain of the Hue Citadel, with the overriding considerations of each side's respective political goals.
The North Vietnamese player must hold the city for as long as possible, to create a media event and lay the groundwork for a new revolutionary government.
The South Vietnamese and American player must retake Hue before this process can advance too far, but not also jeopardize their own political sensitivities from casualties and heavy-handedness.
The map covers an area of 13 square kilometers (approximately 5 square miles). Each turn represents four to five days. Units represent platoon/detachment to battalion sized units.
Components: One 22' x 34' map on one sheet & 176 counters 1 vol, 84 pgs
2020 US, DECISION GAMES
NEW-pb, available late May 2020 ......$40.00
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1-963050
MODERN WAR # 50: Putin Moves East
Operational-strategic level two-player wargame covering a struggle for control between the Russian-led Eurasian Union and a Coalition of opposing states led by the People's Republic of China to gain control of the Far East. Among other things, the game presumes a breakdown in Russian Chinese relations leading to open belligerency. Units represent operational task forces of corps or reinforced size; special forces; airpower; and cyberwar. Additionally, paramilitary forces play a significant role in the game rules. The objective of each player is to seize critical resource, industrial, and communications centers, thereby gaining control of the Far East. Each hex on the map represents 100 kilometers from side to side. Each turn of play represents anything from three days of intense combat to a couple weeks of refitting. Ground units represent mostly corps sized task forces. Special forces units are regiments, brigades or groupings of cadres.
Components: One 22x34-inch map, 176 counters, and magazine. 1 vol, 84 pgs
2020 US, DECISION GAMES
NEW-softcover, available mid October 2020 ......$40.00
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1-963054
MODERN WAR #54: The Nagorno-Karabakh War: 1992-1994
The Nagorno-Karabakh War: 1992-1994 is a two-player wargame of the war between Azerbaijan and the breakaway province (Oblast) of Nagorno-Karabakh, inhabited by an Armenian majority. After the first ethnic clashes between Armenians and Azeri, during the death throes of the Soviet Union, Nagorno-Karabakh declared independence from Azerbaijan. The Azeri launched an ethnic cleansing campaign. Faced with annihilation, the Armenians resisted and fought back. The Armenian player must fight a numerically superior foe but he has the advantage of interior lines and a unified command. The AZ player has a greater supply of former Red Army weapons and ammunition but must fight not only the Armenians but also political infighting and low morale. Each hexagon encompasses about 10 kilometers (6.2 miles). Units of maneuver are battalions. There are nine game turns each representing three months.
Components: 22x34-inch map, 176 die-cut counters, and magazine. 1 vol, 84 pgs
2021 US, DECISION GAMES
NEW-pb, available early June 2021 ......$40.00
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1-AAB52
AXIS & ALLIES 15MM MINIATURES:War At Sea BOOSTER 2
(5) miniatures and stat cards. 1 vol, 5 pgs
2008 US, AVALON HILL
NEW-box ......$12.50
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1-ATO049
AGAINST THE ODDS # 49: A Gate of Hell (wargame)
Magazine includes ACW wargame A Gate of Hell.
During the summer of 1863, in the aftermath of the Gettysburg and Vicksburg campaigns, battles on land and sea were fought over control of the birthplace of the Confederacy, Charleston, South Carolina. A Union victory here would send an unmistakable signal to the states in rebellion as well as the rest of the world that the Confederacy's cause was lost and further fighting a waste of lives and effort.
A Confederate victory in the face of the tremendous Union host, that included every Union Ironclad on the Atlantic and Gulf coasts, as well as some of the most seasoned regiments that numbered among them the first formations of all Black soldiers (free US citizens as well as former slaves), would signify the war would go on and that two nations, not one, could be the result of this 'second' American Revolution.
A Gate of Hell uses an interactive design to portray this decisive battle of the American Civil War. Players use military support points (MSPs), representing the logistical and political support for the campaign, to mobilize and support their forces (ground and naval) on one of the most inhospitable battlegrounds of the war. Both sides have a variety of military assets to deploy, but the planning and effective use of MSPs throughout the game will determine in large measure who is the victor.
Units represent mostly regiments for the ground units, and each ironclad for the naval units. All of the famous batteries and forts, including Sumter and Wagner, are portrayed.
This issue also features an extra game, All or Nothing. By late October of 1777, the British had repulsed the American attack at Germantown, and were occupying Philadelphia in Pennsylvania. American forces still occupied two forts south of the city, blocking the only viable British supply line out to sea via the Delaware River. The British made plans to eliminate these two redoubts.... Can you as the American player hold off the British attack on Fort Mercer? The Pennsylvania State Navy, proud but inexperienced, stands ready to assist. Will you as the Hessian player take the Rebel strong- hold to really secure Britain's grip on the American capital, avenge the defeat at Trenton last year, and perhaps end the rebellion once and for all? 1 vol, 60 pgs
2019 US, AGAINST THE ODDS
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1-ATO050
AGAINST THE ODDS #50: Die Atombombe
Magazine includes Die Atombombe -- a card game for 2 to 5 players, each representing a faction inside German government, industry, or military circles that sought use research institutes to start work on a nuclear program. Acting through the Director of each center, players will need to size matters up, recruit other scientists, acquire scarce resources, (plus spy on their rivals, this is the Third Reich remember) and certainly go all out if they hope to develop atomic weapons.
Progress is slow at first - the Russians are far away and the enormity of the effort seems clear early on. And there are always other weapons more desperately needed now. As the course of the war darkens for Germany, players may see more official support being thrown their way, or engage in fruitless bickering among themselves over the best theories and resources required to succeed. Their finest scientists may even be drafted to serve as simple soldiers at the front! Fast and quick playing, Die Atombombe shows just how easy it was to be bewitched by the idea, and how hard it really was to mount an effective nuclear program under the increasing rain of Allied bombs and the Soviet menace looming to the east.
In late 1941 with senior officials across Germany becoming increasingly aware that Operation Barbarossa would fail somewhere short of Moscow. Many worriedly began looking for an 'out.' Some, like Ernst Udet, head of Luftwaffe Development, and Walter Borbet, a leading industrialist, shot themselves over the shock of the failure. Others, like General Fromm, in charge of the Army Weapons Office, turned their attention to an extraordinary proposal by Germany's leading physicists to unlock the secrets of the atom and provide limitless power, and a possible war-winning explosive device, the atomic bomb. 1 vol, 60 pgs
2020 US, AGAINST THE ODDS
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1-ATO2009
AGAINST THE ODDS 2009 ANNUAL: Verdun - A Generation Lost
This wargame covers the WWI battle of Verdun, where the 1916 German offensive tried to inflict massive casualties on the Entente and force a negotiation to end the war. In the end, both sides suffered huge losses and the war continued. 1 vol, 60 pgs
2010 US, AGAINST THE ODDS
NEW-Game/Magazine, one copy, First Come, First Served - Out of Print ......$55.00
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1-AYG5251
STRIKE OF THE EAGLE: The Polish Soviet War 1920
Block game of Polish Soviet War of 1919-1920 full of tactical bluffing and deception for 2-4 players. Game time estimated at 1-3 hours. 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.
To simulate the tension of the era due to 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 determine 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.
The game includes:
A fully mounted 670 x 870mm map board 110 action cards (55 Soviet and 55 Polish) 111 wooden blocks 2 thick counter sheets 2 track sheets Wooden reserve and resource cubes 1 vol, 1 pgs
2011 US, ACADEMY GAMES
NEW-softcover, available mid July 2011 ......$65.00
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1-COM1027
ON TO PARIS! : The Franco-Prussian War
Uses a wargame system adapted from Victory Games' The Civil War to simulate the grand events of the Franco-Prussian war (1870-71) and challenge players to control the leadership, organization, and military operations of Armies and Corps during the later 19th century.
The Franco-Prussian war was fought using Napoleonic tactics but with weapons of almost WWI lethality that included breech loading rifles, artillery and an early version of the machine gun. The Franco-Prussian war developed many key concepts for the control and movement of large formations in warfare as well as tactical combat.
At a time when the French army was considered the best in the world, the armies of Prussia and her German allies invaded France and in less than three months defeated the armies of Napoleon III. Despite German success, the French refused to surrender and as a result German forces laid siege to the French capital. For five long months, Paris, a city of about two million inhabitants, was starved into submission while surrounded by German armies that had to maintain a long supply line back to Germany, all the time fending off desperate French attempts to break the siege. 1 vol, 1 pgs
2017 US, COMPASS GAMES
NEW-box ......$89.00
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1-COM1045
1866: The Struggle for Supremacy in Germany
Two-player simulation dealing with the Austro-Prussian War of 1866 in Central Europe. One player controls the forces of Prussia and its allies, to include the young Kingdom of Italy and the other player controls the forces of Austria and its German Confederation allies.
Using a shared deck of 55 Operations Cards, each player makes decisions concerning the deployment, combat, and political-military operations in support of his forces and his general strategy. Orders of battle include all the historic corps/divisions (with some brigade counters) and all major generals involved in the conflict.
The mapboard covers an area from Hamburg to Florence and Metz to Cracow. The system includes unique mobilization rules that reflect the difficulties of mobilizing for war while attempting to garner as many victory points before war is actually declared. Once war is declared, you must fight with the forces mobilized so shrewd judgment is required as to what to mobilize, where those forces will operate and who commands them. Always waiting in the wings is the French 2nd Empire under Napoleon III, prepared to intervene if neither side appears able to clinch a quick and decisive victory.
Other features include cavalry superiority, railroads, Prussia's mobilization advantage and coordinated attacks. 1866 includes two scenarios, the Mobilization to War scenario (the Campaign scenario) and the Seven Weeks War scenario (covering the post mobilization situation). 1 vol, 1 pgs
2017 US, COMPASS GAMES
NEW-box ......$79.00
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1-COM1051
RED POPPIES CAMPAIGN VOLUME 2: Last Laurels at Limanowa
1 vol, 0 pgs
2017 US, COMPASS GAMES
......$65.00
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1-COM1052
BREZHNEV'S WAR: NATO vs. the Warsaw Pact in Germany, 1980
1 vol, 0 pgs
2017 US, COMPASS GAMES
......$69.00
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1-COM1059
KOREA: Fire and Ice
1 vol, 0 pgs
2017 US, COMPASS GAMES
......$85.00
with a discount of 77% rct
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1-COM1070
NIGHTFIGTHER ACE: Solitaire Air Defense Over Germany
A solitaire, tactical level game -- based on the popular, action-packed Hunters game system -- 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 and increase your prestige, earn skills, and rise in rank through promotion and 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 Major and Minor 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.
The system is packed with rich technical detail but without the complexity to capture the key historical facets of the night bombing campaign over Germany. In terms of nightfighters alone, there are 32 nightfighter models available to pilot. The families of nightfighters include: Bf110 (10 aircraft), Ju88 (5 aircraft), Do 215/217 (6 aircraft), He219 (10 aircraft), and Ta154 (1 aircraft).
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.
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 hours
Components: * One Countersheet of 9/16-inch unit-counters * Sixteen Aircraft Display Mats 8.5 x11-inch (double-sided, 32 total) * Four Player Aid Cards 8.5x11-inch * One Combat Display Mat 8.5x11-inch * One Bomber Target Mat 8.5x11-inch * One Pilot Awards Display Mat 8.5x11-inch * One Air Operations Display Mat 11x17-inch * Forty Ace Pilot Cards * Sixty Combat Cards * Rules Booklet featuring extensive Historical Background * One Logsheet 8.5x11-inch * Two 6-sided and one 10-sided die
Playing time: Scenarios of 2+ hours, up to the campaign game of 20 hours. 1 vol, 1 pgs
2018 US, COMPASS GAMES
NEW-box ......$99.00
with a discount of 35%
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1-DG01018
D-DAY AT OMAHA BEACH: 2nd Edition
D-Day at Omaha Beach (Re-print) recreates America's most bloody and heroic day of World War II. In this solitaire game from the designer of the solo classics RAF and Ambush, you control the forces of the US 1st and 29th Divisions landing under fire on the Normandy shore, and struggling desperately to establish a viable beachhead. The game is also great for two players playing cooperatively, each controlling one US division.
US units include assault infantry, amphibious tanks, artillery, engineers and HQs. The game system controls the hidden German defenders in Widerstandsnest resistance points on the bluffs overlooking the beaches. US forces that manage to break through the deadly coastal defenses and reach the high ground must then contend with German mobile reinforcements in the bewildering hedgerows of Normandy's bocage. An innovative diceless combat system highlights unknown enemy deployments and the importance of utilizing the right weapons and tactics.
Event cards keep the action flowing and the rules simple, while controlling German strategy and introducing extensive historical detail. The game includes amphibious landings, German artillery and rocket barrages, US naval bombardment, tides, engineer operations, and intangibles such as US leadership under fire and the initiative of the American GIs.
Scenarios: The First Waves (two to three hour playtime) introduces the basics of the game in a recreation of the initial assault. Beyond the Beach (four to five hours) picks up on the high ground at 10:00 a.m. and adds rules for German tactics. D-Day at Omaha Beach (seven hours) covers the entire day, from 6:15 a.m. to 6:00 p.m. Optional rules explore what-ifs, such as more pre-invasion bombardment or the arrival of German armor.
Game Scale: Each turn equals 15 minutes in the basic game, 30 in the extended game; Units are companies for both sides; Map: each hex equals 275 yards (250 meters).
Contents: Rules booklet; Player Aid cards; 352 die-cut counters; 1 34x22-inch map; 55 Event cards; and storage bags. 1 vol, 1 pgs
2009 CA, DECISION GAMES
AS NEW-box, open and unpunched ......$59.00
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1-DG1027
D-DAY QUAD: Deluxe Edition (Wargames)
Wargame of the Allied invasion of Normandy uses the Fire & Movement system designed to highlight the ability of motorized units to mass quickly for breakthrough and exploitation. Support fire, representing weapons ranging from mortars through cannon and light ground attack aircraft to heavy bombers, provides the extra punch to overwhelm a defense or shatter an attack. Winning the battle is a matter of maneuver, firepower, and asset management.
Contents: One 22x34-inch mounted game board, 400 die-cut counters, color rules booklet, one six-sided die, and storage bags. 1 vol, 1 pgs
2020 CA, DECISION GAMES
NEW-box, available early November 2020 ......$65.00
with a discount of 10% rct
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1-DG1631
MASURIA: Winter Battle 1915
After the Tannenberg campaign of August-September 1914, East Prussia became a strategic backwater as both sides focused their efforts in Poland. But the Russian threat remained, and the following winter the Germans set about cleaning up their northern flank. A massive attack on the open right flank of the Russian Tenth Army sent it reeling; only the sacrifice of an entire corps in the Augustowo Forest enabled it to escape.
Masuria uses a modification of the Fire & Movement game system. Developed to portray the mechanized battlefields of a later generation, F&M stresses the use of rapidly-concentrated fire support to generate breakthroughs, followed by a rapid penetration by mobile reserves. In 1915, although railroads allowed the rapid shifting of forces on a large scale, no one moved faster than a man on foot on the battlefield, making exploitation ineffective.
However, here both players have hidden movement, allowing them to concentrate in unexpected locations to surround and destroy isolated enemy units. The clumsy and inflexible fire support is represented by the artillery brigades available to division and corps commanders. It must be brought to the point of decision, then supplied to give it the firepower to affect the fighting.
The historical outcome at Masuria was the clearing of the East Prussian border. It might have gone differently; Russian reserves were available, and the German forces were a hodge-podge of units of widely varying quality. Both sides have a number of options to turn the fortunes of the campaign. The player who makes the better choices, and backs his strategy to the hilt, will emerge the victor.
Game Contents: 17x22-inch map, 100 die-cut counters, One Standard Rules booklet for this series, and One Exclusive Rules booklet for this title. 1 vol, 4 pgs
2014 CA, DECISION GAMES
NEW-softcover, available early April 2015 ......$25.00
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1-DG1632
TANNENBERG: East Prussia, August 1914
In August 1914, two Russian armies, Rennenkampf's First and Samsonov's Second, invaded the German province of East Prussia. The lone German army there, Hindenburg's Eighth, had to rely on interior lines and railroads to concentrate against each Russian army in turn. This game focuses on the southern half of the campaign, with the northern half factored into the victory conditions. Those victory conditions vary with the strategic options chosen by each player so neither knows the other's intent.
Tannenberg uses a modification of the Fire & Movement game system. Developed to portray the mechanized battlefields of a later generation, F&M stresses the use of rapidly-concentrated fire support to generate breakthroughs, followed by a rapid penetration by mobile reserves. In 1914, although railroads allowed the rapid shifting of forces on a large scale, no one moved faster than a man on foot on the battlefield, making exploitation ineffective.
However, here both players have hidden movement, allowing them to concentrate in unexpected locations to surround and destroy isolated enemy units. The clumsy and inflexible fire support is represented by the artillery brigades available to division and corps commanders. It must be brought to the point of decision, then supplied to give it the firepower to affect the fighting.
The historical outcome at Tannenberg was the destruction of Samsonov's army, but it need not have been so. Both players have options and can achieve decisive success. The player who makes the better choices, and backs his strategy to the hilt, will emerge the victor.
Game Contents: 17x22-inch map, 100 die-cut counters, One Standard Rules booklet for this series, and One Exclusive Rules booklet for this title. 1 vol, 4 pgs
2014 CA, DECISION GAMES
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1-DG1633
SUEZ 1916: The Ottoman Strike
The Suez Canal was essential to British strategic communications and trade in the Great War, as well as being an important political symbol. In August of 1916, the Ottoman Empire sent an expeditionary force, which included contingents of Germans and Austro-Hungarians, against the canal. While the British were expecting an attack, the Ottomans gained tactical surprise by attacking at night. If the Ottoman attack had succeeded, Britain's prestige and warmaking capacity would be severely damaged.
Suez 1916 uses the Fire & Movement system. The movement and combat systems are designed around the realities of mechanized warfare, giving motorized and/or specially-trained units clear advantages. Players can augment units at the instant of combat with support fire, provided by weapons ranging from mortars through cannon and light ground attack aircraft to heavy bombers. A seemingly predictable assault can be overturned at the last minute by heavy defending fires, while even small units may develop tremendous offensive punch with the assistance of a heavy bombardment. Winning the battle is a matter of maneuver, firepower and asset management.
The historical battle was a touch-and-go affair, ending with the British pushing the Turks just far enough to keep the canal safe. The British have the stronger force, but the Central Powers has the advantages of surprise, initiative, and strong artillery support. The player who best utilizes his strengths and is prepared to capitalize on opportunities will prevail.
Game Contents: 17x22-inch map, 100 die-cut counters, One Standard Rules booklet for this series, and One Exclusive Rules booklet for this title. 1 vol, 4 pgs
2014 CA, DECISION GAMES
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1-DG1634
GAZA 1917: Gateway to Jerusalem
By early 1917 British Empire forces had pushed the Ottoman Turks out of the Sinai to a line near Gaza. If the British could break that line, it would open the road to Jerusalem, and after that Damascus. A hastily prepared attack in March was repulsed. After a month spent bringing forward artillery and supplies, the British were ready to try again, going over the top on 17 April.
Gaza 1917 uses the Fire & Movement system. The movement and combat systems are designed around the realities of mechanized warfare, giving motorized and/or specially-trained units clear advantages. Players can augment units at the instant of combat with support fire, provided by weapons ranging from mortars through cannon and light ground attack aircraft to heavy bombers. A seemingly predictable assault can be overturned at the last minute by heavy defending fires, while even small units may develop tremendous offensive punch with the assistance of a heavy bombardment. Winning the battle is a matter of maneuver, firepower and asset management.
Historically, the Turks eked out a victory, but it was a close call. In this game, the British have numbers, quality, and firepower on their side, while the Ottomans have excellent defensive positions, superior leadership, and time. The player who best utilizes his strengths and is prepared to capitalize on opportunities will prevail.
Game Contents: 17x22-inch map, 100 die-cut counters, One Standard Rules booklet for this series, and One Exclusive Rules booklet for this title. 1 vol, 4 pgs
2014 CA, DECISION GAMES
NEW-softcover, available early April 2015 ......$20.00
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1-DG1635
SHANGHAI INCIDENT: Japan vs. China
A faction of the Japanese military had been looking for an excuse to extend Japanese control deeper into the Chinese mainland. When several Chinese monks were beaten, this faction paid thugs to fan anti-Japanese activities in the Chinese sector of Shanghai. Seizing the 'opportunity,' a small force of naval infantry invaded Chapei, the all-Chinese northern section of the city of Shanghai. The Japanese had not counted on the quick reaction and effective fighting of the Nationalist Chinese forces from nearby Nanjing.
The initial Japanese thrust was thrown back quickly. It took repeated reinforcements over the next five weeks for the Japanese to push the Chinese out of the city and away from the Huangpo and Yangtze Rivers. Shanghai would become a major springboard for further Japanese advances, but the battle had taken its toll. This game covers those five weeks of fighting.
Shanghai Incident uses the Fire & Movement system designed around the realities of mechanized warfare, giving motorized and/or specially-trained units clear advantages. Players can augment units at the instant of combat with support fire, provided by weapons ranging from mortars through cannon and light ground attack aircraft to heavy bombers. A seemingly predictable assault can be overturned at the last minute by heavy defending fires, while even small units may develop tremendous offensive punch with the assistance of a heavy bombardment. Winning the battle is a matter of maneuver, firepower and asset management.
The Japanese military has greater overall skill and firepower, although the Chinese have two German-trained divisions. Both players have manpower limitations that are eased only when the Japanese player calls a pause to his offensive. Both sides therefore have to weigh time and space against numbers. The player who strikes the best balance will emerge the victor.
Scale: Players: 2; Level: Regiment; Hex: .625 miles (1 km)
Game Contents: * 17x22-inch map * 100 die-cut counters * One Standard Rules booklet for this series * One Exclusive Rules booklet for this title 1 vol, 4 pgs
2016 CA, DECISION GAMES
NEW-pb, available late May 2016 ......$20.00
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1-DG1636
EL ALAMEIN: Wargame
In August 1942, Erwin Rommel, the 'Desert Fox,' had just completed his masterpiece of the desert war, breaking the British Eighth Army at Gazala, capturing Tobruk, and driving deep into Egypt. The British reformed near El Alamein, just 90 miles from Alexandria.
After the repulse of a hasty attack in mid-July, Rommel orchestrated a more careful assault for the end of the month. His mobile troops were to swing wide into the desert to flank the British line and unhinge it. Eighth Army was waiting, forewarned by ULTRA intercepts. Its new commander, Bernard Montgomery, arrayed his armor along the ridge of Alam el Halfa. The German assault would pit the tactical finesse of Afrika Korps against greater numbers of tanks and guns. A German victory might complete the clearance of North Africa; a British victory could spell the end of Afrika Korps.
El Alamein uses the Fire & Movement system designed around the realities of mechanized warfare, giving motorized and/or specially-trained units clear advantages. Players can augment units at the instant of combat with support fire, provided by weapons ranging from mortars through cannon and light ground attack aircraft to heavy bombers.
A seemingly predictable assault can be overturned at the last minute by heavy defending fires, while even small units may develop tremendous offensive punch with the assistance of a heavy bombardment. Winning the battle is a matter of maneuver, firepower and asset management.
Game Contents: 17x22-inch map, 100 die-cut counters, One Standard Rules booklet for this series, and One Exclusive Rules booklet for this title.
Level: Brigade/Regiment; Hex: 1.5 miles (2.4 km) 1 vol, 4 pgs
2016 CA, DECISION GAMES
NEW-folio, available mid February 2016 ......$20.00
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1-DG1638
Battles For The Galactic Empire
Battles for the Galactic Empire (BFGE) is a two-player game set in the Struggle for the Galactic Empire universe. Players attempt to outwit and outplay their opponent to achieve victory by scoring Chaos points through control of the six regions in the sector. Control of the regions is determined by skillful deployment of space fleets, action chit play, and tactical choices during combat.
Players build their fleets choosing among six types with varying capabilities including military, morphogenetic (ability to convert opposing forces to the friendly side), and deployment/movement options. They pick chits randomly from five categories to enhance movement, tactical and build abilities, recruit special units, and disrupt opponent's plans. 1 vol, 4 pgs
2016 CA, DECISION GAMES
NEW-pb, available mid July 2016 ......$20.00
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1-DG1716
MIG ALLEY: Air War Over Korea 1951
MiG Alley is a two-player game covering the air battles over North Korea in 1951. One player controls the UN forces and must carry out a series of bombing raids to knock out key targets in North Korea. The other player controls the communist forces, including masses of the new MiG-15 jet fighters, and attempts to inflict prohibitive losses on the UN.
The game uses the Air Wars series rules. Aircraft are rated according to historical type. Fuel consumption is factored into the plane types, so a player must manage the available forces to ensure enough combat power is ready when needed. Each player has a unique set of campaign cards generating movement, combat bonuses, historical events, and reinforcements. Playing the right card at the right time is crucial to winning. Level: Air Group.
Game Contents: * 11x17-inch map * 40 die-cut counters * 18 mini cards * Scenario Instructions * Four page rule booklet 1 vol, 4 pgs
2015 CA, DECISION GAMES
NEW-softcover, available early December 2015 ......$13.00
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1-DG1717
SUEZ 1956: Anglo-French Intervention
Suez 1956 places you in command of British, French, and Israeli forces in Operation Musketeer, the invasion of Egypt. The historical objective was to regain control of the Suez Canal and potentially remove Egypt's President Nasser. Your mission is to achieve those objectives while avoiding the political debacle that marred the actual event.
The game uses the Cold War Blitz series rules, a solitaire game system. You command the allied units, and have a deck of cards to enhance your unit capabilities. A second deck of cards, drawn randomly one at a time, controls Egyptian (OPFOR) activities. Combat is resolved with a quasi-tactical system with opposing units firing at one another. The game ends after the last turn, but you control when that is through the judicious play of your cards (the OPFOR cards can affect it too). Scale: Level: Brigade and Hex: 14.5 miles per inch
Game Contents: * 11x17-inch map * 40 die-cut counters * 18 mini cards * Scenario Instructions * Four page rule booklet 1 vol, 4 pgs
2015 CA, DECISION GAMES
NEW-softcover, available early December 2015 ......$13.00
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1-DG1718
KHE SAHN 1968: Marines Under Siege
Khe Sanh 1968 places you in command of United States and South Vietnamese (ARVN) forces in the campaign to relieve the USMC firebase at Khe Sanh during the Vietnam War. The historical campaign was something of a race against time as the US high command feared that the North Vietnamese were going to attempt to overrun the base. All resources put into the Khe Sanh fight, however, were subtracted from those available to deal with the Tet Offensive elsewhere. Your mission is to extract maximum communist losses while minimizing the allied effort.
The game uses the Cold War Blitz series rules, a solitaire game system. You command the US and ARVN units, and have a deck of cards to enhance your unit capabilities. A second deck of cards, drawn randomly one at a time, controls communist (OPFOR) activities. Combat is resolved with a quasi-tactical system with opposing units firing at one another. Scale: Level: Regiment-Brigade and Hex: 260 yards per inch.
Game Contents: * 11 x 17' map * 40 die-cut counters * 18 mini cards * Scenario Instructions * Four page rule booklet 1 vol, 4 pgs
2015 CA, DECISION GAMES
NEW-softcover, available early December 2015 ......$15.00
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1-DG1721
MANSFIELD: Crisis in the Pine Barrens
In early 1864, Union Gen. Nathaniel Banks led a small army up Louisiana's Red River. His objective, in conjunction with an overland campaign through Arkansas, was the Confederate Trans-Mississippi capital at Shreveport. Poor coordination of the two columns enabled the Confederates to concentrate their slender resources against each in turn. Banks was first, and in early April his spearhead was hit near the crossroads of Mansfield. Historically, the Union forces, strung out on the march, were routed piecemeal, but the battle could have gone the other way.
Mansfield uses the simplified QuickPlay version of the Musket & Saber system of warfare during the muzzle-loading era. Combat is based on unit quality rather than raw numbers, and rewards use of historical tactics. All units are susceptible to rout when weakened, so players must maintain reserves. Leaders enhance unit capabilities. Winning the battle depends on deployment, thoughtful maneuver to concentrate at the key points, the proper coordination of arms, careful use of leaders and special units, and an understanding of the strengths and weaknesses of each army.
Scale: Players: 2; Level: Brigade; Hex: 440 yards
Game Contents: * 11x17-inch map * 40 die-cut counters * Scenario Instructions * Four page rule booklet 1 vol, 4 pgs
2015 CA, DECISION GAMES
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1-DG1728
RED EAGLES: Air War over the Kuban Peninsula 1943
Red Eagles: Air War over the Kuban Peninsula, 1943. The Red Air Force challenged the Luftwaffe in a series of air battles over the Kuban Bridgehead in early 1943. The lessons learned by the Soviet airmen would help them gain air superiority on the Eastern Front later that year.
This is a two player game in the Air Wars series. Units represent one or more Soviet air regiments or German Gruppen. Aircraft include IL-2 Sturmoviks, Lend-Lease P-39s, Bf-109s, He-177s, and more. Bombing missions are needed to take out ground targets, while fighters fly escort or interception missions. The map covers the area from Rostov to Sevastopol.
Each player has a set of cards providing additional capabilities, improved logistics, and special orders from the high command. Victory goes to the player hitting the right targets and protecting friendly assets.
Game Contents: One 11x17-inch map, 40 die cut counters, 18 Campaign Cards, and four page system rule booklet plus exclusive scenario rules. 1 vol, 4 pgs
2019 CA, DECISION GAMES
NEW-softcover, available late April 2019 ......$15.00
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1-PWAR089
PAPER WARS: Issue 89 - Burning Mountains
Burning Mountains is a simulation game about the Spring 1916 Austro-Hungarian offensive on the Italian Front, aimed to drive to the Veneto plain, west of Venice, cutting off the front in Friuli and along the Isonzo river, where most of Italian Army where deployed. A little-known WW I battle, it could have changed the balance of the war. It's an attrition battle, where the mountainous terrain will channel the AH efforts. A race against the time, while the Italian reinforcements hurry up to close the ever widening gaps. One player controls the Austro-Hungarian forces, the other the Italian forces. Each player attempts to achieve, or maintain, geographical objectives to attain the victory.
Product Information: * Complexity: 1-10 (high): 4 * Solitaire Suitability: 1-10 (high): 8 * Time Scale: 2 Days per Game Turn * Map Scale: 2 km per hex * Unit Scale: Brigades and some Regiments * Players: 2 * Playtime: 7 hours 1 vol, 64 pgs
2018 US, COMPASS GAMES
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1-PWAR091
PAPER WARS: Issue 91 - Jihad: The Rise Of Islam 632-731 A.D.
JIHAD! is a game type simulation of the first century of the Islamic expansion after the death of Mohammad, the Prophet and rounder of the Islamic religion. During this period the holy war of conquest and religious conversion of non-Arab peoples were the mainsprings of Islam and the Arabs progressed from a religious force to a secular great power. JIHAD! covers these events on a grand strategic scale with each turn representing 5 years and military units representing entire armies.
The game is for one or two players with one player controlling the Islamic forces and the other controlling all of the various opposing forces including the Byzantines, Persians, Berbers, Franks, Goths, Kaazars, Sinds, and Turks. Players alternate recruiting forces, engaging in religious conversion, moving their forces, and engaging in combat. The objective of the game is for the Muslim player to at least duplicate the conquests of Islam over the historical time frame while for the opposing player the object is to prevent that level of advance by Islam.
Product Information: * Complexity: 1-10 (high): 5 * Solitaire Suitability: 1-10 (high): 9 * Time Scale: 5 years per turn. * Map Scale: 270 kilometers per hex. * Unit Scale: Armies. * Players: 1-2. * Playtime: 2-3 hours. 1 vol, 4 pgs
2019 US, COMPASS GAMES
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1-PWAR092
PAPER WARS: Issue 92: Pitt's War
Pitt's War simulates the epic struggle between United Kingdom and France from the beginning of the French Revolution to the end of the French Empire at Waterloo (1792-1815) on a map with zones covering Europe and the Levant. Each turn is worth a year with a fair and a bad weather impulse. Combat units are multi step historical armies with elite corps and main generals. Includes 130 event markers to simulate easily the essence of that period.
One player controls the French forces and the other one controls United Kingdom and her allies to gain predominance over Europe. Because of the low density of counters and low complexity rules, players are able to end a full game in less than 10 hours for the full campaign. The game also provides two scenarios to cover the Republic period and the French Empire.
Product Information:
* Complexity: Low * Solitaire suitability: Medium * Time scale: 1 year per turn * Map scale: One province per area * Unit scale: Armies and corps * 1 Map * 228 counters 1 vol, 64 pgs
2019 US, COMPASS GAMES
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1-PWAR099
PAPER WARS: Issue 99 - Assault on Tobruk, Rommel Triumphant, 20 June, 1942
Wargame: Assault on Tobruk, Rommel Triumphant, 20 June, 1942, designed by Stephen Newberg
The map cover the entire fortress of Tobruk pat its perimeter strong points in hexes equaling about 670 meters across. Double impulse turns represent two hours and most units are of company size. Seven scenarios are provided; one of the historical action and the other six 'what if' examining the various effects of improved Allied command control, tactics, and artillery coordination, as well as various alternate attack plans for the Axis forces. Low complexity.
From march to December of 1941 the forces of Rommel's Afrika Korp surrounded the Allied held fortress port of Tobruk on the Libyan coast of North Africa, but were unable to subdue it. On the 20th of June in 1942, Rommel got another chance at a cut off Tobruk as the Allies retreated from the loss of the Gazala line battles. This time Tobruk fell, and it did so in a swirling action lasting less than a single day. 1 vol, 64 pgs
2021 US, COMPASS GAMES
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2-ST140
S&T #140:OBJECTIVE TUNIS
1 vol, 64 pgs
1991 CA, WORLD WIDE WARGAMES
NEW-magazine no GAME ......$4.00
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1-ST195
S&T #195:BORODINO & FRIEDLAND
Contents: Friedland to Borodino, 1807-12 W. Gray Korea 1950-51 J. Miranda Commonwealth Div. in Korea B. Train FYI Editors Simulation: Borodino & Friedland W. Dippel & J. Werth 1 vol, 54 pgs
2001 CA, DECISION GAMES
V.GOOD-softcover unpunched, (1) copy available ......$25.00
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1-ST233
S&T #233:DAGGER'S THRUST
RULES:Dagger's Thrust-Montgomery or Patton acrossthe Rhine in 1944, what if's; Airland Battle ofthe Bulge; The Chimurenga War 1966-1980; GeorgeHenry Thomas 'Rock of the Union' 1 vol, 62 pgs
2005 CA, DECISION GAMES
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1-TPS11
TURNING POINT SIMULATIONS # 11: Blenheim 1704 AD
British, Dutch, Austrians, Prussians, Danes, and various German allies on one side and French, Bavarians, and Irish fighting for Louis on the other. Each unit in the game represents one brigade with each combat strength point around 400 men or 200 horses. One hex on the map equals 400 meters. A turn represents around one hour of action and the game can last up to 7 turns.
The Battle of Blenheim includes: One full color 11x17-inch mounted mapboard; 176 full color large 5/8-inch die-cut counters; and 12-page Rulebook. Skill Level: Medium. 1 vol, 12 pgs
2019 US, AGAINST THE ODDS
NEW-box, available mid October 2019 ......$40.00
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1-249490
Allen, Kip; Edward Curran, Irad Hardy, Tom Walczyk, and John Young BLUE AND GRAY I & II DELUXE: Boxed Game
Consists of the original eight games from the SPI Blue and Gray I & II Quadrigames. The battles depicted are Shiloh, Antietam, Fredericksburg, Chancellorsville (Hooker & Lee), Gettysburg (Cemetery Hill), Chickamauga, Chattanooga, and The Battle of the Wilderness. Mechanics used are based on the Borodino/Napoleon at Waterloo system. Terrain is a significant factor, with everything from rolling farmland to untracked wilderness represented. Rules for night turns are also provided. A standard set of rules are used, common to all eight games, while each game also has its own set of exclusive rules, historical set-ups, and player and design notes-all from the original SPI games. Features new artwork, double-sided mounted game boards, enlarged counters, player aid cards, numerous optional rules gleaned from other game editions, and new variant counters and markers for use with several variants from Moves and Strategy & Tactics magazines. Can be played with two players, games take 1-2 hours, unit scale is regiment to division, and solitaire suitability is high. 1 vol, 1 pgs
2025 US, DECISION GAMES
NEW-box, special pricing, only one available ......$140.00
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1-COM1131
Anderson, Kerry THE BATTLE OF ARMAGEDDON
A 2 to 6 player game dealing with the final battle as foretold in the Bible prophecies as the armies of the world will fight the final battle and that without divine intervention, no life shall be saved. The game brings together the forces of the World into the ultimate battle for control of the Earth. Six battle games are included which allow 2-3 players to play an hour-long game.
Players are forced to adjust their strategy depending on rapidly changing conditions as dictated by the event cards. Combat is bloody, yet managed quickly and decisively through the battle dice. Players must manipulate allies and opponents to achieve the goal of capturing the Holy Land.
Product information: Complexity: 5 out of 10; Solitaire Suitability: average; Time Scale: 1 Turn = 1 Week; Map Scale: 100 km per hex ; Unit Scale: armies of varied size; Players: 2 to 6 players; Playing Time: 2 to 4 hours.
Components: One mounted 19x33-inch game board; 216 large counters (5/8-inch playing pieces); 149 playing cards; Rules booklet ; 6 scenarios and a Campaign Game; Four battle dice (1 blue, 3 white); Game box. 1 vol, 1 pgs
2021 US, COMPASS GAMES
NEW-box ......$69.00
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1-LEG2103
Bailey, Godfrey HILL OF DOVES: The First Anglo-Boer War 1880-1881
Solitaire boardgame in which the player controls An Imperial British Army at war with a programmed non-player Transvaal Republican Army in 1881. The British army's aim is to win the war by controlling the area known as Laing's Nek which lies on the border between Natal and the Transvaal. The British army has up to 12 weeks to achieve this, failing which, the Boers will win the war.
The player follows the instructions on the Sequence of Play cards aided by the step marker and the Set-up Card. If any battles are to be fought the player will be referred to the Tactical Deck or the Ambush Deck to resolve the battle and then the player will be prompted to return to the Operational Deck to continue the war.
The game plays at the strategic, operational and tactical levels on three boards simultaneously. There are three phases to the game which are detailed on the Sequence of Play Cards. The Operational Phase is the heart of the game and represents a seven-day cycle, with a Strategic Phase being referred to at the end of each Operational Phase to resolve situations occurring during the week just passed. A Tactical Phase represents a variable number of hours being referred to each time the British carry out an assault. 1 vol, 1 pgs
2012 US, LEGION WARGAMES LLC
NEW-box, available mid July 2022 ......$80.00
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1-COM1091
Balkoski, Joe The Korean War: June 1950 - May 1951
Remastered and revised version of the two-player operational-level game first published in 1986 that covers the first year of the Korean conflict, from June 1950 to May 1951. Includes 'super-sized' map and counters.
Product Information: Complexity: 7 out of 10 Solitaire Suitability: 6 out of 10 (landing options; no hidden units) Time Scale: one month per turn Map Scale: 7.5 miles per hex Unit Scale: Battalions, regiments, brigades and divisions Players: one to two, best with two or more Playing Time: 4-8 hours depending upon scenario, 20+ hours for campaign Components: Four map sheets (42.5x71-inch overall map dimension) Three countersheets (9/16-inch size) Rules booklet with updated Historical Notes Two charts and tables booklets One 10-sided die Box and Lid 1 vol, 1 pgs
2021 US, COMPASS GAMES
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1-ATO036
Berg, Richard AGAINST THE ODDS #36 - Defeat into Victory
This issue's unique offering begins with the end of the monsoon season in 1944, where the strategic situation in Burma had changed. While Japanese fortunes had declined precipitously elsewhere, the build-up in Allied forces along the Burma/India border did not go unnoticed.
Determined to pre-empt any Allied attack, the Japanese launched an offensive of their own in May, the largest they ever launched outside of China, against the Allied positions in and around Imphal and Kohima. The battles that raged among the jungles and mountainous hillsides of the Indian and Burma frontier, and the subsequent Allied victory that followed in July, marked a fundamental and permanent shift in the war.
The Allied offensive in March 1945 was one marked by extensive planning and preparation, as well as bold and daring maneuvers that not only took the Commonwealth and Indian forces across the Irrawaddy River to Rangoon, but crushed the defending Imperial Japanese Burma Area Army.
Defeat into Victory, by designer Paul Rohrbaugh, covers this neglected aspect of WWII history, using a very interactive and easy to play (chit-pull activation system) design. The game map stretches from Dimapur in the north to Rangoon in the south. Rules cover supply (a crucial aspect in terrain that was among the most inhospitable of the war), various types of combat (fire, maneuver and assault), as well as morale and leadership. Rules also include random events (that simulate the effects of battles and decisions by higher-ups elsewhere), weather, Japanese suicide tank attacks (human combat destruction squads) and changing war goals. 1 vol, 60 pgs
2012 US, AGAINST THE ODDS
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1-ATO044
Berg, Richard AGAINST THE ODDS # 44: Vercingetorix
His father's name was Celtillus, of a noble family and a chief of the Averni tribe of Gauls -- a people with a remarkably sophisticated civilization and tradition as warriors and craftsmen, but fiercely resistant toward having a ruler at beyond the tribal level. Celtillus tried to assert authority to organize and ally the disparate tribes against Roman incursions, but tradition and habit were against him and he was killed by his own people.
But strife with Rome worsened, and his son elected to try again for tribal unification to survive against the two threats of voracious Rome and ambitious Julius Caesar. The son negotiated, inspired, made alliances, and finally took on the traditional title of Vercingetorix (supreme warlord) denied his father. He bore the title so well that people today think of it as his name (which we do not know). No other Gaul ever bore the title again.
ATO #44 offers Vercingetorix, a new game by designer Richard Berg, that challenges players to unify Gaul in and around the 1st Century B.C.E. From 2-4 players compete for power in all three of the main Gallic areas. The Romans and Germans are NOT active players, but introduced with random and temporary control to interfere with active player intentions.
Players draw chits each turn to improve their holdings, begin campaigns, or obtain more tribal allies. Or, they may draw surprising 'Opportunity' chits that allow them to interfere with other players' turns and even launch revolts that could suppress Roman activities and elevate player esteem.
One full color 22x34-inch mapsheet, over 325 assorted full color die-cut counters, 10 pages of rules, 1 page of charts and tables, Low Complexity, Low Solitaire suitability. Game length varies with number of players. Playing time: 3 to 4 hours.
Magazine includes articles on Roman 10th Legion, Reinforcements in Conflict Simulation Design, Mapping Gaul, Leadership: Story of Lloyd Fredendall, Designer Profile: The Pantzooka Man, and more. 1 vol, 60 pgs
2015 US, AGAINST THE ODDS
NEW-ziplock bag ......$40.00
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1-TPS06
Berg, Richard TURNING POINT SIMULATIONS # 06: Chalons 451 AD
Now, you can apply those multi-faceted armies against each other in a way that really shows off their diversity. Our Chalons game uses full-sized cards for each unit (rather like our Arbela game by the same designer). Each card has all the information you need for movement, activation, combat, and morale.
Players set up their best available deployments to execute their strategies and win the game (if the gods of fortune smile!). Your leaders allow activations and assist in combat. Some troops may make choices other than what the commanders might have wished (and that can work out well or otherwise). It's all part of presenting this chaotic game in a timely and playable fashion.
Chalons comes with full-sized, coated playing cards, a sheet of information counters, playing field diagram, dice, and rules. A full battle will last 60 to 120 minutes. Then you can swap sides and try it again! Skill Level: Easy.
The Battle of Chalons includes: Over 60 large colorful playing cards; 48 full color, large 5/8-inch die-cut counters; 12-page Rulebook; One hill terrain display. 1 vol, 12 pgs
2019 US, AGAINST THE ODDS
NEW-box, available mid October 2019 ......$40.00
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1-914032G
Bey, Frederic VAE VICTUS BOARD GAME #32: Wattignies 1793
At the end of summer 1793, the French thwarted the English Army's attempted siege of Dunkerque by their victory at Hondschoote on their Hanoverian allies. This setback did not disrupt the plans of Austria's Prince of Coburg. With the Austrian Army, he lay siege to Maubeuge, one of the last citadels protecting the border from northern France. It could not hold out long.
Jean-Baptiste Jourdan, the new commander of the Army of the North, spurred on by Lazare Carnot, prominent war minister for the Committee of Public Safety, quickly assembled 45,000 troops to clear the area. On October 15, 1793, the French launched disjointed attacks and were unsuccessful.
The next day, the French concentrated their attack on their right wing, toward the village of Wattignies, whose seizure would force the Austrians to retreat. Fog concealed their initial efforts and Carnot took the village. The Prince of Coburg feared for the survival of his army and prudently ordered their retreat as the French commanders had expected. The siege of Maubeuge was lifted and the Coalition was once again defeated by the troops of the young French Republic.
Scale: Units: Brigades, regiments or battalions 1 strength point equals 500-1000 infantry, or 300-600 cavalry Map : 600 meters per hex Turn : 90 minutes Complexity : 6/9
Game Components: One 59 x 41 cm map 216 die-cut counters and markers One booklet of rules Two player aid cards 1 vol, 24 pgs
2022 FRANCE, CERIGO EDITIONS
NEW-softcover ......$38.00
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1-914036G
Bey, Frederic VAE VICTUS BOARD WARGAME: Two Years of Glory
Redesigned and significantly revised versions of four wargames covering battles that determined the outcome of the Prussian and Polish campaign from 1806 to 1807: Jena (14 October 1806), Auerstedt (14 October 1806), Eylau (8 February 1807), and Friedland (14 June 1807). Contains 11 scenarios: five historical, three hypothetical, and three adapted for competition.
Units: 1 strength point equals 400 infantry, 300 cavalry, 4 or 6 cannons Scale: regiment or brigade Complexity : 7 / 9
Game Components: * 2 maps 59 x 41.6 cm and 1 map 83 x 59 cm * 648 die-cut counters and markers * 2 rulebooks (French/English) * 2 booklets including ten scenarios (French/English) * 2 deployment tables * 1 player aid 1 vol, 24 pgs
2024 FRANCE, CERIGO EDITIONS
NEW-pb, available mid July 2024 ......$59.00
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1-914041G
Bey, Frederic VAE VICTUS BOARD GAME #41: Fields of Battle II
Second volume of the new edition of Fields of Battle takes us from the end of the Roman Republic to the beginning of the Empire. Covers the wars against Mithridates VI Eupator the King of Pontus, the conquest of Gaul by Caesar, the civil wars of the First and Second Triumvirates, and the wars against Parthia.
Largely inspired by an English rule for miniatures called De Bellis Multitudinis, many battles of antiquity can be fought with between 20 to 30 counters per side. Six army lists and five scenarios: Chaironeia (86 BC.), Bibactre (58 BC), Pharsalus (48 BC), Philippi (42 BC), and Taurus (39 BC).
Game components: * One 59 x 41 cm map * 216 die-cut double-sided counters * One rulebook including scenarios * Two sheets of overlays to be cut * One color player aid 1 vol, 24 pgs
2024 FRANCE, CERIGO EDITIONS
NEW-pb, available mid August 2024 ......$38.00
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1-914042G
Bey, Frederic VAE VICTUS BOARD GAME #42: Avec Infini Regret IV French Wars of Religion, 1562 - 1598 -- The Battles of Jarnac 1569 and Arques 1569
Jarnac: March 13, 1569 The Protestant rearguard led by Admiral de Coligny is threatened by the entire Catholic army crossing the Charente near Jarnac. The heavily outnumbered Huguenots put up a desperate fight. Threatened with being turned on their right, the Protestants retreated in good order. Conde, at the head of 300 lances, threw himself into the battle to delay the enemy's advance. The gendarmes only managed to push the Catholics back for a short time. At the height of the charge, Conde was unhorsed and immobilized -- he handed his sword to a Catholic gentleman as a sign of surrender. In control of the battlefield, the Royal Army was unable to capitalize on this victory.
Arques: September 21, 1589 Henri IV is waiting near Dieppe for reinforcements and money from England. The Ligueurs, led by the Duke of Mayenne, wish to prevent this landing and attack the royal troops entrenched at the junction of two valleys. The Ligueurs' attack, led by cavalry on the front and lansquenets on the left wing, broke through the Royalists' solid defenses. The latter counter-attacked and drove the enemy back to their original positions. With no way of breaking through the defenses, the Ligueurs withdrew, leaving the victory to the King.
Game components: * Two 59 x 41 cm maps (one printed front and back) * 216 die-cut counters and markers * 1 rule book including scenarios * 1 color player aid 1 vol, 24 pgs
2024 FRANCE, CERIGO EDITIONS
NEW-pb, available mid February 2025: Rules in English ......$38.00
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1-914043G
Bey, Frederic VAE VICTUS BOARD GAME #43: Sadowa 1866 -- Thunderclap in Bohemia
This game is the final battle in the series dedicated to the Bohemian War of 1866. A campaign system - that is available to download from the Publisher's website - allows you to link the first six battles (VaeVictis #157, 166, and 174) to create a situation potentially different from the historical one. If the Austrian forces had defeated the Prussian II Army and Sadowa had never existed, the decisive battle could have taken place at Gitschin.
Game Components: * One 59 x 41 cm maps * 216 die-cut counters and markers * One booklet of rules * Two scenarios * One player aid card 1 vol, 24 pgs
2025 FRANCE, CERIGO EDITIONS
NEW-pb, available late July 2025: Rules in English ......$38.00
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1-914167
Bey, Frederick VAE VICTIS # 167: NABIS, THE LAST OF THE SPARTANS
In 195 BC, Nabis -- the king of Sparta -- sees his diplomatic maneuvers collapse. The powerful Roman legions of the proconsul Titus Quinctius Flamininus invade Laconia, accompanied by troops of the Achaean League. Refugee in Sparta with his motley army, Nabis fights a last combat to try to save his city. The wargame replays this battle which begins with a confrontation on the open ground and extends into street fighting, where all tactical stratagems, including the arson of the city, are good for repelling the Romans.
Game Description: One turn: 30 min; 1 SP = 200 men; Map: one hex. = 200m; Complexity: 6/10; Solo play: 7/10; Duration of a game: about 2 hours.
ARTICLES:
Boardgames: * Nach Paris (VUCA Simulations) * Equatorial Clash (SNAFU Design) * Race to Bastogne (MMP) * Ultima Ratio Regis (Ignacio Torres Siles) * Downfall of Empires (Shakos)
Hobby: * Les jeux de guerre a l'honneur au sein des armees * Que choisir : les kamikases dans les jeux * Des etudiants s'invitent au combat * Les nouveautes Warlord
Figurines: * Art de la Guerre : la cavalerie a travers les ages 2e partie * Operation Dragoon - La bataille pour Toulon, 1944 * Kings of War Historical (Mantic Games) * Triumph! (Washington Grand Company) * Saga Alexandre (Studio Tomahawk) * Scenarios Austerlitz
Scenarios * Russie 1942 pour ASL * Sicile 1943 pour M44
News and Rules: * Fighting the Dragon * Armoured Storm * Battlegroup Westwall * Team Yankee Red Dawn * Leipzig
Art of War: * La bataille de Velikie Louki 1942-1943 * 1859, l'autre campagne d'Italie * Guerre en Ukraine (1re partie) 1 vol, 84 pgs
2023 FRANCE, CERIGO EDITIONS
NEW-pb, available late April 2023 [French text. Rules in English] ......$28.00
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1-COM1078
Beyma, Rob THE WAR FOR THE UNION: Designer's Edition
The War for the Union is a strategic level simulation of the American Civil War. It is the long awaited 2nd edition of the game originally published in 1992. Players command the Union and Confederate forces that fought from 1861 to 1865. The map runs from southeastern Texas to the Atlantic and from Harrisburg, PA to southern Florida. The new map is 34x44 inches to accommodate larger counters. Atlanta and Pensacola are now in the Western Theater. Terrain types include forests, rough, swamps, bayou, mountain hexsides, river hexsides (tidal, navigable, and minor), lakes, bluffs, and major and minor cities.
Ground units include infantry and cavalry strength points. Quality varies from Militia (worst) to Volunteers to Veterans (best). There are about 5,000 men per strength point. There are corps and army leaders and a few division leaders. Leaders have a Command Rating which indicates how many strength points (SPs) they can command, a Battle Rating (combat DRM), and a Movement Factor which also affects their force march DRM. Union militia recruits now have 3 MPs but a very poor force march DRM. There are seagoing and riverine naval units, including ironclads. There are also river transports which are very valuable to the Union player in developing campaigns along rivers. Since the Confederates cannot use sea movement, the Union sea movement capability is somewhat abstracted.
The quality of the armies, particularly the Union, improves as the war progresses. The Confederate player starts out with a small qualitative advantage but the Union catches up by the spring of 1863. The Confederates also have better leaders early in the war but the Union gets more and better leaders as the war progresses. Army counters, such as the Army of the Potomac and the Army of Northern Virginia, are central to the play of the game. Armies enable more efficient use of strength points, leaders, and supply.
Details: * Complexity: 6 out of 10 * Solitaire Suitability: 8 out of 10 * Time Scale: 1 turn = 1 month * Map Scale: Approximately 22 miles per hex * Unit Scale: Approximately 5,000 men per strength point * Number of Players: 2 to 4 plus solitaire * Playing Time: An hour for an introductory scenario, an evening for a 1 year scenario, and a weekend for the Campaign Game
Components: * 2 maps - each at 22x34 inches * 3-1/2 sheets of 9/16-inch counters * 1 deck of 25 Tactical cards * 2 reinforcement schedules - 1 each for North and South * 2 identical Terrain Effects cards with additional charts/tables * 2 identical Combat Results Table cards with additional charts/tables * 1 rulesbook * 1 scenario book * 2 ten-sided dice * 1 box and lid set 1 vol, 1 pgs
2018 US, COMPASS GAMES
NEW-box ......$95.00
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1-COM1144
Beyma, Robert OCEANS OF FIRE: WWII Pacific Wargame
Area movement, strategic simulation of the Pacific Theater of Operations in World War II with an operational feel. Players command the Japanese, American, and British Commonwealth naval, air, and ground forces that fought in the Pacific and Southeast Asia. The Netherlands forces that fought in the Dutch East Indies and the Chinese forces that fought in Burma are also included. The map runs from India to the west coast of the United States and from the Aleutians to Australia. The game may be played with either two or three players. In the three-player game, a second Allied player commands the Commonwealth, Dutch, and Chinese forces.
Contains five scenarios: Introductory Solomons Islands; One-turn Midway; Two-turn Tournament Guadalcanal; Three-turn Japanese Expansion; and Eight-turn Campaign Game.
Product Information:
* Complexity: 7 out of 10 (Medium to High) * Solitaire Suitability: 7 out of 10 (Medium) * Time Scale: 6 Month turns with Four Rounds per turn * Map Scale: Variable size areas * Unit Scale: Ground: Divisions and brigades; Naval: 1 to 4 ships, more for submarines and transports; Air: About 30 aircraft per air point * Players: 2 or 3 Players (can accommodate solitaire or team play) * Playing Time: Approximately 3 hours per turn; Intro Scenario - 2 hours; Short Scenarios - an evening; Campaign Game - a weekend.
Components:
* Combined 34 x 43-inch game map (two unmounted map sheets) * Two counter sheets of 1.5x.75-inch naval units and four 9/16-inch counter sheets of ground units, air units, and markers; 1080 counters in all * Deck of 67 Event cards * One Rulebook * One Scenario Book * One Naval Battle Board * Four Player Aid cards * Three Reinforcements cards * Three Force Pool cards * Three Carrier air displays * Four 10-sided dice * Box and Lid 1 vol, 1 pgs
2023 US, COMPASS GAMES
NEW-box ......$109.00
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1-956107
Birkett, Tony WORLD AT WAR #107: Stalingrad Relief, December 1942
Division/regiment-level game covering German efforts in December 1942 to open a supply corridor to German 6th Army and 4th Panzer Army units surrounded at Stalingrad. Rules are based on the Battles in the East series of games. The game mechanics are an evolution of the SPI classics Army Group South and Panzergruppe Guderian. These have been updated and incorporate later game mechanics, such as SPI/TSR/DG Cobra. Scale is 3-5 miles (5-8 km) per hex. Each game turn is 2 days. Most units are German regiments and brigades, Romanian divisions and regiments, and Soviet mechanized and tank brigades or infantry and cavalry divisions, with some specialty battalions and other formations. Contains 22 x 34-inch game map and a sheet of 176 5/8-inch counters. 1 vol, 62 pgs
2026 US, DECISION GAMES
NEW-pb, available early March 2026 ......$55.00
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2-COM044
Bishop, Dennis COMMAND # 44: Dark Victory & Second Front Now!
The Mexican assault on the Alamo. This game uses the Hougomont : The Rock of Waterloo system. A small group of Texans defend the fort of Alamo against the veteran army of Santa Ana. Victory is determined by how long the Texans can hold until they bite the dust as well as casualty level of the Mexicans. Includes 'dead markers' to indicate where soldiers have fallen. 1 vol, 60 pgs
1997 US, XTR PUBLISHING
V.GOOD-unpunched game supplement, no magazine ......$20.00
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1-COM1087
Bishop, Dennis SCHUTZTRUPPE: HEIA SAFARI, 1914-18 (Wargame)
Moderate complexity wargame that delivers an intriguing and detailed look at the East African Guerrilla war, 1914-1918. Contains detailed naval and supply rules, and a map and order of battle representing the authoritative treatment of the campaign. The overall game presentation is enhanced with a mounted game map and larger 9/16-inch counters.
Product Information: * Complexity: 6 out of 10 * Solitaire Suitability: 8 out of 10 (no hidden units) * Time Scale: 1 month per turn * Map Scale: 30 miles per hex * Unit Scale: Divisions * Players: One to two, best with two * Playing Time: up to 3 hours
Components: * Mounted 22x34-inch map * Three 9/16-inch countersheets (358 counters) * Rules booklet * Two order of battle displays * Two player aid cards * One 6-sided die 1 vol, 1 pgs
2024 US, COMPASS GAMES
NEW-box ......$69.00
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1-LEG1501
Bishop, Dennis TANGA 1914: Invasion of German East Africa
Often referred to as 'The Battle of the Bees,' the Battle of Tanga, an amphibious attack launched by British and Indian forces, established the burgeoning reputation of Colonel (later General) Paul von Lettow-Vorbeck as he successfully defeated the British-led attempt to capture German East Africa. Some 80km from the border of British East Africa, Tanga was sited on a high plateau in German East Africa, and was its busiest sea port as well as being the site of the crucial Usambara railway. Already the subject of gunboat diplomacy by a British warship on 17 August, Tanga had been spared from bombardment by an agreement extracted from the town's population to refrain from initiating local aggression.
However, the British subsequently changed their minds and ordered General Aitken to capture the German colony via a landing at Tanga in November 1914; it was to be the first major action of the war in German East Africa. Something of a fiasco from the start, Aitken's force of 8,000 insufficiently trained Indian reserves (from Indian Expeditionary Force 'B') were preceded by the inopportune arrival, on 2 November, of a British cruiser announcing the termination of the August agreement.
Components: One 22x34-inch map, 360 counters, 4 play aids, and 24-page rule book. 1 vol, 1 pgs
2015 US, LEGION WARGAMES LLC
NEW-box, available late March 2021 ......$54.00
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1-COM1030
Blanchett, Greg FALL BLAU: Army Group South, June to December 1942 (Wargame)
Medium complexity monster game uses the Victory in the West chit-pull system for determining strengths of certain units and provides a limited fog of war. Each turn covers 3 days. Scale is just over 10km (6.5 miles) per hex and basic units are divisions, with Soviet corps, brigades, and tank battalions as needed. Maps cover the area roughly from Kursk toward Baku with an accurate portrayal of the rail network at the time of the campaign. Nine scenarios in the game: six small and three major campaigns.
Components: * Three 22 X 34-inch maps * Two smaller maps * Three and a half Countersheets - approximately 980 counters (1/2-inch size) * One Rulebook * One Scenario book * Fourteen Player Aid cards with various Scenario Set-Ups, Tracks, Charts and Tables * One 10-sided dice * One Box and Lid set 1 vol, 1 pgs
2024 US, COMPASS GAMES
NEW-box, only one (1) available, first come first served ......$140.00
with a discount of 35% rct
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1-COM1135
Blanchett, Greg KHARKOV BATTLES: Before & After Fall Blau -- Wargame
Kharkov Battles uses the Fall Blau basic rules to cover the Second & Third Battles of Kharkov.
Stacking is 3 units per hex and combat out of a hex is restricted. Large units (mainly German divisions and Soviet corps) have Combat Ratings which pull a strength chit for combat. Typically only one unit with a strength chit may combat out of a hex along with all smaller units. Movement and Combat phases with Mobile Assaults for mechanized units during certain situations of movement. Combat keys off the defender's terrain and uses CRT column shifts for extras like air support, combined arms, fortifications, etc.
Combat results have some mandatory step losses, but the rest a player's choice on taking step loss or retreating. Advances after combat are along the Path of Retreat for non-mech units, but mech or cav units may deviate. Support Points are used to allow German supply to reach units for mechanized movement and attacks during turn. Support (for Axis attacks) is traced a number of hexes to a HQ and then a number of hexes to a road which leads to the source. Supply is just a general trace to a source.
Given the nature of the covered battles, this game has a shorter playtime and smaller space requirements making it an easier intro into the system used by Fall Blau. Included is a revised Terrain Effects Chart which should ease reference fatigue for either game.
An additional map is included which is made to mate with the Fall Blau maps, allowing players to combine the two games into one Grand Campaign to be played into March 1943. Also included are extra counters and reinforcement charts to allow for this possibility. There are four scenarios within the game: three independent and one which requires Fall Blau to play.
Independent Scenarios:
Second Kharkov (K)(Six Turns/Avg Time 90-120 min)- Soviet attack and German Operation Fridericus to reduce the Izyum Salient from 12-28 May 1942. Third Kharkov (L)(Six Turns/Avg Time 90-120 min)- German drive to retake Kharkov in March 1943. Operation Star Scenario (16 Turns/Avg Time 8 hrs)- Soviet drive for Kharkov and the Dnepr crossings from 2 February to 21 March 1943.
Fall Blau Scenarios:
January Campaign (J)(14 Turns/Avg Time 10 hrs)- Maps A & B - Soviet Little Saturn Operation has reached its high water mark and Popov's 5th Tank Army is about to launch attacks of its own. Wintergewitter has failed and Fourth PanzerArmee is conducting a fighting withdrawal - 26 December 1942 to 5 February 1943.
Product Information
Complexity: 5 out of 10 Solitaire Suitability: 8 out of 10 Time Scale: 1 turn = 3 days Map Scale: 1 hex = 6.5 miles or about 10km Unit Scale: Mostly Divisions, with Corps, Brigades and Battalions, as needed Players: 2 and solitaire Playing Time: Less than two hours for small scenarios and up to 80 hours for the extended Fall Blau campaign 1 vol, 1 pgs
2021 US, COMPASS GAMES
NEW-box ......$69.00
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1-COM1221
Blanchett, Greg SPRING PRELUDE: Second Kharkov, May 1942
Standalone game of the Second Battle of Kharkov (12-27 May 1942), the failed Soviet offensive to recapture Kharkov, and the subsequent German attack which produced the last great pocket of Soviet prisoners during the spring of 1942. Players will conduct operations as either Soviet Direction Commander Timoshenko or the German commander of Army Group South, von Bock.
