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Author Topic: Colonial Rules  (Read 3798 times)

Offline Mr.J

  • Mastermind
  • Posts: 1705
Colonial Rules
« on: March 01, 2014, 06:03:29 PM »
I'm looking for a decent set of rules with which to play small scale skirmishes set during the Boxer Rebellion. I recently played Rules of Engagement and really enjoyed it so anything in a similar vane would be great. If not I could just adapt these rules I suppose.

Offline warrenpeace

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Re: Colonial Rules
« Reply #1 on: March 01, 2014, 11:00:59 PM »
The classic set of rules for this period is The Sword and the Flame by Larry Brom. Been around for about 30 years or so, and is still very good. It's easy to modify for different periods.

Triumph & Tragedy, the set of rules that has it's own forum here on LAF, is at a similar or smaller scale as TSATF and has some nice features. Check out the Triumph & Tragedy forum above.
Sailors have more fun!

Offline sjwalker51

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  • Posts: 390
Re: Colonial Rules
« Reply #2 on: March 02, 2014, 12:31:53 AM »
I've not (yet) played RoE, so cannot say if they are similar but it's worth looking at the "Sharp Practice" rules, which are designed for large-scale skirmish games with 40-120 figures per side.

There isn't an 'official' colonial supplement as such, but the ACW add-on is very easily adapted to cover the classic colonial games, including the Boxer Rebellion - I'm working on my own take on the same subject, having been inspired by the Grimsby Wargames Club blog on the period.

Be warned, SP uses very different mechanisms from most other rules and takes some pre-game preparation of the card decks that drive the command and control - you'll either love it or hate it!

I've never quite understood the popularity of TSATF, though its impact on colonial gaming is immense - the mechanisms are dated and clunky (especially the melees) and lack any real period feel. Triumph & Tragedy is probably a better bet.

Offline Sheerluck Holmes

  • Mad Scientist
  • Posts: 658
Re: Colonial Rules
« Reply #3 on: March 02, 2014, 03:53:55 AM »
'Arc of Fire' is a skirmish set of rules from 1900 - Modern, and has a section for the Boxer Rebellion within the rule book.

I also own RoE, but have gone back to Arc of Fire as they suit the type of game I play better than other rules.

http://skirmishcampaigns.com/aof/index.htm

Offline freewargamesrules

  • Librarian
  • Posts: 105
Re: Colonial Rules
« Reply #4 on: March 02, 2014, 11:48:58 AM »
We've been using In Her Majesty's Name for colonial skirmish and they work very well. We just removed the magic and fantastical bits.

Offline Conquistador

  • Galactic Brain
  • Posts: 4375
  • There are hostile eye watching us from the arroyos
Re: Colonial Rules
« Reply #5 on: March 02, 2014, 03:45:06 PM »
<SNIP>

I've never quite understood the popularity of TSATF, though its impact on colonial gaming is immense - the mechanisms are dated and clunky (especially the melees) and lack any real period feel.<snip>

THE ABOVE!  Strictly IMHO, of course, YMMV.

I am trying THW's Colonial Adventures but it is for large battles.

Gracias,

Glenn
Viva Alta California!  Las guerras de España,  Las guerras de las Américas,  Las guerras para la Libertad!

Offline Conquistador

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Re: Colonial Rules
« Reply #6 on: March 02, 2014, 03:46:04 PM »
We've been using In Her Majesty's Name for colonial skirmish and they work very well. We just removed the magic and fantastical bits.

Interesting, any AARs?

Gracias,

Glenn

Offline fastolfrus

  • Galactic Brain
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Re: Colonial Rules
« Reply #7 on: March 02, 2014, 05:10:11 PM »
There isn't an 'official' colonial supplement as such, but the ACW add-on is very easily adapted to cover the classic colonial games.

There may not be an official supplement, but there's a Scottish club has an Indian Mutiny version "War Without Mercy".
http://leadadventureforum.com/index.php?topic=54183.0
Gary, Glynis, and Alasdair (there are three of us, but we are too mean to have more than one login)

Offline sjwalker51

  • Scientist
  • Posts: 390
Re: Colonial Rules
« Reply #8 on: March 02, 2014, 05:58:20 PM »
"War Without Mercy" is still being playtested, while the TFL team are 'distracted' by Chain of Command - a draft set of the rules can be downloaded from the yahoo group of the same name.

For later colonial games, such as the Boxer Rebellion or Boer Wars, the only major rule changes needed are to cover things like magazine rifles, breechloading artillery and machine guns - the troop classifications work well as they stand.

What really makes a difference are the period-specific bonus and random event cards that are a core part of the SP rules.

