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In addition to the most recent news from Wargame Vault subscribers to our newsletter also receive the latest in freebies, discounts offers, and featured reviews. You can sign up for our newsletter here!Customer Newsletter for 02/05/2023
The world's largest wargame download store
Greetings Grognards!
Our newsletter this time features a couple of historical titles, a new WWII rule set that includes almost all of the combatants involved from A and A Engineering and a Cinco de Mayo Battle of Puebla title from Irrational Number Line Games that would be perfect for a May weekend game with margaritas and your buddies!
Also included here are two Sci-Fi/Modern expansions for existing rule sets, Freelancer's Handbook for Modiphis' Five Parsecs from Home and Solar Starfire by Starfire Design Studio. These two titles offer you more ideas for expanding your game options and force make ups. Get your friends together and drink whatever you want!
Till next time, good gaming to everyone, and watch your flanks!
~ Steve
Officer's Handbook Issue 2
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New Listing 1 February 2023
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Current Editions: 1 for the PDF version
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Recommended scale 15mm
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Complexity: 7/10
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Level of detail: 9/10
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Dice required: d10, d6
A SET OF QUICK REFERENCE SHEETS IS AVAILABLE THROUGH THE PUBLISHER'S WEBSITE.
A FILE WITH A SET OF TACTICAL CARDS IS ALSO AVAILABLE ON THE PUBLISHER'S WEBSITE.
These rules provide players with all they require to fight land wargames set in the Second World War involving the major nations involved. We have included France, Germany, Great Britain and the Commonwealth, Italy, Japan, Poland, the low Countries (Belgium and the Netherlands), the Soviet Union, and the United States of America. This decision was influenced by the availability both of models and of reliable source information to help create the game data. We wished to be able to depict the sometimes subtle differences between different national characteristics, particularly regarding Infantry organisation and equipment, and differences in both weapons and vehicles.
This book contains everything the Player needs to play the game. This means the rules, and the data tables. We decided not to include extensive organisation tables or scenarios. There is a wide range of material readily available which Players can use when putting their forces together.
Players should feel free to prepare their games using historical formations, for which we provide guidelines about Unit structures, or they can be completely ‘free form’ with Units put together as the players wish. You should not, however, mix both styles. Historically, armies did use some fairly ‘ad hoc’ formations such as German Kampfgruppen with various arms of service all mixed together in Units. It was also quite common in the Western Desert for both sides to make use of captured equipment, which would give your games an additional ‘exotic’ flavour.
The basic Units in the game are Platoons of Infantry or Tanks, and Batteries of Artillery. An Armoured Unit consists typically of 3-5 model vehicles; an Infantry Unit has 2, 3 or 4 Bases of Infantry, each representing a Squad; an Artillery Battery usually has 4 Guns, though there could be fewer or more depending on historical practice. It will normally have an Observer and, if it conducts an attack affecting an area, could be Off-table.
An Infantry or Cavalry Base represents a squad or troop, based on historic organisations. Some nations have fewer squads making up a platoon, though the individual squads may have larger numbers of men, giving them a better Saving Throw. We do not make use of lower level detail, such as who is actually holding any Special Weapons such as a PIAT or Bazooka.
There are a number of important features in this set of rules.
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The Game Turn does not follow a strictly IGO-UGO method, though Initiative is determined in a traditional fashion.
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Each Game Turn, the Players get a variable number of Orders which can be assigned to any of their troops. The number available is dependant on the number of Units in action and the effectiveness of their Commanders.
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A Game Turn is split up into a number of Phases, which alternate between Players. In each Phase a Player can Activate one of his Units and carry out one or more Orders, depending entirely on what the Player wants to do. Each Order is regarded as an Action representing 1 to 3 minutes.
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A Unit can be given Orders that permit them to Challenge enemy Activation, slowing down their advance.
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When a Player decides that he has taken all the Actions he wishes to with a Unit, play transfers to his opponent, who Activates one of his Units. This means that as the game develops, each Player must choose which enemy threat to react to, and which can be ignored. When a Player has run out of Orders, he can no longer Activate any Units. His opponent continues to use his Orders, and when he has used his last Order the Game Turn ends.
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This system of alternating Unit Activation means that there are fewer Game Turns, but a large number of Activations and some Units may be able to make sweeping advances across the table (with all the attached risks).
