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A detailed non-rules specific guide to wargaming the Great Northern War, written by a wargamer for wargamers.
The ultimate Wargaming guide on the colourful Italian Wars of 1494 - 1559.
'The Rise of Byzantium' expands the original @three Ages of Rome' ruleset beyond the collapse of Rome's Western Empire. It covers the Early Byzantine wars of Belisarius and Narses, and ends with the wars of Mauricius. The six new historical scenarios span three centuries of warfare in the eastern Mediterranean.
Muskets & Springfields is designed for playing big battles in the American Civil War and is not model scale dependent and uses the player's current basing system. The game is set at the operational level. The player is the army commander with sub command groups. This will be typically a Corps. In these rules a Corp is made up of several infantry brigades, mounted cavalry, and artillery batteries. If you wish you can also include Native American Indian warbands.The basic unit in wargaming terms is the infantry brigade, which are grouped into Corps or Divisions. The game system uses grids as the unit of measurement. The game space is broken into several square grids which represent 300 yards in ground scale. Taking a balance of the various drill guides of the period this is approximately equal to 600 men in two ranks. For a typical 6x4 playing space it is recommended a ratio width x depth of 1.5 x 1. A typical 6x4 table provides the following 12 (3600 yds) by 8 (2400 yds) of battlefield.Morale is handled at the corps level and attrition is held at the individual unit base. These rules have three levels of morale. This is not the usual average, veteran, elite often used. Instead, the format is designed to reflect the actual state of mind on the day. These are Unknown, Nervous and Steady. In a game, unless representing specific historical units all bases start as Unknown. The actual morale state is not known till the unit takes damage. The player then rolls against a chart which provides a score for the unit being Nervous or Steady. This is dependent on the year being played and if Confederate or Union. When a unit fails a morale check this is recorded against their parent corps. Once a corps reaches its break point it will then flee the battlefield. Attrition is held at the unit level. This represents loss of cohesion, battlefield casualties or supplies running low. A unit can absorb 6 hits before it is automatically destroyed.To facilitate a clean flow of play these rules also facilitate the use of sharpshooters and skirmishers. Turns use a bag-pull system in which it is possible for the non-active player to able to interdict the play.
Bismarck's War provides an operational-level strategy game, allowing command of multiple corps, with adaptable rules, completed in 3 hours.Bismarck's War focuses on the operational level and puts the players in command of multiple corps. A typical game can be completed within 3 hours. The rules can be used with any range of models. Uses several mechanics seen in "Muskets & Springfields".
A narrative wargame set in the Age of Crusades that emphasizes fast-paced, abstract battles inspired by medieval romantic literature.Swords of God is a narrative wargame centered on the Age of Crusades (1100-1400). Rather than attempt direct simulation of the physical aspects of warfare, the rules instead take inspiration from chansons de geste and other romantic literature of the time and aim to create a faster-flowing, more abstract struggle still worthy of a song.The game aims to fit battles of around 20-30,000 men a side onto a 6' x 4' table, but any size of table can be used if your unit bases are smaller than the 'Impetus' standard of 120mm by 40mm, or more numerous than the sands of the sea! Centred as it is on the command and control of key personalities in each army, any size of battle is possible with the easy-to-use points system provided. The game also provides a quick chart to help you pick the right size of table for your battle.Inspired by psychohistorical studies of the Crusades like Avner Falk's Franks and Saracens and Vincent Baker's seminal Apocalypse World rules engine, the game's deep but simple mechanics promote meaningful tactical choices while ensuring the action always moves forwards. Among other things, it features: - A unified mechanic based on the roll of 3 six-sided dice.- Gridded movement to get the action started quicker. The sides of each square are equal to half the width of a unit base.- Scenario generation that takes the table's terrain into account.- More than half a dozen sets of special rules based on the army commander's relationship with the divine. In an era of personal oaths and charismatic authority, these special rules extend to their army as well.Army lists for campaigns in Iberia, the Baltics, the Languedoc, Bohemia and the Levant feature curated spreads of generic unit types, while the 'Faith Trees' available to generals of any religion grant special rules based on their emotional connection to the divine and the religious war that has ensnared them. Each one gives an army a different feel, providing a great deal of replayability even within the same campaign.
