https://zodiakhairteam.se/collections/all.atom Flexsoft solutions 2023-12-19T04:15:48+00:00 Flexsoft solutions https://zodiakhairteam.se/products/7199724077135 2023-12-19T04:15:48+00:00 2023-12-19T04:15:48+00:00 Hapsburg Eclipse War Games Victory Point Games

Vendor: Victory Point Games
Type: War Games
Price: 50.00

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Availability_Sold_out period_World War One players_Solitaire publisher_Victory Point Games solitaire solo https://zodiakhairteam.se/products/7199724077135 Default Title 50.00 VPG4006 1030
https://zodiakhairteam.se/products/7143137837135 2023-10-27T13:24:08+01:00 2023-10-27T13:24:08+01:00 Pursuit of Glory 2nd Edition War Games GMT

Vendor: GMT
Type: War Games
Price: 59.00

Pursuit of Glory: The Great War in the Near East is a sequel to the award-winning Paths of Glory. This game puts you in the driver's seat of the British/Russian alliance or the Ottoman Empire during World War One. Gallipoli, holy war, mutiny, and the Russian Revolution await. Walk in the shoes of men such as Churchill, Lawrence of Arabia, Enver, and Falkenhayn.

The action stretches from India to the Balkans, from the Black Sea to Suez. Can the Germans inspire a Persian uprising or forge an alliance with Afghanistan? Can the Russians capture a warm water port? Can the British guard the oil that fuels the Royal Navy? Can the Turks capture the Suez Canal and spark a revolt in Egypt?

In Pursuit of Glory, your hand of 7 cards presents you with an array of strategic and operational opportunities. You must decide whether to use each card for its historic event, command points, or resources. You must then commit your forces to a variety of objectives: the Turkish-Russian frontier in Caucasia, the violation of neutral Persia, oil-rich Mesopotamia, the Suez Canal, the Balkans and its vital railroads. You must judge when it is right to invade Serbia or launch a new naval invasion (perhaps on the inset map representing Gallipoli).

As the British, you must hold on while your Russian allies break through the Turkish lines in Caucasia and you bring your forces to bear through invasion and a gradual build-up of imperial might. As the Turks, your objective is to gain complete victory early, uniting your strength with Germany and crippling the British Empire in Egypt and India or to persevere.

(from GMT website)

Pursuit of Glory is a stand alone sequel to Paths of Glory, a card-driven strategy game covering the first World War. Unlike the original game, which focused on the European theater of World War I, Pursuit of Glory focuses entirely on the Great War in the Middle East. Pursuit of Glory uses the same card-driven mechanics and point-to-point of the first game, but with some rules changes and modifications to better simulate the conditions of the war in the Middle East.

It was developed by Brad and Brian Stock with the permission of Ted Raicer, the designer of the original Paths of Glory.

(BGG description)

Game Features
TIME SCALE Approx. 1 year per hand of cards
MAP SCALE Point-to-Point
NUMBER OF PLAYERS One or Two

DESIGNER: Brad Stock & Brian Stock
DEVELOPER: Tony Curtis & Neil Randall
MAP, CARD, & COUNTER ART: Mark Simonitch


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Availability_Sold_out period_World War One publisher_GMT https://zodiakhairteam.se/products/7143137837135 Default Title 59.00 GMT23P11 1950
https://zodiakhairteam.se/products/7087703752783 2023-08-18T16:32:58+01:00 2023-08-18T16:32:58+01:00 Western Front Ace War Games Compass Games

Vendor: Compass Games
Type: War Games
Price: 104.99


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Availability_Sold_out period_World War One publisher_Compass Games https://zodiakhairteam.se/products/7087703752783 Default Title 104.99 CPS1142A 2001
https://zodiakhairteam.se/products/7087654797391 2023-08-18T15:51:40+01:00 2023-08-18T15:51:40+01:00 Axis & Allies: WWI 1914 Board & Card Games Renegade Game Studio

Vendor: Renegade Game Studio
Type: Board & Card Games
Price: 89.99

This is not World War II. Progress during "The War to End All Wars" was measured by yards, not miles. The Italians were on the side of the Allies, while Turkey – then at the center of the Ottoman Empire – was one of the members of what was known as the Central Powers. Imperial Germany and the Austro-Hungarian Empire were the two other main Central Powers.

The major Allies, sometimes referred to as the Entente, consisted of the British Empire, France, Italy, the United States, and Imperial Russia. The alliance included other historical members, but they more or less fell under the command and control of one of these great powers. In fact, had General Pershing not insisted that its integrity be maintained, even the American army would have found itself as simply being replacements for French and British.

Axis & Allies: WWI 1914 puts players in charge of one of the major powers, each with its own infantry sculpt; other sculpts represent the artillery, tanks, aircraft, and naval line-up of either the Allies or the Central Powers.

