Alsace 1945 covers the American offensives of November and December 1944 and the desperate German counterattack in January. The game system, used previously in America Triumphant, covers these three battles in scenarios requiring only a few hours to play. With 140 game pieces and one 22x17-inch map, the game covers the battles at the regimental and battalion level.
In December 1805, Emperor Napoleon I led about 67,000 men against about 75,000 Russian and Austrian troops near Brunn (modern Brno) in Bohemia, part of todays Czech Republic. The battlefield, divided by hills and streams, became known as Austerlitz and would be celebrated as Napoleons greatest victory.
Wargame by Avalanche Press
American and British forces storm the strategic island in June, 1943, as German and Italian armies offer fierce resistance.
Uses the same game system as Alsace 1945.
Wargame, by Avalanche Press.
In late December 1944 German armies rolled into the wooded hills of the Ardennes in eastern Belgium, striking a final blow against the American troops forcing their way toward German territory. Eisenborn Ridge covers the fierce fighting on the "north shoulder" of the Battle of the Bulge between the American First Army and the German Sixth SS Panzer Army and Fifth Panzer Army. The heroic stand at St. Vith by 7th Armoured Division, the "panzer graveyard" of Krinkelt, the destruction of 1st SS Panzer Division it's all here, and more.
Eisenborn Ridge is a stand-alone game in the Panzer Grenadier series: You do not need the original Battle of the Bulge volume or any other game in the series to play any of the 35 scenarios.
The newest in a line of small, inexpensive but fun games. Rommel's Germans attack the Allies in the climactic tank battle in the Libyan Desert. Included are 140 game pieces and one 22x17 inch map.
For over 700 years, Spanish Christians tried to exterminate the Arab kingdoms of southern Spain. This great "Reconquista" fired the crusading zeal of countless generations. The Arabs, or Moors as the Spanish knew them, saw the Spaniards as backward barbarians and fought ferociously to protect their sophisticated civilization. Finally, in 1482 King Ferdinand of Aragon embarked on the last campaign, to take the fabled city of Granada from its Islamic rulers. This is the first game that will be done up to European board game standards. A physically gorgeous game combined with quick paced play! A must have! This is Avalanche Press' first "Euro-style" boardgame production, lavished with lovely artwork.
Great War at Sea is a series of games based on naval conflicts that occurred or could have occurred during the era of the First World War. During the early decades of the 20th century, the United States Navy made plans to fight a host of potential enemies.
Some of these future wars seemed inevitable, particularly that with Japan. Others depended on changes in current politics, but Navy planners wanted to be prepared just in case. One of these plans, labelled 'Gold,' studied a potential naval war with France.
WW1 Wargame by Avalanche Press
Historys best-known naval battle was just one part of the ongoing four-year struggle to control the seas around Germanys coasts. If the German High Seas Fleet could catch and destroy a portion of the much larger British Grand Fleet, the blockade suffocating Imperial Germany might finally be broken.
Great War at Sea: Jutland is a completely new edition of the long-retired North Sea game. It covers not only the signature battle, but also the many other sorties of the High Seas Fleet like the Scarborough, Lowestoft and Gorleston Raids, the Battle of Dogger Bank and Helgoland Bight.
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Fleets are usually built with one purpose in mind: to protect their owner's maritime trade, and deny such trade to their nation's enemies. The United States and Great Britain gave great thought to how they would protect their own trade and interrupt that of the other nation, in case the two English-speaking powers ever came to war.
South China Sea is a Great War at Sea supplement based on these plans, which were taken much more seriously by the Americans than by the British. Just like similar supplements for the Panzer Grenadier series, each scenario has its own card in a spiral-bound booklet. Unlike other Great War at Sea games, each scenario also has its own unique set of ship data, gathering all the "hit records" necessary to play on one sheet.
Designer Kevin Canada has crafted ten scenarios, or separate game situations, based on battles that could have taken place between American and British forces in the Far East during a potential naval war in the early 1920s - the same conflict we studied in Great War at Sea: Sea of Troubles. This module is not playable by itself, but requires ownership of Sea of Troubles as well as our Jutland and Plan Gold games to enjoy all of the scenarios.
For a brief period, Ferdinand Graf Zeppelin's giant gas-filled airships ruled the worlds skies. Though conceived as passenger craft, during the First World War rigid and semi-rigid airships performed long-range scouting and bombing missions.
