Fantasiapelit - strategiapeli

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kuva on linkki tuotesivulle: Trailblazers Pocket Edition
Trailblazers Pocket Edition

Trailblazers are the gutsy folks who pave and brave the trails of the great outdoors. Whether by hiking boots, cycling wheels, or river paddle, these tenacious travelers seek to feed their insatiable appetite for adventure. With a scenic wilderness ever ahead and a freshly charted path upon the heels, one mustn’t forget to eventually find their way back to camp. For there are always new environments to explore, further expeditions to undertake, and more trails to blaze. In Trailblazers, players compete to earn the most points by building biking, hiking, and kayaking loops from their campsites of the matching trail type. Each round, players are dealt eight trail cards where they’ll draft two cards, arrange those cards in their personal area, and pass their hand to the next player three times. Cards must either be placed adjacent to or overlapping other cards. While players can push their luck by aiming to construct long and elaborate trails, only closed loops that start and end at a matching campsite will score points. Players also compete to fulfill “First To” and “End Game” goal cards. After four rounds, the game ends and the player with the most points from closed loops and goal cards wins. The Super Travel Edition of Trailblazers plays up to 4 players and includes PVC cards, the clamshell case, and carabiner. It does not include any expansions. There is one solo mode. Another version of this edition exists as the "Pocket Edition" which features the same game content but instead comes in a tuck box with regular cards. (The Standard and Deluxe editions play up to 8 players, include the Animals and Adventures expansions, and have three solo modes. The Travel Edition includes the Animal expansion, but it does not have PVC cards)

17.30 €
kuva on linkki tuotesivulle: Distant Plain (4th Printing)
Distant Plain (4th Printing)

The latest volume in Volko Ruhnke's COIN Series takes 1 to 4 players into the Afghan conflict of today’s headlines, this time in a unique collaboration between two top designers of boardgames on modern irregular warfare. A Distant Plain teams Volko Ruhnke, the award-winning designer of LABYRINTH—The War on Terror, with Brian Train, a designer with 20 years' experience creating influential simulations such as Algeria, Somalia Interventions, Shining Path, and many others. A Distant Plain features the same accessible game system as GMT's recent Andean Abyss but with new factions, capabilities, events, and objectives. For the first time in the Series, two counterinsurgent (COIN) factions must reconcile competing visions for Afghanistan in order to coordinate a campaign against a dangerous twin insurgency: As the Coalition, how will you secure popular support for an Afghan Government that cares more about corrupt patronage and control than legitimacy? Your high-tech forces are capable, but your publics are pressuring you to keep your footprint small: how will you stabilize this complex country and get out? As the Government, how can you run the country when your foreign partners continually redirect your war effort? You can reshape Afghanistan's human terrain by encouraging the resettlement of millions of refugees, and your Coalition-trained forces are potentially the most numerous of any faction. But they are unsteady, and your war chest is not your own: how will you keep your allies' firepower in-country long enough to ensure that you are the top dog once they leave? As the Taliban, how will you come back against the potent forces arrayed against you? Islamism, Pashtun ethnic solidarity, and your Pakistani friends behind you will help you recruit and move with ease amidst the enemy. But not all Afghanistan is Pashtun, its warlords are treacherous allies at best, your fighters are seasonal, and Pakistan’s word is ever uncertain: can you sting the occupier and his puppets to reawaken Islamic revolution without drawing an unrelenting fire upon yourself? As the Warlords, how will you secure your traditional ways against the intrusive centralizers of Kabul and the Taliban? You profit from the country's lucrative opium crop, and your money can talk loudly to the Government's venal officials. But your fighters have neither the equipment of the Coalition, the numbers of the national army and police, nor the fanaticism of the Taliban: how will you block this latest cast of combatants from unifying the country and imposing their rule on you? Afghanistan is not Colombia! A Distant Plain adapts familiar Andean Abyss mechanics to the conditions of Afghanistan without adding rules complexity. A snap for COIN Series players to learn, A Distant Plain will transport them to a different place and time. New features include: Coalition-Government joint operations. Volatile Pakistani posture toward the conflict. Evolution of both COIN and insurgent tactics and technology. Government graft and desertion. Coalition casualties. Afghan returnees. Pashtun ethnic terrain. Multiple scenarios. A deck of 72 fresh events. ... and more. As with each COIN Series volume, players of A Distant Plain will face difficult strategic decisions with each card. The innovative game system smoothly integrates political, cultural, and economic affairs with military and other violent and non-violent operations and capabilities. Terror, drug trafficking and eradication, highway extortion and sabotage, drone strikes, and many more options are on the menu. Flow charts are at hand to run the three Afghan factions, so that any number of players—from 4 to solitaire—can experience the internecine brawl that is today's Afghanistan. Have a good tour. 1–4 PlayersPlay Time: 180–300 MinAge: 12+

