Download or read book Ancient and Medieval Wargaming written by Neil Thomas and published by The History Press. This book was released on 2007-06-21 with total page 246 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Download or read book Field of Glory Rulebook written by Richard Bodley Scott and published by Osprey Publishing. This book was released on 2008-02-19 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Download or read book Wargaming Ancient and Medieval written by Donald F. Featherstone and published by . This book was released on 1975 with total page 152 pages. Available in PDF, EPUB and Kindle. Book excerpt: "As all wargamers and other students of war know, the principles of war don't change - what applied hundreds of years ago is still valid. Donald Featherstone, one of the most experienced of wargamers (he has over a dozen books on this and allied subjects behind him) is extending the field to ancient times, a period that has not been covered in any comparable way before." --Amazon.com.
Download or read book One Hour Wargames written by Neil Thomas and published by Pen and Sword. This book was released on 2014-09-03 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.
Download or read book The Rules with No Name written by Bryan Ansell and published by . This book was released on 2009-01-27 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: It's been quite a few years now since Bryan Ansell first put pen to paper to produce the initial draft of The Rules With No Name: these rules have been playtested, developed and enjoyed many, many times since then and it is a travesty that they have not been seen on bookshelves until now. Very little editing to the original text was required, but I have added a painting and terrain guide for completeness and sincerely hope that Bryan likes the way his rules have been laid out and presented. Here's what Bryan originally wrote in his introduction to the playtest version of these rules all those years ago: These are intended primarily as a straightforward, simple set of Western gunfight rules, suitable for a quick, cheerful game, possibly involving a large number of participants. However, we wanted to include a degree of tactical skill, involvement with the rule system and an element of tension and surprise. We hope that we have succeeded in doing so without making the game at all puzzling or complicated. Consumption of alcoholic beverage and high-carbohydrate snacks and the playing of these rules are not necessarily mutually exclusive. We have tried not to introduce a lot of fussy rules to cover every eventuality, so if you are playing with large groups of strangers, you might like to use a gamesmaster; a god-like figure whose word is law. Fortunately, even the most competitive gamers don't come to a Western gunfight looking for an argument, so the way should be clear for a good time to be had by all. However, for those of you who prefer a more sophisticated game, especially if you intend to run a campaign, with the extra level of detail and involvement that familiarity permits, there is a selection of optional rules for you to mix and match according to your tastes. Set in the time of the American Old West where life was cheap and survival was the order of the day, these rules are written in a very conversational style that are a joy to read as well as play, and there are many suggestions by Bryan as to how the players can choose to extend and adapt the rules to suit their own levels of skill and/or to simply increase their sense of enjoyment. In this fast paced game all facets of life and the characters in the Old West as depicted in those many Hollywood and Italian 'Cowboy' films are covered; from the hardened gunslinger and town drunk to the law abiding owner of the General Store; all have to hone and develop their particular skills over the course of the game... or end up having that eternal slug of whisky in the saloon in the sky! So, get out those toy soldiers, strap on that six gun and get yourself a whole lot of pleasure by having a game with friends using these action-packed and fun- filled rules.
Download or read book Lion Rampant written by Daniel Mersey and published by Bloomsbury Publishing. This book was released on 2014-09-20 with total page 109 pages. Available in PDF, EPUB and Kindle. Book excerpt: Take Robin Hood, Richard the Lionheart, Gamelyn, William Wallace and other legends from the colourful, dangerous medieval period to the tabletop with Lion Rampant – a new set of rules designed for fighting medieval skirmish games. Ideal for players who wish to collect medieval miniatures and paint the pageantry without wanting to muster huge forces or spend time learning complex rules, this game allows players to game actual historical battles – or to delve into the archives of Hollywood to embark on more over-the-top pulp style clashes.
Download or read book Wargaming written by Neil Thomas and published by Sutton Pub Limited. This book was released on 2005-01-01 with total page 179 pages. Available in PDF, EPUB and Kindle. Book excerpt: Although the rise in computerized wargaming has transformed some aspects of the hobby, the traditional table-based wargame continues to go from strength to strength.
