https://www.booyakajuice.com/collections/all.atom booyakajuice 2023-01-11T22:44:37-05:00 booyakajuice https://www.booyakajuice.com/products/6882594947123 2023-01-11T22:44:37-05:00 2023-01-11T22:44:37-05:00 La Primogenita Board Games Legion Wargames LLC

Vendor: Legion Wargames LLC
Type: Board Games
Price: 41.97

Designer Kim Kanger
Publisher Legion Wargames LLC
Players 2
Playtime 200-300 mins
Suggested Age 15 and up

La Primogenita is a game at Brigade level about the East African Campaign in 1941. It covers the Allied invasion into Italian Eritrea in the north where the most intense fighting took place, especially around the town of Cheren. The Allies invaded Eritrea with two Indian Divisions and some Free French units. The defending Italians consisted mostly of colonial Brigades, recruited among Ethiopians and Eritreans. They also had two metropolitan Divisions in reserve among which several elite battalions from the ”Grenadiers of Savoy” Division were sent north to Eritrea. These battalions (Alpini and Bersaglieri), together with loyal Eritrean colonial troops held both Allied Divisions at bay for eight weeks at Cheren before the survivors were finally forced to retreat towards the Eritrean capital Asmara. The battle of Cheren is seen as an hour of glory in the Italian army. The game introduces a dynamic Order chit system. You decide in advance during each Order Segment a set of Orders, each one with a certain priority value, and so does your opponent. The Priority value decides which Order will be executed. You will have to choose wisely depending on what forces you have at hand, when you wish things to happen, and what you suspect your opponent will choose.

—description from the designer

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2-Players-Only 2023-BF-Overstock-Restore 2024-Sale-50 2024-Sale-OOS 2024-Spring-Sale 2024-Spring-Sale-25 Age_12+ Arrival-Jan 13 2023 Arrival-Jul 29 2023 Arrival-Jun 24 2023 Arrival-Jun 29 2024 Arrival-Jun 3 2023 Arrival-Mar 20 2024 Arrival-May 6 2023 Arrival-New-Jan-9-15-2023 Availability_Out of Stock BF-2023 BF-2023-Overstock-10 BGG-Set Category_Wargames Discount_On Sale INV-0-L INV-L Non-TCG Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120+ Minutes Product Type_Board Games Product-International Restock-20230112_Full_Restock Restock-20230129 Restock-20240630 Sale Type_Overstock Stocky-Clearance Year Published_2020s https://www.booyakajuice.com/products/6882594947123 Default Title 41.97 WS-LWG-2204-LAP 3173
https://www.booyakajuice.com/products/6577186471987 2021-07-06T11:33:50-04:00 2021-07-06T11:33:50-04:00 Heart of Darkness: An Adventure Game of African Exploration Board Games Legion Wargames LLC

Vendor: Legion Wargames LLC
Type: Board Games
Price: 89.95

Designer Kim Kanger
Publisher Legion Wargames LLC
Players 1-5
Playing Time 240-420 mins
Suggested Age 10 and up

"What is this all about"

- David Livingstone

Well David,

This is a game of adventure and exploration where you, together with five other players, venture into deepest Africa. The time period is mid-19th century and you start your expedition at one of the six Ports of Entry.

Your journey is financed by a major newspaper and publisher back home, and they expect you to bring home fantastic stories that they can publish. Your expedition consists of you and armed askaris, which are local African soldiers, and porters that carry food and gifts. There will be occasional local guides and goats to keep you company.

The quest is to trek into what is unknown to you. You will interact with people that you meet, while searching for the myths and legends that are said to exist somewhere in Africa. To walk the land among people that might not appreciate your presence, to face hunger and predators, and to reveal what perhaps should remain hidden is dangerous. Not only are the lives of your expedition at stake, but your sanity as well.

But then again, as the old trader said, "are you not entering the Heart of Darkness?"

The map covers Central and Southern Africa and is divided along ethnic groups. Your expedition/marker moves from area to area searching for myths and legends. You only carry gifts and food and is therefore forced to interact with local people and to hunt. You will encounter wildlife, hostile people and various disasters which will wear down your health and sanity. Your object is to accumulate more Drama Points (for the publisher back home) than your competitors before any of the player's explorer dies or goes mad in the bush.

