Gunpowder skirmish rules?

Started by mmcv, 07 March 2021, 10:54:09 AM

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mmcv

Having focused a lot on pre gunpowder armies this past year I was looking to expand a bit into later period stuff this year with a few skirmish and small action rulesets primarily around 18th and 19th century. I've rules and plans for some 17th/18th big battle projects, so looking more small scale, quick narrative style games that can be put together easily without too much figure count as small side projects.

I've watched a few videos on Ladies Sharpe's Practice (which has encouraged me to rewatch the Sharpe films for the umpteenth time) and it looks interesting so it's a possibility, but was wondering if anyone else is playing or familiar with anything that suits this period and gameplay?

I'm thinking the likes of AWI, ACW, Risorgimento, FPW, maybe Nappies (likely once peninsula comes out) and so forth.

Any suggestions?

Lord Kermit of Birkenhead

Rebles and Patriots should be adapatble for most of the period.
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mmcv

Quote from: ianrs54 on 07 March 2021, 11:00:38 AM
Rebles and Patriots should be adapatble for most of the period.

Of course, good shout. It's based on the Rampant system isn't it? I have Lion Rampant and wasn't overly enamored with them, but been a couple of years since I looked at them so may take another look.

steve_holmes_11

Of the "Rampant" rules:

Rebels and Patriots is firmly based in the Americas, but seems to relocate to the European fringes without to many difficulties.
You may need to house-rule if you want Guard Cuirassiers or other heavy horsemen.

Another from the same stable is "The men who would be kings", which has a more colonial feel.
It classifies both horse and foot as Regular, Irregular and Tribal and adds an interesting array of characteristics for unit leaders.


Both sets add the concept of Officer's career to Lion Rampant's core.
They're also decidedly more shooting oriented: As you'd expect when most soldiers, and a fair proportion of warriors carried firearms.

mmcv

I'll have to give Lion Rampant a second chance and see how I feel about the mechanics now. Indian mutiny is of some interest too so MWWBK might be good there. I do like the idea of linked scenarios building up the experience of a squad or set of leaders throughout.

I'd also be open to anything WW1 skirmish/trench raid style. Though have a few ideas for a solo/coop trench raid rules I may put to paper at some point. I've always had a little queasiness at the Great War but something focused on smaller scale actions over the massive meat grinder battles might be of interest.

I'm tinkering with a few ancients skirmish rules with linked scenarios and an RPG aspect to building up heroes, so if those coalesce nicely might have a go at gunpowder, but would like to try a few of the established rules first in case they fit my needs.

Anything else out there people are using?




Ha just noticed I had a autocorrect on Lardies Sharpe's Practice in the original post.

Steve J

R&P is the best of the Rampant series IMHO. It has taken all that's good from the rules series so far, which makes it the best of the games. Although focussed on the Americas, it transports easily to Europe. It is also much easier to play than SPII, which might be a consideration.

Orcs

We played a campaign at club using TMWWBK rules .  they were fun for a game.

The scenarios in the back are not very well thought out.  7 of us played 4 round using the scenarios in the book. Virtually every game was won by the defender.

So sort your won scenarios out   
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Life is not a matter of holding good cards, but of playing a poor hand well. - Robert Louis Stevenson

Ithoriel

For small scale action the "Tribal" rules, from Mana Press, with the "Brutal" supplement might be worth a look.

Reviewed here https://www.wargamesillustrated.net/brutal-a-tribal-supplement/

I use Tribal with the Primeval supplement for warfare between Early Homo Sapiens, Neandertals, Denisovans, Homo Heidelbergensis and Homo Floresiensis.

I really like the rules ... though YMMV!
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Scorpio_Rocks

"Rebels and Patriots" and "The Men who would be kings" are both from the stable of the Rampant rules but play VERY differently!

Both are really good rule sets with loads of "tweakability" - easily customisable to a particular conflict or front - and with a heap of fun and "Hollywood" built in.

I can't recommend them enough - check out the face book pages for additional rules, ideas etc - https://www.facebook.com/groups/tmwwbkfangroup & https://www.facebook.com/groups/626999524137389 (both are private but ask to join and I or another admin will have you in in no time)
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Horatio Nelson.

mmcv

Quote from: Ithoriel on 07 March 2021, 09:18:58 PM
For small scale action the "Tribal" rules, from Mana Press, with the "Brutal" supplement might be worth a look.

Reviewed here https://www.wargamesillustrated.net/brutal-a-tribal-supplement/

I use Tribal with the Primeval supplement for warfare between Early Homo Sapiens, Neandertals, Denisovans, Homo Heidelbergensis and Homo Floresiensis.

I really like the rules ... though YMMV!

