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Pensacola, 1781

Pensacola, 1781

[GMT 1009]

The Siege of Pensacola pits a numerically large but fragile Spanish army, supported by a small corps of French allies against a smaller, feistier British army enjoying strong fortifications and highly mobile Indian allies. As the Spanish player you will need to determine where you will build your siege gun redoubts and will then have to protect your soldiers from raiding British units to finish the works in time to mount an effective bombardment. As the British player, you have far fewer forces, but armed with special raiding rules, your Regulars, Tories and Indian allies must harass and erode Spanish morale, while delaying the construction of Spanish siege works for as long as possible in the hope of keeping your three forts intact to face the coming coup de main.

The game begins with Don Bernardo de Galvez’s army of 5,000 having just landed on the mainland. How many forces actually are present is decided in a special phase during the initial set-up wherein that portion of the Spanish army that sailed from Havana must run the gauntlet of the Red Cliffs Fort guns. Hence, the starting forces for Spain are likely to be different for each game played as units and leaders are eliminated or delayed in their arrival. Once these forces are ashore, the Spanish player faces some hard choices. Does he send forces to take out the Red Cliffs Fort, to protect his turn 7 Spanish and French reinforcements from having to run the same gauntlet, or does the Spanish player immediately begin construction of the siege works, to achieve the longest possible bombardment before the coup de main?

The British player is outnumbered, but must employ his small forces in aggressive and often risky raids to slow down siege construction, wear down Spanish morale and worry the Spanish lines of supply. Getting a small force into one of two Spanish stockades can be devastating for the Spanish. Thus, though numerically superior, the Spanish player has much to do and protect, and will often be spread thin by a well-conceived series of raids. Giving the Spanish too many siege turns to bombard your three forts and/or permitting the Spanish to launch the coup de main with high army morale is likely to spell disaster for the British player.


Wilderness War: The French & Indian War

Wilderness War: The French & Indian War

[GMT 1004-10]

Wilderness War is GMT's latest entry into the card-driven wargame series, following For the People and Paths of Glory. Dramatically simpler and more streamlined than either of their previous entries, the complexity still exceeds the classic Hannibal: Rome vs. Carthage, but only just.

In Wilderness War, the players get to re-fight the 7 Years War in North America. Although only a single deck of strategy cards is used, a la We the People, the two sides are dramatically different in character: the French are irregular-heavy (especially Indians) and rely on raiding to tie down the superior numbers of British Regular & Provincial drilled troops, who will themselves be intent on sieges and trying to force a pitched battle. Like Hannibal: Rome vs. Carthage, the fortunes of war turn as the game goes on: the French are masters early, with the crushing British manpower advantage accruing late.

A lot of the interesting aspects of this war are covered through rules or special cards, from the early recalcitrance of the colonial assemblies and infighting amongst the colonials to the very different natures of the battles of outposts and sieges and the raiding in the backwoods.


Leaping Lemmings

Leaping Lemmings

[GMT 1006]

Leaping Lemmings is a humorous game for 2-6 players. Each player controls a cloned clan of lemmings that have been specially trained to compete with the other lemming clans, all trying to scurry down a canyon and hurl themselves over a cliff. Distance and style points are important. One lemming diving with style and élan is worth as many as five of the more mundane divers. But beware the hungry eagles circling overhead or your lemmings might not even make the cliff edge!

Objective: The player with the most victory points wins the game. To earn victory points, players dive their lemmings over the cliff edge and/or collect Lemming Chow Pellets.

The game board is a hex-based map representing the canyon down which up to six separate lemming clans will travel. The canyon ends with the cliff edge hexes, which are the lemmings' ultimate goal. Between the lemmings and their goal there are two eagles circling overhead hoping for multiple lemming snacks.

Each turn a movement card is revealed which will allow for 2-5 lemming movement points. Card luck is mitigated in that all players use the same card to move that turn. Only the top lemming in each stack is allowed to move, so covering your opponents' lemmings is one tactic that is used to slow them down. The down side is that the top lemming in each stack is the only one in danger of becoming eagle chow.

