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Fireteam:WWII Second World War Miniature Wargame Rules
Publisher: Rory Crabb
by Steven P. [Verified Purchaser]
Date Added: 05/31/2017 08:56:10

This updated version of Fireteam:WWII has a lot of good things to improve your game. There are now a choice of scenarios, giving your armies a purpose. The lists of troops and equipment has been greatly expanded. And the change I find most appealing is the card driven activation, and the ability to 'interupt' your opponents activation. This gives a real sense of uncertainty to any move you make, as it should be in a small unit tactical game.

I played a solo game with about 300 points per side as a test. It was ameeting engagement. The British had three squads, a light mortar and an HQ, with a scout car attached. The Germans had elite paratroopers(two squads), with a medium machine gun, and a light anti-tank gun attached to their HQ.

There were four objective located just outside of the town near the center of the 4x6 foot table. The British drew the first few moves, with infantry approaching the town, and the scout car checking out the right flank. it opened up on a German element, hitting one man, only to have its fire returned by a panzerfaust, which caused a 'suppression' result.....On the second turn, soldiers from both sides rushed to get into the town and take cover. The Scout car failed to pass a morale check, and remained idle, while the German missed in their attempt to finish it off... The third turn saw a flurry of action as both side got into close enough range to use SMGs casualties began to pile up in the town square. ...As element began to take 50% casualties, some morale checks were failed, and units began to surrender or retreat....After eight turns, the British pulled back, having lost two squads, and the broken down scout car. German losses were less, but lost both squad leaders in the hot action.

The game took about an hour to play, and was very exciting, with a great deal of uncertainty as to the outcome for the first six turns.....I highly recommend it.



Rating:
[5 of 5 Stars!]
Fireteam:WWII Second World War Miniature Wargame Rules
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C'est la Guerre - Fast Play Wargame for the Age of Muskets
Publisher: Bozbat Games
by Steven P. [Verified Purchaser]
Date Added: 05/01/2017 11:29:58

C'est la Guerre is an excellent rules set that provides enough flavor of the Horse and Musket period for a good game, without bogging one down in the details that can make a game tedious. Anyone familiar with DBA or its derivatives will be able to get into things quickly. Play is fast....My first opposed game, with a former DBA player, took about ninety minutes, playing twelve complete turns, while bringing him up tto speed.

Armies vary in size, based on quality and type of troops. My Seven Years War Prussians fielded fourteen units. The opposing Russian list had twenty. Most will fall somewhere in between. We played on a 4x3 foot table, using 25mm figures.

After setting terrain, and determine which edge each player sets up from, both players roll to see who will go first. This is followed by rolling a d6 to see how many initiative points you work with. Various action cost you points...moving a unit, rallying a unit, etc. you can maximize you efforts by moving in lines or columns, or using a 'command group' based around your command unit. Distance from 'command' means that an action costs more.

After movement, both sides enage in fire, followed by melee. combat involves opposed dice rolls, modified by factors based on unit type and quality Results range from 'no result' to 'push back', flee or destroyed'. casualties may occur, which will induce negative modifiers to the unit involved.

Musketry range is very short, which is good and proper. Close in, trade volleys, and have at it with the bayonet. The real challenge is moving into postion to do some damage with the enemy trying to break your formations with artillery and skirmishing cavalry.

Lists are provided for the major wars of the 18th Century, including the the Great Northern War, the Wars of Marlborough,the Jacobite Rebellion, the Seven Years War, the French and Indian War, and the American Revolution, and there is a Napoleonic List as well. By using the 'rifle ranges' included, I see no reason thse rules could not be pushed to handle the Crimean War and US Civil War as well.

I have found these rules to provide an enjoyable game, either solitaire, or face-to-face , and hope their will be an expansion for campaigns, which could be played over a course of several get togethers. Some lists for the French and English in India would also be most welcome.

A fine value,every club should have a copy.



Rating:
[5 of 5 Stars!]
C'est la Guerre - Fast Play Wargame for the Age of Muskets
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Fireteam:Modern - Modern Miniature Wargame Rules
Publisher: Rory Crabb
by Steven P. [Verified Purchaser]
Date Added: 03/24/2017 22:34:16

The Fireteam system plays a fast game using simple rules,that allows you to fight platoon to small company actions on a 6x4 foot table using miniatures. The straightforward rules allow you to concentrate on you tactics, not spend your time flipping through the book. . The first version was good enough for me, but now Rory Crabb has made it better.

