Vendor: Compass Games
Type: Board Games
Price:
124.95
Designer |
Danny S. Parker |
Publisher | Compass Games |
Players | 1-4 |
Playtime | 180-4800 mins |
Suggested Age | 16 and up |
The Last Gamble, Designer Signature Edition is Danny Parker's final effort to create a memorable game on the Battle of the Bulge. The scale is conventional: 2 miles per hex, battalions and regimental units; two turns per day. However, the game has many innovations never before seen. Day and night turns differ dramatically both with respect to movement and the likelihood of decisive combat. All units are rated for Morale which can often be more important than combat strength. Forced marches and fluid zones of control at night are a major German offensive weapon while the Allied air effort influences German movement. The game has many previously unseen influences: V-1 weapons attacks, weather impacts on combat (and even zones of control) and bridge discovery.
As you would expect from a Danny Parker game the Order of Battle for both sides has been exhaustively researched (evaluated in a detailed numerical fashion) and several new units and many changes to others. Besides the new morale rules, armor superiority from the original has been retained although combined arms is enhanced and artillery influences are significantly changed. There are many changes to movement based on weather conditions.
The map in the original game included all of the villages in the Ardennes. The new map now includes not only those villages but also all the hamlets and castles. A study of the 1940 census has resulted in some towns being downgraded to villages and some village upgraded to towns. The contour lines in the original game are now gone and severe terrain has been added based on detailed evaluation using Google Earth. The map has been expanded to include more area in both the north and south. There are three maps with one smaller one devoted to the Battle Before the Meuse scenario
The Game Booklet includes scenarios, Designer’s Notes, Game Variants, Examples of Play and the Game as History. Also included is a Historical Background Booklet with Historical Analysis and Summary, Detailed Orders of Battle, Evaluation of Combat Strengths in the Ardennes and Design Bibliography. With more detailed historical background than any game to ever see print, TLG will also be a great reference tool.
More than just a reworking of the original game, this version is really a brand new game that has seen constant work for nearly five years by a dedicated team. The research on every aspect of the game has been truly monumental.
Of course there never will be a 'last word' in Bulge games, the subject is far too popular. But this game pushes the envelope far forward.
—description from the publisher
Vendor: Compass Games
Type: Board Games
Price:
74.95
Designer |
John Poniske |
Publisher | Compass Games |
Players | 1-2 |
Playtime | 210 mins |
Flanks of Gettysburg is a two, two-player games on a company level, simulating the two brigade sized flank attacks on Little Round Top and Culp’s Hill on July 2, 1863. Each assault is a separate game based on a chit-pull system that can be completed in several hours. Historically the Union bested rebel forces on both flanks because it fed enough reinforcements in to stem the gray tide But that is not to say that the rebels don’t stand a chance. They do.
FOG uses a chit pull system similar to John Poniske’s Ball’ Bluff and Belmont designs. Both games follow similar rules applying unique fire and movement, melee and order assignment. These are simple, rapid playing approaches to complex situations. FOG clocks in at three to three and a half hours per game and provides high solitaire capability.
The battles of Culp’s Hill and Little Roundtop demonstrated Lee’s determination to attack and envelop the Union Army of the Potomac. FOG does not attempt to recreate either grand assault in full, rather it presents the desperate three-hour finale that took place on the extreme ends in both cases These were the two instances when Lee came closest to claiming a Gettysburg breakthrough.
Culp’s Hill offers the Union prepared defensive positions but the liability of having reinforcements report to General Greene before joining the line. Little Round Top introduces artillery and sharpshooters and challenges players to exit or block the exit of Rebel forces between Little and Big Round Tops.
Each game offers a beautiful Rick Barber map and a low counter mix. Regimental draw chits allow companies to move, volley fire or melee at the player’s discretion. The ground over which the Confederates must assault is rough and at times movement under fire can be distressingly slow. Casualties mount rapidly until the rebels are close enough to exact revenge.
