Between 1500 and 600 BC, Asia Minor and the Mediterranean witnessed the rise and fall of several mighty empires. Often the birth of one empire precipitated the death of another. How could a small people like the Judeans establish an empire when located between such giants as Egypt and Assyria? Why did some Empires endure for centuries while others lasted...
(from GMT website:) The Great Battles of History series ventures back into the mists of time: the Bronze Age, or the Age of the Chariot. From approximately 1700 BC to 1200 BC (which was the abrupt end of the Bronze Age) the chariot reigned supreme on the battlefield. It was the first modern weapons system, and chariots controlled most of warfare until...
A wargame about the unsuccessful Russian offensive in May 1942. This is the second attempt by the Russians to gain strategic initiative and to liberate Kharkov. The 1st unsuccessful probe had taken place in March and had been turned into a catastrophe few days later by a German operation, which broke out along the whole Russian front. As a result of this...
Description from the publisher: At the age of twenty-nine, Charles I became sole ruler of the Frankish Empire. What he did with that power over the course of the next forty-plus years is the stuff of legend. His unparalleled achievements in warfare, diplomacy, administration, and culture led to the sobriquet Carolus Magnus: Charles the Great: Charlemagne...
Charlie Don't Surf is a set of wargames rules for the Vietnam War that are designed to reflect the realities of asymmetrical warfare. Designed for games of roughly company size (between two and four platoons per side being typical) the rules use a system of dual victory conditions, military and political, to allow balanced games where both Free World and...
Surf's Up is a collection of scenarios for the Vietnam War designed to accompany the Charlie Don't Surf rules. In addition to sixteen scenarios covering the period 1966 to 1975 there is a campaign system to follow a player's Company Commander through his tour of duty in the 'Nam. The scenarios are as follows: 1. The Great Rice Hunt, 1966, Operation...
Chase of the Bismarck is played in turns, each representing nearly five hours of real time. In each turn, both players secretly move any or all ships and air units under their command on their own search board. Each player may then call out zones in which he has enough search factors to locate his opponent's ships. This is the “operational part of the...
Area movement, simultaneous combat, NO CRT (though there will be plenty of die rolling), options for both true Offensive and Defensive combat for both players, chrome in the form of special units, rules and die roll modifiers and best of all, only two to four pages of rules so you can get into the game quickly. Once you learn the rules to one game, you...
Eternal War is an operational-strategic level two-player simulation of the 1st Chechnya War (1994-1996) wherein the Russian Federation under Boris Yeltsin attempted to directly and forcibly put an end to the Chechen independence movement. The Russian player must deal with low morale at the front and at home to win the war to keep Chechnya within the...