Tag Archives: free wargame rules

Sample Army Lists for War of the Roses rules AYBS.

Quick update.

As promised, I said I would add some army style lists.

Please take them in the style they were intended. If you don’t like something change it and if

you think something is missing please add it.

Army List

I will do the record sheets next.

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Filed under Battle of Bosworth, Demo game, Legionary Wargame Show, Medieval, Medieval, Scottish Wars of Independence, War of the Roses, Wargame Rules, Wargame Shows

Random War of the Roses Army Generator

Fed up with balanced games or knowing exactly what you are going to command because you have priced it up to the last point. If so then accept the challenge and throw caution to the wind.

As promised, I have developed a way to generate random armies for you to command or defeat.

While aimed at my rules AYBS recently published on this blog, please feel free to amend the cards to represent any other era or rules you like.

I have done versions for Peninsula War , ECW and AWI eras. I am currently working on versions for ACW and WW2.

Hope you enjoy them.

WOTR Random army generator

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Filed under American Civil War, American war Independence, English Civil War, Medieval, Napoleonics, Scenarios, War of the Roses, Wargame Rules, World War 2

War of the Roses Rules – Are You Being Serfed? or I’m free, At least For The Moment

Sorry it has been a while but I am just recovering from flu. No, not man flu but real flu. It floored me for over a week.

Even though I have been feeling better for about a week it still sapped me of any enthusiasm.

What I have done to get back into the flow is to work on the rules we will be using for the demo game I am putting on at legionary on the 2nd May 2015.

If you have looked at any of the other rule sets we use, you will soon become familiar with the processes.

I make no apologies for them.  I believe they will give a fast and fun game. We are going to have in the region of 40+ units, 800+ figures on the table and with possibly only 2 players they need to be.

In the next few weeks I will add some more supporting paperwork for record keeping and I am also working on a random army generator so should also have some army lists. In the meantime here are the rules, I hope you enjoy them.

I have read through them a couple of time so I hope they make as much sense to you as they do to me. They do not cover every eventuality but if you enjoy these types of rules then it will not be an issue for you to work it out with the rest of the players. These are to have a laugh with but give a good sense of play. If you are a player who plays to the rules rather than the spirit of a game, please avoid them like the plague.

If you have any questions please drop me a line.

AYBS rules

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Filed under Battle of Bosworth, Demo game, Legionary Wargame Show, Medieval, Medieval, Scottish Wars of Independence, War of the Roses, Wargame Rules, Wargame Shows

Bladensburg – August 24th 1814

Here is another scenario for the War of 1812, hope you enjoy it.

Back ground

The British forces were charged with creating a diversion to the invasion of New York from Canada led by Lieutenant General Sir George Prevost. Major General Robert Ross was the commander challenged with this. One of the positive points was that, following the defeat of Napoleon it allowed Wellington to release a large number of his seasoned troops to be sent to North America. The down side was that at the start of the battle many of the troops had only spent a few days ashore stretching legs etc having been cramped up on board for 3 months.

In Washington there was confusion as to where the British were intending to attack. Would they head for Washington, strategically unimportant but the Capital or Baltimore with its commercial targets including boatyards? Which to defend?

North

Bladensburg

Order of battle

British

Major General Ross – Command Rating Good

          Light Brigade – Col. Thornton – Command Rating Good

85th Light Infantry 4SP Rifle      B/C/A    may skirmish and or detach coy

Converged Lights     3SP SBM      B/C/C may skirmish and or detach coy

Royal Marines           1SP SBM     C/C/C

2nd Brigade – Col. Brooks – Command Rating Good

4th Kings Own Foot   3SP SBM   B/C/B may detach coy

44th Foot     3SP SBM          B/C/B may detach coy

3rd Brigade – Col. Patterson – Command Rating Poor

21st Foot   3SP SBM   C/C/D may detach coy

Royal Marines       3SP SBM  C/C/C

Rocket Battery      C/C/C

Artillery Battery   Med SB Cannon C/C/C

 

