GMT P500 Reprint List - October 2013 Edition
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No list last month and I've always wanted to do one of these, so here you go!
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1. Board Game Publisher: GMT Games
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Lots of news in the reprint sector in GMT's August 30 update! If you like the letter C, you're in luck, because Combat Commander and Command and Colors are getting a bunch of product out this fall, barring delays.

Charging/Shipping in November:
-Combat Commander Battle Pack 1: Paratroopers
-Combat Commander Battle Pack 2: Stalingrad

Charging/Shipping in December:
-C&C Ancients Combo Pack: Expansions 2 and 3
-Combat Commander Europe
-Combat Commander Mediterranean

A World at War and Sekigahara shipped last month and have graduated from this list, while C&C Ancients Expansion 1 remains on the "Charging" list and thus will remain for one month more.
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2. Board Game: Panzer (second edition) [Average Rating:7.81 Overall Rank:2353]
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Date Added: May 2013

Status: Not There Yet

Last Month: 13

This Month: 16

Change: +3

Achtung! Panzer!

The Panzers Roll....

The tanks prepare for action. The fuel tanks topped off and the ammo loaded. The commanders confer one final time to review the battle plan. They await your orders.

As the fog clears, your beleaguered battle group once again moves into position to cover the retreating infantry. It is their only possible escape route. Failure is not an option – it never is. Your ranks have thinned since your first days on the Eastern Front. Those once halcyon times have now come and gone. The objective is simple. It is just a matter of holding the line until the reinforcements arrive.

The sharp report of a tank gun to your right quickly focuses your attention back to the situation at hand. The enemy is quickly advancing. You order the flank element to engage, all the while keeping a sharp eye peeled to the left thinking this is just another diversionary feint.

Again, your suspicions are correct. Their main force just broke over the rise on your left. You order the main body forward. The engines rumble, the guns crack and explosions erupt. Your forces will once more carry the day!

Panzer Major Points

Game system designed for small unit actions from platoon to battalion-sized formations
Vehicles, towed guns and aircraft are scaled at 1:1 with each 7/8” double-sided counter representing a single unit
The 5/8” double-sided leg unit counters are scaled at squads, half-squads and sections, including their attached weapons
Ground scale is 100 meters per hex
Comprehensive yet quick to play
Basic set includes a 22” x 34” mapboard
Expansion sets include multiple double-sided geomorphic mapboards
Full color illustrated manual with various player aids and reference cards
Modular rules system with Basic, Advanced and Optional rules section. Players may keep it simple or as complex as desired.
Includes rules for:
Vehicle include 11 unique hit locations, armor angles and penetration charts for level, rising and falling fire
Various ammunition type, e.g., AP, HVAP, APCR, HEAT, HE
Sighting Effects
Overwatch fire
Rate-of-fire
Indirect fire, both on gameboard and off gameboard
Hand-to-hand combat
Close assault
Troop quality
Command control
Unit cohesion
Morale
Smoke Effects
Mines
Obstruction
Bogging
Air-to-ground and anti-aircraft combat
All of the unit data is included on the full-color data cards.
The streamlined chit-based command system moves the action along at a brisk pace
Scenario and TO&E Reference Book
The add-on modules expand the game from the basic set.
Covers the major theaters of WWII including the:
Eastern Front
Western Front
North Africa

Comments: Very slow month and a half for this reprint despite its low numbers. This went on the reprint list very quickly after it went out of stock, so perhaps remaining copies of the last print run are still getting sold through third parties, and demand will rise with time. The upcoming third expansion focusing on the Western front may build interest as well.
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3. Board Game: Combat Commander: Battle Pack #2 – Stalingrad [Average Rating:8.41 Unranked] [Average Rating:8.41 Unranked]
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Added to P500: August 2013

Status: Reprint Scheduled for November 2013

Orders last month: New!

Orders to date: 17

Change: +17

More info:

Combat Commander: Battle Pack #2 – Stalingrad is the second themed collection of scenarios for use with the Combat Commander: Europe series of games. The theme of this second Battle Pack shifts to the East Front in late 1942 as German and Soviet forces clash in and around the vaunted city of Stalingrad. CC–Stalingrad features eleven new scenarios printed on cardstock -- one of which is a new style of multi-scenario Campaign Game -- as well as eight new maps and dozens of new counters. Numerous additional rules relevant to the dense urban fighting characteristic of the struggle for Stalingrad are also included:

Factories;
Urban Snipers;
Ongoing Melee;
Rubble, Debris & Craters;
Underground Sewer Movement;
and the “Ampulomet” Molotov Launcher.

