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Ancient
1. China: The Middle Kingdom - Will be released in June 2008 as a new game
2. Rome and the Barbarians
is a grand strategic-level, Krieg!-style game describing the era of Rome's expansion and later decline across Europe and Africa, from 300 BCE to 500 CE. The game centers on the Roman wars with the Barbarian Tribes and Civilized Nations from the time of Rome's first consolidation of the Italian peninsula, through its expansion as a Republic and later as an Empire, to the Fall of Rome at the hands of the Barbarian tribes. Multi-step legion and infantry units are built by adding together basic infantry one-step units. Many special units exist including cavalry, heavy cavalry, siege units, fortress (entrenched camps), archers and naval units. A basic turn represents 25 years, but periodic Leader Turns dominated by Great Leaders, compress turns into 5 year periods. Strategy Cards provide replacement steps, units, leaders, markers and also political events. These may result in conflict between Rome and other factions as well as unintended political, economic and social events, including the possibility of Roman Civil War. Rome's ability to create a road network determines both unit supply and movement. The success of Rome's control of the map, compared with the Barbarian player's ability to challenge that expansion determines the game's winner. Maps cover Europe from Britain to the Northern coast of Africa and from Spain to Parthia (Persia). Pieces represent the Great Leaders, infantry, legions, and cavalry of the era, as well as an assortment of markers and Strategy Cards. Two maps, two counter sheets, one deck of 110 cards. Barry Altshuler. Est. Retail: $120 (Est. Pledge $90).
3. Art of Siege Quad
(SPI update/Excalibre) includes four famous sieges: Acre, Tyre, Constantinople, and Lille. This would include an update of the graphics, plus optional rule and variants by Joseph Miranda. (Est. retail: $120; est. pledge: $90).
4. The Conquerors
(SPI update/Excalibre) covers the campaigns of Alexander the Great, Rome's Second Macedonian War. Two maps and four counter sheets. (See note in Pledge Update about publication) (Est. retail: $72; est. pledge: $54).
5. A Mighty Fortress
(SPI update/Excalibre) is a 2-6 player game of military and diplomatic conflict during the Reformation period (1532-1555). The update focuses on a graphics and rules update (one map, one counter sheet). (See note in Pledge Update about publication) (Est. retail: $48; est. pledge: $36).
6. Ancient Conquest
(Excalibre) is a 1-4 player game of the epoch until the Persian and Peloponnesian wars. Battle with Egypt, Medes, Arameans, Urartu, Assyria, Mitanni, Lysdians, Hittites, Elamites, Jews, Cimmerians, Caldeans, Kassites, Phyrgains, and other ancient nations. The update focuses on a graphics and rules update (one map, one counter sheet). (See note in Pledge Update about publication) (Est. retail: $48; est. pledge: $36).
7. Barbarian, Kingdom, & Empire
(Excalibre) is a 1-6 player game that includes scenarios for Fall of the Roman Empire, Alexander the Great, Pre-Roman, Roman Expansion, Western and Easter Roman Empires, Byzantine, Viking, Magnar, and Saracen. The game depicts the transition from nomadic tribes to settled kingdoms to vigorous empires and their delince. The update will focus on the graphics of the one map and two counter sheets. (Est. retail: $52; est. pledge: $39).
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Gunpowder & Americana
9. Nelson's Victory: The Royal Navy at War, 1793-1805 (new). The Anglo-French naval struggle combining elements of SPI's CA, TAHGC's War at Sea and XTR's Red Sky Morning. The map will cover from the
Caribbean to the eastern Mediterranean. Combat will use an evolution of WaS's and CA's simple systems, with modifications to account for the tactics of the age of sail. Annual game turns are driven by RSM's system of impulses that shift
unpredictably from player to player, depicting the uncertainties of the era's naval warfare. Three large-size counter sheets (528) will depict the ships-of-the-line (64 guns and up) of 11 navies, plus a sheet of markers. (Est. retail: $64;
est. pledge: $48).
10. Mine Eyes Have Seen the Glory
(NEW), aka Glory, has been moved back to new status due to an exciting development. The designer has added two new elements to the game that will make this a truly unique ACW game. First, he is adding Manifest Destiny, a Mexican-American War mini-game that will serve as an introductory scenario. This short campaign will give new players an excellent place to start playing and veteran players will have a game that can be finished in an evening. The second element is Crisis & Compromise, a card play oriented game of the period from the end of the Mexican-American War to the start of the Civil War. Though little combat occurs (guerrilla warfare in Kansas, etc.), the card play covers the actions inspiring events, leaders and regional positions (Border States) that affect the allegiance of states to a region and the ability of military leaders at the start of the Civil War. Crisis & Compromise can be played alone or used to create alternative starting situations for Glory.
