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Hearts and Minds: Vietnam 1965-1975
Hearts and Minds: Vietnam 1965-1975

Hearts and Minds, Third Edition is an uncomplicated approach to a very complicated conflict. Eight scenarios introduce players to U.S. involvement in Southeast Asia including a scenario after the US withdrew from Vietnam, a full campaign scenario as well as high solitaire capability. Players appreciate the ability to start in any year of the war they wish and fight to the end of any other year of the war. The game provides a comprehensive historical approach using mechanics that include guerrilla warfare, faction differentiation, political turmoil, and veteran advantages. This design has already been used as a successful teaching tool.

This is a card-driven, area-based design with low counter density and a much simplified combat system. Each scenario represents a year and players have the flexibility of starting in any year of the war and ending in any later year of the war. Players choose either the Allies (US, ARVN, Cambodian and Laotian) or Communist (NVA, VC, Cambodian and Laotian) Players engage in guerrilla warfare – VC units remain hidden until engaged. VC units may be simple units or reinforced units or simply false information. When determined to be false information, players roll on the Bush Events Table which involve events from discovering Chinese troops to the arrival of USO shows featuring John Wayne and Bob Hope.

This edition involves the use of three card decks, A red deck (communist), a blue deck (Allied) and a black deck (interchangeable). Prior to every game, half of the black deck is shuffled into each of the red and blue decks ensuring a different game every time. Cards indicate the amount of RPs (Resource Points) that may be spent or banked, a historic situation, and its game effects. Certain cards are year specific. Within each Red and Blue Deck are a number of Campaign cards that may be chosen by each player allowing increased abilities but only in a predetermined area.

The game does not ignore political ramifications. Card events cover mass protests in the U.S. and more significantly the instability of the South Vietnamese government. The Allied player controls more firepower but must walk a tightrope between U.S. and ARVN (South Vietnamese) casualties. Too many U.S. casualties leads to a rapid rise in Communist morale. Too many ARVN casualties will result in a coup which has major strategic advantages for the Communist Player. While in Cambodia and Laos, the destruction of all government forces means the fall of those governments. Throughout the game both sides jockey for the “Hearts and Minds” in each province. Political Control determines the availability and expansion of VC influence.

Hearts and Minds, Third Edition offers players an easier to follow rulebook with simpler victory conditions. Also included: tested solitaire rules and a separate solitaire player aide; a premium mounted map that includes all of the charts necessary to play the game; full-sized poker quality card deck; standard playing dice and a new artistic approach to factional units.

Components:
* 24 page rule/scenario book
* Solitaire Player Aid
* Three Counter sheets (3/4” Counters)
* 22” x 33” Mounted Map
* 80 Standard Playing Cards (27 Red/27 Blue/ 28 black)
* Two 6-sided dice (1 Red/1Blue)

Complexity: Low to Medium (4 out of 10)
Solitaire suitability: Medium to high (7 out of 10)
Time Scale: Each scenario represents one year. The campaign game covers 8-10 years.
Map Scale: The Map is divided into provincial areas, indicating major cities and US major bases
Unit Scale: Units are abstract and represent US, ARVN, NVA, VC, Cambodian and Laotian
Players: Two Player game (Solitaire friendly)
Playing Time: 45 minutes or less per scenario
Designer: John Poniske
Original Developer: Stan Hilinski
Solitaire Developer: David Wessman

1–2 Players
45–360 Min
Age: 15+

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89.70 €
SPARTACVS: Crisis in the Roman Republic (Spartacus)
SPARTACVS: Crisis in the Roman Republic (Spartacus)

Rome is pressed on every side with Sertorius running amok in Spain, Mithradates VI rising up in Asia, and Spartacvs causing insurrection in the foothills of Vesuvius. Will the mighty Republic fight off these multiple threats or will it be torn asunder as it spirals toward anarchy? SPARTACVS: Crisis in the Roman Republic is a two-player, card-driven game pitting the multiple threat Sertorians against the might of the Roman Republic.

It is 80 BC. The Roman Republic is poised for a new era! Sulla, as Dictator, has ousted the Marians, returned power to the Senate, and worked—in his own brutal way—to restore the Republic to its former glory. But his “reforms” have resulted in violence rather than peace, and rebellion has become the watchword of the times.

First off the mark is Sertorius, invited to western Spain by the Lusitanians to be their general and fight against the repression and plunder the Republican forces had been subjecting them to. An outlaw because of his defiance of Sulla, Sertorius lands on the Spanish peninsula, planting the Marian Standard. With an army of Exiles and with Spanish tribesman flocking to the cause, and known among the tribes as “the new Hannibal”, Sertorius leads the Spanish into a war that would wage for ten years.