106.60 €
kuva on linkki tuotesivulle: Infernal Machine: Dawn of Submarine Warfare
Infernal Machine: Dawn of Submarine Warfare

Infernal Machine: Dawn of Submarine Warfare is a solitaire board game that casts the player in the role of inventor/entrepreneur in mid -19th century America. The game is set during a historical moment when the business environment has gotten rather dynamic – it is the tumultuous landscape of the American Civil War. The player’s task is to design, build, and put to use a submarine during that war. Infernal Machine can be played either in scenario form or campaign. In a campaign, you can choose the city or port where the project’s machine shop will be located. Since construction materials and labor costs money, your role as entrepreneur comes into play as you seek out Investors to join your team; their cash will provide the funds that help your Fishboat take shape. As Inventor, your design gives form and substance to the size and shape of your submarine, and to its capabilities. Will it carry a snorkel? Will its prow have a spar-mounted torpedo as the primary weapon?? Will it tow a captive mine instead? Will it have dive planes? Will it be powered by the muscle strength of a crew cranking the propeller or will you install a boiler engine? From the Scenarios Booklet, a pre-built “H.L. Hunley” showing completed construction and crew position assignments. To bring blueprints to life, you will need to hire Mechanics, whose engineering expertise keeps your infernal machine’s construction on schedule. Once assembly is complete, your Mechanics can join the crew, using their repair capability to keep the machinery and the vessel running smoothly. Journeymen can also lend a hand on the shop floor and inside the Fishboat, while Sailors bring nautical know-how as well as sheer brawn. CSA & USA Gauges sheets showing Campaign set-up and types of personnel hired by both sides. While your machine shop is busy getting started with the submarine’s construction, the game reminds you that the war drags on, and it is an unstable business environment. Prices for materials and labor fluctuate. Current events can affect your construction schedule and your machine shop’s performance. Public, and even personal circumstances may force your hand. You may decide to push your Fishboat into the water before you feel it is optimal, or push your crew into battle with little training. So many decisions. Where do you turn and how do you find out what you need to know? Introduction page of the rule book showing how the page notation system works (Upper right corner) Fortunately, in this game the rules and player aids are designed to give the player’s question a direction to its answer, done through insertion of a clever Rule book and Cyclopedia page notation within the text and the player aids, quickly directing you to the correct answer being sought. This simple tool helps you to garner valuable experience, enabling you to learn the game quickly and accurately. Campaign Sequence of Play, shown with Investment Check table. Later missions will be directed at the enemy. In this game, you may play either side, Union or Confederate. There are a variety of missions and targets. Will your Fishboat be aimed at the Federal blockade? Will it pull a captive mine at the end of a rope? Will the crew survive contact with the enemy? Will they survive their own weapon’s detonation? Perhaps the nature of the mission will be quite different. Will you carry a spy into enemy territory? Or will your Fishboat deliver “something nefarious” into the heart of the enemy’s stronghold?

