My Rules Directory project has morphed into rules collecting pure and simple. And while I hope one day to have each of these titles profiled in the directory, in the meantime I am going to simply build a list of rule books. If the rules have been profiled in the Rules Directory, you will be able to click on the title to read the rules summary there. I also hope to add pictures of the covers of each rule set. At some point I’ll have to re-think how I publish this but for now, enjoy!
(Note: If I leave a cell blank it throws off the table so where I don’t have information yet I’ve simply inserted TBD).
HOW TO READ THE LISTS
TITLE: the title of the rule set (naturally).
SCOPE: Is it meant designed for battles that are squad vs squad (think Band of Brothers) or entire armies (think Waterloo) or somewhere in between? For simplicity, I categorize all games in the following categories:
- RPG: In this context this really means “RPG Light.” It is not a full fledged RPG as normally understood, but the rules are intended for players to play the same forces and figures over the course of several games or scenarios. Unless otherwise stated, all RPGs are skirmish games.
- Skirmish: These rules use individually mounted figures where one figure = one real soldier. Players will command fire teams or squads and the total forces on one side are probably a platoon or smaller. Examples include Nuts! from Two Hour Wargames, most Old West/Shootout rules such as Gutshot or Desperado, or Sharp Practice from the Lardies.
- Small Unit: These rules put players in command of several squads or even a full platoon. Figures may be mounted individually or in groups but they act in teams, not as individuals. Typically the forces for one side might amount to a company, plus some supporting units. For the horse and musket period the player may command companies with each side fielding a regiment or at most two. Examples include Force on Force,
- Tactical: Tactical games usually use figures based in groups. Units are typically made up of multiple stands and act as units. For modern warfare (say, 1900 to the present) units are squads, with a player commanding a company. For earlier periods a unit would be a battalion with a player commanding a brigade. Examples include Flames of War, General de Brigade, or Johnny Reb III.
- Grand Tactical: These rules allow you to recreate a complete battle instead of just a part of one. one player commands an entire army with other players commanding corps. For a modern game players would command complete battalions. Examples include From the Delta to the DMZ, Grande Armee, On to Richmond, Field of Glory and DBA.
- Operational: These tend to be scarce in miniatures games, but they are out there. With these rules you refight campaigns entire. Units are platoons or companies for modern games, perhaps brigades for earlier periods. Examples include Panzer Korps and MegaBlitz.
GROUND/TIME SCALE: the column gives the stated ground and time scales. If the values are listed as EST (estimated) then that means the rules do not explcitly provide that data and I am providing my personal estimate.
ELEMENT (Men/Vehicles): This tells you what one element represents. An “element” is the smallest unit that can function on its own. For example, in a Civil War game a regiment might be made up of 12 stands of figures. But if those stands must stick together then the “element” for that game is the regiment. Likewise, if a platoon is made up of 4 squads, but one squad can move and fire separate from the rest, then the “element” for that game is the squad. For a skirmish game the element is usually “individual.” Like wise for vehicles - does a vehicle in the game represent a single tank or a platoon of tanks or a company?