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Wargames Vault

For those who wish to order our rules online, the following rulesets are available via Wargames Vault.  If that is what you are looking for, please follow the link and they take care of the rest. Note they quote in US dollars.   We price in pounds sterling so the actual price will vary according to exchange rates

Wargame and Campaign Rules for "Stonewall" Jackson's Shenandoah Campaign in the American Civil War

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The game covers the brilliant campaign that “Stonewall” Jackson carried out in the Shenandoah Valley in 1862 that so compromised the Union plan to defeat the South in 1862. While the battles were relatively small, thus making them perfect for wargaming the period, they were frequently fascinating affairs.

The Union players can request reinforcements, train their troops, visit Washington and politick. They may even want to advance down the valley in the hope of engaging the Rebels! Depending on how well they do the campaign in the Peninsular might result in the fall of Richmond or the defeat of McClellan.

Scope: The game combines  a set of stand alone divisional level battlefield  rules with a campaign system to fight the valley campaign. The campaign system can play with two to six Union players, while the unpredictable Jackson is controlled by dice. The battlefield rules use key locations to define movement and where combat takes place, emphasise the importance of reserves, rearguards and when to withdraw if necessary. This makes for an enthralling game with many decisions.

Game Aids: 54 page gamebook, Four A4 colour maps of the Shenandoah Valley or two A3 maps for those with an A3 printer,  Sheet of Coloured Counters,Victory Points Chart, Union Table of Organisation, Losses Table, Three “Playing the Tables” Charts, Sheets of Game Money & a Playsheet..

Price:  $10.00 (£8 approx)

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The game covers the Austro-Prussian War including the West German and Italian theatres. The onus is on the Prussian’s and their allies to advance against the Austrian allies in West Germany as well as cross into Bohemia and seek a decisive victory.

Depending on the campaign results the Diplomatic Chart will influence the political stance of Britain, Russia, France and Denmark. It can also affect the deployment of Prussian Landwehr, and a possible local armistice in the German States or Italy. Thus you cannot ignore the political dimension of the conflict. The campaign will therefore result in a number of battles with a context.

Game Aids: Included is a 65 page Gamebook with a short history, campaign and battlefield rules. There is also a system for fighting one-off battles. . There are three campaign maps, 2 pages of game counters, 2 pages of orders of battle, Campaign Calendar, Diplomatic Display Chart. For the battlefield rules there is a Battlefield Design Sheet, Orders of March, Fate Cards, Battlefield Turn Options and 2 page Playsheet.

Price:  $13.00

(£10 approx)

To the Last Gaiter Button - Campaign and Wargames Rules for the Imperial Phase of the Franco-Prussian War 1870

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Real Time Wargames Gamebooks aim to inspire new and veteran Wargamers alike with novel sets of rules for a variety of periods. The systems are adaptable to any scale between 2mm & 28mm.

The game covers the opening phase of the Franco-Prussian War from mid-July to end of September. The mobilisation of the armies are key as the French are far more ready for war, though in fact not down to the last gaiter button. The onus is on the Confederation to advance into France and for the French to assume "positions magnifique".
Depending upon the battlefield results the Diplomatic Chart will influence the political stance of Austria, Denmark, Italy and the South German States. If the French suffer serious reverses the Empire might fall and at first a Council of Regency and then a Government of National Defence might be formed.


Scope: Included in the pack is a set of corps and army level figure rules with a full colour Campaign system to fight the war. Thus your battles will have a context of when and why they were fought. There is also a system for fighting one-off battles.

 

Game Aids: 60 page Game Handbook, A4 or A3 colour maps (depending upon your printer)  of Eastern France, 1 page of coloured campaign counters, French Order of Battle Sheet, Confederation Order of Battle Sheet, French Battlefield Display, Confederation Display, French Battlefield Morale Chart, Confederation Battlefield Morale Chart, Campaign Calendar & Battle Clock Sheet, Diplomatic Display Board, Playsheet  & Orders of March Sheet.
 

Price:  $10.00

(£8 approx)

Paris City of Light- Wargame and Campaign Rules for the Republican Phase of the Franco-Prussian War

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Following the defeat of the French regular army in the frontier battles, the surrounding of Marshal Bazaine in Metz and the defeat and capture of Napoleon III at Sedan the war was expected to end. Instead The French Empire was overthrown and a new Republic created to carry on the war.

With astounding speed new French armies were formed to continue the war using remnants of the old army, the garde mobiles and depot companies not overrun by the Germans. With these they attempted to harass and defeat the Germans besieging Paris. The Germans were themselves tied down in the siege of Metz and Paris and thus only had a small number of forces to hold back the French. It was to be a close run thing.....