There is now a method for using playing cards to randomize activation of your elements. This will cause a lot of tension and excitement during the game....But That not ALL!...you also have five cards in your hand that MAY allow you to override an opponents activation, causing even more excitement and chaos. A firefight will never be predictable again.

The Modern set now includes army lists and equipment ratings for Insurgencies of today, and the forces that oppose them, the Cold War of the 1980's, and the Vietnam War. This set is quite a value.

A game with about twenty to thirty figures per side takes from 45 minutes to an hour, depending on your use of cover, and the aggressiveness of the players. Players that like the 'close assault' will get results faster, whether they like them or not...tthose who use terrain wisely will also finish more games favorably....

The rules are very good as is, and the system is strong enough to allow for some 'tinkering' as are the army lists.

Buy it. Print it, and set up one of the scenarios included....you will catch the flow quickly, and be playing off the top of your head very quickly....and very often. Highly recommended!



Rating:
[5 of 5 Stars!]
Fireteam:Modern - Modern Miniature Wargame Rules
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Rise of the Battleships - Pre-dreadnought Naval Wargame Rules
Publisher: Rory Crabb
by Steven P. [Verified Purchaser]
Date Added: 01/15/2017 14:24:41

Old School feel without Old School complexity

Rory Crabb has written a fine set of rules for naval actions between the American Civil War, and World War One. These rules are designed primarily for smaller actions, of up to ten ships per side, though more could be used. Any size models, or counters can be used. a table of 6x4 feet is recommended. you need several d6 and a pair of d10s., and a ruler.

The rules are laid out in a readable, logical manner. Each turn has a command phase, for morale checks and writing movement orders. Next is a movement phase, for both players. gunnery, torpedoes and damage is next, then a damage control phase. MORALE and DAMAGE CONTROL are two very important parts of this game, and serve to prevent players from 'fighting to the last shell" .

Movement is very easy to learn. Gunnery takes a little more study. Early ships do NOT have fire control, so the players must estimate range to their targets, and roll for 'overs and unders' until they have 'registered' the enemy range. differnt ship types have different armor. Larger guns can defeat more armor. This is covered on a very clear chart on page 12. Once you see if you you are 'on target', you roll to penetrate the enemy armor. Each penetrating shot is then rolled on a d100 to find location and damage, anything from a point or two of hull damage or fire, to a catastrophic explosion....and lots of variety in between.

Once damage starts to accumulate, you must repair hull breeches, fight fire, and pump out flooding...if you can Morale decides your ability to respond to these crisies.

For added detail there are rules for weather, shore batteries, running aground and fleet actions.

I fought a solo action with two protected cruisers attacking an armored cruiser. The heavier guns of the AC could strike while the PCs were out of range. The PCs closed rapidly, and soon were bringing many more guns against the heavier weapons of the AC. In five turns, One of the PCs blew up, but the AC was riddled with holes, drawing on water, and had out of control fires, forcing the crew to abandon ship. The game took about forty five minutes, while learning the new system.

I storngly recommend this ruleset to anyone with an interest in late 19th century naval warfare.



Rating:
[5 of 5 Stars!]
Rise of the Battleships - Pre-dreadnought Naval Wargame Rules
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Ultima Forsan Set One: Characters
Publisher: Okumarts Games
by Steven P. [Verified Purchaser]
Date Added: 11/25/2016 15:17:06

"Every picture tells a story" according to Rod Stewart. This set of highly evocative miniatures does, too. Prior to this release, I was unaware of tht Ultima Forsan game setting. These figures have me asking questions: Why is that character wearing a bird mask?...What is the story behind the steam-powered knight? Two characters are weilding bottles of an alchemical substance.What is it?...and more.

As usual Dave Okum has provided a dozen character minis, drawn with front and backs, and black outlines. Four of the characters have male or female versions, three are male only, and one female only. Using layers allows a choice of six color schemes for your figures. all can use foam bases, or the clear acrylics from Litko.

Dave again offers a bonus sheet, this one with a dozen zombies in various stages of decay, dressed to be suitable for any period from the Renaissance to about the time of the French Revolution. these have a nice sense of 'motion' about the drawings.

These minis should be useful in a variety of game settings,and have sparked my interest in learning more about Ultima Forsan. Good work, Dave!