Special Actions allow players to briefly alter the normal rules of the game to their advantage or to their opponents' detriment. There are 16 different Special Actions in the game.


Stalin

Stalin's War

[GMT 1005]

Stalin's War is a unique card-driven, hex-based game, a combination that allows players to experience a broad range of strategic and tactical options as they maneuver their forces across a large hex map that stretches from Berlin to the Urals.

Stalin's War allows player to recreate WWII's greatest battles of encirclement as Axis Armies and Panzer Corps clash with Soviet Fronts and Armies on a front a thousand miles wide. Simple but effective rules allow you to use your mechanized forces to blitz the enemy's front line and exploit deep into your opponent's rear. Can you as the Soviets survive the slashing Panzer attacks of Operation Barbarossa and Case Blue in 1941 and 1942? Can you as the Axis player stand against the crushing Soviet Deep Battle operations that destroyed Army Group Center in 1944? Stalin's War will test both player's operational skills to the limit.

But there is more to Stalin's War than directing your forces on the map. Both sides have their own deck of 55 cards, needed to launch offensive operations, mobilize their forces, replace losses, introduce new weapons, and deal with the larger strategic context of a World at War. Card Events include combat leaders, weapons (from German Tiger Tanks to patriotic Soviet mice nibbling the electrical wiring of the panzers), the 1944 Warsaw Uprising, Manstein's Backhand Blow, Stalin's and Hitler's meddling, the Battle of the Bulge, and much more.

Stalin's War allows players to combine the best of WWII operational play with the strategic depth and tactical chrome of a card driven design. A genuine new look the the most important theater of WWII, this is a game you want to play again and again.

(Taken from rear of the game box)

Scenarios
In addition to the full campaign game, a shorter tournament scenario is included that comprises 8 game turns and covers the time period of June 1941 through to Winter 1943.


Chariots of Fire

Chariots of Fire

[GMT 1004]

Chariots of Fire, the 14th volume in the Great Battles of History series of games, allows players to recreate battles from the Bronze Age, that period of time covering several centuries for which there is little “written evidence”.

The military period covered could be called The Chariot Era, and Chariots of Fire will, as much as possible, try to trace the rise of the chariot’s power as a military weapon. The game uses the basic mechanics and systems that have run throughout the Great Battles of History series, with some important modifications and adaptations that apply and highlight the era covered.

Historical Note: The period following The Bronze Age, from what is known as The Catastrophe of ca. 1200 BC to the rise of the Greek city-states, is almost totally devoid of any sort of information, and that includes archaeological remains. It is the true Dark Age of history. When the area emerged from that era, warfare had undergone major changes and chariots had been relegated to the sidelines.

Battles will include: Sumer (ca. 2320), Megiddo (ca. 1479), Senzar (1470). Irrita (1348), Astarpa (1336), Kadesh (1300), Hanigalbat (13th century), Tiwara (1265), Troy (ca.1200)


Serpents of the Seas

Serpents of the Seas

[GMT 1003]

Serpents of the Seas is the second volume in the Flying Colors series of naval combat games, and represents frigate actions and the rise of the American Navy. Unlike the larger battles between ships of the line depicted in Flying Colors, Serpents of the Seas includes sixteen battles from the American Revolutionary era and the War of 1812 that involve smaller ships -- from tiny gunboats with only one or two cannon through “5th Rate” frigates of less than 50 guns. Also depicted are three dozen “Ship Duels” between one or two vessels on a side, like the mighty Constitution (“Old Ironsides”) against her foes Java and Guerriere. To make these duels more challenging, an all new initiative system has been created using activation cards that might grant players a jump on their opponents, but limit their flexibility in the process. The cards can also be used as events that provide additional shipboard flavor. These new systems are fully compatible with the original Flying Colors game, with mechanics that can be selected a la carte.
Washington

Washington's War

[GMT 1002]

Washington’s War is a card-driven game on the American Revolution. It pits the forces of King George III against the American colonists as they fight for their independence. In Washington’s War, you assume the role of either:

  • The King of Britain as he tries to bring his rebellious colonies back into the Empire, while at the same time dealing with a global war against ancient enemies bent on revenge for their losses in the Seven Years War; OR
  • The Continental Congress as they battle the forces of Britain, while trying to rally their countrymen to the cause of liberty.

