The book provides a general overview of miniature wargaming in the ancient and medieval periods. While designed for miniatures players, the included historical backgrounds, army tactics, and army lists (50+) are useful to the ancient and medieval boardgamer as well. The book is divided into the following periods: Biblical, Classical, Dark Age and Medieval....
Step onto the battlefields of antiquity with this standalone ruleset spanning the Bronze Age through late antiquity. Adapted from the acclaimed Might & Mettle system, it brings to life epic clashes—chariots thundering across the sands, steadfast phalanxes locking shields, disciplined Roman legions advancing in step, and war elephants shaking the earth....
A small rulebook of 36 pages, it simulates naval warfare from 500 BC to AD 500 and thus cover the period from the Greco-Persian wars to the fall of the Roman Empire in the west. The rules focus on speed of play with beginners to ancient naval wargaming in mind, and is suitable for wargames from a few ships per side to larger fleet actions. Three appendices...
This is a set of rules designed for use with 6mm or 2mm strips of figures, though other figure scales could be used if desired. Two different basing systems are suggested: 1) where units are comprised of multiple strips with strips being removed when casualties are taken, or 2) units are made of 1 or 2 strips, with unit strength tracked with a roster or...
When I set out to write this set of rules I wanted to do something a bit different. I wanted to concentrate more on the men than the weaponry. So while equipment is important, drill and discipline can be equally important. Also I wanted to ensure troops couldn’t manoeuvre more than their historical counterparts. And I wanted rules where you weren’t faced...
Wargames Rules for Entire Battles. From Earliest History to 1400 AD. A miniatures game for ancient and medieval warfare. The rules use interesting game mechanics, such as random movement rates, to represent the variable nature of warfare in the era it addresses. Units are rated by a Unit Cohesion Value (UCV) that takes into account the armor, leadership...
There is no text on the back of the book. An excerpt from the Author's Notes inside is as follows: "A to Z Rules For Ancient Warfare is a fast playing set of rules for 25mm and 15mm miniatures. It is compatible with all basing systems, army organizations and army lists. It will enable you to play a game with 300 to 400 figures per side in about four hours....
Ancient Warfare (AW) is a set of miniature rules for wargaming tactical level combat for the period 1500 BC to 450 AD. 1 inch equals 25 yards (for 15mm figures). Each turn equals 5 to 10 minutes. The figure to man ratio is 1:30. For a typical 3 to 4 hour Romans versus Gauls game this will simulate a full legion plus auxiliaries or two under strength...
Ancient Warfare Fast Play Rules: Rules for Wargaming Tactical Level Combat From 3000 BC - 450 AD (AW) is a set of miniature rules for wargaming tactical level combat for the period 1500 BC to 450 AD. These rules span over three thousand years and cover the earliest civilizations up to the fracturing of the Roman Empire to the point of eliminating their...
“Battle between ancient armies. Each figure represents a general, camp or unit of troops. Victory: You win if you destroy your opponent’s General or 8 of his units. A Camp counts as 2 units.” Chits or miniatures are used to represent the combat units. The game is played on an 8x8 grid (or chessboard) to represent a small battlefield. Each army consists of...