Up on the top right of the blog there are some links to a few downloads. These have been added over the years (years? I've been doing this for over 5 years now) mostly in response to requests or because I'm quite pleased with the output.
As they are fairly haphazard in nature I thought it might be helpful just to recap what's there.
Battle of Toski Briefing Pack
This was prepared to re-fight a major action between the Egyptian Army and Mahdists using Howard Whitehouse's superb "Science v Pluck" rules. It is one of the frustrations of SvP that to make it work well you really need to spend time on the scenario & briefings. It is a constant source of frustration that there aren't really many available out there, so this is me trying to encourage others to do the same. The pack has forces, player briefings, maps and so on. Our re-fight is covered in these two blogs Toski - Part 1 and Toski - Part 2
Flodden Field Briefing Pack
In order to mark the 500th anniversary of Flodden Field in 2013 we did a large re-fight using Armati.
This pack has orders of battle, troop factors and rule modifications. The order of battle is pretty solid, and is based on the best research available IMHO. Ironically producing this pack got me caught in a TMP flame war and garnered me a whole heap of stifles. The set up of the game is discussed here: Flodden Preview and the actual battle described here: Flodden game.
If You Tolerate This
These are my Divisional Level SCW rules, which are played on offset squares or hexagons and intended for 15mm figures. They were written in late 2011/early 2012, so there are lots of blogs about the development. The last big game we played with them is described here: IYTT Part 1 and IYTT Part 2.
Red Army, White Guards
These are really quite a few years old. They're a square based RCW game set at Divisional Level, again using 15mm figures. They are based on Richard Brooks' "Picklehaube and Pantalons Rouge" WW1 rules. They use a playing card activation sequence. They were well received at CoW, and I even ran a really big game in my garage (pre Shedquarters) with Richard B present. All of this pre-dates the blog, so there are no handy entries to look at. Nice pictures in the rule booklet tho'.
Redcoats and the Sudan
These enable you to fight most battles of the British and Egyptian campaigns in the Sudan (and in Egypt to) with the exception of the really big ones like Khartoum/Omdurman. They use squares and are playing card activated. They owe a big debt to Richard Brooks and Bob Cordery. We played them a lot several years ago (pre-blog) but I revived them recently, and found them fun: Squares in the Sudan. They are great for solo play.
Return to the River Don
These are intended for RCW games just below divisional level, say with a couple of regiments a side. They have quite an intricate move/command sequence and a rather good mutiny mechanism. The armour rules are pretty unique as well. These are well documented in their development and can be tracked through the Return to the River Don label.
Send Not To Know
These are for a sub Divisional level SCW game, and were developed before IYTT, but their progress is charted on the blog. They use quite large units by my standards for modern warfare, - 9 bases to a battalion of 15mm figures. They have a unique playing card sequence activation mechanism, and the close assault rules are pretty good too. The label Send Not To Know has most of the games and development.
Taiping Era
These are for Chinese warfare in the 1860s (2nd "Opium" War, and the Taiping Rebellion) and cover both Chinese v Chinese and Europeans v Chinese. They use squares, again, but the USP for these is that pretty much the entire game is driven off one mechanism, - the EDNA. The system has a few issues, but I'm quite proud of the unity of the whole mechanism and structure. I think it does the asymmetrical nature of the warfare quite well. Again these were developed entirely whilst the blog was running, so their development is well documented. The last play test covers most things: Taiping Era playtest. There are some other posts with the label China that cover a whole load of things including the development of the rules. Pictures and game descriptions are scarce as unusually for me I wrote the rules before the figures were done, and they were developed using Sudan British & Mahdist figures in the test games.
Victory Without Squares
These are for 15mm ECW games, with units of 6 bases (infantry) and three (cavalry). They are based on Richard Brooks "Victory Without Quarter" which are square based and use playing card activation. I took out both those elements, hence "Victory Without Squares". They have enabled us to refight a number of ECW battles in an evening:Nantwich, Adwalton Moor, Cheriton, Edgehill, Lansdown,
Later in the year I may add the Sumerian Rules "To Ur is Human", after they have been properly dealt with in Nugget.
As they are fairly haphazard in nature I thought it might be helpful just to recap what's there.