For a brief period, Ferdinand Graf von Zeppelin's giant floating cylinders seemed poised to play a major role in naval warfare. But just as the technology matured, high-performance aircraft, a spectacular accident caught on film and the Great Depression combined to bring an end to military and most civilian use of the rigid airship.
Airships is a supplement for our Great War at Sea series of games, building on the popular Zeppelins to take a further look at lighter than air operations. There are ten scenarios, or separate game situations, based on missions that took place or could have taken place. All are by Ernie Wheeler and Doug McNair.
This module is not playable by itself, but requires ownership of our Zeppelins supplement and Jutland and Mediterranean games to play most of the scenarios, and our U.S. Navy Plan Gold game and Sea of Troubles and Dreadnoughts supplements to play all of them. Each scenario has its own card in a spiral-bound booklet, just like Panzer Grenadier's popular North Wind and Edelweiss supplements.
Great War at Sea Series scenario book.
Great War at Sea and Second World War at Sea have covered naval wars around the world, both those that occurred and those that might have but did not. One of the flash points that failed to ignite was at the southern tip of South America, where Chile and Argentina engaged in a heated naval arms race from the early 1900s until the end of the Second World War.
Cone of Fire adds the fleets of South America to the Great War at Sea and Second World War at Sea game systems: Chile, Argentina, Brazil and Peru. Both the fleets built by these nations, and the ships planned or ordered but never received, are included. Ships from Britain and Germany are also present.
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Few personalities of the ancient world seize the imagination like Hannibal Barca, Carthage's military genius. Invading Roman Italy in 218 B.C., he won repeated victories over the legions but could not force the Romans to make peace. Meanwhile, Rome's great general Scipio Africanus overran Carthage's colonies in Spain and in 204 B.C. invaded the Carthaginian homeland in modern-day Tunisia. Hannibal swiftly returned home, setting up a clash between the two great leaders.
Hannibal at Bay is a game based on Carthage's final days, the campaign that made Rome into the world's greatest power. Players take the roles of the Carthaginian and Roman commanders (usually Hannibal and Scipio) and maneuver their legions, phalanxes, cavalry and elephants across the game board and engage in combat.
The game pieces come in two sizes. 'Long' pieces are 1 and 1/3 inches long and 2/3 inches wide, representing heavy infantry: legions or phalanxes. Other pieces are squares 2/3-inch across each side. These represent elephants, cavalry, artillery or leaders.
Avalanche's first space combat game, Imperium is a licensed version of Marc Millers 1977 classic published by GDW.
Sitting astride the sea lanes from Italy to North Africa, the island of Malta hobbled Axis attempts to supply their forces in Libya and Egypt. Frustrated Axis planners hatched a series of operations designed to capture the fortress, known as Operation Hercules to the Germans and Operation C.3 to the Italians. Several times the assault seemed imminent, but at each juncture the Axis held back from rolling the dice. Now we let you see what might have happened.
In June 1942, Japanese troops landed in the western Aleutian Islands of Alaska, the only large-scale foreign invasion of American soil since 1815. In May 1943 the Americans invaded Attu Island, sending 15,000 troops against about 2,500 Japanese defenders. The Japanese fought with suicidal determination: 28 fell into American hands as prisoners with the remainder killed in action.
wo months later the Americans launched an even larger invasion of nearby Kiska Island, only to find that the Japanese had evacuated three weeks before and the Americans captured an uninhabited island.
Alsaka's War is a supplement based on the Japan's lone invasion of the Western Hemisphere and the American response.
There are ten scenarios, or separate game situations, based on battles that took place in the Aleutian Islands. This module is not playable by itself, but requires ownership of our Battle of the Bulge, Guadalcanal, Afrika Korps and Desert Rats games. Each scenario has its own card in a spiral-bound booklet, just like the popular North Wind and Edelweiss.
Panzer Grenadier Supplement by Avalanche Press
In November 1939, over a million Soviet troops began an invasion of Finland, defended by 160,000 soldiers. The Finns lacked artillery, tanks and aircraft, but made up for it with sisu - Finnish for fighting spirit. The Winter War lasted for four months, but Finns fought the Soviets again in the Continuation War of 1941-1944, and fought the Germans in the Lappland War of 1944.
