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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 flavour 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.
Unlike chess or backgammon, tabletop wargames have no single, accepted set of rules. Most wargamers at some point have had a go at writing their own rules and virtually all have modified commercially available sets to better suit their idea of the ideal game or to adapt favourite rules to a different historical period or setting. But many who try soon find that writing a coherent set of rules is harder than they thought, while tweaking one part of an existing set can often have unforeseen consequences for the game as a whole. Now, at last, help is at hand. Veteran gamer and rules writer John Lambshead has teamed up with the legendary Rick Priestley, creator of Games Workshop's phenomenally successful Warhammer system, to create this essential guide for any would-be wargame designer or tinkerer. Rick and John give excellent advice on deciding what you want from a wargame and balancing 'realism' (be it in a historical or a fantasy/sci-fi context) with playability.They discuss the relative merits of various mechanisms (cards, dice, tables) then discuss how to select and combine these to handle the various essential game elements of turn sequences, combat resolution, morale etc to create a rewarding and playable game that suits your tastes and requirements
The end of empire in the island of Great Britain was both more abrupt and more complete than in any of the other European Roman provinces. When the fog clears and Britain re-enters the historical record, it is, unlike other former European provinces of the Western Empire, dominated by a new culture that speaks a language that is neither Roman nor indigenous British Brythonic and with a pagan religion that owes nothing to Romanitas or native British practices. Other ex-Roman provinces of the Western Empire in Europe showed two consistent features conspicuously absent from the lowlands of Britain: the dominant language was derived from the local Vulgar Latin and the dominant religion was a Christianity that looked towards Rome. This leads naturally to the question: what was different about Britannia?' A further anomaly in our understanding lies in the significant dating mismatch between historical and archaeological data of the Germanic migrations, and the latest genetic evidence. The answer to England's unique early history may lie in resolving this paradox. John Lambshead summarizes the latest data gathered by historians, archaeologists, climatologists and biologists and synthesizes it all into a fresh new explanation.
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