https://www.vaibhavhospital.com/collections/all.atom vaibhavhospital 2024-08-26T18:39:27-04:00 vaibhavhospital https://www.vaibhavhospital.com/products/7403863605299 2024-08-26T18:39:27-04:00 2024-08-26T18:39:27-04:00 Invasion: Malta Board Games Legion Wargames LLC

Vendor: Legion Wargames LLC
Type: Board Games
Price: 0.00

Designer Vance von Borries
Publisher Legion Wargames LLC
Players 2
Playtime 0-0 mins
Suggested Age 0 and up

Invasion: Malta uses many familiar game mechanics found in similar scale wargames. 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. 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.

Fall 1940: The Italians had big talk and many objectives during the war but not enough realistic plans. Perhaps the best time for their invasion would be in the fall, and perhaps timed along with the German invasion of Britain; or, if the Germans do not invade, then perhaps in place of the actual Italian invasion of Greece. Operational plans for Malta were poor but British defenses are weak. Perhaps the Italians could catch the British not reacting in time.

Spring 1941: In April 1941 the Axis had a choice, either occupy Crete or attack Malta. On April 21st Gen. Student, chief of the paratroopers, overcame opposition from the Wehrmacht Operations Staff, and others, in Berlin and persuaded Hitler to attack Crete. But, what if Hitler accepted the alternative recommendation to attack Malta? The Germans and Italians would now have to prepare for a combined operation, air, land, and sea, and do this quickly. The forces arrayed against Malta would have been huge, but the British were far better prepared than a year before and well fortified. The bloody issue would have been in doubt from the start.

Summer 1942: After a over year of preparation and study and agreement on the need to invade, the combined German and Italian staffs had put together an extensive and complex plan for invasion. Its success depended on many factors and lessons had been learned from the battle for Crete the year before had been put into effect. All was as ready as it could be, yet they did not invade. The British were stronger in numbers and weapons but their efficiency was down due to the long siege. Was it just Hitler’s nervousness about such an unusual Axis operation, or was it the allure of bigger victories elsewhere?

November 1943, Leros: The possibility of invading Malta had passed but the British had put themselves out on a small island in the Aegean, Leros. Incredibly, a large part of the British garrison consisted of the former Malta garrison, now well rested. In effect, it was a miniature Malta. This time the Germans did not hesitate, they invaded by sea and air. This tough little infantry fight shows just what grit was involved and how the experience of fighting on Malta would have been. The British lost, but the battle was close. All the flavor of the Malta battle is here but at only one-third of the size.

TIME SCALE: 8 hours per turn
MAP SCALE: 600 yards per hex
UNIT SCALE: Battalions and companies

]]>
Availability_Out of Stock BGG-Discover BGG-Set INV-I NewProduct Product Type_Board Games Product-International Release_No ETA https://www.vaibhavhospital.com/products/7403863605299 Default Title 0.00 42591871139891 0
https://www.vaibhavhospital.com/products/6684431548467 2022-03-08T23:49:03-05:00 2022-03-08T23:49:03-05:00 Slouch Hats and Eggshells: The Allied Invasion of Syria & Lebanon – 1941 Board Games Legion Wargames LLC

Vendor: Legion Wargames LLC
Type: Board Games
Price: 64.95

Designer Vance von Borries
Publisher Legion Wargames LLC
Players 1-2
Playtime 240-360 mins

Slouch Hats and Eggshells: The Allied Invasion of Syria & Lebanon - 1941, recreates the World War II campaign in French-held Syria and Lebanon, historically from early June 1941 through mid-July 1941. One player will control the Axis forces (Vichy French, French colonial troops, and Germans), while his opponent controls the Allied forces (British, Commonwealth, Free French, etc). The playing pieces represent the actual units that participated in the campaign and the map represents the terrain over which those units fought. The players maneuver their units across the map and conduct combat according to the rules of play. One player wins by capturing certain specified objectives while his opponent wins by avoiding those victory conditions.

