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GMT Military Games

Games |  Manufacturer |  GMT Games |  GMT Military Games

1914: Twilight in the East Board Game

1914, Twilight in the East models the battles that took place in Prussia, Poland and Galicia during the first year of World War One. Beginning with the Russian invasions of Prussia and Galicia in August and ending after the Battle of Lodz in December, it recreates the ebb and flow of the huge forces sent marching across the Eastern Front in 1914.

Designed by Michael Resch, and developed by Dick Vohlers, the game has been comprehensively researched using a great array of resources, including the military archives in Vienna, Austria. The game's Order of Battle has been thoroughly researched and is by far the best used by any game on the subject. Based on his experience with other WWI game systems, Mike has written streamlined rules so that not only is it playable, but it's focused on those aspects of warfare that made the opening stages of WWI so unique. The game is exciting and gives wonderful insights into one of the most important campaigns of the twentieth century.

Game Components:

  • Counters: Eight full-color counter sheets (2240 counters)
  • Maps: Four 22" x 34" maps (one back-printed)
  • Rule Booklet
  • Scenario Booklet
  • 9 different army organizational charts (5-1/2" x 8-1/2")
  • Four six-sided dice
    No. of Players: 1 - 6

    GL Price: £54.99        (£53.62 after automatic discount!, RRP is £64.99)

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  • 1914: Twilight in the East Board Game
    Across The Rapahannock

    After two years of development, the new version of the Glory system for brigade level American Civil War battles is ready to roll, designed with more accessible play in mind, this time with two of the most spectacular but least gamed battles: Fredericksburg (1862) and Chancellorsville (1863).



    GL Price: £44.99        (RRP is £49.99)

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    Across The Rapahannock
    American Revolutionary War Volume IV: Savannah

    France assumed belligerent status in the American Revolution in the spring of 1778 following the defeat of British General Burgoyne at Saratoga the previous October. Count d'Estaing was placed in command of French expeditionary forces assigned to simultaneously help the Americans and "grab" any British Caribbean sugar islands that might prove vulnerable.

    The first Franco-American attempt at cooperation occurred in late summer that year at Newport, Rhode Island. The expedition to besiege British held Newport ended in failure when d'Estaing withdrew his fleet due to storm damage.

    Following the fall of Savannah, in December 1778, American leaders in Charlestown, South Carolina began to appeal to d'Estaing for help. They pointed out how unprepared the British were to withstand a major operation. d'Estaing agreed to return from adventures in the Caribbean at the end of the summer to help in the liberation of Georgia.

    Volume IV in GMT's American Revolutionary War Series portrays the events from September 10th to October 9th, 1779, as the Franco-American Allies mount their first significant cooperative effort against the British in North America during the Revolutionary War.

    Savannah is a departure from the other four battles in the Rev. War Series in that it covers a span of four weeks. To accommodate this, as well as to depict salient features of an 18th century siege event, several new mechanics and a bit of chrome have been grafted to the core game system.


    No. of Players: 1 - 2

    GL Price: £35.99        (RRP is £39.99)

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    American Revolutionary War Volume IV: Savannah
    American Revolutionary War: Volume I, Saratoga, 1777

    In all the spectacle of war there has seldom been a sight the equal of British General Burgoyne's campaign of 1777. The float and march south from Canada had almost a surreal quality juxtaposed against the Adirondack wilderness. Hundreds of vessels making up an immense inland navy on Lake Champlain transported nearly 9,000 combatants together with 138 cannon. Burgoyne's objective was Fort Ticonderoga and from there, Albany, and a rendezvous with British forces coming from New York City. The strategic purpose of the campaign was nothing short of an end to the American Rebellion.


    No. of Players: 1 - 2
    Duration: 120 to 180 minutes

    GL Price: £26.99        (RRP is £29.99)

    Quantity: 
    American Revolutionary War: Volume I, Saratoga, 1777
    American Revolutionary War: Volume V, Monmouth

    At Monmouth Courthouse in east-central New Jersey, General Washington's Continental Army came of age. Leavened by their experiences during the winter encampment at Valley Forge, the Continentals would give as good as they got on that sweltering mid-summer's day: June 28th, 1778.

