Showing posts with label Henry Hyde Limited. Show all posts
Showing posts with label Henry Hyde Limited. Show all posts

Friday, June 21, 2024

Henry Hyde Limited: Shot, Steel & Stone: The Bare Essentials - Wargame Rules


Henry Hyde Limited: hot, Steel & Stone is an easy-to-learn set of horse and musket era rules that first appeared in the author's best-selling book The Wargaming Compendium (Pen & Sword, 2013). They are suitable for playing battlegames set in the era from approximately 1685 (when bayonets became common) through to about 1850, when rifled muskets started to dominate the battlefield. Expansions to the rules are planned to cover the earlier, late Renaissance era, as well as later conflicts both in Europe and the Americas up to the 1870s.

This version of the rules has been fully updated and expanded with the collaboration of many wargamers over the course of ten years. It has been playtested in games both small and large, including huge, multi-player games in which armies numbering thousands of miniatures per side have clashed in 18th century pitched battles set in the author's Wars of the Faltenian Succession imagi-nations campaigns.



The rules are scale-agnostic, and there is no need to re-base your miniatures as long as your basing is consistent. The size of your miniatures doesn't matter either, and games have been played successfully with figures ranging from 6mm up to 30mm. It is possible to adapt to very small table sizes, or increase the number of miniatures per base for a strikingly realistic look and feel to your games.

The system is IGO-UGO, with variation to enable the non-active player to react to enemy action, and there is no need to write orders. It's entirely up to you whether you decide to remove casualties inflicted or record them using small dice, dials or other markers—even the old-fashioned method of writing them down!

A key aspect of the rules is the command and control system, which places real emphasis on the abilities of local commanders on the spot controlling individual brigades. Players must think carefully before stepping in with their commander-in-chief, lest he blunder in his attempt to take over and cause problems for the entire army.

The combat systems are fun and involve plenty of dice-rolling to deliver crashing volleys or devastating charges. One innovation in the rules is to recognise the importance of being able to strike first in melee, such as when pikemen or lancers attack units who have shorter weapons.

This edition also includes a section of more quirky and interesting rules to cover colonial warfare, including some requested by players participating in the campaigns taking place in the author's imaginary settings of Byzarbia and Dahlia-Chindrastan. Fear not, they work just as well in real colonial campaigns, such as in Egypt or India!

Games of around a dozen units per side can easily be played in an afternoon or evening, and even much larger battles rattle along at a good pace. Of course, your wargames can be played in a more leisurely fashion if so desired, with plenty of opportunities for chat as games unfold in a 'narrative' way, with the fate of favourite regiments and brigades hanging in the balance!

This version of the rules has been deliberately stripped back in what some might even consider to be an old-fashioned way, to provide the bare essentials of the rules with a simple, black-and-white presentation, in order to keep costs—and therefore the cover price—to a minimum. By doing so, the author hopes to enable as many people as possible to give the ruleset a try.

However, those who like the 'eye candy' aspect of wargaming will not be disappointed, because a full-colour, hardback 'Deluxe' edition with additional material is planned. The rulebook contains links to downloadable PDF playsheets that you can print out at home or keep on a hand-held device, as well as additional material for inspiration. Finally, the rules may look and play in a simple way, but they are based on the author's 50+ years experience as a wargamer with a passion for military history, and game results are always historically plausible.

Friday, March 15, 2024

Henry Hyde Limited: Shot, Steel & Stone: The Bare Essentials - Wargame Rules


Henry Hyde Limited: hot, Steel & Stone is an easy-to-learn set of horse and musket era rules that first appeared in the author's best-selling book The Wargaming Compendium (Pen & Sword, 2013). They are suitable for playing battlegames set in the era from approximately 1685 (when bayonets became common) through to about 1850, when rifled muskets started to dominate the battlefield. Expansions to the rules are planned to cover the earlier, late Renaissance era, as well as later conflicts both in Europe and the Americas up to the 1870s.

This version of the rules has been fully updated and expanded with the collaboration of many wargamers over the course of ten years. It has been playtested in games both small and large, including huge, multi-player games in which armies numbering thousands of miniatures per side have clashed in 18th century pitched battles set in the author's Wars of the Faltenian Succession imagi-nations campaigns.



