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Books at On Military Matters


Updated as of 3/04/2021

ABBREVIATIONS: dj-dust jacket, biblio-bibliography, b/w-black and white, illust-illustrations, b/c-book club addition.
rct - recent arrival or pending publication, spc - OMM Special Price
Wargaming Rules

1-190220 AK47 REPUBLIC:Modern African Wars 15mm Pick up trucks, tanks, RPGs, AK47s etc. Politics,desertion and your own cause. Plays aids. 1 vol, 80 pgs 2009 UK, PETER PIG
NEW-softcover, NEW 2009 edition ......$36.00

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1-190684 BLACK POWDER: Zulu This lavish 92-page supplement chronicles such legendary battles as Isandlwana, Rorke's Drift and Ulundi. Zulu! brings you not only the background for these momentous battles but other, less well known conflicts as well as rules and force listings - all wrapped up with the usual photographs of beautifully painted miniature and armies! 1 vol, 92 pgs 2013 UK, WARLORD GAMES
NEW-softcover ......$35.00 with a discount of 10%

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1-190688 BLACK POWDER: A Clash of Eagles Supplement for Black Powder rules covers Napoleon's disastrous campaign in Russia in 1812. 1 vol, 144 pgs 2017 UK, WARLORD GAMES
NEW-softcover ......$48.00 with a discount of 10%

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1-191621 RATE OF FIRE:World War II Skirmish Rules-AFV Supplement 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 guns as well as infantry guns 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 and Commonwealth, Japanese, Russian, Polish, and Italian forces. Each vehicle has details of its main and secondary weapons, front and sides/rear armor 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. 1 vol, 64 pgs 2012 UK, NORTH STAR
NEW-softcover, full color, out of print ......$20.00

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1-191990 The American Civil War - A Rank & File Supplement The American Civil War supplement for Rank & File includes a historical background to the war as well as game aids that can be used with any rules system. There are optional and period specific rules as well as detailed weapon statistics, command ratings and army organization.

Almost 1000 leader ratings for both sides of the conflict and army lists that are broken down by theater and year allow players to design their own scenarios, create balanced forces for pick up games or calculate troop quality and strength for historical battles.

This supplement adds a further level of detail to the command and control aspect of Rank & File with a comprehensive order system that takes account of leader ratings, orders issued, distances and staff quality. Optional army morale rules allow large or small games to be played to a definite conclusion within an evening. This allows players to game larger conflicts with all of the problems and uncertainty of command that was a factor in so many ACW battles.

While much of the material included is of use with any rules system a copy of the Rank & File rules are required to gain the most from this supplement 1 vol, 48 pgs 2010 UK, CRUSADER MINIATURES
NEW-softcover ......$20.00

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1-193100 FREDERICK D'OR: Rules for the Age of Frederick the Great 1730-1792 Complete tactical rules for recreating the various wars and campaigns for Europe and the
New World. Army lists for all major and most minor powers.

Play a 30,000 man battle in 3 to 4 hours. For use with any scale. Includes scenario building rules.Includes rated leaders. All Major power army lists included
1 vol, 73 pgs 2010 US, HOPLITE RESEARCH
NEW-softcover ......$30.00 with a discount of 10%

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1-193140 Washington's Army: Rules for the AWI WA shares the same skeleton as the samurai (BAW) and CWB (ACW) sets. Players each bring a points based army to the game. The game generates the scenario by way of considering player's enthusiasm for being the attacker and his leanings in events. The basic unit is the infantry battalion. All mechanisms use standard 6-sided dice. Usually along the lines of 'three bases shooting, therefore roll 3 dice.' No paper record keeping. Casualties, disorder, etc. is shown by adding markers to the unit. Game usually last about six turns. Played on a 5 x 3-foot table. Measurements in inches. Musket range 10 inches. Units are motivated and then use action points. Victory is based upon objectives, destruction of units and ground taken. WA only covers AWI. Peculiar to this set are off-table flankers, riflemen, Indians, and a lot of scenery. A typical army of about 200 figures might consist of 9 foot units, 1 cavalry unit, 1 field gun and 4 mounted commanders. 1 vol, 211 pgs 2010 UK, PETER PIG
NEW-hardcover ......$36.00

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1-194031 TURNING TIDE - The allied Invasion of France June-Septemeber 1944 Turning Tide is a 244-page, hardback book containing 16 British and 22 American intelligence briefings, of which 17 of these are new, never before published briefs.

Build your army as a beach landing force to overcome the German fortifications or command one of the armored spearheads that pushed into Normandy and Brittany.

In the early hours of June 6, 1944, Allied landing craft chugged across the English Channel towards the beaches of Normandy. As morning broke along the French coast, D-Day sent tens of thousands of Allied soldiers ashore to begin the liberation of Europe and the turning of the tide.
1 vol, 244 pgs 2010 UK, BATTLEFRONT USA
NEW-hardcover ......$50.00 with a discount of 10%

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1-194032 EARTH & STEEL - The German Defence of France June-September 1944 Earth & Steel is a 216-page, hard back book containing 31 German intelligence briefings, of which 10 of these are new, never before published briefs.

As the German commander, prepare your defenses and rally reserves to prevent the Allies from gaining a D-Day beachhead. Everything from beach fortification units to Tiger tank companies is at your disposal, although it seems like you never have enough men, tanks, or material. And if they do get ashore despite the bunkers and pillboxes of the Atlantic Wall, hurl them back into the sea with powerful panzer counterattacks.
1 vol, 216 pgs 2010 UK, BATTLEFRONT USA
NEW-hardcover, Inventory Reduction Sale - limited quantity available ......$50.00 with a discount of 30%

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1-195010 CLASH OF EMPIRES - Rules for Ancient Wargaming THE RULES: Full color, hardcover

Can be played with 28mm, 20mm or 15mm no rebasing needed. Plenty of dice rolling.

The turn sequence is: Orders Phase, Movement Phase, Shooting Phase, Hand-to-hand Phase and Combat Outcomes Phase.

Troop morale is vital but troop discipline is a separate characteristic and can be just as important

Units have profiles to determine how good they are but may also have Unit Special Rules such as Cantabrian Circle (Skythians), Expert Swordsmen (Legionaries) and Shieldwall (Saxon infantry) to name a few.

Different weapons are well represented according to their historical uses - the pilum is used as a thrown weapon before combat disrupting the enemy formation, and the pike enables more attacks but suffers if the unit is pushed back in combat.

THE ARMY LISTS:

In the rulebook will be lists for the Early Imperial Romans and its enemies in the west - Ancient Germans, Ancient British, Caledonians, and Dacians.

The first army list book will cover Early Achaemenid Persia to the death of Alexander.

Many army lists will be free to download from the web. They will be official but will be living lists reviewed by us and the wargaming community. Some of these will go to print but many will stay on the website as free downloads.

The rulebook also contains rules for four different scenarios including elements such as terrain placement, terrain types, army initiative and flanking maneuvers. 1 vol, 192 pgs 2011 UK, GREAT ESCAPE GAMES
NEW-hardcover ......$45.00

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1-195039 Hail Caesar Army Lists: Biblical to Early Medieval This volume consolidates Hail Caesar army lists from the dawn of civilization up until the early thirteenth century into a single volume. These army lists bring special rules and army compositions that are not necessarily found within the main Hail Caesar rulebook, thus allowing players to use a list that pertains to their personal collection of miniatures. Within, you'll find no fewer than 123 army lists ranging from around the 30th Century BC up to the early 13th Century AD. Army lists included

Old and Middle Kingdom Egypt
Nubian
Akkad and Sumer
Early Arab Raiders
Early Achaemenid Persian
Early Carthaginian
Hoplite Greek
Thracian
Samnites
Later Hoplite Greek army
Pauravan and Mauryan Indians
Celtiberian
Early German
Maccabean Jewish
Sarmatians
Feudal French
Feudal Germans
Feudal Polish
Early Hungarian
Ayyubid Egyptians
Crusaders
Later Welsh
Teutonic Crusaders
Mongol


1 vol, 160 pgs 2020 UK, WARLORD GAMES
NEW-pb, available late March 2020 ......$38.00 with a discount of 10% rct

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1-195560 MARCH ATTACK: Napoleonic Wargame Rules March Attack is presented as an 80-page A4, full-color, perfect-bound book. The rules are designed to allow 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 learn tactical game mechanics so that battles of a corps or more a side 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 inch to 60 yards, one turn representing 20 minutes and fast paced strategic movement rules 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 keeps a good level of 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, more than just luck or buckets of dice, plays an important part in every battle.
1 vol, 80 pgs 2011 UK, CRUSADER PUBLISHING
NEW-softcover ......$35.00 with a discount of 20%

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1-198160 PIKE & SHOTTE - Battles with Model Soldiers in the 16th and 17th Centuries Rules covers English Civil War, Thirty Years War, the Italian Wars, Tudor Wars in the British Isles, and the War of the Grand Alliance.

The format of the inner pages will be a familiar one to those who already own Hail Caesar and Black Powder rulebooks - loads of eye candy to back up the rules! 1 vol, 208 pgs 2012 UK, WARLORD GAMES
NEW-hardcover ......$48.00 with a discount of 10%

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1-198161 PIKE & SHOTTE: The Devil's Playground Supplement The Thirty Years War was a series of conflicts that ravaged large areas of Europe, especially the German provinces, from 1618 to 1648. These conflicts centered on the Habsburg Holy Roman Emperors, Ferdinand II and Ferdinand III, and their opponents. Although viewed by many as a religious war between Catholic and Protestant nations, its roots and causes were also politically motivated. The combination of religious fervor and the political ambition of the European superpowers were to pit vast armies and mighty leaders against each other. The devastation caused by decades of fighting had truly turned Europe into the 'Devil's Playground'.

This supplement for Pike & Shotte describes the history, armies, personalities and battles of the Thirty Years War. Included are scenarios based on some of the famous battles and army lists for the main protagonists.

A copy of the Pike & Shotte rulebook is required to use this supplement.
1 vol, 208 pgs 2015 UK, WARLORD GAMES
NEW-softcover ......$35.00 with a discount of 10%

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1-1994012 BOLT ACTION: Germany Strikes In 1939, Germany shattered the peace of Europe with a lightning-fast strike against Poland. The next year, it captured Denmark and Norway, before launching its famous Blitzkrieg against France, Belgium and The Netherlands. In less than two years of fighting, Nazi Germany became the master of mainland Europe.

This new Theatre Book for Bolt Action allows players to command armies of German tanks driving across the continent or to lead the desperate defense of the outgunned Allied armies. New scenarios, special rules and units give players everything they need to recreate the devastating battles and campaigns of the early war in Europe, including the fall of Poland, the breaking of the Maginot Line and the dramatic retreat to Dunkirk. 1 vol, 104 pgs 2015 UK, OSPREY PUBLISHING
NEW-softcover ......$30.00 with a discount of 15%

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1-1994014 BOLT ACTION: Campaign Battle of the Bulge - 2nd edition The Ardennes, 1944. Driven back by the Allies since D-Day, Germany launches a surprise offensive on the Western Front. This assault against the unprepared Allied lines is the opening move in one of the largest battles of World War II. This new Campaign Book for Bolt Action allows players to take command of both armies in this desperate battle, fighting it as they believe it should have been fought. New, linked scenarios, rules, troop types and Theater Selectors provide plenty of options for novice and veteran players alike. 1 vol, 124 pgs 2017 UK, OSPREY PUBLISHING
NEW-softcover ......$180.00 with a discount of 15%

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1-1994016 BOLT ACTION: Campaign New Guinea In 1942, Japanese forces invaded the island of New Guinea and started a bitter, three-year campaign against allied Australian and American forces. Fought in dense jungles and across rugged mountaintops, the grueling fight pushed men to their very limits and forced commanders to adopt new strategies and tactics for the harsh island terrain.

Filled with new rules, scenarios, and unit types, this supplement for Bolt Action provides players with all of the information they need to set their games in this unforgiving battlefield. 1 vol, 132 pgs 2017 UK, OSPREY PUBLISHING
NEW-softcover ......$30.00 with a discount of 15%

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1-1994017 BOLT ACTION: Campaign Sea Lion - Part 2: Operation Gigant Operation Sea Lion has proceeded, both sides have lost a lot and as a result the remainder of the German forces have been pushed to Kent where they prepare their defenses against the inevitable British attack. The German high command refuse to let their blitzkrieg falter at this stage and concoct a brave, audacious and completely unexpected plan...

Operation Gigant is phase two of the theoretical Operation Sea Lion plan to invade Britain. It has been brought forward and into action since phase one faltered and the Germans were pushed back to Kent. Glider borne troops and vehicles are bought in to create a surprise second front in North East England, splitting the British defenses still further and driving a steel wedge down through the heart of the British countryside!

Packed with new units to defend (or destroy) Britain's defenses, new scenarios on what could of been historical battles, reconstruct your whole army with new theater selectors and more off-the-wall special rules dedicated to the scientific wonders created to invade, and defend, Britain.

This time however, the Panzerbrigades will leave their treads within the mud of the British countryside and over the rubble of humble villages. With the Germans coming into Britain once again but with their complete force, can the British and the remaining Allies hold the Germans off again? Or will the German war machine repeat their success in France and steamroll over Britain? 1 vol, 88 pgs 2017 UK, WARLORD GAMES
NEW-softcover ......$30.00 with a discount of 15%

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1-1994021 BOLT ACTION: Campaign - Battle of France The Battle of France saw German forces sweep across the Low Countries and towards Paris, crushing Allied resistance in just six weeks. From Fall Gelb and the British withdrawal from Dunkirk to the decisive Fall Rot, this new supplement for Bolt Action allows players to take command of the bitter fighting for France, and to refight the key battles of this campaign. Linked scenarios and new rules, troop types, and Theater Selectors offer plenty of options for novice and veteran players alike. 1 vol, 144 pgs 2018 UK, OSPREY PUBLISHING
NEW-softcover ......$30.00 with a discount of 15%

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1-1994022 BOLT ACTION: Campaign Fortress Budapest - 2nd edition As the Soviet Red Army marched westward, the city of Budapest stood in their way. Encircled and severely outnumbered, the German and Hungarian forces attempted to resist the Soviet juggernaut and defended Festung Budapest to the last.

This book covers the WWII siege of Budapest on the tabletop with in-depth information on the forces involved, linked scenarios, and new Theater Selectors for Bolt Action players. 1 vol, 144 pgs 2019 UK, OSPREY PUBLISHING
NEW-softcover ......$30.00 with a discount of 15% rct

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1-1994023 BOLT ACTION: Campaign D-Day: Overlord - 2nd edition From the scaling of Pointe-du-Hoc and the assault on Pegasus Bridge, to the landings on the Utah, Omaha, Gold, Juno, and Sword beaches, this new Campaign Book for Bolt Action allows players to take command of the Allied Forces or those of the defending Axis. Featuring new linked scenarios, rules, troop types, and Theater Selectors, this volume provides plenty of options for both novice and veteran players looking to recreate these famous battles and begin the liberation of Europe. 1 vol, 144 pgs 2019 UK, OSPREY PUBLISHING
NEW-softcover ......$30.00 with a discount of 15% rct

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1-1994024 BOLT ACTION: Korea - 2nd edition Beginning in 1950, the Korean War was a defining moment for the UN and the entirety of the early Cold War, widening the already monumental gulf between the east and west, capitalist and communist. This supplement for Bolt Action expands the rules-set from its World War II roots to this new, and truly modern, conflict. Bolt Action: Korea contains all the rules, Theater Lists, scenarios, and new and exciting units, never seen in Bolt Action before, to wargame this turbulent period of world history. 1 vol, 144 pgs 2019 UK, OSPREY PUBLISHING
NEW-softcover ......$30.00 with a discount of 15% rct

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1-1994025 BOLT ACTION: Campaign Stalingrad - 2nd edition One of the most infamous and decisive battles of the Second World War, Stalingrad was a turning point of the Eastern Front, showing that the German juggernaut was not invincible. This Campaign Book for Bolt Action allows players to refight the fierce Battle of Stalingrad, from the actions of the surrounding area and within the city itself, to the encirclement, concerted relief efforts, and the final attempted breakout. New, linked scenarios, rules, troop types, and Theatre Selectors provide plenty of options for both novice and veteran players alike. 1 vol, 176 pgs 2020 UK, OSPREY PUBLISHING
NEW-pb ......$30.00 with a discount of 15% rct

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1-1994036 BOLT ACTION: Campaign: Mariana & Palau Islands - 2nd edition The Mariana and Palau Islands campaign, also known as Operation Forager, was intended to facilitate the recapture of the Philippines and to provide bases for the bombing of the Japanese mainland. This new Campaign Book for Bolt Action allows players to recreate the fierce battles of Saipan, Peleliu, Guam, and many others. With new, linked scenarios, rules, troop types, and Theatre Selectors, this book provides plenty of options for both novice and veteran players alike. 1 vol, 176 pgs 2020 UK, OSPREY PUBLISHING
NEW-pb, available mid September 2020 ......$30.00 with a discount of 15% rct

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1-199417 BOLT ACTION: Armies of Italy and the Axis While many nations flocked to the side of the Allies, others joined forces with Germany as part of the Axis. This volume is the definitive guide to the armies of Italy, Hungary, Bulgaria, Romania, and Finland. Fight the Winter War against the Soviets, hold back the British in North Africa, or help shore up the German offensives on the Eastern Front with this latest supplement for Bolt Action. 1 vol, 80 pgs 2013 UK, OSPREY PUBLISHING
NEW-softcover ......$25.00 with a discount of 15%

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1-200190 DEUS VULT: Medieval Rules The rules of Deus Vult allow you to recreate the flavor of medieval warfare on your tabletop, in a game that is both fun and highly tactical. Brave, crusading knights and their men-at-arms take on the defenders of Islam. In this book, you are going to find:

* The Rules of War: Including rules for creating character leaders for your army's divisions, for scouting and seizing the best terrain on the battlefield, and for fighting a battle of wit and nerve against your opponent.
* Battle Scenarios: A series of different types of engagement, from the classical pitched battle to more complex layouts, which can be used to play challenging battles.
* Mustering an Army: Rules for organizing your models into an army, including two full army lists for the Early Crusader States and the Arab Dynasties, plus a range of sample units from other armies of the medieval period.
* Fighting for God: Historical information and a detailed map describing the onset of the Crusades in the Holy Land.
* The Battle of Samosata: The illustrated narration of one of our own games.
* Customizing Your Battles: Guidelines and useful tips for running different games of Deus Vult, including tournaments, as well as useful playing aids. 1 vol, 192 pgs 2012 UK, NORTH STAR
NEW-hardcover ......$52.00

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1-200510 Hell's Highway - The Battles if Eindhoven and Numegen The main forces included in Hell's Highway are an Irish Guards Armoured Squadron, a Welsh Guards Armoured Recce Squadron, a Guards Rifle Company, a 2nd Household Cavalry Squadron, US Parachute Rifle Comapny (both 82nd and 101st Airborne Divisions) and a Fallschirmj 1 vol, 88 pgs 2010 UK, BATTLEFRONT USA
NEW-softcover ......$20.00 with a discount of 50% 1

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1-201340 DEAD MAN'S HAND: Old West Skirmish Rules The 44-page, full-color rule book comes with the DMH card deck consisting of 54 cards for skirmish gaming. 1 vol, 44 pgs 2013 UK, GREAT ESCAPE GAMES
NEW-softcover ......$38.00

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1-201341 DEAD MAN'S HAND: The Legend of Dead Man's Hand The Legend of Dead Man's Hand source book + free LoDMH card deck.

The Legend of Dead Man's Hand is the campaign source book in which players take a gang of dirty rotten, no-good crooks or a posse of untried but honest, good men and endeavor to make their mark on the Old West. Rivals develop business schemes or criminal enterprises, gain skills and experience, expand the size of their respective bands, and engage in plenty of Wild West gunplay in their rise to glory or descent into an early grave (or the bottom of a bottle).

The Legend of Dead Man's Hand contains rules for running multi-player campaigns, 11 new scenes (including multi-gang shootouts) and four new gang types: Banditos, Renegade Indians, 7th Cavalry and Pinkertons. The book comes with a deck of 16 special cards for the four new gang types. 1 vol, 48 pgs 2012 UK, GREAT ESCAPE GAMES
NEW-softcover ......$33.00

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1-201342 DEAD MAN'S HAND: Down Under Rules Dead Man's Hand Down Under takes place in Australia at the same time as the US Wild West frontier. Although the geography has changed to the frontier towns of Australia, the motivations of men remain the same. The land is as hard and unforgiving as the Old West and so are the people. The Bush-rangers battle with the State Police and legends like Ned Kelly are born.

So neck your glass of Smokey Rum, give your Sheila a kiss, grab your gun, and get in to the fight. Contains 12 new scenes and three new gang types: State Police, Bush-rangers, and the Kelly gang. 1 vol, 36 pgs 2015 UK, GREAT ESCAPE GAMES
NEW-softcover, available late April 2015 ......$24.00

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1-201343 DEAD MAN'S HAND: The Curse of Dead Man's Hand You need a copy of the Dead Man's Hand rule book to use this source book. 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 eight optional cards for fighting The Baron.

The curse has finally come -- 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 Barons gang has to be used in as lightly 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. 1 vol, 32 pgs 2017 UK, GREAT ESCAPE GAMES
NEW-pb ......$24.00

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1-201670 MASTER & COMMANDER: Napoleonic Naval Combat Rules Naval warfare in the late 18th century was the apotheosis of the ships of the line and frigates. Britain, Spain, and France perfected the designs of their vessels in order to achieve perfect sailing and gunnery platforms that combined good sailing characteristics with artillery power.

Highlighted: The great ships of the line, called three-deckers, had three decks with a number of guns varying between 98 and 114, and were the true battleships of the era. Although their sailing and maneuvering capacity was very limited, they could inflict and endure great punishment.

The 74-gun ships, ships of two decks, had good sailing ability and powerful gunnery, and were the backbone of the fleets of the line. 1 vol, 48 pgs 2013 SPAIN, WARMODELLING MINIATURES
NEW-dj ......$34.00

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3-202390 BY FIRE & SWORD: Players Edition Rulebook This is the players edition of the rules. This rule book has all the updated rules to play By Fire and Sword. It has been updated with new examples, clearer rules and examples. This is a sleek version without the history sections or army list sections. It is the rules only! You can still download the skirmish army lists as well as unit rules for those skirmish lists off the www.fireandsword.wargamer.pl website. Also you can use our army creator program also off of that site for free! New updates have also been highlighted in this edition. 1 vol, 156 pgs 20158 POLAND, BY FIRE AND SWORD
NEW-paperback ......$20.00

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1-202391 THE DELUGE: Northern War 1655-1660 The supplement focuses on the events of the Northern War of 1655-1660 and introduces many changes and new elements into the game. First and foremost, three new armies make an appearance.

Transylvania: The army of prince Rakoczi, the ruler of Transylvania is coming from the South. Fast cavalry units are raiding Polish lands and the main forces of the prince are marching to meet their Swedish allies.

The Holy Roman Empire: The soldiers of this army have some old grudges to settle with the Swedes, defeats of the Thirty Years War are still fresh in their memory. Led by experienced generals, the imperial cuirassiers, knechts and dragoons come to aid the Commonwealth and Denmark.

Brandenburg: the Great Elector is playing a tricky political game by maneuvering between the warring parties. The Brandenburg-Prussian army is gathering precious experience on the battlefields of Poland, Prussia and Denmark.

Next, you will find new rules, units, and unit structures for some of the already published armies, a comprehensive historical introduction, many new astounding pieces of art and photographs, and more. The main forces of the conflict, that is the armies of Sweden and the Polish-Lithuanian Commonwealth, are extensively restructured, taking into consideration the characteristics of this conflict. Both armies receive new Skirmish and Division levels lists. 1 vol, 200 pgs 2014 POLAND, BY FIRE AND SWORD
NEW-hardcover ......$50.00

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1-202791 CHAIN OF COMMAND: Blitzkrieg 1940 Blitzkrieg 1940 is an expansion book for the very popular Chain Of Command game. This book includes around 60 Army lists and fifty Support lists covering the forces of France, Germany, Great Britain, Belgium, the Netherlands, and Italy. Includes rules for theater specific conditions, such as fifth columnists, river crossings, glider landings and Stuka attacks. 1 vol, 124 pgs 2018 UK, TOO FAT LARDIES
NEW-softcover ......$39.00

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1-204750 WITH WASHINGTON TO GLORY: Rules for the AWI 1775-1784 Tactical system for wargaming the American Revolution that covers the period from 1775 thru 1784 at the brigade level. Some of the features include: game representing 20,000 men to be completed in three to four hours. Can be used with any scale and no rebasing needed. Features HRG's Terrain Generation system. Follows historical organization and unit capabilities. Includes Battle of Newtown Scenario. Rated Leaders and Point system included. 1 vol, 70 pgs 2014 US, HOPLITE RESEARCH
NEW-softcover ......$30.00 with a discount of 10%

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1-204760 SCUTARII: BROADSWORD ANCIENTS SCUTARII is a complete Miniatures System for the Age of Antiquity. Covering the period from 3000 BC to 1450 AD, SCUTARII brings to gamers a fast paced system with all the detail designed to resolve large scale battles within three to four hours. Covers all the major and minor weapons and tactics 2nd Edition includes new scenarios. Can use any basing and Scale from popular rule sets. Designed for Scenario and Tournament Play. Complete Point system & various optional rules. Popular Army Lists included. Four Complete Scenarios included: MARATHON, ASCULUM, CALLINICUM, and BIBRACTE. Conversion tools for using popular Army lists from other rules. 1 vol, 52 pgs 2014 US, HOPLITE RESEARCH
NEW-softcover ......$30.00 with a discount of 10%

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1-204761 SCUTARII: TOURNAMENT EDITION SCUTARII: TOURNAMENT EDITION is a complete Miniatures System for the Age of Antiquity. Covering the period from 3000 B.C. to 1450 A.D., SCUTARII brings to gamers a fast paced system with all the detail designed to resolve large scale battles within 3 to 4 hours.

Covers all the major and minor weapons and tactics 2nd Edition includes new scenarios Can use any basing and Scale from popular rule sets Get a conclusion within 3 to 4 hours Designed for Scenario and Tournament Play Complete Point system & various optional rules Full Army Lists included Nine Complete Scenarios included: HYDASPES, RAPHIA, PHARSALUS, NEMEA, MARATHON, ASCULUM, CALLINICUM, & More! Conversion tools for using popular Army lists 1 vol, 91 pgs 2020 US, HOPLITE RESEARCH
NEW-softcover ......$30.00 with a discount of 10% inc

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1-204762 IGNI FERROQUE: GREAT BATTLE OF THE ANCIENT WORLD Each battle features the forces, commanders, battlefields, and any special conditions where known.

Although designed for SCUTARII rules, the scenario book is adaptable for other rules systems.

Battles featured:

KADESH 1300 B.C.
MARATHON 490 B.C.
ASCULUM 279 A.D.
CALLINICUM 531 A.D.
BIBRACTE 58 B.C.
MAGNESIA 190 B.C.
TREBIA 218 B.C.
PLATAEA 479 B.C.
CUNUXA 401 B.C.
ZAMA 202 B.C.
ISSUS 333 B.C.
HYDASPES 326 B.C.
GRANICUS 334 B.C.
CHAERONEA 338 B.C.
ARGENTORATUM 357 A.D.
CHALONS 451 A.D.
NIHRIYA 1230 B.C.
BABYLON 1225 B.C.
AD DECIMUM 533 A.D.
NEMEA 397 B.C.
PHARSALUS 48 B.C.
RAPHIA 217 B.C.
PARAITAKANE 317/316 B.C. 1 vol, 91 pgs 2021 US, HOPLITE RESEARCH
NEW-softcover, available late January 2021 ......$30.00 with a discount of 10% inc

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1-207710 NACHTJAGER: The Battle For Northern Germany Flames of War supplement. The British Army is at the Rhine, ready to cross into Germany. Opposing them are the resolute troops of the German navy personnel and the newly raised Panzerdivision 'Clauswitz'.

When the hammer falls in late March 1945, fierce night battles erupt all along the front. Small gaps are created through which fly new better armored and upgraded gun turrets of the Comet tanks, the pinnacle in British cruiser tank design. However, the night-fighters of Panzerdivision 'Clausewitz' with their infra-red equipment await them in the shadows. History of the battles for Northern Rhine and additional rules for night fighting. 1 vol, 81 pgs 2015 UK, BATTLEFRONT USA
NEW-softcover, available late February 2015 ......$20.00 with a discount of 10%

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1-208580 SQUADRON COMMANDER: Small Naval Actions 1700-1830 2nd edition Gunboat, our original 15mm Napoleonic small-naval-action ruleset, has grown and, with this second edition, has become Squadron Commander in an updated form. The game has been re-scaled for better playability, and is supported by a whole range of miniature crews and ships that are available in 10mm scale exclusively from our online shop. With the re-scaling, players will be able to play on a smaller game table with smaller gunboats or on a larger table with cutters, brigs of war, sloops, corvettes, frigates, Xebecs, and much more.

Full-color rulebooks of 35 pages come with one token cardboard sheet and six color cardboard deck board templates for ease of combat resolution 1 vol, 35 pgs 2016 SPAIN, CAPITAN GAMES
NEW-softcover ......$29.00

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1-208810 TERCIOS: 30 Year Wars Rules Miniatures ruleset for large scale battles with set in the Thirty Years War.

The Thirty Years War was a devastating conflict that plunged Europe into a maelstrom of clashes on an unknown scale at that time, leaving desolate states and ruined nations in this wake.

During these times Tercios, those fearsome Spanish formations, steadfastly defended the old values against the menacing military reforms. These were the last days of a military dominance that had held for more than a century, Still, they would enjoy quite a few victories, perhaps more a professionalism and stubbornness rather than by outstanding tactics, allowing Tercios to seal a beautiful end to the use of that formation, evoking nostalgia of old glories.

With this rules you can recreate those glorious battles of old, commanding heroic armies while enjoying your collection of miniatures.

Armies: Holy Roman Empire, Spanish Empire, German Protestant, Kingdom of Denmark-Norway, Kingdom of England, Kingdom of France, Principality of Transylvania, Swedish Empire, and United Provinces of the Low Countries. 1 vol, 72 pgs 2015 UK, NORTH STAR
NEW-softcover ......$30.00

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1-208811 Kingdoms - Expansion for Tercios Kingdoms is an update for Tercios, adding new factions to the Thirty Years War, and options for existing factions. Forces range from the English Parliamentary and Royalist forces, to Ottoman Empire and Cossacks. 1 vol, 72 pgs 2015 UK, NORTH STAR
NEW-pb, available late November 2016 ......$23.00

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1-208930 FLAMES OF WAR: BERLIN Fighting for Berlin was a brutal slugfest where every trick the Germans could play to slow the Soviet advance was used. The Soviets were on the doorstep of victory and had to see it through no matter the cost and the ensuing battle is one of histories bloodiest ending the war in Europe.

Both forces have some unique equipment used for this final battle from the German Kleinpanzer Wanze and Waffentrager.
1 vol, 80 pgs 2015 UK, BATTLEFRONT USA
NEW-softcover ......$20.00 with a discount of 10%

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1-209600 SABRE SQUADRON: Company-level wargaming from the Cold War to the Digital Age. Cover all the important factors including helicopters, guided missiles, the latest armor, engineering, drones, and electronic warfare.

Emphasizes troop quality and the importance of the right tactics - the successful commander will use technology but not be a slave to it. Although this is a mechanized era we don't forget the infantry so one can go to Goose Green with 2 Para as well as to 73 Easting with 2ACR, and there are specific rules for urban combat.

Focuses on the five main elements of Modern warfare:
* Speed - Speed of maneuver, speed of communications, and speed of decision-making
* Lethality - If it can be seen it can be killed, but being seen doesn't mean it has to be hit
* Technology - Minor advantages can be significant, but one shouldn't get bogged down with details
* People - Training and leadership are vital if any weapons are to be used effectively
* Position - Defenders will fire first, but a static defence can be found and destroyed 1 vol, 144 pgs 2015 UK, SABRESQUADRON
NEW-hardcover ......$55.00

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1-209880 DESPERADO: Skirmish Gaming in the Old West Originally published in 1992, Desperado has become the most beloved Old West miniatures game of all time. Simple and light-hearted, it is the ideal game for conventions and large groups of people who are more concerned with having fun than winning at all costs. This edition includes the original rules verbatim, with additional house rules, design notes, photos, and modeling reference from Knuckleduster Miniatures. 1 vol, 66 pgs 2015 US, KNUCKLEDUSTER
NEW-softcover ......$30.00

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1-209970 TEAM YANKEE: Rules -- Flames of War World War Three Team Yankee Flames of War World War Three is based on the novel by Harold Coyle of the same name.

Rulebook is 120 pages long and includes the background and complete US and Soviet forces and scenarios from the novel. Similar to FoW, but faster paced, more streamlined rules that do not attempt to define every situation, more cards, fewer special rules, and includes tournament play.

Expect many plastic kits for tanks, helicopters, and other units. 1 vol, 120 pgs 2015 UK, BATTLEFRONT USA
NEW-hardcover ......$25.00 with a discount of 10%

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1-2099703 TEAM YANKEE: Leopard - West Germans in Team Yankee Leopard: West Germans in World War III covers West Germany, including Hauptmann Muller's Kampfgruppe of Leopard 2 tanks and their brave defense of Northern Germany against the Soviet invasion.

The 48-page full-color hardback book contains: Background on the West German army, Panzer Division 1, and Kampfgruppe Muller; Instructions on how to build a Panzer, Panzergrenadier, or Panzeraufklarungs company; Three scenarios to test your skills with your West German force; and A detailed painting guide to help you prepare your West Germans for combat. 1 vol, 48 pgs 2016 UK, BATTLEFRONT USA
NEW-hardcover, available mid July 2016 ......$20.00 with a discount of 10%

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1-2099704 TEAM YANKEE: IRON MAIDEN - British Army in WWIII Team Yankee supplement covers the British Army and possible Cold War battles against the Soviets. Includes: Armored Squadrons featuring the mighty Chieftain Tank, Mechanized Companies of soldiers riding into battle in their FV432 Transports, Airmobile Companies flown into battle in their Lynx Helicopters, Recce Squadrons on the prowl in their Scorpion or Scimitar Light Tanks bleeding the Soviets white for every inch of ground they advance, and a slew of support units including the deadly Harrier Jump Jets. 1 vol, 48 pgs 2016 UK, BATTLEFRONT USA
NEW-pb, available mid October 2016 ......$20.00 with a discount of 10%

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1-210270 IRON CROSS: WWII Wargaming in Miniature (For 15mm, 20mm, and 28mm Scales) Iron Cross uses a dynamic activation system which means players are always involved and constantly faced with tactical decisions. Playable in any scale, forces represent formations from company to battalion size. This book contains the rules, scenarios, and orders of battle for German, US, British and Soviet forces from 1944-45 in the European theater of operations.

A typical Iron Cross force battle pits forces from company to battalion size against each other. In
attacker vs defender scenarios, there is a sizable disparity.

Iron Cross asserts it is compact, easy to learn, and has tons of decision making, tension, and tactical nuances. It says it is better than anything on this scale and gives you a game that feels like WWII and looks like WWII. It's a game that gamers can quickly pick up, without the extra padding in other WWII games to enable the player to concentrate on close quarters engagements between opposing forces of tanks and infantry. 1 vol, 32 pgs 2015 UK, GREAT ESCAPE GAMES
NEW-softcover ......$22.00

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1-211060 OPEN COMBAT: Rules for Fighting Miniature Battles Open Combat puts you in command of a warband of fighters led by their charismatic (or frightening) leader as they match themselves against their foes. Who the combatants are and what they are fighting about is down to you, your miniature collection and what you have the 'itch' to play. Suitable for any pre-gunpowder historical period or fantasy setting. Create the heroes, adventures, and battles of your imagination.

* Use any miniatures & terrain you have
* Only a small area required (24x24 inches)
* Suitable for pre-gunpowder historical periods and fantasy settings
* Customize the characteristics of your fighters, 'stat' them any way you like
* Fast setup and play time (30-40 minutes) 1 vol, 102 pgs 2016 UK, SECOND THUNDER
NEW-hardcover ......$50.00

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1-211061 OPEN COMBAT: Sword Masters Supplement Expansion Set for Open Combat: Extra skills, abilities, weapons, scenarios, and rules.

Includes:

* New skills and abilities specifically for sword fighter models to capture the sense of drama and/or flamboyance often associated with them
* Extra skills for general use
* New items of equipment
* New terrain rules including: swinging from chandeliers/rigging, low obstacles (trip hazards), improvised projectiles (such as kicking/throwing things from tables) and more
* New scenarios to play including The Duel, For Honour, and Brawl
* Plus sample profiles, two new actions, guidance for setting up terrain using the new rules for maximum mayhem and advice for linking games together into a micro campaign.

Scenarios include: 'The Duel', one versus one combat (perfect for a super quick game or to try out new approaches to creating profiles). 'For Honour' where warbands fight for the honor of their clan/school/family in ritual combat and 'The Brawl', where we see a fight erupt out in an otherwise relatively peaceful environment (models start unarmed but they can scrabble to grab a weapon as the fighting gets under way). Also included are hints and tips, Frequently Asked Questions (FAQ) along with sample profiles for a selection of combatants to help inspire you (or to pick from if you're a bit short on time). 1 vol, 28 pgs 2016 UK, SECOND THUNDER
NEW-softcover ......$15.00

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1-211140 THE CHICAGO WAY: Rules In The Chicago Way you control a gang of driven men determined to achieve their goals no matter the cost. Choose from hard-nosed Gangsters, two-bit gangs of Moonshiners, unswerving Prohibition Agents, or bright-eyed squads of Police officers. Campaigns in The Chicago Way represent a season of violent activity as the 'good guys' and 'bad guys' tussle for control of their patch against rival bootleggers, or to sweep the streets clean of the criminal fraternity.

The Chicago Way is the 28mm skirmish game in Prohibition era United States from Great Escape Games. With an accompanying range of 28mm miniatures, vehicles and pre-painted buildings, players can gun down the opposition as they vie for control of the city. The Chicago Way rule book provides all the rules to play, four competing factions, and a campaign system in which your characters gain skills and your boss exerts his influence over his rivals.

The rule book comes with a 54-card deck of cards and an A3-sized campaign map. 1 vol, 48 pgs 2016 UK, GREAT ESCAPE GAMES
NEW-pb ......$35.00

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1-211150 MARLBURIAN COMMANDER Adapted from Napoleonic rules set Divisional Commander for Marlburian era of linear formations and rigidity of units. Starting with the War of Spanish Succession, battlefield command evolved with more flexible formations and tactics to gain in firepower and control. 1 vol, 56 pgs 2016 SPAIN, CAPITAN GAMES
NEW-pb, available late April 2016 ......$34.00

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1-211810 GRAND BATTLES NAPOLEON: Miniature Rules Grand Battles Napoleon is a set of rules for recreating Napoleonic battles with model soldiers. Players can play GBN using any scale from 6mm all the way up to 28mm miniatures and there are guidelines for gaming in the various scales. Units represent infantry regiments, cavalry regiments, artillery batteries and skirmish battalions and screens.

Players take on the role of army or corps commanders. Each player usually commanding around four to five divisions, with each division composed of between two to seven units. Thus the average size of a game is a corps and assets depending on which nation you are using.

The game is driven by two important mechanisms: command initiative and response. Inspired by the other game we publish - the initiative system was adopted from Koenig Krieg.

Grand Battles Napoleon is definitely not a you-go-I-go game. It is very important that players understand the function of initiative in this set of rules as it governs most of the actions that occur during a turn. Actions are not sequential, neither are they simultaneous. Instead commanders test initiative several times during the turn. The player who wins the initiative test may activate one of his divisions or force his opponent to activate one of their divisions instead. Both players roll for initiative round after round until all units on both sides have had a chance to act. In this way each player is kept 'in the game' at all times, with each general tied to their initiative, command ability and the important decision to strike now or force their opponent to act instead!

Response is divided between command response and unit response. Commanders need to perform response tests if they wish to perform sweeping grand tactical orders, maintain command control should they find themselves outside command range of their corps, wing or army general or to steady the troops from becoming demoralized as casualties in the division mount.

Unit response allows your troops to act out of turn and react to movement within their zone of control or when being charged. So that even within the other player's activation the non acting player is never really out of the game. Includes 10 scenarios and rules for running tournaments and linked campaigns. 1 vol, 144 pgs 2016 UK, NORTH STAR
NEW-softcover ......$38.00

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1-211811 NAPOLEON'S GRAND ARMEE - Grand Battles Napoleon supplement Now you can design your own French Grande Armee using the army lists in this Grand Battles Napoleon supplement. Recruit famous French leaders like Napoleon, Ney, Nansouty, Massena, and Soult to lead your brave army. The lists are based on historically flexible divisions of the day and allow players to field French Conscripts, Veterans, Foreign and Marine regiments, Chasseurs, Hussars, Dragoons, and Cuirassiers as well as foot and horse batteries and divisions of the Imperial Guard for really big battles! There is also the ability to build the forgotten French armies of La Vendee Royalists from 1793-1815! Bon Chance! Vive L'Empereur. 1 vol, 68 pgs 2016 UK, NORTH STAR
NEW-softcover ......$28.00

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1-211812 ARMIES OF THE COALITION: Austria, Prussia and Russia 1808-1815 Full-color, 72-page, Parade Handbook for the Coalition Armies of Russia, Prussia and Austria, 1808-1815 contains army lists for Napoleon's Grand Armee. Includes National Traits, Allies, Battle, Support, and Reserve choices, and national HQ heroes such as Archduke Charles, Blucher, Bagration, Platov, and Kutuzov. 1 vol, 68 pgs 2016 UK, NORTH STAR
NEW-softcover ......$28.00

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1-211813 WELLINGTON'S ARMIES: British Supplement Supplement for the rule set Grand Battles Napoleon covers the British armies. Lists are included for: Great Britain, Spain, Portugal, KGL, Hanover, Brunswick, Nassau, Dutch/ Netherland, and Emigre. Bonus: A recipe for Beef Wellington. 1 vol, 148 pgs 2016 UK, NORTH STAR
NEW-softcover ......$38.00

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1-212170 DEUS VULT: Burn & Loot This game focuses on small engagements fought between the 11th and 14th centuries in both Eastern and Western Europe. With Burn & Loot, you can simulate any kinds of battle, from small clashes between patrols, to large battles and attacks on strongholds.

Several battle scenarios are included in this book so you can face a new challenge every time you play. Also includes army lists that allow you to quickly and easily assemble a force for battle. 1 vol, 72 pgs 2016 UK, FIREFORGE
NEW-pb ......$28.00

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1-212171 DEUS VULT: Burn & Loot - Wrath of the Northmen This is the first supplement for Burn & Loot, the historical miniatures wargaming rule system for Medieval Era. Northman covers the early medieval period in western and northern Europe (a period roughly from 650AD until 1070AD). You will need a copy of the Burn & Loot wargame rules to use this supplement and its Army Lists.

In this book you will find a brief history of the Viking, a comprehensive map showing all the Viking's raid, the rules you need to field your new Armies, plus new Scenarios and rules for a Campaign in the Viking period. Also includes new Traits and Reactions related to the Dark Ages, including Vikings. 1 vol, 48 pgs 2017 UK, FIREFORGE
NEW-pb ......$28.00

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1-212180 CONGO: Adventures in the Heart of Africa Congo is a miniature adventure game that uses the magical, unexplored, savage, and dangerous Dark Africa as its playground, or at least as the occidentals dreamt it at this time. During the game you will lead a scientific expedition, a fierce tribal war party or a group of Zanzibaris slavers, each with their own schedules.

You will need around 30 figures to play the game. In addition to the various troops at your disposal, you will be able to add some larger than life and colorful characters as a newspaper correspondent, a big game hunter, the colonel's daughter, a witch doctor, or a tribal warchief.

Includes a Deck of Cards, Markers, and Range Markers. Figures to follow in 4-6 weeks.

Congo offers you the opportunity to take part to the exploration of this country, before the private companies and military forces arrive to plunder and wreak havoc. It's a time when explorers, adventurers, and scientists decided to risk their lives and reputation to chart the uncharted, unveil mysteries and myths, and face the natives and the terrible North African slavers. 1 vol, 80 pgs 2016 FRANCE, STUDIO TOMAHAWK
NEW-hardback ......$55.00

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1-212181 CONGO: Mungo Mah Lobeh (The Throne of Thunder) Congo Mary: The Throne of Thunder is a complete campaign for Congo, Adventures in the Heart of Africa. Congo Mary recounts one of the heroic journeys of British explorer Mary Kingsley. It culminates with her ascension of Mount Camaroon - also known as the Throne of Thunder.

Note. You need a copy of Congo to play this supplement.

The campaign is made up of a series of adventures, linked together by an ongoing story-line and by special rules that allow players to develop and hopefully flourish as the plot unfolds. This campaign has been written specifically for two players, each one stepping into the shoes of one of the two protagonists of this perilous quest: British explorer Mary Kingsley and Uguwa a powerful sorcerer.

After facing up to the challenge of six new adventures (six new scenarios) you will face off in the finale. Includes:

* Congo Mary book (44 pages long)
* 6 new adventures
* 2 new Dangerous terrain tables
* 2 campaign maps, for the end of the campaign
* A reference sheet with the new characters
* Includes 2 models from Studio Tomahawk, British Explorer Mary Kingsley and Uguah, a powerful sorcerer. While stocks last. Supplied unpainted. 1 vol, 44 pgs 2016 FRANCE, STUDIO TOMAHAWK
NEW-softcover ......$35.00

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1-212520 BULGE: Watch on the Rhine Sep 1944 - Feb 1945 Two new FOW hard-cover books compile Blood Guts & Glory, Devil's Charge, and Nuts, along with plenty of exciting new Intelligence Briefings for German, US, and British forces in the final stages of the war.

This compilation features both The Battle of the Bulge and The Ardennes Offensive books in a special slip case released in early September 2016; the individual books were available in late September and retailed for $30.00 each.

The Battle of the Bulge brings Flames Of War players into the hard-fought battles along the German border with Belgium, Luxembourg, and France, from the Lorraine campaign, to the Hurtgen Forest, the Battle of the Bulge, and German Operation Nordwind.

You can field the American forces that retook the Lorraine region and pushed the Germans back to their border, or the British that drove through northern France to liberate Belgium.

The Ardennes Offensive provides Flames Of War players with the German forces needed to recreate the battles on the German frontier from September 1944 to February 1945, including Germany's new Panzer Brigades and equipment such as the new StG44 assault rifles. 2 vol, 445 pgs 2016 UK, BATTLEFRONT USA
NEW-hardcover, inventory reduction sale - first come, first served ......$60.00 with a discount of 50% spc

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1-212530 KINGS OF WAR: Historical Armies Contains the rules and army lists to allow you to play Kings of War with a range of different historical armies, from antiquity to the late middle ages. You can tailor your units with veteran abilities and even introduce mythical elements to your force. Existing players will also find some new ways to play.

This book includes: Core Kings of War rules; 30 new lists for historical armies from Antiquity to the Late Middle Ages. Use a combination of a master list, themes and mercenary units to build your army; Veteran abilities to create unique units and represent elite fighters; New rules and scenarios; Add mythical units to recreate legends (or make new ones); and play your historical army against Kings of War fantasy armies! 1 vol, 128 pgs 2016 UK, MANTIC GAMES
NEW-pb ......$36.00

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1-213000 SWORDPOINT: Ancient and Medieval Miniatures Rules 1st ed with (24) page supplement of new rules GB is about to issue the 2nd edition in the next month or so, but has also released a 24-page Supplement to adapt 1st edition rules to 2nd edition standard. OMM has discounted the 1st edition rules and included the 24-page Supplement. Note: Only two copies of 1st edition arules are available -- first come, first served.

Swordpoint is a new set of big battle game rules for fighting actions in the ancient and medieval periods. It has been developed over the last two and a half years by the Gripping Beast team and an enthusiastic play-test group. It was developed for 28mm figures but, as it employs multi-figure bases, various sizes of figures can be used.

Games fought with Swordpoint involve between 100 and 250 figures per side arranged into between six and 12 or so units. The game is designed to play out in about two hours after set-up, and gives a large battle feel. It encourages the use of historical tactics and emphasizes the need to maintain cohesion in the army's battle line, without being prescriptive. Unusual units are catered for by special rules which give the flavor of their historical prototypes.
1 vol, 55 pgs 2016 UK, GRIPPING BEAST
NEW-softcover ......$28.00 spc

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2-213000 SWORDPOINT: Ancient and Medieval Miniatures Rules 2nd edition SWORDPOINT is a revised and updated set of 'Big Battle' game rules for fighting actions in the ancient and medieval periods. Games of SWORDPOINT involve between 100 and 250 figures per side arranged into multiple units. The game is designed to last about 2 hours and encourages the use of historical tactics and emphazises the need to maintain cohesion in the army's battle line, without being prescriptive. An extensive series of publications is planned and the game will enjoy the support of web downloads, living FAQ and a range of supported events. Comprehensive diagrams and scenarios. Compatible with all existing Swordpoint supplements, army lists etc. 1 vol, 55 pgs 2016 UK, GRIPPING BEAST
NEW-pb, available mid October 2020 ......$28.00 rct

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1-213001 SWORDPOINT: Dark Age Armies Dark Age Armies provides you with all the information you need to field Dark Age Armies in your games of Swordpoint. The book covers the period 300 AD to 1066 AD and contains 48 army lists with many variants. 1 vol, 66 pgs 2016 UK, GRIPPING BEAST
NEW-softcover ......$28.00

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1-213002 SWORDPOINT: Classical Armies Classical Armies provides you with all the information you need to field Classical Armies in your games of Swordpoint. The book covers the period 500 BC to 300 AD and contains 59 army lists with many variants. 1 vol, 54 pgs 2017 UK, GRIPPING BEAST
NEW-softcover ......$32.00

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1-213003 SWORDPOINT: Medieval Armies Classical Armies provides you with all the information you need to build Medieval Armies in your games of Swordpoint. The book covers the period 1066 AD to 1526 AD and contains 48 army lists with many variants. 1 vol, 54 pgs 2017 UK, GRIPPING BEAST
NEW-softcover ......$30.00

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1-213004 SWORDPOINT: Chariot Armies Ancient Rules Swordpoint Chariot Armies contains 35 army lists for provides Swordpoint armies from the period 3000 BC to 700 BC. You must own Swordpoint to use this book.

Contains the following lists: Sumerian and Akkadian, Old and Middle Kingdom Egyptian, Elam
Minoan & Early Mycenaean, Libyan, Nubian, Harappan Indian, Arab Nomad, Early Assyrian, Early Babylonian, Shang Chinese, Early Eastern Tribes, Old Hittite Kingdom, Hyksos, European Bronze Age, Mitanni, Syrian and Canaanite, Aryan Indian, New Kingdom Egyptian, Hittite Empire, Middle Assyrian, Sea Peoples, Trojan War, Philistine, Dark Age Greece, Israelite, Zhou Chinese, Libyan Egyptian, Cimmerian and Scythian, Urartian, Kushite Egyptian, Later Babylonian, Neo-Assyrian, and Saite Egyptian. 1 vol, 54 pgs 2017 UK, GRIPPING BEAST
NEW-softcover ......$20.00

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1-213005 SWORDPOINT: Charlemagne The first Campaign supplement for the Swordpoint ancient and medieval rule set allows you to refight the campaigns of legendary Frankish King, Charlemagne. Contains three new and five extended army lists plus nine new scenarios. 1 vol, 54 pgs 2018 UK, GRIPPING BEAST
NEW-softcover ......$20.00

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1-213006 SWORDPOINT: To the Ends of the Earth Wars of Alexander and his Successors Campaign supplement for the SWORDPOINT Ancient & Medieval Wargames Rule set. Includes 5 new army lists, 12 extended or tailored army lists, and 10 scenarios.

Army Lists
* Philip and the Rise of Macedon: Early Macedonian Army to 359 BC and Reformed Macedonian Army 359 BC to 328 BC
* Control of Greece: Greek Alliance Army
* Securing the Borders: Thracian Army
* Alexander and the Great Persian Adventure: Persian Army
* To the Ends of the Earth: Alexandrian Macedonian Army 328 BC to 323 BC and Indian Army
* Death of Alexander and the Successor Wars: Antigonos' Army; Eumenes' Army; and Coalition Army
* Struggles for Greece: Later Macedonian Army and Greek Army 280 BC to 146 BC
* The Gallic Invasion of Greece and Asia Minor: Aetolian League Army
* Asia and Egypt: Ptolemy II and the Kingdom of Kush: Ptolemaic Army and Kushite Army
* Asia and Egypt: The Seleucid Empire Splinters and Recovers: Graeco-Bactrian Army and Seleucid Army of Antiochos III in 209 BC 1 vol, 54 pgs 2019 UK, GRIPPING BEAST
NEW-softcover ......$30.00 rct

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1-213007 SWORDPOINT: Genghis Khan Swordpoint Genghis Khan is a campaign supplement for the Swordpoint Ancient & Medieval Rules set. It provides you with all the information you need to refight the campaigns of the legendary Mongol rules, Genghis Khan!

The book contains three new and six tailored or revised Army Lists plus nine new scenarios.

Mongol 1206AD to 1227AD

Xi XIa 1038AD to 1227AD

Jin Dynasty 1115AD to 1234AD

Kara-Khitai 1132AD to 1218AD

Khwarezmian Emoire 1218AD to 1223AD

Kipchak 1200AD to 1280AD

Georgia 1089AD to 1221AD

Rus 1132 to 1243AD

Volgar Bulgar 965AD to 1241AD

Unless specified in the appropriate Players Pack, these armies are tournament legal!
1 vol, 54 pgs 2020 UK, GRIPPING BEAST
NEW-pb, available late May 2020 ......$20.00 rct

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1-213041 WARSAW 28th-30th July 1656: Scenario Book Warsaw 28th-30th July 1656 is a first book from the new series of expansions for the rule set By Fire and Sword and includes battles, military formations, and commanders.

The main part of the rule book: Six scenarios linked in campaign which allows you to recreate the most important moments of the battle of Warsaw. Also included: new skirmish and regiment lists, including Carl Gustav's Horse Guard Regiment and Polish-Tartar skirmishers.

There are also new profiles including Jan Kazimierz royal winged hussar's banner, the three monarchs participating in the battle, and the general situation in 1656 Poland and short analysis of the battle and its consequences for the remaining part of Polish-Swedish war. 1 vol, 48 pgs 2016 POLAND, BY FIRE AND SWORD
NEW-pb ......$20.00

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1-213042 DANISH WARS 1657-1660: Scenario Book Expansion for By Fire and Sword covers new rules, battles, armies, commanders, and more for Danish Wars 1657-1660.

Description of the army of the Kingdom of Denmark and Norway forms the main part of the supplement. The Danes and Norwegians have six skirmish forces, nine regiments, and seven divisions as well as seven historical commanders which makes them one of the most expanded armies in By Fire and Sword.

The book also holds additional materials for Denmark's enemies: the Swedes. These include the elite veterans of Carl X Gustav that attacked Denmark in 1657 as well as their opposite in terms of training and experience -- the Swedish territorial defense forces.

The supplement also includes organizational structures and descriptions of forces of the anti-Swedish alliance: the Polish-Lithuanian Commonwealth (led by the famous Czarniecki's division), Brandenburg, the Holy Roman Empire and the Netherlands. 1 vol, 88 pgs 2017 POLAND, BY FIRE AND SWORD
NEW-pb, available late August 2017 ......$25.00

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1-213410 COMRADES IN BATTLE: ACW Skirmish Rules New card-driven rules for American Civil War 1861 - 1865 skirmishing.

Based in our well known game Company Commander with modifications to re-scale the game for more full skirmish actions. For those who regularly play table top wargames, the concept will provide them with a different experience that gives a true flavor of small actions involving just a few men up to a small squad.

For example: a Confederate cavalry raiding party arrive at a small but key railway junction where they tear up the lines and pile the wooden sleepers for burning. The main body move off to the next objective, while a dozen men, under the command of a Sergeant-major, remain behind to ensure the sleepers are beyond use. Suddenly, they hear the approach of footsteps which can only be the enemy. It's too late to dash for freedom so they will have to fight.

Fortunately, the enemy is only a little stronger in numbers than them, so they are hopeful of a good outcome. This is just one scenario that the players' imaginations might come up with. In the rulebook, there are others. 1 vol, 50 pgs 2013 UK, PARTIZAN PRESS
NEW-softcover ......$50.00

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1-213590 TERRA INCOGNITA: Company Level Colonial Miniatures Rules Terra Incognita blends historical events with a fast and fun company level miniatures rules. Re-fight the struggle for conquest and exploration for the Americas or other parts of the world. Company level rules designed for 1510-1870 action battles resolved within 2-3 hours.

Can be used with any scale and no rebasing required. Smallest formation is Company, Section, or Squadron. Extensive treatment for Natives and Skirmish strategy. Combine with the soon to be released Spanish Colonial Campaign Book. Allows for a fast framework to create scenarios and play them out in a sitting. 1 vol, 50 pgs 2017 US, HOPLITE RESEARCH
NEW-softcover ......$30.00 with a discount of 10%

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1-213600 TRAVEL BATTLE: A Complete Napoleonic Wargame in a Portable Box Contains 160 infantry, 24 cavalry, four guns, 12 crew, and six brigadier figures at an 8mm scale and color-coded in red and blue. There are also two 10-inch square terrain boards with 3D roads, hills, six buildings and walls which can be arranged in any combination for 16 different environments. In addition, the boards are marked with one-inch grid squares to avoid the need for a ruler. Rounding out the package are four dice and a set of rules. 1 vol, 206 pgs 2017 UK, PERRY MINIATURES
NEW-box ......$68.00

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2-214560 GREAT HALL BURNING: Viking Age Adventure Allows you to adventure during the Viking Age, the period from the late 8th century to the mid-11th century. You start in command of one warband. If you succeed in battle and in your raids, you can raise your Social Standing and gather more men. As your Fame grows, you rise in rank until someday, you become King. Or you could be.

Great Hall Burning can be played solo, same side with everyone against the game, or head to head against your friends. Play with any figures you already have in any scale, metal, plastic or paper. Play with counters or pen and paper. Play it as a campaign where all your battles are linked together or as a one-off game. Bottom line: Just play it.you'll be glad you did!

* Rules for fighting small Raids to large Stand Up Battles.
* Four Army Lists covering the people of the Viking Age.
* Rules for combat that work just as well for small skirmishes or big battles on the land and sea.
* A complete, but easy to track campaign system to give meaning to your games.
* A variety of pre-generated games.
* A complete Viking Settlement with different characters that allow you the option to play a little RPG-Lite.
* A low bookkeeping system to track how well you are doing.
* Retirement rules to determine how well or badly you ended up after your career has ended.
* All this and much more. 1 vol, 76 pgs 2018 US, OMM PUBLISHINg
NEW-pb ......$23.00

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1-215070 TRIBAL: Honour is Everything (Skirmish Rules) Tribal the skirmish combat game in a pre-gunpowder tribal/clan setting. In this book you get: the basic rules; optional rules for missile fire, dirty tricks and honor pools, four scenarios you can play in a variety of tribal settings; in-depth explanation of culture, weapons and combat for Maori, Vikings, Aztecs, and Gladiators; extra rules for Stone-Age, Heian Japanese, and Iroquois.

Firstly, honor is used to drive the narrative of the game. Players are rewarded in honor for the things that they do in the battle. Honor determines who wins Tribal rather than the normal determinants of wargames (killing enemy/taking ground). In turn, honor is a dynamic part of the game -- it can be won and lost during combat, the deeds of combatants can win or lose honor, players can spend honor to do 'dirty tricks' to win combats etc.

Secondly, the game is played with a normal deck of cards. Cards determine movement, unit activation and - most importantly - combat. While cards still have the randomness of the draw from the deck, players can actually be involved in the combat through playing/holding particular cards. Attacking, defending, waiting for an opening, bluffing the opponent - these are all strategies the player can use in a round of Tribal combat. There are plans for future supplements involving Stone-Age cave wars, Modern-Day rioting/Gang warfare, and Polynesian Islanders. 1 vol, 26 pgs 2017 AUSTRALIA, MANA PRESS
NEW-softcover ......$26.00

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1-215071 PRIMEVAL: Supplement for Tribal Skirmish Rules Primeval goes back to the era of the Dawn of Man, when humanity was first establishing itself across the harsh landscapes of a prehistoric world.

You need a copy of the Tribal core rules to use this product. Primeval contains New Skills, Factions, Scenarios, and The Wild - rules for introducing wild animals in to your games. Also, The Hunt: a four-scenario mini-campaign which sets two tribes against each other. 1 vol, 36 pgs 2017 AUSTRALIA, MANA PRESS
NEW-softcover ......$26.00

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1-215072 BRUTAL: Supplement for Tribal Skirmish Rules Brutal extends Tribal into turf wars and gang fights. You will need a copy of Tribal Skirmish Combat rules set to use Brutal.

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 neighborhood gangs in Renaissance Italian cities; Turf-wars between gangs in the industrializing 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. 1 vol, 36 pgs 2018 AUSTRALIA, MANA PRESS
NEW-softcover, available late November 2018 ......$26.00

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1-216050 LORDS & SERVANTS: Medieval Skirmish Rules Refight patrol clashes to small battles in the dark age and medieval era using 80 to 100 figures per side. Choose from three formats: Small, Medium, and Large. This book includes 10 generic scenarios suitable for all periods and a point system to allow you to customize your units. Quick reference sheets, Action Points counters, and markers included. 1 vol, 48 pgs 2018 ITALY, DADI & PIOMBO
NEW-softcover, available late January 2018 ......$38.00

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1-216070 'NAM: 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 strong points, 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, armored personnel carriers, and seasoned troops into the fray to achieve total victory.

Groovy '60s soundtrack not included. 1 vol, 1 pgs 2018 UK, BATTLEFRONT MINIATURES
NEW-hardback ......$40.00 with a discount of 15%

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1-216090 SAGA: 2nd Edition - Rules Only This is the 2nd edition of the popular skirmish game and contains only the rules -- army lists are contained in separate supplements. System can cover any heroic age, whether they are historical, mythological, or imaginary from the minds of writers.

Players control a warband, made of thirty or so figures, chosen from among the available SAGA factions. Each warband uses a specific Battle Board and SAGA dice which grant them particular abilities in battle.

This book contains SAGA's simple and innovative basic rules. They are easy to learn and illustrated with numerous examples. they apply to all the universes you might explore. These rules are the fruit of years of development and the contributions of a large community that plays SAGA around the globe. 1 vol, 24 pgs 2018 UK, STUDIO TOMAHAWK
NEW-softcover ......$19.00

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1-216091 SAGA AGE OF VIKINGS: Saga Supplement for 2nd edition Saga The attack on the monastery of Lindisfarne in 793 marked the beginning of the story of the Vikings -- also known as the Northmen, Sea Wolves, and Scourge of the Faithful. Soon, pillaging and looting transformed into the armies of the powerful Scandinavian kingdoms that descended upon Europe -- conquering countries, ransoming kings, and founding colonies.

SAGA Age of Vikings covers Europe from the emergence of the Norse kingdoms to the Battle of Hastings with 12 factions covering all four corners of Europe during this period, each with its own Battle Board, history, legendary units and special rules. Also includes rules for mercenary units and an appendix on Relics & Artifacts.

You will need a copy of the SAGA Rulebook to use this universe/supplement. This book comes with 12 Battle Boards which may not be sold separately.

Factions covered are: Anglo-Saxons, Welsh (including Strathclyde), Normans (including the Bretons), Vikings, Anglo-Danes, Last Romans (Byzantines), Norse-Gaels, Irish, Pagan Rus, Scots, Carolingians, and Jomsvikings. 1 vol, 96 pgs 2018 UK, STUDIO TOMAHAWK
NEW-hardcover ......$57.00

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1-216092 SAGA: Age of Crusades for 2nd Edition Saga This is a SAGA supplement covering the wars of faith fought in the West and the East from the First Crusade to the Mongol invasions. Includes 12 factions, each one with its own Battle Board, legendary unit, heroes, and special rules. Also contains auxiliary units to recruit, and a variant on the standard game which transforms your game into a battle of faith. 1 vol, 96 pgs 2018 UK, STUDIO TOMAHAWK
NEW-hardcover ......$57.00

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1-216093 SAGA: Age of Hannibal for 2nd Edition Saga Contain six new Battle Boards, new special rules and equipment, mercenaries, ruses and also something called SAGA Epic. Epic allows you to play out large-scale battles using the SAGA rules which is very fitting considering the period 1 vol, 96 pgs 2020 UK, STUDIO TOMAHAWK
NEW-hardcover, available late September 2020 ......$52.00 rct

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1-216099 SAGA: Book of Battles The Book of Battles is a supplement divided into five sections: Skirmishes, Battles, Legends, Mass Battles, and Sagas. It is not a SAGA Universe, but a collection of scenarios and game variants that can be applied to any Universe in which you decide to play. It is therefore a perfect complement to the rulebook, a companion that enlarges its horizons by proposing alternatives to the basic Clash of Warlords scenario.

SKIRMISHES: Offers only one scenario, Battle of Heroes, and a multitude of possible combinations (more than 5,000), guaranteeing almost infinite re-playability. Skirmishes offer balanced games, and require no specific terrain pieces or particular rules not already included in Clash of Warlords. Thus, any group of players with access to the terrain pieces used in Clash of Warlords can play multiple variations of Battle of Heroes.

BATTLES: Before presenting the battle scenarios, this chapter offers a set of special rules specific to these scenarios, notably covering new terrain types, like buildings. Battles offer balanced encounters, but require specific terrain pieces, or the introduction of particular rules which can give an advantage to certain ways of assembling a warband. They are also noticeably more complex than Clash of Warlords and Battle of Heroes, but also offer very unusual situations for your Warlord to test himself against.

LEGENDS: Covers narrative scenarios that tell an interesting story rather than providing a perfectly balanced struggle. It will suit players wishing to explore SAGA in a different, less competitive, and more narrative way. They sometimes place constraints on how warbands are assembled, in order to save the story from the excesses of gamers! Thus, it is best to agree with your opponent in advance that you will play a legend during your session, so that each player can bring an appropriate warband. Includes a collection of special rules that will be used in these specific scenarios.

MASS BATTLES: Deals with games of three or four players and presents several scenarios designed to play SAGA with three or four players. Mass Battles are a unique chance to appreciate SAGA with every member of a gaming group, each one leading their own warband. The balance depends as much on the warbands involved as the relations between the players; some scenarios will win renown for the most diplomatic players, and others the most opportunistic.

SAGAS: Covers the linking of games into an overarching saga. Rather than detailing a traditional and constraining campaign system, the Sagas chapter offers a simple experience system, allowing your Warlord to increase his influence and develop new talents. 1 vol, 50 pgs 2018 UK, STUDIO TOMAHAWK
NEW-softcover ......$23.00

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1-216980 WHAT A TANKER: WWII Tank Combat Rules Game of WWII tank combat which focusses on the players taking command of one (or more) tanks and fighting their way through the battlefields of WWII.

The emphasis of the game sees tank crews gain experience and, as a consequence of achieving successful kills against enemy tanks, advance up the career ladder. Crews can progress to command a succession of the iconic armored vehicles of WWII or may choose to remain as an Ace in one AFV. With experience comes the ability to better influence the battle and gain an edge over your opponents, but remember, even the greatest Ace can be brought down by a lucky shot from a raw crew. As well as hunting down your foe, you must protect your experienced crew as a valuable asset in war.

The rules are 72-full color pages in total, including scenarios and full lists for France, Germany, Great Britain, Italy, Japan, the Soviet Union and the United States. The great campaign system allows you to progress your tank crew to the illusive Ace status and through a series of iconic tanks of WWII. 1 vol, 72 pgs 2018 UK, TOO FAT LARDIES
NEW-softcover ......$40.00

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1-216980B WHAT A TANKER: WWII Tank Combat Rules with Markers Rules includes plastic markers.

Game of WWII tank combat which focusses on the players taking command of one (or more) tanks and fighting their way through the battlefields of WWII.

The emphasis of the game sees tank crews gain experience and, as a consequence of achieving successful kills against enemy tanks, advance up the career ladder. Crews can progress to command a succession of the iconic armored vehicles of WWII or may choose to remain as an Ace in one AFV. With experience comes the ability to better influence the battle and gain an edge over your opponents, but remember, even the greatest Ace can be brought down by a lucky shot from a raw crew. As well as hunting down your foe, you must protect your experienced crew as a valuable asset in war.

The rules are 72-full color pages in total, including scenarios and full lists for France, Germany, Great Britain, Italy, Japan, the Soviet Union and the United States. The great campaign system allows you to progress your tank crew to the illusive Ace status and through a series of iconic tanks of WWII. 1 vol, 72 pgs 2018 UK, TOO FAT LARDIES
NEW-softcover ......$59.00

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1-217010 1914: Rules and Card Deck 1914 shares some mechanisms with our WWII game, Iron Cross. The battalion is the core tactical element in the game, in a formation that is roughly the size of a British brigade, in an action/reaction system. Players act as the overall commander for the battle, developing and coordinating a plan for the achievement of operational objectives, and entrusting individual battalions to execute those plans. 1 vol, 40 pgs 2018 UK, GREAT ESCAPE GAMES
NEW-softcover ......$28.00

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1-218110 BY FIRE & SWORD: Task Force This book will allow you to play at the Task Force level of By Fire and Sword. Task force is larger than skirmish play and slightly smaller than division level play. It takes the best elements of both the skirmish game you love as well as the large elements from division play and combines them into a unique and dynamic gaming experience for By Fire and Sword. The Players Edition of the rulebook is required to play.

All preorders and preorder Task Force Bundles will receive Janusz Radziwill (1612-1655), Prince of Birze and Dubienka, Field Hetman of Lithuania (from 1646), Grand Hetman of Lithuania (from 1654) -- One of the best Lithuanian commanders in history. 1 vol, 160 pgs 2018 POLAND, BY FIRE AND SWORD
NEW-softcover, available mid October 2018 ......$40.00

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1-219710 MORTAL GODS: Core Box Set Greece has proven her might and the forces of the vast Persian Empire have been repulsed. Each City-State believes it played a key part in the victory and this new-found pride has brought about rivalry, greed and conflict. Generals and statesmen vie for power and wealth in the chaos, risking exile or execution while the boldest and ambitious gather to them their Hoplites; these tough warriors, armour clad and trained in war, stand loyal to their archon's city or ideals. The price of failure being exile or death.

Mortal Gods is a skirmish tabletop game played with roughly 15-25 models on each side. Players select their force before each game based around a single heroic leader, or 'Lochagos', along with a number of loyal companions.

Players alternate activating one warrior or a group of warriors - moving and fighting to achieve the scenario objectives, whether that be cutting down the enemy, defending an outpost or finding and protecting an important character. As you play through the game, your hero can acquire new gifts, and perhaps even catch the eye of the gods to gain victory - such choices are what create Mortal Gods.

Box Contents
* 38 x plastic Victrix Ancient Greek miniatures, made up of the following:
* 2 x Mercenary Hoplite frames (16 miniatures)
* 1 x Unarmored hoplite frames (8 miniatures)
* 1 x Peltast frame (8 miniatures)
* 3 x Mini slinger frames (6 miniatures)

(The above provides two equal sized medium forces or one large force. The box contents can be used to represent Mercenary Greek Lochoi or other cities, with a simple painting solution. The 28mm miniatures in this box require assembly and are supplied unpainted.)

