https://www.vaibhavhospital.com/collections/all.atom vaibhavhospital 2024-09-03T11:38:07-04:00 vaibhavhospital https://www.vaibhavhospital.com/products/7375263760435 2024-09-03T11:38:07-04:00 2024-09-03T11:38:07-04:00 Next War: Iran Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 85.95

Designer Gene Billingsley
Mitchell Land
Publisher GMT Games
Players 1-2
Playtime 60-480 mins
Suggested Age 14 and up


The Middle East has long been a hobgoblin for foreign powers and, as much as Afghanistan, also a graveyard of empires. Sitting squarely astride ancient trade routes and with the added impetus of the world's addiction to oil, the area has been a hot spot for centuries.
Now, with the old regime teetering and losing its grip, Iran makes a bid for forcing the West to recognize its complete sovereignty and control over its own affairs by striking at the one thing they care about: the flow of oil. Mining the Straits of Hormuz and declaring it closed to all traffic, Iran defies the world. The US, and perhaps some of its allies, takes action to re-open the straits and get the black gold flowing to the world again.
Next War: Iran is the sixth game in the Next War series. It is unique in the series in that the Allied player has to do the attacking while the non-Allied player attempts to defend its territory against neo-imperial oppression. With a long logistical tail, few true allies in the region, and the menace of Iran's A2AD capabilities, re-opening the Straits is a tall order.
—description from the publisher

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Age_14+ Arrival-New-Sept-22-29-2024 Arrival_Oct 27 2024 Arrival_Oct 6 2024 Arrival_Sept 29 2024 Availability_In Stock BGG-Set Category_Wargames INV-M-Z INV-N Max Playtime_500 Players Maximum_2 Players Players Minimum_1 Player Playtime Minimum_60 Minutes Product Type_Board Games Product-International Restock-20241013 Stock_Updates https://www.vaibhavhospital.com/products/7375263760435 Default Title 85.95 2410 4350
https://www.vaibhavhospital.com/products/35542990874 2022-12-27T10:46:55-05:00 2022-12-27T10:46:55-05:00 Next War: Poland (Second Edition) Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 97.95

Designers Gene Billingsley
Mitchell Land
Publisher GMT Games
Players 1-2
Playtime 120-1200 mins
Suggested Age 12 and up
Expansions Next War: Supplement #1
Next War Supplement #2: Insurgency
 
Next War: Supplement #3

Ukraine is in turmoil: embroiled in a civil war which has lasted for years and the situation seems further from resolution with each year that passes. Clandestine support from both Russia and the West fuels the war and keeps any hope of peace at bay. In the meantime, the civil war in Syria and the fight against Islamic extremism gathers steam. NATO and Russia stare each other down in a "coopetittion" in the region, and tensions rise meteorically as not so "friendly" fire incidents occur. The West tightens sanctions against Russia and ratchets up its rhetoric; Russia, meanwhile, attempting to regain a place in global power politics, responds with sanctions of its own against Turkey and starts low-level cyber warfare and "little green men" incidents in the Baltics. Tempers flare across the world, Turkey shoots down another Russian plane while Russian SAM batteries shoot down a Turkish F-16 in retaliation. Russia declares enough is enough, decides on war with NATO, and invades the Baltics and Poland. Belarus, knowing where it's bread is buttered, joins in. Some NATO nations rush to the rescue while others debate the issue. Once again, Europe trembles to the rumble of tank treads and marching boots…

Next War: Poland, the fourth volume in GMT's Next War Series. This game moves the action from Asia to Europe and allows players to fight a near future war in Poland as the Russians and their allies invade and NATO responds.

Only a portion of Poland is shown as Ukraine is assumed to be in the midst of a grinding civil war. The Russians are not the behemoth of the Cold War, but they possess good material and a much better trained army. The Baltics may fall quickly, although their forces may put up some resistance and make an appearance as reinforcements, and the front quickly establishes itself in eastern Poland as the Russian 6th and 20th Armies push forward while NATO rushes forces into the area spearheaded by the Allied Rapid Reaction Corps and followed up by whatever nation's troops respond to the Article 5 declaration. The question is, can NATO stop the Russians or will Poland be overrun?

Note: the Next War series is not an Introductory wargame. Rather, we have intended herein to create a system (and a series) that will allow detailed study of modern warfare in various venues as well as engaging gameplay. That said, the Standard Game rules encompass a fairly straightforward ruleset that will, we think, be considered pretty "easy to learn" by experienced wargamers. So players who choose to play Standard Game scenarios can have a relatively quick game when that's what suits them. The real flavor of a war in the theatre, though, comes through in the Advanced Game, where you get much more control over airpower and can more clearly see each side's strengths and weaknesses. For players who want a "mini-monster game" experience, playing the Advanced Game Campaign Scenarios with some or all of the optional rules will definitely "deliver."

