Category Archives: Rules

T-34

https://www.spigames.net/PDFv3/T34-20mm.pdf

During the early 70s, the lines between different forms of simulation gaming remained blurred. Here, one of the leading manufacturers of simulation board games, Simulations Publications, Inc. tosses out a miniatures version of their ground breaking Tactical Game 3. Tac 3 was later redone and repackaged by Avalon Hill as Panzerblitz triggering a new and innovative era of game design.

Redoing the game apparently satisfied neither miniatures gamers who sought more complexity or board gamers who looked for a more inclusive range of materials. In retrospect, it seems like counters would have worked more effectively than the paper figures included with the game.

The rules present a brief adaptation with little extra. There are no scenarios included and the unit list seems too limited. However, the rules note that there are mission cards for both sides listing forces and goals though they do not seem to be included. The design was written by Arnold Hendricks who has crafted both miniature rules (1944) and board games (Star Viking). Scale is 1 turn = 6 minutes, 1” = 85 yards. Of course, the problem at this scale is that tanks traveling on a road can move almost 4 ft along the game surface. Additionally, many weapons including static anti-tank guns have a range less than the distance traveled by a tank in that 6 minute time frame so are likely to fall easy prey to tanks swooping down on them since attacker fires first.

T-34 used to show up near the bottom of SPI reader polls. It was never a hugely popular game. Still, it seemed natural for SPI to try out miniatures and this would be neither the first or last time. I have looked without success for a review based on a play-through.


Samurai wargame rules

Written by Sid Smith and Ken Smith published in 1974 by London Wargames Section and one of those ubiquitous little spiral bound volumes that seemed to dominate back in the mid 70s. An earlier staples version of the rules exist as well.

The rules cover skirmishes in Japan from 1100- 1500AD. Figure scale is 1 to 1, ground scale 1” = 2 1/2 ‘. One turn equals one minute. The game is designed for 25mm figures.

The game sequence is order writing, fire, move, melee, and morale tests. Hidden movement is simulated using real and dummy makers. There are limits on organization. Each player is represented by a figure on the board. Figures permitted are samurai, ashigaru, chugen, some of the latter two can be designated as missile troops. There are also rules for muskets. Terrain includes roads, houses, walls, marshes, and ‘vegetation’.

Easy to guess that Japanese warfare has a fascination but in 1974 figures would have been scarce. The actions presented here fall midway between chambara films of the time and larger battles but offers limited soldier types. The rules are very much in the style of early English rules. What orders can be given is decidedly ambiguous.

Red badge of courage

A playtest copy of a set of rules for skirmish level encounters in the American Civil War. The rules cover infantry only. There is no ground scale I can find though figure scale is 1 to 1. Rules are for 54mm figures but usable for 25mm.

Individual figures are provided action points which are used to determine the number of actions up to 4 available to a figure per turn with an asymmetrical sequence of play broken out according to actions. Number of action points is determined by morale level, which also determines actions available, and experience. Wounds impact action points and morale. There are additional rules for morale checks, fire combat, and melee.

The rules seem never to have been published. Though the author Greg Novak is listed in both Boardgamegeek and Wikipedia, these rules do not show up under his list of publications. An interesting old set.

Wargame rules for fifteenth through seventeenth century

Wargames Rules for Fifteenth through Seventeenth Century

Wargames Research Group dips into a period for gamers with a zeal for the esoteric. Phil Barker is nowhere in evidence. The author is George Gush founder of the Tunbridge Wells Wargaming Society and former head of history at West Kent College.

The rules follow the format of the old WRG Ancients Rules with of course more emphasis on the tactics peculiar to the period. Personnel range from infantry to elephants with everything from javelins to rockets with of course muskets and pikes. One figure represents 20 except for field pieces and elephants which represent 5. For 20-25mm, 1” equals 10 paces, 20 paces for 15mm, and 40 paces for 1:300.

I recall an interesting game set in Eastern Europe complete with winged hussars and other odd troop types. I do not recall the war being represented but was fascinated by the constant consultation of charts. Yes, it was a long time ago.

