WWI and WWII
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| The Burning Blue (GMT) |
| Defiant Russia (APL) | Bloody Ridge (MMP) | The Killing Ground (NIS) |
| Down in Flames Squadron Pack #1 (GMT) | Operation Spark! (COA) | Red God of War (APL) |
| Wacht em Rhein 2nd Edition (DG) | Advanced ETO (DG) | Victory (COL) |
| East Front (COL) | Med Front (COL) | Rommel in the Desert (COL) |
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On June
22, 1941, Germany launched a surprise blitzkreig on Russia under the code
name Barbarossa, beginning the largest military campaign in history. EastFront features a unique HQ command system that separates the real generals from the paper-pushers, an elegant, well-researched production system, and weather and airpower rules that make sense.
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MedFront
includes The Spanish Civil War and the desert. Either game may be played
alone or with WestFront. WestFront is required to play Torch. WestFront
Rules are included in MedFront.
North African Campaign Spanish Civil War |
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Rommel in
the desert is a fast-moving, challenging, tense, and playable game based on
the North Africa desert campaign of World War II. Rommel in the Desert has been enjoyed by thousands of gamers for over 20 years. Experience the game many consider the best on the subject. Visit Boardgamegeek.com for ratings and game reviews. The new edition of our classic WWII North Africa Campaign game contains revised rules, mapboard, and blocks with outstanding artwork. Plays in 3-8 hours |
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Special $65 |
Special $45 |
$79 |
| Lock'N Load: Band of Brothers (Matrix) | Panzer Grenadier: Eastern Front (APL) | Third Reich: Deluxe Map (APL) |
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Get ready for Mark H. Walker's Lock ‘n Load: Band of Heroes. This is the second complete board game in the Lock ‘n Load series, covering the battles of the 82nd and 101st Airborne Divisions during World War II. |
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In terms of wargame play value, Eastern Front is packed with exciting fun. The 660 playing pieces include the troops and weapons of the Soviet Red Army, the German Wehrmacht and Romania’s Armata Romana from 1941 and early 1942. The fearsome T-34, the Hammer of the Proletariat, is present along with Germany’s PzKw IV and Romania’s inadequate R2. German commandos, Soviet tank-hunting platoons, Romanian cavalry, and more make for a varied spread of pieces. The eight mapboards represent typical terrain found in the Soviet Union, and are placed together in may possible combinations to form the playing surface |
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The map to John Prados' Third Reich, printed on nice, thick paper at double the normal size. On this one, there's plenty of room to move your pieces around. Sea area BRP values have been added, and the handful of minor errors in the hard-mounted map corrected. This is a must for hard-core players of John Prados' Third Reich. Produced through our Classic Wargames program, this one has "made the cut" and is on its way. |
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Special $79.95 |
Special $59 |
$24 |
| Britain Stands Alone (GMT) | Totaler Krieg! (DG) | Pacific Battles Vol I (DG) |
| Third Reich/GPW Players guide (APL) | Achtung Spitfire (CoA) | Paths of Glory Deluxe Maps |
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When we brought back the classic
John Prados' Third Reich
in 2001, we always intended that it be followed by a sequel covering the
Pacific Theater with the same game system and at the same scale. We brought
out
Great Pacific War
in 2003, and the next step seemed clear: a player’s guide with extra units
and scenarios, plus strategy hints.
The book comes with 120 die-cut and mounted counters, just like those in the games themselves. There are new scenarios covering two very real possibilities that never occurred: a 1936 war between France and the Soviet Union following the Nazi occupation of the Rhineland, and a 1946 war between East and West. Two smaller scenarios concentrate on the Spanish Civil War and the Japanese invasion of China. |
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Achtung - Spitfire! is the second offering in our Fighting Wings series of
games depicting aerial combat in WWII. This volume simulates tactical air to
air, and air to ground combat over Europe from 1940 to 1943. More than just
plane to plane combat, Achtung - Spitfire! has a clever mission generator
that allows players to recreate famous missions and even campaign games.
