Rules
& Reference
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Regal
Distributors 5944 Odana Road Madison, WI
53719 866-776-6739 FAX 608-278-4402
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A & A Game
Engineering |
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AA010 |
$16.99 |
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AA055 |
$16.99 |
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Action Stations! |
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Stringbags! |
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Naval Wargame Rules
For Coastal Forces, 1914-1953 David Manley 48 pages These rules provide
the opportunity to refight the skirmishes in the channel, the Med and the
Pacific with MTB attacks on Convoys and similar furious engagements. They are
designed for use with models currently available in various scales and come
complete with a large data annex covering all manner of vessels and aircraft
that you may wish to use in your game. |
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Air Combat 1914-1918 Alan Butler & Andrew Finch 40 pages Like Scramble, these rules operate in three dimensions
while only physically using two. The rules are quite short, but are
supplemented by data with over 150 aircraft and variants from WW I. The
aircraft factors illustrate differences caused by new designs. A number of
options are incorporated and an optional campaign system is provided. |
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AA015 |
$16.99 |
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AA058 |
$16.99 |
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Bulldogs
Away!! |
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Fox
Two Reheat! |
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Naval Rules For Modern Fast Attack Craft Rules 1950-2010 David Manley 36
Pages These rule are for the recreation of small naval
engagements with Fast Attack Craft such as missile boats & smaller
warships, mainly in coastal waters. The period covered runs from the late
1950’s onwards & allows for the use of aircraft & helicopters. |
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Modern Air Combat 1950 to the Present Day Alan Butler, Andrew Finch & David Manley 52 pages This set of rules takes the Scramble system into the jet
age. The rules are specifically designed for the jet vs. jet combat &
unlike other products that go into too much detail, each player can handle
several aircraft. Data for over 200 aircraft in use by many nations from the
1950’s onward are included. |
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AA020 |
$16.99 |
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AA060 |
$16.99 |
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Fire
When Ready |
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Form
Line of Battle |
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Naval Wargame Rules For Pre-Dreadnought Actions David Manley 36
pages These rules cover actions with pre-dreadnoughts, with a
different style of game mechanism from our other product “Perfidious Albion”.
They come with a set of rules for creating your game statistics for your
vessels using published sources. There are sample scenarios and a large
selection of ready calculated ship data. |
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Naval Wargame Rules For the Age Of Sail, 1650-1820 David Manley 36
pages These rules enable you to command a squadron of ships or
one ship. The basic rules are quick to learn and there are a host of optional
extras to give the fell of the period. There are introductory scenarios to
get you into the game and an easy to follow system to create your ships based
on historical research. |
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AA040 |
$16.99 |
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AA070 |
$16.99 |
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Iron
& Fire |
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Perfidious
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Naval Wargame Rules For The American Civil War &
Ironclad Period 1850-1880 David Manley 36
pages These rules include some typical vessels to get you
started and also provide all the necessary information for you to recreate
historic vessels of your choice or you can design your own. |
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Naval Wargame Rules For Pre-Dreadnought Actions John Hurst 42
pages The game system uses a broadside ship plan to record both
the ship game details and the damage caused by shooting. Also included are
the ship’s crew skills, differences in technology, armour penetration, etc.
The rules include the Dockyard manual, which enables the player to design his
own ships for the game. |
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AA041 |
$16.99 |
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AA075 |
$16.99 |
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Blue
Steel, Grey Thunder |
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Fighting
Fleets |
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Iron & Fire Supplement David Manley 32
pages This expansion set includes an extensive ship data set for
the American Civil War, as well as a number of additional rules for landing
troops and attacking fortresses. A modified gunnery table specific to the
American Civil War is included. There is a solo scenario “Red River Blues” as
well as a full campaign system. |
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Game Data for Perfidious Albion & Fire When Ready John Hurst, Andrew Finch, Clive McLeod & Hugh
Munro This booklet provides Ship “Grids” for Perfidious Albion & combat data
for Fire When Ready rules. There
are about 200 classes of ship of all sizes provided from |
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AA042 |
$16.99 |
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AA090 |
$18.99 |
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Ironclads
At War |
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Sea
Wars Fleet Action |
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Iron & Fire Supplement David Manley 36
pages This expansion set includes the ship data set for the
European Ships developed in the early Ironclad Era, covering the Lissa
Campaign, the Second Schleswig War and the Franco Prussian War. Again, period
specific gunnery tables, ship data lists, new rules and a campaign system are
included along with short histories on the three campaigns. |
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Wargame Rules For 20th Century Fleet Actions Andrew Finch & Alan Butler 60 pages The system is based upon detailed analysis of ship and
weapon abilities for the period. The rules allow you to redefine the scale in
use to suit the scale of the models and the size of the play area. The system
incorporates national skill ratings for crew, commanders, weather, radar,
hidden movement, etc. Data for over 700 ships. |
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AA050 |
$16.99 |
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AA110 |
$16.99 |
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Scramble! |
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Grand Fleet
Actions in the Age of Sail |
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Air Combat 1930-1945 Alan Butler & Andrew Finch 52 pages This set of rules operates in three dimensions while only
physically using two, height being indicated beside an aircraft. The system
also caters for game balance to ensure that no game is a walkover. There are
simple rules for ammunition expenditure, Flak, Bombing, Night Actions, etc.
