Game |
Description of
Variations / Changes |
|
|
Across Suez |
James Meldrum
(with added notes and suggestions by designer Mark Herman) adds
counters and variants to expand the original game. Designs shown for
the counters, and rules added. Article in Moves 60, page 32. |
|
|
After the
Holocaust |
Andrew McGee
offers some rules additions and changes to increase 'both realism
and the subtlety of the game.' (Phoenix 26, page 28.) |
|
|
Air War |
Veteran gamer
Mark Saha suggests using a campaign game rule to add excitement to
the bombing raids in Air War. (Moves 27, page 20.) |
|
|
Air War |
Numerous
changes and rule updates/suggestions! (Moves 37, page 13) |
|
|
Air War |
More options
for Air War fans! From Moves 51. |
|
|
Air War |
Two added
planes
for Air War fans! From The Phoenix 17, by M. G.
Stoner! |
|
|
Air War |
Air War - a
1983 Update is the title, and James Meldrum adds planes, rules, and
new
situations to bring the game current! |
|
|
AirWar |
R.K. Jordan
goes into detail on not only some suggestions on play, but some
subtle changes on a few items to speed your play of AirWar!
Phoenix 34, page 19. |
|
|
Ablion |
Roleplaying in the Land of Farie - a
DragonQuest - Albion crossover by David
Ritchie! From Ares |
|
|
American
Civil War |
Alternate rules
to get rid of the bad generals, and a few other items! (By Steve
List, Moves 15) |
|
|
American
Civil War |
Frank Lucas
offers some intriguing optional rules for the American Civil
War. From Moves 23, page 16. |
|
|
Armada |
D I A Mack
comes to the defense of Armada, damning the rules but
loving the game. He offers some 'house rules' to get you by until
SPI re-writes the rules. From The Phoenix 20. |
|
|
Arnhem |
A small
list of quibbles and fixes for Arnhem from the British
readers of Phoenix, issue 21, article by R Cremers. |
|
|
Arnhem |
F.G.
Hurvid offers his view of a way to re-vamp Arnhem Phoenix, issue
30. |
|
|
Atlantic Wall |
Atlantic Wall
gets a detailed profile AND a few suggested option rules. Article by
K Walten, in The Phoenix, issue 31, page 21. |
|
|
Atlantic Wall |
This map
extension by Wade Wilson covers the area east of Caen and mates with
map D. (OR - use it with the slightly re-worked Map D that Mr.
Wilson offers in the section below) This file is a png, so you might need to scale it before
printing. The goal of this map is to provide realistic additional options,
as they existed historically. |
|
|
Atlantic Wall |
Another map
re-work by Wade Wilson. This one covers the Map D / Caen area,
reducing the bocage. It will then mate with
the map extension of the previous variant map! See note above! (The
file is a png, so you might need to scale it before printing.) |
|
|
BAOR |
The re-defined
Central Front OOB for all the games - Hof Gap, Fifth
Corps, BAOR and even the projected North German Plain
and Donau Front. Moves 59! |
|
|
Barbarossa |
Modified
Victory Conditions. By Gary Stagliano, from Moves 16, page 24. |
|
|
Bastogne (S&T 20) |
A series of
rules changes to make Bastogne 'playable.' By Leo
House, from the S&T Supplement #9 |
|
|
Battle for
Germany |
Steve Kane
provides an historical location of forces for the Battle for
Germany game. From Moves 24, page 16. |
|
|
Battle of Borodino |
Roy Gibson with
bunches of optional rules for Borodino!
Part 1 Part 2
Part 3 |
|
|
Battle of Borodino |
This time Mr.
Allen gives us his thought on important optional rules for
Borodino, specifically with reserves in mind. Phoenix
issue 4. |
|
|
Battles for the Ardennes |
Jerry (James?)
Epperson weighs in with numerous optional rules for the
Battles for the Ardennes game, on the occasion of the
re-release by TSR/SPI. From S&T Special Edition 3, page 41. |
|
|
Battles for the Ardennes |
Another great
comprehensive article by Paul Sheppard, this time suggesting some
rule additions to the
Battles for the Ardennes game. Along the way he also
provides a very nice profile of the game, its strong points, and a
profile of the unit types involved! |
|
|
Battles for the Ardennes |
Provided here
are some great rules clarification from Donald Byron Johnson, and
used with his permission. These are not rule changes, but
clarifications. Many thanks, Donald! (Here is the link to Donald's
Expanded Sequence of Play, as well.
link. |
|
|
Battles for the Ardennes |
The second page
of this article from Fire & Movement offers numerous
suggestions to change rules in Battles for the Ardennes. As the game
seems to have a damn good reputation after all this time, I suspect
it is the usual case of F&M wanting to be the designer without
having had to do the work. But as with the Optional and variant
rules, there are some interesting suggestions you may wish to try.
