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THE WAR ON ERRORISM
- NOFX- The War On Errorism
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- FAT WRECK CHORDS/RED
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ON WAR (ENGLISH EDITION)
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THE WAR ON COPS: HOW THE NEW ATTACK ON LAW AND ORDER MAKES EVERYONE LESS SAFE
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THE WAR ON THE WEST: HOW TO PREVAIL IN THE AGE OF UNREASON
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ON WAR BY CARL VON CLAUSEWITZ ILLUSTRATED EDITION
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HEMINGWAY ON WAR
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ON WAR: BOOKS ONE AND TWO (OFFICIAL EDITION): 1 (ON WAR, BY GENERAL CARL VON CLAUSEWITZ (OFFICIAL EDITION))
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STALIN'S WAR ON JAPAN: THE RED ARMY'S 'MANCHURIAN STRATEGIC OFFENSIVE OPERATION', 1945 (ENGLISH EDITION)
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THE HUNDRED YEARS' WAR ON PALESTINE: A HISTORY OF SETTLER COLONIALISM AND RESISTANCE, 1917-2017
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PANTHER ON THE BATTLEFIELD: WORLD WAR TWO PHOTOBOOK SERIES: VOLUME 6
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Labyrinth - The War on Terror 2001 Third Printing 2001: The “American Century” had closed with a single Cold War superpower standing and a pause in conflict that some at the time dubbed “The End of History”. It wasn't. In the Middle East and South Asia, an Islamic revival was underway. Resentments bred in part of US support for the regions' anti-Soviet tyrannies soon erupted into a new struggle against the West. Wealthy Saudi fanatic Usama bin Ladin issued a declaration of holy war against America in 1996 and then fired the first shots with spectacular terrorist attacks on US targets in East Africa in 1998 and the Arab Peninsula in 2000. Bin Ladin's al-Qaeda organization plotted securely under the protection of the Taliban, a fundamentalist movement in Afghanistan born of the anti-Soviet “Bear Trap” of the 1980s. By 2001, al-Qaeda had set in motion even more devastating strikes - this time within the US Homeland - that Bin Ladin hoped would light off a global Muslim uprising. Uprising or not, the Western response to those September 11th attacks would reshape international affairs from London to Jakarta and from Moscow to Dar es Salaam. Labyrinth takes 1 or 2 players inside the Islamist jihad and the global war on terror. With broad scope, ease of play, and a never-ending variety of event combinations similar to GMT's highly popular Twilight Struggle, Labyrinth portrays not only the US efforts to counter extremists' use of terrorist tactics but the wider ideological struggle - guerrilla warfare, regime change, democratization, and much more. From the award-winning designer of Wilderness War and later Andean Abyss, Cuba Libre, A Distant Plain, and Fire in the Lake, Labyrinth combines an emphasis on game play with multifaceted simulation spanning recent history and near future. In the 2-player game, one player takes the role of jihadists seeking to exploit world events and Islamic donations to spread fundamentalist rule over the Muslim world. The other player as the United States must neutralize terrorist cells while encouraging Muslim democratic reform to cut off extremism at its roots. With the game's solitaire system, a single player as the US takes on ascending levels of challenge in defeating al-Qaeda and its allies. The jihadists must operate in a hostile environment - staying below the authorities' radar while plotting terrorist attacks and building for the Muslim revolution. Will Iran's Shia mullahs help or hinder the Sunni jihadists? Will the gradual spread of Islamist rule bring final victory - or will it be a sudden strike at the United States with an Islamic weapon of mass destruction? The United States has the full weight of its military force and diplomacy at the ready - but it can't be everywhere: will technological and material superiority be enough? US forces can invade and topple Islamist regimes, but how will the Muslim “street” react? And if quagmire results, how will the US find its way out? Labyrinth features distinct operational options for each side that capture the asymmetrical nature of the conflict, while the event cards that drive its action pose a maze of political, religious, military, and economic issues. In the parallel wars of bombs and ideas, coordinated international effort is key - but terrorist opportunities to disrupt Western unity are many. The Towers have fallen, but the global struggle has only just begun. “Let's roll!” GAME CONTENTS • One Counter Sheet • 22x34 inch Hard Mounted Mapboard • 120 Playing cards • Rules Booklet • Playbook • Two Player Aid sheets • One Solitaire Play sheet • 30 Wooden Cubes • Four 6-sided dice GAME SCALE TIME:About 1 year per hand of cards PLAYERS:1-2 MAP:Point-to-Point system GAME CARDS Labyrinth contains 120 playing cards, including: • Tora Bora • Patriot Act • Predator • Iraq WMD • Renditions • Leak • Martyrdom Operation • Taliban • Kashmir • Wahhabism • Madrassas • Zarqawi • Abu Sayyaf • Lebanon War • Mossad & Shin Bet • Loose Nuke • and so much more! AWARDS & HONORS 2011 JoTa Best Wargame Nominee 2011 JoTa Best 2-Player Board Game Nominee 2011 Golden Geek Best Wargame Nominee 2011 Golden Geek Best 2-Player Board Game Nominee 2010 James F. Dunnigan Design Elegance Award Winner 2010 Charles S. Roberts Best Post-WW2 Era Board Wargame Winner 2010 Charles S. Roberts Best Post-WW2 Era Board Wargame Nominee 2010 Charles S. Roberts Best Board Game Graphics Nominee FUNDAS 63,5x88 (120) BGG - 62227 Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
58 €
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Illusions of Glory - The Great War On The Eastern Front The Allied Powers bring massive forces to bear against Germany, Austria-Hungary, Bulgaria, and Turkey while trying to prevent a game-changing revolution in Russia. The Central Powers must defeat Russia, hold off Italy, and win the upper hand in the Balkans or face demoralization and rebellion at home. Players test their generalship and strategic abilities as Illusions of Glory lets you recreate the dramatic events of World War I's Eastern Front. Your hand of strategy cards present you with a rich array of strategic and operational choices. You must decide whether to use each card for its historic event, unit movement, combat, or troop replacements. You must commit your forces to a variety of objectives: winning the dynamic war of maneuver between German-led and Russian armies; seizing the Balkans and its vital objectives; or prevailing in the conflict between Austria-Hungary and Italy. Illusions of Glory offers complete campaigns and shorter playing scenarios. GAME SCENARIOS: Campaign Game Mobilization Limited War Total War Italian Front Mini Game GAME SCALE: Historical Duration: 1914 to 1918 Units: Corps and Divisions Time: Three months per turn Map: Point to Point Players: 2-4 Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
