GMT Reprint P500 - January 2013 Mayan Miscalculation Edition
Dave Long
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The first P500 Reprint Geeklist of the 13th (I think it's 13th-time flies) b'ak'tun of the Mayan calendar!
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1. Board Game Publisher: GMT Games
Dave Long
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Double Digit Gainers:

Sekigahara +17
Command & Colors Combo Pack Exp. 2 and 3 +14
For the People +13
Command & Colors Exp. 1 +13
This Accursed Civil War +11
Empire of the Sun +11
Paths of Glory +11
Great Battles of Alexander Deluxe +10
Fields of Fire +10

Print Schedule Update: No Reprint games are on GMT's last print schedule that I could find. But, Pax Romana is threatening to break 500, and I expect Sekigahara and paths of Glory might have a shot at an early print date IF GMT feels secure enough. But, then again, I'm not with GMT, so don't hold them to anything I may say about my Wild Guesses.
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2. Board Game: Paths of Glory [Average Rating:8.00 Overall Rank:102]
Dave Long
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Added to List: December 2012

Status: Not there yet.

Orders last month: 39

Orders to date: 50

Change +11

Trench Notes:

NOTE: The Fourth and Fifth printings (2010 and 2013 Reprints) include a Mounted Map, Thicker Counters, and a thicker Box.

316 full-color die-cut counters
One 22x34" full-color mapsheet showing most of Europe and the Near East
110 Strategy Cards
28-page Rule Book including sample game replay (17 pages of actual rules)
Two Player Aid Cards
Counter Manifest [1.58 Mb pdf]
AWARDS
CSR: Best Pre-WWII Game1999
CSR: Dunnigan Award for Design and Playability to Ted Raicer 1999
Games 100: Best Historical Simulation Game 2001

Comment: One of GMT's all-time best sellers. Like Twilight Struggle will probably be reprinted without regard to hitting 500 orders.
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3. Board Game: Phalanx: Great Battles of Alexander Module [Average Rating:7.45 Unranked] [Average Rating:7.45 Unranked]
Dave Long
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Status: Not there yet.

Orders last month: 77

Orders to date: 77

Change: 0

The Line:

Phalanx covers two of the major battles in the waning days of the Successor Wars, in which the Greek city-states and leagues and the descendants of the original Diadochoi were still fighting for Hellenic supremacy, and in which the phalanx -- the massive, heavy infantry formation brought to peak efficiency by Alexander -- was still in its heyday. The armies in these battles are very Macedonian in style, with a lot of mixing of unit types and capabilities, with the exception that, because of the terrain, reliance on cavalry is almost non-existent. The phalanx itself was still the army's anchor, although it was only a generation away from its initial comeuppance at the hands of a Roman army at Cynoscephalae.

Comments: Not a stand alone game, but an expansion for the Great Battles of Alexander edition of the GBoH game series.

Comments: For those who have Deluxe Alexander and want the expansion but missed it the first time. If I had to guess, it will be printed at the same time as Deluxe Alexander.

At least, that's my uneducated guess....
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4. Board Game: Successors (third edition) [Average Rating:7.51 Overall Rank:934]
Dave Long
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Added to P500 List: February 2012

Status: Not there yet.

Orders last month: 82

Orders to date: 87

Change: +5

The Company Line:

When Alexander the Great died in 323 BC, he left no clear heir to the immense empire he had conquered. It was not long after his death that the Macedonian generals began to war among themselves over who would be the regent or successor to Alexander’s empire. By 305 BC they had given up on succession and began to carve out their own kingdoms. Successors is a four-player game based on those wars.

Successors was first published in 1995 by Avalon Hill. Some years later a second edition rulebook was published that gave more options for the Tyche cards. This updated Successors third edition builds on the foundation of the Successor 2nd edition rules set plus expansion cards that appeared in the Boardgamer. Minor refinements have been made to make the game easier to play and increase enjoyment. The map will be very similar to the original (it's a mounted map!) with some minor changes around Macedonia. Counters will have the same excellent artwork for the generals and new GMT artwork for the combat units and control markers. The Tyche cards have recieved the most changes—nearly every card has had some minor modifications and a few new cards have been added.

In addition to the changes, the rules have been cleaned up and improved. Years of questions and answers on Consimworld have been used to clarify the rules. The rules will include hints on strategy from a number a long-time Successors players, and an extended example of play.


Comment: Another +5 orders. Again.
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5. Board Game: Normandy '44 [Average Rating:7.87 Overall Rank:1238]
Dave Long
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Added to P500: February 2012

Staus: Not there yet.

Orders last month: 107

Orders to date: 114

Change: +7

The 411:

Normandy '44 is a 2, 3, or 4-player, regimental level game of the D-Day landings on June 6th and the battles that raged in Normandy for the next 21 days. During this crucial period the Germans had their only chance to push back the Allied invasion before the preponderance of Allied men and material made the outcome certain. During this period, the U.S. 1st Army fought across the Cotentin Peninsula and captured the major port of Cherbourg while British forces took on the bulk of of the German panzer divisions near Caen.

