GMT P500 for December 2008
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Another amazing month for GMT, they are really building some momentum going into 2009. A whole slew of games Made the Cut this month, several after just a single month on the list.

It will be interesting to see how GMT juggles the production schedule to handle all this player support.


Merry Christmas and Happy Holidays everyone!


As always, please remember that it is YOUR comments that make this list valuable!

This list follows the organization on GMT's site: first games that have "made the cut" with 500 or more preorders, in alphabetical order, followed by those that haven't yet obtained 500 order, also in alpha order. It generally does not include reprints or "small" expansions. If you'd like to learn more about GMT and it's P500 list, check out their P500 webpage: http://www.gmtgames.com/s-2-p500.aspx

For Brian's GMT Games discussion group go here:
http://games.groups.yahoo.com/group/gmtgames/
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1. Board Game: 1805: Sea of Glory [Average Rating:7.38 Overall Rank:2744]
Andrew C
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Current Orders : 870 (+8)

Has a Feb/March production date!!!

For those curious about this game, there is a three part illustrated example of play here: http://www.gmtgames.com/p-104-1805-sea-of-glory.aspx

There is also an boardgame news interview with the designer here: http://www.boardgamenews.com/index.php/boardgamenews/comment...


Components:

Two sheets of 5/8" double sided counters (352 counters)
One Rulebook (~16 pages with Notes and examples of play)
Two 11"x17" Fleet Holding Mats (black & white)
Two 8.5"x11" reference cards (double sided)
One 22"x34" Map
44 blocks in two colors (red for British, blue for the allied navies of France and Spain)
One sheet of stickers for the blocks
5 six sided dice

Game Design: Phil C. Fry
Game Development: Greg Kniaz & Dean Zadiraka

Example of play on GMT's website - http://www.gmtgames.com/p-104-1805-sea-of-glory.aspx
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2. Board Game: Barbarossa: Crimea [Average Rating:7.89 Overall Rank:3973]
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Current Orders: 910 (+63)

Yet another huge month for the sixth game in the well received East Front series of monster games.

From GMT's site:


Quote:
GMT is proud to present Vance von Borries' sixth epic game in his award winning series of East Front games, Barbarossa: Crimea. This is a two-player operational level game depicting the battles in the Crimean peninsula of the Soviet Union during 1941 and 1942. Beginning in mid-October 1941 and ending in January 1942, it completes the year 1941 in this series of the German invasion of the Soviet Union. And it includes 1942 scenarios of the continued fighting in Crimea until the historical fall of the great Soviet naval fortress Sevastopol in July 1942.

COMPONENTS
Two 22 x 34 inch maps (backprinted)
One 17 x 22 inch map
700 counters
Revised Series rule book in color
Scenario book in color
Various player aid cards for charts and tables in color
Set up cards for each scenario in color
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3. Board Game: Bataan! [Average Rating:7.78 Overall Rank:6814]
Andrew C
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Total orders: 507 (+21)

Twenty-one new orders puts this one over the top! First time above the "Made the Cut" line.

There are a couple of playtest pics and a rules draft available on the game's page (the link is below).

From GMT's site:


Quote:
Bataan! is a two-player operational level game of this WW II Pacific theater campaign, January through April 1942. It presents a fascinating contest of two mismatched armies on a subject our hobby has not gamed often. The US/Filipino defense, embattled, isolated and led initially by Gen. Douglas MacArthur, for three months held off a numerically inferior but well-equipped and very aggressive Japanese force led by General Masaharu Homma.




COMPONENTS

1 map, using 19mm hexes, at a scale of 1.2 km to the hex
362 5/8 inch counters
Rule book with historical notes
Set up cards for five scenarios

game link: http://www.gmtgames.com/p-138-bataan.aspx
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4. Board Game: Combat Commander: Pacific [Average Rating:8.08 Overall Rank:434]
Andrew C
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Total orders: 1210 (+28)

CHARGING last time on list!

Components:

352x large counters (5/8")
280x small counters (1/2")
216x 2.5 x 3.5 cards
6x 2-sided 17 x 22 maps (twelve maps in total)
3x 2-sided 8.5 x 11 nation-specific player aid cards
2x 1-sided 8.5 x 11 generic player aid cards
1x 32-page Rulebook
1x 32-page Playbook
1x Track Display

Designer: Chad Jensen
Developers: John Foley and Kai Jensen
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5. Board Game: Commands & Colors: Ancients Expansion Pack #4 – Imperial Rome [Average Rating:8.30 Unranked] [Average Rating:8.30 Unranked]
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Current Order: 646 (+181)

Only one month below the Made the Cut line. I bet this one goes to print by the summer of '09.


