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Books at On Military Matters

Updated as of 3/23/2017

ABBREVIATIONS: dj-dust jacket, biblio-bibliography, b/w-black and white, illust-illustrations, b/c-book club addition.
rct - recent arrival or pending publication, spc - OMM Special Price

1-191570 Curry, John editor THOMAS ALLEN'S WAR GAMES: Professional Wargaming Overview of professional Wargaming 1945-1985. WARGAMES draws on never-before-published secret material to take us into the closed world of those who play at destruction and mayhem. 1 vol, 393 pgs 2009 UK, JOHN CURRY EVENTS
NEW-softcover, INVENTORY REDUCTION 40% OFF ......$24.00 with a discount of 40% spc

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1-192890 Hughes, Ben CONQUER OR DIE! Wellington's Veterans and the Liberation of the New World In the aftermath of Waterloo, over 6,000 British volunteers sailed across the Atlantic to aid Simon Bolivar in his liberation of Gran Columbia from her oppressors in Madrid. The expeditions were plagued with disaster from the start, one ship sank shortly after leaving Portsmouth with the loss of almost 200 lives.

Those who reached the New World faced disease, wild animals, mutiny, and desertion. Conditions on campaign were appalling, massacres were commonplace, rations crude, pay infrequent, and supplies insufficient. Nevertheless, those who endured made key contributions to Bolivar's success. 1 vol, 392 pgs 2010 UK, OSPREY PUBLISHING
NEW-dj, REDUCED PRICE ......$26.00 with a discount of 50% spc

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1-199150 Miller, Roger WASHINGTON'S CROSSING Wargame Washington's Crossing is an operational simulation of the American winter campaign of December 25th, 1776 to January 6th, 1777 that resulted in the twin victories of Trenton and Princeton and turned the fortunes of the American Revolution. The situation is fluid and desperate for both sides, allowing for numerous strategies for both players. Victory is determined through both battle victories and occupation of key objectives to simulate the British effort to pacify and restore the loyalty of New Jersey.

Washington's Crossing is the first game in the Campaigns of the American Revolution series. Future linkable titles in the series will cover the New York campaign of 1776, the Philadelphia campaign of 1777, and the New Jersey campaign of 1778.

Game Components:

* 200 die-cut counters
* 2 Player Charts
* 2 Full Color Leader Displays (US and British)
* 1 Full Color Setup Chart
* 1 22x34-inch map of New Jersey and Pennsylvania
* 1 10-sided die
* 1 24-Page Rule Booklet 1 vol, 1 pgs 2012 US, REVOLUTION GAMES
NEW-boxed game ......$55.00 with a discount of 25% spc

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1-75250 Hind, Jim ACES HIGH - War in the air 1914-1918 The war in the air 1914-1918, published in The Wargamer Magazine issue 12 and later in a box.
From the back of the box 'Aces High is a simultaneous movement game that puts you in the cockpit, with only your own skill between you and your opponent's triumphant cry of 'Flamer!' '.
Includes data on 72 different types of aircraft. The data includes information on Speed, flying qualities, armament, ability to absorb punishment, etc.

Aces High, although not as detailed as Wings, includes rules for stalls, spins, ropey (unreliable) engines, aircrew quality, spotting, archie (anti-aircraft fire), and more.
Aces High even has rules for different types of missions, from photo-reconnaissance to balloon busting to bombing.

The number of maneuvers is limited to banks, turns, sideslips, and half-loops. For example, there are no rules for Immelman turns or barrel-rolls, but the Immelman is accomplished just as in real life... a half-roll followed by continuous banking from the inverted position back to the upright position; a barrel roll is accomplished by a combination of banking and altitude changes during otherwise forward-flight.

There is an interesting rule for ace pilots where the ace pilot can withhold (i.e. not write a movement plot for) a certain number of movement points. After the non-aces have completed their entire movement plot then the ace's can plot out the rest of their move and therefore react to the less-skilled pilots actions. The number of points the ace can withhold is based on the 'grade' of the pilot with a 'grade 5' pilot unable to withhold any points to a 'grade 1' pilot being able to withhold 3.

1 vol, 1 pgs 1992 CA, 3W INC
AS NEW-boxed, unpunched ......$35.00 with a discount of 25% spc

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1-84081 Keyer, Stephen and Sposito, Marlo BALKANS ON FIRE: The War in Greece 1940-1941 8.5x11, 9 historical scenarios which can be used with all the present WWII Rule Sets from 'ARC OF FIRE to SPEARHEAD', includes Greek, Italian, German and Commonwealth forces. 1 vol, 52 pgs 2006 US, TREADHEAD GAMES
NEW-softcover, INVENTORY REDUCTION 25% OFF ......$19.00 with a discount of 25% spc

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1-89890 Hinterstoisser, Hermann & Schmidl, Erwin S. THE EMPEROR'S BOSNIAKS Bosnia-Herzegovina was occupied by Austria-Hungary in 1878, annexed in 1908 and was part of the Austro-Hungarian Empire until 1918. This book, illustrated in color, with 352 pages and nearly 600 photographs, presents a picture of the Bosnian soldiers in the Austro-Hungarian army and their military history under Austro-Hungarian administration.

The Bosniaks, who were seen as an elite group within the k.u.k. Army and who - with their strange uniform and fez headgear - attracted much attention from the various formations of the Austro-Hungarian Army, are the focus of the book. This richly-illustrated volume also offers a detailed view of the uniforms, equipment, and weaponry of the Bosniaks, from the formation of the Bosnian-Herzegovinian infantry and Jager troops to their first deployment in WWI. Also includes short bios.

This book is produced in co-operation with the Heeresgeschichtliches Museum Vienna, the Austrian Federal Armed Forces, the Army Museum Budapest, and private collectors. 1 vol, 352 pgs 2008 AUSTRIA, VERLAG MILITARIA
NEW-dj, INVENTORY REDUCTION 25% discount ......$150.00 with a discount of 25% spc

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1-90360 Bressonnet, Pascal translated/edited by S. Bowden NAPOLEON'S APOGEE: The Prussian Campaign 1806 Includes battle of Jena, Auerstadt, and Saalfeld. Offers the finest qualities of old world, 19th-century bookmaking resurface in the creation of this book. Full, leather binding with gilt stamping encases this oversize 14x10-inch volume. Marbled endpapers, silk ribbon page marker, and heavy, gilt edged archival pages. 2 vol, 424 pgs 2009 US, MILITARY HISTORY PRESS
NEW-leather bound ......$250.00 with a discount of 35% spc

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1-914002G VAE VICTIS Board Game #2: Aspern-Essling 1809 Includes 59x40cm map, 216 double-sided die-cut counters and markers, and a color rulebook with scenarios and a player aid. Units: Regiments and brigades. Map scale: 330 m/hex. Turn : 90 minutes. Complexity : 6 / 9. Rules are in English. 1 vol, 1 pgs 2009 PARIS, HISTOIRE & COLLECT
NEW-Board Game, ENGLISH TEXT ......$28.00 with a discount of 40% spc

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1-914015S various VAE VICTIS SPECIAL #15: Lace Wars Issue includes:

Art de la guerre : La guerre de succession d'Autriche, Les batailles de Fontenoy et Lauffeld
Que choisir : Les regles de jeu avec figurines XVIIIe siecle, Prussia's Glory I et II (GMT), Close Action (CoA) et Fighting Sail (GMT)
Notes de conception : Les batailles du Marechal de Saxe
Presentation : Might and Reason (S. Mustafa), Memoire 44 (DoW)
Compte-rendu : La bataille de Dettingen avec Might and Reason, Leipzig 1813 (Pratzen Editions)
Regles completes : Ultima Ratio Regum - regles de jeu avec figurines XVIIIe siecle
Scenarios : La revolution Jacobite
Strategie : Wilderness War (GMT)
Figurines : Les figurines XVIIIe en plastique 1/72e
Hobby : Jeu d'histoire et jeu de role 1 vol, 60 pgs 2009 PARIS, HISTOIRE & COLLECT
NEW-softcover, [French text] ......$12.00 with a discount of 50% spc