Each turn represents 1 day. Each hex represents 3.8 kilometers (or 2.3 miles). Most units are regiments or brigades though most of the armor units are represented as battalions.

The game uses a simplified Ardennes '44 system: Move, Fight and Reserve Movement. All non-tank battalion units are rated for Troop Quality, while all armor units have a Tank Rating. In each battle these ratings are used to provide shifts for either the attacker or defender. Other important shifts are provided by air power, naval support, artillery and/or Tiger tanks.

The game includes a 22 turn Campaign game, a 7-turn Tournament Scenario that focuses on the Allies linking up the beaches, and a scenario covering the battle in the peninsula and the capture of Cherbourg. In addition, there are rules for allowing 3 or even 4 players to play the game.

Comment: Slowed a bit after 2 months of double digit increases.
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6. Board Game: Empire of the Sun [Average Rating:7.98 Overall Rank:751]
Dave Long
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Status: Not there yet.

Orders last month: 108

Orders to date: 119

Change: +11

The skinny:

Empire of the Sun (EotS) is Mark Herman's third card driven design since he introduced the system to the hobby in We The People. EotS is a strategic level look at the entire War in the Pacific from the attack on Pearl Harbor until the surrender of Japan. EotS is the first card driven game (CDG) to move the system closer to a classic hexagon wargame, while retaining all of the tension and uncertainty people have come to expect from a CDG. Players are cast in the role of MacArthur, Yamamoto, Nimitz, and Mountbatten as you direct your forces across the breadth of the globe from India to Hawaii and from Alaska to Australia. This is represented on a single map based on a 1942 equal area projection of the entire theater of conflict.

As in other games using the CDG system, players try to maximize the impact of their cards even as they hide their intentions and traps from their opponent. The player is faced with a wide set of clear strategic choices. The focus of EotS is on directing major offensive axes of advance. The Japanese early in the game are challenged to achieve their historical expansion as Allied forces battle the clock to react with their in-place forces trying to achieve maximum damage to the hard-to-replace Japanese veteran units.

Combat in EotS is based on successfully bringing superior combined land, air, and sea forces to bear in a two-tiered combat system. The first tier is the resolution of air-naval combat, the second tier covers ground combat. The culmination of both tiers results in one side prevailing in battle.

The key variable in determining strategic victory is the level of U.S. political will. The Japanese win the game by forcing the U.S. into a negotiated peace, which was not achieved historically. The Japanese achieve this by knocking countries like India, China, and Australia out of the war, while inflicting massive casualties on the United States. The delivery of the A-bomb on its historical schedule is not a guarantee, often necessitating Operation Olympic and the invasion of Japan. It is often in its darkest hour that the Japanese find victory in EotS.

EotS scenarios were designed with the busy enthusiast, grognard, and competitive tournament player in mind. EotS was designed to be played n yearly scenarios (1942, 1943, and 1944) of three turns each that play in under two hours. If you are a fan of CDG's, EotS takes the genre into a familiar, but new direction. If you are a fan of classic hexagon wargames, this game has all of the features that brought you to this hobby in the first place, but with a new level of excitement and replayability. The game is comprehensive, but easy to learn.


Comments: Visit the Consimworld Forum to catch the Staff Game challenge to see teams of the best players in action. This game will grow on you in the unique way it handles the Pacific campaign.
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7. Board Game: Combat Commander: Battle Pack #1 – Paratroopers [Average Rating:8.27 Unranked] [Average Rating:8.27 Unranked]
Dave Long
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Added to P500: February 2012

Status: Not there yet.

Orders last month: 120

Orders to date: 127

Change: +7

More info:

Combat Commander: Battle Pack #1 - Paratroops is the first of what will be many themed scenario packs for use with the Combat Commander series of games. The theme of this first Pack is focused on the exploits of American, German and even Russian Airborne forces. CC-Paratroops features eleven new scenarios printed on cardstock, as well as four new maps. Future Battle Packs will be similarly structured and will sometimes include new counters or new cards - with themes such as "Stalingrad", "Maquisards" and "Desert Rats" to name just a few.

The scenarios included in CC-Paratroops are:

"Fields of Fire" and "Fields of Blood" set at Lanzerath, Germany, 16 December 1944 - both morning and afternoon attacks (using a new map #25)
"Turnbull Turns 'em" at Neuville-au-Plain, France, 6 June 1944 (using a new map #26)
"Carentan Causeway" at Carentan, France, 10 June 1944 (using a new map #27)
"No Ingouf Around" at Carentan, France, 11 June 1944 (using a new map #28)
"Operation Repulse" at Bastogne, Belgium, 27 December 1944
"Red Skies at Night" at Veliki Bukrin Bridgehead, Russia, 25 September 1943
"Blizzard Baptism" at Flamierge, Belgium, 4 January 1945
"Look Mom, No Tanks!" near Trois Ponts, Belgium, 24 December 1944
"We Go!" at St. Mere Eglise, France, 6 June 1944
"Encircled at Hill 30" at Caponnet, France, 8 June 1944
CC Battle Packs are NOT stand-alone games and will require ownership of one or more Combat Commander boxed games in order to be played. CC-Paratroops requires ownership of Combat Commander: Europe.

