Showing posts with label modern war. Show all posts
Showing posts with label modern war. Show all posts

Monday, January 27, 2014

New from Game Salute! Countdown: Special Ops!

Coming in February!

GSTGMCS01
Countdown: Special Ops
$50.00 SRP
NPI

In the modular game Countdown: Special Ops, you are in charge of a special ops team with a special mission! Find hidden bombs and dismantle them, help hostages into safety, or take out terrorist leaders. Due to the high variation in goals, targets, threats and specific circumstances, players need to choose their set-up and strategy each time they start a mission or a campaign. Don’t just throw in grenades with your buster at public places such as airports and train stations, or else civilians might get hurt, resulting in negative points on your mission balance. Develop your primary skill, but don’t neglect your attack power, defense power and other skills if you want to stay alive in this thrilling new game.

Countdown: Special Ops is fully modular, with players being able to create their own game by adjusting four different aspects of play:

1.       Game situations: With more than 200 playing cards, the challenges and threats are different each time you play.
2.       Game mode: You can play a single mission, a campaign or a scenario; each game mode has its own level and duration, and you’re advised to start with a single mission on the lowest level (green).
3.       Level up: Did you succeed a few times on level green? If so, you might want to try the next (orange) level or even a scenario, that is, three missions in a row with increasing difficulty!
4.       Goals: Even players’ goals can be altered. Countdown: Special Ops is a co-operative game, but if you’d like to change the rules, you could add one or two traitors to the team and play “Traitor Mode”.

You can develop your own Special Op by improving his or her skills. This is done in scenario or campaign play. This brings out interesting aspects of the game in which you have to choose how many risk you want to take to gain extra experience or if you want to move slow and stay alive at all cost...

This variation, combined with the 30-minute time limit per mission, makes the experience of a mission “feel” like an actual PC game in many aspects. Smart development is essential to survive the missions on higher threat levels.

1-6 players
Ages 12+
30 minute play time

Wednesday, November 6, 2013

New from Decision Games! Modern War #9: War by TV!



Coming in November!


DCGMW009
Modern War #9: War By TV: Kosovo 1999
$29.99 SRP
SDI
SOO

If the US and NATO had invaded Serbia is a “what-if” simulation of the fighting that might have occurred across rump-Yugoslavia in the late summer or early autumn of 1999 if the Western alliance had decided on a ground war to settle the Kosovo crisis. War By TV is a two-player wargame of low-to-intermediate complexity that posits this might-have-been war lasting about a month, about the maximum time before the invaders’ diminishing supplies, and their loss of the political will necessary to continue the fighting, would force a truce if victory had not already been achieved in the field.

Each hexagon equals 7.5 miles (12 km.) from side to opposite side. Each game turn represents two days. The units of maneuver are mostly brigades and division-sized groupings for the Serbians; each with about 2,000 to 5,000 men, and about 25 to 50 armored fighting vehicles in the tracked mechanized units. On the NATO side, units are divisions, corps and armies, each containing about 9,000 to 25,000 men and up to 350 or so armored fighting vehicles. The invaders’ air supremacy is built into several aspects of the rules (such as the CRT) and therefore is not represented by separate aircraft unit-counters.

Contents:
One 22 x 34 inch maps
176 counters
Magazine with historical background

Monday, November 5, 2012

New from Decision Games!

November 13th Release Date!

DCGST278
Strategy & Tactics # 278
$ 29.99 SRP
SOO

Tobruk uses the same system as Sedan: The Decisive Battle for France, May 1940. Tobruk is a simulation of British Eighth Army’s Operation Crusader, the attempt to relieve the Tobruk garrison during the period from November to early December 1941, with each turn representing two days. The units in the game represent regiments (228 counters), and operate according to a chit-pull divisional-command activation system. Movement and combat are randomized by each division’s potential activation, such that the general course of play goes a long way toward simulating the fog of war in a simple yet realistic manner and without the need for special rules. As a new addition to this system (not present in Sedan), to simulate the more pronounced effect of long-range anti-tank guns in desert terrain, units with AT capability are identified, and they’re given the capability to engage enemy armor as it approach, just as the infamous 88s did at Hellfire Pass. Each hex represents four miles, and the map area portrays the Western Desert from around Tobruk to near the Libyan/Egyptian border.

November 27th Release Date!


DCGMW003
Modern War #3: Somali Pirates
$ 29.99 SRP
SOO

Somali Pirates, designed by Joseph Miranda, is a wargame set in a hypothetical Coalition campaign to destroy the power of pirates based in Somalia, as well as to otherwise gain control of that country. The assumption of the game is that the pirates, in league with local warlords and Al Qaeda, have become strong enough to be an even bigger threat to the region than they are now. In response, various powers launch military action against them. There are two players in Somali Pirates: The Coalition, who wants to destroy the pirates, and the Pirates, who want to survive, as well as to maximize their own power and wealth. Central to play of the game is the Netwar Index. Each player has a Netwar Index that indicates how successful he is in achieving his goals...effectively, representing the amount of public support that each side is getting. The Netwar Index affects various aspects of the game, such as mobilization of reinforcements, and is also part of gaining victory. Both players have a set of counters that represent their naval, land, air and special operations forces (SOF). Players move their pieces across the spaces on the map and engage in various kinds of conflict in order to destroy enemy forces, seize critical geographical regions, and change the Netwar Index (hopefully in their favor). Both sides can mobilize new units by paying for them with Netwar Points. Given the asymmetry of the situation, each side in the game will have several unique rules.. The game includes one map of East Africa and environs, from the Red Sea to the Indian Ocean, and one counter-sheet (228 counters) representing various pirate and Al Qaeda forces, local militias and warlords, plus the principle Coalition forces (primarily NATO and the United States, and even a potential inclusion of a Chinese expeditionary force). The game includes one map (22x34”) and 228 counters.