Abstract Mass Combat Rules. Think the paper and pencil rules of Mentzer's Companion set, minus a layer of bean-counting and with more options for pre-battle strategic and tactical choice and stratagems. Play will be enhanced by optional use of simple card or hex and cardboard mini-games (templates and materials to be included with the book).
Skirmish and Small Battle Miniatures Rules. This is the current core of By this Axe. Fast and furious rules for running fantasy and medieval-era battles with one figure being the equivalent of either 5 or 20 in-game creatures. They were des
Big Battle Miniatures Rules. A larger scale system for running the truly epic battles at 1:50 and 1:200 scale.
Siege Rules. Comprehensive rules for storming castles and other strongholds for both miniatures and the abstract combat rules. Guidelines for both the long, slow wearing down of fortifications and the sudden sharp shock of an assault.
Free Form War. Guidelines for using a simple, free-form “matrix-game” resolution for military affairs.
Battles as Adventure Locales. A chapter on how a GM can use battles, sieges, raids, etc. directly in a more traditional rpg session.
Guide to Affordable Alternatives to Miniatures. There is more than one way to get the experience of a miniatures tabletop without breaking your pocketbook. A rundown on proven shortcuts will be explored here.
Simple Campaign. A simple, abstract way to run battles, skirmishes, and raids with little book-keeping. A simple system will handle recruitment, objectives, operational maneuvers, and logistics.
Grand Campaign. The down-and-dirty granular way to do the same above. Heavy emphasis on the detailed bits that grease the sinews of war.