Fantasiapelit - strategiapeli

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kuva on linkki tuotesivulle: Drive On Voronezh 1942
Drive On Voronezh 1942

The Battle of Voronezh was fought on the Eastern Front of World War II, in and around the strategically important city of Voronezh on the Don river, 450 km (280 mi) south of Moscow, from 28 June-27 July 1942, as the opening move of the German summer offensive that year. The German attack in this sector bit into parts of the Soviet Briansk and Southwestern Fronts with German panzer corps leading the drive. The German assault was conducted by the element of the 4th Panzer Army′s forces of Army Group South under commanded by General Hermann Hoth, who was under strict instructions not to get bogged down in street-to-street fighting. The armored units of the 4th Panzer Army partly captured Voronezh on 6 July by occupying the western river-bank suburbs, however German troops were subjected to a Red Army counter-attack. The 4th Panzer Army was to be followed by the Sixth Army, and when Voronezh was occupied the former was to wheel south-eastward and move down the right bank of the Don towards Stalingrad as part of Operation Blau. It took two days for infantry divisions from the Army Group South to reach Voronezh to hold the line and free the Panzer troops; Adolf Hitler later came to believe that these two days, when combined with other avoidable delays on the drive south, allowed Marshal Semyon Timoshenko to reinforce the forces in Stalingrad before the 4th Panzer Army could arrive to allow taking of Stalingrad. Drive on Voronezh covers this opening move in the Fall Blau offensive. The scale of the game is nine miles per hex and two days per turn. The basic units in the game are divisions with special brigades for the Germans and brigades/corps for the Russians. The game uses a basic I Go - You Go system but also includes special event chits that allow players to augment certain combat and movement situations. 1–2 PlayersAge: 14+

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58.10 €
kuva on linkki tuotesivulle: Jäinen kuolema: Suomen talvisota / Freezing Death: Finnish Winter War
Jäinen kuolema: Suomen talvisota / Freezing Death: Finnish Winter War

Pelin viimeisimmät suomenkieliset säännöt valmistajan sivuilta. Jäinen kuolema: Suomen talvisota on kahden pelaajan sotapeli Suomen ja Neuvostoliiton välisestä talvisodasta vuosina 1939–1940 ja tiestä tuohon konfliktiin. Pelin lautana on kartta, johon on kuvattu kolme rintamaa, joilla pääasialliset taistelut tapahtuivat ja missä Neuvostoliiton pelaaja yrittää edetä joukkoineen kun Suomen pelaajan yksiköt, heikommin varusteltuina, mutta paremmin sopeutuneina jäätäviin lämpötiloihin yrittivät epätoivoisesti pysäyttää näitä. Länsivaltojen alkaessa harkita interventiota, alkoi hiekka molempien osapuolten tiimalasissa käydä vähiin. Kestäisikö suomalaisten puolustus yhä raivokkaammat hyökkäykset ja toisaalta olisiko Stalin valmis maksamaan poliittisen hinnan taistelusta, joka vastoin hänen oletuksiaan ei osoittautunutkaan paraatimarssiksi Helsinkiin. Peli on korttivetoinen ja pelimekaniikan sydämen muodostavat yli 50 toimintakorttia (joista jokaisessa on kuva konfliktin ajalta). Kortteja voi käyttää joko tapahtumina tai toimintapisteinä. Tapahtumiin kuuluvat niin vodka-annoksen rohkaisemat neuvostojoukot, maailman ensimmäisen naisdiplomaatin madame Kollontain diplomaattiset manööverit, kuin Suomen USA:ssa ennen sotaa hankkima sympatia ainoana maana, joka maksoi velkansa. Peli on täysin kaksikielinen (suomi ja englanti), ja siinä on toimintakortit kummallekin kielelle. Sisältö: * Pelilauta * 74 pelinappulaa * 55 korttia englanniksi ja 55 korttia suomeksi * Sääntökirja englanniksi ja suomeksi * Tohtori Olli Kleemolan laatima 6 sivuinen historiallinen johdatus sotaan suomeksi ja englanniksi * Kahdeksan kuusisivuista noppaa Freezing death: Finnish Winter War is a two player wargame of the Winter War fought between Finland and Soviet Union 1939-1940 as well as preparations that lead to the conflict. Map shows three fronts where main battles took place and where soviet player tries to advance his troops to while Finnish players units, underequipped but more accustomed to freezing conditions, try desperately stop them. While the Western Powers deliberated intervention, time was running out on both belligerents. Can the Finnish defenses endure the ever-fiercer attacks? Is Stalin ready to pay the political price of a battle that, contrary to his scheme, was not about to become a parading march to Helsinki? Game is card-driven and more than 50 action cards (each with unique picture of the era) are at the heart of the game. Cards can be used either as action points or events. Events include Russian troops encouraged by vodka-rations, diplomatic efforts of worlds first female diplomat madame Kollontai as well as sympathy Finland has built is US on prewar years by being only nations not to default its debts. Game is fully bi-lingual (English and Finnish) including two decks of action cards. So if you wish to familiarize yourself to wargaming lingo in Finnish this is a perfect opportunity. 2 Players 60–90 Min Age: 12+

