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"Rules for the whole era?" Topic


21 Posts

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1,255 hits since 10 Nov 2014
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Comments or corrections?

Mute Bystander10 Nov 2014 4:47 a.m. PST

I suppose I could adapt Two Hour War Games Muskets and Shakos for this but let me ask this question.

When you are running middle to large battles in the era (which I will define as WSS to 7YW for this purpose) is there a single set of rules that

1) reflects the historical aspect of armies fighting but doesn't get down too deep in the weeds (army commanders personally positioning/choosing formations for companies all across the front from far away) while

2) giving a reasonably historical result

3) in about three hours (allows discussion post game in a four hour convention time slot.)?

Thoughts:

A) I won't buy separate rules for each war when I am sure you can reflect technology/tactical nuances in a well designed "Linear Warfare" set [if you can't, they aren't IMNSHO]

B) Even superb armies lost battles to enemies throughout this era so no rules that allow super-armies that can't be beaten

C) Command appropriate decision making (see about comments about companies above)

Maddaz11110 Nov 2014 5:05 a.m. PST

"Die Fighting II"

1) It simulates different types of army commanders!
2) Appears to give historical results for WSS/GNW – abd looks like it would give accurate results for later wars – up to 1912.
3) with 16+ units a side, playable in 2-3 hours.

A) At least 3 templates (separate fast play sheets) to represent the periods WSS/GNW – 7YW, Revolutionary war, Napoleonic, FPW ACW and Colonial periods.
B) No super armies – but some armies are better than others,
C) Only command appropriate decision making! – and no cumbersome written orders.

D) No absolute command and control – things can and do go wrong.

Adverse (rules not out yet)

But if you visit the web page… you will see that they are out soon.

(the original DF was brilliant, and based on the upgrades/simplifications since then DFII appears to be better)

Frederick Supporting Member of TMP10 Nov 2014 6:25 a.m. PST

I myself like the Black Powder rules for many of the reasons cited above – but I certainly will give the Die Fighting II rule set a look

Pictors Studio10 Nov 2014 6:29 a.m. PST

Black Powder works for what you want as well.

You can really tweak the units to perform how you would want them with microadjustments to quality allowing for a whole range of possibilities.

It does pay to know the period well. If you know the period you want to game then you will only need the main rule book.

advocate10 Nov 2014 7:22 a.m. PST

King of the Battlefield, by Ian Godwine.

raylev310 Nov 2014 7:37 a.m. PST

Both Black Powder and Die Fighting meet your needs

mad monkey 110 Nov 2014 8:02 a.m. PST

Might and Reason.
Maurice.

sammustafa.com/honour

What can I say, I'm a fanboy. :)

To be fair, Blackpowder would work too.

boy wundyr x10 Nov 2014 8:03 a.m. PST

Maurice should also fit the bill, have played it in a convention time slot and you can customize the armies (or not) and period.

Rich Bliss10 Nov 2014 9:01 a.m. PST

Volley and Bayonet was designed specifically with this goal in mind. Still works great for playing complete historical battles in 3-4 hours time.

Generalstoner4910 Nov 2014 9:49 a.m. PST

Warfare in the Age of Reason by Kershner.

Glengarry510 Nov 2014 12:13 p.m. PST

I second Warfare in the Age of Reason

Personal logo Der Alte Fritz Sponsoring Member of TMP10 Nov 2014 12:32 p.m. PST

I third Age of Reason. It is an excellent package of rules, a complete campaign system, and army lists spanning from the WSS through the AWI.

The rules do a good job of capturing the essence of linear warfare in the 18th Century and if you are new to the period, the historical information provides a good starting point for your research.

I use my own rules, but I would not hesitate to give my highest recommendation to Age of Reason rules.

zippyfusenet10 Nov 2014 5:41 p.m. PST

+1 Volley & Bayonet. The only set I've used that allow two players to *finish* a midsize-to-big historical battle in a day.

