Browse Exhibits (29 total)
Advanced Squad Leader (ASL) is a tactical-level board wargame, originally marketed by Avalon Hill Games, that simulates actions of squad sized units in World War II. It is a detailed game system for two or more players (with solitary play also possible). Components include the ASL Rulebook and various games called modules. ASL modules provide the standard equipment for playing ASL, including geomorphic mapboards and counters. The mapboards are divided into hexagons to regulate fire and movement, and depict generic terrain that can represent different historical locations. The counters are cardboard pieces that depict squads of soldiers, crews, individual leaders, support weapons, heavy weapons, and vehicles.
Advanced Squad Leader (ASL) is a detailed wargaming system that can simulate any company level ground action from any theater of World War II. Playing pieces represent squads, half-squads, leaders, crews, guns, and vehicles from every major and minor combatant of World War II. The battlefields are represented by geomorphic mapboards upon which the counters are maneuvered. Starter Kits provide the new player with an easy method of becoming familiar with the basics of the ASL system using entry-level scenarios, counters, boards, and rules.
Band of Brothers is a fast-playing game of squad level combat in WWII. The rules are very simple (no combat charts are needed) with very few exceptions to remember and yet the game is meant to be all encompassing and will include infantry, tanks, and artillery.
Based on years of research, the game system uses a unique suppression mechanic. There are no longer two unique states for a unit, but varying degrees of suppression. This allows suppression to accumulate from multiple fire sources and means that the unit will not take a morale check until it is asked to do something. You will never know for sure how your units will respond until they are needed.
Although casualties can be caused by artillery and heavy weapons (which makes them prime battlefield targets), squads will never cause significant casualties shooting at range at dug in, first line troops. Their goal is to fire and maneuver. Sections of the enemy force must be pinned down and eliminated from up close. The system itself forces this realistic play. In a similar fashion, the system rewards you for spreading your troops out and other realistic game play.
The Battle Cry game features 30 stylized Civil War battles and skirmishes. These scenarios focus on important terrain
features from the original battlefields and represent the historical deployment of Union and Confederate forces that
participated in each battle. Victory will require strategic card play, timely dice rolling, and an aggressive, yet flexible, battle plan. The stage is set, the battle lines are drawn, and you are in command. The rest is history.
Combat Commander is a series of carddriven board games covering tactical infantry combat in World War II. In this first volume, one player assumes the role of the Axis (Germany) while another player commands the Allies (America or Russia).
These two players will take turns playing one or more Fate cards from their hands in order to activate their units on the mapboard for various military functions.
Players attempt to achieve victory by moving their combat Units across the game map to attack their opponent’s units and occupy as many Objectives as possible. The degree to which a player succeeds or fails is measured by a scenario’s specific objective chits, the destruction of enemy units, and the exiting of friendly units off the opponent’s board edge.
Combat! Normandy was created to take you back in time to a place where heroes fought, and fell for freedom. In the most intimate detail. Inside you will find three map-sheets representing the area around La Fiere and 'Timme's Orchard', you will also find your orders in the form of a sét of historical recreations of the actual firefrights that made up the larger battle fought by the men of the "All American" Division. Game pieces are provided representing individual soldiers, squads, machine-gun teams, Jeeps, Panzers and the variety of men and machines that were found on the battlefield. You also receive 'fate' in the form“ of two ten sided dice, specially created in the colors of the 82nd Airborne Division.
Combat! is easy experience using the materials provided in this box, and you can go it alone or face off against one or more opponents in a game of skill and chance that will keep you coming back for more. Combat! is more than just the story of the brave "All American" in Normandy; it's a series that will take the student of military history to the battlefields of the 20th Century, providing a unique perspective: that of the men on the ground, the front line soldiers that did the fighting and dying for a cause they believed in.
"The Commands & Colors: Ancients game system allows players
to portray important engagements of ancient history. The
battles, included in the scenario booklet, focus on the historical
deployment of forces and important terrain features on the scale
of the game system. The scale of the game is flexible and varies
from battle to battle. For some scenarios, an infantry unit may
represent an entire legion of soldiers, while in other scenarios, a
unit may represent just a few brave warriors.
The Command card system drives movement, creates “fog of
war”, and presents players with many interesting challenges
and opportunities, while the battle dice resolve combat quickly
and efficiently. The battlefield tactics you will need to execute
to gain victory conform remarkably well to the strengths and
limitations of the various ancient unit types, their weapons, the
terrain, and history."