61,15 €
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Madrid (Madrid)
juego wargame - Illusions of Glory - The Great War on the Eastern Front - GMT - WWI - Precintado juego wargame - Illusions of Glory - The Great War on the Eastern Front - GMT - WWI - Precintado Juego wargame estratégico, dedicado al Frente del Este durante La Primera Guerra Mundial, años 1914-1918, editado por GMT. El sistema de juego es compartido con el clásico Paths of Glory. 2-4 jugadores. Precintado. Para jugadores y coleccionistas. *** Dispongo de un amplio stock de juegos de mesa y wargames. Si esta descripción no te parece suficiente o las fotografías no te aclaran algún detalle no dudes en preguntarme TODO lo que necesites. Si estás buscando algún juego para tu colección mira entre todos los lotes que tengo en subasta y en catálogo. Si no encuentras lo que buscas pregúntame por su disponibilidad; tengo muchos más juegos que no aparecen actualmente en Todocolección. Si tienes cualquier duda, PREGUNTAME antes de comprar! Pago por transferencia bancaria. Se admite pago por PAYPAL. Gastos de envío de 9 euros: el envío es CERTIFICADO. ATENCIÓN: mira mis otros artículos, en el caso de que compres varios de ellos los gastos de envío serán ajustados para producirte un ahorro. Todos los artículos se embalan cuidadosamente antes del envío. Si vives en Madrid la entrega puede ser en mano si vienes a recoger el artículo a la dirección que te indique (cerca de Metro de Suanzes, línea 5).
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Korea - The Forgotten War Korea: The Forgotten War, Is the ninth game in the Operational Combat Series (OCS) release by The Gamers. The Korean War stands as a key event in world history. The first shooting confrontation of the Cold War, and the first limited war of the nuclear age, it is the only time since the Second World War that two of the world's major military powers fought one another - in this case the United States and China. Diplomatically, the war offers an interesting view of the miscalculation and ineptitude on both sides that led to open conflict. It also brings to light the United Nations' first opportunity to play a leading role in world military events. Korea: The Forgotten War covers the first year of the war and highlights the mobile phases of the battle. Campaign victory is determined most often by the stable positions of the lines (relative to the "neck" of the peninsula). A number of shorter scenarios are also included to allow players to explore specific operations or to use as a training scenario before taking on one of the campaign games. Korea: The Forgotten War was initially released in 2003. The 2014 (2nd edition) is a reprint of the 2003 (1st edition) with changes made to address errata and to better conform to the latest version of the OCS rules when printed. Korea: The Forgotten War has 15 scenarios broken down as follows: 5 1-map scenarios 4 2-map scenarios 6 3-map scenarios Game Scale: Turn: Half-week Hex: 5 miles / 8 Km Units: Battalion to Army 2014 Game Inventory: Three 22 x 34" full-color mapsheets Four dual-side printed countersheets (2 combat, 2 markers - 560 1/2" counters) One 48-page OCS v4.1a rules booklet One 40-page Korea v2.0 game specific rules booklet Two 4-page OCS v4.1a Charts & Tables Folders Two dual-sided Player Aid cards Two 6-sided dice Complexity: High Solitaire Suitability: High Playing Time: 4-100 hours Players: 1 or more
76,05 €
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Málaga (Málaga)
BRITAINS AMERICAN CIVIL WAR 17288 LEADERS - PHILIP H. SHERIDAN ON HORSEBACK BRITAINS AMERICAN CIVIL WAR 17288 LEADERS - PHILIP H. SHERIDAN ON HORSEBACK 1/30 WILLIAM BRITAIN (BRITAINS) AMERICAN CIVIL WAR 17288 LEADERS IN BLUE AND GREY - PHILIP H. SHERIDAN ON HORSEBACK, by William Britain (Britains), scale 1/30 (60mm), from their ACW series, matte finish, figure retired. The figure is practically new, sold in its original box. Gastos de envío 6 euros, se envía por correo certificado con número de seguimiento, se combinan gastos de envío, pago por transferencia bancaria, bizum o paypal como máximo a la semana de su compra
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Cataclysm - A Second World War Cataclysm is not your typical game about World War II. The game begins in 1933, not 1939, and is global in scope. Germany is far from dominating Europe. Japan is on the march in Asia. Every crisis is an unexpected opportunity. There is no hindsight and anything can happen. Truly grand strategic in scope, Cataclysm requires players to lead nations, not just armies or fleets. You must craft a diplomatic strategy, develop political support for your policies at home, shift your economy to a war footing, and build up the forces you need to deter or vanquish your enemies. There is no traditional I-go-you-go turn structure in Cataclysm. Counters representing political actions, military actions, units, and possible events are drawn at random from an action cup. As each counter comes out, the owning player resolves it, and play swiftly moves on to the next draw. You have to make plans to execute when your chance comes up, but you have no idea when, or in what order, events will transpire. A game about global war gives every nation armies, air forces, and fleets. But in Cataclysm, military pieces have no numeric values. You know what forces you have and where they are deployed. To resolve combat, each side rolls up to three dice and compares their single highest die. You can devote more resources to a campaign (generating more dice or bonuses), but that does not guarantee a favorable outcome. Your efforts can lead to triumph… or to disaster. In Cataclysm, you are free to explore alternatives. The Soviets can construct a massive long-range bomber force. Japan can build powerful armored forces to overrun Siberia. Germany can invade Britain, or France can take Berlin, provided you craft a strategy that gets you there.
