Updated as of ..4/18/2024

Specials


Skirmish Action Rules and Miniatures


On Military Matters Rules-Reviews, Notes and Feedback



Your Shopping Cart





Military Novels
Military Art
Toy Soldiers
Military Models
Wargaming
Wargaming Rules
Unit Histories
Militaria
Arms & Armor
Uniforms
General Military History
Ancients
Dark Ages
Middle Ages
Renaissance
16th Century
17th Century
Thirty Year's War
English Civil War
Late 17th Century
18th Century
Marlburian
War of the Austrian Succession
Seven Year's War
American War of Independence
French Revolution
19th Century
Napoleonics
War of 1812
US Indian Wars
Mexican American War
Crimean War
Indian Mutiny
Garabaldi Wars
American Civil War
American West
German Wars of Unification
Austro-Prussian Wars
Franco-Prussian Wars
Colonial Wars
Anglo-Boer Wars
Spanish-American War
20th Century
Aviation
Armored Fighting Vehicles/Artillery
Naval:1880-2000
Russo-Japanese War
Mexican Revolution
Balkan Wars
World War One
Russian Revolution
Spanish Civil War
Italian-Ethiopian War
Russo-Finnish War
World War Two
Post WWII
Korean War
French-Algerian War
Arab-Israeli Wars
Vietnam War
Modern War
Boardgames
Weapons
Command
Raids
Duel
Battle Orders
Modelling
Fortress
Essential History
Combat Aircraft
Aircraft of the Aces
Old Vanguard
New Vanguard
Campaign
Elite
Warrior
Men-at-Arms
French & Indian War
Videos
Magazines and Periodicals

Top

Your Shopping Cart



We accept the following, plus checks or cash

So Convenient for Hewing - Dark Age Skirmish rules

So Convenient for Hewing - Dark Age Skirmish rules
by Scarborough. Jesse

1-225460

Skirmish System uses action cards to control an ever-changing order of play. Command chits are used to activate individual units.

The action deck consists of 12 action cards, two shoot cards, two move cards, two charge cards, two rally cards, two Free Choice of Action cards, and two end-of-turn cards. Half the cards are red, and half are blue --- showing which side has the initiative on a given card. A game turn consists of going through the action deck, one card at a time.

Each turn, Veteran units and Senior Leaders receive two command chits, Warrior/Regular units get one command chit, and Green units do not get a command chit. Thus Green units are dependent on Senior Leaders to act.

When a card is drawn, the designated side has the choice of first action. To act, a unit or commander must spend a command chit. Once the action is resolved, the other side may choose to act. If a player does not, or cannot, spend a command chit, the player passes. If a pass, the other side may then choose to act. Two sequential passes, one from each side, ends actions on that action card --- a new action card is then drawn, and the process is repeated. Resolving actions in the game is based on rolling d6.

1 vol, 48 pgs 2020 US, JESSEE SCARBOROUGH
......$24.00 rct

Add to Cart

Updated as of 4/18/2024

ABBREVIATIONS: dj-dust jacket, biblio-bibliography, b/w-black and white, illust-illustrations, b/c-book club addition.
rct - recent arrival or pending publication, spc - OMM Special Price