Paddy Griffith s Napoleonic Wargaming for Fun

Like them, its relatively few photographs of miniature battles showed simple, almost minimalist, scenes of tabletop combat that could easily be achieved by its readers, rather than the diorama-standard scenery and expertly, ...

Author: Paddy Griffith

Publisher: Lulu.com

ISBN: 9781409233329

Category:

Page: 173

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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.
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Digital Gaming Re imagines the Middle Ages

The tabletop role-playing game emerged in the 1970s as an outgrowth of wargaming with ... a series of tactical tabletop battles in pursuit of an overall strategic objective) to the dungeon crawl (i.e., a sequence ofventures into the ...

Author: Daniel T. Kline

Publisher: Routledge

ISBN: 9781136221835

Category: Games & Activities

Page: 298

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Digital gaming’s cultural significance is often minimized much in the same way that the Middle Ages are discounted as the backward and childish precursor to the modern period. Digital Gaming Reimagines the Middle Ages challenges both perceptions by examining how the Middle Ages have persisted into the contemporary world via digital games as well as analyzing how digital gaming translates, adapts, and remediates medieval stories, themes, characters, and tropes in interactive electronic environments. At the same time, the Middle Ages are reinterpreted according to contemporary concerns and conflicts, in all their complexity. Rather than a distinct time in the past, the Middle Ages form a space in which theory and narrative, gaming and textuality, identity and society are remediated and reimagined. Together, the essays demonstrate that while having its roots firmly in narrative traditions, neomedieval gaming—where neomedievalism no longer negotiates with any reality beyond itself and other medievalisms—creates cultural palimpsests, multiply-layered trans-temporal artifacts. Digital Gaming Re-imagines the Middle Ages demonstrates that the medieval is more than just a stockpile of historically static facts but is a living, subversive presence in contemporary culture.
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Wars of Insurgency Skirmish Warfare in the Modern World

If players wish to utilize the campaign rules included in this booklet, the battles they fight will determine control of their nation. These tabletop battles will see most troops carrying small arms, typically an assault rifle such as ...

Author: Mike Demana Demana

Publisher: Lulu.com

ISBN: 9781387180943

Category:

Page: 42

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One hour Wargames

Practical Tabletop Battles for those with Limited Time and Space Neil Thomas. with a score of 1 indicating scenario 7, a 2 selecting scenario 8, a 3 choosing scenario 9, and so on. The sides for each turn can be selected randomly, ...

Author: Neil Thomas

Publisher: Pen and Sword

ISBN: 9781473822900

Category: Crafts & Hobbies

Page: 168

View: 751

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One of the biggest problems facing wargamers is finding the time to actually play. Most commercially available sets of rules require several hours to set up and play to a conclusion; some can easily swallow up a whole day or weekend. For many gamers this means that their lavishly prepared miniature armies rarely get used at all. Apart from time, the other consideration is space, which further constrains the opportunities for a game. In One-hour Wargames, veteran gamer and rule-writer Neil Thomas has addressed both these problems. Now it is practical to play a 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 30 scenarios which can be played using any of them, so you don't even have to take too much time thinking up a stimulating tactical situation and objectives. 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 when a friend pops round. There are also sections on campaigns and solo games.
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Reverse Design

The tabletop RPGs from which Diablo II is descended don't frequently employ major variations or accelerations in the ... if they did exist in tabletop form, accelerations would be hard to perceive; even relatively small tabletop battles ...

Author: Patrick Holleman

Publisher: CRC Press

ISBN: 9780429834103

Category:

Page: 120

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The Reverse Design series looks at all of the design decisions that went into classic video games. This is the sixth installment in the Reverse Design series, looking at Diablo II. Written in a readable format, it is broken down into three sections examining three topics important to the game: How does Diablo II borrow from different types of games like action RPGs, classical class-based RPGs and Roguelikes? What are the different types of randomness in Diablo II and how do they work? How do elaborate level-up mechanics keep players interested in a relatively short game for dozens or hundreds of hours?
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The Portable Napoleonic Wargame

The first play-test battle fought using these rules (The Battle of the Bridge over the Rio Blanco) was a small affair, with only a few units per side ... but it ... The rules worked, but the tabletop battles tended to be short and ...

