Phil Dunn, founder of the Naval Wargaming Society and author, presents his World War II era campaign rules. This book documents the rules for one of the classic wargaming campaigns of early British Wargaming. Phil Dunn created global wargames using simple rules to allow players to run large scale world wars. Each player prioritises their production between naval, air and land forces and then decides on which units to build. Straightforward rules are used to control movement on the maps and arbitrate combat in the three domains of warfare. The battles can be resolved using dice rolls or, for...
Phil Dunn, founder of the Naval Wargaming Society and author, presents his World War II era campaign rules. This book documents the rules for one of t...
The FIRST BATTLE simulation system was designed to exercise American divisional commanders and staffs in the control and coordination of combined arms operations. The game was played using 1:50000 maps using simple counters. Movement and firing were measured using the 1 km grid squares that were already printed on the maps. The FIRST BATTLE rules are well written, with examples; so it is quite feasible for a dedicated hobby wargamer to recreate a game from the Cold War using these rules. All one needs is a standard 1:50000 or 1:25000 map, some counters, two ORBATS and a simple scenario....
The FIRST BATTLE simulation system was designed to exercise American divisional commanders and staffs in the control and coordination of combined arms...
First published in 1971, with a second edition in 1979, these rules were revolutionary for their time. They were written to allow wargamers to replay even the largest battles from the horse and musket era 1685-1845.
This popular set of rules were in use primarily for Seven Years War and the Napoleonic Wars for over 25 years. The approximate ratio was 1 figure representing 40-50 men. This scale made it feasible to recreate historical battles upon the table top at the grand tactical level. Wargamers used them for Marlboroughs battles, the Highland rebellions, the battles of Frederick the...
First published in 1971, with a second edition in 1979, these rules were revolutionary for their time. They were written to allow wargamers to re...
Chamberlins Coast Artillery Wargame (1916) was designed to train the coastal defence batteries of the United States in the procedures necessary to direct fire. It was a derivative of the better known Fred Jane Naval Wargame.
The foreword is written by Al Nofi.
The game was played over a large floor based model of a harbor. The players looked down on this area from cubicals at the back of the room. From there, they could practice identifying ships, locating the enemy and giving appropriate fire control orders.
The book has notes on locations of fortifications, batteries, reserve...
Chamberlins Coast Artillery Wargame (1916) was designed to train the coastal defence batteries of the United States in the procedures necessary to dir...
In closely guarded rooms in the Pentagon, in think-tanks and colleges throughout the USA and Europe and deep in the heart of the Kremlin, games are being played. Games with stakes like no other - the fate of the world. Super-sophisticated computers are used to rehearse the wars of the future from small-scale Middle Eastern conflicts to total Armageddon. The results of the WAR GAMES, secret until now, are startling - and alarming. Human players will not step over the nuclear threshold-so the Pentagon has devised games in which computers are the only players In the most realistic war games,...
In closely guarded rooms in the Pentagon, in think-tanks and colleges throughout the USA and Europe and deep in the heart of the Kremlin, games are be...
Stuart Asquith is a key contributor to the development of modern hobby of wargaming. His extensive work included editing Practical Wargamer for 12 years, authoring over twenty books and editing many more. This book focuses on one of the Stuart Asquith's key interests, 18th century warfare. The attractions of the period are described, along with nine accounts of key battles 1704-1760. These battles include Battle of the Schellenberg (1704) Battle of Ramillies (1706) Battle of Sheriffmuir (1715) Battle of Mollwitz (1741) Battle of Soor (1745) Battle of Falkirk (1746) Battle of Plassey (1757)...
Stuart Asquith is a key contributor to the development of modern hobby of wargaming. His extensive work included editing Practical Wargamer for 12 yea...
This book contains classic examples of military tactical exercises. They were 'one' turn wargames, where junior officers were faced with a problem and had to make a combat appreciation, then offer a solution. The book includes five classic examples of this type of mitary exercise: Examples of Moltke's Staff Problems (1878) with period commentary. The Defence of Duffers Drift (1903); from the Boer War, denying a crossing to the enemy. The Defence of Bowler Ridge (1929) tackles the challenge of infantry blocking vital ground against armour The Defence of Bloodford Village (1940) is from WWII;...
This book contains classic examples of military tactical exercises. They were 'one' turn wargames, where junior officers were faced with a problem and...
George Gush was an important contributor to the development of wargaming. He wargamed in virtually all periods, but his favourite was the Renaissance period of the 16/ 17th centuries. These rules are the most successful Renaissance wargaming rules to date and for a number of years were regularly played at most wargaming clubs. The rules are complex by today's standards and players require good tactical sense, rather than good dice rolls, to overcome their opponent. The rules are still popular (as of 2016) and many wargamers maintain these are still the best rules for renaissance wargaming.
George Gush was an important contributor to the development of wargaming. He wargamed in virtually all periods, but his favourite was the Renaissance ...
Wargames through the Ages was first published to fill a gap in literature of the hobby of wargaming. It was a one volume summary of ancient and medieval warfare. After many years of research and writing on the subject of wargaming, Donald Featherstone provided, under one cover, all the information that a wargamer required to build up armies in the ancient and medieval period. Each period of warfare was considered and details given of the soldiers themselves, their dress, arms and equipment, leaders, tactics and their style of fighting. The major wars and battles were listed, so that further...
Wargames through the Ages was first published to fill a gap in literature of the hobby of wargaming. It was a one volume summary of ancient and mediev...
Paddy Griffith (1947- 2010) was a leading British military theorist and historian, who used wargaming as part of his tool set to critically analyse operational and tactical military history. This book includes two previously unpublished COunter-INsurgency (COIN) wargames from 1976 to 1980 and an example of a British Army live-roleplaying COIN from 1980. The first COIN game, Longreagh Village, is about a security force base facing a particularly challenging week of supporting the local police in a border village. The second COIN game, summer in Dogem-on-Sea, is set in ORANGELAND. The local...
Paddy Griffith (1947- 2010) was a leading British military theorist and historian, who used wargaming as part of his tool set to critically analyse op...