WWI and WWII

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The Burning Blue (GMT)    
The Burning Blue is a board wargame that recreates the savage air battles over Southern England from July to December 1940.

Covering air operations from the fighting over the English Channel to the air assault on London and the fighter-bomber offensive at the end of the year, The Burning Blue simulates battles between German air power and the British air defence system. It recreates the minute-by-minute "plotting board" war between Royal Air Force fighter controllers and the Luftwaffe air raids.

The game features Chain Home radar; Observer Corps; radio-telephony; Ack-Ack; balloon barrages; the Duxford "Big Wing"; the Italian Air Expeditionary Force and Erprobungsgruppe 210.

Based on original archive research and with the help of pilot veterans of the actual Battle of Britain, The Burning Blue models this famous conflict in unprecedented detail.

Playable and exciting, The Burning Blue provides new insights into this turning point battle of World War Two.

Five scenarios cover the major phases of the Battle of Britain:

  • Opening Battle, 10 July - 11 August 1940. The kanalkampf – the Luftwaffe's raids on Channel shipping.
  • Leg Before Wicket, 12-18 August 1940. Eagle Day and the great raids of 15 and 18 August.
  • Bodyline, 19 August - 6 September 1940. The attacks on Fighter Command's Airfields.
  • Knock 'em for Six, 7-30 September 1940. The climactic massed raids on London.
  • Owzat!, 1 October - December 1940. The 'Jabo' fighter-bomber attacks, the Italians, and the end of the battle.

In addition, there is an Introductory Scenario and a Quick Start Scenario to help players get into the game quickly.

       
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Defiant Russia (APL) Bloody Ridge (MMP) The Killing Ground (NIS)
The topic is the 1941 German attack on the Soviet Union. The map portrays the western Soviet Union from the Polish border to the area east of Moscow, and from the Arctic regions on the north to the Turkish border on the south. It's divided into hexagons, at a scale of 45 miles across each.

Players control the actual units that fought in this campaign. Axis units mostly represent army corps. These include German, Finnish, Italian, Hungarian, Spanish and Romanian units. German tank units provide the real striking power for the Axis, and these are the strongest units in the game.

 
September 12, 1942: Bloody Ridge portrays the fighting that occurred around “Bloody Ridge” on the island of Guadalcanal from 12-14 September 1942 between US and Imperial Japanese forces. The Japanese are attempting to recapture Henderson Field, the airstrip they abandoned when the Marines first landed on 7 August. The Marines are trying to hold the perimeter south of Henderson Field to prevent the Japanese from recapturing the airstrip.

Bloody Ridge is a small, low counter density addition to the award winning Tactical Combat Series (TCS) designed by noted Guadalcanal historian Michael S. Smith. Meticulously researched, including extensive Japanese sources on the battle, Bloody Ridge is sure to be enjoyed by both amateur historians and tactical-level gamers alike!
The Killing Ground covers the entire campaign from mid July with the Allied attacks on Caen and St. Lo, through the German destruction o the German army trapped in the Falaise pocket. The burden of attack is always on the Allied side, but to win, the allies must avoid a stalemate and breakout to exit units into Brittany and south and east off the map. The Germans can win in one of too ways: bleed the Allies and after the breakthrough launch a bold counter offensive to cut them in two or conserve their units while planning for the withdrawal from Normandy and get as many units out as possible before the allies close the trap.
 

The game system uses a separate chit draw that makes the combat strengths of units unknown to both sides until the moment of combat. Most units are regiments with armor and other assets as battalions. At one day per turn and 2.5 km a hex the game system allows players to make and change both operational decisions and tactical techniques over an extended period. In fact, the game system forces each side fight a different type of battle using strengths and terrain unique to each army, and to each part of the map. Air interdiction, carpet bombing, supply buildup for operations, and German defensive and armor superiority are realistically portrayed while still maintaining playability.

 
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Down in Flames Squadron Pack #1 (GMT) Operation Spark! (COA) Red God of War (APL)
Included will be such important aircraft as the British Typhoon and Tempest, the German Bf-109G-6/R6 and Fw-190F and the American P-63A Kingcobra (which was used extensively in combat by the Soviet air force). The pack will also contain a number of more obscure but interesting aircraft, like the Rumanian IAR 80, the German TA-152H and the Polish PzL 24, the only fighter in the Greek inventory at the time of the Italian invasion in 1941. Speaking of the Italians, there will be a number of Mussolini's fighters in the pack as well, including the Cr42 Falco, the M.C. 202 Folgore and the G.50bis Freccia. All of these planes will be done in the upgraded graphic style of "Corsairs and Hellcats", courtesy of Dave Lawrence, Martin Scott and Rodger MacGowan.