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1-914019 VAE VICTIS # 19: MEUSE 1940 Includes La fleche brisee, Army of the Heartland, au coeur de la Secession, Les jeux express, la victoire dans la soiree, Pour la gloire, bien jouer a Pour l'Empereur, Wartembourg, 3 octobre 1813, Austria Stands Alone, Rivoli: les scenarios du trophee, Vincennes 1998, tout le jeu d'histoire, No Man's Land, Battle of the French Revolutionary and Napoleonic Wars Vol 1, Successors, Over The Top, Aide de Camp 2, le jeu d'histoire assiste par ordinateur, and more. 1 vol, 60 pgs 1998 PARIS, HISTOIRE & COLLECT
NEW-softcover, O/P French text ......$18.00 with a discount of 50% spc

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1-914048 VAE VICTIS # 48: 1944 ARDENNES Articles include: L'offensive des ardennes, Les Regles de jeux avec figurines, Barbarossa to Berlin, A contre Pied, Ondurman, L'incroyable reussite militaire des cites grecques, American Conquest, Hearts of Iron, Jutland, Totenkopf vs Hourra, Medieval total war: le combat tactique, and more. 1 vol, 60 pgs 2002 PARIS, HISTOIRE & COLLECT
NEW-softcover French text ......$15.00 with a discount of 50% spc

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1-914051 VAE VICTIS # 51: KURSK Articles include: Encart-jeu: en pointe toujours III : Koursk 1943, Au soleil d'Austerlitz, Objectif Fachoda, Brute Force, De Summer a Constantinople, La Premiere chute de l'Aigle, Nouveautes regles figurines, and more. 1 vol, 60 pgs 2003 PARIS, HISTOIRE & COLLECT
NEW-softcover French text ......$15.00 with a discount of 50% spc

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1-914053 VAE VICTIS # 53: CHAMPS DE BATAILLE-ASIA Articles include: Encart-jeu: champs de bataille IV, Rise of the roman republic, Lock and Load, L'histoire avec des cartes, Guerilla 2, Stalingrad la bataille insensee, Ecole de guerre : jours de gloire campagne, Normandie 44, Ecole de guerre : camp d'entrainement pour l'artillerie, Les regles avec figurines, and more. 1 vol, 60 pgs 2003 PARIS, HISTOIRE & COLLECT
NEW-softcover French text ......$15.00 with a discount of 50% spc

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1-914054 VAE VICTIS # 54: BATAILLE DE MEGGIDO 1456 BC Articles include: Dragon, Les regles avec figurines, L'empire contre-attaque, Attaque a l'aube, Solferino, Ecole de guerre : Revue de blindes, Revolution et empire, Champ de bataille 4, and more. 1 vol, 60 pgs 2003 PARIS, HISTOIRE & COLLECT
NEW-softcover French text ......$15.00 with a discount of 50% spc

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1-914088 VAE VICTIS # 88: SEPT/OCT 2009 Mini game-Combat in the WWI Trenches. Scenarios for Kharkov 1942 using Panzer Korps, Advanced Squad Leader, and 15mm figures. La guerre chez lez Azteques, The Halls of Montezuma (GMT), Death Ride - Mars-La-Tour (AtO), Les jeux Worthington Games, Rapid Fire, and Flames of War autrement, and more. 1 vol, 60 pgs 2009 PARIS, HISTOIRE & COLLECT
NEW-softcover, French text, game ......$12.00 with a discount of 50% spc

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1-914092 VAE VICTIS #92: May 2010 Suez 1956 Mini game: Assault on the Suez 1956; Dossier France 1940 with scenarios for ASL, Blitzkrieg Commander, and others. Analysis of: Tomb for an Empire (B3G), A Victory Denied (MMP), Nemo (VPG), Birds of Prey (Ad Astra), Heroes of the Blitzkrieg (LnL), Barbarossa (VPG), Polemos Empire, and more. 1 vol, 60 pgs 2010 PARIS, HISTOIRE & COLLECT
NEW-softcover, French text, game ......$12.00 with a discount of 50% spc

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1-914098 VAE VICTIS # 98: May 2011 Special Issue, includes a board game on NORDWIND. English language rules can be downloaded at vaevictis.histoireetcollections.com/bonus.hml

Articles include:

ANALYSIS: Red Poppies (WG), Labyrinth (GMT), Ottoman Sunset (VPG), Command & Colors Napoleonics (GMT), White October (Battles), The Hell of Stalingrad (CoA), Tide at Sunrise (MMP), and Field of Battle.

ANALYSE + COMPTE-RENDU: We Must Tell the Emperor (VPG)

ART DE LA GUERRE: La liberation de Belgrade, and, Les Guerres de Religon (2e partie)

ART DE LA GUERRE + JEU EN ENCART: La bataille de Fort Alamo 1836

SCENARIOS: Yougoslavie 1944 pour ASL, Combat Commander, Blitzkrieg Commander

HOBBY: Les multiples facettes du jeu avec figurines 1 vol, 60 pgs 2011 PARIS, HISTOIRE & COLLECT
NEW-softcover, [French text] ......$24.00 with a discount of 50% spc

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1-914098G VAE VICTIS # 98: May 2011 Operation Nordwind Game Only Special Issue, includes a board game on NORDWIND. English language rules can be downloaded at vaevictis.histoireetcollections.com/bonus.hml
1 vol, 60 pgs 2011 PARIS, HISTOIRE & COLLECT
NEW-softcover, [French text] ......$15.00 with a discount of 50% spc

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1-914107 various VAE VICTIS # 107: November 2012 Featuring the game, Coree 1950 (The Korean War) with A3 area map and 108 die-cut counters.


* ANALYSE : Franco-Prussian War (VPG), Neuve Chapelle (WDG), Coral Sea (B3rdG), Ukraine'44 (MMP), Keren 1941 (DG), In Magnificent Style (VPG), Summer Lightning (L'NL), Leuthen (VPG), Beyond Waterloo (LPS), D-Day Dice (VG), Combat Mission - Fortress Italy (BF)
* ART DE LA GUERRE : Le corps rapide hongrois durant Barbarossa, Coree 1950
* ART DE LA GUERRE + SCENARIOS : La retraite de Russie 1812, Jouer les armees de chevaliers a l'Art de la guerre
* SCENARIOS : URSS 1941 pour M44 et ASL, Guadalcanal 1942 pour Combat Commander
* STRATEGIE ET SCENARIOS : Les assauts amphibies, scenario EPT Pacifique
* REGLES : Les Byzantins a SAGA, La revue des revues
* NOUVEAU : La bibliotheque strategique, Les regles de jeu avec figurines, Les figurines plastiques, Du 6 au 28 mm, la parade des miniatures
* HOBBY : Le journal de marche, Concepteurs et developpeurs (2e partie)
1 vol, 60 pgs 2012 PARIS, HISTOIRE & COLLECT
NEW-softcover, French Text, game rules in English ......$24.00 with a discount of 50% spc

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3-916000 MW: Back Issue Sale: 364, 368, 372, 373, 379, 381, 384, 388, 390, 391 SALE! Clearing out MINIATURE WARGAMES (MW) back issues 364, 368, 372, 373, 379, 381, 384, 388, 390, 391 for $2.50 each (plus postage), or, all 10 issues for $21.95 plus postage. If we run out of an issue, we will substitute another issue.

If you wanted to sample MW, here's your (greatly discounted) chance. Normally $9.00 each. 1 vol, 60 pgs 2013-2015 UK, ATLANTIC PUBLISHERS
NEW-pb ......$21.95 spc

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1-930254 S&T #254:Hannibal's War 1 vol, 62 pgs 2008 CA, DECISION GAMES
NEW-softcover with GAME ......$25.00 with a discount of 25% spc

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1-930255 S&T #255:First Air Battle Over Britain 1917-18 First Battle of Britain is a two-player wargame of intermediate complexity covering the German Bomber offensive against England. The objective is to score more morale points than your opponent. 1 vol, 62 pgs 2009 CA, DECISION GAMES
NEW-softcover with GAME ......$25.00 with a discount of 25% spc

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1-930257 Miranda, Joseph S&T #257:Chosin-X Corps Escapes the Trap A two-player, intermediate-complexity simulation of the fighting in eastern North Korea in late 1950. Can be played with ST190 Gauntlet. 1 vol, 62 pgs 2009 CA, DECISION GAMES
NEW-softcover with GAME ......$26.00 with a discount of 25% spc

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1-930258 S&T #258:The Santiago Campaign 1898 A two-player,low-complexity simulation of the US to campaign to capture the Cuban port of Santiago during the Spanish-American War. 1 vol, 62 pgs 2009 CA, DECISION GAMES
NEW-softcover with GAME ......$25.00 with a discount of 25% spc

