Skip to main content

The best Horse & Musket Rules that appeared as magazine articles

In my opinion, these are the best Horse & Musket rules (of those that I've read!) that appeared originally as magazine articles. I rate them mainly for the originality of the ideas presented and playability.  If you have any another favorite, please tell me in the comments.

  • Simplicity in practice by Neil Thomas (Generic Horse and Musket) — Battlegames #23 See Battlereps HERE
  • Showdown by Samuel D. Campbell (Skirmish ACW, Old West) — The Courier #71.See Battlerep HERE
  • Rules for the mid-eigtheenth century by Stephen Simpson (Jacobite Rebellion, French and Indian war, 7YW) — Wargames Illustrated #75, with scenarios in #134
  • The rules with no name by Brian Ansell (Skirmish ACW, Old West) — Wargames Illustrated #105, with optional rules in #106, #114. Also published in MWAN #82
  • Aelred Glidden's Napoleonic Rules (Napoleonic) — MWAN #87 with clarifications in MWAN #106
  • Victoria Cross by Gerard W. Quinn (Colonial) — MWAN #105
  • Our Brutal Rules by Chris Brown and the Thule Gamers (ACW) — ACW Gamer #5
  • On to Richmond by Paul Koch (ACW) — The Courier Vol.3 No.5 with clarifications on Vol.5 No.6 and Vol.7 No.3. A booklet version with a campaign system was also published separately.

PS. My Napoleon in Egypt Campaign has been delayed due to a shipment of desert buildings that got lost. I have sorted it out with the seller and it is coming. 


Comments

Popular posts from this blog

Simplicity in ACW

A variant for Simplicity in Practice (Battlegames issue 23) for the American Civil War FIRING RANGES   Infantry 15 cm Cavalry 10 cm (mounted or dismounted) Artillery 40 cm     RELUCTANCE TO CLOSE-IN All infantry and cavalry units that wish to charge must take a test (Elites +1). Roll a d6: 1. Unit advances half way to the target of the charge, stops and fires with 2 dice. There is no melee. 2. Unit advances half way to the target of the charge, stops and the target tests to see if they retreat 10cm (50% chance, 16.66% for elites and units in cover). There is no melee regardless of the result. 3-6 Charge normally CAVALRY DUAL ROLE Mounted: They act for all purposes as LC in SiP Dismounted: They act for all purposes as LI in SiP, except they cannot interpenetrate. Movement deduction for mounting/dismounting 5cm. Only one change of status is allowed per turn. They may fire in the turn they dismount but with 2 dice (in successive turns 4 dice). LIGHT COVER (rail fe...

Best produced fantasy battlereps channels on YouTube

I will list some of my favorites in the fantasy genre and highlight a video from each one. A big caveat is that I prefer miniature agnostic and indie games, so this list must have the disclaimer *excluding Warhammer. I know there are fabulous Warhammer channels out there with high production values and millions of viewers. Good for them! This post complements my recent post about the best produced historical wargaming channels on YouTube . Skirmish Wargames . Wonderful and plentiful selection of indie games recorded with close-ups, voiceovers, fixed cams. Highlight : This Fear and Faith battlerep is hilarious and frightful at the same time. Gray Army Gaming .  High production values and interesting skirmishes. Highlight : I love his videos using the ultrasimple rules One-Hour Skirmish Wargames, such us this fictitious (for the moment) Defending Ice-Island . The Fantasy Skirmisher . Highlight : This  Sellswords & Spellslingers linked campaign is quite an eyeful and showca...

Peninsular War Campaign - Turn 1 (August 1808)

This is the report of the first month of upheavals and the first decisive battle fought in the Peninsula. I'm using these rules: Campaign Rules: Domino Theory Campaign from No End in Sight (Ivan Sorensen). This campaign engine was intended for the Cold War, but it works perfectly for any conflict that has a strong ideological component like the Napoleonic Wars. It works on the basis of two tables. Each turn there are two random rolls, one in the Spread of Ideology table and another in the Spread of Order table . To these rolls a third is added depending on the outcome of that month's main battle. A very clever system by a designer notorious for rules such as Five Parsecs From Home. Tabletop rules: Simplicity in Practice by Neil Thomas (house rule: +2 for each melee factor, not +2 dice) Situation at the onset Simplified map of the Peninsula The numbers in each region represent Alignment. Positive numbers stand for Susceptibility to revolutionary ideals and the negative ones...