This is the sixth of the Avalanche Press Golden Journal supplements. It contains 21 additional counters with rules on their inclusion in two games. —user summary For Frontier Battles, we look at Austria's too-little-too-late attempts to arm its infantry with breechloading rifles, and how this might have affected the outcome of the battles of 1866 had it...
The Triple Alliance War (TAW) is a two-player, low-to-intermediate complexity, strategic-level simulation of the second-largest war ever fought in the New World (the largest having been the American Civil War). The Paraguayan player is attempting to hold off the onslaught of three allied nations: Argentina, Brazil and Uruguay. The Allied player is...
In War of the words, the players stand at the head of their own newspaper with their own political leaning (Royalist, Catholic, Centrist, Liberal or Republican). Each round, they can place their cards (informants and agents) in one of five different areas of Paris each round. They can attempt to gather the latest NEWS (three areas), seek support at a...
The War of the Worlds: Invasion is an asymmetrical war game for 2 players, based on the classic sci-fi novel by H.G. Wells. One of you will control the British Empire and will have to defend Earth using wits, diplomacy... and the force of arms, of course. The British player can build laboratories and barracks, move armies across different countries, ask...
Easy rules for naval actions in the age of sail, roughly from the Armada to the mid-19th century. 2 scenarios included. Easy to read ship charts and tables. Includes rules to use with the Sport of Kings campaign game or virtually any campaign system. Colorfully laid out. Designed and produced by the same team that brought you Warfare in the Age of Reason...
These rules are intended to permit simple but fairly realistic wargames in which players with relatively few figures can refight colorful European actions of the mid-19th Century. The focus is on Napoleon III's Italian adventure and 1870 debacle. However, with a realistic assessment of the characteristics of the different armies, the Crimean...
Wargame Rules 1685-1845 (for Miniatures) The biggest innovation is the introduction of an alternate play system developed from that used in our very successful World War Two and Modern Armour rules instead of the more recently fashionable simultaneous movement in accordance with detailed written orders. Its main advantages are that it saves the time spent...
The purpose of this 'Wargaming in History' series is to offer, in detail, hints, tips, and advice on specific periods and wars that are wargaming favourites. All the necessary information, - campaigns, battles, weapons, tactics, etc - is included and the books are illustrated with tactical diagrams, maps, contemporary illustrations and photographs. Brother...
Paris City of Light- Wargame and Campaign Rules for the Republican Phase of the Franco-Prussian War. It is the fourth entry in the Wars of Empire series. Following the defeat of the French regular army in the frontier battles, the surrounding of Marshal Bazaine in Metz and the defeat and capture of Napoleon III at Sedan the war was expected to end. Instead...
Trapped like a Fox, Campaign & Wargame Rules for The Seven Weeks War of 1866 is the third opus in the Wars of Empire series. The game covers the Austro-Prussian War including the West German and Italian theatres. The onus is on the Prussian’s and their allies to advance against the Austrian allies in West Germany as well as cross into Bohemia and seek a...