* Bases - singles and groups
* 2 x movement sticks
* The Mortal Gods Rulebook
* 10 x Mortal Gods Dice (white & black)
* 15 x Damage Dice (red & white)
* 1 x D6
* 2 x Quick Reference Sheet

* 98 x Lochos Roster Cards, including Phalanx Cards
* 30 x Gift Cards
* 30 x Omen Cards
* 5 x Injury Cards
* 20 x White activation markers
* 20 x Back activation markers
* 3 x Red Omen markers 1 vol, 38 pgs 2019 UK, WAR BANNER
NEW-box ......$68.00 rct

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1-219720 GANGS OF ROME: Bread and Circuses Scenario Starter Box Set Election day looms, and the young dominus Hostilius is standing as a candidate for the plebeian aediles. Hostilius has gained and cemented great support from the plebeian electorate by forcibly seizing control of bakeries and giving away bread to the masses. Now Hostilius has his sights on the next bakery. Said to be the best in the Subura, this bakery is run by the famous freedman Eurysaces. Hostilius, therefore, dispatches his lieutenant Vermio to seize the bakery.

Hostilius' plans, however, have been unearthed by a rival gang. Vermio's sister, Bruttia, hates her brother with a violent passion, and-caring not for bread or politics-she determines she will ambush Vermio at the bakery and finish him off once and all. These two gangs converge on the bakery at sunrise, just as a host of the Subura's hungry citizens gather, enticed by the smell of Eurysaces' famous bread.

This scenario box set contains:

* Gangs of Rome A4 Full Rulebook
* Bread and Circuses scenario
* 6 x Single piece fighters
* 15 x Mob miniatures
* 1 Eurysaces the Baker, Incola card and base
* 6 x Named fighter cards
* 16 x Equipment/Skill Coins and cards featuring four unique coins for this scenario
* 6 x Activation pebbles (3 x 2 different colors)
* 7 Roman numeral dice
* 2 x MDF Movement rulers
* 6 x Jigsaw Base
* 3 x Mob Base
* 6 x Sets of flesh tokens
* 2 x sets of ID markers ( 1 - 3, two colors)
* MDF Bakery scenery by Sarissa Precision
* 9 x Objective tokens 1 vol, 38 pgs 2019 UK, WAR BANNER
NEW-box ......$72.00 rct

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1-219780 SAGA: Age of Magic (Supplement) Dragons, sorcerers, and paladins descend upon SAGA's gaming tables in the Age of Magic. Assemble a warband from one of six factions, recruit new units like Monsters, Creatures and War Machines, and confront your opponents with the aid of powerful sorceries.

You will need a copy of the SAGA Rulebook to use this supplement. This 108-page book is accompanied by six Battle Boards, which cannot be sold separately. You can use existing collections of fantasy figures, and to create their own gaming universe.

The Age of Magic includes:
* 6 archetypal factions from the worlds of fantasy so you can use your collections of fantasy figures to play SAGA.
* Legendary units and warbands for each faction to let you personalize your units.
* New rules and equipment to represent these worlds' most iconic units.
* Complete rules for Magic.
* A Grimoire of more than thirty spells divided into six Domains of Magic.
* An impressive photo gallery of armies and battle scenes to inspire players in building their own warbands. 1 vol, 108 pgs 2019 UK, STUDIO TOMAHAWK
NEW-hardback ......$50.00 rct

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1-219940 SEVEN DAYS TO THE RIVER RHINE: Rules Book and Card Deck Simulates armored combat during the 1980's in Europe when the Cold War between the NATO alliance and Soviet led Warsaw Pact could easily have turned Hot. Rules are deliberately uncomplicated with emphasis on large, multi-player games. Action/reaction style activation system to pursue capture of objectives. Includes free 18-card Tactical Advantage deck. 1 vol, 44 pgs 2019 UK, GREAT ESCAPE GAMES
NEW-softcover, available late April 2019 ......$28.00 rct

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1-220150 ULTRACOMBAT: NORMANDY - Core Rules An easy, fast-paced set of squad-level skirmish wargames rules for depicting the frenetic close-ranged WWII combat that occurred during the Normandy Campaign. The system puts players in command of up to a platoon of battle-hardened infantry supported with tanks, AT guns, and devastating heavy weapons.

KEY FEATURES
* Forces are built in elements, so players can play the real tactics of the day like Scouting, Suppressive Fire, and Fire and Movement
* Command is an integral part of the game at all levels with Officers and NCO's making a real difference to the troops under their command
* Real ranges of weapons so measuring on the battlefield is kept to an absolute minimum
* Card-based system gives players a tactical advantage in play, knowing when to use your elements experience to their best advantage is easy to learn but difficult to master
* Five complete scenarios that teach the players the rules through gameplay 1 vol, 134 pgs 2019 NEW ZEALAND, RADIO DISHDASH PUBS
NEW-hardcover, available early May 2019 ......$35.00 rct

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1-220150B ULTRACOMBAT: NORMANDY BUNDLE -- Core Rules and All Three Card Decks This bundle deal contains the core rules and all three card decks: Axis Infantry Deck, Allied Infantry Deck, and Doctrine Cards.

An easy, fast-paced set of squad-level skirmish wargames rules for depicting the frenetic close-ranged WWII combat that occurred during the Normandy Campaign. The system puts players in command of up to a platoon of battle-hardened infantry supported with tanks, AT guns, and devastating heavy weapons.

KEY FEATURES
* Forces are built in elements, so players can play the real tactics of the day like Scouting, Suppressive Fire, and Fire and Movement
* Command is an integral part of the game at all levels with Officers and NCO's making a real difference to the troops under their command
* Real ranges of weapons so measuring on the battlefield is kept to an absolute minimum
* Card-based system gives players a tactical advantage in play, knowing when to use your elements experience to their best advantage is easy to learn but difficult to master
* Five complete scenarios that teach the players the rules through gameplay 1 vol, 134 pgs 2019 NEW ZEALAND, RADIO DISHDASH PUBS
NEW-hardcover and 3 decks ......$70.00 with a discount of 15% rct

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1-220151 ULTRACOMBAT: NORMANDY - Allied Infantry Deck This Allied infantry deck of cards for Ultracombat Normandy consists of a 52-card deck that includes:

* Rifleman: Novice, Average, Veteran cards x2
* Scout: Novice, Average, Veteran cards x2
* Sniper: Average, Veteran cards x2
* Heavy weapon: Novice, Average, Veteran cards x3
* Officer: Novice, Average, Veteran cards x2
* NCO: Novice: Average, Veteran cards x2
* Junior NCO: Novice, Average, Veteran cards x2
* Status Damage card
* Weapons Information card
* Spot and Shoot Modifiers card 1 vol, 52 pgs 2019 NEW ZEALAND, RADIO DISHDASH PUBS
NEW-deck, available early May 2019 ......$15.00 rct

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1-220152 ULTRACOMBAT: NORMANDY - Axis Infantry Deck This Axis infantry deck of cards for Ultracombat Normandy consists of a 52-card deck that includes:

* Rifleman: Novice, Average, Veteran cards x2
* Scout: Novice, Average, Veteran cards x2
* Sniper: Average, Veteran cards x2
* Heavy weapon: Novice, Average, Veteran cards x3
* Officer: Novice, Average, Veteran cards x2
* NCO: Novice: Average, Veteran cards x2
* Junior NCO: Novice, Average, Veteran cards x2
* Status Damage card
* Weapons Information card
* Spot and Shoot Modifiers card 1 vol, 52 pgs 2019 NEW ZEALAND, RADIO DISHDASH PUBS
NEW-deck, available early May 2019 ......$15.00 rct

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1-220153 ULTRACOMBAT: NORMANDY - Doctrine Cards Doctrine cards reflect the generic infantry tactics of WWII. Players gain one Doctrine card per round. This deck consists of 4x12 kinds of cards. These are broken down into:

* Assess the Situation x4
* Covering Fire! x4
* Defense x4
* Infiltration x4
* Contact! x4
* Seasoned Troops x4
* Rush x4
* Patrol to Contact x4
* Defense x4
* Recon by Fire x4
* Tank Hunters x4
* FIBUA x4 1 vol, 48 pgs 2019 NEW ZEALAND, RADIO DISHDASH PUBS
NEW-deck, available early May 2019 ......$15.00 rct

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1-220154 ULTRACOMBAT: NORMANDY - Allied AFV Deck 1 vol, 52 pgs 2019 NEW ZEALAND, RADIO DISHDASH PUBS
NEW-deck, available early May 2019 ......$15.00 rct

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1-220155 ULTRACOMBAT: NORMANDY - Axis AFV Deck 1 vol, 52 pgs 2019 NEW ZEALAND, RADIO DISHDASH PUBS
NEW-deck, available early May 2019 ......$15.00 rct

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2-220950 SPQR: Ancients Miniatures Rules - revised editon SPQR allows you to build a complete Warband capable of scouting out enemy armies, clashing across borders, and conducting raids on farms and villages. Units in SPQR are divided into two broad categories; heroes and minions. Units of five or more Minions form the bulk of your Warband, faceless henchmen who have been sworn into your service. Heroes are powerful individuals that will grow in stature from battle to battle, gaining new talents and becoming true legends on the ancient battlefield.

The revised rulebook contains everything you need to create your own Hero to lead your Warband and includes 18 unique talent trees to select a style for your chosen warriors. 1 vol, 196 pgs 2021 UK, WARLORD GAMES
NEW-hardback, available early March 2021 ......$32.00 with a discount of 10% rct

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1-221310 STEEL & STEED: A Wargaming Ruleset for Knights at Tournament Create a knightly tournament worthy of a noble. Inside the rulebook you will find:

* Rules for Jousting, Mounted Combat, Foot Combat, Grand Melee and Archery.
* Rules for creating your own custom Knight.
* An armory containing different weapons, lances, bows, and armor that can be used to outfit your knight exactly how you see fit for any given occasion.
* Four different breeds of horses with their own skills and abilities so your Knight can truly have his trusted steed when he rides off to tournament.
* A detailed campaign system that allows players to gain fame an fortune in the name of their House or even take to the road alone as a Freelance knight fighting for only coin and personal glory. 1 vol, 112 pgs 2019 US, GODSEYE GAMES
NEW-softcover ......$38.00 rct

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1-221910 ALBEDO COMBAT PATROL 164: The Albedo Miniatures Game Rules for playing skirmishes in the science fiction setting of Steve Gallacci's Albedo comics.

Includes: Quick Start Rules; Two Sample Scenarios; Vehicle Combat; Non Lethal Combat; Night Fighting; Fighting in Zero-G; Scenario Building; Player Aids; and 2 x 50 card player decks and 1 x 26 activation deck (designed by Buck Surdu using Combat Patrol format). ACP 164 can be played with as few as four figures per side up to company sized engagements with 50+ figures and supporting vehicles and flyers.

Albedo is a hard science comic, featuring anthropomorphic animals or 'critters' in a universe apparently created just for them. The opposing factions in this universe are the Independent Lapine Republic (ILR), which is a society dedicated to advancing the causes of rabbits. They are engaged in a war of expansion against everyone else, which has forced the creation of the ConFed, or Confederation of Planets.

The ConFed is represented in firefights by two different forces: the Home Guard, who maintain security on individual planets, and the Extra-Planetary Defence Force (EDF), an elite force dedicated to defending systems and recapturing systems taken by the ILR. EDF forces consist of 'critters' ranging from squirrels to bears and rhinoceroses.

The Albedo universe, and campaigns to be played using these rules, are described in the separate Source and Campaign Books. You do not need to know about it for the purpose of this book, but it will be helpful for understanding the rules in context. The Full Rules (Sections three and beyond) expand on the Quick Start Rules, adding more features and detail. Players can incorporate aspects of the Full Rules at their own pace, adjusting the complexity of the game to suit their tastes. In a half hour you will be able to play your first skirmish.

The Quick Start Rules describe infantry combat. The Full Rules describe additional aspects of the game, including higher levels of individuality and resolution for infantry combat as well as vehicle combat. 1 vol, 114 pgs 2019 UK, SALLY 4th
NEW-softcover, available late October 2019 ......$58.00 rct

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1-221911 ALBEDO COMBAT PATROL 164: Campaign Sourcebook The source book can be used with the ACP164 Miniatures game, the Albedo RPGs or any other Sci-Fi RPG such as Traveller, Gamma World, Space Opera etc.

Includes: In the beginning; The First Lapine War; The Environment; Government & Society; Life, Death Religon & Culture; Technology; The Military in Albedo; Military Organizations; and Weapons & Equipment.

This is the ACP164 Campaign Sourcebook. You do not need to read it to play the game, but if you want to know why furry critters are fighting each other, or how they travel between planets, or even more about the ILR, ConFed, and EDF -- that is in this book.

The first section of the book covers the background of the Albedo universe, and talks about Critters, Society and life in general. The second section covers what has become known as The First Lapine War. The third section is about the structure and organization of militaries in the Albedo universe. 1 vol, 64 pgs 2019 UK, SALLY 4th
NEW-softcover, available late October 2019 ......$28.00 rct

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1-221912 ALBEDO COMBAT PATROL 164: The Almata Campaign Book The source book can be used with the ACP 164 Miniatures game, the Albedo RPGs or any other Sci-Fi RPG such as Traveller, Gamma World, Space Opera etc..

Includes: Campaign Background; Notes on running campaign; Campaign scenarios split into three 'story arcs'; Force organizations; Scenario maps & layouts.

This is a book of three parts. The first part introduces the Almata System and its inhabitants. The second part provides scenarios that will let you play a miniatures campaign with ACP164: Albedo Combat Patrol. Rather than a simple set of scenarios, it is intended to provide a relatively immersive game that can be played over an extended period, and then repeated with different results. The third part provides information on the military and other forces involved in the scenarios.

This campaign centers around the Almata System, which is located near the border of ConFed and ILR space and has become a focus for the attention of both sides, because of some interesting home-grown technology. Specifically, the Almatans have developed a 'Beanstalk' space elevator. This makes it economic to get resources from planet to space in quantity, with obvious advantages.

Both the ConFed and ILR have established a political presence on the main planet of Coteipi, as well as a very limited military force to guard their embassies and liaise with the local HomeGuard.

The focus for both sides is to gain control of the system and its technology. They will do this either by persuading the strictly neutral Almatan Government to side with their faction, or by military force, if necessary. For political reasons, this is unpalatable to the ConFed more than to the ILR. 1 vol, 98 pgs 2019 UK, SALLY 4th
NEW-softcover, available late October 2019 ......$28.00 rct

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1-221999 ALBEDO COMBAT PATROL 164: Core Card Decks 2 x 50-card player decks and 1 x 26-card activation deck (using a format similar to Buck Surdu's Combat Patrol). 1 vol, 114 pgs 2019 UK, SALLY 4th
NEW-softcover, available late October 2019 ......$28.00 rct

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1-222210 MILITES MUNDI: Ancient and Medieval Rules Milites Mundi, based upon the Swordpoint system but for smaller scale figures, is a 'big battle' rule set for fighting ancient and medieval actions. Includes 12 scenarios, index, and comprehensive diagrams.

Games of Milites Mundi involve hundreds of figures per side arranged into multiple units. The game is designed to last for two hours and encourages the use of historical tactics and formations (without being prescriptive) and emphasizes the need to maintain cohesion in the army's battle line and sweeping flank attacks. 1 vol, 58 pgs 2019 UK, GRIPPING BEAST
NEW-softcover, available late December 2019 ......$25.00 rct

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1-2231000 Victory at Sea - Battle for the Pacific Victory at Sea is a 1:1800 scale game of naval combat during the Second World War Victory at Sea includes capital ships, aircraft carriers, submarines, aircraft and more, allowing you to play out skirmishes involving single destroyers hunting down merchant men, to the clashing of massive fleets against implacable enemies

The starter set includes 1/1800 scale US and Japanese cruisers and destroyers as they fight for supremacy in the Pacific Ocean

Contents:
A4 Battle of the Pacific Rules manual
Die-cut game tokens sheet
15 Warlord Resin model ships:
USS Indianapolis 1944
USS Northampton 1942
USS Chicago 1942
Mogami 1939
Kumano 1944
Furutaka 1939
Fubuki-class Destroyer x3
Fletcher-class Destroyer x 6
Ship Cards and damage sliders x 15
Ten-sided dice x 4
Six-sided dice x 12
A0 Sea Mat x2

Ships are in Warlord Resin
1 vol, 1 pgs 2020 UK, WARLORD GAMES
NEW-box ......$80.00 with a discount of 10% rct

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1-2231000B Victory at Sea - Pre-Order Exclusive Bundles Victory at Sea is a 1:1800 scale game of naval combat during the Second World War Victory at Sea includes capital ships, aircraft carriers, submarines, aircraft and more, allowing you to play out skirmishes involving single destroyers hunting down merchant men, to the clashing of massive fleets against implacable enemies

Bundles Available: All will include Battle for the Pacific- Victory at Sea Starter Game
Either the US Navy, Royal Navy, Kriegsmarine or IJN Fleet Box Set
Either the USS Idaho, HMS Warspite, Bismark or Yamoto Ship
Will include (2) free ships that maybe the USS Arizona or the Altmark or others
since Warlord cannot guarantee which ships. 1 vol, 1 pgs 2020 UK, WARLORD GAMES
NEW-box ......$233.00 with a discount of 15% rct

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1-2231001 Victory at Sea - Royal Navy fleet box Contents:
Eagle-class Carrier - HMS Eagle 1940
King George V-class Battleship - HMS Duke of York 1943
Leander-class cruiser - HMS Neptune 1941
Edinburgh-class cruiser - HMS Belfast 1942
Dido-class cruiser - HMS Dido 1940
Tribal-class Destroyer x3
Torpedo-Bomber Aircraft - Fairey Swordfish x4 flights
Ship Cards and Damage Sliders
Assembly Instructions


Ships are in Resin and Warlord Resin
1 vol, 1 pgs 2020 UK, WARLORD GAMES
NEW-box ......$128.00 with a discount of 10% rct

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1-2231002 Victory at Sea - Kriegsmarine fleet box Contents:
Scharnhorst-class Battleship - Scharnhorst 1939
Admiral Hipper -class cruiser - Blucher 1940
Admiral Hipper -class cruiser - Prinz Eugen 1940
Admiral Hipper-class cruiser - Admiral Hipper 1939
K 1 vol, 1 pgs 2020 UK, WARLORD GAMES
NEW-box ......$128.00 with a discount of 10% rct

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1-2231003 Victory at Sea - US Navy fleet box Contents:
New Mexico-class Battleship - USS New Mexico 1941-42
Essex class Carrier - USS Essex 1944
Northampton-class Cruiser - USS Houston 1940
Northampton -class Cruiser - USS Chester 1941
Portland-class Cruiser - USS Portland 1942
Clemson-class Destroyer x3
Fighter Bomber Aircraft - F4-U Corsair x4 flights
Ship Cards and Damage Sliders
Assembly Instructions

Ships are in Resin and Warlord Resin
1 vol, 1 pgs 2020 UK, WARLORD GAMES
NEW-box ......$128.00 with a discount of 10% rct

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1-2231004 Victory at Sea - IJN fleet box Contents:
Kongo -class Battleship Kongo 1941
Shokaku-class Carrier - Zuikaku
Mogami-class Cruiser - Suzuya 1944
Mogami-class Cruiser - Mikuma 1942
Agano-class Cruiser - Yahagi 1943
Kagero-class Destroyer 1941 x3
Fighter Aircraft - Mitsubishi A6M2 Zero x 4 flights
Ship Cards and Damage Sliders
Assembly Instructions

Ships are in Resin and Warlord Resin
1 vol, 1 pgs 2020 UK, WARLORD GAMES
NEW-box ......$128.00 with a discount of 10% rct

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1-2231009 VICTORY AT SEA: Battle for the Pacific Rules Only - new edition VICTORY AT SEA: Battle for the Pacific -- Rules Only: New Edition

New Edition of the Victory at Sea rules contains the complete rules for fighting naval battles, including the use of aircraft, submersibles, and coastal defences. Also: Detailed background notes on the progression of naval warfare through WWII, 28 historic scenarios covering every theatre over the span of the whole war, and extensive fleet lists for all the major belligerents, providing game statistics for hundreds of unique ships, submarines, aircraft, and MTBs.

The Battle for the Pacific was only the beginning. Victory at Sea is the game of naval combat during the Second World War. Throughout 1939-45, the nations of the world duelled across the oceans across the globe, only to discover the fundamental nature of naval warfare changing in the face of rapidly developing technologies. Now you can play out these confrontations on the tabletop with entire fleets drawn from the Royal Navy, US Navy, Imperial Japanese Navy, German Kriegsmarine or any of the other nations featured in Victory at Sea.

From skirmishes involving single destroyers hunting down merchantmen to the clashing of massive battleships, from invasions of islands across the Pacific to mastering waves of dive bombers, Victory at Sea enables you to fight exciting battles that take place on the oceans of World War II.
1 vol, 248 pgs 2021 UK, WARLORD GAMES
NEW-hardback, available late Fenruary ......$64.00 with a discount of 10% rct

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1-2231011 Victory at Sea - USS Idaho USS Idaho, the third of three ships of the New Mexico-class of Battleship, was the fourth vessel to bear the name. She was launched in June 1917 and commissioned in March 1919. She was armed with a battery of twelve 14' guns in four turrets and was protected with heavy armour plate (13.5' thick in the main belt). 1 vol, 1 pgs 2020 UK, WARLORD GAMES
NEW-box ......$25.00 with a discount of 10% rct

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1-2231012 Victory at Sea - Bismark Two Bismarck-class battleships were built for the Kriegsmarine. Bismarck was the first, named for the Chancellor (Otto von Bismarck). The battleship was laid down in July 1936 and launched February 1939. She and her sister ship, Tirpitz, were two of the largest battleships built by any European power, and certainly the largest built by Germany. Whilst the physical power they held was tremendous, they also wreaked psychological havoc amongst the allies. Churchill was determined that the two battleships not be let loose upon the Atlantic. 1 vol, 1 pgs 2020 UK, WARLORD GAMES
NEW-box ......$25.00 with a discount of 10% rct

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1-2231013 Victory at Sea - Yamato Yamato 'Great Harmony' and her sister ship, Musashi, were constructed shortly before the outbreak of World War II. They were the heaviest and most powerfully armed battleships ever constructed; armed with nine 18.1 inch Type 94 main guns - the largest guns ever mounted on a warship. 1 vol, 1 pgs 2020 UK, WARLORD GAMES
NEW-box ......$25.00 with a discount of 10% rct

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1-2231014 Victory at Sea - HMS Warspite HMS Warspite was a Queen Elizabeth-class battleship of the Royal Navy. Built during the early 1910s, she served in the First World War, including at the Battle of Jutland. Modernized in the 1930s, she went on to serve in the Second World War. 1 vol, 1 pgs 2020 UK, WARLORD GAMES
NEW-box ......$25.00 with a discount of 10% rct

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1-2231016 Victory at Sea -USS Missouri Only the mighty Yamato displaced more than the massive, yet very fast, Iowa-class battleships. The last battleship to be commissioned by the USA, USS Missouri known as the 'Mighty Mo' acted as venue for the Japanese surrender in WWII. Iowa-class ships saw service far beyond the Second World War and were upgraded with modern electronics, weapons systems and cruise missiles - USS Missouri was finally decommissioned in 1992 after a distinguished career 1 vol, 1 pgs 2020 UK, WARLORD GAMES
NEW-box, available mid October 2020 ......$20.00 with a discount of 10% rct

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1-223340 Villa Rides! Mexican Revolution company level rules 1910-1923 VILLA RIDES! Recreate the Wild and Crazy Mexican Revolution. A complete Miniatures system that is fast paced with all the detail designed into larger rules. 1 vol, 100 pgs 2020 US, HOPLITE RESEARCH
NEW-pb ......$30.00 rct

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1-223700 TRIUMPH - Version 1.1 Triumph! uses a variant of the standard ancients basing system. Most frequently this is 15mm figures on 40mm wide bases and 25mm figures on 60mm wide bases. However, the rules are base-width independent and work with bases of any width.

Triumph! uses a lightweight point system, so there is some variation in army size. For the standard game, most armies are in the range of 12 to 16 stands.

The standard game board is rectangular, 24 base-widths wide and 16 base-widths deep. This works out to a little larger than 3' x 2' for 15mm figures on 40mm bases.

From set-up to finish, a game of Triumph! usually takes about one hour to play. 1 vol, 68 pgs 2020 US, WASHINGTON GRAND COMPANY
NEW-wirebound softcover ......$30.00 rct

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1-527809 PIQUET:ANCHOR OF FAITH-English Civil War ECW version of Piquet 1 vol, 166 pgs 2002 NY, PIQUET SYSTEMS
NEW-pb ......$30.00

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1-527810 PIGUET:FORGOTTEN HEROES-Vietnam War Vietnam war version of Piquet 1 vol, 166 pgs 2002 NY, PIQUET SYSTEMS
NEW-pb ......$25.00

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1-527820 PIQUET:THEATRE OF WAR-Campaign System Theatre of War: A Piquet Campaign System. Includes: ToW Rulebook, reference sheets, and ToW cards. Requires Piquet Master Rules and any period supplment. 1 vol, 166 pgs 2002 NY, PIQUET SYSTEMS
NEW-pb ......$30.00

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1-66100 FLINT AND FEATHER: Starter Box - Rulebook, Figures and Dice Flint and Feather is a tabletop game and range of quality miniatures designed to capture the excitement and color of warfare in this era of dark forests and silvered waterways!

An incredible civilization once occupied the region surrounding the Great Lakes and St. Lawrence River water shed, long before the arrival of Europeans to the continent. These peoples lived by farming, trade, hunting and fishing and had developed a society with rich mythological traditions and complex inter-societal relationships that often led them into conflict with one another.

The Huron or Wendat Confederation was a powerful Great Lakes Nation that occupied a central position of control over ancient North American trade routes before and after the arrival of Europeans to the continent. The wealth and influence that this control garnered led them into direct rivalry with the Haudenosaunee Five Nations, known to us now as The Iroquois.

The Haudenosaunee Confederation was comprised of the Mohawk, Oneida, Cayuga, Onondaga, and Seneca tribes. Their great skills as warriors and statesmen would eventually make them the most powerful Indian nation of Eastern North America and this importance would remain well into the historic colonial era.

Everything you need to start playing Flint & Feather!

* 20 metal figures.
* 160 Page full color hard cover rulebook.
* Damage Markers used to track wounds on individual figures.
* Scenario and introduction pack.
* Medicine Card Deck.
* Campaign Card Deck.
* Six Attack and Six Defense Cards.
* Twelve six sided dice.
* The free Great Warrior figure which is included 1 vol, 1 pgs 2018 CANADA, CRUCIBLE CRUSH
NEW-box, available mid October 2018 ......$139.00

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1-66101 FLINT AND FEATHER: Rulebook This is the full-color hard cover version of the Flint and Feather rules. The book is 160 pages in length and is a full 8.5x11-inch version. This version has all the basic rules, scenarios, rules for animals and beasts, campaign rules, magic, quick play starter rules and all the cards which can be photocopied for play. Each rulebook ships with an exclusive unpainted metal 28mm miniature. 1 vol, 160 pgs 2018 CANADA, CRUCIBLE CRUSH
NEW-hardcover, OMM special - limited quantity, first come, first served... ......$45.00 with a discount of 20%

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1-69790 BIG BATTLES FOR LITTLE HANDS 8.5x11, rule set for the younger set. 1 vol, 68 pgs 2002 NY, LMW PUBLISHING
NEW-softcover ......$25.00 with a discount of 15%

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1-75081 WARHAMMER:FRONTIER-Blood On The Plains 1st expansion for this set. 1 vol, 100 pgs 2005 UK, WARHAMMER HISTORICAL
NEW-color softcover ......$35.00

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1-882800 PANZER KORPS:Divisonal level for 6mm to 25mm - 1st edition Complete Divisional system/smallest formation is a battalion. Battles are resolved within 3-4 hours. Point system for competition and play balancing. Play aids, Several scenarios. 1 vol, 128 pgs 2008 US, HOPLITE RESEARCH
NEW-softcover, ......$40.00

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2-882800 PANZER KORPS 2.0 10th Anniversary Edition - Full Color PANZER KORPS 10th Anniversary Edition allows players to recreate the World at War in Miniature from 1935 to 1945 at the Battalion level. Players command Divisions and Brigades. Features HRG's Theater based Terrain Generation System. Unique National Characteristics seamlessly managed by the rules. Includes Advanced Rules for extra detail. Integrates Air Power seamlessly and is a vital part of the strategy.

Use Military Police, Medical personnel, Ground Crews, Tank Recovery, Cavalry, and other various support Companies as they were intended. More rules enhancements and clarifications than the 1st Edition. No re-basing needed to play and works with most scales. Can be used with Regiment and Division sized boardgames to resolve key battles. Well supported with over 20 handbooks including Campaign Master System, Scenarios, and Army Books. Comprehensive Vehicle and Aircraft National ratings and advanced rules. Games can be concluded within 3 to 4 hours and have a clear decision. 1 vol, 128 pgs 2018 US, HOPLITE RESEARCH
NEW-softcover ......$40.00

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1-882802 PANZER KORPS CAMPAIGNS Featuring 20 campaign scenarios including Market Garden, Operation Ironclad, Drive to Murmansk, Metz 1944, Abyssinia, Syrian Campaign and more. 1 vol, 48 pgs 2008 US, HOPLITE RESEARCH
NEW-softcover ......$30.00 with a discount of 10%

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1-882803 CON TUTTO IL CUORE:Italian General's Handbook A complete organizational guide to the Italian Armed Forces from 1935 thru 1945. Includes Spanish Civil War, WWII, Abyssinia, RSI and more. Can be used with any WWII rule system. 1 vol, 120 pgs 2008 US, HOPLITE RESEARCH
NEW-softcover ......$30.00 with a discount of 10% old

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1-882804 LE DRAPEUX, LE CROIX:French General's Handbook A complete organizational guide to the French, French Colonial and French Vichy forces in WWII. For PANZER KORPS rules, but can be used with most WWII rules. 1 vol, 100 pgs 2009 US, HOPLITE RESEARCH
NEW-softcover ......$30.00 with a discount of 10%

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1-882805 HAMMER OF FREEDOM:American General's Handbook A complete organizational guide to the American forces in European and Pacific theaters in WWII. For PANZER KORPS rules, but can be used with most WWII rules. 1 vol, 100 pgs 2009 US, HOPLITE RESEARCH
NEW-softcover ......$30.00 with a discount of 10% old

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1-882806 TO THE LAST HUSZAR:Hungarian General's Handbook A complete organizational guide to the Hungarian forces in European theater in WWII. For use with PANZER KORPS rules, but can be used with most WWII rules. 1 vol, 96 pgs 2009 US, HOPLITE RESEARCH
NEW-softcover ......$30.00 with a discount of 10%

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1-882809 TRENCHLINE:The Great War Supplement 1914-1918 Players need Panzer Korps to play. 1 vol, 110 pgs 2009 US, HOPLITE RESEARCH
NEW-softcover ......$30.00 with a discount of 10%

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1-882810 LEGIUNEA ROMANA: Romanian General's Handbook A complete organizational guide to the Romanian forces in European theater in WWII. For use with PANZER KORPS rules, but can be used with most WWII rules. 1 vol, 158 pgs 2010 US, HOPLITE RESEARCH
NEW-softcover, Inventory Reduction Sale ......$30.00 with a discount of 30% old

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1-882812 BANDERAS ADELANTE!: Spanish Civil War Handbook for Panzer Korps Designed for the wargamer in mind, BANDERAS ADELANTE! breaks down the various factions, formations, weapons, and ideologies of the Spanish Civil War. Includes 8 complete scenarios, Orders of Battle, and maps. Covers the Condor Legion, the Italian CTV, and the various International brigades as well as weapon systems. Organizes and allows the wargamer or casual historian to get a handle on the various political ideologies and diverse forces for Panzer Korps. 1 vol, 176 pgs 2011 US, HOPLITE RESEARCH
NEW-softcover ......$30.00 with a discount of 10% old

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1-88292 Desperate Souls - Battle Scenarios V2 of Panzer Korps Desperate Souls 12 Complete Scenarios including:? Invasion of Malta; Battle for Hong Kong;Battle for the Zeta Line; Pelilieu 1944. Can be used with any scale and with most WWII divisional
level rules

1 vol, 138 pgs 2010 US, HOPLITE RESEARCH
NEW-softcover, Inventory Reduction Sale ......$30.00 with a discount of 30% old

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1-88293 Forsaken Warriors - Battle Scenarios V3 of Panzer Korps Forsaken Warriors is the third Volume in the Panzer Korps scenarios series. Complete OB's, scenarios, and maps for the following battles: Gela 43, Peel 44, Flavion 40, Turda 44, Meiktila 45, Huertgen Forest 44, Panzers on the Son 44, Mechili 41, and Bulge 44.
1 vol, 119 pgs 2011 US, HOPLITE RESEARCH
NEW-softcover ......$30.00 with a discount of 10%

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1-88840 CORPS COMMAND 3.0:Battalion Level Rules Latest edition, all of the design elements that made the previous editions popular world wide. It expands on the Turkish Army and other minor nations. 1 vol, 104 pgs 2008 US, HOPLITE RESEARCH
NEW-softcover ......$30.00 with a discount of 10%

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1-88841 CORPS COMMAND CAMPAIGNS A complete and comprehensive campaign system for 7 players to manage and wage war during the Napoleonic period. Complements Corps Command, but can be used with other rule sets. Several Campaigns included. 1 vol, 120 pgs 2008 US, HOPLITE RESEARCH
NEW-softcover ......$30.00 with a discount of 10%

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1-89360 REPENT OR DIE:Wars Of Religion 1492-1660 Tactical rules set for the Wars of Religion 1492 to 1660. Covers all the major and minor combatants, leaders, and the various tactical changes in the war. Large battles in 3-4 hours. 1 vol, 70 pgs 2008 US, HOPLITE RESEARCH
NEW-softcover ......$30.00 with a discount of 10%

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1-89381 EAGLE'S PREY: ADVANCE & RETREAT: Regimental Rules for the American Civil War 1861-1865 Supplement for the Age of Lincoln and the American Civil War rules to game 20,000 troops per side in three to four hours. Includes HRG's Terrain Generation system; historical organization and unit capabilities; Scenario generator; Player aid tools; Leader ratings for Brigade and Division commanders; Command Brigade Level or regimental action; Scenarios with more available online; Naval rules for transports (can be used with casemate and Cannon ACW Naval Rules); Can be used with 19th Century Eagle's Prey campaign system for the 19th century EAGLE'S PREY. 1 vol, 69 pgs 2008 US, HOPLITE RESEARCH
NEW-hardback ......$30.00 with a discount of 10% rct

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1-89390 LINE OF BATTLE 1760-1820 8.5x11, Naval rules for the age of Nelson. Covers all major and minor powers of the period. Includes scenarios, terrain rules, leaders and more. 1 vol, 58 pgs 2008 US, HOPLITE RESEARCH
NEW-softcover ......$30.00 with a discount of 10%

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1-90070 RIDICULOUS VANITY:Wars of Louis XIV 1660-1715 Covers the wars of the Sun king with a complete Tactical and Campaign integrated system with maps. 1 vol, 132 pgs 2009 US, HOPLITE RESEARCH
NEW-softcover ......$30.00 with a discount of 10%

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1-WGD1033 White 10 sided dice This pack contains ten white ten-sided dice (D10) with black numbers. 1 vol, 10 pgs 2019 UK, WARLORD GAMES
NEW-blister ......$10.00 with a discount of 15% rct

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1-WGD1034 Black 10 sided dice This pack contains ten black ten-sided dice (D10) with white numbers. 1 vol, 10 pgs 2019 UK, WARLORD GAMES
NEW-blister ......$10.00 with a discount of 15% rct

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1-201111 Aelred, Brother; edited by Russ Lockwood AS PER MARGIN: Fleet Action Miniatures Rules for the Age of Sail Command a fleet when ships of wood and men of iron ruled the waves!

Some of the most enlightened miniature rules came from the talented Brother Aelred, who wrote the Monk's Corner column in MWAN. As Per Margin: Fleet Action Miniatures Rules for the Age of Sail is the first of his rule sets to be revived, revised, and expanded to grace wargamers' tabletops.

Easily learned and quickly played, As Per Margin reflects a philosophy of offering enough flavor for a great game, but avoiding too much realism that would bog down the game.

Including the Seven Years War to the Napoleonic Era, As Per Margin's fast play action means you spend more time sailing and firing and less time fidgeting. Clever 'falling aboard' movement brings ships close enough to grapple and board -- and maybe even collide.

Optional rules include Red Hot Shot, Shore Batteries, Debris Fields, Elite Crews, and more.

* Graphical Ship Charts
* 1st Through 6th Rate Ships
* Merchant Ships
* NO Order Writing!
* Uses d6 dice
* Quick Reference Sheet with all tables
* Includes Scenario: Second Battle of Finisterre October 14, 1747 1 vol, 32 pgs 2012 US, LOCKWOOD PROJECTS
NEW-softcover, available mid March 2013 ......$19.00

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1-68090 Ahrnfelt, Thomas GA PA: Age of Marlborough and Great Northern Wars This is version 2.0 and can be used with 15mm and 25mm, has a DBR and Fire & Fury feel, quick play, decent size army at 600-700 points, and an army generating system. Major revision that streamlines the already clever rules, including how Commanders work. The 8.5x11.5-inch rules are now in wire-bound format so the rules lay flat upon the tabletop. 1 vol, 84 pgs 2014 US, OMM PUBLISHING
NEW-wire bound softcover, 2nd Edition Back in Print ......$38.00

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1-68091 Ahrnfelt, Thomas GA PA: Army Lists Volume 1 Includes some new rules for Ga Pa plus 23 detailed army lists including Cossack States, Denmark-Norway, Russia, Sweden, and Poland-Lithuania. Includes color uniform illustrations. 1 vol, 67 pgs 2015 US, OMM PUBLISHING
NEW-wire bound softcover, 2nd Edition Back in Print ......$30.00

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1-68092 Ahrnfelt, Thomas GA PA: Army Lists Volume 2 Army lists for the Marlburian wargame rules Ga Pa. Armies include:

Great Britain: Army of Flanders, 1701-1712 Army in Spain, 1702-1712 Army in Scotland and England, 1700-1739

The United Provinces: Field Army, 1700-1714

Denmark-Norway: Danish Auxiliary Corps, 1702-1712

Portugal: Portuguese Army, 1701-1714

Spain: Philip's Army, 1701-1714 Charles VI's Army of Spain, 1706-1713 Catalan Army, 1713-1714

Jacobite Armies: Scottish Jacobite Armies, 1700-1739 English Jacobite Armies, 1700-1715

France: Armies in Flanders and Germany, 1701-1714 Army of Italy, 1701-1714

Savoy-Piedmont: Field Army, 1701-1714 1 vol, 90 pgs 2015 US, OMM PUBLISHING
NEW-wire bound softcover, 2nd Edition Back in Print ......$36.00

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1-191520 Anderson, Peter HOSTILE REALMS:Fantasy Rules based on Piquet Uses the drama and suspense of Piquet concepts including the Sequence Deck, impetus, morale chips' opposed polyhedral die rolls. Rules for Magic, Heroes, Relics, Flight and more. (18) Army Lists. 1 vol, 160 pgs 2009 US, PIQUET
NEW-perfect bound ......$45.00

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1-527807 Anderson, Peter & Baggaley, Ken PIQUET:Band of Brothers Supplement(Medie)1200-1600 REVISED edition for Medieval and Renaissance. 1 vol, 16 pgs 2006 US, PIQUET SYSTEMS
NEW-pb, 2nd Edition ......$25.00

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1-81380 anon BLOODY BARONS:Rules of 15mm Wars of the Roses Nice set, lots of 'chrome' and dice rolling, seems to take bits from several design ideas ie DBM, WRG and WARHAMMER, armies are built using points, play aids, scenarios, background info, painting guides. 1 vol, 98 pgs 2005 UK, PETER PIG
NEW-softcover ......$32.00

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1-207280 Arnfelt, Thomas and Staberg, Daniel HAKKAA PAALLE: Wargames Rules of the Thirty Years War A set of modifications making it possible to use the Ga Pa 2nd edition rules to fight the battles of the Thirty Years War and the Polish-Swedish wars of the first half of the 17th century. You need the Ga Pa rules to use this supplement.

Currently the set contains no army lists. A book with both army lists and rules modifications will be published as soon as all army lists are finished. However, data tables for creating various types of units are included.
1 vol, 24 pgs 2015 US, ON MILITARY MATTERS
NEW-softcover ......$16.00

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1-74750 Avery, Robert VIS MAGICA 8.5x11, a stand alone version of VIS BELLICA that adds fantasy type units/magic, b/w and color illust. 1 vol, 80 pgs 2004 UK, ROBERT AVERY
NEW-color softcover ......$30.00

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1-211720 Ayres, Nick 3RD GENERATION WARFARE From platoon to battalion and larger sized formations. These rules are designed to accommodate figure scales of 6, 15, 20, 25 and 28mm with the onus on a personal favorite 20mm. Designed to be a simple set of rules that are fast to learn and play but accuracy has not been sacrificed for playability.

Many modern rules focus on adding as much detail as they possibly can with tables for almost every conceivable situation that may arise on the battlefield. Third Generation Warfare uses just a couple of key tables and charts that cover almost all of the rules including movement, anti-tank fire, air to ground fire, artillery, and morale.

A traditional turn-based system that focuses on command and control where command elements generate a number of 'command dice' that when rolled and totaled gives a commander a number of activations for units to complete actions.

Divided into a number of core sections the rules show you the commander how to build an effective battle group which is the basic building block of an armies fighting force. Then calculate your battle groups total command which is converted in to actions that can be used in a variety of ways to move units around the battlefield and conduct fire against the enemy using a variety of different fire methods including direct, indirect and area fire. As the game progresses and casualties are taken, the command total reduces and as a consequence so does the number of actions generated by the battlegroup making it a fine balance between activating key units and not leaving others vulnerable to attack.

A number of add-on supplements include stats for over 1500 different weapon systems which really gives a commander a wealth of military hardware to choose from. There are detailed TO&E and OOB for nearly 100 different countries world wide. 1 vol, 96 pgs 2015 UK, SILVER BULLET PRODUCTIONS
NEW-pb ......$26.00

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1-211721 Ayres, Nick 3RD GENERATION WARFARE: Cold War Data Book Supplement 3rd Generation Warfare is a set of Modern Wargaming rules for Combined Arms Conflict. This first data book covers the Cold war. With army lists and hundreds of vehicle stats for all the NATO members and the Soviet Union. 1 vol, 241 pgs 2015 UK, SILVER BULLET PRODUCTION
NEW-dj, available mid October 2017 ......$18.00

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1-882807 Bagosy, Alex T. THE STORM TURNS WEST:Blitzkrieg 1940 A complete organizational guide of Denmark, Norway, Belgium, Holland and Luxembourg. Covers every major combat unit. 1 vol, 100 pgs 2009 US, HOPLITE RESEARCH
NEW-softcover, 2nd edition ......$30.00 with a discount of 10%

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1-192564 Ballou, Tom TONKIN GULF YACHT CLUB: CHECK YOUR 6 Scenario Book Scenario and campaign book for clashes between the United States Navy and North Vietnam's Peoples Air Force between 1965 and 1968 during Operation Rolling Thunder. Includes four campaigns, a mini-campaign, and 28 scenarios. The scenarios can be played individually, linked to form campaigns, or combined as one grand campaign. The campaigns cover the battles that occurred during the annual southern monsoon fighting season. The missions changed during the course of Rolling Thunder, so each campaign is different. Includes Historical research and stats.

* The first campaign 1965: Hard Lessons Relearned -- covers the initial battles between the USN and VPAF and the failures of initial tactics and weapons at the start of Rolling Thunder.
* The second campaign 1966: The Grind -- covers the period where the operational failure of Rolling Thunder's restrictions became clear to the men fighting even as their weapons and tactics improved, the skill of the VPAF improved as well.
* The third campaign 1967: The Gloves Come Off -- covers many of the restrictions of Rolling Thunder's restrictions were lifted, large strikes on VPAF airfields and the push to destroy the VPAF. Included within this campaign period is the mini-campaign 'A Birthday Gift for Uncle Ho' covering the Bon Homme Richard's audacious mission to deliver Walleye glide bombs to a power plant in downtown Hanoi, and the running air battle that ensued.
* The fourth campaign 1968: The End of the Beginning -- covers the period post Tet Offensive. The US ended their operations over the heart of North Vietnam, and thereby created a safe haven for VPAF MiGs North of the 19th Parallel. The VPAF began to sweep south and with bait and killer teams, and the Navy had to change tactics again, counter to these attacks till the end of Operation Rolling Thunder.

* HISTORICAL RESEARCH: The book includes sections containing historical background, the training, tactics and weapons of each side, an annotated bibliography for further reading, a color scheme guide, and a campaign map.
* AIRCRAFT STATISTICS and CAMPAIGN INFORMATION: The book contains aircraft statistics for 14 US and Soviet-built aircraft and their variants in Check Your Six Jet Age format for use in the scenarios. The book also contains detailed notes and pictures of the various aircraft featured in the campaign. 1 vol, 60 pgs 2019 US, J&D PUBLICATIONS
NEW-softcover ......$25.00 rct

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1-217291 Barker, Ash LAST DAYS: Zombie Apocalypse - Seasons Last Days: Zombie Apocalypse: Seasons brings an all new campaign to the skirmish-scale miniatures game of survival horror, taking players through the changing seasons and the challenges this brings to their Groups of survivors. As well as rival gangs and mindless zombies, your Group will have to deal with hunger, thirst, warmth, and the many other problems that can't be stopped with a well-placed bullet. Featuring a host of new character types, scavenge tables, scenarios, and even rules for using bicycles, motorbikes, and snowmobiles, this expansion is essential for a survivor during the last days. 1 vol, 88 pgs 2019 UK, OSPREY PUBLISHING
NEW-hardback, available mid September 2019 ......$30.00 with a discount of 15% rct

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1-193110 Barker, Phil Phil Barker's Introduction to Ancient Wargaming: WRG 6th Edition Ancient Rules 3000BC to 1485 AD Phil Barker's major contribution has been as an innovative writer of games mechanisms. He has described his rules-writing philosophy as simply 'It is my aim to produce the most accurate and playable rules I possibly can.' The WRG Ancients rule series were both the first rule books professionally printed and the first universal rule set. They went through 7 editions and were the standard ancient wargames rules from 1969 until replaced by DBM in 1993.

WRG Ancient Rules 3000 BC to 1485 AD: 6th Edition reprint includes:

*Classic Introduction to ancient warfare: The Airfix Guide to Ancient Wargaming
*Advice on tactics
*Guide to sources
*How ancient wargaming began
*Sample army lists
*Complete WRG 6th edition rules for ancient and medieval warfare, including sieges and shipboard fighting. 1 vol, 0 pgs 2010 UK, JOHN CURRY EVENTS
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1-47043 Barker, Phil 6/7TH/DBA ARMY LIST 3:Mediterranean Basin-India List of armies from 3000 BC - 1485 AD 1 vol, 72 pgs 1992 UK, WARGAMES RESEARCH GRP
NEW-softcover ......$14.00

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6-85380 Barker, Phil DBMM: DE BELLIS MAGISTRORUM MILITUM - Version 2.1 Version 2.1 is the latest update to the DBMM rules. It features several rule refinements and now covers the period 3000 BC to 1525 AD. Included in this edition for the first time is a selection of army lists to help new players get started quickly.

DBMM offers an unrivaled combination of realism and excitement for simulating ancient and medieval warfare using miniature figures in any scale from 2mm to 30mm. Created by Phil Barker, DBMM can be used to refight historical engagements or to generate your own scenarios from small-scale skirmishes to the largest battles of antiquity. DBMM captures the full flavor of ancient and medieval warfare, the rules integrate fortifications, and naval support, terrain, and weather. Over 300 army lists are also available, detailing forces throughout the period and across the world. 1 vol, 88 pgs 2019 UK, Wargames Research Group Ltd
NEW-softcover ......$28.00 rct

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3-85381 Barker, Phil DBMM ARMY LIST BOOK 1: The Chariot Period 3000BC to 500BC DBMM Army Lists Book 1 is the first volume in the series of WRG publications providing detailed guidance on the structure and organization of ancient and medieval armies for use with the De Bellis Magistrorum Militum (DBMM) wargame rules.

The result of extensive research, this revised and updated edition of Book 1 spans the period from 3000 BC to 500 BC and covers the earliest known armies from Europe, Asia, the Middle East, and Africa. Each of the 64 army lists details troop types and numbers to allow the wargamer to recreate realistic armies that faithfully reflect the composition of their real-life prototypes.

Accompanying each list are historical notes providing in-depth commentary on the troops involved along with information on naval units, terrain and climate. A must for competition games, DBMM Army Lists Book 1 also provides an invaluable general reference source for the troop types and organisation of armies of the period. 1 vol, 96 pgs 2019 UK, Wargames Research Group Ltd
NEW-pb, revised edition ......$28.00 rct

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3-85382 Barker, Phil DBMM ARMY LIST BOOK 2: The Classical Period 500BC to 476AD DBMM Army Lists Book 2 is the second volume in the series of WRG publications providing detailed guidance on the structure and organization of ancient and medieval armies for use with the De Bellis Magistrorum Militum (DBMM) wargame rules. The result of extensive research, this revised and updated edition of Book 2 spans the classical period of warfare from 500 BC to 476 AD and covers armies from Europe, Asia, the Middle East, and Africa.

Each of the 84 army lists details troop types and numbers to allow the wargamer to recreate realistic armies that faithfully reflect the composition of their real-life prototypes. Accompanying each list are historical notes providing in-depth commentary on the troops involved along with information on naval units, terrain and climate. A must for competition games, DBMM Army Lists Book 2 also provides an invaluable general reference source for the troop types and organization of armies of the period. 1 vol, 122 pgs 2019 UK, Wargames Research Group Ltd
NEW-pb, revised edition ......$28.00 rct

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3-85383 Barker, Phil DBMM ARMY LIST BOOK 3: 476AD to 1071AD DBMM Army Lists Book 3 is the third volume in the series of WRG publications providing detailed guidance on the structure and organization of ancient and medieval armies for use with the De Bellis Magistrorum Militum (DBMM) wargame rules. The result of extensive research, this revised and updated edition of Book 3 spans the early medieval period from 476 AD to 1071 AD and covers armies from Europe, Asia, the Americas, the Middle East, and Africa.

Each of the 80 army lists details troop types and numbers to allow the wargamer to recreate realistic armies that faithfully reflect the composition of their real-life prototypes. Accompanying each list are historical notes providing in-depth commentary on the troops involved along with information on naval units, terrain and climate. A must for competition games, DBMM Army Lists Book 3 also provides an invaluable general reference source for the troop types and organization of armies of the period. 1 vol, 114 pgs 2019 UK, Wargames Research Group Ltd
NEW-pb, revised edition ......$28.00 rct

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3-85384 Barker, Phil DBMM: ARMY LIST BOOK 4: AD1071 to AD1521: High Medieval Period DBMM Army Lists Book 4 is the final volume in the series of publications providing detailed guidance on the structure and organization of ancient and medieval armies for use with the De Bellis Magitsrorum Militum (DBMM) wargame rules. The result of extensive research, Book 4 spans the high medieval period from 1071 AD to 1515 AD and covers armies from Europe, Asia, the Americas, the Middle East and Africa.

Each of the 85 army lists details troop types and numbers to allow the wargamer to recreate realistic armies that faithfully reflect the composition of their real-life prototypes. Accompanying each list are historical notes providing in depth commentary on the troops involved along with information on naval units, terrain and climate. A must for competition games, DBMM Army Lists Book 4 also provides an invaluable general reference source for the troop types and organization of the armies of the period. A4 size. 1 vol, 122 pgs 2019 UK, Wargames Research Group Ltd
NEW-pb, revised edition ......$28.00 rct

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2-37470 Barker, Phil & Scott, Richard Bodley DBR: DE BELLIS RENATIONIS A set of wargames rules for Renaissance battle, covering the period from 1491 AD to 1700 AD. It was first published in 1995 and later updated to version 2.0 published in 2004.

It was accompanied by three books of Army Lists describing the main armies in use during that period. This reprint of the 2004 version (DBR 2.0) provides both rules and army lists in a single convenient volume. 1 vol, 150 pgs 2016 UK, SUE LAFLIN
NEW-pb, back in print ......$30.00

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4-34560 Barker, Phil and Scott, Richard Bodley DBA: DE BELLIS ANTIQUITATIS 3.0 DBA Wargames rules for Ancient & Medieval Battle from 3000BC to 1500AD, simple, fast play.

The aim of the rules was to provide the simplest possible set of wargaming rules that retained the feel and generalship of ancient and medieval warfare. The rules were about command decisions not the detail of combat. The average player would have memorized the rules by half way through their first battle, but tactical skill, especially with the use of light troops, took longer. Battles typically lasted less than an hour, allowing multiple games to be played in a single day. The DBA rules include the basic battle rules, campaign rules, suggested mini-campaigns, over three hundred army lists, rules for larger armies and six player campaigns. The original rules are supported by an introduction by Phil Barker and chapters on: Reflecting on the development of DBA.

An introduction to tactics using DBA
Applying DBA to historical battles
Recreating the Battle of Zama in 202 BC using DBA
DBSA and DBA 1.0
Also included are all four of the original army lists.
1 vol, 146 pgs 2020 US, WRG LTD
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1-209770 Barker, Phil edited by John Curry Phil Barker's Horse and Musket Wargaming Rules 1685-1845(1979) First published in 1971, with a second edition in 1979, these rules were revolutionary for their time. They were written to allow wargamers to replay even the largest battles from the horse and musket era 1685-1845. This popular set of rules were in use primarily for Seven Years War and the Napoleonic Wars for over 25 years. The approximate ratio was 1 figure representing 40-50 men. This scale made it feasible to recreate historical battles upon the table top at the grand tactical level. Wargamers used them for Marlborough's battles, the Highland rebellions, the battles of Frederick the Great, in addition to the Seven Years War, the War of American Independence, campaigns in India, the French Revolutionary Wars and Napoleonic Wars. They rules included three pages of specimen army lists for Marlburian era, the Seven Years War and the early Indian Wars 1 vol, 63 pgs 2012 UK, JOHN CURRY EVENTS
NEW-softcover ......$24.00

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1-211780 Barler, Phil HORSE FOOT AND GUNS: Version 1.1 A set of quick-play, army-level wargames rules for large land battles for the period 1701-1914. This version 1.1 is a slight revision of the version 1.0 written about ten years ago by Phil Barker and for many years available as a free download.

It is primarily intended for games between two players each controlling a complete army against its historical opponents using a minimum number of figures on a small table. The series' inspirations are that no current rules can cope with more than one corps per player; that few of the many wars of the period except the Napoleonic and American Civil Wars are covered by existing rule sets; and that great interest is being shown in smaller model scales for which casualty removal is impractical.

Later it will be followed by HFG Version 2.0 which will extend the period to 1925 as well as detailed companion sets, initially 'Tricorne & Musket' covering 1701-1790, 'Shako and Bayonet' for 1791-1850, and 'Kepi & Rifle' for 1851-1914. 1 vol, 72 pgs 2016 UK, SUE LAFLIN
NEW-pb ......$26.00

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1-16530 Berry, Peter FILE LEADER:Company level ECW rules Great fun rules for small unit games. 1 vol, 16 pgs 2013 UK, PARTIZAN PRESS
NEW-softcover, REVISED EDITION ......$12.00

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2-196520 Berry, Peter POLEMOS SPQR: Ancient Rules Polemos SPQR covers the period of dominance of the professional Roman legionary from the late Republic to the reign of Marcus Aurelius. This 300-year period saw the rapid expansion and consolidation of the Roman Empire and brought the legions into conflict with opponents from Scotland to Syria.

It is also a period peopled my larger than life characters and individuals with Sulla, Julius Caesar, Pompey, Augustus, Mithridates IV, Varus, Caractacus, and Trajan all making their appearances.

Includes army generators and scenarios, and, is a self-contained set with no supplements needed. 1 vol, 76 pgs 2020 US, ON MILITARY MATTERS
NEW-softcover ......$30.00

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1-25440 Berry, Peter ONCE UPON A TIME IN THE WEST INDIES Simple rules for the age of Piracy. 1 vol, 40 pgs 1992 UK, PARTIZAN PRESS
NEW-softcover ......$12.00

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1-35450 Berry, Peter ONCE UPON A TIME IN THE WESTERN PENINSULA Skirmish rules, great fun for all Napoleonic areas from the Revolution to North America 1 vol, 38 pgs 1994 UK, PARTIZAN PRESS
NEW-softcover ......$12.00

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1-50320 Berry, Peter RANGER:Rules for the French-Indian Wars Rules, o/b's, painting guide, company level. 1 vol, 48 pgs 2013 UK, PARTIZAN PRESS
NEW-softcover ......$12.00

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1-79451 Berry, Peter POLEMOS ECW: Grand Battle Rules - 2nd Edition Designed for large battles in either 6mm, 10mm or 15mm scale; you can play the large battles such as Marston Moor or Naseby in an evening; armies are in Brigades; army lists, scenarios. 1 vol, 76 pgs 2010 UK, BACCUS 6MM LTD
NEW-softcover, Inventory Reduction Sale ......$30.00 with a discount of 50%

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1-79452 Berry, Peter POLEMOS GREAT NORTHERN WAR: Grand Battle Rules Designed for large battles at Brigade level in either 6mm, 10mm or 15mm scale that you can play the that you can play in an evening. Includes army lists and scenarios.

The emphasis is on the Great Northern War but other actions from this period can also be fought, including wars against the Ottoman Empire, Polish Civil War, and other actions in the period 1695 to 1725. You can be Peter the Great of Russia and face the cream of what was probably the best army in the world of this period - Charles XII's Swedish army. Perhaps instead you could as Peter battle the Ottomans on the river Prut. 1 vol, 80 pgs 2018 US, ON MILITARY MATTERS
NEW-softcover ......$29.00

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1-794540 Berry, Peter POLEMOS NAPOLEONIC WARS RULES Contains two sets of Rules; GENERAL DE DIVISON for Corps level games and MARECHAL de l'EMPIRE for the really big battles, for 6mm thru 15mm. 1 vol, 80 pgs 2008 UK, BACCUS 6MM LTD
NEW-softcover, 2ND EDITION new bits ......$30.00

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1-16270 Berry, Peter & Wilkins, Ben FORLORN HOPE 8.5x11, Wargame rules for the English Civil War,army lists, (24) pages of color uniforms/flags. 1 vol, 110 pgs 2013 UK, PARTIZAN PRESS
NEW-softcover 3rd ed ......$33.00

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1-192960 Bickley, David GOOD DUSTING, A These rules are intended for gaming actions from the Sudan War 1884 -1885 and the Egyptian Revolt of 1882. They include the mechanisms players will need to play out a game to a successful conclusion within two to three hours on a table about 7' x 4'. Their emphasis is very firmly on enjoying the game, throwing lots of dice and getting 'A Good Dusting' in the process. It is possible for the game to be played by two or more players on opposing sides, as say the forces of the Mahdi and the Anglo-Egyptian forces.

It also possible for the game to be played where all the players take on Anglo-Egyptian commands and the forces of the Mahdi are controlled using the 'Mahdist auto-generation' section of these rules. The availability, number and type of units, their entry, deployment, and initial movement distance are controlled by random dice throws in each the game turn. In subsequent turns following their entry, the Mahdist units react according to the 'Mahdist Reaction
Table'.

The rules are supplemented by almost 40 full color illustrations of games in action, together with studies of individual units and vignettes, supplemented with a simple map for campaign games, a sample scenario to get you started, and an outline timeline of the Sudan War from 1883 - 1885. A short but useful book list is also included to help beginners ease themselves into the period. 1 vol, 38 pgs 2013 UK, PARTIZAN PRESS
NEW-softcover ......$20.00

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1-194440 Bickley, David WASHING THE SPEARS: Simple Rules for Fighting the Zulu Wars These rules for refighting battles from the Anglo-Zulu War of 1879 grew out of the previous set in this series, A Good Dusting, which received a very positive reception from gamers. They are designed with enjoyment between like-minded friends firmly to the fore, not competition play, and focus very much on throwing loads of dice and Washing the Spears in the process! Games should play out satisfactorily in two to three hours on a table about 7' x 4' or so. There is no figure, time or ground scale to worry about, just cut straight to the action 'somewhere in Zululand'.

The game mechanisms allow all players to take on commands within an Imperial force, with the Zulus controlled by all of the players in accordance with the auto generation and action rules. It is equally possible for two or more players to take on opposing Imperial and Zulu forces and play the game out conventionally. The rules aim to give you an enjoyable game where, if correctly handled and blessed by the dice gods, the Imperial forces should win. However, the Zulus are always in with a chance, especially when the close to combat with their opponents.

The full colour rules include 37 illustrations of action on the tabletop, units and individual character figures; a sample scenario to get you started straight away; a play sheet which can be photocopied; a short reading list; and a suggested list of figure manufacturers, in 28mm at least.

1 vol, 38 pgs 2010 UK, DAVID BIKLEY
NEW-pb ......$20.00

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1-196050 Bickley, David DEVIL'S WIND, THE: Indian Mutiny 1857-58 These rules for refighting battles from the Indian Mutiny of 1857 - 58 follow on from previous sets in this series (A Good Dusting and Washing the Spears). Designed not for competition play as much as for friendly battles, the rules focus on throwing loads of dice and feeling the 'brush of the Devil's Wind' across your cheek. Games should play out satisfactorily in two to three hours on a table about 7' x 4' or so. There is no figure, time, or ground scale to worry about, just cut straight to the action on the road to Lucknow.

The game mechanisms allow all players in the game to take on commands within an Honourable East India Company or Regular British force, with the Mutineers controlled by all of the players in accordance with the auto generation and action rules. It is equally possible for two or more players to take on opposing Mutineer and HEIC/HM forces and play the game out conventionally.

The full color rules include numerous illustrations of action on the tabletop here in GHQ, units and individual character figures; scenic items to enhance your tabletop battlefield; a sample scenario to get you started straight away; a play sheet which can be photocopied; a short reading list; and a suggested list of figure manufacturers in 28mm. 1 vol, 38 pgs 2011 UK, DAVID BIKLEY
NEW-softcover ......$22.00

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1-200880 Bickley, David A CROWING MERCY - English Civil War Rules Designed for larger battles in 10mm scale upwards, full-color. Containing a quick reference sheet inside the back cover, and with a real feel for the era. 1 vol, 45 pgs 2013 UK, ATLAS PRESS
NEW-softcover ......$24.00

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1-83290 Big Sid CONTACT:Wargame rules for 1946-2006 and beyond 8.5x11.75, rules, play aids, scenarios. 1 vol, 96 pgs 2006 UK, PARTIZAN PRESS
NEW-softcover ......$32.00

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1-195880 Birdseye. Jim SNIPERS! Duck, Dodge and Shoot Snipers! Duck Dodge and Shoot. Size 6x9, black and white text with color cover. It focuses on the War In Italy (WWII). The concept is simple: get your American, British or Canadian squad through a bombed out village dodging Nazi Snipers. Game can be played with as few as 12 figures. This a is fast play set of skirmish rules for 25 or 15mm. 1 vol, 34 pgs 2011 US, LMW WORKS
NEW-softcover ......$18.00

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1-223100 Blake, Mike BLOOD AND VALOR A notable difference to Blood & Valor is the unique initiative system. Each round, players simultaneously and secretly bid points in order to determine who will act first. Strong forces can increase the number of points a player has to bid with, thus giving the player a better chance to act quickly. Players will take this into consideration when building their armies.

As always, our highest priority is historical accuracy and a large range of settings and options to choose from. The scope of this game is not limited to the western front! These rules allow for battlefields set in the Alps of northern Italy, the open spaces of the eastern front, the Gallipoli peninsula, and much more. The choice is up to you and your imagination.
1 vol, 156 pgs 2017 US, FIRELOCK GAMES
NEW-hardback ......$35.00 rct

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1-210671 Bollands, Wayne Living on the Frontline - Winter of 79: Top Secret Things Fall Apart..

Faction against faction, man against man, a battle for power or simple survival.

'This is the BBC and here is the news - Today, the London-based Government declared a State of Emergency, called for calm and mobilized every agency they still had control of or those who offered their assistance to enforce their rule across the country. Meanwhile, newspapers across the former Great Britain and across the world proclaimed in banner headlines 'Second Civil War In The Dis-United Kingdom'.

This supplement for the Living On The Frontline rules provides an outline for games set within one possible version of the Winter of '79 background. You can use the ideas and scenarios contained within as is or adapt them to your own games. Whatever you decide to do, remember: Keep a round up the spout, keep close to cover and stay alert, or else there'll be an empty seat down the pub tonight!

Contains 9 scenarios and additional rules for mounted troops.
1 vol, 56 pgs 2016 UK, PARTIZAN PRESS
NEW-softcover ......$24.00

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1-210672 Bollands, Wayne WILD GEESE: Living on the Front Line - Post-1945 Rules for Mercenary Units The life of a mercenary depends upon the accounts you read or your approach to the topic. On one level, mercenary life can seem a romantic adventure, where often noble Soldiers of Fortune venture forth to save lives, right wrongs and vanquish the evil within our world. On another, mercenary life can appear fraught with danger, hardship and eventual death, with little or no support from uncaring employers.

The truth is, the reality can be seen as a blend of these and many other factors. What is known is that mercenaries in one form or another have been instrumental in toppling governments, creating nations and preserving peace / ensuring war across the globe, especially during the post-1945 period and up until the modern day.

Wild Geese is a skirmish level game using suitable miniatures from 15 to 28mm size, plus buildings, vehicles and other items that are scaled to fit. Games can represent one-off encounters or be a part of a series of battles, perhaps even a narrative campaign where the units you and your fellow gamers come up with develop over time.

Remember: Get in, get out, get paid - where the Wild Geese roam, lesser men fear to tread. 1 vol, 56 pgs 2016 UK, PARTIZAN PRESS
NEW-softcover ......$24.00

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1-222800 Bollands, Wayne THE ZONE: The Cold War Turns Hot Adapted from the Living on the Front Line: A Winter of '79 Game rules -- Skirmish rules that represent an alternative history of the late 1970s and early 1980s.

In November 1983, the NATO Exercise Able Archer was perceived by the Soviet and Warsaw Pact governments as being the prelude to a full nuclear strike against their nations. Consequently, as NATO blithely carried on 'playing' at war, the Soviets prepared for the real thing. They activated missile batteries, put bombers on standby, and sent ground forces to the East-West German and other borders ready to carry out Operation Seven Days to the Rhine. As the NATO forces called 'end - ex' and began to return to their bases, the specter of full-scale nuclear war receded. The message flashed around the nuclear missile silos, bomber crews stood down and Warsaw Pact nation states began to relax.

However, on the morning of 11 November, a tired, stressed Soviet Armored Division commander makes a fateful decision, prompting a full scale Soviet and Warsaw Pact invasion of West Germany. NATO forces, many of them without live ammunition, are initially overwhelmed. In a desperate attempt to slow the advancing hordes, NATO high command authorizes the use of biological and chemical weapons. Many Soviet military personnel and West German civilians are killed. The Soviets deploy a tactical nuclear weapon in response, with yet more carnage amongst NATO military and German civilians alike. The international outrage leads to the tacit agreement to not use these weapons again. A conventional war ensues, fought over the battered fields, towns and cities of West Germany. 1 vol, 56 pgs 2019 UK, PARTIZAN PRESS
NEW-softcover, available mid February 2019 ......$28.00 rct

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1-223260 Bollands, Wayne QUICK AND THE UNDEAD: Survivalist gaming in Apocalyptic times The Quick and the Undead is a game for one or moreplayers, based upon more zombie movies, TV shows, comics and storiesthan is healthy for one person to know about!

Designed for fighting the Undead, but easily adaptablefor Human on Human survivalist games Excellent for single scenario,or Campaign. The random generation of buildings, Loot and other featuresmakes this ideal for SOLO play. Players are either human or Zombie. or both

Get it while you can. !!!!!!

It is the early C21st. Given the upheavals in Britainoutlined in the background above, technologically, socially and musicallyit is about the Mid 1970's. So too are the clothing fashions!

Cities and towns have been ransacked and then abandonedto the Undead. Survival lies in small villages in the British countryside.Remember that this isn't a gun-happy US TV show.

This is a Campaign driven system, players start witha bunch of unarmed starving survivors that work their way up to hardenedprofessional survivors. but don't get too attached toanyone!. Of course one-off games are a must too. Games should be scenariodriven (find food, grab guns from a police station, empty fuel fromcars on a road.. and then get the Hell out of Dunnie on theWold) or a straight points based Shoot 'em Up (well, Bash 'emUp). The possibilities are endless and you've seen enough films,etc. to sort it out.
1 vol, 48 pgs 2020 UK, PARTIZAN PRESS
NEW-pb, available late April 2020 ......$22.00 rct

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1-226390 Bollands, Wayne THE 'NAM : Squad level rules for gaming the War in Vietnam THE 'NAM: The Way It Was (Rules)

Large format, full-color, squad-level rules for wargaming Vietnam. Uses playing cards and 'dice shifting' to simulate any of the troops who did the fightin` and a-dyin` a long way away from home or amongst their own cities and villages. Embraces all the combatants who played a part in the war, including Viet Cong guerrillas, Australians, South Koreans, and others (see 'Falling Dominoes' supplement).

Designed for 28mm-sized figures, but usable with 15/20mm miniatures. Aimed for a player to control a platoon, although possible to scale up or down as required (company to rifle squad).
1 vol, 60 pgs 2021 UK, PARTIZAN PRESS
NEW-softcover, available early February 2021 ......$32.00 rct

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1-70690 Bowden, Scott & DeLamater, Matt & Fisher, Todd REVOLUTION TO EMPIRE 8.5x11, the latest in the 'EMPIRE' series, many changes, easier to read and find stuff, play aids.

In Revolution & Empire players take the role of the great commanders of the period such as Napoleon, Wellington, Blucher, Charles, Suvorov, Massena, and Lannes. Draw up your preliminary battle-plans in hopes of achieving your own decisive victory and watch as subordinates carry it to fruition. Revolution & Empire reflects the intense friction of war during this era, as billowing smoke and thunderous cannonades obscured the battlefield and increased the intense confusion and pressures of battle, and even the best plans can go awry by the accidents of war. Skillful management of reserves plays a decisive role in determining the outcome, as fresh troops must be carefully preserved to respond to the inevitable crisis of the battle.

At the tactical level, players performing as division and corps commanders are faced with mastering the interaction of combined arms. No other period of history presents such a balance, as each arm's strengths and weaknesses are dramatically highlighted. Perhaps as no system before, Revolution & Empire demonstrates the evolution of tactics throughout the entire period, from the demise Frederick the Great's linear style of warfare to the development of a new tactical system for a new age. With Revolution & Empire, players will also foster a new appreciation for the brilliant tactics of generals like Wellington and Davout, men who won astonishing victories against staggering odds.

