From the publisher website: Introducing our new WWI system, this is a stand alone game, allowing you to game small unit WWI actions. Rules include infantry, cavalry, artillery, vehicles, plus barbed wire, trench crossing, gas, and more. Troop lists are very flexible, allowing you to decide what you need to fight. Players of DH/C7B will be familiar with...
Miniatures rules for 19th century conflicts, covering a period from roughly 1820-1920. Movement is via an action point system, and unit capabilities are based around a single strength value which is used to determine melee, firing and morale. Different weapons apply a multiplier to the strength. The strength itself has a random component added to a base...
Proboj solunskog fronta ("Breakthrough of Salonika Front") gives the players the ability to control the commanders of either the Entente or the Central Powers. If they play on the side of the Entente, they directly command the Italian XVI Corps, the French Army of the Orient, The Royal Serbian Army, the 1st Group of Divisions (Army of General Philippe...
In early September 1925, two separate military disasters rocked the United States: a bungled flight during which three Navy seaplanes failed to make it from the West Coast to Hawaii; and, the loss of the Navy's first helium-filled airship and prized treasure, USS Shenandoah and 14 of its crew while flying over the Midwest on an ill-advised public relations...
Po licznych bojach i heroicznych wysiłkach, dla każdego legionisty przychodziła upragniona chwila wytchnienia. Zasłużony urlop – PRZEPUSTKA – w czasie której, można było odwiedzić rodzinny dom czy też stęsknioną narzeczoną. Łatwiej powiedzieć, trudniej wykonać. Trwała wojna, wszędzie zniszczenia, pociągi przepełnione, po drogach grasują Kozacy a na...
This introduction to miniature wargaming includes an introduction and articles by eight different authors on wargaming 10 different historical periods. At the end of each chapter, Quarrie presents rules for that particular period. The historical periods covered include the following: Ancients, Medieval, Renaissance/17th century, 18th century, Napoleonic...
"A strategy game for two flying aces! To win, be the last ace in the sky. Attack and Pursue! Knock the enemy out of the sky! A game of aerial strategy. You've got to think fast to win!" A duel between three German and three Allied fighters in World War I. The vertical game board is a clear plastic grid. The aircraft are mounted inside plastic blocks that...
Pursuit of Glory: The Great War in the Near East is a sequel to the award-winning Paths of Glory. This game puts you in the driver's seat of the British/Russian alliance or the Ottoman Empire during World War One. Gallipoli, holy war, mutiny, and the Russian Revolution await. Walk in the shoes of men such as Churchill, Lawrence of Arabia, Enver, and...
At the outbreak of the First World War the greatest concentration of German warships outside of the North Sea was the famed East Asiatic Squadron. Winner of the Kaiser's Cup for two consecutive years, a competition testing the gunnery of His Majesty's warships, the East Asiatic Squadron was commanded by Admiral Maximilian von Spee. The East Asiatic...
In 1918, the Germans would have several offensives to end the war. Only Blucher, which aimed for Paris once again, was nearly a success. Once again Stormtroopers infiltrated the enemy lines with devastating effect, gas broke open the static lines and the limited use of tanks gave the offensive real impact and speed. All this created a huge bulge that the...
Queen of Spies is a solo, story-driven board game of espionage and daring missions set in occupied Belgium during the First World War. You play as Alice — a former journalist turned spymaster — who runs a secret network from the quiet town of Saint-François de Sales. From the shadows, you’ll recruit courageous operatives, train them in specialized skills...
Queen of the Seas,Pre-Dreadnought Rules,An attempt at a set of naval wargame rules for the period from about 1890 to about 1920 a Ruleset with a less detailed approach than other overly detailed naval rules for the period. firing and damage determination can all be done reasonably quickly, thus allowing large actions to be played in a reasonable amount of...