War Games Rules Sixteenth and early Seventeenth Century (1490-1660) are designed for recreating the battles of the Renaissance with 25mm miniatures. They use a figure scale of 1 figure equals 20 men and a ground scale of 1" equals 20 paces. Units are made up of five or more figures. Units are rated by such things as how they are armed, what kind or armor...
In 1945 Japan did not surrender. The Allies push hard to bring an end to World War II. What ends is nuclear fallout in Tokyo. With civil unrest across the globe, the Allies send special teams into radiated Tokyo to find the Japanese Army and its government to secure surrender and bring an end to World War II. The story to War in Tokyo uses the reality that...
In 1945 Japan did not surrender. The Allies push hard to bring an end to World War II. What ends is nuclear fallout in Tokyo. With civil unrest across the globe, the Allies send special teams into radiated Tokyo to find the Japanese Army and its government to secure surrender and bring an end to World War II. The diary of Private Chris Hunt shows what it...
For five centuries, the planes have been locked in an unending struggle. The noble elves and fey of the High Plane wield ancient magic to defend their mystical realms. Men and dwarves of the Lower Plane forge steel and strategy, standing resolute in their mountain strongholds. From the Deep Plane, goblins, orcs, and demons rise in endless hordes, driven by...
These rules describe an often overlooked period of warfare known as the Wars of the Orcses, a civil war between competing factions in the northern regions of Orcland. The war was fought between two rival branches of the House of Plantagut: the House of Lank-Pasta, associated with the emblem of the red rose growing out of the skull of a dead Angry-Vin...
War on a Frontier World are rules for 15mm games set on a backwater planet with little access to high quality weaponry. Players simply pick their forces from a number of unit types and of they go, some units are better than others but using weaker units gains you extra victory points. A typical unit of regular foot would contain 6 bases each with 3 figures...
Experience the harsh realities of commanding your own force. When lives are on the line and victory is in the balance, there are no easy decisions. War on the Ground is a game system for tabletop actions, designed to give a realistic and enjoyable game for 12mm/1:144 scale miniatures. The game covers all aspects of WWII combat including infantry, armour...
A War Transformed is a skirmish wargame set in a world where World War I was utterly changed by forces far beyond human comprehension. Players command small forces of infantry, cavalry, artillery, and other… stranger… troops on the Doggerland Front. Fast-paced gameplay and a tense initiative bidding system are combined with authentic folk traditions and...
Welcome to Morath, a world plunged into chaos as rival factions clash over the use of magic. Conflict is especially fierce in the kingdom of Galbraith, where magic is outlawed and practitioners are subdued swiftly and without mercy. Quazimorphs and Kindled Voidbound flee across the Aardrun Divide to escape growing mistrust and political turmoil, but for...
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...