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North Africa '41: The Western Desert, March to December 1941
North Africa '41: The Western Desert, March to December 1941

North Africa '41 is a game that represents the campaign in North Africa from Rommel's first offensive in March 1941 to December 1941. Combat units represent regiments, brigades, and battalions. Each game turn represents half a month, but a game turn is further divided into 3 Impulses representing 4-5 days.

This is a complete redo of my old design The Legend Begins which was first published 30 years ago by Rhino Game Company. Everything has been redone—new map, new order of battle research, and improved rules using many of the ideas developed in Stalingrad ’43, Holland ’44, and Salerno ’43.

The map and unit scale from the old game remains the same as well as some of the rules.

Scene from a VASSAL game of the early May 1941 game turn, 3rd Impulse. Some movement allowance on counters have since changed.

There are still Limited and Active ZOCs, Tank shifts, Coastal Shipping between ports, Malta convoy rules, port destruction/repair, and Resource Points. Resource Points are used to build or purchase assets that are in limited supply such as: air support, battleship convoy escort, air transport, and temporary full participation of the Italian army.

The basic game system borrows heavily from other games in the WWII 19xx series, but there are no ZOC Bonds in this game. Only the ZOCs of motorized units stop enemy movement. Units can move past non-motorized units by paying +2 MPs to exit each ZOC.

New rules have been added to enhance excitement and prevent perfect plans: Event Tables, Delay markers, strafing, Rommel movement bonus, and the Long Range Desert Group.

The game will include three scenarios: The Campaign Game, Battle Axe, and Crusader.

CONTENTS:
* One 22” x 34” map sheet and one 22” x 28” map sheet
* Two counter sheets
* One Rules booklet
* Two identical 17” x 11” player aid cards
* Three Setup and Scenario cards
* Two 6-sided dice

Game Designer: Mark Simonitch

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84.50 €
North Africa: Mid-War Forces (HC)
North Africa: Mid-War Forces (HC)

Army lists for German, Italian, British, and American forces in the Western Desert and Mediterranean, including Armoured, Mechanised, Infantry, and Airborne forces, as well as specialist forces like British Commandos and American Rangers.

Detailed unit histories to inspire your next projects.
Inspirational colour photos.
Painting and basing guides.

This book enables you to recreate the famous battles of El Alamein, Kasserine Pass, Sicily and Salerno.

The book really does have everything a beginner needs: history and background, interesting formations, organisational information for building a force, and game stats for playing the game. Each army has a painting and basing guide, along with a beautifully illustrated catalogue of the available models. It is a one-stop gaming resource for the fighting in the Western Desert leading to the decisive Battle of Alamein and the close-fought battles in Tunisia that finally sealed the fate of the Axis in North Africa.

What's Inside?
Each country has its own section, starting with a guide to some of the major battles they fought, their unique special rules, and the organisation of their forces. Each country has a selection of formations that you can field. These usually include light and medium tanks or self-propelled guns, and various types of infantry including armoured infantry in half-tracks for the Americans, paratroopers for each country, and rangers and commandos. This is followed by a selection of anti-tank guns, artillery, anti-aircraft guns, and aircraft to support your core formation. All-in-all, there are 33 different formations to choose from, or to mix and match to create your unique force.

Mid-war Monsters
While most of the formations and supporting units will be familiar to existing players, we have added a few new ones, plus some wildcards for some really ‘out there’ stuff. These are some of the weird and wonderful designs that never made it into widespread service (or into service at all in some cases), but are interesting and exciting enough to include in the game.

We give a brief outline of the background, development, and potential or actual combat use of each vehicle, then all the information you need to use them in your games: formations, units, and characteristics. Many have their own formations, or hybrid formations mixing them into formations equipped with standard tanks, while others are available as support for your existing army.

Germans
The Germans have three new tanks and a new gun: Tiger (P) heavy tank, Diana tank-hunter, Bison self-propelled infantry gun, and 7.62cm gun. The Tiger (P) is a wildcard that can be added to any force.

The Tiger (P) was designed to meet the same specifications as the normal Tiger heavy tank, but with an air-cooled engine, it was thought to be a better option for the desert. It’s a little slower than the standard Tiger, but its unique petrol-electric transmission gives it better performance in difficult terrain.

Mounted on a partially-armoured half-tracked chassis, the Diana was the first self-propelled anti-tank gun to mount a captured 7.62cm gun. It was available in the 90th Light Africa Division box.

The Bison was a 15cm infantry gun mounted on a much modified Panzer II chassis. It’s gun is lighter than that of the Lorraine Schlepper, but it has the capability of firing on the move and better armour, making it useful for close-in infantry support work.

The 90th Light Africa Division was issued with captured Soviet guns instead of the usual 5cm anti-tank guns. They aren’t as mobile and are a little more vulnerable to counter fire, but they pack a serious wallop.

