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World at War, Issue #97 - Game Edition
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World at War, Issue #96 - Game Edition
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World at War, Issue #95 - Game Edition
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Khalkin-Gol War is an operational-level, two-player wargame covering a “what if” Japanese-Soviet war in Mongolia in 1939. The historical campaign saw a series of limited actions in the late spring and early summer of 1939 along the Khalka River (Khalkin-Gol) on the Manchukuoan-Outer Mongolian border. The campaign ended in a corps-level battle in August 1939 in which the Soviets decisively defeated the Japanese and produced a cease-fire between the two antagonists. The assumption of the game is that both Tokyo and Moscow decided instead to turn this into a full-scale war.
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World at War, Issue #94 - Game Edition
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W94 Kesselring’s War: Decision in Italy 1943-44 (Joseph Miranda) is an operational level two player wargame covering the campaign in Sicily and southern Italy, July 1943 to February 1944. The game covers the months from Operation Husky through the initial landings in the southern peninsula up to the Anzio invasion and first battle of Monte Cassino. This was the time when the Allies could have gained a decisive victory but were stopped when German forces under the command of Field Marshal Albert Kesselring fought a series of delaying actions and then held a line south of Rome.
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World at War, Issue #92 - Game Edition
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Narvik 1940 is a two-player wargame of low to intermediate complexity that simulates the battles around Narvik, Norway in 1940. To control complexity and present an overall force commander’s view of the battle, the game uses a tactically scaled map and units of maneuver coupled with an operationally scaled turn length. The Allied player is normally on the offensive, trying to clear the Germans from the Narvik area, but the German player has opportunities for counterattacks. The game starts in mid-April, after the Germans seized control of Narvik and just as the Allies have made their initial landings to begin their counteroffensive. Narvik models a battle fought in Arctic conditions with extremes of weather and long daylight hours. There was a chaotic command system on the Allied side and an overextended force on the German.
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World at War, Issue #91 - Game Edition
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Stalin’s First Victory (1929) & The Battle of Taierzhuang (1938) This game includes two separate and distinct battles. Both battles use many of the same rules and concepts, however for ease of play, the rules are separated into two distinct rule sets. The first set of rules cover Stalin’s First Victory and the second The Battle of Taierzhuang. Both games are low complexity two-player grand tactical games.
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World at War, Issue #89 - Game Edition
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The Crimean Campaign, 1941- 42 is a strategic-level two-player wargame of low-intermediate complexity covering the fighting across the peninsula that climaxed with the German capture of Sevastopol. The action simulated in the game took place historically between 28 October 1941 and 4 July 1942. The first date marks the German entry into the Crimea via the Perekop Isthmus, while the second marks the end of organized Soviet resistance across the whole peninsula. Those nine calendar months are divided into chronologically varied and unequal numbers of turns. That approach allows for the convenient simulation of the ebbs and flows in the action that took place due to bad weather and logistical and command-control constraints.
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World at War, Issue #88 - Game Edition
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War Comes Early is a low to intermediate complexity two-player alternative history wargame. It investigates the parameters of the six weeks of the conflict that would have resulted had the Czechoslovakians refused to accept the Munich Agreement. Had they been willing to fight, the Soviets were pledged to come to their aid as fully and directly as possible. That intervention would have immediately escalated the crisis beyond a Czech-German one and into the realm of a major war.
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World at War, Issue #87 - Game Edition
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Netherlands East Indies: 1941 to 1942 is an operational wargame of the campaign in 1941-42 in which the Japanese seized control of the Dutch colonial empire in the South Pacific. NEI is a combined naval-air-land campaign, in which operational capabilities can be decisive. The game system shows the effects of various operations over the course of a scenario. Players conduct Actions which encompass discrete combat, logistical, intelligence and other operations. A player can conduct one or more Actions per turn. All units in the game use a similar combat system. The system shows the interaction of naval, air and land forces. At stake: the resources of the South Seas and the gateways to the Indian Ocean and Australia.
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World at War, Issue #90 - Game Edition
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The Great European War: WWII in Europe 1941-43 is a two-player game of an alternative World War II in Europe, based on the premise that Adolf Hitler did not order the invasion of the Soviet Union in June 1941. Instead, the Axis goes over to a naval-air offensive against the British with additional operations in North Africa and the Middle East, while waiting for America to enter the war and keeping a watchful eye on Stalin who may intervene. The game assumes that the Western Allies decide on a Europe First strategy, diverting forces and logistics from the Pacific.
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