As designer Larry Harris notes, "While playing this game, you will quickly realize that this is not World War II. There are no massive sweeps across continents with blitzing armored divisions and aircraft. Instead, there are a series of determined offensives resisted by equally determined armies dedicated to holding the line. You will find that your depleting resources of men and artillery must be deployed with great thought and efficiency. You will be fighting pretty much the way man has been fighting with each other for thousands of years – only this time the ability to kill your enemy, and for him to kill you, has become intolerably efficient."

Despite what the back of the box says about the playing time (1-3 hours) the Avalon Hill website correctly states 8 playing hours for this game!

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Availability_Sold_out game_ All Core Games game_Axis & Allies period_World War One publisher_Renegade Game Studio https://zodiakhairteam.se/products/7087654797391 Default Title 89.99 RGS02568 2600
https://zodiakhairteam.se/products/6988580192335 2023-04-05T16:27:36+01:00 2023-04-05T16:27:36+01:00 Great War Commander: British Expeditionary Force - DAMAGED COPY War Games Hexasim

Vendor: Hexasim
Type: War Games
Price: 69.99

Our last copy of this game has a bad bash on the back of the box - see image.

Great War Commander: British Expeditionary Force is the sequel to Great War Commander. Great War Commander: BEF's main theme is the addition of a new faction: Great Britain and their Dominions.
This second game in the Great War Commander game series includes units, cards and scenarios depicting the fighting forces of this great nation.

Highlights found in Great War Commander: BEF include:
• Great Britain's own 72-card Fate Deck and 9-cards Strategy Deck highlighting its historical strengths and weaknesses
• More than 200 counters depicting the British forces, weapons and tanks!
• 12 new stunning maps
• 16 new scenarios
• 1 campaign
• An updated Random Scenario Generator incorporating the new nationality and new battles. This Random Scenario Generator system provides an almost unending variety of map configurations, force structures and combat situations. Replayability for Great War Commander gets even better with this new addition to the family.
• New German weapons and of course….German tanks!
Like its mother game Combat Commander, Great War Commander is one of those rare, exceptional values in board wargaming – a game that can be revisited time and time again, each time with a new story to tell.

Great War Commander: British Expeditionary Force also includes an updated Rulebook (version 1.1) incorporating all known errata and clarifications.

Please note: Great War Commander: British Expeditionary Force is not a stand-alone game. You will need to own Great War Commander in order to play it.

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Availability_Available period_World War One publisher_Hexasim https://zodiakhairteam.se/products/6988580192335 Default Title 69.99 HXS-GWBEF 2001
https://zodiakhairteam.se/products/6984847229007 2023-03-30T15:37:02+01:00 2023-03-30T15:37:02+01:00 Aces of Valor War Games Legion Wargames

Vendor: Legion Wargames
Type: War Games
Price: 70.99

A Solitaire Game of WWI Aerial Combat

Welcome to France! Aces of Valor is a solitaire game where you command a fighter squadron on the Western Front during World War I through a campaign of multiple missions to score as many victory points as possible to assist the war effort. You can play as the Germans, or one the Entente powers (British, French, or Americans). Each aircraft counter represents the pilot and the aircraft combined, and your squadron will have up to eight at any given time.

The player chooses the campaign’s duration (8, 12 or 16 missions), and draws a card to determine the objective of each mission, which includes patrols, trench strafing, photo recon, artillery spotting, balloon busting, and bomber escort. The player’s flight moves across a gridded map that is a semi-historical representation of the Western front. Anti-aircraft fire is heaviest near the trenches but can happen anywhere over enemy territory. When combat occurs, aircraft are moved to an “Initiative Track” for up to three rounds of combat, where pilot skill, aircraft performance, and luck all come into play to determine the outcome.

The player earns mission points by destroying enemy aircraft and ground targets, and also by escorting bomber and 2-seater aircraft on successful bombing, photo reconnaissance and artillery support missions. When the flight lands, mission points are converted to victory points or used to repair and replace aircraft as well as upgrade aircraft to newer, better models. The goal is to earn enough victory points to achieve a minor, major or strategic victory.

 

Aircraft drawings by Vincent Bourguignon
Counter and Map Design by Mark Mahaffey
Cover Painting and Layout by Ivan Berryman and Randy Lein

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Availability_Sold_out period_World War One players_Solitaire publisher_Legion Wargames https://zodiakhairteam.se/products/6984847229007 Default Title 70.99 2001
https://zodiakhairteam.se/products/6974494015567 2023-03-14T11:16:32+00:00 2023-03-14T11:16:32+00:00 Great War Commander: Battle Pack Nr 1 Board & Card Games Hexasim

Vendor: Hexasim
Type: Board & Card Games
Price: 41.99

Great War Commander Battle Pack Nr1 is the first of what will be many themed scenario packs for use with the Great War Commander series of games.

This first Battle Pack is focused on the western front with actions opposing the German forces to the US, British, French and even Portuguese troops.

This Battle Pack features 12 new scenarios - one of which is an amphibious assault - as well as a thrilling Verdun campaign.
It also includes 2 stunning new maps and 113 new counters with new units (French Foreign Legion), new tanks (mark I), and new weapons (37mm infantry gun).