The scenarios included in CC–Stalingrad are:

“Spartakovka Salient” set at Spartakovka, 23 August 1942;
“Sea Devils” set at the Grain Elevator, 18 September 1942;
“Dom 31”, behind the Barrikady, 27 October 1942
“Not One Step Back!” set at Dolgyi Gully, 1 October 1942;
“Fortresses of Blood and Iron” set near the Volga River, 1 October 1942;
“Into the Breach” set at the Barrikady’s Great Assembly Hall, 17 October 1942;
“The Commissar's House” as fought on 13 November 1942;
“Shootout at Obliskaya” seeing the Rumanians fighting for Obliskaya Airfield, 1 December 1942;
“Lyudnikov's Island” near the Fuel Tank Area, 22 December 1942;
“Stalingradof the North” set at Veliki Luki, 14 January 1943;
and the “Stand and Die” multi-scenario Campaign Game recreating the battle for Mamayev Kurgan, late September 1942.

Comments: With Paratroopers' upcoming reprint, it's hardly surprising that Stalingrad appeared on this list, I was very surprised to see it go straight to reprint without having to languish on the P500 for a year or more. Maybe it's cheaper for GMT to print it alongside all the other Combat Commander titles. In any case, the first month's growth was solid, and should pick up steam as the charge date approaches.
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4. Board Game: The Spanish Civil War 1936-1939 [Average Rating:7.34 Overall Rank:3770]
Blake Neff
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Date Added: May 2013

Status: Not There Yet

Last Month: 15

This Month: 24

Change: +9

La información:

The Spanish Civil War is one of the more interesting conflicts of the last two centuries, yet one is challenged to find a broad selection of modern game designs covering its range and scope. This overlooked conflict, the prelude to WWII, is now simulated in The Spanish Civil War, 1936-1939 (TSCW).

TSCW is a 2-player, medium complexity game simulating the struggle between Republican and Nationalist forces in Spain. The players take on the role of one of the two combatants in the conflict marshaling their forces towards victory. Initially, the game progresses in monthly turns from July of 1936 and changes to bi-monthly turns in November of 1936 through the end of the war in April of 1939.

TSCW uses an interesting Morale Scale that provides the determination for victory or defeat. The Republicans begin the conflict in control of the government and with a secure Morale Level. The Nationalists can win the Campaign if they can bring this ML to below 30 points by the end of the March-April 1939 turn. It is in the control (or loss of control) of the Spanish countryside (namely the towns and cities of Spain) that increases (or decreases) the Republican Morale Level. In addition, Event Chits describing actual political and military events may also add or decrease the Morale Level. But take heed, Republic Players, should Madrid fall to the Nationalists during the initial turns, victory will be theirs!

Game play is designed to be fast with traditionally understood and accepted concepts. Unit scales evolve during the game (as they did historically) through the Withdrawals and Conversions mechanic. They range from undisciplined Columns (a mix of police, army, paramilitary, volunteers, etc.) to fully outfitted Regular Army Divisions. TSCW offers players a wide range of different scenarios including a WWII What-If? German invasion of Spain.

Comments: Another okay month for this title, though at the current pace it'll be a loooooong time before GMT reprints it. Crusade and Revolution is being released right now, and if it's popular it might end up soaking up the limited attention gamers have for this peripheral conflict.
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5. Board Game: Combat Commander: Europe [Average Rating:7.91 Overall Rank:119]
Blake Neff
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Date Added: July 2013

Status: Reprint Scheduled for December 2013

Last Month: 14

This Month: 26

Change: +12

Sarge says:

Combat Commander: Europe is a card-driven board game covering tactical infantry combat in the European Theater of World War II. One player takes the role of Germany while another player commands either America or Russia. These two players will take turns playing one or more “Fate” cards from their hands in order to activate units on the mapboard for various military functions.

There is no strict sequence of play to follow in Combat Commander: each measure of game Time is divided into a variable number of player Turns, each of which may consist of one or more “Orders” conducted by the active player. “Actions” may generally be conducted by either player at any time. “Events” — both good and bad — will also occur at random intervals to add a bit of chaos and uncertainty to each player’s perfect plan.

Orders include: Fire, Move, Advance, Recover, Rout, and Artillery functions. Each nationality also has a varying number of Command Confusion Orders which act as duds while in hand.

An example of some of the 20 different Actions are:

· Smoke – If a unit with boxed Movement is activated to Move, place Smoke in or adjacent to its hex.

· Hand Grenades – Add +2 when firing at an adjacent hex.

· Dig In – Place foxholes in a friendly hex.


An example of some of the 35 different Events are:

· Walking Wounded – Select one eliminated unit. Return that unit to play in a random hex, broken.

· Hero – If not already in play, place your Hero in a friendly hex. Rally one broken unit there.

· Battle Harden – One unit becomes Veteran.

Players attempt to achieve victory by moving their combat units across the game map to attack their opponent’s combat units and occupy as many objectives as possible. The degree to which a player succeeds or fails is measured by a scenario’s specific Objective chits, the destruction of enemy units, and the exiting of friendly units off the opponent’s board edge. Command & Control is extremely important in Combat Commander, being modeled via the “Command” number on Leader units. Command serves both to enhance the abilities of Squads and Teams stacked with the Leader, as well as allowing for multiple activations with a single Order.

