GMT P500 for March 2011
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Welcome to the March 2011 edition of the GMT P500 update list.

Subscribe today: GMT Monthly P500 Geeklist Announcement Thread

Last month's poll was pretty unequivocal about keeping the format as it currently stands.

I have two comments about the poll:
- of the 49 people who voted to "shake things up", only one person emailed me about a change they'd like to see and they voted to keep the format the same, they just wanted a small tweak to the game entries!

- 409 people voted in the poll. 156 people thumbed last month's list. I'd like to ask the other 253 people to thumb the list every month when they come by.

On a different note, this is the fourth list in a row where no P500 game has at least 1000 orders.


Thanks to everyone for their continued kinds words of support of this monthly geeklist and also for your helpful suggestions.

If you do have any comments or suggestions, please do send me a geekmail message or post in the comments section.

New this month: No new games announced.

Making the cut: Urban Sprawl

Rising Stars
+80 Andean Abyss
+49 Commands & Colors Ancients - the Spartans
+41 Urban Sprawl

Shipping/charging this month Possibly the reprint of Dominant Species and the latest C3i.

March, 2011:
Fighting Formations
Case Yellow
Combat Commander BP: New Guinea
C3i #25

April, 2011:
No Retreat: The Russian Front
Infidel

May, 2011:
Sekigahara
Space Empires

June, 2011:
Nightfighter
Crown of Roses

July, 2011:
Sun of York
1989

August, 2011: (All tentative at this point)
Combat Commander: Resistance
Commands & Colors Napoleonics: The Spanish Army
Great Campaigns of the Thirty Years War
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26. Board Game: Case Yellow, 1940: The German Blitzkrieg in the West [Average Rating:7.04 Overall Rank:3319]
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Current Preorders: 762 (+14)

First announced: February 2009

Current Status: Made the cut.

Preorder Price (List Price): $38 ($55)

Number of Players: 2

Comments: A nice uptick as it closes in on its production slot.

Game Link: http://gmtgames.com/p-271-case-yellow.aspx



Game Information: September 1st, 1939: Germany invades Poland, setting off the Second World War. Except for minor attacks, France and Great Britain, the victors of World War One, do nothing. The Allies view the short Polish campaign of 1939 as a case of a newer, larger army winning out over an older, smaller army. Certainly the massed panzers are impressive, and need to be emulated, but the winter months see little positive activity on the Allied side. Missing the more vital lessons of the Polish campaign, the Allies are content to wait. Not only do their armies outnumber the Germans in terms of manpower, tanks and artillery, they have the advantage of operating on the defensive. Meanwhile the Germans feverishly apply the lessons they learned in Poland, and hone their operational techniques. The surprise German conquest of Norway jolts the Allies out of their lethargy. They do not have long to wait for the next blow.

May 10th, 1940: Germany unleashes its Blitzkrieg upon the western Allies. Six weeks later, the war ends in a smashing German victory. Four Allied national armies have vanished. The tiny Dutch and Belgian armies, pulverized in battle, have surrendered. Great Britain rescues most of the soldiers in the BEF, but their heavy weapons and vehicles remain on the beaches of Dunkirk. The island nation begins to re-arm, but for now is out of the fight. The proud French Army, with many regiments tracing an unbroken lineage back to the 1600s, suffers the most catastrophic defeat of modern times before France surrenders.

How did this happen? The Germans, realizing they could not win a repeat of World War One, set about reinventing the offense. Their formula included massed tank formations, an air force dedicated to close tactical support, and most importantly, a command and control system based on the use of radios. Allied tanks and soldiers were often equal or superior to their German counterparts – when given the opportunity to properly deploy and prepare. Unfortunately, such opportunities were few and far between. The Germans had securely positioned themselves inside an Allied decision making process that often took days to execute, rapidly concentrating, overwhelming defenders and then exploiting success. Certainly there were answers to every German innovation, but in six short weeks the Allies did not have the time to find them.

Designer: Ted Raicer
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27. Board Game: The Battle for Normandy Expansion [Average Rating:8.60 Unranked] [Average Rating:8.60 Unranked]
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Current Preorders: 774 (+24)

First announced: October 2010

Current Status: Made the cut!

Preorder Price (List Price): $38 ($59)

Number of Players: 2

Comments: Another nice big bump up.

Game Link: http://www.gmtgames.com/p-316-the-battle-for-normandy-expans...