    GMT is pleased to offer the latest in Mark Miklos' popular and critically acclaimed American Revolutionary War series: Volume V, Monmouth.

    As with all games in the American Revolutionary War series, on-site research has been conducted by the designer with support from Park Historian Dr. Garry Wheeler Stone, Monmouth Battlefield State Park. Thanks to the courtesy of Dr. Stone, the Monmouth game map will be created from a copy of the 1778 base map to insure accuracy. This is particularly critical when showing the road net, which has often been shown incorrectly in many secondary sources on the battle as well as in previous versions of Monmouth war games.

    As a captain of Rhode Island troops said, "…you have been wishing some days past to come up with the British, you have been wanting to fight, now you shall have fighting enough before night."



    GL Price: £25.99        (RRP is £30.99)

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    American Revolutionary War: Volume V, Monmouth
    Asia Engulfed

    GMT are proud to announce the companion game to the award winning Europe Engulfed. In Asia Engulfed the action takes place across Asia and the Pacific covering the entire war from the attack at Pearl Harbor to the final collapse of the Japanese empire.

    Asia Engulfed is a complete stand alone game or it can be combined with Europe Engulfed to simulate the entire Second World War. A complete set of combined game rules allow for unit transfer, production allocation, and combined victory conditions.

    Asia Engulfed focuses on playability and making players feel the pressures their historical counterparts were under. Players actually feel the pressures and stresses felt by the strategic level commanders in the real war. The game achieves this level of playability without sacrificing historical detail. The entire campaign is playable in 6-to-9 hours once players become familiar with its elegant game systems.



    GL Price: £34.99        (RRP is £41.99)

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    Asia Engulfed
    Attila: Scourge of Rome

    Attila features two of the few major battles thearmies of the Hunnic Confederation under King Attila fought against Rome: The Utus against Eastern Rome (The Utus) and the Catalaunian Fields against Western Rome. Gamers have the opportunity to pit the Huns both at their peak at the Utus, and then at somewhat reduced ability at the Catalaunian Fields against the rather different armies of Eastern and Western Rome.

    The module includes 140 counters depicting the Huns and other barbarian notables, including the Visigoths, Alans, Burgundians, Franks, Saxons, and Gepids. For the Romans, the Cheiroballistra artillery makes its debut. Attila includes a full size map. Cataphract is required for play.

    The Attila module introduces some changes to the Cataphract rules including the elimination of the Size rating and the reassessment of the missile fire effectiveness of the composite bow based on the latest research.In addition, Attila includes special rules to account for the unique style of steppe warfare practiced by the nomadic Huns - the feigned retreat along with rules covering defections and barbarian impetuosity.

    Note: To play Attila: Scourge of Rome, you need a copy of Cataphract.



    GL Price: £12.99        (RRP is £13.99)

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    3. The Siege of Alesia, Gaul 52 BC
    Attila: Scourge of Rome
    Barbarossa to Berlin (Reprint)

    World War 2: Barbarossa to Berlin presents both the Allied and Axis players with a wide range of exciting game choices, while illustrating the key historical factors of the war: from the importance of mechanized forces in combat to the importance of oil to fuel them but without the complexity of other strategic WWII designs. And, unlike many of those games, World War 2: Barbarossa to Berlin lives up to its title: an Axis player who fails to win the war may still win the game. The winner is often decided on the last turn as the Allied player struggles to extinguish the last traces of the Nazi empire. Designed by Ted Raicer as a follow-up to his multi-award-winning World War One strategic game, Paths of Glory, World War 2: Barbarossa to Berlin modifies the Paths of Glory systems to capture the strategic and operational dynamics of WWII in Europe.


