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WRG Wargames Rules 1685-1845 - review

This is another review in the Once and Future Rules series, of wargame rules that are out of print, but that got a lot of play at one time (at least, in the clubs and groups I played in since the early 1980s).

The version of the rules that I own (physically), and that I am reviewing here, are from July 1979.  There was evidently an earlier release that same year, and also a release in Australia (with a yellow cover).  But the version I have is dated July 1979, and pictured here.

This is a 48 page book, and does a pretty thorough job of presenting a set of tabletop rules (no campaign rules, although they are hinted at) for the core of the horse and musket period.  While written for anything from 6mm up through 30mm figures, most of the games I have played, or watched, have been either 25mm (the majority) or 15mm (a close second).

The topics covered by the rules, and the table of contents are as follows:
  1. Introduction
  2. Method of play and time, ground, and troop scales
  3. Troop types, basing, organization and values
  4. Choosing terrain and setting up a battle
  5. Weather, time of day, and visibility
  6. Formations
  7. Orders, command and control
  8. Playing Equipment
  9. Sequence of Play
  10. Reaction Tests
  11. Steadiness and Order
  12. Movement
  13. Shooting
  14. Hand-to-Hand Combat
  15. Casualties, damage to property and engineering
  16. Prisoners and victory
  17. Suggested wargames units for Marlburian, Seven Years and early Indian Wars
  18. Bibliography
  19. Miscellaneous Information
The troop scale of the rules is 1:50 for the infantry, and 1:40 for the cavalry.  Ground scale is 1 inch to 25 paces (so, 40 inches for a mile).

Training and Morale classes are divided up between Regulars and Irregulars.  Regular classes include Elite, Veteran, Trained, and Raw.  Irregular include Fanatics, Soldiers, Warriors, and Levies.

Troop types are, of course, based on employment and equipment -
  • Cuirassiers
  • Heavy Cavalry
  • Light Cavalry
  • Irregular Cavalry
  • Line Infantry
  • Light Infantry
  • Irregular Charging Infantry
  • Irregular Skirmishing Infantry
  • Engineers and Pioneers
  • Mounted Infantry
  • War Elephants
  • Transport
  • Staff
  • And a small constellation of artillery types (different weights, rockets, and different mobility types - such as foot, horse, elephant)
Basing figures is based on a rather typical WRG 60mm wide base for 25-30mm figures.  Infantry get 4 figures per stand, and cavalry get 3 figures per stand.  In both cases, fewer figures are used for irregular units, for instance.  The basing of typical infantry and cavalry as (respectively) 4 and 3 figures is extremely helpful in combat, as shooting and fighting are done in those increments.

A point system is given for competition games, and pickup meeting engagement.  Rules for terrain selection and battle setup (entry sequencing, off table troops, flank marches, etc) are included.

Troops can adopt a number of different formation (column, line, square, skirmishing) depending on the troop type. Order writing is addressed - and pointed out (in the text, as well as in the introduction) that these rules require no order writing because of their turn sequence. Which brings us to:

Sequence of Play (alternating between players)
  1. Response Phase
  2. Shooting Phase
  3. Hand to Hand Combat Phase
  4. Maneuver Phase

This is an interesting turn sequence, mull over it for a second.  You start moving charges, and other moves, at the end of your turn, at the last phase.  At the start of the next turn, your opponent then immediately rolls for reactions, and his troops may have a response to your charge.  Once that is done, you complete your charge.  Then comes shooting, fighting, and regular maneuvers.

Okay, enough with all that jazz.  There are specifics on turning, marching, expanding, taking reaction tests and all that.  But the thing that keeps these rules fun, and still have a following , is the method for determining shooting and melee casualties.  When a unit engages the enemy it gets to roll a certain number of d6.  Usually this is 1 per 4 figures for infantry, and 1 per 3 figures for cavalry.  This is why those stand sizes make sense.  For shooting, cross index the type of weapon (musket, medium artillery, etc) and range, vs. the target disposition.  That can be a dense target (such as the flank of an infantry formation), or a normal target, or a covered target etc.  The table then gives you the results, on 1d6, for which numbers will produce a Hit.  In some cases, there are multiple hits from a single dice, if the right target number is rolled.  Easy. I refer to this as a "dice per element" system, which is different from the "dice per figure" system that Universal Soldier uses.

Example: Musketry from regular infantry, at up to 100 paces (4 inches) will roll 1d6 per four figures firing (so, say a 16 figure infantry battalion, representing 800 men, would roll 4d6).  The table for the weapon at that range, vs. a Normal target, says "2345H 6HH" - that means on each dice, if it is a 2,3,4 or 5 it causes one hit (a dead figure), and if it is a 6 it causes two hits (two dead figures).

