I bought TABLE TOP BATTLES - TABLE TOP WARGAMING WITH MINIATURES (by Mike and Joyce Smith) at Warfare 2008 on an impulse ... and it was probably one of the best impulse buys I have ever made!
I am a great lover of small, simple games - particularly if they can be played solo - and this has all these qualities. The rules are very flexible and can be adapted for a variety of different periods, and can allow a series of battles to be fought in a matter of a few hours. They have also been developed over a long period of time, and although they are not 'rules lawyer' proof (no wargames rules ever are!), they do cover almost everything that one needs (including naval warfare, air warfare, and campaigns).
Having read these rules I can see me using them - with minor alterations - for all sorts of small wargames projects ... including my 1930s Lauranian campaign.
I am a great lover of small, simple games - particularly if they can be played solo - and this has all these qualities. The rules are very flexible and can be adapted for a variety of different periods, and can allow a series of battles to be fought in a matter of a few hours. They have also been developed over a long period of time, and although they are not 'rules lawyer' proof (no wargames rules ever are!), they do cover almost everything that one needs (including naval warfare, air warfare, and campaigns).
Having read these rules I can see me using them - with minor alterations - for all sorts of small wargames projects ... including my 1930s Lauranian campaign.
Now that sounds intriguing - tell me more! :o)
ReplyDeleteOn first impressions the rules look a bit like DBA but played on gridded surface. The grid used for the 'land' rules is made up of 50mm squares, and the 'table top' is 60 cm x 80 cm. There is a points system for 'balanced' games (if you want to use it) and a system can be used for placing scenery. The combat system is very like DBA/HOTT but uses a D12 (a D12 is used, along with a D6, for most of the rule mechanisms). There is no use of PIPs; a D12 determines who moves first in the 'I move; You move; I fire; you fire' turn sequence.
ReplyDeleteThere are also extensive rules for assaults on fortifications and for sieges, as well as campaign rules (including one set in Mid-18th Century Europe).
The 'naval' rules use 100mm squares and a tabletop that is 70 cm x 80 cm. Ships are stylised models that are 100mm x 50mm and carry 2 cannon and crew figures.
There are also rules for solo games, air combat, and even fantasy/science fiction.
I get the feeling that the rules are a labour of love, and that the writer has enjoyed many games over many years getting them to the state they are now in. I feel that they are a toolbox of mechanisms that can be used and adapted to individual requirements and tastes, and although they are very obviously written for the Ancient and 18th Century periods, they are adaptable to many other periods.
Not for the 'serious' wargamer, but very much for someone who likes to fight wargames for fun ... and who may not have a lot of time, space, or money for large armies.
Those rules sound pretty interesting, its got my interest up for sure. Keep us updated on progress.
ReplyDelete--Dave