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GMT: Viet Nam 1965-1975

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GMT: Viet Nam 1965-1975

・海外製品ですので入荷が遅れる可能性があります。発売日は余裕をもって設定しております。発売日前に入荷いたしましたら発売日を待たずにお送りさせていただきます。
・英語版で和訳は付属しません。

"This simulation game re-creates the longest, most complex, and least understood conflict in US history in all of its military and political aspects. The rules include detailed treatment of movement, terrain, search and destroy operations, special operations, firepower, airmobility, riverines, brigade-level formations, limited intelligence, and auxiliary units in each scenario..."





Word from the Designer:"It has been wonderful to see the intensity and dedication of Vietnam's players over the years. I am truly delighted that the game will soon be back in print; that the ambiguities and errors in the original manuscript will be resolved; and that players will have the benefit of new, fresh graphics, with charts and aids optimized to streamline play. I am thrilled and honored that GMT has taken on the project, giving me the opportunity to revisit the challenges and joys of modeling and incredible complex and intriguing part of our history." -- Nick Karp Introduction"This simulation game re-creates the longest, most complex, and least understood conflict in US history in all of its military and political aspects. The rules include detailed treatment of movement, terrain, search and destroy operations, special operations, firepower, airmobility, riverines, brigade-level formations, limited intelligence, and auxiliary units in each scenario..." That's the blurb from the back of the original Victory Games edition of the game. This game has long occupied the top spot in many gamers' lists of favorite Vietnam games. GMT Games is excited about the opportunity to get a new version of this classic back into print.If you're not familiar with the original game, there are several small scenarios and a couple of campaign games. Each year is divided into four seasons (Spring, Summer, Fall, and Winter), and each season has two turns (so, roughly 6 weeks per turn). The map scale is roughly 6 miles per hex and units are, generally, battalions or regiments. During the operational phase, players take turns (who gets to operate is determined by the NLF player) conducting operations with their units to destroy the enemy, clear the roads, take towns and cities, or just reposition units. In the Campaign Game, during Seasonal Interphases, each player decides whether and how many additional units and/or resources to bring in to the fight. The game features hidden VC units, airmobility, riverines, national morale, pacification, ARVN effectiveness, and many other nuances that allow the player to grasp the some of the experience of what it might have been like to conduct the war in Vietnam. Word from the DevelopersFor many of you, as for us, the mere existence of this announcement is a dream come true. That we get to work on it is just icing on the cake.Vietnam 1965-1975 has always represented the quintessential grand operational Vietnam game for us. The systems all work together beautifully to evoke the feel of the war whether playing the focused scenarios or the sweeping breadth of the campaign games. To that end, let us tell you what to expect with this reprint edition.But first, we want to let you know what this reprint is not: it is, most emphatically, not a reimagining of the game. There will be no major rule changes. No chrome will be added. Although we are well aware that the available historical record on Vietnam is vastly expanded since the original publication, the game has always been an abstraction of the conflict as opposed to a meticulously exact reproduction of every fact. The intent with this edition is to clarify where needed and change only if necessary.With that said, let's get on to the good stuff! The primary goals are to bring the components up to a modern standard and to clean up any ambiguity in the rules. This will be done using both the collected wisdom of the community as well as Nick's input through close consultation as to his original intent on some of the thornier questions.We're increasing the hex size on the map which will force us to move to three maps, but that's so we can accommodate making the unit counters bigger: 9/16" for units counters while informational markers remain at 1/2". And of course, there will be plenty of player aid cards. There will be 12 PACs in the box including a two-sided CRT/TEC for use during the season, an 11x17 fold-out for use during the Seasonal Interphase, and an 11x17 Operational Flow Chart that details each type of Operation.With this we will bring this game back in to print and breathe new life into it.--Mitch and Ralph Non-exhaustive List of Clarifications and ChangesThe US, ARVN, and FWA are now collectively referred to as the Allies. US, ARVN, and FWA, when used, specifically mean those units.*More rule numbers have been provided for easier reference.Units may not be assigned to more than one operation per turn with the exception of Offensive Reserves (who conduct their Offensive Reserve operation and are then assigned to the ongoing operation).The defender choose his terrain in combat immediately before combat ratios are determined.VC HQs exert ZOCs.International, Corps, and Regional boundaries and their effects have been clearly defined.Operations have been clarified in terms of which can have support assigned, etc. (a new, more detailed Operations Flow Chart is available).Reaction movement is clarified.Airmobile Support losses is clarified (in terms of when they are lost vs available to be lost).Dedicated artillery is clarified (in terms of when it can be used in an operation).Ground-bound units has been changed to be less restrictive in terms of amphibious operations (105mm and 155mm independent artillery can use riverine points).Strategic Movement for Ineffective ARVN is clarified and expanded.Regional Forces do qualify a force to use ARVN replacements.Regional Forces are available for the HEX they occupy regardless of the terrain chosen by the defender.ARVN units in Cambodia and Laos fall under the Chief of Staff for Effectiveness.Bombardment and/or interdiction is not an invasion.North Vietnam may be Bombarded.The Queen's Cobra Regiment no longer has a commitment cost.Sea Supply has been altered: 2 points are added for each NVN commitment point spent on sea supply. * There's a necessary design note included for this, too: Design Note: The term, “Allied,” is not meant to imply an equal partnership between the US, FWA, and ARVN. This was very much a US-controlled conflict. It’s use within the rules is exclusively meant as a short-hand convenience when speaking to the general versus the specific. COMPONENTS3" box3 22"x34" maps (approx. 66"x40")RulebookPlaybook8 x 8.5 x 11 player aid cards2 x 11x17 Seasonal Interphase2 x 11x17 folding Operations Player Aid Card4 sheets 9/16" counters2 sheets 1/2" counters Designer: Nick KarpDevelopers: Mitchell Land amp; Ralph Shelton