67,15 €
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Juego Original en Inglés: A War of Whispers is a competitive board game where five mighty empires are at war for the world, but you are no mighty ruler. Instead, you play a secret society that is betting on the results of this war while pulling strings to rig the results and ensure their bets pay off. A War of Whispers is a game of deep strategy, hidden agendas, and shifting loyalties.You start the game with five loyalty tokens, each corresponding to one of the five different empires, bet randomly on a loyalty value. Your primary goal is to ensure that when the game ends, the empires you are most loyal to control the most cities across the globe.
42,40 €
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Next War - Poland 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."
75,59 €
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Barcelona (Barcelona)
STRELETS 1/72 (1 PLANCHA / 1 SPRUE) US INFANTRY ON THE MARSH USA CIVIL WAR STRELETS 1/72 (1 PLANCHA / 1 SPRUE) US INFANTRY ON THE MARSH USA CIVIL WAR AVISO IMPORTANTE: CONTINUA LA VENTA DE MATERIALES ADQUIRIDOS POR INTERNET Y SU DISTRIBUCIÓN ARTÍCULO 35 DEL ANEXO DE LA LEY 10/2020 DEL REAL DECRETO DEL 29 DE MARZO DE 2020. IMPORTANT NOTICE: THE SALE OF MATERIALS ACQUIRED BY INTERNET CONTINUES AND ITS DISTRIBUTION ARTICLE 35 OF THE ANNEX OF LAW 10/2020 OF THE ROYAL DECREE OF MARCH 29, 2020.
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Barcelona (Barcelona)
STRELETS 1/72 (1 PLANCHA / 1 SPRUE) CONFEDERATE INFANTRY ON THE MARCH CIVIL WAR STRELETS 1/72 (1 PLANCHA / 1 SPRUE) CONFEDERATE INFANTRY ON THE MARCH CIVIL WAR AVISO IMPORTANTE: CONTINUA LA VENTA DE MATERIALES ADQUIRIDOS POR INTERNET Y SU DISTRIBUCIÓN ARTÍCULO 35 DEL ANEXO DE LA LEY 10/2020 DEL REAL DECRETO DEL 29 DE MARZO DE 2020. IMPORTANT NOTICE: THE SALE OF MATERIALS ACQUIRED BY INTERNET CONTINUES AND ITS DISTRIBUTION ARTICLE 35 OF THE ANNEX OF LAW 10/2020 OF THE ROYAL DECREE OF MARCH 29, 2020.
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Meeple War Fecha de Llegada - 29-09-2017 Some people might think that Meeples are just the little tokens they use to represent their figures on a game board. How naive! In reality, the Meeple was once a machine of war. The four kingdoms of Lilliput created them as giant golems with which they battled one-another. In Meeple War, each player is in control of one of the kingdoms of Lilliput. They construct massive war Meeples and send them out into the world. Players explore territories and invade their opponent's kingdom using the special terrain tiles to gain an advantage. The first player to reach six Victory Points is declared the winner. COMPONENTS 52 Wooden Meeples 40 Double-Sided Buildings 16 Workers 4 Village Enclosures 4 Village Gates 4 Reputation Mountains 4 Depots 36 Double-Sided Territories 5 Territory Upgrade Tokens 1 Bravery Point Ladder 1 Hammer Token 1 Rulebook Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
40,45 €
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Rome At War JUEGO DE SEGUNDA MANO COMPLETO USO Poco Uso ESTADO DE LA CAJA En buen estado ESTADO DE LOS COMPONENTES En buen estado. IDIOMA Inglés Tactical wargame of moderate complexity that focuses on Hannibal (Carthage) versus Rome. Units are rated for combat strength and morale. Rules cover cavalry, elephants, facing, assaults, missile fire, legion/phalanx movement, and recovery. Activation system for leaders. Generally need a 6 roll to score hits. Small map (which is mounted) is not hex based, but divided into numbered areas. Five scenarios (historical commentary included) are provided; all can be completed in an hour or less. Excellent graphics.
25 €
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This unique product in the world transforms your PlayStation 5 into something brand new and amazing, installation is simple and quick, you take it off and put it on whenever you want in less than 10 minutes. Product includes, two personalized faceplates, a custom stand for the ps5, a custom front strap. Chest measurements 45cm x 35cm x 16cm
47.229 €
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Triumph & Tragedy (Second Edition) Triumph & Tragedy is a geopolitical strategy game for 3 players (also playable by 2) covering the competition for European supremacy during the period 1936-45 between Capitalism (the West), Communism (the Soviet Union) and Fascism (the Axis). It has diplomatic, economic, technological and military components, and can be won by gaining economic hegemony or technological supremacy (A-bomb), or by vanquishing a rival militarily. The 22 x 34 area map covers Eurasia to India and the Urals, plus the Americas. Military units are 5/8" blocks, of 7 types (Infantry/Tank/Fortress/AirForce/Carrier/Fleet/Submarine), in 7 different colors (Germany/Italy/Russia/Britain/France/USA/Neutral). The mix of over 200 blocks allows great flexibility of force composition. There is a 55-card Action deck and a 55-card Investment deck, plus 30 Peace Dividend chits and 110 markers of various types. The game starts in 1936, with all 3 Great Powers virtually disarmed: Germany has repudiated the Versailles Peace Treaty, initiating an arms race in Europe. With blocks, the nature of military buildups remain unknown to rivals unless/until military conflict breaks out. The game may end peacefully or there may be war. There are game sanctions for attacking neutral minors or declaring war on an opponent, and rewards for remaining peaceful (you get a Peace Dividend chit of value 0-2 for every year you remain at Peace). You can win peacefully by: • Economic Hegemony (total of Production + secret Peace Dividend values + Atomic Research is the greatest in 1945, or reaches 25 at any time) OR • Technological Supremacy (build the A-bomb which takes 4 stages and be able to deliver it to a Main Capital). If there is war, you can still win by either of the above methods (with extra Economic Hegemony victory points available), or by: • Military Victory (capture TWO enemy capitals out of nine: each player controls three). Economic production underlies all forms of power in the game. Production is the LEAST of controlled Population (cities), controlled Resources, and Industry (which starts low and can be built up with Investment cards), except that Resources can be ignored if at Peace. Powers can spend their current economic Production on either: • Military units (new 1-step