[img] http://www.gmtgames.com/images/gmtzs679.gif[/img]

Game Information: This Expansion Set for The Battle for Normandy allows players to extend the campaign game to the end of August, but most importantly includes the area for the Mortain and Falaise Pocket scenarios.

Counters are included to fill out Allied and Axis Order of Battles to the end of August, and also include specific breakdown counters for AT, SP AT, and mechanized infantry.

The Full Color Rules & Scenario books are updated and comprehensive, and include all original rules and scenarios plus all optional rules, and 6 new scenarios.
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28. Board Game: Combat Commander: Resistance! [Average Rating:8.60 Unranked] [Average Rating:8.60 Unranked]
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Current Preorders: 776 (+20)

First announced: November 2010

Current Status: Made the cut

Preorder Price (List Price): $35 ($55)

Number of Players: 2

Comments: Its slowest month of growth since it's been announced, but still in solid double digits.

Game Link: http://gmtgames.com/p-329-combat-commander-resistance.aspx



Game Information: Combat Commander: Resistance! (CC:R) expands upon CC:Europe and CC:Mediterranean by adding partisans and their war behind the front lines. This fourth volume of the Combat Commander series features special rules and components for fighting with Partisan forces against the Axis nations of Europe.

The new CC:R playbook covers the following:

* Random Scenario Generator Update, including the Partisan Leader Table and Fortification OB

* Definition of the Partisan Faction, its Unit Structure, Stats and Weapons

* Rules for Irregular Melee, Sewers and Sighting Markers

* New Orders: Infiltrate and Muster

* New Actions: Knife, No Quarter and Trap

* New Events: Inexperience, Patriotism and Stealth

In addition to the new playbook, the game includes 3 back-printed game maps (6 maps total), 6 double-sided scenario sheets (12 scenarios total), one counter sheet (units and markers), a 36-card Partisan Fate Deck and a 19-card Partisan Force Deck. The new maps depict specific historical locations in Greece, Hercegovina, Eastern Bosnia, Byelorussia, Croatia and Western Bosnia.
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29. Board Game: Infidel [Average Rating:7.55 Overall Rank:1792]
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Current Preorders: 783 (+13)

First announced: November 2009

Current Status: Made the cut

Preorder Price (List Price): $38 ($55)

Number of Players: 2

Comments: Everything for this game is "go", we're just waiting for its turn at the printer's.

Game Link: http://gmtgames.com/p-292-infidel.aspx

Complexity: Not listed
Solitaire Suitability: Not listed

Game Information: The Battles of Dorylaeum, Antioch, Ascalon, Harran, Montsigard, Arsuf

Fast playing . . . easily understandable rules . . . unusual battles . . . lots of action . . . lots of color . . . lots of cavalry … great leaders . . . lots of Fun. That’s what you get with GMT’s series on Warfare in the Middle Ages, Men of Iron. The system demonstrates why cavalry reigned supreme during the era of The Crusades with the second game in the series, Infidel.

Infidel focuses on the major battles of the early Crusades era between the Christians and the Muslims. This is a period that saw cavalry reign supreme, and pitted the European heavy cavalry – armored “knights” - system against the Eastern/Turkish light cavalry tactics.

Each game of INFIDEL includes:

* Two 22” x 32”game-maps, backprinted
* 2 sheets of counters
* Rules Booklet
* Battle Book
* Charts and Play Aids
* 2 ten-sided dice
* Two pieces of wood to make your own True Cross

Designed by RICHARD H. BERG
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30. Board Game: Space Empires: 4X [Average Rating:7.57 Overall Rank:327]
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Current Preorders: 843 (+27)

First announced: October 2010

Current Status: Made the cut!

Preorder Price (List Price): $44 ($65)

Number of Players: 2-4

Comments: Coming in May (which I always read as May 31st at 11:59pm). I'm going to bet it hits 900 orders before print.

Game Link: http://www.gmtgames.com/p-317-space-empires.aspx



Game Information: Space Empires is a game in the finest tradition of 4X space games - eXplore, eXpand, eXploit, and eXterminate. Make no mistake. All four "X's" are included in this game. This is a wargame where the purpose of building your empire is not to feel good about your achievement, but to destroy your enemies and burn their colonies.

