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Here you will find information on all the games available for Pre-Order. We have a wide variety of games from a wide variety of new, seasoned, and veteran game designers. These games are well along in the design process and are here garnering the 250 Customer Pre-Orders needed to move into Final Development. Once there they will undergo additional playtesting and development before being moved into Final Artwork where the map, counter, and box artwork will be finalized and prepped for production. 
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Operation Nordwind 1945
The Last German Offensive in the West
Designer: 
Steve Dixon

Operation Nordwind 1945 is an introductory level, card-assisted game depicting Germany’s last offensive in the west from December 31, 1944 – January 20, 1945. The game concentrates on the fighting that took place in the mountainous, heavily-forested terrain of the Alsace region of France. Historically, the German offensive failed in its attempt to secure the Saverne Gap – needed to unlease its Panzers in order to cut off the U.S. Seventh Army and perhaps gain a political settlement to the war in the west.

Approximate Retail Price: $66.00 Pre-Orders to Date: 30
Approximate Pre-Order Price: $50.00 Pre-Orders Still Needed: 220



Silent Dead Series
- Operation Mars, 1942
Volume One - BELYY
Designer: 
Greg Blanchett

This is a work in progress which started a few years ago. Developing a slightly new take on variable strength chits (more granular with up to 5 steps per unit vs. the usual three) covering more obscure battles of the Eastern Front.

First up is simulation of Operation Mars, the failed Soviet offensive to eliminate the salient of the German Ninth Army during the winter of 1942-43. Players will conduct operations as either Soviet Direction Commander Zhukov or the German commander of the Ninth Army, Model. Several possibilities existed given the terrain and the weather situation and some of these will be possible to explore with this game. Included in these games are a couple of hypothetical options that could have altered the outcome.

Details are subject to change as work continues, but for now there will be three volumes for Operation Mars (separate games which can be linked together creating a 51" x 42" map area). The games will consist of the following:
- One 22" x 34" map sheet (20mm hexes at 1.5 miles per hex)
- 350 - 528 - 0.6" counters (German battalions and Soviet regiments or brigades)
- 16-20 page full color rule book
- Multiple full color player aids

Approximate Retail Price: $64.00 Pre-Orders to Date: 73
Approximate Pre-Order Price: $48.00 Pre-Orders Still Needed: 177



Chivalry at Bay
Tactical Battles of the Hundred Years War 1452-1337
Designer: 
Mike Nagel

The Hundred Years War (1337 to 1453) was a dynastic struggle between the English house of Plantagenet and the French house of Valois for control of the French throne. Armies from across Europe would ally with these families, spreading combat as far from Gascony as Scotland and Portugal. Chivalry rose and fell on the backs of personalities like the Black Prince, Charles the Bad, and Pedro the Cruel, fought over battlefields at Creçy, Poitiers, and Agincourt. By the end of this period, the military code of chivalry would be in ashes and from those would be born the nations of England and France.

Chivalry At Bay is a low to medium complexity game depicting many of the individual battles that made up the Hundred Years War. Players control armies involved in each conflict that attempt to drive their opponent from the field of battle. Each battle can be completed in roughly two hours, allowing several battles to be played in a single sitting. The game takes several novel approaches toward simulating these eighteen individual battles.

The core of the game system is a deck of action cards. Each card provides a random number of command points that army leaders use to activate units on the battlefield to advance into engagement or withdraw before they're destroyed. The number of cards a player has available is based upon the quality of the army leadership. Several of these cards also allow the opportunity for players to "purchase" temporary army enhancements such as increased unit ratings or combat bonuses or even events that can shift the momentum of a battle

SUN OF YORK OWNERS! This game is a sequel of sorts to Sun of York, by GMT Games. Owners of that game can use the fully mounted map board and game pieces from Chivalry at Bay to bring your Sun of York game alive! Now you can finally have that compact table top experience for the Wars of the Roses you’ve been asking for.

Approximate Retail Price: $94.00 Pre-Orders to Date: 92
Approximate Pre-Order Price: $70.00 Pre-Orders Still Needed: 158



Road To Cheren
1941 East African Campaign
Designer: 
Kim Kanger

Road to Cheren is a game about the East African Campaign in 1941. It covers the Allied invasion into Italian Eritrea in the north where the most intense fighting took place, especially around the town of Cheren. The Allies invaded Eritrea with two Indian Divisions and some Free French units. The defending Italians consisted mostly of colonial Brigades, recruited among Ethiopians and Eritreans. They also had two metropolitan Divisions in reserve among which several elite battalions from the ”Grenadiers of Savoy” Division were sent north to Eritrea. These battalions (Alpini and Bersaglieri), together with loyal Eritrean colonial troops held both Allied Divisions at bay for eight weeks at Cheren before the survivors were finally forced to retreat towards the Eritrean capital Asmara. The battle of Cheren is seen as an hour of glory in the Italian army.

The game introduces a dynamic battle system where players through the use of battle chits give orders. A major battle zone not only includes the defending hex/units, and the attacking units. It also includes any defending units adjacent to the defending hex, plus any attacking units that are adjacent to them as well. You give orders to counterattack, move units, bring forward extra ammo etc., and so does your opponent. All battle chits have a priority value that decides in what order they are executed. After executing four orders each, another set of orders are chosen and played. You will have to chose wisely depending on what forces you have at hand, in what order you wish things to happen, and depending on what you suspect your opponent will choose.

Approximate Retail Price: $60.00 Pre-Orders to Date: 101
Approximate Pre-Order Price: $45.00 Pre-Orders Still Needed: 149



Skyhawk
Rolling Thunder, 1966
Designer: 
Steve Dixon & Bob Best

Skyhawk is a game which puts the player in the cockpit of an A-4E Skyhawk of VA-72 flying missions during the early days of Operation Rolling Thunder. Your base of operations is the USS Franklin D. Roosevelt on duty at Yankee Station. You play as a Navy pilot flying strike missions against targets in North Vietnam. Your goal will be to survive a mission or a campaign. The Skyhawk was a nimble aircraft and was capable of carrying slightly over four tons of ordnance. Depending on your target, the player has the opportunity to load out his aircraft to meet the mission requirements. The missions will not be easy. President Johnson and his civilian advisors may even change your target or ordnance loading depending upon the political situation in the USA.

