Donald Featherstones Naval War Games Wargaming With Model Ships
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Author | : John Curry |
Publisher | : Lulu.com |
Total Pages | : 262 |
Release | : 2009-03-05 |
Genre | : History |
ISBN | : 1409249484 |
This book gives potential admirals advice on how to fight their table-top naval battles. No space is too small, nor area too large to accomodate a naval wargame with two contestants or twenty. This book contains rules that allow every sea battle in history to be refought with some of the classic rules of naval wargaming. It includes rules by Fletcher Pratt, Fred Jane, Tony Bath, Jack Scruby etc... This edition includes a new set of rules about Coastal Warfare 1939-45 by David Manley of the Naval Wargames Society
Author | : John Curry |
Publisher | : Lulu.com |
Total Pages | : 159 |
Release | : 2008-07-26 |
Genre | : Crafts & Hobbies |
ISBN | : 1409216764 |
Donald Featherstone's classic wargaming book, War Games, was first published in 1962. It was largely responsible for turning a somewhat obscure hobby into a popular pastime across the world. This revised edition includes new material including a foreword by Paddy Griffith, the full version of the Lionel Tarr Modern Wargaming Rules (modern being for Wordl War II) and a timeline of wargaming. It is published as part of the History of Wargaming Project at www.johncurryevents.co.uk
Author | : John Curry |
Publisher | : Lulu.com |
Total Pages | : 170 |
Release | : 2012-01 |
Genre | : Games |
ISBN | : 9781447518556 |
The Fletcher Pratt Naval Wargame was one of the most successful naval wargames of the 20th century. The straightforward rules, based on the innovation of estimating the range in order to hit, have an enduring fascination as a simulation of the 'big gun era' 1900-1945. As a result of extensive research, this book brings together previously unpublished material into a comprehensive guide to these classic rules, including: The full rules, with previously unpublished amendments by Fletcher Pratt. Optional rules as agreed by Fletcher Pratt. The previously unpublished strategic game. Solo wargaming rules. Guidance on how to play the game. Updates for the rules as suggested by Donald Featherstone. A sample scenario by Fletcher Pratt, The Action off Murmansk. An in-depth evaluation of the rules versus naval reality featuring contributions from experts such as James Dunnigan, Commander Bothwell, Fletcher Pratt and Phil Barker.
Author | : Bob Cordery |
Publisher | : Lulu.com |
Total Pages | : 110 |
Release | : 2016-12-30 |
Genre | : Games & Activities |
ISBN | : 132690454X |
The Portable Wargame has been developed over the past ten years to meet the needs of wargamers who want a fast, easy to learn, simple to use set of wargames rules that don't require the player to purchase and paint a large collection of figures and that can be staged on a small dinner table, a large coffee table, or something even smaller. The rules are designed to be used with a gridded tabletop made up of squares or hexes.
Author | : Bob Cordery |
Publisher | : Lulu.com |
Total Pages | : 138 |
Release | : 2018-05-19 |
Genre | : Games & Activities |
ISBN | : 0244388547 |
This book follows on from 'The Portable Wargame' and 'Developing The Portable Wargame' to cover naval wargames that can be fought on a gridded tabletop. The book contains six sets of rules (three of which are from the 'Portable Naval Wargame' stable), four explanatory battle reports, and a chapter that explains 'How to ...' build simple model American Civil War ironclads. Aimed mainly at the wargamer who wants to include aspects of naval warfare in their wargames, it is suitable for both novice and experienced wargamers.
Author | : Iain Dickie |
Publisher | : Casemate Publishers |
Total Pages | : 255 |
Release | : 2010-07-19 |
Genre | : History |
ISBN | : 184468945X |
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!
Author | : Paddy Griffith |
Publisher | : Lulu.com |
Total Pages | : 173 |
Release | : 2009-01-22 |
Genre | : History |
ISBN | : 1409233324 |
The wargaming rules in this book have been designed by the well-known military historian, Paddy Griffith, and combine simplicity with fun and speed. No less than seven types of wargame are explained: the traditional skirmish and Divisional games, the brigade game and army level game, which all involve the use of model soldiers in battles of varying scales; the generalship game, which is concerned with how a general on campaign divides his time; and finally, a map kriegsspiel and a tactical exerise without troops.
Author | : JOHN. CARLSON CURRY (CHRIS.) |
Publisher | : |
Total Pages | : 168 |
Release | : 2019-06-12 |
Genre | : |
ISBN | : 9780244128722 |
The famous Unites States Naval War College wargames have been seen as an important part of the US Navy's preparation for war with Japan. The actual naval commanders took lessons from these wargames into the conflict in the Pacific 1941-45. This book makes the 1936 edition of the tactical rules readily accessible for the first time to the public. It includes the detailed rules for movement, gunnery, damage and other aspects of real naval warfare from the big gun era. The object of these games was to aid students of strategy and tactics in the comprehension of these complex subjects. The book includes: Original guidance from 1922 on how to play the game. Sample gunnery tables. Torpedo fire cards. Rules for visibility and smoke. Details about speed and fuel. Sample ship cards to illustrate how the rules worked. The book is published by the History of Wargaming Project. It is part of a series to document key steps in the development of modern wargaming.
Author | : Pat Harrigan |
Publisher | : MIT Press |
Total Pages | : 845 |
Release | : 2016-04-15 |
Genre | : Games & Activities |
ISBN | : 026233495X |
A look at wargaming’s past, present, and future—from digital games to tabletop games—and its use in entertainment, education, and military planning. With examples from Call of Duty: Modern Warfare, Harpoon, Warhammer 40,000, and more! Games with military themes date back to antiquity, and yet they are curiously neglected in much of the academic and trade literature on games and game history. This volume fills that gap, providing a diverse set of perspectives on wargaming’s past, present, and future. In Zones of Control, contributors consider wargames played for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. They consider both digital and especially tabletop games, most of which cover specific historical conflicts or are grounded in recognizable real-world geopolitics. Game designers and players will find the historical and critical contexts often missing from design and hobby literature; military analysts will find connections to game design and the humanities; and academics will find documentation and critique of a sophisticated body of cultural work in which the complexity of military conflict is represented in ludic systems and procedures. Each section begins with a long anchoring chapter by an established authority, which is followed by a variety of shorter pieces both analytic and anecdotal. Topics include the history of playing at war; operations research and systems design; wargaming and military history; wargaming’s ethics and politics; gaming irregular and non-kinetic warfare; and wargames as artistic practice.
Author | : Philip Sabin |
Publisher | : Bloomsbury Publishing |
Total Pages | : 412 |
Release | : 2012-01-19 |
Genre | : History |
ISBN | : 1441162267 |
Over the past fifty years, many thousands of conflict simulations have been published that bring the dynamics of past and possible future wars to life. In this book, Philip Sabin explores the theory and practice of conflict simulation as a topic in its own right, based on his thirty years of experience in designing wargames and using them in teaching. Simulating War sets conflict simulation in its proper context alongside more familiar techniques such as game theory and operational analysis. It explains in detail the analytical and modelling techniques involved, and it teaches you how to design your own simulations of conflicts of your choice. The book provides eight simple illustrative simulations of specific historical conflicts, complete with rules, maps and counters. Simulating War is essential reading for all recreational or professional simulation gamers, and for anyone who is interested in modelling war, from teachers and students to military officers.