–Description from the publisher
Vendor: Compass Games
Type: Board Games
Price:
98.95
Designer |
Bruce S. Maxwell |
Publisher | Compass Games |
Players | 1-7 |
Playtime | 180-720 mins |
Suggested Age | 14 and up |
Vendor: Compass Games
Type: Board Games
Price:
79.95
Designer |
Gregory M. Smith |
Publisher | Compass Games |
Players | 1-2 |
Playtime | 120 mins |
Suggested Age | 12 and up |
Atlantic Sentinels is a solitaire, tactical level game placing you as the Senior Officer of the Escort, shepherding a convoy in the North Atlantic from the attacks of U-boats, both singly and in wolfpacks.
You are in command of a convoy escort group, composed typically of 4-10 escort vessels guarding a convoy on its way across the Atlantic.
Your mission is to protect as much Allied shipping as possible while simultaneously destroying as many U-boats as possible during the height of the U-boat threat – 1942 to early 1943.
Atlantic Sentinels provides players with a host of decisions as he is assigned to protect merchant convoys, typically ranging from 40 to 60 ships. The placement of escorts to offer front, rear, and flank protection to the convoy is complicated by the size of the convoy and available assets. Additional decisions must be made on where to place the escorts, which are equipped with Type 271 radars, the key to your defense.
As the game progresses, a player’s Escort Group may receive upgrades in the form of additional radars, HF/DF (High-Frequency Direction Finding) equipment, and possibly additional ships. Air support can be key, but until the CVE “jeep carriers” arrive, the “Black Pit” in the center of the Atlantic remains a high threat area.
Players will find it highly challenging to minimize convoy losses and keep them to an acceptable level.
Players may choose any of 9 historical Escort Groups (five British, four Canadian) armed with historical destroyers and corvettes.
These ships include:
B/C/D/E Classes DE
F Class DE
H Class DE
V&W Class DE
Town Class DE (American Lend Lease)
River Class FF
Flower Class Corvettes
Gameplay moves quickly, following a set sequence of events that are repeated until the end of the game. Once your initial Escort Group is set up, play proceeds by rolling for a convoy and escorting it across the Atlantic. Enemy forces range from single U-boats (typically a type VII, but possibly a Type IX) to entire wolfpacks. Wolfpacks increase in size (as they did historically) and will be your primary challenge. Encounters are randomly generated, ensuring no two careers will ever be the same. Weather can impact operations, as well as air support and crew upgrades due to experience. A logical but reasonably simple set of instructions bring the U-boats in to attack you from random directions, making your initial defensive array very important.
Of particular note is the game is designed to integrate with The Hunters if players wish to combine the games.
Atlantic Sentinels: North Atlantic Convoy Escorts, 1942-43 is meant to be a highly playable and interesting solitaire game covering the actions an Escort Group would have to deal with in fighting the U-boat peril during convoy escort.
Product Information:
Complexity: 4 out of 10
Solitaire Suitability: 10 out of 10 (solitaire game design)
Time Scale: Semi-abstract (Convoy escort missions, 2 per month)
Map Scale: Abstract
Unit Scale: Individual escorts, U-boats, merchant ships (when targeted)
Players: One (with option for two)
Playing Time: 15 to 20 minutes (single mission), 6-8 hours (full career)
—description from the publisher
Vendor: Compass Games
Type: Board Games
Price:
74.95
Designer |
Dennis Bishop |
Publisher | Compass Games |
Players | 1-2 |
Suggested Age | 16 and up |
Schutztruppe, Heia Safari, 1914-18 delivers an intriguing and detailed look at the East African Guerrilla war, 1914-1918. This is a moderate complexity wargame with detailed naval and supply rules, and a map and order of battle representing the authoritative treatment of the campaign. The overall game presentation is enhanced with a mounted game map and larger 9/16" counters.
