Developed for convention games, this is a set of rules for naval battles 1906-18 that can be played either with miniatures (1:6000 scale is recommended) or counters. Only battleships, battlecruisers, and the most heavily gunned armoured cruisers are directly represented; the impact of smaller vessels - which was generally minor when capital ships clashed -...
Fighting Brothers - ACW rules Based on the Veni Vici Vici, Best Allies 18th century land battles rules. These stand-alone rules cover land battles in the American Civil war. The basic fighting unit is a regiment or a battery of artillery. These are grouped into brigades, with brigades grouped into divisions and for really large battles into corps. Turns...
Peter Pig games always cover a narrow period in order to capture that period. Thus the most important aspects of that war can be modelled and the less important ones piled into the general mechanisms. The Mexican revolution 1910 -1920 Game setting Army versus army defence/attack games. Typical army composition Most PP games use about 100 figures a side....
The Fighting Pits Are Open! Now, with Fighting Pits of Baad Tibera, you can take your favourite fantasy miniatures and pit them against each other in games of fast-paced, strategic arena combat! With rules for dynamic melee combat, ranged weapons, magic, packs of wild animals, traps, towers and more, the only limit is your imagination! Inside this 120...
Fighting Sail: Fleet Actions 1775–1815 is a tabletop miniatures wargame of fleet battles in the age of canvas, cannon, and timbers. Players take on the roles of fleet admirals in battles ranging from the American War of Independence to the Napoleonic Wars and the War of 1812. Each fleet has access to different ships, tactics, and command personalities -...
Fighting the Welsh: A Dark Age solo game you command a small force of Anglo-Saxons who must travel into Welsh territory and kill a Warlord who has been launching raids across the border. Simple rules easy to learn ideal for 28mm figures but any scale will do as long as the figures are individually based. TURN SEQUENCE Anglo-Saxons move, fight etc.. Welsh...
Final Argument of Kings is a product of the same circle of players and designers who produced the Squad Leader board game and the Johnny Reb Civil War miniature rules. Final Argument bears a strong resemblance to the latter but was designed to tune to the warfare of the middle part of the 18th century. These rules are appropriate for games set from the...
Final Assault allows players to field entire platoons of infantry and squadrons of tanks. The system relies on you comparing the roll of one or more d10 to a reference value (e.g. if the Tactical Value is 7, you’ll need to roll 1-7 on the d10). The game stands out for its attention to historical detail, and highlights the differences between the various...
Normandy Attack is a supplement for FINAL ASSAULT This Scenario Supplement concentrates on the airborne operations undertaken by the allies during Operation Overlord, or the Normandy Landings. The Supplement contains six historical scenarios that cover some of the attacks that took place during the night of D-Day: the taking of Puppeville and Neuville, the...