Quote:
In this expansion we have taken the opportunity to present a number of battles that we just did not have room to include in prior expansions. The Romans fight in Britain at Medway 43AD, against Boudica at Watling Street 61 AD, and later at Mons Graupius 84AD. Antony and Octavian of the Second Triumvirate battle it out twice with Cassius and Brutus at Philippi 42BC. But the main focus of this expansion is Rome's conflicts against the Parthian Empire, Teutonic Barbarians and internal turmoil of civil wars until Constantine becomes the undisputed Roman Emperor around 325AD.

Imperial Rome is packed full of unique and interesting play concepts and new units: cataphracted cavalry, wagon laager forts, massed units of horse archers, light infantry tossing caltrops and more. Each of these concepts operates within the confines of the original system rules, with only slight modifications to reflect historical abilities and importance. So, rules-wise, if you own Commands & Colors: Ancients, you'll have no trouble learning the few new special rules.


Components:

160 blocks and two sticker sheets
1 sheet of new terrain tiles
four wooden card holders
scenario booklet
2 reference cards
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6. Board Game: Commands & Colors: Ancients Expansion Pack #5 – Epic Ancients II [Average Rating:8.39 Unranked] [Average Rating:8.39 Unranked]
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Current Orders: 580 (+126)

Just behind its (slightly) older brother - also only one month below the "not made the cut" line.

I haven't tried the epic rules yet, but as an Alexander nut I'm dying to try out larger versions of his most famous battles. I don't see list of included battles on the GMT site - does any one know what is included?

From GMT's site:


Quote:
Commands & Colors: Epic Ancients I - allows experienced players the opportunity to fight historical ancient battles on an Epic scale. The Command & Colors: Epic Ancient rules are not overly complex, nor do they change the way the basic game system works. The Epic game allows up to eight friends to experience the competitive fun of an Epic size Ancients battle, but Epic Ancients is excellent as a two player game where opponents want to take a little extra time with a battle.

This expansion contains the following materials:

• Second Edition Commands & Colors: Ancients Epic Rule Book
• 1 Special Deck of 90 Command cards, modified for Epic play.
• 14 Battle Dice and Label sheet
• 12 Epic Ancients battles on six 11x17 battle cards

Second Edition Commands & Colors: Epic Ancients Rules:

Since Epic Ancients came out in expansion #3, we have received some great player feedback, and after playing numerous Epic Ancients battle games we have taken the opportunity to update the Epic Ancients rules. The Second Edition rules: increases player involvement, while providing additional depth without adding complexity.
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7. Board Game: Dead of Winter (second edition) [Average Rating:7.33 Overall Rank:4426]
Andrew C
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Current Orders: 516 (+35)

Yet another that Made the Cut!

This one is one of the Great Battles of the Civil War series - meaning this is a regimental level monster ont the Battle of Stones River/Murfreesboro

Still not much discussion on this last month...anyone have some new info? I picked up the Gettysburg game when it was on sale, but haven't tackled it yet, the Glory line is more my speed size and complexity-wise.

Components:

1,120 full-color, die-cut counters.
Four 22x34" full-color mapsheets
Two 10-sided dice (one blue/one gray)
Rule Book
Battle Book
Player Aid Cards
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8. Board Game: Elusive Victory: The Air War over the Suez Canal, 1967-1973 [Average Rating:7.91 Overall Rank:3439]
Andrew C
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Total orders: 642 (+5)

A game based on the well received Downtown: Air War over Hanoi system, this one based on the Arab-Isreali Wars. There are some map and counter samples on the games page, along with a summary of changes from Downtown.

A note from the designer on last month's list:

Quote:
Rulebook has been finalized minus a few final example graphics. My rulebook editor is finishing up the index and I hope to post the rulebook in the next month so players can see how the game has changed from Downtown or if they are new to the system to see what the game is about.

