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WorLd War II Games
Destroy All Monsters: Barbarossa. A modular (shared rules) system of operational through theatre scale (regiment through army) games of Medium complexity. Easy game integration. Perfect for the seasoned war gamer, but accessible to the beginner.
Army Group Center is game 2 of the Barbarossa trilogy of games that can be combined together as a mini-monster. Each game by itself is a straight forward operational simulation of each theater, and all 3 games share the exact same rules allowing for easy integration. Units are Army through Regiment sized and some air formations.
Army Group Center covers Von Bock’s relentless drive on Moscow. Logistics must be maintained as the German army advances while the Soviets must stem the flow of Panzers as best as possible. The German player has the choice of sending a Panzer Army south as Hitler ordered historically, or keep them with AGC as the generals wanted in order to take Moscow.
WEIGHT: 8/10
SOLITAIRE: 6/10
PLAYERS: 1-2, up to 6 players with AGN and AGS.
These series of games is be part of the Destroy All Monsters Operational Series WW2 system.
Box packaging includes dice. Shipping internationally? Select Ziplock”packaging to save significant costs on shipping outside the US.
Army Group South is game 3 of the Barbarossa trilogy of games that can be combined together as a mini-monster. Each game by itself is a straight forward operational simulation of each theater, and all 3 games share the exact same rules allowing for easy integration. Units are Army through Regiment sized and some air formations.
Army Group South covers Von Rundstedt’s extended trek towards the Caucasus. AGS had the largest theater of operations and the highest expectations placed upon them compared to the other Army groups. While assisted by the Hungarian and Romanian armies, the best executed armored breakthroughs only went so far once the fuel trucks could not keep up with the Panzers.
WEIGHT: 8/10
SOLITAIRE: 6/10
PLAYERS: 1-2, up to 6 players with AGN and AGC.
These series of games will be part of the Destroy All Monsters Operational Series WW2 system.
Box packaging includes dice. Shipping internationally? Select Ziplock packaging to save significant costs on shipping outside the US.
This is a bundled order for all three DAMOS games on Barbarossa.
Destroy All Monsters: Barbarossa - A modular (shared rules) system of operational through theatre scale (regiment through army) games of
Medium complexity. Easy game integration. Perfect for the seasoned war gamer, but accessible to the beginner.
Box packaging includes dice. Shipping internationally? Select Ziplock packaging to save significant costs on shipping outside the US.
NOTE: This is not a complete game, but instead a small package meant to enhance your combined games of DAMOS Barbarossa. Included is a large-print 32 page rulebook on normal-sized paper, SP markers and a Force Chart display which was asked for by numerous players and allows players to replace stacks on the map with “force” markers keeping track of the stacks composition on the Force Chart display. Note: This kit is only available in Ziplock packaging.
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The long anticipated follow-up for our Destroy All Monsters series, the proposed three games on North Africa have been combined into one massive 8 map monster-game which covers the entirety of the North African campaign.
The game features
8 Maps
2 Player Aids
2 Sheets of counters (around 240 for low counter density).
6 scenarios covering the Early War, Torch and the entire Campaign.
The core DAMOS rules have been rewritten for clarity up to the standards of our current manuals as well - this will be our first monster game that we release and we are really excited for it. DAMOS is a unique WW2 Division level system which utilizes zones of influence, reactions by non phasing units and attack/defense planning.
North Africa includes exclusive rules for the North African campaign and the supply rules have been much simplified compared to Barbarossa in addition to random events making the game exceptionally re-playable.
WEIGHT: 7/10
SOLITAIRE: 7/10
PLAYERS: 2 or more
This game is dedicated in memory of John Tiller of John Tiller Software
This second edition includes all up to date errata.
Sedan 1940 is a battalion and lower-level tactical game focused on the decisive action at Sedan led by Guderian in 1940, encircling the majority of the French army by driving through the Ardennes and surprising a contingent of less than stellar French divisions. The system focuses on combined arms, combat effects can vary depending on the units in a stack (also called a force). Units feature both a Primary Combat Value and a Secondary Combat Value representing different types of arms/weapons available to units, and advanced rules are available to further simulate radio issues with command and control.
