Wargames for beginners

Wargames for Beginners

A Beautifully Crafted Tribute to the Hobby

Wargames for Beginners won’t just be another gaming guide—it will be a collector’s edition, lovingly produced as a leather-bound book on high-quality archival paper, designed to be passed down through generations of hobbyists.

This isn’t just something to flip through. It’s something to treasure.

Inside, you’ll find:

Original vintage-style illustrations, inspired by early wargaming, Little Wars, and classic campaign maps

Over 200 pages of rich content covering the entire journey of tabletop wargaming—from its historical origins to modern systems like Warhammer, One Page Rules, and Frostgrave

Spotlight features on legendary games and companies that shaped the hobby

Practical guides for painting, terrain-building, solo play, and campaign creation

A look into the future of wargaming, including AI tools, 3D printing, and digital integration

Every detail of this edition—from the gold-foil stamped cover to the illustrated chapter headings—is being carefully designed to reflect the craftsmanship and passion that defines the wargaming community.

Whether you’re a new recruit or a seasoned general, this book will be your companion, your coffee table centerpiece, and your legacy to the next generation of gamers.

Supporters who donate will be personally acknowledged in the book, immortalized in a work that honors the history and heart of tabletop wargaming.

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📖 Wargames for Beginners – Chapter List

Introduction – From H.G. Wells to the Tabletop Titans

Chapter One: Little Wars – The Game That Started It All

Chapter Two: The Golden Age of Wargaming – 1950s to 1970s

Chapter Three: Fantasy and Sci-Fi Take the Field – The Birth of Modern Miniatures Games

Chapter Four: The Anatomy of a Wargame – Rules, Scales, and Miniatures Explained

Chapter Five: Building Your First Army – Getting Started on a Budget

Chapter Six: Painting, Basing, and Customizing Your Miniatures

Chapter Seven: Finding Opponents, Joining Clubs, and Playing Your First Game

Chapter Eight: Expanding Your Collection – Campaigns, Terrain Projects, and Long-Term Goals

Chapter Nine: The Future of Wargaming – Digital Tools, 3D Printing, and AI

Chapter Ten: ....

Introduction
Wargames for Beginners: From H.G. Wells to the Tabletop Titans of Today

In 1913, a visionary writer and thinker named H.G. Wells published a small book with a big idea. Little Wars wasn't just a whimsical pastime for a rainy afternoon—it was the birth of modern tabletop wargaming. With tin soldiers, simple rules, and the flick of a ruler, Wells turned parlor floors into battlefields and imagination into strategy. He called it “a game for boys from twelve years of age to one hundred and fifty and for that more intelligent sort of girl who likes boys' games and books.”

Over a century later, wargaming has evolved into a global hobby with passionate communities, dedicated clubs, and entire industries built around it. From historical reenactments of Waterloo and Stalingrad to the fantasy realms of Warhammer and sci-fi skirmishes in galaxies far away, wargaming offers something for everyone—whether you're drawn to tactics, painting miniatures, building terrain, or simply sharing a table with friends.

This book is for the curious beginner, the enthusiast who’s just discovered the hobby, or the returning player eager to rekindle the magic. We’ll explore the foundations laid by Wells, trace the development of wargames through the decades, and guide you through everything you need to get started today—rulesets, models, materials, and mindset.

Welcome to a world of dice, drama, and imagination. Your wargaming journey starts here.

Chapter One: Little Wars – The Game That Started It All

 

H.G. Wells and the Joy of Tiny Wars: How a Sci-Fi Legend Invented Tabletop Warfare


When most people think of H.G. Wells, they picture the father of science fiction—a man who dreamed up time travel, alien invasions, and dystopian futures before any of us figured out how to reset a router. But beneath the surface of his visionary fiction was a quieter obsession, one that involved crawling around on the floor, flicking toy cannons, and passionately arguing about the rules of engagement. Yes, H.G. Wells, literary titan, was also a devoted war gamer.


In 1913, Wells published Little Wars, a book that would become the grandfather of modern tabletop gaming. Written with both tongue-in-cheek charm and surprising depth, it laid out the rules for battling with toy soldiers in a gentlemanly fashion. We’re talking miniature armies, cardboard terrain, tape measures for movement, and even a spring-loaded cannon that could launch tiny projectiles. You know, fun for the whole Edwardian family.


What’s particularly fascinating—and more than a little ironic—is that Wells was a vocal critic of real war. He viewed Little Wars as a kind of imaginative satire, a playful outlet for martial instincts in a world teetering on the brink of actual destruction. The book even opens with a warning: war is a “silly, fat, wicked old gentleman” best confined to the floor and the imagination. This from a man who could write about Martian genocide with chilling precision.


So why does it matter? Because Little Wars didn’t just provide entertainment—it laid the groundwork for everything from historical reenactment games to Dungeons & Dragons to your friend’s overly complicated Warhammer addiction. Wells was, perhaps unintentionally, inventing an entire genre of nerdy escapism decades before it became cool (or at least socially tolerated).


In the end, H.G. Wells showed that imagination isn’t just a tool for storytelling—it can also be used to reimagine conflict itself. And that sometimes, the best way to critique the horrors of war… is to throw down some toy soldiers and play out a tiny, absurd, completely non-lethal version of it on the living room rug.


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At the dawn of the 20th century, when most games were played with cards or on boards, H.G. Wells took a bold step. He brought movement, measurement, and miniatures to the floor and gave birth to a new kind of play: the tabletop wargame. Little Wars, published in 1913, is widely considered the first formal set of rules for miniature warfare, and it remains a charming, inventive, and surprisingly practical guide to this day.