Facing you will be a determined North Vietnamese force. It is possible you will face small arms fire, AAA, SAM launches, and a rare encounter with a MiG. You will have help. Support Forces allow the player to attack NV defense forces before you attack your target. Their success could make your job easier.

The player may fly a single mission or play one of the three campaigns included in the game. These campaigns are:
First Tour of Duty: Yankee Station: 10 August 1966 – 10 September 1966
Second Tour of Duty: Yankee Station 20 October 1966 – 27 December 1966
The third campaign combines the two campaigns above with additional rules.

Approximate Retail Price: $70.00 Pre-Orders to Date: 214
Approximate Pre-Order Price: $53.00 Pre-Orders Still Needed: 36



Aces of Valor
A Solitaire Game of WWI Aerial Combat
Designer: 
Erik Von Rossing

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.

Approximate Retail Price: $75.00 Pre-Orders to Date: 325
Approximate Pre-Order Price: $55.00 Pre-Orders Still Needed: -75



A Hot Dry Season
: Operation Attleboro in War Zone C
Campaigns in Vietnam
Designer: Patrick Mullen

A Hot Dry Season: Operation Attleboro in War Zone C (AHDS) is an operational-level game dealing with the National Liberation Front (NLF) Dry Season Offensive in the III Corps Tactical Zone (III CTZ) in November 1966 and the subsequent counterattack by forces under the command of Military Assistance Command, Vietnam (MACV).

The game’s scale is Company as the primary unit size, day turns and a mile per hex. AHDS uses a concealed information/movement mechanism for NLF units and a limited information availability mechanism for both sides, and heavily emphasizes Intelligence, Surveillance and Reconnaissance (ISR) capabilities and their impact on revealing concealed/limited information units. The game uses a movement point system and combat result table mechanisms fires, air defense fire and ground combat. AHDS has an asymmetric component to its turns, as an Initiative player determines the order of resolution of Fires attacks and missions and then Operations (movement and combat). Within Operations, interactivity and reactions to phasing player action; reaction moves, and hasty attacks may be performed by the non-phasing player as the phasing player’s turn is resolved. Uncertainty is added to victory and even game end in the campaign by the use of Operational Guidance chits which are selected before set up – neither side may be exactly certain what the other’s priorities are, which impacts victory conditions and player strategy as the game progresses.

AHDS contains 7 scenarios: Introductory, Basic, and Intermediate, ranging from 3 to 10 game turns. The campaign is 25 turns long, but may, through Operational Guidance chit play referred to above, last 30 turns.

AHDS is the first entry in a new series, Campaigns in Vietnam, which features a “Ground-Up Build” system. While sharing core concepts and “DNA” in resolution of play and movement/combat mechanisms, each title is built from the “Ground-Up” allowing specific tailoring of concepts and rules mechanisms in an attempt to accurately evoke the very different Campaigns fought during the Vietnam War from 1965-1975 and faithfully incorporate the dynamic changes in force structure and composition, weapons and ISR capabilities, specific operational goals and difficulties, and terrain and regional variances unique to Vietnam and the Vietnam War.

Approximate Retail Price: $94.00 Pre-Orders to Date: 174
Approximate Pre-Order Price: $70.00 Pre-Orders Still Needed: 76



Libertadores del Sur
South American Wars of Independence Series -Vol. I
Designers: Keith Hafner & Matt Shirley

Libertadores del Sur is a two-player military simulation wargame of the Southern Theater of the Latin American Wars for Independence. The Patriot player controls the Argentine Ruling Directory forces and various federated and allied forces, while the Royalist player controls Spanish Regular Army, trained Loyalist South American forces and militia units. Several other historical armed factions contend for each player's attention when formulating strategy, from a land grabbing Portuguese-Brazilian Imperialist army, to local guerrilla units, breakaway Federal Republics, and a native Incan Rebellion in the Andes Highlands. Each player will face similar daunting logistical and political challenges as they attempt to impose their military will on their opponents over a vast theater of operations spanning Argentina, Chile, Paraguay, Uruguay, and parts Bolivia & Brazil.

Libertadores del Sur is an operational level simulation with a point to point card driven game system. Each turn represents one year's campaigning season. The players have a chance to raise and reorganize new forces prior to beginning operations, and reset their sides' morale, depending on how many provinces they control. During the Operations phase, players take turns playing cards causing historical events and/or activate forces to move and attack. Operations continue until the player's run out of cards, or run out of morale. When operations end, the players have a chance to consolidate political control over provinces where they drove out enemy forces, and combat units fall back to controlled areas. There are three scenarios allowing the players to start at different points of the campaign. The 1810 scenario starts with the first of the local juntas establishing themselves in response to Napoleon's invasion of the Iberian Peninsula. The 1814 scenario begins with Argentine General San Martin superseding Argentine General Belgrano, and the Patriots attempting to recover from various strategic set-backs. The 1817 scenario is a mini-game covering only the liberation of Chile.


Libertadores del Sur es un juego de guerra de simulacion militar para dos jugadores, sobre los escenarios vividos en el Sur de las Guerras Latinoamericanas independentistas. El jugador "Patriota" controla las fuerzas del Directorio Gobernante Argentino y varias fuerzas federadas y aliadas, mientras que el jugador "Realista" controla el Ejercito Regular Espanol, las fuerzas leales sudamericanas y las unidades de milicia. Algunas de las otras facciones armadas historicas compiten por la atencion de cada jugador cuando formulan una estrategia, desde un ejercito imperialista portugues en Brasil, que se aduena desde tierras hasta unidades guerrilleras locales, republicas federales disidentes y una rebelion Inca nativa en las tierras altas de los Andes. Cada jugador enfrentara desafios logisticos y politicos similares, mientras intentan imponer su voluntad militar a sus oponentes en un vasto terreno de operaciones que abarca Argentina, Chile, Paraguay, Uruguay y partes de Bolivia y Brasil.

