
| Patriots and Loyalists and Zombies Zombie survival game set during the American Revolution The Zombie Apocalypse has moved from the Old World to the New. As a new country struggles to emerge from revolution and civil war, its very independence is now threatened by a force savage and deadly. In deep forests and lonely outposts, amongst the piles of fallen heroes a new danger twitches into life. This terrible threat possesses a hunger that cannot be satisfied - a craving for living human flesh that knows no bounds. The dead are beginning to walk again and no one is safe. Will the old divisions of loyalty and patriotism still persist? Or will humankind bury its differences and join forces against the undead plague? Only you can decide! This game is based on the Pike & Shot & Zombies rules (the Renaissance post-apocalyptic survival game) but is set during the time of the American War of Independence. The rules have the same basic mechanics as the previous set but obviously have a very different historical “feel”. There are of course new weapons and new characters (and unfortunately for these survivors - far less armour!). There are also new scientific ideas which may hold an explanation or a way of countering the vile undead. But some say that the deadliest threat still comes from mankind’s inexhaustible capacity to destroy itself. Will the warring parties fighting for king or independence continue their struggle or stand together against this new danger? The Zombie History of the world continues with Patriots & Loyalists & Zombies... 72 pages 7.7mb PDF (A4) | ![]() |
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| Pike and Shot and Zombies A post-apocalyptic survival game in a ravaged Renaissance world In a world already used to plagues, pestilence, famine and war, things have just got a whole lot worse. Now even the dead won’t lie still in their graves. The corpses from a hundred battlefields have risen up and are now intent of devouring the last few remaining flickers of life in this truly accursed land. Pike & Shot & Zombies is a post-apocalyptic survival game in a ravaged Renaissance world where small bands of survivors battle the hordes of the undead in a desperate bid to prolong their miserable lives for a few moments more. Each player will control one or two survivors and must withstand the fiendish scenario created by the umpire. The rules include a detailed profile of each survivor character explaining their attributes and skills. A fearsome array of armaments are available - the finest of black-powder technology - not to mention the best of the stabbing, hacking, impaling, smashing, crushing and slicing close combat weapons available to the Renaissance soldier. But the survivors will need to be prepared, a terrifying array of undead creatures are arrayed against them. The rules describe a variety of different undead threats, from slow, stupid and frankly rather confused zombies, to faster moving more predatory undead creatures and even grossly fat zombies that can explode infections zombie goo all over an unlucky survivor. To make matters worse for the survivors, the umpire has at their disposal an extensive deck of event-cards. These create a wide variety of unforeseen, awkward and even downright dangerous situations that can trip up the most prepared band of survivors - from fumbling weapon handling and misfires, accidental powder explosions, to bad omens and even accusations of witchcraft. And to start players off, there are two starter missions included and guidelines for creating your own testing and terrifying scenarios using the Pike & Shot & Zombies rules. 66 pages 6.08mb PDF (A4) | ![]() |
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| Plague City A supplement for Pike & Shot & Zombies Plague City is the first game supplement for Pike & Shot & Zombies, the post-apocalyptic Renaissance survival game! Included in this booklet are thirteen scenarios set in the hideous and dangerous confines of the plague city. Once a mighty fortress and great city, perched on the banks of a broad and swift flowing river, beset from all sides by armies and looters and vagabonds. This great city succumbed to its final assault. Armies it could humiliate, besiegers it could resist, but against the cold fury of the dead it could not hold out. Thirty thousand inhabitants stared into the faces of the dead and knew that the end had come. Few escaped the slaughter... Now the living, the survivors, shun this place. Death awaits those that return to the city, death or worse! Smoke and the stench of decay arise from this accursed place. Grey and ragged figures make their shambling progression through ruined streets in an endless quest for living flesh, their blood-caked mouths, dry, shuddering, craving. And yet some survivors look on this forbidding city as a potential source of great wealth. What use to the dead have for the riches of the church, the fine merchant houses and sumptuous palaces? Surely an expedition into this damned city would be worth it. Risky, yes - but rewarding - surely! And for players valiant enough to risk the Plague City, a host of new event-cards await to trip up and challenge these survivors brave enough to enter. 19 pages 2.86mb PDF (A4) | ![]() |
