From Early 1700's to Late 1700's
Rules for Early 1700's to Late 1700's
The British Are Comining
by Christopher Bell
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- Game Scales
- 1 man = 25 men or 1 gun & crew
- 15mm : 1 inch =29.33 yards .60 inches = 1 mile
- 20-30mm: 1 inch = 22 yds .80 inches = 1 mile
- 1 turn = 10 minutes
- Figure Size
TBAC is primarily intended for use with 15mm figures. However, as many gammers already have 20mm,25mm or 30mm figures, alternate firing and movement tables have been included for that scale. Distances are also mentioned in the text,in this case the 15mm distances are mentioned normally, with 20, 25 and 30mm distances shown in parentheses next to it, as follows :4" (5").
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Shot Heard Round The World
by Outland Games
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- Introduction :
This rules set looks at small unit actions in the American Revolutionary War. These rules are for both newcomer to and the veteran of miniatures wargames. Here you can get a feel of what it takes to command and lead an infantry regiment or an artillery battery. You take charge or a unit and personally command it. You can lead from the front and risk all to win or be careful and just command from the rear. Either way you must make decisions that affect your unit.
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Washington's Wars
by David R. Hoffman
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- Washington's Wars by David R. Hoffman is a set of rules for the French and Indian War or the American War of Independence. Written for 15mm figures they can be converted to use with 25mm. They are not skirmish rules, but are designed to fight any size battle of the subject wars. The author specifically denies any attempt to represent either a ground scale or a model/man ratio.
There is an adequate point system with troops assigned a fire combat, melee combat and morale class rating. All battalion lines are represented by 20 figures in a single line. Cavalry units are 10 figures in size. Irregular units can be 12 to 28 in size for foot and half that for cavalry. In order to provide the "fog of war" the rules use blocks of wood as "dummy" units when units are out of sight of the enemy. A move/counter-move system using either a simple die roll to determine first move or the drawof cards. The cards determine which units are to be active in a particular phase. The list of actions a unit may undertake during a particular phase include skirmish and mass - there is no distinction between a loose order line, a two rank line or three rank line. Since these were all extensively used, and had important consequences, these distinctions should be incorporated (either specifically or abstractly) in a set of rules for the American campaigns.
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The Whites of Their Eyes
Published by The Canadian Wargamers Group
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Written by Bruce McFarland and published by the Canadian Wargamers Group, this guide provides virtually "one stop shopping" for players interested in the American Revolution. It contains history, useful unit information, a description of tactics, a plethora of battles in a wide range of playing styles, a campaign game, AND a stand alone board game.
First, one gets a concise overview of the situadon leading up to the Revolution and a quick account of the strategy that guided both sides through the conflict. The uniform information includes nice detail on the fabrics and quartermaster practices. The guide has the standard chart of British regimental colors and also lists some of the better known Loyalist regiments before they switched to red coats in 1778. All of the German and French regiments are listed.
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Warfare In The Age of Reason
by Tod Kershner
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- The Basics
Each figure in Age of Reason equals approximately 50 men while artilltry men castings actually represent the number of field pieces present in a particular battery. One inch represents approximately 50 yards with each turn representing between 30 and 60 minutes of real time.
- Campaigns and Battles
- Chapter 1: Bohemian Blitzkrieg
- Chapter 2: His Most Catholic Majesty's Domains
- Chapter 3: From the Age of Reason
- Chapter 4: Age of Reason Design Notes
- Chapter 5: Errata, Questions and Answers
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Koenig Krieg
Dist by OUTLAND GAMES
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- Rules
Koenig Krieg is a set of rules for recreating 18th century battles with miniature soldiers. Units represent infantry battalions, cavalry regiments and artillery sections but the rules are designed to allow players to command armies as large as those historically fielded during the period.
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Miter Mustache and Musket
by Ben King
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Seven Years War in Miniature
- Mitre, Mustache, and Musket
Published by Systems Analysis. This is one of their series of Tac-50 miniature rules. They have a pike and shot set, 18th century, Napoleonics, and a 19th century. All are the same figure ratio, 1:50. They use about the same rules in each set and to learn one is almost like learning all of them. The individual periods have their own unique rules, though. The ground scale is one inch equals 25 yards.
One turn equals approximately 20 minutes of real time. One needs two normal six-sided dice to play. Base sizes are determined by the number of figures in a company. The frontage per figure depends on the troop type- line infantry is 5/8", light infantry, artillery crewmen and cavalry have a frontage of 7/8~ per figure. Unlimbered artillery has a front of 3".
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