Forces are activated by chit pull, activating whole divisions at a time. Each unit is allowed two basic actions or one special action. The sequence of play is unstructured, allowing movement, assaults, fire-combat and planned assaults to occur as chaotically as they did historically. Unit types range from armor, infantry, artillery, anti-tank/air, engineer, and motorized units. Units can be placed in Overwatch status allowing them to engage in Opportunity Fire using their Primary Combat Value.
Each day turn is approximately 2 hours while night turns are 4 hours for a total of 20 turns.
Materials include: 280 Counters, 1 22x34” map, 1d6, 1d10, 2 player aids, 1 rulebook.
WEIGHT: 10/10
SOLO: 9/10
PLAYERS: 1-2
Design by Ray Weiss
Developed by Matt Ward
World War I Games
The World Undone: East Front. A modular (shared rules) system of operational through theatre scale (division through army) games. Low complexity. Easy game integration. Perfect for those new to hex and counter war games, yet challenging enough to satisfy the experienced war gamer.
DOWNLOAD RULES & VASSAL MODULE HERE
THE WORLD UNDONE (TWU) is a new operational, division level WW 1 system inspired by the brilliant late John Young’s The Marne. What results is an extremely simple, nuanced, and quick playing, immersive simulation of the first big German victories of WW1. Play is broken down into a simple Move-Combat-Move-Combat phase for each side, with units participating in the first combat phase unable to move or fight during the second. The game covers August 13 to September 13th covering both the battles of Tannenberg and the Masurian Lakes. Separate CRTs are used for German and Russian forces to reflect differences in quality and doctrine. This is an extremely low complexity game that I hope will be able to draw new players into wargaming, and remind old players why they started gaming in the first place. The World Undone will be a 3 part series covering East Prussia, Galicia and the Western Front (maybe Serbia/Austria too).
Victory is determined through a simple Clausewitz-inspired Victory Point ratio system determined by control of towns, important objectives, and casualties. Scenarios cover Tannenberg, Masurian Lakes, and a ‘Campaign game covering both operations. Variants allow for additional replacements to change the balance of things. The Russian player can win automatically by taking Konigsberg, while the German player can win automatically by eliminating a percentage of Russian SP. Players can combine the Galicia, East Prussia and Serbia Games together to simulate the entire Eastern Front in 1914.
SCALE: 1 day turns, 2-3000 men per SP, 7.2 Kilometer hexes (4.5 miles)
Design by Ray Weiss
Development by Matt Ward
Dedicated to John Young of SPI.
Note: This game is only available in Ziplock packaging (no dice included).
The World Undone: 1914 Galicia covers the Galicia Campaign using the our original system, The World Undone inspired by the late John Young’s take on the Marne by SPI. Units are divisions and smaller, turns are 1 day each, and a simple, low complexity rules engine makes it possible to simulate the entire campaign in less than 2-3 hours.
Design by Ray Weiss
Developed by Matt Ward
Note: This game is only available in Ziplock packaging (no dice included).
The World Undone: 1914 Serbia covers the ill-fated Austro-Hungarian invasion into Serbia at the beginning of the war. An overwhelmed but experienced and and aggressive Serbian army quickly made short work of 3 invading Austro-Hungarian armies during an operational campaign set in dense terrain with frequent counter-offensives. The Austro-Hungarian forces were ultimately routed and would not return until they had the help of Germany and Bulgaria. Units are Divisions and smaller. Turns are 1 day. Each hex is approximately 7.2 km.
Design by Ray Weiss
Developed by Matt Ward
Inspired by The Marne by John Young published by SPI.
Please allow 1-6 weeks for delivery pending on volume.
This is a boxed, deluxe edition of our 3 World Undone games on early WW1. It will include East Prussia, Galicia, Serbia along with extras not included in the stand-alone releases such as extra player aids, touched up maps and more all together in one package to simulate the Eastern Front up until the battle of Lodz.
For those who have already pre-ordered all 3, we will be offering an ‘Upgrade’ package at a reduced cost with all the components not included in the stand-alone versions.
SCALE: 1 day turns, 2-3000 men per SP, 7.2 Kilometer hexes (4.5 miles)
WEIGHT: 2/10
PLAYERS: 1-6
SOLITAIRE: 6/10
1916: Verdun is a brutal game of attrition, maneuver and administration. Players each command numerous divisions and must judiciously burn resources in order to outlast their opponent. Players must plan operations in advance in order to maximize what they have available, but most plans usually disintegrate in face of the enemy. Despite its size and short rule-length, this is a fairly complex, granular game with numerous excruciating decisions to be made by both players.
