1. ADVANCED SALVO! 1939-1941 Era: World War II naval Players: Solitaire or 2 Scale: individual ships,
each turn representing several minutes Components: 36 ship counters (1.25" x 13/16"), 32
damage/range counters, 10 pages of rules
General Description: Advanced Salvo! 1939-1941 is a simple tactical naval game, using three dice, ship ratings (battleships, battlecruisers, heavy and light cruisers from Britain, Germany, Italy, and France), and game tables to recreate naval battles occurring in the first three years of World War II. Object of the game is to sink the enemy's ships by (abstractly) maneuvering and firing your own to best effect. Each turn, each player selects one Action his ship(s) perform. Faster ships have the advantage of (usually) going last, after seeing what the enemy has done. Biggest guns fire first, thereby giving an advantage to ships with largest main guns. Ships are rating for flotation, speed, armor, gun size, turrets, stern-broadside-bow gun ratings. When you "straddle" an enemy with your salvo, you roll three dice on the Straddle table to see if you have hit (and damaged) it. Die roll modifiers include for gun size, range, target's armor, and any damage the firing ship has. Damage includes flotation, turret/gun direction, Special and Critical damage (e.g. steering, hydraulics, flooding, explosion, plunging fire, etc.). Cruisiers may fire torpedoes if close enough. Ships Included: Bismarck, Tirpitz, Scharnhorst, Gneisenau, Graf Spee, Scheer, Prinz Eugen, Blucher, Leipzig, Emden (Germany); Littorio, Vittorio Veneto, Roma, Duilio, Garibaldi, Barbiano (Italy): Richelieu, Dunkerque, Strassbourg, Lorraine, Colbert, Betin (France); King George V, Prince of Wales, Hood, Nelson, Rodney, Queen Elizabeth, Resolution, Renown, Cumberland, Dorsetshire, Exeter, Ajax, Achilles, Belfast (Britain). Several scenarios and tourny suggestions are included. This is a very simple game, ideal for "tray table" or lunch time play. Identical with Salvo! except it adds several options, more ships, and two-player rules. Complexity: Low. Solitaire Suitability: Very High. Set Up Time: 1 minute. Playing Time: 5 to 10 minutes.
2. SWORDFISH AT TARANTO Era: World War II air Players: Solitaire Scale: Individual planes and
ships Components: 8.5" x 5.5" cardstock map, 28 color counters, 9 pages of rules
General Description: This is a solitaire game, with the player playing the British. He must arm and plan the approach of his Swordfish attack on the Italian fleet at Taranto harbor, then watch as the attack unfolds. Individual planes (with individual pilots) take off from the HMS Illustrious, fly to Taranto, approach the ships in the harbor, make their attack, and fly back to the carrier.
Complexity: Low. Solitaire Suitability: Very High. Set Up Time: 5 minutes. Playing Time: 30 minutes.
2. FIELD OF HONOUR Era: Medieval Players: 2 or more Scale: Individual knights Components:
One Reference Card, 4 color counters, 7 pages of rules.
General Description: This is a simple game depicting a medieval jousting contest. Each player represents a single knight, and play is governed by a Jousting Matrix (with 162 possible outcomes), which takes into account aim point and riding position and speed of both knights. Complexity: Low. Solitaire Suitability: Low. Set Up Time: 5 minutes. Playing Time: 10 minutes or more, depending on how many players.
2. THE EVACUATION OF KONIGSBERG Era: World War II land Players: Two Scale: Division
level, weekly turns Components: 8.5" x 11" map, 80 color counters, 7 pages of rules
General Description: Operational game simulating Russian assault on East Prussian city of Konigsberg in 1945. Germans win by evacuating civilians (by land and sea) ouf of the city before its fall. Russians seek to capture the city as soon as possible. Complexity: Medium. Solitaire Suitability: High. Set Up Time: 10 minutes. Playing Time: 45 minutes.
2. Bonus Variant Counters Issue #2 also includes a set of 12 variant counters for STREETS OF
STALINGRAD, for use with the SoS variant included in this issue.
3. NAPOLEON IN ITALY Era: Napoleonic Players: 2 Scale: Divisions, three day turns
Components: 8.5" x 11" cardstock map, 12 color counters, 8 pages of rules.