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Age_12+ Arrival-Apr 15 2023 Arrival-Apr 28 2024 Arrival-Feb 17 2024 Arrival-Feb 3 2023 Arrival-Jan 20 2024 Arrival-Mar 17 2023 Arrival-New-Jan-30-Feb-5-2023 Arrival_Aug 30 2024 Arrival_Oct 27 2024 Availability_Out of Stock BGG-Set BoardGameGeek Rank_Top 400 BoardGameGeek Rank_Top 500 Category_Wargames Google-True INV-M-Z INV-N Non-TCG Players Maximum_2 Players Players Minimum_1 Player Playtime Maximum_120+ Minutes Playtime Minimum_120 Minutes Product Type_Board Games Product-International Restock-20230205 Restock-20240407 Restock-20240922 Restock-20241103 Stock_Updates Year Published_2010s https://www.vaibhavhospital.com/products/35542990874 Default Title 97.95 1714-22 1510
https://www.vaibhavhospital.com/products/6847109038131 2022-10-24T15:08:32-04:00 2022-10-24T15:08:32-04:00 Mr. President: The American Presidency, 2001-2020 Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 99.95

Designer Gene Billingsley
Publisher GMT Games
Players 1
Playtime 360-600 mins
Suggested Age 14 and up

Mr. President is a solitaire game about governing as the President of the United States. It's not an election game. It begins after you've been elected. It's about sitting in The Chair and trying to advance your agenda while navigating ongoing crises, political enemies, public opinion, your relations with Congress and the press, and keeping your country secure in a world of rival nations and agendas that just seems to keep blowing up around you. Mr. President is a resource management game, where you never have enough resources to achieve your entire agenda, and the path you take through an always unpredictable storyline rests on the choices you make. Depending on the results of those choices, and on the unfolding of a "different every game" story, you'll either be thinking "POTUS? Piece of Cake!" or "Why was it that I WANTED this job?" many times in each game.

Like the actual President, you'll have an array of allies and resources to help you as you navigate both the corridors of power in the nation's capital and the uncertainties of international relations. These allies and resources will vary from game to game, but you'll always be able to rely on your Secretary of State and Secretary of Defense to help you with foreign policy and with the use, where you deem necessary, of the combat power of the U.S. military. You'll also have a bevy of domestic advisors and friends in Congress to help you navigate the many challenges in Congress and domestic life and politics. And you'll always have access to at least one truly exceptional talent (this, too, will vary from game to game), someone who excels in their particular job and is a "force multiplier" for you in their own unique way. How you lead and utilize this mix of talents and experience at your disposal will go a long way toward determining your success or failure during your shot at being Mr. President.

Game Play

The Map. The game map allows you to see and track the domestic and world situation that the game creates. It is divided into sections:

1. Congress. This is where you track progress of legislation, as well as keep track of your friends and opponents in Congress.

2. Advisors and Assets. This section of the map is a holding area for all of your advisors, available action points, and military assets.

3. Crisis Management. This is where you manage the Crisis Cards and keep track of crisis status and how well you've dealt with each crisis.

4. The World portion of the map (about half of the map) is divided into eight world regions, with additional sections for Russia and China (your key potential antagonists in the game). Here's a look at the South America Region, as an example of the regional displays:

Crisis Cards. At the heart of Mr. President are the 150+ Crisis Cards that help create the storyline for each game. These cards - see the 12 sample cards on this page - are a mix of cards representing Domestic or World Crises, Terrorism Events, Unexpected Benefits, and Opportunities. The Crisis Cards help drive, but do not completely control, the storyline in each game. Here's how it works:

Each game of Mr. President is divided into eight turns, each representing six months in office. These turns are further divided into six Rounds, each representing one month.

At the start of each turn, you get to perform assessment and planning actions, where you get to lay out your rough plan, re-examine strategy, re-evaluate the threats and opportunities that were presenting as the previous turn ended (or at game start). So there is definitely a proactive strategy piece to the game. Unfortunately, though, your plans are not often going to survive intact once the turn gets going. The world stage is a dynamic platform.

Once you have your plans made (and the Mr. President gods laugh at you!), you perform the six monthly rounds in order. During each round, you draw three Crisis Cards that represent that main world or domestic events that happen (these are usually bad from your point of view, but occasionally they are events or resources that help you) during that month. Most of the events on the Crisis Cards present you with both an urgent problem that may immediately alter the board state, and a longer term issue that may linger and cause you pain down the road if you don't address it well.

After you flip and resolve the three Crisis Cards for the round, you get to take actions, using any of your available personnel and resources. These actions allow you to make progress on your legislative agenda, attempt to address any new crises presented by the round's three actions cards, deal with any lingering world or domestic issues, fight terrorism, perform diplomacy, and attempt to better your situation in the world or in the eyes of the American people.

Once you finish your action portion of the round, that round (month) is finished, and you move on to the next round, drawing three new Crisis Cards and repeating the round process until the 6-month turn is complete.

