Field Regulations: Rules for land battles of the late 18th Century." The object of these rules is to simulate and simplify aspects of 18th Century linear warfare. The play should be limited to what the rules specify in order to get the feel of the rigid, formal, and deliberate maneuvers and combat characteristic of the military doctrine of the era....
Fields of Blood is a wargame system to land battles in the historical period from the Hundred Years’ Wars (1337 to 1453) until the Wars of the Roses (between 1455 and 1485) - but it can be easily adapted to any medieval period - on 6mm to 20mm scale. The objective is to provide an easy, agile, and adaptable rules system for the simulation of combat in that...
These rules came out of a vague sense of dissatisfaction with historical wargame rules in general. While researching historical battle reports, I continuously came across the situation that the side that kept its reserve uncommitted the longest usually held a great advantage. Unfortunately, this is the opposite of how wargames work. Usually, anyone who...
Crucible of Force uses the Award Winning Fields of Fire game engine to bring our fast paced, yet accurate play style to the Second World War. These rules cover European Theater combat from the beginning of the war to the Summer of 1943. Also included are play charts and other play aids to make your gaming experience more enjoyable. The rules cover all...
Fields of Honor - an Historical Simulation of Warfare in the 19th Century" is a set of miniatures rules for recreating the wars from 1843 to 1902 in five different unit scales from section to brigade. The 120-page book contains army lists and weapon data for 21 different wars, including the Crimean War, Mexican-American War, Americal Civil War...
A set of rules allowing teams of players and umpires to recreate the battle of Jutland, 1916. The actual movement and combat rules are very simple - the core of the game consists in the use of umpires who provide the players with realistically limited and inaccurate information on which to base their decisions. The rules were published in issue 80 of...
Developed for convention games, this is a set of rules for naval battles 1906-18 that can be played either with miniatures (1:6000 scale is recommended) or counters. Only battleships, battlecruisers, and the most heavily gunned armoured cruisers are directly represented; the impact of smaller vessels - which was generally minor when capital ships clashed -...
Fighting Brothers - ACW rules Based on the Veni Vici Vici, Best Allies 18th century land battles rules. These stand-alone rules cover land battles in the American Civil war. The basic fighting unit is a regiment or a battery of artillery. These are grouped into brigades, with brigades grouped into divisions and for really large battles into corps. Turns...
Final Assault allows players to field entire platoons of infantry and squadrons of tanks. The system relies on you comparing the roll of one or more d10 to a reference value (e.g. if the Tactical Value is 7, you’ll need to roll 1-7 on the d10). The game stands out for its attention to historical detail, and highlights the differences between the various...