The game utilizes the strength chit-pull mechanics originally from the Victory in the West series and further refined in its VCS series descendant. New rules cover how rain, mud, and swollen rivers played their part in the beginning stages. Stacking rules use relative unit sizes which are portrayed using white or gray dots. The addition of Headquarters will allow the Soviet command structure to feature in a more accurate way. Air missions are expanded to cover a few more options. Includes four scenarios: Northern Pincer, Izyum Salient, Aggressive Timoshenko, and Passive Timoshenko.
* Complexity: Medium (5/6 out of 10) * Playing time: 2 hours for intro scenario; 8+ hours for full campaign * Solitaire Suitability: Medium * Players: 1 to 2 * Map Scale: 1 hex equals 3 miles * Time Scale: 1 turn equals 1 day * Unit Scale: German regiments and Soviet divisions, with brigades and battalions
Contents: * Two 22 x 34-inch game maps * Three counter sheets (1/2-inch size), totaling 840 pieces * Ten Player Aid Cards, including Scenario setups * Rulebook * Two six-sided dice 1 vol, 1 pgs
2025 US, COMPASS GAMES
NEW-box, available mid June 2025 ......$55.00
with a discount of 15% rct
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1-956015
Bomba, Ty World at War #15- Soft Underbelly:Italy 1943
The War in Southern Italy, 1943 (SU). It's an intermediate-complexity, two-player wargame simulating that historic World War II campaign. It may also be used to explore the 'what ifs' inherent in the situation had the German high command chosen to react to the Allied landings in a much different manner: making that effort's defeat Berlin's main strategic goal for late 1943 (Operation Wacht am Tiber). The design therefore combines factual historical detail with studied counter-factual analysis to present players with a situation that will be familiar to most of them, while at the same time allowing for an easy and seamless transition into the less certain realm of alternative history.
Each extra-large-hex on the 34x22' mapsheet equals 11 miles (18 km) when measured from side to opposite side. Each game turn represents between two and 15 days, depending on the exact time of year of each one. That is, as the autumn weather worsens, and attrition and the inevitable declines in soldier morale and force-robustness take their tolls, each game turn comes to represent a longer period of time. That approach allows for the smooth building into the system of what would otherwise be burdensome factors of weather, ground conditions, operational tempo, etc. Every ground unit represents a division or division-equivalent (176 large-size NATO-style).
The game uses the well-liked system originally created by Ben Knight for Victory in Normandy. There are approximately 14,500 words in the rules. A complete game of SU generally takes from four to five hours to complete, and it's suitable for solitaire play. Rules cover such things as: Allied end-run second invasions, Luftwaffe seaport raids, reinforcements, withdrawals, paratroop drops, naval gun support, both sides' army and corps organizational schemes, German tactical superiority, tactical and strategic airpower and much more. 1 vol, 62 pgs
2010 CA, DECISION GAMES
NEW-softcover with game ......$30.00
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1-956016
Bomba, Ty World at War #16 - Partizan
Partizan is a two-player, intermediate-complexity, historical simulation of the struggle between the Communists and the Axis occupation forces for mastery of Yugoslavia 1941-1944. The 228 iconic and NATO-style counter-mix includes the brigades and divisions of German, Italian, Hungarian, Croatian, Bulgarian, and Ustashi units, as well as all the Partisan forces and Marshal Tito himself (the Chetniks are handled abstractly). Partisan units' exact strengths are mostly unknown by the Axis player (via 'tried' and 'untried' counter-sides).
The 34x22-inch extra-large-hex map contains various infrastructure (warehouses, fuel dumps, bridges, and so on) as well as resource hexes representing strategic mineral deposits, such as bauxite, copper and chromium, which the Axis player must protect, along with routes from them back to Germany, while also guarding possible invasion beaches along the coast. 1 vol, 62 pgs
2010 CA, DECISION GAMES
NEW-softcover with game ......$30.00
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1-956106
Bomba, Ty WORLD AT WAR #106: France Overseas, 1940
Two player alternative history wargame that examines the possibilities inherent in the campaign that could have occurred in northwest Africa in 1940 if the French had resolved not to give up -- if they chose to evacuate as much of the French Army as possible to Tunisia, Algeria, and French Morocco. Both sides' orders of battle are historically based. Each game turn represents half a month. Each hex represents about 10 days. Each hex is 20 miles (32.4 km) from side-to-side. Units are divisions. Contains 22 x 34-inch map and one counter sheet of 176 5/8-inch counters. 1 vol, 62 pgs
2025 US, DECISION GAMES
NEW-pb, available mid January 2026 ......$55.00
with a discount of 10% rct
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1-ATO052
Bomba, Ty AGAINST THE ODDS #52: Operation Ichi-Go
Operation Ichi-Go ('Number One') was the largest ground offensive in Japanese history, with 500,000 troops, 800 tanks, and massive logistics and artillery support. They used their tanks in armored divisions -- the only time in the war they deployed such concentrations.
They had three broad objectives: Open a land and rail route across China to their southern conquests in Indochina and the Dutch East Indies (and bypass the US submarine blockade along the Chinese seacoast); Eliminate all the US B-29 bomber bases in China; and at a minimum, severely degrade Nationalist Chinese capabilities and in the best case, maybe even knock the Nationalists out of the war.
Magazine includes two-player wargame with 22x34-inch mapsheet and 252 die-cut counters to fight out the entire operation, as well as bonus solitaire rules with the player commanding Japanese forces to capture B-29 bases (using the same map and counters).
In the two-player game, depending on Japanese success, the US might launch Operation Causeway, the invasion of Formosa and the Chinese mainland, which had been drawn up and contemplated at the time instead of invading the Philippines. 1 vol, 60 pgs
2020 US, AGAINST THE ODDS
NEW-ziplock bag ......$40.00
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1-COM034
Bomba, Ty COMMAND #34: DEATH AND DESTRUCTION - Russian Front 1942-44
Death & Destruction: 1942-44 on the Eastern front is an add-on gamette that allows extension of the play of Proud Monster through 15 April 1944.
The components include rules, one 13.5x18.5' mapsheet, one cardstock chart and table sheet, two cardstock turn record sheets, a card with holding boxes, a German replacement Army roster sheet and 1080 die-cut counters. 1 vol, 60 pgs
1990's CA, XTR PUBLSHING
V.GOOD-unpunched game supplement, no magazine ......$25.00
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1-COM1008
Bomba, TY Proud Monster Deluxe
This East Front monster is a combined second edition of Proud Monster and Death & Destruction originally published in Command Magazine. This Proud Destructive Monster is a completely updated edition combining both games into one monster package.
Units in Proud Monster Deluxe are typically divisions with some corps, brigades and regiments also included. Hexes are 20 miles (about 33 kilometers) across, and each turn represents about a 2 week period.
Components:
4 maps - each map is 22 x 34 inch with overlap 9 full sheets of 9/16 counters (2052 counters), printed both sides Full color player aid charts and tables cards printed both sides on cardstock 1 rules book 6-sided dice 1 full color box and lid 1 vol, 1 pgs
2013 US, COMPASS GAMES
NEW-box o/p, only one (1) available, first come first served ......$130.00
with a discount of 20% rct
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1-COM1064
Bomba, Ty STALIN'S WORLD WAR III: Wargame
Stalin's World War III is a two game package: Volume 1 - Operation Pincher & The Soviet Offensive in Europe; Volume 2 - Operation Sandown & The Soviet Offensive in the Mid-East.
This is an alternative history monster-size wargame, designed by Ty Bomba, intended to investigate the strategic parameters that would've been in place during the first 10 weeks of operations had that dictator lived long enough to put in motion one of his many plans to start a global conflict in 1953. Had he lived, the most likely start date would've been one coinciding with the signing of the Korean War armistice in July, in order to achieve maximum surprise.
Each two-map volume can be played separately by one to four players or they can both be combined into on Grand Campaign Scenario covering all four maps.
Volume 1's twin-maps (34x33-inch) cover Europe from the East German-Polish border south to Belgrade and Sarajevo and west through Rome to France's Atlantic and Mediterranean coasts. Each hexagon represents 20 miles (32.4 km). Volume 2's twin-maps (34x44-inch) cover the Mid-East from Ankara in the northwest to Tehran in the northeast, and south from there to Kuwait City and Suez. Again, each hexagon represents 20 miles (32.4 km).
Product Information: * Complexity: 6 out of 10 * Solitaire Suitability: 8 out of 10 * Time Scale: 10 one-week turns * Map Scale: 20 miles (32.4 km) per hex on all maps * Units of Maneuver: regiments, brigades, divisions, corps, and armies * Players: one, two, three, or four * Playing Time: three to five hours 1 vol, 1 pgs
2019 US, COMPASS GAMES
NEW-box ......$89.00
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1-PWAR085
Bomba, Ty PAPER WARS: Issue 85 - Russia Falling: The Coming Civil War
Magazine and Game. The game enables two players to play the first year of a hypothesized near-future post-Putin civil war in Russia. The map covers the core area of the Russian ethnic heartland, from St. Petersburg in the north to Tula in the south, and from Smolensk in the west to Nizhny Novgorod in the east, at 16 miles per hex.
Features:
*Complexity: Medium *Solitaire: High *Time scale: 2 Months/turn *Unit scale: Brigades *1 Map and 1 Countersheet. 1 vol, 70 pgs
2017 US, COMPASS GAMES
NEW-softcover with game ......$47.00
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1-ST118
Bomba, Ty S&T #118: The Tigers Are Burning
Features:
The Tigers Are Burning: Campaigns in the Ukraine, 1943-44 One Year on the Verge of Ruin, One Year on the Verge of Victory - Army Group South and the Red Army Nine Days During August 1862 - Cavalry Action Between the Rapidan and the Rappahannock 1 vol, 64 pgs
1988 US, SPI
V.GOOD-softcover unpunched, (1) copy available ......$10.00
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1-WAHOO
Bomba, Ty WAHOO!: The Battle of Washington July 8 1863 -- Board Game
Alternate-history game covering the climactic 8 July 1863 Battle of Washington. One player takes the role of Robert E. Lee, commander of the Army of Northern Virginia, while the other player represents a combined Lincoln/Grant persona.
The game postulates that on the second day at the Battle of Gettysburg, the Confederate attack began earlier... Little Round Top was overrun and the bulk of the Army of the Potomac was forced to fall back on Baltimore to regroup.
The Confederate player is trying to conquer the City of Washington while (optimally) also destroying the Northerner's high command. The degree in which the Rebels succeed or fail is measured in victory points. This basically means, barring Lincoln's death, the Confederate player must gain control of the Capitol and the White House hexes to win. 1 vol, 1 pgs
1991 US, XTE CORP
NEW-softcover, inventory clear out ......$20.00
with a discount of 25% gam
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1-COM1039
Borg, Richard COMMAND AND COLORS TRICORNE: American Revolution
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. 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.
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 1 vol, 1 pgs
2017 US, COMPASS GAMES
NEW-box ......$109.00
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1-COM1061
Borg, Richard COMMANDS & COLORS - TRICORNE EXPANSION: The American Revolution War Expansion Kit 1 - The French & More!
First expansion for the Commands & Colors Tricorne - The American Revolution game. The kit adds 10 new battles, adding the French army to the mix and expanding your existing forces. Of course, the two major land battles involving the French Army are included in the scenarios: Savannah, and Yorktown.
The expansion also takes a detailed look at the Battle of Brandywine, along with the battles of Springfield, Kings Mountain, and Pell's Point. New terrain tiles, additional blocks, stickers, and larger molded dice, are all included so you can play these new American Revolution War engagements. You must own a copy of Commands & Colors: Tricorne base game to use this Expansion Kit.
Contains: * 3 Terrain and Accessories punchboards containing (these are the thick tiles that have been so well received by players), totaling 45 Double-sided Terrain Tiles and 18 Double-sided Victory Banner counters * 8 Battle Dice - Bigger and now molded dice.! * 3 Block Label sheets * 4 Summary Cards * 2 Unit Reference Charts * 2 Terrain Effects Charts * 1 Rule and Scenario Booklet * Over 100 wooden blocks 1 vol, 1 pgs
2018 US, COMPASS GAMES
NEW-box, only one (1) available, first come first served ......$85.00
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1-COM1126
Borries, Vance von THE SPANISH-AMERICAN WAR 1898
Two-player game that recreates the strategic naval and land campaign against Spanish forces in Cuba and Puerto Rico. One player controls the American and Cuban units, while the other controls the Spanish ones. The game is played in game turns, consisting of alternating player turns in which each player moves his pieces and resolves any resulting combat. When all the game turns have been completed, the game is over, and the winner is determined. The game is divided into separate but closely related land and sea systems, and the introductory scenarios should be played before attempting the full campaign game. Up to four players can play the campaign game.
Product Information: * Complexity: Medium * Playing Time: 3 to 6 hours * Solitaire Suitability: Medium * Players: Two to Four (suitable for solitaire play) * Map Scale: Variable (for both areas and hexes based on map) * Time Scale: 1 Turn = 20 Minutes * Unit Scale: 1 Unit = 1 ship or battalion/regiment
Game Components: * Three 22 x 34-inch color maps * Two sheets of 5/8-inch counters * Two sheets of 3/4-inch counters * Five land set-up displays * Three naval set-up displays * Three player aid cards * Two random event cards * Two laminated naval status cards * Rules Booklet * One dry erase marker * Two six-sided dice * Box and Lid set 1 vol, 1 pgs
2025 US, COMPASS GAMES
NEW-box, available early February 2026 ......$89.00
with a discount of 15% rct
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1-LEG2401
Borries, Vance von INVASION MALTA: Wargame
Includes bonus game Invasion: Leros - November, 1943. Uses many familiar game mechanics found in similar scale games, such as chit draws for activation of formations and individual unit efficiency ratings. The Axis player uses amphibious landings and airdrops to bring units into the battle while the Allied player defends with artillery bombardment from behind heavy fortifications. Special rules include heavy tanks and dummy airdrops, and more, as found in a group of random events that players draw in order to obtain special capabilities.
SCALE: 8 hours per turn; Units are battalions and companies; 600 yards per hex 1 vol, 1 pgs
2024 US, LEGION WARGAMES LLC
NEW-box, available mid July 2024 ......$82.00
with a discount of 10% rct
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1-ST128
Brown, Jeff S&T #128: Africa Orientale: Italian East Africa
Features:
* Africa Orientale: The Allied Blitzkreig of Italian East Africa * The End of Italian East Africa * The First Golden Era: S&T and Me, The Perils of Youth, Twenty Years On SPI Errata: Rush to Glory, Beirut '82
Game: Africa Orientale (linked to GDW Europa game system) Unpunched counters. 1 vol, 64 pgs
1989 US, SPI
V.GOOD-softcover unpunched, (1) copy available ......$15.00
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1-COM1103
Bullock, Dan NO MOTHERLAND WITHOUT: North Korea in Crisis and Cold War
Card-driven strategy game for two players depicting the struggles of North Korea against the West from 1953 to present day.
In the aftermath of the Korean Armistice Agreement, the Korean peninsula divided in two. While its signature marked a cessation of armed conflict, the war was not over. In over six decades since the armistice was signed, three generations of the Kim regime resisted Chinese and Soviet control, endured famine, floods, isolation, and economic sanctions while defiantly pursuing nuclear weapons.
One player will be the DPRK (Democratic People's Republic of Korea), seeking a nuclear deterrent to invasion, improving living standards to prevent uprising, and purging elites to prevent a coup.
The other player will be the West, maximizing pressure on the regime by obstructing the missile program to secure the region, implementing sanctions to impede the North Korean economy, aiding defectors, and further isolating the DPRK from the global community.
Product Information: Complexity: Low to Medium; Solitaire Suitability: High; Time Scale: 8-10 years per turn<; Players: one or two; Playing Time: 90-120 minutes.
Components: One mounted game map; One counter sheet; 128 Poker-sized Game Cards; Rules booklet 1 vol, 1 pgs
2021 US, COMPASS GAMES
NEW-box ......$59.00
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1-194600
Burke, Robert F. WITH CUSTER AT THE DEATH
The fascination with Custer's Last Stand hasn't diminished in the decades since 1876. He led his regiment well ahead of the main body, only to run into an unprecedented gathering of Indians. The first accounts were pieced together by other soldiers arriving on the scene in the battle's aftermath, and by archaeologists in the generations since. To that information was added the reminiscences of the Indians who fought there. 1 vol, 0 pgs
2011 CA, DECISION GAMES
NEW-dj ......$30.00
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1-211820
Burtt, John BARBAROSSA DELUXE: Germany's Assault on the Soviet Union, 1941-1945
Strategic-level, two-player 'mini-monster' wargame by Ty Bomba of intermediate complexity that covers the entire Russo-German War. Play may end sooner than the historic termination time, if the German player is able to do significantly better than his historic counterparts by advancing so quickly he causes the overall political, social, economic, and military collapse of the Soviet Union.
Likewise, if the Soviet player is able to carry out his strategic comeback more efficiently than did his historic counterparts during the second half of the real war, the game may again end earlier than it did historically.
Each extra-large hexagons on the on two-sheet map represents 55 miles. The large-size (5/8-inch) counters provide corps as primary units of maneuver for the Germans, while for the Soviets they're armies.
The full order of battle is easily the most complete ever published in any simulation at this level, including every corps, corps equivalent, army, army detachment, fortress command, Tiger battalion, cavalry mechanized group, and ad hoc large-size unit that took part.
Also includes air army and air fleet counters in the order of battle, as well as the entire Soviet arsenal of Breakthrough Artillery corps. Each full turn represents one to two months, depending on the time of year.
Six scenarios included: The Grand Campaign, 1941-45; The Road Back, 1942-45; Operations Blue & Kremlin, 1942; Operation Citadel, 1943; What If: Manstein's Gambit, 1943; and What If: 1942 (assuming the war didn't start until a year after its historic date). Both the multi-year scenarios can be played out in a long day of gaming, while the one-year scenarios can each be completed in under four hours.
Contents: Two 22x34-inch map, 352 die-cut counters, One full-color Rules booklet, 116-page campaign analysis (includes 20 maps)
Also includes: Barbarossa, S&T Press's first Special Interest Publication (SIP), is written by well-known military historian John Burtt. Presented in 116 pages is a chronologic textual and cartographic analysis of that terrible conflict's first half, from the day the Germans first crossed the border to the surrender of their Sixth Army in the Stalingrad pocket early in 1943. Includes over two dozen full-color and highly detailed maps, along with orders of battle and dozens of period photographs. 1 vol, 60 pgs
2016 US, DECISION GAMES
NEW-pb, available late November 2016 ......$65.00
with a discount of 10%
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1-ST120
Butt, John S&T #120: Nicaragua
Features:
Nicaragua!: Guerrilla warfare in Central America Revolution in Latin America - (main article) - Why Do Men Rebel? - The Organization of Revolution - The Weapons of Revolutionary Warfare Errata - Manchu - Unconditional Surrender 1 vol, 64 pgs
1988 US, SPI
V.GOOD-softcover unpunched, (1) copy available ......$10.00
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1-COM1086
Butterfield, John WWII COMMANDER: Volume One: Battle of the Bulge
WWII Commander, Volume One: Battle of the Bulge is the first in a series of fast-playing area-based games on key campaigns of the Second World War. Battle of the Bulge is a two-player game of the German offensive against the Western Allies in December 1944, designed by game designer John H. Butterfield.
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.
Components: * Mounted 25 x 22-inch map * 140 over-sized 3/4-inch 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 1 vol, 1 pgs
2020 US, COMPASS GAMES
NEW-box ......$65.00
with a discount of 15% rct
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1-COM1121
Butterfield, John ENEMY ACTION: Volume Two: Kharkov
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.
This 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.
Components: Three 22x34-inch maps (1 for each solitaire game and 1 for the 2-player game) Three rules books (1 for each game) Two full sheets of counters, printed both sides 110 playing cards (poker quality) Multiple player aid cards One ten-sided die (for solo play) One full color 3-inch box and lid
Scale: Map: 7.5 miles per hex. Hexes are oversized for easy counter handling. Time: Three days per turn, with several impulses in each turn. Unit: Regiments, brigades and divisions 1 vol, 1 pgs
2022 US, COMPASS GAMES
NEW-box ......$125.00
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1-COM1178
Butterfield, John WWII COMMANDER: Volume Two, Market-Garden
WWII Commander, Volume Two: Market-Garden is the second in a series of fast two-player area-based games on key campaigns of the Second World War. For the Volume One, please see item number COM1086 (Battle of the Bulge).
Recreates the Allied airborne and ground offensive against the German Army in Holland in September 1944. As the Allied player, your airborne forces must seize and hold key objectives while your armored ground forces break though the German front and advance aggressively without getting cut off by German infantry and armor coming from all sides. As the German player, you must delay the Allied ground advance, trading space for time as you attempt to destroy the airborne forces behind your lines. The rules are simple, gameplay is fast and furious, and can be completed in one sitting. Game features specific to Market-Garden include: Airborne landings, variable weather, concentric attacks, German off-map movement, effects of polder terrain, river assaults, ferry movement.
* Complexity: 4 out of 10 * Solitaire Suitability: 7 out of 10, no hidden units * Time scale: Half day per game-turn * Map scale: 5 km across per space * Unit scale: Regiments and brigades * Players: Two, but also suitable for solitaire play * Playing Time: 2 to 4 hours
Components: * Mounted 34 x 22-inch map * Two sheets of 3/4-inch premium counters * Rules booklet * Allied and German Order of Battle Displays * Two Player Aid cards * 50 Activation cubes * 40 wooden control discs * Seven ten-sided dice * Box and Lid 1 vol, 1 pgs
2025 US, COMPASS GAMES
NEW-box, available late June 2025 ......$69.00
with a discount of 15% rct
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1-COM1104
Carter, Joe DEVIL BOATS: PT Boats In The Solomons
Wargame covers the months from July to September 1943 -- the most active months during the campaign against Japanese forces in the New Georgia Islands area as US forces advanced northward. As PT Boat commander, you will lead up to four PT boats on nightly patrols from your PT base on Rendova Island. Your primary goal is to sink as many IJN barges as possible in an attempt to prevent them from transporting troops and supplies to the surrounding islands.
Most patrols can be completed in 15-30 minutes, with the occasional 1-hour patrol if several enemy convoys are encountered. The option to play Short and Medium campaign games of one or two months is also included. One thing is certain: no two missions will ever play the same.
Product Information: Complexity: 5 out of 10 Solitaire Suitability: 10 out of 10 (designed for solitaire play) Time Scale: 1 day per mission, 20 missions per month Map Scale: Abstract Unit Scale: Individual PT boats, ships, aircraft, guns, specific PT boat crew members/equipment, and ammo/bombs Players: One (with option for two or more) Playing Time: 15-60 minutes per mission, 15-30+ hours for full campaign game.
Components: One Counter Sheet of 5/8-inch unit-counters, One 8.5x11-inch, Strategic Movement Map Board, One 8.5x11-inch PT Boat Crewmen Placement Board, One 8.5x11-inch Combat Board , One 8.5x11-inch Special Missions Board, One PT Boat Damage Log Sheet (Laminated), One PT Boat Damage Repair Times Sheet (Laminated), One PT Boat Squadron Status Sheet (Laminated), One IJN Barge Status Sheet (Laminated), One Special Missions / Destroyer Status Sheet (Laminated), Three PT Campaign Log Sheets, Tables Book, Rules Book, Two 6-sided dice, four 10-sided dice, and one 4-sided die, and One erasable marker. 1 vol, 1 pgs
2021 US, COMPASS GAMES
NEW-box ......$69.00
with a discount of 15% rct
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1-COM1125
Carter, Joe GOLDEN AGE OF PIRACY 1718: Wargame
Solitaire, tactical-level, open-ended sandbox game, being part wargame, part adventure game, and part RPG. As the captain of a pirate ship in the Caribbean during the year 1718, you will attempt to accumulate enough booty through illicit means in order to buy a King's pardon and retire from a life of piracy before time runs out. Mechanics include ship-to-ship combat, boarding parties, and the search for buried treasure.
* Complexity: Medium * Playing time: 4+ hours for a campaign * Solitaire Suitability: High * Players: One (solitaire game design) * Map Scale: Abstract (point to point) * Time Scale: Abstract * Unit Scale: Individual Ships and Pirates 1 vol, 1 pgs
2025 US, COMPASS GAMES
NEW-box, available mid March 2025 ......$69.00
with a discount of 15% rct
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1-COM1159
Carter, Joe SCHNELL BOATS: Scourge of the English Channel (Solo Wargame)
Solitaire, tactical-level, narrative-driven wargame. You, as Kommandant, will lead a squadron of four German Kriegsmarine torpedo boats or experimental turbojet-powered hydrofoil boats on night missions against Allied forces in the English Channel during 1943-1944.
Your ultimate goal is to survive for up to 12 months, while at the same time destroying as many Allied ships as possible without suffering too many squadron losses yourself. But be careful -- play recklessly and lose too many boats and you may find yourself relieved of command and sent back to Germany, or even court-martialed and sent to fight on the front lines as an infantry soldier! But do well and you will earn medals, Knowing you successfully served the Fatherland.
Schnell Boats was designed to be detailed, yet remain accessible to even new players with no prior wargaming experience. Gameplay has been greatly streamlined by avoiding the need to memorize a bunch of complicated rules, yet it still retains a certain level of content, detail, and unpredictability which add to replayability. Most patrols can be completed within 20-30 minutes, with the occasional 1-hour patrol if multiple enemy convoys are encountered. The option to play quicker Short and Medium campaign games of 4 or 8 months is also included. One thing is certain -- no two missions will ever play the same!
Product Information: * Complexity: 5 out of 10 * Solitaire Suitability: 10 out of 10 (designed for solitaire play) * Time Scale: 1 day per mission, 10 missions per month * Map Scale: Abstract * Unit Scale: Individual Schnell Boats, ships, aircraft, guns, Schnell Boat crew members, equipment, and torpedoes/mines/depth charges/rockets * Players: One (with option for two or more) * Playing Time: 20-60 minutes per mission, 5-15+ hours for full campaign game
Components: * Two Counter Sheets of 5/8-inch counters * One Strategic Movement Map Board (mounted) * One Schnell Boat Crewmen Placement Board (Card Stock) * One Schnell Boat Crewmen Placement Board (Card Stock) * Two Combat Boards (double-sided) (Card Stock) * Two Schnell Boat Damage Log Sheets (Laminated Card Stock) 1 vol, 1 pgs
2023 US, COMPASS GAMES
NEW-box ......$69.00
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1-COM1188
Carter, Joe Dog Boats: Battle of the Narrow Seas
Dog Boats: Battle of the Narrow Seas is a solitaire, tactical-level, narrative-driven wargame. You, as Commander, will lead a squadron of 4 Royal Navy gun boats or torpedo boats on night missions against German Kriegsmarine forces in the English Channel during 1943-1944.
Dog Boats covers the months from June 1943 to June 1944. Based in either Plymouth or Lowestoft (England), your primary goal is to intercept and sink as many Kriegsmarine merchant ships and tankers as possible. But that's easier said than done, as Luftwaffe air patrols and Kriegsmarine warship patrols will do their best to stop you, along with determined Kriegsmarine convoy escorts.
Product Information:
Complexity: 5 out of 10 Solitaire Suitability: 10 out of 10 (designed for solitaire play) Time Scale: 1 day per mission, 10 missions per month Map Scale: Abstract Unit Scale: Individual boats, ships, aircraft, guns, crew members, equipment, and torpedoes/mines/depth charges/rockets Players: One (with option for two or more) Playing Time: 20-60 minutes per mission, 5-15+ hours for full campaign game Components:
Two Counter Sheets of 5/8 unit-counters (double-sided) One Strategic Movement Map Board (mounted, double-sided) One Fairmile D Gun Boat Crewmen Placement Board (Card Stock) One Vosper 72' Crewmen Placement Board (Card Stock) Two Combat Boards (double-sided) (Card Stock) 8.5 x 11 One Boat Damage Log Sheet (double-sided) (Laminated Card Stock) One Boat Squadron Status Sheet (Laminated Card Stock) One Enemy Warship Status Sheet (Laminated Card Stock) One Enemy Merchant Ship Status Sheet (Laminated Card Stock) One Campaign Log Sheet (Paper Pad) One Boat #1 Crew Status Sheet (Paper Pad) One Boats #2-#4 Crew Status Sheet (Paper Pad) Two Tables Books One Rule Book Four 10-sided dice, one 6-sided die, one 20-sided die, and one 4-sided die Two erasable markers 1 vol, 1 pgs
2023 US, COMPASS GAMES
NEW-box ......$69.00
with a discount of 15% rct
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1-COM1158
Castronova, Edward 2040: AN AMERICAN INSURGENCY Wargame
Simulates a US civil war in the 21st century. In this 2-player, 3-hour game, the blue team is the Federals, agents of the government in Washington. The red team represents the Rebels and militia groups trying to seize control of states, highways, and cities. The conflict spreads across the entire continental US.
Product Information: * Complexity: 4 out of 10 * Solitaire suitability: 8 out of 10 * Time scale: About one year per turn, covering a 4 to 5 year conflict * Unit scale: One unit = paramilitary cell * Players: one to two, best with two * Playing time: 2-3 hours
Components: * One 22x34-inch MOUNTED map sheet * One Rule booklet * Two Player Aids * One News Cycle Display * Deck of 94 Event Cards * Deck of 20 Story Cards * Wooden pieces for forces * One sheet of 9/16-inch counters * One 20-sided die 1 vol, 1 pgs
2023 US, COMPASS GAMES
NEW-box ......$69.00
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1-COM1026
Cebrian, Jaun Carlos A LAS BARRICADES - 2nd Edition
On 18 July 1936, various generals in the Spanish army rose up against the government of the Second Republic. The failure of the coup as it had been originally planned gave way to a civil conflict between the defenders of the democratic government and the backers of the military coup. Machado's two Spains fought each other for nearly three years in a battle which reflected the political and social tensions affecting the world at that time 1 vol, 1 pgs
2015 US, COMPASS GAMES
NEW-box o/p, only one (1) available, first come first served ......$75.00
with a discount of 20% rct
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1-COM1095
Chadwick, Frank THE THIRD WORLD WAR: Designer Signature Edition
Classic Reborn! revised edition of wargame The Third World War features many new enhancements, including larger counters. All four games in the series are included: Third World War (Battle for Germany): Struggle for central Europe between NATO and the Warsaw Pact. Southern Front: Race for the Turkish Straits: Bulgaria and Romania, reinforced with three Soviet armies and special-capability forces, face off against Greece, Turkey, and Yugoslavia, thinly reinforced with a few elite units from the US, France, and Italy. Arctic Front: Battle for Norway: Soviet forces of the Leningrad Front, with special airborne, amphibious, and arctic-equipped contingents, assault Norway, reinforced with a few elite units from the US, Britain, Canada, and other NATO nations. Persian Gulf: Battle for the Middle East: Includes a special game within a game, covering the diplomatic, political, and military maneuvers by the USSR and US in the Middle East before - and leading to - the general outbreak of the Third World War.
All four separate games combined into one, comprehensive package with all-new rules treatment backed by many illustrations, an index, and clarifications and examples of play.
Information: Complexity: 6 out of 10 Solitaire Suitability: 8 out of 10 (no hidden units) Time Scale: 1 week per turn Map Scale: 45 km per hex Unit Scale: divisions, with some brigades and regiments, 100 aircraft per air unit Players: one to two per individual game, one to eight for combined campaign Playing Time: 6-10 hours per game, 36+ hours for full combined campaign
Components: Six map sheets (each measuring 22 x 34 inches); Eight countersheets (9/16 size); Standard Rules booklet; Scenario and Campaign booklet; Numerous player aid cards and unit displays; 24 Diplomacy Cards (for Persian Gulf); and Four 6-sided dice. 1 vol, 0 pgs
2022 US, COMPASS GAMES
NEW-box ......$199.00
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1-PWAR096
Chick, Sean PAPER WARS: Issue 96 -- ACW Rally 'Round the Flag
In September, Braxton Bragg's Army of Mississippi out-maneuvered Don Carlos Buell's Army of the Ohio and invaded Kentucky. Outside Perryville, the two armies blundered into each other. A short but brutal battle followed that left neither side satisfied. The Union failed to utilize their numerical advantage, while Bragg withdrew from Kentucky.
First and foremost, Paper Wars is a wargame review magazine. Each issue includes approximately 6 or more detailed game reviews on both new and old wargames. We don't discriminate against the older games here. 1 vol, 64 pgs
2021 US, COMPASS GAMES
NEW-softcover with game ......$47.00
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1-COM1107
Chick, Sean and Daniel CRADLE OF CIVILIZATION
1 vol, 0 pgs
2020 US, COMPASS GAMES
......$89.00
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1-COM1075
Cipcic, Tomstav Brotherhood & Unity
Depicts the war in Bosnia and Herzegovina from 1992-1995 ('Bosnian War'). Includes all of the major events: from the siege of Sarajevo (shown in separate, detailed map), to the battles for the Posavina corridor, and the 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.
Product Information: Complexity: 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 hours.
Components: One 22x34-inch Mounted Map; 260 9/16-inch Counters; 96 Strategy cards (in 3 decks: Serbian, Croatian and Bosniak); three Player aid cards; one Rulebook; one 10-sided die; one Box and lid set. 1 vol, 1 pgs
2020 US, COMPASS GAMES
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1-COM1140
Collins, Gilbert WAR FOR AMERICA: The American Revolution, 1775-1782 Wargame
War for America is a strategic level game based on the events during the American Revolution. It is a two-player game that shows how the conflict, which began as a civil war, erupted into a world conflict with a Great Britain that was greatly isolated. It features a new Action Pulse and Initiative System will vary the length turn. Also suitable for solitaire play.
Components: 2 Map sheets, 2.5 Countersheets of 9/16 and 5/8 unit-counters (432 counters total), 6 Player Aid Cards, 1 Sequence of Play Card, 2 Army Organization Displays, 1 Setup Card 51 Action Cards, 1 Rulebook, and 1 Playbook. 1 vol, 1 pgs
2022 US, COMPASS GAMES
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1-COM1201
Collins, Gilbert THE KAISER'S HIGH SEAS FLEET: The Great War at Sea 1914-18
Simple game inspired by John Edwards's War at Sea, first published in 1975. Veteran players will recognize some of the original concepts. As this is a game of World War I, there are some important differences. One player takes the Central Powers, consisting of Germany, Austria-Hungary, and Turkey. The other takes the Entente Powers consisting of Great Britain, France, Italy, Russia, and eventually the United States. Portugal and Greece are represented as neutral powers where docking and limited ship repairs are available for the Entente. Players will move and fight the primary ships of the time in order to seize and control ocean areas for victory. The effect of the U-Boat campaign against Entente merchant shipping is represented by the placing of U-Boat counters in ocean areas to score victory points.
Product Information: * Complexity: Medium * Suitability for Solitaire: High * Time Scale: 1 Turn = 1 Season * Map Scale: Variable (area movement) * Number of Players: Two (suitable for solitaire play) * Unit Scale: Individual ships and squadrons * Average Time to Play: 4 hours or less
Game Components: * One mounted 22 x 34-inch map * Four Counter sheets (292 Counters) * Two Task Force Cards * Two Shipyard Cards * Six six-sided Dice * Rules Booklet * Box and Lid 1 vol, 1 pgs
2025 US, COMPASS GAMES
NEW-box, available late November 2025 ......$69.00
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1-ST100
Cook, David S&T #100:Superpowers at War
Features:
Superpowers At War - Game of Operations in Western Europe For Your Information Die Bundeswehr - The Shield of NATO Ancient War Machines - Technological Genius in Tools of Warfare Berg's Review of Games - Dark Crusade - South Mountain - Napoleon in Spain SPI Game Inventory Moves Forward Observer - S&T Retrospective Moves Trivia Moves Replays - Spies, plus variants 1 vol, 60 pgs
1985 US, SPI
V.GOOD-softcover unpunched, (1) copy available ......$20.00
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1-914013G
Copeaux, Florent VAE VICTUS BOARD GAME #13:Orages a L'Est (Storms in the East)
Includes rules in English.
Battle of Tali-Ihantala (June 25 to July 9, 1944) was part of the Finnish-Soviet Continuation War (1941-1944) during World War II. The battle was fought between Finnish forces -- using war materiel provided by Germany -- and Soviet forces. To date, it is the largest battle in the history of the Nordic countries.
Battle of Turda 1944: Troops from the Hungarian 2nd Army and the German 8th Army fought a defensive action against Romanian and Soviet forces. 1 vol, 24 pgs
2015 FRANCE, CERIGO EDITIONS
NEW-softcover, available mid November 2015 ......$38.00
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1-COM1098
Copley, Ernie THE WAR IN PACIFIC 1941-1945
Simulates the military, naval, economic, diplomatic, and political aspects of World War II in the Asia and the Pacific theatres. TWP may be played on its own or may be combined with The War: Europe 1939-1945 ('TWE') to recreate the entire Second World War. In conjunction with The War's Expansion Kit, gamers can now enjoy the complete TW franchise. The game includes TW: Global rules linking the Asia/Pacific and European theaters.
Features sophisticated carrier-warfare rules that capture the unique features of the Allied naval struggle against Japan. Further, TWP isn't just a naval strategy contest. Unlike some WWII strategy games, Nationalist China plays an active role in TWP, and a player's diplomatic strategy in China may be as important as his military strategy.
As in TWE, there are numerous optional rules and variants, from the Doolittle raid to Japanese Fleet suicide missions. Scenarios include Changsha (Nationalist China vs. Japan, Fall 1939); Guadalcanal; Coral Sea; Midway; the Eastern Solomons; Leyte; Okinawa, 1941-1945 Pacific War Campaign; 1942-1943 Turning Point; and TW-Global, combining TWP and TWE into one monster campaign game.
For those who want to run the full Europe-Pacific campaign, joining both games together, you'll need about 80 hours to recreate all of WWII.
Product Information: Complexity: High (about 8 out of 10) Solitaire Suitability: Good Time Scale: 1 turn = 3 months Map Scale: 1 hex = 100-120 miles/hex Unit Scale: Fleets and Task-Forces; Air: Wings; Land: Divisions, Corps and Army Players: two Playing Time: 50 hours for full campaign (1.5 hours and up for scenarios)
Components: 2 maps; 8 full sheets of 5/8-inch counters; 28 full color 8.5x11-inch cards with various displays, tracks, reminders, tables, charts, worksheets, etc.; 1 rules booklet; 1 scenario booklet; 1 deck of variant cards; 2 dice; and 1 full color box and lid - the big 3' deep box. 1 vol, 1 pgs
2021 US, COMPASS GAMES
NEW-box ......$175.00
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1-COM5002
Crawford, Wes ENGINE THIEVES: The Great Locomotive Chase of the 1862 Andrews Railroad Raid
April 12, 1862: James Andrews and his Union raiders pulled off the impossible and stole 'The General' from under the noses of 3,000+ Confederate troops! The Raiders player must cut telegraph wires, burn railroad bridges, damage track, sever communications, and generally cause an abundance of chaos before meeting up with General Mitchel in Bridgeport to kick off the advance on Chattanooga, all while trying not to get caught. In the two-player mode, the Confederate player's job is to pursue the engine thieves by any means necessary.
Contents: * One 22 x 22-inch Mounted Map * Tracking Display * Two Player Dashboards * 163 Counters and Markers * Four Pursuit Cards * Eleven Train Cards * Eleven Special Station Cards * 66 Raider and CSA Action/Event Cards * 72 Wood Cubes * Two Wood Trains * Three Tracking Pieces * One Rulebook * One Design and Historical Dossier Book * Five six-sided Dice * Four Player Aids 1 vol, 1 pgs
2025 US, COMPASS GAMES
NEW-box, available mid June 2025 ......$89.00
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1-ST153
Cummins, Christopher S&T #153: Operation Felix 1940, and ZAMA (2 games)
Features: GAME: Zama: Roman Empire Zama: Triumph of the Roman Way of War
GAME: Operation Felix: Gibraltar 1940 Operation Felix: The Assault that never was on the Rock of Gibraltar To See Her Redcoats Marching from the Hill: The British Regimental System since Hector Bywater: Great Pacific War Intelligence Operations During the Napoleonic Wars 1 vol, 60 pgs
1992 US, SPI
V.GOOD-softcover unpunched, (1) copy available ......$20.00
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1-246680
Cunliffe, Steven THE FIRES OF MIDWAY: War is Hell Series Card Game 2 (Wargame)
Explores in separate scenarios the four major carrier battles of 1942: Coral Sea, Midway Island, Eastern Solomons, and Santa Cruz. Also included is a campaign game linking them all together in which players must husband their assets not knowing which of these battles, if any, will yield the decisive result and turn the tide of war in their favor - as the historical battle of Midway did. Also includes a what-if carrier battle for Wake Island and a solitaire scenario of the Marianas Turkey Shoot. Scenarios can be played in as little as 40 minutes and up to four hours for the entire campaign. Contains 32-page rulebook, three playmats, 200 color playing cards, two sheets of cardboard counters, and one deck of super cards. 1 vol, 1 pgs
2010 US, CLASH OF ARMS
NEW-box, only one copy available, first come first served ......$75.00
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1-ATO043
Cunliffe, Steven AGAINST THE ODDS # 43: Islands of the Damned
Includes two solitaire island-invasion WWII games: Pacific Alamo (Wake Island) and Utmost Savagery (Peleliu).
In the early weeks of WWII in the Pacific, Wake Island was referred to as 'the Alamo of the Pacific.' The spirit of the defense heartened a nation shocked over their losses at Pearl Harbor and bracing for invasion. When the word came out about the island sinking two destroyers and inflicting hundreds of casualties, it gave a nation inspiration and seemed to teach the Japanese that the Americans were not as 'soft' as they anticipated.
As a contrast, Peleliu was an island of marginal value and might not have been attacked at all except those in charge expected it to be so easy. Major General William Rupertus, USMC - commander of 1st Marine Division - predicted the island would be secured within four days. The five battleships bombarding the beaches complained that they had 'run out of targets' after a few hours. Both were very wrong. Due to Japan's well-crafted fortifications and stiff resistance, the battle lasted over two months, and has the highest US casualty rate for any battle in the entire Pacific war.
Both games challenge players to mix boldness with good tactics. They must gain objectives but minimize casualties...as the historical commanders would have liked to do.
Games include 175+ large, full-color 5/8-inch die-cut counters and two separate 17x22-inch full color mapsheets.
Magazine also contains articles on 1st Marine Division, 1807 Friedland Campaign wargame, Japan Strikes at US Aircraft Carriers at Pearl Harbor, Modeling Stalingrad (three area-impulse games), and terrain effects in wargame design. 1 vol, 60 pgs
2015 US, AGAINST THE ODDS
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1-914019G
Dangla, Matthieu VAE VICTUS BOARD GAME #19: Fleures 1794
Fleurus: This name resonates throughout history, alongside Valmy, as one of the most important victories of the French Revolution against the Coalition Army.
In 1794, the war had been going on for two years without either side winning a decisive result. Pitt and Coburg had not lost hope for a military victory over the French Revolution. At the beginning of 1794, the Prince of Coburg decided to concentrate his effort on the north of France in view of a march on Paris that would put an end to the war. To confront this danger, Lazare Carnot, 'the Organiser of Victory,' responded by concentrating forces on Charleroi, in Belgium, in order to threaten the Austrian lines of communication and thereby compel Cobourg to withdraw.
The Battle of Fleurus took place under these circumstances with 75,000 Frenchmen facing off against 50,000 Coalition soldiers (mostly Austrians and Dutch). The battle was particularly unrelenting and lasted the entire day of 26 June 1794. The beginning of the battle was favorable to the Austrians; their first assaults forced the French to withdraw and at times caused them to rout.
But the French under the command of generals like Jourdan, Kleber, Marceau, Lefebvre, and Soult, held strong and reformed a battle line. In the afternoon, the assaults by the Austrian columns smashed against these French positions.
Above the battlefield, a balloon was deployed for the first time and allowed the French army to gather information on the Coalition's movements. It was too much for the enemy soldiers: 'Carmagnoles above, Carmagnoles below, Carmagnoles everywhere!'
Finally, the Prince of Cobourg ordered the retreat. Soon, Belgium would be lost to the Emperor of Austria. After Fleurus, the risk of a military defeat of the French Revolution would be warded off for a long time.
Game Components: One 59x41-cm map, 216 die-cut counters and markers, 1 booklet of rules and 3 scenarios, and 1 player aid card. 1 vol, 24 pgs
2018 FRANCE, CERIGO EDITIONS
NEW-folio, available late January 2018 ......$38.00
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1-ST152
Desch, John S&T #152: Case Green: The War for Czechoslovakia 1938
Features:
Case Green: The War for Czechoslovakia 1938 Case Green: Nazis vs Czeches in 1938 Profile: Great Military Leaders - T.E.Lawrence Friedland / Vittoria Order of Battle Conflict Analysis: - The American Civil War: Tactical Doctrine The Army and Alexander the Great's Successors Tactical Notebook - The USMC in the Interwar Period - Colonial Armies 1900 - Tactics Made Simple Clarifications - Franco-Prussian War (S&T-149) 1 vol, 64 pgs
1992 US, SPI
V.GOOD-softcover unpunched, (1) copy available ......$15.00
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1-ST172
Desch, John S&T #172: Molotov's War: Russo-Finnish War 1939-40
Molotov's War: Russo-Finish Conflict, 1939-40 is a two-player simulation of the war that took place between the Soviet Union and Finland during the Winter of 1939-1940. This is a game of intermediate complexity in which the two players command the forces of Finland and the Soviet Union. The Soviet Player must gain certain territorial objectives in Finland; the Finnish Player must prevent this from happening. 1 vol, 80 pgs
1995 US, SPI
V.GOOD-softcover unpunched, (1) copy available ......$15.00
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1-914027G
Di Silva, Pacal VAE VICTUS BOARD GAME #27: avec Infini Regret III French Wars of Religion, 1562 - 1598 - The battle of Moncontour, 1569
The Peace of Longjumeau, signed on 23 March 1568, ended the second Wars of Religion but was fragile. The royal power no longer trusted the prince of Conde, leader of the Protestant party. A few months after the signing, the Catholics attempted to capture the prince of Conde and Admiral Coligny by surprise. The plot failed and the Protestant commanders reassembled with their armies and took refuge at La Rochelle. Thus began the campaign constituting the third War of Religion at the end of the summer of 1568.
On 3 October 1569, the two armies faced off near Moncontour. De Coligny did not want to engage in battle, knowing he was outnumbered. However, German mercenaries among his troops were unhappy at not being paid and precipitated the movement. The Catholic troops were better prepared, greater in number, and more heavily armed and easily pushed back the assault of the Protestants who were forced into a disorderly retreat. Although it barely lasted two hours, this battle resulted in between 6000 and 10.000 men dead or taken prisoner on the side of the Protestants compared to 1000 for the Catholics. The Swiss soldiers of the Royal Army spared no lansquenet in retaliation for La Roche-L'Abeille.
Components: Two 59 x 41 cm maps (one printed front and back); 216 die-cut counters and markers; 1 rule book including scenarios; and 1 color player aid. 1 vol, 24 pgs
2021 FRANCE, CERIGO EDITIONS
NEW-softcover, available early February 2021 ......$38.00
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1-914028G
Di Silva, Pacal VAE VICTUS BOARD GAME #28: Typhoon Over the Pacific
Simulates WWII between the Japanese Empire and the US and Allies from December 1941 to August 1945. The game does not cover 'the China Incident' of 1937, the Soviet offensive of August 1945, or the attack on Pearl Harbor, which is accounted for in the Allied set-up.
Typhoon is primarily a one-player game since only one side had the initiative at any given time in this war. The Japanese struck first and occupied much of the area, but after the Solomons, they never really acted offensively again. Then the Allies, after a disastrous start, launched their reconquering offensive until Japan's surrender. It is simplest to put the player in the role of the active side and let the rules determine the actions of the non-active side.
The player begins in command of the Japanese Empire, and the game will end with victory, or the end of the success and geographic expansion will lead the player to switches sides and becomes the Allied commander.
Victory is determined at the end of the game by adding the points won by the two sides. It is also possible to play the game with two players. Simply let each player act during his own Operations Phase, but keep the reaction rules and the Japanese logistical rules.
Game Components: One 59 x 41 cm map; 216 die-cut counters and markers; One rule book including scenarios; One color player aid.
Rules in English. 1 vol, 24 pgs
2021 FRANCE, CERIGO EDITIONS
NEW-pb ......$38.00
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1-ATO045
Dixon, Earl AGAINST THE ODDS # 45: Red Dragon/Blue Dragon
Red Dragon, Blue Dragon covers the Chinese Civil War, a 23-year conflict that included battling the common enemy -- Japan -- during WWII. Pits the communist PLA (People's Liberation Army against the nationalist GMD (Guomindang) with 20km hexes, mostly corps-sized units, and turns representing one week of action. The GMD advantages include air support, rail movement, and convoys, while the PLA player benefits from pontoon bridges, guerrilla movement, and fast marches. Both sides can be affected by random events and there are even rules for GMD units defecting and a Deng Xiaopeng marker and effect. Differences like these give each side a distinctive flavor - it's not just red counters against blue counters, but two worlds colliding.
Red Dragon, Blue Dragon and issue # 45 of ATO: Maps: One full color 22x34-inch mapsheet; Counters: Over 160 full color 9/16-inch die-cut pieces; Rules length: 10 pages; Charts and tables: 3 pages; Complexity: Low; Solitaire Suitability: Average; and Playing Time: 2 to 3 hours 1 vol, 60 pgs
2016 US, AGAINST THE ODDS
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1-LEG2604
Dixon, Steve DOODLEBUGS!: The First Week of Operation Eisbar, 1944
Solitaire game in which the player controls the British response to the V-1 rocket launches of Flak Regiment 155 located along the coast of France across the channel. Covers the first week of Operation Eisbar and concludes after the last phase of the game is completed for June 20. The actual campaign continued until March 1945. The goal of the player (playing the British side) is to prevent the Germans from gaining a victory.
Contents: * Cover Sheet * Cardstock Map (11x 25.5-inch) * 88 Counters * 63 Counters * 8 Page Rule Booklet 1 vol, 1 pgs
2026 US, LEGION WARGAMES LLC
NEW-box, available mid March 2026 ......$26.00
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1-LEG2203
Dixon, Steve & Best, Bob SKYHAWK: Rolling Thunder 1966 (Wargame)
Puts the player in the cockpit of an A-4E Skyhawk of VA-72 flying strike missions against targets in North Vietnam during the early days of Operation Rolling Thunder. Your base of operations is the USS Franklin D. Roosevelt on duty at Yankee Station. Your goal will be to survive a mission or a campaign.
Facing you will be a determined North Vietnamese force. It is possible you will face small arms fire, AAA, SAM launches, and a rare encounter with a MiG. You will have help. Support Forces allow the player to attack NV defense forces before you attack your target. Their success could make your job easier.
The player may fly a single mission or play one of the three campaigns included in the game. These campaigns are: First Tour of Duty: Yankee Station: 10 August 1966 - 10 September 1966 Second Tour of Duty: Yankee Station 20 October 1966 - 27 December 1966 The third campaign combines the two campaigns above with additional rules.
The game is not meant to be a detailed simulation of the Rolling Thunder campaign. It is a simple yet engaging, quick game for the player. Concepts for the game come from B-29 Superfortress, Target for Today, Target for Tonight, and Kenney's Boys as well as Able Dog, a free print and play game by Patrick Millin. Some of the concepts used in Skyhawk will be expanded upon in the upcoming Operation Linebacker II game. 1 vol, 1 pgs
2023 US, LEGION WARGAMES LLC
NEW-box, available mid January 2023 ......$76.00
with a discount of 10% rct
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1-219560
Dockterm D.B. TRIUMPH OF CHAOS: The Russian Civil War 1918-1921 - Volume 2 Deluxe Card Game
Triumph of Chaos: The Russian Civil War 1918-1921 Volume 2 Deluxe is a two-player card driven strategic board game wherein the players assume the roles of the Red (Communist Forces) and the White (reactionary forces). This epic conflict resulted in the toppling of three centuries of Romanov rule and its replacement by a totalitarian communist regime. Belligerents included the various Russian republics, anarchist and independence movements, adherents of the old regime, foreign contingents of volunteers and the overt intervention of the Major Powers.
Originally published in 2005, Volume 2 enhanced the game to provide more Social Revolutionaries, eastern warlords, and a gaggle of obscure personalities and entities, a bigger map (enlarged 40% and including the Trans Siberian rail line all the way to Vladivostok), better play aids and redesigned cards (setting the stage for more player angst).
The basic structure of the original game is still there with three phases to a turn: Political (players compete to push or pull fractions to their side), Action (players alternate playing cards to move, fight, enact events and build up their armies) and Logistics (replacements and a variety of new intriguing game mechanics).
Contents: A beautiful 44x34-inch double map, 220 cards (action, leader, political decks), three sheets of counters (including approximately 400 military units, 40+ leaders and a bundle of other game tokens), rulebook and supplement, very helpful play aids, and few game bits (wood and dice). 1 vol, 1 pgs
2019 US, CLASH OF ARMS
NEW-softcover, available mid March 2019 ......$120.00
with a discount of 10% rct
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1-ST046
Dunnigan, James S&T #046: Combined Arms
Features:
Combined Arms: Combat Operations, 1939-70's Combinded Arms - Combat Operations in the 20th Century Patrol - Modern Infantry Tactics, 1914-74 StarForce Game Notes - Players notes, Designers notes 1 vol, 48 pgs
1974 US, SPI
V.GOOD-softcover punched, (1) copy available and (1) copy no magzine ......$10.00
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1-COM1068
Edwards, John DEATH IN THE TRENCHES: 2nd Edition
WWI strategic-level wargame covers the entire war, in all theaters, on an army level with divisional formations handled on an off-map display that minimizes map clutter. Map covers from UK to Egypt and Middle East and from Tunisia to Russia.
The game relies on simple mechanics that eliminate production bean counting and complicated combat results tables. Designed with the narrative gamer in mind, its more than 500 random events draw you into the global nightmare of 1914-1918, while its pulse system of alternating player moves ensures very little down time for the non-phasing player.
Product Information
Complexity: Medium (about 6 out of 10) Playing Time: 10+ hours Solitaire Suitability: Excellent Time Scale: 1 turn equals 3 months Map Scale: 1 hex equals approximately 80 miles Unit Scale: Army and Corps
Components: One 22x34-inch mounted map covering Europe and the Near East; 3+ countersheets (400 double sided 9/16-inch counters; 1 rules booklet (Game System and Random Events included); Six 8.5x11-inch color player aid and display sheets; 10 six sided dice. 1 vol, 1 pgs
2022 US, COMPASS GAMES
NEW-box ......$79.00
with a discount of 15% rct
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1-COM1085
Fawcett, Chris BAR-LEV: The 1973 Arab-Israeli War - Deluxe Edition
Updated game treatment of Frank Chadwick's GDW release originally published in 1977, faithfully remastered and updated with this all-new, deluxe edition. Either of the two fronts (the Golan Heights and the Suez Canal) may be gamed separately, or both can be linked to simulate the course of the entire war.
It now features an updated order of battle and revised, expanded rules that fully integrate the air and air defense systems into the rest of the game, featuring a re-engineered sequence of play to provide a much more immersive experience for players. Operational planning is up to the players - you decide who to mobilize and where the hammer blow is to fall.
Some of the enhancements made in this edition include:
* Redesigned 9/16-inch counters featuring BONUS option for tank battalions (two sets of counters; one with NATO symbols and one with representative AFV side view) * Game map information is updated based on research and includes all-new map artwork * Supporting charts convey more information at a glance for ease of play * Updated the Order of Battle based on new information and analysis * Resolution converted from a d6 to d10 for all game purposes * Fully-integrated air and air defense systems; re-engineered sequence of play * Updated rules treatment backed by many illustrations, an index, and clarifications and examples of play to reduce potential questions
Product Information: * Complexity: 6 out of 10 * Solitaire Suitability: 7 out of 10 (no hidden units) * Time Scale: 1 day per turn * Map Scale: 3-6 km per hex * Unit Scale: battalion and company * Players: one to four, best with two * Playing Time: 5-10 hours for one-map scenario, 12+ hours for full two-map game
Components: * Two map sheets (22x34-inch each) * Eight countersheets (9/16-inch size) * Rules booklet * Four player aid cards * Four air tasking displays * One ten-sided die 1 vol, 1 pgs
2019 US, COMPASS GAMES
NEW-box ......$119.00
with a discount of 15% rct
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1-LEG2101
Gale, Tim Decisive Victory 1918: Volume 1 - Soissons
Game scale Unit size: Regiment/Division Game Turn: 6 Hour Day/ 12 Hour Night Map Scale: 1 Kilometer per hex The Battle of Soissons, 18 July to 28 July, 1918, was the first time that the French army used a large-scale attack with tanks supported by a surprise (i.e. not pre-registered) artillery bombardment, similar to the British attack the previous year at Cambrai, and it was the first time that full-size US divisions went on the offensive incorporated in the French army. But most importantly, it was the opening of the Second Battle of the Marne. It not known at the time, although suspected by many, that this battle was the death-knell of the German army.
The game features mandatory attacks into multiple hexes, very rigid ZOC, and severe restrictions on disengagement and advance after combat. 'Threat zones' extend beyond the standard 1-hex ZOCs and represent limited knowledge of the enemy's positions, thus preventing unrealistic infiltration through narrow gaps in the frontline.
The Combat system is highly attritional, in terms of casualties and cohesion disruption. Reorganization is a slow process, conducted under the cover of the night. Attacking units rapidly deplete their offensive power. Defending units, on the other hand, are never completely eliminated, and retain (as 'remnants') indefinite residual defensive power. Defensive initiative superiority also translates into special 'fall back' movement, which allows defenders to extricate themselves from dangerously outflanked positions and avoid encirclement. 1 vol, 1 pgs
2021 US, LEGION WARGAMES LLC
NEW-pb, available mid May 2021 ......$68.00
with a discount of 10% rct
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1-COM1034
Gorkowski, John PATHS TO HELL: Operation Barbarossa 1941
PTH while utilizing La Bataille de France, 1940 base 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:
Human wave attacks Battalion officers Communist Commissars Recon rules Flamethrower tanks Motorcycle recon Waffen SS Rumnanian Gully Rail Roads One 8'5 x 11' chart with many overlays PTH 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. 1 vol, 1 pgs
2015 US, COMPASS GAMES
NEW-box o/p, only one (1) available, first come first served ......$84.00
with a discount of 20% rct
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1-COM1050
Gorkowski, John SOUTH CHINA SEA: Wargame
Integrated political-military simulation of near future contention and conflict around the South China Sea. Players take on the roles of China, the United States, Malaysia, the Philippines, and Vietnam. They simulate current political tensions through card play and structured negotiation keyed to real world events in an effort to move the needle to their side. Unfortunately, the cards with the greatest chance of moving that needle, such as Chinese Coast Guard and U.S. Freedom of Navigation Exercise, are also most likely to trigger armed conflict. If and when that happens, play transitions to traditional hex-and-counter format on a map scaled at 45 nautical miles (nmi) per hex and turn scale of 3-7 hours.
Derived from Breaking the Chains (BtC), but includes political turns and uses smaller units such as air squadrons, ship pairs, and land battalions. The SCS map shows more detail, but less territory. SCS employs streamlined versions of BtC's turn structure and strike mechanisms that expedite play by dispensing with numerous cycles and strike paths. SCS nodded to ergonomics by putting all scores on one side of each counter - less flipping. Most important, SCS allows naval units to move more than one hex in a single turn, but includes a mechanism, based on stealth, that enables the other side to check multi-hex moves to create a more dynamic, variable, and volatile environment. This last adjustment allows quick moves at a distance, but prevents close-in ships from jumping through the beaten zone of modern anti-ship cruise missiles (ASCM), 290 nmi in some cases. And, every turn has the option for a negotiations phase with some structure to enhance political play if desired.
Game Components: * Two map sheets for a total area about 21 by 41 inches * Three Countersheets totaling 390 3/4-inch counters * Deck of 37 political cards * Two player aid cards * Rule/scenario book * Two Dice * Box and Lid 1 vol, 1 pgs
2018 US, COMPASS GAMES
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1-COM1081
Gorkowski, John SOUTH CHINA SEA: Indian Ocean Region
The game posits possible future conflicts, circa 2025, in the South China Sea region. Players assume the roles of nations or groups of nations and deal cards in multiple rounds of play each representing three to seven weeks to advance their separate agendas. Each card play might trigger armed conflict. If violence comes to pass, the time scale compresses to three to seven hours per turn and players deploy their military units to resolve matters by force. Those forces include: individual capital ships, pairs or triples of smaller vessels, squadrons of aircraft, and battalions of ground troops all waging war at the far end of logistical shoestrings.
Product Information: Complexity: 7 out of 10 Solitaire Suitability: 6 out of 10 Time Scale: 1 turn = Between 3 and 7 hours Map Scale: 1 hex = 45 nautical miles Unit Scale: Aircraft squadrons, pairs of ships/subs, land battalions Players: Best with 2 players but can be played with up to 3 players or solitaire Playing Time: 2-4 hours depending on scenario
Game Components: Three 22x28-inch map sheets; Three Countersheets totaling 390 3/4-inch counters; Deck of 39 political cards; Two player aid cards; Rule/scenario book; and two dice. 1 vol, 1 pgs
2021 US, COMPASS GAMES
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1-COM1082
Gorkowski, John Red Poppies Campaigns Volume 3: Assault Artillery - La Malmaison
Recounts the Battle of La Malmaison, 23-27 October 1917, in which the French employed their Artillerie Speciale (tank force) and creeping barrage to capture Pinon, Vaudesson, and the coveted Chemin des Dames ridge. The French victory confirmed their recovery from the mutinies spawned by the disastrous Nivelle Offensive fought over some of the same ground six months earlier.
In a six-day preliminary bombardment, French guns, with a three to one advantage, silenced most of their German counterparts and smothered German rear areas with dense gas to impeded German reinforcements. At 0515 on October 23, (zero hour) six divisions of the French XI, XIV, and XXI corps attacked on a 7.5-mile wide front. French infantry advanced in the predawn twilight behind an elaborate creeping barrage with 63 Schneider and Saint-Chamond tanks in support. Twenty-seven of the 63 tanks bogged before reaching the front line. A combination of German fire and mud stopped 15 more in no man's land while 21 French tanks (1/3rd of the starting total) actually made it to the German second position. The French 38th Division captured Fort de Malmaison and XXI Corps took Allemant and Vaudesson. From 24 to 25 October, XXI and XIV corps advanced while I Cavalry Corps came forward to exploit a hoped-for German collapse.
Features Complexity: 6 out of 10; Solitaire suitability: 8 out of 10; Time Scale: 10 minutes per turn; Map Scale: 200 yards per hex; Unit Scale: Companies, squadrons, sections; Players: 1 or 2; Playing Time: 2 to 24 hours depending on the scenario/campaign
Components: Two maps at 22x34 inches; 3 sheets of 5/8 inch counters; One rule and scenario book; Three player reference cards; Two dice. 1 vol, 1 pgs
2020 US, COMPASS GAMES
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1-LEG1701
Gorkowski, John THE GREAT GAME: Rival Empires in Central Asia 1837-1886
Recreates the 19th Century Anglo-Russian struggle for supremacy in Central Asia. In the actual contest, Tsarist Russia resented British expeditions into the Steppe Khanates while Victorian Britain feared that Russian entreaties to Persia and Afghanistan would jeopardize India's security. So the two imperial powers wove a complex tale of diplomatic intrigue, colonial conquest. and proxy wars that spanned 50 years.
