John Lambshead - Böcker
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8 produkter
8 produkter
182 kr
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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
One-hour Ancient and Medieval Skirmish Wargames
Fast-play, Dice-less Rules for the Age of Swords and Sandals
Häftad, Engelska, 2024
168 kr
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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.
207 kr
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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.
153 kr
Skickas inom 10-15 vardagar
Poseidon's Warriors is a set of wargaming rules for large-scale naval actions between fleets of Classical galleys from the Greek and Persian clash at the battle of Salamis to the battle of Actium that decided the fate of Rome. With so many of these battles taking place around islands or in narrow channels and shallow waters, sneaky tactics and cunning manoeuvres are a hallmark of warfare of this era, and the rules use an integrated turn system to allow a commander to position ships to go in and ram without being rammed in return, or to employ feints and traps to tempt the enemy out of position and leave his ships vulnerable to a follow-up strike. With data for ships throughout the period, rules for famous admirals, historical scenarios, a campaign system and a brief historical summary for those who wish to refresh their memory of the era, Poseidon's Warriors offers everything players need to bring to the tabletop the battles and campaigns of the first great age of naval warfare.
274 kr
Skickas inom 11-20 vardagar
Entry #2 in the Citizen series, and sequel to Into the Hinterlandsby biological scientist Dr. John Lambshead and nationally best-selling DavidDrake.The Right Man for a Very Bad Job! The Cutter Stream colonies were at peace.If everybody behaved reasonably, that peace could last a thousand years. AllenAllenson had known war; it had made him peaceful and reasonable. He was far tooexperienced to believe the same was true of all his fellow colonists, however,let alone the government of the distant homeworld across the Bight. War wascoming, a war that the colonies had to win if they were ever to be more thanprison camps and a dumping ground for incompetent noblemen. The experience thathad caused Allenson to hate war made him the only man who could lead thecolonial army. Allenson knew that he wasn't really a general, but he understoodhis fellow colonists better than any homeworld general could. He would free theCutter Stream, or die trying. What Allen Allenson would not do, what he wouldnever do, was quit!
One-hour Skirmish Wargames
Fast-play Dice-less Rules for Small-unit Actions from Napoleonics to Sci-Fi
Häftad, Engelska, 2018
157 kr
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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.
Sci-fi Skirmish Scenarios
Small-unit Missions For Use With Your Favourite Wargaming Rules
Häftad, Engelska, 2022
157 kr
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Welcome to The Sprawl Sci-fi skirmishes are an increasingly popular genre of war game but they are more dependent than most on good scenarios to keep them varied and exciting. John Lambshead has taken the work out of scenario building. He presents a selection of thirty-six missions of varying complexity, each with clear objectives and victory conditions, a map showing set-up zones and some with special rules. Although they are set in his imagined dystopian city of Civitas Cavernum (aka The Sprawl), with its factions of Scavs, Proctors, Cultists and Corporates, the scenarios are designed to be adaptable to almost any setting and set of rules (including those published in the author's One-hour Skirmish Wargames). In addition, there are no less than three mini-campaigns that link the scenarios together in various combinations.But that is not all. John Lambshead gives advice on designing your own scenarios and campaigns and there is even a set of tables allowing you to quickly create them through random dice rolls, ensuring almost infinite variety to your games. Finally, there is a useful reference section listing websites of rules publishers and manufacturers of suitable miniatures and model terrain. Welcome to The Sprawl (but keep your gun close and your mask on).