Help support TMP


"Bear yourselves valiantly, any thoughts?" Topic


Bear Yourselves Valiantly

6 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please be courteous toward your fellow TMP members.

For more information, see the TMP FAQ.


Back to the Bear Yourselves Valiantly Rules Board


Areas of Interest

Fantasy
Ancients
Medieval
Renaissance

Featured Hobby News Article


Featured Link


Top-Rated Ruleset


Featured Showcase Article


Featured Movie Review


1,148 hits since 16 Jan 2017
©1994-2024 Bill Armintrout
Comments or corrections?

Bashytubits07 Jun 2016 5:24 p.m. PST

Has anyone played these rules yet? What did you think of them? I am asking because there was a lot of hype but I do not recall anyone talking about actually playing with these. I am sure someone on TMP has used them by now, so please let the rest of us know what you think. Thanks!

rmaker07 Jun 2016 9:10 p.m. PST

I've played several games at conventions and had a great time.

Chris Abbey08 Jun 2016 2:31 a.m. PST

I have started using these rules recently, and I can not rate them highly enough. We have used them for 28mm Medieval (War of the Roses), but they are going to be our standard rule set for Ancients, Medieval & Fantasy in both 10mm & 28mm.

I have been wargaming for over 35 years and have played all the standards, Warhammer, WRG, Black Powder, Hail Caesar etc. and none of them give as good a game as this (in our opinion).

The top three things I like about the rules are:

1. Activation system – each leader gets to roll an activation dice at start of turn. This stays with them for turn. You have an activation deck with cards black 1-6, red 1-6 and reshuffle. This means a command group will get to activate once, twice or not at all each turn which represents command friction. But a leader can swap their activation dice with a subordinate leader, so if general thinks most important action is to get left flanking cavalry command on the move, they can exhert their influence by swapping activation dice to get them to move first.

2. Labels on trays/bases. Excellent idea. All the info you need is their with figures so no looking up on rosters and then cross referencing with quick reference sheet. This really speeds up play.

3. Clever use of special dice. Instead of rolling a dice and cross referencing with a table (which is a clunky mechanism we have put up with for far to long) you make some special dice by sticking the results on to the face of the dice. This also speeds up the game.

For further information, check the write up of my first game on my hobby blog: wargamesbuildings.co.uk/Hobby-Pages/Hobby-Blog/Bear-Yourself-Valiantly-the-start-of-A-War-of-the-Roses-project

VicCina Supporting Member of TMP08 Jun 2016 8:55 a.m. PST

My group uses them and one of our members ran a large Roman vs. Celts game at our local convention a few weeks ago with great success.
We enjoy the rules for Ancients and Medieval gaming. The rules allow you to use tactics instead of the mindless DBA,Armati chess style games. You won't be disappointed with them and they have a very good yahoo group for getting questions answered quickly.

The big e08 Jun 2016 10:29 a.m. PST

We have used them mainly for fantasy but excellent rules! Exactly what Chris says above.

Bumbydad10 Jun 2016 6:28 p.m. PST

I agree--they provide an excellent game. I of course was stomped as usual-not for nothing am I known as "Burnsickles" (crazy + dumb) among those familiar with my generealship--but I had a great time, which is the important thing!

Sorry - only verified members can post on the forums.