Author: Bob Cordery
Publisher: Lulu.com
ISBN: 132690454X
Category : Games & Activities
Languages : en
Pages : 110
Book Description
The Portable Wargame has been developed over the past ten years to meet the needs of wargamers who want a fast, easy to learn, simple to use set of wargames rules that don't require the player to purchase and paint a large collection of figures and that can be staged on a small dinner table, a large coffee table, or something even smaller. The rules are designed to be used with a gridded tabletop made up of squares or hexes.
The Portable Napoleonic Wargame
Author: Bob Cordery
Publisher: Lulu.com
ISBN: 0244739099
Category : Games & Activities
Languages : en
Pages : 174
Book Description
Although the author is a late convert to the joys of Napoleonic wargaming, he soon began to see why so many wargamers love the period. As a result, he set out to write several sets of rules that would use similar game mechanisms to those in his other PORTABLE WARGAME rules, and that would enable him to fight a range of small, medium, and large battles on a relatively small tabletop. This book is the result. Please note that all the rules have been designed to be used with a gridded tabletop made up of squares or hexes.
Publisher: Lulu.com
ISBN: 0244739099
Category : Games & Activities
Languages : en
Pages : 174
Book Description
Although the author is a late convert to the joys of Napoleonic wargaming, he soon began to see why so many wargamers love the period. As a result, he set out to write several sets of rules that would use similar game mechanisms to those in his other PORTABLE WARGAME rules, and that would enable him to fight a range of small, medium, and large battles on a relatively small tabletop. This book is the result. Please note that all the rules have been designed to be used with a gridded tabletop made up of squares or hexes.
The Portable Pike and Shot Wargame
Author: Alan Saunders
Publisher:
ISBN:
Category :
Languages : en
Pages : 120
Book Description
The contributors - Antoine Bourguilleau, Alan Saunders, Arthur Harman, and Bob Cordery - are all very experienced wargamers, and have collaborated to produce a book of wargame rules for fighting battles set during the Pike and Shot period. The Portable Pike & Shot Wargame book contains four different sets of grid-based wargame rules and covers late sixteenth century warfare in Japan and seventeenth century warfare in Europe. The book includes eleven chapters as well as an appendix and a bibliography.
Publisher:
ISBN:
Category :
Languages : en
Pages : 120
Book Description
The contributors - Antoine Bourguilleau, Alan Saunders, Arthur Harman, and Bob Cordery - are all very experienced wargamers, and have collaborated to produce a book of wargame rules for fighting battles set during the Pike and Shot period. The Portable Pike & Shot Wargame book contains four different sets of grid-based wargame rules and covers late sixteenth century warfare in Japan and seventeenth century warfare in Europe. The book includes eleven chapters as well as an appendix and a bibliography.
Gridded Naval Wargames
Author: Bob Cordery
Publisher: Lulu.com
ISBN: 0244388547
Category : Games & Activities
Languages : en
Pages : 138
Book Description
This book follows on from 'The Portable Wargame' and 'Developing The Portable Wargame' to cover naval wargames that can be fought on a gridded tabletop. The book contains six sets of rules (three of which are from the 'Portable Naval Wargame' stable), four explanatory battle reports, and a chapter that explains 'How to ...' build simple model American Civil War ironclads. Aimed mainly at the wargamer who wants to include aspects of naval warfare in their wargames, it is suitable for both novice and experienced wargamers.
Publisher: Lulu.com
ISBN: 0244388547
Category : Games & Activities
Languages : en
Pages : 138
Book Description
This book follows on from 'The Portable Wargame' and 'Developing The Portable Wargame' to cover naval wargames that can be fought on a gridded tabletop. The book contains six sets of rules (three of which are from the 'Portable Naval Wargame' stable), four explanatory battle reports, and a chapter that explains 'How to ...' build simple model American Civil War ironclads. Aimed mainly at the wargamer who wants to include aspects of naval warfare in their wargames, it is suitable for both novice and experienced wargamers.