104.90 €
kuva on linkki tuotesivulle: Littoral Commander: The Indo-Pacific 2nd Edition
Littoral Commander: The Indo-Pacific 2nd Edition

Littoral Commander (formerly Fleet Marine Force) is a 2-6 player boardgame about potential military conflict in the Indo-Pacific region, a hybrid of standard hex and counter wargames and card-driven games. Players spend Action Points (AP) during their turn to activate cards or move units on the game board. The game was originally designed for professional military education, but has been adapted for commercial release. The units in the game represent current and future project capabilities for the US Marine Corps / US Navy and the Chinese Navy and Marine Corps (PLAN/PLANMC). The gameplay emphasizes coordination within teams to successfully find and engage the enemy through both kinetic (like missiles) and non-kinetic (like cyber) means. Over 200+ Joint Capability Cards (JCCs) represent a wide range of joint and adversary capabilities. This includes cyber-attacks, influence operations, bomber strikes, submarines, key enablers, and more. The system highlights the importance of reconnaissance, long-range strike, logistics, and cyber capabilities in modern combat. It is designed as an accessible and modular system for both experienced and new players. The game features a scenario system, where players can play on four different maps: Luzon, Taiwan, Straits of Malacca, and Okinawa. Players can play one of the baseline scenarios provided, but are also encouraged to adapt and create their own scenarios for the game. 2–6 PlayersPlay Time: 60–240 MinAge: 14+

111.20 €
kuva on linkki tuotesivulle: Men of Iron: Tri-Pack (2nd Printing)
Men of Iron: Tri-Pack (2nd Printing)

