Saturday, October 9, 2010

My Idea for some fast and short rules

Ok, in these rules I want to make rules that don't need that many figures from 100 to 200 pr side. in 1:10 scale, to do this I want to make a brigade game, that is you only use a single brigade.

Th rules will first be for ACW but will then be adapted for Napoleoincs.

I choose ACW because of sevral reasons, 1, less cavarly, so while you might feel you are missing out on napoleonics when you can only fight with an all infantry brigade, that is, you are missing the cavarly option, since cavalry rearly was an option in ACW you won't feel it's missing in all infantry battles. Another reason is smaller battalions/regiments but more of then in a brigade, while a Napoleonic brigade might only have 2 battalions, a ACW brigde might have 5, 6 or even 7 smaller regiments, this gives you sevral options in the game, want to field a brigade of 4 or 5 regiments that are quite big, or a brigade of 6 or 7 smaller regiments. At 1:10 a ACW regiment might in theory be a 100 figures, but I'm quite sure that less then 500 is more the avrage, But at 1:10 most units will probebly be over 30 figures, with 36 or bigger quite normal, Also I want of table artillery(and on table) With ACW artillery with a effective range of a mile, the brigade might only see the smoke from the battery in the distance, so you can speed up or slow down battles by adding more or less off table artillery, or use it as a handicap, since the game is small, it's supose to be a sort of entry level game, just slightly more compilcated then kids throwing rocks at green army men. So mabye you 6 or 7 year old son or daughter wants to play, then lett them get of table artillery to give them a leg up.

There will be two game types, battle, this is basicly a zoomed in part of a bigger battle, here you may have off table artillery and on table artillery, here the basics are only to beat the enemy, kill them all ect.
The second is advance guard, this can bee a flying column thing, mabye a brigade of cavarly with a couple of guns, or the first columns of close order infantry, here you have an objective, hold or cut the enemy of from the road ect, Here you can only use on table artillery.

The game is made for all scales but since you only got a few 100 figures, bigger scales will probebly look more impressive, but if you only got a 2x2 table, you can do it in 6mm with a 3x3 you can do it with 10mm, you get the point. Here you can do it as complicated or as simple as you want, letting your son use unpinted soft plastic figures or extremly detailed 54mm figures.
You can throw a green blanket on the floor and play there, or make a extremly wonderfully detailed table for a demo or show game at the club.
The aim if the rules will be simple, and fast, I hope to get a full battle with 200 figures on each side to last only 90 minutes, a kind of, lets do a short bad game instead of watching a bad 90min comedy.

The big problem will be to get the game to be actualy fun, just lineing them up side to side and march on and throw dice to see who wins isn't fun, I have to make some sort of command and control system to make it fun, or get something realy fun to do with the combat to make it new and fun.

1 comment:

Captain Nolan said...

The American War of Independence might be better for the kind of rules (and the engagements it would create) that you are designing. There is some cavalry (you would only need a dozen or less per side). It is more colorful than the American Civil War. The effective weapon ranges are shorter, so the smaller table size is not such a problem. The terrain is restricted, again helping with the smaller table. There were a lot of small battles in the American War of Independence, so it is more "realistic." You have more unit types, Light Infantry, Line infantry, Grenadiers, Militia units, British, French, Colonial, Rebel Militia, Tory Militia, Hessians, Native Americans, Light Cavalry in various colors, lots of interesting flags. And, Front Rank makes a great 40mm AWI range of figures.