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?
Rebles and Patriots should be adapatble for most of the period.
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.
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.
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.
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.
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
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!
"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/tmwwbkfangroup) & https://www.facebook.com/groups/626999524137389 (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)
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/tmwwbkfangroup) & https://www.facebook.com/groups/626999524137389 (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.
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 (https://www.wargamevault.com/product/308041/Five-Kilometers-From-Leipzig-beta-version)
And an AAR is on my blog (https://twomarshals.blogspot.com/2020/04/five-kilometres-from-leipzig-solo-rules.html)
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 (https://www.wargamevault.com/product/308041/Five-Kilometers-From-Leipzig-beta-version)
And an AAR is on my blog (https://twomarshals.blogspot.com/2020/04/five-kilometres-from-leipzig-solo-rules.html)
Thanks, looks interesting, will check them out.
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.
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....
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
Quote from: steve_holmes_11 on 08 March 2021, 10:49:13 AM
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.
To be fair, when I ran my little hominid campaign one potential player, well known for "analysis paralysis," was not able to join in due to the evening we played on. It might be that that night was chosen for a reason. :)
Card play: Each combat lasts five rounds ..... unless one side is eliminated!!
Each player has their own card deck. Draw 1 card for each hit the unit has remaining, normally five if undamaged. Warriors are in groups of five and have a card per remaining warrior. Heroes are normally five hits all on their own.
Play one card per round.
If a player has no cards left to play in a round they draw the top card of their deck and count as Panicked!
Black cards are attack cards and count as one higher if the suit matches the weapon used. Long weapons Spades and short weapons Clubs.
Red cards are defensive. Hearts let you change the suit of the next card you play, Diamonds the suit of the next card an opponent plays.
High card wins and takes effect.
Winner inflicts one hit on opponent or two hits if they score twice as much.
Simples! :)
>> Red cards are defensive. Hearts let you change the suit of the next card you play, Diamonds the suit of the next card an opponent plays.
This bit - Head Asploded about there.
I guess my point is "There must be an easier way".
Sounds like it could use custom cards to explain the actions for each for the memory challenged!
There's a QRF at the back of the rules to summarise the various options.
I guess different mechanisms simply suit different branes.
Mine tends to cope well with all manner of die-based shenanigans, but checks out pretty early when it comes to card tricks.
Quote from: mmcv on 08 March 2021, 01:02:06 PM
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.
The main rulebook is now period/genre independent and has all you need for horse and musket. However you can still get pdfs of the H&M rules and FIW which add a few scenarios and extra items of flavour.
They work for 1 or 2 players very well. The randomisation from the cards helps with solo play. The mult player aspect comes from them easily being able to scale up to 6 or 7 players without everyone having to hand around d,
Quote from: goat major on 09 March 2021, 08:22:22 AM
The main rulebook is now period/genre independent and has all you need for horse and musket. However you can still get pdfs of the H&M rules and FIW which add a few scenarios and extra items of flavour.
They work for 1 or 2 players very well. The randomisation from the cards helps with solo play. The mult player aspect comes from them easily being able to scale up to 6 or 7 players without everyone having to hand around d,
Ah makes sense. Had a look at some reviews and do seem like simple and fun rules. The playing card mechanic does fit nicely into the wild west theme if the original game
Glory 1861 available from Caliver Books, looks like it might fit the bill. It is an ACW set in which you build and command a single regiment of 10 companies. The minimum size for a company is four bases (single figure in 28mm or indeed any scale, but can be multiple figures in smaller scales). The regimental commander has particular characteristics, as does his first and second in command. Each company has its own commander, again with characteristics, and the company itself has its own characteristics. The regiment is taken through its service life, be that 3months, one year, three years or duration. As it progresses you can train it to become more efficient, improve its armament and replace losses. It takes part in various regimental actions related to its particular part of a large battle or in small scouting, holding or rearguard actions. Its actions will always have a goal related to the battlefield it finds itself on ( which can be constructed from using the half battlefields in the rulebook - put two halves together to get your field). So, there's another possibility for C19th skirmishing.
Quote from: Leman on 09 March 2021, 10:31:57 AM
Glory 1861 available from Caliver Books, looks like it might fit the bill. It is an ACW set in which you build and command a single regiment of 10 companies. The minimum size for a company is four bases (single figure in 28mm or indeed any scale, but can be multiple figures in smaller scales). The regimental commander has particular characteristics, as does his first and second in command. Each company has its own commander, again with characteristics, and the company itself has its own characteristics. The regiment is taken through its service life, be that 3months, one year, three years or duration. As it progresses you can train it to become more efficient, improve its armament and replace losses. It takes part in various regimental actions related to its particular part of a large battle or in small scouting, holding or rearguard actions. Its actions will always have a goal related to the battlefield it finds itself on ( which can be constructed from using the half battlefields in the rulebook - put two halves together to get your field). So, there's another possibility for C19th skirmishing.
Thanks, I'll take a look into it. Sounds interesting.
Wouldn't use another rules set apart from rebels and patriots and TMWBK for those periods now. You can even use them for big battles if you tweak the figure scale 1-2 or 1-3 for 10mm and make each command roll for a brigade/ company . Love them .
Jim