Comments: Not quite up to last months +17.
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8. Board Game: For the People [Average Rating:7.72 Overall Rank:711]
Dave Long
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Status: Not there yet.

Orders last month: 158

Orders to date: 171

Change: +13

Honest Abe Sez:

For the People is a grand strategy game of the American Civil War covering the conflict from Texas to Pennsylvania, from the firing on Fort Sumter to the end at Appomattox Court House. You take the role of either President Lincoln or President Davis and command the armies, promote and relieve generals, conduct amphibious assaults, dispatch cavalry raids, and even battle incompetency and political intrigue among members of your own cabinet.

For the People includes a deck of strategy cards for conducting campaigns and incorporating the many events and personalities of the war. The Confederate player can build ironclads, naval mines (torpedoes), submarines, conduct overseas purchases, and work towards foreign intervention. The Union player can build up his naval blockade, his ironclad fleet, fight draft riots, secure the Border States, and issue the Emancipation Proclamation. Relive the history of this exciting time when our nation was torn asunder.

Comments: OK, so I was wrong about a late 2012 print date. But I still believe this will be reprinted when there's a slot for it, as it is one of GMT's core CDGs.

Comment: Another double digit surge for the venerable CDG on the Civil War. A boost from the film "Lincoln" perhaps?
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9. Board Game: Commands & Colors: Ancients Expansion Pack #1 – Greece & Eastern Kingdoms [Average Rating:8.24 Unranked] [Average Rating:8.24 Unranked]
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Added to P500: February 2012

Status: Not there yet.

Orders last month: 161

Orders to date: 174

Change: +13

What it is:

Some of you have already discovered that Commands & Colors: Ancients is much more than a game. It is an expandable game system that allows players to fight a host of historical Ancient battles.

The Greeks & Eastern Kingdoms is the first expansion to Commands & Colors: Ancients. The armies of Philip, Alexander and the Successors meet the hosts of Persians, Scythians and Indians to the east. In this expansion, you will find historical scenarios that focus on the hoplites of classical Greece fighting off the invading Persian army at Marathon and Plataea; epic battles from the Peloponnesian War, the rise of Macedon and Alexander's battles of Gaugamela, Issus and Granicus against the Persians; and battles involving Alexander's successors. With your Greeks you will be able to turn west and battle the Carthaginians in Sicily, or as King Pyrrhus at Heraclea and Ausculum, battle the Romans.

In this first expansion, we showcase over 20 scenarios (the package includes over 300 new unit blocks and stickers you need to fight out these battles). Now, that is a lot of history, but we can do this because Commands & Colors: Ancients is, by design, a unique historical game system that will allow players to effectively portray stylized Ancient battles that play to a conclusion in less than an hour.

The battle dice resolve combat quickly and the command cards provide an element of luck that creates a fog of war and presents players with both challenges and opportunities for victory. Yet the tactics you need to execute conform remarkably well to the advantages and limitations inherent to the various Ancient units, their weapons, terrain and the history.

Comments: Alexander the Great hits the CC:A system. A must have for CC:A fans.

Gene Billingsley commented over on Consimworld that GMT really wants to get these reprints out, but have to find a spot to work them in. At least, that's what I recall about the comment, which was sparked by a question about when THIS particular game would see the printers.

The above comment was in November, and it seems to have sparked a surge in orders, which continued in December.
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10. Board Game: This Accursed Civil War [Average Rating:7.53 Overall Rank:2763]
Dave Long
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Status: Not there yet.

Orders last month: 180

Orders to date: 191

Change: +11

Ye Olde Info:

This Accursed Civil War is a tactical battle game featuring five battles from the First English Civil War: 1642-1646. It is the first in the GMT Musket & Pike Battle System covering warfare in the 17th Century. The system emphasizes Command and Control and the unique style of combat in that era. Armies are divided into three of four wings. Each wing has an order that limits the types of actions that units of that wing may perform. Wings may change their order, but it is not an easy task to accomplish. Victory goes to the commander who can coordinate the actions of these wings in the heat of battle. Units are infantry brigades, cavalry regiments, and artillery batteries. Rules include Cavalry Charges, use of the Cavalry's pistols to skirmish or use in close combat, artillery grazing fire, Infantry techniques of fire including advancing, retreating, and salvo firing. Play is highly interactive, and a battle can be played through in one sitting.