Download or read book Siege of Acre 1189 1191 written by John D. Hosler and published by Yale University Press. This book was released on 2018-06-26 with total page 279 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first comprehensive history of the most decisive military campaign of the Third Crusade and one of the longest wartime sieges of the Middle Ages The two-year-long siege of Acre (1189–1191) was the most significant military engagement of the Third Crusade, attracting armies from across Europe, Syria, Mesopotamia, Egypt, and the Maghreb. Drawing on a balanced selection of Christian and Muslim sources, historian John D. Hosler has written the first book-length account of this hard-won victory for the Crusaders, when England’s Richard the Lionheart and King Philip Augustus of France joined forces to defeat the Egyptian Sultan Saladin. Hosler’s lively and engrossing narrative integrates military, political, and religious themes and developments, offers new perspectives on the generals, and provides a full analysis of the tactical, strategic, organizational, and technological aspects on both sides of the conflict. It is the epic story of a monumental confrontation that was the centerpiece of a Holy War in which many thousands fought and died in the name of Christ or Allah.
Download or read book DBA 2 2 Simple Ancient and Medieval Wargaming Rules Including Dbsa and DBA 1 0 written by John Curry and published by . This book was released on 2012-12-20 with total page 122 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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
Download or read book Dux Bellorum written by Daniel Mersey and published by Bloomsbury Publishing. This book was released on 2012-08-20 with total page 106 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Dark Age of Britain, from the middle of the 4th century to the end of the 8th, was a time of violence and warfare, when charismatic warlords such as the fabled King Arthur could gather together armies and carve out their own kingdoms. With this new set of wargames rules, players can take on the role of these warlords and command their own armies on the tabletop. Written by the author of the popular Glutter of Ravens rules set, Dux Bellorum is an element-based system, where each base of figures represents 50 fighting men. Each player has a specific number of points with which to construct his force and can choose a Late Roman, Romano-British, Welsh, Saxon, Pictish, Irish, or Sea Raider army, amongst others. The game is then played out following a set of simple, fast-paced rules. A completely self-contained gaming system, Dux Bellorum is perfect for gamers who are looking for a way into fighting Dark Age battles without investing a lot of time or money in larger rulesets.
Download or read book Wargaming Ancient and Medieval written by Donald F. Featherstone and published by . This book was released on 1975 with total page 143 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book De Bellis Antiquitatis Version 3 0 written by Phil Barker and published by Lulu.com. This book was released on 2019-04-17 with total page 148 pages. Available in PDF, EPUB and Kindle. Book excerpt: DBA Version 3.0 updates the highly successful De Bellis Antiquitatis wargame rules for recreating ancient and medieval battles with miniature figures. The brainchild of well-known wargame designer Phil Barker and his wife Sue Laflin-Barker, the simple DBA rule system combines fast play play with historical realism to produce a visually realistic and exciting contest.
Download or read book One hour Ancient and Medieval Skirmish Wargames written by John Lambshead and published by Pen and Sword Military. This book was released on 2024-10-30 with total page 128 pages. Available in PDF, EPUB and Kindle. Book excerpt: John Lambshead’s highly popular One-hour Skirmish Wargames was designed for fights in the gunpowder era but now he is transporting the action back to the age of swords and sandals, of legionaries, hoplites and war elephants. These stand-alone rules (you don’t need the first book) follow the same principles that made the original popular: streamlined game mechanics that are quick to learn and fast to play, allowing the players to concentrate on making tactical decisions and having fun rather than constantly having to look up and decipher over-complicated rules. Card-driven like the original, no dice are required. Although deceptively simple, the rules capture plenty of period flavour and allow for everything from slingers to chariots and stampeding elephants. There are sample force lists, a points system for building any force across this whole period and a couple of sample scenarios. The author explains his design choices and the logic behind the rules to make it easier for players to tweak them to suit their tastes and their specific armies or sub-period. He describes them as a toolkit, not a set of hard-and-fast tournament rules, and adaptation and customization of the rules is encouraged. Fast and furious fun is the order of the day.
Download or read book Medieval Warfare written by Terry Gore and published by Casemate Publishers. This book was released on 2007-12-01 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The medieval period was a time of feudalism and fanaticism, to causes religious or secular, fought by men who threw their lives into the maelstrom of bloody hand-to-hand combat, enduring horrendous wounds and deprivations of all kinds. Generals, be they high born kings or ambitious mercenaries, were revered and blindly followed because they were good fighters or simply spoke well. Men fought for God, wealth and honor, not necessarily in that order. A man had to fulfill his feudal obligations or he was sure he would go to hell. These rules are intended to give an intense, exciting and mentally challenging game to those who enjoy a test of wills. Players must make many tactical decisions each turn and these will have more of an effect on the outcome of the game than the luck of the dice. Each turn tactical decisions will be made by the player. Some are simple; to charge or to defend. Others are not; whether to fire an intensive arrow barrage and run low of missiles, or to hold back and trust your accuracy will be enough to blunt the enemy charge. Which units you choose to move each turn may give away your strategy, or perhaps deceive your opponent into committing his reserves. Good tactics will win the game for you. You will find that it is important to weaken an enemy before simply charging in with your heaviest troops. Rarely will a reckless charge be rewarded with success. Above all, you should find each game enjoyable and stimulating. Hopefully, you will gain some knowledge of the difficulties of command in the Medieval period.
