Search Results: 'Wargames rules'

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224 results for "Wargames rules"
Wargamers Collectible Rule Book By timothy lewis
eBook (PDF): $3.00
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Introductory rules for the Wargamers core game. Covers everything needed to play.
Iron Brigade Miniature Wargame Rules By Mike Willegal
eBook (PDF): $2.50
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American Civil War Wargame Rules. Rules for fighting tabletop games using miniature soldiers. See http://www.willegal.net/iron_brigade/iron-first_page.htm for more information on miniature... More > wargaming.< Less
Iron Brigade Miniature Wargame Rules By Mike Willegal
Paperback: $12.50
Ships in 3-5 business days
American Civil War Wargame Rules. Rules for fighting tabletop games using miniature soldiers. See http://www.willegal.net/iron_brigade/iron-first_page.htm for more information on miniature... More > wargaming.< Less
British Army 1956 Wargame Rules By John Curry
Paperback: $16.81
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British Army Tactical Wargame (1956) These wargaming rules were restricted until recently, when they were released into the National Archives.  Operational set of rules for fighting large... More > battles 1945 - 1970  Can be played with card counters on standard 1: 50:000 Ordinance Survey Maps  Includes rules for tactical nuclear weapon strikes  Based on current military experience of World War II and the Korean War Detailed tables on hard to find information such as: o for tactical movement, casualties, engagement lengths, etc. o battle planning times o engineering tasks o night battles o effects of tactical nuclear weapons This version includes: • Proposed updates to the rules to help modern wargamers play the game on a single table top • Includes the 1952 British Army ORBAT • Introduction to the strategic situation It is published as part of the History of Wargaming Project at www.johncurryevents.co.uk< Less
Legions of Battle - Fantasy Wargame Rules By Mark Sims
eBook (PDF): $9.24
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Legions of Battle are a set of Fantasy wargame rules designed to allow you to fight epic battles between a vast array of creatures and races. The basing system has been designed so that fantasy... More > armies used for other rule systems can be fielded without any need to rebase figures. The design concept pits units against each other rather than individual figures and this is reflected in the ‘mass battle’ feel of the rules. Having said that what is a Fantasy Game without an Elric, Gandalf or Conan? Heroes or Legends, Magicians and Monsters all play their part in your army. Some are powerful enough to take on entire enemy units themselves, others controlling the battle, using their magical ability or leading units into combat. The unit design and points system allows you to create pretty much anything you fancy and remains consistent throughout all races and units. The rules have been designed to allow you to customise armies and create your own fantasy settings by using Legions of Battle.< Less
Rate of Fire - Skirmish Wargame Rules By Mark Sims
eBook (PDF): $10.11
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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
March Attack - Napoleonic Wargame Rules By Mark Sims
eBook (PDF): $10.11
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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
Tiger Wargames rules for World War II By Ian Shaw
eBook (PDF): $4.91
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Rules for 1/300th scale Battalion level games.
Tiger Wargames rules for World War II By Ian Shaw
Paperback: $14.81
Ships in 3-5 business days
Rules for 1/300th scale Battalion level games.
Great Battles - Hex Based Wargame Rules By Mark Sims
eBook (PDF): $5.91
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Great Battles are a set of wargame rules that utilise hexes to regulate movement, firing, ranges, line of sight as well as charge and firing arcs. Battles are fought over a mat or tiles with 2"... More > hexes that are used to regulate movement, firing, facings and ranges. The game mechanics allow for large numbers of units to be represented, each by a single stand of infantry, cavalry or artillery.< Less