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Game Designers Workshop (GDW)

Harpoon ~ Series 120 ~ Air Superiority ~ The Brotherhood ~ First Battle ~ Assault ~ Third World War ~ Europa ~ Command Decision ~ Other GDW wargames ~ GDW's sci-fi wargames ~ Challenge Magazine

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Air Superiority / Air Strike


BROWSE MY AIR SUPERIORITY ITEMS CURRENTLY IN STOCK

Air Superiority: Modern Jet Air Combat [BOX SET]
"Air Superiority Origins Tourney" in Challenge magazine #32 summed up the results of an Air Superiority tournament series. As they stress in the rules, hardware matters, but tactics matter more. The tournament results were sometimes surprising, with well-handled obsolete fighters shooting down top of the line models less skillfully handled.

CONTENTS:
---
• 1 rules booklet (20 pages)
• 1 briefing booklet (12 pages)
• 1 scenario booklet (16 pages)
• 6 sheets of loose reference sheets
---
~OR~
---
• Rules/Scenarios/Briefings booklet (48 pages)
• Game Charts booklet (16 pages)
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~AND~
• Four 10.5"x15.5" maps (lettered A-D)
• 1 aircraft data card booklet or pad
• 240 counters (1 sheet)

1987 ... GDW 430 ... ISBN 0943580196

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Air Strike: Modern Air-to-Ground Combat [BOX SET]
"The enemy coastline looms suddenly out of the darkness. An F-111D descends to terrain-following flight. Flying at nearly Mach 1, the plane streaks over the countryside, too low to be detected by radar. The PAVE TACK infared optics pod searches for a target. Abruptly the sky is filled with tracers as antiaircraft guns fire blindly at the noise of the intruder. Target identified, the weapons officer illuminates it with a laser, releases the plane's laser-guided bombs and turns violently back for the coast. The target goes up in smoke and flame.
Half of the mission is complete. What remains is getting home alive.
• Air Strike expands the proven and successful Air Superiority system to encompass air strikes against targets on the ground. New rules cover: Terrain-following flight, air-to-ground attacks (including strafing and bombing), antiaircraft artillery, and surface-to-air missiles (SAMs). Air Strike continues Air Superiority's easy-to-learn format. Rules are presented in a programmed structure, followed by scenarios demonstrating their use.
• Air Strike provides 32 new aircraft for the Air Superiority system, including: the Warthog (A-10s), F-1 5 Strike Eagle, Harrier II, Alpha Jet, SU-25, and MIG-27. Six new multi-color maps provide the varied and treacherous terrain over which players must find their targets. Included are 480 counters, representing everything from radar sites to the most modern air-defense missile and gun systems in service today. Trucks, tanks, infantry, and other targets are provided as well; but remember, on today's battlefield, what can be shot at can shoot back.
• Air Strike includes 25 scenarios suitable for solitaire, two-player, or multi-player play. Ranging from the Mideast to Germany, from Afghanistan to Africa, these scenarios provide players with a wide variety of complex and interesting situations. Several of these can be played both as solitaire and as multi-player simulations. The briefing booklet helps bring players up to date on the weapons and aircraft included in this game. It is a helpful aid to learning the abilities and limitations of the aircraft and weapons depicted in Air Strike."

Game Components
• 480 die-cut counters
• Six maps
• One rules booklet with aircraft briefings and game scenarios
• One data card booklet
• One set of game charts

1987 ... GDW 0431 ... ISBN 0943580307

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Desert Falcons: Air Battles Over The Middle East
AIR SUPERIORITY EXPANSION MODULE

"For over three decades, the turbulent Middle East has been the proving ground for modern air combat tactics. Nearly every major type of combat jet built by the East and West blocs has been blooded there. In the numerous conflicts of the region, air forces trained in British, French, and American doctrine have fought against those trained in Soviet methods and against each other. The Middle East wars have seen Arab fighting Israeli, Arab fighting Arab, and Arab fighting Persian, with tactical air power the key weapon.
The numerous Arab-Israeli wars forged the world's most successful combat-experienced jet air force, the Chel Ha'Avir (Israeli Air Corps). It is mainly through the historical battles of this air force and its key opponents (as featured in this module), that important periods in the evolution of air combat are illustrated. This is an historical module, tracing jet combat in the Middle East from the 1950s to the present. As such, scenarios include actions not only from the Arab-Israeli wars, but also from several other regional conflicts.

Desert Falcons introduces optional rules for pilot/crew quality, experience, campaigning, and ejection survival. Additional rules are thrown in for those desiring increased detail in their Air Superiority games."

1988 ... 48 pages ... GDW 0432 ... ISBN 0943580978

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Challenge Magazine Index for Air Superiority / Air Strike


Challenge Magazine was published by GDW before its demise (1995). The magazine supported the science fiction gaming community with articles written for a multitude of RPG systems. The following articles are listed by issue number & title:

I# Title
32 AS Origins Tourney
34 Air Strike Designer's Notes




Jet Eagles: Modern Air Combat Game (Ace of Aces) [BOX SET]
An aircraft combat game by Nova Game Designs, Inc.

"Jet Eagles is the exciting, fast-paced game of modern air combat based on the award-winning picturebook game system originally used in Ace of Aces. Jet Eagles puts you in the cockpit of one of the most sophisticated deadly; high-tech fighting machines ever built — and lets you make the decisions!
Every page of the two Combat Books is photographically illustrated with two of the most advanced fighters ever to fly: the U.S. F-15 Eagle and Soviet MiG-29. Each photo shows what you see looking from the cockpit of your plane. Is your opponent locked-on in your Head-Up Display, with missiles or guns armed and ready? — or is he on your "six?" One brilliant tactic — or one wrong move — can instantly mean the difference between victory and disaster!"

1990 ... NOVA 015 ... ISBN 0917037073

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The Brotherhood

The Brotherhood: The Game of Organized Crime [BOX SET]
See Also:
Gangbusters

CONTENTS:
• one 11"x17" map
• 160 die cut counters (32 each green, red, orange, blue, yellow)
• one deck of 16 cards
• one rules booklet
• tally sheets

"When the Capos of the Five Families met in Detroit, it was to decide who would control the rackets in Midland City. But even as the crime bosses dickered, each was sending his thugs into the city, setting up revenue operations and bribing local politicians. Negotiations soon broke down, and it became clear that only a gang war would determine the ultimate winner.
The Brotherhood is unlike any game you have ever played before. It portrays the problems and decisions that face present day crime lords. Since organized crime is first and last a business, you must think as a businessman. How many hoods should be on the payroll? Should you buy political influence? If so, how much? Which part of the city should you move into?
The map for The Brotherhood portrays the six areas of Midland City: from ritzy Riversnobs through Status Quo, Whitewash, and Bunkerville to the slums of Sewertown and Lakedump. Game markers represent thugs, hitmen, revenue operations, political influence, and the all-important Godfather.
With its unique system of simultaneous movement, double-crossing becomes a fine art, and The Brotherhood is a fast-playing tongue-in-cheek free-for-all. Can you control the city or will you be rubbed out? Play The Brotherhood and find out."