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| Lost Valley Survivors A supplement for Pike & Shot & Zombies The Lost Valley Survivors is the second gaming supplement for the Pike & Shot & Zombie rules and contains six new linked missions, new event cards, new armour and weapons - and lots of new zombie types to try them out on! The Lost Valley is set in a post-apocalyptic Renaissance world where rational thought and burgeoning scientific practice is being dragged back to a darker world of fear and suspicion and of course the terrifying undead plague. Since the coming of the plague, the survivors yearn for peace and time spent away from the constant threat of der Auferstandene. The greatest menace comes from the “plague city”, that deadweight of evil that burdens the living struggling to survive. Many believe that if they could only escape this land and its malevolent influence they could find peace. Constant patrols are sent out into the wider countryside, always in the hope of finding a land untainted. Dangerous and gruelling though this work is, it must be continued. A recent patrol has returned with news of a secluded valley. Quiet, unoccupied and ready for settlement, this could provide a new home for those wishing to escape. Within a few short weeks, a powerful expeditionary force has been mobilized and sets out to find this land, a land that promises peace and freedom and hope. Could this hidden valley provide shelter and a measure of protection from the harsh realities of the outside world. If this place has managed so far to escape this deadly plague, could it not hold out still further if properly organized and defended? Only brave and dedicated survivors need apply for this mission, the risks are sure to be great but surely the rewards will be even greater! 21 pages 2.77mb PDF (A4) | ![]() |
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| Famous Zombies from the Past A supplement for Pike & Shot & Zombies Famous Zombies from the Past is the third gaming supplement for the Pike & Shot & Zombies rules and contains eight new scenarios, new event cards and new zombie types including the new and detailed profile of the “famous” zombies - the latest deadly threat to human survival in the post-apocalyptic Renaissance world! Will the survivors be able to cope with Zombie Cromwell, Gustavus Undead Adolphus, Festering Father Tilly, Count Putrid von Pappenheim or a host of other horrible “heroes”? As if life wasn’t tough enough in the grueling carnage of zombie warfare - the undead have just upped their game. Can the survivors rise to meet the challenge? 20 pages 2.37mb PDF (A4) | ![]() |
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| Rotting Renaissance Regiments A supplement for Pike & Shot & Zombies Rotting Renaissance Regiments: a gaming supplement for the Pike & Shot & Zombies rules - contains new scenarios, new event cards and a whole bunch of new zombie types to try out. There is also a section on converting your Renaissance figures into menacing, mouldy musketeers as seen on the front cover! Now please don’t be alarmed by the sight of gun-toting zombies on the front of this supplement. We are not suggesting that these undead beasts have the wit to use these weapons properly. We are not messing with the time-honoured notion of mindless flesh-eating zombies. So rest assured, these zombies are still mindless and still flesh eating. Its just that some of them are still clinging to the weapons that they once used in life. If these guns are fired, they are most likely to miss, or hit another zombie and in any case the gun is probably being held the wrong way round! And as for the chances of reloading - you can forget it! Rotting Regiments describes the final descent of once proud and powerful regiments as the terrible undead plague finally takes hold. As the last shreds of humanity ebb away a residue of former prowess remains. Will these accursed warriors manage one final flourish of military excellence before the all consuming hunger for human flesh takes hold? All that the survivors can bank on is that the battle for survival remains desperate and unremitting - and is not made any easier by the arrival of Rotting Renaissance Regiments. 20 pages 3.84mb PDF (A4) | ![]() |
