Author: Tony Bath
Publisher:
ISBN: 9780904417029
Category : War games
Languages : en
Pages : 77
Book Description
Setting Up a Wargames Campaign
Wargaming Campaigns
Author: Henry Hyde
Publisher: Pen and Sword Military
ISBN: 1473855942
Category : Games & Activities
Languages : en
Pages : 530
Book Description
Most miniature wargames take the form of simulating a single battle with the opponents either winning or losing and that's that until the next game. Such games can be a fun test of tactical skill but it can be even more rewarding if they form part of a wider campaign. In a campaign, the players commanding the forces have to make the decisions at the strategic level that determine the context of any battles that occur. The outcome of these battles will, in turn, have strategic consequences for the ongoing campaign. Although campaigns can be very rewarding, many wargamers are deterred by the need to produce maps and devise mechanisms for strategic movement, Intelligence, logistics, recruiting reinforcements, keeping track of casualties etc. Henry Hyde's excellent book greatly eases this task with masses of sound advice, concrete suggestions and even a full set of campaign rules useful for any period up to AD 1900. Whatever historical or fantasy setting you prefer, Henry shows that even simple campaigns can add extra fun to your gaming.
Publisher: Pen and Sword Military
ISBN: 1473855942
Category : Games & Activities
Languages : en
Pages : 530
Book Description
Most miniature wargames take the form of simulating a single battle with the opponents either winning or losing and that's that until the next game. Such games can be a fun test of tactical skill but it can be even more rewarding if they form part of a wider campaign. In a campaign, the players commanding the forces have to make the decisions at the strategic level that determine the context of any battles that occur. The outcome of these battles will, in turn, have strategic consequences for the ongoing campaign. Although campaigns can be very rewarding, many wargamers are deterred by the need to produce maps and devise mechanisms for strategic movement, Intelligence, logistics, recruiting reinforcements, keeping track of casualties etc. Henry Hyde's excellent book greatly eases this task with masses of sound advice, concrete suggestions and even a full set of campaign rules useful for any period up to AD 1900. Whatever historical or fantasy setting you prefer, Henry shows that even simple campaigns can add extra fun to your gaming.
Bolt Action: Campaign: Battle of the Bulge
Author: Warlord Games
Publisher: Bloomsbury Publishing
ISBN: 1472817850
Category : Games & Activities
Languages : en
Pages : 126
Book Description
The Ardennes, 1944. Driven back by the Allies since D-Day, Germany launches a surprise offensive on the Western Front. This assault against the unprepared Allied lines is the opening move in one of the largest battles of World War II. This new Campaign Book for Bolt Action allows players to take command of both armies in this desperate battle, fighting it as they believe it should have been fought. New, linked scenarios, rules, troop types and Theatre Selectors provide plenty of options for novice and veteran players alike.
Publisher: Bloomsbury Publishing
ISBN: 1472817850
Category : Games & Activities
Languages : en
Pages : 126
Book Description
The Ardennes, 1944. Driven back by the Allies since D-Day, Germany launches a surprise offensive on the Western Front. This assault against the unprepared Allied lines is the opening move in one of the largest battles of World War II. This new Campaign Book for Bolt Action allows players to take command of both armies in this desperate battle, fighting it as they believe it should have been fought. New, linked scenarios, rules, troop types and Theatre Selectors provide plenty of options for novice and veteran players alike.
One-Hour Wargames
Author: Neil Thomas
Publisher: Pen and Sword
ISBN: 1473840937
Category : Games & Activities
Languages : en
Pages : 226
Book Description
A fun and practical new approach to wargaming that lets you complete a game in about an hour—includes rule sets and scenarios for most popular periods. One of the biggest problems facing wargamers is finding the time to actually play. Most commercially available games require several hours to set up and see to a conclusion; some can even take a whole day or weekend to complete. Apart from time, lack of space can also keep wargamers from enjoying their favorite pastime. In One-hour Wargames, veteran gamer and rule-writer Neil Thomas has addressed both problems. Now it is practical to play a satisfying game in around an hour on a normal dining table or living room floor. The book contains 8 all-new sets of very simple rules for various periods—from Ancient to WW2—and thirty stimulating scenarios which can be played using any of them. All the rules and scenarios are intended to be played on a 3ft x 3ft battlefield. The rules only require a small number of miniatures, so this really is an ideal way for new gamers, or veterans trying a new period, to get started with minimal investment of time and money. Also ideal for a quick game in the evening with a friend. Also included are sections on campaigns and solo games.
Publisher: Pen and Sword
ISBN: 1473840937
Category : Games & Activities
Languages : en
Pages : 226
Book Description
A fun and practical new approach to wargaming that lets you complete a game in about an hour—includes rule sets and scenarios for most popular periods. One of the biggest problems facing wargamers is finding the time to actually play. Most commercially available games require several hours to set up and see to a conclusion; some can even take a whole day or weekend to complete. Apart from time, lack of space can also keep wargamers from enjoying their favorite pastime. In One-hour Wargames, veteran gamer and rule-writer Neil Thomas has addressed both problems. Now it is practical to play a satisfying game in around an hour on a normal dining table or living room floor. The book contains 8 all-new sets of very simple rules for various periods—from Ancient to WW2—and thirty stimulating scenarios which can be played using any of them. All the rules and scenarios are intended to be played on a 3ft x 3ft battlefield. The rules only require a small number of miniatures, so this really is an ideal way for new gamers, or veterans trying a new period, to get started with minimal investment of time and money. Also ideal for a quick game in the evening with a friend. Also included are sections on campaigns and solo games.