F&M 20 |
|
|
Battles of Bull Run |
A GREAT article
by A.A. Nofi adding rules to the SiMov Bull Run to allow multiple
commanders with only written communications. Also an optional rule
to allow Corps commanders to have different victory conditions for
themselves! From Moves 14, page 26. |
|
|
Battle of
Monmouth |
Optional Rules
for SPI's last game, Battle of Monmouth. Strategy & Tactics
Special Edition 1, Page 60. |
|
|
Blue & Gray I
and II |
Rules to provide
a more accurate rendition of artillery's role in the B&G
series. From Moves 22 Footnotes column, by William Haggart. |
|
|
Blue & Gray I
and II |
Interesting
rules to provide Cavalry a variation in abilities. From Moves 24,
page 16. By Robert Zabik. |
|
|
Blue & Gray I
and II |
Lots of rules
and options in this expanded Blue & Gray offering. The
proposals are by Mahroni Young, but what makes this equally
interesting is series designer Ian Hardy provides his thoughts on
each of the rules! From Moves 25, page 23. |
|
|
Blue & Gray |
Richard Berg
outlines two rules left out of the Grand Chancellorsville Options
for joining the Hooker & Lee and
Fredericksburg
games (from Moves 27, page 20.) |
|
|
Blue & Gray |
James Epperson
proposes the need for initiative to have a place in the Blue &
Gray game system. Moves 28, Footnotes column.) |
|
|
Blue & Gray |
Optional rules
to allow people Playing by Mail (now email!) to declare
optional Retreat rules for units in the Blue &
Gray / Napoleon and Waterloo game systems. Moves 34, Footnotes
column. |
|
|
Blue & Gray |
Steven Winter
offers a bevy of new rules to the Blue &
Gray game system. These include: a new combat results
table with a new result, cavalry movement. leaders and command
rules. There are also optional CHICKAMAUGA and ANTIETAM rules. From
S&T 98, Moves column.) |
|
|
Borodino |
Rules changes
for Artillery in Napoleon at Waterloo and
Borodino, plus rules changes for Borodino
alone. By Arthur Pigg, Moves 11, Footnotes column. |
|
|
Bull
Run, Battles of |
A GREAT article
by A.A. Nofi adding rules to the SiMov Bull Run to allow multiple
commanders with only written communications. Also an optional rule
to allow Corps commanders to have different victory conditions for
themselves! From Moves 14, page 26. |
|
|
CA |
The articles
includes a number of rules updates for CA with many variants
and some errata. These are from Moves 11, page 4 by Steven List,
Jerrold Thomas, and William Harting. |
|
|
CA |
Omar DeWitt
brings a superior turning method to CA. From the Moves
12 Footnotes column. |
|
|
CA |
Refitting CA by
Karl Wiegers and David Bieksza nets a lot of great possibilities -
including a few scenarios at the end of the article! Moves 30,
page 7. |
|
|
Cedar Mountain |
Suggested
changes to many of the GBACW games, based on Exclusive rules used
from one of the other GBACW games. Moves 59, Your Moves column. |
|
|
Central Front series |
Part 1 of
2: The re-defined
Central Front OOB for all the games - Hof Gap, Fifth
Corps, BAOR and even the projected North German Plain
and Donau Front. Moves 59! |
|
|
Central
Front Series |
Part 2 of 2: The re-defined
Central Front OOB for all the games - Hof Gap, Fifth
Corps, and BAOR. Moves 60! |
|
|
Chariot |
Adding a
variable Panic rule to PRESTAGS. By George A. Fagin
2nd, in Footnotes, Moves 31. |
|
|
Citadel of Blood |
An innovative
series of rules to allow Citadel of Blood and
Swords & Sorcery to interface for quest games and replay
ability. By Justin Leites for Moves 54, page 25. |
|
|
Cobra |
Andrew McGee
offers a set of rules additions in the article "Cobra Revisited."
These are quite far reaching for the game Cobra. From
The Phoenix, issue 36. |
|
|
Combined Arms |
Towing Guns and
moving ammo by trucks. From Moves 20, page 18. |
|
|
Conquerors, The |
Rules to allow
the creation of Sarissa armed troops / pikemen to Macedonian army.
