From publisher's website. In the years leading up to 1917 the ground conflict of the Great War was proving costly to both sides, and the battles fought in the air were equally as intense as technological advances and better tactics were developed. The air war reached its peak between 1917 and 1918 as aircraft became fast, highly manoeuvrable machines; each...
The Red Baron flies again - now you can virtually fly the same airplanes that blazed a path of glory over the skies of France during WWI. You can be Baron von Richthofen running up a score of 80 victories or Cpt. Roy Brown flying the same Sopwith Camel that shot him down in the game where planes perform exactly as pilots of Flying Circus Aerodrome say they...
Included one rules pamphlet and 27 Maneuver cards for use with Avalon Hill's Richtofen's War. The GENERAL Index Article List: The GENERAL Vol.14,No.4 Richthofen's War: The Air War 1916-1918, Richthofen's War Maneuver Cards - “Unexpected Maneuvers - Pilot's Supplement to Richthoffen's War” (Variant) Michael Turner Expands: Richthofen's War: The Air War...
Richthofen: The Flying Circus, 1917 is a solitaire wargame covering fighting in the air over the Western Front in France throughout 1917 during the formation of the famous Flying Circus. You have the opportunity to play the role of the famous Red Baron -- Manfred von Richthofen flying either an Albatross D-II, or a Fokker Dr.1 triplane. You may fly other...
(from MMP website:) Rock of the Marne: The Second Battle of the Marne, 15 July to 25 July, 1918 covers both the final attack of the German army in July 1918, and the Allied counteroffensive that produced the battle known to Americans as the Second Battle of the Marne. The Germans believed they could launch an offensive on both sides of Reims, which would...
Follow-up to Iron Bottom Sound. The Royal Navy in action against Germany & Italy in WWI & II. Also has US, French & Soviet ships. Surface ship only. Hex and counter, but lots of tables and status sheets so it has a miniatures feel. Each hex represents 600 yards for night actions and 1500 yards for daylight actions. Each turn represents 3 minutes of real...
The Royal Navy's Instructions for Tactical and Strategical Exercises, 1921 Essentially, a set of Wargaming rules for Officer Training using wooden ships (or Cardboard equivalents). Also includes the "Details of ships of the principal Naval Powers" Appendix. In simple terms, it is a set of rules for running naval wargames, used to examine strategic or...
A booklet with tabletop rules. It contains all necessary rules and tables to simulate actions from early World War I with 15mm miniatures. The various chapters of the booklet contain: Game scale: 1 figure represents 50 infantry men; 1 MG with crew equals 1 MG with crew, and 2 ordnance pieces equal 1 battery consisting of 12 men and 4 horses. Movement rules...
Basic war-game rules on different topics: English civil war Marlborough's Wars Napoleonic Warfare American Civil War Mechanized Warfare 18th century naval Warfare Modern Naval Warfare Air warfare 1914-1918 Diceless rules thus movement, morale and combat results are predictable. Morale effects are mostly dependent on casualties taken and when challenged...
Naval wargames rules covering the period 1914-1928. Designed to be played with 1:3000 models on a tabletop or 1:1200 models in a hall. Originally published in 1973. This entry based on the 1975 second edition. The rules have an introduction to the period followed by rule concepts and ship statistic calculation rules. Then firing guns and torpedoes, hitting...