Utvidet returrett til 31. januar 2025

Bøker i Osprey Wargames-serien

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  • - Interstellar Fleet Battles
    av Mike Hutchinson
    180,-

    A tabletop miniatures game of intense starship combat between fleets of powerful cruisers, sleek destroyers, and agile fighters.A Billion Suns is a wargame of interstellar combat that puts you in command of fleets of powerful starships, from squadrons of agile, but fragile, fighters, to hulking and powerful capital ships. Choose your vessels from pre-existing classes then customize them to create your own sub-classes, each with their own strengths, weaknesses, and armament, from accurate torpedoes to devastating macro-cannon. Using simple dice pool mechanics, you must carefully manage your resources and seize the opportunities that come your way in order to lead your fleet to victory and assert your dominance over the stars.

  • av Patrick Todoroff
    224,-

    A solo and cooperative skirmish wargame for investigating and battling the supernatural mysteries of the modern world. When Nightmares Come is a tabletop miniatures wargame about modern day monster hunting and occult investigations. Players will form a team of paranormal vigilantes; self-taught occult specialists and monster hunters who call themselves the Nightwatch. These self-appointed members of the 'watch look to tackle the supernatural horrors and investigate the strange disturbances that plague their city. The core of the game, using the Action Dice Pool with its multiple die types, is fast and bloody, with tiered enemies, flexible player classes, quick combat resolution, and straightforward mission objectives. When Nightmares Come also contains a roleplaying element that allows for non-combat challenges and dramatic encounters. This system uses the same dice types as the core game's Action Dice Pool and emphasizes quick resolutions. This narrative system adds a fresh dimension to the core miniatures experience, particularly in longer campaigns where the promise of different foes and new storylines encourages long-term playability.

  • av Arthur van der Ster
    194,-

    A set of wargaming rules for fighting large battles set during the American Civil War.From the First Bull Run to Appomattox Court House, enter one of the defining conflicts of American history. With shot, shell, and sabre, guide the armies of the Blue and the Grey through this first modern war to determine the fate of a nation.With Hot Lead and Cold Steel is a large-scale, mass-battle wargame for recreating the American Civil War. Designed to handle brigade and divisional level engagements while providing a balance between ease of play and period detail, With Hot Lead and Cold Steel is ideal for new gamers and wargaming veterans alike. It contains everything players need to raise armies and craft scenarios, whether based upon historical campaigns and orders of battle or those of their own devising.

  • av Boyd Bruce
    180,-

  • - Platoon Skirmishes in World War III
    av Jamie Gordon
    180,-

    A set of platoon level wargames rules for fighting in a Cold War Gone Hot scenario.East vs West, Capitalist vs Communist. Fight as either the Warsaw Pact or NATO in Flashpoint, a set of platoon level wargaming rules for a Cold War Gone Hot alternate history circa 1986. Featuring an extensive campaign system allowing for platoon, squad, and individual character development with forces selected from a range of conventional infantry through to special forces and even guerrillas combatants, Flashpoint contains all the rules, units, and scenarios to fight World War III.

  • - A Wargame of Flying Battleships
    av Eric Farrington
    205,-

    A wargaming ruleset for epic pre-WW1 battles in the sky.It's the dawn of the 20th Century and the Great Powers turn to war. Since the development of the air screw, leading to the creation of flying warships, the navies of the world have comprised an ever-growing number of these aerial ironclads. So fire up the turbines, ready the aether drives, and take to the air in Castles in the Sky: A Wargame of Flying Battleships.Featuring all the rules required to fight battles with fleets of flying behemoths. Assemble your fleet from 8 nationalities and fight through a variety of scenarios. With a full campaign system, Castles in the Sky contains everything adventurous aeronautical admirals need to find victory in the skies.

  • - Ancient Roman Wargaming 343-50 BC
    av Eric Farrington
    180,-

    A set of wargaming rules covering the wars of Republican Rome, from the First Samnite War to the end of the Gallic Wars.From the First Samnite War to the conquest of Gaul, from the defeat at Lake Trasimene to the victory of Alesia, Wars of the Republic features all the rules required to wargame this period with army lists that reflect the changing nature of the Roman military, as well as those of their opponents be it Gaul, Carthaginian, Spaniard or Greek. Wars of the Republic allows you to campaign with the legions or stand firm against Roman expansion and fight throughout the Ancient World.