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Age_9+ Arrival-Jan 27 2023 Arrival-Jun 3 2023 Arrival-Jun 7 2024 Arrival-Mar-7-13-2022 Arrival-Sept 10 2022 Availability_In Stock BGG-Set Category_Wargames INV-0-L INV-H Non-TCG Players Maximum_5 Players Players Minimum_1 Player Playtime Maximum_120+ Minutes Playtime Minimum_120+ Minutes Product Type_Board Games Product-International Restock-20220727 Restock-20230402 Restock-20231029 Restock-20240526-Long Year Published_2020s https://www.booyakajuice.com/products/6577186471987 Default Title 89.95 WS-LWG-2101-HOD 3400
https://www.booyakajuice.com/products/2098532745267 2019-08-05T15:02:39-04:00 2019-08-05T15:02:39-04:00 Dien Bien Phu: The Final Gamble (Second Edition) Board Games Legion Wargames LLC

Vendor: Legion Wargames LLC
Type: Board Games
Price: 84.95

Designer Kim Kanger
Publisher Legion Wargames LLC
Players 2
Playing Time 360-1440 mins


Dien Bien Phu - 2nd Edition is an extensive redesign and upgrade from the 1st edition which was released 5 years ago.   So much has changed that each and every component has been updated and thus there is no "upgrade kit" available for those that own the 1st Ed.   The bottom line is that if you liked the original game you will love this version as it takes a game that some describe as "possibly the best wargame design" to "the best game just got better".

"Dien Bien Phu - The Final Gamble" is a two-player game about the decisive battle of Dien Bien Phu in 1954 that not only ended the French Indochina War but also had political repercussions far outside the region itself. One player represents France and her colonial troops. The other player represents the armed force of Viet Minh, the communist/nationalist independence movement of Vietnam. This is a cage fight. There are no victory points, there is no marginal victory and there is no draw. Viet Minh wins by forcing the French troops to surrender. France wins by not surrendering.

Map and scale: The map covers the former village of Dien Bien Phu and surrounding areas. There is a small submap of the French strongpoint "Isabelle" further south in the valley. There are several groups of French strongpoints scattered around the map, each one with a female name (all named after the commander - de Castries' - mistresses, according to lore). The map is divided into three divisional sectors (plus a fourth one facing the submap "Isabelle"). Each sector has several zones that represent Viet Minh trenches winding from the map edge towards the center of the map. Each hex represents 150 meters and each game turn covers three days. There are 21 turns in the game, but historically, it ended after 19 game turns with a Viet Minh victory. The scale allows stacking of three French units (usually infantry companies) in a hex, but there are no stacking limits for Viet Minh battalions, which creates a chess feel.

Three Viet Minh battalions form a regiment and three regiments become a division and there were almost four full divisions in the valley, as well as a full artillery division off map. There was also an equivalent of another three divisions in a replacement pool outside the valley. The French troops were a colorful array of colonial paras, Vietnamese troops, units from French Algeria and Morocco, and, of course, the French Foreign Legion. Some units are of average quality, some are outright terrible, but some are the very best that could be mustered ... anywhere. A French battalion consisted of four companies and there were 12 battalions together with 11 auxiliary light companies at the start of the siege, as well as 16 artillery and mortar batteries, and three tank platoons. Waiting in Hanoi were another five para battalions together with an expected replacement pool of about 14 companies. In neighboring Laos, there were four battalions ready to march and perhaps save the day at the very end.

French supply: This battle took place far out in the wilderness of Vietnam and both sides had to adjust to the limited flow of supplies that could be brought forward, though the air to the French, and through vast forests to the Viet Minh. Supplies, as historically was the case, tend to be a lot less than wished for. There are several supply tracks on the map showing how much ammo, food & bullets, fuel & spares, medicine as well as the amount of truck transport available for the French. Each game turn air transports will bring in a mix of supplies together with replacements and reinforcements. This is done on a chart with a grid where a mix of supply markers are placed together with eventual reinforcements and replacements. Weather will then decide what will arrive and what will abort back to Hanoi. The French player will never know for sure what and how much will arrive and has to take that into account.

Viet Minh supply and morale: Viet Minh will receive a more steady flow of ammunition, but not enough to barrage whenever wished. There is a large pool of replacements to use, but although it is large, it is not infinite. If Viet Minh losses are too heavy, then the fact that you can only replace one step per regiment per game turn will be a painful experience. If loses are too heavy for too long, then the pool will dry out. Viet Minh's main concern is troop morale. The battle force starts with excellent morale, but each division's morale will decrease when taking replacements thus diluting the experienced veterans with newly drafted peasants with no combat experience. Morale will rise slightly when resting (not assaulting). But then again, time flies and there is a battle to win. Morale is a very important part of the game and if it falls too low, the troops will be rendered useless.

