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.
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 1813Scenario 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 !
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 '
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 componentsOne 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.
Preorder. Scheduled to arrive in February."At the start of 1943 Churchill and Roosevelt had divergent views on the conduct of the war. The British Prime Minister favoured a strategy which focussed on the peripheries of Europe: Italy was a ripe fruit ready to be plucked, via Sicily. For the American President on the contrary, Germany was the sole objective. The enemy was to be struck right in the heart of his war economy, the Ruhr, and by the most direct route: France ! Two operations are studied in the game : "Round up" and "Sledgehammer" which for the Anglo-American general staffs quickly became one operation, "Roundhammer".
The Trident conference in Washington in May 1943 gave Churchill his way, clearing the road for the invasion of Italy. The Quebec conference in August 1943 (Quadrant) cancelled Roundhammer definitively in favour of the future Operation Overlord in 1944, developed in the game Liberty Roads.
But what would have happened if the allies had dared to launch Operation Roundhammer in mid-September 1943, as the generals had planned?
At this date, the Atlantic Wall defences were still barely started on many beaches. A large number of the German divisions in France at that time were undergoing training and were not yet operational. As for the Panzer Divisions, they were not yet equipped with the formidable Panther tank.
But on the allied side there was a lack of US units. The majority had been sent to the Mediterranean, or were training in the USA. The amphibious capacity of the invasion force was far from sufficient and British reserves were very weak. Worse yet, aerial supremacy was not complete with an omnipresent Luftwaffe. Mission impossible?
The Roundhammer 1943 module allows you to supply an answer through this what-if game ! The extension of Liberty Roadsincludes those extra units present in Western Europe at the time, along with new supports and Atlantikwall/D-Day markers, with a ‘1943’ ambiance."
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