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| Die Zombie-Jägers A supplement for Pike & Shot & Zombies Die Zombie-Jägers is another gaming supplement for the Pike & Shot & Zombie rules - the post post-apocalyptic Renaissance zombie survival game. The setting is a quiet rural area as yet untouched by the undead plague. Here life can still be hard - but in the good years an adequate living can be made. If the crops are blighted however, or the livestock fall ill, shortages are keenly felt - and cattle are beginning to die, disfigured by signs of putrefaction - even before death. None in the village can remember seeing anything working with such ghastly haste on these precious animals. Now fear begins its work. Not just fear of another winter without food but fear that perhaps the first signs of the pestilence is beginning to show. First it is the animals that suffer - what next? The people? As piles of infected carcasses burn and stinking black smoke rises into the air, many begin to wonder - what has brought on this misfortune? Who is responsible for this outbreak of corruption - and who is going to stop it? Included in this booklet are three new scenarios, two new characters, lots of new events and new zombies to try (well they’re actually pretty old and mouldy now!). First of these characters is the Verdorben - corrupted individuals, obsessed by the undead menace and convinced that they can draw power from the same well-spring of evil that maintains the undead. Although these individuals may look like any other survivor, they can bring the taint of the undead and the risk of infection into any community. This insidious threat means that none can truly be trusted. Second of these new characters are the hunters of evil and corruption - the Jägers. So fanatical are these finders of evil that the Verdorben truly fear them. Unfortunately the fanaticism of these hunters also leads to the persecution of the innocent and many have perished at the hands of the over-zealous. Exemplary behaviour and outward displays of faith are not always sufficient to withstand the questioning gaze of the Jäger. The finger of suspicion pointed by a jealous neighbour can quickly lead to denouncement, imprisonment and the terrible process of “investigation”. So these new threats are lethal indeed, be it from the hidden menace of the Verdorben or the ruthless and deadly accusations of the Jägers. Survivors may long for the days when the threat was more obvious. All that a survivor used to need was a stout leather jacket, a trusty halberd and a dozen zombies would fall decapitated before their slicing blade. Now the threat is more sinister, a whispered accusation in the wrong ear, some malicious gossip or perhaps a settling of old scores - one wrong word and the once heroic survivor can be brought low. So don your armour, buckle up your sword, shove a big heavy pistol in your belt and get ready for battle. Trust no one, especially your friends and if any Zombie-Jägers ask for help with their inquiries - think very, very carefully before answering. 20 pages 2.76mb PDF (A4) | ![]() |
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| Bad War Warfare in the 16th Century Bad War is designed to cover warfare in the sixteenth century, a period which offers you a terrifically interesting and colourful selection of gaming opportunities. Full of garishly dressed soldiers, colourful and exotic troop types and, with the introduction of the firearm, the beginnings of modern warfare. Armies struggled to find a way of incorporating this new technology, much time was devoted to experimentation with battlefield tactics and still the tried and tested methods of medieval warfare produced dramatic victories. Few could stand against the awesome charge of the French Gendarmes nor face the ferocious onslaught of the Swiss pike-square. And yet warfare did evolve during this period. The arquebus and musket do replace the bow and crossbow, knights begin to put aside their lances and take up the pistol. With Bad War, Stephen Danes has brought out the qualities of some of these more exotic troops, the Doppelsöldner, the Aventuriers, the Black Bands, the Gendarmes, the Landsknechts, the Stradiots, and the Condottieri. Rather than a simple factor rating their quality, these troops have different characteristics that shape and modify their actions. Gendarmes are likely to disobey orders and attack their nearest opponents, the Swiss will seek out any Landsknechts and visit bloody slaughter on their foe and any Stradiots can certainly be relied upon to loot the baggage train - either their opponents or their own! Bad War can be played with either 25/28mm or 15mm figures, with a wide variety of popular basing accommodated. The rules have many similar features to the other AB One games, including the entertaining War-Tokens system. Also provided is a Fornono scenario which includes a map, order of battle, and unit cards as well as army lists for the Early Italian Wars. Although Bad War focuses initially on the Italian Wars, the rules can be used for any European warfare of the sixteenth century. Later supplements will cover the French Wars of Religion, the Spanish and Dutch war and the wars of Henry VIII and Elizabeth I. 65 pages 7.13mb PDF (A4) | ![]() |