Download or read book War Conquest written by Rob Broom and published by Scarab Miniatures. This book was released on 2012 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Become a great commander from history and shape destiny! Taking an army of models soldiers, you can recreate a famous battle, or simply enjoy a relaxing game with friends across the tabletop. War and Conquest is an exciting and dynamic publication, with a modern and contemporary look. The book specifications gives customers a rich, quality product to match the visuals. The book is fully illustrated with photographs throughout. These - in conjunction with the captions - explain the rules further and were all taken especially for the book. Written by Rob Broom. Design and layout by Pete Borlace. Both worked at Games Workshop where Rob was Warhammer Historical Manager. Joint projects included Warhammer Ancient Battles and the 'Legends' series. Advertising support: Reviews of the game can be found in forthcoming issues of Wargames Illustrated, Miniature Wargames, Battlegames and Wargames Soldier Strategy. All alongside an advertising campaign and online activity. Player support: Free army lists online via the Scarab Miniatures forum.
Download or read book Wargaming written by Neil Thomas and published by Casemate Publishers. This book was released on 2012-06-19 with total page 212 pages. Available in PDF, EPUB and Kindle. Book excerpt: A set of simple, fast-playing rules for wargaming the conflicts that re-shaped Europe in the period 1815-78. This important, yet often-neglected period includes the Crimean War, the Italian Risorgimento, the wars of Bismarck's Prussia against Denmark, Austro-Hungary and France and the Russo-Turkish war. Tactically it saw armies struggle to adapt Napoleonic doctrines to incorporate important technological advances such as breech-loading rifles, steel breech-loading cannon and the first machine guns. The book includes brief analysis of the essential strategic and tactical military developments of the period, a set of elegantly simple rules which are fast-playing and easy to learn, yet deliver realistic outcomes. A selection of generic scenarios, covering diverse situations such as flank attacks, pitched battles and meeting engagements, is supported by army lists for 28 different armies. There are also 12 historical scenarios, ranging from the Battle of the Alma in the Crimean War to Sedan in 1870, the decisive battle of the Franco-Prussian War, each with historical background, deployment map, orders of battle and any special rules for that engagement. Useful appendices include a guide to further reading, an overview and price guide to the many scales and ranges of figures available, and a selection of useful addresses for the gamer.
Download or read book Lost Battles written by Philip Sabin and published by Bloomsbury Publishing. This book was released on 2015-02-05 with total page 527 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the author's introduction: Ancient battles seize the modern imagination. Far from being forgotten, they have become a significant aspect of popular culture, prompting a continuing stream of books, feature films, television programs and board and computer games... there is a certain escapist satisfaction in looking back to an era when conflicts between entire states turned on clear-cut pitched battles between formed armies, lasting just a few hours and spanning just a few miles of ground. These battles were still unspeakably traumatic and grisly affairs for those involved - at Cannae, Hannibal's men butchered around two and a half times as many Romans (out of a much smaller overall population) as there were British soldiers killed on the notorious first day of the Somme. However, as with the great clashes of the Napoleonic era, time has dulled our preoccupation with such awful human consequences, and we tend to focus instead on the inspired generalship of commanders like Alexander and Caesar and on the intriguing tactical interactions of units such as massed pikemen and war elephants within the very different military context of pre-gunpowder warfare. Lost Battles takes a new and innovative approach to the battles of antiquity. Using his experience with conflict simulation, Philip Sabin draws together ancient evidence and modern scholarship to construct a generic, grand tactical model of the battles as a whole. This model unites a mathematical framework, to capture the movement and combat of the opposing armies, with human decisions to shape the tactics of the antagonists. Sabin then develops detailed scenarios for 36 individual battles such as Marathon and Cannae, and uses the comparative structure offered by the generic model to help cast light on which particular interpretations of the ancient sources on issues such as army size fit in best with the general patterns observed elsewhere. Readers can use the model to experiment for themselves by re-fighting engagements of their choice, tweaking the scenarios to accord with their own judgment of the evidence, trying out different tactics from those used historically, and seeing how the battle then plays out. Lost Battles thus offers a unique dynamic insight into ancient warfare, combining academic rigor with the interest and accessibility of simulation gaming. This book includes access to a downloadable computer simulation where the reader can view the author's simulations as well create their own.