Libertadores del Sur es una simulacion de nivel operacional, con un sistema de juego de tarjetas punto a punto. Cada turno representa un termino (periodo) de un ano. Los jugadores tienen la oportunidad de levantar y reorganizar nuevas fuerzas antes de comenzar las operaciones y restablecer la moral de sus bandos, segun la cantidad de provincias que controlen. Durante la fase de Operaciones, los jugadores se turnan para jugar cartas causando eventos historicos y/o activar fuerzas para moverse y atacar. Las operaciones continuan hasta que el jugador se quede sin cartas o se quede sin moral.

Cuando terminan las operaciones, los jugadores tienen la oportunidad de consolidar el control politico sobre las provincias donde expulsaron a las fuerzas enemigas y las unidades de combate vuelven a las areas controladas. Hay tres escenarios que permiten a los jugadores comenzar en diferentes puntos de la campana. El escenario de 1810 comienza cuando la primera de las juntas locales se establece en respuesta a la invasion de Napoleon en la Peninsula Iberica. El escenario de 1814 comienza con el General de Argentina Jose de San Martin, reemplazando al General Manuel Belgrano y a los patriotas que intentan recuperarse de varios contratiempos estrategicos. El escenario de 1817 es un mini-juego que solo cubre la liberacion de Chile.

Approximate Retail Price: $66.00 Pre-Orders to Date: 126
Approximate Pre-Order Price: $50.00 Pre-Orders Still Needed: 124



1066
Year of Destiny
Designer: Geoff Noble

1066: Year of Destiny is a three player game covering the various claimants to the crown of England following the death of Edward the Confessor in January 1066. The players fulfill the roles of Harald Harada, Harold Godwinson and William of Normandy. The game is split into a number of phases, each of which is designed to illustrate a key component in determining who takes the crown. Never before has this iconic campaign been gamed with all four key facets illustrated (politics, invasion, operational campaign and battles). There are a number of very good battle games but not much for the operational phase and nothing showing the political interplay or the perils of the sea crossings themselves. The game is easily playable in a single session (4-5 hours).

The victory conditions for each player differ slightly, requiring differing strategies for each side. Sweyn of Denmark is waiting in the wings. If no one 'Becomes a Dane' then the system takes over the game system and it will determine if he arrives or not. Leave London inadequately protected and he will take it and without it neither William or Harold can win a decisive victory.

4 Kings, 1 Crown, have you got what it takes to become the undisputed King of England.

Approximate Retail Price: $68.00 Pre-Orders to Date: 155
Approximate Pre-Order Price: $52.00 Pre-Orders Still Needed: 95



Failure on the Tugela
Boer War Battle
Solitaire game design by Geoff Noble

Failure on the Tugela covers the attempts by the British to relieve Ladysmith following the failure at Colenso on the 15th December 1899. These attempts took place during the months on January and February 1900, most famously at Spion Kop.

The core game will use the same mechanics as the previously released game Redvers Reverse (the battle Colenso, 1899) utilizing the same scale for the map and counters. To reiterate the games mechanics - it is at Battalion and Battery level with emphasis upon the leadership of the British at a Brigade level for Infantry and at Divisional level for the Cavalry. The key feature of the game is to present the player with the problems and difficulties that Buller himself faced.

However there are key differences. Most notably is the fact that a game system that previously covered nothing more than a few hours will now cover a number of weeks. This is achieved by giving the player the opportunity to make a maximum of three breakthrough attempts in order to reach Ladysmith. This fits with the historical attempts on the Tabanyana Heights, Spion Kop and Val Krantz. Each breakthrough attempt, and its outcome, will have an impact on subsequent attempts. The player will have a series of predetermined target areas, at three different levels for each attempt. The level of success will determine the starting level of the Boer Confidence track for the next attempt. The more casualties inflicted the more diluted will be the Boer variable strength marker pool. However push too far and you own strength levels will be compromised with the increased likelihood of losing good quality leaders for the next breakthrough attempt. For each attempt you can push on into a second day but this is not without risk and will require you to reach a higher level of target area. Failure to reach any of the harder targets may well improve, rather than decrease Boer confidence levels.

Approximate Retail Price: $64.00 Pre-Orders to Date: 168
Approximate Pre-Order Price: $48.00 Pre-Orders Still Needed: 82



Two Battles from Napoleon's Invasion of Russia
Borodino & Polotsk
Seven Hex System - Vol. II
Designer: Steve Pole

The Seven Hex System (SHS) derives its name from the map which is divided into areas comprised of seven hexes which enables the player to adopt various positions within an area to reflect different tactical formations thereby making it more likely that an attack will succeed or defending units will stand firm. The SHS incorporates several unique features intended to replicate in a simple and intuitive way the options available to a commander (the wargamer) of a large army. So whilst the commander has complete freedom to devise a plan, and a good deal when positioning units which have yet to encounter the enemy, once battle is joined the options become increasingly limited and unforeseen events can play a part in determining the outcome. Nonetheless, even at a tactical level a commander's decisions are crucial in shaping events. The key to success is a sound plan with a margin for error which allows for ill-fortune, the shrewd deployment of units so as to be able to implement that plan, and the timely commitment of reserves.