Revolution & Empire is also a valuable historical reference, as hundreds of generals and units are rated on their performance during the period in order to reflect their historical capabilities. Comprehensive rules reflect the many salient aspects of Napoleonic and Revolutionary combat, including massed skirmishers, grand batteries, fatigue, savage town fighting, bridge assaults, weather, and ammunition supply. Whether re-fighting the famous battles, or recreating the scores of smaller actions from the period, Revolution & Empire elegantly reflects warfare in this fascinating and turbulent period of military history.
1 vol, 240 pgs 2003 CHICAGO, EMPERORS PRESS
NEW-ready for binder ......$50.00

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1-37150 Bowden, Scott anf Getz, Jim CHEF DE BATAILLON Rules for 'tactical' Napoleonic wargaming, battles with no more than a few regiments per side. 1 vol, 220 pgs 1995 CHICAGO, EMPEROR'S HDQTRS
NEW-softcover ......$35.00

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1-967010 Bowers, Guy Black Ops - Tactical Espionage Wargaming 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! 1 vol, 64 pgs 2015 UK, OSPREY PUBLISHING
NEW-softcover ......$20.00 with a discount of 15%

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1-81720 Bradford, Brian KILLER KATANAS II: Samurai Warfare 1550-1650 New revised edition with rules errata and two new scenarios and play aids.

8.5x11-inch, suitable for 6-10mm/15mm/25mm figures, can be used for small and large games; army lists, clan leaders, 12 scenarios in total, play aids. Excellent reference guide to formations (including diagrams), well illustrated, and includes lists of generals (and ratings) by clan.
Each scenario includes map, OOB, and historical background. Scenarios include: 4th Kawanakajima, 2nd Konodai, Mimasetoge, Nunobeyama, Anegawa, Mikata-ga-hara, Nagashino, Okitanawate, Hitotori Bridge, Sekigahara, Wakae, and Yao.

All you need are the troops. 1 vol, 132 pgs 2012 US, OMM PUBLISHING
NEW-wire bound softcover ......$35.00

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1-197470 Broom, Rob WAR & CONQUEST: Rules for 28mm War and Conquest is the first in an exciting range of high quality wargames rules and source books from Scarab Miniatures Limited. War and Conquest is aimed at wargamers and collectors of 28mm miniature Ancient and Medieval armies but can easily be adapted for other scales. Full color 1 vol, 176 pgs 2012 UK, SCARAB MINIATURES
NEW-hardcover ......$49.00 with a discount of 15%

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1-212740 Brown, David PICKETT'S CHARGE Pickett's Charge is designed for Divisional and larger battles in the American Civil War, with the Regiment being the smallest maneuver element, the Brigade the lowest tactical command. A typical club night action involving several Brigades per side and a full day or weekend handling a Corps or two with ease.

Includes rules for using both 15mm and 28mm figures, suggestions for organizing your armies with a point system, a guide to rating force, and an introductory scenario. 1 vol, 82 pgs 2016 UK, TOO FAT LARDIES
NEW-pb ......$36.00

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1-213900 Brown, David GENERAL d'ARMEE: Rules for Age of Napoleon First, General d'Armee has no set figure scale as mentioned above, so players will find it easier to field the battalions and regiments required, as they can suit the figure scale to their armies.

Secondly, General d'Armee has a command and control system that concentrates on taskings and actions for brigades as well as certain brigade orders. Thus you can order your artillery to 'redouble their efforts' in order to overwhelm the enemy line, likewise you can do similar with skirmishers before sending in an infantry or cavalry assault. This has the added bonus it that can create those distinct bombardment/skirmish/assault phases of Napoleonic warfare during the game. Combined with this there is also your dollop of friction, as players cannot guarantee that their brigades will act as desired every turn.

Although General d'Armee has battalions as its tactical units, the focus is actually far more on brigades being committed into action with brigade outcomes. Thus you can see brigade attacks of three or four units and defending as a whole brigade, rather than individual units, (although this is also recreated). Therefore entire brigades can be committed and can be successful or defeated.

Firing for all troops types is particularly streamlined and simple to run through, with just negative modifiers thus making it far easier for players to apply. Positive modifiers are achieved by simply adding casualty dice, which hit on a straightforward score of 4, 5, or 6. In addition to this there is no figure removal, the rules represent battlefield attrition and as you move through the casualty levels a units overall battle performance will decline in across the board in firing, charge combat, melee and morale.

Finally there's no morale phase, which I found always slowed and interrupted the gaming process. Morale is either dealt with immediately upon the morale's situation arising, while all recovery and rally aspects are dealt with entirely through the command phase and brigade command rolls. (Players of Pickett's Charge will know exactly how this works.).

All this combines into a very different type of game that moves along quickly, thus is able to cater for quite large games, anything from divisional actions right through to large multi-corps battles for those day long or even weekend long games! 1 vol, 106 pgs 2017 UK, TOO FAT LARDIES
NEW-pb ......$38.00

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1-226650 Brown, David `O` GROUP - BATTALION SCALE WORLD WAR II WARGAMES RULES Each player fields a battalion under the command of the Battalion HQ. The battalion consists of a number of infantry companies, normally three and will usually be supported by heavy weapons, guns according to the national structures and, of course, with room for supporting elements to be attached to produce a combined arms force, such as AFVs. 1 vol, 106 pgs 2021 UK, REISSWITZ PRESS, TOO FAT LAARDIES
NEW-dj, available mid March 2021 ......$42.00 rct

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1-43630 Brown, David GENERAL de BRIGADE, Deluxe Edition 8.5x11, General de Brigade Deluxe edition brings changes and enhancements to a number of key areas within the rules, although the basic mechanisms remain the same. The key challenges in playing General de Brigade Deluxe are command and control, correct formations, (for both battalions and brigades), and appreciating or compensating for particular national traits. Brigade orders contribute significantly to command and control, these orders limit the 'nippy little battalion' syndrome and restrict the wargamer from doing more or less whatever he wants with any unit whenever it suits him.

In addition, generals are now graded as to their ability and this directly impacts on their capacity to command on the battlefield. For example, the number of charges they can order per turn is now linked to their ability (see below) and this effects the timing and deployment of attacks, e.g. players will now notice the greater use of attacks en echelon and less reliance upon massed column formations. General de Brigade Deluxe still allows wargamers the freedom to command and maneuver most of their battalions or squadrons but continues to stress the importance of those higher command decisions such as brigade formations, brigade objectives, the timing of assaults and the deployment of reserves.

The Deluxe Edition also includes more information of the organization of the major armies, (including the Ottoman Turks), new pick up and play divisions, a reworked Victory & Defeat chapter introducing a Corps/Divisional breakpoint, so permitting the easier identification of victory, revised points values and also three new scenarios!

The rulebook comes with a gloss laminated full-color, 4-page Quick Reference Sheet. None of your usual having to cut out the playsheet nonsense here, this is a Deluxe Edition after all!

1 vol, 184 pgs 2013 UK, PARTIZAN PRESS
NEW-hardcover, full color o/p ......$55.00

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1-43631 Brown, David GENERAL de BRIGADE:Scenarios V1 8.5x11, Brigade Level additional rules/amendments organizational charts, play aids, (11) scenarios. 1 vol, 44 pgs 2003 HOPEWELL, OMM PUBLISHING
NEW-pb ......$20.00

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1-43632 Brown, David GENERAL de BRIGADE:Scenarios V2 8.5x11, Brigade Level additional rules/amendments (11) scenarios 1 vol, 48 pgs 2003 HOPEWELL, OMM PUBLISHING
NEW-softcover ......$20.00

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1-43633 Brown, David GENERAL de BRIGADE:Scenarios V3 8.5x11, Brigade Level additional rules/amendments(11) scenarios including MARENGO, HALSACH-JURGEN, AUSTERLITZ, AUERSTADT, FRIEDLAND & EGGMUHL. 1 vol, 44 pgs 2003 HOPEWELL, OMM PUBLISHING
NEW-softcover ......$20.00

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1-43634 Brown, David GENERAL de BRIGADE:Scenarios V4 8.5x11, Brigade Level additional rules/amendments 10+ scenarios for the Ottomans vs the French in Egypt and against the Russians 1 vol, 80 pgs 2009 UK, PARTIZAN PRESS
NEW-softcover ......$26.00

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1-43635 Brown, David GENERAL de BRIGADE:Scenarios V5 Volume five presents eleven historical scenarios that follow Wellington's famous Peninsular victories from Vimiero in 1808 until the final victory at Toulouse in 1814.

All are designed for use with General de Brigade Napoleonic wargames rules (but may be converted to any similar system). Each scenario provides players with terrain maps, troop deployments, objectives, and orders of battle. Several of the scenarios are linked and can be played as part of a mini-campaign, or, as in the case of the Vimiero or Busaco scenarios, combined to fight one large action.

* Vimiero 1808 - Vimiero Hill.
* Vimiero 1808 - Action at Ventosa.
* Talavera 1809 - Battle for the Medellin.
* Talavera 1809 - Battle for the Redoubt.
* Busaco 1810 - Reynier's Assault.
* Busaco 1810 - Ney's Assault
* Salamanca 1812 - Clausel's Counter-Attack
* Salamanca 1812 - The French Rearguard
* Vittoria 1813 - The Hill of Arinez
* Sorauren 1813 - Cole's Ridge.
* Toulouse 1814 - Final Victory. 1 vol, 64 pgs 2011 UK, PARTIZAN PRESS
NEW-softcover ......$30.00

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1-43636 Brown, David GENERAL de BRIGADE:Scenarios V6 - Imperial Sunset Volume 6 presents 13 historical scenarios that follow Napoleon's famous 1813 & 1814 campaigns. All are designed for use with General de Brigade Napoleonic wargames rules, (but may, of course, be converted to any similar system). Each scenario provides players with terrain maps, troop deployments, objectives and orders of battle. Several of the scenarios are linked and can be combined to fight one large action or played as part of a mini-campaign.

* Lutzen: The Prussian Charge.
* Lutzen: La Garde au Feu!
* Lutzen: Action at Eisdorf.
* Bautzen: Franquemont's Attack.
* Dresden: Murat's Flank.
* Kulm: The First Day.
* Hagelberg
* Dennewitz - Ney's Battle.
* Dennewitz - The Saxon Battle.
* Leipzig: The Battle for Dolitz.
* Leipzig: Schonefeld.
* La Rothiere.
* La Rothiere - Marmont's Flank 1 vol, 64 pgs 2016 UK, PARTIZAN PRESS
NEW-softcover ......$30.00

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1-43690 Brown, David BRITISH GRENADIER: American Revolution Rules - Deluxe Edition 8.5x11 with lavish illustration, tables, game counters, and scenarios. British Grenadier can also be used to re-fight battles of the French and Indian Wars and the War of 1812. Changes to the new edition rules -- besides a complete edit of the old rules -- include: compilation of various rule amendments from the period since the rules appearance, including brigade moves, reinforcements marches, and changes to artillery DP rallies. Some new rules have been added, including the Bayonet Charge rule. Revised artillery firing table. New scenarios for Sainte Foy (F&IW) and Chippawa (War of 1812), plus a revised Freemans Farm scenario. High quality graphic design, including order markers, and comes with a gloss laminated full-color four-page Quick Reference Sheet. 1 vol, 60 pgs 2011 UK, PARTIZAN PRESS
NEW-hardcover ......$50.00

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1-43691 Brown, David BRITISH GRENADIER:Scenario Booklet V1 8.5x11, (12) scenarios of the American Revolution.
1 vol, 48 pgs 2005 UK, PARTIZAN PRESS
NEW-softcover ......$28.00

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1-43692 Brown, David BRITISH GRENADIER:Scenario Booklet V2 8.5x11, (12) scenarios of the American Revolution. 1 vol, 48 pgs 2005 UK, PARTIZAN PRESS
NEW-softcover ......$28.00

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1-69740 Brown, David PANZER GRENADIER DELUXE: Tactical World War II Rules PanzerGrenadier Deluxe is a very different game to its predecessor and distinct from other existing rule sets. The central theme of the rules is tactical command and control. This emphasis on command requires players to plan ahead, use period tactics such as combined arms to overcome the enemy and genuinely think about the command challenges before them.

When playing PanzerGrenadier each army operates under a specific military doctrine which impacts upon the command flexibility players are able to exercise. Your HQ units are important; as you'll find those units under command operate reasonably well, whereas those units out of command will drain your command of its vital HQ Impetus. And once you're at zero your turn could end at any moment!

Players will not be able to see every enemy unit and attacking forces will need to use reconnaissance effectively; both commands will need to consider their deployments and allocation of reserves and have their commanders in the right place at the right time in order to exploit combat opportunities and achieve battlefield success!

The rules span 248 pages in full color and provide fast, simple yet 'wargame' realistic mechanisms that produce a much quicker style of play allowing players to concentrate far more on commanding their troops and playing the game. Advanced rules are incorporated into the body of the main rules so can easily be used. Also included are numerous optional rules, such as Russian commissars, demolition vehicles, river crossings, etc; three introductory scenarios, an extensive points system including easy to use standard platoon costings and extensive and detailed TOE's covering Germany, Russia, Britain and the United States

PanzerGrenadier Deluxe can be used with 15mm or 20mm figures (though 10-12mm and even 28mm figures can be used) and can be played at either a 1:3 figure ratio or a 1:1 figure ratio. No rebasing needed. Quick reference sheet, unit status markers and artillery template are also provided. 1 vol, 80 pgs 2013 UK, PARTIZAN PRESS
NEW-dj ......$60.00

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1-69741 Brown, David PANZER GRENADIER:WWII Battles V1:The West 1939-45 Battles for the West presents eleven historical scenarios for use with Battlegroup Panzer-Grenadier wargames rules, (though, of course, they can be used for any similar rules system). Each scenario provides players with objectives, orders of battle, deployment and terrain maps. The scenarios cover the main periods of fighting in the west, ranging from the campaign for France in 1940 to the Normandy campaign and its aftermath in 1944, through to the German Ardennes offensive in late 1944 and in Alsace in early 1945. The scenarios cover a variety of mid-sized actions using both infantry and armour.
(The battles of Operation Market Garden are not covered here as it is hoped they will be the subjects of a dedicated volume.)


ADVANCED RULES for Battlegroup Panzer-Grenadier are also included and cover Combined Assault Combat Groups, plus Off Board Artillery Rules taking into account national differences, pre-registered and prominent targets, miss deviations distances and Naval Gunfire support. In addition the Advanced Rules take account of Snipers whilst expanding the rules on AFV Hull Down Positions, Turretless AFV's, the KV2 and King Tiger, the Bogged Down Test, along with additional AT factors for exceptional gun types.

Finally the AMENDMENTS to existing rules, introducing Tank Group Commander, more information of AT weapons and inherent AT weapons plus revised factors, along with expanded Dead Ground rules and additional and revised points costs
1 vol, 40 pgs 2004 UK, PARTIZAN PRESs
NEW-softbound ......$24.00

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1-69742 Brown, David PANZER GRENADIER:WWII Battles V2:The East 1939-45 Battles for the East presents twelve further historical scenarios for use with Battlegroup Panzer-Grenadier wargames rules or any WWII rule system. Each scenario provides players with objectives, orders of battle, deployment and terrain maps. The scenarios cover the main periods of fighting in the east, ranging from the campaign for Poland in 1939, Operation Barbarossa through to Kharkov, Stalingrad, Kursk and the final Russian drive on Germany.

The scenarios cover a variety of mid-sized actions using both infantry and armour, but also include larger actions such as Targul Frumos.

Also included are the latest advanced rules & amendments.

THE SCENARIOS:
LODZ, POLAND 1939
HONKANIEMI, FINLAND, 1940
THE BRODY TRIANGLE, RUSSIA 1941
RASYENYA, RUSSIA 1941
MTSENSK, RUSSIA 1941
OLENINO, RUSSIA 1942
STALINGRAD, RUSSIA 1942
KHARKOV, RUSSIA 1943
KURSK, RUSSIA 1943
TARGUL FRUMOS, ROMANIA, 1944
OGLEDOW, POLAND, 1944
BERLIN, GERMANY, 1945







1 vol, 40 pgs 2004 UK, PARTIZAN PRESS
NEW-softbound ......$24.00

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1-69743 Brown, David PANZER GRENADIER: WWII Battles Vol. 3: Mediterranean 1940-44 Battles for the Mediterranean presents ten further historical scenarios for Battlegroup Panzer-Grenadier WWII wargame rules (or, indeed, any similar wargame rule set). Each scenario provides players with objectives, orders of battle, deployment, and terrain maps. The scenarios cover the main periods of fighting in the lands bordering the Mediterranean including Crete, the Western Desert, Tunisia, Sicily, and Italy.

The scenarios cover a variety of actions using both infantry and armour.

(All scenarios are specific to 2nd Edition of Battlegroup PanzerGrenadier rules but are still useable with 1st Edition.)

THE SCENARIOS:
* PINK HILL - CRETE
* OPERATION COMPASS - WESTERN DESERT
* OPERATION BATTLE AXE - WESTERN DESERT
* ALAMEIN - THE SNIPE - WESTERN DESERT
* HUNTS GAP - SIDI NSIR - TUNISIA
* OPERATION TORCH - TUNISIA
* BIAZZO RIDGE - SICILY
* THE FACTORY - ANZIO - ITALY
* THE RAILWAY STATION - MONTE CASSINO - ITALY
* ROCHETTA - ITALY 1 vol, 48 pgs 2013 UK, PARTIZAN PRESS
NEW-softcover ......$28.00

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1-84920 Brown, David GUNS AT GETTYSBURG:Brigade Level ACW Rules Using the popular 'General de Brigade' system and common basing with Fire & Fury/Johnny Reb this set is designed for quick play; play aids. 1 vol, 72 pgs 2006 UK, PARTIZAN PRESS
NEW-softcover ......$30.00

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1-81630 Browne, Dillon BLOODY PICNIC:Wargaming the End of Empires 1904-24 8.5x11, scalable for divisional and brigade level games, based on the 'General de Brigade System', Weather Effects system, Dispersed Unit system allows for wide frontage assaults, color photos, play aid 1 vol, 96 pgs 2005 UK, PARTIZAN PRESS
NEW-softcover ......$35.00

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1-81631 Browne, Dillon 1918 THE WAR IN FRANCE & ITALY:WWI Sceanarios V1 A4, twelve scenarios, army lists, play aids. For BLOODY PICNIC rules or other WWI rule systems. 1 vol, 72 pgs 2013 UK, PARTIZAN PRESS
NEW-sofctover ......$30.00

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1-81632 Browne, Dillon 1914 THE FIRST BATTLES IN THE WEST: WWI Scenarios Vol. 2 This set of twelve battles and ten divisional army lists represent actions which took place at the start of the Great War in 1914. The scenarios are set in Belgium and northern France. To a great extent this it is due to the quality of the source material covering those battles.

The battles of 1914 were marked by a great learning process where Generals were trying to come to terms with a way of fighting where casualties were far higher than anything yet experienced in Europe. This would eventually lead to the trench warfare of the Western Front, in effect a giant siege. But the scenarios covered by this book pre-date the trench warfare. The last scenario, White Sheet, has a hint of what was to come, but even here the defenders were not occupying a coherent trench system. 1 vol, 96 pgs 2011 UK, PARTIZAN PRESS
NEW-softcover, available late November 2011 ......$32.00

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1-1982000 Buchel, Alex MUSKETS AND TOMAHAWKS: 2nd Edition Rules Muskets and Tomahawks focuses on the small wars of 18th Century North America during the French Indian Wars and the American war of Independence. Games can be played with any number of figures from 20 to 100 a side. 1 vol, 80 pgs 2020 UK, STUDIO TOMAHAWK
NEW-hardback ......$39.00 rct

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1-1982001 Buchel, Alex MUSKETS AND TOMAHAWKS: Redcoats and Tomahawks Supplement Covers the armies that fought in the French Indian War, American War of Independence, and The War of 1812. Supplement to Muskets and Tomahawks rules. 1 vol, 48 pgs 2020 UK, STUDIO TOMAHAWK
NEW-softcover ......$20.00 rct

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1-1982092 Buchel, Alex MUSKETS AND TOMAHAWKS: Nickstarter Level 2: Captain This Captain level Nickstarter deal gets you one copy of the Muskets & Tomahawks rulebook, one copy of the Redcoats & Tomahawks supplement book, one Redcoats and Tomahawks card deck, and one set of Muskets and Tomahawks Tokens. 1 vol, 128 pgs 2020 UK, STUDIO TOMAHAWK
NEW-bundle ......$85.00 with a discount of 10% rct

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1-1982098 Buchel, Alex MUSKETS AND TOMAHAWKS: Tokens Set Token set includes 48 tokens for use with Muskets & Tomahawks rules. 1 vol, 1 pgs 2020 UK, STUDIO TOMAHAWK
NEW-card ......$13.00 rct

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1-1982099 Buchel, Alex MUSKETS AND TOMAHAWKS: Card Deck Card Deck includes 51 cards for use with Muskets & Tomahawks rules. 1 vol, 1 pgs 2020 UK, STUDIO TOMAHAWK
NEW-deck ......$13.00 rct

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1-194951 Bujeiro, Ramiro illustrator ROAD TO BAGHDAD: Iraq 2003 Road to Baghdad gives Force on Force players all the information they need to re-fight the 2003 Allied invasion of Iraq, from deadly little firefights between Iraqi Fedayeen and US Special Forces to armored battles against Republican Guard positions across the Tigris River. It offers a wealth of varied scenarios and mission objectives that will challenge the tactical abilities of both new and experienced wargamers alike. With a wealth of new information to expand Force on Force, including detailed historical background and orders of battle for US, British, and Iraqi forces during the invasion, Road to Baghdad allows players to really get to grips with the experiences of war in Iraq.
1 vol, 104 pgs 2011 UK, OSPREY PUBLISHING
NEW-softcover ......$25.00 with a discount of 15%

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1-194955 Bujeiro, Ramiro illustrator DAY OF THE RANGERS: Somalia 1993 Supplement to Force On Force Rules.

In the early 90s, Somalia was a country in chaos. As civil war raged, warlords carved out their own territories, enforcing their will through militia gangs, while famine compounded the situation. As a joint US-UN mission struggled to maintain order, the warlords began to unite behind Mohamed Farrah Aidid, who was to proclaim himself President of Somalia and embark upon a campaign to force the peacekeepers out of the country.

Operations against Aidid and his strongholds intensified, culminating in the famous Operation Gothic Serpent, and the rescue mission to save a downed Black Hawk helicopter carried out by US Rangers and Delta Force operatives. Day of the Rangers provides wargamers with all the background, orders of battle, and scenarios they need to immerse themselves in the epic battle for Mogadishu. 1 vol, 116 pgs 2012 UK, OSPREY PUBLISHING
NEW-softcover, available late March 2012 ......$25.00 with a discount of 15%

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1-225020 Burgess, Eric Vauban's Wars - Siege Warfare 1667-1815 Siege warfare rules covering:
Wars of Louis XIV (1667-1714)
War of the Austrian Succession (1740-1748)
Seven Years War (1756-1763)
Turkish Wars vs Russians and Austrians (1710-1812)
Wars of the French Revolution (1792-1802)
Napoleonic Wars (1803-1815)

You will need tactical rules for Sorties\Assaults -- Piquet's Cartouche v2, Les Grognards v2, Field of Battle supplements, or your own favorite tactical rules to resolve any assault or sortie.

You will also need the following: Dice sets (D4, D6, D8, D10, D12, and D20); Tape measures; and a Special Siege Die -- D6 with the following values on their facings 0,1,1,2,2,3. If you don't have a blank die to put these numbers on you could map the values to a standard D6 with 1 = 0, 2-3 = 1, 4-5 = 2 and 6 = 3. This die is used for sappers to repairing damaged fortifications and miners to do mining.

For table space you would need a minimum of 6 feet wide by 5 feet deep for 15mm figures, and 8 feet wide by 6 feet deep for 25mm figures when using a three or four bastion fortress placed on the edge of the table. Other scales and fortress designs, could impact the table size.

Includes printed sheets with the hard copy: 1 Turn & Weather Sheet (hard card stock and full color); 2 Quick Reference Sheets (hard card stock and Black and White); 1 Powder Expenditure Sheet (hard card stock and full color); and 6 Sequence Deck Card Sheets that you can cut out and sleeve (hard card stock and full color).

Includes the following Player Aids that can be photocopied: Markers; Garrison and Besieger Roster Sheet; Mining and Countermining Sheet; and Quick Start Sheet
1 vol, 97 pgs 2020 US, PIQUET
NEW-spiral bound softcover, available mid August 2020 ......$45.00 rct

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1-225029 Burgess, Eric Vauban's Wars - Card Deck One 54 card casino-quality playing card deck to enhance the Piquet game of Vauban's Wars. There are 54 full color cards with 28 garrison cards (blue stripe) and 25 besieger cards (red stripe) to replace the cards that come with the game. The cards have unique backs for each side and all cards have rules reference numbers at the bottom. There are also some blank cards for each side so that you can make your own custom events or mechanics for the game. The last card is a Proof of Purchase card. 1 vol, 1 pgs 2020 US, PIQUET
NEW-deck, available mid October 2020 ......$15.00 rct

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1-527803 Burgess, Eric PIQUET: DIN OF BATTLE: Colonial Supplement 1845-1914 2nd Edition Welcome to the world of colonial wargaming with Piquet's Din of Battle 2nd Edition. Here you will fight in the far-flung colonial ventures of the British, French, Italian, and other imperial powers across multiple continents and terrain. Din of Battle includes 13 detailed Campaign Musters to help you jump right into the action. The rules cover the following colonial conflicts and gives you the tools to create your own Campaign Musters.

* 1st and 2nd Sikh Wars (1845 - 1846 & 1848 - 1849) - British vs. Sikhs
* Indian Mutiny (1857 - 1858) - British vs. Indians
* Sioux Wars (1865 - 1890) - Sioux Indians vs. USA
* 2nd Afghan War (1878- 1880) - British vs. Afghans & Pathan Tribesmen
* Zulu War (1879) - British vs. Zulus
* Sudanese Wars (1881 - 1885 & 1896 - 1899) - British & Egyptians vs. Mahdists
* Tonkin Wars (1882 - 1885) - France vs. China & Black Flags
* Italo-Abyssinian Wars (1887-1889 & 1895-1896) - Italians vs. Ethiopians
* Dahomey Wars (1892) - France vs. Dahomey
* Great Boer War (1899 - 1902) - British vs. Boers
* Spanish America War (1898-1899) - US vs. Spain, US vs. Filipinos
* Boxer Rebellion (1900-1901) - International Forces vs. Chinese Imperials and Boxers
* French Foreign Legion (1880-1914) - French Foreign Legion vs. Arabs 1 vol, 16 pgs 2011 US, PIQUET SYSTEMS
NEW-softcover ......$10.00

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1-215910 Burman, Robert KOBOLDS & COBBLESTONES: Fantasy Gang Rumbles Skirmish wargame for rumbles between gangs in the city of Ordinsport's seedy underbelly. Players hire gangs of criminals, thugs, and enforcers from a number of classic Fantasy races, and attempt to take control of the underworld and establish themselves as the city's kingpins. Playing card-based mechanics and a cunning bribery element keep players on their toes, as a one-sided battle can turn around in a flash. 1 vol, 64 pgs 2018 UK, OSPREY PUBLISHING
NEW-softcover, available late January 2018 ......$19.00 with a discount of 15%

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1-88294 Bush, David RED INFERNO: Battle Scenarios Vol. 4 of Panzer Korps Red Inferno is the fourth Volume in the Panzer Korps scenarios series. Complete OB's, scenarios, and maps for the following battles: Features 10 ready to play Scenarios with maps & Force Groups with an emphasis on the Russians! Engage in battle when the RED Forces face the Germans and the Japanese! Also included are North African and Chinese Scenarios.

RUSSIA-Battle for the Moscow Road '41, Operation Grozny '42, Operation Kutuzov '43, Black Wednesday '43, Battle for Nicolayev '41

NORTH AFRICA-Operation Scipio '43

BALKANS-Battle of Tirgu Fromus '44

FAR EAST-Battle of Tai'erchuang '38, Battle of Lake Khasan '38, August Storm '45 1 vol, 120 pgs 2011 US, HOPLITE RESEARCH
NEW-softcover ......$30.00 with a discount of 10%

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1-196801D Bushel, Alexandre SAGA DICE: : Norman and Bretons Each set contains eight of the same, faction specific, die. Unlike some other special dice, these SAGA dice have symbols on EACH side (no 'pips'). 1 vol, 8 pgs 2012 UK, GRIPPING BEAST
NEW-dice ......$19.00

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1-196802D Bushel, Alexandre SAGA DICE: Anglo-Danes and Anglo-Saxons Each set contains eight of the same, faction specific, die. Unlike some other special dice, these SAGA dice have symbols on EACH side (no 'pips'). 1 vol, 8 pgs 2012 UK, GRIPPING BEAST
NEW-dice ......$19.00

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1-196803D Bushel, Alexandre SAGA DICE: : Viking and Jomsvikings Each set contains eight of the same, faction specific, die. Unlike some other special dice, these SAGA dice have symbols on EACH side (no 'pips'). 1 vol, 8 pgs 2012 UK, GRIPPING BEAST
NEW-dice ......$19.00

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1-196804D Bushel, Alexandre SAGA DICE: Welsh Each set contains eight of the same, faction specific, die. Unlike some other special dice, these SAGA dice have symbols on EACH side (no 'pips'). 1 vol, 8 pgs 2012 UK, GRIPPING BEAST
NEW-dice ......$19.00

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1-196805D Bushel, Alexandre SAGA DICE: Scots Each set contains eight of the same, faction specific, die. Unlike some other special dice, these SAGA dice have symbols on EACH side (no 'pips'). 1 vol, 8 pgs 2012 UK, GRIPPING BEAST
NEW-dice ......$19.00

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1-196806D Bushel, Alexandre SAGA DICE: Christian Dice set Each set contains eight of the same, faction specific, die. Unlike some other special dice, these SAGA dice have symbols on EACH side (no 'pips'). 1 vol, 8 pgs 2014 UK, GRIPPING BEAST
NEW-blister, available late July 2014 ......$19.00

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1-196807D Bushel, Alexandre SAGA DICE: Muslim Dice set Each set contains eight of the same, faction specific, die. Unlike some other special dice, these SAGA dice have symbols on EACH side (no 'pips'). 1 vol, 8 pgs 2014 UK, GRIPPING BEAST
NEW-blister, available late July 2014 ......$19.00

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1-196808D Bushel, Alexandre SAGA DICE: Romans and Britons Dice set Each set contains eight of the same, faction specific, die. Unlike some other special dice, these SAGA dice have symbols on EACH side (no 'pips'). 1 vol, 8 pgs 2017 UK, GRIPPING BEAST
NEW-blister, available late February 2017 ......$19.00

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1-196809D Bushel, Alexandre SAGA DICE: Teutonic Dice set Each set contains eight of the same, faction specific, die. Unlike some other special dice, these SAGA dice have symbols on EACH side (no 'pips'). 1 vol, 8 pgs 2018 UK, GRIPPING BEAST
NEW-softcover, available mid May 2018 ......$17.00

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1-196810D Bushel, Alexandre SAGA DICE: Saga Eastern Dice 8 SAGA Dice for use with the Pagan Peoples, Eastern Princes, and the Mongol Battle Boards in SAGA Age of Crusades. 1 vol, 8 pgs 2018 UK, GRIPPING BEAST
NEW-softcover, available late July 2018 ......$17.00

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1-196814 Bushel, Alexandre SAGA: Crescent and Cross Approx 100 pages, full color, hardback. Comes with six Battle Boards for each of the factions in the book. Factions are Crusaders, Saracens, Military Orders, Fanatics, Spanish, and Moors. 1 vol, 100 pgs 2013 UK, NORTH STAR
NEW-hardcover ......$48.00

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1-199810 Butler, Bill FROM MANASSAS TO APPOMATTOX: Grand Tactical Miniatures System Grand Tactical ACW wargaming on the tabletop. Command large armies as brigades and divisions. Use any figure scale or basing. A complete grand tactical system designed to allow players the ability to recreate the large scale actions of the American Civil War. Allows for a typical game to be completed in 3-4 hours; Can be used with any scale and no rebasing needed; Follows historical organization and unit capabilities; Army Builder to allow for setting up hypothetical engagements; Move Brigades and Divisions around as your combat formations; Fast playing mechanisms to keep the action fluid; and a variety of optional rules to add detail to your games. 1 vol, 51 pgs 2012 US, HOPLITE RESEARCH
NEW-softcover, available mid October 2012 ......$20.00 with a discount of 10%

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1-221900 Caille, Herve BATAILLE EMPIRE: 6mm to 28mm Napolenic Wargame Rules Rules by the designer of La Art de la Guerre.

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, and 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. 1 vol, 256 pgs 2019 UK, NORTH STAR
NEW-softcover ......$48.00 rct

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1-214620 Calder, Kevin BONNIE BLUE FLAG: Fast Play ACW Rules Fast play rules, extensively tried and tested by League of Gentlemen Wargamers, whose ranks contain not a few wargaming authors. Any scale of figures, no need for re-basing. As a rough guide, three to five 28mm figures per base, with six bases per infantry regiment. Works with most base sizes. A typical game involving a four Regiment strong Infantry brigade with a battery of guns attached can be easily accommodated on a 6x4 table and can be played to a conclusion in around two hours. Works on an attrition points system represented by small marker dice so figures are not removed. Includes full color pictures and artwork by Bob Marion throughout. 1 vol, 48 pgs 2017 UK, PARTIZAN PRESS
NEW-pb ......$20.00

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1-220610 Calder, Kevin UP THE NILE : Wargames Rules for Fighting Battles in C19th Egypt and the Sudan Based on the BONNIE BLUE FLAG (ACW) attrition-based rules system. For any scale with no need to re-base your figures. All color. 1 vol, 40 pgs 2019 UK, PARTIZAN PRESS
NEW-softcover, available late June 2019 ......$23.00 rct

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1-72170 Carter, Robert J & Alex Testo DE BELLUM NAPOLEONICA: A DBA SUPPLEMENT Version 1.0 8.5x11-inch booklet is a supplement to De Bellis Antiquitatis rules, so you need DBA to use this supplement. Includes new unit types and morale levels, army lists, and four scenarios: New Orleans 1815, Quatre Bras 1815, Saalfeld 1806, and Albuera 1811 (each with OOB, black and white map, and scenario-specific rules). Also includes rules for campaigns, with sample 100 Days Campaign (1815) that includes black and white campaign map, OOBs, and campaign-specific rules. 1 vol, 44 pgs 2003 HOPEWELL, OMM PUBLISHING
NEW-softcover ......$14.00

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1-72171 Carter, Robert J & Alex Testo DE BELLUM NAPOLEONICA:SCENARIO BOOK 10 scenarios with O/b's and maps. 1 vol, 24 pgs 2003 HOPEWELL, OMM PUBLISHING
NEW-softcover ......$14.00

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1-83970 Carter, Robert J & Alex Testo DE BELLUM AMERICAN CIVIL WAR:A DBA SUPPLEMENT A4, includes rules, playsheets, army lists,larger battle rules, campaign rules. 1 vol, 20 pgs 2003 HOPEWELL, OMM PUBLISHING
NEW-softcover ......$14.00

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1-201052 Cartmell, Craig anf Murton, Charles SLEEPING DRAGON, RISING SUN: A Companion for In Her Majesty's Name China, the greatest empire the world had ever known, is weak and divided after a series of humiliating defeats in the Opium Wars, and the divine Empress' court harbors many who deeply resent the westerners who inflicted and now take advantage of these losses. Japan, on the other hand, has embraced the West with open arms.

After centuries of isolation the Japanese now march forwards and accept technologies that, a few decades before, would have been regarded as witchcraft. Possessed of the East's most modern army, Japan now looks avariciously towards its neighbors. The next decade will decide whether the ancient empires of the East survive or are washed away, and every one of the Great Powers wants their slice.

Contains Company Lists, Scenarios, and Rules. 1 vol, 64 pgs 2013 UK, OSPREY PUBLISHING
NEW-softcover, available mid June 2014 ......$18.00 with a discount of 15%

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1-967004 Cartmell, Craig anf Murton, Charles HEROES, VILLAINS AND FIENDS: A Companion for In Her Majesty's Name It is 1895 and the future depends not upon the actions of governments but upon those of the Adventuring Companies, and will be shaped by countless engagements in city streets, ancient ruins, dense jungles, high mountains and boundless deserts.

In America, good men fight to preserve their hard-won liberty and the great drive west is stalled by Native American mystics and powerful outlaw gangs. In Africa, native forces fight to push back the Pax Britannica - no longer is a Lee-Metford rifle and a disciplined resolve enough to put the foe to flight. In Europe, darkness gathers around the Austro-Hungarian court and the Great Powers watch warily, knowing its fall could precipitate a war to end all wars.

Heroes, Villains and Fiends presents new Companies, from the rebellious Zulu and Apache to the spies of the Okhrana and Secret Service, and the mysterious forces of such groups as the Knights Templar and the sinister Hellfire Club. With equipment, Talents and Mystical Powers, additional scenarios and a sample campaign, Heroes, Villains and Fiends opens up new possibilities for In Her Majesty's Name. 1 vol, 64 pgs 2013 UK, OSPREY PUBLISHING
NEW-softcover ......$18.00 with a discount of 15%

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1-199410 Cavatore, Alessio BOLT ACTION: World War II Wargames Rules - 2nd Edition The new edition offers the same World War II game play with order dice system and mixed armies of infantry, tanks, and artillery.

Key New Features:

* Officers activate other units! Used cleverly, this creates a huge tactical shift as you can order multiple units to fire or advance in concert.
* Big Explosions! HE fire now uses templates to determine damage - your opponent had better spread out his troops to avoid carnage!
* Armed Transports! Once your squad has piled out of its halftrack, the driver can speed around and unleash a hail of lead at the enemy!
* New Army List: The main rulebook now includes a fifth army list - adding Imperial Japan to Germany, Great Britain, USA, and the Soviet Union. 1 vol, 228 pgs 2016 UK, OSPREY PUBLISHING
NEW-hardcover, 2nd edition ......$35.00 with a discount of 15%

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1-209390 Cavatore, alessio KINGS OF WAR: 2nd Edition Second edition fantasy rules written by Alessio Cavatore (Warhammer 40,000, Bolt Action) and the Mantic Rules Committee with new background, art, and photography. New magic spells and artifacts with 11 Force Lists upgraded with new units, including Forces of the Abyss, Forces of Nature, Undead, Dwarfs, Elves, Abyssal Dwarfs, Goblins, Orcs, Ogres, Basileans, and the Kingdoms of Men. 1 vol, 160 pgs 2015 UK, MANTIC GAMES
NEW-hardback ......$48.00

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1-209392 Cavatore, alessio KINGS OF WAR: Destiny Of Kings Campaign supplement for the fantasy mass combat game Kings of War. A copy of Kings of War is required to use this book. Includes: Map-based Campaigns, Narrative Campaigns, New Heroes, and The Quest of the Necromancer Campaign.

Mortibris the Necromancer cursed and spat in the dust as he saw the host which awaited them. Leave it to the Elves to meddle in matters which did not concern them. With the Dwarfs and possibly the Basileans soon to be at his back, he could ill-afford further distractions here. No matter. The Elves facing him had no idea of the power he could unleash. Not even the blighted maiden at their head, whose essence he recognized readily enough. Madriga!
1 vol, 56 pgs 2016 UK, MANTIC GAMES
NEW-pb, available late October 2016 ......$22.00

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1-199411 Cavatore, Alessio and Priestly, Rick BOLT ACTION: Armies of Germany - 2nd edition Revised and expanded for Bolt Action 2nd Edition, this book provides players with all of the information they need to command Germany's military might. Detailed unit options and theater selectors allow players to build armies for any of Germany's campaigns, from the Blitzkrieg against Poland and France, through North Africa and the Eastern Front, to the fall of Normandy and the defense of Germany. 1 vol, 80 pgs 2016 UK, OSPREY PUBLISHING
NEW-softcover ......$25.00 with a discount of 15%

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2-199411 Cavatore, Alessio and Priestly, Rick BOLT ACTION: Armies of Germany 2nd edition This book provides Bolt Action players with all of the information they need to field the military forces of Germany. Detailed army lists allow players to construct German armies for any theater and any year of the war, including the early campaigns in Poland and France, the dusty tank war in the North African desert, the bloody battles on the Eastern Front, and the final defense of Normandy, occupied France and Germany itself. With dozens of different unit types including Fallschirmjager, Waffen-SS, and the dreaded Tiger tank, players can assemble a huge variety of troops with which to battle their opponents. 1 vol, 80 pgs 2012 UK, OSPREY PUBLISHING
NEW-softcover ......$25.00 with a discount of 15%

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1-199412 Cavatore, Alessio and Priestly, Rick BOLT ACTION: Armies of the United States With this latest supplement for Bolt Action, players now have all the information they need to field the varied military forces of the United States of America. Entering the war after the attack on Pearl Harbor, the United States immediately went to war on several fronts. In Europe and Africa, the Americans battled against the Germans and Italians, while in the Pacific the men of the Army and Marines faced the forces of Imperial Japan. This book allows players to choose from dozens of different troop types including Sherman tanks, Marine raiders, and paratroopers, and build a US force to fight in any theater of the war. 1 vol, 80 pgs 2013 UK, OSPREY PUBLISHING
NEW-softcover ......$25.00 with a discount of 15%

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1-73644 Chadwick, Frank RED STEEL:Soviet Armored & Mobile Forces 1939-45 TO&E charts for all Soviet mobile(tank, cavalry and mechanized) corps, divisions & separate brigades. Revised and expanded Soviet data charts; Aircraft ratings for all Soviet combat aircraft in the west 1 vol, 56 pgs 2009 US, TEST OF BATTLE GAMES
NEW-dj ......$22.00

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1-73646 Chadwick, Frank RED TIDE:Soviet Infantry and Artillery 1939-45 TO&E charts for all Soviet Infantry and Artillery Divisions including NKVD Border Guards and Security troops; Airborne Rifle brigades and corps; Ski brigades; Naval Infantry brigades. 1 vol, 56 pgs 2009 US, TEST OF BATTLE GAMES
NEW-dj ......$22.00

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1-73640 Chadwick, Frank & Kidd, Glenn COMMAND DECISION: Test of Battle Revised Edition 8.5x11, classic set of WWII battles extensively revised and updated, 12 scenarios, system for generating historical & balanced one-on-one games, 60 die-cut Fog of War cards, and more.

*** If you own the original edition you do not need this edition, in fact due to a problem with reprinting, TOB had to condense it. *** 1 vol, 216 pgs 2012 US, TEST OF BATTLE GAMES
NEW-softcover ......$50.00

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1-73642 Chadwick, Frank & Kidd, Glenn STARS AND STRIPES Covers the Americans in North Africa, Italy and Northwest Europe. O/b's, scenarios and more 1 vol, 58 pgs 2007 US, TEST OF BATTLE GAMES
NEW-softcover ......$22.00

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1-73643 Chadwick, Frank & Kidd, Glenn HONOUR OF THE REGIMENT British and Commonwealth Armies in the West 1939 to 1945. TO&E charts, overview of tactical doctrine 1 vol, 58 pgs 2008 US, TEST OF BATTLE GAMES
NEW-softcover ......$24.00

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1-52750 Chadwick, Frank & Novak, Greg VOLLEY & BAYONET:Road to Glory Fast tempo, flexible troop scale, covers the black powder period 1700-1880's. Eight pages of color. 1 vol, 96 pgs 2008 US, TEST OF BATTLE GAMES
NEW-softcover ......$40.00

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1-199240 Chadwick, Frank and Kidd, Glenn MEN UNDER FIRE: WWII Rules Men Under Fire is a one-to-one scale game, using individually-mounted figures, vehicles, and heavy weapons. It is a tactical game, not a skirmish game. Players control as much as a full company of troops on the table, and maneuver squads and platoons as units. The game uses D6-based fast-playing rules, while still capturing the command challenges of keeping a squad or platoon moving forward under enemy fire. Includes:

* Complete rules, easy to read, with extensive diagrams, and design notes spread throughout the text which explain the reasoning behind the rules and give historical examples.
* The Just Another Mission system for generating historical forces for balanced one-on-one battle games.
* Unit organizations for the US Army, US Marine Corps, Great Britain, Germany, Japan, and the Soviet Union throughout World War II.
* Complete equipment lists for all of the above armies. 1 vol, 118 pgs 2012 US, TEST OF BATTLE GAMES
NEW-softcover ......$30.00

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1-215240 Chandler, John and Curry, John JOHN CANDLER'S (1964) MINIATURE WARGAMES: Napoleonic Wargaming du Temps de Napoleon Around the time Donald Featherstone published War Games in 1962, the book that was key in launching modern hobby wargames, others were publishing comprehensive sets of rules. This example by John Candler was published in the United States in 1964 and was one of the better known.

The original rules were published in a green ring binder, with 123 pages of detailed rules for a Napoleonic land and sea wargame. They covered all aspects necessary to play a detailed Napoleonic wargame on the tabletop. They were more complex than Featherstone's rules, but lacked the literary charm of the former. They are published by the History of Wargaming Project in order to preserve an example of early wargaming rules from the dawn of modern wargaming. 1 vol, 120 pgs 2017 UK, JOHN CURRY EVENTS
NEW-dj, available mid October 2017 ......$22.00

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1-86130 Charlton, Chris & McCorquodale, S. & Wheatley, M. RULES OF ENGAGEMENT:WWII to Modern 9x12, includes rules, scenarios, sections on how to paint figs/models/terrain with color illust; o/b's, play aids, appendices; best with 25/28mm 1 vol, 240 pgs 2006 UK, GREAT ESCAPE GAMES
NEW-hardcover ......$55.00

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1-199400 Clark, Richard DUX BRITANNIARUM Dux Britanniarum is a set of rules for wargaming and campaigning in the Age of Arthur. Covering the period 450AD to 600AD the rule book combine all you need to fight tabletop games and to run a virtually paper-free campaign.

The rules are designed to be played with relatively small forces. A Saxon starter Army is just 38 figures, a British starter army is only 44 figures. Designed for in 28mm figures, the rules play just as well with larger or smaller figures. Forces are grouped into six figures for most warriors and four figures for skirmish and missile troops or cavalry. The tabletop rules are D6 based and simple to use, with the single page playsheet on the rear cover of the rules covering 99% of situations. Activation is determined by a speedy card driven system where all units get to act in any single turn.

Included with the rules is an A3 pull out map of Britian in around 450AD which provides the background setting to the Dux Britanniarum campaign. Your characters start their campaign as a Saxon Lord or a Romano-British Tribune and will attempt to gain fortune and reputation on the battlefield as you fight to defend or conquer a Romano-British kingdom. Included with the rules are four detailed maps which together cover moderd Britain, Wales and lowland Scotland along with an historical background to each kingdom.

A character generation system will add colour to your campaign as your Nobles assume their own personalities. The terrain and scenario generator allows games to be set up quickly and to result in an almost infinite variety of games to keep you challenged and enjoying the action. The tabletop rules provide for a fast play system with a fun and exciting narrative as your Nobles lead their men into battle. The unique three phase battle system and force morale mechanism allows you to fight your battles with a minimum of preparation and tie those results into the campaign system for a really exciting and fun gaming experience.

At the heart of the game is the Game Deck and the Fate Deck, together a combined 64 cards which are available for purchase either on their own or as part of a great value bundle. The 64 card set includes both the Game deck and the Fate deck are available, either individually or as part of great value bundle deals as well. .



1 vol, 96 pgs 2012 UK, TOO FAT LARDIES
NEW-softcover with Card Deck ......$40.00

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1-199401 Clark, Richard DUX BRITANNIARUM: The Raiders The Raiders supplement introduces three new factions: Scotti, Irish, and Picts, plus amended force options for the Gwyr y Gogledd: the Britons of the North. Also includes rules for the new factions, campaign maps of Ireland and Scotland, and an additional 54 cards for the Dux Britanniarum Game and Fate Decks. 1 vol, 44 pgs 2012 UK, TOO FAT LARDIES
NEW-softcover ......$40.00 with a discount of 10%

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1-223960B Clark, Richard Infamy, Infamy! - Wargame Rules for large Skiirmishes in the Ancient world 60BC to AD 100 with Card deck Infamy, Infamy! is a game that will, ultimately, be divided into three parts.

This card deck contains both the Game Deck and the Infamy Deck required to play Infamy, Infamy! 55 high quality cards in a tuck box.

This is the first rule book which covers Rome's conflicts with the western barbarian between 60 BC and AD 100. Covered in the rules are lists for Late Republican forces that can be used for Caesar and his campaigns in Gaul and Britannia and against the German tribes raiding across the Rhine.

The Early Imperial Roman lists are perfect for the conquest of Britannia under Claudius and the continuing campaigns through to Agricola's conquest of the North and beyond.

The British lists cover the period from Caesar's invasions through to Mons Graupius, including lists for Boudicca's revolt.

Gallic lists cover the classic period of conquest of the Gallic Wars with the Belgea and Aquitani represented and make every effort to reflect the more advanced culture of the Gauls.

The Germans, on the other hand, are the ultimate Barbarians, with lists for the tribes of the Rhineland and those of the dark forests of Germania Magna and for the Batavian Revolt. 1 vol, 0 pgs 2020 UK, TOO FAT LARDIES
NEW-pb ......$54.00 rct

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1-223960BB Clark, Richard Infamy, Infamy! - Wargame Rules for large Skiirmishes in the Ancient world 60BC to AD 100 with Card deck Infamy, Infamy! is a game that will, ultimately, be divided into three parts.

This card deck contains both the Game Deck and the Infamy Deck required to play Infamy, Infamy! 55 high quality cards in a tuck box and Tokens/Poker Chips

This is the first rule book which covers Rome's conflicts with the western barbarian between 60 BC and AD 100. Covered in the rules are lists for Late Republican forces that can be used for Caesar and his campaigns in Gaul and Britannia and against the German tribes raiding across the Rhine.

The Early Imperial Roman lists are perfect for the conquest of Britannia under Claudius and the continuing campaigns through to Agricola's conquest of the North and beyond.

The British lists cover the period from Caesar's invasions through to Mons Graupius, including lists for Boudicca's revolt.

Gallic lists cover the classic period of conquest of the Gallic Wars with the Belgea and Aquitani represented and make every effort to reflect the more advanced culture of the Gauls.

The Germans, on the other hand, are the ultimate Barbarians, with lists for the tribes of the Rhineland and those of the dark forests of Germania Magna and for the Batavian Revolt. 1 vol, 0 pgs 2020 UK, TOO FAT LARDIES
NEW-pb ......$72.00 inc

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2-89330 Clarke, Richard SHARP PRACTICE 2nd EDITION: Rules for Large Skirmishes with Card Deck Sharp Practice covers large skirmishes in the black powder era, from 40 to 60 men a side, but with room to push that up to 100 plus. The rules are much streamlined from the first edition, with a fast play system which sees action joined almost from the outset and a command and control system which keeps you focused on making the big decisions while the simple yet subtle rules keep the game flowing.

Covers the entire black powder era of 1700 to 1865, including Army Lists for the French and Indian War, American War of Independence, Peninsular War, American Civil War, and Indian Mutiny. Plans include free downloads of Army Lists and supplements to expand into Garibaldi, Seven Years War, and Wars in Mexico periods. 1 vol, 80 pgs 2016 UK, TOO FAT LARDIES
NEW-softcover with deck of cards ......$48.00

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1-73050 Coggins, Robert and Taylor Jr, Craig NAPOLEON'S BATTLES: Marechal (4th) Edition Full Color NAPOLEON'S BATTLES is a grand-tactical wargame which covers the period of the revolutionary and Napoleonic wars, from 1792 to 1815. In these rules, players assume the role of army or Corps commanders.

With NB you have the full flexibility that many other games fail to provide so that you can play tournament battles with a standard championship army that can be played in two hours, or recreate bigger historical Battles like Waterloo, Austerlitz, Talavera, Marengo to enjoy such large scale engagements involving multiple players in each side. The real Napoleonic wargame!

This game was inducted into the Hall of Fame of Academy of Adventure Gaming Arts & Design.

Short list of the main changes:

The Standard Rules about fighting in built-up areas (deploying, firing and combat) have been heavily changed for a more realistic outcome. Using the rules from previous editions, built-up areas were not handled as in many historical accounts, so the rules have been adapted to simulate the combats in these focal points in the battlefield more accurately.

Some minor changes have been made in the firing section (e.g. template placement, bonus) both in the Standard and Optional Rules to avoid unrealistic extreme situations.

A new set of Optional Rules have been included to handle some aspects related to the units' built-in commanding officers, allowing them to have a little chance of rallying the unit independently or limited handling of an out-of-command situation. Now brigade commanders can take initiative tests even though they are not represented on the board. The effects of casualties among attached units have also been slightly modified.

In the Standard Rules units can now no longer pass freely through other friendly formations. Movement in march column and over bridges has also been changed for a more realistic outcome.

A list of abilities have been included as an Optional Rule to avoid a fixed statistic line for each unit type and allow to represent differences in morale, training or experience between units of the same type and nationality, so players and scenario designers can customize the units based on the historical behaviour of a particular unit. The unit sizes have also been altered to fit more accurately in the historical scenarios. A number of updated scenarios are provided within the rules, with more of them to be published on the website plus and a web facility to help building customized armies as an option for players that wish to use it.

Cavalry with a react marker can counter-charge if contacted when having a react marker as a new optional rule (this is considered 'Attacking Cavalry').

A new combined arms attack Optional rule has been designed to avoid a perfect coordination of the battlefield units, which historically was very hard to accomplish. Hence, pulling out devastating attacks becomes more difficult with this rule and the players must weigh different options depending on the risk they want to assume.

The all-out attack and dismounted cavalry sections have been moved from Standard Rules (in the previous edition) to Optional, since they are seldom used and not suitable for beginners. The rules themselves have not been changed, so veteran players can still use them as before if desired.
1 vol, 184 pgs 2015 UK, PARTIZAN PRESS
NEW-hardcover ......$60.00

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1-89610 Coleby, Andrew and Thomas, Steve TWILIGHT OF THE SUN KING: Birth of the Age of Reason 1680-1721 The Twilight of the Sun King: Birth of the Age of Reason rules focus on the period 1680-1720. The rules are aimed at re-fighting large battles with moderate resources and in a relatively short time. Units are 'brigades' of about 2000 infantry or 1000 cavalry. Basing, figure size or unit size are not important. All measurements, movements, ranges, etc, are in 'base widths' and the players decide what this will be.

The rules are simple to pick up but reflect the warfare of the period. For example, combat and morale are combined into a single dice roll. Play testers commented that you feel like an army commander and that the rules have a great period feel.
1 vol, 8 pgs 2016 UK, PIKE & SHOT SOCIETY
NEW-softcover ......$20.00 rct

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1-57660 Condray, Pat VIVA EL CRISTO REY:Wargaming the Spanish Civil War Simple set that captures the 'flavor' of warfare during the Spanish Civil War. 1 vol, 16 pgs 1993 US, EDITIONS BROKAW
NEW-pb ......$5.00

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1-83949 Conley, Chalfant LONG ROAD SOUTH, THE:The Vietnam War 8.5x11, Supplement Nine DISPOSABLE HEROES/COFFIN covers infantry, artillery, vehicles, watercraft,aircraft and helicopters for the PAVN/VC/SV Army and MC, US Army & MC, ROK Army & MC, ANZAC's 1 vol, 48 pgs 2007 US, IRON IVAN GAMES
NEW-softcover ......$16.00

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1-16660 Conliffe, Arty TACTICA II - 2nd Edition After 30 years of global play, Tactica receives an updated, upgraded version - Tactica II - that keeps the same streamlined system using multi-based units, clarifies the existing rules, and incorporates improvements to all aspects of this game. 1 vol, 90 pgs 2018 US, ON MILITARY MATTERS
NEW-wirebound softcover ......$39.00

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1-35710 Conliffe, Arty ARMATI II(revised):Ancient thru Hign Medieval 8.5x11, combines the ideas of TACTICA and MEDIEVAL TACTICA. 1 vol, 48 pgs 2014 US, ON MILITARY MATTERS
NEW-wire bound ......$28.00

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1-37010 Conliffe, Arty SHAKO II:Rules/Army Lists for Napoleonic Wargaming Multi-level Napoleonic gaming, fight tactical or grand-tactical battles, use your present basing. 1 vol, 48 pgs 2007 NY, QUANTUM PUBLISHING
NEW-softcover, 2nd ed ......$42.00

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2-37020 Conliffe, Arty SPEARHEAD:Rules & Organizations for Divisional WW2 Playable with any figure scale, separate (48) page booklet t/o's and equipment. Grand-Tactical. 15-30 minutes per turn. Ground scale is 1 inch = 100 yards, each stand represents a platoon of infantry or armor. 1 vol, 40 pgs
NEW-softcover ......$30.00

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2-37021 Conliffe, Arty FORGOTTEN BATTLES: WWII SPEARHEAD SCENARIOS Eastern Front Scenarios for Spearhead WWII Rules 1 vol, 48 pgs 2019 US, ON MILITARY MATTERS
NEW-softcover ......$25.00 rct

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2-49890 Conliffe, Arty CROSSFIRE: Company Level WWII Rules and TO&Es 8.5x11 booklet. Classic rules offer fast-paced focus on company-level Infantry operations. Clever sequence has no fixed turn length or need for measuring. Best with quick 1-on-1 games involving 40 figures and a few vehicles per side in limited space. Includes scenarios and quick play sheets. 1 vol, 44 pgs 2014 US, OMM PUBLISHING
NEW-softcover ......$28.00

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1-199250 Cook, Mark and Hobbs, Wayne THE RETURN - Leyte October 1944 On the 20th of October American forces landed on the Island of Leyte, fulfilling General Douglas MacArthur's promise to return to the Philippines. This booklet contains campaign rules covering strategic movement, weather and beach assaults for the capture of Leyte by the American 6th Army. Optional rules are also included for MacArthur's original plan using the Australian 6th Division.

These wargaming rules include orders of battle for American, Japanese, and Australian forces as well as a random battlefield generator for the Pacific theater, optional night attack rules, and new fog of war cards that capture the flavor of war in the Pacific. 1 vol, 40 pgs 2012 US, TEST OF BATTLE GAMES
NEW-softcover ......$26.00

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1-73648 Cook, Mark and Wayne Hobbs ROAD TO TOKYO: October 1942-July 1945 Road to Tokyo covers the war in the Pacific Theater of Operations (PTO) from October 1942 to July 1945; the period when the Allies took the strategic initiative away from the Japanese.

Includes 13 scenarios are included from the turn of the tide at Guadalcanal through to Okinawa, and not forgetting the battles in Burma and Borneo. Rules for representing the environment and weapon systems that defined the PTO are included, along with information on the Japanese Army and 20 new Pacific fog of war cards. This book allows you to join the fight and battle along the Road to Tokyo. 1 vol, 70 pgs 2006 US, TEST OF BATTLE GAMES
NEW-pb ......$28.00

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1-16500 Cordery, Bob ARRIBA ESPANAN!:Spanish Civil War Rules Excellent, unit organizations, 1/300 and 20mm. 1 vol, 44 pgs 1989 UK, PATIZAN PRESS
NEW-softcover ......$10.00

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1-215320 Cordery, Bob THE PORTABLE WARGAME: Simple Wargame Rules The Portable Wargame has been developed over the past ten years to meet the needs of wargamers who want a fast, easy to learn, simple to use set of wargames rules that don't require the player to purchase and paint a large collection of figures and that can be staged on a small dinner table, a large coffee table, or something even smaller. The rules are designed to be used with a gridded tabletop made up of squares or hexes. 1 vol, 108 pgs 2020 UK, PEN & SWORD
NEW-pb ......$10.00 with a discount of 15%

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1-216650 Coulter, Joanthan HISTORICAL BATTLELINES: Core Rules A regimental and battalion level rules system covering all horse and shot wars between 1600 thru late 1800's, including Napoleonic, American Civil War, English Civil War, and 7 Year War, with flexible basing system, there is no need to re-base figures from existing collections.

Based on American Battlelines rule system, a unit's effectiveness is based upon three criteria: Morale, Disorder, and Ammunition Levels and mirrors the unpredictability found on the field of battle and also includes representative examples of troop and weapon statistics for several periods of conflicts. Includes rules for command and control, morale, artillery (including counter battery), structures and fortifications, cavalry, skirmishing, unusual weapons, and more. 1 vol, 72 pgs 2018 US, OLD DOMINIO GAMEWORKS
NEW-softcover, Loose-Leaf - US 3-Hole Punch ......$30.00

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1-209740 Coulter, Jonathan MEIN PANZER CORE RULES - 2nd Edition Mein Panzer is a complete rule system covering company level combined arms warfare from World War I through the present day. The game is suitable for use with micro armor (1/285th - 1/300th scale) through 15mm, and has been designed from the ground up to provide a pleasant mix of historical accuracy and realism. This design philosophy is successfully presented within an easily learned, eminently playable and very enjoyable game system. No other game system on the market provides such a delicate blend of detail and playability.

Each vehicle is modeled 1:1, and has armor values, fire control, mobility, and armament ratings in sufficient detail to impart the proper 'feel' to each vehicle. We condense minuti 1 vol, 60 pgs 2006 US, OLD DOMINIO GAMEWORKS
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1-209742 Coulter, Jonathan MEIN PANZER DATA BOOK: Spanish Civil War Loose-Leaf - US 3-Hole Punch Only.

The heart of this book is the equipment tables, aircraft tables, ordnance tables, naval support equipment, and small arms. Numerous pieces of equipment have been detailed, including the unique vehicles of the war. Also includes a large selection of TO&E (Tables of Organization & Equipment) ranging from company to battalion level, this extensive collection allows players to build upon real life TO&E for their games.

Both the Nationalists and Republicans include a Troop Quality Table, detailing the quality levels represented in the game for their own forces and allies. PLUS numerous specialty troops are also detailed, each categorized into the five quality levels of the game. Finally, this Mein Panzer Data Book contains a few special rules you may need to fight some of the battles of the Spanish Civil War.

A copy of the Mein Panzer Core Rule System is needed for play, although with a few adjustments, the data and scenarios can be enjoyed using almost any rule system on the market today. 1 vol, 36 pgs 2018 US, OLD DOMINION GAMEWORKS
NEW-softcover, available early December 2018 ......$20.00

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1-222251 Cristini, Luca Stefano & Gianpaolo Bistulfi PLAY THE THIRTY YEARS' WAR: 1618-1648 50 pages full of hundreds of 30YW soldiers supplied in the standard scale of 25/28mm that you can, for personal use only, photocopy on thicker cardboard for gaming. Made from the collection of miniatures artist Gianpaolo Bistulfi. Includes instructions to help you assemble the troops. 1 vol, 50 pgs 2017 ITALY, SOLDIER SHOP
NEW-softcover, available mid December 2019 ......$39.00 rct

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1-2222510 Cristini, Luca Stefano & Gianpaolo Bistulfi PLAY THE ANCIENT GREEK WARS: Paper Soldiers Booklet of paper soldiers to cut out and play the period on the tabletop.

From the Trojan war, to the Persian conflicts up to the Macedonian conquest, through great battles from Marathon to Issus. Cradle of Western civilization, the foundations of modern thought were laid in ancient Greece, but also bloody battles and total wars were fought. It is the epic story of the hoplite, armed with a shield, helmet, breastplate and greaves. And also of the Macedonian phalanx. By reviewing the most significant armies and clashes, on land and sea, of a failed empire. 1 vol, 52 pgs 2020 ITALY, SOLDIER SHOP
NEW-pb, [English text], available late December 2020 ......$39.00 rct

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1-22225199 Cristini, Luca Stefano & Gianpaolo Bistulfi PLAY THE THIRTY YEARS' WAR: 1618-1648 Additional plates These full-color, 8.5x11-inch plates on cardstock depict hundreds of 30YW troops in 25/28mm that you can, for personal use only, photocopy on thicker cardboard for gaming. These plates are NOT in the books -- these are in addition to those in the books. Includes instructions to help assemble these paper troops for the tabletop.

Below the list of all the additional sheets(8.5x11 card stock) that you can buy, all are $9 each:


Plate PB&D-1-1 Pappenheim cuirassier and cavalry
Plate PB&D-1-2 Imperial cuirassier and cavalry
Plate PB&D-1-3 Saxon, Imperial and light cavalry
Plate PB&D-1-4 Bavarian and light cavalry
Plate PB&D-1-5 French cavalry
Plate PB&D-1-6 Dragoons and arquebuisers at horse
Plate PB&D-1-7 French, dragoon an cuirassier cavalry
Plate PB&D-1-8 Croatian infantry and cavalry
Plate PB&D-1-9 French, Bavarian and protestant cavalry
Plate PB&D-1-10 Generic pikeman infantry
Plate PB&D-1-11 Pikeman in charge and light cavalry
Plate PB&D-1-12 Generic musketeer infantry
Plate PB&D-1-13 Generic marching musketeer infantry
Plate PB&D-1-14 Imperial and Spanish pikeman infantry
Plate PB&D-1-15 Scottish army and general commander in carriage
Plate PB&D-1-16 Generic standard bearer infantry
Plate PB&D-1-17 Generic standard bearer infantry 2
Plate PB&D-1-18 Generic standard bearer infantry 3
Plate PB&D-1-19 Various commander and generals of the war
Plate PB&D-1-20 Artillery guns in 3D
Plate PB&D-1-21 Artillery baggage wagons
Plate PB&D-1-22 Artillery baggage wagons 2
Plate PB&D-1-23 Artillery guns and crew
Plate PB&D-1-24 Various commander and generals of the war 2
Plate AS PB&D-1-1 Heavy & Cuirassier cavalry & staff
Plate AD PB&D-1-2 Heavy & Cuirassier cavalry & staff 2
Plate AD PB&D-1-3 Artillery guns and crew
Plate AD PB&D-1-4 Cuirassier & heavy single cavalrymen
1 vol, 1 pgs 2020 ITALY, SOLDIER SHOP
NEW-pb, available mid September 2020 ......$9.00 rct

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1-222252 Cristini, Luca Stefano & Gianpaolo Bistulfi PLAY THE BURGUNDIAN WARS: 1474-1477 50 pages full of hundreds of medieval soldiers supplied in the standard scale of 25/28mm that you can, for personal use only, photocopy on thicker cardboard for gaming. Made from the collection of miniatures artist Gianpaolo Bistulfi. Includes instructions to help you assemble the troops. 1 vol, 50 pgs 2017 ITALY, SOLDIER SHOP
NEW-softcover, available mid December 2019 ......$39.00 rct

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1-22225299 Cristini, Luca Stefano & Gianpaolo Bistulfi PLAY THE BURGUNDIAN WARS: 1474-1477 Additional plates These full-color, 8.5x11-inch plates on cardstock depict hundreds of Burgundian troops in 25/28mm that you can, for personal use only, photocopy on thicker cardboard for gaming. These plates are NOT in the books -- these are in addition to those in the books. Includes instructions to help assemble these paper troops for the tabletop.

Below the list of all the additional sheets(8.5x11 card stock) that you can buy, all are $9 each:

Plate PB&D-2-1 Burgundian cavalry 1
Plate PB&D-2-2 Burgundian cavalry 2
Plate PB&D-2-3 Burgundian cavalry 3
Plate PB&D-2-4 Burgundian cavalry 4
Plate PB&D-2-5 Burgundian cavalry 5
Plate PB&D-2-6 Burgundian cavalry 6
Plate PB&D-2-7 Burgundian and standard bearer cavalry
Plate PB&D-2-8 Burgundian infantry and Duke
Plate PB&D-2-9 Burgundian infantry 2
Plate PB&D-2-10 Burgundian infantry and artillery
Plate PB&D-2-11 Generic artillery and guns 3D
Plate PB&D-2-12 Generic Artillery baggage wagons 3D
Plate PB&D-2-13 Burgundian artillery and camp tents
Plate PB&D-2-14 Looting at the Burgundian camp
Plate PB&D-2-15 Swiss crossbow men and arquebusier
Plate PB&D-2-16 Swiss crossbow men and arquebusier 2
Plate PB&D-2-17 Swiss garrison and house
Plate PB&D-2-18 Swiss pikemen 1
Plate PB&D-2-19 Swiss pikemen 2
Plate PB&D-2-20 Swiss crossbow men and pikemen
Plate PB&D-2-21 Swiss crossbow men and pikemen 2
Plate PB&D-2-22 Swiss pikemen 3
Plate PB&D-2-23 Burgundian and Swiss artillery
Plate PB&D-2-24 Swiss cavalry
Plate PB&D-2-25 Burgundian marriage diorama
1 vol, 1 pgs 2020 ITALY, SOLDIER SHOP
NEW-pb, available mid September 2020 ......$9.00 rct

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1-222253 Cristini, Luca Stefano & Gianpaolo Bistulfi PLAY THE ITALIAN WARS OF INDEPENDENCE These are paper soldiers to cut out and play the Risorgimento wars on the tabletop. Contains over 30 complete and detailed tables of toy soldiers and includes armies from Austria, France, Piedmont, pre-unification kingdoms such as Bourbons and Pontiffs, and Garibaldi and various patriots. The 50 thick pages contain hundreds of 25/28mm soldiers. 1 vol, 50 pgs 2017 ITALY, SOLDIER SHOP
NEW-pb, [English text] ......$39.00 rct

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1-222254 Cristini, Luca Stefano & Gianpaolo Bistulfi Play the Landskencht war 1500-1560 These are paper soldiers to cut out and play the period on the tabletop. The battlefield behavior of these German soldiers was highly variable. Sometimes, as in the Battle of Pavia (1525), they performed exceptionally well, figthing to death on both sides of the conflict, even after their allies fled the field: this happened to the French when they employed the Landsknechts. The Imperial Landsknechts were instrumental in the Emperor's victory. Can you imagine it? 1 vol, 52 pgs 2017 ITALY, SOLDIER SHOP
NEW-pb, [English text], available late June 2020 ......$39.00 rct

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1-222255 Cristini, Luca Stefano & Gianpaolo Bistulfi Play the Franco-Prussian war 1870-1871 These are paper soldiers to cut out and play the period on the tabletop. The Franco-German War, also called the Franco-Prussian War (July 19, 1870 - Mayo 10, 1871) was a conflict in which a coalition of German states led by Prussia defeated France. The German troops advanced into France and decisively defeated the French at Sedan. This war violently changed the course of European history, marking the end of the French hegemony in continental Europe and resulted in the proclamation of the new German Empire at Versailles: it was the climax of Bismarck's ambitions to unite Germany 1 vol, 52 pgs 2017 ITALY, SOLDIER SHOP
NEW-pb, [English text], available late June 2020 ......$39.00 rct

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1-222256 Cristini, Luca Stefano & Gianpaolo Bistulfi Play the Seven Years' War 1756-1763 V1 Booklet of paper soldiers to cut out and play the period on the tabletop. Volume 1 covers the armies of Prussia, Great Britain, Hannover and its Allies. 1 vol, 52 pgs 2020 ITALY, SOLDIER SHOP
NEW-pb, available mid September 2020 ......$39.00 rct

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1-222257 Cristini, Luca Stefano & Gianpaolo Bistulfi Play the Seven Years' War 1756-1763 V2 Booklet of paper soldiers to cut out and play the period on the tabletop. Volume 2 covers the armies of France, Austria, Russia, and Saxony. 1 vol, 52 pgs 2020 ITALY, SOLDIER SHOP
NEW-pb, [English text], available mid September 2020 ......$39.00 rct

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1-222258 Cristini, Luca Stefano & Gianpaolo Bistulfi PLAY THE NAVAL BATTLE OF LEPANTO 1571: Paper Ships Booklet of paper soldiers to cut out and play the period on the tabletop.

The greatest naval battle fought in the Mediterranean in the last two thousand years, a resounding victory for the fleet of the Holy League that united Venice, Spain and the Pope against the Ottoman enemy. A battle that was anything but decisive, but remained forever in the collective memory. Just look at the Ottoman and Christian galleys in the splendid plates of this book: born from the same technology, from the same civilization; identical if not for the flags waving on the mast! 1 vol, 52 pgs 2020 ITALY, SOLDIER SHOP
NEW-pb, [English text], available late December 2020 ......$39.00 rct

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1-222259 Cristini, Luca Stefano & Gianpaolo Bistulfi PLAY THE NAVAL BATTLE OF TSUSHIMA 1905: Paper Ships Booklet of paper soldiers to cut out and play the period on the tabletop.