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Availability_Available period_World War One publisher_Hexasim https://zodiakhairteam.se/products/6974494015567 Default Title 41.99 HXS-GWCBP1 2001
https://zodiakhairteam.se/products/6919049445455 2022-12-08T17:20:30+00:00 2022-12-08T17:20:30+00:00 1914: Nach Paris War Games VUCA Simulations

Vendor: VUCA Simulations
Type: War Games
Price: 149.99

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Availability_Available period_World War One publisher_VUCA Simulations https://zodiakhairteam.se/products/6919049445455 Default Title 149.99 2300
https://zodiakhairteam.se/products/6560009027663 2021-04-27T19:14:02+01:00 2021-04-27T19:14:02+01:00 Decisive Victory 1918: Volume 1 - Soissons War Games Legion Wargames

Vendor: Legion Wargames
Type: War Games
Price: 63.99

Decisive Victory 1918 - Vol. I Soissons

Game scale
Unit size: Regiment/Division
Game Turn: 6 Hour Day/ 12 Hour Night
Map Scale: 1 Kilometer per hex

Whatever you do, you lose a lot of men – General Mangin, commander French 10 Army.

The Battle of Soissons, 18 July to 28 July, 1918, is little known today, particularly in the English-speaking world. It is significant for a number of reasons; it was the first time that the French army used a large-scale attack with tanks supported by a surprise (i.e. not pre-registered) artillery bombardment, similar to the British attack the previous year at Cambrai, and it was the first time that full-size US divisions went on the offensive incorporated in the French army. But most importantly, it was the opening of the Second Battle of the Marne. It not known at the time, although suspected by many, that this battle was the death-knell of the German army.

French 10 Army, reinforced by US troops, had been assembled to strike the over-stretched German forces on one side of the Soissons – Château Thierry – Reims salient. The French had sixteen infantry divisions, including two US corps-sized divisions, as well as over three hundred tanks. The Germans facing them consisted of ten divisions, the quality of which varied widely although all had taken a battering during the Spring Offensive fighting. The German positions had been reached a few weeks previously during the final thrust of the offensives and therefore there had been no time to extensively fortify it; thus the battle was far more mobile than most of those previously on the Western Front. In addition, German artillery was sparse at the start of the battle because all of the heavy & super-heavy artillery in the area had been sent north for the planned Hagen Offensive in Flanders, giving the French a roughly 2.5:1 advantage in artillery. Although the battle continued beyond when the game ends, it was largely over by the 23 July, progress after that day being very slow, which is why the simulation terminates on that day. The German defence at Soissons was skilfully executed, particularly as the attack had been a complete surprise.

Decisive Victory 1918 is a series of three games that when combined will cover the entire Allied offensive in July of 1918 know as the Second Battle of the Marne.

This simulation illustrates the main features of late WWI combat. If the campaigns of 1918 were a far cry from the static trench warfare which had characterized the previous years, defense still retained absolute tactical advantage over the offense. Even with the element of complete surprise and greater numbers of troops and equipment facing a tired enemy, the French army was unable to maintain the pace of the advance attained on the first two days. This was not through any lack of competent commanders: not only could the defender always bring in reinforcements in men and equipment faster than the attacker, but the attacker’s speed, maneuverability, and ability to operate autonomously were still limited. It was very difficult, after the enemy's frontline was breached, to maintain any prolonged advance once the troops had progressed beyond friendly artillery cover and outpaced their logistical services. In addition, a few resolute defenders huddled around a handful of machine guns could inflict grievous casualties and delay vastly superior numbers. To adequately reflect these key aspects of late WWI warfare, the design incorporates elements and mechanisms that depart from the more standard hex & counter systems.

The game features mandatory attacks into multiple hexes, very rigid ZOC, and severe restrictions on disengagement and advance after combat. “Threat zones” extend beyond the standard 1-hex ZOCs and represent limited knowledge of the enemy’s positions, thus preventing unrealistic infiltration through narrow gaps in the frontline.

The Combat system is highly attritional, in terms of casualties and cohesion disruption. Reorganization is a slow process, conducted under the cover of the night. Attacking units rapidly deplete their offensive power. Defending units, on the other hand, are never completely eliminated, and retain (as “remnants”) indefinite residual defensive power. Defensive initiative superiority also translates into special “fall back” movement, which allows defenders to extricate themselves from dangerously outflanked positions and avoid encirclement.

Moreover, the system emphasizes the need for proper coordination and preparation in order to launch a successful assault: Artillery support, effective command control, and a fundamental factor, most neglected in the vast majority of wargames, time, to draw battle plans, register artillery coordinates, conduct adequate reconnaissance and rest and resupply the troops. Accordingly, the system requires assaults to be prepared one turn in advance. Improvised, “on the move”, attacks are also possible, but are likely to be ineffectual unless facing negligible resistance.

The Entente player will have to make the best out of his initial breakthrough, and be careful not to exhaust its offensive power too soon in order to retain some impetus for when German reinforcements move in to consolidate the frontline. Judicious use of his unwieldy and short-lived, but powerful armored assets is critical to the success of the offensive. The German player will have to conduct a methodical retreat, knowing when and where to give ground to preserve his forces and when and where to make a dogged stand.