And of course there is a set of army lists available for use with the rules. The years do not match those of the rules and appear to cut off at the introduction of the plug bayonet.

Starfire

Starfire offers a unique set of rules for space combat.  The rules are designed for play on a blank board with a hexagon overlay so is readily adaptable to miniatures. They were written by Stephen V. Cole and published in 1979 by Task Force Games as part of their pocket series, thin rules booklets, a small map, and a hundred pieces or less.

The basic rules use a simple system of laying out a starship’s basic design by a simple listing.  The initial example given is a small corvette:              S S A H R L I I                                                                                         This listing gives a quick layout of the ship listing its defenses, S for shields, A for armor, its movement points, the two I’s indicating engines, and weapons, an R for a missile system, an L for laser cannon.  Additionally, there is a cargo hold, H.  The sequence mandates where ship damage is taken.  An additional value, turn mode, is based on the size of the ship as is the maximum speed.

The sequence of play is first move, then fire, with an initial initiative determination phase and a final record keeping phase.  Following combat, there is also a tractor beam phase.

Ship movement occurs one movement point at a time.  Each player  expends their first movement point, then each player expends a second, etc.  If ships do not have the same number of movement points, the ship with the greater number will continue moving after the other ship has finished movement. Each ship also has a turn mode indicating how many movement points they must expend before they can turn the ship 60 degrees.

The original rule book features 10 scenarios with Terran forces battling Khanate and Ophiuchi alien forces starting with a simple clash of 2 ships in the first scenario and finishing with an enormous 3 way battle in scenario ten.

Optional rules offer such things as restricted field of fire, planets, data links, simultaneous movement, damage control, and a section allowing players to design their own ships.  A second book enlarges further on the game with additional rules for fighters while a third game adds a campaign to provide a link between battles.

At its simplest, it is a game that is quickly learned and played.  Complexity is added through additional ships, weapons, and optional rules.

Task Force Games did license a range of Starfire miniatures no longer available but of course, a spaceship is a spaceship and any decent range ought to serve.  A set of miniatures to match the current incarnation of Starfire can be found at Shapeways.

Starfire continued to evolve over time with later additions adding additional rules changes and switching finally to a 10-sided rather than a 6-sided die as well as further developing the Starfire universe. Newer editions of the rules may add on layers of complexity beyond what some players are looking for. The original game is simple and straightforward enough to present as an introduction to people unfamiliar with miniatures.

The Sword and the Flame

Likely the standard rules for colonial skirmish games at least in the US originally released by the Yaquinto game company but in print for years and still available at the Sergeants 3 website.

The rules are straightforward and simple to learn.  Chance plays a significant role even in movement as well as firing and close combat.  Additionally, a deck of cards is used to determine the order in which units move and fire.

The section of the rules on organizing a force offer some distinctions based on nationality.   Though all have units of 20 figures for infantry, the number of officers varies as does the weaponry and use of horse.  The firing chart makes further distinction between the different groups when firing.  For example, it takes 5 Egyptians to score a hit, 4 British.  Nationality also defines the formations available with the British and Egyptians being the only groups able to enter close order while native spearmen are relegated to a mass formation.  The rules offer explicit figure proportions for balanced games.

The simplicity of the rules and the heavy element of chance probably make the rules of more interest for people interested in a game rather than a meticulous simulation.  Games involve relatively limited number of figures and move quickly.  The only unusual requirement is a deck of cards.  Cards that introduce national distinctions are available through The Virtual Armchair General.

 

Volley and Bayonet

GDW even more than SPI and Avalon Hill could be all things to all gamers, from RPGs to board games to miniatures rules. Volley and Bayonet presents a shift away from the more fiddly and detailed tactical rules of the time towards something which in some sense is closer to a board game than one with miniatures.

The rules cover land warfare in the 18th and 19th century between massive armies.  As such, the ultimate unit is the figure base representing roughly a brigade.  The number of figures mounted on the base is meaningless though for 25mm, the recommended number is 10 through 12 with an appropriate label naming the unit.  A person could if they wished mount as few or as many figures as they wish.  The base size and label are really the most critical pieces of information.