Card-driven game has players alternate moving officers (historical personalities) and troops across a point-to-point map of Central Asia in decade turns. Imperial powers strive to enlist vassal states such as Afghanistan and Bokhara into their camp through diplomacy or combat so an engaging game of move-counter move unfolds across the chessboard of Central Asia.
Contains: 22x34 inch map, 120 counters, 1 deck of 54 cards, and 16-page rule book. 1 vol, 1 pgs
2017 US, LEGION WARGAMES LLC
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1-PWAR086
Gorkowski, John PAPER WARS: Issue 86 - Nomads No More: Central Asian Conflicts in the Wake of the Russian Civil War
Magazine and Game. The Nomads No More game system includes two different games: Ungern-Sternberg's Mongolia and Enver Pasha's Bokhara. Both games use the same core rules but separate maps and pieces to cover concurrent conflicts that erupted on the eastern perimeter of Soviet Russia soon after the Russian Civil War - the early 1920's. Ungern-Sternberg's Mongolia simulates the invasion of Mongolia by fleeing Whites, their clash with the Chinese and subsequent pursuit by Reds. Enver Pasha's Bokhara covers the Basmachi Revolt against Soviet rule around Bokhara - present day Kyrgyzstan, Tajikistan, and Uzbekistan.
Features:
*Complexity: Medium *Solitaire: High *Time scale: 1 Month/turn *Map scale: 50 miles/hex *Unit scale: Regiments *2 Maps and 1 Countersheet
Includes end of empire additional scenarios and counters. 1 vol, 67 pgs
2017 US, COMPASS GAMES
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1-ATO038
Gorkowski, John AGAINST THE ODDS #38 - Guns of the Askari
In March, 1919, a man on a black horse led 120 officers through Brandenburg Gate, wearing tattered tropical uniforms, on the only 'victory' parade German troops would have after WWI. He was Paul Emil von Lettow-Vorbeck, who kept tens of thousands of Commonwealth troops chasing him around East Africa instead of helping out on the Western Front.
From the opening guns, when he disobeyed the orders of the German governor and attacked, von Lettow-Vorbeck's plan for the war was quite simple. Knowing that East Africa would only be a sideshow, he determined to tie down as many British troops as he could, and succeeded beyond anyone's imagination. Depending primarily on his 'Askaris,' well-trained and highly motivated African soldiers, who were better able to endure the climate and diseases, he conducted what some have called the greatest guerrilla campaign of all time.
Guns of the Askari (GotA) recreates the imperial struggle for East Africa during WWI. This often overlooked campaign featured classic land battles, naval engagements between lake flotillas, cruiser duels at sea and finally hit and run guerrilla engagements. It opened with conventional force-on-force battles dominated by infantry, machine guns, and trenches.
But the low troop densities and wide open spaces enabled a war of movement spearheaded by South African cavalry that broke the stalemate in mid 1916. This left Von Lettow-Vorbeck a choice between surrender or guerrilla war. He chose the latter and dragged his weary pursuers through a series of running battles in Portuguese East Africa.
Designed by WWI game specialist John Gorkowski, Guns of the Askari features 280 half-inch full color counters that represent forces as varied as rifle companies, armored cars, naval units for oceans or lakes, and the supply units on which both sides depended. There are even artillery units back-printed with the other side's colors, so that they can be captured and used again.
The game offers four different scenarios, from the complete campaign to the 1918 guerrilla operation and two periods in between. Combat mechanics change as the nature of the conflict evolves, and each turn has a variable end point.
The game can be played by two or three players, giving the option for German, British, and Belgian players, and making it possible for the 'neutral' Portuguese to (perhaps) join the German side! 1 vol, 60 pgs
2012 US, AGAINST THE ODDS
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1-COM1020
Gorowski, John BREAKING THE CHAINS: Hypothetical Modern Wargame 2021: South China Sea
A hypothetical future military conflict over territorial disputes in the South China and East China Seas around the year 2021. After decades of patient diplomacy, Beijing's new navy could offer military options for finally asserting sovereignty over prizes within the First Island Chain - that string of islands which runs from the Ryukus south through Taiwan, the Philippines and then curls back to the mainland via Malaysia.
BtC presumes that China comes to blows with a Southeast Asian country in a conflict that could expand to possibly include: Australia, India, Japan, the US, and other Southeast Asian nations. However, beyond China and one South East Asian nation, the exact composition of opposing coalitions is not predetermined but rather a function of the decisions players make as the game unfolds.
Includes two reference cards, rules, dice, and 440 5/8-inch counters, and 22x34-inch map where each hex spans about 70 nautical miles (80 land miles) and each turn represents one day of real time. Players alternate maneuvering air, ground, and naval units for up to 14 nations to resolve battles with a universal 'strike' mechanism that applies across all types of combat; missile defense capabilities are central to survival. Air units represent from 30-90 aircraft each, most ground units are regiments, and naval units are small groups of surface ships/submarines or individual aircraft carriers. Specialized chit play simulates black ops, cyber warfare, and various political developments.
Naval operations which dominate play are based on a roll-to-evade model rather than search-to-find model. That means, owing to a battle space awash in electromagnetic emissions, enemy positions - except for motionless submarines - are assumed to be known unless a last-minute dice roll determines a potential target has evaded detection. So there is no hidden movement to stifle solitaire play and the hidden placement of submarines can be forgone. Finally, the special chits that govern black ops can be played at random to further enable solo game play.
Complexity: 7 out of 10 Solitaire Suitability: 7 out of 10 Time Scale: Daily Turns subdivided into 4-hour cycles Map Scale: 70 nautical miles per hex Unit Scale: Individual aircraft carriers, pairs or triplets of smaller ships/submarines; Air wings (25-75 aircraft); Land battalions, regiments and divisions Players: One to several Playing Time: Two to twenty hours depending on scenario 1 vol, 1 pgs
2014 US, COMPASS GAMES
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1-PWAR090
Greene, Jack PAPER WARS: Issue 90 - MacArthur: The Road to Bataan
MacArthur: The Road to Bataan covers the battle of Luzon Island during the winter of 1941-1942. Basically this game deals with a large island that must defend itself without any hope of significant outside help, against an enemy that can strike from virtually any direction. The Japanese can assault the island at many different points, causing the Allies (Filipinos and Americans) to be very wary of being drawn too far from the island's prize, Manila Bay, the main harbor at Manila, and the fortress of Corregidor, that controls the entrance. This game originally appeared in Wargamer # 44 and is designed by Jack Greene.
Product Information: * Complexity: 1-10 (high): 5 * Solitaire Suitability: 1-10 (high): 6 * Time Scale: 3 Days per Game Turn * Map Scale: 11 km per hex * Unit Scale: Division and some Regiments * Players: 2 * Playtime: 12 hours 1 vol, 64 pgs
2018 US, COMPASS GAMES
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1-COM1019
Heller, Randy OPERATION SKORPION: Wargame
The Germans launched Operation Scorpion to recapture Halfaya Pass, the gateway to Egypt, with only three p[anzer battalions. Introduces a new fog of war game system. Opposing strength is unknown until units enter combat. Once revealed, those combat values can continue to fluctuate during the course of the game based on judicious use of mobile supply units, which can distribute and absorb Allocation Points. Although fighting a defensive battle, the British Player is not without counterattack capability. He will find his artillery arm, both direct and indirect fire, to be a potent force. Game rules such as: Combined Arms, HQ Coordinated Combat, Road Overrun, Engineers, and Reconnaissance Probe, all contribute to an appropriate sense of realism.
Complexity: Medium (on a scale of 1 to 10, 10 the highest): 5 Solitaire Suitability: Medium Time Scale: 30 minutes per game-turn (12 game-turns) Map Scale: 1/10 mile per hex Unit Scale: Companies and Platoons Players: Two Playing Time: Three to four hours
Components: * 2 Counterheets: 5/8 and 1/2 * 1 Map * 1 Rulebook * 2 Charts and tables 1 vol, 1 pgs
2013 US, COMPASS GAMES
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1-COM1010
Herndon, Don NO PEACE WITHOUT SPAIN: The War of the Spanish Succession 1702-13 -- 1st Edition Wargame
Two-player game that recreates the WSS 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. Leaders are rated for Tactical and Command capabilities and they significantly influence the course of events.
Components: * 1 22 x 34-inch Mounted map * 1 rule and scenario booklet * 2 player aid cards * 1 card deck of 55 playing cards * 1 sheet of 168 counters (0.65 x 0.65-inch) * 10 six-sided dice * 1 box and lid set 1 vol, 1 pgs
2011 US, COMPASS GAMES
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1-ATO040
Jelley, Philip AGAINST THE ODDS #40 - Lillibrulero
July 12 in Ireland has become a day of pride, anger, lawsuits, and fisticuffs. Called 'The Twelfth,' it commemorates the Battle of the Boyne, 1690, when William of Orange (hence today's Protestant 'Orangemen') and his polyglot army ended the Jacobite hopes for James II to regain the throne and allow (at least) more religious freedom for Catholic Ireland.
In one sense, The Boyne might be considered the last battle of the English Civil War - a conflict that had spilled into both Scotland and Ireland along the way. And it might be considered one of the last battles of the Protestant Reformation, since much support on both sides had to do with which religion other countries wished to prevail, which is evident when you find that William's army included Danes, Dutch, English, Huguenots, Welsh and Protestant Irish. James' army was mostly Catholic Irish but also included a brigade of crack French infantry and some of the best cavalry in Europe.
The Boyne also represents a key transition point in military technology, with the last of the matchlocks and pikes meeting first of the flintlocks.
The wargame uses area movement for the broad area of eastern Ireland relevant to the battle, with units representing the various regiments, battalions, squadrons, and batteries that fought in the battle. Each turn represents roughly one hour of time, with weather, mist, and gunsmoke affecting command and control and unit activations.
Scenarios are included for the full battle with historical deployments, the full battle with free-set-up, and for specific parts of the battle (for shorter playtime). Also included is a smaller battle 'delaying action' that some people say is what James should have done, plus, there are optional rules for units who could have been involved or who had pressing reasons to NOT be involved (Even William might not be there!). You'll have plenty of chances to try various ways of heading off 'The Troubles' of three centuries ago, or of pressing William's claims and making a truly 'United Kingdom.'
Also included in this issue is a second complete bonus game on the final battle at Aughrim that took place in County Galway, just over a year after the Boyne. Gamers can take one last shot at keeping Ireland 'Green' or risk it all falling under the Orangemen. 1 vol, 60 pgs
2013 US, AGAINST THE ODDS
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1-ATO053
Jelley, Phillip AGAINST THE ODDS #53: Rome, Inc.
ROME, INC. is a solitaire game about running the Roman Empire on a grand scale. Players run their Empire like a business, but with a bit more blood, bread, and circuses. From Augustus in 27 BCE to Diocletian in 286 CE. You'll control the workings of the empire throughout, although you can pick four distinct scenarios (27 BCE, 70 CE, 138 CE and 222 CE). Each turn represents 5-10 years, with 10 turns in each of the four scenarios.
Historical statesmen are rated for their military and administrative talents, popularity, and skill at intrigue, and each has a special ability. Every turn sees crises and challenges that the player must deal with by expanding the empire and triumphing over enemies such as 'barbarians at the gate' or internal agitators.
You'll select all the statesmen, even emperors, to achieve your goals. You decide where to allocate resources (capital spending), raise new forces (hiring), undertake prestige projects (public relations), pleasing the mob (shareholders), or even setting aside a reserve for a rainy decade or two. You'll need to blend military expansion with careful administration, as well as intrigue, making the most of what you have each turn, just like any modern-day CEO.
Contains: One full-color 22x34-inch mapsheet; 280 full-color 1/2-inch die-cut counters; 12-page Rule booklet; and 2 pages of charts and tables; Complexity - Medium; Playing time - From 3 to 4 hours per scenario; How challenging is it solitaire? - Excellent. 1 vol, 60 pgs
2021 US, AGAINST THE ODDS
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1-ATO062
Jelley, Phillip AGAINST THE ODDS # 62: Strike of the Heron - The Approach to Stalingrad
Explores the sudden and astonishing breakthrough operation Fischreiher (Heron) by the German XIV Panzer Korps and other supporting units, to the Volga River in August, 1942. The Soviet player must not only ensure sufficient forces escape the intended German encirclement, but then maintain constant pressure on the overextended Panzer Korps with a series of counterattacks from both north and south of the corridor. Includes one map with 280 counters. Units are at the division/brigade level for the Soviets while German forces are depicted from battalion to division. Each turn is 12 hours and a hex is around one mile. 1 vol, 60 pgs
2025 US, AGAINST THE ODDS
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1-ATO051
Jones, David AGAINST THE ODDS #51: Almost a Miracle
Uses ATO's Tarleton's Quarter! (ATO # 28) as a game engine starting point to bring the Northern 'half' of the American Revolution into play. The map and victory conditions show players why battles took place in key areas and also lets players explore those seemingly odd tertiary campaigns, like Halifax, Fort Pitt, and Quebec. The British consistently failed to live off the land and had to buy or ship food to sustain their armies, while the Continentals struggled with their currency's constantly depreciating purchasing power, and securing transportation.
The game handles battles in both large and small scale, as both were critical to the War's outcome, with a system that models 18th Century combat and how it differed from later times, where morale, readiness, leadership, and mere chance all could be the critical factor at one time or another, and disease and desertion could be an army's biggest killer. Special rules cover the short enlistments of the Continentals, the uncertainty of French support and entry, prisoner exchanges, and the variable support of Loyalists and Native Americans.
The map mates up with Tarleton's Quarter! but rules to create one large AWI campaign linking both games are being worked on, but not yet available. 1 vol, 60 pgs
2020 US, AGAINST THE ODDS
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2-ATO051
Jones, David AGAINST THE ODDS #51: Almost a Miracle
Uses ATO's Tarleton's Quarter! (ATO # 28) as a game engine starting point to bring the Northern 'half' of the American Revolution into play. The map and victory conditions show players why battles took place in key areas and also lets players explore those seemingly odd tertiary campaigns, like Halifax, Fort Pitt, and Quebec. The British consistently failed to live off the land and had to buy or ship food to sustain their armies, while the Continentals struggled with their currency's constantly depreciating purchasing power, and securing transportation.
The game handles battles in both large and small scale, as both were critical to the War's outcome, with a system that models 18th Century combat and how it differed from later times, where morale, readiness, leadership, and mere chance all could be the critical factor at one time or another, and disease and desertion could be an army's biggest killer. Special rules cover the short enlistments of the Continentals, the uncertainty of French support and entry, prisoner exchanges, and the variable support of Loyalists and Native Americans.
The map mates up with Tarleton's Quarter! but rules to create one large AWI campaign linking both games are being worked on, but not yet available. 1 vol, 60 pgs
2020 US, AGAINST THE ODDS
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1-914034G
Juneau, Jason VAE VICTUS BOARD GAME #34: The Arab Conquest of the Levant A.D. 636-656
Comes with two scenarios and one campaign from the battle of Yarmouk in 636 to the assassination of the third caliph in 656. 1 vol, 24 pgs
2023 FRANCE, CERIGO EDITIONS
NEW-pb, rules in English ......$38.00
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1-914035G
Juneau, Jason VAE VICTUS BOARD GAME #35: Les Batailles De Louis XIV Wargame
Battles in 1703, the Year of Victories: Hochstadt, Speyerbach. Two scenarios for each of the battles. The game includes: Two 59 x 41 cm maps (printed double-sided); 216 double-sided, pre-cut counters and markers; A book of rules and scenarios (both in French and in English); and one colour player aid.
Ordering the army to march due north, Villars asks d'Usson's corps of 7000 men stationed at Dillingen to be ready at Hochstadt on the morning of the 20th. In the early morning hours of the 20th the Franco-Bavarian army crosses the Danube at Donauworth, and then marches toward the Austrian army. The vanguard meets Prussian troops who return to Styrum. Styrum decides to move out toward the north and better defensive positions. The train begins its movement toward N?rdlingen. Due to a quiproquo, d'Usson is supposed to attack the Austro-Prussian army from the other side and launches his attack around 08.00. The Austrians are sure this is the principal offensive and change their plan and march on Oberglauheim. One against three, the French troops hold out while Villars is only three hours away by foot.
In October 1703, Marshal Tallard besieges Landau to recapture it from imperial hands. Marlborough's allied army of Flanders sends a corps commanded by the Prince of Hessen-Kassel to lend assistance to the troops of the Count of Nassau-Weilburg. On 13 November, the latter's troops cross the Rhine and join forces with the Prince. The troops camp between Heilingenstein and Dudenhofen in front of Spire (Speyer). The attack against the French forces besieging Landau is planned for the 16th. Tallard has requested Pracontal's help since the 10th. The latter being in Lorraine, the Imperials are sure that he will never arrive in time. On the evening of the 14th, Tallard leaves Landau, and 6000 men, and marches toward Spires. In the morning of the 15th, he reaches Pracontal at the appointed time and, now with 18 000 men, prepares to face off against 20 000 men from the imperial army. At 13.00 the French Army in battle order engages the combat against the enemy's left wing which is only barely deployed and is disorganised. 1 vol, 24 pgs
2023 FRANCE, CERIGO EDITIONS
NEW-pb, rules in English ......$38.00
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1-ATO048
Juneau, Jason AGAINST THE ODDS # 48 Apocalypse in the East A.D. 646-656
Ten years after the destruction of a Byzantine army on the Golan Heights in A.D. 636, Dar-al Islam already stretches from the Sahara to the Sind. The war, however, is not finished. The Orthodox Caliph Umar b. al-Kattaab was assassinated in A.D. 644 and the Byzantines remain entrenched in the Nile delta. Clearly, the armies of Islam must finish the job, the conquest of Constantinople itself. The accession of the Caliph Uthman b. Affan enabled Mu'awiyah b. Sufyan, his cousin and the formidable governor of Syria to construct a fleet and carry on the war against Byzantium.
From the highlands of Armenia to the shores of Crete, the elite Syrian army and navy seeks to overwhelm the last Byzantine stronghold at Constantinople. Unfortunately for them, the new emperor, a callous youth named Constans, is equally determined to stop them. Coming to the throne in the wake of murder and revolt, the young sovereign commands only the battered remnants of the army, but it is now fighting on its home ground.
Wargame features yearly turns, regimental sized units, special rules on the Empress Fausta, and random events including the Monothelete Controversy, earthquakes, nepotism by Caliph Uthman, purges in the Byzantine high command and the introduction of Greek Fire.
This issue also features an extra game, Balck Friday. In the winter of 1942, German General Hermann Balck's 11th Panzer Division fought an amazing series of battles along the Chir River in response to the Soviet surprise attacks that surrounded Stalingrad. On Christmas Day (a Friday that year), this single panzer division pretty much destroyed an entire Soviet tank army. And more. Explore each side's efforts with this complete game, focused on the Soviet Tatsinskaya Raid, a probe deep behind the porous German lines to knock out the airfield supporting the Stalingrad Pocket. 1 vol, 60 pgs
2019 US, AGAINST THE ODDS
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1-ATO059
Juneau, Jason AGAINST THE ODDS # 59: Blind Faith
In A.D. 1415, at the Council of Constance, Jan Hus and Jerome of Prague, two church reformers from Bohemia, were burnt at the stake for heresy. In the years that followed, outrage over the execution convulsed civil society in Bohemia, a fief of the Holy Roman Empire. Now, with Bohemia in rebellion as well as consumed by heresy, the Emperor Sigismund must wage war to both extirpate the heresy and secure his throne.
The Hussite player's forces are largely Bohemians (i.e. Czech) and others, who, inspired by the teachings of Jan Hus, supported the taking of Communion with both bread and wine, along with other reforms of the Roman Catholic Church. The Hussites are in turn divided into two to three factions: the Calixtenes (Moderates), the Taborites (Radicals), and a later splinter group called Orphans. Moderates preferred to reform the church, while radicals wanted more comprehensive reforms, not only of the church, but of the state and society. Some even rejected church and monarchy.
The Imperial player controls those forces under the Emperor and King, Sigismund of Luxembourg. (Note: Sigismund was still only King of the Romans in 1420. Although he was not crowned emperor by the Pope until 1433, he was still the ruler of Germany, in a nominal sense anyway.) They support the execution of Hus and oppose the taking of Communion with both bread and wine. Royal Crusaders, including both the Catholic minority in Bohemia and the Kingdom of Hungary are also under the direct control of the Imperial player. Papal Crusaders from the Holy Roman Empire (i.e. Germany) are under the indirect control of the Imperial player. Blind Faith and issue #59 of ATO Maps - One full color 22'x34' hex mapsheet Counters - 180 assorted full color die-cut 9/16' pieces Rules length - 12 pages Charts and tables - 2 pages Complexity - Low Playing time - 4 to 5 hours How challenging is it solitaire? - Average 1 vol, 60 pgs
2023 US, AGAINST THE ODDS
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1-COM1149
Kallio, Paul ROMA VICTRIX: Campaigns of the Roman World Wargame
Grand strategic, moderate complexity wargame for one to six players, covering a time period ranging from 218 BC to 533 AD in 20 separate historical and hypothetical scenarios. A simple interactive sequence of play guides each player through the process of revenue collection, recruiting and maintaining military forces, conducting land and naval operations, diplomacy, and field battles and sieges. Land units represent Roman Legions, Heavy Infantry, Auxilia, Barbarian Infantry and Cavalry. Rules focus on simplicity and playability supported by illustrations, and contain examples to reduce confusion -- also covers land and naval movement, combat, as well as optional rules. Suitable for solitaire play.
* Complexity: 5 out of 10 * Time Scale: 1 year per turn * Area Movement Map * Unit Scale: Legions, Legionary Equivalents, Barbarian Warbands * Players: one to six * Playing Time: 3-8 hours depending upon scenario
Contents: * 1 Rules Booklet * 1 22 x 34-inch area-movement mounted game map * 8 Counter Sheets (5/8-inch size) * 6 Major Power Display Cards * 6 Leader Display Charts * 6 Player Aid Charts * Orders of Battle based on available historical research and analysis * 21 Event Cards * 88 Province Cards * 2 Six-Sided dice * Box and Lid 1 vol, 1 pgs
2025 US, COMPASS GAMES
NEW-box, available late March 2025 ......$95.00
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1-ST125
Kane, Thomas S&T #125: The Far Seas
Features:
The Far Seas For Your Information - The Russo-Swedish War of 1808-09 in Finland Eagles in the Sun - German Cruiser Operations Outside of Europe during 1914 Island Combat - Marines versus the Japanese in the Central Pacific Designers Forum - Iron Cross, a preview Errata - Pegasus Bridge - Fortress Stalingrad 1 vol, 62 pgs
1989 US, SPI
V.GOOD-softcover unpunched, (1) copy available ......$20.00
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1-LEG1801
Kanger, Kim NEMESIS: Burma 1944
In 1944, the Japanese, being outnumbered and with hardly any supply, attacked. Why not? It worked in 1942. But this time Japanese hubris met British General Slim in the West; Stilwell's well-trained and hard-fighting Chinese troops in the North; and Wingate's Chindit brigades in the middle amongst them, and Chinese Yunnan soldiers in the East.
Uses 'Open Game Turn' system of four phases -- Assault (move/overrun); Attack; Supply Check; and Reinforcement -- with the sequence determined by random chit draw except for the first one, which is chosen by the player. Each player has four chits, so combinations usually change each turn.
Components: One 22x34-inch map, 302 counters, 2 play aids, and 16-page rule book. 1 vol, 1 pgs
2018 US, LEGION WARGAMES LLC
NEW-box, available late March 2021 ......$64.00
with a discount of 10% rct
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1-LEG2204
Kanger, Kim LA PRIMOGENITA: 1941 East African Campaign (Wargame)
Wargame covers the Allied invasion into Italian Eritrea in the north in 1941 where the most intense fighting took place, especially around the town of Cheren. The Allies invaded Eritrea with two Indian Divisions and some Free French units. The defending Italians consisted mostly of colonial Brigades, recruited among Ethiopians and Eritreans. They also had two metropolitan Divisions in reserve among which several elite battalions from the 'Grenadiers of Savoy' Division were sent north to Eritrea. These battalions (Alpini and Bersaglieri), together with loyal Eritrean colonial troops held both Allied Divisions at bay for eight weeks at Cheren before the survivors were finally forced to retreat towards the Eritrean capital Asmara. The battle of Cheren is seen as an hour of glory in the Italian army.
Uses a dynamic order chit system where players give orders to attack, move, entrench, bring forward extra ammo, etc. All order chits have a priority number that decides which order is executed first. After executing four orders each, another set of orders are chosen and played. You will have to chose wisely depending on what forces you have at hand, in what order you wish things to happen, and depending on what you suspect your opponent will choose.
Game Turn: 1 week; Hex: 7.5 miles / 12.5 kilometers; Units: Battalion to Brigade 1 vol, 1 pgs
2023 US, LEGION WARGAMES LLC
NEW-box, available mid January 2023 ......$60.00
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1-198780
Kettler, Ed STEEL TYPHOON: Scenario Book
Scenario Book building on Clash of Arms' 'The Rising Sun.' Features 36 scenarios covering the biggest and most famous naval battles of WWII in the Pacific: Rabaul, Truk, the Marianas, Leyte, and Okinawa plus hypothetical scenarios that challenge the players with historical alternatives. Designed specifically for the Command at Sea 4th edition rules, Steel Typhoon, along with the data supplements 'American Fleets' and 'The Emperor's Fleet' completes the picture of the USN versus the IJN in the Pacific Theater during the latter half of World War II. Includes three full-color countersheets with all the ships, aircraft, and game markers to make the Pacific War come to life on your tabletop. 1 vol, 1 pgs
2012 US, CLASH OF ARMS
NEW-pb, only one copy available, first come first served ......$44.00
with a discount of 33%
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1-COM1150
Kirkpatrick, Kirk SNIPER KILL CONFIRMED (Wargame)
Card-driven solitaire wargame makes you the sniper with a spotter in search of targets and completing missions. Includes many single missions as well as a 10-mission campaign. As each mission is completed, you will accumulate kill points which may be used to upgrade your weapons or obtain additional equipment.
Play on one of four terrain maps: jungle, desert, countryside, or ruined city. Though you are at distance from your mission target, you will need to score morale points to be able to move into new zones, getting closer to your target. As you do, enemy hostiles may be seen, forcing you to avoid detection or they may need to be engaged to complete your mission. Movement into new zones closer to the target, is achieved by KIA enemy hostiles which gives you morale points that are expended in order to move but beware of the trip wires and claymore mines. Doing this all the while trying not to draw too much attention to yourself. The enemy may call in reserves looking for you. Many items may help you such as scopes and med kits and other useful equipment.
A hand of cards gives the player options to fire, move, crawl, and hide. Location cards are used in each zone and the player will gain cover from these cards but also may find a surprise event. The player will need to earn morale points to be able to move into the next zone, these are earned by killing enemy hostiles. A player only has a certain number of wounds that can be taken during a mission and critical wounds will see the player in real trouble. Taking a shot is a tense moment the wind and other factors could affect the shot, if missed enemy hostiles will move closer towards the sniper and may even attempt to conduct an assault against them.
Product Information: * Complexity: Medium * Time Scale: One Game is One Mission * Map Scale: Area/Zone * Unit Scale: Individuals/Groups * Players: 1 Player * Solitaire: High * Playing Time: 1 to 2 hours
Game Components: 8.5x11-inch Sniper Mat; Four 8.5x11-inch Mission Maps; One Countersheet of 56 counters; One Action Card Deck; One Tactical Card Deck; One Hostile Card Deck; Four Target, VIP Cards; One Rules Booklet; and Two 6-sided Dice. 1 vol, 1 pgs
2023 US, COMPASS GAMES
NEW-box ......$69.00
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1-246430
Krawczyk, Lukasz BATTLE OF GROCHOW: 1831 For Our Freedom and Yours (Wargame)
Contents of the box: one colorful A1-size board, 432 die-cut counters, rule book (12 pages), scenario book (4 pages), one players' aid card, and one 10-sided die. Wargame recreates one of the most famous battles in the history of the Polish army. Game mechanics based on random activations. There are three types of weapons: infantry, cavalry, and artillery that act according to the common rules, but each of them has its own characteristics. Game length is 2-7 hours. 1 vol, 1 pgs
2017 POLAND, STRATEGEMATA
NEW-box, available mid October 2024 ......$52.00
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1-246740
Kuhlmann, Kurt EPIC OF THE PELOPONNESIAN WAR: Wargame
Two to four players use military force and political influence in their struggle to control the city-states of ancient Greece. Playing time ranges from 4-10 hours for short scenarios, to 20+ hours for the full campaign game, as players mobilize forces four times a year, and deploy them three times each season. Players have a full range of strategic options, including sieges, constructing and destroying fortifications, razing enemy cities, foraging, and raiding. Event Cards provide random events (such as storms at sea, bad omens, the crippling plague at Athens, etc.) and strategic targets (such as city betrayals, rebellion of Athenian regions, Persian support, the Sicilian Expedition). Scenarios include: the introductory Argive League scenario, played on only a portion of the map; three scenarios that cover only a portion of the war; and the full Campaign Game for 2-4 players (adding Thebes and Corinth to the Peloponnesian side as the third and fourth players). Contains two 34 x 22-inch full color maps, 560 full-color counters, deck of 120 event cards, one rulebook with eight scenarios, leader display sheets, and dice. 1 vol, 1 pgs
2006 US, CLASH OF ARMS
NEW-box, only one copy available, first come first served ......$90.00
with a discount of 33% rct
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1-ST178
Kutta, Timothy S&T #178: First Blood: Guadalcanal
The contents of the game include: the RULES Folder(8)-pages; a thick paper CHART; a Sheet of adhesive backed counters(over 150); & a (4)-COLOR 11' by 17' thick paper Mapsheet; while players will need to provide their OWN 6-sided DIE.
The RULES contain the following sections of note: Off-board Movement; Artillery; I.J.N. Naval Units; U.S. Engineers; Airstrip Capacity; Air Units; Brief Historical Commentary; Counters mounting advice; & the Turn Sequence on the back page. The Counters are RED/WHITE(Japanese)& BLUE/WHITE(U.S.) which are Battalion level for ground units, Air Unit Squadrons, individual Ships(Destroyers), Damaged & Destroyed Airfield markers, & Off-board Movement markers. There are MANY different Combat Unit types as well as various Aircraft depicted in this although for game purposes, these are of either Fighter or Bomber types(and F4F-Wildcats can be considered as either).
The Game Chart is printed with the Setup-/Reinforcements-/Combat Results Explanations on one side with a Units-/Terrain Identification Charts on the reverse. Players may want to copy this prior to play for EACH player to have available. The game Mapsheet covers the area around Henderson Field and it's environs. Also on the Mapsheet are: the seperate Japanese & American Attack Tables; Terrain Movement Cost/Defense Modifiers Table; Off-board Movement Boxes; Reinforcements Starting locations; and BOXES for I.J.A.F. & I.J.N. - Reserve & Attack; and U.S.A.F. Reserve, C.A.P., & Ground Attack.
The Turn Sequence is as follows: 1.Japanese Reinforcement phase; 2.Japan. Movement phase; 3.Japan. Combat phase; 4.Japan. Supply Resolution phase; 5.Japan. Strategic phase; 6., 7., 8.,-U.S.Player's similar to Japanese 1st 3-phases; 9.U.S. Engineer phase; 10.U.S. Air phase; 11.Check Victory Conditions or begin NEW turn. Overall, a very professional appearing production considering it's subject matter & their operating strictures while the graphics are very detailed, especially for the Aircraft types depicted. 1 vol, 64 pgs
1996 US, SPI
V.GOOD-softcover unpunched, (1) copy available ......$30.00
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1-COM1015
Ledford, Mitchell and Gregory M. Smith THE WAR IN EUROPE 1939-1945 - reprint
WWII strategic level game covering all the action of Europe, the Mediterranean and North Africa.Offers everything a game of this scale and scope should, from massive armored breakthroughs and encirclements to national production and military improvement.
TWE may be played on its own or may be combined with The War: Pacific 1941-1945 (TWE) to recreate the entire Second World War. In conjunction with The War's Expansion Kit, gamers can now enjoy the complete TW franchise.
Also addresses 'what-if' WWII strategy: what if the Germans really built the carrier Graf Zeppelin; what if Mussolini had upgraded the quality of Italian forces; what if Stalin hadn't shot many of his best generals during the purges; what if the U.S. had entered the war earlier.or later; what if the British had been able to mobilize the Empire and the Dominions more effectively; what if the U.S. had developed the atomic bomb early enough to use in Europe, and so on. It isn't intended to be a simulation. It's a gamer's game with quick, user-friendly combat systems. Veteran gamers familiar with classic WWII strategic level games should pick up the game very quickly. For new recruits, the short scenarios teach the basics, but can be played as stand-alone games in their own right. Includes 12 scenarios.
Product Information: Complexity: High (about 8 out of 10) Playing Time: 50 hours for full campaign (1.5 hours and up for scenarios) Solitaire Suitability: Good
Components: 2 maps; 9 full sheets of 5/8-inch counters; 20 full color 8.5x11-inch cards with various displays, tracks, reminders, tables, charts, worksheets, etc.; 1 rules booklet; 1 scenario booklet; 1 deck of variant cards; 2 dice; and 1 full color box and lid - the big 3 deep box. 1 vol, 1 pgs
2021 US, COMPASS GAMES
NEW-box o/p, only one (1) available, first come first served ......$160.00
with a discount of 20% rct
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1-COM1089
Ledford, Mitchell and Gregory M. Smith OSTKRIEG: WW II Eastern Front Wargame
A compact, strategic-level game covers the WWII Eastern Front using a unique and fast-paced, card-driven combat/build system first introduced in Pacific Tide. revolving around ground and air operations. While a two-player game, it also includes a solitaire version with different responses depending on the 'personality' selected (aggressive, defensive, etc.).
The card-based combat/build system is a different take on the 'normal' event/operations points driven systems. Separate card decks are provided for the Axis and Russian player. Each year, the players receive that year's cards for free.but must use build points to repurchase older cards. This will cause the player a few agonizing moments, as he typically cannot afford to re-buy every card he needs (or thinks he needs). Players must also decide which aspect of cards to use - many have multiple but exclusive uses (such as, 'Do A or do B') and these uses sometimes give very different results based on operational or strategic needs at the time.
Product Information: * Complexity: 3 out of 10 * Solitaire Suitability: 8 out of 10 (solitaire bot system) * Time Scale: Single Year Turns with alternating, multiple cards plays per player * Map Scale: Area map * Unit Scale: army-level infantry, armor, air groups, and partisans * Players: one to two, best with two * Playing Time: two to four hours
Components: One map (17x22-inch map size); One Countersheet of 9/16-inch unit-counters; 53 Game Cards; Rules booklet; 2 Player Aid cards; and 16 Six-sided Dice. 1 vol, 1 pgs
2020 US, COMPASS GAMES
NEW-box ......$59.00
with a discount of 57% rct
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1-COM1117
Leibbrandt, Scott AN ATTRITION OF SOULS: WWI Wargame
Light, fast-paced wargame at the strategic scale covering the Great War, designed with a high degree of replayability.
Each turn, you randomly draw tiles based on your industrial points and use them to the best of your ability. Game strategy is key due to the unforgiving combat system capturing the horrific attrition of this conflict; the dice offer no bloodless victories or reprieve for either side. Also offers great variability regarding the length of the war. Some games will end with decisive victories in 1915 and other will draw out into brutal stalemates that last until the end of 1918. No two games play alike. Added to this is a plethora of optional rules that bring additional historical depth to the game as well as balancing the game for players of different skill levels.
Components: Mounted Mapboard; Two Counter Sheets; 20 Event Cards; Rules booklet; Entente Player Mat; Central Powers Player Mat; Two Player Aid Cards; Two Pouches; 10 6-sided Dice; Game Box.
Product Information: Complexity: 4 out of 10 (Low) Solitaire Suitability: Medium Time Scale: 6 months per turn Map Scale: abstract regional map of Europe Unit Scale: Army and Army Group (each tile = approx. 250,000 men) Players: One or Two, Best with Two Playing Time: 90 minutes. 1 vol, 1 pgs
2020 US, COMPASS GAMES
NEW-box ......$69.00
with a discount of 15% rct
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1-LEG1403
Loakes, Andy TOULON 1793: Napoleon's First Great Victory
Toulon, 1793 is an operational level wargame for two to seven players, covering the siege of Toulon, in the South of France, between 25 August and 21 December, 1793. Its area-based system covers the entire campaign from the initial landing by Anglo-Spanish forces (at the invitation of the rebel Toulonnaise) through to their evacuation of the town as their ships came under threat from the batteries of the previously unknown Napoleon Bonaparte. Operation points are at the heart of the system and combined with an innovative combat, loss and movement system generate a vast number of decision points for the players. Also includes spies, gendarmes, multi-national forces (and associated cooperation issues), reconnaissance, variable reinforcements, and more. The game map covers an area from Ollioules in the West to Sollies in the East and from Mount Farron in the North to Cap Cepet in the South. The game is played in 17 weekly turns and units range from detatchments to regiments (with battalions and companies dominating the counter mix).
Contains: 22x34-inch map, 528 counters, 4 play aids, and 24-page rule book. 1 vol, 1 pgs
2014 US, LEGION WARGAMES LLC
NEW-box, available late March 2021 ......$70.00
with a discount of 10% rct
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1-COM1048
Lupinacci, Art RUSSIA BESIEGED: Deluxe Edition Wargame
Reworking of L2 Design Group game provides two large maps covering the territory from Berlin to Archangel to Astrakhan down to Bucharest, all to accommodate 5/8-inch counters. Simulates unit breakdowns, surrounded cities, Blitzkrieg attacks, a double impulse movement and attack system, two impulse turns, multi-weather turns and much, much more.
Takes into account each side's war economy. The Societs must deal with production of troops and oil to rebuild depleted forces while the Germans struggle with replacement points to rebuild a proper mix of units to defeat the Red Army.
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 1 vol, 1 pgs
2018 US, COMPASS GAMES
NEW-box, only one (1) available, first come first served ......$99.00
with a discount of 35%
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1-COM1182
Lupinacci, Art RUSSIA BESIEGED: Deluxe Edition - Finnish Expansion
Finnish Expansion. The Finnish Expansion completes the entire Eastern Front experience by adding a map that covers Finland from Helsinki, Leningrad, Archangel, Petsamo and Murmansk. The expansion includes the units required to complete the Order of Battle and a 48 page Rules Book/Historical Study to cover fighting in the rugged Arctic terrain. The Finnish Expansion adds a new dimension to Russia Besieged Deluxe Edition in that players can experience the difficulty encountered by the German Army of Norway and the rugged Finnish forces in dealing with punishing terrain, extreme weather and a relentless Russian enemy whose resources never seem to be tapped.
The Rules Book includes a 16 page Historical Study that delves into the history of aggression against Finland by the Soviet Union leading up to the Winter War and eventually, Finland's entry as an Ally of Germany in what was called the Continuation War. Finland's only interest in joining Germany was to regain the territory taken from them by the Soviet Union including land and bases in Karelia and mines in the northern region near the Barents Sea. A gallery of photographs is also included, used with permission from the Finnish Military Photography Archives, providing a unique perspective on the combatants, terrain and fighting conditions in the region.
Kursk Study Variant. Included in the package is an historical Battle of Kursk scenario. Renowned military historian Paul Popejoy, a long-time fan of Russia Besieged has extensively researched primary sources and designed a comprehensive and historically accurate scenario for the Battle of Kursk.
The extensive scenario has a 20-page Rule Book, Order of Battle Cards, and several dozen new counters. This scenario is an essential companion for Eastern Front enthusiasts. As with Paul's previous Historical Russia Besieged variant offered in the Player's Guide, it has been extensively researched but has not been extensively playtested.
Product Information (based on Russia Besieged Deluxe Edition):
Complexity: 6 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 Solitaire: High Playing Time: Scenarios of 1+ hours, up to the campaign game of 20 hours
Game Components: 48 page Finnish Expansion Historical Commentary and Rules booklet 64 page First Turn Analysis Book 20 page Kursk Historical Scenario designed by Paul Popejoy German Kursk Order of Battle Card One and a half sheets of 5/8 inch die-cut counters (264 counters) Finnish Expansion Weather Player Aid Cards Finnish Expansion Order of Battle Card Finnish Expansion Game Map (measuring 18 x 22) Strategic Movement Player Aid Card Main Game Updates include: Russian Order of Battle Card German Order of Battle Card Two Revised CRT and Blitzkrieg Table Cards Full-sized Box and Lid Three Russian Kursk Order of Battle Cards 1 vol, 1 pgs
2023 US, COMPASS GAMES
NEW-box ......$69.00
with a discount of 15% rct
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1-PWAR081
Luttmann, Hermann PAPER WARS: Issue 81 - Position Magnifique: The Battle of Mars-la-Tour, 1870
Magazine and Game. Position Magnifique: Mars-la-Tour 1870 is a medium-sized, brigade-scale game for two players (although it is solitaire-friendly). The French player, as Marshal Bazaine, must coordinate his huge army and take advantage of his greater numbers and the French infantry's superior Chassepot rifle. The Prussian player, as von Moltke, must play a cunning game of bluff, hold the line with his deadly Krupp artillery and launch timely attacks as his reinforcements race to the battlefield.
The game is specifically designed to provide an exciting and historically accurate simulation of this incredible battle. The system is driven by a unique chit-pull mechanic that simply but accurately portrays the fog-of-war, battlefield chaos and command challenges that were faced by the commanders on that 'day of battle.' Position Magnifique: Mars-la-Tour 1870 provides a challenging and exciting game experience - one where both players will, at various times, feel that they have both won and lost the game. 1 vol, 80 pgs
2015 US, COMPASS GAMES
NEW-softcover with game ......$47.00
with a discount of 10% rct
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1-COM1040
Madison, Ben ABSOLUTE VICTORY: World Conflict 1939-1945
ABSOLUTE VICTORY: World Conflict 1939-1945 is Compass Games' global level 'mini-monster' simulation of the Second World War in every theater, real or potential. Unlike many bigger games, AV concentrates on the fun stuff - ground and naval combat - while simplifying the boring stuff like unit production and logistics. Ground units are 30,000 to 100,000 man armies, while naval units are individual battleships and carriers plus their escorts. Each air unit stands for some 250-800 aircraft, all handled in an off-map display that minimizes clutter.
Components:
4 Maps covering the entire globe and Antarctic theater
5 Countersheets 9/16 military unit counters - total 1,140 (single sided)
2 sheets of small (1/2) markers and random event chits - total 560 (single sided)
2 rules booklets (one Game System rulebook; one Regional rulebook)
2 events booklets, with over 2,500 randomized historical events from WWII
14 Player aid and display sheets - mixture of color and black and white
4 Dice - 2d6 and 2d10
1 Full-color box and lid set 1 vol, 1 pgs
2017 US, COMPASS GAMES
NEW-box o/p, only one (1) available, first come first served ......$185.00
with a discount of 20% rct
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1-ST122
Markam, Robert S&T #122: Pegasus Bridge
Pegasus Bridge: The Beginning of D-Day 'The Other Side of the Hill' - Memoirs The Other BEF German Aerial Reconnaissance in WWII Errata, Q&A - Eckmuhl - Nicaragua - Horse Soldiers - Indian Mutiny 1 vol, 64 pgs
1988 US, SPI
V.GOOD-softcover unpunched, (1) copy available ......$20.00
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2-ST169
Markam, Robert ST #169: The Atlanta Campaign: Peachtree Creek & Jonesboro
Two complete ACW games
Four separate American Civil War games released over 2 issues of Strategy & Tactics magazine, based on Blue & Gray system. The updated game system is named Battles of the American Civil War ; it is also referred to as Second Edition Blue & Gray. The Series Rules have been updated and the Standard Rules may be used in playing previous published games in the series. This Second Edition series started with Seven Days Battles covering battles from the Penninsula Campaign, and continued through Savage Station and Olustee.
Peachtree Creek & Jonesboro appeared in S&T #169. Atlanta & Ezra Church appeared in S&T #170. 1 vol, 80 pgs
1994 US, SPI
V.GOOD-softcover just game unpunched, (1) copy available ......$5.00
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1-246720
Markham, Rob WALLACE'S WAR: Stirling Bridge and Falkirk (Wargame)
Based on the Baron's War system with a focus on the command and weaponry of the medieval battlefield. This game allows the player to engage in two of William Wallace's biggest battles against the English Army -- his greatest victory at Stirling Bridge against the Earl of Surrey and his greatest defeat at Falkirk against Edward I. Contains two 17 x 23-inch period-style maps, 280 counters, rulebook with historical commentary, cardstock charts, and dice. 1 vol, 1 pgs
2008 US, CLASH OF ARMS
NEW-box, only one copy available, first come first served ......$49.00
with a discount of 33% rct
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1-246750
Markham, Robert THE CAMPAIGNS OF KING DAVID: The Biblical Struggle for the Near East
Covers the struggle for supremacy of the fertile crescent during the Old Testament reign of Judah's King David. Using a system that incorporates economics, diplomacy, and military operations, players maneuver combat units and leaders over a full color map of the Near East and have a limited number of turns to determine victory. With 15 action phase chits to choose from, each turn is unique as players deal with the twists and turns of fate -- ensuring no two games are ever the same. Players must husband their resources to maintain their field armies, build and re-equip units, fortify cities, and wage war through leaders who command chariots, phalanxes, and militia. Contains one rulebook, one 22 x 34-inch full color map, 500 counters on three sheets, charts and player aid, and dice. 1 vol, 1 pgs
2007 US, CLASH OF ARMS
AS NEW-box, opened and played, contains 2011 rules update ......$55.00
with a discount of 50% rct
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1-914033G
martin, Laurent VAE VICTUS BOARD GAME #33: The Italians Wars 1859 - 1866
The revolutionary campaign of 1859 plays out in Po Valley, from Turin to Verona by way of Milan, with no less than an imperial invasion to push back. They will have to cross waterways like so many hedges standing between them and freedom. They must be victorious in the bloody combats of Magenta and Solferino . Unless the Empire counter-attacks to save the Kingdom of Lombardy-Venetia.
1866 is the story of a young nation searching for its identity and seeking to take back the last part of its territory from despised Austria. However, this nation has not yet come to terms with its recent unification and will struggle against a tough adversary. The Austrian army will achieve it's greatest exploit of 1866, nevertheless so contrary to victory by force of arms.
Game components: Two 59 x 41 cm maps; 216 die-cut counters and markers; One booklet of rules; Four scenarios and one campaign; and Two player aid cards. 1 vol, 24 pgs
2023 FRANCE, CERIGO EDITIONS
NEW-pb ......$38.00
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1-914009G
Martin, Lawrence VAE VICTUS Board Game #9: Inkermann 1854
Inkermann 1854 - The End of Russian Hopes in the Crimea
On November 5, 1854, the Russians launched a heavy attack on the allied right flank east of the city. The assault was made by two columns, which when combined would form a formidable army of some 42,000 men. The initial Russian assault was to be received by the British Second Division, 2,700 men and 12 guns. With both Russian columns moving in a flanking fashion, they hoped to overwhelm this portion of the Allied army before reinforcements could arrive. The Russian general, Soymonov followed Menshikov's directive and deployed his force around the Careenage Ravine, where he could not effectively employ all of his troops in combat.
When dawn broke, Soymonov attacked the British positions on Home Hill with 6,300 men and a further 9,000 in reserve. The British had strong pickets and had ample warning of the Russian attack. The British pickets, some of them at company strength, engaged the Russians as they moved to attack Home Hill. The firing in the valley also gave warning to the rest of the Second Division, who rushed to their defensive positions. The Second Division's commander, Pennefather, a highly aggressive officer, ordered his 2,700 strong division to attack some 15,300 Russian soldiers. Russian guns bombarded Home Hill, but there were no troops on the crest at this point
When the British Fourth Division arrived under General George Cathcart, they were finally able to go on the offensive. They launched a renewed attack against the Russians and on their flanks. However, the flanking troops were caught in the rear by an unexpected Russian counter-attack and Cathcart was shot from his horse and killed, leaving his troops disorganized and the attack broken up. The courage of Cathcart and his men had the unexpected effect of encouraging other British units to charge the Russians. This gave the Russian army an opportunity to gain a crest on the ridge. However, as the Russian troops were coming up, they were attacked and driven off by newly arrived soldiers from the French camps. The French poured reinforcements into the entire line, reducing the Russians' advantage in numbers. 1 vol, 24 pgs
2015 FRANCE, CERIGO EDITIONS
NEW-softcover with English Rules ......$38.00
with a discount of 24%
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1-COM1110
McDonough, David Dawn's Early Light: The War of 1812
Two-player card-driven grand strategy game with high-level abstract recreation of the entire conflict encompassing the territorial, naval, political, and economic competition between the US and Britain. The game cards recreate the characters and moments that shaped the war, while operations such as recruiting, campaigning, privateering, raiding, and shipbuilding let players take the war in their own direction. Each side earns victory points for capturing the enemy's towns and territory, outcompeting them at sea, and outmaneuvering them in politics and public sentiment.
Product Information: Complexity: 4 out of 10; Solitaire Suitability: 5 out of 10; Time Scale: 6 months per turn; Map Scale: Strategic areas of varying size; Unit Scale: Strategic forces of varying size; Players: Two; Playing Time: 120 minutes
Components: One 22 x 34-inch Mounted game map; Two Counter Sheets of 5/8-inch punch-out counters; 86 Game Cards; Two Player Aid Cards; Rules Booklet; Four d6s 1 vol, 1 pgs
2020 US, COMPASS GAMES
NEW-box ......$69.00
with a discount of 15% rct
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1-COM1234
McLaughlin, Mark MR. LINCOLN'S WAR
Historical game which captures the epic struggle of the American Civil War. Organized into two sub-games, Army of the Tennessee, which deals with the war in the western theater; and Army of the Potomac, which deals with the war in Virginia. Each has four short scenarios that recreate the maneuvers and battles of Shiloh, Gettysburg, Atlanta, and other monumental Civil War contests. Campaign games enabling the players to fight the war in the West or East are provided with each sub-game. They may be combined to play the Mr. Lincoln's War grand campaign that simulates the entire Civil War, on both fronts.
Product Information: * Complexity: Medium * Solitaire: Medium * Time Scale: 1 Turn = 1 Month * Map: 1 Hex = 2.3 Miles * Unit Scale: One Strength Point = 3000 Men * Players: 2-4 * Playing Time: 2-6 Hours For Scenarios, 10+ Hours For Campaigns
Contents: * Two 22x34-inch mounted Game Maps * 850 1/2-inch Die-Cut Counters * 10 Player Aid Cards * 1 Rules Booklet * 1 Scenario Booklet * 2 Six-Sided Dice 1 vol, 1 pgs
2026 US, COMPASS GAMES
NEW-box, available early April 2026 ......$99.00
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1-COM1138
McPartland, Kevin MAORI: Warriors of the Long White Cloud (Wargame)
Historic simulation game depicts clan warfare typical in New Zealand before European colonization (around 1450 A.D.). Players build war canoes and train warriors to create a force to strike at their adversaries, while protecting their home village. The player himself is represented on the board as the Paramount Chief -- if this leader is killed, the game is lost.
Complexity: 4 out of 10 Solitaire Suitability: special rules to facilitate solitaire play Map Scale: area movement, strategic level Unit scale: individual leaders; about 30 to 50 warriors per unit; war canoes are one large canoe or two or three smaller ones. Time Scale: the time represented is flexible Players: 1 to 4 Playing time: 60 to 90 minutes
Components: One 22x34-inch MOUNTED map board; Two Sheets of large, 3/4-inch counters; 110 Action Cards; Four Player aid cards; One Rule booklet with designer's notes; and Four six-sided dice. 1 vol, 1 pgs
2022 US, COMPASS GAMES
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1-COM1181
Meyler, David NO PEACE WITHOUT HONOR
Two-player game depicting Louis XIV's earliest European wars, the War of Devolution 1667-68, the Dutch War 1672-78 and the War of the Reunions 1679-1684. While this is a complete game on its own, combined with other wargames Nine Years War and No Peace Without Spain, players can refight the entire wars of Louis XIV in one grand campaign from 1668 to 1713.
Product Information:
Complexity: Moderate (about 4 out of 10) Time Scale: One year per turn Map Scale: point-to-point strategic level Unit Scale: Corps of 10,000 mixed arms Players: 1 or 2 Players, best with 2 Solitaire Suitability: Limited (due to card-driven system) Playing Time: 2.5 hours Recommended Age: 14+
Components: One 22x34-inch mounted map; One rule and scenario booklet; Two player aid cards; One card deck of 50 playing cards; Two sheets of counters (0.65x 0.65 inches); and 10 six-sided dice. 1 vol, 1 pgs
2022 US, COMPASS GAMES
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1-COM1036
Miller, Brien FORNOVO 1495: Wargame
Fornovo 1495, the first game in the Order of Arms series presents the battle fought between the French Army of King Charles VIII, and the Condottieri forces of the League of Venice under the command of Francesco II Gonzaga of Mantua. The game features the Historical Battle as fought by Francesco Gonzaga across a rising Taro River, a free-set up version, and a what-if scenario that portrays the Italian fear of a French drive on Parma.
Components: * 1 Series rulebook * 1 Game specific rulebook/scenario book * 1 22 x 34-inch map * 2 Countersheets with both long and square counters * Multiple charts and tables cards * 3 Six-sided Dice * 1 Box and Lid 1 vol, 1 pgs
2015 US, COMPASS GAMES
NEW-box, only one (1) available, first come first served ......$75.00
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1-COM1232
Miller, Marc CHACO: Bolivia vs Paraguay, 1932-35 (Wargame)
Chaco is an updated yet faithful remake of the Game Designers' Workshop game released in 1973. Covers the pre-WWII Chaco War fought between Bolivia and Paraguay at the Strategic / Operational level. For two to threee players using six-month turns and 10-mile hexes.
The basic game starts with mostly infantry forces but as a technologically advanced war (the first to include large-scale aerial warfare in the Americas), the game also includes a set of optional rules called Gran Chaco that highlight some of these innovations and the strategic choices players may have faced. Though historically, many of these innovations were not used to any actual effect, they were available to the belligerents and are now available to you. Has several historical and hypothetical scenarios and many optional rules players can choose to implement.
* Complexity: Medium * Playing time: Up to 6 hours * Solitaire Suitability: Medium * Players: 2 to 3 * Map Scale: 1 hex equals 10 miles * Time Scale: 6 Months per turn * Unit Scale: Company to Corps level
Contents: * One 22 x 34-inch mounted map * Two counter sheets (1/2-inch size), totaling 264 counters * One Player Aid Chart * Two Composite Charts * One Rulebook * One six-sided die 1 vol, 1 pgs
2025 US, COMPASS GAMES
NEW-box, available late April 2025 ......$65.00
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1-249500
Miranda, Joseph CARRIER BATTLE GROUP: Solitaire
Solitaire game set during the Cold War where the player contests against the game system, fulfilling scenario objectives, randomly generated by a Mission Orders chit pull. Carrier operations are shown in considerable detail, while other US Navy and opposing Soviet actions are more abstracted. An Alert Level, representing how much the Soviet Navy's command is concentrating its resources against your task force, increases the possibility of running into enemy forces. Once contact is made with enemy forces, the game's Tactical Routine is used to resolve combat. A scenario ends when you reach your objective. Scenarios can be played individually or linked together to form a Campaign Game. Optional Rules allow for multiple players, having them each control various aspects of the US Navy force. Updates the game first appearing in Modern War #14, offering new map and counter artwork, a mounted game board, updated rules, new player aid cards, and a campaign analysis article. 1 vol, 1 pgs
2025 US, DECISION GAMES
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1-930352
Miranda, Joseph STRATEGY & TACTICS # 352: The French and Indian War
The French & Indian War is a two-player wargame of the conflict between the British and French Empires for control of North America during the wider Seven Years War. Each player represents the high command for their respective forces in North America. There is also the possibility for intervention by American Indian and Spanish Imperial forces. The game has several scenarios, representing different starting situations. The game system models the effects of command control on campaigns conducted across vast distances of largely frontier terrain, and as part of the larger Seven Years War.
Each game turn represents a campaign lasting one year. Each hex represents 85 kilometers (50 miles) across. Each regular unit represents one or two battalions or equivalent-sized groupings of companies/squadrons. Provincial and militia units represent regiments or brigades. Some of the light units represent detachments of one or more companies. Indian units represent groups between 500 to 2000 warriors. Commanders are key leaders, their staffs, and guard troops. Riverine units represent flotillas of boats.
Contents: 22 x 34-inch game map, 228 9/16-inch counters, and magazine. 1 vol, 84 pgs
2025 CA, DECISION GAMES
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1-930354
Miranda, Joseph STRATEGY & TACTICS # 354: Eagles of Rome I: Caesar
Grand tactical two-player system for battles of the Roman Era, from the Republic through the Empire to the early Byzantine era. Covers the battles of the Late Republic to the Early Empire (roughly 120 BC to AD 250). Players command armies of various types of forces, from Roman legions to barbarian hordes, with distinctions between melee and fire combat, plus special tactics. Morale is a critical factor. Caesar is played in scenarios. Each scenario represents a historical battle. Units represent three to five Roman cohorts, their equivalents, or amorphous groupings of irregulars (1,000 to 3,000 men, based on the era and efficiency of the army). Leaders represent single great commanders, war chiefs, or the staff of a legion or other higher formation. Contains one 22 x 34-inch game map and a sheet of 176 5/8-inch counters. 1 vol, 84 pgs
2025 US, DECISION GAMES
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1-930355
Miranda, Joseph STRATEGY & TACTICS # 355: 11 Days War, East Front 1918
Two-player wargame covering the final Central Powers offensive on the East Front, February to May 1918 (Operation Faustschlag). Includes both the initial eleven days of offensive operations against the Bolsheviks and the ensuing pursuit in the Ukraine. Pits the Central Powers (Germany, Austria-Hungary, their allies) against the Bolsheviks and their allies. Additionally, there are third power forces called Greens which may come under the control of either player. There are three scenarios representing different starting situations. Each game turn represents one to ten days of operations. Each hexagon on the map represents 60 kilometers or 40 miles. Each unit represents anything from a brigade up to corps. Strategic markers represent specialized forces, such as airpower, and agitprop (agitation and propaganda). Contains 22 x 34-inch game map and a sheet of 176 5/8-inch counters. 1 vol, 84 pgs
2025 US, DECISION GAMES
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1-930356
Miranda, Joseph STRATEGY & TACTICS #356: Siege of Vienna 1683
Battles of the Age of Kings system is a grand tactical two-player system for battles of the latter half of the 17th century to early 18th century. It is based on the 30 Years War Battles system with revisions to account for tactical developments of post 1648. Revisions include artillery mobility and an increase in tactical flexibility. The rules for Gates of Vienna are in three sections. The first contains the Standard Rules common to all games in the series. The second is the Optional section, which gives rules that players can use at their option or not. The third is the Exclusive Rules for each battle to include deployment, reinforcements, victory conditions, and special rules. Each hex on the map represents circa 500 meters. Each game turn represents 45 minutes to 90 minutes, depending on the intensity of the action. Most cavalry and infantry units represent one or two regiments or battalions. Each combat strength point represents 100 to 300 men, depending on the quality of the army and assignment of light guns to the unit. Each artillery unit represents four to twelve heavy or medium guns. Contains 22 x 34-inch game map and a sheet of 176 5/8-inch counters. 1 vol, 84 pgs
2025 US, DECISION GAMES
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1-930357
Miranda, Joseph STRATEGY & TACTICS #357 CENTCOM -- Persian Gulf War 2001-2003
Operational one-player simulation of military operations in Afghanistan and Iraq during 2001 to 2003 and optionally 2005. The player controls the forces of the CENTCOM (US, NATO, Northern Alliance, and other Allies). The game system controls the opposing OPFOR forces (Al Qaeda, Taliban, and Iraqi). The objective of the game is for CENTCOM to destroy both the forces of Al Qaeda and Saddam Hussein. OPFOR actions can be affected by the Persian Gulf Instability Index (PGII), which can shift throughout the game and generate events. CENTCOM can also be played by two or more players, controlling different parts of CENTCOM operations, explained in the Optional rules. Each game turn represents from three weeks of intense combat to six months of logistical buildup and counterinsurgency operations. Each hex represents 43 miles. Units range in size from brigade groups, divisions, and corps. Contains 22x34-inch game map and a sheet of 176 5/8-inch counters. 1 vol, 84 pgs
2025 US, DECISION GAMES
NEW-pb, available early February 2026 ......$55.00
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1-956022
Miranda, Joseph WORLD AT WAR 22: Minsk '44
The second game in Joseph Miranda's new East Front Battles Series, which began with Guards Tank in issue 13 -- covers the crucial exploitation phase of the great Soviet summer offensive against the Germans' Army Group Center, in June of 1944. The game utilizes the classic quad series rules' mechanics and a retreat-emphasizing differential combat system to encourage encirclement tactics, so typical of Soviet armor strategy during World War II.
Minsk is a two-player (Soviet versus German) operational level game. The game includes 228 medium-sized die-cut counters, with the division as the primary maneuver unit, and also includes air units, untried units, blown bridge markers, and headquarters units. The colorful map features the area of the Third Belorussian Front during Operation Bagration, with each hex representing approximately 2 miles across, and includes such prominent locations as Berezina and the transportation center of Minsk.
The rules entail a variety of standard and unique rules, such as Railroad Movement, 'What if' Optional Reinforcements, Blowing Bridges, Untried Units, and the full range of historical unit formations, such as 5th Guards Tank Army, and the 505th Heavy Armor unit, etc.
Victory in the game is determined by the accumulation of VP for control of important hexes, as well as evacuating friendly units
Other articles include:
* Green US Forces at Kasserine, 1943. The fierce German counterattack against rookie US forces in North Africa that led to Patton's promotion to army command. * Savo Island. A revisionist interpretation of this near-miss Japanese naval victory off the coast of Guadalcanal late in 1942. * Hitler's Military Conferences. An analysis of the procedures Hitler used to arrive at his big military decisions 1 vol, 62 pgs
2011 CA, DECISION GAMES
NEW-softcover, inventory clear out ......$30.00
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1-956094
Miranda, Joseph WORLD AT WAR # 94: Kesselring War-Decision in Italy 1943-44
Kesselring's War: Decision in Italy 1943-44 is an operational level two-player wargame covering the campaign in Sicily and southern Italy, July 1943 to February 1944. The game covers the months from Operation Husky through the initial landings in the southern peninsula up to the Anzio invasion and first battle of Monte Cassino. The game system portrays operations across the theater within a framework of logistical and command /control restraints, modeled as Action Points. Each hex on the map is approximately 30 kilometers across. Each turn of play represents a month of operations. Ground units represent mostly divisions, independent brigades, and regiments. Air units represent the equivalent of a Luftwaffe Geschwader, USAAF wing or RAF group (9 to 15 squadrons). Naval units represent task forces.
Components: one 22x34-inch map, 176 5/8 inch counters, and magazine. 1 vol, 62 pgs
2024 US, DECISION GAMES
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1-956095
Miranda, Joseph WORLD AT WAR # 95: Khalkin-Gol War 1939 Wargame
Khalkin-Gol War is an operational-level, two-player wargame covering a what-if Japanese-Soviet war in Mongolia in 1939. The historical campaign saw a series of limited actions in the late spring and early summer of 1939 along the Khalka River (Khalkin Gol) on the Manchukuoan/Outer Mongolian border. The campaign ended in a corps-level battle in August 1939 in which the Soviets decisively defeated the Japanese and produced a cease-fire between the two antagonists. The assumption of the game is that both Tokyo and Moscow decided instead to turn this into a full-scale war.