In recent decades there has been a huge increase in the availability and use of 6 mm figures for wargaming. This book aims to guide the wargamer new to the scale, as well as the experienced 6 mm user through reasons for using the scale, its history, and the creation, painting and basing of figures. Rules for wargaming 6 mm figures are discussed, and some wargames of various sizes are showcased. How 6 mm figure gaming might develop into the future is considered, with potential for large wargames as well as smaller actions and skirmish games assessed.We start with the basic arguments for wargaming with 6 mm figures. This covers ease of painting, the mass effect of many figures looking like a unit, and the reduction of ground scale distortion when using 6 mm. It also considers the ability, when using 6 mm figures, to wargame with multiple armies, being able always to have the correct historical opponents, using small spaces for wargaming while still looking like a battle, as well as massed battles.From roughly 1965, through the late 1960s and to to today many wargamers have seen the advantages of 6 mm wargaming. We track the history of 6 mm wargaming, examining the companies that have produced them and the rules which have been created for them.The creation of master figures for a 6 mm figure product is then discussed, showing the attention to detail and processes required to create a production mold for a range of historically accurate figures.We then examine how to paint 6 mm figures. Which paints, brushes and temporary bases to use are noted, and then the painting process is discussed. We start with undercoating and proceed to a finished unit or base of figures. Additionally painting horses, equipment and adding flags is covered.Basing 6 mm figures to best advantage is an art form, and this chapter discusses how this is best achieved. Additionally, the creation of wargaming terrain in the scale is considered.The range of rules available, either directly applicable to 6 mm figures or modified to accommodate them is discussed, along with specific processes to create 6 mm friendly rules. Conversion of other scale rules to 6 mm figures is discussed. We then outline a series of scenarios from big battle games through to skirmish style wargames.Finally, we consider the future of 6 mm wargaming. New ranges, new materials for making figures and terrain and new ideas are constantly arriving on the scene and we try to assess where the area will go next.
Gives all the information needed for the gamer to build and play with the armies, Spanish, French, British and Portuguese.In the quarter-century after the fall of Napoleon, there were several wars in Europe, and this Spanish civil war was the lengthiest, and most varied. It was the first of a set of conflicts that split the nation and would continue to do so for a century and more. A Savage and Romantic War gives the wargamer all the information needed to play games set in Spain in these tumultuous seven years, and to make and paint the armies that fought. The First Carlist War is one that is becoming more familiar to English-speakers, and can be gamed in any scale, with dedicated ranges available in 28 and 18mm. Although taking place only two decades after the latter stages of the Peninsular campaign, and sometimes over the same landscape, it has a quality all of its own. It was big enough to have full-scale battles with two dozen or so units a side, and small enough that games can be played with a brigade or two, and with no need to compromise on scale - every pair of guns or battalion can appear on the table. There were numerous skirmishes, with Carlists in their huge berets and irregular bands facing militia, guardsmen and everything in between. The sheer variety and picturesque appearance of the soldiers of four nations who fought, the involvement of larger-than-life generals on both sides, and the spectacular scenery over which it took place make this a perfect conflict for re-creating in miniature.Those who play most Napoleonic rules will be able to use them for this war, and this work is not linked to anyparticular set.The book has a short history of the war, then full details of the Spanish, French, British and Portuguese forces, including organization, tactics, uniforms, weapons, equipment and flags. Then there are descriptions of 13 battles, each with the map and orders of battle that will make it easy to translate onto the table-top. Finally, there is a lengthy account of the Oriamandi campaign of 1837, culminating in the dramatic battle which saw the largest involvement of British troops in Europe since Waterloo.Throughout, there is detail of which regiments did what and how they did it.
Historical miniatures wargaming has been a popular hobby since at least the 1960s, and has become a diverse and multi-faceted pastime for thousands of people all over the globe. Players can walk the paths of military history in a game format, choosing any of the myriad campaigns of recorded military history from any time period and any part of the world. Such games often use carefully painted miniature model soldiers, each looking as close to its full size historical human counterpart as the wargamer can produce. This hobby is, for many, a visual feast as well as an intellectual entertainment and challenge. This book details the two wars fought by the British-Indian Army against the Sikh Empire of Northern India in the middle of the nineteenth century. These hard-fought wars eventually resulted in the addition of the Punjab to the territories of British India and the introduction of the famous Sikh regiments to the British-Indian army. The descendants of these regiments still survive in the armies of India and Pakistan today. As a guide to wargaming these fascinating and colorful conflicts this book provides detailed information on the organization and uniforms of both armies together with advice on how to build armies of model soldiers, and which rules are suitable to enable the enthusiast to bring these enthralling battles to the wargames table. Additionally the book also contains detailed narratives and orders of battle of both sides for all of the major battles, as well as scenarios for the wargamer to translate to his or her tabletop.
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