New arrivals for Thursday August 20th, 2015

It is quiet day here at The Sentry Box so instead of the usual attempts at pithy humour I thought that I’d open this latest new release post with a quote from every geek’s favourite philosopher Henri Bergson.

Homo sapiens, the only creature endowed with reason, is also the only creature to pin its existence on things unreasonable.

I think that we can all agree that he is talking about trying to figure out the score in Carcassonne.

New this week at The Sentry Box:

Heroes of Normandie: Sainte-Mere Eglise by Devil Pig Games

Recreate the Battle of St. Mere Eglise with the new scenario expansion Heroes of Normandie: Sainte-Mere Eglise! This expansion features:

  • New special abilities: Charge, Urban Combatant, Demolition, Inspiration, Munitions Transport
  • New components: Camo, Cricket Lane, Gliders, Hawkins Mines, Knives
  • New character traits: Dropped (for paratroopers!), Sprinter, Walking Fire

Heroes of Normandie: Carentan by Devil Pig Games

Heroes of Normandie: Carentan is a scenario pack that adds new tiles, units, and scenarios to the Heroes of Normandie base game.

The town of Carentan stands in the path of the American army, which is trying to establish a defensive line against possible counterattacks. The Germans were entrenched here and defended the town with tenacity. You must either make this fortress fall by commanding the American army, or honor the nickname “Lions of Carentan”, which the Fallschirmjägers earned there from their enemy.

Kings of War by Mantic Games

Undead Army Box

This set contains 90 multi-part plastic Undead miniatures, including:

  • 20 Skeleton
  • 20 Revenants
  • 20 Zombies
  • 20 Ghoules
  • 10 Mummies
  • Square Bases
  • Mantic Points

Orc Army

This set contains 53 multi-part plastic Orc miniatures, including:

  • 20 Ax
  • 20 Greatax
  • 10 Gore Riders
  • 2 Chariots
  • Orcling Swarms
  • Bases
  • 4 Mantic Points

Kings of War 2nd Edition

Kings of War 2nd Edition is a hardback rulebook that contains the complete Kings of War history and rules. It features:

  • Rules written by Alessio Cavatore (Warhammer 40,000, Bolt Action) and the Mantic Rules Committee. Kings of War is a game for gamers, by gamers.
  • Compelling new background, art and photography that invoke a powerful realm of swords and sorcery.
  • Elegant easy-to-learn rules, balanced and playtested by the community for casual and tournament play.
  • New Magic Spells and Artefacts
  • Eleven Force Lists upgraded with new units, including Forces of the Abyss, Forces of Nature, Undead, Dwarfs, Elves, Abyssal Dwarfs, Goblins, Orcs, Ogres, Basileans and the Kingdoms of Men.

Munchkin Gloom by Steve Jackson Games

Love Gloom? Did you know the cheerful world of Munchkin can also be sad and benighted? A place where those very same munchkins are all too often backstabbed by buddies, dined on by dragons, and discovered by doom ducks. In Munchkin Gloom, heroes delve too deep, plummet down pits, and lose their loot. And that’s before they die.

Clear plastic cards portray the munchkins and detail their mishaps. When stacked, the cards reveal or cover up the effects of the cards below. To win, you must shepherd your party through terrible travails and troublesome tribulations until – inevitably – they perish in pain.

Vs. System 2PCG by Upper Deck

The Vs. System 2PCG is a card game where 2-4 players each build a deck of Characters, Plot Twists, and Locations, and try to knock out their opponents. Each Vs. System set comes with a full playset of cards so you’ll have everything you need to play the full game right out of the box. If you never played the original Vs. System, don’t worry: You’ll pick it up fast. And If you’ve played original Vs. you’ll find that some parts of the game have been streamlined or changed in order to make it easier to learn, faster to play, and more fun to battle.

