Welcome to the dog days of summer. Here on the west coast it's been a pretty tepid one with a lot of rain and cooler temperatures, but I hear it's damn hot once you get past those Rocky mountains.
A lot of action from GMT on the game from GMT this month with Sekigahara and Sun of York, two games that have been on the P500 for what seems like forever finally charging and soon will be shipping! Very very exciting for those of us who've been waiting for both titles.
A bunch of games went into the red this month, and I'm wondering if it's because a whole bunch of great games have been charged to people's credit cards...
I'd like to ask the people to thumb this list every month when they come by.It makes me feel appreciated, and hey, who doesn't like to feel appreciated?
Thanks to everyone for their continued kinds words of support of this monthly geeklist and also for your helpful suggestions.
If you do have any comments or suggestions, please do send me a geekmail message or post in the comments section.
Game Information: Unconditional Surrender! is a strategic level game covering the World War II European Theater. Players make the political decisions and control the military forces of the Axis, Western, and Soviet factions which fought for European dominance and survival.
* One Rulesbook with supporting examples and designer notes * One Playbook with over 15 scenarios, extended examples, design notes, playing tips, and adjustments for Play-by-Email and Solitaire play * 700 counters on 2-1/2 counter sheets * Two 22"x34" maps * Two 11"x17" identical Player Aid sheets * One 8.5"x11" Factions Pool sheet * One 8.5"x11" Reinforcements Track sheet * One 8.5"x11" National Will / Production Tracks sheet * Two six-sided dice
Game Information: The Dark Valley is a new game from award-winning designer Ted Raicer, focusing on the entire East Front campaign in World War II. The game components feature a beautiful map from Mark Mahaffey (see GMT web site), stretching from Leningrad in the north to the Caucasus Mountains in the south, and around 600 counters representing every major unit that appeared during the course of the conflict. Initially most Soviet infantry are divisions, but as the game progresses these are replaced by armies and corps, so that players are not overwhelmed by the increasing Soviet Order of Battle. All German mechanized divisions are present in the game, while their infantry is a mix of division and corps.
Although the game is a semi-monster, and covers the entirety of the conflict from the launch of Barbarossa to the end of the war, the game system emphasizes playability rather than rules overhead, allowing the players to concentrate on strategy choices rather than rules minutiae.
The core of the game system is a “chit-pull” activation system. Each turn a variety of action chits are drawn, in a random order, from the Action Chit Pool, and it is this that determines the exact flow of operations on that turn. If a German “Move/Combat” chit is drawn, the German player decides to move or fight (but not both), with all Axis units. If a German PZ HQ chit is drawn, units in command range of that HQ can move and conduct combat (with greater flexibility for armored units). If the Soviet Stavka chit is drawn, units may be deployed from Stavka Reserve to attempt to stem the Axis onslaught. If the Soviet Counterattack chit is drawn, Stalin insists that the attacks are made upon the fascist invaders, possibly to the detriment of the overall defense. When the Logistics chit is drawn, supply status is checked for all units.
Game Information: This expansion set completes the German and Soviet forces with focus on the early war, some less common, and Soviet Lend-Lease units. Includes TO&Es for two of the more notable Soviet formations to employ Lend-Lease forces – the 18th Tank Corps (July 1943) and the 1st Guards Mechanized Corps (January 1945). Also included are the next two geomorphic mapboards for expanded play and many more battle combinations.
Game Information: This first expansion set for Panzer includes detailed TO&Es for the German and Soviet forces covering the entire war period from 1940 through 1945. It also includes a focus on what many consider to be the most intense tank battle in history, Kursk, with OBs for both forces and TO&Es for four of the most notable German divisions at the moment they saw action during that historic conflict – Grossdeutschland Panzer Grenadier Division, and the 1st, 2nd and 3rd SS Panzer Grenadier Divisions.