The rules are scale-agnostic, and there is no need to re-base your miniatures as long as your basing is consistent. The size of your miniatures doesn't matter either, and games have been played successfully with figures ranging from 6mm up to 30mm. It is possible to adapt to very small table sizes, or increase the number of miniatures per base for a strikingly realistic look and feel to your games.

The system is IGO-UGO, with variation to enable the non-active player to react to enemy action, and there is no need to write orders. It's entirely up to you whether you decide to remove casualties inflicted or record them using small dice, dials or other markers—even the old-fashioned method of writing them down!

A key aspect of the rules is the command and control system, which places real emphasis on the abilities of local commanders on the spot controlling individual brigades. Players must think carefully before stepping in with their commander-in-chief, lest he blunder in his attempt to take over and cause problems for the entire army.

The combat systems are fun and involve plenty of dice-rolling to deliver crashing volleys or devastating charges. One innovation in the rules is to recognise the importance of being able to strike first in melee, such as when pikemen or lancers attack units who have shorter weapons.

This edition also includes a section of more quirky and interesting rules to cover colonial warfare, including some requested by players participating in the campaigns taking place in the author's imaginary settings of Byzarbia and Dahlia-Chindrastan. Fear not, they work just as well in real colonial campaigns, such as in Egypt or India!

Games of around a dozen units per side can easily be played in an afternoon or evening, and even much larger battles rattle along at a good pace. Of course, your wargames can be played in a more leisurely fashion if so desired, with plenty of opportunities for chat as games unfold in a 'narrative' way, with the fate of favourite regiments and brigades hanging in the balance!

This version of the rules has been deliberately stripped back in what some might even consider to be an old-fashioned way, to provide the bare essentials of the rules with a simple, black-and-white presentation, in order to keep costs—and therefore the cover price—to a minimum. By doing so, the author hopes to enable as many people as possible to give the ruleset a try.

However, those who like the 'eye candy' aspect of wargaming will not be disappointed, because a full-colour, hardback 'Deluxe' edition with additional material is planned. The rulebook contains links to downloadable PDF playsheets that you can print out at home or keep on a hand-held device, as well as additional material for inspiration. Finally, the rules may look and play in a simple way, but they are based on the author's 50+ years experience as a wargamer with a passion for military history, and game results are always historically plausible.

Friday, February 16, 2024

Henry Hyde Limited: Shot, Steel & Stone: The Bare Essentials - Wargame Rules


Henry Hyde Limited: hot, Steel & Stone is an easy-to-learn set of horse and musket era rules that first appeared in the author's best-selling book The Wargaming Compendium (Pen & Sword, 2013). They are suitable for playing battlegames set in the era from approximately 1685 (when bayonets became common) through to about 1850, when rifled muskets started to dominate the battlefield. Expansions to the rules are planned to cover the earlier, late Renaissance era, as well as later conflicts both in Europe and the Americas up to the 1870s.

This version of the rules has been fully updated and expanded with the collaboration of many wargamers over the course of ten years. It has been playtested in games both small and large, including huge, multi-player games in which armies numbering thousands of miniatures per side have clashed in 18th century pitched battles set in the author's Wars of the Faltenian Succession imagi-nations campaigns.



The rules are scale-agnostic, and there is no need to re-base your miniatures as long as your basing is consistent. The size of your miniatures doesn't matter either, and games have been played successfully with figures ranging from 6mm up to 30mm. It is possible to adapt to very small table sizes, or increase the number of miniatures per base for a strikingly realistic look and feel to your games.

The system is IGO-UGO, with variation to enable the non-active player to react to enemy action, and there is no need to write orders. It's entirely up to you whether you decide to remove casualties inflicted or record them using small dice, dials or other markers—even the old-fashioned method of writing them down!

A key aspect of the rules is the command and control system, which places real emphasis on the abilities of local commanders on the spot controlling individual brigades. Players must think carefully before stepping in with their commander-in-chief, lest he blunder in his attempt to take over and cause problems for the entire army.

