Posts Tagged ‘Wargaming Rules’

Rifles in the Ardennes

Posted on October 17th, 2017 under , . Posted by

Rifles in the Ardennes, “You ask, what is our aim? I can answer in one word. It is victory. Victory at all costs. Victory in spite of all terrors. Victory, however long and hard the road may be, for without victory there is no survival.”  – Winston Churchill

The quiet, frosted hills painted with ancient woods which characterized the Belgian Ardennes were rattled and thundered to life as they became the setting for one of the most renowned battles in all of history.

Rifles in the Ardennes recreates the tense action that characterized Ardennes in a unique single-player format.  Designer and Artist Gottardo Zancani has replaced the literal map typical of World War II games with a stylized track, allowing for endless customization of the battlefield. 

A simple solitaire system allows the recreation of small combat engagements (five to ten units per side) over a bevy of scenarios. Blind chit draws and die rolls, combined with artfully crafted charts create an impressive “artificial intelligence,” embuing the game with a true fog of war.

The rules are generic enough to cover many periods and genres (the World Wars, Classical Battles, Science Fiction, Fantasy, and more), but the units (American, German, and Russian) and scenarios are specific to the European theatre of World War II, focusing on the years 1942-1944.

A fast paced and exciting solitaire World War II game, Rifles in the Ardennes offers electrifying combat action in a tiny package.

Includes:

    43 Unit Counters

    42 Operational Markers

    One Simplified Map Card

    Three Army Sheets

    A Whopping Eight Action-Packed Missions

    One Full-Color Rulebook

    One Combat-Ready Ziploc Bag

Game Design and Art:  Gottardo Zancani

Players:  One

Duration:  60-120 Minutes

Complexity:  Low

Solitaire Suitability:  Extremely High

Wargame Vault

Santa Anna Rules: Warfare in Mexico: 1820-1870

Posted on October 17th, 2017 under , . Posted by

Santa Anna Rules: Warfare in Mexico: 1820-1870

Santa Anna Rules: Warfare in Mexico: 1820-1870, Santa Anna Tactical (SAT) is Buck Surdu’s tactical system for larger battles. This volume contains orders of battle and background information on the Mexican-American War and the Maximillian Adventure. In addition, this volume includes scenarios for all the major battles of the Mexican American War, San Jacinto, and Puebla. Volume I includes several special mechanics to bring out the peculiarities of this locality and era. It is designed to accurately portray the feel of battle in the “Santa Anna era” with each player controlling a brigade. While warfare of this period is Napoleonic-like, the Mexican-American War and the War of Texas Independence are neither Napoleonic Wars nor like the American Civil War. Santa Anna Tactical Rules captures the aspects of these wars that are unique. In addition, this new reprinting of Santa Anna Tactical includes a supplement about the South American Wars of Liberation and a scenario for the battle of Maipu by Mark Ryan.

Wargame Vault

White Bear Red Sun

Posted on October 6th, 2017 under , . Posted by

White Bear Red Sun

White Bear Red Sun, A campaign system and tactical rules for pre-dreadnought naval warfare By David Manley

A mini campaign covering the Russo Japanese War from the initial surprise attack on Port Arthur through to Tsushima and beyond. Also included is a brief history of the naval campaign and the “Broadside and Salvo” fast play pre-dreadnought rules and a complete set of ship data for the rules allowing the campaign to be fought out over a weekend or a few club nights.

Wargame Vault

Bloody Close Quarters

Posted on October 4th, 2017 under , . Posted by

Bloody Close Quarters

Bloody Close Quarters, Miniatures Rules for Fighting the Last Desperate Moments of a Naval Battle in the Golden Age of Piracy

Both fleets are in ruins. Your ship is the only one left seaworthy on your side, though its sails are in tatters and its hull is badly damaged. The enemy is down to one ship as well – in the same precarious condition as yours. As you slowly drift past each other, exhausted, you frantically load your remaining cannons & position the handful of men who are still standing. The final battle has begun!

Bloody Close Quarters is a ship-to-ship combat game set in the Golden Age of Piracy – around the year 1700.  The game works best with 25-30mm figures, though it can be played with the counters provided. It lets you skip to the best part of a naval game – “bloody close quarters” ship-to-ship combat!