When Free French leader Gen. de Gaulle visited the Middle East in April 1941 he forced a political crisis by demanding the occupation of Syria. As a result London ordered an offensive to place all of Syria and Lebanon under Free French control. Sadly, such posturing caused Allied command staffs to hold unrealistic views of what the ensuing occupation would look like. Certain authorities believed the Vichy French in Syria would offer only token resistance and their defense would collapse like an eggshell. The thinking held that Vichy forces could be won over with wine and coffee along with displays of the Australian slouch hat. Instead, the Vichy-led troops fought ferociously from the start.

Players should feel free to combine play of this game with that of Rommel's War, published by L2 Design Group. Both games include the same historical moment, have identical scales, and have some of the same historical units. It is natural that players would want to explore more historical alternatives with combined play. To facilitate such game play, this game uses many of the same rules, charts, and tables found in Rommel's War.

Game Scale:
Game Turn: 10 days
Hex: 10 miles / 16 kilometers
Units: Company to Brigade

Game Inventory:
One 22 x 34" full color map
Two dual-side printed countersheets (96 - 0.6" & 20 - 1.2" counters)
One 28-page rulebook
Two 4-page Player Aid Cards (CRT/TEC, etc)
Four 1-page Player Aid Cards (Turn Sequence, Set-up, Counter Information)
Two 6-sided dice
Seven plastic storage bags

Solitaire Playability: Medium-High
Complexity Level: Medium-High
Players: 2 (or medium high solitaire)
Playing Time: 4-6 Hours

]]>
Arrival-Jan 13 2023 Arrival-Mar-7-13-2022 Arrival-New-Mar-7-13-2022 Availability_In Stock BGG-Set Category_Wargames INV-M-Z INV-S 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-20221208 Year Published_2010s https://www.vaibhavhospital.com/products/6684431548467 Default Title 64.95 WS-LWG-1101-SHE 544
https://www.vaibhavhospital.com/products/6659535208499 2022-01-12T14:43:07-05:00 2022-01-12T14:43:07-05:00 Barbarossa: Army Group Center, 1941 Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 79.95

Designer Tony Curtis
Vance von Borries
Publisher GMT Games
Players 1-4
Playtime 120 mins
Suggested Age 12 and up

This is one of a very popular series of games from GMT covering the first months of the invasion of the USSR; units are battalions through divisions, hexes are about 5 miles, and turns are two days. The system encompasses (as of 6/2001) Barbarossa: Army Group North (2000), Barbarossa: Army Group Center (1998), and Barbarossa: Army Group South (1996). Typhoon! (1995) is the progenitor of these games, and its system is quite similar, but it is unfortunately subtly incompatible with the later games.

While not simple, these games are also not overly complex and present an excellent simulation of the early war. Most of the details of the campaigns are covered in a playable manner. Perhaps the most obviously interesting detail is the sequence of play, which is asymmetrical to account for the difficulties the Soviets labored under. Make no mistake, the Soviets are going to take a lot of abuse, but this is no walkover for the Germans and both sides are interesting to play.

]]>
2024-Spring-Sale 2024-Spring-Sale-25 Age_9+ Arrival-Apr 21 2022 Arrival-Apr 28 2022 Arrival-Apr 6 2022 Arrival-Feb 2 2024 Arrival-Jan 20 2024 Arrival-Jun 2 2022 Arrival-Mar 20 2024 Arrival-Mar 24 2024 Arrival-New-Apr-4-10-2022 Availability_Out of Stock BF-2022 BF-2022-Special BGG-Set BoardGameGeek Rank_Top 500 Category_Wargames Discount_On Sale INV-0-L INV-B Players Maximum_4 Players Players Minimum_1 Player Playtime Maximum_120 Minutes Playtime Minimum_120 Minutes Product Type_Board Games Product-International Restock-20221127 Restock-20230129 Restock-20231217 Restock-20240324 Sale Type_Regular Stocky-Clearance Year Published_1990s https://www.vaibhavhospital.com/products/6659535208499 Default Title 79.95 GMT-2121 1914
https://www.vaibhavhospital.com/products/4580721524787 2020-06-19T05:05:22-04:00 2020-06-19T05:05:22-04:00 Decision at Kasserine: Rommel's Last Chance – Designer Signature Edition Board Games Compass Games

