By Lynn Bodin
Colonial Era wargame rules are certainly not as widely available as are rules for the more popular periods such as Napoleonics, Ancients or Micro-Armor. There is, however, a reasonable selection on the market from which you can choose a suitable set for your particular wargaming needs. In some cases, the rules are only available through mail order, but this should not prevent you from obtaining them if you're serious about wargaming in the Colonial Era. I do not think that the nine sets of rules which I list here are all of the Colonial Era rules available on the market. I'd appreciate hearing about any rules which I have not covered in this article. The rules covered in this overview range from skirmishlevel all the way to brigade-level wargames. Some use individual figures while others have model soldiers mounted on stands or bases to represent basic units or sub-units. Of the rules covered in this article, only IMPERIALISM uses the roster method for recording casualties, all the others kill figures or bases outright. Most utilize one form or another of simultaneous movement. Only two use different types of movement, THE SWORD AND THE FLAME utilizes a random form of movement while the MICRO COLONIAL rules use a move/counter-move system. The following chart will, hopefully, give you some ideas regarding the type of actions you can fight and the number of figures you'll need to start wargaming. Size Battle refers to the typical sort of battle you could create with the rules. The abbreviations used are as follows: SK Skirmish Level, S = Small, M = Medium and L Large battles. Figure Ratio is how many men one figure represents. Basic Unit and Figures per Basic Unit are pretty self-explanatory. Minimum Number of Units represents what I feel (and I must stress here that this is my opinion) is needed to play a reasonable game. I shall now give some brief general notes regarding each individual set of rules in the order that they are numbered in the photograph. 1. The Complete Brigadier is a set of rules designed for playing wargames during the period 1680-1880. The period covered is essentially the whole era of singleshot shoulder arms. Because of this wide time span, some compromises and generalizations have had to be made, but the rules are still well-layed out and not too difficult to learn. The rules include a booklet entitled "Introduction to Wargames" which is a storehouse of information applicable to all forms of wargames. Items like terrain effects, visibility, etc. are included within its pages. As this set's coverage ends approximately 1880, it is applicable only to the early Sudan campaigns. An interesting feature of this set of rules is the inclusion of cardboard cut-out counters which allow you to play the game a few times before you commit yourself to buying, painting and organizing wargame armies for it. 2. Imperialism is the Western Washington Wargamers' set of Colonial rules. They are temporarily out of print, but should be available again early in 1984 through Savage and Soldier magazine. This set of rules features battalion-sized units and is designed for fighting fairly large Colonial battles. Of special interest to some may be the sections on gunboats and figure availability. 3. The Sword and the Flame from Yaquinto is fast becoming the universally accepted set of Colonial Rules. This is a fairly easy game system allowing for local interpretations and modifications yet still retaining the "spirit" of the era. The rules are supported by an unofficial newsletter, The Heliograph (published by Tony Adams, 301 N. Wille St., Mt. Prospect IL 60056) which features articles by S&F garners on rules interpretations/modifications, uniform information, campaigns, etc. The actual rules booklet includes basic uniform, terrain and campaign information as well as the rules.
4. Colonial Wars from Leicester Micro Models utilize combat, morale and small arms fire systems very similar to WRG's well-known Ancient rules. The actual scale of the battles fought with these rules is left up to the players. 5. Skirmish Wargames by Don Featherstone contains skirmish level rules for wargames from the Dark Ages to WW II, including Colonial battles. These rules are essentially a simpl if ied version of Number 6, below. 6. Rules for the Conduction of Colonial Skirmish Wargames in Miniature, 1850-1900 Period by Blake, Curtis, Colwill and Herbert are one of the most comprehensive sets of wargame rules on the market today. Even if you don't want to play these rules, the rule booklet contains a wealth of information on arms, weapons, tactics and uniforms of the era. 7. Zulu by David Perez is an introductory level set of rules most suitable for fighting large scale Colonial Era battles. They are available from Lou Zocchi, 01956 Pass Road, Gulfport MS 39501. 8. Micro-Colonial rules illustrated here were once produced by Heritage Models, Inc. Heritage is now gone, but the rules are now available from Lou Zocchi (see #7 above). The Heritage version was marketed as a "boardless" board game with cardboard counters and no conversion rules for miniatures. As Tabletop Games now produces Colonial figures, I must assume that their Colonial Rules have been updated to include miniatures. 9. Colonial Rules. I started playing Colonial wargames with a modified set of these rules by Jack Scruby, and I can say that they are a good, playable set of rules equally suitable for the beginner as well as the expert. Colonial era battles, including the Sudan campaigns, ranged from skirmish actions all the way to major engagements involving thousands of troops. By matching the size action you'd like to fight on the tabletop with the rules listed above it will be possible to recreate, with miniatures, the exciting battles of the Colonial Era. Best of luck in your wargaming endeavors! More Sudan
The Sudan: First British Involvement 1884-85 The Sudan: Anglo-Egyptian Sudan Map The Sudan: Illustration: Troop Types of Hicks' Expedition (slow: 139K) Sudan War Bibliography Lynn Bodin: Bio of Theme Editor for Sudan Whalers on the Nile: Sudan Transport Boats
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