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Subscription: Issues 106 to 108 – With Game – International Shipping

$155.00

Purchase Paper Wars Issues 105 – 108 (International shipping)

Three-issue subscription of Paper Wars magazine including the insert game. The centerpiece of each Paper Wars issue is the insert game and accompanying historical article, along with articles focusing on after action reports, new scenarios, works-in-progress, and design theory. Errata fix or bonus counters for other Compass Games may also be included (varies by issue).

  • Issue 106 —Power & Resolution: The English Civil War, 1642-51 by Stephen Newberg
  • Issue 107 —Operation Isabella: What If, Spain 1942? by Ty Bomba
  • Issue 108 —Three D-Days: 1942, 1943 & 1944 by Ty Bomba
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Description

Purchase Paper Wars Issues 106 – 108 (international shipping)

This three-issue subscription of Paper Wars magazine including the insert game. The centerpiece of each Paper Wars issue is the insert game and accompanying historical article, along with articles focusing on after action reports, new scenarios, works-in-progress, and design theory. Errata fix or bonus counters for other Compass Games may also be included (varies by issue).

Issue 106
Power & Resolution: The English Civil War, 1642-51 by Stephen Newberg

This is a graphic update of the classic Simulations Canada game designed by Stephen Newberg and originally published in 1984. It is medium-complexity, strategic-level, with quarter-year turns and a large-hex map that covers all of Britain and the eastern half of Ireland. Special rules cover: political infighting, religion, leaders, the navy and much more. There is a grand scenario covering the whole war, and four shorter ones. One sheet of 200 small-size half-inch counters. Playable by two, three or four, but not easily adaptable to solitaire.

Issue 107
Operation Isabella: What If, Spain 1942? by Ty Bomba

A low-medium complexity two-player design simulating the events that would have unfolded across Iberia during the late summer of 1942 if the German plan to invade at that time had been put in motion. A complete game takes two to three hours, and it is easily adaptable for solitaire. The system is a version of the alternating-actions type used in Inkerman and Alma. Each hex on the map equals 20 miles from side to opposite side, with all of Portugal and Spain covered except for the latter’s extreme southeast corner and border area around Barcelona. Each of the ten turns represents a week. Every ground unit represents a brigade, division, or corps. Both sides not only can – they must – attack and defend in order to win. Spanish units – except for the two corps of the North African Army, which are always pro-Axis – may fight for either side.

Issue 108
Three D-Days: 1942, 1943 & 1944 by Ty Bomba

At 20 miles per hex on a hex-based (3/4”) map covering all of France, the Benelux, and west Germany over to the Ruhr, and game turns each representing one week, its main scenario covers from the initial Normandy landing on 6 June 1944 through to the failure of Operation Market-Garden at the end of September. The 1942 scenario covers “Operation Sledgehammer,” the invasion that was to be run that autumn, in place of the North Africa invasion, if it looked like the Soviets were in terminal trouble. The 1943 scenario covers an invasion launched late that summer instead of the Salerno landing. One sheet of 280 small-size half-inch NATO-style counters, with corps and armies as units of maneuver. Designed for two players by Ty Bomba, with low-medium complexity, playable in one session and easily fudged for solo-play.

Rules, errata and downloads

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