'Nam 1965-1972 - THE VIETNAM WAR MINIATURES GAME
Vietnam... In a small corner of the world, one of the most bloody wars to be fought occurred in this small county in Southeast Asia. Traditionally framed as a war of small skirmishes, long patrols, and guerilla ambushes, there is a lot more that happened, including full-scale offensives and pitched battles… The US and its allies have all the advantages of mobility and firepower. The ubiquitous Huey helicopter has become a symbol of the war itself as it carries troops into battle and unloads rockets on the enemy. Heavily armed flotillas sail up the windy Mekong Delta. Heavy tanks and M113 ‘tracks' bash their way through the jungle searching for enemy strongpoints, and resolute ‘grunts' hold firebases against fierce enemy assaults… Meanwhile, the Nationalists have all the advantages of the home team. They fight as guerillas, choosing the time and place of major operations or surprise attacks and appearing from nowhere to ambush enemy hunting them. When the time is right, they even commit their tanks, armoured personnel carriers, and seasoned troops into the fray to achieve total victory. ‘Nam gives you have everything* you need to take command of one of these forces. Building on the success of Battlefront's Team Yankee, these rules and forces are easy to learn and use. Within these pages you can find all of the scenarios, missions, and notes on terrain to fully brief you before you step onto your Huey to lead your troops to the landing zone! *Well, almost everything. A groovy playlist of 1960s tunes is compulsory for maximum playability. |
‘O’ Group is a set of WWII battalion level rules designed for a player to command a battalion sized force plus supports, or a multiplayer game where each player can command a battalion as part of a larger battlegroup. The rules introduce some exciting command mechanisms that encourage the players to think about allocation of reserves as well as commanding their force in action. The rules include army lists covering the UK, USA, Germany and Soviet Union for the later war period but the rules can be used with historical unit structures to game the entire conflict. This soft cover, perfect bound rule set is 106 pages of length. |
A Billion Suns INTERSTELLAR FLEET BATTLES A Billion Suns is a wargame of interstellar combat that puts you in command of fleets of powerful starships, from squadrons of agile, but fragile, fighters, to hulking and powerful capital ships. When combined with some spaceship miniatures, a tape measure, a deck of playing cards and some dice, this rulebook provides everything you need to play exciting and tense tabletop games of interstellar exploration and combat. Using simple dice pool mechanics, you must carefully manage your resources and seize the opportunities that come your way in order to lead your fleet to victory and assert your dominance over the stars. |
A War Transformed: WWI on the Doggerland Front 1916: A World Transformed. As the Great War raged, the Moon fell from its orbit. Seas shifted, uncovering new lands and revealing what tide and time had concealed. Long known as a potent occult power, the Moon's descent also heralded the terrifying resurgence of magic. Long-forgotten gods and spirits began to stir in hidden groves and caverns and old traditions found new strength. Soon, stone circles echoed once more with the chanting of ancient rituals and menhirs were again bedecked with wildflowers and presented with offerings of honey and blood. 1918: A War Transformed. Rival nations battle on new fronts, seeking dominance with weapons of spell, song, and sacrifice. Thrust to the surface, Doggerland, the ancient bridge between Britain and Europe, becomes a crucial battleground in the conflict. In this alien landscape, raiding parties pick through the ribs of wrecks and the ruins of lost villages, war machines festooned with totems and fetishes roll over the brittle bones of long-dead giants, and cavalry charge across plains made verdant by the vegetation returning to this new land with unnatural speed. A War Transformed is a skirmish wargame set in a world where World War I was utterly changed by forces far beyond human comprehension. Players command small forces of infantry, cavalry, artillery, and other. stranger. troops on the Doggerland Front. Fast-paced gameplay and a tense initiative bidding system are combined with authentic folk traditions and occult philosophies of the era - it is a game of rifle and relic, of bayonet and belief, of machine gun and magic. |
NAPOLEONIC WARGAME BATTLES From the late Revolutionary Wars and Egyptian campaign, to the battles of Austerlitz, Borodino, Leipzig, and Waterloo, Absolute Emperor is a mass battle wargame that provides all the rules needed to play during this period of grand armies and sweeping campaigns. Players' armies are composed of multiple corps, with command and control being of the utmost importance, all influenced by the elan of your general. Do you follow in the footsteps of Napoleon and be crowned the Absolute Emperor or stand against tyranny as Wellington and Blücher. |
The American Civil War was a turning point in the history of warfare, as Napoleonic tactics met deadly new technology. Cannons and rifles had become more accurate at longer ranges, rapid-fire pistols gave cavalry a new weapon, and the telegraph and railroad completely altered both strategic and tactical thinking. Across a Deadly Field, the new regimental-level wargame from Osprey Publishing, allows players to recreate this tumultuous period of warfare on the tabletop. Its versatile rules make it possible to refight any battle, from the early skirmishes of Ball’s Bluff and Big Bethel to the grand, set-piece battles such as Gettysburg that decided the war. Written by John Hill, designer of the Johnny Reb series, Across a Deadly Field offers both new and experienced wargamers a fast-paced and dynamic game where even a single regiment can make the difference between victory and defeat. Contents
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The War in the West, the new supplement for Across A Deadly Field brings to the tabletop the bitter struggles of the Western Theatre of the American Civil War. The special rules and scenarios included in this volume give players everything they need to recreate the battles, both great and small, of this theatre of the war. Battles such as Shiloh, Stone River, Vicksburg, Chickamauga, Chattanooga and Atlanta are presented in great detail, offering players of Across a Deadly Field not only a range of scenario options, but the ability to play through a full campaign. BIOGRAPHICAL NOTE In the field of tactical wargame designs, few designers have had as much impact as the author John Hill. In the 1970s, John started his own company to design and publish tactical and operational games that broke from traditional wargame mechanics. Realizing that he preferred designing wargames over running a business, John sold the company and became a freelance wargame designer. From then on, John’s designs for Avalon Hill, SPI, SDC and others became noted for their innovative approaches to simulating unique tactical situations. In 1977, John designed Squad Leader for Avalon Hill. Squad Leader broke the mould for how tactical combat was portrayed on the gaming board, and its impact is still felt today. |