units or additional steps on existing units), OR • Action cards, which have Diplomatic values (to gain Population and Resources without conflict) and a Command value (to move military units), OR • Investment cards, which have Technological values (to enhance unit abilities) and a Factory value (the only way to increase Industry levels). Building a unit step or buying a card costs 1 Production. Simple. You can't inspect cards bought until after you have spent all Production. Initially, the Axis economy is Population/Resource limited, but ahead in Industry, while the West and Russia are Industry-limited, with adequate empires of Population and Resources. Throttling/limiting rival economies by denial of Population/Resources is a key form of competition. In peacetime, this is primarily done via Diplomacy, committing Action cards to gain control of minor nations and their Population/Resources, or to deny or reduce Rival control of them. At war, this can be done more directly by military conquest on land, by Naval/Submarine blockade of trade routes at sea, and by Strategic Bombing of enemy Industry by air forces. The early phase of the game tends to revolve around: • Diplomatic infighting (using Action cards), to gain minor nations (Czech, Rumania, etc) for their Population and Resources, and • Industrial buildup (via Investment cards), with • Military buildups (with the nature of forces being built being unknown to opponents), • Technology advancement (also via Investment cards), and some • Military operations (using Action cards for Command), which can include Violating (attacking) neutral minors to gain Population/Resources when Diplomacy fails. If the game continues peacefully due to imposing defenses or player inclination, pressure builds as players approach a Production of 20, as secret Peace Dividend chits may take someone over the 25 Victory threshold. Or players may succeed in developing the Atomic Bomb and steal a victory that way. At some point, however, one Power (seeing opportunity or necessity) may Declare War on another. The victim gets immediate economic benefits in reaction, but military reality comes to the forefront from this point onward. The third party may well continue its economic development in peace. Or not. Unit movement is by Command card, which specifies a Command Priority letter that determines order of movement/combat and a Command Value number that determines the maximum number of units that can be moved. Command cards are only valid during one specified Season (Spring/Summer/Fall), so a variety of Command cards in one's hand is necessary for a Power to be able to move in every Season. But HandSizes are limited, so each player must balance competing demands for card resources with military security. Combat occurs when rival units occupy the same area, and is executed by units firing in order by Type (defenders firing first amongst equal types), rolling dice for hits. Units have different Firepowers (hit values) depending on the Class of unit they are targeting (ground, naval, air, sub). Land combat is one round per Season while sea battles are fought to a conclusion. Ground units without a Supply line lose 1 step per Season and cannot build (except Fortress units which are immune to both effects but cannot move). Triumph & Tragedy is a true three-sided game: there is no requirement that the West and Russia be on the same side (and in fact there are valid reasons to attack each other), and only ONE player can win the game. Table talk is allowed (and encouraged) but agreements are not enforceable. Alliances are shifting and co-operation is undependable. The game can continue as an economic battle of attrition or a sudden military explosion can change everything. There is immense replayability as players can pursue dominance in Europe via land, sea or air military superiority, technological supremacy, or economic hegemony without rivals realizing their strategy until it is TOO LATE! It is a highly interactive, tense, fast-moving game with little downtime between player turns, covering THE crucial geopolitical decade of the 20th century in 4-6 hours. AWARDS & HONORS 2015 Golden Geek Best Wargame Nominee FUNDAS 63,5x88 (120)
84,5 €
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Shadows of Brimstone - Trederra Deluxe Other Worlds On the war-torn, industrial-age battlefields of Trederra, legions of alien soldiers patrol the ruins of their once great cities, searching for anyone foolhardy enough to intrude into their territory. Waging war on each other for generations, the battle-scarred Nations of Trederra use Dark Stone to fuel their engines of death, polluting their planet with radiation and drifting clouds of toxic gas. But there are also treasures to be found amidst the devastation, weapons and technology advanced beyond reckoning by brutal centuries of warfare. The Trederra Deluxe Expansion introduces a brand new OtherWorld for the Heroes to explore! This includes a full set of 18 new Map Tiles depicting the war-torn planet of Trederra, with dangerous new Radioactive Spaces and Cover Terrain! These Map Tiles also have an all new set of unique Mine rooms on the reverse, bringing more variety and new Encounters to discover throughout the Mines. All of the cards needed for this alien world are included, such as Trederran Encounters, Artifacts, Map Cards, OtherWorld Threats, and more, as well as a host of new cards for adventuring in the Mines! 6 New Missions will challenge your Heroes as well. This Deluxe OtherWorld Expansion includes a host of dangerous new Enemies to encounter, including: 6 Trederran Legionnaires - Alien soldiers committed to the cause of 'winning the war' for their Nation and armed with deadly Dark Stone weaponry to get the job done. 3 large Z-4 Grenadiers - Heavily armored demolition soldiers immune to all but the strongest attacks and armed with terrifying thermal charges. 6 Trederran Mutants - Soldiers who have succumbed to the corrupting radiation of the Dark Stone and are now little more than viciously mindless savages. And 3 Trederran Lieutenants - Ruthless officers that command their legions with an iron fist. Also included are 6 pieces of plastic Cover Terrain (3x Barrels and 3x Tank Traps). These are for use with the Cover Terrain rules and are placed on the board to give a more 3D feel to the Environment. Like all OtherWorlds, Trederra has a set of unique Encounters, Artifacts, Map Cards, and OtherWorld Threat cards, as well as a couple of Global Rules that make adventuring there more distinct. The Global Rules are listed on the World Card included in this expansion. While exploring Trederra, Heroes will find themselves navigating an extremely hostile environment full of Land Mines, poisonous Toxic Clouds, Acid Rain, and relentless patrols of Enemies, always on the hunt for intruders. There are many treasures to be found though, amongst the ruins and devastation, especially in the form of powerful alien weapons and protective clothing and gear. FUNDAS 63,5x88
