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Austerlitz 1805 (English) - Rising Eagles By Shot, Shock and Faith Great War Commander
By Shot, Shock and Faith
Our Price: €48.99
Great War Commander
Our Price: €69.99


Rising Eagles is to be the the second volume of the « Eagles » series. Following on from Fallen Eagles (The Battle of Waterloo), Rising Eagles covers another of history’s most famous battles - Austerlitz.

Game scale is regiment level for units, 250m per hex and one hour of real time per turn. The map has been produced by the combined efforts of Rick Barber (topography) and Sebastien Brunel (graphics, as in Fallen Eagles).
The game will include at least three short scenarios, together with a full battle scenario, offering alternative options to simulate the ‘fog of war’ and battle plans.

The order rules In Rising Eagles will have an even greater impact than those in Fallen Eagles. The ability to change orders will be reduced and it will be more difficult to “recall” formations, once launched. Initial planning will be an important feature, as befits a Napoleonic battle of such a scale.

In addition, ‘fog of war’ has been further developed and will be part of the main rules. Players will share some of the uncertainty experienced by the actual commanders, as to what precisely they are facing.

Initial play tests have shown that Rising Eagles continues to provide a tense and exciting game play, with strategic battle planning assuming a greater significance than the ‘slogging match’ of Waterloo.

By Shot, Shock and Faith allows the simulation of religious wars that occurred in France from 1562 to 1598. This civil war opposes, in a first conflict phase, protestants- otherwise known as Huguenots- to catholics, then royalists to League members after the accession of Henri IV to the throne in 1589.

The art of war during this period of the Renaissance is rapidly changing. The great feudal landlords, steeped in morals, fight alongside mercenaries motivated by sole cupidity. The diversity of the weapons that are used offers great tactical possibilities, based on impact and fire. Gendarmes, cuirassiers, reiters, harquebusiers, lansquenets and Swiss mercenaries confront each other in a merciless fight.

By Shot, Shock and Faith is a grand tactical game which, for the first time, allows the simulation of five battles of that era :
SAINT-DENIS (November 10th, 1567) [...]
JARNAC (March 13th, 1569) [...]
LA ROCHE L'ABEILLE (June 25th, 1569)[...]
COUTRAS (October 20th, 1587)[...]
ARQUES (September 21st, 1589) [...]

This is a classic game system ; « I go, You go », of average complexity, including, during the active player's phase, a sequence of reaction from the passive player, such as fire, counter-charge or tactical backstep. The maps are whith areas from 300 to 500 m by side. A color code allows to easily determine the costs of movements and the line of sight. The scale of the game is one unit for 100 to 500 soldiers or one or two guns. One game turn represents a duration of 20 to 30 minutes. A corps represents either a vanguard or a rearguard, or the main body called battle.

The combats allow to simulate charges « in wall », the merciless shocks between pikemen, the artillery fire and highlight, by a support system, the combination of iron -shock- and fire -shooting. The optional rules- caracoles, orders, lost children, looting- add even more realism to the era's battles. The rules and the five battles offered are based on a thorough bibliography and researches made into books written by (non???) contemporary authors, specifically François de la Noue for the Protestants and Blaise de Montluc for the Catholics, and also on precise topographical plans of each battlefield that is still accessible, except for Saint-Denis... Are you ready to put on the Prince of Condé's, the admiral of Coligny's, the constable of Montmorency's, Anne de Joyeuse's or Henri of Navarre's armours and to fight your enemies « By Shot, Shock and Faith » ? P3F, the new HEXASIM opus offers you this option with an innovating and elegant game.

Components

  • three A2 maps (597x420 mm) (two printed out on both sides, one on one side only)
  • 540 die-cut counters of 15mm (2 sheets in A4 size, 1 in A5 size)
  • A rules booklet printed in full-color (16 pages)
  • An examples booklet printed in full-color (16 pages)
  • Play aids
  • 2 dice

In 1914, the great powers of Europe could not save the international system that had been in place since Metternich a century before. Tangled alliances pushed them to the brink. Nations miscalculated and expected a short, limited war, but a four-year World War blew up in their faces and forever changed the continent and the world.
Great War Commander traces the war as the nations and empires fought it on the western front across Belgium and northern France. The forces of three major powers-France, Germany and America- all have forces in the game. One player handles Germany while the other side commands either France or America.
Great War Commander (GWC) is a wargame based on the popular Combat Commander series created by Chad Jensen where two players take turns playing “Fate cards” in order to activate military units on the mapboard. GWC offers many new and unique elements to its parent system. The maps are deeper, allowing more playing surface to maneuver two battalion-size forces facing each other. There are several new orders, like Offensive, Runner, and Machine Gun Suppress, all reflecting the intense and blinded combat. There are over 30 actions including Engineering works, Go to Ground, and Rolling Barrage, highlighting earthen ties and powerful artillery. And there are 40 events dealing with experiences unique to the times, such as Tanks and Sturmtruppen. Among the new and many contemporary events are Trommelfeuer, High Command Meddling, Petard Raquette and Machine Gun Nest.