    No. of Players: 1 - 2
    Duration: 300 to 360 minutes
    Min. Age: 12

    GL Price: £35.99        (RRP is £39.99)

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    Barbarossa to Berlin (Reprint)
    Barbarossa: Kiev to Rostov GMT0809: Barbarossa: Kiev to Rostov is a New Release

    GMT is proud to present the fifth epic game in its award-winning series of east front games, Barbarossa: Kiev to Rostov. This is a two-player, or two-team, operational level game depicting the battles of the southern wing of the Axis invasion of the Soviet Union during 1941. This game picks up where an earlier game in this series, Barbarossa: Army Group South, left off. It begins in mid-August and ends in December 1941, historically near the cities Kharkov and Rostov.



    GL Price: £56.99        (£55.57 after automatic discount!, RRP is £68.99)

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    Barbarossa: Kiev to Rostov
    Borodino, 1812

    Using the very popular Triumph & Glory game system (v2.2), Volume II in the T&G series covers the classic Napoleonic battle, Borodino, Battle of the Moskova, 1812. The battle itself will be familiar to almost every wargamer, with massive French and Russian armies coming together in a frontal, head-to-head assault that used little, or no, subtlety. There are massive batteries of artillery, huge divisions of cavalry, Cossacks all over the place, plust there is political in-fighting within the Russian command hierarchy.

    The games brigade-level order of battle includes the latest historical research, and we have even given the French player an opportunity – fraught with danger – to attempt to undertake French Marshal Davout's suggested flanking maneuver. In addition to the full Borodino battle of September 7th, the game also includes a short, Introductory Mini-Battle, the Attack on the Schevardino Redoubt (which took place on September 5th, two days before the actual battle). Historically, the French finally took the position with high losses to both sides but, remarkably, with not one Russian prisoner. A portent of things to come.



    GL Price: £13.99        (RRP is £14.99)

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    Borodino, 1812
    Caesar: Conquest of Gaul

    Gallia omnia est in partes tres ...

    In 58 BC, Gaius Julius Caesar was appointed by the Roman Senate as proconsul for Gaul, for which he was given 4 legions. the ambitious Caesar, a military ingenue, had little idea of how lucky he was going to be -- as he was in usually everything he did -- because, within a short space of a few years, after coming to the rescue of the Gauls against incursions from Germanic tribes to the east, Caesar himself decided to bring the rest of the barbarian tribes under the domain of Republican Rome...and, at the same time, increase his visibility among the Roman people.

    From a military point of view it was an immense achievement, one that fueled Roman imperialist feelings like no other war. For the Gauls it meant subjugation. For the gamer, it means six battles of Pure Excitement.


    No. of Players: 1 - 4

    GL Price: £37.99        (RRP is £44.99)

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    Caesar: Conquest of Gaul
    Caesar: Conquest of Gaul: Gergovia Expansion

    A Great Battles of History Module for Caesar: Conquest of Gaul

    Julius Caesar and his Gallic Legions versus the Arverni and other tribes of Gaul, under Vercingetorix. 52 BC.

    For those of you who can’t stand someone who wins all the time, here is an opportunity to game one of Julius Caesar’s rare losses. The Battle of Gergovia was Caesar's failed attempt to wipe out the threat of a large Gallic uprising by isolating and defeating a gathering of the Arverni, plus several other Gallic contingents, under their new chieftain, Vercingetorix.


    No. of Players: 1 - 4

    GL Price: £10.99        (RRP is £12.99)

    Quantity: 
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    2. The Siege of Alesia, Gaul 52 BC
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    Caesar: Conquest of Gaul: Gergovia Expansion
    Carthage

    The Ancient World system moves to The Punic Wars, the greatest event in the ancient world and a true turning point in history. Carthage concentrates on Punic events that take place in Carthage/Africa as well as Sicily, with the main scenario being the massive First Punic War. Building on the popular mechanics and systems of Rise of the Roman Republic (Vol I), Carthage includes the full, advances naval system, with galley battles, fleet building ,expanding ports, and everything featured in the unusual, truly naval war that was the First Punic War. In addition, the detailed political systems for both powers, the soul of the game and a set of mechanics that truly puts the players in the heart of ongoing events, are expanded and clarified. With the addition of rules for the Reduction and Repair of city defenses, militia, and the ability of garrisons to Sally, sieges are now more than just sideshows.
    No. of Players: 1 - 2

    GL Price: £40.49        (RRP is £44.99)

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    Carthage
    Clash of Giants 2

    Clash of Giants II: The Campaigns of Galicia and First Ypres, 1914 is the sequel to Ted Raicer's acclaimed Clash of Giants: Campaigns of Tannenberg and the Marne, 1914. As with the original design, CoG II contains two separate games (both using the same basic system) covering two of the most interesting (and least-gamed) campaigns of the First World War, Galicia and First Ypres .