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49.00 €
kuva on linkki tuotesivulle: Army of the Potomac: Campaigns of 1862 and 1864
Army of the Potomac: Campaigns of 1862 and 1864

Army of the Potomac: Campaigns of 1862 and 1864 is the second volume in the Civil War Heritage series and the follow-up game to the innovative and acclaimed Rebel Fury. Army of the Potomac uses the same core rules as Rebel Fury, so players familiar with Rebel Fury will be able to jump right into the action. Each battle in Army of the Potomac is quick-set-up, quick-playing, and deeply interactive. The density of counters in each scenario is low, allowing you to see and experience the big picture of the battle. Army of the Potomac covers the battles of Spotsylvania II, North Anna River, Cold Harbor, and the entire Seven Days battle (McClellan vs Lee), including the prelude Seven Pines (McClellan vs Johnston) when Johnston's wounding brought Lee into the command of the Army of Northern Virginia. Each battle places you, the player, in the role of the Army Commander (Grant, McClellan, Lee, Johnston). You maneuver your army to find the enemy’s flanks, concentrate your forces for an attack, and determine where to commit your artillery assets. The Richmond map, used with some scenarios and the 1864 Overland Campaign. Units are portrayed at the Infantry/Cavalry division level. The Civil War Heritage series game system features a new Zone of Influence/Zone of Control mechanic that controls unit formation (March/Battle) based on their proximity to your opponent. As your units close with the enemy, your forces naturally break into battle formation, where they then maneuver the last distance to engage. Unlike most hex and counter wargames, this system allows you total freedom to move units in any order multiple times, unleashing the full range of historical tactics in a simple and clean format. Combat features a differential combat system with few but significant factors that capture the key features of Civil War division level combat. Units are rated for quality, artillery support, supporting units, and terrain. The game features artillery duels with the occasional Exploding Caisson result. The Civil War Heritage series combat system accurately depicts the ability of units to launch multiple waves of attacks on the same position, capturing the back-and-forth nature of many famous combat duels. Countersheet 1 of 2, with many markers and counters needed for the 1864 Overland Campaign. Army of the Potomac also includes a set of campaign rules that allow you to conduct operations from Spotsylvania to Cold Harbor featuring logistics and attrition. Also included are two bonus scenarios to allow owners of Rebel Fury to also fight Spotsylvania II and begin the Campaign scenario from Wilderness to Cold Harbor using their original Rebel Fury map. Components: Four 22" x 34" Game Maps (A,B,C,D) Three 11" x 34" map sheets (E,F) One 11" x 17" map sheet (G) One Small cardstock map (Map C extension) Two Counter Sheets One Civil War Heritage Series Rulebook One Playbook One 8.5" x 14" cardstock Union 1864 Off-Map Display Two 8.5 x 11" cardstock Time Record Tracks (1862 and 1864) Two Player Aid Cards Two 10-sided dice (one blue and one gray) One special die (with soldier & explosion icons) One 2" Box

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86.80 €
kuva on linkki tuotesivulle: Guerrilla Generation
Guerrilla Generation

