The
(Virtual) Armchair General's catalog of original and exclusive rules and book titles continues to grow!
Authors include Chris
Ferree, P. R. Wilson, Mark Megehee, with more in the pipe.
All titles offered by
TVAG are available in your choice of inexpensive PDF Editions and high quality, professional Print Editions.
Unless otherwise
indicated, Print Editions are in 8.5" x 11" format with full color covers, and Rule Books use heavy card stock for all
enclosed "Cheat Sheets," Game Counters, Card Decks, and other accompanying accessories.
PDF Editions represent
about half the price of the printed books and come with complete rules and game components (including color covers, card stock
accessories, counters, etc) in "ready to print" form, with the added advantage of full color illustrations and graphics not
available in "hard copy" form.
"We Only Kill Each Other" (WOKEO) has been in development for over fifteen years
with an emphasis on "realism," rather than Hollywood and legend. It's a fast-paced game of criminal-on-criminal violence
with the possible involvement of law enforcement. Other rules make no distinctions between three distinct "theaters"
in this era of criminal enterprise with the common denominator of violence--"Beers Wars," (1920-1933), "Dillinger Days"
(1934-35), and "Mafia Wars" (1931-35). Each has distinctive features making it unique regarding characters and possible games.
Characters are generated in detail by types/classes (but don’t think of D&D!)—gangsters, hoodlums, police, detectives,
FBI and Treasury Agents, each with the opportunity for skills, areas of special knowledge, and even weaponry by period and
subject. Distinguishing Features, including Peculiarities/Personality Quirks/Addictions/Compulsive Behaviors, Speech
Impediments, as well as detailed physical attributes and Criminal Records, are just some of the descriptors that will apply.
WOKEO recognizes that such criminals are not soldiers, responding to orders and formal leadership. They tend
to be violent, under-educated, and commonly unintelligent, striking by stealth and surprise, rather than seeking stand up
battles. "Discipline and duty" do not characterize them, while opportunism and fear of retaliation does.
Combat rules are fast and deadly, with a wide variety of basic weapon types available—but players can rarely make the
choice. Tommy Guns, and BARs are "terror weapons," and far more rare than Hollywood pretends. You won't find one often,
but when you do, watch out!
A "Director" can create the episode, but “pick-up”games are easy--just use any of the pre-generated Characters that come
with the game, or roll up your own. Play is card driven, cuing individual Characters to declare and carry out their Actions.
Almost everything--use of "Mitts," "Pins," "Moxie," "Brains" and "Brawn"--is determined successful or not by a
single D10 roll with limited modifiers—no combat results tables, no formulae, just down and dirty quick results with a
system quickly learned. No written orders, just a few items to mark off on each Character Record Card.
Players normally play one Character, but up to four are possible. Rules for "Extras"--simplified Characters operating in
groups--can allow larger games, but most games need fewer than a half-dozen figures to a side, though police can
show up in numbers if a crime is still in progress.
There are detailed rules for Drive By Shootings, Automobile pursuits and Collisions, Tear gas, explosives, body armor,
brawling, "gun molls," and optional rules for specific Wound Location/Effects, Rescue of the
wounded, use of the garrote, and more make WOKEO a complete package.
WOKEO also recognizes "Square Johns"—civilians who can as easily fall victim to the police as the criminals--as key elements.
Pedestrian and Vehicular “Panic” rules guarantee chaos in the streets with the very real risk of them becoming unwitting
targets--and not just of the criminals. Law Enforcement bullets are just as deadly!
Police, FBI and Treasury Agents all have their own rules. Police use of "The Third Degree" during interrogations can
be part of the game, as well as the competition between "G-Men" and local police. And if you think the "G-Men" were Supermen
from the start, think again. WOKEO does not depict things the way Mr. Hoover would have wanted it to!
“We Only Kill Each Other," (unlike the author’s own “Gangbusters” from TSR eons ago), makes no attempt to
include the economics of organized crime. It is strictly for flying lead, racing automobiles, and blood on the sidewalk.
WOKEO literally allows players to "cut to the chase" and engage in all the mayhem Prohibition and Depression era crime has to
offer. With all the gory details, this is easily the grittiest miniatures game of criminal violence yet.