Approximate Retail Price: $62.00 Pre-Orders to Date: 135
Approximate Pre-Order Price: $46.00 Pre-Orders Still Needed: 115



Two Battles from The Great Northern War
Kliszow & Fraustadt
Seven Hex System - Vol. III
Designer: Steve Pole

The Seven Hex System (SHS) derives its name from the map which is divided into areas comprised of seven hexes which enables the player to adopt various positions within an area to reflect different tactical formations thereby making it more likely that an attack will succeed or defending units will stand firm. The SHS incorporates several unique features intended to replicate in a simple and intuitive way the options available to a commander (the wargamer) of a large army. So whilst the commander has complete freedom to devise a plan, and a good deal when positioning units which have yet to encounter the enemy, once battle is joined the options become increasingly limited and unforeseen events can play a part in determining the outcome. Nonetheless, even at a tactical level a commander's decisions are crucial in shaping events. The key to success is a sound plan with a margin for error which allows for ill-fortune, the shrewd deployment of units so as to be able to implement that plan, and the timely commitment of reserves.

Approximate Retail Price: $62.00 Pre-Orders to Date: 126
Approximate Pre-Order Price: $46.00 Pre-Orders Still Needed: 124



Vindaloo
Four Battles from the Second Anglo-Maratha War 1803
Designer: Richard Berg

Vindaloo simulates four battles of the 2nd Anglo-Mahratta War in India, in which Major General, The Honorable Arthur Wellesley, later the Duke of Wellington, had field command in the Deccan... plus the important battles of the northern (Hindustan) scene (under General Lake); all of which were part of the ongoing efforts of the British, in the guise of their East India Company, to gobble up an entire continent and civilization. The Mahrattas were tough, albeit unusual, fighters who gave the British something they truly quite didn't understand. Vindaloo, of course, is a standard element of Goan cuisine derived from the Portuguese carne de vinha d'alhos (literally "meat in garlic wine marinade"), a feisty and spicy dish found in virtually every Indian restaurant. It does give ole Welly two Loos.

  • The Battle of Delhi, 11 September, 1803
  • The Battle of Assaye, 23 September, 1803
  • The Battle of Laswari, 1 November, 1803
  • The Battle of Argaum, 29 November, 1803
Approximate Retail Price: $70.00 Pre-Orders to Date: 132
Approximate Pre-Order Price: $52.00 Pre-Orders Still Needed: 118



Prelude to War
Europe 1936 - 1939
Designer: Serge Bettencourt

Prelude to War: Europe 1936-1939 is a detailed historical simulation game, fast-paced and very interactive, that recreates the political, diplomatic and military maneuvering that preceded the outbreak of the Second World War.

Players advance their goals through actions such as Diplomacy, Appeasement, Intimidation, Agitation, Pact Offers, Embargo Enforcement, Military Aid, Minor Country Conflict Arbitration, Regime Consolidation, Annexations, Partitions, or Military Invasions.

In addition to exploring a number of alternative, but plausible, courses of history, the game focuses on detailing the chain of events that lead to the various crises, the inner workings behind their resolutions, and the various aspects of their consequences.

The diplomatic wrangling and muscle-flexing between the major powers is translated into a "challenge" mechanism where players stake national pride and international credibility until one side caves in, or the escalation culminates in a final "test of nerves" that determines the victor. The resolution of these challenges does not involve any dice rolling and is essentially a mind game based on bluff and risk-management.

Approximate Retail Price: $120.00 Pre-Orders to Date: 144
Approximate Pre-Order Price: $90.00 Pre-Orders Still Needed: 106



Corregidor
Fall of a Fortress - 1942/1945
Designer: John Heim

Corregidor: Fall of a Fortress 1942/1945, includes two games, the Japanese bombardment and invasion in 1942 and the American re-conquest in 1945. The first battle covers the Japanese bombing of the island in early 1942 that ended in May of that year with the surrender of US forces to the Japanese. The second simulates the American airborne invasion after General Douglas MacArthur's return to the Philippines , Corregidor once again became a target of invasion, both to avenge the loss three years before and to clear the mouth ofManila Bay to Allied shipping.

Approximate Retail Price: $75.00 Pre-Orders to Date: 342
Approximate Pre-Order Price: $55.00 Pre-Orders Still Needed: -92



Tatchanka
Russian Civil War Campaigns in the Ukraine, 1919
Designer: Marja Erwin

The October Revolution brought civil war in the Cossack lands; the German invasion brought guerilla war in the Ukraine. The German collapse only spread the war. All sides expected this war to decide the future of Ukraine and Russia and all were determined to win at any cost. The decisive battles came in the fall of 1919. The Volunteer Army took Voronezh and Orel before mounting losses and Red Army counterattacks forced their retreat. Meanwhile, the Revolutionary Insurrectionary Army of Ukraine broke through the White lines, taking Taganrog and Yekaterinoslav. By the end of 1919, the Bolsheviks and the Red Army had won. The Armed Forces of South Russia were retreating into the Crimea and Caucasus, while the Army of the Ukrainian National Republic was dispersing into partisan bands.

Approximate Retail Price: $64.00 Pre-Orders to Date: 391
Approximate Pre-Order Price: $45.00 Pre-Orders Still Needed: -141



Russo-Japanese War
Russo-Japanese War, 1904 - 1905
Designer: Michael Taylor

Russo-Japanese War is a detailed, operational-level game that models the historical 1904-05 campaign in Manchuria. The game is designed for two players, but can easily accommodate additional players. For example, each side might have separate naval and ground commanders and/or multiple ground commanders. The Russian player controls the Russian ground and naval forces. The Japanese player controls the Japanese ground and naval forces. The Russian player must defend Russian possessions in Manchuria while building up his armies by reinforcement from Siberia and European Russia, and then inflict unacceptable losses on his opponent and force him to sue for peace. The Japanese player must quickly defeat the Russian army before it can reinforce itself. Both sides must avoid heavy losses and a protracted war. Russian National Will and social unrest may bring on the downfall of the monarchy, while Japan has very limited resources (human, military and financial).