The battle of Tsushima fought on 27-28th May 1905 was the major naval battle fought between Russia and Japan during the Russo-Japanese war. It was naval history's first decisive sea battle fought by modern steel battleship fleets, and the first naval battle in which wireless telegraphy played a critically important role. In this battle the Japanese fleet under Admiral Togo Heihachiro destroyed two-thirds of the Russian fleet under Admiral Zinovy Rozhestvensky, which had travelled over 18,000 nautical miles (33,000 km) to reach the far East. The battle of Tsushima is by far the greatest and the most important naval event since Trafalgar!! 1 vol, 52 pgs 2020 ITALY, SOLDIER SHOP
NEW-pb, [English text], available late December 2020 ......$39.00 rct

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1-191700 Cunningham, John Casemate & Cannon: Naval Fleet rules for the Age o Naval Fleet rules for the Age of Steam 1820-1890. Covers all Naval Fleet action from rivers to the open seas. Includes two scenarios, ship lists for all major powers, integrates with Eagle's Prey. 1 vol, 90 pgs 2010 US, HOPLITE RESEARCH
NEW-softcover ......$30.00 with a discount of 10%

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1-195930 Curry, John FLETCHER PRATT NAVAL WARGAME The classic naval rules of the 'big gun era' 1900-1945 are reprinted here with several enhancements and previously unpublished material, including:

Foreword: By Commander Bothwell USN 1943-1973, last of the original Fletcher Pratt (FP) players.

Chapter 1. The Hunt for the WWII version of the FP rules, as opposed to the 1933 version of the rules that have been reproduced ever since.

Chapter 2. Bio of FP.

Chapter 3. Summary of how to play the FP Naval War Game.

Chapter 4. Complete Rules for the FP Naval War Game as used by the New York group during WWII

Chapter 5. Previously unpublished FP Strategic Games from before WWII
.
Chapter 6. Original scenario written by Pratt -- Arctic Convoy Action off Murmansk, which includes discussion by Pratt of the game versus the historical reality.

Chapter 7. John Curry offers some guidance on how to play the FP wargame based on years of experience.

Chapter 8. Donald Featherstone Variant to the FP rules (key being reduced ranges).

Chapter 9. Pratt's optional rules.

Chapter 10. Fletcher Pratt, James Dunnigan (SPI), Phil Barker (WRG), Bothwell, and others evaluate the FP rules against naval reality.

Chapter 11. Playing solo naval warfare.

Chapter 12. How to play the FP game on the tabletop instead of the floor.

Rest: Bibliography, Notes on World War II Naval Gunnery Ranges, Notes on lost FP Land wargame, Ship Cards for WWII, notes on aircraft carrier capacities for aircraft, and more. 1 vol, 0 pgs 2011 UK, JOHN CURRY EVENTS
NEW-softcover ......$26.00

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1-215870 Curry, John and Getz, Jim DUKE SEIFRIED: And the Development of American Miniature Wargaming It is impossible to discuss the development of early American miniature wargaming without discussing Duke and the many people he collaborated with over the years. Uncle Duke is one of those larger than life characters who helped develop miniature wargaming in the United States. The Jack Scruby Award (1995) summarized him as an American original, an entrepreneur, business man, master sculptor, designer, and painter, a rule writer, publisher, and historian, a master showman, salesman, and advocate. He was also a good friend of Donald Featherstone.

The book includes: The Jack Scruby Award 1995 citation; The MWAN tribute of 1989 by Hal Thinglum; Early memories of American miniature wargaming and reflections by Duke and his lifelong friend Jim Getz; Many previously unpublished photographs of early games;

The book also includes two complete key sets of rules that were a huge influence on American wargaming: Melee (1960) by Duke; and Napoleonique: A Miniature Wargame Strategic -- Tactical Maneuver in the Napoleonic Era (1979) Written by Jim Getz with the assistance of Duke Seifried. 1 vol, 119 pgs 2017 UK, JOHN CURRY EVENTS
NEW-softcover, available late December 2017 ......$24.00

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1-224130 Curry, John editor Tacspiel - The American Army's Wargaming Rulesfor Vietnam Tacspiel, for Counter Guerrilla Operations, was a detailed map based-simulation of counter insurgency warfare used to develop many successful strategies that were used in Vietnam. Played with platoon- and company-sized units on typical operations. These rules are a very important statement on how the American Army, its commanders and officers fought the Vietnam War on a operational level.

The rules placed great emphasis on the order codes and order formats to allow each game to be reconstructed and analysed move by move by the operational analysts after the players had finished gaming. The analysts might spend days replaying a game for the purposesof study. Typically, they would spend 3 days work looking at just one day played out on the map. A modern wargamer can greatly speed up the game by dispensing with all the order codes and simply record which unit should move to where to do what.

Designed to be played with a blue team (the American and the South Vietnamese Army's) and the red team (the Vietcong and North Vietnamese Army NRA) in separate rooms. The two teams would study their maps and issue written orders based on what they knew. The umpires would interpret these orders on the central map and then tell the players whatthey could now see. It is very practical to run the game for wargamers with all the players on one side, presumably the American one, against a pre-planned umpire-controlled guerrilla force.

The players need to have a clear chain of command, with each player having their own responsibilities in the game. Typically, you might have a battalion commander with company commanders and a support commander.

There is rarely a decisive finish to a game. More often, each side inflicts some casualties and one side or the other has maneuvered into an arguably better position by the end of a game. However, if you want to have some ideawhat it was like for junior commander in the Vietnam War, then playing Tacspiel gives you a strong idea about the operational problems they faced.
1 vol, 88 pgs 2020 UK, JOHN CURRY EVENTS
NEW-dj, available mid July 2020 ......$16.00 rct

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1-202800 Curry, John, editor MORE WARGAMING PIONEERS: Ancient and World War II Battle and Skirmish Rules by Tony Bath, Lionel Tarr and Michael Korns This book contains three sets of early wargaming rules:

Tony Bath's Medieval Wargaming Rules: Published in 1956, these were the first rules for ancient and medieval wargaming and include a commentary from Charles Grant. Tony Bath went on to establish the Society of Ancients and was the undisputed founding father of ancient wargaming.

Lionel Tarr's 1962 World War II Rules: Lionel Tarr was the first modern wargamer attempting to recreate the battles of World War II. As a result of his own military experience from the Parachute Regiment at Arnhem, his rules show the vulnerability of infantry and the importance of cover. Also included are some of the writings by Tarr's co-author, Carl Reavley.

Michael Korns' 1966 Modern Wars in Miniature: The first set of skirmish rules with each player representing a single figure on the table top. The players were given military type orders and were only told what their character on the table top could see; it was an early attempt to realistically portray some aspects of real war at the individual level through wargaming. The rules are introduced by commentary from Ned Zuparko, who played in some of the original games. 1 vol, 113 pgs 2012 UK, JOHN CURRY EVENTS
NEW-softcover, available late August 2013 ......$24.00

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1-203670 Curry, John, editor The British Kriegsspiel (1872) The British Kriegsspiel (1872) The 1824 German Kriegsspiel game has been widely referred to as the start of modern professional wargaming. This book, aims to explore the British development of that early game in the 19th century. Much of the 170 pages of material has not been in the public domain since it was first published. The contents of this book include:

* Map Maneuvers: An Introduction to Kriegsspiel (1839)
* The Rules for Kriegsspiel by Captain Baring (1872)
* A newspaper report on the German Game of War (1878)
* A discussion about how to create wargaming terrain in Aids to Kriegsspiel (1897)
* The Dangers of Kriegsspiel and Political Officers (1899)
* The problems with creating imaginary maps for war games (1888)
* Bellum, an English Kriegsspiel Variant (1909)
* The first medieval wargame in Kriegsspiel and the Teaching of Military History (1890)
* The Game of Polemos as played at RUSI (1888)
* A wargame with a political message, Lt Henry Chamberlain's RN New Game of Invasion (1888)
1 vol, 170 pgs 2013 UK, JOHN CURRY EVENTS
NEW-softcover ......$24.00

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1-214660 Curtis, Steve and Blake, Mike THE OLD WEST SKIRMISH WARGAMES: Wargaming Western Gunfights Reprint of classic rules that launched American Wild West skirmish wargaming -- from stage coach and bank robberies to US cavalry actions to recreations of gunfights from the pages of history -- in the UK and the North America and were played in most wargaming clubs on a regular basis. This edition includes many previously unpublished chapters.

Chapters include: Movement, Orders, Terrain, Weapon effects, and Hand-to-hand fighting. Optional rules include Machine guns, artillery, fire, explosions, saloon brawls, Indians, 'Iron Horse' (trains), frontier towns, and solo games. Also included: Various scenarios and campaigns, narrative campaigns, and Indian buffalo hunting game. 1 vol, 226 pgs 2017 UK, JOHN CURRY EVENTS
NEW-pb, available late August 2017 ......$24.00

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1-78450 Danes, Stephen LACE WARS:Grand Tactical Rules 1650-1720 8.5x11, 15/25mm rules for the Age of Lace, color flags, (4) scenarios. 1 vol, 40 pgs 2013 UK, PARTIZAN PRESS
NEW-softbound ......$32.00

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1-78451 Danes, Stephen LACE WARS SCENARIOS 1: Wars of Glory 10-15 scenarios from 'Battle of The Dunes 1658' to 'Mont Cassell 1707', (24) color flags in 25/15mm 1 vol, 40 pgs 2013 UK, PARTIZAN PRESS
NEW-softcover ......$28.00

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1-78452 Danes, Stephen LACE WARS SCENARIOS 2: Wars of the Grand Alliance 10-15 scenarios from 'Charles Fort 1680' to 'Marsaglia 1708', (24) color flags in 25/15mm covering Tangiers, Ireland and Monmouth's Rebellion. 1 vol, 40 pgs 2013 UK, PARTIZAN PRESS
NEW-softcover ......$28.00

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1-78453 Danes, Stephen LACE WARS SCENARIOS 3: Great Northern/Turkish Wars 10-15 scenarios from 'Vienna 1683' to 'Belgrade 1717', (24) color flags in 25/15mm 1 vol, 40 pgs 2013 UK, PARTIZAN PRESS
NEW-softcover ......$28.00

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1-78454 Danes, Stephen LACE WARS SCENARIOS 4: Wars of Spanish Succession 10-15 scenarios from 'Eckeren 1703' to 'Denain 1712', (24) color flags in 25/15mm 1 vol, 40 pgs 2004 UK, PARTIZAN PRESS
NEW-softcover ......$28.00

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1-78455 Danes, Stephen LACE WARS SCENARIOS 5: Wars of Austrian Succession 10-15 scenarios from, (4)pgs of color flags etc 1 vol, 40 pgs 2007 UK, PARTIZAN PRESS
NEW-softcover ......$28.00

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1-84270 Danes, Stephen TO THE BANNERS:Rules for Pike & Shot 1500-1700 A4, well designed set that lends itself to smaller actions(much more common) than larger battles, can be used with both 25mm and 15mm scales; (4) pages of flags in color, play aids, scenarios. 1 vol, 40 pgs 2006 UK, PARTIZAN PRESS
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1-88440 Danes, Stephen THE GATLING'S JAMMED:19th Century Colonial Warfare 'Big Battles', in the General de Brigade system,any scale, approx 5 elements/unit, variable figs per element, Army Lists, Scenarios, Play Aids. 1 vol, 56 pgs 2013 UK, PARTIZAN PRESS
NEW-softcover ......$30.00

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1-211300 Daniels, James THE KINGDOM IS OURS: Fast Play Rules for Wargaming the English Civil War Period English Civil War rules paired with Bicorne miniatures. Players control a brigade: 2 horse regts (4 stands per regt), three foot regts (eight stands per regt), saker, and commander. Uses d6s and d10s. Players issue orders to units and then roll to see if the order is done. Includes scenario Roundway Down and a listing of Bicorne miniatures available. 1 vol, 88 pgs 2016 UK, HELION AND COMPANY
NEW-pb, available early May 2016 ......$30.00 with a discount of 15%

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1-225870 Davis, Brendan RIGHTEOUS BLOOD, RUTHLESS BLADES: Wuxia Roleplaying Roleplaying game inspired primarily by the wuxia stories of Gu Long. Players assume the roles of eccentric heroes who solve mysteries, avenge misdeeds, uphold justice, and demonstrate profound mastery of the martial arts. Character creation is designed to produce fleshed-out, potent individuals who can follow several paths, including those of the physician, beggar, assassin, thief, soldier, bandit, and more. These characters inhabit a unique martial world, or Jianghu, set in a romanticized ancient China. The towns, temples, and inns the characters can visit, and the sects and factions with whom they interact, will bring their own character to the game and provide a host of opportunities - and threats.

The game is based on a simple ten-sided dice pool mechanic, loosely modeled on the one found in Wandering Heroes of Ogre Gate, and play is designed to be gritty, suspenseful, and fast, so the focus remains on solving mysteries and roleplaying your character. When combat does arise, it is consequential and swift, and often resolved in a single role of the dice. This rulebook includes a sample martial world and a starting adventure, as well as guidelines for games masters looking to run wuxia games and create their own unique Jianghu, rife with martial experts, sects, and mysterious locations. 1 vol, 96 pgs 2020 UK, OSPREY PUBLISHING
NEW-hardcover, available mid December 2020 ......$35.00 with a discount of 15% rct

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1-201045 Davis, Graeme THOR: Viking God of Thunder - Myths and Legends Vol. 5 In the stories of the ancient Vikings, Thor is a warrior without equal, who wields his mighty hammer in battles against trolls, giants, and dragons. He is the god of storms and thunder, who rides to war in a chariot pulled by goats, and who is fated to fall in battle with the Midgard Serpent during Ragnarok, the end of all things. This book collects the greatest myths and legends of the thunder god, while also explaining their historical context and their place in the greater Norse mythology. It also covers the history of Thor as a legendary figure, how he was viewed by different cultures from the Romans to the Nazis, and how he endures today as a popular heroic figure. 1 vol, 80 pgs 2013 UK, OSPREY PUBLISHING
NEW-softcover ......$18.00 with a discount of 15%

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1-226490 DeFoggi, John-Matthew JAKALS: Bronze Age Fantasy Roleplaying The Zaharets, the land between the Vori Wastes and the Plains of Aeco, is well-known as the Land of Risings. Dominated by the rising city-states of Ameena Noani and Sentem, facing each other along the great War Road, the Zaharets has always been home to powerful civilizations. Beastmen ruins dot the landscape, a constant reminder of the Kingdom of Sin and the fragility of the Law of Men. Even older are the great ruins of the Hulathi, the legendary sea peoples, and the Hannic mansions sealed beneath the mountains, awaiting those who would seek out the Lost Folk. Scars abound from the wars between ruined Keta in the north and Gerwa in the south. And, far to the east, the legends of Muadah still beckon occultists and Jackals who seek to plunder its corrupted ruins.

Inspired by the myths, cultures, and history of the Ancient Near East, and by such ancient texts as the Iliad, the Epic of Gilgamesh, and the Old Testament, Jackals is a Sword & Sorcery roleplaying game set in a Fantasy Bronze Age. With mechanics based on the popular OpenQuest system, the game places players in the role of Jackals - adventurers, explorers, sellswords, and scavengers - and sends them out into the peril-filled land of the Zaharets to make their fortune. or perhaps fulfill a greater destiny.
1 vol, 272 pgs 2021 UK, OSPREY PUBLISHING
NEW-hardback, available mid February 2021 ......$35.00 with a discount of 15% rct

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1-88170 delannoie, Johan L'AIGLE:Grand Tactical Napoleonic Rules A4, Big Battle rules for 6mm to 28mm scale, two scenarios, play aids. 1 vol, 60 pgs 2008 UK, PARTIZAN PRESS
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1-88171 delannoie, Johan CHAMPS DE MARS-NAPOLEON'S CAMPAIGNS:1806 Prussia 10+ scenarios of this Campaign, designed for the rule set L'AIGLE but can be used for most Napoleonic rule sets. 1 vol, 60 pgs 2009 UK, PARTIZAN PRESS
NEW-softcover ......$24.00

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1-88172 delannoie, Johan CHAMPS DE MARS-NAPOLEON'S CAMPAIGNS:1806-1807 10+ scenarios of this Campaign, designed for the rule set L'AIGLE but can be used for most Napoleonic rule sets. Covers the 1806-1807 Winter Campaign against Russia. 1 vol, 56 pgs 2013 UK, PARTIZAN PRESS
NEW-softcover, here in 2-3 weeks ......$28.00

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1-222760 Demana, Mike WARS OF INSURGENCY: Modern Skirmish Man-to-man modern skirmish warfare rules system includes six faction types drawn from 20th - 21st century events; points system for balanced battles between Elite, Regular, or Militia troop types; rules for Political scheming and Permanent Institutions (like radio stations); Three scenarios; and complete campaign system allowing rival factions to war for control of their fictional or historical country. 1 vol, 52 pgs 2018 US, FIRST COMMAND WARGAMES
NEW-pb, available mid February 2020 ......$15.00 rct

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1-222770 Demana, Mike SONG OF DRUMS AND TOMAHAWKS: French & Indian War Skirmish Rules Skirmish-level rules set for warfare in the 18th century Eastern Woodlands of America. Players will generally control less than a dozen figures in multiplayer games, perhaps more in one-on-one contests.

Rules book also includes: Historical background detailing the Native American tribes and their Europeans foes (and sometimes allies); A map showing the locations of the major Native American tribes; Timeline covering the major and minor wars from European arrival in North America until the 2nd Seminole War; Army lists for the Native Americans, French, and British; Complete list of Traits to individualize your troops and reflect the various fighting styles of tribal warriors, European soldiers, or frontiersmen; Suggestions on how to set up games and scenarios; and description of warfare in this period. 1 vol, 62 pgs 2018 US, FIRST COMMAND WARGAMES
NEW-pb, available mid February 2020 ......$15.00 rct

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1-222771 Demana, Mike SONG OF DRUMS AND TOMAHAWKS: Beaver Wars (Campaign Rules & Scenario) The Beaver Wars is a set of campaign rules to refight this 17th-18th century conflict between Native American tribes in colonial North America. Includes: 18 scenarios with maps for campaign skirmishes; Extensive, well-researched history on the Beaver Wars time period; 4 Campaigns covering different phases and theaters, each tailored for 2-7 players; Tribal histories of 14 major Native American nations that took part in the wars; Templates for all cards and components needed; and Easy campaign resolution system that tracks player progress and determines victory. 1 vol, 76 pgs 2018 US, FIRST COMMAND WARGAMES
NEW-pb, available mid February 2020 ......$20.00 rct

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1-225330 Demana, Mike Mean Streets: War in Gang-infested Cities Mean Streets: War in Gang-infested Cities is a simple, fast-play set of wargame rules for fighting gang battles in the city streets of today, the recent past, or 19th century. It recreates the romanticized look at street gangs from movies like the 1979 cult classic, The Warriors, or West Side Story.

Each player controls a street gang composed of 5-12 figures, with each figure representing one man. Gangs can be assigned a huge variety of missions to earn victory points while engaging in rumbles with rival street gangs. Mean Streets includes experience point rules for a continuing series of games, and a complete set of campaign rules to allow players' gangs to wage street battles for control of their city.

1 vol, 56 pgs 2020 US, FIRST COMMAND WARGAMES
NEW-pb, available mid September 2020 ......$20.00 rct

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1-211290 Dennis, Peter WARGAME: THE ENGLISH CIVIL WAR 1642-1651 -- Battle for Britain In this series renowned historical illustrator Peter Dennis breathes life into the 19th Century paper soldier and invites the reader to re-fight the wars that surged across the nation of Britain. All the artwork needed to make historically- accurate armies is presented in a source-book format, copyright free for personal use.

In this first title, the Horse, Foot and Dragoons of King and Parliament, along with period buildings can be made, using traditional skills with scissors and glue. Simple 'one sheet' rules by veteran wargamer Andy Callan enable the maker to stage battles limited only by the size of the player's available table-space. 1 vol, 48 pgs 2016 UK, HELION AND COMPANY
NEW-softcover ......$30.00 with a discount of 15%

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1-213430 Dennis, Peter WARGAME THE ROMAN INVASION: AD 43-84 In the Battle for Britain series, well-known historical illustrator Peter Dennis breathes life back into the 19th century paper soldier, supplying all the artwork needed to create the armies which struggled for supremacy through our island history. Here, the Legions of Rome and the fierce Celtic inhabitants of Britannia can clash again using simple rules from veteran wargamer Andy Callan.

This source book shows you how to copy and make any number of colorful and durable stands of troops using traditional skills with glue and scissors. To play the game you will need a tabletop playing surface, a tape measure, and a handful of dice. 1 vol, 48 pgs 2017 UK, HELION and COMPANY
NEW-softcover ......$30.00 with a discount of 15%

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1-213440 Dennis, Peter WARGAME THE SPANISH ARMADA 1588 In this title in the Battle for Britain series, well-known historical illustrator Peter Dennis takes the battle out to sea, supplying all the artwork needed to create the navies which clashed in the English channel at a moment of supreme danger for the realm. Artwork is also supplied for a printable squared sea surface, coastline and islands. Here, the galleons, Nao and galleasses of the Spanish invader can clash again with the sea dogs of Elizabeth I using simple rules from veteran wargamer Andy Callan.

This source book shows you how to copy and make any number of simple and colorful ship cut-out models using traditional skills with glue and scissors. To play the game you will need a tabletop playing surface and a handful of dice. 1 vol, 48 pgs 2017 UK, HELION and COMPANY
NEW-softcover ......$30.00 with a discount of 15%

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1-215250 Dennis, Peter THE AMERICAN REVOLUTIONARY WAR: Battle in America In the 'Battle in America' series, well-known historical illustrator Peter Dennis breathes life back into the 19th century paper soldier, supplying all the artwork needed to create the armies which struggled for Liberty across the states of the colonial new world. Here Washington's army can clash again with the redcoats of the King, using the included simple rules. 1 vol, 48 pgs 2017 UK, HELION and COMPANY
NEW-softcover ......$30.00 with a discount of 15%

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1-215260 Dennis, Peter THE AMERICAN CIVIL WAR: Battle in America In the 'Battle in America' series, well-known historical illustrator Peter Dennis breathes life back into the 19th century paper soldier, supplying all the artwork needed to create the armies which fought for and against the Union across the United States. Here the blue and the gray regiments can clash again, using the included simple rules. 1 vol, 48 pgs 2017 UK, HELION and COMPANY
NEW-softcover ......$30.00 with a discount of 15%

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1-21540 Dennis, Peter WARGAME THE WARS OF THE ROSES: 1455-1487 In these books, Peter Dennis sets the paper soldiers of the 19th century marching again across the wargames tables of the 21st.

All the troop types of the wars are represented in full color in a format designed to create stands of soldiers which can be used to re-fight these epic struggles for the control of Britain. Although the figures can be used with any of the commercial sets of wargame rules, an introduction to wargaming and a simple set of rules, along with buildings, trees, early gunpowder weapons, fearsome Irish Kern, and ruthless European mercenaries. 1 vol, 48 pgs 2016 UK, HELION AND COMPANY
NEW-softcover ......$30.00 with a discount of 15%

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1-216770 Dennis, Peter WARGAME: CASTLE ASSAULT: Sieges and Battles Edward I to Bannockburn The Scottish and Welsh wars of Edward the first and second up to the Battle of Bannockburn, with knights, Scots schiltrons, and wild Welsh archers fighting again for freedom. Featuring an extensive castle model with a siege assault force and a siege game included in the rules. 1 vol, 48 pgs 2018 UK, HELION and COMPANY
NEW-softcover ......$20.00 with a discount of 15%

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1-216780 Dennis, Peter WARGAME: THE JACOBITE '45 Bonnie Prince Charlie and the Jacobites try again to restore the Stuart monarchy and overthrow the redcoat army of the Hanoverian King. Highlanders, lowlanders and all the panoply of the British army can take to the field once more in this, the final title of the series. 1 vol, 48 pgs 2018 UK, HELION and COMPANY
NEW-softcover ......$20.00 with a discount of 15%

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1-217970 Dennis, Peter THE WAR OF SPANISH SUCCESSION: Paper Soldiers for Marlborough's Campaigns in Flanders Next in the paper soldier series, invites the reader to re-fight the wars that surged across Europe as Louis XIV fought to establish French dominance over its neighbors. Refight the color and spectacle of the Wars of Spanish Succession with French, British and Allies. 1 vol, 48 pgs 2018 UK, HELION AND COMPANY
NEW-softcover, available early September 2018 ......$30.00 with a discount of 15%

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1-223370 Dennis, Peter HG Wells' Little Wars A slightly abridged edition of this classic wargame text with artwork for the Red and Blue armies as individual Paperboys. Plus a working cannon which provides the firepower in the game. It seems that another element wants to join the action from a different Wells book, and that may provide some apocalyptic chaos. Introduction and Playsheet by Andy Callan
1 vol, 48 pgs 2020 UK, HELION AND COMPANY
NEW-pb, available late April 2020 ......$25.00 with a discount of 15% rct

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1-214723 Dewitt, Brian BATTLES ABOVE VOLUME 3: World War Two Pacific War Scenarios for 'Check Your 6' The 3rd WWII book and 5th overall from Brian DeWitt. Over 70 scenarios running from Dec 7, 1941 (Philippines) to July 1945. Stats for new planes included. Scenarios range from small to large 'bring the gang over.' 1 vol, 86 pgs 2017 US, I-94 ENTERPRISES
NEW-pb ......$35.00

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1-221540 Dorrell, Nicholas TWILIGHT OF DIVINE RIGHT: From Defenestration to Restoration - Wargame Rules for 1618 to 1660 Version of the Twilight of the Sun King: Birth of the Age of Reason rules targeted at refighting large battles from the period 1618 to 1660. The rules feature scenarios for the battles of Fleurus, 1622 and Cheriton, 1644.

All measurements for movement, weapon ranges, and so on are based on the base width. The base width is half of the frontage of whatever you wish to use as a unit. Therefore any size of figure and also any basing scheme can be used with the rules. Units represent between 1000 and 2000 infantry or 500 to 800 cavalry, depending on the type of unit.

Most battles can be fought in around 4 hours. Most battles are suitable for a single player a side if you wish. Using a unit frontage of 80 to 120mm means most battles are played on a table 120 to 180cm wide (4x6 feet). 1 vol, 36 pgs 2018 UK, PIKE & SHOT SOCIETY
NEW-softcover ......$22.00 rct

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1-221541 Dorrell, Nicholas TWILIGHT OF DIVINE RIGHT - EUROPE'S TRAGEDY: Thirty Years War Scenarios Extension for Twilight of the Sun King with TYW scenarios. 1 vol, 36 pgs 2019 UK, PIKE & SHOT SOCIETY
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1-221542 Dorrell, Nicholas TWILIGHT OF DIVINE RIGHT - BY THE SWORD DIVIDED: English Civil Wars Scenarios Extension for Twilight of the Sun King with ECW scenarios. 1 vol, 26 pgs 2018 UK, PIKE & SHOT SOCIETY
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1-221543 Dorrell, Nicholas TWILIGHT OF DIVINE RIGHT - TO THE PEACE OF THE PYRENEES: Thirty Years War Scenarios V2 This scenario booklet feature battles from the Thirty Years War (1618-48) and up to the Peace of the Pyrenees (1663). It features the following 15 scenarios.

Wimpfen, 6th May 1622
Hochst, 20th June 1622
Crossing the Lech, 15th April 1632
Lutzen, 16th November 1632
1st Nordlingen, 6th September 1634
Wittenweier, 9th August 1638
Honnecourt, 26th May 1642
2nd Breitenfeld, 2nd November 1642
Rocroi, 19th May 1643
2nd Lleida (Lerida), 15th May 1644
Freiburg, 3rd & 5th August 1644
Rochetta Tanaro, 23rd September 1653 (Franco-Spanish War)
Valenciennes, 16th July 1656 (Franco-Spanish War)
Dunes, 14th June 1658 (Franco-Spanish War)
Ameixial, 8th June 1663 (Portuguese Restoration War)
1 vol, 48 pgs 2020 UK, PIKE & SHOT SOCIETY
NEW-dj, available mid July 2020 ......$22.00 rct

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1-89611 Dorrell, Nicholas TWILIGHT OF THE SUN KING: Scenario Book 1 - Louis XIV at War This booklet contains scenarios for use with the Twilight of the Sun King rules and it focuses on the two major conflicts of the era in Western and Central Europe. The first of this is the war of 1688 to 1697, which has various names, the Nine Years War, the War of the Grand Alliance, or the League of Augsburg. The War of the Spanish Succession, 1701 to 1714, was the second major conflict where France and its allies faced a coalition headed by Holland, Britain, Austria, and their allies 1 vol, 36 pgs 2016 UK, PIKE & SHOT SOCIETY
NEW-softcover ......$20.00 rct

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1-89612 Dorrell, Nicholas TWILIGHT OF THE SUN KING: Scenario Book 2 - Great Northern & Ottoman Wars The second scenario booklet featuring battles from the Great Northern War (1700-21) and the Ottoman wars of the period is also available. It features the following scenarios:

Ottoman Wars Scenarios: Parkany, 1683; Pruth, 1711; Peterwardein, 1716.

Great Northern War (1700-21) Scenarios: Narva, 1700; Crossing the Duna/Riga, 1701; Kliszow, 1702; Holowczyn, 1708; Lesnaja, 1708; Gadebusch, 1712; Storkyro, 1714. 1 vol, 60 pgs 2016 UK, PIKE & SHOT SOCIETY
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1-89613 Dorrell, Nicholas TWILIGHT OF THE SUN KING: Scenario Book 3 - Louis XIV vs the Grand Alliance Amended rules, OOBs, maps, and other scenario set ups for Battles of Walcut (1689), Staffarda (1690), Aughrim (1691), Steenkirk (1692), Ter River (1694), Chiari (1701), Friedlingen (1702), Hochstadt (1703), Schellenbeg (1704), Cassano (1705), Turin (1606), Oudenaarde (1708), Malplaquet (1709), Saragossa (1710), and Villaviciosa (1710). 1 vol, 76 pgs 2019 UK, PIKE & SHOT SOCIETY
NEW-softcover ......$30.00 rct

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1-223190 Dorrell, Nick Twilight of the Soldier Kings The Twilight of the Soldier Kings rules is a set designed to fight large historical battles on a reasonable sized table and with a reasonable number of figures in the era of Fredereick the Great (1730 to 1770). The player is the army commander seeking to marshal the full forces that their historical counterpart had to achieve victory and not some colonel or brigadier controlling a few battalions or squadrons in the fight for some sector of a battlefield. The concentration is on the 'big picture' rather on relatively unimportant details. The rules reward historic tactics and practices while making typical 'gamer' tactics obsolete. So, players will want their forces to be in at least two lines with a reserve and not strung out in a line as is commonly done in other rules.

The rules include scenarios for the battles of Mollwitz (1741), Kolin (1757), Krefeld (1758) and a generic Manoeuvre battle based on the battles of Hochkirch and Zorndorf (both 1758). 1 vol, 52 pgs 2020 UK, WYRE HISTORIC BOOKS
NEW-pb ......$36.00 rct

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1-223191 Dorrell, Nick Twilight of the Soldier Kings - European Battles in the Age Of Frederick the Great 1730-1780 This is the first of the scenario books for the Twilight of the Soldier Kings rules. It contains scenarios for the following battles.

The War of the Austrian Succession (1740-1748)
?Chotusitz, 1742
?Dettingen, 1743
?Madonna dell'Olmo, 1744
?Kesselsdorf, 1745
?Lauffeld, 1747

The Seven Years War (1756-1763)

?Rossbach, 1757
?Leuthen, 1757
?Zorndorf, 1758
?Minden, 1759
?Korbitz, 1759
?Warburg, 1760
?Torgau, 1760


1 vol, 44 pgs 2020 UK, WYRE HISTORIC BOOKS
NEW-pb ......$30.00 rct

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1-199270 Eaglestone, Paul A WORLD AFLAME: Interwar Wargame Rules 1918-39 Often called the Pulp Era, the years between the two World Wars have seen a tremendous surge in interest among wargamers. A World Aflame captures the adventurous nature of the time period to present a fun, fast-paced set of tabletop miniatures rules that can handle the many diverse conflicts of the period, from the Chinese Civil Wars and the 'Great Game' in Central Asia, to the Irish War of Independence and the bitter ideological warfare of the Russian and Spanish Civil Wars. The rules also contain options for the 'Very British Civil War.' This gaming trend has sprung up in recent years, following a what-if scenario that has Edward VIII refusing to abdicate the throne, thrusting the country into civil war in 1938. It is a quirky, fun setting, and one that is surprisingly popular. 1 vol, 64 pgs 2012 UK, OSPREY PUBLISHING
NEW-softcover ......$20.00 with a discount of 15%

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1-205980 Elliot, Ged IN THE GRANDEST MANNER Rules for Napoleonic wargaming with huge armies, on large tables, over many hours, for a truly grandiose affect.

* Developed for 10mm but readily adaptable to any figure scale or basing
* A Command & Control system centered on the Division, reflecting the abilities of the various Napoleonic Generals
* A new Morale system which allows much more variety and combinations of training and elan
* A new interpretation of classic infantry and cavalry formations and capabilities
* A new firing system using an ability as well as class system
* A new Melee system
* Reserves receive their deserved importance on the battlefield
* Rule questions answered via the web along with advice on practical subjects such as terrain construction
* The first part of a project with a planned series of Companion books with battles, full OBs and tabletop maps 1 vol, 112 pgs 2013 UK, PARTIZAN PRESS
NEW-softcover ......$38.00

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1-205981 Elliot, Ged IN THE GRANDEST MANNER COMPANION: The 1809 Danube Campaign from the Situation Room This publication is part of a planned series of 'Companions 'to both support and supplement the rules, 'In The Grandest Manner', with themed scenarios that are developed and played at 'The Situation Room'. To make use of this Companion, you do not require any specific set of rules, although they are written with ITGM in mind. Indeed, the Companion lends itself to being scaled in virtually any way the reader wishes, for use with a plethora of rule sets.

The scenarios are based on four main battles from the Danube Campaign of 1809 between the French, commanded by Napoleon, and the Austrians, commanded by Archduke Charles. In order, the battles are Abensberg, Eckmuhl, Aspern-Essling, and Wagram. Each scenario has a map, full OB, and any special rules. Typical dispositions are also used to illustrate the scenarios.

Also, time is spent on exploring the intricacies of the rules which the Companions supports. In this edition, the focus is on the game setup, focusing on the work going into setting up any game. After set up, the morale system is examined in depth, exploring the troop definitions that can enable as much variation as wanted or indeed warranted by any scenario. 1 vol, 80 pgs 2015 UK, PARTIZAN PRESS
NEW-softcover, available late December 2015 ......$30.00

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1-205982 Elliot, Ged IN THE GRANDEST MANNER COMPANION: Fighting the Russians Before Russia 1805 - 1807 Austerlitz, Eylau and Friedland A Companion to In the Grandest Manner, but compatible with any Napoleonic rules system.

This publication is the second accompaniment to the planned series of 'Companions' to both support and supplement the rules, In The Grandest Manner, with themed scenarios that are developed and played at The Situation Room. To make use of this latest accompaniment to the Companion series, you do not require any specific set of rules, although they are written with the rules mentioned above in mind.

As with the previous Companion, time is spent on exploring the intricacies of the rules which the Companions support. In this edition, the focus is the section that governs Orders and Command & Control. In-depth analysis pertains to Skirmishers and how they are used in the battles.

Scenarios are based on main battles that involved the Russians prior to 1812. The battles covered are Austerlitz, Eylau, and Friedland. Austerlitz is somewhat unusual, it was split into two separate battles because of its overall size, the northern and southern fronts. Each scenario has a map, full OB and any special rules. Typical dispositions, from the games played here, are also used to illustrate the scenarios. 1 vol, 88 pgs 2017 UK, PARTIZAN PRESS
NEW-pb ......$28.00

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1-223920 Erize, Alvaro & Francisco Clash of Spears Rome rises and duty calls! So pick up your shield, brother, and join the fight! Whether you are changing history by blocking Dyonisus and his gang from taking over syracuse or you are just raiding the enemy's herds trying to keep your men fed, CLASH of spears will launch you into the gritty world of skirmish battles in the ancient world!

CLASH of spears is a fast paced, warband level, wargame to be played in 4' by 4' tables over 1 to 3 hours.It was designed to be fast and intuitive, while providing realistic feel, tactical depth and high impact decision making. A typical warband includes 30 to 50 miniatures and can be picked from 12 different army lists like Romans, Carthaginians, Greeks, Gauls, Iberians and more
1 vol, 156 pgs 2020 US, FIGHTING HEDGEHOG
NEW-hardback ......$34.00 rct

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1-226241 Erize, Alvaro & Francisco RISE OF ROME V1: From the Foundation of Rome and Taras to war with Pyrrhus Through the pages of this imaginary interview, Horace, renowned poet and Historian of the times of Caesar Augustus, relates to us the tale of Rome's incredible rise as the hegemonic power of the Mediterranean.

Legend and chronicle, myth and history, intertwine in the words of this wise, smiling and patient poet of simple tastes. And through his 'conversation' with our author, Angelo, we are immersed in the daily life and customs of ancient Rome, understanding not just what happened, but why, and how it was perceived and assimilated at the time.

To Angelo's gripping prose, Rise of Rome adds his beautiful drawings, depicting in full color both the major events that forged the ancient world and everyday scenes that transport us to the time in which the story is told. 1 vol, 330 pgs 2020 US, FIGHTING HEDGEHOG
NEW-softcover, available late January 2021 ......$38.00 rct

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1-967024 Farrington, Eric MEN OF BRONZE: Ancient Greek Hoplite Battles Men of Bronze is a wargame that allows you to play out Classical Greek hoplite battles on the tabletop. Players are Strategoi (generals) leading phalanxes of bronze-clad warriors in pursuit of fame, glory, and the honor of their city-states. To win such prizes, however, you must prove your mettle, display your valor, and bring the other Strategoi to their knees!

Designed to recreate small battles or larger skirmishes with 50-80 figures per side, each army will have its own unique mix of rules, advantages, backgrounds, and abilities. Strategoi must understand and appreciate the strengths and weaknesses of their forces in order to win glory on the battlefield. Of course, there's no telling what tricks a rival Strategos might have up their tunic sleeves. 1 vol, 80 pgs 2019 UK, OSPREY PUBLISHING
NEW-softcover, available late April 2019 ......$20.00 with a discount of 15% rct

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1-199074 Fastoso, Mark SONNENBLUME: Rommel's First Desert Blitzkrieg Scenario Book Supplement to Fireball Forward rules offers 11 scenarios featuring tank battles, Italian allies, armored car assaults, and more in the North African desert. 1 vol, 38 pgs 2016 US, BRIGADE GAMES
NEW-pb ......$25.00

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1-213610 Faust, Robert and Davies, Andrew SCRAPPERS: Post-Apocalyptic Skirmish Wargames More than 150 years have passed since the apocalypse that nearly destroyed the Earth. Today, the planet is a torn remnant of its former glory, ravaged by nuclear fallout and mutagens. New lifeforms - Mutants and Synthetics - challenge True Humanity for dominance, while warring factions compete for survival and supremacy, and all must carve out their place in this brutal landscape, or else perish as billions before them.

Scrappers is skirmish miniatures game set in the wastelands, where players assemble Scrapper Crews and send them out to scavenge scraps of Ancient technology and battle rival factions. Explorers, cultists and raiders clash with mutated creatures, robotic soldiers and embittered True Humans in this wargame of salvage and survival in the ruins of the future. 1 vol, 152 pgs 2017 UK, OSPREY PUBLISHING
NEW-hardback ......$30.00 with a discount of 15%

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1-84150 Fenelon, Martin LUFTWAFFE 1946:Fight for the Skies 8.5x11, 'what if WWII hadn't ended in 1945'; LW46 accurately recreates the speed and deadliness of the intro of Jet Planes, for 2-8 players with games of 1-2 hours, plane specs, play aids, scenarios. 1 vol, 88 pgs 2006 US, MSD GAMES
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1-84151 Fenelon, Martin LUFTWAFFE 1946:Defense of the Reich Supplement 8.5x11, 'what if WWII hadn't ended in 1945'; LW46 accurately recreates the speed and of the intro of Jet Planes, for 2-8 players with games 1 vol, 40 pgs 2008 US, MSD GAMES
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1-84152 Fenelon, Martin LUFTWAFFE 1946:Amerika Bombers 8.5x11, 'what if WWII hadn't ended in 1945'; LW46 1 vol, 52 pgs 2008 US, MSD GAMES
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1-192630 Fenlon, Martin KAMIKAZE 1946 - Divine Wind Air Combat Rules for 1/300th Scale Planes, 12 scenarios, 2 campaigns, 48 aircraft cards 1 vol, 114 pgs 2010 US, MSD GAMES
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1-192560 Fisher, Scott CHECK YOUR 6 - JET AGE CHECK YOUR 6! JET AGE was designed to closely reflect the details of jet age air combat while providing maximum playability. Building on the award-winning CHECK YOUR 6! (Classic WWII system), this game is the result of more than three years of research into air-to-air weapons, combat maneuvers, aircraft statistics, and the influence of pilot skill on combat. Combat is reflected in 3D and statistical analysis was extensively used in the design. Former and current US Air Force and US Marine Corps pilots were part of the design team from the start, greatly influencing the design and mechanics of the game rules.

SIMPLICITY: The key design goal for CY6-JA was to maximize pilot influence and historical accuracy while keeping the game relatively easy to play. All of the major game charts are on two sides of one 8-inch by 11-inch chart.

PILOT SKILL: Four pilot skills are represented: Green (+0), Skilled (+1), Veteran (+2) and Ace (+3). 'It is the man, not the machine.' -Chuck Yeager

SCALE: Any scale may be used. Playtested over three years with 1/600, 1/300, 1/200, 1/144, 1/100, and 1/72 scale aircraft.

WEAPONS: All modern weapons are included: Light and Heavy Machineguns, Low-Velocity Cannon, Modern Cannon, Heavy Cannon, Rotary Cannon, Infrared Missiles, Radar-guided Missiles, SAMs of all types, and Anti-aircraft Artillery.

AIRCRAFT: Statistics for more than 90 aircraft are included. Aircraft attributes include Maneuver, Speed, Agility, Climb/Dive rate, Acceleration, Robustness, Afterburners, Radar, Electronic Countermeasures, and Defensive Systems.

SCENARIOS: 23 scenarios from several eras plus 4 mini-campaigns from Vietnam, the Falklands, and Angola are included.

MOVEMENT: Movement is handled via hexes and maneuver charts illustrating possible maneuvers for each speed level. 1 vol, 98 pgs 2010 US, J&D PUBLICATIONS
NEW-softcover ......$35.00

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1-192561 Fisher, Scott AIR WAR KOREA: CHECK YOUR 6 Scenario Book AIR WAR KOREA is a scenario and campaign book for the popular CHECK YOUR 6 JET AGE Air Combat and Campaign Rules. The book provides comprehensive coverage of the air war in Korea under one cover with five campaigns and 32 scenarios. The first mini-campaign follows the start of the Korean War when UN forces attempted to stem the tide of the Communist Invasion from June to December 1950. The following three mini-campaigns cover the fight for MiG Alley January 1951 to December 1951, the 'Black Tuesday' UN B-29 attack and the interception of the Chinese Taehwa-do Island mission in October and November 1951, and the fight for air supremacy over Korea from February 1952 to July 1953.

A bonus mini-campaign is also included that covers US Navy and Marine operations from 3 July 1950 to 18 November 1952. The book also features some of the Korean War's top aces including James Jabara, George Davis, Frederick Blesse, Boris Bokach, Gregorii Ges, Nikolay Ivanov, and Li Han. The scenarios can be played individually, linked to form mini-campaigns, or combined as one grand campaign.

1 vol, 0 pgs 2010 US, J&D PUBLICATIONS
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1-192562 Fisher, Scott STAR AND PYRAMID: CHECK YOUR 6 Scenario Book Star and Pyramid is a scenario and campaign book for the popular Check Your 6 Jet Age Air Combat and Campaign Rules. The book provides comprehensive coverage of the 1967 to 1973 air wars between Israel and Egypt, offering five campaigns with 27 scenarios.

Campaigns:
1: 1967 Six Day War: Israeli surprise attacks and first two days.
2: 1967 Six Day War: Egyptian counterstrikes over next four days.
3: 1969-1972: Egyptian attempts to regain the initiative in the War of Attrition with new aircraft, surface-to-air missiles, and Soviet involvement.
4: 1973 Yom Kippur War: Israeli versus Egyptian defense.
5: 1973 Yom Kippur War: Israeli deep strike operations against Egyptians.

Includes several introduction sections containing campaign historical background, an annotated bibliography for further reading, a color scheme guide, and a campaign map. Contains aircraft statistics for more than 20 US, British, Israeli, and Soviet-built aircraft in Check Your 6 Jet Age format for use in the scenarios, plus detailed notes and rare pictures of the various aircraft featured in the campaign. Features some of the world's top jet aces including Michael 'Diamond' Haber, Dan Sever, Giora Rom, Avraham Salmon, Israel Baharav, Yiftach Spector, Asher Snir, Eitan Peled, Amir Nachumi, Eitan Ben-Eliyahu, and Shlomo Levi as well as exploits of Egyptian pilots Mustafa Hafez, Nabil Shuwakri, Ahmad Atif, Qadri al-Hamid, and Nasr Mousa. 1 vol, 60 pgs 2010 US, J&D PUBLICATIONS
NEW-softcover ......$25.00

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1-192563 Fisher, Scott CRISIS IN KASHMIR - Jet Combat 1965 India vs Pakistan: CHECK YOUR 6 Scenario Book CRISIS IN KASHMIR! is a scenario and campaign book for the popular Check Your 6 Jet Age Air Combat and Campaign Rules. The book provides comprehensive coverage of the air war between India and Pakistan in 1965 under one cover, with special rules for the Indian and Pakistani air forces and 19 scenarios.

The scenarios pit the evenly matched Hawker Hunter and F-86F Sabre against each other in tense maneuvering combat - will Pakistan's new AIM-9B Sidewinder missiles prove to be the edge needed to carry the day? The book also features the first combat employment of the F-104A Starfighter and MiG-21 Fishbed, following these two legendary fighters in a face-off over the foothills of the Himalayas. Scenarios include the diminutive and quirky Folland Gnat, which gained a reputation in the hands of the Indian Air Force as the 'Sabre Slayer.' Canberra bombers flying against Sabres in a do-or-die mission and the final air-to-air engagement of the deHavilland Vampire are likewise covered in exciting scenarios. The book showcases massive cannon armament against the effectiveness of the promising but unproven AIM-9B Sidewinder missile - and the outcome is always a surprise!

HISTORICAL RESEARCH: The book includes several introduction sections containing campaign historical background and campaign maps. The book also contains detailed notes and rare pictures of the various aircraft featured in the campaign.

JET AGE STRATEGIC CAMPAIGN SYSTEM: This book features a unique new Strategic Campaign System. The scenarios can be played individually or as one grand campaign. See how your performance in the air impacts the ground war, and influence the fight with deft political choices and the savvy use of your limited resources. Will your air force be able to break the deadlock at Akhnur, or force the defenses at the Ichogil Canal? 1 vol, 60 pgs 2013 US, J&D PUBLICATIONS
NEW-softcover ......$25.00

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1-86610 Fisher, Scott CHECK YOUR 6:WWII Air Combat Rules 8.5x11, key design feature of CY6 is to maximize pilot influence and historical accuracy while keeping the game easy to play, movement plotting, pilot training, any scale aircraft, play aids 1 vol, 84 pgs 2007 FAIRFAX, J&D PUBLICATIONS
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1-86611 Fisher, Scott OVER THE CHANNEL:The Battle of Britian 8.5x11, (18) scenarios and campaign, aircraft statistics and painting guide, Ace's list. 1 vol, 44 pgs 2007 FAIRFAX, J&D PUBLICATIONS
NEW-softcover ......$25.00

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1-86612 Fisher, Scott GUADALCANAL:The Cactus Air Force 8.5x11, (9) scenarios and campaign, aircraft statistics and painting guide, Ace's list, covers the combat between the US and Japanese forces Aug to Sept 1942 1 vol, 76 pgs 2007 FAIRFAX, J&D PUBLICATIONS
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1-86613 Fisher, Scott FALCON OF THE DUCE:Franco Lucchini Italian Ace 8.5x11, (16) scenarios and campaign, aircraft statistics and painting guide, Ace's list, for the Italian Aces actions in the Med 1940 to 1943 1 vol, 40 pgs 2007 FAIRFAX, J&D PUBLICATIONS
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1-86614 Fisher, Scott ACES OVER HUNGARY 8.5x11, (23) scenarios & (2) campaigns, aircraft statistics and painting guide. (11) scenarios deal with the US 15th AF 1944 bombing over Hungary, (12) scenarios the Hungarian/Soviet Air war 1944/45 1 vol, 40 pgs 2008 FAIRFAX, J&D PUBLICATIONS
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1-86615 Fisher, Scott BREAKING THE LUFTWAFFE:Air Battles Over Germany 8.5x11, (26) scenarios & (3) campaigns, aircraft statistics and painting guide. Covers the period Oct 1943 to March 1944. 1 vol, 64 pgs 2009 FAIRFAX, J&D PUBLICATIONS
NEW-softcover ......$25.00

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1-86616 Fisher, Scott DAYS OF GLORY: A Scenario Book for Check Your 6! Three campaigns & 25 scenarios. Campaign 1 covers the Germans in Belgium & France May 1940; the 2nd Dunkirk May/June 1940 (9) scenarios; The final (7) scenarios cover the German drive on Paris 1940 1 vol, 64 pgs 2010 FAIRFAX, J&D PUBLICATIONS
NEW-softcover ......$25.00

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1-74130 Fisher, Scott & Pringle, Chris ARC OF FIRE:Squad to Company Level 1900-2000 For use with 10mm-28mm figs, 1:1 scale, 1 equals, 5-10 yards time scale 5-30 seconds play aids. 1 vol, 78 pgs 2003 US, J&D PUBLICATIONS
NEW-softcover ......$20.00

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1-22740 Fisher, Todd REVENGE:Miniature Rules for the Age of Chivalry Revenge is actually three rules sets.

DEUS VULT depicts the tactical problems faced by Charlemagne or Henry V
INTO THE BREACH lets you storm a castle
SLUYS is a naval rule set.

The Battle rules give you the same tactical problems faced by Charlemagne and Henry V. The scale is one figure for 20 men.

The Siege rules is man-to-man system to take the city or castle walls.

The naval rules are also a man-to-man system, fighting from one deck to another.

In all three rules, troops are rated separately for morale and armor. Different melee and missile weapons can be used on the combat charts. This allows you to cover any medieval troop type by adjusting the morale, armor, and weapon types. The Mongols really are the Wrath of God.

While the rules recommends mounting figures on 40mm wide bases for 15mm, and 60mm wide for 25mm, they can be used with any mounting system that's consistently applied. 1 vol, 72 pgs 1992 CHICAGO, EMPEROR'S PRESS
NEW-softcover ......$22.00

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1-210991 Flaherty, C. NAPOLEONIC: Small Siege, River Ship, Gunboat & Pontooning This book introduces supplementary wargaming rules for small scale Napoleonic-period sieges, riverboat, pontooning, and gunboat battles for variety of popular wargame systems. Makes use of mortar, howitzer, pontoons and boat models, these specific rules replicate more realistically how these weapons and technology were used and their role in Napoleonic era warfare. 1 vol, 56 pgs 2016 UK, PARTIZAN PRESS
NEW-pb ......$28.00

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1-210992 Flaherty, C. NAPOLEONIC: Napoleonic Wars Foraging, Insurrection, Marauders, Bakeries, Convoy & Encampment Wargaming This book introduces Volume Two of Supplementary Wargaming Rules, with 25-28mm scale miniature figures and models. This book follows from the 2016 Partizan Press' Universal Wargames Rules Supplement 1: Napoleonic Small Siege, River Ship, Gunboat & Pontooning. Written to fit within the historical rules systems currently popular in the wargaming community, this book covers scenarios such as peasant insurrection and soldier-marauders.

This book covers several additional aspects of Napoleonic period warfare including foraging, field bakeries; convoy supply trains; river convoys; magazines; and, encampments. This volume is about wargaming the rear-echelon areas of Napoleonic armies, which were ongoing battlegrounds outside the larger scale battles, which usually dominate conventional wargaming.

The supplementary rules have been written to develop a range of possible wargaming scenarios, with historical backgrounds as examples, and some rules based on these events. These are intended to include within larger games, or as small roll-plays.

The book includes a end-section for updated information on several topics originally covered in the 2016 UWRS1 including Turkish river gunboats; Napoleon's 1809 swinging pontoon bridge; Napoleon's pile-driving engines; Napoleonic era use of the 18-pounder field gun; and Napoleonic armored floating batteries, with new rules. 1 vol, 72 pgs 2016 UK, PARTIZAN PRESS
NEW-pb, available early December 2016 ......$28.00

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1-210993 Flaherty, C. NAPOLEONIC: Napoleonic Balloon Warfare Introducing Volume Three of Supplementary Wargaming Rules, with 25-28mm scale miniature figures and models. Covers scenarios such as balloon attacks and parachute landings, as an alternative history of Napoleon's invasion of England.

A history of the French revolution balloon unit, with wargaming rules; that is also applicable to the American civil war balloon units. An additional set of alternative history wargaming rules and scenarios based on actual plans, that never got-off the ground so to speak are also part of this new book.

This volume contains a general overview of the history of military ballooning during the revolutionary and later Napoleonic wars; and descriptions of the balloons used, and their operations.

Using both historical events and scenarios based on alternative and fictional history, these supplementary rules have been written to develop a range of possible wargaming scenarios, with historical backgrounds as examples, and some rules based on these events. These are intended to include within larger games, or as small role-plays. 1 vol, 72 pgs 2017 UK, PARTIZAN PRESS
NEW-pb, available late July 2017 ......$28.00

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1-210994 Flaherty, C. NAPOLEONIC OTTOMAN ARMY: Miniatures Rules Supplement Volume Four of Partizan Press' Universal Wargames Rules Supplements for the later 18th century and Napoleonic-era Ottoman armies. Includes scenarios and campaign options for an Ottoman army against other Ottoman, Russian, Austrian, French, or British armies to represent any of the major conflicts from the 1780s to 1814.

Wargaming with a later 18th century or Napoleonic period Ottoman army presents some challenges as the Ottomans did not follow many of the military conventions of the period. This book covers organization, tactics, and rules modifications intended to showcase the Ottoman's warfighting style. The organization and fighting concepts employed by the Ottomans were developed based on an ethos of individual martial prowess and expertise in the use of the sword - the formidable scimitars. The nature of Ottoman warfare led to specialized tactics developed by the Austrians, Russians, and French tailored to fighting the Ottomans.

The book includes an end-section listing a selection of 25-28mm scale metal, resin, and hard plastic Ottoman figures and accessories that could be used to develop a wargaming army for the later 18th century and Napoleonic period. 1 vol, 56 pgs 2018 UK, PARTIZAN PRESS
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1-83310 Fletcher, John LIBERATORS Vol. 1: Napoleonic Wargaming in So. America First of a three-part series offers a concise guide to battles and campaigns in Argentina, Chile, Bolivia, and Peru. 8.5x11-inch booklet contains history, organizational data, nine pages of uniform guides (eight color uniforms per page), one page of 23 color flags, and eight color pages of uniform colors (20 uniform representations per page). Also includes 12 battle scenarios (from 1811 to 1823) including OBs and color maps. 1 vol, 76 pgs 2005 US, GRENADIER PRODUCTIONS
NEW-softcover ......$20.00

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1-83311 Fletcher, John LIBERATORS! Supplement 1: The War in the South Liberators! Supplement 1 is an add-on to Liberators! Volume 1: The War in the South America. Building on the material presented in the first volume, this supplement provides six new scenarios, along with new uniform charts and the highly successful Quick Play Rules used by the author in convention games. A simple set of 'beer and pretzels' rules, they were designed to have players moving units and rolling dice 15 minutes after set up. 1 vol, 24 pgs 2012 US, ON MILITARY MATTERS
NEW-softcover ......$20.00

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1-967011 Flint, Keith HONOURS OF WAR - Wargames Rules for the Seven Years War The Seven Years' War was the pinnacle of 18th-century warfare, with dramatic campaigns and battles, famous leaders, and wide variety of colorful uniforms. Compared with the later Napoleonic Wars, tactics were simpler, armies more professional, and battles tended to be smaller. Using these rules, players can game encounters from a small skirmish to a major pitched battle. 1 vol, 64 pgs 2015 UK, OSPREY PUBLISHING
NEW-softcover ......$18.00 with a discount of 15%

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1-215480 Flint, Lance YANKEE PEAS AND CRACKERS! Wargames Rules for the American War of Independence Fast play rules with the battalion featuring as the basic unit. All figure scales and basing styles are catered for, using the ubiquitous Base Width system. Emphasis is placed on both troop quality and tactical order within this essentially linear period of warfare that helps to generate the subtle but key differences in fighting styles.

A unique system of Fighting Factors linked with Temporary Disorder creates the need for tactical decisions so specific to this theater of war. For 6mm, 10mm, 15mm, 25mm and 28mm scales. 1 vol, 0 pgs 2017 UK, KOH GAMES
NEW-softcover, available mid November 2017 ......$16.00

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1-210320 Foss, Thomas GALLEYS GUNS AND GLORY Table top naval battles with fleets of cannon packing oared vessels covering roughly 1500-1650 for oared naval actions ranging in scale from small corsair raids of a few ships to epic grand battle re-fights such as Lepanto. The rules are designed to work at 'convention level', which means you can learn the rules in less than five minutes, get into action -- making a couple of novice moves or spectacular maneuvers and come away with a story or two to tell at the bar.

Management of each ship and its crew are visual and easy to account for as the crew and damage to the ship are represented on the models- leaving little to no paperwork!

Although trying to capture the essence of the period and referencing strongly the doctrines and tactics of the time, the rules claim no absolute historical accuracy, other than like the galleys of yore are made of wood and are adorned with such opulent awnings, lanterns, flags, and bulwark side trim that would make the Sultan's harem jealous.

We have listed the Venetian and Turkish naval vessels available. Corsairs, Holy League (Papal) and Kinights of Malta listings to follow. 1 vol, 32 pgs 2015 US, SKULL&CROWN STRATAGEM INC
NEW-softcover ......$15.00

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1-67620 Four Horsemen WARRIOR:Rules for Ancient & Medieval Period The many months in production REVISED EDITION with full color throughout, the most complete set of Rules for this period. 1 vol, 160 pgs 2006 US, FOUR HORSEMEN ENTERPR
NEW-softcover REVISED EDITION ......$30.00

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1-26270 Frampton, David and Garnham, Peter FORLORN HOPE GUIDE:BATTLE OF WINCBY Maps, illust, o/b's, painting guides, troop types. 1 vol, 52 pgs 2003 HOPEWELL, OMM PUBLISHING
NEW-softcover ......$10.00

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2-26270 Frampton, David and Garnham, Peter FORLORN HOPE GUIDE:BATTLE OF WINCBY Maps, illust, o/b's, painting guides, troop types. 1 vol, 52 pgs 1993 UK, PARTIZAN PRESS
NEW-softcover ......$10.00

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1-770201 Fry, Mark and Anderson, Rob Libertad! a supplement for the popular Blitzkrieg Commander IV Contains 23 new army lists for the various factions present in this conflict, plus 5 historical scenarios complete with maps by Henry Hyde and new rules for Line Commanders, Street Barricades, Molotov Cocktails, and more. A copy of Blitzkrieg Commander IV is required to use this supplement 1 vol, 48 pgs 2020 UK, PENDRAKEN MINIATURES
NEW-softcover ......$12.00 rct

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1-83948 Gardner, Jason and Conley, Chalfant IPRIMERA BATTALA:The Spanish Civil War 1936-39 8.5x11, Supplement Eight DISPOSABLE HEROES/COFFIN Spanish Civil War Supplement, covers the various factions and their equipment 1 vol, 80 pgs 2007 US, IRON IVAN GAMES
NEW-softcover ......$20.00

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1-199079 Garnett, Tom FIREBALL FORWARD: Conflict Europe1981 - Battle for Bad Hersfeld The twelve scenarios capture the first 24 hours of combat between Soviet battalions and American Mechanized or Tank Company Teams near the west German town of Bad Hersfeld on the Fulda river. These small unit battles represent a tiny window in the NATO effort to defeat Soviet forces.

Though designed with FIREBALL FORWARD in mind, these scenarios can be readily adapted to your preferred set of 15m-28mm WWII/Modern rules 1 vol, 60 pgs 2021 US, OMM PUBLISHING
NEW-wirebound softcover, available early March 2021 ......$30.00 rct

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2-199079 Garnett, Tom FIREBALL FORWARD: Conflict Europe1981 - Battle for Bad Hersfeld The twelve scenarios capture the first 24 hours of combat between Soviet battalions and American Mechanized or Tank Company Teams near the west German town of Bad Hersfeld on the Fulda river. These small unit battles represent a tiny window in the NATO effort to defeat Soviet forces.

Though designed with FIREBALL FORWARD in mind, these scenarios can be readily adapted to your preferred set of 15m-28mm WWII/Modern rules 1 vol, 60 pgs 2021 US, OMM PUBLISHING
NEW-PDF, available early March 2021 ......$25.00 inc

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1-208190 Garnett, Tom SUVOROV IN THE ALPS: Wargaming the Late French Revolutionary War Six battle scenarios from Field Marshal Alexander Suvorov's campaign in the Swiss Alps, in September - October 1799. Each scenario comes with a detailed battlefield map, a complete order of battle with unit labels, and the special rules and content you need to set up and play each game.

Scenarios are: Storming the Saint Gotthart Pass, Containing the French at Altdorf, Rosenberg's Rout of the French at Muotatal, Battle for the Linth Valley - Netstal, Battle for the Linth Valley - Nafels and Mollis, and Rear Guard Action at Schwanden.

This book only provides scenario information and some additional rule modifications designed for a variant of the Regimental Fire and Fury rules system. The basic rulebook is needed to play these scenarios. 1 vol, 48 pgs 2015 US, OMM PUBLISHING
NEW-softcover, revised edition ......$26.00

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1-223950 Garnett, Tom Across the Po Valley: Wargaming the Late French Revolutionary War Wargamer and author Tom Garnett provides a view into a lesser known campaign where the successes of Napoleon Bonaparte in his brilliant1796-1797 campaign were wiped out in 1799 by an equally brilliant campaign led by the Russian hero Marshal Alexander Suvorov. Twelve battle scenarios, ranging from northeast to southwest northern Italy, tracks the sweep of the Russian-Austrian coalition against their French opponents. Each scenario comes with a detailed battle map, a complete order of battle with unit labels, and special rules and content you need to set up and play each game.

SCENARIOS
French Attack at Pozzo, Battle of Magnano
Russian Attack at Lecco, Battle of Adda River Line
Austrian Attack at Vaprio, Battle of Cassano
French Attack , Clash at Bassignana
French Attack at San Giuliano Vecchio,
Battle of 1st Marengo
French Morning Attack, Battle of Tidone Creek
Coalition Counterattack, Battle of Tidone Creek
Coalition Right Column Attack, Battle of Trebbia
French Right-Wing Attack, Battle of Trebbia
Austrian Right-Wing Attack, Battle of Novi
Russian Attack Against Novi, Battle of Novi
Morning Meeting Engagement, Battle of Genola

This book only provides scenario information and some additional rules modications designed for a variant of the Regimental Fire and Fury rules system. The basic rulebook is needed to play these scenarios. 1 vol, 84 pgs 2020 US, OMM PUBLISHING
NEW-wire bound softcover ......$32.00 rct

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1-223440 Garton, Philip In Deo Veritas - Fast Play Rules for Exciting Seventeenth Century Battles In seventeenth century Europe it must have seemed that there was always a conflict somewhere. This century of battles is the inspiration for these wargames rules.

Designed for ease of play, 'In Deo Veritas' offers a player experience based on the commander's problems. The rules are designed to create a feel for the uncertainty of battle. Keeping the men going, even when things don't seem too good, is critical for success.

Units become progressively disabled as disorder sets in and cohesion begins to suffer. At the heart of the game is a simple Disorder Test. If commanders don't take care to maintain cohesion then their forces could be heading for destruction!

In weighing up the scale of your achievements at the end of the game, will you be able to claim a major victory in your dispatches? Just take care to remember that your next battle may not be so successful.

Using the smaller scales of 6, 10 or 15mm the usual 6' x 4' table gives a scale battlefield over a mile wide. This is large enough to cover all but the largest engagements.

The six historical battle scenarios provide different challenges and give players the insight into the nature of seventeenth century warfare. The Terrain Generator and a system of points allow the players to develop their own scenarios.

In battle nothing is certain but generals that practice their skills are more likely to be victorious 1 vol, 118 pgs 2020 UK, HELION AND COMPANY
NEW-pb ......$40.00 with a discount of 15% rct

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1-223441 Garton, Philip IN DEO VERITAS - CAPTAIN GENERAL Wargaming the Age of Marlborough and the Great Northern War Expansion book for the popular rule set In Deo Veritas focuses on the command decisions needed to maintain the motivation of the army. The battle scenarios offer the player a series of different challenges from the wars of the early eighteenth century.

Battles are played at the brigade level with all major elements on 75mm/3-inch wide bases. Using smaller scale figures (6-15mm) lets players give their units a realistic feel. The ground scale of 1' = 40yds means the typical 6 ft x 4 ft table is large enough to accommodate most battles of the period.

You will need a copy of In Deo Veritas: Fast Play Rules for Exciting Seventeenth Century Battles in Smaller Scales to use this book. Includes 20 colour photos, 4 colour maps, numerous tables. 1 vol, 40 pgs 2020 UK, HELION AND COMPANY
NEW-softcover, available late January 2021 ......$26.00 with a discount of 15% rct

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1-57620 Getz, Jim CdePK:A Tactical Toolkit for Horse & Musket Period A Piquet approach to Napoleonic minor tactics and 'Big Battalion' gaming, units are company size and each player commands a couple of batallions or squadrons of horse and a few guns. 1 vol, 110 pgs 1999 VESTAL, PIQUET PUBLISHING
NEW-pb ......$20.00

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1-198512 Giglio, Robert MINIATURE ADVENTURES OF DUNSTERFORCE 1918: Still Setting the East Ablaze A massive large format full color pages. 16 Scenarios, from small unit skirmishes to large scale actions plus campaign options. Includes a History of Dunsterforce plus amendments and clarifications for Setting the East Ablaze rules. 1 vol, 160 pgs 2018 UK, PARTIZAN PRESS
NEW-softcover ......$44.00

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1-209040 Gill, K. L. and Baulch, M.R. GENERAL QUARTERS: Post Captain 1793-1815 There have been a number of fine games written to simulate the great fleet actions that decided the fate of nations. But, these battles can be counted on two hands. For every fleet action, there were a hundred frigate, sloop and small ship of the line engagements that turned 'command of the sea' into the daily reality of using and controlling the sea lanes.

It is time for a game that focuses on the single ship duels and small squadron actions that were the main fare of sea officers - a game that provides you an opportunity to highlight seamanship and experience the differences in armament, crews and types of ships along with the details of sea tactics in this era. POST CAPTAIN has been developed to do just that.

It enables you to simulate convoy actions, commerce raiding, cutting out expeditions, gunboat clashes, and shore raids along with a variety of single ship duels and small squadron actions. Boat and cargo handling, challenge and deception, current and tide, floating batteries and shore defenses, kedging, mortar bombardments by bomb vessels, prize crews, stern way, blanketing and wind shadow and the less well known types of sailing rigs and vessels are all covered

Set during naval warfare in the period 1793 - 1815 ( the height of Age of Sail Era - the Napoleonic Wars and the War of 1812) and is designed for naval miniatures of all scales 1 vol, 84 pgs 2015 US, OLD DOMINION GAMEWORKS
NEW-looseleaf ......$32.00

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1-195980 Gill, L.L. and Kuntz, Gregory SUDDEN STORM: What if Campaign of the 1937 'China Incident' Sudden Storm is a fast-moving campaign of a hypothetical 1937 naval war between Japan and the US, recreating the full range of surface, air and submarine warfare in both operational and tactical operations. It enables you to explore the challenges admirals on both sides would have faced if the US and Japan had ended up at war in August 1937 during the 'China Incident,' rather than in December 1941.

A multitude of different potential strategies makes for maximum replay value with new challenges every time. Sudden Storm is the second offering the ODGW's 'GQ III Decisions at Sea' series of naval campaigns. It employs an innovative campaign decision tree system that enables players to quickly assign forces and determine contacts in contested areas without the drudgery of plotting movement. This system has been evolved from the earlier TSC to encompass multiple theaters, a broader range of missions, intelligence, repair, weather, and other aspects of the campaign. A new, fast-resolution ground combat system has been added for resolving combat on diverse land objectives at campaign level.

Resulting tactical naval engagements can be fought out with any naval rules, but the campaign seamlessly interfaces with GQ III (purchased separately). Includes background features describing the road to war, campaign level charts, OBs, campaign map, all new color GQ III 1930s combat charts, 240 Ship Logs, and 32 aircraft Formation Cards -- everything needed for tactical resolution. A sheet of full-color 1937 aircraft counters on card stock is also included for those who want to resolve tactical aircraft operations, but might lack the requisite miniatures.

Sudden Storm also includes download access to 150 pages of Bonus Files. These include eight options, additional forces, Ship Logs, Coastal Defense Cards, maps of the defenses of Manila and Truk, individual carrier and airfield Flight Logs, separate full-color aircraft counters for the flights of each carrier and land based squadrons (note the unique color schemes of the times), supplemental data on the forces, and other aspects of this forgotten era. The files also provide opportunities to explore forgotten technologies like dirigibles and the US flight deck cruiser. 1 vol, 120 pgs 2011 US, OLD DOMINIO GAMEWORKS
NEW-looseleaf ......$45.00

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1-84140 Gill, L.L. and Norm Harms GENERAL QUARTERS-3RD Edition Loose Leaf 8.5x11, completely revised 3rd Edition, same basic game mechanics, 590+ ships and 90+ aircraft specs, well tested rule set. 1 vol, 140 pgs 2006 US, OLD DOMINIO GAMEWORKS
NEW-loose leaf 3.3 edition ......$48.00

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1-84141 Gill, L.L. and Norm Harms GENERAL QUARTERS-FLEET ACTION IMMINENT:For WWI Loose Leaf Expansion for WWI 1 vol, 80 pgs 2007 US, OLD DOMINIO GAMEWORKS
NEW-loose leaf ......$37.00

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1-84142 Gill, L.L. and Norm Harms GENERAL QUARTERS-The Solomons Campaign 1942 Loose Leaf 8.5x11, scenario generator for the air, surface and sub warfare of Guadalcanal 1942. While keyed to GQ III it is adaptable to any tactical naval rules. 1 vol, 44 pgs 2008 US, OLD DOMINION GAMEWORKS
NEW-loose leaf edition ......$24.00

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1-84143 Gill, L.L. and Norm Harms GENERAL QUARTERS: North Sea Campaign (Loose Leaf) This campaign game, focusing on the early war, offers players a chance to fight out a series of actions that helped shape the campaign, and that offered the possibility of a major fleet action. Players will face both strategic and tactical decisions with the fog of war (sometimes literally on the North Sea) may confer advantages or devastating disadvantages.