  • - Ancient Greek Hoplite Battles
    av Eric Farrington
    180,-

    Men of Bronze is a wargame that allows you to play out Classical Greek hoplite battles on the tabletop. Players are Strategoi (generals) leading phalanxes of bronze-clad warriors in pursuit of fame, glory, and the honor of their city-states. To win such prizes, however, you must prove your mettle, display your valor, and bring the other Strategoi to their knees!Designed to recreate small battles or larger skirmishes with 50-80 figures per side, each army will have its own unique mix of rules, advantages, backgrounds, and abilities. Strategoi must understand and appreciate the strengths and weaknesses of their forces in order to win glory on the battlefield. Of course, there's no telling what tricks a rival Strategos might have up their tunic sleeves.

  • - Wargames Rules for the Age of Piracy and Adventure c.1500-1730
    av Chris Peers
    193,-

    Presents a set of wargames rules covering the high adventure and low morals of the world of the pirate. This book features rules that cover licensed privateers such as da Gama and Drake, ruthless pirates of the Spanish Main, Blackbeard, the Barbary corsairs, the wako of the Far East, and not to mention the anti-pirate squadrons.

  • - Skirmish Wargaming in a Science Fiction Underworld
    av Andrea Sfiligoi
    180,-

    Rogue Stars is a character-based science fiction skirmish wargame, where players command crews of bounty hunters, space pirates, merchants, prospectors, smugglers, mercenary outfits, planetary police and other such shady factions from the fringes of galactic civilisation. Crews can vary in size, typically from four to six, and the character and crew creation systems allow for practically any concept to be built. Detailed environmental rules that include options for flora, fauna, gravity, dangerous terrain and atmosphere, and scenario design rules that ensure that missions are varied and demand adaptation and cunning on the parts of the combatants, make practically any encounter possible. Run contraband tech to rebel fighters on an ocean world while hunted by an alien kill-team or hunt down a research vessel and fight zero-gravity boarding actions in the cold depths of space - whatever you can imagine, you can do.

  • - Swashbuckling Skirmish Wargames Rules
    av Craig Woodfield
    180,-

    En Garde! is a small-scale skirmish game based on the successful Ronin rules, in which small groups of warriors fight each other for honour or riches. This book covers the conflicts of the 16th, 17th and early 18th centuries, when black-powder weapons started to become common in battle but martial prowess still determined the outcome.

  • - Military Skirmish Games in the Napoleonic Wars
    av Mark Latham
    180,-

    Chosen Men is a set of fast-action skirmish rules detailing the bloody skirmishes between light troops in the Napoleonic Wars. The primary focus of the game is on soldiers and NCOs in light 'flank' companies, as they scout ahead of larger forces and take part in man-to-man actions against enemy skirmishers.Although the game allows for the formation of accurately sized companies of light infantry and cavalry if you wish, these formations are broken down into small groups of up to a dozen men. For the most part, officers are not swashbuckling super-heroes, but staunch commanders who rally and direct their men to achieve the battlefield objectives. Although the game uses an alternating action turn sequence, officers can use their influence on multiple units at the same time in an effort to steal the initiative. With all rolls resolved using standard 6-sided dice, this game combines a classic wargaming feel with modern wargame mechanics.

  • - Fantasy Skirmish Wargames in the Roman Empire
    av Mark Latham
    180,-

    The Roman Empire rules the civilised world with an iron fist, seemingly all-powerful. And yet, the power of Rome is secured not by its mighty legions, but by small bands of warriors fighting a secret war. They seek out artefacts hidden by the gods themselves, hunt creatures of myth and face enemies that would use dark magic against the empire.

  • - Fantasy Wargaming Rules
    av Daniel Mersey
    168,-

    Whether you're a nameless Dark Lord looking to conquer the known world, a Champion of Light holding out against the forces of evil or a Northern barbarian facing claimants to a stolen throne, this title allows you to bring those battles to the tabletop. Developed from the popular Lion Rampant system.

