I've been looking for years for a 1-1 ratio 54mm figures hex wargaming book - what may be seen as old rules can be the best rules, including for solo wargaming. One figure equals one person. Solo wargaming is also must in this aspect, to allow gamers to try out games scenarios on their own first, much like chess, in order to play better. Game sizes can range from tabletop to much larger, the latter perhaps focussing on a small part of a larger engagement. Scenario for this 54mm hex wargaming -
Isandlwana
Little Bighorn
Alamo
American Civil War
Thermopylae
These are known battles, but the 54mm hex wargaming rules can cover the type of fighting in each era.
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Additionally, it's be ideal to have 54mm wargaming rules based on chess-type moves, as per the old ane of Feudal. I know wargaming with 54mm hex or chess-type moves is not the norm, but they could do with some coverage for amateur wargamers as well as those more experienced, as they are just not available anywhere else, which is disappointing.
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I obtained Waddington's The Battle Of The Little Bighorn years ago, which had a 1-1 ratio 40mm figure set-up on a gridded board, which worked quite well, based on Custer's stand with a few men. So, it has been tried before, albeit not hex. As with Feudal, this wargame's rules only covers 2-3 pages of basic instructions, therefore needing expanded on to appeal to wargamers.
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1. "Campaign" supplements for FoG rules (Napleonic, Renaissance and Ancients/Medieval) setting out scnarios to replay historical battes using these rule sets
2. FoG rules for American Civil War (late C19th generally??)
3. Medieval Skirmish Rules
4. Western Gunfight skirmish rules
5. WW2 Naval Rules (concentrating on small boats-E-boats, MTBs, PTBs etc)
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Skirmish level games for Little Bighorn, the Alamo, Thermopylae all sound good. There's also Rorke's Drift, the lesser known but intriguing Battle of Fishguard.
1:1 would be tricky, though.
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I would quite like to see a naval ruleset covering the Russo-Japanese war.
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I would like to see microarmor miniatures rules at the 1 figure = 1 tank and 1 stand = 1 scale.
- The rules would cover large scale (company through regimental) conventional high-intensity combat in the 20th century.
- There would be a core rules book.
- Expansion books would cover the forces for a specific period and theater of operations (example: early German blitzkrieg in Europe 1939-40, hypothetical World War III at the time of the Cuban Missile Crisis in 1962, Yom Kippur War 1973).
- The emphasis would be on simplified mechanics (a lot of the current rules in this area are just too complicated).
- Just enough logistics and command/control so that players can justify putting their trucks and headquarters units on the gaming table.
- The rules show how technology has advanced over the period and the difference that it makes.
- The rules reward combined arms tactics. Artillery and infantry, not just tanks, are essential.
- The rules use Osprey's huge portfolio of relevant artwork.
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Completely support the suggestion of the 1:1 microarmour rules.
There seems to be a gap in the market for a rule set that is specifically written for such a scale. Whilst there are rules that state they can be used for 1:1, they use too much abstraction (and millions of dice) or are overly complicated.
Again as suggested by kpkatz, there could be a number of books; one to cover WW2 and early Cold War, another to do the Cold War up til 1991, and a final, ultra modern book that brings the game right up to date.
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Never enough rules! I like the concept of your inter-war rules, focussing on some of the smaller and more obscure conflicts. FOG napoleonics really are in too much of a grand scale for The War of 1812 or The South American Wars of Liberation. So, I'd like to see a battalion (even company) level game for the early 19th centuary and another for the latter 19th centuary conflicts. Think of it as Campaign (FoG N) versus Raid. The later 19th centuary isn't just the American Civil War or Franco-Prussian War, but the Fenian raids, the Boshin War and the Pacific War. these may be obscure but for many people thats the appeal. What I would really like to see is a set of colonial rules that achieve some sort of play balance, something i have now come to believe is impossible!
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