One-hour Ancient and Medieval Skirmish Wargames  
Fast-play, Dice-less Rules for the Age of Swords and Sandals
Author(s): John Lambshead
Published by Pen and Sword
Publication Date:  Available in all formats
ISBN: 9781036110253
Pages: 0

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ISBN: 9781036110253 Price: INR 734.99
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A comprehensive guide to reenacting Ancient and Medieval wargames.

John Lambshead’s highly popular One-hour Skirmish Wargames was designed for fights in the gunpowder era but now he is transporting the action back to the age of swords and sandals, of legionaries, hoplites and war elephants. These stand-alone rules (you don’t need the first book) follow the same principles that made the original popular: streamlined game mechanics that are quick to learn and fast to play, allowing the players to concentrate on making tactical decisions and having fun rather than constantly having to look up and decipher over-complicated rules. Card-driven like the original, no dice are required. Although deceptively simple, the rules capture plenty of period flavour and allow for everything from slingers to chariots and stampeding elephants. There are sample force lists, a points system for building any force across this whole period and a couple of sample scenarios. The author explains his design choices and the logic behind the rules to make it easier for players to tweak them to suit their tastes and their specific armies or sub-period. He describes them as a toolkit, not a set of hard-and-fast tournament rules, and adaptation and customization of the rules is encouraged. Fast and furious fun is the order of the day.
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A comprehensive guide to reenacting Ancient and Medieval wargames.

John Lambshead’s highly popular One-hour Skirmish Wargames was designed for fights in the gunpowder era but now he is transporting the action back to the age of swords and sandals, of legionaries, hoplites and war elephants. These stand-alone rules (you don’t need the first book) follow the same principles that made the original popular: streamlined game mechanics that are quick to learn and fast to play, allowing the players to concentrate on making tactical decisions and having fun rather than constantly having to look up and decipher over-complicated rules. Card-driven like the original, no dice are required. Although deceptively simple, the rules capture plenty of period flavour and allow for everything from slingers to chariots and stampeding elephants. There are sample force lists, a points system for building any force across this whole period and a couple of sample scenarios. The author explains his design choices and the logic behind the rules to make it easier for players to tweak them to suit their tastes and their specific armies or sub-period. He describes them as a toolkit, not a set of hard-and-fast tournament rules, and adaptation and customization of the rules is encouraged. Fast and furious fun is the order of the day.
Table of contents
  • Cover
  • Title
  • Copyright
  • Contents
  • Foreword
  • Introduction
  • Part I: The Rules
    • Core Rules
    • Battlefield
    • Models
    • Cards
    • When To Shuffle The Pack
    • Winning And Losing
    • The Turn
    • Turn Sequence
    • The Player Phase
    • Shocked Models And Casualties
    • Movement
    • Infantry
    • Cavalry
    • Model Facing
    • Zones Of Control (ZoC)
    • Shooting
    • Weapons
    • Assessing A Potential Target
    • Shooting Procedure
    • How Many Shots
    • Close Combat
    • Locating The Target
    • Move Into Base Contact
    • Attacker Attempts to Shock Defender
    • Defender Counter-attacks
    • Enemy Models Starting A Phase Base-To-Base
    • Attacked From The Rear Arc
    • Attacked When Shocked
    • End Of Turn Sequence
    • Ending The Turn
    • Warband Morale Test
    • Checking For Casualties
    • War Machines
    • Elephants
    • Chariots
    • Special Characters
    • Leaders
    • Standard Bearers
    • Musician
    • Witch
    • Other Special Skills
    • Optional Rules
    • Baleful Queens
    • Cowards
    • Low Status Infantry
    • Infantry Differential Movement
    • Speeding Up Game Play
  • Part II: Creating Warbands
    • Introduction
    • Generic Values
    • Close Combat Weapon Type
    • Shooting Weapon Type
    • Armour Types
    • Model Points Costs
    • Specimen Warbands
  • Part III: Scenarios
    • Introduction to Scenarios
    • Scenario 1: Mountain Assault
    • Scenario 2: The Punishment Raid
    • Scenario 3: On The Rhine
    • Scenario 4: The Adventures of Robin Hood
    • Scenario 5: Longbow
    • Scenario 6: High Medieval Tournament
  • Part IV: Appendices
    • Appendix I: Rules Summary Sheet
    • Appendix II: List of Useful Manufacturers
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