Arctic Front Deluxe Edition is a Panzer Grenadier supplement adding the Finnish army to the game series. It is not playable by itself, but requires ownership of Eastern Front to play most of the scenarios, and Road to Berlin and Battle of the Bulge to play all of them.
It's a revised version of the original Arctic Front supplement released in 2002, the very first supplement to the Panzer Grenadier system. All of the previous 20 scenarios have been thoroughly revised to take advantage of map boards and playing pieces not available then, and with five more years of design experience and player feedback. And there are 20 more new scenarios as well plus background articles and order of battle charts in a 64-page book just like the popular Sinister Forces and Fronte Russo.
Panzer Grenadier: Battle Of The Bulge lets you re-fight the desperate struggle for control of the Ardenne Forest with new maps, units (U.S. & German), and scenarios depicting the fighting from December 16 - 28, 1944.
RRP - £76.99
Panzer Grenadier Expansion by Avalanche Press
Edelweiss Expanded Edition is a Panzer Grenadier supplement adding German regular army and Waffen SS mountain troops to the game series. It is not playable by itself, but requires ownership of Eastern Front to play most of the scenarios, and Road to Berlin, Battle of the Bulge, Desert Rats and Afrika Korps to play all of them.
It's a revised version of the original Edelweiss supplement released in 2002, the second supplement to the Panzer Grenadier system. All of the previous 24 scenarios have been thoroughly revised to take advantage of map boards and playing pieces not available then, and with five more years of design experience and player feedback. And there are eight new scenarios as well. Scenarios take place on all fronts, with most of the fighting taking place on the Eastern Front but now extending to 1945. Each scenario has its own card in a spiral-bound booklet, just like the popular Iron Curtain and North Wind.
In March 1939, the small nation of Slovakia declared its independence from Czechoslovakia and immediately became a satellite of Nazi Germany. Slovak troops became the first Axis forces to fight alongside the Germans, joining in the invasion of Poland in September 1939. They also marched into the Soviet Union in 1941. After five years as the most minor of allies, the Slovaks turned against the fascists and fought with the victorious Allies in the last year of the war.
First Axis is a 64-page book supplement to the Panzer Grenadier series, focused on the battles of the Slovak Army against the Hungarians, Poles, Soviets and Germans. There are 30 new scenarios plus background articles on the armies and weapons involved and unit organization diagrams. This module is not playable by itself, but requires ownership of Eastern Front, Road to Berlin and White Eagles to enjoy all of the scenarios.
First Axis includes 88 die-cut and mounted playing pieces. Almost all of them represent Slovak forces, including the small country's surprisingly large array of tanks. There are also a few new Hungarian tank pieces included. The book's format is the same as the very popular White Eagles and Fronte Russo books.
Wargame from Avalanche Press
From designers Ottavio Ricchi and Lorenzo Striuli! In the summer of 1941, Italian dictator Benito Mussolini dispatched a corps of three divisions to fight alongside the Germans in their invasion of the Soviet Union. The CSIR arrived at the front in August and soon engaged in combat with the Red Army.
A tactical combat game set on the eastern front 1942-43. Includes two mounted maps, 250 counters, rules and scenarios. The game can be played on its own or combined with the original Panzer Grenadier.
By Avalanche Press.
In the summer of 1941, German panzer spearheads pushed towards Leningrad, Cradle of the Revolution. Adolf Hitler declared the city's capture to be the leading objective of Operation Barbarossa, the June 1941 sneak attack on the Soviet Union. Desperate to stop them and preserve the city of Peter the Great, the Red Army repeatedly made valiant efforts to stop them, and just as often, the Germans rolled over and around them.
By August the city had been isolated from the rest of the Soviet Union, but its defenders refused to yield. For 900 days they held against savage Nazi bombardments, writing an epic chapter in the story of the Great Patriotic War.
March on Leningrad is a supplement based on the German drive to capture Leningrad, and the Soviet defense of the approaches.
Mike Perryman has designed ten scenarios, or separate game situations, based on battles that took place south of Leningrad between June and September 1941.
This module is not playable by itself, but requires ownership of our Eastern Front and Road to Berlin games and Red Warriors and Sinister Forces supplements.
Each scenario has its own card in a spiral-bound booklet, just like the popular North Wind and Alaska's War.