Thanks, I'd heard of Tribal/Primeval before but not Brutal. Started watching a few videos on the base system last night, though didn't get to the combat ones yet. Seem interesting, though not sure if it's quite what I'm looking in this instance. May pick up the PDF at some point though and give it a closer look, as I am tinkering with pre-gunpowder skirmish too which the base game covers.

Quote from: Steve J on 07 March 2021, 03:43:44 PM
R&P is the best of the Rampant series IMHO. It has taken all that's good from the rules series so far, which makes it the best of the games. Although focussed on the Americas, it transports easily to Europe. It is also much easier to play than SPII, which might be a consideration.

Quote from: Scorpio_Rocks on 07 March 2021, 11:07:17 PM
"Rebels and Patriots" and "The Men who would be kings" are both from the stable of the Rampant rules but play VERY differently!

Both are really good rule sets with loads of "tweakability" - easily customisable to a particular conflict or front - and with a heap of fun and "Hollywood" built in.

I can't recommend them enough - check out the face book pages for additional rules, ideas etc - https://www.facebook.com/groups/tmwwbkfangroup & https://www.facebook.com/groups/626999524137389 (both are private but ask to join and I or another admin will have you in in no time)

Thanks, you make a good case for it. I can't remember exactly what my dislikes were in LR, I don't think there was anything I actively hated, just felt it a bit "meh", particularly around combat. I'd only the one test game though so perhaps being unfair. Sounds like R&P has evolved from the earlier systems so may well address whatever it was that didn't work for me.

Shedman

Over lockdown I've been playing Five Kilometers From Leipzig (FKFL) by Ivan Sorensen of Nordic Weasel Games.  It's a set of solo miniatures rules for black powder skirmish actions roughly covering the period  1700 to 1870. 

You command a squad of 6 figures although I used multi-based figures for most games 

The rules aren't particularity sophisticated but it is a good excuse to put the troops on the table.

So far I've used it for Nap Peninsular, FIW, French in Algeria, French in Mexico  and the FPW

The set is available as a pdf from Wargames Vault

And an AAR is on my blog









mmcv

Quote from: Shedman on 08 March 2021, 09:32:18 AM
Over lockdown I've been playing Five Kilometers From Leipzig (FKFL) by Ivan Sorensen of Nordic Weasel Games.  It's a set of solo miniatures rules for black powder skirmish actions roughly covering the period  1700 to 1870. 

You command a squad of 6 figures although I used multi-based figures for most games 

The rules aren't particularity sophisticated but it is a good excuse to put the troops on the table.

So far I've used it for Nap Peninsular, FIW, French in Algeria, French in Mexico  and the FPW

The set is available as a pdf from Wargames Vault

And an AAR is on my blog


Thanks, looks interesting, will check them out.

steve_holmes_11

Quote from: Ithoriel on 07 March 2021, 09:18:58 PM
For small scale action the "Tribal" rules, from Mana Press, with the "Brutal" supplement might be worth a look.

Reviewed here https://www.wargamesillustrated.net/brutal-a-tribal-supplement/

I use Tribal with the Primeval supplement for warfare between Early Homo Sapiens, Neandertals, Denisovans, Homo Heidelbergensis and Homo Floresiensis.

I really like the rules ... though YMMV!

I have The tribal rules and really liked the concepts.
Have not played them, and I have a bit of a problem getting my head around the card-playing combat mechanics.

There's also the fear (a personal phobia) that a "slow" player, who takes over a minute to roll dice, will reduce 5 cards of whist (with wildcard suits) to a whole evening of abyssal staring.

Probably needs a slow solo run-through to cement it between the old grey cells.
I have a bunch of individually based Orcses who would do for a dry run.



goat major

For small unit skirmish (c5 or 6 figures per player ) then Fistful of Lead is fun . Works well for multiple players too. I'm planning on using it for my 18th C dungeon crawl....
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mmcv

Quote from: goat major on 08 March 2021, 12:18:39 PM
For small unit skirmish (c5 or 6 figures per player ) then Fistful of Lead is fun . Works well for multiple players too. I'm planning on using it for my 18th C dungeon crawl....

Interesting, didn't realise they'd a horse and musket variant. Though they look more like a big multiplayer game when I'm likely to need something more for one or two players. Or at least adaptable to solo play. I'll look further into it though, cheers.

Quote from: steve_holmes_11 on 08 March 2021, 10:49:13 AM
I have The tribal rules and really liked the concepts.
Have not played them, and I have a bit of a problem getting my head around the card-playing combat mechanics.

There's also the fear (a personal phobia) that a "slow" player, who takes over a minute to roll dice, will reduce 5 cards of whist (with wildcard suits) to a whole evening of abyssal staring.

Probably needs a slow solo run-through to cement it between the old grey cells.
I have a bunch of individually based Orcses who would do for a dry run.


I started watching through this series as an explanation: https://youtube.com/playlist?list=PLZ3wfiPbNx4R3kopVwengeTUzx5DOb9at

Seems to cover things well