Monday, 22 April 2019
Second Chance Games Wargaming Weekend News!
We are organising another wargame event in October 2019!. This is a fantastic opportunity to play historical wargames with fellow people whom enjoy them. We can help assist you to find a partner to play a game if you do not have a partner.It is in Sandbach at the Chimney House Hotel (https://www.chimneyhouse-hotel.co.uk/).The price is £110 per room per night and includes breakfast, lunch, dinner and a free bar for beer or lager between 7 and 11pm.Their is no reduction for single occupancy.Would you be interested? You do not have to commit now but your reply would help us decide numbers.You can make your booking by contacting firstname.lastname@example.org or Phone Andy on 0151 6390450 to reserve your place. We will also have a day rate to those who just wish to visit on the day and prices TBC
Winter 1814: Hope Against Hope
After dispatching Blücher’s Army of Silesia at Vauchamps, Napoleon diverted temporarily toward the Seine at Montereau, for an inconclusive brush with Schwarzenberg’s Army of Bohemia. His inveterate foe Blücher apparently had learned no lessons and threatened to move again on Paris. By March 3rd Napoleon was returning northward along the bank of the Ourcq River. The fall of Soissons, cheaply surrendered by General Moreau, saw the quarry escape over the Aisne River to link-up with 43,000 reinforcements near Laon, raising his strength to over 100,000. While the Emperor concentrated between Fismes and Berry au Bac, Blücher continued to retreat on Laon. Reaching Craonne, the Emperor decided to advance along the chemin des dames to test Blücher’s position on the plateau, and clear the flank of his advance on Laon.
OSG's next game covers the Campaign in France, Part II: 6 March to 13 March 1814. The major battle was Laon, on 9-10 March, when Napoleon, with 37,000, went up against Blücher's position, on the hill of Laon, with 85,000. (Marshal Marmont with a separate VI Corps was supposed to support the attack, but he was dispersed in a night combat.) Blücher wasn't feeling well and failed to pursue. One more battle was to follow (after two days for R&R) and Napoleon won that battle: Reims, against St. Priest. So actually, he won two out of three.
ntroduction to OSG's Library of Napoleonic Battles Series.
Intro Package: Talavera Includes one Counter Sheet, one 17 x 22 inch map and rule books.
ALSO REQUIRED: Download the charts and tables needed to play Files page (pdf format).
John Theissen’s streamlined approach to operational warfare in the nineteenth century in games such as Hood’s Last Gamble and Campaign of Nations has won him a number of admirers. Now he turns his attention to the last war of the Roman Republic, to the marching of Legions and the sailing of fleets, to the rise of Augustus and the fall of Mark Antony and the savvy Queen of Egypt, Cleopatra.
Each player must raise troops and build ships, using these military forces to enact their will and conduct campaigns against the enemy. Along the way, they will face the challenges inherent in ancient warfare: the difficulty of keeping troops supplied, perilous storms at sea, the spreading of plagues, and the opportunistic assaults of Rome’s external enemies. As the war wears on, both sides will attempt to chip away at the other’s prestige and standing. If your prestige falls low enough, your troops and provinces might defect, tipping the balance. And should it fall to zero, you lose this high stakes battle. The winner shall rule over an empire. The loser? Well, as Octavian said before Cleopatra’s son was strangled, two Caesars are one too many.
The spoils of victory and the consequences of defeat might not be quite as serious as all that when the troops are made of cardboard, but Antony and Cleopatra allows you to refight this epic contest for ultimate power in the relative safety of your home or gaming club.
Though somewhat more granular and detailed than Mr. Theissen’s other games for Hollandspiele, this remains a quick, compelling, and accessible exploration of this fascinating subject.