The battles included in this game are:

Edgehill, 23 October 1642
Is the King beholden to Parliament or is he truly sovereign? King Charles and his army, their way to London barred by the army of Parliament, have drawn up to give battle. Edgehill was the first major battle of the war. Robert Devereax, Earl of Essex, commands the army of Parliament sent to prevent the King's army from reaching London. The fighting is indecisive as the bloodied Royalist foot fall back, but Essex conceded the field despite receiving reinforcements. A major victory for either side could have ended the war here.
First Newbury, 20 September 1643
Outmaneuvered, Essex, with the Royalists under King Charles between his army and London, is forced to fight. Essex spies a hill southwest of Newbury and in the early morning occupies it. Hedges line the area and help minimize the King's advantage in Cavalry.
Marston Moor, 2 July 1644
The largest battle of the war. It decided the fate of Northern England. An allied army of Scots under the Earl of Leven, the Northern Association under Ferdinando Fairfax, and the Eastern Association under the Earl of Manchester laid siege to the King's Northern Army under the Marquis of Newcastle at York, the key to the North. King Charles dispatched his nephew, the talented Prince Rupert, to effect a relief. The defeat was complete; the Royalist army was utterly destroyed and the North lost to Parliament. A new hero arises here: Cromwell, a name synonymous with the English Civil War and the key player in the later two civil wars.
Second Newbury, 27 October 1644
The disaster that precipitated the forming of the New Model Army. Three Parliamentary armies come together and catch the King by surprise just north of Newbury. The most unconventional of all the battles; the superior Parliamentary force attacks from either end, but is short on time. Various options on gaining more time by shortening the flank march give this action high replay value.
Naseby, 14 June 1645
The debut of the New Model Army and the battle that broke the back of the King's army. The New Model Army was created by combining the elements of the major armies in the field. While this worked well for the cavalry, there were serious problems in the infantry ranks. The King's army was outnumbered, but it retained its corps of veteran infantry. The final result was a decisive defeat for the King and the end of his military fortunes. Though fighting would last another year, the King would never field a potent army again.

Comments: The Musket and Pike Series goes to the English Civil War. A good month for this title, which might be attributable to the release of Saints in Armor.
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11. Board Game: Sekigahara: The Unification of Japan [Average Rating:8.05 Overall Rank:144]
Dave Long
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Added to P500: February 2012

Status: Not there yet.

Orders last month: 200

Orders to date: 217

Change: +17

Stuff to know:

Sekigahara is a simple 3-hour block game based on the campaign in 1600 that unified Japan. Hidden information on blocks & cards, but no dice. Cards are not events (this isn’t a typical “card-driven wargame”) but rather motivation (suited by clan). Units fight only when a matching card is produced."
Additional differences:

(1) A lot of ‘game’ in 3 hours: many decisions, historical feel. The mechanics are really simple. Feels more like the event in question than most 3-hour wargames. Doesn’t bog down.

(2) Elegant graphical design. Japanese kanji and symbology; minimalism in blocks, board and cards. Mark Mahaffey has done amazing work.

(3) ‘Randomization’ subordinated to uncertainty. Plays like poker sometimes. You know how strong you’ll be in a hypothetical battle, and your opponent knows how strong he/she will be, so you read each others’ actions to gauge whether you want to initiate it.

(4) Double game being played: (a) units in position, (b) units motivated enough to fight. Most games would be all about (a) and leave (b) to the dice, but here you know in advance the effectiveness of your troops, by looking at your cards. The game is true to history in this regard (the campaign turned on defections & abstentions). Unit combat performance was too essential to the outcome of this campaign to leave to the dice.

(5) The combat system, with hidden forces and sequential deployments, is novel. Christophe Sancy made a great graphical illustration of a climactic combat sequence. It’s posted on Boardgame Geek at : http://www.boardgamegeek.com/file/download/28946/Sekillustra...


Comments: GMT has added a P500 item for the deeper gamebox here:

http://www.gmtgames.com/p-403-sekigahara-3-game-box.aspx

A fourht digit growth month in a row for the well-regarded game on the Japanese Wars.
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12. Board Game: Brandywine [Average Rating:7.28 Overall Rank:3568]
Dave Long
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Status: Not there yet.

Orders last month: 240

Orders to date: 244

Change: +4

The Declaration:

An early morning fog burned off with the dawn, and revealed two long columns of scarlet and blue clad troops. This was His Majesty's Royal Army, commanded by General Sir William Howe. They were marching through the extreme southeastern corner of Pennsylvania and heading toward fledgling America's capital at Philadelphia. Only short weeks earlier this army had disembarked at Head of Elk, Maryland, after a 32-day voyage from New York City aboard the largest armada North America has ever seen. With some 14,000 troops, including crack German mercenaries and elite American Loyalist units, Howe's army was about to execute a flanking maneuver of "Jacksonian" proportions.

General George Washington, holding interior lines at Morristown, New Jersey, was unsure whether Howe would move north in support of the British invasion from Canada (see Saratoga, 1777), or whether he would move south against the Capital. Once the armada set sail, however, Washington shifted southwest and took up a naturally strong defensive position, on high ground behind Brandywine Creek, astride the main road to Philadelphia. Washington posted his troops advantageously and in depth. Control of the fords of the Brandywine would be the key to his position and although a possible flank attack was discussed, it's likelihood was discounted on the strength of local information.

Thus the stage was set. Howe, pursuing a strategy of posts, sought European style victory in a sudden taking of the enemy capital. Washington wrote, "Should they push their designs against Philadelphia...they will put the contest on the event of a single battle. If they are overthrown...the war is at an end. One bold stroke will free the land."

