Fistfull of Miniatures
and For a Fistfull More

Rules Review

by Mike Huyett


I was asked of me by Terry to give a critique of these rules. As I am always looking for a better mouse trap so to speak I found it a most joyous task. The workings of theme rules are mirrored to Legion and Broadsword wargame rules that were published by F.G.U. in 1976 and 1977 respectively. While fantasy provisions are made in the rules it's just an easy to play a historical style game. FISTFULL OF MINATURES is the actual rule book while FOR A FISTFULL MORE is a companion book which contains scenarios, army lists, and new rules.

Armor classes are broken down into light and heavy with an option for very heavy and very light. The turn sequence is separated into six phases.

Phase 1 or the Initiative Phase has each side roll the result of a six sided die plus a leader value (+1 to +3). The winner then decides who will go first in all phases till the next turn. While this in a move counter game the author gives an option for simultaneous movement.

II. The charge phase. Side "A" (winner of the first phase) may move half it's distance without side "B" being able to react in any way. If not contacted in the first half side "B" may (1) stay put and shoot, (2) counter charge, (3) regulars and elites may change face or formation.

III. Movement phase. Where each side moves the rest of their normal movement. It should be noted here that there are only two formations, a Column (any formation that has more stands deep than wide) and any thing else is a a line.

IV. Missile Fire Phase. Foot may fire 45 degrees Left or Right while horse fire 45 degrees Right and to the Left. All missile armed troops fire two ranks deep. An average die is rolled with modifiers and multiplied by the number of stands firing and this number is divided by 20 to decide the amount of stands taken off the board.

V. Melee phase, Melee is simultaneous, units fight two ranks deep with one stand overlap on each flank. Resolution of melee is the same as missile fire except that 10 in the divider number.

VI. Rally Phase, Where all routing units attempt to pass a morale check. If a unit is successful it is turned around and may move normally next turn, but if it fails it is removed from the board. Morale Checks, are taken any time a unit takes losses or is run into by a friendly routing unit. Morale checks are accomplished in the following manner. A base number is taken from a chart which correlates to the number of stands remaining. This number is compared to the roll of Two Six sided dice. If the number is equal to or less than the number listed then the unit passes. If they fail they rout away 180 degrees from the unit causing the check. If it is contacted by an enemy unit or impassable terrain it is removed from the game. There are also provisions for recovery and pursuit. And then it's back to turn Two.

Comments: The Good

These rules are easy to learn, you can stuff a table about as full as you want with troops and still finish a game.

The Bad

All missiles have the same effect (i.e. Japanese and Aztec arrows are the same?). Some areas were a bit vague as in + values for leaders. And I did not personally like the inclusion of Zulus in the army list!

The Ugly

If your taste in rules leans toward the Morale effects type with little or no figure removal, stay away from these rules. If you like Waltzes, fine wine, and your troops in neat orderly continuous lines, don't buy these rules.

If on the other hand you are a Jihad, Banzai, Gray goose quills fill the sky kind of guy, these are your rules. Maybe we've all at one time or the other wanted a Quad .50 in our weapons effects tables. Anyway if your just getting into the hobby, you're burnt out on your old rules set, or if your just in one of those limited nuclear warfare moods give these rules a try.


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© Copyright 1990 by Terry Gore
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