Game design: John TheissenMap artist: Ilya KudriashovHex number: 40Duration: 120 minutesPlayers: 2Solitaire Suitability: HighTheme: Ancients
To Take Washington is a new Line of Battle (LoB) series game covering Jubal Early’s campaign during the summer of 1864. From June into July, Old Jube swept out of the Shenandoah Valley and across the Potomac River to advance on Washington DC. By threatening the Federal capital, Early and the Confederate command hoped to divert forces from Grant’s Overland Campaign, relieving the pressure on Richmond.
Historically, Early narrowly defeated Lew Wallace on the Monocacy River, outside of Frederick, MD. However, this ‘victory’ cost him precious time and manpower. Though he went on to test the outer forts protecting Washington itself (mainly at Fort Stevens), Early was too weak and too late to take advantage of the once-denuded nature of the fortress garrisons.
As Abraham Lincoln quipped, “Mr. Early, you are late.”
In To Take Washington, players first fight the Battle of Monocacy. Their relative success or failure there, as well as their raw efficiency, determines when the Confederates show up on the separate Fort Stevens map. An arrival mere hours earlier than their historical appearance makes an enormous difference in the strength of Union forces manning the defenses, since they had been stripped bare prior to Early’s advance. Conversely, a mediocre showing at Monocacy will present the Confederate player with a very difficult problem at Fort Stevens. Jubal Early couldn’t solve it – can you?
To Take Washington covers these two related actions on two separate map areas. One (with two map sheets) covers the Monocacy battlefield while the other (with one map sheet) shows the area around Fort Stevens and a portion of Washington itself.
The Line of Battle series premiered with None But Heroes, covering the Battle of Antietam (link), and went on to set a new standard of excellence with its presentation of Gettysburg in Last Chance for Victory (link). The LoB series rules are the pinnacle of over 30 years of development starting with the Civil War Brigade Series and its follow-on Regimental Sub-Series. The LoB system and battle-specific rules incorporate fresh research while discarding the mistaken assumptions and false impressions that have crept into ACW games of the past forty years. Above all, Line of Battle is designed to capture the free-for-all nature of an American Civil War battle in a fun, fast, and very playable format.
Scenarios: To Take Washington includes twelve scenarios, with one entry point for the full two-battle Campaign Game. Ten of the scenarios use only one map (either a portion of the Monocacy map set, or the single Fort Stevens map)
• Line of Battle rulebook (v2.0)
• Two Line of Battle Charts and Tables (v2.0) booklets
• To Take Washington game-specific rulebook
• Three 22”x34” full color game maps (Monocacy map sample) (Ft. Stevens map sample)
• 840 counters (sample)
• Two full color play aid cards
• Box and dice
Note: Images are samples and may or may not reflect the finished product
U-BOOT The Board Game is a real-time tabletop game of WW2 submarine warfare. An underwater cooperative war thriller that allows 1 to 4 players to assume the roles of the Captain, the First Officer, the Navigator, and the Chief Engineer on board of a type VIIC U-boat. The game is enhanced by a companion app, allowing for an unprecedented level of realism, as well as a challenging enemy A.I. which will push your skills to the limit. The action unfolds both on the strategic and the tactical scale, always demanding teamwork, efficient crew management, and quick situation assessment.
Today we are featuring another publisher. Please see below one of the new fantastic games and do not hesitate to check our wide selection of games we now stock. We hope you are as excited as we are in this new publisher!
Zeppelin Raider: Imperial German Naval Airships is a solitaire, tactical level game placing you in command of one of several models of WWI Zeppelin dirigibles as part of the Imperial German Navy. Your mission is to destroy as much English war facilities as possible via bombing raids, or to conduct reconnaissance over the North Sea.....and still survive and come home. Zeppelin Raider is based on the popular Hunters game system by Gregory M. Smith that delivers a tense and nail-biting narrative throughout the course of play.
"England shall be destroyed by fire!" – line from a popular German children's song, circa WW1.