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1-930260 S&T #260:Black Prince-Crecy & Navarette Navarette is a simulation of the conflict between English and Castlian Forces with their French Allies in 1347. Crecy 1346 between English and the French Knights. 1 vol, 62 pgs 2009 CA, DECISION GAMES
NEW-softcover with GAME ......$25.00 with a discount of 25% spc

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1-930261 Miranda, Joe. S&T #261:The Kaiser's War:World War 1, 1918-19 An intermediate-complexity, strategic-level of the last year of WWI in Europe, including an optional what-if extension into 1919. Each hex represents 62 miles. 1 vol, 62 pgs 2010 CA, DECISION GAMES
NEW-softcover with GAME ......$30.00 with a discount of 25% spc

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1-930264 Koenig, Paul S&T #264 - Shiloh: Bloody April, 1862 The design, by Paul Koenig, uses an evolution of the old-Avalon Hill classic, Gettysburg '77. Each game turn equals one hour, and each hex on the map represents 100 yards. Units of maneuver are double-sided brigades. Rules cover: roads, surprise, fatigue, rout, organization, ranged fire, reinforcements, army organization, gunboats, night, and more. There are three scenarios: one for each day and a combined look at the entire two-day battle. Historical set-ups are provided for all scenarios. The short scenarios can be completed in about four hours. The game includes a 34x22 hex map and 176 large-sized NATO-style, back-printed units. Solitaire play is doable.

Articles include: Battle of Shiloh, Nigerian Empire: Fulani, The Battle of the Bulge, and Russia Invades Georgia 2008. 1 vol, 62 pgs 2010 CA, DECISION GAMES
NEW-pb ......$30.00 with a discount of 25% spc

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1-930274 Miranda, Joe and Roger Deal S&T 274 - The Sun Never Sets V2 The Sun Never Sets volume II is an operational simulation of three major 19th century wars in which the British Empire participated. The British marched to the four corners of the earth, fighting against fierce Native opposition and covering themselves with glory...as well as a disaster or two.
Abyssinia covers the 1868 British expedition to free hostages which were being held by Abyssinian King Theodore. This was one of the great logistical feats of the 19th century, and at the time was considered to be an incredibly daring undertaking.

Asante covers the 1873-74 British raid into the heart of the Asante Kingdom in West Africa. Players can use this as an introductory scenario. Persia covers the 1856-57 British punitive expedition into Persia, fought mainly to distract the Persians from seizing parts of western Afghanistan. Second Afghanistan War covers the 1878-79 British invasion of Afghanistan. The purpose of the campaign was to establish a friendly government in Kabul and counter a possible Russian march on India. 1 vol, 62 pgs 2010 CA, DECISION GAMES
NEW-softcover ......$50.00 with a discount of 25% spc

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1-930276 Miranda, Joseph S&T 276 OPERATION ANACONDA Wargame: Operation Anaconda, designed by Joseph Miranda, is an intermediate-complexity, grand-tactical game covering that codenamed battle fought between US/Coalition forces and Al Qaeda in eastern Afghanistan in March 2002. It featured a combined US-Afghan-Coalition force attempting to surround and destroy enemy units while also capturing or killing Bin Laden. The operation ultimately failed in its larger objectives owing to poor command control. While technically and tactically a Coalition victory, the fighting demonstrated the strengths and weaknesses that have characterized both sides ever since.

The design uses the well-liked 'Boots' system, which makes command-control the central feature of play. Each player commands a force composed of one or more 'sub-commands.' Those sub-commands are moved and fought according to the random pick of Command Chits. When a particular chit is picked, its corresponding sub-command is activated. Since players don't know the order in which the chits will be picked, play becomes chaotic as they strive to create and exploit opportunities.

This is a two-player game, with one commanding Coalition forces and the other those of Al Qaeda. Combat is quasi-tactical. Additionally, the Coalition player has access to various types of fire support, such as airstrikes; however, that support (as well as reinforcement) become available at random. The Al Qaeda player has the advantage of his units being deployed face down, and his opponent must use ISR (Intelligence-Surveillance-Reconnaissance) to reveal them. Play is a tense contest between asymmetric forces. 1 vol, 62 pgs 2012 CA, DECISION GAMES
NEW-softcover ......$30.00 with a discount of 25% spc

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1-930278 Youda, Paul S&T 278 TOBRUK Tobruk uses the same system as Sedan: The Decisive Battle for France, May 1940. Tobruk is a simulation of British Eighth Army's Operation Crusader, the attempt to relieve the Tobruk garrison during the period from November to early December 1941, with each turn representing two days. The units in the game represent regiments (228 counters), and operate according to a chit-pull divisional-command activation system. Movement and combat are randomized by each division's potential activation, such that the general course of play goes a long way toward simulating the fog of war in a simple yet realistic manner and without the need for special rules.

As a new addition to this system (not present in Sedan), to simulate the more pronounced effect of long-range anti-tank guns in desert terrain, units with AT capability are identifi ed, and they're given the capability to engage enemy armor as it approach, just as the infamous 88s did at Hellfire Pass. Each hex represents four miles, and the map area portrays the Western Desert
from around Tobruk to near the Libyan/Egyptian border. 1 vol, 84 pgs 2012 CA, DECISION GAMES
NEW-softcover ......$30.00 with a discount of 25% spc

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1-930286 S&T 286 SPARTA VERSUS ATHENS This strategic level wargame covers the Peloponnesian War in it's entirety, spanning 28 years, from 431 BC to 404 BC. The map is point-to-point, using city-states and the common land and navigable sea routes as the conduits that defined the Grecian Mediterranean. The game is designed for simple movement and combat mechanics to resolve battles and sieges, all centered upon the predominance of famous and historic leaders (e.g., Alcibiades).

The game is richly historic, and keeps players within historic parameters in such a way that alliances and politics can shift, depending on how the war is going, but only within the limits of historic possibilities. Some city-states of the Delos Confederation may ally with Athens, while others may ally with Sparta, for example. Athens vs Sparta includes four scenarios: The Archidamian War (431 - 422), The Peace of Nicias and the Sicilian Expedition (421 - 413), The Ionian War (412 - 404), and the campaign scenario covering the entire war.

The game includes one 22x34-inch map of the Grecian Mediterranean, including Sicily and southern Italy, and as far east as the Persian empire, 280 counters of all participants in the Peloponnesian War. Each game turn is played as four seasons of one year.

Each inch equals about 18 miles. One naval strength point represents 5 galleys of the era (Triremes), and one land strength point represents 350 to 450 heavy infantry (Hoplites) or 500 to 600 light infantry or 200 to 300 cavalry.

Components: One 22x34-inch map & 280 counters

Other Articles in Magazine:

* French Naval Strategy, 1792-1815: how the revolutionary and Napoleonic French tried - but failed - to defeat the British Royal Navy during a quarter-century long naval war fought all around the globe.
* The AEF 1918 Marne Counterattack: a detailed study of the US Army's first great offensive battle in World War I.
* Jules Verne & Modern Submarine Warfare: an analysis of the 19th century science fiction writer's effect on the later development of submarine warfare down to the present-day. 1 vol, 84 pgs 2014 US, DECISION GAMES
NEW-softcover ......$30.00 with a discount of 10% spc

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1-956007 Berg, Richard WORLD AT WAR #7:GREEK TRADEGY A two-player and solitaire game that covers the Italian's ill-fated invasion of Greece in 1940; also The Battle of Yelnia the 1941 defeat of the Germans; The Churchill Conspiracy and Okinawa. 1 vol, 62 pgs 2009 CA, DECISION GAMES
NEW-softcover with game ......$25.00 with a discount of 25% spc

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1-956009 WORLD AT WAR #9:DESTRUCTION OF ARMY GROUP CENTER This new version of DAGC is a thorough redesign, by Ty Bomba of the old 1970's SPI game. The maps have been expanded to include all the Baltic area and NW Ukraine. (2) players. 3-4 hours. 1 vol, 62 pgs 2009 CA, DECISION GAMES
NEW-softcover with game, O/P ......$25.00 with a discount of 25% spc

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1-956011 WORLD AT WAR #11:Afrika Korps Afrika Korps: Decision in the Desert, 1941-42. The game map shows the Egyptian/Libyan coastal area. Each turn represents one month, a hex represents 12.5 miles. 1 vol, 62 pgs 2010 CA, DECISION GAMES
NEW-softcover with game, O/P ......$30.00 with a discount of 25% spc

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1-956015 Bomba, Ty World at War #15- Soft Underbelly:Italy 1943 The War in Southern Italy, 1943 (SU). It's an intermediate-complexity, two-player wargame simulating that historic World War II campaign. It may also be used to explore the 'what ifs' inherent in the situation had the German high command chosen to react to the Allied landings in a much different manner: making that effort's defeat Berlin's main strategic goal for late 1943 (Operation Wacht am Tiber). The design therefore combines factual historical detail with studied counter-factual analysis to present players with a situation that will be familiar to most of them, while at the same time allowing for an easy and seamless transition into the less certain realm of alternative history.

