Product Info

Description

Game Flow

In each scenario, one player will take command of elements of the featured unit while the other assumes control of the opposing forces. These two players will alternate giving orders, activating their units on the map for various military functions. Players attempt to achieve victory by moving their combat units across the game map to attack their opponent’s units and to achieve as many scenario objectives as possible. The degree to which a player succeeds or fails is measured by a scenario’s specific victory conditions—be it the destruction of enemy units, the taking of vital mapboard objectives, or the exiting of friendly units off the opponent’s map edge.

Orders & Initiative

Each game turn is divided into ten orders, with each player performing a variable number of these orders. In each turn, the sequence of play is fluid—with orders being given by the active player and reactions being taken by both players—depending upon the relative initiative level at any given moment. Fighting Formations is also not the typical Igo-Yougo fare with a strict sequence of play. Instead, the base game engine is an impulse-type back and forth mechanic whereby the various Orders carry with them a certain cost in Initiative. The game has a “pool” of 40 Initiative that is “spent” to give orders and then to activate units for those orders. At the end of every order, the player with the most Initiative is able to give the next order. In response, the opponent can also spend Initiative to conduct both Opportunity Fire (at moving units) or Reactive Fire (at firing units).

Assets

The game has Asset cards—including smoke, artillery, air support, man-portable support weapons and demolitions—but is not card-driven. Each Asset will either take the place of a standard order or provide the player with some form of reactionary capability during an order.

Special Rules

FF:29 is a stand-alone game in the Fighting Formations game series. While utilizing the basic rules, FF:29’s playbook includes specific terrain, fortification, and unit special action rules in order to more accurately portray tactical warfare as experienced by the participants in France, Holland, and Germany during this time period.

Contents:

  • Three Backprinted 22" x 34" Maps
  • Four Backprinted 17” x 22” Maps
  • Six Die-cut Countersheets
  • Two 8.5" x 11" Player Aid Cards
  • 55 Playing Cards
  • One Track Display, 2-sided
  • One 28-page Series Rulebook
  • One 28-page Playbook
  • One 28-page Scenarios Booklet
  • One 24-page Examples of Play Booklet
  • 10 Dice
  • 10 Wooden Cubes
  • One Wooden Pawn
Description

Game Flow

In each scenario, one player will take command of elements of the featured unit while the other assumes control of the opposing forces. These two players will alternate giving orders, activating their units on the map for various military functions. Players attempt to achieve victory by moving their combat units across the game map to attack their opponent’s units and to achieve as many scenario objectives as possible. The degree to which a player succeeds or fails is measured by a scenario’s specific victory conditions—be it the destruction of enemy units, the taking of vital mapboard objectives, or the exiting of friendly units off the opponent’s map edge.

Orders & Initiative

Each game turn is divided into ten orders, with each player performing a variable number of these orders. In each turn, the sequence of play is fluid—with orders being given by the active player and reactions being taken by both players—depending upon the relative initiative level at any given moment. Fighting Formations is also not the typical Igo-Yougo fare with a strict sequence of play. Instead, the base game engine is an impulse-type back and forth mechanic whereby the various Orders carry with them a certain cost in Initiative. The game has a “pool” of 40 Initiative that is “spent” to give orders and then to activate units for those orders. At the end of every order, the player with the most Initiative is able to give the next order. In response, the opponent can also spend Initiative to conduct both Opportunity Fire (at moving units) or Reactive Fire (at firing units).

Assets

The game has Asset cards—including smoke, artillery, air support, man-portable support weapons and demolitions—but is not card-driven. Each Asset will either take the place of a standard order or provide the player with some form of reactionary capability during an order.

Special Rules

FF:29 is a stand-alone game in the Fighting Formations game series. While utilizing the basic rules, FF:29’s playbook includes specific terrain, fortification, and unit special action rules in order to more accurately portray tactical warfare as experienced by the participants in France, Holland, and Germany during this time period.

Contents:

  • Three Backprinted 22" x 34" Maps
  • Four Backprinted 17” x 22” Maps
  • Six Die-cut Countersheets
  • Two 8.5" x 11" Player Aid Cards
  • 55 Playing Cards
  • One Track Display, 2-sided
  • One 28-page Series Rulebook
  • One 28-page Playbook
  • One 28-page Scenarios Booklet
  • One 24-page Examples of Play Booklet
  • 10 Dice
  • 10 Wooden Cubes
  • One Wooden Pawn
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Fighting Formations: 29Th Infantry Division - Board Game

Regular price
$124.99
Sale price
$124.99
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SKU:110031

Out of Stock
Release Date:
April 4, 2025
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