Combat Commander includes twelve historical scenarios as well as a “roll your own” scenario system that provides an almost unending variety of map configurations, combat situations, and historically-based force structures. Each scenario is played on one of twelve maps, each with a 10x15 hexgrid depicting various terrain at a scale of approximately 100 feet per hex.

Replayability for Combat Commander is high. And with unlimited possibilities as far as additional scenarios, maps, units, weapons, variants, etc. that will be released in years to come – as well as the expected sequels covering the British, French, Italians, and the Pacific Theater – Combat Commander is one of those rare exceptional values in wargaming: one that can be revisited time and time again, each with a new tale to tell.

Comments: The reprint announcement doesn't seem to have boosted this title's numbers in any big way, but like most games it should accelerate as the charge date approaches. This is one of GMT's biggest titles (I just scored a used copy myself) and a popular introductory wargame. It's just too bad it likely won't be back in stock in time for Santa Grogs!
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6. Board Game: 1914: Twilight in the East [Average Rating:7.97 Overall Rank:3680]
Blake Neff
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Date Added: May 2013

Status: Not There Yet

Last Month: 25

This Month: 29

Change: +4

Marching Orders:

1914, Twilight in the East models the battles that took place in Prussia, Poland and Galicia during the first year of World War One. Beginning with the Russian invasions of Prussia and Galicia in August and ending after the Battle of Lodz in December, it recreates the ebb and flow of the huge forces sent marching across the Eastern Front in 1914.

Designed by Michael Resch, and developed by Dick Vohlers, the game has been comprehensively researched using a great array of resources, including the military archives in Vienna, Austria. The game's Order of Battle has been thoroughly researched and is by far the best used by any game on the subject. Based on his experience with other WWI game systems, Mike has written streamlined rules so that not only is it playable, but it's focused on those aspects of warfare that made the opening stages of WWI so unique. The game is exciting and gives wonderful insights into one of the most important campaigns of the twentieth century.

The Game System

1914, Twilight in the East game system's goal is to model operational campaigning as it was in the early months of WW1: A period of maneuver before the deep trench-line stalemate of the later years set in; of learning the harsh lessons of a new type of warfare; where old doctrines derived from the lessons of the Wars of German and Italian Unification were modified or discarded; and when new technology, previously unavailable, began to show its value. To achieve the goal of modeling this time period accurately the various scales - combat unit size, hex size and the length of time represented in each game turn - have been carefully selected to allow them to blend together wisely.

1914, Twilight in the East game system is brand new. Of course, since ConSim gaming has a long (glorious) developmental history, players will recognize old concepts - attack and defense strengths, movement allowances, etc. - but some concepts are new or are used in an unfamiliar manner. The following is a summary of the most important aspects of the game system.

The military units depicted in 1914, Twilight in the East include four distinct types: combat and artillery units and fortress and supply units; the two most important unit types are combat and supply units.

Infantry and Cavalry combat units represent front-line fighting troops and are typically multi-step units. (A unit's attack strength doubles for the number of steps in the unit.) Most combat units of division or independent brigade-size are termed 'Formations' and are represented by two counters each: a Combat Unit and an Attachment Counter. The Combat Unit marks the formation's location on the map, while the Attachment Counter is placed on an off-map organizational display to record the formation's attachment to an Army (and possibly Corps) and, most importantly in game terms, the formation's current Combat Effectiveness Status. A unit's base combat effectiveness number measures intangibles like organization, training, leadership, morale and stamina. A unit's fluctuating combat effectiveness status represents its changing combat readiness; it fluctuates up and down due to combat, supply status, forced marching and recuperation.

Supply units belong to 'Commands', either Army or Corps-level. Major and Minor Depot units represent the supply dumps for an army and independent corps respectively and their location on the map marks the position of the railheads. Corps Train units represent the numerous corps-level supply columns continuously moving between the combat troops and their supply dumps in the rear.

The Sequence of Play employed in 1914, Twilight in the East is a variation of the common 'You-go-I-go' system. The primary function of most of these phases is self-evident; therefore only a few of the phases will be explained in more detail. Each game turn consists of a Russian Player Turn followed by a Central Powers Player Turn with each player's turn structured in the following manner:

1. Reinforcement and Withdrawal Phase
2. Attachment Phase
3. Pontoon Bridge Phase
4. Supply Phase
5. RR Engineering Phase
6. Phasing Player Movement Phase
7. Non-Phasing Player Counter Movement Phase
8. Phasing Player Attack Phase
9. Non-Phasing Player Counter Attack Phase
10. Post-Combat Phase

In 1914, Twilight in the East, armies conduct their activities within an area of operations termed an 'Area of Attachment.' During the Attachment Phase every army's 'Area of Attachment' must be defined and is done so by simply placing a counter-sheet spine on the map to delimit each army's area. All units within an army's area are attached to that army. (How many Corps Commands may be found inside an area is limited.) One needs only look at a historical atlas of WW1 to see such delimited areas of operation.