One-Hour Wargames
Author: Neil Thomas
Publisher: Pen and Sword
ISBN: 1473840937
Category : Games & Activities
Languages : en
Pages : 226
Book Description
A fun and practical new approach to wargaming that lets you complete a game in about an hour—includes rule sets and scenarios for most popular periods. One of the biggest problems facing wargamers is finding the time to actually play. Most commercially available games require several hours to set up and see to a conclusion; some can even take a whole day or weekend to complete. Apart from time, lack of space can also keep wargamers from enjoying their favorite pastime. In One-hour Wargames, veteran gamer and rule-writer Neil Thomas has addressed both problems. Now it is practical to play a satisfying game in around an hour on a normal dining table or living room floor. The book contains 8 all-new sets of very simple rules for various periods—from Ancient to WW2—and thirty stimulating scenarios which can be played using any of them. All the rules and scenarios are intended to be played on a 3ft x 3ft battlefield. The rules only require a small number of miniatures, so this really is an ideal way for new gamers, or veterans trying a new period, to get started with minimal investment of time and money. Also ideal for a quick game in the evening with a friend. Also included are sections on campaigns and solo games.
Publisher: Pen and Sword
ISBN: 1473840937
Category : Games & Activities
Languages : en
Pages : 226
Book Description
A fun and practical new approach to wargaming that lets you complete a game in about an hour—includes rule sets and scenarios for most popular periods. One of the biggest problems facing wargamers is finding the time to actually play. Most commercially available games require several hours to set up and see to a conclusion; some can even take a whole day or weekend to complete. Apart from time, lack of space can also keep wargamers from enjoying their favorite pastime. In One-hour Wargames, veteran gamer and rule-writer Neil Thomas has addressed both problems. Now it is practical to play a satisfying game in around an hour on a normal dining table or living room floor. The book contains 8 all-new sets of very simple rules for various periods—from Ancient to WW2—and thirty stimulating scenarios which can be played using any of them. All the rules and scenarios are intended to be played on a 3ft x 3ft battlefield. The rules only require a small number of miniatures, so this really is an ideal way for new gamers, or veterans trying a new period, to get started with minimal investment of time and money. Also ideal for a quick game in the evening with a friend. Also included are sections on campaigns and solo games.
The Portable Colonial Wargame
Author: Bob Cordery
Publisher: Lulu.com
ISBN: 0244874824
Category : Games & Activities
Languages : en
Pages : 170
Book Description
The author has been a confirmed colonial wargamer for over forty years, and took part in the famous Madasahatta Campaign that was run by the late Eric Knowles. This interest has grown over the years, and has finally resulting in the writing of this book. Please note that all the rules have been designed to be used with a gridded tabletop made up of squares or hexes. This book has fourteen chapters, two sets of rules, two exemplar battle reports, two appendices, a list of sources of inspiration, and over one hundred and ten illustrations.
Publisher: Lulu.com
ISBN: 0244874824
Category : Games & Activities
Languages : en
Pages : 170
Book Description
The author has been a confirmed colonial wargamer for over forty years, and took part in the famous Madasahatta Campaign that was run by the late Eric Knowles. This interest has grown over the years, and has finally resulting in the writing of this book. Please note that all the rules have been designed to be used with a gridded tabletop made up of squares or hexes. This book has fourteen chapters, two sets of rules, two exemplar battle reports, two appendices, a list of sources of inspiration, and over one hundred and ten illustrations.
One-hour Skirmish Wargames
Author: John Lambshead
Publisher: Pen and Sword
ISBN: 1526700069
Category : Games & Activities
Languages : en
Pages : 124
Book Description
Many wargamers enjoy the challenge of skirmish games where, instead of the strategy of vast armies portrayed by traditional wargames, the focus is on the tactics of a small unit. However, skirmish rules are often so complex that it can take hours of rolling dice, consulting tables and recording data to recreate what would in reality be a fast and furious firefight lasting just minutes. Now these new rules make it possible to recapture the speed and intensity of these actions where every man, and every second, counts. The basic rules are supported by sections which give special rules and scenarios to capture the flavor of a range of different periods, from Napoleonic to Modern Warfare and beyond with Sci-Fi. From the 95th Rifles scouting for Wellington, Western gunfights and WWI trench raids, through WW2 parachute assaults or Special Forces strikes in Afghanistan, or even Space Marines storming a space station, Squad Firefights elegantly simple system allows you to focus on proper tactical decisions rather than rolling buckets of dice or calculating masses of modifiers.