Comments: The second release in the Battles of the American Revolution series. With Newtown coming out, perhaps that will spark a surge in pre-orders. But it doesn't appear to be happening.
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13. Board Game: Barbarossa: Army Group South, 1941 [Average Rating:7.94 Overall Rank:3278]
Dave Long
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Greensboro
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Status: Not there yet.

Orders last month: 260

Orders to date: 260

Change: 0

Notes: June 1941 -- the German juggernaut rolls over the Soviet Army. As the tally of encirclements and surrenders mounts, the German advance appears unstoppable to Hitler and many others. However, the officers and men at the front are beginning to have serious misgivings -- not in themselves, but in the pre-war intelligence estimates that they had received. They had not been prepared to encounter hundreds of KV-1's and T-34's, tanks far superior to anything they possessed. For the moment, German tactics provided the margin of victory over better material, but the Russians were proving to be quick learners. Worse yet, by western European standards, Russian losses had been so staggering that there should have been no army left to fight. Not so. There seemed to be no end to these tenacious Russian defenders. As the German forces continued their eastward advance, more and more soldiers began asking, "What have we gotten ourselves into?"

Kiev, the first major German objective in the south, did not fall on schedule. In fact, Soviet resistance was so fierce that it required diverting Guderian's Panzer Group away from the advance on Moscow. Kiev fell in one of the greatest encirclements of the Second World War, but the German advance on Moscow was delayed for several critical weeks. Quite possibly the delay at Kiev might have cost the German forces victory in the battle for Moscow.


REPRINT NOTE: For the Reprint edition, All internal components will receive the same full color treatment that we presented in Barbarossa: Crimea. We will also be adding naval rules, two new 11x17 scenario cards, and new player aid cards.

Comments: Sounds like this will be updated to the Barbarossa:Crimea graphics standard. I would hope that both North and south would be printed around the same time. Also Vance is working on a combination of the first 2 games in the series, Army Group Center and Typhoon, so hopefully we'll see that added in the coming months.

UPDATE: Combined Vassal Module for B:AGS, B:KtR, and B:Crimea here:

url= http://www.vassalengine.org/wiki/Module:Barbarossa_Army_Group_South,_1941#Files

Comment: No gain this month.
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14. Board Game: Cataphract [Average Rating:7.26 Overall Rank:3614]
Dave Long
United States
Greensboro
North Carolina
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Status: Not there yet.

Orders last month: 285

Orders to date : 281

Change: -4

The company info:


Cataphract is defined as a heavily armored cavalryman modelled either on the Sarmatians (cataphractarius) or the Persians (clibanarius). He was the ultimate mounted armored warrior of the ancient world, trained in both shock and missile combat.
Cataphract portrays the development of the art of war wrought by the early Byzantine Empire, during the reign of Emperor Justinian, under his great Generals, Belisarius and Narses. During this period the Byzantine Empire, also known as the Eastern Roman Empire, for a brief period of time, re-captured a large portion of what was formerly the Western Roman Empire. Although successful in its attempts to reconquer Italy and North Africa, the Byzantine Empire's resources were insufficient to hold on to its gains.

Cataphract covers all the major battles that defined this era. To place these battles in their proper historical context, the Campaign Game, Justinian, is enclosed, which covers the quest to reconquer the Roman Empire under one ruler.

Thus, Cataphract contains the decisive battles of the era; a Campaign Game; plus a special bonus Viking raid scenario; and the land/naval leaders for an upcoming series of C3i Magazine Modules covering the Peloponnesian War.

Comments : Vol. VIII of the GBoH Series. Looks like at least 4 people scored on E-Bay last month.
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15. Board Game: Ukraine '43 [Average Rating:7.82 Overall Rank:2118]
Dave Long
United States
Greensboro
North Carolina
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Status: Not there yet.

Orders last month: 281

Orders to date: 284

Change: +3

The skinny:

On August 3rd, 1943, less than two weeks after the Kursk offensive, the Soviets launched a massive offensive near Kharkov that ripped open the German line. The ensuing battle began their summer offensive that would take them across the Ukraine to the Dnieper River.

During August the two sides were equally matched and a tremendous war of attrition raged from Kharkov to the Sea of Azov with neither side willing to give ground. In September, bled white by the never-ending Soviet attacks, the German army retreated in haste to the safety of the Dnieper River. In October, the battle raged along the length of the Dnieper and for the Perekop Peninsula, the only land exit to the German 17th Army in the Crimea. During this three month period German reinforcements poured in from every sector, but it was never enough. Three Soviet Tank Armies and four Soviet Fronts ground through nineteen panzer and panzergrenadier divisions. German and Soviet losses were staggering. Kiev, the capital of the Ukraine, fell on November 6th.

Ukraine '43 attempts to simulate this important campaign in a moderately complex game. The design uses the conventional move-fight-exploit sequence of play and the popular Zone of Control Bond rules. Soviet tank armies and German panzer corps spearhead constant attacks and counterattacks. With both sides able to attack, the game becomes a tense battle of skill and nerves.