Wargame Vault

AtC – Pointblank

Posted on September 18th, 2017 under , . Posted by

AtC – Pointblank, On June 14th, 1943, the Combined Chiefs of Staff issued the Pointblank directive, which authorized the initiation of Operation Pointblank, the code name for the primary portion of the Allied Combined Bomber Offensive intended to cripp…

AtC – Pointblank

Posted on September 18th, 2017 under , . Posted by

AtC – Pointblank, On June 14th, 1943, the Combined Chiefs of Staff issued the Pointblank directive, which authorized the initiation of Operation Pointblank, the code name for the primary portion of the Allied Combined Bomber Offensive intended to cripp…

Pequot War Scenario Book: Wargame scenarios retelling the story of the Pequot War in New England, July 1636 to September 1638

Posted on September 17th, 2017 under , . Posted by

Pequot War Scenario Book: Wargame scenarios retelling the story of the Pequot War in New England, July 1636 to September 1638″Refight the Pequot War in 12 Scenarios!”12 Scenarios with maps, orders of battle, special rules, and victory points!Narrative …

Starfire 3rd Edition Tactical Rules, Revised

Posted on September 15th, 2017 under , . Posted by

Starfire 3rd Edition Tactical Rules, Revised. The original 3rd edition Tactical Rulebook was released in 1992 and republished in 1998 as the Revised Tactical Rulebook. The Revised Rulebook was republished again in 2012 by the Starfire Design Studio. Th…

Imperial Starfire

Posted on September 15th, 2017 under , . Posted by

The original Imperial Starfire book was released in 1993 by Task Force Games and republished in 2012 by the Starfire Design Studio. This PDF contains only the rulebook.The Imperial Starfire rulebook was designed by David M. Weber, the author of the Sta…

Cavalier, Wargame Rules for the Pike and Shot era

Posted on September 6th, 2017 under . Posted by

Cavalier is a set of miniature wargame rules for fighting large skirmishes from the age of pike and shot covering the period from the mid 16th century to the late 17th century.The rules can be used to play battles from any of the many conflicts of this…

Cavalier, Wargame Rules for the Pike and Shot era

Posted on September 6th, 2017 under . Posted by

Cavalier is a set of miniature wargame rules for fighting large skirmishes from the age of pike and shot covering the period from the mid 16th century to the late 17th century.The rules can be used to play battles from any of the many conflicts of this…

Final Assault

Posted on September 2nd, 2017 under . Posted by

Final Assault

Final Assault allows players to field entire platoons of infantry and squadrons of tanks. The system relies on you comparing the roll of one or more d10 to a reference value (e.g. if the Tactical Value is 7, you’ll need to roll 1-7 on the d10). The game stands out for its attention to historical detail, and highlights the differences between the various weapons of the period as regards their range and firepower. Players must pay attention because they can react to their opponent’s moves, but despite this an average game will only last a couple of hours even if you use four or five vehicles and fifty infantry.

Of course, you can dowload here some free supplements: two Army Lists (Americans & British, Russians & Germans), and another supplement with scenarios for friendly and tournament games. Other exciting developments will follow too!

Wargame Vault

Seven Pines; or, Fair Oaks

Posted on September 1st, 2017 under . Posted by

The SHOT & SHELL BATTLE SERIES recreates battles fought during the mid-nineteenth century at the brigade level. Each brigade is represented by an ID counter and several Step Counters so as to model the gradual attrition of combat strength over the …

Seven Pines; or, Fair Oaks

Posted on September 1st, 2017 under . Posted by

The SHOT & SHELL BATTLE SERIES recreates battles fought during the mid-nineteenth century at the brigade level. Each brigade is represented by an ID counter and several Step Counters so as to model the gradual attrition of combat strength over the …

Fire and Fang

Posted on September 1st, 2017 under . Posted by

Here be dragons!Fear and Fang pits 2-6 players against each other in a desperate battle for survival in the lair of a fire-breathing monstrosity.Designed to be played over a lunch break, Fear and Fang puts each player in control of an infamous adventur…

