" Warr without an Enemie" (WWAE) is a set of rules for the British Civil Wars 1639-1651 written and published by the Wyre Forest Wargames Club in 2014. I believe the principal author is Nick Dorrell.
As far as I know, they are available only online and in pdf form from the Wyre Forest guys. I don't remember what I paid, but it was modest. Note I have no connection whatsoever with this group or Mr. Dorrell– I don't even know where the Wyre Forest might be other than "England" – so this is an unbiased review.
I have read the rules very thoroughly and corresponded with Mr. Dorrell to clear up some confusion. I have also played one of the historical scenarios provided using the rules.
The rules span 60 pages and are nicely produced with photos of miniatures in action and diagrams to illustrate some rules points. They include rules needed to play the game, a series of army lists with rules for randomly generating forces, and three historical scenarios (Southam, 1642, Whalley 1643, Montgomery 1644). The army lists included are Royalist, Parliament, and Scots Covenanteers. Within these broader categories are more specific lists (e.g. Royalist have Oxford, Northern, and Western Brigades).
Units
Units are composed of a number of bases, 3-12 for infantry, 2-10 for cavalry and dragoons. Each base represents 60-100 infantry or 30-50 cavalry. Base size is not dictated (although the author's assumption is that bases will be between 1" and 2" wide). The number of figures on each base doesn't matter because calculations of unit strength are per base, not per figure.
For that matter, it doesn't matter (except for aesthetics) if your infantry bases have musketeers or pikemen on them because each unit is given a rating that signifies its ratio of pike to shot. This (the authors admit) is inspired by the Forlorn Hope ECW rules. So there's no worrying where you pikemen are situated or where the shot is for purposes of fire. All of that is assumed to occur "under the hood (bonnet)." Of course, units with a higher ratio of shot to pike shoot better and units with more pike then shot fight better in close combat.
Cavalry are classified according to their tactics. There are Gallopers, Pistoleers, Swedish, and Dutch cavalry. These function quite differently. For example, Gallopers are very aggressive and are difficult to stop once they get going. Pistoleers can't charge an enemy unit unless on the enemy's flank or rear or the enemy is in bad shape and can't countercharge either. Swedish and Dutch are somewhere in the middle of these two extremes.
No formations are specified in the rules except square or "hedgehog" if you prefer. In emailing Mr. Dorrell I've learned that units are to operate either in a line composed of a single rank of bases or a march column one base wide.
Unit's performance is affected by "Disruption Points" (DP). There are many ways a unit can can accrue these. This includes, but is not limited to, through movement, as the effect of combat, by friendly units routing nearby, by pursuing a routing enemy, or bumping into friendly units during movement (see below). For example, a moving unit can get a DP if it rolls a 1 on a D6 (all dice are D6) while moving over open ground.
The number of DP's a unit has is generally deducted from its movement roll and combat rolls. When a unit as accrued 5 DP's the next DP will cause a base removal. DP's can be removed by the army generals and, in some case, by units themselves.
Turn Sequence
Turns are composed of a number of phases. This is not an IGO/UGO turn sequence. All action in each phase of the turn is simultaneous for both sides.
Simultaneous movement can prove an issue when things get close and two units want to occupy the same space. The rules don't provide a resolution for this. What we did when playing was just roll a die for each side, with the winner getting to move first. This seemed to work fine.
In the first phase the army's generals generate Command Points (CP). These CP are randomly determined for each general each turn. They are spent to give units orders as well as do other tasks like inspire units in combat, remove DP's from units, and even to move the general.
Next comes retreats/routs and advances/pursuits resulting from combat in the immediately prior turn.
Next comes the Orders Phase. Each unit must operate under an order. The orders are given by the army's generals who must spend Command Points (CP) to do so. The orders are Hold, Advance to Fire, Advance to Combat, Charge Threat, Screen and Retire. The basics of these are as you'd expect. The only one that needs explanation is Charge Threat. This is in essence "opportunity charge" order. It allows the unit it's been given to to charge an enemy unit that moves, out of the normal turn sequence. It is also the way by which cavalry with fire capability can use the "caracole" to fire on the enemy.