Comments: By Mark Simonitch, the same guy who designed Normandy '44 and Ardennes '44, this was the forerunner of those two designs. (And also influenced Simonitch's The Caucasus Campaign as well.)

Continued slow growth.
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16. Board Game: The Great Battles of Alexander: Deluxe Edition [Average Rating:7.75 Overall Rank:1319]
Dave Long
United States
Greensboro
North Carolina
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Status: Not there yet.

Orders last month: 300

Orders to date: 310

Change: +10

The info:

The Great Battles of Alexander: Deluxe Edition, the updated, expanded, full-color-enhanced version of the best-selling, multi-award-winning game system that started the Great Battles of History series, includes new game counters, maps, packaging, battles, and scenarios that cover all the major battles from the original game and the Juggernaut module, plus five additional battles ... ten in all. The Great Battles of Alexander: Deluxe Edition is virtually the complete history of Alexander the Great and the Macedonian art of war.

Comment: Zoomed past the 300 mark. (Well, for a reprint, it zoomed anyway).
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17. Board Game: A World at War [Average Rating:7.64 Overall Rank:2883]
Dave Long
United States
Greensboro
North Carolina
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Status: Not there yet

Orders last month: 309

Orders to date: 313

Change: +4

The lowdown:

First published by GMT in 2003, A World at War is a grand strategy game based on the award-winning Advanced Third Reich/Empire of the Rising Sun gaming system. A World at War simulates the military, economic, political, diplomatic, research and production aspects of the Second World War and lets the players find out for themselves what might have happened if:

· Germany had tried to execute Sea Lion, the invasion of Britain.
· Admiral Raeder’s Mediterranean strategy had been adopted and the British position in the Middle East had crumbled.
· Russia had been prepared for the German attack.
· “General Winter” had not come to the aid of the hard-pressed Russian armies in late 1941.
· The European Axis and Japan had cooperated in implementing a strategy aimed at destroying the Western Allied lines of communication in the Indian Ocean.
· The Battle of the Atlantic had been won by Germany.
· War had broken out between Russia and Japan in 1941 or 1942.
· Japan had avoided disaster at Midway in 1942 and instead invaded Australia or India.
· Japan had knocked China out of the war.
· the U.S had mobilized more armor units and fewer air units, or more infantry and less armor, or...
· the Western Allies had tried Churchill's Balkan strategy
· the Western Allies had tried to invade France in 1943 or earlier, leaving Italy for later.
· The Western Allies had failed to develop the atomic bomb - but Germany had.
· the Western Allies had developed jets or rockets.
· YOU had been in command.

A World at War continued the evolution of the Advanced Third Reich/Empire of the Rising Sun game system, refining and clarifying the rules in every area of the game. Five years of design and relentless playtesting resulted in a polished, proven game, which includes the following innovations:

· named ships, allowing players to sink (or lose!) the Bismarck, Yamato, New Jersey and other famous ships.
· naval construction rules which allow major powers to build the navy they think will suit their strategic requirements.
· mobilization rules which allow major powers to tailor their army and air force pools to meet their needs – provided they anticipate them accurately.
· oil rules which force the Axis to worry about their inadequate oil reserves even when victory is within their grasp – although Britain and Russia can have cause for concern as well!
· simplified diplomatic rules which allow minor countries to align themselves with various major powers.
· more intuitive Combat Results and Attrition Tables.
· additional terrain on both the European and Pacific mapboards.

The second edition of A World at War adds clarifications and refinements based on thousands of games played since 2003, based on contributions from hundreds of A World at War players (the A World at War Yahoo discussion list alone had recorded nearly 60,000 posts since A World at War was first published). Changes include:

· new counters for beach defenses, partial supply and island group control.
· revised counters based on feedback from A World at War players.
· rules changes to mitigate the effects of bad luck, especially early in the game, leaving it to the players themselves to ruin their positions.
· improved submarine warfare and strategic bombing rules.
· more realistic raider and naval combat rules.
· more realistic implementation of the “big three” high technology research projects: jets, advanced submarines and rockets.
· increased balance between the western, Mediterranean and eastern fronts.
· refined strategic balance in Russia, so that Russian survival is a challenge in most games – unless Germany doesn’t invade Russia at all...
· graduated economic growth rates and a link between Germany’s conquests and its construction rate, so that an Axis “Fortress Europe” strategy is as risky as any other.
· modified atomic research rules which preclude ahistorically early atomic bombs, while still leaving open the possibility of a German bomb.
· an enhanced Japanese Resistance Table, with Japan getting credit for expansion beyond its historical achievements.

A World at War contains a dozen scenarios, ranging from the introductory Battle of the Atlantic and Barbarossa scenarios up to European and Pacific Campaign Games. But dedicated gamers will be hard-pressed to resist testing their luck, skill and especially their nerves by taking on the entire war in the full-fledged Campaign Game.

For players who already own A World at War, a sheet of 280 new and revised counters will be available separately (We’ll add this item to the P500 list as we get nearer a print date). These counters are included in the complete second edition game.
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18. Board Game: Diadochoi: Great Battles of Alexander Module [Average Rating:7.86 Unranked] [Average Rating:7.86 Unranked]
Dave Long
United States
Greensboro
North Carolina
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Status: Not there yet.