The game that started it all, Men of Iron, covers the re-emergence of infantry in the early 14th century, along with a more perceptive understanding of the value of combined-arms warfare and the effective use of defensive terrain. The scenarios highlight the key elements that made these battles so fascinating: the defensive power of the longbow, especially when used in coordination with dismounted, or even mounted, men-at-arms. Agincourt covers Henry V’s famous victory during the Hundred Years War. The second volume in the Men of Iron series, Infidel, focuses on the major battles of the early Crusades era between Christians and Muslims. This is a period that saw cavalry reign supreme and pitted the European mounted, armored men-at-arms—which relied on furious and direct charges with sword and lance—against the Eastern European/Turkish light cavalry tactics—focusing on the efficiency of its mounted archers. Blood & Roses focuses on the battles of the Wars of the Roses in England, between 1455 and 1487. This was warfare in which most men were truly "of iron," heavily and totally armored to such a point that their mobility was suspect. It also featured the introduction of gunpowder—mostly field artillery—in noticeable numbers. And while many English men-at-arms were mounted, they did so almost entirely for transport. Most fighting was on foot…and it was quite vicious. There will be a series rulebook, with a few rules still applying only to a specific game, and the games will have all errata applied to their battle book. The color setups a la Blood & Roses and Arquebus will show up in all battle books. Men of Iron will see some battle changes, a few of which will involve new/changed counters. The series is designed for quick learning and easy play. Game rules are short, there are no turns—play is continual, with opportunities to steal play from your opponent—and combat resolution is a single dieroll. Playing time is about 1-3 hours per battle. The series is also for the gamer who enjoys playing solitaire. The system is designed for both individual and face-to-face play without any loss in insight or fun. It allows a player or players to see what happened in these famous battles and why. There are no purpose-built solitaire rules, but many players play that way. The units feature longbows, crossbows, men-at-arms (mounted, dismounted, and unhorsed), hobilars, genitors, nasty Scots with axes, slingers, pike infantry, knights, heavy cavalry, medium cavalry, light cavalry archers, archers, camp followers, handgunners, and artillery! And the commanders! The great English King, Edward III His son, The Black Prince William Wallace and The Bruce Captal de Buch King Henry VI Richard, Duke of York King Edward IV Richard Neville, Earl of Warwick King Richard III Henry Tudor, Earl of Richmond (and founder of the Tudor dynasty) Crusaders Stephen of Blois Bohemond of Taranto Raymond of Toulouse Bishop Adhemar of Le Puy the leper King Baldwin IV Raynald of Chatillon King Richard I Saracen leaders Kilij Arslan Kerbogha Atabeg of Mosul Fatimid Vizier al-Afdal Shahanshah Soqman the Artukid of Diyar-Bakr and Aleppo Saladin The battles included in the Men of Iron Tri-Pack are: Dorylaeum – Northwest Anatolia, July 1, 1097 - The Crusader line of march, including the people’s Crusade and Peter the hermit, as well as all the great 1st Crusade Leaders, are “ambushed” by Kilij Arslan and his crack Seljuk cavalry. Antioch – Northern Syria, June 28, 1098 - The exhausted, starving, and depleted Crusaders—they had few horses left—have just taken Antioch and are now faced with a large Turkish army, under Kerbogha, sent to retake the city. Ascalon – Southern Palestine, August 12, 1099 - The Crusaders, having seized Jerusalem, turn south to fend off the suddenly active large army of the Fatimids, with their crack Mamluk heavy cavalry. Harran – Crusader Kingdom of Antioch/Edessa, May 7, 1104 - Baldwin II of Edessa seeks to maintain control of his little kingdom in northern Syria, something Soqman, Atabeg of Damascus, is not happy to allow. One of the first major Crusader defeats. Montgisard – Frankish Kingdom of Jerusalem, November 25, 1177 - Saladin attempts to destroy a small army from the Kingdom of Jerusalem with an army more than five times its size. Though there are only 400 knights, the Crusaders are led by the remarkable Baldwin IV, The Leper King. The outcome: one of the greatest Crusader victories. See if you can carry off this stunning upset! Arsuf - Ayyubid Kingdom of Jerusalem, September 7, 1191 - The classic battle between Richard I Lionheart and the Ayyubid Army of Saladin highlighting the major facets of each army in an unusual moving battle. Falkirk - Scotland, July 22, 1298 - Wallace's great disaster, despite his massive schiltron. Good infantry is fine, but it needs support. The ultimate solitaire scenario. Courtrai - Flanders, July 11, 1302 - The Battle of the Golden Spurs. The Flemish shook the elite French army with one of the earliest displays of the power of solid infantry using defensive positions. Bannockburn - Scotland, June 23-24, 1314 - Robert the Bruce's famous triumph over a numerically superior but literally bogged down English army. Crecy - France, August 26, 1346 - The first great battle of the Hundred Years War. It showed that infantry, supported by archers, could defeat the best knights in Europe. Poitiers - France, September 19, 1356 - The French fight dismounted this time and almost win. But the longbow and solid English infantry prevail again. Najera - Castile, April 3, 1367 - The Black Prince goes to Spain with a marvelous combined arms force to further English plans of "expansion." Agincourt – Artois, October 25, 1415 - Henry V wins a mighty victory against the flower of French chivalry. 1st St. Albans – Herefordshire, May 22, 1455 - Marks the first major engagement in the Wars of the Roses. Richard, Duke of York, and his ally, Richard Neville, Earl of Warwick, defeated the Lancastrians under Edmund, Duke of Somerset, who was killed during the battle. York also captured Henry VI and forced Henry to appoint him Constable of England. Blore Heath – Staffordshire, September 23, 1459 - Greatly outnumbered Yorkist infantry used the longbow and a defensive position to drive off the Lancastrian Men-at-Arms. 2nd St. Albans – Herefordshire, February 17, 1461 - The Lancastrians drove the Yorkists out of the town and then destroyed Warwick’s strangely deployed army, even when sturdily defended by hedges, caltrops, and spiked netting. Towton – Yorkshire, March 29, 1461 - Easily biggest battle in the box and the biggest in the entire series. It uses over 200 combat units and, much like the actual battle, will probably take a long time to play. It is mostly crash and bash, with little room for maneuver, all fought in a blinding snowstorm!! Barnet – Greater London Area, April 14, 1471 - A classic battle of planned deployments but overlapping wings, cries of treason in the lines, fog of war (actual fog), and the excellent use of reserves. Tewksbury – Gloucestershire, May 4, 1471 - A battle that shows one of the key terrain features of the battles in this era, extensive hedges and thick underbrush in otherwise clear fields. Bosworth – Leicestershire, August 22, 1485 - The best-known battle of the wars and the tragic (I think) death of King Richard III in a battle he should have won. Using the latest information as to where the battle took place, let’s see if you can cancel out the Tudor dynasty. Series Designer: Richard Berg Original Men of Iron Developer: Jack Polonka Original Agincourt Editor: Mike Lemick Infidel, Blood & Roses, and Men of Iron Tri-Pack Developer: Ralph Shelton