Each turn of play represents a month of operations. Each hex on the map is approximately 30km. Ground units are mostly built around divisions, with breakdowns into brigades and regiments. Air units represent anything from an elite squadron to a mediocre group.
Contains: 22x34-inch map, 176 5/8-inch counters, and magazine. 1 vol, 62 pgs
2024 US, DECISION GAMES
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1-956096
Miranda, Joseph WORLD AT WAR # 96: Kriegsmarine Plan Z
War Plan Z assumes that Adolf Hitler had not canceled the Kriegsmarine (Germany Navy) expansion program in 1939. World War II in Europe does not begin September of that year. Instead, Hitler waits until War Plan Z is complete (in various stages). The game is a strategic two player simulation of the ensuing hypothetical naval campaigns fought between the Germans and the Allies sometime in the 1940s. One assumption of the game is that since Germany concentrates on increasing the Navy, there is no campaign in the west, so France remains an Allied power. Germany and the USSR still divide Poland, and an uneasy peace remains in effect on the Eastern Front.
The game system shows the effects of various operations. Players conduct actions that encompass discrete combat, logistical, intelligence and other operations. A player can conduct one or more actions per turn, depending on control of bases.
Each area on the map is about 550 miles across. Each turn represents one month of operations. Ship units represent two fleet aircraft carriers, divisions of two or three battleships, four to eight cruisers, flotillas of 19-40 destroyers, or various numbers of other ship types. Most ground units in the game represent corps or divisions. Aircraft units represent six to twelve squadrons of aircraft.
22 x 34-inch game map and a sheet of 228 9/16-inch counters. 1 vol, 62 pgs
2024 US, DECISION GAMES
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1-956098
Miranda, Joseph WORLD AT WAR # 98: Stalingrad 1942 (CIE Volume 2)
Campaigns in Europe (CIE) is a two-player series of games focused on campaign scenarios at the division/corps level. The system uses the same maps as War in Europe (WIE), with updated graphics and a more detailed terrain analysis. The counters have been upgraded and are presented with historical identifications. The game system utilizes a Move/Fight, Fight/Move sequence of play to portray simply doctrinal differences among contending armed forces. It also utilizes headquarters units to project logistics and combat support capabilities.
Covers the German offensive to the Caucasus and Stalingrad. It ends at the point where the Soviets launched Operation Uranus, their Stalingrad counteroffensive.
Each game turn (GT) represents around one week in clear weather and two weeks in mud and snow game turns. Each hex represents 20 miles (32.5 km) across. German, Finnish, and Axis-allied units are shown mostly as division-sized units, with Soviet and Axis Allied units depicted as corps.
Components: 22 x 34-inch game map, 280 1/2-inch counters, and magazine. 1 vol, 62 pgs
2024 US, DECISION GAMES
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1-956100
Miranda, Joseph WORLD AT WAR #100 D-Day to the Rhine (CIE Vol. 4)
Campaigns in Europe (CIE) is a four-game series of two-player designs focused on campaign scenarios at the division/corps level. The system uses the same maps as War in Europe but with updated graphics and a more detailed terrain analysis. The counters have also been upgraded and are presented with their historic identifications. The system uses a Move/Fight, Fight/Move sequence to portray doctrinal differences among contending armed forces. It also uses headquarters units to project logistics and combat support capabilities.
D-Day to the Rhine covers the campaign in France from the Allied landing in Normandy through the drive to the Rhine. It ends at the completion of Operation Market Garden. Each game turn (GT) represents around one week in clear weather and two weeks in mud and snow game turns. Each hex represents 20 miles (32.5 km) across. German, Finnish, and Western Allied units are shown mostly as division-sized units, with Soviet and Axis Allied units depicted as corps. Contains: 22 x 34-inch game map, a sheet of 280 1/2-inch counters, and magazine. 1 vol, 62 pgs
2024 US, DECISION GAMES
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1-956101
Miranda, Joseph WORLD AT WAR #101 Solomons Campaign, 1942-4
Solomons Campaign, 1942-43, is a solitaire, operational-level game of the struggle for control of the Solomon Islands during World War II. The player commands the US forces. He wins by accomplishing campaign milestones ahead of what was done historically, thereby opening the way for an earlier isolation of the Japanese base at Rabaul.
The player moves and engages with the Japanese forces according to instructions provided by the rules. The map uses an area grid map system; ground units represent divisions, regiments or battalions. Aircraft units represent air groups or wings (two to eight squadrons) and are identified by the primary type of aircraft in those units. Naval units represent individual fleet aircraft carriers, battleships, cruisers and divisions of two light or escort carriers and squadrons of destroyers with various numbers of other ship types.
Each grid box on the map is 50 miles from side to side. Each turn represents one month.
22 x 34 inch map sheet and counter sheet of 228 9/16 inch counters. 1 vol, 62 pgs
2024 US, DECISION GAMES
NEW-pb, available mid January 2025 ......$50.00
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1-956102
Miranda, Joseph WORLD AT WAR #102 Invasion Australia 1942
Invasion Australia 1942 is an operational level two player wargame covering a hypothetical Japanese invasion of Australia in 1942. There was a debate between the Imperial Japanese Navy (IJN) and Imperial Japanese Army (IJA) over the course of the war. The IJN wanted to invade Australia, although the IJA opposed such an invasion on the grounds of lack of troops and shipping. In the end, the Japanese decided to launch an invasion of the Solomons with the possibility of moving against New Caledonia. The game assumes that the Japanese won the Battle of the Coral Sea (in May 1942) and captured Port Moresby in New Guinea, turning it into a base to cover the actual invasion of Australia which commenced in July of that year.
The central game system is Logistics Points (ATP) which represent sea lift capacity (for the Japanese) and ground communications (for the Allies) given the distances from the main Allied bases in southern Australia and the actual theater of operations in northern Australia.
Each hex represents 62 miles (100 kilometers) and each turn from one to three weeks. Ground units are regiments, brigades, and logistical installations. Aircraft units represent from two to six squadrons. Naval operations are handled abstractly. Comes with 22 x 34-inch map, one counter sheet of 176 5/8-inch counters, and magazine. 1 vol, 62 pgs
2025 US, DECISION GAMES
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1-956103
Miranda, Joseph WORLD AT WAR #103 Battle of Finland 1944
A simulation of the Soviet offensive against Finland in the summer of 1944. The Soviet player must defeat Finland as soon as possible within a limited timeframe so that the Red Army can return to the decisive direction of the war, the Bagration offensive in June-July 1944. Each game turn represents about seven days. Each hexagon is six miles (18 kilometers) from side to opposite side. Units are corps, divisions, brigades, or equivalents, and some specialized smaller units. Contains one 22 x 34-inch map and one counter sheet of 176 5/8-inch counters. 1 vol, 62 pgs
2025 US, DECISION GAMES
NEW-pb, available mid July 2025 ......$50.00
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1-956108
Miranda, Joseph WORLD AT WAR #108: West Front 1944: Decision on the Rhine
Two-player game of the campaigns along the Rhine in the winter of 1944-45 (December to March). The Allies are attempting to establish bridgeheads across the Rhine River while the Germans are planning for their Ardennes counteroffensive. The game uses a variant of the Boots/Manstein's War system to model command, control, and logistics on an operational scale. Both players have a wide range of operational plans that they can execute to attempt to seize certain strategic objectives. Each game turn represents two weeks. Each hex on the map represents 27 kilometers (17 miles) from side to opposite side. Units are primarily corps. Air units (Allied numbered air forces and German Fliegerkorps) represent air cover for a sector of the front. Contains 22x34 inch game map and a sheet of 176 5/8 inch counters. 1 vol, 62 pgs
2026 US, DECISION GAMES
NEW-pb, available early May 2026 ......$55.00
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1-963024
Miranda, Joseph MODERN WAR # 24: LZ ALBANY
LZ Albany depicts the ambush of US air cavalry units by the North Vietnamese Army on 17 November 1965 during the Pleiku Campaign.
Turns cover one hour, with multiple impulses driven by a random chit draw. Additional chits add extra assets like artillery and airpower. US and NVA platoons maneuver through areas of jungle, sawgrass, and clearings. Leaders magnify unit abilities but are vulnerable. The NVA player is bent on maximizing US losses before being overwhelmed by firepower. The US player must stabilize the situation, maximize NVA casualties, and evacuate wounded to prevent their falling into enemy hands.
Contents: One 22x34-inch map, 176 counters, and magazine with historical background. 1 vol, 84 pgs
2016 US, DECISION GAMES
NEW-softcover, available early June 2016 ......$35.00
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1-PWAR109
Miranda, Joseph PAPER WARS ISSUE 109: Baltic Freikorps, 1919
Includes solitaire game in which the player commands the decisive military operations in the Baltic Republics during 1919, controlling 'Allied' forces trying to keep Estonia, Latvia, and Lithuania from being conquered by the Red Army. The system uses randomly drawn 'Action Chits' to run Red Army operations and enhance or inhibit the operations of the Allied forces. Contains one 34?22 inch point-to-point map, medium (9/16 inch) counters and chits. There is also a bonus solitaire scenario for Burning Banners, optional/advanced rules and die-cut counters for Russia Besieged, die-cut counters for the Third World War variant air rules from issue 107, and more. 1 vol, 64 pgs
2025 US, COMPASS GAMES
NEW-softcover with game, available late April 2025 ......$47.00
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2-ST151
Miranda, Joseph S&T #151: The Battle of Friedland 1807 & Battle of Vittoria 1813
Features:
Vittoria Napoleonic Battes System: Friedland The Napoleonic Revolution in Battle Raphia nd the Military System of Alexander's Successors 1 vol, 64 pgs
1992 US, SPI
V.GOOD-softcover unpunched, (1) copy available ......$15.00
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1-ST157
Miranda, Joseph S&T #157: Roman Civil War
Roman Civil War is a two player wargame covering the battles between Pompey and Julius Caesar. The game is strategic in scale, with units representing legions, fleets and allied units on both sides. The mapsheet, overlaid with a hexagonal grid, covers the important areas of the Roman empire, including Italy, Greece, Asia and Egypt. Off-board areas represent surrounding areas such as Spain, Gaul and Syria.
Game components consist of a mapsheet, counters, rules and game charts. 1 vol, 78 pgs
1993 US, SPI
V.GOOD-softcover unpunched, (1) copy available ......$30.00
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1-ST174
Miranda, Joseph S&T # 174: Indo-Pakistani Wars
Covers the 1965, 1971 and a hypothetical 1990's conflict between India and Pakistan. 1 vol, 54 pgs
1995 US, SPI
V.GOOD-softcover unpunched, (1) copy available ......$15.00
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1-ST175
Miranda, Joseph S&T #175: Ancient Wars Series: Germania
Germania is a two-player wargame covering Roman campaigns in Germania. The game is strategic in scale, with units representing Roman legions, barbarian war bands and allied troops. The mapsheet, overlaid with a hexagonal grid, covers the area of operation.
Game consists of a 22 x 34 map, 280 counters, 13 pages of rules and 1 random events chart. 1 vol, 54 pgs
1995 US, SPI
V.GOOD-softcover unpunched, (1) copy available ......$40.00
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1-938021
Miranda, Joseph STRATEGY & TACTICS QUARTERLY #21: Byzantium w/ Map Poster
The Byzantine Empire dominated the Eastern Mediterranean from the Fall of Rome in AD 476 to the final siege of Constantinople 1453. This new STQ covers a millennium of conflict, controversy and civilization. It analyses of strategies and tactics, covers wars big and small, and profiles of personalities such as the great general Belisarius.
There's a parade of emperors from Justinian who brought the Empire to its high point to Constantine XI and his last stand at Constantinople. The impact of the conflict between Christianity, Islam, and the Crusaders is also included, as well as the rise of new states such as the Kievan Rus. There are numerous lessons for war and peace in the 21st century, as well as reviews of media and games covering the Empire. Includes numerous maps, diagrams, and a poster showing a thousand years of Empire. 1 vol, 116 pgs
2023 US, DECISION GAMES
NEW-softcover ......$20.00
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1-COM1099
Moeller, Christopher Napoleon's Eagles
The events of Autumn 1812 to Autumn 1813 marked a pivot point in the history of 19th Century Europe. Despite ominous setbacks in Spain, Napoleonic France before 1812 was at the height of its expansion. The continental system was holding, if imperfectly. Monarchs friendly to the Empire (several, members of Napoleon's immediate family), ruled in every capital of the continent. Only Britain remained unbowed. By the end of 1813 the story had changed dramatically.
Napoleon's Eagles is a highly playable, action-packed card game set during the wars of 19th Century Europe. Two battles are featured: Borodino, the sanguinary clash before the gates of Moscow featured in Tolstoy's famous novel War and Peace, and Leipzig, the great 'Battle of Nations' which marked the beginning of the end of the French Empire.
Two smaller battles are included (Shevardino and Lieberwolkwitz), as well as two campaign games that cover multiple days of battle: September 5th-7th, 1812 at Borodino and October 14th-18th, 1813 at Leipzig. The game includes rules for cavalry charges, artillery bombardment, army morale and army commanders. Emphasis is placed on the role of reserves and the judicial commitment of infantry and cavalry. Key terrain pieces are featured, such as the city of Leipzig and the famous Great Redoubt at Borodino.
Product information Complexity: 5 out of 10 Solitaire Suitability: Low (card-driven game) Time Scale: abstract (one full day of battle is 6 turns) Unit Scale: Infantry and Cavalry Corps Players: Two Playing Time: 30 to 90 minutes; 4 hours for large campaign Designer: Christopher Moeller
Components 225 Poker-sized cards which include 89 Unit Cards, 32 Terrain and Info Cards, and 104 Playing Cards Two Player Aid Cards Three Scenario Set-up Cards One Rules and Scenario Book 1 Box and Lid set 1 vol, 1 pgs
2020 US, COMPASS GAMES
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1-COM1175
Moeller, Christopher NAPOLEON'S EAGLES 2: Hundred Days
Wargame of the final four battles of the Napoleonic age: Quatre Bras and Ligny (June 16, 1815), and Waterloo and Wavre (June 18, 1815). Two campaign games allow the battles of the 16th and 18th to be played together, as well as a grand campaign that combines all four battles.
While there are multiple scenarios presented in the game, each with its own special rules and conditions for victory, most battles are won by inflicting nine demoralizations on an opponent's army, before they do the same to you. Combat is a back and forth affair, using specially designed decks of playing cards. Combat units, featuring glorious period artwork, represent infantry and cavalry formations, massed artillery formations, and those leaders operating at the highest levels (Wing and Army command).
Product Information: * Complexity: 5 out of 10 * Solitaire Suitability: High * Time Scale: Abstract (one full day of battle is 6 turns) * Unit Scale: Infantry and Cavalry Corps * Players: Two * Playing Time: 30 to 90 minutes; 4 hours for large campaign * Components: 225 Poker-sized cards which include 89 Unit Cards, 32 Terrain and Info Cards, and 104 Playing Cards; Two Player Aid Cards; Three Scenario Set-up Cards; One Rules and Scenario Book; and 1 Box and Lid set. 1 vol, 1 pgs
2023 US, COMPASS GAMES
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1-COM1145
Moeller's, Christopher BROTHERS AT WAR: 1862 Wargame
Quadrigame offers four tactical wargames that exploring civil war brigade command. Each two-player features a full-size, 22x34-inch game map and covering battles from 1862: Antietam, South Mountain, Mill Springs, and Bloody Valverde. 1 hex = 100 yards. 1 turn = 20 minutes. Units are regiments and batteries.
Command rules are simple and abstracted. Combat and all checks are resolved using six-sided dice, in which results of 5-6 mark success, and 1-4 failure. Brigades activate via chit pull, with their constituent units moving and fighting individually. Stacking is limited to two units per hex. Massive 1.5-inch hexes allow two 3/4-inch units to fit side by side. no information is obscured.
Battle Cards introduce an element of uncertainty and excitement to play. Unique off-map displays track every brigade's reserves and casualties. Once a unit's reserves are used up, it becomes exhausted and liable to break. 1 vol, 1 pgs
2022 US, COMPASS GAMES
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1-ATO033
Moore, Perry AGAINST THE ODDS #33: Meatgrinder
Two years after the last US troops left Vietnam, People's Army of Vietnam (PAVN) General Van Tien Dung launched Operation 275, a 'limited' offensive designed to set up an attack on the provincial capital of Pleiko. Rapid collapse of South Vietnamese (ARVN) forces caused a change in plan, with PAVN forces quickly taking one city after another, pausing only before an attack on Saigon itself. Based on previous performance, when three full PAVN divisions, supported by tanks and ample artillery, attacked one depleted ARVN division at Xuan Loc, Dung expected a cake walk. What he got was a Meatgrinder instead.
For two bloody weeks, a division regarded as 'unreliable' held back everything the PAVN could throw against them, inflicting heavy losses. No one, on either side, expected such heavy fighting. And hardly anyone thought that this would actually be 'the last battle' of a 30 year conflict. It was.
Now, Against the Odds lets you refight this key moment in history, with Meatgrinder: Battle for Xuan Loc, 1975. The design uses a variable initiative system that keeps both sides uncertain, and features all the weapon systems that made this battle, and this period, so distinctive. The ARVN player employs cluster bombs, daisy cutters, M-48 tanks, and helicopters against seemingly overwhelming numbers of PAVN troops, artillery, and T-54 tanks. Leadership, close assaults, and airborne operations are also included...all the tools for attack and defense that made this a classic confrontation.
Bonus Items Included: All copies of this issue contain an extra solitaire game, Bloody Hunlikely! covering Atilla's rampage across Europe, plus a small expansion kit (rules and counters) for our earlier The Pocket at Falaise featured in ATO #27. Don't miss this one! 1 vol, 60 pgs
2012 US, AGAINST THE ODDS
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1-ATO056
Moore, Perry AGAINST THE ODDS #56: Hitler's Stalingrad - Breslau 1945
Examines the 1945 Soviet siege of the city of Breslau. With 324 counters and a 22x34-inch map scaled at about 650 yards per hex, a game turn represents one week. The game captures the flavor of planned, grand assaults quickly degenerating into gritty, street-level fighting, with players alternating conducting operations during the turn. Skillfully positioned reserves and sharp counterattacks can blunt massive thrusts, but sometimes at a frightfully high rate of casualties.
Special rules model rubble and barricades; the multi-level city buildings; surprise and ambush during combat; Soviet command directives; the armored train 'Porsel'; remotely controlled Goliaths; and the possible use of nerve gas (Breslau was the major repository of both Germany's remaining stocks of the little AFVs and also the deadly nerve agent Tabun).
Components: Maps - One full color 22x34-inch hex mapsheet Counters - 324 full color 9/16-inch die-cut counters Rules length - 15 pages Charts and tables - 1 page Complexity - Medium Playing time - Up to 4 hours How challenging is it solitaire? - Average 1 vol, 60 pgs
2022 US, AGAINST THE ODDS
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1-ATO057
Moore, Perry AGAINST THE ODDS # 57: A Crowning Glory: Austerlitz 1805
This two-player grand-tactical simulation by Ty Bomba presents the Battle of Austerlitz between the French under Napoleon and a combines Austrian/Russian army under Emperor Francis of Austria and Tsar Alexander I.
Aimed at beginners, system provides interactive movement and combat. Each hexagon on the 22x34-inch map represents about 600 yards. The infantry and cavalry units represent both brigades and divisions on each side. Each turn represents one hour of real time.
Magazine included articles on the battle, On Guards: Napoleon's Marshals, Advanced Rules for Red Dragon Blue Dragon game, Column: WWI and WWII were the same war, book reviews on the Battle of the Philippine Sea 1944, and more. 1 vol, 60 pgs
2022 US, AGAINST THE ODDS
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1-ST168
Moore, Perry ST #168: Operation Shocktroop: Drive on Damascus, 1973
Operation Shock Troop: The Israeli Counterstroke Against Syria, 1973, is an operational level game depicting the Israeli offensive on the Golan Heights during the second half of the Yom Kippur War, 11 to 23 October 1973.
From the game rule booklet, 'The massive Syrian armored attack in the Golan Heights had finally been stopped, with tremendous equipment losses on both sides. The gallant but weary soldiers of the Israeli Defense Force (IDF) now prepared a daring invasion of Syria that could put them in artillery range of the enemy capital in a matter of days. Somehow, the IDF reformed the battered 7th Armored Brigade and the 21st Tank Division and sent them forward with the 20th Brigade's old Super Sherman tanks in support. Brilliant flanking maneuvers, a spirit of improvisation, and further reinforcements created a miniature blitzkrieg. Syrian troops and leaders alike panicked. The call went out for help from brother Arab nations. Only the timely arrival of the Iraqi 3rd Tank Division halted the advance of near Damascus. At that point, the United States put its forces on global nuclear alert to head off a Soviet para drop into Syria, and both superpowers proceeded to clamp down on their clients, ending the operation and with it the 'Yom Kippur War.''
Game Scale: Turn: 1-2 days (variable) Hex: 1.5 miles / 2.4 km Unit: Company to Battalion
Game Inventory: One 22' X 34' mapsheet One countersheet (240 1/2' counters) One 12 page rules booklet 1 vol, 80 pgs
1994 US, SPI
V.GOOD-softcover unpunched, (1) copy available ......$10.00
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1-ST176
Moore, Perry S&T #176: Blood on the Tigris
Blood on the Tigris: The Iraq Campaign 1914-1917 is a simulation of the 1914-1917 British/Indian campaign in Mesopotamia during the Great War.
It has 1 22x34' map and 220 counters in 2 sheets (140 & 80). Scale is 6 miles per hex, 1 month per turn. Units are battalions, regiments and brigades.
There are 3 scenarios, including the 30 turns campaign.
It is of low complexity for this sort of game, having 7 pages of rules. 1 vol, 64 pgs
1996 US, SPI
V.GOOD-softcover unpunched, (1) copy available ......$10.00
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1-ST213
Moore, Perry S&T #213: Spanish Civil War Battles: Volume 1
RULES: Spanish Civil War V1 'Battles of Jarama andBrunette'; FEATURES:'US 3rd Army Normandy toLorraine'/'Patton:Master of War'/'Spanish CivilWar Blitzkrieg'/'Last British Cavalry Charge WWI' 1 vol, 54 pgs
2003 CA, DECISION GAMES
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1-COM1074
Moortell, Ross TINIAN: The Forgotten Battle Wargame
Most people have never heard of the Battle of Tinian. Overshadowed by the Battle of Saipan to the north and the Invasion of Guam to the south, Tinian seems like a small side show that had no real impact on the war. Some people may hear the name and remember that the B-29s, the ones that dropped the atomic bombs on Japan, flew from there but for the rest it has become a minor part of military history - a forgotten battle.
Tinian: The Forgotten Battle is Volume 3 in the Marianas Campaign and is a perfect introduction to Adam Starkweather's Company Scale System (CSS). This wargame is played on a single map and includes three scenarios (Jig-Day, Mount Lasso, and Final Round-Up) and three campaign games (Historical, Hypothetical, and Free Set Up).
Includes rules for: Caves, Beach Landings, Naval Support, Air Support, Sealing Caves, Mines, Japanese Tenacity, Inter-service Rivalry, Banzai Charges, Japanese Naval guns, Flamethrowers, Napalm, Under water demolition Teams, Aerial Reconnaissance, Tropical Storms, Japanese Knee Mortars, and drunken Japanese Admirals. There are also rules for additional Japanese troops that could have been on the island if you wish to make it tougher on the Americans.
Components: Series and Exclusive Rules Book; Scenario Book; 1 x 22x34-inch Map Sheet; 4 x 5/8ths Counter Sheets; 2 x Division Displays; 2 x Terrain Effects Chart/Combat Results Table; 1 x Game Turn Record; 2 x D10; 1 x Box and Lid.
Attributes: Complexity: 6 out of 10; Solitaire Suitability: 8 out of 10; Time Scale: 2 hour turns; Players: 1-2; Playing Time: 2 - 35 hours. 1 vol, 1 pgs
2019 US, COMPASS GAMES
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1-246660
Mori, Paolo BATTALION: War of the Ancients (Wargame)
Tile-based wargame inspired by epic battles from ancient history. Choose a faction, consider its ranks, assemble them into units, and carefully balance their orders and sustain your forces in the field. The unique traits of each rank tile will make your units stronger, but combine too many and your units will become unwieldy. Play as the Roman legions, the Han dynasty, the Greco-Bactrian cavalry, or Hannibal's Sacred Band of Carthage.
Number of Players: 2 or 4 Ages: 14+ Time: 20-45 minutes Components: 1 rulebook, 144 tiles, 70+ cards, 24 tokens, 2 boards, 6 dice, and 4 sector markers. 1 vol, 1 pgs
2024 UK, OSPREY PUBLISHING
NEW-box, available mid November 2024 ......$65.00
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1-COM1097
Mortell, Ross COMBAT! Solitaire Wargame
Solitaire game on man to man combat in the 20th century. At the start of each turn, the player will play 1 card from their hand to the Initiative track to 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 assigns orders to each character on his side to determine the actions that the character can take this turn. Once the friendly characters have orders assigned to them, the player will draw an Enemy AI Card for each Alerted Enemy Character. These cards will determine the Initiative value for each Enemy Team 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) 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. Each soldier (friendly and enemy) is represented by a 1-inch counter with 5/8-inch informational markers showing morale, wounds, orders etc.
Components: * Four 22x34-inch game maps * Four 5/8-inch counter sheets * Two 1 inch counter sheets * Two decks of cards (52 cards per deck) * One Rulebook * One Scenario Book * Four Displays/Charts * One Turn Display * Two Ten-Sided Dice * One Six-Sided Die * One Game Box
Product Information: * Complexity: 6 out of 10 * Solitaire Suitability: 10 out of 10 - Designed specifically for solitaire play * Time Scale: Abstracted dependent upon actions taken per round but between 30 seconds and 2 minutes * Map Scale: 10 yards per hex * Unit Scale: Single man - man-to-man combat * Players: One - Designed specifically for solitaire play * Playing Time: Two to six hours dependent upon size of scenario 1 vol, 1 pgs
2019 US, COMPASS GAMES
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1-COM1148
Mortell, Ross COMBAT 2: From D-Day to V-E Day Campaign Expansion
Add-on module for Combat! You must have Combat! to play this expansion.
Various new features have been added such as: Elite Enemies in the form of the SS; a third Squad and command elements for the Americans so Platoon Actions can be gamed with multiple players; new weapons such as the STG44, the Thompson Sub-machine gun, and the Springfield 1903; and much more!
A fully structured campaign game consists of six 'Chapters': 'Normandy', 'Pursuit', 'Hurtgen Forest', 'The Bulge', 'The Siegfried Line', and 'Germany'. Follow the fortunes of your squad from D-day to VE-day performing missions.
Components: Six 22x34-inch game maps Three counter sheets (5/8 size playing pieces) Four 1-inch counter sheets Two Rulebooks Two Scenario Books Two Pads to track your squad's exploits Nine Displays/Charts One Game Box
Product Information: Complexity: 6 out of 10 Solitaire Suitability: 10 out of 10 - Designed specifically for solitaire play Time Scale: Abstracted dependent upon actions taken per round but between 30 seconds and 2 minutes Map Scale: 10 yards per hex Unit Scale: Single man - man-to-man combat Players: One - Designed specifically for solitaire play Playing Time: Two to six hours dependent upon size of scenario 1 vol, 1 pgs
2022 US, COMPASS GAMES
NEW-box ......$139.00
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1-PWAR106
Newberg PAPER WARS ISSUE 106: Power & Resolution: The English Civil War, 1642-51
This is a graphic update of the classic Simulations Canada game designed by Stephen Newberg and originally published in 1984. It is medium-complexity, strategic-level, with quarter-year turns and a large-hex map that covers all of Britain and the eastern half of Ireland. Special rules cover political infighting, religion, leaders, the navy, and much more. There is a grand scenario covering the whole war and four shorter ones. One sheet of 200 small-size half-inch counters. Playable by two, three or four, but not easily adaptable to solitaire. 1 vol, 64 pgs
2024 US, COMPASS GAMES
NEW-softcover with game, available late May 2024 ......$47.00
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1-COM1192
Newberg, Stephen SEAPOWER AND THE STATE: World War Three At Sea
Examines the worldwide state of naval affairs from 1984-1994 as related to major conflicts in this two-player simulation game of moderate complexity on the grand strategic scale. The viewpoint of the simulation is that of grand strategy and thus has the players acting as the overall commanders of the naval forces of the Eastern or Western alliances. Numerous scenarios are presented for various force levels for different time periods. Detailed systems depict the capabilities and liabilities of the aircraft, surface warships, and submarines of the period as individual platform types and in combined mutual support teams in the light of the expressed naval doctrines of the time. Covers various levels of conflict ranging from crisis atmosphere maneuvering with no actual combat through mutual strategic nuclear warfare strikes, including such aspects as reconnaissance, communications, navigation, anti-satellite type satellites, seabed sonar arrays, global trade shipping lanes, mines, anti-aircraft, and anti-surface and anti-submarine warfare. Optional systems cover convoying, direct conventional & tactical nuclear attacks on bases, and weather.
Product Information: * Complexity: 7 out of 10 (Medium) * Solitaire Suitability: 6 out of 10 (Medium) * Time Scale: 1 Turn = 4 days * Map Scale: 900 km per hex * Unit Scale: Variable (from individual ships to groups of smaller warships and aircraft) * Players: 2 Players (also suitable for solitaire or team play) * Playing Time: 6-9 hours
Game Components: * One mounted map (22 x 34 inches) * One mounted Europe map (11 x 8.5 inches) * Two Counter sheets (9/16 inch counters) * Five Player Aid Cards (single-sided) * Two Player Aid Cards (double-sided, identical) * One Rules booklet * Two six-sided dice * Box and Lid 1 vol, 1 pgs
2025 US, COMPASS GAMES
NEW-box, available late October 2025 ......$69.00
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1-PWAR082
Newberg, Stephen PAPER WARS: Issue 82 - I Will Fight No More, Forever: The Retreat of the Nez Perce, June-October 1877
Magazine and Game. I Will Fight No More Forever is a game of the retreat of the Nez Perce Indian tribe, the longest contested retreat in history.
It is played on both the strategic and tactical levels so as to as fully as possible place the entire situation in the hands of the players. In the strategic game, played on a map of the Northwest and Northern states, a set of counters are used to represent the major units and bands involved in the campaign. Each is rated for its movement abilities and its Search or evasion potential.
The major objective of the U.S. Army player is to coordinate his forces in such a manner as to be able to locate the Indian forces at will and to bring them to battle in the tactical game. The major objective of the Nez Perce Indian player is to maneuver his forces so as to avoid being trapped by the U.S. Army player, moving into contact only when he wishes to fight tactically and, after crossing to the plains, head into Canada with as few causalities as possible to end the game. Whenever a contact does occur on the strategic map the strategic counters involved are examined to determine their identity and then the surviving tactical counters that compose them are set up in a manner determined by how the contact occurred on one of four tactical maps (which tactical map is determined by the location hex type on the strategic map). After the action is concluded the players go back to the strategic map to continue the play until another contact leads to another action.
This is a large game for a magazine, with a strategic map, 4 tactical maps, 1 and a half counter sheets, and a set of rules for both the strategic and tactical games. 1 vol, 56 pgs
2016 US, COMPASS GAMES
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1-PWAR083
Newberg, Stephen PAPER WARS: Issue 83 - Rising Sun Over China: The Sino-Japanese War: July 1937-November 1941
Magazine and Game. 'Rising Sun Over China' (RSOC) simulates the Japanese invasion of China prior to World War II on a table top map scaled at 50 miles per hex with division-level playing pieces and monthly game turns. The simple I-go-U-go game mechanics keep play fast and focused while additional rules evoke the feel of 1930s China.
Rising Sun Over China game details:
*1937-1941 *Complexity: Medium *Solitaire suitability: High *Time scale: 1 month/turn *Map scale: 50miles/hex *Unit scale: brigades, division, corps *1 Map *1 Countersheet 1 vol, 66 pgs
2016 US, COMPASS GAMES
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1-PWAR088
Newberg, Stephen PAPER WARS: Issue 88 - Scourge of God: Mongolians 1206-1259
Magazine and Game. A mainly solo player depiction of the result of the consolidation of the Mongol tribes by Genghis Khan and the resulting 50 years of conquests that created the empire of the Steppes and brought Mongol horsemen across China in the East and into Poland in the West. The Mongol player is the active player, with the Empires player almost entirely reactive. The Mongol player must balance make his conquests in a race against the clock and scarce resources.
Complexity: Medium; Solitaire: High; Map scale: 275km/hex; Game Scale: Strategic; 1 Map and 1 Countersheet. 1 vol, 1 pgs
2018 US, COMPASS GAMES
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1-PWAR095
Newberg, Stephen PAPER WARS: Issue 95 - Hannibal
Covers Hannibal's Italian Campaign 218-208 BC against Rome. Game is a medium complexity strategic study of the Second Punic War. Turns represent a year of campaigning with map hexes scaled to 40 kilometers. The game includes 200 counters, one full size map, and the rules booklet, along with the magazine. 1 vol, 64 pgs
2020 US, COMPASS GAMES
NEW-softcover with game ......$47.00
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1-PWAR111
Newberg, Stephen PAPER WARS ISSUE 111: With Fire and Sword -- Thirty Years War 1618-1648
A medium-complexity, two-player, strategic-level (30 miles-per-hex) simulation, with each turn representing one year from 1618 to 1648 and individual units representing entire armies. One player commands the Hapsburg forces, while the other runs the anti-Habsburg coalition. There are three scenarios with start times of 1618, 1630, and 1636. Each unit hides its strength on its reverse side prior to combat resolution. Special rules cover random events, sacking and rebuilding cities, killing leaders, wounding leaders, returning recovered leaders after a wounding, siege combat, field battles, and attrition. Contains one 34x22-inch small-hex map and 200 small-size (half-inch) counters. Also contains a bonus game: a full second sheet of 5/8-inch large-size units for new scenarios for the three games in World War II Campaigns (1940, 1941 and 1942). 1 vol, 64 pgs
2025 US, COMPASS GAMES
NEW-pb, available late October 2025 ......$47.00
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1-236630
Niechwiej, Adam BATTLE OF RALAWICE: 1794 (Wargame)
Second edition. Depicts the most important battle of Kosciuszko's Uprising. The Polish victory spread patriotic enthusiasm on the whole Commonwealth. If the Russian army had won the battle, the uprising would have suppressed at the beginning. Game mechanic is based on random activation of formations and the order of firefights. Rules have been unified with other games showing battles of Kosciuszko's Uprising - Szczekociny 1794 and Maciejowice 1794.
Scale: * One counter of infantry represents company * One counter of cavalry represents squadron * One counter of artillery represents from 2 to 8 guns * One game turn corresponds to 15 minutes * One hex shows 100 meters of terrain * Playing time: 4 to 8 hours * Two players
Contents: * Board 48x68 cm * 216 die-cut counters * Rulebook (12 pages) * One 10-sided die 1 vol, 0 pgs
2020 POLAND, STRATEGEMATA
NEW-box ......$45.00
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1-236650
Niechwiej, Adam FESTUNG BRESLAU 1945: Wargame
This board wargame covers the siege of Breslau from 15th February to 6th May 1945. Players take on the role of Commanders of the Red Army or fortress' garrison. They determine the directions of assaults and dispose of available resources. Their decisions affect the outcome of the fighting. You can check whether the Russians could take the city earlier than they did historically or whether the Germans could organize the defense more effectively. Each side has its respective advantages.
Contains: One board 48x68 cm; a set of 308 mounted counters (12.5x12.5mm size); one rule book (12 pages); one scenario card; and one six sided die. Gameplay time: 6 hours. 1 vol, 1 pgs
2020 POLAND, STRATEGEMATA
NEW-box ......$45.00
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1-246420
Niechwiej, Adam MAIDA 1806: Stuart vs Reynier (Wargame)
Contents of the box: rulebook (12 pages), map (30 x 42 cm), 126 die-cut counters (15 x 15 mm), 7 counters (15 x 30 mm) representing the infantry units in line formation, and 1 ten-sided die. Recreates a small battle of the Napoleonic Wars between the British troops under Sir John Stuart and the French troops of Jean Louis Reynier. Rules focus on infantry tactics. Basic, most commonly used procedures are very simple, but many of the rules describe special situations, for example, a commander participating in bayonet charge. 1 vol, 1 pgs
2015 POLAND, STRATEGEMATA
NEW-box, available mid October 2024 ......$30.00
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1-246440
Niechwiej, Adam HILL 262: Chambois, 19-21 August 1944 (Wargame)
Contents of the box: two boards of size 420 x 594 mm, 308 die-cut counters, colorful rulebook (8 pages), two cards with scenarios, player's aid card, card with historical sketch. Recreates American, Canadian, and Polish units in six scenarios around the Falaise Pocket. Players will need to supply their own deck of cards. Play time is 1-4 hours. 1 vol, 1 pgs
2018 POLAND, STRATEGEMATA
NEW-box, available mid October 2024 ......$45.00
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1-246460
Niechwiej, Adam ALBUERA 1811: Beresford vs Soult (Wargame)
Contents of the box: one rulebook (16 pages), one board (68 x 98 cm), 648 die-cut counters (15 x 15 mm), 25 die-cut counters (15 x 30 mm), two scenario cards, and one 10-sided die. Rules concentrate on infantry maneuvers on Napoleonic battlefield. It is important to form battalions into proper array in the right time. Command and control has players select some Activation Chits, place into a common pool, and blind draw one to activate an associated formation. Play time is a minimum of 5 hours. 1 vol, 1 pgs
2023 POLAND, STRATEGEMATA
NEW-box, available mid October 2024 ......$55.00
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1-246480
Niechwiej, Adam CRETE: 20-22nd May 1941 (Wargame)
Contents of the box: 4 boards (594 x 420 mm each), 432 die-cut counters, 4 scenario sheets each of size A4, 8 initial setup cards each of size A5, 2 players aid cards each of size A3, rulebook (8 pages).
Portrays the struggle between invading German forces and Allied defenders of Greek island Crete in May 1941. Gamers can play small scenarios using boards showing four landing zones. Moreover, there are four variants of landing German forces. Scenarios can be played simultaneously as a campaign. Main challenge for Allied player is proper coordination of forces in defense and then mount strong counterattacks during first stage of operation. Players will need to supply their own deck of cards. Play time is 2-8 hours. 1 vol, 1 pgs
2024 POLAND, STRATEGEMATA
NEW-box, available mid October 2024 ......$60.00
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1-250730
Niechwiej, Adam CORUNNA 1809: Moore vs Soult
Two-player game that depicts the last battle of 1808's campaign, when General Moore rushed on Sahagun, threatening the flank of the dispersed French forces. French army has advantages in artillery and cavalry, but it is not easy to explore them. Guns must be set on good positions and cavalry moves in difficult terrain. The French player can dismount his dragoon regiments and he can act them as infantry in skirmish order. The British player has good infantry which performs very well during fire combat. His goal is stay on the battlefield long enough to gain additional victory points.
Contents: * 68cm x 48cm Board * 432 die-cut counters * 26 counters * 2 scenario cards * 1 ten-sided die * Playing time: 3-9 hours. 1 vol, 1 pgs
2025 POLAND, STRATEGEMATA
NEW-game, available mid October 2025 ......$45.00
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1-218910
Nofi, Al IMPERIUM ROMANUM: Wargame
Imperium Romanum is an update to the classic game of the Roman Empire by Al Nofi. The rules cover the intricacies of the political, economic, and military conflicts of the Roman world from the first century BC to its fall nearly 700 years later. The game includes over 40 scenarios, with six new scenarios and three introductory scenarios. Scenarios range from the Mithridatic wars (88-63 BC) through more than six centuries of greatness and decline to the final burst of glory in the last Romano-Persian War (AD 622-629). Two to six persons may play, depending on the scenario chosen. Scale is 50 miles to the hex and each unit represents Legions and Fleets. Most leader counters are named and represent individual leaders and their staffs.
Imperium Romanum includes counter graphics with all units displayed in a neutral color while the players use leader and control markers to show the forces each faction controls. The maps are enlarged and have a directory of all provinces with their cultivated and road status depicted for each scenario. The rules are updated with a new format and include new optional rules designed to give all players more detail in the military, logistical and political actions of the game
Contents: Three 22x34-inch maps; One 11x17-inch mini map; 964 die-cut counters; Color Rules Booklet; Scenario Booklet; Player Aid Displays; and Player Record Forms. 1 vol, 1 pgs
2018 CA, DECISION GAMES
NEW-box, available late December 2018 ......$140.00
with a discount of 10%
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1-ATO039
Nunez, Andy AGAINST THE ODDS # 39: These Brave Fellows
Austerlitz was Napoleon's classic battle, in his own estimation, but it was not the only battle of the war and had a the battle at Durenstein three weeks earlier gone differently, Austerlitz may have garnered another meaning, if it would have happened at all.
As Napoleon and most of his army headed for Vienna, the French VIII Corps chased the Austrians out of Bavaria. VIII Corp commander Marshal Edouard Mortier separated his cavalry, leaving him without recon, and his three-division advance straggled. The lead division under Gazan stumbled into a trap set by Russian Army commander Kutuzov.
The battle lasted for hours as Gazan's French division battled Russian forces that outnumbered it 4-1 in infantry, 20-1 in guns, and 'lots' to 'almost nine' in cavalry. Yet the Russians exhausted, starving, and freezing -- hardly in condition to be launching an assault. Still, had not Dupont's division covered a day's march in half the time, the stalemated outcome may have proved different. Although both sides claimed victory, Gazan lost 60% of his division.
The wargame includes 22x34-inch full color map, 216 9/16-inch full color die-cut counters, charts, and only 10 pages of rules.
The magazine also includes other articles and columns, including a Wally Simon article on Napoleonic game design edited and enhanced by Russ 'Snappy Nappy' Lockwood, The Evolution of a Superior Warrant Officer in South American Military History, profile of The Incomparable Ninth Legere, and more. 1 vol, 60 pgs
2013 US, AGAINST THE ODDS
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1-914004G
Olivier, L and Stratigos, N VAE VICTUS Board Game #4: From Overlord to Berlin
Overlord in Berlin is a strategic wargame simulating the end of the Second World War in Europe on all fronts: East (USSR), West (Normandy), and South (Italy). A player controls the forces of the Axis and must resist as long as possible to pressure the Allies. The other player leads the Soviet and Western Allies and must destroy Nazi Germany and its satellites.
The simulation begins in June 1944 with the landing in Normandy in the west, the fall of Rome in Italy, and Operation Bagration in the East. It will take hard fighting to grab Berlin in 1945.
Scale: Units are fronts, armies, and corps. Map of Europe covers areas of France to the USSR.
The cardboard sleeve contains: 216 precut pieces, 1 map 59 x 40 cm, 1 rules booklet, and 2 game aids. 1 vol, 1 pgs
2010 PARIS, HISTOIRE & COLLECT
NEW-game ENGLISH edition ......$38.00
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1-COM1094
Parker, Danny THE LAST GAMBLE: The Ardennes Offensive, December 1944 -- Designer Signature Edition
First published in 1989, it has been remastered and updated with this all-new, super-sized edition. The CSR award-winning designer is well regarded as an author and expert on the Battle of the Bulge, having designed no less than six games on the subject. The original release showed great promise with an excellent order of battle but contained considerable errata that limited game enjoyment. These shortcomings are now fully addressed in this new and improved edition that promises to realize the full potential of this two-to-five player, operational level simulation covering the Battle of the Bulge in a highly detailed yet imminently playable format. Features a super-sized map and counters.
Product Information: * Complexity: 7/9 out of 10 (standard game/with optional rules) * Solitaire Suitability: 7 out of 10 (no hidden units) * Time Scale: 8 hour day turns, 16 hour night turns * Map Scale: 3.2 km (2 miles) per hex * Unit Scale: Regiments and battalions * Players: Two to five, best with two * Playing Time: 3-8 hours for scenarios, 20+ hours for campaign
Components: * Three map sheets * Six countersheets (5/8-inch size) * 524 ground units * 49 air units * 480 game markers * Game rules booklet * Game booklet with designer notes and play examples * Historical study with detailed OOBs * 21 player aid cards * 45 Allied and German order of appearance/setup cards * Two 6-sided dice 1 vol, 1 pgs
2024 US, COMPASS GAMES
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1-190170
Perello, Christopher QUEST FOR ANNIHILATION, THE
Role & Mechanics of Battle in the American Civil War. 220 maps, 100+ diagrams, photos, o/b's and data tables. Each chapter uses a single battle to describe how the armies fought each other. 1 vol, 320 pgs
2009 CA, DECISION GAMES
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2-COM054
Perello, Pete COMMAND #54:When Dragons Fight
When Dragons Fight is an operational level game on the hypothetical invasion of Taiwan by the Peoples Republic of China (PRC) circa 2003-2004. The simulation is based on the premise that the PRC opens with a massive missile attack and is able to use their economic and military leverage to keep America out of the conflict. With no foreign power intervening, the PRC must conquer the island within 15 days or the Republic of China (ROC) wins. The war itself is conventional and fast-paced.
The game is of low-to-intermediate complexity. The system covers a wide spectrum of modern operational warfare, including rules for amphibious landings, air mobility, and land and air combat. Victory is determined for the PRC by seizing a significant portion of the island's population centers, which would render Taiwan's continued existence as an independent country economically and strategically impossible. The Taiwanese win through denial of Communist Victory Points or the capture of the landing beaches.
Units portrayed are mainly brigades and divisions, ranging from about 5000-10,000 men, and some 50-250 armored fighting vehicles in the mechanized units. The game map covers the entire island of Formosa (also known as Taiwan) with terrain types limited to clear, beach, mountain, cities & large towns, rivers and highways. 1 vol, 60 pgs
2000 US, XTR PUBLISHING
V.GOOD-unpunched game supplement, no magazine ......$22.00
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2-COM040
Pfost, Richard COMMAND #40:Buena Vista & Moscow Burning (2) games
Buena Vista is a simulation of the 23 February 1847 battle between Zachary Taylor's American Army of Occupation and Santa Anna's Army of North Mexico. Santa Anna hoped to defeat Taylor's force before returning south to stop Winfield Scott's invasion of central Mexico. this game only covers the second day of the battle (the decisive period of this conflict). The colorful map shows six types of terrain found around Buena Vista Hacienda as it existed in 1847.124 counters, of which 16 are double-sized, one 22'x34' mapsheet, 7 pages of rules. This game is of low complexity and can be played by two people in about 3 hours.
Moscow Burning is a 'what if' game simulating the first 30 days fighting that could occur in the Russian ethnic heartland if that nation's current experiment with capitalism and 'democracy' fails. Though the game does allow for the accidental or terrorist detonation of individual nuclear weapons, it does not simulate the possiblity of a new Russian Civil War escalating into any kind of strategic nuclear exchange. The game system contains no ZOC, replacement or supply rules. Hex control and unit loyalties are the primary components to winning. Militia, regular Russian army and Ministry of the Interior units start the game without having any particular identification, indicative of the confusion and fluidity inherent in the opening phases of the conflict, while the Elite units are more crucial to determining the course of any new civil war in Russia and bear the specific I.D.s of their real-world counterparts. A player can bid with VPs to change the loyalties of elite units. Militia is converted by occupation of a city through advance after combat. 1 vol, 60 pgs
1996 US, XTR PUBLSHING
V.GOOD-unpunched game supplement, no magazine ......$10.00
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1-LEG1802
Poinske, John MAORI WARS:
Simulation of the principal uprisings that took place between 1845 and 1872 due to British colonial incursions into native Maori lands on the North Island of New Zealand. Conflict involved the destruction of numerous villages, pas (strongly fortified villages that featured intricate trench-works), and colonial settlements. The war introduced the British to a wily well-armed enemy whose defense works and strategy of ambush surprised and stymied them.
As scenarios progress, so does the extent of the conflict. More British regulars, native-born Australian troops, and New Zealand militia enter and are allied with increasingly more tribes who tend to change sides at the most inopportune times (those supporting the British came to be known as Queenites).
Historical scenarios feature low counter density, quick play time (under two hours), and bush-raiding rule that allows the Maori player to move units temporarily off the map and then back in a location of his choice. As the British player gains experience he learns to track these tribes for battles in the bush. Maori resistance depends on village support so as fortified villages fall to British control, resistance melts away. Random battle dispatches and events reflect historical circumstances.
Contains: 22x34 inch map, 264 counters, 1 play aid, and 16-page rule book. 1 vol, 1 pgs
2018 US, LEGION WARGAMES LLC
NEW-box, available late March 2021 ......$62.00
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1-246470
Pole, Stephen FOURTEEN DAYS IN JUNE: The Waterloo Campaign (Wargame)
Contents of the box: one 68x98 cm game map, 225 die-cut counters and markers of size 15x15 mm, 29 die-cut counters of size 15x30 mm, 26 wooden sleighs, one rulebook (12 pages), one colorful extended example of play (8 pages), two initial order sheets, two fog-of-war screens, four mountings for fog-of-war screens, a sheet of sticky labels, two 6-sided dice: one red and one blue.
Two-player hex wargame on the 1815 battle of Waterloo. Fog-of-war is simulated by a mechanic allowing players to conceal the strength of their various forces unless and until combat takes place. Even then, it is possible that all the units in a force will not be disclosed. Route Blocked Markers are used to reflect the fact that a full corps marching along a minor road would be spread out over several miles. Play time is 4-8 hour. 1 vol, 1 pgs
2023 POLAND, STRATEGEMATA
NEW-box, available mid October 2024 ......$55.00
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1-250720
Pole, Stephen A FULL MEASURE OF DEVOTION: The Gettysburg Campaign 1863
Two-player wargame enabling players to recreate the Gettysburg Campaign. One player controls the Confederate forces, the other controls those of the Union. Forces are made up of brigades (although the term is used loosely) and each game turn represents about two days of actual time beginning in the second week of June 1863. Only historical commanders are deployed on the game map. The actual composition of their forces is hidden by fog-of-war screens placed adjacent to the game map.
Contents: * One 84cm x 60cm game map * 246 die-cut counters and markers * 21 wooden sleighs * Two initial order sheets * Two fog-of-war screens and four mountings * An extended example of play * A sheet of sticky labels * One rulebook * Two 6-sided dice: one blue and one gray * Playing time: 4-6 hours 1 vol, 1 pgs
2025 POLAND, STRATEGEMATA
NEW-game, available late October 2025 ......$60.00
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1-LEG1703
Pole, Steve BLENHEIM 1704: August 13th, 1704
The Battle of Blenheim 1704 is a tactical level, two-player game covering one of the pivotal battles during the War of Spanish Succession. One player takes the role of Marlborough, commanding the British and Allied forces, and the other of Tallard, leading the Franco-Bavarians. At Blenheim Marlborough found himself confronted by a superior Franco-Bavarian force in a strong defensive position. Like Hannibal's great victory at Cannae, Blenheim was won by the successful implementation of a bold and imaginative plan. The flanks of the Franco-Bavarian forces were pinned by furious attacks at unfavorable odds which denuded their centre of troops re-deployed to buttress the hard-pressed wings. Then Marlborough released his cavalry to smash what was left of Franco-Bavarian centre and cleave Tallard's army into two. The threat that Louis XIV's France would come to dominate Europe was over.
The Seven Hex System (SHS) derives its name from the map which is divided into areas comprising of seven hexes which enables the player to adopt various positions within an area to reflect different tactical formations thereby making it more likely that an attack will succeed or defending units will stand firm. The SHS incorporates several unique features intended to replicate in a simple and intuitive way the options available to a commander (the wargamer) of a large army. So whilst the commander has complete freedom to devise a plan, and a good deal when positioning units which have yet to encounter the enemy, once battle is joined the options become increasingly limited and unforeseen events can play a part in determining the outcome. Nonetheless, even at a tactical level a commander's decisions are crucial in shaping events. The key to success is a sound plan with a margin for error which allows for ill-fortune, the shrewd deployment of units so as to be able to implement that plan, and the timely commitment of reserves.
Contains: 22x34-inch map, 88 counters, two play aids, and 20-page rule book. 1 vol, 1 pgs
2017 US, LEGION WARGAMES LLC
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1-COM1063
Poniske, John BLOOD ON THE OHIO: The Northwest Indian War 1789 - 1794
Two player, point-to-point game loosely based on King Philip's War (MMP - 2010). It covers the Northwest Indian War which followed the American Revolution. Settlers flooded across the Ohio River testing the patience of Native nations. A coalition under the skilled leadership of the Miami chieftain, Little Turtle, defiantly stood against them. Raiding on both sides caused casualties to mount. President Washington ordered three army expeditions against them. Two ended in defeat; one marked the greatest native defeat of US forces in the history of the US army. The war ended with Little Turtle's defeat at the Battle of Fallen Timbers.
Unit Scale: Each force point represents approximately 50 fighting men Complexity: Medium (5 out of 10) Solitaire suitability: Medium to high (5 out of 10) Time Scale: 1 turn: Each turn segment is two months. Each turn is six months Map Scale: A point-to-point map of what is modern Ohio, Pennsylvania, West Virginia, Kentucky, Indiana, and Michigan. Players: 2 Playing Time: 2 to 2.5 hours per game Designer: John Poniske Artist and Developer: Bill Morgal
Components: Two Counter sheets; one 22x34-inch map, one Rules Booklet, one Playbook, two Player Aid Cards, two six-sided dice, one six-sided custom die (white), and one box and lid set. 1 vol, 1 pgs
2018 US, COMPASS GAMES
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1-COM1155
Poniske, John FLANKS OF GETTYSBURG: Wargame
A pair of two-player games on a company level that covers brigade-sized flank attacks on Little Round Top and Culp's Hill on July 2, 1863. Each assault is a separate game based on a chit-pull system that can be completed in several hours. Historically the Union bested rebel forces on both flanks because it fed enough reinforcements in to stem the gray tide.
Product Information: * Complexity: 5 out of 10 * Solitaire Suitability: 5 out of 10 * Players: 1-2 (best with 2) * Playing Time: 3.5 hours for each game
Components: * One 20 page Rulebook * Two Player Aids (two-sided - one US and one CS) * Two 22x34-inch Maps (Little Round Top, Culp's Hill) * Eight 10-sided dice (Four US Blue, four CS gray) * 425 5/8-inch Counters (Half units and officers, half tokens, and markers) 1 vol, 1 pgs
2024 US, COMPASS GAMES
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1-COM1160
Poniske, John PONTIAC'S WAR: Frontier Rebellion, 1763-66 - Wargame
Building on the point-to-point system and loose Indian alliances used in King Philip's War and Blood on the Ohio, expands frontier conflict using Battle cards to introduce combat chaos, British expenditure on troops, Uncertain Indian Arms supply, siege rules, the capture of prisoners, French interference, and trader influence. Offers five short introductory scenarios (15-30 minutes), three one-year campaign scenarios (2 hours), and one three-year grand campaign (5-6 hours). Although not a solitaire design, it is solitaire friendly.
* Complexity: 4 out of 10 * Solitaire Suitability: 5 out of 10 * Time Scale: Seasonal turns (approx. 3 months per turn) * Map Scale: Point-to-Point map (approx. 60-75 miles between points) * Unit Scale: 30-50 men, 4-6 artillery guns, individual officers and sea vessels * Players: 1 or 2 (best with 2) * Playing Time: from 15 minutes (intro scenarios) to 6 hours (grand campaign)
Contents: * One 22 x 34 inch mounted game map * Four Counter Sheets of deluxe, 5/8 inch punch-out counters * 106 Game Cards * 16 Wooden Cubes * 11 Player Aid Cards * Rules Booklet * Eight 6-sided dice * Box and Lid 1 vol, 1 pgs
2025 US, COMPASS GAMES
NEW-box, available mid March 2025 ......$89.00
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1-PWAR087
Poniske, John PAPER WARS: Issue 87 - Belmont: Grant's Baptism of Command, November 7th, 1861
Magazine and Game. Ulysses Grant - who is he? Prior to the battle of Belmont at Belmont on November 7, 1861, this was a valid question. General Grant's Belmont offensive was his first action in the war, providing him and his green mid-western troops much-needed experience. Having overrun a rebel camp, he claimed victory. But later, Confederate general Polk would claim victory for forcing Grant and his troops to quit the battlefield and chasing them aboard their transports. 1 vol, 63 pgs
2017 US, COMPASS GAMES
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1-PWAR104
Poniske, John PAPER WARS ISSUE 104: Wolfe Tone Rebellion - Irish Rebellion of 1798
This is a two-player strategic-level game of the French-assisted Irish rebellion of 1796. The game is of low-intermediate complexity, but due to the criticality of hidden-movement in the naval invasion sequence, it is not easily adapted for solitaire play unless the player is will to make large allowances to 'fudging' that important part of play. 1 vol, 64 pgs
2023 US, COMPASS GAMES
NEW-softcover with game, available late November 2023 ......$47.00
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1-PWAR105
Poniske, John PAPER WARS ISSUE 105: Ebb & Flow: The Final Communist Offensive in Korea, 22 April - 10 June 1951
Each large hex on the 34?22' map equals five miles (8 km) from side to opposite side. Each of the ten game turns represents 3.5 days. Individual playing pieces represent corps, divisions, brigades, regiments, and battalions, for a total of 176 large-size 5/8' NATO-style counters. The map covers all of central Korea across which the original campaign was fought. Both players are called on to attack and defend over the course of the game, and the winner is the one who best outperforms his historic counterpart. Designed for two players by Ty Bomba, with low-medium complexity, playable in one session and easily adapted for solo-play. 1 vol, 64 pgs
2024 US, COMPASS GAMES
NEW-softcover with game, available late January 2024 ......$47.00
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1-COM1060
Poutre, Marco PRELUDE TO REBELLION: Mobilization & Unrest in Lower Canada
This is not a wargame: the game ends when the fighting begins! Actually, both sides need to prepare for a war which might in fact never break out. The 'Rebellious spirit' track measures how close things are to get out of hand. The higher it gets, the more ugly and violent the conflict becomes. Just like in real life, the Patriotes might run out of time as some hot-headed leaders plunge the colony into a direct confrontation with the British army. People are fed up and the clock is ticking: if results don't start showing up, Lower Canadians might be tempted to take up arms, seeing how successful their Southern neighbors were 50 years before! You've simulated more than your share of war. Now, play out what leads to it!
Details:
* Complexity: Low (3 out of 10) * Solitaire suitability: Medium (4 out of 10) * Number of Players: 2 * Playing Time: 3 hours * Designer: Marco Poutre * Developer: Curtis Kitchens * Artist: Marc Rodrigue
Components
* 1 22x34-inch mounted game board; * 2 double-sided player aids; * 3 green dice to be used by the Patriote player and 3 red dice to be used by the Loyal player; * 4 custom scoring dice; * 150 green mobilization cubes to be used by the Patriote player; * 125 red mobilization cubes to be used by the Loyal player; * 147 cards divided as such: 8 'Key event' cards, 24 cards forming the 1834 deck, 24 cards forming the 1835-36 deck, 39 cards forming the 1837 deck, and 52 cards forming the generic deck. 1 vol, 1 pgs
2018 US, COMPASS GAMES
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1-ATO054
Prados, John AGAINST THE ODDS #54: Monty's D-Day Wargame
Monty's D-Day covers the D-Day invasion of France by British and Commonwealth forces on June 6, 1944. It can be played as a stand-alone game or paired up with the previously published Bradley's D-Day to cover all of D-Day.
Monty's D-Day was first published in 1985 with limited distribution. Prados completely overhauled the design to 21st century standards and includes rules for parachute and amphibious landings plus new German alternative responses. It also received a graphics upgrade so as to be visually compatible with BDD.
Game:
Units are battalion with some company. One turn is two daylight hours or four night time hours. Each hex is 800 meters.
Map - One full color 22x34-inch hex mapsheet Counters - 280 full color 1/2--inch die-cut playing pieces Rules length - 14 pages Charts and tables - 2 pages Complexity - Medium Playing time - Up to 4 hours for the scenarios, 12 to 15 hours for the full campaign game How challenging is it solitaire? - Good
Magazine:
Includes articles on the invasion, Hobart's funnies, Weapons in Normandy, Modeling the Next War, Books Reviews, and more. 1 vol, 60 pgs
2021 US, AGAINST THE ODDS
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1-ATO055
Prados, John AGAINST THE ODDS #55:Lee's Greatest Victory - The Chancellorsville campaign
Area-impulse game but one unlike anything seen before. Since the appearance of the 'sunset die roll' nearly three decades ago, players have alternated activating a single area, with variation coming in the form of an uncertain turn length.
Play has a chess-like feel, with players able to act and react with a great deal of prior calculation. Players no longer know how many impulses they, or their opponent, will have in a turn, creating both opportunities and crises that cannot be anticipated in advance. The 'momentum' swings back and forth but rarely the same way twice. Yet each turn lasts as long as the players wish it to last, ensuring something will happen every turn.
Units of maneuver are Union divisions and Confederate brigades for the most part, with historical leaders present to provide a combat boost though at the risk of being wounded or KIA. Pontoon bridges and entrenchments are part of the basic rules while optional rules incorporate weather and optional units for both sides.
It's just six turns long and very playable in one sitting. This game forms part of a trilogy of titles by the same designer, with all three games using the same system. Considering ordering the other games, too: ATO # 19 Not War But Murder (Cold Harbor, 1864) and ATO # 32 Birth of a Legend (7 Days Campaign 1862). 1 vol, 60 pgs
2022 US, AGAINST THE ODDS
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2-ATO2011
Prados, John BEYOND WATERLOO 2: New Expanded Deluxe Edition (Against the Odds)
The original Beyond Waterloo in Against the Odds magazine's 2011 'Annual' came with a 22x34-inch full-color map, over 500 color die-cut counters, and a 42-page magazine, of which about 20 pages were rules, four were charts, and the rest historical articles. This new and revised version has new rules that incorporate errata plus adding explanations and other player notes. Charts are now on good-quality cardstock and includes an expansion map of another 1/2 mapsheet.
Beyond Waterloo begins with Napoleon entering Paris. Players are not locked into marching the Armee du Nord on Brussels, but instead may pursue any number of grand strategic paths often discussed but never gamed. The map includes France - all of France - plus parts of Belgium, Spain, Germany, Switzerland, and Italy. Designed by John Prados. 1 vol, 60 pgs
2023 US, AGAINST THE ODDS
NEW-Game/Magazine, one copy, First Come, First Served ......$55.00
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1-ATO2014
Prados, John AGAINST THE ODDS 2014 ANNUAL: Set Europe Ablaze
Set Europe Ablaze captures the spirit and complex choices involved in Occupied Western Europe. Award-winning designer John Prados, who last gave us Beyond Waterloo, again focuses on action in France, Belgium, and the Netherlands. Prados brings us a card-driven game pitting the Occupying Axis forces against the combination of Allied intelligence efforts and brave local citizens, fighting the shadow war that made 'the Maquis' a name to remember proudly.
Unlike many board strategy games, the focus is not on movement and combat by military units but on political-economic strategy. The Axis player wants to extract as much raw materials and finished goods as possible, to aid the war effort, and the Allied player seeks to avert this. Allied tactics include sabotage, interdiction, and intelligence gathering.
Axis responses include partisan sweeps, counterintelligence operations, and labor pool mobilization to repair damage. Turns abstractly represent about six months each, with rounds within each turn varying according to cards played. While there is no combat in a literal sense, there are competitions for resolving actions that have both players rolling dice. Excitement levels will be high, as players wonder what the next card will bring.