And, sorry, I should have prefaced my comments on TSATF with 'IMHO' - nothing that has encouraged so much colonial gaming in the USA over the last 30 years can be all bad but, yes, I do think that there are better alternatives - I've thoroughly enjoyed the games I've played with it, but that enjoyment has come from the scenario and the players involved rather than the mechanisms.

- and I had to look up what 'YMMV' means :-)

Offline Conquistador

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  • Posts: 4375
  • There are hostile eye watching us from the arroyos
Re: Colonial Rules
« Reply #9 on: March 03, 2014, 02:25:17 AM »
<snip>

And, sorry, I should have prefaced my comments on TSATF with 'IMHO' - nothing that has encouraged so much colonial gaming in the USA over the last 30 years can be all bad but, yes, I do think that there are better alternatives - I've thoroughly enjoyed the games I've played with it, but that enjoyment has come from the scenario and the players involved rather than the mechanisms.

- and I had to look up what 'YMMV' means :-)

Oops, sorry about the geek-talk in YMMV.

Yes, TSATF was a 'fave' (actually a huge favorite,) back when it was a new system but after much playing it and all the unofficial supplements before the latest incarnation (and it is the scenarios/players who make a game,) I felt it had more problems than than the cast of Oe Flew Over the Cuckoo's Nest.

I am still looking for the perfect colonial rules set(s) for mass battles and skirmishes.

Gracias,

Glenn

Offline Mr.J

  • Mastermind
  • Posts: 1705
Re: Colonial Rules
« Reply #10 on: March 03, 2014, 10:25:04 AM »
Thanks for the replies, that has certainly given me lots to think about.

Offline sjwalker51

  • Scientist
  • Posts: 390
Re: Colonial Rules
« Reply #11 on: March 03, 2014, 03:21:32 PM »
Glenn,

I'm working on a 'big battle' adaptation of the Sharp Practice mechanisms for colonial games, mainly for the Sudan campaigns but planning to extend it to the Zulu Wars and others. The first couple of games have been fun, and seem to give an historically accurate outcome. If you'd like to help playtest it, let me know, and I can email you a copy of the draft.

It has the advantage that the original SP rules are designed for large scale skirmishes (40-120 figures per side, usually at a 1:1 figure/man scale but readily adaptable to a 1:5 or 1:10 scale). My draft rules take the scale up to approx 1:25, with a single stand of 4 figures representing a company, or c.10-12 stands for the average Dervish 'rub.

Like you, I've not yet found a set of rules that really capture the flavour of the period, though I enjoyed "Science v. Pluck" and have tried plenty of others (BFE, PoW etc) over the years.

Offline sjwalker51

  • Scientist
  • Posts: 390
Re: Colonial Rules
« Reply #12 on: March 03, 2014, 03:26:34 PM »
By the way, looks like Yorkshire IS "God's Own Country" as far as colonial gaming is concerned, from the location of the posters so far. All we need to do is annex the People's Republic of Grimsby...another hotbed of light-hearted colonialism.  :)

Offline Conquistador

  • Galactic Brain
  • Posts: 4375
  • There are hostile eye watching us from the arroyos
Re: Colonial Rules
« Reply #13 on: March 03, 2014, 03:42:18 PM »
Glenn,

I'm working on a 'big battle' adaptation of the Sharp Practice mechanisms for colonial games, mainly for the Sudan campaigns but planning to extend it to the Zulu Wars and others. The first couple of games have been fun, and seem to give an historically accurate outcome. If you'd like to help playtest it, let me know, and I can email you a copy of the draft.

It has the advantage that the original SP rules are designed for large scale skirmishes (40-120 figures per side, usually at a 1:1 figure/man scale but readily adaptable to a 1:5 or 1:10 scale). My draft rules take the scale up to approx 1:25, with a single stand of 4 figures representing a company, or c.10-12 stands for the average Dervish 'rub.

Like you, I've not yet found a set of rules that really capture the flavour of the period, though I enjoyed "Science v. Pluck" and have tried plenty of others (BFE, PoW etc) over the years.

Have to pass.  Not sufficient time to adequately test another set of rules. 

Also have plans to spend time dealing with the miniatures currently boxed for sale/trade and increase the paint to bare metal ratio.

Looking forward to any AARs...

Gracias,

Glenn

Offline stefanov

  • Bookworm
  • Posts: 86
Re: Colonial Rules
« Reply #14 on: March 08, 2014, 09:04:27 PM »
I have played quite a few sharp practice napoleonic naval games, and I have colonial figures to playtest,
please let me know if it possible to look at your colonial draft rules, I ma very curious !
cheers Stefano
 

 

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