Wargaming Fundraiser For Ukraine

Wargaming fundraiser for Ukraine

J.P. Medved, a Colorado-based wargamer, has partnered with Ukrainian sculptor Nikita Klimenko in Lviv to design a 3D-printable wargame model commemorating Ukraine’s defenders that they’re giving away in return for donations.

The model depicts a Ukrainian special forces soldier firing a British-manufactured NLAW anti-tank weapon, and comes with a decorative base containing wreckage of a “Z” tank.
Their fundraising page is here: https://digitalarmies.gumroad.com/l/ukrnlaw

And they’ve partnered with Speira Miniatures so people who don’t have their own 3D printer can still get a physical model and donate: https://www.speira.net/product/figures/ukrainian-special-operations-soldier/

Heroes of Victoria’s Empire

Heroes of Victoria’s Empire is Bob Cordery’s

set of Colonial wargames rules specifically written to reflect the importance of heroic individuals (and villains!) during the expansion of the British Empire. The rules were written with the objective that they should be fun, and should enable a battle to be fought to a conclusion in no more than two hours using approximately 60 – 100 15mm-scale individually-based figures on a small tabletop (3¼ foot x 2½ foot/100 cm x 75 cm). It was also important that they should enable the story of the battle to unfold in front of the players.

Restless Natives Colonial Rules

Restless Natives is a set of free wargames rules for playing wargames in the colonial period. They’re intended for 15mm figures, and use a card-based movement and special events system.

Bundock and Bayonet Colonial Rules

Bob Cordery offers a set of simple colonial rules called “Bundock and Bayonet”. They’re designed for either 15mm or 25mm figures.

Legio Quaternarius Ancients Rules

Legio Quaternarius is a set of free wargames rules for ancients, played on a square grid. The author writes of the rules that they are:

Sweet and Legion! inspired fast Ancients Rules; we originally played them on a hex gridded table, but they should work fine using a Table with a 3″ square grid as well (for 25mm figures, mostly mounted on 60mm frontage stands). The rules are very ,uch of the “Rock, Paper Scissors Type”, being ultimaterly inspired by the WRG Ancients (? 3rd or 4th edition by this time)., which I played a few times but found too fussy for my tastes… plus those reactions tests; way too time consuming for what usually resulted in “Carry on as Ordered”.

Battlefield Horizons Endless Conflict

Battlefield Horizons: Endless Conflict is a set of free wargames rules for 28mm science fiction games.

From the intro and overview:

Battlefield Horizon is a 1:1 miniatures skirmish game using 25/28mm figures. The rules can handle two or more players per battle – I’ve had up to 6 players. The rules to stat out figures from your collection are included, and there is a sizable list of special abilities for troops and weapons to actually make force “A” play differently from force “B” on the table. What a novel idea!


A figure represents one trooper, creature or vehicle. They may operate as part of unit or independently. Each figure is able to perform its own actions even when in a unit, so there is tactical flexibility. Each figure has 5 stats: Movement, Close Combat, Ranged Combat, Protection Value and Morale Score. The first is your maximum movement in inches and for the last 4, you roll the number assigned to that stat or less on a D10 to succeed.

The turn is handled in ordered phases: Initiative, Movement, Mystic, Shooting, Close Combat and then Command. The winner of the Initiative roll gets to determine the turn order for that turn. Movement is done by each player in order of Initiative. Mystic actions (magic/psionics/etc.) is also done by each player in order of Initiative.

Shooting is next and it is simultaneous, so all shots are declared before any dice are rolled with causalities removed at the end of the phase. Roll the figure’s Ranged Combat stat or less to hit. The target gets to make a roll against its Protection Value to prevent taking damage from a successful hit. Close Combat is handled in the same manner.

The Command Phase is last, and is where any command rolls are made due either to kills or non-damaging hits. A roll of equal or less than the figure’s Morale Value is a success, otherwise the figure may run to nearest cover or try to flee off the board. Turn is now over, so star a new turn.

I’m not usually a big fan of “Move, then Fire, then Melee, then Morale checks” kind of games, but this one works quite nicely because of the mix of simultaneous and non-simultaneous phases. Throw in an interesting initiative mechanic and a stat creation system with lots of options, and I became a fan. Give it a try!