Hold the Line covers battles fought during the American Revolution. This game is a careful conversion of the board game of the same name developed by Worthington Publishing. Jump in and take command of the American or British forces during this pivotal moment in the history of nations!
Featuring an addictive “Action Point” system, you have a limited number of orders to dictate to your troops each turn. You must decide where to attack, who to rally, where to move and who to sacrifice to achieve your goals. Each scenario features unique objectives for both sides and can be played as either. Double the challenge!
Replay the engagements of Commander-in-Chief George Washington and British General William Howe and see who has the strategic might to gain the upper hand for the control of the burgeoning United States of America.
Key Features
Overview
The year is 1812. Great Britain and her allies are battling Napoleon for control of Europe. In response to British seizure of American ships and goods, the young United States declares war on Britain and invades Canada. You and up to 4 other players take command of the armies of the British Redcoats, Canadian Militia, and Native Americans, or of the American Regulars and American Militia to decide the fate of the Americas. The action takes place on a huge historically accurate map that spans the United States and Canada from Detroit to Montreal. Players from each faction cooperate to gain control of key towns and forts.
About the Game
1812 features fast, intuitive and fun gameplay that involves teamwork and strategic planning in a historic and educational setting. This is THE GAME for people who want an enjoyable and manageable introduction to historic/conflict based games.
In 1812 – The Invasion of Canada, players take on one of the roles of the major factions that took part in the War of 1812. On the British side these are represented by the British Regulars (Redcoats), Canadian Militia and Native Americans; and the American Regular Army and American Militia comprise the American players. Players for each side will cooperate with each other in order to plan and conduct their campaigns. Each side will attempt to capture Objective Areas on the map. When a truce is called, the side that controls the most enemy Objective Areas wins.
Key Features
Minimum System Requirements
Windows:
OS: Windows XP SP2+
Memory: 2 GB RAM
Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities.
CPU: SSE2 instruction set support.
Mac:
OS: Mac OS X 10.8+
Memory: 2 GB RAM
Linux:
OS: Ubuntu 12.04+ or SteamOS
Memory: 2 GB RAM
The year is 1775. The American colonies are outraged over new taxes imposed upon them by Great Britain. They begin to stockpile arms and organize militia. On April 18th, militia members ambush a column of 700 British Redcoats ordered to seize stockpiled arms. 273 British soldiers are killed or wounded before they reach safety in Boston.
The American Revolution has begun!
Now you and your friends command the armies of the British Redcoats, English Loyalists, German Hessians, American Regulars, Patriots, French Regulars and Native Americans to decide the fate of the Americas. Players from each faction cooperate to gain control of key towns and forts. Share the fun in this light and fast paced game vs. the AI, hot seat or online!
About the Game
The map board represents the original 13 Colonies plus Maine, Nova Scotia, and Quebec. Each Colony is further subdivided into areas over which factions will struggle for control. A faction holds control of a Colony when only units of its side are present in the areas of a Colony. Player controlled factions include the Continental Army, Patriot Militia, British Regulars and Loyalist Militia. In addition to this the Allied French and Allied Hessian factions, who are controlled by American and British forces respectively, can be brought into the game by event cards playable by each faction.
Each game is played in a series of rounds. Victory conditions are checked for each side starting on round three and each game ends with victory points being tallied automatically on round eight if no one has won before then. Each round is subdivided into four turns, one for each side, which happens in order determined by a blind draw of the turn marker for each faction. It is entirely possible for a faction to go last in a previous round only to go first in the next.
Movement & Events
Every Faction has a deck of cards consisting of Event cards, Movement cards, and one Truce card. Every turn, each faction will play a movement card to maneuver their troops and any number of event cards. When both factions of a side (British or American) have played their truce cards, the game will end! Each deck has a specific number of movement cards in it and managing them is an important part of the game.
Each faction has a Truce card which serves not only as a timer for the game but as a powerful Movement card. However, a game may end prematurely if both factions of a side are forced to play it early in the game.
Combat
Each faction, including Allies has their own faction combat dice. For each ‘Hit’ symbol, the opposing faction loses one unit. For each ‘Flee’result you lose one of your units to the Fled Units box where it will return later as reinforcements. For each blank face rolled the player has a ‘Command Decision’ and may use that to retreat a unit in the battle to an adjacent area.
All faction units participate in a battle whether it is their turn or not! Each faction has different faces to their dice. Some factions are more likely to flee from battle to regroup later on. Other factions are more likely to score a hit or a command decision. American Continental Army are much less likely to flee, an have a higher hit percentage, but only have two dice per battle round. British Regulars have no flee results and hit on a high percentage, but will have no fleeing units added to their reinforcements each turn. Both sides Militia have three dice but higher fled results. Knowing your unit’s strengths and weaknesses is key to victory!
Battle across the Colonies with large armies or small. So long as each army group contains a unit of your faction, you may move units of your partner faction as well as Allied units with you from area to area. In a four player game, each faction must form a common strategy with their partner to maximize potential!
Key Features
1775: Rebellion features simple and unique game mechanics and special attention to historical detail. Experience this critical time in American history, you will not be disappointed!
