![Helion logo Helion logo](news/pics/2016/jan/506923128a.jpg)
Introducing The Kingdom Is Ours Rules for the English Civil Wars
Paperback
248mmx180mm
72 pages
Color ills t/out
The rules are a joint venture between Helion and Company publishing and Bicorne Miniatures, and will be launched at Salute on April 16th.
James Daniels, head honcho at Bicorne and writer of the rules, has put together a few notes to tell us a little more about the rules system. Designed for 28mm models on a 6ft by 4ft table, although works well on a larger table and should work with other scales such as 15mm – although we did not playtest at this scale.
- Length of game
- Average game of one tertio per side should take approximately two to three hours. Larger games will take longer.
A typical Tertio could consist of:
- 1 Mounted Tertio Commander
- 2 Horse Regiments
- 3 Foot Regiments
- 1 Saker
Units are made up of stands:
- Horse Regiment 4 Stands of Horse
- Foot Regiment 1 Block of Pike 2 Blocks of Shot
- Pike Block 4 Stands of Pike
- Shot Block 2 Stands of Musket
- Saker Medium Gun
- Basing
- Infantry and cavalry Stand (4 figures), 2 wide by 2 deep
- Foot stand is 40mm width by 40mm depth minimum
- Mounted stand is 40mm width by 80mm minimum
- Artillery stand is 60mm wide by 80mm minimum
- Commander stand is 60mm diameter minimum
- How units are formed
- a pike and shot unit is formed based on the ratio of pike to shot you wish to portray – i.e. early or late war. For example an early war unit that consists of 50/50 pike/shot would consist of 4 stands of pike and 4 stands of shot. Each stand contains 4 figures. Therefore the unit would consist of 32 figures as standard.
- A cavalry unit consists of 4 stands
- Each stand again consists of 4 figures, therefore 16 figures in a unit
- Turn system
- The turn system is designed to give a more random approach to the game.
Each army has a number of order dice and these are placed into a cup and drawn at random. There is also an additional dice added – the "purple dice of dooooom" that brings the turn to an end if drawn. This gets away from players counting how many dice they have left and which units can move/shoot unopposed later on in the turn – although they might still take this chance…
- Random events
- At the end of every turn there is the chance of random events per unit and commander. These can range from gaining reinforcements to the commanders dying. They bring an element of randomness to even the best general's attacks – so be prepared for no two games to be the same again…
The rules will be available for sale at the Helion/Bicorne stand at Salute TG12.
![Bicorne logo Bicorne logo](news/pics/2016/apr/797329478d.jpg)
Don't forget to use the phrase that pays paperboys for a 10% discount.
Or buy them now from our website or from Amazon.