Donald Featherstone's Wargaming Commando Operations and Reflections on Wargaming Lost Tales

Donald Featherstone's Wargaming Commando Operations and Reflections on Wargaming Lost Tales

Author: John Curry

Publisher: Lulu.com

Published: 2013-09

Total Pages: 154

ISBN-13: 9781291398915

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Donald Featherstone, with over fifty wargaming books, is the most prolific author in wargaming. His lifetime's output continues with this book about wargaming commando operations. The Commandos were one of Britain's elite fighting forces during World War II. Included in Part One is an introduction to the Commandos, their history, training and equipment. It also covers previously unpublished material on a planning a raid, an attack on a gun battery in 1942 and a beach assault in 1944. The second part of the book includes three previously unpublished sets of Featherstone rules, three scenarios and recollections from early wargamers about some early commando wargames with Donald Featherstone and Lionel Tarr. One of the scenarios is for a platoon level solo game of a raid on a gun position. The third part of the book is Don Featherstone's reflections on a lifetime of wargaming, the media and being at war. The History of Wargaming Project aims to record and publish key steps in the development of the hobby.


Donald Featherstone's War Games

Donald Featherstone's War Games

Author: John Curry

Publisher: Lulu.com

Published: 2008-07-26

Total Pages: 159

ISBN-13: 1409216764

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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


The Men Who Would Be Kings

The Men Who Would Be Kings

Author: Daniel Mersey

Publisher: Bloomsbury Publishing

Published: 2016-09-22

Total Pages: 66

ISBN-13: 1472815025

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The Men Who Would Be Kings is a set of rules designed for fighting historical or Hollywood colonial battles in the mid to late 19th Century, from the Indian Mutiny to the Boxer Rebellion. Large scale colonial clashes tended to be one-sided affairs, but there are countless reports of brief, frantic skirmishes in every colonial war, where either side could be victorious, and these are the battles that The Men Who Would Be Kings seeks to recreate. Although focusing on the British colonial wars against the Zulus, Maoris and others, these rules will also permit players to explore the empires of France, Germany, and other nations, as well as allowing for battles between rival native factions. Gameplay is very simple, and is driven by the quality of the officers leading your units, in the true spirit of Victorian derring-do and adventure, where larger than life characters such as the (real) Fred Burnaby and the (fictional) Harry Flashman led their troops to glory and medals or a horrible end at the point of a spear tip.


Digital Material

Digital Material

Author: Marianne van den Boomen

Publisher: Amsterdam University Press

Published: 2009

Total Pages: 304

ISBN-13: 9089640681

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This is a compelling study of the often controversial role and meaning of the new media and digital cultures in contemporary society. Three decades of societal and cultural alignment of new media yielded to a host of innovations, trials, and problems, accompanied by versatile popular and academic discourse. "New Media Studies" crystallized internationally into an established academic discipline, which begs the question: where do we stand now; which new issues have emerged now that new media are taken for granted, and which riddles remain unsolved; and, is contemporary digital culture indeed all about 'you', or do we still not really understand the digital machinery and how it constitutes us as 'you'. From desktop metaphors to Web 2.0 ecosystems, from touch screens to bloggging to e-learning, from role-playing games to Cybergoth music to wireless dreams, this timely volume offers a showcase of the most up-to-date research in the field from what may be called a 'digital-materialist' perspective.


Zones of Control

Zones of Control

Author: Pat Harrigan

Publisher: MIT Press

Published: 2016-04-15

Total Pages: 845

ISBN-13: 026233495X

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A look at wargaming’s past, present, and future—from digital games to tabletop games—and its use in entertainment, education, and military planning. With examples from Call of Duty: Modern Warfare, Harpoon, Warhammer 40,000, and more! 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.


Donald Featherstone's Skirmish Wargaming

Donald Featherstone's Skirmish Wargaming

Author: John Curry

Publisher: Lulu.com

Published: 2008-09-12

Total Pages: 136

ISBN-13: 1409223892

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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


The Wargaming Compendium

The Wargaming Compendium

Author: Henry Hyde

Publisher: Casemate Publishers

Published: 2013-08-19

Total Pages: 554

ISBN-13: 1783830697

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An extensive reference guide to the exciting hobby, for beginners as well as longtime players. Wargaming is a fascinating, engrossing, and exciting pastime that encompasses a wide range of different talents. The average wargamer uses the skills of artist, designer, sculptor, illustrator, historian, librarian, researcher, mathematician, and creative writer, as well as the more obvious ones of general, admiral, or air marshal for large games, or perhaps lieutenant, commodore, or squadron leader for skirmishes. Aside from calling upon many skills, wargaming also covers many aspects of combat, spanning the history of Earth. With science fiction gaming, we plunge into imagined worlds many thousands of years into the future, and a fantasy gamer, of course, deals with eons of imagined history, as anyone who has read The Lord of the Rings will know. A wargamer may find themselves recreating an encounter between a handful of adversaries one day, or a massed battle involving perhaps hundreds of miniature troops the next. Moreover, it is possible to play wargames that recreate warfare on land, on sea, in the air, or even in outer space. This book demonstrates the wonderfully varied hobby of wargaming with miniatures, looking at the broad scope of what it has to offer as well as detailed explanations of how to get involved, including comprehensive rules for gladiator combat, Wild West skirmishes, and the horse and musket era, as well as lots of advice for anyone new to wargaming. Whether you’re a complete newcomer to the hobby, or a veteran of many years, you’ll find plenty in The Wargaming Compendium to entertain and inspire you.


Omdurman 1898

Omdurman 1898

Author: Donald F. Featherstone

Publisher: Greenwood

Published: 2005

Total Pages: 104

ISBN-13:

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Omdurman was one of the great desert battles of the Victorian era which concluded the conquest of the Dervish Empire, and avenged the death of General Gordon at Khartoum. This dramatic conflict witnessed hordes of native warriors set against British discipline and firepower, gunboats on the Nile, a dramatic cavalry charge and Kitchener, the Sirdar, as conqueror. This book explores the events, weaponry and leaders of both sides, and accompanying illustrations and colorful graphics bring the whole campaign vividly to life.