Wargame: Castle Assault

Wargame: Castle Assault

Author: Peter Dennis

Publisher:

ISBN: 1912174855

Category:

Page: 48

View: 720

The Scottish and Welsh wars of Edward the first and second up to the Battle of Bannockburn, with barded knights, Scots schiltrons and wild Welsh archers fighting again for freedom. Featuring an extensive castle model with a siege assault force and a siege game included in the rules.

Castle Siege: Quest of Vallahelm

Castle Siege: Quest of Vallahelm

Author: Nathan Keighley

Publisher: Austin Macauley Publishers

ISBN: 9781398472204

Category: Young Adult Fiction

Page: 124

View: 511

Fans of fantasy fiction are sure to love Castle Siege: Quest of Vallahelm. The high-adventure story conveys the enduring theme of the battle between good and evil, in a novel, and insightful narrative. Moreover, the book is augmented as a playable game, and will sit comfortably alongside other popular tabletop role-playing and war games that involve creative crafting and exciting miniatures. Build the world, portrayed in this book, on your tabletop, and play the encounters chapter by chapter, following the innovative game rule system, using mini figures from your own collection!

Nagashino 1575

Nagashino 1575

Author: Stephen Turnbull

Publisher: Bloomsbury Publishing

ISBN: 9781782002550

Category: History

Page: 96

View: 839

When Portuguese traders took advantage of the constant violence in Japan to sell the Japanese their first firearms, one of the quickest to take advantage of this new technology was the powerful daimyo Oda Nobunaga. In 1575 the impetuous Takeda Katsuyori laid siege to Nagashino castle, a possession of Nobunaga's ally, Tokugawa Ieyasu. An army was despatched to relieve the siege, and the two sides faced each other across the Shidarahara. The Takeda samurai were brave, loyal and renowned for their cavalry charges, but Nobunaga, counting on Katsuyori's impetuosity, had 3,000 musketeers waiting behind prepared defences for their assault. The outcome of this clash of tactics and technologies was to change the face of Japanese warfare forever.

Wargaming Scenarios: The Peninsular War, 1808–1814

Wargaming Scenarios: The Peninsular War, 1808–1814

Author: Jonathan Sutherland

Publisher: Pen and Sword

ISBN: 9781473838796

Category: History

Page: 192

View: 144

The enjoyment of wargaming is greatly enhanced if the battles (games) are played within well thought-out scenarios. Instead of simply lining up evenly-matched armies and fighting to the death, the players can have realistic objectives (such as the capture of a vital piece of terrain or delaying a superior enemy to cover a retreat) and be confronted with more challenging tactical decisions. Devising such scenarios can take a lot of effort, and more critically, time, which is always in short supply. This book is designed to take the time and effort out of organising fascinating and challenging wargames set in the Peninsular War. rnrnIn addition to 20 carefully devised scenarios of varying size and complexity, this book contains a concise introduction to the theatre of operations and an integrated chronology of battles and campaigns, showing where the scenarios fit into the wider events. The scenarios and orders of battle are intended for use with Pen & Sword's own Napolenic wargame rules, Grand Battery, but they are easily adaptable for use with other leading systems.rnrn Briefing notes on the context of the battle and the dilemmas and objectives facing each commander.rn Orders of battle for each side and any other information required to set up. rnContents :rnrn Concise introduction to the Peninsular War with chronology to place the scenarios in context.rn 20 carefully devised scenarios of varying size and complexity.rn a wargamer-friendly map, showing players where to place terrain, buildings and other features that had an impact on the battlefield. It will also show initial dispositions (historical) and mark the point of entrance (or exit) of units during the battle. rn Clear win/lose/draw conditions.

Badajoz 1812

Badajoz 1812

Author: Ian Fletcher

Publisher: Bloomsbury Publishing

ISBN: 9781846035203

Category: History

Page: 98

View: 614

The storming of Badajoz was an epic action which involved Wellington's infantry in some of the most savage hand-to hand fighting of the whole Peninsular War. At appalling cost in a nightmare assault during the night of the 6 April 1812, Wellington's soldiers hacked their way over the bodies of their dead and wounded and through the huge medieval walls of the town. These were held with great tenacity, skill and courage by a resolute French and German garrison. Having stormed the town the battle-crazed army went berserk and the horrors of the sacking which followed, as much as the sublime courage of the attackers, have passed into legend.