The package will come wrapped in a ziplock format with an 11" x 17" (folded) cover/rulesbook. The front cover will be graced with Rodger MacGowan's gorgeous DiF Series style artwork, while the inside will contain the rules necessary to use the aircraft in DIF dogfights. Some of the rules will be reprints from "Zero!" and "Corsairs and Hellcats" for the benefit of those players who only own the European Theatre DiF series volumes ("Rise of the Lutfwaffe" and "8th Air Force"). There will also be a few new rules. For example, ace researcher Chris Janiec has come up with a way of modeling aircraft carrying a single, large caliber cannon, such as the P-39.

 
The city of Leningrad, second largest in the USSR, had been cut off by the Germans since September 8, 1941. Now, sixteen months later, the Soviets were about to make their third attempt to relieve the city. The first attack in January 1942 had led to the mauling of the 2nd Shock Army in the swamps to the south, and a second failure between Sinyavino and Mga in the summer of 1942 had also taken heavy casualties, although it had completely derailed von Manstein's planned assault on the city itself. Now in January of 1943 the Red Army was set to try again.

The game system is a continuation of the award winning Black Sea Black Death - Aachen - Borodino '41 system. The game, with one 34x22 map, is set in a frozen peat bof, bordered by a frozen lake and a frozen river, is a slugging match. German fortified lines cut through the snow filled woods and encircle the worker's settlements and the critical Sinyabino Heights. The Red Army appears for the most part in regiment sized units of riflemen, artillery and heavy mortars, backed up by battalions of tanks (half of them light T-60s), skiers, marines, engineers, as well as by naval artillery, air power, and a few odd units like aerosans and observation ballons. The Germans have most of their units in infantry and artillery batalions, backed up by companies of Tiger and Pzkw.III tanks, deadly 88mm flak guns, and STUG IIIs. The Germans also field everything from a battalion of Spanish fascists to a railroad battery. They also field battalions of heavy artillery, nebelwerfers, and captured French coastal guns, as well as mountain troops, jaegers, the SS Polizei Division, and several overstrength independent regiments plus their Tiger tanks (here seen in their debut performance).
By the winter of 1942, the Red Army of Workers and Peasants had contained the German attacks of the previous summer and fall. Now came the time for a whole series of counter-offensive of its own, designed to cut off and destroy the weakened Nazi armies.

The northernmost of these would be Operation Mars, aimed at the German Ninth Army around the city of Rzhev. The Soviet plan, the work of the brilliant Marshal Georgi Zhukov, called for smashing the already-weakened Germans with a heavy commitment of tanks and fresh troops. When this first objective had been reached, a second operation, code-named Jupiter, would encircle and destroy the German 3rd Panzer Army to the south.

Despite horrible weather and very rough forested terrain, the initial Soviet attacks went very well. But German resistance stiffened, and as the Red Army failed to make further progress Zhukov reacted by committing more and more men and tanks. Suicidal courage only added to the Soviet casualty lists, and by the time the offensive sputtered to a halt Soviet losses topped 335,000 men and 1,600 tanks.

 
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Wacht em Rhein 2nd Edition (DG) Advanced ETO (DG) Victory (COL)

WaR2 is a grand-tactical simulation of that enormous three week battle. The more than 2,200 counters in the game represent every formation, at company and battalion levels, which fought in the Ardennes, including US, German, British, French, Canadian and Belgian units. Infantry, armor, anti-tank, reconnaissance, engineer, assault gun, howitzer, rocket, parachute, ranger, glider, and headquarters units are all fully represented in the counter-mix. The four map sections are an accurate representation of the Ardennes region. Compiled from the 1944 German staff maps and the 1943-1944 1:50,000 US Army map series, the area portrayed shows all primary and secondary roads, trails and other types of terrain in relation to their suitability for armor and infantry, along with all the towns and  villages that proved to be the bastions of the American defense, as well as every creek and river that couldn't be crossed by wheeled vehicles without a bridge.

