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NEW AND IMPROVED! Wargames: Up and Coming for 2009 (Updated 05/07/09)
Chris Montgomery
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I'm always perplexed at how difficult it is to find what wargames are being released when. So, I did a basic search for "Wargame 2009" and pulled together this geeklist of the games slated for release in 2009 (or in some cases, 2010), for your review. I have simply copied and pasted the text at the game's page so that they are all easily reviewable. The comments next to each game remain the words of their respective author(s) or publisher(s), not mine. :-)

Unfortunately, lots of the game identification numbers are not automatically linked to the picture of the game, and in some cases, there simply isn't one.

IMPROVEMENTS:

1. The list is now in alphabetical order and is still designed to let you add any others I may have missed and/or to add any games that are later slated for production. I thought that alphabetizing would allow game designers and publishers to easily check if their game is posted here, or not, and to add it, if needed.

2. There are double entries for some games. The main reason for this is that other posters posted their comments about a game, but not the publisher's text at the game page. Since I cannot edit their posts, I had to add another entry.

3. I have added over 180 games (the previous list was about 56 games), and it now totals 246 (but this includes double entries).

If you notice any errors, or incorrectly posted material, I apologize. Please drop me a geekmail and/or just post to the geeklist under the game in question and I will correct it.

STATUS

I would appreciate everyone's help, if you could, by posting a large-font status of the games, as their status changes. For instance, if a game is in playtesting, or final production, or has been released/shipped, just indicate it with a SHIPPED post. Thanks again for all the thumbs!

Hope you enjoy! Drummmmmm roollllllll plllllleeeeeeaaaasseeee.....
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126. Board Game: Liberty Roads [Average Rating:8.13 Overall Rank:1033]
Christophe Gentil-Perret
France
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LIBERTY ROADS simulates the campaign of France, from June 6th, 1944, D-Day, to March 1945 at division scale.

The map covers the whole theatre of operations, from Brest to the Ruhr, and from Rotterdam to Toulon. The scale is 1 hexagon for 25 km.

Liberty Roads will be published by Hexasim. French version will be released mid-Februray while English version will be out in March. Pre-sales have already begun.
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127. Board Game: Lincoln's War [Average Rating:7.07 Overall Rank:4221]
Chris Montgomery
United States
Joliet
Illinois
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A card driven Civil War game that is less complex than For the People, but more detailed than the Price of Freedom. The map uses hexes of approximately 70-80-miles across. With exceptions for certain commanders, combat is without dice. To quote the designer:

"Lincoln’s War revolves around political influence points which can be used for a variety of purposes. Political influence can be banked, spent on activation, promotion, building naval assets, stockpiling combat resources, or goading a recalcitrant general into action. In the field, combat strength is represented but outranked by the personalities of the generals that command them. As the commander’s fortunes rise and fall so do the fortunes of his army. Some generals are better in the offense, some in the defense, some are completely unpredictable in battle."
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128. Board Game: Lion In A Net: Saratoga 1777 [Average Rating:3.50 Unranked]
Chris Montgomery
United States
Joliet
Illinois
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General Burgoyne has to get his army of 8,000 British and Prussian troops to Albany to join forces with General Howe before his supplies run out. But blocking his way is a force of Americans under Horatio Gates and Benedict Arnold. Will he break through or will he be a lion caught in a net?

Lion in a Net: Saratoga 1777 is a simulation of historical events of September-October 1777 near Saratoga, New York intended to give a feeling for the historical decisions required by the two army commanders in a mini-game format.
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129. Board Game: Lions at Sea [Average Rating:6.00 Unranked]
Chris Montgomery
United States
Joliet
Illinois
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Lepanto, October 7, 1571
Game in NoTurkeys! n.4 2.2009

Days of Lepanto were the last days of the galleys. The sailing ships, which timidly appeared in this battle, represented the future: in comparison to the galleys, they were faster on long distances and they could bring a greater number of guns. Lepanto also constituted the last important occasion in which a naval battle was performed by foot soldiers, fighting aboard of the ships, like on the common ground. 15 years later, in fact, the clash among the English Royal Navy and the Spanish Armada will present guns and sails instead of swords and oars... and this was also the beginning of Venice’s seapower ending.

