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eBook Little Wars ePub

eBook Little Wars ePub

by H.G. Wells,Gary Gygax,Michael J. Varhola,Diane K. Varhola

  • ISBN: 0972251154
  • Category: Schools and Teaching
  • Subcategory: Education
  • Author: H.G. Wells,Gary Gygax,Michael J. Varhola,Diane K. Varhola
  • Publisher: Skirmisher Publishing (April 2004)
  • ePub book: 1526 kb
  • Fb2 book: 1889 kb
  • Other: azw txt docx lrf
  • Rating: 4.1
  • Votes: 148


Wells, Gary Gygax, Michael J. Varhola, Diane K. Varhola.

Wells, Gary Gygax, Michael J. lt; < < PREV NEXT . 

year of publica- tion. Wells · Gary Gygax · Michael J. 978-O-9722511-5-O (O-9722511-5-4).

G. Wells was born in 21 September 1866 Herbert George Wells was an English author, best known for his work in the science fiction genre. More about the author(s): Michael J. Varhola was born in 1966.

Probably one of Wells' least known works, Little Wars has nonetheless helped to spawn an entire hobby, industry, and lifestyle. The role-playing games of today would not exist if it were not for the efforts of mister Gygax, who decided, in the 1970s, to take his miniature games a little further. And miniature games would not exist if not for the efforts of . himself, nearly a century earlier. It is fitting then, that this new printing of Little Wars (the first in a generation) should include an introduction from mist gygax along side the original text. As a role-player, I am enternaly. Скачать (pdf, 184 Kb).

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Originally written in 1913 by one of the fathers of modern science fiction, this is a reprint of one of H.G. Wells' lesser-known works. Little Wars will appeal to science fiction fans, history buffs, students of politics and international affairs, wargamers and RPGers, and anyone interested in the other works of this great author.

Features of this edition include:

• Clear, authoritative, and entertaining text that reveals both the great mind and the sense of humor possessed by one of the world’s greatest science fiction authors. • A complete miniatures wargame system that can be played as-is or used as the basis for other miniatures rules. • An appendix on Kriegspiel that expands upon Little Wars and shows how it can be adapted into a military training tool. • Foreword by Gary Gygax, whose development of Chainmail and Dungeons & Dragons were influenced by H.G. Wells in General and by Little Wars in particular. • Introduction by editor Michael J. Varhola, author of several history books, gaming sourcebooks, and the Skirmisher miniatures rules. • 19 original black-and-white photographs from the 1913 edition of Little Wars. • More than 75 black-and-white line drawings from the 1913 edition of the book.


WtePSeLNaGAyko WtePSeLNaGAyko
This is a reprint of one of the classic books describing wargaming in the beginnings. If you like collecting these types of materials and enjoy reading them get it.

You will either appreciate it for what it is or you will hate it. Don't have false expectations. You have to be interested in old school war games, I think, to like it or you have the desire to play with army toys on the floor (these are the original rules for that).
Bumand Bumand
This is a very charming book on a subject near to the heart of small Boys and their Adult form . H.G. Wells , famous science fiction writer , wrote what has got to be one of The first war game rule book . He tells the story of how he and his adult friends would get together while showing off their " collector figures" ( toy soldiers and accessory s ) a battle would inevitably break out . Being Adults they realized the need for rules that the game would be more " interesting " as well as less argumentative . Wells sets the rules down and the evolution of their game , sharing the reasons for the rules and why they had to change some them . His book will give a chuckle to any boy (man) who has ever played with toy soldiers . " Little Wars " gives Basic rules to this form of gaming . A really fun book to read even if you are not a player . A great gift to gamers and would be Generals . The photos of he and his friends warring ( playing ) adds fun as well as additional understanding of the game . Get this for your self or the General in your life . Go forth to conquer . PS all that is needed is dice , string , soldiers and their artillery w/ammunition ( with all the air , spring powered guns and a little imagination ) you will soon build a competitive force . Great fun for Fathers with their sons as well as a fun way to while away some time in fellowship with other friends with equally idle time on their hands . What makes this an alternative to computer gaming is the face time you have with those you like . A relaxing game format are at the very least some light reading . You will be inspired by the courage of some of your toy soldiers . The Arms Race is on again only
Zamo Zamo
This edition / printing by Dodo Press looks like someone got a simple text file off an archive and printed it. There are NO pictures, graphics, annotations through the whole book. A very unprofessional edition. No Introduction or forward by Gary Gygax. All the images on Amazon's "Look Inside" feature for this Dodo press edition are actually from the Mass Market Paperback edition of the book and NONE of the content displayed is in the edition from Dodo Press.