Allies will take advantage of infiltration and special units (SAS, Jedburgh, OSS) while the Axis will use Security forces, the Abwehr, Gestapo, and even Vichy police. 'Barbie' competes with 'Passy' and 'Giskes' versus 'Jean Moulin.' There is even Stalag XVII.
One full color 22x34-inch mapsheet, 176 colorful die-cut large 5/8-inch counters, 48 cards, 20-page rules, and 8 pages of charts. Rules length - 20 pages, Charts and tables - 8 pages, Medium Complexity, Low Solitaire suitability, and playing time up to 3 to 4 hours. 1 vol, 60 pgs
2015 US, AGAINST THE ODDS
NEW-Game/Magazine, one copy, First Come, First Served ......$55.00
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1-ST107
Prados, John S&T #107: Warsaw Rising
Features:
Pleasant Hill: The Red River Campaign Wargames Writ Large Berg's Review of Games - Russian Front (AH) - Rise of the House of Sa'ud (Wgmr-46) - Operation Thunderclap (SGP) - Julius Caesar (TSR/SPI) Moves Replays - 13: Colonies in Revolt, scenario, errata, designer notes Moves Forward Observer - Command and Design: A Perspective 1 vol, 64 pgs
1986 US, SPI
V.GOOD-softcover unpunched, (1) copy available ......$20.00
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1-ATO2006
Prados, John game designer AGAINST THE ODDS 2006 ANNUAL: Toppling the Reich - the Battles for the Westwall
Toppling the Reich is an operational level simulation of the fighting for the Rhine River and Westwall that occurred in 1944 and 1945. Designer John Prados transports his Panzerkrieg game system to the Western Front to examine the major episodes of this clash. Using scenarios, which can also be linked together to form a campaign game, he covers the entire war in France and the Low Countries from early September 1944 to the German surrender in May 1945. Players on both sides will be challenged with conducting offensive operations as well as desperate defenses.
Maps - One full color 22'x34' hex mapsheet Counters - 480 full color 1/2' die-cut pieces Rules length - 17 pages Charts and tables - 3 pages Complexity - Medium How challenging is it solitaire? - Average Playing time - Up to 2 to 3 hours for the smaller scenarios, 12 to 15 hours for the full campaign game 1 vol, 60 pgs
2009 US, AGAINST THE ODDS
NEW-Game/Magazine, one copy, First Come, First Served ......$55.00
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1-ATO2007
Prados, John game designer AGAINST THE ODDS 2006 ANNUAL: Look Away! The Fall of Atlanta
Look Away! is a strategic-operational simulation of the Army of Tennessee's campaigns in the Georgia theater of the Civil War. The game covers the fighting between Union and Confederate forces in Tennessee and northern Georgia during the spring and summer of 1864. Each hexagon represents an area roughly 2.6 miles in diameter (4 km). Each turn in the game represents about four days of real time. There are four scenarios dealing with the major engagements of the war plus a campaign game covering the entire period.
Map - One full color 22'x34' hex mapsheet Counters - 480 full color 1/2' die-cut pieces Rules length - 24 pages Charts and tables - 6 pages Complexity - High How challenging is it solitaire? - Poor Playing time - Up to 2 to 3 hours for the smaller scenarios, 16 to 20 hours for the full campaign game 1 vol, 60 pgs
2006 US, AGAINST THE ODDS
NEW-Game/Magazine, one copy, First Come, First Served ......$55.00
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1-192620
Racier, Ted CROWNS IN THE GUTTER - A Stategic Analysis of World War I
World War I was the crucial event of the 20th century, as the great European powers-- which until then dominated the world economically, militarily and politically-- destroyed themselves. That led to a second war a generation later, enabled the ascendance of the United States and Soviet Union, and unleashed the forces of nationalism and self-determination around the globe. On the battlefield the war ushered in the age of the internal-combustion engine and wireless communication, making factories and science as important as manpower and generalship.
In the midst of all that, politicians and generals still had a war to win, and soldiers a war to fight. Crowns in the Gutter provides a concise analysis of the strategies and tactics employed to to try to achieve those goals. The chapters cover the entire war chronologically. They weave together the campaigns and battles with political events, improvements in weapons and changes in combat methodology, into one seamless story. The narrative also has dozens of maps and diagrams to further illustrate all the action of the first total war. 1 vol, 362 pgs
2010 CA, DECISION GAMES
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1-COM1042
Racier, Ted Fall of the Third Reich
From award-winning designer Ted S. Raicer, The Fall of the Third Reich covers the dramatic last two years of WWII in Europe, as the Western Allies and the Soviet Union fight against fierce German resistance to bring down the Thousand-Year Reich.
Two large hex maps cover Europe from France to Central Russia, and Leningrad to Sicily. Units are Armies, Corps, and in a few cases, Divisions. There are twelve two-month turns.
Components:
Two 22 X 34 inch maps One and a half Countersheets One Rulebook Multiple Player Aid cards with Scenario Set-Up, Tracks, Charts and Tables Two 6-sided dice One Box and Lid set 1 vol, 1 pgs
2017 US, COMPASS GAMES
NEW-box o/p, only one (1) available, first come first served ......$79.00
with a discount of 20% rct
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1-COM1113
Rader, Andrew Stellar Horizons
Lead one of seven factions to explore and develop our solar system. Designed by a real-life space engineer with a PhD in long-duration spaceflight from MIT, Stellar Horizons is intended to be a plausible representation of the first steps of humanity towards the stars between 2030 and 2169, with each turn representing a year of time. You control your faction's space program, outposts, and fleets spanning the solar system, although you will also have some influence over your faction's politics back home on Earth as space development becomes more important. For two to seven players: 2 to 7, with high solitaire suitability.
Components: 1 Rulebook Counters: 231 Units (33 for each faction); 1 Invader; 30 Mission markers; 2 Turn markers (Year and Decade); 8 Asteroid markers; 12 Signs of Life/Life markers; 12 Pirate markers; 15 Helio Transfer markers; 27 Trade markers; 90 Numbers - numbered 1 through 9; 182 Faction markers; 30 Damage markers; 100 Settlement markers; 130 Installation markers (21 each of Supply Stations, Spaceports, Mining Stations, Refineries, and Research Stations plus 25 Defense Works); 40 Politics markers; 40 Victory point markers; 108 Technology number markers for Engineering, Physics, and Biology - in denominations of 1,2,3, and 5; 21 Technology bank markers (3 for each faction) 2 Large Planet tiles - e.g. Jupiter 2 Medium Planet tiles - e.g. Neptune 8 Small Planet tiles - e.g. Earth and Alpha Centauri 24 Satellite/Moon tiles - e.g. Hygeia-Palas and Triton 1 Deep Space Astronomy tile 54 World Cards 29 Currency Coins in denominations of 1,2,5,10, and 25 Billion 393 Resource markers - 131 each of Ore, Fuel, and Supplies in denominations of 1,2,5,10, and 25 Player Faction boards (one each faction) Policy Tree board Tracks board 1 Technology Tree on a mounted board 4 Player Aids containing the various charts and tables needed to play and the Solar System and Space diagram 1 Percentile die and 3 ten-sided dice 1 Box and lid set
1 vol, 64 pgs 2020 US, COMPASS GAMES
NEW-box, available mid July 2020 -- NOTE: Stellar Horizons comes in a long 18x12x4-inch box and weighs a whopping 13 pounds. Sorry, this carries a special shipping charge dependent on the destination.
1 vol, 64 pgs
2020 US, COMPASS GAMES
NEW-box ......$149.00
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1-COM1184
Rader, Andrew STELLAR HORIZONS 2: Galactic Frontier
Sci-fi game that traces humanity's journey into the galaxy over the coming centuries (2100-2900). Players will control one of seven factions vying to establish an interstellar empire, each with unique advantages, drawbacks, and special abilities. Through competitive and cooperative scenarios and campaigns, each new star brings the discovery of new planet types, and new opportunities for settlement, trade, or conquest. Along the way, you'll develop technologies and customize your ships, building a faster, stronger, and more capable starfaring fleet.
* Complexity: Medium * Time Scale: 1 year/turn * Map Scale: The Solar System * Unit Scale: Manned and Robotic Starships * Players: 1 to 7 * Solitaire Suitability: Medium * Playing Time: 20-90 minutes for Scenarios, 6+ hours for Campaign * Campaign and Scenarios can be played competitively and cooperatively
Contents: * Six Punchboards containing 118 Ship/Vehicle Playing Pieces and over 1,100 Markers * Eight Star Sector Tiles * Seven Player Factions * One Technology Tree * 70 Fleet Improvement & Genetic Manipulation Cards * $1B, $5B, $10B & $20B paper money denominations * Box and Lid 1 vol, 1 pgs
2025 US, COMPASS GAMES
NEW-box, available late March 2025 ......$129.00
with a discount of 15% rct
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1-246670
Radey, Jack OPERATION SPARK!: The Relief of Leningrad (Wargame)
Simulation of the WWII Soviet offensive designed to break the German Wehrmacht's Siege of Leningrad. The game system is a continuation of the Black Sea Black Death - Aachen - Borodino '41 system. The game is a slugging match set in a frozen peat bog and bordered by a frozen lake and a frozen river. German troops encircle the worker's settlements and the critical Sinyabino Heights while fortified lines cut through the snow-filled woods. Contains rulebook with historical commentary, one 34x22-inch map, 560 counters, charts and tables, and two dice. 1 vol, 1 pgs
1997 US, CLASH OF ARMS
NEW-box, only one copy available, first come first served ......$45.00
with a discount of 33% rct
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1-COM025
Raicer, Ted COMMAND #25: WHEN EAGLES FIGHT - WWI in the East
Game covers the entire Eastern Front of The Great War from 1914 to the end. Game 25 miles/hex , 1-2 months/turn, 171 counters, and 22x34-inch map. Includes magazine. 1 vol, 60 pgs
1990's CA, XTR PUBLISHING
AS NEW-unpunched game ......$20.00
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1-COM1013
Raicer, Ted STORMING THE REICH: D-Day to the Ruhr
Storming the Reich is a two-map game with units portrayed mostly at division level. Each hex is about 8 miles across (or about 13km). Each turn represents a month of operations, except during summer where each turn is 2 weeks. There are 3 scenarios included -- Scenario one is the full 15-turn campaign using both maps, beginning on D-Day and ending in April of 1945. The second is a one-map, four-turn Normandy Breakout scenario. Lastly is a one-map Bulge to Victory scenario. Included are 2 22 x 34 inch maps, 2 sheets of 9/16 inch counters printed both sides, multiple full color setup and play aid charts printed both sides on cardstock, 1 rules booklet (approx. 32 pages), and 2 six-sided dice. Play time is 2-3 hours for a scenario and 8-10 hours for the campaign. 1 vol, 1 pgs
2010 US, COMPASS GAMES
NEW-box o/p, only one (1) available, first come first served ......$59.00
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1-ATO2021
Rinella Michael AGAINST THE ODDS 2021 ANNUAL:Operation Roundup
Operation Roundup was the code name for a plan prepared by Allied forces to invade Northern France in 1943 in the Pas de Calais area. This two-player game explores the first month of this never-run plan, set in September 1943 (instead of the historical landings at Salerno in Italy).
Allied forces are not the mighty invasion armada of 1944 lacking both the armored 'funnies' and Mulberries that worked so well in Normandy. For the Germans at this time their 'Atlantic Wall' and panzer arm are more promises of what is to come than actual impenetrable defenses.
Yet the game remains highly re-playable time after time as, at start, neither player knows Hitler's reaction to the invasion until it is rolled for during the first turn of the game. Will he give orders to:
Maps - One full color 22' x 34' hex mapsheet Counters - 176 full color 5/8' die-cut counters Rules length - 14 pages Charts and tables - 2 pages Complexity - Medium Playing time - Up to 3 to 4 hours How challenging is it solitaire? - Average 1 vol, 1 pgs
2024 US, AGAINST THE ODDS
NEW-Game/Magazine, one copy, First Come, First Served ......$55.00
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1-ATO2022
Rinella Michael AGAINST THE ODDS 2022 ANNUAL: Stalingrad -- Verdun on the Volga
Upgrade of the classic Stalingrad: Verdun on the Volga provides more of the Stalingrad situation than players are used to while reducing complexity. Only three units types (infantry, armor, and pioneer) use a new movement system that ends movement points and includes momentum movement. Unit scale is roughly regimental, with some battalion sized formations. Offers a more realistic modeling of German combat attrition and a much more accurate Soviet order of battle based on most recent publications of post-Cold War Soviet sources. Includes a five-turn basic game, a tournament game, and a historical option that mandates the Germans capture all the areas along the river, where players may agree to play through to an automatic German victory or the end of Turn 15 with no consideration of victory points.
Contents: * Full color 17 x 44 inch double-sided area mapsheet * 330+ full color 5/8 inch die-cut counters * 24 page rules * Separate quick set-up charts on cardstock * Separate reinforcement charts on cardstock * New AV/DV Tracking Chart * Playing Aid Chart * New introductory and Operation Hubertus scenarios * Complexity - Medium * Playing time - Up to 3 to 4 hours * Solitaire - Average difficulty 1 vol, 1 pgs
2024 US, AGAINST THE ODDS
NEW-Game/Magazine, one copy, First Come, First Served ......$65.00
with a discount of 10% rct
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1-ATO032
Rinella, Michael AGAINST THE ODDS #32: Birth of a Legend - Lee and the Seven Days
The Seven Days Campaign, fought from June 26th to July 2nd, 1862, represented the Union's finest chance to put an early end to the American Civil War, and the Confederacy's best shot at 'bagging' an entire Union Army.
Virtually unknown when appointed to command the month before, Gen. Robert E. Lee promptly renamed his force The Army of Northern Virginia, defining a future theater of operations the present defenders of the swampy ground east of Richmond could scarcely imagine. Aggressive and imaginative by nature, Lee summoned virtually every spare unit the South could muster for that rarest of Southern advantages, numerical superiority.
His planned counterattack, a massive turning operation designed to roll back the divided Yankee forces and seize their main supply base, would ultimately fail to destroy all Union forces due to inexperience and command failures. Yet Lee so dashed and demoralized the Union leadership at all levels that the Army of the Potomac could do little more than defend and then evacuate the peninsula 'prison camp it had been forced into. Here indeed was where a legend was born..
This area-map game includes one 22 by 34 inch area map, 176 large counters, and 16 pages of rules and charts with extensive examples of play, designer notes, and variant rules. Complexity - Medium, Solitaire suitability - Low, and Playing time - Up to 4 hours.
Bonus Item: All copies of this issue contain a small expansion kit (rules and counters) for our earlier There Must Be a Victory game featured in ATO #26. 1 vol, 60 pgs
2011 US, AGAINST THE ODDS
NEW-ziplock bag ......$35.00
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1-ATO041
Rinella, Michael AGAINST THE ODDS # 41: Circle of Fire -- Siege of Cholm 1942
Though now largely forgotten, the successful defense of Cholm by Kampfgruppe Scherer ranks as one of the great small unit sieges of WWII. Now you can relive the first 10 days of this epic battle, when the underfed soldiers of the Soviet 3rd Shock Army attempted to capture the town, its food, and its vital road hub on the march and avoid what would ultimately become a long and unsuccessful siege.
As the Soviet side, you have more men, stronger artillery, and armor. As the German side, you have the town, the high ground, and air power. Hitler has declared Cholm a festung: there will be no withdrawal. In the waist-deep snow and sub-zero temperatures the battle will be fought to the last man and the last grenade.
Circle of Fire: The Siege of Cholm, 1942, by designer Michael Rinella, uses an updated version of the low-complexity area-impulse system first used in the award-winning Avalon Hill classic Storm Over Arnhem. Unlike that game, however, this design includes a hallmark of later area-impulse games: the sudden death mechanism to end turns unpredictably.
The game includes a full size area map produced directly from aerial photographs and situational maps, and 176 large counters. Easy to learn, quick to set up, and fast to play, Circle of Fire is both a great introduction to the area-impulse system and a great introductory conflict simulation game. 1 vol, 60 pgs
2013 US, AGAINST THE ODDS
NEW-ziplock bag ......$40.00
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1-ATO060
Rinella, Mike AGAINST THE ODDS # 60: Cities of the Damned - Aachen and Cassino Wargames
Cities of the Damned features two solitaire games in which the player must lead his Allied forces to victory in two of the WWII's most intense battles: Cassino and Aachen. Both are area games that involve street fighting Cassino in Italy with special rules for bunkers, gun emplacements, sniper holes, and other death traps. Includes magazine. Components: * Maps - Two full color 17x22-inch mapsheets * Counters - 176 large 5/8-inch die-cut counters * Rules length - 14 pages * Charts and tables - 2 pages * Complexity - Medium * Playing time - Up to 4 hours * How challenging is it solitaire? - Excellent 1 vol, 60 pgs
2023 US, AGAINST THE ODDS
NEW-Ziplock ......$45.00
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1-COM1114
Rivero, Jose GRANADA: LAST STAND OF THE MOORS -- 1482-1492: Wargame
Two-player wargame pitting the Catholic player seeking fame and glory by accomplishing the Reconquista and enlarging your kingdoms in one unified powerful state versus the Muslim player seeking to resist and save Granada and maintain and enlarge the Nasrid dynasty.
Product Information
Complexity: Low to Medium (4 out of 10) Solitaire suitability: Low (3 out of 10) Time Scale: 1 Year per turn Map Scale: Point-to-point map Unit Scale: Units vary from 500-1500 men Players: 2 Playing Time: 3.5 to 4 hours per game
Components: 22x34-inch mounted map; 137 Rectangular wooden blocks in various colors; 2 Sheets of stickers (for blocks); 2 Draw bags; 20 Wooden Castle shape (10 white, 10 black); 20 Wooden Cylinders (10 white, 10 black); 20 Wooden cubes (10 white, 10 black); 7 Wooden markers (various sizes and colors); 3 Decks of cards (72 Christians, 66 Muslims, 17 Naval); 1 Victory Point track; 2 Reference cards (identical); and 1 Rules booklet. 1 vol, 1 pgs
2021 US, COMPASS GAMES
NEW-box ......$99.00
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1-ATO046
Rohrbaugh AGAINST THE ODDS # 46: No Middle Ground
Wargame covers the most decisive actions on the northern front of the 1973 Arab-Israeli Conflict. Includes three scenarios -- opening Syrian attack to retake Golan, Israeli counter-offensive that drove into the heart of Syria to the doorsteps of Damascus, and Grand Campaign game that covers the entire campaign for the Golan. This game includes a 22x34-inch map and two sheets of full color, die cut counters that represent brigades from the Syrian and Arab Allies' armed forces and the battalions of the Israeli Defense Force.
Rules for No Middle Ground include, among others, Time-on-Target artillery barrages, Combined-Arms tactics, Improved Positions, Minefields, Airborne and Commando assaults, as well as optional units that could have been deployed by both sides. The interactive, chit-pull formation activation recreates the chaos of battle while still allowing players to deploy and fight their armies. Air units on both sides are potent weapons but must dodge the enemy's AAA and SAMs. Map hexes are 4 kilometers across and each turn represents 8 hours. Plus a well-illustrated rulebook and charts, complete with designer's notes and historical commentary. 1 vol, 60 pgs
2016 US, AGAINST THE ODDS
NEW-ziplock bag ......$40.00
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1-TPS16
Rohrbaugh TURNING POINT SIMULATIONS #16: The Vicksburg Campaign
The full sweep and scope of the campaign are included, from Grant's crossing at Bruinsburg to the finale (or not). Interesting side stories are also part of the picture, like Grierson's Raid, the CSS Arkansas, and 'that devil Forrest' and his part -- or not -- in the grand campaign.
The Vicksburg Campaign includes: One full-color, 11x17-inch mounted map; 140 full-color, die-cut counters; and 12-page rulebook. 1 vol, 12 pgs
2017 US, AGAINST THE ODDS
NEW-pb, available late February 2017 ......$35.00
with a discount of 10%
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1-ATO042
Rohrbaugh, Paul AGAINST THE ODDS # 42: A Thunder Upon the Land
The year 1700 saw Charles XII of Sweden attack at Narva at 1 to 4 odds in a blizzard. But with the surprise and the wretched weather working to his advantage, Charles virtually killed or captured the entire Russian army, along with their artillery and equipment. Years later, having knocked the Saxons out of the war, Charles turned again to Russia. Charles aimed for Moscow, and this time, it was a Swedish army that vanished from the map at the Battle of Poltava in 1709.
Thunder Upon the Land brings you both battles of Narva and Poltava, with full color maps and over 264 die-cut counters. Each turn represents about one hour of real time and each hex represents about 500 yards. This game uses chit-draw for wing activation and allows players to make tactical choices like forming squares or deciding if their dragoons will press home charges, with optional rules for volley fire and desperation attacks.
Contains: One full color 22x34 mapsheet; 264 full color large 5/8-inch die-cut pieces; Rules length: 12 pages; Charts and tables: 2 pages; Complexity: Medium; and Solitaire suitability: Average. 1 vol, 60 pgs
2014 US, AGAINST THE ODDS
NEW-ziplock bag ......$40.00
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1-ATO2020
Rohrbaugh, Paul AGAINST THE ODDS 2020 ANNUAL: The Cruelest Month, Air War Over Arras
WWI air campaign game focuses on abstracted air operations and ground battle (similar to his Chennault's First Fight). As the British player, you will marshal your limited numbers of fighters to help secure the skies for 2-seaters that would be better suited to training planes. As the German player, you will employ your well-armed modern fighters against waves of RFC planes that simply keep coming, regardless of how many you shoot down.
Contents: * Map - One full color 22x34-inch hex mapsheet * Counters - 176 full color 5/8-inch die-cut counters * Air Displays - 2 * Rules length - 16 pages * Charts and tables - 2 pages * Complexity - Medium * Playing time - Up to 3 to 4 hours * Difficulty - Average 1 vol, 60 pgs
2024 US, AGAINST THE ODDS
NEW-Game/Magazine, one copy, First Come, First Served ......$45.00
with a discount of 25% rct
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1-TPS02
Rohrbaugh, Paul TURNING POINT SIMULATIONS: The Siege of Syracuse 415-413 BC
Maybe one of the oddest things about the lengthy Peloponnesian War is that, after decades of balance, the Athenians actually lost it with a campaign well away from the Greek mainland.
The Athenians have a mighty host of fleets and men, filled with confidence. The Syracusans have a long history of clinging to their independence (and powerful allies coming to foil Athens).
Combat units include cavalry, light troops, peltasts, and the heavily armed hoplites-the backbone of both sides' armies. You the players can decide your best approaches for attack and defense, selecting from pitched battles or skirmishes.or building miles of siege walls.
The Siege of Syracuse includes: * One full color, 11x17-inch mounted mapboard * One 8.5x11-inch battle board * 176 large, full color, die-cut counters * 12-page rulebook 1 vol, 1 pgs
2013 US, AGAINST THE ODDS
NEW-boxed game ......$35.00
with a discount of 25%
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1-ATO2008
Rohrbaugh, Paul game designer AGAINST THE ODDS 2008 ANNUAL: Operation Cartwheel - Breaking the Bismark Barrier
Contains the wargame Operation Cartwheel - Breaking the Bismark Barrier that simulates MacArthur's Campaign against Raboul. It integrates separate air, ground, and naval games. Also includes the bonus game: Gazala Line 1942. 1 vol, 60 pgs
2009 US, AGAINST THE ODDS
NEW-Game/Magazine, one copy, First Come, First Served - Out of Print ......$55.00
with a discount of 25%
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1-930353
Romero, Javier STRATEGY & TACTICS # 353: Ukraine Battles 2014 -- Ilovaisk and Debal'Tsve
Grand tactical two-player simulation (battalion-brigade level) of the battles fought in the Donbass in 2014-2015. The game system incorporates the tactical and operational lessons learned from the operations in Ukraine, including tactical and operational drones, improved sub munitions, expanded range and lethality of artillery and MRLS systems, improved thermobaric ammunitions, Russian Battalion Tactical Groups, artillery radars, PSYOPs, Spetsnaz as combat force multipliers, or networked Anti-Aircraft systems. The system simulates armor superiority, reactive armor, Shtora systems vs Anti-Tank missiles and RPGs, defensive positions and pre-arranged artillery fire, as well as the difficulties of command control and coordination of hybrid armies formed by regulars and militias.
Each game turn represents two to three days, each hex represents 10km or 6 miles, and combat units range from battalions to brigade sized units. Contains one 22 x 34-inch game map and a sheet of 176 5/8-inch counters. 1 vol, 84 pgs
2025 CA, DECISION GAMES
NEW-pb, available mid June 2025 ......$50.00
with a discount of 10% rct
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1-930358
Romero, Javier STRATEGY & TACTICS #358 Pensacola 1779-82
Two-player, strategic-level wargame simulating Spanish, French, and Patriot operations against British and Loyalist forces in the territories of Louisiana and East and West Florida, from the Mississippi basin to Georgia, during the American Revolution. The campaign involved all major participants in the Revolution and was something of a microcosm of the larger global conflict. Each game turn represents three months. Each hex on the map is approximately 40 kilometers (24 miles) across. Contains 22x34-inch game map and a sheet of 176 5/8-inch counters. 1 vol, 84 pgs
2026 US, DECISION GAMES
NEW-pb, available mid April 2026 ......$55.00
with a discount of 10% rct
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1-956093
Romero, Javier WORLD AT WAR # 93: Baltic Offensive: Fall 1944 (Wargame)
Baltic Offensive: Fall 1944 is a two player simulation of the Soviet offensive in the Baltic countries in the Fall of 1944. The Soviet player must conquer as much territory as possible within a limited time frame, while the German forces must try to delay the Soviet advance as much as possible. The Soviet player has a positional advantage and numerical superiority, but it has a tight timetable to clear the Baltic countries so that the Red Army can return to the decisive direction of the war: the Vistula-Oder-Berlin axis. Each game turn represents 10 days. Each hexagon is 10 miles (15 kilometers) from side to opposite side. Units are corps, divisions, brigades or equivalents, and specialized smaller units. men. Air units represent a variable number of sorties.
Components: one 22 x 34 inch map, 176 5/8 inch counters, and magazine. 1 vol, 62 pgs
2023 US, DECISION GAMES
NEW-softcover ......$50.00
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1-956104
Romero, Javier WORLD AT WAR #104: Path to Victory Middle East 1941
Simulation of the operations in Iraq, Syria and Iran (Persia) during the Spring and Summer of 1941. In this game, both players must carefully use their limited resources (military and political) to try to wrestle control of the Middle East away from their enemies. Each game turn represents about 10 days. Each hexagon is 37 miles (60 kilometers) from side to the opposite side. Units are army, divisions, brigades, regiments, and battalions or equivalent, and some specialized smaller units. 1 vol, 62 pgs
2025 US, DECISION GAMES
NEW-pb, available late August 2025 ......$50.00
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1-956105
Romero, Javier WORLD AT WAR #105: Operation Ironclad, Madagascar 1942
Two-player game covering the British invasion of the island of Madagascar in 1942. Each player is provided with units representing land, air, and naval formations. Players move their pieces on the map to engage enemy forces and take critical objectives. Each player has a set of Operations markers which enhance unit actions and take special actions. Contains one 22 x 34-inch map and one counter sheet of 176 5/8-inch counters. 1 vol, 62 pgs
2025 US, DECISION GAMES
NEW-pb, available mid November 2025 ......$50.00
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1-PWAR102
Romero, Javier PAPER WARS ISSUE 102: Santiago Campaign, 1898 Wargame
This is a two-player (solitaire adaptable) simulation of the land campaign for Santiago de Cuba, which ended with the surrender of the Spanish forces after the hard-fought battles of San Juan Hill and El Caney. The map runs from Daiquiri and Siboney to west of Santiago at one mile per hex. Units of maneuver are primarily regiments and battalions, and the 15 game turns each represent one day. Low complexity. 1 vol, 64 pgs
2023 US, COMPASS GAMES
NEW-softcover with game ......$47.00
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1-PWAR110
Romero, Javier PAPER WARS ISSUE 110: Red Partisans -- The War Behind Army Group Center, 1942-44
Two-player (solo-adaptable) game in which the Partisan player must fight German and Hungarian security forces while trying to attack as many targets as possible. The Axis player must defend those targets and launch anti-Partisan drives to destroy as many enemy units as possible. The Partisan player wins by accelerating the Soviet conventional forces' advance beyond the historical timeline. Contains one 34x22-inch large-hex map and 176 large (5/8-inch) counters. Also contains a bonus game, a new scripted mission for Ju-87: Storm of Steel, and seven new aircraft types for Interceptor Ace, Vol. 2. 1 vol, 64 pgs
2025 US, COMPASS GAMES
NEW-pb, available early August 2025 ......$47.00
with a discount of 15% rct
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1-COM036
Rothwell, Stephen COMMAND #36: SS Panzer - Bloodbath at Kursk
SS Panzer is a simulation of the tank battle near Prokhorovka on 12th July 1943 at the climax of the Kursk Battle. It pits the German 2nd SS Pz Corps against the Soviet 5th Gds Tank Army.
Game Scale is 500m per hex, each unit companies for Germans and battalions for Soviets. Each game turn represents one hour. 1 vol, 60 pgs
1990's CA, XTR PUBLSHING
V.GOOD-unpunched game supplement, no magazine ......$18.00
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1-LEG1502
Rouy, Didier Quatre Batailles en Espagne: Vive l'Empereur Series -Vol. VIII Peninsular War, 1808-1814
Vive l'Empereur Series is a simulation of the battles fought during the Napoleonic Era in Europe, between 1805 and 1815. The scale is the regiment, a good compromise between the brigade level (with no formations) and the detailed battalions. The scale is 250 m/hex and a turn is 30 minutes. Vitoria, fought on June 21, 1813, was one of the most decisive battles of the Peninsular War. It was the last major battle between the allied British, Portuguese and Spanish forces and the French armies, and opened the way for the invasion of France. It opposed 60,000 French soldiers commanded by King Joseph to 80,000 allies superbly trained and equipped attacking on three sides. Looking like a one-sided battle, things are far from obvious for the Allies and many what-ifs make the situation very interesting.
Oca?a, fought on 19 November 1809 was a major Spanish defeat that ended any chance of success in the Spanish Junta's autumn campaign of 1809. The largest Spanish army under general Areizaga, more than 55,000 men, moved toward Madrid but allowed Marshal Soult and King Joseph to concentrate around 30,000 men. A brutal clash occurred at Oca?a, and a French cavalry movement on the flank rolled the Spanish line.
Salamanca, fought on 22 July 1812, was a turning point in 1812. The battle saw the Anglo-Portuguese army under the Duke of Wellington defeat Marshal Marmont's French forces among the hills around Arapiles, south of Salamanca. Both armies, 50,000 men each, have been marching and countermarching for days trying to outflank each other. Wellington eventually caught the French in an over-extended position and struck at the center. A very well balanced battle, where a better concentration gave the advantage to Wellington.
Sorauren is the last battle of the counteroffensive by Soult's reorganized army of Spain in July 1813. It was part of a series of engagements in late July 1813 called the Battle of the Pyrenees in which a combined British and Portuguese force under Sir Arthur Wellesley held off Marshal Soult's French forces attempting to relieve Pamplona. Attacking a thin red line in a very good defensive position, the French were eventually pushed back, but the battle could have turned very differently. 1 vol, 1 pgs
2015 US, LEGION WARGAMES LLC
NEW-box ......$86.00
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1-LEG1902
Rouy, Didier TROIS BATAILLES EN ALLEMAGNE: Vive l'Empereur Series -Vol. IX
The Vive l'Empereur Series offers a simulation of the battles fought during the Napoleonic Era in Europe between 1805 and 1815.
The scale is the regiment, 250 meters per hex, and 30-minute turns.
Scenarios: Jena (1806), Auerstadt (1806), and Siege of Danzig (1807).
Jena and Auerstadt offer 15 scenarios, including many what-if scenarios. Danzig simulates the siege of the great fortress between March and May 1807 and is played on two maps -- an operational map of the region of Danzig, using the regular Vive l'Empereur rules, and a siege map where the French player will build a siege network to get closer to the mighty walls to breach them.
Components: Five 22x34 inch maps, 560 counters, five play aids, 32-page rule book, and 24-page sceanrio rule book 1 vol, 1 pgs
2019 US, LEGION WARGAMES LLC
NEW-box, available late March 2021 ......$110.00
with a discount of 10% rct
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1-LEG2003
Rouy, Didier LE BATAILLE DE HANAU 1813
Retreating from the loss at Leipzig, Napoleon found before him at Frankfurt not only an Austrian corps commanded by Fresnel and Klenau, but the Bavarian corps of General de Wrede, which had defected from the French Grand Armee. Wrede thought he faced only a straggling mob of French, but soon discovered he faced the Imperial Guard, commanded by the Emperor himself. Nonetheless, after a repulse from the fighting overnight and in the morning, Wrede tried again. This is when the game begins.
Components: One 22x34-inch map, 165 counters, three play aids, 40-page series rule book, 4-page game rule book, and booklet containing two scenarios. 1 vol, 1 pgs
2020 US, LEGION WARGAMES LLC
NEW-box, available late March 2021 ......$54.00
with a discount of 10% rct
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1-COM1132
Rowland, Andrew Napoleon's Imperium, 1798-1815
Turn-based game of up to 18 turns (one turn equals one year) with a typical game being five to six turns. Approximately 80 to 100 battles will happen in that time. A Battle Point Game lasts 4 to 6 hours (variable turn length based on player agreement) while a Campaign Game can last up to 5 to 20 hours depending on the skills of the players. Victory occurs when one Alliance conquers the other by either achieving a Capital Victory (capturing key enemy territories) or a Battle Points Victory (based on favorable outcomes and achievements made during game play). The map is divided into land and sea territories with different economic values, Capital Cities, and Sea Ports.
Product Information: Scope: Napoleonic Grand Strategic; Complexity: 6 out of 10; Solitaire Suitability: 4 out of 10; Time Scale: 1 Turn = 1 Year; Map Scale: Global map centred on Europe and North Africa; Unit Scale: 10,000 men per Infantry unit, 2,000 men per Cavalry unit, 50 cannon per Artillery unit, and 5 ships of the line per Fleet unit; Players: 2-8 players; Playing Time: 4-6 hours for Battle Point Game, 6-15 hours for Campaign Game depending upon skill of players. Each year of play takes approximately 40 minutes to one hour to complete.
Components: Two paper maps of 22x34-inches each (Total map battlefield map size 34z44 inches); Two decks of 80 Battle Cards (160 cards); One deck of 80 Battle Point Cards; One Battle Point Card Replacement Board; Six sheets of 130 oversized counters each; Eight Player Aid Cards; One Battle Point Card; Weather Pad; Two Map Counter Placement Reference Cards; 40-page Rules Booklet; and Twenty Dice (10-sided red and blue). 1 vol, 1 pgs
2021 US, COMPASS GAMES
NEW-box ......$159.00
with a discount of 56% rct
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2-ST081
Rustin, Richard S&T #081: Tito
Features:
Tito and His Partisan Army: Yugoslavia, 1941-1945 Chemical Warfare - Perspectives and Potentials Data Files - Medieval Battles at Sea - Civil War Heavy Artillery - The Israeli Air Force 1 vol, 40 pgs
1980 US, SPI
V.GOOD-softcover punched game only, no magazine, (1) copy available ......$5.00
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1-914012G
Sauvage, Denis VAE VICTUS BOARD GAME # 12: The Marshals III - Augereau - Eugene 1814
The Marshals III covers the campaigns of winter 1814 that took place in France north of Lyon and in Italy on the Mincio. These theaters of operation are considered to be minor since they occurred far from the Emperor's view who was engaged in the north of France. Nevertheless, important and little-known battles took place there where the young Marie-Louise, the conscripts of the French army, displayed extraordinary courage. The first campaign, that of Marshal Augereau in France, recounts in three scenarios the march on the flanks of the Austrian army engaged against Napoleon.
In the first, the Lion of Castiglione must seize Geneva to cover his march on the enemy lines of communication. The second relates the Austrians' offensive return from Dijon and the fall of Lyon after the battle of Limonest. The third covers the whole campaign from the beginnings of Augereau's timid offensive to the loss of the capital of the Gauls.
The second campaign, led by Eugene de Beauharnais, describes the fierce combats for the supremacy of northern Italy. Threatened at his rear by the betrayal of Murat who is moving up from the south with his Neapolitans, Eugene withdrew from Verona to Mantua. The first scenario, very brief, simulates the about-turn of the French on the Mincio to counter the Austrian advance. The second covers the whole campaign from the evacuation of Verona to the victories of Eugene against various enemy threats.
With this new volume, The Marshals series evolves. The more imposing strengths of these campaigns required some adaptations that allowed for simulating the march of an entire army corps. These new rules are compatible with the previous modules with some minor adaptations.
Game components: One 59 x 41 cm map (printed front and back); 216 die-cut counters and markers; 1 rule book including five scenarios; and 1 color player aid. Rules in English and French.
Units:1 SP = 1000 infantrymen, 500 horsemen, or 1 artlllery battery. Scale: 10 km between two zones. Turn: One Day 1 vol, 24 pgs
2015 PARIS, HISTOIRE & COLLECT
NEW-softcover ......$38.00
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1-914016G
Sauvage, Denis VAE VICTUS BOARD GAME #16: Les Marechaux (The Marshalls) V
New wargame in the series The Marshals covers General Moreau and includes minor adaptations integrated into the general rules as well as the addition of new optional rules.
Game components: One 59 x 41 cm map (printed front and back), 216 die-cut counters and markers, 1 rule book including five scenarios, and 2 color player aids.
Units: 1 SP = 1000 infantrymen 500 horsemen, 1 artillery battery Scale: 10 km between two zones Turn : One Day
The three scenarios describe Moreau's entrance into the campaign with the hazardous crossing of the Rhine, the grueling march through the Black Forest, the concentration of the three army corps from Sainte-Suzanne, Saint-Cyr and the army reserve coinciding with the flank assault from Lecourbe's corps, the counterattack of the Austrians under Kray, and the undecided battles of Engen, Molsskirch and Biberach. The French must demonstrate their resourcefulness as Bonaparte grows impatient and demands reinforcements from Moreau to support his offensive in Italy. Time is running out; advance in the direction of Ulm before the order arrives for the troops to depart toward the south.
The next three scenarios that follow relate the events in Bavaria that lead up to the clash at Hohenlinden in deplorable weather. The Archduke John, propelled by his ardor, decides to assault the French at Munich while the latter marched toward them. This battle of encounter is decisive, contrary to the battles of the spring. With this victory, Moreau succeeds in bringing to an end this war with Austria. 1 vol, 24 pgs
2016 FRANCE, CERIGO EDITIONS
NEW-pb, available late January 2017 ......$38.00
with a discount of 35%
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1-COM2003
Schacht, Michael Traders of the Air
Steampunk trading game for two to four players based on a distant planet always on the lookout for an opportunity to acquire valuable goods. Roaming the planet, the guilds need to set up networks of guild contracts on the planet's cities to resell the goods at the most advantageous times to increase power and prestige. Based on the game Hansa.
Components: Two game boards (backprinted on a single 'sheet'); Eight guild maps (four of them backprinted); One steamship; 60 guild contract discs (15 each in four player colors); 22 sky dollar cardboard 'coins'; 78 cardboard goods markers; One bag; One cardboard 'compass' (used only for the variant of Hansa); Two rules booklets (English and German); and One start player marker. 1 vol, 1 pgs
2020 US, COMPASS GAMES
NEW-box o/p, only one (1) available, first come first served ......$52.00
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1-ST150
Schettler, John S&T #150: The Italian Campaign: Salerno
Features:
The Italian Campaign: Salerno The Salerno Invasion - Background and Analysis Tactical Notebook - Guderian's Newsletter - Upton's Armiers of Europe and Asia Weapons and Tactics of the Franco-Prussian War Alexander the Great, the Macedonian Army and World Empire Errata - Holy War (S&T-147) 1 vol, 64 pgs
1992 US, SPI
V.GOOD-softcover unpunched, (1) copy available ......$15.00
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1-ST155
Schettler, John S&T #155: The Italian Campaign: Anzio
The Italian Campaign Series: Anzio, is the third of four operational level games (Sicily, Salerno, Anzio and Med War) simulating the Battle for Italy in World War II using the Westwar Gaming System developed by Vanguard Games. This game completes 'The Italian Campaign' series land game and cannot be played by itself... ownership of Salerno is required. The game was first published in Strategy & Tactics magazine #155. Errata was published in S&T #157.
Five scenarios and two campaign games are provided. Each one uses counters and/or maps from the Salerno game. There are also linking rules with The Italian Campaign: Sicily. Victory is determined by the scenario being played.
Errata is also included for the first two games in the series.
Game Scale: Turn: 1 to 2 days Hex: 5 miles Unit: Company to Brigade
Game Inventory: One 22' X 34' mapsheet One countersheet (200 1/2' counters) One 20 page rule booklet 1 vol, 64 pgs
1992 US, SPI
V.GOOD-softcover unpunched, (1) copy available ......$15.00
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1-ST160
Schettler, John ST #160: The Italian Campaign Series: Medwar
The Italian Campaign Series: MedWar, is the fourth & final game in the series. This game adds a strategic map of the Mediterranean Sea around Italy and adds full Air and Naval operations to the game system. The game cannot be played by itself... ownership of Sicily, Salerno, and Anzio, are required. This game was first published in Strategy & Tactics magazine #160.
Numerous scenarios and campaign games are provided. Each one uses counters and maps from all of the preceding games in the series. Victory is determined by the scenario being played.
Eleven pages of additional errata and clarifications for rules, maps, and counters are also included in the S&T magazine for all of the games in the series.
Game Scale: Turn: 1 to 2 days Hex: 5 miles Unit: Company to Brigade
Game Inventory: One 22' X 34' mapsheet One countersheet (240 1/2' counters) One 20 page rule booklet 1 vol, 80 pgs
1993 US, SPI
V.GOOD-softcover unpunched, (1) copy available ......$40.00
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1-COM5003
Shiles, Jerry THE GREAT HUNGER: Ireland's Tragedy in the 19th Century
Game of 2-5 players that represent families of tenant farmers and field hands. Players use events on the top half of cards to expand their family across the map. When the blight arrives, players use the events on the bottom half to save as many as they can, finding them aid or employment in Ireland, or scrambling to ports to secure passage to America. When the blight finally abates, the family with the largest surviving population across Ireland and America will be deemed the winner.
Product Information: * Complexity: Low (3 out of 10) * Time Scale: 1 Turn = Months to Years * Map Scale: Strategic Areas (1 County Each) * Number of Players: 2-5 * Suitability for Solitaire: Medium * Average Time to Play: 60-90 minutes * Recommended Age: 14+
Contents: * 17x22-inch Dual-Layered Mounted Map * 147 Wooden Pieces * 65 Cards * 5 Double-Sided Player Mats * 1 Rulebook * 1 Six-Sided Die 1 vol, 1 pgs
2026 US, COMPASS GAMES
NEW-box, available mid May 2026 ......$69.00
with a discount of 15% inc
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1-COM1200
Smith, Eric Lee BATTLE HYMN VOLUME 2: Shiloh, Bentonville, Gettysburg '62
Brigade-level system that includes three complete games: Shiloh, Bentonville, and Gettysburg 1862. Shiloh: The First Great Battle depicts the two-day battle of Shiloh, containing four scenarios and one full campaign. Bentonville: The Last Great Battle simulates the final major battle of the war, containing four scenarios. Gettysburg 1862 is pure conjecture and simulates a completely hypothetical battle, containing one standalone scenario and two new scenarios. Includes rules to modify existing scenarios to add the new map to Volume 1 scenarios and full campaign. Special features include an innovative Combat System, Chit-Pull System, high solitaire playability, Optional Formation Morale, and full Standard Rules compatible with Battle Hymn Volumes 1 and 2.
Product Information: * Complexity: Medium * Solitaire Suitability: Medium * Time Scale: 1 turn = 60 to 90 minutes depending on the day * Map Scale: 1 hex = 300 yards across * Unit Scale: Brigades, with some regiments * Players: One to two, best with two * Playing Time: 1 to 3 hours (scenarios), 5 to 8 hours (campaign)
Components: * Two full-size maps * One half-size map * Six counter sheets * Standard Rules booklet * Special Rules booklet * Ten double-sided player aid cards * Four ten-sided white dice, one ten-sided black die 1 vol, 1 pgs
2026 US, COMPASS GAMES
NEW-box, available early February 2026 ......$85.00
with a discount of 15% rct
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1-COM1157
Smith, Greg AMERICAN TANK ACE: 1944-45 (Solitaire Game)
American Tank Ace: Europe, 1944-45 is a solitaire tank combat game set in WW2, where the player commands one of nine models of an M4 Sherman tank or a M26 Pershing. Outgunned, the player must use every trick available to survive in combat against the heavier German tanks while avoiding German AT and Panzerfaust fire.
Product Information: Complexity: Medium Time Scale: 3-4 days per turn Map Scale: abstract Unit Scale: individual tank, weapon systems, crew members, ammo rounds Players: 1 (with option for 2 or more) Solitaire: High Playing Time: 2-3 hours
Components: 1 Countersheet of 9/16-inch unit-counters 10 Tank Display Mats (double-sided, 5 total) 4 Player Aid Cards 2 Crew Status Displays (double-sided, 1 total) 1 Battle board (Operations Display Mat) 11x17-inch 1 Mission logsheet (double-sided) 1 Rulebook 1 vol, 1 pgs
2022 US, COMPASS GAMES
NEW-box ......$69.00
with a discount of 15% rct
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1-COM1100
Smith, Gregory INTERCEPTOR ACE: Daylight Air Defense Over Germany, V1 1943-44
Based on Nightfighter Ace game system, this a solitaire 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. The goal is to increase your prestige, earn skills, rise in rank, and receive awards.
The system is packed with rich technical detail but without the complexity to capture the key historical facets of the day bombing campaign over Germany. In terms of fighters alone, there are 30 aircraft models available to pilot. The families of fighters include: Bf109 (11 aircraft), Bf110 (4 aircraft), Me410 (2 aircraft), and Fw190 (13 aircraft).
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. Fighters can be assigned to one of seven possible major geographic base 'groups.' Air crew is characterized by various, including numerous Pilot skills, Wingman skills, Bordschuetze (Rear Gunner) skills, and Prestige Level.
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)
Components: * One Countersheet of 9/16-inch unit-counters * Fifteen Aircraft Display Mats 8.5x11-inch (double-sided, 30 total) * Four Player Aid Cards 8.5x11-inch * One Combat Display Mat 8.5x11-inch * Two Bomber Target Mats 8.5x11-inch * One Pilot Awards Display Mat 8.5 x 11-inch * One Air Operations Display Mat 11x 17-inch * Eight Ace Pilot Cards * Sixty Combat Cards * Rules Booklet featuring extensive Historical Background * One Logsheet 8.5x11-inch * Two 6-sided, one 10-sided, and one 20-sided die 1 vol, 1 pgs
2019 US, COMPASS GAMES
NEW-box ......$99.00
with a discount of 35% rct
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1-COM1152
Smith, Gregory INTERCEPTOR ACE: Daylight Air Defense Over Germany, Volume 2 1944-1945
This standalone game can be combined with Interceptor Ace 1943-44 to play a German pilot from 1943 through 1945. Players will find it extremely challenging to survive the entire war, and will experience the brutal nature of the air war over Germany in 1944-45. 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, request a newer type of fighter or even become an elite jet fighter pilot. Awards and ace status help to narrate the player's eventual goal - to become one of the top aces of the Luftwaffe and survive the war. Choose from 38 aircraft models.
Product Information: * Complexity: Medium * Time Scale: 3-4 days per turn * Map Scale: abstract * Unit Scale: individual aircraft, weapon systems, crew members, ammo rounds * Players: 1 (with option for 2 or more) * Solitaire: High * Playing Time: 2-3 hours
Components: * 1.5 Countersheets of 9/16-inch unit counters (342 counters) * 38 Aircraft Display Mats (double-sided, 19 total) * 4 Player Aid Cards * 1 Combat Display Mat * 2 Bomber Target Mats * 1 Pilot Awards Display Mat * 1 Air Operations Display Mat 11x17 inches * 60 Combat Cards * 8 Ace Pilot Cards * 1 Sortie logsheet * 1 Rulebook 1 vol, 1 pgs
2023 US, COMPASS GAMES
NEW-box ......$89.00
with a discount of 15% rct
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1-COM1187
Smith, Gregory ATLANTIC SENTINELS: North Atlantic Convoy Escort -- 1942-43
Solitaire, tactical-level game places you as the Senior Officer of the Escort, shepherding a convoy in the North Atlantic from the attacks of U-boats during the height of the U-boat threat - 1942 to early 1943. The convoy escort group typically contained four to 10 escort vessels guarding a convoy on its way across the Atlantic.
Product Information: * Complexity: 4 out of 10 * Solitaire Suitability: 10 out of 10 (solitaire game design) * Time Scale: Semi-abstract (Convoy escort missions, 2 per month) * Map Scale: Abstract * Unit Scale: Individual escorts, U-boats, merchant ships (when targeted) * Players: One (with option for two) * Playing Time: 15 to 20 minutes (single mission), 6-8 hours (full career)
Components: * One Counter Sheet of 9/16-inch unit-counters * Two Tactical Displays (double sided, one for Small Convoys, one for Large Convoys) * Three Player Aid Cards (double-sided) * Three Player Aid Cards (single-sided) * One Operational Display * Rules Booklet * One Mission Logsheet * Two 6-sided and two 10-sided dice 1 vol, 1 pgs
2024 US, COMPASS GAMES
NEW-box ......$69.00
with a discount of 15% rct
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1-COM1210
Smith, Gregory BRITISH TANK ACE 1940-1945
Solitaire, tactical-level game that places you in command of a British tank during World War II in North Africa, Italy, and the European Theaters of Operation. You will make the tactical decisions a tank commander faces and control the actions of your crew while trying to survive. You will be assigned missions to attack, defend, or conduct movement-to-contact, depending on the current tactical situation. As time progresses and players survive, they may use the experience gained to improve their odds of success by purchasing skills. As their prestige increases, they may request improved versions of tanks when they suffer the loss of their previous tank. Awards and promotions help to narrate the player's eventual goal -- to survive the war and help defeat Fascist Italy and Nazi Germany.
Gameplay moves quickly. Once you have your initial tank and commander, play proceeds by rolling for a mission and then conducting it. Enemy forces range from Penal units to SS or Fallschirmjaeger, all randomly generated, ensuring no two careers will ever be the same. Combat is swift and sometimes deadly, as many of the Axis tanks, SPGs, and AT guns can destroy your tank. Terrain and weather also have an impact on operations, as well as smoke. Players must pay attention to hull down status, the orientation of their hull and turret, and decide when it is prudent to 'button up.' Artillery and mortar fire can sometimes support either side, and random events will add to the uncertainty of combat. Due to its streamlined play, a single mission can be completed in as little as 10 minutes.
While British Tank 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: 4 out of 10 (Low/Moderate) * Playing time: 10-15 minutes (single mission), 4-5 hours (full career) * Solitaire Suitability: High, designed for solitaire play * Players: One or more * Map Scale: Abstract * Time Scale: Semi-abstract (individual missions, 8 missions per month) * Unit Scale: Individual tanks, crewmen, enemy vehicles, anti-tank guns, and ammo
Game Components: * Two and one-half sheets of 9/16-inch counters * Eleven Tank Display Mats (double-sided, for 22 different tank models total) * Eleven Player Aid Cards (10 double-sided) * One Crew Status Display Mat (double-sided, one for NCO, one for Officer) * Three 8.5x11-inch Battle Boards * Three Operational Displays * Rules Booklet * Four Mission Logsheets * One D10 and two D6 * Box and Lid set 1 vol, 1 pgs
2025 US, COMPASS GAMES
NEW-box, available late September 2025 ......$95.00
with a discount of 15% rct
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1-PWAR112
Smith, Gregory PAPER WARS ISSUE 112: Sinking Yamato, The Final Cruise of the Super-Battleship April 7, 1945
Low-complexity, solitaire, tactical-level (single ship versus aircraft formations) game, with three waves of incoming aircraft broken down into four sub-waves each, with each aircraft marker representing roughly twenty attacking aircraft. The player controls the decisions on starting preparations, facing the larger gun turrets, firing decisions of the multitude of AA guns, movement and use of damage control teams, and when to counter-flood to prevent capsizing. There are options for a historical or random setup, and a hypothetical scenario with additional U.S. aircraft. The rules cover fires and fire spreading, counter-flooding, strafing, damage control radar warning, and spare gun crews. Contains one 34x22-inch small-hex map and over 100 counters. 1 vol, 64 pgs
2025 US, COMPASS GAMES
NEW-pb, available late January 2026 ......$47.00
with a discount of 15% rct
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1-COM1077
Smith, Gregory PACIFIC TIDE: The United States versus Japan, 1941-45
Pacific Tide: The United States versus Japan, 1941-45 is a compact, strategic-level game covering the struggle between the United States (including some Commonwealth forces) and Japan in World War II. This game utilizes a unique and fast-paced, card-driven combat/build system revolving around carrier operations which will provide players with a multitude of decisions.
Despite the strategic level of the game, there are operational and even tactical nuances, as players must decide when and how to commit their carrier forces, land-based air, and even their intelligence assets. To a degree, the Japanese player is racing against the clock. The quality of his pilots degrades over time, and starting in 1943, he also loses the strategic initiative as he becomes the second player. The US Player is also fighting the clock, as he cannot sit back and take a relaxed approach to defeating Japan. If he doesn't win by 1945, he doesn't win at all. Tension build as both sides race toward decisive carrier battles and seizure of key geographical objectives.
The card-based combat/build system is a different take on the normal event/operations points driven systems. Separate card decks are provided for the US and Japanese player. Each year, the players receive that year's cards for free, but must use build points to repurchase older cards.
This will cause the player a few agonizing moments, as he typically cannot afford to re-buy every card he needs (or thinks he needs). Players must also decide which aspect of cards to use - many have multiple but exclusive uses (such as: do A or do B) and these uses sometimes give very different results based on operational or strategic needs at the time. To help ensure a tense and dynamic game, the system forces players to make many choices and decisions throughout play.
Special rules are provided for amphibious attacks, repair of fleets, supply effects, and guerillas. Bidding rules determine which side one will play in a tournament-style play format.
Units comprise five different types: * CV units represent individual carriers or small groups of escort carriers * INF units represent all types of ground combat troops, including Marine and Army units * Naval Air units represent carrier borne aircraft * Land Air units represent bombers and fighters based on land * Partisan units represent the Filipino resistance, which grew to considerable size by the end of the war * Campaign set up and reinforcement codes are printed on the counter * Enhanced ergonomics are built into the set up and reinforcement charts * Control and Entrench markers are also provided for play.
While extremely competitive as a two-player game, Pacific Tide can be enjoyed again and again in solitaire play format with its unique, personality-driven 'bot' system. All game cards have a rating which will prioritize differently -- depending on the personailty -- for play.
Product Information: Complexity: 3 out of 10; Solitaire Suitability: 8 out of 10 (solitaire bot system); Time Scale: Single Year Turns with alternating, multiple cards plays per player; Map Scale: Area map; Unit Scale: from individual carriers or carrier groups, fleets, army-level infantry, air groups; Players: one to two, best with two; Playing Time: two to four hours.
Components: One 17x22-inch map; One Countersheet of 9/16-inch unit-counters; 51 Game Cards; Rules booklet; 2 Player Aid cards; 16 Six-sided Dice; Box and Lid. 1 vol, 1 pgs
2019 US, COMPASS GAMES
NEW-box ......$59.00
with a discount of 15% rct
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1-COM1164
Smith, Gregory and Brett Grimmond SENSUIKAN: Japanese Fleet Submarines, 1941-45
Solitaire, tactical level game that places players in command of a Japanese Fleet submarine from Pearl Harbor until the end of the war in 1945. After choosing a class, the player will take his submarine on assigned missions with the objective to complete said missions, as opposed to necessarily sinking merchant vessels (although that is sometimes an objective). Crew quality increases commander's rank and awards. There are no less than 17 classes of submarine to choose from, including Types A, B, C; Junsen (3 classes); Kirai-Sen Class; Kaidai (5 classes); Type B. 3 and Type C. 3; Sen-Toku and Sen-Taka Classes; and Type A (Modified). Different classes have different equipment and missions.
Product Information: * Complexity: 4 out of 10 * Solitaire Suitability: 10 out of 10 (solitaire game design) * Time Scale: Monthly (or longer) patrols * Map Scale: Abstract * Unit Scale: Individual submarines aircraft, weapon systems, specific crew members, torpedoes, and ammo rounds * Players: One (with option for two or more) * Playing Time: 15 to 20 minutes per patrol, 5+ hours per career
Components: * Three Counter Sheets of unit counters/markers * Nine Submarine Display Mats (double sided, for 17 submarine classes and 1 midget sub, total) * Eight Player Aid Cards (double-sided) * Two Player Aid Cards (single-sided) * Four Tactical Combat Display Maps (double-sided, with 10 maps total) * One Captain and Crew Status Display Mat * One Operations Map * Rules Booklet * One Submarine Patrol Logsheet * Two 6-sided, and two 10-sided die * Box and Lid 1 vol, 1 pgs
2026 US, COMPASS GAMES
NEW-box, available early March 2026 ......$69.00
with a discount of 15% rct
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1-COM1120
Southard, Jon THE CONQUISTADORS: The Spanish Conquest of the Americas - 1518-1548
Your first task will be to seek out and discover the great Indian cities and empires of Central and South America as known in 1520 -- which may appear in their historical locations, or in quite different places.
Playable by one to five players, with an introductory Basic Game, a more involved Standard Game, and some optional rules. While the normal game system requires two or more players, solitaire play is enabled by a special solitaire module.
Product Information: Complexity: Low to Medium 3/4/5 out of 10 (Basic/Standard/plus Optional Rules) Solitaire Suitability: High (solitaire scenario), Low (other scenarios) Time Scale: variable, one turn = 3 to 18 months Map Scale: abstract, point-to-point area map covers Mexico, Central America, Colombia, Ecuador, and Peru Unit Scale: Individual leaders, 3 to 25 Spanish troops, up to several thousand Indian troops Players: one or two Playing Time: three hours (Basic Game), four to six hours (Standard Game)
Components: Two Maps - each approximately 28 x 20 inches Two Countersheets (5/8 size) Deck of 130 Strategy/Conquistador Cards Deck of 26 Asset Cards Rules booklet Four Player Aid Cards One Logsheet 8.5 x 11 Two 6-sided dice 1 vol, 1 pgs
2020 US, COMPASS GAMES
NEW-box ......$89.00
with a discount of 15% rct
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1-COM1173
Southard, Jon CARRIER BATTLE: Philippine Sea (Wargame)
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.
Product Information: * Complexity: Low to High (programmed instruction from initial scenarios to full campaign) * Time Scale: 80 minutes per turn (four identical 20-minute action phases per turn) * Map Scale: 33 nautical miles per hex * Unit Scale: individual capital ships, small groups of smaller ships, 8-12 aircraft * Players: One (solitaire game) * Playing Time: several minutes for training scenario up to several hours for full campaign * Solitaire Suitability: Perfect (designed for solitaire play)
Components: 1 Mounted map; 2 Countersheets (528 9/16-inch playing pieces); 1 Rulebook; 1 Charts and Tables booklet; Multiple Player aid cards; and 10-sided die. 1 vol, 1 pgs
2023 US, COMPASS GAMES
NEW-box ......$69.00
with a discount of 15% rct
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1-ST132
Sprock, Mark S&T #132: Iron Cross
Features:
Iron Cross - Man-to-Man combat on the Eastfont 1941-42 For Your Information - Date File: The Introduction of Firearms to Japan - Modern Notes: The Third World and the Proliferation of 'Weapons of Mass Destruction' Iron Cross - The Infantry Battle at Khristishche Moritvri te Salvtanti! The Gladiators - A Military Systems series article Update: More Fighting in Beirut 1 vol, 64 pgs
1990 US, SPI
V.GOOD-softcover unpunched, (1) copy available ......$10.00
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1-COM1069
Starkweather, Adam VIETNAM: Rumor of War -- Wargame
In 1965, the United States decided to intervene in the ongoing conflict in Vietnam. From the battlefield to the home front, the United States faced one of the greatest challenges in its history. Blending the Operational Scale System as seen in Korea: Fire and Ice with two older games (Road to the Rhine and A Victory Denied), OSS: Vietnam will show the conflict in a playable yet historical manner.
Players have the ability to move all their units once. However, they may choose to move those units in any of several impulses, if they can afford the supply cost to do so. The opposing player will have to maintain adequate reserves to counter this variable impulse movement.
The Operational Scale System (OSS) is meant to be a fast, accessible way of playing, and finishing, larger games. Finally playing a large monster game will no longer require hundreds of hours - now, you can easily complete a game of this size in a weekend. Players will activate HQs, fight off insurgents, bomb and disrupt the infrastructure of their opponents with the unique means available to each side. Whether by bombing raids or insurgents, how your side maintains the ability to wage war will be the key to victory. All the while, players must watch how their actions influence events far from the battlefield.
There are scenarios to allow various campaigns that defined this war as well as a campaign game.
Product Information: * Complexity: 6 out of 10 * Solitaire Suitability: 8 out of 10 * Time Scale: 1 season per turn * Map Scale: 8 miles per hex * Unit Scale: Divisional/Regimental (with Viet Cong Battalions) * Players: 1-2 * Playing Time: 2 - 35 hours
Components: * Three maps at 22x34-inches (overall map footprint is 66x40 inches) * Three Countersheets of 9/16-inch counters * Five Player Aid Cards, Displays and Charts * One rulebook * One scenario book * Two 6-sided and two 10-sided dice 1 vol, 1 pgs
2019 US, COMPASS GAMES
NEW-box ......$89.00
with a discount of 35% rct
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1-COM1071
Starkweather, Adam MONTELIMAR: Anvil of Fate
As the Allies advanced out of the Operation Dragoon Bridgehead, they suffered from too much success. All of Southern France lay before them and where next was debated in the Allied High Command. With indecision also came several supply shortages that accompany rapid advance. What the Allies wanted to do was also limited by what they could do. The Germans they were facing were getting desperate as the Allied advance, as stunted as it was, was moving behind the 19th Army and facing annihilation, knew the only way out was through the narrow Rhone Valley.
The Allies finally realized the importance of the Rhone Valley and, finally, on August 21, moved to secure the high ground north of Montelimar - blocking the entire 19th Army's escape route. At first, just a small task force blocked the way and while pressed hard, they barely held until Allied reinforcements entered the fray. The Germans were also rapidly reinforcing the area until Montelimar became the focal point of the entire war in the south. A furious battle would be fought over eight days with both sides claiming victory. The Allies mauled the Germans getting away - but the Germans did in fact get away.
Montelimar is the third game of the Company Scale System and the first volume of the 'Liberation' series covering the battles of France and Germany in 1944 and 45. Both sides attack and defend, and the fate of all of Southern France weighed in the balance.