Each extra-large-hex on the 34x22' mapsheet equals 11 miles (18 km) when measured from side to opposite side. Each game turn represents between two and 15 days, depending on the exact time of year of each one. That is, as the autumn weather worsens, and attrition and the inevitable declines in soldier morale and force-robustness take their tolls, each game turn comes to represent a longer period of time. That approach allows for the smooth building into the system of what would otherwise be burdensome factors of weather, ground conditions, operational tempo, etc. Every ground unit represents a division or division-equivalent (176 large-size NATO-style).

The game uses the well-liked system originally created by Ben Knight for Victory in Normandy. There are approximately 14,500 words in the rules. A complete game of SU generally takes from four to five hours to complete, and it's suitable for solitaire play. Rules cover such things as: Allied end-run second invasions, Luftwaffe seaport raids, reinforcements, withdrawals, paratroop drops, naval gun support, both sides' army and corps organizational schemes, German tactical superiority, tactical and strategic airpower and much more.
1 vol, 62 pgs 2010 CA, DECISION GAMES
NEW-softcover with game ......$30.00 with a discount of 25% spc

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1-956016 Bomba, Ty World at War #16 - Partizan Partizan is a two-player, intermediate-complexity, historical simulation of the struggle between the Communists and the Axis occupation forces for mastery of Yugoslavia 1941-1944. The 228 iconic and NATO-style counter-mix includes the brigades and divisions of German, Italian, Hungarian, Croatian, Bulgarian, and Ustashi units, as well as all the Partisan forces and Marshal Tito himself (the Chetniks are handled abstractly). Partisan units' exact strengths are mostly unknown by the Axis player (via 'tried' and 'untried' counter-sides).

The 34x22-inch extra-large-hex map contains various infrastructure (warehouses, fuel dumps, bridges, and so on) as well as resource hexes representing strategic mineral deposits, such as bauxite, copper and chromium, which the Axis player must protect, along with routes from them back to Germany, while also guarding possible invasion beaches along the coast. 1 vol, 62 pgs 2010 CA, DECISION GAMES
NEW-softcover with game ......$30.00 with a discount of 25% spc

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1-956017 Miranda, Joseph WORLD AT WAR 17: LENINGRAD '41 Leningrad '41: What If Manstein had Attacked? (L'41), designed by Joseph Miranda, is a two-player alternative history wargame of intermediate complexity that simulates a hypothetical German attempt to seize the city of Leningrad in late July through August 1941. The assumption is Manstein, rather than pausing for two weeks as he did historically, simply charged ahead into the city immediately upon crossing the Luga River.

To control complexity and present an overall-force-commander's-view of the battle, the game uses a tactically scaled map and units of maneuver coupled with an operationally scaled game turn length. The German player is generally on the offensive, trying to clear the Soviet defending force from the city prior to the end of the game. L'41 uses the system originally created for our earlier published Manila '45 game.

Each game turn equals three days. Each hexagon on the map represents 0.3 miles (0.5 km) from side to opposite side. The units of maneuver for the Germans are mainly battalions, while those for the Soviets range from battalions to regiments and brigades. Thus each unit may represent anywhere from 100 to 5,000 men and their equipment.

Special rules cover such things as: fog of war, replacements, reinforcements, defensive fire, indirect fire, combat air support, command control, leaders, fanaticism, gunboats, the cruiser Aurora, the Komsomol, the metro, and optional German airborne assault. 1 vol, 62 pgs 2011 CA, DECISION GAMES
NEW-softcover with game ......$30.00 with a discount of 25% spc

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1-956022 Miranda, Joseph WORLD AT WAR 22: Minsk '44 The second game in Joseph Miranda's new East Front Battles Series, which began with Guards Tank in issue 13 -- covers the crucial exploitation phase of the great Soviet summer offensive against the Germans' Army Group Center, in June of 1944. The game utilizes the classic quad series rules' mechanics and a retreat-emphasizing differential combat system to encourage encirclement tactics, so typical of Soviet armor strategy during World War II.

Minsk is a two-player (Soviet versus German) operational level game. The game includes 228 medium-sized die-cut counters, with the division as the primary maneuver unit, and also includes air units, untried units, blown bridge markers, and headquarters units. The colorful map features the area of the Third Belorussian Front during Operation Bagration, with each hex representing approximately 2 miles across, and includes such prominent locations as Berezina and the transportation center of Minsk.

The rules entail a variety of standard and unique rules, such as Railroad Movement, 'What if' Optional Reinforcements, Blowing Bridges, Untried Units, and the full range of historical unit formations, such as 5th Guards Tank Army, and the 505th Heavy Armor unit, etc.

Victory in the game is determined by the accumulation of VP for control of important hexes, as well as evacuating friendly units

Other articles include:

* Green US Forces at Kasserine, 1943. The fierce German counterattack against rookie US forces in North Africa that led to Patton's promotion to army command.
* Savo Island. A revisionist interpretation of this near-miss Japanese naval victory off the coast of Guadalcanal late in 1942.
* Hitler's Military Conferences. An analysis of the procedures Hitler used to arrive at his big military decisions 1 vol, 62 pgs 2011 CA, DECISION GAMES
NEW-softcover, inventory clear out ......$30.00 with a discount of 40% spc

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1-956024 Youde, Paul WORLD AT WAR 24: Sedan 1940 Sedan: The Decisive Battle for France, May 1940, designed by Paul Youde, simulates the German Army's offensive to reach and cross the imposing Meuse River, near Sedan, and the subsequent breakthrough to the west. Using basic combat mechanics, the game includes command control strictures to better simulate the differences between French and German capabilities.

Sedan, May 1940 is a two-player (German versus French) operational level game. The game includes 228 medium-sized die-cut counters, with the battalion as the primary maneuver unit, and also includes air units, artillery units, blown bridges, pontoon bridges, and command draw chits. The colorful map features the Belgian/French border, centered around Sedan along the Meuse River, with each hex representing approximately two miles across, and includes such prominent locations as the northern extent of the Maginot Line, and the city of Sedan, as well as various charts and tables for easy reference during play.

The rules entail a variety of standard and unique rules, such as Roadblocks, Demolishing Bridges, German Pontoon Bridges, Dogfights, Bombing Bridges, Overruns, French Fuel Shortages, the French 2nd Army Cavalry, the French 3rd Brigade de Spahis, Headquarters Activation, Air Support, Operation Niwi, Reinforcements, etc. Victory in the game is determined by the accumulation of VPs for control of the Meuse River (primarily involving the quantity of German units that have crossed the bridges), as well as eliminating enemy units. 1 vol, 62 pgs 2010 CA, DECISION GAMES
NEW-softcover, inventory clear out ......$30.00 with a discount of 40% spc

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1-956025 Youde, Paul WORLD AT WAR 25: Keren 1941 - East Africa Keren simulates the Battle of Keren, one of the pivotal engagements in East Africa during the Second World War. The Italian units, particularly the Savoia Grenadiers, fought so well that the Commonwealth forces had to conduct three assaults to break their position. Indeed, the Savoia Grenadiers were never dislodged from their hilltop position, and were only compelled to surrender after being surrounded after the other Italian positions fell. In spite of their ultimate defeat, it's regarded as one of the Italian Army's most impressive showings during the entire war.

Keren includes one counter sheet (228 counters) and one map of the Keren area of Eritrea (each hex represents about 220 yards), portraying the Dongolaas Gorge and the heights on both sides, dominating the area south of Keren. The system's unique feature is the ability of infantry units to self-reduce to dispatch men as supply-runners, as was necessary for both sides historically.