The primary effect of a unit's attachment, determined during the Attachment Phase, is the assignment of a supply source. In 1914, Twilight in the East, army-level depot units either supply corps-level train units that supply combat and artillery units or supply combat and artillery units directly. Very importantly, only units 'attached' to a respective Command may be given supply by that Command's supply units. To place a unit 'in-supply' a path must be traced from the supply unit to the unit seeking supply within the limited range of the supply unit. A player may elect to flip a supply unit to its extended side to increase its range, but in doing so, reduces the amount of combat supply that may be distributed. (Supply units bear supply range and supply capacity numbers which work in inverse to each other.)

The structure of the movement and combat resolution sequence in 1914, Twilight in the East allows both players to move prior to combat and then allows both players to attack if they desire to do so. During a player's movement or counter-movement phase he may move all, none or some of his units within the limits of the rules. If however the player would like to increase a units movement allowance he is able to do so through the Forced March procedure. Such units may increase their movement allowance but risk a reduction in combat effectiveness.

The format for combat resolution is possibly the most unique concept within the game. It consists of three inter-related steps that allow a clear delineation of victory in battle to be sometimes hard to determine. A successful attack that forces a defender to retreat could cost the victor more step losses and/or combat effectiveness status reductions than imposed upon the defender. On the other hand it could go the other way round.

To resolve an individual combat, players first calculate the combats odds, apply any applicable odds column shifts and then cross reference a dice roll on the CRT. This result determines if there will be any retreats or modifiers for the Step Loss Results Table. Next the Step Loss Results Table (SLRT) is referenced; here several factors come into play. To determine which SLRT column to use the 'Battle Magnitude' must first be determined (that is, the number and size of participating units); the greater the battle's magnitude the greater the possible number of casualties to be suffered. The next primary factor is the amount of artillery the opponent possesses (you guessed it, the more artillery the higher the casualties). Once the number of casualties has been determined players must check to see if their unit's combat effectiveness has been reduced. The main factors working here are the number of losses suffered and the distance of any retreat in relationship to the unit's current combat effectiveness. Units with high combat effectiveness can withstand a considerable amount of pain. Those with low base combat effectiveness or reduced effectiveness are another story.

Players will find that each combat is unique. First off, factor counting is not an issue for generally unit strengths are not known to the opponent. In addition, the number of variables acting upon combat resolution is high enough so that players really need only concentrate on placing their troops in the most advantageous position possible and then hoping for the best.

Also very important to the time period and simulated well in 1914, Twilight in the East are the unique characteristics of cavalry troop units and the folly of pre-war Strategic plans. The Strategic Plan rules with their inherent movement restrictions and victory point incentives are intended to be a simple mechanism to start the game in a historical direction. Due to their nature the Strategic Plan rules act upon the game for only a short period of time. The unique qualities of cavalry are represented by a series of special rules. Primarily cavalry is given the ability to react every time an enemy unit moves adjacent, thereby allowing it to fulfill its screening and flank guard role. 1914, Twilight in the East models an occurrence so common in 1914 of cavalry attempting much and fatiguing itself in the process.

Hidden within this game system's unit characteristics, supply, movement and combat resolution rules is the actuality that individual units, but more importantly groups of units (i.e. Armies), become combat ineffective and need time to rest and recover. Ever wonder why what looked like a promising offensive was forced to halt? It wasn't because whole units were destroyed (except in a few special cases, such as at Tannenberg, nowhere were whole units eliminated during 1914). During WW1 whole armies were forced to order a halt due to the fact that not enough units were deemed sufficiently ready for further offensive action. To reduce the risk of this occurrence great care was taken to form reserves and commanders were forced to rotate units in and out of the front-line as their battle readiness fluctuated. Fluctuating combat readiness and its effect on the campaign is what makes the 1914, Twilight in the East game system such a good model. Players will find that the ability to keep one's forces combat ready while diminishing the opponent's readiness is the key to success.

Scenarios

All the primary scenarios allow both sides to be simultaneously on the offensive and defensive on different parts of the battlefield. Armies that were on the offensive one turn can quickly find themselves on the defensive a turn later. The game includes seven scenarios; four utilizing one map and three utilizing multiple maps. The scenarios are:



1 - The First Battle of the Masurian Lakes, September 6 to September 20 (1/2 map, six turns). First Masurian pits the reinforced German Eighth Army, flush with its success at Tannenberg, against a waiting Russian First Army. The forces facing each other are roughly of equal size which makes for a perfect introductory scenario where players can learn the important concepts of play.
2 - The Battle of Lublin, Aug 23 to September 9 (1 map, eight turns). The scenario depicts the advance of the Austro-Hungarian First and Fourth Armies toward Lublin and Chelm. The Austro-Hungarian's initial attacks struck and defeated the under-strength Russian Fourth and Fifth Armies. This forced the Russians to send south the newly formed Ninth Army that was mobilizing in the Warsaw area. Stavka had planned to use the Ninth Army to advance toward Berlin over Posen. Reinforced by over 9 new infantry divisions the Russians were able to stop the Austro-Hungarian onslaught short of Lublin and turned defeat into victory.
3 & 4 -The Great Battle for Galicia, August 23 to September 20 (two versions either with 1 or 2 maps, twelve turns). On a front extending from the Romanian border to the Vistula River, four Austro-Hungarian armies clash with four Russian armies. Conrad von Hotzendorf, the defacto Austro-Hungarian commander, commits his forces to a spoiling attack which, although ultimately unsuccessful, detours Russian plans to invade Germany with a thrust towards Berlin. Russian pre-war plans were so poorly laid that the campaign, even though reinforced by an entire additional army, is a close run battle.
5 - The Tannenberg Campaign, August 16 to September 20 (1 map, fifteen turns). The Tannenberg Campaign culminated in the Battle of Tannenberg where Generals Hindenburg and Ludendorff became famous. Two Russian armies, later reinforced by a third, attempt to envelop a lone German army and in the end, historically, are shattered and driven from Prussia.
6 & 7 - The Grand Campaign, August 16 to December 19 (5 maps, two versions either forty-four or forty-seven turns). The Grand Campaign game combines the Tannenberg Campaign and Great Battle of Galicia and continues the war into October, November, and December. Players will see the magnitude of this campaign and learn of the incredible number of losses sustained, as their armies are smashed and recover to fight again.

Comment: Not much growth for this title, but monsters can be ponderous like that. The imminent release of Offensive a outrance may give this one some more attention.
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7. Board Game: Combat Commander: Mediterranean [Average Rating:8.51 Unranked] [Average Rating:8.51 Unranked]
Blake Neff
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Date Added: May 2013

Status: Reprint Scheduled for December 2013

Last Month: 42

This Month: 52

Change +10

Information:

Combat Commander: Volume II - Mediterranean (or "CC:M") is the sequel to Combat Commander: Volume I - Europe ("CC:E"). CC:M's main theme is the addition of three new "nationalities" to the Combat Commander family:

Britain & the Commonwealth
France & the Allied Minors
Italy & the Axis Minors
This second game in the Combat Commander series includes units, cards, and scenarios depicting the fighting forces of these nations.

FATE CARDS: As for Germany, Russia and America in CC:E, each of the new nationalities has its own 72-card Fate Deck highlighting its historical strengths and weaknesses (marksmanship for the British, giving them fewer shots but of higher quality; a higher likelyhood of surrender for broken Italian units; quality Orders, Actions, and Events for the French but saddled with only a "1" discard capability; etc.). CC:M's Playbook will include the following:

12 new historical scenarios, each one including at least one of the three new nationalities.
An updated Random Scenario Generator incorporating the new nationalities and the twelve new maps, as well as allowing for the early years of fighting in 1939 and 1940. This random scenario system provides an almost unending variety of map configurations, force structures, and combat situations. Replayability value for Combat Commander gets even better with this new addition to the family.
A complete manifest of all 432 Fate Cards included in CC:E and CC:M. Number crunchers rejoice!
Assigned Point Values for all units, weapons, radios and fortifications in CC:E and CC:M, allowing players to easily create their own scenarios and Orders of Battle.
Additional designer's notes and play hints.
And more...
Combat Commander is one of those rare exceptional values in wargaming - one that can be revisited time and time again, each with a new tale to tell.

NOTE: Combat Commander: Mediterranean is not a stand-alone game. You will need to own Combat Commander: Europe in order to play it.

Comment: Like its companion game, Mediterranean didn't see any boost from the reprint announcement, but I imagine things will accelerate soon enough. This title has been out of print for longer, and it's required for the upcoming and hotly-anticipated Sealion Battlepack.
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8. Board Game: Ardennes '44 [Average Rating:7.98 Overall Rank:1559]
Blake Neff
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Date Added: May 2013

Status: Not There Yet

Last Month: 42

This Month: 52

Change: +10

Info Nuts!:

December 16, 1944
After a period of fog, rain, and snow blankets the area, three German armies unleash 26 divisions against thinly held American lines in the Ardennes forest of Belgium and Luxembourg. The objective of the Germans is to push through the Ardennes, then cross the Meuse River and head for Antwerp. Hitler hopes to split the Allied armies apart and smash their vital supply port at Antwerp. Can the Americans stop them?

Historically, the German army trampled the American VIII Corps and penetrated within two miles of the Meuse. The Americans stubbornly fought the Germans at many critical crossroads slowing and then stopping Germany's elite forces. Historically, the German offensive achieved little except to create a "bulge" in the American line.