The rules come with three introductory Scenarios, one for “Beer Wars,” one for “Dillinger Days,” and one for “Mafia Wars.”
Each provides full information on necessary Characters, figures, sets, vehicles, and more. There are schematics, photos,
tables, information for each side, as well as "secret" information for the Director. No Scenario can play the same way twice.
WOKEO also addresses the urban environment central to crime of the period. Police call boxes, sirens, alarms, police
whistles, auto and pedestrian traffic (varying by neighborhood and time of day) all are part of the mix when perpetrating
or confronting crime in the streets. The rules are designed for use with model buildings like those from Old Glory, Reviresco,
and TVAG's own “Mean Streets” and “Mean Sets,"
but the use of 2D maps of the players' own devising is covered.
Street Schematics are provided for planning of hits and/or law enforcement raids, and a full page city street map of
“Newcago,” locating key addresses, public buildings, and businesses provides the wider environment where Bootlegger gangs
can vie for control through beatings, bombings, and shootings.
Other features include a comprehensive list of 28mm gangster/law enforcement figures manufacturers, as well as buildings
and vehicles. There are also lists of useful Websites, movies of particularly inspirational value, and a section showing
how easy--and fun!--designing your own scenarios can be.
The perfect bound book is 8.5" x 11", with full color covers, 98 pages (50 of which have color tables
or artwork), and 10 pages of enclosures, including three full color printed Cheat Sheets, and 7 card stock sheets of
pre-generated Characters for the three Scenarios included.
All buyers are entitled to free PDF's delivered by E-mail providing
a reduced size b&w version of the Action Deck, and a set of all five Character Record Card types. These are available
simply by requesting them from TVAG@att.net
And there's MORE: Buyers of the Print and PDF Editions are offered three
free PDF Interior building designs from "Mean Sets," each of which supports one
of the three Scenarios in the book. Normally a $30.00 purchase, completely free for
the asking. Full details are in the rules.
We Only Kill Each Other retails for
$30.00, plus postage.
A professionally printed Graphic Supplement is offered with a full color, pre-cut Action Deck of 33 cards,
each measuring 2.5" x 3.5", provided in a reusable plastic bag. Also, 12 sheets of color coded card stock Character Record
Cards, enough for two FBI and two Treasury Agents, ten Criminal, six Patrolmen, and four Detectives.
$12.00, plus postage.
The "We Only Kill Each Other"
rules are available in PDF form for $15.00
, delivered via E-mail postage free. The book comes with the two
complementary PDF's of a b&w Game Deck and a color file of Character Records for self printing.
After nine years of research, writing, and re-writing, Gone To See The Elephant: Miniatures War Game
Rules for The Mexican-American War, 1846-1848 is now available.
Easily the most widely—and impatiently!—awaited title in TVAG’s history, GTSTE has been interrupted by other projects and
more recently health issues, but throughout that time collecting historical sources and digesting them never really stopped.
As a result, these are easily the most solidly grounded war game rules on the subject, with the history woven into them, rather
than clapped on like chrome on a Model-T.
Utilizing the basic game model first published in John Company, GTSTE requires absolutely
no written record keeping, and as few as three standard six-sided dice. Play is card driven, with random order of movement with
players commanding Brigades composed of from two to five infantry battalions or cavalry regiments, possibly with an artillery
battery. How many Orders a General can issue in a turn to the units in a Brigade depends on his pre-determined
Generalship, and the draw of a card from the Orders Deck for his level. Orders are placed before movement each turn, then
units check their Resolve to see how well those orders are obeyed--or possibly not at all! Fire is calculated by weapon,
troop types, unit Resolve, and number of Bases. Losses are taken in Bases as well.
Uncontrolled and unexpected Events can result from the effects of enemy fire, but also randomly. A distinct and separate
Mexican and US Army Event Deck is provided. Unique and historical occurrences impossible to write rules for, but
which could or did happen in fact, are now part of the mix as players seek to create a battle plan then react as best they
can when it actually makes contact with the enemy. Prairie fires, false truce, amazing individual acts of courage, etc,
all could influence battle in Mexico, and can for the players, too.