Minimum System Requirements
Windows:
OS: Windows XP SP2+
Memory: 2 GB RAM
Graphics: DX9 (shader model 3.0) or DX11 with feature level 9.3 capabilities.
CPU: SSE2 instruction set support.
Mac:
OS: Mac OS X 10.8+
Memory: 2 GB RAM
Napoleons Invasion of Russia began on 24 June 1812 when the Grande Armée crossed the Neman River to engage and attempt to defeat the Russian army. The Grande Armée was massive, with over 600,000 troops. The French army initially advanced rapidly into Russia, winning a number of minor engagements and even a major battle at Smolensk in August. But in the end the Russian army always managed to slip away, until finally there was the great battle of, and French victory at, the Battle of Borodino, at the Gates of Moscow. But this was not enough. The French army was ultimately defeated by the vastness of the country and by the dreadful Russian Winter. By the end of 1812 the French Army was in retreat and would be destroyed on its long march home.
Napoleon in Russia recreates 5 historical battles from the doomed Invasion of Russia. There are also non-historical skirmish engagements included as well as one more available as a bonus mission.
Rebels and Redcoats II recreates the battlefields of the American Revolutionary War. The war began in 1775 when the American colonies rebelled against the British Empire, declaring their independence in 1776. In the following years, Britain tried to end the revolt and recapture the American territories. The rebels however had support from Europe, with France and Spain later joining the war as allies to their cause. A decisive American victory at Yorktown in 1781 broke the British resolve and was a catalyst in starting peace negotiations. The war ended in 1783 with the signing of the Treaty of Paris and global recognition of the sovereignty of the United States.
To commemorate the Battle of Waterloo, we will be releasing the digital edition of Decision Games’ Wellington’s Victory on iPad, iPhone and Mac on June 18th.
At dawn on June 18th, the torrential rain which had soaked the Belgium countryside the previous day began tapering off. Seventy thousand French troops, constituting the bulk of Napoleon’s Armee du Nord, which two days earlier had vanquished the Prussian Army of the Rhine at Ligney, now expected to exploit their initial victory by destroying the unsupported and inexperienced Anglo-Dutch forces which the Duke of Wellington had deployed across the Brussels-Charleroi highway a few miles south of the inconsequential hamlet called Waterloo.
That morning at his headquarters in Le Caillou, Napoleon discussed the impending battle with his subordinates while awaiting the arrival of several French Corps which had bivouacked further south. Disagreeing with the French generals whom Wellington had consistently defeated in Spain, Napoleon insisted that his opponent was a poor commander and that the English troops were much inferior to the French. The battle which Napoleon envisioned would resemble ‘le petit dejeuner’, Wellington’s army would be devoured as easily as a light continental breakfast.
Twilight’s Last Gleaming recreates some of the pivotal battles of the War of 1812 between the United States and the British Empire. The latest strategy game from HexWar Games brings the classic Decision Games board game to iPad; Following on from Rebels and Redcoats, this is the second in a series of games to come from this exciting partnership. Take command as either the American colonies or the British Empire and shape the future of a nation, with 10 historical battles.
You will face tactical challenges with missions of varying size and objectives, and 34 different combat units. As with previous strategy games from HexWar, every effort has been made to capture the look and feel of the warfare methods, equipment and uniform of the day, and this title is no exception. In these battles players will also find the detailed and accurate maps, orders of battle, and named regiments from the well-loved Decision Games board game.
The hex-based game system features a large variety of infantry, cavalry, artillery, generals and terrain types. Use your combined forces to outmaneuver, outwit or outshoot your opponent. Victory awaits you, Commander!
Rebels & Redcoats recreates the pivotal battles of the American War of Independence. The latest strategy game from HexWar brings the classic Decision Games board game to iPad; and is the first in a series of games to come from this exciting partnership. Take command as either the American colonies or the British Empire and shape the future of a nation, with 10 historical battles.
You will face the same tactical challenges as generals such as George Washington and William Howe, with missions of varying size and objectives, and 24 different combat units. As with previous strategy games from HexWar, every effort has been made to capture the look and feel of the warfare methods, equipment and uniform of the day, and this title is no exception. In these battles players will also find the detailed and accurate maps, orders of battle, and named regiments from the well-loved Decision Games board game.
The hex-based game system features a large variety of infantry, cavalry and artillery units, generals and terrain types. Use your combined forces to outmaneuver, outwit or outshoot your opponent. Victory awaits you, Commander!
Peninsular War Battles places you at the forefront of Napoleon’s campaign to conquer Portugal and Spain. Play is possible as the British, French or Spanish across 5 campaigns with a total of 40 missions. Peninsular War Battles is the most advanced wargame from HexWar yet! The missions represent well researched representation of the major battles of the period with a full range of tactical options available to all the commanders. There are 64 different combat units, each in an accurate depiction of the uniforms, colours and flags of the period. The in-depth game systems allows infantry units to form line, column or square while light infantry units may skirmish in open order. Victory in most battles will go to the commander most able to utilize the combined arms benefits of infantry, cavalry and artillery to the best effect.