More From John Curry, Paddy Griffith, Phil Dunn

Phil Dunn’s Your World at War Rules for Global Wargaming Campaigns 1939-45 Including Naval, Land and Air Operations By John Curry, Phil Dunn
Paperback: $17.79
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Phil Dunn, founder of the Naval Wargaming Society and author, presents his World War II era campaign rules. This book documents the rules for one of the classic wargaming campaigns of early British... More > Wargaming. Phil Dunn created global wargames using simple rules to allow players to run large scale world wars. Each player prioritises their production between naval, air and land forces and then decides on which units to build. Straightforward rules are used to control movement on the maps and arbitrate combat in the three domains of warfare. The battles can be resolved using dice rolls or, for critical battles, transferred to be fought out on the table top. The book also includes two smaller games which are eminently suitable for a solo wargamer; The Battle of Britain and Operation Sealion. This is Phil Dunn’s third wargaming book. 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.< Less
First Battle American Army Divisional Level Wargaming in the Cold War (1979) By John Curry
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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
Sue Laflin-Barker's Start Ancient Wargaming Using DBA 3.0 By John Curry, Sue Laflin-Barker
Paperback: $23.52
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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
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