The world has seen plenty of conflicts since 1945. But since the end of the Cold War the pace has picked up, with new wars breaking out from Latin America to Africa, the Middle East or southern Asia. One way of understanding these struggles is to play them out on the tabletop. By taking ourselves through the decision making process we may learn something...
Chris Peers' popular early 20th Century battle rules, suitable for WW1 and other conflicts from 1911 through the 1930's. Tanks, armored cars, artillery and aircraft are all covered. The third edition of the rulebook has been reorganized with a Table of Contents and color photos added. Some changes have been made to the rules as well, specifically, the...
This is a supplement to Contemptible Little Armies: Third Edition – World War I Era: Fast Play Wargame Rules 1910-1928. It includes some historical background, army lists, a simple campaign system, special characters and new optional rules for terrain and weather specific to warfare in Central Asia from 1919- 1926. The armies in the lists represent...
This is the Army Lists book for the European fronts of World War I. You will need the Contemptible Little Armies rulebook in order to use these lists. Some of the armies are broken down by years as the armies were organized differently during those time frames. Along with the Lists, are several pages of quick references on the armies at the back of the...
This is the Army Lists book for the Middle East and African fronts of World War I. You will need the Contemptible Little Armies rulebook in order to use these lists. Some of the armies are broken down by years as the armies were organized differently during those time frames. Along with the Lists, are several pages of quick references on the armies at the...
Contested Seas is a set of fast play rules for the Pre-Dreadnought era, 1880-1905. Yes, I stretched the start of the era a bit, but those Pre-Pre-Dreadnoughts are just lovely. Fast play is a relative term but Contested Seas moves right along while still maintaining a large dose of era ambience. Players have the choice as to how complex they wish the game...
Contra: The Board Game is a 1-4 player card and dice driven strategy/action board game based on the classic video game and designed by Adam and Brady Sadler. Inspired by the classic Contra video game, players take on the role of iconic commandos that must survive dangerous stages and face off against huge bosses as they strive to take down the mysterious...
Control to Catastrophe: Caesar is a miniature wargaming rule set that puts you in command of the great armies of Antiquity and the Middle Ages. The rules cover everything you need to know about getting ready for play, the core rules covering all aspects of moving and combat, the effects of terrain, special rules that add histoical flavour to your armies...
Control to Catastrophe: Maximilian is a miniature wargaming rule set that puts you in command of the armies of the Renaissance. The rules cover everything you need to know about getting ready for play, the core rules covering all aspects of moving and combat, the effects of terrain, special rules that add histoical flavour to your armies, sample army lists...
The time is 1939-40. Many of the anti submarine lessons of WW1 have been forgotten. But Hitler has thrown an unprepared world into WW2 and under Admiral Karl Doenitz the U Boat menace has returned to the North Atlantic. Take command of Allied convoys as they struggle to relearn the lessons and deal with ever more deadly Nazi submarines. But other dangers...
This is a wargame rule system to recreate simple, fast playing World War Two era submarine actions with miniatures on the tabletop. The rules are for solo or co-op play where the players command the U-boats and the game handles the convoy of allied merchants ships. Players will roll command dice against their submarine's crew skill in order to take...
"The Zenith of the Battleship 1890-1920" Cordite and Steel is very much a simulation. Even though the mechanics are pretty straightforward (there are only 14 pages of actual rules), there is a great amount of adjudication needed for every shot taken. Players use range estimation and plot their shots by target, distance, number of shots, and spread. Factors...