Nigel Emsen
Published: 2017-01-28
Total Pages: 76
Get eBook
This is the latest set of wargaming rules from Hordes of Models and Buckets of Dice. The rules facilitate phalanx, warband, company to regimental level games from 3000BC to 1901AD with a focus on command and control. Larger games can be played depending of the scale and size of the table available. The design philosophy of the rule set provides a simple approach that can be used to play wargame battles, irrespective of the figure scale (6mm, 10mm, 15mm, 25mm and even 1/32 scale). These rules have been designed to provide the player with challenges based around the manoeuvre and the management of their army in an easy format while still maintaining a feel for the specific period being played. The rules use a number of bases, depending on the size of formations. These are then grouped into distinct command groups. A formation has two, four or six bases to represent the different formation sizes. The bases are placed side by side to represent a line, skirmish line or a column/block deployment. A base can have any number of figures on it according to the players preference or current basing arrangement. To represent scouting or skirmish formations, the formation bases are spaced out in a line, with each base having a gap equal to one base width. I personally, use blank bases to show clear formation definition. Artillery formations are based slightly different. They are always on a single square base of two base widths wide to two base widths deep, always counting as a standard size formation. When playing with scales of 6mm – 28mm, a base size of 60mm x 60mm is used, although the equally popular 40mm wide bases could be used instead. For a scales greater than this, bases of 100mm x 100mm are used. This is the base size I use for my 54mm games. The rules use a measurement of one base width equal to one range/movement distance measurement. The rules have been designed to provide capability options for each base. These bases are then grouped into formations. Each formation cannot complete all of the traditional actions/phases (shooting, moving, charging and reforming etc.) during a turn, with a specific formation. Each formation has two action points per turn. The players then decide which combination of actions to complete. The players complete all actions on a specific formation alternatively. This makes the style of play more of a conversion, keeping players engaged through the whole game. The framework used in the game looks at the different formations capabilities compared to that of compatiable enemy formations in period. Or put more simply: “Was the specific formation any better or worse on the battlefield compared to their opponents, for the period?”. This enables the player to apply their own knowledge of the historic period to represent the way they believe a specific type of formation would have performed. The rules make a difference between a range of technologies used in the different periods. Examples being, Light and Heavy chariots, hoplite phalanx and pike phalanx, shield walls, plug and socket bayonets. 15 NIGEL EMSEN All formations break at the same point, regardless of the formations morale grade (elite, trained or raw). What is managed within the rule set is how quickly or slowly a formation reaches that point of failure. The morale grade is only used for mitigating hits and some cases influencing willingness to charge. It is not used to affect how well a unit shoots and fights etc. Generals are used for command and control only. Formations have to be organised into command groups. An army is organized into a number of these command groups with an overall army commander. Generals can only command formations within their command group or chain of command. The army commander can command any formations across all command groups. Typically a command group is a warband faction, Roman legion, a retinue battle of a major member of the nobility, early renaissance Tercio, company, battalion or regiment depending on the scale and period of history you have adopted for your game. The rules also have simple mechanism to differentiate between more tribal/irregular and professional/retinue types of formations. Additionally the rules provide an easy, but effective order system which is applied at the command group level. (Attack, Defend, Consolidation or Manoeuvre.) Scouts play a key in the setup of the battle, assisting with the deployment of terrain and also have an impact on the battlefield initiative once battle has started. Scouts are also curtailed in the effect they can have on close order formations, but are more effective against other enemy scouts. Games can be played within a three hour time limit with a scoring system based around the number of formations destroyed. The rules reward aggressive play; thus hopefully avoiding static games. For a specific historical battle you may wish to use the objectives of the actual battle to decide the outcome. The rules reward historical use of the formations and tactics to help to give a flavour for the period.