Glory is a grand strategy game of the American Civil War in the style of Krieg! Maps of the Eastern and Western Theaters include terrain, Strategic Objectives, roads/rail, naval zones, navigable and
non-navigable rivers, cities and locales, supply centers and other features affecting the game. Counters represent the corps and armies of the war. Cards provide the strategic-political-economic direction for each side. Strategies are many
and varied but the ultimate goal is to demoralize the opposing faction's population through military, economic and political victories while sustaining your own population's will to continue the fight. The players each choose a Strategy
Card and an Addendum Card before each new season and may opt to play an additional card as a diplomatic response to certain events. These cards lead to new military units, leaders, and replacement steps and result in socio-economic and
political events. The events include the declaration of Emancipation, the elections of 1862 and 1864, and the possible intervention by European nations. Events are often double-edged swords, sometimes providing a military advantage while
negatively affecting the popular will to fight. In addition, both sides may attempt to develop and manufacture new technologies, both historical and speculative, such as ironclads, submarines, torpedoes, observation balloons, repeating
rifles and Gatling guns. Both sides can introduce espionage and even sabotage, which can have many unexpected consequences, including assassination. Three maps, 352 large counters for Glory and 280 small counters for Manifest Destiny and
Crisis & Compromise, 220 cards. Barry Altshuler. Est. Retail: $160 (Est. Pledge $120).
WW1/Early 20th Century
11. Flying Circus - Down in Flames: WWI. - Will be released in June 2008 as a new game
12. Middle East Campaigns
(SPW/new) covers all three Ottoman fronts (Trans-Caucasus, Mesopotamia, Palestine) plus an addition to the Serbia game extending it south to Salonika and covering the rest of the war in Greece, Serbia, and Bulgaria extending Der Weltkrieg Series to the Ottoman Empire. Four maps, three counter sheets. Dave Schroeder. Est. retail: $80. (Est. Pledge $60).
13. Grand Campaign (SPW/new) covers the strategic and production aspects of Der Weltkrieg Series for WWI. Dave Schroeder. Est retail: $80. (Est. Pledge $60).
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World War II Global & Theater-wide
15. Global War (SPI): The Sun and the Swastika. All of WW II in one game! Global War has received an extensive update and remake with scenarios for Europe, the Pacific, and the whole war. Event cards
have been added to spice up the action and make every game different. Four counter sheets, three maps, and 330 cards. Est. Retail $180 (Est. Pledge $135).
16. Board War in Europe
(SPI). An update will bring this game into the 21st century. Not a replacement for prior editions but a focused update to improve the dynamics of the game, decrease predictability of play, and improve the historicity. Nine maps, sixteen counter sheets. Est. price: $300 (Est. Pledge $225).
ETO/PTO Series
17. Advanced ETO
(2nd edition) will be a thorough update of the popular AETO, with new updated graphics and artwork! (a whole new look, plus all incorporated errata, and an overall improvement to the artwork design style). AETO2 will feature an improved map set, updated OOB cards, streamlined rules...plus the complete AOI add-on (see #34). Also, AETO2 will be fully compatible with Advanced PTO for a full global combined game, encompassing the entire decade leading up to and during the war, from 1935 to 1945. 3 maps, 10 counter sheets (2800 counters). Eric Harvey. Est. price: $140 (Est. Pledge $105).
18. Africa Orientale Italiana/Advanced ETO Expansion Kit. AOI is an East African Theater expansion to Advanced ETO so that a campaign game can start in 1935 with the Italian invasion of Ethiopia. AOI
includes all the new counters to simulate the entire campaign in East Africa from the Italian invasion of Ethiopia in 1935 to the very end of the war. The new East Africa map links with the original AETO maps. Moreover, this is an AETO
expansion, with over 400 new AETO units and order-of-battle addendums, including over 40 additional rare aircraft types (e.g. Me-163 Komet). This expansion will also include all AETO errata counters, rules errata, and 20 new special and
optional rules specifically for AETO, plus a bonus Spanish Civil War scenario! There is one full-sized map, 2 mini-maps, 560 counters, 2 new OB cards, and a rules booklet. This kit will be published along with APTO and will be available by
pledge only as the kit material will be incorporated into AETO2. Thus this kit is only for those who prefer an upgrade kit for their AETO or want the AOI/Spanish Civil War material only. Eric Harvey. Est. Retail $48 (Est. pledge $36)