 

This is an update of the European Theater of Operations game published by TSR/SPI. It is a corps-level simulation of the battle in Europe during World War II.

Advanced ETO is much more than just another World War II strategy game; Advanced ETO is an accurate simulation of the war in Europe, with historically accurate forces and combat units! All of the game's combat units have been exhaustively researched for technical accuracy (derived from the actual military TO&Es of World War II). The naval and air units have been meticulously recreated as well, reflecting the authentic performance and abilities of these implements of war.

Better yet, Advanced ETO's production model is an exact duplication of the actual production figures from the Second World War, providing players with a genuine simulation of the industrial aspect of World War II in Europe. As such, Advanced ETO contains almost twice as many pieces as the original ETO (over 2200!), including new mechanized, mountain, commando and cavalry units, additional naval and aircraft types, more Generals and even Admirals. For you naval buffs; Advanced ETO now contains absolutely every capital ship that existed during World War II, including additional aircraft carriers, battleships, cruisers and raiders. Advanced ETO even includes numerous naval vessels that were planned but never completed-allowing the players some very interesting "what if" possibilities. If air power is your forte, Advanced ETO includes just about every type of combat air unit that saw action in Europe during World War II. This includes many of the rare types, such as the P-61 "Black Widow," the Fw 200 "Condor," Yak-9, Bloch 174, "Defiant" and many, many more.

 

Victory is an exciting, fast paced strategy game of World War 2 combat. You command a variable force of army, navy, and air units, over maps that can be joined together in a variety of ways. You can choose from ten (10) different unit types based on WW2 technology.

The Victory game system is simple, fast and fun and is an accurate reflection of WWII unit ablities and combined arms combat. Victory is easy to learn and is designed so that you can play within minutes of opening the box. Ages 10+

Victory is a game designed to be played repeatedly with mounting interest and enjoyment every time.

Victory is an expandable game. There are additional maps, units and scenarios.

 
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East Front (COL) Med Front (COL) Rommel in the Desert (COL)
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.

 

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
A campaign game of the Desert War, 1940-43, with several scenarios including "Cruisader", "Battleaxe", and "Torch".

Spanish Civil War
A campaign game simulating the tragic and chaotic civil war between Nationalist and Rebublican forces that engulfed Spain from 1936-39.

 
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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Lock'N Load: Band of Brothers (Matrix) Panzer Grenadier: Eastern Front (APL) Third Reich: Deluxe Map (APL)
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. 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 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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Britain Stands Alone (GMT) Totaler Krieg! (DG) Pacific Battles Vol I (DG)
The time is late summer 1940. Along the length of France's English Channel coast, refitted units of the German Wehrmacht clog the Channel ports, preparing to execute Hitler's Operation Sea Lion, the long-awaited invasion of England. Though woefully short of transports for the crossing, Germany's soldiers, recent victors in the six-week Blitzkrieg that conquered France and drove Britain's Expeditionary Forces into the sea, are confident that final victory is near.

The British Army, having left much of their heavy equipment on the beaches at Dunkirk, and badly disorganized from the mauling taken in France, would seem to be no match for the vaunted Wehrmacht. the ever-dependable Luftwaffe, though depleted by the savage air battles taking place over Southern England, has at last won air superiority over the island. With the Royal Air Force crippled, Hitler's final prerequisite for invasion has been met, and the final attack order is given.

Britain Stands Alone allows players to fight one of the most intriguing "what-ifs" of the Second World War. The game explores the hypothetical possibilities of Operation Sea Lion, assuming that the Luftwaffe had succeeded in winning air superiority, and then gone on to inflict serious losses upon the Royal Navy. Given these circumstances, could the Third Reich have won WWII in the fall of 1940? Play Britain Stands Alone and see for yourself.