Eighteen pages of Optional Rules, including Ammunition, Stamina and Fatigue, Skirmishers, Sappers,
Night Fighting, and Weather, among others are provided. Special Resolve advantages are available to the Mexican
force which can field in miniature figures for the conduct of pre-battle Mass, a military band, field hospital, and
Soldaderas supporting the soldiers. Not surprisingly, these miniatures are also offered by TVAG in
15mm for devotee's of that size.
Introducing an innovative ground scale system for basing, the game may be played with ANY size figures,
from 5/6mm,10mm, 15mm, 25/28mm to 40mm, using the same 1” x .75” and 2” x 1.5” square bases without effecting movement or
weapons ranges. Artillery is mounted on pre-measured triangular templates (provided with the rules) indicating maximum
firing angles eliminating the need for measuring in play.
The book has 164 pages of rules, commentary, game tables, illustrations, and maps in full color. The rules
portion of the text are printed in 14-point Century Schoolbook to make reading and searching specific portions fast and easy.
Special rules applying exclusively to US or Mexican units appear in green and blue, respectively, and important notes are in red.
When one rule references another, page numbers are provided for quicker searching. Other portions of the book are in 12-point
for more casual reading.
Beyond the basic rules, there are 21 pages of Designers Notes and Appendices listing the entire US and Mexican Army
Orders of Battle for the war, a complete list by states of all Volunteer units raised for the war, and a list of uniform details
for many of these. Besides the Bibliography, there is a list of other resources for research on the Internet, including
recordings of authentic period music for both armies. Three historical scenarios for Palo Alto, Resaca de Palma/Guerrero, and
Buena Vista/La Angosturas are presented across 26 more pages, including highly detailed maps and the most complete OB’s available.
Indeed, the latter battle has original scholarship concerning the Mexican Artillery present.
Unlike some previous TVAG publications, Game Decks and important reference sheets, plus Order, Resolve (and optional Sapper,
Stamina, Ammunition, etc) counters being printed on B&W paper within the book, these are now offered for FREE via E-mail for
self-printing/cutting by the buyer, which has allowed the book's production price to be kept down. Buyers of the game are
welcome to request these directly from TVAG.
As a service for all Mexican War aficionados, whatever their preferred rules set, figure brands or sizes, the
"US Army Uniforms & Weapons" page
is offered by TVAG as an excellent source of full color uniform plates and
photos for general use.
With major contributions by Anton Adams, Ron Vaughan, and TVAG’s own Chris Ferree and Eric Cox—among others—
GTSTE is more than the definitive game system for the subject, but an historical resource itself.
A professionally printed full color Graphic Supplement containing ALL game components is available for separate purchase.
It consists of the Action, Orders, and both Event Game Decks totaling 102 pre-cut cards, each measuring 2.25" x 3.25" in a
re-closable plastic bag. Together, these Event Decks contain 20 unique additional cards not found with the free game components
set. Further, there are seven reference sheets on card stock, and nine more of colorful game counters ready to cut out for use.
The GTSTE Printed Graphic Supplement retails for $20.00
, plus postage.
The Gone To See The Elephant
rule book is available in PDF form for
$20.00, delivered via E-mail postage free.
2008 marked the 50th Anniversary of a publishing milestone, and the 160th Anniversary of the end of
the Mexican War, too.
In 1958, historian and illustrator, Joseph Hefter and colleagues,
self-published one of the classics of modern military history, El Soldado
Mexicano, 1837-1847. The only printed edition quickly became the
standard reference on the appearance and organization of the Mexican Army in the
period of the Texas War of Independence through the Mexican- American War of
1846-48. Hardly a book written on these events since 1958 does not cite Hefter's work, yet
it became scarce and the surviving copies show the effects of time on their pulp
pages and covers.
As part of TVAG's researches for the coming Mexican War rules, Gone To
See The Elephant, my own original copy of the book has constantly been
referred to. But its physical condition, the faded (but still beautiful) color
uniform plates, and the author's "stream of consciousness" layout of
his text proved frustrating.