19. Advanced PTO (SPI/TSR).
The long-awaited Pacific Theater, division-level, strategic game of the entire Pacific war, featuring all of the same renowned accuracy and detail of AETO, Advanced PTO is thoroughly comprehensive, actually beginning with the Japanese invasion of China in 1937! (even including the Nomonhan campaign...the Japanese-Soviet clash in 1939) to the end of the war in 1945. Advanced PTO includes every single naval, air and land unit of all belligerents during the war in the Pacific Theater...all individually researched and rendered to historical specifications. In fact, the counter-set even includes ship upgrades and refits (e.g., the "Shinano" can be built as either the next Yamato-class super-battleship or as an aircraft carrier), as well as ships that were never built, but could have been (such as the USS Utah). Even naval aviation upgrades are included (such as the USS Intrepid's upgrade from F6F Hellcats to F4U Corsairs). Boasting an exactingly researched OOB, every aspect of the Pacific Theater is covered...from Long Lance torpedoes to A-bombs, from the Chindits to Japanese Midget Submarines, from Coastwatchers to B-29s. Moreover, the rules address Japanese Army-Navy cooperation problems, Kamikazes, "Magic" intelligence, naval mines, Defective Torpedoes, etc, etc, etc. With Admirals (e.g., Tanaka), Generals (e.g., MacArthur), HQs (e.g., 14th Army), Advanced PTO is as encompassing as AETO, and is fully linkable to the popular AETO to form a total global combined game, covering the entire Second World War with a realism and detail unmatched by any other two-game set. Two maps, 6 counter sheets (1680 counters). Eric Harvey. Est. retail: $120 (Est. Pledge $90).
Krieg Series (Note also that #2 and #10 utilize Krieg-inspired systems)
20. Dai Senso: Axis Empires. At last, the popular Totaler Krieg system travels to the Pacific! Dai Senso is the long-awaited game on the war against Japan—it can be linked with Totaler Krieg: Axis
Empires to play out all of World War II, from the 1937 China Incident to the 1945 A-bombs ... and even beyond. Dai Senso also takes a very different look at the Pacific Theater. Other games focus on the war's air-naval operations from 1941
on. In the Krieg! system, those battles are handled abstractly which leaves Dai Senso free to focus on the strategic decisions and historical alternatives. What if the 1937 China Incident hadn't become a full-scale war? What if Japan
renewed its treaty with Britain? What if the 1939 border clashes with Russia had led to war instead? What if the war in Europe had unfolded differently? Now you can explore all of these questions and more. Commencing in the Spring of 1937
when Japan was the first Great Power to emerge fit to fight from the Great Depression, the land of the rising sun faces many crucial decisions for achieving Hakko Ichiu (Japanese world domination). As the Japanese government goes through
internal struggles, alternately supporting military and political solutions, the single end goal must remain the same—Japanese supremacy in Asia and the Pacific. DS will have two maps, 560 counters, 220 Option cards, charts, and that
familiar TK design simplicity. Alan Emrich, Thomas Prowell, Sal Vasta, et al. Est. Retail $140 (Est. pledge $105).
21. Totaler Krieg:
Axis Empires. This third edition has been expanded even further to give players more strategic options to let them explore the critical pre-war period from 1937 to '39 ... and most intriguingly, to link up with its new Pacific sister game Dai Senso: Axis Empires for a look at all of World War II, as only the wild and unpredictable Krieg system can provide. What would have happened if the Republicans had won the Spanish Civil War? What if Germany and Russia hadn't signed the Pact; if France had modernized its army instead of building the Maginot Line; if Japan had attacked Russia in 1941? You can explore all of these questions and more. TK:AE will have two maps, 840 counters, 220 Option cards, charts, and that familiar Krieg! design simplicity. Alan Emrich, Thomas Prowell, Sal Vasta, et al. Est. Retail $140 (Est. pledge $105).
WW2 Eastern Front
22. Operation Typhoon (SPI). Some minor design changes and a graphics update for this monster, or Ty Bomba's Drive on Stalingrad system (those pledging will get to decide which system when the proposal
makes the top 10 list). Three maps, three counter sheets. Est. Retail: $80 (Est. Pledge $60).
