Search Results: 'Mark Sims wargame'

Search

×
×
×
×
22 results for "Mark Sims wargame"
Crusader Wargames Rules By Mark Sims
Paperback: List Price: $16.18 $12.94 | You Save: 20%
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
Balance of Power Wargame Rules By Mark Sims
eBook (PDF): $7.79
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
Paperback: List Price: $14.59 $11.67 | You Save: 20%
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
Rank & File Wargames Rules By Mark Sims
Paperback: List Price: $16.18 $12.94 | You Save: 20%
Prints in 3-5 business days
Rank and File are a set of horse and musket rules that cover the period from 1740 through to 1900. The basic game mechanics are designed to be simple and easy to learn with the aim of being able to... More > play large games within a reasonable time frame. While the game itself is easy to pick up there are extensive optional and advanced rules as well as period specific rules that allow the game to cater for all tastes as well as being flexible enough to cope with lots of game sizes, scales, figure availability and numbers of players. While the basic D6 mechanics make Rank and File a 'fast play' system that doesn't mean that important areas of the rules are glossed over or omitted.< Less
Rank & File Wargames Rules By Mark Sims
eBook (PDF): $9.42
Rank and File are a set of horse and musket rules that cover the period from 1740 through to 1900. The basic game mechanics are designed to be simple and easy to learn with the aim of being able to... More > play large games within a reasonable time frame. While the game itself is easy to pick up there are extensive optional and advanced rules as well as period specific rules that allow the game to cater for all tastes as well as being flexible enough to cope with lots of game sizes, scales, figure availability and numbers of players. While the basic D6 mechanics make Rank and File a 'fast play' system that doesn't mean that important areas of the rules are glossed over or omitted.< Less
Great Battles Hex Wargame Rules By Mark Sims
Paperback: List Price: $12.31 $9.85 | You Save: 20%
Prints in 3-5 business days
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
Legions of Battle - Fantasy Wargame Rules By Mark Sims
eBook (PDF): $9.31
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
March Attack - Napoleonic Wargame Rules By Mark Sims
Paperback: List Price: $16.16 $12.93 | You Save: 20%
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 - Skirmish Wargame Rules By Mark Sims
eBook (PDF): $10.11
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
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