After seeking advice, I have exercised due diligence in an attempt to
establish who may have the Copyright to Hefter's work since his death over 30 years
ago. As a result, I have reclaimed the Copyrights and return this remarkable work to the
gaming and historical community in a new and updated edition.
Not merely a reprint, color quality has been restored to the eight original
plates, plus seven more in b&w have now been "colorized" based on uniform data
in the text, and all of which have been significantly increased in size. Four more Hefter plates from other publications round
out the work. Further, three full color pages of Mexican Army Colors, Standards, Guidons, and
Pennants (most never before seen in print) designed by Eric Cox add a dimension
missing from the original work. A number of line drawings by Hefter have been
provided by other sources for use in this new edition, as well as extra photos
and drawings of more uniform details and equipment.
Besides being the best single source on uniforms for the period, The
Mexican Soldier details the tactics, organization, and weaponry of the
Army, answering many--if not all--of the questions of what made this remarkable
army function as it did. There are useful tables of OB's for the major battles
of the Mexican War, sections on the Army Health Corps, information on the
soldiers themselves (heights, illnesses, pay, discipline, etc). The
original text followed a roughly chronological arrangement, but tended to meander--tangentially--making it difficult to look
up any particular item. This has all been addressed by a nearly total rearrangement of the text into sections
and sub-sections, and then chronologically. The Spanish language text and
captions are removed for this edition, but hardly a word of the English version
is missing--and some new material by Hefter has been added.
Printed on high quality paper, well suited to best show off the color plates, this edition is printed
in 8.5" x 11" format, on 44 pages, plus 22 uniform, equipment, and flag plates, 21 in full color.
The Mexican Soldier is now available for $35.00, via
Amazon.
The Mexican Soldier
is also available as PDF files for $20.00,
and will be sent free via E-mail.
Originally released with the full participation of Savage And Soldier magazine past Editors Douglas
Johnson, Milton Soong, and Richard Brooks, TVAG proudly published The Mahdist Wars Source Books.
But the time came when this already standard reference among war gamers of the Sudan deserved a more
professional presentation and reorganization. Thoroughly re-edited, Volume One has expanded to 182 pages, with more and different
full color maps, tables, and additional uniform plates. Particularly useful contemporary illustrations and photos new to the work,
in color and B&W, have been printed large to facilitate study, and new tactical maps and schematics have also been provided
over-large to help readers grasp the details. Indeed, few of the original B&W illustrations remain, replaced by more
specific examples, many in color.
All the original text remains, while the original color photographs and plates of Mahdist uniforms, the
Omdurman Battlefield, Ansar fortifications, and more, have all been improved and retained. In Volume One, a new section of
contemporary illustrations of those Royal Navy vessels which provided firepower and sealift for operations around Suakin,
complete with ship's stats, has been added, and Volume Two has a new section of data and illustrations on weapons
used by European and Mahdist Armies.
Each Volume measures 8.5" x 11" and has full color covers and comprises articles previously published
years ago as the "Sudan Special." The current and coming volumes of the new edition of the MWSB now expand the original 40
page pamphlet into over 300 pages of additional articles which first appeared in S&S over the years, plus specifically written
new material. Errors of fact and corrections reflecting new information developed since the original edition have been retained
as well.
The numbers of maps and tactical diagrams have all been expanded, while the detailed battle studies, and
appendices providing information of every sort, also remain. Uniform, organizational and tactical data for the Egyptians,
British, Italians, and Abyssinians are included as well as for the Ansar, as well as additional information on weapons.
Naturally, the definitive section on Mahdist Flags researched by Douglass Johnson, and the color examples by Eric Cox, are
still aboard.
Finally, the complete Orders of Battle for the Sudan— from Hicks Pasha at Shaykan, to the death of the
Khalifa Abdullahi at Um Diwaykarat—from the Andrew Preziosi Collection remain, but with illustrations of many of the key Generals
& Officers now included. Full details of units, their strength, officers, and organization are now in one place for
the first time.
And despite the complete make-over, additional pages, and color throughout the work, the original price
has been retained! How's that for progress!