Scope: Included are a set of corps and army level figure rules with a full colour Campaign system to fight the war. Thus your battles will have a context of when and why they were fought. There is also a system for fighting one-off battles.

Game Aids: 67 Gamebook of the history, campaign and battlefield rules, 2 pages of game and unit counters, 2 pages of French and Germans orders of battle, page of Campaign Action Cards, Campaign Calendar, Off map display for sieges of Paris and Metz, 2 Page Playsheet, Battlefield options cards, 3 pages of battlefield Fate Cards, 2 page Line of March Cards and 4 x A4 or 2 x A3 Colour Campaign Maps.

SCALES & BASING

  • Ground Scale: 1” = 100 metres. All combat and movement are by 10” squares or 1 km. So a battle is approx. 7 km x 5 kms

  • Time Scale: 1 Turn = 20-30 minutes

  • Table Size: 6 x 4 ft. up to 12 x 6 ft.

  • Figure/Base ratio: Figures per base according to pocket. We use 10 mm figures with 4 infantry, 3 cavalry or 1 gun and 3 crew per base. With 3 - 4 Bases per Infantry Battalion or Cavalry Regiment. Ratio is approx. 1:40 to 1:60.

Price:  $10.00

£8.00 Approx

By Jingo! Wargame Rules for the Second Anglo-Boer War

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Real Time Wargames Gamebooks aim to inspire new and veteran Wargamers alike with novel sets of rules for a variety of periods. The systems are adaptable to any scale between 2mm & 15mm.

This set of table-top rules are designed to be used to represent the 2nd Anglo-Boer War. All the players play one side while the enemy is controlled in a more robotic way. In this
game all players are Boer Generals who must defeat a powerfully arrayed Imperial force
who are intent on driving you from your position and thus relieve a besieged township
in your rear.

The game system includes the rules and background for the system, playsheet and Imperial Orders sheet.

Price:  £5.00

"An' Go to Gawd like a soldier" - Ruleset for Gaming Small Wars in the North West Frontier

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A game for up to 4 Players who will play as Tribal leaders trying to improve their status and power in the wild North-West Frontier. They will also play as Imperialists to command a column against the other players attempting to crush and humiliate the other tribes.

The player with the least number of districts will play as Imperialist Column Commander if a tabletop action is fought. If two or more have the least number of districts then it will be a jointly commanded operation. The others make the tea and heckle as each game should only take a couple of hours.


 

        Free

Blood & Sand - Wargames Rules for the Madhist Wars in the Soudan

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Real Time Wargames Gamebooks aim to inspire new and veteran Wargamers alike with novel sets of rules for a variety of periods. The systems are adaptable to any scale between 2mm & 28mm.

This set of table-top and campaign rules are designed to be used to represent the Madhist Wars, with the rules allowing battles for either early or late war confrontations.  The rules are “period specific” thus avoiding the need to write them in a way that they need to cover every eventuality in a large range of campaigns or theatres of war. Instead they concentrate on a specific war and model just the key features of that campaign, making for brief but historical rules.

This Gamebook contains:

  • A brief summary of the period and details of the forces of the participants.

  • A set of battlefield rules that can be used to recreate either the early or late period battles.

 

Price:  £5.00

Relief of Luckpore- Campaign and Battle Wargames Rules for the 1857 Indian Rebellion

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The game includes a full set of campaign and battlefield rules for the relief of a beleaguered town at the height of the Indian Mutiny of 1857. In the game the British need to despatch a hastily raised and supplied relief column along the main trunk road to Luckpore where they will face blocking forces of larger Mutineer armies. Time is critical, supplies are limited at as it is the height of swelteringly summer fatigue is a key factor on the march and on the battlefield. The Mutineers are also slowly besieging Luckpore and so there is a chance it will be overrun before the Relief Column arrives – so the British need to decide on the speed of their march which will use up their supplies and increase the fatigue of their men. There are just those days when the column will need to rest and recover and hope Luckpore can hold. It all makes for a taught set of decisions for the players.


The battlefield rules emphasise the mixed nature of the relief column and the mutineers who consist of rebellious Indian regiments of foot and horse, local Prince’s regiments to bands of ‘Badmash’ the ‘bad men’ who are after loot. The rules bring out the differences in command and control, ability to manoeuvre, sheer fighting ability and general keenness for the fight.


Contents:  39-page Gamebook, 1 x A4 sheet of the Orders of Battle for both sides and campaign counters and a two-page Playsheet. There is also an A3 Campaign map or 2 x A4 maps (depending upon your printer).


 

$10.00

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