Lions at Sea contains the following components:
- One A3 DIN shape map
- One Rulebook
- One sheet of playing pieces
- Two sheets of Playing Aids
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130. Board Game: Lock 'n Load: Heroes of the Blitzkrieg [Average Rating:8.10 Overall Rank:2011]
Chris Montgomery
United States
Joliet
Illinois
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Mark H. Walker's Lock 'n Load: Heroes of the Blitzkrieg relives the desperate struggle for France in May 1940 with this new Lock 'n Load module. Play as the Germans, French, and Belgians. Employ cavalry, Char B1 tanks, Germans Panzers, and much more as you re-fight the German invasion of France.
(From the Lock 'n Load publishing, LLC website)
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131. Board Game: Lock 'n Load: Noville – Bastogne's Outpost [Average Rating:8.34 Unranked] [Average Rating:8.34 Unranked]
Chris Montgomery
United States
Joliet
Illinois
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Lock 'n Load: Noville -Bastogne's Outpost American Riflemen depicts the battle for Noville (12/19-20, 1944) on a verdant 22" x 34" map created from actual maps of the period. There are six scenarios (listed below) and 85 new counters drawn by David Julien, featuring tense battles between American tank-infantry teams against Panzer Grenadiers, Volksgrenediers, and Panzers of the Wehrmacht. Noville -Bastogne's Outpost is an expansion. You must own Band of Heroes and Swift and Bold to play it.

Expands

* Lock 'N Load: Band of Heroes

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132. Board Game: Magestorm [Average Rating:6.64 Overall Rank:2579]
Chris Montgomery
United States
Joliet
Illinois
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Enter a world of high magic and bloody melees with MageStorm! MageStorm is a new fantasy board game series where you will finally be able to play fantasy battles as you dream them to be. Powerful magicians wielding god-like powers will call storms of fire from the sky, move hills, raze woods, invoke fear into the hearts of hundreds of enemies. At the same time, mighty armies will clash on the field of battle, and victory can only be achieved by the perfect combination of magic-using and military skill.
With top-level components and incredible replayability provided by the combination of different armies, mages, and scenarios, the first boxed set of MageStorm is just the beginning of an endless series of fantasy battles.
 
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133. Board Game: Maori [Average Rating:0.00 Unranked]
Chris Montgomery
United States
Joliet
Illinois
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Maori, Cannibals at War, is a game for one to four players, of clan warfare typical in Polynesia before European contact. Players build war canoes and train warriors (including the elite Royal Guard) to create a force to strike at their adversaries, while protecting or even fortifying their home village. The player is represented on the board as the Head Chieftain- if this unit is killed, the game is lost. Based on the same game system as 3W's "Tahiti", (published in 1994), "Maori, Cannibals at War" is a completely independent new game.

This game has been removed from Udo Grebe and GMT Games' P500 lists due to lack of pre-orders, but could still be published in Udo Grebe's Command & Strategy magazine.
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134. Board Game: Maori Wars: The New Zealand Land Wars, 1845-1872 [Average Rating:8.00 Unranked]
Chris Montgomery
United States
Joliet
Illinois
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Maori Wars is a light treatment of the principal uprisings that took place during 1845-1872.
The game has 7 scenarios:
1) Hone Heke's Challenge (1844-46)
2) Hutt Valley Uprising (1846)
3) Wanganui Uprising (1847-48)
4) Taranaki "Kingite" War (1860-61)
5) Waikato "Hau-Hau" War (1863-64)
6) Tauranga (1864)
7) Lame Seagull's March (1864)
and 3 campaigns.