The Guerrilla Generation: Cold War Insurgencies in Latin America is the second COIN multipack, containing four separate games exploring a series of thematically related insurgencies. Building on the The British Way, this new multipack allows players to explore variations in insurgent groups’ organizational structures, strategies, and relationship with civilians, across four insurgencies in Central and South America between 1968 and 1992. During this part of the Cold War era, Latin America experienced an incredible number of different insurgent groups, many inspired by the Cuban Revolution featured in Cuba Libre, ranging from popular backed rural insurgencies, flexible urban guerrillas, externally sponsored raiders, and brutal ideologically rigid groups. This multipack features a game exemplifying each of these types of insurgencies, to offer players the chance to compare different approaches to rebellion highlighted in the quote by scholar Jeremy Weinstein above. The Guerrilla Generation also offers four longer and more complex individual games than those found in The British Way, as well as an entirely different approach to the linked campaign scenario, which combines two games into a simultaneous side-by-side experience. Highlights: Four full games in one box: Explore four different conflicts set during the height of Cold War Latin America between 1968 and 1992. Each game uses a unique ruleset building on the same general mechanical structure, ensuring that they are easy to pick up while still offering a distinctive experience. An extension of the COIN multipack approach with a higher level of complexity than the games in The British Way, introducing new changes to the core system. Unique mechanisms reflecting the different attributes of each insurgency: exposing atrocities with Radio Venceremos in El Salvador, managing US Aid in Nicaragua, the hunt for Guzmán in Peru, and kidnapping officials to the People’s Prison in Uruguay. Small board footprint with quick-but-deep gameplay: Each game plays in under 2 hours and takes place on a single 17” x 22” board. A “Resisting Reagan” Campaign: A linked campaign scenario allowing up to 4 players to play El Salvador and Nicaragua side-by-side, with new mechanisms to represent the Central American peace and solidarity movement’s efforts to resist the Reagan Administration’s aid to both the Salvadoran government and the Contra insurgency, by influencing Congress and American public opinion. El Salvador The Salvadoran Civil War (1979-1992) was an intense struggle between an American backed government and an insurgent group that many label the strongest in modern Latin American history, the Farabundo Martí National Liberation Front (FMLN). Despite being a coalition of five different insurgent groups, the FMLN managed to launch two major offensives taking the fight to the capital San Salvador, develop a widespread support base in the countryside, and utilize sophisticated means to garner international sympathy while condemning atrocities by the government. The Guerrilla Generation: El Salvador borrows existing COIN series mechanics such as Pivotal Events while introducing new mechanics to capture the FMLN’s innovative tactics and the struggle within the Salvadoran government between reformist and rightist factions. Although more complex than The British Way: Malaya, the El Salvador game will also offer new players an introduction to the COIN series, giving them some familiarity with Government and Insurgent factions in other modern COIN volumes. Nicaragua The Contra war in Nicaragua (1979-1990) offers a completely different style of insurgency than the FMLN in El Salvador. The Contra insurgents heavily depended on external support from the United States to wage their war of attrition against the newly formed Sandinista regime. Operating largely from sanctuaries in the bordering countries of Honduras and Costa Rica, the Contra player, with the help of the Reagan Administration, aims to inflict increasing amounts of economic cost to the Sandinistas, conducting Sabotage to generate Unrest rather than build Opposition and battling the Sandinista’s forces directly. Much of the Contra’s attacks focused on civilian targets and risked driving the effected civilians to assist the Sandinista counterinsurgency efforts. The Sandinista’s counterinsurgency effort relies on mobility and firepower to eliminate Contras in Nicaragua and possibly even risk launching limited incursions against Contra bases located in neighboring countries. The Contra player must also manage efforts to maintain US aid for their war effort and may need the Reagan Administration to risk engaging in workarounds of Congressional limits that could lead to a scandal similar to the historical Iran-Contra affair. Nicaragua may also be paired with El Salvador in the “Resisting Reagan” campaign scenario that offers additional mechanics to model the debate over aid in the United States. Maps for El Salvador and Nicaragua (subject to change) Uruguay In addition to the two insurgencies in Central America, The Guerrilla Generation also offers two games on insurgencies in South America to include additional types of