23. Battle for Stalingrad (SPI/Excalibre) will be a graphics and errata update. (see note in Pledge Update about publication) Est. retail $52 (Est. Pledge $39).
WW2 Western Front
24. RAF Deluxe.
An update and expansion of the innovative solitaire game on the Battle of Britain, originally published by West End Games. This elegant operational level study of the campaign will use the card driven target and detection system from the original release, but will allow a solo player to look at the struggle from either side—playing the British RAF or the German Luftwaffe. Rules for a two-player game have also been added. Rules cover radar, green pilots, Hitler's strategic decisions and escort formations. Units are squadrons and Gruppe, including special units such as Erprobunsgruppe 210, German pathfinders and the RAF night fighter interception unit. Two maps, one counter sheet, 165 cards. John Butterfield. Est. retail: $80 (Est. pledge: $60).
25. Atlantic Wall (SPI). The new Wacht am Rhein system will be applied to the update of this game. Four maps, ten counter sheets. Joe Youst. Est. Retail: $200 (Est. Pledge $150).
26. Omaha Beach.
A solitaire study of America's most bloody and heroic day in WWII. The player controls the US forces landing along the five mile stretch of Omaha Beach on D-Day and their desperate struggle to establish a viable beachhead. The game covers the entire first day at a time scale that varies from 20 minutes per turn (during the initial landings) to one hour per turn later in the day. Units are companies and include assaulting infantry, engineers and amphibious tanks. The game system controls the hidden German defenders in their "Wilderstandsnest" resistance points, revealing the defenders and their reserves as the American survivors of the first landing waves make their way up the bluffs. Rules cover amphibious landings, German fields of fire, artillery, tidal movement, and intangibles such as US leadership under fire and the initiative of the American GI. One map, two large counter sheets, 55 cards. John Butterfield. Est retail: $60 (Est. Pledge $45).
27. Highway to the Reich - Will be released in June 2008 as a new game
28. Hurtgen Forest
(WAR system). A prequel and addition to the Wacht am Rhein game that can be played alone or as part of expanded Wacht am Rhein scenarios. Two maps, six counter sheets. Joe Youst. Est. retail $100 (Est. Pledge $75).
29. Wacht am Rhein.
The first print run of Wacht am Rhein sold out in just one year so we decided to do an updated edition. This edition will include updated rules and counters, and mate with Hurtgen Forest for an expanded look at the Battle of the Bulge. Four maps, ten counter sheets. Joe Youst. Est. retail $200 (Est. Pledge $150).
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WW2 Mediterranean
31. Med War.
S&T's The Italian Campaign updated and remade with new graphics and a comprehensive redevelopment of the game and editing of the rules. Scenarios include Sicily, Salerno, Anzio, and the whole campaign with alternative invasion sites to explore. Four maps, four counter sheets. John Schettler. Est. retail $120 (Est. Pledge $90).
32. Mare Nostrum.
A mini-monster boxed game covering WWII in the Mediterranean, focusing on sea and air power, from Italy's entry to the fall of Tunisia. Each ship, down to individual destroyers, is represented by its own counter, as are all aircraft squadrons, etc. Ground units are represented as divisions and brigades. The campaign game will take most gamers months to play, but short scenarios will also be included. Two large-hex map sheets and eight counter sheets. Mike Bennighof. Est. retail: $120 (Est. Pledge $90).
33. Hitler Moves South. An alternative history for 1941-1942 based on the Axis focusing on clearing the Mediterranean and forcing the British out of the war while building up forces in the East to
invade Russia in 1942. Spain and Turkey may join the Axis or the Allies depending on events and circumstances, and Russia might attack at any time. Two maps, three counter sheets. Est. retail $68 (Est. Pledge $51).
34. Campaign for North Africa
(SPI). Richard Berg will be the developer of the update of his original design! So far Berg and Doc are discussing a fix to the air system and streamlined logistics and asset assignment to make this unplayable monster the ultimate North Africa game. Est. Retail $200 (Est. Pledge $150).
35. Desert Fox Deluxe (SPI). Adds the Torch landings on a third map to the original Desert Fox/Trail of the Fox games. Orders of battle will be recompiled with new data. Three maps, two counter sheets.
Est. Retail $68 (Est. Pledge $51).
