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World War II War Games
Axis & Allies D-Day
Axis & Allies D-Day will feature detailed game
components including a new blockhouse piece, an extra-large game
board, and original artwork commissioned exclusively for the D-Day
game box. Other elements of this new Axis & Allies variant
include a card deck with three card types -- Orders, Tactics, and
Fortune -- to add depth and complexity to play. Order cards
determine play sequence and break turns into distinct phases;
Tactics cards offer players varied strategic opportunities; and
Fortune cards add an element of unpredictability.
Axis & Allies D-Day begins as Operation
Overlord, the invasion of German-held Normandy, is underway --
130,000 soldiers of the United Kingdom, Canada, and the United
States are poised to assault Fortress Europe. You and your fellow
world powers control their fates.
One player controls Germany, whose Axis forces
have turned the beaches of Normandy into a near-impenetrable
stronghold. Set to breach those defenses are the Allies: the United
Kingdom, Canada, and the United States. The future of Europe and the
world hangs in the balance.
Axis & Allies D-Day is designed for two or
three players and can be played in two hours. Axis & Allies
D-Day is the third Axis & Allies variant, following the
successful Axis & Allies Europe and Axis & Allies Pacific,
both of which were published in 2001.
$40.00
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GG010190

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Axis & Allies: Battle of the Bulge
German tanks thunder into the snow-covered
Ardennes forest, opposed only by a few unsuspecting divisions of
exhausted American troops. As Axis forces plunge into the
countryside, Allied troops must struggle to hold the front line in
order to repel the all-out offensive. Axis & Allies: Battle of
the Bulge challenges you to control territory and contend with
supply shortages, while directing infantry, artillery, tanks, and
aircraft in one of the most decisive conflicts of World War II.
Axis & Allies Battle of the Bulge will feature
detailed game components including a new truck piece, a hex-based
game board with new original artwork, and original artwork
commissioned exclusively for the Battle of the Bulge game box. Other
elements of this new Axis & Allies variant include crucial
elements that were key factors in the historical battle, such as
supply shortages and late-battle air support, mechanics for overland
vs. road movement and randomized casualties of war.
Axis & Allies depicts Wacht am Rhein (Watch on
the Rhein), the German code name for this counteroffensive that took
place toward the end of World War II. The objective: to capture the
port city of Antwerp. It was expected that the capture of Antwerp
would cause a great disruption in the flow of Allied supplies, and
also have the effect of breaking apart the great Anglo-American
alliance.
One player controls Germany, whose massive build
up of forces have gone undetected by the Allies and are poised to
unleash all their fury on the Allies. The other player controls the
forces of the United Kingdom and the United States and they must
stem the tide of German armor and hold their positions until
reinforcements arrive.
Axis & Allies Battle of the Bulge is designed
for two players and can be played in three to four hours. Axis &
Allies Battle of the Bulge is the fourth Axis & Allies variant,
$50.00
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Axis & Allies: Guadalcanal
August 1942: The Solomon Islands
Japan occupies the Solomon Islands, interfering
with Allied supply lines in the South Pacific. In a surprise attack,
the Americans capture Guadalcanal and its invaluable airstrip. As
the Imperial Navy struggles to regain and strengthen its hold on the
Solomons, the U.S. must press its counterattack in order to seize
control of the island chain. Axis & Allies Guadalcanal
challenges you to command a fleet of ships, direct aircraft, and
deploy ground forces in order to dominate the enemy in one of the
crucial campaigns of World War II.
Axis & Allies Guadalcanal is designed for two
players and can be played in two to three hours. Axis & Allies
Guadalcanal is the fifth Axis & Allies variant, following the
successful Axis & Allies D-Day, Axis & Allies Europe, Axis
& Allies Pacific and Axis & Allies Battle of the Bulge
versions.
$50.00 |
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Memoir '44
Memoir '44 is a unique historical game where
players command a horde of little plastic Army men facing-off in
dozens of WWII battles on an oversize hex game board.
Each battle scenario mimics the historical
terrain, troop placements and objectives of each army. Deploying
forces through a variety of Command cards, the smart commander uses
the unique skills of his units - infantry, paratroopers, tanks,
artillery, commandos and resistance fighters - to its greatest
strength.
Easy to learn and fast-paced, Memoir '44 requires
strategic card play, timely dice rolling and an aggressive, yet
flexible battle plan to achieve victory!
$49.95
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Memoir '44 Terrain Pack
From the sand dunes of North Africa to the
mountain passes of Northern Italy; from the Pripet Marshes of
Southern Belarus to the high ground surrounding Operation Market
Garden... Prior to WWII, never before in history had a conflict been
fought by so many men over such vast expanses of land and so many
different terrain types.
As many of you have discovered, Memoir'44 is more
than just a game, it is also a complete and expandable game system
in its own right.
With this in mind, we are pleased to bring you the
Memoir'44 Terrain Pack Expansion. Filled to the brim with new
terrain pieces, new elite unit badges, and additional victory
medals, this expansion also includes dozens of new game elements,
including rules for North African warfare, minefields, big gun
markers, radar stations, supply depots, airfields and more.
$39.95
This supplement is out of print while Days of
Wonder re-prints it. Check back in January of 2006.
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Memoir '44 Eastern Front
From the frozen shores of Lake Ladoga to the
burning ruins of Stalingrad, relive some of the most intense battles
of WWII,where entire Army groups disappeared faster than a single
battalion on the beaches of Normandy.
This expansion follows Expansion one, the Terrain
Pack. While the Terrain Pack focused on new terrain and rules, the
Eastern Front expansion is devoted to the ferocious battles that pit
the Axis and Soviet forces against each other.
Also included is a scenario drawn from the
Russian-Finnish war, and an Overlord scenario of what turned out to
be the largest tank battle in history: Kursk.
$39.95
This supplement is out of print while Days of
Wonder re-prints it. Check back in January of 2006.
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Memoir '44 Winter/Desert Board Map
A new double-sided Battlefield board for
Memoir'44. Featuring frozen expanses on one side, desert ones on the
other. Also includes a simple set of Campaign rules to link
scenarios together and Blitz rules for Early War conflict.
$15.95
This supplement is out of print while Days of
Wonder re-prints it. Check back in January of 2006.
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Memoir '44 Air Pack
Our largest expansion to date yet...
From the Battle of Britain in the summer and fall
of 1940, to the air bombing raids deep into Nazi territory and over
Japanese cities in mid-1945 - the airplanes, pilots and the men and
women who kept them flying, all had a profound impact on the outcome
of the War and the bitterly fought ground battles thousands of feet
beneath them.
The painted airplane miniatures that come with
this expansion and the Air rules that accompany them invite you to
climb in your seat, strap on your harness and take to the skies!
Equipped with them, you will relive all the battles you've played to
date, but with a twist; this time around, you will experience
first-hand of how different a fight can be, when seen and fought
from the skies!
These Air rules were designed to be easily adapted
and retrofitted to the now over eight hundred scenarios published by
the players' community in the Scenarios from the Front section.
We also opted to include three punchboards to help
further round out and perfect the visual aspect of your
battlefields. And finally, this pack would not have been complete
without a comprehensive, 120 card summary deck that describes in
detail every single terrain, special rule, troop type and nation
introduced in the base game and the expansions published since the
game's launch on the 60th anniversary of D-Day.
Enjoy the many flight hours ahead of you...
$54.95 |
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The Bulge
From Rick Young, designer of Europe Engulfed, comes a
series of fun, tense block games. The Fast Action Battle (FAB) games
place you and your opponent in the roles of field commanders for
memorable 20th Century battles. FAB games focus on speed and playability
with low-unit density while keeping the history both accurate and
exciting.
Volume 1: The Bulge brings you the Battle of the Bulge
from December 16th through December 27th. You command the division and
brigade level units using the historical orders of battle. Like Bradley
and Montgomery or Model, you order your forces to key points, and decide
how and when to order extra Assets to bolster them. There are never
enough of these Assets to give to all the units begging for them, so you
need to weigh your decisions carefully. FAB games also make use of
Special Actions, which allow the players’ opportunities to the turn
the tables on one another throughout the game.
FAB delivers an exciting new blend of units and
decisions to the block game genre: your forces are a mixture of wooden
blocks and die-cut counters. This blend allows players to face tough
command decision choices in a fresh new way.
* Blocks: your divisions and brigades are multi-step
wooden blocks with printed labels on one side only, with step-losses
represented by rotating the blocks. This feature of the blocks evokes a
strong sense of the “fog of war” for players.
FAB delivers a new twist on units: The pips on the
edges of the blocks are color coded to represent troop quality, which
