09/08/2019 at 14:18 #119610
The rules allow solitaire or multiplayer field battles of the period 300 AD – 1850 AD. The rules can be used for other periods at the user’s discretion. Players represent the individual commander of an army or force in opposition. Each commander will need suitably painted figures mounted on movement units or bases, 1 normal die (1-6) for orders, and 1 colored die (1-6) for combat results. A flat table or other surface should be provided for the battlefield. Rulers, templates, markers, records, army lists, and casualty caps are not required.
The battlefield is a rectangular surface of area divided into 32 regions, clearly marked to assist adjudication during the battle. Adjacent to the battlefield are off battlefield rear and flank areas. The dividing line between each area and the battlefield is each side of its rectangle. 1 long side rear area is friendly to each army in conflict. Flank areas are always friendly. All figures on the battlefield and each flank or rear area remain visible to all commanders during the game.
Every convenience has been applied to provide a streamlined and easy to learn system to enhance the experience of the players. Strategy and tactics are clear and players will apply these during the battle to various degrees of success. Most battles should require 60 to 120 minutes to complete. Gaming clutter that turns your site into a rat palace is not necessary and therefore removed from the game.
The rules provide a continuous process that concludes when a victor is determined. The process branches at various events to allow all players the initiative. Player commanders can submit orders to their units. 10 orders are available and 3 are combat related. Each order is tested to determine its resultant action.
The rules use a grid system so players cannot fudge distances with their rulers. Only necessary action and combat factors are used. Casualty tables are not required. The natural laws of probability will determine momentum shifts and contagions.
There are 4 rule sets available; Roman, Medieval, Renaissance, and Western War Game Rules. Each rule set has identical text, but they differ in title.
To purchase a rule set, use this link: e-Junkie
For more content, use this link: War Game Rules10/08/2019 at 19:45 #119666warwellParticipant
What is covered by “Western” wargame rules. The pic looks like horse & musket. Is that correct?10/08/2019 at 20:24 #119667
Yes! In fact, each rule set covers 300 AD to 1850 which includes the horse and musket era.10/08/2019 at 22:26 #119669Guy FarrishParticipant
I have to ask.
What was the change in warfare c300AD that made you start there?
If the rules can handle chraging knights, Swiss, Landsknecht, Burgundian and Flemish pike blocks, linear flintlock era black powder and the minie bullet, why not pre 300AD combat?10/08/2019 at 22:59 #119672
There were 3 reasons. The late Roman army was conscripted and before 300 AD it was mainly volunteers. Secondly, there are no chariots, and thirdly, serfdom became Roman law after 300 AD. There were no slaves.
In the rule period, there was only one battle that might have used war elephants, and that was the battle of Ankara in 1402 with Tamerlane. However, each rule set supports the use of war elephants.
In the rules, the soldier types have more to do with performance than the weapon types like shock, ranged, and improvised. Small units are better at shooting, but large units are better at attacking. Eventually shooting became synonymous with attacking. After 1500 AD, sometimes small units of just firearms can repel large units of just pikes.
Before 300 AD, you could use just about anything except chariots, so long as the rules soldier types of veterans, regulars, and irregulars work for you. Before 300 AD, irregulars might include slaves and serfs that would be a contradiction.11/08/2019 at 08:17 #119674General SladeParticipant
I’m a bit confused about this. Is this the same set of rules but with four different titles?11/08/2019 at 14:54 #119683
Yes! But each rule set includes a small amount of art that coincides with its title.12/09/2019 at 12:51 #121978Paul JeuneParticipant
Just as a heads up for what you get for your $8. This is a three page rule set with one picture. More of a toolbox format really.12/09/2019 at 17:20 #121992
Well, you are free to go with WRG or facsimiles. You could get a DBR reprint and army lists for $30. It is 300 pages. Good luck learning it and playing it correctly. We stopped playing anything from WRG in the 1990’s because every game was invalid since we were not playing it properly. If you want pictures (usually black line drawings), paperback reprinted books are $25 to $30.
My rule sets are not in toolbox format! They are complete, streamlined, and simulate battles better than WRG titles. I started war gaming decades ago. My experience allowed me to eliminate unnecessary complexities.
War Game Odds is an optional manual that provides users with probability statistics for the most common 180 events that occur in game battles. The chances that a target, fortified, or attacking unit will retreat or flee is presented as reference for each event. Invaluable for all players!
The main source for the rule sets was The Art of War in the Western World by Archer Jones.
To purchase War Game Odds, use this link: War Game Odds
23/09/2019 at 03:53 #12299908/10/2019 at 08:52 #124010
- This reply was modified 5 months, 2 weeks ago by Stwa.
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