Great War Commander puts emphasis on the rigid top-down field command structure of the period with captains giving orders to lieutnants and NCOs which is new to the system. Besides the Fate Cards, there are Strategy Cards which factor in higher command and give a flavor and depth to the battles beyond that of the tactical level.

Players already familiar with the Combat Commander system will find a ready path to learning Great War Commander, at the same time discovering the one-off experiences of the Great War. There are some trenches to be sure, but there are many open field battles too. Barrages can alter terrain. Gas attacks can flood a sector. Air dominance or reconnaissance can influence the fighting.

Stand with the French at Verdun. Charge forward with the Germans in Belgium and at the Marne. Follow the Americans as they slug their way into and through Belleau Wood. GWC offers sixteen historical scenarios including one introductory scenario for players not yet familiar with the general game system, a three players scenario and four scenarios with tanks. The replay value is high and the dedicated Random Scenario Generator adds endless hours of play. Hexasim will expand GWC in upcoming sequels covering British, Russians, Austrians, Turks and Great War actions in Africa .

Components

  • 6 back-printed 17˝ x 24˝ game maps (twelve maps total)
  • 256 large (⅝˝) die-cut counters
  • 36 double large (1.25”x5/8”) die-cut counters
  • 160 small (½˝) die-cut counters
  • 270 playing cards
  • 4 double sided player aid sheets
  • 8 back printed scenario sheets
  • one 32-page Rulebook
  • one 8-page Playbook
Pre-order: Expected early May.
Jours de Gloire Campagne IV: Allemagne 1813, de Lutzen à Lepzig Ligny 1815 - Last Eagles Map Protection Layer
Ligny 1815 - Last Eagles
Our Price: €54.99
Map Protection Layer
Our Price: €5.00

Jours de Gloire Campagne is a game series designed to simulate the great Napoleonic campaigns, at the operational level and at that of the Army Corps. The rules are deliberately simple, because of the scale and with the aim of giving the players the wherewithal for relatively short and fluid games.

The campaign of 1813 is the theme chosen for the revival of the Jours de Gloire Campaign series (Vae Victis n°41, n°47 and n°52), whose rules have been upgraded to a Version 2.0 for this. occasion.

This game has 5 scenarios, focusing on the Germany campaigns of 1813 :
Scenario 1: Waiting For the Emperor (March and April 1813)
Scenario 2: From Lützen to Bautzen (April and May 1813)
Scenario 3: The Spring Campaign (March to May 1813)
Scenario 4: The Campaign of Leipzig (September to October 1813
Scenario 5: The German Campaign (February to November 1813)

There are also specific and optional rules or "what-if ?" situations for each scenarios.

The game includes one map (size A1 : 84cm * 59cm - 33in * 23.5in), 216 die-cut counters, a booklet containing rules and scenarios, player aids and 24 playing cards.

Historical context: After the disaster of the Russian campaign, the debris of the Grande Armée had abandoned Berlin and retired behind the left bank of the Elbe. Napoléon was able to reconstitute an army of 300,000 men by summoning to the colors those young soldiers who soon came to be called by the name « Marie-Louise ». Europe formed a coalition against France: Prussia and Russia wanted to crush Napoléon permanently. Despite his victories during the spring and summer, Austria soon joined the side of the Empire’s enemies. Gigantic maneuvers and great battles followed one after the other within the triangle formed by Berlin, Leipzig and Dresden. Whereas his victories were no longer decisive, Napoléon knew now that a single defeat could pull down his Empire !

Ligny 1815, Last Eagles in the 3rd game in the Eagles of France series, following Waterloo 1815 and Austerlitz 1805

Game system

Rules have not evolved since Austerlitz, only including a few precisions.

The focus is on morale, attrition and commitment of formation (division & corps) at the right time, rather than tactical chrome. The detailed order of battle and the scale of the game allow players to really see the action and the game system provides a quick but realistic resolution.

