Welcome to the Stephen Zweb wargames page! This is a forum for my free miniatures rules and general wargaming banter. Click here for contents.
My main wargames activities are Fantasy/SF, and Oriental periods although I like ancients/medieval and others. I enjoy large battles, campaigns, but especially skirmishes. Writing skirmish rules is great fun! In fact I once had a set published - they did quite well. So well that I wrote a second edition and I am placing them on the net for all to use. Full details are on this page.
I am thinking about some new games and things, so if you are looking for something in particular get in touch and I will see what can be done.
me at sji@stephenirwin.u-net.com
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Dice Groups
Here is an idea for a rule mechanism. I have already tried it in a 6mm (1/300)
scale fantasy mass battle. It has also been used in a WW1 trench warfare game
to deadly effect...
It is a combat mechanism that uses a number of six-sided dice (D6). A figure/unit or whatever has a number of dice associated with it. The more the better. When you resolve a round of combat, roll the dice and work out as follows:
You can then adapt the mechanism for different troop types. For example, so may hit on a natural 5 or 6 (but groups can only total 6). Others may not be allowed to group dice together.
Here is an example:
If your system uses "to-hit numbers" the same method can be used. Remeber though, only dice groups equalling 6 should be used. However, if your unit requires a to-hit score of 7+ then groups of dice with are total of 7 count as a hit.
Let's see: a unit of archers requires a 7 to hit. After throwing 4 dice they score 4,4,5,3. This represents 1 hit because there are two scores that can be added to make 7. (4+3).
Well, what do you know? I have purchased a copy of Warhammer Ancient Battles by Games Workshop. And it's not bad! For £15 you get a nice book up to GW's usual production standard. It includes lots of colour photos, diagrams, hints for beginners on collecting armies, and has army stats for Romans and Barbarians.
The game system is pure Donald Featherstone. It is basically Warhammer Fantasy Battle without the spikey bits. No doubt this will meet derision from die-hard WRGers, but have a look and make your own mind up. Personally, throwing buckets full of dice and watching my opponent remove his beautifully painted 25mm Foundry Saxons is much more fun than the likes of DBM (such a dull boring game!).
Included in the back of the book are some sample troop types from all periods. GW plan to bring out full supplements (!) covering specific periods in more detail. Of course, you don't have to buy all the supplments, just the ones you are interested in. Anyway, the game system is so simple it should not be too difficult for you to build your own troop definitions.
All in all this is an excellent introductions for newcomers and seasoned veterans who want a lighted hearted game without having a bank of lawyers buzzing around. It's also a great transition for the youngsters down at the club who were brought up on spikey bits. Remember folks, these kids are the future. Let's not bore them to death with the nonsense "serious" gamers come out with from time to time.
You can get hold of the game from your usual outlet. Although funnily enough I got mine from the Southport branch of Waterstones Books. I paid a visit to the local Games Workshop, but there was not a copy in sight... Instead I got accosted by a member of staff who wanted to sell me something. Still, don't let that put you off this particular publication. Recommended.
Disclaimer:
The following files are available for free download. They are complete wargames rules for you to print off and use. You may distribute the games complete, but I as the author retain copyright. If you like the systems then e-mail me with your thoughts. If you don't like the systems then e-mail me anyway so that I can improve on them.
I have decided to publish them over the 'net so I can reach a wider audience. Besides, I can't afford printing and distribution costs!
Enjoy!

The Water Margin 3rd Edition
A game of Oriental skirmishes for re-enacting your favourite Eastern Heroes movies! Samurai, Ninja, Shaolin Monks and Mysterious Masters! This game has been well-received for its atmosphere and "realism". If you want a martial arts action wargame this is it!
The third edition uses the same game system as the original, with some of the better bits from the 2nd edition thrown in for good measure. I decided to make the amendments because I felt 2nd edition "lost it" a bit, and 1st edition had too much book keeping. So, this is the definitive set!
The rules include:
Download
TWM3.zip
Word 97 file (40K)
twm3RTF.zip
RTF text file (20K)
I am currently working on some more games:
YAKUZA! Ultra modern Water Margin!
A Few Stout Fellows - Fantasy Skirmish Rules (at last!!)
Do you have a wargames website that should be included here? Or perhaps you write your own rules and scenarios? Send me some details or make use of the classified ads!
www.battlegames.co.uk is an excellent on-line magazine for UK wargamers.
www.jps.net is another online magazine - and it is HUGE! It has lots of rules, reviews, and links. Highly recommended.
www.caliverbooks.demon.co.uk Visit the website for Caliver Books, one of the most comprehensive suppliers of wargaming and related items.
www.wtj.com WarTimes Journal. Very professional, good range of articles and some excellent rules (FREEBIES).