Search results for: ancient-and-medieval-wargaming

Ancient and Medieval Wargaming

Author : Neil Thomas
File Size : 47.17 MB
Format : PDF
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Re-fight some of the bloodiest battles of the ancient and medieval worlds! Seasoned wargamer and author Neil Thomas brings historical perspective to the hobby with a description and interpretation of significant military developments from 3,000BC to AD1500. Wargaming is the simulation of accurate historical battles using miniature figures to fight over three dimensional terrain, their movement and combat being regulated by clearly defined rules. Neil Thomas' new book provides specific coverage of ancient and medieval wargaming, thanks to its division into biblical, classical, Dark Age and medieval sections. Each section has its own set of rules and much expanded army lists. The wargamer gains additional perspective from data panels containing facts about weaponry, personalities and chroniclers, and quotations from original document sources. Useful suggestions for further reading are also included, while battle reports in each section provide tactical insights for both novice and veteran wargamers.

Field of Glory Rulebook

Author : Richard Bodley Scott
File Size : 87.28 MB
Format : PDF, Mobi
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Field of Glory is a new historical miniature tabletop wargaming rules system for anyone interested in recreating the battles of Rome, Greece or the Holy Land, among others. This series is intended to give both beginner and expert wargamers everything they need to play the battles of ancient and medieval eras on their tabletops. Tested and created by wargaming experts, this series includes a rulebook detailing the gaming system, and companion army lists which help players select and build their historically accurate army with the relevant units or troop types they want to take onto the field of battle. The striking Field of Glory rulebook includes color coding for easy navigation, clear photographs of miniatures (taken by Wargames Illustrated editor Duncan McFarlane) and diagrams (showing rules examples, troop placements, scale considerations and more), detailed Osprey artwork, a guide to figure painting, an overview of the history of this miniature world of warfare, organization tables and a background to the men who fought on the ground. Containing two ready to use army lists, this rulebook can either stand alone and be used for immediate gaming, or can be combined with the companion army list volumes to recreate a very diverse range of conflicts in each period of the eras covered. Published in partnership with Slitherine Software Ltd, a developer and publisher of historical strategy games, Field of Glory already has the table-top gaming community buzzing.

DBA 2 2 Simple Ancient and Medieval Wargaming Rules Including Dbsa and DBA 1 0

Author : John Curry
File Size : 43.63 MB
Format : PDF
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The aim of the rules was to provide the simplest possible set of wargaming rules that retained the feel and generalship of ancient and medieval warfare. The rules were about command decisions not the detail of combat. The average player would have memorized the rules by half way through their first battle, but tactical skill, especially with the use of light troops, took longer. Battles typically lasted less than an hour, allowing multiple games to be played in a single day. The DBA rules include the basic battle rules, campaign rules, suggested mini-campaigns, over three hundred army lists, rules for larger armies and six player campaigns. The original rules are supported by an introduction by Phil Barker and chapters on: Reflecting on the development of DBA. An introduction to tactics using DBA by Martin Smith. Applying DBA to historical battles, Recreating the Battle of Zama in 202 BC using DBA by Phil Steele. DBSA and DBA 1.0 Also included are all four of the original army lists

One hour Wargames

Author : Neil Thomas
File Size : 22.81 MB
Format : PDF, Docs
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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.

The Wargaming Compendium

Author : Henry Hyde
File Size : 24.70 MB
Format : PDF, ePub, Mobi
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This book gives a complete introduction to the hobby of wargaming with miniatures, especially suitable for the newcomer but also containing sufficient depth and breadth of information to attract the more experienced gamer. Packed with color photographs, maps and diagrams, the book is a visual treat, but one built on the solid foundations of a highly literate and engaging text that does not dumb down the hobby. Every aspect is explained clearly and in a way that both informs and entertains, with plenty of personality, gentle humor and a lightness of touch. The contents include a brief history of the development of wargaming, choice of periods from ancients to sci-fi, the question of scale (not only of miniatures, but the size of game from the smallest skirmishes to epic battles), terrain, buying and painting miniatures, creating scenarios for wargames, running a campaign, solo wargaming and so on. It also incorporates simple wargaming rules covering all periods of history as well as fantasy and science fiction gaming. These rules will have optional mechanisms allowing them to be used for very small games with just a few figures, or much bigger games with several regiments or brigades on each side.

Phil Barker s Introduction to Ancient Wargaming and WRG 6th Edition Ancient Rules 3000 BC to 1485 AD

Author : John Curry
File Size : 36.68 MB
Format : PDF, ePub, Mobi
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He described his rules-writing philosophy as simply ""It is my aim to produce the most accurate and playable rules I possibly can"" The WRG Ancients rule series were both the first rule books professionally printed and the first universal rule set. They went through 7 editions and were the standard ancient wargames rules from 1969 until replaced by DBM in 1993. This reprint includes the classic Introduction to ancient warfare The Airfix Guide to Ancient Wargaming by Phil Barker. Advice on tactics, Guide to sources, How ancient wargaming began, Sample army lists The complete WRG 6th edition rules for simulating every aspect of ancient and medieval warfare, from the battlefield to full scale sieges and shipboard fighting. 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.

Wargaming Ancient and Medieval

Author : Donald F. Featherstone
File Size : 74.5 MB
Format : PDF, Kindle
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Wargaming Campaigns

Author : Henry Hyde
File Size : 26.30 MB
Format : PDF
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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 your prefer, Henry shows that even simple campaigns can add extra fun to your gaming.

A Wargamer s Guide to 1066 and the Norman Conquest

Author : Daniel Mersey
File Size : 29.91 MB
Format : PDF, Docs
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This is one of the first titles in an exciting new series of guides for wargamers. Taking one of the most pivotal and famous episodes in British military history, it gives a wargamers perspective of the dramatic events of 1066 and the Norman conquest up to around 1070, and advice on how to recreate these on the gaming table. Advice is given on factors to consider when choosing an appropriate set of commercially available rules, or devising your own, to best suit the scale and style of battle you want and capture the flavor of the period. The relevant ranges of figures and terrain pieces and buildings are also reviewed. Analysis of the forces involved, organization, tactics and strategies will help with building your armies and there are interesting scenarios included. Whether this is a new period for you, or you are looking to refresh your existing interest in the period, this handy guide is sure to hold much if interest for you.

The Anti War Wargame a Comprehensive Analysis of the Origins of the Game of Chess 1989 1990

Author : Henry J. Greenberg
File Size : 38.51 MB
Format : PDF, Docs
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Millions of people love the game of chess, but most of them dont know how the game developed. Henry J. Greenberg, one of the worlds leading chess historians, reveals how chess has its origins in a game called Chaturanga, which was designed during the reign of the Gupta Dynasty to commemorate Chandragupta IIs victory over the Sakas and to ensure the continuation of peace. In this comprehensive history of the game, youll learn how: seeds for the origin of chess were planted during the flourishing of the Harappan civilization from 2,300 to 1900 B.C.; Chaturanga was specifically designed for the civilian population; rules were made so simple that even children could learn how to play; elephants play a critical role regarding when and why chess developed; Greenberg also explains how chess historians can be classified into four types: Archaeologists, Linguists, Sinologists, and Oxfordites. Learn the characteristics of each, what they disagree on, and whether their views about the origins of chess hold any validity. From the very beginnings of the game to Leonardo da Vincis invention of modern moves while living in Milan, Italy, youll be delighted with this comprehensive history of chess.