This first expansion set also includes the first four double-sided geomorphic mapboards. With them, players can recreate any number of tactical battles reminiscent of those actions fought out of the seemingly endless steppes of Russia.
Game Information: In June of 1812, Napoleon invaded Russia. Meanwhile, on the other side of the world, the young Republic of the United States declared war on Great Britain. It was one of America's most unpopular wars. To commemorate the bi-centennial of this historic event, GMT will be releasing Mr. Madison's War, a strategy game based on the US campaigns to conquer Canada in the years 1812 to 1814.
Mr. Madison's War is a simulation game that depicts the war on the northern frontier of the United States and Canada. From the European perspective it was an off shoot of the Napoleonic Wars that were waged from 1796 to 1815. It is a two player game with players taking the forces of either the United States or Great Britain.
Mr. Madison's War utilizes a variation of Mark Herman's 'card driven game system' which enables players to perform their actions on the game board and score automatic points for the playing of a card as an historical event. The 110 colorful cards include historical information, the year the event took place, and a detailed description of the function of the card.
Designer: Gilbert Collins Developer: Dave Stiffler
Game Information: Fading Glory is the second game (No Retreat - The Russian Front Deluxe Edition is the first) we are producing as part of our strategic friendship/partnership with Victory Point Games, and the first game we are producing from their popular Napoleonic 20 series. The idea for this and future volumes is that we will take multiple existing games from the VPG Napeoleonic 20 series, add an as-yet-unpublished game to the mix, and create a GMT boxed game with 3-4 games in the box, using larger (3/4") counters and GMT production.
The Napoleonic 20 game system from Victory Point Games features lower-level wargame complexity on maps where, generally, 20 pieces or less are in play at one time (total, for both sides). This creates tense, dramatic and fast-playing situations on the board where higher echelon troop formations (generally corps) vie for position and dominance. Subscribers to C3i have recently enjoyed Jena 20, a game in this series which features eight pages of Standard rules and one-to-two pages of exclusive rules per title.
Included in this Multi-Pack are: * Salamanca 20 (Wellington vs. Marmont, 1812) * Smolensk 20 (Napoleon vs. Barclay de Tolly in the near-battle to decide the Russian Campaign, 1812) * Borodino 20 (Napoleon vs. Kutusov before Moscow, 1812) * Waterloo 20 (Napoleon vs. Blucher and Wellington, 1815)
Designer: Joe Miranda Developer: Alan Emerich and Lance McMillan
Game Information: Iron & Oak is game of ship-to-ship combat set during the American Civil War. As a tactical representation of naval warfare, each of the ships is accurately modeled for offensive capability including gunnery, ramming and spar torpedoes; for defensive capability including damage and five distinct armored or wooden hit locations; and for maneuverability, crew size and draft.
You command 70 famous ships of the era, including the Union: Onondaga, Tecumseh, Winnebago, Monitor, Osage, Minnesota, Brooklyn, Hartford, Essex, Carondolet, Kearsarge, Ossipee, Queen of the West, Iroquois, Spuyten Duyvil; and the Confederate: Tennessee, Virginia, Atlanta, Palmetto State, Arkansas, Albemarle, Alabama, Florida, General Beauregard, Sumter; and many more.
Components * One 11” x 17” map * Rule Book * Play Book * Two 8-1/2” x 11” Player Aid Reference Cards * Campaign Game Status Sheet * Ten dice (2 x d10, 4 x d8, 2 x d6, 2 x d4) * One deck of 94 Action Cards * One deck of 16 Navy Yard Cards * 76 4” x 3-1/2” Ship and Fort Data Cards * 70 1” x 1/2” ship counters * 114 9/16” status and informational counters * 140 1/2” status and informational counters
Number of Players: 2 or more
Game Design: James M. Day Game Development: Chris Janiec
Game Information: Operation Dauntless is a moderately complex wargame that covers the actions of the British 49th Infantry Division a.k.a "The Polar Bears" near Caen during Operation Martlet (called Operation Dauntless by the British at the time of the battle). Opposing these lads are elements of the 12th SS Panzer Division "Hitlerjugend" (Hitler Youth) and Panzer Lehr- elite panzergrenadier units. The goal of the British division is to seize the town of Fontenay, then press onward to secure the high ground near Rauray in time for the impending Operation Epsom, to be launched the next morning.
