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MiniPigs15 May 2019 9:49 p.m. PST

In any period what are a set of rules you think are fun, easy to pick up and carry some impression that they fit for that War or era?

Coyotepunc and Hatshepsuut15 May 2019 11:33 p.m. PST

Five Men In Normandy

advocate15 May 2019 11:35 p.m. PST

Chain of Command – WW2
King of the Battlefield – 18th Century
For King & Parliament – ECW

advocate15 May 2019 11:37 p.m. PST

I should note that KotB works best for larger European battles, I don't know how well it might do for AWI

repaint16 May 2019 1:12 a.m. PST

Fate of a Nation (AIW)

Lee49416 May 2019 1:35 a.m. PST

For WWII shameless plug my Skirmish Action rules. For Ancient and Medieval Rules ADLG. For Napoleonics Age of Eagles and for ACW Fire & Fury. Finally for Naval General Quarters. IMHO two sets of rules I don't feel give a "real feel" are Flames of War and Bolt Action even though they both are very popular and widely played.


Colbourne6616 May 2019 1:50 a.m. PST

Chain of Command for WW2 and General De Brigade for Napoleonics

Fitzovich16 May 2019 2:07 a.m. PST

One Hour Skirmish Wargames.

The Sword & The Flame.

Limeys & Slimeys.

Dexter Ward16 May 2019 2:42 a.m. PST

To the Strongest
For King & Parliament
Muskets & Tomahawks
Sharp Practice
Dead Man's Hand
Death in the Dark Continent
Chain of Command
I Ain't Been Shot Mum
General Quarters 3

BrockLanders16 May 2019 4:14 a.m. PST

Chain of command is the funnest ruleset my group has ever played. There are still some nuances we're trying to pick up but it was pretty easy to learn

redbanner414516 May 2019 4:25 a.m. PST

Pickett's Charge
General d Armee
Fireball Forward
Napoleon's Battles

Karellian Knight16 May 2019 4:41 a.m. PST

Sharp Practice
Lion Rampant
Men who would be kings
To the strongest

TGerritsen Supporting Member of TMP16 May 2019 4:48 a.m. PST

Naval Thunder
Lion Rampant

Joes Shop Supporting Member of TMP16 May 2019 5:00 a.m. PST

CrossFire – WW2

GatorDave Supporting Member of TMP16 May 2019 5:02 a.m. PST

Napoleonics – Blucher
WW II – Rommel, Spearhead
ACW – Fire n Fury, Black Powder

Personal logo FlyXwire Supporting Member of TMP16 May 2019 5:03 a.m. PST

Muskets & Tomahawks
Ancient & Medieval Wargaming by Neil Thomas
Cruel Seas

BattlerBritain16 May 2019 5:16 a.m. PST

Squad Leader – WW2

Big Red Supporting Member of TMP16 May 2019 5:17 a.m. PST

I like the Rampant series all the way from Lion Rampant, Pikeman's Lament, Men Who Would be Kings to Rebels and Patriots for large skirmish or semi-skirmish games.

For larger games I like Victory Without Quarter (ECW), Neil Thomas (WSS, Napoleonics), On To Richmond (ACW)

athun2516 May 2019 5:30 a.m. PST

AK47 (1st ed.)
VSF (Valor, Steele, and Flesh)

Personal logo Stosstruppen Supporting Member of TMP16 May 2019 5:31 a.m. PST

Other than some nuances I have found these to be pretty easy;

Age of Honour
Age of Reason
Napoleons Battles
Age of Eagles
Fire & Fury
Black Powder
Lion/Dragon Rampant
Battles in the Age of War (or really any RFCM rules)
Chain of Command
Bolt Action

USAFpilot16 May 2019 5:49 a.m. PST

By far the easiest game to learn and play in one session are the Commands & Colors series of games. You don't even need any miniatures; all you need is some table space.

Marc33594 Supporting Member of TMP16 May 2019 5:54 a.m. PST

Rapid Fire does it for me. For the reasons outlined in the original post they make great rules for convention games.

14th NJ Vol Supporting Member of TMP16 May 2019 6:35 a.m. PST

Napoleonics – SHAKO 2

ACW- Regimental Fire & Fury and Black Powder 2 with Glory Hallelujah ACW Suppliment

WW2 – Fist Full of TOWS 3 and GHQ Microsquad.