67,94 €
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Labyrinth - The Awakening 2010 (Incluye Reglas en Castellano) Labyrinth: The Awakening, 2010 - ? expands on Labyrinth: The War on Terror, 2001 - ?, a 1-2 player card-driven board game simulating at the strategic level the ongoing bid by Islamic extremists to impose their brand of religious rule on the Muslim world. This expansion continues where Labyrinth left off adding new rules and cards to cover the last five years of history. Included are new mechanics to simulate the grass roots political movements of the Arab Spring and the resulting Civil Wars. Labyrinth: The Awakening provides 120 all new event cards, four new country mats, additional markers, cubes and cylinders, and 7 new scenarios, including 2 that are playable to conclusion in 7 turns or less. Components 120 Playing Cards 15 Blue Wood Cubes and 5 Black Wood Cylinders 87 Double Sided Markers 4 New Country Mats (Iran, Syria, Nigeria, Mali) 3 Other Board Overlays 7 Scenarios Combined Rules & Playbook 3 Player Aid Cards FUNDAS 63,5x88 (120) BGG - 173251 Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
29,75 €
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A Distant Plain (Incluye Reglas en Castellano) The latest volume in Volko Ruhnke's COIN Series takes 1 to 4 players into the Afghan conflict of today's headlines, this time in a unique collaboration between two top designers of boardgames on modern irregular warfare. A Distant Plain teams Volko Ruhnke, the award-winning designer of Labyrinth: The War on Terror, with Brian Train, a designer with 20 years' experience creating influential simulations such as Algeria, Somalia Interventions, Shining Path: The Struggle for Peru, and many others. A Distant Plain features the same accessible game system as GMT's recent Andean Abyss and upcoming Cuba Libre but with new factions, capabilities, events, and objectives. For the first time in the Series, two counterinsurgent (COIN) factions must reconcile competing visions for Afghanistan in order to coordinate a campaign against a dangerous twin insurgency. A Distant Plain adapts familiar Andean Abyss mechanics to the conditions of Afghanistan without adding rules complexity. A snap for GMT COIN Series players to learn, A Distant Plain will transport them to a different place and time. New features include: Coalition-Government joint operations. Volatile Pakistani posture toward the conflict. Evolution of both COIN and insurgent tactics and technology. Government graft and desertion. Coalition casualties. Returning Afghan refugees. Pashtun ethnic terrain. Multiple scenarios. A deck of 72 fresh events.... and more. As with each COIN Series volume, players of A Distant Plain will face difficult strategic decisions with each card. The innovative game system smoothly integrates political, cultural, and economic affairs with military and other violent and non-violent operations and capabilities. Flow charts are at hand to run the three Afghan factions, so that any number of players-from solitaire to 4-can experience the internecine brawl that is today's Afghanistan. FUNDAS 63,5x88 (78) BGG - 127518 Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
73,80 €
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On the day war broke out, few nations imagined they would soon be forced to conduct land warfare outside of Europe. As a result, when the war reached North Africa, both men and machines were ill-prepared for the harsh demands of a desert campaign. But history is a testament to the caliber of leadership, ingenuity and resolve of those who fought under such harsh conditions. Thanks in part to its long-established presence in far-flung corners of the globe, no army would display these qualities better than t...
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Enemy Coast Ahead - The Doolittle Raid 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. Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
53,5 €
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Liberty Road JUEGO DE SEGUNDA MANO COMPLETO USO Poco Uso ESTADO DE LA CAJA En buen estado ESTADO DE LOS COMPONENTES En buen estado. IDIOMA Inglés. In War Stories you are the commander issuing orders to infantry squads and armored fighting vehicles. Each game presents a scenario using a modular map with different terrain that regulates movement and impacts combat in a unique system that does not require charts or endless modifiers. Players receive a secret set of instructions with hidden deployment and objectives. Unit blocks have a variety of information that regulates their ability to move, fight and remain cool under fire. War Stories also offers "rule breaking" asset and event cards. These enable War Stories to have additional complexity with minimal rules weight: the rules and effects are on the cards themselves. Assets are special equipment, troops, and abilities that a player has access to during the battle, such as machine guns, infiltration units, and the ability to lay mines. Events are random things that happen and create memorable moments on the battlefield such as reinforcements arriving, a gust of wind that starts a wildfire, or a damaged vehicle suddenly brewing up. ages 14+ 1-2 players (Note: there is no solitaire system; it is a normal 2-player wargame, but the publisher printed "1-2 players" on the box) 60 minutes GAME COMPONENTS: - 5 double-sided mapboards - 24 double-sided terrain overlays - 75 painted wooden blocks & stickers to represent vehicles & infantry - 112 counters (vehicle damage, battlefield damage, fog of war, unit, order and ambush markers) - 33 asset cards - 21 event cards - 24 combat chips and 1 cloth drawbag - 2 16-page scenario booklets (one German and one Allied) - 2 player screens/aids - 1 20-page rule book See our sister game War Stories: Red Storm for the most recent info on both games!
