Donald Featherstone's War Games


Book Description

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




Donald Featherstone's Naval War Games Wargaming with Model Ships


Book Description

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




Donald Featherstone's War Games Battles and Manoeuvres with Model Soldiers the Book That Launched Modern Wargaming


Book Description

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. There are five sets of classic rules in the book: -Tony Bath's Ancient Wargaming Rules -Lionel Tarr's Modern Wargaming rules. (Modern being WWII) -American Civil Wargaming Rules -Simple WWII rules -Skirmish rules for colonial warfare Each set is clearly explained. There are also three accounts of ealy wargames; a battle from the fantasy world of Hyboria, an American Civil War action and the encounter on the St James Road between the British Grenadier Guards and the German panzer grenadiers in WWII. The book is a piece of wargaming history and is published as part of the History of Wargaming Project.




Solo-wargaming


Book Description




The Portable Wargame


Book Description

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.




Donald Featherstone's Skirmish Wargaming


Book Description

Skirmish Wargaming is a classic from the history of wargamingIt was the first widespread set of popular rules for playing skirmish level battles on the table top with handfuls of figures aside. The book includes: Generic rules for skirmish wargaming Scenarios including period rules for: Vikings! (850AD) Archers in France June (1429) English Civil War Cavalry Action (1643) The Jolly Roger (1715) The 95th Rifles in the Pennisula War (1813) The French Foreign Legion in Mexico (1866) The Massacre at Isandhlwana (1879) The Old West (1888) First World War Trench Raid (1916) Street Fighting in Cassino (1944) This new edition, includes additional scenario's To Claim our Long-forgotten Gold (Fantasy, Third Age) Mining Station Sigma 9 (Science fiction, Year 3015, the far future) Guidance on how to play solo skirmish wargames Printed as part of the History of Wargaming Project www.johncurryevents.co.uk




Featherstone's Complete Wargaming


Book Description

Tabletop battles imitating real or imaginary battles, with soldiers, armament, and terrain, is explained for the hobbyist




Donald Featherstone's Tank Battles in Miniature Vol 1 a Wargaming Guide to the Western Desert Campaign 1940-1942


Book Description

Donald Featherstone's Tank Battles in Miniature provides an authoritative guide to the momentous battles between Rommel's Afrika Korps and the 8th Army, together with numerous suggestions as to how these events can be reproduced realistically on the table top as wargames. The Western Desert campaign contained many unique features which render it especially suitable for wargaming. A war of movement and material, with infantry playing a secondary role to the tanks which roamed at will over the empty wastes. Contents include: a summary of the actual campaign, technical specifications for vehicles, tanks, guns and aircraft, terrain, communications, visibility and navigation, firing tank and anti-tank guns, 'brewing-up', air operations, the Long Range Desert Group, minefields and supply The History of Wargaming Project is edited by John Curry. It aims to present the very best wargaming books and rules to a modern audience.




Donald Featherstone's Wargaming Pike and Shot Revised Edition


Book Description

A classic wargaming book by one of the founding fathers of wargaming, Donald Featherstone. This revised edition contains: An introduction to wargaming the period, fifteen battles, each illustrated with maps, notes on suitable rules and wargaming figures, an updated bibliography and a previously unpublished set of English Civil War rules by Donald Featherstone




Wargaming Campaigns


Book Description

Most miniature wargames take the form of simulating a single battle with the opponents either winning or losing and that's that until the next game. Such games can be a fun test of tactical skill but it can be even more rewarding if they form part of a wider campaign. In a campaign, the players commanding the forces have to make the decisions at the strategic level that determine the context of any battles that occur. The outcome of these battles will, in turn, have strategic consequences for the ongoing campaign. Although campaigns can be very rewarding, many wargamers are deterred by the need to produce maps and devise mechanisms for strategic movement, Intelligence, logistics, recruiting reinforcements, keeping track of casualties etc. Henry Hyde's excellent book greatly eases this task with masses of sound advice, concrete suggestions and even a full set of campaign rules useful for any period up to AD 1900. Whatever historical or fantasy setting you prefer, Henry shows that even simple campaigns can add extra fun to your gaming.




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