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"Grand Tactical SYW Rules Suggestions" Topic


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PVT64115 Feb 2017 5:52 a.m. PST

Looking to get in to the period and am looking for rules suggestions.

Rich Bliss15 Feb 2017 6:05 a.m. PST

For Grand Tactical, I use Volley and Bayonet. Scenario books are available which cover most major battles on both fronts.

Personal logo Extra Crispy Sponsoring Member of TMP15 Feb 2017 6:38 a.m. PST

Might & Reason. Written specifically for the period, has loads of scenarios, and the command and control system coupled with the unpredictable turn lengths makes for interesting tactical problems.

daler240D15 Feb 2017 7:29 a.m. PST

agree with Might and Reason, also Twilight of the Sun King. (with minor modifiactions)

Altefritz15 Feb 2017 11:01 a.m. PST

Volley and Bayonet. I never tried Might and Reason but given my good experience with Maurice I think it would deserve a try.

vtsaogames15 Feb 2017 11:37 a.m. PST

Another vote for Twilight of the Sun King. Each unit is a brigade and all combat is resolved as a morale test for each threatened unit at start of the turn. The only other action is a die roll for difficult moves (changing formation, charging, etc.)

dantheman15 Feb 2017 2:22 p.m. PST

Might and Reason. Extra Crispy already gave the reasons why. My first go to SYW ruleset.

Age of Honor is also fun and is an official Fire &Fury variant, if you like Fire & Fury. This will require more figures though and is geared to 15mm. I have 28mm. Unfortunately few people near me play it.

Lascaris15 Feb 2017 5:39 p.m. PST

Another vote for Might & Reason. Probably my all time favorite game system.

Musketier17 Feb 2017 4:35 p.m. PST

+ 1 for Twilight of the Sun King.
Deceptively simple, yet requiring good planning, gave us enjoyable games with clear and plausible outcomes in an evening.

PVT64128 Feb 2017 9:31 a.m. PST

Thank you for the suggestions Gents!

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