An easy to grasp set of miniature rules utilizing; pre-plotted movement, national characteristics, realistic wind effects, detailed gunnery and even shore batteries. The base set of rules (35 pages including scenarios, ship design, optional rules and examples) came with 3 sheets if unpunched cardboard ship counters (British, French & Spanish) they later...
These rules are designed for 28mm figures (although other sizes can be used) to represent a gun fight in a wild west town. The rules give a fast paced game in the style of wild west film rather than a representation of a "real" gun fight. You can play with any number of characters, games with 5 to 10 characters per side usually last between 1 and 2 hours...
These rules are designed for 1:300 scale aeroplane models (although other sizes could be used) to represent a WW2 aerial combat from small dog fights to large bombing missions. The rules give a simple to play, fast paced game with the opportunity to represent almost any WW2 aerial scenario. The rule book is 48 pages long. The quick reference sheet is 4...
Published as an article in issue #307 of Slingshot magazine, this is a fast-play set of miniatures rules for Roman and Hellenistic naval warfare. Ships have numerical ratings for Crew (representing both numbers and skill), Hull (representing both size and quality), and Speed, plus yes/no options for whether they're capable of particularly tight turns...
A free print and play quick-playing entry level American Civil War wargame for 2 players, playable in 2 hours, where the intention is to have a core set of rules with which to play a number of different battles/scenarios. The units are generic, so only need to be printed once. Each map and scenario card is a different battle. The first of which is Stones...
This is a set of miniatures rules for combat involving river boats in the American Civil War, primarily on the lower Mississippi. The Union invaded the South along this route, and the Confederacy tried very hard to stop them. Rules are given for various types of ships (Ironclads and otherwise), forts, field artillery, boarding by infantry, ramming, etc. To...
In ACW Solitaire, the player plays the Union forces in the American Civil War of 1861-65. The aim is to defeat a simulated Confederate opponent using a combination of strategies. Units include named Generals, Armies, Forts, River Gunboats, Naval Fleets and different Indian Tribes. The map is province based, including ports and the Mississippi river. Union...
The Game of Interstellar Empire Building. A game of interstellar conquest, diplomacy and economics. The game concentrates on the military competition by the major political powers within a region for control of economic resources, and hence domination of the region. Many minor worlds scatter the region and act as flashpoints for conflict between the major...
Ad Mare Bellum is a quick playing set of Ancient naval rules covering the period 2000BC to 900AD, allowing small and medium sized games with 30 ships a side or more to be completed in a couple of hours or less. They have been written with 1/1200 models such as those from Navwar and Langton in mind, but could be used with larger or smaller models with...
A Wall of Wood Alone “Now your statues are standing and pouring sweat. They shiver with dread. The black blood drips from the highest rooftops. They have seen the necessity of evil. A wall of wood alone shall be uncaptured, await not in quiet the coming of the horses, the marching feet, the armed host upon the land. Slip away. Turn your back. You will meet...