Rating:
[5 of 5 Stars!]
Ultima Forsan Set One: Characters
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Battle of Britain [BUNDLE]
Publisher: Paper Forge
by Steven P. [Verified Purchaser]
Date Added: 11/18/2016 19:56:16

I have been playing air combat games since 1970, with Von Richtofen's War. There are many good systems out there for miniature and board games, but this one has realy made a great impression on me.

T.A.C. is a deceptively simple game. fifteen minutes after printing and assembling the components, you can hurl yourself into the cockpit. The fun is learning to use the unique abilities of your plane to survive and win. My first encounter saw a flight of Bf109E's vs. an equal number of Hurricane Mk1's. The German planes used their superior climb("energy" in the game) to pull some good manuevers on the British pilots, then took advantage of the firepower of their 20mm cannons to destroy all four enemy planes. One German fell to the Hurri's machine guns.

The next contest saw the Hurri's replaced by two elements of Mk2 Spitfires, and the tables were turned. The Spits could turn inside of the 109's, and generally out-manuever them. Staying close gave the machine guns of the British planes a chance to wreak havoc on the Germans. Both games were played on less than half a card table, with plenty of room for the rule book, although it was not needed for the second game.

The scenarios included in this set offer various defenses against bombers, including aircraft AND flak. There are opportunities for the Germans to run level AND dive bombers against different targets. I expect to enjoy many hours of flying, both solo and against friends, just from this starter set. It is an excellent value, and I hope to see MANY more expansions in the line.



Rating:
[5 of 5 Stars!]
Battle of Britain [BUNDLE]
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Darkfast Dungeons: Loathsome Fishmen
Publisher: Okumarts Games
by Steven P. [Verified Purchaser]
Date Added: 09/22/2016 18:58:05

Dave has produced another excellent set of paper minis, useful for his Darkfast Dungeons game, any other fantasy game, Lovecraftian Horror and Super Heroes (Finally a villian group for Namor and Aquaman!)

The are the usual front and back we expect from Dave, with a good selection of poses: 4 priests, a figure with a morning-star, 2 with swords, 7 with pole arms, and two crossbows.

These are, to me at least, the easiest to cut out figures that Dave has produced. If you are thinking of giving his minis a try, this would be a great starting set.



Rating:
[5 of 5 Stars!]
Darkfast Dungeons: Loathsome Fishmen
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Darkfast Classic Fantasy Set Nine: Tree Folk
Publisher: Okumarts Games
by Steven P. [Verified Purchaser]
Date Added: 09/12/2016 18:11:14

I seocond what Umberto said. This set is amazingly good, with four HUGE treemen, a group of a dozen "human-sized' treemen, and some small clumps of brush to use as scenery. Th elayers feature allows you to make your treemen any season from spring to fall, with a darkerr, forefoding option as well. This may be Dave's masterpiece!



Rating:
[5 of 5 Stars!]
Darkfast Classic Fantasy Set Nine: Tree Folk
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Panzer Kids Deluxe
Publisher: Griffon Publishing Studio
by Steven P. [Verified Purchaser]
Date Added: 06/14/2016 22:56:59

If you want to move a few tanks around with your friends, and don't really want to spend half the game checking rule books, PANZER KIDS DELUXE is for you. Simple, straightforward rules for tanks and anti-tank guns, a few simple scenarios, some optional rules, and a system to rate any tanks NOT in the book at a reasonalble price. Playing a few solo games demonstrated the subtle differences between the tanks. Playing a three players game with eleven tanks on the board showed how well balanced the abilities to fire and manuever can be. A game with three tanks on each side can take as little as ten minutes. Add in the damage rules, which lower firepower and movement, and the game will take a bit longer.

There are a couple of stat lines left out of my copy, but I have notified the creator. (nothing that can't be fixed using the "Rate your own" section

Overall, a load of fun, and a bargain to boot!



Rating:
[5 of 5 Stars!]
Panzer Kids Deluxe
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Napoleon's Polish Lancers 1809-1815.
Publisher: Walkerloo Toy Soldiers
by Steven P. [Verified Purchaser]
Date Added: 01/20/2016 13:18:08

Another beautiful set of soldiers from this talented artist. This set includes two officers, a trumpeter, a wounded man, an enlisted man with sabre and carbine, and a sheet with three lancers(two poses).

They are the usual style and animation one expects from Walkerloo: two 'fronts', slightly oversized head and dramatic posing. The casualty in this set is not as 'traumatized' as in several others.

