Rules & Reference

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A & A Game Engineering

 

 

 

 

 

AA010

$16.99

 

AA055

$16.99

Action Stations!

 

Stringbags!

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.

 

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.

 

 

AA015

$16.99

 

AA058

$16.99

Bulldogs Away!!

 

Fox Two Reheat!

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.

 

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.

 

 

AA020

$16.99

 

AA060

$16.99

Fire When Ready

 

Form Line of Battle

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.

 

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.

 

 

AA040

$16.99

 

AA070

$16.99

Iron & Fire

 

Perfidious Albion

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.

 

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.

 

 

AA041

$16.99

 

AA075

$16.99

Blue Steel, Grey Thunder

 

Fighting Fleets

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.

 

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 Austria-Hungary, China, France, Germany, Great Britain, Greece, Italy, Japan, Russia, Spain, Sweden, Turkey, & the United States, as well as some generic cargo ships.

 

 

AA042

$16.99

 

AA090

$18.99

Ironclads At War

 

Sea Wars Fleet Action

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.

 

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.

 

 

AA050

$16.99

 

AA110

$16.99

Scramble!

 

Grand Fleet Actions in the Age of Sail

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.

 

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.

 

 

AA051

$16.99

 

AA120

$16.99

Angels 15

 

Tsushima

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.

 

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.

 

 

 

 

 

 

 


 

 

 

 

 

 

AA125

$16.99

 

AA130

$16.99

Jutland

 

Salamis ad Actium

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.

 

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.

 

 

AA140

$16.99

 

 

 

 

Stations Manned & Ready! Part I-WWI

 

 

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.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Aerie Games

AG101

$27.95

 

 

 

 

Warbirds in Miniature

 

 

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.

 

 

 

 

Decision Games

1401

$29.95

 

 

 

 

Battle Stations! Battle Stations!

 

 

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.

 

 

 

 

John Hill

JB3

$24.00

 

 

 

 

Johnny Reb III

 

 

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.

 

 

 

 

J & D Publication

JDP-01-001

$14.95

 

JDP-01-003

$14.95

Norway!

 

Russia ’41-Drive on Minsk

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 Norway in April 1940. The book includes ten action-packed scenarios that can be played alone or together in two campaigns. Also includes a unique generic order of battle listing that can be translated to almost any skirmish rule system.

 

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 Russia in June 1941. The book includes ten action-packed scenarios that can be played alone or together in three campaigns. Also includes a unique generic order of battle listing that can be translated to almost any skirmish rule system.

 

 

JDP-01-002

$14.95

 

JDP-01-004

$14.95

France ’40-Battles for the Meuse

 

Poland ’39-The Black Brigade

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 France in May 1940. The book includes ten action-packed scenarios that can be played alone or together in three campaigns. Also includes a unique generic order of battle listing that can be translated to almost any skirmish rule system.

 

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 Poland in September of 1939. The book includes ten scenarios that can be played alone or together in one of four or more campaigns.

 

 


 

J & D Publication

 

 

 

 

 

JDP-01-005

$14.95

 

JDP-01-014

$14.95

France ’40-The Ghost Division

 

North Africa ’40-‘41

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 France in 1940. The book includes ten scenarios that can be played alone or together in one of three campaigns. Can be translated to almost any skirmish rule system.

 

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 North Africa and the entry of the German Africa Corps (DAK). The book includes twelve scenarios that can be played alone or together in one of five campaigns. Can be translated to almost any skirmish rule system.

 

 

JDP-01-006

$14.95

 

JDP-01-015

$14.95

Russia ’41-Into the Ukraine

 

Normandy ’44 – Monty’s EPSOM

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 Ukraine during the invasion of Russia in 1941. The book includes ten scenarios that can be played alone or together in one of three campaigns. Can be translated to almost any skirmish rule system.

 

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 Normandy from 26 June to 1 July, 1944. 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.