Melee is very similar (you roll the same number of dice), but the matrix for determining hits is very much simplified for melee combat.  That table compares the fighting troops, and breaks it down to: Mounted vs Mounted
Mounted vs Foot
Foot vs. Mounted
Foot vs. Foot

For each of those lines on the Hand-to-Hand combat table, there are three columns - if you are at Disadvantage, if you are on Equal Terms, or if you have an Advantage.  There is a method for determining whether or not you have advantage, but in my experience from years ago, in 99% of cases, it is obvious (once you work through the method a few times).  If you have to figure it out, then there are points to add up and compare.  It is possible that a unit is advantaged to a foe it is fighting, on the front, for instance, but disadvantaged against another foe on its own flank.  It all works out.

Then you roll the dice, and the table tells you, again, how many hits you score for a dice toss.  For instance, Foot vs. Foot, on equal terms, will score "456H" - which means on a 4, 5 or 6 on the dice, one enemy Foot figure is killed.  Mounted vs. Foot, with advantage, is deadly.  The results are "23HH 456HHH" Which means on a 2, or 3, each dice rolling that number will kill two enemy figures, but on a 4,5, or 6 each dice rolling those numbers will kill three enemy figures.

Interesting odds and bits on engineering rules, and how to treat structures, officers, and prisoners round out the rule book.

There is a reason these are still played by some people, and hated by others.  There is a lot in these rules to reaction tests, which may or may not be your thing.  The fact that there is no simultaneous movement is a bonus.  And the combat adjudication is simplicity itself, once you get the hang of figuring out advantage.  They do, however, tend to bring out some extreme gamesmanship (i.e. - min-maxing?) that I have only seen topped with Napoleon's Battles.  But that is a different story.

Several supplements have come out over the years that are useful.  One of the best is a set of 18th century army list rules that I have, from the Cheltanham Wargaming Assocation.


These offer up a number of rules, and hint at some changes for linear warfare.  The cover everything from Marlburian up to Revolutionary armies (both American and French).

Later on WRG themselves produce Seven Years War army lists, with actual (official) changes to the rules to accommodate linear warfare better.  It seems that the rules themselves are more suited to Napoleonic warfare (being more fluid).





I don't have the 7YW army list book, so I can't compare them to the Cheltenham book.  Equally, I never got a copy of the Tabletop Games 1:50 Napoleonic Army List book, which also was widely touted for use with the rules reviewed above.

My opinion?  I like them.  I like the mechanics.  But I also very much like the Tac50 rules from Ben King covering the same period, and they play easily as fast, with easier to navigate text and reaction rules.  Maybe these need a replay.  Maybe not.  I understand there is a modern version, for free on the internet, called ELAN that are a refinement of the WRG rules.  That deserves a look.

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The Universal Soldier Miniature Rules - review

This is the first review in the Once and Future Rules series of retro rules reviews.  This is a review of a set of miniatures rules called "The Universal Soldier".


This is a ruleset, published by RAFM in 1977, and authored by John Lain, Colin McClelland, and Paul Sharpe.  It is a set of rules for tabletop battles, covering the ancient through renaissance period.  The rules cover situations of movement, shooting, combat and morale.  The table of contents from the book is:
  1. Introduction
  2. Command
  3. The Unit
  4. Movement
  5. Combat
  6. Missile Fire
  7. Artillery
  8. Morale
  9. Control
  10. Fatigue
  11. Special Weapons and Tactics
  12. Terrain
  13. Glossary
  14. Summary of Charts
  15. Appendix
The scale for the game is not really important, as everything is done at the figure level, but is described (briefly) in the introduction at being roughly 1 figure = 10 men. A ground scale is not given, but all ranges and movement are in inches.  The rules are designed for 25mm play, but I have participated in 15mm games using these rules, unmodified, and they work just fine.

The rules are written around the concept of using written orders, and I have played games that both used, and didn't use orders.  It adds a level of fun to the game, but also opens up some area of conflict.  For solo play, of course, written orders are not really useful, but the system from Charles Grant's solo wargames book to partially randomize the behavior of one side or the other would be useful.

