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Customer Newsletter for 11/12/2017

Wargame Vault

The world's largest wargame download store!

Greetings Grognards!

As the weather gets colder (at least in the Northern Hemisphere!) most of us tend to spend a lot more time indoors. Which is great, because then we have more time for wargames! This newsletter features a couple of new board wargames, an ACW scenario book for planing out miniature wargames and a cool futuristic Infantry Fighting Vehicle card stock mini. And these are just a few of the thousands of titles we have that can keep you occupied all Winter long!  

Till next time, good gaming to everyone, and watch your flanks!

~ Steve

We Happy Few: The Battle of Agincourt

We happy Few

The only Agincourt game you will ever need!

Near a place called Agincourt, Henry V of England and the exhausted, disease-ridden remainder of his army took on a French force the size of which vastly outnumbered his own, and proceeded to wipe the floor with 'em. The French may have had the numbers, the knights, and the horses, but Hal had a strong defensive position and the all-important English longbow. The French sneered at the bowmen, but like the man said, don't nock it until you've tried it.

"We Happy Few" recreates one of the most famous battles of the Middle Ages by using the basic skeleton of the S&S system seen in such titles as Flying Pig Games’ "Stamford Bridge" and "A Hill Near Hastings", with important modifications to better suit both the later era and this specific battle. Chief among these is a clever, speedy, and diceless alternative to opportunity/reaction fire concepts that reflects the difficulties inherent in moving under missile fire. This results in a very tough game for the French Player. The English Player is favored to recreate the historical result, but it’s not a stroll in the park.

Like all S&S games, "We Happy Few" is an ideal introduction to wargaming, but with just enough grit to satisfy the seasoned counter-clipper.

"We Happy Few" has everything you'll need except for a six-sided die:


  • 88 colorful counters -- only 14 of which are English. We really put the "Few" in "We Happy Few"!

  • 1 sumptuous and verdant 11x17 inch map that will make you "quiver" with excitement.

  • 5 pages of the rules -- sharp, swift, and straight to the point.


A Terrible Roar: Scenarios for The Battle of Chickamauga

A Terrible Roar

The Battle of Chickamauga produced the second largest number of casualties of any battle in the Civil War, surpassed only by Gettysburg.  As the largest battle in the Western Theatre of the war it was also the Union’s most significant defeat there as well.  Refight the struggle on the decisive second day of the battle, September 20th, on the game table with these eight meticulously researched scenarios.

These miniature game scenarios are designed to be used with almost any American Civil War regimental level set of rules. Rules are included for figures based on 20, 30, 40, 50, and 100 historic men per figure/stand. Times are given for 10, 15, and 20 minutes per game turn. Maps are in full color, as are the numerous color photographs of the modern battlefield. This book does not contain rules for playing miniature wargames.

Scenarios Include:

Kelly Field

Poe Field

Wood Holds the Line

Sheridan’s Stand

Preston Joins the Fight

Stopping Granger

Horseshoe Ridge

Saving the Hospitals


Mammut IFV

Mammut IFV


Finger and Toe Models announces the release of the 28mm card stock Mammut IFV in ten color schemes and four base textures.  An anti-grav vehicle capable of carrying a full squad of ten, the Mammut also has a turret with dual weapons pods each with a 30mm Gatling, 4 Anti-armor/anti-air missiles, and dual grenade launchers.  It is defended by four defense pods each with fourteen launchers.

The ten color schemes give the player a range of choices from Air Base Security through Martian red and various camo schemes.  The bases offer urban rubble, dirt, Martian red, or good old mud.  With the numerous color schemes, you can field different forces without having to buy a different model for your opposing infantry.
The Mammut IFV instructions come with three pages of text and graphics identifying the vehicle features, capabilities, and history to help you adapt it to your favorite rule set and background.

Remember, every Finger and Toe model comes with SMOOSH ASSURANCE: if ya’ll smoosh your Mammut IFV, a new one waits your summons from hard drive and printer.



Objective Shreveport!

Objective Shreveport

Game design: John Theissen
Map Art: Jose R. Faura
Hex Number: 19
Duration: 90 to 120 minutes
Players: 2
Solitaire Suitability: High
Theme: American Civil War

Designer John Theissen has another compact operational sandbox for ACW gamers to play around in. While the game has some similarities to his MORE AGGRESSIVE ATTITUDES, important differences in scale and emphasis result in a unique experience that's specific to the factors that doomed the Union's 1864 Red River Campaign.

Each side has three Leaders whose presence is generally required to launch an attack, but there the similarities end. The Union army is larger but also more cumbersome, being dependent on slow-moving and vulnerable supply trains. A rigid leadership structure makes coordination difficult, and one of those leaders is going to sit on his hands in Alexandria for the first third of the game instead of advancing toward the Union objective: Shreveport.

The Confederates have fewer strength points to throw around, but they have a much more flexible command structure, and don't have to worry about their own supply. Slowing the Union advance (not that they need much help) and launching well-chosen attacks, supported by well-timed Special Events cards, is key for the beleaguered butternuts.

Within these parameters, there's ample room for players to experiment, with multiple ways to approach your objectives (and to frustrate your opponent's). There's only a handful of units on each side, but plenty of hexes to maneuver in. It's a challenging game, while remaining short enough to play in a single evening, and simple enough to serve as an excellent introduction to operational scale gaming.

  • (1) 22" x 17" map (both full and split)

  • (88) 5/8" counters

  • (2) Player Display Sheets

  • (18) Event Cards

  • 8-page rulebook

  • You will need one (1) six-sided die



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