The game, playable in one sitting, has a low counter density and is highly suitable for solitaire play.

Volume One: Soissons - is a stand alone game that covers the French 10th army sector.

Volume Two: Chateau Thierry- is a stand alone game that covers the French 6th army sector.

Volume Three: TBD - is an add-on game (with the previous two) that covers the Eastern half of the offensive.

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Availability_Available period_World War One publisher_Legion Wargames https://zodiakhairteam.se/products/6560009027663 Default Title 63.99 700
https://zodiakhairteam.se/products/4845288685647 2020-12-11T16:59:54+00:00 2020-12-11T16:59:54+00:00 1918/19 Storm in the West War Games GMT

Vendor: GMT
Type: War Games
Price: 47.99

This new GMT boxed version of 1918/1919: Storm in the West is a two-player system that also works fine for solo play. Units are mostly corps (divisions for the USA, whose oversized units were nearly the size of Allied corps), and include infantry, tanks, cavalry and air support. The Germans start the 1918 campaign with large numbers of Stosstruppen, trained to overcome the trench stalemate of the previous three years. This gives the German player a strong offensive capability in the first half of the game. But these “shock troops” are a wasting asset, and if the Allies survive the initial blows, growing numbers of US troops and Allied tanks will see the Germans forced into a desperate defense in the game's second half.

In the Plan 1919 campaign, the Germans are assumed to have used the collapse of Russia to stabilize the Balkan and Italian fronts, forgoing the historical 1918 Kaiser's Battles in the West. The Allies are thus faced with a strong German defense, but with a fully mobilized American army and backed by masses of tanks and planes. This hypothetical campaign challenges the Allies to leverage these arms into the world's first blitzkrieg, while the Germans fight to force a stalemate that will leave them dominant in Europe.

The large-hex map, scaled at 8 miles to the hex, covers the active area of the Western Front, from Epinal in the south to Antwerp and the Channel Coast in the north. Terrain includes Forts, Allied trenches, German Secondary and Primary Trenches, Forts, Forest, Marsh, Flood Plain, Mountain, and the Devastated Zone created by the German withdrawal in the Somme sector in 1917. The map is back-printed with separate versions for the 1918 and 1919 Campaigns.

Simple but not simplistic, this new GMT version of 1918/1919: Storm in the West can be played in a single session and offers players a wide range of strategic and operational choices in bloody but dynamic campaigns to decide the outcome of the First World War. With updated artwork by Mark Simonitch and Charlie Kibler, this new combined edition is a must for lovers of classic wargaming.

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Availability_Sold_out period_World War One publisher_GMT https://zodiakhairteam.se/products/4845288685647 Default Title 47.99 800
https://zodiakhairteam.se/products/4604505260111 2020-05-07T07:27:39+01:00 2020-05-07T07:27:39+01:00 Mini Game Series: Lawrence of Arabia: The Arab Revolt 1917-18 War Games Decision Games

Vendor: Decision Games
Type: War Games
Price: 14.99

Arabia had simmered for centuries under the heavy hand of Ottoman occupation. With the Turks distracted by World War I, the Arabs erupted in revolt. The British sent encouragement, weapons, and liaison officers. One of these was T. E. Lawrence.

This solitaire game in the Raider series puts you in command of Arab and British forces. The game system runs the opposing Ottomans. Cards generate four different campaigns, such as crossing the desert to seize the critical port of Aqaba. Combat is fast and furious as raiders sweep into towns or sometimes run into ambushes.

Special game units include aircraft, armored cars, a German expeditionary corps, and Lawrence’s elite mercenary bodyguard. The map covers the Hejaz and Palestine, where the campaign was fought. You can also travel to Cairo to plead for additional resources that you may need to accomplish your mission.

Game Contents:
One 11x17 inch Map
40 die cut counters
18 Campaign Cards
Four page system rule booklet plus exclusive scenario rules

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Availability_Sold_out period_World War One publisher_Decision Games series_Mini Game Series https://zodiakhairteam.se/products/4604505260111 Default Title 14.99 DCG1731 90
https://zodiakhairteam.se/products/2486822404175 2019-04-02T17:25:37+01:00 2019-04-02T17:25:37+01:00 Dreadnoughts & Battlecruisers - Intro Rules War Games Minden Games

Vendor: Minden Games
Type: War Games
Price: 11.99

World War I tactical naval game; 2 players

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Availability_Available period_World War One players_Two publisher_Minden Games weightXestimated https://zodiakhairteam.se/products/2486822404175 Default Title 11.99 301
https://zodiakhairteam.se/products/2455267442767 2019-03-15T15:47:42+00:00 2019-03-15T15:47:42+00:00 Paths of Glory Deluxe Edition Sixth Printing War Games GMT

Vendor: GMT
Type: War Games
Price: 69.99

They called it the Great War. In over four years of titanic struggle, the ancient Europe of Kings and Emperors tore itself to pieces, giving birth to our own violent modern age. The bloody battles fought in the trenches of the Western Front, the icy plains of Poland, the mountains of the Balkans, and the deserts of Arabia, shaped the world we know today. We are all orphans of the Great War.

