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in Miniature
Part One:
Issues, Figures
and Accessories
By Rob Lusk
Although miniatures games set in the Old West have been around for many
years, recently there has been a dramatic increase in figures, rules, and
accessories for this period. As I imagine is the case with many MWAN readers,
I started playing with cowboys and Indians when I was very young and got Fort
Apache as a gift; I've been fascinated by the Old West since then. The Boot Hill
game came out when I was in high school, and I began to wargame with Airfix
plastic cowboys. I have enjoyed games set in this period ever since. While there
has always been a lot of source material available, rules and figures have been
relatively scarce until the past couple years. The variety of items now available,
coupled with the appeal of the Old West and the small scale of many
gunfights/battles makes this period all the more enticing.
In this article, I will discuss some of the issues and dimensions to consider
when gaming the Old West. I will then review some of the figures and
accessories that are available. I'll review rules in a subsequent article, which I'm
currently working on; I may also include a copy of my own "Ghost Riders"
rules (to add to the proliferation of home grown rules for this period). I am
certainly not an expert on the Old West; what follows are mostly my opinions,
which you may certainly disagree with. That's OK, pardner; this town's big
enough for more than one opinion.
The Question of Scale
Two related issues here are figure size and scale/ratio. The three main types of
metal Old West gaming figures available are 15mm, 20mm (1/72 scale plastics
1:1 games sometimes have a "true to figure" ground scale (e.g., 1" = about 6
feet for 25mm), which can help players get a better feel for what is actually
happening in a game. I've had players tell me that when their figure runs across
a street, they want to be able to visualize what it would be like if they were in
the same situation, and this sort of ground scale helps.
At the same time, rules that use this ground scale often dramatically shorten
actual weapon ranges for the sake of playability. Thus, it is not uncommon to
find pistols that can only fire the equivalent of perhaps 25 yards. If you can live
with this, the "true to figure" ground scale can be a lot of fun, especially with
25mm figures. In my experience, younger players, role-players, and those used
to sci-fi and fantasy games enjoy this better than more abstract (albeit realistic)
scales.
History vs. Hollywood
The related issues of realism, playability, complexity and enjoyment of a game
have been discussed concerning other periods in MWAN; Old West gaming
certainly provides more fuel for this discussion. There are a few Old West
games that reflect history; far more that reflect Hollywood's view of history;
and the majority fall somewhere in between. Part of the issue is that the Old
West is such an important part of American folklore, it is often hard to tell what
really happened in many gunfights and battles -- the folklore is hopelessly
intertwined with history.
Also, since many of us were raised with the Hollywood version of the Old
West, we may not care that much about what really happened. In my
experience, Old West gaming is "on the fringe" of true historical gaming, in that
most Old West games really are not very realistic. Does this bother me
personally? Not in the least. To quote the Very Rev. Aelred Glidden, who in
turn was quoting Donald Featherstone, "Never let history get in the way of a
good game". On the other hand, historical purists need not feel too discouraged.
There are more authentic figures available than ever before, and a few rules sets
really do try to recreate history, particularly with Indian battles.
The complexity level of Old West games also varies dramatically. There are
rules sets varying in length from one page (e.g., Keith Leidy's home grown
rules) to over 100 pages in multiple volumes (e.g., Once Upon A Time In The
West). One thing that MWAN has taught me is that complexity does not always
positively correlate with historical accuracy, and sometimes negatively
correlates with players' enjoyment. At the same time, the shortest rules sets
often leave a fair amount open to interpretation, and therefore tend to run most
Figures
The last few years have seen a virtual explosion in the number of Old West
figures available. 1996 was truly a banner year -- both Old Glory and Guernsey
Foundry released the start of two extensive figure lines in 25mm, including
some of the best Old West figures ever produced. I'll provide an overview of
the figure lines that I'm aware of (in alphabetical order). Much of this
information has been gleaned from the pages of MWAN.
