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Type of bind: Mass Market Paperback
EAN num: 9780972251150
ISBN number: 0972251154
Label: Skirmisher Publishing
Manufacturer: Skirmisher Publishing
Page Count: 98
Printing Date: 2004-04
Publishing house: Skirmisher Publishing
Sale Popularity Level: 650259
Studio: Skirmisher Publishing
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Editor's Notes and Comments:
Product Description:
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 humour 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.
User popularity level:

Rated by buyers
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I've played many minis games in my life (Warhammer, 40k, LotR, etc...) and I have to say this original of H.G.Wells is still one of the best rule systems out there! It's easy to understand, easy to use, and easy to get immersed into. No dice, no ambiguosness, just straight forward fun. You can play a day long battle royale of many armys, or a quick 20 min skirmish between to friends. It's also a fun look at history as the pictures of grown men, in full suits and straw hats, laying on the grass playing from the turn of the century are priceless!
Rated by buyers
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Wells is the man! Thank you Skirmisher for putting this classic into my hands. It's a great family game - not too complicated, but not inane. Great game to play after a particularly rough loss of your favorite football team - you get instant revenge on the enemy!
Rated by buyers
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I've been an avid wargamer for 15 years. I'd heard of the rules set down by Wells but hadn't gotten around to reading them. I am glad I did. It took me back to the days of playing with toy soldiers in the back yard. It was neat to see how move, fire, and cover rules came to be. Unit integrity, hand to hand...its all there in its infancy. Its funny how Wells and his sons tackled the same issues that current game designers have to face. The book is a piece of wargaming history and any self respecting Grognard should have a copy of this on their shelf. It would be fun to read and share with children as well.
Rated by buyers
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This is really worth picking up. A great book and a good time.
Rated by buyers
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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 very 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 sucess 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 ... Read More
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