Crushed by the initial Nazi onslaught, the Red Army reeled back across hundreds of miles. But as resistance stiffened, it became clear that some highly-motivated units fought better than others. These became the Guards, first named in September 1941. They became the Red Armys best troops, with better training, equipment and pay than the regular army.
Red Warriors is a supplement to the Panzer Grenadier series, focusing on these elite fighters and their exploits. It is not playable by itself, but requires ownership of Eastern Front, Road to Berlin and Battle of the Bulge to play all of the scenarios.
While the Soviet Guards are of excellent quality, the supplement also includes German Air Force (Luftwaffe) ground troops of rather dubious merit, plus German Army forces.
Scenarios cover actions of these units in the first two years of the Great Patriotic War, many of them focused on the Soviet Operation Mars, also the subject of our Red God of War game at the operational scale. This supplement lets you explore the same battle at a more detailed level.
The pieces and half of the scenarios appeared in our Heroes of the Soviet Union game, released in 2001 and long since retired to Valhalla. Each scenario from the older game has been completely revised to make use of the many boards and pieces weve published since they first appeared. Each scenario is fully laid out on its own scenario card rather than the booklet used in most of our games.
For 900 days, German troops ringed the city of Leningrad, trying to capture the Cradle of the Revolution while Soviet soldiers and militiamen fought just as desperately to keep them out. Nazi savagery caused the deaths of well over a million civilians.
Repeated assaults failed, as did Soviet attempts to break the siege. "St. Petersburg," raged Adolf Hitler, "must be erased from the face of the Earth." Not until January 1944 did the Red Army finally drive the Germans back from the city's outskirts.
Siege on Leningrad is a supplement based on the German assaults on Leningrad's defenses, and the Soviet attempts to re-open communications.
Mike Perryman has designed ten scenarios, or separate game situations, based on battles that took place along Leningrad's defensive perimeter.
South Africa's divisions saw some of the wars fiercest actions; now add them to your Desert Rats and Afrika Korps games.
This Panzer Grenadier supplement includes 88 game pieces and 20 new scenarios.
This Panzer Grenadier scenario book is a first for the popular tactical combat series, a book of 48 new scenarios. The centerpiece is a special module on Operation Mars, the 1942 Soviet offensive in front of Moscow. Despite heroic sacrifices, the Red Army failed to break through the German lines.
World War II began when German tanks rolled across the border of Poland on September 1st, 1939. The Poles fought back courageously, blunting several attacks, but the force of numbers and superior weapons drove them back toward Warsaw.
On the 14th, a Polish counter-offensive broke down after hard fighting, as the slower Polish infantry divisions found themselves out-maneuvered by the faster German panzer formations. Still fighting, the Polish armies fell back toward the southeast to await their Allies' offensive, but on the 17th the Soviet Union launched its own treacherous attack. Fighting would continue into October, but the Polish state was doomed.
White Eagles is a 76-page book supplement to the Panzer Grenadier series, focused on the battles of September 1939, between Poland's defenders and the German and Soviet invaders. There are 40 new scenarios depicting both sides on the attack, battles of cavalry against cavalry, and even a tank battle or two. Plus of course background articles on the armies and weapons involved. This module is not playable by itself, but requires ownership of Eastern Front and Road to Berlin to enjoy all of the scenarios.
White Eagles includes 165 die-cut and mounted playing pieces. Almost all of them represent Polish forces: tanks, cavalry, armored cars, infantry, machine gun, mortar, anti-tank, artillery and of course leaders.
In the year 43 AD, Roman legions splashed ashore in Kent, unopposed by the Britons led by Caractus, who had sworn to repel them. The Emperor Claudius had dispatched Aulus Plautius and 45,000 men to conquer the mist-covered island where Julius Caesar had failed almost a century earlier.
Over the next 40 years, Roman would clash with Celt in a series of battles that neither realized would determine the future of Western civilization. The Romans broke the Britons, whose furious courage could not match Roman discipline. The island would pass under Roman rule for the next several centuries, implanting a Latin-oriented culture and shoving Celtic ways to the very fringes of Europe. All that would remain were their legends; not least among them the fiery leadership of Boudicca, warrior-queen of the Iceni and resolute enemy of Rome.
The Rome at War series covers Roman battles against both their neighbors and each other. The first game, Hannibal at Bay, covered the last battles of Carthages favorite son. The second, Fading Legions, focused on the empires latter years, when it was beset by barbarian invasion, an implacable rival, and civil war.