A Game Born from Imagination

Wells was inspired by watching his children play with toy soldiers. Realizing there was potential for more structure—and more fun—he and his friends began adding rules, objectives, and mechanics. The result was a game that could be both lighthearted and tactical, filled with laughter, surprises, and a sense of real engagement. He called it Little Wars: a game for boys from twelve years of age to one hundred and fifty… but its influence reached well beyond children's playrooms.

The Basics of Play

Little Wars is elegant in its simplicity. Here's how the game works:

  • The Battlefield: Any open space, ideally a floor or large table, becomes your battlefield. Players arrange basic terrain: books for hills, blocks for buildings, and anything handy for trees or walls.

  • The Soldiers: Wells used 54mm lead toy soldiers, available in abundance at the time. They’re arranged into infantry, cavalry, and artillery units.

  • Movement: Movement is measured using a ruler or tape measure. Infantry typically move 12 inches per turn, cavalry 20 inches, and artillery is stationary unless pushed.

  • Combat – The Cannon!
    The most iconic element of Little Wars is the spring-loaded cannon. Yes, an actual toy cannon that fires wooden pellets! To attack, players literally shoot the cannon at enemy units. Any figures knocked over are considered casualties.

  • Melee Combat: If two opposing units touch, a simple calculation or dice roll resolves hand-to-hand fighting. Wells often left this open to interpretation or "referee ruling," encouraging fair play and gentlemanly conduct.

The Spirit of the Game

Wells emphasized fun, creativity, and sportsmanship. His tone throughout Little Wars is light, witty, and imaginative. He urged players to resolve disputes amicably and even suggested using a neutral referee—foreshadowing what would later become standard in tournament play.

He also acknowledged the game's limits: it was not a simulation of real war, but rather a playful abstraction. Still, the strategic decisions—when to advance, where to aim, and how to outflank the opponent—laid the groundwork for the games to come.

Playing Little Wars Today

Despite its age, Little Wars can still be enjoyed with minimal preparation:

  • Substitute the original 54mm soldiers with modern plastic figures (like Airfix or even 3D-printed models).

  • Use a soft spring cannon toy, or replace it with dice-based firing rules if preferred.

  • Build terrain from books, cardboard, or foam.

  • Play with a friend, or referee a multi-player battle.

There are even online communities and reenactment groups that regularly host Little Wars-style battles, paying homage to Wells's vision.

A Lasting Legacy

Little Wars wasn’t just a game—it was a spark. It inspired countless designers, from Donald Featherstone and Charles Grant in the 20th century, to modern titans like Rick Priestley and the creators of Games Workshop.

Wells himself perhaps said it best: “It is play, in the spirit of play—real play.” And in that spirit, the tradition of wargaming was born.

 

Chapter Two: The Golden Age of Wargaming – 1950s to 1970s

After the novelty of Little Wars faded in the aftermath of World War I, wargaming entered a quiet period. Toy soldiers remained popular, but structured rulesets were few and far between. Then, in the 1950s, a small group of enthusiasts began to revive and evolve the idea. They didn’t just want to play with soldiers—they wanted to simulate real battles with accuracy, strategy, and historical depth. Thus began the golden age of wargaming.

The Rise of the Wargame Clubs

In post-war Britain, a generation of young men who’d grown up during conflict found joy in studying history and strategy. They formed clubs, swapped ideas, and began writing their own rules. These pioneers brought military precision to the hobby and laid the groundwork for modern historical wargaming.

The British Model Soldier Society, founded in 1935, was among the earliest. But it was in the 1950s and 60s that local groups really began to flourish, especially in the UK. Enthusiasts would gather in village halls and church basements to replay famous battles on hand-painted boards.

Donald Featherstone – The Father of Modern Wargaming

One name towers above all others from this era: Donald Featherstone. A former tank commander, Featherstone was a prolific writer and enthusiastic gamer who published more than 40 books on wargaming, beginning with War Games in 1962.

Featherstone’s books offered accessible, practical rules for battles ranging from ancient Rome to the Napoleonic Wars. He introduced core ideas still used today—casualty calculations, morale checks, command structures—and he wrote with warmth, humor, and clarity.

His philosophy was simple: history first, fun always. He didn’t chase perfect realism, but rather playability with a historical flavor. His legacy is still felt in every ruleset that prizes balance and creativity over complexity.

Charles Grant and Others

Alongside Featherstone, other giants of the hobby emerged. Charles Grant, author of The War Game (1971), produced beautifully illustrated guides packed with detailed scenarios and stunning photography. His approach leaned more toward accurate simulation, often with larger battles and formalized unit structures.

Other notable figures included:

  • Tony Bath, who helped define ancient and medieval wargaming.

  • Peter Young, a retired brigadier and historian who co-authored Charge! Or How to Play Wargames—a whimsical and still-loved ruleset for 18th-century battles.

  • Jack Scruby, an American wargamer and manufacturer who helped the hobby flourish in the U.S. by producing affordable miniatures.

Miniatures and Manufacturers

As demand grew, so did the need for proper figures. In the UK, companies like Minifigs (Miniature Figurines Ltd) started casting ranges for historical periods. Scruby, in the U.S., did the same. These companies turned what was once a toy soldier pastime into a miniature industry.

By the late 1960s, gamers could buy painted or unpainted 20mm and 25mm metal miniatures, terrain kits, and even buildings to populate their battlefields. Rulesets became more polished. Hobby magazines like Wargamer’s Newsletter connected players across the globe.

The Hobby Matures

By the 1970s, wargaming was no longer a fringe pursuit. It had become an established hobby with its own literature, communities, and traditions. Historical accuracy remained central, but players also began experimenting with fantasy and science fiction—planting seeds for the revolutions of the next decade.

In short, the golden age was about passion, experimentation, and growth. It set the stage for everything to come.

Wip…

 

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