insurgencies and illustrate the tensions of waging counterinsurgency in democracies. The Tupamaros insurgency in Uruguay (1968-1972) presents players with one of the most famous urban insurgencies in history. Operating largely out of the capital city of Montevideo, The Guerrilla Generation: Uruguay adapts the COIN series to an almost entirely urban setting with all of the accompanying features such as safe houses, intelligence gathering, specific locations in the city, and additional headline events on every card to capture the chaotic nature of the capital in the late 1960s. The Tupamaros player must choose the organizational structure of their clandestine group, either a tightly controlled smaller group or an expanded group with command-and-control issues, each with its accompanying tradeoffs. Uruguay had been a successful democracy before the severe economic troubles and insurgency of the 1960s, and the Government player must balance the choice of undermining the democracy by expanding the role of the military in the conflict, which might allow them to crush the insurgency but risks a coup that topples the democratic government. Prototype event cards from The Guerrilla Generation: Uruguay, featuring citywide ‘breaking news’ effects at the bottom Peru The tensions of counterinsurgency in democracy continue in The Guerrilla Generation: Peru, which covers the main period of the Shining Path insurgency (1980-1992). Peru transitioned to a democracy from military rule in 1980, making the new civilian government reluctant to entirely hand the war over to the military. Instead, the civilian government progressively placed more of the country under “emergency zones” that granted the military special powers to combat the growing insurgency, even at the risk of human rights abuses. The Shining Path insurgency that forced the spread of emergency zones is one of the most brutal in Latin American history, commonly compared to the Khmer Rouge. The Shining Path was a highly centralized insurgency under the leadership of Abimael Guzmán, who advocated a rigid ideology that extolled the use of violence to achieve social change. The centralized nature of the insurgency allows the Shining Path player to use terrorism more easily and utilize Guzmán Directives granting additional actions at critical moments. However, both present serious liabilities to the Shining Path’s ultimate success. The Government may devote their energies to hunting for Guzmán, and if he is captured, it may reverse the course of the struggle. In addition, Terror by the Shining Path in Highland spaces will generate local peasant resistance, adding ‘Rondas’ pieces that may activate and undermine Shining Path Opposition and Control. A Note on Depictions of Civilian Victimization in The Guerrilla Generation: For the next fourteen days, I fled with the local population as we were subjected to aerial bombardment, artillery fire, helicopter strafing, and attack by Salvadoran foot soldiers. In retrospect, it appears as if the Salvadoran government troops had wanted to annihilate all living creatures, human and animal, within the confines of a thirty-square-mile area. The Guerrilla Generation is first and foremost designed to provide an educational experience on the specific conflicts in the pack and to push players to think more broadly about variation in how insurgent groups operate. The design of the games required extensive research utilizing works by historians, political scientists, area specialists, human rights reports, and local accounts to best capture the strategies of the armed actors in each conflict and their effects on the local population. Armed actors, represented by roles taken on by players, often adopted strategies of intentionally targeting civilians to coerce them to their side or weaken the opposing armed group. The Salvadoran military used scorched earth tactics and systematic bombing of guerrilla zones, as described in the quote above. The military in Uruguay utilized extensive torture to crush the Tupamaros before going on to crush the democracy itself. Insurgents such as the Contras and Shining Path deliberately terrorized civilians to advance their goals. Engaging in an interactive exploration of these strategies can be deeply uncomfortable; however, I would argue that interacting with these strategies is central to understanding the conduct of both these specific historical conflicts and unfortunately many contemporary ones. More importantly, I hope the games are useful for illustrating why many of these unethical strategies struggle to “work” as the armed actors intended, often even backfiring. I would encourage players to engage seriously with the games and the conflicts that they depict and to think carefully about the historical analogs of their actions while they play. Components: Two double-sided 17” x 22” mounted game boards Four Game Event Decks One Campaign Event Deck 131 wooden pieces 16 pawns One and a half full-color countersheets 12 double-sided player aids Four double-sided player mats Three 6-sided dice Four combined Rule/Background Booklets One combined Playbook/Campaign Guide 1–4 PlayersPlay Time: 60–120 MinAge: ?