1983 ... GDW 451

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First Battle Series

Team Yankee: A Game of World War III [BOX SET]
"First Battle series game from GDW.

Here is hands-on experience leading a modern tank company into battle. Team Yankee presents the expertise that the modern tank company commander needs in easy-to-follow game rules format. Two players each form their own strategies as they fight out potential, very real situations on the battlefield of World War III. Soviet units have numbers and firepower; US units have speed and technology...

Rules cover the essentials of movement and combat between modern combat units. On this foundation are built special rules covering artillery, morale, chemical warfare, air support, and the other special aspects of modern warfare.

The game maps cover the same ground shown in the novel. Eight game scenarios walk you through the rules, unveiling the effects of all the rules, and showing you in detail how to play the game. In the course of playing the scenarios, you will be able to recreate the situations in the book (and perhaps alter their course).

The rules chapter on variants lets players change the scenarios to add new rules and replay scenarios to see what effects they will have on the situation. The rules chapter on new scenarios lets players build their own forces and fight out totally new battles."

1987 ... GDW 0110 ... ISBN 0943580447

[Unavailable]



Test of Arms: The Art of Modern Land Warfare [BOX SET]
"Korea to the Falklands." First Battle Series game from GDW.
Test of Arms "...covers the many small wars fought throughout the Third World between 1950 and the present which have shaped the present international situation..."

29 Scenarios
The Korean War; The Vietnam War; The Arab-Israeli Wars; The Iran-Iraq War; India vs. Pakistan; Libya vs. Chad; Ethiopia vs. Somalia; Angola vs. UNITA; The Falklands War; Grenada; Nicaragua."

1988 ... GDW 0112 ... ISBN 0943580706

[Unavailable]



Battlefield: Europe [BOX SET]
"1945 to 1990 was an era of peace and stability in Europe. NATO in the West and the Warsaw Pact in the East imposed the longest peace since the end of the Napoleonic Wars. But as the Cold War ends, this armed stability will end as well. The nations of Europe have many long-standing territorial disputes and historic animosities that only now can erupt into violence. For years, Romania and Hungary couid put aside their differences in the face of a greater threat from NATO. Greece and Turkey stood uncomfortably together against the potential threat of the Warsaw Pact. Now, the age of unsteady friends has passed. Battlefield : Europe explores potential European flashpoints. Each could turn violent at any time in the next 10 years. 15 Scenarios: * Czechs vs Slovak separatists. * Albanians vs Yugoslavians. * Germans vs Poles. * Belgians vs Walloons. * Belgians vs French. * French vs Dutch. * Russians vs Central Asians. * Romanians vs Hungarians. * Turks vs Bulgarians. * Greeks against Turks. * Greek Cypriots vs British. * Soviet attacks against Turkey. * US vs Soviets in Turkey." Game Components: * Four 11 x 17 game maps of European terrain. * 700 die-cut counters of combat troops and fighting vehicles. * Basic 4-page rules book (all you need for the first three scenarios). * Battle Manual with background, situations, and histories of the wars of the decade, as well as advanced rules. * Two scenario books (one for each side.) * Battle charts. * Ten-sided Die.

1990 ... GDW 0115 ... ISBN 1558780602

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Sands of War: Tactical Combat in the Middle East 1941-1991 [BOX SET]
COMPONENTS:
* 16 5-color maps (11"xl7" each).
* 5 die-cut counter sheets, with a total of 880 counters and markers.
* Complete game charts.
* 8-page Jump-Start rules folder with 2 introductory scenarios.
* 80-page game manual, including basic and advanced rules, historical notes, and 31 scenarios.

"The entry of Italy into World War II on the side of the Axis brought war to North Africa and the Middle East, and that region has seen almost continual warfare ever since. Many, but by no means all, of these wars have been between the Israelis and their Arab neighbors. Others have been between rival Arab states have involved powers from outside the region.
These wars have been among the only major conventional ground conflicts since World War II, and thus provide a developing record of the changing nature of weapons systems, tactics, and the intensity of combat. Now, all of these conflicts are explored in one game: The Sands of War.
A subject this big requires a game to match, and The Sands of War is loaded with components. Sixteen geomorphic maps and more than 800 unit counters and markers allow recreation of dozens of historic battles. The battle manual provides rules for all aspects of modern combat: antitank missiles, advanced armor, helicopters, fighter-bombers, command control, morale, night actions (and the special equipment needed to fight in limited visibility), chemical warfare, and more. More than 30 historical sceanrios are included, each based on a genuine battle and provided with accurate orders of battle and historical notes. The game itself is meticulously researched, and provides as accurate a view of warfare in the desert as has yet appeared.
But The Sands of War is also one of the most accessible tactical games ever published. The Jump-Start rules folder provides all of the basic game mechanics neuded for ground combat, along with two scenarios that can be played within a half hour of opening the box.
While concentrating on historical scenarios. The Sands of War allows portrayal of every aspect of modern ground combat and rating of equipment, on a common scale, ranging from the British infantry tanks of 1941 to the M1A1 Improved Production tank of 1991. Design-your-own scenario rules enable players to purchase units and match them against hypothetical opponents. Given the variety of maps and unit counters provided, the possibilities are nearly endless."

1991 ... GDW 0119 ... ISBN 1558780963

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Sands of War Expansion Kit [BOX SET]
Expansion set for "Sands of War" wargame includes new units, more scenarios, campaign rules, and new maps. It cannot be played without "Sands of War" box set.

Contents:
* 4 11x17" geomorphic mapsheets
* 350+ counters
* 11x17" campaign map
* 8 new scenarios covering battles from World War II through Desert Storm

1992 ... GDW 0120 ... ISBN 1558781064

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Battle for Basra: US 24th Mechanized Division vs. Iraqi Republican Guard (First Battle Series)
GDW released this introductory scenario to its First Battle wargame system in 1991. It is self-contained, and playable alone.

