https://www.vaibhavhospital.com/collections/all.atom vaibhavhospital 2022-11-29T09:29:07-05:00 vaibhavhospital https://www.vaibhavhospital.com/products/4740915527731 2022-11-29T09:29:07-05:00 2022-11-29T09:29:07-05:00 Skies Above Britain Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 95.95

Designer Jeremy White
Gina Willis
Publisher GMT Games
Players 1-2
Playtime 20-45 mins
Suggested Age 12 and up

Skies Above Britain is a solitaire game depicting a Royal Air Force squadron of Hurricanes or Spitfires waging a desperate effort to disrupt and destroy German daylight bombing raids over southeast England in the summer of 1940.

The player's individual aircraft -- each represented by a stickered block -- must locate the incoming raid, intercept it, and evade or defeat swarms of escorting German fighters that usually outnumber you and whose pilots have superior experience and tactics.

—description from the designer


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Arrival-Dec 17 2023 Arrival-Dec 25 2022 Arrival-Feb 10 2024 Arrival-Feb 2 2024 Arrival-Jan 13 2023 Arrival-Jan 24 2024 Arrival-Jul 15 2023 Arrival-Jul 29 2023 Arrival-Jun 18 2023 Arrival-Mar 17 2023 Arrival-Mar 31 2023 Arrival-May 21 2023 Arrival-May 6 2023 Arrival-New-Dec-19-25-2022 Arrival-Sept 23 2023 Arrival-Sept 30 2023 Availability_Out of Stock INV-S Product Type_Board Games Product-International Restock-20221227 Restock-20230117 Restock-20230521 Restock-20230716 Restock-20231022 Restock-20240114 Restock-20240128 Restock-20240225 Restock-20240310 Restock-20240407 Restock-20240526-Long https://www.vaibhavhospital.com/products/4740915527731 Default Title 95.95 2207 GMT2207 2631
https://www.vaibhavhospital.com/products/4725952544819 2021-07-06T11:37:09-04:00 2021-07-06T11:37:09-04:00 Storm Above the Reich Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 90.95

Designers Mark Aasted
Jeremy White
Publisher GMT Games
Players 1-2
Playing Time 30-60 mins
Suggested Age 12 and up

Storm Above the Reich is a solitaire game depicting a Luftwaffe squadron of Fw190s struggling to deter and destroy the relentless daylight raids over Germany during World War Two. The player’s individual aircraft, each represented by a stickered block, must confront the mighty “combat box” formation of the United States Army Air Force, a deadly terrain of B-24 Liberator heavy bombers. Like its counterpart, Skies Above the Reich, the game is a broad strokes depiction that presents the arc of the desperate air war. Stretching from late 1942 to early 1945, Storm Above the Reich follows that trajectory in a series of missions strung together to make a campaign. Each mission will take a half hour or more to play, while a campaign can last anywhere between 6 to 60 missions.

Stand-Alone and an Expansion: Storm Above the Reich is a stand-alone game; you don’t need Skies Above the Reich to play. However, it can also serve as an expansion for that game. Storm uses the same rules as Skies, and components in one game transfer seamlessly to the other. Combined, Storm and Skies present eight formation maps, six pursuit maps, B-17s and B-24s. In Storm, you get an oversized staffel of 18 Fw190s, with the option of augmenting it into a Sturmbocke staffel. In Skies, you get a staffel of Bf109s, and with the games combined, the staffels can also be combined.

-description from designer

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Age_9+ Arrival-Apr 28 2024 Arrival-Jan 13 2023 Arrival-Jul 29 2023 Arrival-Jun 18 2023 Arrival-Jun 2 2022 Arrival-Mar 17 2023 Arrival-May 21 2023 Arrival-Oct 20 2022 Arrival-Sept 22 2022 Availability_Out of Stock Category_Wargames INV-S Players Maximum_2 Players Players Minimum_1 Player Playtime Maximum_60 Minutes Playtime Minimum_30 Minutes Product Type_Board Games Product-International Restock-20220417 Restock-20220901 Restock-20220929 Restock-20221205 Restock-20230129 Restock-20230528 Restock-20230716 Restock-20240324 Restock-20240630 Year Published_2020s https://www.vaibhavhospital.com/products/4725952544819 Default Title 90.95 2106 3438
https://www.vaibhavhospital.com/products/4698006290483 2020-12-27T00:05:41-05:00 2020-12-27T00:05:41-05:00 Atlantic Chase (2nd Printing) Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 81.95