can change as a Division suffers losses. Elite Units can lose their edge
and become Veteran, while Green Units can harden and become Veteran as
they experience the strains of combat.
* Counters: Die-cut counters represent (1) additional
Assets available to you as the Field Commander and (2) major Events that
could have or did occur during the battle.
Assets represent engineers, army level artillery,
independent armor and infantry regiments/battalions, and other small
units that can be temporarily assigned to the battles that you deem
important to your strategy.
Randomly drawn Events provide units or actions such as
divisional replacements, air strikes, interdiction teams, and parachute
drops.
For example in The Bulge, students of the battle will
expect to find special handling for the various elements of Operation
Greif involving desperate attempts to confuse the American units behind
the front lines. These Events represent unique opportunities which you
can use to influence the outcome, although you cannot count on exactly
when these opportunities will be available to you.
Another strong element of FAB is the Special Actions,
which have been proven in GMT’s Europe Engulfed design to give
flexible, exciting game play. Special Actions give you tense choices in
deciding how and when to seize initiative or interfere with a sudden
move by your opponent. Should you hold a division back at a key
crossroad waiting to see which country path an enemy armored division
will plunge down? Should you rally the beleaguered but defiant defenders
(instead of more conservatively placing another reserve division at a
key undefended road junction)?
You can play an entire large-scale battle in one
evening, using intuitive mechanisms that give you the experience of
making bold decisions (or facing crippling indecision) – centered in a
historically accurate setting. The system is designed to simulate
battles and invasions in all 20th Century theaters. As the series moves
to these different theaters, new types of assets will be developed to
match the specifics of those theaters (Seabees, sappers, commandos,
etc.).
Volume 1: The Bulge contains the following scenarios:
- “River Dance” (the campaign game covering all
12 days), which plays in 4-5 hours once players have mastered the
game’s systems, and gives both sides the chance to attack and
defend.
- “To the Meuse” (a three hour Tournament
Scenario covering the 16th through the 21st of December).
$55.00 |
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Pacific Typhoon
Pacific Typhoon is a strategy card game for 3-7
players, ages 10 to adult. The game uses the same system that first
appeared in the popular 1998 Avalon Hill card game Atlantic Storm.
The game setting is the naval and air war in the
Pacific theatre during World War II. Pacific Typhoon depicts the history
of the air-naval battles of the Pacific War with 40 battle cards, each
of which represents an historical naval or air battle such as Pearl
Harbor, Midway, Surigao Strait, etc. Players compete by fighting a
non-sequential series of twenty of these battles. A battle lasts for one
round of play, so each player gets to play once per battle. The
round-leader starts by picking one of two battle cards (he discards the
unpicked one). The chosen battle card determines the year of battle. The
battle card is also worth a certain number of victory points and
resources to whoever wins it. The round-leader alternates after each
battle, and the game ends after 20 battles (when the Battle Card deck is
exhausted).
Players are not assigned to sides. Instead, each
player has a hand of force cards that typically includes both Allied and
Japanese cards. The force cards represent warships, submarines,
aircraft, special weapons, and events. Non-event cards have three
separate combat values: Air, Surface, and Sub. For example, the
battlecruiser Kirishima has combat values of 1 air, 4 surface and 0 sub;
the submarine Flasher has combat values of 0 air, 1 surface and 3 sub;
the Zero fighter (Sakai) has combat values of 3 air, 0 surface and 0
sub. Force cards are also worth victory points because they can be
destroyed in battle.
After the round-leader selects the battle card, he
announces the "suit" of battle: Air, Surface, Sub or Combined.
Only the combat values in the announced suit will affect the outcome of
the battle. In a Combined battle, the combat values of all three suits
are added together. The round-leader also announces the time of battle:
Day or Night. Some force cards are only playable in a day battle (for
example, the aircraft carrier Lexington), a few are only playable in a
night battle, but most are playable in day or night battles. The
round-leader then gets to play from his hand. He may play on one side or
the other (but not both sides together). Each player after him in turn
may then play on one side or the other.
$40.00 |
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Combat Commander
Combat Commander is a card-driven board game
series covering tactical infantry combat in the European and North
African Theaters of World War II. One player takes the role of the
Axis (Germany in this first game; Italy & the Axis Minors in
later installments) while another player commands the Allies (Russia
& America here; Britain, France & the Allied Minors in
future expansions).
This first game of Combat Commander will include
units, cards, and historical scenarios depicting the American,
German, and Russian forces. The second game in the series will
provide cards, counters, and historical scenarios for British,
French, and Italian forces.
Each game will include 6-12 historical scenarios
as well as a "roll your own" scenario system that provides
an almost unending variety of map configurations, force structures,
and combat situations. Replayability value for Combat Commander is
very high.
A game of Combat Commander has no strict sequence
of play. Each turn is divided into a variable number of Player
Turns, each of which may consist of either: the active player
expending one or more Fate cards from their hand for their Actions;
or passing, which allows the discarding of one or more Fate cards.
Players redraw up to their maximum hand size at the end of each of
their own Player Turns. Additionally, Reactions may be played by
either player at any time, so long as the prerequisite listed is
met.
FATE CARDS: Players will take turns playing one or
more “Fate” cards from their hands in order to activate their
units on the mapboard for various military functions. Each
nationality has its own 72-card Fate deck highlighting its
historical strengths and weaknesses (lots of Smoke for the US;
marksmanship bonuses for Britain; commissar events for the Soviets;
broken Italian units will surrender more often; etc.). Each Fate
card contains one Action and one Reaction: only one of which may be
declared when the card is played. The bottom portion of each Fate
card contains an Event, a random hex symbol, and a 2d6 die roll –
these can never be ‘played’ from the hand, only ‘revealed’
from the top of the draw pile when a game situation instructs a
player to do so.
ACTIONS include: Fire, Move, Advance, Rally, Rout,
Artillery Request and Artillery Denied. Each nationality also has a
varying number of Command Confusion Actions which act as duds while
in hand – these cards are useless except for any possible Reaction
on the card. Actions, when played, generally activate a single unit
to perform that Action, unless a Leader is activated: in which case
it can further activate any or all non-leaders within its Command
Radius to perform the same Action. There are 15 different REACTIONS.
For example:
Sustained Fire – Add +2 when firing a Mortar or
Machine Gun. If the fire roll is “doubles”, break it. Smoke –
If a unit with boxed Movement is activated to Move or Advance, place
Smoke in or adjacent to its hex. Grenades – Add +2 when firing at
an adjacent hex. Dig In – Place foxholes in a friendly hex.
There are 36 different EVENTS – both good and
bad – that will occur at random intervals to add much chaos and
uncertainty to each player’s perfect plan. Event examples:
Walking Wounded – Select one eliminated unit.
Return that unit to play in a random hex, broken. Hero – If not
already in play, place the Hero in a friendly hex. Rally one broken
unit there. Reinforcements - Roll on the Support Table. Select one
available unit then place it along your map edge. Battle Harden -
One unit becomes Veteran.
Units and weapons are rated for their Firepower
and Range, while units also have a Movement allowance and a Morale
number. Most importantly, Leaders have a Command number as well.
Command has two functions in Combat Commander. First, it allows a
leader that has been activated to perform an Action the ability to
further activate any friendly non-leaders up to X hexes away, where
X is its Command number (or “Command Radius”). Second, a leader’s
Command number is added directly to every stat on every non-leader
currently occupying the same hex. So, for example, a 5-FP, 5-Rg,
5-Mv Squad with 7-Morale in the same hex as a Leader with a Command
of 2 would have stats of 7-7-7 and 9 for all purposes as long as
that condition existed.
Average playing time is about 90 minutes per
scenario. A scenario is played on one of several mapsheets, each
with a 10x15 hexgrid depicting various terrain at a scale of 100
feet per hex. In addition to playing one of the many pre-generated
scenarios included with the game, players can roll up random
situations, as well. Playtesters described both types of scenarios
as “fast, furious, and addictive.”
Replayability for Combat Commander is high. Our
core group of four testers has logged over 230 roll-your-own
scenarios and still ask to play on most game nights. And with
unlimited possibilities as far as additional scenarios, maps, units,
weapons, variants, etc. that can be released in the months and years
to come (as well as the new games covering the British, French,
Italians, and the Pacific Theater now in the design stage), Combat
Commander is one of those rare exceptional values in wargaming –
one that can be revisited time and time again, each with a new tale
to tell.
Game Components:
- 876 full color counters
- Six 17"x22" full-color backprinted
mapsheets
- 220 Cards
- Full color Rule Book
- Full color Scenario Book
- one color Track display
- 4 Full-color Player Aid cards
$79.00
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GG011974