The combat systems are fun and involve plenty of dice-rolling to deliver crashing volleys or devastating charges. One innovation in the rules is to recognise the importance of being able to strike first in melee, such as when pikemen or lancers attack units who have shorter weapons.

This edition also includes a section of more quirky and interesting rules to cover colonial warfare, including some requested by players participating in the campaigns taking place in the author's imaginary settings of Byzarbia and Dahlia-Chindrastan. Fear not, they work just as well in real colonial campaigns, such as in Egypt or India!

Games of around a dozen units per side can easily be played in an afternoon or evening, and even much larger battles rattle along at a good pace. Of course, your wargames can be played in a more leisurely fashion if so desired, with plenty of opportunities for chat as games unfold in a 'narrative' way, with the fate of favourite regiments and brigades hanging in the balance!

This version of the rules has been deliberately stripped back in what some might even consider to be an old-fashioned way, to provide the bare essentials of the rules with a simple, black-and-white presentation, in order to keep costs—and therefore the cover price—to a minimum. By doing so, the author hopes to enable as many people as possible to give the ruleset a try.

However, those who like the 'eye candy' aspect of wargaming will not be disappointed, because a full-colour, hardback 'Deluxe' edition with additional material is planned. The rulebook contains links to downloadable PDF playsheets that you can print out at home or keep on a hand-held device, as well as additional material for inspiration. Finally, the rules may look and play in a simple way, but they are based on the author's 50+ years experience as a wargamer with a passion for military history, and game results are always historically plausible.

Wednesday, January 10, 2024

Henry Hyde Limited: Shot, Steel & Stone: The Bare Essentials - Wargame Rules


Henry Hyde Limited: hot, Steel & Stone is an easy-to-learn set of horse and musket era rules that first appeared in the author's best-selling book The Wargaming Compendium (Pen & Sword, 2013). They are suitable for playing battlegames set in the era from approximately 1685 (when bayonets became common) through to about 1850, when rifled muskets started to dominate the battlefield. Expansions to the rules are planned to cover the earlier, late Renaissance era, as well as later conflicts both in Europe and the Americas up to the 1870s.

This version of the rules has been fully updated and expanded with the collaboration of many wargamers over the course of ten years. It has been playtested in games both small and large, including huge, multi-player games in which armies numbering thousands of miniatures per side have clashed in 18th century pitched battles set in the author's Wars of the Faltenian Succession imagi-nations campaigns.



The rules are scale-agnostic, and there is no need to re-base your miniatures as long as your basing is consistent. The size of your miniatures doesn't matter either, and games have been played successfully with figures ranging from 6mm up to 30mm. It is possible to adapt to very small table sizes, or increase the number of miniatures per base for a strikingly realistic look and feel to your games.

The system is IGO-UGO, with variation to enable the non-active player to react to enemy action, and there is no need to write orders. It's entirely up to you whether you decide to remove casualties inflicted or record them using small dice, dials or other markers—even the old-fashioned method of writing them down!

A key aspect of the rules is the command and control system, which places real emphasis on the abilities of local commanders on the spot controlling individual brigades. Players must think carefully before stepping in with their commander-in-chief, lest he blunder in his attempt to take over and cause problems for the entire army.

The combat systems are fun and involve plenty of dice-rolling to deliver crashing volleys or devastating charges. One innovation in the rules is to recognise the importance of being able to strike first in melee, such as when pikemen or lancers attack units who have shorter weapons.

This edition also includes a section of more quirky and interesting rules to cover colonial warfare, including some requested by players participating in the campaigns taking place in the author's imaginary settings of Byzarbia and Dahlia-Chindrastan. Fear not, they work just as well in real colonial campaigns, such as in Egypt or India!

Games of around a dozen units per side can easily be played in an afternoon or evening, and even much larger battles rattle along at a good pace. Of course, your wargames can be played in a more leisurely fashion if so desired, with plenty of opportunities for chat as games unfold in a 'narrative' way, with the fate of favourite regiments and brigades hanging in the balance!

This version of the rules has been deliberately stripped back in what some might even consider to be an old-fashioned way, to provide the bare essentials of the rules with a simple, black-and-white presentation, in order to keep costs—and therefore the cover price—to a minimum. By doing so, the author hopes to enable as many people as possible to give the ruleset a try.