Designer Jeremy White
Publisher GMT Games
Players 1-2
Playing Time 30-120 mins
Suggested Age 14 and up

Atlantic Chase simulates the naval campaigns fought in the North Atlantic between the surface fleets of the Royal Navy and the Kriegsmarine between 1939 and 1942. It utilizes a system of trajectories to model the fog of war that bedeviled the commands during this period. Just as the pins and strings adorning Churchill’s wall represented the course of the ships underway, players arrange trajectory lines across the shared game board, each line representing a task force’s path of travel. Without resorting to dummy blocks, hidden movement, or a double-blind system requiring a referee or computer, players experience the uncertainty endemic to this period of naval warfare.

—description from the publisher

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Age_12+ Arrival-Jul 15 2023 Arrival-Jul 19 2023 Arrival-Jul 29 2023 Arrival-May 21 2023 Arrival-May 27 2023 Availability_Out of Stock BoardGameGeek Rank_Top 100 BoardGameGeek Rank_Top 200 BoardGameGeek Rank_Top 300 BoardGameGeek Rank_Top 400 BoardGameGeek Rank_Top 500 Category_Wargames Google-True INV-A 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-20230604 Restock-20230806 Restock-20240526-Long Year Published_2020s https://www.vaibhavhospital.com/products/4698006290483 Default Title 81.95 2015-22 2909
https://www.vaibhavhospital.com/products/516943675443 2018-03-02T23:11:57-05:00 2018-03-02T23:11:57-05:00 Skies Above the Reich Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 78.95

Designer Mark Aasted
Jeremy White
Publisher GMT Games
Players 1-2
Playtime 30-60 mins
Suggested Age 12 and up

Skies Above the Reich is a solitaire game depicting a Luftwaffe squadron of Bf109s struggling to deter and destroy the relentless daylight raids over Germany during World War Two. The player's individual aircraft, each represented by a stickered block, must confront the mighty "combat box" formation of the United States Army Air Force, a deadly terrain of B-17 Flying Fortresses.

The game is a broad strokes depiction that presents the arc of the desperate air war. Stretching from late 1942 to early 1945, Skies Above the Reich follows that trajectory in a series of missions strung together to make a campaign. Each mission will take a half hour or more to play, while a campaign can last anywhere from six to sixty missions.

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Age_9+ Availability_Out of Stock BoardGameGeek Rank_Top 200 BoardGameGeek Rank_Top 300 BoardGameGeek Rank_Top 400 BoardGameGeek Rank_Top 500 Category_Wargames Google-True INV-S Players Maximum_2 Players Players Minimum_1 Player Playtime Maximum_60 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/516943675443 Default Title 78.95 6966273343539 2984
https://www.vaibhavhospital.com/products/10162839117 2017-05-26T04:38:03-04:00 2017-05-26T04:38:03-04:00 Enemy Coast Ahead: The Doolittle Raid Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 59.95

Designer Jeremy White
Publisher GMT Games
Players 1-2
Playtime 20-360 mins
Suggested Age 13 and up

Enemy Coast Ahead: The Doolittle Raid uses the game format to explore the first raid on the Japanese home islands by the United States during World War Two. It is a solitaire game challenging the player to conduct a successful mission where the criteria for success is not purely military. The player must organize, equip, and train a squadron of B-25 medium “Mitchell” bombers to attack a distant and rather dangerous target. The game not only covers the raid from launch to landing, it extends the story on both ends. Threatened from the air and from the sea, the player must do his utmost to strike the Japanese capital, avenging the attack on Pearl Harbor, and then land his aircraft safely. If the raid goes poorly it may boost Japanese morale and deflate the mood in the United States. Getting the B-25s close enough to launch is vital, as is the recovery of aircraft and crewmen, but above all, the player’s main dilemma will be secrecy. The risk is great. Failure could mean the loss of an entire squadron, or worse, the sinking of a precious aircraft carrier. Will the Doolittle Raid add to the dismal news of Pearl Harbor, Guam, Wake Island, and Bataan, or will it signal the turning of the tide?

