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27 results for "naval wargame"
Gridded Naval Wargames By Bob Cordery
eBook (ePub): $5.39
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... More > 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.< Less
Gridded Naval Wargames By Bob Cordery
Hardcover: $25.22
Prints in 3-5 business days
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... More > 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.< Less
Gridded Naval Wargames By Bob Cordery
Paperback: $9.30
Prints in 3-5 business days
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... More > 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.< Less
Naval Command: Modern Naval Wargame Rules By Rory Crabb
Paperback: $22.20
Prints in 3-5 business days
Naval Command is a set of wargame rules for recreating naval battles with fleets of miniature warships and aircraft in the age of the guided missile and jet aeroplane. Covering the period from the... More > late 1950s to the modern day or near future. The game can be played with fleets ranging in size form one or two ships per side to full sized battlegroups of ten or more ships. The rules can be used for different sizes of ships ranging from small fast attack craft up to super-carriers engaged in open sea battles or littoral and amphibious missions. The aim of these rules is to create a game that captures the feel and provides a fairly accurate recreation of modern naval engagements but is still relatively quick to play with reasonably sized fleets and does not require excessive bookkeeping and paperwork. The rulebook contains all the rules needed to play the game and fleet lists for a range of nations.< Less
Fletcher Pratt's Naval Wargame Wargaming with model ships 1900-1945 By John Curry & Fletcher Pratt
Paperback: $24.71
Prints in 3-5 business days
The Fletcher Pratt Naval Wargame was one of the most successful naval wargames of the 20th century. The straightforward rules, based on the innovation of estimating the range in order to hit, have an... More > enduring fascination as a simulation of the ‘big gun era’ 1900-1945. As a result of extensive research, this book brings together previously unpublished material into a comprehensive guide to these classic rules, including: The full rules, with previously unpublished amendments by Fletcher Pratt. Optional rules as agreed by Fletcher Pratt. The previously unpublished strategic game. Solo wargaming rules. Guidance on how to play the game. Updates for the rules as suggested by Donald Featherstone. A sample scenario by Fletcher Pratt, The Action off Murmansk. An in-depth evaluation of the rules versus naval reality featuring contributions from experts such as James Dunnigan, Commander Bothwell, Fletcher Pratt and Phil Barker.< Less
Phil Dunn's Sea Battle Games Naval Wargaming 1650-1945 By John Curry & Phil Dunn
Paperback: $27.77
Prints in 3-5 business days
'Sea Battles was a marvelously detailed book on recreating naval warfare. ' Donald Featherstone – author of over 40 books on wargaming and military history This book covers all aspects of naval... More > wargaming with a detailed examination of the key factors affecting gunnery and damage. Chapters include: Napoleonic period rules Ironclad rules Pre-dreadnought rules World War I and II rules Map campaigns This revised edition includes new chapters, illustrations and a Sink the Bismarck game based on Dunn’s concepts by the well-known military historian Paddy Griffith. 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
Donald Featherstone’s Naval War Games wargaming with model ships By John Curry & Donald Featherstone
Paperback: List Price: $28.05 $26.65 | You Save: 5%
Prints in 3-5 business days
(3 Ratings)
This book gives potential admirals advice on how to fight their table-top naval battles. No space is too small, nor area too large to accomodate a naval wargame with two contestants or twenty. This... More > book contains rules that allow every sea battle in history to be refought with some of the classic rules of naval wargaming. It includes rules by Fletcher Pratt, Fred Jane, Tony Bath, Jack Scruby etc... This edition includes a new set of rules about Coastal Warfare 1939-45 by David Manley of the Naval Wargames Society< Less
The Coast Artillery War Game (1916) Early Naval Wargaming By John Curry & Major William Chamberlaine
Paperback: $20.17
Prints in 3-5 business days
Chamberlin’s Coast Artillery Wargame (1916) was designed to train the coastal defence batteries of the United States in the procedures necessary to direct fire. It was a derivative of the... More > better known Fred Jane Naval Wargame. The foreword is written by Al Nofi. The game was played over a large floor based model of a harbor. The players looked down on this area from cubicals at the back of the room. From there, they could practice identifying ships, locating the enemy and giving appropriate fire control orders. The book has notes on locations of fortifications, batteries, reserve ammunition and tactical use of searchlights. It gives an example of planning of an assault on coastal batteries and how they should be used in defence. One of the key considerations is knowing when to hold one’s fire to avoid giving away batteries locations prior to the main attack.< Less
Phil Dunn’s Fury at Sea Rapid Naval Wargaming Including Paddy Griffith's One-Eyed Napoleonic Naval Rules By John Curry et al.
Paperback: $22.26
Prints in 3-5 business days
Phil Dunn, author of the classic naval wargaming book, Sea Battles, has written a new book on rapid naval wargames. Chapters include fast play rules that allow even the largest battles to be fought... More > to a satisfying conclusion in a single session. In 1916, Jutland was a ‘no-hoper’ for the Germans. This was not true earlier in the war. The scenario is for a classic war-deciding encounter set in 1915. During the late 1920's, the USA made plans for war with Britain. The rules and scenario allow this classic ‘what if’ scenario of the Royal Navy to be set against the United States Navy. The outcome would have changed the political map of the world and the course of the 20th century. Also included are memories of a lifetime of naval wargaming, The book is supplemented by Paddy Griffith’s One-eyed Napoleonic Naval Rules as used by the Royal Military Academy’s Wargaming Club. Also included is an example of Paddy Griffith’s naval wargaming scenario for the Battle of the Nile in 1798.< Less
Barry Carter’s Naval War Games: World War I and World War II Naval Wargaming By John Curry & Barry Carter
Paperback: $18.00
Prints in 3-5 business days
First published in 1975, this book deals with the most popular period for fighting sea battles in miniature- the First and Second World Wars. It brings together all the information that the naval... More > wargamer needs when tackling the 20th century era. This edition includes three new chapters not included in the previous editions. The author takes the reader through his own rules, which aim above all at practical playability and they are illustrated by numerous diagrams. Based on a simplified Fletcher Pratt damage system, they cover movement, gunnery, torpedoes, as well as submarines and air craft. The rules are shown in action in the defence of a convoy in the Adriatic Sea in 1915 and the hunt for a Japanese raiding cruiser in 1942. Naval campaigns are also discussed, with the example of a semi historical-naval campaign around Korea in 1918. China and Korea are facing Russia and Japan. The campaign rules describe practical ways to manage fuel, combat at sea, allocating ships, use of troops etc.< Less

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