Players can handle about four planes each. |
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Naval Wargame Rules For The Age Of Sail 1580-1820 Alan Butler with Scenarios by David Manley 32 pages These rules offer a fast game system to enable fleet
actions to be played, preferably using smaller scale models. The rules cover
the era from the beginning of gunpowder through to the end of the era of
fleet actions in the age of sail. There are 40 fleet actions with TOE and
game data. |
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AA051 |
$16.99 |
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AA120 |
$16.99 |
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Angels
15 |
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Data Supplement For Scramble! Andrew Finch & Alan Butler 56 pages Scramble aircraft data is grouped together in “Global
theatres” and the encyclopedia provides over 500 additional aircraft for your
Scramble dogfights. These have an index system to enable you to pit aircraft
together in the appropriate areas. |
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Naval Wargame Rules For The Pre-Dreadnought Actions Graham Short 24
pages These rules are quick and simple to play, providing a very
fast and bloody game in the period 1880 to 1906. The rules incorporate
weather, spotting, minefields and allow for both written orders or sequential
movement. There is a fleet list covering the significant vessels of 10 nations
in this period with 130 vessels. |
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AA125 |
$16.99 |
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AA130 |
$16.99 |
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Salamis
ad Actium |
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Naval Wargame Rules for the Dreadnought Era 1906-1918 Graham Short 35
Pages These rules are quick & simple to play providing a
fast game for the Dreadnoght Era between 1906 & 1918, The scale is 1
nautical mile to 10cm,. The rules incorporate weather, spotting, submarines,
aircraft & minefields, and allows for both written orders or sequential
movement. |
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Naval Wargame Rules For Ancient Times 2000 BC to 900AD David Manley 40
pages Take command of fleets of antiquity with oared galleys. An
extensive list of ships is provided with advantages and disadvantages. The
game turn is of variable length and certain actions will only be permitted
during an Intermediate Phase which happens at random. A simple campaign
system is provided as a basis for those with Imperial ambition. |
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AA140
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$16.99
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Stations Manned &
Ready! Part I-WWI
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Naval
Wargame Rules for 1910-1920 Andrew
Finch & Alan Butler 40 pages These
rules are set as a squadron level, allowing relatively large battles to be
fought on a normal table in 2-4 hours. Introductory scenarios and all the
ship data needed for these included. The rules also take account of the use
of scouting forces to gain a tactical advantage before the battle starts. |
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Aerie Games
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AG101
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$27.95
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Warbirds in Miniature
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World War
II Air to Air Combat Rules Trent
Burg 34 pages This rule
set includes : air to air combat, ground attack, including strafing, bombing
and rocket attacks, bailouts, flak, pilot morale, a CD ROM with 60 aircraft
sheets, and many other additional rules. In addition there are free updates,
campaign games and more available online. |
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Decision Games
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1401
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$29.95
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Naval Rules for Fleet Size Combat in Miniature
Decision
Games 82 pages Simulate
major fleet actions during WW II using these miniature rules. The swiftness
of the combat resolution ensures a game of 30 ships will take no longer than
3 hours. The streamlined and intuitive game system is palyer friendly,
allowing players to concentrate on tactics rather than minutia. Includes
11 scenarios. |
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John Hill
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JB3
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$24.00
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Johnny Reb III
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Regimental
Grand Tactical ACW Miniature Rules John
Hill 80 pages These
rules maintain the regimental focus, as the regiment was the basic building
block of combat power throughout the war. In this sense, Johnny Reb remains a
tactical game, but with the simplification of the combat & charge systems
the play of much larger games. |
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J & D Publication |
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JDP-01-001
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$14.95
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JDP-01-003
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$14.95
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WW II Skirmish Scenarios & Campaigns
Scott
Fisher & Nathan Forney 56 pages A complete
campaign book for recreating skirmish level battles and campaigns centered on
the German invasion of |
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WW II
Skirmish Scenarios & Campaigns Scott
Fisher & Nathan Forney 56 pages A complete
campaign book for recreating skirmish level battles and campaigns centered on
the German invasion of |
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JDP-01-002
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$14.95
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JDP-01-004
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$14.95
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WW II
Skirmish Scenarios & Campaigns Scott
Fisher & Nathan Forney 56 pages A complete
campaign book for recreating skirmish level battles and campaigns centered on