Components:
One 22" x 34" map, over 300 double sided, die-cut counters, and a 12 page color rulebook.

Between 1845 and 1872 the British Army, the newly formed New Zealand Armed Constabulary and the first Australian expeditionary force fought the fiercely independent tribes of New Zealand to expand western culture into the interior of Maori occupied New Zealand. A series of distinct uprisings occurred through which the British came to respect the Maori warrior as brave, ferocious and exceedingly clever. Defeat of the Maori was due as much to infighting as it was British numbers, weaponry and tactics. Maori tribes were hardly united. Like American Indian tribes, many recognized the opportunity to settle old scores and attain dominance by treating with the Pakeha (foreigners) against their traditional Maori enemies.
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135. Board Game: March Madness 2009 Partisan Pack [Average Rating:7.00 Unranked] [Average Rating:7.00 Unranked]
Chris Montgomery
United States
Joliet
Illinois
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An expansion module for [gameid-243]. Produced by the Kansas City Irregular ASL Club for the March Madness tournament in Kansas City, Kansas.

This module focuses in on partisan activity. From November '42 through 1945, these scenarios cover Greece, the Ukraine, The Crimia, Poland, and the Philippines.

Contents:

* 8 scenarios
* 8 mounted counters

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136. Board Game: Maria [Average Rating:8.00 Overall Rank:158]
Chris Montgomery
United States
Joliet
Illinois
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Maria Theresia is a game based on the War of the Austrian Succession, where Austria was attacked by Prussia, France, Bavaria and Saxony, while only Great Britain and the Netherlands (by forming the so-called Pragmatic Army) helped her.

The game is based on the Combat-Mechanics of "Friedrich". It is for 3 players. One player is Austria, the other France and Bavaria, while the third player has a schizophrenic role: He is Prussia and the Pragmatic Army, thus being at war with Austria and being her ally at the same time. -- This is accomplished by the map being divided into 2 parts. One part shows the Bohemian theatre of operations, the other the Flanders theatre.

The game is about conquest of fortresses. Other mechanics deal with Politics, Emperor-election, Saxony's betrayal, Prussia's annexion of Silesia, etc.
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137. Board Game: Marlborough's Battles: Ramillies and Malplaquet [Average Rating:5.86 Unranked]
Chris Montgomery
United States
Joliet
Illinois
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Strategy & Tactics magazine #256

Marlborough’s Battles is a wargame of intermediate complexity, designed by Richard H. Berg, covering two of the Duke’s great victories in the War of the Spanish Succession: Ramillies, a massive cavalry clash, and Malplaquet, a hue infantry battle. The period in which Marlborough fought was a transition between the musket-and-pike era and the more fluid, if still massed, tactics that emerged with Frederick the Great. The key transitional mechanic was the invention of the socket bayonet, which allowed gun-armed infantry to use their weapon for shock as well as fire combat. The battles fought in the War of the Spanish Succession were the first major engagements in which that innovation was used, and the commanders hadn’t yet learned to appreciate its value. Warfare in that era was therefore mostly still formalized, rigid and stolid.

The map scale is 225 yards per hex. Each double-length infantry unit is composed of, on an average, four battalions and contains about 2,000 to 3,000 tightly packed men. The square infantry counters (for use in Malplaquet) each represent about half that number. Cavalry units each contain about five or six squadrons, about 600 mounted men. Artillery units each represent 12 to 18 guns. There is no per-turn time scale, as there are no distinct game turns. The game simply starts and then keeps going until one player wins. To accomplish that the system uses a “continuation activation” mechanic.
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138. Board Game: Marston Moor [Average Rating:5.67 Unranked]
Chris Montgomery
United States
Joliet
Illinois
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Marston Moor is the seventh entry in our introductory English Civil War tactical series. The rulebook integrates all the modifications and additional rules from the previous entries.
The Battle of Marston Moor was fought on 2 July 1644, during the First English Civil War of 1642–1646. The combined forces of the Scottish Covenanters under the Earl of Leven and the Parliamentarians under Lord Fairfax and the Earl of Manchester defeated the Royalists commanded by Prince Rupert of the Rhine and the Marquess of Newcastle.

