Tag Archives: Ancient

An enormous period from the Dawn of Man to the widespread use of firearms in the 16th century as defined by WRG.

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.

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.

 

Chainmail, Rules for Medieval Miniatures

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Here is a battered up copy of Chainmail published by Guidon Games before their acquisition by TSR.  Gary Gygax co-creator of D&D wrote this with Jeff Perren a local hobby shop owner. As an afterthought, a fantasy supplement was added including monsters, heroes, and wizards. The rules were heavily referenced in the original D&D.  It is for this reason that the rules book is highly sought after.  There are three editions the first two published by Guidon Games, the last by TSR.  This is the second printing of the second edition published in Belfast, Maine.

The second edition has some modifications to the first including the inclusion of giants. I am not sure the rules are still in print or frequently played but they certainly hold a place in wargaming.

So what are the rules like? The figure scale is 1:20, the ground scale is 1″: 10 yards. Two sequences of play are offered. One is an alternate move system with the usual move-fire-melee with first player decided by roll of a die. The other is a simultaneous movement system with a phase for writing specific unit orders.

Terrain is pretty standard though there is no provision for buildings except castles in the siege rules and no impassable or desert or beach terrain.

Figures are not based. The rules were written for Elastolin/Starlux figures which have standard bases. 25mm scale is assumed though there is provsion for 30mm. 15mm is not mentioned and likely still unknown at the time the rules were written.

Formations are very limited to column, line and square with optional rules adding a hedgehog formation. Facing and formation changes occur as portions of a unit’s move. Move and range distances are given in increments of 3″. There are rules for fatigue that involve bookkeeping to note a unit’s activity.

Firing is gauged by type of weapon which determines how often during turn the weapon can fire. Beyond that, one simply adds up the number of figures, determines whether or not the target is armored, rolls a single die and consults a small chart in the book to determine the number of casualties inflicted. Arquibuses are handled individually. Rules for cannon fire require the use of a specially marked dowel.

Melee is handled on a figure by figure basis with individual die rolls. There are also optional rules including prisoners, charges, and hedgehog formations.

Morale checks follow melee and may result in retreat or route.

Historical characteristics are also provided. Knights may charge without orders. Peasants may completely ignore orders. Mercenaries may also ignore orders based on the roll of a die. Generals may also be included, granting a bonus point to die rolls of associated units and mandating a morale check if eliminated.

There are also rules for jousting and castle sieges and the highly thought of fantasy supplement which allows players to introduce fantastic persons and creature into games using the basic rules. These fantastic beings are usually allowed the strength of multiples of a standard unit type. There are also rules for magic.

It is easy to see the appeal of the ruleset when they were the only game in town. Now they provide an historical context by which current games can be measured.

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.

Assyrian Army

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A large grouping of Assyrian soldiers in 15mm by Essex painted about as brightly as I could. Chariots are a pain in the neck to paint, even worse than cavalry but what would an ancient army be without chariots? All figures are mounted for Empire which seems to use a narrow depth for its base. Likely these will all be rebased at some point for DBM.

Here, I am leaning heavily on acrylics with enamels only in evidence in the metallic parts. Because I am trying to paint quickly, some faces are a bit askew but the overall effect from a distance is good. Time for painting is limited so I must get as many as is reasonable done in a relatively short time. One might also notice my annoying tendency to give everyone blue eyes. I had no desire to focus on any historical information here but rather painted an army I thought would look interesting, using both pure and mixed colors with a limited palette leaning heavily on green, red, brown, and blue.

Ancient Roman Army

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Romans in 6mm. The beauty of the 6mm scale is that it is possible to crowd a huge number of figures into a small space. With such a small size, individual details are swallowed up and one simply sees a mass of figures. This works well with ordered ranks of Romans. It becomes possible to use a smaller table space while crowding each base with masses of figures. Here, there are 20 figures to each base for a total of 80 figures, what you would expect in a century. However, for sanity’s sake, each block represents a cohort, each colored shield group a legion.

This is an old paint job on figures by Heroics Ros. I always mean to get back and do some more but that is the history of figure painting for me. The best approach for figures like this is an almost mechanical application of paint in broad colors with a minimum of detail. Still, with a little more time, errors on the shields could be corrected and some simple design applied. But in some respects too much detail would take away one of the pleasures of this scale that fine detail is imperceptible during gaming. We see the serried ranks of soldiers and little more even if every feature is finely detailed.

Time passes and the Romans have increased in number to just under 300 figures.
Now, over 400 figures. It is getting difficult to find more packs of Romans in the boxes still unpainted.