Search Results: 'ancient wargaming'

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28 results for "ancient wargaming"
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
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
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
Phil Barker's Introduction to Ancient Wargaming and WRG 6th Edition Ancient Rules 3000 BC to 1485 AD By Phil Barker, John Curry
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The WRG Ancients rule series were both the first rule books professionally printed and the first universal rule set. They went through 7 editions and were the standard ancient wargames rules from... More > 1969 until replaced by DBM in 1993. This edition includes the classic Airfix Guide to Ancient Wargaming This reprint includes the classic Introduction to ancient warfare The Airfix Guide to Ancient Wargaming by Phil Barker. Advice on tactics Guide to sources How ancient wargaming began Sample army lists The complete WRG 6th edition rules for simulating every aspect of ancient and medieval warfare, from the battlefield to full scale sieges and shipboard fighting. 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.johncurryevents.co.uk.< Less
More Wargaming Pioneers Ancient and World War II Battle and Skirmish Rules by Tony Bath, Lionel Tarr and Michael Korns Early Wargames Vol. 4 By John Curry et al.
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This book aims to continue the Early Wargaming series by recording some of the key early wargaming developments post-World War II. It contains three sets of early wargaming rules by Tony Bath,... More > Lionel Tarr and Michael Korns. Tony Bath’s Medieval Wargaming Rules- published in 1956, these were the first rules for ancient and medieval wargaming and include a commentary from Charles Grant. Lionel Tarr’s 1962 World War II Rules- Lionel Tarr was the first modern wargamer attempting to recreate the battles of World War II. As a result of his own military experience from the Parachute Regiment at Arnhem, his rules show the vulnerability of infantry and the importance of cover. Michael Korns’ 1966 Modern Wars in Miniature- the first set of skirmish rules with each player representing a single figure on the table top. The History of Wargaming Project is edited by John Curry. It aims to present the very best wargaming books< Less
Sue Laflin-Barker's Start Ancient Wargaming Using DBA 3.0 By John Curry, Sue Laflin-Barker
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This book introduces the fascinating subject of ancient wargaming using the latest edition of DBA version 3.0. De Bellis Antiquitatis have become known for the combination of simple game mechanics... More > and playability. The rules are easy to learn, but the finer details of tactics are hard to master. The rules are extensively used for competitions around the world. The book starts by discussing how to choose a period of history and build an wargaming army, then it includes the complete DBA 3.0 rules with a detailed step by step play through of a sample game- Germans v Romans on the bank of the river Rhine. There are also numerous sample army lists with discussion of the sources on which they are based. Sue Laflin-Barker was a key contributor to the development and success of WRG. This is her first solo authorship of a wargaming book.< Less
DBA 2.2 Simple Ancient and Medieval Wargaming Rules Including DBSA and DBA 1.0 By John Curry et al.
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The aim of the rules was to provide the simplest possible set of wargaming rules that retained the feel and generalship of ancient and medieval warfare. The rules were about command decisions not the... More > detail of combat. The average player would have memorized the rules by half way through their first battle, but tactical skill, especially with the use of light troops, took longer. The DBA rules include the basic battle rules, campaign rules, suggested mini-campaigns, over three hundred army lists, rules for larger armies and six player campaigns. The original rules are supported by an introduction by Phil Barker and chapters on: Reflecting on the development of DBA. An introduction to tactics using DBA by Martin Smith. Applying DBA to historical battles. Recreating the Battle of Zama in 202 BC using DBA by Phil Steele. DBSA and DBA 1.0 Also included are all four of the original army lists. The History of Wargaming Project is edited by John Curry.< Less
DBA 2.2 Simple Ancient and Medieval Wargaming Rules Including DBSA and DBA 1.0 By John Curry et al.
Paperback: $22.79
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The aim of the rules was to provide the simplest possible set of wargaming rules that retained the feel and generalship of ancient and medieval warfare. The rules were about command decisions not the... More > detail of combat. The average player would have memorized the rules by half way through their first battle, but tactical skill, especially with the use of light troops, took longer. Battles typically lasted less than an hour, allowing multiple games to be played in a single day. The DBA rules include the basic battle rules, campaign rules, suggested mini-campaigns, over three hundred army lists, rules for larger armies and six player campaigns. The original rules are supported by an introduction by Phil Barker and chapters on: Reflecting on the development of DBA. An introduction to tactics using DBA by Martin Smith. Applying DBA to historical battles, Recreating the Battle of Zama in 202 BC using DBA by Phil Steele. DBSA and DBA 1.0 Also included are all four of the original army lists< Less
Joseph Morschauser's How to Play War Games in Miniature A forgotten wargaming pioneer Early Wargames Vol 3 By John Curry, Bob Cordery
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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... More > 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.< Less
The Discovering Wargames Series and Bill Lamming’s Medieval Campaign and Battle Rules: Early Wargaming Rules Volume 5 By John Curry et al.
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John Tunstill, Arthur Taylor and Bill Lamming were some of the early wargamers who through their enthusiasm, knowledge and writing helped turn miniature wargaming into a worldwide hobby. This work... More > includes three books: John Tunstill’s Discovering Wargames- published by Shire Books. Arthur Taylor’s Rules for Wargaming - published by Shire Books. Bill Lamming’s tremendously popular Medieval Campaign and Battle Rules. Between these authors, they wrote a large range of wargaming rules, from ancient to WW1 Air warfare. Tunstill’s work was an introduction to the hobby and the rules were introduced period by period throughout the whole book. Taylor assumed the reader was already familiar with wargaming and so included no less than 8 sets of rules in just 68 pages. The Lamming campaign rules were ahead of their time and allowed the creation of a medieval world to run detailed wargaming campaigns.< Less