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| The French Wars of Religion Army Lists and Scenarios Supplement for Bad War This French Wars of Religion supplement is designed to be used with the renaissance battle rules - Bad War. The supplement contains army lists and scenarios for the French Wars of Religion and the later Italian Wars. The scenarios included are for the battles of Ceresole, Dreux and Coutras and include background and terrain details, maps and unit cards detailing the profile of all the units involved. Also included are a number of new War Tokens. These are the event/action cards that Bad War/Father Tilly players will be familiar with - and these include tokens for capturing enemy standards and dealing out treacherous moves to the opponent - all highly appropriate activities for sixteenth century commanders! 26 pages 5.63mb PDF (A4) | ![]() |
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| Tudor Warfare Tudor and Elizabethan Wars Supplement for Bad War Tudor Warfare is the second supplement for Bad War - the Renaissance battle rules. As the title suggests, the armies and battles of the Tudor and Elizabethan wars are covered here. Inside, players can find army lists for the Anglo-Scottish Wars, as well as details for the Royal and Rebel armies of the Western Rebellion. Also featured is a French army list to provide opposition for Henry’s continental adventures. There are also details for the armies that fought in Ireland, both native Irish, “Old English” and the English Elizabethan army. Three scenarios are also included, for the battles of Flodden, Pinkie, and Yellow Ford. These detail the background, orders of battle, unit deployment and maps, and also provide unit cards for all of the participants in the battles. This period offers players the chance to fight a variety of battles, from the massed conflicts in the open terrain of the Scottish Wars to the smaller more chaotic encounters in the dense terrain of Ireland. It also takes players from the medieval weapons and tactics at the beginning of the sixteenth century, to the gradual introduction and eventual dominance of the firearm towards the end of the period. Whichever battles players choose to fight, they will find an interesting, enjoyable and often overlooked period of early modern warfare. 24 pages 3.07mb PDF (A4) | ![]() |
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| Bloody Kingdom Wargame rules for the Civil War in England, Ireland, Scotland, and Wales Designed for the Civil Wars of England, Ireland, Scotland and Wales, Bloody Kingdom uses the same game mechanics as Father Tilly - although with several important differences. Players can fight battles at two different scales, either large battles with numerous regiments per side or smaller, lower-scale engagements where each unit represents a company rather than a regiment. The basing for these rules is flexible. Players can either use individually based 25/28mm figures, or blocks of figures on one base. The rules do require the removal of figures so each unit should have at least a few spare figures for casualty removal. When units suffer hits figures are only removed after each suffers four kills, this means that great handfuls of figures are not removed with each volley. But 10-20 percent casualties in a unit does represent significant damage and a significant risk to morale. The rules contain a detailed method of generating armies which includes the composition, weaponry and tactics of each unit in addition to the leadership qualities, experience and levels of training of each unit. The rules also include several sample armies that give players ready to use pointed-up forces for all of the main factions involved in the Civil War. As with the Father Tilly rules, the war-tokens are also a major feature of Bloody Kingdom, and provide an extra layer of period feel and fun--adding such diverse elements as powder explosions, drunken generals, turncoats, and court astrologers to the game. Bloody Kingdom also includes an Edgehill scenario with detailed army lists, a map, and unit cards for each of the units involved in the battle. 71 pages 30.1mb PDF (A4) | ![]() |
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| Grand Ambition Wargame rules for the wars of Janes II, Louis XIV, and William III This later period of the 17th Century saw the rise of the standing army: regular troops, funded by the state and employed all year round. This period also saw significant developments in weaponry and tactics and it is these changes that are reflected in these rules. Included in the Grand Ambition rule book are sections detailing the organization of troops and the types of formations and tactics deployed. All of the rules necessary to run the game, including Initiative, Game Sequence, and Movement, Shooting and Combat, Orders and Morale for individual units and the army as a whole, plus extensive army lists are also provided. In addition to this is the section describing the war-tokens and their use, plus a system regulating the deployment of armies and a system for generating battlefield terrain. There is also a section with information for converting the game to lower level company actions, plus a method for generating scenarios for smaller scale engagements. The rules provide a scenario which includes a map and order of battle for the game. And, finally, the war-tokens for use in Grand Ambition games. 63 pages 7.4mb PDF (A4) | ![]() |