Ardennes '44 explores this fascinating campaign with a detailed order of battle and an extremely accurate Ardennes game map which covers the area from the Our River to the Meuse. Ardennes '44 covers the period from December 16th to the 26th. Two shorter one-map scenarios are included which cover the initial stages of the German attack. The Ardennes '44 game system is designed by Mark Simonitch, winner of the CSR James F. Dunnigan Award for Design Elegance and Best WWII Board Game of 2000 for Ukraine '43.

The result is Ardennes '44, a game that both the "Bulge enthusiast" and the casual player will enjoy. German attacks follow historical advance routes, and the Bastogne and St. Vith defense perimeters are often as large as they were historically (instead of one big stack of units in the town itself). The Allied player has a chance at holding Elsenborn Ridge and making the Germans pay dearly for the twin villages of Rockerath and Krinkelt. Likewise, the German player has an equal chance of changing history and reaching the Meuse River.

Comments: A good month-and-a-half for this game, which was only reprinted last year and went out of stock quickly.
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9. Board Game: SPQR (Deluxe Edition) [Average Rating:7.93 Overall Rank:1425]
Blake Neff
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Date Added: May 2013

Status: Not There Yet

Last Month: 49

This Month: 57

Change +8

SPQR (Deluxe Edition) is a re-working of the classic GMT game of warfare in the age of the Roman Republic, out of print for many years now. The deluxe edition contains the five scenarios, maps and counters from the original SPQR, plus nine additional scenarios (and the requisite maps and counters) taken from various expansion modules. This major revision makes available again a key part of the brilliant Great Battles of History Series.

Contents:
5 full-color countersheets
5 backprinted full color maps
Rules Booklet
Scenario Booklet
Charts and Tables
One 10-sided die
Battles: (and the modules they appeared in originally)
Heraclea - 280 BC (Pyrrhic Victory)
Ausculum - 279 BC (Pyrrhic Victory)
Beneventum - 275 BC (SPQR)
Bagradas Plains - 255 BC (SPQR)
Trebbia - 218 BC (Consul for Rome)
Cannae - 216 BC (SPQR)
Baecula - 208 BC (Africanus)
The Metaurus - 207 BC (Consul for Rome)
Ilipa - 206 BC (Africanus)
The Great Plains - 204 BC (C3i No.4)
Zama - 202 BC (SPQR)
Cynoscephalae - 197 BC (SPQR)
Magnesia - 190 BC (War Elephant)
The Muthul River - 109 BC (Jugurtha)
Time Scale: 20 minutes per game turn
Map Scale: 70 yards per hex
Unit Scale: Each Strength Point = 100–150 infantry, 100 cavalry
Players: 1–4

Comments: A middling month for this venerable title, which has seen several reprints already.

One of the best "bang for the buck" games out there, and with the Simple GBoH rules available it doesn't have to take all day to play either.
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10. Board Game: No Retreat! The Russian Front [Average Rating:7.85 Overall Rank:707]
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Date Added: May 2013

Status: Not There Yet

Last Month: 42

This Month: 65

Change +23

Deluxe info:

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 50 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.

Each turn is alight with intriguing on-board challenges plus the surprise of card hand Events as players vie to win in one of three different ways.

It is a skillfully blended collation of classic hex-based wargaming and modern card-driven simulations, No Retreat: The Russian Front stays truly story-centric, providing the proper feel of sweeping maneuvers, exploitation and encirclements across the vast steppes and forests of Russia . With a simple-yet-innovative economic model, players will also feel the growing might and sophistication of the Russian’s Red Army, and the degradation of the once-invincible German Wehrmacht, over the epic four year sweep of time that this merciless campaign was fought.

Neither side can afford the disgrace of yielding an inch of ground to their hated foe, so your orders are: “No Retreat!”



Six Quick-Playing Scenarios Plus a Tournament Scenario:

Barbarossa, 1941.

The initial assault on the Soviet Union , last for 5 turns.Can the Germans take Leningrad and Mocow before “general winter” freezes the German war machine dead in its tracks?



Fall Blau, 1942.
4 Turns. The Offensive towards the Caucasus Oil Fields, and the Nazis disastrous rendez-vous with destiny at Stalingrad . Or… Maybe the OKH will decided to strike north again at the Russian Capital?



Operation Saturn, 1942.
4 Turns, With their hated foe stuck in Stalingrad , the Russians will make them pay for the last 2 years of suffering. Now is the time to attack! Hourre Poebdia!



Operation Zitadelle, 1943.
Hitler’s last chance at getting a “victory” of sorts in the East after last winter disaster in the south. 4 turns. It’s a do-or-die proposition for the Germans, as not the red Army can fight on an equal terms. Will Kursk be the tombstone of the Panzers?


Operation Bagration, 1944
4 Turns. The Soviet summer offensive that finally broke the back of the Wehrmacht, and made the Normandy landings look like a mere scuffle. Will you repulse the hated foe from his last Mother Russia’s foothold?



On to Berlin ! 1945
6 Turns. This scenario sees the final collapse of the thousand-year Reich. Or maybe the reinforcement from the West, the Volkssturm, and Hitler’s “Hold at All Costs” orders can somehow stave defeat? This will be no cakewalk for Stalin’s soldiers.