Approximate Retail Price: $100.00 Pre-Orders to Date: 410
Approximate Pre-Order Price: $75.00 Pre-Orders Still Needed: -160



B-26
The Marauder Strikes
Designer: Magnus Kimura

The B-26 has arrived in the European Theater of Operations. It has now joined the B-17, B-24 and the Lancaster over the skies of war torn Europe... B-26: The Marauder Strikes! is a solitaire game set onboard a Martin B-26 Marauder medium bomber during World War Two in the European Theater of Operations from July 1943 until the end of the war in May 1945. It is a big game in that there are many target lists, rules, mission maps and details which are not found in B-17: Queen of the Skies or B-29 Superfortress: Bombers over Japan. For example, the Damage Tables are more detailed than the earlier games and the combat system is similar, but completely new. The Target Lists include a large selection of targets attacked by B-26s from July 1943 until the end of the war in May 1945 and are placed on 13 maps (Movement Boards) which are different depending on where your base is located, from England to the Netherlands. Different models of the B-26 is also included from the early B-26 in 1941 until the B-26G which entered combat in October 1944. The earlier models are not used in the European Theater of Operations (the ETO) in which B-26: The Marauder Strikes! is set, but will be used in 22nd Bomb Group: Marauders from Australia, an add-on variant set in the Pacific in the war against Japan in New Guinea.
Approximate Retail Price: $75.00 Pre-Orders to Date: 543
Approximate Pre-Order Price: $55.00 Pre-Orders Still Needed: -293



Island War Series- Volume II
Guam
Operation Stevedore, 1944
Designer: Michael Taylor

The Island War Series game system is a simulation of ground combat in the Pacific during World War II. Each game in the system represents a battle between Allied and Imperial Japanese forces on one of the many Pacific Islands. Two sets of rules are provided with each game. The first contains the Standard Rules that are common to all the games in the Island War Series. The second set contains the Exclusive Rules for each game in the system, which includes Special rules, the Initial Deployment and the Reinforcement Schedule. Generally the unit scale is battalion, but there are company and platoon formations represented. The time scale is 1/2 day per turn.

Approximate Retail Price: $80.00 Pre-Orders to Date: 227
Approximate Pre-Order Price: $60.00 Pre-Orders Still Needed: 23



Island War Series- Volume III
Attu & Kiska
Aleutian Islands Campaign, 1943
Designer: Michael Taylor

The Island War Series game system is a simulation of ground combat in the Pacific during World War II. Each game in the system represents a battle between Allied and Imperial Japanese forces on one of the many Pacific Islands. Two sets of rules are provided with each game. The first contains the Standard Rules that are common to all the games in the Island War Series. The second set contains the Exclusive Rules for each game in the system, which includes Special rules, the Initial Deployment and the Reinforcement Schedule. Generally the unit scale is battalion, but there are company and platoon formations represented. The time scale is 1/2 day per turn.

Approximate Retail Price: $75.00 Pre-Orders to Date: 206
Approximate Pre-Order Price: $56.00 Pre-Orders Still Needed: 44



Battles of the Northwest Rebellion
Saskatchewan, Canada, March - May, 1885
Designer: Mark Woloshen

Five Battles of the Northwest Rebellion
  • Duck Lake - March 26, 1885
  • Fish Creek - April 24, 1885
  • Cut Knife Hill - May 2, 1885
  • Frenchman's Butte - May 28, 1885
  • Loon Lake - June 3, 1885

Approximate Retail Price: $54.00 Pre-Orders to Date: 184
Approximate Pre-Order Price: $40.00 Pre-Orders Still Needed: 66



Fire on the Mountain
The Battle of South Mountian - September 14, 1862
Designer: John Poniske

Fire on the Mountain is a simulation of the Battle of South Mountain and concentrates on the action around Turner's Gap and Fox's Gap. It will emphasize the difficulty of mountainous terrain and the seesaw nature of a battle into which reinforcements continue to trickle and officer casualties effect combat operations. The game uses simple mechanics to simulate movement, artillery, cavalry, leaders, and difficult terrain, with a unique combat system that allows the game to move quickly while still simulating the tense nature of the battle. The game will be produced with double-wide counters (1.2" x .6") and oversized hexes to accomodate them.

Approximate Retail Price: $60.00 Pre-Orders to Date: 316
Approximate Pre-Order Price: $45.00 Pre-Orders Still Needed: -66



The Last Invasion
The Fenian Raids on Canada - 1866 & 1870
Designer: Mark Woloshen

This is a pair of games, covering the battles of Ridgeway (1866) and Eccles Hill (1870), when large numbers of well armed and trained Fenians crossed the U.S. - Canada border. There goal was to take territory in an effort to put pressure on the British government.

Approximate Retail Price: $54.00 Pre-Orders to Date: 143
Approximate Pre-Order Price: $40.00 Pre-Orders Still Needed: 107



Zeppelins
Monsters of the Purple Twilight
Designer: Alan Sherwood

This was the world's first strategic bombing campaign, the first time death rained from the skies onto an unsuspecting populace. Although seemingly ponderous and fragile, and filled with inflammable hydrogen, in 1914 the airships built by Count Zeppelin for the fatherland were a much more viable platform to bomb the English than the rickety wood and canvas aeroplanes that struggled into the sky at the time. Able to fly for days and cover thousands of miles, they were a true 'airy navy'. However, despite the conviction of its champion, the Leader of Airships Fgtkpt Peter Strasser, this Teutonic leviathan was not a war winning weapon, and failed to deliver the hoped-for victory. Any reading of the campaign will show that their greatest challenge was not the British defences, but just finding their way over the British countryside. In the dark (all raids were at night), it all looks much the same, and there were no radio beams to guide them like in WWII. This is reflected in the game; above all it is a game of navigation.

This game offers a definitive study of that unusual campaign, with a set of 20 scenarios (each being an actual historical raid), covering the entire 4 years of the campaign. The subject matter naturally lends itself well to solitaire play as well, and specific rules for this are included.