Scale:
1 turn: 20 minutes
1 hex: 100 to 200 yards
1 strength point: 50 to 150 men

Contains:
5 Page rules
151 Counters and Markers
2 player aids
11x17" Color Map (2 8.x11" parts)
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139. Board Game: MedWar Sicily [Average Rating:6.55 Overall Rank:5091]
Chris Montgomery
United States
Joliet
Illinois
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Designed by Richard Berg. Originally titled Bitter Victory and desktop published by BSO games.

It is 1943, the Allies have driven the Axis out of Africa and have begun preparations for the invasion of Europe. Unable to launch the invasion of France in 1943, and needing to keep the pressure up in order to prevent German troops being sent to the East Front, the Allies opt to invade Sicily as a stepping stone to Italy. Operation Husky is the code name of the Allied Invasion of Sicily.

Most of the rules and mechanics will be familiar to anyone who has ever played a wargame. MedWar Sicily has a combat system that rates units for how many dice they get to roll on their behalf, as well as what kind of dice (small arms or heavy weapons). No CRTs.

The game also uses opportunity cards for each player, whose cards are somewhat different from those of the other player to enhance the game. Resource points are used acquire opportunity cards or refit units. Players are limited in their resource points. The choice is theirs, but there are far more choices than points.

Playing time for MedWar Sicily 2 to 3 hours. The rules are only 8 pages, including a section on Solitaire play.

Game comes with a 34" x 22" mapsheet, full color counters, rules, dice, player aid charts, and box.

This is an excellent 1 to 4 player game. In a 2 player game one player is Axis/ one Allied. In a 3 player game one player is Axis/ one British, one American. In a 4 player game one player is Italian, one is German/ one is British, one is American.
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140. Board Game: Memoir '44: Campaign Book Volume 1 [Average Rating:8.20 Unranked] [Average Rating:8.20 Unranked]
Chris Montgomery
United States
Joliet
Illinois
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From the publisher's website:

The Memoir '44 Campaign Book invites you to relive the conflicts of World War II in all of their staggering scope and intensity. Included are more than 50 new scenarios and advanced campaign rules covering three Theaters of Operations throughout the War: The Battle for Normandy in the summer of 1944, the Blitzkrieg to the West in 1940, and Operation Barbarossa on the Russian Front in 1941.

The new campaign rules let you play scenarios in succession, with the outcome of each battle impacting what follows: each success brings you closer to victory, while defeats will deal you temporary set-backs, or worse, the possible complete rout of your Army!

With the Memoir '44 Campaign book, you'll step into the boots of Montgomery, or head out at the front of a German column to try and throw the Allies back to the sea. Unleash your Panzers onto hapless Belgium and France, or advance into the frozen steppes of the Soviet empire.

http://www.daysofwonder.com/memoir44/en/content/cb1_inside/

Part of the Memoir '44 series.
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141. Board Game: Memoir '44: Campaign Book – D-Day Supplemental [Average Rating:7.87 Unranked] [Average Rating:7.87 Unranked]
Chris Montgomery
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From the originator of the Memoir '44 Campaign system, Malcolm "Brummbär" Green, comes 2 new campaigns that were originally intended as an introduction to the Memoir '44 Campaign Book. Play through one of 2 D-Day Campaigns (the US D-Day and the UK D-Day) or play them both for a Grand Campaign experience.

This requires a copy of the base Memoir '44 game and a copy of the Memoir '44 Campaign Book Volume I.
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142. Board Game: Memoir '44: Tigers in the Snow [Average Rating:7.91 Unranked] [Average Rating:7.91 Unranked]
 
Chris Montgomery
United States
Joliet
Illinois
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From DoW website:

Hot on the heels of their success in Operatsiya Bagration, Soviet forces struck deep towards the Baltic coast, rapidly severing communications between German Army Group North and what little was left of Army Group Center.

