Eighty-page follow-on scenario booklet for Warfare in the Age of Reason (required for use). Contents: Brunswick's War - A two or more player campaign game of the struggle for western Germany in 1759. Warfare at Sea in the Age of Reason - complete rules for the Age of Sail, It can be used to fight historical naval battles of with The Sport of Kings (the...
Warfare in the Age of Reason (Third edition) A Century of Global Conflict. Includes complete, tactical, campaign and siege rules. Army list from Marlborough to George Washington encompassing the wars in Europe, North America, India and Scotland. Two campaigns included: one for up to 8 players and one for 2 players. 3 scenarios: Lobositz 1756 Eutaw Spring...
Wargame Rules 1685-1845 (for Miniatures) The biggest innovation is the introduction of an alternate play system developed from that used in our very successful World War Two and Modern Armour rules instead of the more recently fashionable simultaneous movement in accordance with detailed written orders. Its main advantages are that it saves the time spent...
A series of books that provide wargame rules and colour photocopiable figures for miniatures battles. Each book tackles a specific time period of history. This book covers the American Revolutionary War (American War of Independence) in the late Eighteenth Century. Simple rules are provided written by Andy Callan, noted historical designer. The rules can...
The Wargamer's Handbook was intended as a set of introductory miniatures (20mm to 25mm) rules for those just starting wargaming. It employed a standardized system that could be used (with minor variations) across different periods of history. The latter included ancient warfare, medieval/renaissance, the American Revolution, Napoleonics, the American Civil...
A game of the American Revolutionary War, 1775-1783. One player controls the American forces and the other player controls the British forces. The object of the game is to control the most territories at the end of the game, or to destroy all opposing units. Components include an area movement map of the thirteen American colonies (and a portion of...
From the box description... “I woke last night shaking from a frightful dream. We have come to the edge of the ocean and there is no advancing or retreating. My own sons may sink in the torrent. I wish I pray that there be some decent honorable way to put an end to this conflict. Tone once again reconciled old friends. Out cause is righteous and I have no...
Using similar systems to those used in Civil War Battles, Washington's Army is Peter Pig's AWI ruleset covering warfare in the late 18th century. Figure scale is recommended at 15mm, and a supporting range of figures is available from the publisher. Publisher Blurb:: Players each bring a points based army to the game. The game generates the scenario by way...
Washington's Crossing: A Game of the Winter Campaign of 1776-1777, that resulted in the twin-victories of Trenton and Princeton and turned the fortunes of the war The first in a series of linkable operational games on the American Revolution. Leaders are activated using activation points. Each leader has a cost to activate based on his rank. Washington's...
We the People was the first in what has become a very popular trend for wargaming. The typically hex-based maps were simplified into an abstract system of connected spaces, which are used for army movement and to keep track of who controls the provinces politically. The armies themselves are greatly simplified, but the general in charge of the army gains...