Details: Complexity: 7 (out of 10) Solitaire Suitability : 8 (out of 10) Time Scale: 2 hours per game turn Map Scale: 500 meters per hex Unit Scale: Company/platoon Players: 1-4 Playing time: 2-50 hours Designer: Adam Starkweather Artist: Antonio Pinar
Scenarios: Scenario 1: The Feint (4 turns, 1 map) Scenario 2: Strike to the East (6 turns, 1 map) Scenario 3: 11th Panzer Attacks! (8 turns, 2 maps) Scenario 4: Task Force Butler Stands Alone (34 turns, 3 maps) Scenario 5: The Germans Try to Push Through Again! (8 turns, 2 maps) Scenario 6: The Ordeal (40 turns, 5 maps) Scenario 7: The Campaign Game (78 turns, 5 maps) Scenario 8: Campaign Game with CC Sudre (78 turns, 5 maps)
Components: 5 22x34-inch maps 6 countersheets 1 rules booklet 1 scenario booklet 8 player aids 2 d10 dice Box and lid 1 vol, 1 pgs
2018 US, COMPASS GAMES
NEW-box ......$139.00
with a discount of 35%
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1-COM1119
Starkweather, Adam THE DOOMSDAY PROJECT: Episode One, The Battle for Germany
The Doomsday Project is a subseries of the Operational Scale System (OSS) featuring wars that never happened. There will be games on the Persian Gulf, the Balkans, the far north, the Far East, the strategic naval war, and of course, a game of total nuclear war. All the games will feature rules that allow you to play some, part or all of the great war that never happened. The first game in the series will feature the fight that could have happened in Germany. Chemical weapons, tactical nuclear attacks and politics will be present - as well as all the forces that were stationed in the region in 1985. Both sides, notably the United States, were reequipping their forces with many new weapons joining the line. The process had started but is not yet completed.
This is the third game in the 'OSS' system. This series is made to be highly playable and to be completed in far shorter a time that is common for this size game. Low counter density and a concentration on conceptual complexity is the focus of this series. While still mechanically simple, The Doomsday Project will also have all the necessary rules to cover this theater and period. It will be more complex than Korea: Fire and Ice but simpler than Vietnam: Rumor of War.
Product information Complexity: 7 out of 10; Solitaire Suitability: 8 out of 10; Time Scale: 1 day per turn; Unit Scale: Divisional/Brigade/Regiment; Players: 1-2; Scenarios: 5
Components Three Maps at 22by34 inches; one map at 8.5x11 inches; Five Countersheets; Six Player Aids, Charts, and Displays; One Rulebook; One Scenario book; Two 6-sided dice and two 10-sided dice. 1 vol, 1 pgs
2021 US, COMPASS GAMES
NEW-box ......$109.00
with a discount of 15% rct
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1-COM1153
Starkweather, Adam THE DOOMSDAY PROJECT: Episode Two, The Battle for the Balkans (Wargame)
The Doomsday Project is a subseries of wars that never happened. It uses the Operational Scale System (OSS) for games on the Persian Gulf, the Balkans, the far north, the Far East, the strategic naval war, and total nuclear war. All the games will feature rules that allow you to play some, part, or all of the great war that never happened. Low counter density and a concentration on conceptual complexity is the focus of this series.
This is the fourth game in the OSS system; and the second game in the Doomsday series. This game will cover the battle for the southern front of Europe. The map stretches from Northern Italy to the Bosporus and all the nations that could have fought in this area will be represented in the game. Sophisticated political rules make their appearance. Players will have to contend with heads of state and their positives and negatives. Rules to retrofit these rules into the Germany game (the first in the series) are included.
Product Information: * Complexity: 7 out of 10 * Solitaire Suitability: 8 out of 10 * Time Scale: 1 day per turn * Unit Scale: Divisional/Brigade/Regiment * Players: 1-2 * Scenarios: 5 (+ one more for a massive campaign game if you attach The Battle for Germany)
Components: * Four 22x34-inch maps * Two 8.5x11-inch maps * Five Countersheets * Eight Player Aids, Charts, and Displays * One Rulebook * One Scenario book * Two 6-sided dice and two 10-sided dice 1 vol, 1 pgs
2023 US, COMPASS GAMES
NEW-box ......$109.00
with a discount of 15% rct
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1-COM1216
Starkweather, Adam COMBAT! VOLUME 3: Arnhem -- Wargame
Standalone solitaire game of man-to-man combat in World War Two that introduces the British Armed Forces into the system and focuses on the fight for Arnhem Bridge. Players will use the actual British army forces that fought at the famed bridge and most hold at all costs. There are multiple scenarios covering several stages of the attack on the Arnhem Bridgehead.
* Complexity: Medium * Solitaire Suitability: 10 out of 10, designed specifically for solitaire play * Time Scale: 30-90 seconds per turn * Map Scale: 10 yards per hex * Unit Scale: Single man per counter; man-to-man combat * Playing Time: Three to five hours per scenario
Contents: * Three 24x38-inch game maps (a historically accurate map of the Arnhem Bridge), one 11x17-inch map * Six counter sheets (1-inch playing pieces) * Two Decks of Playing Cards (52 cards for Allied, 50 cards for German) * One Display Mat * One Impulse/Turn Track * One Player Aid Card * One Rulebook * Two 10-sided and one 6-sided dice * Box and Lid set 1 vol, 1 pgs
2019 US, COMPASS GAMES
NEW-box, available early August 2025 ......$139.00
with a discount of 15% rct
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1-COM1315
Starkweather, Adam COMBAT! VOLUME 4: Eastern Front
Stand-alone solitaire game of man-to-man combat on the Eastern Front in WWII. Players command a squad of German or Soviet soldiers in various engagements. Includes the all-new Series Rules, which have been clarified and streamlined from the original rules, and now enable players to control either nationality in this game. There are 11 scenarios across 4 full-size maps ranging from forest partisan warfare, to urban fighting in Stalingrad, to desperate battles on the steppes. A comprehensive random scenario generator further expands the possibilities and will create a limitless supply of unique scenarios. The included campaign game allows players to lead a squad of men through 10 battles.
Contents: * 4 25x38-inch Maps * 9 Countersheets * 2 Card Decks * 5 Player Aid cards * 1 Series Rulebook * 1 Game Rulebook * 2 Ten-Sided Dice * 2 Six-Sided Dice * 1 Game Box 1 vol, 1 pgs
2026 US, COMPASS GAMES
NEW-box, available early April 2026 ......$139.00
with a discount of 15% rct
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1-ATO047
Stille, Mark AGAINST THE ODDS # 47 Arctic Disaster
In the hardest fought Arctic convoy battle of the war, Convoy PQ-17 was largely destroyed by German air and naval forces in July 1942. Arctic Disaster, by designer Mark Stille, examines this pivotal battle and what went wrong (for both sides).
Re-create the voyage of PQ-17 as it transits Arctic waters en route to northern Russia. The game system is built around the uncertainty of task force activation, replicating the weak command and control evident on both sides. The Allied player is challenged to use his assets wisely to run the convoy through and exact painful losses on the Germans. The German player has to carefully weigh the possible gains in, or losses from, using his most effective (but precious) capital ships versus unreliable air and undersea weapons.
Arctic Disaster features individual counters for every ship and submarine, while the Luftwaffe is represented by 9-12 aircraft groups. Surface to air combat, surface combat, and anti-submarine combat is modeled with a clean system steering the players clear of an elaborate combat resolution process - permitting quick play and multiple game iterations. Detection is also handled in a manner so as not to overwhelm other game functions.
Components: One full color 22x34-inch mapsheet; 280 full color die-cut counters; Rules 16 pages; Charts and tables: 2 pages; Complexity: Medium; Solitaire: Poor; Playing Time 12 to 15 hours. 1 vol, 60 pgs
2016 US, AGAINST THE ODDS
NEW-ziplock bag ......$40.00
with a discount of 15%
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1-ATO058
Stille, Mark AGAINST THE ODDS # 58: Clash of Carriers - Marianas Turkey Shoot
Clash of Carriers uses the same game system as Imperial Sunset (in ATO # 17) which stresses playability over complexity. Random activation allows air and naval forces to maneuver and attack. Task group, submarine, and dummy task group counters maneuver on the map, adding uncertainty to enemy force locations. Detection plays an important role in the game, but uses straightforward mechanics to enhance fog of war but not overwhelm other aspects of the game. Neither player will possess perfect knowledge of an enemy task group until the AA fires, bombs drop, and torpedoes launch. The basic historical scenario offers the 1944 OBs, but what-if scenarios add optional surface and air forces and allow greater flexibility and coordination than performed in history.
Once found, air strikes and surface battles play out on tactical maps for speedy resolution. Anti-submarine warfare is equally smooth. Carriers, battleships, and cruisers are denoted by individual counters, while destroyers are represented in squadrons. Two to four counters are used to represent the various air groups on both sides.
Features * One full color 22x34-inch hex mapsheet * 160 large 5/8-inch ship counters and 160 standard 1/2-inch die-cut counters * 16 pages of rules * 8 pages of charts and tables * Complexity - Medium * Playing time - Up to 6 hours * Solitaire Play - Poor 1 vol, 60 pgs
2023 US, AGAINST THE ODDS
NEW-ziplock bag ......$45.00
with a discount of 10% rct
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1-914022G
Stratigos, Nicolas VAE VICTUS BOARD GAME #22: Kiev 1943
After Operation Citadel and loss of Kharkov, the Soviet Army drove westward. On 3 November, its attack towards Kiev includes more than 2000 guns and discharged a flood of fire on the units of the VII. and XIII. Korps; the 68th and 88th infantry divisions were impotent against the 38th Army supported by Kravchenko's 5th Guards Tank Corps. Farther north, the 60th Army attacked in the direction of Korosten. On Nov 6th, Soviet troops retook Kiev and kep moving westwards.
The Germans sent reinforcements from everywhere. The 25. Panzer somehow slowed down the Soviets at Fastov with numerous losses; the 1. SS, the 2. SS and the 1. Pz Divisions blocked the Soviet advance in the south. On 13 November, Von Manstein launched a counter offensive with the 48. PzKorps toward Jitomir and Brusilov in the southern flank of the Soviet penetration.
Wargame components: One 61.5 x 59 cm map; 216 die-cut counters and markers; One rule book; Two color player aids. 1 vol, 24 pgs
2018 FRANCE, CERIGO EDITIONS
NEW-softcover, available mid January 2019 (Wargame rules in English) ......$38.00
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1-914025G
Stratigos, Nicolas VAE VICTUS BOARD GAME #25: Tourcoing 1794
Rules in English.
The battle of Tourcoing (17-18 May 1794) saw the failure of an over elaborate Allied plan designed by General Mack to annihilate the French Armee-du-Nord. At the start of the 1794 campaigning season the Allies had decided to besiege Landrecies, while the French decided to attack at both ends of the front line on the Franco-Belgian border. The attack on the left was the most successful. The Austrian General Clerfayt was defeated at Mouscron (29 April) and on the following day Menin was captured.
The Allies, then under the personal command of the Emperor Francis II of Austria, were forced to rush reinforcements west in an attempt to restore the situation. The French responded by attacking the Allied line twice in two days. The first attack (battle of Willems, 10 May 1794) ended in an Allied victory, but on the following day Clerfayt was forced to retreat north (battle of Courtrai, 11 May 1794), splitting the Allied army. The Duke of York, who had command of the Allied left, was forced to ask for reinforcements, and Francis and the Prince of Saxe-Coburg decided to concentrate their efforts in the west. 1 vol, 24 pgs
2020 FRANCE, CERIGO EDITIONS
NEW-pb, available mid March 2020 ......$38.00
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1-LEG2603
Taylor, Michael FALL OF BERLIN: The End of the Thousand Year Reich, 1945
The Fall of Berlin, known as the Berlin Strategic Offensive Operation by the Soviets, was one of the last major offensives of the European Theater. It wasn't the last battle but it certainly was the one that marked the end of the war in Europe.
Contents: * Cover Sheet * Cardstock Map (11x17-inch) * Enlarged Map (17x22-inch) * 176 Counters * 12 Page Rule Booklet * Two Force Display Charts (for optional rules) * Five Player Aid Charts 1 vol, 1 pgs
2026 US, LEGION WARGAMES LLC
NEW-box, available mid March 2026 ......$42.00
with a discount of 10% rct
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1-TPS14
Tohver, Lembert TURNING POINT SIMULATIONS: Valmy Campaign 1792
Valmy is little known. No big-name, famous generals were there, with the most status going to the father of the Kellermann who would lead a cavalry charge at Marengo a generation later. Yet, Napoleon himself made that father an honorary Marshal of the Empire, with the title, Duke of Valmy. Because Napoleon knew that, put simply, Valmy could have marked the end of the French Revolution.
The Valmy Campaign is one of the turning points of history... the end of the old quaint style of warfare under Kings and the beginning of the mass levies begun in the French Republic. It pitted the unproven revolutionary armies against the troops of Prussia, still living with the reputation gained under Frederick the Great, and aided by a coalition of Austrians, Hessians, and French Royalists... an army headed for Paris to put down the revolt once and for all.
Includes: One full color 11x17-inch point to point mounted map; one 8.5x11-inch battle board; 270 full color 9/16-inch die-cut counters; and 12 page rulebook. 1 vol, 1 pgs
2015 US, AGAINST THE ODDS
NEW-softcover ......$35.00
with a discount of 25%
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1-ATO2023
Tohver, Lembit AGAINST THE ODDS 2023 ANNUAL: La Bataille de Kulm
Looks at the shattering reverse Napoleon suffered right after his triumphant defense of Dresden. It was the turning point of the Leipzig Campaign, and the Allied victory at Kulm had a great effect on their morale. Serves as a good intro or entry level game to the La Bataille system. Also includes a deluxe-sized magazine and an expansion kit for La Vendee 1793 game from the 2019 Annual.
Contents: * One full color 22 x 34 inch mapsheet * 420 full color die-cut 1/2 inch counters * 28 page rules * 8 pages of charts and tables * Complexity - Medium * Playing time - Up to 4 to 6 hours * Solitaire - Average difficulty 1 vol, 1 pgs
2025 US, AGAINST THE ODDS
NEW-pb, available mid November 2025 ......$65.00
with a discount of 10% rct
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1-COM1193
Train, Brian BRIEF BORDER WARS 2: Four Small Operational Level Games
Brief Border Wars 2 is the second set of four small operational level games on short border conflicts from Compass Games. The game system uses a card-driven system first introduced in Brief Border Wars that models the chaotic, stop-and-start nature of these impromptu wars. Four sets of exclusive rules reflect the peculiar nature of each conflict. The four conflicts included are 1913: Second Balkan War (The Interallied War), 1919: The Seven-Day War (Teschen), 1939: The Nomonhan Incident (The Battle of Khalkin Gol), and 1940: The Italo-Greek War (The Balkan Defiance).
Product information: * Complexity: 4 out of 10 * Solitaire Suitability: 5 out of 10 * Time Scale: variable (1 day to 1 week per turn) * Map Scale: variable (area movement) * Unit Scale: variable (paramilitary groups to divisions) * Players: 1-2 (best with 2) * Playing Time: 1-2 hours each
Game Components: * Four 17 x 22-inch maps * One countersheet of 176 9/16-inch counters * One Player Aid Card * One deck of 54 playing cards * One system rules booklet * Four exclusive rules booklets * Two six-sided dice * Box and Lid 1 vol, 1 pgs
2025 US, COMPASS GAMES
NEW-box, available late November 2025 ......$69.00
with a discount of 15% rct
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1-PWAR084
Train, Brian PAPER WARS: Issue 84 - Finnish Civil War
Magazine and Game. FINNISH CIVIL WAR is a simulation game of the civil conflict in Finland in the early months of 1918. The game is for two players, one representing the recently elected government of the recently independent state (the White player) and the other the perhaps-irresistible forces of proletarian revolution (the Red Player).
The game comes in two versions: a detailed company and battalion-level version, called the 'standard version,' and a brigade-level version with a smaller number of counters and a different combat resolution procedure that plays in less time. Both versions use the same map, basic concepts and sequence of play. 1 vol, 70 pgs
2016 US, COMPASS GAMES
NEW-softcover with game ......$47.00
with a discount of 10% rct
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1-COM020
Tschanz, David COMMAND #20: CORTES - Conquest of the Aztec Empire
Two-player wargame that covers the epic three month siege of Tenochtitlan, the climactic 1521 battle for control of Mexico. Game includes 14 pages of rules, 144 5/8-inch counters, and a 22x34-inch map. Includes Human Sacrifice Rules. Includes magazine. 1 vol, 60 pgs
1990's CA, XTR PUBLISHING
AS NEW-unpunched game ......$25.00
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1-COM1037
Uhlmann, Kirk THE LAMPS ARE GOING OUT: World War I -- 2nd Edition Wargame
Simulates World War I (Aug 1914-Nov 1918) at the grand strategic level. Many of the economic and military factors have been simplified to make game play as easy as possible, while still accurately portraying the balance of forces, strategies, constraints and ultimately the grand decision-making involved.
The core of the game is the conducting of movement and offensives of field armies in an attempt to deplete, breakthrough, and force retreats of enemy armies to gain territory and/or eliminate opposing forces. Mobilizing new armies and supplying depleted armies requires the allocation of Production Points, a scarce commodity that varies from nation to nation and represents the industrial capacity for war as well as the manpower, logistical capacity, and training of each country's military. Event cards for each of the four game factions provide for political developments, leadership, friction, and military developments particular to the nations involved. Technology cards allow players to invest in and research advances along several branches.
Components:
* 1 22x34-inch Mounted Map * 176 5/8-inch counters * 100 Event Cards * 20 Technology Cards * 2 Player Aid sheets * 1 Rules booklet 1 vol, 1 pgs
2021 US, COMPASS GAMES
NEW-box ......$75.00
with a discount of 30%
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1-COM1079
Van Beurden, Kris EUROPE IN TURMOIL: Prelude to The Great War Game
This card-driven game is set at the beginning of the 20th Century in which two players each assume the role of a political ideology ascendant in Europe at that time.
One player plays the Liberal. At the start of the game he is especially dominant in the United Kingdom and the French Third Republic and represents not just Liberal but also Pacifist and Socialist principles. His opponent plays the Authoritarian, dominating the three great central-European Empires of Russia, Germany and Austria-Hungary and representing their reactionary, repressive regimes.
The careful Balance of Power set at Vienna in 1815 and maintained by Bismarck is broken when Great Britain and Germany embark on the Naval Arms Race, the dramatic Dreadnought build-up. Belle ?poque contains this life-or-death struggle between both players, with several of the game's stronger cards referring to it (Admiral von Tirpitz, Copenhagenization, Winston Churchill, .)
Further focuses for the Events of the game are the growing anarchy and revolutionary spirit in Europe (represented by a chain of events such as Revolution of 1905, Tsarist Repression, Second Duma Disbanded), the system of alliances that transformed Europe into two factions (represented by amongst others the Entente Cordiale, Franco-Russian Alliance and Dual Alliance evens) and finally the series of crises which led to the outbreak of the Great War (Tangier Crisis, Austria annexes Bosnia, Gavrilo Princip).
The last of these mechanics tie together in the Great War mechanic, where each new alliance and each crisis increase the Tension between the Nations of Europe and potentially escalate to the game-ending Great War phase. Resolution of the Great War is dependent on the Alliances made by your Faction, giving a tension between playing the Alliance Events (thereby increasing the change of war breaking out and the chance of you winning that war) or not playing the alliances (preferring not to rattle the sabers, but at the same time also not protecting yourself from a saber-rattling opponent).
Will the strongly Authoritarian Empires of Central Europe hold out against rising Liberalism? Will the Workers combine forces with land-hungry Farmers and marginalized Intelligentsia to oust the ruling Bourgeois, Nobility and Monarchy? Will war break out, shattering the Status Quo? These and other exciting possibilities are now open to players.
Product Information: * Complexity: Low to Medium (about 4 out of 10) * Playing time: 3-4 hours * Solitaire Suitability: Low * Players: 2 * Time Scale: 1-2 years per turn
Game Components: * 1 22x34-inch point-to-point map of Europe (one or more spaces per country) * 1 Rulebook * 2 player aid cards * A deck of 110 Strategy Cards * Two decks of 10 Stability Cards * Two countersheets containing support markers and game record markers * A deck of 35 Mobilization Cards * 2 six-sided dice * 1 box and lid set 1 vol, 1 pgs
2018 US, COMPASS GAMES
NEW-box o/p, only one (1) available, first come first served ......$79.00
with a discount of 20% rct
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1-914104
various VAE VICTUS #104: May 2012
Includes the solitaire game 'Raid On Bruneval 1942'
At the end of 1941, the Germans have at their disposal a new radar, which is more efficient than the Freya and able to detect the bombers of the RAF at 120 km (72 miles). An English air reconnaissance locates one near the hamlet of Bruneval, 25 km north of le Havre. The Germans call this radar Wurzburg and the English give it the code name Henry. The English plan Operation Biting -- an airborne operation scheduled for the night of February 27 to 28, 1942.
Under the command of Major John Frost, the paratroopers will drop to neutralize a German garrison of an estimated 100 troops, seize radar parts and if possible a radar operator, and then escape by the ocean before reinforcements arrived.
The player controls the British while automaton rules govern German movement and combat. Like all one-player games, certain rules of automatic management may be open to interpretation. If so, the player should guide the German units so as to always position them in a favorable situation. One game lasts approximately two hours. 1 vol, 12 pgs
2012 PARIS, HISTOIRE & COLLECT
NEW-softcover, French Text, game rules in English - one copy available ......$28.00
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1-914106
various VAE VICTUS #106: July 2012
Articles Include: ART OF WAR (Guadalcanal 1942); SCENARIOS: Guadalcanal 1942 M44, Russia 1941 ASL; CHOOSE WHAT: The Schiltrons Combat; ART OF WAR FIGURES: Vikings; and ANALYSIS: 1989 (GMT), Karelia (MMP), All is Lost to Me (White Dog Games), Wagram 1809 (Battles Magazine), Syracuse (VaeVictis), and Gods and Kings (2K). 1 vol, 60 pgs
2012 PARIS, HISTOIRE & COLLECT
NEW-softcover, Game with [French text] ......$24.00
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1-914107
various VAE VICTIS # 107: November 2012
Featuring the game, Coree 1950 (The Korean War) with A3 area map and 108 die-cut counters.
Also:
* ANALYSE : Franco-Prussian War (VPG), Neuve Chapelle (WDG), Coral Sea (B3rdG), Ukraine'44 (MMP), Keren 1941 (DG), In Magnificent Style (VPG), Summer Lightning (L'NL), Leuthen (VPG), Beyond Waterloo (LPS), D-Day Dice (VG), Combat Mission - Fortress Italy (BF) * ART DE LA GUERRE : Le corps rapide hongrois durant Barbarossa, Coree 1950 * ART DE LA GUERRE and SCENARIOS : La retraite de Russie 1812, Jouer les armees de chevaliers a l'Art de la guerre * SCENARIOS : URSS 1941 pour M44 et ASL, Guadalcanal 1942 pour Combat Commander * STRATEGIE ET SCENARIOS : Les assauts amphibies, scenario EPT Pacifique * REGLES : Les Byzantins a SAGA, La revue des revues * NOUVEAU : La bibliotheque strategique, Les regles de jeu avec figurines, Les figurines plastiques, Du 6 au 28 mm, la parade des miniatures * HOBBY : Le journal de marche, Concepteurs et developpeurs (2e partie) 1 vol, 60 pgs
2015 FRANCE, CERIGO EDITIONS
NEW-softcover, French Text, game rules in English - one copy available ......$28.00
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1-914109
various VAE VICTUS #109: March 2013 Furor Barbarus
Furor Barbarus is part of the system 'A la charge' and is intended as an introduction to, wargaming the Dark Ages to Middle Ages. Includes the battles of Campus Mauriacus 451 AD, Soissons 486 AD, Tolbiac 496AD, and Vouille 507 AD. 1 vol, 60 pgs
2015 FRANCE, CERIGO EDITIONS
NEW-softcover, French Text, game rules in English - one copy available ......$28.00
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1-914110
various VAE VICTUS #110: March 2013 Stalingrad 1942 - Hall #4 The Red Barricades
Hall # 4 is an introductory war game that simply simulates the combat for control of one of the many buildings constituting the weapons factory 'Krasnaya Barrikady' (Red Barricade) in Stalingrad in the autumn of 1942. English translation of the game rules. 1 vol, 60 pgs
2015 FRANCE, CERIGO EDITIONS
NEW-softcover, French Text, game rules in English - one copy available ......$28.00
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1-914130
various VAE VICTIS #130 Alma 1854
Reviews of OP Dauntless (GMT), Avec infini regret 2 (Conseils Tactiques), Arcole serie jours de gloire, Singidunum (FORSAZ), Golan 73 (GMT + ATO), Philip Sabin et Connections UK, World War 1 (S&T 294), MBT (GMT), Yanks (MMP), Les Marechaux 4 (Ludifolie), OUT : Airsoft the Game (BattlesProject).
Figurines: Congo - Studio Tomahawk + CR Congo, Dead Man's Hand, Indochine Avec Bolt Action, Regles Navales Renaissance, Peinture des Blindes 28 mm.
Articles historiques: La bataille de l'Alma, Liberation de la Crimee 1944 + Jeux sur la Crimee (hexagones), Scenarios ASL, M44 et BlitzKrieg 3 (figurines). 1 vol, 60 pgs
2016 FRANCE, CERIGO EDITIONS
NEW-pb [French text] english rules for included game ......$26.00
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1-914141
various VAE VICTIS # 141: Laudau ou la Lort! (Laudau or Death)
Wargame includes die-cut counters
'Landau or Death!' was the rallying cry of the soldiers of the army of the Moselle of General Hoche. In this second opus of 'The Great Tactic,' two French armies separated by the Vosges face the Prussian and Austrian armies for the control of Landau, which is besieged by the Duke of Brunswick and on the verge of falling. Players will have to maneuver through the Vosges to surprise their opponent and overwhelm him.
Three scenarios, including two playable Solitaires, will revive the Palatinate and Rhine Valley campaign, from one battle of Wissembourg to another.
Magazine includes reviews of:
Boardgames * Waterloo Episode 6 - Les Dernieres Charges de l'Empire - Ludifolie * Kosowo Pole 1380 - T&S * Command & Colors Napoleonic - GMT * Lincoln - PSC * Empire & Alliance - PSC * Enemy Coast Ahead - GMT * 878 Vikings - Academy Games/Asyncron
Scenarios * Advanced Squad Leader * Memory 44 * GWC
Miniatures * Les Revoltes Huguenotes (1620-1629) * Congo au Japon * Les Figurines Revolution and Scenarios Campagne d'Alsace * CR Western (Peter Pig) * Jouer Colonial : Les Regles et Les Decors
Technic: Les decors Desert 1re Partie
Hobby: Kolwezi au Chateau de Vincennes
Art of War: Hoche et la Lutte pour l'Alsace 1793-1794 1 vol, 84 pgs
2018 FRANCE, CERIGO EDITIONS
NEW-softcover, available late August 2018 [French Text, with wargame rules in English] ......$26.00
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1-914142
various VAE VICTIS # 142: Corbach 1760
Magazine also includes a wargame with die-cut counters.
Articles:
* Boardgames: Fort Sumter - GMT; Roads to Gettysburg II - MMP; Longstreet Attack - Revolution Games; The Great Game - Legion Wargames; Bloody Monday - Vento Nuovo Games; Armageddon War - FPG; NR3 - GMT; Helsinki 1918 - Up Games; War of the Worlds- France DVG; and 1754 - Asyncron.
* Scenarios: ASL and M44
* Miniatures: Team Yankee - After Action report; Revoltes huguenotes (1620-1629) 2nd part; Saga Croisades - After Action report; Scenarios Secession 1862, Presentation Western (Peter Pig); and Blood Eagles scenario.
* Technic: Les decors desert 2nd part
* Hobby: French Consim
* Art of War: 1759-1760 - Seven Years War, French campaign in the Western Germany
* Wargame: Corbach 1760. During the offensive in Germany, Broglie was with the main French forces in Frankenberg in Hesse, 30 km south of Corbach. He ordered Saint Germain to join him with the Army of the Rhine. Ferdinand, duke of Brunswick, stationed 10 km east of Corbach, sent the Erbprinz of Brunswick to prevent the junction of the two French armies. The Prinz, having made contact with Kielmansegg Corps, decided to attack what he though was only the vanguard of St. Germain. However Broglie himself with six brigades arrived on the battlefield while some German reinforcement force-marched to join the fight.
Corbach 1760 uses the same system as Hastenbeck 1757 (published in Vae Victis 126) with a slightly different scale: One combat point = 150 to 250 men; One hex = 200-250m, and One turn = 30 min. 1 vol, 84 pgs
2018 FRANCE, CERIGO EDITIONS
NEW-softcover, [French text, Rules also in English] ......$26.00
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1-914144
various VAE VICTIS # 144: The Eagles of the Danube
Includes game The Eagles of the Danube. Austria goes to war against France in 1809, invading Bavaria on March 30 while the French Army is preoccupied with Spain.
Game * Complexity : 5/10 * Duration : 1 hour * One unit : 1 division * 1 strength step equals approximately 2,500 men * Modules : 1 tactical module * 1 game turn equals 2 days
Magazine Contents * Boardgames: Heroes of Black Reach; Smolensk; Stalingrad: Inferno on the Volga; 1066; Black Cavalry Normandie; Apocalypse in the East; Albuerra * Scenarios: Advanced Squad Leader; Memory 44 * Miniatures: De l'or pour les braves; Cruel Sea; Bataille Empire; Pacte de Varsovie vs Otan; Les batailles d'avril 1809; Les jeux de David Mersey chez Osprey * Technic: Les decors desert (suite) * Hobby: Ecole de Guerre et Serious Games; Les jeux de roles a theme historique * Art of War: Les Aigles du Danube 1 vol, 84 pgs
2019 FRANCE, CERIGO EDITIONS
NEW-softcover, available late March 2019 [French text, rules also in English] ......$26.00
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1-914145
various VAE VICTIS # 145: WWI - The War to End All Wars
La Der des Ders (The War to End All Wars)
When World War I broke out in August 1914, soldiers on both sides dreamed of a rapid conclusion. Unfortunately, the years that followed contained only tears and mud, horror and death. Starting as a European conflict, it quickly spread to the rest of the world. Militarily speaking, the innovations were numerous and were made possible by an industry fully committed to the war effort. As a single player or facing off against an opponent, will you succeed in taking advantage of the events that mark these four long years? Can you develop your armies faster than the enemy? Victory is not a fantasy but rather the reward for the side that can exploit every opportunity.
* Difficulty : 3/10 * Duration : 60 to 90 minutes * Players : 1 or 2 * Strategic scale * One game turn = 4 months
Boardgame Reviews * Waterloo Episode 8 * Lion of Khartoum (White Dog) * Gettysburg (C3i) * Issy (C3i) * Dark Sands (GMT) * Space Corps (GMT) * Cataclysm. (GMT) * Heroes of Normandie le jeu de carte (Devil Pig)
Scenarios * Advanced Squad Leader * Memory 44 * Great War Commander * Heroes of Normandie
Miniatures * Cruel Seas - Combats en Mer noire 2e GM * Shiloh 1862 - Scenarios * Flint and Feather - Presentatione * Team Yankee - Combats a la frontiere francaise * Bloody Big Battles - Analyse * Banner War - Poitiers 1356
Technic * Les decors desert
Hobby * Les Aigles du Danube 1809 - Conseils de jeux.
Art of War * The Great War (La Grande Guerre) 1 vol, 84 pgs
2019 FRANCE, CERIGO EDITIONS
NEW-softcover, [French text, rules also in English] ......$26.00
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1-914146
various VAE VICTIS # 146: Hondschoote 1793
Boardgame Reviews: U-Boot, ASL Red Factories, Austerlitz Moravian Sun, Narva, Hitler's Reich, Picketts Charge, Auztralia, Counter-Attack Arras, Rifles in the Ardennes, Battle Raven
Scenarios: Advanced Squad Leader, Memory 44, What a Tanker
Miniatures: Legion d'Honneur, Naval Command, Sword 1944 pour BA, DonnyBrook, Torpilles en mer noire 2e partie, Blitzkrieg Commander V4, Samourais
Hobby: Tu quoque mi fili (easy rules for Au fil de l'epee), new books and mags about miniatures painting, Little Big Horn
Art of War: Hondschoote 1793, Les Guerres de Louis XIV 1 vol, 84 pgs
2019 FRANCE, CERIGO EDITIONS
NEW-softcover, [French text, wargame rules also in English], available mid July 2019 ......$26.00
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1-914147
various VAE VICTIS # 147: La Conquete de la Saxe par Charlemagne
Wargame : Lex Saxonum
Lex Saxonum is a two player game that simulates the conquest of Saxony by Charlemagne in the last quarter of the 8th century. One of the players represents the Carolingians of Austrasia, Hesse, Thuringia and West Friesland, the other player controls the different Saxon tribal federations and their Danish and Frisian allies. The goal of Charlemagne is to integrate Saxony into the Carolingian domain, including through terror and exemplary massacres.
Game * Complexity: 4/10 * Solitaire suitability: 2/10 * Duration: 2 to 3 hours * Game turn equals one year * A unit equals a few hundred men
Boardgame Articles * Thunder in the East and interview auteur * Hitler's Reich * Santa Cruz 1797 * Twillight Imperium * Less than 60 Miles and interview auteur * Korea and Vietnam Rumor of War * ASL SK4 * Dog Sector * AMIR (Para Bellum)
Scenarios * Advanced Squad Leader - Finlande 1942 * Memory 44 - France 1940 * What a Tanker - Normandie 1944
Miniatures * DonnyBrook and scenario Guerre de 30 ans * Oil War * Presentation comparative des boites Hit the Beach et Fury * La liberation d'Aubagne 1944 and scenarios Bolt Action * La Moskowa and scenarios 1 vol, 84 pgs
2019 FRANCE, CERIGO EDITIONS
NEW-softcover ......$26.00
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1-914148
various VAE VICTIS # 148: Second Battle of Bull Run (1862)
Articles include:
* Boardgames: Platoon Commander Deluxe : Battle of Kursk; MacArtur's Defeat 1941; Red Alert; To Take Washington; Fields of Fire 2; Peloponesian War; Fallen Eagles : Quatre Bras; and Marathon. * Scenarios: Advanced Squad Leader and Memory 44 * Miniatures: Le Kriegspiel Napoleon; Campagne Men who would be kings; Ultra combat Normandy; Vietnam; Oil War, 2e partie; Black Seas; Battletech; Scenarios Bull Run * Hobby: Gencon 2019 and Drouet d'Erlon a Waterloo 9
* Wargame with die-cut counters : Second Battle of Bull Run (1862) -- Two-player game uses the rules of the Secession system developed for Cedar Creek (VV94) and especially Stones River (VV121).
Complexity : 6/10 Playability for solo play : 7/10 Duration : 3 to 4 hours One turn = 1.5 hours approximately One counter = one brigade 1 vol, 84 pgs
2019 FRANCE, CERIGO EDITIONS
NEW-softcover ......$26.00
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1-914150
various VAE VICTIS # 150 Bautzen 1813
Boardgames
Stalingrad '42 Fortress Europa Kernstown Command & Colors Medieval Tinian Black Orchestra Front Toward Ennemy Civilisation of the Inner Sea Soleil Noir Fate of the Reiter
Scenarios Advanced Squad Leader Memory 44 What a Tanker
Miniatures
Le si?ge de Malte Alsace 1945 avec BA Le Bren Carrier Black Seas Tribal Ballade au Hanovre, r?gles ? serie 120 ? pour la Guer
Art of war and Wargame with die-cut counters Bautzen 1813
Bautzen is a game for two players that simulates the second battle day of Bautzen, the second main battle of the spring 1813 Napoleonic campaign. The 21st of May, The Emperor Napoleon assaulted the fortified positions of the Russo-Prussian army of Wittgenstein and Bl?cher. The total victory the Emperor needed depended on Marshall Ney, who however did not completely fulfilled his enveloping manoeuver. The rule is an evolution of the Battle of Paris (VV 114). Complexity: 6/10 Solo playability: 8/10 Duration: 2-3 hours One turn: 1 hour One unit: 1 division or 1 brigade
1 vol, 84 pgs
2020 FRANCE, CERIGO EDITIONS
NEW-softcover ......$26.00
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1-914151
various VAE VICTIS # 151 Capture Tito
Wargame of Operation Rosselsprung (1944) features the first phase of the operation led by the airborne troops of the SS-fallschirmjager battalion 500 to eliminate Tito. This game system of low to medium complexity was developed for the Raid series and is designed for solo play; the artificial intelligence automatically manages the Yugoslav actions while the player manages the German actions.
The map represents a series of points, between one and several hundred meters apart. A game turn equals two day-time hours or five 5 night-time hours. The scenario begins at 6:00 on 25 May 1944 and finishes at 12:00 on 26 May for 12 game turns -- a full game is expected to take about 90 minutes. The front side of the die-cut counters represents full strength -- 35-40 German paratroopers, a company of 20-100 Yugoslav partisans, an officer, two anti-air machine guns, or two Italian tanks.
Magazine: Boardgames: Front Toward Ennemy; Guerres Indiennes Vol. 1 :Custer; Durchbruch 1917; Tank Duel; Western Empires; Brazen Chariots: Battles for Tobruk 1941; Twilight Struggle; White Tribe Scenarios: Advanced Squad Leader; Memory 44 Miniatures: Furor Mundi 1.6.1.6; Bolt Action vs. Chain of Command; Les Batailles du Grand Conde; La Bataille d'Angleterre Hobby: Figurines en Impression 3D; Les Nouveautes Warlord Art of War: Operation Rosselsprung 1944; 1870: L'ete Tragique 1re Partie 1 vol, 84 pgs
2020 FRANCE, CERIGO EDITIONS
NEW-softcover ......$26.00
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1-914154
various VAE VICTIS # 154 Angola 1987-1988
Difficulty: 6/10; Solo-playability: 4/10; Duration: 3-4 hours; One turn equals 1 month; Scale: Liaison between two zones: 200-400 km; Units: 1 counter = 1 brigade or 1 battalion of between 250 - 2500 men.
The year 1987-1988 was a turning point in the war in Angola. Since 1975, a murderous civil war opposed two sides: the government with the single party, the MPLA, supported by the Soviet Union and Cuba, and Jonas Savimbi's UNITA, supported by the United States and the South African Republic. To break the stalemate, the government decides to launch operation 'Greeting October' during the dry season. This operation would put an end of the conflict by seizing UNITA's capital, Jamba, located in the southeastern corner of the country. But, they hadn't counted on the armed South African forces (SADF) and their game-changing 'modular' and 'hooper-packer' operations. Swept along the Lomba River, the government forces withdrew to the small town of Cuito Cuanavale where they were besieged for several months.
Faced with this situation, the Cuban government (and Fidel Castro) launched Operation '31st Anniversary' to push back the South African forces and ensure the survival of the regime. A great airlift was dispatched with the Cuban contingent of more than 50,000 men, enabling the city of Cuito Cuanavale to resist and push back the SADF to beyond the Namibian border.
Diplomacy in 1988 allowed the joint departure of the Cubans and South Africans and enabled the independence of Namibia. 1 vol, 84 pgs
2021 FRANCE, CERIGO EDITIONS
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1-914156
various VAE VICTIS # 156 Warburg 1760
Boardgames
Granada Ariete Beneath the Med Storms in the West The Lost Valley Almost a Miracle All bridges burning Rostov 1941
Scenarios Advanced Squad Leader Memory 44
Figurines
Les Hussites SPQR 2 World of tanks Lasalle 2 scenarios Balade au Hanovre (VV 150) Jouer Fran?ais moderne Epic Secession L'art de la guerre v4
Hobby Bouvines par le jeu Extension La Fronde pour Les guerres du Roi Soleil
Art of war July?1760. The Coalition army commanded by Ferdinand of Brunswick falls back in the face of the French army, commanded by Broglie. To cut off the retreat of the Coalition, the Chevalier du?Muy is sent north across the Diemel toward Warburg. Meanwhile, the German troops cross farther east at Liebenau. Du?Muy deploys his army alongside the Diemel with its back to the river. Thanks to a turning movement masked by light troops of the British Legion and the mist of the morning, the troops commanded by the Hereditary Prince and Sporcken position themselves on the French left flank. At 13.00 this 31 July, the British and Hanoverian grenadiers appear at the rear of the French line, the Bourbonnais brigade counter-attacks, marking the beginning of a ferocious battle. Warburg 1760 uses a simplified version of the rules of Corbach 1760 featured in VaeVictis 142. One strength point =?150-200 men for the cavalry, 200-250 for the infantry One hexagon =?250?m One turn =?30?minutes Difficulty =?5/10 Possibility for solo play =?6/10
1 vol, 84 pgs
2021 FRANCE, CERIGO EDITIONS
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1-914157
various VAE VICTIS # 157: Nachod et Skalitz 1866
Boardgames Great Crisis of Frederick II This War without an Ennemy Soisson Deadly Nothern Lights Iron Curtain (N. Sevaux) Samourai Battles 1866 300 Bayonets & Tomahaws
Scenarios Advanced Squad Leader Memory 44 DBA
Figurines Rise of the Raj troisi?me partie The Baron's War Gettysburg Campagne moderne
Nachod et Skalitz 1866 End of June 1866. After several months of mounting tensions, war has broken out between Austria and Prussia for preeminent control in Germany. Prussia plans for its troops to cross the Carpathians and penetrate Bohemia by 4 different passages with the objective of confronting the principal Austrian Army in a decisive Napoleonic battle. The outlet of one of these passages was here, near the towns of Nachod and Skalitz. The Prussian V Corps was in position to take control of it and allow the VI Corps to follow it before converging with the other Prussian corps on the centre of the Austrian presence. General Steinmetz is appointed commander of the Prussian 1st Army in 1870 and will have to confront the Austrian troops sent by General Benedek. As a new unit of the series 'Battles in the era of Napoleon III', Nachod-Skalitz is the first game of a series that will cover the principal clashes of the campaign in Bohemia of 1866, concluding with the battle of Sadowa. Players will have the option of playing the battles one after another in a campaign mode, resulting perhaps in a very different situation by the time they arrive at the decisive battle of 3 July 1866. Using the series 'The Great Battles of Napoleon III' (VaeVictis # 55, # 73 and 138), the system is simple and dynamic with an accent on the engagement of the troops against deadly defensive fire. Scenarios by Arnold Giraud-Moser on a system by Luc Olivier.
Scale :
Game turn : one hour Counters : regiments and battalions Map : one hex. = 750 m Complexity : 5/10 Solo playability : 7/10 Duration : 2 to 4 hours depending on the scenario 1 vol, 84 pgs
2021 FRANCE, CERIGO EDITIONS
NEW-pb, available late September 2021 ......$28.00
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1-914158
various VAE VICTIS # 158: Talvisota, the Winter War 1939-1940
Articles include:
Boardgames: Next War Vietnam (GMT); Brief Border Wars (DG); Great Crisis of Frederick II (VUCA); Caesar (GMT); Hood strikes North (MMP); Atlantic Chase (GMT); C&C Samurai Battles (GMT)
Scenarios: Advanced Squad Leader; Memory 44; Guiscard 2; Gettysburg 2e partie
Figurines: Campagne pour le Mali : Operation Serval, scenario + CR
Other: Lasalle : partie commentee; Battletech; L'affaire d'un dejeuner : version Indes
Hobby: Que chosir : jeux 3e GM; Le wargame en Italie; Verdun 1916 : Compte rendu
Art of War and Wargame : Talvisota - The Winter War 1939-1940 (Rules also in English)
In 1939, faced with Nazi Germany's expansionist politics, Stalin demands of Finland some strategic territories necessary for the defense of Leningrad. Helsinki refuses and on 30 November, with no prior declaration of war, the Red Army attacks the Finnish territory with five armies and 28 divisions. The strength ratio is crushingly in the Soviets' favour with 400,000 troops, 1500 tanks and a modern aviation against 265,000 Finnish soldiers and 20 tanks.
To everyone's surprise, the overwhelming numerical and materiel superiority of the Russians is broken by the fierce resistance and the bravery of the Finnish forces. Despite a front extending from the Arctic to the isthmus of Karelia, and the offensives of mostly 3 against 1, the lack of preparation and coordination of Stalin's forces, the extreme climactic conditions and the Finnish belligerence jostle all predictions and overturn military logic. With Mannerheim's troops employing Molotov cocktails, surprise infiltrations, and an optimal exploitation of the terrain to resist the Russian giant until March. But the lack of armament and international support, the limited numbers of troops, and a Soviet surge irreversibly compel the little Nordic outlier to sign an accord on 12 March 1940.
Based on a system favouring the fog of war and the uncertainties of military preparations, Talvisota places both players in a situation requiring them to choose their strategies after careful reflection. Maintaining one's war morale is important, but the decisive results are mainly achieved by considering the potential actions of the other side.
In the solo play mode, the player controls Finland's destiny against the Soviet steamroller with the same intensity of play. 1 vol, 84 pgs
2021 FRANCE, CERIGO EDITIONS
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1-914159
various VAE VICTIS # 159: A Decade in the Trenches - Iran-Iraq War 1980-1990
French text.
Boardgames: Help Arrives; NATO; World at War; Conquistadors; Lepanto 1571; Dominant Species + Marine Freedom; Ambon; Night Fighter Ace; Resistance.
Scenarios: Advanced Squad Leader - Irak 1941; Memory 44 - Egypte 1942
Hobby: Ranger of the Shadow Deep; Star Wars Legion
Figurines: La charge de Pickett 1863; Campagne d'Italie 1796; Campagne pour le Mali 2e partie; Saint Domingue 1791-1801
Art of War: The Iran-Iraq War 1980-1988 1 vol, 84 pgs
2021 FRANCE, CERIGO EDITIONS
NEW-softcover ......$28.00
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1-914160
various VAE VICTIS # 160: La Guerre d'ind?pendance de Bretagne
The French-Breton War simulates the conflict between the Kingdom of France and the Duchy of Brittany. Confronted with France's rising power and the decline of his duchy, Francois II of Brittany, and later his daughter the Duchess Anne, attempted to form an alliance through marriage with Maximilian of Austria in order to unite the two houses. France was the preeminent country in Europe after the Hundred Years War. The great feudal Bretons were drawn to France's strength and influence and swayed between loyalty and betrayal of the Duke of Brittany. Brittany's independence was played out at the end of the century but its defeat during the battle of Saint-Aubin du Cormier on 24 July 1488 sealed its fate. The war continued for a few more years thanks to the support - gold and soldiers - of England, Spain, Gascony, and the Holy Empire. The war finally ended with the defeat of the Bretons and the marriage of Duchesse Anne to King of France Charles VIII, thereby sealing the annexation of the duchy to the kingdom.
Wargame Scale: Game turn: One season Counters: 1,500 to 2,000 foot soldiers or 750 to 1,000 cavalrymen Difficulty: 5/10 Possibility of solo play: 0/10 Game duration: 2 to 3 hours
Magazine Articles: News Hexes Wing Leader Supremacy 2nd Ed EPT Neige sanglante Santander les derniers ATO Kharkov Battles Hannut Sacred Oil
Boardgames Pocket Air War Que choisir: ATO Vendee vs Pour Dieu et pour le roi Dominant Species + Marine Patton's Vanguard Bonaparte in Italy Panzer Last Stand
Hobby Luchronie dans les jeux de simulation Le wargame et la Terre du milieu Les corps francs + scenarios
Scenarios M44 ASL Help Arrives Guiscard
Figurines Furor Mundi Le bataillon napoleonien au 1 pour 1 Mali (suite) Saga, large des invasions Midway Saint Aubin du Cormier 1488 La neige etait crissante, Kaboul 1842 The Silver Bayonet Legion d'Honneur edition Bicentenaire
New Rules Age of Hannibal Flintlocks & Percusion Caps Viva la Revolution, Viva Mexico
Art of War La guerre d'independence de Bretagne 1487-1491 Les guerres des Diadoques
Wargame Rules in English. Otherwise, FRENCH TEXT. 1 vol, 84 pgs
2021 FRANCE, CERIGO EDITIONS
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1-914161
various VAE VICTIS # 161: La Garde Avance! - Waterloo 1815
ART OF WAR
Wargame with die-cut counters is an original module for the Jours de Gloire series and covers the last attack of the French army during the Battle of Waterloo. Napoleon's last reserve, six battalions of the Middle Guard and five battalions of the Old Guard, set off in square formation to assault Wellington's thin red line that was still holding its positions, while Blucher's forces were becoming an ever greater threat on the French army's right flank.
The historical scenario has 5 turns, each covering twenty minutes of real time. A game of La Garde avance! should last around 1 hour. Wargame rules in English.
Game turn: 20 minutes 1 Strength Point: About 200 infantry, 150 cavalry, or 2 guns. 1 Hex = 100 m
NEWS
Jeux sur cartes, toutes les nouveautes La bibliotheque strategique Les regles de jeu avec figurines La revue des revues Les Clubs et la parade des miniatures
ANALYSE
Across the Bug River (VUCA Simulations) Canvas Falcon (auto-edition) Sacred Oil (Thin Red Line Games) Crusader Kingdoms (Worthington Games) Medium Aevum (Les XII Singes) The Mission (White Dog Games) Santander 1937 (SNAFU Design) L'Art de la Guerre V4 (Onyx) Pony Wars (Baccus)
HOBBY
Jeux d'histoire : jeux aleatoires ? Une campagne DBA sur la journee Representer l'infanterie napoleonienne au un pour un
RULES
Pugnate! Regles de gladiateurs
SCENARIOS
Medium Aevum: Ce n'est pas de la petite biere Campagne Guiscard 2: sur les terres des Mirdassides Italie 1945 pour ASL France 1944 pour M44 Campagne pour le Mali, Operation Serval 1 vol, 84 pgs
2021 FRANCE, CERIGO EDITIONS
NEW-softcover[Magazine in French, La Garde Rules in English] ......$28.00
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1-914162
various VAE VICTIS # 162: Basileus II
Included Wargames: Basileus II
Basileus II is the sixth module of the game system A la Charge! * Andrassos 960: Arabs under Sayf al-Dawla vs Byzantines under Leo Phokas in Cappadocia. * Battle of the Orontes 994: Turks under Manjutakin attacks Byzantines under Michael Bourtzes on 15 September near Apamea. * Azaz 1030: Byzantines under emperor Romanos III Argyros retreat toward Antioch but is trapped by the Mirdasid army on 10 August 1030. * Manzikert 1071: On 26 August, the Byzantines clash with the Seljuks near Manzikert, at the eastern edge of the empire, north of Lake Van. * Zombos Bridge 1074: The Byzantines commanded by Caesar Jean Doukas confront a company of Norman mercenaries commanded by Roussel de Bailleul.
Articles:
NEWS: Tank Duel NA; Piacenza; ASL; Race to Moscow; Salerno 1943 BOARDGAMES: Deadly Wood; Waterloo et Bismarck solo; Storm above the Reich; 1942- USS Yorktown; Absolute War; 3rd Winter FIGURINES: Campagne au Mali; CR Hail Caesar; Art de la Guerre V4 2e partie; Epic Waterloo; CR What a Tanker; Trois regles pour la 3e GM 1re partie; DAK Attack HOBBY: Jeux d'histoire : jeux aleatories (2) RULES: Impetus volume 3; Lion Rampant Vikings; Fighting for Mexico; Rapid Fire! Blitzkrieg Battlegames SCENARIOS: M44; ASL; Next War Poland ART of WAR: Byzantine Empire 10-11th centuries 1 vol, 84 pgs
2022 FRANCE, CERIGO EDITIONS
NEW-softcover, [Magazine in French, Rules in English] ......$28.00
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1-914164
various VAE VICTIS # 164: Storm over Belfort 1870-1871 (Wargame)
NEWS (hexes): Test of Faith, The Fulda Gap, Almoravid, Successors, Give us Victories
BOARDGAMES: Vietnam; Tetrarchia; Piacenza; Into the Woods; Monty's D-Day; Third World War; Saladin; Army Group Center 2nd Ed; North Africa; Wars of Religion; Donnerschlag
FIGURINES: Art de la Guerre : la cavalerie a travers les ages; Flodden; Clash of Katana; Project Z; Venatores et Noxiip Borders of Blood
HOBBY: Convention musee de la Legion Etrangere a Aubagne
SCENARIOS: M44; ASL;
NEWS (rules): Three Ages for Rome; The Age of Alexander; Castles in the Sky; Beyond the Empire; Rapid Fire;
ART of WAR: Les 103 jours du siege de Belfort
WARGAME: Storm over Belfort 1870-1871 1 vol, 84 pgs
2022 FRANCE, CERIGO EDITIONS
NEW-pb, [Magazine in French, Rules in English] available late August 2022 ......$28.00
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1-914165
various VAE VICTIS # 165: Trautenau and Soor 1866 (Wargame)
Magazine includes wargame of June 27-28 1866 Battle of Trautenau-Soor, second in the Battles in the time of Napoleon III series.
One turn: one hour Counters: regiments and battalion Map: one hex = 750m Complexity: 5/10 Solo play: 7/10 Duration of a game: 2 to 4 hours depending on the scenario
After several months of growing tensions, war broke out between Austria and Prussia for control of the primacy in Germany. Prussia plans to take its troops through the Sudetenland and into Bohemia through four different passes, with the goal of facing the Austrian main army in a decisive Napoleonic battle.
The end of one of these passages is located here, near the town of Trautenau. On June 27, the 10th Austrian corps pushed back the 1st Prussian corps there. But this tactical victory, the only one for Austria in Bohemia, obtained at the cost of heavy losses will have no strategic consequences: the next day, the 10th Corps is swept away by the Prussian Guard during the Battle of Soor. 1 vol, 84 pgs
2022 FRANCE, CERIGO EDITIONS
NEW-pb, available late October 2022 ......$28.00
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1-914166
various VAE VICTIS # 166: La Bataille de Velikie Louki 1942-1943 (Wargame)
Articles Include:
NEWS Enemy Action Karkov, Battles for the Shenandoah...
BOARDGAMES Nach Paris (Vuca Simulations) Equatorial Clash (Snafu Design) Race to Bastogne (MMP) Ultima Ratio Regis (Ignacio Torres Siles) Downfall of Empires (Shakos)
HOBBY Les Jeux de guerre a l'honneur au sein des armees Que Choisir: les kamikases dans les jeux Des Etudiants s'invitent au combat Les Nouveautes Warlord
FIGURINES Art de la Guerre: la Cavalerie a travers les ages 2e partie Operation Dragoon: La Bataille pour Toulon, 1944 Kings of War Historical (Mantic Games) Triumph! (Washington Grand Company) Saga Alexandre (Studio Tomahawk) Scenarios Austerlitz
SCENARIOS Russie 1942 pour ASL Sicile 1943 pour M44
NEWS RULES Fighting the Dragon Armoured Storm Battlegroup Westwall Team Yankee Red Dawn Leipzig
ART OF WAR La Bataille de Velikie Louki 1942-1943 1859, l'autre campagne d'Italie Guerre en Ukraine (1re partie
WARGAME (with die-cut counters; rules in English) Velikye Luki: Anticipating a Soviet operation against the Rhezv Salient and the German 9th Army, the OKH sent Von Manstein to Vitebsk in early November to prepare for Operation Taubenschlag to seize Toropets (65 km northeast of Velikiye Luki) and halt the probable Soviet counter-offensive. Gruppe Chevalerie which was in charge of the sector therefore passes under the command of the 11. Army, to its 83.ID are added the 291.ID, 12. Pz Division and 3. Gebirgs Division as well as werfer units. The 8.Pz Division will attack from Kolm to support the upcoming operation.
Unfortunately for the Germans, Operation Uranus launches on November 19 and within 24 hours the situation of the 6th Army in Stalingrad become critical. Von Manstein is sent south to address the situation, the units of the 11th Army began their transfer on the 21st, and the 89th Division found itself alone in defending the sector of Velikie Luki.
On November 24, the 3rd Shock Army - 5th Guards Rifle Corps and 2nd Mechanized Corps - goes on the offensive with the objective of retaking the city. On the 27th, Velikye Louki is surrounded and declared a fortress by Hitler. The Germans are doing their utmost to rectify the situation, rounding up the few troops available in the sector. For almost two months, heavy fighting will then take place in order to save the garrison and prevent the Soviet offensive from developing towards the west.
Scale One turn : 5 days Units : battalions, regiments, brigade, divisions Map : one hex = 2.5 km Complexity: 5/10 Solo play : 7/10 Duration of a game: about 3 hours 1 vol, 84 pgs
2023 FRANCE, CERIGO EDITIONS
NEW-pb, available late January 2023 ......$28.00
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1-914168
various VAE VICTIS # 168: The Sepoy Mutiny
Magazine includes the strategic wargame of the Sepoy Mutiny (The Indian Rebellion) that took more than two years for the British to regain control in the revolting provinces of the Indian subcontinent. Uses the same mechanisms as The Belgian Campaign, 1815 (VV124) and The Eagles of the Danube (VV144).
Product Information: * One unit: About 2000 men * Map: One connection = several dozen km * One turn: 2 months * Solo playability : 6/10 * Difficulty : 5/10 * Duration of a game : 1.5 to 2 hours
Articles:
* BOARDGAME: Sniper Elite; Downfall of the Third Reich; Vendee militaire; Struggle of Empires; Les Tontons; ASL paras Ste Mere; Second Front; Baltic Approach; TS - Korn of Africa; and China Sea.
* HOBBY: Des etudiants s'invitent au combat 3e partie; Les jeux de role sur Rome; Strategies Viet Nam; Die Festung Hamburg; and Drouet d'Erlon 11.
* FIGURINES: Art de la Guerre : la cavalerie a travers les ages 3e partie; Saga: ce qui change; Scenario Secession; Jouer une campagne Guerre de trente ans; Guerre en Irak avec Au contact; Mini-campagne Silver Bayonet; Hail Caesar 2nd edition; and Mad for War.
* SCENARIOS: ASL; M44
* NEWS RULES: Listes pour Soldiers of Napoleon, Renatio et Gloriam, Rapid Fire : Crete, the airborne Assault, Blood Bilge and Iron balls
* ART of WAR: La revolte des Cipayes 1 vol, 84 pgs
2023 FRANCE, CERIGO EDITIONS
NEW-dj, [French text. Rules in English] ......$28.00
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1-914169
various VAE VICTIS # 169: Special Game Issue Contains Wargame Lutzen 1813
Articles include:
* Synopsis * News: John Company, Para Bellum Isonzo 1917, White Plains, C3i 36 We're coming Nineveh, War for America, Strike Counter Strike, Snafu 12 h at Maleme, Saigon 75 * Boardgames: Brothers at War; Vendee militaire; Kharkov; Baltic Approach; Harpoon V; Europa Universalis; Pax Pamir; Task Force; Stalingrad; The Russian Campaign * Hobby: Des etudiants s'invitent au combat 4th part; Donald Featherstone * Figurines: Warlord Pike and Shotte; Art de la Guerre - la cavalerie a travers les ages 4th part; Judge Dredd; Scenarios Napoleon; Thalassa; Interview of Steve Saleh; Monter une convention; Nimitz * Scenarios: ASL; M44; * News: What a Cowboy; Mad Dogs & Englishmen; Tales of Men; Myths and Monsters; Blood Bilge and Iron balls; Musket & Springfields * Art of War: Lutzen 1813; The Arab Conquest of the Levant * Wargame: Lutzen 1813 (Rules also in English) with die-cut counters. 1 vol, 84 pgs
2023 FRANCE, CERIGO EDITIONS
NEW-dj, [French text. Rules in English] ......$28.00
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1-914170
various VAE VICTIS # 170: The Jugurthine War
Features:
* ART of WAR: Lutzen 1813; The Arab Conquest of the Levant * NEWS HEXES: War for America; 12 h at Maleme; Sleepwalkers; Barrack Emperor; Under the Southern Cross; Clash of Sovereigns; On to Richmond; Tactics & Strategy 47 * BOARDGAME: Europa Universalis 2; Onus Traianus; Inferno; Storm over Jerusalem; White Plains; Saigon; We are coming Nineveh; Traces of War; Las Navas de Tolosa; The British Way * HOBBY: Des etudiants s'invitent au combat 4e partie; Donald Featherstone; Malefices * FIGURINES: Au contact : Indochine 1945-1954; Galley and Galleons; L'empire des Hauteville, Campagne en Sicile XIe; Scenarios XVIIIe; Game of Thrones; Silver Bayonet : The Carpathians Castle Fier; Shakos et Baionnettes : Raid sur les Calanques 1813 * SCENARIOS: ASL M44 * NEWS RULES: What a Cowboy; Mad Dogs & Englishmen; Tales of Men; Myths and Monsters; Blood Bilge and Iron balls; Musket & Springfields * ART of WAR: Jurgurthine wargame with die-cut counters The Jugurthine War is the name of the conflict between the Roman Republic and the Numidian king Jugurtha between 112 and 105 BC. We have retained, thanks to Sallust, fairly detailed information on this war, it is nevertheless the first time that this conflict is covered by a game on a strategic scale. Complexity: 4/10; Solo play: 3/10; Duration: 2-3 hours; One turn: about two months; Combat unit: approximately 2,000 cavalry or 4,000 infantry; One hex: 25 km 1 vol, 84 pgs
2023 FRANCE, CERIGO EDITIONS
NEW-pb, available mid September 2023 ......$28.00
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1-914171
various VAE VICTIS # 171: Pizarro 1532-1537 - The Conquest of the Inca Empire
NEWS: Nothing left to bomb; Seas of Thunder; King in the North; Ardennes II; Undaunted Battle of Britain; Mr President
BOARDGAMES: Vive l'Empereur; Sniper Elite; John Company; Les conquetes de Napoleon; Skies above Britain; Imperial Tide; On to Richmond; Barrack Emperor; Conflict of Heroes - Orages d'acier; Que Choisir : Ancient Civilizations 1 & 2 (...)
HOBBY: Des etudiants s'invitent au combat 5e partie; Ecrire des regles pour le jeu avec figurines
FIGURINES: Art de la Guerre : la cavalerie a travers les ages 4e partie; Le Trone de Fer 2: les armees; Supplement Silver Bayonet; Decors si?ge de Paris 889; Les nouveautes Blood Red Skies
SCENARIOS: ASL; M44
RULES NEWS: Blood Bilge and Iron Balls; Throwing Thunderbolts; Forgotten Battles in Russia; Bolt Action Campaign Italy; Modelling and painting Vietnam Games
ART OF WAR: The Conquest of Peru
WARGAME: Pizzaro: The Conquest of the Inca Empire
This game is part of the Gold and Steel series which play the campaigns of the end of the 15th century and beginning of the 16th century on the strategic and tactical levels. Armies move on the map through zones representing the Incan empire and tactical battles are fought on a tactical map depicting the battlefield.
The diplomacy table indicates the evolving alliance of the Indian peoples of the Incan empire from unwavering support to doubt to change of camp which may have consequences on the battle and influence the allies' ability to recruit. Victory points are obtained through alliances, by winning major battles (involving more than ten strength points on both sides), the siege of fortresses and by controlling all nine zones designated as strategic objectives.
Throughout the game, the Spanish receive a random number of reinforcements from the New World which balance out the forces opposing the Incan military power and their enormous human resources and offers each camp a chance at victory. English translation of rules included.
Complexity: 5/10 Duration: 2-3 hours One turn: one season Combat unit: approximately 40 conquistadores or 4000 indian warriors 1 vol, 84 pgs
2023 FRANCE, CERIGO EDITIONS
NEW-pb, available mid December 2023 ......$31.00
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1-914172
various VAE VICTIS # 172: The Ogaden War
The Ogaden War pitted Ethiopia and Somalia against each other for control of a desert plateau, populated by nomadic shepherds, on the border between the two states. Taking advantage of the revolution which has just ousted Hailie Selassie from power in Ethiopia, Somalia launched two liberation movements. Both failed, so the government committed its conventional forces from July 1977 to recover this province. This conflict took place in three phases: an insurrectional phase between May and July 1977, a conventional phase from July 1977 to January 1978, and then an Ethiopian counter-offensive until March 1978 which will recover the ground lost.
