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Hell and Fateful Decisions

Hell and Fateful Decisions


The idea behind this set of rules, aimed at smaller scale figures, is relatively simple. It is to place the player in the position of Battalion Commander. The idea is to cover the period from the First World War to tomorrow. They’re designed to be played with 6mm figures but obviously work for 2mm, 6mm, 10mm, and I know people who’ve used them with multiple based 15mm figures. Because of this...   [click here for more]
Jim Webster  $5.06

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Hellfire, Coast to Coast

Hellfire, Coast to Coast


Another world, another selection of solo wargames campaigns for Hellfire, the 6mm sci fi rules for people with small figures and large imaginations. On the temporarily misplaced world of Hind II you can lead caravans across the wastes, jockey for power in an ancient city whilst trying to ensure that the barbarians remain outside the gates, dominate petty city states, or carve your way to eternal glory...   [click here for more]
Jim Webster  $5.06

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Hell in Microcosm

Hell in Microcosm


Welcome to ‘Hell in Microcosm.’ This set of rules has the battalion as the manoeuvre unit. Stiffened and supported by the specialist troops from within the division, the battalions are the cutting edge of your force. Aimed at 6mm and 2mm figures, once you get used to the rules you can contemplate deploying divisions. When we originally used these rules, we fought battles ranging in time from the...   [click here for more]
Jim Webster  $5.06

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Hellfire in the City

Hellfire in the City


Hellfire in the City is a stand-alone solo sci-fi wargames campaign. Starting small and building your forces as you go, your aim is to control the sprawling city of Velonopolis. The city is currently a patchwork of territories controlled by everything from petty thugs leading their bands of street scum through to corporate askari supported by mecha. As well as city creation and discovering what hostile...   [click here for more]
Jim Webster  $3.16

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Hell by Starlight Campaigns

Hell by Starlight Campaigns


The guide is written to help both the player with enthusiastic opponents but also to support the solo player as well. My hope is that it will help you build science fiction campaigns that let you use comparatively small forces, but in a realistic manner. In this universe you’re not a major player, in fact you’re probably not even a major nuisance. You’re just a jobbing merchant, trading your...   [click here for more]
Jim Webster  $5.06

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Hell by Daylight

Hell by Daylight


Hell by Daylight has been play-tested for over thirty years if you take into account that the first edition was written on a typewriter at some point in the 1990s. The aim of the rules is to cover skirmish gaming, (so once you know the rules you can deploy a platoon or weakened company, with supports. But bigger isn’t necessarily better.) People do comment that the morale rules are a bit simplistic,...   [click here for more]
Jim Webster  $5.06

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Caldoom by Starlight

Caldoom by Starlight


The guide is written to expand and supplement ‘Hell by Starlight Campaigns.’ It allows the reader to expand their trading experience. Or alternatively gives them somewhere new to run to when they’ve made other places too hot for them. Ideally this will be an asset to both the solo player as well as the one with enthusiastic opponents. Alongside trading opportunities, the guide starts the exploration...   [click here for more]
Jim Webster  $5.06

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Plain tales from the Archonate.

Plain tales from the Archonate.


In which we stumble upon a new hero. A man not afraid of hard work, even if he does involve working on a world where the temperature is measured in Kelvin, it rains methane, and the food is frankly poor.   We meet old friends and help sweep under the carpet the mistakes of the past. We have talking dogs, triceratops armed for war, lost Empires, slave planets, and a modestly successful confidence...   [click here for more]
Jim Webster  $4.43

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