    No. of Players: 1 - 2

    GL Price: £31.99        (RRP is £35.99)

    Quantity: 
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    2. Caesar: Conquest of Gaul
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    Clash of Giants 2
    Clash of Monarchs

    The Seven Years War In Europe, 1756-1763

    Clash of Monarchs lets two to four players recreate the titantic struggle that raged across Europe and the world, pitting Frederick the Great’s Prussia and its Hanoverian allies against Maria Theresa’s Coalition of Austrian, French, Russian, Saxon, Swedish, and Holy Roman Empire forces. Each player directs the effort of one or more of the major powers, plus their minor allies, using the card-driven operations and point-to-point movement system of many of GMT’s most highly-regarded games. The cards help players enact Frederick’s pre-war invasion planning, Austrian minister Kaunitz’s diplomatic triumph in the 2nd Treaty of Versailles, the operational ascendancy of Prussian and Hanoverian light troops, formation of the Austrian General Staff, huge financial loans, court intrigue at Versailles, Vienna, and St. Petersburg, and dozens of other key political, economic, and military events. COM also uses split decks, which foster play of each power’s events in two phases -- Early War (usually through mid-1758), and Wider War (1758 to conclusion) – and allow a multi-player game to use exactly the same rules as a 2-player contest. COM augments the CDG system with a Colonial Conflict sub-game, a fully-integrated treatment of light unit operations, and a Fortunes of War chit pull, which varies the occurrence and/or timing of events beyond players’ control each year -- severe weather, desertion, attrition, possible deaths of English king George II, Empress Elizabeth of Russia, et al, and Madame Pompadour’s political influence over the French commanders, to add further uncertainty and drama to the campaigns.


    No. of Players: 2 - 4

    GL Price: £37.99        (RRP is £44.99)

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    Combat Commander: Battle Pack 1 Paratroopers Expansion

    Combat Commander: Battle Pack #1 - Paratroops is the first of what will be many themed scenario packs for use with the Combat Commander series of games. The theme of this first Pack is focused on the exploits of American, German and even Russian Airborne forces. CC-Paratroops features eleven new scenarios printed on cardstock, as well as four new maps. Future Battle Packs will be similarly structured and will sometimes include new counters or new cards - with themes such as "Stalingrad", "Maquisards" and "Desert Rats" to name just a few.

    CC Battle Packs are NOT stand-alone games and will require ownership of one or more Combat Commander boxed games in order to be played. CC-Paratroops requires ownership of Combat Commander: Europe.


    No. of Players: 1 - 2
    Duration: 90 to 120 minutes

    GL Price: £9.99        (RRP is £11.99)

    Quantity: 
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    3. Airships at War 1914 - 1941 Board Game
    Combat Commander: Battle Pack 1 Paratroopers Expansion
    Combat Commander: Europe Board Game

    Combat Commander is a card-driven board game series covering tactical infantry combat in the European and North African Theaters of World War II. One player takes the role of the Axis (Germany in this first game; Italy & the Axis Minors in later installments) while another player commands the Allies (Russia & America here; Britain, France & the Allied Minors in future expansions).

    This first game of Combat Commander will include units, cards, and historical scenarios depicting the American, German, and Russian forces. The second game in the series will provide cards, counters, and historical scenarios for British, French, and Italian forces.

    Each game will include 6-12 historical scenarios as well as a "roll your own" scenario system that provides an almost unending variety of map configurations, force structures, and combat situations. Replayability value for Combat Commander is very high.


