December 1941: The Japanese, having crippled the US Pacific Fleet, run rampant through the Southern Pacific. Island after island, city after city, fall in one of the most remarkably executed plans in military history. The second ACTION FRONT! game, Hakko Ichiu, pits Japanese SNLF and paratroopers against US and European troops in battles from Wake Island...
ACTION FRONT! Watchtower is the first in a projected series of DTP microgames covering tactical combat in WWII. The game's expandable system is reminiscent of the venerable Panzerblitz/Panzer Leader games, with a feeling of the Five-Star series thrown in. Each game is played on 4 x 8 inch semi-geomorphic maps, with a fast, furious sequence of play that...
In the typical style of this publisher's Action XX games, this is not a simulation but more an abstract game. You must move your soldiers to win control of squares on the back row of the board. Meanwhile, he is doing the same to get at your back row squares. First to do so, wins. Movement is by dice so it is not an abstract game although it feels like one....
Considered a novel in game form in which you are placed in the position of Convoy Commander who must make decisions such as - warn or shoot down an unidentified aircraft - as your fleet moves through the Persian Gulf to complete it's mission. Using metal scale models of your convoy, you guide your ships on a map Persian Gulf through hostile aircraft, naval...
Action Stations is a World War I naval game, based on the MIGHTY HOOD/BATTLESHIPS AT WAR system. Includes the rulebook, reference cards, game markers, and 136 individually-rated color ship counters (on heavy stock) from British, German, French, Italian, Austrian navies. The standard game includes additional rules modules (and ships/counter) for merchants...
Action Stations: Atlantic - Core Rules World War 2 era naval miniatures rules, using the Battleship Captain system. This 48-page book contains full rules, optional rules, scenarios, and approx. 110 scale ship counter facsimiles in its pages (which must be scanned and printed before play). Warships from Britain, Germany, and France (BB, BC, CA, CL), plus...
Action Stations ! Naval Wargame Rules for Coastal Forces, 1914-1953 These rules are designed to fight actions in the First and Second World Wars and the Korean War. They provide the opportunity to refight skirmishes in the Channel, the Mediterranean and the Pacific with MTB attacks on Convoys and similar furious engagements. A SET OF QUICK REFERENCE SHEETS...
Naval Wargames Rules for Coastal Forces 1914 – 1953 by David Manley Current Edition 3.2 40 pages; recommended scale 1/600; complexity: 7/10; level of detail: 6/10; avg game length 2 hours; dice required: D10, D6 View Summary of Contents These rules are designed to fight actions in the First and Second World Wars and the Korean War. They provide the...
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...
A two player game played on an 18x24 board. Players each place two 2x6"mountains" on the board and then each place 54 soldiers(25mm plastic figures) on the 3 rows nearest them. Each player secretly selects a restricted set of 5 squares on his opponents rear row. The winner is the first player to get his own soldiers on all five of these squares. On his...
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...