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Wargames Rules 1685-1845
Wargame Rules 1685-1845 (for Miniatures)
What is Wargames Rules 1685-1845
Wargame Rules 1685-1845 (for Miniatures)
The biggest innovation is the introduction of an alternate play system developed from that used in our very successful World War Two and Modern Armour rules instead of the more recently fashionable simultaneous movement in accordance with detailed written orders. Its main advantages are that it saves the time spent order writing, eliminates disputes of the “If you do that, I do this” type, simplifies interactions between the two sides, places less strain on players honesty, and largely makes umpires redundant once players know the rules thoroughly. The special sequence of play we have devised eliminates the inherent disadvantages of more primitive alternate move as opposed to alternate play systems.
The more innovatory a set of rules is, the more unfamiliar it is going to be to the players. Please dont write in blaming us for departing from accepted methods; after all it WAS us that invented them. It is possible that in spite of our testing anomalies will start to rear their ugly heads as more and trickier players become involved. If so, they will be cleared up with one of our usual free amendment sheets. We are in any case happy to answer rule queries enclosing a stamped addressed envelope or international reply coupon. Our test games have made us confident that the new system is a winner and will probably become the war-gaming standard. Let us know how you get on.
By adopting alternate play and an apparently simple “bang you’re dead” combat system, we have been able to introduce a little more complexity elsewhere in the rules without overburdening the poor players brain too much. This includes a new method of choosing terrain based on actual battlefields, a command structure incorporating brigades, divisions and if you like corps, consideration of the personalities of individual generals, and a simple but very effective method of discouraging telepathic heroism and ensuring realistic conduct by units, including provision for differing national characteristics. The net effect is to give the player the sort of variety in his games previously provided only by ancient wargaming.
Game details
- Players
- 2–6
- Age
- +12
- Duration
- 240 min
- Difficulty
- Heavy
- Type
- Board game
- Year
- 1971
- Mechanics
- Dice Rolling · Measurement Movement · Simulation
- Categories
- Age of Reason · American Indian Wars · American Revolutionary War
- Designer
- Philip C. Barker
- Publisher
- The History of Wargaming Project · Wargames Research Group
Wargames Rules 1685-1845 gallery
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Everything about Wargames Rules 1685-1845
How many players is Wargames Rules 1685-1845 for?
Wargames Rules 1685-1845 plays with 2–6 players.
How long does a game take?
A game takes about 240 minutes.
What age is it suitable for?
It is recommended from age 12.
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