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Bolt Action 2: Churchill Infantry Tank
Bolt Action 2: Churchill Infantry Tank

The Churchill, undoubtedly one of the most successful and famous British tanks of the Second World War, is arriving to bolster your army very soon and here is your chance to grab 3 of the beasts early so you can represent no less than 7 variants on your battlefield and keep the enemy guessing!

The British Army adopted a doctrine centered around the use of light, fast 'Cruiser Tanks' coupled with slow, better armed and armoured 'Infantry Tanks', that would be used to smash the enemy defences with infantry support... and the Churchill was a prime example of the latter - one of the heaviest Allied tanks of the war, it featured thicker frontal armour than that even of the Tiger!

Although it suffered from being under-armed, a defect common to most British armoured vehicles of the period, it was nevertheless loved by its crews: its cross-country ability was unrivalled and it was less inclined to ‘brew-up’ from a direct hit than the Sherman.

It will be no surprise to you to know that it was named after the Prime Minister, Winston Churchill, but you may not know that he had also been involved with the development of the tank as a weapon during the First World War.

Taking the form very reminiscent of earlier WWI tanks, the Vauxhall motors built Churchill was the basis for a slew of variants from the MkI with a 2pdr gun to the MkVII 75mm guns. Other versions would see more specialist engineering equipment added including the likes of bridging equipment and minesweeping devices - and a favoured 'close support' option of the 95mm howitzer!

In this new plastic kit from Warlord and Italari you'll get 7 turret variations (yes - we said SEVEN!) allowing you to build the following marks:
* MkIII - with 6pdr gun
* MkIV - Cast turret with 6 pdr gun
* MkV - Cast turret with 95m Howitzer
* MkVI - Cast turret and Welded turret with 75mm gun
* NA 75
* AVRE (Armoured Vehicle Royal Engineers) with 290mm Petard Mortar (aka the flying dustbin!)

  !   tilattava tuote
29.90 €
Bolt Action: Churchill Troop
Bolt Action: Churchill Troop

The Churchill, undoubtedly one of the most successful and famous British tanks of the Second World War, is arriving to bolster your army very soon and here is your chance to grab 3 of the beasts early so you can represent no less than 7 variants on your battlefield and keep the enemy guessing!

The British Army adopted a doctrine centered around the use of light, fast 'Cruiser Tanks' coupled with slow, better armed and armoured 'Infantry Tanks', that would be used to smash the enemy defences with infantry support... and the Churchill was a prime example of the latter - one of the heaviest Allied tanks of the war, it featured thicker frontal armour than that even of the Tiger!

Although it suffered from being under-armed, a defect common to most British armoured vehicles of the period, it was nevertheless loved by its crews: its cross-country ability was unrivalled and it was less inclined to ‘brew-up’ from a direct hit than the Sherman.

It will be no surprise to you to know that it was named after the Prime Minister, Winston Churchill, but you may not know that he had also been involved with the development of the tank as a weapon during the First World War.

Taking the form very reminiscent of earlier WWI tanks, the Vauxhall motors built Churchill was the basis for a slew of variants from the MkI with a 2pdr gun to the MkVII 75mm guns. Other versions would see more specialist engineering equipment added including the likes of bridging equipment and minesweeping devices - and a favoured 'close support' option of the 95mm howitzer!

In this new plastic kit from Warlord and Italari you'll get 7 turret variations (yes - we said SEVEN!) allowing you to build the following marks:
* MkIII - with 6pdr gun
* MkIV - Cast turret with 6 pdr gun
* MkV - Cast turret with 95m Howitzer
* MkVI - Cast turret and Welded turret with 75mm gun
* NA 75
* AVRE (Armoured Vehicle Royal Engineers) with 290mm Petard Mortar (aka the flying dustbin!)

Models supplied unassembled and unpainted

  !   tilattava tuote
69.30 €
Churchill
Churchill

By late 1942 the Axis had been stopped at Stalingrad, El Alamein, and Guadalcanal. With Axis expansion halted and Allied victory only a matter of time and resources Churchill, Roosevelt, and Stalin began to focus on how to shape the ensuing peace to their advantage. Churchill is a game about the inter-Allied conflicts that occurred over the Conference table as each side vies to control the Allied agenda and the course of things to come.

The players in the game take on the roles of Churchill, Roosevelt, or Stalin as they maneuver against each over the course of six Conferences that determine who will lead the Allied forces, where those forces will be deployed, and how the Axis will be defeated. The player whose forces collectively have greater control over the surrendered Axis powers will win the peace and the game.

Churchill is a three player game of Coop-etiion where the players must cooperate to win World War II, while at the same time achieving a superior post war position over your allies. If the players collectively fail to defeat the Axis the Allies lose, but if the Axis are defeated, there is a victor of the peace that follows. There is also a two player and solo variant.