The History
Washington – April 21, 1942: After two days of rumor prompted by Japanese radio broadcasts, President Franklin Delano Roosevelt finally agrees to a press conference. Deftly avoiding difficult questions, he claims insufficient information to neither confirm nor deny the biggest news story of the four month old war. To placate tenacious journalists, however, he tells the press that the attack on Kobe, Osaka, Nagoya, and Tokyo by United States aircraft, was launched from a mysterious base he would only call “Shangri-La,” an imaginary island from the recently published novel Lost Horizon. His impish grin, if not his words, tell the press that the top secret operation dubbed Special Aviation Project Number One has indeed been a success.

That same day China’s foreign minister hands a telegram to Army Air Corps Chief Hap Arnold. It has taken some time to arrive in Washington, an indication that all may not be well with the mission. Dictated two days ago by the commander of that top secret operation, a distraught Lt. Colonel James Doolittle, it reads:

Mission to bomb Tokyo has been accomplished. On entering China we ran into bad weather and it is feared that all planes crashed.

Telegram in hand, Arnold immediately admits to the commander of the Joint Chiefs of Staff that the mission has failed. No bombers have been recovered. After sending that telegram, Doolittle himself expects a court marshall, confiding to his engineer that they’ll tie him to a desk for the rest of the war, if he’s lucky. Days later he is astonished to learn of his promotion to Brigadier General, and even more so when he is notified that the president recommended the Congressional Medal of Honor.

The Doolittle Raid remains an enigmatic and contradictory episode of World War Two, defying easy interpretation even to this day. Was it a victory or a debacle? Was it a minor footnote in the annals of that war or a significant military event? Was it a desperate bid to avenge the attack on Pearl Harbor, or, a harbinger signaling death and horror soon to visit Japanese cities from the sky?

Narrative Sequence
Much like chapters in a story, the game is organized in six narrative segments, chronologically arranged. Each poses its own set of challenges and prompts decisions that establish the environment and conditions of subsequent chapters.

Planning
Naval
Flight
Over Targets
Recovery
Debriefing

Historical Scenarios
Besides play of the full narrative, the game offers a number of historical dissections, each a scenario focusing on a fragment of the raid. They are also a handy way to learn the game, since each scenario uses only part of the rules. For example, Scenario One covers Doolittle’s flight over Tokyo, using only the 8.5x11 Target Map and the Attack Segment. An alternative scenario looks at a night raid by that flight, as Doolittle originally planned it. After playing one or two small scenarios using only the Attack segment’s rules, a larger scenario can be played adding the Flight segment. Graduate next to an even larger scenario that starts with the Naval segment. In this way a player can learn the game in program fashion, little by little, studying the history of the raid by playing it as he learns.

Player Aid Folders: The game comes with several 11” x 17” bi-fold aids allowing the play of each game segment with minimal study of the rule book. The mapsheet is designed to interlock with other game components, including those play aids, in order to make the player’s experience fluid.

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1-Player-Only Age_12+ Availability_Out of Stock BoardGameGeek Rank_Top 300 BoardGameGeek Rank_Top 400 BoardGameGeek Rank_Top 500 Category_Wargames Google-True INV-E Players Maximum_1 Player 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/10162839117 Default Title 59.95 GMT1711 2266
https://www.vaibhavhospital.com/products/374208069 2015-01-04T22:30:00-05:00 2015-01-04T22:30:00-05:00 Enemy Coast Ahead: The Dambuster Raid Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 51.95

Designer Jeremy White
Publisher GMT Games
Players 1-3
Suggested Age 14 and up
Honors


Information from publishers game page

Operation Chastise: the Dambuster Raid

On the night of May 16, 1943, nineteen Lancaster bombers of 617 Squadron took off from their base near Lincoln in Great Britain and headed for the heart of German industry in the Ruhr. The squadron’s task was to destroy the dams that controlled the reservoirs feeding Germany’s war engine. In the words of aeronautical engineer Barnes Wallis, the mastermind behind the operation, “power is dependant on the supply of natural stores of energy such as coal, oil and water.... If their destruction or paralysis can be accomplished THEY OFFER A MEANS OF RENDERING THE ENEMY UTTERLY INCAPABLE OF CONTINUING TO PROSECUTE THE WAR.”