T-Mo


http://www.gmtgames.com/p-125-elusive-victory.aspx


Elusive Victory Component List:

Two 22"x34" full color maps
Two full color counter sheets
Rules Booklet
Scenario Booklet
2-Aircraft Data Cards
Several Player Aid Cards
2 - Ten Sided Dice
2 - Log Sheets
Game Designer: Terry Simo
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9. Board Game: Won by the Sword [Average Rating:6.64 Overall Rank:5893]
Andrew C
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Total orders: 710 (+5)

Ben Hull's comment from the August list (not much new that I've seen since then):

Quote:
The art for the map is basically done, there will some holding boxes, legend and turn record track added. The artist is also doing the Campaign Cards. Each card has three sections, the top is the number of Campaign Points available to a given column, the middle section is the amount of supplies expended, and the last is a special action that can be used by the active column that is represents a local situation that may be helpful, like availability of local labor for building siegeworks, or forced march that can extend your movement, or poor forage for an area just isn't yielding much food...So not all special actions are good, but they stir things up a bit.

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10. Board Game: Hellenes: Campaigns of the Peloponnesian War [Average Rating:7.44 Overall Rank:1863]
Andrew C
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Total orders: 626 (+18)

This title seems to be picking up some steam.

Last month Joel included a new link to his developer's notes:

joel_m_toppen wrote:
The rules there are pretty old. I'll see what I can do to get a more recent set of rules posted.

P.S. My developer's notes are on the forum at Hellenes: Campaigns of the Peloponnesian War.

-Joel


The latest design from Craig Besinque of EastFront and Rommel in the Desert fame. I'm eagerly awaiting this one.

You can read the rules here:
http://www.gmtgames.com/p-142-hellenes.aspx


COMPONENTS

Map 25.5 x 33 (9 panel)
60 red + 60 blue blocks (2x2x1 cm)
1 label sheet (120 labels)
55 Playing Cards
4 Setup cards (8.5 x 11)
Rulebook
Designer: Craig Besinque
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11. Board Game: The Kaiser's Pirates [Average Rating:6.44 Overall Rank:3392]
Andrew C
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Current Orders: 536 (+52)

Made the Cut! This one should go to print soon as all the art is done.

This is a re-release of a WWI game about commerce raiders.

A comment from the designer last month:
mongoose27 wrote:

The rule book measures 5 1/2" by 8 1/2".

Here is a breakdown of the rules:

- 15 pages of multiplayer rules
- 12 pages summarizing the action cards in more detail than the card text
- 5 pages for team game and solitaire play
- 6 pages optional rules

I wouldn't call it an overly complex card game, but it isn't the simplest either.


Components:
One 20 Card German Raider/Warship Deck: Historic German Commerce Raiders
One 60 Card Merchantmen Deck: Historic victims of the German raiders
One 100 Card Action Deck: Action cards used to attack and defend the ship cards
One 20 Card Solitaire Deck (Solitaire Play Option)
Dice (2 x 4 Sided, 2 x 6 Sided, 2 x 8 Sided, 2 x 10 Sided)
16 Markers
38-page, full color illustrated manual
Number of Players: 1 to 4

Game Design: James M. Day
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12. Board Game: PQ-17: Arctic Naval Operations 1941-1943 [Average Rating:7.23 Overall Rank:3850]
Andrew C
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Total orders: 674 (+7)

The fog of war provided by the blocks fits perfectly with the theme of searching for an elusive convey on the open seas.

Not sure if Joel is developing this one but his comment last month was pretty interesting:

joel_m_toppen wrote:
I got to play this at GMT West this year. Impressive! It is not a block game in the traditional sense at all. Rather it is an innovative operational-level naval warfare game which uses blocks. The system does everything that Avalanche's Second World War at Sea series does, but without all the bookkeeping hassle. Can't wait to play again.


There is an interview with the designer here: http://www.boardgamenews.com/index.php/boardgamenews/comment...

Game Components

One 22x34" map
53 blocks
140 1" square counters
140 1/2" square counters
136 circular counters in three sizes
80 cards
One 24-page Rule Book
One 20-page Scenario Book
Two 11x17" + one or two 8.5x11" Play Aids
Two 8.5x11" Task Force Displays
One 8.5x11" Battle Display
Five 10-sided Dice
Game Designer: Chris Janiec
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13. Board Game: Stalin's War [Average Rating:6.73 Overall Rank:3669]
Andrew C
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Total orders: 809 (+14)

A qoute from last months list:

pmarjora wrote:
Playtesting for this one is about to begin and we plan to have 3 PBEM kits available (Vassal, Cyberboard and Zun Tzu). If you would like to volunteer your services for the next round of play-testing, or rules proofing, please drop me a line. I think this is going to be a good one!