Battle of Toski Briefing Pack
This was prepared to re-fight a major action between the Egyptian Army and Mahdists using Howard Whitehouse's superb "Science v Pluck" rules. It is one of the frustrations of SvP that to make it work well you really need to spend time on the scenario & briefings. It is a constant source of frustration that there aren't really many available out there, so this is me trying to encourage others to do the same. The pack has forces, player briefings, maps and so on. Our re-fight is covered in these two blogs Toski - Part 1 and Toski - Part 2
Flodden Field Briefing Pack
In order to mark the 500th anniversary of Flodden Field in 2013 we did a large re-fight using Armati.
This pack has orders of battle, troop factors and rule modifications. The order of battle is pretty solid, and is based on the best research available IMHO. Ironically producing this pack got me caught in a TMP flame war and garnered me a whole heap of stifles. The set up of the game is discussed here: Flodden Preview and the actual battle described here: Flodden game.
If You Tolerate This
These are my Divisional Level SCW rules, which are played on offset squares or hexagons and intended for 15mm figures. They were written in late 2011/early 2012, so there are lots of blogs about the development. The last big game we played with them is described here: IYTT Part 1 and IYTT Part 2.
Red Army, White Guards
These are really quite a few years old. They're a square based RCW game set at Divisional Level, again using 15mm figures. They are based on Richard Brooks' "Picklehaube and Pantalons Rouge" WW1 rules. They use a playing card activation sequence. They were well received at CoW, and I even ran a really big game in my garage (pre Shedquarters) with Richard B present. All of this pre-dates the blog, so there are no handy entries to look at. Nice pictures in the rule booklet tho'.
Redcoats and the Sudan
These enable you to fight most battles of the British and Egyptian campaigns in the Sudan (and in Egypt to) with the exception of the really big ones like Khartoum/Omdurman. They use squares and are playing card activated. They owe a big debt to Richard Brooks and Bob Cordery. We played them a lot several years ago (pre-blog) but I revived them recently, and found them fun: Squares in the Sudan. They are great for solo play.
Return to the River Don
These are intended for RCW games just below divisional level, say with a couple of regiments a side. They have quite an intricate move/command sequence and a rather good mutiny mechanism. The armour rules are pretty unique as well. These are well documented in their development and can be tracked through the Return to the River Don label.
Send Not To Know
These are for a sub Divisional level SCW game, and were developed before IYTT, but their progress is charted on the blog. They use quite large units by my standards for modern warfare, - 9 bases to a battalion of 15mm figures. They have a unique playing card sequence activation mechanism, and the close assault rules are pretty good too. The label Send Not To Know has most of the games and development.
Taiping Era
These are for Chinese warfare in the 1860s (2nd "Opium" War, and the Taiping Rebellion) and cover both Chinese v Chinese and Europeans v Chinese. They use squares, again, but the USP for these is that pretty much the entire game is driven off one mechanism, - the EDNA. The system has a few issues, but I'm quite proud of the unity of the whole mechanism and structure. I think it does the asymmetrical nature of the warfare quite well. Again these were developed entirely whilst the blog was running, so their development is well documented. The last play test covers most things: Taiping Era playtest. There are some other posts with the label China that cover a whole load of things including the development of the rules. Pictures and game descriptions are scarce as unusually for me I wrote the rules before the figures were done, and they were developed using Sudan British & Mahdist figures in the test games.
Victory Without Squares
These are for 15mm ECW games, with units of 6 bases (infantry) and three (cavalry). They are based on Richard Brooks "Victory Without Quarter" which are square based and use playing card activation. I took out both those elements, hence "Victory Without Squares". They have enabled us to refight a number of ECW battles in an evening:Nantwich, Adwalton Moor, Cheriton, Edgehill, Lansdown,
Later in the year I may add the Sumerian Rules "To Ur is Human", after they have been properly dealt with in Nugget.
A very useful overview! As I mentioned previously I will certainly bear 'Victory Without Squares' in mind when I start a long-planned ECW project later next year. Presumably they can be used with 10mm figures without much difficulty?
ReplyDeleteVWS can be used with anything on a 30mm x 30mm base. Or probably even 25mm x 25mm. The point is the foot regiments are 6 bases, 2 pike and 4 musket.
DeleteThey could easily be six 28mm figures *shudder*.