¡No Pasarán! is the first module for Guerre éclair, simple miniature wargame rules to simulate combats in the first half of the 20th century, where each player handles the equivalent of a division. It uses special command cards and a standard 32 cards deck. For minis from 1/300 to 1/72 Sequence of play: Command phase - only beginning of game, then:...
France 40 is the second module for Guerre éclair, simple miniature wargame rules to simulate combats in the first half of the 20th century, where each player handles the equivalent of a division. It uses special command cards and a standard 32 cards deck. For minis from 1/300 to 1/72 Sequence of play: Command phase - only beginning of game, then:...
Heia Safari ! is the third module for Guerre éclair for the North African campaign during World War II. Ownership of rules published in Vae Victis magazine 20,21,22 is necessary. Guerre éclair is a simple miniature wargame rules, in French, to simulate combats in the first half of the 20th century, where each player handles the equivalent of a division. It...
The two players each have 3 armies (red, yellow, blue) with 3 divisions. The goal of the game is to bring a provision transports (meeples) from the depot to every division. Movement is determined by a die. On several spaces the transports will be shelled and may be delayed or destroyed. The player who gets the most transports (meeples) to his field...
The Generically-Useful Naval Force Interaction Rules (Easy) is a naval war game for people who like their games simple, or for people who want to fight big naval battles without getting bogged down in details. The era is the first half of the 20th century. GUNFIR(E) assumes you have some of my All the Ships counters, or a set of 1:6000 naval miniatures....
Base game includes support for two to five; Japanese and Indonesian Imperial players versus American, Australian, and British Allied players. Plan your advances across thirteen sea zones to control twenty pivotal bases in the Pacific Theater of World War II. Win conflicts to gain more materiel. Battleships, carriers, and heavy cruisers represented. Choose...
Guts ‘N Glory is a World War II skirmish rules system for N-scale Miniatures. This innovative system allows for faster game resolution taking into account troop quality, leadership, and moral. The game was designed to be a pleasing combination of playability and realism. The heart of the game system is a fairly innovative concept (at least to historical...
Bayonets ‘N Bushido is an expansion for the fast playing Guts ‘N Glory World War II skirmish rules and covers all of the fighting in the Pacific, China and Southeast Asia during World War II. It also includes two bonus Korean War scenarios. Virtually all of the nationalities that fought in the Far East are represented. Contains: Vehicle and ordnance charts...
A game of man-to-man urban combat in World War II featuring German, Russian, and American forces. Each turn is fifteen seconds and each square is 10 feet across. From the rulebook: "The game is designed to recreate, as close as possible, the 'feel' and 'flavor' of infantry combat and the problems and decisions faced by the small unit leader . . . The...
Hail Of Fire is a company-level, WWII themed miniatures war game designed to be both simple and easy to learn while keeping both players engaged in the action! And best of all, the rules are only few pages long! So print out the PDF, throw some models on the table, and jump right into the exciting tabletop combat! Using a fast, interactive turn sequence...
So after much pain, sweat and toil, Hammer of Democracy is available. If you aren’t familiar with our Hammer series of games, it’s a relatively rules-light game for low-level ww2 action, aiming to play very quickly and with minimal rules look-up. A typical game ranges from a reinforced platoon up to a company or more and plays in a very small span of time...