One difficulty in games of this genre is that they are often either overly simplistic or tediously detailed. Space Empires has been almost 20 years in the making and, during that time, many elegant solutions have been developed to keep the theme rich without a lot of rules. The game includes carriers and fighters, mines, cloaking, a very large technology tree, fifteen ship classes from scout to dreadnaught, merchant shipping, colonization, mining, terraforming, bases, shipyards, black holes, warp points, and non-player aliens, yet the rules are short and intuitive and the game can be finished on one sitting. This is NOT a game that is hard to get into. The playtest rules are only 6 pages long for the basic game and increase to 10 pages in length when all the advanced rules, optional rules, and scenarios are included.

Exploration is easy (well, easy for you, it is actually dangerous for your ships) and fun and reveals different terrain (such as asteroids and nebulas) which affect your movement and your combat. The map is printed on both sides to make set up easier. One side is used for the 2 player game and the other side for the 3-4 player game.
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31. Board Game: Fighting Formations: Grossdeutschland Motorized Infantry Division [Average Rating:7.67 Overall Rank:691]
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Current Preorders: 846 (+24)

First announced: June 2009

Current Status: Made the cut.

Preorder Price (List Price): $59 ($85)

Number of Players: 2

Comments: This isn't going to replace Combat Commander on my table top, but it's definitely going to give it a run for its money.

Game Link: http://gmtgames.com/p-279-fighting-formations-grossdeutschla...



Game Information: Fighting Formations is intended to be an ongoing series of wargames covering WWII tactical combined-arms combat at the platoon and squad levels. Each game in the series will feature a distinct combat unit, highlighting battles in which that unit participated as well as its particular order of battle and fighting characteristics. The first title in the series is "Grossdeutschland Infantry Division" (FF:GD). Future titles aren't yet set in stone but could be devoted to other famous divisions (Big Red One), Corps (Afrika Korps), regiments (442nd RCT), Commando troops, Ranger battalions, etc.

GAME FLOW: In each scenario, one player will take command of elements of the featured unit while the other assumes control of the opposing forces. These two players will alternate giving orders, activating their units on the map for various military functions. Players attempt to achieve victory by moving their combat units across the game map to attack their opponent’s units and to achieve as many scenario objectives as possible. The degree to which a player succeeds or fails is measured by a scenario’s specific victory conditions—be it the destruction of enemy units, the taking of vital mapboard objectives, or the exiting of friendly units off the opponent’s map edge.

ORDERS & INITIATIVE: Each game turn is divided into ten orders, with each player performing a variable number of these orders. In each turn, the sequence of play is fluid – with orders being given by the active player and reactions being taken by both players – depending upon the relative initiative level at any given moment. Fighting Formations is also not the typical Igo-Yougo fare with a strict sequence of play. Instead, the base game engine is an impulse-type back and forth mechanic whereby the various Orders carry with them a certain cost in Initiative. The game has a “pool” of 40 Initiative that is “spent” to give orders and then to activate units for those orders. At the end of every order the player with the most Initiative is able to give the next order. In response, the opponent can also spend Initiative to conduct both Opportunity Fire (at moving units) or Reactive Fire (at firing units).

ASSETS: The game has Asset cards -- including smoke, artillery, air support, man-portable support weapons and demolitions -- but is not card-driven. Each Asset will either take the place of a standard order or provide the player with some form of reactionary capability during an order.

SPECIAL RULES: FF:GD is a stand-alone game in the Fighting Formations game series. While utilizing the basic rules, FF:GD’s playbook includes specific terrain, fortification and unit special action rules in order to more accurately portray tactical warfare as experienced by the participants in Russia during this time period.

SCALE: The scale of the game is 75 meters per hex with turns representing about 5 minutes of real time.

UNITS: Units represent infantry squads, guns with their inherent crews, and individual vehicles. Platoons are also employed. Leaders are abstractly represented by Command markers, each one coordinating the actions of friendly units within a scenario-defined radius.

COMPONENTS: This first game has the following components:
* four back-printed 22˝ x 34˝ game mapsheets
* five sheets of die-cut counters
* 55 cards
* a 24-page Series Rulebook
* a 48-page Playbook
* one double-sided Track Display
* two double-sided 8.5” x 11” player aid cards
* ten dice (two each of 6-, 8-, 10-, 12-, and 20-sided)
* 10 wood cubes
* one wood pawn

Designer: Chad Jensen
Game Developers: Kai Jensen and John A Foley
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32. Board Game: No Retreat! The Russian Front [Average Rating:7.87 Overall Rank:401]
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Current Preorders: 867 (+26)

First announced: March 2010

Current Status: Made the cut.

