When Empires Clash!
By Bob Cordery
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When Empires Clash! - Bob Cordery
When Empires Clash!
Gridded Wargame Rules for fighting colonial battles and campaigns during the late Victorian and Edwardian eras.
by
Bob Cordery
2017
Eglinton Books
Copyright © 2017 by Robert George Cordery.
Robert George Cordery has asserted his right under the Copyright, Designs and Patents Act 1988 to be identified as the author of this work.
All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical including photocopying, recording or by any information storage and retrieval system, without permission from the publisher in writing except for the use of brief quotations in a book review or scholarly journal.
Typeset in Arial font
Published by Eglinton Books
84 Eglinton Hill
Shooters Hill
Plumstead
London
SE18 3DY
United Kingdom
First Edition: 2014
Second Edition: 2017
HardbackISBN 978-0-244-31422-4
PaperbackISBN 978-1-326-02369-0
EPubISBN 978-0-244-61425-6
Contents
When Empires Clash!
Contents
Introduction to the First Edition
Introduction to the Second Edition
Definitions
Explanatory Diagrams and Illustrations
General Rules
Battle Rules
Army Lists
Bibliography
Introduction to the First Edition
These rules have been designed so that players can fight typical small battles between European Colonial armies and their opponents during the period between 1875 and 1910. They have evolved from previous sets of rules that used area movement and simple combat resolution systems, and have been inspired by DBA (De Bellis Antiquitatis), HOTT (Hordes Of The Things), and TTB (Table Top Battles).
I do not have a lot of time — or space — to devote to wargaming, and I want to fight battles to a conclusion in a relatively short time; hence the use of area movement and simple combat resolution systems. The use of a gridded battlefield removes the need to measure both move distances and weapon ranges, thus speeding up the whole process. It also removes any doubts or possible disputes as to whether or not a unit has moved too far or if it is in range or not. Simple combat resolution systems likewise speed up game play. If a player can remember how to resolve a combat situation after using the system for two or three turns without the need to refer to the rules, then the system is good enough for me. It may not be ‘perfect’ — I have yet to find a system that is — but it should produce a reasonably accurate result.
The armies needed to fight battles with these rules are small by most wargames standards. This means that I can ‘raise’ lots of small armies rather than a couple of big ones. This is both easier on the finances and enables me to buy, paint, and base a complete army before my interest begins to wane.
The main bulk of the rules deal with what the players need to do before battle commences and Army Lists; in fact the actual battle rules cover ten pages (including examples of how to use some of the mechanisms and explanatory diagrams) and can be learned by most players within a couple of turns. Battles take about an hour to fight, although they can take longer if a larger battlefield and larger armies are used.
I fight a lot of my battles as solo affairs, and the mechanisms I have used can be used either by solo wargamers or for conventional face-to-face wargames. The rules also include options for fighting battles that arise from a campaign and for fighting one-off battles.
Bob Cordery
London, September 2014
Acknowledgements
No set of rules is ever the product of one person, and this