Approximate Retail Price: $85.00 Pre-Orders to Date: 352
Approximate Pre-Order Price: $62.00 Pre-Orders Still Needed: -102



Miracle at Dunkerque
The British Withdrawal from France, May - June 1940
solitaire game design by Hermann Luttmann

In May of 1940 the German army invaded Holland, Belgium and France. In a matter of a few weeks they rolled up the combined armies of Belgium, France and England. The BEF (British Expeditionary Force) and other nearby Allied forces were forced to retreat toward the French coast, resulting in about 400,000 men being surrounded near the town of Dunkirk. Rescue operations commenced to evacuate these forces to England and Winston Churchill, the new Prime Minister of Great Britain, was hopeful that perhaps 30,000 men could be rescued from the trap. Admiral Sir Bertram Ramsay was put in charge of "Operation Dynamo", the goal of which was to send ships of all sizes and shapes to evacuate these beleaguered soldiers from the beaches of France and Belgium. Through skill, efficient planning and poor German coordination (along with some fortuitous luck), the operation was able to rescue an incredible 330,000 men from the pocket. A true military miracle had been performed and by doing so, the future of the Second World War was forever altered.

Miracle at Dunkerque is essentially a solitaire game, but also includes a two-player option. It is meant to recreate the tense situation within the Dunkirk perimeter during those last eight days in May and June 1940. The game design aims to capture the spirit of the difficult decision-making challenges faced by Allied commanders as they attempted to extricate the remnants of Britain's last field army from certain capture or death. Historically-based Event Cards drive the action and create varying circumstances each turn. The besieging German forces (army, air and naval units) are controlled by these cards, which are specifically designed to place constant pressure on the player. Allied Player Actions must be allocated each turn for the defense of the perimeter, the creation of evacuee units and the loading of these evacuees from the beaches and moles to available ships and then sailed onward to the safety of England. You obviously cannot save all the Allied units, so you must choose who stays to fight and who shall attempt to escape in order to continue the struggle against the Nazis another day.

Approximate Retail Price: $56.00 Pre-Orders to Date: 462
Approximate Pre-Order Price: $41.00 Pre-Orders Still Needed: -212



Air Raid Pearl Harbor
December 7th, 1941
Designer: John Heim

Air Raid - Pearl Harbor! is a detailed simulation and study of an iconic event in U.S. and, indeed, world history. It is an extensively researched wargame inspired by the nearly life-long interest of the designer in the subject matter. Units are individual ships and also individual aircraft, although these are amalgamated into various counters by aircraft type. There is area movement for some portions of the map, and the areas of particular interest are modeled using 250-yard-wide hexes. The simulation is detailed but not overly complex and includes various subsystems to render results for air-to-air, air-to-ground/ship, anti-aircraft, and also anti-submarine operations, to engage any full-size and/or midget Japanese submarines brought into action.

The initial scenario may be played by two players, although it is designed to be a solitaire introduction to the system and also a way to let players experience and study this historic battle, to give insight into much of what happened and why. The likelihood is that you will achieve the historical result, a Japanese Tactical Victory. The standard scenario presents all of the forces available to both sides and allows the Japanese player to modify his or her deployment and attack plans up to and including the composition of the two attack waves. If you think you can plan a more successful attack than Minoru Genda did, you have here the tools to try. Conversely, the U.S. player has the opportunity to fight back to the best of his or her ability, and various optional rules - particularly variations in the initial Alert Level - give the U.S. player more assets with which to fight and more assets to save through evacuation.

There is also a scenario which has one or two American aircraft carriers in port and your initial thought is probably that this is a huge bonus toward Strategic Victory for the Japanese. However, the main Japanese player dilemma of this simulation is that the Japanese have a finite amount of aircraft and ordnance, and more targets are not necessarily a guarantee of victory. You will find that you need to target appropriately and generally roll for damage well in order to successfully hit everything you need to hit. The options allowing a third strike later in the day or the next day are a gamble - you can strike again, but at a fully alerted, albeit weakened, set of targets and you risk losing more aircraft, which equal Victory Points for the U.S.

Approximate Retail Price: $80.00 Pre-Orders to Date: 697
Approximate Pre-Order Price: $60.00 Pre-Orders Still Needed: -447



All Are Brothers
Solferino, 1859
Designer: Bryan Armor

All Are Brothers: Solferino, 1859 simulates the decisive battle of the Second Italian War of Independence at the Brigade-level, with some additional Regimental-size and smaller detachments included. National, army, and corps-level leaders are represented, on a Rick Barber map at 500 meters per hex, with 1-hour turns. Four scenarios are included: three that separately cover the north, central, and southern sectors of the battle, as well as a combined full battle scenario. The northern sector scenario - "San Martino" - is the smallest in scope and serves as a nice introductory scenario to the battle and to the game's ruleset. The combined scenario is suitable for up to four players (France, Sardinia-Piedmont, Austrian 1st Army, and Austrian 2nd Army).

The battle itself was a grinding slugfest often described as a "soldier's battle" - a deliberate slight to the often uninspired leadership of the generals and a tribute to an allied victory gained only at the tip of the bayonet. Villagers in the surrounding region would do their best in the days after to treat the myriad wounded, and answer as to why Austrians, Hungarians, Czechs, Serbs, and Slovaks were treated as well as the Italians: "Tutti fratelli" (All are brothers). The battle pits two Austrian armies against the combined forces of France and Sardinia-Piedmont, and features the full panoply of colorful period units - Jagers and Grenzers, massed cavalry divisions of all types, Bersaglieri, French Imperial Guard, and the French African Zouaves and Turcos. Advances in infantry and artillery firepower would soon make the tactics of the time obsolete, and the carnage at Solferino reflected the start of this paradigm shift, soon to be highlighted bloodily by the Austro-Prussian and Franco-Prussian wars.

This treatment of Solferino features an adaptation of Hermann Luttmann's Blind Swords system as the core ruleset. The system is heavy on unpredictability and fog of war due to the chit pull mechanic. The chit pull mechanic also very much aids in solitaire play, as does variable activation rules and reinforcement tables. A number of other features help make face-to-face play attractive, including the Strategic Initiative system, a number of scenario variants and optional rules, the optional Encounter Battle system (focusing on altering starting and reinforcement conditions to allow the course of the battle to develop differently than in the historical case), and the move-and-countermove event chit play. Nation-specific event chits inject some period flavor as well.