Designed by J. D. Webster, this game brings the same flavor to the opening
years of WWII aerial combat that Volume I, Over the Reich, does to the
closing years. Achtung - Spitfire! comes loaded and ready to fly with 280 counters, 24 aircraft data cards, one 34"x22" double sided map, and a programmed instruction rulesbook to get you up and flying as soon as possible. |
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Hard Card maps for Paths of
Glory including a reprint of the rules book. These are very thick card and beautifully printed in full colour. |
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| $29 | $64.95 | $24 |
| A Frozen Hell (The Gamers) | GD'40 (The Gamers) | Black Wednesday (The Gamers) |
| Screaming Eagles (MMP) | Hunters from the Sky (The Gamers) | A Raging Storm (The Gamers) |
| Gazala | Von Manstein's Backhand Blow (GMT) | Landships (CoA) |
| Army Group North 1941 (GMT) | Ardennes '44 (GMT) | Army Group South 1941 (GMT) |
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On June 22nd, 1941, Army Group North, the
smallest of the three German army groups, drives forward into the Baltic
states. Its objective is Leningrad. Once the crown jewel of Czarist Russia,
Leningrad is now the second most important city in the Soviet Union. Its
array of ordnance factories includes the massive Kirov Tank Works that turns
out most of the heavy KV-1 and KV-2 production for the Soviet Army. Loss of
Leningrad would deprive the Soviets of a major population and industrial
center and give the Germans the advantage of position in any drive against
Moscow from the northwest.
Army Group North, short of Luftwaffe support and motorized forces, is the only army group that fails to achieve a significant encirclement at any stage of its campaign. Skillfully utilizing terrain and ruthlessly exploiting the civilian population, the Soviets construct a fortified line along the Luga River that stalls the Germans for a month until massive Luftwaffe and motorized reinforcements from Army Group Center allow a decisive breakthrough and dash for Leningrad itself. In a furious September battle, the Germans fall just short of taking Leningrad when time runs out. Operation Typhoon, the final push against Moscow, is imminent. Army Group North must give up amost all of its Luftwaffe and motorized formations. With no strike force remaining, the Germans dig in. Leningrad survives capture only to endure a brutal, epic 900 day siege. |
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December 16, 1944 After a period of fog, rain, and snow blankets the area, three German armies unleash 26 divisions against thinly held American lines in the Ardennes forest of Belgium and Luxembourg. The objective of the Germans is to push through the Ardennes, then cross the Meuse River and head for Antwerp. Hitler hopes to split the Allied armies apart and smash their vital supply port at Antwerp. Can the Americans stop them Ardennes '44 explores this fascinating campaign with a detailed order of battle and an extremely accurate Ardennes game map which covers the area from the Our River to the Meuse. Ardennes '44 covers the period from December 16th to the 26th. Two shorter one-map scenarios are included which cover the initial stages of the German attack. The Ardennes '44 game system is designed by Mark Simonitch, winner of the CSR James F. Dunnigan Award for Design Elegance and Best WWII Board Game of 2000 for Ukraine '43. |
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June 1941 -- the German juggernaut rolls over the
Soviet Army. As the tally of encirclements and surrenders mounts, the German
advance appears unstoppable to Hitler and many others. However, the officers
and men at the front are beginning to have serious misgivings -- not in
themselves, but in the pre-war intelligence estimates that they had
received. They had not been prepared to encounter hundreds of KV-1's and
T-34's, tanks far superior to anything they possessed. For the moment,
German tactics provided the margin of victory over better material, but the
Russians were proving to be quick learners. Worse yet, by western European
standards, Russian losses had been so staggering that there should have been
no army left to fight. Not so. There seemed to be no end to these tenacious
Russian defenders. As the German forces continued their eastward advance,
more and more soldiers began asking, "What have we gotten ourselves into"
Kiev, the first major German objective in the south, did not fall on schedule. In fact, Soviet resistance was so fierce that it required diverting Guderian's Panzer Group away from the advance on Moscow. Kiev fell in one of the greatest encirclements of the Second World War, but the German advance on Moscow was delayed for several critical weeks. Quite possibly the delay at Kiev might have cost the German forces victory in the battle for Moscow. ZIPLOCK |
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Out of Print Sold Out |
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| $ | $69.95 | $74.95 |
| War without Mercy (CoA) | Air Bridge to Victory (GMT) | DAK II (MMP) |
| The Mighty Endevor (MMP) | Macarthur's Return Leyte 1944 (APL) | Avalanche: Invasion of Italy (APL) |
| Red Parachutes (APL) | Third Reich (APL) | Great Pacific War (APL) |
| Blood on the Snow (APL) | Desert Rats (APL) | Winter Fury (APL) |
| Paths of Glory (GMT) | Roads to Leningrad (GMT) | Grand Illusion (GMT) |
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They called it the Great War. In over four
years of titanic struggle, the ancient Europe of Kings and Emperors tore
itself to pieces, giving birth to our own violent modern age. The bloody
battles fought in the trenches of the Western Front, the icy plains of
Poland, the mountains of the Balkans, and the deserts of Arabia, shaped the
world we know today. We are all orphans of the Great War.
