Tuotehaku

Ruutunäkymän liikennevaloissa vihreä on heti saatavilla, punainen juuri nyt loppu varastosta, keltainen ei vielä ilmestynyt tai huutomerkin kera ei hyllyvalikoimaa, eli me tilaamme sitten, kun sinä olet tilannut meiltä. Saatavuusinfossa kerrotaan tarkemmin saatavuustiedoista.

Haun tulokset 1 - 3 / 3
sivukoko:
järjestys:

kuva tuotteesta on linkki tuotesivulle: Last Hundred Yards 1
Last Hundred Yards 1

The Last Hundred Yards is unlike any tactical wargame published to date. It introduces innovative systems intended to model Small Unit Behavior in Combat during WW2. It is fun, fast-paced, and provides a very good simulation of what it was like to command combat units at the platoon or company level. The game is purposely designed to deliver a brisk yet intensive gaming experience that forces many decisions upon you as you take command of an infantry company in Western Europe after the D-Day landings. Here's a look at the major innovations and the designer's thinking behind the systems featured in the The Last Hundred Yards: Initiative and Advantage: In The Last Hundred Yards, only the player winning the initiative has a proactive game turn; his opponent is limited to reaction only. Generally, the attacker has the initiative or momentum at the beginning of a small unit combat as the result of plans and preparation, so he generally dictates the action. The defender will generally react to the attacker's actions, hoping at some point to blunt or take away the attacker's momentum. This is represented in The Last Hundred Yards by player advantage and the importance of winning the initiative. Simultaneous vs Sequential: In small unit combat, things are happening simultaneously. In an attack on an enemy position, some units of a formation provide cover fire to suppress the enemy, while other units maneuver against the enemy position. These actions take place simultaneously. But, in most current tactical games, opportunity fire is sequential and is typically represented by the Phasing Player moving a unit or stack of units a single hex at a time, giving the non-phasing player an opportunity to fire. Then he moves into the next hex, again giving the non-phasing player an opportunity to fire, etc. Once he has finished moving one unit or stack of units, he selects another and repeats the process until he has moved all of his units. Not only is this very time consuming, but it's often unrealistic as well. First, the phasing player can adjust his move depending on the opportunity fire result. In reality, all these things are happening at the same time. Each player’s units would be moving and firing simultaneously and may not know or see where the enemy maneuvered. In The Last Hundred Yards, simultaneous movement and opportunity fire are modeled primarily through the Action / Reaction Cycle and Fire Mechanics. Action/Reaction Cycle: “Where there is action there is always a reaction.” In The Last Hundred Yards, the Action/Reaction Cycle is the engine and the heart of the game. The Player winning the Initiative is the active player. He conducts actions (fire, maneuver, or recover) with the units of the active platoon. After all units of the active platoon have completed their actions, units of the non-active player may react (fire, maneuver, recover or do nothing) to units of the active player if units of the active player conducted actions in their LOS. Once the non-active player completes his reactions, the active player may react in turn to those units of the non-active player that conducted actions in their LOS. Or, the active player may instead activate the next platoon, repeating the cycle. A key aspect is that unless a unit sees an enemy unit conduct an action in his LOS he may not react. In essence, units that saw no action will most likely do nothing as they were most likely to hold their position until notified otherwise. Fire Mechanics: Fire mechanics in The Last Hundred Yards are based on the premise that during the short span of a few minutes in a game turn, fire is focused on a specific enemy unit as it fires or maneuvers. To reflect this, DRM markers are used to represent the enemy unit or units under fire and the amount of fire power placed on them. A different color DRM marker is used for each type of fire (green for small arms fire, yellow for anti-tank fire and red for indirect fire). Note that neither player will see the results of his fire until the Fire Resolution Phase occurring after all platoons of the active player have been activated. The following Fire Resolution is extremely fast and simple. The firing player rolls a single sided 10 die for each of his DRM markers in play, adding or subtracting the DRM of this DRM marker to the die roll, then comparing it to the defensive value of the enemy unit. Combat results are Disruptions or Casualty Reductions. Tank Combat: Tank combat at this scale is the most difficult aspect of modeling small unit combat. In most tactical games, vehicle combat usually has taken the form of defensive fire or motion activity by the targeted vehicle during the “I go” player’s turn. But there are some problems with this approach. First, defensive fire suffers from the “perfect knowledge” problem. The targeted vehicle always spots the menace. Sometimes, even often, the target vehicle has no opportunity to fire at its assailant for the simple reason that the crew of the target vehicle does not know the enemy is there. One cannot see much out of a buttoned-up tank on a battlefield erupting with booming explosions and the life-threatening zip of high velocity shells. The tank that kills yours is often one that was never seen. Second, humans do not possess vision thru 360 degrees. The act of “looking all around” takes time and in that time, a projectile may be on its way to kill your vehicle. Looking right means you are not looking left for a segment of time and in that time segment death may come your way. So in The Last Hundred Yards, the traditional defensive fire concept has been replaced with a reaction sequence that might allow the target vehicle to escape its hunter, and, in some cases, turn the hunted into the hunter. Components: * 6 double-sided geomorphic card stock maps * 1 full-color Rules booklet * 1 full-color Play booklet * 2 sheets of 9/16" counters * 2 sheets of 3/4" counters * 4 MIssion Cards * 2 identical Combat/Terrain Charts * 2 identical Player Reference Cards * 1 Game Turn Track * 4 10-sided Dice