Brittania Miniatures, manufactured in England, available in the U.S. from
Elite Miniatures, c/o Keith Leidy, 2625 Forest Glen Trail, Riverwoods, IL,
60015, as well as some hobby shops. These are 25 mm figures, tending to the
large, "chunky" side, but I love their animation and variety. Brittania offers U.S.
cavalry, Apaches, Mexicans, an increasing selection of gunfighters (both
mounted and on foot) and townspeople, and some accessories (e.g., wagons,
longhorns, cannons and gatling guns). I really like this line! The covered
wagons in particular are outstanding.
Complete Brigade, available from Frying Pan and Blanket Amalgamated
(gotta love the name), 2283 Apache Street, Mendota Heights, MN, 55120 (send
SASE for list). They advertise 20mm U.S. cavalry and Plains Indians. I haven't
seen these figures, so I cannot comment further.
Connoisseur Historical Miniatures, previously just manufactured in England,
now manufactured in the U.S. as well by J & T Miniatures, HC 83, Box 15,
Pequot Lakes, MN, 56472 (218-568-7447). They offer a 25mm Pony Wars line,
with U.S. cavalry, Plains Indians, Apaches, civilians, and gunfighters. These
figures are close to 28 mm in size; the poses are quite good, though the level of
detail and animation vary.
Dixon Miniatures, manufactured in England, available in the U.S. from
Wargames Inc., Box 278, Route 40 East, Triadelphia, WV, 26059 (send $3 for
listing). Also available at some hobby shops. Dixon produces a variety of
25mm Wild West figures and accessories (e.g., a really nice stagecoach). Their
figures are typically around 28mm. They generally have very good animation
and detail. Dixon carries more mounted cowboys than most other companies,
and has an extensive line of gunfighters, townsfolk, and some Indians.
Freikorps 15, 25 Princetown Road, Bangor, Co. Down, BT 20, 3 TA, Northern
Ireland, UK. Also available at some hobby shops. Freikorps 15 produces a very
extensive line of 15mm Old West figures. These are "true" 15mm scale, and
therefore somewhat small relative to other larger 15's. The variety is truly
outstanding, with 105 different figures in the range, including U.S. cavalry,
U.S. infantry (hard to find for this period), Apaches, Plains Indians, gunfighters,
and townspeople. Don't let the UK address put you off -- service is fast, and
they take U.S. $.
Frontier Miniatures, available from Modeler's Mart, 1555 Sunshine Drive,
Clearwater, FL, 34625 (800-223-5260) ($5 for catalog, which has a LOT of
stuff in it). Frontier produces both 15mm and 25mm figures, including U.S.
cavalry, Indians, and gunfighters. These are "true scale" figures, and therefore a
bit small compared to many others (the 15's fit well with Freikorps 15's and
Minifigs; the 25's fit well with Pass of the North). These are relatively
inexpensive, basic gaming figures.
Grenadier, no longer in business, but the "Western Gunfighters" boxed set
(produced in 1992) is still available at some hobby shops. This is a very nice set
of 10 25mm figures, including gunslingers and townspeople. The figures are
"large" 25's (closer to 30mm in some cases), but fit in well with many of the
28mm figures available. Animation and detail are superb; in my opinion, these
were the best 25mm Old West figures available for a number of years.
Guernsey Foundry, manufactured in the U.K., available in the U.S. from The
Foundry, 1549 Marview Drive, Westlake, Ohio, 44145 (440-871-4587). An
extensive 28mm Old West range, including U.S. cavalry, Plains Indians,
Mexicans, Apaches, cowboys, gunfighters, and "Victorian bystanders". These
are excellent figures for the most part, are very reasonably priced, the selection
is great, and many come both mounted and on foot (perfect for skirmish
games). See their ads in MWAN, and reviews by David Barnes (MWAN 88,
90, 92) and Hal Thinglum (MWAN 80, 88, 89, 90). In my opinion, this is the
premiere Old West line available today.
Mayhem Miniatures, manufactured in England, available from hobby shops or
from the UK at P.O. Box 3064, Milton Keynes, MK13, OJP, England..
Mayhem makes 25mm gunfighters and townspeople as well as accessories (e.g.,
a resin bar) which are slightly larger than true 25mm, but very well animated
and proportioned. They are pretty comparable to Guernsey Foundry figures, but
the line is less extensive (and a bit more expensive).