General Description: This game covers Napoleon's Italian campaign in 1796 between the Austrians and the French. Counter density is low in this point-to-point movement game, with each strength factor representing approximately 1,000 men. Special "Morale" and "Napoleon" rules are included in this game of maneuver where, in the original campaign, the outnumbered French won. Complexity: Medium. Solitaire Suitability: Low. Set Up Time: 10 minutes. Playing Time: 45 minutes.
3. STALINGRAD: THE LEATHER FACTORY Era: World War II land Players: Solitaire Scale: tactical company level, 300 yard hexes, 12 hour turns Components: 8.5" x 11" cardstock map, 96 color counters, 7 pages of rules.
General Description: This is a solitaire game depicting the battle of Kuporosnoye (with its sprawling leather factory) on the outskirts of Stalingrad in September 1942, between the German 29th Division and the Russian 35th Guards Division. The player (as the Germans) must amass victory points by occupying key objective hexes, but, due to fog of war rules, does not know exactly how many he must hold until the game is over.
Complexity: Medium. Solitaire Suitability: Very High. Set Up TIme: 10 minutes. Playing Time: 60 minutes.
4. COURAGE UNDER FIRE Era: Vietnam Players: 2 Scale: Tactical Components: 8.5" x 5.5" color
map, 35 double-sided color counters, 3 pages of rules
General Description: The game simulates the Communist assault on An Loc in April, 1972. The game system uses a standard deck of playing cards to generate play and resolve combat.
Complexity: Low. Solitaire Suitability: Medium. Set Up TIme: 5 minutes. Playing Time: 20 to 30 minutes.
4. GLADIATORS OF ROME Era: Ancients Players: Solitaire Scale: Man vs man Components:
Reference Card, 4 color counters, 6 pages of rules
General Description: This is a simple solitaire game of strategy, involving tactical, individual gladiator combat in the arena, where the player controls one gladiator, and the game system controls his opponent. Four different gladiator types are available (Thracian, Samnite, Myrmillo, and Retiarius)... the fighters choose an "Action" each turn, with results coming from the Action Outcome Table. Complexity: Low. Solitaire Suitability: Very High. Set Up Time: 2 minutes. Playing Time: several minutes per contest.
4. NAVTAC 1914 Era: World War I naval Players: 2 Scale: Tactical, individual ship vs ship combat
Components: 8 ship counters, Reference Card, 6 pages of rules
General Description: NavTac 1914 is a miniatures game system, based on a modified Fletcher Pratt system. It covers tactical combat between individual warships (British, German, Austrian) in the Mediterrranean theater in the first year of the Great War. Player maneuver and fire their ships on a large table (or floor), trying to sink the opponent. Complexity: Medium Solitaire Suitability: Medium. Set Up Time: 5 minutes. Playing TIme: 20 to 40 minutes.
4. Bonus Variant Counters Issue #4 also includes a set of 24 variant counters for the PROUD MONSTER
variant in this issue, plus 19 variant counters for LA BATAILLE DE YORK 1813
2008 Naval Special Supplement: DOGGER BANK II Era: World War I naval Players: 2
Scale: tactical, ship vs ship Components: 24 ship counters, Reference Card, color damage
markers, 8 pages of rules.
General Description: Tactical naval combat between British and German battlecruisers during World War I. This is an updated and heavily revised version of the game originally appearing in Panzerschreck #5. Complexity: Low. Solitaire Suitability: Medium.
Set Up Time: 5 minutes. Playing Time: 45 to 60 minutes.
2008 Naval Special Bonus Variant Counters The Naval Special also includes 24 additional "what
if?" ships for BATTLESHIP CAPTAIN, and 24 new ships for use with NAVTAC 1914.
5. BREAKOUT AT ST. LO Era: World War II land Players: 2 Scale: Operational, daily turns, 2 mile
hexes, semi-division units Components: 8.5" x 11" hexagon map, 60 color counters,
Reference Card, 7 pages of rules
General Description: Simulates the American breakout at the start of Operation: Cobra in the bocage country of France, in the month after D-Day. Americans are on the offensive, and must destroy German units and exit the map to the south; Germans are on the defensive, and must try and prevent this.