Modern – Fist Full of TOWS 3

All of these play fast enough to use at conventions.

Personal logo miniMo Supporting Member of TMP16 May 2019 6:38 a.m. PST

Rules According to Ral.

Pvt Snuffy16 May 2019 6:46 a.m. PST

Easiest and fun land miniatures rules are the Neil Thomas ones.
"One-Hour Wargames"
"Ancient & Medieval Wargaming"
"Wargaming: An Introduction"
"19th Century Wargaming"

These are "Easy" because you can intro a newbie and have them playing quickly, and by game two they are thinking about game decisions not the rules [with a little help]. Also, the design decisions are explained in the design notes so "easy" to tweak. Finally, OHW is especially "easy" b/c it comes with 30 interesting scenario challenges. The scenarios can all be used for the other games [or any game, really].

They are "Fun" because they have clearly different Unit types to evoke the period. Also, they are fun as in "not for tournament competitiveness" since the rules are not tightly written. Ambiguities are mostly covered by the fact that they play quickly enough that you can switch sides and replay, so any imbalances are covered that way.

My other thoughts are my own designs, but I would say that…

Personal logo ColCampbell Supporting Member of TMP16 May 2019 6:58 a.m. PST

The Sword and the Flame for Victorian colonial battles
Rules by Ral for "beer and pretzels" medieval battles


Old Contemptibles Supporting Member of TMP16 May 2019 7:13 a.m. PST


redmist112216 May 2019 7:21 a.m. PST

Mmmm…a very nice list…but you all for "Blood & Plunder".


Jeffers16 May 2019 7:31 a.m. PST

Snuffy +1, but you knew that already….

warwell16 May 2019 8:14 a.m. PST

Very pleased with Simplicity in Hexes

wrgmr116 May 2019 9:21 a.m. PST

Marc33594 – Rapid Fire are great for conventions. I'm putting on a game May 25 at Enfilade using them.

Aethelflaeda was framed16 May 2019 9:24 a.m. PST


Phrodon16 May 2019 9:42 a.m. PST

I always liked Chainmail. Fun and simple. Ah, those were the days.

UshCha16 May 2019 9:46 a.m. PST

I am always wary of this sort of question. The thread on fast play rules can't even decise what a fast play set is. Our rules, Maneuver Group, is quick to pick up as far as understanding the rules, particularly if you don't want engineering, and most folk don't. It does give an excellent reproduction of what its aimed at.

However it is by some described as "complicated" as you need to turn the turrets of tanks, just like you did as a kid, Oh and merely incidentally like the real thing. Soa easy to understand the rules yes, BUT it requires thought, does not replace thought by die rolls and it does not have a points system because don't work on real maps, and equal sides battles almost never happened.. Also try playing a points system in a swamp!

So you need to be very clear what it is you want, something to just put the models on table, possibly at a higher density than the real world, looks good an requires minimal thought, or a simulation which may limit the number of models on the table and require some basic understanding of real world tactics. Unfortunately you can't have both in the same set.

jefritrout16 May 2019 10:12 a.m. PST

Corner Kick works if you are interested in a game of Soccer/Football/Footy.

MiniPigs16 May 2019 11:13 a.m. PST


The rules dont have to be fast-play. Just getting a sense of rules people think are fun without being poorly written, overly complex, hard to remember and bogged down by either charts or dice.

I didnt want to be too specific, not because I cant cast a good question but rather because I dont like to box people's answers in. I want to encourage examples and reasoning to help myself and others. Also, who knows, someone might have suggestions I never considered.

Rich Bliss Supporting Member of TMP16 May 2019 11:20 a.m. PST

Volley and Bayonet

14th NJ Vol Supporting Member of TMP16 May 2019 12:20 p.m. PST

Amazing how many different rules are liked by gamers. I guess there will never be one rule set everyone can play & like and not rule lawyer to death.

Kinda like cars; Ford, GM, Toyota, Honda, VW, Mazda, BMW, etc etc.

We humans in the first / second world are a picky lot. If it's not our way it's the highway. I'm guilty of this too.