Seeded within the 18-card mix that makes up a turn, you have six cards for Russian and Chinese Actions, Terror Actions, War Progress, Crisis Checks, and White House Life. You know that each of these six cards will show up sometime during each turn, but you don't know when. The variable timing of these cards' appearance each turn adds uncertainty and spice to the game, while ensuring that major players in the game present challenges for you every single turn. Russia and China offer deeper challenges, with four possible postures (aggression levels) for each country and a country-specific AI for each. Postures may shift in-game in response to your actions or to storyline events, making dealing positively with each nation an evolving challenge all game.

Please note that Mr. President is NOT a "beer and pretzels" surface-level game. This game is intended to be deep and immersive, one that will both frustrate and delight the solitaire player. Playing time is four to eight hours (depending on your experience level) to play an entire 4-year term. I've tried to pack as much fun as possible into each 6-month turn, so that even if you only have time to play one turn on a weeknight, you'll be engaged, frustrated, challenged, and immersed throughout. That said, I hope you're going to find it difficult to stop playing after each turn. I've designed Mr. President to be an experience that will wrap you up in each new game's story, and beckon you back to the game table after each round, turn, or completed game.

I designed this game to provide massive replayability. With over 150 Crisis cards in the mix, and multiple subsystems representing the US Economy, Congress, Homeland Security, the Press, Presidential Prestige, Russia, China, Hostile Rogue States, and staunch Allies, no two games of Mr. President will ever play remotely alike. If you think you're ready for that challenge, go ahead. Raise your right hand and swear the oath. Then settle in behind the desk in the Oval Office, and let your imagination run wild!

I hope playing Mr. President brings you as much enjoyment as designing it has brought me!

- Gene

Components

22 x 34” mounted game board
165 Cards
600 counters and markers
rulebook
playbook
six card stock player aid cards
one ten-sided and two six-sided dice

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1-Player-Only Arrival-Aug 26 2023 Arrival-Feb 17 2024 Arrival-Jan 20 2024 Arrival-Jul 15 2023 Arrival-Jul 29 2023 Arrival-Mar 29 2024 Arrival-New-Jul-10-16-2023 Arrival-New-Jul-24-30-2023 Availability_Out of Stock BGG-Set BoardGameGeek Rank_Top 400 BoardGameGeek Rank_Top 500 Category_Thematic INV-M INV-M-Z Players Maximum_1 Player Players Minimum_1 Player Playtime Maximum_120+ Minutes Playtime Minimum_120+ Minutes Product Type_Board Games Product-International Restock-20230112_Full_Restock Restock-20230716 Restock-20230730 Restock-20230828 Restock-20240121 Restock-20240218 Restock-20240225 Restock-20240414 Restock-20240526-Long Year Published_2020s https://www.vaibhavhospital.com/products/6847109038131 Default Title 99.95 2223 3513
https://www.vaibhavhospital.com/products/4344007131187 2019-12-27T07:53:44-05:00 2019-12-27T07:53:44-05:00 Next War: Korea (2nd Edition) Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 89.95

Designers Gene Billingsley
Mitchell Land
Publisher GMT Games
Players 2
Playing Time 120-480 mins
Suggested Age 12 and up
Expansions Next War: Supplement #1
Next War Supplement #2: Insurgency
 
Next War: Supplement #3

Notes for 2nd Edition:

This reprint edition will include all known errata (including counters) as well as updated counters for the US, Chinese, Russian, and Japanese Orders of Battle. The map will change slightly as we bring both the bridging rules from Next War: India-Pakistan back to this game, which necessitates noting which hex sides can't be bridged, as well as defining Beaches and Invasion Hexes a la Next War: Taiwan, which actually takes us back to the original Crisis: Korea 1995 map. The Series Rules and Player Aid Cards will be brought up to the latest standards, and, of course, the Game Specific Rules will have to be changed to incorporate all of the above.

Sixty years of tense, uneasy peace are shattered as the Korean Peninsula erupts in renewed warfare. One historically, ethnically, and culturally homogeneous people polarized and separated by superpower politics and economics hurl men, weapons, and material into the maelstrom of modern combat in an attempt to settle their arbitrary division once and for all.

From Pyongyang in North Korea to Busan in the South, the war rages. In a scene reminiscent of the first attack by the In Min Gun in 1950, the North Korean People’s Army surges across the Demilitarized Zone and penetrates deep into South Korea.

Special Operations Forces from both sides conduct raids, interdiction, and reconnaissance missions behind enemy lines while airborne, air assault, and amphibious forces strike far behind those lines attempting to outflank the main army forces of both sides. In the air, both sides wage a heated campaign in an effort to establish superiority over the skies of Korea. With rough terrain and the full ferocity of modern armor, airmobile, airborne, and marine warfighting capabilities, there is no safe haven in the lethal cauldron of battle which has engulfed the Korean Peninsula.