Wargame uses modified and simplified rules from the game Angola 1987-1988 (VaeVictis 154). The game is won on diplomatic terrain. Tipping international organizations (UN, OAU, Arab League) to one's side has a direct impact on victory but the Somali player can achieve military victory before Soviet and Cuban aid tilts the victory to the Ethiopian side. English translation of rules included.
Difficulty: 6 /10 Solitaire: 4 / 10 Duration: 3 to 4 hours. One turn: 1 month. Scale: Connection between two zones between 200 and 400 km. Units: 1 counter = 1 brigade or 1 battalion ranging from 250 to 2500 men. 1 vol, 84 pgs
2023 FRANCE, CERIGO EDITIONS
NEW-pb ......$28.00
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1-914173
various VAE VICTIS # 173: Romanitas 528-628
Content:
NEWS: Mare Nostrum; Kings of Rome; ATO 56 - 59; Tanto Monta; Norman Conquest; Winter's Victory; North Africa 41; Prime Minister; Banish All Their Fears
BOARDGAMES: Pratzen; Arsuf; Sniper Elite; Undaunted Battle of Britain; Sekigahara; Mr President; El Gran Capitan; Red Strike; Orsogna ASL
HOBBY: Des etudiants s'invitent au combat, Saison 2 - nouvelle formule; Les jeux de roles (quasi)historiques; Comment ecrire une campagne
FIGURINES: The Silver Bayonet : Canada; Les forces de l'Otan 1 (Canada, Pays-Bas, Anzac); Paris Viking partie 3; Les Anglais en Afghanistan; Spectre
SCENARIOS: 7TV; The Silver Bayonet; 1814; Guerre civile anglaise; ASL; M44
ART OF WAR: Romanitas, 528-628, reconquest of the Eastern Roman Empire
WARGAME with die-cut counters: Romanitas 528-628. Strategic solitaire game simulating the history of the Eastern Roman Empire from 528 to 628 AD. A counter represents a character or a combat unit of approximately 4,000 cavalry, 10,000 infantrymen or two hundred ships, a game turn equals ten year. In the role of the emperor, the player must strive to preserve the symbols of Romanity (the capital Constantinople, the power of the emperor, the imperial provinces), confront barbarian and Persian threats on the borders, and avoid collapse in the face of economic hazards or proverbial religious quarrels. Finally, in the distance, the lands of the West call you to reconquest, each time engaging your action a little more in an obsessive struggle against destiny. English translation of rules included.
Difficulty: 4 /10 Solitaire: 10 / 10 Duration: 3 hours 1 vol, 84 pgs
2024 FRANCE, CERIGO EDITIONS
NEW-pb, available mid February 2024 ......$28.00
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1-914174
various VAE VICTIS # 174: Munchengratz and Gitschin, June 28th-29th 1866.
Content:
NEWS: Eylau 1807; NA'41; France '40; C31 37; Rebel Fury; The Enemy is at the Gate; The Fate of All; ATO 58; Panzer NA
BOARDGAMES: Winter's Victory; Mare Nostrum; Save South VN; Death in the Trenches; Norman Sword; Plantagenet; Banish all their Fear; Beginning of a Tragedy; Battles in the East
HOBBY: Des etudiants s'invitent au combat, Saison 2 - nouvelle formule; Les jeux de roles (quasi)historiques; Comment ecrire une campagne
FIGURINES: TPillage; Extension 7TV; 1807, le desastre de la seconde expedition d'Alexandrie; Construire un village africain; Bataille sur le Mincio 1815; Team Yankee NATO 2ND part
ART OF WAR: Munchengratz and Gitschin, June 28th-29th 1866.
WARGAME: New module in the Battles in the Time of Napoleon III series, Muchengratz and Gitschin is the third and final game in the series of preliminary battles of the Bohemian campaign of 1866 leading to the major confrontation between the two German powers: the battle of Sadowa/Koniggr?tz which will be the subject of a big game later. The The Great Battles of Napoleon III series (VaeVictis n? 55, 73, 138, 157 and 165), offers a simple and dynamic system, emphasizing troop engagement in the face of deadly defensive fire. While the bulk of the imperial army begins its movement from Olmutz to reach the heart of Bohemia, the I Austrian Corp of Count Clam-Gallas is ordered to guard the border and collect the retreating Saxon divisions in accordance with the plan drawn up by the general staffs of the two countries. He will then be able to begin his withdrawal to join the rest of the Austrian corps concentrated for the decisive battle envisaged in the purest Napoleonic tradition, but this is without taking into account the energetic Prussian advances of the Elbe Army and the First Army which, during the battles of Muchengratz and Gitschin, jostled and disorganized the imperial troops in their retreat.
Difficulty: 5/10 Solitaire: ??7/10 Playing time: 2 to 4 hours depending on the scenario 1 vol, 84 pgs
2024 FRANCE, CERIGO EDITIONS
NEW-pb, available early May 2024 ......$28.00
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1-914175
various VAE VICTIS # 175: Rhin & Danube Alsace 44
NEWS
HEXAGONS: Littoral Commander; In a Dark Wood; Minden;
BOARDGAMES: Panzer NA; Rebel Fury; Blind Faith; The Fate of All; Breslau; Dune; GCACW 3e partie; The Skirmisher 4; Incredible courage at Austerlitz; Eylau 1807; Aces of Valor; Europe in Turmoil; Twilight of the Reich; Plum Island; Path of Civ
HOBBY: Scenarios Croisades; Les forces de l'Otan 3e et derniere partie; Emperor of the Battelfield; Achtung Panzer; Paris Viking; Hordes of the Things; Normandie 1944, scenario + CR; Silver Bayonet Egypt
SCENARIOS: ASL; M44; Art of War
FEATURES: Alsace Campaign 1944; Rome: The End of the Republic
WARGAME (with die-cut counters)
Rhine & Danube: Alsace 1944 : Simulates the November 14, 1944 offensive of the 1st French Army to bypass the Vosges from the south and seize Haute-Alsace. Uses the same system as Velikie Louki 1942-1943 published in VV 166.
Game turn: 2 days One hexagon = 4 km Complexity: 5/10 Solitaire: 7/10 Length of a game: Approximately 3 hours 1 vol, 84 pgs
2024 FRANCE, CERIGO EDITIONS
NEW-pb, [French Text, Rules in English] ......$28.00
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2-914175
various VAE VICTIS # 175: No Magazine - Game only
Magazine only. 1 vol, 84 pgs
2024 FRANCE, CERIGO EDITIONS
NEW-pb, [French Text, Rules in English] - game only ......$18.00
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1-914176
various VAE VICTIS # 176: Cowpens 1781
NEWS: What's New
HEXAGONS: Traces of Hubris; Wavre; Utah Beach; A Gest of Robin Hood; Napoleon I; The Battle of Mackinac Island; Berestechko 1651
BOARDGAMES: Valley of Tears; Aliens; GCACW 3e partie; Western Front Ace; Aces of Valor; Incredible courage at Austerlitz; 1807 Preussisch Eylau; Europe in Turmoil; Twilight of the Reich; Kingmaker; Plum Island; Stalingrad Roads; Air & Armor; Le jeux Premiere GM 2e partie
HOBBY: Des etudiants s'invitent au combat: Pendragon; JdR Sapa Inca
SCENARIOS: ASL; M44
FEATURES: Cowpens - January 17, 1781
Wargame simulates the battle between the British, led by General Cornwallis, and Americans, led by Daniel Morgan, at Cowpens. Includes die-cut counters. Rules in English.
Game turn: 20 mins One hexagon = 4 km Complexity: 5/10 Solitaire: 8/10 Length of a game: Approximately 2 hours 1 vol, 84 pgs
2024 FRANCE, CERIGO EDITIONS
NEW-pb, [French Text, Rules in English] ......$28.00
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1-914177
various VAE VICTIS # 177: The Campaign of the Army of the North 1870-1871
* NEWS: What's New * HEXAGONS: Into the Whirlpool; Next War Iran; Italia 1917-1918; Shiloh, 1943-1945; Sea Wolves; Java Sea; Special OPS # 12; ASL Roads to Rangoon; Doomed Battalion * BOARDGAMES: Valley of Tears; Aliens; Western Front Ace; Aces of Valor; Europe in Turmoil; Kingmaker; Air & Armor; TGD Utah; Bonaparte Eastern Empire; Kings of Rome * HOBBY: Des etudiants s'invitent au combat : Pendragon * SCENARIOS: ASL; M44 * FIGURINES: Stalingrad 1942, le scenario; Nordic Forces/Team Yankee 2e partie et fin; Scenario Pillage; Twilight of the Emperor; Battletech; Scenarios 1814; Stranger Things campagne 7TV; Pour paratge et onor * FEATURES: The Campaign of the Army of the North 1870-1871
Wargame: Operational game, with combat forces making point-to-point movements on a map representing the northern part of France, from Rouen to Lille and Amiens. Units are hidden but strength is tracked. Movements are made using activation markers. There are two combat resolution tables: one for pitched battles and one for sieges. Random events add uncertainty and replayability. Contains two independent scenarios: the opening battles for control of Amiens (2 turns, introductory scenario) and the full campaign (10 turns).
Game turn: one week One combat factor equals 1 squadron, 1 battalion or 1 battery Distance between two zones: 20 km on average Complexity: 6/10 Solitaire: ??3/10 Playing time: two to five hours 1 vol, 84 pgs
2024 FRANCE, CERIGO EDITIONS
NEW-pb, [French Text, Rules in English] ......$28.00
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1-914178
various VAE VICTIS #178: La Garde Veille - The Imperial Guard at the Battle of Eylau 1807
Articles include:
* NEWS: Into the Whirlpool; Operation Bollebank; Red Dust Rebellion; 1859 for Liberty and Lombardy; The Planet King; Berestchko 1651 * BOARDGAMES: Aces of Valor; Kingmaker; Minden et Torgau; War Room 1943-1945; Next War Iran; Thunder on the Mississippi; Doomed Battalions; Valley of Tears; A Crowning Glory * HOBBY: Des etudiants s'invitent au combat; Les marqueurs acryliques - technique; Construire une ferme grecque - technique * FIGURINES: Bolt Action Troisieme version; Battletech; Scenario Pyrrhus pour AdG, DBA ou Saga; Scenarios la Garde a Eylau; Scenarios Medievaux; Pour paratge et onor - La conquete de l'Albigeois; Clash of Steel; Silver Bayonet Italy * SCENARIOS: ASL; M44 * ART OF WAR: La Garde a Eylau; Arques et Jarnac * WARGAME: La Garde Veille: The Imperial Guard at the Battle of Eylau 1807 (includes die-cut counters) 1 vol, 84 pgs
2025 FRANCE, CERIGO EDITIONS
NEW-pb, available late January 2025 [French Text: Rules in English] ......$28.00
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1-914179
various VAE VICTIS #179: Operation Gemse Eastern Front 1945
Issue includes:
* News * Hexagons: Berestchko 1651; OP Isabella; Holland 44 2e edition; Virtu; Caporetto 1917 * Boardgames: 1943-1945; 1812; OP Bollebanck; Tarawa; I, Napoleon; Old School Tactical; Robin Hood; 7 Empires; Wolfpack; In a Dark Wood; Red Dust Rebellion * Hobby: Debuter a l'OCS; Des etudiants s'invitent au combat : La representation de la 3e dimension dans les wargames aeriens; Construire une ferme grecque - technique * Figurines: Bolt Action v3 : Sword Beach; Les batailles du Temeraire 2e partie; Clash of Steel : Comment y jouer; Midgard; Silver Bayonet Italy; Once and Future King; The Road to Carentan; Monty v Rommel; Nam 68; Napoleon BBB * Scenarios: ASL; M44 * Art of War: The Battle of Lauban 1945 * Wargame with die-cut counters : Battle of Lauban. The 1945 Vistula-Oder offensive turned into an overwhelming victory in a few days. After a 600 km ride, the first Soviet armored points reached the Oder, the last major natural obstacle before Berlin. From February 25, the German high command considered counterattacking. The objective is twofold. First, on the military level, re-establish the defense of the Oder by striking the enemy's flanks and on the political level, the sector seemed conducive to a welcome success in the catastrophic context of February 1945. Operation Gemse - a classic pincer movement around Lauban - engaged two Panzerkorps and began on March 1. Operation Gemse 1945 simulates the Soviet attack on Lauban and the subsequent German counterattack.
Game turn: 2 days; Units : battalion, regiments and brigades; One hexagon = 2 km; Complexity: 5/10; Solitaire: 7/10; Length of a game: approximately 3-4 hours. 1 vol, 84 pgs
2025 FRANCE, CERIGO EDITIONS
NEW-pb, available late March 2025 [French Text: Rules in English] ......$28.00
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1-914180
various VAE VICTIS #180: Conquest of Hungary 1526
Issue includes:
* News * Hexagons: OP Isabella; Mohicans; Congress of Vienna; Fields of Fire Deluxe; Parabellum Battalion; Les trois geants * Boardgames: Kingmaker; 1943-1945; Virtu; Old School Tactical; The Planet King; Les guerres de Louis XIV; The Other side of the Hill; Robin Hood; Red Dust Rebellion; La guerre des tranchees; Battles in the East 3; Twilight 2000; In the Shadow *Hobby: Des etudiants s'invitent au combat : Article number 2 Saison 3; Construire une ferme grecque - technique; Les jeux Napoleonien 2; Hommage a Rodger McGowan; L'utilisation des wargames en milieu militaire; Interview Claude Corbi?res * Figurines: Bolt Action 3v : Sword Beach le CR; Listes allemande BA V3; Scenarios la Garde a Eylau; Bataille Fire & Fury; Bonaparte le wargame; The War of the Roses (HC); Tales of the Old West; Wargaming the Marian Civil War and Gordon; Forbes Feud 1562-1571 * Scenarios: ASL; M44 * Art of War: The Conquest of Hungary 1526 * Wargame with die-cut counters: The Conquest of Hungary 1526. Part of the Gold and Steel series. Simulates the campaign led by Suleiman the Magnificent and his Ottoman army that led to the conquest of the Kingdom of Hungary at the end of the Battle of Mohacs in 1526. One player plays the role of the Kingdom of Hungary and its allies (Transylvania/Walachia, Croatia, Moldova, Poland-Lithuania, Germany, Bohemia), the other player plays the Ottoman Empire and its allies (Serbia, Bosnia, Crimean Khanate). A combatant counter represents 500 to 2,000 infantrymen or cavalrymen on the front and half as many on the back. An artillery counter represents around a hundred cannons of various types and calibres.
Game turn: 2 weeks; Counter: 500 to 2000 men; Complexity: 6/10; Solitaire: 4/10; Length of a game: approximately 2 hours. 1 vol, 84 pgs
2025 FRANCE, CERIGO EDITIONS
NEW-pb, available late June 2025 [French Text: Rules in English] ......$28.00
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1-914181
various VAE VICTIS #181: Hamilcar Imperator: The Mercenary War
Issue includes:
* News * Hexagons: Mohicans; Basic Training ASL * Boardgames: Halls of Hegra; 1943-1945; 7 Empires; The Other Side of the Hill; Reves de Gloire; La Guerre des Tranchees; Conquest of the East and scenarios; Tanto Monta; Slaughter at Ponyri *Hobby: De nouveaux outils: les marqueurs AK Interactive * Figurines: Listes USA V3 pour Bolt Action; Scenarios Eylau; Battleground HD; Les guerres mithridatiques: Critique and scenarios; La bete du Gevaudan pour Silver Bayonet * Scenarios: Armies of the United States V3 pour Bolt Action; Scenarios Eylau; Battleground HD; Les guerres mithridatiques: Critique and scenarios; La bete du Gevaudan pour Silver Bayonet; Pacific Command * Art of War: La guerre des mercenaires 240-238 av. J.-C.; Sadowa 1866 * Wargame with die-cut counters: Hamilcar Imperator. 1 vol, 84 pgs
2025 FRANCE, CERIGO EDITIONS
NEW-pb, available late July 2025 [French Text: Rules in English] ......$28.00
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1-914182
various VAE VICTIS #182: Wachau 1813
Issue includes:
* News * Hexagons: Strike of the Heron; Gettysburg; Dance of War; Under an Iron Sky; By Sword and Bayonets; Tarqui; Colonial 1700-1800; All are brothers: Solferino 1859; Le Franc Tireur; Drop Zone: Chef-du-Pont * Boardgames: Shiloh: The First Day; Grunwald 1410; Battles in the East 3 et 4 Congress of Vienna; Maida 1806; Mosaic; La Belle Epoque; Campaigns in Europe * Hobby: Des etudiants s'invitent au combat; Construire une ferme grecque - technique; Village indien des bois et socle foret - technique; Les jeux Napoleonien 3; Retex wargame en milieu militaire * Figurines: Chain of Command 2; Bolt Action V3: la version francaise; Scenarios la guerre des mercenaires; La bete du Gevaudan pour Silver Bayonet; O bonne mere! Le debarquement en Provence 3e partie, la prise de Marseille * Scenarios: ASL et M44; Scenario Next War - Iran *Art of War: Wachau 1813 * Wargame with die-cut counters: Wachau 1813. Simulation of the October 16th battle that took place south of Leipzig, pitting Schwartzenberg's Bohemian army against a large portion of the Imperial Army in Napoleon's hands. To succeed where Napoleon narrowly failed, or to outdo Schwartzenberg and achieve a prestigious victory, players will need to optimize their plan by cleverly managing the fog of war simulated via Random Events. Early arrivals of reinforcements, the charge of Drouot's artillery or Murat's heavy cavalry, the intervention of the Tsar's escort, or the presence of marshes-all these elements are in the players' hands to thwart the enemy's plan and create a tactical surprise that could lead to a decisive victory.
Units: 1 strength point for 1,000 infantry or 650 cavalry; Scale: Division or Brigade; Complexity: 7/10; Duration: Approximately 90 to 120 minutes; For two players; Scale: Grand Tactical; one turn: 1 hour 1 vol, 84 pgs
2025 FRANCE, CERIGO EDITIONS
NEW-pb, available late September 2025 ......$28.00
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1-914183
various VAE VICTIS #183: Bohemia 1866
Issue includes:
* News * Hexagons: WW2 Campaigns; Market Garden; Battlefields of the Napoleonic Wars; Napoleon's Counterstrike; EPT; Ciceron *Boardgames: Italia 1917-1918; Grunwald 1410; Mosaic; Campaigns in Europe; Caporetto; Gettysburg the 1st Day; Bell of Treason; Small Wars: Mohicans (J Ligot); East Front Series * Hobby: Des etudiants s'invitent au combat, Village indien des bois et socle foret - technique, Les jeux Napoleonien 4 * Figurines: Listes Bolt Action V3: Anglais et Russes; Warlord Epic Revolution; V for Victory; La bete du Gevaudan suite; Scenarios Wachau-Leipzig; Scenarios antiques et/ou medievaux * Scenarios: ASL et M44; Test of Honour * Art of War: The Austro-Prussian War 1866 * Wargame with die-cut counters: Bohemia 1866. Able to approach this campaign from a central position, in true Napoleonic style, facing Prussian armies unable to rescue themselves, the Austrian army and its commander-in-chief, Benedek, were unable to create the momentum necessary to successfully exploit such a situation. The Bouton de Gu?tre Series, heir to the Marshals Series, and VaeVictis challenge you, in this fourth game, to perform this maneuver that Napoleon loved so much and to defeat, one by one, the Prussian armies emerging from the Sudetenland. Will the course of history change? Units: 1 PF = 2,000 infantry, 1,000 cavalry, 1 artillery battery; Scale: approximately 10 km between two zones; Turn: 1 day; Complexity: 7/10; Duration: between 4 and 5 hours 1 vol, 84 pgs
2025 FRANCE, CERIGO EDITIONS
NEW-pb, available early December 2025 ......$28.00
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1-914184
various VAE VICTIS #184: The Battle of Molodi 1572
Issue includes:
* News * Hexagons: Imperial Elegy; Preussich Eylau; War and Peace; All are brothers; New Cold War; ASL AP22; LFT; Littoral Commander Baltic; Hubris; Battlegroup Clash Baltic; Traces of Victory, etc. * Boardgames: Battlefield of the Naopleonic Wars; Solos Worthington; Barbarian Kingdoms; Les Aigles de Napoleon; La bataille de Hoth; La guerre de Cent Ans; AGN 2nd Ed; Italia 1917-1918; Napo Saga (L.Duclos); The Forgotten Battles; Werwolf; Pax Hispanica * Hobby: Des etudiants s'invitent au combat; Village indien des bois et socle foret - technique * Figurines: Konflikt' 47; 02 hundred hours; Guerre moderne en Afrique; Guerre de Trente Ans; Eagles to Glory; Swashbuckle; Honours of War scenarios book 1; Wargamer's Annual * Scenarios: ASL et M44; Test of Honour * Art of War: The Battle of Molodi 1572 * Wargame with die-cut counters: Molodi 1572. Two scenarios are offered, one in 1571, the other in 1572. The rules are those of the Gold and Steel series. After the final throes of the Hundred Years' War, the Italian Wars, the conquest of America, and the Ottoman Wars, this new game allows you to explore another arena of conflict: the Russian steppes. Armies are largely composed of cavalry and mounted archers, but the firepower lies with the Russians (Streltsy and Cossacks). Special rules simulate certain aspects of warfare among the descendants of the Mongol conquerors (captive raids, pillaging, etc.). Some events take into account the burning of Moscow, one of the very first maskirovska operations in Russian military history. The Russian army must crush the invaders, and the Crimean Khan must establish himself in Moscow to rule the Russian lands. A game turn = a month; A counter = 250-500 infantry, 1500-2000 cavalry, 50 cannons; Complexity = 6/10; Solitaire game = 5/10; Duration of the game = 2-3 hours 1 vol, 80 pgs
2025 FRANCE, CERIGO EDITIONS
NEW-pb, available early February 2026 ......$28.00
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1-914185
various VAE VICTIS #185: Storm on the Menez Hom 1944
Issue includes:
* News * Hexagons: Unconditionnal surrender; Battlegroup Clash Baltic; Italy '43; Seljuk, etc. * Boardgames: Les Aigles de Napo; Hubris; La der des der; Thunders on the Mississippi; Italia 1917-1918; The Forgotten Battles; New Cold War; Werwolf; Imperial Elegy; Preussich Eylau; Race to Berlin; Against the Iron Ring * Hobby: Des etudiants s'invitent au combat * Figurines: 02 hundred hours; Sauvetage en Afrique; Regles Premiere GM; Guerre de 30 ans; Extension V for Victory; Junction Jeopardy; Blitzkrieg * Scenarios: ASL et M44; Test of Honour * Art of War: Storm on the Menez Hom 1944; wargame with die-cut counters. * Complexity 4/10; Duration 2 to 3 hours; Turn = three days; Zone = 1 to 1.5 km; Infantry Units = a company of tens to hundreds of men 1 vol, 80 pgs
2025 FRANCE, CERIGO EDITIONS
NEW-pb, available mid April 2026 ......$28.00
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1-930317
various STRATEGY & TACTICS # 317: Moscow
Moscow is a two-player game covering the advance of Army Group Center, Autumn 1941. It is a simulation of the campaign by the Germans to capture Moscow from the Soviets in from October until January 1941.
This game's system is a progeny of the 2010 game Leningrad game with some slight differences (such as the stacking limit). Players whom are familiar with the Leningrad game will be able to play this game with only a perusal of these rules where they are specifically relevant to this game.
Each hex represents 30 miles with each unit representing a division and in some cases brigades. Components: One 22x34-inch map and 176 counters. Includes magazine. 1 vol, 84 pgs
2019 US, DECISION GAMES
NEW-softcover, available late May 2019 ......$40.00
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1-930319
various STRATEGY & TACTICS # 319: Schlieffen's War
Schlieffen's War is a strategic-level two-player wargame of low-intermediate complexity that covers the first six weeks of fighting on World War I's western front in 1914. The game's sub-systems are crafted to present a supreme-commander's-eye-view of the war: it is therefore almost fully strategic in its perspective, with only the most pastel of operational undertones added to enhance historical tone and texture.
Each hex on the map represents 16 miles (26 km). Each full turn of play represents four days of real time. Units of maneuver are corps with army HQ also being represented. Static fortresses also play an important role in play. One player commands the German forces. The other player commands the Entente forces (Belgian, British, and French) which are allied with each other, in opposition to the Germans.
Components: One 22x34-inch map and 176 counters . 1 vol, 84 pgs
2019 US, DECISION GAMES
NEW-dj, available mid September 2019 ......$40.00
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1-930320
various STRATEGY & TACTICS # 320: Sepoy Mutiny
Sepoy Mutiny is a two-player wargame simulating the rebellion of Sepoy troops in the British Indian Empire in 1857-58. One player represents the British command, and the other the leadership of the Rebels. Both sides are trying to gain control of India.
The game system is based on the one originally presented in our earlier S&T games: They Died with Their Boots On, Volumes 1 & 2 (S&T 236 & 242). It uses an interactive sequence of play in which command, rebellions and events are randomly generated. The British Empire player controls British Regular, Punjab (including Sikh), Loyal Sepoy, Auxiliary and Nepalese forces. The Rebels initially control no forces but will gain them from Sepoy and Rebel Badmashes units which mutiny.
Both players can also mobilize various Princely State forces. Each turn represents roughly two months of time. Each hexagon is about 40 miles across. Each unit represents anywhere from 2000 to 10,000 troops. Leaders represent major commanders, their staffs, and guard troops.
Components: One 22x34-inch map, 176 counters, and magazine. 1 vol, 84 pgs
2019 US, DECISION GAMES
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1-930321
various STRATEGY & TACTICS # 321: Paratrooper: Great Airborne Assaults, Korea
Paratrooper: Great Airborne Assaults, Korea is a game system simulating airborne operations. There are two players, commanding the airborne and defending forces. Each game in the system will include one or more scenarios, representing different airborne operations. Units represent airborne (parachute, glider) and ground forces, plus air support. Combat resolution is quasi-tactical. Central to play of the game is the command system, with players expending command points to conduct special actions. Scale: Ground units are companies and platoons. Each turn is about a third of a day's operations. Each hex is about 600 meters (half a mile).
This game includes two scenarios: OPERATION TOMAHAWK: Ridgway Springs the Trap, March 1951 SUKCHON-SUNCHON: Air Assualt on North Korea, October 1950
Components: One 22' x 34' map & 176 counters 1 vol, 84 pgs
2020 US, DECISION GAMES
NEW-pb, available mid January 2020 ......$40.00
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1-930322
various STRATEGY & TACTICS # 322: Banana Wars
Banana Wars: US Intervention In The Caribbean 1898-1935. Banana Wars is a two-player game simulating the period between 1898 and 1935 that saw increased US involvement due to the novelty and growing popularity of what else- the banana. During this period, the US Military participated in over 50 operations in a dozen Caribbean, Central and South American countries. Some interventions lasted for years. The occupation of Haiti lasted 19 years, the occupation of Nicaragua 21 years. In time, the US led seven separate invasions of Honduras.
Components: One 17x22-inch map, 80 counters, 55 playing cards, and magazine. 1 vol, 84 pgs
2020 US, DECISION GAMES
NEW-pb, available late February 2020 ......$40.00
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1-930323
various STRATEGY & TACTICS # 323:Rangers at Pointe du Hoc
Solitaire simulation of the US Army Ranger assault on the Pointe du Hoc on D-Day. The game challenges the player to do better than the actual Ranger attack up the cliffs that historic morning and also allows the player to fight the battle using the planned, rather than the actual, forces and landing beaches. The scenarios cover action through 0300 June 7, a span of almost 24 hours. The area movement map uses one inch representing one-quarter of a mile. Scale: Ranger units are groupings of 3 to 12 men, with the Germans shown at squad level and counters representing heavy artillery and machinegun emplacements.
Components: One 22x34-inch map, 280 counters, and magazine. 1 vol, 84 pgs
2020 US, DECISION GAMES
NEW-pb, available mid September 2020 ......$40.00
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1-930324
various STRATEGY & TACTICS # 324 Fight The Fall: Faesulae A.D. 405 & Tricamerum A.D. 533
Two-player wargame system that simulates the battles that occurred during the era AD 376 to 560, roughly the time from when the Goths crossed the Danube to the Byzantine reconquest of the west. The game system emphasizes command control, leaders and unique tactics. Players pick command markers to generate actions, modeling the chaos of the battlefield. The objective is to gain victory in battle, usually by destroying enemy units and morale.
Each hex represents an area about 100 yards across. Each unit represents from 400 to 2,000 men. This game includes two scenarios: Faesulae AD 405: Gothic chieftain Radagaisus vs. the Roman warlord Flavius Stilicho. Tricamerum AD 533: Flavius Belisarius vs. Gelimer (King of the Vandals), mid-December AD.533 west of Carthage.
Components: One 22x34-inch map, 176 counters, and magazine 1 vol, 84 pgs
2020 US, DECISION GAMES
NEW-pb, available mid October 2020 ......$40.00
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1-930325
various STRATEGY & TACTICS # 325 Italian-Ottoman War
Italian-Ottoman War 1911-1912 is a two-player wargame using a variation on the system used in Windhoek (S&T # 313) simulating the Italian invasion of the territories that became Libya in 1911 and the subsequent campaign that ended in the following year. The campaign saw the Italians seize the coastal towns, but the Ottomans, supported by local Arab and Bedouin tribes, fell back into the interior. The war came to an end via Italian naval attacks in the Aegean and elsewhere, with the Ottomans finally ceding Libya to Rome. This laid the foundation for the establishment of an Italian colony and had an obvious effect on the campaign in North Africa during World War II. Scale: Each hex represents 45 kilometers, with each game turn one to two months. Units are at the battalion level.
Components: One 22x34-inch map, 176 counters, and magazine. 1 vol, 84 pgs
2020 US, DECISION GAMES
NEW-softcover, available mid November 2020 ......$40.00
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1-930326
various STRATEGY & TACTICS # 326 The Battle of Mukden 1905
Mukden 1905 is a two-player simulation (easily adapted for solitaire play) of the climactic struggle of the Russo-Japanese War of 1904-05. Both players have the opportunity to attack and defend, but the main burden of the offensive is on the Japanese player. Scale: Each hex represents three miles (4.9 kilometers). The units of maneuver are regiments, brigades, divisions and one (cavalry) corps. Each full turn represents two days of real time.
Components: One 22' x 34' map & 228 counters. 1 vol, 84 pgs
2020 US, DECISION GAMES
NEW-dj, available mid December 2020 ......$40.00
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1-930327
various STRATEGY & TACTICS # 327 Suwalki Gap
Wargame covers the Polish-Lithuanian border between Belarus and Kaliningrad, and the potential of a Russian encirclement of the Baltic States by attacking over this route. Scale: Each hex is roughly 28Km (17.3miles) across. Each game turn represents one day. Each combat unit represents a battlegroup or task force and can be considered to include a mix of infantry, armour, artillery, and other support units.
Components: One 22x34-inch map, 280 counters, and magazine. 1 vol, 84 pgs
2021 US, DECISION GAMES
NEW-softcover, available early February 2021 ......$40.00
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1-930328
various STRATEGY & TACTICS # 328 Vicksburg May 1863
Vicksburg: The Assault On Stockade Redan (May 19th & 22nd 1863) is a two-player tactical wargame simulating the two Union assaults upon the Stockade Redan defensive position situated at the northeastern corner of the Vicksburg perimeter.
The Union player must assault and capture the imposing Stockade Redan earthworks that overlook Graveyard Road leading into Vicksburg (the most defensible position encompassing the city). The Confederate player must defend the Redan against the two historical assaults that attempted to take it (both failed with heavy casualties to the Union).
Capturing the Redan does not automatically assure a Union victory. If and when the first or second Union assault succeeds, the players must then consult the Gettysburg Matrix to determine if the impending collapse of Vicksburg will prevent Robert E. Lee's invasion of the North by compelling Jefferson Davis (who viewed Vicksburg as critical to the South's survival) to refuse Lee's risky plan to invade Pennsylvania, changing the course of the war.
Scale: Each game turn is equal to 5 to 10 minutes of real time. Each hex represents 12.5 yards (22.8 meters). Each unit-counter represents a company or regiment, depending on the unit type.
Components: One 22x34-inch map & 228 counters. 1 vol, 84 pgs
2021 US, DECISION GAMES
NEW-softcover, available mid April 2021 ......$40.00
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1-930329
various STRATEGY & TACTICS # 329 The Shanghai-Nanking Campaign 1937
The Shanghai-Nanking Campaign 1937 (SNC) is a two-player historical simulation of the largest single military campaign fought anywhere in the world during the interwar period. The Japanese player is primarily on the offensive, attempting nothing less than ending China's existence as an independent country via the political shock of the rapid conquest of that country's primary port and capital cities.
The units of maneuver are Japanese regiments or Chinese divisions. Japanese regiments were uniform and varied on their combat experience. Chinese divisions varied in manpower and training and so their combat strength and second step are reflective of those factors. Each hexagon on the map represents seven miles (11 km) from side to opposite side. Each full game turn represents approximately two weeks.
Components: One 22x34-inch map, 176 counters, and magazine. 1 vol, 84 pgs
2021 US, DECISION GAMES
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1-930330
various STRATEGY & TACTICS # 330 Mediterranean Empires: The Struggle for the Middle Sea 1281-1350
Mediterranean Empires: The Struggle for the Middle Sea, 1281-1350 AD is a low to intermediate complexity, two-player, strategic-level wargame simulating the fight for the Western and Central Mediterranean during the turn of the 13th-14th centuries. Players control either the French/Anjou forces and their allies, or Aragon and their allies. The map shows the Western and Central Mediterranean as it was during the 13th-14th centuries and is divided into its geo-political regions or areas with units moving across the map from area to area. There are seven game turns. Each game turn (GT) represents a decade. Units represent from 500 to 2000 men.
Components: One 22x34-inch map, 176 counters, and the magazine. 1 vol, 84 pgs
2021 US, DECISION GAMES
NEW-pb, available mid July 2021 ......$50.00
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1-930331
various STRATEGY & TACTICS # 331: On to Baghdad! WWI Wargame
On to Baghdad! is an operational-strategic level, two-player wargame covering the campaign in Mesopotamia and Persia in World War I. Players control either the Allies representing the British-Indian, Russians pro-Allied Persians, Kuwaitis, and pro-Allied Partisans or the Central Powers representing the Ottoman Turks (or Turks), Germans, Austro-Hungarian, pro-CP Persians, and pro-CP Partisans. The Allied objective is to gain strategic control of Mesopotamia and Persia, including oil resources and critical cities. The Central Powers objective is to retain control and threaten British interests in the Persian Gulf and India Each hex on the map represents 35 kilometers. Each turn represents six months. Ground units are mostly divisions, with breakdowns. Air units are mainly squadrons. Partisans represent groups of guerrillas.
Components: One 22x34-inch map, 176 counters, and magazine. 1 vol, 84 pgs
2021 US, DECISION GAMES
NEW-softcover, available late August 2021 ......$50.00
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1-930333
various STRATEGY & TACTICS # 333:Operation Unthinkable
Operation Unthinkable is a two player alternative-history wargame intended to investigate the strategic parameters that would have been in place during the first month of operations had the Anglo-Allies and Soviets gone to war against each other starting on or about July 1945.
The map illustrates the militarily significant terrain found in and around this portion of Germany in 1945 when portrayed at this scale. Each hex on the map represents five miles (8 km) from side to opposite side. The Soviet units of maneuver are corps or corps equivalents (western division equivalents). Those on the Allied side are mostly divisions, along with a separate brigades and regiments. The rules abstractly represent air power with the presumption that the Allies would have unchallengeable air supremacy. Each full game turn represents half a week of real time.
Components: One 22x34-inch map, 228 counters, and magazine. 1 vol, 84 pgs
2022 US, DECISION GAMES
NEW-softcover, available mid February 2022 ......$50.00
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1-930334
various STRATEGY & TACTICS # 334: Rio Grande War Wargame
Rio Grande War is a two-player wargame on a hypothetical war between the United States and the Empire of Mexico following the American Civil War. The assumption is that France's Napoleon III decided to back up Maximilian with the French army to maintain his power in Mexico, and the US responded with an invasion. At stake: The fate of North America!
One side commands the Imperial forces (Maximilian and his French allies), and the other the Allies (US and Mexican Republic). The central game mechanism is Action Points (AP). AP are a quantification of each sides command and logistical capabilities. Players expend AP to recruit units and conduct various military operations. Each hex on the map represents 45 miles. Each game turn represents one to two months. Combat units represent divisions, brigades, regiments, and groups of partisans/bandits. Infantry and cavalry units include attached artillery, pioneer and logistic support. Leaders represent an inspirational to competent commander plus whatever troops they bring to the field. Also includes magazine. 1 vol, 84 pgs
2022 US, DECISION GAMES
NEW-dj, available late March 2022 ......$50.00
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1-930335
various STRATEGY & TACTICS # 335: Descent on Malta
Descent on Malta is a solitaire operational level simulation of the planned but never executed Axis airborne assault on the British island fortress of Malta. The player controls Axis forces (Germans and Italians). The game system controls the opposing Allied forces and reaction. The objective of the game is for the Axis to capture Malta at the lowest possible cost in casualties.
The design is based on the Crete '41 game (World at War # 47). The game includes optional rules that allow for two or more players to control different parts of the Axis invasion. Descent on Malta is an area movement game with 1 inch on the map representing 2.5 miles. The map shows Malta, the adjoining islands of Gozo, Comino, and surrounding waters, with displays (boxes) representing Axis units in Sicily and southern Italy. Ground units represent Axis and British regiments, battalions, and companies; Axis air units represent 3 to 6 squadrons. Each turn equals anywhere from 4 hours of intense combat action to two days of attritional warfare and refitting.
Components: One 22x34-inch map, 228 counters, and magazine. 1 vol, 84 pgs
2022 US, DECISION GAMES
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1-930336
various STRATEGY & TACTICS # 336: First Punic War 264 to 241 BC
First Punic War 264 to 241 BC is a two-player wargame of the first great military clash between the Roman Republic and the Carthaginian Empire, spanning 24 years in the 3rd century BC. At this time, Rome controlled a federation of states in Italy, while Carthage was the major power of the Western Mediterranean.
The war was centered around the island of Sicily, but also saw campaigns in Sardinia and North Africa, with the possibility for more operations elsewhere around the region. Each game turn (GT) represents three years. Each hex is 40 miles across. Roman combat units represent legions plus attached cavalry (4000 to 5000 men) and groupings of auxiliaries (1000 or more men). Carthaginian units represent groups of various troop types representing 1000 to 10,000 men. Naval units represent about 50 warships each. Leaders represent an inspirational to competent commander plus a guard.
Components: One 22 x 34-inch game map, 176 5/8-inch counters, and magazine. 1 vol, 84 pgs
2022 US, DECISION GAMES
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1-930337
various STRATEGY & TACTICS # 337: Caporetto: The Italian Front 1917-1918
Two-player wargame of the last year of the Italian Front, from the Central Powers' offensive of the Fall of 1917 until the end of the war in October 1918. In this game, both players command two powerful but fragile forces: the armies of Italy and Austria-Hungary that, in the last year of the war, were at the end of their tethers. Each game turn represents 1 month. Each hexagon is 10 kilometers from side to opposite side. Units are divisions, brigades, or equivalents.
Components: One 22 x 34-inch game map, 228 9/16-inch counters, and magazine. 1 vol, 84 pgs
2022 US, DECISION GAMES
NEW-pb, available late October 2022 ......$50.00
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1-930338
various STRATEGY & TACTICS # 338: Russian Boots South: Conquest of Central Asia
The game system is based on the previously published S&T games: They Died with Their Boots On Volumes 1 & 2, Julian, and Sepoy Mutiny. This two-player wargame simulates the Russian conquest of Central Asia during the 1850s to 1890s.
Two opposing players: Russian Empire and Khanates. The Russian Empire player represents the theater command of an autocratic empire. The Khanate player represents the various independent kingdoms and tribes of the region, with the possibility of intervention from forces on the periphery. Victory conditions are asymmetrical, with the Russians trying to conquer Central Asia and the Khanates trying to prevent this.
There are three scenarios, each representing a different situation. Each game turn represents from one to six years, depending on the pace of operations. Each hexagon on the map represents 80 to 90 kilometers (53 miles). Each Russian unit represents one or two battalion-sized groups of companies or squadrons. Other units represent brigade or division-sized units, along with corresponding logistics, as well as groupings of tribesmen or other fighters ranging between 1000 to 5000 fighters. Generals represent key commanders, their staffs, and an elite guard.
Components: One 22 x 34-inch game map, 176 5/8-inch counters, and magazine. 1 vol, 84 pgs
2022 US, DECISION GAMES
NEW-pb, available mid December 2022 ......$50.00
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1-930339
various STRATEGY & TACTICS # 339: Saddam Move South (Wargame)
A what-if, operational-level two player wargame covering a hypothetical Iraqi invasion of Saudi Arabia in 1990. The assumption here is that after the Iraqi army overran Kuwait in the first week of August 1990, Saddam Hussein continued the offensive to grab the vital oilfields of Saudi Arabia. In response, the United States leads a coalition of states to stop the Iraqis and then retake lost territories.
The game system is based on that of Desert One War, which models ground, air and amphibious operations. For the Coalition, the central game system is Air Transport Points (ATP) which represent strategic airlift capability. Each hex on the map represents 35 kilometers from side to side. Each turn of play represents anything from three days of intense combat to ten days of refitting. Ground units represent regiments, brigades, divisions, and groups of irregulars. Special operations forces (SOF) represent unconventional warfare activities. Aircraft units represent anything from one to four squadrons, depending on the quality of air force and operational tempo.
Components: One 22x34-inch game map and 9/16-inch counters. 1 vol, 84 pgs
2023 US, DECISION GAMES
NEW-pb, available late January 2023 ......$50.00
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1-930340
various STRATEGY & TACTICS # 340: French and Indian War Battles (Wargame)
French and Indian War Battles is a two-player grand tactical system for simulating battles in North America during the French & Indian War (1754-60). While these battles often involved small armies for the era, they decided the fate of the continent.
This game includes three scenarios; Lake George (Sep 1755), Fort Oswego (Aug 1756), and Quebec (Sep 1759). Each battle has its own map, special rules, and counters.
Each game turn represents from 10 minutes to one hour depending on the pace of operations. Each hex represents 50 to 150 yards, depending on the scenario. Combat units represent anything from a wing (two or more companies) to a battalion. Each combat strength point represents 40 to 150 men, depending on the quality of training and weaponry. Each artillery unit represents two to six guns. Leaders represent a single great commander plus staff.
Components: One 22 x 34 inch map and 176 5/8-inch counters. 1 vol, 84 pgs
2023 US, DECISION GAMES
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1-930341
various STRATEGY & TACTICS # 341: Return to Europe: Sicily & Italy July-Nov 1943 (Wargame)
Two-player wargame is the sequel to Desert Fox Deluxe that covers the Allied invasion of Sicily and southern Italy. The operation was viewed as only a limited offensive to secure the Mediterranean and force Italy out of the war. The Germans also intended only a limited effort to delay the Allies while a strong defense was established at the far north of the peninsula. Both sides scented greater possibilities in the early going and were drawn into what would become a grueling and expensive campaign.
There are two scenarios, each covering all or part of the campaign. One player or team of players commands the Allied forces, the other the Axis. In general terms the Allies are trying to knock Italy out of the war and seize the greatest amount of territory as possible, while the Axis seeks to maintain control of Italian territory for the maximum amount of time. Each game turn represents one month with up to six player impulses in each GT. Each hex represents 6.7 miles (10 kilometers) from side to side. Combat units represent brigades/regiments to companies.
Components: One 22 x 34-inch game map, 280 1/2-inch counters, and magazine. 1 vol, 84 pgs
2023 US, DECISION GAMES
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1-930342
various STRATEGY & TACTICS # 342: Carolingian Twilight - Decline of an Empire AD814
Two- to six-player game covering the decline of the Carolingian Empire following the death of Charlemagne (Charles the Great) in AD 814. The Salic Law of the Franks required that at a man's death, his property was divided among all his sons, which led to civil wars among Charlemagne's descendants when the inheritance in question was the Empire itself. From the various wills, wars, and treaties dividing and redistributing the Empire during the 800s, emerged the nuclei of the modern states of France, Germany, and Italy.
Each scenario depicts the period following a particular division of the empire, with each player taking on the role of one of the heirs. The object of the game is to reunite the Empire under a single ruler, while fending off not only fraternal Frankish rivals, but also the hostile surrounding foreign powers. Each game turn represents 1 year. The map scale is one inch to 75 miles. Each area is an historical region. Each unit represents 100-5000 soldiers (plus camp followers, etc.).
Components: One 22x34-inch game map, 280 1/2-inch counters, and magazine. 1 vol, 84 pgs
2023 US, DECISION GAMES
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1-930343
various STRATEGY & TACTICS # 343: Operation Albion 1917-18
Operation Albion: Germany versus Russia in the Baltic, 1917-1918 is a two-player operational wargame of the campaign in which the Germans captured the city of Riga and took critical islands in an amphibious operation. Operation Albion in part led to the collapse of the Russian Provisional Government and brought the final German victory in the East. The campaign was one of the few joint land-naval-air operations of World War I.
Albion is a combined naval-air-land campaign. Players conduct actions which encompass discrete combat, logistical, intelligence, and other operations. A player can conduct one or more actions per turn. All units in the game use a similar combat system, showing the interaction of naval, air, and land forces.
Each game turn represents from one day to one month depending on the pace of operations. A player may take multiple actions each GT. One inch on the map represents 40 kilometers. Ground units represent regiments, brigades, and divisions, or equivalent formations. Aircraft units represent squadrons. Ship units represent divisions of one to three battleships or battlecruisers, four to eight other cruisers, flotillas of twelve to twenty destroyers, or various numbers of other ships types. The game also includes the post-Albion German intervention in the Finnish Civil War of 1919.
Components: One 22 x 34-inch game map, 176 5/8-inch counters, and magazine. 1 vol, 84 pgs
2023 US, DECISION GAMES
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1-930344
various STRATEGY & TACTICS # 344: The Great Turkish War
The Great Turkish War is a low- to intermediate-complexity, two-player, strategic-level wargame simulating the fight for the Balkans and the Eastern reaches of the Holy Roman Empire in the late 17th century. In 1683, the Ottomans launched their last major offensive on Vienna. The siege failed thanks to the timely arrival of reinforcements from Poland and the Empire. During the next decades the Holy Roman Empire, Russia, Poland, and Venice engaged the still-powerful Ottomans in the Balkans and in the Aegean. Better leadership and military advances allowed the Austrians to inflict several decisive defeats on the Ottomans and conquer most of Ottoman Hungary. For the first time in centuries, the Turks were in strategic retreat in Europe.
Each game turn represents 1 year. Each hex on the map is approximately 60 km (36 miles) from side to side. Each combat unit represents 3,000 to 6,000 combatants depending on unit type.
Components: 22 x 34-inch game map, 176 5/8-inch counters. 1 vol, 84 pgs
2023 US, DECISION GAMES
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1-930345
various STRATEGY & TACTICS # 345: Tanks of August: Georgia 2008
Tanks of August is a two-player game of the conflict in Georgia and the two separatist entities of South Ossetia and Abkhazia during mid-August 2008. The Russian player is attempting to destabilize Georgia, destroy infrastructure and her armed forces, and render it unable to join NATO, thus leaving it as a buffer zone. By consolidating the separatist entities of South Ossetia and Abkhazia, Georgia faced a dilemma: recognize the independence of the two breakaway regions and try to join NATO or remain a frozen conflict and therefore unable to join NATO or the European Union in the foreseeable future.
Each game turn represents one day. The map scale is set at 10 km (6.2 miles) for each hex. Combat units are battalions with higher level headquarters providing additional capabilities. Air power and other supporting arms are abstracted using strike markers and events.
Components: 22x34-inch game map, 176 5/8-inch counters, and magazine. 1 vol, 84 pgs
2024 US, DECISION GAMES
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1-930346
various STRATEGY & TACTICS # 346: Andrew Jackson's Battles Wargame
Andrew Jackson's Battles is a two-player tactical simulation of battles on the American frontier during the early 19th century, concentrating on the two major actions (Horseshoe Bend and New Orleans). Each game in the system is based on one battle of this period, with its own map, special rules and counters representing the military formations that participated in the original action. The rules model the overall effects of weapons and tactics in an era in which regular tactics were tempered by frontier fighting, and include combat, leadership, and morale.
Each hex on the map represents 50-200 yards, depending on the scenario. Each game turn represents 10 minutes to one hour. Combat units represent anything from individual companies to wings (two or more companies) and/or battalions. Each artillery unit represents two to six guns. Leaders represent a single commander plus staff.
Components: 22x34-inch game map, 176 5/8-inch counters, and magazine. 1 vol, 84 pgs
2024 US, DECISION GAMES
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1-930347
various STRATEGY & TACTICS # 347: Operation Holland
Operation Holland is a two-player alternative history wargame intended to investigate the operational parameters that would have been in place during the first eight days of fighting across northern Belgium and southeast Netherlands had Hitler decided to launch his massive counteroffensive toward Antwerp from there instead of the Ardennes. Such a German effort, if maximally successful, would likely have caused a three-to-four-month delay in the historic timeline of the Anglo-American advance into Germany.
In turn, that would have allowed Hitler to concentrate greater forces in Poland to seriously slow or defeat the Soviet offensive there in January, causing a similar delay in the Red Army's seizure of Berlin.
Each game turn represents 12 hours. Each hexagon on the map is three km (1.86 miles) from side to opposite side. The maneuver units for both sides are primarily divisions, but also include some separate brigades, regiments, battalions, and companies. Allied air supremacy is (just as it was historically) hampered by the winter weather prevalent across the fighting front for most of the period covered by the game, and it is therefore represented only abstractly regarding those effects. This game is the second volume of a series of four games, the Alternative Battles of the Bulge Series. Each game uses a situationally adapted version of the same overall system to collectively cover all the various plans Hitler considered historically for his winter counteroffensive.
Components: 22 x 34-inch game map, 176 5/8-inch counters, and magazine 1 vol, 84 pgs
2024 US, DECISION GAMES
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1-930348
various STRATEGY & TACTICS # 348: Siege of Jerusalem
Siege of Jerusalem is a two-player wargame simulating the epic Roman assault on the city of Jerusalem in AD 70. The battle pits a veteran Roman army commanded by Titus Flavius against Judean rebels who are making an epic stand. The game system emphasizes command control and the use of both troop and siege units. Players randomly pick command markers to generate actions, modeling the chaos of battle. The Roman objective is to take Jerusalem, while the Judean objective is to delay the Romans long enough to claim an apocalyptic victory.
There are two players in the game: Roman and Judeans. The game consists of five months of battle (one turn each). Within each month turn there will be several Impulses, each representing anywhere from a day to a couple weeks of intense combat plus periods of reorganization. Each hex on the map represents 200 yards. Each Roman Legionary unit represents two cohorts (800 to 1,000 men). Cavalry units are about 400 each. Auxiliary units represent groupings of 1,000 men. Judean units range from 500 to 2,500 fighters. A leader represents a great man or a lower commander along with their staff and elite guard troops.
Components: 22 x 34-inch game map, 228 9/16-inch counters, and magazine. 1 vol, 84 pgs
2024 US, DECISION GAMES
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1-930349
various STRATEGY & TACTICS # 349: Korea
Solitaire wargame covering the first year of the Korean War (July 1950 to June 1951). The game covers the critical mobile stage of the war when a decisive victory was in the cards. Historically, this phase ended in a stalemate with the front stabilized at the 38th parallel. The player controls the United Nations Command (UNC) while the game system controls Communist forces. The objective for the player is to gain the decisive victory that proved elusive in 1950-51. The game rules provide asymmetrical capabilities for each side. There are also options for the employment of additional UNC forces and US nuclear weapons. While a solitaire game, two or more players can also play Korea, each taking charge of different UNC forces.
Each game turn represents one month of operations. The map is set at 30 miles to the inch. Most combat units are corps, divisions, and brigades/regiments.
Components: 22 x 34-inch game map, 176 5/8-inch counters, and magazine. 1 vol, 84 pgs
2024 US, DECISION GAMES
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1-930350
various STRATEGY & TACTICS # 350: Reves de Gloire
Reves de Gloire is a solitaire, strategic-level wargame of the Napoleonic Wars between 1805-14. The player takes the role of Napoleon Bonaparte, the newly self-crowned Emperor of France, determining French foreign and military policy, establishing Bonapartist dynasties in satellite states, and raising and leading French and allied armies and fleets in an era of ever-shifting alliances. The game system controls the opposing Coalition forces led by Great Britain. The objective of the Empire is to conquer or control either Great Britain, or as much of Europe as possible, without upsetting the balance of Power, and thus triggering radical revolution or conservative reaction.
Each game turn represents one year. Sizes of the regions vary but are generally at least 100 miles across. Unit sizes are army level (10,000+) with individually named leaders.
Contains: 22x34-inch map, 228 9/16-inch counters, and magazine. 1 vol, 84 pgs
2024 US, DECISION GAMES
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1-930351
various STRATEGY & TACTICS # 351: Bosnian War
Bosnian War is a two-player simulation of the brutal conflict that took place in Bosnia and Herzegovina in 1992-1995. There are two players: the Bosnian government (BiH) player and the Bosnian Serb (VRS) player. The Bosnian Government player controls the units of the Croatian Defense Council (HVO) although certain game events allow the Serb player to control the HVO units. The Serb player can also control the units of the Krajina Serb Army (SKV) through random events or NATO intervention. The Bosnian Government player can also control units of the Croatian Army (HV) under certain conditions. In this game, the enemy population is not a victim of collateral damage, rather it is a target, so conquering towns and cities is a key aspect of the game.
Each game turn represents three months of time. Each hex represents 12 km (7.5 miles). Each combat unit represents a task force ranging in size from a regiment to a division. Contains: 22 x 34-inch game map, 176 5/8-inch counters, and magazine. 1 vol, 84 pgs
2025 US, DECISION GAMES
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1-938002
Various S&T QUARTERLY # 2: America in World War I
America in World War I: In April 1917, the United States entered World War I and the American Expeditionary Force (AEF) proved decisive in the ensuing Allied victory on the Western Front. Yet, a mere 10 years prior the US military was woefully unprepared for war.
How did America build a war winning military that deployed tanks, airplanes, and cutting edge combat divisions? This issue tells the story of the rise of American military doctrine in the late 19th century, the Spanish-American War, and the Herculean efforts to build a modern military. It also shows how the AEF fought and won big battles on the front lines of one of the greatest wars in history, as well as establishing the foundations for the US military that triumphed in World War II and remains a major force on today's global scene.
This issue includes analysis, maps, orders of battle, descriptions of weapons, and biographies of notable military figures such as John Pershing, Billy Mitchell, the young George Patton, and Homer Lea. Includes a map poster. 1 vol, 48 pgs
2018 CA, DECISION GAMES
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1-938010
Various STRATEGY & TACTICS QUARTERLY # 10 - Whirlwind: Kursk to Berlin.
Despite massive losses in the first 18 months of fighting, the Soviets were just reaching their peak strength, coupled with an increasing stream of weapons, supplies, and equipment from the western Allies. Massive offensives were undertaken across the front, breaking at first on the bulwark of German tactical and operational superiority. Over time the Soviet advantages grew while German resources shrank, and the offensives began to land telling blows. Chronicles the individual battles and evolution of the opposing armies. Detailed maps, orders of battle, and weapons descriptions support the narrative. 1 vol, 48 pgs
2020 US, DECISION GAMES
NEW-softcover, available late July 2020 ......$20.00
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1-938017
Various STRATEGY & TACTICS QUARTERLY #17: Napoleon's Art of Battle w/ Map Poster
Napoleon's Art of Battle: System or Genius? The rise of Napoleon Bonaparte to the French throne stemmed from a series of battlefield victories over the armies of every European dynasty. Those battles were sought by Napoleon after careful planning and maneuver to give him the edge on the contested field. This work examines the nature of that process, both in the weeks and days leading to the collision and the hours during which it was brought to fulfillment. 1 vol, 116 pgs
2022 US, DECISION GAMES
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1-938019
Various STRATEGY & TACTICS QUARTERLY #19: French & Indian War
This issue digs into the details of the French & Indian War -- a remote corner of the Seven Years War where small battles and campaigns determined the outcome for a continent. 1 vol, 116 pgs
2022 US, DECISION GAMES
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1-938020
Various STRATEGY & TACTICS QUARTERLY #20: Aircraft Carriers
Aircraft Carriers: Every age of naval warfare is dominated by one ship type, from ancient galleys through ships-of-the-line to dreadnought battleships. The middle of the 20th century was dominated by the aircraft carrier, and they remain a fixture in major navies to this day. The aircraft of the day were only good for observation, but in that role they gave a fleet eyes beyond the horizon for the first time in history. As aircraft became more powerful, the carrier challenged, then supplanted, the battleship as queen of the sea. Today carriers are in turn being challenged by long range missiles, nuclear attack submarines, and space-based platforms. 1 vol, 116 pgs
2022 US, DECISION GAMES
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1-956059
various World at War # 59: The Luzon Campaign, 1945
This solitaire wargame covers the fighting across the main Philippine island of Luzon early in 1945. The first turn represents one week, each turn after that represents half a month. Each regular hexagon represents 6.75 miles (11 kilometers) from side to opposite side.
You, as the single player cast in the role of US Sixth Army Commander Lt. Gen. Walter Kruege, actively command the invading US forces, while the rules direct you in the deployment of the defending Japanese. You win or lose via the seizure of (or failure to seize) key areas on the map.
In turn, you're under considerable time pressure from theater commander Gen. Douglas MacArthur (portrayed passive-aggressively by the victory conditions and six-turn limit) to be finished with the major portion of the campaign no later than the end of March. That's necessary to allow the redeployment of major aero-naval assets for the Iwo Jima and Okinawa battles.
Components: 22x34-inch map, 228 die-cut counters, and magazine. 1 vol, 62 pgs
2018 US, DECISION GAMES
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1-956060
various WORLD AT WAR 60: Eisenhower's War
Eisenhower's War (EW) is a two-player wargame covering the final 11 months of World War II in northwest Europe, from D-Day through the end of April 1945, when the Anglo-Allied campaign in the west effectively came to its end. The game is also easily adaptable for solitaire play. The political boundaries shown on the map are those drawn by Hitler prior to his downfall.
Victory is judged by measuring the player's performances against that of their historic counterparts, with the historic outcome reckoned as a draw. If the Allied player does better than Eisenhower, he will be adjudged to have won the game. If he does worse, he'll be reckoned to have lost the game. Each turn of play equals one or two months of 'real' time, depending on the time of year.
Components: 22x34 inch map, 176 die-cut counters. 1 vol, 62 pgs
2018 US, DECISION GAMES
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1-956063
various WORLD AT WAR # 63: The Central Pacific Campaign
The Central Pacific Campaign is a solitaire, strategic-level wargame of the struggle for control of the Central Pacific during World War II. The solitaire player is commanding the US forces and the system controls the Japanese forces. The player wins by accomplishing historic campaign milestones ahead of what was done historically, thereby opening the way for an earlier invasion of Okinawa or Formosa.
Most ground units represent divisions, brigades or regiments. Aircraft units represent two groups or regiments (six to eight squadrons), and are each identified by the primary type of aircraft in those units. Ship units represent one fleet aircraft carrier, divisions of two light or escort carriers, two battleships, four cruisers, squadrons of six to eight destroyers and one light cruiser. The map is drawn to emphasize the strategically critical zones and islands in the Central Pacific. Each grid box on the map is 300 miles from side to side. Each turn represents one month.
Components: 22x34 inch map, 228 die-cut counters. 1 vol, 62 pgs
2018 US, DECISION GAMES
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1-956069
various WORLD AT WAR # 69: 1st Panzer Breakout
Breakout: First Panzer Army is a two player game that allows players to examine the operational challenges in the battles between the Soviet and German Armies in the northwest Ukraine in March and April 1944, leading to 1st Panzer Army Pocket. Most units are represented as corps-sized units with German garrison units represented as regiments or brigades. Each combat unit displays several types of information: nationality and type, organizational size, attack factor, defense factor, historical identification and substitute counter status.
Components: 22x34 inch map, 176 die-cut counters, Magazine 1 vol, 62 pgs
2019 US, DECISION GAMES
NEW-softcover, available late October 2019 ......$40.00
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1-956070
various WORLD AT WAR # 70: Great Pacific War
Great Pacific War is a two player strategic simulation of hypothetical campaigns fought between the United States and Japan in the Pacific Theater of Operations sometime in the 1920s or 1930s. Units include many forces which were planned but not built, such as US Navy battlecruisers. The game system shows the effects of various operations over the course of a scenario. Players conduct actions that encompass discrete combat, logistical, intelligence and other operations. A player can conduct one or more actions per turn, depending on control of bases. Ground units in the game represent corps or armies. Aircraft units represent six to twelve squadrons of aircraft. Ship units represent one fleet aircraft carrier, divisions of two or three battleships, four to eight cruisers, flotillas of twelve to twenty destroyers, or various numbers of other ships types. Each grid on the map is about 550 miles across. Each turn represents one month of operations.
Components: 22x34 inch map, 176 die-cut counters. 1 vol, 62 pgs
2020 US, DECISION GAMES
NEW-pb, available mid January 2020 ......$40.00
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1-956072
various WORLD AT WAR # 72:Paratrooper: Palenbang & Primsole Bridge
Paratrooper is a two player game system simulating airborne operations from World War II to Korea. Each game in the system will include one or more scenarios, representing different airborne operations. This first game includes two scenarios. The first is Palembang: The Air Assault on Sumatra, February 1942, the Japanese airborne operation that attempted to gain control of the Dutch East India oilfields. In the second, Primosole Bridge: The Clash of Airborne, Sicily July 1943, the British 1st Airborne Brigade clash with the German 1st Fallschirmjaeger Division. Units represent airborne (parachute, glider) and ground forces at the company and platoon level. Each hex on the map represents approximately one mile. Combat resolution is quasi-tactical. Central to play of the game is the command system, with players expending command points to conduct special actions.
Components: 22x34 inch map, 176 die-cut counters. 1 vol, 62 pgs
2020 US, DECISION GAMES
NEW-pb, available late April 2020 ......$40.00
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1-956076
various WORLD AT WAR # 76: Operation Jupiter: Churchill's Plan to Invade Norway, 1942
Two-player wargame simulates the possible events that could have unfolded during the first 30 days of this planned but never run World War II campaign. The British prime minister had intended it as a strategic alternative for Operation Torch. A complete game takes from two to three hours to complete. Each hex on the map equals 10 miles (16.2 km). Each full turn represents three days. Ground units represent a regiment, brigade or division (or ad hoc equivalents) of about 2,500 to 12,000 men and/or 50 to 350 armored fighting vehicles. Allied forces are organized into three groupings: those of the US, British and their Commonwealth partner Canada, and the Soviet Union. The counter sheet contains 48 variant and errata counters for World at War #70, Great Pacific War and 11 variant counters for World at War #74, Munich War.