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121.80 €
kuva on linkki tuotesivulle: Coral Sea: Campaign Commander Series Vol. II
Coral Sea: Campaign Commander Series Vol. II

Coral Sea is a new volume in the Campaign Commander series and simulates the campaign in the South Seas of the Pacific between the spring of 1942 and the spring of 1943. The Japanese expansion reaches its limit in the archipelago of the Solomon Islands and New Guinea. The Japanese initial force, the Army of the South Seas, began to expand reducing the boundaries of the Australian defenses from its base in Rabaul, the logistic center of Japanese control in the zone. The naval-air battle of the Coral Sea was a hard blow for the Japanese force since the Soho, their light aircraft carrier, was sunk, and the amphibious invasion force destined to take Port Moresby had to return to Rabaul without fulfilling their mission. Afterwards the imperial forces tried to take Port Moresby by a ground assault, extending their way along the Solomon Islands creating air bases and observation stations throughout the archipelago. The Japanese forces were thus threatening naval communications between the United States and Australia. In response, the Allies reinforced Australia and the New Caledonia zone looking for an opportunity to counterattack and to stop the imperial tide extending through the region. The return to Australia of veteran units from the Middle East allowed the Allies to initiate an offensive in Papua/New Guinea that would last six bloody months and result in the Allied recovery of the enclaves of Buna and Gona on the North coast of New Guinea. In the Solomon Islands the North American counterattack began August 8th, 1942 and led to a lasting and bloody campaign through February 1943, with successive attacks and counterattacks of both sides resulting in Guadalcanal Island back in American hands. In addition to the ground forces, the region saw much use of air and naval operations. Both navies accomplished herculean tasks to support their respective ground forces and supply them. Their importance was noticeable, so air attacks on navies were numerous, and expensive in lives, planes and ships. The last of them in this period was the battle of the Sea of Bismarck, which resulted in Allied air supremacy in the region. The Japanese Imperial navy based on the island of Truk made several raids in the region to support the small naval forces in the South Seas. But eventually the Japanese had to yield the initiative to the allies in the region as they exhausted their resources, fighting on two fronts. The Allies exhausted the Japanese offensive, and they prepare to take their own offensive. The game is developed in an operational scale – area-based map with a scale 1:300,000. It is designed for two players with one running the JAPANESE forces and the other the ALLIED forces. The game lasts approximately 3-4 hours and uses a two sided system to handle the mechanics of play: cards and counters. The players will have to use their troops and their resources to obtain victory points while eliminating enemy forces and occupying cities in the map. It is not a card driven game as the cards are used to bring about events that influence battles, secure reinforcements, and provide resources with which to carry on the fight. In the beginning of the game the JAPANESE player will take the Initiative and will have to expand throughout the map to secure Victory Points. The ALLIED player is on the defensive, and will have to strength his forces as the game progresses. He will have to take advantage of every opportunity to inflict damage on the advancing Japanese forces. The island of Guadalcanal will be crucial as the game develops, as are the results of actions in Papua/New Guinea. The JAPANESE player must face the historical dilemma of concentrating on taking the Solomon Islands, Papua or both simultaneously. The ALLIED player will have to be patient and force his opponent to extend himself, by accumulating forces and to committing lethal offensives that put the forces of the Empire of the Rising Sun in check. Like all the games of this Series, the rules are simple and straight forward. Our objective was to create games that are very interactive, and offer players a pleasant creative experience. We aim for solid games for players who do not have the time or the space to leave a game setup and in place over a long period of play. 2 PlayersPlay Time: 180 MinAge: 10+

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58.00 €
kuva on linkki tuotesivulle: Sensuikan
Sensuikan

Sensuikan: Japanese Fleet Submarines, 1941-45 is a solitaire, tactical level game that places you in command of a Japanese Fleet submarine from Pearl Harbor until the end of the war in 1945. After choosing a class, your mission is to conduct special missions as assigned by the Combined Fleet. The player will take his submarine on assigned missions with the objective to complete said missions, as opposed to necessarily sinking merchant vessels (although that is sometimes an objective). You will be advancing your crew quality and increasing your commander’s rank and awards—all while remembering you have to make it home amidst diminishing odds of survival as the war progresses. The system is packed with rich technical detail based on the various submarine classes used by Japan. There are no less than 17 classes of submarine to choose from. Besides the focus on hardware, the human aspect of the war is captured as the submarine Commander (the player) and his crew can improve over time via skills acquisition. In addition to having combat modules to facilitate ease of play, the game includes a major change by including the “Major Event” markers that track the war’s progress and possibly involve the player in supporting the Major Events as they occur. Players will find it extremely challenging to survive an entire tour from 1941 to 1945, at which time, if still alive, you will surrender at port, having done your part on the front lines. Gameplay moves quickly, following a set sequence of events that are repeated until the end of the game. Once you have your initial assignment, your submarine goes on patrol, randomly rolling for events and encounters. Special emphasis is placed on successfully conducting any operations assigned to you by Higher Command, as implemented by the “Major Event” marker system. Although sinking enemy shipping is always encouraged, the game’s primary goal is to conduct operations as assigned to support the Main Force Fleet or other ongoing significant military operations. This game should be highly accessible to those familiar with the The Hunters or Silent Victory game systems. 1–2 PlayersPlay Time: 15–300 MinAge: 12+