The Mahdist Wars Source Book, Vol. 1: 1882-1885 is now available through
Amazon for $35.00, plus postage.
The MWSB Volume 2 (1886-1899) is also available through
Amazon for $30.00, plus postage.
Both Volumes may still be bought together as PDF's for
$30.00, and delivered post-free via E-mail.
The new 4th Edition has expanded to 68 pages of rules and Ship Logs for all three Hull Types,
and Native Craft. Where the previous Edition added important new rules for Torpedoes, Mines, and Critical Hits, this newest Edition continues to broaden the
game. New weapons include the 24-pdr Hales Rocket, plus completely revised listings of all Cannon, Machine Guns, and "Pom-pom's" with new Hit Points values. Some
guns have been dropped, and others added to make arming scratch built models a much easier proposition. All five of the Critical Hits Tables have been revised,
and many simplifications to the text have been made for greater clarity. More and new useful illustrations have been added throughout. The full color card stock
Action Cards, Weather Vane, Wind Speed markers, Torpedo and Mine markers are still included, too.
Once again edited and ever-expanded by P.R. Wilson, B&B 4th is now even more than before the
complete game for Riverine and Coastal actions in amphibious operations and between Gunboats in the Age of Imperialism. Fully integrated with
The Sword and The Flame and the Campaign Game, The Sun Never Sets (TSNS), the game allows for 25mm or 15mm Gunboat models to
fight each other, or in direct conjunction with miniatures land games. Players of TSNS will also find the game prices of armaments for vessels funded by Parliament
have been greatly reduced to encourage ever more "Gunboat Diplomacy."
All in all, B&B the 4th represents the continued evolution of
a rules system that has grown with the times. And, amazingly still, only the price has never had to evolve, and remains at
$25.00
, plus postage.
Also available for self printing from
PDF format for $15.00
, and be sent via E-mail.
A campaign system for The Sword and The Flame, this dedicated rules set allows players to be both members of Parliament
and Native Potentates.
Originally designed for use with TSATF
20th Anniversary Edition, the Battalion variant, 800 Fighting Englishmen is even better suited for play.
After years of success, TSNS was due for a new edition,
and in the Summer of 2010, it arrived. The book has now expanded to 96 pages, most of which represent the addition of the former game maps, counters,
record sheets, etc, to the body of the book proper. Now in B&W and printed on paper, their placement at the back of the book for removal and/or copying
allowed the price to drop from $40.00 to $30.00 . The rules themselves have not required any changes and owners of the
previous Edition need not worry--though the new edition does LOOK ever so much better!
Along with the campaign game rules, there are 30 pages of background,
tactical and organizational information on the new foes, including Abyssinians, Afghans (Irregular and Regular), Ashanti, Burmese, Chinese, Maori, and Northeast
Frontier Tribesmen, plus more Imperial Troop types, rules for Gunboats, Logistics, Replacements, Fortifications, Transport, and more!
And for those who still want the high quality game
accessories separately, they are now available as a special TSNS Supplement. This includes five full color Theater Maps measuring 8.5" x 11", one two-piece map
totaling 22" x 17", and three 11" x 17". There are also 5 full color card stock sheets of Event Cards (double sided), 4 sheets of ready-to-cut map counters,
Sea Distances Table, and more.
TSNS is--and
remains--the last word in a complete Colonial Campaign System!
NOW available in it's all new 4th Edition for $30.00, plus postage.
For those wishing to buy the TSNS Rule Book AND the Game
Supplement Print Editions together, the price is $45.00,
a savings of $5.00.
The complete Printed Game Supplement may be
ordered alone for $20.00, plus postage.
The complete package is
available in a PDF Edition for $25.00, and delivered via E-mail, post free.
JC
has now been made more accessible to those who have been interested, but unsure of wanting to buy the entire game at full price.
The newly printed THIRD Edition has swollen to 196 pages of resources, as well as all of the
Second Edition's greatly improved and expanded rules for gaming India's colonial history, including the Mysore, Maratha, Sikh Wars, Indian Mutiny, and much more.
