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Gunpowder Period

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The design philosophy of the Gunpowder rules provides a simple approach that can be used to play wargame battles at brigade or higher command levels, irrespective of the figure scale (6mm, 10mm, 15mm, 25mm and even 1/32 scale) with your own current models and common basing formats currently in use. There are many very good rule sets aimed at a specific period in the hobby which provide a detailed simulation of warfare in that period. These rules have been designed to provide the player with challenges based around the manoeuvre and the management of their units in a quick play format while still maintaining a feel for the period. An army within the game is typically 20 units as side broken down into distinct command groups. A unit is a single base. The rules use 100mm equal to one range/movement unit and a unit has a footprint of 120mm wide by 30mm – 80mm depth depending the formation and unit type. The rules have been designed to provide capability options at the unit level, while still presenting the dilemma to the player that they cannot complete all the traditional phases (shooting, moving, charging and reforming) during a turn with that specific unit. These rules instead of using a traditional system of very distinct detailed weapon factors and micro-managed movement rates, they provide a game framework that looks at the different unit’s capabilities compared to that of the unit’s opponents for the period. This enables the player to apply their own knowledge of the historic period to represent the way a specific unit should perform with in the game. The rules also do not use the IGUGO turn approach, but instead each action, (reform, charge, move and shoot) can be done in any sequence and up to twice in a turn. This keeps both players engaged throughout a turn sequence. A unit has a limit of two actions in any turn. The players take it in turns to complete these actions by unit. Also, the rules do not focus on detailed weapon factors and actions within a specific game turn time frame, but use the approach: “Was the specific unit any better or worse on the battlefield for the period?” For example, all units could have used volley fire, but was this specific unit any better/worse at than anyone else? The rules manage this through a unit being given a selection of capabilities. The rules make a difference between the plug and socket bayonets. This is handled by the unit completing a distinct action to counting them fitted. This means when a plug bayonet is fitted, the unit cannot shoot. This formation is called “Foot cavalry defence”. This also covers the use the of foot squares as an anti-cavalry defence. The rules have to make a comprise and when a unit is claiming “foot cavalry defence” they also count as a deep formation even when a unit is in line with bayonets fitted. All units break at the same point, regardless of if the unit is veteran, regular or militia. What is managed within the rule set is how quickly or slowly a unit reaches that point of failure. Generals are used for command and control only. Units must be organised into command groups. An army for the game is organised into a number of these command groups with an overall army commander. Generals can only command units within their group and the army commander can command any units across all command groups. Typically, a command group is a brigade, division or corps depending on the scale you have adopted for the army. Games can be played over a two-hour time limit with a scoring system based around the number of units that one side has managed to kill. The rules reward aggressive play; thus, hopefully avoiding a static game. For a specific historical battle use the objectives of the actual battle to decide the winner. These rules cover the period from the end of the dominance of the Swiss Keil to the end of The Mahdist Wars in the Sudan.

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Bob B September 14, 2021 8:34 am UTC
I have played with other rule sets from Hordes of Figures, and all are fast, straight forward and fun. Very "old school" with lots of D6 being used. This set is for divisional and Corps games but follows the same ethos. The rules are stand based, and any scale and any number of figures can be used on the base. The base size didn't suit my armies and so I use a different size without any problems. The rules cover the Italian Wars to Franco Prussian and most things in-between - I tried ECW and will next try Napoleonics.
The game is designed for players to have a force of 20 units per side, and variable numbers of generals depending on army/period. Time limit to achieve victory is 2 hours. But again no reason why you can't ignore this and use whatever number of units and time you wish.
The rules need careful reading to find everything, although everything is there, and more than I used in my games. Once a game has been played all you need is the QRS sheets.
The mechanisms are straight...See more
Customer avatar
Nigel E January 28, 2023 2:07 am UTC
Hi Bob,thank you for your kind words. In my new sets I am designing I will keeping the scale, basing agnostic with simple mechanics. 2023 is also an exciting year, as I am releasing a number rulesets (ACW, FPW, Napoleonic and Normandy 44) through the Helion Book company as well maintaining developing the casual sets as well.
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File Last Updated:
September 08, 2017
This title was added to our catalog on September 08, 2017.