The campaign is compatible with virtually any miniatures rule set. The strategic decision model provides replayabililty as no two campaigns will be the same, especially combined with a wide variation in possible tactical encounters. And there is always the possibility that control of the North Sea will come down to one afternoon. 1 vol, 30 pgs 2016 US, OLD DOMINION GAMEWORKS
NEW-pb ......$13.00

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1-84144 Gill, L.L. and Norm Harms GENERAL QUARTERS: Defending The Malay Barrier (Loose Leaf) Defending the Malay Barrier, The ABDA Campaign is a historical naval campaign of the first months of World War II in the Pacific, specifically in the area of the Southern Philippines and Netherlands East Indies (NEI). It is based on the General Quarters Third Edition (GQ 3.3) Decisions at Sea campaign system introduced in Old Dominion Game Work's (ODGW's) The Solomons Campaign (TSC) and Sudden Storm: The Japanese American Naval War of 1937.

While designed for GQ 3.3, it can be used with any World War II naval miniatures rules. In cases where direct references to GQ 3.3 are made, players using other rules will need to translate those references to the other rule system being employed.

* Recreate the 1941 - 1942 Japanese campaign for the conquest and the Allied ABDA Command's defense of the Malay Barrier
* Accurate Orders of Battle adaptable to any naval game system
* Mapless search method that requires no plotting
* Tactical battles generated by unique decision tree method
* Maximum replayability provides new challenges every time
* Options for Force Z, Dutch Battlecruisers and more 1 vol, 72 pgs 2018 US, OLD DOMINION GAMEWORKS
NEW-pb, available early February 2018 ......$22.00

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1-195011 Gleeson, Warren and Evans, Mike CLASH OF EMPIRES: The Rise and Fall of Persia Full-color, hardcover, lots of eye candy. 28 lists covering Cyrus to Alexander.

The Rise and Fall of Persia: Cyrus to the Death of Alexander, is the first source book for Clash of EmpiresT. This book provides gamers with all the information that they need to fight battles from Classical Antiquity, from the rise of the Persian Empire under Cyrus the Great, through the destructive Peloponnesian Wars where Greek fought Greeks and finally the demise of the Persians at the hands of Alexander the Great. The book is split into three parts each focussing on a specific time period and series of confl icts and combatants, covering 28 army lists plus variants.

The Rise of Persia

This details the fall of Babylon and the Lydians and the rise of the Persian Empire under Cyrus the Great and features a historical overview of the period and 10 army lists plus variants including: Lydian Empire, Neo-Babylonian Empire, Archaic Greek, Early Achaemenid Persia, Saitic Egyptian, Cyrenaian Greek, Libyan, Early Macedonian, Skythian and Thracian.

Clash of East and West

The second part charts the Greek and Persian Wars throughout the Mediterranean. Army lists featured in the section include: Achaemenid Persian Empire, Early Hoplite Greek, Early Spartan, Early Carthaginian, Later Hoplite Greek (including Athenian, Argive, Theban and Phokian), Later Spartan, Syracusan/Siciliot, Elymian/Sikel/Sicanian, Thessalian and Illyrian.

The Fall of Persia

The final part of the book charts the rise of Macedon and Alexander the Great and his destruction of the Persian Empire and expansion of the Macedonian Empire. It features the following army lists: Rise of Macedon, Later Achaemenid Persian, Alexandrian Macedonian and Ancient Indian.

1 vol, 128 pgs 2011 UK, GREAT ESCAPE GAMES
NEW-hardcover ......$36.00

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1-195012 Gleeson, Warren and Evans, Mike CLASH OF EMPIRES: Age of Ravens Age of Ravens is the second set of army lists for Clash of Empires, the rules for Ancient and Medieval warfare, and gives you army lists for the wars of the Viking Age, featuring forces across Europe from Scotland to Spain. 1 vol, 128 pgs 2012 UK, GREAT ESCAPE GAMES
NEW-hardcover ......$36.00

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1-215270 Goddard, Martin SPANISH CIVIL WAR: Bayonet and Ideology This is a set of rules specifically written for the Spanish Civil War, rather than an add-on to some other period. SCW is unique in many aspects, rather than WWII with less Tigers. Hence, this specialist set of rules. The rules are replete with company build lists, victory criteria, and war and battle sketch outline.

This game uses a square grid in the same manner as PBI. This means a square is either building, partial cover or not. By using squares it is clearer to the player what scenery the men are in, without fussing over trivial non important detail. Thus infantry can move into the farm(proper platoon commander's order) without being told to make sure you are behind the wall and facing the enemy MG(waste of time game mechanism). 1 vol, 60 pgs 2017 UK. PETER PIG
NEW-softcover ......$30.00

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1-28490 Goodlett, Tim NO MAN'S LAND:Tactical Combat in the Great War Well designed, extensive information provided on all aspects of 'trench warfare', extensive biblio. 1 vol, 70 pgs 2003 US, OMM Publishing
NEW-softcover ......$18.00

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1-216640 Gordon, Jamie OUTREMER: FAITH AND BLOOD: Skirmish Wargames in the Crusades A 28mm skirmish wargame featuring small groups of warriors fighting in Outremer during the Crusades. While suitable for one-off skirmish encounters the focus of the game is a structured and progressive campaign setting in which they are able to watch their force grow and develop over a series of scenarios and encounters from a small party of five or so soldiers into a powerful warband a score strong.

Character development is key, and a wide range of troop options and factions allows a high degree of individuality and personalization. Players will also be able to recruit mercenaries and agents such as Hashashin and Varangian survivors to bolster their forces -- potent but expensive additions that will add a distinct flavor to each encounter. 1 vol, 64 pgs 2018 UK, OSPREY PUBLISHING
NEW-softcover ......$19.00 with a discount of 15%

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1-69420 Gore, Terry MEDIEVAL WARFARE:Tactical warfare 450 AD - 1500 AD 8.5x11, rules for 25mm/15mm, same basing as WRG/DBM/DBA/WARRIOR, army lists, optional and solo play rules, scenarios 1 vol, 101 pgs 2002 ROCHESTER, SAGA PUBLISH'G
NEW-hardcover ......$25.00

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3-69420 Gore, Terry MEDIEVAL WARFARE:Tactical warfare 450 AD - 1500 AD 8.5x11, rules for 25mm/15mm, same basing as WRG/DBM/DBA/WARRIOR, army lists, optional and solo play rules, scenarios 1 vol, 101 pgs 2002 ROCHESTER, SAGA PUBLISH'G
NEW-spiral bound ......$25.00 rct

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1-70591 Gore, Terry MEDIEVAL BATTLES-SCENARIOS 450 AD - 1297 AD 8.5x11, 20 scenarios, four color maps, o/b's forMW, DBA, DBM(easy to convert to WARRIOR) 1 vol, 78 pgs 2002 ROCHESTER, SAGA PUBLISH'G
NEW-spiral bound ......$25.00

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1-69411 Gore, Terry & Gray, Perry ARMIES OF THE CHARIOT ERA & GREEK WARS 8.5x11, 58 army lists for use with ANCIENT WARFARE 1 vol, 80 pgs 2002 ROCHESTER, SAGA PUBLISH'G
NEW-spiral bound ......$25.00

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1-69412 Gore, Terry & Gray, Perry REPUBLICAN ROMAN WARS & WARS OF THE ROMAN EMPIRE 8.5x11, 45 army lists for use with ANCIENT WARFARE 1 vol, 66 pgs 2002 ROCHESTER, SAGA PUBLISH'G
NEW-spiral bound ......$25.00

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1-72750 Gore, Terry & Gray, Perry VICTORIAN WARFARE:Tactical Level Combat 1850-1890 8.5x11 SPIRAL BOUND, each turn represents 5-10minutes, each stand represents 50-120 men and eachartillery stand represents 2-6 guns, play aids,army lists, scenarios. 1 vol, 64 pgs 2002 ROCHESTER, SAGA PUBLISH'G
NEW-spiral bound ......$25.00

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1-69410 Gore, Terry & Taylor, Bruce ANCIENT WARFARE:Tactical warfare 1500 BC-450 AD 8.5x11, rules for 25mm/15mm, same basing as WRG/DBM/DBA/WARRIOR, army lists, optional rules andsolo play rules. 1 vol, 110 pgs 2002 ROCHESTER, SAGA PUBLISH'G
NEW-spiral bound ......$25.00

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1-72740 Gore, Terry & Taylor, Bruce & Ball, Jeff NAPOLEONIC WARFARE:Tactical Level Combat 1780-1820 8.5x11 SPIRAL BOUND, each turn represents 5-10minutes, each stand represents 50-120 men and eachartillery stand represents 2-6 guns, play aids,army lists, scenarios. 1 vol, 58 pgs 2002 ROCHESTER, SAGA PUBLISH'G
NEW-spiral bound ......$25.00

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1-70592 Gore, Terry and Ball, Jeff WARS OF THE ROSES-SCENARIOS 1455-1487 8.5x11, 17 scenarios, four color maps, o/b's forMW, WAB, DBA, DBM(easy to convert to WARRIOR) 1 vol, 68 pgs 2002 ROCHESTER, SAGA PUBLISH'G
NEW-spiral bound ......$25.00

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1-69421 Gore, Terry and Gray, Perry ARMIES OF THE DARK AGES & FEUDAL AGES 450-1200 AD 8.5x11, 63 army lists for use with MEDIEVALWARFARE rules. 1 vol, 98 pgs 2002 ROCHESTER, SAGA PUBLISH'G
NEW-spiral bound ......$25.00

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1-69422 Gore, Terry and Gray, Perry ARMIES OF CHIVALRY & LATE MIDDLE AGES 1200-1500 AD 8.5x11, 53 army lists for use with MEDIEVALWARFARE rules. 1 vol, 78 pgs 2002 ROCHESTER, SAGA PUBLISH'G
NEW-spiral bound ......$25.00

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1-193870 Granillo, Manny RECKLESS DARING: Brigade Rules for the Colonial Age 1870-1910 8.5x11, Brigade-level rules for the Colonial period. Covers the Sudan, Zulu Wars, Ashanti Wars, Northwest Frontier, Indian Mutiny, and the Boer War. 1 vol, 190 pgs 2010 US, HOPLITE RESEARCH
NEW-pb ......$30.00 with a discount of 10%

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1-210440 Granillo, Manny OPFOR: Modern Divisional Combat Supplement for Panzer Korps REQUIRES PANZER KORPS RULES to Play. Opfor is NOT a Stand Alone Module.

Opfor integrates modern battlefield components with the Panzer Korps Divisional System. It covers most combat organizational configurations, weapons systems, and theaters of operation.

Covers Airborne, Artillery, Armored formations, and more! Breaks down the command structures into their respective parts. Aids in understanding the rapidly changing organizations and strategies. Includes comprehensive vehicle, weapon system and aircraft lists, plus strategic assets such as SAT, Drones, TAC Nukes, and more! Simulates the command paradigm at the Divisional Level Air support and Special Ops. Offers two complete scenarios. 1 vol, 124 pgs 2016 US, HOPLITE RESEARCH
NEW-softcover, available early February 2016 ......$30.00 with a discount of 10%

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1-882801 Granillo, Manny RED DISCIPLES: Soviet General's Handbook 1938-45 2nd edition Featuring all of the materials found in the first edition of RED DISCIPLES, the 2nd edition includes any updates, as well as an several new appendices:

Soviet Military Aide to China 1937-1939
The Pocket of Klin-Breakout of a Panzer Division
Encirclement at Velikiye Luki
Cherkassy Pocket
Encirclement of a Panzer Army near Kamenets-Podolskiy
Air Support for Encircled Forces
Vehicles & Guns Lend Lease Equipment

Extensive breakout of the Soviet Military machine for Panzer Korps divided into three primary periods and condensed for quick analysis. Full ratings list of vehicles, large caliber guns, and aircraft. 1 vol, 48 pgs 2012 US, HOPLITE RESEARCH
NEW-softcover ......$20.00 with a discount of 10%

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1-882813 Granillo, Manny UDARNA LEGIJA: Croatian & Slovakian General's Handbook From brigades to legion contingents, Udarna Legija covers most of the vehicles, weapons and organizations you will need to represent the Croatian and Slovakian forces using Panzer Korps.

Includes
* Most major vehicles and organizations
* Brigades, divisions and special formations
* Covers the various specialized battalion formations
* Details organization at the divisional level
* Includes Air Force, Navy, Army, and specialist contingents
* Covers Ustache and Police organizations

Campaigns long ignored will be brought to light in this handbook. The incessant engagements involving Chetnicks, Tito's partisans, Soviets, and other forces for the conquest and maintaining the Balkans under German influence and control. The Croatian forces, one of the largest contributors of troops to the German war effort, are discussed and organized for use with Panzer Korps. Although small in size, Slovakia and Croatia provided a strong cadre of forces for the German High Command in the war in the east and in the Balkans. Slovakia was the only minor ally to invade Poland in 1939 along with the Germans and Soviets. 1 vol, 88 pgs 2011 US, HOPLITE RESEARCH
NEW-softcover, Inventory Reduction Sale ......$30.00 with a discount of 30% old

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1-882814 Granillo, Manny FORCE FLEET COMMAND: Naval for Panzer Korps Force Fleet Command is the Admiral's Handbook for Panzer Korps. As a part of the growing Panzer Korps system, it allows players to incorporate Naval assets and strategy into their Land Panzer Korps games or when used separately, players can recreate large scale WWII fleet actions all over the world. Covering all the aspects of Naval Warfare including Torpedoes, Aircraft, Submarines, and Battleships and more.

Force Fleet Command will let you get into the action and get a resolution quickly. Includes most major aircraft and ships from around the world Navies featured are Germany, United Kingdom, USA, Soviet Union, Australia, France, Spain and many others. Features the popular Panzer Korps system for ease of play. Allows for Damage control parties, Decorated Captains, and much much more! Fast Play rules system for resolving Naval Battles using any scale from 1/72 to 1/6000. 1 vol, 212 pgs 2014 US, HOPLITE RESEARCH
NEW-softcover ......$30.00 with a discount of 10%

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1-88295 Granillo, Manny LEGACY OF DEFIANCE: Battle Scenarios Vol. 5 for Panzer Korps Collection of 10 scenarios featuring British, Commonwealth, and Dominion forces during WWII either in North Africa, Western Europe, or in the Far East. Scenarios designed for use with the PANZER KORPS Divisional Rules. Includes North Africa: Operation Brevity 1941 and Operation Scipio 1943; and Far East: Operation Cannibal 1943, Battle for Meiktela 1945 scenarios. 1 vol, 138 pgs 2012 US, HOPLITE RESEARCH
NEW-softcover ......$30.00 with a discount of 10%

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1-88296 Granillo, Manny G.I. BLOOD'N GUTS: Battle Scenarios Vol. 6 for Panzer Korps Sixth in a series of scenario books designed specifically for the Panzer Korps WWII rules system. 11 ready-to-play scenarios featuring American forces with maps and force groups.

France - Battle for Bayon '44
France - Battle for Vire '44
France - Atlantic Wall Campaign '44
Germany - Breaking the Siegfried Line '44
Germany - Battle for The Huertgen Forest '44
North Africa - Sidi Bou Zid '43
Pacific - Pelelieu '44
North Africa - Kasserine Pass '43
Pacific - Henderson Field '42
Sicily - Counterstroke at Gela '43
Germany - A Desperate Gamble '44

Each scenario contains the necessary TO&E as well as scenario specifics. G.I. BLOOD 'N GUTS joins the other books in the series to aid gamers in their playing of Panzer Korps or any other rules that it can be used for. 1 vol, 114 pgs 2014 US, HOPLITE RESEARCH
NEW-softcover, available early July 2014 ......$30.00 with a discount of 10%

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1-88297 Granillo, Manny THE EMPEROR'S FINEST: Scenario Book -- Battle Scenarios Volume 7 for Panzer Korps This is the seventh one in our popular line of scenario books designed for gamers. Although created for Panzer Korps, these scenarios can be used with most scales and rules systems. Includes 17 complete scenarios (1939-1945) with OBs and supporting maps.

* Across The Halha '39
* Assault on Manila '45
* Siege of Hong Kong '41
* Battle of Senshou '38
* Pelelieu '44
* Battle of the Coral Sea '42
* The Burma Road '42
* Henderson Field '42
* Clash At Lang Son '40
* Nanking's Requiem '37
* Operation Cannibal '43
* Operation Kogo '44
* Assault on Tai'erchuang '38
* Russian Beach Red '45
* Battle For Meiktila '45
* August Storm '45
* Battle At Lake Kasan '38 1 vol, 114 pgs 2016 US, HOPLITE RESEARCH
NEW-pb, available late July 2016 ......$30.00 with a discount of 10%

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1-88298 Granillo, Manny THUNDERSTRUCK: Scenario Book -- Battle Scenarios Volume 8 for Panzer Korps Panzer Korps Battle Scenarios Volume VIII is the eighth in a series of scenario books designed specifically for the Panzer Korps WWII rules system. Twelve ready-to-play scenarios featuring the Russian Front, with maps and Force Groups.

* Battle for the Uryv Bridgehead '43
* Paw of the Tiger: Operation Gypsybaron '44
* Russian Steel Near Kharkov '42
* Kursk Counterstroke: Operation Kutuzov '43
* Escape the Bear Trap: Operation Bagration '44
* Black Wednesday: Spanish Blood Snow '43
* Kursk: Ponyri Station '43
* Blunted at Minsk-Mazovetsky '44
* Red Giants '41
* Slovakian Fast Corps Drives into Russia '41
* The Last Desperate Line: Seelowe Heights '45
* Fulda Gap: Cold War Goes Hot '49 1 vol, 128 pgs 2018 US, HOPLITE RESEARCH
NEW-softcover, [full color] available late July 2018 ......$30.00 with a discount of 10%

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1-88299 Granillo, Manny ROMMEL'S WAY: Panzer Korps Scenario Book IX Ninth in a series of WWII scenario books designed specifically for the Panzer Korps rules system. Featuring many of his own letters and opinions, Rommel's Way offers 15 North African scenarios with maps and Force Groups: Operation Scipio '43, Sidi Bou Zid '43, Tug Argan Pass '40, Tel El Eisa '42, Bloody Keren '41, Totensonntag '41, Beda Fomm 41, Agordhat '41, Bir El Gubi '41, Bir Hakeim '42, Nebeiwa '41, Operation Battleaxe '41, Operation Brevity '41, and Kassarine Pass '43. Also a Abyssinian Campaign '35 scenario. 1 vol, 128 pgs 2019 US, HOPLITE RESEARCH
NEW-softcover, available mid September ......$30.00 with a discount of 10% rct

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1-88291 Granillo, Manny and others BLOOD SPEAR:Battle Scenarios V1 for Panzer Korps (13) scenarios with battle maps and O/b's. From Mongolia 1939 to The Eastern Front 1944. 1 vol, 142 pgs 2009 US, HOPLITE RESEARCH
NEW-softcover ......$30.00 with a discount of 10%

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1-882808 Granillo, Manny and Pipes, Jason OBERSTGRUPPENFUHRER: Waffen SS General's Handbook Discusses the Waffen SS, its history, strategies,organizations, and tactics for use with the PANZER KORPS system. Covers all Divisions, foreign units, weapons, vehicles and Divisional Organization. 1 vol, 340 pgs 2010 US, HOPLITE RESEARCH
NEW-softcover ......$40.00 with a discount of 10%

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1-888411 Granillo. Manny WINDS OF EMPIRE: Corps Command Scenario Book I Complete Scenarios for use with Corps Command or any other divisional/brigade-level Napoleonic rules. Can be used with any scale, and no rebasing needed. Command at the divisional level, with smallest unit a battalion.

Battles Include:

Russian Campaign-Valutina Gora 1812
Spanish Campaign-Valls 1809
Spanish Campaign-Medina Rio Seco 1808
Vendean Revolt-Saumur 1793
Austrian Campaign-Dance on the Danube Mini-Campaign 1809
Italian Campaign-Novi 1799 1 vol, 100 pgs 2011 US, HOPLITE RESEARCH
NEW-softcover ......$25.00 with a discount of 10%

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1-197910 Grant, Charles THE WAR GAME RULES Following on from his father's great wargaming classic THE WAR GAME (available in reprint from ourselves), Charles Grant Jr. has collated years of rule development, alteration, and additions to make this the updated and complete set of rules. We are proud to have been chosen as the publisher and the rules will be available late April. 56 pages, A4 size, color photographs throughout, card covers, including a separate laminated set of play sheets. 1 vol, 56 pgs 2012 CAMBRIDGE, KEN TROTMAN
NEW-softcover ......$28.00

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1-199460 Grant, Charles and Grant Charlie M BATTLE! - Practical Wargaming (Expanded Edition) Charlie Murray Grant inherited a passion for the wargame hobby. He developed his late grandfather's rules, added to them, and provided a play sheet and instructions for refighting one of the original scenarios. In addition, Charlie has added six chapters which were not in the original publication but which appeared in the Mecanno Magazine. In his own words 'Battle has stood the test of time and with new content and play sheets it provides an excellent set of rules for up to company level actions.' 1 vol, 220 pgs 2012 UK, PARTIZAN PRESS
NEW-hardback ......$40.00

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1-90160 Grant, Charles and Olley, S. RAID ON ST MICHEL:Five Table Top Teasers (5) connected scenarios for any 18th Century Rule system, though THE WARGAME and DIE KRIEGKUNST are recommended. An ideal addition to THE WARGAME COMPANION 1 vol, 48 pgs 2008 UK, PARTIZAN PRESS
NEW-softcover ......$28.00

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1-217680 Graves, Tom FOR QUEEN & PLANET: The Imperial Wars of Earth and Mars 1845-1930 All rules necessary to play either a colonial or Victorian Science-Fiction (VSF) version of the game. Aimed at 15mm - 28mm scale with one to five figures per stand and four to five stands per unit. This set contains Core Rules and 'Historical Mahdist' campaign theme. 1 vol, 52 pgs 2018 US, FIRST COMMAND WARGAMES
NEW-softcover, new lower price, available mid February 2020 ......$15.00 rct

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1-191940 Gray, Bill AGE OF HONOR-Lace Wars Fire & Fury 1700-1789 8.5x11 full color with sixteen scenarios, rules modification, full unit data and commander tables,
new Quick Reference Sheets. La Guerre en Dentelle

Free scenario to test drive (you need Age of Eagles rules to play): 1762 battle of Burkersdorf.

http://ageofeagles.com/documents/burkersdorfgiveawaybis.pdf

(OMM sells the Age of Eagles rules) 1 vol, 80 pgs 2010 US, AGE OF EAGLES
NEW-softcover ......$28.00

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1-212741 Gray, Bill AGE OF VALOR: Franco-Prussian War Imperial Period: Age of Eagles II Expansion Module for Conflict by Blood & Iron This is an independent Age of Valor (AOV) expansion chapter or mini-module for Age of Eagles II, also known as Napoleonic Fire & Fury. AOE II is needed to properly play this game.

In most cases all rules changes have been imbedded in the Data Charts as well as the charts and tables on the Quick Reference Sheet. All players need to do is use these new specifications or DRMs with the original rules then play as normal. Changes unique to the Franco-Prussian War, Imperial Campaign, the subject of this expansion set, are found in the following in the module. 1 vol, 26 pgs 2016 US, ON MILITARY MATTERS
NEW-pb, now with extra scenario ......$14.00

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1-212742 Gray, Bill AGE OF VALOR: Franco-Prussian War Republican Period: Age of Eagles II Expansion Module for Conflict by Blood & Iron This is an independent Age of Valor (AOV) expansion chapter or mini-module for Age of Eagles II, also known as Napoleonic Fire & Fury. As such AOE II is needed to properly play this game.

In most cases all rules changes have been imbedded in the Data Charts as well as the charts and tables on the Quick Reference Sheet. All players need to do is use these new specifications or DRMs with the original rules then play as normal. Changes unique to the Franco-Prussian War, Imperial Campaign, the subject of this expansion set, are found in the following in the module. 1 vol, 32 pgs 2016 US, ON MILITARY MATTERS
NEW-pb, now with extra scenario ......$14.00

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1-212747 Gray, Bill AGE OF VALOR: Before The Leaves Fall 1914 This is an independent Age of Valor (AOV) expansion mini-module for Age of Eagles II (also known as Napoleonic Fire & Fury) for World War I.

As such AOE II is needed to properly play this game. In most cases all rules changes have been embedded in the Data Charts as well as the charts and tables on the Quick Reference Sheet. All players need to do is use these new specifications or DRMs with the original rules, then play as normal. Changes unique to the World War I period, circa 1914, and the subject of this expansion set, are found within the rules. 1 vol, 44 pgs 2018 US, ON MILITARY MATTERS
NEW-softcover ......$14.00

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2-80170 Gray, Bill THE AGE OF EAGLES: Napoleonic Fire & Fury 2nd Edition Spiral bound,8.5x11-inch. Based on the proven American Civil War rules, these Napoleonic rules includes army lists and scenarios. This edition will be the same length and format as first edition. Here is what is updated:

* All grammar and spelling errors corrected.
* Confusing or ambiguous text rewritten.
* Rules interpretations now integrated into main text (these and other changes have light gray highlight.
* Suggested rules or rules changes by the AOE Yahoo Group integrated into text.
* Optional rules now mandatory and integrated into text.
* Fighting in urban areas completed rewritten.
* Completely new Ottoman Empire army list.
* New rules from author, such as Army Cohesion rule, adapted from Regimental Fire & Fury.
* POC data updated.
* Charts and tables sheet updated to match rules. 1 vol, 100 pgs 2020 US, ON MILITARY MATTERS
NEW-wire bound softcover ......$30.00

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4-80170 Gray, Bill THE AGE OF EAGLES: Napoleonic Fire & Fury - French Language edition 8.5x11-inch spiral bound, Napoleonics rules based on the proven American Civil War rules, army lists, scenarios. 1 vol, 100 pgs 2017 US, AGE OF EAGLES
NEW-pb, French Language edition available late April 2017 ......$30.00

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1-80171 Gray, Bill THE AGE OF EAGLES:Napoleon vs Europe 1813-14 Scenario Book 8.5, fourteen scenarios including Battle of Gross Beeren 1813; Battle of Kulm 1813; Battle of Orthez 1814. Also the latest optional rules and conversion schemes for Grande Armee, Napoleon's Battles 1 vol, 80 pgs 2008 US, AGE OF EAGLES
NEW-softcover ......$25.00

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2-80171 Gray, Bill THE AGE OF EAGLES:Napoleon vs Europe 1813-14 Scenario Book 8.5, fourteen scenarios including Battle of Gross Beeren 1813; Battle of Kulm 1813; Battle of Orthez 1814. Also the latest optional rules and conversion schemes for Grande Armee, Napoleon's Battles 1 vol, 80 pgs 2020 US, ON MILITARY MATTERS
NEW-softcover ......$25.00 inc

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1-79453 Grice, Chris and Gibson, Stu POLEMOS WAR OF SPANISH SUCCESSION: Grand Battle Designed for large battles at Brigade level in either 6mm, 10mm or 15mm scale that you can play the that you can play in an evening. Includes army lists and scenarios.

Two scales in one rules set:

* Chosen Men: One base equals a battalion and enables you to play smaller actions or part of larger battles.
* Obstinate and Bloody Battle: One base equals a brigade and lets you fight the largest actions in their entirety

Both sets come complete with our unique Army Generators which test your skill as a general, not as a rules lawyer or accountant! Best of all both rules sets are supported by carefully designed army packs which allow you to build up your army quickly and conveniently. 1 vol, 80 pgs 2018 US, ON MILITARY MATTERS
NEW-softcover ......$29.00

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1-212160 Hale, Chris KONFLIKT '47: Rules Konflikt '47 is set in a world very much like ours. In fact, its history is indistinguishable from our own until 1943 when the Manhattan Project's test of a prototype nuclear device opened a rift in the fabric of space. When the Fat Boy atomic bomb was dropped on Dresden on 12 March 1944, it created a second rift, and German scientists quickly set to work studying it.

Both rifts began to relay signals from unknown sources. These signals were largely indecipherable, but occasionally one would convey a formula or scientific theory that permitted huge technological advances. Both the US and Germany were reluctant to share these advances with their allies, and in May 1944, Stalin declared the US to be an enemy of the Motherland.

Fully compatible with the incredibly popular Bolt Action rules, this standalone rulebook takes the war to a completely new level. Players are given everything they need to field forces incorporating the incredible weapons and technologies made possible by the rift signals, and to engage in tabletop battles for supremacy and survival. 1 vol, 208 pgs 2016 UK, WARLORD GAMES
NEW-hardcover, Special Sale, come with a Launch Edition miniature ......$40.00 with a discount of 40%

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1-212161 Hale, Chris KONFLIKT '47: Resurgence The first supplement for the Konflikt '47 Weird World War II wargames rules, this volume presents a range of new material for the game, including:

* New Army List: The Japanese make their presence known on the battlefields of Konflikt '47.
* New Units: Options for troops and technology that can be added to the armies presented in the rulebook.
* Special Characters: Field the best of the best, elite men and women who may single-handedly be the crucial element between victory and defeat.
* New Background: The history of the world of Konflikt '47 is detailed in more depth.
* New Rules: All-new means of waging war, including material previously published online. 1 vol, 144 pgs 2017 UK, OSPREY PUBLISHING
NEW-dj, available mid October 2017 ......$30.00 with a discount of 15%

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1-212162 Hale, Chris KONFLIKT '47: Defiance Delving deeper into the weird world of Konflikt '47, this supplement presents a range of new material for the game, including:

* New units: Options for troops and technology that can be added to the armies presented in the rulebook.
* Special characters: Field the best of the best, elite men and women who may single-handedly be the crucial element between victory and defeat.
* New background: The history of the world of Konflikt '47 is detailed in more depth.
* New rules: All-new means of waging war, including material previously published online. 1 vol, 144 pgs 2018 UK, OSPREY PUBLISHING
NEW-softcover, available late July 2018 ......$30.00 with a discount of 15%

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2-215640 Hall, Simon MORTEM et GLORIAM: Rules for the Ancient/Medieval Covering 2000BC to 1500AD 2nd edition Contains box set of the new MeG rulebook, CCC grass set, cards and dice

The changes do not alter any basic rules structures. They change interactions between a few weapon types, the color card you need for certain maneuvers, point costs have been changed, things like that. The point cost changes just mean you need to download (for free) the lates version of the army builder. There are a few changes to how the pregame setup/terrain selection works.

Not sure what you mean by cosmetic, but almost all the changes are 'tweaks' as opposed to 'redesign' stuff. BTW, if you own the original stuff you can download all of the changes and bring your rules current from the website.


This 240-page hardback book with a new look and 20 world class pieces of artwork by Giuseppe Rava. It will integrate all clarifications, include a more extensive set of diagrams and will combine Maximus, Magna and Pacto in a single volume


CCC Grass set:-

Contains command cards and discs, a disc bag and a set of wound/slow markers. All are blended with grass background to make games look great.
The wound and slow markers have printed casualties and troops on them.
1 vol, 240 pgs 2020 UK, PLASTIC SOLDIER
NEW-boxed set, 2nd edition ......$75.00 rct

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1-2156401 Hall, Simon MORTEM ET GLORIAM: Battles of the Great Commanders 1: Age of Attila First of the 'Battles of the Great Commanders' companion series to Mortem et Gloriam. Each companion book covers the context, notable leaders, armies, history, campaigns and major battles of a specific period of ancient history, combining the latest research into a guide to the period. The books contain much detail that is useful to any Ancients gamer and, in addition, ready-made refights and campaign ideas for use with our popular Mortem et Gloriam ruleset. We hope they inspire historical refights and campaigns.

This book is a supplement for the Mortem et Gloriam Compendium Edition - it is not a standalone set of rules. 1 vol, 1 pgs 2020 UK, PLASTIC SOLDIER
NEW-pb, available early November 2020 ......$38.00 inc

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1-215641 Hall, Simon MORTEM et GLORIAM: Death Dice set Set of 10 custom MeG Death Dice with the skulls, wounds, and S symbols. Two each of Red, Yellow, Green, White, and Black. A second set makes the game even easier as you can roll your 4 dice together for shooting, but a second set is not essential to play the game. 1 vol, 114 pgs 2010 UK, PLASTIC SOLDIER
NEW-bag ......$16.00

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1-215643 Hall, Simon MORTEM et GLORIAM: Charge & Shatter Markers 8 acrylic markers: 2 red (Shatter), 6 purple (Charge). 1 vol, 114 pgs 2010 UK, PLASTIC SOLDIER
NEW-bag ......$12.00

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1-215646 Hall, Simon MORTEM et GLORIAM: Formation Markers A set of 80mm markers (five per pack) to remind your opponent when your flexibles are in their alternative formation. Showing Denser and Looser formation with visual reminder. 1 vol, 114 pgs 2010 UK, PLASTIC SOLDIER
NEW-bag ......$12.00

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1-217160 Halsall, Trevor WARLORD ADVANCE GUARD: Super-Fast Action Rules for Ancients & Dark Ages Warfare 3500 BC-1100 AD WARLORD ADVANCE GUARD is an updated and lighter version of the original, highly successful, WARLORD rulebook, and offers even faster play and introduces some further innovations to enhance the game and improve playability. For 1000BC to 1100AD gaming.

* Using figures based as elements - making play quick and straight forward.
* A flexible basing scheme - no need to rebase your troops.
* Readily accessible - cross-referenced though-out.
* Clearly explained - comprehensive Glossary & Index included.
* Simple D6 based mechanisms - swiftly picked-up and easy to use.
* Alternative movement - facilitates really fast play.
* Integral Command Control system - replicates the chain of command.
* Fog of war recreated - the unintended and unexpected happens.
* Fast and furious action - complete a game in 90 minutes of play.
* Genuinely historical feel - you'll know the action is just as it really was.
* Example battle described - takes you blow by blow through the action.
* Ready communication with the Warlord Team - via a Google group forum.
* Accompanying comprehensive Army Lists - nearly 300 lists for the period. 1 vol, 90 pgs 2018 UK, PARTIZAN PRESS
NEW-softcover, available mid May 2018 ......$22.00

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1-80160 HALSALL, TREVOR ESPIRIT DE CORPS:Napoleonic & other Wars 1780-1880 Fast action rules for NAPOLEONIC, CRIMEAN and other wars from 1780-1880, rules, scenarios, army lists. 1 vol, 100 pgs 2005 UK, PIREME PUBLISHING LTD
NEW-softcover ......$25.00

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1-86690 Halsall, Trevor & Smith, Chris A HOUSE DIVIDED:Fast Action Rules 8.5x11.5, while designed for 15mm any scale can be used since basing is by element. Covers every aspect of ACW gaming, but easy to understand and includes play aids and an index. 1 vol, 120 pgs 2013 UK, PARTIZAN PRESS
NEW-softcover ......$40.00

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1-85650 Halsall, Trevor and Harper, Richard WARLORD:ANCIENTS & DARKAGE WARFARE 3000BC-1100AD Full color, 8.5x11-sized booklet offers a simple rule set with alternate movement, elegant command system, and results based on the effects of morale loss. Lots of charts/drawings 1 vol, 136 pgs 2013 UK, PARTIZAN PRESS
NEW-softcover,INVENTORY REDUCTION 40% OFF ......$40.00 with a discount of 40% spc

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1-85651 Halsall, Trevor and Harper, Richard and Seller, Ralph WARLORD - Armies of the Ancient World Volume 1: The Dawn of War 3500 to 1500 BC An expanding series of Army List Books designed to accompany Warlord I (Rules for 'Ancients & Dark Ages Warfare') and Warlord II ('Fast Action Wargames Rules For Medieval, Renaissance, Pike & Shot And 18th Century Warfare'), but suitable for use with other wargames rule systems.

The army lists have been compiled to produce balanced and representative miniature armies, covering the period from the earliest days of organized warfare to 1500 BC, when the chariot was beginning to come into its own; fascinating times in the development of armed conflict. 1 vol, 108 pgs 2013 UK, PARTIZAN PRESS
NEW-softcover, available late March 2012 ......$30.00

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1-198513 Hamilton, Alan MAD MULLAH & OTHER OPERATIONS IN DARFUR: British Operations in Somaliland The Latest in the SETTING THE EAST ABLAZE series. Detailed background, 10 scenarios, maps, OOBs, and Army lists. 1 vol, 8 pgs 2019 UK, PARTIZAN PRESS
NEW-softcover ......$32.00 rct

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1-210670 Hannam, Mark , Sparkes Matthew and Bradford, Mike WINTER OF '79 - LIVING ON THE FRONT LINE: Civil War in the Disunited Kingdom Rules represent an alternative history of the late 1970s and early 1980s. In this vision, the 'Establishment' takes control of the legitimate government and the subsequent 'crackdown' is faced with spontaneous popular resistance led by trade union, liberal and left-wing elements, which boils over into civil war. Provides you with the context and motivation for fighting games based upon a premise of DPM vs Donkey Jacket, SLR vs Armalite, Brit against Brit, in the late seventies and early eighties.

VBCW this is not! No tea and hand grenades Vicar. But there is no reason you can't have colorful private armies, trade union and left-wing militias, local defense leagues, new military and paramilitary formations, each with their own identity defined by your choice of uniforms, camo, weapons, badges and personalities. Equally the forces on your tabletop can simply be armed civilians vs military, helmets vs berets, or maroon vs green. International volunteers? Foreign assistance? Your call.

These rules are just the core set for a series of 'What-if' supplements of military combat in various theaters. 1 vol, 56 pgs 2016 UK, PARTIZAN PRESS
NEW-softcover ......$28.00

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1-204420 Hannam, Mark A. ROMPAN EL FUEGO! An Accessory of Gaming the Spanish Civil War Gives you all the Troop, AFV, and Gun Classifications you need to wargame the Spanish Civil War in conjunction with 1 man / vehicle = 1 platoon WW2 rules such as the popular Rapid Fire Fast Play Rules For WWII.

Also included are supplementary rules together with a handful of amendments which will bring some of the unique character of this conflict onto your tabletop. There are also notes on weapons and tactics to be found within the main body of the text. 1 vol, 40 pgs 2014 US, ON MILITARY MATTERS
NEW-softcover ......$16.00

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1-208970 Hardy, Stephen WARBAND: Fantasy Tabletop Wargame Rules Warband provides all the rules you need to bring great battles between fantasy armies to your tabletop. Using miniature figures and terrain, you can fight battles from the glorious sword and sorcery epics you've read about. Whilst the rules have been written with the 10mm Pendraken Miniatures ranges in mind, there's no reason why you can't use other scales as well!

Warband is designed to be simple to learn and difficult to master, and so it uses a single consistent task resolution method throughout the rules. Whether you're trying to get a unit of warriors to move, seeing how effective it's shooting or fighting is, or how well it has defended itself, you'll be using the same dice pool mechanism. You determine the number of dice to roll and each result of 4+ is a success. The more successes you roll, the better your units will do, and the more likely you are to win. Simple!

Of course fighting a good tactical battle, getting your units into advantageous situations, and making effective command decisions will mean you'll be far more likely to win. Coming up with effective tactics for your chosen army to defeat your opponents is what will take you time to master. See review in Miniature Wargames Issue 387. 1 vol, 66 pgs 2015 UK, PENDRAKEN MINIATURES
NEW-softcover ......$30.00

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1-64410 Hasenauer, Rich and Lyle, Mark WWII BATTLEFRONT 8.5x11, full color rule set for squad/section for 10mm/15mm miniatures, scenarios, unit organization thick card stock AFV/INF data cards. 1 vol, 88 pgs 2000 US, FIRE AND FURY GAMES
NEW-softcover ......$35.00

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1-64412 Hasenauer, Rich and Lyle, Mark WWII BATTLEFRONT:LATE WAR-Card Set II (12) Sheets card set for British, Airborne troops, Russian lend-lease, American, German, and Russian late war cards, 6 errata cards 1 vol, 12 pgs 2001 US, FIRE AND FURY GAMES
NEW ......$18.00

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1-64413 Hasenauer, Rich and Lyle, Mark WWII BATTLEFRONT:BLITZKRIEG Set III (16) Sheets card set for French, Polish and early British,German & Russian, Terrain Effects Sheet 1 vol, 16 pgs 2002 US, FIRE AND FURY GAMES
NEW ......$18.00

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1-64414 Hasenauer, Rich and Lyle, Mark WWII BATTLEFRONT:NO AFRICA Set IV (16) Sheets card set for all combatants in No. Africa. 1 vol, 16 pgs 2005 US, FIRE AND FURY GAMES
NEW-cards ......$18.00

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1-64415 Hasenauer, Rich and Lyle, Mark WWII BATTLEFRONT:FAR EAST Set V (16) Sheets card set covers 1939-45 and includes Chinese, Dutch, Brits, Japanese, Americans and more 1 vol, 16 pgs 2005 US, FIRE AND FURY GAMES
NEW-cards ......$18.00

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1-192210 Hasenauer, Richard REGIMENTAL FIRE AND FURY Regimental Fire and Fury extends one of the most popular historical military
miniatures wargames in the hobby down to the regimental level.

This new regimental edition provides players a more in-depth look at American Civil War
combat. The smaller scale allows you to take command of individual regiments and batteries and re-fight in greater detail many of the war's smaller engagements, as well as critical
actions of the conflict's famous battles.

For the new player it is an easy game to learn and enjoy. The veteran Fire and Fury
gamer will find much that is familiar, like the play sequence, maneuver table, and combat system, while discovering a game taken to a new level of sophistication. Refined game mechanics
strike a balance between playability and historical accuracy that draw upon twenty years of the Fire and Fury gaming experience.

Full color photos and diagrams
6 battle scenarios
2 quick reference sheets
1 vol, 96 pgs 2010 US, FIRE AND FURY GAMES
NEW-hardcover ......$36.00

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2-16680 Hasenauer, Richard W. FIRE AND FURY: The American Civil War in Miniature Reprint of original Fire & Fury rules in 8.5x11 format, packed with color photos, simple and easy to play rules, army lists, terrain making. Scenario for Gettysburg. 1 vol, 72 pgs 2020 US, OMM PUBLISHING
NEW-color edition ......$24.00 rct

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1-16681 Hasenauer, Richard W. FIRE AND FURY: The Western Battle Supplement 8.5x11 format, six scenarios for Shiloh, Corinth, Stone River, Champion Hill, Chickamauga, Atlanta. 1 vol, 40 pgs 2003 HOPEWELL, OMM PUBLISHING
NEW-softcover ......$20.00

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2-16682 Hasenauer, Richard W. FIRE AND FURY: The Eastern Battle Supplement 8.5x11 format, packed with color photos. 1 vol, 52 pgs 2003 HOPEWELL, OMM PUBLISHING
NEW-softcover ......$20.00

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1-214050 Hasenhauer, Richard BRIGADE FIRE & FURY: 2nd Edition of Fire and Fury Fire and Fury remains one of the most popular historical military miniatures wargames in the hobby. This second edition provides a fresh look at American Civil War combat. The basic unit is the brigade of infantry or cavalry.

A number of factors made the original rules unique and popular. They were easy to learn, quick and fun to play, and incorporated just the right amount of historical detail. Battles could be fought to a near-historical or at least plausible conclusion. The rulebook format, groundbreaking for its time, had clearly written rules with lots of diagrams and color photographs. We tried our best to remain faithful to these attributes while making a few improvements.

We cleaned up or redesigned some 'clunky' game mechanics. We also added just a little more historical detail some players liked from the regimental-level game but still was appropriate at brigade-level. We rewrote the rules, added better organization and more clarity, and redesigned and added more diagrams. We then playtested the rules thoroughly, using historical scenarios as a benchmark. We also included at the back of the book a fictional army generator for playing pick-up games.

Includes full-color photos and diagrams, two quick reference sheets, and three historical battle scenarios:

1. Battle of First Bull Run - 21 Jul 1861 - First major battle in the East.
2. First Day Battle of Gettysburg - 1 Jul 1863 - Opening phase.
3. The Battle of Reams Station - 25 Aug 1864 - Late-war Petersburg Campaign.

Historical battles do not always make for an evenly balanced game, so the special scenario rules and victory conditions are sometimes adjusted to give either side a chance for victory.

Note: BRIGADE Fire & Fury (OMM # 214050) should not be confused with REGIMENTAL Fire & Fury (OMM # 192210), both by Rich, but different battle scales. 1 vol, 96 pgs 2017 US, FIRE AND FURY
NEW-hardcover ......$39.00

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1-214052 Hasenhauer, Richard GREAT WESTERN BATTLES: 2nd Edition for Brigade Fire & Fury Contains 16 battle scenarios redesigned for use with your 2nd Edition, Brigade Fire and Fury. Each scenario comes with a detailed battlefield map, a complete order of battle with unit labels, and special rules you need to set up and fight each battle.

Battles include:

Battle of Shiloh, April 6, 1862
The Hornet's Nest, Battle of Shiloh, April 6, 1862
Shiloh Church, Battle of Shiloh, April 6, 1862
1st Day Battle of Corinth, October 3, 1862
2nd Day Battle of Corinth, October 4, 1862
Battle of Perryville, October 8, 1862
Battle of Murfreesboro, December 31, 1862
Battle of Champion Hill, May 16, 1862
1st Day Battle of Chickamauga,
September 19, 1863
2nd Day Battle of Chickamauga,
September 20, 1863
Battle of Atlanta, July 22, 1864
Hardee Turns the Flank, Battle of Atlanta,
July 22, 1864
Cheatham Enters the Fray, Battle of Atlanta,
July 22, 1864
Battle of Pleasant Hill,April 9, 1864
Battle of Spring Hill, November 29, 1864
Battle of Franklin, November 30, 1864 1 vol, 96 pgs 2019 US, FIRE AND FURY
NEW-softcover ......$30.00 rct

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1-88850 Haskall, Trevor and Harper, Richard WARLORD II: Medieval, Renaissance, Pike & Shot 8.5x11, full color, a quick moving simple rule set with alternate movement, elegant command system and results based on the effects of morale loss; well-designed, lots of charts/drawings. 1 vol, 156 pgs 2013 UK, PARTIZAN PRESS
NEW-softcover ......$40.00

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1-190900 Haskill, Trevor POWER AND GLORY:Fast Action 19th Century Wargaming Covers big battle 19th century European and Colonial Warfare. Scenarios, play aids. 1 vol, 120 pgs 2013 UK, PARTIZAN PRESS
NEW-softcover ......$38.00

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1-28510 Hayes, Mark & Goodlett, Tim SAVAGE WARS OF PEACE:Victorian Era, 1878-1901 Rules for 'brigade size' conflicts, scenarios, maps, o/b's, playing aids. 1 vol, 73 pgs 2003 US, OMM Publishing
NEW-softcover ......$18.00

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1-28520 Hayes, Mark & Goodlett, Tim THE LAST CRUSADE Rules for gaming the Great War in the Middle East & Africa, maps for scenarios, good biblio. 1 vol, 96 pgs 2003 US, OMM PUBLISHING
NEW-wire bound softcover ......$20.00

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1-214650 Haythornthwaite, Jonathan DRACULA'S AMERICA: Shadows of the West - A Skirmish Wargame It is 1875, and Count Dracula is President of the United States of America.

In the wake of the Civil War, with the country struggling to regain its balance, Dracula seized power. The Count's thralls assassinated President Lincoln and his entire administration in a single night and, in the ensuing chaos, their master made his move. Dominating the Senate, he declared himself President-for-Life, and now rules the Union with fear and an iron fist. His vampiric progeny, the Coven of the Red Hand, infest every strata of society, and enforce Dracula's will with ruthless efficiency.

This is a skirmish game of gothic horror set in an alternate Old West. Secret wars rage across the country -- from bustling boom-towns to the most remote wilderness -- as cults and secret societies fight for power and survival. Players will throw their support behind one of these factions, and will lead a Posse in fast-paced, cinematic battles for dominance and survival. 1 vol, 140 pgs 2017 UK, OSPREY PUBLISHING
NEW-pb ......$30.00 with a discount of 15%

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1-214651 Haythornthwaite, Jonathan DRACULA'S AMERICA: Shadows of the West - Hunting Grounds This supplement for Dracula's America contains a host of new rules and material and offers something for every player.

* Two New Factions: The Forsaken, ragged survivors of the 7th Cavalry tormented by a bestial curse, and the Shadow Dragon Tong, crime lords with an agenda as mysterious as the powers wielded by their enforcers.
* The Hunting Grounds: Scenarios and encounters that focus on this mythical realm and the power and threats found within it.
* Territory: Build and develop your headquarters, and exploit the benefits it offers, but beware your enemies taking the fight to your home turf.
* Outlaws, Mercenaries and Bounty Hunters: New campaign options, allowing you to turn to a life of crime, bring in wanted fugitives, or sell your gun to the highest bidder.
* New Monsters: The denizens of the Hunting Grounds, in all their terrifying glory.
* New Hired Guns: There's all kinds of folk willing to sell their skills, and these new Hired Guns offer a range of tactical options... if you can afford them.
* New Gear: Bring a Gatling Gun to a knife fight, or find out why you were always warned about misusing brimstone chalk and vials of ectoplasm.
* New Skills: Riding and Leadership skills give you new combat options and help your posse stay in the fight. 1 vol, 96 pgs 2018 UK, OSPREY PUBLISHING
NEW-softcover ......$25.00 with a discount of 15%

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1-214652 Haythornthwaite, Jonathan DRACULA'S AMERICA: Shadows of the West - Forbidden Power Since Dracula's rise to power, a shadow has swept across the nation, but nowhere is it darker than in the Deep South. Throughout the plantations, swamps, and cities, rumors abound of grotesque rituals, hooded figures, and bizarre creatures. Most terrifying of all, however, are the whispers of ancient magic -- unspeakable arcane rituals and occult powers that can lead those who wield them towards mystical supremacy. or reduce them to gibbering wrecks.

This new supplement introduces two new factions: the corrupt cultists of the Church of Dagon and the Salem Sisterhood, occult practitioners whose history dates back to the early Colonies. New stealth rules allow for all manner of sneaky and underhanded tactics, while expanded rules for arcane powers offer glory but could cost you your sanity. Alongside these are a host of new scenarios, Hired Guns, monsters, skills, and gear to challenge or assist those who dare venture into the Deep South of Dracula's America. 1 vol, 96 pgs 2018 UK, OSPREY PUBLISHING
NEW-softcover ......$25.00 with a discount of 15%

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1-205850 Hill, John ACROSS A DEADLY FIELD: Regimental Rules for Civil War Battles New ACW regimental-level wargame from Osprey Publishing, written by John Hill, designer of the Johnny Reb series. Includes: Introduction, Basic rules, Advanced rules, Scenarios, Quick reference sheets, and Index. 1 vol, 144 pgs 2014 UK, OSPREY PUBLISHING
NEW-hardcover ......$40.00 with a discount of 15%

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1-205851 Hill, John ACROSS A DEADLY FIELD: The War in the East The War in the East, a supplement for John Hill's Across a Deadly Field, gives players the resources to recreate the battles, great and small, of the Eastern Theater of the Civil War. Step into the shoes of Robert E. Lee and drive towards Washington with the Army of Northern Virginia, or take command of the Army of the Potomac, and attempt to capture Richmond.

With scenarios, including an optional mini-campaign for the first day of Gettysburg, and special rules that enhance gameplay, this volume offers players, whether Union or Confederate, a versatility that can accommodate their preferences and miniatures collections without sacrificing either playability or historical accuracy.

Contents: Introduction, Scenarios, and Index. 1 vol, 148 pgs 2014 UK, OSPREY PUBLISHING
NEW-hardcover ......$35.00

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1-205852 Hill, John ACROSS A DEADLY FIELD: The War in the West The War in the West, the new supplement for Across A Deadly Field brings to the tabletop the bitter struggles of the Western Theater 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 theater of the war. Battles such as Shiloh, Stone River, Vicksburg, Chickamauga, Chattanooga, and Atlanta are presented in great detail as well as the ability to play through a full campaign. 1 vol, 112 pgs 2014 UK, OSPREY PUBLISHING
NEW-hardback ......$35.00 with a discount of 15%

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1-192280 Hilton, Barry REPUBLIC TO EMPIRE - Wargaming the Wars of Napoleon Bonaparte Aimed particularly at gamers with collections of the larger scale figures (28mm and 15mm -but adaptable to smaller figures and most basing systems), these rules are designed to play wargames primarily at a brigade/divisional level. However the straight forward, but subtle rule mechanisms produce a free flowing game that makes corps and even army sized battles with multiple players feasible. Even large battles can be fought to a satisfying conclusion in a reasonable time span.
1 vol, 144 pgs 2011 UK, LEAGUE OF AUGSBERG
NEW-softcover ......$50.00

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1-216670 Hilton, Barry BENEATH THE LILY BANNERS: The War of Three Kings - 3rd edition THIRD EDITION.

The system covers pike and shot warfare in all western and central European theaters. 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 colorful periods -- between 1660-1721.

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. 1 vol, 184 pgs 2018 UK, LEAGUE OF AUGSBERG
NEW-hardcover ......$49.00

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1-226570 Hobday, Andy THE BARONS WAR - A Medieval Skirmish Game Set against a backdrop of the 1215-17 First Barons' War triggered by the issuing of Magna Carta, this skirmish game pits rival Barons or rival factions who find themselves on either side of the conflict 1 vol, 138 pgs 2021 UK, FOOTSORE MINIATURES
NEW-softcover, available late February 2021 ......$28.00 rct

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1-212280 Hofrichter, Rudiger and Klaus TIN SOLDIERS IN ACTION: Fair and Square Rules Old school, fast play rules covering a variety of eras that are played on squares -- hence all scales of troops can be used for skirmishes through army actions. Includes army lists from 1680 up to 1900 and point systems and modular systems for army constructions. Also: a tutorial on the American Civil War in a military academy setting; a detailed scenario of the Battle of Bergen in the Seven Years War; and a scenario Back Cup in the Victorian era in a Jules Verne setting. Solo rules included. 1 vol, 272 pgs 2016 UK, PARTIZAN PRESS
NEW-hardcover, available early September 2016 ......$40.00

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1-67624 Holder, Scott FEUDAL WARRIOR:European Armies 1200-1500 Includes Burgundian, Hussites and lots more 1 vol, 76 pgs 2003 US, FOUR HORSEMEN ENTER'E
NEW-softcover ......$12.00

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1-67625 Holder, Scott IMPERIAL WARRIOR:Classic Ancient Period Rome and its Enemies 1 vol, 76 pgs 2004 US, FOUR HORSEMEN ENTER'E
NEW-softcover ......$12.00

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1-67626 Holder, Scott ORIENTAL WARRIOR:The East, (44) lists. Covers, CHINESE/JAPANESE/ASIAN/MONGOLS/INDIA 1 vol, 74 pgs 2005 US, FOUR HORSEMEN
NEW-softcover ......$12.00

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1-67627 Holder, Scott CLASSICAL WARRIOR:Alexander to Republican Rome Ancient era 1 vol, 74 pgs 2005 US, FOUR HORSEMEN
NEW-softcover ......$12.00

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1-73330 Holder, Scott PATRIOTS & LOYALISTS: Rules for the AWI 8.5x11, the rules focus on the the relationship between a unit's morale and its ability to deploy and fight, players operate at Brigade+ level, play aids, scenarios. 1 vol, 42 pgs 2003 USA, WARGAMES INC
NEW-color softcover, ......$20.00

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1-37011 Hopper, Michael assisted by Griner, Terry RISE OF EAGLES:Napoleonic Scenarios for Shako II 8.5x11, (18) scenarios for 1805, suitable for any battalion level rule set, Shako supplement includes new optional rules/clarifications. 1 vol, 40 pgs 2008 US, QUANTUM PRINTING
NEW-softcover ......$32.00

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1-37014 Hopper, Michael assisted by Griner, Terry DUEL OF THE PRINCES 1809 Contains 18 scenarios providing detailed orders of battle and maps for battalion/brigade level rules. The battles cover the main land battles fought between the forces of Prince Eugene of Italy and Prince Johann of Austria as their armies move from Italy to Hungary during the early stages of the 1809 campaign.

Scenarios:
* Sacile (south)
* Sacile (north)
* Sacile (grand)
* Volano
* Soave
* Castelcerino
* Piave River (a.m.)
* Piave River (p.m.)
* San Daniele
* Tarvis (1st)
* Tarvis (2nd)
* St Michael
* Klagenfurt
* Karako
* Papa
* Gyirmot
* Raab
* Graz 1 vol, 56 pgs 2017 CANADA, MICHAEL HOPPER
NEW-softcover ......$38.00

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1-47041 Hutchby, D and Clark, S. Army Lists Volume 3 for 7th Ed Ancient Rules: 3000 BC TO 300 AD Army Lists Volume 3 for use with WRG Ancient Rules 3000BC -1485AD 6th and 7th Editions. Also includes a DBA list for each army. Compiled by Dave Hutchby and Steve Clark. Published by Wargames Research Group 1996.

61 page book containing approximately 60 army lists covering the Mediterranean Basin and India. Covering the approximate period 400BC - 40BC and including Alexander and his Successors, the Punic Wars, the Western Nomads together with the Great Roman Wars of the 2nd Century BC and the Roman Civil Wars of the First and Second Triumvirate.

The lists were written primarily for 7th Edition but include a conversion chart to modify the lists for 6th edition.
1 vol, 72 pgs 1992 UK, WARGAMES RESEARCH GRP
NEW-softcover, o/p ......$15.00

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1-47042 Hutchby, D and Clark, S. ARMY LISTS VOLUME 2:Far East, Asia & America Army Lists Volume 2 Armies of the Far East, Asia and America for use with WRG Ancient Rules 3000BC -1485AD 6th and 7th Editions. Also includes a DBA list for each army. Compiled by Dave Hutchby and Steve Clark. Published by Wargames Research Group 1993.

89 page book containing 68 army lists including:
Armies and Enemies of China and the Mongols from 2000BC to 1500AD.
India
Pre Conquest Meso-America

The book also includes several maps detailing the geographical origins of the armies listed and an A5 errata sheet.

The lists were written primarily for 7th Edition but include a conversion chart to modify the lists for 6th edition
1 vol, 89 pgs 1992 UK, WARGAMES RESEARCH GRP
NEW-softcover ......$15.00

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1-221530 Hutchinson, Mike GASLANDS REFUELLED: Post-Apocalyptic Vehicular Combat Shoot, ram, skid, and loot your way through the ruins of civilization with Gaslands: Refuelled, the tabletop miniature wargame of post-apocalyptic vehicular mayhem.

With all-new material including expanded and enhanced perks, sponsors, vehicle types, and weapons. Gaslands: Refuelled contains everything a budding wasteland warrior needs to build and customize their fleet of vehicles in this harsh post-apocalyptic future. With a host of options for scenarios, environmental effects, and campaigns, players can create their own anarchic futures. 1 vol, 192 pgs 2019 UK, OSPREY PUBLISHING
NEW-hardcover, available mid September 2019 ......$30.00 with a discount of 15% rct

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1-221530B Hutchinson, Mike GASLANDS: Post-Apocalyptic Vehicular Combat + Implements of Carnage plastic frame Order by Monday August 26, 2019 and we will include a free 'metal motor cycle'

Implements of Carnage plastic frame - A plastic frame of weapons, armor, drivers and much more. Designed to help you customize your die-cast cars into instruments of death to use in games like Gaslands: Refuelled. The Implements of Carnage includes: 4 machine Guns, 3 Heavy machine Guns, 2 Mini Guns, 1 Harpoon, 1 Racing vent, 2 Droppers, 1 Death ray, 1 Tool box, 2 Dozer Blades, 1 Motorbike, 4 Wheels (double- sided alloys), 4 Sheets of armor, 1 Bull Bars, 1 Engine Block, 1 Exhaust, 1 Flamethrower, 2 Drivers, 1 Turret Gunner, 1 Turret Ring, 2 Side Exhausts, 1 Rocket Launcher, 1 Radar Dish and 2 Rockets. Implements of Carnage are scaled for Hotwheels/ Matchbox style vehicles. Supplied unpainted.

Shoot, ram, skid, and loot your way through the ruins of civilization with Gaslands: Refuelled, the tabletop miniature wargame of post-apocalyptic vehicular mayhem.

With all-new material including expanded and enhanced perks, sponsors, vehicle types, and weapons. Gaslands: Refuelled contains everything a budding wasteland warrior needs to build and customize their fleet of vehicles in this harsh post-apocalyptic future. With a host of options for scenarios, environmental effects, and campaigns, players can create their own anarchic futures. 1 vol, 192 pgs 2019 UK, OSPREY PUBLISHING & NORTH STAR
NEW-hardcover, available late September 2019 ......$36.00 with a discount of 20% rct

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1-221530BB Hutchinson, Mike GASLANDS: Post-Apocalyptic Vehicular Combat + Implements of Carnage plastic frame, Dice, Templates and Tokens Order the Big Bundle by Monday Aug 26, 2019 and we will include a free 'metal motor cycle'

GASLANDS: Post-Apocalyptic Vehicular Combat Rule Book
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Implements of Carnage plastic frame - A plastic frame of weapons, armor, drivers and much more. Designed to help you customize your die-cast cars into instruments of death to use in games like Gaslands: Refuelled. The Implements of Carnage includes: 4 machine Guns, 3 Heavy machine Guns, 2 Mini Guns, 1 Harpoon, 1 Racing vent, 2 Droppers, 1 Death ray, 1 Tool box, 2 Dozer Blades, 1 Motorbike, 4 Wheels (double- sided alloys), 4 Sheets of armor, 1 Bull Bars, 1 Engine Block, 1 Exhaust, 1 Flamethrower, 2 Drivers, 1 Turret Gunner, 1 Turret Ring, 2 Side Exhausts, 1 Rocket Launcher, 1 Radar Dish and 2 Rockets. Implements of Carnage are scaled for Hotwheels/ Matchbox style vehicles. Supplied unpainted.
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In the game Gaslands, you need Skid Dice. These have custom faces on them to make playing the game much easier. Five per pack.
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12 Templates designed for Gaslands: Refuelled. These templates are essential to playing the game Gaslands: Refuelled. Laser cut translucent acrylic
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Markers, All you need for the Gaslands: Refuelled. 25 hazard, 25 ammo, 10 vote, 1 pole position. 1 vol, 192 pgs 2019 UK, OSPREY PUBLISHING & NORTH STAR
NEW-hardcover, available late September 2019 ......$85.00 with a discount of 20% rct

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1-221531 Hutchinson, Mike GASLANDS: Implements of Carnage plastic frame Implements of Carnage plastic frame - A plastic frame of weapons, armor, drivers and much more. Designed to help you customize your die-cast cars into instruments of death to use in games like Gaslands: Refuelled. The Implements of Carnage includes: 4 machine Guns, 3 Heavy machine Guns, 2 Mini Guns, 1 Harpoon, 1 Racing vent, 2 Droppers, 1 Death ray, 1 Tool box, 2 Dozer Blades, 1 Motorbike, 4 Wheels (double- sided alloys), 4 Sheets of armor, 1 Bull Bars, 1 Engine Block, 1 Exhaust, 1 Flamethrower, 2 Drivers, 1 Turret Gunner, 1 Turret Ring, 2 Side Exhausts, 1 Rocket Launcher, 1 Radar Dish and 2 Rockets. Implements of Carnage are scaled for Hotwheels/ Matchbox style vehicles. Supplied unpainted. 1 vol, 2 pgs 2019 UK, NORTH STAR
NEW-plastic sprue, available late September 2019 ......$7.00 rct

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1-221532 Hutchinson, Mike GASLANDS: Dice for Gaslands In the game Gaslands, you need Skid Dice. These have custom faces on them to make playing the game much easier. Five per pack. 1 vol, 1 pgs 2019 UK, NORTH STAR
NEW-blister, available late September 2019 ......$11.00 rct

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1-221533 Hutchinson, Mike GASLANDS: Templates 12 Templates designed for Gaslands: Refuelled. These templates are essential to playing the game Gaslands: Refuelled. Laser cut translucent acrylic. 1 vol, 1 pgs 2019 UK, NORTH STAR
NEW-plastic templates, available late September 2019 ......$21.00 rct

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1-221534 Hutchinson, Mike GASLANDS: Tokens All you need for the Gaslands: Refuelled. 25 hazard, 25 ammo, 10 vote, 1 pole position. 1 vol, 1 pgs 2019 UK, NORTH STAR
NEW-plastic tokens, available late September 2019 ......$16.00 rct

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1-967020 Hutchinson, Mike GASLANDS: Post-Apocalyptic Vehicular Combat Shoot, ram, skid, and loot your way through the ruins of civilization with a tabletop wargame of car-on-car destruction in a post-apocalyptic wasteland. Players control small fleets of armed vehicles in battles for resources, dominance, and survival. With rules for multiple vehicle types (from motorbikes to big rigs), varied special weapons and accessories (including oil slicks, caltrops and nitro boosters), and a host of options for scenarios, environmental conditions, crew and campaigns, players can tailor games to match their own visions for an anarchic future. 1 vol, 64 pgs 2017 UK, OSPREY PUBLISHING
NEW-softcover ......$19.00 with a discount of 15%

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1-967026 Hutchinson, Mike A BILLION SUNS: Interstellar Fleet Battles Wargame rules for 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. 1 vol, 80 pgs 2021 UK, OSPREY PUBLISHING
NEW-softcover, available mid February 2021 ......$20.00 with a discount of 15% rct

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1-207580 Jane, Fred OVER OPEN SIGHTS: Early Naval Wargaming Rules 1873-1904 Early Wargames Volume 6 Over Open Sights traces the early development of naval wargaming in the Royal Navy between 1873 and 1904. It is part of a series by the History of Wargaming Project documenting early wargaming. The book opens with a foreword by the well-known author and game designer, Larry Bond. Next is a reflective essay about the position of naval wargaming within the hobby.

The heart of the book is the reproduction of the early wargames, with period commentary from various RUSI sessions. The naval wargames included are: Lieutenant Castle R.N.: The Game of Naval Tactics (1873) Captain Colomb R.N.: The Duel: A Naval Wargame (1879) Lieutenant H. Chamberlain R.N.: Game of Naval Blockade (1888) The Launch of the Fred Jane Naval Wargame at RUSI (1898) The First Edition of The Fred Jane Naval Wargame (1898). The book also includes further material on the Fred Jane Wargame. 1 vol, 162 pgs 2014 UK, JOHN CURRY EVENTS
NEW-softcover, available mid February 2015 ......$24.00

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1-69430 Jeff Ball and Gore, Terry RENAISSANCE WARFARE:Tactical warfare 1494-1690 AD 8.5x11, rules for 25mm/15mm, same basing as WRG/DBM/DBA/WARRIOR, army lists. 1 vol, 68 pgs 2006 ROCHESTER, SAGA PUBLISH'G
NEW-spiral bound, NEW edition ......$25.00

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1-211070 Jenkins, Robey HORIZON WARS: Science-Fiction Combined-Arms Wargaming Horizon Wars is a 6mm science fiction miniature rules set that incorporates ground forces, aircraft, and the titans of the battlefield (mechs) into a company-level game. Whether you want to pit a handful of mechs against each other in quick clash of patrols, or line up combined-arms forces for a huge battle, the game remains fast-moving and enjoyable. Also included are full rules for building units from the ground up, allowing players to tailor their forces to suit the mission objectives or their figure collections. 1 vol, 96 pgs 2016 UK, OSPREY PUBLISHING
NEW-hardback ......$30.00 with a discount of 15%

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2-43280 Johannsen, Hans WHERE THE IRON CROSSES GROW:Eastern Front Scenario 8.5x11, (21) scenarios 1941-45 based for SPEARHEAD 1 vol, 44 pgs 2019 US, ON MILITARY MATTERS
NEW-softcover ......$20.00

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2-56840 Johannsen, Hans, and assisted by Arty Conliffe WHITE STAR RISING: Western Front Scenarios 8.5x11-inch size. Contains 17 scenarios for Western Front, 1944-45, from Normandy to the Rhine, for Spearhead rules. Each scenario contains short intro, OBs, and b/w maps (each map square is 30x30-inches on the tabletop).

Bocage aux Follies
* To the Beaches Beyond: Panzer Counterttack
* The Bloody Bocage: Normandy Slugfest
* Cruel Souls: British Blitz
* Hide and Seek in the Hedgerows: Infantry Battle
* Push Comes to Shove: Breakout
* Two in the Side Pocket: Avoiding Encirclement

Off to the Races
* Next Stop the Rhine: Post-Falaise Maneuvers
* Thunder in the Foothills: Rearguard in the Vosges
* Unlocking the Pocket: Canadians in the Scheldt
* Up Against the Wall: Big Red One at Siegfried Line
* Home by Christmas: Arnhem Corridor
* Fighting for the Fatherland: Volksgrenadiers
* Pas de Charge: Counterattack the French

When Only Loyalty Remains
* To Lash Out in Anger: Ardennes Blitzkrieg
* Silent Night: Panzer Struggle
* Nacht und Nebel: Operation Northwind
* Either Night or the Prussians: British in the Reichswald
* A Leap of Faith: Airborne Assault Over Rhine River 1 vol, 42 pgs 2019 US, ON MILITARY MATTERS
NEW-softcover ......$20.00 rct

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1-69780 John 'Buck' Surdu WELLINGTON RULES 8.5x11, outgrowth of his 'Santa Anna' rules,brigade/division level, small tactical actions. 1 vol, 60 pgs 2002 NY, LMW PUBLISHING
NEW-softcover, O/P ......$20.00 with a discount of 15%

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1-65363 Johnston, Chris GASLIGHT:Adventures & Expeditions Expands the rule set into a quick-play, easy to learn roleplaying system for wargamers who want to flesh out their tabletop battles. 1 vol, 88 pgs 2003 NY, LMW WORKS
NEW-pb ......$22.00 with a discount of 15%

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1-191890 Jones, Bob Zouave II: Now Including 1866 Zouave II is a corp-level miniatures wargame covering the American Civil War 1861-1865, the Maximilian Adventure in Mexico 1862-1867, the Franco-Prussian War 1870-1871, and the Austro-Prussian War of 1866. Zouave II requires only commonly available gaming tools: a deck of cards and multi-sided dice, and plays quickly enough that a 2-3 corps game of 6-8 divisions (over a score of regiments or 70 battalions) per side may be played in less than 4 hours. A typical 8x4 foot table will serve as a miniatures battlefield for 1500 figures or more. 1 vol, 80 pgs 2011 US, REPIQUE RULES
NEW-softcover ......$30.00 with a discount of 20%

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1-194780 Jones, Bob DIE FIGHTING: Horse and Musket Period 1700-1900 Die Fighting is a tactical wargame rule set for the period 1700-1900 published in a 54-page staple bound booklet with a gloss color cover and B&W interior pages. The rules contain many photos and examples of play, as well as suggested adjustments for the major periods covered, which include:

* Marlborough
* Seven Years War
* American War of Independence
* French Revolution
* Early Napoleonic (1801-1807)
* Late Napoleonic (1808-1815)
* American Civil War
* Austro-Prussian War
* Franco-Prussian War

The rules also include three card inserts which provide a rule summary, blank OOB (roster) sheet, and two sheets of phase cards.

