Ruleset for skirmishes between company-sized units, with players taking the
roles of Sergeants (Group Leaders over a squad of 9-10 figures) and Company Officers
(a company consists of 4-5 squads). Infantry, cavalry, and artillery are covered. Cards randomly determine
which groups act when. Soldiers take individual actions - fire, load (certain weapons require
loading before firing), move, charge. Being outside of a Sergeant's command radius limits
a soldier's actions; and soldiers can charge only if ordered to do so by a
Company Officer. Taking casualties or charging requires a group to take a Morale Card,
often causing skeedaddling (stragglers). Optional rules cover troop qualities,
event cards, types of fire, and allow leaders to be "personalized."
Designed to be played to completion in 3-4 hours.
Three scenarios are included:
|Period||American Civil War; appendix provides rules for French and Indian War, with suggestions for covering all North American wars between the two|
|Scale||One infantry/cavalry figure represents 1-2 men. Ground scale is 1" = 5 yds. One Action Phase represents 1-3 minutes.|
Requires deck of standard playing cards (not provided)
|Designer||Ivor M. Janci (MAREKJANCI@aol.com)|
|Publisher||First edition published 1996; second edition published 1997 by H.G. Walls|
|Steven R. McHenry (firstname.lastname@example.org)|
|Personally, I like them if you keep the actions small, say about 10 to 20 figures per person, and about three people per side. The only problem that I found with the rules is that, since they are based on a card move system, like Rusty's Rules (which I also like), with too many players there is a lot of down time as one side waits while the other side's players move their figures. Other than that they are fun and fairly fast to pick up and play.|
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|11 October 1999||comments by Steven R. McHenry|
|4 September 1999||errata link added|
|8 January 1998||changed card display|
|31 December 1997||second edition added|
|23 October 1997||added cover|
|Comments or corrections?|