Handball attack three
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France (Toutes les villes)
Consulter nos évaluations Ajouter cette boutique à mes favoris Great Pacific War 47,25 € Disponibilité: en stock jeu en anglais. In addition to five scenarios covering all or part of the War in the Pacific, Great Pacific War includes rules to link it and Third Reich to play the Second World War, a simulation of the entire conflict with up to seven players. Included in the game are five scenarios for the Great Pacific War and three scenarios for the linked Second World War. One of the Great Pacific War scenarios covers a possible 1931 conflict between Japan and America as postulated by the British journalist Hector Bywater in his book of the same title. The facts: · Game scale is 60 miles per hex covering the battlefield on three 34" x 22" maps. Units are represented at corps, fleet and air army level. Each turn represents three months of actual time. · The game system is built around players drawing impulse "chits" to determine how they can activate their forces. The emphasis is on the interaction of military, political and economic factors (as in John Prados' Third Reich). · Components: Three 34" x 22" maps, 560 playing pieces, rules, three scenario books, political events and charts. The game system from John Prados' Third Reich allows players to control the military, political and economic destinies of their nations in a struggle to dominate the world. Land, air and sea forces battle across almost a third of the earth's surface as the two mightiest navies fight for control of the Pacific. Players manage their economies and build and operate their military forces within the capabilities of their nation's abilities. In Great Pacific War the Japanese player must decide initially whether war with America or the USSR will be his or her strategy. Japan's lack of resources make a war with one or the other a necessity. Also possible is a war with Britain and her ally, The Netherlands, who together control the riches of India, Java and Borneo. This strategy has many risks, the greatest being that America will enter the war on Britain's side. Coloring all is the massive Japanese investment in China and the importance of those conquered territories to the Japanese economy. The American player must move a nation unprepared for war to a position of strength, while attempting to support the Nationalist Chinese in their conflict with the Japanese. In the linked game players have also to consider the effects of their actions on the global conflict. A Soviet player desperately defending Moscow in 1941 can little afford a Japanese attack on Vladivostok. Likewise a British player fighting Germany with only a seemingly soon-to-be-defeated Russia as an ally, will not welcome a Japanese attack on his eastern possesions unless it brings America into the war. Historically Japan went to war to obtain the resources denied her by the Allies embargo of steel and oil and because German successes appeared to offer Japan the opportunity to join a victory almost already won. The question is whether you and your allies can do any better than your historical counterparts.
47,25 €
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France (Toutes les villes)
Wargame en anglais simple à jouer jeux à blocs en bois permettant de simuler le brouillard de guerre Moscow '41 is the first chapter of the Barbarossa Trilogy (the other two are Leningrad '41 and Kiev '41). MOSCOW '41 is a light/medium wargame covering the German Army Group Centre offensive aimed to seize Moscow, after having successfully defeated several Soviet armies in the great encirclement battles at the frontier and established two bridgeheads on the Dnieper. Although based on a historical event, the two players can modify the course of the operations, with the Germans trying to achieve a decisive victory before the winter comes, and the Soviets playing a fighting withdrawal, until ready to strike a decisive blow at the invaders. The game is recommended for two players, but has excellent solitaire suitability. Historical Introduction "At the beginning of each campaign, one pushes a door into a dark, unseen room. One can never know what is hiding inside." - Adolf Hitler, June '41 In December of 1940, Hitler made the decision to invade Russia and set the date for the middle of 1941. He had good reason to be confident that Russia would collapse under an uncompromising assault. Since the outbreak of hostilities, the German Wehrmacht had accomplished a stunning and unparalleled series of victories: Poland had fallen in one month, Denmark in one day; France, till then regarded as the strongest power in Europe, had capitulated in under six weeks, Holland in under six days; Belgium, Norway, Yugoslavia and Greece took less than three weeks each. The German military might was at its peak and the word Blitzkrieg had entered the language. Russia, on the other hand had taken over three months to bring Finland to heel, despite overwhelming strength of numbers. The Russian army had not yet recovered from Stalin's purges of 1937-1938 where 400 generals were “removed” including three field marshals and 13 Army commanders. It was well that Hitler could say, “Before three months have passed, we shall witness a collapse in Russia, the like of which has never been seen in history. We have only to kick in the front door and the whole rotten Russian edifice will come tumbling down.” On the 22nd of June, 1941, Operation Barbarossa - the invasion of Russia, began. Three million Axis troops in three Army Groups attacked on a front that stretched from the Baltic to the Black