Orders last month: 336

Orders to date: 334

Change: -2

The info:

Diadochoi covers the four major battles that took place during the early Diadochoi wars at the end of the 4th Century BC as Alexander the Great's marshals jostled and fought for position and control of his vast empire. Each of the diadochoi, the so-called "successors", sought to expand upon and improve the Macedonian system of warfare so brilliantly used by Alexander. Ultimately, all they succeeded in doing was to rigidly formalize its elements, adding only hordes of elephants, the ultimate expression of which was the massive battle of Ipsus, the largest known elephant battle in history.

Comment: Another module reprint for The Great Battles of Alexander. Like Phalanx, I'd expect this one to be printed at the same time as the Deluxe game.
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19. Board Game: Fields of Fire [Average Rating:7.74 Overall Rank:1135]
Dave Long
United States
Greensboro
North Carolina
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Status: Not there yet.

Orders last month: 347

Orders to date: 357

Change: +10

Comments: GMT indicates this will be a Second Edition, not merely a straight reprint.


Info:

Fields of Fire is a solitaire game of commanding a rifle company between World War II and Present Day. The game is different from many tactical games in that it is diceless and card based. There are two decks used to play. The Terrain Deck is based on a specific region and is used to build a map for the various missions your company must perform. The Action deck serves many purposes in controlling combat, command and control, various activity attempts. The units of the company are counters representing headquarters elements, squads, weapons teams, forward observers, individual vehicles or helicopters. A single playing is a mission and several missions from an historical campaign are strung together for the player to manage experience and replacements. A mission can be played in about 1 – 2 hours.

This game is based on three actual campaigns experienced by units of the 9th US Infantry in World War II, Korea, and Vietnam. “Keep Up the Fire” is the motto of the 9th Infantry, known as the “Manchus” for their service in the Boxer Rebellion.

Comments: GMT actually lists this as a Second Edition, as I think they plan on clarifying and de-obfuscating the rulebook. There is a great Youtube video on how to play this that convinced me to pre-order. Now you go watch it and pre-order too so we can get this on the table!

Good Video demo of game here:

[url]
http://www.youtube.com/watch?v=q4Z7CoHD82M
[/url]

and a series BGG video demos here:

http://www.boardgamegeek.com/video/9355/fields-of-fire/missi...

Comment: Another strong month for this solitaire game.
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20. Board Game: Commands & Colors: Ancients Expansion Pack #3 – The Roman Civil Wars [Average Rating:8.26 Unranked] [Average Rating:8.26 Unranked]
Dave Long
United States
Greensboro
North Carolina
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Status: Not there yet.

Orders last month: 356

Orders to date: 370

Change: +14

Info:

Note on Combo 2 & 3 reprint Edition: With both of these modules out of stock and the mounted map originally included in them now available in the main C&C: Ancients game (and separately), we have decided to combine the two modules into one boxed pack and remove the mounted board to get you guys as inexpensive a reprint edition as possible. Exact components are listed below. Enjoy!

COMPONENTS
3" Box
457 red, green, gray and black blocks
1 sheet terrain tiles
7 sheets of labels
2 reference cards
1 combined rule and scenario book

Comment: A 3rd great month for this combo pack.
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21. Board Game: Barbarossa: Army Group North, 1941 [Average Rating:7.99 Overall Rank:3393]
Dave Long
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Greensboro
North Carolina
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Status: Not there yet.

Orders last month: 400

Orders to date: 403

Change: +3

The 411:

On June 22nd, 1941, Army Group North, the smallest of the three German army groups, drives forward into the Baltic states. Its objective is Leningrad. Once the crown jewel of Czarist Russia, Leningrad is now the second most important city in the Soviet Union. Its array of ordnance factories includes the massive Kirov Tank Works that turns out most of the heavy KV-1 and KV-2 production for the Soviet Army. Loss of Leningrad would deprive the Soviets of a major population and industrial center and give the Germans the advantage of position in any drive against Moscow from the northwest.

Army Group North, short of Luftwaffe support and motorized forces, is the only army group that fails to achieve a significant encirclement at any stage of its campaign. Skillfully utilizing terrain and ruthlessly exploiting the civilian population, the Soviets construct a fortified line along the Luga River that stalls the Germans for a month until massive Luftwaffe and motorized reinforcements from Army Group Center allow a decisive breakthrough and dash for Leningrad itself. In a furious September battle, the Germans fall just short of taking Leningrad when time runs out. Operation Typhoon, the final push against Moscow, is imminent. Army Group North must give up amost all of its Luftwaffe and motorized formations. With no strike force remaining, the Germans dig in. Leningrad survives capture only to endure a brutal, epic 900 day siege.

Can you, as the Axis commander, succeed where German High Command failed? As the Soviet commander, can you repeat history and halt the Axis invaders short of Leningrad?

Comments: I'd say there's a good chance of this getting a graphical update, but beyond that I don't know of any other upgrades.