Artillery: Artillery is another important aspect of the battle. There is bombardment from both sides before assaults commence. You wish to achieve two things with barrage: Losses and to make the target shaken. Targets that are shaken lose abilities to react and support combat, and they become easier to assault. Defending units bring in barrage to make it harder for the attacker to succeed. Viet Minh artillery is off-board and safe from French artillery fire (mainly that they were dug deep into the mountainsides). French artillery and mortar units, on the other hand, exist as units on the board and may fall prey to Viet Minh bombardment. French artillery units that are reduced and/or shaken are not as efficient, and those that are eliminated are obviously out of play. Both sides have a limited amount of ammunition and therefore have to spend it wisely.

Combat: The main effort in the game is, of course, the assaults. Each player will conduct two die-rolls during the course of an assault to determine the outcome. The defender first conducts defensive fire in the hopes of inflicting losses, but also to possibly force the attacker abort the assault. The defender’s first die roll is compared to their strength and will show how well they defend. The defender’s second die-roll (modified from the result of the first die roll), is compared to the assaulting unit's morale and will determine the result of the defensive fire. Providing the assaulting units do not abort, the attacker (who has suffered the effects of the defensive fire) conducts two die rolls. The first one to see how well the assault is conducted, and the second one to see the outcome of the assault. Modifications, such as trenches, terrain, support from other units, etc., adjust the strength of a unit to make it stronger or weaker.

You will never know for sure what that result will be due to the two die-rolls on each side. Dien Bien Phu – The Final Gamble, will be as tense and brutal a simulation as was the historical battle that determined the fate of this war as well as shaping the events of things to come.

Kim Kanger

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Arrival-Jan 13 2023 Arrival-Jul 28 2022 Arrival-Jun 3 2023 Arrival-Mar-7-13-2022 Arrival-May 6 2023 Availability_Out of Stock BGG-Set BoardGameGeek Rank_Top 300 BoardGameGeek Rank_Top 400 BoardGameGeek Rank_Top 500 Category_Wargames Google-True INV-0-L INV-D Players Maximum_2 Players Players Minimum_1 Player Playtime Maximum_120+ Minutes Playtime Minimum_120+ Minutes Product Type_Board Games Product-International Restock-20220613 Restock-20220901 Restock-20230112_Full_Restock Restock-20230122 Restock-20230514 Restock-20230716 Restock-20240526-Long StoreFront-2P Year Published_2010s https://www.booyakajuice.com/products/2098532745267 Default Title 84.95 WS-LWG-1903-DB2 635
https://www.booyakajuice.com/products/1844862287923 2019-04-17T16:52:57-04:00 2019-04-17T16:52:57-04:00 Tonkin: The First Indochina War (second edition) Board Games Legion Wargames LLC

Vendor: Legion Wargames LLC
Type: Board Games
Price: 72.95

Designer Kim Kanger
Publisher Legion Wargames LLC
Players 2
Playtime 240-1800 mins
Suggested Age 12 and up

(from Legion wargames website:)

Tonkin is a two player game that covers the crucial period of the French-Indochina War fought between the Viet Minh and France from 1946 -1954.

The game focuses on the intensive years from 1950 - 1954 in the northern part of Vietnam, called Tonkin, and Laos. It is a game of high interactive play where both players have a set of ten operation points and a number of supply dumps.
By spending operations points you will be able to perform different, mostly non-combat, actions. By expending a supply dump you will also be allowed to perform combat missions. But there will be a limited number of supply dumps to expend and they will also be needed to keep units in supply. When you spend operation points you will only be allowed to spend one, two or three points in a row before it is your opponents turn to spend his.

This creates a game where you, in the long term, will have to plan and save supply and at the same time be prepared to react to your opponent's actions.
In the short term you will be forced you make decisions based upon the number of operation points you have been given to spend in a row and the missions you need to accomplish.

Contents:

22" x 34" map
352 each .6" Game Counters
24 pages rulebook
4 ea. 8 1/2" x 11" Charts
3 ea. 8 1/2" x 11" Information




5 Scenarios + Campaign Game

Map Scale: 12.5 miles per hex
Unit Size: Regiments / Battalions
Time Scale: 1 month per turn

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2-Players-Only Arrival-Jul 28 2022 Arrival-Jun 16 2022 Arrival-Jun 3 2023 Arrival-Jun 7 2024 Arrival-Mar-7-13-2022 Arrival-Oct 29 2022 Availability_In Stock BGG-Set Category_Wargames Google-True INV-M-Z INV-T Non-TCG Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120+ Minutes Product Type_Board Games Product-International Restock-20220530 Restock-20220619 Restock-20230103 Restock-20230112_Full_Restock Restock-20240101 Restock-20240526-Long StoreFront-2P Year Published_2010s https://www.booyakajuice.com/products/1844862287923 Default Title 72.95 WS-LWG-1103-TKN 2757
https://www.booyakajuice.com/products/1844861960243 2019-04-17T16:52:40-04:00 2019-04-17T16:52:40-04:00 Ici, c'est la France! The Algerian War of Independence 1954 - 1962 (Second Edition) Board Games Legion Wargames LLC

