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1,762 hits since 30 Apr 2018
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Comments or corrections?

barcah200130 Apr 2018 5:10 a.m. PST

Anyone played this new rule set?

advocate30 Apr 2018 5:35 a.m. PST

Yes.

I like it a lot. I actually enjoyed reading the rules, which isn't normal. Now I've played To the Strongest, so it wasn't all new, but the changes all made a lot of sense.

It's played on a grid. That turns some people off, but it works well, simplifying the relative positions of units as well as making measurement easy. The best mats to my mind simply have intersections marked so the grid does not shout out at you. And no rebasing will be required.

Move/fire all your units in a command until one fails activation, and then move to your next command. Units have the possibility of multiple activations (getting increasingly harder). As you can normally return fire (and may even be able to counter-charge), this does not lead to sitting idly by while your opponent moves several times.

I don't like using cards for activation and combat, and have always used chits. They are functionally identical, but you don't leave cards lying about or have to shuffle them at the end of a turn.

I guess you won't get to Carronade on 12th May, but Phoenix is putting on 1st Newbury then.

Guillaume deGuy30 Apr 2018 6:32 a.m. PST

Yes also.
I had some familiarity with TtS! and got to use some draft copies of the rules prior to its release.

Advocate gives a good summary above and I'll add that for me (a solo player) these are "Goldilocks" rules, not to complex, not to simple, which give quick and very entertaining games with period flavor.

As I play in 10mm and use 10cm grid boxes, like advocate I use chits, both for increased speed and space considerations.

For anyone interested the last game I played and documented is reported here:

link

It is Tippermuir (1644) and I did use a couple simple rule extentions to model a few of the units but it does show game flow and some of the mechanisms used.

Personal logo ColCampbell Supporting Member of TMP30 Apr 2018 7:48 a.m. PST

We also helped play test the rules and enjoyed them. As we have also played "To the Strongest!" these were easy to pick up.

One of our test games: link

The published rules are well written and are supported on line by the author. link

Jim

Personal logo BigRedBat Sponsoring Member of TMP30 Apr 2018 8:59 a.m. PST

We have a big participation game at Partizan on the 20th- but I don't think that is local for you, Barcah. ;-)

advocate30 Apr 2018 11:20 a.m. PST

Guillaume, thanks for an interesting report.

Guillaume deGuy30 Apr 2018 3:30 p.m. PST

Thanks, advocate. They are very smooth playing rules.

@ColCampbell – enjoyed reading through your groups early experience with the rules doing Montgomery.

Tony S30 Apr 2018 3:39 p.m. PST

Just played it on Sunday actually. I originally thought it might not be as interesting and more bland than TtS, as ancient gaming has so many more different troop types, but honestly I enjoyed FK&P more than TtS. Really liked it. Like everyone else commenting in this thread, I've played TtS as well, so found FK&P really fast to pick up.

That said, if you like total control over your army, then these are not the rules for you.

Puddinhead Johnson01 May 2018 6:59 a.m. PST

What do you do if you don't have a mat with a grid?

How many boxes on the tabletop are needed?

Thanks.

Personal logo BigRedBat Sponsoring Member of TMP01 May 2018 7:24 a.m. PST

Hi Puddinhead, it's a pretty simple square grid and some people mark up their mats, or temporarily place stones or similar on top. Or I sell ready-gridded mats in a variety of sizes. link

The required size of the grid boxes follows from the width of your units, from 7.5cm to 30cm, but typically 10cm, 15cm or 20cm. The bigger the minis and units the larger the grid.

A good table size is 12 boxes by 8- the smaller ECW battles can be fought on a table that size. Marston Moor, OTOH, is probably around three times that size.

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