Sea: Army Group North under Field Marshal von Leeb was tasked with taking Leningrad; Army Group South under Field Marshal von Rundstedt was to capture Kiev and seize the Caucasus; Field Marshal von Bock's Army Group Centre, the one that concerns us, had Moscow as an objective, with Timoshenko undertaking the task of defending the capital. Initially, the operation succeeded beyond Hitler's wildest dreams. Within a day, the Russian Air Force was destroyed on the ground, then vast inroads were made on all fronts accompanied by large scale surrenders of encircled Russian troops. Army Group Centre with its four armies consisting of a total of 48 Divisions, of which nine were armoured, and backed by the Second Air Fleet, had reached the outskirts of Smolensk by the 15th July. This was two-thirds of the way to Moscow and it seemed that nothing could stop von Bock from blowing up the Kremlin within another three or four weeks... or could something stand in his way? Four things could now cause problems to von Bock: firstly, his supply line is stretched and had almost reached breaking point; secondly, Russian resistance is stiffening; thirdly, his infantry divisions are having difficulty keeping up with the Panzers and finally, a new Russian ally is about to enter the field: General Winter. Additional concerns may come in November, with three-quarters of a million experienced Siberian veterans freed by garrisoning Soviet Far East, thanks to Stalin's spies in Tokyo revealing Japanese intentions to attack America, and not Russia. As the German Commander, you must push on to Moscow before it is too late. As the Russian Commander you must re-evoke the Patriotic War and stop the invaders at any cost.
39 €
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France (Toutes les villes)
Consulter nos évaluations Ajouter cette boutique à mes favoris Chainmail 50,40 € Disponibilité: en stock There are lots of battle games out now that use cards, but you’ve never seen, "Battle Maneuver” Series and its initial offering, CHAINMAIL. The game uses cards, one deck for each player (whose cards are somewhat different from those of the other player) to drive the game. Each player gets a certain number of cards each turn - often a different number for each player! - but never his full deck. The cards are used to determine movement, combat, and actions such as Missile Fire, Knights Charge, Counter-Attack, and Chivalry Charge, among others. Players may play as many of their cards up to 5 when it’s their turn, using each card for only one of the possible three purposes. Play passes back and forth between players, until both players have used all their cards… and the turn is over. CHAINMAIL is thus a game of card play and management, which unfolds on the historical battle map - it uses squares, rather than hexes – with the use of some beautiful, super-size counters. This is a game of position, feint, and sudden attack with what you hope are better odds (since you don’t know what cards your opponent will play, if any, and you never know what his final strength will be). No dice are used. And there are no CRT’s. When do you play your cards? How many do you play? What do you do with them? Will you be caught short and be subject to a sudden attack by your opponent? CHAINMAIL includes four of the major battles of the Medieval period: Lewes, Legnano, Bouvines, and Bannockburn. Game comes with a 34" x 22" double sided map sheet, beautiful large full color counters, full color rules, and cards. Playing time for each battle is about 2 hours, sometimes less, and the rules are only 8 pages! Balance is excellent, and because of the use of cards and their random distribution each turn, no game is the same as any other. And the game is playable solitaire (with specific rules for doing so)!
50,40 €
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France (Toutes les villes)
THE BIG PUSH - against the odds - NEUF new - unpunched The Big Push covers the gigantic battle of the Somme in summer-fall of 1916. Rivaling Verdun in ferocity, scale and casualties, Somme was Britain's first real chance to open up the Western Front in World War I. French and British allies, wanting to take initiative away from Germany at Verdun, launched a large joint offensive at the Somme, where their fronts met. British generals called it the "Big Push," to break the trenches and carry them to victory. Here was a campaign that brought little save the cultural annihilation of the participants. Europe never looked at war quite the same way after the Somme. The British player controls the Allied forces (British and French), while the other player commands the defending German Army. It is also possible to have three players--French, British, and German. Each Game Turn represents one week. Map scale measures approximately 1142 yards per square (squares rather than hexes are used to prevent the easy outflanking of enemy units - something very hard to do in WW1). Ground units range in size from regiments to divisions. Each infantry strength point varies between 700 and 1500 men, depending on nationality and fighting effectiveness. Support units, like artillery, cavalry and tanks, focus their strength more on relative fire power and attack force. Play begins with artillery fire, where the other player may throw in his counter battery fire to offset the barrages. Ground movement comes next, followed by the declaration of assaults, appeals to command center resources, and defensive fire. After assaults take place, the phasing player introduces replacements and tries to rally his disordered units.
59,93 €
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