106.60 €
kuva on linkki tuotesivulle: Twilight Struggle Deluxe Edition (The Cold War, 1945-1989)
Twilight Struggle Deluxe Edition (The Cold War, 1945-1989)

BGG:N #1 LAUTAPELI On November 9th of 2009, the world will mark the 20th Anniversary of the conclusion of the Cold War. That was the day that the Cold War's most tangible symbol, the Berlin Wall, was relegated to the ash heap of history. Unlike the 20th Century's other great conflict, the Cold War did not end in an explosion of neutrons, but rather, an explosion of human freedom and optimism. We had avoided what many thought inevitable - the destruction of mankind through armed conflict between the Soviet Union and the United States. Overnight, the face of Europe had changed. Suddenly, all things were possible. That was 20 years ago. Sadly, we all learned that the end of the Cold War was not "the end of history." Mankind would find new ways to divide itself. While the threat of nuclear holocaust disappeared, newer and more sinister forms of conflict would take its place. Where once superpowers bestrode the globe, decentralized networks and even individuals now command the world's attention. This Deluxe Edition of Twilight Struggle seeks to capture the feeling of that earlier era. Twilight Struggle is a two-player game simulating the forty-five year dance of intrigue, prestige, and occasional flares of warfare between the Soviet Union and the United States. Using the card-driven game mechanics pioneered in such award winning games as We the People and Hannibal: Rome vs. Carthage, Twilight Struggle recreates the conflict between the most powerful nation states the world has ever known. The scope of the game covers the entire world as it was found in 1945. Players move units and exert influence in attempts to gain allies and control for their superpower. As with GMT's other card-driven games, decision-making is a challenge; how to best use one's cards and units given consistently limited resources? Twilight Struggle's Event cards add cover a vast array of historical happenings, from the Berlin Airlift, to the Vietnam War and the U.S. peace movement, to the Cuban Missile Crisis. This Deluxe Edition of Twilight Struggle marries world-class components, with the sort of world-class game play for which GMT is already known. We cannot think of a better way to commemorate this vital piece of world history. We invite you to relieve an era with the words uttered by one of its most iconic statesmen: "Now the trumpet summons us again, not as a call to bear arms, though arms we need; not as a call to battle, though embattled we are - but a call to bear the burden of a long twilight struggle" - John F. Kennedy Components: * Heavy duty 9 x 12 x 2 inch box * Mounted map with revised graphics * Two double-thick counter sheets with 228 counters * Deck of 110 event cards (increased from 104) * Revised rules and player aid cards * Two six-sided dice Game Features: TIME SCALE approx. 3-5 years per turn MAP SCALE Point-to-point system UNIT SCALE Influence markers NUMBER OF PLAYERS 1 - 2

84.50 €
kuva on linkki tuotesivulle: Warfighter WWII North Africa Core Game
Warfighter WWII North Africa Core Game