Written by Ben Miller, from Moves 47, page 8. |
|
|
Corinth, Battle of |
Suggested
changes to many of the GBACW games, based on Exclusive rules used
from one of the other GBACW games. Moves 59, Your Moves column. |
|
|
Creature That Ate Sheboygan |
Glenn Williams
takes the Creature out of CTAS and creates a thought
provoking simulation of city-based terrorism and methods to combat a
terrorist strike. Moves 49, page |
|
|
Dawn of the Dead |
Edward Bever
suggest couple of small changes and an additional "Human
Impulse Move" to the rules of DOTD to "restructure its
balance, but also make it more faithful to the movie." |
|
|
DeathMaze |
Rules to expand
the DeathMaze game system! Though few in number of
pages, this article doubles the capabilities of the DeathMaze
game, and makes it a veritable random dungeon generator. Well done,
by authors Justin Leites and Matthew Ruff. Moves 51. |
|
|
DeltaVee |
"For players
more interested in testing DeltaVee as a tactical
combat system" author Justin Leites gives players a set of
five scenarios that are more in the line with space battles, not the
role playing friendly scenarios that came with the game! Sidebars
add setup attributes for Cruisers, Heavy Cruisers, Transports, and
Alien Spacecraft! From Ares, issue 10, page25. |
|
|
Desert Fox |
Article in
Moves 58 featuring a three optional, additional rules for
Desert Fox. (from the larger article in the same issue -
see the Profiles section.) |
|
|
Desert Fox |
Article in
Moves 60: Richard Berg offers new tables to provide the Commonwealth
player non-historical 'what if' alternatives for unit withdrawal and
return during the Desert Fox campaign game. |
|
|
Desert Fox |
Article in S&T
Special Edition #1 features an article on Rommel, and some added
material on the game and the proposed scenario Fox Killed. |
|
|
Destruction of Army
Group Center |
Destruction of AGC
Reconsidered, by Ty Bomba, in Moves 12 . |
|
|
Destruction of Army
Group Center |
Destruction of AGC
Reconsidered itself Reconsidered, by William Pegues in Moves
14 . |
|
|
Destruction of Army
Group Center |
A suggested new
release setup for Destruction of AGC, by David
Himmelsbach in Moves 16 Footnotes column. |
|
|
DragonQuest |
Justin Leites
provides this alternative Combat system for DragonQuest,
called Quick Combat II. From Ares 6, Page 33. |
|
|
DragonQuest |
Roleplaying in the Land of Farie - a
DragonQuest - Albion crossover by David
Ritchie! From Ares |
|
|
Dreadnought |
Adjusting the
punch of some of the ships based on added historical research. From
Moves 23, page 17. |
|
|
Dreadnought |
Dreadnought Super Extension: Additional Rules for the Extended
Campaign Game. GREAT WORK by Arnold Hendrick! Moves 24, page
18. |
|
|
Dreadnought |
Yet further
fine tuning of the Dreadnought system, this time by
Dave Newman, from
Moves 26 Footnotes. |
|
|
Drive on Stalingrad |
Dick Rustin
contributes a great set of additions in honor of the TSR/SPI
re-release of Drive on Stalingrad. From S&T Special
Edition 4, page 52. |
|
|
Drive on Washington |
Optional Rules
and units to add Breckinridge's division to the Confederate Order of
Battle to Drive on Washington! |
|
|
Drive on Washington |
Suggested
changes to many of the GBACW games, based on Exclusive rules used
from one of the other GBACW games. Moves 59, Your Moves column. |
|
|
The East is
Red |
Mark Markowitz
adds numerous rules to The East is Red including
Soviet Airborne troops, Air Interdiction, Climate, and more. From
Moves 15, page 15. |
|
|
Empires of the Middle Ages |
John Boardman
offers rules to enable postal play of this popular multiplayer game.
Moves 52, page 18. |
|
|
Empires of the Middle Ages |
James Epperson
crafts a set of rules to make a two player variation of this popular multiplayer game.
Moves 58, page 8. |
|
|
Eylau |
Eylau and
Napoleon at Waterloo get added chrome! By Nick Best, in Moves 57. |
|
|
Fast Carriers |
Serious sea
changes to the OOBs in the scenarios and lots of added information!