Churchill is NOT a wargame, but a political conflict of cooperation and competition. While the game focuses on 10 of the historical conferences from 1943 till the end of the war these and much of this design should not be taken literally. Before and after each conference small groups of advisors and senior officials moved between the Allied capitals making the deals that drove the post war peace. Each conference sees one of a group of issues nominated for inclusion in the conference. The issues categories are: Theater leadership changes, directed offensives, production priorities, clandestine operations, political activity, and strategic warfare (A-bomb). Each of the historical conference cards independently puts some number of issues such as directed offensives or production priorities metaphorically put on the table, while the players nominate an additional 7 issues.

The game display for this is a circular conference table that the three players sit around behind their 'seat'. Each player has a staff deck of named personages, such as Secretary Stimson and Anthony Eden that are randomly drawn to make your conference hand. A pre-conference round of cards gives leverage to the winner who then moves an issue toward their side of the table equal to the value of the card played. Play then proceeds with the conference where each player in turn plays a card on one of the issues in the center of the conference table moving it the value of the card toward his side of the table. Each card is an historical personage and they often have bonuses if played on a particular category of issue. Contesting an issue has you move an issue away from an Ally toward your own.

At all times each player has his Head of State card (Roosevelt, Churchill, or Stalin) that can weigh in on any issue once per conference by discarding another card. Each use of your personage has a bonus and a potential penalty. Each time Roosevelt is used he may die and be replaced by Harry Truman. Churchill can have a heart attack and miss the next conference, while Stalin's paranoia may cause a mini-purge and reduce his sides effectiveness for the remainder of the conference. The net result of the conference play is players will 'win' various' issues with the player who won the most issues gaining leverage in one of the bilateral global issues (UK versus USSR global issue is Free Europe versus Spheres of Influence).

The game then moves into a post conference phase where players implement the issues that they now control. These actions impact three basic game functions: clandestine cells, political activity, and military offensives. Clandestine cells have players try to establish partisan networks in conquered countries and colonies. Using a very simple mechanic of place a network or remove an opponents network the historical ferment that occurred in Yugoslavia, France and across the world is simply simulated. A country or colony can only have one dominant side's network at any given time and during political activity players can emplace friendly governments in exile that can be subsequently undermined and replaced if the supporting networks are later neutralized by one of your allies.

Once this has all been sorted out the military portion of the game keeps the score. There is a separate display that abstractly represents the major theaters of war, Western, Eastern, Mediterranean, Arctic (Murmansk convoys and Scandinavia), CBI, SW Pacific, Central Pacific, and Far East. Each of these tracks has a Allied front for which I am looking for some kind of 3D tank piece that advance toward Germany, Italy, and Japan. Using a very simple combat mechanic each front tries to advance with Axis reserves deploying to oppose the various fronts. A successful offensive advances the front one space, although with overwhelming superiority a two space breakthrough is possible. Naval operations are simply handled by requiring a defined level of support to advance into an amphibious entry space such as France (D-Day). When a front enters Germany, Italy or Japan they surrender shutting down military operations although clandestine and political activity continue until the end of the game. In the background is the development of the A-bomb and Soviet efforts to steal its secrets. If the A-bomb is available Japan can be forced to surrender sans a direct invasion.

If at the end of Potsdam conference Germany, Italy, and Japan have not surrendered the Allies as represented by the players collectively lose the game. If the Axis have been defeated then tthe winner is the player with the most Cold War points portioned out for governments and networks aligned to your side, global issues, and a list of conditional situations. For example colonies with no network or political authority give Churchill points for keeping colonialism alive or which fronts caused axis surrender.

An important feature of the design is it can be played by zero to three players. The Churchill, Roosevelt, and Stalin ‘Bot logic akin to Volko’s COIN series allows you to always have the ability to play Churchill whether you have a full crew or you just want to watch the ‘Bots beat each other up in zero player mode.

As I stated this is not a wargame, but a three player excursion into power politics. The game takes around 3 hours to finish, and it includes a short (Tolstoy: 3 conferences), a medium (D-Day: 5 conferences) and the long (10 conferences). All scenarios end with Potsdam, but you will be able to start later in the war if you only have 1 or 2 hours to play.

Do you have what it takes to shape the Post War world in your own image? Play Churchill and find out.

Components:
* One mounted map
* Three decks of playing cards (67 cards)
* Conference Deck: 10 cards
* Three colors of tokens and wood (Allies)
* 10 black cubes (Axis)
* Deluxe counter sheet
* Full Color Rulebook
* Three play aid cards
* 11x17 Play aid
* 2x 6 sided dice
* 1x 10 sided die

  !   tilattava tuote
122.20 €

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