The turn sequence, given in the book, if using orders is as follows:
  1. Write Tactical Orders for this Turn
  2. Announce Charges
  3. Perform Changes of Formation and Facing
  4. Perform Disorganized Withdrawal
  5. All other movement is simultaneously performed
  6. Missile Fire
  7. Combat
  8. Record Missile Use (ammo) and Accumulated Fatigue
Figures are to be based on stands, which the authors recommend using a 2 inch front on a base that has three infantry, or two cavalry.  That isn't bad, and is comparable to a 60mm front (for instance) with three infantry or two cavalry, if one wants to use a WRG standard.  The authors mention that for 15mm figures, the rules are usable as-is, but reducing the stand size.

Stands are then organized into units, and each unit has several characteristics.  First it has an attack rating (A-E),   a defend rating (A-E), a Morale Group (I-VI) and a Morale Point (typically 5,6 or 7), some weapons, and a description of the Unit Order (Regular, Horde, Skirmish, or Independent).  Finally, there is a Control Point which is a target number to determine if a unit Pursues enemy or not.

The Defend Rating is related to the armor that the unit wears, and that determines movement rate.  Cavalry are all rated A,B,C, or D.  Infantry are all rated C, D, or E.  One pet peeve - all moves are multiples of 3" (3,6,9,12,15), except for D rated infantry, which move 4" as a standard move, and 8" as a charge or road move.  I prefer (personal taste) to have all moves based on a similar multiple (either all multiples of 2,3,4 etc).

Units may be ordered to do a Forced move, which is the same as a charge move, or road move.  It incurs a Fatigue point.

Unit type (Regular, Horde, Skirmish, etc) determines what maneuvers may be done, in terms of evolution, wheeling, expanding, etc.

Combat is done at a per figure level, in spite of having everything based on stands.  Compare the Attack rating of one unit vs the Defend rating of the other, and a chart then gives you the number of dice per figure to roll, and the range that produce a casualty.  Usually you are rolling one dice per figure, but in really disparate match ups (great quality troops, vs unarmored foes, for instance) you might roll more dice per figure (2,3,4 or even 5 dice per figure), or you might only roll 1/2, 1/3 or fewer dice per figure.  All hits are kills.  I would refer to this type of combat system as a "dice per figure" system, vs many others that are "dice per element" (where element can refer to a stand, or a number of stands, of multiple figures).

Shooting is similar, with Artillery having a chance to have the hit drift around on the battlefield.

Morale triggers are from casualty levels, and situational (charge on flank, etc).  The morale group gives any non-standard trigger categories (for instance, Morale Group VI must make a test whenever they are ordered to do formation change, presumably because they are trained so poorly).  the morale point is the target number, rolled against on 2d6, with modifiers added in or subtracted.

Rules for control exist, to see if a unit looses control after a melee (for instance).

Rules for fatigue exist, for doing forced marches, or from fighting melee or routing.  Units that accumulate so many fatigue points lose some of their attack rating, or worse.

There are rules for special weapons and terrain, and a nice wrap up with examples.

The appendix gives a good description of all the fighting ratings (attack and defend) and offers up a list of weapons and a point system.  Finally, there is a list of historical armies, and what the ratings are for the common troop types in those armies.

It is a nice, complete ruleset.  As mentioned, the only problem with solo play is the reliance on written orders, but that can be worked around.  After re-reading these rules, and reminiscing, I think it might be time to break out The Universal Soldier for a solo game - maybe 15mm renaissance?

Note: There are some other fantasy rules from RAFM, much more modern, that have as part of the title the phrase "The Universal Soldier" - I have not seen those.

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The Once and Future Rules - reviews of older Miniature Wargaming rules

"History will be kind to me for I intend to write it."
 - Winston S. Churchill

[In the past Gaming with Chuck has done several article series.  There was a series on wargame types and wargaming rules (Wargaming Wednesdays), and there was a series on Traveller (Traveller Tuesdays), and there was a series on the relationship between music and gaming topics (Theramin Thursdays).  All of those were designed, primarily, to prod the editorial staff (i.e. - Me) into producing some output on a weekly basis.

The Traveller material was successful, and eventually served as the basis for two other blogs, each dedicated to specific campaigns for Traveller games.  One of those is set in the Spinward Marches, and is called the Collace Rift.  The other is set in the old Judges Guild sectors, and is called the Etzina Passage.]

This is the beginning of a new series, given that I have been working on (professionally) some analysis work on wargaming adjudication methods, it got me thinking about all the wargaming rules I've played over the years, and I thought - why not? Do some retro reviews, and have some fun relearning rulesets you played years and years ago.

So this is the beginning of a new series of articles here - The Once and Future Rules.  Reviews of older rulesets.  Presented in no particular order, but as whimsy dictates, or more importantly, as I come across them on my wargaming rules book shelves.