Paths of Glory: The First World War, designed by six-time Charles S. Roberts Award winner, Ted Raicer, allows players to step into the shoes of the monarchs and marshals who triumphed and bungled from 1914 to 1918. As the Central Powers you must use the advantage of interior lines and the fighting skill of the Imperial German Army to win your rightful "place in the sun." As the Entente Powers (Allies) you must bring your greater numbers to bear to put an end to German militarism and ensure this is the war "to end all wars." Both players will find their generalship and strategic abilities put to the test as Paths of Glory's innovative game systems let you recreate all the dramatic events of World War I. |
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During the summer of 1941, the forces of German Army
Group North appeared to be advancing irresistibly toward Leningrad, the
second largest city in the Soviet Union, and the birthplace of the Communist
revolution. But Leningrad was a long way from the German border, and the
closer the Germans got to it, the more difficulties they encountered with
terrain, their own lengthening supply lines, and stiffening Soviet
resistance. In mid-July, approximately 100 miles south of Leningrad at Soltsy, a surprisingly strong Soviet force of about six divisions struck the German armored spearhead and pushed it back. The 8th Panzer Division did not suffer the catastrophic losses claimed by the Soviet, but attack did cause the Germans in this sector to halt for three crucial weeks before resuming their drive on Leningrad.
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Grand Illusion is a simulation of the opening
campaigns of WWI in the west. The German Schlieffen Plan called for a
gigantic scythe through neutral Belgium into Northwest France, to envelop
Paris and the French armies from the west, and was designed to end the war
in one blow. It failed, and was followed by the Race to the Sea in which the
Allied armies and the German forces made repeated attempts to outflank one
another, until halted by arrival at the English Channel. As both sides dug
in, a last German attempt to break through the British lines at Ypres was
narrowly repulsed, and the war settled into a trench stalemate not to be
broken for another four years. Can you avoid the bloddy deadlock of 1914 and
beyond
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| $64.95 |
$44.95 |
$44.95 |
| Europe Engulfed (GMT) | A World at War (GMT) | Empire of the Sun (GMT) |
| Zero! (GMT) | Corsairs and Hellcats (GMT) | Kasserine (GMT) |
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Volume III in the
Down in Flames
card game series moves to the Pacific Theatre of Operations in WWII. Players
will recreate the first six months of furious aerial combat between the
might of Imperial Japan and the
surprised forces of the United Kingdom and the United States. Zero!
includes the important early-war fighters and bomber of the Imperial
Japanese Navy and Army, Royal Air Force, United States Navy, United States
Army Air Force, and the American Volunteer Group (the famous Flying
Tigers). Fly the fearsome A6M2 Zero against the F4F Wildcat, Hawker
Hurricane IIb, Curtiss P-40B and E Tomahawks, and the ill-fated Brewster
Buffalo. As a pilot with the Japanese Army, take Ki-27 Nates and Ki-43
Oscars to the skies against the Allies over Malaya and Burma. Match your
skills with American aces Wagner, Thach, McCuskey or their semi-mercenary
countrymen of the AVG, Hill and Newkirk. The Japanese can counter with
Sakai, Anabuki, Kato, and more. Both Down in Flames veterans and newcomers to the series will enjoy this latest volume. All the components needed to play are included - ownership of the first two volumes is not necessary, but the three games are completely compatible. Beautiful, newly-designed, full-color action cards drive gameplay, while cards representing the major aircraft of the period and counters of the famous aces allow players to explore a wide range of scenarios. Besides the new Carrier Campaigns, historically significant missions have been added to the standard campaigns and the rules have been updated and expanded. Are you ready to relive history Can you sweep the skies in the cockpit of the Zero, delaying or even stopping the appearance of American industrial might Or will the Allies, in their outdated machines, halt the Japanese onslaught much earlier |
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Volume III in the
Down in Flames
card game series covers World War II in the Pacific from mid-1942 until
early 1945, starting where Volume III (Zero!)
left off. Corsairs & Hellcats is a DiF Gamette, including all of the
major late war aircraft types developed by both sides (Zero!
is required in order to play this gamette). Allied players can fly the
game's namesakes, the F4U-1 Corsair and F6F Hellcat, as well as the British
Firefly, the P47-N, and the P-61 Black Widow. Japanese players can counter
with two models of late war Zero, the Ki-84 Frank, the N1K1 George, and the
J2M Jack. New bomber types include the TBF Avenger, the B-29 Superfortress,
and the Ki-49 Helen. There's even a new kind of bomber: the Attack Bomber,
which can strafe and bomb. Two types are present in Corsair & Hellcats:
the B-25C-1 field modification and the solid nose B-25J, which
carried a dozen (!) fixed forward-firing .50 caliber machine guns.