1991 ... 16 pages ... GDW 1993

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Assault

Assault: Tactical Combat in Europe - 1985 [BOX SET]
CONTENTS:
• two 17" x 22" maps (Assault maps A&B)
• 480 die-cut counters (3 sheets)
• a rules booklet
• scenario sheets
• reference folders
• game charts

"Chobham armor. Hypervelocity smoothbores. Core penetrator and self-forging rounds. T80's and AT-5's. Laser rangefinders. Copperhead and dual-purpose improved conventional munitions. All of the advanced technological hardware of the mid 80's is available, but the men who command and control the hardware remain the critical battlefield variable.
Assault postulates a conventional conflict between the United States and the Soviet Union in the European environment in 1985. The weapons that were once merely dreams of science fiction authors are today entering service, and by 1985 will be standard issue. Assault provides an in-depth examination of the potential of tomorrow's weapons.
Assault is a tactical level game of armor and infantry combat in the near future. Each hex of the two geomorphic maps covers 250 meters of actual terrain and each turn represents only a few minutes. Each counter represents a section or platoon-sized unit. The unit counters allow representation of everything from company meeting engagements to a full regiment/brigade assault. The rules cover all aspects of modern equipment, but stress flexibility, initiative, and command control."

1983 ... GDW 471 ... ISBN 0943580757

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Boots & Saddles: Air Cavalry in the 80's (Assault Series) [BOX SET]
CONTENTS:
• 480 large die-cut counters (Assault sheets 4,5,6)
• two 17"x22" maps (Assault maps C&D)
• one Assault rules booklet
• one Boots & Saddles rules booklet
• reference/background folders
• scenario folders
• one set of game charts

"Boots & Saddles, using the Assault system as a base, adds complete rules for combat helicopters (and the air defense weapons intended to fight them). Helicopters are rated for armor, infrared signature (used when attacked by heat-seeking missiles), movement, and maneuverability. Rules cover terrain-following and nap-of-the-earth modes, pop-ups, landing and takeoff, laser-guided missiles, and more.
U.S. helicopters include the AH-1 Cobra and AH-64 Apache attack helicopters, UH-1 and UH-60 transports, and the OH-58 observation helicopter. Soviet counterparts are the Mi-24 Hind, Mi-8, Mi-26, and Mi-2. Air defense weapons include the U.S. Sergeant York and Stinger, Soviet ZU-23, ZSU-30, SAM-7, and SAM-9. Over 400 counters provide a variety of helicopter and ground forces for both sides, including U.S. and Soviet mechanized infantry and tank battalions, airmobile infantry, armored cavalry, artillery, and regimental and brigade troops."

1984 ... GDW 475

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Third World War

Third World War: Battle for Germany [BOX SET]
CONTENTS:
• two 17" x 22" maps (Maps A&B)
• 480 die-cut counters
• rules booklet
• a reference and background booklet
• game charts

"In 1990, Europe is an armed camp poised on the brink of Armageddon. Years of increasing defense spending and brushfire wars have left the armies of East and West ready for war at a moment's notice. Then from a spark in the Persian Gulf, the fuse of war is lit and armies of the Warsaw Pact pour across the borders of western Europe.
Third World War is a game of the struggle for central Europe by the forces of NATO and the Warsaw Pact. The divisions and independent regiments and brigades of fifteen nations battle in multi-impulse turns that feature NATO reserve movement and Pact echeloning. Air units represent groups of 100 aircraft of a specific type, each rated for air superiority, close support and strike capability.
The maps, scaled at 45 kilometers per hex, cover all of Germany and the surrounding area from Denmark to Yugoslavia and Italy, from France to Poland. Future games in this series, featuring constant scale and mateable maps, will include Scandinavia, the Balkans, and the Persian Gulf."

1983 ... GDW 473 ... ISBN 0943580773

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Southern Front: Race For the Turkish Straits (Game 2) [BOX SET]
CONTENTS:
• 360 die-cut counters
• two 17x22" and one 8x17" maps (maps C&D&E)
• one rules booklet
• one reference/background booklet
• one set of game charts

"Game Two in the Third World War series, although it uses the same rules, is very different from its parent.
Bulgaria and Romania, reinforced with three Soviet armies and special-capability forces, face Greece, Turkey, and Jugoslavia, thinly reinforced with a few elite units from the U.S., France, and Italy.
The campaign is very mobile, with neither side having enough troops to cover a solid front (although the mountainous terrain of the area helps somewhat). Special units such as airmobile, airborne, and amphibious troops, with their abilities to outflank a line, become even more important.
Another important feature is the tangled web of Balkan politics. Romania is the least reliable of the Pact countries, arid its participation is half-hearted at best. A second scenario allows for its total neutrality, forcing the Soviets to reinforce their armies and invade before taking on NATO. Greece and Turkey are uneasy allies, and rules allow for Greek withdrawal from NATO. And Albania is completely unpredictable.
Additional rules allow Southern Front to be combined with Third World War, players can reinforce one front with forces from the other, requiring a host of new decisions on the strategic level. One or two new divisions or air units sent to the Balkans can turn the tide there, but at what cost to the main front, where every unit is desperately needed?"

1984 ... GDW 476

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Arctic Front: Battle for Norway (Third World War Game 3) [BOX SET]
CONTENTS:
• 240 die-cut counters
• two 17x22" maps (maps F&G)
• one rules booklet
• one briefing/background sheet
• one set of game charts

"Arctic Front, the third game of the Third World War series, uses the same rules as its predecessors but presents a very different gaming situation.
The Soviet Leningrad Front, with its special airborne, amphibious, and arctic-equipped contingents, assaults Norway, reinforced with a few elite units from the U.S., Britain, Canada, and other NATO nations.
Norway presents a constricted front to offensive operations. Along the Soviet border, the relatively open terrain in conjunction with possible outflanking moves through Finnish Lappland allows a rapid Soviet advance. The rest of the Norwegian Arctic is mountainous and can be a formidable barrier if well defended. The Soviet player must make full use of his airmobile, airlanding, and marine forces to penetrate this region, while guarding against raids from U.S. marines and British commandos.
The complex relations between the Soviet Union and the neutral Scandinavian nations — Finland and Sweden — has its effects in the game. Soviet forces may attempt to pass through the Finnish Arctic, and Finland may allow violation of its neutrality or offer limited or full resistance. Sweden will always defend its territory, but its effort may not be total. Also, Sweden may volunteer an expeditionary force to join NATO in Norway even if Swedish neutrality is not violated. Finally, the Soviet high command may mandate a general offensive in Scandinavia rather than just operations against Norway, providing additional forces from the strategic reserve for combat in Finland and Sweden.
Additional rules allow Arctic Front to be combined and played with Third World War and Southern Front, thus covering all the European war zones of the Third World War. Players can reinforce one front with forces from the others, requiring a host of new decisions on the strategic level. One or two new divisions or air units sent to Norway can turn the tide there for either side, but at what cost to the central or southern fronts, where every unit is desperately needed?"