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"Krieg! is a game where the complexity lies in the play of the game rather than the learning of the game. The components are excellent and the rules are complete."
-Paper Wars magazine

 "Krieg!'s greatest merit is that it really does simulate World War II on the military, diplomatic, and economic levels but is, at the same time, highly accessible and playable on your kitchen table in a weekend. Buy Krieg! if you've never played a World War II strategic game. Buy it if you've played any of the others and want to see an entirely novel and elegant treatment of the war in all aspects. Buy Krieg! if you want a World War II game that will replay differently every time you set it up and challenge you to see war as more than just combat factor bean counting.
-Berg's Review of Games

Pacific Battles is a wargame series covering the great land battles of the Pacific theater in WWII. Units are battalions, with companies and regiments. Most games in the series have players commanding anywhere from a division to a corps worth of forces, and employment of combined arms tactics becomes critical. The system shows the evolution of tactical doctrine in both the Japanese and Allied armies with Banzai charges, superior U.S. fire coordination, naval bombardment, airpower, amphibious landings, and engineer operations. Games in this volume include:

The Fall of Singapore

Struggle on Bataan

Turning Point

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Third Reich/GPW Players guide (APL) Achtung Spitfire (CoA) Paths of Glory Deluxe Maps
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.

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.

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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A Frozen Hell (The Gamers) GD'40 (The Gamers) Black Wednesday (The Gamers)
The Russo-Finnish war of 1939 using 2 maps and 840 counters. Defense of the Sedan Bridgehead by the Grossdeutschland in France, 1940. The Spanish Blue Division defends itself in Northern Russia during the winter of 1943. 2 maps and 1140 counters.
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Screaming Eagles (MMP) Hunters from the Sky (The Gamers) A Raging Storm (The Gamers)
The 101st Airborne defend Vehgel using 2 maps and 3 countersheets. he German assault on Maleme Airfield on Crete in 1941. 2 maps and 840 counters are used to represent the first almost exclusively air assault. The British defense of the Anzio beachhead in early 1944. Uses 2 maps and 980 counters.
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Gazala Von Manstein's Backhand Blow (GMT) Landships (CoA)
Gazala is an SCS game covering the Battle of Gazala itself, May 1942. The map scale is about 1 mile per hex and each turn is 2 days. The map covers the area from around ands east of Tobruk. Gazala is a major battle beginning with an Axis end run around Allied minefields and diving headlong into a major armored battle in the Cauldron where Allied armor attempted to destroy the DAK while its back was up against the wall Southern Russia, early February 1943 -- In Stalingrad, the surrounded remnants of the once might German Sixth Army are being slowly and methodically exterminated. Hundreds of miles to the west, two powerful Soviet Fronts are moving west and south against a patchwork German line, intent on destroying the remaining Axis forces in Southern Russia. Operations Star and Gallop have begun.

Six weeks later, the shocked, battered remnants of these two Soviet Fronts are running for the collective lives from powerful German panzer spearheads. What had happened? Soviet overconfidence was responsible in part for the disaster, playing into German hands, but by far, most of the credit for the amazing reversal belonged to Field Marshal von Manstein. Holding off the Soviets to his front and Hitler at his back, he managed to accumulate sufficient panzer formations to allow the Germans to regain tactical and operational superiority.

Von Manstein's Backhand Blow is a low/intermediate complexity two player game using the well-received Turning the Tables system pioneered in earlier East Front games produced by Moments in History. The game system itself is easy to learn and master. No two games will ever play out alike because a great deal of uncertainty and randomness is injected into each combat due to the Combat Chit Draw and Random Events Table. This uncertainty makes von Manstein's Backhand Blow ideal as a solitaire game since combat results cannot be accurately predicted.

As the stench and horror of World War I trench warfare increase, both sides seek the breakthrough weapon; immense barrages, air power, flamethrowers, even poison gas. All are tried and found wanting. At last the most awesome machine of all is made ready - the Landship!

Landships! Tactical Weapons Innovations 1914-1918 covers the Great War at its lowest level. The 420 playing pieces represent infantry platoons and cavalry squadrons, or a single tank or gun. Each turn is around 5 minutes and a hex on the eight geomorphic map sections is about 100 meters.

Easy to play rules with over 20 scenarios get you started right away. Trace the story of combat during the war; from the simple slaughters of 1914 to the sophisticated combined arms offensives of 1918.

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Army Group North 1941 (GMT) Ardennes '44 (GMT) Army Group South 1941 (GMT)
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.

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.

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.