Components: 22x34-inch map, 176 die-cut counters. 1 vol, 62 pgs
2021 US, DECISION GAMES
NEW-softcover, available late January 2021 ......$40.00
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1-956081
various WORLD AT WAR # 81: Balkans 1944 Wargame
Balkans 1944. In late Summer 1944, the Soviets were poised to invade the Balkans after having inflicted a crushing blow to the Wehrmacht at Belarus. On 20 August, after a period of relative calm on the front, the Soviets opened up their offensive between the Black Sea and the Carpathians. Despite the German counterattacks and setbacks such as Debrecen, by Christmas Eve the Red Army was besieging Budapest, joined by the Yugoslav Partisans, and occupied Bulgaria and Romania.
Components: 22x34-inch map, 176 die-cut counters, and magazine. Includes articles on Pre-WWII Japanese Naval Planning, US Mechanized Cavalry, and Mexican and Brazilian Air Forces. 1 vol, 62 pgs
2021 US, DECISION GAMES
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1-956085
various WORLD AT WAR # 85: Budapest (Wargame)
Budapest Campaign: October 1944 to February 1945 is a wargame of the Soviet offensive in Hungary in late 1944 and early 1945 which culminated in the conquest of the city of Budapest. Throughout this campaign the Axis launched successive counterattacks which regained ground but, in the end, failed to stem the Soviet tide.
There are two players: Axis and Soviets. Each side is divided into sub-commands. For the Axis, this includes Armee Kommando Nord, Armee Kommando Sud (these are not historical designators but are based on German operational practice by this period), and Hungarian forces. The Soviets have Second and Third Ukrainian Fronts, as well as the Romanian army.
Budapest Campaign ends just prior to the start of Spring Awakening (World at War #73) which covers the final German offensive on the Eastern Front. Both games use a variant of the DG Boots system to model command/control and logistics. Various command markers activate player sub-commands and launch major offensives.
Components: 22x34 inch map, 176 die-cut counters, and magazine. 1 vol, 62 pgs
2022 US, DECISION GAMES
NEW-softcover, available late June 2022 ......$50.00
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1-956089
various WORLD AT WAR # 89: The Crimean Campaign 1941-1942 (Wargame)
Strategic level two-player wargame (with strong operational undertones) of low-intermediate complexity covering the fighting across the peninsula that climaxed with the German capture of Sevastopol. The game's action took place historically between 28 October 1941 and 4 July 1942. The first date marks the German entry into the Crimea via the Perekop Isthmus, while the second marks the end of organized Soviet resistance across the whole peninsula.
Those nine calendar months are divided into chronologically varied and unequal numbers of turns. That approach allows for the convenient simulation of the ebbs and flows in the action that took place due to bad weather and logistical and command-control constraints.
Magazine articles include Japan's Indian Ocean Raid, Strategic Heavy Lift, and Fortress Battle 1944.
Components: 22x34 inch map, 228 9/16-inch die-cut counters, and magazine. 1 vol, 62 pgs
2023 US, DECISION GAMES
NEW-pb, available early March 2023 ......$50.00
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1-956090
various WORLD AT WAR # 90: Great European War, 1941-1943 (Wargame)
Great European War is a two-player game of an alternative World War II in Europe, based on the premise that Adolf Hitler did not order the invasion of the Soviet Union in June 1941. Instead, the Axis goes over to a naval-air offensive against the British with additional operations in North Africa and the Middle East, while waiting for America to enter the war and keeping a watchful eye on Stalin who may intervene.
The game assumes that the Western Allies decide on a Europe First Strategy, diverting forces and logistics from the Pacific. The Axis is under pressure to win the war before economic collapse sets in and the Allies to win before the Japanese seize too much of the Pacific. Given the shift in Axis logistics and planning against the British Empire and the US. only the westernmost Soviet Union is shown on the map, but there is emphasis on North Africa and the Middle East.
There are two players: Axis and Allied (to include the Western Allies and the Soviet Union). Both players can develop orders of battle by expending Mobilization Points. The game shows the war in Europe during the early and mid-war years before the full Allied buildup. Both sides will be fighting a war which is markedly different from that fought in the historical event. The game ends in 1943, the time when the Western Allies originally planned to return to Europe.
Components: 22x34 inch map, 280 1/2-inch die-cut counters, and magazine. 1 vol, 62 pgs
2023 US, DECISION GAMES
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1-956091
various WORLD AT WAR # 91: Stalin's 1st Victory & Battle of Taierzhuang
Two separate and distinct wargames: Stalin's First Victory (five-day campaign that determined the outcome of the 1929 Sino-Soviet War) and The Battle of Taierzhuang (1938) Both games are low complexity two-player grand tactical games that share many of the same rules and concepts.
Contents: One 22 x 34-inch map, Stalin's First Victory: 48 counters, Taierzhuang: 128 counters, and magazine with historical background . 1 vol, 62 pgs
2023 US, DECISION GAMES
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1-956092
various WORLD AT WAR # 92: Narvik 1940 (Wargame)
Two-player wargame of low to intermediate complexity that simulates the battles around Narvik, Norway in 1940. To control complexity and present an overall force commander's view of the battle, the game uses a tactically scaled map and units of maneuver coupled with an operationally scaled turn length. The Allied player is normally on the offensive, trying to clear the Germans from the Narvik area, but the German player has opportunities for counterattacks. The game starts in mid-April, after the Germans seized control of Narvik and just as the Allies have made their initial landings to begin their counteroffensive. Narvik models a battle fought in Arctic conditions with extremes of weather and long daylight hours. There was a chaotic command system on the Allied side and an overextended force on the German.
Each hex on the map represents 1.5 miles or 2.4km. Each game turn represents one week. Units of maneuver are platoons to battalions representing from 50 to 1000 men. Air units represent a variable number of sorties.
Components: one 22 x 34 inch map, 176 5/8 inch counters, and magazine. 1 vol, 62 pgs
2023 US, DECISION GAMES
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1-ATO2000
Various AGAINST THE ODDS ANNUALS: 2006 - 2020
OMM has acquired collection of Against the Odds Annuals in both boxed and ziplock versions. All are brand new, unpunched. First come first served. Against the Odds boxed with game: $45.00 each less 20% -- price is $36.00 each. Against the Odds ziplock with game: $35.00 each less 20% -- price is $28.00 each.
Against the Odds 2006 Annual: Toppling the Reich - the Battles for the Westwall Against the Odds 2007 Annual: Look Away! The Fall of Atlanta Against the Odds 2008 Annual: Operation Cartwheel - Breaking the Bismark Barrier Against the Odds 2009 Annual: Verdun - A Generation Lost Against the Odds 2010 Annual: Four Roads to Moscow Against the Odds 2011 Annual: Beyond Waterloo Against the Odds 2012 Annual: Forlorn Hopes Against the Odds 2014 Annual: Set Europe Ablaze Against the Odds 2015 Annual: Four Roads To Paris Against the Odds 2016 Annual: Confederate Rails Against the Odds 2017 Annual: Six Days of War Against the Odds 2018 Annual: Sea Monsters! (Naval Wargames) Against the Odds 2020 Annual: The Cruelest Month, Air War Over Arras 1 vol, 60 pgs
2009 US, AGAINST THE ODDS
NEW-Game/Magazine, one copy each issue, First Come, First Served ......$45.00
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1-ATO2011
Various AGAINST THE ODDS 2011 ANNUAL: Beyond Waterloo
Another Waterloo game? Not exactly. And much more. Beyond Waterloo begins with Napoleon entering Paris. Players are not 'locked' into marching the Armee du Nord on Brussels, but instead may pursue any number of grand strategic paths often discussed but never gamed. The map includes France - ALL of France - plus Belgium, Spain, Germany, Switzerland, and Italy. Wargame is designed by John Prados. 1 vol, 60 pgs
2011 US, AGAINST THE ODDS
NEW-Game/Magazine, one copy, First Come, First Served ......$55.00
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1-ATO2012
Various AGAINST THE ODDS 2012 ANNUAL - Forlorn Hopes
Forlorn Hopes covers the entire two-month campaign for the region, using a system that fully integrates air/sea/land operations. Derived from the popular titles 'Chennault's First Fight' and 'Operation Cartwheel' (both published by ATO), this game give both sides difficult choices in facing their different challenges.
The Allies are spread thin and facing multiple routes by which the enemy can attack. They know the maxim that 'those who defend everything defend nothing' but deciding what NOT to hold is difficult. You must make the Japanese pay for every gain...
The Japanese face an enemy already in control of much of the battlefield and fighting with their backs to the wall. They have a schedule crunch and must weigh to benefits of using high cost assets to gain objectives. The cost of success at too high a price is long term failure -- and who will tell the Emperor?
BOTH players can choose to increase their available forces, representing greater emphasis in overall planning. But the reinforcements come at a cost in victory points that could tip the scales to the enemy. Both sides are charged with using assets as effectively as possible. This is not an easy win for either side.
Includes one full color 22x34-inch mapsheet, 288 full color die-cut 5/8-inch counters, 16 pages of rules, 4 pages of charts and tables, medium complexity and low solitaire suitability. Playing time from 2 to 10 hours, depending on the scenario. 1 vol, 60 pgs
2013 US, AGAINST THE ODDS
NEW-box, Game/Magazine, one copy, First Come, First Served ......$55.00
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1-ATO2015
various AGAINST THE ODDS 2015 ANNUAL: Four Roads To Paris
Yes, it's the 2015 (Two thousand fifteen) annual -- ATO is a bit behind but catching up. Contains magazine and four wargames.
Shortly after Poland was conquered in 1939, Hitler begin urging an immediate attack in the West. The original plans were uninspiring and his generals feared an attrition stalemate. Over the winter the Germans keep taking the measure of their opponents and hit upon a plan was that inspired, risky, and utterly decisive. Ironic of Hitler to assume his remarkable success was simply the new template for all future campaigns. His eyes turned east....
But why, exactly, did France fall? This ATO Annual edition features four top designers all tasked with re-examining the 1940 campaign and answering that very question. They've each settled on a single overriding theme to focus on. Yes, here is an issue not just featuring a game or two, but four complete simulations that provide hours and hours of challenging play and comparison.
Strange Victory: A solitaire design that illustrates how just a few crack German divisions paralyzed the Allied decision cycle to produce a catastrophic failure on the Allied side. But the better the German player does may well panic his own High Command into ordering a halt!
Springtime for Hitler: Using an area-impulse game system, this design explores the angle that the Germans at this time were quite simply indeed 'supermen' at the top of their game. Possessing the best tactical airforce, the best plans and doctrine, well-motivated by National-Socialist ideology, and/or possibly sky high on panzer chocolate (Pervitin), they were unstoppable. Or were they?
The Seeds of Disaster: Examines how pre-war plans and on-going intelligence and counter-intelligence efforts, deceit and deception, and foolishly projecting one's own motives on the enemy were THE key factors in explaining what happened in 1940.
Betrayal!: The most unusual of the four games, the two players are Britain and France respectively, nominally allies, against an automata German player governed by the game system. Did the French do themselves in by folding up too early on? Or were they also done in by their British allies? Choosing to bug out quickly without informing their 'hosts' the British then refused the French any extra help, instead husbanding their resources for defense of Great Britain.... In this game both players may cooperate to win, but absolutely must position themselves to secure their national interests if France does fall.
Four Roads to Paris offers four complete simulations that will provide hours of challenging play and comparison. And as always, the Annual features an extended version of ATO magazine, with an in-depth look at the history behind the games plus other articles. 1 vol, 60 pgs
2017 US, AGAINST THE ODDS
NEW-Game/Magazine, one copy, First Come, First Served ......$55.00
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1-ATO2016
various AGAINST THE ODDS 2016 ANNUAL: Confederate Rails
Confederate Rails, designed by Richard H. Berg, is a unique type of railroad game. Players operate the historical railways of the Confederate States of America during the American Civil War - which ends up turning it into a kind of an 'anti-railroad' game. Not only do players have to deliver goods, supplies, and military loads during a difficult time, but they have to adjust to a dwindling rail network. Make yourself the proud owner of this challenging look at one of the failures that doomed the South. This Annual also features an extra game: No Safe Harbor covers a little known, but devastating Japanese air attack on the port town of Darwin, in northwest Australia that happened in February, 1942. This 'mini-Pearl Harbor' proved to the Allies there was simply no place to hide. Replay this epic event with this exciting game. 1 vol, 60 pgs
2018 US, AGAINST THE ODDS
NEW-Game/Magazine, one copy, First Come, First Served ......$55.00
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1-ATO2017
various AGAINST THE ODDS 2017 ANNUAL: Six Days of War
Wargame covers the 1967 war between Israel and an Arab coalition. The game begins with a Strategic Segment of card play and counter-play as each side adjusts its diplomatic standing and 'war footing' and shifts unit positions on the map. Random Events can vary from nothing important to forced actions, including withdrawal of UN peacekeepers, Jordan declaring war, and other events to the benefit of one player or another...or perhaps neither player will like.
Eventually the war will break out and players will have to jockey for initiative and conduct combat operations, all while knowing the UN could call for a cease-fire at any time. Medium complexity and playing time of up to three to four hours.
Also includes a historically based scenario that makes for a faster beginning (no preliminary card play) and serves as an excellent solo game.
Components: One full color 22x34-inch mapsheet, 288 full-color die-cut counters, 66 cards, 20 pages of rules, and two pages of charts and tables.
Also comes with a magazine full of historical articles.
Bonus Items Inside: All copies include an expansion kit for the solitaire game, Strange Victory (wargame covering France 1940 invasion published in 2015 Annual) plus additional cards for Die Atombombe -- card game pitting various Nazi departments against each other in race to develop an Atomic Bomb (published in ATO Issue 50).
Note: OMM carries Against the Odds back issues. OMM # ATO050 for ATO Issue 50.
1 vol, 60 pgs
2018 US, AGAINST THE ODDS
NEW-Game/Magazine, one copy, First Come, First Served ......$55.00
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1-ATO2018
various AGAINST THE ODDS 2018 ANNUAL: Sea Monsters! (Naval Wargames)
Iron and Fire is a moderate level complexity game covering the battles fought by the Peruvian Ironclad Huascar during the 1879 War of the Pacific against Chile. It basically outclassed everything it met and gobbled them up...until Chile concentrated their ships. Multiple scenarios.
First Strike is a solo game that looks at the first strike by carrier aircraft in military history, the British air raid on Christmas Day, 1914, against Cuxhaven. Using seaplane tenders and seaplanes, the goal was to not just strike at the Zeppelin sheds, but also hopefully lure out, engage, and destroy any elements of the Imperial German Navy that came out to strike back at the raiders. Includes air strike and sea battles involving Zepplins, U-boats, and capital ships.
Under Ten Flags starts early in 1939 when the German merchant raider Atlantis made its way into the South Atlantic to sink and capture Allied cargo vessels. Its crew used their skill in disguising the appearance of the vessel to aid its encounters or avoid enemy warships. The journey of the raider Atlantis lasted for almost two years, traveling over 100,000 miles in 602 days.
XXI is a solitaire game set in 1943 that challenges the player (acting as both Armaments Minister Speer and Grand Adm Donitz) to organize and complete construction of a fleet (or at least 'enough') of the new German Type XXI submarine -- then unleash the wonder weapon on the Allied convoys. However, this new sub is far larger, more complex, expensive, and resource and manpower intensive than previous submarines. Just a few of these new Type XXIs will do nothing. Only a radical transformation in shipbuilding techniques to mass produce the design - backed by the ruthless will to succeed - will enable this 'wonder weapon' to arrive in time...
Includes magazine with articles on Seapower Through the Ages, Huascar, Cuxhaven, 'Modernizing' Wargames, Eastern Front: Napoleon and Hitler, Analysis of ATO's Pocket Battle Games (Postcard Games), and Designing Games Tips and Techniques. 1 vol, 60 pgs
2020 US, AGAINST THE ODDS
NEW-Game/Magazine, one copy, First Come, First Served ......$55.00
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1-ATO2019
various AGAINST THE ODDS 2019 ANNUAL: La Vendee 1793 Wargame
This area movement game depicts the first Royalist rising in 1793, centering on the 'White' player's attempt to capture and hold Republican fortresses. If all goes well, the English may enter the fray. Meanwhile 'Blue' Republican armies attempt to overwhelm their weaker foe and implement a scorched-earth policy while partisans harry their every move. Event cards present both sides with opportunities and challenges.
Interactive system uses cards to move armies, offering high replay value, while players move partisans and detachments without cards. Fortress siege, British intervention, and optional rule that sends Napoleon Bonaparte to the Vendee instead of Toulon are all part of the rebellion. Good for miniatures campaign use, too.
Also includes a magazine with historical articles.
Game Components: One full color 22x34-inch mapsheet; 176 full color 5/8-inch die-cut counters, 26 cards, rules booklet; Complexity: Medium. 1 vol, 60 pgs
2021 US, AGAINST THE ODDS
NEW-game ......$55.00
with a discount of 10% rct
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1-CH041
various CRITICAL HIT: Vol 4 No 1
Volume 4, Number 1 of Critical Hit Magazine comes with new expansions for Advanced Squad Leader.
Included are the following articles: * Fighting Soldiers from the Sky (ASL paradrops) * Big Cat's Den (Designer Notes and play notes for that scenario) * Cold Reception (Scenario replay of that scenario) * Dictum Concentrate (ASL strategy article) * SW Teams and MG Crews (variant rules) * The Weapons Pit (variant rules)
There is also a countersheet with a few new vehicles and the 'Weapons Pit'
Also, it contains the following scenarios: CH73: THE STAND OFF; 18 September, 1941; Outside of Romny, Russia CH74: TROTEVAL FARM; 24 July, 1944; Near Verrieres, France CH75: THE BIG CAT'S DEN; 19 August, 1944; St. Lambert-Sur-Dives, France CH76: HURTGEN HELL; 6 October 1944; Hurtgen Forest, Germany CH77: DROP ZONE A; 24 March 1945, Two miles west of Hamminkeln, Germany CH78: THE OUTSKIRTS OF LEMBERG; 12 September 1939; Lemberg, Poland CH79: BAR's AGAINST PANZERS; 26 December 1944; Verdenne, Belgium CH80: CUT THE LINE; 17 December 1941; Route 1 near Ragay, Bicol Peninsula, the Philippines 1 vol, 52 pgs
1997 US, CRITICAL HIT, INC
NEW-softcover, inventory clear out ......$20.00
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1-DG1404
Various OPERATION OLYMPIC & CORONET: Wargame
Olympic & Coronet is a hypothetical simulation on a regiment-brigade level of the planned invasion of Japan. Olympic is the planned November 1945 invasion of Kyushu, the southernmost Japanese Home Island, while Coronet is the planned March 1946 invasion of the Tokyo Plain.
As the Japanese were committed to a strict operational plan organized around the theme of an aggressive beach defense, the basic version of Olympic & Coronet is a solitaire game in which a single player controls both opposing forces. During solitaire play, you should alternately direct each opposing force so as to maximize the ability of each to fulfill its particular victory conditions. You will have complete control over all American (US) units, while the Japanese units will be restricted by their doctrine rules. To as great a degree as possible, those prescribe how and when Japanese units move and fight. The Japanese doctrine rules fill the role of the absent Japanese player.
In addition to the basic solitaire version, rules for a two-player game, and optional rules for the solitaire and two-player versions are included.
In Olympic, the American objective is to rapidly destroy or drive all Japanese units from the extreme southern portion of Kyushu, and to do that as economically as possible in terms of American casualty points. The Japanese objective is to prevent the American objective from being attained by inflicting the greatest possible number of American casualty points and continuing to occupy and defend southern Kyushu for as long as possible.
In Coronet, the American objective is to rapidly destroy or drive all Japanese units from Tokyo and the surrounding area, and to do that as economically as possible in terms of American casualty points. The Japanese objective is to inflict the greatest possible number of American casualty points and continue to occupy and defend Tokyo and the surrounding cities and towns for as long as possible.
Game Contents: Two 34 x 22 inch maps, 560 counters, and a 32-page rules & campaign analysis booklet. 1 vol, 48 pgs
2018 CA, DECISION GAMES
NEW-softcover(ziplock), available early May 2018 ......$50.00
with a discount of 10%
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1-ST002
Various STRIKE FORCE ONE: The Cold War Heats Up (Mini-Game)
Introductory two-player wargame designed to introduce the concept of 'Conflict simulations.' The game consists of a folder with map, Combat Results Table, small counter sheet (with 10 units) and rules. Also provided was a complete turn-by-turn sample game. This game is a hypothetical meeting of U.S. and Soviet forces in West Germany. To win, the Soviet player must occupy two of the three town hexes in four turns, otherwise the U.S. player wins. 1 vol, 60 pgs
1979 US, SPI
V.GOOD-softcover, unpunched ......$10.00
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1-TPS01
Various TURNING POINT SIMULATIONS # 01: The Battle of Marathon
The Battle of Marathon took place where, oddly enough, two armies confronted each other for FIVE days with almost no fighting, and Athenian democracy was put to the test as the Greek forces debated (and voted) whether or not to attack the Persians.
As to the battle itself, numbers are uncertain but we know the Greeks were heavily outnumbered. We know also that the two armies' fighting style and equipment were near opposites, with Greeks depending on shields, armor, and close-quarter fighting and Persians depending on missile weapons and skirmishing. It seems pretty clear that the Greek army ran (or advanced at speed) as soon as they got within bow range, to reduce the time they would endure arrows without being able to retaliate. At under two hours of play time, you can make your own explorations into this battle without scheduling 'marathon game sessions' in order to play. With a mounted, full color 11' x 17' map and just over 175 unit counters, you'll be able to try various strategies and see what differences you can make on the outcome. Units activate by chit-pull per formations and combat includes both melee and ranged fire. Leadership and morale matter (in several ways) and combat results use step reduction and several levels of unit deterioration. The game offers a historical set-up scenario plus variants for both set up and reinforcements. With the variants, it's possible that the Spartans may finally show up to the battle.
Map: Full color, 11x17-inch mounted mapboard Pieces: Over 200 full color, large 5/8-inch die-cut counters Rulesbook: 8 pages plus one player aid card Skill Level: Easy 1 vol, 1 pgs
2019 US, AGAINST THE ODDS
NEW-boxed game ......$40.00
with a discount of 10% rct
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1-TPS20
Various TURNING POINT SIMULATIONS #20: The Battle of Stalingrad
Stalingrad comes with hard-mounted maps and mounted, die-cut counters. Each battle is presented in a design of low complexity, but high challenge, from some of the industry's top designers.
Bitter fighting went from block to block, then building to building, and -- literally -- room to room. German troops joked that they had, 'Captured the kitchen but were still fighting for the living room.' Soviet soldiers in the city said, 'There is no land on the other side of the Volga.'
But the battle for Stalingrad the city was only part of the German 1942 campaign, with its multiple priorities of political objectives (like Stalingrad) and resource objectives (like the Caucasus). Now, gamers can face the same questions and try to do better.
Each hexagon on the map is about 33 miles/55 kilometers from east to west. Each turn represents one-half of a month. The typical combat units on the map are Soviet Armies, Axis minor allied Armies and German Corps. 1 vol, 1 pgs
2011 US, AGAINST THE ODDS
NEW-boxed game ......$35.00
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1-COM1005
Verlaque, Renaud THE PRICE OF FREEDOM: The American Civil War 1861-1865
A fast playing card-driven game depicting the entire 4-year struggle of the ACW. The game is designed to play to completion in about 3 hours, making it ideal for tournament play and for gamers with limited time. Uses a variation of the popular card-driven system found in many other games that provides strong historical flavor and high replay value. There are 25 historical army commanders represented, each with varying levels of ability affecting the maneuver and combat capabilities of the corps they command. Contains 1 25 x 19 inch cardstock map, 132 counters, 1 deck of 55 playing cards, 2 player-aid cards, 1 rulebooks, 2 six-sided dice. Play time is 2-3 hours. 1 vol, 1 pgs
2008 US, COMPASS GAMES
NEW-box o/p, only one (1) available, first come first served ......$69.00
with a discount of 20% rct
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1-COM1199
Vitale, Michael DESERT BLITZKRIEG: Rommel's North African Campaign
Two-player game covering the North African desert from April 1941 to December 1942. Units are regimental level and Divisional Integrity is key to maximizing the density of your forces on the map covering eastern Libya and western Egypt from Aghelia to El Alamein. The game is of low-moderate complexity and features a Point-to-Point system while introducing a number of unique features.
Movement is along three different road types. Limited Port movement is possible. Supply Unit availability is critical for battles as supply units must be expended to conduct a battle. Simple but involving combat. Battles use a Battle Board with a Front Line and Second Line where positional tactics to maximize Combat Values are key. Battles can be a 'game within a game' and go for many rounds or be over quickly depending upon the player's decisions. Unit types reflect different capabilities on the Battle Board and the main map. A deck of event cards is provided to introduce a limited set of random events that will force players to deal with the uncertainty of combat.
Product Information: * Complexity: 4 out of 10 (Low/Moderate) * Playing time: 2.5 hours for short game, 10+ hours for full campaign * Solitaire Suitability: Medium * Players: Two (suitable for solitaire play) * Map Scale: Abstract (point-to-point) * Time Scale: Monthly turns * Unit Scale: Regimental equivalents with Divisional Integrity
Game Components: * One 22 x 34-inch mounted map * Two 5/8-inch counter sheets * One 8.5 x 11-inch Battle Board * Deck of 25 cards * Four Player Aid cards * One Rules Booklet with examples of play * Three D10 * Box and Lid set 1 vol, 1 pgs
2025 US, COMPASS GAMES
NEW-box, available late September 2025 ......$69.00
with a discount of 15% rct
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1-COM1065
von Borries, Vance FORGOTTEN LEGIONS: Syria and Lebanon 1941
Forgotten Legions is another Classic Reborn! (two reworked games from Vance von Borries) by Compass Games.
Drive on Damascus givers you an operational level simulation that faithfully recreates the (June and July) 1941 Allied invasion of Vichy French held Syria and Lebanon. Here you can hone your game play skills with open maneuvering on the desert side of the map and tough in-fighting on the mountain side. A fluid situation can develop as both sides seek the opportunity to outflank and attack. And along the coast players will probe for vulnerabilities by maneuver and infiltration.
An exhaustive Order of Battle based on archival records helps capture key historical facets of the campaign including armor advantage, air power, ranged artillery, flotillas and commandos, garrisons, mountain units, untried units, and more. Also examined is the possibility of a German intervention.
Bloody Keren presents an operational level simulation that faithfully recreates the (January through April) 1941 campaign in Italian Eritrea that historically saw a climax at the mountain pass at Keren. Here too, good game play is at a premium as strategically you allocate your forces to various mountain passes. Both sides can attack and counterattack while guerilla forces attempt to close off reinforcements coming from the south.
Many all-new historical notes can be found throughout the rules presentation.
Product Information: * Complexity: 5 out of 10 * Solitaire Suitability: 8 out of 10 * Drive on Damascus Time Scale: 2-Day Turns * Drive on Damascus Map Scale: 3 miles (about 4.8 kilometers) per hex * Bloody Keren Time Scale: 4-Day Turns * Bloody Keren Map Scale: 7.75 miles (about 12.5 kilometers) per hex * Unit Scale: Battalions with some companies and small brigades * Players: one to four, best with two * Playing Time: three to seven hours
Components: * Three maps (34x42-inch map size) * One map (11x34-inch map size) * Two Countersheets of 5/8-inch unit-counters * Two Player Aid Cards 8.5x11-inch * Two Order of Battle Appearance Cards 8.5x11-inch * Rules booklet * Scenario booklet with Designer's Notes * Six-sided Die 1 vol, 1 pgs
2018 US, COMPASS GAMES
NEW-box o/p, only one (1) available, first come first served ......$79.00
with a discount of 20% rct
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1-COM1066
von Borries, Vance FRANCE 1944: The Allied Crusade in Europe -- Wargame (Designer Signature Edition)
France 1944: The Allied Crusade in Europe, Designer Signature Edition, marks the return of an original game covering the historical events that led to the liberation of France, Belgium, Luxembourg, and the Netherlands during the Allied drive on Germany by renowned game designer, Mark Herman. This new signature edition has been re-mastered and updated and will be linking with an all-new companion game, Russia 1944, slated for release in 2019. France 1944 is yet another Classic Reborn! by Compass
Product Information: Complexity: 6 out of 10; Solitaire Suitability: 9 out of 10 (no hidden information); Time Scale: Monthly turns; Map Scale: 20 miles (32 kilometers) per hex; Unit Scale: army-level HQs, infantry corps, armored divisions; Players: one to two, best with two; Playing Time: two to seven hours.
Components: 22x33-inch Mounted Map; 8.5x11-inch Map; Two Countersheets (14.5mm size); Two Player Aid Cards; Allied Order of Appearance Display and Movement Card; German Order of Appearance Display and Movement Card; Rules booklet with Designer's Notes; Two 6-sided dice; Two 6-sided custom dice; Box and Lid set. 1 vol, 1 pgs
2020 US, COMPASS GAMES
NEW-box ......$69.00
with a discount of 35% rct
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1-COM1088
von Borries, Vance Decision at Kasserine: Rommel's Last Chance - Designer Signature Edition
Decision at Kasserine: Rommel's Last Chance, Designer Signature Edition, marks the return of a true wargaming classic by Vance von Borries first published in 1983, faithfully remastered and updated with this all-new, supersized edition. Hailed by many as of the premier entry in the popular Battles for North Africa series, this two-player operational level simulation covers the WWII German and Italian offensive in central Tunisia which took place in mid-February 1943.
This edition of Decision at Kasserine features a super-sized map and counters and is another Classic Reborn! by Compass.
This Designer Signature edition of the classic Vance von Borries game goes beyond a mere culmination of the forward strides made with subsequent games published in the series; it now features a major update to the game system that will be implemented in future game releases of the popular Battles for North Africa series. In terms of superior physical presentation, all aspects have been upgraded, including super-sized components; larger game map and 5/8' counters.
Supporting charts convey more information at a glance for ease of play Enhanced ergonomics are built into the set up and reinforcement charts Updated the Order of Battle based on new information and analysis Fixed the original deployment and OoB based on archival information The rules treatment is all-new with a full re-write backed by many illustrations, an index, and clarifications and examples of play to reduce potential questions. Some rules were simplified, others enhanced.
Product Information: Complexity: 6 out of 10 Solitaire Suitability: 6 out of 10 (no hidden units; variable German victory conditions) Time Scale: 12 hours per turn Map Scale: two miles per hex Unit Scale: companies and battalions, artillery batteries or groups Players: one to two, best with two Playing Time: 3-8 hours depending upon scenario
Components: Two map sheets Three countersheets (5/8' size) Rules booklet with updated Historical Notes Three player aid cards Three order of appearance display cards (Axis & Allied) One six-sided die Box and Lid 1 vol, 64 pgs
2020 US, COMPASS GAMES
NEW-box ......$89.00
with a discount of 38% rct
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1-LEG2205
von Rossing, Erik ACES OF VALOR: A Solitaire Game of WWI Aerial Combat
Solitaire game where you command a fighter squadron on the Western Front during World War I through a campaign of multiple missions to score as many victory points as possible to assist the war effort. You can play as the Germans, or one the Entente powers (British, French, or Americans). Each aircraft counter represents the pilot and the aircraft combined, and your squadron will have up to eight at any given time.
The player chooses the campaign's duration (8, 12, or 16 missions), and draws a card to determine the objective of each mission, which includes patrols, trench strafing, photo recon, artillery spotting, balloon busting, and bomber escort. The player's flight moves across a gridded map that is a semi-historical representation of the Western front. Anti-aircraft fire is heaviest near the trenches but can happen anywhere over enemy territory. When combat occurs, aircraft are moved to an Initiative Track for up to three rounds of combat, where pilot skill, aircraft performance, and luck all come into play to determine the outcome.
The player earns mission points by destroying enemy aircraft and ground targets, and also by escorting bomber and two-seater aircraft on successful bombing, photo reconnaissance, and artillery support missions. When the flight lands, mission points are converted to victory points or used to repair and replace aircraft as well as upgrade aircraft to newer, better models. The goal is to earn enough victory points to achieve a minor, major, or strategic victory. 1 vol, 1 pgs
2023 US, LEGION WARGAMES LLC
NEW-box ......$78.00
with a discount of 10% rct
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1-228260
Webster A.J. WINGS OF THE MOTHERLAND: The Air War Over Russia -- 1941-1945
Fourth volume in the Fighting Wings game series (begun with Whistling Death); this volume covers air-air and air-ground combat on the Eastern Front from 1941-45. Includes streamlined 3rd edition series rules with smoother, cleaner mechanics. Includes 48 aircraft (most being new to the series), 2 doublesided maps, 630 counters, 150 air-air and 60 air-ground/anti-shipping scenarios, 16 naval vessel types. Packaged in a double-thick case box. 1 vol, 0 pgs
2020 US, CLASH OF ARMS
NEW-box ......$150.00
with a discount of 10% rct
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1-ATO030
Webster, J.D. AGAINST THE ODDS #30: The Lash of the Turk
With the fall of Jerusalem, Europe learned a new synonym for boogeyman: 'Turk.' Organizing the Moslem forces of the Middle East with discipline and training, the Turks recaptured the Holy Land and gradually took over the rest of Asia Minor and spread into Europe like a slow tide, including capturing Constantinople and swallowing the remnants of the Byzantine Empire and the Balkans. Presuming extreme cruelty, various European leaders called for new crusades, to free fellow Christians from 'the Lash of the Turk.'
Game rules stress ease of play, but give players lots of options, including river movement and combat, siege rules, forage, and political turncoats. Four different scenarios let you juggle the strengths and weaknesses of the principle leaders for both sides, along with Austrian, Hungarian, Transylvanian, Tartar, Turk, Bavarian, Polish, and Franconian troops and appearances from other nationalities. Can you can hold off the Turks? Can you conquer new lands for Allah? 1 vol, 60 pgs
2011 US, AGAINST THE ODDS
NEW-ziplock bag ......$35.00
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1-ATO031
Webster, J.D. AGAINST THE ODDS #31: Hungarian Nightmare
Rumble on the Danube! Magazine and WWII wargame covering the 1944-45 battle for Budapest, where 79,000 surrounded Axis defenders held out against heavy odds before succumbing to Soviet assaults. Less than 1000 Axis troops made it out of the city and back to German lines.
Hungarian Nightmare puts you in the difficult command situations for both sides. The Soviets have two full 'fronts' worth of troops, plus a corps of their newly gained (and doubtful quality) Romanian troops, while the Axis player commands a hodge-podge of various unit types of widely ranging enthusiasm. German units include remnants of two SS cavalry divisions, panzer kampfgroups, rear-area units, and strays, while Hungarian units are even more diverse, with everything from assault gun companies to police units and WWI veterans, with some troops ready to hold on to the bitter end and others looking for an early opportunity of melting away. The Axis player struggles with dwindling fuel, supplies, and manpower energy, while the Soviet player competes with a difficult time-table and the loss of key units to repel relief efforts. In game terms, the actual historical result would be a draw, thus each player has the opportunity and the challenge to do better.
Designed by Mark Stille (North Wind Rain, Imperial Sunset, Wintergewitter), Hungarian Nightmare offers 400 counters, an area-movement map of the cities, with each space about one square kilometer, and three-day turns that cover the entire, brutal campaign. 1 vol, 60 pgs
2011 US, AGAINST THE ODDS
NEW-ziplock bag ......$35.00
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1-PWAR113
Werbaneth, James PAPER WARS ISSUE 113: Inchon, MacArthur's Gambit
This two-player game simulates the daring attack by the United Nations' X Corps against the port of Inchon and its subsequent advance on Seoul in September 1950. Each full turn represents one day of real-time, and each large hexagon on the 34x22 map represents one mile from side to opposite side. The 176 large (5/8-inch) units represent battalions and individual ships. This new edition is a graphic update (incorporating the minor errata); no rule changes have been made. Also included in the issue is a second large-size counter-sheet containing units for Lou Coatney's Big Solution variant scenario for WWII Campaigns: 1940, 1941, and 1942's 1941 and Ty Bomba's December 1944 scenario for 1940. Finally, by way of 'value add,' Kevin Cantwell presents two (designer-approved) full-size 'mats' for Greg Smith's American Tank Ace. 1 vol, 64 pgs
2026 US, COMPASS GAMES
NEW-pb, available mid April 2026 ......$47.00
with a discount of 15% rct
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1-TPS03
Werbaneth, Jim TURNING POINT SIMULATIONS # 3: ARBELA Wargame
Throughout history, it is hard to find a battle that sees the individual clash of PERSONALITY in a more important way-- a decisively important way-- than the clash at Arbela between Darius III of Persia, ruler of the largest empire in the world-- and a young man named Alexander, who ruled a small, semi-backward nation and a collection of Greek states where he had only recently had to suppress rebellion.
The odds? Best modern estimates put them at something worse than 5-1 against Alexander. His 47,000 troops are fairly well documented. Darius commanded something over 250,000 (although some accounts place the figure much higher).
When Alexander attacked, he personally led the force that broke the enemy line, coming close enough (it was said) to throw a spear at Darius and to challenge him to personal combat. Darius had none of it and fled. His army was doomed, and so was his reign. And the empire of Alexander was begun. 1 vol, 12 pgs
2017 US, AGAINST THE ODDS
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1-TPS10
Werbaneth, Jim TURNING POINT SIMULATIONS # 10: The Invincible Armada
Players use both a Strategic and a Tactical map. The game contains very few physical counters in play but many information chits and dozens of 'Event Chits' that influence play.
With full color maps and die cut counters, the game allows players to examine different operational plans, and includes a series of optional rules that highlight how various historical changes could have tipped the balance either way.
The Invincible Armada includes: One full color, 11x17-inch mounted map; 180 full color, 5/8-inch and 1/2-inch die-cut counters, 12 page rulebook, 2 Squadron Charts, and 2 Player Aid Charts. 1 vol, 12 pgs
2017 US, AGAINST THE ODDS
NEW-box, available late April 2017 ......$35.00
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1-TPS17
Werbaneth, Jim TURNING POINT SIMULATIONS #17: The Sadowa Campaign Wargame
One could make the case that Sadowa in 1866 is the single most significant battle in the entire book, with ripples that had enormous impact over the next century. If the Austrians, instead of the Prussians, had won at Sadowa, it is unlikely World War I would have happened as it did. Take away WWI, and is there a WWII?
Once the war began, history watched fast-moving Prussian formations defeat or outwit stumbling, hesitating Austrian forces. Our Sadowa campaign lets players explore the options open to both sides. Initiative is key and can allow one side the chance to make several partial moves in a row, thus capturing the sweeping moves each side made (or tried to). The Prussian player has further options, like bringing in his superior General HQ (and all the drama of the Prussian court), or choosing 'foraging' tactics which simplify his supply but cost him victory points (for the damage this does to his army). Can you, as the Prussia player, start the path toward Germany being a world power? Or can you, as the Austrian player, strengthen your fragmented empire and avert the future catastrophe Germany's ambition will bring to Europe? 1 vol, 12 pgs
2017 US, AGAINST THE ODDS
NEW-box, available late February 2017 ......$35.00
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1-ATO034
White, Jeremy AGAINST THE ODDS #34: Right Fierce & Terrible
The 100 Years War naval battle off the coast of Flanders in 1340. The Battle of Sluys was a decisive victory for Edward III that gave the English command of the Channel and insured that the rest of the war would be fought on French soil. Includes archery, ramming, grappling, and desperate melee, aimed at wearing away the enemy fleet's morale.
Color 22 x 34-inch map and full one-inch counters. The 'battlefield' of harbor and estuary is 'built' as the game progresses, meaning that no two experiences will be quite the same. Seven scenarios allow you to explore the questions that have puzzled historians for years, and the two to three hour game play and quick-set-up diagrams mean you can try one approach and swap sides to try another, knowing much will be different this time around. Edward III was wounded at Sluys but won one of his most important victories. Can you change history?
Also includes solo wargame in which a player flies WWII Luftwaffe ME-109s and FW-190s against a crippled B-17 heading back to base. 1 vol, 60 pgs
2012 US, AGAINST THE ODDS
NEW-ziplock bag ......$35.00
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1-LEG2301
Willis, Gina A GLORIOUS CHANCE: The Naval Struggle for Lake Ontario during the War of 1812 Wargame
Solitaire, operational wargame that puts you in command of the U.S. or British naval squadron on Lake Ontario in 1813. You have four months to dominate the lake but each patrol, each convoy mission, each amphibious landing you make to pursue victory risks full-scale battle with the enemy squadron - a battle that could leave you triumphant or shattered in a matter of hours. A dynamic card-driven AI opponent assigns your opponents missions, refits and launches new ships, and plots raids on your supply routes and coastlines. Lake combat is resolved on an odds-based table, modified by drawn/selected tactic chits, and can result in victory points for enemy ships destroyed or captured.
The eight turns represent June-Sept 1813. Each turn, the human player assigns friendly ships or stacks to patrol, convoy escort, land-support, or interception missions in any of six lake zones. Card and chit draws determine which enemy ships may deploy to the lake or stay in the shipyard to acquire more potent weaponry. The player draws a row of Target Cards, face-down. Each card back shows a lake zone where the enemy may be active this turn. If a card's zone matches a zone with a friendly mission, an encounter is possible. An encounter flips that Target Card to reveal the enemy mission type and an effort level, which help determine how many enemy ships appear.
Ships with a land-support mission increase the chance of their side's success in a land attack, which also earns victory points. An administrative phase at the end of each turn establishes which side earns VPs for control of lake zones, whether a side's home port is under blockade, and how arrived, delayed, or captured supply convoys affect the progress of each side's supply track. A side that reaches certain supply levels can launch certain ships from a shipyard, or have army troops readied to attempt more ambitious land operations. A final victory level is assessed at the end of the eighth turn; depending on the VP level, the game result can be a draw, or either side can win a marginal victory, victory, or decisive victory. 1 vol, 1 pgs
2023 US, LEGION WARGAMES LLC
NEW-pb, available mid September 2023 ......$84.00
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1-ATO037
Woloshen, Mark AGAINST THE ODDS #37 - For Bloody Honor, The Russian Civil War
Against the Odds lets you explore the tangled facets of the Russian Civil War, with the historical situation exemplified by a game that handles two to four players with up to three of them commanding the 'White' Russian factions! (In multi-player games, if the Reds are defeated, the game isn't over yet!).
For Bloody Honor captures the interactions of political influence, railways, foreign intervention, and the discord among the White factions that gave the Bolsheviks their best chance to win in a battle against - as it seemed to them - their internal enemies and the whole Western Alliance. (Yes, there were British, French, Canadian, Australian, Indian, Japanese, and even US troops fighting in Russia as late as 1920 and even later for the Japanese).
For Bloody Honor includes 10 game turns, each representing four months of real time from the end of 1918 to the end of 1921, and driven by chit pull which will guarantee no two turns are alike. 1 vol, 60 pgs
2012 US, AGAINST THE ODDS
NEW-ziplock bag ......$35.00
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1-DG1034
Youst, Joe LUCKY FORWARD! The Lorraine Campaign
This latest game in the GOSS series presents Third Army's Fall 1944 offensive to just before the Germans launch their Ardennes Offensive. The battles of Metz, Fort Driant, and the German counteroffensive attempt against Patton using the new German Panzer Brigades are included. Smaller scenarios allow players to game smaller periods of time in each of the four months making up the campaign. Variant counters are included for an optional airborne operation. The game maps mate to Wacht am Rhein (2012), allowing more options for both simulations. Big game with five maps and 12 counter sheets. 1 vol, 1 pgs
2020 CA, DECISION GAMES
NEW-box, available early December 2020 ......$220.00
with a discount of 15% rct
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1-246710
Zucker, Kevin THE 6 DAYS OF GLORY (Wargame)
Operational Napoleonic game includes three short scenarios that cover the battles of Champaubert, Montmirail, and Vauchamps, with a campaign scenario linking all three. The game has a standard command check, move, combat sequence with an additional night turn during which armies can force march to outmaneuver the enemy. Features include chain-of-command and leadership initiative, artillery bombardment, supply, demoralization, repulse at odds greater than 5-to-1, movement across pontoon trains and bridges, and a weather effect of forced mud on wheeled unit during the afternoon (PM) turn. Team play is also possible where Allied command is divided between Prussian and Russian and thus communication between the two is not allowed unless written messages are exchanged. Contains a 34 x 22-inch map and 280 counters. 1 vol, 1 pgs
1997 US, CLASH OF ARMS
NEW-box, only one copy available, first come first served ......$45.00
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1-OSG0011
Zucker, Kevin Napoleon at Bay EXPANSION KIT
Includes: 2 rule books, 1 counter sheet (280), many player aid cards, Charts & Tables Folder. Requires Organization Displays and maps from any edition of the game. We have much better OrBat information to fine-tune the scenarios. Our counter mix shows 82 French, 124 Coalition, and 74 Markers. In addition to creating a new slimmed-down set of rules for NAB, we will have a 4-page folder with optional rules on how to interface between NAB and TLNB scale games. The new counter sheet will have the same color scheme as the TLNB counters. This will make it easier to morph your NAB army onto the TLNB map and mix. 1 vol, 0 pgs
2020 US, OSG
NEW-pb, available late April 2020 ......$35.00
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1-OSG006
Zucker, Kevin HIGHWAY TO THE KREMLIN II
Highway to Kremlin II is a wargame that manage to recreate the dynamics of attrition so peculiar to Napoleon's invasion of Russia. The losses mount quickly, the supply lines and weather are central. The game usually flows in a historically accurate way : you will see the Russians retreat eastwards and regroup around Smolensk, where they could allow or deny the French a battle. Then, the rush for Moscow ensues, with an inevitable intermediary battle, often very close to Borodino.
The rules, whilst detailed are not excessively complicated, and are easy to get into. Highway to Kremlin II includes vedettes, terrain, foraging, negotiations, fires in cities, destroying and repairing bridges, and partisans : this full depiction of the Russian battlefield experience give the game its distinctive feel.
2021 game information : Reprint map covers European Russia from Tilsit to Moscow at a scale of 1:1,000,000 Turns average 5 days each. Corps and Army-Level Leaders deploy on-map, while Corps-level combats units track their fluctuating strength
Components : 2 Maps 22' x 34'/ OSG maps are extensively researched, historically accurate, and printed on heavy cardstock in full color. 1 Counter Sheet (280 die-cut player pieces) 2 Booklets (Standard Rules Folder and Exclusive Rules Folder) 4 Leader and Unit Manifest Cards 1 Depot Manifest Card 2 Organization Displays Turn Record Card 4 Set-up/March Tables 1 Charts and Tables Folder (4-pages) 1 Battle Resolution Worksheet 1 vol, 1 pgs
2021 US, OSG
NEW-dj, available mid June 2021 ......$120.00
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1-OSG205
Zucker, Kevin NAPOLEON AGAINST RUSSIA: Wargame
This wargame covers five battles from the critical phase of the Campaign, when the Russian Army finally gave Napoleon the decisive battles he so greatly desired. His first maneuver starts out well-with the French poised to slip into Smolensk behind the Russians. However, the opportunity to bring an end to the campaign will remain unfulfilled. After that, Moscow became the default destination of the Grande Armee.
DESCRIPTION Library of Napoleonic Battles Series: 480 meters per hex, 1 hour per turn, 400-800 men per strength point. Each Approach to Battle game lasts about 22 turns. The Full campaign links the individual battles.
COMPONENTS Three 22x34-inch maps and one 17x22-inch map; 560 counters; 100 cards; 2 rulebooks; and 15 player aid cards.
BATTLES
Smolensk, A Battle Postponed, 16-17 August When he recognized that the enemy had withdrawn into the city, the Emperor's plan was stymied. He either had to seize Smolensk on the 16th, without waiting for the arrival of the entire army, or cross the Dneiper River east of Smolensk. Instead he waited for the Russians to make a mistake, and gave them time to pull out along the Moscow road.
Valutino, Rearguard Action, 18 August When the Russians did give him an opportunity to catch the First Army disunited after a confused night march, Napoleon had already returned to Smolensk, expecting nothing more than a rearguard action. Hence he was not on the scene to coordinate the actions of his Marshals, who, left to themselves, were unable to crystallize a victory out of the opportunity.
Shevardino, Fight for the Redoubt, 5-6 September The preliminary battle opened with the arrival of the French cavalry who immediate attacked Konovnytsyn. On the 6th, more French forces arrived including the IV Corps and the Polish Corps. The French captured the Shevardino redoubt at a cost of 4,000-5,000 French and 6,000 Russian casualties.
Borodino, The Russian Army is Saved, 7-8 September In the climactic battle, Napoleon has been criticized for making a simple frontal assault. With our large map the French player will have plenty of maneuver room to try and outflank the Russian army to the south, or even to the north. He will also have the option of attacking the north flank as Kutusov expected.
Maloyaroslavets, The Retreat Goes Awry, 23-24 October Trying to secure a bridge over the Luzha River, the Italians of Eugene's IV Corps lost about 5,000 and the Russians about 6,000 men as the town changed hands eight times. Except for Davout, all the French marshals advocated a return to the main highway to Smolensk, through the depleted zone, a detour that doomed the Army. 1 vol, 1 pgs
2015 US, OSG
NEW-box, available early April 2015 ......$120.00
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1-OSG206
Zucker, Kevin NAPOLEON LAST GAMBLE: Five Games 16-18 June 1815 Wargame
BATTLES:
* Quatre-Bras Ney at the Crossroads, 16 June * Ligny, The Last Victory, 16 June * Wavre, Grouchy's Blunder, 18 June * Waterloo, A Near Run Thing, 18 June * La Souffel, Rapp's Last Stand, 28 June
DESCRIPTION: Napoleon's Last Battles System, in the Library of Napoleonic Battles Series: 480 meters per hex, 1 hour per turn, 400-800 men per strength point. Each Approach to Battle game lasts about 20 turns. The full campaign links the individual battles.
COMPONENTS: Two 22x34-inch maps; one 17x22-inch map; 560 counters; 100 cards; two rulebooks; 15 player aid cards; and box. 1 vol, 1 pgs
2016 US, OSG
NEW-box ......$99.00
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1-OSG206K
Zucker, Kevin NAPOLEON'S LAST GAMBLE: Expansion Kit
Contains one 22x34-inch map and one 11x34-inch map extending south to Charleroi and north to Brussels, one 4-page scenario folder, and player aid cards 1 vol, 1 pgs
2016 US, OSG
NEW-pb ......$25.00
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1-OSG206XK2
Zucker, Kevin THE ROAD TO HALLE: Expansion Kit II for Napoleon's Last Gamble
This expansion kit adds one 22x34-inch map (WX) to the battlefield area that will extend the area from Brussels to west of Hal, overlapping the (N) and (NX) maps. Also includes a four-page study folder with three scenarios:
* Expanded Waterloo Scenario: June 18th. Allows Napoleon the option of flanking the Mont St Jean position at the risk of freeing up the 17,000-man Hal force.
* The Fields of Hal Scenario: June 17th - 18th: Hypothetical battle in the Hal environs. Can Blucher affect the outcome? Wellington believed that this area was the most likely location for the culminating battle, rather than Mont St Jean.
* Extended Campaign Scenario: June 15th - 19th: Provides Napoleon and Wellington more operational options, with more areas to defend, more room for maneuver (and for error). In addition, several Turn Record Charts and Anglo-Allied Setup Cards will be provided to account for the added map and associated arrival times on the WX map. No additional counters will be needed. 1 vol, 1 pgs
2019 US, OSG
NEW-box, available late April 2019 ......$25.00
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1-OSG207
Zucker, Kevin 1809 NAPOLEON'S QUAGMIRE: The Peninsular War Part 2 -- The Campaign in Extremadura
Boardgame: The Campaign in Extremadura - Medellin, Talavera, Almonacid, and Ocana
The Year 1809 began with Napoleon's departure from the Iberian Peninsula, to face the Austrian threat on the Danube. He left his brother, Joseph, in nominal command of his armies in Spain, as puppet king in Madrid. Fighting flared on several fronts simultaneously, and the French occupation had some successes, notably at the siege of Saragossa, concluded by Marshal Lannes just before his departure to join the Emperor.
In 1809 the French under Joseph nearly mastered the plains of Old and New Castile. However, the Napoleonic magic could not work at such distances (a dispatch sent from Vienna to Madrid, would travel 2400km in 12 to 14 days); when dispatches arrived they were often days or weeks out of date. A series of battles were fought during the course of the year along the approaches to Madrid from Portugal, where the future Duke of Wellington had just arrived with a small British Army to second the Spanish Army of Extremadura. 1 vol, 1 pgs
2018 US, OSG
NEW-box ......$109.00
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1-OSG208
Zucker, Kevin NAPOLEON'S RESURGENCE: War of Liberation Part 1: Spring 1813 Renaissance of the Grande Armee
Napoleon advanced into Saxony with a fresh army of 130,000 men, conscripted and trained from scratch in just four months. The green cannon fodder lost 25,000 of their number at the Battle of Lutzen on May 2nd, and 15,000 more fell out along the march from weakness, malnutrition, and disease.
With additional reinforcements the army surged again to 160,000, intercepting the Coalition armies at Bautzen. The French lost 12,000 men, and even more through march attrition. The Russians and Prussians were losing just as many, and had not as many to lose. Yet Napoleon's mere 6,500 cavalry were wholly inadequate to impel his pursuits with the needed punch to damage the enemy. In hopes of building up his strength in cavalry and the other arms, Napoleon accepted a six-week truce. Late Summer negotiations, when they finally came, were not seriously engaged.
Battles: Lutzen, Struggle for the Four Villages, 2 May; Bautzen, The Guard's Moment of Truth, 20-21 May; and Luckau, Gateway to Berlin, 6 June.
Components: Two 22x34-inch maps, One 17x22-inch map, One 11x34-inch map, 560 die-cut units, 100 playing cards, Two rulebooks, 15 player aid cards, and Game box. 1 vol, 1 pgs
2018 US, OSG
NEW-box ......$109.00
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1-OSG209
Zucker, Kevin NAPOLEON RETREATS: 1814 Campaign in France II
The Campaign in France, Part II: 6 March to 13 March 1814. The major battle was Laon, on 9-10 March, when Napoleon, with 37,000, went up against Blucher's position, on the hill of Laon, with 85,000. (Marshal Marmont with a separate VI Corps was supposed to support the attack, but he was dispersed in a night combat.) Blucher wasn't feeling well and failed to pursue. One more battle was to follow (after two days for R&R) and Napoleon won that battle: Reims, against St. Priest. So actually, he won two out of three.
Craonne, Struggle for the Plateau des Dames, 7 March The chemin des dames runs the length of a continuous ridge from the N2 to the N44, the two main highways leading north to Laon. Blucher stationed Sacken and Woronzoff's infantry on the plateau just west of Craonne. Napoleon decided on a frontal attack up the chemin on what he believed to be no more than a 20,000-man rearguard. The Russians begrudgingly gave ground, gaining it back in a counterattack, and throwing Ney off the Plateau. Once the French Guard cavalry had stabilized the situation, the Russian right flank began to give way under combined pressure of infantry and cavalry. Napoleon directed 88 guns from the Guard artillery to destroy the Russian center and sent the Guard infantry to attack along the chemin to complete the victory. The Russians withdrew in good order.
Laon, Beginning of the End, 9-10 March Marshal Ney advanced on Laon in the morning snow. Bulow with 17,000 men held the suburbs of Semilly and Ardon. On the plain west of Laon, Winzingerode was posted with 25,000 men; east of Laon at Athies, Yorck and Kleist held another 25,000 men; Langeron and Sacken were in reserve with 36,000; Napoleon attacked with fewer than 40,000. As the southern suburbs traded hands, Bl?cher thought that he was being attacked just by an advanced guard, but Napoleon threw everything into Ney's attack up until 6 PM. Marmont commanded a separate force of 10,000 which had managed to fight their way to Athies by 5 PM, camping for the night. At 7:30, the Prussian Yorck launched a combined arms attack that routed Marmont's entire camp. A small group of French Guardsmen managed to halt the pursuit. Marmont lost 45 guns, all his wagons, and 3,500 men. Blucher lost a chance to destroy his foe's small army.
Reims, A Quick Success en Passant, 13 March On March 12th the Russian General St. Priest snatched Reims from its small French garrison. Hearing of this, Napoleon and his small force moved east on the 13th, beginning their attack at 4pm, quickly driving out the enemy, and cutting communications between Blucher and Schwarzenberg at the same time. Only 10,000 French troops were actually engaged against 15,000 of St. Priest, with St. Priest killed along with 3,000 men and 23 guns lost.
Campaign Game: 6-13 March - All three maps fit together to create an irregular playing area 44x68-inch and covering an entire week of fighting.
Components: Three 22x34-inch maps, 560 die-cut units, 100 playing cards, Two rulebooks, 15 player aid cards, and Game Box. 1 vol, 1 pgs
2019 US, OSG
NEW-box, available late April 2019 ......$109.00
with a discount of 10% rct
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1-OSG210
Zucker, Kevin NAPOLEONS WHEEL: DANUBE CAMPAIGN, PART I
BATTLES SIMULATED
Ulm, Napoleon's Wheel, 9-15 October
General Mack's plan was to attack across the Danube at Napoleon's exposed lines of communication. He had concentrated his forces at Ulm for this purpose and ordered Kienmayer to move towards him to support the attack.
Mack wasn't wrong about the strategic value of Ulm. He assumed that this conferred on him a strategic victory in the old 18th century book of strategic thinking. From this point he would be able to maneuver in any direction, without being cut off from supplies, etc. The deep flaw in his thinking was revealed by Napoleon's Wheel around Ulm. In the 18th century such a move would not have been possible. There was no operational level to their thinking in those days. What had changed was a new network of post roads. The Battles of Gunzburg, Elchingen, and Ulm are all covered on one of the two full-size maps. Napoleon managed to seal off the Austrian army's escape routes to the south and east, while Mack was fed erroneous news that revolution had broken out in France. Mack sent Reisch down the left bank of the Danube toward Donauw?rth. Ney crossed to the north bank of the Danube and attacked Riesch's corps at Elchingen. The French captured the heights and drove the Austrians west toward Ulm, taking many prisoners. Although Austrian light troops remained on the north bank, Mack's army would soon be surrounded.
Durrenstein, Kutuzov's Trap, 11 Nov. Mortier had over-extended his three divisions along the north bank of the Danube. Mikhail Kutuzov, commander of the Coalition Army, enticed Mortier to send Gazan's division into a trap and French troops were caught in a valley between two Russian columns. They were rescued by the timely arrival of Dupont's division. Both sides claimed victory. The French lost more than a third of their participants, and Gazan's division lost over 40 percent.
Schoengrabern, Bagration's Rear-Guard, 16 November Bagration was assigned the role of rear-guard to provide the retreating Coalition Army some elbow-room. In the evening, Oudinot's grenadiers attacked and carried the village. Oudinot was wounded and lost 2,000 men. Bagration lost 2,400, but withdrew in good order.
Austerlitz, Napoleon's Apogee, 1-2 December The Austro-Russians occupied the Pratzen Heights, the dominating feature of the battlefield. Their plan required a flank march in the presence of the enemy. Napoleon's deliberately-weakened right was a tempting target and, at the outset, the attack had the French on the ropes. A weak division under Davout arrived in time to check the enemy for the remainder of the day in a terrible struggle at Sokolnitz. As the Russians marched off the plateau to reinforce the south, Napoleon unleashed the IV Corps into their vacated center. Miloradovich attempted to plug the gap, and the battle entered its critical phase. The Russian left wing under Buxh?wden was driven back upon the lakes and decimated. The Austro-Russians lost about 26,000 men and 191 guns; the French about 8,000 men.
CHaslach, Elchingen, Durnstein, Schoengrabern, Austerlitz Contents: Four maps, 2 counter sheets, 2 rulebooks, 15 player aid cards. 1 vol, 0 pgs
2020 US, OSG
NEW-box ......$109.00
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1-OSG211
Zucker, Kevin NAPOLEON INVADES SPAIN
A series of defeats provoked Napoleon to lead 200,000 men into the Peninsula. The British attacked near Burgos but were soon forced into a long retreat punctuated by the battles of Sahagun, Benavente and Cacabelos, ending in an evacuation from Coruna in January, 1809. Moore was mortally wounded while directing the defence of the town in the Battle of Coru?a. After only two months in Spain, Napoleon handed command over to Marshal Soult and returned to France, to prepare for renewed hostilities against Austria.
Battles simulated: Battle of Vimeiro, 21 August 1808 (battle) Espinosa de los Monteros, 10 November 1808 (clash) Battle of Tudela, 23 November 1808 (river crossing) Battle of Coru?a, 16 January 1809 (rear guard)
Game informations scale: 480m (525 yards)/ hex; strength: 400-800 men/Strength point (brigade scale); turn-duration: 1 hour/turn
Components: four high quality, extensively researched, historically accurate maps printed on heavy cardstock in full color : 2 Maps 34'x22' 2 Maps 17'x11'
2 Counter Sheets (560 die-cut player pieces) 2 Booklets (System Rules and Study Folder) 14 Player Aid Cards (TRC x3, Initial Set-up x4, Casualty x2, Combat Results, Reorganization, Weather, Fog of War Card Instructions x2) 5 Resource Cards (Adding the Cards Folder, Combat Tables Folder, Orders Slip Sheet/Sequence of Play, Victory Worksheet, Cards Removed from Deck/Scenario Parameters)
This game uses the two TLNB Universal Card Decks (French and Coalition). If you do not have them in another OSG game, they can be ordered separately. 1 vol, 1 pgs
2020 US, OSG
NEW-box ......$99.00
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1-OSG214
Zucker, Kevin BONAPARTE OVERRUNS PIEDMONT
Battles simulated: * Montenotte (Attack in the West, April 12, 1796) * Dego (The Coalition Forces are Divided, April 14-15 1796) * San Michele (The Corsaglia Line, April 19, 1796) * Monduvi (Piedmont's Last Fight, April 21, 1796)
Game information: * 525 yards/hex * 1 hour/turn * 400-800 men/strength point
Components: * 3 high quality maps, extensively researched, historically accurate, printed on heavy cardstock in full color: one 17x22-inch map and two 22x34-inch maps. * 1 counter sheet (280 die-cut player pieces) * 2 booklets (System rules and study folder) * 16 Player Aid Cards * 5 Resource Cards (Adding the Cards Folder, Combat Tables Folder, Orders Slip Sheet/Sequence of Play, Victory Worksheet, Cards Removed from Deck/Scenario Parameters)
Not included: Optional Card Decks. This game uses the two TLNB Universal Card Decks (French and Coalition). If you do not have them in another OSG game, they can be ordered separately. 1 vol, 1 pgs
2023 US, OSG
NEW-box ......$109.00
with a discount of 10% rct
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1-OSG215
Zucker, Kevin NAPOLEON'S END
Battles simulated: * Mormant (A Fighting Rear Guard, February 17) * Montereau (The Seine and Yonne Bridges, February 17-18) * Arcis-sur-Aube (Time Runs Out, March 20-21) * Fere Chamenoise (The Marshals Ensnared, March 25)
Game information: * 525 yards/hex * 1 hour/turn * 400-800 men/strength point
Components: * 4 high quality maps, extensively researched, historically accurate, printed on heavy cardstock in full color: three 22x34-inch maps and one 22x40-inch map. * 2 counter sheets (560 die-cut player pieces) * 2 booklets (System rules and study folder) * 17 Player Aid Cards * 5 Resource Cards (Adding the Cards Folder, Combat Tables Folder, Orders Slip Sheet/Sequence of Play, Victory Worksheet, Cards Removed from Deck/Scenario Parameters)
Not included: Optional Card Decks. This game uses the two TLNB Universal Card Decks (French and Coalition). If you do not have them in another OSG game, they can be ordered separately. 1 vol, 1 pgs
2023 US, OSG
NEW-box ......$140.00
with a discount of 10% rct
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