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Combat Commander Battle Pack #1: Paratroopers
COMPONENTS:
2 17" x 22" 2-sided color mapsheets
6 2-sided Scenario Cards
$20.00 |
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Europe Engulfed
More than thirteen years of design and development
have gone into the making of Europe Engulfed (EE), which is GMT
Games' first offering to the block-game enthusiast. It covers the
entirety of World War II in Europe from September 1939 to the end of
1945.
Europe Engulfed plays fast with its focus on
playability and making players feel the pressures their historical
counterparts were under. The game achieves this level of playability
without sacrificing historical detail. The entire campaign is
playable in a single 10-to-14 hour day once players become familiar
with its elegant game systems including:
Wood Block Units: Wood blocks for land
units provide a realistic fog of war. Only the controlling player
can see if their units are armor or infantry, weak or strong until
combat is engaged. The inability to know the strength of your
opponent ensures that even the most experienced players will make
their fair share of tactical and strategic errors.
Production and Strategic Warfare: Europe
Engulfed Game Turns represent two months each and production and
strategic warfare takes place within each of these turns. The
inventive production system shows that the conquering power does not
get the same value out of resource areas as the original power that
lost them. Production levels are easy to calculate and production
choices include special actions, fleets, U-boats, strategic fighter
and bomber assets, ground-support units, flak, V-weapons, and, of
course, lots and lots of armor and infantry and the odd paratrooper
or cavalry unit from which to choose.
Special Actions: Special actions are an
innovative rule system to account for the large historical
territorial gains that occurred over the course of a two-month game
turn without bogging the game down with multiple player turns. Using
Special Actions, players can purchase additional movement phases and
combat rounds, amphibious and airborne assaults, and even take
actions during an opponent's combat phase.
Rulebook and Playbook: The 24-page rulebook
is clearly written with many examples. Also included is a 24-page
playbook. The playbook includes player notes, designer notes,
optional rules, scenarios, index, and an extended example of play
highlighting the May/June 1940 turn which reveals tactics for
successfully attacking and defending.
Europe Engulfed playes quickly with a very
historical feel. Many players have indicated that they actually feel
the pressures and stresses felt by the strategic level commanders in
the real war. We know of no other European Theater of Operations
game that plays this fast and with this much historical value.
Game Components: 283 Wooden blocks (with
stickers) & 244 full color counters, Two 22"x34"
full-color mapsheets, 24-page Rulebook, 24-page Playbook, 24
six-sided dice (two sets of 12).
$99.00
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Asia Engulfed
We are proud to announce the companion game to GMT
Games' award winning Europe Engulfed. In Asia Engulfed the action
takes place across Asia and the Pacific covering the entire war from
the attack at Pearl Harbor to the final collapse of the Japanese
empire.
Asia Engulfed is a complete stand alone game or it
can be combined with Europe Engulfed to simulate the entire Second
World War. A complete set of combined game rules allow for unit
transfer, production allocation, and combined victory conditions.
Asia Engulfed focuses on playability and making
players feel the pressures their historical counterparts were under.
Players actually feel the pressures and stresses felt by the strategic
level commanders in the real war. The game achieves this level of
playability without sacrificing historical detail. The entire campaign
is playable in 6-to-9 hours once players become familiar with its
elegant game systems.
Wood Block Units:
Wood blocks are used for both land and naval units
to provide a realistic fog of war. Different colors are used for not
only the different nations but also for land and naval units so there
is no confusion as to what is what and who is who. Only the
controlling player knows where their elusive carriers are until combat
is engaged. Players will have to decide during their naval reaction
move if they have the guts to intercept the enemy's unknown forces.
Supply and Oil:
Asia Engulfed incorporates a unique and simple
system to realistically portray the Japanese resource limitations. The
further your empire expands from Japan the harder it is to supply and
operate your far-flung forces, not to mention defend your perimeter
with a navy limited by its oil reserves.
China, India, and Australia:
All three are in play and potential targets for
Japanese expansion. Could any of them been captured if Japan had
focused its resources? While it isn't likely, they are targets that
the Allies have to defend and often seem just out of reach. Optional
rules can bring the Soviet Union into the game.
Redesigned Air System:
Air assets are critical to a successful campaign in
the Pacific, influencing both movement and supply. A carefully
designed area map allows air units to exert control into adjacent
areas and move across areas to the next airbase without having to
worry about tracking range or counting hexes. Carrier air assets are
represented by their own counters allowing for their losses to be
tracked separately from the carriers and for the Japanese to husband
their elite pilots.
Redesigned Naval System:
The naval system is totally redesigned from Europe
Engulfed and along with the air system an integral part of Asia
Engulfed. Basing limits, extended range movement, naval reaction
movement, carrier day or surface ship night combat, surprise effects,
port attacks, invasion support, it's all there and when combined with
block limited intelligence and a healthy dose of lady luck every
engagement brings the thrill of a potential victory and the fear of a
devastating defeat. Even submarines get to put in an appearance as
they try to pickoff stragglers.
Production and Strategic Warfare:
Asia Engulfed Game Turns represent two months each
and production and strategic warfare takes place within each of these
turns. Production levels are easy to calculate and production choices
include Special Actions, Aircraft Carriers, Battleships, Cruisers,
Submarines, Land Based Air and Carrier Based Air units, Infantry,
Marines, and an assortment of strategic assets. The USA conducts a
strategic submarine campaign against the Japanese naval transport
system and later in the war is able to direct strategic bombers over
Japan.
Special Actions:
Special Actions are an innovative rule system to
allow for not only extended operations during the course of a normal
two month game turn but also to represent each sides unique
capabilities. From code breaking to emergency rebasing, special
actions provide a wealth of options for the player who has been able
to commit the necessary resources to build them.
Rulebook and Playbook:
The 24-page rulebook is clearly written with many
examples. Also included is a 24-page playbook. The playbook includes
player notes, designer notes, combined game rules, optional rules,
scenarios, index, and an extended example of play.
Asia Engulfed Component List:
- One 22" by 34" full color cardstock map
- 135 wooden blocks with stickers
- 68 round counters in three sizes
- 228 9/16" counters
- One 24 page rulebook
- One 24 page playbook
- 24 six sided dice (two sets of 12)
- One air declaration and naval battle-board card
- Several player aid cards
Game Designers: Jesse Evans and Rick Young
$69.00 |
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Duel in the Dark
World War 2 air combat game depicting the
nighttime air raids of British bombers hitting German cities.
As the head of the British Bomber Command, you
plan the attacks on Germany in order to undermine the morale of the
civilian population. Or as a General of the German Air Force (Luftwaffe),
you defend using your ace squadrons and organizing an effective
civil defense.
The gameboard enables you to set up countless
variations of these historic events. You play as many nights as you
wish - each night takes 30-45 minutes to resolve.
Immerse yourself in the strategic and tactical
thinking needed to survive in those dark times.
Gameplay allows for easy entry into the action
with some advanced rules for the hearty wargamer. The game rules
include weather conditions, full moon/new moon bonuses and
penalties, clouds and thunderclouds, fog, flak, searchlights,
balloon barriers, target markers, and much more.
The British player secretly plots the course of
the bomber while the Mosquito acts as escort or decoy. The German
player tries to figure out where the bomber is going, making sure to
efficiently use the fuel to get as many hits on the bomber as
possible.
$49.99 |
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Duel in the Dark Big Bag of Expansions
A collection of small expansions for Duel in the Dark
Contents include:
1 British searchlight (ground defense object)
1 British 3.7-Inch QF (ground defense object)
2 Railroad Flak 12.8 cm (ground defense object)
1 Skilled Gun crew (special medals)
1 Acoustic Mirror (ground defense object)
1 Quad Flak 2 cm (ground defense object)
1 Ju88 “night fighter” (new plan with fuel gauge and
observer badge)
1 3-5 player variant
1 The Walls Have Ears (includes target city tokens)
$20.00 |
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Island of Death
Sitting astride the sea lanes from Italy to North
Africa, the island of Malta hobbled Axis attempts to supply their forces
in Libya and Egypt. Frustrated Axis planners hatched a series of
operations designed to capture the fortress, known as Operation Herclues
to the Germans and Operation C.3 to the Italians. Several times the
assault seemed imminent, but at each juncture the Axis held back from
rolling the dice. Now we let you see what might have happened.
The game includes two scenarios, plus variants covering
various Axis and Allied plans to defend and attack the island. The game
system, used previously in Red Steel, and in our proposed Classic Wargames
Alamein and Sicily, is one of our more involved yet thanks to the island’s
small size takes only a few hours to play.
British gunners on Malta await the Axis, 1942.
Game pieces represent companies and battalions. Units
are rated for morale, attack, defense and movement. Superior morale will
assist a unit in several game functions but particularly in combat. Tank
units are rated for armor quality; anti-tank units have a similar rating
used to fight tanks. There are very few tanks on Malta, where infantry
will determine the outcome.
Artillery is the most powerful weapon on the
battlefield. Artillery units may support an attack or a defense. And
artillery must be supplied; running out of artillery ammunition is a very
bad thing, and both players must choose where to use their shells. Each
game “day” is divided into three daylight and one night turns.
The map is divided into hexagons (“hexes”) and shows
the entire island at a scale of 1 kilometer per hex.
The British defense is built around the division-sized
Malta garrison of nine regular British battalions, plus four more of the
King’s Own Maltese Regiment. They are backed by plentiful artillery and
anti-aircraft units. In the first wave, the Axis has a German parachute
brigade and a brigade-sized Italian parachute division, plus a small
Italian air-landing division. There are also commando units from the
Italian Navy and the Italian Air Force. The second wave has two Italian
infantry divisions. Italian warships, and German and Italian aircraft,
provide support for the attack.
$29.99 |
|
War Plan Crimson
War Plan Crimson is a game that simulates a
hypothetical invasion of Canada by the United States some time
between 1935 and 1939. The game is designed for two players, one
representing the leader of the armed forces of the United States
deployed against Canada (the US player) and the other representing
the commander of the Canadian and British forces that would defend
against a foreign invasion (the Commonwealth or CW player). …
$19.95
|
GG011572