Solo-wargaming
Author: Donald F. Featherstone
Publisher: Frederick Warne
ISBN:
Category : Art
Languages : en
Pages : 202
Book Description
Publisher: Frederick Warne
ISBN:
Category : Art
Languages : en
Pages : 202
Book Description
Tabletop Wargames: A Designers’ and Writers’ Handbook
Author: Rick Priestley
Publisher: Pen and Sword Military
ISBN: 147389008X
Category : Games & Activities
Languages : en
Pages : 228
Book Description
Unlike chess or backgammon, tabletop wargames have no single, accepted set of rules. Most wargamers at some point have had a go at writing their own rules and virtually all have modified commercially available sets to better suit their idea of the ideal game or to adapt favourite rules to a different historical period or setting. But many who try soon find that writing a coherent set of rules is harder than they thought, while tweaking one part of an existing set can often have unforeseen consequences for the game as a whole. Now, at last, help is at hand. Veteran gamer and rules writer John Lambshead has teamed up with the legendary Rick Priestley, creator of Games Workshop’s phenomenally successful Warhammer system, to create this essential guide for any would-be wargame designer or tinkerer. Rick and John give excellent advice on deciding what you want from a wargame and balancing ‘realism’ (be it in a historical or a fantasy/sci-fi context) with playability. They discuss the relative merits of various mechanisms (cards, dice, tables) then discuss how to select and combine these to handle the various essential game elements of turn sequences, combat resolution, morale etc to create a rewarding and playable game that suits your tastes and requirements
Publisher: Pen and Sword Military
ISBN: 147389008X
Category : Games & Activities
Languages : en
Pages : 228
Book Description
Unlike chess or backgammon, tabletop wargames have no single, accepted set of rules. Most wargamers at some point have had a go at writing their own rules and virtually all have modified commercially available sets to better suit their idea of the ideal game or to adapt favourite rules to a different historical period or setting. But many who try soon find that writing a coherent set of rules is harder than they thought, while tweaking one part of an existing set can often have unforeseen consequences for the game as a whole. Now, at last, help is at hand. Veteran gamer and rules writer John Lambshead has teamed up with the legendary Rick Priestley, creator of Games Workshop’s phenomenally successful Warhammer system, to create this essential guide for any would-be wargame designer or tinkerer. Rick and John give excellent advice on deciding what you want from a wargame and balancing ‘realism’ (be it in a historical or a fantasy/sci-fi context) with playability. They discuss the relative merits of various mechanisms (cards, dice, tables) then discuss how to select and combine these to handle the various essential game elements of turn sequences, combat resolution, morale etc to create a rewarding and playable game that suits your tastes and requirements
Tony Bath's Ancient Wargaming
Author: John Curry
Publisher:
ISBN: 9780557111800
Category : History
Languages : en
Pages : 222
Book Description
Tony Bath's early inspiration was the force that launched ancient wargaming. With his friend Donald Featherstone, he pioneered the first table top ancient battles and the most well-known of all wargaming campaigns, the Legend of Hyboria.In 1965, he founded the Society of Ancients and it's journal Slingshot. This compilation of his work includes: The Peltast and Pila Ancient Wargaming RulesThe complete book, Setting up a Wargames CampaignThe Legend of Hyboria (including notes on the conclusion of that climatic campaign). Setting up a Wargames Campaign is a complete guide to setting up an ancient and medieval campaign and has chapters on: Map movement, Contact, battles and after effects, Playing with umpires and without, Supplies and replacements, Guidelines on running campaigns in other periods. As Donald Featherstone said, 'a perfect little book'This book has been produced in partnership with the Society of Ancients.The History of Wargaming Project is edited by John Curry.
Publisher:
ISBN: 9780557111800
Category : History
Languages : en
Pages : 222
Book Description
Tony Bath's early inspiration was the force that launched ancient wargaming. With his friend Donald Featherstone, he pioneered the first table top ancient battles and the most well-known of all wargaming campaigns, the Legend of Hyboria.In 1965, he founded the Society of Ancients and it's journal Slingshot. This compilation of his work includes: The Peltast and Pila Ancient Wargaming RulesThe complete book, Setting up a Wargames CampaignThe Legend of Hyboria (including notes on the conclusion of that climatic campaign). Setting up a Wargames Campaign is a complete guide to setting up an ancient and medieval campaign and has chapters on: Map movement, Contact, battles and after effects, Playing with umpires and without, Supplies and replacements, Guidelines on running campaigns in other periods. As Donald Featherstone said, 'a perfect little book'This book has been produced in partnership with the Society of Ancients.The History of Wargaming Project is edited by John Curry.