Looks like this one is getting closer...

There is also some information about this game on boardgamenews from an interview with Ted: http://www.boardgamenews.com/index.php/boardgamenews/comment...

Components:

1 22" by 34" hex map
368 die-cut counters
110 Cards
Player-aid cards
Rulebook

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14. Board Game: Sun of York [Average Rating:6.54 Overall Rank:5631] [Average Rating:6.54 Unranked]
Andrew C
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Total orders: 571 (+6)

A professional production of a DTP game.

Here is a play test AAR for those who want to learn a bit more about the game: http://www.gmtgames.com/sunyork/Replay.html

Sun of York is a fairly unique game in that there is no map per se, instead there are terrain cards that make up the map.

Components include 220 cards, player aid sheets, one sheet of 140 status markers, and five six-sided dice.
Playtime runs an hour or two.
Designed by Mike Nagel
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15. Board Game: The Battle for Normandy [Average Rating:7.86 Overall Rank:2294]
Andrew C
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Total orders: 720 (+32)

This monster now has a little brother: June '44 . Per the designer last month:

DHolte wrote:
Some more components have been approved:

Two (2) color cards, with expanded hexes to use during the beach assaults (Each beach expanded out with larger hexes)

Also, some of the maps will be backprinted, per Andy, to better accomodate scenarios that would otherwise require two maps. Now you can just flip a map and play it on a single map.

Also, see either the GMT web page for the game, or the BGG page for a detailed walkthrough of a beach assault. It illustrates the many decisions that confront each player during the 6 June turns.

Also, look-up JUNE '44, my upcoming division level, 11x17" treatment of the campaign - now listed on BGG


One Rule Book
One Scenario Book
Five (5) 22x34 full color Maps
Nine (9) full color counter sheets
8-1/2x11 Allied Air Allocation Log (laminated)
8-1/2x11 Axis AAA Allocation Log (laminated)
11x17 Turn Record Track
8-1/2x11 Terrain Effects Chart (x2)
8-1/2x11 Repl/Recon/Weather chart (x2)
8-1/2x11 German Record Track
8-1/2x11 Allied Record Track
8-1/2x11 Combat Results Table (x2)
Dice - 3d6 and 1d10
One non-permanent marker

Game Design: Dan Holte
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16. Board Game: The Caucasus Campaign [Average Rating:7.66 Overall Rank:1911]
Andrew C
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Total orders: 674 (+17)

Near final game map and some counter samples are up on GMT's site:
http://www.gmtgames.com/p-215-the-caucasus-campaign.aspx

This is one of my most anticipated games on the P500. A quick playing relatively simple game on a under-gamed topic, and designed by Mark S. and sharing aspects of the A'44 system.


Quote from GMT's site:

Caucasus Campaign is a quick playing, moderately complex game with large hexes and easy-viewing 5/8 counters. The game system is based on the classic Igo-Ugo/movement-combat-exploitation system, but modified
with elements from Ardennes '44 (specifically: Determined Attacks and Defense and unit morale). The tournament scenario (6 turns) can be completely in roughly 2 hours. The full game is 14 turns long and can be finished in one sitting (approximately 5 hours).

Components
One 33"x22" mapsheet
One and a half sheets of 5/8 counters
Game Rules
2 dice
Player Aid Cards
Game Design: Mark Simonitch
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17. Board Game: The Halls of Montezuma [Average Rating:6.56 Overall Rank:4617]
Andrew C
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Total orders: 697 (+9)

Still in line for January - not much longer to wait for this CDG on the Mexican American war.
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18. Board Game: Washington's War [Average Rating:7.66 Overall Rank:428]
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Current Orders: 606 (+224)

Made the Cut after one Month!

The father of the CDG, Mark Herman, comes back to his roots with a new design on the American Revolution. For those like me that missed We the People, this is great news.