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Autumn Mist: The Battle of the Bulge
Autumn Mist: The Battle of the Bulge is a
simulation game of the the German last-ditch offensive through the
Ardennes forest in December 1944. The Allied player controls all
American and British (UK) units. The German player controls units
from the German Army, the Schutzstaffel (SS), and the Luftwaffe
(German Air Force).
CONTENTS: 20 page color rulebook, 280 die-cut
counters, Folded color hex map, Cardstock charts & tables, 2
dice!
Complexity: Moderate
Map Scale: 5 miles per hex
Unit Scale: Battalion to Division
Time Scale: 2-3 days/ turn
Players: 2
Solitaire Suitability: Low
Playing Time: 2-3 hours
$21.95
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GG011299

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Bitter Victory
After chasing Axis forces out of Africa in the
spring of 1943, the Allied armies prepared to return to Europe.
After studying several possible landing sites, the British and
Americans decided to invade Sicily. Strategically located in the
middle of the Mediterranean Sea, its capture would help secure
Allied communications thorough this vital waterway and de-stabilize
Italy’s fascist regime.
In June, the British Eighth Army landed on the
island’s eastern coast and the American Seventh Army on the south.
Axis forces resisted bitterly, but finally were chased off the
island.
The game includes four scenarios, covering various
Axis and Allied plans to defend and attack the island as well as the
historical situation. The game system, used previously in America
Triumphant, Alsace 1945 and Red God of War, takes only a few hours
to play.
Game pieces represent battalions, regiments,
brigades and divisions. Headquarters are vital to activate units and
send them into action; supply is also important to keeping your
units at full efficiency and players must choose how to allocate
their resources. There will never be enough of them to accomplish
everything at once.
$19.99
|
GG011977