Publisher: Pen and Sword
ISBN: 1526700069
Category : Games & Activities
Languages : en
Pages : 124
Book Description
Many wargamers enjoy the challenge of skirmish games where, instead of the strategy of vast armies portrayed by traditional wargames, the focus is on the tactics of a small unit. However, skirmish rules are often so complex that it can take hours of rolling dice, consulting tables and recording data to recreate what would in reality be a fast and furious firefight lasting just minutes. Now these new rules make it possible to recapture the speed and intensity of these actions where every man, and every second, counts. The basic rules are supported by sections which give special rules and scenarios to capture the flavor of a range of different periods, from Napoleonic to Modern Warfare and beyond with Sci-Fi. From the 95th Rifles scouting for Wellington, Western gunfights and WWI trench raids, through WW2 parachute assaults or Special Forces strikes in Afghanistan, or even Space Marines storming a space station, Squad Firefights elegantly simple system allows you to focus on proper tactical decisions rather than rolling buckets of dice or calculating masses of modifiers.
The Fields of Normandy
Author: Mike Lambo
Publisher: Independently Published
ISBN:
Category :
Languages : en
Pages : 52
Book Description
The Fields of Normandy is an accessible, portable, solitaire "hex and counter" style wargame in a book. Instructions and colour game maps are included; you just need to bring a pencil, 2 standard six-sided dice and an eraser. Nothing else is needed to play. Your task is to order your rifle squads, machine gun teams, mortar teams and PIAT teams across the map to achieve your objectives, countering any enemy threat which is found along the way. The game rules reveal, position and attack with enemy units whilst you focus on your objectives. Clear rules, 15 missions across varied maps with varied enemies provides plenty of replayability as you re-create the Allied push into Normandy in World War II. Good luck, your troops await your orders... Complexity: 2/5 Players: 1 Time: 10 to 40 minutes per mission
Publisher: Independently Published
ISBN:
Category :
Languages : en
Pages : 52
Book Description
The Fields of Normandy is an accessible, portable, solitaire "hex and counter" style wargame in a book. Instructions and colour game maps are included; you just need to bring a pencil, 2 standard six-sided dice and an eraser. Nothing else is needed to play. Your task is to order your rifle squads, machine gun teams, mortar teams and PIAT teams across the map to achieve your objectives, countering any enemy threat which is found along the way. The game rules reveal, position and attack with enemy units whilst you focus on your objectives. Clear rules, 15 missions across varied maps with varied enemies provides plenty of replayability as you re-create the Allied push into Normandy in World War II. Good luck, your troops await your orders... Complexity: 2/5 Players: 1 Time: 10 to 40 minutes per mission
Lost Battles
Author: Philip Sabin
Publisher: Bloomsbury Publishing
ISBN: 0826422004
Category : History
Languages : en
Pages : 527
Book Description
From the author's introduction: Ancient battles seize the modern imagination. Far from being forgotten, they have become a significant aspect of popular culture, prompting a continuing stream of books, feature films, television programs and board and computer games... there is a certain escapist satisfaction in looking back to an era when conflicts between entire states turned on clear-cut pitched battles between formed armies, lasting just a few hours and spanning just a few miles of ground. These battles were still unspeakably traumatic and grisly affairs for those involved - at Cannae, Hannibal's men butchered around two and a half times as many Romans (out of a much smaller overall population) as there were British soldiers killed on the notorious first day of the Somme. However, as with the great clashes of the Napoleonic era, time has dulled our preoccupation with such awful human consequences, and we tend to focus instead on the inspired generalship of commanders like Alexander and Caesar and on the intriguing tactical interactions of units such as massed pikemen and war elephants within the very different military context of pre-gunpowder warfare. Lost Battles takes a new and innovative approach to the battles of antiquity. Using his experience with conflict simulation, Philip Sabin draws together ancient evidence and modern scholarship to construct a generic, grand tactical model of the battles as a whole. This model unites a mathematical framework, to capture the movement and combat of the opposing armies, with human decisions to shape the tactics of the antagonists. Sabin then develops detailed scenarios for 36 individual battles such as Marathon and Cannae, and uses the comparative structure offered by the generic model to help cast light on which particular interpretations of the ancient sources on issues such as army size fit in best with the general patterns observed elsewhere. Readers can use the model to experiment for themselves by re-fighting engagements of their choice, tweaking the scenarios to accord with their own judgment of the evidence, trying out different tactics from those used historically, and seeing how the battle then plays out. Lost Battles thus offers a unique dynamic insight into ancient warfare, combining academic rigor with the interest and accessibility of simulation gaming. This book includes access to a downloadable computer simulation where the reader can view the author's simulations as well create their own.