However, those who like the 'eye candy' aspect of wargaming will not be disappointed, because a full-colour, hardback 'Deluxe' edition with additional material is planned. The rulebook contains links to downloadable PDF playsheets that you can print out at home or keep on a hand-held device, as well as additional material for inspiration. Finally, the rules may look and play in a simple way, but they are based on the author's 50+ years experience as a wargamer with a passion for military history, and game results are always historically plausible.

Wednesday, January 3, 2024

Henry Hyde Limited: Shot, Steel & Stone: The Bare Essentials - Wargame Rules


Henry Hyde Limited: hot, Steel & Stone is an easy-to-learn set of horse and musket era rules that first appeared in the author's best-selling book The Wargaming Compendium (Pen & Sword, 2013). They are suitable for playing battlegames set in the era from approximately 1685 (when bayonets became common) through to about 1850, when rifled muskets started to dominate the battlefield. Expansions to the rules are planned to cover the earlier, late Renaissance era, as well as later conflicts both in Europe and the Americas up to the 1870s.

This version of the rules has been fully updated and expanded with the collaboration of many wargamers over the course of ten years. It has been playtested in games both small and large, including huge, multi-player games in which armies numbering thousands of miniatures per side have clashed in 18th century pitched battles set in the author's Wars of the Faltenian Succession imagi-nations campaigns.



The rules are scale-agnostic, and there is no need to re-base your miniatures as long as your basing is consistent. The size of your miniatures doesn't matter either, and games have been played successfully with figures ranging from 6mm up to 30mm. It is possible to adapt to very small table sizes, or increase the number of miniatures per base for a strikingly realistic look and feel to your games.

The system is IGO-UGO, with variation to enable the non-active player to react to enemy action, and there is no need to write orders. It's entirely up to you whether you decide to remove casualties inflicted or record them using small dice, dials or other markers—even the old-fashioned method of writing them down!

A key aspect of the rules is the command and control system, which places real emphasis on the abilities of local commanders on the spot controlling individual brigades. Players must think carefully before stepping in with their commander-in-chief, lest he blunder in his attempt to take over and cause problems for the entire army.

The combat systems are fun and involve plenty of dice-rolling to deliver crashing volleys or devastating charges. One innovation in the rules is to recognise the importance of being able to strike first in melee, such as when pikemen or lancers attack units who have shorter weapons.

This edition also includes a section of more quirky and interesting rules to cover colonial warfare, including some requested by players participating in the campaigns taking place in the author's imaginary settings of Byzarbia and Dahlia-Chindrastan. Fear not, they work just as well in real colonial campaigns, such as in Egypt or India!

Games of around a dozen units per side can easily be played in an afternoon or evening, and even much larger battles rattle along at a good pace. Of course, your wargames can be played in a more leisurely fashion if so desired, with plenty of opportunities for chat as games unfold in a 'narrative' way, with the fate of favourite regiments and brigades hanging in the balance!

This version of the rules has been deliberately stripped back in what some might even consider to be an old-fashioned way, to provide the bare essentials of the rules with a simple, black-and-white presentation, in order to keep costs—and therefore the cover price—to a minimum. By doing so, the author hopes to enable as many people as possible to give the ruleset a try.

However, those who like the 'eye candy' aspect of wargaming will not be disappointed, because a full-colour, hardback 'Deluxe' edition with additional material is planned. The rulebook contains links to downloadable PDF playsheets that you can print out at home or keep on a hand-held device, as well as additional material for inspiration. Finally, the rules may look and play in a simple way, but they are based on the author's 50+ years experience as a wargamer with a passion for military history, and game results are always historically plausible.

Sunday, December 24, 2023

Henry Hyde Limited: Shot, Steel & Stone: The Bare Essentials - Wargame Rules


Henry Hyde Limited: hot, Steel & Stone is an easy-to-learn set of horse and musket era rules that first appeared in the author's best-selling book The Wargaming Compendium (Pen & Sword, 2013). They are suitable for playing battlegames set in the era from approximately 1685 (when bayonets became common) through to about 1850, when rifled muskets started to dominate the battlefield. Expansions to the rules are planned to cover the earlier, late Renaissance era, as well as later conflicts both in Europe and the Americas up to the 1870s.

