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642 results for "Wargame"
The Portable Napoleonic Wargame By Bob Cordery
eBook (PDF): $5.17
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... More > 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. This book has ten chapters, four sets of rules, three exemplar battle reports, four appendices, a bibliography, and over one hundred and forty illustrations.< Less
Crusader Wargames Rules By Mark Sims
Paperback: List Price: $14.71 $13.24 | You Save: 10%
Prints in 3-5 business days
Crusader is a set of wargames rules that allow you to game some of the greatest battles in history from Biblical times to the Medieval period. Although written with 28mm figures in mind the rules are... More > stand-based and so easily translate to any scale of model. The rules cater for many popular basing methods so there is absolutely no need to rebase your figures to be able to play Crusader. At the heart of the rules is the concept that you are representing units of troops in battle rather than individual warriors. Dispensing with the traditional phases within a turn the unit-based mechanics allow for a fluid game that simulates the quality and training of troops rather than the abilities of a few super characters. The rules have been created with the flexibility to allow armies from widely differing time periods to fight against each other through the use of a consistent points system. So if you want to fight William the Conqueror’s Norman Army against Alexander’s Macedonians feel free!< Less
Balance of Power Wargame Rules By Mark Sims
Paperback: List Price: $15.12 $13.61 | You Save: 10%
Prints in 3-5 business days
(1 Ratings)
Balance of Power are a set of horse and musket rules that allow players to fight battles with multiple corps per side in a reasonable amount of time. The rules emphasise easy to play game mechanics... More > at the unit level so that a large number of units can be fielded. Balance of Power allows players to fight battles from the French Revolution through to the 1870’s. They keep the detail and enjoyment of fighting with lots of units on table by making the actual game mechanics of combat and firing simple enough so that there is little or no need to refer to charts and tables. Players will find that historical tactics, bombardment, support, reserves and combined arms all go towards achieving victory. The game rules are quickly learned and a few players a side can cope with the largest battles. The aim of the rules is to give players time to develop plans, manoeuvre, conduct preparatory bombardments, all of which sees battles unfold in a historical manner.< Less
Balance of Power Wargame Rules By Mark Sims
eBook (PDF): $9.95
Balance of Power are a set of horse and musket rules that allow players to fight battles with multiple corps per side in a reasonable amount of time. The rules emphasise easy to play game mechanics... More > at the unit level so that a large number of units can be fielded. Balance of Power allows players to fight battles from the French Revolution through to the 1870’s. They keep the detail and enjoyment of fighting with lots of units on table by making the actual game mechanics of combat and firing simple enough so that there is little or no need to refer to charts and tables. Players will find that historical tactics, bombardment, support, reserves and combined arms all go towards achieving victory. The game rules are quickly learned and a few players a side can cope with the largest battles. The aim of the rules is to give players time to develop plans, manoeuvre, conduct preparatory bombardments, all of which sees battles unfold in a historical manner.< Less
Rank & File Wargames Rules By Mark Sims
Paperback: List Price: $15.18 $13.66 | You Save: 10%
Prints in 3-5 business days
Rank and File are a set of horse and musket rules that cover the period from 1740 through to 1900. The basic game mechanics are designed to be simple and easy to learn with the aim of being able to... More > play large games within a reasonable time frame. While the game itself is easy to pick up there are extensive optional and advanced rules as well as period specific rules that allow the game to cater for all tastes as well as being flexible enough to cope with lots of game sizes, scales, figure availability and numbers of players. While the basic D6 mechanics make Rank and File a 'fast play' system that doesn't mean that important areas of the rules are glossed over or omitted.< Less
Rank & File Wargames Rules By Mark Sims
eBook (PDF): $9.41
Rank and File are a set of horse and musket rules that cover the period from 1740 through to 1900. The basic game mechanics are designed to be simple and easy to learn with the aim of being able to... More > play large games within a reasonable time frame. While the game itself is easy to pick up there are extensive optional and advanced rules as well as period specific rules that allow the game to cater for all tastes as well as being flexible enough to cope with lots of game sizes, scales, figure availability and numbers of players. While the basic D6 mechanics make Rank and File a 'fast play' system that doesn't mean that important areas of the rules are glossed over or omitted.< Less
Wargamers Collectible Rule Book By timothy lewis
eBook (PDF): $3.00
Introductory rules for the Wargamers core game. Covers everything needed to play.
The Undead Wargamers Supplement By timothy lewis
eBook (PDF): $2.00
The Wargamers rule set for the Undead Hordes. Battle for survival. Team with others or attempt to go solo.
Donald Featherstone's Battle Notes for Wargamers Solo Wargaming Edition By John Curry & Donald Featherstone
Paperback: $24.74
Prints in 3-5 business days
Donald Featherstone has revised his classic book on various battles. The book describes 15 key battles with the solo wargamer in mind. Including the enemy forces, terrain, enemy orders and other... More > factors leading to surprise< Less
Innovations in Wargaming Vol. 1 Developments in professional and hobby wargames By John Curry
Paperback: $26.42
Prints in 3-5 business days
The Art of Wargaming has never been static over the first two centuries of its history. In both the professional and hobby sides of wargaming, there has been a desire to strive to perfect and develop... More > the many sets of rules into the best possible wargaming system. This book is about some of the key innovations in wargaming. It includes chapters on: Designing Wargaming Rules The Hunt for Weapons of Mass Destruction: A Committee Game An introduction to Kriegsspiel by Paddy Griffith A Naval Kriegsspiel by Paddy Griffith TEWTS Tactical Exercises Without Troops Space Invaders on the Rhine: A Hall Game Hijack! An anti-terrorism wargame Sen Toku A World War 2 Japanese Imperial Naval Staff Game. An extended discussion on How to Design and Play Historical War Council Games by Paddy Griffith The History of Wargaming Project is edited by John Curry.< Less

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