December - 400 preorders achieved!
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22. Board Game: Pax Romana [Average Rating:7.34 Overall Rank:1715]
Dave Long
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Greensboro
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Status: Not there yet.

Orders last month: 445

Orders to date: 452

Change: +7

Comments: Listed as a Second Edition, and lumped in with the new P500 games, and not as a straight reprint.


The stuff to know:

How did Rome get to be Rome? Why did the Glory That Was Greece fade? What stopped Carthage from making an empire of the Mediterranean? Could the Seleucids really have conquered the western world?

These are a few of the questions you can explore in PAX ROMANA Second Edition, designed for play by all levels of gamers, from the competition-oriented, one sitting players to the Let’s Recreate History on a grand scale afficionados.

PAX ROMANA covers the Europe from 300 BC through the end of the 1st century BC, when control of the Mediterranean was in a state of flux with four empires possible. And it does so with a scale and system that is filled with decision-making tension but also highly accessible and easy to play. The emphasis is on strategic operations, from raising armies to colonizing outlying areas, to fighting barbarian incursions, to maintaining political stability at home.

PAX uses a unique marker-oriented play sequence that provides surprise and opportunity, plus a deck of unusual cards that provide the historical background of events and calamities within which the players must operate.

Each turn represents 25 years, with the movement of forces and the shifting of power occurring at a proportionately very large scale. Combat takes place throughout the game, but they, too, represent ongoing conflict as much as individual battles. But even here, subtleties are built-in: force composition matters – armies overbalanced by cheap light infantry suffer penalties, while cavalry can single-handedly make the difference between winning and losing – and knowing when and where to make a stand and when to withdraw to safer places can literally decide the fate of a power for an entire generation.

And at this scale, of course, the best-laid plans frequently go awry. In one game, Rome was all ready to sail for Sicily when suddenly an army of Gallic barbarians appeared with the play of a card and swept across northern Italy and down towards Rome. In another, the two leaders for The East (representing the Seleucids and the Ptolemies) joined together for a knock-out blow against the Greeks in Asia Minor, when the play of a different card had the leaders turning on each other, destroying over half their forces, and putting The East on the defensive for the remainder of the turn. In still another, the Greek player drew a card that he was forced to play on himself, causing civil war in his homeland and giving his enemies not only a breather, but a surprisingly easy advance.

Most important for gamers, though, is the wide variety of scenarios PAX provides, from fast-playing, one-sitting two-player games to vivid recreations of the entire era with four players. The game works well with 2, 3 or 4 players, and is designed to be playable solitaire for those interested in the historical view it provides. Scenarios range from The Punic Wars, through the Eastern Med conflicts between the Greeks and the Seleucids, all the way up to the entire 10 turn game, covering 300 years of history. In addition, there are two versions of PAX: the Standard Game, designed for fast play, and the Advanced version, which adds in much tangential history and allows for a more introspective examination of the era.

Since the game's release, all four powers have seen victory in the full games, and while games among new players tend to favor Carthage and the East, Rome and Greece have won more than their share of games among experienced players. Also since the game's release, a strong play-by-email community has developed for Pax, with numerous games using the excellent Cyberboard and Vassal modules going on at any given time.

The Second Edition of Pax Romana both updates and upgrades the game. The map is now a fully MOUNTED map (as in Twilight Struggle Deluxe, Labyrinth, etc). Any errata from the original game has been corrected and included, with the Rulebook, Playbook, and Charts and Tables having undergone a thorough edit and revision to produce their second Living Rules versions. The counters and scenarios that appeared in C3i magazine #19 are part of the package as well, along with two additional new scenarios (including an additional 3-player scenario and a shorter 4-player campaign scenario), and a separate sheet of round money markers have replaced the square markers used for Talents in the original. Finally, the cards will be given new artwork to give them more visual appeal. Also included are new "named" counters for the most significant elite leaders of the period, including Hannibal, Scipio, and Seleucus.

The single most frequent request from players has been the addition of player "mats". Pax Second Edition has four of these, one for each power, each one customized to reflect the different needs and interests of that power. On these mats, players keep their Treasury and their large army stacks, track their Stability levels, Victory Points, Civilization Points, Geographical Objective Points, and Income level. In addition, special rules are noted on the mats to which those rules apply. All tracks have been removed from the map except for the Turn Record and the MP Remaining tracks, and a few additional much-used tables have been added to the map in their place.

COMPONENTS

Note: All 2nd Edition components have been fully updated to reflect any needed changes, corrections, or additions, as suggested by the game's many players.

For those who want to upgrade from the 1st Edition, spares willl be available for purchase of all the new components (set of five countersheets, new card deck, player mats, and the set of new rulebook, playbook, and player-aid cards). The 2nd Edition mounted map is available for P500 purchase now. We'll print enough of those to cover what goes in the 2nd Edition game, the P500 orders for the map alone, and a few spares, so please order yours now if you want one.

Comments: Mounted Map Preorder here:

http://www.gmtgames.com/p-344-pax-romana-mounted-mapboard.as...

Comment: So slowly sneaking up on 500.
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