A copy of 1916 comes with:
1 9x6x1.75 box
2 6 sided dice
1 22x17” map
140 extra thick .5 inch counters
2 Player Aids
1 Rulebook
SCALE
12.5 miles per hex
2750-3000 men per Strength Point
Each Battery approximately 1 Ordinance Point.
10 x 1 month turns.
WEIGHT: 7/10
SOLITAIRE: 6/10
PLAYERS: 1-2
Designed by Ray Weiss
Developed by Matt Ward
Counter Art & Box Art by Ivan Caceres
Map art by Tim Allen
Box packaging includes dice. Shipping internationally? Select Ziplock packaging to save significant costs on shipping outside the US.
At Villers Cottérêts: Mons 1914 is a tactical, battalion scale game on the rearguard action during the battle of Mons where a massively outnumbered BEF brigade held up 2 German divisions for an afternoon until another friendly force arrived and was able to cover their retreat. The battle itself is emblematic of the whole Mons campaign in itself where the BEF consistently found themselves outnumbered in every engagement, though managing miraculous tactical victories strung together into a strategic victory at the outset of the war.
The mechanics put a focus on command and control, only allowing forces in command with one another to cooperate or concentrate fire. Each SP will be approximately 100-250 rifles. Turns are 30 minutes lasting from 0630 to 1400.
This game will include the standard map, 140 counters, rules, 2 player aids and dice.
WEIGHT: 8-9/10
SOLITAIRE: 7/10
PLAYERS: 1-2
Design by Ray Weiss
Development by Matt Ward
Map by Shayne Logan
Special Thanks to Matt Baumgartner & Hermann Luttman
Box packaging includes dice. Shipping internationally? Select Ziplock packaging to save significant costs on shipping outside the US.
Modern Conflicts
Procedural Combat Series. A system of strategic through operational scale covering conflicts of the Cold War through the present times. A game series that shares a basic rules system. Moderate complexity. Semi-randomly determined combat values and a fully realized air combat system keep things interesting.
1950 recreates the titanic and volatile struggle for the Korean peninsula in the first major land conflict of the post WW2 world. Over 100 Random variations of combat chits provide a unique experience with each play-through and cuts down dramatically on analysis paralysis. Rules are included for multiple interventions, air-power, and UN supply.
WEIGHT: 6/10
SOLITAIRE: 8/10
PLAYERS: 1-2
Designed by Ray Weiss
Developed by Matt Ward
Counter Art by Ray Weiss
Map Art by Ilya Kudriashov
Box Art by Ivan Caceres
Box packaging includes dice. Shipping internationally? Select Ziplock packaging to save significant costs on shipping outside the US.
The fifth installment of the Procedural Combat Series sees a return to historical conflict in another one of the cold war’s most iconic campaigns. A well trained, well-armed, but unprepared Israel must defend herself against a horde of multinational coalition of Arab Governments bent on her destruction. 1973 features a highly mobile campaign with a realistic treatment of air operations. Some support units are included in the OOB as to give players a chance to experience how new weapons systems for the time had an impact on the battlespace. Moving the PCS series to a desert environment gives Mech and Motorized troops a huge level of freedom in terms of maneuver.
Design by Ray Weiss
Developed by Matt Ward
Cover by Ivan Caceres
Box packaging includes dice. Shipping internationally? Select Ziplock packaging to save significant costs on shipping outside the US.
1995 is the third iteration of our Procedural Combat Series and it examines a cold war gone hot during the Yugoslavian wars of succession. The combined might of a Serb dominated JNA and a weakened but still potent Russia move on the smaller republics in an attempt to establish A Serb dominated Yugoslavia giving Russia a foothold in NATO’s backyard.
The OOB includes a well researched collection of available divisions and air assets. The Russian OOB is based off the militia which attacked Grozny in 1994. The JNA is accurately represented though assumed to be at full strength. Numerous other Balkan and NATO nations are represented. 1995 focuses more on maneuver and less on chrome as there are no special counters, but lots of units instead.