1985 ... GDW 478

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Persian Gulf: Battle for the Middle East (Game 4) [BOX SET]
CONTENTS:
• 360 die-cut counters
• four 17 x 22" maps (maps H-K)
• one rules booklet
• one briefing/background sheet
• one set of game charts
• one combined-game rules folder

"Persian Gulf uses the same rules as the other games in the series to show a different aspect of modern warfare: operations in the deserts and mountains of the Middle East.
Persian Gulf includes a special 'game within a game,' covering the diplomatic, political, and military maneuvers by the Soviet Union and the United States in the Middle East before —- and leading to -— the general outbreak of the Third World War. Both sides try to gain control of the various Iranian factions and influence the other Middle Eastern nations. As the superpowers' confrontation continues, fighting breaks out between committed factions. Either side can decide to send troops to support their factions: the U.S. may send the Rapid Deployment Force while the Soviet Union may use its forces along its southern borders and in Afghanistan. Each move, however, escalates the conflict until the superpowers are directly fighting one another in the Middle East and their alliances in Europe are mobilizing for war.
The four game maps cover the Persian Gulf region in detail. Centered on Iran and Iraq, the maps include bordering areas of Turkey, Saudi Arabia, the USSR, and Afghanistan. Mountains and sand dominate this area of the world, and wilderness rules show the effects of the scarcity of roads on military operations.
Vying for control of the nations on these maps are the regional forces and those of the superpowers. These forces range greatly in capabilities: from the poorly-equipped and trained Iranian Revolutionary Guards and Soviet-controlled Afghan Army to the capable Turks to the elite Israeli and Jordanian intervention contingents. The Soviets have large forces available in their southern border regions and in Afghanistan. The small but strong U.S. RDF is on hand, and they can call on B-52 strikes for support.
The rules cover the special political and military situations of the Middle East, and the various Arab and Arab-Israeli rivalries are shown. Victory conditions take account of the oil resources of the Gulf. Additional rules allow Persian Gulf to be combined and played with the other three games in the Third World War series."

1986 ... GDW 481 ... ISBN 0943580854

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Europa

Fire in the East: The Russian Front, 1941-42 (Europa I) [BOX SET]
CONTENTS:
• Six 21" x 27" maps
• 2880 die-cut counters (12 sheets)
• Rules (30 pages)
• Adv. Rules (2 pages)
• Axis Order of Battle (4 pages)
• Soviet Order of Battle (8 pages)
• Designers Notes (4 pages)
• Charts (12 sheets)

"Fire in the East is the thoroughly revised edition of Drang Nach Osten, the first game of the Europa series. As in DNO, Fire in the East is a detailed, operational-level game of the German invasion of the USSR, from the start of Operation Barbarossa in June 1941 to the end of the Soviet winter counteroffensive in March 1942. Scorched Earth, the revision of Unentschieden, is under preparation and will include more maps, counters, and rules to cover the campaign in the Soviet Union to the end of 1944.
Fire in the East is a game in the continuing Europa series of comprehensive division-level games of World War II in Europe and North Africa..."

1984 ... GDW 826

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Europa III: Marita-Merkur - The Campaign in the Balkans, 1940-1941 [BOX SET]
CONTENTS:
• one 21" x 27" map
• one 21" x 16" map
• 600 die cut counters
• complete set of rules
• chart set

"Mussolini's dream of empire led to the invasion of Greece from bases in Albania on 28 October 1940. The Italian army, facing fierce Greek resistance, soon bogged down in the mountainous terrain. The campaign quickly drew the attention of other belligerents: Britain sent troops and planes from the Western Desert to support Greece, and Germany planned to assist Italy by invading Greece. On 6 April 1941, the blitzkrieg struck Yugoslavia and Greece. By 27 April, Athens was in German hands and the Allies were withdrawing from the shores of Greece. Only the island of Crete remained as an Allied bastion. Germany gathered planes and paratroops, and on 20 May, launched Operation Merkur, the airborne assault on Crete.
Marita-Merkur, Europa III, recreates the campaign in the Balkans from November 1940 until June 1941.
Two maps display the battlegrounds from Austria to Crete, including all of Yugoslavia, Albania, and Greece along with bordering regions. The terrain analysis includes rivers, woods, rough, mountains, karst, swamp, and impassible mountains. Six-hundred die cut counters represent the military units of the nine nations that took part in the campaign. Units are deployed as individual battalions, regiments, brigades, and divisions — each with its historical designation, strengths, and capabilities. Aircraft units are groups of approximately 40-50 planes organized by type (such as fighter or dive-bomber) and model (from obsolete CR.42 biplanes to Me109's). The Hungarian Duna river flotilla is included; for future Europa use, so are the entire navies of Greece and Yugoslavia.
The standard Europa rules present a framework of movement, combat, and combat/motorized exploitation. Special considerations cover Greek mountain capability, the Yugoslav coup, and British naval interdiction.
Marita-Merkur is designed to be played by itself as a separate game, and also to mate readily with other Europa games."

1983 ... GDW 808 ... ISBN 0943580870

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Europa VI: Western Desert - The Campaign in Egypt and Libya, 1940-43 [BOX SET]
CONTENTS:
• two 21" x 27 maps
• 480 die cut counters
• complete set of rules
• chart set

"In September 1940, Marshal Graziani's Italian 10th Army crossed the frontier from Libya into Egypt with the strategic Nile Delta and the Suez Canal as its objective. The offensive soon faltered. In December, General O'Connor led the outnumbered Allies in a counter-attack that crushed the 10th Army and threw the remnants out of Cyrenaica. So began two years of fluid, seesaw operations waged by Axis and Allies at the edge of the desert on the rim of Africa.
Western Desert, Europa VI, simulates the campaigns in Egypt and Libya from December 1940 until January 1943, as well as the peripheral operations on Malta and Cyprus, and in Syria and Lebanon.
Two 21" x 27" maps display the battlegrounds from Tripoli to the Levant, along with Cyprus, Crete, Malta, and part of Sicily. Over a dozen types of terrain are charted. More than 400 die cut cardboard counters represent the military units that took part in the campaign. The Italian 10th Army and 5th Army, Rommel's Afrika Korps, and the British 9th Army and 8th Army (containing troops of many nationalities) are deployed as individual battalions, regiments, brigades, and divisions — each with its historical strengths and capabilities. Aircraft units are groups of approximately 40-50 planes organized by type (such as fighter or dive-bomber) and model (from obsolete CR.42 biplanes to Me109's and Spitfires). The rules utilize basic Europa game mechanics as a framework, with specialized rules covering the historical situation in more detail.
Western Desert is designed to be played by itself as a separate game and also to mate readily with other Europa games."

