Napoleonic Literature

Buy War Games

The following board games are from my private collection that I acquired in the 1970s and 80s.  Many have never been used and are unpunched.  Each is fully described below.  There is only one copy of each game available.  More games will be advertised as time allows for me to put them up for sale, so please check back if you do not see what you want.

HOW TO PURCHASE

1.  Anyone in the world who has the capability of making PayPal transactions may pay by PayPal.  Residents of the United States ONLY may also pay by Postal money order, bank check or personal check.

2.  Shipments within the United States will be by Priority Mail unless the purchaser specifies otherwise.  Shipments to other countries, including Canada and Mexico, will be as specified by the purchaser.

3.  and tell me which game(s) you are interested in purchasing and the method of payment you wish to use.

4.  When I receive your e-mail, I will compute the cost of shipping and reply to you by e-mail.  If you choose PayPal as your method of payment, my e-mail will include a link for making the PayPal payment.  If you choose to pay by check or money order, I will send you my address.

5.  I will acknowledge the receipt of your payment and inform you when your game has been shipped.

RETURNS POLICY

All games are guaranteed to be in the condition described and to be shipped in perfect condition.  If dissatisfied with your purchase, you may return the game within 30 days from the date of receipt, provided it is in the same condition in which it was shipped to you.  The customer must pay for the cost of the return shipment and the amount paid for the game, less shipping and handling costs will be reimbursed to the customer.

John Schneider


War and Peace

Avalon Hill, copyright 1980.  Historical simulation of the Napoleonic Wars:  1805-1815.  Includes 10 campaign scenarios:  From the autumn of 1805 through the climactic summer of 1815, the entire ten year conflict between France, England, Austria, Prussia, Russia, and Spain, is recreated in ten separate scenarios.  Per Avalon Hill, each historical campaign is presented as a separate 2-player game with an average playing time of 2-3 hours.  The first scenario, Austerlitz-1805, is a short introductory game pitting France against the combined armies of Austria and Russia.  The next pair of scenarios, Jena to Friedland: 1806-1807, and Wagram: 1809, recreate the campaigns during which the French army and Empire reached the cominant position among the major European powers.  Napoleon in Russia-1812, and The War of Liberation-1813, are finely balanced, massive campaigns for the control of eastern and central Europe.  Napoleon at Bay-1814, and Waterloo-1815, are scenarios that depict Napoleon's desperate efforts to stave off total defeat.  The Peninsular War: 1808-1814, recreates the 6-year  Anglo-French conflict for control of the Spanish peninsula. A shorter scenario entitled, Spain: 1811-1814, focuses on the decisive period of Wellington's victorious campaign which drove the French back across the Pyrenees.  The final, War and Peace: 1805-1815 Grand Campaign game (suitable for up to six players) is undoubtedly the ultimate game of Napoleonic strategy.

The following components are included:  A 16"x44" four section, full color mapboard depicting all the major and minor European states at the beginning of the 19th Century, more than 1000 historically colored counters including a separate named counter representing every major military leader, and hundreds of additional counters represeting the naval fleets, infantry, cavalry, cossack, landwehr, militia and guard troops of 20 European powers, a comprehensive 24-page Rules Manual with Designer's Notes and Historical Notes for each scenanio, two detailed Player-Aid Cards containing all the charts and tables necessary for play, and two dice.

Complexity:  This is a complex game and previous experience with wargames is necessary.  Each of the campaign scenarios are played on one or two of the four mapboards and require 2-3 hours to play.  The two scenarios dealing with the war in Spain relatively few pieces but may require 8-12 hours to play to completion.  The grand campaign game, which utilizes all four mapboards and all of the playing pieces, is a long-term project which may last a maximum of 120 monthly game turns.  All of the scenarios can be played solitaire or by several players, each of whom assumes control of one or more of the major belligerant powers.  The grand campaign can be played solitaire or by up to six players and is particularly suitable for team or club competition.

Condition:  All of the playing pieces have been punched and there is some shelf wear on the box, otherwise the game is in like new condition.

Cost $25.00 + shipping.  Please use my e-mail link in paragraph 3 at the top of the page to place your order or inquire about this game.
 

Fury in the West

Avalon Hill, copyright 1981.  Fury in the West is a tactical simulation of the battle of Shiloh during the American Civil War.  The game begins with the Confederates surprising the Union forces in their camps ner the Shiloh Church.  Amid much confusion, the Confederates fight their way towards Pittsburgh Landing on the Tennessee River while the Union forces try to organize some resistance.  As night falls, Union reinforcements arrive just in time to finally halt the advance.  The second day begins with the regrouped Union forces attacking and retaking the ground lost on the first day.  The result is an ideal situation for a game as both players must attack and defend.

