NOTE: This is not a complete game! You need the 1676 rules to use this supplement. Tired of fighting with just colonists & Native Americans? Mad Dogs & Englishmen lets you bring otherworldly Heroes & creatures as well as European armies into your 1676 games. There are rules for Puritan Ministers, Witches, & native Shamans who invoke spells. A variety of...
Volume I of the Secret Stories Series. In 1812 Manuel Belgrano created the flag of Argentina, but nobody knows the real story behind it... until now. OBJECTIVE In this game, the AUTHOR and the READERS must work together as a team. READERS have to guess the secret code that the AUTHOR has inside the book before the turns are over. AUTHOR: The AUTHOR must...
Miniatures rules for multi-corps battles with 6mm, 10mm or 15mm figures. Designed for fast, accurate resolution of battles: several divisions to multiple corps per side. Streamlined turn sequence; simple, proven command and control system; straightforward resolution (three tables). Armies compatible with "1870" rules Also includes rules for 1864 - the...
Miniatures rule set covering the Seven Weeks War of 1866 involving the Prussians, Austrians, Italians and minor states. This is the third in Bruce Weigle's series of rules covering warfare in the late 19th Century. It is primarily geared to small scale figures, i.e. 5mm to 15mm. The book contains the period rules, scenarios and considerable period...
Grand Tactical Rules for the mid-19th century Europe wars of transition 1870 covers the Franco-Prussian War. The rules were designed specifically to accommodate the many large-scale engagements of this important war - from a few divisions to several corps per side. The intention was to enable gamers to recreate very large battles without getting bogged...
1871 fast-play rules for the Franco-Prussian War-- the latest in Bruce Weigle’s popular “1870” series of rules for the mid-19th century European wars of transition. While 1871 features the same tried-and-true game mechanics as his earlier 1870-1859-1864-1866 rules, the fire combat, charge/melee, and morale sections have been radically streamlined –...
From the publisher: Welcome to 1879! The British Empire, passing through an interdimensional portal, has found a new world, the Gruv, chock-full of resources and land to be exploited. In the process, though, they've run headlong into the Samsut, descendants of ancient Babylonians who've been living there for over three thousand years. Now the might of the...
18th century GAME OF WAR wargame rules are designed for 25mm or 28mm scale figures with 16 figures per infantry battalion, 4 figures per cavalry squadron, and artillery units of one model cannon and up to 4 gunners. They are intended to be in the ‘old school’ stream of wargaming popularised by the likes of Donald Featherstone and Terry Wise - which means...
The book contains an introduction into 18th Century Warfare including both land campaigns and naval campaigns. The land campaigns include information on troop types, weapons, formations and battlefield tactics. The Naval includes information on the ships armament, naval strategies and fighting tactics. The unique system of Decision Games is explained...
This campaign is set in Silesia part of modern day Poland in the winter of 1741 and at the beginning of the second year of the conflict popularly known as the First Silesian War which later expanded into the wider conflict known as the War of the Austrian Succession. It attempts to re-enact the attempt by the Austrian army commanded by Marshal Niepperg to...
This Book contains 3 standalone land campaign modules. The Nish Campaign, 1737. Austrians v Ottoman Turks. This campaign is set in Serbia in the late summer of 1737 during the Austro-Russian-Turkish War of 1736-39. It attempts to re-create the invasion of Ottoman Serbia by a Habsburg Imperial army led by Marshal Count Friedrich von Seckendorf and its...