Paths of Glory: The First World War, designed by six-time Charles S. Roberts awards winner, Ted Raicer, allows players to step into the shoes of the monarchs and marshals who triumphed and bungled from 1914 to 1918. As the Central Powers you must use the advantage of interior lines and the fighting skill of the Imperial German Army to win your rightful 'place in the sun.' As the Entente Powers (Allies) you must bring your greater numbers to bear to put an end to German militarism and ensure this is the war 'to end all wars.' Both players will find their generalship and strategic abilities put to the test as Paths of Glory's innovative game systems let you recreate all the dramatic events of World War I.

Components:

  • 316 full-color die-cut counters:
    • 176 5/8” die cut counters
    • 140 1/2” die cut counters
  • One 22x34" full-color mapsheet showing most of Europe and the Near East
  • 110 Strategy Cards
  • 32-page Rule Book including sample game replay (21 pages of actual rules)
  • Two Player Reference Cards


DESIGNER: Ted Raicer
DEVELOPER: Andy Lewis
ART DIRECTOR: Rodger B. MacGowan
MAP ART: Mark Simonitch
CARDS & COUNTER ART: Mark Simonitch

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Availability_Sold_out period_World War One players_Two publisher_GMT https://zodiakhairteam.se/products/2455267442767 Default Title 69.99 GMT1813 1800
https://zodiakhairteam.se/products/1434226294857 2018-08-10T21:24:35+01:00 2018-08-10T21:24:35+01:00 Gallipoli, 1915: Churchill's Greatest Gamble War Games GMT

Vendor: GMT
Type: War Games
Price: 74.99

The game system emphasizes command and control. Players command by Brigade and Regiment. To be successful, a player must plan for the eventual exhaustion of their troops, rotating them out of line to rest and recover stragglers. The result is an accurate modeling of the tempo of these battles.

Infantry combat is ranged rifle and MG fire, culminating in close assault. Artillery is powerful but ultimately limited. Shrapnel from the standard field guns is deadly against troops in the open, but only the rare howitzers firing high-angle HE can deal with trenches.

The map scale is 400 metres per hex. Tha map covers the entire southern section of the peninsula from the Sari Bair range to Cape Helles (i.e. from Anzac to Helles, including all the forts in between). Daylight turns are two hours, night turns are four hours.

Information from publisher's website:

On 25th April 1915, Winston Churchill, First Lord of the Admiralty, launched a hastily assembled force of British, Australian, New Zealand and French troops against the Turkish defenses on the Gallipoli peninsula. Their goal was to capture the forts that guarded the Dardanelles. With that achieved, the British and French Fleets would sail to Constantinople, topple the Ottoman government, and open up a supply line to Russia.

However, defending the beaches was an equal number of Turkish divisions, hardened in the recent Balkan Wars, led by well-trained Turkish officers, supported by advisors from the German General Staff.

An hour before dawn, in complete silence, the Anzacs rowed ashore at Ari Burnu, a place later to be famous as Anzac Cove. The Royal Navy had landed them in the wrong place! Huge dirt cliffs and scrub-choked washouts confronted them, rather than a beach and low dunes. Nevertheless inland they went, overrunning the Turkish pickets, only to become hopelessly confused by the night landing, jigsaw terrain, and inexperience.

Several miles inland, a gifted Turkish Officer, Mustafa Kemal, was reviewing his regiment after night maneuvers above Ari Burnu. Kemal's quick and furious counter-attack saved the day for the Ottomans, and set him on the path to become the founder of modern Turkey.

Further south, at Cape Helles, the Lancashire Fusiliers won six Victoria Crosses - before breakfast - as they ripped through the barbed wire on the beach. The invaders never reached even their first day's objectives, although the Turks only avoided defeat by a hair's breadth. With a different plan, they might have thrown the invaders back into the sea.

Gallipoli 1915: Churchill's Greatest Gamble realistically covers the first three days of the campaign, a time of wild maneuver, of decisive attacks parried by the timely arrival of reinforcements, and the onset of trench warfare. Speed - but not reckless haste - is the key to success.

The map covers the entire peninsula from north of Anzac Cove to Cape Helles, based on the 1922 British Ordnance Survey. Players can choose to land at the historical beaches, or create their own plans.

The game system emphasizes command and control. Players command by Brigade and Regiment. To be successful, a player must plan for the eventual exhaustion of their troops, rotating them out of line to rest and recover stragglers. The result is an accurate modeling of the tempo of these battles.

Infantry combat is ranged rifle and MG fire, culminating in close assault. Artillery is powerful but ultimately limited. Shrapnel from the standard field guns is deadly against troops in the open, but only the rare howitzers firing high-angle HE can deal with trenches.