Minifigs, manufactured in England, available from Modeler's Mart (see
Frontier for ordering information). Though I haven't ordered any for several
years, I believe 15mm Minifig Old West figures are still available. These are
"true" 15mm scale, and relatively well detailed and animated. They fit in well
with Freikorps 15 and Frontier miniatures. I have some of their gunfighters; I'm
not sure what else is available.
Old Glory, available from Emperor's Headquarters, 5744 W. Irving Park Road,
Chicago, IL, 60634 (312-777-7307). Also available at some hobby shops. The
Warpaint range is an extensive line of 25mm settlers/townspeople, U.S. cavalry,
Plains Indians, Apaches, gunslingers, lawmen, and accessories (e.g., teepees, a
stagecoach, and wagons). Very nice figures for the most part (details tend to be
very good; animation is not as good on some), typically between 25 and 28 mm.
The variety and price are simply outstanding! Reviewed by Stephen Lawrence
in MWAN 89.
Pass of the North, Jeff Caruso, 1060 Esplanada, El Paso, TX, 79913 (915-5813282). Catalog $2 + SASE. An extensive line of U.S. cavalry, Indians,
gunfighters, Mexicans, and townspeople in 25mm, including some specialty
sets like the Magnificent Seven. True 25mm scale figures. Excellent poses,
detail and animation; the only problem is that they tend to be small relative to
most other "25mm" figures. Apaches were reviewed in MWAN 84 by Stephen
Lawrence.
Peter Pig, manufactured in England; available from Brookhurst Hobbies,
12188 Brookhurst Street, Garden Grove, CA, 92640 (714-636-3580). Peter Pig
makes an extensive line of 15mm Old West figures and accessories, including
gunfighters, Plains Indians, townspeople, characters, resin buildings, and even a
train! A little chunky, but very good detail and animation; they fit well with
most other lines of 15mm figures.
Pinnacle Miniatures, available from hobby shops or from Pinnacle
Entertainment Group, P.O. Box 10908, Blacksburg, VA, 24062-0908 (800-2145645). These are 28 to 30mm figures designed for the Great Rail Wars
miniatures game and the Deadlands roleplaying game. These games are set in
an alternate history Old West, where magic, monsters, and advanced steam
technology exist, and the Civil War has continued into the 1870's. There are
gunfighters, Indians, townspeople, artillery, special characters, monsters, and
even undead gunslingers if you want to add a weird twist to your game!
Animation and detail are somewhat uneven, but tend to be excellent.
Qualiticast, manufactured in England, but available from Brookhurst Hobbies
(see Peter Pig for address/phone number). Qualiticast makes 20mm Indians,
settlers, and gunfighters. These are very nice, well detailed and proportioned
Accessories
Just as with Old West figures, there has been a recent dramatic increase in
available accessories. While I'm sure there are many that I am not aware of,
here is a listing of those that I'm familiar with.
Airfix, available at many hobby shops. Makes a plastic 1/72 scale fort (Fort
Apache) that works well for 20mm figures. Decent detail. Comes with plastic
U.S. cavalry and Indians.
Dixon, see figures section for address. Dixon makes Wild West 25mm
buildings ("every single one built from scratch and fully painted") which look
very impressive. They appear to be made of wood.
The Drum, available from some hobby shops, including The Emperor's
Headquarters (Chicago). The Drum makes 15mm scale resin buildings,
including a log fort with towers. This fort is very nicely detailed, and makes a
great centerpiece for a (probably fictitious) attack on a fort. (Note: the only
25mm scale fort like this that I've seen was made by Greenfield many years
extensive line of Old West buildings which are perfect for 20mm figures, and
suitable for 15mm figures. They are traditional plastic model kits, and look
excellent when finished and painted.
London War Room, 41 Beverly Hills Loop, Petal, MS, 39465. While I have
not seen their work, they advertise 25mm buildings including Western stores, a
saloon, and others ($50 and up). These buildings are described as accessible and
playable.