This system is a mix of well-known concepts and new features to maximize playability and realism of outcomes. Formation are given simple orders than limit their ability to freely react to any sudden change of priority. Orders take some time a while before being changed. Units are classically rated for size, quality and movement. Formations activate one after the other at player's choice but have to follow the order they received at the beginning of the turn or even before. Game features offensive fire, defensive fire, opportunity fire, charge and counter charge, retreat before combat and melee. A lot of classical "prohibitions" are transformed into options: for example, cavalry can move from ZOC to ZOC but risk counter charges or more opportunity fire. A ZOC of a strong unit is therefore not the same as the ZOC of a weaker one.

The game turn has a random ending procedure and players are never sure to have time to move all their formation reflecting the command control issues of any battle. Also, the fatigue and friction factors are built in a potentially shorter turn length in the latter stages of the battle. Focus on morale and attrition is a testimony of a battle which was a test of will of two densely packed armies fighting head to head. Players will have to choose which unit will "lead" the attack and take the first fire. Failing a key morale test can make the difference between a stalled attack or a promising breakthrough.

Scenarios

Game includes 3 historical scenarios :

  • the battle for St Amand et la Haye (4 turns). Vandamme's III Corps was tasked with taking control of these villages on the right wing of the Prussian defense and to compel the Prussians to engage as much of their force as possible.
  • the streets of Ligny (4 turns). Assault of Gérard's IV corps against Ligny turned-out to be a savage battle for each building.
  • the full battle (7 turns)

Each short scenario is played on its own map with enlarged hex, while the full battle is playd on the full map.

The 1815 campaign is famous for the “what ifs” related to reinforcements arriving in time that could have changed the outcome. The inability of D'Erlon's I Corps to join the battle for the French on June 16th might have saved the Prussians from a complete defeat. Besides D'Erlon, Mouton's VI Corps was not far behind and arrived too late to take part in the battle. On the Prussian side, there are some historical “what ifs” as well. Thielmann's III Corps could have been delayed. On the other hand, even if the probability is lower, Bulow's IV Corps may have also arrived if the Prussians had been better at anticipating Napoléon's moves. A fourth scenario allows the reinforcements to get into play without players knowing their exact time of arrival or even if they will show-up or not. In this alternate battle scenario, players will get their chance to change that. While diverging from the actual battle, players will be closer to the mind-set of the generals of that day, who had no certainty as to their final order of battle!

Finally, in a fifth scenario, the action starts earlier in the morning, letting the players decide to fight around Ligny or elsewhere, or to let the Prussians attempt a delaying action against the French instead of a head to head fight.

This game will link up with a coming release Quatre-Bras 1815: Last Eagles to provide an ultimate experience at this scale of the 16th of June 1815 battles that could have decided the campaign before Waterloo.

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Components

  • 4 countersheets
  • 2 backprinted maps, A1 size(84x60cm)
  • a series rules booklet (24 pages)
  • one playbook (16 pages)
  • 18 play cards
  • 10 full color play aids
  • 2 dice
  • a box

Protect your maps with a Map Protection Layer!

It is very light and possible to furl. You can easily transport it without getting it damaged.

Therefore it has advantages compared to inflexible acrylic glass or glass plates when you are playing outside home.

Size: 600 mm x 900 mm x 0.4 mm

approximately: 23.622 ' x 35.433 ' x 0.016 '

Napoleon against Europe Tenkatoitsu (English) Victory Roads
Napoleon against Europe
Our Price: €59.95
Tenkatoitsu (English)
Our Price: €49.99
Victory Roads
Our Price: €52.95

Threatened by the coronation of the Emperor and the deployment of the Grande Armée facing its coasts, Britain was quick to respond with its traditional methods: a hegemonic fleet and allies on the Continent assisted by her gold! Napoléon has no choice; if he wishes to keep his throne, he must smash this new coalition...and many more!

Napoleon against Europe follows the epic of Napoléon in his attempt to cement his dynasty and retain the conquests of the Revolution via the medium of playing cards that follow the great events and personalities if this exciting period.

The player takes in hand the destinies of the Emperor and his enemy, indefatigable Albion and its successive coalitions. The French player has no choice other than imposing his will on the entire Europe so as to isolate Britain by a tight blockade forcing the continental powers to recognise French hegemony: the decision must be made between the wild Iberian Peninsula and the steppes of Russia.

Each side has its own deck of cards divided into two periods: Epic and the Punishments.

Each player controls naval fleets and land troops presented at the level of army corps, other units are those of great renown from this period such as the Imperial Guard Cavalry, the King’s German Legion etc... The quality of the generals of each side plays an essential role in operations.