A Tournament Scenario: No Retreat! 1941-1944
The original NR! game in a Tournament format, with fixed weather and a smaller map. You can replay the whole WW2 campaign in Russia in one long evening.

Comments: An excellent month for Carl Paradis' well-received debut effort. This is another title that has a related game releasing soon, as No Retreat! 2 should be in players' hands by Christmas. With its rapid growth, I wouldn't be surprised if this one got a fast-tracked reprint like Sekigahara did.
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11. Board Game: Phalanx: Great Battles of Alexander Module [Average Rating:7.48 Unranked] [Average Rating:7.48 Unranked]
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Status: Not there yet.

Orders last month: 87

Orders to date: 88

Change: +1

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: This module is stagnating, but that's unlikely to matter much since the base game has been growing rapidly and may break 500 by this time next year. Since this will be included withing the GBoA reprint, these standalone orders will almost certainly be reprinted at the same time.
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12. Board Game: Conquest of Paradise [Average Rating:6.90 Overall Rank:1574]
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Date Added: May 2013

Status: Not There Yet

Last Month: 78

This Month: 111

Change: +33

Aloha information:

NOTE: The reprint edition of Conquest of Paradise will include a MOUNTED MAPBOARD.



The Time: Circa 500 A.D.
The Place: The first islands of a new culture, later to be known as Polynesia.
The Situation: You lead a tribe looking to expand its influence throughout the South Pacific.
Conquest of Paradise is a game of empire building in the "Polynesian Triangle" of the central Pacific Ocean for two, three, or four players. Players explore the unknown ocean around them, hoping to discover the most lucrative island groups, and colonize them. They build canoes and train warriors to create a force to defend their empire, while forging lines of communication with their developing discoveries. Resources are scarce; using them wisely is a key to victory. Investing in exploration widens your empire. Building warriors strengthens your empire. Investing resources into cultural innovations can yield unexpected dividends, like tattooing, hula dancing, surfing, or even the giant moai statues of Easter Island fame.

Previously announced by Phalanx Games (but later returned to the designer when they changed the direction of their game line), Conquest of Paradise is a well-tested, fast-playing design geared to appeal to players who enjoy games like New World, Civilization, and Conquistador. You can learn the game in 10-15 minutes and finish a complete game in 60-90 minutes.

Conquest of Paradise is a game of exploration and empire building, but also (as you'd expect from a GMT game) CONFLICT. Choosing when to build those expensive warriors, and when and where to fight, given limited resources, is key to your success.

Game Components
o One 34" x 22" color game map of the Pacific Ocean, spanning from Australia to America
o 176 colorful 5/8" game pieces depicting Polynesian warriors, canoes, and colonists
o 140 additional 1/2" game markers, representing Polynesian villages, intensive agriculture, and discovered islands
o 28 Discovery Tiles, depicting Polynesian island groups
o 27 illustrated cultural innovations cards
o One player's manual with examples of play, advanced rules, player's notes, designer's notes, historic references, and just four pages of rules
o Four 8 1/2" x 5 1/2" player reference cards
o One six-sided dice

Mounted map can be pre-ordered separately:

http://www.gmtgames.com/p-449-conquest-of-paradise-mounted-m...

Fixes:

1. Make changes to Rules and Designer Notes from the Living Rules. Also, make changes generated by items 7 and 8 below.
2. Change "Open Ocean" markers to match ocean hex color (not ocean box color).
3. Change background color for tan, yellow, and green pieces for better contrast with other colors.
4. Provide better contrast for symbols on backs of tan, yellow, and white pieces.
5. Fix three misspellings on map: Kiritimati, Rarotonga, and Kermadec.

Improvements:

6. Provide mounted map.
7. Provide full-color rules and Player Charts
8. Provide 10mm wood cubes for villages (50 of them!).
9. Provide 27 Random Event cards
10. Provide one additional Arts & Culture "apita Pottery" card to fill out full 55-card deck.
11. Change fourteen 1/2"counters from Villages (no longer needed) to special markers to go with the Random Event markers.
12. Change twenty 1/2" counters from Villages to Control markers. New artwork needed.
13. Fourteen remaining Village counters to have Improved Agriculture on both sides (not just the back, as now).


Comments: This South Pacific 4x game has been blazing up the P500, racing past 100 orders in just 4 months. The addition of a mounted board and some other "deluxe edition" goodies seems to have given this a good boost. It's easily the fastest-growing title on this list that doesn't have an imminent charge date.
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13. Board Game: Successors (third edition) [Average Rating:7.51 Overall Rank:1027]
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Added to P500 List: February 2012

Status: Not there yet.

Orders last month: 118

Orders to date: 116

Change: -2

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: This title has been running place for a good three months now, which is unfortunate, especially since it's not that high in the first place. Perhaps the proliferation of multiplayer CDG's (Virgin Queen and Crown of Roses both released last year) have intruded on this title's niche, or perhaps after 18 years and numerous reprints it's reached most of its potential audience.

