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A guide to solo wargaming that offers tips and tricks to beginners and seasoned veterans.This practitioner's guide to solo wargaming offers comprehensive coverage of the subject, showing how it can be a fascinating complement to social gaming or an entire hobby in its own right. This book integrates ideas from across the hobby to discuss various aspects of gaming alone across all manner of conflicts, whether land, sea or air and in any historical period or imagined setting. Starting with the fundamental question of why people play solo wargames, David Heading lays out the various advantages and disadvantages. He also considers such questions as whether to 'play both sides' or to command one army against an 'automatic' opponent, giving various ideas on how to control or program the responses of the opposing force with dice, cards or by other means. There is advice on how to construct challenging and interesting scenarios for one-off engagements, whether these are skirmishes or major battles, historical events or more generic ones, and how to combine these tactical actions into wider campaigns, involving grand strategy, logistics and other factors. Tips on sustaining interest through such activities as recording results, writing campaign diaries and online blogs will help you enrich your hobby. The author has been playing solo wargames for forty years and shares the secrets of happy solo gaming. Packed full of common-sense advice and inspiration, it offers plenty of value to the beginner and the seasoned veteran alike.
In recent decades there has been a huge increase in the availability and use of 6 mm figures for wargaming. This book aims to guide the wargamer new to the scale, as well as the experienced 6 mm user through reasons for using the scale, its history, and the creation, painting and basing of figures. Rules for wargaming 6 mm figures are discussed, and some wargames of various sizes are showcased. How 6 mm figure gaming might develop into the future is considered, with potential for large wargames as well as smaller actions and skirmish games assessed.We start with the basic arguments for wargaming with 6 mm figures. This covers ease of painting, the mass effect of many figures looking like a unit, and the reduction of ground scale distortion when using 6 mm. It also considers the ability, when using 6 mm figures, to wargame with multiple armies, being able always to have the correct historical opponents, using small spaces for wargaming while still looking like a battle, as well as massed battles.From roughly 1965, through the late 1960s and to to today many wargamers have seen the advantages of 6 mm wargaming. We track the history of 6 mm wargaming, examining the companies that have produced them and the rules which have been created for them.The creation of master figures for a 6 mm figure product is then discussed, showing the attention to detail and processes required to create a production mold for a range of historically accurate figures.We then examine how to paint 6 mm figures. Which paints, brushes and temporary bases to use are noted, and then the painting process is discussed. We start with undercoating and proceed to a finished unit or base of figures. Additionally painting horses, equipment and adding flags is covered.Basing 6 mm figures to best advantage is an art form, and this chapter discusses how this is best achieved. Additionally, the creation of wargaming terrain in the scale is considered.The range of rules available, either directly applicable to 6 mm figures or modified to accommodate them is discussed, along with specific processes to create 6 mm friendly rules. Conversion of other scale rules to 6 mm figures is discussed. We then outline a series of scenarios from big battle games through to skirmish style wargames.Finally, we consider the future of 6 mm wargaming. New ranges, new materials for making figures and terrain and new ideas are constantly arriving on the scene and we try to assess where the area will go next.
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