WEIGHT: 6/10
SOLITAIRE: 9/10
PLAYERS: 1-2
Design and Counters by Ray Weiss
Development by Matt Ward
Map Art by Sergio Schavi & Ilya Kudriashov
Box Art by Ivan Caceres.
Box packaging includes dice. Shipping internationally? Select Ziplock packaging to save significant costs on shipping outside the US.
Please allow 1-6 weeks at the most for delivery (depends on stock, demand).
The latest module our Procedural Combat Series (PCS) tackles the first year of the Russo-Ukrainian war in 2022. A complete and fully researched OOB is included featuring specialized and unique assets such as Drones, HIMARS, Patriot Missiles and more.
2022 goes out of its way to simulate the first year of the conflict through, thoughtful and brutally honest mechanics, such as lower quality Russian units having a chance of committing atrocities during attacks against towns and cities which in turn triggers a roll for Western assistance. While Russian forces enjoy a greater quantity of units, a surprise first turn, superior air and missile assets, they are fairly tied to their railway logistics and units cannot function at full capacity unless occupying or adjacent to a friendly railhead.
2022 was developed alongside students at McGill university who also developed their own game on the situation . The design notes include a catalog of currently identified war crimes along with the units accused of performing them. 15% of sales upon release will be sent to relief efforts inside the country, ill be coming up with a group of organizations and asking customers to vote for which one to send the money to.
MATERIALS
22x34” map
240+ 5/8” pre-rounded counters
2 Player Aids
1 Rulebook
Two 8-sided dice
Game Design by Ray Weiss
Developed by Matt Ward
Get Rules and Vassal Module HERE
On June 23, 2023, the world was transfixed as the first major challenge to Putin’s regime took place. Take charge of Wagner and attempt to overthrow the Kremlin in this quick playing point-to-point simulation of the recent rebellion. The game features units possibly switching sides, adjustable SP-MP mechanics for Wagner simulating moving corps assets around, and a Momentum track the player can manipulate to their own advantage. DESIGN NOTE: this is not meant to be a dead-serious simulation of the attempted coup, but a plausible/humorous model which is enjoyable to play and study.
Game design by Ray Weiss
Materials:
1 8.5x11” map
20 counters
1 Rulebook
Players: 1-2
Solitaire Suitability: 10/10
Weight: 6/10
19th Century
Imperial Bayonets. A grand tactical series focused on Post-Napoleonic conflict in Europe. Based on Kevin Zucker’s Library of Napoleonic Battles series from Operational Studies Group. Medium complexity.
We Were Not Cowards is an operational simulation of the last battle of the Second Empire. It uses a rules-engine heavily inspired by The Library of Napoleonic Battles rules by the illustrious Kevin Zucker and OSG. Several scenarios allow for a quicker french response to Prussian Maneuvers the day before creating a salvageable situation for the French. Each hex is approximately 1KM and units are divisions which can break down into their subordinate brigades. Maintaining a chain of command allows players to freely act with their units, while units outside of command range must rely on initiative. Special rules are included for French Chassepot and Mitraileuse and the obliterating power of Prussian Krupp artillery.
This is game is the first of several efforts to see games our heroic CEO designed a few years ago that have sat languishing among other ideas, priorities and projects. This will include a 22x34” map, 560 0.5 inch counters, several player aids along with 2 rule books.
Box packaging includes dice. Shipping internationally? Select Ziplock packaging to save significant costs on shipping outside the US.
1812 is a strategic scale game on the French invasion of Russia in 1812. Leaders expend command points in order to move and operate corps and divisions. Each hex is approximately 25 miles, and each turn is 2 weeks. The French player must carefully manage supply points while attempting to capture Russian units and cities before they are evacuated and/or burned. The Russian player must weigh spending VPs on extra units against the growing impatience of the Russian public to drive the French out of Russia.
WEIGHT: 4/10
SOLITAIRE: 6/10
PLAYERS: 1-2
Design by Ray Weiss
Development by Matt Ward
Map by Ilya Kudriashov
Counters by Ray Weiss
Box Art by Ivan Caceres
Box packaging includes dice. Shipping internationally? Select Ziplock packaging to save significant costs on shipping outside the US.