Napoleon's Campaigns in Miniature
Author: Bruce Quarrie
Publisher: Millefleurs
ISBN: 9780809570928
Category : Napoleonic Wars, 1800-1815
Languages : en
Pages : 192
Book Description
Publisher: Millefleurs
ISBN: 9780809570928
Category : Napoleonic Wars, 1800-1815
Languages : en
Pages : 192
Book Description
One-hour Wargames
Author: Neil Thomas
Publisher: Pen and Sword
ISBN: 1473822904
Category : Crafts & Hobbies
Languages : en
Pages : 168
Book Description
One of the biggest problems facing wargamers is finding the time to actually play. Most commercially available sets of rules require several hours to set up and play to a conclusion; some can easily swallow up a whole day or weekend. For many gamers this means that their lavishly prepared miniature armies rarely get used at all. Apart from time, the other consideration is space, which further constrains the opportunities for a game. In One-hour Wargames, veteran gamer and rule-writer Neil Thomas has addressed both these problems. Now it is practical to play a game in around an hour on a normal dining table or living room floor. ??The book contains 8 (all-new) sets of very simple rules for various periods, from Ancient to WW2 and 30 scenarios which can be played using any of them, so you don't even have to take too much time thinking up a stimulating tactical situation and objectives. All the rules and scenarios are intended to be played on a 3ft x 3ft battlefield. The rules only require a small number of miniatures, so this really is an ideal way for new gamers, or veterans trying a new period, to get started with minimal investment of time and money. Also ideal for a quick game in the evening when a friend pops round. There are also sections on campaigns and solo games.
Publisher: Pen and Sword
ISBN: 1473822904
Category : Crafts & Hobbies
Languages : en
Pages : 168
Book Description
One of the biggest problems facing wargamers is finding the time to actually play. Most commercially available sets of rules require several hours to set up and play to a conclusion; some can easily swallow up a whole day or weekend. For many gamers this means that their lavishly prepared miniature armies rarely get used at all. Apart from time, the other consideration is space, which further constrains the opportunities for a game. In One-hour Wargames, veteran gamer and rule-writer Neil Thomas has addressed both these problems. Now it is practical to play a game in around an hour on a normal dining table or living room floor. ??The book contains 8 (all-new) sets of very simple rules for various periods, from Ancient to WW2 and 30 scenarios which can be played using any of them, so you don't even have to take too much time thinking up a stimulating tactical situation and objectives. All the rules and scenarios are intended to be played on a 3ft x 3ft battlefield. The rules only require a small number of miniatures, so this really is an ideal way for new gamers, or veterans trying a new period, to get started with minimal investment of time and money. Also ideal for a quick game in the evening when a friend pops round. There are also sections on campaigns and solo games.
Wargaming Campaigns
Author: Henry Hyde
Publisher: Pen and Sword Military
ISBN: 1473855926
Category : Games & Activities
Languages : en
Pages : 584
Book Description
An authoritative reference guide to building wargaming campaigns, featuring a full set of campaign rules, tips on creating maps, and more. Most miniature wargames take the form of simulating a single battle with the opponents either winning or losing and that’s that until the next game. Such games can be a fun test of tactical skill, but it can be even more rewarding if they form part of a wider campaign. In a campaign, the players commanding the forces have to make the decisions at the strategic level that determine the context of any battles that occur. The outcome of these battles will, in turn, have strategic consequences for the ongoing campaign. Although campaigns can be very rewarding, many wargamers are deterred by the need to produce maps and devise mechanisms for strategic movement, Intelligence, logistics, recruiting reinforcements, keeping track of casualties etc. Henry Hyde’s excellent book greatly eases this task with masses of sound advice, concrete suggestions and even a full set of campaign rules useful for any period. Whatever historical or fantasy setting you prefer, Henry shows that even simple campaigns can add extra fun to your gaming. Praise for Wargaming Campaigns “This big, thick tome contains everything you’d ever want to know about creating and running a wargame campaign.” —Historical Miniatures Gaming Society
Publisher: Pen and Sword Military
ISBN: 1473855926
Category : Games & Activities
Languages : en
Pages : 584
Book Description
An authoritative reference guide to building wargaming campaigns, featuring a full set of campaign rules, tips on creating maps, and more. Most miniature wargames take the form of simulating a single battle with the opponents either winning or losing and that’s that until the next game. Such games can be a fun test of tactical skill, but it can be even more rewarding if they form part of a wider campaign. In a campaign, the players commanding the forces have to make the decisions at the strategic level that determine the context of any battles that occur. The outcome of these battles will, in turn, have strategic consequences for the ongoing campaign. Although campaigns can be very rewarding, many wargamers are deterred by the need to produce maps and devise mechanisms for strategic movement, Intelligence, logistics, recruiting reinforcements, keeping track of casualties etc. Henry Hyde’s excellent book greatly eases this task with masses of sound advice, concrete suggestions and even a full set of campaign rules useful for any period. Whatever historical or fantasy setting you prefer, Henry shows that even simple campaigns can add extra fun to your gaming. Praise for Wargaming Campaigns “This big, thick tome contains everything you’d ever want to know about creating and running a wargame campaign.” —Historical Miniatures Gaming Society