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| Escalade Skirmish Rules for the Seventeenth Century Escalade is a set of skirmish rules designed for keen Father Tilly players - and anyone else interested in seventeenth- century warfare. Escalade takes the basic mechanics used in Father Tilly and incorporates that extra layer of detail required for battles at the skirmish level. The rules feature organisation at the company level and focus on the role of officers and NCOs in low level engagements. Also included in the rules are a number of different troop types: those interesting and exotic units that are too small or rare to feature in most big battles. Players can field units of Jägers, Shützen, Sturmtruppen and Trabanten. For the experienced Father Tilly player, Escalade contains several familiar features. Rules for movement, morale, shooting and combat have the same basic mechanics but with additional detail. The sections on terrain and scenario generation are also included plus a new section detailing mortars, incendiaries and other methods of mayhem and destruction. The popular “war-tokens” section is also included, this describes how players can use their existing Father Tilly tokens and apply them to skirmish games. And because of the more uncertain nature of skirmish games, the initiative system has been modified too. Despite its similarities to Father Tilly, Escalade is a game that can be played on its own without any prior experience of other AB One games. Players of Father Tilly will already be familiar with many of its processes, however, new players will quickly find an easy to use, exciting and enjoyable system ideally suited to fighting skirmish level games in the seventeenth century. 44 pages 4.2mb PDF (A4) | ![]() |
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| Mercenary Scum Escalade: Skirmish Scenarios for the Seventeenth Century Mercenary Scum is a wargame supplement designed to be used with Escalade, the skirmish rules for the seventeenth century. Six scenarios are included in this supplement. Scenario One: Contributions, a scenario of slash and burn tactics involving a collection of devious and untrustworthy characters - and the enemy aren’t too nice either! Scenario Two: The Peasants are Revolting, a desperate battle to survive between fleeing soldiers and murderous bands of peasants. Can heroics save the day or will it be better to run, run, RUN! Scenario Three: Rescue Rupert, a game of suspicious guards, tough mercenaries and rebel fanatics and a daring attempt to free Prince Rupert from the dastardly clutches of the Emperor. Scenario Four: Assault on Bastion 13, an intense and bloody assault on a well-entrenched enemy. Choose your weapons: mortars, grenades, snipers? Can you be the first hero to breach the enemies defences? Scenario Five: Escalade, a frantic attempt to break out from the stranglehold of the enemies siege-lines. Will our heroes manage to escape before the enemy (industriously slaughtering civilians) can assemble to foil their escape? Scenario Six: Bandit Country, valuable supplies must get through to beleaguered troops, even if this means moving the wagons through this dark and ominously silent wood. But wait a moment, what’s that blocking the path up ahead, a fallen tree? Did that tree just fall down, is that the glint of a gun-barrel poking through the trees? The horses are getting nervous! Are the enemy about to attack... 18 pages 3.2mb PDF (A4) | ![]() |
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| Father Tilly Re-fight the battles of the Thirty Years War! Father Tilly is the first in a series of wargames rules that covers the pike and shot era and is designed to re-fight the battles of the Thirty Years War. The rules are aimed at players with 25/28mm figures to fight both small scale encounters all the way up to larger battles. The mechanics are fast and simple and allow players to quickly resolve shooting or melee with hardly a glance back to the rules. In addition to the rules system, there are a number of cards or war-tokens that players use to complement the action on the table. The skilled use of these tokens allow players to further influence the game play but they also introduce an element of risk: powder explosions, drunken generals, mutinies and