The War in the West, the new supplement for Across A Deadly Field brings to the tabletop the bitter struggles of the Western Theatre of the American Civil War. The special rules and scenarios included in this volume give players everything they need to recreate the battles, both great and small, of this theatre of the war. Battles such as Shiloh, Stone River, Vicksburg, Chickamauga, Chattanooga and Atlanta are presented in great detail, offering players of Across a Deadly Field not only a range of scenario options, but the ability to play through a full campaign. BIOGRAPHICAL NOTE In the field of tactical wargame designs, few designers have had as much impact as the author John Hill. In the 1970s, John started his own company to design and publish tactical and operational games that broke from traditional wargame mechanics. Realizing that he preferred designing wargames over running a business, John sold the company and became a freelance wargame designer. From then on, John’s designs for Avalon Hill, SPI, SDC and others became noted for their innovative approaches to simulating unique tactical situations. In 1977, John designed Squad Leader for Avalon Hill. Squad Leader broke the mould for how tactical combat was portrayed on the gaming board, and its impact is still felt today. |
Aetius Arthur Supplement contains: 6 new factions: The Romans, Britons, Saxons, Goth, Picts and Huns. New heroes and Legendary units for the new factions. New units of Mercenaries to fight alongside your new factions. Rules to adapt certain existing factions to take part in your battles in the Age of Invasions. 4 new scenarios. A complete campaign system where a lone frontier post must hold out against waves of barbarian raiders.. This supplement, that can be used either with SAGA Dark Ages Skirmishes or SAGA The Crescent & The Cross, comes with six Battle Boards for Aetius & Arthur. Can not be sold separately. |
For two thousand years; from 3000 BC to 1000 BC, warriors fought battles with weapons of bronze. This gleaming red-gold metal is an alloy of copper and tin. The warrior nobles rode into battle in chariots and were clad in bronze armour. Their followers gripped bronze thrusting spears, battle-axes and slashing swords. Battle was a dazzling sight as weapons and armour glinted in the sun amid the clash of bronze against bronze and the clatter of charging chariots. This was the heroic age of legend! When the sand and rubble is cleared away from the mighty ruins of the temples, tombs and strongholds of this time; the tales of these battles are revealed inscribed in stone and on the imperishable tablets of baked clay. Around the ancient carvings of the warriors, which inspire the model soldiers depicted in this book, are the reports of their deeds on the battlefield. From what they tell us we can recreate battles for our model armies. In this book you will find many battle scenarios and skirmishes all based on real events. We begin with the Sumerians, rival city states. Then we see the rise and fall of the first great empire of the Akkadians. Ancient Egyptians fight to unite their nation and repel Hyksos invaders. The mighty Hammurabi takes on rivals to create the kingdom of Babylon. The chariot Empires of the Hittites and Mitanni clash and try and hold their own against the New Kingdom Pharaohs and the Mycenaeans. Egyptian and Canaanite chariots battle on the plain of Megiddo. Heroes fight duels upon the plain of Troy. Then Sea Peoples and Habiru tribes challenge the chariot lords as we approach the dramatic end of Bronze Age. Age of Bronze contains 32 scenarios - in addition to the traditional Hail Caesar massed battles we introduce skirmish rules for smaller scale conflicts between warbands so often seen during this period. |
Gaius Julius Caesar was surely the most famous Roman of all time – conqueror, statesman and founder of an empire that would shape the destiny of the world. What’s more, we know just how great a commander he was because he took the trouble to write and tell us so, recording his heroic exploits in all their gloriously impressive detail. Join the mighty Caesar at the beginning of his glittering career of conquest and refight one of his most famous battles against those heinous enemies of civilisation, the dreaded Germans led by none other than that ambitious fiend Ariovistus of the Suebi. March with Caesar’s legions into the land of implacable savages as our hero subjugates the barbarous Gauls and confronts that most dangerous of moustachioed monstrosities the treacherous chieftain of the Arverni tribe, Vercingetorix. Cross the Rubicon and cast your own dice as Caesar pursues his rival Romans across continents in the Roman Civil War, facing his most deadly challenge yet in the form of famed conqueror of the East, Pompey the Great. Fight by Caesar’s side as he wages war for mastery of the Roman World upon battlefields soaked in Roman blood. Regretfully we cannot tarry, as did Caesar, in the arms of Egypt’s beautiful Queen Cleopatra, but we can join him for the concluding battles of the Civil War in Africa, where we shall at last confront Caesar’s relentless opponents together with the armies of that inveterate enemy of Rome, King Juba of Numidia. With this supplement for Hail Caesar we invite you to come, see and conquer for yourself in a series of new scenarios representing key battles in the career of Julius Caesar. We take a detailed look at the armies of Rome and her enemies, and we consider the lives of some of the greatest Roman commanders of them all, together with suitable rules to represent them on the tabletop. A copy of the Hail Caesar rulebook is required to use this supplement. |
Gaius Julius Caesar was surely the most famous Roman of all time – conqueror, statesman and founder of an empire that would shape the destiny of the world. What’s more, we know just how great a commander he was because he took the trouble to write and tell us so, recording his heroic exploits in all their gloriously impressive detail.