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War without Mercy (CoA) Air Bridge to Victory (GMT) DAK II (MMP)
At 3:30 a.m., on Sunday, June 22, 1941, three million German soldiers lashed out across the border. Their goal was to destroy the ill-prepared colossus that was the Soviet Union. Enormous gains were made at first; countless Soviet formations lay shattered or were simply made prisoners, and the war booty captured would forever keep the Reich supplied. But the finest army in the world was up against the largest army in the world in what both sides knew would be a fight to the death. The end result, after four years of war, was a Reich in ruins. Here lay the decisive front of WWII and it was here that War without Mercy was waged. "To capture and hold the crossing over the canals and rivers on the [British] 2nd Army's main axis of advance from about Eindhoven to Arnhem inclusive ... the [airborne] carpet is very long so it will be necessarily narrow. The essence of the business is to capture those bridges intact. And this will mean dropping as many men on the bridge as possible from the word 'go' ..."

-- Field Marshal Bernard Law Montgomery,
describing his plan, Operation Market Garden

At 1230 hours on Sunday, September 17, 1944, the U.S. 82nd and 101st Airborne, along with the British 1st Airborne, launched the greatest military gamble of World War II. The strategic prize was to outflank the German Rhine defense. Air Bridge To Victory is a battalion-level game focusing on this epic conflict.

300 full-color two-sided counters.

Two full-color mapsheets, one 22x34" and one 22x17"

One 10-sided die

16-page Rule Book

Player Aid Cards with German and Allied Reinforcement Schedules and Airpoint Record Track
The 5th entry in The Gamer's popular Operational Combat System, and the grandest in scope, DAK covers the entire North African campaign at the regimental level, from Compass to El Alemain and beyond.

This is the most sought-after and highly collectible of The Gamers' line. The original DAK was quickly sold out without a trace. IN response to popular demand, MMP republishes the game in 2004 with the following components.
  • Five(!) 22"x34" maps
  • 1540 counters
  • 17 scenarios
  • Series Rules
  • Game Rules
  • Two Dice

    Game features include:
    Unit Scale: Battalion through Division
    Hex Scale: 5 miles
    Complexity: High
    Solitaire Suitability: Moderate
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The Mighty Endevor (MMP) Macarthur's Return Leyte 1944 (APL) Avalanche: Invasion of Italy (APL)
June 6, 1944: The Allies launch the invasion of Europe at Normandy. Was this the right place to start the invasion of France What if you were Eisenhower

The Mighty Endeavor is a Standard Combat Series game covering the entire campaign on the Western Front from June 44 until April 45. The Allied player can land at the places of their choosing along the coast of France in an effort to liberate France and the Low Countries from German occupation and to cross the Rhine and take the German industrial cities along that river.
  • One map
  • 280 counters
  • Three Scenarios
  • Series Rules
  • Mighty Endeavor Specific Rules
  • Two Dice
20 October, 1944: In the early morning hours Japanese soldiers of the 16th Infantry Division awoke to a rain of shells courtesy of the U.S. Navy's 7th Fleet. Off the eastern coast of Leyte, in the central Philippines, were over 700 Allied ships carrying 174,000 soldiers of the U.S. 6th Army. Ashore in strength by the day's end, the operation appeared destined to clear the island in short order. What was to have been a relatively brief campaign against an overwhelmed foe became instead an extended battle between two field armies.

MacArthur's Return recreates in four scenarios & a campaign game the 1944-45 operations fought on the island of Leyte. Included are rules for Japanese parachute drops, additional American & Japanese amphibious landings, variable reinforcements & amphibious tanks.

MacArthur's Return Includes:

  • 720 Counters
  • One 22x34 inch map
  • 16 Page Rules Booklet
0300, 9 September 1943: As Allied landing craft approached the shore of Salerno Bay south of Naples, most of the British and American assault troops they carried were prepared for an unopposed landing. They had only hours before been told of Italy's unconditional surrender to the Allies and happily believed their mission would now be the simple securing of an undefended beachhead.

Wiser heads knew the Germans were still there.

Avalanche recreates the U.S. 5th Army landing in the Gulf of Salerno and the battles to secure the beachhead from 9 to 19 September 1943. Included are rules for U.S. parachute drops, Luftwaffe guided bomb attacks on Allied warships, divisional-level leaders, special breakthrough combat, and repair and use of on-map airfields. Avalanche uses a battalion-level game system that portrays corps- and division-level operations.