All of these aircraft (plus many of the ones in Zero!) are used in seven new campaigns. Eastern Solomons and Santa Cruz are carrier campaigns like those pioneered in Zero!. Solomon Islands, Philippines 1944, and Okinawa use the land campaign structure familiar to players of the previous games in the series. The other two campaigns are quite different, though. Guadalcanal models the drawn out struggle for control of the airspace above that island. Players allocate available aircraft to two missions each week in an attempt to force a withdrawal by their opponent. In addition, Corsairs & Hellcats includes new target types, skilled pilots, and ordnance. The game also has rules for Kamikazes, supply drops, submarines, and mine laying. There's even a new method of selecting skilled (and green) pilots and crews that reflects the changes in aircrew quality that both sides went through during the course of the war. Are you ready to relive history Can you sweep the skies in the cockpit of your Corsair or Hellcat Pilots, man your planes... (NOTE: In order to play Corsairs & Hellcats you must have a copy of Zero!.) |
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As Rommels veteran
Panzerarmee withdrew into Tunisia from Libya during 1943, Axis command
thought it had a realistic chance to reverse their fortunes in Africa by
skillful counter-offensive. On Valentine's Day, the most dangerous of these
began. As the Axis player, put on Rommel's goggles and guide your mobile and
highly efficient German troops to a major victory that could change the war.
As the Allied player, take up your binoculars and assemble your powerful,
yet fragile, allied army of Americans, British, and French to decisively
defeat the "Desert Fox." You command the tanks, artillery, infantry, and
aircraft that decided this fateful battle. Kasserine features the best existing detailed Order of Battle developed from extensive research by an international team. Game units include commandos, engineers, HQs, motorcycle troops, a wide variety of tanks including Tiger tanks, the dreaded Geman 88mm flak guns, and a variety of aircraft. Experienced players will find most game mechanics to be familiar and the newcomer will find help from the many examples of play. Featured items include ranged artillery and artillery fire nets, combat coordination, defender reaction and counter-attack, and minefields. All units are also rated for efficiency.
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| $32.95 | $59.95 | $59.95 |
| Panzer Grenadier Beyond Normandy (APL) | Panzer Grenadier Afrika Corp (APL) | Panzer Grenadier Arctic Front (APL) |
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Beyond Normandy
is a
Panzer Grenadier
game covering the British operations from the end of June to the middle of
July and the German reactions to them. Three maps (two 22" x 34" and one 22"
x 17") depict the actual battlefield at 200 meters a hex and include
individual bridges, villages, tracks, roads, hedgerows and church steeples.
The 583 playing pieces represent leaders, infantry and tank platoons and artillery batteries. They include the weapons employed by British infantry and armored brigades and German SS and Wehrmacht panzer and infantry divisions. New British tank types include the Churchill, Cromwell and Firefly tanks, the flame-throwing Crocodile, and the bomb-throwing AVRE. The Germans bring tough SS grenadiers, Panther tanks and more. |
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Afrika Korps
covers the battles from the first segment of this campaign,
in the
Panzer Grenadier
game system. The fifty scenarios range from the initial Italian raids of
June 1940 to the Allied “Operation Brevity” of May 1941. Actions range from
small but intense infantry fights to wide, sweeping tank battles. Afrika
Korps is a complete standalone game, not requiring any other products
for full enjoyment. Other desert war battles are found in
Desert Rats.
