While primarily thought of as a combat system for Leading Edge's Rhand Morningstar Missions RPG, the original Phoenix Command rules were also intended to be used for man-to-man skirmish wargaming, either on the tabletop or a hex map. This supplement to the Phoenix Command Mechanized Combat System provides the Weapon Data for the primary Anti-Tank Guns of...
While primarily thought of as a combat system for Leading Edge's Rhand Morningstar Missions RPG, the original Phoenix Command rules were also intended to be used for man-to-man skirmish wargaming, either on the tabletop or a hex map. This supplement to the Phoenix Command Mechanized Combat System provides the Status Sheets for the primary Medium Tanks of...
The language of creation was stolen and given to Eve, and with it the power to alter reality. Inheritors of this forbidden knowledge have walked amongst us for millennia, scrabbling for greater power, controlling mankind, seeking god-hood, and they are known as Magi. Serpent's Tongue is a spell-casting simulation game, with a standalone core set that is...
Setting The East Ablaze! contains miniature wargame rules for warfare in Central Europe, Russia, Central Asia, China and elsewhere from the years 1917-1926. These rules are designed for medium-sized games (c. 60-70 figures per side), but they do work just as well for smaller skirmish-level games, and for larger games of up to 500 figures per side. Rules...
Red Dawn Rises! Revolution in Central Asia 1918-1920 is the first in a planned series of scenario books for our Setting the East Ablaze rules. Although written specifically for warfare in Central Asia in the aftermath of the Russian Civil War (1917-26), we have found that the rules are very flexible. The earliest they have been played successfully is the...
The Miniature Adventures of Dunsterforce 1918: a Scenario Book for World War One in Northern Persia and the Caucasus for the Setting the East Ablaze! rules, and easily adaptable for other rules sets. In 1918, the last year of World War One (WWI), the British dispatched a military mission into Northern Persia. The mission’s overall aim was to protect...
Mad Mullah & Operations in Darfur is an expansion for Setting The East Ablaze! It details 5 British campaigns against Muhammad `Abd Allāh al-Hasan (otherwise known as the "Father of Somali nationalism" for the Central Powers, the "Emir of the Somali" for the Ottomans, "Mad Mullah" in the British empire) and his Dervishes between 1901-1920 It contains:...
"Almost all new wargamers start their careers by fighting a succession of single, unconnected battles;...but before very long he begins to feel that something is lacking, that these individual games...need some connecting link to make them more satisfying and to give an objective other than just trying to destroy the other fellow's army. In their words...
Seven Days to the River Rhine is a set of fast play rules simulating armoured combat during the 1980's in Europe when the Cold War between the NATO alliance and Soviet led Warsaw Pact could easily have turned Hot. The rules cater for games with lots of armour and infantry and other supporting weapons in any scale. The mechanics are remarkably simple and...
Seven Years is a war game designed to be simple and efficient. At the core are: a two-table engine, the five status definition of units, a flexible command system that can span from cumbersome to almost Napoleonic and last not least a more fluid game sequence, than most common rule sets can provide. While operating at brigade level, it is designed to keep...
These Seven Years War: Wargames rules were spawned from a free online set which had itself been based on DBM (Wargames Research Group rules). They had lots of modifications since, and work with battalions of 16 figures and Regiments of horse of 9-15. Designed for 15mm. Sequence of play: Each game turn consists of 2 alternating phases, the attacking player...