Avalanche includes:

  • 700 counters
  • One 22"x34" map
  • 16-page rules booklet
  • Player-aid cards
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Red Parachutes (APL) Third Reich (APL) Great Pacific War (APL)
In the summer of 1943, the Red Army of Workers and Peasants launched a massive offensive designed to drive the Nazi invaders out of the Soviet Union. In Ukraine, the Dnepr River presented a vital barrier. To defeat the invaders, the Soviets would have to get across. Seeking a decisive victory, they called on their airborne troops to break this barrier and sustain the offensive.

Red Parachutes: Soviet Airborne Assault Across the Dnepr is based on the September 1943 operation. The Soviet player is trying to get his or her army across the Dnepr River by any means possible. The German player must prevent this.

As with the other games that use this game system, most units are battalions with some companies and small regiments. These usually belong to divisions, and they operate more effectively together with units of the same division.

Red Parachutes includes:

  • 980 Counters
  • One 22x34 inch map
  • 16 Page Rules Booklet
  • Charts and tables card
The Thousand Year Reich.

The First World War left Germany a defeated, shattered nation. Fueled by a twisted philosophy and a desire for revenge, the Germans started the Second World War with a string of victories. But together, the free democracies of the West and the Soviet Union smashed Hitler’s dreams of world domination. The Thousand Year Reich lasted a mere 12 years.

John Prados’ Third Reich is a sweeping game of World War II. One of the best known board games ever published is back in an all-new edition for a new century. Beautiful new graphics and streamlined play will make this game a new classic all over again. Two to six players, ages 10 & up, guide the destiny of Germany, Britain, France, Italy, the United States and the Soviet Union as well as many minor powers. Eight scenarios are included (one for each year of the war), each playable in an evening, plus a campaign game of the entire war in Europe.

Components: three 8.5”x22” hard mounted boards, 840 game pieces, 20 pages rule book.

Great Pacific War is Avalanche Press’ strategic-level game of the War in the Pacific. The game covers the entire war from December 1941 through 1946 and includes the forces of all participants. Players are placed in the positions of the commanders of the Japanese, British, Soviet and American forces in World War Two.

The system is the same one used in Avalanche Press’ game, John Prados’ Third Reich. In addition to five scenarios covering all or part of the War in the Pacific, Great Pacific War includes rules to link it and Third Reich to play the Second World War, a simulation of the entire conflict with up to seven players. Included in the game are five scenarios for the Great Pacific War and three scenarios for the linked Second World War. One of the Great Pacific War scenarios covers a possible 1931 conflict between Japan and America as postulated by the British journalist Hector Bywater in his book of the same title.

Components:Three 34” x 22” maps, 560 playing pieces, rules, three scenario books, political events and charts.

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Blood on the Snow (APL) Desert Rats (APL) Winter Fury (APL)
When Soviet troops invaded Finland in November, 1939, no one believed the Finns stood much of a chance in this “Winter War.” A small army of citizen-soldiers would face the world’s largest army. The Red Army of Workers and Peasants numbered several million strong, hardened by combat experience gained in Spain and Manchuria. Well-equipped with tanks, heavy artillery and aircraft, the Red Army expected to roll over the Finnish border defenses in a matter of days.

Blood On The Snow includes:

  • 140 Counters
  • One 17"x22" map
  • 8-Page Rule Book
Desert Rats is the seventh volume in the Panzer Grenadier series, and the second to cover fighting in North Africa. Like Battle of the Bulge and Afrika Korps, it has fifty scenarios. Desert Rats is a stand-alone game; no other game from the series is required to play any of the 50 scenarios.

The 50 scenarios pick up where Afrika Korps left off, in late 1941 with the British offensive known as Operation Crusader. They continue until the late spring of 1942, ending with the Gazala tank battles. However, not all of them come strictly from this time frame. The game includes Indian, New Zealand and Italian Colonial units, and there are scenarios for their use from earlier in 1941.

The battle of Tolvajärvi is another significant Finnish victory against great odds, though the Soviets performed much better this time. The Soviets attacked in early December 1939, along the river Aittijoki. The Finns panicked in some places, and a near-rout seemed inevitable. Finnish Marshal Carl Gustav Mannerheim sent a small group of reinforcements led by Col. Paavo Talvela, previously in charge of buying artillery ammunition for the army.

Winter Fury includes:

  • One 24”x35” map
  • 140 counters
  • 12-page rulebook
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Paths of Glory (GMT) Roads to Leningrad (GMT) Grand Illusion (GMT)
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.

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.