40 €
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Wendake "Wendake" is the name that the Wyandot People use for their traditional territory. This population, also known as the Huron Nation, lived in the Great Lakes region together with the Iroquois, Shawnee, Potomac, Seneca, and many others. In this game, you explore the traditions and everyday life of these tribes during the 1756-1763 period when the Seven Years War between the French and the English took place in these territories. But this white man's war is really only a marginal aspect of the game; the focus is on life in the Native villages, fields, and forests. In this game, you won't find the traditional teepees since those were used by southwestern tribes who moved their camps to follow the herds of buffalo. The Natives of the Great Lakes were sedentary, living in long houses. The women farmed beans, corn, and pumpkins, while men hunted beavers in the forests, mainly to sell their pelts as leather. In the game Wendake, you are placed in the shoes of a chief of a Native American tribe. You have to manage all of the most important aspects of their lives, earning points on the economic, military, ritual, and mask tracks. The core of the game is the action selection mechanism: You have the opportunity to choose better and better actions over seven game rounds, and the winner will be the player who can find the best combinations of actions and use them to lead their tribe to prosperity. Each player has their own 3x3 action board that is comprised of nine action tiles. The first time you select an action tile each year, you may choose any tile; the second and third times that year, you must choose another action tile in the same column, row, or diagonal as your previously selected tile(s). If the action tile you choose shows more than one action, you can use them only in the order shown, from top to bottom. After the last player has placed (and resolved) their fourth action marker, the restore phase begins. During the restore phase, all players remove the action markers from their tiles and flip the tiles they used face down so that they show the opposite side. All players then move their action tiles down one row so that the top line of their action grid is empty and the three tiles from their bottom row are now outside of the grid; if any of these three tiles shows the ritual side, they must be flipped back to the action side. The first player may now set aside one of the three tiles below their grid and replace it with one of the six advanced action tiles near the board or with any action tile they already set aside in previous years. This new tile is added to the tiles below the player's grid. Then, whether a new tile was taken or not, they shuffle the three tiles that are below their grid and place them in random order on the top line of their grid, all showing the action side. During the game, you score points in four tracks, with these tracks being coupled randomly at the beginning of the game. The game ends at the end of the seventh year, and for each pair of tracks, you score only the number of points indicated by the score marker on the lower value. Sum these points from the two pairs of score tracks to see who wins.
50,95 €
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Pericles - The Peloponnesian Wars Pericles is a four player 'sandbox' design that covers the period from 460 BC to 400 BC. The players each represent one of two Athenian or Spartan factions. The game has a political and a war phase. During the war phase the players are US versus THEM. During the Political Phase it is ME versus YOU (Athenian faction versus Athenian faction and Spartan king versus Spartan king). The City State (Athens or Sparta) that gains the most Honor wins the war and the faction on the winning side with the most Honor wins the game. There are over twenty scenarios that cover portions of the war with playing times from 30 minutes (mini Theater scenario), 45 minutes (6 years of the war), 90 minutes (a decade of war), and then there are the three long scenarios that cover the 1st Peloponnesian War, 2nd Peloponnesian War plus the Campaign game. There are rules for 3 player, 2 player, and solitaire play. FUNDAS 63,5x88 (110) Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
67,5 €
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Invaders - Segunda Mano JUEGO DE SEGUNDA MANO COMPLETO USO Poco Uso ESTADO DE LA CAJA En buen estado ESTADO DE LOS COMPONENTES En buen estado. IDIOMA Inglés NOTA Mazos de cartas precintados. One player leads the extraterrestrial conquerors whose goal is to transform the Earth and subjugate its inhabitants. The Invaders possess unthinkable weapons and unknowable technologies. More so, within their galactic armada the aliens hold bound a terrifying array of eldritch creatures engineered specifically to sow the chaos and destruction that heralds the arrival of their masters. The other player commands the unyielding forces of a united Earth. In the shadow of a planet-wide scourge, the nations of the Earth have joined forces to confront the arrival of a doom spawned on the other side of the galaxy. The Terran alliance is a desperation-forged bulwark upon which the invading forces crash and are repelled time and again. Outgunned, with salvaged or untested technology and one foot in the grave, the determined network of military machinery, elite strike-teams, warfare scientists, and neighborhood militias are surprisingly capable of bloodying the Invaders' noses whenever the two forces meet. The eponymous Invaders seek to destroy the forces defending the Earth and exhaust their reserves. They do this by defeating the defending forces at key locations while also causing the Earth player to disrupt cards from their deck to their discard pile. The Invader must be cunning when deploying their creatures and war-machines, or enacting their schemes, as the cost to bring assets into the war often involves the discarding of other assets. Mankind must work desperately to defend critical resources and locations from the corruption and incursion of the alien threat. They do this by building formidable and deadly defenses, predicting where the alien player will strike and setting traps designed to deprive the Invaders of key units and wear-down their options. Like the Invader, the humans need to be clever in what they deploy and how they deploy it because their heroes may be bold but they are small in number, and the Invaders are inexorable. Invaders is a science-fiction game piled thick with the trappings of war and horror. It is steeped in difficult decisions, but built upon a simple, elegant set of rules, and because of this, you will find each game telling a slightly different story each time you play. Both sides use cards to represent their units, plans, resources and events, but as this is an asymmetrical battle game, the way in which those cards are played and how they forward their owner's goals are very different. Regardless, knowing when to let an asset go in favor of a better one, how to exploit a weakness in your enemy's ranks, and where to press an advantage or feint a trap will be key in seeing your side emerge as the victor from the morass of galactic war. One question remains: Which side are YOU on?
