Horse and Musket miniatures rules for the period 1700 to 1900. This is an innovative set of miniatures rules that uses both cards and dice to control various aspects of tactical battles, designed by Bob Jones of Piquet and Zouave fame. Play templates are provided to enable several wars within the period to be played immediately, while the players can...
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....
Fighting Iron is a set of wargame rules for recreating naval battles during the era of Ironclads and Pre-Dreadnought battleships covering the time period of 1860 (the launch of the first ironclad) to 1906 (the launch of the first modern big gun, steam turbine driven battleships, HMS Dreadnought) including the American Civil War. The rules can be used with...
Filipinas: 1896-1898. Fin de un Imperio ("Philippines: 1896-1898. End of an Empire") is a simulation for two players, one leads the Spanish forces trying to hold the Philippines, the other leads the Filipino rebels fighting for their independence and the United States Army if the American intervention occurs. The game represents the main military...
Skirmish Miniatures rules by WRG for the 18th and 19th Centuries. Scenarios include ACW, F&IW, Wild West, Indian Mutiny and Napoleonics. Extract from the Design Philosophy section of the rules: These rules have been written with the aim of providing a fast moving game, lasting one or two hours, that uses uncomplicated mechanisms that are easily learned and...
A Firebell in the Night is a brigade-level set of rules for conducting battles of the American Civil War using miniature figures. Virtually any mounting system will work. Distances on the colorful charts are listed for both 15mm and 28mm. Developed over several years in conjunction with wargamers, re-enactors and ACW historians. Innovative movement and...
"Universal Skirmish Rules for all periods up to the 1880's, including Fantasy. Fast and playable, includes all the detail to cover any situations in a small scale action. Also perfect for western gunfights. Each miniature figure represents a single warrior. The scale of Fire, Hack, and Run is 1 centimeter equals 1 yard. This scale is easily playable and...
During Robert E. Lee's first invasion of the North, Lee learned of a threatening Federal advance East of Hagerstown, Maryland. Because Stonewall Jackson was besieging Harper' Ferry, he instructed Daniel Harvey Hill to hold the South Mountain passes in the rugged Blue Ridge, just East of Boonsboro. It was essential to delay McClellan’s progress so Jackson...
MicroHistory #5 in the Metagaming MicroHistory series. From the 1870's until 1906 was the age of pre-dreadnought battle wagons. The USA, Britain, France and other great powers began to build large navies of advanced ironclads. Fire When Ready explores this neglected era, allowing players to assemble fleets of battle wagons, cruisers, destroyers and torpedo...
NAVAL WARGAMES RULES FOR PRE-DREADNOUGHT ACTIONS Fire When Ready covers actions with pre-dreadnoughts. They come with a set of rules for creating your game statistics for your vessels using published sources such as "Jane’s" or "Conway’s". The rules features an choice of game systems. The "Duel" Game is intended for use with a small number of ships and...
(from the rulebook:) First Afghan War uses the same system as Decision Games' boxed games, "Campaigns of the British Empire" and French Foreign Legion (S&T #200). First Afghan War demonstrates the significant features of warfare in this era, including the great variety in weapons types, the importance of supply, leadership, and the meddling of the Home...
Two player grand-tactical game using the alternating-actions system introduced in Wagram. That system places the emphasis on players’ mastery of overall operations rather than on the minutiae of tactics. In effect, players role-play each side’s supreme commander, making the decisions those two men would make rather than the whole command chain, as is often...