FIRE TEAM VIETNAM: BROWN WATER NAVY You will find in the form of a pdf file to print: Chapter F: Brown Water Navy River Boats US Boats Movement and Combat Rules (26 pages) Armament Cards (Poker Card Format) of US Boats and Vietnamese Boats (7 pages) Action Order Markers and Explosion Markers. Chapter B: terrains - Creek - River / Canals (5 pages) These...
Fire Team Vietnam 2: Platoon Command is a Sub-Tactical level game of the Vietnam War, (1965-1975) that places each player in the role of a Company Commander, Sections and Squad of the U.S. Army or Allied Infantry Company against the forces of the National Liberation Front (NLF) (Viet Cong) and the North Vietnam Army (NVA) through various missions in the...
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...
Firefight: Game of US/Soviet Tactical Combat, A tactical game of modern (late 1970's) mechanized combat, partly funded by the US Army as a training tool, to show the effects of the long range and lethality of modern weapons on the techniques and tactics of the modern battlefield. Game components: 400 die cut counters, two 22" x34" geomorphic maps, rules...
FIREFORCE: RHODESIA is a solitaire game of the Rhodesian War. The player assumes the role of a Commander of a combined Force of Rhodesian Security Forces, including the Rhodesian Light Infantry (RLI), Rhodesian SAS and the Elite, Selous Scouts. As commander, you are responsible for securing your Area of Operations (AOR) by successfully conducting various...
Firepower is a detailed look at the organization, weapons and equipment, and tactics of many of the world's nations since 1965. Firepower gives players the opportunity to command squads in recent or current wars. The destructive capabilities are massive, and the problems of command and control in devising effective tactics are a real challenge for any...
These optional rules provide a system for "linking" individual battles into an abstract campaign game, and is recommended only for very experienced players of the game. Basically, Campaign Turns are made on a "strategic matrix" and, when both players are willing, battles are resolved using the FIREPOWER game. Due to the number and size of the individual...
This is a group of scenarios covering modern tactical conflicts in El Salvador using FIREPOWER. It starts with an in-depth review of the history of the conflict and related forces, including tactics, unit composition and equipment lists and then provides the following scenarios: Ambush 1981 Ambush 1984 Urban Combat 1979 Attack on Radio Venceremos 1984...
This is a group of scenarios covering hypothetical modern tactical conflicts in Central Europe (focusing on the Warsaw Treaty Organization) using FIREPOWER. It starts with an in-depth review of the history of the conflict and related forces, including tactics, unit composition and equipment lists and then provides the following scenarios: Along the Weser...
"Revolution Against The Revolution" is a group of scenarios covering modern tactical conflicts in the Nicaraguan Contra War using FIREPOWER. It starts with an in-depth review of the history of the conflict and related forces, including tactics, unit composition and equipment lists and then provides the following scenarios: Border Raiders 1980 A Trap for...
This is a group of scenarios covering modern tactical conflicts in South Africa's wars using FIREPOWER. It starts with an in-depth review of the history of the conflict and related forces, including tactics, unit composition and equipment lists and then provides the following scenarios: Operation Zulu 1975 Trouble in Ovamboland 1978 Bushman at War 1979...