While North and South battle for a quick, decisive victory, the world awaits the response of the two military superpowers in the region: the United States of America and the People’s Republic of China. Will the United States, stung by high casualties among the soldiers of its 2nd Infantry Division near the DMZ during the surprise artillery barrages and initial assaults on the first day of the war, be able to reinforce the South quickly enough, and, if so, how and in what strength? Will the Communist Chinese again react (or pre-emptively intervene) to a massive US response and join the fray, thus widening the conflict? As the situation evolves, choices are made, forces are committed, and the security of Japan and the future of the two Koreas hangs in the balance.

Next War: Korea, the first of a planned series of Next War games, allows players to fight a near future war on the Korean peninsula. In this updated and improved version of the previously-released Crisis: Korea 1995, players have access to virtually all military assets of North and South Korea, as well as large forces from the USA and the PRC. The integrated, easy to learn air-land combat system allows for unit efficiency, armor effects, light infantry, attack helicopters, Close Air Support, Cruise Missiles, and the particularly tough terrain of Korea.

Make no mistake: Next War: Korea is not an Introductory wargame. Rather, we have intended herein to create a system (and a series) that will allow detailed study of modern warfare in various venues as well as engaging gameplay. That said, the Standard Game rules encompass a fairly straightforward ruleset that will, we think, be considered pretty "easy to learn" by experienced wargamers. So players who choose to play Standard Game scenarios can have a relatively quick game when that's what suits them. The real flavor of a war in the theatre, though, comes through in the Advanced Game, where you get much more control over airpower and can more clearly see each side's strengths and weaknesses. For players who want a "mini-monster game" experience, playing the Advanced Game Campaign Scenarios with some or all of the optional rules will definitely "deliver."

So our hope is that we have created a game with enough variety and scaling of complexity that you can find an engaging and maybe even enlightening experience whether you want to play a fast two-player game, a longer monster game, or an ongoing solitaire study. We intend to provide tools for online game play as well (a Vassal module is being created now for use during playtesting) so that this game can be played in either real-time or over longer periods on the internet.



Units

Ground units in Next War: Korea represent primarily divisions and brigades of armies of North and South Korea, The United States and her Allies, and the People's Republic of China. All ground units are rated for their attack and defense strengths, movement capabilities, and unit efficiency.

Air units represent fighter, bomber, and attack squadrons of the major combatants and are rated for All-Weather Capabilities as well as their range, average pilot skill, and their abilities in Air-to-Air Combat, Close Air Support, and Strike missions.

Naval units and capabilities are abstracted somewhat in the Next War series. A "Sea Control" mechanism reflects the results of the surface and sub-surface battles, while the game's naval unit counters represent the major Aircraft Carrier Battle Groups and Amphibious Ready Groups of the US Navy. Additional amphibious capabilities are represented by the Special Forces capabilities of each side.



Maps and Terrain

The game's two maps present a portion of modern-day Korea at a scale of roughly 7.5 miles per hex. The maps cover the entire peninsula east-to-west and stretch from about 30 miles north of Pyongyang in the North to Taegu in the south. Hexes are larger than the standard 1/2" hex found in Crisis Korea: 1995, allowing us to use larger 9/16" counters in this game and make it a bit easier for players to move game pieces in the congested areas around the DMZ.



Game System

As in Crisis: Korea 1995, there are two types of game turns: Initiative turns (longer turns where the side with the Initiative has more opportunities to move and attack) and Contested turns (shorter turns where neither side has the initiative but each is trying to muster the resources to regain the initiative). Thus the inherent "initiative player advantage" built into the game system incents each player to always be thinking about how to seize and maintain the battlefield initiative.

A Standard game turn is composed of:

Weather Determination. Bad weather can severaly hamper air and naval operations activity and can significantly slow ground operations.
Initiative Determination




an Air/Naval Phase, wherein air superiority levels and air availability are determined and Sea Control is established or modified.

One or more Movement and Combat Phases that allow both sides to move, react, and fight, with an advantage to the Initiative player on non-Contested turns
Arrival of Reinforcements and Replacements
Victory Determination




Combat resolution examines not only unit strengths but also unit efficiency (representing training, doctrine, and morale), as well as the terrain where the combat takes place. The CRT tends to be very bloody, reflecting both what we believe will be a degree of attritional warfare early on in light of the massive artillery concentrations near the DMZ as well as the lethality of modern weapons. As in many games, casualties represent not only actual combat losses, but also losses of unit cohesion brought about by the rapidity and pace with which modern armies are able to engage and exploit on the battlefield.