Vendor: Legion Wargames LLC
Type: Board Games
Price: 72.95

Designer Kim Kanger
Publisher Legion Wargames LLC
Players 2
Playtime 300 mins
Suggested Age 12 and up
Honors 2009 Charles S. Roberts Best Post-WW2 Era Board Wargame Nominee

According to designer post on CSW (http://talk.consimworld.com/WebX?14@@.1dd2d9c2/1384), the 2nd Edition has:

  • A new box
  • A new map
  • A new sheet of counters with all the new markers (including two new units)
  • A new set of player aids (including a new population track sheet)
  • A new set of rewritten rules (although the game system is the same)

This game covers the French insurgency war against FLN in Algeria during 1954-62. It is a conflict of great drama. It cost the lives of at least half a million Algerians, it brought the tumultuous exodus of one million French settlers from Algeria and it brought France itself to the brink of civil war. But to be portrayed as a game has its difficulties, though. How do you recreate the fact that the side which lost militarily won the war? How do you make it interesting to play when FLN never succeeded in creating an army, like the Viet Minh did in the Indochina war, and therefore was never able to rival the French?

To address this, the game contains “three games” within the game: A political, an insurgency and a military game. Politics are driven by chits which alter four parameters: FLN structure; Algerian population; Pied noir feelings (the French settlers in Algeria) and French public/government. Each one will affect the play, in different ways, when it changes. What eventually ends the game is when the French public reaches 0 and calls for a referendum. Then you check each region whether they will vote to stay with France or become independent. If a majority votes pro-France, the French player win and vice versa. It is through different insurgency or counterinsurgency actions that you will make a region pro-FLN or pro-France. Finally, the military part will allow you to contest or control regions. This will affect your ability to mobilize, tax and conduct insurgency/counterinsurgency actions.

In other words, you will have to fight to control, conduct insurgency/counterinsurgency actions in order to win the hearts and minds of the population and, through politics, see to it that the public in France either supports you or gets fed up with the war. Some things might help you in one way but at the same time give disadvantages in other aspects. Nothing in war is purely a good decision. There is always a cost.

Each year has four gameturns. You start the game with eight random political chits of 28 possible ones. Each chit may only be played during a certain time span and after you play a chit you will draw a new one.

The “operation points” are the main engine in the game. You will receive a certain number of points and with these points you will pay for everything you do, like recruiting or bringing in reinforcements, certain movement, fighting and conducting insurgency/counterinsurgency actions.

FLN recruitment will depend on how pro-FLN the Algerian population is and how efficient the FLN structure is. It will also depend on population density and whether they control a region or not. The French can bring in new units and replacements, but it will cost operation points and put pressure on the French public. So the reason to attack is to control/contest as much as possible and to force the opponent to spend operation points to replenish his force.

The counters have no movement points. With a gameturn of three months there is no lack of time to position units anywhere on the map. You follow the road network (as French) but it will cost you operation points when you pass regions which are controlled by the enemy. FLN moves off-road and will have some limitations to whether they may leave a region or not. The numbers represent strength and quality.

Fighting will include combat chits which in certain combination will affect the combat. My first ambition is to minimize the amount of tables in order to make the game faster to play. You roll a number of dice corresponding with your strength and modify your roll with the difference in quality. You get a hit when you roll 5-6. The complexity and difficulties lies more in what to decide and when to do it.

Best regards
Kim Kanger


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2-Players-Only Age_9+ Arrival-Jul 28 2022 Arrival-Jun 16 2022 Arrival-Jun 3 2023 Arrival-Mar-7-13-2022 Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-0-L INV-I Non-TCG Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120+ Minutes Product Type_Board Games Product-International Restock-20220321 Restock-20220619 Restock-20221120 Restock-20230112_Full_Restock Restock-20240811 Year Published_2000s https://www.booyakajuice.com/products/1844861960243 Default Title 72.95 WS-LWG-1402-ICI 2757
https://www.booyakajuice.com/products/1718791110707 2019-02-20T17:13:37-05:00 2019-02-20T17:13:37-05:00 Nemesis: Burma 1944 Board Games Legion Wargames LLC

Vendor: Legion Wargames LLC
Type: Board Games
Price: 69.95

Designer Kim Kanger
Publisher Legion Wargames LLC
Players 2
Playtime 360-600 mins
Suggested Age 12 and up

From the designer:

"Nemesis: The spirit of divine retribution against those who succumb to hubris"

While Burma was the backwater of WW2, it contained several of the most colorful characters of the war. The background was such that...