    No. of Players: 1 - 2
    Duration: 90 to 120 minutes

    GL Price: £42.99        (RRP is £49.99)

    Quantity: 
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    2. Airships at War 1914 - 1941 Board Game
    3. Combat Commander: Battle Pack 1 Paratroopers Expansion
    Combat Commander: Europe Board Game
    Combat Commander: Mediterranean Expansion

    Combat Commander: Volume II - Mediterranean (or "CC:M") is the sequel to Combat Commander: Volume I - Europe ("CC:E"). CC:M's main theme is the addition of three new "nationalities" to the Combat Commander family:

  • Britain & the Commonwealth
  • France & the Allied Minors
  • Italy & the Axis Minors

    This second game in the Combat Commander series includes units, cards, and scenarios depicting the fighting forces of these nations.

    FATE CARDS: As for Germany, Russia and America in CC:E, each of the new nationalities has its own 72-card Fate Deck highlighting its historical strengths and weaknesses (marksmanship for the British, giving them fewer shots but of higher quality; a higher likelyhood of surrender for broken Italian units; quality Orders, Actions, and Events for the French but saddled with only a "1" discard capability; etc.).

    NOTE: Combat Commander: Mediterranean is not a stand-alone game. You will need to own Combat Commander: Europe in order to play it.


    No. of Players: 1 - 2
    Duration: 90 to 120 minutes

    GL Price: £39.99        (RRP is £47.99)

    Quantity: 
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  • Combat Commander: Mediterranean Expansion
    Commands and Colors: Ancients

    Commands & Colors: Ancients allows you to re-fight epic battles of the ancient world. Here the focus is on the two rivals for power in the Western Mediterranean – Carthage and Rome. Will you, as Hannibal, triumph over larger Roman armies; or as Scipio Africanus, will you beat Hannibal with newer tactics of your own?

    Units in both armies can only move and fight when ordered. The command playing cards supply those orders, providing an element of luck that creates a fog of war and presents players with both challenges and opportunities. You must maximize your opportunities by playing your command cards judiciously. How well you handle the diverse units, their weapons, and the terrain, will determine victory.

    Commands & Colors: Ancients contains the battles of Akragas, Crimissos River, Ticinus River, Lake Trasimenus, Cannae, Dertosa, Castulo, Baecula, Ilipa, and Zama.


    No. of Players: 2
    Min. Age: 12
    GamesLore Rating: 8

    GL Price: £40.49        (RRP is £44.99)

    Quantity: 
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    Commands and Colors: Ancients
    Commands and Colors: Ancients Exp. 1 Greeks and Eastern Kingdoms GMT0606: Commands and Colors: Ancients Exp. 1 Greeks and Eastern Kingdoms is Out of Stock

    The Greeks & Eastern Kingdoms is the first expansion to Commands & Colors: Ancients. The armies of Philip, Alexander and the Successors meet the hosts of Persians, Scythians and Indians to the east. In this expansion, you will find historical scenarios that focus on the hoplites of classical Greece fighting off the invading Persian army at Marathon and Plataea; epic battles from the Peloponnesian War, the rise of Macedon and Alexander's battles of Gaugamela, Issus and Granicus against the Persians; and battles involving Alexander's successors. With your Greeks you will be able to turn west and battle the Carthaginians in Sicily, or as King Pyrrhus at Heraclea and Ausculum, battle the Romans.

    In this first expansion, we showcase over 20 scenarios (the package includes over 300 new unit blocks and stickers you need to fight out these battles). Now, that is a lot of history, but we can do this because Commands & Colors: Ancients is, by design, a unique historical game system that will allow players to effectively portray stylized Ancient battles that play to a conclusion in less than an hour.

    The battle dice resolve combat quickly and the command cards provide an element of luck that creates a fog of war and presents players with both challenges and opportunities for victory. Yet the tactics you need to execute conform remarkably well to the advantages and limitations inherent to the various Ancient units, their weapons, terrain and the history.