WW2 Pacific
36. Corsair Leader
(NEW) is based on the Super Hornet Leader game system (see #45), and adds many flavorful features that bring out the unique feel of WWII combat in the Pacific Theater. In this game, players select a mix of aircraft types to command. Select from F4U fighters, SBD light bombers, B-25 medium bombers, and B-17 heavy bombers in your attempt to win the Solomon Island campaign. There are two campaigns included, one for the early Solomons Campaign from late 1942 to mid-1943, and the late Solomons Campaign from mid-1943 to early 1944. Selecting a good set of aircraft at the start of the campaign, as well as sending the proper aircraft on each mission is vital to success. Many tactical options added for Over Target combat. Each mission can be played in less than 30 minutes. Corsair Leader is a solitaire game. No opponents needed! 110 cards, one counter sheet, one map/target sheet. Dan Verssen. Est. retail: $40. (Est. Pledge $30).
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Modern
38. Super Hornet Leader (NEW) is based on Verssen's original Hornet Leader game. He designed it from the ground up as a solitaire game and has been improving on the original design for 15 years.
Players command the pilots and aircraft of a squadron of U.S. Navy F/A-18 Hornet Strike fighters. Plan and carry out missions in a campaign setting: Libya, Israel, North Korea, or Iraq. Each campaign takes place in a different era, so your
weapon options change with each campaign (some of the weapons include: Aim-9 Sidewinders, Aim-7 Sparrows, Aim-120 AMRAAMs, Mk. 82, Mk. 83, Mk. 84, HARMs, Mk. 20 Rockeyes, Jamming Pods, and a wide variety of "Smart" munitions). A major part
of the game is mission planning. You get to decide how your Hornets are to be armed, and which pilots are best for the mission based on their Air-to-Air and Air-to-Ground skills. Missions are quickly resolved with the priority placed on
speed and realism. Super Hornet Leader has retained all the key decision-making aspects of the original game, while greatly streamlining the game mechanics. While performing each mission, you get to decide how your pilots engage the enemy
Bandits, SAMs, and AAA Sites. This makes for some tough choices; for example, the more suppression munitions your aircraft carry, the safer your pilots will be, but the less likely you are to destroy the target and complete the mission.
Manage your pilots as well as your hardware to be a successful squadron commander. Super Hornet Leader is a solitaire game. 110 cards, one counter sheet, one map/target sheet. Dan Verssen. Est. retail: $40. (Est. Pledge $30).
39. Down in Flames: Jets (NEW) takes the DIF system to the jet age! Fly many of the world's great jet fighters from the 1970s through today.The game adds missile combat and range to bring the best of
jet combat to the DIF system. One important difference from the earlier DIF games is the "one hit one kill" sudden death nature of modern combat. When a jet is hit with a missile or gunshot, it goes down in flames. The aircraft list
includes: Harrier, Phantom, Tomcat, Eagle, Fighting Falcon, Hornet, MiG-21, MiG-23, MiG-29, and many more, 40 types of aircraft all together. Also included are a variety of campaigns from the 1970s through modern day. During these
missions, you'll conduct air combat as the strike planes attempt to reach the target. Strike aircraft include: Corsair II, Intruder, Aardvark, and Su-22. Down in Flames: Jets provides the fast-paced feel of air combat with streamlined
rules and an intuitive, fast-playing game system. Game supports 2-4 players. 110 cards, one counter sheet, Dan Verssen. Est. retail: $40. (Est. Pledge $30).
40. Vietnam. Players would choose Campaign Cards that would generate reinforcements and political events. The Campaign Cards would replace the complex political rules often required to simulate the
Vietnam conflict. Players can choose different levels of escalation that will generate different levels of forces, at a trade-off in political support and military efficiency. The Communist player could choose between low level terrorism,
mid level guerrilla warfare, or a full scale Tet style offensive. The Allied player could choose to intervene with just US special forces, or mobilize for an all-or-nothing invasion of Communist sanctuaries in Laos and Cambodia. Game units
will be brigades/regiments and divisions/Viet Cong fronts, rated for their conventional and unconventional capabilities. The map will cover all of Indochina. A semi-abstract system will model air operations. Joseph Miranda. Est. retail:
$68. (Est. Pledge $51).