General Stilwell, who despised both British and Chinese (and the current American, except Marshall) leadership, wanted to fight the Japanese with Chinese troops, in Burma or in China. Roosevelt, while having no interest in rebuilding the British Empire, was at the same time incapable of seeing the Chinese Kuomintang regime as fascist as it really was. He often wanted to sack Stilwell for repeatedly reporting on Chinese incompetence and corruption.

Chiang Kai-Shek was more interested in getting his hands on the valuable lend-lease supply the US was sending him through Stilwell, who he hated, than fighting the Japanese. He was not keen on putting Chinese troops under Stilwell's command in Burma since they might become well trained and then possibly turn on Chiang. But he accepted doing so if Stilwell used them for opening up a supply route to China once again.

Churchill was not interested in Burma at all and wanted to focus on Singapore. Mountbatten, the Supreme Commander in India and Burma, wanted to attack into Burma, but through an amphibious assault further south instead. Wingate (some thought him to be certifiably insane) wanted to land special trained brigades in the middle of Burma and from there reconquer Southeast Asia.

General Slim, who had to put up with his rude and querulous colleagues, Stilwell and Wingate; his flamboyant chief Mountbatten; the hopeless and incompetent Chiang Kai-Shek, just wanted to defeat the Japanese there in the north and from there retake the rest of Burma.

In the meantime, in 1944, the Japanese, being outnumbered and with hardly any supply, said "enough is enough" and attacked. Why not? It worked in 1942. But this time Japanese hubris met Slim, the best British General of WW2, in the west; Stilwell's well trained and hard fighting Chinese troops in the North; Wingate's Chindit brigades in the middle amongst them; Chinese Yunnan soldiers who, after Chiang finally let them loose, took heavy casualties when investing the Japanese in the east. This time, after many ferocious battles, the Japanese met their Nemesis and were, in the end, utterly defeated.

Nemesis features my "Open Game Turn" system. The Game Turn consists of only four phases: Assault (where a unit may move and "overrun"); Attack; Supply Check; Reinforcement. The phases are drawn as chits, so you will not know in what order they will appear, with the exception of the first chit in a Game Turn which is chosen from the first three drawn chits in the previous Game Turn. Both players have a set of four Phase Chits each and they take turns drawing them. The game mechanics are easy to master. The game play may not.

The quality of the unit is the most important feature. Basically it affects four aspects: Not only will a high quality give an edge in combat, it also decides what kind of ZoC the unit is able to exert. The quality will decide how long a unit can be out of supply before attrition strikes, and how capable the unit is to make an operational move (a "double move"). Since ZoC is non-existent except when preventing enemy units conducting operational moves, it is very important which units you position and where you do so. Especially so, if you are uncertain of which phases there remain to be played.

The game will also feature my "Active Combat" system. A combat result will have step losses and probably a retreat result. Step losses are straightforward. The retreat result though has to be enforced by the attacker. That is usually not a problem if it is done by a high quality unit. A unit with lesser quality may have to pay with step losses in order to do so. The defender then decides to retreat or resist. If it stays, then it takes step losses, depending on its quality. Before any attack, the Japanese player has the option to get an DRM in its favor (in attack or defense). But it comes with a price.

Finally, there will be a two layer Victory Point system. There is a Satisfaction point track for each player. Some points can be actively acquired by you but are given once, usually those that will please your local commander. Some points can be actively acquired by the opponent and will be deducted every Game Turn from your track as long as the enemy controls them, usually those that displease your superiors. Then again, it is the same thing for your opponent. Those that you have received once are also the ones that are deducted each Game Turn from your opponent's track etc. In the end, as the commander, you will have to prioritize, depending on the current situation.

Nemesis has a high replay value and if you love tense games when in action as well as games that allow you to ponder on possible "perfect opening moves", then this is the game for you.

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2-Players-Only Age_9+ Arrival-Mar-7-13-2022 Availability_Out of Stock BGG-Set Category_Wargames Google-True INV-M-Z INV-N Players Maximum_2 Players Players Minimum_2 Players Playtime Maximum_120+ Minutes Playtime Minimum_120+ Minutes Product Type_Board Games Product-International Restock-20220311 Stocky-Clearance Year Published_2010s https://www.booyakajuice.com/products/1718791110707 Default Title 69.95 16215114580019 2644