The 02 Hundred Hours: Operation Torchlight expansion features new models and 24 unique cards, including including options to field Royal Marine Commandos! The top secret Special Operations Executive assembles expert teams for the most dangerous objectives. A courageous SOE agent receives intelligence that an RAF pilot has been lost carrying vital...
A courageous group of Partisan fighters resists the German occupiers, gathering information, forming plans and launching night-time raids on the enemy. The 02 Hundred Hours: Partisan Resistance Cell expansion contains new models and forty unique cards that add plan cards to the game, allowing the partisan player to choose special tricks and stratagems...
Intrepid members of the LRDG and SAS travel hundreds of miles through the deserts of North Africa, braving sandstorms and extreme temperatures to raid German airfields. The 02 Hundred Hours: Desert Raid adds two opposing forces ready for night raids in the desert, plus the new weather events. Now you'll battle the elements as well as the enemy! The...
Miniatures rules for multi-corps battles with 6mm, 10mm or 15mm figures. Designed for fast, accurate resolution of battles: several divisions to multiple corps per side. Streamlined turn sequence; simple, proven command and control system; straightforward resolution (three tables). Armies compatible with "1870" rules Also includes rules for 1864 - the...
The game concept found in the rules: "Your transport firm is approached by Santa Claus as a candidate for a major yearly contract. On Christmas Eve he personally delivers to all households, but he needs others to prepare local depots from which to take the gifts. Right now, these gifts are in the central depot for the country and you must get them to the...
The Land rules contain comprehensive standing orders for each troop type and battle orders assigned to each commander. Dependent upon the circumstances encountered during a game these force players and units to act historically. The casualty system uses HIT dice which translate immediately into battlefield and campaign casualties. After battle pursuits and...
The Great War is usually portrayed and imagined with the blasted landscapes of the static, trench warfare that emerged late in 1914 and persisted far into the conflict. However, while it is fair to recognize that much of WWI was characterized by this stalemate, it is also fair to point out that the early and later parts of the war were witness to...
1918 is an alternating-activation historical tabletop wargame where players refight the battles of the last year of the First World War using miniatures. A typical game uses around 30-60 miniatures on each side and lasts 2-3 hours. The game focuses on combined arms (i.e. infantry, cavalry, tanks, artillery and aircraft working together) and the command...
After numerous wars and conflicts in which history has forgotten their names, the planet Earth has become a vast territory where only irradiated animals and humans fighting for their survival live in this devastated world, cities comprise of the last humans unaltered by toxic winds that now sweep the surface. Directed with an iron hand by draconian...
DBA-inspired miniature rules specifically designed for use with 2mm scale Napoleonic figure blocks, to be played on a 2 foot by 2 foot (2' x 2')table. Players build up units of soldiers by expending Army Points (AP), and typically fight engagements with 40 AP of units aside. The turn sequence is the familiar structure of: Player 1 moves Player 1 rallies...
Solo Gaming in the Age of Honor "You should have stayed in the tavern, monsieur," the masked rogue sneered, parrying with effortless grace. "And let you escape with my purse and my honor? Never," the nobleman replied, driving forward with a sharp lunge. A flick of the rogue’s wrist sent the noble’s hat flying, but a moment later, the rogue stumbled as his...