1983 ... GDW 824 ... ISBN 0943580919

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Europa IX: The Near East - Turkey, Iraq, and Iran [BOX SET]
"The Near East, Europa IX, is a module of maps and counters covering the countries of the Near East. Three 21" by 27" maps cover Asiatic Turkey, Syria, Iraq, and western Iran, at the standard Europa scale of 16 miles per hex. They display the diversity of terrain in the region, from sandy desert to high mountain peaks, from the marshy lowlands of the Persian Gulf to the rugged, wooded coast of the Caspian Sea, from the wadis of Syria to the karst of Turkey. 240 counters cover the armed forces of Turkey, Iraq, Iran, and Egypt, at standard Europa scales of divisions, brigades, and regiments. Air units represent groupings of 40 to 60 aircraft, organized by type (such as fighters or bombers) and model (from Gladiator biplanes to 4-engined B-24 bombers). Naval units represent individual large warships or flotillas of smaller vessels. The counters also include British and Indian forces which do not appear elsewhere in Europa. The charts give the orders of battle for the countries of the Near East, and a set of guidelines for combining The Near East with Western Desert (Europa Game VI) is included.

CONTENTS:
* three 21" x 27" maps
* 240 die cut counters
* chart set"

1983 ... GDW 825

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Command Decision

Command Decision: World War II Miniature Wargaming [BOX SET]
GAME COMPONENTS:
• One rules book
• One data chart booklet
• One organization booklet
• One campaign booklet
• One rules summary folder
• Four game reference charts
• One sheet of markers

"The essence of modern combined arms operations is movement. Tactical situations change rapidly. Directions of attack are shifted. Reserves are brought forward and committed to get an attack rolling again. It takes a set of rules specifically designed to work at the operational (battalion/regiment) level to capture the operational flavor of mobile warfare. Command Decision is designed with exactly that in mind.
Realism and accuracy are important to a historical miniatures game, but the designer's job is to isolate the most important aspects of realism. If a game is technically accurate but is very slow-playing, it fails to simulate the most important aspect of mobile warfare — speed. Command Decision is designed to be, and is, played in real time. The tactical situation develops on the gaming table at the same tempo as on the battlefield, and you have to make your decisions under the same time constraints as your historical counterpart. No more spending forty-five minutes on a turn which represents one minute of real time!
Command Decision contains everything you need to get started in World War II miniatures gaming except the miniatures. It is designed to be played either with 1:285 micro-scale miniatures, 15mm scale, or 20mm (HO, 1:76, 1:72) scale miniatures. The basic rules present a comprehensive but fast-playing system for mobile combined arms ground combat in the decade of the forties. Advanced rules layer on additional considerations such as weather, paradrops, tank repair, resupply, and air power.
The national data charts present complete game information on every important weapon system used by the U.S.. Great Britain, Germany, the Soviet Union, and Italy during the war. The organization booklet provides a year-by-year look at the infantry, armored and motorized organizations of those belligerents and presents the information in terms of game organizations. As a reference source alone. Command Decision is invaluable.
Most miniatures players enjoy fighting out campaigns, but few playable campaign systems have ever been published. Command Decision includes a complete historical campaign, the Battle of the Stolberg Corridor, fought in September of 1944 on the western front. The campaign booklet includes complete orders of battle for both sides, which include both the historic unit identifications and arrival dates as well as their strength and organization in game terms. The forces employed are very manageable. A campaign map shows the terrain over which the battle was fought. Six separate scenarios from the campaign are included, each of which makes an interesting table-top battle, and campaign rules allow players to refight the entirety of this closely-matched contest."

1986 ... GDW 730 ... ISBN 0943580137

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Bastogne: A Complete Historical Miniatures Campaign
"On December 16, 1944, the German Army unleashed a massive offensive in the Ardennes forest of Belgium. Known as The Battle of the Bulge, this epic struggle is remembered as one of the U.S. Army's greatest victories.
Essential to the final U.S. victory was the stubborn defense of the critical road junction at Bastogne. Defended by the 101st Airborne Division, the town was besieged by a Volksgrenadier division and two of Germany's best divisions: 2nd Panzer and Panzer Lehr. Called upon to surrender, the commander of the 101st, Brigadier General Anthony McAuliffe, answered with the single word, "Nuts!" Reinforced by Combat Command B of the 10th Armored Division and other units, the Americans fought back German attacks from every direction. The Germans for their part were torn between the need to take Bastogne and the need to get mobile troops to the Meuse immediately.
GDW now presents the defense of Bastogne as a campaign module for Command Decision, its World War II miniatures rules. This module contains everything needed to fight the campaign with strategic map moves and then resolve the resulting encounters as miniatures games. All you provide are the miniatures.
Bastogne makes a particularly good campaign. Since this was an encirclement battle, no rules are needed for units on either flank of the battlefield: there are effectively none. The campaign lasts from the start of the German offensive until the relief of the town by Patton's 3rd Army from the south. Thus, the game covers periods of both intense positional warfare and rapid armored breakthroughs. Both sides have a wide variety of troop types and troop quality, and most equipment types in use in 1944 are represented, from M-18 tank destroyers to massive German Jagdpanthers.
A number of new organizations for Command Decision are included as well, notably, some German non-divisional armored units such as the Jagdpanther battalion and assault gun brigade. For the U.S. there are corps artillery and engineer battalions. U.S. divisional artillery battalion organizations have been changed to reflect the greater manpower in the units and to give them the capability for self-defense that they demonstrated numerous times during the battle. New equipment ratings include the U.S. 4.5" towed gun and artillery tractor and the German 75mm and 88mm Feld Kanone (AT guns mounted in field gun carriages)."

1987 ... Frank Chadwick ... 48 pages ... GDW 731 ... ISBN 0943580315

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Combined Arms: Modern Miniature Wargaming
"Modern combat is fast, furious, and deadly. Both NATO and the Warsaw Pact emphasize the value of moibility and firepower, and this doctrine is expressed in a vast and technologically sophisticated array of weapons. Laser range-finders, thermal sights, radar-seeking missiles, and counterbattery radar all add to the accelerated pace which is the trademark of modern combat. Combined Arms has been designed to portray the machines, the speed, and the confusion of the modern battlefield within a playable miniatures rules system. Based on the popular Command Decision rules for World War II miniatures wargaming, Combined Arms balances realism and accuracy with playability to produce a game tha not only plays quickly, but also is fun to play. Combined Arms is designed for play at the operational level of combat and is played in real time. A premium is placed on command, and the game is designed to reflect the need for command control over a battlefield which is rapidly changing. Decisions need to be made quickly and accurately, or you can lose control of the battle."