Fire and Fang

Posted on September 1st, 2017 under . Posted by

Here be dragons!Fear and Fang pits 2-6 players against each other in a desperate battle for survival in the lair of a fire-breathing monstrosity.Designed to be played over a lunch break, Fear and Fang puts each player in control of an infamous adventur…

High Moon – Dead Reckoning

Posted on September 1st, 2017 under . Posted by

High Moon – Dead Reckoning

It’s a stand-alone game that brings the world of Horror to the Old West, but if you want, you can play it as a straight up Western game. In High Moon – Dead Reckoning you’ll find rules for a variety of supernatural creatures as well as natural ones.

What: Wild West Horror playable with any figures.

Scale: 1 figure or counter represents 1 man or creature

Your Role: Go it alone or form a Band of Brothers. Kill some Monsters, grab some Loot, and become famous. The choice is yours in a Wild West gone mad!

Playability: Designed for solo, same side and head to head play.

High Moon – Dead Reckoning can be played in a variety of ways and contains the following:

• A variety of Races including Humans, Vampires, Werewolves, Witches, Zombies, and much more.

• Over 30 different Professions to breath life into your characters.

• Rules for your characters to grow in skills and abilities as they succeed.

• 30+ Attributes to further define your characters.

• A quick and easy to use Magic system for you to use.

• A system that generates your adventures for you.

• Totally compatible with Six Gun Sound.

High Moon – Dead Reckoning. The game of Wild West Horror.

Wargame Vault

High Moon – Dead Reckoning

Posted on September 1st, 2017 under . Posted by

High Moon – Dead Reckoning

It’s a stand-alone game that brings the world of Horror to the Old West, but if you want, you can play it as a straight up Western game. In High Moon – Dead Reckoning you’ll find rules for a variety of supernatural creatures as well as natural ones.

What: Wild West Horror playable with any figures.

Scale: 1 figure or counter represents 1 man or creature

Your Role: Go it alone or form a Band of Brothers. Kill some Monsters, grab some Loot, and become famous. The choice is yours in a Wild West gone mad!

Playability: Designed for solo, same side and head to head play.

High Moon – Dead Reckoning can be played in a variety of ways and contains the following:

• A variety of Races including Humans, Vampires, Werewolves, Witches, Zombies, and much more.

• Over 30 different Professions to breath life into your characters.

• Rules for your characters to grow in skills and abilities as they succeed.

• 30+ Attributes to further define your characters.

• A quick and easy to use Magic system for you to use.

• A system that generates your adventures for you.

• Totally compatible with Six Gun Sound.

High Moon – Dead Reckoning. The game of Wild West Horror.

Wargame Vault

Accelerate and Attack! by Aotrs Shipyards

Posted on August 21st, 2017 under . Posted by

After fourteen years in the making, Aotrs Shipyards proudly presents Accelerate and Attack! Aeons of War!

Accelerate and Attack! by Aotrs Shipyards

Available from Wargame Vault here: link

Accelerate and Attack! Aeons of War is a starship combat wargame design for fleet actions from Aotrs Shipyards.

The game places the emphasis on tactical decision making and manoeuvre, while providing a technology system comprehensive enough to allow a wide variety of fleet playstyles but without compromising speed of play.

Accelerate and Attack is a generic open system that can be used with any miniatures. There is no “official” background here; even the sample fleets included are design so that they can be “plugged in” to existing backgrounds! Players are encouraged to create or adapt their own fleets.

Accelerate and Attack is suited for games of about twenty of more vessels per side for an evening’s gaming.

Features:
Innovative Manoeuvre Factor system and Command and control structure that keeps the record-keeping down to ship damage and the game flowing (no orders to write!)
Tech level system with up to 20 tech levels
Over 30 technologies allows enormous variety and versatility in fleet differentiation even between the same tech level
The “buckets o’ D20”-based system* allows for granularity in the tech system while keeping the numbers under control.
Two sample fleets, the alien Vivrathk Aggression and the mysterious Stone Portals, with ship markers and three starter scenarios to get the ball rolling
172 Pages (Main rules 40 pages, Ship design and technology 68 pages, sample fleets and scenarios 32 pages)

*Or “handful-of-D20 plus the average-dice-table” for the less adventurous!

