Search Results: ''

Search

×
×
×
×
22 results for ""
Balance of Power Wargame Rules By Mark Sims
Paperback: List Price: $15.12 $13.61 | You Save: 10%
Prints in 3-5 business days
(1 Ratings)
Balance of Power are a set of horse and musket rules that allow players to fight battles with multiple corps per side in a reasonable amount of time. The rules emphasise easy to play game mechanics... More > at the unit level so that a large number of units can be fielded. Balance of Power allows players to fight battles from the French Revolution through to the 1870’s. They keep the detail and enjoyment of fighting with lots of units on table by making the actual game mechanics of combat and firing simple enough so that there is little or no need to refer to charts and tables. Players will find that historical tactics, bombardment, support, reserves and combined arms all go towards achieving victory. The game rules are quickly learned and a few players a side can cope with the largest battles. The aim of the rules is to give players time to develop plans, manoeuvre, conduct preparatory bombardments, all of which sees battles unfold in a historical manner.< Less
Balance of Power Wargame Rules By Mark Sims
eBook (PDF): $9.95
Balance of Power are a set of horse and musket rules that allow players to fight battles with multiple corps per side in a reasonable amount of time. The rules emphasise easy to play game mechanics... More > at the unit level so that a large number of units can be fielded. Balance of Power allows players to fight battles from the French Revolution through to the 1870’s. They keep the detail and enjoyment of fighting with lots of units on table by making the actual game mechanics of combat and firing simple enough so that there is little or no need to refer to charts and tables. Players will find that historical tactics, bombardment, support, reserves and combined arms all go towards achieving victory. The game rules are quickly learned and a few players a side can cope with the largest battles. The aim of the rules is to give players time to develop plans, manoeuvre, conduct preparatory bombardments, all of which sees battles unfold in a historical manner.< Less
Crusader Wargames Rules By Mark Sims
Paperback: List Price: $14.71 $13.24 | You Save: 10%
Prints in 3-5 business days
Crusader is a set of wargames rules that allow you to game some of the greatest battles in history from Biblical times to the Medieval period. Although written with 28mm figures in mind the rules are... More > stand-based and so easily translate to any scale of model. The rules cater for many popular basing methods so there is absolutely no need to rebase your figures to be able to play Crusader. At the heart of the rules is the concept that you are representing units of troops in battle rather than individual warriors. Dispensing with the traditional phases within a turn the unit-based mechanics allow for a fluid game that simulates the quality and training of troops rather than the abilities of a few super characters. The rules have been created with the flexibility to allow armies from widely differing time periods to fight against each other through the use of a consistent points system. So if you want to fight William the Conqueror’s Norman Army against Alexander’s Macedonians feel free!< Less
The Macedonian & Punic Wars - Crusader Rules Supplement By Mark Sims
Paperback: List Price: $15.16 $13.64 | You Save: 10%
Prints in 3-5 business days
The Macedonian and Punic Wars is the first army list book for the Crusader Wargames Rules. You’ll need a copy of these rules to gain the most from this supplement but there is enough useful... More > information (and some very nice photographs) to make this a worthwhile book in its own right. There are seven major armies listed as well as details for allies and mercenaries that can supplement the forces of any of the major powers. As well as the army lists each nation has information on its history and major campaigns and advice on how to organise your forces and get the most from your troops on the tabletop. Carthaginian 275 - 146 BC Gallic 400 - 25 BC Hellenistic Greek 250 - 50 BC Macedonian Successor 320 - 146 BC Numidian 300 - 25 BC Roman 275 - 105 BC Spanish 200 - 20 BC< Less
Imperium - Crusader Rules Supplement By Mark Sims
Paperback: List Price: $14.67 $13.20 | You Save: 10%
Prints in 3-5 business days
Imperium is the second supplement for the Crusader wargames rules covering the armies and enemies of Imperial Rome. There are 13 lists enclosed, each with its own background information, army... More > guidelines, allies, special rules and points values. Late Republican Rome 107 to 27 BC Early Imperial Rome 27 BC to 117 AD Middle Imperial Rome 117 to 285 AD Late Imperial Rome 285 to 378 AD Foederate Roman 382 to 476 AD The Barbarians 105 BC to 476 AD Spartacus’ Revolt 73 to 71 BC Jewish Revolt 69 to 73 AD Sarmatian Tribes 250 BC to 370 AD Parthia 238 BC to 225 AD Sassanid Persia 225 to 649 AD Palmyra 250 to 273 AD Huns 370 to 454 AD< Less
Rate of Fire AFV Supplement By Mark Sims
Paperback: List Price: $14.68 $13.21 | You Save: 10%
Prints in 3-5 business days
