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TSWW is consistent in rules, scale and concept, being a modular operational level game system that deals with WW2 at 15
miles to the hex with half month game turns.  Over time it will include every area of the world in which combat took place, and
as far as we are aware is the largest game system currently available.  Research is by military professionals and historians,
with map art derived from a combination of modern satellite data and period military maps.  The games have been very well
received by our clients, with a 95% repeat business rate, and an almost unbelievable 85% rate for people buying all the titles
in our range.  As far as I know, this is almost unprecedented in the current industry (and I have spoken with a variety of
senior managers in other companies who are very envious of this client loyalty).
wargame to end all monster wargames. The map of Europe
is phenomenal in its size, detail, and accuracy. It uses a
scale of 1 hex is 15 miles! There are over 4,000
counters!!! It includes land, air, and naval units. As a
bonus, the game can be broken down into smaller mini
campaigns, very helpful when you haven't the table area
for the full map!!! I was privileged to talk in detail with
John Bannerman, one of the designers.

4480 counters covering the ground, naval and air forces
of (in order of “appearance”): Germany, Poland, Great
Britain and The Commonwealth, France, the Soviet Union,
Denmark, Norway, The Netherlands, Belgium and Italy.
These are supported by a meticulously researched Order
of Battle for the first year of the Second World War
and include additional details for the United Kingdom and
Germany until June 1941.

17 map sections (14” x 21½”) for a total of 35 sq ft of
maps from North Cape to Bologna and Brest to Minsk at
15 miles per hex. Laid out, the maps occupy an area of
approximately 7’ x 6’ and have been created using digital
mapping software developed in-house by Diffraction
Entertainment. Maps have been painstakingly digitised
from period topographical maps in the 1:250,000 to 1:
300,000 range.

The extensive Rule Set has been devised from the start
as a standard for the entire game series including a
framework for an exhaustive set of Political and Economic
rules defining each nation’s operational parameters and
special cases. By the last game in the Second World War
Series, these will have evolved into a detailed production
model allowing players to explore different strategic
options for the major combatants.
Multiple modules covering Poland (Stab in the Back),
Scandinavia (Operation Weserübung), France 1940 plus
The Battle of Britain (War in the West), and of course,
Blitz!, a grand module to link all these together to cover
the first year of the Second World War.
Ground unit values are derived from OLI formulas
originally devised by Trevor N Dupuy, a methodology that
allows many different weapon systems to be consistently
rated then summed using the ground unit’s TO&E to give a
theoretical operational combat value. Differences in
national capabilities of training, leadership,
communications and other “soft” factors are simulated
using a Combat Effectiveness Value (CEV) for each nation
which is then used as a multiplier to the basic unit combat
value. CEV evolves for each nation during the war showing
increasing competence for Allied forces and, after initial
increases due to combat experience, a decreasing
capability for German forces as manpower and unit TO&E’
s degrade in capability.

Naval units down to destroyers are shown as individual
ship counters with lesser ships and submarines depicted
as flotillas. Major liners also have individual counters so
as to denote their special high-speed capabilities for
transporting personnel. The naval system utilises a naval
zone approximately 75 miles wide superimposed on the 15
mile hex grid so that the unique properties of naval and
air-sea interaction can be modelled simply but still keep
the essential flavour of naval operations with brief bursts
of high intensity operations.
Air Units are sized so that half units are available for
carrier operations and have been rated by a bespoke
system taking in to account a large number of
performance parameters. To reflect the attritional nature
of air operations, air replacements are required to be
expended just to keep forces in operation in addition to
replacing combat losses. Emphasis has been placed in the
rules to encourage historical missions rather than
wholesale commitment of airpower to offensive and
defensive close air support.