  !   tilattava tuote
76.70 €
kuva tuotteesta on linkki tuotesivulle: Last Hundred Yards 2: Airborne Over Europe
Last Hundred Yards 2: Airborne Over Europe

Note: This game is a stand alone game. It does NOT require ownership of The Last Hundred Yards to be played. The Last Hundred Yards Vol. 2: Airborne Over Europe is the second game in Mike Denson’s Last Hundred Yards series. It includes two major campaigns featuring numerous missions covering small unit actions conducted by US airborne forces in the Normandy and Market Garden operations. In the Operation Overlord campaign, follow the elements of the American 82nd and 101st Divisions beyond the Normandy beachheads. After being scattered over a large area in Normandy on the night of June 6th, they struggle to assemble and secure their objectives to support the advance of the American units landing at Utah Beach. Later missions feature them defending against the inevitable German reaction and counterattack. Follow Lt. Dick Winters as he leads his platoon in taking out the artillery battery at Brecourt Manor near Ste. Marie-du-Mont and then faces a counterattack from elements of Col. Von Der Heydte’s 6th Fallschirmjäger Regiment. In the Operation Market Garden campaign, follow the 82nd Airborne Division after landing south of Nijmegen in the early afternoon hours of September 17th as they race to secure critical bridges over the Waal and Maas rivers, as well as those over the canal between them. Follow Lt. Foley and his men as they defend Devil’s Hill against German counterattacks on the Eiesenborne Ridge Groesbeek Heights, a mere 2-3 miles from the German Border. While the 82nd lands around Nijmegen, the 101st Airborne Division lands north of Eindhoven and begins its own race to secure its assigned bridges over the river Dommel in Eindhoven, the Wilhelmina canal in Son and Best, and the bridges over the Zuid-Willemsvaart and river AA in Veghel. Experience the counterattack by the German Kampfgruppes Hüber and Walther as they cut the main highway near Veghel. It took two critical days of hard fighting for units of 101stAirborne and British XXX Corp to reopen the corridor. This game will introduce airdrop and night rules, as well as new terrain to the series. Successfully landing airborne troops at night, assembling them from a dispersed condition, and advancing against unknown enemy resistance to secure your objectives will prove a thrilling challenge in this new game. You don’t want to miss it! COMPONENTS: * 1 Game Box * 6 double-sided geomorphic maps * 1 full-color Rules booklet * 1 full-color Playbook * 5 Mission Cards (10 missions) * 2 9/16” counter sheets * 4 full size and 1 half size counter sheets * 2 Combat/Terrain Charts * 1 Game Turn Track * 1 Player Aid Card * 6 Dice DESIGNER: Mike Denson MAP ART & DESIGN: Liz Stephanoff COUNTER ART: Charles Kibler and Dariusz Buraczewski PRODUCERS: Mark Simonitch, Andy Lewis, Tony Curtis, Rodger MacGowan, & Gene Billingsley

  !   tilattava tuote
76.70 €
kuva tuotteesta on linkki tuotesivulle: Last Hundred Yards: Mission Pack #1
Last Hundred Yards: Mission Pack #1

The Last Hundred Yards Mission Pack #1 builds on Volumes I and II focused on the Allied campaigns in Western Europe. The Pack contains ten Missions that occurred in 1944 during the Normandy pre-breakout and breakout phases in July/August, the Hurtgen forest in November, and the Battle of the Bulge in December. Join the 2nd Division’s 23rd infantry regiment and experience what Allied soldiers termed “Hedgerow Hell” as it drives through “Purple Heart Draw” to take Hill 192 against the 3rd FJ regiment. The overall goal was to cut the St. Lo-Bayeux highway, a task that was critical for protecting the east flank of the 3rd Army’s breakout from Normandy along the west coast. Follow units of Patton’s 3rd Army’s breakout that ultimately encircled the German 7th Army and led to its destruction in the Falaise Pocket. These Missions range from crossing key water barriers, forming bridgeheads, and seizing key crossroads to eliminating fortified positions. Finally, see if you can do better with outnumbered Allied troops who were tasked with taking or holding, what seemed to them, pointless objectives during the Hurtgen Forest and the opening stages of the Battle of the Bulge campaigns. This volume introduces new weapons and terrain including Rhino tanks, hedgerows, and sunken roads. Each mission provides challenges with different elements, forces, and situations, making this volume an exciting addition to The Last Hundred Yards Series. Note: Players will need both LHY Volumes I and II to play all the Missions in this Mission Pack COMPONENTS: * Two double-sided geomorphic maps * Five Mission Cards (10 missions) * Mission Pack Special Rules

  !   tilattava tuote
23.40 €

Hakusivu: 1

    

Uutuuksia