Mark says of his new game:


Quote:
Washington’s War is not just a re-tread of my earlier design on the same subject, but a true re-design that is keeping the basic feel while simplifying and speeding up what was already a fast paced game. Washington’s War features a dice-driven combat system that quickly resolves combat and is very friendly to internet play. The game also features a new CDG discard mechanic that enables a player to play a discarded event for the cost of an operations card. Now unusual card distributions create challenges and not insurmountable barriers to push your strategy forward. Washington’s War is being broadly tested on the internet to give players a voice and a source of input prior to publication. What was old is new again…. Be the man on the white horse and forge a nation or save an empire.
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19. Board Game: Blood & Sand [Average Rating:6.21 Overall Rank:11158]
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Total orders: 429(+13)

Blood & Sand replaces Bataan! at the top of the list of games that Have Not Made the Cut yet.

Still climbing steadily. Let's shoot for 71 preorders this month : )

I'm looking forward to this introductory wargame. I had a chance to play a couple of sessions of this with one of the game's playtesters. It played fast, with large swings in momentum. The rules were simple and straightforward

GMT says:

What, another North Africa game? Yes ? but here is something almost completely different from any WWII Campaign game you've seen: no CRT (or any other tables), buckets o' dice, and cards ? all used in a totally new approach to gaming that can be learned in 5 minutes and played in a few hours.

Most of the rules and mechanics for Blood & Sand will be familiar to anyone who has ever played a wargame. However, Designer Richard Berg, no stranger to this campaign, has added to this accessible simplicity a combat system that rates units for how many dice they get to roll on their behalf, as well as what kind of dice (small arms or Heavy Weapons). No CRTs, no sirree!

The game also uses cards, one deck (of 27) for each player (whose cards are somewhat different from those of the other player) to enhance the game. (The cards don't "drive" the game and they can be left out, if you're so inclined.) The cards are part of a Resource system that gives the players a number of points which they can use to buy cards, rally units, build fortifications, or bring in Reinforcements. The RP choices are theirs, but there are far more choices than points.

The cards, themselves, give the players "Opportunities", from using their (or negating their opponent's) tank capabilities, to getting more supplies, to special Breakthrough and Reaction movement, to forcing the Allies to Withdraw units, to the effects of Rommel and other leaders.



Blood & Sand will contain:

One 22x34 map (used for all scenarios)
One 11x17 map (used with the full map for the campaign game only)
121 combat counters (9/16?)
50 game markers (9/16?)
One Opportunity Card deck for Allies (27 cards)
One Opportunity Card deck for Axis (27 cards)
One full-color rulebook with 8 pages of rules, four scenarios, and examples of play
Two Reinforcement Schedule play-aid cards (one Allied, one Axis)
One Opportunity Card description play-aid card
6 red and 6 white dice (six-sided)
DESIGNER: Richard Berg
DEVELOPER: Neil Randall
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20. Board Game: Crown of Roses [Average Rating:6.53 Overall Rank:4628]
Andrew C
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Total Orders: 421 (+32)

Looks like Andrew Young is bringing this one into the barn (and looking for playtesters):

medievalbanquet wrote:
Neil, Stephen and GMT has transitioned this game over to me for further development. You get a lot of game here. We're working on a tighter rules set.

I sent out a call to playtesters over on the game entry.

Thanks very much,
Andy Young
Developer


There is a playtest map and some other goodies on GMT's game page: http://www.gmtgames.com/p-234-crown-of-roses.aspx

And don't worry; Neil Randall says the representative picture above is for playtest only and not the final cover!

From GMT:
Crown of Roses is a 3-hour block game set during the turbulent years of the Wars of the Roses in 15th Century England. This 35-year long conflict saw the extinction of a large number of noble houses, and would eventually set the house of Tudor upon the throne.

In Crown of Roses, players take on the roles of the dynastic giants - the House of Lancaster and their Beaufort cousins, and the House of York. The four player game adds in the powerful House of Stafford, and the ever-scheming Richard Neville and his son, Richard of Warwick, the 'Kingmaker'.

Components:
Cardboard map
45 3/4" Blocks (one color)
13 1/2" blocks (2xred, 2xblack, 9xgreen)
240 10mm cubes (60 each red, white, purple, yellow)
124 playing cards (bridge card size)
7 CC:A style indented face dice
1 sheet counters
1 sheet stickers
12 page rule book
4 player aid cards 4/4
4 scenario sheets on cardstock 4/4
Game Design: Stephen A. Cuyler
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21. Board Game: Leaping Lemmings [Average Rating:6.47 Overall Rank:2106]
 
Andrew C
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Total orders: 397 (+11)

This game is slated for a mounted map and thick tile pieces - along with a healthy dose of humor and strategy. Looks like a winner for the kids.

