One-hour Skirmish Wargames: Fast-play Dice-less Rules for Small-unit Actions from Napoleonics to Sci-Fi

One-hour Skirmish Wargames: Fast-play Dice-less Rules for Small-unit Actions from Napoleonics to Sci-Fi

by John Lambshead


View All Available Formats & Editions
Usually ships within 1 week


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 flavor 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.

Product Details

ISBN-13: 9781526700049
Publisher: Pen and Sword
Publication date: 11/02/2018
Pages: 120
Product dimensions: 6.10(w) x 9.10(h) x 0.60(d)

About the Author

Dr John Lambshead designed the award-winning computer game, _Frederick Forsythe's_ Fourth Protocol, which was the first icon-driven game, was editor of _Games & Puzzles_ and _Wargames News_, and has written a number of wargaming rules supplements for Games Workshop. He also wrote the officially licensed Dr Who gaming rules for Warlord Games. He was co-author, with Rick Priestley, of _Tabletop Wargames, A Designer and Writers_ _Handbook (_Pen & Sword Books, 2016). When not designing games he is a novelist writing SF&F for Bane Books. He lives in Rainham, Kent.

Table of Contents

Foreword vi

General Introduction vii

Part I The Early Days of Firearms 1

Chapter 1 The Core Rules 3

Chapter 2 The Age of the Musket 15

Scenario 1 Capture the Cannon 18

Chapter 3 The Rifle Era 23

Scenario 2 Zulu 26

Part II The Twentieth Century 31

Chapter 4 Wars Within Peace 33

Scenario 3 Freikorps - 'Drang Nach Osten!' 41

Chapter 5 World War II 47

Scenario 4 Plan Tortue 51

Chapter 6 The Cold War 57

Scenario 5 Graveyard of Empires 60

Part III Extending the Game 67

Chapter 7 Pulp Action 69

Scenario 6 Retro Rockets 72

Chapter 8 Fighting a Campaign 81

Chapter 9 Points System 93

Chapter 10 Additional Rules 97

Customer Reviews