By Christopher Perleberg in Moves 26, page 4. |
|
|
Fast Carriers |
Dave Newman
offers rules for Dive bombers in Fast Carriers. Moves 28,
Footnotes column. |
|
|
Fifth Corps |
The re-defined
Central Front OOB for all the games - Hof Gap, Fifth
Corps, BAOR and even the projected North German Plain
and Donau Front. Moves 59! |
|
|
Firefight |
Firefight
gains the vehicles it should have had, thanks to Phil
Kosnett! Moves 30, page 22 . |
|
|
Firefight |
You asked for
it - how to add tactical nuclear weapons to Firefight!
Thanks to John Graham III, Moves 40, page 6. |
|
|
Firefight |
Gary Morgan
uses rules systems from CityFight to add details and chrome to
Firefight!
Moves 53, page 26. |
|
|
Firefight |
Updating
Firefight!
by James Meldrum. The New Units include new tanks and rules
for Helicopters! He also explains how to update the current
scenarios with these new units, and outlines a few new scenario
concepts. S&T 97. |
|
|
Flight of the
Goeben |
Jay Richarson
offers a change to the hit probability tables to reflect firing on a
moving target for Flight of the Goeben. From S&T Supplement issue 8. |
|
|
Flying Circus |
Some important
additions to bring Flying Circus up to the level of
the competition. Nice touch on the changes with SIMOV as well. David
Bolton, writing in Phoenix issue 4. |
|
|
Foxbat & Phantom |
Real-life
military pilot Thomas Ben West gives a list of improved ceiling
levels for the planes in Foxbat & Phantom, and a new
rule for 'Zooming' to create two new scenarios! From the
Footnotes column in Moves 13. |
|
|
Foxbat & Phantom |
Foxbat & Phantom fan
Glenn Robinson proposes some rules modifications. Phoenix
issue 9. |
|
|
Frigate |
A packet of
added rules and variants to make Frigate a better
game. By Steve List, Moves 17. |
|
|
Frigate |
Rules to change
Frigate to a Sequential movement system. By Richard
Mataka, from Footnotes, Moves 21. |
|
|
Fulda Gap |
D.I.A. Mack
returns to Fulda Gap,
AGAIN!, in The Phoenix issue 23, to offer some new rules for
Neutron bombs! |
|
|
Fulda Gap |
Charles Kamps,
Jr. (later better known for the Central Front series)
offers a variant for Fulda Gap's Tripwire
scenario that uses the actual NATO garrison locations for the
starting setup. (The second page of this profile.) From Moves 36.
(Note: errata for this article says the 14 Pz Bde 6-4, under the WG
5th Panzer Division, should be indicated in hex 1213 rather than
1312. The 2nd Bde 4-6, under the 8th Infantry Division Mech, should
be in hex 0325 rather than 0326.) |
|
|
Fulda
Gap |
Matthew Foster
brings the Neutron bomb to the Fulda Gap
battlefield! Moves 40, page 20. |
|
|
Global War |
Changing the
rules to reel in the power of the Vichy French. From Moves 23, page
16. |
|
|
Global War |
Commerce
Raiding in Global War, by Kip Allen. From Moves 20, page
18. |
|
|
Global War |
A flowchart of
actions for Global War. By John Heydt, from the
Footnotes column in Moves 21. |
|
|
Global War |
A full
treatment of variants for the Vichy French and Global War.