World at War Issue 43 by Strategy & Tactics Press

Patton’s Third Army is a solitaire game system where the player takes command of General George Patton’s Third Army during the campaign across France in 1944. The game begins immediately following the Falaise Battle and continues through to 15 December, at which point Third Army was sent to fight In the Battle of the Bulge. Your goal as a player is to surpass Patton’s original record, thereby possibly forestalling Germany’s Ardennes Offensive and thereby gaining glory as a great general.

In the game, you control US and other Allied units assigned to the Third Army. The game system plays the Germans. You will have to deal with a wide variety of situations, from battling against fierce panzer counterattacks, to figuring out ways to extend your lines of supply. Your objective: Germany!

The game has two levels: the Standard Rules, which gives a quick wargame, and the Optional Rules, which give more realism for more complexity.

While Patton’s Third Army is a solitaire game, multiple players can play as the US team, making decisions by consensus, or each managing operations along one of the “Axes of Advance”. However, one player should always be the Commander of Third Army, and his decision is final!

Strategy & Tactics Issue #294 by Strategy & Tactics Press

World War I: An analysis of the strategic and grand-strategic strategies driving the course of the war that brought the world of European dynasties to an end.
Other Articles:

  • Desert Storm Intel: A detailed analysis of the gathering, collating, and dissemination of intelligence during the information age’s first major war.
  • Muslim Conquest of Syria: The burgeoning Arab Muslim empire of the early seventh century fought a divided but rejuvenated Byzantine Empire for control of Syria, crossroads of the Middle East.
  • Fortifications of the Third System: A description of the third generations of fortifications employed by the US military in the mid-nineteenth century.

Napoleon’s Last Battles by Decision Games

Napoleon has escaped exile on Elba to retake the French throne in early 1815, but is surrounded by the armies of the Seventh Coalition, determined to remove him again. Napoleon’s only chance is a preemptive strike, to disrupt the Coalition’s plans and perhaps cause it to fall apart. Belgium has the closest targets, the armies of his two most steadfast opponents, Britain and Prussia. The French concentration, secret and swift, catches the Coalition armies off-guard. For four days, the armies maneuver and clash, with the fate of Europe in the balance.

This game is a reprint and update of the classic SPI game from 1976. The map covers the entire campaign area, featuring the towns, roads, rivers, woods, chateaux, and ridges that affected the fighting. The colorful units in the game include infantry, cavalry, and artillery brigades, plus key leaders. The original game’s scenarios are intact, covering the entire campaign or using just a portion of the map and counter set to cover each of the four principal battles fought historically: Ligny, Quatre Bras, Wavre, and Waterloo (or La Belle Alliance). The one-day mini campaigns and a Wavre variant from DG’s 1995 reprint also return.

A number of extra units have been added to make potential reinforcements available, to modify the original order of battle due to new research, or to give players the means to alter each army’s countermix. Optional rules present variants for several of the standard rules.

Components: 24-page Rules Booklet, 400 die-cut counters, two 22” x 34” mapsheets, 1 die.

Saalfeld: Prelude to Jena by Decision Games

In October 1806, Napoleon’s Grande Armee is descending on western Saxony in multiple columns. The Saxons and their more powerful Prussian cousins are gathering to give battle. On 10 October, the advance guard of one French column crashes into the advance guard for one wing of the allied armies. A French victory will open the possibility of splitting the allies; an allied victory will threaten the flank of the other French columns. Time presses both. The forces are equal in strength; victory goes to the player who best understands the strengths and weaknesses of each side.

Wellington’s Victory by Decision Games

The classic SPI game covering the battle of Waterloo returns in this revamped version. Napoleon’s French Army of the North faces Wellington’s hodge-podge Army of the Low Countries , who are fighting for time while awaiting the arrival of Blucher’s Prussian Army of the Lower Rhine. The maps use natural contours to show elevations, with terrain features including the critical chateaux, villages and farms, walls, woods, hedges, sunken roads, slopes, streams, and marshes. Most of the vividly colored counters represent combat units: infantry battalions, cavalry squadrons, artillery batteries, and engineer detachments. Many battalions have additional counters for specialist skirmishers, or additional counters to represent greater size. Unit capabilities are modified by a number of formation markers, from infantry squares to cavalry vedettes.