Publisher: Bloomsbury Publishing
ISBN: 0826422004
Category : History
Languages : en
Pages : 527
Book Description
From the author's introduction: Ancient battles seize the modern imagination. Far from being forgotten, they have become a significant aspect of popular culture, prompting a continuing stream of books, feature films, television programs and board and computer games... there is a certain escapist satisfaction in looking back to an era when conflicts between entire states turned on clear-cut pitched battles between formed armies, lasting just a few hours and spanning just a few miles of ground. These battles were still unspeakably traumatic and grisly affairs for those involved - at Cannae, Hannibal's men butchered around two and a half times as many Romans (out of a much smaller overall population) as there were British soldiers killed on the notorious first day of the Somme. However, as with the great clashes of the Napoleonic era, time has dulled our preoccupation with such awful human consequences, and we tend to focus instead on the inspired generalship of commanders like Alexander and Caesar and on the intriguing tactical interactions of units such as massed pikemen and war elephants within the very different military context of pre-gunpowder warfare. Lost Battles takes a new and innovative approach to the battles of antiquity. Using his experience with conflict simulation, Philip Sabin draws together ancient evidence and modern scholarship to construct a generic, grand tactical model of the battles as a whole. This model unites a mathematical framework, to capture the movement and combat of the opposing armies, with human decisions to shape the tactics of the antagonists. Sabin then develops detailed scenarios for 36 individual battles such as Marathon and Cannae, and uses the comparative structure offered by the generic model to help cast light on which particular interpretations of the ancient sources on issues such as army size fit in best with the general patterns observed elsewhere. Readers can use the model to experiment for themselves by re-fighting engagements of their choice, tweaking the scenarios to accord with their own judgment of the evidence, trying out different tactics from those used historically, and seeing how the battle then plays out. Lost Battles thus offers a unique dynamic insight into ancient warfare, combining academic rigor with the interest and accessibility of simulation gaming. This book includes access to a downloadable computer simulation where the reader can view the author's simulations as well create their own.
Joseph Morschauser's How to Play War Games in Miniature a Forgotten Wargaming Pioneer Early Wargames
Author: John Curry
Publisher: Lulu.com
ISBN: 9781446633199
Category :
Languages : en
Pages : 128
Book Description
Joseph Morschauser III's 1962 book was ahead of its time. Although as popular as Donald Featherstones's War Games when published, it has largely been forgotten over the years. In many ways, the book was ahead of its time with concepts such as a single base for a unit, gridded movement, speed of play and original combat system. It was very different from the development of the H.G. Wells rules by Donald Featherstone and others. This edition includes: The original book How to Play War Games in Miniature Rules for ancient, musket and the 'modern period' Additional articles by Morschauser An adaption of the rules for the modern period Biographical notes The History of Wargaming Project is edited by John Curry. It aims to present the very best wargaming books and rules to a modern audience. Further details can be found at: www.wargaming.co.
Publisher: Lulu.com
ISBN: 9781446633199
Category :
Languages : en
Pages : 128
Book Description
Joseph Morschauser III's 1962 book was ahead of its time. Although as popular as Donald Featherstones's War Games when published, it has largely been forgotten over the years. In many ways, the book was ahead of its time with concepts such as a single base for a unit, gridded movement, speed of play and original combat system. It was very different from the development of the H.G. Wells rules by Donald Featherstone and others. This edition includes: The original book How to Play War Games in Miniature Rules for ancient, musket and the 'modern period' Additional articles by Morschauser An adaption of the rules for the modern period Biographical notes The History of Wargaming Project is edited by John Curry. It aims to present the very best wargaming books and rules to a modern audience. Further details can be found at: www.wargaming.co.