Imagine if we could agree on one set of WW2 rules. Everyone would know how to play it if they played WW2.

John Leahy Supporting Member of TMP16 May 2019 12:34 p.m. PST

Field of Battle

Dragon Rampant

Fistful of Lead

Galactic Heroes



Gaslight and its variants

Chaos Wars

Kings of War

Aethelflaeda was framed16 May 2019 1:11 p.m. PST

Whatever I like and you don't!

cj177616 May 2019 1:28 p.m. PST

Lord of the rings strategy battle game.

Probably the easiest set of rules to learn and it's fun to play.

Personal logo miniMo Supporting Member of TMP16 May 2019 2:45 p.m. PST


Lion in the Stars16 May 2019 2:46 p.m. PST

Easy to remember rules with minimal exceptions are good. It's my major complaint about Infinity (and y'all should know how much I generally love those rules), there are a LOT of rules and some odd exceptions to exceptions. It's nowhere near as <s>bad</s> complex as SFB (but I don't think anything is that complex, except maybe Harpoon). It's also a bit of a problem with the Ambush Alley rules, you really need to set up a reaction cascade and play through it a couple times before it makes sense.

'Nam (and Fate of a Nation) are pretty good, especially if/when you run all the helicopters. Helps if you are also blasting Ride of the Valkyries at the start of the game, and then into the Top 40 of 1966-1975 for the entire game. Helps set the mood.

Lord of the Rings is also really easy to pick up, and plays very well as heroes v mooks. I can even say the same for War of the Ring, the big-battle version.

Joe Legan16 May 2019 5:12 p.m. PST

Force on force
Cruel seas
Bag the hun
Combat patrol
Chain of command

Henry Martini16 May 2019 6:38 p.m. PST

Most of Chris Peers' output qualifies, the only let down being that the rule sets in his skirmish series ('A Good Day to Die' etc.) too faithfully replicate the design of his modern skirmish game, 'At Close Quarters', on which they're based. The movement system from ACQ works for moderns (and WW2), but is out of place in other periods and unnecessarily complicates games. Thankfully he dropped it for his true skirmish Old West rules, 'The Law of the Gun'.

Peers' earlier, single-based figure battle rules are remarkably simple but a lot of fun, and at the same time each set manages to convey a convincing sense of its particular period; especially 'In the Heart of Africa'. His WW1-era game, 'Contemptible Little Armies' is sufficiently loosely constructed to be easily adaptable to a wide range of early 20th century conflicts, such as my obsession, the Mexican Revolution.

Pvt Snuffy16 May 2019 8:46 p.m. PST

I'd have to add a +1 to Kings of War. It isn't simple to play, but the rules are simple and fun. There's a LOT of thinking involved with the many unit possibilities.

I'd disagree with UshCha about some of his rule design statements – he should look up the article "Simplicity in Practice" soasto better differentiate between "simple" and "simplistic".

I will also add that I haven't played his rules, which may be excellent.

UshCha17 May 2019 1:50 a.m. PST

I coiuld only find a John's wargames page covering Simplicity in Practise. To mee the writr up had all the makings of a Simplistic game we to me would make it unplayable. However it may have beed just a poor revirew.

What stands out is that Command and control was not even mentioned, does this mean it has none. If that were the case it would be an epic fail for me.

No comment on how realistic terrain is coped with, major fail for me.

Movement again is barely mentioned so it looks like it has not even got as far as DBM so really down to massively over restricted.

So summary summary, very few rules but also very few seroius decisions to make. You can't move to a flank (like Alexander did) as the move rate is too restricted (Featherstone Clone). Easy rules don't neccessarily have to make a midless game with loads of die.

ZULUPAUL Supporting Member of TMP17 May 2019 3:56 a.m. PST

Lion Rampant

FusilierDan17 May 2019 4:04 a.m. PST

A Gentleman's War
Field of Battle
5 Core Company Commander
Flint & Feather.

Yellow Admiral17 May 2019 8:15 a.m. PST

+1 miniMo:

Good one. My disinterest in scifi and fantasy gaming is nearly total, but every decade or so I rediscover how much fun the Ogre/GEV system is. Steve Jackson really hit it out of the park on his first try.

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