Washington’s War is not just a re-tread of my earlier design on the same subject, but a true re-design that is keeping the basic feel while simplifying and speeding up what was already a fast paced game. Washington’s War features a dice-driven combat system that quickly resolves combat and is very friendly to internet play. The game also features a new CDG discard mechanic that enables a player to play a discarded event for the cost of an operations card. Now unusual card distributions create challenges and not insurmountable barriers to push your strategy forward. Washington’s War is being broadly tested on the internet to give players a voice and a source of input prior to publication. What was old is new again…. Be the man on the white horse and forge a nation or save an empire.


Combat Commander BP #3: Normandy

Combat Commander BP #3: Normandy

[GMT 0913]

The third themed collection of scenarios for use with the Combat Commander: Europe series of games, Combat Commander: Battle Pack #3: Normandy shifts to the West Front in June, July, and August 1944 as various Allied forces landed on French soil to fight the occupying German forces. CC: Normandy features seventeen new scenarios, as well as eight new maps, added markers necessary for some of the scenarios, and a new feature to the series: a majority of the leader counters represent individuals who fought in the depicted actions.
Hellenes

Hellenes

[GMT 0911]

This strategic bock game covers the Peloponnesian Wars between Athens and Sparta, with the important Greek warfare for control of Sicily incorporated for the first time.
Commands & Colors Exp #5

Commands & Colors Exp #5

[GMT 0910]

Commands & Colors: Epic Ancients II - allows players the opportunity to fight historical ancient battles on an Epic scale. The Command & COlors: Epic Ancients II rules have undergone a slight modification to increase player involvement, providing additional depth without adding complexity. The new 100 card Epic Command deck makes the play of Command cards straightforward, with direction and important information right on each card. This will help new players grasp game play more quickly while providing experienced players more control and a very challenging competition.

Players now maneuver their armies over a double-sized map made by combining the two mounted maps found in Expansions #2 and #3, or purchased separately from this site.

The Command & Colors: Epic Ancients II game allows up to eight players to experience the competitive fun of a large sized ancients battle, but we know many enjoyed Epic Ancients as a two-player game, even though the battles last longer than a single map Commands & Colors game. Try it both ways and see how you like it!


Commands & Colors Exp #4

Commands & Colors Exp #4

[GMT 0909]

Command & Colors Ancients allows you to refight epic battles of the ancient world. In this expansion the Roman armies still battle barbarians, but now most of the battles are fought to preserve the Roman Empire rather than expand it. Rome's enemies are becoming more proficient while Rome's legions are declining in ability. Ominously, even while outside threats increase, Rome's legions are increasingly consumed in costly wars fought by rival generals aspiring to become Emperor.

Units in both armies can only move and fight when ordered. The command playing cards supply those orders, providing an element of luck that creates a fog of war and presents players with both challenges and opportunities. You must maximize your opportunities by playing your command cards judiciously. How well you handle the diverse units, their weapons, and the terrain, will determine victory.


Caucasus Campaign

Caucasus Campaign

[GMT 0905]

In late July of 1942, Hitler sent two strong armies south across the Don to seize the fertile Kuban and the oil of the Caucasus. Germany's 17th Army and 1st Panzer Army steamrolled over all opposition until they reached the mountains. There the Russians slowed and then stopped the Germans at the outskirts of Novorossisk, on the road to Tuapse and along the Terek River. This infuriated Hitler who then took over personal command of Army Group A and poured replacements and reinforcements into the area that were badly needed at Stalingrad. Eventually 27 Axis divisions were fighting south of the Don.

