SPI may not have created the 'Monster' wargame, but they certainly perfected
them!
Below is a list of the SPI Monster games - which I
have chosen to mean:
At least 2 maps
At least 1000 counters
At least 100 hours of playing time
Below are notes for each of these great games!
Each is linked to a page specific to that game as
well.
Hope you enjoy this look back!
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Link to Game
Page |
Game Scale |
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ATLANTIC WALL |
Grand Tactical simulation of the invasion of Normandy by Allied
troops in June, 1944. Maps: 5
(1 hex = 1 kilometer)
2000 Counters
Each counter represents either a Company or Battalion;
a destroyer, cruiser, or battleship;
an air group or wing.
Each turn is 4.5 hours of real time.
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BLOODY APRIL |
A
Grand Tactical simulation of the American Civil War battle of
Shiloh, 1862.
Maps: 2
1 hex = 115 yards
1200 Counters
Each unit is a Regiment or Battery or Leader. Each strength
point = 100 men or 1 gun.
Each turn is 20 minutes of real time. |
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CAMPAIGN FOR NORTH AFRICA |
A
Simulation of the WWII operations in Libya and Egypt from 1940 to
early 1943.
Maps: 5 (requires all to play)
1 hex = 8 kilometers
1800 Counters
Each unit can be from company (100 men) to a division (15,000 men)
Each turn is 1 week of 'realtime.' |
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DESCENT ON CRETE |
A
Grand tactical company level simulation of the WWII battle that took
place Maleme area of Crete in May of 1941.
Maps: 2
1 hex = 640 meters
1200 Counters
Each unit is a company or a battalion.
Each turn is two hours of real time. |
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FIRST WORLD WAR |
A
simulation of the first time the world went to war. Uses the
maps from War in Europe. Maps: 9
1 hex = 33 kilometers
2000 Counters
Each unit is a Division or Corps
Each turn is 10 days of real time. |
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HIGHWAY TO THE REICH |
A
tactical company/troop level simulation of the WWII battles of
Operation Market Garden, which occurred Sept 17-26, 1944. Maps: 4
1 hex = 600 meters
Over 1000 unit counters, 1200 info counters.
Each unit is a company or battery.
1 turn is 2 hours realtime. |
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THE
NEXT WAR |
A
brigade/division level simulation of a Soviet-led Warsaw Pact
invasion of central Europe. Maps: 3 (plus 2 small extensions)
1 hex = 14 kilometers
2400 Counters
Brigade or Divisional Units with Air Units
1 turn is two days of real time.
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OBJECTIVE MOSCOW |
A
divisional level simulation of
invasions of the Soviet Union with the (then) future of the 1990s. Maps:
4
1 hex = 60 kilometers
1200 Counters
Brigade or Divisional Units, Air Units and Naval Aircraft Carriers.
1 turn is two weeks of real time
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OPERATION: TYPHOON |
A
simulation of the last German assault on the Russian capital in
WWII, in late 1941.
Maps: 3
1 hex = 2.7 miles
800 Counters
Most German units are regiments or battalions; Most Russians are
usually divisions or brigades.
Each turn is one day of real time. |
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TERRIBLE
SWIFT SWORD |
A
Grand Tactical simulation of the American Civil War battle of
Gettysburg, 1863.
Maps: 3
1 hex = 120 yards
2000 Counters
Each unit is a Regiment or Battery or Leader. Each strength
point = 100 men or 1 gun.
Each turn = 20 minutes of realtime. |
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WACHT AM
RHEIN |
Grand tactical simulation of the WWII Battle of the Bulge, which
occurred from Dec 16, 1944 to January 1945.
Maps: 4
1 hex = 1 mile
1600 Counters
Each unit is either a company, battalion, or regiment.
Each game turn is 4.5 hours. |
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WAR
BETWEEN THE STATES |
Operational level simulation of the American Civil War, 1861 - 1865.
Maps: 3
1 hex = 20 miles? (15 miles?)
1200 Counters
Most units are divisions or brigades.
Each game turn is a week. |
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WAR IN EUROPE |
A
simulation of the WWII battles in Europe. Four scenarios for War in
the East, each 20 turns plus 200 turn campaign. 4 scenarios from War
in the West, plus 302 turn campaign! Maps: 9
1 hex = 33 kilometers
305 turn Campaign scenario 3600 Counters
Units are divisions or corps
Each Turn = 1 Week |
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WAR IN THE EAST
1st Edition |
Giant
quadruple map, operational/strategic recreation of the titanic
Russo-German struggle. 2000 counters, 200 turns. The original
monster game from SPI, using the Kursk system. Maps: 56" x
44"
1 hex = 33 kilometers
200 turn Campaign scenario 2000 Counters
Units are divisions or corps
Each Turn = 1 Week |
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WAR IN THE EAST
2nd Edition |
The original monster game, now fine tuned to mesh with the release
of War in the West! The four maps are changed to fit the new
standard 22" x 34" map, and the production system changed, to the
now famous spiral.
Maps: 4
1 hex = 33 kilometers (20 miles)
208 turn Campaign scenario
2000 Counters
Units are divisions or corps
Each Turn = 1 Week |
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WAR IN THE PACIFIC |
A
simulation of the WWII battles in the Pacific. There is a
Campaign scenario, and 5 Battle scenarios. Maps: 7
1 Hex = 60 Nautical miles
(at equator. Moves to 50 and 40 the further you move from the
equator.)
150 turns Campaign scenario
3200 Counters
Units are Regimental / Divisional
1 Turn = 1 Week |
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WAR IN THE WEST |
A
simulation of the WWII battles in Europe. Also included the newly
scaled maps for those who owned War in the East v1 so the games
could be joined! Maps: 9! (5 WITW, 4 WITE)
1 hex = 33 kilometers
305 turn Campaign scenario 2400 Counters
Units are divisions or corps
Each Turn = 1 Week |
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WELLINGTON'S VICTORY |
A
Grand Tactical simulation of the Battle of Waterloo, from June 18,
1815. Maps: 4
1 Hex = 100 yards.
1600 Counters
Units are battalions or companies, with batteries and cavalry units.
Includes battle formation tactics, skirmishers, and artillerists.
Each turn is 15 minutes real time. |
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