"The Commands & Colors: Medieval game allows players to
recreate important engagements of early medieval history. The
stylized battlefield scenario maps emphasize the important terrain
features and highlight the historical deployment of forces
in scale with the game system. The scale of the game is flexible
and varies from battle to battle. For some scenarios, a unit may
represent a Byzantine infantry or cavalry Banda of soldiers,
while in other scenarios a unit may represent just a few brave
Warriors. Still, the battlefield tactics you will need to execute
to gain victory conform remarkably well to the strengths and
limitations of the various medieval unit types, their weapons,
the terrain, and history."
"Commands & Colors: Napoleonics allows you to re-fight epic battles of the Napoleonic era. In this core volume, the focus is on the French and the British, two bitter rivals in the struggle for European preeminence during the time of Napoleon.
As with other games in the Commands & Colors genre, 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."
The Command and Colours WWI THE GREAT WAR game rules allow players to portray important engagements throughout WWI history. The battles, included in the scenario booklet, focus on the historical deployment of forces and important terrain features of trench fighting in scale with the game system. The scale of the game is flexible and varies from battle to battle. For some scenarios, a few infantry units may represent an entire wing of a larger battle, while in other scenarios a unit may represent just a few brave soldiers going over the top.
"By design, Commands & Colors Tricorne - American Revolution is not overly complex. The game is based on the highly successful Commands & Colors game system, where the Command cards drive movement while creating a “fog of war” and the battle dice resolve combat quickly and efficiently. Commands & Colors Tricorne - American Revolution, however, introduces many new game concepts, which will add historical depth and provide even the most veteran Commands & Colors player many new play experiences and challenges.
The scale of the game fluctuates, which allows players to effectively portray some of the larger American Revolution battles, as well as smaller size skirmish actions. In some scenarios, an infantry unit may represent an entire brigade, while in others a unit may only represent a few companies of soldiers. Still the linear tactics of the period that you will need to execute to gain victory conform remarkably well to the advantages and limitations inherent to the various American Revolution Armies of the day, and the battlefield terrain features on which they fought. To further emphasize the differences in battlefield doctrine between the British and Continental forces, each army has its own unique deck of Combat cards."
Conflict of Heroes is a tactical war game of platoon to company sized missions. Each Mission portrays an actual historical engagement with diff erent Objectives worth Victory Points (VPs). The player with VP Advantage at the end of the Mission wins. A Mission consists of several Rounds. During a Round, you and your opponent will alternate Turns.
On your Turn you can take a single Action, such as moving a Unit to an adjacent Hex, attacking a Target, Rallying a Hit Unit, or playing a Battle Card. As your Units take Actions, they will eventually become ‘Spent’ and be unable to take further Actions. As the Round progresses, you and your opponent will have fewer and fewer Units available to take Actions, and you will both need to Pass in order to start the next Round and refresh your Units.
Fighting Formations (FF) is a series of wargames covering WWII tactical combined-arms combat at the platoon and squad levels. Each game in the series will feature a distinct combat unit, highlighting battles in which that unit participated as well as its
particular order of battle and fighting characteristics. In each scenario, one player will take command of elements of this featured unit while the other assumes control of the opposing forces. These two players will alternate giving orders, activating their units on the map for various military functions.
Great War Commander (GWC) is a series of card-driven board games covering tactical combat in World War I. GMT’s Combat
Commander, created by Chad Jensen, is the model and inspiration for the game. In this first volume, covering most aspects of Western Front warfare, one player assumes the role
of Imperial Germany while another player commands the Entente. The players will take turns playing Fate cards in order to activate Formations on the mapboard for various military functions. In certain scenarios, three players may participate.
Hold the Line uses a popular proven system that showcases tactical battles of the American Revolution among others. Battles can be played in about an hour providing ample time for multiple games during an evening. Featuring an “Action Point” system, you have a limited number of orders to dictate to your troops each turn. You must decide where to attack, who to rally, where to move and who to sacrifice to achieve your goals.
Each turn players receive a fixed number of action points based on the historical leaders. They then roll a die which adds a random number of action points. During each of their turns they spend these action points to move, fire, close combat, or rally their units, all with the goal of eliminating enemy units and/or capturing terrain objectives leading them to victory.