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Availability_Sold_out period_World War One players_Four players_Three players_Two publisher_GMT https://zodiakhairteam.se/products/1434226294857 Default Title 74.99 GMT1806 1500
https://zodiakhairteam.se/products/9077557002 2018-08-02T12:53:51+01:00 2018-08-02T12:53:51+01:00 Mini Game Series: Lettow-Vorbeck War Games Decision Games

Vendor: Decision Games
Type: War Games
Price: 14.00

Lettow-Vorbeck is a game covering the East African campaign of 1914-18. One player controls the Allied units and tries to clear German East Africa. The other player controls the Germans and tries to prevent it, or failing that, to grab a source of supply in one of the surrounding Allied colonies. The Germans historically eked out a win by grabbing a supply source in the British colony of Northern Rhodesia even though they had been chased out of their home colony.

Lettow-Vorbeck uses the Hand of Destiny series rules. Each player has a unique set of campaign cards generating movement, combat bonuses, historical events, and reinforcements. Playing the right card at the right time lets one side concentrate the forces needed to win that great victory against all odds, or perhaps go down to inglorious defeat. Combat is resolved using a quasi-tactical procedure in which units take turns firing at one another.

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Availability_Available period_World War One publisher_Decision Games series_Mini Game Series https://zodiakhairteam.se/products/9077557002 Default Title 14.00 DCG1713 100
https://zodiakhairteam.se/products/9075375882 2018-06-09T11:51:23+01:00 2018-06-09T11:51:23+01:00 Dreadnoughts & Battlecruisers - Classic Edition War Games Minden Games

Vendor: Minden Games
Type: War Games
Price: 13.50

World War I tactical naval game; 2 players. 16-page rules, 68 1/4200 scale B&W ship counters (British/ German/French/Italian/ Austrian/ Russian, BB, BC, B, AC classes), Reference Card, 63 color game markers, various scenarios; 2011.

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Availability_Sold_out period_World War One players_Two publisher_Minden Games weightXestimated https://zodiakhairteam.se/products/9075375882 Default Title 13.50 101
https://zodiakhairteam.se/products/1300511424585 2018-04-27T16:00:22+01:00 2018-04-27T16:00:22+01:00 Raiders of the Deep: U-boats of the Great War, 1914-18 War Games Compass Games

Vendor: Compass Games
Type: War Games
Price: 94.99

For 1-2 players, ages 12+, playing time around 120 minutes.

Raiders of the Deep: U-boats of the Great War, 1914-18 is a new game based on Gregory Smith's "The Hunters" that places the player in command of a German U-boat during WWI. Completely re-written rules and reworked charts simulate all the major aspects of the First U-boat War, while all-new artwork immerses the player in the atmosphere of the period.

Your mission is to destroy as much entente shipping and as many capital ships as possible, while advancing your crew quality, winning awards and increasing your commander rank - all while attempting to make it home amidst diminishing odds of survival as the war progresses.

Conducting patrols is the heart of the system: each game turn you will resolve encounters against individual ships, convoys, Q-ships and enemy aircraft. Situations you will face will demand decisions such as...
How will you engage a convoy?
Do you risk closing range for a potentially more lethal attack?
If the engagement is at night, will you conduct a surface attack?
With ammunition dwindling, will you try to follow a convoy, or will you look for easier targets?

Every decision you make during the U-boat war determines whether you and your crew come home as heroes, failures - or not at all.

The game was designed by a ten year BGG (Board Game Geek) veteran and was developed and playtested with the help of the U-boat game aficionados in the BGG community.

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Availability_Sold_out period_World War One players_Solitaire players_Two publisher_Compass Games https://zodiakhairteam.se/products/1300511424585 Default Title 94.99 CPS1062 1000
https://zodiakhairteam.se/products/1307231191113 2017-10-07T11:28:15+01:00 2017-10-07T11:28:15+01:00 Great War Salvo! 2nd Edition War Games Minden Games

Vendor: Minden Games
Type: War Games
Price: 18.99

WW1 tactical, solitaire (with 2-player option), 24 page rules, two warship counter sheets (56 color warship counters, 1/6000 scale, from Britain and Germany), 130 color game counters, 12 scenarios, Reference Card. As a bonus, for a limited time, an additional warship counter sheet containing 28 additional cruisers will be included with each purchase (for a total of three warship counter sheets (84 ship counters)).
Recreate actual and hypothetical WW1 naval battles between individual British and German warships. Watch for additional GWS! modules covering other nationalities! (See below for jpeg of sample GSW! ship counters (actual size is 18mm x 43mm, at 1/6000 scale), or click on the rule booklet to visit the GWS page, with more sample counters.)

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Availability_Sold_out period_World War One players_Solitaire players_Two publisher_Minden Games weightXestimated https://zodiakhairteam.se/products/1307231191113 Default Title 18.99 301
https://zodiakhairteam.se/products/11608065684 2017-09-22T16:10:33+01:00 2017-09-22T16:10:33+01:00 Illusions of Glory: The Great War on the Eastern Front War Games GMT

Vendor: GMT
Type: War Games
Price: 58.99

Illusions of Glory: The Great War on the Eastern Front is the latest Card Driven Game to simulate the Great War in Europe. First came Paths of Glory by Ted Raicer, which simulates the entire war in Europe and the Middle East. It was followed by Pursuit of Glory, designed by Brad and Brian Stock, which focuses on the war in the Near East. Illusions of Glory takes this game system to a new and exciting level by applying its focus to the Eastern Front.