  • - Fleet Actions 1775-1815
    av Ryan Miller
    193,-

    In the years between 1776 and 1815, grand square-rigged sailing ships dominated warfare on the high seas. This is a tabletop wargame of fleet battles in this age of canvas, cannon, and timbers. Players take on the roles of fleet admirals in battles ranging from the American War of Independence to the Napoleonic Wars and the War of 1812.

  • - Wargaming Rules for North America: Colonies to Civil War
    av Michael Leck
    180,-

    From the first shots at Jumonville Glen to the surrender at Appomattox, Rebels and Patriots allows you to campaign with Wolfe or Montcalm, stand with Tarleton at Cowpens or Washington at Yorktown, or don the blue or grey to fight for Grant or Lee. Designed by Michael Leck and Daniel Mersey, with a core system based on the popular Lion Rampant rules, Rebels and Patriots provides all the mechanics and force options needed to recreate the conflicts that forged a nation. From the French and Indian War, through the War of Independence and the War of 1812, to the Alamo and the American Civil War, these rules focus on the skirmishes, raids, and small engagements from this era of black powder and bayonet.

  • - Colonial Wargaming Rules
    av Daniel Mersey
    180,-

    The Men Who Would Be Kings is a set of rules designed for fighting historical or Hollywood colonial battles in the mid to late 19th Century, from the Indian Mutiny to the Boxer Rebellion. Large scale colonial clashes tended to be one-sided affairs, but there are countless reports of brief, frantic skirmishes in every colonial war, where either side could be victorious, and these are the battles that The Men Who Would Be Kings seeks to recreate. Although focusing on the British colonial wars against the Zulus, Maoris and others, these rules will also permit players to explore the empires of France, Germany, and other nations, as well as allowing for battles between rival native factions. Gameplay is very simple, and is driven by the quality of the officers leading your units, in the true spirit of Victorian derring-do and adventure, where larger than life characters such as the (real) Fred Burnaby and the (fictional) Harry Flashman led their troops to glory and medals or a horrible end at the point of a spear tip.

  • - Wargames Rules for the Seven Years' War
    av Keith Flint
    193,-

    The Seven Years' War was the pinnacle of 18th-century European warfare, with dramatic campaigns and battles, famous leaders, and colourful uniforms. Compared with the Napoleonic Wars, tactics were simpler, armies more professional, and battles tended to be smaller. Rules of this book allow for a wide range of tactics and reward historical play.

  • - Interwar Wargame Rules 1918-39
    av Paul Eaglestone
    262,-

    Often called the Pulp Era, the years between the two World Wars have seen a tremendous surge in interest among wargamers. This title captures the adventurous nature of the time period to present a fun, fast-paced set of tabletop miniatures rules that can handle the many diverse conflicts of the period.

  • - Arthurian Wargaming Rules AD367-793
    av Daniel Mersey
    262,-

    The Dark Age of Britain, from the middle of the 4th century to the end of the 8th, was a time of violence and warfare, when charismatic warlords such as the fabled King Arthur could gather together armies and carve out their own kingdoms. This book presents an element-based system, where each base of figures represents 50 fighting men.

  • - Mythological Wargame Rules
    av Andrea Sfiligoi
    241,-

    Two armies prepare for war. Thor, surrounded by crackling lightning, leads the assault of a horde of Viking berserkers. Preparing to receive this charge stands a wall of grim-faced, determined Spartan hoplites, commanded by Ares himself... This book offers a skirmish wargame that gives players the opportunity to command the greatest heroes.

  • - Skirmish Wargames in the Crusades
    av Jamie Gordon
    180,-

    Outremer: Faith and Blood is a 28mm skirmish wargame featuring small groups of warriors fighting in Outremer during the Crusades. While suitable for one-off skirmish encounters the focus of the game is a structured and progressive campaign setting in which they are able to watch their force grow and develop over a series of scenarios and encounters from a small party of five or so soldiers into a powerful warband a score strong. Character development is key, and a wide range of troop options and factions allows a high degree of individuality and personalisation. Players will also be able to recruit mercenaries and agents such as Hashashin and Varangian survivors to bolster their forces - potent but expensive additions that will add a distinct flavour to each encounter.