Complexity: Low. Solitaire Suitability: Medium. Set Up Time: 10 minutes. Playing Time: 45 to 60 minutes.
5. THUNDER GODS Era: World War II air/naval Players: 2 Scale: Tactical, individual planes and ships
Components: 8.5" x 5.5" color map, 17 double-sided counters, 2 pages of rules
General Description: Game uses a standard deck of cards to resolve activations and combat between the Japanese planes trying to destroy US Navy ships, and the American planes and ships in defense. Simulation of kamikaze action off Okinawa in April, 1945.
Complexity: Low. Solitaire Suitability: Medium. Set Up Time: 5 minutes. Playing Time: 15 to 30 minutes.
5. Bonus Variant Counters Issue #5 also includes a set of 25 variant counters for the BREAKOUT AT ST LO
variant, and 5 generic variant counters for the STREETS OF STALINGRAD variant in this
issue.
6. DAY OF INFAMY Era: World War II air and sea Players: 2 Scale: Tactical Components: 8.5" x 5.5" color
map, 25 double-sided unit counters, 9 pages of rules (players must supply one deck of
standard playing cards to play)
Complexity: Medium. Solitaire Suitability: High. Set Up Time: 5 minutes. Playing Time: approx 1 hour
6. 1775: INVASION OF CANADA Era: American War of Independence Players: 2 Scale: 25
miles/hex, monthly turns, one strength point equals 350-400 men Components: 8.5" x 11"
cardstock map, 30 color counters, Reference Card, 5 pages of rules
Complexity: Low. Solitaire Suitability: Medium. Set Up Time: 5 minutes. Playing Time: 30 to 60 minutes.
6. MONITOR VS MERRIMACK Era: American Civil War Naval Players: 2 Scale: Tactical, Ship vs
ship Components: 2 counters, 5 pages of rules (you must supply a standard
checkerboard for play)
Complexity: Low. Solitaire Suitability: Low. Set Up Time: 1 Minute. Playing Time: 30 minutes.
7. CORONEL & FALKLANDS Era: World War I Naval Players: 1 or 2 Scale: Tactical, ship vs ship
Components: 44 counters, rules
Complexity: Low. Solitaire Suitability: Very High. Set Up Time: 5 minutes. Playing Time: Variable, 10 to 30 minutes.
7. OCCUPATION OF THE RHINELAND Era: Pre-WW2 diplomatic Players: 1 Scale: Abstract
strategic Components: Small map, 21 counters, rules
Complexity: Low. Solitaire Sutiability: Very High. Set Up: 5 minutes. Playing Time: 20 minutes.
7. REMAGEN BRIDGEHEAD Era: WW2 land Players: 1 Scale: Grand tactical (two-day turns)
Components: Hex map, 63 counters, Reference Card, rules
Complexity: Low. Solitaire Suitability: Very High. Set Up: 10 minutes. Playing Time: 30 minutes.
7. Bonus Variant Counters Issue #7 also includes a small set of six double-sided cavalry variant counters
for BATTLE OF THE ALMA.
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8. EINDEKKER Era: WW1 air Players: 1 Scale: tactical (plane vs plane)
Components: Map, 31 counters, rules
8. POOR BLOODY INFANTRY Era: WW1 land Players: 1 Scale: tactical (individual men)
Components: 128 counters, Reference Card, rules (you must supply a standard chess
board to play)
8. Miniatures Rules: WW2 DOGFIGHT Era: WW2 Players: 2 or more
Scale: tactical (plane vs plane) Components: Rules and aircraft ratings included in
magazine
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CS Emden vs. Sydney Era: WW1 Players: 2 Scale: tactical (ship vs ship)
Components: Four ship counters (4" x .87"), markers.
CS Remagen Bridgehead (reprinted from issue #7) Era: WW2 land Players: 1 Scale: Grand tactical (two-day turns)
Components: Hex map, 63 counters, Reference Card, rules
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9. FALL OF THE PHILIPPINES Era: WW2 land Players: solitaire Scale: Strategic
Components: 8.5" x 5.5" mapsheet, rules, 60 counters.
9. 'NAM '68 Era: Vietnam land Players: 2 Scale: Tactical (man vs man)
Components: 8.5"x 11" mapsheet, rules, 56 counters.
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