By Michael Simonds, from Moves 30, page 25. |
|
|
Great Battles of
the American Civil War |
Suggested
changes to many of the GBACW games, based on Exclusive rules used
from one of the other GBACW games. Moves 59, Your Moves column. |
|
|
Grenadier |
John Flesner
offers this expansion to the game. Moves 12, from the Footnotes
column. |
|
|
Hof Gap |
The re-defined
Central Front OOB for all the games - Hof Gap, Fifth
Corps, BAOR and even the projected North German Plain
and Donau Front. Moves 59! |
|
|
Invasion
America |
Some proposed
changes to the Invasion America map. (On second page
of PDF, top right column.) From Moves 27, page
22. |
|
|
Jackson at the Crossroads |
Suggested
changes to many of the GBACW games, based on Exclusive rules used
from one of the other GBACW games. Moves 59, Your Moves column. |
|
|
Kampfpanzer |
Detailed give
and take between Charles Sharp and John Fernandes with numerous
alternate takes on possible rules clarifications/ expansions for
Kampfpanzer. From Moves 14. |
|
|
Kampfpanzer |
Some added
ideas for plotting in the SiMov games - specifically,
Kampfpanzer. By Michael McCarthy in Moves 15, page 18. |
|
|
King Arthur |
This set of
changes for King Arthur comes from T.R. Alanthwaite
via BGG. It essentially takes the man to man (leader vs leader)
combat out of the game and gives values to using each individual
leader counter as a leader. |
|
|
Kursk |
The venerable
Jerrold Thomas gives his ideas of revisions for Kursk
fortification hexes. Not a sanctioned variant, but
published in Moves 3 as a thought piece. Page 19. |
|
|
Kursk |
Adding Limited
Intelligence to Kursk, with rules designed by Gary
Hladik. Moves 9, page 15. |
|
|
La
Grande Armee |
A new setup for
the 1809 scenario in La Grande Armee in Phoenix
7 by Rob Gibson. |
|
|
Legion |
Adding a
variable Panic rule to PRESTAGS. By George A. Fagin
2nd, in Footnotes, Moves 31. |
|
|
Legion
|
This variant
and rules add the pilum (ashort javelin-like weapon) to all Roman
Sword units in Legion. By Scott Usborne, in Footnotes, Moves 34. |
|
|
MechWar 2 |
D.I.A. Mack
returns, looking at the British forces in MechWar 2,
and suggests the additions of some powerful weapons! Phoenix
36 |
|
|
MechWar '77 |
Adding a more
realistic Panic and Delayed Panic to MechWar '77 and
Panzer '44. By David Bieksza in Moves 23, page 16. |
|
|
MechWar '77 |
A great point
system and methods to allow players to create Design Your Own
scenarios for MechWar '77. Created by William
Streifer, and published in Moves 27. |
|
|
MechWar '77 |
Fine tuning
facing in MechWar '77 and
Panzer '44. By William Tallen in Moves 26 Footnotes. |
|
|
MechWar '77 |
Further efforts
to create DYO scenario setups for MechWar '77 and
Panzer '44. By Matthew Buynowski in Moves 29, page 33. |
|
|
Musket & Pike |
A strong work
that places a point system in place for balancing existing
Musket & Pike situations, and creating Design Your Own
scenarios. Lots of good things in this article by Arnold J.
Hendrick, in Moves 16, page 4. |
|
|
Musket & Pike
|
And a response
from a reader to the point system! By Lawrence P. Duffield, in Moves
18 Footnotes column. |
|
|
Musket & Pike
|
Some
modifications to add more realism for Musket & Pike,
plus an added scenario! By S. Widdows, Phoenix, Issue 1. |
|
|
NATO |
Updating
NATO with better starting placements. By Bill Eldard from
the Footnotes in Moves 18. |
|
|
NATO |
Ray Thorne
gives us a few ideas for updating NATO, with a
1968-style Warsaw Pact buildup / surprise! From Footnotes,
Moves 19. |
|
|
Napoleon At Waterloo |
A.A. Nofi's
original discussion of Grouchy to the Rescue. Offers Variant
Scenarios on the sidebar on page 25 (From Moves 3.) |
|
|
Napoleon At Waterloo |
A major variant
offered to allow withdrawal from enemy zones of control in
Napoleon at Waterloo. Not a sanctioned variant, but
published in Moves 3 as a thought piece. By (From Moves 3.) |
|
|
Napoleon at Waterloo |
Rules changes
for Artillery in Napoleon at Waterloo and
Borodino, plus rules changes for Borodino
alone. By Arthur Pigg, Moves 11, Footnotes column. |
|
|
Napoleon at Waterloo |
Optional rules
to allow people Playing by Mail (now email!) to declare
optional Retreat rules for units in the Blue &
Gray / Napoleon and Waterloo game systems. Moves 34, Footnotes
column. |
|
|
Napoleon
at Waterloo |
John Scarbeck
adds rules to improve the simulation of the Waterloo battle to
NAW. Moves 53. |
|
|
Napoleon at Waterloo |
Eylau and
Napoleon at Waterloo get added chrome! By Nick Best, in Moves 57. |
|
|
Napoleon At Waterloo |
Rob Gibson's article on NAW
proposes some changes in Phoenix 3. |
|
|
Napoleon At Waterloo |
In response to
Rob Gibson's article on NAW in Phoenix 3 (linked in
the Variants page) Mr. Booth offers his analysis of the classic
Napoleon at Waterloo battle here. Phoenix 8. |
|
|
Napoleon At Waterloo |
And Rob
Gibson's response to Mr. Booth as he offers his analysis of the
classic Napoleon at Waterloo game. Phoenix 11. |
|
|
Napoleon's Last Battles |
Redmond
Simonsen said this: "NLB is my candidate for the definitive game on
the Waterloo campaign." And he then offered Christopher Perleberg's
article with added complexities for those who like that kind of
thing. |
|
|
Napoleon's Last Battles |
Philip Gray
offered his suggestion for necessary changes to the chateau rules in
a letter printed in Phoenix 9. |
|
|
Napoleon's Last Battles |
Andrew Finkel addresses a few holes in the rules for
Napoleon's Last Battles, Phoenix 20. |
|
|
Napoleon's Last Battles |
Paul Sheppard offers this insightful look at Napoleon's Last
Battles, with well defined and nicely detailed additional rules.