The AFV supplement Is an expansion for the Rate of Fire World War II skirmish rules. This 48 page book covers tanks, soft vehicles, halftracks, SP guns, artillery, anti tank as well as infantry guns... More > and weapons. New rules cover vehicle hit locations, specific crew positions and survival roles, special ammunition types, HE and small arms against soft targets as well as artillery against AFV’s. Inside you will find over 500 separate vehicle data sets for German, US, British & Commonwealth, Japanese, Russian, Polish and Italian forces. Each vehicle has details of its main and secondary weapons, front and sides/rear armour factors for hull and turret, three speed brackets, crew numbers, positions and tasks as well as special notes and equipment. This Rate of Fire AFV supplement has plenty of information that can be used with other WWII games but it is not a complete set of rules on its own. You’ll need a copy of the main Rate of Fire WWII Skirmish Rules to gain the most from this supplement.< Less
March Attack - Napoleonic Wargame Rules By Mark Sims
Paperback: List Price: $14.62 $13.16 | You Save: 10%
Prints in 3-5 business days
March Attack allows players to fight large battles with battalion sized units in a reasonable amount of time. Command and control, orders and morale for large formations are combined with easy to... More > learn tactical game mechanics so that large battles can easily be fought by a few players during an evening. Each unit on the table represents a battalion of infantry, regiment of cavalry or battery of artillery. A ground scale of 1” to 60 yards, one turn representing 20 minutes and strategic movement mean that battles play out at a realistic rate. Combat is dealt with in a manner that allows large numbers of units to be fielded and the interaction between strategic movement and tactical combat allows for a fast paced game that retains historical detail. Seven different training and morale levels combined with the historical strength of a unit introduces the concept of ‘Combat Value’. This ties together all of the tactical rules and ensures that troop quality plays an important part in every battle.< Less
Rate of Fire - WW2 Skirmish Rules By Mark Sims
Paperback: List Price: $14.72 $13.25 | You Save: 10%
Prints in 3-5 business days
Rate of Fire are WWII skirmish rules suitable for miniatures from 15mm through to 40mm. Each player can easily control 30-40 figures and complete a game within a few hours. The game mechanics have... More > been designed to be fast and simple but with the emphasis on troop quality, command and morale. Suppression, force morale, opportunity fire and staggered fire phases mean that you will need to use historical tactics to achieve your goal - charge headlong against the enemy hoping for the best and you are in serious trouble! Rate of Fire suitable for setting up historical scenarios or as a points based game where both sides bring along a balanced force and fight it out for victory objectives. The rule book includes 3 introductory scenarios and a comprehensive points system so that you can calculate the value of any force. The rules cater for head to head games as well as large multi player affairs so no matter what period or theatre of WWII you are interested in Rate of Fire has it covered.< Less
Crusader Historical Miniature Rules By Mark Sims
eBook (PDF): $9.95
Crusader is a set of wargames rules that allow you to game some of the greatest battles in history from Biblical times to the Medieval period. Although written with 28mm figures in mind the rules are... More > stand-based and so easily translate to any scale of model. The rules cater for many popular basing methods so there is absolutely no need to rebase your figures to be able to play Crusader. At the heart of the rules is the concept that you are representing units of troops in battle rather than individual warriors. Dispensing with the traditional phases within a turn the unit-based mechanics allow for a fluid game that simulates the quality and training of troops rather than the abilities of a few super characters. The rules have been created with the flexibility to allow armies from widely differing time periods to fight against each other through the use of a consistent points system. So if you want to fight William the Conqueror’s Norman Army against Alexander’s Macedonians feel free!< Less
Rate of Fire - Vehicle Supplement By Mark Sims
eBook (PDF): $9.95
The AFV supplement Is an expansion for the Rate of Fire World War II skirmish rules. This 48 page book covers tanks, soft vehicles, halftracks, SP guns, artillery, anti tank as well as infantry guns... More > and weapons. New rules cover vehicle hit locations, specific crew positions and survival roles, special ammunition types, HE and small arms against soft targets as well as artillery against AFV’s. Inside you will find over 500 separate vehicle data sets for German, US, British & Commonwealth, Japanese, Russian, Polish and Italian forces. Each vehicle has details of its main and secondary weapons, front and sides/rear armour factors for hull and turret, three speed brackets, crew numbers, positions and tasks as well as special notes and equipment. This Rate of Fire AFV supplement has plenty of information that can be used with other WWII games but it is not a complete set of rules on its own. You’ll need a copy of the main Rate of Fire WWII Skirmish Rules to gain the most from this supplement.< Less

Top 10

see more >
 
1
B Inspired B Inspired By Brandon Warren
Paperback: $15.99
 
 
 
 
4
19-20: MS V3.0 19-20: MS V3.0 By Liza Cowan
Paperback: $30.00
 
 
 
 
6
Mariposa Mariposa By Joseph Huerta
Paperback: $19.95
 
 
 
 
 
 
10