By early October 1944, the Soviets were in view of the Baltic Sea, near the port of Memel, definitively cutting off Army Group North from any retreat route through East Prussia.

Despite Guderian's plea for an evacuation by sea and subsequent redeployment in Central Europe where forces were desperately needed to help stabilize an increasingly dicey situation, Hitler stubbornly refused.

Instead, he ordered the 200,000+ German troops to entrench themselves, in the hope of using the Courland Pocket as a springboard for a future offensive.

Part of the Memoir '44 series.
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143. Board Game: Mexican War [Average Rating:0.00 Unranked]
Chris Montgomery
United States
Joliet
Illinois
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The Mexican War is a simple, card-driven game of the war between Mexico and the United States that was fought from 1846 to 1848. It is a two-player game in which one player plays the military forces of the United States, and the other plays the forces of Mexico. The U.S. player attempts to conquer Mexican territory and to compel Mexico to surrender, while the Mexican player attempts to avoid this outcome long enough for public war-weariness and regional divisions to compel the U.S. withdraw.

Prominent military leaders, army strength points, U.S. naval forces, and political concerns and conditions are all represented. Historically, although many contemporary foreign observers thought that Mexico had the advantage, the war was one of the most one-sided victories in U.S. military history. This game allows players not only to explore what conditions contributed to this outcome, but also whether the Mexicans might have been able to achieve victory.

Played on an authentic 19th-century map of Mexico, Mexican War includes both introductory and standard rules. Based on the rules system of the popular introductory game We The People, it is ideal for introducing youngsters and new players to the hobby, yet substantial enough to attract the veteran gamer. Complexity is low for the Basic Rules to moderate for the Standard Rules (about 2/10 to 3.5/10 respectively).

To be published by Blue Iguana Games. Designed by Rob McCarter.

http://www.blueiguanagames.com
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144. Board Game: Mious 1943 [Average Rating:6.13 Unranked]
Chris Montgomery
United States
Joliet
Illinois
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The 30th July 1943, the 2nd SS PZ launched an attack against the se soviet front elements base on the Mious.

This is a min-game published in VV85. It has 50 counters, 2 pages rules and a one page map.
 
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145. Board Game: Modern Land Battles (MLB): Target Acquired [Average Rating:0.00 Unranked]
Marc Dabros
Canada
Orleans
Ontario
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This one was scheduled to come out last year, but still hasn't been released.

From the dvg.com:

Modern Land Battles (MLB) – Target Acquired uses the core game mechanics from our award-winning Modern Naval Battles game. MLB takes you to the front lines in both historical and hypothetical conflicts ranging from the Arab-Israeli Wars to the present day.

The cards will be beautifully printed with full color on both sides with rounded corners. The box size is 9" x 12" x 2".

This new game features forces from 8 different nations: USA, USSR, UK, France, China, Vietnam, Israel, and Arabian Multinational. This gives you the forces you need to play out battles during the Cold War, Six-Day War, Iran-Iraq War, Vietnam War, Lebanon War, Yom Kippur War, Falkland Islands War, and Gulf War.

The game system maximizes player decision making to make every turn exciting. At the start of the game, you get to select a nation's ground forces to command. Then, you get to select the specific armor, infantry, and artillery forces that you think is the best battle force. Once selected, you'll get to battle the forces selected by the other players in order to capture and secure vital objectives!

Game Information:
Game Time: Each game can be played in 1 to 2 hours.
Complexity: Low to Moderate
Players: 2 to 6
Ages: 10 and up

Components:
110 Full Color Action Cards
110 Full Color Unit Cards
Full Color Counter Sheet
2 6-sided dice
Full Color Rulebook
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146. Board Game: Morgan's A'Comin'! [Average Rating:5.76 Overall Rank:8019]
Chris Montgomery
United States
Joliet
Illinois
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Against the Odds' third in the Pocket Battles series.