Americans

Major general Winder – Command rating Poor

            Maryland Militia – Brigadier Shansbury – Command rating Poor

1st Baltimore militia  4SP SBM D/D/E

2nd Baltimore militia  4SP SBM D/D/E

5th Baltimore militia  4SP SBM C/D/B

            Columbia District Militia – Brigadier Smith – Command rating Poor

US Reg Inf      3SP SBM C/D/E

US Marines     3SP SBM C/D/C

1st Columbia militia    4SP SBM D/D/E

2nd Columbia militia  4SP SBM D/D/E

3rd Columbia militia    4SP SBM D/D/E

Annapolis militia         3SP SBM D/D/E

Maryland militia          1SP SBM D/D/E

Artillery Battery 1       Heavy SB Cannon C/D/B

Artillery Battery 2       Heavy SB Cannon C/D/B

Independent Units

Naval Yard Rifles        2SP RM B/D/D

Naval Yard Rifles        1SP RM B/D/D

Dragoons                     1SP Carb D/C/C

Irish artillery               Light SB Cannon C/C/D

Baltimore artillery      Light SB Cannon C/C/D

 

Deployment

The British enter along the road marked B In any order Player wishes.

The Americans deploy

Smith’s Brigade – South of the Thornecliff’s creek.

Shansbury’s Brigade – Between the creek and the Potomac River

The independent units – Anywhere to the west of the Potomac.

 

The Potomac is fordable along its entire length although at 1/4 speed. Any unit firing or fighting while in the river is treated as if shaken. This does not apply to morale tests.

Bladensburg is a 2 square town with each square capable of holding 2 regiments of infantry for defense. See rules.

Activation Cards

To represent the better level of command each British unit and commander will have an activation card.

The Americans suffered from  Politicians interference in their deployment. This resulted in many units not sure who their field commanders were. To represent this only American commanders , Independant units and the 2 batteries of field guns in Smith’s command have activation cards.

Objectives

British have to break 50% of American Units to claim a victory with a loss of no more than 20% of their own. The British were desperate to get to Washington so they have 12 plus D6 turns to achieve. Once this number of turns is reached add a End Of Game Card to the deck. The game continues until this card is drawn. Must exit Washington road with 2 units that are not shaken and hold road.

Americans claim a victory if they can inflict 30% casualties without losing more than 50% of their units.

All others out comes are a draw.

Hope you enjoy this scenario.

 

 

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Filed under America 1812, Battle of Bladensburg, KGCAWO, Napoleonics, Scenarios, Wargame Rules

Legionary 14 – Vimeiro

What a manic Friday, the show was on the Saturday. I started by laying the terrain out on the decking to get a view of the 12 x 6 table.

Vimeiro Battlefield

Vimeiro Battlefield

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Ventosa

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Vimeiro with orange orchard

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Vimeiro

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Then I packed it all away ready for the next day.

Legionary is a great local show. How many other shows can you drive to within a couple of feet of your table. We drove in and unpacked and set up.

Solignac’s troops

French right wing under Solignac

French right wing under Solignac with the village of Toledo in the background

Thomiere and Charlot’s troops in column with skirmishers deployed. In the background you can see Kellermans reserve Grenadiers. Just out of shot are St Clair’s Grenadiers. In the background you can see Junot and the Army Guns.

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French left- Thomiere and Charlot with Kellerman’s Grenadiers in Reserve

British Centre – Troops hold the hill.

British Centre

British Centre

British Right with Anstruther and Fane

Holding on to the high ground just out side Vimeiro. 95th formed up in the background.

Anstruther in the foreground with Fane in the background

Anstruther in the foreground with Fane in the background

20th Light Dragoons shelter in the gap between Vimeiro and the ridge.