The Allied Powers bring massive forces to bear against Germany, Austria-Hungary, Bulgaria, and Turkey while trying to prevent a game-changing revolution in Russia. The Central Powers must defeat Russia, hold off Italy, and win the upper hand in the Balkans or face demoralization and rebellion at home. Players test their generalship and strategic abilities as Illusions of Glory lets you recreate the dramatic events of World War I’s Eastern Front.

Your hand of strategy cards present you with a rich array of strategic and operational choices. You must decide whether to use each card for its historic event, unit movement, combat, or troop replacements. You must commit your forces to a variety of objectives: winning the dynamic war of maneuver between German-led and Russian armies; seizing the Balkans and its vital objectives; or prevailing in the conflict between Austria-Hungary and Italy.

Illusions of Glory offers complete campaigns and shorter playing scenarios.

GAME SCENARIOS:
Campaign Game
Mobilization
Limited War
Total War
Italian Front Mini Game

GAME SCALE:
Historical Duration: 1914 to 1918
Units: Corps and Divisions
Time: Three months per turn
Map: Point to Point
Players: 2-4

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Availability_Sold_out card driven paths of glory period_World War One publisher_GMT https://zodiakhairteam.se/products/11608065684 Default Title 58.99 GMT1708 2200
https://zodiakhairteam.se/products/11576984404 2017-09-15T13:56:04+01:00 2017-09-15T13:56:04+01:00 Hindenburg's Hour: The Tannenberg Campaign 1914 War Games Dr. Richter Konfliktsimulationen

Vendor: Dr. Richter Konfliktsimulationen
Type: War Games
Price: 14.50

For one player, playing time 30-90 minutes.

"You are assigned a new and difficult task… I know no other man in which I have such limitless faith as I have in you. Perhaps you will still be able to save the day in the east… The Kaiser, too, has faith in you… Therefore, take up your new post, which is the greatest that can be granted to a soldier. You will not betray the trust placed in you."

Helmuth von Moltke to Hindenburg’s chief of staff Erich Ludendorff

Hindenburg’s Hour is a solitaire simulation of the Tannenberg campaign in August, 1914, which puts you in place of the commander of the German 8th Army. Your task is to defend the province of East Prussia against the Russian 1st and 2nd Armies, advancing from east and south, respectively. Simple yet elegant mechanics make for an entertaining challenge. Will you be up to it and justify the Kaiser’s faith in you?

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Availability_Sold_out period_World War One players_Solitaire publisher_Dr. Richter Konfliktsimulationen weightXestimated https://zodiakhairteam.se/products/11576984404 Default Title 14.50 501
https://zodiakhairteam.se/products/9077369738 2017-07-03T10:25:32+01:00 2017-07-03T10:25:32+01:00 Tannenberg: The Introductory Game War Games Schroeder

Vendor: Schroeder
Type: War Games
Price: 25.99

Historical Wargame for 2 Players

Tannenberg: The Introductory Game is a perfect game for learning basic wargaming concepts. The game uses the same basic rules used in an entire series on the battles and campaigns of the World Wars. Learning this simple game prepares you for playing games on almost every battle and every campaign of the Der Weltkrieg series.

The Historical Background
Tannenberg - The Introductory Game covers the Russian invasion of German East Prussia in 1914, and the subsequent German counter thrusts.

The Russians plan to invade Germany from two directions at once, trapping the Germans in the middle. The Russians vastly outnumbered their foes, as the bulk of the German army is invading France at the onset of war. The Germans plan to conduct a fighting withdraw from East Prussia, but their commanding General panics.

It's up to you to determine the outcome. Will your decisions produce Victory or Defeat?

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Availability_Sold_out period_World War One publisher_Schroeder https://zodiakhairteam.se/products/9077369738 Default Title 25.99 DCGSPW110 170
https://zodiakhairteam.se/products/10769359700 2017-05-26T17:21:24+01:00 2017-05-26T17:21:24+01:00 Fields of Despair War Games GMT

Vendor: GMT
Type: War Games
Price: 89.99

For 2 players, ages 13+, playing time around 180 minutes.

Fields of Despair: France 1914-1918 is a 2-player hex-based strategic level block war game set on the Western Front of the First World War. Players take control of the Allies or Central Powers fighting the war on land, at sea, and in the air all the while making tough economic and technological decisions at home.

Fields of Despair has a unique block system designed to maintain the fog of war throughout the entire game. In most games, block combat values range from one to four. In Fields of Despair the range is zero to twenty.

The range in values makes Fields of Despair a very deceptive game. Players can build up a large force with a single block instead of giving away their strategy with a stack of blocks.