Vendor: Compass Games
Type: Board Games
Price: 98.95

Designer Vance von Borries
Publisher Compass Games
Players 1-2
Playing Time 180-480 mins
Suggested Age 12 and up

Decision at Kasserine: Rommel's Last Chance, Designer Signature Edition, marks the return of a true wargaming classic by Vance von Borries first published in 1983, faithfully remastered and updated with this all-new, supersized edition. Hailed by many as of the premier entry in the popular Series: Battles for North Africa (3W) series, this two-player operational level simulation covers the WWII German and Italian offensive in central Tunisia which took place in mid-February 1943.

This edition of Decision at Kasserine features a super-sized map and counters and is another Classic Reborn! by Compass.

On the morning of February 19, the Germans launched their attack through the Kasserine Pass. Heavy damage was inflicted on the Allied forces, causing the Allies to retreat 50 miles. Despite these losses and setbacks, Allied forces and reserves managed to regroup and hold on February 22, launching a massive artillery attack to halt the German advances. Faced with his own overextended supply lines and an Allied force that was now being reinforced, Rommel withdrew and ordered all Axis units to concentrate on defending the German-held coastal areas. Had the German-Italian army succeeded, the war in North Africa would have been lengthened, thus possibly delaying the Allied invasion of Europe.This offensive was the last major Axis effort which offered a realistic chance to reverse their fortunes in North Africa.

This Designer Signature edition of the classic Vance von Borries game goes beyond a mere culmination of the forward strides made with subsequent games published in the series; it now features a major update to the game system that will be implemented in future game releases of the popular Series: Battles for North Africa (3W) series. In terms of superior physical presentation, all aspects have been upgraded, including super-sized components; larger game map and 5/8" counters. Some of the enhancements made in this edition include:

• Super-sized components feature 5/8” counters and two game maps with large hexes
• Game map information is updated and includes all-new map artwork
• Supporting charts convey more information at a glance for ease of play
• Enhanced ergonomics are built into the set up and reinforcement charts
• Updated the Order of Battle based on new information and analysis
• Fixed the original deployment and OoB based on archival information
• The rules treatment is all-new with a full re-write backed by many illustrations, an index, and clarifications and examples of play to reduce potential questions. Some rules were simplified, others enhanced.
• Redesigned treatment on air units, armor bonus, and strongpoints in combat and a clarified treatment on the artillery rules
• New rules cover infiltration movement, combat evasion and retreat options
• New optional rules cover mountain units, certain reinforcements, Allied artillery concentrations, and considerable Allied command problems
• Many all-new historical notes can be found throughout the rules presentation
• Three new scenarios have been added

Product Information:

Complexity: 6 out of 10
Solitaire Suitability: 6 out of 10 (no hidden units; variable German victory conditions)
Time Scale: 12 hours per turn
Map Scale: two miles per hex
Unit Scale: companies and battalions, artillery batteries or groups
Players: one to two, best with two
Playing Time: 3-8 hours depending upon scenario

Components:

Two map sheets
Three countersheets (5/8" size)
Rules booklet with updated Historical Notes
Three player aid cards
Three order of appearance display cards (Axis & Allied)
One six-sided die
Box and Lid

]]>
Age_9+ Availability_Out of Stock BF-2021 BF-2021-2 BGG-Set Category_Wargames Google-True INV-0-L INV-D Players Maximum_2 Players Players Minimum_1 Player Playtime Maximum_120+ Minutes Playtime Minimum_120+ Minutes Product Type_Board Games Product-International Stocky-Clearance Year Published_2020s https://www.vaibhavhospital.com/products/4580721524787 Default Title 98.95 CPA1088 3740
https://www.vaibhavhospital.com/products/1718788816947 2019-02-20T17:08:35-05:00 2019-02-20T17:08:35-05:00 Demyansk Shield: the Frozen Fortress, February-May 1942 Board Games Legion Wargames LLC

Vendor: Legion Wargames LLC
Type: Board Games
Price: 77.95

Designer Vance von Borries
Publisher Legion Wargames LLC
Players 2
Playtime 120-240 mins
Suggested Age 16 and up 

Demyansk Shield: The Frozen Fortress, January - May, 1942, From 22 June 1941 Axis armies attacked the Soviet Union on a broad front. While the northern group of armies (Army Group North) pushed towards Leningrad in a war of rapid maneuver its 16th Army covered the flank in the Lake Ilmen – Valday Hills area. Here, fighting began to settle down in early fall 1941 and by January had become static. Then the Soviets attacked. By late January the Soviet 11th Army had broken the German front in several sectors and threatened to surround perhaps 70,000 Germans around Demyansk. When 3rd Shock Army broke the southern wing of German 16th Army Soviet advances threatened now to destroy 16th Army and open the flank to Leningrad. It is at this stage that game-play begins.

Demyansk Shield recreates the World War II campaign in the Valday Hills region of Russia, from late January 1942 through May 1942. One player will control the Axis forces (Germans), while his opponent controls the Soviet forces (Russians). The playing pieces represent the actual units that participated in the campaign and the map represents the terrain over which those units fought. The players maneuver their units across the map and conduct combat according to the rules of play. One player wins by capturing certain specified objectives while his opponent wins by avoiding those victory conditions.

Game Scale:
Game Turn: 6 days
Hex: 2 miles / 3.25 Km
Units: Battalion to Brigades

Game Inventory:
One 22 x 34" full color map
Two dual-side printed countersheets (352 5/8" counters)
One 28-page Demyansk Shield rulebook
Six single-side printed scenario set-up charts
Two single-side printed player aide charts
Six plastic zip storage bags
One 6-sided dice

Solitaire Playability: Medium-High
Complexity Level: Medium
Players: 2 or more
Playing Time: 12+ hours

]]>
2-Players-Only Age_15+ Arrival-Jan 13 2023 Arrival-Jul 28 2022 Arrival-Jun 3 2023 Arrival-Jun 7 2024 Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-0-L INV-D Non-TCG Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120 Minutes Product Type_Board Games Product-International Restock-20220623 Restock-20221030 Restock-20230112_Full_Restock Restock-20230305 Restock-20240225 Restock-20240526-Long Restock-20240804 StoreFront-2P Year Published_2010s https://www.vaibhavhospital.com/products/1718788816947 Default Title 77.95 WS-LWG-1603-DMS 635
https://www.vaibhavhospital.com/products/565299740723 2018-03-28T19:29:17-04:00 2018-03-28T19:29:17-04:00 Barbarossa: Crimea Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 73.95

Designer Ed Rains
Vance von Borries
Publisher GMT Games
Players 2
Playtime 240 mins
Suggested Age 16 and up
Honors 2010 Charles S. Roberts Best World War 2 Era Board Wargame Nominee

GMT is proud to present Vance von Borries’ sixth epic game in his award winning series of East Front games, Barbarossa: Crimea. This is a two-player operational level game depicting the battles in the Crimean peninsula of the Soviet Union during 1941 and 1942. Beginning in mid-October 1941 and ending in January 1942, it completes the year 1941 in this series of the German invasion of the Soviet Union. And it includes 1942 scenarios of the continued fighting in Crimea until the historical fall of the great Soviet naval fortress Sevastopol in July 1942.

COMPONENTS
One 22x34 inch map
840 counters
Rule booklet in color
Playbook in color
Various player aid cards for charts and tables in color
Set up cards for each scenario in color
4 Scenario cards 11x17
1 ten sided die

THE GAME

This comprehensive game system was designed at a scale for divisions but it accommodates the many independent brigades, regiments, and special battalions that were also available for this campaign. These include units for rocket artillery, heavy artillery, armored trains, assault guns, engineers, Stukas, Sturmoviks, anti-aircraft guns, waffen SS, NKVD, militia, base units, naval units, and more. You have reinforcement options to tailor your army to fight a full campaign with many historical variables.

