Donald Featherstone's Skirmish Wargaming
Title | Donald Featherstone's Skirmish Wargaming PDF eBook |
Author | John Curry |
Publisher | Lulu.com |
Pages | 136 |
Release | 2008-09-12 |
Genre | History |
ISBN | 1409223892 |
Skirmish Wargaming is a classic from the history of wargamingIt was the first widespread set of popular rules for playing skirmish level battles on the table top with handfuls of figures aside. The book includes: Generic rules for skirmish wargaming Scenarios including period rules for: Vikings! (850AD) Archers in France June (1429) English Civil War Cavalry Action (1643) The Jolly Roger (1715) The 95th Rifles in the Pennisula War (1813) The French Foreign Legion in Mexico (1866) The Massacre at Isandhlwana (1879) The Old West (1888) First World War Trench Raid (1916) Street Fighting in Cassino (1944) This new edition, includes additional scenario's To Claim our Long-forgotten Gold (Fantasy, Third Age) Mining Station Sigma 9 (Science fiction, Year 3015, the far future) Guidance on how to play solo skirmish wargames Printed as part of the History of Wargaming Project www.johncurryevents.co.uk
Solo-wargaming
Title | Solo-wargaming PDF eBook |
Author | Donald F. Featherstone |
Publisher | Frederick Warne |
Pages | 202 |
Release | 1973 |
Genre | Art |
ISBN |
Donald Featherstone's War Games
Title | Donald Featherstone's War Games PDF eBook |
Author | John Curry |
Publisher | Lulu.com |
Pages | 159 |
Release | 2008-07-26 |
Genre | Crafts & Hobbies |
ISBN | 1409216764 |
Donald Featherstone's classic wargaming book, War Games, was first published in 1962. It was largely responsible for turning a somewhat obscure hobby into a popular pastime across the world. This revised edition includes new material including a foreword by Paddy Griffith, the full version of the Lionel Tarr Modern Wargaming Rules (modern being for Wordl War II) and a timeline of wargaming. It is published as part of the History of Wargaming Project at www.johncurryevents.co.uk
Donald Featherstone's War Games Battles and Manoeuvres with Model Soldiers the Book That Launched Modern Wargaming
Title | Donald Featherstone's War Games Battles and Manoeuvres with Model Soldiers the Book That Launched Modern Wargaming PDF eBook |
Author | John Curry |
Publisher | Lulu.com |
Pages | 154 |
Release | 2014-05-10 |
Genre | Games |
ISBN | 9781291851427 |
Donald Featherstone's classic wargaming book, War Games, was first published in 1962. It was largely responsible for turning a somewhat obscure hobby into a popular pastime across the world. This revised edition includes new material including a foreword by Paddy Griffith. There are five sets of classic rules in the book: -Tony Bath's Ancient Wargaming Rules -Lionel Tarr's Modern Wargaming rules. (Modern being WWII) -American Civil Wargaming Rules -Simple WWII rules -Skirmish rules for colonial warfare Each set is clearly explained. There are also three accounts of ealy wargames; a battle from the fantasy world of Hyboria, an American Civil War action and the encounter on the St James Road between the British Grenadier Guards and the German panzer grenadiers in WWII. The book is a piece of wargaming history and is published as part of the History of Wargaming Project.
One-hour Skirmish Wargames
Title | One-hour Skirmish Wargames PDF eBook |
Author | John Lambshead |
Publisher | Pen and Sword |
Pages | 124 |
Release | 2018-09-30 |
Genre | Games & Activities |
ISBN | 1526700069 |
Many wargamers enjoy the challenge of skirmish games where, instead of the strategy of vast armies portrayed by traditional wargames, the focus is on the tactics of a small unit. However, skirmish rules are often so complex that it can take hours of rolling dice, consulting tables and recording data to recreate what would in reality be a fast and furious firefight lasting just minutes. Now these new rules make it possible to recapture the speed and intensity of these actions where every man, and every second, counts. The basic rules are supported by sections which give special rules and scenarios to capture the flavor of a range of different periods, from Napoleonic to Modern Warfare and beyond with Sci-Fi. From the 95th Rifles scouting for Wellington, Western gunfights and WWI trench raids, through WW2 parachute assaults or Special Forces strikes in Afghanistan, or even Space Marines storming a space station, Squad Firefights elegantly simple system allows you to focus on proper tactical decisions rather than rolling buckets of dice or calculating masses of modifiers.
The Portable Wargame
Title | The Portable Wargame PDF eBook |
Author | Bob Cordery |
Publisher | Lulu.com |
Pages | 110 |
Release | 2016-12-30 |
Genre | Games & Activities |
ISBN | 132690454X |
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.
Tabletop Wargames: A Designers and Writers Handbook
Title | Tabletop Wargames: A Designers and Writers Handbook PDF eBook |
Author | Rick Priestley |
Publisher | Pen and Sword Military |
Pages | 220 |
Release | 2016-11-30 |
Genre | Games & Activities |
ISBN | 147389008X |
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 Workshops 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