 

 

JDP-01-007

$14.95

 

JDP-01-016

$14.95

Finland ’39-’40-The Winter War

 

Belgium ‘40 – Hunters of the Ardennes

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 Finland during the Soviet invasion starting in December 1939. The book includes ten scenarios that can be played alone or together in one of four campaigns. Can be translated to almost any skirmish rule system.

 

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 Belgium in May 1940. 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.

 

 

JDP-01-008

$14.95

 

JDP-01-017

$14.95

Normandy ’44-First Hours

 

Russia ’41 – North to Leningrad!

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 Normandy in the area of Utah Beach. The book includes ten scenarios that can be played alone or together in one of three campaigns. Can be translated to almost any skirmish rule system.

 

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 Germany’s Army Group North in June 1941. 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.

 

 

JDP-01-009

$14.95

 

 

 

 

Russia ’41-Ghosts at Smolensk

 

 

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 Smolensk in July 1941. The book includes ten scenarios that can be played alone or together in one of four campaigns. Can be translated to almost any skirmish rule system.

 

 

 

 

JDP-01-010

$14.95

 

 

 

 

Russia ’43-Gross Deutschland at Kursk

 

 

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 Kursk salient in July 1943. The book includes ten scenarios that can be played alone or together in one of three campaigns. Can be translated to almost any skirmish rule system.

 

 

 

 

JDP-01-011

$14.95

 

 

 

 

Russia ’43-Red Guards at Kursk

 

 

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 Kursk salient in July 1943. The book includes ten scenarios that can be played alone or together in one of three campaigns. This book is fully compatible with JDP-01-010.

 

 

 

 

JDP-01-012

$14.95

 

 

 

 

Normandy ’44-Heroes of Omaha &Panzer Lehr

 

 

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 U.S. drive from Omaha Beach to St. Lo in June 1944 7 the counterattack of the German Panzer Lehr Division in July of 1944. The book includes eleven scenarios that can be played alone or together in one of three campaigns.

 

 

 

 

JDP-01-013

$14.95

 

TAC-SKIRMISH

$19.95

World War I: Rommel’s Route to Verdun

 

Arc of Fire

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.

 

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.

 

 

 


 

J & D Publication

Skirmish Elite’s

JDP-02-001

$14.95

 

JDP-02-003

$14.95

Screaming Eagles at Hamburger Hill

 

The Russo-Polish War 1919

The 101st Airborne vs. The 29th NVA Regiment, Vietnam 1969

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.

 

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.

 

 

JDP-02-002

$14.95

 

JDP-02-004

$14.95

Struggle for Maleme, Vol. 1

 

Tanga 1914

7th Fliegerdivision Fallschirmjagers & 5th New Zealand Brigade in the Decisive Actions at Crete, 1941

C.B. Stevens    48 pages

A complete campaign book for recreating skirmish level battles and campaigns centered around the Allied airfield at Maleme on Crete in May of 1941.The book includes eight scenarios that can be played alone or together in one of three campaigns.

 

Battles for Longido & Tanga in East Africa during WW I

Buck Surdu & Jamie Davis  56 pages

A complete campaign book for recreating skirmish level battles and campaigns centered the fighting around Longido & Tanga in East Africa in 1914. The book includes eleven scenarios that can be played alone or together in one of two campaigns.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

MSD Games

SHG-44101

$19.95

 

RGL-10001

$19.95

Red Sun/Blue Sky

 

Blue Sea/Blue Sky

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.

 

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.

 

 

SHG-44103

$15.95

 

MSD-001

$20.00

White Star/Blue Sky

 

Frontlines: Korea 1950-53

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.

 

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.

 

 

SHG-44104

$18.95

 

 

 

 

Red Star/Blue Sky

 

 

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.

 

 

 

 

Normal Warfare Publications

NW-001

$19.95

 

 

 

 

Wilderness Wars

 

 

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 Independence and the French and Indian Wars.

 

 

 

 

Old Dominion Game Works

04-101

$47.95

 

04-102

$39.95

General Quarters 3rd Edition Deluxe

 

General Quarters 3rd Edition Standard

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.

 

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.