As we have indicated with each game, all games in this series share the same game mechanics. Veteran East Front Series (EFS) players will find much here that is familiar. Such mechanics include ranged artillery, air units for close support or interdiction, Soviet HQs, retreat or stand orders, weather, reaction movement, railroad movement, strategic movement, overruns, combined arms, fortifications, special supply situations, and more. Veteran players should be able to pick up game play right away, and for them we have clarified many game procedures. For those who are new to the series, examples of play will be found in the rules book as well as a Learning scenario to fully illustrate game play and some of the decision making for each battle.

All games of the EFS series are built to fit together side-by-side for possible combined play. We recognize that space is at a premium for some of you, so consider that all of the eight scenarios in this game require only one map or less; yes, just one map! Newcomers should try this game as a sample of the whole series.

Barbarossa: Crimea includes several special features not found with all EFS games. Since the game revolves around Sevastopol, we include a special inset map to depict in detail the fighting at that important naval fortress. Much gaming will directly involve the inset, so we have streamlined previous series rules dealing with an inset map. We have also streamlined the naval rules, effectively rebuilding them. This in turn allowed us to rebuild the Odessa scenario found with the Barbarossa: Army Group South game in this series. There, and later in Crimea, the Soviets used amphibious operations to move battle lines forward. If an amphibious operation is not going well, the Soviets could declare an Evacuation. At Sevastopol the German player will be using his super-heavy artillery, including the world’s largest artillery piece, Dora, historically seen in the final game scenario. The design notes include an essay on these wonder-weapons.

Barbarossa: Crimea challenges you to balance your attack and defense in each sector of the game map, regardless of scenario. Neither side has sufficient resources in either troops or supplies so the key to winning will be good game play and a sound plan. Can you do better than the titans that struggled for the Ukraine in the summer and fall of 1941?

THE SCENARIOS

1) Learning Scenario: The Tartar Ditch. The German 11th Army has just received orders to enter the Crimea but to do so it must first clear the narrow Perekop Isthmus. This was the first battle for the Crimea. This is a small scenario but it teaches important lessons in precise game unit positioning - exactly what one would expect for historical positional warfare.

2) Odessa: Hero City. This is a bloody example of siege warfare. The Romanian army shows exactly why it was so ill-suited for such an offensive, while the Soviets struggle to balance their forces from sector-to-sector and endure delays of reinforcements coming by sea. This rebuilds the scenario found in theArmy Group South game using new research and this game’s improved naval rules.

3) Crimea: The Road to Sevastopol. This begins in mid October 1941. The Germans almost certainly will break through the main Soviet defense line, so the Soviet player has to know when to break away from the action and run back to fresh prepared positions, a tactic typical of game play in other series games. The German player also chooses secret victory conditions. He will either drive south to Sevastopol or southeast to Kerch, forcing the Soviet to balance his defense of both.

4) Sevastopol: The First Battle. With the Germans committed to Sevastopol, can the Soviet divert enough German attention elsewhere to save the fortress? In the meantime, the deeper the German pushes into the Sevastopol inset map, the better his chances for long-term victory.

5) Crimean Campaign. The campaign scenario puts scenarios 3 and 4 together to feature a punch and counter-punch game strategy. The Soviet player relies on his naval units to rapidly shift the threat. The German relies on his infantry to consolidate gains.

6) Kerch: The Party Boss Attack. Ever wonder why Mandated Attacks exist in this game system? In the middle of winter 1942 one of Stalin’s cronies thought the armies holding the Kerch Peninsula in the Crimea were not sufficiently motivated to defeat the fascists. He personally bullied the local Front commander into do-or-die attacks. This scenario exemplifies the insanity of political expectations trumping battlefield realities. Can you find a weakness in the Axis line?

7) Kerch: Operation Trappenjagd. Now it is the German turn to attack in the Kerch Peninsula but their champion knows how to attack. This is a brilliantly planned German attack, one that pays handsome dividends. Can you repeat Manstein’s success? As the Soviet can you defeat Manstein’s attack?

