Search results
Results from the WOW.Com Content Network
NATO was designed by Jim Dunnigan and published by SPI in 1973. [1]In 2003, Decision Games acquired the license to the game, revised and streamlined the rules, and republished it in Strategy & Tactics #220 as Group of Soviet Forces Germany.
NATO Joint Military Symbology is the NATO standard for military map symbols. Originally published in 1986 as Allied Procedural Publication 6 ( APP-6 ), NATO Military Symbols for Land Based Systems , the standard has evolved over the years and is currently in its fifth version (APP-6D).
In 1979, he wrote The Complete Wargames Handbook (first edition), and in 1980 How to Make War. [4] Dunnigan contributed to Three-Sixty Pacific's Victory at Sea but, he claimed, was not allowed to finish the computer wargame's design, although it was advertised as "James F. Dunnigan's Victory at Sea". [5]
Jim Dunnigan founded the small publisher wargame publisher Poultron Press in 1969, and changed the name to Simulations Publications in 1971. The new company produced a series of wargames of approximately the same scale and using similar rules, all designed by Dunnigan: Tactical Game 3 (sold to Avalon Hill and republished as PanzerBlitz), Combat Command, Red Star/White Star, Kampfpanzer, and ...
NATO Division Commander is a 2-player board wargame in which one player controls the invading forces of the Warsaw Pact, and the other player controls the NATO defensive forces. The game scenarios posit that the Warsaw Pact has already penetrated into the West Germany countryside; the setting is the Fulda Gap north of Frankfurt .
Fulda Gap is a two-player game in which one player controls invading Warsaw Pact forces, and the other player controls the NATO defenders. The rules system is based upon Panzergruppe Guderian, [1] published by SPI the previous year, and comes with Basic rules, for new players, and Advanced rules, to be used once both players are familiar with the game. [1]
Allen Mixson reviewed Nato Combat Vehicle Handbook in White Wolf #30 (Feb., 1992), rating it a 4 out of 5 and stated that "By themselves, the handbooks are a good source. For Twilight gaming support, they are a great set." [1]
In 1980, as wargame publishers turned to computer-based games, Dunnigan wrote The Complete Wargames Handbook, a book about wargaming, including information about how to play, design, and find copies of wargames. [2] The book is divided into nine chapters, preceded by an introduction and followed by appendices and a bibliography. The chapters cover: