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Mike D Raymond

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Global Conflict - Master Rules
by Mike D Raymond   
Books by Mike D Raymond
· Close The Atlantic World War Three
· FLYING COLORS VARIANT RULES
· NATO Air Commander - Expansion - Variant Rules    >> View all

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Wargame Vault
Wargame Vault

Category:  Military
Publisher: Michael Raymond

Type: Fiction

Pages: 62

Copyright: 
June 2, 2023
Price: $10.00 (eBook)


Wargame rules for combining results of your board, miniatures, and even video games into a massive 'Umbrella' game. The whole thing is made up of optional rules.

These rules are suitable for any era. They are an overview game of Command & Control, Logistics, and Combat rules for land, sea, and air.
Play can be solitaire or with friends. Even a gaming club or group could easily make use of some or all of my concepts. 


Excerpt

Every gamer has a favorite historical period. Most also have a preference with respect to Naval, Land, Campaigns, Tactical, or purely Strategic settings. Among those groups are those who prefer miniatures, board games, or both. Global Conflict is a set of rules to add a Strategic and Operational level to your gaming, like never before!
Want to have some fun? Want a new style of gaming? How about solving the problem of not having human opponents to play your favorite games, or those monster games? Read on.
These rules can be applied to any era, as they deal with the Command structure, logistics, and add an element of role-play to your gaming. You can create a war game using these rules alone, or apply the concepts to existing games in your collection. The intent is to allow you to let each of your games have a meaning in a large Master Game. The outcomes of your battles will have meaning, and give you momentum for use in further play, even when your games were not previously connected to each other.
These rules are designed as optional components that can be added in and removed from your game play, as you wish. In its simplest form, it keeps record of wins as you play any and all your various board, miniatures, even video games.
My concept has a hierarchy command structure with Strategic, Operational, and Tactical Levels. Game play is Tactical Level, with one or more Operational Commanders per side. You are one of them, actually the senior Officer for the current tabletop game. Sitting at the other side of your table is a real or Non-Player Character – also an Op Commander in the 'outer' game.
In the background are the National Leaders and the High Command for the larger war that your tabletop game is now part of. They too are NPCs, as will be explained in the rules coming up.


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