Heia, heia Safari! was a call which for four years echoed throughout East Africa. With this call the officers of the Schutztruppe in German East Africa rallied and encouraged their askari in the defense of their country during the First World War. This small force, whose strength never exceeded 3,000 white and 12,000 black soldiers (askari), was opposed by some 300,000 men (150,000 at any one time), comprising British, Indian, Rhodesian, Nigerian, Gold Coast, South African, Belgian and Portuguese troops. Led by Major-General Paul von Lettow-Vorbeck, the Schutztruppe fought within its own home territory for the first three years of the war. During the final year von Lettow-Vorbeck transferred his resistance to Portuguese East Africa and trekked south to within 60 km of Quelimane. He reappeared in Northern Rhodesia in November, 1918, and that is where news of the general armistice that ended the war reached him.
With more than 20 published designs including many on relatively obscure topics, Dennis Bishop delivers a compelling game experience and intriguing look at the East African Guerrilla war, 1914-1918. Forces represent the German, British, South African, Portuguese, and Belgian combatants. Special rules provide a game that is highly-playable yet rich in historical detail featuring weather effects, supply and supply depots, replacements, provisional reinforcements, rail movement, naval transport, naval battle, amphibious assault, aircraft, blockade runners, garrisons, German retreat movement, Allied ambush, infiltration movement, land and naval reaction, artillery bombardment, and more.
Product Information:
Complexity: 6 out of 10
Solitaire Suitability: 8 out of 10 (no hidden units)
Time Scale: 1 month per turn
Map Scale: 30 miles per hex
Unit Scale: Divisions
Players: one to two, best with two
Playing Time: 3-4 hours
—description from the publisher
Vendor: Compass Games
Type: Board Games
Price:
84.95
Designer |
John Astell Frank Chadwick Marc W. Miller |
Publisher | Compass Games |
Players | 2 |
Playtime | 60-120 mins |
Suggested Age | 14 and up |
Vendor: Compass Games
Type: Board Games
Price:
169.95
Designer |
Adam Starkweather |
Publisher | Compass Games |
Players | 1-4 |
Playtime | 120-3000 mins |
Suggested Age | 14 and up |
Vendor: Compass Games
Type: Board Games
Price:
94.95
Designer |
Joe Fernandez |
Publisher | Compass Games |
Players | 1 |
Playtime | 30-90 mins |
Suggested Age | 14 and up |
Vendor: Compass Games
Type: Board Games
Price:
82.95
Designer |
Art Lupinacci |
Publisher | Compass Games |
Players | 1-2 |
Playtime | 0-0 mins |
Suggested Age | 0 and up |
Vendor: Compass Games
Type: Board Games
Price:
59.95
Designer |
Christopher Moeller |
Publisher | Compass Games |
Players | 2 |
Playtime | 30-240 mins |
Suggested Age | 0 and up |
Vendor: Compass Games
Type: Magazine
Price:
57.95
Issue 104
Wolfe Tone Rebellion by John Poniske
This is a two-player strategic-level game of the French-assisted Irish rebellion of 1796. The game is of low-intermediate complexity, but due to the criticality of hidden-movement in the naval invasion sequence, it is not easily adapted for solitaire play unless the player is will to make large allowances to ‘fudging’ that important part of play.
Vendor: Compass Games
Type: Board Games
Price:
90.95
Designer |
Kevin McPartland Jerry Shiles |
Publisher | Compass Games |
Players | 1-4 |
Playtime | 60-90 mins |
Suggested Age | 12 and up |
Vendor: Compass Games
Type: Board Games
Price:
84.95
Designer |
Mike Markowitz |
Publisher | Compass Games |
Players | 2 |
Playtime | 180-240 mins |
Suggested Age | 12 and up |
Vendor: Compass Games
Type: Board Games
Price:
52.95
Designer |
John Poniske |
Publisher | Compass Games |
Players | 2-3 |
Playtime | 180-240 mins |
Suggested Age | 12 and up |
Vendor: Compass Games
Type: Board Games
Price:
26.37
Map board set (4 maps) for Combat! Volume 1. Upgrade your play experience by enjoying the new maps.