Approximate Retail Price: $66.00 Pre-Orders to Date: 233
Approximate Pre-Order Price: $48.00 Pre-Orders Still Needed: 17



Black Eagles Over Belgium
Blucher vs. Napoleon, 1815
Designer: Paul Fish

Black Eagles Over Belgium is not just "another" Waterloo game - it is a game that focuses on the battles of the Prussian Army of the Lower Rhine, under Field Marshal Gebhard von Blucher, during the Waterloo campaign. This was an army that was arguably inferior in quality and preparedness when compared to any of the Prussian armies previously fielded in the Napoleonic Wars (in fact, one-third of its infantry force consisting of untrained "landwehr'). Despite this huge disadvantage, it was the tenacity and resilience of this same inexperienced and unprepared Prussian host that decidedly helped defeat Napoleon's attempt at a new French empire.

Black Eagles Over Belgium is a regimental/battalion scale game that allows two players to recreate the battles of Ligny, Wavre and Plancenoit by utilizing a fun, playable and yet historically accurate operating system. The game uses an entertaining dual-chit-pull mechanic in which players generate Action Points and Events that allow them to maneuver, fight and rally their armies in an unpredictable sequence. Additionally, each game turn will end randomly upon the third "End Turn" chit being pulled. This makes game play highly engaging and keeps both players constantly on edge, challenging them to make tough decisions with almost every chit pull. Each of the three battles provided in this package presents a different situation for players to fight through. In addition, the game will include a simple campaign system so that all three battles can be tied together. There are tough defenses to be mounted, spoiling attacks to be timed properly and frontal assaults to be launched, each conducted to achieve varying victory conditions. Despite sharing a common system, these three battles each have a distinctly different feel to them and thus keeps Black Eagles Over Belgium a fresh experience each time it hits the gaming table.

Approximate Retail Price: $56.00 Pre-Orders to Date: 170
Approximate Pre-Order Price: $41.00 Pre-Orders Still Needed: 80



Waning Crescent, Shattered Cross
The Seige of Malta, 1565
Designer: Andy Loakes

Following the fall of Rhodes, the Knights of St John rewarded Suleiman's magnanimity by harassing Turkish shipping and commerce from their new home in Malta. In 1565, Suleiman sent his generals to finish the task he had left incomplete more than 40 years previously. The Turks laid siege with a force that reached 60,000 in number. They would exterminate the 500 Knights of St John defending the island and wipe the Order from the face of the earth - or so they thought. If ever there was an 'against the odds' situation then this was surely it.

Waning Crescent, Shattered Cross (WCSC) is a two player game (with a solitaire scenario) recreating the incredible events that occurred on this small Mediterranean island and changed the course of European history. Using cards to drive events, WCSC is a moderate complexity simulation. You must decide whether to try to build your hand to a size that might deliver a decisive blow or to use your cards to gradually wear down your opponent – and try not to trigger the end of the week or you will see time slip away and your plans come to naught. And the play of cards complements the management of resource including supply, artillery, men and even honour. Acts of treachery, torture and atrocities will contrast starkly with acts of heroism, rousing speeches and even the celebration of Saints Days in the midst of horror and terror.

Approximate Retail Price: $90.00 Pre-Orders to Date: 367
Approximate Pre-Order Price: $65.00 Pre-Orders Still Needed: -117


Navarchoi
Fleet Command in the Ancient World
Designer: Mike Nagel

Navarchoi is a low complexity game of ancient naval combat, designed to play quickly and with as many ships as possible. Typically, the battles simulated by this game system involved fleets comprised of hundreds of ships on a side. Unfortunately doing so is nearly impossible in play, so each ship represents several ships and the battles are more interpretations than actual simulations. The game is designed to entertain more so than to educate, but players will still derive a sense for the tactics of the period.

Generally, ancient galleys were initially named based upon the number of banks of oars a ship had on each side, but as the ships became larger, they were named according to the number of oarsmen in each section. A bireme had two banks, a trireme had three banks, whereas a quadreme and quinquerme had four and five rowers respectively. Ships represent one or more oared vessels involved in combat. The number of vessels a ship represents is dependent on the battle being fought. Each ship is represented by two separate units that may be interchanged during play. One unit indicates the ship while undamaged. The second, or damaged, marker is indicated with a white bar. While one unit is placed and moved on the map, the other is placed off-map and used to track the ship's status and equipment.

Approximate Retail Price: $80.00 Pre-Orders to Date: 179
Approximate Pre-Order Price: $58.00 Pre-Orders Still Needed: 71



The Berlin Airlift
24 June, 1948 - 12 May, 1949
Designer: John Poniske

In April of 1948 soviet forces halted the supply of Berlin in the British zone then went on to block land routes in the American zone. This was easy to do since Berlin itself lay deep in the Russian zone. Two million civilians dependent on allied supply watched delivery slow to a trickle. Requiring a daily minimum of 5000 tons of food, fuel, and other necessities, Berliners began dipping into their reserves. American officials estimated they would run out of fuel in 45 days but would run out of food long before that.

The Allies faced a difficult decision. Abandoning the city would be a huge loss of face that could lead to the eventual loss of all of Germany to the communist bloc. On the other hand, with all land routes into Berlin cut the city could only be supplied by air, and was such a thing even possible? The Soviets didn't think so. When the blockade commenced, Americans were only capable of delivering 300 tons of supply a day. Together with the British who could manage 400 daily tons. Officials admitted the tonnage still fell woefully short.

Supplying a major city by air for an indefinite amount of time? Nothing approaching it had ever been attempted. Despite the overwhelming odds, the Allies determined to give it a go. Veteran pilots and aircrews were recalled as disbanded cargo units were refitted and flown back to Europe. The effort was massive... no, it was beyond massive, nevertheless, Stalin was certain the operation would fail. His determined opponents proved him wrong. This Herculean effort is remembered as the West's most selfless accomplishment.