1864: On To Jutland covers one of the 19th century’s least known conflicts, a brutal struggle for Schleswig and the Jutland peninsula as Denmark attempts to retain her holdings in Germany. The game is a quick playing, no-frills simulation which uses an odds-based Combat Result Table and Artillery Fire Table with a d10 roll to process combat. Headquarters can allow units to stack at greater limits and provide a little fog-of-war. Finally, a what-if option allows for Swedish intervention on the Danish side, as they had prepared around 30,000 volunteers to do so but it never came to fruition.
WEIGHT: 3/10
SOLITAIRE: 6/10
PLAYERS: 1-3
Design by Ray Weiss
Development by Matt Ward
Box art by Ivan Caceres
Map art by Ilya Kudriashov
Box packaging includes dice. Shipping internationally? Select Ziplock packaging to save significant costs on shipping outside the US.
1870 is the first in a new sub-series of games within the 2140 series called the Long Century Operational Series covering 19th century conflicts at a unique operational scale. 1870 covers the first month/phase of the Franco-German war, in which the combined armies of Germany overwhelmed the martial forces of Napoleon III in a lightning campaign of opportunity and maneuver taking only a month to overthrow the Second Empire. 1870 is heavily inspired by SPI’s Wilderness Campaign, Mark Simonitch’s US Civil War and the Great Campaigns of the American Civil War series.
Units are SP, Corps and Army HQs.
HQs have an ATK Bonus, DEF Bonus, and Movement Allowance
March & Planned Attacks | Defensive Chassepot fire | Artillery Bombardments
Mechanics covering Leader Casualties, Disruption/Demoralization, Logistics and Command are all included in the game.
Part of the 2140 series, no more than 140 counters with a 22x17 inch map of France.
WEIGHT: 7/10
SOLO: 8/10
PLAYERS: 1-2
Design by Ray Weiss
Developed by Matt Ward
Counters by Ivan Caceres
Map by Ilya Kudriashov
Box packaging includes dice. Shipping internationally? Select Ziplock packaging to save significant costs on shipping outside the US.
Mars La Tour is an introductory-level wargame with plenty of meat on the bone for the seasoned grognard, inspired by Mark Herman’s recent Gettysburg. With a 17x11 large-hex map, less than 32 large counters, players can experience the furious battle of Mars la Tour in less than a half-hour, easily played several times in one sitting. The OOB and order of appearances are tweaked for historical effect, representing the French at the corps level with some of their less aware forces starting off-map, while Prussians are represented at the division level with their normal historical appearance.
Game by Ray Weiss
Original design by Mark Herman
Developed by Matt Ward
Counter art by Ivan Caceres
Map art by Ilya Kudriashov
Note: This game is available in Ziplock packaging only (no dice included).
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Imperial Bayonets is a new planned series of Grand Tactical wargames covering the long 19th century. The series rules use a hack of the tried and true NLB mechanics in order to simulate what as, at the time, the largest campaign since Leipzig. 1859 occupies an interesting place in military history, post Crimean war, tactics had barely improved much beyond their Napoleonic forefathers. Cavalry had been rendered nearly useless in terms of shock, and artillery still caused many casualties but infantry fire was now the single biggest cause of casualties in war, as the accuracy and range of rifles had increased tenfold in the past decade.
1859 also is notable as it features one of the last successful campaigns of Napoleon III and the French Second Empire. The French martial philosophy of Le Systeme D’ (loosely translated to ‘Muddling Through’) which doomed them to failure in 1870 against Prussia, propelled them to victory against a much lesser opponent in Austria. Fresh off their victory in the Crimea, France and Piedmont were considered two of the finest armies in the world.
For Liberty & Lombardy includes 4 stand-alone games on the major battles of the campaign, Montebello, Magenta, and Solferino. Each battle has 1-3 variants such as the Italian assault on San Martino during Solferino.
For Liberty & Lombardy also include a campaign game which uses the Long Century Operations Series rules to simulate the entire campaign. This means you get a total of 3 battle games and 1 campaign game.
Koniggratz is a new game from CSL which serves as a follow up to our previous title Mars la Tour which uses the same Mark Hermann inspired system with a few new updates. Koniggratz (also known as the battle of Sadowa) was the crucial battle which determined the victor of the 1866 Austro-Prussian war for Germanic hegemony. Unlike traditional wargames, Koniggratz uses a unique sequence of play featuring pulses and formation changes in order to provide a more competitive experience between two players, and a more educational experience for one.
