Category Archives: Rules

Privateers and Gentlemen

These are pretty old rules for Napoleonic warfare at sea complete with an interesting role playing component.  The combat rules are pretty detailed so smaller actions would seem preferable.  There is an earlier version of these which I also have buried in the closet somewhere.
Privateers and Gentlemen.

These are pretty old rules for Napoleonic warfare at sea complete with an interesting role playing component. The combat rules are pretty detailed so smaller actions would seem preferable. There is an earlier version of these which I also have buried in the closet somewhere. The rules went beyond games existing at the time in covering ship movement, crew allocation, and combat. Some of the rules seem eccentric. The method for determining who fires first involves slowly pushing ships towards each other and seeing who shouts ‘fire’ first. Move distances sometimes drop to single digit millimeters, small enough that an accidental bump of a miniature might exceed the ship’s movement allowance for that turn.

There is also an interesting role-playing component that allows players to generate a range of naval officers and follow their successes and failures as they captain ships in battle. The rules also provide a useful overview of the life of a British naval officer while providing helpful details on the minutia of the cloistered world of a Napoleonic era ship. This includes a description of the responsibilities of the various personages that could be found aboard a ship of war. This is all very helpful information for anyone who wonders about what a carpenter or sailing master or marine might be called on to do. It also will aid in understanding films and novels based in this era such as those by C.S. Forester, Alexander Kent, and Patrick O’Brien.

Warhammer

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Warhammer first edition seems a surprisingly common item. It contains 3 rulebooks as seemed mandated by D&D and has options for both role-playing and wargaming. Compared to what was to come, the look is surprisingly drab.

Next to it is the very colorful 3rd edition which seems to have gotten things together pretty well, with full coverage of the wargaming rules.

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Here is the 6th edition. Games Workshop discovered the benefits of planned obsolescence and rulebooks will soon go out of date so there are always more to come. There is a shift here to a handy paperback format and next to it is a very nice short rulebook which removes a lot of the fluff in the big book. These are usually included in large introductory game packs.

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By now, every type of army has its own special book. That was one of the beauties of Warhammer, the complexity was in the chrome rather than the underlying core ruleset. At this stage, though, even the chrome was limited especially with what appears to be the first book of army lists, Ravening Hordes which was soon followed by a more plush book Warhammer Armies.

Army lists allow a player to determine a suitable makeup for an army providing troop types, statistics and point values. With Warhammer, this usually means some figures will be mandated, others optional with point values determining just how many options are available. Point values also are meant to insure army equity so that 2 players can feel reasonably certain that if the points values are equal, the armies will be. Additionally, increasing total points will usually increase the complexity and length of a game.
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Likely an abortive attempt to sell the Warhammer fortress, there is a big book of siege rules that cover both Warhammer and Warhammer 40K. There is no compelling need to use the rules with the fortress. A 2-dimensional layout should do just as well.

Star Fleet Battles

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Well, of course this would be on the list. Task Force Games was a small company dedicated to small games so how did they come up with this monster? This neat version of the game in its own blue notebook binder is one of many complete with supplements and extensions, a kind of Squad Leader for outer space. The Star Trek license moved around a bit but this is the game one most closely associates with it. Amazing that the same company came up with the elegantly simple space combat game Starfire. The game and everything to go with it is now available from Amarillo Design Bureau.

Here is a link to a introductory version of the game:
Starfleet Cadet Handbook

WRG De Bellis Antiquitatis & De Bellis Multitudinis

De Bellis Antiquitatis
De Bellis Antiquitatis

De Bellis Multitudinis
De Bellis Multitudinis

WRG with another version of ancients rules. The difference here is that the armies are small, very small. Many rule set scenarios require thousands of figures so it is nice to have one that mandates smaller armies yet maintains some historical flavor, part of a backlash against a then burgeoning complexity that made wargaming less and less accessible. Additionally, the rules are trimmed back substantially making for a quicker, less demanding game. De Bellis Multitudinous adapts the rules for larger size armies and offers four booklets of army lists while Antiquitatis incorporates a single list in the rules.

DBA is likely one of the most popular rules sets.  The book is short and contains all the necessary army lists so unlike other sets, DBA is self contained.   Each army is composed of 12 units of 2 – 4 figures ensuring a player needs less than 50 figures for an army.  With the small number of figures it becomes possible to collect more than one army.

The rules are reasonably simple.  Players alternate movement.  At the end of a movement phase, both players allocate fire attacks.  Units in contact than resolve melee combat.

Movement is governed by a die.  The number shown is the number of units that may move.  Units that are in contact and parallel or following may be treated as a single unit.  One side loses when it loses its general or 4 units (a base camp on the edge of the board counts as 2 units) and has more losses than the opposing army.  Since games are bounded by a limited playing surface, battles tend to be brief affairs.

DBA helpfully contains army lists within the rules, one of the neat simplifications in the system. DBM offers 4 separate books detailing a range of armies covering most of the world and presented in pretty exhaustive detail.

DBM follows the simplicity of DBA but expands on the dicing for movement rules with each army broken into individual commands and diced for separately.  The army lists offered are far more varied and elaborate and fill 4 separate booklets.  Troop breakdowns seem fairly obscure.  For example, Teutonic Orders from 1201 -1522 AD contain Knechte(regular cavalry), Turkopolen(Irregular cavalry), and Livonian horse archers(irregular light horse) among others while the DBA listing specifies only knights and cavalry for mounted troops.  DBM does offer an avenue for expanding an existing DBA army into one a bit more epic.

A helpful resource for DBA is The Unofficial Guide to DBA which clarifies some of the more cryptic elements in the tersely written DBA.  DBA, DBM, and the army list books are currently available in PDF form on the Internet and provide an easy way to begin playing with a nominal expenditure.