Categories
24 Hour Marathon Raffle
Advanced Squad Leader
Core Modules
Historical Modules
Magazines
Other Items
Scenario Packs
American Civil War
American Revolutionary War
Ancient Battles
Books/Magazines
Card Games
Fluxx
Marvel Legendary
Munchkin
Family
Fantasy
Gaming Accessories
Horror
Miniatures
Dungeons & Dragons
Pathfinder
Napoleonic Battles
Other
Other Wargames
Post WW2
Pre-Napoleonic
Role-Playing
Dungeons & Dragons
Previous Editions
Pathfinder
Sci-Fi
Solitaire
World War 1
World War 2
Home
New!
Coming soon
Shipping
Newsletter
Contact us
Wishlist
0
Sign in / sign up
Search
Sign in / sign up
Home
New!
Coming soon
Shipping
Newsletter
Contact us
Search
Wishlist
0
Sign in / sign up
0
0
items
Last added items
Subtotal:
$0.00
View cart
Checkout
Search
Share
Tweet
Plus
Pin
Home
Other Wargames
The Tide at Sunrise
The Tide at Sunrise
Not rated yet
Tide at Sunrise continues the philosophy that began with A Victory Lost. Using tried and true mechanics but with some major twists, Tide at Sunrise will be a major test of player skill that is rarely seen in the wargaming hobby. Here, the base system is little more than the tried and true game from SPI called Napoleon at Waterloo. But not all is at it seems.
The game focuses on two aspects of the actual event. Players have to manage their armies using an abstract logistical system called transport points in the game. The Japanese Transport Points are an abstraction of the merchant marine force that the Japanese had available in 1904 and 1905. This can be disrupted from Russian naval activity. The Russian Transport Points are an abstraction of the rail capacity of the newly built Trans-Siberian Railroad. Weather can affect this total if there are heavy snows in Siberia. Colonel Akashi can also stir up trouble and reduce the available Russian Transport totals with sudden strikes and riots in the Russian heartland. Both players use these points to bring on new forces and to replace battlefield losses. Finding the right balance of the two uses is key to being successful in the game.
Secondly, players must find the delicate balance between defending and attacking on two separate fronts. How much defends and attacks towards the all-important port of Port Arthur and how much attacks or holds the tough mountain passes of Manchuria - the key to the open plains to the north – where terrain is less defensible and victory points are everywhere. Victory in the game is determined by success in the naval war, the capture of key terrain objectives and enemy losses.
Contains one 22x39 full color map, 140 land unit counters, 44 ship counters, and 16 page full color rulebook.
$37.00
Market price:
$44.00
, you save
$7.00
16% less
Qty:
Add to cart
Add to wishlist
Description
Specification
Reviews
Weight
2 lbs
SKU
MMP-TAS
Manufacturer
Multi-Man Publishing
Customer reviews
There are no comments yet. Be the first to leave a comment
Please sign in to add review
Customers who bought this product also bought
Drop items here to shop
Product has been added to your cart
Checkout
Add to cart
Quick view
Score: 4.40 (votes: 5)
Reviews: 2
—
2
BFP 3: Blood and Jungle
$129.00
Add to cart
Quick view
Not rated yet
Schwerpunkt #19
$37.50
Add to cart
Quick view
Not rated yet
Rally Point #8
$28.50
Add to cart
Quick view
Not rated yet
Le Franc Tireur #14
$70.00
10% less
Add to cart
Quick view
Not rated yet
Purple Heart Draw
$31.00
Customers who viewed this product bought
Add to cart
Quick view
Not rated yet
Rally Point #15
$28.50
Add to cart
Quick view
Not rated yet
Pavlov's House
$47.99
20% less
Add to cart
Quick view
Not rated yet
Forgotten War (ASL Korea)
$120.00
15% less
Add to cart
Quick view
Not rated yet
Breakthrough: Cambrai
$37.00
16% less
Add to cart
Quick view
Not rated yet
Rally Point #8
$28.50