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Libertad o Muerte! Steam CD Key

Libertad o Muerte! Steam CD Key

Libertad o Muerte! represents the wars of autonomy of the Spanish Colonies in America. A turn-based (each turn being 6 months of real time) game, with a massive map of Latin America and nearby regions. Players can take control of the Patriots or the Royalists, and guide them through 1810-1825 to achieve their military objectives, managing military resources, armies and fleets and starting or reacting to events. Cunning play of the event cards received each turn will be critical to final success. Features: Huge map divided into areas covering all of South America, Central America and the Caribbean, as well as remote locations such as, Cádiz, California, Texas and part of the USA in 1810. Hundred of land and naval units depicting historical leaders and forces. Most important cities and forts in the represented regions. Military Resources Production and Management. Two deck of cards, one for each player, cards represent historical events and also bring into play farraginous type of assets and tricks (economics, combat, new troops, fate, etc…). Scenarios: Mexico: Covers the rebellion in Mexico, Texas and Florida 1810-1820 La Plata 1810-1823: Covers the rebellion in the Viceroyalty of Peru and the Viceroyalty of La Plata. Bolivar: Covers the rebellion in the Viceroyalty of Nueva Granada and part of Peru. 1810. 1822 Grand Campaign 1810-1825: The full campaign unifying the rest of scenarios. ¡Early Years! 1810-1815: A medium-sized campaign, its the Grand Campaing limited to the first 5 years of the war.

RON 18.00
1

SGS Halls of Montezuma Steam CD Key

SGS Halls of Montezuma Steam CD Key

Halls of Montezuma recreates the Mexican-American war of 1846-1848. Play the USA and conquer Mexico City before Whig opposition in Congress forces a negotiated peace. As Mexico, hold desperately against the enemy’s onslaught, to gain enough time for America's internal politics to end the war. Story The Halls of Montezuma game contains several scenarios, covering different periods of the Mexican-American war of 1846-1848. The war was initiated by US President Polk on the premise that the southern border of Texas should be the Rio Grande River, while Mexico claimed that the border was on the Nueces River. The Whig party and many American citizens opposed the war, and this is a decisive factor in the game. A small scenario covers the early stages of the war over the disputed territories in southern Texas and, in the West, in California and New Mexico. Another scenario deals with Scott’s famous 1847 campaign, starting with the landing at Vera Cruz till the capture of Mexico city. And, of course, a complete Grand Campaign covers the whole war. One player represents the United States of America's land and naval forces, the other has Mexico's land and Naval forces. The Mexican forces are more numerous at the start of the game, but are poorly led and have lower morale. They receive only a small number of reinforcements and must hold desperately against the onslaught and superior morale of their enemy, hoping to gain enough time for America's internal politics to disrupt and eventually end the war. The USA must advance and eventually conquer Mexico City before the Whig opposition to the war forces a negotiated peace. This anti-war sentiment is represented in the game and shall be carefully watched. The starting forces are small initially, but supplemented many Volunteers and further reinforced by regular Army units. And the US Navy dominates the seas, giving a sizable strategic advantage.