Once an order is given to a unit it continues to operate under that order each turn until it is given a new order or combat results change its circumstances. In other words, a unit does not have to be given an order each turn to act. Most units can themselves convert an Advance order to a Hold order without being ordered by an army general. The exception is Elite units (like Cavalry Gallopers) which have to keep on going unless ordered to stop by a general.
Following this Charges are declared.
Next comes fire for units that will not move in the turn.
Charge moves are then resolved. Units may be able to countercharge based on their unit type and the type of unit charging them. (e.g. Pistoleer cavalry can't countercharge-they must stand and shoot; Gallopers must countercharge; infantry can't countercharge cavalry). Charge distances are random. The charging (or countercharging) unit rolls a number of dice to see how far it can go. The number of dice rolled depends on the type of unit charging. Infantry can roll up to 2D6, Galloper Cavalry can roll up to 4D6. Because each time a unit rolls a dice for movement it can get a DP, there is incentive to roll as few dice as possible while still being able to make it into contact. On the other hand, charging cavalry get a bonus to combat if they roll more dice and charging unit that doesn't reach its target takes a DP.
So there is a balancing act here.
The target of the charge takes a Nerve Test to see if it fires on the charger. If it passes it fires, if it fails it doesn't. This roll can be affected by CP's spent by a general. Hits from this fire don't actually cause DP's. They affect the Charge Test (see next).
Next comes what's called the Charge Test. This is an opposed die roll with modifiers. This roll can also be affected by CP's spent by a general. The loser takes the difference in DP's. The units are then moved into contact.
Following this charge procedure comes normal movement. Movement distance is random. For example, infantry can move up to 2D6. The unit must move the entire distance rolled. If this causes it to collide with a friendly unit, both units take a DP. Units have a chance of taking DP's based on the dice roll and the type of terrain they're crossing. For example, a unit crossing open ground takes a DP for each roll of 1 on the D6 it rolls, whereas a unit moving in boggy ground gets a DP for each 1 or 2 rolled. Units change facing by wheeling. Wheeling automatically gives the unit 1 DP. There is no oblique movement.
After normal movement units that haven't moved can fire (this is the second "stationary fire" phase). Then units that moved (but not chargers or charge targets) can fire. Fire is by base. Each base can fire (doesn't matter if it's a base of muskets or pikes). Bases can only fire straight ahead. Range is 10" for muskets. There is no maximum range for artillery, but anything over 24" is long range. You roll one dice for each base firing (or per crew figure for artillery) and consult a "to hit" table. As an example, an infantry unit with a 2:1 ratio of Shot to Pike will hit on a 3+. A unit with a 1:1 ratio of Shot to Pike will hit on a 5+. The target then rolls to save each hit. The chance to save is based on the quality of the target. Trained units save on a 4-6. Hits from artillery can't be saved. Each unsaved hit means the target takes a DP.
The next in the sequence is Close Combat. All bases in a unit fight, regardless of whether they're in contact with an enemy base. Charging cavalry roll 2D6 per base, minus one D6 for each DP the unit has. All other units roll 1 D6 per base, again less one D6 per DP the unit has. There is a "to hit" table. Saving rolls are as for fire combat. Compare the hits scored by each side on a Melee Result Table and apply the results for each side on the Melee Results table. For example, if one side loses by 2 or more the loser takes 3 DP and retreats. The victor takes 1 DP and must pursue.
The next phase is called "Redressing Ranks." A unit can remove a number of DP's depending on their quality and circumstances. For example, Trained units can remove 1 DP if they're not in combat. Generals can also remove 1 DP by spending 2 CP's.
The final phase is Army/Brigade Morale.
We played the Southam, 1642 scenario from the rule book. This is a small scenario, with a Royalist cavalry-heavy force versus a Parliament force with more infantry and lesser quality cavalry. The game played fine although the Galloper vs. Pistoleer cavalry matchup heavily favors the Royalists. The importance of having your general in the right place at the right time to make sure units fire at charging enemy and/or to inspire them in the charge test was apparent.
The rules are significantly more involved then rules like Pike & Shotte. The charge sequence alone is fairly complex. We also thought that they gave a better period feel than more generic rules like Pike & Shotte. I can recommend WWAE and will play them again.