Includes the following components:  22"x32" mapboard, 234 counters, 1 Confederate and 1 Union Strength Record Chart, 1 Playing Aid Card, Rulebook, and 1 die.

Condition:  There is some shelf wear to the box and the counters have been punched, otherwise the game is like new.

Complexity:  4 on a scale of 1 to 10.  Takes about 3 hours to complete a game.

Cost $20.00 + shipping.  Please use my e-mail link in paragraph 3 at the top of the page to place your order or inquire about this game.
 

Leningrad: The Advance of Army Group North, Summer 1941

SPI, copyright 1979.  Leningrad re-creates one of the most crucial campaigns of the Second World War -- the drive by the German forces to capture the Baltic seaport of Leningrad and trap the Soviet fleet.  An easy-to-learn rules format allows players to get right into action: based on the award-winning Panzergruppe Guderian game system, Leningrad features enough surprises to ensure that each game will be different and exciting.  All the elements of battle -- air power, panzer corps, and mechanized infantry, among others -- have been incorporated into the game.  Surprise attacks are essential to the success of either sice, and the arrival of reinforcements can dramatically shift the course of the battle.

Includes the following components:  11"x17" mapsheet, 100 unit counters (punched), complete rules book and playing aids, and a die.

Condition:  The box and game parts are all in excellent condition.  The counters have been punched.

Complexity:  Entry level.

Cost:  $10.00 + shipping.  Please use my e-mail link in paragraph 3 at the top of the page to place your order or inquire about this game.

Lee Moves North: The Confederate Summer Offensives, 1862 and 1863

SPI, copyright 1973.  Lee Moves North is a strategic simulation of the two Confederate invasions of the Union. The 22" x 28" mapsheet encompasses the Virginia, Maryland, and Pennsylvania territory which the rebels penetrated during their two marches north of the Mason-Dixon line.
     In two 20-turn games, both the Antietam (August-September 1862) and the Gettysburg (June-July 1863) campaigns are presented in their entirety. Four Antietam scenarios explore the march that led Lee to Second Bull Run and Sharpsburg. The Gettysburg scenarios recreate the campaign that ended in the bloodiest battle ever fought on American soil.
     Lee Moves North incorporates refined rules to simulate the limited intelligence, cavalry reconnaissance leadership, supply, and rail movements which affected these two crucial Civil War campaigns. A totla of four "what if" scenarios are included for examining campaign alternatives. Lee Moves North recreates the high-water mark of hte Confederate military, and simulates the two battles that sealed Dixie's fate.
     Step reduction of combat losses; covers the entire Antietam and Gettysburg campaigns; hidden movement and cavalry probes. 

Includes the following components:  22" x 28" mapsheet, unit counters, rules book, Turn Record/Reinforcement Track card, Terrain Effects Chart card, one die, and a plastic box with compartmented tray for the unit counters and die.

Condition:  Box and all game parts are in excellent condition.  The counters have been punched.

Complexity:  5 on the Strategy & Tactics magazine scale (compared to 2.34 for Monopoly and 7.01 for PanzerBlitz).  Playing time is 2.5-3 hours.

Cost:  $20.00 + shipping.  Please use my e-mail link in paragraph 3 at the top of the page to place your order or inquire about this game.

Bismarck

Avalon Hill, copyright 1978.  At dusk on May 21, 1941, the German battleship Bismarck, accompanied by the heavy cruiser Prinz Eugen, quietly slipped from her base in Bergen, Norway, to begin one of the most dramatic chapters in naval history.  Her orders: cledar the Atlantic of Allied shipping.
     Bismarck is organized into three games of increasing complexity.  The Basic Game concentrates on the British attempt to locate, track, and sink the Bismarck.  It uses the ships and planes that were historically available.  The Intermediate Game introudces a series of optional rules that can be added in any combination that players desire.  These include more realistic methods for weather determination, refueling, submarines, destroyers, more convoys, more detailed air combat, repairs, and ship breakdown.  The Advanced Game is a miniatures oriented approach to tactical naval combat.  Factors such as gun size, the number of guns, armor strength, and fire control are all involved.  Similar to the Jutland system, battles can be fought on any flat surface.  A game by itself, the Advanced Game can also be used in conjunction with the other two games as well (i.e., Bismarck's sister games, Jutland and Submarine, which I am not selling here).

Includes the following components:  14"x22" search board, 14"x22" battle board, more than 300 counters, hit record pad, range finders, movement gauges, six huge palyer aid cards, rule book, and 3 dice. (There are 3 dice in the box. I don't know if they all came with the game or if one one did.)

Condition:  Box and all game parts are in excellent condition.  There is slight wear to the box.  The counters have been punched.

Complexity:  Ages 12 and up, playing time 2 to 4 hours.