This version of the rules has been fully updated and expanded with the collaboration of many wargamers over the course of ten years. It has been playtested in games both small and large, including huge, multi-player games in which armies numbering thousands of miniatures per side have clashed in 18th century pitched battles set in the author's Wars of the Faltenian Succession imagi-nations campaigns.



The rules are scale-agnostic, and there is no need to re-base your miniatures as long as your basing is consistent. The size of your miniatures doesn't matter either, and games have been played successfully with figures ranging from 6mm up to 30mm. It is possible to adapt to very small table sizes, or increase the number of miniatures per base for a strikingly realistic look and feel to your games.

The system is IGO-UGO, with variation to enable the non-active player to react to enemy action, and there is no need to write orders. It's entirely up to you whether you decide to remove casualties inflicted or record them using small dice, dials or other markers—even the old-fashioned method of writing them down!

A key aspect of the rules is the command and control system, which places real emphasis on the abilities of local commanders on the spot controlling individual brigades. Players must think carefully before stepping in with their commander-in-chief, lest he blunder in his attempt to take over and cause problems for the entire army.

The combat systems are fun and involve plenty of dice-rolling to deliver crashing volleys or devastating charges. One innovation in the rules is to recognise the importance of being able to strike first in melee, such as when pikemen or lancers attack units who have shorter weapons.

This edition also includes a section of more quirky and interesting rules to cover colonial warfare, including some requested by players participating in the campaigns taking place in the author's imaginary settings of Byzarbia and Dahlia-Chindrastan. Fear not, they work just as well in real colonial campaigns, such as in Egypt or India!

Games of around a dozen units per side can easily be played in an afternoon or evening, and even much larger battles rattle along at a good pace. Of course, your wargames can be played in a more leisurely fashion if so desired, with plenty of opportunities for chat as games unfold in a 'narrative' way, with the fate of favourite regiments and brigades hanging in the balance!

This version of the rules has been deliberately stripped back in what some might even consider to be an old-fashioned way, to provide the bare essentials of the rules with a simple, black-and-white presentation, in order to keep costs—and therefore the cover price—to a minimum. By doing so, the author hopes to enable as many people as possible to give the ruleset a try.

However, those who like the 'eye candy' aspect of wargaming will not be disappointed, because a full-colour, hardback 'Deluxe' edition with additional material is planned. The rulebook contains links to downloadable PDF playsheets that you can print out at home or keep on a hand-held device, as well as additional material for inspiration. Finally, the rules may look and play in a simple way, but they are based on the author's 50+ years experience as a wargamer with a passion for military history, and game results are always historically plausible.

Sunday, July 23, 2023

Henry Hyde Limited: Tabletop Battle Tactics Deluxe Full Colour Combined Edition


Henry Hyde Limited: This deluxe full colour edition of Tabletop Battle Tactics brings together the content of books 1 and 2 in the series, but renders the stunning photographs, maps and diagrams in full colour. Moreover, there is now additional content, with a gallery of inspiring games and an additional scenario featuring pirates and Royal Marines on a tropical island! Check this new book now here

Based on a series of articles written by the author for Wargames, Soldiers & Strategy magazine, this volume pulls together all that tabletop tactical advice under a single cover for easy reference. Wargamers interested in any period from ancients to WWII will benefit from the oversight and advice contained in these pages, outlining how each troop type evolved its own tactics to counter its enemies and make best use of new technologies as they arose.

The advice contained here will help you make the best of your infantry, cavalry, artillery, chariots and elephants, through to the radical changes brought about in, for example, artillery from the late 19th century onwards. Most of the information is completely generic, with a few examples to help you understand how different arms and tactics are represented in popular rulesets like Black Powder, Hail Caesar, Chain of Command, Warhammer Ancient Battles and others.

