Age of Fantasy: Skirmish is a skirmish miniature wargame set in a dark magical world, which is played using 28mm miniatures. The game mechanics are designed to be easy to learn but hard to master, bringing engaging fantasy skirmishes for new and experienced players alike. This rulebook adds lots of extra content to the core rules, providing you with...
Age of Hannibal resolves the largest battles of antiquity in a single evening, on limited table space. Unlike many other rule systems available for the period, Age of Hannibal acknowledges the critical nature of pre-battle decision making in ancient warfare, when commanders sought the best possible ground for their armies. An innovative terrain card system...
These rules are part of a series that cover the era of the Musket (1690's - mid 19th century). The rules of Shako and Musket 1854-1856 are designed to capture the flavour of this specific war with the subtle changes and nuances. They are designer to be easy to use, fast flowing and capable of covering small and large games. Sequence of play: 1- Declare...
Age of Saints is a Science Fantasy game set in the distant worlds and galaxy known as The Dominion where Players build forces to fight each other or to work through story driven scenarios. Age of Saints can be played using the existing Age of Saints universe or adapted to any other Sci Fantasy genre. Players are encouraged to use the existing models they...
From the publisher: 'Age of Tyrants' is a game of mass combat using 6mm scale miniatures in the Draconis Alba Galaxy, a futuristic alternative universe that has been in development for over fifteen years. The game is slick, with an intuitive command and control system inspired by combined arms warfare that allows you to pull together different parts of...
Ages of Conflict is a multi-genre, or universal, tabletop miniatures war game. This is a game of mass battle in which you command an army with the goal of smashing your enemy into ruin. Ages of Conflict employs a flexible system allowing you to create units and armies from nearly any time and genre, including ancients, fantasy, black powder, and science...
An early set of air combat miniatures rules for recreating plane to plane combat in World War II, for two or more players. The designer acknowledges that the game does not use a defined time and space scale, but is instead intended to demonstrate the "relative capabilities" of the various aircraft. The rules were designed for use with 1/100 to 1/365 scale...
Most youngsters play at 'dogfights' with model aircraft clenched in their hands, but this form of play does not even attempt to simulate reality. The adult wargamer requires something rather more sophisticated but, until now, the major problem has been recreating the third dimension. Happily, thanks to Mike Spick's unique system, the problem is now...
Air Combat 1930-1960 These rules are designed to represent aerial combats in the period 1930 to 1960 in the form of a wargame on a table top. They may be used in conjunction with Cambrai to Sinai Rules for combined action involving ground forces. The rules are basically simple but require a thorough understanding to produce a satisfactory representation of...
Miniature Rules for Jet Combat Over Vietnam 1965-1972. Air War-Vietnam is designed for 1/600th or 1/300th miniatures, although 1/144th can be used by doubling all measurements. The second in a series of introductory level rules for air to air combat with this set focusing on Vietnam. Air War-Vietnam is highly suitable for group play and can be learned...
Aircraft, Battle Force (ABF) is a naval wargame that overs the Solomon Islands & Coral Sea battles & Guadalcanal Campaign of 1942. Each player plots their task forces movement for 3 days (14 hours long) and 3 nights (10 hours each), and also each day’s air searches (time of launch, duration & direction), and also any air strike missions that may result...