Muskets and Springfields

Wargaming the American Civil War 1861-1865

Muskets & Springfields is designed for playing big battles in the American Civil War and is not model scale dependent and uses the player’s current basing system. The game is set at the operational level. The player is the army commander with sub command groups. This will be typically a Corps. In these rules a Corp is made up of several infantry brigades, mounted cavalry, and artillery batteries. If you wish you can also include Native American Indian warbands. The basic unit in wargaming terms is the infantry brigade, which are grouped into Corps or Divisions. The game system uses grids as the unit of measurement. The game space is broken into several square grids which represent 300 yards in ground scale. Taking a balance of the various drill guides of the period this is approximately equal to 600 men in two ranks. For a typical 6x4 playing space it is recommended a ratio width x depth of 1.5 x 1. A typical 6x4 table provides the following 12 (3600 yds) by 8 (2400 yds) of battlefield.

Morale is handled at the corps level and attrition is held at the individual unit base. These rules have three levels of morale. This is not the usual average, veteran, elite often used. Instead, the format is designed to reflect the actual state of mind on the day. These are Unknown, Nervous and Steady. In a game, unless representing specific historical units all bases start as Unknown. The actual morale state is not known till the unit takes damage. The player then rolls against a chart which provides a score for the unit being Nervous or Steady. This is dependent on the year being played and if Confederate or Union. When a unit fails a morale check this is recorded against their parent corps. Once a corps reaches its break point it will then flee the battlefield. Attrition is held at the unit level. This represents loss of cohesion, battlefield casualties or supplies running low. A unit can absorb 6 hits before it is automatically destroyed. To facilitate a clean flow of play these rules also facilitate the use of sharpshooters and skirmishers. Turns use a bag-pull system in which it is possible for the non-active player to able to interdict the play.

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Colonies in Turmoil

Wargaming battles in Europe and The Americas 1792 - 1826

Colonies in Turmoil are for wargaming in a casual and engaging manner, battles set in the North American colonies from 1754 (start of The French and Indian War) to 1783 (end of The American Revolutionary War, also known as The American War of Independance). During the period the protagonists used similar linear battlefield tactics common to The Seven Years War in Europe, but finding that they needed to adapt quickly to the challenges of dense terrain.

A typical game can be completed within 2 hours and the rule mechanics are very easy to grasp. After a couple of turns players will usually find themselves comfortable with Colonies in Turmoil. The rules are scale agnostic and allow players to use existing basing without adjustments needed. Colonies in Turmoil uses a dice rolling activation sequence that provides a controlled level of jeopardy. Also, there is finite limit of known turns within the game. Traditional wargaming concepts of shooting and morale have been simplified All measurements are relative to the frontage of an infantry unit. Morale is simplified to a single role based on the different units.

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Continents in Turmoil

Wargaming battles in Europe and The Americas 1792 - 1826

Continents in Turmoil are for wargaming battles set in Europe and The Americas from 1792 (French Revolutionary Wars) to 1826 (Peruvian War of Independence), in a casual and engaging manner. These rules also enable players to use Imagni-nation armies set between these dates.

A typical game can be completed within 2 hours and the rule mechanics are very easy to grasp. After a couple of turns players will usually find themselves comfortable with Continents in Turmoil. The rules are scale agnostic and allow players to use existing basing without adjustments needed. Continents in Turmoil uses a dice rolling activation sequence that provides a controlled level of jeopardy. Also, there is finite limit of known turns within the game. Traditional wargaming concepts of shooting and morale have been simplified All measurements are relative to the frontage of an infantry unit. Morale has two levels. These are narrative and are, “Steady” and “Resilent”. For flow and simplicity of play these rules do not separate musket and rifle small arms shooting. Victory conditions are agreed between players and can be a “butchers bill” or objective based.

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A Country in Turmoil

Wargaming The Wars of The Three Kingdoms 1639 - 1653

A Country in Turmoil are for wargaming battles in Bishops’ Wars (1639-1640), The Irish Confederate Wars (1641-1653) and The English Wars (1642-1652), in a casual and engaging manner. A typical game can be completed within 2 hours and the rule mechanics are very easy to grasp. After a couple of turns players will usually find themselves comfortable with A Country in Turmoil. The rules are scale agnostic and allow players to use existing basing without adjustments needed. A Country in Turmoil uses a dice rolling activation sequence that provides a controlled level of jeopardy. Also, there is finite limit of known turns within the game. Traditional wargaming concepts of shooting and morale have been simplified. All measurements are relative to the frontage of an infantry unit. Morale has two levels. These are narrative and are, “For the cause” and “Of stout heart”. Victory conditions are agreed between players and can be a “butchers bill” or objective based.

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