Italians
The Italians have three new tanks: P26 /40 heavy tank, Semovente self-propelled gun with a long 75mm gun, and Semovente 90. The Semovente 90 is a wildcard that can be added to any force.

The P26/40 is a heavy tank by Italian standards, with similar characteristics to the M4 Sherman (which incidentally the British classified as a heavy tank). That makes a nice upgrade from the lighter M14/41 medium tank.

At the same time the P26/40 was being finalised, the Semovente received a longer barrel, giving it similar anti-tank performance. These two tanks can replace the M14/41 and standard, short-barrelled, Semovente in tank companies.

The Semovente 90 self-propelled anti-tank gun didn’t get into combat in North Africa, but was in service in time to fight in Sicily a few months later. It mounts the 90mm gun from the Lancia 90mm truck on an armoured chassis, giving the Italians a decent anti-tank boost.

British
The British have four new tanks: TOG 2* 17 pdr-armed heavy tank, Churchill 3-inch gun carrier, T14 assault tank, and Boarhound eight-wheeled heavy armoured car. The TOG 2*, Churchill 3-inch, and Boarhound are all wildcards, of which one unit can be added to any force.

The TOG 2* is a rather antiquated design created by The Old Gang who designed the original tanks of the First World War. However, it has been upgraded with a new 17 pdr turret to create the most powerful tank in British service. It’s not fast, but it has the punch to make any enemy tank worried.

As well as being a Wildcard, the Churchill 3-inch gun carrier can replace a unit of Churchill tanks in a Churchill formation or one tank in each Churchill tank unit, giving you extra fire support with its powerful 3-inch anti-tank gun.

The American-designed T-14 assault tank fills the same role as the Churchill infantry tank, and can be fielded the same way, either in its own formation or mixed in with Churchill tank units. The T14 isn’t as well protected as the Churchill, but it is faster and has an excellent dual-purpose 75mm gun.

The Boarhound is unusual, being an armoured car that is heavier, better armed, and better armoured than many tanks, as well as being extremely fast on roads. If you want your armoured cars to totally dominate the enemy scouts, they certainly do the trick.

Americans
The Americans have four new tanks: M6 heavy tank, T14 assault tank, M27 medium tanks, and T55 Interceptor tank destroyer. The M6 and T55 Interceptor are both wildcards, of which one unit can be added to any force.

The M6 heavy tank is the American equivalent to the German Tiger tank. That being said, it is an unusual design with a stabilised 3-inch gun for anti-tank work and a co-axial 37mm for soft targets and twin .50 cal machine-guns in the hull (plus an AA machine-gun on the commander’s hatch).

The T14 assault tank is the same as the one supplied to the British, but in American service they use the stabiliser and mix it with M4 Sherman tanks where it operates much like the heavily-armoured Jumbo later in the war.

The M27 was supposed to be a replacement for the M4 Sherman tank. It’s faster and better armoured, and, best of all, it packs a 76mm gun. This is easily one of the best tanks of the period, and its turret was eventually mounted on an M4 Sherman hull as a hybrid stopgap.

Do I Need This?
Do you need this book? Well, the answer is a definite ‘it depends’. If you are a current Mid-War player and you are happy continuing to field your current force, then the answer is no, you don’t need it. However, if you are new to Mid War, this book is essential. It provides you with everything you need to get into the period, no matter which army (or armies) you plan on fielding. If you are an existing player wanting to try something new or switch things up, then again, this is the book for you. You can add some of the new tanks to an existing force, or start collecting a new army using the fantastic new army boxes, and no matter which you go for, North Africa has all you need to know.

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50.00 €
Tank Duel: Expansion I -North Africa
Tank Duel: Expansion I -North Africa

Tank Duel Expansion #1: North Africa takes the popular Tank Duel system to the desert!

North Africa introduces new desert terrain and rules for dust, deep sand, armored cars, heat and haze, and more. British and Italian tanks join the fight, alongside even more German AFVs:

Cruiser Mk. IV
Crusader Mk. II
M3 Grant
Matilda Mk. IV
Sherman Mk. III
Valentine Mk. II
Valentine Mk. III
M13/40
Semovente da 75/18
Marder II
Panzer III H
Panzer IV E
Panzer IV F/2
Sd. Kfz. 232 8-rad

Tank Duel: North Africa includes ID Counters allowing you to assign any ID Number to each tank, enabling players to combine the tank boards from multiple Tank Duel sets in order to create new tank matchups, or have 4 Tigers mix it up! North Africa also comes with brand new scenarios, including new historical scenarios for you to test your crews. Tanks and terrain from North Africa can be combined with some scenarios from Enemy in the Crosshairs to give you even more ways to play Tank Duel!