So hoped Germany after the initial successes of World War 1 turn into a quagmire and stalemate in the trenches...and now, a new weapon arose, capable of crossing the channel with impunity and bringing destruction to England. Count Ferdinand von Zeppelin's brainchild, the lighter-than-air rigid airship, came to the forefront of new weapons in this most brutal of wars. It took a certain amount of courage to go to war riding over a half million cubic feet of flammable gas, but there were no shortage of volunteers. Despite the arguable effectiveness of the world's first strategic bombing campaign, it without question tied up a huge amount of resources that England could barely afford, and for that reason alone was worthwhile. One hundred and seventy seven Zeppelin sorties pummeled England during the war, with high explosive and incendiary bombs, which caused a strong British response. The Zeppelins finally lost the arms race to aircraft and explosive/incendiary bullets, however, and losses were grievous. Over half of the German Navy's airships were lost on combat missions, most of those in flames. It was not a job for the faint of heart.
Players will find it challenging to survive an entire tour from 1914 to 1918, at which time, if still alive, you will surrender at base, having done your part on the front lines. If desired, a player may start with a more advanced model of Zeppelin which may actually increase their chances to survive. You may start at any month/year you wish, but notice that some Zeppelins are available right away, but others are not available until later. Players may be reassigned to a newer model of Zeppelin under some circumstances, but typically will stay in the same airship until the end of game or until shot down in flames, sunk, or wrecked in a crash landing.
The object of the game is to conduct numerous missions which include two main types: Bombing missions are required to bomb a specific geographic location in England (London, for example), whereas Scouting missions are required to scout a specific location in the North Sea. Players are not limited by the mission parameters for success; as you may choose to bomb or successfully scout somewhere else. The success of each mission can result in promotion and crew advancement. Just as in the real war, the game system involves a great deal of chance (as was the case historically), but ultimate success rests on the decisions, you make during your career.
A strong historical narrative is presented without overly cumbersome or complex rules to memorize so the focus is always on game play and what critical decisions you will make during each mission. Rules cover mission selection, altitude adjustment and gas cell tracking, venting, emergency jettison, maximum altitude, dynamic lift, wind and weather effects, fuel management, bombing missions, aircraft and ship encounters, zeppelin damage, crew advancement, awards and promotion, reassignment to a newer ship, a special resupply mission to Africa, and much more!
This game is highly accessible to those familiar with The Hunters or Raiders of the Deep. While Zeppelin Raiders is designed as a solitaire gaming experience, additional options for play are provided for both multi-player gaming sessions and organized tournament play.
The Dark Valley covers the entire East Front campaign in World War II, on a 34” by 44” standard hex map stretching from Leningrad in the north to the Caucasus Mountains in the south,. Three and a half 1/2” counter-sheets represent every major unit that appeared during the course of the conflict. Initially most Soviet infantry are divisions, but as the game progresses these are replaced by armies and corps, so that players are not overwhelmed by the increasing Soviet Order of Battle. German mechanized units are divisions, while their infantry is a mix of division and corps.
Although the game is a semi-monster, and covers the entirety of the conflict from the launch of Barbarossa to the end of the war, the game system emphasizes playability rather than rules overhead, allowing the players to concentrate on strategy choices rather than rules minutiae.
The core of the game system is a “chit-pull” activation system. Each turn a variety of action chits are drawn, in a random order, from the Action Chit Pool, and it is this that determines the exact flow of operations on that turn. This chit-pull system imposes constant uncertainty upon the player and introduces considerable tension into the game. It also allows the game to model the evolution of the Soviets and the devolution of the Germans over the course of the campaign.
Combat Commander: Europe is a card-driven board game covering tactical infantry combat in the European Theater of World War II. One player takes the role of Germany while another player commands either America or Russia. These two players will take turns playing one or more “Fate” cards from their hands in order to activate units on the mapboard for various military functions.