Fighting atop the difficult hills will give players a sense of why the Italians were so difficult to dislodge, as well as the importance of artillery and air support, and the limitation on the usefulness of tanks. 1 vol, 62 pgs 2012 CA, DECISION GAMES
NEW-softcover ......$30.00 with a discount of 25% spc

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1-956031 various WORLD AT WAR 31 - Dubno 1941 During the opening days of Operation Barbarossa, the German First Panzer Group drove deep through the Ukraine with its ultimate objective the great city of Kiev. Leading the thrust was the 48th Panzer Corps. The Germans broke through the Soviet frontier defenses, but the Red Army quickly counterattacked with several mechanized corps. While the Germans were outnumbered, especially in tanks, they had superior command control and tactics, allowing them to defeat the Soviets piecemeal. Moreover, the Red Army at this stage of the war was in the midst of reorganization, and suffering from severe logistical shortfalls. Still, the Germans got a surprise when they ran up against T-34 and KV tanks which were far heavier than the German AFVs, and were largely impervious to their anti-tank fire, except for the infamous 88mm flak guns. Following several days of mobile battles, the Wehrmacht routed the Red Army. Yet, the Germans were delayed long enough to cost them a quick capture of Kiev, a failure which would have considerable ramifications in the next several months of the campaign.

Components: One 22x34-inch map and 228 counters

Other articles include: The Maginot Line: 1940; Slim's Tanks: British Armor in Southeast Asia 1944-45; and Gen. Stanislaw Sosabowski: Biography of the famous WW2 Polish Parachute Brigade commander. 1 vol, 62 pgs 2013 US, DECISION GAMES
NEW-softcover, available late June 2013 ......$30.00 with a discount of 25% spc

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1-956034 various WORLD AT WAR 34: British Guards Armoured Division The Famous Divisions series continue with British Guards Armour. It's brings tactics to an operational simulation and recreates four battles from 1944-45: Operations Goodwood and Veritable, Bonninghardt Ridge, and Joe's Bridge.

The system offers a new concept: play is governed by drawing Event Chits. Combat isn't simply resolved by comparing attack and defense strengths, but is modified by chit-draws that introduce elements of chaos.

Chits may be nullified by other chits, so players never know how an attack will be resolved based on its odds. Examples of chits are: Sniper, Good Commander, Ambush, Experienced NCO, Caught in Crossfire, Fanatic, Radio Out, Critical Hit, Frontal Assault, Elite Troops, Outflanked, Hand-to-Hand Combat, and Friendly Fire.

Each hex represents 500 meters, and each turn represents six hours; however, they aren't subdivided into friendly and enemy turns. Rather, each is comprised of HQ activations. All HQ activation chits are drawn one at a time to initiate the movement and combat of a particular HQ and its companies.

When an activation is finished, a new HQ is drawn and its activation begins. While not purpose-designed for solitaire, the system is easily adapted to such play.
The game includes two maps (22x34-inch) and two counter sheets containing 560 counters. 1 vol, 62 pgs 2013 US, DECISION GAMES
NEW-softcover, available mid to late December 2013 ......$50.00 with a discount of 25% spc

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1-963001 MODERN WAR #1 - Red Dragon Green Crescent Red Dragon/Green Crescent is a game covering near-future conflicts around Asia's periphery from 2013 to 2021. It's adaptable for two player, multi-player and solitaire play. Most ground units are brigades. Aircraft are mostly combat-wings. Ship units represent groups of vessels such as SAGs, subrons, or individual capital ships. Turns represent varied amounts of real time, depending on the operation being conducted. An entire match encompasses the first month of the war. Scenarios include partial and two-map games, some centered on Korea, others on the Indo-Pakistan area, and others covering the entire region from the Red Sea to Alaska.


* Two 22 x 34 inch maps
* 352 counters
* Magazine with historical background

Articles include: Red Dragon / Green Crescent (Near-future clashes in the Indian Ocean and Western Pacific); Stormin' Norman (A biography of Gen. Schwartzkopf); 1972 NVA Offensive (The first conventional offensive by the communists against the South Vietnamese); Seal Team 6 (Analysis of this elite unit and its mission to get Bin Laden); Russia's Military (Their complete ground force order of battle); Beretta vs. Colt (The Beretta has been the US military sidearm for over two decades, but some still carry the Colt); and Cyber War (The risk inherent in this new realm of conflict). 1 vol, 84 pgs 2012 CA, DECISION GAMES
NEW-softcover ......$50.00 with a discount of 25% spc

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1-963004 Miranda, Joseph MODERN WAR #4 - Six Day War Six Day War: 1967, designed by Joseph Miranda, is a wargame of Arab-Israeli War of June 1967. There are two players in the game, each commanding a Front of the Israeli Army against various Arab opponents. One commands the Sinai Front; the second commands the Eastern Front. Each player also commands the Arab forces facing the other player (his opponent.) The game is designed in this manner owing to the massive qualitative superiority of Israeli forces in this war. The assumption of the game is that an Israeli victory was generally inevitable, so the intent is to place the players in a situation in which they have to compete with each other on both sides to win the greatest possible victory on their own Front.

The map is divided into two sectors, one for each Front. Only units of that Front may operate in that sector. There are additional units, called Reserves, which can possibly be assigned to either Front. The objective of each player is to score the most Victory Points in terms of seizing objectives and destroying enemy units at the lowest possible cost. Meanwhile, the player will be using the Arab forces facing the other player to delay or even stop that Front.

The game includes one map of Israel and the surrounding regions from the Golan Heights to the Suez canal (and all of the Sinai), and one counter-sheet representing all of the Israeli and Arab forces, color-coded to apportion them by their respect Front.

The game includes one 22x34-inch map and 228 counters. 1 vol, 84 pgs 2013 CA, DECISION GAMES
NEW-softcover ......$30.00 with a discount of 25% spc

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1-978016 016 SEAFIRE vs A6M ZERO Products of vastly different design philosophies, the Seafire F III and the A6M Zero were never intended to meet in combat, and never should have. The Zero, extremely nimble at low speeds was purpose-built as a shipboard fighter. In contrast, the Spitfire was intended to operate from established airfields, and needed to be adapted as a carrier fighter.

The book examines these two iconic fighters and their two very different histories, using fantastic artwork and first-hand accounts to illustrate the last aerial duel of World War II, as the British Seafire overcame its critics to emerge victorious over the Japanese Zero.

Contents: Introduction; Chronology; Design and Development; The Strategic Situation; Technical Specifications; The Combatants; Combat; and Statistics and Analysis. 1 vol, 72 pgs 2009 UK, OSPREY PUBLISHING
NEW-pb, Inventory reduction sale -- 50% Discount (In Stock) ......$18.00 with a discount of 50% spc

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1-996074 Ford, Ken 074 The Rhineland 1945 - The last killing ground in the West Known as the last great 'stand-up fight' of the Second World War the battle for the Rhineland was brutal in the extreme. Eisenhower's 'broad front' policy called for the whole of the Rhineland to be taken before pushing his troops across the Rhine and into Germany itself. The Germans opened the Roer dams in a vain bid to temper this massive Allied offensive and this called for a drastic change in tactics. The ensuing battle was characterised by amphibious assaults on the fortified villages of the flooded Rhine lowlands, frontal assaults on the much vaunted Siegfried Line and the grim fighting for the Reichswald Forest. It was to be 'the last great killing ground in the west'. 1 vol, 96 pgs 2000 LONDON, OSPREY PUBLISHING
NEW-pb, Inventory reduction sale -- 50% Discount (In Stock) ......$22.00 with a discount of 50% spc

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1-996091 091 KOLIN 1757 In May of 1757 Frederick the Great invaded Bohemia, smashed an Austrian army outside Prague and bottled it up in the city. The Empress Maria Theresa dispatched Marshal Daun with 60,000 men to save the Empire's second city. Frederick had won a string of victories over the Austrians and was convinced his men would always triumph.

Although outnumbered he attacked, but the Austrians were waiting. His army was defeated and forced to withdraw. As his veterans commented, 'they were not the same old Austrians at all'. Simon Millar shows how Frederick's overconfidence proved his undoing at Kolin.