  • 3 sheets 5/8 inch counters (528 total)
  • One 22"x34" Mapsheet(front & back) 
  • PlayBook
  • 5 Player Aid Cards
  • Rule Book 
  • One ten-sided die
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
  • 3 full-color counter sheets
  • One 22"x34" Mapsheet 
  • 2 six-sided die 
  • Rule Book 
  • Player Aid Cards
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Europe Engulfed (GMT) A World at War (GMT) Empire of the Sun (GMT)
More than thirteen years of design and development have gone into the making of Europe Engulfed (EE), which is GMT Games' first offering to the block-game enthusiast. It covers the entirety of World War II in Europe from September 1939 to the end of 1945.

Europe Engulfed plays fast with its focus on playability and making players feel the pressures their historical counterparts were under. The game achieves this level of playability without sacrificing historical detail. The entire campaign is playable in a single 10-to-14 hour day once players become familiar with its elegant game systems including:

Europe Engulfed playes quickly with a very historical feel. Many players have indicated that they actually feel the pressures and stresses felt by the strategic level commanders in the real war. We know of no other European Theater of Operations game that plays this fast and with this much historical value.

A World At War is based on the award-winning Advanced Third Reich/Empire of the Rising Sun gaming system. A World At War is a grand strategy game that lets the players find out for themselves what might have happened if:

Germany had tried to execute "Sea Lion," the invasion of Britain. Admiral Raeder's Mediterranean strategy had been adopted and the British position in the Middle East had crumbled "General Winter" had not come to the aid of the hard-pressed Russian armies in late 1941. The Battle of the Atlantic had been won by Germany. War had broken out between Russia and Japan in 1941 or 1942. Japan had avoided disaster at Midway in 1942 and instead invaded or India. Japan had knocked China out of the war. The Western Allies had failed to develop the atomic bomb, but Germany had and YOU had been in command.

A World At War includes a dozen campaigns or scenarios, ranging from the introductory "Battle of the Atlantic" and "Barbarossa" scenarios up to separate European and Pacific Campaign Games. Dedicated gamers will be hard-pressed to resist the testing their luck and skill by taking on the biggest campaign game: the entire war in Europe and the Pacific. Scenarios include Campaign game covering: Global War, European Theater, Pacific Theater, Global War (historical), European Theater (historical), Pacific Theater (historical), plus, Battle of the Atlantic, Barbarossa, North Africa, Coral Sea, Midway, and Leyte Gulf.

Empire of the Sun (EotS) is Mark Herman's third card driven design since he introduced the system to the hobby in We The People. EotS is a strategic level look at the entire War in the Pacific from the attack on Pearl Harbor until the surrender of Japan. EotS is the first card driven game (CDG) to move the system closer to a classic hexagon wargame, while retaining all of the tension and uncertainty people have come to expect from a CDG. Players are cast in the role of MacArthur, Yamamoto, Nimitz, and Mountbatten as you direct your forces across the breadth of the globe from India to Hawaii and from Alaska to . This is represented on a single map based on a 1942 equal area projection of the entire theater of conflict.

Combat in EotS is based on successfully bringing superior combined land, air, and sea forces to bear in a two-tiered combat system. The first tier is the resolution of air-naval combat, the second tier covers ground combat. The culmination of both tiers results in one side prevailing in battle.

EotS scenarios were designed with the busy enthusiast, grognard, and competitive tournament player in mind. EotS was designed to be played n yearly scenarios (1942, 1943, and 1944) of three turns each that play in under two hours. If you are a fan of CDG's, EotS takes the genre into a familiar, but new direction. If you are a fan of classic hexagon wargames, this game has all of the features that brought you to this hobby in the first place, but with a new level of excitement and replayability. The game is comprehensive, but easy to learn.

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Zero! (GMT) Corsairs and Hellcats (GMT) Kasserine (GMT)
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

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!.)

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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Panzer Grenadier Beyond Normandy (APL) Panzer Grenadier Afrika Corp  (APL) Panzer Grenadier Arctic Front (APL)
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.

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.

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.

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Panzer Grenadier Edelweiss (APL) Panzer Grenadier Tank Battles  (APL) Panzer Grenadier Jungle Fighting (APL)
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.

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.

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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Struggle for Europe The Med (CoA) Battle for North Africa (GMT) Brute Force (CoA)
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.

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

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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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