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Defiant Russians 1941
The topic is the 1941 German attack on the Soviet
Union. The map portrays the western Soviet Union from the Polish
border to the area east of Moscow, and from the Arctic regions on
the north to the Turkish border on the south. It's divided into
hexagons, at a scale of 45 miles across each.
Players control the actual units that fought in
this campaign. Axis units mostly represent army corps. These include
German, Finnish, Italian, Hungarian, Spanish and Romanian units.
German tank units provide the real striking power for the Axis, and
these are the strongest units in the game.
Defiant Russia isn't a very large game. The map is
17x22 inches, and fits easily on a small table. There are 140
playing pieces, and it comes in a small box that's easy to store.
The game plays very quickly, concluding in about 90 minutes, with a
minimum of charts and tables to consult. It's suitable for ages 10
and up and a steal at just
$19.99
|
GG010650

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Red Vengeance
Like Defiant Russia, this game is designed to be
easy to learn and fun. The map portrays the western Soviet Union,
Poland, Hungary, Romania and eastern Germany, with parts of
Yugoslavia and Bulgaria as well.
Players control the actual units that fought in
this campaign. Axis units mostly represent army corps. These include
German, Hungarian, Bulgarian and Romanian units; the latter two will
eventually switch sides. The Axis player actually starts the game
with more tank units, the real striking power in this game, than the
Soviets. But as they’re lost they are difficult to replace, while
Soviet power just keeps surging.
Soviets are generally armies. Unlike Defiant
Russia, the typical Soviet unit is as good as the typical German
unit, and many of them are better. The Soviet player’s goals are
very simple: drive directly for the heart of Nazi power. The Axis
player can’t simply hold back on defense, but must counterattack
judiciously.
Like Defiant Russia, Red Vengeance isn't a very
large game. The 17x22-inch map fits easily on a small table. There
are 140 playing pieces, and it comes in a small box that's easy to
store. The game plays very quickly, concluding in about 90 minutes,
with a minimum of charts and tables to consult. It's suitable for
ages 10 and up.
$19.99
|
GG011362

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Alsace 1945
Like any dying organism, the Nazi regime lashed
out against its enemies during late 1944 and early 1945. The most
famous of these actions, the so-called “Battle of the Bulge,” is
the focus of our America Triumphant game. Less well known but
equally critical in destroying Germany’s military potential was
the offensive in Alsace, Operation North Wind, which opened a few
weeks later.
Along the southern portion of border between
France and Germany lay the plain of Alsace and the city of
Strasbourg. The province of Alsace and its political capital,
Strasbourg, had been annexed by the Germans in 1871, returned in
1918 and retaken by the Germans in 1940. The city in many ways
represented the prestige of France and its capture would exercise an
immense influence over Allied operations in the battles that raged
across the plain in the closing months of the Second World War.
Alsace 1945 covers the American offensives of
November and December 1944 and the desperate German counterattack in
January. The game system, used previously in America Triumphant,
covers these three battles in scenarios requiring only a few hours
to play. A fourth covers a hypothetical German attack launched in
conjunction with the Ardennes (“Battle of the Bulge”) offensive
to the north and capable of being played alone or with with America
Triumphant.
With 140 game pieces and one 22x17-inch map, the
game covers the battles at the regimental and battalion level and
includes the effects of outside political and military events, the
biggest being the Ardennes offensive.
The following scenarios are included:
• The Alsace Offensive. As the Allied
armies closed up everywhere on the German border in November 1944,
it seemed that the war was nearing the end. It was no different in
the American Seventh Army sector where the XVth Corps attemped to
drive the Germans back north of Strasbourg.
• Drive to the Westwall. The American
November offensive ground to a halt with few gains for the losses
suffered. After reorganizing, the Americans resumed their drive
toward the Westwall on the 5th of December. German forces had been
stretched thin as the High Command ordered mobile formations
transferred out of the area to prepare for the upcoming offensive in
the Ardennes. Those remaining had been bled white by the American
attacks. With the new 12th Armored Division on loan to Patton’s
Third Army, where it replaced the worn out 4th Armored Division, the
two American corps attacked north in the morning hours.
• Operation NORDWIND. The Ardennes
offensive stretched the American Seventh Army’s front as units
spread out to hold territory previously held by units of the Third
Army sent north to attack the southern flank of the German
penetration of the Allied lines. With the German advance stalled,
Hitler looked for an opportunity to strike a blow against the Allies
and came up with the Alsace region of France where the Germans
believed the Americans were especially weak.
• Wacht am Rhein South. The only real
chance the Germans had of seriously disrupting the Allies on the
Western Front was to attack in the Ardennes and Alsace as close
together as possible. This scenario presumes that the German High
Command was able to bring together the necessary units and supplies
without the Allies suspecting an attack was in the works. Even
assuming complete ineptitude on the part of the Allied intelligence
community, the Germans would have had a difficult time assembling
the forces required to mount a credible attack in Alsace. Unlike the
American defenders to the north, the Seventh Army was actively
advancing, even if only with a portion of its strength. While not
realistic, it is interesting to examine the possibility of a
theater-wide offensive. This situation can be played alone or in
conjunction with America Triumphant.
Alsace 1945 is packaged just like Defiant Russia
in a small box for just $19.99. Included are 140 game pieces and one
22x17 inch map.
$19.99
|
GG010976

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Gazala 1942
Starting with the Italian invasion of Egypt in
September, 1940, war flowed back and forth across the North African
deserts for 18 months. The summer of 1942 found the Axis and Allied
armies facing one another west of Tobruk, where the Commonwealth
forces had dug in behind extensive minefields. Each army prepared to
renew the offensive, but the Axis won that race. On the night of May
26th four mobile divisions turned the southern flank of the British
line at Gazala.
Gazala simulates the critical battle in the summer
of ’42 that led to the fall of Tobruk and the arrival of the Axis
armies at the gates to the Nile delta. We’ve shown the battles
before on a tactical level in our Desert Rats game. With 140 game
pieces and one 22x17-inch map, Gazala’s three scenarios can be
played in one to eight hours. The game system is very similar to
that in America Triumphant and Alsace 1945, with the addition of
anti-tank fire. Most units are brigades or regiments, with a few
battalions as well (usually tanks). Italian, German, British, South
African, Indian and Free French units are represented.
The following scenarios are included in the game:
Operation AIDA
The Axis in Africa saw their position quickly
becoming untenable position as Allied strength grew almost on a
daily basis. Soon the British would have overwhelming power with
which to eject the Axis from the continent. An immediate attack
seemed the best, maybe the only, hope to win the war in Africa. The
attack against the British Gazala defenses set out late on May 26th.
Initially the Axis attacks gained little ground and suffered
casualties at a rate, which lower than those being inflicted on the
British, would soon erode German and Italian striking power.
Opening Moves
The Axis desert offensive in May 1942 was a
gamble. The British Army was strong and known to be preparing an
offensive of their own. The first few days of the attack went well
for the German and Italian formations, but soon threatened to
develop into a battle of attrition that only the British would win.
Erwin Rommel turned an all-but-stalemated battle into a victory the
likes of which the Axis would never again see in Africa.
The Offensive the British Never Launched
The British did not meekly await the Axis attack
at Gazala. They had been extending the desert railroad line from the
Delta in order to more easily move reinforcements and supplies to
the front. Immediately following the completion of the railroad
extension, General Ritchie, commanding the Desert Army, planned to
attack. He expected to wear down the Axis forces by virtue of his
superiority in armor and drive them from Cyrenaica. The British
attack was, fatefully, scheduled to begin several days ahead of the
Axis offensive, but delays in the railroad construction program
pushed it back and the Germans and Italians went first. If the
railroad had been finished on time. . . .
The game is packaged just like Defiant Russia in a
small box, for just $19.99. Included are 140 game pieces and one
22x17 inch map.
$19.99
|
GG011029