Game design by Ray Weiss, original system design by Mark Herman
Developed by CSL staff
Artwork: Ilya Kudriashov
PLAYERS: 1-2
COMPLEXITY: 6/10
1854: The Alma is a small footprint grand tactics scale solitaire minigame on the iconic battle between Russia, France, England and Turkey at the outset of the Crimean War. Allied units are mostly brigades while Russian units are regiments, each hex is around 500m, and each turn is one hour.
1854 is mechanically a streamlined combination of our Imperial Bayonets series as well as Koniggratz and the rules only clock in at around 6 pages. The game features no CRT and can be played opposed making it an excellent intro into wargaming for new gamers while providing a satisfying challenge to more experienced gamers.
All images are subject to change for the final.
Alma includes:
1 x map (2 legal-size sheets of paper)
70+ counters
1 x player aid
1 x rulebook
Game Design by Ray Weiss
Map & Counter art by Ilya Kudriashov
ATTN: This is a standalone variant of the campaign game included in the Solferino Quad - this option is meant to be more affordable for those only interested in the campaign and not the individual battles. Now Shipping
This is the newest/latest version of the game engine I introduced years ago with 1870 - The War Against the Empire. It is an operational system focusing on command, resource management and force projection. This game includes 2 scenarios, one covering the 1859 campaign and the other shorter scenario covering the campaign starting at Magenta.
PLAYERS: 1-2
WEIGHT: 6/10
SOLO: 9/10
Game & System Design by Ray Weiss
Developed by Frank Pacella and Matt Ward
gunpowder era (18th century and before)
The Great Northern War - a hybrid strategic card/wargame which covers the first Barbarossa in an hour or less.
Please allow 1-4 weeks for shipping depending on availability/demand
A strategic hybrid card/wargame covering the first Barbarossa for 2 players. This will be our first game to come with wooden pieces, stickers and a gorgeous customized set of cards by artist Ilya Kudriashov. The Great Northern War allows players to briefly explore the conflict which set the stage for the remainder of the 18th century, and marked the decline of Sweden as a major power.
Includes:
1 11x8.5” map
13 Thick Blue Discs
14 Thick Green Discs
10 Thin Blue/Green Discs
10 Counters
6 Pawns
54 Cards
1 Rulebook.
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WEIGHT: 4/10
SOLITAIRE: 4/10
PLAYERS: 2
Game by Ray Weiss, art by Ilya Kudriashov
Please give 1-4 weeks to ship
With the Hammer is an asymmetric wargame covering the German Peasants War in Thuringia in 1525 along with the exploits of one of it’s most famous protagonists and personal hero of mine - Thomas Muntzer. With the Hammer will come with a mounted map, wooden pieces, counters, 1 rulebook, and historical commentary by Professor Andrew Drummond, and a 22×17 inch map.
Designed by Ray Weiss
Developed by Fred Serval
Players: 1-7
Solitaire: 8/10
Ancients
Get rules and vassal module HERE
The Violent Schoolmaster Tactical Series (VSTS) is our brand new take on combat from the prehistoric to the late 16th century. This Introduction Module allows players to affordably experiment with VSTS and allows players to re-fight one of military history, along with western civilization’s most decisive moment, the battle of Marathon in 490 BC.
Emperor Darius I of Persia resolved to crush Athens for aiding the Ionian revolt by sending ships and other means of support. Greece, through the development of the city state and democracy created the hoplite phalanx in which each man must hold their space in a tightly packed linear formation packed with over a thousand men with spear and/or shield. The Phalanx in formation became a heavily armed juggernaut that would continue up until the Roman development of Legion tactics. The Persians on the other hand used completely opposite arms and tactics, relying on speed, delay and missile tactics to harass an enemy, leaving the heavy combat to their cavalry.
Athenian democracy was tested as citizens debated what to do as Persians began to unload men, horses and supplies on the shores of Marathon. After 5 days of debate and noticing that the Persian cavalry was being reloaded onto ships for redeployment likely to ravage the rest of the Athenian suburbs, the Athenians decided to act offensively against the Persians while at a numerical disadvantage.