Join the mighty Caesar at the beginning of his glittering career of conquest and refight one of his most famous battles against those heinous enemies of civilisation, the dreaded Germans led by none other than that ambitious fiend Ariovistus of the Suebi. March with Caesar’s legions into the land of implacable savages as our hero subjugates the barbarous Gauls and confronts that most dangerous of moustachioed monstrosities the treacherous chieftain of the Arverni tribe, Vercingetorix. Cross the Rubicon and cast your own dice as Caesar pursues his rival Romans across continents in the Roman Civil War, facing his most deadly challenge yet in the form of famed conqueror of the East, Pompey the Great. Fight by Caesar’s side as he wages war for mastery of the Roman World upon battlefields soaked in Roman blood. Regretfully we cannot tarry, as did Caesar, in the arms of Egypt’s beautiful Queen Cleopatra, but we can join him for the concluding battles of the Civil War in Africa, where we shall at last confront Caesar’s relentless opponents together with the armies of that inveterate enemy of Rome, King Juba of Numidia. With this supplement for Hail Caesar we invite you to come, see and conquer for yourself in a series of new scenarios representing key battles in the career of Julius Caesar. We take a detailed look at the armies of Rome and her enemies, and we consider the lives of some of the greatest Roman commanders of them all, together with suitable rules to represent them on the tabletop. A copy of the Hail Caesar rulebook is required to use this supplement. |
This supplement promises to sweep you off to the time of the Hundred Years’ War, a succession of conflicts between the kingdoms of France and England and their allies that ran from 1337 to 1453. You need a copy of the Saga Rulebook to use this supplement. |
Deus vult! At the dawn of the thirteenth century, these words set Europe aflame. The hearts of nobles and serfs alike are filled with an ardent desire to absolve their sins by taking up arms against the enemies of the faith. In 1095, the princes of the west answer the Pope's call, take the cross, and travel to Jerusalem to liberate the Holy City from the hands of the infidels. In 1147, the same call goes out again, and turns the might of Christendom against the Baltic shores where Europe's last pagans thrive. On the Iberian peninsula, Spanish lords resume their attempts to reconquer the lands the Moors have ruled since 711. For more than two centuries, these unprecedented military expeditions will see kingdoms and cultures rise and fall. Great champions will lead their nations through heroic battles whose consiquences will be felt for decades. SAGA Age of Crusades is a SAGA Supplement which covers the wars of faith fought in the West and the East from the First Crusade to the Mongol invasions. This Universe offers 12 factions covering every arena of battle, each one with its own Battle Board, legendary unit, heroes and special rules. The book also contains auxiliary units to recruit, and a variant on the standard game which transforms your game into a battle of faith! Follow in the wake of Godfrey of Bouillon, join the ranks of the Teutonic Order, fight alongside Saladin or resist with the Baltic tribes. Do not weaken for the valian will survive and win eternity in heaven! |
Age of Hannibal is a Saga supplement that covers the three Punic Wars between Rome and Carthage that took place between 264 and 146 BC. This Universe includes six factions - some of which include multiple variants - each with its own Battle Board, history, Legendary Units, and special rules. As well as these factions, you will find an array of mercenaries who can join your warband, as well as a system of Ruses which allow you to personalise your warband by granting specific advantages or chances to deal treacherous low blows to your enemies. Finally, the supplement ends with Epic Saga, an entirely new way of playing Saga that allows you to play games with warbands of 12 to 18 points on each side. Now you can recreate the greatest battles of antiquity on your table! This game mode includes special rules and a unique method of setting up the game. You will need a copy of the Saga rulebook to use this supplement. This book is accompanied by six Battle Boards, which cannot be sold separately. Hardback, 76 internal pages, full colour, comes with 6 new Battle Boards |
SAGA Age of Invasions is a SAGA supplement which covers the era of the Great Invasions that ended in 476 AD when the last Roman emperor was dethroned. Divided between East and West since 395, the Roman Empire was under pressure from the so-called “barbarian” peoples: Goths, Germans, Persians, Huns and many others. The threats were many. This little-known period has left its marks in our collective imagination, none greater than Arthur, the British chieftain who literary tradition raised to the rank of legendary king. It also knew its fair share of skilled generals and intrepid chiefs. In these pages, you’ll come to know the brilliant Aetius, the fiery Clovis, and the terrifying Attila. SAGA Age of Invasions includes: Warbands rules for Late Romans, Britons, Saxons, Goths, Huns, Picts, Franks, and SASSANIDS! Eleven Dogs of War units to recruit, Four Old Friends, New Enemies variant Warbands, Four brand new scenarios, The Limes campaign system, New photographs, plenty of examples and explanatory text. HUZZAH! A copy of the SAGA Rulebook is necessary to use this supplement. This book is accompanied by eight Battle Boards, which may not be sold separately. |