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76.40 €
kuva on linkki tuotesivulle: Castelnuovo 1539
Castelnuovo 1539

Come whenever you want! ¡Venid cuando queráis! On August 7, 1539 the last resistance of the Spanish garrison of the Albanian village of Castelnuovo (Novi for the Turks) ceased. After 22 days of open trench and more than a month of combats, skirmishes, assaults and bombardments, the last Spanish defenders fulfilled the destiny they promised themselves when they rejected the offers of surrender that, according to the rules of war, Jareidin Barbarossa, admiral of the Ottoman fleet and general in chief of the operation, had made to them. The city and its fortifications, rather meager and outdated, had been taken by the forces of the Holy League in October 1538, so as not to close the campaign with the bad taste of the naval defeat at Preveza. Fourteen companies of Spanish infantry under the command of D. Francisco Sarmiento de Mendoza y Manuel, some 3,500 soldiers, were garrisoned there for the winter. The following summer brought a tide of 54,000 Turks and a fleet of 200 sails before its walls. After Venice's defection from the League, there was no possibility of naval relief and the Spanish command authorized capitulation, however Sarmiento and his men decided to respond to Barbarossa's offer with the phrase “Come whenever you want”, which sealed their fate. In this game two sides face each other in a desperate battle: the town and its fortifications will eventually yield to Turkish power, but the question is, at what cost? In Castelnuovo we will manage our army with wooden pieces in vertical with sticker, where we will not be able to see the type of unit of the opponent. The board is divided into areas and we will have other types of units such as cannon batteries, walls, bastions, trenches, etc. The confrontations will be made by rolling 6-sided dice and a deck of cards for each side, allowing us to play them to give orders, improve the fighting, dig trenches and special events.

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66.00 €
kuva on linkki tuotesivulle: Infernal Machine: Dawn of Submarine Warfare
Infernal Machine: Dawn of Submarine Warfare

Infernal Machine: Dawn of Submarine Warfare is a solitaire board game that casts the player in the role of inventor/entrepreneur in mid -19th century America. The game is set during a historical moment when the business environment has gotten rather dynamic – it is the tumultuous landscape of the American Civil War. The player’s task is to design, build, and put to use a submarine during that war. Infernal Machine can be played either in scenario form or campaign. In a campaign, you can choose the city or port where the project’s machine shop will be located. Since construction materials and labor costs money, your role as entrepreneur comes into play as you seek out Investors to join your team; their cash will provide the funds that help your Fishboat take shape. As Inventor, your design gives form and substance to the size and shape of your submarine, and to its capabilities. Will it carry a snorkel? Will its prow have a spar-mounted torpedo as the primary weapon?? Will it tow a captive mine instead? Will it have dive planes? Will it be powered by the muscle strength of a crew cranking the propeller or will you install a boiler engine? From the Scenarios Booklet, a pre-built “H.L. Hunley” showing completed construction and crew position assignments. To bring blueprints to life, you will need to hire Mechanics, whose engineering expertise keeps your infernal machine’s construction on schedule. Once assembly is complete, your Mechanics can join the crew, using their repair capability to keep the machinery and the vessel running smoothly. Journeymen can also lend a hand on the shop floor and inside the Fishboat, while Sailors bring nautical know-how as well as sheer brawn. CSA & USA Gauges sheets showing Campaign set-up and types of personnel hired by both sides. While your machine shop is busy getting started with the submarine’s construction, the game reminds you that the war drags on, and it is an unstable business environment. Prices for materials and labor fluctuate. Current events can affect your construction schedule and your machine shop’s performance. Public, and even personal circumstances may force your hand. You may decide to push your Fishboat into the water before you feel it is optimal, or push your crew into battle with little training. So many decisions. Where do you turn and how do you find out what you need to know? Introduction page of the rule book showing how the page notation system works (Upper right corner) Fortunately, in this game the rules and player aids are designed to give the player’s question a direction to its answer, done through insertion of a clever Rule book and Cyclopedia page notation within the text and the player aids, quickly directing you to the correct answer being sought. This simple tool helps you to garner valuable experience, enabling you to learn the game quickly and accurately. Campaign Sequence of Play, shown with Investment Check table. Later missions will be directed at the enemy. In this game, you may play either side, Union or Confederate. There are a variety of missions and targets. Will your Fishboat be aimed at the Federal blockade? Will it pull a captive mine at the end of a rope? Will the crew survive contact with the enemy? Will they survive their own weapon’s detonation? Perhaps the nature of the mission will be quite different. Will you carry a spy into enemy territory? Or will your Fishboat deliver “something nefarious” into the heart of the enemy’s stronghold?