Author: Bob Cordery

Publisher: Lulu.com

ISBN: 9780244739096

Category:

Page: 174

View: 344

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Although the author is a late convert to the joys of Napoleonic wargaming, he soon began to see why so many wargamers love the period. As a result, he set out to write several sets of rules that would use similar game mechanisms to those in his other PORTABLE WARGAME rules, and that would enable him to fight a range of small, medium, and large battles on a relatively small tabletop. This book is the result. Please note that all the rules have been designed to be used with a gridded tabletop made up of squares or hexes.
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Modelling and Painting Science Fiction Miniatures

Using models of different scales allows tabletop battles to be fought at different strategic levels, with forces that vary in size, from a few character models through to large armies, thousands strong. When describing the mechanics of ...

Author: Paul Stanley

Publisher: The Crowood Press

ISBN: 9781785008276

Category: Crafts & Hobbies

Page: 160

View: 931

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Aimed at modellers of all abilities, this lavishly illustrated book presents a step-by-step guide to figure painting and modelling using traditional techniques. From the multipart hard-plastic 28mm miniature to the metal and resin models common in all other scales, this book provides wargamers, collectors and gamers with a wealth of information to achieve the best results. It demonstrates a variety of modelling and painting techniques at different scales; it provides step-by-step guidance on building, converting and painting models; it covers working in plastic, resin and white metal; it explains dry brushing techniques, the three-colour method, multilayering and shading with washes and, finally, it considers basing techniques and maintaining the compatibility of miniatures between different gaming systems.
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Zones of Control

Tabletop battles with dice, units, and terrain continue to offer a unique and compelling experience well into the computer age. While the wargame industry did not experience the rapid and enduring expansion enjoyed by other types of ...

Author: Pat Harrigan

Publisher: MIT Press

ISBN: 9780262334952

Category: Games & Activities

Page: 848

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Examinations of wargaming for entertainment, education, and military planning, in terms of design, critical analysis, and historical contexts. 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. Contributors Jeremy Antley, Richard Barbrook, Elizabeth M. Bartels, Ed Beach, Larry Bond, Larry Brom, Lee Brimmicombe-Wood, Rex Brynen, Matthew B. Caffrey, Jr., Luke Caldwell, Catherine Cavagnaro, Robert M. Citino, Laurent Closier, Stephen V. Cole, Brian Conley, Greg Costikyan, Patrick Crogan, John Curry, James F. Dunnigan, Robert J. Elder, Lisa Faden, Mary Flanagan, John A. Foley, Alexander R. Galloway, Sharon Ghamari-Tabrizi, Don R. Gilman, A. Scott Glancy, Troy Goodfellow, Jack Greene, Mark Herman, Kacper Kwiatkowski, Tim Lenoir, David Levinthal, Alexander H. Levis, Henry Lowood, Elizabeth Losh, Esther MacCallum-Stewart, Rob MacDougall, Mark Mahaffey, Bill McDonald, Brien J. Miller, Joseph Miranda, Soraya Murray, Tetsuya Nakamura, Michael Peck, Peter P. Perla, Jon Peterson, John Prados, Ted S. Raicer, Volko Ruhnke, Philip Sabin, Thomas C. Schelling, Marcus Schulzke, Miguel Sicart, Rachel Simmons, Ian Sturrock, Jenny Thompson, John Tiller, J. R. Tracy, Brian Train, Russell Vane, Charles Vasey, Andrew Wackerfuss, James Wallis, James Wallman, Yuna Huh Wong
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Wargaming Campaigns

BATTLES 12. If one force attempts to occupy a hex that is already occupied by enemy forces, then a battle will take place. The players may now transfer play to the tabletop and set up the appropriate terrain covering all or part of the ...

Author: Henry Hyde

Publisher: Pen and Sword Military

ISBN: 9781473855922

Category: Games & Activities

Page: 528

View: 216

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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 your prefer, Henry shows that even simple campaigns can add extra fun to your gaming.
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One hour Skirmish Wargames

We must never lose sight of the fact that the primary raison d'être of a campaign is simply to provide an interesting framework for tabletop battles. The campaign must never become so complicated that it becomes a game in its own right, ...

Author: John Lambshead

Publisher: Pen and Sword

ISBN: 9781526700070

Category: Games & Activities

Page: 120

View: 667

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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.
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