Is It Wrong to Try to Pick Up Girls in a Dungeon?, Vol. 6 (light novel)

Is It Wrong to Try to Pick Up Girls in a Dungeon?, Vol. 6 (light novel)

Author: Fujino Omori

Publisher: Yen Press LLC

ISBN: 9780316394208

Category: Fiction

Page: 272

View: 661

"Hestia, I challenge you to a War Game!" "What's with you, Apollo?" A War Game--an all-out proxy war between gods, and the winner takes all. But what is it that Apollo wants? Hestia's beloved Bell Cranell, of course! With a week to go until the Game, things are bleak enough, but then Lilly is kidnapped by the Soma Familia. The outlook isn't good , but Bell has made many friends through his adventures, and they won't stand idly by. The familia myth continues!

The Wargames, The Art And Science Of The Wars In The Medieval Age

The Wargames, The Art And Science Of The Wars In The Medieval Age

Author: André Geraque Kiffer

Publisher: Clube de Autores

ISBN: PKEY:CLDEAU46664

Category: Social Science

Page: 220

View: 754

Board wargames are one of the most common forms of conflict simulation in mathematical models throughout history. They are based on a map, topographic or from a satellite photo, where a hexagonal grid (numbered) or other geometric shape is applied to regulate the positioning and movement of the parts (forces). The pieces, like those of chess, are identified by symbols, colors and numbers that register their qualities and historical quantities. Two tables are basic, the effects of geography (terrain) - associated with weather conditions - on movement and combat and the likely results (according to the relativity of opposing powers) of these on the capabilities of the pieces involved. The sequence of each game is divided into a set number of Turns, or other names, which vary according to the time scale, and may range from minutes to years.

Wargaming Campaigns

Wargaming Campaigns

Author: Henry Hyde

Publisher: Pen and Sword Military

ISBN: 9781473855946

Category: Games & Activities

Page: 528

View: 419

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.

King's Shield

King's Shield

Author: Sherwood Smith

Publisher: Astra Publishing House

ISBN: 9781101082157

Category: Fiction

Page: 495

View: 645

Acclaimed Inda series within Sherwood Smith's epic fantasy Sartorias-deles universe • Military fantasy woven with courtly politics, vast worldbuilding, and diverse characters Inda was the second son of the prince and princess of Choraed Elgaer. It had been Inda's fate, as second son, to be his family's Shield Arm and spend his adult life protecting the lands his brother would one day inherit. But powerful factions in the royal court were committed to seeing Inda fail. For eight difficult years, Inda had been at sea, using an assumed name and forcing himself to never think of all he had lost. And he had created a new life, for the military skills that had been trained into him and his own inborn leadership ability could not be erased. After founding a mercenary marine company, he had earned a reputation for defeating dangerous pirate fleets. When Inda discovers that his home country is about to be attacked from the sea by an ancient enemy, he throws his carefully guarded anonymity to the winds and returns home. After nearly a decade at sea, Inda finds his home utterly changed. His good friend Evred, the formerly powerless and harassed younger prince, is now king. Evred has heard of Inda's martial accomplishments at sea, and is determined to make Inda his Royal Shield Arm—the person in charge of defending the entire kingdom. Though Inda is skilled, his experience is entirely naval. Can a former pirate captain alter his tactics to become a successful ground commander in time to save his endangered homeland?

Ancient and Medieval Wargaming

Ancient and Medieval Wargaming

Author: Neil Thomas

Publisher: The History Press

ISBN: 9780752496115

Category: Games & Activities

Page: 288

View: 877

Re-fight some of the bloodiest battles of the ancient and medieval worlds! Seasoned wargamer and author Neil Thomas brings historical perspective to the hobby with a description and interpretation of significant military developments from 3,000BC to AD1500. Wargaming is the simulation of accurate historical battles using miniature figures to fight over three dimensional terrain, their movement and combat being regulated by clearly defined rules. Neil Thomas' new book provides specific coverage of ancient and medieval wargaming, thanks to its division into biblical, classical, Dark Age and medieval sections. Each section has its own set of rules and much expanded army lists. The wargamer gains additional perspective from data panels containing facts about weaponry, personalities and chroniclers, and quotations from original document sources. Useful suggestions for further reading are also included, while battle reports in each section provide tactical insights for both novice and veteran wargamers.

War School

War School

Author: Mark Ramsden

Publisher: Troubador Publishing Ltd

ISBN: 9781906510183

Category: Bullying

Page: 296

View: 415

Jake escapes from bullying and his parents' bickering using Warworld, a conflict computer game based on the entire history of warfare. 'A fight between all the armies who have ever lived in the past, the present and the future. In space!' Sasha his girlfriend, wants him to abandon gaming and follows him into Warworld when he is transported there.