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"Indian mutiny rules." Topic


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cat herder04 Oct 2011 10:47 a.m. PST

Hello chaps can anyone suggest a good set of Indian Mutiny rules, I already have Sepoy but am looking for something to play lager actions with. Thanks for any help..CH.

Connard Sage04 Oct 2011 10:51 a.m. PST

Principles of War?

MajorB04 Oct 2011 10:54 a.m. PST

Black Powder?

Inkpaduta04 Oct 2011 11:19 a.m. PST

There is that new set out called (I believe) The Devils Wind.
Thought about getting that myself. Anyone have it? How does it play?

Oh Bugger04 Oct 2011 12:06 p.m. PST

Dunno but someone on here was selling off copies at a very good sale price. Do a search maybe.

little o04 Oct 2011 12:10 p.m. PST

These are ones I know of- Black Powder will soon have an India book, Fields of Honor, Piquet, Principles of War, John Company, Devil's Wind, Sepoy. I played Devil's Wind- not what I was looking for in a set of rules. They are on sale right now from Northstar. John Company is well presented but with somewhere around 8 QRS sheets and single mounted figures, I can't see it playing very fast. I've played POW extensively and it's good, but I think the real enjoyment of the Mutiny comes from company to battalion actions. POW could be scaled down to company maneuver units like Richard Clarke did for Mexico, and it would work. Honestly, I think there is a hole to be filled for India Horse and Musket and Rifle warfare. I will look at the Black Powder book when it comes out, but right now I am basing 28s for Fields of Honor.
Mike D

DinOfBattle204 Oct 2011 12:30 p.m. PST

The new Din of Battle 2nd Edition Colonial rules from Piquet Inc cover the Mutiny and many other colonial conflicts. Battalion, Company and squad scales represented.

Game info:
link
Order info:
piquet.com

Cheers
Eric Burgess

dwight shrute04 Oct 2011 2:31 p.m. PST

black powder , or go to the yahoo fire and fury group where there used to be an IM version in the files .

Pictors Studio04 Oct 2011 3:10 p.m. PST

I'll be using Black Powder when I get around to it. I have most of the troops ready but still need to paint a few more.

DisasterWargamer Supporting Member of TMP04 Oct 2011 4:00 p.m. PST

I have gamed it with Indunas, Colonels and Emirs and Sepoy

Pedrobear04 Oct 2011 5:25 p.m. PST

I bought Devil's Wind recently.

It's a pretty Old School set of rules, but has elemental basing (IIRC) – one base of figures has 4 hits or so, so you don't remove figures as they are 'hit'.

Shooting and melee are pretty Old School – roll to hit, roll to wound, roll to save.

There are some special rules for characters which lend a flavour to the period.

I didn't use them in the end, although they did provide some ideas for my own Warmaster mod set of rules.

Cheriton05 Oct 2011 5:37 a.m. PST

I think "John Company" is a good set of rules for the period not least as it is written for the era of HEIC specifically. It culminates at The Mutiny, not attempting a "blanket" Colonial Wars coverage.

Lots of information beyond the rules. A well presented 100-plus pages with scenarios, uniform info, bibliography, etc. Well worth the dosh, IMHO.

No, not in the pay of Patrick (aka TVAG), just a long-time supporter of his approach to colonial gaming. Stop by the website if you've never been:

link

…even if you have for that matter. Always calculated to get one's colonial juices flowing…

guinness

Nick Stern Supporting Member of TMP05 Oct 2011 12:45 p.m. PST

I have been trying to find a good set of rules for the Indian Mutiny for almost 25 years, ever since the Foundry came out with the original Perry designed line. Lately, I have been using a stripped down version of TSATF for large actions with the GMs moving the mutineers and all the players playing the British. IMO, the challenge with gaming the Mutiny is that, in order to recreate historic battles, where the mutineers outnumbered the British forces by up to 20 to 1, the mutineer forces have to be so feeble as to be no fun for a gamer to play. I bought John Company, hoping to see how they solved this problem in an historic battle scenario and was very disappointed to find that their example scenario for the IM was a fictitious one. I recently bought The Devil's Wind and am anxious to try it. They address my concern about the unevenness of the opponents by offering an option where the mutineers are run automatically and all the players play British. And to their credit the example battle they present is historic: Nicholson at Najafgargh.

cat herder05 Oct 2011 3:46 p.m. PST

Thank you to everyone for your feed back, it is much appreciated. Nick Stern, do you think you would be able to write a quick report on the Devils Wind rules once you have played a couple of games, I would be grateful if you could. Once again thanks to all…CH.

Bob Bergman11 Oct 2011 8:19 p.m. PST

Try my Indian Mutiny rules that I use for conventions in the SF Bay Area. Simple, fast, area movement, all players on the British side, no measuring, use d6 for firing and melee, d12 and d20 for morale for mutineer side, and especially well-suited for larger battles. Visit link
Nick Stern has expressed a desire to play in one my battles some day, but I have to get back to a convention (maybe when my daughters are older :))

Bob Bergman11 Oct 2011 8:21 p.m. PST

Oh, and another thing. THEY ARE FREE! I like to play with a lot of my toys, and I have run convention games with six players and about 140 figures on the player's side and 400+ figures on the mutineer side. Also, card driven, with special cards for Gurhkas, Sikhs, Highlanders, Afghan clans, badmashes, Gunga Din (as a young man), Harry Flashman, etc.

alan L14 Oct 2011 1:12 p.m. PST

Bob,

Thanks for the rules.

Alan

Nick Stern Supporting Member of TMP15 Oct 2011 2:46 p.m. PST

Bob,
I did play in one of your games. It was like being in the middle of an adventure movie! And it helped convince me that the best way to the IM is for the GM to run the mutineers and allow all the players to be heroic British.

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