Movement is simple and free flowing. Players are allowed to “make change” during the movement phase. Thus a block with a combat value of 16 could be broken in two blocks of 8 before moving, or conversely two blocks could be combined into one. Zero-value blocks known as “Deception” blocks could also be part of the exchange. Thus after every movement phase you never really know the strength of your enemy.

The fog of war isn’t lost after first contact with the enemy. Blocks remain hidden even when enemies occupy the same hex and stay hidden until one player decides to allocate an air squadron for reconnaissance or sends his men across no man’s land.

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Availability_Sold_out period_World War One publisher_GMT weightXestimated https://zodiakhairteam.se/products/10769359700 Default Title 89.99 2001
https://zodiakhairteam.se/products/9075348490 2017-03-17T17:25:00+00:00 2017-03-17T17:25:00+00:00 Flying Circus: Aerial Combat in WWI War Games Decision Games

Vendor: Decision Games
Type: War Games
Price: 24.99

World War 1 Aerial Wargame by Decision Games

Flying Circus: Aerial Combat in WWI depicts the fun and flavor of World War I aerial dogfighting. You fly the colorful and agile aircraft of WWI as you make history in the world's first use of aircraft in a military role. This is the basic game. You have everything you need to play single aircraft duels to multi-aircraft dogfights. Each aircraft has its own unique characteristics reflected in its ratings and special abilities. The basic game rules cover all the maneuvers that made WWI aerial combat: barrel rolls, stall turns, Immelmans, vertical rolls and Candelles. Outmaneuver your opponent to line up your guns and watch his planes go down in flames! Gamers who have played the Down in Flames game series will find many similarities in game play, however, previous experience is not necessary. The basic game rules can be read in less than 20 minutes and you can play your first game immediately.

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Availability_Available period_World War One publisher_Decision Games https://zodiakhairteam.se/products/9075348490 Default Title 24.99 DCG1509 260
https://zodiakhairteam.se/products/9077441866 2017-03-17T14:49:00+00:00 2017-03-17T14:49:00+00:00 Diplomacy (2022 refresh) Board & Card Games Hasbro

Vendor: Hasbro
Type: Board & Card Games
Price: 37.99

For 2-7 players, ages 12+, playing time around 6 hours.

The Avalon Hill Diplomacy cooperative board game is a game of negotiation, cunning, and deceit. Through making deals and forming alliances, you'll expand your empire over pre-World War I Europe. You'll have to watch your back as you make and break deals, un-hatch traitorous plots, negotiate, and outwit others to gain dominance of the continent. It's a strategy game in which players must rely on their own cunning and cleverness, not the luck of the dice, to determine the outcome. It's a great choice for those who love multi-player strategy games, European political games, and cooperative board games. 

  • COOPERATIVE TABLE TOP BOARD GAME: A strategy board game of international intrigue, trust, and treachery, set at the turn of the twentieth century, prior to World War I
  • NEGOTIATE AND OUTWIT: Through negotiations, alliances, and intrigue, you'll seek to expand your empire over pre-World War I Europe. Success hinges not on the luck of the dice, but cunning and cleverness
  • A STRUGGLE FOR SUPREMECY: Play as one of the great powers of Europe prior to World War I: Great Britain, France, Austria-Hungary, Germany, Italy, Russia or Turkey
  • OVER 300 PLAYING PIECES: The Avalon Hill Diplomacy strategy game includes 315 playing pieces including 84 fleets, 84 armies, and 147 control markers
  • IMMERSIVE NARRATIVE: Experience an exciting night of tabletop gameplay!

This strategy board game with a European political theme is for 2-7 players, ages 12 and up, and takes about 6 hours to play

Includes 315 playing pieces including 84 fleets, 84 armies, 147 control markers, gameboard, map pad, and rulebook.

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Availability_Available game_ All Core games period_World War One publisher_Hasbro weightXestimated https://zodiakhairteam.se/products/9077441866 Default Title 37.99 HASF3155UU0 1300
https://zodiakhairteam.se/products/9967296906 2017-01-27T13:41:00+00:00 2017-01-27T13:41:00+00:00 Quartermaster General: 1914 War Games Ares Games

Vendor: Ares Games
Type: War Games
Price: 49.99

For 2-5 players, ages 12+, playing time around 90-120 minutes.

Quartermaster General: 1914 is the next title in the critically acclaimed Quartermaster General series by Ian Brody and creates a narrative of the First World War in Europe, reflecting the military, technological, and social changes that occurred over the following four years.

In Quartermaster General: 1914, each card has two different uses: one when played, and another when prepared. On your turn, you have the opportunity to both play and prepare a card. You can also spend cards to draft more troops, or use cards to attrition your opponents. However, your deck represents your overall resources, so moving too quickly through your deck early might result in your unsupported armies being swept away in the final rounds of the game. This is worth it if you can capture Berlin or Paris in 1915, but if your gambit fails, you may have a tough road ahead.

The game ends after 17 rounds of play, or earlier if one side has a commanding lead.

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Availability_Sold_out period_World War One publisher_Ares weightXestimated https://zodiakhairteam.se/products/9967296906 Default Title 49.99 AREARTG014 1800