Warfighter is a card game for 1 to 6 players. You can play solo or cooperatively with your friends against the system to complete World War II squad-level combat missions, set in the Mediterranean Theatre of Operations (MTO) in North Africa. The core game gives you a full team of British 8th Army Soldiers. Expansion then adds to these sets. This includes the soldiers, weapons, equipment, and tactics used by each of those nations. Everything you need to create your own unique squad of soldiers! At the start of each mission, you each select one or more Player Soldiers, equip them with skills, weapons, and combat gear within the mission's Resource limit. You then fight your way through hostile territory and engage enemy soldiers, as you attempt to reach and complete your mission objective. Every mission is a stand-alone game. You build your Soldiers, select your Gear, and then run your mission. Within 30 to 60 minutes you will have succeeded or failed. The contents of this set includes: 280 cards comprising: 5 UK Player Soldiers / 3 Team Soldiers / 5 Non-Player Soldiers / 5 Squad Soldiers / 2 Squad Light Vehicles 8 Missions / 8 Objectives / 16 Locations 14 Weapons / 12 Gear 22 Skills / 6 Situation / 4 Service Records 80 Action / 13 Location Markers 66 German Hostiles / 11 Events 6 counter sheets with 516 counters d6 and d10 dice Mounted display board Warfighter Universal Rulebook As with all Warfighter products, Warfighter: North Africa is compatible with all other Warfighter products, especially the Europe, Pacific and Mediterranean WWII core boxes.

83.40 €
kuva on linkki tuotesivulle: 414 BC: Siege of Syracuse
414 BC: Siege of Syracuse

414 BC: The Siege of Syracuse is the second in Worthington Publishings Great Sieges game series. These games are designed for easy setup, quick game play, and can be finished in under an hour. Game marker placement is shown on the game board. Command orders and cards are used to shorten the rules. Developed for solitaire play, this game requires you to make great decisions based on good strategy, keeping your wits about you when orders do not turn out well, and pressing on to victory. Game play is centered around using Field Commands to issue orders by the Athenian and Syracusan commanders to defeat each other. Either side can be defeated by their morale falling too low. The game allows you to play either side against a solitaire opponent that has 3 levels of difficulty. Pick the side you want to be, Athenian or Syracusan, and then shuffle the solitaire card deck for your opponent. The card mix used by the solitaire opponent differs from game to game so no two games play alike. Each commander (solitaire or player) can issue one order per game turn from their Commands available. Your order is carried out based on your strategy and current situation faced. Your choice can cause multiple actions and reactions with results that cause troop eliminations, morale reductions, and events to occur. HOW TO WIN THE GAME Any time one side's morale reaches zero during a turn, the other side wins the game. Each game includes: Box Hard Mounted Game Board 2 sets of troop markers (one set per army) 2 sets of solitaire cards (one set per army)*Only 1 set of solitaire cards in 414BC Syracuse Command Decision Cards 2 Field Order Books (one per army) Rule Book Custom plastic storage tray Dice Complexity: 3 of 10 Solitaire Suitability: 10 of 10 Playing Time: 30 to 60 minutes Players: 1-2

75.00 €
kuva on linkki tuotesivulle: 1914 Germany at War
1914 Germany at War

On 28 June 1914, Archduke Franz Ferdinand of Austria and his wife were shot dead in Sarajevo, by Gavrilo Princip, member of the Black Hand, a political organization seeking for a merging of the Balkan area into a Greater Serbia or a Yugoslavia. Austria-Hungary subsequently issued an ultimatum against Serbia. As the ultimatum was rejected, Austria-Hungary then declared war, marking the outbreak of the war. While France and Russia immediately sided with Serbia, Germany joined the Austria-Hungary and started a surprise offensive in the west with the objective of quickly defeating the French, to then turn east and knock the Tzarist Russia out of the war. 1914 is a game of World War I conflict simulation at the strategic level. It recalls the most decisive battles fought by Germany on the Western Front in 1914. Although based on historical events and battles, the players in command of the two factions can modify the evolution of World War I. The game is recommended for two or three players, but has a good solitaire suitability. Developed with a system of wooden blocks and cubes and played out over a 64x86 cm multicolor mapboard, with more than 200 wooden components painted "A buratto", a technique usually adopted for painting car parts and accessories. The rules are divided into two major sections which can be learned one at a time: - The Game Rules introduce the basic concepts and enable players to start playing the game without too many rules to remember. - The Optional Rules are for those who want to get the most out of the game, with rules for Surprise Attack, Retreat, Marne Offensive, British Fusiliers and more. In 1914, 1 cm is approximately 27 km, a turn is 1 month long, and a full-strength counter represents a major military formation, normally corps size with some divisions. The game must be played with "Fog of War" on (with the faces of wooden blocks hidden from the opponent). 2–3 PlayersPlay Time: 60–200 MinAge: 14+

