Action All Fronts are rules for company level World War 2 land battles. Each model represents an individual soldier or vehicle. The rules do not use a specific figure size but rather let the player choose what size and measurement system they want to use. We would recommend figures between 28mm to 15mm in size. Action All Fronts are written to enable...
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...
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...
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...
Translated English title: Eagles Air Defense Game This game was produced in World War II-era Dresden, and the instructions say it was "developed by an officer of the Luftwaffe with the aim of the defence of our airspace. It's more profound reason is to be prepared for an attack on the Fatherland". Created for the Hitler Youth to teach them the strategic...
Admiral is a naval tabletop game, for two players, settled in the world war II, where each player commands ships from one of the six navy involved in the conflict: Kriegsmarine, Royal Navy, Regia Marina, Marine Nationale, U.S. Navy and Nippon Kaigun. This book provides you with all the rules you need to play, the features of all units involved and several...
Admiral of the Fleet (AOTF) is a fast-play system for naval miniatures wargames focusing on medium to large surface fleet actions during the 1880-1945 period. Looking for a fast-play but realistic tabletop simulation that combines a unique command/signaling system with combat that is as exciting and unpredictable as naval warfare really was? Bored with...