Now Avaliable - The Napoleonic Wargaming rules you have been waiting for - Fortune & Glory - an easy to learn rules requiring only a small number of units (pictured below) in order to start your army and to game.
Plus - More Fortune More GloryAdditional rules and period lists for Fortune and Glory Wargame Rules
1. Divisional sized Games army organisation into Brigades, game play and Special assets in divisional sized games.
2. Using a larger base unit sizes as standard or with smaller units.
3. Alternate basing regimes and playing without stand removal.
4. Some Optional Rules.
5. Additional scenarios.
6. Wars of Louise XIV.
7. Wars of Austrian Succession and Seven Years War.
8. American War of Independence.
9. Mexican American War.
10. Crimean War
11. Kepi, Rifle & Percussion Rules for the American Civil War.
12. A simple order system (Posture).
Both Avaliable in PDF - receive a copy via email from myself once payment has been confirmed and enjoy hours of fun when playing Fortune & Glory.
INTRODUCTION, DESIGN PARAMETERS AND
These rules are aimed at attracting
new players to Napoleonic war gaming through an approachable game that can be
played after work and without a massive initial investment of time and money. Many
war game rule clichés have deliberately been maintained and repeated in the
interests of providing colour and differentiation for new players. These rules
will provide the aficionado with a format for a fun game and the newcomer a
place to jump off into their own research.
These rules are specifically NOT
designed as a simulation but are for a tabletop game of war with model soldiers
set in the Napoleonic period. I have designed them with the attractive scale of
28mm in mind.
· The basic competitive game should be
playable in 2-3 hours from arrival to completion and will therefore have
between 6 and 8 action filled turns with different scenarios providing tactical
challenge and game variation;
· Army lists should offer tactical
options but be able to be calculated in your head whilst riding on public
transport or in traffic without reference to extensive army lists or a
calculator (a standard games size of 500 points was chosen with the basic
building blocks of 2 Class, Regular and Elite Infantry worth 40,
60 and 80 points respectively with Cavalry and Artillery in a simple
· The number of figures must not be
intimidating for a new comer to purchase and paint;
· An army for a basic game should fit
into a reasonable size carry bag with a simple set of terrain options so that
players can easily carry them to an evening game or to work first;
· Game play and pre game set up should
be entertaining by ensuring that each stage of set up or play has some decision
making without concentrating all the tactics into a single step or game choice;
· Finite objectives and scenario play
without record keeping will allow a competitive game format;
· Focus is on European style warfare at
a reinforced brigade or small division level with a specific task.
· Armies will consist of 5 - 12 units of
standard types purchased in accordance with a national or generic army list;
· Strategic surprise will be achieved by
choosing armies, setting up terrain as part of the game, capturing objective
markers with random values, use of flank marches and reserves and before each
game selecting an Army and Commander Character available to that nation and, if
points have been set aside, from the Special Assets available. These choices
will subtly vary the way a selection of units plays without requiring the
newcomer to paint new units;
· Tactical surprise will be achieved
through random initiative to move first or second, alternating unit movement
and the all important placement of General Officers before the action in each
turn commences (without close proximity of a General Officer you cannot be sure
your units will be active in a given turn);
· Table size should be small (4 feet x 3
feet for 500 point competitive game) but variants allow Larger units for the
aesthetically minded and Larger less competitive games for the enjoyment of
multiplayer games; and
rules should be relatively easy to port to other miniature basing regimes by
use of stand loss markers.