His goal is to bring more of the historical feel of the battle into
the game, and he offers his reasons for each change. Well
done! |
|
|
Normandy |
A look at the
re-work of Normandy with rules variants and something
akin to on-the-fly errata. By Steve List, from Moves 6, page 4. |
|
|
Normandy |
An analysis of
Normandy, but the last two paragraphs suggest a
meaningful variant. By William Drakert, Moves 6. |
|
|
Oil
War |
Phil Kosnett
offers a variant for Oil War, and two new scenarios to go with it! From the Footnotes column in Moves 25, page
18. |
|
|
Operation Olympic |
Changing the
starting positions of Japanese forces based on historic locations.
By Mark Markowitz, from the Footnotes column in Moves 20, page
18. |
|
|
Operation Olympic |
This time
Charles Bowles takes us through the setup to attack the northern
beaches. From the Footnotes column in Moves 21. |
|
|
Outreach |
Changing the
Fate rules in Outreach. These rules are offered by the
Gilham brothers, in Phoenix 11. |
|
|
Panzer '44 |
Adding a more
realistic Panic and Delayed Panic to Mech War '77 and
Panzer '44. By David Bieksza in Moves 23, page 16. |
|
|
Panzer '44 |
Fine tuning
facing in Mech War '77 and
Panzer '44. By William Tallen in Moves 26 Footnotes. |
|
|
Panzer '44 |
Further efforts
to create DYO scenario setups for Mech War '77 and
Panzer '44. By Matthew Buynowski in Moves 29, page 33. |
|
|
Panzergruppe Guderian |
John
Beardsworth offers alternative victory conditions for
Panzergruppe Guderian. In Phoenix 11. |
|
|
Patrol! |
Adding
vehicles, weapons, paratroops and some surprising scenarios to
Patrol! By Mark Markowitz, in Footnotes, from
Moves 19. |
|
|
Patrol! |
Adding Special
Forces Weapons to Patrol! By Thomas Hawkins, Moves 27. |
|
|
Patrol! |
The
Sniper! and Patrol! systems gets extra
terrain features, rocket launchers and more! Moves 30
Footnotes column. |
|
|
Patrol! |
Future gaming
rock star Joe Miranda weighs in with a Footnotes article
outlining the real TO&E for platoons, geared for use in the Patrol! system!
(Far right column, and onto next page.) Moves 30. |
|
|
Patrol! |
More additions
for Sniper! and Patrol!
via Phoenix issue 6, thanks to Martin Thorne. |
|
|
Pea Ridge |
Suggested
changes to many of the GBACW games, based on Exclusive rules used
from one of the other GBACW games. Moves 59, Your Moves column. |
|
|
PRESTAGS |
Adding a
variable Panic rule to PRESTAGS. By George A. Fagin
2nd, in Footnotes, Moves 31. |
|
|
RDF |
OK, doesn't
really fall under the 'original' SPI mantel, yet it was largely
developed by the SPI team. This article by James Meldrum provides
additional formations for the game, and a campaign game. From S&T
Special Edition, page 62. |
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Red Star White Star |
Updates to the
original scenarios. Plus lots of optional rules and errata updates
to rules since the Moves 9 errata. Abe Fox does the honors. Moves
12, page 4. |
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Rescue from the
Hive |
Optional Solitaire rules
for this SF gem by Nick Karp. Moves 56. |
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Rifle & Saber |
A nicely done
article on modifications for Rifle & Saber to create
scenarios covering the American Indian wars. Also suggests using
Blue & Gray maps for some campaigns. [While no scenarios
are included, it is a nice idea!] Phoenix 2, J N R Jeffers. |
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Russian Civil War |
A set of
solitaire methods to allow assassinations, purges and player
cooperation for Russian Civil War. By J. Richard
Jarvinen, from Moves 30, page 11. |
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Russian Civil War |
Paring down the
rules to make a faster game of Russian Civil War.