1988 ... Frank Chadwick ... 152 pages ... GDW 0732 ... ISBN 0943580323

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Over the Top: WWI Miniatures Wargaming, 1914-1918
"The end of the Victorian era was the end of an age of innocence. Industry, technology, and science developed hundreds of new weapons, but they had never seen full-scale use. By 1914, the weapons were in place, but the generals did not yet understand their importance. Stuck with preconceived notions of a quick war decided by maneuver, the strategists were forced down a long road dominated by machineguns, trenches, artillery, mortars, and poison gas. Their quick war turned into a long, dismal battle—the first world war.

Over the Top is a definitive set of miniatures wargame rules. They allow players to recreate the problems that bewildered commanders three-quarters of a century ago. All the weapons of the period are represented: gas attacks, artillery barrages, trench systems, rudimentary armored fighting vehicles, and the machinegun. Based on the proven and award-winning Command Decision wargame rules system, Over the Top casts players in the roles of general officers ordering battalions, regiments, and brigades into battle.

10 SCENARIOS:
Over the Top includes 10 WWI scenarios designed to produce a maximum of military action. Scenarios vary from the simple, one-afternoon engagement to more involved and complex situations.
• Home Before the Leaves Fall. A bathtub World War I game of the 1914 campaign (covering both fronts).
• Last Stand at Tsingtau. The Japanese and British assault on the German enclave in China.
• The Western Desert. The British Empire against the Libyan Moslem Senussi.
• Massacre of the Innocents. The BEF against German reserve units at Ypres.
• First Blood. The BEF against advancing Imperial German forces at Mons.
• Steaming Down to Tanga. British forces invading the German East African colonies.
• "C'mon, You Leathernecks." U.S. Marines against the Kaiser's troops at Belleau Wood.
• Forty Thousand Horsemen. Australian cavalry against German/Turkish troops in the Holy Land.
• Armistice Day. Trotsky's Red Army against a ragtag collection of British, Canadian, and American forces.
• Return to Khyber Pass. British forces against the Afghans.

ALL THE WORLD'S FORCES:
Complete organizational and technical information for Austria-Hungary, Belgium, Britain (including the Commonwealth), Bulgaria, France, Germany, Italy, Montenegro, Rumania, Russia, Serbia, Turkey, and the United States..."

1990 ... Greg Novak ... 120 pages ... GDW 0734 ... ISBN 1558780122

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Armies of the Second World War, Vol 1 (Command Decision, 2nd Ed.)
"Armies of the Second World War, volume I, is the first in a three-part series covering every major unit of World War if for use with GDW's Command Decision miniatures rules. Volume one contains divisional tables of organization and equipment for the major powers of World War II: France (10 organizations), Germany (31 organizations), Italy (17 organizations), Japan (nine organizations), Poland (three organizations), the United Kingdom (12 organizations), the United States (13 organizations), and the USSR (24 organizations). Every important division organization from 1939-1945 is presented in an easy-to-use format; the French Division Legere Mechanique, German panzer, panzergrenadier, and Falschirmjager Divisions, Italian Bersaglierei and Alpini Divisions, Japanese Infantry and Armored Divisions, the Polish Infantry Division, British and Commonwealth Infantry and Armoured Divisions, American Infantry, Armored, Airborne, Marine, and Mountain Divisions, and Soviet Rifle, Cavalry, Motorized, and Tank Divisions. The Armies of the Second World War series contains every organization you will need to refight the major campaigns of World War II, in the European, African, and Pacific theaters."

1992 ... 224 pages ... GDW 7402 ... ISBN 1558781285

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Command Post Quarterly, Issue 1 (Winter 1993)
"IN THIS ISSUE:
• The Arab Army of T.E. Lawrence
• The Bathtub Files: Tank Production of WWII
• A Guide to Soviet Rifle Brigades, 1943
• The 1st Special Service Force, 1943-45
• Organization of South Korean Army, 1992
• Panamanian Defense Forces, 1989
• USAFFE: United States Army Forces in the Far East, 1941
• The Fall of the Rock, May 5/6, 1942
• "Our Enemies the French," June 15, 1941
• Hill 260.8: Gross Deutchland at Nowosselowka, July 8, 1943
• "Satellite/Starlite," August 18, 1965
• Booster Ridge
• Villers Bretonneux, April 24,1918"

1993 ... 64 pages ... GDW 7501 ... ISBN 1558781501

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Command Post Quarterly, Issue 10
ARTICLES:
• The Race to Messina
• Back into the Battle Taxis
• Gazala Battles, May 1942: Part 2: Allied Formations
• British 6th Airborne Division in the Normandy Campaign
• The "Allied" Italian Army
• "Rangers, Lead the Way"
• Kiowa Warrior and the US Cavalry
• US Chemical Mortar Battalion 1944-45
• more.

1995 ... 64 pages ... GDW 7510 ... ISBN 1558781870 (An error, Same as GDW's Battles of the Civil War released at same time)

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Command Post Compendium
"Before there was the Command Post Quarterly, there was the Command Post. Because of the success of that original newsletter, we went on a regular schedule with CPQ, and it's set new standards for presentation of miniatures supplemental material for over two years. But what about the good stuff in the original Command Post? Many current CPQ readers never got a chance to see it, but we didn't want to reprint it in CPQ, because that would penalize the readers who have been with us the longest.
Our answer: The Command Post Compendium — a compilation of the best and most useful articles from the original Command Post.

It's got lots of New Organizations, such as...
• World War I: German Alpine Corps, King's African Rifles,
• World War II: 1st Luftwaffe Flak Korps, German Tiger and heavy antitank battalions,
US 442nd Regimental Combat Team (Japanese-American). British Infantry Tank Brigades, The French in 1939-40, Soviet Siberian rifle divisions,
• Modern: 11th French Airborne Division, North Korean People's Army, Soviet Naval Infantry

It's got lots of Battle Scenarios such as...
• World War II: Mechili, Point 171, Malmedy (the battle, not the massacre!), and Tunis, 1943,
• Modern: Chinese Farm in the Middle East and Goose Green in the Falklands
• And it's got lots of Other Good Stuff, too. This is the very best of the material from the original Command Post."