Scale is also along the same lines with an inch = 100 yards.  Each turn equals an hour of time.  The goal is to allow players to game very large battles in a space around the size of a ping pong table.

The rules do not present the kind of competitive format as in WRG games.  They are intended to simulate engagements rather than promote a contest of equals.

The rules are still in print.  The quality of the rules shows an understanding of miniatures play that the authors achieved through experience.  Of course, supplements abound.

An interesting and unusual supplement for the American Civil War, this slender book provides scenarios for battles in the eastern and western theaters.  It includes a few smaller battles requiring a few bases of figures.  A scenario will include a map of the terrain as well as a breakdown of the units available and the strength points assigned to them.

Additionally, there is a section in the back of the book which utilizes the GDW game A House Divided as the basis for a campaign game.  Instructions are provided for transferring a battle from the game board to the table top using generic units from both North and South.  The actual game board is included in a rather dull black and white so owning A House Divided is not a requirement to playing a campaign though the actual board game will look a lot nicer.

 

London Wargames Section: Rules for American Civil War 1863c

Another of the charming, often vague little booklets from England presenting a variety of rules for popular historical periods.  This particular set is written by John Tunstill and covers the American Civil War. They are old rules, first seeing light in 1970. The rules use a ground scale of 1mm to 1 yard, one bound (the popular English equivalent of a round) to 2 1/2 minutes, one figure to 33 men, and one gun to 6. There is no recommendation on figure scale so I assume that any of the larger figure sizes would be used keeping in mind the rules make no mention of mounting on bases nor provide a base size for a single figure.

As with so many English rules, orders must be written down at the start of a turn. Units are moved simultaneously followed first by artillery fire, then infantry fire. Following this, charging units check for morale and melees are resolved. The turn ends with any necessary morale checks.

The rules seem vague on the tactical units involved though the figure scale suggests regiment sized units. It would seem, too, that the rules assume figures are not mounted on bases. Formations include line, column, and road column. Units may be in open order or extended order. They may as a result of combat or movement through difficult terrain become disordered or unformed which will impact their ability to survive melee and morale checks.

Terrain used is hills, steep hills, woods, individual buildings, and towns. These impact line of sight and can effect movement. Curiously, I could not find a reference to fording a river though there are quite a few references to bridges. Casualties play a role with one casualty left on the field for every 3 figures removed to indicate broken ground which prevents a charge. There are also prepared positions and linear obstacles like walls and hedges.

I have not yet tried these rules. The organization of the rules is a bit challenging since information is scattered through the brief booklet.

Bireme and Galley

A pretty old set of rules produced by Fantasy Games Unlimited, the set can be played with either miniature galleys or a series of cutout counters for a variety of different vessels.  There is also a large map showing a couple of basic oared vessels for staging man-to-man combat during boarding actions.  The map and one of the counters can be seen in the photo above.

For what it covers, the rules offer a fair amount of information and appear to be usable for all oared naval actions from ancient to encounters during the Renaissance.  The rules were likely meant for historical gaming but appear to offer enough detail to allow their use in RPGs.

One thing to make note of is that a clear overlay is provided with the rules for determining such things as turn radius for ships so if purchasing the set used which I assume is the only way to get it these days, make sure the overlay is included.

 

Rally Round the Flag

IMG_3046
From the Battleline game company also responsible for Ship o’ the Line, precursor to the popular boardgame Wooden Ships and Iron Men. Battleline rules tended to be slender and easy to follow. S. Craig Taylor who wrote these clearly played them as well so there is reasonable clarity in the presentation.

The rules use a 1 to 20 figure ratio with 4 infantry figures on a base 2″ x 1″ for 25mm figures. A standard infantry regiment is composed of 5 bases. There is provision for a commanding general but none for command at lower levels.

The rules use a standard Move-Fire-Melee sequence with an additional charge sequence at the very beginning of the turn. Everything is assumed to happen simultaneously though with movement, it is a matter of moving figures before a 5 minute timer sounds. Formations are column, road column, open order, skirmish order, and line.