Accelerate and Attack! Web Enhancement Pack

There is also a free Web Enhancement Pack; this contains the markers and the QR sheet the latter of which is an indicator of the level of the game if you want to have a quick nosey.

It also has a copy of the .xlsx spread sheet I use myself for fleet generation. It’s a bit clunky (using it requires lots of copy-pasting and such) – since this was the first and only time I did any Excel programming (as I have taken pains to inform people), but it does the job. It is by no means a professional job (which is why it’s with the free pack); it’s more like of a sort of an “official” fan mod.

Link: link

Some history of the game.

I started work on AccAtt way back about this time of year in 2003 (which I know because that’s the date on the first scenario we used). I had played Full Thrust for many years, but was never satisfied with the writing of orders, nor with the lack of granularity in technology (I had a lot of fleets even then!) I always said that once I figured out a way to do away with orders, I’d write my own system. That eventually became Accelerate and Attack. I originally intended to have a campaign system fully integrated with it, but that never panned out. However, because I did consider it at the ground level, there are enough mechanical hooks to be able expand on with it having to be tacked on. So there are rules for repair and supply outside of the tabletop game – useful for scenario or linked play – though they do not make a proper campaign in and of themselves. Maybe one day, I’ll do a campaign system in full, but it took fourteen years just to do this aspect!

The early prototypes used lots of D6, before it became obvious that the granularity wasn’t good enough. So I moved to buckets of D20 (the small 10-12mm I had to import from America). I wasn’t even sure it would work, but it did. Then later at a convention, someone suggested having a table for rolling PD – from which gave me the idea of the average dice table. After a bit of number crunching UshCha and I determined that if you use the table for the averages, you could roll the remainders and you’d get more spread than if you rolled all the dice, especially at the high numbers of dice! (So now we’re all lazy or have terrible luck and tend to use the table more than we roll the dice!)

I have play-tested the rules across over forty fleets with pretty varied set-ups (we have currently 237 logged scenarios we’ve played over the years). I’ve tried my absolute damnedest (with this being basically a one-man plus his playtesters project) to make sure everything is balanced and nothing it without a counter somewhere. An open system is never going to be completely watertight, but I’ve done the very best I can!

For those people who follow the scifi Aotrs Shipyards releases (I hope both of you are well…!), finalising Accelerate and Attack is the primary reason the scifi side has been quiet the past few months. There are, however, quite a few new releases in the backlog for both 144th ground forces and for starships. The Wodef Enclave, the second of the Elenthnar races, will be being released soon, now that I will have some time to catch up on the last little bits[1].

(I had intended for AccAtt to be released for Other Partizan last Sunday, but having moved earth and sky to get it done, when I hit “make public” at half-three on Friday, I discovered there was a 1-5 business day submission approval procedure. Which, had I given it even the slightest thought I would have figured was obvious, but I’m so used to Shapeways and being able to click it and have it out there and then!)

I am quite happy – eager, even! – to answer any questions about the game you might have, either here or via PM at the Aotrs Shipyards webstores at Shapeways. (I’m not sure if you can contact publishers at Wargame Vault.)

I don’t release the sci fi models without their fluff, and the fluff for a new fleet requires that I at least play one game with them to make sure that they don’t fail horribly!

Shapeways, Aotrs Shipyards

Accelerate and Attack! by Aotrs Shipyards

Posted on August 21st, 2017 under . Posted by

After fourteen years in the making, Aotrs Shipyards proudly presents Accelerate and Attack! Aeons of War!

Accelerate and Attack! by Aotrs Shipyards

Available from Wargame Vault here: link

Accelerate and Attack! Aeons of War is a starship combat wargame design for fleet actions from Aotrs Shipyards.

The game places the emphasis on tactical decision making and manoeuvre, while providing a technology system comprehensive enough to allow a wide variety of fleet playstyles but without compromising speed of play.

Accelerate and Attack is a generic open system that can be used with any miniatures. There is no “official” background here; even the sample fleets included are design so that they can be “plugged in” to existing backgrounds! Players are encouraged to create or adapt their own fleets.