20 €
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Blitz! - A World in Conflict Blitz! A World in Conflict is an army-level adaptation of the internationally award winning global World War II wargame World in Flames. Blitz! covers the entire globe on one large (approx 910mm x 560 mm/36"x22") map of the world with area-based movement covering every theater of the war (Europe, N Africa, Pacific, E. Asia, N Atlantic, etc.) Blitz! A World in Conflict is a stand-alone boxed game. It includes almost 400 two-sided counters providing all the armies, air wings, and fleets for all the major combatants and many other countries, selected commanders, plus game markers. It plays in a fraction of the time needed for most historically-accurate World War II campaign games (2 hours for Barbarossa, 5 to 8 hours for the entire global war) while still giving players the opportunity to cover the entire war. Rules include various options so you can tailor the game to your preferences and experiment with "what if" situations," including revising the politics of the 1930s before the war begins. At last you can re-fight with all WW2 WiF style in less than a lifetime. Contents • 1 large map (559mm x 864 mm) • 396 two-sided full colour counters • 1 Rule book • 8 two-sided Weapons Development Charts • 2 x 6-sided dice BGG - 42997
79,19 €
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Arquebus - Men of Iron IV Fecha de Llegada Aproximada - Octubre 2017 Northern Italy - and especially Milan - at the end of the 15th century was the brutal focal point for power and control between France and the Imperialist empires of Venice and Spain. And the battles fought for this prize are a record of the changing face of how war was fought. At the start of the 'war', the main forces were mounted men-at-arms and a tightly packed and closed formation of pike, especially as represented by the Swiss. But as battle churned into battle, that slowly changed. Firepower, in the form of the arquebus (an early musket) became increasingly prevalent and dominant, forcing the closed pike formations to open up, as the Spanish did (with sword and buckler), and the reliance on heavily mounted cavalry to decrease. Arquebus shows all of this in true die-rolling glory, featuring 8 major battles: Fornovo, Cerignola, Agnadello, Ravenna, Marignano, Bicocca, Pavia, and Ceresole. These are all really great game-players, with all but two of them half-mappers playable in 3 hours or less. The other two are the 'tiny' page-sized (8" x 11") Cerignola and the big one-mapper, the major, final battle of Pavia. Pavia was a crushing defeat wherein France lost over 50% of its army and almost all of its nobility of command, including her king, Francis I, who was captured. But for gamers, Pavia is wonderful gameplay, with units all over the greatly detailed map, much maneuver and many tough decisions to make. Arquebus uses the popular "Men of Iron" mechanics with much concentration on detail of weaponry, from the differences between closed formation and open, to the decline of the Swiss (pas d'argent? pas de Suisse), and the rise of the German Landsknecht, the major force in warfare of the era and, ironically, the best-dressed men in Europe. Yes, Landsknecht uniforms literally set the fashion trend at the time for the entire western world.
61,45 €
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Enemy Action Ardennes - The Battle of the Bulge 1944 Incluye Reglas en Castellano Enemy Action: Ardennes is the first in a series of card-driven war games on pivotal operations and campaigns in World War II, from John Butterfield, designer of RAF, D-Day at Omaha Beach, Ambush! and Hell's Highway. Each game in the series allows for play by two players or one player, playing either side in the conflict. Enemy Action delivers fun, tense wargaming with a focus on command and capabilities: - Low complexity with constant decision points for both sides; - Two-player competition; - Solitaire play of either side with an innovative system governing enemy command and tactics; - Card-driven impulse system, with multi-purpose cards that can be played to activate formations, implement command events, or gain tactical advantages in combat. - Diceless and chartless combat system - players draw combat chits that build a narrative of each combat. EA: Ardennes portrays the German offensive against the western Allies in December 1944 -- the Battle of the Bulge. Each player controls the German or Allied (US and British) side. If playing solo, the game system controls the other side. - Map scale: 2.5 miles per hex. Hexes are oversized for easy counter handling. - Unit Scale: Regiments, brigades and divisions - Time scale: One day per turn, with several impulses in each turn. Muchas gracias a todos los que hacéis posible con vuestro esfuerzo y dedicación la difusión de los juegos de mesa.
127,5 €
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Dive into the world of Warhammer with our 3D printed bases, crafted with the highest precision to complement your miniatures. Each base is meticulously made using premium matte PLA, ensuring exceptional durability and a superior aesthetic finish. Every base features integrated slots designed specifically to accommodate 6x2 mm magnets. This allows you to add an additional layer of stability and versatility to your miniatures, making storage and transport easier. Designed to work in conjunction with our Movement Trays. 25x25 - for regular infantry units like Men-at-arms, Empire State Troops, Skeleton Warriors, and Night Goblins. 30x30 - for larger infantry units with non-human characters, such as Orc Mobs, Chaos Warriors, Bestigors, and Dryads. 40x40 - for Monstrous Infantry and Swarm type units, like Tomb Swarms, Troll Mobs, Chaos Trolls, and Ushabti. 50x50 - for Behemoth and Monstrous type units, such as Treemen Ancients, Gyrocopters, Necrolith Colossus, and Gigantic Spiders. 25x50 -for smaller cavalry units, like Mounted Yeomen, Goblin Spider Riders, Chaos Warhounds, and Skeletal Horsemen. 30x60 - for cavalry units such as Knights of the Realm, Empire Knights, Centigors, and Orc Boar Boy Mobs. 40x60 - for Monstrous Cavalry type units, like Pegasus Knights, Unicorns, and Daemonic Steeds. 50x75 - for War Machines and some Monstrous type units, such as Grudge Throwers, Hellblaster Volley Guns, Doom Diver Catapults, and Dragon Ogre Shaggoths. 50x100 - for Chariot type units, like Orc Boar Chariots, Razorgor Chariots, Lion Chariots of Chrace, and Tiranoc Chariots. 60x100 - for larger War Machines and Behemoth type units, like Trebuchet, Dragon Mages, Cygors, and Screaming Skull Catapults. 100x150 - for very large Behemoth type units, such as Arachnarok Spiders, Hellcannons, and Necrolith Bone Dragons. We stand out for our attention to detail, utilizing a layer height of only 0.08 mm in the 3D printing process. This precision not only enhances the robustness of each base but also ensures an appearance virtually identical to the original Warhammer bases, making them perfect for both players and collectors. Our bases are ideal for customizing and painting, allowing your Warhammer Old World figures to stand out on the battlefield with a unique style. Moreover, their versatile design and standard size make them compatible with a wide range of game miniatures. At Noble Tactics, we pride ourselves on offering accessories that not only enhance the functionality of your game but also elevate the aesthetics of your prized collections. Experience the difference a high-quality base can make in your game!
