top of page

Library

Fiasco One.jpg

Striking Tiger Rules v4

Quick Guide - Exciting, Exhilarating and Fast

 

Please click on the image above to download these rules.

Extra Files.png

Tiger Miniatures Extra Kit

This has items that can be generated on a 3D printer or printed out to enhance the Striking Tiger Wargaming Rules.

BW01.jpg

A Guide to the Balkan Wars 1911 - 1912

And

The Armies involved

Shows the background to this war, the armies involved and a scenario to use. Click on the image of the high command to download this Guide

Artillery Collection.jpg

Tiger Miniatures Artillery Collection

Summary of the artillery pieces in the collection

EX08 - 75mm Schneider QF Gun

EX09 - 7.7cm FK16 Field Gun

EX10 - 75mm Krupp QF Field Gun

EX11 - 18 pdr Quick Fire Field-gun

EX13 - Krupp 75mm Gun

​

Don't forget your limber, horses and crew.

​

Use the search and add to cart to select your requirements.

​

All pieces require assembly.

Limbers.jpg

Tiger Miniatures Limber Collection

This shows

EX06 - Artillery Limber

EX07 - Artillery Limber open

BC30 - Limber with kit

 

Use the search above to find these.

All pieces require assembly.

Library Mules and Horses.jpg

Tiger Miniatures Mule Cart and Mule Limber

This shows

EX10 - Mule with Cart

EX14 - Mules with Carriage

 

Use the search above to find these.

All pieces require assembly.

Balkain War Artillery and Crew.jpg

Tiger Miniatures Balkan War Artillery

This shows

BWS06 - Serbian

BWG06 - Greek

BWB06 - Bulgarian

BWT06 - Turk

 

Use the search above to find these.

All pieces require assembly.

Ready for Battle.jpg

Crouching Tiger Rules

Quick Guide - Fast, Furious and Brutal

 

Play is controlled by the Phase list. Firstly, roll a D6 for initiative and the highest decides whether to go first or second. Then the artillery opens up at the nearest target. Don't forget the ranges. Both sides roll one D6 and add or subtract the modifiers and the highest wins. If the artillery wins then a base from the target is removed.

 

Next, the units move. Roll the D20 and that's the number of actions that unit or set of units has. Remember to keep your commander within the command radius. Any 'sensible' command is permitted. If you get a zero then those figures in that brigade can't do anything else, so if you start moving another brigade you can't go back to your previous brigades. Note that you can not pass through units, so plan accordingly.

 

If a unit(s) are within movement distance of another unit(s) then they can declare a charge. The charger has to do a morale test to see if they can get into contact. Those being charged take a morale test to see if they can stand. Just throw one D6 and add or subtract the modifiers. Melee is done after firing. If you stand you can fire if the troops have that capability.

 

In the firing phase, any figures within range can fire. Check the ORBATs on this page to see what units have this capability. Elephants can fire over troops in front as long as these troops are less than half the range away from the elephants. No one else may fire overhead. The mechanism is the same as for the artillery. 6 disorders a unit so don't forget to include it in the modifiers.

 

The army with the mostest at the end, wins. Good luck and enjoy.

 

Please click on the image above to download.

bottom of page