Contents: Origins of the Campaign, Chronology, Opposing Commanders, Opposing Armies, Opposing Plans, The Battle, Aftermath, Bibliography, and Index.
1 vol, 96 pgs 2001 LONDON, OSPREY PUBLISHING
NEW-pb ......$22.00 with a discount of 15% spc

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1-996222 Shepperd, William 222 SALAMIS 480 BC: The Naval Campaign That Saved Greece In 480 BC, the Greek and Persian fleets met in a battle in the strait between Attica and the island of Salamis. Although outnumbered, the Greeks delivered a crushing victory that ended the Persian threat to Greece. This book draws on the findings of archaeological, technological, and naval research, as well as on original historical sources to vividly recreate one of the most important naval campaigns in world history. 1 vol, 96 pgs 2010 UK, OSPREY PUBLISHING
NEW-softcover, inventory stock reduction ......$22.00 with a discount of 60% spc

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1-999186 186 THE APACHES Osprey Men-At-Arms series, 8 color plates, text. 1 vol, 48 pgs 1981 LONDON, OSPREY PUBLISHING
NEW-pb, Inventory reduction sale -- 50% Discount (In Stock) ......$18.00 with a discount of 50% spc

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1-999274 274 FLAGS OF THE THIRD REICH # 2: WAFFEN SS Osprey Men-At-Arms series, 8 color plates, text. 1 vol, 48 pgs 1994 LONDON, OSPREY PUBLISHING
NEW-pb, Inventory Clearance O/P -- In Stock ......$18.00 with a discount of 50% spc

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1-ATO021 Dickens, Gene game designer AGAINST THE ODDS #021:DAY OF THE CHARIOT-Kadesh RULES/GAME:DAY OF THE CHARIOT-Kadesh the Chariotbattle of all times. Also the DESERT DULE WWIIgame the first battle of Alamein 1942. 1 vol, 60 pgs 2007 US, AGAINST THE ODDS
NEW-boxed Game/Magazine ......$35.00 with a discount of 25% spc

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1-ATO024 Vasey, Charles game designer AGAINST THE ODDS #024:DEATHRIDE Mars-La-Tour 1870 RULES/GAME:DEATHRIDE covers the courageous battleaction at Mars-la-Tour during the Franco PrussianWar. A small German force takes the initiativeagainst a massive French Army. Elan vs battlecraft 1 vol, 60 pgs 2009 US, AGAINST THE ODDS
NEW-boxed Game/Magazine ......$35.00 with a discount of 25% spc

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1-ATO2008 Rohrbaugh, Paul game designer AGAINST THE ODDS 2008 ANNUAL:Operation Cartwheel GAME:OPERATION CARTWHEEL-Breaking the BismarkBarrier simulates MacArthur's Campaign againstRaboul. CARTWHEEL intregates seperate air, groundand naval games. Bonus Game: Gazala line 1942 1 vol, 60 pgs 2009 US, AGAINST THE ODDS
NEW-boxed Game/Magazine ......$45.00 with a discount of 25% spc

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1-ATO2009 AGAINST THE ODDS 2009 ANNUAL:Verdun VERDUN: A GENERATION LOST covers the 1916 Germanoffensive meant to force the Entente to negotiateIn the end both sides suffered huge losses. 1 vol, 60 pgs 2010 US, AGAINST THE ODDS
NEW-boxed Game/Magazine ......$45.00 with a discount of 25% spc

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1-ATO2011 Various AGAINST THE ODDS 2011 ANNUAL - Beyond Waterloo 'Another Waterloo game?' - Not exactly. And much more.

While most 'Waterloo games' either lock players into the circumstances of that famous battle, or give some small leeway into the overall circumstances of the '100 Days' battles in Belgium, they all suffer from a similar narrow focus. You will have the Armee du Nord face some combination of Blucher and Wellington and everyone just does the best they can.

But any reading of the 100 Days shows a flurry of activity - key, historical events - which no one has bothered putting into game form.

Beyond Waterloo, designed by John Prados, begins with Napoleon entering Paris and the Coalition Allies facing choices about what to do about this.

We've all read the events that follow. Napoleon feverishly works the diplomatic channels while trying to reform a government and rebuild something like La Grande Armee. The allies put aside their quibbling over the new lines on the map of Europe, declare Boney an 'outlaw,' and start mobilizing about a million troops to invade France.

Repeat, Beyond Waterloo begins with Napoleon entering Paris. Each player gets to pursue these grand strategic paths that's been discussed many times but never gamed. The map includes France - ALL of France - plus Belgium, Spain, Germany, Switzerland, and Italy. Get the picture? This time, the players will have different choices. 'Beyond Waterloo' means WATERLOO MAY NOT HAPPEN AT ALL! Or if it happens, the players will be part of why it happens! 1 vol, 60 pgs 2011 US, AGAINST THE ODDS
NEW-softcover, available late June 2012 ......$45.00 with a discount of 25% spc

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1-CH041 various CRITICAL HIT: Vol 4 No 1 Volume 4, Number 1 of Critical Hit Magazine comes with new expansions for Advanced Squad Leader.

Included are the following articles:
* Fighting Soldiers from the Sky (ASL paradrops)
* Big Cat's Den (Designer Notes and play notes for that scenario)
* Cold Reception (Scenario replay of that scenario)
* Dictum Concentrate (ASL strategy article)
* SW Teams and MG Crews (variant rules)
* The Weapons Pit (variant rules)

There is also a countersheet with a few new vehicles and the 'Weapons Pit'

Also, it contains the following scenarios:
CH73: THE STAND OFF; 18 September, 1941; Outside of Romny, Russia
CH74: TROTEVAL FARM; 24 July, 1944; Near Verrieres, France
CH75: THE BIG CAT'S DEN; 19 August, 1944; St. Lambert-Sur-Dives, France
CH76: HURTGEN HELL; 6 October 1944; Hurtgen Forest, Germany
CH77: DROP ZONE A; 24 March 1945, Two miles west of Hamminkeln, Germany
CH78: THE OUTSKIRTS OF LEMBERG; 12 September 1939; Lemberg, Poland
CH79: BAR's AGAINST PANZERS; 26 December 1944; Verdenne, Belgium
CH80: CUT THE LINE; 17 December 1941; Route 1 near Ragay, Bicol Peninsula, the Philippines 1 vol, 52 pgs 1997 US, CRITICAL HIT, INC
NEW-softcover, inventory clear out ......$20.00 with a discount of 25% spc

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1-COM020 Tschanz, David COMMAND #20: CORTES - Conquest of the Aztec Empire Two-player wargame that covers the epic three month siege of Tenochtitlan, the climactic 1521 battle for control of Mexico. Game includes 14 pages of rules, 144 5/8-inch counters, and a 22x34-inch map. Includes Human Sacrifice Rules. Includes magazine. 1 vol, 60 pgs 1990's CA, XTR PUBLISHING
AS NEW-unpunched game ......$25.00 with a discount of 25% spc

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1-COM024 Gryner, Dr. Peter H. COMMAND #24: CZECHOSLOVAKIA 1938 Two-player wargame that simulates what might have been the first campaign of World War II in Europe if the Prague government rejected the Munich accord. The game includes a 34x22-inch mapsheet, 142 counters, and 18 pages of rules. Includes magazine. 1 vol, 60 pgs 1990's CA, XTR PUBLISHING
AS NEW-unpunched game ......$15.00 with a discount of 25% spc

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1-GMT0111 Racier, Ted REDS - The Russian Civil War 1918-21 Reds! is a two-player wargame covering these dramatic events from August 1918 to the start of 1921, when the last organized opposition to Red rule outside the far east was destroyed.

The single large-hex map stretches from Warsaw in the west to Omsk in the east and from Murmansk in the north to Tashkent in the south. Across this vast expanse, players maneuver a colorful array of combat units representing various White factions, Anarchists, Nationalists, Alied Intervention Forces, the two divisions of the Czech Legion, and six Polish armies.

Units range from armies to brigades. The Red Order of Battle is built around 16 Red Armies organized by Leon Trotsky. There are also two powerful Red cavalry armies and the elite Latvian Rifle division. The White Order of Battle includes everything from Cossack cavalry corps to Moslem partisans and a German Free Corps. Each side also has support units: naval and river flotillas, air units, and, of course, the famous armored trains. Key leaders are also included: Frunze, Denikin, Wrangel, and Trotsky and his famous Red Train.

To model the chaos of this many-sided multi-front war, the sequence of play is based upon random chit pull which determines the order of activation of each White faction or six Red Army Front commands. The key Logistics phase, in which disrupted units are rallied and unsupplied units attritted, is also randomly determined. The game also includes TWO random event tables: one for each side.

