Land of Confusion volume 3: The Battle of Hof Gap, 1985 (2019)
Czas gry: 240
Min. wiek: 12
Gracze: 1 - 2
Wydawca: High Flying Dice Games
Projektanci: Paul Rohrbaugh
Artyści: Ilya Kudriashov
Mechaniki: Hexagon Grid, Open Drafting
Min. wiek: 12
Gracze: 1 - 2
Wydawca: High Flying Dice Games
Projektanci: Paul Rohrbaugh
Artyści: Ilya Kudriashov
Mechaniki: Hexagon Grid, Open Drafting
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“As long as capitalism and socialism exist, we cannot live in peace. In the end, one or the other will triumph—a funeral dirge will be sung over the Soviet Republic or over world capitalism.” –V.I. Lenin.
If the “balloon had gone up” in Cold War Europe during the 1980s, another of the hotter spots of that hell would have been the Hof Gap. NATO’s US Seventh Corps and West German forces would be outnumbered by Soviet and East German forces coming from the north, as well as others from the east out of Czechoslovakia. The NATO forces, however, would be defending in terrain that was well suited for defense. A key element for Soviet success would be the quick capture of Nuremburg, where key roads intersected. If the Warsaw Pact and Soviet forces hoped to take West Germany and drive to the Rhine their forces would have to move quickly and ruthlessly through this part of southern West Germany.
Each copy of Land of Confusion volume 3 is composed of the following:
Two 11 by 17 hex map sheets
144 un-mounted, double-sided counters
10 pages of rules
Units represent regiments (Soviet and Warsaw Pact) or brigades (US and West German) and battalions (Spetnatz, Airborne Infantry and Armored Cavalry). Each turn represents 8 hours of time. A hex is about 3.5 miles across.
Players use a standard deck of playing cards to activate their units and resolve some game events.
Land of Confusion volume 3 also includes variant rules and counters for the 4th Canadian Mechanized Brigade Group and a reinforced regiment of the Soviet 106th Desant (Airborne) Division. The formations can be used with any of the three Land of Confusion games (others are volume 1 on Fulda Gap and volume 2 on Luneburg Heath).
—description from the publisher
If the “balloon had gone up” in Cold War Europe during the 1980s, another of the hotter spots of that hell would have been the Hof Gap. NATO’s US Seventh Corps and West German forces would be outnumbered by Soviet and East German forces coming from the north, as well as others from the east out of Czechoslovakia. The NATO forces, however, would be defending in terrain that was well suited for defense. A key element for Soviet success would be the quick capture of Nuremburg, where key roads intersected. If the Warsaw Pact and Soviet forces hoped to take West Germany and drive to the Rhine their forces would have to move quickly and ruthlessly through this part of southern West Germany.
Each copy of Land of Confusion volume 3 is composed of the following:
Two 11 by 17 hex map sheets
144 un-mounted, double-sided counters
10 pages of rules
Units represent regiments (Soviet and Warsaw Pact) or brigades (US and West German) and battalions (Spetnatz, Airborne Infantry and Armored Cavalry). Each turn represents 8 hours of time. A hex is about 3.5 miles across.
Players use a standard deck of playing cards to activate their units and resolve some game events.
Land of Confusion volume 3 also includes variant rules and counters for the 4th Canadian Mechanized Brigade Group and a reinforced regiment of the Soviet 106th Desant (Airborne) Division. The formations can be used with any of the three Land of Confusion games (others are volume 1 on Fulda Gap and volume 2 on Luneburg Heath).
—description from the publisher
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ag.gameitem.lastUpdated: 2025-05-23 23:33:57.731