Thanks to Richard Ware Footnotes column, Moves 31. |
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Search & Destroy |
Phil Kosnett
compares Search & Destroy vs. the original
Grunt! in this article, and offers his views of some
suggested rules changes. At the end of the article, he also offers a
couple of new scenarios. From Moves 23, page 18. |
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Search & Destroy |
Alan V. Arvold
offers LOTS of optional additions to Search & Destroy,
including some for Phil's scenarios above! |
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Sinai |
Hank
Zucker provides the developer's notes for Sinai, and discusses some
additional rules. |
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Sinai |
Howard Barasch
takes on Sinai scenario, and suggests rule changes at the end. Moves
15, page 4. |
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Sinai |
Phil Kosnett
retools the Sinai scenarios in light of the '73 war. Moves 16,
page 22. |
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Sinai |
Move Sinai
revisions based on the historical outcome of the 1973 war. Moves 32,
Footnotes. |
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Sniper! |
M.E. Clifford
weighs in with a Sniper! variant moving into the slums
- with two scenarios. From Moves 12 Footnotes column. |
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Sniper! |
Adding Dogs to
Sniper! By Dale Johnson, from Moves 15. |
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Sniper! |
Adding Sewers
to Sniper! by Lloyd Eric Cotson, Moves 16, page 22.
The rule additions are excellent. |
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Sniper! |
Phil Kosnett
adds squad leaders (among other things) to Sniper! From Footnotes in Moves 17. |
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Sniper! |
Adding Fire
Teams to Sniper! From Footnotes in Moves 19. |
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Sniper! |
Additional
building entry rules, and much more to the Sniper!
game system. Written by Thomas Hawkins, and published in Moves 27. |
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Sniper! |
The
Sniper! and Patrol! systems gets extra
terrain features, rocket launchers and more! Moves 30
Footnotes column. |
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Sniper! |
More additions
for Sniper! and Patrol!
via Phoenix issue 6, thanks to Martin Thorne. |
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Soldiers |
David Isby adds
Armored cars for the Brits to Soldiers, and provides
rules and a scenario for their use. From Moves 10, page 14. |
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Solomons Campaign |
Jerrold Thomas
is back with a nice system to introduce a procedure to provide only
limited intelligence into the Solomons Campaign. From
Moves 12 Footnotes column. |
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Sorcerer |
Ken Newall
casts new spells for Sorcerer in Phoenix 3! |
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South
Africa |
Optional rules
for a shorter variant in South Africa game, dealing
with Rhodesia entering the war. Included proposed OOB and rules.
Moves 34, Footnotes column. |
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Spartan |
Adding a
variable Panic rule to PRESTAGS. By George A. Fagin
2nd, in Footnotes, Moves 31. |
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Spartan |
Rules to allow
the creation of Sarissa armed cavalry troops to Spartan. Written by
Ben Miller, from Moves 47, page 8. |
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StarSoldier |
A special
variant Scenario for StarSoldier! (See end of the article) Moves 32. |
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Stonewall |
Stonewall
is nicely analyzed by Leonard Millman, who offers tactical
tips and best play practices for each side of the game. He also
provides a slight variant and some suggested rule clarifications. Moves 43,
page 12. |
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Swords & Sorcery |
An innovative
series of rules to allow Citadel of Blood and
Swords & Sorcery to interface for quest games and replay
ability. By Justin Leites for Moves 54, page 25. |
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Tank! |
Some Optional
Tank! rules by Rodger MacGowen and Ray Lowe. Enjoy! |
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Tank! |
More optional
Tank! rules, this time from Charles Bowles, in the
Footnote article in Moves 18. |
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Tank! |
Mark Markowitz
adds buildings and defense values to Tank! Moves 24,
Footnotes,
page 15. |
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Tank! |
Mark Mazln
brings bridge laying tanks to Tank! Moves 26,
Footnotes. |
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Tank! |
Mike Costello
looks at how to bring Tank! up to speed in this
article from Phoenix issue 5. |
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Task
Force |
Task
Force is awash with added rule modules! From Moves 57, by
Charles T. Kamps. |
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Terrible Swift Sword |
A slight
revision of TSS based on extended play since
publication. Most of these rules are in the later errata sheets. By
Richard Berg. Moves 31, page 15. |
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Terrible Swift Sword |
A revision of
the historical starting points for the Little Round Top
scenario in TSS1. By Harry Roach, for Moves 51, page