20th Light Dragoons

20th Light Dragoons

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British Centre

What follows is hopefully an account of the game. The card drawn is identified and anything significant that happened!

Turn 1

St Clair – General advance skirmishers  8″ and columns 6″ towards Fane on the hill.

French Army gun – fire at the British artillery on the far right (Anstruther) they C class (5) with die modifiers  +1 First shot, -1 Long range 38″, -1 smoothbore and -1 Target artillery.  These meant they needed a 7+ to hit. they rolled a 1,2 and a 6. Sadly no hits. British started to mock the French gunners offering their grannies to show them how to do it! Smoke is placed in front of guns, not just to enhance the visual but to remind us they have lost the 1st fire bonus. this is removed either as an action or reload card drawn.

Kellerman– General advance skirmishers  8″ and columns 6″ towards Fane/Anstruther on the hill.

Nightingale – Advanced down the spine of the hill to hold the high ground.

Fane – Hold steady

Delaborde – He actions Thomiere who advances across the table.

Bowes – advances and secure the left flank of Nightingale’s advance.

Junot – With his 24″ command range and line of sight he actions Charlot, Thomiere, St Clair, Kellerman who all advance. For some the second activation of the turn. The Army gun get to fire again needing an 8 due to having already fired therefore losing the 1st fire bonus. They roll 1,4 and 8 so 1 hit. this is not saved but the British pass their morale and do not go shaken. French taunt the British about their Grannies turning up!  Junot cannot action Solignac as Toledo is blocking site and distance is too far. Deployment is all about command.

Solignac – General advance

Fate/Fortune – 2D6 rolled one tens the other units. 24 rolled. This resulted in the next divisional or brigade commander  ignoring their direct commander as they can do better. Both side understood the impact the card could have.

Charlot – General advance there were now within 12″ of the British right flank. But they now ignore any orders from Loison.

Anstruther – Unleash fire on the skirmishers of Charlot from skirmishers and canister from the gun. Skirmishers take 2 hits and fail to save either. They do pass their morale though.

20th L. Dragoons – These advance cautiously to the front of the hill level with Vimeiro.

End of Turn – card drawn. All cards return to pack and shuffled.

Turn 2

Kellerman – advance but concerned about the 20th Light Dragoons? Would they make it if their card is drawn?

Delaborde – Activated Thomiere and brings Brennier on to the table.

Solignac – Starts to advance up the hill into the face of Nightingale.

Wellesley – from his vantage point on the hill and a 48″ command range, he activates, Fane, Ackland, Nightingale and Bowes with Anstruther and Ferguson out of range. Solignac’s columns take a few hits. It is easier to hit those columns.

Margaron – these advance on to the table.

Fane – they fire at the skirmishers and wipe them out.

Loison – Charlot ignores him so he orders Solignac up the hill and on towards Nightingale.

Ackland – 95th skirmishers advance into the vineyard and secure the boundary.

Charlot – Skirmish screen attempt to charge the artillery of Anstruther. Big mistake. Crew decide to stand and fire. They roll 3 D6 and score 1,1,2 so fire at a range of 4″. Charge range was 8″ so they can. Canister wipes them out.

Bowes – Expresses concern over the appearance of Margaron.

Anstruther – all open fire and inflict a few hits on the columns of Charlot.

Nightingale – Advances down the spine towards Solignac’s advancing columns.

Ferguson – Artillery fire at Margaron inflicting 1 casualty on the 4th Dragoons, who fail their morale.

End of Turn – card drawn. All cards return to pack and shuffled.

4th dragoons

4th Dragoons

Margaron's cavalry

Margaron’s cavalry

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Ferguson’s Brigade

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Solignac’s units advancing up on to the ridge heading towards Nightingale

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Anstruther’s brigade unleash their fire on the advancing columns

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Fanes skirmishers having retired through the 95th allow them to open fire on the columns getting a little too close.