Cost:  $30.00 + shipping.  Please use my e-mail link in paragraph 3 at the top of the page to place your order or inquire about this game.

Alexander

Avalon Hill, copyright 1974.  Alexander recreates the battle on the plain of Gaugamela between Alexander the Great's Macedonian army and King Darius' Persian host.  The battle, once begun, will be fierce and over quickly.  There can be no retreats or withdrawals.  No reforming of the lines.  Morale will be the key.  If it plummets past a certain point, it will be hard to turn the tide and win.  Setbacks being more setbacks and the cycle is hard to break.  Units are Macedonian, Greek, and Persian, and represent infantry, cavalry, phalanx, mercenary, archers, horse archers, javeliners, chariots, elephants, and leaders.  Three different sized counter types distinguish phalanx and leader counters from other units.  Special rules cover charges, unit maneuver capabilities, leader bonuses, missile fire, overruns, stampeding elephants, and much more.

Includes the following components:  22"x28" mapboard, almost 100 counters in a compartmentalized plastic storage tray, playing aids, rule book and a die.

Condition:  Box and all game parts are in excellent condition, except for some slight wear to the box.  The counters have been punched.

Complexity:  Ages 12 and up, playing time 2 to 4 hours.

Cost:  $25.00 + shipping.  Please use my e-mail link in paragraph 3 at the top of the page to place your order or inquire about this game.

The Ardenne Offensive: The Battle of the Bulge, December 1944

SPI, copyright 1973.  The Ardennes Offensive is a historical simulation of the German attempt to break through the Allied front in the Ardennes in December 1944. The historical scenario, covering the period between December 16th and Januar 2d, simulates the last German offensive of the war popularly known as the Battle of the Bulge.
     The Ardennes Offensive is a regimental-level simulation of this decisive battle. The Allied and German die-cut unit counters are historically designated as the divisions, regiments and brigades that took part in the actual battle. The 22" x 28" color mapsheet depicts the Ardennes battleground between our Our and the Meuse Rivers. The game lasts 18 turns with each complete game-turn representing one day of real time. The Ardennes Offensive game rules simulate every important aspect of the actual battle, such as the shock effect of the initial German assault, the use of infiltration tactics, the importance of controlling the road junctions and bridges, and the effect of American airpower late in the battle. Several optional scenarios permit the "what if" possibilities of the battle to be simulated also.
     Reinforcement options; realistic road-march rules; a realistic and playable Bulge simulation. 

Includes the following components:  22" x 28" mapsheet, unit counters, rules book, consolidated errata & addenda sheet for the rules book, Turn Record card,  one die, and plastic box with compartmented tray for the unit counters and die.

Condition:  Box and all game parts are in excellent condition.  The counters have been punched.

Complexity:  5.7 on the Strategy & Tactics magazine scale (compared to 2.34 for Monopoly and 7.01 for PanzerBlitz).  Playing time is 3-3.5 hours.

Cost:  $20.00 + shipping.  Please use my e-mail link in paragraph 3 at the top of the page to place your order or inquire about this game.

Barbarosa: The Russo-German War,1941-1945

SPI, copyright 1969.  From Hitler's invasion of Russia to the Battle of Berlin, the Wehrmacht and the Red Army fought the most titanic struggle in the history of warfare. Barbarosa rrecreates this sturggle. As a game, Barbarosa is widely considered to be one of the easiest-to-lay, fast moving and most realistic available (that is, in 1969). Developed in 1969, many of the original ideas found in Barbarosa have become standard featurs in numerous other games. The double-movement phase system was first used in Barbarosa. This, coupled with fluid zones of control, allow the Germans to create the huge "pockets" that occurred in the original campaign. Barbarosa was the first game with "scenarios" which produced the "many-games-in-one" feature. A series of four Barbarosa scenarios each depict one year of the war in Russia. Each year was different. In 1941 the Russians had to fall back before the rapidly advancing German panzer armies. In 1942 the Germans advance on Stalingrad, in 1943 stalemate occurs at Kursk, and in 1944 the Russians are ont bhe offensive. The fifth game ties the other four together. Each move represents a month. Units represented are armies (100,000 to 300,000 men). A fast, accurate, easy-to-play game.

Includes the following components:  22" x 28" mapsheet, unit counters, rules book, Barbarosa Victory Point Record card (and several photocopies of the card),  one die, and plastic box with compartmented tray for the unit counters and die.

Condition:  Game parts are in excellent condition adn there is slight damage to the box's plastic cover.  The counters have been punched.

Complexity:  5.16 on the Strategy & Tactics magazine scale (compared to 2.34 for Monopoly and 7.01 for PanzerBlitz).  Playing time is 3.5 hours.

Cost:  $20.00 + shipping.  Please use my e-mail link in paragraph 3 at the top of the page to place your order or inquire about this game.


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