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World War II Battles

The Second World War remains an era of fascination to both historians and gamers, and over the years, our game line has reflected this emphasis as well.

Currently, we have three different game systems in print covering World War II land battles. Each gives a different perspective on the conflict, either through scale or system approach. These are our “real wargames,” hex-and-counter simulations of the type known and loved by old wargamers for the past half-century.

   

The upcoming Army of Lappland and Winter Fury use an unusual "impulse" system to model battles where the two sides had very different capabilities. Each player has a set of chits allowing him or her to move and/or attack with all, some or none of his or her units. A number of these (varying by weather and other factors) are placed in a common container and then drawn. Players never know who will move next or in what fashion.

Island of Death and the upcoming Red Desert share a much more involved game engine. Each day is divided into four game turns. At the beginning of each day, players receive reinforcements and artillery ammunition. Players then alternate turns conducting movement, bombardments and attacks. Units that achieved breakthroughs during combat have the chance to attack again if their formation leader successfully activates them.

Units are grouped in formations — divisions and sometimes brigades. Players make most of their decisions based on what they want these formations to do, and then move the battalions that make up the formation to execute it. Formation identification is important for assigning artillery support, executing breakthroughs, and many other game functions. Each unit’s formation affiliation is indicated by the historically-accurate symbol in the upper left corner of the playing piece.

Ground units are rated for attack and defense strength and morale. Combat is resolved via a tried-and-true odds-based table; a differential in morale is a serious advantage (for example, if a unit with an attack strength of 2 and morale of 6 attacked a unit with a defense strength of 2 and morale of 4, the odds of the attack would be raised from 1:1 to 3:1 for the +2 morale differential).

Tank units are rated for all of the above, plus armor quality. Armored vehicles battle one another in a separate armored combat step, and also have to face anti-tank guns. Artillery units are rated for offensive and defensive support. Each artillery unit has a corresponding support marker that’s placed on its target hex. These can be used twice before the unit’s ammunition supply must be replenished.

Fortress Malta is a book supplement for Island of Death, loaded with variants, new campaign options, and new game pieces.

    

Alsace 1945 is at a different scale. Most units are regiments or brigades, and each side draws “chits” corresponding to headquarters on the map. Units assigned to or within range of the headquarters (this varies from game to game) can then move and fight. The number of chits a player may draw is usually dependent on his or her supply situation; an army with a superior logistical “tail” is able to do more than a seemingly more powerful foe backed by a weaker infrastructure.

Gazala 1942 is very similar, but adds a tank combat segment to its combat rules. Armor quality is important in the desert war, as are the awesome German 88mm and Italian 90mm anti-aircraft guns turned against tanks.