Rome at War: Queen of the Celts is the third installment in the series. Rome has outstanding heavy infantry, good light cavalry (provided by her allies) and even an elephant. The Britons depend on the fury of their Celtic charge, and also chariots and slingers. Plus they have Druids to help inspire them.
By the winter of 1942, the Red Army of Workers and Peasants had contained the German attacks of the previous summer and fall. Now came the time for a whole series of counter-offensive of its own, designed to cut off and destroy the weakened Nazi armies. Red God of War covers Operation Mars using the same game system as Alsace 1945 and America Triumphant.
Between 1918 and 1921, violent upheavals wracked the former Russian Empire. Communism, monarchism, nationalism, anarchism and many other -isms vied for control of the Tsars domains. When the war finally ended, the 'Red' faction emerged victorious, but it was a hollow victory. Economic output had fallen by 96 percent compared to 1913s figures, agriculture was down by 63 percent, and $35 billion worth of damage had been done. Millions had died; to this day no one is exactly sure how many.
In Red Russia, designer William 'Defiant Russia' Sariego takes the popular game system from Soldier Kings to this decisive moment in history. Players represent from two to five factions: the Reds (Communists), Allied Interventionists, Siberian Whites (monarchists), Southern Whites or Northern Whites. The game is played in turns representing a season of the year (three months). It begins with the summer turn of 1918, and ends with the conclusion of the spring 1921 turn. A full game without an Automatic Victory is thus 12 turns long.
Players command infantry and cavalry armies, and for some factions fleets and aircraft. The Allied Interventionists also have a tank unit. Leaders assist these units in movement and combat, ranging in quality from Wrangel of the Whites and Trotsky of the Reds on down to the hapless Sergei Kamenev of the Reds.
As with the 'Soldier' games, the map is divided into land areas and sea zones. Armies move on land, fleets at sea. Each land area is rated for the amount of money and manpower it generates each turn. Manpower represents not just fresh recruits for your forces, but also the things made with human labor: food, uniforms, weapons and so on. Money is, well, money. You expend manpower to rebuild your forces, and money to finance their actions. Thus you need to hang on to areas that generate these resources for you, and take them from the other guy.
You do that by defeating enemy armies, and besieging enemy areas. Combat is conducted by rolling dice, one for each attack factor. These hits must be sustained by enemy armies by reducing them in strength, or eliminating them. A good general lets you roll more dice. Each area is rated for its garrison strength; to capture it, you have to defeat the garrison troops through siege (in addition to driving off any enemy armies there). The procedure here is very similar.
Throwing a twist into all of this are random events, shown through the 55 high-quality playing cards, by far the best we've ever put into one of our games. The universe is loaded with random elements; life does not unfold as an orderly series of "phases."
WWII Wargame by Avalanche Press
By the summer of 1944, the peoples of the Soviet Union had suffered incredible hardships. Three years of war had wrecked the economy, destroyed countless cities, and brought the murders of at least 10 million civilians.
But through massive efforts, the Red Army had not only held but greatly strengthened itself with new weapons and tactics. The time had come for the great counter-offensive. Operation Bagration opened in June 1944. The Germans reeled back until finally losing Berlin itself.
Red Vengeance is a sequel to Defiant Russia. Like that game, it is designed to be easy to learn and fun. The map portrays the western Soviet Union, Poland, Hungary, Romania and eastern Germany, with parts of Yugoslavia and Bulgaria as well.
Players control the actual units that fought in this campaign. Axis units mostly represent army corps. These include German, Hungarian, Bulgarian and Romanian units; the latter two will eventually switch sides. The Axis player actually starts the game with more tank units, the real striking power in this game, than the Soviets. But as theyre lost they are difficult to replace, while Soviet power just keeps surging.
Soviets are generally armies. Unlike Defiant Russia, the typical Soviet unit is as good as the typical German unit, and many of them are better. The Soviet players goals are very simple: drive directly for the heart of Nazi power. The Axis player cant simply hold back on defense, but must counterattack judiciously.
Like Defiant Russia, Red Vengeance isn't a very large game. The 17x22-inch map fits easily on a small table. There are 140 playing pieces, and it comes in a small box that's easy to store. The game plays very quickly, concluding in about 90 minutes, with a minimum of charts and tables to consult. It's suitable for ages 10 and up.