The mechanisms in Die Fighting will be adapted for use in the upcoming campaign rules from Repique, Die Marching. 1 vol, 54 pgs 2011 US, REPIQUE RULES
NEW-softcover ......$30.00

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1-527800 Jones, Bob PIQUET:Master Rules for Wargaming Rules, player aid cards, 'Impetus Clock', dice, the basic rules apply to all periods. Each period-specific supplement provides additional rules and a unique play sequence deck. 1 vol, 32 pgs 1995 VESTAL, PIQUET SYSTEMS
NEW-pb ......$8.00

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1-527801 Jones, Bob PIQUET:Le Grognards Supplement(NAPOL) 1790-1820 8.5x11, the 1st expansion for this unique system. 1 vol, 140 pgs 2004 NY, PIQUET SYSTEMS
NEW-pb, 2ND EDITION ......$40.00

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1-527804 Jones, Bob PIQUET:Cartouche Supplement(SYW/AWI/MARL)1730-1790 2nd Edition includes (2) scales of game, both Battalion and Regiment. Lots of new rules and many, many Army lists. 1 vol, 16 pgs 2008 US, PIQUET SYSTEMS
NEW-pb, 2nd Edition ......$10.00

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1-527805 Jones, Bob PIQUET:Archon Supplement(ANCIENT/FEUDAL)3000-1200 Ancient to medieval rules for Piquet 1 vol, 32 pgs 1997 NY, PIQUET SYSTEMS
NEW-pb ......$40.00

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1-527806 Jones, Bob PIQUET:Point of Attack Supplement(WWII)1936-1952 WWII era rules for Piquet 1 vol, 48 pgs 1997 NY, PIQUET SYSTEMS
NEW-pb ......$40.00

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1-190764 Jones, Dr Rob, Mortimore, Steven & Douglas, Simon 1938 A VERY BRITISH CIVIL WAR: Brigadier 38 Miniature Rules 1938 A Very British Civil War has built a considerable fan base dedicated to researching and gaming this world of an alternative 1930's. For the first time we have produced a specific set of rules for the period. These are aimed at creating large multi-player battles while retaining the charm and character that has made this project endearing to many wargamers Now with a group of friends, a good curry and a few pints, you have a fast play set of rules that will allow you to storm the defenses of Liverpool, raid over the border or lead gallant cavalry charges in the Severn valley.

Brigadier 38 gives each commander a brigade, where a company is 10 figures, and a battalion of 30-60. The rules cover orders, movement, firing, morale, and melee, along with a points guide to provide suitable forces for battles and scenarios. 1 vol, 36 pgs 2011 UK, SOLWAY CRAFTS
NEW-softcover ......$16.00

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1-77020 Jones, Pete BLITZKRIEG COMMANDER: 4th Edition WWII rules suitable for any scale miniatures, from 2mm to 28mm.

NOTE: These rules had been delayed about a year. For those who previously ordered, OMM has your order on record and you do not have to place an order with us.

* Simple command system that emphasizes the fog of war.
* Effective mechanism for casualty resolution.
* Flexible figure ratio meaning one base represents a platoon.
* Minimal setup time, simply assemble your forces and play.
* Contains 49 army lists covering all nations and theaters.
* Includes 15 scenarios.
* Suitable for solo, two player, or multi-player games.
* No supplements, everything you need to play WWII games in one book.
* Quick Reference Sheet included 1 vol, 120 pgs 2019 UK, PENDRAKEN MINIATURES
NEW-softcover ......$48.00 rct

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2-89740 Jones, Pete FUTUREWAR COMMANDER 8.5x11, 2mm to 20mm, for large battles, full color illust/photos, two-color text, easy set to pick up, reference sheets, 15 scenarios, and 40+ army lists.

Future War Commander is an exciting wargame that allows you to re-create battles of the future using miniatures on a tabletop. Command anything from a company right up to a division and get a result in 2-3 hours without becoming bogged-down in detail. Suitable for any scale miniatures from 2mm right up to 28mm (including 6mm, 10mm, 15mm and 20mm) and no re-basing is required.

The game can be played at one of three levels: 1 base = 1 Platoon (the scale the game was designed for), 1 base = 1 Squad or Individual Vehicle, or 1 miniature = 1 Soldier or Vehicle. The ground scale is 1cm = 20m or 1cm = 10m respectively. One turn represents up to 30 minutes of real-life action.

Main Features

The main features of the game include:
* Command system that emphasizes the fog of war in a simple but effective manner
* Same mechanism for casualty resolution throughout
* Rules for infantry, armor, reconnaissance, artillery, aircraft, and future technology
* Examples of play using color pictures of miniatures
* Minimal set-up time - simply assemble your forces and play
* Unique points system that allows for unequal forces but an equal chance of victory
* 41 well presented army lists covering the miniatures of 15 different manufacturers
* 11 scenarios for simulating combined-arms warfare of the future
* Suitable for solo, two-player & multi-player games at home, at the club, or in the garden!
* One double-sided quick reference sheet included
* No supplements - all you need to play in one book 1 vol, 140 pgs 2008 UK, SPECIALIST MILITARY PUBLISHING
NEW-softcover, the original 1st edition color and b/w edition ......$55.00

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1-205370 Jones, Roy THE HERERO WAR: Rules & Scenarios The book covers the Herero War of 1904, which took place in what is now Namibia but at the time was the colony of German South-West Africa. The Hereros were a group of sophisticated native fighters who fought as riflemen in open order and were masters of ambush tactics and concealment - using smokeless powder to remain unseen. They would fight from the bush, trench fortifications, or hillside boulder fighting-positions. They were also ferocious in hand-to-hand combat.

The book is 184 pages long, full color, with eight chapters of historically derived rules and 13 historical scenarios. The rules and scenarios are derived from the original German sources: official histories, first-person accounts, and original maps. The rules and scenarios were playtested over several years to ensure play balance.

In addition to the rules and scenarios, the book has historical background information. A historical overview section gives a 'big picture' view of the Herero War - describing its origins and the main strategic and political events. Includes chapter on armies and uniforms, a painting guide, a detailed description of unique forces fighting in the war (e.g., Germany's African allies and German artillery of the era), and an annotated bibliography.

There are three regional maps (a map of German South-West Africa, and maps of the two theaters of war within the colony) and 23 photos, ranging from contemporary photos taken during the actual battles in 1904, to modern color photos of surviving weapons and of the terrain. 1 vol, 184 pgs 2014 US, ROY JONES
NEW-softcover ......$39.00

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1-190685 Jones, Steven BLACK POWDER: Rebellion (AWI) This supplement for Black Powder describes the history, armies, personalities, scenarios, and battles of the American Revolution. 1 vol, 144 pgs 2014 UK, WARLORD GAMES
NEW-softcover ......$35.00 with a discount of 10%

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1-190686 Jones, Steven BLACK POWDER: Blood on the Nile 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. 1 vol, 144 pgs 2014 UK, WARLORD GAMES
NEW-softcover ......$32.00 with a discount of 10%

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1-190687 Jones, Steven BLACK POWDER: Glory Hallelujah American Civil War supplement for Black Powder describes the history, armies, key leaders, doctrine, and tactics. Includes a comprehensive set of army lists and optional rules for recreating the battles of that war in miniature. 1 vol, 180 pgs 2016 UK, WARLORD GAMES
NEW-softcover ......$38.00 with a discount of 10%

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1-48970 Kane, Richard FLINT & STEEL:Rule for the AWI & The Age of Reason For 5mm, 15mm, 20mm, 25mm, and 30 mm figures
Comprehensive rules that play quickly
Ratings and details for almost 700 individual American, British, German, French, and Indian units from the American Revolution
Unique, simple command and control system
Ratings on over 500 different types of units for 26 different armies from 1740-1789
Performance data on 50+ different artillery types
Recreates battles in North America, Europe, and the Far East
Ratings and details on over 300 leaders of the American Revolution
Optional rules to fully recreate a wide variety of maneuver battles
Introductory scenarios from the American Revolution and Seven Years War
Includes unique scenario generator
140 die cut counters to mark play progress

Contents:
Size: 40 page soft bound rules book with full color cover plus a 64 page unit and weapon data book.
Examples of Play: Included.
Diagrams and Illustrations: Included.
Complexity: Moderate, figure templates allow play without miniatures.
Players: Two or more recommended while solitaire suitability is excellent.
2 vol, 104 pgs 1997 PA, CLASH OF ARMS GAMES
NEW-softcover, back in rpint ......$32.00

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1-206560 Kane. John LEGION OF HONOR Napoleonic Card Game A card game that recreates the personal drama of the Napoleonic Wars. Each player assumes the role of a young sergeant or sous-lieutenant trying to make it in life starting in 1792. Fortunately for the enterprising grognard, he can look forward to over twenty years of continuous war provided courtesy of the Directory and Napoleon!

Against the historical backdrop of major historical events that span the period from the Brunswick Manifesto to The Hundred Days, grognards take advantage of the opportunities that Fate provides to advance their station in life. Or not!

Winning the game is achieved in a number of ways: having the highest award in the Legion of Honor, having the highest military rank, or having the most glory or wealth.

The game is entirely suitable solitaire play through six players.

Components: 200 color playing cards; 140 cardboard counters; Rulebook with Rules Summary Sheet; 6 Grognard/Ledger sheets; 1 Campaign Sheet; 1 Opportunity Sheet; 1 History Sheet; and 1 Fate & Fair Sex Sheet.
1 vol, 1 pgs 2012 US, CLASH OF ARMS
NEW-boxed game ......$75.00

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1-212500 Kelly, John BEFORE NAPOLEON: Rules for the 18th Century Covers the Seven Years War, the French & Indian War, American Revolutionary War, and the Jacobite Rebellion. Infantry will operate as battalions. Cavalry will normally operate as squadrons. Command is represented by cavalry regimental, brigade, & army commanders.

At the standard scale, a 8 x 5 foot table will make a battlefield that is 1.8 x 1.1 miles.
In the Big Battle scale, it will cover 3.6 x 2.2 miles. Players may measure distance before firing and charging. The rules are detailed guidelines, but it impossible to anticipate every situation on the gaming table. 1 vol, 68 pgs 2016 US, OMM PUBLISHING
NEW-softcover ......$20.00

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1-100020 Kershner, Tod WARFARE IN THE AGE OF NAPOLEON 8.5x11, an intermediate complexity and tactical simulation of Napoleonic Warfare by the same team that brought you Warfare in the Age of Reason. No need to rebase. Tactical level game, play aids. 1 vol, 36 pgs 2003 HOPEWELL, OMM PUBLISHING
NEW-softcover ......$22.00

click here for Reviews, Table of Contents and Feedback

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1-20282 Kershner, Tod WARFARE IN THE AGE OF REASON:V2 Campaigns/Battles More scenarios, battles and campaigns. 1 vol, 84 pgs 2005 US, EMPEROR'S HEADQUARTER
NEW-softcover ......$20.00

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1-209590 Kershner, Tod BY THE SWORD DECIDED: From Hastings to Bosworth -- Playable Miniature Rules for the Medieval Era 1000 AD to 1500 AD Medieval warfare miniature rules cover from 1000 CE to 1500 CE. Features interactive sequence of play allowing both sides to shoot during movement. Any common basing system can be used, so no rebasing necessary. Army organization guidelines included for Western European and Saracen armies, with online support at Tod Kershner Games' Facebook page.

Includes scenarios for Battle of Hastings (1066), Battle of Formigny 1450, and Battle of Morat 1476. Wirebound so rules lay flat on the table. Two quick reference charts.

From the team that brought you Warfare in the Age of Reason, Warfare in the Age of Discovery, Warfare in the Age of Napoleon, Warfare at Sea in the Age of Reason, Firebell in the Night, Iriquois Terror, and Samurai Knight Fever. 1 vol, 48 pgs 2015 HOPEWELL, OMM PUBLISHING
NEW-softcover ......$24.00

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1-100021 Kershner, Tod and Wood, Dale WARFARE IN THE AGE OF NAPOLEON:Battle Scenarios #1 This first supplement includes 11 scenarios with corresponding army lists for each. Fleuros 1794, Haslach 1805, Saalfeld 1806, Hoff 1807, Raab 1809, Busaco 1810, Albura 1811 and Borodino 1812. 1 vol, 60 pgs 2003 HOPEWELL, OMM PUBLISHING
NEW-softcover ......$25.00

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1-20280 Kershner, Tod and Wood, Dale WARFARE IN THE AGE OF REASON - 3rd Edition: Miniature Rules for the 18th Century from Marlborough to Washington The classic 18th Century rule set is now out with a new, full-color 3rd Edition that keeps the same clever mechanics as the 2nd edition, but features improved, streamlined, and clarified rules (regular and optional); expanded and completely revised army lists; expansion of the multi-player Sport of Kings strategic-level campaign system (complete eight-player system included, plus strategic and battle maps); revised Siege rules; and a brand-new two-player campaign system called Enlightened Slaughter with the first module: The Habsburg Empire Strikes Back (Silesia 1758).

Scenarios included: Lobositz 1756, Eutaw Springs 1781, and Spreyerbach 1703. Note that the previously-published scenario books will work with the new 3rd Edition.

Also included: separate 15mm and 25mm quick reference sheets. 1 vol, 104 pgs 2016 HOPEWELL, OMM PUBLISHING
NEW-wire bound softcover - 3rd edition ......$49.00

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1-20281 Kershner, Tod and Wood, Dale WARFARE IN THE AGE OF REASON:V1 Campaigns/Battles Various scenarios, battles and campaigns 1 vol, 64 pgs 2003 HOPEWELL, OMM PUBLISHING
NEW-softcover ......$22.00

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1-208200 Kershner, Tod and Wood, Dale WARFARE AT SEA IN THE AGE OF REASON Miniature rules for the Age of Sail for stand alone scenarios or in a campaign context. The intent of this game is to provide rules for the quick resolution of naval battles in the age of fighting sail while eliminating the need for turn plotting. Items needed for play include model ships mounted on rectangular bases, a good supply of six sided dice (d6), a ruler in inches, a protractor, blue wake markers (felt or pipe cleaner pieces etc.), and a bag of cotton puffs with a few sprayed red for fires. 1 vol, 36 pgs 2015 HOPEWELL, OMM PUBLISHING
NEW-softcover ......$20.00

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1-55420 Kershner, Tod and Wood, Dale WARFARE IN THE AGE OF DISCOVERY:1470-1680 8.5x11, brought to you by the authors of Warfare in the Age of Reason, army lists, campaign system. 1 vol, 60 pgs 1998 CHICAGO, EMPEROR'S PRESS
NEW-softcover ......$22.00

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1-200340 Kershner, Tod and Wood, Dale and Simmons, John A FIREBELL IN THE NIGHT - Brigade Level Miniature Rules for the American Civil War Brigade Level Miniature Rules for ACW developed over several years in conjunction with wargamers, re-enactors, and ACW historians. Practically any basing system can be used. Distances listed on the charts for both 15mm and smaller figures and for 25-28mm figures.

Innovative movement and redeployment system confronts the commander with the challenge of using European-style formations in the difficult North American terrain. Realistic casualty tracking system creates fog of war and a clean tabletop free of visually intrusive game markers that detract from the dioramic effect. Realistic fatigue tracking system monitors fighting strengths, putting premium on fresh units from reserves or by resting and reforming front-line units.

Easily implemented command system emphasizes the relationship between divisional
commanders and their brigadiers. Includes ratings for every general that fought in the ACW -- over 1,000 entries!

Special deck of 50 'crisis cards' interjects drama and uncertainty to the battlefield. The critical effect of supply issues on the battlefield is dealt with cleanly and effectively.

Includes an extensively researched scenario to get you started -- Richmond Imperiled: The Battle of Seven Pines, 1862. Continuing online support available. 1 vol, 82 pgs 2012 HOPEWELL, OMM PUBLISHING
NEW-softcover ......$34.00

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1-63620 Kershners, Tod PIG WARS: SKIRMISH RULES for ANCIENT, DARK AGE, AND MEDIEVAL ERAS - 4th Edition The 4th Edition of this marvelous skirmish-level ruleset is 8.5x11-inches, full color throughout and wire-bound so the rules lay flat on the tabletop. Covers the ancient through medieval eras and is geared for small unit actions in 15mm to 25mm. Includes scenarios for Romans on the Rhine, Greeks vs. Persian, Hastings 1066, and the Landwaster multiplayer scenario for 7 to 10 players. 1 vol, 40 pgs 2014 HOPEWELL, OMM PUBLISHING
NEW-wire bound softcover 4th edition ......$20.00

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1-198050 Kinrade, Warwick A NORMANDY FIREFIGHT: 1 to 1 WWII Skirmish Game Normandy Firefight is a fast-play set of skirmish rules for WW2 infantry combat. It pits just 4 or 5 characters per side in a close range firefight with rifles, sub-machine guns, pistols and grenades.

Designed for multi-player games, to last between one and two hours, it also includes rules for other periods and theaters of the war beyond Normandy, and simple conversion rules for playing with 25/28mm and 20mm miniatures. 1 vol, 0 pgs 2012 UK, NORTH STAR
NEW-softcover ......$24.00

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1-199290 Kinrade, Warwick BATTLEGROUP CORE RULES Not so much a second edition as a reprinting of the main rules now that Kursk and the mini rulebook have sold out, but with an extra campaign, some datacards, and a compilation of all the special rules and generic scenarios from all our published campaign supplements. A full-color, 170-page hardback book plus five pull out inserts of quick reference sheets, battle rating counters, and vehicle datacards.

Includes three small rules alterations: Aimed Fire with HE shells now has no -1 modifier to hit targets in cover. All Aimed Fire with small arms now has a -1 modifier to hit if the unit moved. A -1 to observe units with the Sniper-Scout special rule. Area Fire is now called Suppressing Fire (but remains unchanged).

The new extra campaign is a Normandy-based location-to-location campaign system and has scenarios and army lists for the Canadian 3rd Infantry and 12th SS Panzer Divisions, including all the vehicle and gun data required to get players started. 1 vol, 128 pgs 2010 UK, PLASTIC SOLDIER
NEW-softcover, 2nd edition ......$24.00

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1-1992912 Kinrade, Warwick BATTLEGROUP: Spring Awakening HUNGARY, 1945: The Red Army invaded and pushed the Axis forces west, driving them beyond the Danube river. Budapest is under siege, with 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 with the last of the panzer divisions is planned for the spring. 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. From the siege of Budapest, through relief Operations Konrad I, II, and III, to Operation Spring Awakening and the large Russian counter-offensive that would drive Russian tanks all the way to Vienna.

* ARMY LIST: Designed to be used with the Russian army lists already published in Battlegroup Fall of the Reich, this book contains two new army lists, for the last German panzer divisions and the Hungarian army, as well as alterations to the Russian Fall of the Reich army lists, to better recreate the battles in Hungary in the winter and spring of 1945.

* SPECIAL RULES: New special rules to adapt the core Battlegroup game to the Hungarian battlefields of 1945. The special rules recreate the character of the armored clash, with the last of Germany's panzer forces, SS, and Heer, aided by their rather unreliable Hungarian allies, to face the powerful Russian Tank Corps. All take place in the winter snows and spring thaw mudbath, in the largest clash of late-war heavy armor. This book requires Battlegroup Fall of the Reich to use in full, including its Battle Rating counters.

* CAMPAIGN Six new historical scenarios in a detailed narrative campaign for 1st SS Panzer Division's hard-fought assault along the Sarviz canal during Operation Spring Awakening.

PLEASE NOTE: This is a campaign supplement and a copy of the Ruleset hard back book and Fall of the Reich pdf will be needed to play. 1 vol, 96 pgs 2010 UK, PLASTIC SOLDIER
NEW-softcover ......$24.00

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1-1992913 Kinrade, Warwick BATTLEGROUP: Overlord D-Day Softback reprint of the 'D Day' section of the original Overlord campaign supplement. 1 vol, 136 pgs 2010 UK, PLASTIC SOLDIER
NEW-softcover ......$32.00 rct

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1-1992914 Kinrade, Warwick BATTLEGROUP: Kursk This is the campaign supplement from the original Battlegroup Kursk rulebook, containing army lists, stats, scenarios, and campaign to re-fight the Kursk battles on the Eastern front in 1943. 1 vol, 136 pgs 2010 UK, PLASTIC SOLDIER
NEW-softcover ......$24.00 rct

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1-1992915 Kinrade, Warwick BATTLEGROUP: Pacific War Hardback supplement for the Battlegroup gaming system, covering the War in the Pacific Theater in 1944-1945. You will need the Battlegroup rulebook for full enjoyment of this supplement.

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.

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. 1 vol, 204 pgs 2020 UK, PLASTIC SOLDIER
NEW-hardback ......$48.00 rct

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1-199293 Kinrade, Warwick BATTLEGROUP: Barbarossa Supplement Supplement to the Battlegroup gaming system covering the invasion of Russia in 1941 - primarily but not exclusively designed for 20mm and 15mm scales. You will need either of the original rules (OMM item 199290 or item 199299).

Army lists, vehicle data and special rules for the beginning of the war on the Eastern Front, including the frozen winter battles, Russian command chaos, and the swift Panzermarsch!

Seven new army lists (German panzer and infantry divisions, Russian mechanized corps and rifle divisions, Hungarian rapd corps, Finnish and Rumanian infantry divisions), modeling guides and a mini campaign for the Russian defense of Ostrog in late June 1941.

All in a lavish 176 page hardback book - heavily illustrated with inspiring miniature and historical photographs and artwork. 1 vol, 194 pgs 2010 UK, PLASTIC SOLDIER
NEW-hardcover ......$40.00

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1-199295 Kinrade, Warwick BATTLEGROUP: Wacht Am Rhein - Battle of the Bulge Supplement The next supplement for the 'Battlegroup' World War II gaming rules covering the Battle of the Bulge.

Campaign supplement detailing the Battle of the Bulge in the Ardennes December 1944 - January 1945 1 vol, 72 pgs 2010 UK, PLASTIC SOLDIER
NEW-softcover ......$22.00

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1-199296 Kinrade, Warwick BATTLEGROUP: Tobruk 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 armored division, Italian Infantry divisions to face British (and Commonwealth) armored 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. 1 vol, 190 pgs 2010 UK, PLASTIC SOLDIER
NEW-hardcover ......$40.00

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1-199297 Kinrade, Warwick BATTLEGROUP: Market Garden Campaign supplement detailing the Market Garden operation. Packed full of historical information and narrative, scenarios and a mini campaign. Includes airborne army lists, amendments, and additions to German army lists. 1 vol, 96 pgs 2010 UK, PLASTIC SOLDIER
NEW-softcover ......$18.00

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1-199298 Kinrade, Warwick BATTLEGROUP: Torch 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 favor. 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 armored and infantry divisions to face British (and Commonwealth) armored and infantry divisions. Also, for Tunisia, the first combat operations for the US 1st Armored 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. 1 vol, 96 pgs 2010 UK, PLASTIC SOLDIER
NEW-hardcover, o/p ......$50.00

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1-209060 Kinrade, Warwick SOLDIERS OF GOD Card-driven medieval miniatures rules using 8-16 models (cavalry is 4-8 models), in either small fast moving Raids, Field Battles (the standard line-up and fight), or Siege Assaults (one sides gets the castle walls to defend, the other attacks it). Two army lists: Crusaders and Saracens.

Create a Battle Plan, which is a pre-chosen plan of attack (or sometimes defense), which dictates which cards your Battles get for this engagement. These set cards are then added to with random drawn ones, so each game gets an entertaining level of unpredictability, and the cards will never allow a game to be played the same way twice. Even if you you used the same forces, over the same terrain, and with the same battle plans, the game would still play-out differently.

Picking a force is from one of the two army lists in the game, Crusaders and Saracens, in a familiar way, except the scenario being played adds restrictions to this. So, Raiding forces look very different to castle garrison forces or those deployed for a field battle. Siege Train equipment, ruses, and tactics are also available, but only in Siege Assault games.

The rules are playable at all scales, because the players pick the ground scale and measurements based on their collection and table-size. 1 vol, 92 pgs 2015 UK, PSC
NEW-softcover with card deck ......$45.00

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1-222710 Kinrade, Warwick SOLDIERS OF ROME Rules set uses a deck of action cards (included) to give orders to your three battle groups (left, right, center), which consist of between 8-20 models (cavalry is 4-8 models) during a Raid, Battle, or Siege mission. You pick your force from three Army Lists (Roman Legions, Barbarians and Parthians) depending on the type of mission, so that a raiding force is different from a siege force. Further variations are included via an army's Strategems.

Each deck for a mission consists of a number of fixed cards plus a number of random cards, adding randomness to the card draws. The rules aren't scale specific, they will be playable at all scales, because the players pick the ground scale and measurements based on their miniatures collection and table-size. 1 vol, 96 pgs 2019 UK, NORTH STAR
NEW-pb ......$44.00 rct

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1-223690 Kinrade, Warwick BATTLEGROUP NORTHAG - fictional setting in 1983 10mm scale Battlegroup Northag is a little different from our established WW2 Battlegroup system. For those that know and love the Battlegroup system (and those of you that have yet to embrace Battlegroup!), Northag carries a lot of its DNA from the parent WW2 system, like the Battle rating system and army list building, but has been specifically designed and streamlined for the smaller scale of 10mm (1/144th) to allow for more vehicles on the table and longer gun ranges. No 'parking lots' in this game!

The first Northag book contains rules, scenarios, detailed equipment data and army lists for Soviet and British forces. Future expansions will bring US, West and East German, other Warsaw Pact and Nato forces to the table. We will also be doing an Arab Israeli supplement 1 vol, 0 pgs 2020 UK, PLASTIC SOLDIER
NEW-pb ......$35.00 rct

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1-205150 Kolhbacher, Richard EAGLES, SWORDS & BAYONETS Get set for yet another whole different way to game with Napoleonic historical miniatures! There is always room for one more set of Napoleonic rules and this is it.

Requires D-10 and D-6 dice. Suited for either tactical regimental or grand tactical play. Typical unit size is 16 figures for regiments and 6 figures for cavalry. Rebasing is not necessary. A little old school in that total musketry damage is divided by 5 to determine the number of casualties. A little new school in using d10 cavalry vs infantry square combat chart.

Test played for 10 years and now ready to be released on an unsuspecting world of miniature gamers everywhere! 1 vol, 40 pgs 2014 US, LMW WORKS
NEW-softcover ......$24.00

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1-89040 Konstam, Angus and Dougie Trail DIE KRIEGSKUNST:Wargaming the Seven Years War An informative and highly attractive set that combines a realistic tactical level treatment with good command rules. Play aids, based on the 'General de Brigade' system. 1 vol, 104 pgs 2008 UK, PARTIZAN PRESS
NEW-softcover ......$35.00

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1-220023 Korklewski, Tim RAGNAROK: The Abyss - Morpheus Engine 3 Ginnungagap, the Gaping Abyss, was once what separated the realms of Ice and Fire, keeping them in balance and sparing the other realms from their ravages. With the Nine Realms shattered, however, Ginnungagap has been left unguarded and unspeakable horrors now await those who wish to cross it.

Ragnarok: The Abyss includes new scenarios for Ragnarok as well as new monsters to vanquish in glorious battle. New mechanics introduce something once barely recognised by war clans - Fear - and present entirely new challenges for them to overcome in the telling of their sagas.
1 vol, 112 pgs 2020 UK, OSPREY PUBLISHING
NEW-hardback, available late April 2020 ......$30.00 with a discount of 15% rct

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1-206520 Krone, Joe LAND OF THE FREE: Wargames Rules for North America 1754-1815 Allows players to recreate the various conflicts that broke out in North America shortly prior to and just after Independence, including the French and Indian Wars, the American Revolution, and the War of 1812. This set of rules lets players begin their campaigns with small warbands of 10-20 miniatures of any scale and develop their forces over time, building them into armies hundreds strong.

A unique system of command points and the need to carefully manage resources or risk becoming vulnerable to counter-attack have to be finely balanced against the need to gain objectives throughout the game, creating a challenging, but enjoyable environment for your armies.

Contents: History of North America - French and Indian War to the War of 1815; Rules; Army Lists; Escalation League; Campaign; Missions; and Hobby Guide. 1 vol, 192 pgs 2014 UK, OSPREY PUBLISHING
NEW-hardcover ......$35.00 with a discount of 15%

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1-85420 Kubik, T.R.W. EVOLUTIONARY WAR:Seven Years War Period Miniature Gaming an Age in which war had rules, innovative set. 1 vol, 84 pgs 2007 UK, PARTIZAN PRESS
NEW-softcover ......$29.00

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1-207741 Kuijt, David and Schlanger, David THAT EMBATTLED ISLE: Seven Battles in England for DBA That Embattled Isle offers seven detailed historical scenarios for DBA that can be enjoyed as a set in a group-play or convention setting, or, played one at a time.

The battles trace a variety of foreign invasions of Britain and resistance against them from earliest recorded history with the Romans through the 13th century. Includes full-color maps, OOBs, an appendix on tournament system scoring, and some nifty scenario-specific and unit-specific rules.

Scenarios: Watling Street (60AD), Camelon (211AD), Aylesford (455AD), Ashdown (871AD), Hastings (1066AD), Northallerton (1138AD), and Orewin Bridge (1282 AD). 1 vol, 40 pgs 2015 US, ON MILITARY MATTERS
NEW-softcover ......$19.00

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1-197021 Lacy, Ben Micro Melee: Battle of Prokhorovka Scenario Book This scenario book covers action near the small town of Prokhorovka from 10-12 July, 1943, in 13 scenarios that focus on specific aspects of the operation leading up to that epic showdown.

Although written for Micro Melee, the book will translate well to most company-level rules. 1 vol, 52 pgs 2014 US, ON MILITARY MATTERS
NEW-softcover ......$25.00

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1-210820 Lacy, Ben RHODESIAN BUSH WARS This book contains 10 scenarios based upon the Rhodesian Civil War (1964-80). The book is not designed for any particular rules set and uses generic troop quality, leadership ,and weapons skills. Although largely fictional, the scenarios are inspired by Faan Martin and Dan Tharp's memoirs. 1 vol, 60 pgs 2016 US, ON MILITARY MATTERS
NEW-softcover, color edition ......$20.00

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1-210830 Lacy, Ben AL-FAJR Inspired by David Bellavia's memoir, House to House. This book contains 14 skirmish scenarios that chronicle the experience of an Army platoon during the opening days of the second battle for Fallujah in November 2004. It is not written with one particular rules set in mind, and most squad to platoon level systems should work perfectly. 1 vol, 76 pgs 2016 US, ON MILITARY MATTERS
NEW-softcover, color edition ......$24.00

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1-216430 Lacy, Ben Z-MEN: Scenarios for Aussie SOA in WWII: Miniatures Scenarios Z-Men seeks to chronicle the combat experience of the SOA (Special Operations Australia) in the jungles and on the beaches of New Guinea, Timor Leste, Malaysia, and Indonesia during the struggle against the Japanese from 1942-45.

Although these 10 historical scenarios were play-tested with miniatures rules Final Combat and Micro Melee, they can be enjoyed with most WWII squad to company level rules. 1 vol, 58 pgs 2018 US, ON MILITARY MATTERS
NEW-softcover, available late February 2018 ......$24.00

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1-207720 Laflin-Barker, Sue edited by John Curry Sue Laflin-Barker's Start Ancient Wargaming with DBA 3.0 This book introduces ancient wargaming using the latest edition of De Bellis Antiquitatis version 3.0. The rules are easy to learn, but the finer details of tactics are hard to master.

The book starts by discussing how to choose a period of history and build an wargaming army, then it includes the complete DBA 3.0 rules with a detailed step-by-step play through of a sample game of Germans v Romans on the bank of the river Rhine. There are also numerous sample army lists with discussion of the sources on which they are based. Sue Laflin-Barker was a key contributor to the development and success of WRG. 1 vol, 196 pgs 2015 UK, JOHN CURRY EVENTS
NEW-softcover ......$26.00

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1-195034 Lambshead, John HAIL CAESAR: Army Lists Vol. 4: Britannia - Rome's Invasion of Britain 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. 1 vol, 64 pgs 2013 UK, WARLORD GAMES
NEW-softcover, available late August 2013 ......$32.00 with a discount of 10%

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1-967014 Lanbshead, John POSEIDON'S WARRIORS: Classical Naval Warfare 480-31 BC This set of wargaming rules covers large-scale naval actions between fleets of classical-era galleys -- from Greeks versus Persians at the battle of Salamis to the battle of Actium that decided the fate of Rome.

The rules use an integrated turn system to allow a commander to position ships to go in and ram without being rammed in return, or to employ feints and traps to tempt the enemy out of position and leave his ships vulnerable to a follow-up strike. Includes data for ships throughout the period, rules for famous admirals, historical scenarios, a campaign system, and a brief historical summary.

Sections: Introduction, Organizing A Fleet, Game Equipment, Turn Sequence, Winning, Advanced Rules, and Naval Warfare in the Ancient World. 1 vol, 64 pgs 2016 UK, OSPREY PUBLISHING
NEW-pb, available late June 2016 ......$19.00 with a discount of 15%

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2-198510 Langan, Steve and Thomson, Cameron SETTING THE EAST ABLAZE: Warfare in the Back of Beyond 1917-1926 - 2nd Edition Since the 1st edition of this rule set in 2012, Setting the East Ablaze has been successfully adapted back to the colonial wars of the late 19th century and as far forward as modern African and the Middle-Eastern conflicts. What is clear from experience is that these rules work perfectly for all 'small wars' from 1914 to the mid-1930s. Based on the intervening years' experience, there are myriad of changes in here, some simplifications, new rules, and an overall general refinement aimed at making them play even better. We have even added some army guidelines!

The period from the Bolshevik Revolution of 1917 to the reestablishment of a 'central' government in Russia by about 1926 offers wargamers a hugely attractive and diverse backdrop in which to game. Armies from all the worlds major powers intervened at one time or another in Russia and the neighboring states of central Asia. Some of them, such as the French intervention in the Ukraine in 1919, were on a major scale. Others were much more along the lines of 'small wars' expeditionary forces of the previous century.

Independent states sprang up, grew strong and were destroyed in the maelstrom that followed the Bolshevik seizure of power. It really was a time of 'Beasts, Men and Gods' to quote the title of Ferdinand Ossendowski's colorful book on one of the periods more dreadful characters, Baron Ungern Von Sternberg. Conflict engulfed a huge area, from the Oder River on the German/Polish border to China and the Far East. Some of these conflicts, such as the Civil War in China, predated the Bolshevik revolution.

All of this offers endlessly interesting scenarios and armies for the creative gamer. The predominant style of warfare was open and mobile. You therefore get to play with all the toys of the first quarter of the 20th century, with none of the tedium of trench warfare. 1 vol, 80 pgs 2017 UK, PARTIZAN PRESS
NEW-pb ......$30.00

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1-198511 Langan, Steve and Thomson, Cameron RED DAWN RISING: Warfare in the Back of Beyond 1917-1926 Scenario Book This is the first in a planned series of scenario books for our 'Setting the East Ablaze' rules (OMM book number 198510).

Although written specifically for warfare in Central Asia in the aftermath of the Russian Civil War, we have found that the rules are very flexible. With minor adjustments, the earliest they have been played successfully is the Second Afghan War (1888) while the latest is modern day Africa.

These scenario books cover a slightly wider core period and a significantly wider geography. Most will be based around historical engagements, but those of you who follow 'The League of Extraordinary Kriegspielers' adventures in their alternative reality of 1920s will be glad to hear that those tales will also be told before too long.

The backdrop for this first set of scenarios is the main source book for the so-called 'Back of Beyond' period: Peter Hopkirk's 'Setting the East Ablaze - On Secret Service in Bolshevik Asia.' This rollicking tale, first published in 1984, tells true stories of the period in breath-taking fashion.

This book contains eight/nine scenarios from Feb 1918 to Sep 1920, each with a historical context, objectives, army lists, and maps. Most are playable on a 6' x 4' table and require manageable amounts of figures and terrain. All games are based on known historical facts and orders of battle, and where none exist, a reasonable extrapolation of what was known. If some of the historical battles were very one sided (as they were), the designers rebalanced the sides to give a better game.

Scenario 1: Counter Revolution in Samarkhand
* Part 1: The Mutineers Attack!
* Part 2: The Revolution Strikes Back!
Scenario 2: The First Battle of Bukhara
Scenarios 3-4: The TransCaspian Episode
* The Battle of Kakhka
* The Battle of Dushak
Scenario 5: Bailey Vanishes
Scenario 6: Counter-Revolution in Tashkent
Scenario 7: Bailey Escapes
Scenario 8: The Fall of Bukhara
1 vol, 48 pgs 2014 UK, PARTIZAN PRESS
NEW-softcover ......$33.00

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1-202790 Lardie, Richard CHAIN OF COMMAND: Rules for WWII Combat at Platoon Level Chain of Command is a new WWII wargames rule set designed for platoon-sized actions with some additional support. Includes unique command and control system which presents the player with the battlefield decisions made by his historical counterpart. These are the rules Neil Shuck of Miniature Wargames described as 'probably the best set of Skirmish rules I've ever played'.

At 104 pages, the book includes the rules, a scenario generation system, and Army Lists for Britain, Germany, United States, and Soviet Union. Features a system allowing the gamer to select support depending on the scenario being played, so you can pit two well-matched forces against each other for a fun and challenging gaming experience. 1 vol, 104 pgs 2013 US, TOO FAT LARDIES
NEW-softcover ......$36.00

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1-967015 Latham, Mark BROKEN LEGIONS: Fantasy Skirmish Wargames in the Roman Empire Broken Legions is a set of fantasy skirmish rules for a war unknown to history, fought in the shadows of the Roman Empire. Various factions recruit small warbands to fight in tight, scenario-driven battles that could secure the mystical power to defend - or crush - Rome. A points system allows factions to easily build a warband, and mercenaries and free agents may also be hired to bolster a force. Heroes and leaders may possess a range of skills, traits and magical abilities, but a henchman's blade can be just as sharp, and a campaign can see even the lowliest henchman become a hero of renown. 1 vol, 64 pgs 2016 UK, OSPREY PUBLISHING
NEW-pb, available late August 2016 ......$19.00 with a discount of 15%

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1-967018 Latham, Mark Chosen Men - Military Skirmish Games in the Napoleonic Wars Chosen Men is a set of fast-action skirmish rules detailing the bloody skirmishes between light troops in the Napoleonic Wars. The primary focus of the game is on soldiers and NCOs in light 'flank' companies, as they scout ahead of larger forces and take part in man-to-man actions against enemy skirmishers.

Although the game allows for the formation of accurately sized companies of light infantry and cavalry if you wish, these formations are broken down into small groups of up to a dozen men. For the most part, officers are not swashbuckling super-heroes, but staunch commanders who rally and direct their men to achieve the battlefield objectives. Although the game uses an alternating action turn sequence, officers can use their influence on multiple units at the same time in an effort to steal the initiative. With all rolls resolved using standard 6-sided dice, this game combines a classic wargaming feel with modern wargame mechanics.
1 vol, 64 pgs 2016 UK, OSPREY PUBLISHING
NEW-pb, available mid December 2016 ......$19.00 with a discount of 15%

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1-46010 Lawrence, Stephen SONS OF THE DESERT:25mm French Foreign Legion Rule Two scales, 1:5 & 1:1 allow for the fighting of most actions 1890-1925, includes eleven scenarios, 1 vol, 32 pgs 1996 CALUMET, OLD GLORY PRESS
NEW-softcover ......$15.00

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1-46020 Lawrence, Stephen KATANA:Fedual Warfare in Japan 1250-1550 AD Two scales, 1:10 & 1:1 allow for the fighting of moderate size battles and skirmish games, scenarios 1 vol, 32 pgs 1996 CALUMET, OLD GLORY PRESS
NEW-softcover ......$15.00

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2-58640 Leach, Chris BATTLES FOR EMPIRE: 1870-1914 (2nd Edition) Rules and Scenarios for British Imperial Warfare, basing is flexible, battles use 12-18 units per side, and each unit is four stands. 1 vol, 72 pgs 2019 US, ON MILITARY MATTERS
NEW-softcover, 2nd Edition ......$30.00 rct

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1-37012 Leach, Chris assisted by Conliffe, Arty FIELDS OF GLORY:Napoleonic Scenarios for Shako I 8.5x11, (18) scenarios for 1796-1815, suitable for any battalion level rule set, Shako supplement includes new optional rules/clarifications. 1 vol, 40 pgs 2006 US, QUANTUM PRINTING
NEW-softcover Useable with SHAKO II ......$20.00

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1-967023 Leck, Michael and Mersey, Daniel REBELS AND PATRIOTS: Wargaming Rules for North America: Colonies to Civil War From the first shots at Jumonville Glen to the surrender at Appomattox, Rebels and Patriots allows you to campaign with Wolfe or Montcalm, stand with Tarleton at Cowpens or Washington at Yorktown, or don the blue or gray to fight for Grant or Lee. From the French and Indian War, through the War of Independence and the War of 1812, to the Alamo and the American Civil War, these rules focus on the skirmishes, raids, and small engagements from this era of black powder and bayonet.

Your Company is commanded by your Officer during these tumultuous conflicts. Each battle that your Officer faces allows him to develop new and interesting traits. Does he perform heroically and earn a nom de guerre? Or falter, to be forever known as a yellow-belly? Designed by Michael Leck and Daniel Mersey, with a core system based on the popular Lion Rampant rules, Rebels and Patriots provides all the mechanics and force options needed to recreate the conflicts that forged a nation. 1 vol, 80 pgs 2019 UK, OSPREY PUBLISHING
NEW-softcover ......$20.00 with a discount of 15%

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1-217240 Legrand, Thierry 1812: The Left Wing of the Grand Armee -- Scenarios Scenario book offers battles of the French invasion of Russia in 1812 by the left wing of the Grand Armee. Each scenario contains short history, color map with starting positions, and detailed OOBs with manpower numbers (not just number of bttns/sqdrns) for each infantry, cavalry, and gun formation. Front section contains quality type for each troop type, their fire combat rating and also quality ratings for senior commanders (Inspirational to Indifferent) while rear page offers weapon ranges and movement for each type of troop.

Book is for Carnage & Glory, but can be adapted to any Napoleonic rules system. Wirebound binding so booklet lays flat.

Scenarios:

Jakubowo-Kliastitzy (July 30-31, 1812)
Oboiarscine (August 1, 1812)
Golovichitsa (August 1, 1812)
Swolna (August 11, 1812)
Polotsk: Day 1 (August 17, 1812)
Polotsk: Day 2 (August 18, 1812)
Polotsk II: Right Bank of Polota (October 18, 1812)
Polotsk II: Left Bank of Polota (October 18, 1812)
Bononia (October 20, 1812)
Czarnicki (October 31, 1812)
Smoliany (November 14, 1812) 1 vol, 80 pgs 2018 US, ON MILITARY MATTERS
NEW-softcover ......$34.00

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1-210190 Lewis, Mark SWORD AND SPEAR: 2nd Edition Rules Rules for large battles in the Ancients and Medieval period. They are suitable for any scale figures and any basing standard. The only requirement is that figures are organized into units of equal frontage. A typical game consists of about 12 units on each side and games take around 2 - 3 hours. The rules are designed from a top-down perspective, focusing on outcomes rather than detail.

Each turn is split into phases, where players each receive a number of command dice, which are rolled and then used to activate their units. The number shown on each dice determines which units it can activate (with better quality units being easier to activate), what the unit can do when activated, and the numbers also determine the activation sequence. Certain dice also give bonuses to combat, movement distance, or shooting range. So there is a lot to think about, and allocating the command dice well is the key to success (although rolling lots of sixes helps as well!).

In each phase command dice are allocated, then units are activated in order. When a unit is activated it does everything - movement, shooting, and melee combat. So there is no turn sequence to remember and work through. A unit cannot be activated more than once in a turn, and typically most, but not all, units can be activated in a turn (although this depends on the quality of the units involved, so a horde of poor quality troops will not have so many units activated each turn.)

Each unit has a type (for example cavalry), a discipline rating (depending on the quality of the unit) and a strength rating. The strength depends on the unit type (for example cavalry are strength 3) and determines both the number of dice rolled in combat and the number of hits required to rout the unit. Many units will also have some specific weapons or characteristics such as Bows, Armoured, Spearmen or Impact, although an average level of protection and offensive ability is assumed, so for example, a unit of cavalry may simply be: Cavalry D4 S3.

The rules are relatively straightforward, and there are no 'to-hit' tables, charts, or lists of dice roll modifiers. They can be played using only the one sided playsheet with very little reference to the rulebook after the first couple of games.

Missile shooting and melee combat use the same mechanics, with both units (all combat is one unit vs one unit) rolling a number of dice, lining the dice up highest to lowest and comparing. Each lost dice roll may result in a hit, which represents a combination of actual casualties, cohesion and morale loss. Hits can be rallied, but when the number of hits equals the strength of a unit it is removed as routed.

The number of dice rolled by each in combat is equal to the strength of the unit, and may be modified upwards if the unit has impetus, and also according to a very short list of situations which give a unit extra combat dice (for example being uphill or having extra friendly units in contact with the enemy).

There is not as much rock-paper-scissors in these rules as in many other ancients / medieval games, but it does appear in the mechanic for impetus. If a unit involved in a combat has a command dice allocated to it this phase, it may have impetus in the combat and will gain one (or sometimes more) extra dice. There is a list of situations where the unit does not get impetus (for example cavalry vs elephants, mounted vs spears). This creates differences in the way certain troop types interact together, and gives them strengths and weaknesses other than their two basic stats.

Each army has a number of leaders, which are important as units do not perform as well if they are out of command range and perform better with a general attached. Many of our playtest games have involved two players on each side, with each player having a command of around 7 - 10 units, but can include multiple players per side. 1 vol, 48 pgs 2013 UK, NORTH STAR
NEW-softcover ......$28.00

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1-210191 Lewis, Mark SWORD AND SPEAR FANTASY: Rules This fantasy ruleset is based on the Sword & Spear ancient and medieval wargames rules which are designed for playing out large battles of the period from about 3000BC to 1500AD. They are an evolution of that ruleset, with rules added to cover all of the required fantasy elements, but at its heart it is the same core mechanisms. Therefore, it has a basis in reality, and should be expected to give realistic outcomes, or at least outcomes that seem reasonable compared to actual historical battles and the fantasy battles of literature and film.

This should be a game that players can pick up and play with relative ease. The turn structure is unusual compared to many other games, but once the activation mechanics are understood it is soon picked up. When a unit is activated it does all of its actions for the turn, so there is not the usual turn sequence of move units, missile shooting, melee combat that you get in many other games. Movement and combat mechanics have been kept simple so that the focus of the game is on command and control. After a game or two it can be played with only the occasional reference to the rulebook, and as there are no tables of dice roll modifiers, an experienced player will hardly ever even need to refer to the quick reference sheet. 1 vol, 48 pgs 2017 UK, NORTH STAR
NEW-softcover ......$26.00

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1-190320 Lockwood, Russ SNAPPY NAPPY: Simple, Subtle & Ultrafast Napoleonic Rules Brilliant, simple, and subtle rules for 2 to 20 players, covering multi-corps actions. Excellent step by step introduction for those new to Napoleonic wargaming. Morale based (no figure removal) for fog of war. Uses any basing system. Play the big battles and campaigns you always dreamed of. Excellent to introduce kids to Napoleonics miniatures. 1 vol, 64 pgs 2003 HOPEWELL, OMM PUBLISHING
NEW-softcover ......$29.00

click here for Reviews, Table of Contents and Feedback

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2-190320 Lockwood, Russ SNAPPY NAPPY: Simple, Subtle & Ultrafast Napoleonic Rules PDF version SNAPPY NAPPY PDF: Simple, Subtle & Ultrafast Napoleonic Rules in PDF version

PDF Version. If you order via our site we will remove the shipping charge before we process your
payment.

Brilliant simple and subtle rules for 2 to 20 players, covering multi-corps actions. Excellent step by step introduction for those new to Napoleonic wargaming, especially for those who think the period too complicated.

Playable one-on-one on a 2 foot-by-2 foot table in an hour or an afternoon-long game with 20+ players across 16-18 full-size 6x4-foot tables (visit the BlundersontheDanube blog for full game reports, maps, and OBs for the large, multi-player 'Campaign in a Day' games).

Two infantry stands form one unit (brigade). Morale based (no figure removal) for fog of war. Uses any basing system with common stand frontage. Play the Napoleonic battles and campaigns big or small that you've always dreamed of trying.

Rules review on Little Wars TV gave Snappy Nappy an '8' for playability (Tom) and a '9' for playability (Greg). Comprehensive review on LittleWarsTV website.

Includes new errata compilation
1 vol, 64 pgs 2020 HOPEWELL, OMM PUBLISHING
NEW-PDF ......$26.00 rct

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1-190320C Lockwood, Russ SNAPPY NAPPY:Emperor Triumphant Music CD Companion CD to Snappy Nappy rules offers classically inspired battle music to wargame/paint to. 1 vol, 1 pgs 2003 HOPEWELL, OMM PUBLISHING
NEW-CD ......$0.00

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1-43637 Love, Mike GENERAL de BRIGADE:Scenarios V7 - Shadows Over the Empire Volume 7 comprises 11 battle scenarios from the 1813 campaign. All are designed for use with any Napoleonic set of rules, though recommended for General de Brigade. Each scenario provides players with terrain maps, troop deployments, objectives and orders of battle. The scenarios can be played in chronological order as per the real campaign.

* Kalisch: Defend the Bridges
* Mockern: Keep the Roads Open
* Konigswartha: Italians Under Fire
* Weissig: The Cohorts of French National Guard
* Reichenbach: Break that Line
* Goldberg: Rush for the Hills
* Blankenfelde: Prendiamo la citta (Let's Take the Town)
* Gross-Beeren: To Berlin
* Thiessen: The Crossroad
* Wartemburg: Bloody Terrain
* Lindenau (Lipsia): The Western Sector 1 vol, 64 pgs 2017 UK, PARTIZAN PRESS
NEW-pb ......$28.00

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1-61310 Lucas, Ray FUSILIER:Wargame Rules for the Flintlock Era. Designed for Brigade level units and bigger, quick play, stresses order writing, unit morale 1 vol, 44 pgs 2003 HOPEWELL, OMM PUBLISHING
NEW-pb, 2nd edition ......$10.00

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1-201810 Lyall, Gavin OPERATION WARBOARD Donald Featherstone said, 'there have been few wargaming books written as well as Operation Warboard. Gavin Lyall applied his established writing talents to create a wargaming book that in places seemed more like a thriller than a book about a marvelous and engaging hobby.

The book was written for 20mm-25mm WWII wargaming with rules that were straightforward, fast and comprehensive. The rules included sections on command, communication, air power, airborne forces, invasion, desert and snow. Of particular note were the simple, but complete rules for the preparation of the battlefield by engineers. Nothing spoils an attacker's day like being surprised by a dug in infantry company with mines and wires on a reverse slope.

The book also had the innovation of including extensive notes about the thinking behind the rules. The player's notes discussed the abstractions and generalizations that informed the design decisions, most of which are still issues that rule-writers for the period still contend with.
This reprint of the 1976 classic includes a new foreword by Bernard Lyall and new optional rules. 1 vol, 148 pgs 2013 UK, JOHN CURRY EVENTS
NEW-pb, available late May 2013 ......$28.00

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1-37060 Macfarlane, Bruce ROCKET'S RED GLARE:A Guide to the War of 1812 Contains background info, rules for naval and land conflict, (10) land and (11) naval scenarios. 1 vol, 76 pgs 1994 ALBERTA, CANADIAN WARGAME
NEW-softcover ......$25.00

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1-37070 Macfarlane, Bruce FLOWER OF CHIVALRY:A Guide to the Late Middle Ages Contains background info, rules, campaign data and(13) scenarios. 1 vol, 76 pgs 1993 ALBERTA, CANADIAN WARGAME
NEW-softcover ......$25.00

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1-37080 Macfarlane, Bruce HABITANTS & HIGHLANDERS:The SYW in North America Contains background info, skirmish to set-piece battles, (11) scenarios and a campaign game. 1 vol, 72 pgs 1992 ALBERTA, CANADIAN WARGAME
NEW-softcover ......$25.00

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1-55770 MacFarlane, Bruce et al FOR GOD, KING AND COUNTRY:Guidebook to the ECW 8.5x11, complete guide with rules, campaign systemsenarios, organization, weapons and tactics. 1 vol, 68 pgs 1998 CANADA, CANADIAN WARGAMER
NEW-pb ......$25.00

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2-65230 Macris, Alexander P. and Conliffe. Arty MODERN SPEARHEAD Playable with any figure scale, facsimile copy of the 2000 original publication - so does not incorporate any errata. For a variety of reasons this was the best way to easily bring the publication back into print quickly & simply, and is largely thanks to the effort of Dennis Shorthouse at OMM. This reprint features the rule pack presented as a wire bound book (rather than the original hole punched loose-leaf version*) - the new layout will allow the rulebook to be laid flat; and it has the facility for the Quick Reference Sheet (QRS) and Data Cards to be torn out to be used loose if desired or left as aprt of the main rulebook 1 vol, 116 pgs 2016 US, ON MILITARY MATTERS
NEW-wire bound ......$30.00

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1-74730 Maggs, Stephen ENGLISH CIVIL WAR SIEGES:Rules & Scenarios for War 8x11.5, rules & scenarios for wargaming English Civil War Sieges. 1 vol, 48 pgs 2013 UK, PARTIZAN PRESS
NEW-softcover ......$28.00

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1-44671 Marsh, Richard RAPID FIRE-GERMAN TANK UNITS ON THE RUSSIAN FRONT 1941-1942. Full color, includes panzer units at Kharkov and Stalingrad, the organization of early kampfgruppen and lots of specialist units. 1 vol, 40 pgs 2012 UK, NORTH STAR
NEW-softcover ......$35.00

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1-44672 Marsh, Richard RAPID FIRE-RUSSIAN TANK UNITS 1941-1942 Full color, includes fully illustrated RF o/b'sof tank regiments in mechanized divisions, early and later tank brigades, tank units at Stalingrad, heavy tank units and supporting infantry formations. 1 vol, 40 pgs 2012 UK, NORTH STAR
NEW-softcover ......$35.00

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1-204430 Martelle, Craig MODERN AFRICA: Rules for Modern Skirmish Battles Set of rules to fight/refight battles on the dark continent 1960's-1990's. The majority of these battles were smaller scale fought between warlords or other dictators. The arms were either leftovers from an earlier era, state-sponsor (US or USSR) supplied, or black market purchased. These are not the latest, greatest weaponry and they may not even be wielded by trained soldiers, but the goal was always freedom.

Sources: Books written and illustrated by Al Venter, South African journalist, reporting from
both CNN and BBC during the early to mid 90's in describing numerous actions throughout the
continent, but looked mainly at Somalia.

During the mid 90's, I was attached to the United States Central Command (CENTCOM) observing actions of the Somali clans, conversations with people who had been there and my impressions of
what they saw. 1 vol, 36 pgs 2014 US, ON MILITARY MATTERS
NEW-softcover ......$15.00

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1-57640 Mauro, Jim GRAND PIQUET Supplement that allows Grand Tactical battles, new deck listings and ratings for most Napoleonic Armies 1 vol, 120 pgs 1999 VESTAL, PIQUET PUBLISHING
NEW-pb, 2nd edition ......$30.00

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1-86131 McCorquodale, S. & Wheatley, M. OPERATION BAGRATION:To The Fall Of The Reich 9x12, Eastern Front supplement covering June 1944 to May 1945. Includes O/B's for the following:Soviet Rifle, Motorised, Partizans, Germans, Finns, Romanians, Hungarians and Slovaks. 1 vol, 104 pgs 2008 UK, GREAT ESCAPE GAMES
NEW-softcover ......$28.00

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1-49681 McCoubrey, A RAPID FORCES: Vol 1 Detailed organizations for Belgium, Great Britain and Empire, Finland, France and Germany; 8.5x11 inches. Useful organizational info for many WWII platoon rule sets. 1 vol, 56 pgs 2003 HOPEWELL, OMM PUBLISHING
NEW-softcover ......$10.00

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1-49682 McCoubrey, A RAPID FORCES: Vol 2 Detailed organizations: Greece, Holland, Hungary, Italy, Japan, Norway, Poland, Romania, Slovakia, USA, USSR and Yugoslavia; 8.5x11 inches. Useful organizational info for many WWII platoon rule sets. 1 vol, 116 pgs 2003 HOPEWELL, OMM PUBLISHING
NEW-softcover ......$10.00

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1-226710 McCulliugh, Joseph RANGERS OFTHE SHADOW DEEP This new Rangers of Shadow Deep book is a brand new retail edition, with a matt laminate cover and updates to the core rules, making it the most definitive version of the game to date.

A kingdom stands on the brink of destruction, as the vast realm called the Shadow Deep slowly swallows everything in its path. As the army fights to contain the tide of evil creatures teeming up out of the black clouds, the kingdom's best soldiers, the rangers, must venture down into the shadows to gather information, rescue prisoners, and ambush enemy supply lines. It is a desperate fight against overwhelming odds, but every little victory brings another day of hope.

Features:
Brand new layout with a dozen new pieces of art from Barrett Stanley
Solo and co-operative tabletop miniatures game from the creator of Frostrgrave and Ghost Archipelago Joseph A. McCullough
Create your ranger, gather companions, and play through a series of missions
Survive and you will grow in power and ability, and be sent on more difficult, dangerous and intricate assignments
Includes updated core rules combined with character-building elements first presented in Temple of Madness
New 'Challenge Levels' for all the scenarios can be used when playing with 3 or 4 rangers to ramp up the difficulty, or, if you want to replay the scenario with a higher-level Ranger

Requires a couple d20s, a deck of standard playing cards, an inch ruler, and miniatures.
1 vol, 150 pgs 2021 UK, MODIPHIUS
NEW-hardback, available late March 2021 ......$65.00 rct

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1-201042 McCullough, Joseph DRAGONSLAYERS From Beowulf to St. George - Myths and Legends V2 With its fiery breath, scaly armor, and baleful, malevolent stare, the dragon became the ultimate symbol of evil and corruption in European folklore and mythology. Often serving as a stand-in for Satan, or the power of evil gods, dragons spread death and hopelessness throughout the land. Only heroes of uncommon valor, courageousness, and purity could hope to battle these monsters and emerge victorious. Those that did became legends. They became dragonslayers.

The list of dragonslayers is small, but it is filled with great and legendary names. Hercules, Beowulf, Sigfried, and Saint George all battled to the death with dragons. Other heroes such as Cadmus, founder of the city of Thebes, Dieudonne de Gozon, the Knight of Rhodes, and the Russian warrior Dobrynya Nikitch might be less well known to western readers, but also fought and defeated dragons. This book retells the greatest legends of this select group of warriors, while examining the myth of the dragonslayer in a historical, mythological, and even theological context.
1 vol, 80 pgs 2013 UK, OSPREY PUBLISHING
NEW-softcover, available mid March 2013 ......$18.00 with a discount of 15%

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2-208940 McCullough, Joseph FROSTGRAVE: Fantasy Wargames in the Frozen City - 2nd edition This new edition of the multi-award-winning fantasy skirmish wargame offers improved rules based on years of player feedback, a revised spell list, and a host of brand-new scenarios. It remains fully compatible with all previously published Frostgrave supplements, allowing players to revisit past adventures as well as face new challenges.

Choose a wizard from one of ten schools of magic, and select from a list of eighty spells. Hire a warband filled with soldiers, from lowly thugs and thieves to mighty knights and barbarians, then lead your men into the frozen ruins of the magic city of Frostgrave on the hunt for ancient treasures and the secrets of lost magic. Be warned - it is a deadly place, filled with rival wizards, wandering monsters, animated constructs, and demonic entities. Do you dare enter the Frozen City one more time? 1 vol, 224 pgs 2020 UK, OSPREY PUBLISHING
NEW-dj, available mid August 2020 ......$35.00 with a discount of 15% rct

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1-208947 McCullough, Joseph FROSTGRAVE: Perilous Dark There are many tales of the Frozen City, and not all of them tell of battles between rival wizards. Often, the greatest adventures are those that pit a wizard and his trusty warband against the myriad perils found amidst the ruins of Felstad.

This new supplement for Frostgrave presents full rules for playing solo and co-operative games in which feuds and skirmishes of wizards take a back seat to the exploration and unlocking of the mysteries of the city. These include guidelines for both dungeon crawls and adventuring in the ruins, new traps, unique random encounters, and four multi-scenario mini-campaigns to get players started.

Why should wizards fight amongst themselves? There is plenty of treasure for all and the Frozen City is enemy enough! 1 vol, 96 pgs 2019 UK, OSPREY PUBLISHING
NEW-softcover, available mid October 2019 ......$25.00 with a discount of 15% rct

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1-208948 McCullough, Joseph FROSTGRAVE: The Red King The Red King is the first supplement designed for Frostgrave: Second Edition -- a campaign for the Frozen City between the wizards and demon prince Red King and his invading horde. 1 vol, 96 pgs 2020 UK, OSPREY PUBLISHING
NEW-softcover, available mid December 2020 ......$30.00 with a discount of 15% rct

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1-223220 McCullough, Joseph Oathmark - Battles of the Lost Age Empires have fallen, and the land is broken. The great oathmarks that once stood as testaments to the allegiances and might of nations have crumbled into ruin. In this lost age, fealty and loyalty are as valuable as gold and as deadly as cold iron, and war is ever-present.

Created by Joseph A. McCullough, designer of Frostgrave and Frostgrave: Ghost Archipelago, Oathmark is a mass-battle fantasy wargame that puts you in command of the fantasy army you've always wanted, whether a company of stalwart dwarves or a mixed force with proud elves, noble men, and wild goblins standing shoulder-to-shoulder in the battle-line. Fight through an integrated campaign system and develop your realms from battle to battle, adding new territories, recruiting new troop types, and growing to eclipse your rivals. or lose what you fought so hard to gain and fall as so many would-be emperors before you.
1 vol, 192 pgs 2020 UK, OSPREY PUBLISHING
NEW-hardback ......$35.00 with a discount of 15% rct

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1-223221 McCullough, Joseph OATHMARK: Battlesworn This supplement for Oathmark: Battles of the Lost Age introduces the forces of the dead to the game. Also includes expanded rules for characters, which allow you to chart their progress from battle-to-battle as they increase in rank, responsibility, and power. All of these rules are then incorporated into a campaign featuring new scenarios that together tell of an epic war for survival.

Dark necromancers have laid claim to forsaken kingdoms and summoned forth the souls of those who defiled their oathmarks. The dead, once again, march to war. As armies of wraiths and skeletal warriors bring destruction to their lands, the small kingdoms of the Marches also turn to the spirits of the dead. Gathering the most ancient and powerful of oathmarks, they recall the spectral forms of those that died in loyal battle to once again come forth in defence of their kingdoms. With these ethereal warriors joining their ranks, the kings of the Marches may yet stand.
1 vol, 80 pgs 2020 UK, OSPREY PUBLISHING
NEW-pb ......$25.00 with a discount of 15% rct

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1-223222 McCullough, Joseph OATHMARK: Oathbreakers This supplement for Oathmark: Battles of the Lost Age introduces the forces of the dead to the game. Also includes expanded rules for characters, which allow you to chart their progress from battle-to-battle as they increase in rank, responsibility, and power. All of these rules are then incorporated into a campaign featuring new scenarios that together tell of an epic war for survival.

Dark necromancers have laid claim to forsaken kingdoms and summoned forth the souls of those who defiled their oathmarks. The dead, once again, march to war. As armies of wraiths and skeletal warriors bring destruction to their lands, the small kingdoms of the Marches also turn to the spirits of the dead. Gathering the most ancient and powerful of oathmarks, they recall the spectral forms of those that died in loyal battle to once again come forth in defence of their kingdoms. With these ethereal warriors joining their ranks, the kings of the Marches may yet stand.
1 vol, 80 pgs 2020 UK, OSPREY PUBLISHING
NEW-pb, available late November 2020 ......$25.00 with a discount of 15% inc

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1-48070 McFarlane, Bruce WHITES OF THEIR EYES, THE:Guide to the AWI 8.5x11, background history, scenarios for use with any rule set, campaign game, boardgame of Arnold's attack on Quebec, uniform painting guide, flags, fourteen battle accounts/maps. 1 vol, 68 pgs 1997 CANADA, CANADIAN WARGAMER
NEW-softcover ......$25.00

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1-48081 McFarlane, Bruce CANDIANS IN EUROPE:V1-Great Battles of World War 2 8.5x11, battalion level game, eight scenarios for the Canadians module for this series. 1 vol, 76 pgs 1998 CANADA, CANADIAN WARGAME
NEW-pb ......$25.00

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1-48082 McFarlane, Bruce DROP ZONE:V2-Great Battles of World War 2 8.5x11, battalion level game, the nine scenarios and two grand campaigns can be used with any system, background data on Americans, Brits, Germans and Italians. 1 vol, 68 pgs 1997 CANADA, CANADIAN WARGAMER
NEW-softcover ......$25.00

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1-201043 Mcintee, David THE WAR OF HORUS AND SET - Myths and Legends Vol. 3 Long ago the brother gods Osiris and Set ruled peacefully over the lands of Upper and Lower Egypt, each in his own kingdom. But over time Set came to covet his brother's lands and crown, and eventually the temptation overwhelmed him.

Usurping Osiris's throne, Set began a blood feud that spread war, death and mutilation through both the heavens and the earth. Gods and men chose sides and took up arms on behalf of both Set and Horus, the heir of Osiris. This book retells the mythic struggle between Horus and Set, exploring the variations and background to the feud, and examining the earthly realities that inspired, or reflected, the actions and allegiances of the Gods, such as the political rivalries between the two kingdoms, and the invasion of Egypt by Cambyses II. Ancient Egyptian weapons and strategies are also examined, showing how their gods and men did battle. 1 vol, 80 pgs 2013 UK, OSPREY PUBLISHING
NEW-softcover ......$18.00 with a discount of 15%

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1-190682 McWalter, Adrian BLACK POWDER: Albion V1 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!

1 vol, 112 pgs 2012 UK, WARLORD GAMES
NEW-softcover ......$35.00 with a discount of 10%

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1-190683 McWalter, Adrian BLACK POWDER: Albion Triumphant Vol. 2 This supplement for Black Powder overviews the main battles, armies and personalities of the Hundred Days campaign, including army lists, background, troop stats, scenarios, and special rules.

Featured conflicts include:
* Quatre Bras & Ligny (16th June 1815)
* Hougoumont (18th June 1815)
* Waterloo (18th June 1815)
1 vol, 132 pgs 2013 UK, WARLORD GAMES
NEW-softcover ......$35.00 with a discount of 10%

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2-211950 McWalter, Adrian and Dalton, Quinton OVER THE HILLS: A Napoleonic Wargame For Brigade, Divisional, and Army size Napoleonic wargaming. Each army has been given a set of national characteristics to ensure that each army plays differently. This is enhanced further with the troop formations open to each nation and the differing abilities of each nation's commanders. Units are assigned a fatigue factor and as this degrades, so does your unit's ability to carry out any task. Uses d10s. Includes optional rules. 1 vol, 128 pgs 2016 UK, PARTIZAN PRESS
NEW-hardback, Inventory reduction ......$44.00 with a discount of 50% rct

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1-204431 Meldrum, James MODERN AFRICA: Scenario Book 1 - Somalia Intervention Scenario book based on book/movie Blackhawk Down. For rules set Modern Africa, but can also be used with other modern skirmish-level rules.

Scenarios include: Raid, The Gauntlet, Cornered, Defense of Crash Site Super 6, Blackhawk Down
Campaign Game, Embassy Evacuation, and Overland Embassy Relief.

Special Rules cover: Body Armor, Night Vision, Off-Board Artillery, Airstrikes, Hostages, and Helicopters. 1 vol, 28 pgs 2014 US, ON MILITARY MATTERS
NEW-softcover ......$15.00

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1-204432 Meldrum, James MODERN AFRICA: Scenario Book 2 - Marine! Intervention Operations in the 3rd World Scenario book for rules set Modern Africa, but can also be used with other modern skirmish-level rules.

Scenarios include: Beach Head Assault 1 and 2, Embassy Raid, Ship Rescue, Recovery of a Warship, POW Rescue, Installation Raid 1 and 2, Urban Hostage Rescue, Embassy Relief, and Arctic Confrontation.

Special Rules cover: Elite Troops, Body Armor, Night Vision, Off-Board Artillery, Airstrikes, Hostages, Helicopters, Hostile Casualties, Terrain, Snipers, and Amphibious Landings. 1 vol, 44 pgs 2014 US, ON MILITARY MATTERS
NEW-softcover ......$15.00

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1-204433 Meldrum, James MODERN AFRICA: Scenario Book 3 - Tears Scenario book for rules set Modern Africa, but can also be used with other modern skirmish-level rules.

Scenarios based on movie Tears of the Sun include: Doctor Evacuation, Encounter with Militia, Ethnic Cleansing, Initial Skirmish, Main Battle, Retreat to the Border, Battle Campaign, and Campaign.

Special Rules cover: SEAL Team Detachment, Body Armor, Night Vision, US Navy Airstrikes, Hostages, Nigerian Army Casualties, Hidden Movement, and Silenced Weapons. 1 vol, 28 pgs 2014 US, ON MILITARY MATTERS
NEW-softcover ......$15.00

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1-55430 Mersey, D.S. GLUTTER OF RAVENS - WARFARE IN THE AGE OF ARTHUR:Rules & Resources These rules cover AD400-AD700, good research make these excellent for the quick game with few figs to the campaign with larger armies, color plates, scenarios, all in all the best for this period. 1 vol, 54 pgs 1998 UK, OUTPOST WARGAME
NEW-softcover ......$24.00

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1-212270 Mersey, Daniel THE MEN WHO WOULD BE KINGS: Colonial Wargaming Rules Set of rules designed for fighting historical or Hollywood-style colonial battles in the mid to late 19th Century, from the Indian Mutiny to the Boxer Rebellion.

Large scale colonial clashes tended to be one-sided affairs, but there are countless reports of brief, frantic skirmishes in every colonial war, where either side could be victorious, and these are the battles that The Men Who Would Be Kings seeks to recreate.

Although focusing on the British colonial wars against the Zulus, Maoris and others, these rules will also permit players to explore the empires of France, Germany, and other nations, as well as allowing for battles between rival native factions. Gameplay is very simple, and is driven by the quality of the officers leading your units, in the true spirit of Victorian derring-do and adventure, where larger than life characters such as the (real) Fred Burnaby and the (fictional) Harry Flashman led their troops to glory and medals or a horrible end at the point of a spear tip. 1 vol, 64 pgs 2016 UK, OSPREY PUBLISHING
NEW-softcover ......$19.00 with a discount of 15%

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1-213050 Mersey, Daniel THE PIKEMAN'S LAMENT: Pike and Shot Wargaming Rules Recreate the action and drama of 17th Century warfare -- including the Thirty Years' War, the English Civil Wars, and the Great Northern War -- with core mechanics based on Lion Rampant rules.

Start by creating your Officer - is he a natural leader raised from the ranks, the youngest son of a noble family, or an old veteran who has seen too many battles? As you campaign, your Officer will win honor and gain promotion, acquiring traits that may help lead his men to victory.

Before each skirmish, your Officer must raise his Company from a wide range of unit options - should he lean towards hard-hitting heavy cavalry or favor solid, defensively minded infantry? Companies are typically formed from six to eight units, each made up of either six or 12 figures, and quick, decisive, and dramatic games are the order of the day. 1 vol, 64 pgs 2016 UK, OSPREY PUBLISHING
NEW-pb, available late January 2017 ......$19.00 with a discount of 15%

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1-214900 Mersey, Daniel A WARGAMER'S GUIDE TO THE EARLY ROMAN EMPIRE Covers the Roman period from 27BC to AD284 from a wargamer's perspective of the many conflicts and offers advice on how to recreate these on the gaming table.