Early morning writer10 Nov 2014 7:56 p.m. PST

+9 for Rank and File from Crusader Publishing, 1740 – 1900 with three sets of period modifications to break that longer time frame in thirds. Lots of optional rules if you want them. Plays fine without. And the author maintains a forum and is happy to answer questions.

Gonsalvo10 Nov 2014 10:40 p.m. PST

Field of Battle would certainly meet your criteria as well.

link

link

So would most of the above; many different approaches and options!

COL Scott ret11 Nov 2014 11:27 p.m. PST

Ok I will recommend The Wargame by CS Grant. It is old school but a great game and a good read as well.

It is probably too much in the weeds for you but a good game. Probably best at just a few brigades but good stuff, although finding the rules is probably also hard as they are oop.

Musketier12 Nov 2014 4:45 a.m. PST

Well, I too like Old School rules, but for "running middle to large battles" in reasonable time, my choice would be 'Twilight of the Sun King'. Written for the Spanish Succession but sufficiently abstract or tweakable to last a few decades into the mid-18th C. in my view.

At all of 5 pages (plus one of design notes) they're quick to assimilate (a boon for conventions) but deceptively simple. Written for 10mm figures, with two 40x20mm bases representing a brigade, but all ranges are in paces, with a brigade frontage set at 800 paces, so your basing (and table size) will determine actual ground scale.

Available in the UK from the Pike & Shot Society (of which I'm not a member).

Supercilius Maximus12 Nov 2014 5:18 a.m. PST

One of the things you'll notice in a study of wargames rule sets is how much less adaptable they become, as you move forward in time. Thus a common rule set can cover most Ancient periods upt to early mediaeval; pike-and-shot can go from mid-1400s up to 1700; H&M can go from 1700 to just post-Napoleonic; early industrial takes you up to 1900; and then the "modern" ear needs you to be far more "period specific".

A generic set of rules will work well for almost any conflict in Europe from 1700 to 1790 (I think there are too many subtle differences in the French Revolutionary wars to go further than that without considerable "fudging"). Your problem will come when you try to portray warfare outside of Europe, even with quasi-European armies. How, for example, will you deal with elephants or camels and their impact on the battlefield (which went much further than mere contact with the enemy), or the unique organisations and "army culture" of Asian and African forces? Or wildly different terrain and climate systems? Equally, you cannot really use generic rules to replicate the FIW/AWI/1812 triumvirate in North America because of the plethora of light troops, lack of cavalry, and minimal artillery.

However, what you are looking for is "grand tactical" in level, so I suspect Age of Reason or similar (think "Empire" but SYW-ish?) will do the best job for you, provided you stick to straight-up European H&M. I think "Old School" will require too much unit-level micro-management for a multi-player game with such a time frame as you have.

grommet3712 Nov 2014 9:57 p.m. PST

After reading the many threads like this, I have a short list of rulesets to buy and try this winter.

I have BP from the library, recently picked up WitAoR, and will next be buying MaR and V&B, most likely followed by TotSK and KotB. I now have a few new candidates to add to the list. Die Fighting II you say? Interesting…

Initially, I'll be playing with some kind of counters, till I decide on a specific period and figure scale. Right now I'm more obsessed with the history and the tactics than I am with the painting and the gluing. 8)

Of course, after reading all those rulesets, and an ever-increasing pile of military history library books, I'll have to home-brew my own special house rules.

This must be the next phase after "toy soldiers!" ooh-shininess: "rulesets!!" ooh-shininess!

Musketier13 Nov 2014 10:23 a.m. PST

Each of the four you selected has its distinct flavour, so yer pays yer money an…

For what it's worth, my earlier post notwithstanding, our group much enjoyed King of the Battlefield as well.

Have fun!

cae5ar13 Nov 2014 3:12 p.m. PST

Another vote for Maurice. Disclaimer: Your first game might feel unconventional (though entertaining and challenging) but you'll be wondering about the historical accuracy. Then you start playing a few more battles and realise how brilliantly Maurice captures the historical essence and realistic outcomes. It is a very cleverly designed game and still my favourite published wargame to date.

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