The Battle of Gettysburg: This scenario book brings you all three days of the dramatic Battle of Gettysburg. Each day is presented as a scenario, and a campaign of the entire battle is provided with rules for playing entire armies. Maps and orders of battle are included, so the player knows how to set up and what miniatures to collect. Or, for the player...
Command Combat: Civil War - The Battle of Shiloh This stand-alone battle pack provides all the rules and cut-out figures to play the battles of Fort Henry, Fort Donelson, and Shiloh using the unique and easy Command Combat: Civil War system. Using this system, players take on the roles of the generals, getting special rules based on who they play. Each...
In this free scenario for the First Battle of Bull Run, the players fight out the first major conflict of the American Civil War using the unique and easy to use Command Combat system, which provides special rules for many of the commanders based on their command styles. This PDF comes with all the rules needed to play, as well as cut-outs of all units and...
Learn the Command Combat system with this solo scenario where you play the Confederate onslaught trying to dislodge General Prentiss and his men from the sunken road. Play it alone or with friends to see who can get the highest score by dislodging the Yankees the fastest, or try to hold on as the beleagered Prentiss, ordered to hold at all costs. This game...
Command Combat: Civil War - The Second Battle of Bull Run Ride to battle as General Thomas “Stonewall” Jackson as he holds the Union army in place long enough for Lee to give the killing blow on the old Manassas battlefield, or take the role of General Pope, trying to crush Jackson once and for all before his reinforcements can arrive. Within these pages...
Battalion level rules for using WWII miniatures where each stand of miniatures represents a platoon and each turn represents 30 minutes of time. Major differences from earlier editions (accoding to Introduction): --Turn = 30 mins (before, 15 mins). --Spotting is now deterministic. --Most models are always on the table. Some are 'phantom' models (dummies)....
A campaign book for Command Decision: Test of Battle covering the Desert War from June 1940 to December 1941. Features the following: --Unit histories, TO&Es, and game stats for Italian, German and British forces. --Special rules for the desert war. --A dozen historical scenarios. --Painting & Terrain building guides. Expands: Command Decision: Test of...
An army book for Command Decision: Test of Battle. It covers the US Army in the West (Africa and Europe) from 1942 to 1945 during WWII. Features the following: -- Complete TO&Es for all division types as well as corps and army level formations in Command Decision terms. -- Discussion of training and doctrine of the US Army in WWII. -- Special rules for the...
Red Steel Regardless of what rule system you play with, this supplement is the indispensable and definitive guide to the Soviet armored and mobile forces in World War II. TO&E charts for all Soviet mobile (tank, mechanized, and cavalry) corps, divisions, and separate brigades and regiments in World War II, including organizational and equipment changes....
An overview history of the Market Garden campaign, from inception to completion, following each airborne division: the 101st around Eindhoven, the 82nd around Nijmegen, and the British 1st Airborne around Arnhem. 10 historical battles presented as game battles -covering the entire operation, from the initial breakout by XXX Corps (September 17th, 1944) to...
From 1941 through the spring of 1944 the Red Army bore the principal burden of opposing the German Wehrmacht on the continent of Europe. The armored and mobile forces would eventually be forged into a weapon capable of smashing the German armed forces, but it was the infantry and artillery which held the Germans at bay in the critical fighting of 1941 and...