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"Imagine-nations what rules?" Topic


17 Posts

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1,393 hits since 10 Mar 2011
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Comments or corrections?

D6 Junkie10 Mar 2011 5:16 p.m. PST

What rules are usually used with
the Imagine Nations of the 18thc?

Natholeon10 Mar 2011 5:31 p.m. PST

Traditionally they are 'Charge' by Brigadier Peter Young and Colonel James Lawford or 'The Wargame' by Charles Grant Sr.
But there is really no reason not to use any published rules you like – or to write your own.

SECURITY MINISTER CRITTER10 Mar 2011 6:52 p.m. PST

I got Lace Wars for that.

Personal logo PaulCollins Supporting Member of TMP10 Mar 2011 7:30 p.m. PST

I think that the rules put out by All The King's Men capture the feel very well. They were a free download on their web site, but I haven't been there in awhile so can't confirm that they are still there.

doug redshirt10 Mar 2011 8:11 p.m. PST

I am getting ready to try "Die Fighting" for my nations.

nsolomon9910 Mar 2011 8:30 p.m. PST

Might and Reason by Sam Mustafa caters for this with a specific module you can download from the website that helps you rate and build your Imagine-Nation's Royal Army. Works pretty well and M&R is a great set of rules for this period.

Crucible Orc10 Mar 2011 9:04 p.m. PST

we use Sharp practice by Too Fat Lardies. It's more suitable for 'le petite guerre' though.

ge2002bill Supporting Member of TMP10 Mar 2011 9:44 p.m. PST

Bonsoir D6,
Batailles de l' Ancien Régime 1740-1763 known as BAR.
Exclusively uses D6 dice BTW.
Go to oldregimerules.com
---
There are lots of good rules.
Good luck,
Bill
---
PS Lots of imagi-nation stories are featured here:
link

Cardinal Hawkwood10 Mar 2011 9:47 p.m. PST

2nd for M&R

freecloud11 Mar 2011 3:47 a.m. PST

I'm using Sharp Practice for small actions, and rebasing from Age of Reason to a generic "play any modern ruleset" frontage of 3 men per 2" as there is such a variety of rules used these days.

I've based all my light troops on 1" round bases (2p pieces) so they can play Sharp Practice and also operate on big scale games as lights troops (most rules seem to have c 1" frontage for lights).

Thoughts if it is helpful over here

link

abdul666lw11 Mar 2011 5:44 a.m. PST

@ D6 Junkie
Any 'historical' (or even not-historical, such as 'Gloire' for small actions / adventures) set that suits you.
Just seize this opportunity to get rid of the debatable 'national characteristics'.

We stay tuned to learn more about your project!

Enteburger11 Mar 2011 6:06 a.m. PST

3rd for Might and Reason

abdul666lw11 Mar 2011 9:04 a.m. PST

M&R is used for 'The Great Pangaean Campaign' link

Otherwise, browse the # 80 blogs linked to 'Emperor vs Elector' emperor-elector.blogspot.com

These, + some 90 additional links, there:
link
(even in a part is currently 'dormant', their archives are enjoyable and inspirational).

Grand Duke Natokina11 Mar 2011 9:18 p.m. PST

Natholeon, both excellent sets of rules. I especially liked the illustrations in Charge!.
Weaselhoffen.

Prince Lupus12 Mar 2011 7:35 a.m. PST

What sort of games do want to play. Small skirmish, Large skirmish, "Divisional", Large.

What size units do you want to use?

I love Charge but very old school.

We also play Black Powder for a number of games. I like these as a unit can be pretty much any size. A battalion of 48 men one week could be a brigade of four battalions next week

Both aimed at the fun end of wargame rules which is what IMO Imaginations should be.

Also how do you want your games to look, "realistic" terrain or old school green paint.

Have fun.

D6 Junkie12 Mar 2011 5:34 p.m. PST

Hey Guys!
Many Thanks for the links and ideas.
Doing a bit of thinking before
any purchases.

abdul666lw13 Mar 2011 6:47 a.m. PST

Actually a wargame campaign (specially an 'imaginative' one) can be played simultaneously at quite different scales. If you take a look at the rich 'Galatea Defiant' one (I'm not involved, so I feel free to positively comment!)
what-if-catalonia.blogspot.com , besides a lot of (simulated) diplomacy and the intervention of random events, you'll discover a whole range of approaches at different levels, from Grand Strategical moves of troops between Flanders, Spain and Italy
link
to RPG adventures
link ('Flashing Blades' / 'Gloire')
through strategical map moves (boardgame fashion), large pitched battles and skirmishes ('Sharpe's Practice' level).

For 'battles', as I understand it M&R uses 'brigades' as the elementary tactical unit, while other sets such as BAR favor 'Big Battalions'. Not much a difference gaming-wise: in the end you always have an 'infantry element' of 48-60 minis moving, fighting and routing as a whole. If a 'brigade' you can enjoy fielding 4 different uniforms, but this has a 'visual' price:
- specially if you give them 2 flags, small units look like Colour Parties, not like fighting entities;
- for infantry it was the ear of linear warfare; now, the *depth* of units is always out of scale, but the smaller the unit the larger the visual discrepancy. If a 'real' battalion of ca. 600 men in 3 ranks is translated as 48 figurines in 2 ranks, each one represents some 12 men in 1.5 ranks of 8: the ratio depth / frontage is wrong by a factor of 5 – 6. But with an unit of, say, 12 in 2 ranks, each mini <=> 50 men still in 1.5 rank: the visual ratio becomes wrong by a factor of some 33! If you leave intervals between your battalions, instead of the characteristic long thin lines depicted in contemporary battle paintings you have *dotted lines* of 'squarish' elements…


And don't forget the (preliminary) enjoyments of drawing the map link and writing the past History of your country (ies: you'll need an enemy link !) syldavianchronicle.blogspot.com , of designing its flags link and uniforms link

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