Vendor: Compass Games
Type: Board Games
Price:
117.95
Designer |
Gregory M. Smith Ian B. Cooper |
Publisher | Compass Games |
Players | 1 |
Playtime | 120-180 mins |
Suggested Age | 12 and up |
Vendor: Compass Games
Type: Board Games
Price:
92.95
Designer |
Brien J. Miller |
Publisher | Compass Games |
Players | 1 |
Playtime | 120 mins |
Suggested Age | 12 and up |
Vendor: Compass Games
Type: Board Games
Price:
134.95
Designer |
Rob Beyma |
Publisher | Compass Games |
Players | 1-5 |
Playtime | 120-900 mins |
Suggested Age | 10 and up |
Vendor: Compass Games
Type: Magazine
Price:
52.95
Issue 103
Second Fallujah: The Second Battle for the City, by Steve Lieske
This two-player (solitaire adaptable) grand-tactical design covers the fighting from the start of the main Coalition assault on 8 November 2004 through 14 November, when most of the city had been secured. One player controls the Insurgent forces; the other controls the Coalition forces. The area-style map has 51 sectors scaled at one inch to 570 feet. Individual units of maneuver are primarily companies or ad hoc groupings of roughly that size. There are seven multi-impulse game turns each representing one full day. Intermediate complexity.
Vendor: Compass Games
Type: Board Games
Price:
152.95
Designer |
Christopher Moeller |
Publisher | Compass Games |
Players | 2-6 |
Playtime | 60 mins |
Suggested Age | 14 and up |
In the five centuries since the Wound was closed, the kingdoms of Kalar have struggled to rebuild their shattered societies. A resurgent Empire spread across the great sea, bringing civilization to the untamed eastern continent of Kheros. But Lilith, one of the immortal sorcerers responsible for the Worldwound, arrived first, preparing the way for the return of her dark mistress. For nearly six hundred years she has plotted and schemed. In 588 (2023 Gregorian), the wait is over.
Burning Banners: Rage of the Witch Queen is a fantasy wargame for two to six players. Fast playing and intuitive, a whopping 29 scenarios range from short campaigns with 2 Kingdoms and one map, to the entire 12-year war, in which 6 kingdoms battle over four maps. The rules include a quick-playing Basic Game as well as an Advanced Game which introduces Magic, Heroes, and Monsters guarding powerful treasures.
March 1” Armies and Heroes through huge, lovingly detailed hexes. Explore a vast, detailed fantasy world encompassing four mounted game maps with six unique kingdoms and dozens of troop types. Designed and illustrated by acclaimed fantasy artist, Christopher Moeller!
—description from the publisher
Vendor: Compass Games
Type: Magazine
Price:
63.95
Designer |
Javier Romero |
Publisher | Compass Games |
Players | 2 |
Vendor: Compass Games
Type: Board Games
Price:
84.95
Designer |
Greg Blanchett |
Publisher | Compass Games |
Players | 2 |
Playtime | 90-4800 mins |
Suggested Age | 16 and up |
Vendor: Compass Games
Type: Board Games
Price:
79.95
Designer |
Kris Van Beurden |
Publisher | Compass Games |
Players | 2 |
Playtime | 180-240 mins |
Suggested Age | 14 and up |
Vendor: Compass Games
Type: Board Games
Price:
95.95
Designer |
Fernando Sola Ramos |
Publisher | Compass Games |
Players | 1 |
Playtime | 120-180 mins |
Suggested Age | 12 and up |
Vendor: Compass Games
Type: Board Games
Price:
142.95
Designer |
Adam Starkweather |
Publisher | Compass Games |
Players | 1-4 |
Playtime | 120-700 mins |
Suggested Age | 12 and up |