Helion Wargames
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ebook
(1)
Muskets and Springfields
Wargaming the American Civil War 1861-1865
by Nigel Emsen
Part 1 of the Helion Wargames series
Muskets & Springfields is designed for playing big battles in the American Civil War and is not model scale dependent and uses the player's current basing system. The game is set at the operational level. The player is the army commander with sub command groups. This will be typically a Corps. In these rules a Corp is made up of several infantry brigades, mounted cavalry, and artillery batteries. If you wish you can also include Native American Indian warbands.
The basic unit in wargaming terms is the infantry brigade, which are grouped into Corps or Divisions. The game system uses grids as the unit of measurement. The game space is broken into several square grids which represent 300 yards in ground scale. Taking a balance of the various drill guides of the period this is approximately equal to 600 men in two ranks. For a typical 6x4 playing space it is recommended a ratio width x depth of 1.5 x 1. A typical 6x4 table provides the following 12 (3600 yds) by 8 (2400 yds) of battlefield.
Morale is handled at the corps level and attrition is held at the individual unit base. These rules have three levels of morale. This is not the usual average, veteran, elite often used. Instead, the format is designed to reflect the actual state of mind on the day. These are Unknown, Nervous and Steady. In a game, unless representing specific historical units all bases start as Unknown. The actual morale state is not known till the unit takes damage. The player then rolls against a chart which provides a score for the unit being Nervous or Steady. This is dependent on the year being played and if Confederate or Union. When a unit fails a morale check this is recorded against their parent corps. Once a corps reaches its break point it will then flee the battlefield. Attrition is held at the unit level. This represents loss of cohesion, battlefield casualties or supplies running low. A unit can absorb 6 hits before it is automatically destroyed.
To facilitate a clean flow of play these rules also facilitate the use of sharpshooters and skirmishers. Turns use a bag-pull system in which it is possible for the non-active player to able to interdict the play.
ebook
(1)
Bushidan
Miniatures Rules for Small-Unit Warfare in Japan, 1543 to 1615 AD
by Pauli Kidd
Part 1 of the Helion Wargames series
The later Sengoku period is the era of warfare depicted in classical Japanese movies such as The Seven Samurai, Ran, and Kagemusha – a colourful period that has a very distinct difference in the arms, equipment, tactics and culture from that seen in Europe at the time. It is a period that sees the dominance of firearms in warfare, and the evolution of increasingly complex small-unit tactical systems. But there still remained a heroic ethos, where leaders and the bearers of age-old honoured names would still try to seek out worthy adversaries to battle blade-to-blade.
While massive armies did meet and clash, such encounters were surprisingly rare. The endemic warfare of the period was dominated by raids, small battles, incursions, and the clash of clan warbands. Small families battled one another for local regional dominance, seeking the leverage to become major powers. Meanwhile, rearms and armour improved in an increasingly lethal arms race.
Bushidan allows players to control the forces of samurai families, ikko-ikki covenants, pirates, bandits and warrior monks – or even forces engaged against the Japanese of the era such as the Ming Chinese and Joseon Koreans. The game focuses on the small-unit tactical systems that were developing to meet the demands of the new age of warfare. Players must plan their tactical 'box of tricks' with care, and choose the ferocity, style and cunning that their forces will bring to the battlefield. The game includes a campaign system to allow players to pit their Bushidan against one another in longer conflicts.
This is a colourful period for wargamers to paint and to model. The rules are intended for use with 28mm figures but can easily be played with smaller scale, and a typical army might have 8 or 9 units, each of 4 to 16 figures each.
ebook
(1)
One King!
A Guide to Wargaming Argyll's and Monmouth's Rebellion of 1685
by Stephen M. Carter
Part 1 of the Helion Wargames series
One King! is the perfect companion to the Monmouth Rebellion of 1685 covering every encounter and unit in England, and for the first time in Scotland. Its sits alongside the book Fighting for Liberty as the ideal companion and provides the information needed to bring the Monmouth Rebellion to life on the tabletop.
One King! includes fast play campaign rules that uses the strategies, maps, deployments, and military objectives allowing the enthusiast or wargamer to follow in the footsteps of the commanders - even change the course of history over a coffee.
The battlefield plans give all the information needed to fight out all the encounters as accurately as possible. While the orders of battle and unit sheets will guide the tabletop wargamer in the recreation of their miniature armies or navies!
One King! has everything for the wargamer or military enthusiast, even the chance to change the course of history and crown the one true King James II & VII.
ebook
(1)
A Savage and Romantic War
by Conrad Cains
Part of the Helion Wargames series
In the quarter-century after the fall of Napoleon, there were several wars in Europe, and this Spanish civil war was the lengthiest, and most varied. It was the first of a set of conflicts that split the nation and would continue to do so for a century and more. A Savage and Romantic War gives the wargamer all the information needed to play games set in Spain in these tumultuous seven years, and to make and paint the armies that fought.
The First Carlist War is one that is becoming more familiar to English-speakers, and can be gamed in any scale, with dedicated ranges available in 28 and 18mm. Although taking place only two decades after the latter stages of the Peninsular campaign, and sometimes over the same landscape, it has a quality all of its own. It was big enough to have full-scale battles with two dozen or so units a side, and small enough that games can be played with a brigade or two, and with no need to compromise on scale – every pair of guns or battalion can appear on the table. There were numerous skirmishes, with Carlists in their huge berets and irregular bands facing militia, guardsmen and everything in between. The sheer variety and picturesque appearance of the soldiers of four nations who fought, the involvement of larger-than-life generals on both sides, and the spectacular scenery over which it took place make this a perfect conflict for re-creating in miniature.
Those who play most Napoleonic rules will be able to use them for this war, and this work is not linked to any
particular set.
The book has a short history of the war, then full details of the Spanish, French, British and Portuguese forces, including organization, tactics, uniforms, weapons, equipment and flags. Then there are descriptions of 13 battles, each with the map and orders of battle that will make it easy to translate onto the table-top. Finally, there is a lengthy account of the Oriamandi campaign of 1837, culminating in the dramatic battle which saw the largest involvement of British troops in Europe since Waterloo.
Throughout, there is detail of which regiments did what and how they did it.
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