23/10/2014 at 02:31 #11106greenknight4Participant
Light Bobs: a nickname for the British light infantry, first used during the American Wars of Independence, and commonly applied to the Light Division during the Napoleonic wars.
If you are familiar with the Day of Battle, you’ll notice a partial resemblance to them in these rules. I really enjoy the Command, Personality and Battle Line Morale parts of Day of Battle and knew I could use them for other eras.
Light Bobs is meant to cover actions where hundreds, rather than thousands, of soldiers are deployed. I feel that Light Bobs is written to be at battalion level, meaning the player commands four or more units called Companies. Companies are small (4 to 12 figures). This scale is larger than a man-to-man encounter, but below a brigade or multiple battalion engagement.
A basic game is between two leaders called Leaders of Worth with each commanding 4 to 6 Companies. Action is fast and sharp with the different Companies being of mixed arms and varying moral types. This is the scale of small units led by individual officers: a scale that I feel is sorely lacking in rules offerings. To bring out the individuality of the scale and the period I have used the personality rules from Day of Battle. These rules allow you to fight your Leader of Worth from battle to battle and watch him grow as a commander. This system is a sort of paperless campaign.
Interested in reading and playing my beta version edited by Phil Smith? Drop me a note at chris at dayofbattle dot com
Author of Day of Battle, I game in 25mm and 40mm scales. Also enjoy Horse and Musket and WWII Western Front Games. Offering adhesive backed magnets and 3mm wooden bases. www.dayofbattle.com23/10/2014 at 15:36 #11140greenknight4Participant
The following might help to understand the level of the game.
1 – THE BASICS
These rules are written for 25/40mm scale figures. The figures (preferably painted) should be mounted on as small a base as possible. A 1″ round stand is recommended for infantry and a 1 x 2″ rectangular stand for cavalry.
The basic maneuver unit of the game is the Company. The two terms, unit and Company, are interchangeable in the game. A Company is composed of between 4 and 12 figures. Companies include British and American regulars, Tory and Colonial militias, Indians, dragoons, and artillery. The lists provided in the appendix are for small engagements, not armies.
• The next formation is the Battalion. This term will be used to describe all of the Companies in a force, even if they are not actually from the same battalion. The commander of a force is always referred to as a Leader of Worth (LoW). This term indicates that the commander is the player. In the campaign version of Light Bobs each commander starts with a LoW at the rank of Captain. As he progresses through battles his rank may increase which will make him a better commander with more and better troops.
To Play Light Bobs You Will Need the Following
You will need a selection of figures to represent the troops under your command. On average, your force will consist of 33 figures.
You will need a table on which to maneuver your figures. A 4′ x 4′ table is a good size; even larger areas are better when using larger number of figures. Table width should be increased based on the highest ranking LoW. A rule of thumb is 1′ wider than the highest ranking LoW. Tables 6′ or wider should have their depth increased to 5′.
More to come
Author of Day of Battle, I game in 25mm and 40mm scales. Also enjoy Horse and Musket and WWII Western Front Games. Offering adhesive backed magnets and 3mm wooden bases. www.dayofbattle.com
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