Preorder Price (List Price): $42 ($60)

Number of Players: 2

Comments: I'm very keen to try this one out.

Game Link: http://gmtgames.com/p-303-no-retreat-the-russian-front-delux...



Game Information:No Retreat: The Russian Front is a new deluxe edition of the two-player Victory Point Games 2008 CSR Award Nominee wargame that retells the story of the titanic struggle between the invading armies of Nazi Germany versus Communist Russia during WW2 at a player-friendly and manageable level of scope and difficulty. This edition combines both the original game and its two extensions (Na Berlin! and No Surrender!) using deluxe components of “Twillight Struggle Deluxe Edition” quality. With only 40 Army/Front sized counters for the Tournament game, and 70 for the whole campaign, and with very low stacking, it’s a quick-playing yet realistic affair that favours the strategic and offensive-minded player.

Designer: Carl Paradis
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33. Board Game: Won by the Sword [Average Rating:6.09 Overall Rank:7641]
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Current Preorders: 892 (+1)

First announced: -

Current Status: Made the cut.

Preorder Price (List Price): $38 ($55)

Number of Players: 2

Comments: Eight more to make it 900, anyone, anyone?

Game Link: http://gmtgames.com/p-41-great-campaigns-of-the-thirty-years...

Complexity: Not listed
Solitaire Suitability: Not listed

Game Information: Great Campaigns of the Thirty Years War (GCo30YW) is a two-player game of operational warfare in the 17th Century. Armies maneuver on a point to point map of Southern Germany based on the road network available at the time. Each game is centered around a major battle or full campaign season. A Turn is a month divided into a variable number of impulses. Each army has a hand of Campaign Cards that control the amount of activity it may perform, the supplies it must expend, and a special action. Each impulse features one card play per army. Forces are concealed off map so players are faced with limited knowledge of the enemy. The major activities are maneuver, foraging, besieging fortifications, and an occasional battle. GCo30YW is a low-complexity game with emphasis on the players maneuvering their forces, but many decisions await. The low rules complexity allows each player, rather than being encumbered with rules, to focus on choices regarding how to manage his campaign.
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34. Board Game: Combat Commander: Battle Pack #4 – New Guinea [Average Rating:8.44 Unranked] [Average Rating:8.44 Unranked]
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Current Preorders: 964 (+25)

First announced: September 2010

Current Status: Made the cut!

Preorder Price (List Price): $16 ($25)

Number of Players: 2

Comments: Made the cut in a record 22 hours. Well, it's March which means this should be its final month on the list. Will it in fact hit 1000 orders before print is the question.

Game Link: http://gmtgames.com/p-314-combat-commander-battle-pack-4-new...



Game Information: Combat Commander: Battle Pack #4 - New Guinea is the fourth themed collection of scenarios for use with the Combat Commander series of games. The theme of this fourth Battle Pack shifts to the actions in New Guinea from January 1942 through July 1944, following the major campaign phases with characteristic actions. CC -New Guinea features fourteen new scenarios printed on cardstock as well as six new maps.

Rules relevant to the characteristic fighting in the coastal jungle versus the highlands are included as needed for each scenario, without the need of an additional rule booklet. A number of unusual, creative special scenario rules cover the unique situations represented, including Air Supply, Barge Landing, Canebreak and Coastal Jungle, Emplaced M3 Tanks, Joint Allied Operations including the Papuan Infantry Battalion, Patrol Dogs, Swamp Holes and Swamp Forest.

The new maps depict specific locations in New Guinea: the beachhead at the base of Mt Vulcan across from Rabaul, the village of Oivi, a high-mountain ridge overlooking Eora Creek, a strongpoint on the Soputa-Sananada Road, the edge of the airstrip at Wau, and one of the crossings of the Driniumor River near the Afua Trail.

NOTE: CC–New Guinea is not a complete game and requires ownership of Combat Commander: Pacific to play.

Designed by John Foley

Developed by Kai Jensen

Additional scenario designs in this fourth Pack are courtesy of John Butterfield, Bryan Collars, Mark Herman, Andrew Maly and Volko Ruhnke.
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