The Perfect Captain’s Battle Finder is a set of 64 cards—done in the usual high quality graphics—that you use to generate terrain for your miniature wargames battles. There also are rules for using the cards to create linear campaigns, and maneuver campaigns using the downloadable force counters, order and control markers. There are even revenue and siege rules.
Truly innovative stuff, and something that I’m going to use almost immediately.
The game goes in two stages: first, the order of battle must be entered (preferably by the referee). Second, the game commences, with each unit being called up in a completely random order. (This sounds pretty bizarre, but it serves to reproduce the unreliability of communications on the battlefield in a simple, effective fashion.) Once called up, the condition of the unit is reported to the computer, and new orders are given. The actions taken by the unit - based on the last received orders - are then announced by the computer, at which point the player moves, places sheafs for artillery fire, etc. Unlike other games, you do not announce your intent to move and then move the unit on the tabletop. Instead, you issue orders to move that may wssssell never be received, and then hope that the unit moves the following turn.
This is a game of low to moderate complexity portraying tactical naval combat in the period from 1904 through 1918. While it will not yet you play Jutland in a day, it will let you play some fairly large actions reasonably quickly. It uses a scale of 4 minutes to the game turn and 1000 yards to an inch on the playing surface. The rules focus on big ships and big guns: battleships (and particularly the Dreadnought-type battleships that began service in 1905), battlecruisers and armored cruisers.
These rules are intended to recreate real or imagined battles of the First World War on a 1:1 scale (that is, one miniature, fi gurine or model represents one man). The emphasis is on trench warfare with the rules shaped by a preference for fast-play rules rather than being bogged down in minutiae. You will be able to fi eld hundreds of models on either side (but not for long, once those machine-guns start fi ring!), and can use any models and scenery you have to hand. These rules do not pretend to be ‘historically accurate’ to the last detail, but they should provide an appropriate style of game rewarding the use of authentic tactics from the period.
World War I, long considered ungamable, has been increasingly popular lately, thanks to new 25mm figures from Renegade, Brigade Games, Old Glory and others. Here’s a set of free wargames rules called Hot Blood and Cold Steel. Author James Kemp sets out his goals for the game:
The original design was for a participation game at a games convention. The game should:
*have a fair amount of historical flavour;
* be re-playable several times without repeat of the incidents;
*be fast to play, no more than an hour overall (with about 20 turns);
* have very simple rules (ideally all on a 1 side of A4 playsheet in 12 point or larger);
* work as both back to back and face to face.
The Perfect Captain offers "Red Actions", another in their series of superb free wargames rules. This particular set is designed for miniature wargames in the Russian Civil War. Like all of the Captain's rules, these have superb graphics -- but they are not just gratituous pictures. The thing that makes these rules so special is how tightly the graphics are integrated into the game system.
The War Times Journal has published 1916, a set of free wargames rules for the First World War. For many years, World War I has not been considered gameable in miniature. I think, however, that with the proper rules set, it can be an interesting experience. The authors write:
Continued...
Miniature Wargaming is part of the "adventure games" hobby, which includes r ole p laying and board games. Wargamers recreate battles on the tabletop with toy soldiers, like a more complicated game of chess. Models range in height from 6mm to 28mm tall, with 15mm and 25mm being the most popular. There also is a growing interest in toy soldiers and military models, such as the 1/32 and 1/35 scale plastic soldiers from Conte, and Marx.
The most popular miniature wargames are fantasy and science fiction based, such as Warhammer, Warhammer 40K, Warmachine and The Lord of the Rings. World War II games such as Flames of War and Axis and Allies are new favorites. Other favorite historical periods include Napoleonics, the American Civil War, and ancients, such as Romans or Greeks. Other gamers enjoy miniature naval wargames, recreating battles like Trafalgar, Jutland and the Coral Sea.
Hobbyists research historical periods and paint their tiny soldiers in accurate uniforms. Others develop "historically realistic" rules sets or build scale battlefield terrain using model railroad techniques.
For pictures, visit the gallery.
Some of the bigger hobby companies are Games Workshop, which produces Warhammer, Wargames Foundry and Old Glory Miniatures. Wizards of the Coast produces several lines of pre-painted miniatures games, such as the Star Wars and Dungeons and Dragons miniatures games, and a historical game with pre-painted miniatures: The new Axis and Allies game. Wizkids produces a fantasy collectable miniatures game, such as the Mage Knight and Heroclick fantasy games, the science fiction games MechWarrior and Rocketmen, as well as the quasi-historical Pirates of the Spanish Main.