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Nightingale’s fire upon Solignac’s units

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Anstruther’s second activation allows them to fire on the advancing columns.

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Acland’s 95th skirmishers occupy the vinyard

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Kellerman’s grenadiers continue their advance

Turn 3

Wellesley – Charges the 20th light dragoons towards Kellerman’s Grenadiers. Grenadiers attempt to form square. They have enough time as cavalry are more than 6″ away. they roll morale and pass. They form square. Cavalry are moved 12″ and end up 2″ short. A lax moment for Wellesley.

Nightingale – Open fire on the advancing columns and cause enough casualties to remove a column.

Crauford – Portuguese arrive on the table. They reinforce the left flank next to Ferguson.

End of Turn – card drawn. All cards return to pack and shuffled.

 

 

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Kellerman’s Grenadiers form square

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Margaron’s cavalry

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95th unleash a devastating volley into the advancing columns.

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Crauford’s Portuguese

Turn 4

Charlot – pushing on to the guns with his columns and no skirmish protection.

Ferguson – opens fire on Margaron again with little effect.

Solignac – opens fire and clears Nightingale’s skirmishers.

Bowes – reinforces the gap between Ferguson and the advancing Nightingale.

End of Turn – card drawn. All cards return to pack and shuffled.

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British left flank opening up on Margaron.

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Solignac’s artillery fire on Nightingale causing casualties on his skirmishers.

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The view from behind Nightingale with Bowes in support

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Wellesley surveys the battlefield.

Turn 5

Nightingale – inflicts a few more casualties on the columns who now fail there more and grind to a halt unable to charge in.

Delaborde – Activates Thomiere and his columns chare into the 95th of Fane. In the following melee 95th take a casualty but the column receive 2 saving none they are removed.

Kellerman – Grenadiers stay in square but fire on 20th L. dragoons inflicting a hit which is not saved. Following morale check causes 20th to become shaken. French cheer.

Fate/Fortune – 11 rolled. commander sees the light!

Anstruther – I thought I heard the French commander let out a sigh. Anstruther, already in a strong position has his command increased to exceptional. Cannon fire and take another casualty off a column.

Junot – activates all commanders in the centre in one last charge. All units shaken test morale and all recover. the British player takes a deep swallow.

Brennier – tries to gee up his infantry following having been just activated by Junot.

St Clair – Grenadiers get in and engage with the 97th inflicting 1 casualty without receiving any. 97th pass morale and hold.

Fane – 95th engage with remaining column. They receive a casualty but inflict one as well. The column is removed and the 95th are on the edge. they have only 1 strength point left.

Charlot – Engages cannon and takes them.

Too week to do any more serious damage  the French player concedes the day. the British player very happy to accept as a few of his units are near breaking point.

 

 

All agreed it had been a good day and the rules worked well, although they were still unsure about units not being able to be activated. I proposed that when the end of turn card is drawn, all units not activated can fire but may not move or change formation. Units can still not be rallied unless activated. I will amend some of the fate rolls to represent artillery with incorrect ammo. This would help with issues like the artillery at Bunker hill etc.

They like the speed units can get engaged rather than playing for a few hours before getting into contact and really got to understand the importance of commanders being in the right places. they all agreed that the fate card is great as it can add a twist in the tail to any great plan.

This was the first time both players had used them or played this era.

Due to the  ease of play and speed of play we had plenty of time to go shopping.

if you get the chance please give Legionary a go. Great traders, easy parking (free), friendly organisers and a  good selection of games.

Have a look out for some photos of our game in Wargames Illustrated as their photographer took a few for the magazine.

 

Hopefully see you next year.

 

 

I will amend the rules to version 2 soon and go through an few more examples to help explain my rationale behind them.

 

Hope you enjoy the pictures and write up.

 

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Filed under Battle Of Vimeiro, Demo game, KGCAWO, Legionary Wargame Show, Napoleonics, Peninsular, Scenarios, Wargame Rules

Unit markers for KGCAWO rules

Please find below a copy of the unit markers for the Battle of Vimeiro.