Advice is given on factors to consider when choosing an appropriate set of commercially available rules, or devising your own, to best suit the scale and style of battle you want and capture the flavor of the period. The relevant ranges of figures and terrain pieces and buildings are also reviewed. Analysis of the forces involved, organization, tactics and strategies will help with building your armies and there are interesting scenarios included. 1 vol, 136 pgs 2017 UK, PEN & SWORD
NEW-pb ......$17.00 with a discount of 15%

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1-967001 Mersey, Daniel DUX BELLORUM: Arthurian Wargaming Rules AD367-793 The Dark Age of Britain, from the middle of the 4th century to the end of the 8th, was a time of violence and warfare, when charismatic warlords such as the fabled King Arthur could gather together armies and carve out their own kingdoms. With this new set of wargames rules, players can take on the role of these warlords and command their own armies on the tabletop.

Written by the author of the popular Glutter of Ravens rules set, Dux Bellorum is an element-based system, where each base of figures represents 50 fighting men. Each player has a specific number of points with which to construct his force and can choose a Late Roman, Romano-British, Welsh, Saxon, Pictish, Irish, or Sea Raider army, amongst others. The game is then played out following a set of simple, fast-paced rules. A completely self-contained gaming system, Dux Bellorum is perfect for gamers who are looking for a way into fighting Dark Age battles without investing a lot of time or money in larger rulesets. 1 vol, 64 pgs 2012 UK, OSPREY PUBLISHING
NEW-softcover ......$20.00 with a discount of 15%

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1-967008 Mersey, Daniel Lion Rampant - Medieval Wargaming Rules Take Robin Hood, Richard the Lionheart, Gamelyn, William Wallace and other legends from the colourful, dangerous medieval period to the tabletop with Lion Rampant - a new set of rules designed for fighting medieval skirmish games. Ideal for players who wish to collect medieval miniatures and paint the pageantry without wanting to muster huge forces or spend time learning complex rules, this game allows players to game actual historical battles - or to delve into the archives of Hollywood to embark on more over-the-top pulp style clashes.

Contents
Overview
Understanding the basics
Playing the game
Army lists
Strategies and tactics
Sample armies
Scenarios
Campaigns
1 vol, 64 pgs 2014 UK, OSPREY PUBLISHING
NEW-softcover ......$20.00 with a discount of 15%

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1-967013 Mersey, Daniel DRAGON RAMPART: Fantasy Wargaming Rules Whether you're a nameless Dark Lord looking to conquer the known world, a Champion of Light holding out against the forces of evil, or a Northern barbarian facing claimants to a stolen throne, Dragon Rampant allows you to bring those battles to the tabletop.

Developed from the popular Lion Rampant system, Dragon Rampant is a standalone wargame that recreates the great battles of Fantasy fiction. Scenarios, army lists, and full rules for magic and monsters give players the opportunity to command unruly orc warbands, raise armies of the undead, campaign across an antediluvian world as the warchief of a barbarian tribe, or exploit the power of mighty creatures and extraordinary sorcery. An army usually consists of 6-8 units comprised of 6-12 individually based figures. These small units move and fight independently, assuming that they follow your orders rather than just doing their own thing. Command and control is just as important on the battlefield as the power of a troll chieftain or the magic of an archmage. 1 vol, 64 pgs 2015 UK, OSPREY PUBLISHING
NEW-softcover ......$20.00 with a discount of 15%

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1-225620 Mersey, Daniel and Raccagni, Gianluca Lion Rampant: The Crusader States Take Robin Hood, Richard the Lionheart, Gamelyn, William Wallace, and other legends from the colourful, dangerous medieval period to the tabletop with Lion Rampant -- a new set of rules designed for fighting medieval skirmish games. Ideal for players who wish to collect medieval miniatures and paint the pageantry without wanting to muster huge forces or spend time learning complex rules, this game allows players to game actual historical battles or to delve into the archives of Hollywood to embark on more over-the-top pulp style clashes.

Contents: Overview; Understanding the Basics; Playing the Game; Army Lists; Strategies and Tactics; Sample Armies; Scenarios; Campaigns
1 vol, 153 pgs 2020 UK, THE UNIVERSITY OF EDINBURGH
NEW-pb ......$38.00 rct

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1-201044 Mersey, Danile KING ARTHUR - Myths and Legends Vol. 4 From his court at Camelot, King Arthur ruled over a unified Britain in a mythical age of peace and prosperity. His glory, however, would be short-lived. For even as he drew the sword from the stone, a doom settled over Arthur that would see his kingdom fall to betrayal and war. In this book, Daniel Mersey retells the great stories of Arthur, from his winning of Excalibur and his marriage to Guinevere, through his battle with the giant in France and his war against the army of Rome to the treachery of Mordred and his death at Camlann.

Supporting this narrative is an exploration of the different facets of Arthurian myth, including the numerous conflicting theories of his historical origin, the tales of Welsh folklore and Medieval romance, and even his various portrayals in the modern media. Presented with both classic and newly commissioned artwork this book is an easy-to-read, yet highly detailed introduction to the complex body of myth and legend that surrounds Britain's greatest hero. 1 vol, 80 pgs 2013 UK, OSPREY PUBLISHING
NEW-softcover ......$18.00 with a discount of 15%

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1-208400 Miller, Ryan FIGHTING SAIL: Fleet Actions 1775-1815 In the years between 1776 and 1815, grand square-rigged sailing ships dominated warfare on the high seas. Fighting Sail is a tabletop wargame of fleet battles in this age of canvas, cannon, and timbers. Players take on the roles of fleet admirals in battles ranging from the American War of Independence to the Napoleonic Wars and the War of 1812.

Each fleet has access to different ships, tactics, and command personalities -- each with individual strengths and weaknesses. Offering a unique blend of detail and simplicity, the scenarios included enable the recreation of historic actions or 'what-if' scenarios. 1 vol, 64 pgs 2015 UK, OSPREY PUBLISHING
NEW-softcover ......$18.00 with a discount of 15%

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1-208990 Miller, Simon TO THE STRONGEST: Fast Moving Ancient and Medieval Wargame Rules The rules are uncomplicated, and yet provide seasoned gamers with a challenging battle that can comfortably be concluded in an evening. They also have a high degree of suitability for solo play. Neither rulers nor dice are used in a game. Units move on a square grid. Initiative and combat are by deck of regular cards.

The grid also enables figures based for different rule systems to be used together on the same battlefield. 1 vol, 78 pgs 2013 UK, BIG RED BAT VENTURES
NEW-softcover ......$36.00

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1-216990 Miller, Simon FOR KING AND PARLIAMENT: English Civil War The rules enable two or more players to fight ECW battles on a tabletop to a conclusion usually in two hours or less. Includes 78 pages of rules including army lists, diagrams, and numerous images of beautifully painted wargames figures and battles. It is printed on 130 GSM paper, with stiff card covers, and wire-bound so that it will lie flat on the table. 1 vol, 78 pgs 2018 UK, BIG RED BAT VENTURES
NEW-softcover ......$36.00

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1-16510 Mills, John LES GENS BRAVE:Rules for the Franco-Prussian War 15mm/25mm scales, rules, o/b's, tactics. 1 vol, 44 pgs 2003 HOPEWELL, OMM PUBLISHING
NEW-softcover ......$10.00

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1-207340 Minadeo, Bob and Teixeira, Ed MUSKETS AND MOHAWKS: Frontiers Aflame Muskets and Mohawks is the unit based game of the French and Indian Wars. Players take on the role of an officer commanding multiple units of men. Included in the rules are lists and options to play the Napoleonic Wars, the American Revolution, the War of 1812 as well as the Texas War of Independence. Here's more details.

It's 1754 and there's news of the impending war between France and Great Britain. But that's in Europe and between Kings and there aren't any Kings in North America. Life for both the French and British colonists is tough enough with trying to stabilize their respective frontiers and dealing with the local Indian tribes is a delicate balancing act. No, let the Kings fight amongst themselves across the pond. It's not my fight.

Or at least it wasn't until today. Word has spread along the frontier of open conflict. The tribes are choosing sides and the militias mobilizing. Settlements are suffering brutal raids causing harsh retaliation in kind. The frontier's aflame with war! The Kings may not be here but their war is and while many sides can lose only one side will win.

In Muskets and Mohawks you can choose from two sides with a total of four factions. Pick from: British Regulars, French Regulars, British Allied Indians, or French Allied Indians.

Whichever you choose you must lead one or more units of men through the war, fighting when needed because it's all about victory and glory, and in some cases, just survival! 1 vol, 54 pgs 2016 US, ON MILITARY MATTERS
NEW-softcover ......$15.00

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1-207350 Minadeo, Bob and Teixeira, Ed RIFLES AND REBELS: Fighting the Civil War 1861-1865 Rifles & Rebels is a unit-based game where units are composed of 5 to 10 figures. In Rifles & Rebels you can choose from two sides and two arms with a total of four forces. Pick from: Union Infantry, Confederate Infantry, Union Cavalry, or Confederate Cavalry.

Rifles & Rebels uses a floating scale which allows you to count each unit as a platoon, company, or battalion. This allows you to fight large battles as well as smaller actions. Rifles & Rebels and Muskets & Mohawks share similar mechanics with changes made to reflect the different periods. 1 vol, 56 pgs 2016 US, ON MILITARY MATTERS
NEW-softcover ......$15.00

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1-202840 Minadeo, Bob and Teixeria, Ed MUSKETS & SHAKOS: The Napoleonic Wars 1803-1815 It's 1812 and the self-proclaimed Emperor of France has conquered all of Europe, save Portugal. Ignoring the flea bites of Spanish guerillas and their Anglo-Portuguese allies, the Emperor has gathered 750,000 men with the intention of subduing the Russian forces of Tsar Alexander I. The future of Europe lies in the balance.

Muskets and Shakos is a unit-based game where units are composed of 2 to 20 figures, and you command a division of troops from the following list:

* French (including French satellites)
* Austrian
* British (often including allied troops such as the Portuguese)
* Prussian
* Russian
* Spanish
* Turks

Whichever you choose, you must lead your units through the Napoleonic Wars, fighting when needed, because it's all about victory and glory, and in some cases, just survival. 1 vol, 68 pgs 2016 US, ON MILITARY MATTERS
NEW-softcover ......$15.00

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1-191670 Molina, Victor Javier English translated by Ian Wilshaw BLITZKRIEG: In-depth Guide to the 1939-41 Campaigns (A4) full color with an easy to learn, fast-play rule system. An overview of each campaign with O/B's, maps etc. Covers all the European countries along with pre-WWII Abyssinia, Spain and Mongolia. 1 vol, 144 pgs 2013 UK, PARTIZAN PRESS
NEW-pb ......$40.00

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1-222260 Mori, Paolo PAOLO MORI'S BLITZKRIEG! Core Set (Includes a Free Solo Module) Two players, acting respectively as the Allied and Axis coalitions during WWII, battle for control of the main theaters of the conflict with simple rules and a short playing time. Players draw unit tokens from a bag to determine their starting forces and to replenish their losses.

Rather than fighting battles with dice or cards, players allocate their military resources to each theaters campaigns, winning war victory points, gaining further resources and special weapons and exploiting strategic advantages as they play.

The Box Contains: 1 x rulebook, 1 x game board, 22 x Axis unit tokens, 22 x Allied unit tokens, 16 x special weapons tokens, 2 x player screens, 5 x battle markers, 2 x war victory markers, and 2 x cloth bags. 1 vol, 1 pgs 2019 UK, THE PLASTIC SOLDIER COMPANY
NEW-box ......$42.00 with a discount of 20% rct

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1-222261 Mori, Paolo PAOLO MORI'S BLITZKRIEG! Nippon Expansion Pack The Nippon Expansion adds a new challenge to Blitzkrieg! You need the Core Set to play this expansion.

What if the Axis coalition had won WW II and Germany invaded and occupied the USA? And... what if japan had turned on its former ally and invaded German-held USA in 1946? With the help of Godzilla? The Nippon Expansion explores the hypothetical scenario that the Axis won WWII, but Japan turned on its once ally and invaded German-held USA -- with the help of Godzilla. One player controls the German forces and the other the Japanese.

Contents: 22 Japanese unit tokens, 2 special weapons tokens, 1 rulebook, and 1 game board. 1 vol, 16 pgs 2019 UK, THE PLASTIC SOLDIER COMPANY
NEW-box, available mid December 2019 ......$20.00 rct

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1-43693 Morrissey, Brendon & Davies, Mark & Smal, Martin and Ingham, John BRITISH GRENADIER: Scenario Booklet Vol. 3 The third volume offer scenarios for any system, but particularly BRITISH GRENADIER. Battles include:

Long Island: 27th August 1776
Harlem Heights: 16th September 1776
Princeton: 3rd January 1777
Bound Brook: 13th April 1777
The Hudson Forts: 6th October 1777
Indian Field: 31st August 1778
New Garden Meeting House: 15th March 1781
Guilford Court House: 15th March 1781
Petersburg: 25th April 1781
Cavalry at Gloucester: 3rd October 1781
And, just for fun, a mini-campaign -- What If: Fishguard: The Last Invasion of Britain February 1797 (US leads Franco-Irish attack on Wales) 1 vol, 64 pgs 2011 UK, PARTIZAN PRESS
NEW-softcover ......$32.00

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1-43694 Morrissey, Brendon & Davies, Mark & Smal, Martin, and Ingham, John BRITISH GRENADIER: Scenario Booklet Vol. 4 Contains 10 War of Independence Scenarios with full color maps and packed with high quality wargaming photos and stunning uniform paintings by the late Bob Marrion.

* The Assault on Dorchester Heights, 6th March 1776
* Pell's Point, 18th October 1776
* Bennington, 16th August 1777
* Whitemarsh, 7th December 1777
* Briar Creek, 3rd March 1779
* Stono Ferry, 20th June 1779
* Springfield, 23rd June 1780
* Weitzell's Mill, 7th March 1781
* Yorktown, the Storming of Redoubts 9 and 10, 14th October 1781
* Cuddalore, 7th June 1783 1 vol, 72 pgs 2015 UK, PARTIZAN PRESS
NEW-softcover ......$32.00

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1-209050 Murton, Charles DAISHO: Skirmish Wargaming in Mystical Japan Have you ever wanted to replicate the incredible feats of swordsmanship you see in movies like 47 Ronin and 13 Assassins? Stand surrounded by half a dozen angry Ashigaru and then, in a single fluid motion, strike them all down?

Bring forth fiery darts from heaven and hurl them at your enemies? Face demons from the pits of hell? Disarm and hammer an arrogant Samurai lord into the dust with your bare hands?
You can do this and much more if you play Daisho, skirmish wargaming in mythical Nippon.
This game allows players to field forces of five to fifteen miniatures in a game you can easily complete in an evening on a space only a yard square. The rules are short and simple to learn - few players need to refer to them after their second or third game.

This book provides:
* The core rules of play.
* The complete points system so you can create your own forces.
* Full listings for twelve unique forces.
* Armor, weapons and equipment, both mundane and magical.
* Listings of skills, heroic ki powers and magical powers.
* 15 scenarios, supported by seventeen scenario complications.
* 10 detailed landscapes for you to play across, and
* Simple, yet rewarding campaign rules. 1 vol, 94 pgs 2015 UK, THE MINISTRY OF GENTLEMANLY WARFARE
NEW-softcover, full color ......$32.00

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1-213470 Murton, Charles GOTHIC: In Her Majesty's Name This is the third In Her Majesty's Name supplement -- to go along with Daisho and Blood Eagle -- produced by The Ministry of Gentlemanly Warfare.

Includes new weapons, equipment, talents, powers, creatures both normal and supernatural, and a host of new companies to fight or encourage the darkness that threatens to engulf the Old World.

You will meet old enemies such as Vlad Tepes, Prince of Wallachia, and his nemesis Abraham van Helsing. Play the brave men of the Imperial Nightwatch as they test their modern might against the terrifying vampire minions of the immortal Countess Bathory. Rouse the Village mob to drive out Baron Viktor von Frankenstein and his abominations. Tread the corridors of power as a member of the Illuminati or, join the Gypsies to hunt Werewolves under the full moon. Witness Sampson Caine and the Nuns of the Order of the Bringer of Salvation defend the innocent from the predations of the Dread Monks of Sucevita. Unleash the Unborn upon the terrible White Slavers. You can also upgrade and test your existing IHMN companies against these many terrors.

New scenarios and landscapes will take your companies into dark forests, mist shrouded castles, ancient ruins, pagan altars and grim, fortified villages the length and breadth of Transylvania, Wallachia, and the ever-forbidding Carpathian Mountains.

This is classic Victorian Gothic Horror at its grisly best. It is not recommended for ladies and gentlemen of a nervous disposition, for the darkness will feed upon their terror. 1 vol, 0 pgs 2017 UK, THE MINISTRY OF GENTLEMANLY WARFARE
NEW-pb, available mid March 2017 ......$20.00

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1-219570 Murton, Charles and Cartmell, Craig THUD & BLUNDER: Fantasy Skirmish Wargames Rules Thud & Blunder is a set of generic fantasy skirmish wargaming rules from the Ministry of Gentlemanly Warfare, whose authors have previously brought you In Her Majesty's Name, Daisho, and Blood Eagle.

With just five to 15 figures a side, you can play a party of brave adventurers, a knight and his retinue, a college of powerful wizards, a company of dwarven prospectors, a patrol of elven rangers, a warparty of orc raiders, a foul necromancer and his undead minions, and so many other classic fantasy warbands.

The book provides numerous example warbands and all the tools you need to create almost any warband that you can imagine, including a detailed and open points system. The rules cover a wide range of armor and weapons, including magical versions. You will also find statistics for a variety of beasts and legendary beasts, rules for flyers, a comprehensive system of magical powers and much, much more. Thud & Blunder is not tied to a specific world; this means you can play your games in any fantasy setting you choose, including realms of your own devising. 1 vol, 164 pgs 2019 UK, MINISTRY GENTLEMANLY WARFARE
NEW-softcover, available late March 2019 ......$48.00 rct

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2-967003 Murton, Charles and Cartmell, Craig IN HER MAJESTY'S NAME: Rules for Clandestine Adventuring Companies In 1895, the world seethes in turmoil in an undeclared and secret war among the Great Powers for resources and the latest technology. Clandestine Adventuring Companies operate in the shadows, matching skills and wits in pursuit of the newest scientific formulae or powerful occult artifacts.

In Her Majesty's Name sets these adventuring companies against each other in one-off encounters and in longer narrative campaigns. Companies are usually comprised of just 4-15 figures and two players could easily play three games in an evening, making an on-going campaign a highly viable option.

Covers weird science, mystical powers, and a range of pre-generated adventuring companies, including the British Explorers' Club, the Prussian Society of Thule, the US Marine Corps, the Legion Etrangere, the revolutionaries of the Brick Lane Commune, ancient Egyptian cults, and the mysterious Black Dragon Tong. 1 vol, 150 pgs 2021 UK, THE MINISTRY OF GENTLEMANLY WARFARE
NEW-hardback, available early March 2021 ......$55.00 rct

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2-190990 Mustafa, Sam LASALLE:Tactical Warfare in the Age of Napoleon - 2nd Edition Lasalle Second Edition is a revision of the award-winning 2009 petit-tactical game of Napoleonic warfare. Lasalle is ideal for small tables and tournament play.

This version is the beautifully-illustrated full color 154-page book with all the basic and advanced rules, scenarios and appendices.
1 vol, 154 pgs 2012 US, SAM MUSTAFA
NEW-softcover ......$42.00 inc

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1-197950 Mustafa, Sam MAURICE: War in the Age of Gentlemen and Philosophes 1690-1790 Maurice combines tabletop miniatures rules, a campaign system that requires virtually no math or paperwork, and a role-playing game in which the 'characters' are officers, units, and armies. You create the personalities and manage their fate from battle to battle. Maurice uses measurements in Base-Widths (BWs) so that you may use any figure, base, and table size.

Game play requires action cards (included in this package), which are used to activate forces and to modify those actions. Like other card-driven games, each card has the potential to do more than one thing, but can only ever be used for a single thing at any given time.

Most -- but not all -- cards are available for download from the Maurice website.

This version (197950) include the rules AND the deck of cards. This deck includes all the special cards you will not find on the website. 1 vol, 100 pgs 2012 US, SAM MUSTAFA
NEW-softcover with card set ......$56.00

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1-207370 Mustafa, Sam BLUCHER: Wargame A stand-alone tabletop game of great battles in the Napoleonic Wars. You can play with or without miniatures. If you are new to Napoleonic gaming, or if you just want a game that you can take anywhere and set up in ten minutes on any flat surface, you can use unit cards that offer a wonderful and attractive option to collecting large armies of figures.

The player takes the role of a general commanding a large army in a famous or fictional encounter. Units represent large forces such as brigades of infantry or cavalry and concentrations of massed artillery.

Scharnhorst

Blucher also includes a campaign system called Scharnhorst which acts as a pre-game. Players plot the movement of their columns along roads and across the countryside. They must make the difficult decisions about spreading out their forces to control key points, while remaining within supporting distance in order to mass for a battle once the enemy has been located.

Of course your opponent may not let you fight on the field of your choice, with all the forces you would like. Was it wise to have sent so much of your cavalry on reconnaissance now that they arrive late and fatigued for the battle? Did you neglect to secure a key road or town in the rear of your position, forcing you to fight at a disadvantage?

Scharnhorst does away with the traditional wargame roles of 'attacker and defender.' The players script the battle with their own choices of maneuver and objectives, and the fortunes of the campaign may change dramatically once the fighting is underway.
1 vol, 176 pgs 2012 US, SAM MUSTAFA
NEW-hardcover, back in stock ......$48.00

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1-207371 Mustafa, Sam BLUCHER: The Hundred Days Card Deck For two to three players. This boxed set of 216 richly colorful heavy-duty poker-sized cards, provides all the units of the three armies in the 1815 campaign, as well as cards for famous personalities, objectives, and other useful things.

They are perfect for introducing new players, or for setting up What-If battles, or for those evenings when you'd rather spend your time playing, rather than setting up figures and terrain.

For the price of one box of miniatures, you can have three large armies and a full campaign, all of which can be set up in just a few minutes. 1 vol, 216 pgs 2012 US, SAM MUSTAFA
NEW-deck, o/p ......$38.00

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1-207372 Mustafa, Sam BLUCHER: War to the Death Card Deck War to the Death, the next expansion set for Bl 1 vol, 216 pgs 2015 US, SAM MUSTAFA
NEW-box ......$32.00

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1-214830 Mustafa, Sam ROMMEL: WWII Game Rules Rules for WWII European and Mediterranean theaters uses grid for movement and combat. Units represent companies and battalions with player as Division commander. Can use minis or 'unit cards' on grid. Includes 13 army lists and rules for amphibious and airborne operations, cavalry, minefields, pioneer, special assault units, and more. 1 vol, 144 pgs 2017 US, SAM MUSTAFA
NEW-hardback, full color ......$40.00

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1-70250 Mustafa, Sam GRANDE ARMEE 8.5x11, 'novel set', no time scale, no fig scale (all base sizes are 3 squares & represent brigade,size units) weather is crucial variable movement,no morale checks(well that you control).,1810 1 vol, 120 pgs 2009 US, SCALE CREEP MINIATURE
NEW-spiral bound, reprint edition ......$30.00

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1-199415 Neugebauer, Agis BOLT ACTION: Armies of Imperial Japan Following the assault on Pearl Harbor, the Imperial Japanese military saw action across Asia, from the capture and defense of the islands of the Pacific to the occupation of territory in China and Burma. With this latest supplement for Bolt Action, players have all the information they need to build a force of the Emperor's fanatically loyal troops and campaign through some of the most brutal battles of the war. 1 vol, 80 pgs 2013 UK, OSPREY PUBLISHING
NEW-softcover ......$25.00 with a discount of 15%

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3-10002 Nik Gaukroger and Terry Shaw FIELD OF GLORY List 2: IMPERIAL ROME TO THE LATER DARK AGES 3rd Edition ARMY LISTS - BOOK 2 is the second supplement of three for Field of Glory 3rd Edition and covers the Roman Empire to the end of the Dark Ages and Ancient China through the Steppes of Asia. To play the rules you will need a copy of Field of Glory Version 3. 1 vol, 152 pgs 2015 UK, PARTIZAN PRESS
NEW-softcover ......$40.00

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3-10003 Nik Gaukroger and Terry Shaw FIELD OF GLORY List 3: Army Lists Book 3 - Early Medieval to Late Medieval 3rd Edition ARMY LISTS - BOOK 3 is the third book of Field of Glory Companions for Field of Glory 3rd Edition. This fully edited and updated companion provides players with the opportunity to expand their gameplay with a large selection of armies covering the High Medieval period from the 11th to the 15th centuries. While the Crusades raged in the Holy Land, Europe too was torn apart by war, with the kings of France, England and Spain consolidating their power. When the Mongol Hordes were conquering most of Asia and Eastern Europe, the Turks were building their strength in the Middle East. China rose, fell, and rose again while the Samurai became the ruling elite in Japan. Command new troop types, including French knights, English longbowmen, Swiss halberdiers, Hussite war-wagons, Turkish Janissaries, and the Japanese samurai.

From China and Japan, through the Steppes of Asia to the mighty empires of the Middle East and Europe, and even to the distant empires of Mexico and Peru, lead your armies to compete against your opponents and prove that you can rule supreme.

ARMY LISTS - BOOK 3 is a companion to Field of Glory Version 3, the historical miniatures tabletop wargaming rules system for ancient and medieval wargaming. To play the rules you will need a copy of Field of Glory Version 3. 1 vol, 152 pgs 2018 UK, PARTIZAN PRESS
NEW-softcover, available early November 2018 ......$40.00

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1-61361 Novak, Greg ROUGH RIDERS, THE:V1 8.5x11, history, background color and a scenario for the Spanish-American War with VOLLEY/BAYONET rules 1 vol, 64 pgs 2000 CALUMET, OLD GLORY CORP
NEW-pb ......$15.00

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1-61362 Novak, Greg ROUGH RIDERS, THE:V2 8.5x11, campaign & additional scenarios for the Spanish-American War using VOLLEY/BAYONET rules 1 vol, 48 pgs 2000 CALUMET, OLD GLORY CORP
NEW-pb ......$15.00

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1-203540 Oliver, Mike and Costa, Miguel NAPOLEON'S BATTLES: Divisional Commander Napoleon's Battles - Divisional Commander (NB-DC) is a fusion between our Napoleon's Battles Grand Scale rules, and our company level rules Capitan. So you may well find aspects of the two rule sets mingled in NB-DC.

The rules uses the same basing sizes and system of Napoleon's Battles, but at battalion scale, so a Napoleon's Battles 24 miniatures brigade (six bases of four miniatures) is approximately a battalion in Divisional Commander (1 figure equals about 25-30 men). Your Napoleon's Battles armies can be used to play Divisional Commander without any basing change.

DC covers the whole Napoleonic era, including the British-American War of 1812, the forgotten Wars of Liberation in South America, and the last War of the Napoleonic Era: the 1st Carlist War.

DC is designed to play Napoleonic battles of medium size, involving a division, or a small corps, to represent historical battles, or to play balanced games based on a point system that allows players to play fictional scenarios for running campaigns or championships. As with all the Capitan Games rules, we use the online army builder system.

To represent the intense movements and counter movements of the formations in Napoleonic battles, DC uses a system (as do other Capitan Games rules) that allows more flexibility in the game rather than an 'I go, you go' system.

The huge influence of Napoleonic combat systems, tactics, and weaponry (the flintlock musket was the standard weapon for all armies until the later 1840's), meant that they remained the standard throughout the world until the full development of the rifled musket. This weapon, which used percussion caps rather than a spark from a flint, together with rifled artillery, changed tactics and formations and ended the Napoleonic Era. 1 vol, 96 pgs 2014 SPAIN, CAPITAN GAMES
NEW-softcover ......$38.00

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1-208570 Oliver, Mike and Costa, Miguel COMPANY COMMANDER: Tactical Napoleonic Rules Company Commander rules are designed for games between small units of men such as reconnaissance patrols, convoy escorts, intelligence missions, border attacks, and other missions which were given to small groups of selected troops. The actions of small groups of soldiers and the direct commands of their officers are the most important aspects of play. The system simulates the frantic rhythm of an encounter. The 'human factors' of individual initiative, speed and leadership are worth more than the grand tactics of larger battles.

In Company Commander the core rules are the same as Capitan, but they have revised the text, added more examples, new rules for concealed units, a new chapter with a Drill System (combat in close formation), and a totally new system of building the units, more easy and with Army lists, now is not necessary to go to a online builder to select the units.

Although the rules are designed to play mostly Napoleonic era combats they are suitable for the wars of the XVIII & first half of the XIX century; the rules allow players to play Marlburian, Seven Years War & Carlist Wars games, with only minor changes and adjustments. 1 vol, 56 pgs 2015 SPAIN, CAPITAN GAMES
NEW-softcover ......$34.00

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1-204230 Oman, Brent PULSE OF BATTLE 1500BC - 500AD Covers ancient massed combat, roughly the classical ancient period from 1500 BC to 500 AD, using the basic Field of Battle 2nd Edition mechanics, with the capabilities of ancient armies blended into the rule system.

Card Sequence Decks randomize the turn sequence, and allow scenario designers to add special twists to the sequence by inserting unique cards. The fog of war is accounted for by the same Sequence Decks, as players find themselves managing the chaos of battle instead of plotting their next chess or checkers style moves.

Games of 20 unit melee-intensive armies can be completed in around 1 1/2 hours; smaller and larger games vary accordingly. Historical Period Notes are compact military histories that are included for each of 14 periods:

Chariots
* In the Days of Megiddo and Qadesh
* Assyrian Wars

Spears and Pikes
* Greek and Persian Wars
* Wars of the Greek City States
* Alexander's Wars
* Wars of the Diadochi

Early Rome
* 2nd Punic War
* Rome's Rise in the east
* The Wars of Julius Caesar

Imperial Rome
* Conquest and Empire
* Imperial Crises and Decline
* The Late Romans

China
* Han Chinese
* China Divided 1 vol, 139 pgs 2013 US, PIQUET
NEW-dj ......$40.00

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1-527802 Oman, Brent PIQUET:Hallowed Ground Supplement 1835-1878 Hallowed Ground 2nd Edition. This supplement provides three complete rule sets that cover the 19th century period from the Texas Revolution through the Russo-Turkish War (1836 - 1871).

*REQUIRES MASTER RULES TO PLay 1 vol, 162 pgs 2003 HIGHLANDS RANCH, PIQUET
NEW-pb, REVISED EDITION ......$40.00

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3-527817 Oman, Brent FIELD OF BATTLE PIQUET: 1642-1900 3rd Edition Field of Battle 3rd Edition: Refined and expanded, with new rules and expanded period specific rules. Covers the period 1642-1899 with the same core rules, but uses period specific rules to capture the tactical nuances of each period. Includes a complete campaign system, Season of Battle. Full color. Includes card pages. The extra decks are not required to use these rules, just
a nice add on.

Field of Battle is a stand-alone game - no additional supplements are necessary. The same basic rules and procedures are used for all periods. Additional period specific rules and playsheets are included for each of the following wars:

English Civil War 1642-1651
War of Spanish Succession 1701-1714
Great Northern War 1700-1721
Jacobite Rebellion 1745-1746
Seven Years War 1756-1763
American War of Independence 1775-1783
Napoleonic Wars 1799-1815
Mexican-American War 1846-1848
Anglo-Sikh Wars 1845-1846, 1848-1849
Crimean War 1853-1856
Franco-Austrian War 1859
American Civil War 1861-1865
Austro-Prussian War 1866
Franco-Prussian War 1870-1871
Russo-Turkish War 1877
Anglo-Zulu War 1879
Anglo-Sudan War 1881-1899

Season of Battle, a complete campaign system, is also included. Season of Battle is easy to play, requires minimal record keeping, and provides context for your Field of Battle games.


1 vol, 156 pgs 2020 US, PIQUET
NEW-pb, available late May 2020 ......$45.00 rct

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1-5278171 Oman, Brent Field of Battle Deluxe Sequence Card Decks - double decks Field Of Battle 3rd EDITION Deluxe Sequence Card Deck Double Deck. This is two 54 card sequence decks for Field Of Battle Horse and Musket period rules. Two decks to enhance your game play. It is a great addition to an already great game 1 vol, 130 pgs 2020 US, PIQUET
NEW-pb ......$24.00 rct

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1-5278172 Oman, Brent Season of Battle Campaign Card Deck One 54 card Casino quality playing card deck. Includes the map cards for Season of Battle.
1 vol, 130 pgs 2020 US, PIQUET
NEW-pb, available late May 2020 ......$15.00 rct

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1-527817B Oman, Brent FIELD OF BATTLE PIQUET: 1642-1900 3rd Edition Bundle with both Card Decks Field of Battle 3rd Edition: Refined and expanded, with new rules and expanded period specific rules. Covers the period 1642-1899 with the same core rules, but uses period specific rules to capture the tactical nuances of each period.

Field of Battle is a stand-alone game - no additional supplements are necessary. The same basic rules and procedures are used for all periods. Additional period specific rules and playsheets are included for each of the following wars:

English Civil War 1642-1651
War of Spanish Succession 1701-1714
Great Northern War 1700-1721
Jacobite Rebellion 1745-1746
Seven Years War 1756-1763
American War of Independence 1775-1783
Napoleonic Wars 1799-1815
Mexican-American War 1846-1848
Anglo-Sikh Wars 1845-1846, 1848-1849
Crimean War 1853-1856
Franco-Austrian War 1859
American Civil War 1861-1865
Austro-Prussian War 1866
Franco-Prussian War 1870-1871
Russo-Turkish War 1877
Anglo-Zulu War 1879
Anglo-Sudan War 1881-1899

Season of Battle, a complete campaign system, is also included. Season of Battle is easy to play, requires minimal record keeping, and provides context for your Field of Battle games. 1 vol, 156 pgs 2020 US, PIQUET
NEW-pb ......$79.00 with a discount of 10% rct

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1-527818 Oman, Brent FIELD OF BATTLE PIQUET: WWII Field of Battle: WW2 covers 1939-45 and is a stand alone game. Includes ratings and organizational charts for all the major combatants. Games with division per side can be resolved in 2 to 4 hours. 1 vol, 109 pgs 2009 US, PIQUET
NEW-softcover ......$40.00

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1-527819 Oman, Brent COMMAND PIQUET: Covers 1700-1900 A stand-alone product that puts emphasis on both command and officer ability in am attempt to meet tactical challenges, two scales Tactical and Grand Tactical 1 vol, 98 pgs 2005 NY, PIQUET SYSTEMS
NEW-pb ......$35.00

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1-210780 Ottenberg, Mike A NEW KOREAN CRISIS Scenario book depicts 12 notional skirmishes within the context of a fictitious war for gamers to use on the miniature table. It covers events prior, during, and after a postulated modern war on the Korean peninsula. Four of these skirmishes are inter-connected in a mini-campaign depicting an assault on a US airbase. All were created to explore various aspects of a major conflict where special forces will be deployed to conduct reconnaissance, direct action and related operations. Although designed with the SOF Warrior game system in mind, these skirmishes can be enjoyed with any set of modern conflict wargame rules. 1 vol, 90 pgs 2016 US, ON MILITARY MATTERS
NEW-softcover, color edition ......$28.00

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1-81980 Pagano, Chris PANZERTRUPPE:WWII 1:1 rules 6mm/10mm 8.5x11, for 1:1 gaming, diagrams/illust, tank charts of for all the major powers, templates, ten years in the 'play testing', basic rules are only a few pages, optional rules for Advanced play. 1 vol, 32 pgs 2006 US, LMW WORKS
NEW-softcover ......$20.00 with a discount of 15%

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1-65361 Palmer, Chris GASLIGHT:The Journals of Victoria Hawkes Follow the adventures of Victoria Hawkes in the battles/campaigns of the American Civil War, also six Victorian SF scenarios, illust. 1 vol, 84 pgs 2002 NY, LMW WORKS
NEW-softcover ......$20.00 with a discount of 15%

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2-195890 Palmer, Chris and Surdo, Buck G.A.S.L.I.G.H.T. COMPENDIUM Gaslight is a set of rules for fighting skirmishes in the Victorian era. Bands of stout-hearted Extras are led by Main Characters - from the streets of London to the hills of South Africa and from the glorious charges of the Crimea to the maelstrom of the American Civil War. Gaslight was based on the popular Blood and Swash / Thunder and Plunder rules. These rules were written with the works of Victorian science fiction authors in mind, such as H.G. Wells, Jules Verne, and H. Ryder Haggard, and a nod toward Hollywood.

Contains all the sets and all the updates, 92 pages of full color. 1 vol, 190 pgs 2014 US, ON MILITARY MATTERS
NEW-wire bound softcover ......$48.00

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1-190390 Palmer, Christopher and Surdu, John Buck LOOK SARGE, NO CHARTS:American Civil War 8.5x11, dynamic mechanics that allow players to fight battles, not rules. When you play LSNC:ACW you will be challenged and excited. 1 vol, 56 pgs 2009 US, L.M.W WORKS
NEW-softcover ......$29.00 with a discount of 15%

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1-207560 Parker, Chris LIGHT BOBS: Battalion Level Warfare During the American Revolution - Revised Edition After the successful sell out of the first edition of Light Bobs, we decided to do upgrade the text with rewritten melee and battalion line morale rules, clearer examples, five new scenarios, improved table of contents, numbered paragraphs, and a spiral binder with tear-out QRS. 1 vol, 48 pgs 2015 US, OMM PUBLISHING
NEW-wire bound softcover, revised 2nd printing edition ......$20.00

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1-59930 Parker, Chris DAY OF BATTLE - The Middle Ages 2nd Edition full color Great set of medieval rules allows you to field medieval armies as a great warlord. Choose your style of play via your warlord type (Raider, Mercenary, or Chivalric) and the clever honor mechanism rewards your actions -- and punishes your failures -- in every battle. The higher the honor, the more capable and prestigious your leader. Makes for a great campaign-style series of battles every time you play a one-off game.

Summon your forces through simulated feudal system using deck of regular playing cards. Stand-based system, variable moves, special formations such as shield wall and wedge, and 10 domains (Army Lists) allow you build armies for Normans, Anglo-Saxons, feudal English, feudal Scots, feudal French, feudal Germans, Crusaders, Seljuk Turk, 100 Years War French, 100 Years War English, and Wars of the Roses.

8.5x11, well-illustrated, two card-stock reference cards included. 1 vol, 56 pgs 2012 US, OMM PUBLISHING
NEW-wire bound softcover ......$24.00

click here for Reviews, Table of Contents and Feedback

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1-59932 Parker, Chris DAY OF BATTLE - The Norman Conquest Day of Battle Supplement set in the 11th century follows the rise of the Normans in France. March with them to England, Italy, Byzantium, and beyond to the beginnings of the First Crusade. A copy of Day of Battle: The Middle Ages is required. Supplement includes: 15 new Army Lists for Northern Europe, Italy, and Byzantium -- Normans, Vikings, Papal Italians, and 12 more; Advanced Warlord and Campaign Rules; Includes Dynasty (an area based campaign for one to five players); Three area maps: England, France, and Italy; and two battle scenarios: Hastings and Durrazo. 1 vol, 52 pgs 2012 US, OMM PUBLISHING
NEW-softcover ......$20.00

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1-59933 Parker, Chris DAY OF BATTLE - Crusader Warfare Crusader Warfare is the latest Day of Battle - the Middle Ages supplement covering the period 950AD to 1450AD. The Reconquista, The Baltic Crusade, The Albergensian Crusade and The Crusades in the Levant are all covered. Each chapter gets new Domains and a new campaign map for our medieval campaign system 'Dynasty.' Included in this sourcebook are 20 new Domains (Army Lists) and four new maps. Though a copy of Day of Battle: the Middle Ages is recommended, readers may easily convert the Domains and campaign system for use with other popular rule sets. 1 vol, 48 pgs 2012 US, OMM PUBLISHING
NEW-softcover ......$20.00

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1-217580 Pearce, Glenn POLEMOS: Ruse de Guerre Rules Rules cover the North American Wars from 1754 to 1815 including the French and Indian War 1754-1763, the American War of Independence 1775-1783, and the War of 1812. Contains detailed listings of the forces involved in eight major battles of the period, enabling you to field forces from Britain, France, and America. Includes 'tear out' QRS. 1 vol, 58 pgs 2018 US, ON MILITARY MATTERS
NEW-softcover, available late July 2018 ......$30.00

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1-194100 Peers, Chris IN DEATH GROUND - Wargames Rules for the Pre-gunpowder era,. c. 2500 BC to 1300 AD. In Death Ground is a new approach to wargaming the Ancient and early Medieval (or what we prefer to call the 'pre-gunpowder') period, covering roughly the era from the first recorded battles around 2500 BC up to 1300 AD. The rules are suitable for any figure scale. They include sample lists for 12 of the most popular armies.

It uses many of the successful mechanisms introduced in Ruga-Ruga Publications' 19th century African rule set, 'Death In The Dark Continent,' but adopts an entirely new close combat system which reflects the crucial importance of hand-to-hand fighting in ancient warfare.

The aim is to produce a game suitable for an evening's entertainment with modest sized armies of between one and two hundred figures. So, in the interests of speed and ease of play, the proliferation of troop and weapon categories have been kept to a minimum and the command system simplified as far as possible, while retaining the flavor of the period and the individual armies. This approach can often give a more realistic game than more complicated systems, as it allows tactical situations to develop and reduces the need to decide the battle by a headlong charge before you run out of time. At last you can employ the brilliant tactical maneuvers you have always dreamed of, rally your tired men for a renewed effort, commit your reserves at the decisive moment, and still play the game to a finish in a few hours! 1 vol, 38 pgs 2012 UK, NORTH STAR
NEW-pb ......$24.00

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1-205840 Peers, Chris ON THE SEVEN SEAS: Wargames Rules for the Age of Piracy and Adventure c.1500-1730 On the Seven Seas is a set of wargames rules covering the high adventure and low morals of the world of the pirate. The rules cover licensed privateers such as da Gama and Drake, ruthless pirates of the Spanish Main, Blackbeard, the Barbary corsairs, the wako of the Far East, not to mention the anti-pirate squadrons, Spanish garrisons and native warriors from around the world that found themselves at odd with generations of sea-borne reavers. The focus of the game is on boarding actions and the exploits of pirate crews on land, and the rules offer a quick-to-learn basic game based around individual characters and small units of rank-and-file.

Contents: Introduction, The Battle Rules, Characters, Naval Encounters, Campaigns and Adventures, Army Lists, and Quick Reference Sheet. 1 vol, 64 pgs 2014 UK, OSPREY PUBLISHING
NEW-softcover, available late August 2014 ......$18.00 with a discount of 15%

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1-213740 Peers, Chris DEATH IN THE DARK CONTINENT Set in late 19th century Africa, this miniatures ruleset allows players to field armies representing African Tribes, European Invaders, and Native Kingdoms -- 80 different army lists cover all the vastly different forces in Sub-Saharan Africa 1870 to 1899.

Includes a historical background to the situation in Africa 1870-99, a who's who of the major players, and a 'bonus' skirmish game. Illustrated with modern photographs of painted miniatures and contemporary illustrations and contemporary photographs. 1 vol, 175 pgs 2017 UK, NORTH STAR
NEW-hardback ......$42.00

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1-89690 Peers, Chris TOOTH AND CLAW:Rules for Prehistoric Animal Hunt'g All the players in Tooth and Claw take on the role of hunters, with the animals being controlled by the rules themselves. Also includes scenarios. 1 vol, 32 pgs 2009 UK, NORTH STAR
NEW-softcover, o/p ......$22.00

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1-41920 Penn, T.M. PRINCIPLES OF WAR Miniature Wargames rules for the period 1820-1922. 2nd Edition revised and improved rules after many years of play testing. From Smoothbore to Repeat Rifle and Machine Gun. The game mechanism is flexible to cope with the changes of weaponry and tactics for European, American and Colonial conflicts. The rulebook contains army list for European Conflicts.
The rules have a simple mechanism emphasising officers' command and control. This is to represent the problems of commanding troops in battle which confronted generals, rather than how many casualties each unit was taking at each stage of the battle. These rules have been designed for large scale conflicts with each unit representing a regiment or battalion.

These wargames rules are ideal for 6mm, 10mm and 15mm miniatures, rule modifications are provided for 25mm. 1 vol, 88 pgs 2003 UK, T.M. PENN
NEW-softcover, 2nd edition ......$18.00

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1-195940 Perla, Peter edited by John Curry PETER PERLA'S ART OF WARGAMING: A Guide for Professionals and Hobbyists This reprint book covers professional military wargames and recreational wargames from perspective of professional wargaming in the defense industry and as a gaming hobbyist. He evaluates their similarities and differences, including use by the Naval War College, then takes a more philosophical turn by defining the fundamental principles of what wargaming is, what it is not, and describes the subjects that wargaming is most useful for exploring. He also suggests how best to take advantage of its capabilities and downplay its limitations. Last, he examines modern trends in wargaming in the light of these historical perspectives and theoretical principles and then projects them into the future.
1 vol, 327 pgs 2011 UK, JOHN CURRY EVENTS
NEW-pb ......$32.00

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1-72720 Phenow, Stephen and Gore, Terry L. MR. LINCOLN'S WAR:Regimental Combat in the ACW Emphasizes Regimental maneuvers, this a tactical set of rules with turn equal to about five minutes of 'real time', scenario, play aids 1 vol, 34 pgs 2001 NY, QUANTUM PUBLISHING
NEW-softcover ......$20.00

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1-2052902 Phillips, Colin SKIRMISH AFRIKA AFRIKA is an imaginary continent set in the modern world. This book contains 9 scenarios and all the background information players need to create forces (ORBATS) for each of the 14 countries and UN Peacekeepers, Private Military Contractors, and Guerrillas.

This book contains detailed background on 14 new and original Afrikaan Countries. Within this continent, its countries have a diverse range of problems that includes everything from warlike aggressive neighbors to internal dissent and terrorism. At the same time these countries deal with the specter of modern colonialism. This takes many forms including aid dependency, unscrupulous trade deals and arms supplies from countries as diverse as China, India, Europe, and the USA. 1 vol, 124 pgs 2017 NEW ZEALAND, RADIO DISHDASH PUBS
NEW-softcover, available mid November 2017 ......$35.00

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1-2052901 Phillips, Colin and Pooch, Chris MAALINTII RANGERS: Day of the Ranger Scenarios for Skirmish Sangin This 88-page Battle Book includes additional scenarios and rules for the Skirmish Sangin miniatures game. Includes the key scenarios and all the additional rules to re-enact the Battle of Mogadishu - a battle made world famous, first by the book, then the film of Black Hawk Down. 1 vol, 88 pgs 2015 NEW ZEALAND, RADIO DISHDASH PUBS
NEW-softcover, available late December 2015 ......$20.00

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1-205290 Phillips, Colin and Watterson, Craig SKIRMISH SANGIN: Skirmish Rules for Modern Afghanistan Players control either modern Western military forces (ISAF) or insurgent militias. Playing at an individual figure level, players get to feel the intenseness of adrenaline fueled modern warfare, while still dealing with the responsibility of command. The rules are simple to learn, with games playable with a single squad aside, to platoon level games.

* Simple, fast combat rules that enable furious tabletop skirmish battles
* Information and rules for creation of professional and insurgent forces
* A full array of modern weapons and armour for both sides
* Rules for off table support ranging from snipers to heavy weapon platoons, fast air and helicopters
* A game that plays as easily with two people as it does with multiple players.
* A set of rules that provides an intense and compelling tabletop game regardless of whether you field four figures per side or 40. 1 vol, 172 pgs 2014 NEW ZEALAND, RADIO DISHDASH PUBS
NEW-softcover ......$40.00

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1-2052903 Phillips, Colin and Watterson, Craig PLAUSIBLE DENIABILITY: Spec Ops Missions for Skirmish Sangin Contains 12 Special Forces scenarios for Skirmish Sangin. It includes 9 ORBATS of Special Forces teams ranging from DELTA to GROM and all the associated rules to run a Special Operations campaign using the Skirmish Sangin Rules. 1 vol, 88 pgs 2017 NEW ZEALAND, RADIO DISHDASH PUBS
NEW-softcover, available mid November 2017 ......$25.00

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1-205291 Phillips, Colin and Watterson, Craig SANGIN DESPATCHES NO. 1: Scenarios & Rules for Modern Afghanistan In this first supplement to Skirmish Sangin, a 64-page full color booklet, players get additional ORBATS including Canadians, Germans, and Afghanistan National Police (ANP), seven new scenarios, plus campaign and character experience rules, advice on how to play Skirmish Sangin and tactics articles written by ex-military personnel. 1 vol, 68 pgs 2014 NEW ZEALAND, RADIO DISHDASH PUBS
NEW-softcover ......$20.00

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1-205292 Phillips, Colin and Watterson, Craig SANGIN DESPATCHES NO. 2: Scenarios & Rules In this supplement players get six new scenarios, additional rules for JTAC's, Helicopters, Drones and Combat Engineers. A new 16-page Taliban ORBAT that includes everything you need to know about building a Taliban Insurgent force, including Chechen allies. 1 vol, 76 pgs 2014 NEW ZEALAND, RADIO DISHDASH PUBS
NEW-softcover ......$20.00

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1-882811 Poli, James EISENKREUZ: Wehrmacht General's Handbook for Panzer Korps Covers the complete Wehrmacht and Heer assets for use with Panzer Korps from 1939 to the end of the war at the divisional level. From brigades to foreign contingents, Eisenkreuz covers all the vehicles, weapons and organizations you will need to play. Includes all major vehicles and organizations, Brigades, Divisions, and Special Formations, the various specialized battalion formations, details organization at the Divisional Level, extensive tactics and techniques, Glossary, Panzer Korps statistics, includes Marine, Luftwaffe, and Construction contingents. A comprehensive look at the Wehrmacht for the wargamer. 1 vol, 407 pgs 2011 US, HOPLITE RESEARCH
NEW-softcover ......$40.00 with a discount of 10%

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1-882815 Poli, James WHEN BRITAIN FEARED NONE: British General's Handbook WHEN BRITAIN FEARED NONE covers the organizational structures of the British Army from 1940 to 1945 at the Divisional level. Covering most combat organizational configurations -- British Army Territorial, Commonwealth, and Dominian forces.

Covers Airborne, Artillery, Armored formations, and more! Breaks down the command structures into their respective parts. Aides in understanding the rapidly changing organizations. Vehicle and Aircraft lists. Combat Analysis of actual historical performance. Period strategies and commentary from the front. An overview of all the major nations that contributed to the war effort!

Complete scenarios included extensive Orders of Battle for certain theaters to aide in scenario creation. 1 vol, 176 pgs 2015 US, HOPLITE RESEARCH
NEW-softcover ......$30.00 with a discount of 10%

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1-195030 Priestley, Rick HAIL CAESAR: Battles with Model Soldiers in the Ancient Era It will surely surprise no one to hear that Hail Caesar has been designed with 28mm models in mind - although the game is equally playable with 20, 15, 10, and 6mm models and all sizes in-between should anyone feel so inclined. The game adapts easily to different styles and sizes of bases: we have armies based in numerous different ways ourselves. Because hand-to-hand fighting is a much more important part of the ancient game than Black Powder- as you might reasonably expect - the overall width of units has been specified more exactly. This is to ensure that combats and supports work out correctly over the extended combats that are common in ancient battles. However, even here the absolute sizes of units doesn't matter much so long as both sides are essentially the same.

Despite out protestations that it doesn't really matter, we keep getting asked about basing for Hail Caesar. So we're going to explain how this works now and hopefully this should successfully banish any untoward terror from the mind of the prospective player. We recommend models are based into convenient multiples to facilitate changing formations and for ease of handling. We'd also recommend that foot skirmishers, horse archers, and light cavalry are based individually as the rules allow these units to fight in a dispersed formation with the models spread out. However, none of this is critical, in the same way as Black Powder, the only absolute constraint is that standard sized units occupy roughly the same frontage when deployed in their usual fighting formations. 1 vol, 200 pgs 2016 UK, WARLORD GAMES
NEW-hardcover ......$56.00

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1-195031 Priestley, Rick HAIL CAESAR: Army Lists Vol. 1: Biblical and Classical In this, our first expansion for Hail Caesar, Rick presents no less than 63 army lists for the Biblical and Classical periods along with points costs and army composition. It is also replete with the images of fantastic armies that you can expect from a Warlord Games book.

The armies covered are:

BIBLICAL:
Old and Middle Kingdom Egypt
Nubian
Akkad and Sumer
Early Arab Raiders
Amorite Babylonia
Canaanites
Hittites
Mitanni
Mycenean and Minoan
New Kingdom Egyptian
Early Assyrian
North European Bronze age
Libyan
Sea Peoples
Israel and Judeah
Assyrian Empire
Neo-Babylonian
Urartu

CLASSICAL:
Scythian
Saite Egyptian
Lydian
Kyrenean Greek
Early Achaemenid Persian
Early Carthaginian
Hoplite Greek
Thracian
Samnites
Later Hoplite Greek army
Pauravan and Mauryan Indians
Syracusian
Camillan Rome
Gauls
Illyrian
Later Achaemenid Persian
Alexandrian Macedonian
Qin China
Alexander's Successors
Hellenistic Greek
Bactrian Greek
Carthaginian
Galatians
Parthians
Republican Rome
Numidian
Merotic Kushite
Spanish
Late Macedonian
Seleucid
Ptolemaic
Han China
Pyrrhic
Celtiberian
Early German
Maccabean Jewish
Sarmatians
Artaxiad Armenian
Ancient Britons
Mithandric Pontic
Dacian
Marian Roman
Imperial Roman
Jewish Revolt
Kushan


1 vol, 96 pgs 2011 UK, WARLORD GAMES
NEW-softcover ......$32.00 with a discount of 10%

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1-195032 Priestley, Rick HAIL CAESAR: Army Lists Vol. 2: Late Antiquity to Early Medieval This supplement for the Hail Caesar game contains 60 army lists covering the forces of Late Antiquity, the Dark Ages and Early Medieval periods, from the 'crisis' of the turbulent mid-Third Century to the Mongol invasions of the Thirteenth. Each list provides a guide to army composition, suggested game values for troops, and points values for the different units. The following armies are included:

Palmyran, Middle Imperial Roman, Sassanid Persian, Goths, Early Saxon, Franks, Huns, Late Imperial Roman, African Vandals, White Huns, Gepids, Spanish Visigoths, Ostrogothic Italy, Early Byzantine, Lombards, Scots-Irish, Arthurian-British, Welsh, Merovingian Franks, Avars, Picts, Khazars, Arab Conquest, Bulgars, Tang China, Thematic Byzantine, Arab Empire, Carolingean Franks, Pecheneg, Anglo Saxon, Rus, Vikings, Almoravid Moors, Fatamid Egypt, Tagmatic Byzantine, Al-Andalus, Christian Spain, Ghaznavid, Liao China and Kara-Khitan Khaganate, Norman, Seljuk Turks, Feudal French, Feudal Germans, Feudal Polish, Early Hungarian, Ayyubid Egyptians, Sung China, Italo-Norman, Feudal Scots, Early Russian, Khwarazmian Persian, Comnenian Byzantine, Burid and Zengid Syria, Japanese, Plantagenet English, Lombard League, Crusaders, Later Welsh, Teutonic Crusaders, Mongol, Italo-Norman, Feudal Scots, Early Russian, Khwarazmian Persian, Comnenian Byzantine, Burid and Zengid Syria, Japanese, Plantagenet English, Lombard League, Crusaders, Later Welsh, Teutonic Crusaders, and Mongol. 1 vol, 84 pgs 2011 UK, WARLORD GAMES
NEW-softcover ......$32.00 with a discount of 10%

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1-195033 Priestley, Rick HAIL CAESAR: Army Lists Volume 3: Rome's Dacian Wars At the end of the first century AD, the Roman Empire was the greatest military power the world had ever seen. All of Western Europe south of the Rhine and the Danube, southern Britain, North Africa, Egypt, the Balkans and most of the Levant was under its control. The mighty Roman army and its legions had rarely known defeat in living memory - and never for very long.

One upstart state and its wily, aggressive leader refused to bend the knee. For almost 20 years, and against all odds, King Decebalus of Dacia defied Rome from his fortress capital deep within the Carpathian Mountains. Composed of thousands of savage tribesmen and heavily armored Sarmatian lancers, Dacia's armies proved to be powerful enough to keep the legions at bay. All this was to change with the ascension of the soldier-emperor Trajan, leading to one of antiquity's greatest conflicts - the Dacian Wars.

This supplement for Hail Caesar focuses on Rome's wars under Trajan against the Dacians and their Sarmatian allies. Featured battles include Adamclisi, Tapae, and the Siege of Sarmizegetusa Regia. Also included are rules for playing skirmish games, fighting sieges, and using warships, as well as campaign and hobby ideas. 1 vol, 84 pgs 2013 UK, WARLORD GAMES
NEW-softcover, Inventory Reduction sale ......$32.00 with a discount of 40% spc

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1-190680 Priestly, Rick and Johnson, Jervis BLACK POWDER: 2nd Standard Edition Recreate the great battles of the 18th and 19th centuries with armies of model soldiers on the tabletop.

As well as providing for the fundamentals of warfare such as the command of troops, movement on the battlefield, the effects of musketry and artillery, and the role of morale, the book includes numerous examples of further rules allowing the player to tailor games to their own preferences.

Includes 12 battles:
* Battle of Elixheim - War of the Spanish Succession, 1705
* Battle of Clifton Moor - Jacobite Rising, 1745
* Raid on Fort Ligonier - French and Indian War, 1758
* Battle of Chinsurah - Seven Years' War, 1759
* Battle of Bunker Hill - American War of Independence, 1775
* Battle of North Point - The War of 1812, 1814
* Quatre Bras - Napoleonic War, 1815
* The Eve of Waterloo - Napoleonic War, 1815
* Battle of Kernstown - American Civil War, 1862
* Battle of Antietam - American Civil War, 1862
* Battle of Dead Man's Creek - Sioux War, 1876-77
* Action on the iNyezane - Zululand, 1879 1 vol, 184 pgs 2018 UK, WARLORD GAMES
NEW-hardcover ......$56.00 with a discount of 10%

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1-190681 Priestly, Rick and Johnson, Jervis BLACK POWDER: Last Argument of Kings This supplement for the Black Powder game provides an overview of the main conflicts and armies of this period, includes army lists and special rules to enable you to refight wars of the period using the Black Powder rules, and offers scenarios for the most dramatic battles of the time. Featured conflicts include:

* The War of the Spanish Succession - the Battle of Blenheim (1704)
* The Great Northern War - the Battle of Holowczyn (1708)
* The Austro-Turkish Wars - the Battle of Petrovardin (1716)
* The War of the Austrian Succession - the Battle of Fontenoy (1745)
* The Wars of the English Succession - the 1745 Rebellion
* The Seven Years' War - the Battle of Hundorf (1762)
* War in the Colonies - The French Indian War & The War in India
* Raids and Invasions - Amphibious Warfare in the 18th Century 1 vol, 112 pgs 2011 UK, WARLORD GAMES
NEW-softcover ......$35.00 with a discount of 10%

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1-206630 Pringle, Chris BLOODY BIG BATTLES: Rules for Wargaming the Late Nineteenth Century This new ruleset does exactly what its title says. It is intended for fighting the biggest, bloodiest battles of 1850-1900 in a manageable way. The specific design goals are to tackle the major battles such as Solferino, Gettysburg, Koniggratz, Sedan or Plevna, often spanning several days' combat; to fit them on a 6'x4' tabletop; and to fight them in their entirety, in a single 3-to-4-hour session, with typically 4 players.

BBB is not suitable for small actions of a few thousand men a side. There are plenty of rulesets that do that. But none do what BBB does, namely; Enabling players to command entire armies of 100,000+ men a side; Fitting battlefields of up to 20km across on the table; While still producing a fast, fun game and a result in an evening. Turn sequence: IGO-UGO.

Scale varies according to the battle but is typically: Figure scale 1,500 men or 36 cannon per 1-inch base (organized into multi-base units usually of 3-7 infantry, 2-3 cavalry or 1 artillery base); Ground scale 1 inch equals 200-250 yards; and Timescale of 1 hour per turn.

Command and Control: highly scenario-dependent. An army's command quality is reflected partly by how many generals get represented on table, partly by how units are rated.
Movement: Units roll 2D6 to move. Simple memorizable movement table incorporates elements such as difficult terrain, generalship and doctrine, troop quality and morale.
Fire Combat: calculated by adding fire points of all bases firing at a target unit. 2D6 fire table to determine casualties, recorded by base removal.
Assault: Opposed D6 roll incorporating a few relevant factors. 1 vol, 56 pgs 2014 US, J&D PUBLICATIONS
NEW-softcover ......$25.00

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1-206631 Pringle, Chris BLOODY BIG EUROPEAN BATTLES: Wargame Scenarios for the Late Nineteenth Century Scenarios - BBB is not meant for tournament games or for casual, throw-the-toys-on-the-table games. It is meant for fighting historical battles. BBB and its companion volume, Bloody Big European Battles, therefore provide fully playtested scenarios for 16 of the most important battles of the period. Further free scenarios are also available on the web.

All the scenarios fit the battles they depict into a beautiful, tightly engineered game structure. They have clear, simple, but carefully thought-out victory conditions, designed both to recreate the historical situation and to generate an exciting and balanced game that can be completed in a sensible period of time. A particular joy of fighting historical actions on this scale is that usually both sides have several different viable strategies available, meaning the scenarios are full of replay value and can produce quite different games each time.
1 vol, 51 pgs 2014 US, J&D PUBLICATIONS
NEW-softcover ......$25.00

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1-85720 Protz, Bill BATAILLES DE L'ANCIEN REGIME 1740-1763(BAR) Quick play for all size games and miniature scales, if you know the 18th Century you can play right away using only the reference charts; adapted from the successful DRUMS OF WAR ALONG THE MOHAWK set. 1 vol, 72 pgs 2007 US, BILL PROTZ
NEW-softcover ......$40.00

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1-84390 RCFM team POOR BLOODY INFANTRY:Company Level Combat in WW2 A4, intended to simulate supported company levelactions in 15/20mm, play aids, (8) pages of color,suitable for competition games, company o/b's. 1 vol, 120 pgs 2006 UK, PETER PIG
NEW-softcover ......$36.00

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1-216660 Reid, Steve and Paler, George and Archer, Gary DESPERATE MEASURES: Japan Turns to Suicide Check Your 6-compatible scenario book with 48 scenarios. 1 vol, 76 pgs 2018 US, I-94 ENTERPRISES
NEW-pb ......$35.00

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1-80480 Reynolds, David KAMPFGRUPPE COMMANDER III: Fast Play Grand Tactical WWII Rules Updated third edition of Kampfgruppe Commander includes army lists, quick reference sheets, and several scenarios. The rules have been adjusted to reflect the original author's latest thinking and embrace suggestions made by players over several years - all now laid out to make reference to the charts and data simpler than ever. Lots of new artwork and photographs of historical action and gaming scenarios make the whole package something you'll enjoy just looking at as well as using. 1 vol, 108 pgs 2018 US, DAVID REYNOLDS
NEW-softcover, available early January 2019 ......$25.00

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1-204510 RFCM SQUARE BASHING: 2nd Edition The title 'Square Bashing' is a play on words. The game is played on a square grid, the units upon which will get bashed. Square Bashing is also the British Army term for parade and drill.

In the first edition the table size was 7 by 5 feet, split into one foot squares, which is a larger table that gamers may not have access to. In this 2012 version, the table size has been reduced to more manageable 4 by 3 feet with 6-inch squares and one player is now the attacker whilst the other is the defender.

SB represents divisional sized armies fighting each other and represents an idea called TUP : Turn Up and Play. You sit down, calculate the army, and construct a scenario -- you need 620 'points' of figures, dice, and markers.

The event section will allow you to gamble away your scenario dice allotment. In return you will suffer/enjoy events relevant to your historical army. Concurrently, the events will award attack points which when finally summed up will indicate the ferocity of the ensuing battle.

The basic games assumes 15/18/20mm figures using two figures per base. Smaller sizes such as 10mm should use the rules as written but perhaps add more figures to a base. Conversions are given for 25 and 28mm figures using bigger squares and a 6x4-foot table. 1 vol, 48 pgs 2012 UK, PETER PIG
NEW-softcover ......$20.00

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1-204511 RFCM SQUARE BASHING: Army Book Army list of 55 Armies 1900 to 1928 -- 'Armies in the age of the bolt action rifle.' Includes Cuban War, Boer War, Boxer Rebellion, Balkan War, WW1, British Revolution, RCW, Russo-Japanese War, Mexican War, Rif Wars, and Chaco War. 1 vol, 0 pgs 2012 UK, PETER PIG
NEW-softcover ......$18.00

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1-219760 RFCM Team PIECES OF EIGHT 140 + pages of rules covering historical sea fights, land raids, and campaigns. All focused on the buccaneers, pirates, and privateers of the 17th century. The three books are bound into one. The usual Peter Pig lay flat wire binding. Three great games all in one publication. rules include Playsheets bound in and separate.

Extra sheets can be downloaded, free of charge from the Peter Pig website. 1 vol, 140 pgs 2019 UK, PETER PIG
NEW-softcover, available late March 2019 ......$40.00 rct

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1-193280 RFCM Team 2007 CIVIL WAR BATTLES CWB is designed for the battles of the American Civil War.

The rules are principally designed for 15mm gaming. However the rules do include a simple conversion for 25/28mm figures.

There are 15mm playsheets and there are 28mm playsheets (with all the converted measurements already on them, so no 'in your head conversions' needed)

1 vol, 136 pgs 2010 UK, PETER PIG
NEW-dj ......$36.00

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1-195530 RFCM Team 2011 HAMMERIN' IRON The first version of these ACW naval rules came out 20+ years ago. This 2011 edition uses many of the earlier mechanisms but now includes a scenario generator, more ship statistics, fire rafts, torpedo boats, mines, submarines, and forts. Excellent. The rules include order cards and play sheets. No additional books needed. Gives a really nice game in 2.5 hours or less. A wire spine allows the book to be laid flat when gaming.

All mechanisms use 6-sided dice, 1/600th or 1/1200th scale ships, fixed and free hex
systems, scenario generator, and victory point system. 1 vol, 80 pgs 2011 UK, PETER PIG
NEW-softcover ......$36.00

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1-217960 Richter, Florian EUROPEAN BUILDINGS: 28mm Paper Models for 18th & 19th Century Wargames Add-on supplement not just for Helion's famous 'Paper Boys' book series, but suitable for other wargames periods and systems too. In this book you will find all the building you need for a 18th and 19th rural or city landscaped terrain. Includes 22 pages of artwork intended to be cut straight out of the book pages. Subjects to include village buildings, a church, farmhouse, windmill etc. The models are scaled to 28mm, but through deft use of a photocopier can be re-scaled for other popular sizes of figures. 1 vol, 48 pgs 2018 UK, HELION AND COMPANY
NEW-softcover ......$40.00 with a discount of 15%

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1-79455 Riley, Peter POLEMOS:AMERICAN CIVIL WAR As usual from POLEMOS two set of rules in one publication. 'On They Came' allows the players to fight Corps size games and 'Crisis of Allegiance' the Big Battles of the period. Play aids. 1 vol, 80 pgs 2008 UK, BACCUS 6MM LTD
NEW-softcover ......$30.00

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1-79456 Riley, Peter POLEMOS:FRANCO-PRUSSIAN WAR As usual from POLEMOS two set of rules in one publication. 'Commandant de Bataille' is for the smaller size games and 'Kommandant der Armee' for the Big Battles of the period. Play aids. 1 vol, 80 pgs 2008 UK, BACCUS 6MM LTD
NEW-softcover ......$30.00

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1-527812 Roach, James PIQUET:JUMP OR BURN-Aerial Warfare in WWI A stand alone product that uses dice & cards but does not require PIQUET MASTER RULES 1 vol, 110 pgs 2005 NY, PIQUET SYSTEMS
NEW-pb ......$25.00

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1-191800 Rodgers, Bob IMPERIAL LANCERS: Grand Tactical Napoleonic Rules Each infantry base represents a battalion, each cavalry base a squadron, and each artillery base a battery. Players are placed in the role of a Divisional commander. Play aids, army lists, and scenarios included. Full color. 1 vol, 96 pgs 2010 US, THE TIN DICTATOR
NEW-pb, INVENTORY REDUCTION 40% OFF ......$45.00 with a discount of 40% old

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1-44669 Rumford, Colin RAPID FIRE-SUPPLEMENT # 9: Monty's Desert Battles Monty's Desert Battles by Richard Marsh. 80 full color pages packed with information. Illustrated orders of battle including all the British tank units at El Alamein and a complete guide to Panzer Army Afrika. 8 scenarios, gaming/modeling/painting guide, special 'Alamein' rules and information on tactics and formations. 1 vol, 80 pgs 2012 UK, NORTH STAR
NEW-softcover ......$40.00

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1-44650 Rumford, Colin and Marsh, Richard RAPID FIRE:2nd Edition Rule Book Contents:

120 full-colour, custom-designed pages
Comprehensive basic and advanced rules sections
15 pages of pictorial organisation charts for major nations
Vehicle and gun charts to support the above
Numbered rules set out in a clear order of play for easy reference
Rules explanation backed by 100 + photos and 30 diagrams
Two scenarios, that you can re-play, illustrating the rules in action
Advanced rules for everything from medical support to naval combat
Practical tips and hints to help you on the table-top
1 vol, 64 pgs 2009 UK, NORTH STAR
NEW-softcover, back in print ......$40.00 rct

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1-44651 Rumford, Colin and Marsh, Richard Rapid Fire Reloaded Latest version of the Rapid Fire Basic Rules for WWII wargaming with miniatures. The original fast-play rules are now even faster, with new mechanisms and streamlined systems. Play using the standard Rapid Fire 1:15 figure and 1:5 vehicle ratios for brigade-level engagements, or use for 1:1 skirmishes or even 1:45/1:15 divisional level battles.

Handy A5 size booklet you can hold in one hand during games
Fully compatible with the advanced rules section of 'Rapid Fire!'
Easy to pick up for experienced Rapid Fire players and ideal for newcomers to RF.
Free online 'Reloaded' vehicle and gun charts for many nations.
Includes two 'battlegrouped', points-balanced forces and a Normandy scenario that you can play to 'action learn' the rules
1 vol, 16 pgs 2020 UK, RAPID FIRE
NEW-softcover ......$10.00 rct

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1-44673 Rumford, Colin and Marsh, Richard RAPID FIRE Normandy Battlegroups A full color, fully illustrated order of battle book for recreating the Normandy battles in June 1944.
Manageable forces that capture the 'feel' of the key divisions. Includes 400 point, 200 point and custom units representing British 3rd and 50th Infantry Divisions, British 7th Armoured Division, Canadian 3rd Infantry Division. US 101st Airborne, 2nd Armored and 29th Infantry Division, German 21st Panzer, 12th SS Panzer, Panzer Lehr, 352nd Infantry, 17th SS Panzer Grenadier, 91st Air Landing Divisions and 6th Fallschirmjager Regiment. Points-balanced battlegroups give both sides a fighting chance of victory. 1 vol, 40 pgs 2013 UK
NEW-softcover ......$35.00

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1-44674 Rumford, Colin and Marsh, Richard RAPID FIRE NORMANDY BATTLEGAMES: Scenarios 13 historical scenarios (3 of which can be played us a Carentan mini-campaign): Villiers-le-Sec, Leibsey, Norrey and Putot, La Fiere, Cambes, Le Bas de Ranville and Herouvillette, Cristot, Villers Bocage, Across the Elle, Operation Mitten, St Come-du-Mont, Defence of Carentan, and Battle for Carentan.