The Australians only have a handful of tanks (captured Italian M11/39 and M13/40) but are very tough infantry with excellent leadership. It’s the Germans who field the best tanks, the PzIIIJ and PzIVE (see our analysis of the early-war German tanks here). They have good infantry, good leadership, and the absolutely deadly 88 mm gun. |
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Arctic Front
is not a stand-alone game: Unlike other games in the series, it requires
pieces from
Eastern Front to
play 18 of its 20 scenarios. One of the scenarios requires pieces from the
now out-of-print Heroes of the Soviet Union; one requires two
pieces from either
Battle of the Bulge or
Beyond Normandy Arctic Front includes 88 die-cut and mounted game pieces, just like those in Eastern Front. Most of these represent the Finnish Army of World War II. The Finns have outstanding morale and very good leadership. But their support weapons are lacking, and the Finnish side usually has very little artillery and few anti-tank guns or other such pieces. |
| Order by Request | Order by Request | In Stock | |||
| $65 | $65 |
Special $15 |
| Panzer Grenadier Edelweiss (APL) | Panzer Grenadier Tank Battles (APL) | Panzer Grenadier Jungle Fighting (APL) |
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Edelweiss
is a Panzer Grenadier supplement adding German
regular army and Waffen SS mountain troops to the game series. It is not
playable by itself, but requires ownership of
Eastern Front to
play most of the scenarios, and
Battle of the Bulge
and
Afrika Korps
to play all of them. Scenarios take place on all fronts. The mountain troops have the proper Tirolean green-on-gray color scheme, and carry the Edelweiss symbol. In addition to mountain infantry, there are bicycle troops, captured 76.2mm guns and a handful of French-built tanks in German service. |
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This Panzer Grenadier scenario book
is a first for the popular tactical combat series, a book of 48 new
scenarios. The centerpiece is a special module on Operation Mars, the 1942
Soviet offensive in front of Moscow. Despite heroic sacrifices, the Red Army
failed to break through the German lines. Thirty-four new scenarios show the
desperate fighting in this sector. There are also articles on German
helicopter development and the Austrian Federal Army of 1938, plus scenarios
for Austrian units. Finally, a set of six scenarios covers Operation Little
Saturn, the Soviet attack against the Italian Eighth Army launched at the
same time as Operation Mars. The back cover includes full-color counters for
Austrian units and three different kinds of German helicopter. This book is
a must-have for all Panzer Grenadier fans.
Tank Battles is 64 pages. |
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This supplement for the Panzer Grenadier
system introduces the U.S. Army's role in fighting the Japanese. In
Semper Fi: Guadalcanal
we covered the U.S. Marines’ tough fight
against the Japanese for Henderson Field and the nearby areas. But Army
troops came ashore on Guadalcanal in mid-October 1942, at the height of the
struggle for the island. Jungle Fighting includes 42 scenarios from the Guadalcanal campaign. Most of these feature Army troops, but there are also several from the deep penetration carried out by Marine Raider companies behind Japanese lines. The back of the book is covered by a map of Butaritari Island, also known as Makin Atoll. One of the scenarios covers the August 1942 attack on the island by Marine Raider troops. There’s also a lengthy background piece on the Guadalcanal fighting, putting all of these scenarios and those from Semper Fi: Guadalcanal in their proper context. Jungle Fighting is not a complete game. Play of all scenarios requires Semper Fi: Guadalcanal and Battle of the Bulge. |
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Special $15 |
Special $15 |
Special $15 |
| Struggle for Europe The Med (CoA) | Battle for North Africa (GMT) | Brute Force (CoA) |
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This requires the "Brute
Force" game to play. The third and final game in the system, Struggle for Europe - The Mediterranean highlights the Desert War using divisions, brigades, and supply units. Five scenarios span the entire war, including the long awaited campaign scenario that unifies all three modules and covers the entire war from 1939-1945. Several new strategic rules and options are introduced which allow players to make decisions at the national strategic level as well as military theater command. |
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Battle for
North Africa takes GMT's
Gameplayers Series
into the modern era, allowing players to fight one of the hobby's favorite
campaigns with a totally new approach that emphasizes ease of play. The
randomized features of the innovative Activation Marker system allow gamers
to combine logistics, command, and use of reserves into one simple mechanic,
while still providing a maximum amount of uncertainty, tension and fun. The
scale of Battle for North Africa also allows players to recreate the
sweeping maneuvers of the desert war with scenarios that can be played in
one sitting or that cover the entire two years of fighting ZIPLOCK! |
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Brute Force The War in the West- Our latest
addition to the "A Struggle for Europe Series" is the sequel to our highly
popular War Without Mercy! Brute Force contains 3 scenarios; Norway Invasion
Scenrio (5 turns), Blitzkrieg in the West (9 Turns) and the Overlord
Scenario (11 Turns) Contents: Second edition series rules Exclusive Rules Two 22x34" maps 840 full color counters Charts and Tables 2d6
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| $75 | $ | $79 |