Advance to the Rhine, Recreate the Mexican-American War, and Gain Support in the South China Sea

Advance to the Rhine, Recreate the Mexican-American War, and Gain Support in the South China Sea
From gallery of candidrum
Board Game: 1944: Battle of the Bulge
• In February 2022, Old School Wargames, the hex and counter division of Worthington Publishing, launched a Kickstarter campaign for Dan Fournie's latest release, D-Day to the Rhine 1944.

D-Day to the Rhine 1944 is a 1-2 player, Western Front World War II game which follows from the allied landings to the Rhine, and is a follow-up to Fournie's popular 2020 release, Battle of the Bulge 1944. Using the same streamlined mechanics as its older sibling, D-Day to the Rhine 1944 is full of tense gameplay from start to finish and plays in 1-2 hours.

Here's a brief description from the publisher:
Quote:
D-Day to the Rhine, 1944 is the follow-up to Battle of the Bulge 1944. D-Day to the Rhine, 1944 follows WWII on the Western Front from June of 1944 until March of 1945.

As the German player, you will set your defenses to meet the Allied landings. As the Allied player you will land and try to break out and drive across France as quickly as possible. Can you cross the Rhine and break through the West Wall before Christmas?

The game includes variable objectives that are picked before the game begins creating a great sense of tension as neither player truly knows his opponents objectives before the game begins.

Optional rules are included for landings other than in Normandy, and hidden German units.

Most of the objectives for victory are the elimination of enemy units and for the Allies getting into Germany before 1945.
The Halls of Montezuma from Fort Circle Games and designers Kevin Bertram and Gilberto Lopez is another upcoming 1-2 player wargame to put on your radar. The Halls of Montezuma will be coming to Kickstarter in Q3 2022, plays in 60-75 minutes, and uses the same core system of Bertram's 2020 hit, The Shores of Tripoli, with some new twists, and covering yet another more rare historical topic.

Here's a small taste of what you can expect from The Halls of Montezuma:
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Following the annexation of Texas by the United States in December 1845, war between the United States and Mexico became inevitable. From 1846-1848, the two countries fought a bloody and bruising war culminating in Mexico surrendering significant territory to the United States.

The Halls of Montezuma tasks two players to recreate this pivotal war in American and Mexican history. As the United States, you will be tasked with taking California and invading Mexico while facing mounting political opposition at home. As Mexico, you will be forced to fight a defensive war of attrition against the better trained and led American troops.

Board Game: The Halls of Montezuma

The Halls of Montezuma is a low complexity, card driven game for two players (with solitaire rules). Players relive the decisions and dilemmas of this crucial period in history. Fast setup and a playtime of 60-75 minutes.
Board Game Publisher: GMT Games
Flashpoint: South China Sea is an upcoming modern warfare and political game for 1-2 players, which plays in 30-60 minutes, from Liberty or Death designer Harold Buchanan and GMT Games.

Flashpoint: South China Sea is targeted for a 2022 release and lets players determine how the more recent geopolitical conflict between the United States and China will play out in a tense, quick-playing, accessible game, which is part of is part of GMT's Lunchtime Series.

Here's a high-level overview of the gameplay from the publisher:
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Flashpoint: South China Sea is a two-player strategy game that simulates the complex geopolitical contest currently taking place between the United States and China in a disputed region of the South China Sea. The game is driven by a card deck that captures developments ripped straight from today’s headlines, bolstered by cards with a context-setting reading of recent history, and a set of speculative cards capturing a diverse range of potential future events.

Board Game: Flashpoint: South China Sea

The Chinese player works to influence other countries in the region, establish territorial claims and regional hegemony, and improve its world standing. The U.S. player works to maintain influence with allied countries in the region, secure freedom of navigation, and keep China in check. Success for both players hinges on the support and allegiance of non-player countries in the region. The game stops short of dealing with a potential full-scale military conflict. Rather, it requires the nuanced exercise of political, economic, and military resources, in a form of prima facie diplomacy – on the waters, in the air, and ultimately in the minds of the people – to achieve victory.
Board Game: Enemy Action: Ardennes
• In 2015, Compass Games introduced John Butterfield's Enemy Action series of card-driven games simulating pivotal military operations and campaigns in the twentieth century with Enemy Action: Ardennes.

Next in the series is Enemy Action: Kharkov which sets 1-2 players in the action of Third Battle of Kharkov, and is targeted to release in March 2022. Here's the gist of Butterfield's Enemy Action: Kharkov and the Enemy Action series if you aren't familiar with it:
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Enemy Action: Kharkov is the second game in John Butterfield’s acclaimed Enemy Action series of card-driven games simulating pivotal battles in World War II, playable by two players or one player controlling either side in the conflict.

Enemy Action: Kharkov portrays the Third Battle of Kharkov, the key Eastern Front battle in which the German Army ended a string of Soviet victories begun at Stalingrad. In the late winter of 1943, Soviet Operations code-named Star and Gallop drove the Germans from the city of Kharkov and threatened a complete breakthrough, only to be driven back by the German counteroffensive known as Von Manstein’s Back Hand Blow.

Board Game: Enemy Action: Kharkov

Each volume in the Enemy Action series features:
Two-player competition with low complexity and constant decision points for both sides;
Solitaire play of either side with systems governing all aspects of enemy command and tactics;
Card-driven impulse system, with multi-purpose cards played to activate formations, implement command events, or gain tactical advantages in combat.
Diceless and chartless combat system – players draw combat chits that build a narrative of each combat.
The solo games add fog of war to the experience. Many enemy unit locations in the solo games are unknown until your forces move to contact. Enemy units behind the front line often disappear to reappear elsewhere, within realistic movement limitations.

Features specific to Enemy Action: Kharkov include:
• Soviet partisans
• Offensive command quality
• Withdrawal under fire
• Armor depletion
• Von Manstein’s Rochade (rapid redeployment)
• Soviet forward support
• Spring thaw and mud conditions

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