At the beginning of the battle, the Athenian center were pushed back but quickly rallied and outflanked the Persian forces before they could unload enough troops proficient at shock combat. Unable to delay and harass the Greeks by withdrawing and using ranged combat, they ended up getting totally slaughtered by the Greeks as they were completely ill-prepared for hand to hand combat with heavy infantry. Driven back into the sea, the Athenians had achieved a major symbolic victory, managing to severely damage the Persian attempt at establishing a beachhead for a further invasion of Attica from Marathon. The Greek way of war had proven itself as superior to the Persian, which had been the dominant power in the region before this point in history, that all changed with Marathon.
VSTS is inspired by the PRESTAGS set of games from SPI, GBOH from GMT, and Battle Hymn by Compass Games. Wings of each army are activated by chit pull; the combat phase is also initiated by a chit pull followed by an ongoing melee phase after all chits have been pulled. While ranged combat uses a traditional CRT type mechanic, melee combat has players rolling a handful of d10s in search of “hits” against their opponent. dividing the number of dice thrown between all enemy units in front hexes. The base chance for hits depends on the morale of the units involved as well as facing, terrain, the presence of leadership, and more. Units absorb Disruption Points and as they do so, become progressive susceptible to Routing, automatically routing once they reach a level of DP equal to their SP. Exclusive Rules for Marathon are focused on recreating the various speculative conditions academics have argued about in relation to Hoplite combat, Phalanxes drift to the right when mobile, Phalanxes advance at variable rates towards an enemy, Locking Shields as a tactic to create a more shock-resistant Phalanx, as well as loose-formation rules for Phalanxes which allow for limited stacking combined with more maneuverable units. Many of these exclusive rules, if not all, will be present in the first full game of the series considering 4 Battles from Lacedaemonian (Spartan) history.
Game by Ray Weiss
Developed by Matt Ward
Map by Ilya Kudriashov
Counters by Ivan Caceres
Print and play
Back in 2020, I designed and released a limited edition special roll and write solitaire game called Path of Alexander which followed Alexander the Great and his journey through Asia. Admittedly, the game was incredibly difficult when released and suffered from a few balance issues. Those have since been fixed as the player now ears Movement Factors every turn along with a number of other mechanical improvements. Path of Alexander is now available again in a new and improved edition, currently the only version available is digital but im working on getting a physical package together.
Pike & Piquet is a print and play sandbox-style area control wargame covering the 30 Years war, using the ancient card game of Piquet in order to facilitate the player interactions.
Pike & Piquet is the first in an experiment of ours, where we offer games in the print and play format and if they reach 200 orders, we then print a physical version with the purchase of the Print and Play version acting as a discount towards the printed edition.
The game is heavily inspired by Fred Serval’s A Very Civil Whist, some of the AGEOD PC wargames along with some lighter wargames like 1812 and 1785.
Game and Counter Art by Ray Weiss
Map by Nadir Elfarra
COMPLEXITY: 7/10
PLAYERS: 2
SOLITAIRE: 5/10
Print and Play version of Imperial Bayonets Solferino at a 50% discount
More!
We have partnered with a new supplier in order to provide deluxe mounted maps for any and all of our games. At checkout, please note which games you are getting the maps for. The cost of the map is dependent on the size. (Note - the product image is from the campaign game on Solferino).
8.5x11 = $29.99
18x18 = $39.99
22x17 = $49.99
22x34 = $59.99
These will begin shipping in July 2024 - the 22x34 ones may take a bit longer unless we find a supplier not in china.
Download Free Rules PDF Here
Army Group North is game 1 of the Destroy All Monsters: Barbarossa trilogy of games that can be combined together as a mini-monster. Each game by itself is a straight forward operational simulation of each theater, and all 3 games share the exact same rules allowing for easy integration. Units are Army through Regiment sized and some air formations.
Army Group North covers Von Leeb’s ascent into the Baltic states in his attempt to blitzkrieg Leningrad. While performing extraordinarily well, a long drawn out siege resulted which eventually led to a German withdraw. AGN gives players the chance to do one better than Von Leeb, with the other two games in the series, the player may even borrow a Panzergruppe or 2 from AGC…
WEIGHT: 8/10
SOLITAIRE: 6/10
PLAYERS: 1-2, up to 6 players with AGC and AGS
These series of games will be part of the Destroy All Monsters Operational Series WW2 system.
Box packaging includes dice. Shipping internationally? Select Ziplock packaging to save significant costs on shipping outside the US.