Search Results: 'naval wargaming'


22 results for "naval wargaming"
Naval Command: Modern Naval Wargame Rules By Rory Crabb
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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
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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 As a result of extensive research, this book brings together previously unpublished material into a comprehensive guide to these classic rules, including: The full rules, with previously unpublished amendments by Fletcher Pratt.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 The previously unpublished strategic game.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
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'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< 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%
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(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
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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
Over Open Sights Early Naval Wargaming Rules 1873-1904 Early Wargames Volume 6 By John Curry
Paperback: $20.48
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Over Open Sights traces the early development of naval wargaming in the Royal Navy between 1873 and 1904. It is part of a series by the History of Wargaming Project documenting early wargaming. The... More > book opens with a foreword by the well-known author and game designer, Larry Bond. Next is a reflective essay about the position of naval wargaming within the hobby. The heart of the book is the reproduction of the early wargames, with period commentary from various RUSI sessions. The naval wargames included are: Lieutenant Castle R.N.: The Game of Naval Tactics (1873) Captain Colomb R.N.: The Duel: A Naval Wargame (1879) Lieutenant H. Chamberlain R.N.: Game of Naval Blockade (1888) The Launch of the Fred Jane Naval Wargame at RUSI (1898) The First Edition of The Fred Jane Naval Wargame (1898) The book also includes further material on the Fred Jane Wargame.< Less
Phil Dunn’s Fury at Sea Rapid Naval Wargaming Including Paddy Griffith's One-Eyed Napoleonic Naval Rules By John Curry, Paddy Griffith, Phil Dunn
Paperback: $22.26
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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 Naval Wargaming World War I and World War II By John Curry, Barry Carter
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This book, first published in 1975, deals with the most popular period for fighting sea battles in miniature- the First and Second World Wars. The author takes the reader through his own rules,... More > 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. This classic book has been republished by the History of Wargaming Project as part of the effort to document the development of wargaming.< Less
The Fred Jane Naval War Game (1906) including the Royal Navy's Wargaming Rules (1921) By John Curry
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RULES FOR THE JANE NAVAL WAR GAME A SEA KRIEGSPIEL SIMULATING ALL THE MOVEMENTS AND EVOLUTIONS OF EVERY INDIVIDUAL TYPE OF MODERN WARSHIP, AND THE PROPORTIONATE EFFECT OF EVERY SORT OF GUN AND... More > PROJECTILE. PART I. TACTICAL PART II. STRATEGICAL INVENTED BY FRED T. JANE AUTHOR OF "ALL THE WORLD'S FIGHTING SHIPS," ETC., ETC. This edition includes: Introduction to the rules Background to the Jane War Game Fast-play summary of the sules The original 1906 rules The Royal Navy 1921 War Game Rules The complete book, 'Your Navy as a Fighting Machine' by Fred T Jane (1914) Printed as part of the History of Wargaming Project< Less
Innovations in Wargaming Vol. 1 Developments in professional and hobby wargames By John Curry
Paperback: $26.42
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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