From sweeping cavalry advances to slogging matches over major cities (such as Tsaritsyn - the future Stalingrad - know as the Red Verdun), Reds! is a true player's game. It is also a realistic depiction of some of the most titanic and unusual campaigns of modern history.
1 vol, 1 pgs 2012 US, GMT GAMES LLC
NEW-boxed game, 2012 reprint edition ......$50.00 with a discount of 25% spc

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1-GMT0208 BARBAROSSA TO BERLIN 1-2 players card/board game. 1 vol, 1 pgs 2002 HANFORD, GMT GAMES
NEW-boxed game ......$50.00 with a discount of 25% spc

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1-GMT0807 Welch, Stephen CHANDRAGUPTA:Great Battles of the Mauryan Empire Eight Battles covering the period 319BC to 261BC.It simulates the traditional four-fold divisionof the Indian military system, with the Elephants,Chariots, Cavalry and foot troops 1 vol, 1 pgs 2008 US, GMT GAMES LLC
NEW-boxed game ......$65.00 with a discount of 25% spc

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1-GMT1201 Beach, Ed VIRGIN QUEEN 1559-1598: Wars of Religion Virgin Queen is the sequel to Here I Stand, another card-driven game of grand strategy that covered the previous forty years (from Martin Luther's posting of his 95 Theses in 1517 through the abdication of Charles V in 1556). Players familiar with Here I Stand will find much that is familiar in Virgin Queen: over half of the rulebook remains unchanged. New game systems have been put in place to emphasize the changing nature of the conflicts here in the late 16th Century.

Components: Rule and scenario booklets, Four and one-half counter sheets, Three player card decks with 134 cards (112 action cards and 22 royal cards), Four Player Aid Cards, Six power cards, Four off-map displays, and Two player aid cards.


* Religion: Streamlined from Here I Stand, the new rules for religious conversion and rebellion allow actions to be resolved quickly, reflecting the already entrenched presence of both Catholic and Protestant factions across the key areas of religious struggle.

* World Map: Oceanic expeditions are now under direct player control as they sail to the Caribbean and beyond to seize plunder, found colonies, and attempt to circumnavigate the globe.
Diplomatic Influence: Alliances with minor powers (and major powers that can be activated in games with less than 6 players) are now made through a unified system where players buy influence at each of these foreign courts.

* Weddings: Here I Stand's secret negotiation phase is still present here in Virgin Queen, but with a new twist. Now you will want to arrange marriages for each of the princes and princesses of your family dynasty with a suitable foreign royal. Will even the Virgin Queen succumb to love and take a husband, or will she jilt that suitor at the last minute once again?

* Patronage: Your royal court will be visited by artists, writers, scientists, and architects, who all want you to invest in their endeavors for the glory and advancement of the realm. Will you sponsor Galileo, Cervantes, or Shakespeare or instead spend your treasury on a fruitless quest for the Philosopher's Stone?

* Espionage: Beware, there is also a dark side to this period -- a time of espionage and spymasters. In Virgin Queen you can ask your ambassadors to spy on foreign courts, send out handgun-armed assassins, invest in cryptology, and even recruit Jesuit priests for undercover missions of conversion. 1 vol, 1 pgs 2012 US, GMT GAMES LLC
NEW-boxed game, available late April 2012 ......$89.00 with a discount of 25% spc

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1-GMT1206 Land, Michael NEXT WAR: Korea In Next War: Korea, the Korean Peninsula is on fire with two of the world's most well-prepared, antagonistic forces arrayed against each other. Can you, as the North Korean People's Army commander, conquer the South in 3 weeks before the full might of the US can be brought to bear? Can you, as the Republic of Korea's Army commander, hold out against the renewed Communist assault until help arrives? And what will China do?

Next War: Korea, the first of a planned series of Next War games, allows players to fight a near future war on the Korean peninsula. In this updated and improved version of the previously-released Crisis: Korea 1995, players have access to virtually all military assets of North and South Korea, as well as large forces from the USA and the PRC. The integrated, easy to learn air-land combat system allows for unit efficiency, armor effects, light infantry, attack helicopters, Close Air Support, Cruise Missiles, and the particularly tough terrain of Korea. 1 vol, 1 pgs 2012 US, GMT GAMES LLC
NEW-boxed game, available late June 2012 ......$85.00 with a discount of 25% spc

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1-GMT1313 Raicer. Ted S. THE DARK VALLEY: The East Front Campaign 1941-1945 Although the game is a semi-monster, and covers the entirety of the conflict from the launch of Barbarossa to the end of the war, the game system emphasizes playability rather than rules overhead, allowing the players to concentrate on strategy choices rather than rules minutiae.

The core of the game system is a chit-pull activation system. Each turn a variety of action chits are drawn, in a random order, from the Action Chit Pool, and it is this that determines the exact flow of operations on that turn.

If a German 'Move/Combat' chit is drawn, the German player decides to move or fight (but not both), with all Axis units. If a German PZ HQ chit is drawn, units in command range of that HQ can move and conduct combat (with greater flexibility for armored units).

If the Soviet Stavka chit is drawn, units may be deployed from Stavka Reserve to attempt to stem the Axis onslaught. If the Soviet Counterattack chit is drawn, Stalin insists that the attacks are made upon the fascist invaders, possibly to the detriment of the overall defense. When the Logistics chit is drawn, supply status is checked for all units.

* Rule Booklet
* Scenario Booklet
* 3.5 Counter Sheets
* 2 full color Maps
* 4 Player Aid Cards 1 vol, 1 pgs 2013 US, GMT GAMES LLC
NEW-box ......$59.00 with a discount of 25% spc

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1-MAY0486 SEAFARERS OF CATAN Add 'trade routes', islands & pirates to SETTLERS 1 vol, 0 pgs 1998 US, MAYFAIR GAMES
NEW-boxed ......$38.00 with a discount of 25% spc

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1-OSG202 Zucker, Kevin THE LAST SUCCESS: Quadrigame of the War Against Austria April - July 1809 BATTLES:

ABENSBERG-19-20 April 1809 Crisis on the Danube
ECKMUHL-22-23 April 1809 Napoleon vs. the Archduke Charles
ASPERN-ESSLING-21-22 May 1809 Passage of the Danube
WAGRAM-5-6 July 1809 Battle on the Marchfeld

Napoleon's Last Battles System, following Four Lost Battles: 525 yards (480 meters) per hex, 1 hour per turn, 400-800 men per strength point. Each game lasts about 40 turns.

These four games explore the major battles of 1809, where the French Army encountered a modernized Austrian Army under the capable Archduke Charles. Each game shows the approach to the battlefield on the day before battle. The Aspern-Essling and Wagram battlefields are on one map. Set at the scale of Napoleon's Last Battles-525 yards per hex and one hour turns-the game retains the Command System of Commanders and Corps Officers.

Three 22 x 34-inch full-color maps
Two Rulebooks (32 pages and 28 pages)
One game box
Two counter sheets = 560 units
Two Four-page folders
Four player aid cards 1 vol, 1 pgs 2012 US, OSG
NEW-boxed ......$109.00 with a discount of 25% spc

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1-SPW107 OSMANLI HARBI:The Ottoman Fronts 1914-1918 Easy to learn, Scale is 20km/hex and a turn equals four days. (5) scenarios for Caucasus 1914-17;Sinai-Palestine 1915-18; Mesopotamia 1914-18;Gallipoli 1915; Greece/Macedonia 1915-18 1 vol, 1 pgs 2009 CA, DECISION GAMES
NEW-boxed game ......$70.00 with a discount of 25% spc

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1-SS7001 Belezos, D GREAT BATTLES OF THE WORLD: Thermopylae 480 BC The definitive history of the fabled battle at the pass of Thermopylae, amply illustrated with photos, maps, and color plates to create a panorama of the men, equipment and the world they fought in. For 2 and 1/2 days Spartan King Leonidas lead his 300 along with a contingent of Thespians against the massive Persian army of Xerxes I.