GMT: Viet Nam 1965-1975

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普段自分では選ばないようなワインを選定されててよかった。

Hearts and Minds: Vietnam 1965-1975 | Compass Games - Post World War 2 | Compass Games | Cosim Wargames | Gamer's HQHearts and Minds: Vietnam 1965-1975 | Compass Games - Post World War 2 |  Compass Games | Cosim  Wargames | Gamer's HQ
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一歳少し過ぎた頃から、子供の散髪に使用しています。暫くの間は、マジックテープを最小にしてもブカブカでしたが、髪の毛を切るときに、切った髪が飛び散らない様に都度、手で髪の毛をつまむ様にして落としていけば大丈夫でした。材質的に髪の毛が引っ付かない素材ですので、終わった後は一通り手で処理して、それでもケープに残った毛は庭でバタバタと振れば全部綺麗スッキリ取れます。長く重宝すると思います。付属のスポンジは存在が意味不明です。

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購入して三日後ぐらいから2カ所めくれあがってます。

hina 5
バレンタインにセットで主人にプレゼントしました。つっぱることもなく、使い心地もいいみたいです。そろそろ、お肌の手入れは入念にしないとねって渡しました。毎日頑張って、手入れしているみたいです。旅行用には少し大きいかもしれないですね!コスパはいいと思います。

サクラではありません。長年のamazonユーザー 2
H1プロジェクター、ロービーム。色々なバルブを購入しては、ダメを繰り返し中です。無駄な出費を覚悟で、明るいライト化を目指しています。フィリ社ハロゲンは、純正ハロゲンより暗かった。こちらは、純正ハロゲンよりは少し明るいが、LEDが裏表しか配置していないので、プロジェクターとの相性は最悪。左右のみ照らし、車体の正面が、見えないという、パターンでした。おそらく、バルブの先端部が、正面の照射になっていると予想。ちなみに取り付けに、マイナス線の配線加工が必要です。バルブ側の赤プラスを車体側のソケットに挿入。マイナス線は、ポジションや、ボディアースに繋げないと点灯しません。付属のH1変換アダプターは、意味ないです。これが最初理解出来ず、3時間ほど、試行錯誤しました。不良かと、思いました。次こそはー!まだ諦めないっ!360度照射タイプのLEDにしてみようと思います。結局出費のみで、純正ハロゲンに戻りそうな感じがしてきた。

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