The Lancasters had been modified to carry a most unusual ordnance codenamed Upkeep. It looked more like a petrol barrel than an explosive device, but the painstakingly engineered and tested outer layer cushioned a volatile mine designed by Wallis to bounce over torpedo nets and kiss the lip of the dam, its backspin carefully devised to hug the dam rather than ricochet on impact. Upkeep was supposed to plunge down along the wall like a depth-charge, detonating halfway down. The concussion would crack the structure, and the water’s mass held back by the dam would push open the crack, creating a breach in the wall. The dam would be destroyed.

Eight of the Lancasters would not return that night, but the two primary targets of the Möhne and Eder dams were breached, letting loose a combined torrent that measured nearly half a million tons of water and taking the lives of over 1200 German civilians and military personnel. Measured in civilian casualties, it was the most lethal night of the bombing campaign thus far, although later missions would dwarf its casualty list. Measured in terms of industrial disruption, the raid cut the region’s electrical power for several hours and severely reduced its water reservoir. It was not a decisive blow, but it was successful nonetheless. Had at least one other dam been breached, it could have been devastating. This is your challenge: can you match 617’s success? Can you surpass it?

The Game
In Enemy Coast Ahead: The Dambuster Raid, you command a newly formed squadron assigned the task of breaching the dams in the Ruhr Valley. Not only are you presented with a variety of decisions, you play the invisible hand of fate as your crews endure the hazards of a dangerous night raid. Play the campaign and you get to organize and train the squadron, or play the historical scenarios.

Players
Play solitaire and you do it all. Play with teammates and one of you is the squadron commander giving orders to subordinates. The squadron commander wins if the dams are breached, while subordinates compete to accomplish their orders with the least casualties to the men and machines assigned to them. Only one subordinate will win. Of course, if the dams are not breached, you all lose.

Scale & Detail
Each Lancaster is represented by its own 1” counter. Each bomber will carry two or three 5/8” markers representing aircrew, ordnance and possibly an elite crewman. All the men awarded decorations before or during the raid are represented in this game by their own marker, each imparting a unique characteristic to its crew. Even the squadron commander’s dog gets his own marker!

Ground crew are also featured in the campaign game, represented by markers rated for a variety of tasks. You will have to requisition and manage your Erks effectively while maintaining security. That’s not so easy. You may find it necessary to transfer the local barmaid or take the drastic measure of transferring 54 squadron out of Scampton airbase, or even quarantining the base altogether.

Reconnaissance is crucial. In the campaign game you will need to survey the defenses of the dams and the routes to them, but too much recon and you risk tipping off the enemy. But how much is too much? You will have to target the right dams or the right combination of dams, to get the job done. Möhne and Eder are the juiciest targets, but what if they are well defended? Do you risk it, or go for the other dams hoping to breach enough of them to achieve your goal?

Training is vital. In the campaign game you will requisition and then train your crew to fly at exceptionally low altitude, maintain a steady speed, locate the target in the dead of night, and release ordnance at precisely the right distance from the lip of the dam. You will only have just so much time to prepare your squadron. You might have to decide what is more important: learning to maintain the right altitude and speed while preparing to release ordnance, or the ability to find the dam? If your men don’t master these skills quickly you may have to favor one over the other. You can always impose extra training, but push your men too hard and they become fatigued, perhaps even damaging their bomber in training or worse, crashing it. And if you don’t push them enough you may run out of time. The moon will be right only for so long and the reservoirs are slowly rising. Once full, the Germans will open the valves and release the water, making them that much harder to breach. The clock is ticking.

The game board is organized into three sections, the Mission Planning Blotter, the Flight Map (from Scampton to the Ruhr), and the Target Maps. The first scenarios use only the Target Maps, while larger scenarios will use them as well as the Flight Map. Only the campaign game takes full advantage of the Planning Mission Blotter, allowing you to organize and train your squadron, assign tasks to ground crew, and modify the Lancasters for this unique raid. The Lancasters were modified in a number of ways for Operation Chastise:

  • top-turret and armor were removed to compensate for the weight of the bouncing bomb (yes, those bombers were sitting ducks for Nightfighters).
  • VHF radio sets were installed to allow better command and control while over the target (they were standard in fighters but this was the first time a bomber’s cockpit was fitted with them).
  • Dann bombsight. pair of Aldis spotlights rigged to judge the bomber’s altitude over the reservoir.