Scenarios

There are several Standard Game scenarios. The first three one mappers, "Seoul Train," "Uijong Blues," and "East Coast Highway" (North Map only) cover the first week of the war by dividing the DMZ into roughly three equal sections. These focus on the initial assaults to break the South Korean lines and introduce players to the basic mechanics of the system, while giving them insight into attack and defense strategies for the "big game." Players can also play the entire DMZ front scenario, "Militarized Zone," (North Map only) for the first week (basically, combining the three scenarios above). In addition, players can add the South Map and play the entire Standard Campaign game, "All In." Two other scenarios are provided which examine the U.S. Amphibious landing. "Inchon Again" and the battle for Taejon, "Spearhead." In addition, a scenario, "They Did What?" is provided for players to experiement with a South Korean attack on North Korea without, however, the help of the United States.

The Advanced Game Scenarios come in three flavors à la NATO: The Next War in Europe: Strategic Surprise, Tactical Surprise, and Extended Buildup. This offers the players the ability to game out a variety of "At Start" war scenarios based on varying levels of readiness.

There is also an International Posture Matrix à la Flashpoint: Golan to allow players to experiment with a variety of intervention options for the non-Korean players in the region.

In Next War: Korea, the Korean Peninsula is on fire with two of the world's most well-prepared, antagonistic forces arrayed against each other. Can you, as the North Korean People’s Army commander, conquer the South in 3 weeks before the full might of the U.S. can be brought to bear? Can you, as the Republic of Korea’s Army commander, hold out against the renewed Communist assault until help arrives? And what will China do? There’s only one way to find out...



Components


2 22x34" maps
4 9/16" counter sheets + 1 Errata and Expansion Bonus 1/2 sheet (1026 counters)
2 rulebooks (Standard + Advanced Rules and Game Specific Rules)
5 8.5x11" Player Aids
2 11x17" Player Aids
1 10-sided die


The 2012 version and the 2016 ziplock version contain the same game components; except the 2012 version is packaged in a box, while the 2016 version is in a ziplock bag.

Game Design and Development: Mitchell Land
Original System Design: Gene Billingsley

TIME SCALE 3.5 days per turn
MAP SCALE 7.5 miles per hex
UNIT SCALE Division / Brigade / Battalion
NUMBER OF PLAYERS One or two (can be played in teams)

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2-Players-Only Age_9+ Arrival-Jul 14 2022 Arrival-Jun 2 2022 Arrival-Oct 7 2022 Arrival-Sept 22 2022 Availability_Out of Stock BGG-Set BoardGameGeek Rank_Top 300 BoardGameGeek Rank_Top 400 BoardGameGeek Rank_Top 500 Category_Wargames Google-True INV-M-Z INV-N Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120 Minutes Product Type_Board Games Product-International Restock-20220213 Restock-20220423 Restock-20220623 Restock-20220906 Restock-20221218 Restock-20240526-Long Year Published_2010s https://www.vaibhavhospital.com/products/4344007131187 Default Title 89.95 GMT-1206-19 3400
https://www.vaibhavhospital.com/products/14086635546 2017-07-29T00:53:26-04:00 2017-07-29T00:53:26-04:00 Wild Blue Yonder Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 79.95

Designer Gene Billingsley
Rodger B. MacGowan
Dan Verssen
Publisher GMT Games
Players 1-8
Playtime 15-180 mins
Suggested Age 12 and up

In 1992, GMT released Rise of the Luftwaffe, the first Down in Flames WWII air combat card game. That game covered the early part of the War in Europe, from 1939 to early 1942. It was followed a few years later by the 8th Air Force expansion module, which added aircraft and campaigns for the latter part of the war.

Since then there have been two more games, two packs of additional aircraft, and a large number of C3i modules for the series. However, the original two games have been long out of print. GMT has considered a number of options to address that, from straight reprints to a base game/ campaign module arrangement. Finally, though, the company has decided to P500 an entire new game covering the war in the ETO from 1940-1944.

Wild Blue Yonder will be a true deluxe Down in Flames product. It will contain a dozen full campaigns, over 200 aircraft cards, plus all of the necessary targets, resource sheets, and play aids needed for play. All of this will be packaged in a large box similar to the ones for the Combat Commander games.

Many of the campaigns will be on the same subjects as those in Rise of the Luftwaffe, 8th Air Force and various C3i modules. However, they will not be simple reprints of those campaigns. Wild Blue Yonder will contain three different types of campaigns, Land Campaigns, Progressive Campaigns, and Operations (The Schweinfurt Raids, for example). The first type will be the familiar “standard” DiF campaign to which players of the system are accustomed. Progressive Campaigns give both players a fixed “order of battle” along with reinforcements and replacements they will have to use throughout the campaign. This will reflect the more attritional nature of these air campaigns. The game will also include one solitaire campaign for players who don’t have an opponent available.

