“Under the Black Flag” contains a three scenario campaign focused on a covert and highly critical action against Somalian pirates. As an added bonus, it contains alternative rules for clearing buildings as well as rules for close assault weapons (SMGs, shotguns, etc.) and handguns. “Under the Black Flag” is only available by subscription to the "Special...
Indian Country is an Ambush Alley! A Game of Modern Urban Combat scenario pack containing three thematically related Ambush Alley scenarios. Indian Country returns to Dawala and the stalwart men of Lt. Meuse's 2nd Platoon, a fictional city and unit introduced in The Three Block War: an Ambush Alley Mini-Campaign. This chapter of 2nd Platoon's operations in...
This is the WW2 edition of the Ambush miniature rules series. It is a complete game, including fully integrated infantry and armour rules that can be played in a reasonable time. Use of an hex grid recommended for smoother play. Smaller tables can be played in as little as 45 minutes. Infantry three stand units represent platoons or full companies and they...
“Sidewinder Actual, this is Sidewinder 3! We’re engaged on all sides! Mostly Zulus with some Romeos on the edges. We should be able to hold as long as our volume of fire … Kowalski’s down from sniper fire! Possessed on the rooftops! Repeat: Possessed on the rooftops! We have a Dexter! We have a Dexter!” Welcome to the world of Ambush Z, where the Revenant...
American Battlelines is a set of miniatures rules for the time period of 1775 through 1865. The mechanics are based around stands, so any figures from 2mm up can be used. The scale is 1"=25 yds., and 1 stand = 60-80 men. During each turn, both sides roll for initiative. The player winning initiative must then activate one unit. Players then alternate...
A low complexity, low learning curve set of regimental miniatures rules for the American Civil War. Any mounting system will work. One page quick reference chart and one page of rules designed to print off back to back on one sheet of card stock. This makes it very easy to look up rules during a game (just flip the QRS over). 12 pages of photo diagrams and...
A brief description from inside the book is as follows: "The A to Z Rules for the American Civil War is the second in series of fast playing rules for 15mm and 25mm miniatures. It is compatible with all basing systems and can be played on a regimental or brigade level. It will enable you to lay a short scenario in three hours or recreate a massive day long...
ACW does not use a turn sequence. It has a “variable length bound” instead of fixed turns. ACW uses an order system. Each command -brigade, division and corps - operates under orders. Orders should contain reference to a ground feature or specific enemy force. They may not be conditional or contain the word “if”. A Change of Situation (COS) may be enemy...
The advent of 2mm scale figures represents a major step forward for those who wish to wargame the large-scale engagements of the past with miniatures. These rules use a groundscale of 22cm to the mile which makes it possible to model the very large areas occupied by big American Civil War battles on tables of conventional size. The rules use a 'Variable...
This version of American Fleets contains the statistics for US ships and aircraft, and all their weapons and sensors for World War 2 It is compatible with the Command at Sea 5th edition rules. Changes from the earlier version include different aircraft ranges, the addition of searchlights, as well as many changes and corrections All ships and aircraft...
American Gangster is a fast and furious skirmish table top game based on Frontline Command’s game mechanics, which uses an array of accurate weapon charts and vehicle statistics. You can play a game in about 30 minutes with 3-5 characters per side – fast and furious fun! As a bonus, included are the rules for playing American Gangster “Texas Hold’em"...