  • - Hong Kong Movie Wargame Rules
    av Andrea Sfiligoi
    211,-

    Brings the hyper-kinetic, bullet-spraying, demon-slaying, kung-fu-fighting action of Hong Kong movies and Asian cinema to the wargames tabletop.

  • - Skirmish Wargames in the Age of the Samurai
    av Craig Woodfield
    194,-

    Set in an age of feuding samurai, wandering swordsmen and fearless warrior monks, Ronin is a skirmish wargame that captures the flavour and excitement of such Akira Kurosawa films as Seven Samurai and Yojimbo. This book title with this game.

  • - Salvage and Survival in the Exclusion Zone
    av Patrick Todoroff
    180,-

    Explore, salvage, and survive inside the Exclusion Zone in this near-future Eastern European-themed skirmish wargame.Zona Alfa is a set of simple, fast-play skirmish rules for scavenging, exploring, and surviving in a near-future, post-apocalyptic Eastern European setting. Players take on the role of bandits, mercenaries, and military units fighting over the blasted Exclusion Zone and its abandoned artifacts. Customize your fighters with a variety of weapons and specialisms to create your ideal warband. With extended rules for campaigns, character progression, terrain, and environmental hazards, Zona Alfa contains all the tools required to engaging in blistering firefights within the Exclusion Zone.

  • - Fantasy Gang Rumbles
    av Robert Burman
    193,-

    Ordinsport was a backwater on the vast Ordin River before the Council of Wizards chose it as the site of their grand experiment. After a near-catastrophic war that saw orcs, elves, dwarves, and many other traditional enemies fighting alongside each other as uneasy allies, the Council intended Ordinsport to symbolize the new peace as a shining example of old enemies living and thriving together in a new era of hope and prosperity. While the treaty has held, Odinsport itself has fallen some way short of these lofty aims. With so many races living side-by-side, and the potential for smuggling presented by the great river itself, Ordinsport has become home to an immense black market, with an underworld dominated by a vast array of criminal syndicates, all vying for territory and influence. Crime bosses have their pick of mercenaries, and hire ruthless gangs of goblin grunts, human thugs, dwarf barbarians, and lumbering trolls. Orcs and dwarves still may not get along, but it''s amazing what a cunning crime boss can achieve by greasing a few palms with a few gold coins.Kobolds & Cobblestones is a skirmish wargame for rumbles between gangs in Ordinsport''s seedy underbelly. Players hire gangs of criminals, thugs, and enforcers from a number of classic Fantasy races, and attempt to take control of the underworld and establish themselves as the city''s kingpins. Playing card-based mechanics and a cunning bribery element keep players on their toes, as a one-sided battle can turn around in a flash.

  • - Classical Naval Warfare 480-31 BC
    av John Lambshead
    193,-

    With data for ships throughout the period, rules for famous admirals, historical scenarios, a campaign system and a brief historical summary for those who wish to refresh their memory of the era, this title offers everything players need to bring to the tabletop the battles and campaigns of the first great age of naval warfare.

  • - Pike and Shot Wargaming Rules
    av Daniel Mersey
    180,-

    Recreate the action and drama of 17th Century warfare on your tabletop with The Pikeman''s Lament. Start by creating your Officer - is he a natural leader raised from the ranks, the youngest son of a noble family, or an old veteran who has seen too many battles? As you campaign, your Officer will win honour and gain promotion, acquiring traits that may help lead his men to victory. Before each skirmish, your Officer must raise his Company from a wide range of unit options - should he lean towards hard-hitting heavy cavalry or favour solid, defensively minded infantry? Companies are typically formed from 6-8 units, each made up of either 6 or 12 figures, and quick, decisive, and dramatic games are the order of the day. With core mechanics based on Daniel Mersey''s popular Lion Rampant rules, The Pikeman''s Lament captures the military flavour of the 17th Century, and allows you to recreate skirmishes and raids from conflicts such as the Thirty Years'' War, the English Civil Wars, and the Great Northern War.

  • - Tactical Espionage Wargaming
    av Guy Bowers
    179,-

    Featuring stealthy extraction and surveillance missions to overt raids and assaults, this volume offers a wargame of tactical espionage combat that recreates the tension and excitement.

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