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Each Order expended is deemed to ‘Fatigue’ a Unit, making subsequent tasks more difficult. In some cases, Fatigue is in fact just that, physically tiring a Unit. In other cases, such as when firing Ranging Rounds for Artillery, which is not going to tire out the troops particularly, Fatigue represents the effect of time being taken to check on fall of shot, etc. Players must make a decision whether to expend a higher proportion of the available Orders on some Units, at the expense of others.
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The ‘Fog of War’ is also present in the form of Contact Markers. These represent the uncertainty surrounding the location of the enemy. These allow the Commanders to keep the location some of their Units uncertain.
Game support material is available to download on the publisher's website at www.aandagames.co.uk.
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Five Parsecs from Home - Expansion 2 - The Freelancer's Handbook
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Welcome, Freelancer!
As Unity extends its reach, diplomatic treaties allow for easy travel by members of minor alien polities. Across the galaxy, Krag and Skulker recruits join the already cosmopolitan galactic community. Krag and Skulker crews provide freelancer crew captains new options while undertaking salvage operations and other high-risk business.
Additionally, we are happy to report that, after persistent lobbying, Unity regulators are now allowing trained psionics to perform freelance work. Interested captains should fill out forms B343, B-F343, and A42 (supplemental) to begin the application process.
The Freelancer’s Handbook is the second expansion for the RPG-Lite adventure wargame Five Parsecs From Home 3rd edition and gives you 66 pages packed full of new options focussing on adding new characters to your crew, and on new types of adventures in Fringe space.
This digital release also includes several comprehensive rules systems that offer new and expanded ways to play. A No-Minis Combat Resolution system allows you to resolve a battle without the use of miniatures. We’ve also built on elements from the core rulebook such as more detailed mission generation and quest progression, as well as expanding the Connections rule to allow more elaborate stories to unfold.
This 66-page PDF-only expansion includes:
Character Options:
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Meet two new crew species - the Skulkers and the Krag - and discover how to integrate psionics into your campaign.
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New Kit - psionics, new Bot upgrades, new ship parts, and new training options.
Game Options:
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No-Minis Combat Resolution - Play Five Parsecs without miniatures or a map.
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Expanded Ways to Play - Expanded missions, expanded quest progression, and expanded connections.
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Dramatic combat - New combat and weapon tweaks to make your firefights more exciting and action packed.
Scenarios & Settings:
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Fringe World Strife - Add chaos and unpredictability to the worlds of the Fringe.
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Loans: Who Do You Owe? - Expanded detail for your ship loans.
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Salvage Jobs - A new type of mission that lets you explore a site full of unknown riches… and dangers.
This is the second expansion for the RPG-lite Five Parsecs From Home solo adventure wargame. Assemble a ragtag crew of galactic trailblazers and head out to explore the stars, pick up jobs, and every now and then — engage in some action-packed, sci-fi combat!
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Solar Starfire
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Solar Starfire is the 6th edition of the Starfire System. Started as an "Ultra Starfire update" project in 2011, as this version was developed it became apparent that the goals for Solar Starfire were different from that of its predecessor. When the first version was released in February 2012, it had become a new ruleset with a focus towards story-based gameplay. Solar Starfire is a living edition with many of the rules and technologies having been rewritten over the updates through the last decade, and will eventually culminate in a new background history.
Solar Starfire has an update scheduled for 2023 that will be made available to purchasers of this product.
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Cinco de Mayo: The Battle of Puebla
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Réparez vos baoynettes ! Charge!
In this scenario, players may take the side of the French or Mexican forces in the Battle of Puebla, the event celebrated as Cinco de Mayo. The scenario provides order or battle for both sides, a layout of the terrain at Puebla and rules to implement the unique challenges in this historic battle. The game is set up using INLGames' (FREE!) QILS gaming system, and designer's notes are provided to easily port the battle to other systems if you want.
A beleagured, depeleted, and under resourced army defening against an assault from the finest fighting force in the world that is facing its own challenges in logistic, intelligence, and a tactical surprise or two. A brief, casual narrative of the battle helps set the stage for your game.
While the Mexicans are expected to win most of the time, there are still strategic and tactical challenges for the French players: Can you do better than the real commanders? Can you switch sides and do better than your gaming mates? How will you handle the challenges facing the French? Likewise, the Mexican side is not a walk in the part for guaranteed victory: Can you get the full advantage from your "secret weapon"? Will you feed more or fewer forces into the meat grinder than the real commanders? Do you keep the French further away than the actual battle or will the breach the walls?
We play this every May 5th (or thereabouts), and occasionally a few extra times during the year. If you like a military challenge, there is plenty to go around in this game.
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