Besides the rules proper, there are 13 pages of Weather Tables (with full
color maps), 4 pages of Designers' Notes, 3 of Bibliography, 4 ready-to-play Scenarios (27 pages) with full color maps, 6 pages listing John Company's Battles,
4 pages of figure sources, six pages of Uniform data, and 2 pages of Basing Templates.
But still, one of the greatest values are the Army Lists with detailed organizational and tactical
information for the Afghans, Marathas, Sikhs, British and HEIC units, with special emphasis on the latter on The Indian Mutiny. This information is not to be
found in any one--or 25--books!
BUT instead of including all the previous full color, card stock game accessories as enclosures, these have now
been printed in B&W on paper and bound into the rule book itself. This has allowed the cover price to DROP
from $45.00 to $30.00!
It is now possible to buy the game at a much friendlier price and still be able to learn the game
with the necessary accessories. And if you wish to pursue the game with all the improved and longer-lived graphical components, you may still do so.
All 12 original full color card stock sheets for the three Game Decks, the 4 B&W
"Cheat Sheets," and the other color game counters may now be bought as a separate Supplement. Better still, all three Card Decks
(Action, Orders, and Events) are now pre-cut and shrink wrapped ready for immediate use.
The John Company Graphics Supplement costs $15.00, and is immediately
available!
NOW available, the Third Edition costs $30.00,
plus postage.
The John Company Third Edition Graphics
Supplement cost $15.00, plus postage.
For those primarily interested in the book
as a resource, or who prefer "self printing," the PDF Edition is available for
$20.00, and includes all files for the full color accessories also
for self-printing, plus postage.
All PDF files will be sent Postage free via E-mail.
Chris Ferree's homage to "Rajah Brooke" and the Pirates of the South China Seas is now available in a full blown
2nd Edition exclusively from The (Virtual) Armchair General.
More than doubling in size to 42 pages, with new rules and tables, greatly improved graphics, two complete scenarios with maps and OB's,
Chronology, Bibliography, with newly designed Ship and Unit Record Sheets, Wind Vane and Game Counters, as well as full color front and back covers, the game
has never been more complete.
New rules include Towing, Weather Conditions, Heavy Artillery, greatly expanded Firing and Morale Tables, and additional organizational
information for Moro, Balanini, Dyak, Malay, Chinese, and Illunan Pirates to make collecting necessary figures for your game units easy.
Originally designed for use with the extensive line of 15mm figures purposely sculpted by author Chris Ferree, the game is supported by
card stock and resin cast accessories sold by TVAG. However, by simple scale adjustment, the rules may be played with 25/28mm figures and models from other
manufacturers as well.
The Kris And The Flame is still an officially authorized dependent
variant of the world famous The Sword And The Flame, 20th Anniversary Edition, and requires a copy of
those rules to be played.
The Print Edition is Currently Out of Stock.
Available in PDF format for
$15.00, and delivered via E-mail.
B'hoys! is a unique war game based on the popular
history classic, The Gangs Of New York, by Herbert Asbury, and now in it's improved 3rd Edition from The
(Virtual) Armchair General.
B'hoys! (as the Irish lads referred to themselves) recreates the
brawls and battles that dominated pre-Civil War New York City for some thirty years.
The majority of Gang members (the original "Gangsters") were largely
Irish immigrants who brought their real, or imagined, war against the English with them to America. At odds with the Protestant
Establishment that ran the city, underemployed, and without real prospects, they formed societies that mirrored their fears
and frustrations.
Among the many pastimes of these Gangsters was street fighting.
Scuffles between rival individuals could escalate to their respective Gangs, and it didn't take much to start a brawl, which
sometimes exploded into full scale rioting. Merely being on the wrong street could start the fists, boots, brickbats, and
bullets flying. Such meetings could involve a handful at first, then swell to thousands of men, women, and children engaged
in total riot.
It was a time now almost forgotten, and unimaginable over a century after the facts, but it remains an amazing chapter
in American History. Just reading the rules will give a remarkable picture of the times and personalities that shaped the
growth of New York, as well as the other great cities of the Eastern United States.
The new Edition has expanded to 64 pages, with improved rules layout, superior graphics, and many new full color
period illustrations throughout, including photographs of games in play, and actual period artifacts.
