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The Last Hundred Yards

#202721BGG ↗

2019 · 1-2 players · 180min · weight 3.57 · 509 ratings

v2 v3

BGG raw

ID
202721
Name
The Last Hundred Yards
Year
2019
Rank
4120
Min players
1
Max players
2
Playing time
180
Min playtime
60
Max playtime
180
Avg weight
3.5682
Num weights
44
Bayes avg
5.86832
Average
7.99389
Users rated
509
Num owned
1670
Wanting
49
Wishing
323
Num comments
211
Fetched at
Wed Apr 29 2026 05:34:57 GMT+0000 (Coordinated Universal Time)
Mechanisms (7)
Dice RollingGrid MovementHexagon GridLine of SightModular BoardMovement PointsSimulation
Categories (2)
WargameWorld War II
Description (1757 chars)

The Last Hundred Yards introduces innovative systems intended to model Small Unit Behavior in Combat during WW2. It is fast-paced, and provides a very good simulation of what it was like to command combat units at the platoon or company level. The game is purposely designed to deliver a brisk yet intensive gaming experience that forces many decisions upon you as you take command of an infantry company in Western Europe after the D-Day landings. In The Last Hundred Yards only the player winning the initiative has a proactive game turn; his opponent is limited to reaction only. Generally, the attacker has the initiative or momentum at the beginning of a small unit combat as the result of plans and preparation, so he generally dictates the action. The defender will generally react to the attacker's actions, hoping at some point to blunt or take away the attacker's momentum. This is represented in The Last Hundred Yards by player advantage and the importance of winning the initiative. Simultaneous movement and opportunity fire are modeled primarily through the Action/Reaction Cycle and Fire Mechanics. Fire is focused on a specific enemy unit as it fires or maneuvers. To reflect this, DRM markers are used to represent the enemy unit or units under fire and the amount of fire power placed on them. A different color DRM marker is used for each type of fire (green for small arms fire, yellow for anti-tank fire and red for indirect fire). Neither player will see the results of his fire until the Fire Resolution Phase. The traditional Tank defensive fire concept has been replaced with a reaction sequence that might allow the target vehicle to escape its hunter, and, in some cases, turn the hunted into the hunter. -from the publisher

LLM v2 (wide)

Not yet enriched at v2 (wide pass).

LLM v3 (deep)

Not yet enriched at v3 (deep pass).