Action Stations ! Naval Wargame Rules for Coastal Forces, 1914-1953 These rules are designed to fight actions in the First and Second World Wars and the Korean War. They provide the opportunity to refight skirmishes in the Channel, the Mediterranean and the Pacific with MTB attacks on Convoys and similar furious engagements. A SET OF QUICK REFERENCE SHEETS...
Naval Wargames Rules for Coastal Forces 1914 – 1953 by David Manley Current Edition 3.2 40 pages; recommended scale 1/600; complexity: 7/10; level of detail: 6/10; avg game length 2 hours; dice required: D10, D6 View Summary of Contents These rules are designed to fight actions in the First and Second World Wars and the Korean War. They provide the...
An easy to grasp set of miniature rules utilizing; pre-plotted movement, national characteristics, realistic wind effects, detailed gunnery and even shore batteries. The base set of rules (35 pages including scenarios, ship design, optional rules and examples) came with 3 sheets if unpunched cardboard ship counters (British, French & Spanish) they later...
Published in Italy, this game comes in a large box measuring nearly 20 inches by 14 inches. Rules printed in 11 languages including English. A 2 player game that features miniatures trying to reach the far side of the game board and capturing predetermined spaces. Somewhat abstract in application, this is a very low complexity game. Vietnam theme is...
A two player game played on an 18x24 board. Players each place two 2x6"mountains" on the board and then each place 54 soldiers(25mm plastic figures) on the 3 rows nearest them. Each player secretly selects a restricted set of 5 squares on his opponents rear row. The winner is the first player to get his own soldiers on all five of these squares. On his...
These rules are designed for 28mm figures (although other sizes can be used) to represent a gun fight in a wild west town. The rules give a fast paced game in the style of wild west film rather than a representation of a "real" gun fight. You can play with any number of characters, games with 5 to 10 characters per side usually last between 1 and 2 hours...
These rules are designed for 1:300 scale aeroplane models (although other sizes could be used) to represent a WW2 aerial combat from small dog fights to large bombing missions. The rules give a simple to play, fast paced game with the opportunity to represent almost any WW2 aerial scenario. The rule book is 48 pages long. The quick reference sheet is 4...
Published as an article in issue #307 of Slingshot magazine, this is a fast-play set of miniatures rules for Roman and Hellenistic naval warfare. Ships have numerical ratings for Crew (representing both numbers and skill), Hull (representing both size and quality), and Speed, plus yes/no options for whether they're capable of particularly tight turns...
This is a set of miniatures rules for combat involving river boats in the American Civil War, primarily on the lower Mississippi. The Union invaded the South along this route, and the Confederacy tried very hard to stop them. Rules are given for various types of ships (Ironclads and otherwise), forts, field artillery, boarding by infantry, ramming, etc. To...
Ad Mare Bellum is a quick playing set of Ancient naval rules covering the period 2000BC to 900AD, allowing small and medium sized games with 30 ships a side or more to be completed in a couple of hours or less. They have been written with 1/1200 models such as those from Navwar and Langton in mind, but could be used with larger or smaller models with...