8) Sevastopol: Operation Storfang. This is the last picture show in the Crimea and it will be bloody. Truly, the best is saved for the last as the Soviets fight for every last hill, fort, and farmhouse. They went down fighting and their sacrifice earned them great honor in the history books. It was close. The German plan of offensive was sound and it met each challenge the Soviets posed. Can you duplicate Manstein’s cold calculations and earn your marshal’s baton?

]]>
2-Players-Only Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-0-L INV-B 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/565299740723 Default Title 73.95 7368726544435 2795
https://www.vaibhavhospital.com/products/9958129229 2017-05-11T22:11:28-04:00 2017-05-11T22:11:28-04:00 Rommel's War Board Games L2 Design Group

Vendor: L2 Design Group
Type: Board Games
Price: 58.95

Designer Vance von Borries
Publisher L2 Design Group
Players 2
Playtime 180 mins
Suggested Age 12 and up

Operational game on the war in North Africa. It comes with two maps that stretch from Tripoli to Alexandria. Units range from battalion to division sized. Time scale is 3 turns per month.

]]>
2-Players-Only Age_9+ Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-M-Z INV-R 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_1980s https://www.vaibhavhospital.com/products/9958129229 Default Title 58.95 37326087181 2228
https://www.vaibhavhospital.com/products/9351268941 2017-03-15T16:20:00-04:00 2017-03-15T16:20:00-04:00 Roads to Moscow: Battles of Mozhaysk and Mtsensk, 1941 Board Games GMT Games

Vendor: GMT Games
Type: Board Games
Price: 46.95

Designer Mark Guttag
Vance von Borries
Publisher GMT Games
Players 2
Playtime 180 mins
Suggested Age 12 and up

Roads to Moscow: Battles of Mozhaysk and Mtsensk, 1941 is a two-player game depicting battles in the Soviet Union during the drive on Moscow in October 1941. The two separate battles shown in this game are named for the main objective city on each map, Mozhaysk to the west of Moscow, and Mtsensk to the south. Perhaps the most dramatic of the many desperate battles fought in front of Moscow, these two battles combined all the elements of the great struggle. The Germans have an excellent fighting machine but are short on fuel and time. They must capture their objectives on a tight schedule or snow and mud will end their offensive. The Soviets are down to the rearward remnants of their once immense armies. If the Soviets can avoid being encircled by the fast moving German forces, high quality reinforcements from the Far East may finally allow them to stop the German advance.

Historically, the Soviets stood fast at Mozhaysk, fighting heavily even on the old Napoleonic battlefield of Borodino. Like Napoleon, the Germans eventually took the field, but at great cost in time and manpower. Near Mtsensk Guderian’s Panzer spearhead advancing north from Orel was ambushed by the Soviets thereby disrupting the German timetable. This gave the Soviet 6th Guards Rifle Division time to dig-in on the heights above Mtsensk thereby barring the way to Tula and Moscow.
Roads to Moscow uses the same mechanics found in the acclaimed Roads to Leningrad game, featuring a chit draw for activation of formations. Both players quickly learn how to use their motorized units effectively for overruns, combined arms, and movement of reserves. The game includes special rules for Soviet rocket artillery, NKVD, and self-propelled gun units, and fuel supply shortages, and much more, all without overwhelming play of the game.

Game Scale:
Turn: 12 hours
Hex: 1.4km (Mozhaysk ), 1.2km (Mtsensk)
Unit: Company to Battalion for most combat units, with Brigade & Division HQs

COMPONENTS
Three counter sheets (528 5/8" counters)
One 22" x 34" Mapsheet (front & back printed)
4 Player Aid set-up cards
1 Charts & Tables card
Rule book
Play book
1 ten-sided die

DESIGNER: Vance von Borries
DEVELOPER: Mark Guttag
ART DIRECTOR: Rodger B. MacGowan
MAP & COUNTER ART: Charles Kibler

(source: GMT website)

]]>
2-Players-Only Age_9+ Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-M-Z INV-R 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/9351268941 Default Title 46.95 34156172045 1775