Accelerate and Attack is suited for games of about twenty of more vessels per side for an evening’s gaming.

Features:
Innovative Manoeuvre Factor system and Command and control structure that keeps the record-keeping down to ship damage and the game flowing (no orders to write!)
Tech level system with up to 20 tech levels
Over 30 technologies allows enormous variety and versatility in fleet differentiation even between the same tech level
The “buckets o’ D20”-based system* allows for granularity in the tech system while keeping the numbers under control.
Two sample fleets, the alien Vivrathk Aggression and the mysterious Stone Portals, with ship markers and three starter scenarios to get the ball rolling
172 Pages (Main rules 40 pages, Ship design and technology 68 pages, sample fleets and scenarios 32 pages)

*Or “handful-of-D20 plus the average-dice-table” for the less adventurous!

Accelerate and Attack! Web Enhancement Pack

There is also a free Web Enhancement Pack; this contains the markers and the QR sheet the latter of which is an indicator of the level of the game if you want to have a quick nosey.

It also has a copy of the .xlsx spread sheet I use myself for fleet generation. It’s a bit clunky (using it requires lots of copy-pasting and such) – since this was the first and only time I did any Excel programming (as I have taken pains to inform people), but it does the job. It is by no means a professional job (which is why it’s with the free pack); it’s more like of a sort of an “official” fan mod.

Link: link

Some history of the game.

I started work on AccAtt way back about this time of year in 2003 (which I know because that’s the date on the first scenario we used). I had played Full Thrust for many years, but was never satisfied with the writing of orders, nor with the lack of granularity in technology (I had a lot of fleets even then!) I always said that once I figured out a way to do away with orders, I’d write my own system. That eventually became Accelerate and Attack. I originally intended to have a campaign system fully integrated with it, but that never panned out. However, because I did consider it at the ground level, there are enough mechanical hooks to be able expand on with it having to be tacked on. So there are rules for repair and supply outside of the tabletop game – useful for scenario or linked play – though they do not make a proper campaign in and of themselves. Maybe one day, I’ll do a campaign system in full, but it took fourteen years just to do this aspect!

The early prototypes used lots of D6, before it became obvious that the granularity wasn’t good enough. So I moved to buckets of D20 (the small 10-12mm I had to import from America). I wasn’t even sure it would work, but it did. Then later at a convention, someone suggested having a table for rolling PD – from which gave me the idea of the average dice table. After a bit of number crunching UshCha and I determined that if you use the table for the averages, you could roll the remainders and you’d get more spread than if you rolled all the dice, especially at the high numbers of dice! (So now we’re all lazy or have terrible luck and tend to use the table more than we roll the dice!)

I have play-tested the rules across over forty fleets with pretty varied set-ups (we have currently 237 logged scenarios we’ve played over the years). I’ve tried my absolute damnedest (with this being basically a one-man plus his playtesters project) to make sure everything is balanced and nothing it without a counter somewhere. An open system is never going to be completely watertight, but I’ve done the very best I can!

For those people who follow the scifi Aotrs Shipyards releases (I hope both of you are well…!), finalising Accelerate and Attack is the primary reason the scifi side has been quiet the past few months. There are, however, quite a few new releases in the backlog for both 144th ground forces and for starships. The Wodef Enclave, the second of the Elenthnar races, will be being released soon, now that I will have some time to catch up on the last little bits[1].

(I had intended for AccAtt to be released for Other Partizan last Sunday, but having moved earth and sky to get it done, when I hit “make public” at half-three on Friday, I discovered there was a 1-5 business day submission approval procedure. Which, had I given it even the slightest thought I would have figured was obvious, but I’m so used to Shapeways and being able to click it and have it out there and then!)

I am quite happy – eager, even! – to answer any questions about the game you might have, either here or via PM at the Aotrs Shipyards webstores at Shapeways. (I’m not sure if you can contact publishers at Wargame Vault.)

I don’t release the sci fi models without their fluff, and the fluff for a new fleet requires that I at least play one game with them to make sure that they don’t fail horribly!

Shapeways, Aotrs Shipyards