You also get to put into practice all the theory learned in the first part of the book, pitting yourself against a determined enemy in challenging circumstances! With beautifully rendered maps that wargamers will instantly recognise represent easily-available gaming terrain, veteran wargamer Henry Hyde presents no less than seventeen scenarios in this edition, each of which can be adapted and staged using your favourite armies, whether then be Ancient Greeks or modern special forces, Wellington's redcoats taking on Napoleon's finest, or Union versus Confederate or, indeed, pirates clashing with naval landing parties!


All the scenarios are infinitely replayable, enabling them to be used just for an evening's gaming fun or as exercises for the more seriously-minded student of tactics. They can be used with whatever rules you prefer, and the author considers the different approaches that might be needed when using a selection of popular rulesets. Any of these scenarios will also provide hours of gaming pleasure for the solo gamer, as well as for players with live opponents.

And you don't have to be a historical wargamer to benefit from these tactical lessons: mass battle fantasy players will find useful information here too, realising that a regiment of dwarves armed with spears really isn't that different from a regiment of ancient Romans! The content spans the globe, launching you from ancient Greece, Rome and Byzantium, soaring across medieval and renaissance Europe, and taking in the conflicts of more recent times that might be in Russia, the Western Desert, Iraq or Afghanistan. Or why not transpose these scenarios to Middle Earth or Westeros?

Informed by Henry's more than five decades of experience in the hobby, in which he has suffered both victories and defeats, this book effectively summarises that vast experience and condenses it into a series of lessons that you will find informative, entertaining and, most importantly, extremely useful when planning your next battle!

Wednesday, July 12, 2023

Henry Hyde Limited: Tabletop Battle Tactics Deluxe Full Colour Combined Edition


Henry Hyde Limited: This deluxe full colour edition of Tabletop Battle Tactics brings together the content of books 1 and 2 in the series, but renders the stunning photographs, maps and diagrams in full colour. Moreover, there is now additional content, with a gallery of inspiring games and an additional scenario featuring pirates and Royal Marines on a tropical island! Check this new book now here

Based on a series of articles written by the author for Wargames, Soldiers & Strategy magazine, this volume pulls together all that tabletop tactical advice under a single cover for easy reference. Wargamers interested in any period from ancients to WWII will benefit from the oversight and advice contained in these pages, outlining how each troop type evolved its own tactics to counter its enemies and make best use of new technologies as they arose.

The advice contained here will help you make the best of your infantry, cavalry, artillery, chariots and elephants, through to the radical changes brought about in, for example, artillery from the late 19th century onwards. Most of the information is completely generic, with a few examples to help you understand how different arms and tactics are represented in popular rulesets like Black Powder, Hail Caesar, Chain of Command, Warhammer Ancient Battles and others.

You also get to put into practice all the theory learned in the first part of the book, pitting yourself against a determined enemy in challenging circumstances! With beautifully rendered maps that wargamers will instantly recognise represent easily-available gaming terrain, veteran wargamer Henry Hyde presents no less than seventeen scenarios in this edition, each of which can be adapted and staged using your favourite armies, whether then be Ancient Greeks or modern special forces, Wellington's redcoats taking on Napoleon's finest, or Union versus Confederate or, indeed, pirates clashing with naval landing parties!


All the scenarios are infinitely replayable, enabling them to be used just for an evening's gaming fun or as exercises for the more seriously-minded student of tactics. They can be used with whatever rules you prefer, and the author considers the different approaches that might be needed when using a selection of popular rulesets. Any of these scenarios will also provide hours of gaming pleasure for the solo gamer, as well as for players with live opponents.

And you don't have to be a historical wargamer to benefit from these tactical lessons: mass battle fantasy players will find useful information here too, realising that a regiment of dwarves armed with spears really isn't that different from a regiment of ancient Romans! The content spans the globe, launching you from ancient Greece, Rome and Byzantium, soaring across medieval and renaissance Europe, and taking in the conflicts of more recent times that might be in Russia, the Western Desert, Iraq or Afghanistan. Or why not transpose these scenarios to Middle Earth or Westeros?

Informed by Henry's more than five decades of experience in the hobby, in which he has suffered both victories and defeats, this book effectively summarises that vast experience and condenses it into a series of lessons that you will find informative, entertaining and, most importantly, extremely useful when planning your next battle!