41. Insurgency.
Covers the first two years in Iraq following the ground campaign, as the American-led Coalition attempts to quell armed Iraqi resistance. American, British and multi-national military units are presented on a brigade level. Insurgency combines strategems, a hexagonal grid map, and a unique city grid system to highlight the importance of urban centers in Iraqi guerilla uprsing. The Coalition player can invest resources into troop increases, infrastructure rebuilding or act to reach political solutions. Meanwhile, the Insurgent player seeks to ally guerilla factions, while waging a war of attrition on Coalition forces. Each game play is unpredictable, and explores numerous senerios with the introduction of randomly-drawn strategems. George Carter.
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Strategy & Tactics Special Edition
S&T Special Editions will be published in an S&T format with a magazine with 3-4 feature articles about the game topic, plus a game with two map sheets and two counter sheets. Estimated price is
$52 (estimated pledge $39).
43. Thirty Years War Quad 2 (SPI) features four more battles of the 30 Years War: Fleurus, Alte Veste, Wittstock, and Lens (others from the era may be added or substituted).
44. Sun Never Sets 2.
This will be a sequel game to DG's Sun Never Sets, covering the wars of the British Empire in the 19th century. Units are battalions for "civilized" armies and warbands for others. Each unit is rated for its weapons, type, strength, morale and movement. A unique quasi-tactical combat resolution system catches the spirit of the era with everything from Gatling guns to bayonet charges. There's always the chance to break a British square, or rout a superior enemy force. All major leaders are included, as well as random events, supply, engineers and railroad building. Game scale is operational, with the entire theater of operations covered. Roger Deal and Joseph Miranda.
45. Hindenburg's War:
France, 1918. WWI's Western Front from 21 March to 11 November 1918 in weekly turns. An alternative history "Plan 1919" scenario would also be included, along with short historic scenarios. Ty Bomba.
46. Russian Civil War
(SPI). Some additions and streamlining to the original game. More map to cover Central Asia. Chit play will be added to simulate the changing fortunes of war, but the game will still be a nail biter right down to the end. Joseph Miranda.
47. Famous Divisions.
The Famous Divisions series has been consolidated into one pledge selection, as all three volumes will be published once we start printing. Follow the exploits of the Guards Armor Division, Gross Deutschland and the Big Red One. Famous Divisions is a new Quadri-game system featuring a specific division in battle against opponents at four points of WWII. Most scenarios would be 100-140 counters and a half map sheet (and thus four in each set). Company and platoon sized units and a command driven system. Guards Armored scenarios include: Operation Goodwood, Joe's Bridge, Operation Veritble, and Bonning Hardt Ridge. Gross Deutschland scenarios include: Kursk,
Mischurin Rog, Akhtyrka and Lutchessa Valley. John Schettler.
48. Panzers East.
Units are primarily division for both sides, with some separate brigades, regiments and battalions. Germans are multi-step, Soviets are one-step with unknown strengths. The map covers the border to Moscow at 16 miles per hex. No ZOCs, special rules for Guderian, Rollbahns, Hitler's interference, variable phase sequences, supply attenuation, airpower, the Stalin Line. Can you take Moscow before Hitler turns AGC south? One map, two counter sheets. Ty Bomba
49. Axis of Evil: North Korea.
A hypothetical attempt at "regime change" war. The maps cover the Korean peninsula down to Seoul at eight miles per hex. The system is from Back to Iraq, allowing for solitaire play. Scenarios include a Chinese/US offensive and a Coalition-only campaign. The North will go down, but can they hold out long enough to score sufficient "Media Perception Points" with their SAMs, SCUDs and No-Dong-1 nuclear missiles. Bomba and Miranda.
50. Holy Land:
The Next Arab-Israeli War. The two maps cover from Beirut, Damascus and Amman southwest through the Sinai and Cairo at 7.4 miles per hex. The Israelis attempt regime-changes against all the "confrontation states," while also pacifying the Palestinians. The Arabs will most likely be defeated, but can they first stage sufficiently large enough battles to "win" with "Media Perception Points"? Nuclear options included in this boxed game. Bomba & Miranda.
Strategy & Tactics Press Books
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52. The Quest for Annihilation.
The Holy Grail sought by American Civil War generals was the decisive Napoleonic battle, yet it happened only rarely. This book analyzes the mechanics of battle, from raising and training armies to planning the campaign to fighting the battle. Each chapter looks at one part of the process with a detailed account of a particular battle or campaign, liberally illustrated with maps and diagrams. Christopher Perello. Est. retail: $35 (Est. Pledge $28).