The game by designer Mark Mokszycki uses the same system as Red Winter, his game on the Battle of Tolvajärvi from the Russo-Finnish Winter War of 1939. The scale and key mechanics of Operation Dauntless are the same as Red Winter. Proposed future games in the series include Red Winter 2: The Battle of Ägläjärvi, Guadalcanal Land Battles, Scottish Corridor: The Battle for Cheux, and the Breaking the Panzers expansion for Operation Dauntless, covering the German counterattack at Point 110 (all are working titles and subject to change).
The scale is grand tactical- 90 minutes per game turn, 425 yards per hex, and mostly company sized infantry units with platoon sized armor units. Gone are the Winter War specific rules such as ski movement and night raids, and in their place we have a more detailed armor/anti-tank subsystem. There are lots of tanks on both sides in this one!
Game Information: Colombia in the 1990s hosted one of the world’s last Marxist guerrilla armies, brutal drug lords, and right-wing death squads and appeared close to failing as a state. A decade later, its Marxists had lost their top leaders and rural sanctuary, its big drug bosses were dead or in prison, and its paramilitaries were negotiating demobilization. The Government had extended its writ to most of the countryside, restored its popularity, and improved the economy and respect for human rights.
Andean Abyss takes 1 to 4 players into this multifaceted campaign for control of Colombia: guerrillas and police, kidnapping and drug war, military sweeps and terror. Each of four factions deploys distinct capabilities and tactics to influence Colombian affairs and achieve differing goals. Players place and maneuver 160 wooden pieces across a colorful map and exploit event cards that cannot be fully predicted. Accessible mechanics and components put the emphasis on game play, but Andean Abyss also provides an engrossing model of insurgency and counterinsurgency in Colombia—smoothly accounting for population control, lines of communication, terrain, intelligence, foreign aid, sanctuaries, and a host of other political, military, and economic factors.
Game Information: Rebel Raiders on the High Seas is a comparatively short and simple game of the naval conflict at sea and on the great rivers in the American Civil War. Easily playable in less than three hours, Rebel Raiders on the High Seas is a strategic contest between two players, one seeking to reunite the Union by force, the other to maintain its new independence in the face of the escalating industrial might and resolve of its northern brother. More of a representation than a detailed simulation of that conflict, the game is intensely engaging, highly interactive and moves along quickly, with players constantly responding and reacting to their opponent’s moves.
Components One 22 x 28 map One Short Rule Book Eight six-sided dice One deck of 110 cards 6 Plastic Stands for Leaders 4 Blue Cannon Pawns 1 Grey Cannon Pawn 176 5/8” ship, leader and battery counters 100 ½” cargo, victory point, control and informational counters 20 small plastic tokens
Game Information: The Bohemian Revolt of 1618 triggered the Thirty Years War and in the early period of the war the Catholic/Imperial cause enjoyed an almost unbroken string of victories. This game, part of the Musket and Pike Battle Series, simulates six battles of the early Thirty Years War. In the period covered, the armies deployed in more compact formations so each battle fits on half of a standard map.
The battles covered in this game are: White Mountain, November 1620; Wimpfen, May 1622; Höchst, June 1622; Fleurus, August 1622; Stadtlohn, August 1623; Lutter am Barenberg, August 1626.
In addition to scenario specific special rules that highlight the unique events of each battle, the battles in the game all share a simple set of special rules. These rules show the peculiarities of the early years of the Thirty Years War, such as Croat/Transylvanian style light cavalry.
