Middle East Struggle is a card-driven board game of geopolitical conflict simulation of actual events. Players represent the three regional powers in the contemporary Middle East: Iran, Israel, and Saudi Arabia. They compete for influence on the region’s map while maintaining internal cohesion and securing support from world superpowers. Card play covers...
The Lands of Lundor are in grave danger. A Lich Lord called Ol'zon has been recruiting all kind of Monsters with the help of the ancient "Book of Souls". The Queen has chosen you Heroes to be the warriors who finally end this madness. The Lich Lord is hidden in the deepest Dungeon inside the "Calodon Mountains". Are you brave enough to enter the Dungeon...
Heirs to Empire: Wars of the Diadochi is a scale and model agnostic mass battle game set during the wars to divide Alexander's empire between his successors. It is a period of roughly 40 years of conflict. It features big battles, small skirmishes, political intrigue, alliances, betrayal, and everything that can make a historical wargame great! Heirs to...
Hell by Starlight Campaigns is written to help both the player with enthusiastic opponents but also to support the solo player as well. My hope is that it will help you build science fiction campaigns that let you use comparatively small forces, but in a realistic manner. In this universe you’re not a major player, in fact you’re probably not even a major...
Welcome to Hell in Microcosm. This set of rules has the battalion as the manoeuvre unit. Stiffened and supported by the specialist troops from within the division, the battalions are the cutting edge of your force. Aimed at 6mm and 2mm figures, once you get used to the rules you can contemplate deploying divisions. When we originally used these rules, we...
Alien robots have invaded a planet and a group of troopers are sent in to find some trapped VIP's and ensure they board a transport off the planet. Inspired by Helldivers 2 using Theewun rules this scenario takes the player(s) through four stages of the mission: Landing, Linking the Signal, Escorting the civilians, and finally evacuating the troopers...
This guide is written to help you fight wargames campaigns. The guide is written to help both the player with enthusiastic opponents but also to support the solo player as well. Although written with Hellfire rules in mind, a lot of the campaign systems will work comfortably with any rule system you like. The rest will be be easily modifiable to cope with...
Hellfire under Water is designed as a supplement to Hellfire. ‘Boldly going’ where Hellfire had too much sense to go. It’s not intended to be a free standing set of rules in itself. This supplement covers actions fought under, on, and over, water with emphasis on the activities of submarines and other submersibles. As well as extra rules to use with...
Hellfire and the fall of Empire? is designed to be a science fiction solo campaign. It will produce battles which you can, if you wish, play with an opponent, but I’ve also provided suggestions for solo play there as well. The campaign is designed to work with Hellfire rules which are 1/300 Sci-Fi, but frankly you wouldn’t have to do much tweaking to fit...
Another world, another selection of solo wargames campaigns for Hellfire, the 6mm sci-fi rules for people with small figures and large imaginations. On the temporarily misplaced world of Hind II you can lead caravans across the wastes, jockey for power in an ancient city whilst trying to ensure that the barbarians remain outside the gates, dominate petty...
Hellfire in the City is a stand-alone solo sci-fi wargames campaign. Starting small and building your forces as you go, your aim is to control the sprawling city of Velonopolis. The city is currently a patchwork of territories controlled by everything from petty thugs leading their bands of street scum through to corporate askari supported by mecha. As...
Derin Su is a large, but slightly chilly, world. It is predominantly ocean. Ignoring the polar ice sheets, which are impressively large, a lot of the land surface in the northern hemisphere is tundra. The idea was to create a world for those who want to include a naval and/or amphibious element in their game. There is also potential for under-sea action as...