In six rounds of play a year, the players must not only have a long term view of their objectives but must also demonstrate operational skill in the course of the campaigns: the importance of lines of communication will be fundamental to bringing their armies to the decisive battle! The game system takes account of forced marches, attrition, evasion, counter-marches and interceptions…

In an immense theatre of operations, each side will attempt to seize the initiative and each year equip forces allowing it to continue the struggle and to redeploy them with foresight before engaging in the operations phase: unhappy the player who fails to take into account the communication distances.

Against the operational excellence of the French, the Coalition must respond with a strategic long-term vision that will permit him to exhaust his foe.

Now, it is up to you to decided if l'Aiglon will be Napoléon II or the Duc de Reichstadt !

Game components
One large mounted map (96 cm × 67 cm),
216 15mm die-cut counters,
140 13mm die-cut counters,
110 playing cards,
One full-colour rules booklet,
Game aids,
Two 6-side dice,
A sturdy box.

With Japan torn by war for decades, Oda Nobunaga, the first unifier, succumbs to the blows of his own vassal, Akechi Mitsuhide, in 1582. This event is an opportunity for Hashiba Hideyoshi, who defeats Akechi at the Battle of Yamazaki.

Hashiba Hideyoshi must then confront Tokugawa Ieyasu, another vassal of Oda at the Battle of Nagakute. Hideyoshi then becomes the second unifier of Japan under the name of Toyotomi Hideyoshi.

Bound to the status quo, Tokugawa Ieyasu awaits Hideyoshi's death before returning to the pursuit of his ambition. His accession to power is decided in the gigantic battle of Sekigahara. He will force the heir to Hideyoshi to commit suicide at the end of the siege of Osaka. This time, the unification of the country is final, and Tokugawa's heirs will lead Japan for 250 years.

Tenkatoitsu is the sequel of Kawanakajima 1561. Tenkatoitsu means "Unity under the Sky". That was the name given to the era during which one Clan was victorious over the others, which in turn led to the end of the war (Sengoku Jidai).

Tenkatoitsu simulates 3 battles of the end of Sengoku Jidai : Yamazaki (1582), Nagakute (1584) and Sekigahara (1600)

The game emphasizes orders assigned to each army's Clans as much as the inertia of the battle. A game turn is divided in activation phases drawn from a recipient containing Clan chits and obligatory chits (for combat, movement, etc.). The game system is also remarkable for the battle plans that each players may choose before starting the engagement.

Sieges played a key role in the battle of Yamakazi, and as such have their own specific set of rules.

Players scores victory Points by destroying enemy units or controlling key locations.

June 1944, the Allies have finally opened the second front demanded by Stalin. The Red Army then launches the Bagration operation. Bringing considerable resources, over 2 million men and 4,000 tanks, it aims to liberate Byelorussia. Taken by surprise, the German Army Group Center collapses quickly. The Soviets then advance 600 km in a month, causing an unprecedented defeat to the Germans. They are stopped at the gates of Warsaw, where the insurgency that has just started will be ruthlessly suppressed.

But the Axis forces are not yet beaten and 10 months of fierce fighting will be necessary until the final victory.

Victory Roads is a historical simulation retracing the campaign on the Eastern Front, from June 22, 1944, the day of the launch of the offensive Bagration in Byelorussia, until May 1945 in Berlin.

Victory Roads uses the same game system as Liberty Roads, our wargame on the Western Front, from the D-Day to April 1945, while integrating the specific characteristics of this campaign. The counters are the divisions (Axis) and corps (Soviets) of both sides involved in the campaign.

The system focuses on the different structure of the two opposing armies. Supports represent the effects of various materiel, equipment, as well as specific battle events.

Players who are used to play with Liberty Roads should find Victory Roads very familiar.

The main difference the game offers relies in the way to handle the Soviet player’s offensive. A TO marker represents an area of logistic and administrative support from the Chief Commander of Stavka. Theaters of Operation markers are somewhat similar to PLUTO markers although slightly more tricky to handle. They

Scenarios

  • Budapest-Vienna (7 turns: January-April 45), an initiation scenario to learn the system basics
  • Bagration (4 turns: June-August 44)
  • Bessarabia (7 turns: July-September 44)
  • Downfall (9 turns: January-May 45)
  • The Campaign game (24 turns), with historical setup or semi-free Soviet setup

Game components

  • 2 standard maps (A1 size) + 1 small map (A4 size) - printed on both sides
  • 924 die-cut counters (1/2") - 3 countersheets with 308 counters on each
  • One full-colour rules booklet with designer notes (28 pages)
  • Game aids - 9 A4 size and 2 A3 size
  • Two 6-side dice
  • Box