For four years, Britain's Royal Navy and Italy's Regia Marina waged a ferocious battle for control of the Mediterranean Sea. Fifty scenarios re-create these struggles: the battleship duels at Cape Teulada, First Sirte, Second Sirte and Cape Matapan. The convoys to Malta and the Italian torpedo boat Lupo's defeat of two British cruisers.
Second World War at Sea Supplement by Avalanche Press
The stormy waters at the Southern Cone of the Americas saw very little fighting during the Second World War. But that didn't keep staff officers from the South American navies and the Royal Navy from wondering what would happen if the Axis fleets did penetrate into the region. U.S. Army Chief of Staff Gen. George C. Marshall considered a Japanese attempt to damage or destroy the Panama Canal to be the likely opening move of a war in the Pacific, making the sea lanes around Tierra del Fuego vital to the Allied war effort.
Strait of Magellan is a supplement for the Second World War at Sea series. There are ten scenarios, or separate game situations, based on battles that might have taken place in these waters, but ultimately did not. This module is not playable by itself, but requires ownership of our Cone of Fire, Midway, Bismarck and Leyte Gulf games and our East of Suez supplement.
Adolf Hitler launched his sneak attack on the Soviet Union in June 1941. The Red Army reeled back from the assault, losing thousands of tanks, guns and planes. On 21 August 1941 the first convoy loaded with equipment and weapons left Iceland for the Soviet Arctic port of Archangel. For the next two years, the Royal Navy would force through convoys to the Soviet far North against enormous risks and terrible odds.
Arctic Convoy is the newest boxed game in the Second World War at Sea series. It covers the Allied attempts to push convoys through the Norwegian and Barents Seas while German aircraft, submarines and surface ships try to stop them. Famous convoy operations like those of PQ12 and PQ17, British carrier raids, German-Soviet destroyer skirmishes along the Arctic coast - all of these and more are included. Like all games in the series, this one come stuffed with scenarios and variations on them.
Wargame for 2-8 players, ages 10+
In the spring of 1940, the French Army, generally believed to be the best in the world, again faced her mortal enemy, the German Army. With the last war scarcely 20 years past, this one seemed destined to develop along similar lines. British forces came ashore in strength and both nations made a show of cooperating. Few believed that Belgium could stay out of the conflict, but her leaders continued to act as if it was possible.
When the attack finally came, the speed and ferocity of modern warfare overwhelmed the Dutch and Belgian armies in the first few days and the French and British not long after. Air power, paratroopers and massed armor caught the Allies flat-footed and unable to effectively respond. In six short weeks two more countries fell under Nazi control, the French Army was defeated and the British ejected from the continent. None could have foreseen this strange defeat just a few short weeks before.
Strange Defeat is a sequel to Defiant Russia and Red Vengeance. Like those games, its designed as an easy to learn, fun game. The map portrays the Netherlands, Belgium, western Germany and northern France.
In early 1916, the German and French armies faced each other in what appeared to be a stalemate. The German commander-in-chief, Erich von Falkenhayn, conceived one of the most cold-hearted plans in military history. Fall Gericht, which translates as 'Place of Execution,' would bleed France white by a simple battle of attrition, without regard to the suffering of his own soldiers. For ten months, the German Fifth Army hurled itself against the old fortress city, its commander kept in the dark about the offensives true goal. The French Second Army stood firm, commanded by Henri Petain, who issued the famous order,
"They shall not pass."
Rumors of War is a new expansion for either or both games, with a map stretching from the eastern edge of the Third Reich Deluxe Map to the Ural Mountains, and adding Iran, Iraq and the Persian Gulf on its southern edge. It's at the same size and scale as the Deluxe map, with new objectives and countries to conquer.
There are also 80 die-cut-and-mounted playing pieces, with the Iraqi and Iranian armed forces, Russian nationalists, Irish, Latvians, British, Italian and Soviet marines, German cavalry and mountain troops, Indonesian nationalists, atomic bomb markers and much, much more!
David Meyler brings us variants for Iran, for Romania as a major power, and of course for more things Dutch. Jeff Adams gives us strategy tips for Operation Sea Lion, Tim McBeth makes the dismal science of economics exciting, and William Sariego looks at island-hopping strategies and the French war effort.
Rumors of War is not playable by itself, but instead brings more fun to your gaming table with either or both of Third Reich and Great Pacific War.