6. |
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Terrible Swift Sword |
A revision to
the above revision of starting locations and strengths for the
Little Round Top scenario in TSS1. By Harry
Roach, for Moves 53. |
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Terrible Swift Sword |
Some thoughts
on Arty rules in TSS. These are offered by Francis
Comerford, in Phoenix 11. |
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To
the Green Fields Beyond |
Andrew McGee
goes in depth on the supply rule that makes the simulation
To the Green Fields Beyond so great! Phoenix 19, page 12. |
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USN |
Adding Limited
Intelligence to USN, with rules designed by Gary
Hladik. Moves 9, page 15. |
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Viking |
Adding a
variable Panic rule to PRESTAGS. By George A. Fagin
2nd, in Footnotes, Moves 31. |
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Voyage of the BSM
Pandora |
These rules
link Wreck of the BSM Pandora
with Voyage of the BSM Pandora. |
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War
Between the States |
This is a
combination of series replay, variant, and errata! By Nicolas Palmer
from Moves 46. |
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War in the
East |
Variant OOB for
Operation Barbarossa in War in the East. Can be
used in either the scenario, or the campaign game. Moves 20, page
15. |
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War
in the East |
Oktay Oztunali
takes on the job of crafting a Russian defense in War in the
East. Moves 20, page 4. |
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War
in the East |
A detailed look
at and an attempt to discuss the rules in the new War in the
East. Moves 20, page 14. |
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War in
Europe |
R. C. Smith
brings in rules for Fortifications and Partisans for using in
War in Europe and War in the West. From Moves
28 Footnotes column. |
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War in
Europe |
Jerrold Thomas
brings us Air Rules for War in Europe! From Footnotes, Moves
32. |
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War
in Europe |
These are THREE
articles which create rules to LINK War in Europe with
War in the Pacific!
First Article here!
Second Article here!
Third Article here! |
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|
War
in the Pacific |
These are THREE
articles which create rules to LINK War in Europe with
War in the Pacific!
First Article here!
Second Article here!
Third Article here! |
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War of
the Ring |
David A. Smith
weighs in with his view of War of the Ring, its strong
points, how to play the characters, and what he sees as necessary
optional rules. Moves 39. |
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War
of the Ring |
WOTR
is examined by Neil Randall, and Richard Berg defends his design
by adding two new rules. Moves 40, page 9. |
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War
of the Ring |
War of the Ring
via Mail? Why not! Moves 44, page 9. |
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War
of the Ring |
Hidden
movement for the Character Game of War of the Ring. By
Geoffrey Charles Geddes, The Phoenix 30 |
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Wellington's
Victory |
John E. Koontz
takes a deep look into Wellington's Victory, and
provides a excellent operational analysis of the game and its
systems. He also offers an alternative order of battle! Moves 34,
page 4. |
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Wellington's
Victory |
David James
Ritchie provides a series of optional rules to sharpen a few items
in Wellington's Victory! |
|
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Wilson's Creek |
Suggested
changes to many of the GBACW games, based on Exclusive rules used
from one of the other GBACW games. Moves 59, Your Moves column. |
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WolfPack! |
Adding a rule
to bring the Condor aircraft into the WolfPack game
system! By a young George N Kasnic! Outposts, 1976. |
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World War II |
Detailed and
preformatted Multiplayer rules for World War II, by Kip Allen
and John Boardman. From Moves 16, page 15. |
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|
World War II |
A full article
on Variants, Plans and Analysis for World War II by Jerrold Thomas. From Moves 16,
page 10. |
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World War
Three |
Adjusting the
victory conditions for World War Three. By Ernie Demanelis, in Moves 23, page 17. |
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Wreck of the BSM
Pandora |
A set of rules
to allow the solitaire game Wreck of the BSM Pandora
to be played by two players, with one as the monster. Moves
51, page 31. (Design by Ted Woods and David Ritchie.) |
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Wreck of the BSM
Pandora |
These rules
link Wreck of the BSM Pandora
with Voyage of the BSM Pandora. |
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|
Wurzburg |
George Duguid
adds some complexity to the Modern Battles game Wuzeburg
in Phoenix 20. |
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|
Yeoman |
Adding a
variable Panic rule to PRESTAGS. By George A. Fagin
2nd, in Footnotes, Moves 31. |
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