Individual leaders enhance unit performance, while each army’s high command is represented by key commanders and unit headquarters. The game mechanics have been streamlined; a single dice roll inflicts casualties and disorder. Units and larger organizations wear down over time and must be rested or risk a catastrophic collapse. Finesse trumps brute strength in combat; players must utilize a variety of arms, formations, and tactics to seize key ground and destroy enemy units. Hidden movement allows each player to prepare surprises for the other.

Multiple scenarios cover everything from the historical battle to a fight for an individual chateau. The French player may decide on an early start, or even on turning the battle into a demonstration. The Prussian arrival can occur early with fewer troops, or later with more, at the will of the allied player. It’s all here, from massive cavalry charges to grand bombardments to skirmishing to wild melees, with the fate of Europe in the balance.

Contents:

  • 1,960 Die-cut counters
  • Four 34″ x 22″ Map
  • Color Rules Booklet
  • Color Campaign Analysis
  • Player Aid Cards
  • Five Display sheets
  • Six Six-sided Dice

Churchill by GMT Games

By late 1942 the Axis had been stopped at Stalingrad, El Alamein, and Guadalcanal.  With Axis expansion halted and Allied victory only a matter of time and resources Churchill, Roosevelt, and Stalin began to focus on how to shape the ensuing peace to their advantage. Churchill is a game about the inter-Allied conflicts that occurred over the Conference table as each side vies to control the Allied agenda and the course of things to come. 

The players in the game take on the roles of Churchill, Roosevelt, or Stalin as they maneuver against each over the course of six Conferences that determine who will lead the Allied forces, where those forces will be deployed, and how the Axis will be defeated. The player whose forces collectively have greater control over the surrendered Axis powers will win the peace and the game.

  • One 22″x 34″ Mounted Mapboard
  • One full-color die-cut countersheet
  • Three Player Aid Cards
  • One 10-sided die
  • Rules of Play Manual
  • Cards, Blocks, Tokens
  • One sticker sheet
  • Six 6-sided dice

Triumph and Tragedy by GMT Games

Triumph and Tragedy is a geopolitical strategy game for 3  players (also playable by 2) covering the competition for European supremacy during the period 1935-45 between Capitalism (the West), Communism (the Soviet  Union) and Fascism (the Axis). It has diplomatic, economic, technological and military components, and can be won by gaining economic hegemony or  technological supremacy (A-bomb), or by vanquishing a rival militarily. 

The  game starts in 1935, with all 3 Great Powers virtually disarmed: Germany has repudiated the Versailles Peace Treaty, initiating an arms race in Europe. With blocks, the nature of military buildups remain unknown to rivals unless/until military conflict breaks out. The  game may end peacefully or there may be war. There are game sanctions for attacking neutral minors or declaring war on an opponent, and rewards for remaining peaceful (you get a Peace Dividend chit of value 0-2 for every year you remain at Peace).

  • One full-color die-cut countersheet
  • One 22″ x 34″ mapsheet
  • Two sheets of labels
  • 208 wooden blocks
  • Game Record Sheet
  • Rulebook
  • Playbook
  • 55-card Action Deck
  • 55-Card Investment Deck
  • Three Player Aid Cards

A-10 Thunderbolt II Units of Operation Enduring Freedom by Osprey Publishing

The untold story of A-10 units in Operation Enduring Freedom reaches its conclusion with this second of two volumes focusing on the type’s combat missions in Afghanistan. Featuring numerous first-hand accounts and photography from those who experienced the conflict, along with imagery from official military archives, this book offers a unique and detailed insight into the record of the A-10 in one of the 21st Century’s most significant conflicts. Initially, the A-10 Thunderbolt was not a favourite of the USAF, which, prior to the Iraqi invasion of Kuwait in 1990, was hoping to shunt this Cold War relic onto the US Army and Marine Corps. But since then the ‘Warthog’, with its formidable armament, ruggedness and flexibility, has continually proven itself in combat and evolved into the world’s premiere close support aircraft. In 2002 the Thunderbolt was at the forefront of Operation Enduring Freedom, the US occupation of Afghanistan.

