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50 results for "simple wargaming"
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
eBook (PDF): $9.42
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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
Balance of Power Wargame Rules By Mark Sims
eBook (PDF): $7.79
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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
Paperback: List Price: $14.59 $11.67 | You Save: 20%
Ships in 3-5 business days
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
Rate of Fire - Skirmish Wargame Rules By Mark Sims
eBook (PDF): $10.11
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Rate of Fire are WWII skirmish rules suitable for miniatures from 15mm through to 40mm. Each player can easily control 30-40 figures and complete a game within a few hours. The game mechanics have... More > been designed to be fast and simple but with the emphasis on troop quality, command and morale. Suppression, force morale, opportunity fire and staggered fire phases mean that you will need to use historical tactics to achieve your goal - charge headlong against the enemy hoping for the best and you are in serious trouble! Rate of Fire suitable for setting up historical scenarios or as a points based game where both sides bring along a balanced force and fight it out for victory objectives. The rule book includes 3 introductory scenarios and a comprehensive points system so that you can calculate the value of any force. The rules cater for head to head games as well as large multi player affairs so no matter what period or theatre of WWII you are interested in Rate of Fire has it covered.< Less
Matrix Games for Modern Wargaming Developments in Professional and Educational Wargames Innovations in Wargaming Volume 2 By John Curry, Tim Price MBE
Paperback: $19.48
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“In Matrix Games, knowledge, imagination, and persuasiveness dominate. Both the referee and the players find their greatest success by drawing on their storytelling skills.”. Peter... More > Perla Invented by Chris Engle, Matrix Games are an innovative way of wargaming situations and conflicts that traditional wargaming methods find hard to model. This book was written as a manual to help develop and run matrix games about modern conflicts. This book includes: An introduction to Matrix Games S.C.R.U.D. Simple Combat Resolution Using Dice The five scenarios are: The Falklands War (1982) Chaoslavia- Former Yugoslavia (1993) Crisis in Crimea: A Counter Revolution (March 2014) The Red Line- The Civil War in Syria (August 2013) Lasgah Pol- Peace keeping in Afghanistan (2008) The book is published by the History of Wargaming Project as part of a series to make key developments in wargaming available to the professional wargamers, as well as those from a hobby background.< Less
DBA 2.2 Simple Ancient and Medieval Wargaming Rules Including DBSA and DBA 1.0 By John Curry et al.
Paperback: $25.51
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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
Ships in 3-5 business days
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
Donald Featherstone’s Battles with Model Soldiers An Introduction to Wargaming By John Curry, Donald Featherstone
Paperback: $20.11
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Donald Featherstone’s Battles with Model Soldiers was a charming introductory book when published in 1979 for the emerging hobby of wargaming. This book was written for the newcomer to the... More > hobby of wargaming. It discusses how armies can be assembled and how, on any reasonably sized table, realistic engagements can be fought by tactical manoeuvring. The basic rules by which forces are moved and casualties assessed are explained. The book then goes onto to give a brief overview of the different wargaming periods. The book includes some simple rules and a detailed description of an American Civil War battle on the table top. The book was well received when first published and still has a charm that will appeal to the modern wargamer. The second edition of this book is published by the History of Wargaming Project.< Less
First Battle American Army Divisional Level Wargaming in the Cold War (1979) By John Curry
Paperback: $17.79
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The FIRST BATTLE simulation system was designed to exercise American divisional commanders and staffs in the control and coordination of combined arms operations. The game was played using 1:50000... More > maps using simple counters. Movement and firing were measured using the 1 km grid squares that were already printed on the maps. The FIRST BATTLE rules are well written, with examples; so it is quite feasible for a dedicated hobby wargamer to recreate a game from the Cold War using these rules. All one needs is a standard 1:50000 or 1:25000 map, some counters, two ORBATS and a simple scenario. Playing a game using these rules is harking back to the days when two huge armies were facing each other across a divided Germany. The rules are published by The History of Wargaming Project that aims to document the development of the hobby.< Less