100.30 €
kuva on linkki tuotesivulle: Next War Taiwan 2nd. Edition
Next War Taiwan 2nd. Edition

Next War: Taiwan, the next volume in GMT's series of Next War games and the follow-on to Next War: Korea, allows players to fight a near future war in and around the island of Taiwan. In this sequel, the communist state of China, the PRC, has decided that its time to end the rhetoric and posturing and bring the breakaway republic back into the Socialist Harmonious Society. Due to the nature of the "terrain" surrounding Taiwan, the game features an expanded, yet still abstracted and playable, naval system including submarine threats, ASW, mine warfare, and anti-naval strikes. In addition, rules exist for combining Next War: Taiwan with Next War: Korea to simulate an expanded conflict. Note: the Next War series is not an Introductory wargame. Rather, we have intended herein to create a system (and a series) that will allow detailed study of modern warfare in various venues as well as engaging gameplay. That said, the Standard Game rules encompass a fairly straightforward ruleset that will, we think, be considered pretty "easy to learn" by experienced wargamers. So players who choose to play Standard Game scenarios can have a relatively quick game when that's what suits them. The real flavor of a war in the theatre, though, comes through in the Advanced Game, where you get much more control over airpower and can more clearly see each side's strengths and weaknesses. For players who want a "mini-monster game" experience, playing the Advanced Game Campaign Scenarios with some or all of the optional rules will definitely "deliver." Ownership of any other Next War Series game is NOT required to play Next War: Taiwan. Combat Units Ground units in Next War: Taiwan represent primarily brigades, regiments, and battalions of the armies of the two Chinas and the United States. All ground units are rated for their attack and defense strengths, movement capabilities, and unit efficiency. Air units represent fighter, bomber, and attack squadrons of the major combatants and are rated for All-Weather Capabilities as well as their range, average pilot skill, and their abilities in Air-to-Air Combat, Close Air Support, and Strike missions. Naval units and capabilities are abstracted somewhat in the Next War series. A "Sea Control" mechanism reflects the results of the surface and sub-surface battles, while the game's naval unit counters represent the major Aircraft Carrier Battle Groups and Amphibious Ready Groups of the US Navy. Additional amphibious capabilities are represented by the Special Forces capabilities of each side. Changes to the naval system include: Naval Display Play Aid to allow for movement, air ranges, etc. in the seas surrounding Taiwan a Submarine Threat Level and ASW Level matrix for the PRC and Allies respectively to represent the subsurface conflict naval mine warfare allowing either side to attempt to deny usage of Beaches for Amphibious Assaults or Ports and Beachheads for Sea Transport anti-Naval Strikes (including Cruise Missiles) allowing each side to force enemy Naval units to withdraw or risk losses The Game Map The game's map presents the island of modern-day Taiwan at a scale of roughly 7.5 miles per hex. The map covers the entire island and includes several holding boxes and tracking displays. The Game System The game system is almost identical to the one in Next War: Korea, although we have added a few things here and there. A game turn is generally composed of: Weather Determination. Bad weather can severely hamper air and naval operations activity and can significantly slow ground operations. Initiative Determination and Air/Naval Phase, wherein Air Superiority levels and air availability are determined and Sea Control is established or modified. Special Operations Phases in the Advanced Game allowing players to utilize their special operators in various recon and raid missions behind enemy lines. Strike Phases in the Advanced Game allowing players to launch air strikes, cruise missiles, and artillery and SSM strikes. One or more Movement and Combat Phases that allow both sides to move, react, and fight, with an advantage to the Initiative player on non-Contested turns Arrival of Reinforcements and Replacements Victory Determination Combat resolution examines not only unit strengths but also unit efficiency (representing training, doctrine, and morale), as well as the terrain where the combat takes place. The CRT tends to be very bloody in nature, reflecting what we believe will be a degree of attritional warfare early due to the lethality of modern weapons. As in many games, casualties represent not only actual combat losses but also losses of unit cohesion brought about by the rapid pace with which modern armies are able to engage and exploit on the battlefield. Scenarios There are several Standard Game scenarios. The first three are small and cover the first weeks of the war by dividing the island into roughly three equal sections. These focus on the initial assaults by the PRC to establish beachheads and take Ports and introduce players to the basic mechanics of the system, while giving them insight into attack and defense strategies for the "big game." Players can also play the entire Campaign Game which uses the entire map and all of the Standard Game rules. One other scenario is provided which examines a theoretical U.S. Amphibious landing in an attempt to take back the island. The Advanced Game Scenarios come in three flavors à la NATO: The Next War in Europe: Strategic Surprise, Tactical Surprise, and Extended Buildup. This offers the players the ability to game out a variety of "At Start" war scenarios based on varying levels of readiness. There is also an International Posture Matrix à la Flashpoint: Golan to allow players to experiment with a variety of intervention options for the non-Chinese players in the region. In addition, there is a full set of rules covering how to play a combined Next War: Taiwan/Korea game. In Next War: Taiwan, the Taiwan Straits are on fire with the Goliath of the PRC arrayed against the David of the ROC. Can you, as the People's Liberation Army/Naval commander, conquer the separatist rebels in four weeks before the full might of the U.S. can be brought to bear? Can you, as the Republic of China's Army commander, hold out against the renewed Communist assault until help arrives? And what will happen in Korea while all this is going on? There’s only one way to find out... TIME SCALE 3.5 days per turn MAP SCALE 7.5 miles per hex UNIT SCALE Brigade / Regiment / Battalion