Sunday, June 4, 2023

Henry Hyde Limited: Tabletop Battle Tactics Deluxe Full Colour Combined Edition


Henry Hyde Limited: This deluxe full colour edition of Tabletop Battle Tactics brings together the content of books 1 and 2 in the series, but renders the stunning photographs, maps and diagrams in full colour. Moreover, there is now additional content, with a gallery of inspiring games and an additional scenario featuring pirates and Royal Marines on a tropical island! Check this new book now here

Based on a series of articles written by the author for Wargames, Soldiers & Strategy magazine, this volume pulls together all that tabletop tactical advice under a single cover for easy reference. Wargamers interested in any period from ancients to WWII will benefit from the oversight and advice contained in these pages, outlining how each troop type evolved its own tactics to counter its enemies and make best use of new technologies as they arose.

The advice contained here will help you make the best of your infantry, cavalry, artillery, chariots and elephants, through to the radical changes brought about in, for example, artillery from the late 19th century onwards. Most of the information is completely generic, with a few examples to help you understand how different arms and tactics are represented in popular rulesets like Black Powder, Hail Caesar, Chain of Command, Warhammer Ancient Battles and others.

You also get to put into practice all the theory learned in the first part of the book, pitting yourself against a determined enemy in challenging circumstances! With beautifully rendered maps that wargamers will instantly recognise represent easily-available gaming terrain, veteran wargamer Henry Hyde presents no less than seventeen scenarios in this edition, each of which can be adapted and staged using your favourite armies, whether then be Ancient Greeks or modern special forces, Wellington's redcoats taking on Napoleon's finest, or Union versus Confederate or, indeed, pirates clashing with naval landing parties!


All the scenarios are infinitely replayable, enabling them to be used just for an evening's gaming fun or as exercises for the more seriously-minded student of tactics. They can be used with whatever rules you prefer, and the author considers the different approaches that might be needed when using a selection of popular rulesets. Any of these scenarios will also provide hours of gaming pleasure for the solo gamer, as well as for players with live opponents.

And you don't have to be a historical wargamer to benefit from these tactical lessons: mass battle fantasy players will find useful information here too, realising that a regiment of dwarves armed with spears really isn't that different from a regiment of ancient Romans! The content spans the globe, launching you from ancient Greece, Rome and Byzantium, soaring across medieval and renaissance Europe, and taking in the conflicts of more recent times that might be in Russia, the Western Desert, Iraq or Afghanistan. Or why not transpose these scenarios to Middle Earth or Westeros?

Informed by Henry's more than five decades of experience in the hobby, in which he has suffered both victories and defeats, this book effectively summarises that vast experience and condenses it into a series of lessons that you will find informative, entertaining and, most importantly, extremely useful when planning your next battle!

Friday, March 31, 2023

Henry Hyde Limited: Tabletop Battle Tactics Deluxe Full Colour Combined Edition


Henry Hyde Limited: This deluxe full colour edition of Tabletop Battle Tactics brings together the content of books 1 and 2 in the series, but renders the stunning photographs, maps and diagrams in full colour. Moreover, there is now additional content, with a gallery of inspiring games and an additional scenario featuring pirates and Royal Marines on a tropical island! Check this new book now here

Based on a series of articles written by the author for Wargames, Soldiers & Strategy magazine, this volume pulls together all that tabletop tactical advice under a single cover for easy reference. Wargamers interested in any period from ancients to WWII will benefit from the oversight and advice contained in these pages, outlining how each troop type evolved its own tactics to counter its enemies and make best use of new technologies as they arose.

The advice contained here will help you make the best of your infantry, cavalry, artillery, chariots and elephants, through to the radical changes brought about in, for example, artillery from the late 19th century onwards. Most of the information is completely generic, with a few examples to help you understand how different arms and tactics are represented in popular rulesets like Black Powder, Hail Caesar, Chain of Command, Warhammer Ancient Battles and others.