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Panzer Grenadier: Sinister Forces
The four years of brutal warfare on the Eastern
Front brought the political troops of both sides into front-line
fighting. Formed to control civilians rather than fight armed
enemies, the Soviet NKVD and the much larger German Waffen SS each
committed mass murders in the name of ideology and from simple
animal barbarism. Knowing their well-deserved fate if captured, they
often fought with suicidal fanaticism.
Sinister Forces brings background articles and
scenarios covering these troops and their battles to the Panzer
Grenadier game system. It is not playable by itself, but requires
Eastern Front to play most of the scenarios, and Afrika Korps or
Desert Rats to play all of them. This is a book supplement complete
with a full set of die-cut and mounted counters, much like Great War
at Sea: Dreadnoughts.
Scenarios take place on the Eastern Front. The SS
troops are of generally lower quality than the corresponding German
Army pieces of Eastern Front, reflecting the lower standards of
training and recruitment for these political formations. Background
articles place the scenarios in the full context of the war in
Russia.
New weapons also appear. The SS wield huge 220mm
mortars seized from the French army in 1940, French-made B1 heavy
tanks, B1 tanks converted to carry flamethrowers, Soviet-made T-34
tanks, and new forms of transport: light SPW 250 half-tracks and
fast Volkswagen personnel carriers, the famous Kubelwagen.
There are SS units included of high combat value:
special pieces and scenarios for the Norwegian ski battalion and for
the Finnish SS battalion.
By contrast, the NKVD troops are of generally
higher quality than the Red Army’s rank-and-file. Though used like
the SS to murder the regime’s opponents, its suspected opponents,
and other people for no particular reason, NKVD troopers served
longer than their army counterparts and had more training behind
them. They usually fought well when deployed against the Germans,
but lacked artillery, tanks and heavy weapons.
Gentleman scholar Greg Guerrero, an expert on the
Soviet military, provides the background commentary for Stalin’s
political army. Both the NKVD “field army” and the elite
commandos of OMBSON are covered as is the Soviet partisan movement,
with new counters for Partisans and scenarios for their use.
$24.99
|
GG011411

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Strange Defeat: The Fall of France, 1940
In the spring of 1940, the French Army, generally
believed to be the best in the world, again faced her mortal enemy,
the German Army. With the last war scarcely 20 years past, this one
seemed destined to develop along similar lines. British forces came
ashore in strength and both nations made a show of cooperating. Few
believed that Belgium could stay out of the conflict, but her
leaders continued to act as if it was possible.
When the attack finally came, the speed and
ferocity of modern warfare overwhelmed the Dutch and Belgian armies
in the first few days and the French and British not long after. Air
power, paratroopers and massed armor caught the Allies flat-footed
and unable to effectively respond. In six short weeks two more
countries fell under Nazi control, the French Army was defeated and
the British ejected from the continent. None could have foreseen
this strange defeat just a few short weeks before.
Strange Defeat is a sequel to Defiant Russia and
Red Vengeance. Like those games, it’s designed as an easy to
learn, fun game. The map portrays the Netherlands, Belgium, western
Germany and northern France.
Players control the actual units that fought in
this campaign; most of them represent army corps with a handful of
divisions. The typical Allied unit is as good as the typical German
unit, and many of them are better. The German player must play to
his or her advantages: an air force designed for tactical support,
parachute regiments to assault key points, and concentration of
force.
Like Defiant Russia and Red Vengeance, Strange
Defeat isn't a very large game. The map is 34 x 22 inches, divided
into very large hexes for ease of play. There are 140 playing
pieces, and it comes in a small box that's easy to store. The game
plays very quickly, concluding in about 90 minutes, with a minimum
of charts and tables to consult. It's suitable for ages 10 and up
and a steal at just $19.99.
$19.99
|
GG011553

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Freikorps
Design: Brian Train
FREIKORPS is a simulation game depicting a
hypothetical invasion of Germany by the Soviet Union’s “Red Army
of Workers and Peasants” in 1920. The game is designed for two
players, one representing the irresistible forces of proletarian
revolution (the Red player), and the other the impervious
alliance of anti-Bolshevist forces that would have been arrayed to
oppose such an invasion (the White player).
The game begins just after the Red player’s forces have won the
Battle for Warsaw in August 1920. Sensing that the time is ripe to
“carry Revolution to the rest of Europe on the points of Red
bayonets,” the leadership of the Soviet Union has decided to seize
Berlin, capital of a Germany in political and economic disarray.
However, it is already mid-summer and the Soviet Union cannot
sustain a military effort of this size past the onset of bad weather
at the end of October. The Red player has just ten weeks to change
the course of world history.
- CONTENTS: 20 page color rulebook, 280 die-cut
counters, Folded color hex map, Cardstock charts & tables, 2
dice!
- Complexity: Medium.
- Map Scale: 15 miles per hex.
- Unit Scale: Brigade/Division.
- Time Scale: One week/turn.
- Players: 2.
- Solitaire Suitability: Good.
- Playing Time: 2-3 hours.
$19.95
|
GG010939

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Panzer Grenadier: South Africa’s War
The Union of South Africa entered World War II
with some reluctance — three days of debate raged before Great
War hero Jan C. Smuts split the ruling Union Party to force a
declaration of war. South African forces fought in the conquest
of Italian East Africa, and in the campaigns in Egypt and Libya.
South Africa’s War is a supplement to the
Panzer Grenadier series, focused on the battles of South African
forces in Somaliland, Ethiopia, Egypt and Libya between 1940 and
1942. Two South African divisions saw action during these
campaigns, seeing some of the war’s fiercest actions at the
Juba crossings, Gazala, Operation Crusader and of course Tobruk.
And in the vanguard of the Allied armored advances rolled the
justly-famed South African armored car regiments. This module is
not playable by itself, but requires ownership of Desert Rats
and Afrika Korps to enjoy all of the scenarios.
South Africa’s War includes 88 die-cut and
mounted playing pieces. All of them represent South African
forces: tanks, armored cars, infantry, machine gun, mortar,
anti-tank, artillery and of course leaders.
$17.99
|
GG012024

