Tabletop Wargames A Designers and Writers Handbook

Tabletop Wargames  A Designers   and Writers   Handbook
Author: Rick Priestley,John Lambshead
Publsiher: Pen and Sword Military
Total Pages: 220
Release: 2016-11-30
Genre: Games & Activities
ISBN: 9781473890084

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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

One Hour Wargames

One Hour Wargames
Author: Neil Thomas
Publsiher: Pen and Sword
Total Pages: 226
Release: 2014-09-03
Genre: Games & Activities
ISBN: 9781473840935

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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.

Tabletop Wargames A Designers and Writers Handbook

Tabletop Wargames  A Designers    and Writers    Handbook
Author: Rick Priestley,John Lambshead
Publsiher: Pen and Sword Military
Total Pages: 192
Release: 2016-11-30
Genre: Games & Activities
ISBN: 9781473890091

Download Tabletop Wargames A Designers and Writers Handbook Book in PDF, Epub and Kindle

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

One hour Skirmish Wargames

One hour Skirmish Wargames
Author: John Lambshead
Publsiher: Pen and Sword
Total Pages: 135
Release: 2018-09-30
Genre: Games & Activities
ISBN: 9781526700063

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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.

Gamma Wolves

Gamma Wolves
Author: Ash Barker
Publsiher: Bloomsbury Publishing
Total Pages: 113
Release: 2020-11-26
Genre: Games & Activities
ISBN: 9781472837738

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In the blasted, radiation-scorched, wastelands of the Earth's surface, towering mecha do battle, defending the interests of one of the few remaining arcology governments, providing security for wilderness outposts, or seeking out loot and supplies as a mercenary company. With detailed rules for designing and customizing your mecha, from size and propulsion type to payload and pilot skills, and a campaign system that allows pilots to gain experience and skills as they patrol the shattered Earth, Gamma Wolves is a fast-playing game of post-apocalyptic mecha warfare.

Wargaming on a Budget

Wargaming on a Budget
Author: Iain Dickie
Publsiher: Casemate Publishers
Total Pages: 255
Release: 2010-07-19
Genre: History
ISBN: 9781844689453

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Wargaming can be a very expensive hobby, but it needn't be. Iain Dickie, one of the best-known names in the hobby shares dozens of hints and tips on how to cut the cost of your gaming and get 'more bang for your buck'. He offers sound practical advice on buying and building your armies (should you opt for metal, plastic, or even card, and in which scale?), gaming tables, terrain, buildings and even storage solutions. As well as purely financial constraints, Iain Dickie also recognizes the fact that available space is another major restriction for many gamers and tackles this issue too. Now you've got no excuse not to get wargaming!

Solo wargaming

Solo wargaming
Author: Donald F. Featherstone
Publsiher: Frederick Warne
Total Pages: 202
Release: 1973
Genre: Art
ISBN: UVA:X000311522

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Little Wars

Little Wars
Author: H. G. Wells
Publsiher: Lindhardt og Ringhof
Total Pages: 20
Release: 2022-03-02
Genre: Technology & Engineering
ISBN: 9788726596564

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Despite being a pacifist, Wells masterfully explains and gathers all the prerequisites for waging a war... with toy soldiers. ‘Little Wars’ can be said to be the original instruction manual for how to run a tabletop battle. Satire and pacifist views blend in this narrative that expresses Wells' idea that wars should be waged on the dining room floor rather than among the corpse-ridden trenches of Europe. The book’s influence on modern warfare manuals and board games is indisputable, as tabletop conflicts are conducted to this day. Wells portrays the harrowing nature of war, but his humour ensures the book remains an entertaining read. The whimsical writing and stunning sketches create a book that should be read by all fans of tabletop war games. H. G. Wells (1866-1946) was a celebrated English writer, remembered mostly for his science fiction works. Often described as a futurist, H. G. Wells’ influence cannot be overstated for his works foresaw many technological innovations such as space travel, the atomic bomb, and the Internet. A four-time Nobel Prize in Literature nominee, Wells explored a wide array of themes in his works, from religion to social criticism and beyond. Some of his best works include the time-travel novel ‘The Time Machine’, the sci-fi adventure novel ‘The Island of Dr. Moreau’, and the mankind-versus-aliens novel ‘The War of the Worlds’. Wells occupies one of the central seats in the canon of science-fiction literature and his writing inspired other celebrated authors such as Ray Bradbury and Philip K. Dick. Wells’ stories are still widely read to this day and have had numerous cinematic adaptations including ‘The Invisible Man’ starring Elisabeth Moss.