Category Archives: Rules

Command Decision

IMG_2417

IMG_3048
IMG_3049

GDW created its be all-end all set of rules loosely patterned after a series of articles in Wargamer’s Digest. Each army’s organization is carefully worked out on a reduced scale even down to the musical bands. Scale seems intended for 1/72 figures but would work with 1/300th.

The emphasis on organization.  The first edition could atomize the organizational structure of a division-sized unit in meticulous detail but later editions dialed this back a bit.  Military bands are great but there are really no rules to accommodate them.

The rules are written for 20mm/15mm though can be adapted to smaller scales.  Ground scale is 1” = 50 yards.   Turns represent 15 minutes.  Vehicles and towed weapons represent 4 – 6 of the same.  Standard stands 3/4” x 3/4”  represent 40 – 60 men  represented by 2 figures while half stands represent 10 – 30 men represented by a single figure.

The rules offer a rich variety of terrain,  command and control rules requiring order writing, command and staff stands,  phases are, in order, command, movement, fire, close fire, morale, and close assault.  Fire is simultaneous as is movement.  Movement can be interrupted by opportunity fire.  There are also advanced rules containing such minutia as engineers, weather, and airborne assault.

Appendix I covers painting (like we need more on the subject) while Appendix II covers campaigns including an example complete with a hex map and 6 individual scenarios for those wishing to leap right in.  The action covers American and German forces in the area around Aachen. There are also ever helpful and interesting designer notes and an equally helpful index.

Two scenario books have also been published, Bastogne for western front enthusiasts and Barbarossa for the eastern front.  The game is still played with current editions my own first and second GDW editions. http://testofbattle.com/drupal-4.7.4/

Down Styphon!

IMG_2709 - Copy
Pretty obscure musket and pike rules designed to recreate the battles in the novel Lord Kalvan of Otherwhen by H. Beam Piper. The rule book is pretty slender and even so, contains additional material on uniforms and the like.

For those unfamiliar with the novel, a Pennsylvania state trooper is accidentally transported to a parallel universe where he finds himself leading a pike and shot army in a world where supplies of gunpowder are controlled by a religious order.

The author H. Beam Piper was likely involved in wargaming himself. The battles in the novel are carefully drawn, one based on the Battle of Barnet from the War of the Roses.

The rules use a 1:20 ratio, the sequence of play is fairly standard move-fire-melee with written orders to allow simultaneous movement. Figures are based 3 per base for infantry, 3 to 4 for cavalry. Artillerymen are mounted individually. Troop types are varied especially cavalry. The ratio of musketeers to pikemen is 1 to 2.

The rulebook is slender but the rules are reasonably detailed. Point values for troops are provided as well as some notes on organization. Morale is included and has a WRG feel to it. The rules first published in 1977 make no reference to figure scale so was likely written for 25mm. Two insert pages are included that encapsulate rules and charts. The rules were written by Mike Gilbert, appear to be a labor of love, and were published by Fantasy Games Unlimited, Inc. for whom Mike Gilbert worked as illustrator.

Battlewagon

A board game suitable for miniatures as I suspect most naval games are.  This covers WWI and WWII though detail for early Japanese ships seems weak.  Another Task Force Game product.
Battlewagon

A board game Battlewagon is suitable for miniatures as I suspect most naval games are. This covers WWI and WWII though detail for early Japanese ships seems weak. Another Task Force Games product now produced by Amarillo Designs Bureau. I have read that the rules were originally an adaptation of the Star Trek battles rules which in turn were created from the rules for the Avalon Hill game Jutland.

Rules provide involved multi-phase movement. Ship scale is 1 to 1 with each ship provided a chart showing weapons, armor, speed, etc. which is also used to record damage received from hits. Air power is an element noticeably absent from the game though supposedly this was added in an article in Nexus magazine, a publication put out by Task Force Games to promote their products. The games provides an interesting simulation with less involved rules than some but the need for an individual rather complicated chart for each ship suggests that the number of ships involved will never be very large.

Warhammer 40,000

IMG_2283
Warhammer 40,000

This is not the first Warhammer 40K rulebook nor the last but it is handy. I had played the much older Rogue Trader rulebook at some point. I do have some Orks and a handful of Necron skulking about so this seems a likely candidate for play. Then, I also have some Space Squats and some compatible Russian figures.

IMG_2888
Teleport back to the 1980s when Games Workshop was refining its vision of Warhammer and that is when Rogue Trader made its appearance. With a heavy emphasis on background detail, the rules seem more like Warhammer with an SF veneer, psionics replace magic, squats replace dwarves, and orks are still orcs. There are extensive rules for such familiar things as robots, tyranids and genestealers but there are also oddities like Slann and Jokaero, bouncers and Psychneuin. An interesting book especially compared to what the whole thing has become.

IMG_2841

From the days of Rogue Trader, this pleasant little book was apparently just the first of a million such books providing army lists and scenarios for the futuristic Warhammer world.

Striker II

Striker II
Striker II

A replacement for the original Traveller Striker rules, these rules are a kind of SF version of GDW’s Command Decision. I have heard there are many flaws in the rules but have yet to try them. The basing is different than original Striker and it is just difficult to work up the enthusiasm to rebase figures.

Battletech Compendium

Battletech Compendium
Battletech Compendium

Battletech is one of those big games that spawned millions of rule variants, supplements, accessories, miniatures, even novels. This is an old book bringing together various Battletech miniatures rules. For those unfamiliar, the central focus of the rules is giant piloted robots battling each other with all manner of weaponry while trying to avoid shutting down from excess heat.

IMG_3080 - Copy

The original Battletech was designed by FASA as a boardgame and with a series of modular boards, took on aspects of a kind of SF Squad Leader.   With Ral Partha picking up a license to manufacture miniatures under the Battletech logo it became possible to replace the cardboard counters found in the game with something more visually appealing.  The compendium was designed to do away with the game boards as well not only  compiling the rules from several different games under one cover but also providing rules for conversion to a pure miniatures game.

WRG Armor & Infantry Rules 1925-1950

At one time, Wargames Research Group provided all rules for all wars.  This particular rule book shows the upgrade to graphics on the cover.  The rules are fun and that is really what they should be.  I played this once with 1/32 plastic soldiers and a monstrous plastic tank built from a Monogram kit.  These are likely a good set to start with if complexity is not your thing.
Armour & Infantry 1925-1950

At one time, Wargames Research Group provided all rules for all wars. This particular rule book shows the upgrade to graphics on the cover perhaps as a result of a new printing by Heritage. The rules are fun and that is really what they should be. It is likely best for small unit actions with 1/72 figures and vehicles.