looting soldiers are all additional hazards that players have to face. The advantage of using the war-tokens (other than the sheer level of fun that they introduce) is that they allow some of the more unforeseen and random events to occur without clogging up the game mechanics with added lengthy rules. Stephen's aim when writing Father Tilly was not to write a generic set of Pike and Shot rules that covers three hundred years of European warfare, but rather to concentrate specifically on the fascinating, surprisingly varied, and brutal conflict: the Thirty Years War. Introductory Special! For a limited time, the first supplement, Bohemian Revolt, is included at no additional cost! The first of several planned supplements for Father Tilly, The Bohemian Revolt covers the early stages of the war and includes army lists, generals profiles, a Battle of White Mountain scenario, and additional war-tokens specifically designed for this early period. ![]() 48 pages (total) 16.2mb PDF (A4) | ![]() |
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| Father Tilly and 6 Supplements! The popular Father Tilly TYW rules, along with all 6 supplements A specially-priced package of the Father Tilly rules, including the main rule book and The Bohemian Revolt expansion, along with the following supplements: - The German War - The Danish War - The Swedish War - The French War - War on the Eastern Frontier - Weber-Bamberg-Lech Scenarios 49.6mb PDF (A4) | ![]() |
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| Father Tilly Campaign Campaign Supplement for Father Tilly and Father Tilly: Escalade Father Tilly: Campaign is a game supplement for the Father Tilly rules that allows players to fight a series of connected scenarios within their chosen phase of the Thirty Years War. These new rules show the effects of campaigning on the players armies and the rewards for the victorious and the penalties for the defeated. This supplement also introduces some of the wider strategic events that occurred in Europe at the time of the war and how these impacted on the combatants. For instance, the granting by the Pope of massive subsidies to the emperor Ferdinand II, harvest failures in Germany, the Dutch capture of the Spanish treasure fleet, the Peace of Monzon, the Sack of Magdeburg, the death of Gustavus and the civil wars in Britain. Depending on which phase of the Thirty Years War players choose, each turn they will be faced with one of these strategic events and will find that their army either benefits or suffers from its implications. Also included are a number of familiar campaign elements such as ways of improving the profiles of generals and units as they benefit from their successes on the battlefield (and of course a way of penalizing the unsuccessful). Players can also employ a number of “campaign assets” between battles such as forced peasant labour, hostages, control of imports, scorched-earth tactics or a number of other useful methods of undermining the opponent. Players will be able to use these rules to run campaigns with either the big-battle Father Tilly rules or the Escalade skirmish rules. 46 pages 5.44mb PDF (A4) | ![]() |
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| The German War 1622-23 Supplement for Father Tilly The second Father Tilly supplement, covering the 1622-23 fighting in the Palatinate and featuring army lists and profiles of the generals that fought in this campaign.Included are three scenarios that feature maps and orders of battle for the battles of Wimpfen, Hochst, and Stadtlohn. In addition to the army lists, profiles, and scenarios are new war-tokens and a section on rules to cover the design and use of Battle Wagons. The German War also contains a large section describing the use of map movements. This is really a game within a game allowing players to use their war-tokens to try and out-manoeuver their opponents before the main battle, to give them a crucial advantage once the shot begins to fly! 22 pages 8.33mb PDF (A4) | ![]() |
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| The Danish War Supplement and Rules Expansion for Father Tilly The Danish War is the third supplement in the Father Tilly series. It contains army lists, profiles of generals, and a Lutter battle scenario. There is also a detailed section on military entrepreneurs--effectively a set of campaign rules--where humble mercenary captains can rise to all powerful heights. New war-tokens are included for players to add to their decks; lots more stuff for Father Tilly players to enjoy! A number of new rules for Father Tilly are included, such as rules for solo gaming and a section showing how players can take Father Tilly down to a more granular level, where players can fight company-actions rather than massed battles. This new section allows for an extra layer of detail, including new weapons, hidden movement, and skirmish skills for leaders adept in the dark arts of irregular warfare. 23 pages 5.02mb PDF (A4) | ![]() |