I'm also partly to blame for this; I cancelled my order after finding an unpunched copy for just 40 bucks in a local sale.
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14. Board Game: Normandy '44 [Average Rating:7.87 Overall Rank:1313]
Blake Neff
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Added to P500: February 2012

Staus: Not there yet.

Orders last month: 151

Orders to date: 152

Change: +1

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: Another slow mover; it's only gained 30 in the past seven months. With so many old favorites and fast risers on the list right now, fans could be waiting a while.
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15. Board Game: Paths of Glory [Average Rating:8.02 Overall Rank:115]
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Added to List: December 2012

Status: Not there yet.

Orders last month: 136

Orders to date: 156

Change +20

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
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: A great month for this all-time classic. It's a GMT best-seller, and depending on who you ask either the first or second-ranked wargame on the Geek. This will almost certainly be reprinted without have to hit 500, so get in while you can if you still don't have a copy.
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16. Board Game: Combat Commander: Battle Pack #1 – Paratroopers [Average Rating:8.26 Unranked] [Average Rating:8.26 Unranked]
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Added to P500: February 2012

Status: Reprint Scheduled for November 2013

Orders last month: 171

Orders to date: 184

Change: +13

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: A second straight strong month for CC's first battle pack. The imminent reprint should keep it growing quickly until it's sent to the printers.
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17. Board Game: Empire of the Sun [Average Rating:8.00 Overall Rank:795]
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Status: Not there yet.

Orders last month: 188

Orders to date: 189

Change: +1

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: After a few months of quick growth, this title slows to a crawl. This is terrible news if you're like me and eagerly anticipating the reprint's mounted map, updated rules, and errata counters. Mark Herman suggested in a BGG topic last year that this could get on the reprint fast track if it hits 250 orders.

This is a title that's generally regarded as tough to learn, but those who have put in the effort are fierce advocates for it. AIRJudden has some excellents tutorial vassal logs if you want to see some basic strategy for the game. You can also watch an ongoing game in its Consimworld folder.
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18. Board Game: For the People [Average Rating:7.72 Overall Rank:756]
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Status: Not there yet.

Orders last month: 218

Orders to date: 223

Change: +5

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: A slower month for this GMT classic, though still a lot better than the loss in orders it saw 3 months back. Like Empire of the Sun, Mark Herman has suggested that this will get on the reprint fast-track if it hits 250 orders.
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19. Board Game: This Accursed Civil War [Average Rating:7.54 Overall Rank:2994]
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Status: Not there yet.

Orders last month: 250

Orders to date: 254

Change: +4

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: Musket and Pike's debut title continues to chug along. This month was slower than its rapidly-moving summer, but it has yet to fall into the doldrums of other P500 titles.

Consider placing an order so that Under the Lily Banners or Gustavus Adolphus can get reprints of their own!
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20. Board Game: Brandywine [Average Rating:7.29 Overall Rank:3891]
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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: No movement for this title, which has been moving extremely slowly of late. It's only gained 15 orders since March. Hopefully it'll be out in time for the battle's tricentennial in 64 years.
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21. Board Game: Barbarossa: Army Group South, 1941 [Average Rating:7.92 Overall Rank:3571]
Blake Neff
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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: After some okay growth, this one stalls at the exact same time the actual Army Group South was winning its greatest victory at Kiev.
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22. Board Game: Ukraine '43 [Average Rating:7.80 Overall Rank:2271]
Blake Neff
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Status: Not there yet.

Orders last month: 301

Orders to date: 299

Change: -2

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: The other Ukraine game follows a stagnant month with a 2-order retreat. A bad month for Simonitch in general, with only Ardennes '44 making any real gain. What gives, people?
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23. Board Game: Cataphract [Average Rating:7.27 Overall Rank:3955]
Blake Neff
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Status: Not there yet.

Orders last month: 299

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Change: +7

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: A gain of 7 may not look like much, but it's downright amazing for a title that's been on this list forever and was only getting about 10 orders every six months. Now it's picked up 17 in just three months and is showing some badly-needed vitality. With any luck GMT will take notice.
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24. 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: Reprint Scheduled for October 2013

Orders last month: 287

Orders to date: 331

Change: +44

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: This charged last August, and unsurprisingly its preorders erupted at the last minute. Not sure why so many people pile on at the last minute; these things would print more rapidly if people signed up earlier! It should ship literally any day if it hasn't started already, so this should be its final month on the list. Happy gaming!
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25. Board Game: Diadochoi: Great Battles of Alexander Module [Average Rating:7.87 Unranked] [Average Rating:7.87 Unranked]
Blake Neff
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Orders to date: 335

Change: +1

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, and for some reason the significantly more successful one. Like Phalanx this one has stagnated, but that's no big deal since it should reprint alongside GBoA within the next 18 months or so.
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