Game Design: Brian Berg Asklev Hansen and David Ekberg System Design: Ben Hull Developer: Dick Vohlers Map and Counter Art: Knut Grünitz Research Assistance: Knut Grünitz
Game Information:"All summer they drove us back through the Ukraine Smolensk and Vyasma soon fell By Autumn we stood with backs to the town of Orel Closer and closer to Moscow they come Riding the wind like a bell...." - Al Stewart, Roads to Moscow
Roads to Moscow is a two-player game depicting battles in the Soviet Union during the drive on Moscow in October 1941. The two separate battles shown in this game are named for the main objective city on each map, Mozhaysk to the west of Moscow, and Mtsensk to the south. Perhaps the most dramatic of the many desperate battles fought in front of Moscow, these two battles combined all the elements of the great struggle. The Germans have an excellent fighting machine but are short on fuel and time. They must capture their objectives on a tight schedule or snow and mud will end their offensive. The Soviets are down to the rearward remnants of their once immense armies. If the Soviets can avoid being encircled by the fast moving German forces, high quality reinforcements from the Far East may finally allow them to stop the German advance.
Complexity: Not listed Solitaire Suitability: Not listed
Game Information: In 1992, GMT released Rise of the Luftwaffe, the first Down in Flames WWII air combat card game. That game covered the early part of the War in Europe, from 1939 to early 1942. It was followed a few years later by the 8th Air Force expansion module, which added aircraft and campaigns for the latter part of the war.
Since then there have been two more games, two packs of additional aircraft, and a large number of C3i modules for the series. However, the original two games have been long out of print. GMT has considered a number of options to address that, from straight reprints to a base game/ campaign module arrangement. Finally, though, the company has decided to P500 an entire new game covering the WHOLE war in the ETO.
Wild Blue Yonder will be a true deluxe Down in Flames product. It will contain 16-20 full campaigns, nearly 300 aircraft cards, plus all of the necessary targets, resource sheets etc. needed for play. All of this will be packaged in a large box similar to the ones for the Combat Commander games.
Many of the campaigns will be on the same subjects as those in Rise of the Luftwaffe, 8th Air Force and various C3i modules. However, they will not be simple reprints of those campaigns. For example, due to card mix limitations the Fall of France campaign in Rise of the Luftwaffe included only one type of French aircraft. This will not be the case in the new game.
In addition, Wild Blue Yonder will contain two different types of campaigns, Land Campaigns and Strategic Bombing campaigns. The first type will be the familiar “standard” DiF campaign that players of the system are used to. The second type, though, will give both players a fixed “order of battle” along with reinforcements and replacements that they will have to use throughout the campaign. This will reflect the more attritional nature of these air campaigns.
Wild Blue Yonder will also include a number of Tour of Duty mini-campaigns. Each of these will be a series of dogfights from the careers of various well-known aces of the war. Those of you who want to more about this can check out C3i #21, which contains a Tour of Duty campaign featuring the Pacific ace George Welch.
Finally, the game will include at least one solitaire campaign for players who don’t have an opponent available.
Wild BlueYonder promises to be the best Down in Flames game yet. So strap on your parachute and get ready to take to the skies!
Complexity: Not listed Solitaire Suitability: Not listed
Game Information: The Fast Action Battle (FAB) games, designed by Rick Young (Europe Engulfed, Asia Engulfed, and FAB: The Bulge), takes you to the Allied invasion of Sicily for volume II of the series.
As the Allied player, you will choose your invasion beaches after seeing where the Axis player has deployed his units. Do you choose Montgomery’s historical ‘Husky’ plan, Patton’s alternate plan, or a hybrid plan of your own?
In this game you will find a few new unit and asset types, and also new challenges for both sides. For the attacker, the challenge is the tough Sicilian terrain; and for the defenders, it’s the worsening Italian morale.