Age of Vikings Saga Supplement Rulebook 2nd Edition starts in 793...The peaceful monastery of Lindisfarne is attacked and pillaged by men who rise out of the mists, cleaving the waves in ppowerful ships. This attack marks the beginning of the story of the Vikings, also known as the Northmen, Sea Wolves and Scourge of the Faithful. For the next three centuries, every coast and every city will live in fear of these warriors and their unequalled savagery. Soon, the Norsemen will no longer be satisfied with looting, theft and pillaging. the armies of the powerful Scandinavian kingdoms will come together in fleets to descend upon Europe, conquering countries, ransoming kings and emperors and founding colonies. Age of Vikings is a SAGA supplement covering Europe from the emergence of the Norse kingdoms to the Battle of Hastings which marked the end of the era. This Universe offers you 12 factions covering all four corners of Europe during this period, each with its own Battle Board, history, legendary units and special rules. This book also contains rules for mercenary units which can be recruited by your warbands and an appendix on Relics & Artifacts from this heroic age. Relive the exploits of heroes liek Harald Hardrada, William the Conqueror or Charlemagne! The greatest sagas were written by the Viking poets - can you surpass them? This book comes with 12 Battle Boards. You will need a copy of the SAGA Rulebook to use this universe or supplement. Factions covered are: The Anglo-Saxons...The Welsh (inc Strathclyde)..,,,The Normans (inc the Bretons)...The Vikings...The Anglo-Danes....The Last Romans..(Byzantines!) The Norse-Gaels..... The Irish....The Pagan Rus......The Scots.....The Carolingians....The Jomsvikings... |
This is the first of two supplements for our Black Powder game that focuses on the Napoleonic battles involving British forces. Written by long-time gamer and Napoleonic aficionado, Adrian McWalter, this book focuses on the Flanders and Peninsular campaigns 112 pages of Napoleonic army lists, background, troop stats and scenarios make this an absolute must for lovers of Black Powder, of Napoleonic gaming or simply of gloriously produced wargaming books! This is a supplement for Black Powder and a copy of the Black Powder rulebook is needed to make full use of it. |
On a damp, overcast Sunday in June 1815, twenty years of continuous warfare the Napoleonic Wars came to a violent and bloody conclusion on a rain-soaked field in Belgium. These wars were truly a world affair, with European powers fighting battles not only on the mainland of Europe but as far as India, Egypt, the Caribbean and America. The greatest generals of the age finally faced each other on the field of battle; The Duke of Wellington, rooted to a little-known ridge, faced, the Emperor of the French. Napoleon Bonaparte, master of the attack, opposed brigades of British, Germans, Dutch and Belgians; brigades of an infamous army that, despite horrific casualties, clung to the ridge for over nine hours to ensure that the arrival of BlǬcher's Prussian army would put the Duke victory beyond doubt. The Battle of Waterloo became a true landmark in miltary history, one that will never fade, and nothing on such a grand scale would be seen again. This supplement for Black Powder overviews the main battles, armies and personalities of the Hundred Days campaign, and includes army lists, scenarios and special rules to enable you to re-fight them using the Black Powder rules. Featured conflicts include: Quatre Bras & Ligny (16th June 1815) Hougoumont (18th June 1815) Waterloo (18th June 1815) 132 pages of Napoleonic army lists, background, troop stats and scenarios make this an absolute must for lovers of Black Powder, of Napoleonic gaming or simply of gloriously produced wargaming books! You will need the Black Powder rulebook to use Albion Triumphant. |
Second Edition. English language version. Bataille Empire is a set of game rules for miniatures that covers the period of the Revolution and the Napoleonic Empire, between 1792 and 1815. The game scale is at battalion or regimental level. You can play with any scale of miniatures from 6 mm to 28 mm. The rules are compatible with all basing systems and it is possible to play with different basing per side. The game rules are designed to be fast to play without sacrificing realism. They cover all the main aspects of Napoleonic wars: formations, skirmishers, morale, distinction between fire and shock, national characteristics, command, orders... This book contains all the rules you need to play. Includes lots of pictures and explanatory diagrams to enhance your reading of the rulebook. You will find in this book the characteristics of all the nations involved in Napoleonic wars as well as 134 army lists classified by period. This book is complete and requires no other supplement. Bataille Empire is intended to play historical scenarios (four examples are provided in the book) as well as fictional battles with armies built from a budget. English language version. |
Like a good general, a good wargamer should have an eye for the ground. Just as the nature of the battlefield plays a central role in real warfare, so miniature wargames are greatly enhanced by realistic terrain.Besides, when you've spent hundreds of hours collecting and painting your miniature armies, they surely deserve ground worth fighting for. Master terrain modeller Paul Davies takes the reader through the process of creating a visually appealing yet practical terrain system. First the techniques of making the basic landscape are explained, then a series of projects show how this can be adapted to suit different periods or geographic locations (eg European farmland or Sudanese desert). There are then detailed chapters on adding vegetation, buildings, roadways, trench systems etc. The clear, step-by-step instructions are clearly illustrated by numerous specially-taken photographs of the work in progress and Paul's inspirational finished pieces. |
