When I wrote Kalashnikov Tribal Multi-Battalion rules, I integrated logistics, but hopefully in a ‘simple’ manner so they don’t get in the way but are a necessary part of your planning. The obvious next step was bringing things together to try and show the entire logistic tail. Now I don’t want to get into the whole economic side of it. There are board...
My aim with these rules was to create something which allowed you to fight larger battles, where each base is a battalion. The rules cover the period pretty much from the development of the magazine rifle onwards, but you can doubtless fudge that. The aim is to allow you to fight several different sorts of game. Yes you can have the clash of regular...
Kampf is played by two players on a board that is divided into 81 equal-sized, alternating black and white squares and has a dash-dotted line. There are a total of 36 pieces in the game: 18 white and 18 black, which are set up as two armies to fight against each other. Each of the two armies is made up of ten higher combat pieces (2 planes, 2 submarines, 2...
Objective: be the first reaching space 50 (Warsaw) - moving by turns - simple 'Roll & Move' game; each player chooses the red (northern) or blue (southern) route; move your meeple forward according die roll; ending on a marked space follow instructions. remarks: don't confuse Klee edition with the identically named Jos. Scholz edition; all...
Kaputt is a strategy wargame -sort of 'postmodern soccerchess'– with the essencial difference that the board itself is always changing, giving a completely different experience each time you play this hilarious and surprising battle. Configure your soldiers. Attack and/or move with them and carry the time-bomb to the enemy's headquarters. Do it carefully...
The game is played alternately by pushing all cruisers and pushing an ironclad. The cruisers are all set in motion with each turn; They may advance up to three spaces at will, but only in a straight line. Every cruiser must be moved as long as it is not on one of the small crosses within the large red crosses. In this case, it can be set in motion again...
Knights in the Sky Aerial Combat in the First World War 31 page PDF Knights in the Sky is a complete miniatures game of WWI air combat. The basic rules allow for relatively large battles with up to a dozen aircraft per side and minimal record keeping. Optional rules are included which cover; air to ground combat, bombers, observation balloons, Zeppelins...
[From the back of the Avalon Hill game box] They were a part of Europe's “next Generation”, asked to march to war before they had tasted of life's joys and sorrows. They were cut from a special cloth, singled out to do a job that demanded intelligence, endurance, steadiness and coordination of the highest order. They dueled to the death in fragile...
Knights of the Air társasjáték 30000 Ft-tól! - 1 felhasználó árulja ezt a játékot!
Soar into the thrilling skies of the First World War, where courage meets cunning in a deadly ballet of wings and gunfire! In this fast-paced air combat game, you'll take command of daring fighter pilots, lumbering bombers, and sharp-eyed scouts, weaving through clouds, evading anti-aircraft fire, and outmaneuvering foes in a relentless struggle for...
Konarmiya Year of the Red Tide is a simulation game of the battles between Soviet Russia and the Republic of Poland during the Summer of 1920. The Game is for two players who respectively play the roles of M.N. Tukhachevsky, commander of the Soviet forces (the Red player) and Josef Pilsudski, commander of the Polish forces (the White player). The game uses...
This is a roll-and-move game published to mark the U.S. entry into World War I. It allows up to six players, each representing an arm of the U.S. forces: Infantry, Cavalry, Artillery, Marine Corps, Engineers and Aviation Corps. The board has a circular track and six spokes leading inward to the center of the board. Each player starts on the space...