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22. Board Game: Nightfighter [Average Rating:7.39 Overall Rank:3054]
Andrew C
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Total Orders: 432 (+34)

Another strong month.

Rules are available:

pilotofficerprune wrote:
You are welcome to have a read of the draft rulebook and scenario book (both in .pdf format). They can be downloaded from the Nightfighter folder on CSW, here:

http://talk.consimworld.com/WebX?14@12.GZaPee5qzo7.9@.1dd2e8...


GMT's site says this game requires a two participants, a player and an umpire. Its looks interesting... more information can be found both on GMT and on the designer's site: http://www.airbattle.co.uk/nightfighter.html

There is also a bunch of information on the GMT site http://www.gmtgames.com/p-233-nightfighter.aspx

The final game contents will comprise:

Rule book, 20 pages
Scenario book, 16 pages
One counter sheet 1/2" counters
One counter sheet 5/8" counters
One 11 x 17" umpire's map
One 22 x 17" player's map
One 11 x 34" playaid sheet/umpire's screen
Four 6-sided dice
Game Design: Lee Brimmicombe-Wood
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23. Board Game: Normandy '44 [Average Rating:7.86 Overall Rank:1204]
Andrew C
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Preoders: 422 (+85)

Huge month for Mark S.'s new game is based on the acclaimed Ardennes '44 system.

There are some great sceenshots on GMT's page: http://gmtgames.com/p-237-normandy-44.aspx

From GMT:

Normandy '44 is a 2-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.

Each turn represent 1 day. Each hex represents 3.8 kilometers (or 2.3 miles). Most units are regiments or brigades, but 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 and artillery.

Components:

Normandy '44 will include:
1 22x34 inch map
2 and a half sets of counters (9/16s size)
3 player aid cards
1 rule booklet
1 die
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24. Board Game: Nothing Gained But Glory [Average Rating:7.74 Overall Rank:2814]
 
Andrew C
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Current Orders: 471 (+86)

The fifth installment of the Musket and Pike series. I haven't played these but I hear good things. GMT's description indicates this might be a good place to dive in.

From GMT's site:

This volume features several pivotal battles in Baltic region of the late 17th century - a period where rulers struggled to centralize power in their realms, and to introduce permanent standing armies instead of expensive mercenary forces. It shows the highly trained and well led army of Sweden struggling to defend its massive gains from the Thirty Years War and the Northern Wars of 1655-1661 against the forces of Denmark and Brandenburg, reinforced by contingents from Austria, the United Provinces, Münster, Hesse-Kassel and Poland.

Nearly all the scenarios in this module are smaller than the typical Musket & Pike scenario, and thus take less time and space to play. For the same reasons it is a great introductory game to the series.

Components:

2.5 map sheets, 2 of which are backprinted
3 counter sheets (840 counters)
Musket and Pike Battle Series Rulebook
Nothing Gained But Glory Playbook
3 Player aid cards
1 10-sided die
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25. Board Game: Pensacola [Average Rating:7.26 Overall Rank:6220]
Andrew C
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Current Order: 358 (+64)

Second month on the P500.

Quote:
The Siege of Pensacola pits a numerically large but fragile Spanish army, supported by a small corps of French allies against a smaller, feistier British army enjoying strong fortifications and highly mobile Indian allies. As the Spanish player you will need to determine where you will build your siege gun redoubts and will then have to protect your soldiers from raiding British units to finish the works in time to mount an effective bombardment. As the British player, you have far fewer forces, but armed with special raiding rules, your Regulars, Tories and Indian allies must harass and erode Spanish morale, while delaying the construction of Spanish siege works for as long as possible in the hope of keeping your three forts intact to face the coming coup de main.


Components:

Pensacola, 1781 will include:
Map
One Countersheet
Deck of 55 Event Cards
Pack of 16 Tactics Cards (to give players an option between using the tactics chits or the cards)
Rulebook
Playbook
3 x Player Aid Cards
2 x 10-sided dice
Game Design: Mark Miklos and Don Hanle
Game Development: Mark Miklos
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