97.00 €
kuva on linkki tuotesivulle: Birth of a Legend
Birth of a Legend

Simulation of the Seven Days' Battles which started Robert E. Lee on the road to glory. The setting is the Union’s Peninsula Campaign in the spring of 1862. McClellan has formed and trained a large army, transported it by sea in an outflanking maneuver, marched it to the gates of the Confederate capital, and is poised to capture the city and probably bring an end to the rebellion. On the Confederate side Lee has taken over the Army after Johnston was wounded. Unlike Johnston, who was content to fight a largely defensive campaign, Lee gathered every unit he could get his hands on and launched his own offensive. The Union had placed its army in an awkward position, with one corps north of Chickahominy River and the rest south of it. Lee’s plan, and the position of the units when the game starts, was to crush the Union Corps and then drive the rest of McClellan’s army from the capital, destroying as much of it as he possible could. With that accomplished he would have a free hand to turn north. The system is a simplified version of two games, the last area-impulse Avalon Hill published, Breakout: Normandy, and MMP's Monty's Gamble: Market Garden. The game features leaders who are rated for initiative and combat effectiveness. Another mechanism in the game is the “advantage” marker which can be traded to the opponent to do things like rally, conduct a combined assault, declare a heroic defense that turns a success into a stalemate, or receive additional replacements. The victory conditions are based on territorial control. For the Union that was Richmond. For the Confederacy that was the Union supply heads – White House Landing and Harrison’s Landing – and Malvern Hill. A key decision for the Union player is when to shift his supply train from White House Landing to the more secure location at Harrison’s Landing. The unit scale is divisional including artillery and cavalry. There is the campaign game, and a few optional rules. Playing time should be under three hours between experienced players. 2 PlayersPlay Time: 180 Min

39.80 €

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