A new morale system enhances the Hold the Line system even deeper while maintaining simplicity. Units are either green, veteran, or elite. During close combat a special morale die is rolled to determine if the units runs following close combat.
Horse & Musket (H&M) is a tactical system covering the development of musket warfare from the late seventeenth century through the middle of the nineteenth. Our first volume begins with the battles of Vienna (1683) and Sedgemoor (1685), while our sixth will conclude with Appomattox (1865) and Königgrätz (1866). After the American Civil War, and the triumph of Prussian tactics at Königgrätz, warfare moved away from cumbersome muzzle-loaded weapons to faster, more efficient breechloaders – a dramatic shift in the way battles are fought.
The Last Hundred Yards is unlike any tactical wargame published to date. It introduces innovative systems intended to model Small Unit Behavior in Combat during WW2. It is fun, fast-paced, and provides a very good simulation of what it was like to command combat units at the platoon or company level. The game is purposely designed to deliver a brisk yet intensive gaming experience that forces many decisions upon you as you take command of an infantry company in Western Europe after the D-Day landings.
There is, unfortunately, little historical narrative available today
regarding the thousands of small-unit actions that occurred during World War II, except for the memories of those who were there. The Last Hundred Yards (or LHY) is an attempt to recreate these small engagements. The game introduces new and innovative systems to model small-unit behavior in combat. LHY seeks to simulate what it might have been like to command combat units at the platoon or company level. The game is purposely designed to deliver a brisk yet intense experience, one that forces many decisions upon you as a leader in an infantry company in World War II.
Mark H. Walker's Lock 'n Load: Band of Heroes 2nd Edition is the reprint of the Lock 'n Load game that returned the award winning tactical combat system to the hedgerows of Normandy. Lock 'n Load is the game system that features "more game and less guff." Don't waste hours with convoluted rulebooks cobbled together in the name of realism.
Dive right in and play with Lock 'n Load's rapid fire impulse system and immersive graphics. Although a squad-based game, single men also make a difference - Leaders, heroes, medics, and even chaplains inspire their men; leading them to feats of heroic bravery. Random events triggered during play add to the "you -are-there" feeling. Ambushes spring unannounced, squads panic in unforeseen circumstances, and unexpected air support saves the day. It's all here, in a game that plays much like a good military adventure novel.
Welcome to the Lock ‘n Load Tactical system (LnLT). For over 20 years, the LnLT system has entertained gamers with its ease of play while having an attention to battlefield conditions and tactics. LnLT has set a new standard in Squad-level scenario-based gaming. Its innovative game mechanics, unparalleled artwork, historical scope, and accessibility have entertained veteran and new gamers alike.
Published in collaboration with the Mission for the 60th Anniversary of the D-Day Landings & Liberation of France, Memoir ’44 is a uniquely fun, simple and engaging boardgame for the whole family. Designed to commemorate the efforts and sacrifices of the men & women of the Second World War, we trust it will provide you with a sense of history and the desire to learn more about that Greatest Generation of all. Our fondest hope is that you will also transmit that unique historical heritage onto younger generations.
The game, Napoleon’s War, allows gamers to recreate battles during the wars of Napoleon from 1796 to 1815. Combat units made up of plastic soldiers represent the infantry, cavalry, and artillery of the various armies from the period. They are maneuvered and have combat on game boards depicting terrain that captures the key elements of various battles.
Old School Tactical is the first in a dynamic series of fresh, tactical war games. OST simulates, through an easily-learned game system, small unit engagements on the Eastern Front during 1941-42.
Two players contest each scenario using counters representing the soldiers, guns, and vehicles that fought these desperate battles. On each turn play goes back and forth between the sides as Impulse Points are spent to enable a player's forces to act. When the battle is over, casualty and victory points are tallied and a victor is declared.
Under the Panzer series of games from Avalon Hill are Panzerblitz, Panzer Leader, and The Arab-Israeli Wars. Also included is the Panzerblitz game from MMP. All are individual games but fall under the same umbrella as far as design and concepts.
The WWII Russian Front game in the distinctive black and orange box was introduced to the retail market in 1970 by The Avalon Hill Game Company (TAHGC). Originally designed as Tactical Game 3, and distributed in Issue #22 of Strategy & Tactics Magazine (1969), Panzer Blitz took the gaming community by storm. TAHGC, soon after S&T 22, acquired the rights to Tactical Game 3. They knew they had a winner on their hands, and pumped the supply chain full of copies. It is estimated that over 300,000 copies of Panzer Blitz were sold over the print life of the game, making it the most widely owned simulation board game in history. Panzer Blitz also inspired the creation of two other games: Panzer Leader, which covered Western Front action in the last year of World War II; and The Arab-Israeli Wars, which dealt with the more recent Middle East conflicts.