I have used these figures to build several large armies for 'floor games", and the Guard lancers are a most welcome addition to the collection. A unit of twelve soldiers and command requires six printed sheets of cardstock.

Hopefully, Cossacks will soon follow!



Rating:
[5 of 5 Stars!]
Napoleon's Polish Lancers 1809-1815.
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Brunswickers 1815 part 1
Publisher: Walkerloo Toy Soldiers
by Steven P. [Verified Purchaser]
Date Added: 07/24/2015 14:51:14

My favorite Napoleonic troops get the "Walkerloo Treatment"! They are beautifully rendered, in a good variety of poses, for two key units of the Brunswick Legion", the Lieb Battalion, and the Jagers. Instructions are provided, and the figures print cleanly on my Canon Pixma. I hope that the rest of the Brunswick troops are available soon, especially artillery and Hussars.



Rating:
[5 of 5 Stars!]
Brunswickers 1815 part 1
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Skirmish! 1812. Utitsa Woods.
Publisher: Walkerloo Toy Soldiers
by Steven P. [Verified Purchaser]
Date Added: 06/19/2015 18:08:21

This is a beautiful set of paper soldiers, in various action poses, including officers, musicians, and casualties. Poses are very active, the equipment is nicely drawn. The instructions are well laid out, and would allow a first time paper soldier modeller to do well.

The "purist" may be 'put-off" by the soldiers front and back sides being "mirror-images" and not having a real 'back". I don't have a problem with that, and find it makes unit idnetification easier on the game table.

BTW, I assembled my troops with Elmer's Disappearing Purple Washable glue stick, and got very nice results. I used a backing layer of Bristol Board , and printed my soldiers out on 67# card. The are VERY solid.

I was so impressed with these soldiers, bought for a small level skirmish game, that I have added the Bavarian set, and the Russian Borodino Bundle.



Rating:
[5 of 5 Stars!]
Skirmish! 1812. Utitsa Woods.
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Shootin Iron: Davestown's Most Wanted
Publisher: Dave Bezio's Grey Area Games
by Steven P. [Verified Purchaser]
Date Added: 04/11/2015 20:01:06

A lot of good material to add to your Shooting Iron games, all in one place. looking at the way these characters are presented will be a great help to those who want to bring their favorite movies or dime novels to the game table. The cannon will be very useful when I game scenes from Major Dundee.



Rating:
[5 of 5 Stars!]
Shootin Iron:  Davestown's Most Wanted
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Shootin Iron
Publisher: Dave Bezio's Grey Area Games
by Steven P. [Verified Purchaser]
Date Added: 04/04/2015 20:39:25

I set up a small town tonight with two players, one a veteran gamer, and the other a newcomer. After a few minutes of skimming the rule sheet, they played an entire game without consulting the chart. Play was fast, after two turns of moving into position(if everyone is pistol armed, it helps to be about two feet apart. with a few rifles, three feet works well). Weapons went empty, wounds were taken, people fell off balconies, there was a fistfight...everything you could want in a western! In less than an hour, the game was over.

This game is very basic, but the Davestown Gazette add-ons give some good ideas, and most gamers will soon be coming up with their own modifications and scenarios. I highly recommend this game to anyone looking for a fast easy Western or Civil War skirmish game.



Rating:
[5 of 5 Stars!]
Shootin Iron
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From mud to glory: American Football the 70s
Publisher: TCS Games
by Steven P. [Verified Purchaser]
Date Added: 08/10/2013 19:16:56

This game was a different take on sports replays for me. There is NO roster keeping, no line-ups to fill in, no play calling. You really are not "coaching" a team. You are watching a season unfold as you roll your dice and watch the results of game come in.

The game is built around comparisons of Team A's offensive scoring versus Team B's defensive results, then a comparison of Kicking, defensive scoring, and luck or clutch ability. An individual game can be rolled up in five to ten minutes, a full week's thirteen game schedule(in 1971) in an hour or so. The results are more "true to life" than many games far more detailed.

The game brought back many happy memories of watching the NFL in the 1970's with my dad, especially as his team (Baltimore) beat my team as his team(Washington) in my "Superbowl".

I enjoyed the game as a solitaire sports game, and plan to play several more seasons from the 1970's, as well as play the WHA Hockey game from the same designer.



Rating:
[5 of 5 Stars!]
From mud to glory: American Football the 70s
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