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104.90 €
kuva on linkki tuotesivulle: Men of Iron: Tri-Pack (2nd Printing)
Men of Iron: Tri-Pack (2nd Printing)

The game that started it all, Men of Iron, covers the re-emergence of infantry in the early 14th century, along with a more perceptive understanding of the value of combined-arms warfare and the effective use of defensive terrain. The scenarios highlight the key elements that made these battles so fascinating: the defensive power of the longbow, especially when used in coordination with dismounted, or even mounted, men-at-arms. Agincourt covers Henry V’s famous victory during the Hundred Years War. The second volume in the Men of Iron series, Infidel, focuses on the major battles of the early Crusades era between Christians and Muslims. This is a period that saw cavalry reign supreme and pitted the European mounted, armored men-at-arms—which relied on furious and direct charges with sword and lance—against the Eastern European/Turkish light cavalry tactics—focusing on the efficiency of its mounted archers. Blood & Roses focuses on the battles of the Wars of the Roses in England, between 1455 and 1487. This was warfare in which most men were truly "of iron," heavily and totally armored to such a point that their mobility was suspect. It also featured the introduction of gunpowder—mostly field artillery—in noticeable numbers. And while many English men-at-arms were mounted, they did so almost entirely for transport. Most fighting was on foot…and it was quite vicious. There will be a series rulebook, with a few rules still applying only to a specific game, and the games will have all errata applied to their battle book. The color setups a la Blood & Roses and Arquebus will show up in all battle books. Men of Iron will see some battle changes, a few of which will involve new/changed counters. The series is designed for quick learning and easy play. Game rules are short, there are no turns—play is continual, with opportunities to steal play from your opponent—and combat resolution is a single dieroll. Playing time is about 1-3 hours per battle. The series is also for the gamer who enjoys playing solitaire. The system is designed for both individual and face-to-face play without any loss in insight or fun. It allows a player or players to see what happened in these famous battles and why. There are no purpose-built solitaire rules, but many players play that way. The units feature longbows, crossbows, men-at-arms (mounted, dismounted, and unhorsed), hobilars, genitors, nasty Scots with axes, slingers, pike infantry, knights, heavy cavalry, medium cavalry, light cavalry archers, archers, camp followers, handgunners, and artillery! And the commanders! The great English King, Edward III His son, The Black Prince William Wallace and The Bruce Captal de Buch King Henry VI Richard, Duke of York King Edward IV Richard Neville, Earl of Warwick King Richard III Henry Tudor, Earl of Richmond (and founder of the Tudor dynasty) Crusaders Stephen of Blois Bohemond of Taranto Raymond of Toulouse Bishop Adhemar of Le Puy the leper King Baldwin IV Raynald of Chatillon King Richard I Saracen leaders Kilij Arslan Kerbogha Atabeg of Mosul Fatimid Vizier al-Afdal Shahanshah Soqman the Artukid of Diyar-Bakr and Aleppo Saladin The battles included in the Men of Iron Tri-Pack are: Dorylaeum – Northwest Anatolia, July 1, 1097 - The Crusader line of march, including the people’s Crusade and Peter the hermit, as well as all the great 1st Crusade Leaders, are “ambushed” by Kilij Arslan and his crack Seljuk cavalry. Antioch – Northern Syria, June 28, 1098 - The exhausted, starving, and depleted Crusaders—they had few horses left—have just taken Antioch and are now faced with a large Turkish army, under Kerbogha, sent to retake the city. Ascalon – Southern Palestine, August 12, 1099 - The Crusaders, having seized Jerusalem, turn south to fend off the suddenly active