Designed to fight with the forces from Normandy Battlegroups. Historical backgrounds, battle maps, victory conditions and organizational variations. Additional Normandy rules. New standardized terrain system that makes setting up simpler. Two new Battlegroups in graphic format for British 6th Airborne and US 82nd Airborne Divisions. 1 vol, 40 pgs 2016 UK
NEW-softcover ......$32.00

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1-44675 Rumford, Colin and Marsh, Richard RAPID FIRE: Blitzkrieg Battlegroups The latest in our series of Rapid Fire Battlegroup books is Blitzkrieg Battlegroups, our first-ever publication to cover the early war period in Western Europe. Blitzkrieg Battlegroups provides RF players with 400-point and 200-point (the latter with an additional four 50-point reinforcement options) for eight German, four British, and four French divisions, all selected because they fought in key actions during the German thrust from the Ardennes to the Channel coast in May 1940. Players can use them to re-fight historical actions, or just as handy points-matched early war forces to build and battle against each other.

Blitzkrieg Battlegroups' 64-pages are packed with our trademark full-color graphic orbats, plus historical backgrounds, photos of 20mm wargames figures and vehicles to inspire your making and painting, and comprehensive vehicle and gun charts with all the movement and fire stats you need to play. And, as with our companion Normandy Battlegroups and Normandy Battlegames books, a future Blitzkrieg Battlegames publication is planned to provide historical scenarios for the Battlegroup forces. 1 vol, 64 pgs 2017 UK, RAPID FIRE
NEW-softcover ......$28.00

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1-44676 Rumford, Colin and Marsh, Richard MARKET GARDEN - 2nd upgunned edition of this RAPID FIRE campaign book New, comprehensive guide to wargaming the battles that followed the audacious Allied attempt to create an airborne 'carpet' over three major river crossings in the eastern Netherlands and drive an armored spearhead into the Ruhr. Distilling years of research and wargaming experience, Operation Market Garden provides what you need to recreate this famous campaign on your wargames table. Includes:

Campaign narrative and modular table layout for fighting the key aspects of the campaign.
Graphic orders of battle for XXX Corps, the Allied parachute and glider formations and the complex assortment of German forces that opposed them. All 'battlegrouped' so you can assemble points-balanced forces.
Six scenarios with detailed battle maps so you can game key moments in the campaign.
Special rules, including para drop and glider landing.
Photographs of key locations, wargames forces and spectacular model urban scenery to inspire your own Market Garden build up.
Specially commissioned artwork
1 vol, 64 pgs 2020 UK, RAPID FIRE
NEW-pb, available early October 2020 ......$32.00 rct

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2-49891 Rutherford, Bill and Lewis, John HIT THE DIRT:WWII SENARIOS FOR CROSSFIRE 8.5x11, (21) scenarios covering the eastern front, western front and the Mediterranean front, special rules, terrain and o/b's.

1 vol, 52 pgs 2014 US, ON MILITARY MATTERS
NEW-softcover, reprint edition ......$28.00

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1-220880 Sartore, Richard SEEKRIEG 4th EDITION: Ship Data II: Refits & Modernizations The basic game contained data for nearly all major warships of the period and the Ship Data Volume II supplement provided data for ships as they were refitted and modernized in the years prior to and during WWII. Every effort was made to make the game as realistic as possible and still remain playable.

Although there are many charts and tables included, not all of them are necessary for a particular battle and once you become familiar with the basic system, even fairly large tactical actions such as Tsushima or Dogger Bank can be played to completion in five to eight hours. SEEKRIEG also was designed to accommodate all of the popular scales of ship models including 1:1200, 1:2400 and 1:3000 and to allow for games to be played in a limited playing area or tabletop. 1 vol, 52 pgs 1984 US, RICHARD SARTORE
V.GOOD-softcover ... in stock ... ......$18.00 rct

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1-212830 Sartori, Lorenzo Basic Impetus This edition will be released with new rules and 340 army lists included. 1 vol, 64 pgs 2016 ITALY, DADI & PIOMBO
NEW-pb ......$36.00

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2-88830 Sartori, Lorenzo IMPETUS: Ancients, Medievals & Renaissance - 2nd Edition Second Edition Impetus simulates battles with miniature figures in the Ancient, Medieval, and Renaissance periods -- recreating over 3,000 years of history from Ancient Sumeria to the Great Italian Wars. Impetus can be played with 6mm, 10mm, 15mm, 20mm (1/72) and 25/28mm scale miniatures, and you won't even need to re-base your armies. The manual doesn't include army lists but it works with the lists published in the Extra Impetus supplements until the release of new supplements. 1 vol, 66 pgs 2019 ITALY, DADI & PIOMBO
NEW-softcover ......$48.00 inc

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1-88831 Sartori, Lorenzo EXTRA IMPETUS 1: The First Supplement for Impetus 30 Official Army Lists. (7) PHARAOHS WARS; (10) THE HUNDRED YEARS WAR; (13) THE GREAT ITALIAN WARS. (2) CAMPAIGN GAMES: Chevauche (for 2 players) and Pavia 1525 (for up to 8 players); flags, errata. 1 vol, 36 pgs 2013 UK, NORTH STAR
NEW-softcover, full color ......$26.00

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1-88832 Sartori, Lorenzo EXTRA IMPETUS 2: Second Supplement for Impetus Covers the Later Roman Empire 1000AD, Crusades and More with 50 lists and a Crusader/Saladin campaign game, tutorials, full color throughout. 1 vol, 36 pgs 2013 UK, NORTH STAR
NEW-softcover, full color ......$26.00

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1-88833 Sartori, Lorenzo EXTRA IMPETUS 3: Third Supplement for Impetus The third supplement carries Impetus into the 15th Century with two campaign games and 46 official army lists. Includes historical backgrounds, game tutorials, official amendments, and pictures in 48 color pages.

Campaign Games: The Salt War (Condottieri) and The Pretender (Wars of the Roses)

46 OFFICIAL ARMY LISTS

ITALY IN THE XV CENTURY: Duchy of Milan, Republic of Venice, Papal States,
Republic of Florence, Kingdom of Naples, Italian Minor States.

EUROPE IN THE XV CENTURY: Hussites, Low Countries, Sigismund Imperials, Frederick III Imperials, German Minor States, Union of Kalmar, Swedish, Armagnac, Swiss Confederates, Burgundian Ordonnance, French Ordonnance (1453-1478), French Ordonnance (1479-1494), Nasdrid Dynasty (Later Granadines), Castillian - Aragonese (1475-1479), Castillian - Aragonese (1482-1492), Portuguese (late), Polish-Lithuanian, Teutonic Order

THE WARS OF THE ROSES: Lancaster, York, Richard III, Tudor, Yorkish Pretenders

THE OTTOMAN EMPIRE: Ottoman Turks (1281-1362), Ottoman Turks (1362-1529), Venice in the Colonies, Sigismund Hungarians, Hunyadi and Corvinus Hungarians, Jagiellon Hungarians, Serbians, Albanians, Wallachians, Anatolian Turkomans, Moldavians, Savafid Persians, Palaeologian Byzantines, Order of St John (Knight Hospitaliers), Ak Koyunlu and Kara Koyunlu, Mamluks, Timurids


1 vol, 48 pgs 2013 UK, NORTH STAR
NEW-softcover, full color ......$26.00

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1-88834 Sartori, Lorenzo EXTRA IMPETUS 4: The Fourth Supplement for Impetus The fourth supplement carries Impetus into the Age of Hoplites with a campaign games and 41 official army lists. Includes historical backgrounds, game tutorials, official amendments, and pictures in 48 color pages.

Campaign Game: Alexander's Conquests

Army Lists

THE AGE OF HOPLITES: Athens (2 lists), Thebes, Sparta, Other cities (Corinthus, Megara, Argos.), Ionic Greeks, Magna Graecia, Thessaly, Thracians, Early Achaemenid Persians, and Illyrians.

ALEXANDER THE GREAT AND THE SUCCESSORS: Early Macedonians, Alexander Mmacedoanians, Alexander Empire, Later Achaemenid Persians, Classical Indians, Mauryan Empire, Achean League, Aetolian League, Early Ptolemaic, Middle Ptolemaic, Later Ptolemaic, Graeco Bactrian Kingdom, Indo Greek Kingdom, Galatians, Early Seleucids, Scythians, Early Macedonian Successors, Minor Alcetas and Successors, Eumenes, Antigonus Monophthalmus, Demetrius, and Lysimachos

ROME AND THE MEDITERRANEAN SEA: Middle Republican Romans, Carthaginians, Iberian and Lusitanians, Celtiberians, Gauls, Numidians, Later Numidians, Later Macedonians, and Later Seleucids. 1 vol, 48 pgs 2013 UK, NORTH STAR
NEW-softcover, full color ......$28.00

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1-88835 Sartori, Lorenzo EXTRA IMPETUS 5: The Fifth Supplement for Impetus The fifth supplement carries Impetus into the Feudal Era with a campaign games and 48 official army lists. Includes historical backgrounds, game tutorials, official amendments, and pictures in 48 color pages.

CAMPAIGN GAME: Baron's Revolt

FEUDAL EUROPE
Feudal French, Anglo Norman, Early Feudal English, Later Feudal English, Welsh, Scots, Isles and Highlands, Irish, Anglo Irish, Frisia and Free Cantons, and Scandinavian Kingdoms.

ITALY AND THE EMPIRE ITALY AND THE EMPIRE
Italian Communal (1150-1200 AD), Imperial German, Italian Communal (1200-1320 AD), Kingdom of Sicily and Naples, and Papal States.

EL CID AND THE RECONQUISTA
Later Andalusians, El Cid, Almoravids, Almohads, Feudal Castilian, Leonese and Portuguese, Feudal Catalan and Aragonese, Navarrese, and Early Nasrids.

THE CRUSADES IN THE NORTH
Teutonic Order, Lithuanians or Samogitians, Estonians, Prussians, Kingdom of Serbia, Polish, Kingdom of Hungary, and Cumans.

THE MONGOL EMPIRE AND THE FAR EAST
Mongol Conquest, Golden Horde, Ilkhanids, Hsi-Hsia, Koryo Koreans, Jin, Later Sung Chinese, Yuan Chinese, Early Ming, Later Ming, Early Samurai, Middle Samurai, Later Samurai, Ikko Ikki; and Yi (Choson) Koreans. 1 vol, 48 pgs 2013 UK, NORTH STAR
NEW-softcover, full color ......$28.00

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1-211000 Satori, Lorenzo BAROQUE: Warfare Rules for 1550-1700 Baroque is a wargame from Regulation (built on the Impetus) engine designed to play miniature conflicts which ravaged Europe between the mid-16th and the end of the 17th century. Baroque is immediate learning, historically accurate, fast, and fun thanks its innovative mechanical. Baroque does not require rebasing of your armies and is suitable for miniatures in all scales: 28mm, 20mm (1/72), 10mm, and 6mm.

Contains the rules of the game for pitched battles (with several examples and diagrams) and seven army lists to start playing right away: German Catholics (1618-32); Swedish (1630-34); ECW Royalist (1642-43); ECW Parliament (1642-44); Ottoman Turks (1645-1700); Late Imperial (1648-1700); and Late Poles (1632-1700). Other lists will be available online and in the future supplements. 1 vol, 56 pgs 2016 ITALY, DADI & PIOMBO
NEW-pb ......$38.00

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1-206640 Scarborough, Jesse GREAT WAR EAST 1914: A Scenario Book for Command Decision: Test of Battle This scenario book presents battles on the eastern front of the Great War during the campaigns of 1914. The ten scenarios focus on maneuver warfare; Austrian, German, and Russian divisional orders of battle are included. This supplement uses the CDTOB rules, but slightly modifies them to better represent the nature of ground combat in 1914.

What's inside: Foreword by Frank Chadwick; An introduction and overview of the campaigns; Special rules to fit Test of Battle to 1914 battlefields; Ten scenarios; Stalluponen; Gumbinnen; Bishofsburg (Tannenberg East); Usdau (Tannenberg West); Tannenberg Mini-Campaign; Cavalry Battle at Jaroslawice; Krasnik; Komarow; Rawa Ruska; Lodz - 6th Siberian at Gostynin; Divisional organizations; Weapon Data Charts; and An annotated bibliography. 1 vol, 74 pgs 2014 US, TEST OF BATTLE GAMES
NEW-softcover ......$26.00

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1-225460 Scarborough. Jesse So Convenient for Hewing - Dark Age Skirmish rules Skirmish System uses action cards to control an ever-changing order of play. Command chits are used to activate individual units.

The action deck consists of 12 action cards, two shoot cards, two move cards, two charge cards, two rally cards, two Free Choice of Action cards, and two end-of-turn cards. Half the cards are red, and half are blue --- showing which side has the initiative on a given card. A game turn consists of going through the action deck, one card at a time.

Each turn, Veteran units and Senior Leaders receive two command chits, Warrior/Regular units get one command chit, and Green units do not get a command chit. Thus Green units are dependent on Senior Leaders to act.

When a card is drawn, the designated side has the choice of first action. To act, a unit or commander must spend a command chit. Once the action is resolved, the other side may choose to act. If a player does not, or cannot, spend a command chit, the player passes. If a pass, the other side may then choose to act. Two sequential passes, one from each side, ends actions on that action card --- a new action card is then drawn, and the process is repeated. Resolving actions in the game is based on rolling d6.
1 vol, 48 pgs 2020 US, JESSEE SCARBOROUGH
......$24.00 rct

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1-10006 Scott, Richard Bodley FIELD OF GLORY List 6:The Ottomans at War Take command of the mighty forces of the Ottomans, their enemies and neighbors - from the steppe cavalry of the Tatars and Timurids, to the Polish and Teutonic knights, and the implacable armies of the Jan Zizka's Hussites or Vlad Tepes' Wallachians.

With Eternal Empire, the new Field of Glory companion, you too can take the Ottoman nation from a humble Anatolian state to an Empire commanding the Middle East and much of Eastern Europe. Complete with organization charts for hundreds of accurately researched troop types, detailed historical overviews and supporting maps and artwork, this addition to the core rule book will dramatically enhance your gameplay. 1 vol, 88 pgs 2008 UK, OSPREY PUBLISHING
NEW-softcover ......$17.00

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1-10011 Scott, Richard Bodley FIELD OF GLORY -- List 11: Empires of the Dragon Far East at War. If you know the enemy and know yourself, your victory will not stand in doubt; if you know Heaven and know Earth, you may make your victory complete (Sun Tzu, The Art of War).

Companion book for Field of Glory reveals the secrets of the armies of Asia, from the samurai of Japan and the forces of the Qin to the elephant hordes of India and Thailand. With historical overviews, maps, artwork, and details for hundreds of new troop types, generals now have everything they need to know to command or crush the empires of the Far East. 1 vol, 100 pgs 2009 UK, OSPREY PUBLISHING
NEW-pb, Special Price: limited quantity -- first come, first served ......$25.00 with a discount of 30%

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1-10012 Scott, Richard Bodley FIELD OF GLORY List 12:Blood and Gold The Americas at War. Far from the influence of the powers of Europe and Asia, the jungles, plains and mountains of the Americas saw the rise and fall of many mighty empires built upon blood and gold, from the bloodthirsty Aztecs and the bronze-armed Inca to the enigmatic Maya.

This new companion volume for the award-winning Field of Glory table-top wargaming rules, complete with new troop types, historical overviews and supporting maps and specially commissioned artwork, gives players the chance to step into the role of one of the warchiefs of the Americas and command hordes of ferociously brave warriors in the pursuit of slaves, sacrifice and conquest. 1 vol, 92 pgs 2009 UK, OSPREY PUBLISHING
NEW-pb ......$17.00

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1-10013 Scott, Richard Bodley FIELD OF GLORY List 13:Lost Scrolls The Ancient and Medieval at War. The 13th & finalist, This volume also includes Seven Hills, a mini-theme for Field of Glory campaigns, covering Etruscans, Samnites, Horatius at the bridge etc. 1 vol, 92 pgs 2010 UK, OSPREY PUBLISHING
NEW-pb ......$17.00

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3-10001 Scott, Richard scenario FIELD OF GLORY List 1:Early Bronz Age to Late Republican Roman 2nd Edition (19) lists including Ancient Spanish, appendices, LISTS - BOOK 1 is the first of 3 volumes of Field of Glory Companions for Field of Glory 3rd Edition. This fully edited and updated companion provides players with the opportunity to expand their gameplay with a large selection of armies from the dawn of civilisation to the end of the Roman Republic. Lead swarms of Egyptian chariots into battle, or the all-conquering Macedonians of Alexander the Great. From Ancient China to the birth of the mighty Roman Empire, build your armies to compete against your opponents and prove that you can rule supreme.

ARMY LISTS - BOOK 1 is a companion to Field of Glory Version 3, the historical miniatures tabletop wargaming rules system for ancient and medieval wargaming. To play the rules you will need a copy of Field of Glory Version 3
Late Carthaginian, Seleucid, Ptolemaic, Mid & Late Republican Roman and twelve others. 1 vol, 144 pgs 2017 UK, PARTIZAN PRESS
NEW-softcover ......$38.00

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1-967005 Sfiligoi, Andrea OF GODS AND MORTALS: Mythological Wargame Rules Two armies prepare for war. Thor, surrounded by crackling lightning, leads the assault of a horde of Viking berserkers. Preparing to receive this charge stands a wall of grim-faced, determined Spartan hoplites, commanded by Ares himself.

Of Gods and Mortals is a skirmish wargame that gives players the opportunity to command the greatest heroes, warriors and monsters of legend - and the gods and goddesses that ruled over them. Whether you want to lead the forces of Greek, Egyptian, Celtic, or Norse mythology to battle, or build your own pantheon.

Each player takes control of a god, a handful of legendary characters, and a number of mortal troops to form a warband that must work in harmony to succeed. Although the gods are incredibly powerful, they are only as strong as the faith of the mortals who follow them - if their worshippers are cut down, gods become weaker, and if a deity is vanquished in combat, its followers may flee the field of battle. Success lies in employing a strategy that uses all your troops, from the mightiest to the most humble, as effectively as possible. 1 vol, 0 pgs 2013 UK, OSPREY PUBLISHING
NEW-softcover, available late October 2013 ......$18.00 with a discount of 15%

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1-967017 Sfiligoi, Andrea Rogue Stars - Skirmish Wargaming in a Science Fiction Underworld Rogue Stars is a character-based science fiction skirmish wargame, where players command crews of bounty hunters, space pirates, merchants, prospectors, smugglers, mercenary outfits, planetary police and other such shady factions from the fringes of galactic civilisation. Crews can vary in size, typically from four to six, and the character and crew creation systems allow for practically any concept to be built. Detailed environmental rules that include options for flora, fauna, gravity, dangerous terrain and atmosphere, and scenario design rules that ensure that missions are varied and demand adaptation and cunning on the parts of the combatants, make practically any encounter possible. Run contraband tech to rebel fighters on an ocean world while hunted by an alien kill-team or hunt down a research vessel and fight zero-gravity boarding actions in the cold depths of space - whatever you can imagine, you can do. 1 vol, 64 pgs 2016 UK, OSPREY PUBLISHING
NEW-pb ......$19.00 with a discount of 15%

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3-10000 Shaw, Terry FIELD OF GLORY: Version 3.0 - Ancient and Medieval Wargaming Rules The third edition of rules for the ancient and medieval worlds.

* The complete rules with clear explanations of how to play
* Diagrams illustrating all key points
* Photographs of miniatures in action
* Detailed artwork for creative reference
* Four army lists for immediate play (future army supplements coming) 1 vol, 190 pgs 2017 UK, PARTIZAN PRESS
NEW-hardback ......$48.00

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1-34570 Sides, Peter HISTORICAL MEDIEVAL BATTLES, 732 AD to 1485 AD O/b's for (40) battles, designed for DBA/DBM but can be used with any Ancient/Medieval rule set. 1 vol, 43 pgs 1993 UK, GOSLING PRESS
NEW-softcover ......$12.00

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2-198832 Simon, Wally; edited by Russ Lockwood MORE SECRETS OF WARGAME DESIGN: A Tabletop Toolkit of Ideas, Analysis, and Rule Mechanics From the Center for Provocative Wargaming...

For decades, Wally Simon helped shape miniatures wargaming through Potomac Wargamers Review -- his monthly photocopied newsletter that analyzed the mechanics of wargame rules. First published in the 1970s, PWR ran monthly through August 2002, delving into the nuts and bolts of how rules worked -- and how they did not. Published rules, home-grown rules, and even his own rules came under scrutiny as he created, destroyed, and tweaked rules mechanisms to try and 'produce a game which keeps all players continually busy and interested in what's going on.'

Volume 2 of Wally Simon's More Secrets of Wargame Design accents the best efforts of 'Wally Rules' with a dozen more top articles pulled from the pages of PWR. Stuffed full of ideas, concepts, and rules mechanics covering wargaming action across all eras, they offer provocative wit, wisdom, and imagination to help you tweak an existing set of rules or create your own rules to make a better wargame.

More Genius Within:

* Movement Procedures in Wargaming: Sequencing, Scales, and Splits
* Seven Years War Over Six Towns: Importance and Bloody Battles
* Seven Skirmishing Samurai: Card-Based Actions and Triangular Hit Rosters
* Pip, Pip, Hooray! An Alternative to Pip Systems Using Cards
* Points of Command: Attrition and Breakthrough in an ACW Battle
* Battle-Line Ancient Warfare: Actions, Re-actions, and Concepts in Progress
* Renaissance Warfare for the Beady Eyed: Distributing Orders, Combat Divisors, and Decisions
* An Altered WWII Mini-Campaign: Movement, Morale, and Airstrikes
* Probability and Ploys: Alternative Morale, Firing, and Melee Systems
* Napoleonic Slugfest in the Peninsula: Fire-Oriented Wargame with Card-Based Variable
* Fighting Swashbucklers of the Foreign Legion: Skirmish with a Hyper Twist
* Meet the Clock: A Variable Time Strategy Idea

Wally Simon was one of the founders of HMGS, hosting the first meeting in his basement. A statistician by trade, he used his mathematical skills to analyze probabilities within wargame mechanics. Wally's Basement is named after him. Edited by Russ 'MagWeb' Lockwood. 1 vol, 60 pgs 2019 HOPEWELL, OMM PUBLISHING
NEW-softcover ......$19.00

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2-198833 Simon, Wally; edited by Russ Lockwood SOLO SECRETS OF WARGAME DESIGN: Volume 3: A Tabletop Toolkit of Ideas, Analysis, and Rule Mechanics The third volume of the SECRETS OF WARGAME DESIGN series concentrates on solo wargaming ideas. Peel back the layers of game theory to generate great solo games for a variety of periods. Delve into the real nuts and bolts of game mechanics to create a more compelling -- and often more entertaining -- tabletop battle.

* Simple Solo Guidelines: Morale, Data Sheets, and a Napoleonic River Line Attack
* Good Morning Vietnam: Cards, Squares, and Sequences
* WWII Efficiency: Too Much Damage, Loss Points, Reaction Points, and Combat Points
* Napoleonic Equality of Inequality: Simon's Theory of Fire Power
* Scenario Generation: A Line in the Terrain
* Speedy Solo Siege: Zones, Building Points, and the Passage of Time
* Third Time's Charm: Modern Solo Squad Skirmish
* Renaissance Squared: Grids, Groups, and Grinds
* Bad Blood in the Balkans: WWII Command, Control, Activation, and Quality
* Rules are Greener: American Revolution Response Chart and Efficiency Levels
* Solo Hastings: Flights of Fancy?
* NATO Rescue in Serbia: Pop-Up Squads, Prisoners, and Running Battles
* BONUS: The Wally Quadfecta: Universal Guidelines for Good Game Design

Volume 1 and 2 are still available! 1 vol, 52 pgs 2019 HOPEWELL, OMM PUBLISHING
NEW-softcover ......$19.00 with a discount of 20% rct

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2-198834 Simon, Wally; edited by Russ Lockwood CAMPAIGN SECRETS OF WARGAME DESIGN: Volume 4: A Tabletop Toolkit of Ideas, Analysis, and Rule Mechanics The 4th volume in the series offers 12 different rules systems for running campaign wargames, each of which can be used with tactical rules of your choosing. Run them via snail mail (as Wally did with friends across US and in the UK) or e-mail (the modern equivalent), using the historical background provided or adapt to your own historical or imagi-nation campaign.

If you've ever thought of running a campaign, large or small, among friends or for your club, this is the how-to booklet that brings together experience and shortcuts from a dozen campaigns. Adaptable to many eras. Includes maps, diagrams, and explanations of concepts and mechanics.

The Clever Dozen:

* Dot Wars: Armies on the Move
* Solo Campaign: Zulus Against British
* Simplified Campaigning: Napoleonics and Status
* Campaign Anyone? British Colonial Era Ideas
* Ancients Campaign: Army and Commander Points
* American Civil War Campaigning: Styles and Substances
* Zulu Uprising: A Mini Campaign
* England vs. Colonies: American War of Independence Campaign
* Lost Napoleonic Campaign: Planned Moves and Victory Boxes
* Rhombusia Campaign: Colonization and Rebellion
* Campaign Trail: Play by Mail Wargaming
* A Map Exercise: Tiered Movement 1 vol, 52 pgs 2019 HOPEWELL, OMM PUBLISHING
NEW-softcover ......$19.00 rct

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2-198835 Simon, Wally; edited by Russ Lockwood MASTER SECRETS OF WARGAME DESIGN: Volume 5: A Tabletop Toolkit of Ideas, Analysis, and Rule Mechanics The fifth volume in the series offers 13 articles detailing the nuts and bolts of wargame design, with suggestions for scenario balancing, rules ideas, and rules mechanics to punch up your wargaming in all eras. These can be used as is or adapted for published and home-brew miniatures and boardgame rules.

The Thought-Provoking 13:

* Viking Hex: Skirmish Rules on a Grid
* Catchy Cromwell: ECW Morale and Firing
* WWII Battle Rules: Supply, Aircraft, and Damage
* Ancient Impact: Combat Values, Morale, and Rally
* ACW Rules Experiment: The Perils of Rallying
* Renaissance Warfare: Hits, Bits, and Markers
* WWI Trench Assault: Kill Dice and Casualties
* AWI Bemis Heights: A Morale Game
* Modern Island Invasion: Action Cards and Areas
* Medieval Campaign Ideas: Towns, Provinces, and Revenues
* Napoleonic Concepts: Areas, Scale, and Weird Design
* What's An Officer to Do?: Orders, Morale, and Casualty Transfer
* Skirmish Melee Odds; They Did Not Die in Vain 1 vol, 44 pgs 2019 HOPEWELL, OMM PUBLISHING
NEW-softcover ......$19.00 rct

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1-198836 Simon, Wally; edited by Russ Lockwood SKIRMISH SECRETS OF WARGAME DESIGN: Volume 6: A Tabletop Toolkit of Ideas, Analysis, and Rule Mechanics The 6th volume in the series of wargame design booklets offers a cornucopia of rules, scenarios, and nuts & bolts mechanics used in skirmish wargames. Tweak an existing set of rules, use one of the sets inside, or create your own from scratch by picking and choosing the best of all of the above.

Improve your creativity with the following articles:

* Gladiators Behaving Badly: Bluffing, Buffers, and a Quick Arena Campaign
* Goin' Commando: Falklands Raid: Stealth, Detection, and Demolition -- British commandoes attack an Argentinian airfield
* Victoria Colonial Skirmish Rules: Attributes, Cards, and d100s
* Samurai Skirmish: Archery, Windage, and Melee Bands
* Von Vorren's Machine Gun Duel: WWII East Front Skirmish -- Germans hold a farmhouse against the Soviets
* House-to-House Modern Skirmish: Reaction Deck, Wounded, and Response Deck -- a card system long before today's modern re-discovery
* Swath Fire: Volley Fire Variation: For Muskets Through Lasers
* Bash and Crash Medieval Melee: Agility, Strength, and Reactions
* Command and Control Cards: Activation with a Twist
* Hey Pilgrim! You Forgot Your Popgun: Wild, Wild West Shootout -- Posse tracks down the gang
* Zgroshk Modern Skirmish: Clocking, Wounds, and Reserve
* Ragnar's Viking Raid: Fast, Simple, and Chartless Rules
* 23rd Century Urban Uprising: Dicing, Reaction, and Rally Rolls -- The people revolt against tyranny 1 vol, 48 pgs 2016 US, LOCKWOOD PROJECTS
NEW-softcover ......$19.00

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1-198837 Simon, Wally; edited by Russ Lockwood WWII SECRETS OF WARGAME DESIGN: Volume 7: A Tabletop Toolkit of Ideas, Analysis, and Rule Mechanics The 7th volume in the series of wargame design booklets offers a cornucopia of World War II rules, scenarios, and nuts & bolts mechanics. Tweak an existing set of rules, use one of the sets inside, or create your own from scratch by picking and choosing the best of all of the below.

Rules blitz at your fingertips:

* The Zen of Armor Combat: To Hit or Not to Hit
* WWII Battalion Skirmish: Casualty Filter, Rally Areas, and Reinforcement Cards
* Armor Firing and Damage: Single Die Throw System
* US Invasion of Vladivostock: Goofettes A Plenty
* Skirmishing with 54mm Figures: Poses, Actions, and Sustained Fire
* A Trio of Bridges: Time as Command and Control Increments
* Command Strike at Dawn: Skirmish Raid
* Pacific Carrier Battle: Quick, Simple, and Random
* Oregon Beach: Solo Landing Scenario
* City Fight: Block by Block in Stalingrad
* Island Invasion: Naval Bombardment, Efficiency, and Reaction Points
* Town Skirmish: Suppression Fire and Reaction Chart
* Two 15mm Battles: Dispersal, Initiative Ploy, and Clock Die Op Fire 1 vol, 48 pgs 2017 US, LOCKWOOD PROJECTS
NEW-softcover ......$19.00

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1-198838 Simon, Wally; edited by Russ Lockwood NAVAL SECRETS OF WARGAME DESIGN: Volume 8 -- A Tabletop Toolkit of Ideas, Analysis, and Rule Mechanics The 8th volume in the series of wargame design booklets offers a cornucopia of Naval rules, scenarios, and nuts & bolts mechanics. Tweak an existing set of rules, use one of the sets inside, or create your own from scratch by picking and choosing the best of all of the below. Be a better gamer. Be a better GM.

Rules salvo at your fingertips:

* Pirates and Treasure Islands: Strategic Grid, Tactical Cards, and Gold
* Solo WWII Sea Battle: Pip Ideas Combined
* Seven Seas Battle: Rhombustian Age of Sail Naval Rules
* Attack on Chimpanzee Island: WWII Double Blind Fog of War
* Rams, Rammers, and Ramees: American Civil War Harbor Attack
* Sink the Tirpitz: An Undertable, Undersea Adventure
* Modern Ship Lock-On: Damage and Repair
* Double Blind Convoy Game: Raids, Routes, and Patrols
* Russo-Japanese 1904 Naval Battle: De Bellis Navalis Recap and Modifications
* Simon WWII Ship Game: Firing in an 8-Inch Diameter
* Age of Sail Cards: Command and Control Decks
* Triremes and Ancient Memes: Impulses, Movement, and Oar Confusion
* Classic Fletcher Pratt: US vs. Japan WWII Battle
* Truk Island WWII Battle: Air-Sea Interaction 1 vol, 48 pgs 2018 US, LOCKWOOD PROJECTS
NEW-softcover ......$19.00

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1-205690 Sims, Mark GREAT BATTLES: The Napoleonic Wars Great Battles are a set of wargame rules that use 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-inch hexes and the game mechanics allow for large numbers of units to be represented, each by a single stand of infantry, cavalry or artillery.

The 44-page full color rulebook contains troop listings for all of the major Napoleonic armies and a sample order of battle for Dennewitz' including all of the unit labels. 1 vol, 44 pgs 2014 US, ON MILITARY MATTERS
NEW-softcover, NEW-pb, Inventory reduction ......$24.00 with a discount of 75%

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1-85949 Sims, Mark CRUSADER HISTORICAL MINATURE RULES: Ancient/DarkAge BUNDLE This Bundle includes the Main rules and both 85941 -- Macedonian & Punic Wars supplement -- and 85942 -- Imperium, Rome and its Enemies.

A4, full color simple designed for 25/28mm, though being stand-based they can be used with any scale, akin to WARHAMMER lots of pretty pictures of well-painted figs.

NOTE THE BIG DISCOUNT: $18 for all three! 3 vol, 168 pgs 2009 UK, CRUSADER MINIATURES
NEW-softcover ......$72.00 with a discount of 75%

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2-84220 Simunovich, Peter FLAMES OF WAR 8.5x12, full color throughout, the most popularWWII set of rules, play aids, scenarios. 1 vol, 166 pgs 2006 N ZEALAND, FLAMES OF WAR
NEW-hardcover, 2nd Edition ......$50.00 with a discount of 50%

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1-198162 Singleton, Charles PIKE & SHOTTE: To Kill A King This supplement for Pike & Shotte describes the history, armies, personalities and battles of the English Civil War. Included are detailed scenarios based on some of the most famous battles, complete with maps and orders of battle/army lists for the main protagonists.

Crammed full of detailed background information, including:
* The Early Reign of Charles I
* The Bishops' Wars and the Short Parliament
* Rebellion in Ireland
* The First Civil War
* The Second Civil War
* Another War with Scotland

Plus a comprehensive Civil War Timeline and detailed look at the armies of the civil war who were the infantry, the cavalry and artillery, how were they organized and fielded.

Discusses the tactics of the ECW and the military revolution of the period where the Dutch and Swedish systems were learnt and employed, and indeed explained here in detail along with more Civil War tactics.

* Profiles of the Royalist and Parliamentarian Commanders.
* Full-color guide to the colors used by participants in the Civil War.
* Early war army lists for the Scots Covenanter Army of the Bishops' Wars.
* Bishops' Wars Scots Royalist and English Pre Civil War Army. 1 vol, 168 pgs 2017 UK, WARLORD GAMES
NEW-pb, available late April 2017 ......$38.00 with a discount of 10%

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1-30000 Slitherine, Terry Shaw FIELD OF GLORY: Napoleonic Field of Glory Napoleonic is written in an approachable and easy-to-learn manner to allow players to concentrate on realistic deployments and battlefield tactics of the early modern era. FOGN will cater for both types of player, with a full point system allowing theoretical battles between balanced armies to be played out, as well as accommodating factual scenarios. The rulebook will maintain the same production values as previous FOG and FOGR releases and will be designed both to explain the game and be a reference guide when playing. To make the rules easier to follow, detailed descriptions and explanations of unusual situations in a similar way to our Ancients and Renaissance rulebooks. 1 vol, 148 pgs 2012 UK, OSPREY PUBLISHING
NEW-hardcover ......$35.00 with a discount of 15%

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1-30001 Slitherine, Terry Shaw FIELD OF GLORY: Napoleonic Triumph of Nations In 1812, after a period of considerable victories, Napoleon found himself fighting on two fronts, suffering setback after setback. With his forces in Spain being pushed back, Napoleon launched an invasion of his former ally, Russia, leading the half-million-strong Grande Armee to Moscow and a brutal defeat at the hands of Russian forces and the bitter winter.

On the defensive, Napoleon was defeated and exiled, but returned to lead his loyal armies against a coalition of European nations in a final campaign that culminated at Waterloo. Triumph of Nations, a companion for Field of Glory Napoleonic, provides players with all the army lists and details they need to recreate the battles of the later Empire, from the disastrous invasion of Russia to the glorious Hundred Days. 1 vol, 164 pgs 2012 UK, OSPREY PUBLISHING
NEW-hardcover, NEW-softcover, REDUCED PRICE ......$35.00 with a discount of 30% old

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1-30002 Slitherine, Terry Shaw FIELD OF GLORY: Emperors and Eagles This companion for Field of Glory Napoleonic gives players all the information they need to recreate the French Revolutionary wars and the rise of Napoleon through to the campaigns of the Grande Armee and the early Empire. Emperors and Eagles also includes full army lists for the Peninsular Wars, where Britain and its Portuguese and Spanish allies slowly, but surely, turned the tide of the war and pushed Napoleon's forces back to their own borders. 1 vol, 176 pgs 2012 UK, OSPREY PUBLISHING
NEW-hardback ......$35.00 with a discount of 15%

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1-16550 Smith, Mike MATCHLOCK:ECW rules for 15mm & 1/300th scales. Rules, OBs, painting guide. 1 vol, 44 pgs 1988 UK, PARTIZAN PRESS
NEW-softcover ......$12.00

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1-86830 Smith, Mike & Joyce TABLE TOP BATTLES 8.5x11.5, simple rules for Battles in any period,includes land/naval/air/fantasy/science fiction and solo gaming, everything you need. 1 vol, 42 pgs 2007 UK, MIKE & JOYCE SMITH
NEW-softcover ......$26.00

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1-195035 Smith, Neil HAIL CAESAR: Army Lists Vol. 5: Germania Chronicles the devastating blow suffered by the Romans in the Teutoberger Wald at the hands of the Germanic tribes led by Arminius. The battle, also known by the Romans as the Varian Disaster, saw the Germans ambush and destroy three Roman legions and their supporting troops.

The book covers both the battle and the aftermath - a period that was something of a watershed for Rome's ambitions in Germany. Includes the varying tribes that made up the Germanic forces, as well as scenarios and special rules. 1 vol, 56 pgs 2014 UK, WARLORD GAMES
NEW-softcover ......$29.00 with a discount of 10%

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1-195036 Smith, Neil HAIL CAESAR: Army Lists Vol. 6: Age of Caesar Supplement covers Gaius Julius Caesar and his battles, including those in Gaul, North Africa, and elsewhere. Covers 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. 1 vol, 56 pgs 2016 UK, WARLORD GAMES
NEW-softcover ......$28.00 with a discount of 10%

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1-195037 Smith, Neil HAIL CAESAR: Army Lists Vol. 7: Shield Wall - The Dark Age Sagas I Shield Wall is a supplement for Hail Caesar which introduces the main battles, armies and personalities of the Dark Ages in the British Isles from around 400AD up to 1000AD.

In addition to the traditional Hail Caesar massed battles, the supplement introduces rules for smaller scale engagements between warbands as reflects much of this period. Shield Wall also contains campaign rules and several linked scenarios 1 vol, 56 pgs 2018 UK, WARLORD GAMES
NEW-softcover, available early April 2018 ......$32.00 with a discount of 10%

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1-195038 Smith, Neil HAIL CAESAR: Volume 8 Supplement -- Age of Bronze Age of Bronze contains 32 battle scenarios plus new skirmish rules for smaller scale conflicts between warbands. 1 vol, 160 pgs 2019 UK, WARLORD GAMES
NEW-softcover, available late March 2019 ......$38.00 with a discount of 10% rct

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1-201041 Smith, Neil JASON AND THE ARGONAUTS - Myths and Legends V1 The voyage of Jason and the Argonauts and their hunt for the Golden Fleece is one of the most enduringly popular of all of the Ancient Greek heroic myths. Accepting the quest in order to regain his kingdom, Jason assembled a crew of legendary heroes, including Hercules, Orpheus, Atalanta, and the twins Castor and Polydeuces. With this band of warriors and demi-gods, Jason set sail in the Argo on a journey across the known world. During their quest, the Argonauts faced numerous challenges including the Harpies, the Clashing Rocks, the Sirens, Talos, the bronze giant, the sleepless dragon that guarded the fleece, and, of course, the fickle will of the gods of Olympus. Filled with magic, monsters, sword fights, and sacrifice, this ancient adventure story is given new life by Neil Smith who also examines its historical context, its classical sources and its enduring legacy. 1 vol, 80 pgs 2013 UK, OSPREY PUBLISHING
NEW-softcover, available mid March 2013 ......$18.00 with a discount of 15%

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1-2023901 Sosinski, Konrad ARMIES: By Fire and Sword - Volume 1 The book introduces two new factions: the Royal City of Gdansk and the Duchy of Courland and Semigallia. Multinational army lists are another novelty and include units from two or even three different armies that enable you to surprise your opponents with an unexpected army composition. Also offers the possibility to field such commanders as Tugay-bey, Ivan Bohun, and r Hetman Jan Sobieski.

The book includes: 2 new army lists (Gdansk and Courland) for a total of three new skirmish forces and two new divisions; 19 new skirmish forces; 18 new divisions; 26 historical commanders; organizational structures of new regiments; and new units. 1 vol, 150 pgs 2016 POLAND, BY FIRE AND SWORD
NEW-pb ......$40.00

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1-197290 Sowers, Lee COMBAT ACTION COMMAND: WWII Miniatures Rules for 10/12mm, 15mm, & 20mm A clever set of rules written by Sowers, who adapted his modern version that taught tactics to Delta Force, NY City SWAT, and various army units into a WWII set of rules. Can be played with nail-biting gusto on a 4x6-foot table (or as small as a 2x2-foot table). Data cards carry all the necessary info -- newbies learn quick how to play, grognards use historical tactics to achieve victory. This is more simulation than game.

Most of all, YOU control the action. Forget dice- or card-controlled activations or IGo-UGo 'gotcha!' sequences. YOU and only YOU decide when to engage or retreat, when to open fire or lay low, and when to charge or maneuver. Of course, the enemy has the exact same control, so victory comes down to a battle of skill -- and knowing how to use the unique capabilities of your units.

* Geared for 15mm, but can use 10mm, 12mm, and 20mm figures - NO REBASING!
* Each Team stand equals one troop squad or a single tank, vehicle, or gun -- play platoon to company sized battles with ease.
* Asymmetric turn sequence with CAC interrupt allows you to size up the situation, seize initiative, and coordinate small unit attacks and defense.
* Clever Data Cards for each unique Team account for training, morale, experience, and weaponry so you spend more time commanding, not stat counting!
* Includes 24 Data Cards covering major US, German, and Soviet units, plus artillery, aircraft, AA, snipers, HQs, mortars, and specialty weapons like Molotov cocktails and sticky bombs.
* Points system for tournaments and balanced scenarios.
* Two 1944 scenarios included -- Saving Private Ryland (West Front) and Saving Feld Marshall Model (East Front).
* Requires six-sided dice, twenty-sided dice, a scatter die, and ruler.
* Full color, with detailed explanations of key concepts and necessary markers. Supplements with more data cards available.
* Website support offers lots more scenarios, free data cards, other playing aid downloads, AARs, strategy tips, and an exchange of ideas with the designer via e-mail and blog.


1 vol, 72 pgs 2012 US, ON MILITARY MATTERS
NEW-softcover ......$39.00

click here for Reviews, Table of Contents and Feedback

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1-197290B Sowers, Lee COMBAT ACTION COMMAND: WWII Miniatures Rules for 10/12mm, 15mm, & 20mm and the Expansion Packs DISCOUNT BUNDLE The 50% OFF CAC Bundle Deal: Core Rules and all four supplements: Eastern Front 1942-43 (Germans and Soviets), Late War '44 (US, UK, Germans, and Soviets), Anzio 1944 (US and Germans), and The Pacific 1942-43 (US and Japanese). Supplements include specialty rules, scenarios, and collectively add 192 data cards. Was $129, now $64.50.

A clever set of core rules written by Sowers, who adapted his modern version that taught tactics to Delta Force, NY City SWAT, and various army units into a WWII set of rules. Can be played with nail-biting gusto on a 4x6-foot table (or as small as a 2x2-foot table). Data cards carry all the necessary info -- newbies learn quick how to play, grognards use historical tactics to achieve victory. This is more simulation than game.

Most of all, you control the action. Forget dice- or card-controlled activations or IGo-UGo 'gotcha!' sequences. you and only you decide when to engage or retreat, when to open fire or lay low, and when to charge or maneuver. Of course, the enemy has the exact same control, so victory comes down to a battle of skill -- and knowing how to use the unique capabilities of your units.

* Geared for 15mm, but can use 10mm, 12mm, and 20mm figures - NO REBASING!
* Each Team stand equals one troop squad or a single tank, vehicle, or gun -- play platoon to company sized battles with ease.
* Asymmetric turn sequence with CAC interrupt allows you to size up the situation, seize initiative, and coordinate small unit attacks and defense.
* Clever Data Cards for each unique Team account for training, morale, experience, and weaponry so you spend more time commanding, not stat counting!
* Includes 24 Data Cards covering major US, German, and Soviet units, plus artillery, aircraft, AA, snipers, HQs, mortars, and specialty weapons like Molotov cocktails and sticky bombs.
* Points system for tournaments and balanced scenarios.
* Two 1944 scenarios included -- Saving Private Ryland (West Front) and Saving Feld Marshall Model (East Front).
* Requires six-sided dice, twenty-sided dice, a scatter die, and ruler.
* Full color, with detailed explanations of key concepts and necessary markers. Supplements with more data cards available.
* Website support offers lots more scenarios, free data cards, other playing aid downloads, AARs, strategy tips, and an exchange of ideas with the designer via e-mail and blog. 1 vol, 98 pgs 2012 US, ON MILITARY MATTERS
NEW-softcover with all (4) expansions ......$129.00 with a discount of 40%

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1-197291 Sowers, Lee COMBAT ACTION COMMAND: 44 Late War Data Cards 1944-1945 Supplement to Combat Action Command rules provides 44 new data cards covering 1944-1945 tanks, vehicles, and troops AND Tournament rules. These clever cards do most of the work for the wargamer with training, morale, experience, and weaponry incorporated seamlessly into game play. Learn how to use one card and you learn them all. These 44 cards cover US, British, German, and Soviet tanks, guns, vehicles, and platoons. Cards include:

German
1. 88mm Flak 36 AA
2. Pak 39 75mm ATG
3. Jagd Panther
4. JagdPanzer VI (p) 'Elephant'
5. Opel 'Blitz' Medium Truck
6. Kubelwagen (also OP version)
7. Pioniere (Engineer) Platoon
8. OST (Security) Platoon
9. Panzer Grenadier Platoon
10. Luftwaffe Feld Platoon
11. StuH 42 105mm sf
12. JagdPanzer IV (75mm L/48)
13. SdKfz 7/1 20mm Quad AAA
14. SdKfz 7/2 (Arm) 37mm AAA
15. SdKfz 250 (OP version)
16. SdKfz 251/22 Pak 39 sf AT
17. Brumbar
18. StuG III
19. Pak 38 50mm ATG
20. Pak 76.2cm (r) ATG

US
21. M16 Quad .50 cal AAA
22. M18 Hellcat
23. Jeep (also OP version)
24. GMC Medium Truck (US/UK/USSR)
25. US Regular Infantry Platoon
26. US Combat Engineer Platoon
27. M8 37mm GMC 'Greyhound' A/C
28. FFI - French Resistance Fighters
29. M7 105mm HMC 'Priest'
30. M8 75mm HMC 'Scott'

UK
31. Churchill Mk VII Infantry Tank
32. Universal Carrier (OP version)
33. British Rifle Infantry
34. 17 Pdr QFG - ATG
35. M4 Sherman
36. M4 Sherman VC 'Firefly'
37. M10C 'Achilles'
38. Cromwell Mk VII Cruiser Tank

USSR
39. SU-85 Tank Destroyer
40. Desant Troops (tankodesantniki)
41. IS-II Heavy Tank
42. IS-152 Assault Gun
43. SU-100 Tank Destroyer
44. KV-85 Heavy Tank
1 vol, 26 pgs 2012 US, ON MILITARY MATTERS
NEW-softcover ......$19.00

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1-197292 Sowers, Lee COMBAT ACTION COMMAND: Anzio 1944 American Rangers/1st Special Service vs German the Hermann Goring Panzer Grenadiers Supplement to Combat Action Command rules includes 2 Scenarios and 8 Data Cards

Take a walk in the sun with this new January 1944 Italy supplement to Combat Action Command containing eight new Data Cards and two new scenarios -- the Hermann Goring Panzer Grenadiers counterattack on the US 1st Special Services 'Devil's Brigade' Force in the village of Artena and Col. Darby's US Ranger assault on the Hermann Goring Panzer Grenadiers in the village of Cisterna. Also included are two new rules sections: Paratrooper Drops and Night Battles.

Data Cards Included:
- US -
1st Special Service Force: 'Devil's Brigade' Platoon
Army Ranger Platoon
Army Paratroop Platoon
M2/M3 Halftrack

- German -
Hermann Goring Fallschirm-Panzer Platoon
Panzer III L/M
Panzer III N
SdKfz 251 Halftrack 1 vol, 12 pgs 2012 US, ON MILITARY MATTERS
NEW-softcover ......$10.00

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1-197293 Sowers, Lee COMBAT ACTION COMMAND: Eastern Front 1942-1943 -- Stalingrad to Kursk Supplement Supplement to Combat Action Command rules includes 12 Pages of additional rules and 94 Data Cards. Note, this not the real cover, but a WWII Soviet propaganda poster to set the mood.

This supplement covers turning points in the war on the Eastern Front and includes 94 new Data Cards, allowing you to refight the battles for Stalingrad, Kursk, Demyansk, Kharkov (and counterattack), and other actions. Cards include Pz III, PzIV, T-34, and KV variations, Karl Morser, Grenadiers, Rifle Infantry, Guard Infantry, Aircraft, other AFVs unique to East Front, and more.

Special rules include Commissars, Snow, Mud, Night Fighting, Rattenkrieg ('Rat War' -- Urban Warfare in Sewers), Snipers, Vasily Zaytzev, and more! 1 vol, 64 pgs 2012 US, ON MILITARY MATTERS
NEW-softcover ......$34.00

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1-197294 Sowers, Lee COMBAT ACTION COMMAND: Pacific 1942-1943 -- Solomons Campaign CAC Supplement contains 46 Data Cards plus some new rules, such as Banzai Attacks, Semper Fi, and Gung Ho, which are unique to the Pacific Theater during WWII. We chose the Solomons in 1942 because there were many interesting battles besides those on Guadalcanal, and because this period of the Pacific War is perhaps the most balanced portion of the entire conflict. We've also added in some additional special units that could have fought in the Solomons, such as the First Special Service Force and British M3 Tanks captured by the Japanese. They were available, could have been used and make the game much more interesting. Scenarios, support, and download extras are on-line. 1 vol, 44 pgs 2012 US, ON MILITARY MATTERS
NEW-softcover ......$29.00

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1-212730 Sowers, Lee SKIRMISH ACTION: WWII Skirmish Miniature Rules - Revised Edition This set of WWII skirmish rules covers 1939-1945 with major unit Army Lists for German, US, Soviet, British, French, Polish, Italian, and Japanese forces, complete with point system for tournament games.

It includes variable initiative using cards (including command and control decision making), streamlined cover and concealment rules, streamlined sighting rules, vehicles, artillery, aircraft, scenario suggestions, and a d6 system with a single clever combat results table for infantry, vehicles, and guns. Optional rules cover vehicle crew bail out, slow turret traverse, ambushes, mines, night battles, massed targets, and more. Includes sample historical TO&Es, markers, and web support.

For Flames of War players, Skirmish Action includes adaptation for multiple figures per base. 1 vol, 92 pgs 2017 US, ON MILITARY MATTERS
NEW-pb, Revised edition with six extra pages of additional rules and army lists. ......$39.00

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1-217070 Sowers, Lee Thomas AMERICA'S OLDE WEST: 28mm Skirmish Actions & Gunfights -- 1836 to 1890 Time to saddle up, pardner, and hit the trail to action in the Olde West, from the Comanche Wars (1836) to Wounded Knee (1890). This skirmish rule set, an offshoot of the WWII Skirmish Action rules, certainly covers the traditional Wild West (post ACW to 1880s), but the Indian Wars ranged over a far wider period and so does America's Olde West.

Initiative is by faction (gang, squad, war party, posse, etc.), which usually numbers between four and 10, and each figure gets one action: Move, Shoot, Take Cover, and so on. Then each figure dices against its Quality number for a second action...BUT, certain factions receive a second action without needing a roll. For example, US infantry do not need an action to reload. That offers subtle differences between factions.

All the popular weapons, such as Winchester '73 and Colt Peacemaker, are included in the weapon charts. Firing is a quick six-sided attacker die versus six-sided defender die, with the difference determining the result.

Includes six pages of 'army' lists: cowboys, US cavalry, native Americans, gunfighters, outlaws, and factions, scenarios, and quick reference cards. Plays well on small kitchen tables. 1 vol, 48 pgs 2018 US, ON MILITARY MATTERS
NEW-softcover ......$29.00

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1-75330 Spiess, John & Durkota, Alan TRENCH WARS:Wargaming the Western Front 1916-1918 8.5x11, company level combat, scenarios. 1 vol, 52 pgs 2004 US, OLD GLORY MINIATURES
NEW-softcover ......$20.00

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1-218490 Stallard, John CRUEL SEAS: WWII Rules In Cruel Seas, you take on the role of a naval crew manning their fragile coastal craft as they head out day and night to take on both the sea and the enemy. Command your flotilla of small ships as they head out to attack a convoy, drop off commandos for a behind-the-lines mission, or engage in other myriad of missions in the English Channel, Mediterranean Sea, or around island chains of the Pacific. 1 vol, 0 pgs 2018 UK, WARLORD GAMES
NEW-softcover ......$32.00 with a discount of 10%

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1-2184905 Stallard, John Close Quarters! Cruel Seas supplement While gigantic warships stalk the open oceans, engaging enemies over the horizon with their titanic weapons, much smaller craft hug the coastal waters, protecting the land against raids and invasion. Such naval combat was often quick, brutal and decisive.

Brave sailors gun the engines of their smaller, less well-protected boats in order to rapidly close within sight of the enemy and engage them with machineguns, autocannons and torpedoes, raking the enemy boats with bullets or lighting the night sky with explosions. With such visceral close quarter fighting, many crews fought and died on the waves of the unforgiving cruel seas.

This supplement includes eleven new historic scenarios, spanning the seas of this global conflict as well as a random scenario generator. Also included are expanded ship rosters for the seafaring nations and new rosters for the Finnish Navy and Yugoslav Partisan Fleet. New rules for amphibious invasions and experimental Q-ships are presented as well as expanded rules for aircraft and submarines.

These new additions to your games of Cruel Seas will help you turn the tide of battle.

Close Quarters is a supplement for Cruel Seas, the 1/300 scale tabletop wargame of World War Two naval battles. A copy of the Cruel Seas rulebook is needed to use this supplement.
1 vol, 68 pgs 2020 UK, WARLORD GAMES
NEW-pb, available mid February 2020 ......$32.00 with a discount of 10% rct

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1-218499S Stallard, John CRUEL SEAS: Starter Set Box includes: A4 softback rulebook; A4 quick start guide with painting guides and flags; 3 Plastic early Vosper motor torpedo boats; 3 Plastic late Vosper motor torpedo boats; 2 plastic S-boats; 2 plastic armored S-boats; 1 plastic torpedo markers sprue; 1 plastic plume markers sprue; 1 A0 double-sided battle mat; 3 die-cut punchboards (islands, sandbars, rulers, mines markers, game tokens, lighthouse, aircraft, etc); Ship datacards for early and late Vosper MTBs, S-boats and merchant/tanker; Small, medium and large wake sheets; 2 sets of fleet dice (Royal Navy and Kriegsmarine); 1 set of game dice; and Unique special edition Das Boot miniature. 1 vol, 0 pgs 2018 UK, WARLORD GAMES
NEW-box ......$80.00 with a discount of 10%

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1-71030 Stanford, Iain GENERAL AT SEA:The Age of Louis XIV 1660-1723 8.5x11, rules and lists for this period developed by the PIKE & SHOT SOCIETY 1 vol, 60 pgs 2003 UK, PIKE & SHOT SOCIETY
NEW-softcover ......$24.00

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1-192889 Stanoch, John BLACK CROSS/BLUE SKY & LOST SQUADRONS Take to the skies over southeast England during the turbulent Summer of 1940, as the outnumbered aircraft of the RAF fought a desperate struggle of survival against the onslaught of the near-invincible German Luftwaffe. Black Cross/Blue Sky is a historical wargame that allows players to assume the role of either a British or German pilot during the Battle of Britain.

The core game rules use a revised version of the revolutionary system that has been used in the historical miniatures gaming hobby for 15 years. Large games are limited only by the space provided by the players.

Black Cross/Blue Sky includes:
* 11 scenarios (including one solitaire scenario)
* 102 full color thick cardboard plane counters (backprinted with the inverted view of each aircraft)
* 18 Flight Stands that easily and effectively simulate 3D combat.
* 4 full-color, backprinted 22x34 inches mapsheets (depicting a view of the southeast coast of England and the English Channel)
* 2 sets of illustrated aircraft cards (allowing players to have each aircraft's capabilities at their fingertips)
* 2 full-color rules summary cards (eliminating the need for frequent rules referencing)
* 39 Target, Weather, and Barrage Balloon counters
* 127 informational markers (Ace, hit, momentum, ammo, etc.)
* Color rule book and five dice

1 Set only: First Come, First Served! 2 vol, 1 pgs 2016 US, BLUE SKY ENTERPRISES
NEW-pb, available mid October 2016, Special offer limited quantity ......$170.00

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1-67110 Stanoch, John RED SUN/BLUE SKY:Air Combat for 1/300th Scale 8.5x11, fast moving miniatures game for the SouthEast Asian and Pacific theaters, most games will be completed in 1-2 hours, (23) scenarios both solo and multi player, (36) plane & (25) ship cards 1 vol, 66 pgs 1995 CT, SIMTAC INC
NEW-softcover ......$20.00

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1-67111 Stanoch, John WHITE STAR/BLUE SKY:US 8th Air Force Raids 1942-44 8.5x11, the first expansion for RED SUN/BLUE SKY, (40) aircraft reference cards, rules for bombing, (9) scenarios and more 1 vol, 48 pgs 1996 CT, SIMTAC INC
NEW-softcover ......$20.00

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1-67112 Stanoch, John RED STAR/BLUE SKY:Battles over the Eastern Front 8.5x11, the second expansion for RED SUN/BLUE SKY, (57) aircraft reference cards, rules for strafing, anti-aircraft fire, tank busting, (11) scenarios 1 vol, 68 pgs 1997 CT, SIMTAC INC
NEW-softcover ......$20.00

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1-222772 Stelzer, Mike SONG OF DRUMS AND TOMAHAWKS: Pequot War (Scenario Book for Pequot War) Booklet contains 12 scenarios of the Pequot War in New England, July 1636 to September 1638, with maps, orders of battle, special rules, and victory points. Includes narrative retelling of the history by stages of the war through scenario introductions; New or modified Traits to Song of Drums and Tomahawks for this war; More detailed treatment and rules for early blackpowder weapons; Map charting the location of battles of the Pequot War; and Campaign rules for two sides to refight the war and determine victory. 1 vol, 34 pgs 2018 US, FIRST COMMAND WARGAMES
NEW-pb, available mid February 2020 ......$15.00 rct

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1-49481 Stephenson, Martin & Lanchester, Dave & McGill, P. POLEAXED ARMY LIST V1: St.Albans 1455-Towton 1461 (7) scenarios with o/b's, maps, list of Nobles by battle, Noble index. 1 vol, 60 pgs 2003 UK, FREEZYWATER PUBS
NEW-softcover ......$16.00

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1-49482 Stephenson, Martin & Lanchester, Dave & McGill, P. POLEAXED ARMY LIST V2:Hedgely Moor 1464-Stoke 1487 (8) scenarios with o/b's, maps, conversion table to DBM, list of Nobles by battle, Noble index 1 vol, 60 pgs 2003 UK, FREEZYWATER PUBS
NEW-softcover ......$16.00

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1-84921 Stevenson, Paul HEARTLAND:Scenarios-Guns at Gettysburg Rules V1 8.5x11.5, (14) scenarios for the Battles of Kentucky and Tennessee. Includes optional rules of the Main Rule Set. 1 vol, 40 pgs 2007 UK, PARTIZAN PRESS
NEW-softcover ......$28.00

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1-84922 Stevenson, Paul FRONTIER:Scenarios-Guns at Gettysburg Rules V2 8.5x11.5, (15) scenarios for Early Engagements for the Trans-Mississippi. Includes Boonville 1861, Carthage 1861, Old Fort Wayne 1862 and lots more. 1 vol, 60 pgs 2013 UK, PARTIZAN PRESS
NEW-softcover ......$28.00

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1-84923 Stevenson, Paul ON TO RICHMOND-Guns at Gettysburg Rules V3 8.5x11.5, (15) scenarios 1 vol, 60 pgs 2013 UK, PARTIZAN PRESS
NEW-softcover ......$28.00

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1-84924 Stevenson, Paul Stonewall - The Battles of General T.J. Jackson, CSA Guns at Gettysburg Rules V4 13 ACW scenarios... suitable for most rules sets, including Regimental Fire & Fury.

FIRST BULL RUN: 21st July, 1861
KERNSTOWN: 23rd March, 1862
McDOWELL: 8th May, 1862
FRONT ROYAL: 23rd May, 1862
FIRST WINCHESTER: 25th May, 1862
CROSS KEYS: 8th June, 1862
PORT REPUBLIC: 9th June, 1862
CEDAR MOUNTAIN (CEDAR RUN): 9th August, 1862
FREEMAN'S FORD: 22nd August, 1862
KETTLE RUN: 27th August, 1862
GROVETON: 28th August, 1862
'THE DUMP' (PORTER'S ATTACK AT THE SECOND BULL RUN): 29th August, 1862
OX HILL: 1st September, 1862
1 vol, 64 pgs 2013 UK, PARTIZAN PRESS
NEW-softcover ......$28.00

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1-83941 Stine, Keith and Conley, Chalfant URRAHH:Guide to Soviet Forces WW2 8.5x11, Supplement One DISPOSABLE HEROES/COFFIN 1 vol, 48 pgs 2006 US, IRON IVAN GAMES
NEW-softcover, O/P ......$13.00

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1-83942 Stine, Keith and Conley, Chalfant ANGRIFF:Guide to German Forces WW2 8.5x11, Supplement Two DISPOSABLE HEROES/COFFIN 1 vol, 60 pgs 2006 US, IRON IVAN GAMES
NEW-softcover ......$16.00

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1-83943 Stine, Keith and Conley, Chalfant GO FORWARD TOGETHER:Guide British Commonwealth WW2 8.5x11, Supplement Three DISPOSABLE HEROES/COFFIN 1 vol, 60 pgs 2006 US, IRON IVAN GAMES
NEW-softcover, O/P ......$16.00

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1-83946 Stine, Keith and Conley, Chalfant FUTILE GALLANTY: Early War in Europe 1939-1940 8.5x11, Supplement Six for Disposable Heroes/Coffin. 1 vol, 80 pgs 2006 US, IRON IVAN GAMES
NEW-softcover, Inventory Reduction Sale ......$20.00 with a discount of 25%

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1-213500 Storey-Smith, Jasmin JANE AUSTEN: ZOMBIE KILLER Skirmish Rules for the Age of Regency Zombie Hunters. Glossy full color set of fast and furious combat against the Unmentionables. These rules are designed for use with the new Matchlock Miniatures range of 28mm Regency Zombie Hunter miniatures, though of course appropriate figures can be press-ganged from your Napoleonic army.

All distances are given in inches, and there is no fixed ground or time scale unless you wish there to be. Primary weapons on the figure should be those used by the character, subject to agreement. Weapons include: Sword, Club, Spear, Musket, Rifle, or Pistol. 1 vol, 48 pgs 2016 UK, PARTIZAN PRESS
NEW-pb, available late March 2017 ......$18.00

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1-202650 Strangeway, Jake WHEN OLYMPUS TREMBLED: Command Decision An overview history of Operations Marita, Merkur, and Herkules covering the invasions of Greece, Crete, and the proposed invasion of Malta. 10 historical battles for Command Decision presented as game battles - from the opening drive into Northern Greece to the air assault on Crete, to the fictional drive across Malta to the capital of Valletta.

TO&E charts for all Greek Divisions in the Greco-Italian War and Operation Marita including organizational and equipment changes. Corps and army level non-divisional units in the Greek Army: numbers, types and organizations including corps and army artillery, cavalry, engineer and AA units.

In 1941 the German Army launched the invasion of Greece and then later the airborne assault on Crete. The two operations were both planned and executed quickly, and with almost disastrous results. The fighting on Crete was vicious, and the casualties among the German forces so great that it caused the cancellation of the last of the above operations - the invasion of Malta.

Unlike the invasion of Crete, which was rushed and undertaken against numerically superior Allied forces, the invasion of Malta was very well planned, and would have been done with overwhelming numbers. It is indeed fortunate for the Allied war effort that the operation was canceled. 1 vol, 78 pgs 2013 US, TEST OF BATTLE GAMES
NEW-softcover ......$30.00

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1-73645 Strangeway, Jake OPERATION MARKET GARDEN 10 historical battles presented as game battles covering the entire operation. 1 vol, 54 pgs 2009 US, TEST OF BATTLE GAMES
NEW-softover ......$22.00

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1-73647 Strangeway, Jake IN THE CLUTCHES OF EAGLES:Fallschirmjager 1939-45 An overview history of the Fallschirmjager along with detailed divisional O/B's for 1941, 1942 and as they expanded 1943. 10 historical battles from Holland to Normandy. Maps, o/b's, scenario notes. 1 vol, 68 pgs 2009 US, TEST OF BATTLE GAMES
NEW-softcover ......$25.00

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1-201080 Surdu, Buck FATE OF BATTLE: Look Sarge No Charts Napoleonics Fate of Battle grew from the immensely popular and clever Look, Sarge, No Charts: WWII system. These rules are designed to replicate large battles in the Napoleonic Wars (and other horse-and-musket periods). In order to facilitate this span of control, streamlined mechanics remove the charts so players can fight the battle, not the rules.

Each player controls a division, with the basic unit the battalion. Rules goals: Making large formations do what you want is hard, realism is gained through simple mechanics, lack of predictability will stress the players' decision making, and keep skirmish modifiers out of the tactical game.

1 inch = 50 yards, 1 turn = 15-30 minutes, and 1 unit = 1 infantry bttn, 1 cavalry regt, or 1 artillery btty. 1 vol, 110 pgs 2016 US, ON MILITARY MATTERS
NEW-wire bound softcover ......$30.00

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1-210770 Surdu, Buck COMBAT PATROL SET: WWII Rules Includes two player decks and one activation deck.

Combat Patrol features the G.A.M.E.R. engine. G.A.M.E.R. (Guts, Accuracy, Melee, Endurance, Reaction) is a unique skirmish system in which cards are used not just for activation, but for all aspects of combat resolution and melee. No dice are used to resolve combat. Over three years were spent in development. The result is a system that flows smoothly and supports many-player gamers. Player deck cards record stats and situation. 1 vol, 52 pgs 2016 US, ON MILITARY MATTERS
NEW-softcover with decks ......$52.00

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1-210770A Surdu, Buck Combat Patrol Set A To play Combat Patrol you need EITHER set A or set B of the cards as well as the rules 210770

Each set includes four 50-card Action Decks (supporting four to eight players), with different colored backs to keep them separated, and an Activation Deck. Purchasing both Set A and Set B will give you eight different backs, supporting eight to sixteen players for those really large games. 1 vol, 200 pgs 2016 US, ON MILITARY MATTERS
NEW-decks ......$30.00

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1-210770B Surdu, Buck Combat Patrol Set B To play Combat Patrol you need EITHER set A or set B of the cards as well as the rules 210770

Each set includes four 50-card Action Decks (supporting four to eight players), with different colored backs to keep them separated, and an Activation Deck. Purchasing both Set A and Set B will give you eight different backs, supporting eight to sixteen players for those really large games. 1 vol, 200 pgs 2016 US, ON MILITARY MATTERS
NEW-decks ......$30.00

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1-225090 Surdu, Buck Feudal Patrol - Skirmish Gaming in the Ancient, Medieval and Fantasy Periods Feudal Patrol has been designed for solo, two-player, and team play. The solo option uses the concept of Posture to determine an opponent's reactions, depending on relative casualties, successes and morale.

Any single-based miniatures, in any scale, can be used. A typical game uses 20 to 50 figures per side, and can be played in two to three hours.

Command friction is provided by the double-random activation system, that provides fog of war, drama, and unpredictability to games.

Feudal Patrol uses a streamlined, intuitive card-based combat resolution mechanism, which eliminates the need for look-up tables and cross-referencing.
1 vol, 120 pgs 2020 UK, SALLY 4th
NEW-softcover ......$32.00 rct

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1-225090B Surdu, Buck Feudal Patrol - Skirmish Gaming in the Ancient, Medieval and Fantasy Periods The bundle, includes rules and decks.

Feudal Patrol has been designed for solo, two-player, and team play. The solo option uses the concept of Posture to determine an opponent's reactions, depending on relative casualties, successes and morale.

Any single-based miniatures, in any scale, can be used. A typical game uses 20 to 50 figures per side, and can be played in two to three hours.

Command friction is provided by the double-random activation system, that provides fog of war, drama, and unpredictability to games.

Feudal Patrol uses a streamlined, intuitive card-based combat resolution mechanism, which eliminates the need for look-up tables and cross-referencing.
1 vol, 120 pgs 2020 UK, SALLY 4th
NEW-softcover ......$56.00 rct

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1-225090D Surdu, Buck Feudal Patrol - Card Deck Card decks needed to play Feudal Patrol. Note that the bundle deal includes the decks with the rules. 1 vol, 120 pgs 2020 UK, SALLY 4th
NEW-deck ......$26.00 rct

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1-65362 Surdu, Buck & Chris Palmer & Robert Beattie GASLIGHT:Battles by Gaslight Rules for LARGE SCALE battles in the Victorian Era -- also includes LEVIATHANS by GASLIGHT, rules for large monster vehicles. 1 vol, 38 pgs 2003 AMHERST, LMW WORKS
NEW-softcover ......$18.00 with a discount of 15%

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1-84070 Surdu, Buck & Palmer, Chris & Wood, David LOOK SARGE, NO CHARTS:WWII 8.5x11, Innovative rules for Battalion level WWII gaming five years in the making, play aids, data sheets; reconnaissance is important, infantry does matter, maneuvering large formations difficult. 1 vol, 68 pgs 2006 US, L.M.W WORKS
NEW-softcover ......$25.00 with a discount of 15%

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1-206270 Surdu, Buck & Wood, David & Palmerm Chris & Nickle, James BEAR YOURSELVES VALIANTLY - Look Sarge No Charts Fantasy, Ancient and Medieval Rules Bear Yourselves Valiantly is the fourth rules set to feature the LOOK SARGE NO CHARTS rule system. BYV features dynamics that allow the players to fight the battle, not the rules. In these rule realism is gained through the simple mechanics that stress the players' decision making. BYV provides period feel without pages of onerous charts or cumbersome rules. 1 vol, 92 pgs 2014 US, ON MILITARY MATTERS
NEW-softcover ......$35.00

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2-55411 Surdu, Buck and Panzeri, Pete SANTA ANNA: Warfare in Mexico 1820-70, Volume 1 - Tactical Volume 1 includes the rules for fighting the larger engagements, OOBs, scenarios, and play aids. 1 vol, 78 pgs 2018 US, ON MILITARY MATTERS
NEW-softcover, back in print ......$30.00

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1-67920 Surdu, John R. FIRE TEAM VIETNAM Rules for Company-sized actions, o/b's, scenarios 1 vol, 70 pgs L.M.W WORKS
NEW-softcover ......$22.00 with a discount of 15%

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1-65364 Surdu, John R. & Chris Palmer G.A.S.L.I.G.H.T Supplement to expand the Rules for the Golden Age of Pulp Fiction and Great Movie Serials 1930's and 1940's, scenarios, ideas, optional rules. 1 vol, 72 pgs 2005 NY, LMW WORKS
NEW-pb ......$22.00 with a discount of 15%

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1-16580 Sutherland, J & Gross, N SKIRMISH BATTLES FOR THE AMERICAN WAR OF INDEPENDENCE 8.5x5.5-inch booklet contains seven scenarios: Great Savanna