(from the publisher)
Rebel raider John. H Morgan defies orders, crossing the Ohio River in the summer of 1863 to bring war to the Yankees! All across the Midwest his incursion results in numerous alarms, property damage, and Union fears that he will link up with Robert E. Lee. While the raid succeeds in diverting a small Union army away from Bragg, the fierce pace and determined Union resistance wears the invaders away to little more than a small band, all being captured in the end. Could Morgan have tipped the balance on not one, but two fronts?
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147. Board Game: A Most Dangerous Time: Japan in Chaos, 1570-1584 [Average Rating:7.42 Overall Rank:1805]
Chris Montgomery
United States
Joliet
Illinois
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International Game Series game from Multi-Man Publishing (MMP).

IMPORTANT ERRATA FOR THE START OF PLAY!!!!

1.) The setup in the rules and the cards has an extra Asakura soldier in the setup. The counters are correct - there are 9 soldiers and Yoshikage start in Asakura.

2.) There are 8 Tokugawa units and 2 Matsunaga units that are missing their blood mark for betrayal. These need to be put to the side and are not part of the setup of the game.

From the MMP website:

This is the game that made Tetsuya Nakamura famous. As you have seen from MMP’s Fire in the Sky and from MMP's A Victory Lost, Nakamura provides a unique insight into military history. MMP is proud to present what is widely considered to be his finest effort. Instead of providing a broad overview of Feudal Japan, A Most Dangerous Time focuses in on the most dire moment of all: 1570-1584. Oda Nobunaga, the most notorious figures in Japanese history, fights against all of Japan and the victor will be the ultimate master of all of Japan.

Using a unique system, Nakamura provides a simulation of this period that is one of the most profound ever made. Don't miss this one. It is one of the great game experiences of our hobby.

A Most Dangerous Time contains:

* 1 22" x 34" map
* 440 5/8" counters
* 28 page rulebook
* 110 "poker quality" cards
* Dice

A Most Dangerous Time details:

* Players: 2 (3-4 player variant)
* Complexity: medium
* Playing Time: 4 -20 hours

A Most Dangerous Time scale:

* Game Turn: bi-annual
* Counters: Individual leaders and 1000 men per strength point
* Map: point-to-point

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148. Board Game: Na Berlin! [Average Rating:8.67 Unranked] [Average Rating:8.67 Unranked]
Chris Montgomery
United States
Joliet
Illinois
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WW2 on Germany's Eastern Front did not stop at the Russo-German border. In 1944 and 1945, the Red Army marched through central Europe all the way to Berlin. With this Expansion Kit to VPG's popular No Retreat! game, designer Carl Paradis completes his story by adding more cards, counters, and scenarios to bring the curtain down in high style.

Notice: NA BERLIN! is not a ‘stand alone’ game. You must own a copy of NO RETREAT! to use this expansion kit.

Game Components:

One 8.5" x 11" color game map extension
16 color, 5/8" square counters
8 new cards
One rules sheet
2 new scenarios
 
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149. Board Game: Nations at War: White Star Rising [Average Rating:7.49 Overall Rank:2020]
Chris Montgomery
United States
Joliet
Illinois
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White Star Rising introduces Lock ‘n Load Publishing’s Nations at War (NAW) game system. Based on the popular World at War, NAW depicts platoon level combat in World War II. Here you’ll find everything you're looking for in a platoon-level game -- armor, artillery, infantry that serves as more than cannon fodder, command and control, air support, amphibious landings, and desperate close assaults that leave the victor in possession of the ground and the defeated in headlong retreat, all in eight pages of rules. That’s two less than the World at War system.

