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©1994-2026 Bill Armintrout
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Wargame Vault announces the availability of:

From Horrendous Gaming

PDF – $9.42 USD

After the Calamity
Our worst fears have come true, a deadly virus has wiped out over 90% of the human population, and all major infrastructure has gone. No power stations, no refineries, no government. The land is populated by wild animals and even wilder humans, not to mention some terrible mutations the virus has caused. Why some of us survived is a mystery, how we keep surviving is the problem.

This is a unit-level solo campaign wargaming system where you control the limited number of people in your community who can fight for your survival, in a desperate world full of threats and limited resources. Your forces will map out the world around your coastal base, go and recover resources needed to construct special buildings, and fight battles for the survival of your people.

While there are many wargames that can be played solo, these have been specifically designed to be played that way. You take full control over your own forces, but for the Adversaries the force composition, positioning, and reactions are all determined by rolls of the dice.

The combat rules are designed to be miniature-, scale- and basing-agnostic, so you can use what you already have. While the whole campaign assumes a much larger force, any actual battle is likely to involve around 30-50 figures per side. You can play with more or less of course, as forces are built around all units having a standard size (that you select based on the figures you have) and force matching being done by number of units not numbers of figures. The campaign will involve five different forces in all, if you can field that many.

A 3 foot by 3 foot table is good and the scenarios can be played with the kind of terrain any wargamer is likely to have on hand, and if not you can easily represent them with shaped objects or even two-dimensional drawings to indicate where a hill, building, wood, etc., is.

You will also need ten Markers that are about playing card size for placing adversary units and moving ones that have not been revealed yet. They should be blank (or all the same) on one side and numbered 1 to 10 on the other, so actually using playing cards from one suit without "face cards" would work. You could also do with some tokens to help you remember what is going on, like small counters numbered 1 to 10 to remind you of the unit numbers after the markers have been flipped, something to show when a unit has acted, and a few that show if a unit is disrupted.

For more information