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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

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

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

Glory & Honour - Army Level Wargame Rules & Campaign System for The Seven Years War in Central Europe (1756-1763)

The campaign game covers the Seven Years War in Central Europe (mainly Bohemia, Saxony & Silesia) during which Prussia fought a bitter and protracted war with Austria and her allies. The battlefield rules emphasise troop quality, ability of generals, role of light troops and the decisive effect of massed cavalry. Depending on the battlefield results and the occupation of key cities the Diplomatic Chart will influence the political stance of France, Sweden, Russia and the minor German States. These may add forces to one side or call for withdrawal of friendly forces to observe and deter these states.

Contents:  51 page Gamebook, A4 set of campaign counters, Allied Armies Strength Table, Prussian Armies strength Table, Honour Points Cards, Political Chart, Campaign Calendar, Playing the Cards Chart, Battlefield Creator Chart and a two-page Playsheet (one for the Campaign System one for the Battlefield). There is also 2A3 Campaign map or 4 A4 Campaign maps (depending upon your printer).

 

SCALES & BASING

  • Ground Scale: 1” = 100 metres. Movement is 5” for artillery, 10” for Infantry & 20” for Cavalry

  • Time Scale: 1 Turn = 15-20 minutes

  • Table Size: 5-6 x 4 ft.

  • Figure/Base ratio: Figures per base according to pocket. We use Pendraken’s 10 mm figures with 6 infantry, 3 cavalry, 3 light troops or 1 gun and 2-3 crew per base. With 4 - 8 Bases per Infantry or Cavalry Brigade. Ratio is approx. 1:50 to 1:80.

  • Game Length: 2 – 4 hours depending on size of battle

 

Price:  $10.00

(£8 approx)

The English Civil War when gamed at County level gives great opportunities for gaming this fascinating period. You have the problem of controlling areas for your cause, denying them to your enemy and yet always at the whim of the King or Parliament in providing the great central field armies with resources. The great National events of the great battles or the support of the Scots or the arrival of the great central field armies as they maraud through your county makes for a most unpredictable game.

The novel battlefield rules emphasise the limitations of command and allow the games to flow fast and furious such that they are often over in a couple of hours or the time they would have been fought in reality.

Scope: Included are a set of battlefield figure rules for fighting battles up to 6,000- 8,000 men 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.

Contents: 56  page Gamebook, 2 x A4 Unit Counters, 1 x A4 Game Counters, A4 sheet of Fate cards Campaign Calendar, 2 x A4 Off-Table Charts, There is a two-page Playsheet (one for the Campaign System one for the Battlefield) and 2 A3 or 4 A4 map of  Worcestershire.

SCALES & BASING

  • Ground Scale: 1” = 10 yards/metres. All combat and movement are by handspan or 6” rules. So a battle is approx. half a mile by a third of a mile

  • Time Scale: 1 Turn = 10-15 minutes

  • Table Size: 6 x 4 ft. up to 8 x 6 ft.

  • Figure/Base ratio: Figures per base according to pocket. We use Pendraken’s 10 mm figures with 12 pike, 8 shot, 4 cavalry or 1 gun and 2-4 crew per base. 1 Base = 50 foot or 25 horse. Ratio is approx. 1:6 to 1:10.

Price:  $10.00

(App £8.00)

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

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

For Lords Tomorrow is a Busy Day - Rules for the War of the Roses

This set of table-top and campaign rules are designed to be used to represent the Wars of the Roses, with the rules allowing either a single game or campaign the whole period.  

 

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 campaign rules including status sheets and counters.

  • A set of battlefield rules that can be used to resolve campaign actions or can be used independently to fight one-off battles of the period.

Price:  £5.00

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

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

Malbrough s'en va-t-en guerre - Rules for the War of the Spanish Succession

This set of table-top and campaign rules are designed to be used to represent the Wars of the Spanish Succession. 

 

There are two elements to the game: A Campaign game using a set of playing cards and the resulting figure battle. The former will give the latter its context and players must be careful to judge that the fight is worth the candle as the epitome of Generalship was the avoidance of risky battles. If players wish, a simple system can be generated to create one-off battles, so that each battle is different or to get players used to the novel battle system

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.

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

Price:  £7.00

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

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

The game covers the trench war on the Western Front from 1915 to 1918 from the viewpoint of the many British offensives that took place. The British team of 1 corps commander and from 2 to 5 divisional commanders select their plan of attack in a pre-game sequence of defining the frontage of attack and how to use the available artillery assets as well as gas and mines. The Germans options are largely defined by their doctrine of counter-attack and availability of reinforcements and are done by the British players in sectors that do not involve their division.  

Depending on the success or failure of the attack players may be sacked and a divisional commander might leapfrog his corps commander to become the new corps commander!

There is also a system for fighting one-off battles at six periods in the war.

Content: Game Handbook with rules for setting up the battlefield, objectives, frontages and assets. There follows the rules on how to fight the battle with many examples of pay.

Also included are 6 Campaign Cards, Battlefield zone markers, Flow Charts on setting up the game and working out Victory and Defeat, Prestige Point Counters, 2-page Playsheet and Table of Organisation for the British & French Divisions.

Price:  $10.00

(App £8.00)

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

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)

The War for the American Colonies is a fascinating mix of political and military interaction. The strategy of the war is randomised by the orders the British receive each fall, such as Cut-Off New England, Southern Expedition, Occupy coastal locations etc. Thus the frustration of a constantly changing strategic policy with ever fewer troops and a rising French intervention makes for a very challenging campaign system. It is not easy for the Americans either as they have to commit a lot of their operational activity raising troops, collecting supplies and trying to rid themselves of their more incompetent generals. The battlefield rules have a battlefield generator system depending upon where the battle is fought and has a novel non-tape measure means of showing movement to the key battlefield locations.

Contents: There is a 57 page Game Handbook with full Battlefield and Campaign rules.  There are Two A3 (or 4 A4) colour maps, 2 A4 pages of Campaign & Battlefield game counters, 3 A4 of battlefield Fate Cards, A4 Operational Chart, A4 Victory Points Chart, 2 x A4 Army Strength Charts and 2 x A4 Playsheets.

There is a system for fighting entertaining one-off battles.

SCALES & BASING

  • Ground Scale: Tactical 1” = 25 yards; Grand Scale  1” = 100 yards

  • Time Scale: Tactical 1 Turn = 10-15 minutes; Grand Scale 1 Turn = 20-30 minutes

  • Table Size: 7 x 5 ft.

  • Figure/Base ratio: Figures per base according to pocket. In the rules using 10 mm figures bases have 4 infantry, 3 cavalry or 1 gun and 2-4 crew per base. Tactical Game Ratio is approx. 1:4 to 1:6; Grand Scale Ratio is approx. 1:15 to 1:25.

  • Game Length: 3 hours

Price:  $12.00 (£9 approx)

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

Dell-arte della guerra - Italian Renaissance Rules

Dell'arte della guerra is a ruleset that seeks to recreate the campaigns of renaissance Italy.

 

Each player represents a family of Condottiere, who take on contracts on behalf of one of the great Italian powers and fight each other in one of the endemic wars between these powers. :

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

  • A set of campaign rules including status sheets and counters.

  • A set of battlefield rules that can be used to resolve campaign actions or can be used independently to fight one-off battles of the period.

Please note there are a lot of counters and cards to cut out for this game.  If that is too much , we do have printed copies of these rules for sale.

Price:  £13.00