I think that the first ruleset I plan to pop out is "The Universal Soldier Miniature Rules" that were published by RAFM in 1977.



UPDATE [February 24, 2017]
So far the reviews completed have been:
The Universal Soldier Miniature Rules
WRG Wargames Rules 1645-1845
Valley Forge
Forlorn Hope
Dominance
Cavaliers and Roundheads
Broadsword: Wargames Rules for Medieval Battles
Chainmail
Tercio
WRG Armored Warfare 1950-1985
Overwatch
Koenig Krieg
War Cry
Seekrieg
General Quarters I

More Coming!!


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Medieval Wargaming at Guns of August

[ODMS has held it's 2016 Guns of August convention.  The convention was in a location, and while the gaming and other activities were better than ever, there were some problems with the location (hotel).  Rumor has it that they are looking for somewhere else for the Williamsburg Muster in February of 2017.]

At the recent Guns of August convention, I hosted an event called "Introduction to Medieval Wargaming".   It was an event where I referee'd two different Medieval battles, using the Neil Thomas rules, Ancient and Medieval Wargaming.  The rules are available from Amazon, and a host of other locations, and provide a great introduction to the period.


The Neil Thomas book is divided up into four sections, with Biblical, Classical, Dark Ages, and Medieval making up the sections.  Each has background, historical notes, specific rules, and army lists.

For this event, I chose the Dark Ages chapter for my two games.  Some might argue that the Dark Ages are not medieval, but I would argue otherwise.



The first battle was between Vikings and Welsh (I adapted the army list for Picts/Scots for the Welsh).

Viking Army - players: Gisselle and Bill
2x units of Huscarls (with Berserkers in the units)
4x units of Bondi (each with one stand of archers)
2x units of Thralls

Welsh Army - players: Alex and John
1x unit of Mounted Nobles
1x unit of Light Horse
4x units of Shieldwall Infantry
1x unit of Huscarls (viking mercenaries)
1x unit of Archers

The vikings were quite aggressive.  At one point, a unit of Huscarls even got close enough to charge the Welsh Nobles (mounted).  Due to this aggressiveness, and also some very lucky combinations of dice throws (good for the Vikings, bad for the Welsh) it was a sound, and quick, Viking victory.  However, I believe that the players really enjoyed the game, and the armies.  All of the players were miniatures gamers, and medieval gamers, but none had played the Neil Thomas rules before.  It was a fun ruleset for them, but (for experienced players) it was extremely light and missed some things they thought should have been present in such a ruleset.  Still, the simplicity and speed of play was appreciated.  For armies of this size (8 units is standard), two players per side is really only suitable in a learning situation.  One player is perfect for 8 units, in these rules.





The second battle (although both were played simultaneously, while I refereed) was between Carolingians and Moors.  This would have been something similar (although on a much reduced scale) as the battle of Tours, or one of the battles between Charlemagne's descendants and an encroaching Muslim army out of Spain.  (truth in advertising: my Carolingian knights were actually Normans, so they had kite shields.  If they had sported round shields, they would have been much more accurate, but I have several dozen stands of Norman knights, and often use them for western knights/heavy cavalry for this period regardless of the army).

Carolingian Army
4x units of Carolingian Knights
1x unit of Retainers (light cavalry)
2x units of Shieldwall Infantry
1x unit of Archers

Moorish Army
2x units of Nobles (elite heavy cavalry)
2x units of Moors (heavy cavalry with bow)
1x unit of Jinettes (light cavalry)
2x units of Spearmen
1x unit of Archers


Here (and I apologize for not recording the names of the players), one of the players (the Carolingian) was an experienced medieval player, and the other (the Moor) was completely new to any wargaming other than WW2 skirmish games (he is new to the hobby).  It went pretty well, and both appreciated the rules.  The experienced player liked the streamlined rules, and how quickly they played, and the new player liked how the different unit types had different stats, but it all worked well together as a system.


The battle went well, and was extremely close.  There were several amazing cavalry clashes, and the inexperienced player had an army that requires a little bit of finesse, but he still performed well.  The Infantry on both sides ended up fighting opposing cavalry as much as opposing infantry.  A good fight, and it came down to the last dice roll (the last turn could have seen either side win, with the right luck, but it was slightly weighted towards the Carolingians).  The Moors lost, but only barely.


It was a successful event, exposing some fun, fast rules, teaching and discussing little history, learning from the players, and watching the excitement of contested battle lines.  In short, medieval wargaming.


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