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In addition to the most recent news from Wargame Vault subscribers to our newsletter also receive the latest in freebies, discounts offers, and featured reviews. You can sign up for our newsletter here!Customer Newsletter for 06/04/2023
The world's largest wargame download store
Greetings Grognards!
In this newsletter we feature the latest titles from some of our publishers that have had previously successful titles with us that were very popular when they were released on The Vault in the past. Their earlier titles were best sellers then and right now these titles are some of our hottest selling products, and everybody can't be wrong!
MAJESTIC 13 is from Snarling Badger Studios, the same outfit that brought you Space Station Zero and Reign in Hell, The Second Portable Wargame Compendium is written by numerous notable wargame authors at Eglinton Books, Sword Weirdos from the folks who recently published the popular Space Weirdos title, Garske Games and Pirate Hunter: 1718 from prolific publisher Black Cat. Give one or all of them a try!
Till next time, good gaming to everyone, and watch your flanks!
~ Steve
MAJESTIC 13
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MAJESTIC 13 is miniatures-agnostic tabletop wargame where you command an elite team of alien hunters in a secret war to protect the Earth. Designed to play solo, co-op, or as an adversarial skirmish game, MAJESTIC 13 is created by Adam Loper and Vincent Venturella for 1-2 players.
From the book: "To the public, the modern era of alien encounters started in Roswell, New Mexico, on July 8th, 1947, with reports of a downed alien craft, which were quickly retracted and replaced by the story of a weather balloon. The public remains suspicious but accepts the story and moves on. Conspiracy theorists claim the government absconded with alien bodies and technology and hid everything from the people. Both stories are, of course, wrong."
Use any modern soldier miniatures you'd like for your team, and any kinds of weird creature models for the alien monsters you'll fight. Enjoy a deep campaign system with random mission generation and planned special missions, too. Keep upgrading your team members that survive each mission, and bring out new clones for the ones that don't.
Also available separately is the optional printed MAJESTIC 13 Add-on card deck that includes 26 alien creature cards, five base cards and 19 expansion and breakthough cards.
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The Second Portable Wargame Compendium
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The Portable Wargame concept has been evolving since the first book was published in 2017, and a lively community of players has developed. These players share ideas and their own variants of the rules, and this led to the publication of a selection of them in 2022 in the Portable Wargame Compendium. This proved so successful that a second Compendium has now been compiled.
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Some generic Portable Skirmish Wargame rules
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Fast Play 3 x 3 Portable English Civil War Wargame Siege Rules
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Fighting a campaign using simple campaign rules and Fast Play 3 x 3 Portable Napoleonic Wargame rules
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A divisional army list generator for the Napoleonic period
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Some Variations on the Portable Napoleonic Wargame: Brigade Rules
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“Generals commanding armies have something else to do than to shoot at one another.”
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An easy operational campaign game for Portable Wargames
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The Portable American Civil Wargame
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The Big Push: A variant of the Fast Play 3 x 3 Portable Wargame rules for the trench battles of the Western Front
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Rules and Army Lists for Portable Wargames in the Hyborian Age
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Turn sequence activation ideas using UNO cards
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3D Printing simple Portable Wargame armies and terrain: One modeller's approach
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3D Printing simple Portable Wargame armies and terrain: Another modeller's approach
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Taking a bit of a Risk: Using the figures from the boardgame Risk to create armies for the Portable Wargame
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Making your own square terrain tiles
The Second Portable Wargame Compendium has been compiled and edited by Bob Cordery, and contains contributions from Bob Cordery, Mark Cordone, Arthur Harman, Nick Huband, Paul Leeson, Marc Pavone, Ryan Recker, Professor Gary Sheffield, and Stephen Smith.
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Sword Weirdos
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Sword Weirdos is the fantasy sequel to the surprisingly popular Space Weirdos. "When will you write a fantasy version?" people asked. So I did. Sword Weirdos is a skirmish wargame that allows you to build stats for just about any fantasy or historical model in your collection. Your model's class and weapons determine its special abilities. With 26 classes and 54 weapons and other pieces of equipment to choose from the possiblities are...a lot. I'm not that great with math.
You’re wondering what makes Sword Weirdos different from other games. Not much! It takes what I like from other games and mashes it all together.
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Low model count: 5-10 models or so for each side.
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Use any fantasy/historical minis you have.
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Short but comprehensive. Everything in one 24 page zine.
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Minimal tokens, but still a few because I like them.
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No tape measures or rulers, all movement and ranges are measured with 5” sticks.
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Uses all your RPG dice (except the d20, d20's get enough love) because dice are fun.
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A points system, but you shouldn’t worry about it too much.
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Alternating activations, opposed rolls, Maneuver Points, and random tables mean everyone is involved and rolling dice all the time.
Also includes:
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A separate 4-page solo rules document.
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A pdf with tokens, hobby advice, and a warband sheet.
If you like minis games but giant rulebooks turn you off or seem intimidating, maybe give this a shot.
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Pirate Hunter: 1718
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Pirate Hunter: 1718 is an old-school style tactical solitaire board game of action and adventure, with a bit of wargame and RPG elements mixed in. An open-ended sandbox style game where you, as a warship captain, may choose your own path.
Set in the Caribbean Islands during the year 1718, as a privateer warship captain hired by the governor of Port Royal, you will be tasked with hunting down dastardly pirates that are disrupting the shipping industry in the Caribbean, with your ultimate goal being to attack and shut down the notorious pirate town of Nassau. But it's not all work and no play. In your free time, you might decide to also gamble in a tavern, or even attempt to recover buried treasure from acquired maps. Whatever path you choose, no two games will ever play the same.
The game includes the following components:
- 1 Tables Book (27 pages)
- 1 Rule Book (19 pages)
- 10 Game Mats (A4 / 8.5 x 11)
- 180 5/8 inch (16mm) counters
- 28 Game Cards
- 1 Pirate Havens Sheet
- 1 Defeated Pirate Captains Sheet
- 1 Warship Sheet (optional)
- 1 Captain's Log Sheet (optional)
- 1 Save Game Log Sheet
- 1 Game Components Preparation Instructions Sheet
- 10 Game Mat Setup Example Images
- 1 DRM Calculator
* Two D10 dice are required to play. However, ten D10 dice are recommeded to reduce the number of rolls during ship combat.
* 10 minute game setup and breakdown times.
* A large size table is required for full game setup. * Using the optional Warship sheet eliminates some of the game mats and reduces overall table footprint size.
* Total play time to the end is approximately 5-10 hours (depending on game length chosen).
* Adjustable starting difficulty based on player's skill level.
* Please be sure to visit the Pirate Hunter: 1718 FaceBook group.
With most of the rules integrated into the tables, there is practically no learning curve or rules memorization. And with 5 types of sailing ships, ship damage modeling, weather conditions, special items, warship captain skills, specialist crewmen, random events, a multitude of table modifiers, and an almost unlimited number of player choices, Pirate Hunter: 1718 offers high replay value. Can you hunt down the most notorious pirates in the Caribbean and eventually close down Nassau?
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Specials on Wargame Vault
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