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Age_9+ Availability_Out of Stock BGG-Set BoardGameGeek Rank_Top 400 BoardGameGeek Rank_Top 500 Category_Wargames Google-True INV-M-Z INV-W Players Maximum_7 Players+ Players Minimum_1 Player Playtime Maximum_120+ Minutes Playtime Minimum_15 Minutes Product Type_Board Games Product-International Restock-20230112_Full_Restock Restock-20240526-Long Year Published_2010s https://www.vaibhavhospital.com/products/14086635546 Default Title 79.95 68619436058 3022
https://www.vaibhavhospital.com/products/9350690189 2017-03-15T15:29:00-04:00 2017-03-15T15:29:00-04:00 Silver Bayonet: The First Team in Vietnam, 1965 (25th Anniversary Edition) Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 52.95

Designer Gene Billingsley
Mitchell Land
Publisher GMT Games
Players 1-2
Playtime 30-480 mins
Suggested Age 12 and up
Honors 2016 Golden Geek Best Wargame Nominee

Description from the publisher:

Silver Bayonet recreates the pivotal November 1965 battle between a full North Vietnamese Army Division and the US 1st Air Cavalry Division in the Ia Drang Valley. NVA expertise in lure and ambush tactics resulted in significant US casualties. US mobility and the ability to bring massive amounts of firepower to bear quickly virtually destroyed the attacking NVA division and forced a change in NVA tactics.

This re-issue of GMT Games' 1990 CSR Award winning title that started it all keeps the original operational system, but streamlines to it to include innovative combat resolution integrating maneuver combat, close assault, artillery bombardment, and support from gunships and air sorties.

Increased accessibility to primary and secondary source material has made it possible to make changes to more accurately represent both sides' unique capabilities without significantly altering or breaking the base game system. The major changes involve patrols, ambushes, landing zones, and the 1st Cav Brigade HQ, while minor changes tweak movement, combat, and coordination game mechanics to showcase radically different strengths and weaknesses the FWA and NVA force brought to the battles in the Ia Drang Valley.

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Age_9+ Availability_Out of Stock BGG-Set BoardGameGeek Rank_Top 300 BoardGameGeek Rank_Top 400 BoardGameGeek Rank_Top 500 Category_Wargames Google-True INV-M-Z INV-S Players Maximum_2 Players Players Minimum_1 Player Playtime Maximum_120+ Minutes Playtime Minimum_30 Minutes Product Type_Board Games Product-International Restock-20230112_Full_Restock Restock-20240526-Long Year Published_2010s https://www.vaibhavhospital.com/products/9350690189 Default Title 52.95 34152922829 2001
https://www.vaibhavhospital.com/products/3916491073 2016-01-19T06:44:00-05:00 2016-01-19T06:44:00-05:00 Next War: India-Pakistan Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 83.95

Designers
Publisher GMT Games
Players 2
Playtime 240 mins
Suggested Age 12 and up
Expansions Next War: Supplement #1
Next War Supplement #2: Insurgency 
Next War: Supplement #3

The ink was hardly dry on the documents following the partition of British India in 1947 before war broke out between India and Pakistan. Since the partition, four major wars and numerous smaller conflicts have been waged over much of the same ground. In 1947, 1965, 1971, and 1999 India and Pakistan fought in the mountains of Kashmir and on the plains of the Punjab region to the south. Today, both sides are armed with thousands of armored vehicles, hundreds of advanced aircraft, and dozens of nuclear weapons. With tensions high and both sides heavily armed, another conflict may be just a matter of time.

Next War: India-Pakistan, the next volume in GMT's series of Next War games and a follow-on to  Next War: Korea, allows players to fight a near future war between India and Pakistan.

Due to the nature of a potential conflict, only a portion of the Indo-Pakistani border is featured so that the fighting centers around what it always has: the fate of the Indian state of Jammu & Kashmir. Special rules govern such things as the expanded role bridges play in the region play as well as the fact that both sides in the conflict are nuclear-armed nations. The People's Republic of China and the United States can make an appearance, but they might withdraw in the event of a nuclear exchange. The question is: will this war settle once and for all who will control northwest India?

Note: the Next War series is not an introductory wargame. Rather, we have intended herein to create a system (and a series) that will allow detailed study of modern warfare in various venues as well as engaging gameplay. That said, the Standard Game rules encompass a fairly straightforward rule set that will, we think, be considered "easy to learn" by experienced wargamers. So, players who choose to play Standard Game scenarios can have a relatively quick game when that's what suits them. The real flavor of a war in the theatre, however, comes through in the Advanced Game, where you get much more control over airpower and can more clearly see each side's strengths and weaknesses. For players who want a "mini-monster game" experience, playing the Advanced Game Campaign Scenarios with some or all of the optional rules will definitely "deliver."

Ownership of Next War: Korea will NOT be required to play.

Units

Ground units in Next War: India-Pakistan represent the brigades, support units, and divisions of the armies of the India, Pakistan, China, and the United States. All ground units are rated for their attack and defense strengths, movement capabilities, and unit efficiency.

Air units represent fighter, bomber, and attack squadrons of the major combatants and are rated for All-Weather Capabilities as well as their range, average pilot skill, and their abilities in Air-to-Air Combat, Close Air Support, and Strike missions.