The Target Maps are intended to portray (and analyze) four key elements in a bomber’s attack: altitude, speed, distance from the dam, and the angle of approach to the face of the dam’s wall. During an attack you will strive for the perfect angle, the ideal speed and altitude, adjusting one or more of these before releasing Upkeep at just the right distance from the dam (“Upkeep” was the codename for the bouncing bomb). You may choose to pull-up rather than release ordnance, circling around for another run, because finding that sweet spot is tricky and each Lancaster has only one bomb to drop. You’ve got to make it count.

Campaign Game
The full campaign game begins with the forming of the squadron weeks before the raid. The player assumes the role of squadron leader or one of his subordinates in team play, requisitioning bombers, ground crew, and aircrew. He must train the aircrews and results are variable. Veterans tend to get more out of training than less experienced crews, but there is always the possibility of damaging and even crashing bombers, and losing or exhausting crews in training. As Air Vice Marshal Cochrane explained to 617’s Wing Commander: “Now there’s a lot of urgency in this, because you haven’t got long to train. Training will be the important thing, so get going right away.”

Meanwhile, the player may order recon missions along the flight path and over the dams, garnering information that will help him devise a target list. There are 7 dams that can be attacked, but it is unlikely the player will have the resources to hit them all (there’s nothing stopping him from trying). Before launching the attack the player would like to know which dams are defended by flak, searchlights and balloons, and how high the reservoir is (the higher the better, but too high and the Germans may soon open the valves and reduce the water-level, so timing is crucial). Too much recon can tip off the Germans, however, which means that the fog of war is a very important aspect of the design. The player won't know if security has been compromised until the flight is already underway. As Wing Commander Gibson explained to the men of 617 squadron: “When the other boys ask you what you’re doing, just tell them to mind their own business, because of all things in this game, security is the greatest factor.”

All this planning and preparation ends when the player decides his squadron is ready and he launches the raid. The player then organizes his squadron into waves, assigning aircrew to Lancasters, arming them with ordnance, and assigning primary and secondary targets, and wave leaders. Once launched, bombers are likely to encounter hazards along the flight path -- flak and searchlights of course, but also utility poles and trees. Historically, 617 squadron flew low enough to hit sea waves and electrical cables (the player may choose to fly high, but that risks encountering nightfighters, an even more lethal threat). Along the route bombers might experience engine trouble or lose their way. Navigation training pays off during the flight turns (each turn represents one hour of historical time).

Upon reaching and acquiring the target, the player uses target maps to play attack turns, each representing approximately 8 minutes of historical time. Here each bomber has to negotiate the dam's immediate terrain and defenses (if any -- recon missions might have revealed that some dams are undefended, making them prime targets, but if security has been compromised the player may discover that the Germans have added defenses). There is an approach sequence where the player must resolve the attack of each bomber on the target map, striving for the perfect speed and altitude, hopefully releasing the bouncing mine at precisely the right distance from the dam. There is the possibility of being jumped by nightfighters if the attack is prolonged, motivating the player to get the job done promptly.

And finally, the player resolves the fate of returning bombers as well as those that lost their way, and then conducts a morning-after recon mission verifying the damage he inflicted on the dams. A dam that was only damaged may have weakened and breached by morning, or conversely, the reports of your exuberant bomber crews may prove to have been exaggerated.

The Scenarios
The game is also presented in nine scenarios, each isolating a particular aspect of Operation Chastise. In fact, the rules are organized in program-fashion, the first section explains the attack rules. The first few scenarios can thus be played after just reading those rules. The first scenario, for example, treats the action over the Möhne reservoir, while subsequent scenarios incorporate more of the mission (and more rules) until the player is ready to undertake the campaign game encompassing the entire operation from training to bombing and return.

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Availability_Out of Stock BoardGameGeek Rank_Top 400 BoardGameGeek Rank_Top 500 Category_Cooperative Category_Wargames Google-True INV-E Players Maximum_3 Players Players Minimum_1 Player Playtime Maximum_15 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/374208069 Default Title 51.95 973729853 1964