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Great War at Sea: Jutland
History’s best-known naval battle was just
one part of the ongoing four-year struggle to control the seas
around Germany’s coasts. If the German High Seas Fleet could
catch and destroy a portion of the much larger British Grand
Fleet, the blockade suffocating Imperial Germany might finally
be broken.
Great War at Sea: Jutland is a completely new
edition of our long-retired North Sea game. It covers not only
the signature battle, but also the many other sorties of the
High Seas Fleet like the Scarborough, Lowestoft and Gorleston
Raids, the Battle of Dogger Bank and Helgoland Bight.
Like all games in the series, this one is
packed with scenarios. Along with the operations in the North
Sea, the game also includes the bitterly-fought naval war in the
Baltic Sea. Here the roles are reversed, with the smaller
Imperial Russian Navy aggressively seeking an advantage against
the larger German forces. The Russian cruiser raids are all
covered, as well as the climactic Battle of Moon Sound.
The map covers the North and Baltic Seas, as
well as the waters around the British Isles. It’s larger than
the map in the previous edition, and done to the new standards
Terry Strickland set with Leyte Gulf. The smaller navies of the
region are all represented as well: Sweden, Norway, Denmark, the
Netherlands.
But it’s the major powers that get most of
the ships. The Royal Navy is huge, with ships ranging from
ancient paddle-driven minesweepers to modern battle cruisers
like Repulse and Renown. Famous ships like the battleships
Dreadnought and Iron Duke, the inaptly-named battle cruiser
Invincible, and early aircraft carriers like Engadine and Argus
are all here.
The German High Seas Fleet has all the ships
that challenged England, from the tiny coast defense ship
Siegfried up to the huge battleships Sachsen and Württemburg.
The Germans have zeppelins and submarines to help redress the
balance somewhat, but it will take skilled play to overcome
Britain’s sea dogs.
Russia has modern dreadnoughts, but will
depend on her armored cruisers and a squadron of older
battleships for most missions.
As with other games in the series, the
tactical map is a generic blue field of hexagons, used to
resolve surface combat. There, ships maneuver and fight using
their gunnery and torpedo factors. Each player rolls a number of
dice according to the ship’s capabilities, hitting on a result
of 6. Gunnery and torpedo damage tables give the results: ships
can suffer damage to engines, hull or armament.
$64.99
|
GG011978

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Second World War at Sea: Bismarck
If there’s one ship every naval wargamer
knows, it’s the German battleship Bismarck. Forty thousand
tons of menace, unleashed into the North Atlantic in the spring
of 1941 to wreak havoc on Allied shipping.
The British Home Fleet tried to stop her, but
Bismarck’s guns ripped apart the battle cruiser Hood. The
pride of the Royal Navy went to the bottom of the Denmark Strait
southwest of Iceland and Bismarck disappeared into the fog. But
HMS Prince of Wales had managed to hit Bismarck below the water
line, and she left behind her a slick of fuel oil. The British
Home Fleet relentlessly tracked the German warship, and she
finally sank beneath a hail of gunfire.
Bismarck: Commerce Raiding in the North
Atlantic is the latest installment in the Second World War at
Sea series, and the one wargamers have demanded since the series
debuted. The game covers the famous hunt for the Bismarck, but
also all of the other German commerce raids into the Atlantic
between the fall of 1939 and the summer of 1941. The breakout of
the battle cruisers Scharnhorst and Gneisenau is here, the raids
of the cruisers Admiral Hipper and Scheer, and much more. Like
all games in the series, this one is packed with scenarios.
The German player is trying to sneak past the
British picket lines, and then seek out and destroy the vital
convoys that bring troops, food and supplies from the rest of
the world to Britain. The British player has vastly superior
forces, but the Atlantic is a huge place. There’s plenty of
open ocean in which a German raider can hide. When more than one
of them is loose, the task facing the Royal Navy is even more
daunting.
The Germans receive all the raiders that
entered the North Atlantic, famous ships like Prinz Eugen, but
also some that could have but did not, like the battleship
Tirpitz and the aircraft carrier Graf Zeppelin. The Royal Navy
contingent is very large, and there’s also a large part of the
United States Navy involved. Though the Americans did not fight
the Germans, on more than one occasion American task forces
joined the hunt for German raiders with orders to engage them if
located, even though the two nations were not yet at war. There
are several French ships involved, and the proud Polish
destroyer Piorun as well.
If the Germans are operating close to land,
they do have formidable air support available, though this
appears in a semi-random fashion similar to Bomb Alley. But the
real prizes are found far from land, where the ships are on
their own. Submarines play a much larger part in this game than
in previous titles in the series as well.
The game has one of the larger operational
maps in the series; the North Atlantic is a big and empty place.
There are two 34x22-inch maps, covering the area from north of
Iceland south to the latitude of Spain. The tactical map is a
generic blue field of hexagons, used to resolve surface combat.
There, ships maneuver and fight using their gunnery and torpedo
factors. Each player rolls a number of dice according to the
ship’s capabilities, hitting on a result of 6. Gunnery and
torpedo damage tables give the results: ships can suffer damage
to engines, hull or armament.
Air attacks are resolved in similar fashion.
The combat systems yield results rapidly but in a historically
accurate fashion, giving a good balance of fun and insight.
$49.95
|
GG011655

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Strike South: Japan Invades the South Seas,
1941-42
Japan embarked on the Pacific War for one reason:
to seize the oil and metals of the Dutch East Indies and Malaya. In
a daring five-month campaign, Japanese air, land and naval forces
conquered a vast segment of the Earth’s surface from its American,
British, Dutch and Australian defenders.
Strike South is a Second World War at Sea series
game based on this bold Japanese aggression. There are 140 “long”
playing pieces, depicting the major fleet units of both sides:
battleships, aircraft carriers, cruisers and fleet destroyers. There
are also 280 square playing pieces, half the size of the ship
pieces, mostly depicting aircraft but also smaller warships and
markers.
The two operational maps depict the South China
Sea and the East Indies, including all the major ports and airbases.
The area covered stretches from Formosa on the north to Australia on
the South. The maps overlap with that from Eastern Fleet on the west
edge, and stretch to New Guinea on the east.
The tactical map is a generic blue field of
hexagons, used to resolve surface combat. There, ships maneuver and
fight using their gunnery and torpedo factors. Each player rolls a
number of dice according to the ship’s capabilities, hitting on a
result of 6. Gunnery and torpedo damage tables give the results:
ships can suffer damage to engines, hull or armament.
Air attacks are resolved in similar fashion. The
combat systems yield results rapidly but in a historically accurate
fashion, giving a good balance of fun and insight.
Strike South includes 15 scenarios, or game
situations, re-creating the battles and campaigns that took place in
these waters. Eight of these are “battle scenarios,” useful for
learning the combat system or for a quick game of 30 minutes or
less.
The other seven are operational scenarios. Players
form their ships into fleets, and plot their movement across the
operational map. When contact is made between fleets, play moves to
the tactical map to resolve combat. The scenario instructions give
each side a set of specific tasks that must be accomplished to win
the game: launch amphibious invasions, escort troop convoys, bombard
key enemy positions, or seek and destroy enemy fleets. These tasks
are the same ones given to the admirals on the spot.
Operations include the last mission of the British
battleship Prince of Wales, the Battle of the Java Sea, the Battle
of Sunda Strait, and the Japanese invasion of the Philippines.
The scenarios give each player varied and
difficult tasks. The Japanese player usually has more and stronger
forces, but is under a very stressful timetable and has been given a
very aggressive set of objectives. The Allied player faces divided
command and weak forces, which must carefully strike at just the
proper moment.
Strike South includes:
- Two 32"x22" strategic maps
- 11"x17" tactical map
- 420 game pieces
- 12-page rulebook
- 12-page scenario book
- 2 player aid cards
- 1 organizational card
$49.99
|
GG011304

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Brute Force: The War in the West
Clash of Arms' latest addition to the "A
Struggle for Europe Series" is the sequel to our highly popular
War Without Mercy! Brute Force contains 3 scenarios: Norway Invasion
Scenario (5 turns), Blitzkrieg in the West (9 Turns) and the Overlord
Scenario (11 Turns)
Contents:
- Second edition series rules
- Exclusive Rules
- Two 22x34" maps
- 840 full color counters
- Charts and Tables
- 2d6
$70.00
|
GG005223