Next up is the consul Lepidus, whose opposition to the Senate is so strong that in 77 BC he raises an army in Northern Italy and marches towards Rome. He is defeated by the young, ambitious Pompey, but the Republic feels the effects of his treachery.

Six years later, Sertorius cements a treaty with the king of Pontus, Mithradates VI, who rises up in Asia Minor opening a second theatre of war, further stretching the Romans. Not long afterwards, with instability at near breaking point both at home and abroad, Rome suffers the ultimate insult: a slave revolt, led by the upstart gladiator, Spartacvs!

Rome is pressed on every side with Sertorius running amok in Spain, Mithradates VI rising up in Asia, and Spartacvs causing insurrection in the foothills of Vesuvius. Will the mighty Republic fight off these multiple threats or will it be torn asunder as it spirals toward anarchy?

This epic period of Roman crisis comes to life in SPARTACUS: Crisis in the Roman Republic! Sparatcus is a two-player, card-driven game (CDG), pitting the multiple threat Sertorians against the might of the Roman Republic. This turbulent situation is played out on a beautifully rendered, point-to-point map covering Spain, Gaul, Italy and Asia. The goal of the Sertorian player is to either occupy Rome, or cause the Empire to plunge into anarchy. The Roman player must prevent both of these events both militarily and by managing the crisis.

Components
* 1 map - 22" x 34"
* 1 rules booklet
* 110 cards
* 2 countersheets
* Dice
* Box and Lid

Complexity: Moderate
Playing Time: 3-5 hours
Solitaire Suitability: Fair (due to card-driven dynamic)

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84.50 €
Tinian: The Forgotten Battle
Tinian: The Forgotten Battle

Most people have never heard of the Battle of Tinian. Overshadowed by the Battle of Saipan to the north and the Invasion of Guam to the south, Tinian seems like a small side show that had no real impact on the war. Some people may hear the name and remember that the B-29s, the ones that dropped the atomic bombs on Japan, flew from there but for the rest it has become a minor part of military history – a forgotten battle.

And yet Admiral Raymond A. Spruance, said of the invasion of Tinian:
“In my opinion, the Tinian operation was probably the most brilliantly conceived and executed amphibious operation in World War II.”

Tinian: The Forgotten Battle will be Volume 3 in the Marianas Campaign and is a perfect introduction to Adam Starkweather’s Company Scale System (CSS). Played on a single map it will include 3 scenarios and 3 campaign games.

* ‘Jig-Day’ A short, single day scenario covering the initial American Landings
* ‘Lasso’ A 2 day scenario covering the Americans securing of the north end of the island down as far as Mount Lasso.
* ‘Final Round-up’ A 3 day Scenario covering the last 3 days of the battle and the final subjugation of the island.
* Historical Campaign The full 9 days from the American Landings in the North until the final Japanese surrender
* Hypothetical Campaign. The Americans, originally, feinted at the southern beaches near Tinian Town before landing in the north. This campaign game lets you see what would have happened if it wasn’t a feint and the Americans landed exactly where the Japanese were expecting them to.
* Free-set up Campaign your chance to defend or assault a Pacific island – total control over defences or landing schedules

Includes rules for:
*Caves, Beach Landings, Naval Support, Air Support, Sealing Caves, Mines, Japanese Tenacity, Inter-service Rivalry, Banzai Charges, Japanese Naval guns, Flamethrowers, Napalm, Under water demolition Teams, Aerial Reconnaissance, Tropical Storms, Japanese Knee Mortars AND drunken Japanese Admirals.

There are also rules for additional Japanese troops that could have been on the island if you wish to make it tougher on the Americans.

Product Information:
* Complexity: 6 out of 10
* Solitaire Suitability: 8 out of 10
* Time Scale: 2 hour turns
* Players: 1-2
* Playing Time: 2 – 35 hours
* Designer: Ross Mortell and Adam Starkweather
* Graphic Artist: Antonio Pinar

Components:
* Series and Exclusive Rules Book
* Scenario Book
* 1 x 22×34 inch Map Sheet
* 4 x 5/8ths Counter Sheets
* 2 x Division Displays
* 2 x Terrain Effects Chart/Combat Results Table
* 1 x Game Turn Record
* 2 x D10
* 1 x Box and Lid

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128.70 €
War for the Union: Designer`s Edition
War for the Union: Designer`s Edition

The War for the Union is a strategic level simulation of the American Civil War. It is the long awaited 2nd edition of the game originally published in 1992. Players command the Union and Confederate forces that fought from 1861 to 1865. The map runs from southeastern Texas to the Atlantic and from Harrisburg, PA to southern Florida. The new map is 34” x 44” to accommodate larger counters. Atlanta and Pensacola are now in the Western Theater. Terrain types include forests, rough, swamps, bayou, mountain hexsides, river hexsides (tidal, navigable, and minor), lakes, bluffs, and major and minor cities.