Printed accessories at the back of the book include Record Sheets for Mobs, Police, and Army/Militia which may be cut
out and copied for game use. A deck of 48 black and white Action Cards used to determine the order in which Gangster Mobs,
Police Patrols, or even Army Squads move, are also printed in the book to be cut out for use. Further, a printed sheet of
colored ID numbers is attached, ready to cut out and glue to the bases of individual game figures to aid identification by
Character and Gang affiliation.
A professionally printed, permanent full color 48-card Action Deck,
and a two page set of Quick Reference Sheets printed on card stock are available separately from the Publisher (below), as well
as the original "B'Hoys!" 28mm figures by world famous sculptor, Bobby Jackson.
Besides the basic rules, there are four detailed scenarios, ready to
play including special rules, and including maps and extra tables of information to make set-up easy and quick.
The authors continue to hear from gamers who have applied the B'hoys!
model of Mob vs Mob combat to other subjects, notably Cave Men and Ancient Roman Political and Sports riots! B'hoys!
is a game of specific historical application and a realistic, fast and furious game that emphasizes Mob Psychology over sheer
lethality.
So, Boyo's, here's your chance to get the latest news from your cousins,
the Authors "Hamburger Paddy" and "Seamlus O'Queeg" and their continuing adventures in New York. Och, if only nights in
Limerick were as much fun! ("Sing Rickety-Tickety-Tin!")
The Print Edition is $25.00, and will be delivered by Priority Mail.
Special New Graphic Supplement! Now, for
the first time, the 48 card full color Action Deck is available separately, professionally printed and pre-cut in a
re-closable bag for storage, ready to for play, and comes with two 8.5" x 11" full color card stock Quick Reference Sheets
to speed play, and all for only $10.00 directly through TVAG.
The PDF Edition is $15.00
, and will be delivered via E-mail as soon as your order
is processed, post free.
From author/sculptor Chris Ferree, comes his most ambitious game rules yet!
Waken The Storm! is a Fantasy Battles game system
for miniatures. The rules reflect the technology and practices of Dark Age through early Medieval warfare, but allowing for
the Heroic Fighters, Magic Users, Magical Artifacts, and assorted monsters associated with European Mythology. WTS is the
only Officially Sanctioned Fantasy Game System based on the classic The Sword And The Flame . The 72 page rule book,
with full color covers, comes with three special full color, Game Card Decks (Action, Magic, Magical Items), each now
provided pre-cut, ready for immediate play, in reusable plastic bags. Full color game counters and Unit Record Sheets
complete the game accessories included. The specially designed 52 card Action Deck regulates Movement, Fire Effects, and
Casualties, each in the proper game sequence. WTS is not a "Dependent Variant" of TSATF, but a complete, stand alone
game system.
Rules cover missile fire, close combat, and morale, all emphasizing the
actual factors that helped determine the outcomes of Dark Ages warfare. But the emphasis is on key characters: The Heroes,
Born Leaders, Magic Users, and more of Humans, Orks, Elves, Dwarves, and more.
Not more "warmed over" Tolkien, WTS is based on Western Mythology
("Song of Roland," "Beowulf," etc) and only the races of the literature are represented. The product of years of development
and play testing, no "special, must have" figures are required, no re-basing of existing figures, and simple suggested basing
systems are provided for those just starting out. Rules for monsters include Dragons, Giants, Trolls, Griffins, and more, with
special rules for each, including Dragon flight! Magic is intended for the battlefield, but its effectiveness depends on the
skill of the Magician. Fire Balls, Levitation, Animated Dead, Wind Storms, Thunderbolts, and much more can cause fear and
disaster to the enemy. Not enough skill, and a Magical Spell can go disastrously wrong! Magical Swords, Clubs, Armor, and more
can also be part of each game, but no two games need ever be alike with all the variables that can apply when building one's army.
Waken The Storm! was one of the most widely anticipated rules releases in years and is ready for immediate delivery.
The Print Edition price
is $25.00, plus postage.
The PDF Edition is economically
priced at $15.00, and will be sent via E-mail.