Maps and Terrain

The game's map represents the area in and around the Punjab district of Pakistan and the Indian state of Jammu & Kashmir at a scale of roughly 7.5 miles per hex. The map stretches from edge of The Great Indian Desert to just inside the Himalayas and encompasses portions of both sides of the border. 

Game System

A game turn is generally composed of:

  • Weather Determination. Bad weather can severely hamper air operations and can significantly slow ground operations.
  • Initiative Determination and Air/Naval Phase, wherein Air Superiority levels and air availability are determined.
  • Special Operations Phases in the Advanced Game allowing players to utilize their special operators in various recon and raid missions behind enemy lines.
  • Strike Phases in the Advanced Game allowing players to launch air strikes, cruise missiles, artillery and tactical nuclear weapon strikes.
  • One or more Movement and Combat Phases that allow both sides to move, react, and fight, with an advantage to the Initiative player on non-Contested turns
  • Arrival of Reinforcements and Replacements
  • Victory Determination

Combat

Combat resolution examines not only unit strengths but also unit efficiency (representing training, doctrine, and morale), as well as the terrain where the combat takes place. The CRT tends to be very bloody in nature, reflecting what we believe will be a degree of attritional warfare early due to the lethality of modern weapons. As in many games, casualties represent not only actual combat losses but also losses of unit cohesion brought about by the rapid pace with which modern armies are able to engage and exploit on the battlefield.

Nukes

In this installment, players will have the option, depending on game situation and a die roll to secure release authorization for and use tactical nuclear weapons in the playing area. Use of such weapons, however, could cause your international allies to leave the theater, so be careful!

Scenarios

There are several Standard Game scenarios. Some are small and focus on limited objectives while others are variations of a campaign game encompassing the entire map.

In a break from the standard set in Next War: Korea(and its follow-on Next War: Taiwan), the scenarios in Next War: India-Pakistan posit specific at-start situations and objectives (or victory conditions). In some scenarios Pakistan is the aggressor while in others the Indian side is on the attack, in all cases there are varying levels of Chinese and United States intervention.

The International Posture Matrix à laFlashpoint: Golan is still present to allow players to experiment with a variety of intervention options for the US and PRC.

In  Next War: India-Pakistan, Jammu & Kashmir is once again aflame. Can you, as the Islamic Republic of Pakistan's commander, conquer Kashmir and hold it against the enemy? Can you, as the Republic of India's commander, attack and defeat the enemy without the conflict going nuclear? And what will happen in the international community while all this is going on? There’s only one way to find out...

TIME SCALE 3.5 days per turn
MAP SCALE 7.5 miles per hex
UNIT SCALE Brigade / Division / Squadron
NUMBER OF PLAYERS: Two (Optimal)

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2-Players-Only Age_9+ Availability_Out of Stock BGG-Set BoardGameGeek Rank_Top 500 Category_Wargames Google-True INV-M-Z INV-N Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120+ Minutes Product Type_Board Games Product-International Restock-20230112_Full_Restock Restock-20240526-Long Year Published_2010s https://www.vaibhavhospital.com/products/3916491073 Default Title 83.95 11400432705 3173
https://www.vaibhavhospital.com/products/402573705 2015-01-24T05:15:00-05:00 2015-01-24T05:15:00-05:00 Next War: Taiwan Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 83.95

Designers
Publisher GMT Games
Players 2
Playtime 480 mins
Suggested Age 12 and up
Expansions Next War: Supplement #1 
Next War Supplement #2: Insurgency 
Next War: Supplement #3

Over sixty years later, and the divisions still run deeper than the straits which separate the Republic of China from the People's Republic of China. Once again, a historically, ethnically, and culturally homogeneous people separated by politics and economics hurl men, weapons, and material into the maelstrom of modern combat in an attempt to settle their bitter division once and for all.

Next War: Taiwan, the next volume in GMT's series of Next War games and the follow-on to Next War: Korea, allows players to fight a near future war in and around the island of Taiwan. In this sequel, the communist state of China, the PRC, has decided that its time to end the rhetoric and posturing and bring the breakaway republic back into the Socialist Harmonious Society.

Due to the nature of the "terrain" surrounding Taiwan, the game features an expanded, yet still abstracted and playable, naval system including submarine threats, ASW, mine warfare, and anti-naval strikes. In addition, rules exist for combining Next War: Taiwan with Next War: Korea to simulate an expanded conflict.

Note: the Next War series is not an Introductory wargame. Rather, we have intended herein to create a system (and a series) that will allow detailed study of modern warfare in various venues as well as engaging gameplay. That said, the Standard Game rules encompass a fairly straightforward ruleset that will, we think, be considered pretty "easy to learn" by experienced wargamers. So players who choose to play Standard Game scenarios can have a relatively quick game when that's what suits them. The real flavor of a war in the theatre, though, comes through in the Advanced Game, where you get much more control over airpower and can more clearly see each side's strengths and weaknesses. For players who want a "mini-monster game" experience, playing the Advanced Game Campaign Scenarios with some or all of the optional rules will definitely "deliver."