53. With Custer at the Death: A Tactical Analysis of the Battle of the Little Bighorn. This book, with over 30 maps, presents exactly what its promises: a detailed, minute by minute, tactical analysis
of "Custer's Last Stand." Though it's one of the most famous engagements in all of US history, few realize it was actually a huge battle, filled with purposeful maneuver by both sides, which was fought over the course of seven hours across
an area of more than 23 square miles. Drawing on every survivor account – Indian as well as those of the Reno/Benteen command – the author has compiled a sweeping, entertaining and informative study unlike anything that's appeared before
in the immense field of "Custeriana." Robert F. Burke. Est. retail: $35 (Est. Pledge $28).
54. Crowns in the Gutter analyzes the Great War strategic decisions, campaigns, weapons, tactical innovations, and other factors. For example, the book looks at how Germany's unrestricted submarine
warfare may have hurt Germany more than Great Britain. The book also provides some interesting speculation on how the Central Powers might have won the war in 1918. Ted Racier. Est. retail: $35 (Est. Pledge $28).
55. Devil's Due: Hitler's Strategic Decisions in WW2 uses new data made available since the end of the Cold War, as well as the analytical techniques developed in wargaming. For example, a close study
of the Stalingrad campaign reveals that Axis forces actually outnumbered Soviet, and it was superior Red Army operational art that won. The book also provides some interesting speculation on how the Germans could have gained a victory in
1943 had they concentrated against the Western Allies instead of the East. There are also some new looks at Hitler as military commander, Allied grand strategy, and the impact of secret weapons. Joseph Miranda. Est. retail: $35 (Est.
Pledge $28).
56. Barbarossa.
Ty Bomba takes the lead in analyzing the decisions that shaped the first 18 months of the Eastern Front. Major what-if possibilities are reviewed including an earlier start to the campaign, an earlier drive to capture Moscow, a Soviet first strike, and alternative plans to 1942 campaign. Est. retail: $35 (Est. Pledge $28).
57. Joint Warfare
is an analysis of the history and practice of joint operation: the integration of all military forces into a single instrument of warfare. The book will include several historical case studies, such as the Roman use of combined land-naval forces; the Guadalcanal campaign in World War II; the US SEALORDS campaign in the Mekong Delta; and current operations in the Middle East conflict. The book will look at land, sea and air forces, as well as special operations forces and other instruments of national power. One aspect will be the development of "bottom-up" joint operations, where local commanders decide work out their own command relationships, as opposed to "top-down" situations. The book will include numerous maps and orders of battle. Joseph Miranda. Est. retail: $35 (Est. Pledge $28).
Science-Fiction
58. Free Mars (SPI). From the colonies of Mars to the orbital stations of Earth and to the outposts on Jupiter, the cry is heard, Free Mars! is a science fiction wargame of revolt across the Solar
System in the late 21st century. Earth's colonies are rising up against an oppressive Terran Federation. The system is based on SPI's Battlefleet Mars, but with additional forces and units representing several types of spaceships, ground
units and special forces. Special weapons include artificial intelligence missiles, cybernetic attacks and enhancement of human warriors via nano-technology. Cards representing the various military-political-economic groups that are
maneuvering for power are included. The map shows the Solar System out to Jupiter, with displays for each planet. Joseph Miranda. Est. retail $80 (Est. Pledge $60).
59. Struggle for Galactic Empire.
This is a solitaire game in which the player assumes the role of the Emperor of the Galaxy and must contend with a wide range of threats and opportunities. The map shows the Galaxy divided up into sectors, each with a marker representing the level of system development within it. The player has access to several types of star fleets he can build, as well as other special units. Hostile forces include rebels, mutinying fleets and a wide array of aliens. Also possible are galactic quests in which the player can find new technology that can enhance his power, and it is possible to speed up evolution to create enhanced humans. The game includes several scenarios showing the rise, fall and resurrection of the Galactic Empire. Joseph Miranda. Est. retail $60 (Est. Pledge $45).
60. Starforce Trilogy
(SPI) (new). A deluxe version of the SPI science fiction opus: Star Force, Star Soldier, Outreach—three games covering interstellar warfare on the strategic, tactical and galactic scales. The systems is based on psionically crewed starship who can teleport instantaneously. Games will include a new module simulating differing alien psychologies and providing advanced ships systems. (Est. retail: $120; est. pledge: $90).
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