Game Information:Next War: Korea, the first of a planned series of Next War games, allows players to fight a near future war on the Korean peninsula. In this updated and improved version of the previously-released Crisis: Korea 1995, players have access to virtually all military assets of North and South Korea, as well as large forces from the USA and the PRC. The integrated, easy to learn air-land combat system allows for unit efficiency, armor effects, light infantry, attack helicopters, Close Air Support, Cruise Missiles, and the particularly tough terrain of Korea.
Make no mistake: Next War: Korea is not an Introductory wargame. Rather, we have intended herein to create a system (and a series) that will allow detailed study of modern warfare in various venues as well as engaging gameplay. That said, the Standard Game rules encompass a fairly straightforward ruleset that will, we think, be considered pretty "easy to learn" by experienced wargamers. So players who choose to play Standard Game scenarios can have a relatively quick game when that's what suits them. The real flavor of a war in the theatre, though, comes through in the Advanced Game, where you get much more control over airpower and can more clearly see each side's strengths and weaknesses. For players who want a "mini-monster game" experience, playing the Advanced Game Campaign Scenarios with some or all of the optional rules will definitely "deliver."
So our hope is that we have created a game with enough variety and scaling of complexity that you can find an engaging and maybe even enlightening experience whether you want to play a fast two-player game, a longer monster game, or an ongoing solitaire study. We intend to provide tools for online game play as well (a Vassal module is being created now for use during playtesting) so that this game can be played in either real-time or over longer periods on the internet.
Game Design and Development: Mitchell Land Original System Design: Gene Billingsley
Game Information: BOMBER COMMAND is a game of the night war in the skies over the Reich in World War II.
The game recreates the great RAF bombing raids against the heart of Germany and the defence of the German night fighter arm.
Based on an air combat system derived from the award-winning Downtown and The Burning Blue 'raid-scale' games, Bomber Command details the tactics of night fighting.
The German player must manage flak, Himmelbett zones, Wild Boar and Tame Boar tactics. RAF 'main force' raids are supported by Mosquito diversions, 'Gardening' operations (mining of seaways) and decoy raids. Two card decks--one for each player--are used to resolve the complex interactions of electronic countermeasures and radars, along with other operational factors such as Mahmoud patrols, Flower raids, and Beleuchter illumination units. A detailed bombing resolution system depicts the difficulties of marking targets and area bombing at night.
Game Information: Pax Baltica™ is a Grand Strategy Game covering the entire Great Northern War (1700-1721) and recreates the intriguing conflict that is often considered a side-show of the War of Spanish succession. Yet the conflict probably have had greater impact on Europe’s political, cultural and social developments than the latter.
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!
Game Information: It is the winter of 1939 and the Soviet Union has just declared war on Finland. Bombers unleash a downpour of destruction on the Finnish capital of Helsinki. In the David and Goliath struggle that follows, the Russians swarm across the border and push back the Finns in victory after victory. The future appears grim for Finnish independence.
Red Winter will contain: · One 22”x34” map · One countersheet of 5/8” counters · One Rulebook with illustrated examples · One Play Book with over a dozen scenarios, extensive historical and game play notes, designer’s notes, and optional rules and variants · One Turn Track card · Two identical player aid cards · Two six-sided dice · One ten-sided die
DESIGNER: Mark Mokszycki RESEARCH: Vesa Teräs, Mark Mokszycki PLAYTESTER: Keith Mageau, Eric Edwards
Game Information: 40,000 B.C. — A great ice age is ending. Another titanic struggle for global supremacy has unwittingly commenced between the animal species. Dominant Species: The Card Game is a fast-playing game that abstractly recreates a tiny portion of ancient history: the ponderous rescinding of an ice age and what that entails for the living creatures trying to adapt to the slowly-changing earth.
Players will use six major animal classes – mammal, reptile, bird, amphibian, arachnid or insect – to further their goals in various terrain. Through wily card play, players will strive to become dominant at as many different terrestrial and sea biomes as possible in order to claim valuable victory points: It is survival of the fittest.
