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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!

 

 

Link to Game Page

Game Scale

     
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.

     
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.

     
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.'

     
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.

     
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.

     
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.

     

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.

     

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

 

     

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.

     

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.

     

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.

     

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.

     

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

     

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

     

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

     

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

     

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

     

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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This site was last updated 07/29/18