Strategy & Tactics 276 : Opération Anaconda

Language
en
Condition
New
Reference
DCG-ST276

out of stock, there is a delay for the shipping

31,06 €

Strategy & Tactics 276 : Opération Anaconda View larger

In this Strategy and Tactics magazine you will find historical articles and the wargame Opération Anaconda with die cut counters.

More details

    By buying this product you can collect up to 15 loyalty points. Your cart will total 15 loyalty points that can be converted into a voucher of 1,50 €.


    More info about Strategy & Tactics 276 : Opération Anaconda

    Operation Anaconda, designed by Joseph Miranda, is an intermediate-complexity, grand-tactical game covering that codenamed battle fought between US/Coalition forces and Al Qaeda in eastern Afghanistan in March 2002. It featured a combined US-Afghan-Coalition force attempting to surround and destroy enemy units while also capturing or killing Bin Laden. The operation ultimately failed in its larger objectives owing to poor command control. While technically and tactically a Coalition victory, the fighting demonstrated the strengths and weaknesses that have characterized both sides ever since.


    The design uses the well-liked “Boots” system, which makes command-control the central feature of play. Each player commands a force composed of one or more “sub-commands.” Those sub-commands are moved and fought according to the random pick of “Command Chits.” When a particular chit is picked, its corresponding sub-command is “activated.” Since players don’t know the order in which the chits will be picked, play becomes chaotic as they strive to create and exploit opportunities.

    This is a two-player game, with one commanding Coalition forces and the other those of Al Qaeda. Combat is quasi-tactical: units fire at enemy targets at range. Additionally, the Coalition player has access to various types of fire support, such as airstrikes; however, that support (as well as reinforcement) become available at random. The Al Qaeda player has the advantage of his units being deployed face down, and his opponent must use ISR (Intelligence-Surveillance-Reconnaissance) to reveal them. Play is a tense contest between asymmetric forces.

    My account

    Cart 0 Product Products (empty)    

    No products

    To be determined Shipping
    0,00 € Total

    Check out

    Product successfully added to your shopping cart
    Quantity
    Total
    There are 0 items in your cart. There is 1 item in your cart.
    Total products
    Total shipping  To be determined
    Total
    Continue shopping Proceed to checkout

    Games editors

    Viewed products

    Specials