The next supplement for the ‘Battlegroup’ World War II gaming rules covering the invasion of Poland in 1939 and France in 1940. Designed to be played in 20mm and 15mm, this latest book contains army lists, vehicle data and special rules for the first two years of the war, including France’s command chaos, the Luftwaffe's aerial superiority and the swift German Panzermarsch! Nine new army lists for the early war fighting. The Polish and German armies for 1939 and German Panzer and Infantry Divisions to fight French Light Mechanized Divisions, Armoured Divisions and Infantry Divisions, the British Expeditionary Force and Belgian army in 1940. Nine historical scenarios from Poland to Belgium and France. All in a lavish 184 page, hardback book. Heavily illustrated with inspiring miniature photographs, historical photographs and artwork. |
Set of datacards for all British vehicles (movement, armour, armament etc). Cut to fit into useful tabletop playing aids. |
Set of datacards for all early war German vehicles (movement, armour, armament etc). Cut to fit into useful tabletop playing aids. |
Supplement to the Battlegroup gaming system covering the invasion of Germany 1945 - primarily but not exclusively designed for 20mm and 15mm scales. Four new army lists (Russian, British and American armoured spearheads pitted against "Defenders of the Reich" ad hoc battlegroups from Germany's last desparate levy), modelling guides and a mini campaign for the breakthrough to Berlin. All in a lavish 194 page hardback book - heavily illustrated with inspiring miniature and historical photographs and artwork. |
Set of datacards for all late war German vehicles (movement, armour, armament etc). Cut to fit into useful tabletop playing aids. |
Battlegroup Market Garden Supplement for Battlegroup WW2 rules system - Holland September 1944 96 page softback campaign supplement detailing the Market Garden operation in the Holland September'44 Packed full of historical information and narrative, scenarios and a mini campaign. Plus contains airborne army lists, amendments and additions to German army lists, Please note you need the Battlegroup Overlord: Beyond the Beaches campaign supplement (or the original Battlegroup Overlord book) and the main ruleset to play Market Garden |
Set of datacards for all French, Polish, Hungarian, Romanian vehicles (movement, armour, armament etc). Cut to fit into useful tabletop playing aids |
Battlegroup Northag Rulebook# In Battlegroup NORTHAG, you take command of an all-arms armoured battlegroup of NATO or Warsaw Pact troops as they meet in battle. It was the war both sides had prepared to fight, but never did. Includes full game rules, comprehensive vehicle and weapons data, and army lists. |
A fantastic 204-page hardback supplement for the Battlegroup gaming system, covering the War in the Pacific Theatre in 1944 & 1945. You will need the Battlegroup rulebook for full enjoyment of this supplement. After the Japanese launched surprise attacks on the US Fleet at Pearl Harbor, on the Philippines and Malaysia, their new empire has expanded across the Pacific, over-running smaller nations and forcing the Allies onto the defensive. After finally stalling Japan’s rapid advances, the Allies are starting their own offensives. From the deep jungles of New Guinea to the remotest of volcanic Pacific islands, US forces are now launching repeated amphibious operations to roll-back the Japanese threat and fight their way to the enemy’s homeland. From the Marianas Islands, to the Philippines and with the British 14th Army in Burma, by 1944 the ferocity of the Pacific War had reached its zenith. HISTORICAL BACKGROUND A complete overview of the late Pacific Theatre, from the Gilbert Islands campaign through many battles on and around New Guinea, Bougainville and the Marshall Islands to the invasion of the Philippines and the dramatic battles for Tinian, Saipan, Peleliu, Iwo Jima and Okinawa, with the US Marine Corps and Army forcing their way ashore in successive amphibious assaults and then fighting to clear the most ferocious and determined of enemy’s from their hidden caves and bunkers. This book covers the bitter fighting from Tarawa to Okinawa, until Japan’s final surrender. ARMY LISTS Five army lists designed to be played with the equipment and character of the principal combatants in the Pacific Theatre: US Marine Corps divisions in their specialised amphibious assault role, alongside US Infantry Divisions to face Japanese Infantry Divisions and their smaller ‘oceanised’ divisions used to garrison distant Pacific islands. Also, British and Commonwealth Infantry Divisions for 14th Army in Burma, along with alterations for the Australian divisions on Bougainville and Borneo. SPECIAL RULES New rules to adapt the core Battlegroup rules to the battlefields of the late Pacific War. Recreating the character of the jungle war, with its tropical conditions, reliance on infantry warfare against a ferocious Japanese foe low on men, equipment and supplies, but with an almost unbreakable will to fight. The book includes a new Battle Rating counter sets to better recreate the character of the Pacific War, including such events as dangerous Japanese booby-traps and their occasional last desperate Banzai! charges. |
Set of datacards for all Russian vehicles (movement, armour, armament etc). Cut to fit into useful tabletop playing aids. |
Battlegroup Softbound Rulebook is a new printing of the rulebook. Now a slightly smaller softback format with the mini Normandy campaign taken out |
Battlegroup Spring Awakening Supplement...... 1945... The Red Army have invaded and pushed the Axis forces back west, driving them beyond the Danube river. Budapest is under siege, its garrison is trapped and fighting a desperate battle. To save them and secure the borders of the Reich, the Axis armies launch three relief operations. Unable to break through, a larger offensive is planned for the spring. Utilising the last of the panzer divisions, Operation Spring Awakening will try to drive the Red Army back over the Danube and secure Germany’s remaining oil supply; without it, the war will be over.