I think they are self explanatory.

You have the ratings for Fire/ Melee/ Morale  weapon type and wounds (OOOO) which is for a large unit of 4 strength points. Most have 3 and an S = Shaken. These are coloured in when appropriate so the status and strength of a unit is clear at all times.

We laminate and then colour them in with a erasable marker as the game progresses so literally no other paperwork. Wipe clean afterwards for the next refight.

I will try to do these markers for all scenarios if anyone is interested.

 

 Vimeiro Battle Labels

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Filed under America 1812, American war Independence, Battle of Bladensburg, Battle of Crysler's Farm, Battle of Lundy's Lane, Battle of New Orleans, Battle of Queenston Heights, Battle of the River Thames, Demo game, KGCAWO, Legionary Wargame Show, Napoleonics, Peninsular, Scenarios, Wargame Rules

King George Commands and We Obey

Having wargamed for far too many years to mention, it finally dawned on me how much money and time I have spent rebasing armies or learning a new set of rules. With that in mind I decided a few years ago to find a style of rules that I liked and base all my future rule sets and armies it.

My key requirements are:

      • I spend a large amount of time and money collecting units. I decided I wanted them to stay on the table long enough for people to see, therefore no casualty removal.
      • I hate the “my turn/your turn” approach. With that in mind I use a card based turn system. I first used this in my Dad’s army game. Depending upon the level of game you are playing, a playing card is allocated to each unit or in larger games brigade commanders and above. This also means turns are not all the same as an end of turn card can come up at any time.
      • They have to be easy to learn. The common approach should assist with this and it is then just about the era specifics.
      • As little paperwork as possible. Most units have a small tab on a base. This contains all the information you need so no other paperwork, in most cases. This could of course be kept separately rather than attached but I think in a demo game it also allows visitors to see which units are representing which.
      • Enjoyable. I am not too serious and enjoy a light hearted approach at times to rules. Have a look at my rocket rules. While they may be a little slow to enact, imagine the gasps as rockets snake across the field. You never really know where they will end up!

I like to discuss issues arising. One of the biggest challenges is for “serious” Wargamers is to look past their unit not getting activated and not firing, moving or engaging in melee. I remember in one game, a player arguing that units should always have an action. This came about due to the fact that in the first 3 turns his British artillery’s activation card had not been drawn. What rubbish he argued and most others started to agree after a while. I then raised the point of the British artillery at the battle of Bunker Hill. Not many were familiar with the battle but the British artillery could not fire for a while as the wrong ammo had been made available. This impacted upon their ability to join in the battle at a key moment and affect the outcome. How could you ever build that potential impact in to a set of rules?

Most of the players started to appreciate the idea behind the card system. The British player finally supported it fully as Lancers appeared on his flank only to be too far deployed from their commander to be activated. This gave him the chance to form square next turn and live to fight another day. I appreciate it is not for all but I love it.

With this in mind I offer my set of rules called KING GEORGE COMMANDS AND WE OBEY. They are suitable for the American War of Independence, Napoleonic Peninsular and the American War of 1812. Some aspects may be familiar and some not so. Ideas have come from so many rule sets I have collected over the years.

I hope you find something you like; if not then I hope they encourage discussion.

If you would like to see them in action then please come along to Legionary 14, Exeter, on the 3rd of May  where we will be presenting the battle of Vimeiro.

I will add some more scenarios over next few months.

Enjoy!

 KGCAWO rules

 

 

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Filed under America 1812, American war Independence, Battle of Bladensburg, Battle of Crysler's Farm, Battle of Lundy's Lane, Battle of New Orleans, Battle of Queenston Heights, Battle of the River Thames, Demo game, KGCAWO, Legionary Wargame Show, Napoleonics, Peninsular, Scenarios, Wargame Rules