The Axis forces include 2 mountain divisions, 2 light (jäger) divisions, an SS motorized division (Wiking), and 3 panzer divisions -- two of which had three tank battalions while many on the east front have only one. The German army is accompanied by 1 Slovakian and 7 Romanian divisions.

The ranks of the Soviet army in the Caucasus is filled with Armenians, Georgians, Azerbaijanis, Cossacks and Turkoman who have questionable loyalty. These divisions are reinforced by Soviet Guard and NKVD units sent across the Caspian, and by Soviet Naval troops stationed along the Black Sea.

The Caucasus Campaign is a quick playing, moderately complex game with large hexes and easy-viewing 5/8 counters. The game system is based on the classic Igo-Ugo/movement-combat-exploitation system, but modified with elements from Ardennes '44 (specifically: Determined Attacks and Defense and unit morale). The tournament scenario (6 turns) can be completely in roughly 2 hours. The full game is 14 turns long and can be finished in one sitting (approximately 5 hours).

Components:

  • One 33"x22" mapsheet
  • One and a half sheets of 5/8 counters
  • Game Rules
  • 2 dice
  • Player Aid Cards

PQ-17

PQ-17

[GMT 0904]

PQ-17 is a block and counter game covering the deadly Murmansk Run convoys during World War II.
1805: Sea of Glory

1805: Sea of Glory

[GMT 0903]

1805: Sea of Glory examines the naval war on an operational level during that pivotal year. Although Trafalgar shines through history as the beacon of victory, it is the successful blockade of enemy ports that kept French boats from stepping onto British soil. But 1805: Sea of Glory is more than just a game about blockade duty. It is a game of breakout and pursuit, deception and false leads, husbanding meager resources, striking a blow where your enemy least suspects, and bringing about the decisive battle that defines victory or defeat.
Twilight Struggle Deluxe Edition

Twilight Struggle Deluxe Edition

[GMT 0510-09]

Twilight Struggle is a two-player game simulating the forty-five year dance of intrigue, prestige, and occasional flares of warfare between the Soviet Union and the United States.
Command & Colors Ancients 2nd Edition

Command & Colors Ancients 2nd Edition

[GMT 0509-09]

Command & Colors: Ancients allows you to re-fight epic battles of the ancient world. Here the focus is on the two rivals for power in the Western Mediterranean - Carthage and Rome. Will you, as Hannibal, triumph over larger Roman armies; or as Scipio Africanus, will you beat Hannibal with newer tactics of your own?
Battle for Normandy

Battle for Normandy

[GMT 0912]

The Battle for Normandy recreates the 1944 Campaign in France during World War II at a grand scale. With five maps stretching from Cherbourg to Argentan and over 2,500 counters representing every signicant combat unit in the campaign, players can once again fight the battles for Caen, Carentan, St. Lo, Cherbourg, Villers-Bocage, and more.
Battle for Normandy

Battle for Normandy

[GMT 0912]

The Battle for Normandy recreates the 1944 Campaign in France during World War II at a grand scale. With five maps stretching from Cherbourg to Argentan and over 2,500 counters representing every signicant combat unit in the campaign, players can once again fight the battles for Caen, Carentan, St. Lo, Cherbourg, Villers-Bocage, and more.
Battle for Normandy

Battle for Normandy

[GMT 0912]

The Battle for Normandy recreates the 1944 Campaign in France during World War II at a grand scale. With five maps stretching from Cherbourg to Argentan and over 2,500 counters representing every signicant combat unit in the campaign, players can once again fight the battles for Caen, Carentan, St. Lo, Cherbourg, Villers-Bocage, and more.
Elusive Victory

Elusive Victory

[GMT 0908]

The Isrealis go from being complete masters of the air in 1967, to desperately fighting to regain air supremacy in 1973 against the extensive Egyptian and Syrian air defense missle systems in this game focusing on Arab/Israeli air warfare.

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