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| The Swedish War Supplement and Rules Expansion for Father Tilly. The arrival of the Swedish army was a major challenge to the Catholic armies--do you have the skill to use it or the strength to resist it? The Swedish War is the fourth Father Tilly supplement, containing extensive army lists for the period including the armies of Sweden, Saxony, Bavaria, and--of course--the Imperial and Catholic League armies. The Swedish army is looked at in considerable detail, with rules to use this excellent army. The changes that Wallenstein applied to the Catholic forces to cope with this new and formidable enemy are also considered. This supplement details three new scenarios: the Battles of Breitenfeld, Lutzen, and Nordlingen, along with profiles of the major commanders of the period and many new war tokens to expand play. 24 pages 5.74mb PDF (A4) | ![]() |
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| The French War Supplement and Rules Expansion for Father Tilly. The French War is the fifth Thirty Years War supplement for Father Tilly. This period sees the arrival of French armies in Germany and their struggle and eventual success against their rivals, the Spanish. Included in this supplement are extensive army lists for new arrivals and old enemies alike, as well as descriptions of how tactics and formations changed during the period and, of course, detailed profiles of the leading generals. The French War also includes two scenarios. These provide detailed orders of battle, maps, and special rules for the Battles of Wittstock and Jankow, where players can test their abilities against historical outcomes. The French War covers the last phase of the Thirty Years War, the final and most destructive period of the conflict, where religious and political ideals gave way to a gruelling war of annihilation which eventually ended with the Peace of Westphalia in 1648--more than enough scope for many bloody and hard fought Father Tilly battles... 24 pages 5.12mb PDF (A4) | ![]() |
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| War on the Eastern Frontier Father Tilly Supplement for Ottoman, Polish, and Muscovite Armies War on the Eastern Frontier is another gaming supplement in the Father Tilly series. This supplement looks at warfare on the eastern borders of Europe, from the Time of Troubles to The Deluge, and provides a detailed look at the Ottoman, Polish, and Muscovite armies. This booklet provides army lists which focus on the troop types, tactics, weaponry, and deployment of these new opponents, but also looks at the way western armies had to adapt to face these fast moving and ferocious enemies. Included in the supplement is a Battle of Kircholm scenario, plus a section that allows players to generate numerous vicious, squalid (but highly entertaining), small-scale scenarios of their own. The Eastern Frontier supplement also includes a number of new war-tokens especially designed to make these new armies an even greater challenge to play and defeat. 25 pages 5.82mb PDF (A4) | ![]() |
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| Werber-Bamberg-Lech Thirty Years War Scenario Supplement for Father Tilly This supplement, designed for the Father Tilly rules, covers the end of the conflict between King Gustavus of Sweden and his bitter opponent Count Jean Tserclaus, Baron of Tilly, commander of the Catholic forces in Germany. Three scenarios are described: the first (the skirmish at Werben) is a small encounter game that does not require huge numbers of figures and can easily be handled by two players. The next (Bamberg) is a larger affair that requires a more substantial commitment in time and figures. This game can be played with up to two or three players per side. And, finally, the last scenario covers the Battle of Lech. This is a large battle requiring around two hundred and fifty figures per side, three to four players per side plus a good five or six hours gaming. The Lech scenario is based around a river crossing under heavy enemy fire and contains special rules for boats, bridges and other details that allow such actions. Players will need a copy of The Swedish War gaming supplement for the details of Swedish generals, troops and tactics, to properly use these scenarios. The Battle on the Lech was Tilly’s final battle. Defending a river crossing to prevent the Swedish forces from crossing into Bavarian territory, the old Catholic general suffered a fatal wound while encouraging his beleaguered troops to stand fast in the face of punishing Swedish artillery fire. Will the Imperial army suffer the same fate as the historical outcome or can they deliver a major reverse to the great Swedish king? 16 pages 3.28mb PDF (A4) | ![]() |
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