All of this leads to the end game – the final descent of the ice age – where the player having accumulated the most victory points wins the game.
But somebody better become dominant quickly, because it’s getting mighty warm...
Game Information: Bloody April, 1917 is a standalone game using a similar format to Elusive Victory/Downtown, modified to cover the unique aspects of air combat during World War 1. The game covers the pivotal air combat over the Arras sector, France from March until the end of May 1917. Players take on the roles of Royal Flying Corps commander or German Imperial Air Service commander for their respective sides and will have a multitude of taskings available to accomplish and complete their objectives. Bloody April, 1917 will include both single mission scenarios and multi-mission/multi-day campaigns to allow players to play out large scale battles in a manageable timeframe.
Game Designer: Terry Simo Counter and Map Art: Ian Wedge
Game Information: The Supreme Commander is a game designed for 2-5 players covering the entirety of World War II in the European Theater of Operations (ETO), from September 1939 to the end of the war. While there are plenty of other ETO games out there, The Supreme Commander effectively models all of the primary aspects of the war in a simple, straight-forward manner.
Murmansk convoy, Lend-Lease, diplomacy, the strategic U-Boat campaign, technological advancement, strategic bombing campaigns, naval invasions, the economy and military production, partisans – All of these elements and more are included in a surprisingly easy-to-learn game.
Note: We are doing much of the final system and balance testing of this game online using a (beautiful) Vassal module. We are definitely interested in additional testers who are new to the game at this stage. If you are interested in helping out, please contact developer Paul Marjoram at firstname.lastname@example.org.
Components: * Rulebook * (2) 24x36 maps with large hex pattern (one map is back-printed with a standard size 5/8" hex version so you can play the whole game on one map - for you guys with limited table space) * Diplomatic Track (cardstock) * Player aid card * 560 Counters (Corps and Army-sized units) * 6 x Force Pool cards for France, UK, US, USSR, Italy, Germany * 2 ten-sided dice
Game Information: 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'.
Complexity: Not listed Solitaire Suitability: Not listed
Number of Players: 2-4
Comments:Almost at 800 pre-orders. I wonder if it will sell out as quickly as Dominant Species did?
Game Information: Urban Sprawl is a game for 2-4 players. Urban Sprawl abstractly models the growth of a town into a teeming metropolis.
Players assume the roles of entrepreneur, tycoon and politician—each helping in the development of a hypothetical “Anywhere, USA.” Wealth and Prestige will be earned and spent throughout the game. Buildings will rise only to later be demolished for better and larger fare.
Throughout the game, players will gather valuable Permits. These will result in either a wealthy Investment or the foundation of a new building Contract. Players will strive to become dominant in one or more building Zones in order to acquire beneficial political offices.
All of this eventually leads to the end game – a vibrant metropolis that is revered around the world – when the player with the most Prestige will be crowned the winner.
Game Design by Chad Jensen Game Development by Kai Jensen Players: 2-4 Play Time: about 45 minutes per player
Game Information: The Spanish Army is the first expansion for Commands & Colors: Napoleonics.
At the time of the Napoleonic Wars, Spain was only a shadow of its former power. Spanish troops and leaders, as many Napoleonic historians point out, performed badly on a large number of occasions. Yet there are a number of battles, Bailen, Tamames, Alcaniz and San Marcial where the Spaniards fought valiantly and gained victory. Ironically, the point most historians overlook is the fact that the Spanish armies constituted a threat that the French simply could not ignore. As good as Wellington’s Anglo-Portuguese field army was, that army faced multiple French armies. They could only defeat one French army at a time. The Spanish Armies and the accompanying guerrilla warfare against French troops tied down the remainder, allowing the Anglo-Portuguese army to ultimately emerge victorious.
In this expansion you will find 18 historical scenarios that focus on Peninsular battles fought by the Spanish army from 1808 to 1813, plus all the new units you’ll need to field for these engagements.