RON 31.87
1

SGS Afrika Korps Steam CD Key

SGS Afrika Korps Steam CD Key

The game recreates the campaigns and battles of Erwin ‘Desert Fox’ Rommel’s legendary Afrika Korps, in Libya between 1941 and 1942. Play the Axis forces to conquer the most precious prize of all: the Suez Canal. Or command the 8th Army soldiers, the famous Desert Rats, to repel the invaders. Afrika Korps contains many scenarios, covering different periods of the war in the North African desert in Libya and Egypt, from 1940 to late 1942. Small scenarios cover the renowned battles of the Crusader or BattleAxe operations, or the fight for El Alamein campaign. Medium size campaigns deal with the 1940 Italian ‘Operazione E’, the failed invasion of Egypt and the O’Connor counter-offensive. Or a second one with a campaign start in the Spring 1941 when the Afrika Korps first arrives, while the third covers the war from 1942 onwards. Finally the Grand Campaign scenario will allow you to lead Rommel or the Commonwealth forces from El Agheila in 1941 to El Alamein in late 1942. Scenario durations last from 4 turns (for the smaller ones) to over 42 turns, each representing a two-week period between April 1941 and December 1942 (plus the 1940 months in the Italian Offensive scenario). One player represents the German and Italian units (land and air) of the Axis in North Africa, while the other commands an array of British, Indian, Australian, South-African, Polish, Greek, Free-French troops and Royal Air force units fighting for the Allies. The Axis have numerous but poorly led and badly organized Italian forces at the start of the game, but their German reinforcements, although of the best quality and despite being few in numbers, may prove decisive if used sensibly and not exhausted in violent battles. The Commonwealth and Allied troops must hold sometimes desperately against the initial onslaught and vastly superior strength of their enemy, but they will progressively get the upper hand with better equipment, more troops and adequate commanders in the long run. They need to hold and save Suez, then fight back and send the enemy all the way back to Tunisia while the operation Torch will send the signal of the end for the enemy in North Africa. Be careful of the potential weakness of some quality but small units and, above all, watch your supply lines, as no war can be undertaken in the desert without adequate logistics. The mastery of your supplies and communication networks will be the key of victory…or defeat. The game's event cards allow full replay ability thanks to the numerous farraginous situations that they create on the diplomatic, military, political or economical fields. Estimated Playtime: from 1h00 to many hours... Favored Side: none. Hardest to Play: Commonwealth

RON 104.12
1

SGS Afrika Korps: Tunisia Steam CD Key

SGS Afrika Korps: Tunisia Steam CD Key

This game is a complete standalone game that covers the famous Tunisian campaign of November 1942 to June 1943. It is a follow-up game of our previous title Afrika Korps, with a shorter time frame and turn duration (weekly turns). As the Axis, you must hold onto Tunisia until Rommel’s forces safely evacuate from Libya, and then make a stand in North Africa for as long as possible. As the Allies commander, you must make best use of the American, British and French forces to expel your enemy from his African foothold and be ready to invade Sicily and Italy at the start of the summer 1943.Afrika Korps: Tunisia contains many scenarios, covering different periods of the campaign in Tunisia, from mid-November 1942 till June 1943. Small scenarios cover the famous battles of Kasserine Pass (the first American defeat in the war), the Battle for the Mareth Line, or the final Push for Tunis (Operation Vulcan). Medium size campaigns cover the initial takeover of Tunisia (November 42 to February 43), or from Rommel’s and his Afrika Korps arrival till the end (March to June 1943). Finally the Grand Campaign scenario will allow you to lead Axis and Allies forces from the aftermath of the Torch landings in 1942 to the fall of Tunis in 1943.Scenario durations last from 2 turns (for the smaller ones) to over 30 turns, each representing a one-week period between mid November 1942 to late June 1943. One player represents the German and Italian units (land and air) of the Axis in Tunisia, while the other commands an array of American, British, and French troops fighting for the Allies.The Axis have good quality troops and air superiority in the beginning of the game, but bad weather and few reinforcements will prevent overwhelming action until the retreating Afrika Korps appears at the Libyan border. During a short period of time, numbers, tactical and qualitative superiority will be present to create the basis of a safe stronghold, until overwhelming Allies superiority in the air or on land takes over.The Allied troops must hold and seize key choking points early on, and be in a position to threaten Tunis, while at the same time anticipating Rommel’s arrival. Hopefully, the 8th Army will show up in the spring in the southeast and may prove decisive in striking the decisive blow.Be careful of the potential weakness of some units, in particular the American land units, which are suffering from a lack of combat experience that the enemy can use. Watch your supply lines, but, above all, take control of key crossroads and choke points (such as the famous Kasserine Pass, or the Mareth Line). The try to cut the enemy in different sectors on which to concentrate overwhelming force.Also remember that Tunisian winter is harsh, with lots of rain and very poor movement capacities: this is not the dashing war of the Libyan desert here, and it may sometimes resemble more the position warfare of the great war in the rugged hills and mountains of Tunisia and eastern Algeria.The game’s event cards allow full replay ability thanks to the numerous various situations that they create on the diplomatic, military, political or economical fields.

RON 66.24
1