the German invasion of |
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WW II
Skirmish Scenarios & Campaigns Scott
Fisher & Nathan Forney 56 pages A complete
campaign book for recreating skirmish level battles and campaigns centered on
the heroic defensive fight put up by the Polish 10th Mechanized
Brigade during the invasion of |
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J & D Publication |
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JDP-01-005
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$14.95
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JDP-01-014
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$14.95
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France ’40-The Ghost
Division
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WW II
Skirmish Scenarios & Campaigns Scott
Fisher & Nathan Forney 56 pages A complete
campaign book for recreating skirmish level battles and campaigns centered on
the rapid advance of Rommel’s 7th Panzer Division during the
German invasion of |
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WW II
Skirmish Scenarios & Campaigns Scott
Fisher & Nathan Forney 60 pages A complete
campaign book for recreating skirmish level battles and campaigns centered on
the opening fighting in |
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JDP-01-006
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$14.95
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JDP-01-015
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$14.95
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Normandy ’44 – Monty’s
EPSOM
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WW II
Skirmish Scenarios & Campaigns Scott
Fisher & Nathan Forney 56 pages A complete
campaign book for recreating skirmish level battles and campaigns centered on
the advance of Army Group South in the |
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WW II
Skirmish Scenarios & Campaigns Scott
Fisher & Nathan Forney 60 pages A complete
campaign book for recreating skirmish level battles and campaigns centered on
the British EPSOM offensive in |
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JDP-01-007
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$14.95
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JDP-01-016
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$14.95
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WW II
Skirmish Scenarios & Campaigns Scott
Fisher & Nathan Forney 56 pages A complete
campaign book for recreating skirmish level battles and campaigns centered on
the heroic defense of |
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WW II
Skirmish Scenarios & Campaigns Scott
Fisher & Nathan Forney 60 pages A complete
campaign book for recreating skirmish level battles and campaigns centered on
the opening day of fighting in |
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JDP-01-008
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$14.95
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JDP-01-017
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$14.95
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WW II
Skirmish Scenarios & Campaigns Scott
Fisher & Nathan Forney 56 pages A complete
campaign book for recreating skirmish level battles and campaigns centered on
the first hours of the invasion of |
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WW II
Skirmish Scenarios & Campaigns Scott
Fisher & Nathan Forney 60 pages A complete
campaign book for recreating skirmish level battles and campaigns centered on
the opening days of fighting for |
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JDP-01-009
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$14.95
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WW II
Skirmish Scenarios & Campaigns Scott
Fisher & Nathan Forney 60 pages A complete
campaign book for recreating skirmish level battles and campaigns centered on
the German 7th Panzer “Ghost” Division and its titanic struggle
around |
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JDP-01-010
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$14.95
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WW II
Skirmish Scenarios & Campaigns Scott
Fisher & Nathan Forney 60 pages A complete
campaign book for recreating skirmish level battles and campaigns centered on
German Gross Deutschland Division & its drive on the southern flank of
the |
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JDP-01-011
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$14.95
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WW II
Skirmish Scenarios & Campaigns Scott
Fisher & Nathan Forney 60 pages A complete
campaign book for recreating skirmish level battles and campaigns centered on
the Soviet 11th Guards Army and its thrust on the northern flank
of the |
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JDP-01-012
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$14.95
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WW II
Skirmish Scenarios & Campaigns Scott
Fisher & Nathan Forney 60 pages A complete
campaign book for recreating skirmish level battles and campaigns centered on
the |
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JDP-01-013
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$14.95
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TAC-SKIRMISH
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$19.95
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World War I: Rommel’s
Route to
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Arc of Fire
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WW I
Skirmish Scenarios & Campaigns Scott
Fisher & Nathan Forney 60 pages A complete
campaign book for recreating skirmish level battles and campaigns centered on
Erwin Rommel’s Platoon, 7th Company, 124th Infantry
Regiment in August & September of 1914. The book includes twelve
scenarios that can be played alone or together in one of four campaigns. Can
be translated to almost any skirmish rule system. |
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Squad to
Company Level Infantry & Armour Battles,1900-2000 Scott
Fisher & Chris Pringle 78 pages These
Rules are specifically designed to reduce extraneous die rolling without
sacrificing realism and factors that have real impacts on combat and morale.
