Rules

This is just a quick list of all the rules that I use for various periods, plus some sets of rules that I've written over the years which you can download. I make no claims for originality or brilliance for the latter. Some of them were only played a couple of times as they didn't work too well, some I still use. A few have also been published in Practical Wargamer.

Ancients

I normally use the excellent DBA and DBM from the Wargames Research group. The former requires only small armies of 40 or so figures, the latter is good if you want to fill the table with figures.

I've used the new Warhammer Ancients Battles for some more 'skirmish' type games. Not bad - in fact, rather fun. A bit like the old Featherstone/Bath rules from the 60s. Retro indeed.

In the past, I started with the old Don Featherstone set in Wargames, then used WRG 4th, 5th and 6th. I tried 7th a couple of times but didn't like it. Likewise Armati (which is excellent for Solo games, though, since you have so little control once the game starts). We've also used Strategos, which is excellent for an 'Army level game'. Recently, we've also tried the Warmaster Ancients set, and found them quite good, and Command and Colors:ancients, which also gives a good game (and is quite different from my own Battle Cry Ancients variant).

I've also written a set myself. It is loosely based on the old WRG 6th edition rules. I got fed up with all the book-keeping and complex charts in these, so I did a bit of maths and produced a set with whole-figure casualty removal using only 6 sided dice which has much the same casualty rates. Then I changed the move sequence to make it semi-simultaneous, and ..... I don't know why I'm telling you all this. If you are interested, have a look. They are fun.

Ancient Rules

Here's a set of rules for a DBA mini-campaign which I've run a few times

DBA Mini

And here's an ancients version of the excellent Battle Cry. With many ideas pinched unashamedly from DBA.

Battle Cry Ancient Rules

Dark Ages

I have about 50 Vikings and Saxons, along with sundry civilians and peasants, plus a Viking boat, to recreate raids and mayhem in the 10th century. This is a lot of fun - I use my own rule set, which was published a while back in Practical Wargamer, however, it has been improved and speeded up since then. It is suitable for Medieval skirmishes, too.

Dark Age Rules

English Civil War

We've been using DBR for these and other Pike & Shot games, but the latest issue of the Arquebusier contains a Pike & Shot version of Fire & Fury (probably my favourite rules set) which also looks fun. Basing is compatible. I've not written an ECW rules set (yet).

 

Napoleonic

I must have tried more rules for this period than any other, and I've still not found a set I'm really happy with. You'll find no less than three sets which I've written here as well.

I started out with Charles Grant's set in the Napoleonic Wargame, moved on to the old WRG set (not the 1685-1845 one, the old one in the red cover), then Quarrie, then Newbury, then the newer WRG 1685-1845 'bang your dead' set (still pretty good I think), tried 'In the Grand Manner' and didn't like it. Napoleon's Battles is OK but I find it hard work and too 'gamey' for my tastes. Volley & Bayonet is excellent for big battles and realistic. Shako is a nice fast set and I use it for Regimental level games. I also have a Fire & Fury variant called L'Ordre Mixte which I wrote and which works well. I'm thinking of trying Picquet for this period too, and possibly Napoleonic Principles of War. So many rules, so little gaming time.

Shako also has an excellent scenario book (Fields of Glory)

So here are some sets I've written.

First a 'conventional' set with regimental units. It has some novel Command & Control rules

Nap Rules

Then a DBA style set for fast, big battles

Nap Quick

And here's a Napoleonic version of the excellent Battle Cry.

Battle Cry Napoleonic Rules

And finally my Fire & Fury adaptation for Brigade level games - these were published in Practical Wargamer a little while back.

L'Ordre Mixte

American Civil War

No contest here - Fire & Fury is just about my favourite rules set. I started with the old Don Featherstone rules, then used some homebrew ones, tried Johnny Reb and Volley & Bayonet, but Fire & Fury really is the business, I find. I can load the table with figures and still finish a game in an evening, and it bears a pretty close relationship to history as well as being an excellent game.

Recently, we've also had a lot of fun with Battle Cry (AH/Hasbro). In fact, I made a big board so that I could use my existing ACW figures and terrain. Inevitably, we've come up with Napoleonic and Ancients versions. Only a matter of time before we do Seven Years War, English Civil War and Colonial versions.

Wild West

Much fun here with snake-eyed gunslingers sniping at each other from behind upturned wagons, gangs trying to rob the train, prospectors being trapped by a landslide. I use my own set of rules (which you will see bears more than a passing similarity to my Dark Age set)

Wild West

Zulu Wars

Much fun here, too with square jawed sergeants trying to pry open ammunition boxes as the Impi pours over the mealie bags. Not for the faint of heart. I've tried The Sword and the Flame for this period, but I have my own set specifically for this war (another one which has been published in Practical Wargamer)

Zulu

And here's a Zulu War version of the excellent Battle Cry.

Battle Cry Zulu War Rules

Somewhere in here come my Jungle Warfare rules. These are loosely based on the Ashanti Wars and have players each with a British column competing to loot the native villages and hoping not to be ambushed too many times......A very silly game (but a lot of fun)

Jungle

World War 2

I have used Squad Leader (the board game) as my WW2 rules, just saying 1 hex equals 2 inches on the table. This then means that one SL mapboard is one of my 6x2 table sections. Here's a crib sheet for use with SL (I stick the game counters on the bottom of vehicles as a quick reference)

Squad

We use the excellent Crossfire for infantry games. This must be one of the best, most fun rule-sets I've seen in years. No game turns, no rulers, deceptively simple. Highly recommended (and get hold of the 'Hit the Dirt' scenario book, too). I'm slowly adapting some of the Squad Leader scenarios for Crossfire (see the scenario page).

Rapid Fire is also a fine rule set - better for combined arms the Crossfire, very simple, and playable. It also has lots of nice scenarios in the rule book and the supplements.

A new addition is ‘Battlefront: WW2’ by Fire and Fury games. We are very impressed with this set (though it is rather expensive). It plays almost as fast as Rapid Fire, but allows a lot more tactical nuance. It works well for combined arms games (unlike Crossfire), and best of all, one can easily use scenarios designed for Squad Leader, Crossfire or Rapid Fire. Data for vehicles and troops is on (very nice) gloss-printed, full colour cards, which saves a lot of looking up during the game; just put the cards you need into one of those A4 file sheets with card-sized pockets. Artillery system is very good, and it has an elegant command and control and morale system combined into a single phase, like Fire & Fury.

In due course, I’ll post some extra cards for this set.

I do have a couple of sets of my own, but I've not used them for years and I'm not sure what has happened to the files...

I also have my own set of WW2 Naval rules designed for use with 1:3000 ships and a hex-marked table. Fast & furious.

WW2 Naval

There's also a set of strategic rules for map movement which goes with these, but they are in an exotic format which is hard work to convert.

Fantasy

I've tucked this away at the end to avoid mental shocks. I don't actually play much fantasy, although Gary's son is now of an age where he likes to play G**** W******* stuff, so we do play a bit of that occasionally. When I do play fantasy, I prefer to use a set of rules I'm already familiar with, so I use 'Hordes of the Things' which is a fantasy version of DBA. My New Kingdom Egyptians have a base of priests which acts as a Magician for HOTT.

Here's a variant set of Magic rules for HOTT.

HOTT magic

We have tried Chipco's Fantasy Rules, but there were a number of things neither of us liked - the PIP system (fixed and reducing), the use of d10 for combats, and the Magic system.

 

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