You also get to put into practice all the theory learned in the first part of the book, pitting yourself against a determined enemy in challenging circumstances! With beautifully rendered maps that wargamers will instantly recognise represent easily-available gaming terrain, veteran wargamer Henry Hyde presents no less than seventeen scenarios in this edition, each of which can be adapted and staged using your favourite armies, whether then be Ancient Greeks or modern special forces, Wellington's redcoats taking on Napoleon's finest, or Union versus Confederate or, indeed, pirates clashing with naval landing parties!


All the scenarios are infinitely replayable, enabling them to be used just for an evening's gaming fun or as exercises for the more seriously-minded student of tactics. They can be used with whatever rules you prefer, and the author considers the different approaches that might be needed when using a selection of popular rulesets. Any of these scenarios will also provide hours of gaming pleasure for the solo gamer, as well as for players with live opponents.

And you don't have to be a historical wargamer to benefit from these tactical lessons: mass battle fantasy players will find useful information here too, realising that a regiment of dwarves armed with spears really isn't that different from a regiment of ancient Romans! The content spans the globe, launching you from ancient Greece, Rome and Byzantium, soaring across medieval and renaissance Europe, and taking in the conflicts of more recent times that might be in Russia, the Western Desert, Iraq or Afghanistan. Or why not transpose these scenarios to Middle Earth or Westeros?

Informed by Henry's more than five decades of experience in the hobby, in which he has suffered both victories and defeats, this book effectively summarises that vast experience and condenses it into a series of lessons that you will find informative, entertaining and, most importantly, extremely useful when planning your next battle!

Friday, March 24, 2023

Henry Hyde Limited: Tabletop Battle Tactics Deluxe Full Colour Combined Edition


Henry Hyde Limited: This deluxe full colour edition of Tabletop Battle Tactics brings together the content of books 1 and 2 in the series, but renders the stunning photographs, maps and diagrams in full colour. Moreover, there is now additional content, with a gallery of inspiring games and an additional scenario featuring pirates and Royal Marines on a tropical island! Check this new book now here

Based on a series of articles written by the author for Wargames, Soldiers & Strategy magazine, this volume pulls together all that tabletop tactical advice under a single cover for easy reference. Wargamers interested in any period from ancients to WWII will benefit from the oversight and advice contained in these pages, outlining how each troop type evolved its own tactics to counter its enemies and make best use of new technologies as they arose.

The advice contained here will help you make the best of your infantry, cavalry, artillery, chariots and elephants, through to the radical changes brought about in, for example, artillery from the late 19th century onwards. Most of the information is completely generic, with a few examples to help you understand how different arms and tactics are represented in popular rulesets like Black Powder, Hail Caesar, Chain of Command, Warhammer Ancient Battles and others.

You also get to put into practice all the theory learned in the first part of the book, pitting yourself against a determined enemy in challenging circumstances! With beautifully rendered maps that wargamers will instantly recognise represent easily-available gaming terrain, veteran wargamer Henry Hyde presents no less than seventeen scenarios in this edition, each of which can be adapted and staged using your favourite armies, whether then be Ancient Greeks or modern special forces, Wellington's redcoats taking on Napoleon's finest, or Union versus Confederate or, indeed, pirates clashing with naval landing parties!


All the scenarios are infinitely replayable, enabling them to be used just for an evening's gaming fun or as exercises for the more seriously-minded student of tactics. They can be used with whatever rules you prefer, and the author considers the different approaches that might be needed when using a selection of popular rulesets. Any of these scenarios will also provide hours of gaming pleasure for the solo gamer, as well as for players with live opponents.

And you don't have to be a historical wargamer to benefit from these tactical lessons: mass battle fantasy players will find useful information here too, realising that a regiment of dwarves armed with spears really isn't that different from a regiment of ancient Romans! The content spans the globe, launching you from ancient Greece, Rome and Byzantium, soaring across medieval and renaissance Europe, and taking in the conflicts of more recent times that might be in Russia, the Western Desert, Iraq or Afghanistan. Or why not transpose these scenarios to Middle Earth or Westeros?

Informed by Henry's more than five decades of experience in the hobby, in which he has suffered both victories and defeats, this book effectively summarises that vast experience and condenses it into a series of lessons that you will find informative, entertaining and, most importantly, extremely useful when planning your next battle!