No gas, no ammo, no food. No time to spare to cross the Rhine before the enemy closes all the gaps. You need to secure the bridgehead before others do. That’s the only way to Victory and your personal glory.
1944 Race to the Rhine is a new game experience. You can’t win this game without proper planning. Your tanks need gas to move and ammo to fight. But don’t forget to feed your GIs. So what would be your transport priority?
Will you follow General Patton’s strategy to discard ammo in order to bring additional fuel barrels along to move boldly forward? Would you risk your prestige and gamble on Market-Garden as Marshal Montgomery did? Would cross the Rhine quicker than general Bradley did, with the help of your hard work and a little luck?
“In preparing for battle I have always found that plans are useless, but planning is indispensable” (General Dwight D. Eisenhower, Supreme Commander of the Allied Forces in Europe).
So, how are you planning your Victory?
German occupied Poland, 1944. Beyond the reach of Allied intelligence and bomber commands, the Germans establish a secret facility, where a terrifying weapon is being tested. V-2, Hitler’s Wunderwaffe, a ballistic missile able to wipe London from the map and win the war, bringing Britain to her knees. But the deepest secrets of German war technology are revealed by the UK’s staunchest allies – the Poles…
Days of HONOR: Operation Wildhorn III is a fast paced tactical card wargame for 2 players.
The first player takes the role of the Polish commander. His goal is to collect fragments from rockets test-fired from the German missile base. The second player takes the role of the German commander, and is trying to protect the secrets of the rocket testing area.
The game lasts four turns. Each turn begins with a missile test, which scatters new fragments of the rocket in the peripheral area surrounding the testing ground. Players alternately take player turns, during which they place their units on the table and perform actions. Players use scouts to collect missile fragments, but they need to be protected by soldiers and partisans, because enemy contact can lead to combat. These actions are supported by elite units: Polish Unseen and Silent commandos and German SS Stormtroopers – able to penetrate enemy lines. In addition, players build a network of command and support units, which allows them to effectively carry out their actions.
Players also affect the course of the game during their opponent’s moves, playing cards for immediate effects. And each side has a set of unique events (e.g., Germans can use their logistical advantages, while Poles can hide, and even evacuate rocket fragments to England!).
To determine combat and exploration results, players each use a 6-sided die, but they have many opportunities to modify the results, so a good plan should work even with bad luck.
At the end of the game, the player with more rocket parts wins. This means the player successfully stole (Polish) or concealed (German) the secrets of the V-2 weapon.
No. of Players: 1 - 3
Min. Age: 14