North Africa supports the popular Robata system from Enemy in the Crosshairs and will have new Robata compatible scenarios, and additional rules for Robata to handle desert terrain and new AFVs. From Egypt to Morocco, Tank Duel Expansion #1: North Africa allows you to experience the sun, heat, sand and grit of World War II like never before!

Note: This Tank Duel Expansion is not a standalone game and requires ownership of Tank Duel: Enemy in the Crosshairs in order to be played.

COMPONENTS:
* 103 Playing Cards
* 16 Double-sided Tank Boards
* 1-1/2 Full Color Countersheets
* Combined Rules & Playbook

DESIGNER: Mike Bertucelli
DEVELOPER: Jason Carr and Joe Aguayo
ART: Terry Leeds
PRODUCTION COORDINATOR: Tony Curtis
PRODUCERS: Andy Lewis, Tony Curtis, Mark Simonitch, & Gene Billingsley

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91.00 59.20 €
alin hinta 30 päivää ennen alennusta 91.00
Twilight Struggle: Red Sea, Conflict in the Horn of Africa
Twilight Struggle: Red Sea, Conflict in the Horn of Africa

Twilight Struggle: Red Sea – Conflict in the Horn of Africa is a two-player, stand-alone, card-driven game that builds on the award-winning Twilight Struggle.

The year is 1974, and the Soviet Union and the United States have been locked in a life-or-death struggle across the globe. As so often happened during the Cold War, a relatively obscure region of the world suddenly took center stage. Emperor Haile Selassie I of Ethiopia, a bedrock U.S. ally in Africa, had grown old and increasingly dictatorial. In 1974, a group of young Marxist officers staged a coup and took hold of the the reins of power. This revolutionary leadership sparked a chain of events that upset the regional balance of power and unleashed all the familiar elements of Cold War competition in the Horn of Africa.

Twilight Struggle: Red Sea asks players to once more answer the summons of the trumpets and bear the burden of a twilight struggle, this time centered around East Africa, the Arabian Gulf, and the vital sea lanes stretching between them. Twilight Struggle: Red Sea is an addition to GMT's Lunchtime Series and packs deep decision-making into a time frame that allows players to get in a quick game or explore different strategies several times in one session. With a more limited scope and much shorter playtime, Twilight Struggle: Red Sea is the perfect way to introduce new players to the Twilight Struggle system. And yet, this game maintains all the tension, decision making, and theme of the original classic. 

As an added bonus for a longer game, cards from Twilight Struggle can be integrated in TS: Red Sea and players can add new decisions and Cold War events to their games of Twilight Struggle by incorporating cards from TS: Red Sea.

GAME CONTENTS:
* One 20" x 14" Mounted Map
* 51 Event Cards
* 1 Countersheet
* 2 Player Aids
* 2 Solo Aids
* Rules Booklet
* Solo Rules & Background Booklet
* Two custom 6-sided dice

Playing Time: 35 minutes for the base game.

Game Designer: Jason Matthews

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50.70 €
West of Africa
West of Africa

After the success of the sold-out Kraftwagen (a new edition will be released this summer) Blackfire has done it again – releasing Martin Schlegel´s West of Africa, beautifully illustrated by Harald Lieske.

West of Africa won the prestigious Hippodice authors´ competition under its original name “Lancelotto Malocello” in 2015.Martin Schlegel, one of Germany´s most well-known gaming authors was nominated for the “Game of the Year” award in 2006 for Aqua Romana.

In the late Middle Ages the Canary Isles had faded into obscurity from a European point of view. They did contain neither gold nor silver and the islands did not play a role as trading post because the north-south trade of that time went through the Sahara.

In 1312 the Genoese merchant and seafarer Lancelotto Malocello effectively “rediscovered” the Canary Isles. During the 15th century the archipelago was gradually conquered by the Spanish. The new Spanish masters pushed agriculture and cultivated sugar cane, wine and grain. This quickly gave the islands a certain economic value and importance.

In West of Africa the players cultivate goods, try to sell them profitably and build settlements. Each player has its own deck of cards. Each game turn each player selects cards from his deck and then conducts – hopefully – successful actions. While doing this, it is important to keep the actions of the other players in mind.

Contains:
• 1 game board
• 5 play aids (backprinted, English/German)
• 65 playing cards (13 per player)
• 20 settlements (wood)
• 15 “workers” (3 each in the player colors: red, white, blue, green, yellow)
• 5 ships (1 each in the player colors: red, white, blue, green, yellow)
• 15 marker cubes (3 each in the player colors: red, white, blue, green, yellow)
• 7 Alcalde markers
• 40 goods markers (20x sugar cane, 10x wine, 10x grain, in the player colors)
• 2 rules booklets (English and German)

2–5 Players
60–90 Min
Age: 10+

  !   tilattava tuote
24.80 €

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