Game system designed for small unit actions from platoon to battalion-sized formations:
- Vehicles, towed guns and aircraft are scaled at 1:1 with each 7/8” double-sided counter representing a single unit
- The 5/8″ double-sided leg unit counters are scaled at squads, half-squads and sections, including their attached weapons
- Ground scale is 100 meters per hex
- Comprehensive yet quick to play
- Basic set includes a 22″ x 34″ mapboard
- Full color illustrated manual with various player aids and reference cards
- Modular rules system with Basic, Advanced and Optional rules section. Players may keep it simple or as complex as desired.
Includes rules for:
- Vehicle include 11 unique hit locations, armor angles and penetration charts for level, rising and falling fire
- Various ammunition type, e.g., AP, HVAP, APCR, HEAT, HE
- Sighting Effects
- Overwatch fire
- Indirect fire, both on gameboard and off gameboard
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?
Historically, the German army trampled the American VIII Corps and penetrated within two miles of the Meuse. The Americans stubbornly fought the Germans at many critical crossroads slowing and then stopping Germany’s elite forces. Historically, the German offensive achieved little except to create a “bulge” in the American line.
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.
The result is Ardennes ’44, a game that both the “Bulge enthusiast” and the casual player will enjoy. German attacks follow historical advance routes, and the Bastogne and St. Vith defense perimeters are often as large as they were historically (instead of one big stack of units in the town itself). The Allied player has a chance at holding Elsenborn Ridge and making the Germans pay dearly for the twin villages of Rockerath and Krinkelt. Likewise, the German player has an equal chance of changing history and reaching the Meuse River.
DESIGNER: Mark Simonitch
DEVELOPER: Tony Curtis
ART DIRECTOR: Rodger B. MacGowan
MAP ART: Mark Simonitch
COUNTER ART: Mark Simonitch
PRODUCERS: Gene Billingsley, Tony Curtis, Andy Lewis, Rodger MacGowan, and Mark Simonitch
Raid sur Bruneval 1942 – Raid on Bruneval 1942 – (Operation Biting) is a solitary tactical game that appeared in the French Vae Victis magazine #104 (special game edition). It simulates the Raid of British paratroopers under Major Frost’s command to capture a german radar near Bruneval (northwestern France) during the night of february 27th 1942. During this operation, the british dropped by parachute must capture the radar, one or two german operators, destroy the manor and finally embark all in the waiting Landing Craft Assaults.
The game is edited under ziplock and contains a A3-size map depicting Bruneval surroundings at night (scale at 1/25000), 108 counters (the 3 formation of British paratroopers Drake, Nelson and Rodney ; german coastal defense, luftwaffe guards, MGs, pill-boxes and part of 685th infantry regiment reinforcements ; activation and other markers). One typical counter unit represents around 10 men. The rules are included in a separate 15 pages A5-sized booklet.
The duration of the game is 13 turns from 0:15 et 03:15 am. The player plays the British side first each turn and then the activated german units fight, move and get reinforcements in this respective order. Except for the coastal defenses, the german units are not represented on the map at the beginning. Instead, several randomly selected activation markers are deployed in specific areas of the map. The combination of proximity to British units and alert level may trigger an activation marker that may hide from 0 to 4 german units. These activated units may then fight and move. German move is dictated by closest (in PM) and largest enemy stack or German stack. Combat is resolved by comparing the strength of both adjacent stacks modified by the presence of an officer, the terrain modifier and 1D6. Largest score inflicts one step loss to the other.
The British must score at least 10 victory points to get a marginal victory. More than 20 is a decisive victory. The historical score is 24 VP.
~ Vae Victis
Paul Koenig’s Market Garden is a series of small-format, competitive introductory-level wargames covering the critical first three days of Operation Market-Garden, where the Allies attempted to seize a series of bridges in Holland and end WWII before Christmas. Each game in the series covers a separate bridge: Arnhem, Nijmegen, and Eindhoven.
As a player, you must command your German or Allied forces so as to capture key objectives on the board while keeping your casualties down (and your opponent’s casualties up).
Eindhoven Bridge is the second game in the Market Garden series, covering the events happening at this vital fiver crossing from September 17th-19th, 1944. Each player commands their German or American forces so as to capture key objectives on the board while keeping your casualties down (and your opponent’s casualties up).
With plenty of decision making and Optional Rules to extend gameplay and realism, the very collapse of Germany is at stake as you make your stand and bring your enemies down at Eindhoven Bridge!
~ Victory Point Games
The Fast Action Battle (FAB) Series – Volume 1: The Bulge
Volume 1: The Bulge brings you the Battle of the Bulge from December 16th through December 27th. You command the division and brigade level units using the historical orders of battle. You order your forces to key points, and decide how and when to order extra Assets to bolster them. Note that there are never enough of these Assets to give to all the units begging for them, so you need to weigh your decisions carefully.
FAB delivers a new blend of units and decisions to the block game genre: your forces are a mixture of wooden blocks and die-cut counters.
- Blocks: your divisions and brigades are multi-step wooden blocks with printed labels on one side only, with step-losses represented by rotating the blocks. FAB has a new twist on the units in that the pips on the edges of the blocks are color coded to represent troop quality, which can change as a Division suffers losses. Elite Units can lose their edge and become Veteran, while Green Units can harden and become Veteran as they experience the strains of combat.
- Counters: Die-cut counters represent (1) additional Assets available to you as the Field Commander and (2) major Events that could have or did occur during the battle.
- Assets represent engineers, army level artillery, independent armor and infantry regiments/battalions, and other small units that can be temporarily assigned to the battles that you deem important to your strategy.
- Randomly drawn Events provide divisional replacements, air strikes, interdiction teams, parachute drops, and events unique to each battle in the Series. These Events represent unique opportunities which you can use to influence the outcome, although you cannot count on exactly when these opportunities will be available to you.
Another strong element of FAB is the return of Special Actions, which have already been proven in GMT’s Europe Engulfed design to give flexible, exciting game play. Special Actions give you tense choices in deciding how and when to seize initiative or interfere with a sudden move by your opponent.