Torpedoes and Tides is a quick play miniature wargame about night actions involving motor torpedo boats during the Second World War. It puts the focus firmly on command decisions and tactics and aims at giving a fast game that mirrors the frantic and chaotic nature of coastal forces actions. It uses an activation mechanism that rewards risk-taking and...
Micro-armour rules for the Late 20th Century Designed for 1/300th battles in the period 1950 to 1990, AT oS provides a brigade or divisional level game. The rules work on the well-proven “fistful of dice” principle, and enable large formations to blaze away at each other without recourse to repeated die rolls. Infantry, artillery and air support are...
Total CARnage is a diceless car combat system set in a post-apocalyptic wasteland. Combat and movement resolution is based on a dexterity "flick" mechanic instead of a traditional dice or card mechanic. In addition, the game requires no templates, rulers or special materials to play. It also features a WYSIWYG results mechanic that makes each game dynamic...
Total Command: 1991 is a heavy geopolitical strategy and modern warfare board game set in an alternate timeline where the Cold War escalates into full global conflict. Players command one of three asymmetric factions: NATO, the Eurasian Pact, or the AFME (Africa–Middle Eastern Coalition); each with unique strengths in military doctrine, resource control...
"A practical set of World War-III wargaming rules for MICRO & HO scale enthusiast [sic]" Micro armor scale miniature wargame rules for the Superpower's war that (thankfully) never happened. This is a comprehensive rules set, with rules covering combat engineers, sighting weapons, transport capabilities, airdrops and air assaults, aircraft, morale, and...
It is the year 562, the Age of the Diaspora. Humanity, established in hundreds of worlds throughout the known universe, is fighting for survival against cruel alien races, and even against each other as confronted by disputes that appear increasingly absurd. One world after another is engulfed by the fury of the war while the contenders are fighting...
Germany, having sealed a pact with Soviet Russia, made the final preparations for Case White; Adolf Hitler launched the first blitzkrieg on Poland, September 1, 1939. In doing so, Hitler had run his last bluff and what was to be a short lived assault against Poland was instead to become Total War. The game uses brigade and division sized units. This is the...
This game abstracts the evolution of global war economies in the industrial age. Each player marshals a nation through technological, military and industrial development. The game continues until one nation has dominated the world or there is a stalemate with the entire industrial production of the world reduced to rubble. Near the turn of the 19th...
Total War is an original game of a Japanese designer. Players play the Great War in Europe in 1914-18. Contents: 396 pieces counters 59 x 84 cm map (printed in Japanese) 12 page rulebook (printed in Japanese) Europe, North Africa and Mid East are printed on the map. Turn Length: Seasonal Unit Size: 70,000 - 1,000,000 soldiers. No. of Players: 1-2, 3+...
Games Research/Design (GR/D) returns Europa to its roots and revisits the best selling Europa title Fire in the East. The new game covers the same time period as the older ones (summer of 1941 to the spring of 1942) but uses a completely new Soviet OB, a new map, and the latest rules for the Europa system. Total War gives the Axis player the opportunity to...