Ground units include infantry and cavalry strength points. Quality varies from Militia (worst) to Volunteers to Veterans (best). There are about 5,000 men per strength point. There are corps and army leaders and a few division leaders. Leaders have a Command Rating which indicates how many strength points (SPs) they can command, a Battle Rating (combat DRM), and a Movement Factor which also affects their force march DRM. Union militia recruits now have 3 MPs but a very poor force march DRM. There are seagoing and riverine naval units, including ironclads. There are also river transports which are very valuable to the Union player in developing campaigns along rivers. Since the Confederates cannot use sea movement, the Union sea movement capability is somewhat abstracted.

The quality of the armies, particularly the Union, improves as the war progresses. The Confederate player starts out with a small qualitative advantage but the Union catches up by the spring of 1863. The Confederates also have better leaders early in the war but the Union gets more and better leaders as the war progresses. Army counters, such as the Army of the Potomac and the Army of Northern Virginia, are central to the play of the game. Armies enable more efficient use of strength points, leaders, and supply.

The Sequence of Play has a Reinforcement Phase during which both players bring on reinforcements. Then there is a Supply Phase. Units that are out of supply, in swamps or bayou, or at Fatigue Level 3 or 4, roll attrition. During the Movement Phase ground units and leaders move, including force marching, and strength points can entrench. Infantry and Militia Cavalry must be under the command of a leader to move. Naval units also move and can attack batteries or other naval units. Then there is a Combat Phase where leaders and ground units attack enemy units.

Combat uses an attrition CRT with Light, Medium, and Heavy losses along with retreats. There are strength multipliers and DRMs. Higher quality troops and better leaders are very helpful in combat. One leader initiates an attack; other leaders add their SPs in at a reduced effectiveness. A 10 sided die puts a little bit more emphasis on the odds and a little less on the DRMs. An Army HQ allows the army commander to initiate the attack and all of his subordinates (typically 2 to 4) to add their SPs at full value. In addition to losses, units can pick up Fatigue during combat on an M, H, or retreat result. The more fatigue a unit accumulates, the less capability it has. An L* result also results in a Fatigue Point during Poor weather or a second attack by an aggressive leader.

The Confederate Supply Capacity is the total of the supply values of all of the Confederate supply cities. The ability of the Confederates to recruit SPs and sustain armies in the field is directly related to their overall supply capacity. Key Industrial Center (KIC) counters represent the principal industrial areas of the Confederacy. KICs produce Resource Points which are used to construct forts, batteries, and naval units, and for several other game activities. Both players may begin building Level 2 entrenchments and Improved Forts in October 1863

The Union begins the war with a small number of seagoing wooden ships and a couple river transports. As the war goes on, the Union player receives ironclads and more seagoing ships and river transports. The Confederates receive a small number of river rams, transports, and ironclads. They can also build a limited number of additional ships using their Resource Points. Naval units can be used to attack batteries and support ground attacks as well as attack other naval units. All naval combat tables use a 10 sided die and have two levels of damage in additional to sunk results. River Depots and Naval Deports are used to trace supply by river or sea, respectively. Union sea movement is simplified by moving through sea zones. The Union player can blockade individual Confederate ports with naval units or batteries.

There are two short, introductory scenarios (Bull Run 1861 and Missouri 1861). The Second Edition adds two 7 turn scenarios in just the Western Theater (Tennessee 1862 and Tennessee 1863). There are three 1 year scenarios using both theaters (1862, 1863, and 1864). And then there is the 1861-1865 Campaign Game. Either player can win by achieving the Sudden Death Victory Conditions at the end of 1862, 1863, or 1864 if they are doing exceptionally well. The 1864 Presidential Election occurs at the beginning of the November 1864 turn; the outcome can be influenced by the onboard situation. Players can also select from a menu of 15 optional rules including using a deck of Event cards.

Product Information:
* Complexity: 6 out of 10
* Solitaire Suitability: 8 out of 10
* Time Scale: 1 turn = 1 month
* Map Scale: Approximately 22 miles per hex
* Unit Scale: Approximately 5,000 men per strength point
* Number of Players: 2 to 4 plus solitaire
* Playing Time: An hour for an introductory scenario, an evening for a 1 year scenario, and a weekend for the Campaign Game

Components:
* 2 maps – each at 22 x 34 inches
* 3-1/2 sheets of 9/16” counters
* 1 deck of 25 Tactical cards
* 2 reinforcement schedules – 1 each for North and South
* 2 identical Terrain Effects cards with additional charts/tables
* 2 identical Combat Results Table cards with additional charts/tables
* 1 rulesbook
* 1 scenario book
* 2 ten-sided dice
* 1 box and lid set

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123.50 €

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