1995 ... 64 pages ... GDW 7401 ... ISBN 155878196X

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Other GDW

Bloodtree Rebellion: Guerrilla Warfare on the Planet Somber [BOX SET]
CONTENTS:
• 1 operations map
• 1 sheet of 3 city maps
• set of 4 charts
• 240 counters (2 sheets)
• rules booklet

"Bloodtree Rebellion simulates a guerrilla action on the planet Somber (fifth satellite of Nu Phoenicis) occurring several centuries from now. Presented in science fictional guise, the game integrates military action with the realities of power politics in a fashion relevant to and revealing of many earthly situations.
Bloodtree Rebellion is operational in scale, with military units ranging from squad to company size. Political factors include riots, demonstrations, kidnappings, assassinations, and more.
One player takes the part of the Mykin invader and his ally of convenience, Petrochem Orionid. The other plays the FedTrust-sponsored (but not controlled) guerrilla movement and its sympathetic but necessarily secret allies, the native Dochanivann or Glyphs..."

1979 ... Lynn Willis ... GDW 815



Yalu: The Chinese Counteroffensive in Korea (Nov. 1950 - May 1951) [BOX SET]
"CONTENTS:
* Over 350 counters (samples illustrated above) depicting Chinese, North and South Korean, French, Turkish, British and Commonwealth, Australian, Colombian and American forces which took part in the campaign.
* A three-color mounted game board showing cen tral Korea from Seoul to the Chinese border.
* Complete rules and charts including historical Order of Battle and Appearance for ease of play.

THE INMUN GUN (North Korean People's Army) invaded South Korea in a lightning campaign, sweeping all before it. The South Korean Army rapidly disintegrated under the hammer blows of the well-trained and equipped North Korean forces; the stopgap trickle of American forces sent to the peninsula disappeared in the maelstrom of battle. Ultimately, only a small perimeter at Pusan remained in the valiant hands of the defending U. S. and R.O.K. (Republic of Korea) troops. At this point, the U.S., under General Douglas MacArthur, staged the strategically brilliant 'end run' with the Inchon landings, cutting off the Inmun Gun in the south, and severing their lines of communication and supply to the north. In a few weeks, the Inmun Gun had disintegrated, and the victorious forces of the United Nations swept through even North Korea, fully to the Chinese Border at the Yalu River. The U.N. forces, however, in their haste to occupy the North, and flushed with the confidence that overwhelming victory brings, allowed themselves to become widely separated and open to a damaging riposte. It was at this moment that the Chinese People's Volunteer Army struck. . .
YALU is a game of the Chinese Counter Offensive against the United Nations forces in North Korea. The U.N. player begins with his forces widely scattered, far out of mutual support range. The Chinese player's troops appear in secret assembly areas inside Korea, some of them actually behind the U.N.'s intermittent lines. First turn surprise rules add to the U.N. plight, and make the first part of the game a desperate struggle for the U.N. player to extricate as many divisions from the deadly trap as possible, in the most rugged terrain in the world, and in the worst weather imaginable. At the same time, the Chinese player must push his forces to take as much ground as possible, for with the coming of spring, the weather will improve, and U.N. air-power will be out for blood. In the end game, U.N. airpower increases, but U.N. casualties are high, greater than can be replaced by the trickle of reinforcements which appear. And every turn, the Chinese People's Volunteer Army moves closer to the 38th Parallel, Seoul, and victory. . .

YALU is a tense, well balanced game, often hinging on moves made in the final turn. Numerous options and strategies are open to both sides, and victory goes to the player who best marshals his forces. YALU can be played in an average of four to six hours. Difficulty level is considered average or moderate. This game is recommended for ages 12 to adult."

1977 ... Conflict Games/GDW 201

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A House Divided: The War Between the States, 1861-1865 (Strategic American Civil War Game) [BOX SET]
CONTENTS:
• Puzzle-cut Hard Game Map
• Rules booklet
• Advanced Rules booklet
• sheet of counters
• 2 game charts

1981, 1989 ... Frank Chadwick ... GDW 0101 ... ISBN 1558780076

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Blue Max: Dogfights Over France (1st Edition) [BOX SET]
CONTENTS:
• two 17" x 22" maps
• 60 die cut aircraft counters
• 66 die cut markers
• maneuver schedule set
• player record sheets
• rules booklet
• charts

"War on the Western Front was grim and static; all along the line, battles were being fought by faceless thousands over a few yards of no-man's land.
But far above the trenches was a different kind of war, a war without front lines, in which victory depended on individual skill and daring. Successful pilots became national heroes: Manfred von Richtofen and Ernst Udet, Rene Fonck and Georges Guynemer, Billy Bishop, Eddie Rickenbacker. They received their countries' highest awards: the Allied Victoria Cross and Legion of Honor, and the German Ordre Pour le Merite — the Blue Max.
Blue Max is an exciting multi-player game of aerial combat. Each player flies a single Allied or German fighter aircraft. Seventeen different types are included: the Nieuport 17, Spad VII, Albatros D.lll and D.Va, Sopwith Camel Bristol F.2B, Fokker Dr.I and D.VII, and many more. Airplanes vary widely in maneuverability, and each type has its own maneuver schedule which graphically displays every maneuver the airplane can perform. To move, the player chooses a maneuver from his schedule. Machine gun fire and aircraft damage are also covered in detail.
Even with all its detail, Blue Max is remarkably easy to play. Since most of the important information is contained in graphic displays, there are few rules to remember, leaving players free to concentrate on the action."

1983 ... GDW 421

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Blue Max: Dogfights in the Skies of France (2nd Edition) [BOX SET]
CONTENTS:
• Rules booklet (16 pages)
• Aircraft Maneuver Schedule booklet
• Aircraft Record Sheets booklet
• play map
• 3 counter cheets

"The Most Beautiful Counters Ever!
The centerpieces of this Blue Max World War I aerial combat game are the exquisite color counters. Sixty-six counters show all type-aircraft from the Western Front: the Albatros, Snipe Camel. Spad. Nieuport. Bristol, and Tri-plane. The color schemes reflect actual airplanes that flew in the skies over France in 1917 and 1918.
But beautiful counters alone do not make a game that is fun and easy. The rules do that. Simple rules make this game a joy to learn and allow play to start within 15 minutes. No grand strategies are necessary to play Blue Max.Easy-to-follow charts make it simple for players to decide on their moves and make them.Everyone sees what has happened immediately and moves on to their next action.

The Latest Addition: Altitude. The only thing that Blue Max originally lacked was a altitude rules. Now this revised and updated second edition incorporates easy to use rules for five altitude levels. Naturally, the rules go on to add spins — many a pilot (when hit by an enemy) finds himself in a spin, desperately fighting to regain control as he plummets toward the earth. Will he pull out at the last minute?"

1989 ... GDW 0421 ... ISBN 1558780084

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The Normandy Campaign: Beachhead to Breakout [BOX SET]
"'The Normandy Campaign' is a two-player game on the fighting which took place in Normandy after D-Day, covering the period from D+1 (7 June) to D+75 (20 August). Playing pieces represent the divisions, brigades, and regiments of armor, airborne, and infantry which participated in the campaign. Players use a two-map hidden movement system to move their pieces across Normandy on a map scaled at 10 kilometers per hex."

