Strategy & Tactics 26 with an Excellent Bonus!!!
Grunt - The First Issue of S&T to Include a Game with Die-Cut Counters!!! Yes, this is where 4 decades of wargames in magazines truly began! The Excellent Bonus includes art for variant counters and a map! A Rare & Highly Sought After S&T Issue!
International purchases save over $20 by using First Class Mail International!! Combine shipping on as many as two 100 page books for great savings!!!
See Enlargeable Pictures Complete with high quality replacements made for five marker counters!
The cover (high grade excellent condition with only slight to minor flaws, the most noticeable of which is the slight 0.25 inch tear at the upper left corner, see enlargeable pictures), magazine (unmarked new condition except pages 23 to 28 have a very hard to see diagonal crease in the upper right corner, plus the last page and the back cover have a slight crease in the border area of the upper right corner and a minor crease at the right edge), 255 counters (new condition aside from the minor flaws caused by being punched, though these are an extremely nicely punched set, apologies for the poor quality of the counter pictures, something about the light\dark brown shades of the counters is beyond the limits of our camera as we have had several other copies of #26 in the past and the counter pictures have always come out awful), 22"x28" map (high grade excellent condition as there is slight fold flake wear and noticeable creasing caused by the folding process), and rules (high grade excellent condition with only slight flaws and neatly made corrections to the chart, printed separately from the magazine as many S&T rules were in the early issues) are all in high grade excellent to new condition. A landmark S&T issue in excellent shape!! Visit the S&T section of our store for other early issues as several were posted at the same time as this with #22, #23, #32, #33 and others which we have yet to list.
The excellent bonus includes art (to replace the originals) for the counters and map, official errata (from Moves #9), a game description\review from Moves Magazine #23, and a bit more. Some to all of the bonus will be sent by email upon shipping your purchase. All bonus and extras material are available for sale separately if requested. Grunt was one of the first wargames to simulate squad\platoon level combat. Included is a solitaire and two player player game with three different scenarios of "search and destroy" missions. Game rules cover leadership, booby-traps, interrogation, artillery, and air strikes. From Wikipedia: The game attempted to place realistic burden on commanders; US players had to be careful to minimize casualties to civilians while also tending to their own wounded. Leadership was also uniquely portrayed. According to Nick Stasnopolis in Number 73 (May/June 1991) of Fire & Movement Magazine: Instead of flitting from unit to unit enhancing combat rolls (a reference to Squad Leader's leadership rules), the leaders (in Grunt) become conduits for information and control. For instance, to use their full capabilities the NLF (National Leadership Front, or Viet Cong) units must be within eight hexes of their cadre. This reflects their lack of modern communications equipment, which produced a reliance on written messages and sound signals, thus limiting operational radius. It also resulted in units that tended to be more autonomous and were less severely affected by a loss of leadership. So the hardcore NLF units retain their full movement when outside command radius or when their cadre unit takes casualties. This is in direct contrast to the U.S. forces. The (U.S.) Army's more bureaucratic command structure lead to a very different set of leadership problems. Units, because of the myriad radios they possessed, could operate as far from their leaders as their radios could transmit and still be able to get specific instructions. Unfortunately, this also produced a dependence on contact with higher headquarters... Thus a disturbance in the flow of information, either through loss of a radio or loss of a leader, was far more devastating to the Americans. In the game U.S. squads can be paralyzed for up to three turns if the squad radioman is hit or their headquarters takes casualties. Game designers John Kramer with John (Prestags) Young and Redmond Simonsen. Published March\April 1971 by SPI.
For shipping this book will be wrapped in plastic and taped between two unbent sheets of extremely sturdy cardboard.
Please note there is a $4.00 handling fee for this purchase. The fees charged do not fully compensate the labor and materials necessary to process a purchase. Purchases will ship within 5 business days.
See the Wargame Section for rare wargames (Avalon Hill, SPI, GMT and others), Variant Counter Sets (gamingthing designed) and over 60 unpunched Strategy & Tactics. As this is being written over half of the 40+ year run of Strategy & Tactics are in stock. Please email if looking for specific issues between 70 and 300.
Expert Shipping!!! We are very careful shippers. We have shipped thousands of items commercially. Out of 1500+ shipments, there has not been a single report of a packing problem. The packing materials used are light weight and nearly impervious to harm!
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