    No. of Players: 2
    Min. Age: 12

    GL Price: £31.99        (RRP is £35.99)


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    Commands and Colors: Ancients Exp. 1 Greeks and Eastern Kingdoms
    Commands and Colors: Ancients Exp. 2 Rome vs The Barbarians GMT0713: Commands and Colors: Ancients Exp. 2 Rome vs The Barbarians is Out of Stock

    Friends, Romans and countrymen lend me your ears…

    Some of you have already discovered that Commands & Colors: Ancients is much more than a game. It is an expandable game system that allows players to fight historical Ancient battles.

    Imperial Rome and The Barbarians is the second expansion to Commands & Colors: Ancients. In this second expansion you will find historical battles that focus on Rome and the early Gallic invasion, invasion of the Northmen, the Servile War (Spartacus), Caesar's conquest of Gaul, the Roman Civil Wars and much more.

    Showcased in the second expansion, are over 20 scenarios that range from 390 BC (Allia River) to 9 AD (Teutoburger Wald), and all the blocks and labels you need to field the Roman and Barbarian forces to fight out these battles. By now, you know we can do this, because Commands & Colors: Ancients by design is a unique historical game system that allows players to effectively portray stylized Ancient battles that play to a conclusion in less than an hour.

    Imperial Rome and The Barbarians will feature at least one new unit type as well as several "specialty" units and leaders (Briton Chariots, Legionaries using the pilum, and Caesar, for example). Each of these operates within the confines of the original system rules, with only slight modifications to reflect their historical abilities and importance. So, rules-wise, if you've played Commands & Colors: Ancients, you'll have no trouble at all learning the few special rules for these new types of units.

    The battle dice resolve combat quickly and the Command cards provide an element of luck that creates a fog of war and presents players with both challenges and opportunities for victory. Yet the tactics you need to execute conform remarkably well to the advantages and limitations inherent to the various Ancient units, their weapons, terrain and the history.


    No. of Players: 2

    GL Price: £28.99        (RRP is £33.99)


    People who bought this item also bought:
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    Commands and Colors: Ancients Exp. 3 The Roman Civil Wars GMT0714: Commands and Colors: Ancients Exp. 3 The Roman Civil Wars is Out of Stock

    ALEA JACTA EST! (The die is cast - a phrase near and dear to wargamers). Julius Caesar spoke this phrase as his legions crossed the Rubicon, sparking the Second Roman Civil War. Leading the most capable combat-hardened veteran legions in the Roman Army, Caesar set out to subdue his numerically superior opponents - and succeeded!

    The Roman Civil Wars is the third expansion to Commands & Colors: Ancients. In this expansion you will find historical battles that focus not only on the most famous of the Civil Wars, but also the earlier First Civil War, and the Sertorian War in Spain where Quintus Sertorius, a gifted soldier-in-exile, defeated several larger Roman armies sent against him, until killed in 72 BC by assassins.

    Expansion #3: The Roman Civil Wars will provide all the gray and red blocks and stickers needed to field two full opposing Roman armies when combined with the gray Republican Roman army from Commands & Colors: Ancients, and the red Marian Roman army from Expansion #2: Rome and the Barbarians. There will be at least 16 scenarios that range from 82 BC (Aesis River) to the Battle of Munda in 45 BC.

    The Roman Civil Wars will feature familiar units with new capabilities. The Roman legions have evolved into the deadly fighting units of legend. In terms of Commands and Colors performance, the medium infantry units (representing less experienced legions) and heavy infantry units (representing the veteran legions) will now be able to move two hexes without engaging in close combat, or still move one hex and have close combat (as well as throwing their pilum - a capability acquired in Expansion #2: Rome and the Barbarians). You will be able to fight battles with medium and heavy infantry as you have never fought them before!

    Rules-wise, if you've played Commands & Colors: Ancients, you'll have no trouble at all learning the few special rules for these legionary infantry units, for the basic mechanics remain unchanged. The battle dice resolve combat quickly and the Command cards provide an element of luck that creates a fog of war and presents players with both challenges and opportunities for victory. Yet the tactics you need to execute conform remarkably well to the advantages and limitations inherent to the various Ancient units, their weapons, terrain and the history.

    But that's not all... GMT is also going to include another mounted mapboard in Expa