25 €
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Fighting formations - Battle for Kharkov - Expansión. Attacks and counterattacks were the order of the day, any day… In the early winter months of 1943 the Soviets were driving deep into German lines. Their hope was to destroy the southern wing of the German army while it was still reeling from its defeat at Stalingrad. There were large gaps in the German lines and a quick advance here could turn the tide of the war. Time after time the Panzergrenadier Division Grossdeutschland was called upon to reinforce, fill and stabilize weak points, and to close the gaps before the onslaught of Soviet troops could pour through. Oftentimes they were outnumbered and arrived just in the nick of time. As the front stabilized they were called upon again to spearhead the German drives against the Soviet 40th and 69th Armies. The Soviets made several coordinated attacks during these months, one including Operation Star (February 2-19). During this offensive the Soviets took Belgorod and Kharkov. On the German side Manstein initiated his "Backhand Blow" on February 20. These battles went on through March 5 and beyond. Kharkov was taken back by the Germans in March during this push. Further German advances set up the upcoming summer's battle for Kursk. The areas around and cities of Belgorod and Kharkov were key points in many of the battles above. Both cities were major transportation hubs and control of the roads between them was critical to both the Soviets and the Germans. Advancing, reinforcements and supply was dependent upon whoever controlled these cities. By the end of February the Soviets were pushing the limits of their endurance and were very near the end of their supply lines. The Germans needed these same cities to stop the enemy advance, form a semblance of a solid line, and prepare for the inevitable counterattacks. Fierce battles raged on and on with many villages and hills along the path changing hands multiple times. Each side's positions for the summer of 1943 campaigns were now at stake. In this expansion for Fighting Formations, we feature the Grossdeutschland Division as it fought in 1943 around the Ukrainian city of Kharkov and early 1944 to the west of the city. In each scenario, one player will take command of elements of this elite German formation while the other assumes control of the opposing forces of the Soviet Union.
34 €
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Warband aganinst the darkness. JUEGO DE SEGUNDA MANO COMPLETO USO Sin Uso ESTADO DE LA CAJA En buen estado ESTADO DE LOS COMPONENTES En buen estado. IDIOMA Inglés NOTA Precintado. Then the Darkness came. An army of unspeakable horrors of an ancient and forgotten race of infernal creatures awoke deep within the earth and marched across the lands. The Darkness ravished the Five Realms with death and destruction and nearly brought the continent to its knees. Faced with a desperate fight for their very survival, the great races put aside their differences and united into a warband of such magnitude and strength as had never been seen before. The world trembled. Though their great loss of life on the battlefield was nearly insurmountable, the warband's sheer size overpowered the armies of Darkness and largely drove them back beneath the earth. Sorcerers and shamans and magi of the great races invoked binding blood magic to start sealing the enemy away for an eternity. In the final days of battle to determine the fate of the lands, the hordes of Darkness and the great warband clash on four remaining battle fronts that are each located near a border landmark that separate the kingdoms of the Five Realms. The last four campaigns wage on. The end is near. May the Maker protect us all.... As a player in Warband: Against the Darkness, you control the warband armies of one of the great fantasy races of the Five Realms. Although the great races are currently working together in mutual defense, old habits and rivalries are hard to break and this isn't in any way a co-operative game. It's important that your kind emerges victorious from the war with more battle prestige and honor than your temporary and untrustworthy comrades. The player who collects the most Victory Points of one-upmanship for their race by the conclusion of the final battle against the Darkness - gained by advancing your soldiers in the warband, earning gold for your army captains, reconnoitering the combat fronts with your scouts, and defeating enemies on the battlefields - has achieved the greatest leadership glory and is declared the winner.
18 €
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SPECIAL HOBBY 72308 # HA-1112 M-1L 'BUCHON' SPECIAL HOBBY 72308 # HA-1112 M-1L 'BUCHON' MAQUETA ESCALA 1:72 PARA MONTAR PINTAR NO INCLUYE NI PEGAMENTO NI PINTURAS HA-1112 M-1L Buchón “Ejército del Aire” 1/72 Although Spanish dictator Franco owed to the Italian fascists and German Nazis for the successful coup, he did not let them to pull him into World War 2. This fact did not prevent him, however, from purchasing weapons or their production license rights from Hitler’s Germany. The license for the Bf 109F/G fighter was purchased in this manner. The airframe production was trouble free in Spain but the engines should have been delivered by Germany. Eventually this never happened so the Spanish have to help themselves. Initially, they tested domestic HS-12Z engine but it was no earlier than in 1949 that a small series of HA-1109 K-1L/C-4J was produced. Meanwhile the airframes had been awaiting the power plant installation already since 1944! In 1953, Great Britain lifted the embargo so it was possible to purchase British Merlin 500/45 engines. Eventually, these engines were installed into modified Messerschmitt airframes. Between 1955-56, the Spanish Air Force received 171 machines of the new HA-1112 M-1L/C-4K Buchón (Pigeon) version. Of course these aircraft could not have been used as fighters, their primary role were the ground attacks. For these missions the aircraft were equipped not only with cannon armament but also with rockets. The latter were used against the insurgents in Spanish Morocco in 1958-60. During the mid 1960s the Buchóns were transferred to training and reserve units. But their finest hour was yet to come. About 15 Buchóns together with Spanish license-built He 111 (CASA 2.111) were used for the filming purposes during the shooting of Battle of Britain film in 1968. To resemble the Bf 109 the film Buchóns were modified by addition of the squared wing tips, mock up weapons and tail plane struts. Of interest might be the fact that during the filming the Buchóns were used not only as German aircraft but also to expand the Hurricane force as they flew in the formation in the background. Several Buchóns survived the filming and participated in other films, too. Some of them still fly nowadays as warbirds. The kit of the Spanish ground attack version of the Buchón contains two frames with grey styrene parts, a part of which, including the rockets and their racks are injected from a metal mould that was completely designed in 3D CAD, there is also a frame with clear parts, highly detailed resin cast cannon parts, exhaust stacks and photo-etched parts. The Buchóns in Spain served in two camouflage scheme standards. Initially it was the overall blue coat that was later replaced by aluminium dope on the upper surfaces and light blue coat on the lower surfaces. The decal sheet offers markings for three machines; two of them feature the standard camouflage scheme while the last one carries non standard field applied camouflage. The overall blue and the non-standard machine sport nicknames on their noses and also unit badges.
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