Over the course of 12 months the airlift provided 2,225,510 tons of cargo for the city's survival. At one point an airlift plane was lifting off every four minutes. In the end, more supply was provided to Berlin by air than could have been provided by rail. The Soviets did not stand passively by. There were 726 recorded instances of Soviet harassment involving everything from aerial buzzing, and ground fire to rockets, chemicals, smoke and balloons. In the course of the airlift 25 aircraft were lost, costing the lives of over 100 American, British and German personnel. And during the course of the airlift, many curious and heartwarming incidents enhanced the legend of their effort, including the candy bomber, the tour of Clarence the camel and the Easter Parade.

The Berlin Airlift is a historical treasure begging to be gamed and here we attempt to fit the bill. But a game is only as enjoyable as the conflict it portrays. Here the game pits players against each other in a race against the clock. Can players overcome accidents, miscommunication and soviet interference to achieve their goals? Who can deliver the most tonnage, and will it be enough for Berliners to survive? Naturally, Berlin Airlift is only representative of the larger enterprise, but in it, players will enjoy tense competition as they face all of the elements these brave allied aircrews faced when the war ended and - the blockade began.

Approximate Retail Price: $80.00 Pre-Orders to Date: 326
Approximate Pre-Order Price: $58.00 Pre-Orders Still Needed: -76



Drive on Voronezh
June 28 - July 27, 1942
Designer: John Theissen

The Battle of Voronezh was fought on the Eastern Front of World War II, in and around the strategically important city of Voronezh on the Don river, 450 km (280 mi) south of Moscow, from 28 June-27 July 1942, as the opening move of the German summer offensive that year. The German attack in this sector bit into parts of the Soviet Briansk and Southwestern Fronts with German panzer corps leading the drive.The German assault was conducted by the element of the 4th Panzer Army's forces of Army Group South under commanded by General Hermann Hoth, who was under strict instructions not to get bogged down in street-to-street fighting.

The armored units of the 4th Panzer Army partly captured Voronezh on 6 July by occupying the western river-bank suburbs, however German troops were subjected to a Red Army counter-attack. The 4th Panzer Army was to be followed by the Sixth Army, and when Voronezh was occupied the former was to wheel south-eastward and move down the right bank of the Don towards Stalingrad as part of Operation Blau. It took two days for infantry divisions from the Army Group South to reach Voronezh to hold the line and free the Panzer troops; Adolf Hitler later came to believe that these two days, when combined with other avoidable delays on the drive south, allowed Marshal Semyon Timoshenko to reinforce the forces in Stalingrad before the 4th Panzer Army could arrive.

Drive on Voronezh covers this opening move in the Fall Blau offensive. The scale of the game is nine miles per hex and two days per turn. The basic units in the game are divisions with special brigades for the Germans and brigades/corps for the Russians. The game uses a basic I Go - You Go system but also includes special event cards that allow players to augment certain combat and movement situations.

Approximate Retail Price: $48.00 Pre-Orders to Date: 139
Approximate Pre-Order Price: $35.00 Pre-Orders Still Needed: 111



Invasion: MALTA
(bonus game Invasion: Leros)
Designer: Vance von Borries

Invasion: Malta uses many familiar game mechanics found in similar scale games. Featured here are chit draws for activation of formations and individual unit efficiency ratings. The Axis player uses amphibious landings and airdrops to bring his units into the battle while the Allied player defends with artillery bombardment from behind heavy fortifications. Special rules include heavy tanks and dummy airdrops, and more, as found in a group of random events that players draw in order to obtain special capabilities, such as Deception Measures, Gas, Anti-tank guns, Transport, Smoke Screen, and much more. As you might expect, the game includes the highest quality OoB for both sides for each scenarios; we really dug into various national archives for this game. All scenarios stop after only a few days of campaigning as it is during this time that the battle would be decided. Our hobby has perhaps a unique ability to explore the great questions of events in history. Here, what if during WWII the Axis actually invaded Malta. Who would win? The answer turns on many additional questions and circumstances. This two-player game explores several of these in three scenarios plus the bonus game covering the historical invasion of Leros.

Three Scenarios: Fall 1940 - Spring 1941 - Summer 1942
Bonus Game - Invasion: Leros, November 1943
Approximate Retail Price: $80.00 Pre-Orders to Date: 353
Approximate Pre-Order Price: $58.00 Pre-Orders Still Needed: -103



A Glorious Chance
The Naval Struggle for Lake Ontario during the War of 1812
a solitaire game design by Gina Willis

A Glorious Chance is a solitaire, operational wargame that puts you in command of the U.S. or British naval squadron on Lake Ontario in 1813. You have four months to dominate the lake. But each patrol, each convoy mission, each amphibious landing you make to pursue victory risks full-scale battle with the enemy squadron - a battle that could leave you triumphant or shattered in a matter of hours. A dynamic card-driven AI opponent assigns British missions, refits and launches new ships, and plots raids on your supply routes and coastlines.

A Glorious Chance has eight turns representing the period June-September 1813, and is playable in about four hours. Each turn, the human player assigns friendly ships or stacks to patrol, convoy escort, land-support, or interception missions in any of six lake zones. Card and chit draws determine which enemy ships may deploy to the lake or stay in the shipyard to acquire more potent weaponry. The player draws a row of Target Cards, face-down. A side that reaches certain supply levels can launch certain ships from a shipyard, or have army troops readied to attempt more ambitious land operations. A final victory level is assessed at the end of the eighth turn; depending on the VP level, the game result can be a draw, or either side can win a marginal victory, victory, or decisive victory.
Approximate Retail Price: $75.00 Pre-Orders to Date: 500
Approximate Pre-Order Price: $55.00 Pre-Orders Still Needed: -250

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