Background - a general overview of the war in Hungary in 1945, viewed by the Germans as their priority front line. Army List - includes ammendments to the Russian list from Fall of the Reich Suplement and new lists for the Hungarian army and late German panzer divisions Special Rules - to adapt core rules to Hungarian battlefields of 1945 Campaign - 6 new historical scenarios |
EASTERN FRONT, 1942 After Operation Barbarossa failed to defeat the Soviet Union in 1941, the war on the Eastern Front must continue. This time, the Germans prioritised their efforts in the south, towards the oil fields of the Caucasus region in Fall Blau (Case Blue). German and Axis armies will advance east, into the Caucusus’, along the Don river and across it to the Volga. Their sweeping summer advances will bring them to the city of Stalingrad. The infamous Battle of Stalingrad will become a turning point in WWII, a savage house-to-house battle through the ruins of the city to halt the Germans and draw-in ever more forces, until a Russian counter-offensive can be launched to encircle the entire German 6th Army. HISTORICAL BACKGROUND A complete overview of war in southern Russia in 1942, starting with preliminary operations in the spring, the the start of Fall Blau, the Battle of Voronezh, Operations on the Don, Operation Edelweiss’ drive into the Caucasus region, the Battle of the Don Bend and the panzers’ drive to the Volga and Stalingrad. Inside Stalingrad, the ‘Death on Volga’ section deals specifically with the weeks of brutal close-quarters fighting through the city’s streets and its three factory complexes. ARMY LISTS Nine army lists are included for the Germans, their Axis allies and the Red Army. These are: German Panzer and Infantry Division battlegroups, Italian and Rumanian battlegroups and the Hungarian 1st Armoured Division battlegroup. For the Russians, army lists for Rifle Divisions and battlegroups created from their new Tank Corps. ‘Death on Volga’ pits specially equipped German assault Stossgruppe infantry battlegroups against the ragged but dug-in and determined ‘Defenders of Stalingrad’. SPECIAL RULES New rules to adapt the core Battlegroup game to the battlefields of the Eastern Front in 1942, including the Battle of Stalingrad. Recreating the character of the war from the rolling steppes of southern Russian to the twisted wreckage of Stalingrad’s factories. The book includes new additional detailed rules for street-fighting, a new urban combat scenario Stadtkampf and a mini-campaign system for the ferocious fighting for the Barrikady gun factory. |
Battlegroup Tobruk Hardback Rulebook BACKGROUND A general overview of the early North Africa campaign, from the Italian invasion of Egypt, through the long siege of Tobruk, to Operation Crusader and the Afrika Korps' counterstroke that would bring them to the Gazala Line in early 1942. Also includes background on the invasion of Crete and the Italian campaign in East Africa. ARMY LISTS Nine army lists designed to be played with the character of the principal combatants for North Africa and Crete: the Deutsche Afrikakorps, the Italian Ariete armoured division, Italian Infantry divisions to face British (and Commonwealth) armoured and infantry divisions. Also, the LRDG and Auto Saharan patrols. For Crete, army lists for the 7th Flieger Division facing the Commonwealth's beleaguered defenders of the island. Also includes rules for alterations to the army lists to play the battles of the East African campaign. SPECIAL RULES New special rules to adapt the core Battlegroup rules to the North African battlefields. Recreating the character of desert fighting, with its dusty conditions, reliance on tank warfare and mobile formations, and the wearing effects of the harsh conditions, all helping to create games with the distinctive feel of the desert war. |
Battlegroup Torch Harback Supplement for Battlegroup WW2 rules system -North Africa 1942-43 EGYPT, 1942... After defeat at the Battle of Gazala, the British 8th Army has been chased back through the western deserts, fighting a rearguard action to hold the line near a railway halt called El Alamein. Here, the tide of the desert war would turn decisively in the British’s favour. At El Alamein Rommel’s weary army was repeatedly defeated and forced into a very long retreat to save itself. Meanwhile, American and British troops land on the shores of Morocco and Algeria in Operation Torch, with the plan to cut-off the Germans by capturing Tunisia. A hard seven-month campaign would follow in the final struggle to capture North Africa. • BACKGROUND A general overview of the later North Africa campaign, from Gazala, through three battles at El Alamein to Operation Torch and the Allies’ attack into Tunisia. With British, American and French forces of 1st Army in the north and 8th Army pursuing Rommel’s Panzer Armee Afrika to the Mareth Line, and then beyond, in the south. This book covers the desert fighting from May 1942 to May 1943 and the Axis’ ultimate surrender in Tunisia. • ARMY LISTS Nine army lists designed to be played with the character of the principal combatants for North Africa: the veteran Deutsche Afrikakorps for 1942 and Defenders of Tunisia for 1943, Italian armoured and infantry divisions to face British (and Commonwealth) armoured and infantry divisions. Also, for Tunisia, the first combat operations for the US 1st Armoured Division and US infantry divisions, as well as ex-Vichy French ‘March’ divisions, now turned against their former Axis allies. • SPECIAL RULES New special rules to adapt the core Battlegroup rules to the later North African battlefields. Recreating the character of desert fighting, with its dusty conditions, reliance on tank warfare and mobile formations, and the wearing effects of the harsh conditions. Also rules for the colder, muddy, difficult hill-country of northern Tunisia, a very different type of battlefield, all helping to create games with the distinctive feel for the end of the ‘desert’ war. |
Set of datacards for all US vehicles (movement, armour, armament etc). Cut to fit into useful tabletop playing aids. |
72 page softback campaign supplement detailing the Battle of the Bulge in the Ardennes December '44 - January '45 |
Battlegroup: Overlord "Beyond the Beaches" Supplement is a 136 page softback reprint of the "Beyond the Beaches" section of the original Overlord campaign supplement. Scenarios and Army lists for: British Armour and Infantry Divisions, American Armour and Infantry Divisions, German Panzer, Infantry and Fallschirmjaeger divisions. All vehicle data for Normandy '44 until the Westwall end of '44. |