In addition to the contest on land, coverage extends to the important naval battle pitting Greek triremes against the Persian fleet at Artemisium, protecting Leonidas' flank and setting the tone for the decisive Greek victory at Salamis. Symbol of heroic devotion, victory, defeat or senseless sacrifice - this book presents all the facts as never before to define one of the most significant events in Western civilization. 1 vol, 100 pgs 2008 US, SQUADRON/SIGNAL
NEW-softcover, SPECIAL PRICE $14.00 in stock ......$35.00 with a discount of 60% spc

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1-SS7002 Belezos, D GREAT BATTLES OF THE WORLD: Marathon 490 BC The Battle of Marathon is a landmark in world history. Through their victory, the Athenian and Plataean hoplites did not merely save their cities from destruction, but they also destroyed the myth of the 'invincibility' of the Persians and proved the superiority of their armor, weaponry and tactics. More significantly, they opened the way for the unhindered evolution of Athens into a center of a civilization whose virtues and ideals became foundations of Western civilization.

Reveals the causes of the Persian invasion, follows the unknown Marathon runner in his run to announce the victory and relates the captivating myths created by the historical battle that still remain a part of the oral tradition of this epic. Enriched with photographs, maps of the area and tactical battle movements and color illustrations of uniforms. 1 vol, 104 pgs 2008 US, SQUADRON/SIGNAL
NEW-softcover, SPECIAL PRICE $14.00 in stock ......$35.00 with a discount of 60% spc

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1-SS7003 Stavropoulos GREAT BATTLES OF THE WORLD: EL ALAMEIN 1942 During the summer the exhausted British forces in charge of conducting the war in the North African desert were in retreat across all sectors, unable to oppose the 'Rommel phenomenon'. The last obstacle on the road to Alexandria was the British 8th Army, which had finally halted at the isolated El Alamein railroad station after a long, bitter retreat.

At this significant spot, the disciplined British troops and their battle-hardened allies, under General Bernard Law Montgomery, prepared to make a final stand. Rommel launched a violent assault, but was unable to overcome his opponents' stubborn defense. After a bloody 12-day battle, the Africakorps was forced to retreat. The soon-to-be-legendary 8th Army had smashed German dreams of dominating North Africa. Enriched with color and b/w photographs, color maps, aircraft and tank profiles and color illustrations of uniforms. 1 vol, 120 pgs 2008 US, SQUADRON/SIGNAL
NEW-softcover, SPECIAL PRICE $14.00 in stock ......$35.00 with a discount of 60% spc

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1-SS7004 Papademetriou, K. and others GREAT BATTLES OF THE WORLD: Salamis 480 BC The 'Wooden Walls' that saved Greece - an historical essay about the naval Battle of Salamis that took place between the allied Greek naval forces and the Persian - Asian fleet. One of the most important military conflicts of the ancient world, as this monumental Greek victory actually led to the development of the ancient Greek values that gave birth not only to the European, but also to the whole of Western Civilization. Describes the trireme and especially its handling, its method of construction, its crew and its tactics.

Includes the historical elements of the battle, a brief biography of the father of the great victory, Themistocles, and chapters from the Persian point of view as well. Also addresses the lesser-known details of the battle to assist in understanding the overwhelmingly difficult conditions under which the Greek fleet prevailed. Enriched with color and black and white photos, maps and tactical movements and color uniform plates. 1 vol, 96 pgs 2009 US, SQUADRON/SIGNAL
NEW-softcover, SPECIAL PRICE $14.00 in stock ......$35.00 with a discount of 60% spc

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1-SS7007 Stavropoulos, V illust by Shummate, J and others GREAT BATTLES OF THE WORLD: Britain 1940 The confrontation between Britain's Royal Air Force and Germany's Luftwaffe was the first large scale success against Hitler's aggression, and it is one of the defining episodes in the long history of the British nation. Very inclusive account includes comparison of the Spitfire Mk.I vs Bf 109E, the bombing of London, Operation Sealion, Italian involvement, foreigners in the RAF and the nature and personalities of the opposing commanders.

This volume allows the reader to experience the titanic battle as never before: tactics, aircraft, equipment, uniforms, and the men and women who lived it. Enriched with color and black and white photographs (including 10 page Photographic Tribute to the Battle of Britain), color maps, 50 aircraft profiles and 9 color uniform illustrations 1 vol, 160 pgs 2009 US, SQUADRON/SIGNAL
NEW-softcover, SPECIAL PRICE $14.00 in stock ......$35.00 with a discount of 60% spc

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2-ST140 S&T #140:OBJECTIVE TUNIS 1 vol, 64 pgs 1991 CA, WORLD WIDE WARGAMES
NEW-magazine no GAME ......$4.00 with a discount of 25% spc

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1-ST148 Grace, Michael S&T #148:ECW CROPREDY BRIDGE RULES: Cropredy Bridge 1644 FEATURES: Pearl HarborSoviet Tactics/Organization in Afghanistan. 1 vol, 64 pgs 1992 CA, DECISION GAMES
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NEW-softcover with GAME, O/P ......$25.00 with a discount of 25% spc

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1-ST242 S&T #242:THEY DIED WITH THEIR BOOTS ON Volume Two 1 vol, 62 pgs 2007 CA, DECISION GAMES
NEW-with GAME ......$24.00 with a discount of 25% spc

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1-ST248 S&T #248:FIRST BLOOD-2nd Marne 15 July 1918 Alexander's Army in Bactria; Peterwardein-EugeneTurns the tide in Hungary 1716; Mongol training;Afghan National Army & Nato O/B's in Afghanistan 1 vol, 62 pgs 2008 CA, DECISION GAMES
NEW-softcover with GAME ......$24.00 with a discount of 25% spc

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1-ST249 Miranda, Joseph S&T #249:FORGOTTEN NAPOLEONIC CAMPAIGNS The Egyptian Campaign & the Russo-Swedish War 1 vol, 62 pgs 2008 CA, DECISION GAMES
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1-TPS02 Rohrbaugh, Paul TURNING POINT SIMULATIONS: The Siege of Syracuse 415-413 BC Maybe one of the oddest things about the lengthy Peloponnesian War is that, after decades of balance, the Athenians actually lost it with a campaign well away from the Greek mainland.

The Athenians have a mighty host of fleets and men, filled with confidence. The Syracusans have a long history of clinging to their independence (and powerful allies coming to foil Athens).

Combat units include cavalry, light troops, peltasts, and the heavily armed hoplites-the backbone of both sides' armies. You the players can decide your best approaches for attack and defense, selecting from pitched battles or skirmishes.or building miles of siege walls.

The Siege of Syracuse includes:
* One full color, 11x17-inch mounted mapboard
* One 8.5x11-inch battle board
* 176 large, full color, die-cut counters
* 12-page rulebook 1 vol, 1 pgs 2013 US, AGAINST THE ODDS
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1-TPS20 Various TURNING POINT SIMULATIONS #20: The Battle of Stalingrad Stalingrad comes with hard-mounted maps and mounted, die-cut counters. Each battle is presented in a design of low complexity, but high challenge, from some of the industry's top designers.

Bitter fighting went from block to block, then building to building, and -- literally -- room to room. German troops joked that they had, 'Captured the kitchen but were still fighting for the living room.' Soviet soldiers in the city said, 'There is no land on the other side of the Volga.'

But the battle for Stalingrad the city was only part of the German 1942 campaign, with its multiple priorities of political objectives (like Stalingrad) and resource objectives (like the Caucasus). Now, gamers can face the same questions and try to do better.

Each hexagon on the map is about 33 miles/55 kilometers from east to west. Each turn represents one-half of a month. The typical combat units on the map are Soviet Armies, Axis minor allied Armies and German Corps. 1 vol, 1 pgs 2011 US, AGAINST THE ODDS
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1-WAHOO Bomba, Ty WAHOO!: The Battle of Washington July 8 1863 -- Board Game Alternate-history game covering the climactic 8 July 1863 Battle of Washington. One player takes the role of Robert E. Lee, commander of the Army of Northern Virginia, while the other player represents a combined Lincoln/Grant persona.

The game postulates that on the second day at the Battle of Gettysburg, the Confederate attack began earlier... Little Round Top was overrun and the bulk of the Army of the Potomac was forced to fall back on Baltimore to regroup.

The Confederate player is trying to conquer the City of Washington while (optimally) also destroying the Northerner's high command. The degree in which the Rebels succeed or fail is measured in victory points. This basically means, barring Lincoln's death, the Confederate player must gain control of the Capitol and the White House hexes to win. 1 vol, 1 pgs 1991 US, XTE CORP
NEW-softcover, inventory clear out ......$20.00 with a discount of 25% spc

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