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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

1-914002G 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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1-930254 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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1-930258 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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1-956009 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-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-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-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-MTB004 HIGHLANDER WILDERNESS FORCE: 28mm Metal Miniature Figures The Highland regiments of the British Army were a unique fighting force. Their dress and equipment owed nothing to other regular armies, but to the traditional styles of the Scottish Highland clans. Dressed in Kilts and wearing Bonnets, carrying Dirks and Claymores, they also brought the Highland fighting styles to the forests of North America, forging an elite reputation that has made them famous throughout the World.

This box set contains 21 figures designed to be used as an Elite Regular British Force in the game Muskets and Tomahawks. Box contains a random selection of 21 figures. The photo is a representative selection, you may not get exactly the same mix of figures. There may be some duplicates, we will minimize duplication as much as possible

This box set gives you a 227pt army for Muskets and Tomahawks.

Contents: 1x Highlander Officer; 10x Highlander Regular Infantry; 10x Highlander Regular Infantry; and 21x Plastic bases. 1 vol, 21 pgs 2015 UK, NORTH STAR
NEW-box, available early April 2016 ......$49.00 rct

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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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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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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-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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1-956007 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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1-956015 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-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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1-930265 Butterfield, John S&T #265 - Operation Jubilee:Dieppe, August 1942 Operation Jubilee: Dieppe, August 1942 (OJ), designed by John Butterfield, is a purpose-designed solitaire wargame of intermediate complexity simulating the disastrous Commonwealth raid against the German-held French port of Dieppe on 19 August 1942. A mixed force of Canadian troops and tanks and British commandos landed on several beaches along a 16 mile stretch of coast, with a variety of objectives. While the commando raids on the flanks met with some success, the major action against Dieppe was a costly failure. It didn't come close to achieving its objectives, and over 75 percent of that landing force were killed or captured.

In play, you control the Commonwealth forces assaulting the beaches and struggling to achieve their objectives against intense German resistance. The game system controls the German forces that oppose you. Each hex represents 400 meters (438 yards) across. Units of maneuver are platoons and companies. Each game turn represents 20 minutes.

Special rules cover such things as: amphibious operations, coast battery fire, transport, evacuation, command control and communication, German unit mobilization and depth, heavy weapons, engineers, tank barriers, aerial attack, targeting, disruption, infiltration, flanking, tactical prowess, surrender, fire priorities, optional historical variant set ups, and more.
1 vol, 62 pgs 2010 CA, DECISION GAMES
NEW-pb ......$30.00 with a discount of 10%

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1-DG1025 Butterfield, John D-DAY AT TARAWA: 20 November 1943 Solitaire game simulating the amphibious invasion of Betio Island in the Tarawa Atoll. The US marines assaulting the tiny island, with its strategically vital airstrip, found themselves in their toughest battle of World War II, a fight to the death against 5000 Japanese defenders.

D-Day at Tarawa advances the solitaire game system of its award-winning predecessor D-Day at Omaha Beach to the next level. You control the US forces against a tenacious Japanese defense. An innovative diceless combat system highlights unknown enemy deployments and the importance of the right weapons and tactics. Event cards keep the action flowing and the rules simple, while introducing extensive historical detail.

Players familiar with Omaha Beach will recognize the harrowing amphibious landings, overlapping enemy fields of fire, uncanny Japanese strategies, and the emergence of US heroes and leaders, as the story of the two-day struggle unfolds. Tarawa adds new features covering LVT landing craft, movement through the surrounding coral reefs, close combat, Japanese night infiltration, US combat engineers and Japanese tanks.

Scenarios: The First Waves - can your marines survive the initial landings?; November 20, 1943 - establish a viable beachhead before nightfall; Two Days in Hell - can you secure the island in two days?; and November 21, 1943 - on D+1, expand your narrow beachhead against undiminished Japanese resistance.

Contents: One 33x22-inch game map, 352 die cut counters, 55 event cards, Rules booklet, and Player aid cards. 1 vol, 1 pgs 2014 US, DECISION GAMES
NEW-box ......$60.00 with a discount of 10%

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1-212150 cornett, Gunter AGAMEMNON: A Fast-Paced Strategy Game for Two Players 2 Players, 15-30 minutes, Ages 12 and up.

None can defy Fate but the gods themselves. Driven by the ambition of their king, the Greeks have arrived on the shores of Troy. Some seek power; some seek revenge, while others seek the great moment in battle that will define their place in history. From veteran designer Gunter Cornett, Agamemnon is a fast-paced strategy board game in which two players take the roles of ancient Greek gods during the Trojan War.

By tactically deploying warriors to where they're needed across the board, each player may influence the final outcome of the battles famously detailed in Homer's Iliad. Some areas will be decided by the strength of your warriors, some by sheer weight of numbers, and others by the inspiration your heroes provide. 1 vol, 1 pgs 2016 UK, OSPREY PUBLISHING
NEW-pb, available late August 2016 ......$24.00 with a discount of 15% rct

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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-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
NEW-magazine with unpunched Game ......$15.00 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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1-75250 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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1-930264 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-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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1-199150 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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1-930274 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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1-930261 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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1-930257 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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1-930276 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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1-956017 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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1-963004 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-ST249 Miranda, Joseph S&T #249:FORGOTTEN NAPOLEONIC CAMPAIGNS The Egyptian Campaign & the Russo-Swedish War 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-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-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-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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1-209360 Sylvester, Peer THE KING IS DEAD: Struggles for Power in King Arthur's Court This two- to four-player board game starts with the death of King Arthur, a divided nation, and the coming of the Saxons to recreate the political and power struggles in post-Arthurian Britain.

Players work behind the scenes, marshaling their limited resources to give power to competing factions and gain influence within their ranks. Players owe loyalty only to themselves, however, they are free to shift their allegiances as they see fit. Whoever has the most influence over the most powerful faction will rule Britain from the shadows. But be careful -- too much infighting will give the Saxons an opening and risk the entire nation being overrun. 1 vol, 1 pgs 2015 UK, OSPREY PUBLISHING
NEW-boxed game, available mid September 2015 ......$25.00 with a discount of 15%

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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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1-956031 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-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-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
NEW-boxed game ......$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-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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1-930278 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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1-956024 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-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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