Field of Glory Rulebook


Book Description

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.




Field of Glory: Renaissance


Book Description

Field of Glory: Renaissance is designed in an approachable and easy to learn manner to allow players to concentrate on realistic deployments and battlefield tactics of the early modern era. The book captures the atmosphere of battles, ranging from the Italian Wars of the early sixteenth century through the conflicts of the standing armies of the end of the seventeenth century, not only in Europe but around the world. This period witnessed the dominance of massed pike formations on the open battlefield at the outset giving way to mixed formations of pike and shot until the widespread adoption of the socket bayonet made the pikeman virtually obsolete. After its near demise in western Europe in the late medieval ages, cavalry once again became a powerful force in battle and the introduction of the pistol led to the adoption and evolution of new tactics. Military thinkers of the time were much influenced by classical writers whose rediscovery led to an unprecedented period of experimentation in the practice of warfare. Gunpowder weapons only gradually achieved the supremacy acquired by the end of this period. The rulebook maintains the same production values as previous Field of Glory releases and is designed both to explain the game and be a reference guide when playing. To make the rules easier to follow, it includes examples, detailed descriptions and explanations of unusual situations.




War & Conquest


Book Description

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.




Colonies and Conquest


Book Description

Following in the footsteps of Marco Polo, Colonies and Conquest, the fourth Field of Glory: Renaissance companion, presents the armies and allies of the great civilizations of Asia. Take on the role of a Portuguese conquistador or Dutch colonist, pushing ever-eastwards, seeking to bring trade and religion to the continent, or command the colorful and unique armies of India, China or Japan, and defend and expand your own empires. With artwork, maps and historical overviews, Colonies and Conquest presents everything you need to wargame the battles and conflicts of Renaissance-era Asia.




Great Naval Battles of the Ancient Greek World


Book Description

Naval warfare is the unsung hero of ancient Greek military history, often overshadowed by the more glorified land battles. Owen Rees looks to redress the balance, giving naval battles their due attention. This book presents a selection of thirteen naval battles that span a defining century in ancient Greek history, from the Ionian Revolt and Persian Invasion to the rise of external naval powers in the Mediterranean Sea, such as the Carthaginians.Each battle is set in context. The background, wider military campaigns, and the opposing forces are discussed, followed by a narrative and analysis of the fighting. Finally, the aftermath of the battles are dealt with, looking at the strategic implications of the outcome for both the victor and the defeated. The battle narratives are supported by maps and tactical diagrams, showing the deployment of the fleets and the wider geographical factors involved in battle. Written in an accessible tone, this book successfully shows that Greek naval warfare did not start and end at the battle of Salamis.




Absolute Emperor


Book Description

From the late Revolutionary Wars and Egyptian campaign, to the battles of Austerlitz, Borodino, Leipzig, and Waterloo, Absolute Emperor is a mass battle wargame that provides all the rules needed to play during this period of grand armies and sweeping campaigns. Players' armies are composed of multiple corps, with command and control being of the utmost importance, all influenced by the elan of your general. Do you follow in the footsteps of Napoleon and be crowned the Absolute Emperor or stand against tyranny as Wellington and Blücher?




Baseball Field Guide, Fourth Edition: An In-Depth Illustrated Guide to the Complete Rules of Baseball (Fourth)


Book Description

A great overview for novices and a precise reference guide for devoted fans! Admit it: Even if you’re a die-hard fan of our national pastime, sometimes an umpire’s call can be baffling. And for newer fans, Major League Baseball’s nuanced rules—developed and revised over many decades—can be downright perplexing. Now updated throughout with the latest changes, including specifications about the universal designated hitter and limits on defensive shifts, the Baseball Field Guide lays out every rule in plain English. You’ll learn to answer all these questions and more: Do you know the twenty-two ways a pitcher can be charged with a balk? Can you list all seven ways a batter can safely get to first base? Obstruction or interference—who’s at fault when things get rough? What are the rules that apply before and after a game? What happens when spectators are the ones who misbehave? How well do you understand the infamous Infield Fly Rule (and why does it exist)? This is the clearest explanation anywhere of the rules of baseball. Designed for quick and intuitive searches, this entertaining reference will help you understand every aspect of the game and add to your enjoyment of the sport.




Hail Caesar


Book Description

Rick Priestley is a world-renowned games designer having created Games Workshop's Warhammer and Warhammer 40,000 game systems amongst others. Following on from his highly acclaimed Horse & Musket rules, Black Powder, he has now turned his attention to the ancient world with Hail Caesar which spans from 3000 BC through to around 1100 AD.REVIEWS Lavish artwork throughout supports Warlord s excellent ranges the scholarly Rick and his team have cleared away the Ancient deadwood to leave us to see the essential trees Newcomers and jaded oldies will love it. Miniature Wargames. 06/01/2011"




One-Hour Wargames


Book Description

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.




Lost Battles


Book Description

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.




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