MHWC members have all spoken about different sets of rules at meetings or on our club forum, many tempted but wary of the expense. So we took the top five sets that had raised interest and bought them to create our own mini members rule book library. This is what we have bought;
First
 up is SAGA, this rules really seem to have caught on....despite the 
heavy cost, £25 for a fairly thin book and four cardboard counter 
boards. The game seems to have countered any cost concerns but it seemed
 reasonable to buy a club set so everyone could see what the fuss was 
about for themselves given the interest.A test game was played at the 
last club meeting and looks to be a hit. There are a few concerns for 
some, it is a game first and historical simulation second...like most 
rules to be fair but this set more so. That doesn't mean it isn't any 
good, one or two quirks aside it works well and makes you think. It uses
 sets of army specific dice to control possible actions and these can be
 £12.00 for a set of eight!!! This is an expensive hobby as we know but 
the costs involved in SAGA are very high for such a thin rule book. that
 said, the armies are small and with the rise of plastic figures can be 
very cheap, perhaps this balances things out? Just nine possible armies 
at the moment but I can see this changing, there are already a number of
 home spun variations to use the game mechanics with other periods 
appearing in the magazines.
I
 can see this becoming a bit of a club favourite, many already have 
figures that can be pressed into service and others, myself included, 
have embarked on an army since seeing the rule book. A wise purchase 
that has actually encouraged members to go out an buy their own copy.
Next
 we have Operation Squad Modern War. The WW2 version has been a great 
hit with the members and so all were very interested in taking a look at
 the latest offering. It works on the same principles, using a squad of 
figure with a one figure one man ratio, most forces use a dozen figures 
at the most so this is a really accessible game in these troubles 
economic times. The rules have been adapted to take into account the 
more varied forces involved in modern combat theatres and the weapons. 
Units are built using a points system but these units are nation 
specific and so you purchase from a given pool of nationally accurate 
options. This is another game that makes you think, you need to plan but
 also need to adapt in equal measure. Some find the rather unique turn 
sequence difficult to get the hang of but it does work and works well. I
 can see these being very popular, small units on a 4ft x 4ft 
table....what's not to like?!
Pike
 and Shotte is one of the more traditional 'big battle' sets compared to
 the more skirmish based rules we have bought. That said, many asked for
 it and so we were happy to oblige! This is a warlord Games publication,
 essentially Black Powder for the seventeenth century but with enough 
period tweeks to make it a stand alone rule set. If you have played 
Black Powder then you will take to this quickly, there is also a lot of 
info and arm details so plenty to help get newcomers to the period up 
and running quickly. List price is £30.00 but can be found on Amazon for
 just £19.50! Bargain!!! We have a few members that play this period and
 others that just enjoy playing it with other peoples armies, part of 
the joy of a club of course! This will get plenty of game hours at the 
club, the Black Powder systems lend themselves well to club nights, big 
games can be fought to a conclusion and a good game is had by 
all...except the losers of course but there is no helping some people.
Muskets
 and Tomahawks is an eighteenth century small battles / large skirmish 
set of rules for fighting in the wilds of the American Colonies; French 
Indian wars or AWI. Not every ones cup of tea of  course but the rules 
are well tested, the have been available in France for years, and they 
provide a great if not quirky game. Each side has their own victory 
conditions but these can be augmented by 'side plots' that can have a 
bearing on the result. Like its stable mate, SAGA, it does not need too 
many figures and so many people could run this using figures they 
already have....others, given the more skirmish orientation of the 
battles, may wish to splash out on a new force. I know one idiot who 
been bitten by the bug so badly he is going to do it in 40mm using Front
 Rank figures! I have no idea what come over me but they are fantastic 
models and quite reasonably priced....did i say me?.....I meant someone 
else that I have never met before.....Damn!! 
There
 is a Meeples & Miniatures pod cast about these rules that you might
 want to listen to given that the rules are quite expensive, almost 
£25.00 again, but you do get a set of cards in a sturdy plastic box. The
 pod cast is detailed enough to give you enough detail to make an 
informed decision....then go and look at the Front Rank 40mm web 
page............hmmmmmmmmmmm.......
last
 is Normandy Firefight. This is the cheapest set at £11.99 and it uses 
the least figures, you can easily get away with just three or four per 
side! It calls itself 'detailed', in so much that each game turn is just
 two seconds of real time, removing an empty magazine is a move in 
itself so you can imagine how much planning you need to do...but don't 
panic! The game is really easy to pick up and flows really well. It can 
also be quite fast too. The rules are designed for 54mm figures, which 
may be a bit of a bugger terrain wise, but a 4ft x 4ft table is all you 
really need. Unlike a lot of modern rule sets these rules have a useful 
turn by turn battle report that gives you all the detail you need to 
follow what is going on and how to do it. The combat is really simple 
but very elegant too, you can even be hit in the hand or lower leg, and 
without complicated slide rule mechanisms too! I really like these 
rules, they are the real surprise of the bunch for me and I can heartily
 recommend them. I also think that they would lend themselves really 
well to club team play, even inter club team play. Each player could 
control one figure....I am getting ahead of myself.
The
 last action of a players/figures turn is to chose a stance, either 
standing, kneeling or prone. Give the low number of figures needed I 
think each figure/character could easily have three models to represent 
these important stances....just a thought.
So
 there you have it, a brief introduction to our recent club purchases. 
No doubt reports will appear here as these games get played and armies 
get painted...I can't wait!!!

 
A fine haul of rules - looks remarkably similar to my reading list from the last year!
ReplyDeleteCheers, Norman
Hi PC,
ReplyDeleteI think so too, there is enough there to keep us occupied for a while!