large army of the Fatimids, with their crack Mamluk heavy cavalry. Harran – Crusader Kingdom of Antioch/Edessa, May 7, 1104 - Baldwin II of Edessa seeks to maintain control of his little kingdom in northern Syria, something Soqman, Atabeg of Damascus, is not happy to allow. One of the first major Crusader defeats. Montgisard – Frankish Kingdom of Jerusalem, November 25, 1177 - Saladin attempts to destroy a small army from the Kingdom of Jerusalem with an army more than five times its size. Though there are only 400 knights, the Crusaders are led by the remarkable Baldwin IV, The Leper King. The outcome: one of the greatest Crusader victories. See if you can carry off this stunning upset! Arsuf - Ayyubid Kingdom of Jerusalem, September 7, 1191 - The classic battle between Richard I Lionheart and the Ayyubid Army of Saladin highlighting the major facets of each army in an unusual moving battle. Falkirk - Scotland, July 22, 1298 - Wallace's great disaster, despite his massive schiltron. Good infantry is fine, but it needs support. The ultimate solitaire scenario. Courtrai - Flanders, July 11, 1302 - The Battle of the Golden Spurs. The Flemish shook the elite French army with one of the earliest displays of the power of solid infantry using defensive positions. Bannockburn - Scotland, June 23-24, 1314 - Robert the Bruce's famous triumph over a numerically superior but literally bogged down English army. Crecy - France, August 26, 1346 - The first great battle of the Hundred Years War. It showed that infantry, supported by archers, could defeat the best knights in Europe. Poitiers - France, September 19, 1356 - The French fight dismounted this time and almost win. But the longbow and solid English infantry prevail again. Najera - Castile, April 3, 1367 - The Black Prince goes to Spain with a marvelous combined arms force to further English plans of "expansion." Agincourt – Artois, October 25, 1415 - Henry V wins a mighty victory against the flower of French chivalry. 1st St. Albans – Herefordshire, May 22, 1455 - Marks the first major engagement in the Wars of the Roses. Richard, Duke of York, and his ally, Richard Neville, Earl of Warwick, defeated the Lancastrians under Edmund, Duke of Somerset, who was killed during the battle. York also captured Henry VI and forced Henry to appoint him Constable of England. Blore Heath – Staffordshire, September 23, 1459 - Greatly outnumbered Yorkist infantry used the longbow and a defensive position to drive off the Lancastrian Men-at-Arms. 2nd St. Albans – Herefordshire, February 17, 1461 - The Lancastrians drove the Yorkists out of the town and then destroyed Warwick’s strangely deployed army, even when sturdily defended by hedges, caltrops, and spiked netting. Towton – Yorkshire, March 29, 1461 - Easily biggest battle in the box and the biggest in the entire series. It uses over 200 combat units and, much like the actual battle, will probably take a long time to play. It is mostly crash and bash, with little room for maneuver, all fought in a blinding snowstorm!! Barnet – Greater London Area, April 14, 1471 - A classic battle of planned deployments but overlapping wings, cries of treason in the lines, fog of war (actual fog), and the excellent use of reserves. Tewksbury – Gloucestershire, May 4, 1471 - A battle that shows one of the key terrain features of the battles in this era, extensive hedges and thick underbrush in otherwise clear fields. Bosworth – Leicestershire, August 22, 1485 - The best-known battle of the wars and the tragic (I think) death of King Richard III in a battle he should have won. Using the latest information as to where the battle took place, let’s see if you can cancel out the Tudor dynasty. Series Designer: Richard Berg Original Men of Iron Developer: Jack Polonka Original Agincourt Editor: Mike Lemick Infidel, Blood & Roses, and Men of Iron Tri-Pack Developer: Ralph Shelton

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