Victory Conditions For Old West Games

Too many skirmish games just turn into a bloody “to the last man” smackdown. That’s all well and good, but if you want to add a little more complexity to your evenings, Jackson Gamers has a list of objectives and victory conditions for wild west games.

Surface Action WWII Naval Rules

Surface Action is a set of free wargames rules for tactical surface combat in WWII. These are billed as simple, fast play rules.

The author writes:

This is a simple, quick play, rule set covering surface actions in World War II. The game is designed for use with 1/6000 scale ship miniatures. The time scale is 5 minutes per turn and the distance scale is 1000 yards to the inch. The game components include: Rules, tables and designer’s notes, and Scenarios.

You’ll also need some counters, which are easily made by marking up some pre-made blank counters. Specifically, you should have some counters numbered 1 through 12.

Sea Wings WWII Aircraft Carrier Rules

Sea Wings is a set of free wargames rules for aircraft carrier warfare in World War II. The author writes:

“Sea Wings” is a game of aircraft carrier warfare in World War II. It is of moderate complexity, and is designed for play between two players. The game is designed for play on a 4 by 6 foot tabletop. The game scale is 4 hour turns, with 1 inch equaling 24 nautical miles in the playing surface. The game units are individual ships and air points representing 6 aircraft each. Ships can be represented by cards (provided below) or miniatures.

Activation Roll, Action Point Alternate Skirmish Rules For Warhammer 40K

Gemini is a set of alternate skirmish rules for Warhammer 40K that use an Activation Roll, Action Point system.

There seem to be quite a few people who love the Warhammer 40K Universe, but who are less than enamored with the rules.