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Panzer General is a turn-based game, set on operational level hex ... spanning World War II from 1939 to 1945. Units are able to gain experience and become stronger ...
The Battle for Wesnoth, a hex grid based computer game. A hex map, hex board, or hex grid is a game board design commonly used in simulation games of all scales, including wargames, role-playing games, and strategy games in both board games and video games. A hex map is subdivided into a hexagonal tiling, small regular hexagons of identical size.
The Strand War Game: The Strand Magazine: 1915: They Shall Not Pass: The Battle of Verdun, 1916: Avalanche Press: 2006: To the Green Fields Beyond: Simulations Publications, Inc. 1978: Trenchfoot: Bullets & Bayonets in the Great War: Game Designers' Workshop: 1981: Verdun: Conflict Games: 1972: Re-released by Game Designers' Workshop in 1978 ...
A World War II air warfare simulation game [1] Baltic 1985: Corridor to Berlin: 1984: AppII, C64 A strategy game of hypothetical WW III land combat in Eastern Germany Battle for Normandy: 1982: AppII, ATR, C64, DOS, TRS80 A simulation of the famous World War II battle on D-Day [2] The Battle of Shiloh: 1981: AppII, ATR, TRS80
A Victory Denied is a 2009 hex-and-counter board wargame taking place between Nazi Germany and the Soviet Union during World War II. The Complete Wargames Handbook shows sales of wargames (historical only) peaking in 1980 at 2.2 million, and tapering off to 400,000 in 1991. [16]
The Operational Art of War II: Flashpoint Kosovo: TalonSoft: Historical: WIN: Operational. Expansion to The Operational Art of War II: Modern Battles 1956-2000. 1999: The Operational Art of War II: Modern Battles 1956-2000: TalonSoft: Historical: WIN: Operational. Sequel to The Operational Art of War I: 1939-1955. 1999: Panzer General 3D ...
In the Kenterprises edition of the game, the player rolls two dice, and can move one entire stack the difference between the two dice. So if the player rolls a 2 and a 4 (a difference of two), the player can move one stack 2 spaces. All other aspects of movement, including supply payment and ending a turn upon rolling doubles, remains the same. [2]
The scale of the game is variable, with distances ranging from 2.5 km per hex to 50 km per hex, and each turn simulating from 1/4 day to 1 week of time, but is fundamentally "operational", focusing on battalion, division, and corps combat.