I'm returning these books and ordering the Mass Market Press edition books.
Amazon has been very helpful and apologetic.
Mori Mori
Absolutely what I thought it would be and better. I liked the preambule by Gary Gygax.
The book was in fine condition. And as it is a rule-book to a game, there are no characters to describe.
Thorgahuginn Thorgahuginn
It is immensely appropriate that I review `Little Wars' by H. G. Wells on the day Stephen Spielberg's remake of a film version of Wells' `War of the Worlds' opens in theatres around the country. I have known of Wells' little book for at least 45 years, when I first became interested in wargames and searched out titles on the subject which, in 1960, seemed to be few and far between.

The early sixtys were the heydey of Avalon-Hill's tabletop sized board games with little cardboard counters representing everything from a single sargeant to an army corp. These games grew out of the minatures rules which would later contribute, along with the popularity of the `Lord of the Rings' novel to the creation of `Dungeons and Dragons' roleplaying games. Both Avalon-Hill styled and Dungeon and Dragons styled boardgames have been partially superceded by computerized versions of these simulations and, while I still fondly fondle my chit representing the 82nd airborne division as it participates in the Normandy invasion, I get much more satisfaction out of a good computerized version of the same campaign.

And yet, Wells' simplified minatures rules with no more than a few dozen pieces per side and firing success being determined by real live aiming, physics of ballistics, and the effect of wind deliver the same kind of charm evoked by that old Robert Lewis Stevenson poem of the young boy with his toy soldiers navigating the hills formed by his blankets lying over his outstretched legs.

I am not intimately familiar with minatures rules, but what I do know tells me that they are quite complicated with lots of tables based on the role of dice. Wells' rules are much simpler. And, he is not deeply involved in realistic landscapes which are so interesting to minatures hobbyists. Not a word is said here about cleaning and painting raw lead or tin soldiers. All our troops here are fully clothed straight out of the box. All the landscapes are created by nothing more complicated than the kind of plain wooden building blocks I so coveted when I was a kid. These are embellished with the outsides of houses painted or drawn on the plain side of wallpaper which is then folded and glued around the blocks. There is not interest with any ability to hide inside any of these houses, as this would simply slow things down and make the rules more complicated. The only other concern is that if rivers are part of the landscape that there are enough fording and bridged points to not funnel things too much into a single choke point.

The rules only deal with three kinds of troops, infantry, cavalry, and artillery. As this book was written in 1913, and Europe had largely been at peace for almost a hundred years since the defeat of Napoleon at Waterloo, it is not surprising that the strategies evolving from these three types of troops are strongly similar to Napoleonic battles. As this was the period of muskets, long range infantry fire was remarkably ineffective compared to the destruction caused by Napoleonic era artillery. To a person versed in 20th century wars, it is strange to see the lineup of forces at, for example, the Battle of Waterloo, where the guns were in front of the main lines of infantry rather than far to the rear. This was before the age of indirect artillery fire, which just began in the American Civil War and it's great mortars.

So, the only way our small forces can inflict damage at a distance is by little cannons which fire real live wooden projectiles and, a soldier is killed only if you actually succeed in knocking the little fellow down with the wooden pellet.

A similar combat simulation which existed in parallel with Wells' and other minatures' rules is the kind of wargame simulations invented by the German General Staff with the very German name of `Kriegspiel' or War Play. An expert in English Kriegspiel practice compares this professional exercize with Wells' game and finds the latter far more fun, as the Sandhurst (English Army Military Acadamy) version is weighed down with rulings from referees and the kind of tables of outcomes so familiar to modern manual wargame rules.

Remembering that this book was written in 1912-1913, it is chilling to read Wells' final assessment of the lack of proficiency of professional military men at this little game. The most chillingly Strangelovean statement is that `You have only to play at Little Wars three or four times to realize what a blundering thing Great War must be'. This was written in 1913!!!

One may be discouraged from reading this book by the prospect of reading 120 pages of game rules. This is not what this book is about. All the details of the rules are compressed into the last six pages. Everything which goes before is the stuff which is written to bring out the little boy in us all. And, the author knows nothing of politically correct gender washing, as he is firmly committed to the idea that this is an activity for little boys, and maybe girls who think like little boys.

A minor classic worthy of it's famous author.
Samut Samut
People who enjoy playing war games with boards or on the ground and like to read about them will enjoy H. G. Wells 1913 story of how he developed a rather large game of little wars - that is, small battles - and the difficulties he and his friends encountered in developing his game. However, this is not a book for people who are not game enthusiasts. Beside the story of the development of the game, he tells the rules of the game and illustrates it by describing one of his games in some detail. He says that the game can be played by boys from age 12 upward and admits that girls will most likely not be interested in it.
Walan Walan
This is a seminal document in the evolution of modern recreational wargames. It is readable, charming, and personal. Wells recounts how he and a bunch of friends developed systematic playable games, whose rules are at the heart of most Hex-map-and-chip, Computer turn-based, Military-miniature, and a whole host of simultaneous-play-computer games.

No, it will not teach you how to program, or even to write a game. It does much more, reminding you how to play.