Ownership of Next War: Korea will NOT be required to play.

Units

Ground units in Next War: Taiwan represent primarily brigades, regiments, and battalions of the armies of the two Chinas and the United States. All ground units are rated for their attack and defense strengths, movement capabilities, and unit efficiency.

Air units represent fighter, bomber, and attack squadrons of the major combatants and are rated for All-Weather Capabilities as well as their range, average pilot skill, and their abilities in Air-to-Air Combat, Close Air Support, and Strike missions.

Naval units and capabilities are abstracted somewhat in the Next War series. A "Sea Control" mechanism reflects the results of the surface and sub-surface battles, while the game's naval unit counters represent the major Aircraft Carrier Battle Groups and Amphibious Ready Groups of the US Navy. Additional amphibious capabilities are represented by the Special Forces capabilities of each side. Changes to the naval system include

  • Naval Display Play Aid to allow for movement, air ranges, etc. in the seas surrounding Taiwan
  • a Submarine Threat Level and ASW Level matrix for the PRC and Allies respectively to represent the subsurface conflict
  • naval mine warfare allowing either side to attempt to deny usage of Beaches for Amphibious Assaults or Ports and Beachheads for Sea Transport
  • anti-Naval Strikes (including Cruise Missiles) allowing each side to force enemy Naval units to withdraw or risk losses

Maps and Terrain

The game's map presents the island of modern-day Taiwan at a scale of roughly 7.5 miles per hex. The map covers the entire island and includes several holding boxes and tracking displays.

Game System

A game turn is generally composed of:

Weather Determination. Bad weather can severely hamper air and naval operations activity and can significantly slow ground operations.

Initiative Determination and Air/Naval Phase, wherein Air Superiority levels and air availability are determined and Sea Control is established or modified.

Special Operations Phases in the Advanced Game allowing players to utilize their special operators in various recon and raid missions behind enemy lines.

Strike Phases in the Advanced Game allowing players to launch air strikes, cruise missiles, and artillery and SSM strikes.

One or more Movement and Combat Phases that allow both sides to move, react, and fight, with an advantage to the Initiative player on non-Contested turns

Arrival of Reinforcements and Replacements
Victory Determination

Combat resolution examines not only unit strengths but also unit efficiency (representing training, doctrine, and morale), as well as the terrain where the combat takes place. The CRT tends to be very bloody in nature, reflecting what we believe will be a degree of attritional warfare early due to the lethality of modern weapons. As in many games, casualties represent not only actual combat losses but also losses of unit cohesion brought about by the rapid pace with which modern armies are able to engage and exploit on the battlefield.

Scenarios

There are several Standard Game scenarios. The first three are small and cover the first weeks of the war by dividing the island into roughly three equal sections. These focus on the initial assaults by the PRC to establish beachheads and take Ports and introduce players to the basic mechanics of the system, while giving them insight into attack and defense strategies for the "big game." Players can also play the entire Campaign Game which uses the entire map and all of the Standard Game rules. One other scenario is provided which examines a theoretical U.S. Amphibious landing in an attempt to take back the island.

The Advanced Game Scenarios come in three flavors à la NATO: The Next War in Europe: Strategic Surprise, Tactical Surprise, and Extended Buildup. This offers the players the ability to game out a variety of "At Start" war scenarios based on varying levels of readiness.

There is also an International Posture Matrix à la Flashpoint: Golan to allow players to experiment with a variety of intervention options for the non-Chinese players in the region.

In addition, there is a full set of rules covering how to play a combined Next War: Taiwan/Korea game.

In Next War: Taiwan, the Taiwan Straits are on fire with the Goliath of the PRC arrayed against the David of the ROC. Can you, as the People's Liberation Army/Naval commander, conquer the separatist rebels in four weeks before the full might of the U.S. can be brought to bear? Can you, as the Republic of China's Army commander, hold out against the renewed Communist assault until help arrives? And what will happen in Korea while all this is going on? There’s only one way to find out...

Components

  • 1 22x34" map
  • 1 11x17" Naval Display
  • 3 9/16" counter sheets
  • 2 rulebooks (Standard + Advanced Rules and Game Specific Rules)
  • 6 8.5x11" Player Aids
  • 2 11x17" Player Aids
  • 1 10-sided die

Game Design and Development: Mitchell Land
Original System Design: Gene Billingsley

TIME SCALE 3.5 days per turn
MAP SCALE 7.5 miles per hex
UNIT SCALE Brigade / Regiment / Battalion
NUMBER OF PLAYERS One or two (can be played in teams)

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Age_9+ Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-M-Z INV-N Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120 Minutes Product Type_Board Games Product-International Restock-20230112_Full_Restock Restock-20240526-Long Year Published_2010s https://www.vaibhavhospital.com/products/402573705 Default Title 83.95 1051372025 3173