To celebrate the 75th Anniversary of D Day Battlegroup Overlord: D Day back in print! A softback reprint of the "D Day" section of the original Overlord campaign supplement Scenarios and Army lists for: British airborne and amphibious assault battlegroups, US airborne and amphibious assault battlegroups, German atlantic wall resistance nest and Ersatz panzer. A 136 page softback reprint of the "D Day" section of the original Overlord campaign supplement Please note this is a supplement and a copy of the Battlegroup ruleset is needed to play the game |
Beneath The Lily Banners War Of The Three Kings lets you take the field and win the crown of England for your chosen liege Lord! Fight for King James and aided by your French allies, lead the Irish Army to victory against the usurper and his foreign horde. Support King William’s claim to the throne and captain an international army of English, Irish, Dutch, Danish and French Huguenot soldiers to wrest the crown from the hands of the tyrant! The War of Three Kings offers the opportunity for games set between 1660-1721 to be played with simple yet elegant mechanisms which deliver a smooth playing experience, authentic period flavour and loads of fun. The system covers pike and shot warfare in all western and central European theatres. This third edition of Beneath the Lily Banners (first released in 2009) has refined the game play allowing users to focus on enjoying the spectacle created by miniature gaming one of history’s most colourful periods!
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Black Ops is a skirmish wargame of tactical espionage combat that recreates the tension and excitement of modern action-thrillers such as the Bond and Bourne films. The fast-play rules keep all the players in the thick of the action, while the mission generator provides a wide range of options for scenarios - from stealthy extraction or surveillance missions to more overt raids and assaults. Stealth, combat, and technical expertise all have a role to play, and players may recruit a number of different operative types - spies, mercenaries, criminals, hackers, special forces, and many more - to recruit the best possible team for the job. Players may also choose to join a faction - powerful organizations, intelligence agencies, criminal syndicates, militaries, or rebel groups, each with a stake in international affairs. By doing so, their team may receive certain benefits, but may also find itself limited at a crucial time. With the variety offered by the characters, factions, and scenarios, no two games of Black Ops should ever be the same! This Osprey book is a 64 page softback rulebook. |
Black Sun is a tabletop skirmish game of survival and combat in an alternate dimension during the Vietnam War. Assemble your force of US Army Soldiers, Viet Cong freedom fighters or spaced out hippies and combat monsters from another dimension, or each other, while trying to get back home. Man we gotta get out of this place.
This rulebook includes everything you need to play except miniatures, including: Move and countermove initiative system. "What the...?!" Cards to bring the 1960's period and the Black Sun Event to life Printable Force Cards which are used to create any of the main factions Scenarios and Advanced Rules to get you into play quickly and to expand your game in the future. This book introduced the factions of the alternate dimension, provides rules for period weapons, and allows players to come to grips with the sanity altering truths of an alien universe. This rulebook doesn't represent everything we have planned for Black Sun it is only the beginning. Page count is 64 pages. |
They charged out of the shimmering desert, thousands of fanatical warriors dressed in white, brandishing fearsome weapons. These were the Mahdi’s men and a British soldier’s worst nightmare. The Mahdi had emerged from the wilderness to lead a rebellion against the Egyptian government in Sudan. His armies overwhelmed the Egyptians and trapped Governor Gordon in Khartoum. The British launched a relief expedition, but it arrived too late. Such an insult to the Empire could not go unpunished, and the British returned to crush the Mahdists. Sudan then came under British Imperial control, but, like shifting sands, history could have turned out very differently. Using this Black Powder supplement, you can take charge of the British army fighting in the desert, or assume command of the Mahdi’s forces in their struggle against the world’s greatest military power. Along the way, learn about the battles and campaigns of the Mahdist Wars, and the soldiers who served in them. A copy of the Black Powder rulebook is required to use this supplement. |
Explore the masterful depiction of the British and the Commonwealth Armies during the Second World War through the figures painted by Rubén Torregrosa |
In 43AD Aulus Plautius led the Roman legions to the edge of the known world: to the mysterious land of the Britons. The Emperor Claudius demanded a victory, and what better way of doing it than to bring this savage nation under the Roman yoke. Rome commanded huge armies of professional soldiers with the infrastructure needed to feed, transport, equip and command them. Opposing this mighty military machine was a mere patchwork of tribes and wild barbarian warriors. Refusing to yield to the conquerors, one man emerged as the champion of the Britons: Caractacus! Defeated in open battle, Caractacus turned to guerilla warfare: raiding and ambushing enemy troops on the march. No Roman could defeat him; in the end it was treachery that overcame the Briton’s greatest champion: the treachery of Queen Cartimadua of the Brigantes. It was another Queen of the Britons who, ten years later, led the greatest rebellion of all against Roman rule: Boudica, Queen of the Iceni. Years of resentment and oppression boiled over into a war that almost drove the Romans from Britain altogether,burning London and humbling even the mighty legions. This then is the story of the Roman invasion of Britain, from the Claudian Conquest and wars of Caractacus until the defeat of Boudica and the destruction of the druids upon Mona. Included in this supplement is a map-based campaign game recreating the invasion, as well as historical scenarios covering the wars of Caractacus and the Boudican revolt. A copy of the Hail Caesar rulebook is required to use this supplement. This rulebook needs little preamble so read on to find out all the juicy details! |
TRIBAL moves onto turf wars and gang fights in BRUTAL – Close Up & Personal Combat.