For use with 10mm to 28mm figures. Troop scale is 1:1; ground scale is
approximately 5-10 yards per inch. Besides rules, an array of scenarios are
included. |
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J & D Publication |
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Skirmish
Elite’s |
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JDP-02-001
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$14.95
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JDP-02-003
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$14.95
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Screaming Eagles at
Hamburger Hill
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The Russo-Polish War
1919
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The 101st
Airborne vs. The 29th NVA Mark
Fastoso 44 pages A complete
campaign book for recreating skirmish level battles and campaigns centered on
the 101st Airborne’s struggle to capture the NVA strongpoint on
Dong Ap Bia (aka Hamburger Hill) from the 29th NVA Regiment in May
of 1969. The book includes eight scenarios that can be played alone or
together in one of three campaigns. |
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Battles of
the Borderlands Nathan A.
Forney 48 pages A complete
campaign book for recreating skirmish level battles and campaigns centered on
the opening months of fighting in the Borderlands between Poland & Soviet
Russia in 1919. The book includes eight scenarios that can be played alone or
together in one of three campaigns. |
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JDP-02-002
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$14.95
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JDP-02-004
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$14.95
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Struggle for Maleme,
Vol. 1
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Tanga 1914
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7th
Fliegerdivision Fallschirmjagers & 5th C.B.
Stevens 48 pages A complete
campaign book for recreating skirmish level battles and campaigns centered
around the Allied airfield at Maleme on |
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Battles
for Longido & Tanga in Buck Surdu
& Jamie Davis 56 pages A complete
campaign book for recreating skirmish level battles and campaigns centered
the fighting around Longido & Tanga in |
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MSD Games |
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SHG-44101
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$19.95
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RGL-10001
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$19.95
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Red Sun/Blue Sky
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Blue Sea/Blue Sky
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Air Combat
Rules for 1/300th Scale Planes John
Stanoch 64 pages A fast
moving miniature game that recreates aerial combat in the Pacific & South
East Asian theatres in the early years of WW II. Simple game mechanics let
you focus on leading a squadron or more of aircraft into harms way. The speed
& decisiveness of aerial combat is accurately recreated in a game system
that allows games to be completed in 2 hours. |
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Air Combat
Rules for 1/300th Scale Planes John
Stanoch 60 pages Blue
Sea/Blue Sky is a collection of scenarios, campaign systems, aircraft data
cards and new rules for use with the Red Sun/Blue Sky miniature games. This
book recreates tactical aerial combat in the Mediterranean Theater in WW II.
Requires Red Sun/Blue Sky. |
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SHG-44103
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$15.95
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MSD-001
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$20.00
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White Star/Blue Sky
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Frontlines:
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Air Combat
Rules for 1/300th Scale Planes John
Stanoch 48 pages White
Star/Blue Sky is a collection of scenarios, campaign systems, aircraft data
cards and new rules for use with the Red Sun/Blue Sky miniature games. This
book recreates daylight aerial combat in the European Theater in WW II.
Requires Red Sun/Blue Sky. |
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Rules For
Ground Combat In The 1950’s Martin
Fenelon & Kirk Robbins 88 pages Highly
realistic, puts you in command of infantry and armed forces, with all the
capabilities and limitations that accompany command. Actions can incorporate
anywhere from a company to a brigade on each side, along with supporting air
and artillery units. Most scenarios can be completed within four to six hours.
Scale is 1:1; ground scale is 50 meters to the inch. |
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SHG-44104
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$18.95
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Red Star/Blue Sky
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Air Combat
Rules for 1/300th Scale Planes John
Stanoch 64 pages Red
Star/Blue Sky is a collection of scenarios, campaign systems, aircraft data
cards and new rules for use with the Red Sun/Blue Sky miniature games. This
book recreates tactical aerial combat on the Russian Front in WW II. Requires
Red Sun/Blue Sky. |
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Normal Warfare Publications |
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NW-001
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$19.95
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Wilderness Wars
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Rules For
18th Century Skirmish James A.
Harris & Philip S. Bock 78 pages A rule set
designed for the Company and Battalion level game. Equally playable on
various scales. Usable with most 18th Century wilderness
scenarios. Playable for the American War of |
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Old Dominion Game Works
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04-101
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$47.95
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04-102
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$39.95
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General Quarters 3rd
Edition Deluxe
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General Quarters 3rd
Edition Standard
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Complete
Rules for 1930-1950 Naval Wargaming L.L. Gill
with Norm Harms 120 pages Finally
released after years of plat-testing. Features national tables for detection.
Gunnery, damage control and morale. A “no odds” gunnery system featuring
locational damage. Ready to use ship logs for more than 590 ships. Campaign
level operations, optional rules for assault craft, HD/DF, Smart Weapons and
more. |
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Complete
Rules for 1930-1950 Naval Wargaming L.L. Gill
with Norm Harms 120 pages Finally
released after years of plat-testing. Features national tables for detection.
Gunnery, damage control and morale. A “no odds” gunnery system featuring
locational damage. Ready to use ship logs for more than 590 ships. Campaign
level operations, optional rules for assault craft, HD/DF, Smart Weapons and
more. |
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