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The successor to XTR's classic NATO, Nukes, and Nazis, this new version is a "What If" two-map mini-monster wargame set during the late-1980s in an alternative universe in which the Nazi regime survived World War II and is set to start World War III. Each turn of play equals half a week of real time.
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Disponible el: 31/01/2014
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Sou cliente da Planeton desde 2008 e sempre fui muito bem tratado. Seguramente uma das melhores online stores da Europa.
Buen servicio, Rápido. El juego llegó en perfecto estado y no tuvimos ningún problema.
Parece que me llevé el último ASL Starter Kit 1 (lo siento, gente). Me ha llegado perfecto y con instrucciones en español.Gracias, Planeton!
Excelente atencion. El envio llego en dos dias al pais y a la semana ya los tenia. Caja muy bien embalada, todo llego intacto.
Esta gente NO DEFRAUDA. Resuelven dudas y se toman unas molestias de la leche. En mi ciudad hay unas cuantas tiendas donde comprar juegos de mesa y para nada dispensan la atención al cliente que demuestra la gente de Planeton. Un puñetero DIEZ.
No se trata solo de que tenga buenos precios y una selección excelente de juegos, sino de cómo se preocupan por ti y porque el pedido vaya perfecto. En mi último pedido, descubrieron que la última copia que les quedaba de un manual estaba dañada,...
Grandísima página dedicada al mejor de los hobbies, grandísimo profesional J. y trato personal fabuloso. Enhorabuena por la nueva web!!!
He comprado muchos war games en esta web y siempre el servicio fue fantástico. La web es estupenda. Quizás se podrían mejorar los filtros de búsqueda. Con Planetongames, me encanta mirar que tienen en Stock y comprarlo. Así lo tengo en casa como...
The successor to XTR's classic NATO, Nukes, and Nazis, this new version is a "What If" two-map mini-monster wargame set during the late-1980s in an alternative universe in which the Nazi regime survived World War II and is set to start World War III.
Each turn of play equals half a week of real time. Each hexagon on both maps represents 20 miles (32.5 km) from side to opposite side. The system is based around the central idea that large First World armies (as well as those from elsewhere that have been trained and equipped to try to perform like First World armies) almost always begin major wars seemingly well prepared. Unfortunately for those in their front-line units, both the training and equipment usually only make them ready for the previous war, not the one they're about to fight. Beyond that, the initial period of such wars is characterized by only a partially abandoned peacetime psychology among the officers and enlisted. That is, no one as yet appreciates what it means operatively to be in an all-out war. All that comes together to give overall performance high-risk, volatile and fragile qualities: no one as yet really knows what's actually possible or wise to try to accomplish. Seemingly powerful units therefore easily become "disrupted"--especially as gauged in relation to similar units' performances later, after everyone's been thoroughly schooled in the art of war as it exists in the present. The system therefore doesn't play--when looked at on a step by step basis--in a way common to division-level simulations. The whole thing has a "Go" like quality to it. The commander will succeed best who--rather than reacting to or launching operations opportunistically one at a time--plans his campaign and then campaigns on that plan. Of course, we all know it's also true "no plan survives first contact with the enemy." So, even as you plan, you must do so while leaving within your overall scheme at least some capacity for opportunism. Strategy is not simple; it is complex.
The initiating change to history behind this game is as follows. Early in the spring of 1943, one of the historically failed assassination plots attempted against Hitler during that period actually succeeded. In short, that allowed the German high command to go over to a fully rationalized defense at the strategic, operational and tactical levels. Long story short: the Third Reich survived WW2 in truncated form (see the maps). The new rulers in Berlin soon thereafter set in place their own "Warsaw Pact," an alliance among Germany, the Baltic republics, Belarus, Ukraine, and the Balkan countries north of Greece. The Allies reacted by creating NATO, which rump-Russia eagerly joined. By 1980, the same kind of rot that afflicted the USSR in our timeline began to set in within the Third Reich. Here, though, instead of initiating a German version of Perestroika and Glasnost, those ruling in Berlin decided to roll the dice on one all-out and final war for global domination. This game presents that war (or at least the two main theaters within it).
The components to a complete boxed game of NNN2 include rules, two map-sheets, and three sheets of die-cut counters (also called "units" and "unit counters"). Dice and charts and tables are also included.
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The successor to XTR's classic NATO, Nukes, and Nazis, this new version is a "What If" two-map mini-monster wargame set during the late-1980s in an alternative universe in which the Nazi regime survived World War II and is set to start World War III. Each turn of play equals half a week of real time.
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