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Second World War At Sea: Bomb Alley - The
Mediterranean Naval War, 1940-1943
For four years, Britain's Royal Navy and Italy's
Regia Marina waged a ferocious battle for control of the
Mediterranean Sea. Fifty (yes, 50!) scenarios re-create these
struggles: the battleship duels at Cape Teulada, First Sirte, Second
Sirte and Cape Matapan. The convoys to Malta. The Italian torpedo
boat Lupo's defeat of two British cruisers. This is the ultimate
World War 2 naval game, from the team that gave you SOPAC and
Midway.
$64.95
|
GG005133

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Zero!
Volume III in the Down in Flames card game series
moves to the Pacific Theatre of Operations in WWII. Players will
recreate the first six months of furious aerial combat between the
might of Imperial Japan and the surprised forces of the United
Kingdom and the United States. Zero! includes the important
early-war fighters and bomber of the Imperial Japanese Navy and
Army, Royal Air Force, United States Navy, United States Army Air
Force, and the American Volunteer Group (the famous Flying Tigers).
Fly the fearsome A6M2 Zero against the F4F Wildcat, Hawker Hurricane
IIb, Curtiss P-40B and E Tomahawks, and the ill-fated Brewster
Buffalo. As a pilot with the Japanese Army, take Ki-27 Nates and
Ki-43 Oscars to the skies against the Allies over Malaya and Burma.
Match your skills with American aces Wagner, Thach, McCuskey or
their semi-mercenary countrymen of the AVG, Hill and Newkirk. The
Japanese can counter with Sakai, Anabuki, Kato, and more.
As with the previous games in the series, Zero!
includes the Campaigns covering the major aerial events of the
December 1941 to June 1942 period. Each consists of multiple
missions aimed at a variety of targets, for which you must wisely
allocate your resources of men and material. New to Zero! are
Carrier Campaigns, which give players some control over the carrier
groups their naval squadrons fly from. Do you go all out for a
decisive strike or hold your fighters back and let the enemy
overextend himself? Campaigns included in this volume are: Pearl
Harbor (solitaire), the Philippines, Malaya, Burma, Coral Sea, and
Midway.
Both Down in Flames veterans and newcomers
to the series will enjoy this latest volume. All the components
needed to play are included - ownership of the first two volumes is
not necessary, but the three games are completely compatible.
Beautiful, newly-designed, full-color action cards drive gameplay,
while cards representing the major aircraft of the period and
counters of the famous aces allow players to explore a wide range of
scenarios. Besides the new Carrier Campaigns, historically
significant missions have been added to the standard campaigns and
the rules have been updated and expanded.
Are you ready to relive history? Can you sweep the
skies in the cockpit of the Zero, delaying or even stopping the
appearance of American industrial might? Or will the Allies, in
their outdated machines, halt the Japanese onslaught much earlier?
COUNTERS: 88 full-color, die-cut counters.
CARDS: 150 full-color Playing Cards
OTHER:
- 6 Campaign Map Displays
- One Bombing Display
- One Resource Sheet
- One 16-page Rulebook
- One 20-page Campaign Booklet
- 8 Target Displays
- Three Campaign Logs
$45.00
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GG003082

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Von Manstein's Backhand Blow
Southern Russia, early February 1943 -- In
Stalingrad, the surrounded remnants of the once might German Sixth
Army are being slowly and methodically exterminated. Hundreds of
miles to the west, two powerful Soviet Fronts are moving west and
south against a patchwork German line, intent on destroying the
remaining Axis forces in Southern Russia. Operations Star and Gallop
have begun.
Six weeks later, the shocked, battered remnants of
these two Soviet Fronts are running for the collective lives from
powerful German panzer spearheads. What had happened? Soviet
overconfidence was responsible in part for the disaster, playing
into German hands, but by far, most of the credit for the amazing
reversal belonged to Field Marshal von Manstein. Holding off the
Soviets to his front and Hitler at his back, he managed to
accumulate sufficient panzer formations to allow the Germans to
regain tactical and operational superiority.
Von Manstein's Backhand Blow is a low/intermediate
complexity two player game using the well-received Turning the
Tables system pioneered in earlier East Front games produced by
Moments in History. The game system itself is easy to learn and
master. No two games will ever play out alike because a great deal
of uncertainty and randomness is injected into each combat due to
the Combat Chit Draw and Random Events Table. This uncertainty makes
von Manstein's Backhand Blow ideal as a solitaire game since combat
results cannot be accurately predicted.
Dirk Blennemann, the designer, has the reputation
for creating excellent Orders of Battle for East Front simulations.
Using detailed Russian and German language sources, he provides a
broad array of maneuver units - Soviet divisions and corps on one
side, and German units ranging from regiments down to the multitude
of ad hoc German kampfgruppen thrown into the battle to stop the
Soviet advance.
COUNTERS: 342 full-color die-cut counters.
MAP: One 22"x34" full-color mapsheet
OTHER:
- Two 6-sided dice
- 12-page Standard Rulebook
- 20-page Exclusive Rulebook
- 7 Player Aid cards
$45.00
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GG002034

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Third Reich
The Second World War in Europe, 1939-1945
Debuting in 1974, Third Reich has sold well
over a quarter-million copies in several editions over two
publishers. The Avalanche Press edition, released in 2001,
brought the old game into a new century with a complete upgrade
to graphics and game play. The result is a smooth-playing game
with a minimum of charts to consult but a deep grounding in the
historical background of the Second World War.
Third Reich interweaves not only the land,
naval and air struggles, but also the equally important economic
and political battles. Players must guide their nation to
victory by capturing key objectives while making sure no one
else — in particular their allies — gets there first.
Players take on the leadership of Britain,
France, Italy, Germany, the United States or the Soviet Union.
Each of these major powers, in turn, can influence smaller
countires like Turkey, Greece or Romania to join the war on
their side. They can offer bribes or territory, and sometimes it’s
more important to decrease someone else’s influence than to
build up your own.
The currency of the game is the Basic Resource
Point, or BRP. This represents the financial, industrial and
agricultural production needed to wage war. BRP’s are used to
build new units, to pay for offensives, to replace losses
suffered in battle, to bribe minor countries, and for a host of
other purposes. Each country’s production can be affected by
conquering or losing territory, or through strategic warfare
(chiefly, attacks by submarines and bombers).
Once activated (usually at a cost in BRP’s),
land, naval and air units can move and attack enemy units.
Combat is resolved by rolling dice, with a result of 6 usually
equalling a hit. There are no Combat Results Tables; every
factor counts and there are no “perfect numbers” of units to
commit to battle as in some wargames. When a land unit is hit,
BRP’s can be used to absorb some of the damage, but too many
hits and it is reduced in strength or destroyed. Naval and air
units pack a greater punch, but don’t bounce back from damage
as easily.
Scenarios, or game situations, begin the game
in 1938, 1939, 1940, 1941, 1942, 1943, 1944 or 1945. Political
markers are randomly chosen to determine what events might take
place outside the players’ control: Poland might capitulate to
Germany in 1939, Mussolini, Churchill or Hitler might unleash
some stupid scheme the Italian, British or German player will
have to execute, oil could be found in Libya, the French navy
could rally to the Allies or the Axis, jets can be developed,
good Germans might kill Hitler — dozens of such events are
possible.
Components: Three 8.5"x22"
hard-mounted boards, 840 game pieces, 20-page rule book.
$64.99 |
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Player's Guide to Third Reich / Great Pacific War
The book comes with 120 die-cut and mounted
counters, just like those in the games themselves. | |