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.
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.
Programmed Wargames Scenarios
Author: Charles Stewart Grant
Publisher:
ISBN: 9780904417289
Category : War games
Languages : en
Pages : 0
Book Description
Publisher:
ISBN: 9780904417289
Category : War games
Languages : en
Pages : 0
Book Description
Scenarios for All Ages
Author: Charles Stewart Grant
Publisher:
ISBN: 9780952514657
Category : War games
Languages : en
Pages : 152
Book Description
Publisher:
ISBN: 9780952514657
Category : War games
Languages : en
Pages : 152
Book Description
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
Oathmark
Author: Joseph A. McCullough
Publisher: Bloomsbury Publishing
ISBN: 1472833058
Category : Games & Activities
Languages : en
Pages : 194
Book Description
Empires have fallen, and the land is broken. The great oathmarks that once stood as testaments to the allegiances and might of nations have crumbled into ruin. In this lost age, fealty and loyalty are as valuable as gold and as deadly as cold iron, and war is ever-present. Created by Joseph A. McCullough, designer of Frostgrave and Frostgrave: Ghost Archipelago, Oathmark is a mass-battle fantasy wargame that puts you in command of the fantasy army you've always wanted, whether a company of stalwart dwarves or a mixed force with proud elves, noble men, and wild goblins standing shoulder-to-shoulder in the battle-line. Fight through an integrated campaign system and develop your realms from battle to battle, adding new territories, recruiting new troop types, and growing to eclipse your rivals... or lose what you fought so hard to gain and fall as so many would-be emperors before you.
Publisher: Bloomsbury Publishing
ISBN: 1472833058
Category : Games & Activities
Languages : en
Pages : 194
Book Description
Empires have fallen, and the land is broken. The great oathmarks that once stood as testaments to the allegiances and might of nations have crumbled into ruin. In this lost age, fealty and loyalty are as valuable as gold and as deadly as cold iron, and war is ever-present. Created by Joseph A. McCullough, designer of Frostgrave and Frostgrave: Ghost Archipelago, Oathmark is a mass-battle fantasy wargame that puts you in command of the fantasy army you've always wanted, whether a company of stalwart dwarves or a mixed force with proud elves, noble men, and wild goblins standing shoulder-to-shoulder in the battle-line. Fight through an integrated campaign system and develop your realms from battle to battle, adding new territories, recruiting new troop types, and growing to eclipse your rivals... or lose what you fought so hard to gain and fall as so many would-be emperors before you.
The Portable Wargame
Author: Bob Cordery
Publisher: Lulu.com
ISBN: 132690454X
Category : Games & Activities
Languages : en
Pages : 110
Book Description
The Portable Wargame has been developed over the past ten years to meet the needs of wargamers who want a fast, easy to learn, simple to use set of wargames rules that don't require the player to purchase and paint a large collection of figures and that can be staged on a small dinner table, a large coffee table, or something even smaller. The rules are designed to be used with a gridded tabletop made up of squares or hexes.
Publisher: Lulu.com
ISBN: 132690454X
Category : Games & Activities
Languages : en
Pages : 110
Book Description
The Portable Wargame has been developed over the past ten years to meet the needs of wargamers who want a fast, easy to learn, simple to use set of wargames rules that don't require the player to purchase and paint a large collection of figures and that can be staged on a small dinner table, a large coffee table, or something even smaller. The rules are designed to be used with a gridded tabletop made up of squares or hexes.
Napoleonic Wargaming for Fun
Author: Paddy Griffith
Publisher: Weidenfeld & Nicolson
ISBN:
Category : Games & Activities
Languages : en
Pages : 138
Book Description
Publisher: Weidenfeld & Nicolson
ISBN:
Category : Games & Activities
Languages : en
Pages : 138
Book Description
Thud Ridge
Author: Jack Broughton
Publisher: Crecy Pub
ISBN: 9780859791168
Category : History
Languages : en
Pages : 280
Book Description
This is the story of a special breed of warrior, the fighter-bomber pilot; the story of valiant men who flew the F-105 Thunderchief 'Thud' Fighter-Bomber over the hostile skies of North Vietnam. From the briefing rooms to the bombing runs, Vice-Wing Commander Colonel Jack Broughton, recounts the tragedy and heartache, the high drama and flaming terror, the exhilaration and thrill of life on the edge. He relives the incredible feeling of high-speed, low-level sorties where SAM missiles, flak and MiGs were all in a day's work. The bravery of the pilots and their commitment to each other in times of extreme fear, crisis and catastrophe are highlighted by vivid, fast moving flying sequences. Thud Ridgeis a fascinating and graphic memorial to the courage of the men, the power of their machines and their dedication to their mission.
