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"Other," but only to acknowledge that many rules aren't as genre specific as they present. At some point, you're moving 6 inches (or whatever), and rolling dice (or consulting a set non-random matrix). Change the terms and the fuff, and you realize that lots of supposedly genre or period specific games really are more universal than you'd think. Otherwise, I've only ever played one of the systems listed (and don't like it), so there's no specific ruleset in this round for me to vote for. I note that Richard Berg's C&C games aren't listed, and yet he's applied the system to multiple periods and genres, from Ancients to WW2– and the latest is Star Wars Battle of Hoth! Now that's what i call a fluid system. |
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©1994-2026 Bill Armintrout
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The Sword and the Flame has well established and deserved reputation as a "toolbox set of rules". In other words, the basic mechanics are not really "period specific". I've used it for FIW and AWI games with very few changes. Obviously, rifles are very scarce in both, despite the prevalent mythology. So, use Carbine ranges. Are Grenadiers and Highlanders superior? If you want them to be, you can give them a +1 if you wish. I just call them Regulars who think highly of themselves. Do what you want! Or as Johnny Ringo said to Doc Holliday, "Age quod agis". Add bows? Sure. Why not. If you're fluent with the rules, you know what to do. There are 3 flavors of Native troops. Choose one, or make up your own. Poll set up by |