Panzer is a game of conventional ground-oriented combat set during World War II. It is designed to test the tactical skills of two or more players. As a tactical level game, the battles (scenarios) depict small unit actions. As such, any force can theoretically defeat any other force set at any time during the war. The Soviets actually won many small unit actions in 1941, as did the Germans in 1945. That is the advantage tactical games have over strategic games. The time-bias has a much smaller impact.
Panzer (Armor,88) is a tactical game of ground combat on the Eastern (Russian) Front from 1943-1945. The game includes the most important and/or interesting units used by the German and Russian forces in these combats. The game is played by two or more players, each commanding a small ground force.
The game has information for setting up ground actions of various forms; these scenarios are very flexible and give a great variety of games that can be played using the same rules. Experienced waigamers will find that the Panzer scenarios are the most flexible and the least structured that they have seen in any board game.
Includes IDF by Avalon Hill as it was written using the same rules base.
This is Squad Leader, a game of WWII tactical combat in Europe. Now you make the instant decisions resulting in life or death for your men, victory or defeat for your army, for you are the Squad Leader. You direct the fire against your squad, select your plan of attack, or set your defenses against massed Russian human wave or armour assaults. Will that hedgerow provide adequate cover for your flanking efforts, or will your men be cut down by the American machinegun position in the woods? The decision is irrevocable and yours alone. You must live or die by the results.
Squad Leader is more than just a game, it is a game system which can be used to portray any WWII infantry action. Its innovative system does for infantry combat what Panzerblitz and Panzer Leader have done for armoured warfare games. Squad Leader provides innovative rules for morale, leadership, machineguns, flamethrowers, demo charges, smoke, hidden placement, sewer movement, off-board artillery, radio contact, anti-tank guns, night actions, wire, entrenchments, mines, bunkers, rubble, multi-story building differentiation, fire, river crossings, roadblocks, mortars, and much more.
Tank Leader simulates a variety of tactical situations focing a battalion commander of armored forces on the Eastern Front. It is not restricted to any single battle, area of Russia, or time period, but presents the players with a host of differing situations. Command, control, and communication is the pivotal foctor in the game and is simulated through the use of formation cards which rate units’ abilities. The card play portion of the game is critical, for it determines tactical initiative, who will move first, and how quickly a formation responds to changing situations.
These rules are divided into a Standard and an Advanced Game, and players new to simulation games are particularly encouraged to begin with the Stand ard Game first, partly to familiarize themselves with the unusual mechanics and also to discover the tactics required by a command-oriented game. While the game is not complex in play, foere are strikingly original concepts which require a modest investment of time to grasp; this can best be accomplished via the Standard Game, which uses only tanks. The Advanced Game adds rules for the complete combined-arms force including infantry, artillery, trucks, and forward observers.
Tide of Iron is a tactical war game set in World War II that was originally released by Fantasy Flight games in 2007, and was enhanced by expansions that covered the East Front and North Africa. Tide of Iron (TOI) is a scenario-based game. The components and rules provide you with the tools to re-create a vast number of WWII battles and conflicts. Before each game of TOI, players must first agree upon and select a scenario to play. Each scenario will dictate the set-up, special rules, and victory conditions for the game.
A TOI scenario is played over several game rounds, with each round consisting of three distinct phases. What a player needs to accomplish to win a game of Tide of Iron depends on the scenario being played. Each scenario will have a stated objective that the players must accomplish to win. Some scenarios require players to earn a certain number of victory points, while other scenarios may require players to control strategic positions on the battlefield, such as bridges or pillboxes.
Undaunted games are World War II deck-building games, placing you and your opponent in command of American or German forces fighting through a series of missions. Players take charge as squad members and set out to accomplish a mission based on a historicial battle situatiuon.
In Undaunted you are in command of a rifle platoon, striving across a series of missions to claim and hold key objectives. Each scenario will have a different landscape of tiles, which you will have to master in order to claim the objectives and gain advantageous positions. You will be playing cards from your personal deck to control your units, but as casualties mount you will have to aquire new cards to reinforce your dwindling forces.