Search Results: 'Wargames'

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460 results for "Wargames"
Song of Drums and Tomahawks By First Command Wargames
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The boom of a flintlock musket, a cloud of acrid black powder, and the drumming of feet as they rush towards the fallen foe. A knife is unsheathed, and with a few quick movements, the enemy’s... More > bloody scalp is ripped free. Warfare in the Eastern Woodlands of America was one of raids, ambushes and sudden violent encounters. This book includes: •All rules needed to play. •Historical background detailing Native American tribes and their Europeans foes. •A map showing the locations of the major tribes. •Timeline covering major and minor wars from European arrival until the 2nd Seminole War. •Army lists for Native Americans, French & British. •Complete list of Traits to individualize troops. • Suggestions on how to set up games. •Detailed description of the period. Based on the Origins-award-winning Song of Drums and Shakos rules.< Less
Sprawling Wargames Multiplayer Wargaming By Paddy Griffith
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This book explores large-scale multiplayer wargames, with examples including games run at the Imperial War Museum and at Sandhurst. From games in large halls, to those run by the modern medium of... More > email, this book outlines how to set about creating and managing these innovative and most entertaining of wargaming experiences, Sprawling Wargames. Chapters include: Definitions, and Principles of Game Design Operation Sealion 1940 Operation Mercury 1941 Operation Babarossa 1941 Suvarov in Alsace 1799 The 'Black Isle' Magical Viking Game< Less
Donald Featherstone’s Wargaming Campaigns By John Curry, Donald Featherstone
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This book covered straightforward methods of setting up and running such campaigns. It deals with topics ranging from map making, attrition and the issue of smaller forces delaying larger ones.... More > Included are twenty-one examples of wargaming campaigns through the ages. Covering periods from the Dark Ages to World War II, each campaign was specially chosen by Don to illustrate different aspects of such games and options for the wargamer to consider. Each game was based around sketch maps and straightforward rules to allow groups of wargamers to experience command at the operational level. This book was originally published under the title of ‘War Game Campaigns’. The History of Wargaming Project is edited by John Curry and aims to bring classic wargaming books and rules to a modern audience.< Less
Donald Featherstone's Solo Wargaming By John Curry, Donald Featherstone
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Solo wargaming is about creating entertaining and challenging games while commanding both sides of the battle. The original of this book is much sought after and I am particuarly pleased to be able... More > to include it in the History of Wargaming Project.< Less
Charlie Wesencraft's Practical Wargaming By John Curry, Charlie Wesencraft
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Charlie Wesencraft's Book is a real classic from the early days of the growth of the hobby. It developed the ideas of Donald Featherstone and others with the aim of making a more realistic wargame.... More > It contained a straightforward set of 'common' rules then modified them for the different periods. The book has rules seven sets of rules from ancients to the Franco Prussian War.< Less
Tony Bath's Ancient Wargaming By Society of Ancients, Tony Bath, John Curry
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Tony Bath’s early inspiration was the force that launched ancient wargaming. With his friend Donald Featherstone, he pioneered the first table top ancient battles and the most well-known of all... More > wargaming campaigns, the Legend of Hyboria.In 1965, he founded the Society of Ancients and it's journal Slingshot. This compilation of his work includes: The Peltast and Pila Ancient Wargaming Rules The complete book, Setting up a Wargames Campaign The Legend of Hyboria (including notes on the conclusion of that climactic campaign). Setting up a Wargames Campaign is a complete guide to setting up an ancient and medieval campaign and has chapters on: Map movement,Contact, battles and after effects, Playing with umpires and without, Supplies and replacements, Guidelines on running campaigns in other periods. As Donald Featherstone said, 'a perfect little book' This book has been produced in partnership with the Society of Ancients. The History of Wargaming Project is edited by John Curry.< Less
Donald Featherstone's Skirmish Wargaming By John Curry, Donald Featherstone
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Skirmish Wargaming is a classic from the history of wargaming It was the first widespread set of popular rules for playing skirmish level battles on the table top with handfuls of figures aside.... More > The book includes: Generic rules for skirmish wargaming Scenarios including period rules for: Vikings! (850AD) Archers in France June (1429) English Civil War Cavalry Action (1643) The Jolly Roger (1715) The 95th Rifles in the Pennisula War (1813) The French Foreign Legion in Mexico (1866) The Massacre at Isandhlwana (1879) The Old West (1888) First World War Trench Raid (1916) Street Fighting in Cassino (1944) This new edition, includes additional scenario’s To Claim our Long-forgotten Gold (Fantasy, Third Age) Mining Station Sigma 9 (Science fiction, Year 3015, the far future) Guidance on how to play solo skirmish wargames Printed as part of the History of Wargaming Project www.johncurryevents.co.uk< Less
Crusader Wargames Rules By Mark Sims
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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
Rank & File Wargames Rules By Mark Sims
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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
Paperback: List Price: $16.18 $12.94 | You Save: 20%
Ships 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