Units represent platoons of vehicles, such as M-10 Wolverines, M4A3E8 Easy Eight Shermans, and German Panthers, Tigers, and Mark IVs. Of course White Star Rising isn’t all about tanks. There’s plenty of infantry; paratroopers, line doggies, Fallschirmjager, and Volksgrenadiers. In the same vein as the World at War system, the infantry are capable of moving fast and hitting hard. White Star Rising also includes support weapons, such as heavy machine guns, flamethrowers, and satchel charges that infantry platoons can use to lethal effect.

The system throws typical turn-based gaming out the window. The platoons are grouped into formations (usually battalions and kampgruppe) and lead by a headquarters. Each unit of the formation must be within range of the HQ to activate with its formation. Although individual units might activate, and recon units can double their range from the HQ, but you’ll want to keep those formations together. The formations are activated by chit draw, and better-trained, better-led units can activate more than once in a turn, moving, shooting, and fighting in each activation. On the flip side of a coin, there is no guarantee that a formation will activate even once. The cup into which the formation chits are placed is seeded with end turn chits. When the second end turn chit is drawn the turn ends. Doesn’t matter if a single formations has activated; the turn is over. It keeps you on your toes.

When attacking each platoon rolls a number of dice equal to its firepower. Every die that equals or exceeds the “to hit” number (right superscript) hits the target. The target then rolls the number of die equal to its armor factor plus terrain advantages. Each die that equals or exceeds its armor factor negates a hit. The first hit disrupts a unit, second reduces it, the third eliminates it.

Units may also close assault, entering the opponent’s hex to either deal a death blow or force him (or her) out of valuable terrain. Same procedure, but both units use their close assault value. The side that takes the most hits must retreat from the hex. Infantry is VERY good at this, especially against armor without its own infantry support.

Game includes rules for thin-skinned vehicles, support weapons (actual counters that represent heavy machine guns, flamethrowers, and satchel charges that add to an infantry platoon’s capabilities), air-support, bunkers, wire, artillery, mines, overruns opportunity fire, line of sight rules that have been streamlined since their inception in World at War, transporting infantry, and all in eight pages of rules.
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150. Board Game: Naval Thunder: Clash of Dreadnoughts [Average Rating:8.80 Unranked]
Chris Montgomery
United States
Joliet
Illinois
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Naval Thunder: Clash of Dreadnoughts is an exciting, fast paced miniatures game of World War I naval combat. Its first in an exciting line of naval wargames from Steel Dreadnought Games and is designed for use with miniatures of scales 1/1800 - 1/6000. Newcomers will appreciate how straight-forward and easy to learn the basic system is, while naval wargaming veterans can take advantage of the optional rule system to add additional detail to the game.

NT: CoD has been designed from the keel up to be fun, fast paced, and full of flavor so that you can focus on the thrill of commanding a ship or fleet at sea instead of tedious charts or calculations. A battle involving a dozen battleships and battlecruisers on each side can be fought to a conclusion in a couple hours while offering a play experience with significant tactical depth.

The robust optional rules system allows the game to grow with you as you gain experience - ensuring that Naval Thunder will be your naval miniatures system of choice for years to come. There are more than 20 completely modular optional rules that allow you to model historically accurate factors influencing naval combat of the era. You can pick and choose which rules to include allowing you to tailor the pace of play and level of detail to your personal preference.

Just a few examples of the kinds of historically accurate details you can add to the game include:

* Poor design of British shells causing them to shatter on striking heavy armor
* Poor cordite flash precautions
* The impact of historical commanders
* Crew training levels
* The influence of wind direction on gunnery
* Using submarines to soften up your opponent's battlefleet

Optional shortcuts allow you to use Naval Thunder: Clash of Dreadnoughts to run huge fleet actions such as Jutland in a fraction of time other non-abstract systems would take.

Included with the rules are data cards for 80 classes of ship, representing hundreds of historical vessels, allowing you to model nearly any action between the Royal Navy and Kaiserliche Marine during the first world war.

The website for the Naval Thunder range of games is www.navalthunder.com
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