1983 ... GDW 472

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8th Army: Operation Crusader - The Winter Battles for Tobruk, 1941 [BOX SET]
"Throughout 1941, the British forces in North Africa suffered an unbroken string of humiliating defeats at the hands of Rommel's Afrika Korps. The Agheila narrows were seized, Benghazi lost, Mechilli overrun, and Tobruk surrounded. Two British counteroffensives were quickly stopped and then tumbled back into Egypt. By November, however, the British had massed the forces they believed were necessary to relieve Tobruk and destroy Rommel. Operation Crusader was ready.
Eighth Army: Operation Crusader is a battalion-regiment-brigade level game of the British Eighth Army's winter offensive against Rommel. Each hex covers 41/2 miles of ground and each turn represents one day of combat. While quick-playing, it is an extremely tense game, as both sides play on separate, identical maps of the battlefield. Thus, neither side can be certain of the enemy's position until recon patrols collide with armored spearheads. The imprudent commander may often find his British cruiser tanks blundering onto a lethal nest of 88's."

CONTENTS:
* two identical 11" x 17" maps
* 240 die-cut counters
* one rules and campaign reference booklet
* game charts
* one die

1983 ... GDW 474

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Johnny Reb: Miniatures Rules for the War Between the States [BOX SET]
CONTENTS:
• Rules Booklet
• Scenarios Booklet
• 240 Counters
• 4 Rules Briefing Handouts
• Separate Game Charts

"Johnny Reb is a complete set of miniatures rules for the American Civil War for use with almost any scale of miniatures: 9/10mm, 15mm, 20mm, and 25mm. Each miniature infantryman or cavalryman represents 20 actual soldiers; artillery models represent two actual cannons. Every game turn represents approximately 15 minutes of battle time, making Johnny Reb games move and flow in almost the same time as the battle being recreated.

THE RULES:
The basic operational unit in the Civil War and in Johnny Reb is the regiment. Regiments in Johnny Reb are easily given orders each turn using conveient order counters, which does away with time-consuming bookkeeping tasks. Additionally, the mechanics of having all regiments composed of exactly five stands, with varying numbers of figures on each stand for different regiments, further reduces the need for bookkeeping, and it facilitates easy, at-a-glance calculations of game effects.
Johnny Reb is the most playable set of Civil War rules ever.

THE SCENARIOS:
Included are six scenarios, with Berdan's Sharpshooters at Pitzers Run in July 1863. Morgan's Raiders at Cory don in July 1863, and Breckinridge's Division at Chickamauga. September 1863. Each has orders of battle, detailed maps, historical commentary, and special rules governing the battle.

THE SECOND EDITION:
This second edition of Johnny Reb has incorporated the experiences gained through many years of Johnny Reb play. In brief, the second edition has more carefully addressed the questions of variable base sizes depending on the number of figures, "uneven" regiments in increments of 20 men. cavalry dismounts and horseholders. extremely simplified artillery firing procedures, and command limits based on the abilities of officers on the Civil War field."

1988 ... John Hill ... GDW 0720 ... ISBN 0943580390

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Stand & Die: The Battle of Borodino, 1941 [BOX SET]
"GAME SYSTEM: Stand & Die is a big game. It has to be to deliver the sweep and scale of this decisive battle. But it plays quickly, enabling tactical situations to develop rapidly, keeping the tension level high. The game system is well developed, well explained, and easy to remember, because it makes intuitive sense. This enables players to be commanders, not just rules lawyers.
UNIT DIFFERENTIATION: The system is capable of subtle and sophisticated differentiation between units. This is especially apparent in the tanks. Virtually every type of tank available in 1941 on both sides was present at Borodino. The Soviets, for example, have everything from big T-34s down to tiny T-38 amphibious recon tanks. In addition, the strengths and weaknesses of the different infantry and artillery units are well illustrated.
FLUID ACTION: Both sides committed a high proportion of mobile forces to the battle. In fact, all of the German troops present were either armored or motorized troops, while the Soviets threw in three of the five tank brigades available to the whole Western Front. The result is lots of movement and rapidly changing tactical situations.
FURIOUS AIR BATTLES: While the Germans maintained air superiority in most places, the Soviets knew the defense of the main highway to Moscow was the critical blocking battle and so committed many of their operational aircraft. Both sides had about 300 combat aircraft in the battle, and the game shows the strengths and weaknesses of both sides' various planes. A unique mission card system takes administrative worries out of the players' hands, but puts tactical aircraft right on the game map.
HISTORICAL ACCURACY: Carefully researched from German and Soviet sources which have never been published in the West, Stand & Die is an accurate and realistic treatment of this decisive battle.

GAME COMPONENTS:
* Four Full-Color Counter Sheets: Over large (5/8-inch) counters represent all of the historic ground and air forces deployed in the battle.
* Two Large Mounted Maps: Both maps are 19x28 inches and portray the battlefield in startling detail, researched from Soviet and German military maps. Each large hex (one inch across) represents 500 meters of actual terrain.
* Complete Game Charts: All combat, terrain, and movement tables are on one chart, for easy reference. Two copies are included, one for each player. The four game setup and reinforcement charts are in full color to make location of the correct units easy.
* 16 Aircraft Mission Cards: These specify the number and type of aircraft committed to the battle.
* Status Pad: To record losses and morale, a pad of preprinted status forms is included.
* Rules Book: In addition to the game rules, the book includes three smaller starting scenarios andextensive background on the two armies which fought the battle, including organizational diagrams and most detailed battle history ever published in English."

1991 ... GDW 0118 ... ISBN 1558780831

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Battles of the Civil War (Volley and Bayonet)
"BACW is GDW's first expansion volume for Volley and Bayonet, covering the bloodiest and hardest fought war in American history. Ten major battles are presented as detailed scenarios, just as in the basic game. Second Manassas, Antietam, Brandy Station, Gettysburg, and Third Winchester cover battles in the east, while from the western theatre there is Shiloh, Stones River, Champion's Hill, Chickamanga, and Franklin.
But in addition to pre-generated scenarios, this sourcebook provides additional rules to enable a much broader scope of game. An army point system allows balanced and historically plausible hypothetical and tournament battles. A strategic movement and campaign system allows you to refight the entire Civil War!
Additional rules cover subjects such as hasty entrenchment of troops on the battlefield, siege artillery, and more, while leaving the basic battlefield mechanics uncluttered.
For the Civil War enthusiast, this book is a must-have."

1995 ... 96 pages ... GDW 781 ... ISBN 1558781870

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