[From the Compass Games webpage] Victory at Sea, Original 1992 Edition is a strategic level game developed from Jedko’s popular naval game, War at Sea. This two-player game refights the Battle of the Atlantic in every detail. This is a game of Grand Strategy with each player assuming the role of an Admiral of the Fleet and trying to control the sea areas...
War at Sea is the classic game designed by John Edwards of Jedko Games and entrusted to L2 Design Group to reproduce this fine classic game in the custom you are used to from L2 Design Group. A naval simulation of the Second World War naval battles in the Atlantic Ocean and the Mediterranean Sea, this game has all the big battleships and carriers of the...
Fans of the classic naval wargames War at Sea and Victory in The Pacific have for many years combined the two into an ad hoc simulation of the global naval struggle that was World War II. There were issues, however: a wide variety of house rules, battle resolution that drastically changed depending on the sea area in which it took place, to say nothing of...
Wargaming rules for WW2 naval battles. This set of rules has been developed to give a reasonably historical result for a large fleet action in about three hours of playing time Scales and time Each game turn is calculated to be about 15 minutes and 1000 yards equals one inch on the game table. This game scale works best with 1:3000 scale models. For larger...
From "The Object of the Game": To control the seas as much as possible during the period of the war. The winner is the player with the most "Points of Control" after 8 turns. The game represents surface action between capital ships in WWII. The mapboard is an abstract rendering of Europe/Eastern USA/Brazil and surrounding sea zones, divided into large...
Replay WWII in Europe, North Africa, and the Middle East under two and a half hours by taking sides as either the Axis or Allied nations. With a time scale from early 1939 until mid way through 1945 players face both the clock and an opponent in collecting their forces (represented by cubes), setting aside four suits of 'combat' cards which represent their...
War Comes Early (WCE) is a low to intermediate complexity two-player alternative history wargame. It investigates the parameters of the six weeks of the conflict that would have resulted had the Czechoslovakians refused to accept the Munich Agreement. Had they been willing to fight the Soviets were pledged to come to their aid as fully and directly as...
A board wargame of the European and North African theaters in World War II. The War ("TW") is a hex-and-counter strategic-level game which aims to provide the challenge of a monster game with the ease of play of a moderate complexity war game. Experienced players should be able to play a campaign game in a weekend. The game includes several scenarios...
The War 1939 – 1945 Expansion Kit offers twelve new scenarios, including 3 alternative history scenarios: "A Road Not Taken" (Hitler does not declare war on the U.S.in 1941) "Lord Halifax’s Treaty" (Britain makes a deal with Germany in summer 1940 after losing the BEF at Dunkirk) "The virtue of vigilance" (Britain and France rearm early enough tobe ready...
War Game Rules 1925-1950 by Phil Barker, often called WGR 1925-1950 was one of Phil Barker's later developments of his miniatures wargame rules for modern combat (twentieth century). The original editions came out in June 1973 and the game has steadily developed since then. The 1988 WGR 1925-1950 covers all sorts of combat from the year 1925 through 1950...
In June 1988, the set of wargames rules for all-arms land warfare from Platoon to Battalion level during the period from 1925-1950, written by Phil Barker were published. They proved very popular and were widely used but have been out-of-print for many years. They were followed by sets, initially for the period from 1950-1975 and later extended to cover...