BRUTAL examines the politically charged conflicts between Gangs of New York’s Five Points; Mob-violence as a political tool by agitators in Late Republican Rome; the carefully managed clashes between neighbourhood gangs in Renaissance Italian cities; Turf-wars between gangs in the Industrialising cities of Great Britain, Paris and Australia; post-apocalyptic dustups in the Wastelands; and even two-fisted action from masked superhero/vigilantes! There are also NEW rules for: SOLO-play; bringing along guns to a knifefight; interventions from the police/citizen-militia; and units of black powder musketry. You will need a copy of TRIBAL – the Skirmish Combat rules to use this book. |
Clash of Eagles Black Powder Supplement is a glorious work of passion from the author Adrian McWalter. 200 pages of full-colour text, maps, and figures plus art from renowned artist Peter Dennis & Johnny Shumate. A must have for any collectors and gamers of the Napoleonic Black Powder period! Re-create epic moments of the 1812 campaign: the battles of Smolensk and Borodino, the numerous smaller affairs involving Napoleon’s allies and the long, protracted retreat from Russia culminating in the crossing of the Berezina, all of which left the Grand Armée reduced to a shadow of its former self. Within the pages you will discover how Napoleonic armies fought differently from preceding Black Powder armies; including background detail focusing on the campaign, the numerous nations that took part in the campaign, as well as their armies and statistics on over a hundred different troop types. You will find information on how to reflect Napoleonic battles using the Black Powder rules as well as a few new rules that are pretty standard amongst wargames communities across the globe. Running alongside this you will encounter numerous national characteristics for France, Russia, Austria and Prussia to name a few, that will give your gaming experience more of a Napoleonic feel. |
Congo Rulebook is a miniature game that offers you to follow the footsteps of great explorers like Stanley and Livingstone and head out to the heart of Dark Africa, deep into the Basin of the great Congo River, which gave its name to our game . This new venture is primarily an adventure game, aimed at intrepid players, willing to risk everything in a desperate quest for fame, wealth and knowledge. The period covered by Congo is fascinating. Well before the massive arrival of europeans, adventurers pioneered the exploration of the African subcontinent. They were explorers, scientists or Arab merchants and traders. At the head of columns of many men (most of them natives), they went into the jungle or followed the tracks of the savannah, with various objectives (some of them being less than moral). And throughout their journeys, their journey brought them into the lands of many indigenous tribes who have never seen white people and their path took them through the kingdoms of major African powers like the Azande. Today, a mouse click allows us to contemplate vast exotic landscapes or communicate with remote friends living thousands of kilometers away, and it is hard to imagine the difficulties these explorers faced. The climate, environment, fauna, flora and local population were so many pitfalls that could transform the expedition into a terrible and deadly fiasco. And you really needed a good dose of courage, recklessness or greed to enter the Congo Basin. Contents:
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Curse of Dead Mans Hand Rulebook has finally come to Dead Man's Hand. Get together anybody you can, time to put petty rivalries aside and stand together against an enemy who shows no mercy, who will take it all, and leave you with nothing, not even your soul. The Curse of Dead Man's Hand and it's contents can be used in several ways. The gangs contained within can be added to the normal roster of gangs in the usual way to play games of DMH. Each gang comes with all the information that you need to use it in a standard Legend of Dead Man's Hand campaign. The Baron's gang has to be used in a slightly different way as he is not interested in the petty rivalries of men, he is only interested in one thing, the destruction of mankind and the swelling of his host. The other option that the book contains is a two player narrative campaign between the Baron and whichever gang feels that it is brave enough to try to stop him. The campaign follows a story line with the combatants trying to wrestle control of DMH from the other. Each game leads to another and the result of each game has consequences and directs future game play. The Curse of Dead Man’s Hand contains rules for running multi-player campaigns, 10 new scenes and four new gang types: The Baron, The Seven, Mountain Men and The Malevolent Seven. The book comes with a deck of 16 special cards for the four new gang types plus an extra 8 optional cards for fighting The Baron. You need a copy of the Dead Man's Hand rule book to use this source book. |
10-03-2025
Midgard Heroic Battles10-03-2025
Warhost (The Barons' War Supplement)24-02-2025
Wargames Illustrated Magazine Issue 447 March 2025