Logistics Command (1978)
Tempo di Gioco: 120
Età Min.: 0
Giocatori: 2 - 4
Editore: Westinghouse
Designer: James R. Myers
Artisti: Sconosciuto
Meccaniche: Dice Rolling, Scenario / Mission / Campaign Game, Simulation, Paper-and-Pencil
Età Min.: 0
Giocatori: 2 - 4
Editore: Westinghouse
Designer: James R. Myers
Artisti: Sconosciuto
Meccaniche: Dice Rolling, Scenario / Mission / Campaign Game, Simulation, Paper-and-Pencil
Mostra Descrizione Mostra Commenti Andamento Prezzi
Produced by the Westinghouse Labs Weapons Division, possibly as a sales or training aid.
A simple two-player board, card and dice game of force building and maintenance set during the Cold War.
Each turn each player (Red and Blue) must use his budget to buy new combat units (air, land or naval) or support units (bases, repair depots, etc) and maintain his existing units.
Each unit is rated for combat effectiveness, MTBF (Mean Time Between Failures), MTTR (Mean Time To Repair) and Cost. Generally, Blue units are more reliable and have a higher combat effectiveness but cost more and take longer to repair. When a unit does break down the player can then use any of his support units to try to repair them.
Each turn a card is flipped to represent the political action for that turn. A crisis requires a minimum force level of a certain type (land, sea or air) to avoid a prestige penalty. A Showdown occurs just once and ends the game - the player with the highest amount of ready force wins the game.
The game is thus a trade off between keeping sufficient force level to win the Crises and sufficient force mix to win the final Showdown.
A simple two-player board, card and dice game of force building and maintenance set during the Cold War.
Each turn each player (Red and Blue) must use his budget to buy new combat units (air, land or naval) or support units (bases, repair depots, etc) and maintain his existing units.
Each unit is rated for combat effectiveness, MTBF (Mean Time Between Failures), MTTR (Mean Time To Repair) and Cost. Generally, Blue units are more reliable and have a higher combat effectiveness but cost more and take longer to repair. When a unit does break down the player can then use any of his support units to try to repair them.
Each turn a card is flipped to represent the political action for that turn. A crisis requires a minimum force level of a certain type (land, sea or air) to avoid a prestige penalty. A Showdown occurs just once and ends the game - the player with the highest amount of ready force wins the game.
The game is thus a trade off between keeping sufficient force level to win the Crises and sufficient force mix to win the final Showdown.
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ag.gameitem.lastUpdated: 2025-05-01 07:39:41.253