Publisher: Crecy Pub
ISBN: 9780859791168
Category : History
Languages : en
Pages : 280
Book Description
This is the story of a special breed of warrior, the fighter-bomber pilot; the story of valiant men who flew the F-105 Thunderchief 'Thud' Fighter-Bomber over the hostile skies of North Vietnam. From the briefing rooms to the bombing runs, Vice-Wing Commander Colonel Jack Broughton, recounts the tragedy and heartache, the high drama and flaming terror, the exhilaration and thrill of life on the edge. He relives the incredible feeling of high-speed, low-level sorties where SAM missiles, flak and MiGs were all in a day's work. The bravery of the pilots and their commitment to each other in times of extreme fear, crisis and catastrophe are highlighted by vivid, fast moving flying sequences. Thud Ridgeis a fascinating and graphic memorial to the courage of the men, the power of their machines and their dedication to their mission.
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
Team Yankee
Author: Harold Coyle
Publisher: Casemate
ISBN: 1612003664
Category : Fiction
Languages : en
Pages : 199
Book Description
This revised and updated edition of the classic Cold War novel Team Yankee reminds us once again might have occurred had the United States and its Allies taken on the Russians in Europe, had cooler geopolitical heads not prevailed. For 45 years after World War II, East and West stood on the brink of war. When Nazi Germany was destroyed, it was evident that Russian tank armies had become supreme in Europe, but only in counterpart to US air power. In 1945 US and UK bombers sent a signal to the advancing Russians at Dresden to beware of what the Allies could do. Likewise when the Russians overran Berlin they sent a signal to the Allies what their land armies could accomplish. Thankfully the tense standoff continued on either side of the Iron Curtain for nearly half a century. During those years, however, the Allies beefed up their ground capability, while the Soviets increased their air capability, even as the new jet and missile age began (thanks much to captured German scientists on both sides). The focal point of conflict remained central Germany—specifically the flat plains of the Fulda Gap—through which the Russians could pour all the way to the Channel if the Allies proved unprepared (or unable) to stop them. Team Yankee posits a conflict that never happened, but which very well might have, and for which both sides prepared for decades. This former New York Times bestseller by Harold Coyle, now revised and expanded, presents a glimpse of what it would have been like for the Allied soldiers who would have had to meet a relentless onslaught of Soviet and Warsaw Pact divisions. It takes the view of a US tank commander, who is vastly outnumbered during the initial onslaught, as the Russians pull out all the cards learned in their successful war against Germany. Meantime Western Europe has to speculate behind its thin screen of armor whether the New World can once again assemble its main forces—or willpower—to rescue the bastions of democracy in time.
Publisher: Casemate
ISBN: 1612003664
Category : Fiction
Languages : en
Pages : 199
Book Description
This revised and updated edition of the classic Cold War novel Team Yankee reminds us once again might have occurred had the United States and its Allies taken on the Russians in Europe, had cooler geopolitical heads not prevailed. For 45 years after World War II, East and West stood on the brink of war. When Nazi Germany was destroyed, it was evident that Russian tank armies had become supreme in Europe, but only in counterpart to US air power. In 1945 US and UK bombers sent a signal to the advancing Russians at Dresden to beware of what the Allies could do. Likewise when the Russians overran Berlin they sent a signal to the Allies what their land armies could accomplish. Thankfully the tense standoff continued on either side of the Iron Curtain for nearly half a century. During those years, however, the Allies beefed up their ground capability, while the Soviets increased their air capability, even as the new jet and missile age began (thanks much to captured German scientists on both sides). The focal point of conflict remained central Germany—specifically the flat plains of the Fulda Gap—through which the Russians could pour all the way to the Channel if the Allies proved unprepared (or unable) to stop them. Team Yankee posits a conflict that never happened, but which very well might have, and for which both sides prepared for decades. This former New York Times bestseller by Harold Coyle, now revised and expanded, presents a glimpse of what it would have been like for the Allied soldiers who would have had to meet a relentless onslaught of Soviet and Warsaw Pact divisions. It takes the view of a US tank commander, who is vastly outnumbered during the initial onslaught, as the Russians pull out all the cards learned in their successful war against Germany. Meantime Western Europe has to speculate behind its thin screen of armor whether the New World can once again assemble its main forces—or willpower—to rescue the bastions of democracy in time.