Here are a page of downloadable, printable flags for your American Civil War games. They’re quite nicely done.
The Miniature Wargaming Editor
Ironsworn Free RPG
Ironsworn is a fantasy RPG that can be played with a traditional GM, as a co-op, or solo game. In this setting, players are heros pursing quests. There is a free downloadable version, as well as commercial soft and hard cover editions.
Savage Worlds Showdown Alpha Rules
PEG has released the latest version of Savage Worlds Showdown, their universal skirmish rules. It’s available for a free download.
Crimson Dust Science Fiction Wargames Rules
Crimson Dust is a new set of science fiction wargames rules. The author writes:
Crimson Dust (not to be confused with Crimson Dusk) is a sci-fi skirmish game using mutliple D6 rolls to establish the results of shooting moving, etc. Its also a turnless game with players activating models or using a leader groups of models in sequence, being turnless means you can keep activating the same model whilst your opponent for example activates all of their models, as opposed to variations of ‘I go – you go’. This is significantly more detailed game than Crimson Dusk, and has very different mechanics, it been an very exciting project to work on. in addition we’ve been given permission to use some of the art of ‘Juddeski’ who is a young artist known on several forums, his artwork will come to decorate the internal pages of the rule book.
Dogfight WWI Air Combat Rules
Dogfight! is a set of free wargames rules from Don Gelwwe. The rules have a bit of a different flavor from most of the genre. Don writes:
These rules are an attempt to create for players a different experience in gaming WW1 aerial combat. They are meant to confront players with broader tactical decisions that reach beyond the immediate specific-maneuver-choices of a moment within a battle to deal with what is (or will be) happening within the scope of the engagement as a whole. The demands placed on players emphasize these larger decision-making aspects of a pilot’s energies rather than the common, traditional focus on flying of most other rules. By removing the need for the player to micro-manage the piloting of the aircraft (these rules assume that the little fellow in the model already knows how to do that…), gametime can be devoted to deciding what to do rather than how. Instead of choosing which specific maneuver to use to position one’s aircraft in a particular way, players will choose amongst tactical objectives (such as “attack that enemy” or “be over there”) and then decide on the risk-level undertaken to achieve that goal. The success of an effort (attack, defense, movement, observation, etc…) is determined by dice rolls that are influenced by the pilot / aircraft quality as well as the level of risk (which reflects the difficulty of the task attempted).
You also can discuss the rules in the forums here.