En Pointe Toujours! (1997)
Tiempo de Juego: 120
Edad Mínima: 12
Jugadores: 2
Editor: Vae Victis
Diseñadores: Nicolas Stratigos, Théophile Monnier
Artistas: Christophe Camilotte, Giuseppe Rava, Didier Bourgeois
Mecánicas: Dice Rolling, Scenario / Mission / Campaign Game, Simulation, Movement Points, Grid Movement, Line of Sight, Hexagon Grid
Edad Mínima: 12
Jugadores: 2
Editor: Vae Victis
Diseñadores: Nicolas Stratigos, Théophile Monnier
Artistas: Christophe Camilotte, Giuseppe Rava, Didier Bourgeois
Mecánicas: Dice Rolling, Scenario / Mission / Campaign Game, Simulation, Movement Points, Grid Movement, Line of Sight, Hexagon Grid
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A tactical wargame portraying French forces in Indochina, 1946-1954.
Units are squads, Heavy Weapon Teams, and individual Leaders, vehicles & guns. During play, players alternate activating formations under their respective leaders, with each activated unit able to take a single action - commonly move, fire or move 1/2 distance plus fire at reduced effect. A variety of other actions common to tactical scale games are possible - break down/assemble Heavy Weapons, entrench, etc.
Infantry Combat is resolved on a CRT, with units being 'Stopped', 'Neutralised' (demoralised), Eliminated or losing a step. Anti-armour combat is resolved by a smaller CRT, using the difference between attack & defence factors such as penetration, armour, terrain, movement, range, etc.
Morale is measured per formation, with reduced efficiency (-1 to all actions, and must roll to activate at all) or even Rout possible after a certain number of losses.
Units are squads, Heavy Weapon Teams, and individual Leaders, vehicles & guns. During play, players alternate activating formations under their respective leaders, with each activated unit able to take a single action - commonly move, fire or move 1/2 distance plus fire at reduced effect. A variety of other actions common to tactical scale games are possible - break down/assemble Heavy Weapons, entrench, etc.
Infantry Combat is resolved on a CRT, with units being 'Stopped', 'Neutralised' (demoralised), Eliminated or losing a step. Anti-armour combat is resolved by a smaller CRT, using the difference between attack & defence factors such as penetration, armour, terrain, movement, range, etc.
Morale is measured per formation, with reduced efficiency (-1 to all actions, and must roll to activate at all) or even Rout possible after a certain number of losses.
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ag.gameitem.lastUpdated: 2025-04-25 00:51:24.463