More From John Curry, Paddy Griffith, Phil Dunn

Paddy Griffith’s Counter Insurgency Wargames (1980) By John Curry, Paddy Griffith
Paperback: $15.94
Prints in 3-5 business days
Paddy Griffith (1947- 2010) was a leading British military theorist and historian, who used wargaming as part of his tool set to critically analyse operational and tactical military history. This... More > book includes two previously unpublished COunter-INsurgency (COIN) wargames from 1976 to 1980 and an example of a British Army live-roleplaying COIN from 1980. The first COIN game, Longreagh Village, is about a security force base facing a particularly challenging week of supporting the local police in a border village. The second COIN game, summer in Dogem-on-Sea, is set in ORANGELAND. The local police are facing a two pronged threat against the local population. The third COIN game is an outline of a British Army live-roleplaying exercise, to allow the officer cadets of Sandhurst to gain practical experience of COIN. The foreword is by Brian Train, a well-known current game designer, who specialises in producing games about irregular warfare.< Less
Barry Carter’s Naval War Games Naval Wargaming World War I and World War II By John Curry, Barry Carter
Paperback: $18.74
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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
Donald Featherstone’s Wargames Through the Ages Volume 1 A Wargaming Guide to 3000 B.C to 1500 A.D By John Curry, Donald Featherstone
Paperback: $23.09
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Wargames through the Ages was first published to fill a gap in literature of the hobby of wargaming. It was a one volume summary of ancient and medieval warfare. After many years of research and... More > writing on the subject of wargaming, Donald Featherstone provided, under one cover, all the information that a wargamer required to build up armies in the ancient and medieval period. Each period of warfare was considered and details given of the soldiers themselves, their dress, arms and equipment, leaders, tactics and their style of fighting. The major wars and battles were listed, so that further information could be obtained by reading other accounts of these conflicts and the biographies of those leaders. Each section details techniques and style of fighting of the various nations and armies and other suggestions how they could best be simulated on the table-top battlefield. Superb drawings of the soldiers in their various battle uniforms add much to the attractiveness of this book.< Less
Little Cold Wars Wargaming the Cold War Using Toy Soldiers By John Curry, Tim Gow, Bertrand Plastique
Paperback: $17.92
Prints in 3-5 business days
Possibly the sort of wargame H.G Wells might have developed if he had been a child in the 1970s. But perhaps not. Written by Tim Gow (shown left) and Bertrand Plastique, the book recreates battles... More > from the era of the Cold War. Based on the original ideas of H.G. Wells, this book brings the original toy soldier rules up to date to recreate wars from the time of the Cold War onto the wargamer’s table top or preferably, his lawn. The rules grasp the essentials of Cold War combat; movement, close assault, direct fire, artillery and air support. They also include additional rules to cover the complexities of engineering, smoke and the wider air battle. They do so in a style reminiscent of Little Wars, just with tanks and aircraft. These rules are straightforward, but comprehensive toy soldier rules that allow the wargamer to experience the battles, actual and potential, from those days.< Less