There is no strict sequence of play to follow in Combat Commander: each measure of game Time is divided into a variable number of player Turns, each of which may consist of one or more “Orders” conducted by the active player. “Actions” may generally be conducted by either player at any time. “Events” — both good and bad — will also occur at random intervals to add a bit of chaos and uncertainty to each player’s perfect plan.
The reprint has two full size maps than the 2003 version, more combat units (a few less markers), all player aids in color, and a Patton Counterattack Scenario (Dec 22nd to the 30th). The campaign game can also be extended from Dec 26th to Dec 30th.
December 16, 1944After a period of fog, rain, and snow blankets the area, three German armies unleash 26 divisions against thinly held American lines in the Ardennes forest of Belgium and Luxembourg. The objective of the Germans is to push through the Ardennes, then cross the Meuse River and head for Antwerp. Hitler hopes to split the Allied armies apart and smash their vital supply port at Antwerp. Can the Americans stop them?
Historically, the German army trampled the American VIII Corps and penetrated within two miles of the Meuse. The Americans stubbornly fought the Germans at many critical crossroads slowing and then stopping Germany's elite forces. Historically, the German offensive achieved little except to create a "bulge" in the American line.
Ardennes '44 explores this fascinating campaign with a detailed order of battle and an extremely accurate Ardennes game map which covers the area from the Our River to the Meuse. Ardennes '44 covers the period from December 16th to the 26th. Two shorter one-map scenarios are included which cover the initial stages of the German attack. The Ardennes '44 game system is designed by Mark Simonitch, winner of the CSR James F. Dunnigan Award for Design Elegance and Best WWII Board Game of 2000 for Ukraine '43.
It is the year of Vespasian and Titus - the sixth such ordinary consulship that Titus shared with his Imperial father. The civil war of a decade ago is but a memory, and the Flavians have restored peace and order to all corners of the empire, save one. The people of Brittania remain fiercely resistant to the will of their Roman masters, and the emperor has charged YOU with the seemingly impossible task of bringing them to heel.
Agricola, Master of Britain is a solitaire game of governance and conquest. To master the delicate political situation, you will need the right blend of military force, administration, bribery, and diplomacy. Every action you take matters, changing how the native populace feels about you and your rule. But you'll never know exactly who's with you or against you, because the game tracks this "under the hood", or, more precisely, "in the cup".
THE LION OF KHARTOUM, Gordon’s Last Stand is a solitaire, card-driven board game of strategy and resource management about the siege of Khartoum from February 1884 to January 1885. The Player assumes the role of Major-General Charles “Chinese” Gordon, Governor and self-appointed defender of Khartoum, besieged by the Mahdi's Dervish rebel forces. As the Player, you will have to use your few military units and meager resources skillfully to hold out long enough for British relief forces to come to the rescue…or gloriously die like Gordon himself did.
The game is not intended to be a totally accurate simulation of the siege of Khartoum but is meant to create an interactive narrative and gaming experience in which the Player is required to make crucial decisions to have any chance of protecting the city and its inhabitants from the wrath of the Dervishes. The Player must improve the city’s fortifications, build makeshift Gunboats, mount daring raids and sorties, and tactically respond with military units and leaders to prevent the Mahdi's army from capturing key city defensive locations and, ultimately, the Governor’s Palace. All the while, you must manage to keep up the city’s morale in the face of adverse events and the continuing effects of the siege.
Are you up to the challenge, Gordon Pasha?
The game includes the following components:
One 17 x 11-inch Game Map
20 Event Cards
12 Banner Activation Cards
64 Counters and Markers
Player Aids (Resource Card and Action Outcome Cards)
One 12-Page Rules Book
One 4-Page Play Book
Coming Soon P500's Order NOW and get it first in the UK these are shipping from the US in the next two weeks.
On the Horizon in May
Commands & Colors: Medieval - Due May
Fields of Fire Vol II - Due late May
Gandhi: The Decolonization of British India, 1917–1947 - Due May
Monthly updates not enough?
Second Chance Games