B-52 Stratofortress Units in Combat 1955–73 by Osprey Publishing

Designed to form the backbone of Strategic Air Command’s nuclear deterrent, the B-52 force was brought to higher states of readiness whenever crisis threatened the USA, most notably when Kennedy and Khruschev went eyeball-to-eyeball over Cuba. Soon afterwards, B-52s formed the backbone of the USAF’s bombing campaign in Vietnam, Cambodia and Laos. This book follows the story of the B-52 from its genesis to its first combat missions in June 1965 and through to the briefly sustained but bloodily fought Linebacker II offensive in late 1972. Even after the withdrawal of US forces in 1973, B-52s remained in-theatre, flying training missions mainly from Guam.

Chindit vs Japanese Infantryman – 1943–44 by Osprey Publishing

In order to keep China in the war against the Japanese, the Western Allies believed they had to return to Northern Burma. Colonel Orde Wingate, a military maverick and proponent of guerrilla warfare, knew that a different type of British infantryman was required for this role – the Chindit, indoctrinated with special training – to re-enter the jungles and mountains of Northern Burma in order to combat the victorious Japanese forces there. The Chindits’ opponents would include the 18th Division, one of Imperial Japan’s most seasoned formations, which by 1941 had already accumulated as much operational experience as most Anglo-American divisions would acquire in the entire 1939-45 war. In a host of encounters the two sides clashed repeatedly in the harsh conditions of the Burmese jungle; the intended role and subsequent operational performance of the Chindits remains fraught with controversy today. Featuring full-colour artwork, specially drawn maps and archive photographs, this gripping study offers key insights into the tactics, leadership, combat performance and subsequent reputations of six representative Chindit and Japanese infantry units involved in three pivotal actions that hastened Japan’s defeat in Burma during World War II.

Confederate Cavalryman vs Union Cavalryman – Eastern Theater 1861–65 by Osprey Publishing

During the intense, sprawling conflict that was the American Civil War, both Union and Confederate forces fielded substantial numbers of cavalry, which carried out the crucial tasks of reconnaissance, raiding, and conveying messages. The perception was that cavalry’s effectiveness on the battlefield would be drastically reduced in this age of improved infantry firearms. This title, however, demonstrates how cavalry’s lethal combination of mobility and dismounted firepower meant it was still very much a force to be reckoned with in battle, and charts the swing in the qualitative difference of the cavalry forces fielded by the two sides as the war progressed. In this book, three fierce cavalry actions of the American Civil War are assessed, including the battles of Second Bull Run/Manassas (1862), Buckland Mills (1863) and Tom’s Brook (1864).

Wing Leader: Victories 1940-1942 by GMT Games

WING LEADER is an exciting new game system of large scale aerial combat in World War II. Based on a unique side-scrolling view, in which altitude is clearly visible, players can recreate the great air battles of the war.

This first volume focuses on the fighting from 1940 to 1942, with scenarios for the Battle of Britian, Malta, Coral Sea, Midway, North Africa, and Stalingrad. Future games will expand the system to the late war.

  • Two Wing Displays
  • 40 Aircraft Data Cards
  • Three countersheets
  • Map Sheet
  • Rulebook
  • Scenario book
  • Thee Player Aid Cards
  • Two 6-sided dice

Genesis by GMT Games

Genesis is a campaign-level game covering the turbulent Late Bronze Age in the Middle East, where kingdoms rose and fell while establishing many of the systems and ways of life that underwrite Western Civilization. Much like its ancestor game, Pax Romana, Genesis is a game that provides the players with the historical dramatis personae and allows them to forge their own empires. It also has a great emphasis on the control of the important trade routes and commercial centers and the building of the spectacular monuments these civilizations left for posterity and wonder. 

All the “high”-points of this era are included:  lots of gods that have major effect on play (Astarte, Baal, Dagon, Marduk, et al), the rise of chariot warfare…

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