Musket Miniatures, P.O. Box 1976, Broomfield, CO, 80038-1976 (303-4399336). Send $2 for catalog. Musket makes 15mm American Civil War and Old
West resin and metal buildings and accessories, including wagons and cacti.
These are very nicely done, with excellent detail. They work very well with
15mm figures.
Pass of the North (see figures for address) offers 25mm scale cacti -- saguaro,
barrel, and prickly pear. These are available finished for $2-$8, and are
described as "the hit of Historicon".
Peter Pig (see address under miniatures). In addition to their figure line, Peter
Pig makes an extensive line of buildings and accessories in 15mm scale. The
buildings are relatively well detailed (no interiors); accessories are very
extensive, and include a train. They work very well with 15mm figures.
Signifier, 2001 E. Lohman, Suite 149, Las Cruces, NM, 88001 (505-525-2378).
Signifier offers 15mm and 25mm scale flags, including U.S. cavalry, Custer,
and Buffalo Soldiers flags. Send an SASE for a listing, or $3 for a catalog.
These are excellent flags, with brilliant colors, and to my knowledge are the
only flags available specifically for this period. Hal Thinglum reviews Signifier
flags in MWAN 91, and states that they are "highly recommended"; I agree.
Snapdragon Studios, 3, Norleaze, Heywood, N. Westbury, Wiltshire, BA13,
4LQ, UK. They offer 25mm resin Wild West building facades. They were
reviewed by David Barnes in MWAN 83; while I have not seen them, they
sound very nice.
Tactical Conflict Systems, 545 Newport Drive, Suite 155, Pawtucket, RI,
02861 (401-437-9820). Send $1 for catalog. This is a very extensive line of
25mm Old West buildings and accessories made of hard plaster (I believe) and
metal. There is a variety of buildings to choose from (including a Cowtown
series and a saloon). The buildings are well-detailed, with open interiors for the
most part. You can add windows, staircases and other details; in fact, many of
the buildings are modular, and you can combine different pieces to make a
customized town. They take awhile to assemble and finish, but look great! The
accessories include fences and outhouses. Price range is about $4 to $50.
Favorably reviewed by Hal Thinglum in MWAN #86 and #91. They work well
with 25-28mm figures.
Wild Walls, available from hobby shops; manufactured by Sci-Fi Supply
(address unknown). These are 25mm scale thin plastic building kits. A barn,
jail, log cabin, and saloon are available. These are relatively well-detailed and
inexpensive, but require a fair amount of work (including cutting out the parts
of the building) to finish, and will blow away in a stiff breeze. Still, they look
good when finished!
A Note on Trains
There are several train sets that can be used to add a nice touch to a game, or
even help you recreate a train robbery! HO scale trains work very well with
20mm figures, and (in my opinion) work well with 15's as well. The "Old
Timer" by Bachman is a very nice HO scale train. O scale trains fit perfectly
with 28mm figures, though they are hard to find (and expensive) for this period.
A couple of Lionel 4-4-0 engines, the General and the engine from the Virginia
and Truckee 1988 Service Station Set, are ideal, and can still be found at train
shows; there are also train cars from Lionel that are suitable. Since these are too
pricey for many gamers who are not also railroad enthusiasts, a cheap
alternative is the battery powered trains that come out in droves around
Christmas; but can often be found at Toys-R-Us throughout the year. While
these are a bit large even for 28mm, and may not be the most realistic, they can
work quite nicely, and typically cost around $25-$30 (less in after Christmas
sales).
Old West Part Two: the Rules
Evaluation: The rules are clear, relatively concise (the rules themselves really
only take up about 11 pages; the rest is scenarios, etc.), and have a very tense,
realistic feel to them. Highly recommended for very small games (no more than
two figures per player).
Also of interest is Forrest's interactive Old West adventure called "The Devil's
Addition," which is like a novel but allows the reader (as the main character) to
choose different options and determine their consequences with the aid of dice.
This is very entertaining and very highly recommended. Available from
Knuckleduster Publications, P.O. Box 1024, Normal, IL, 61761.
Title: Bleeding Kansas, Skirmish Wargame Rules, 1850-1890 Author:
Kenneth M. Van Pelt
Publisher : Lion's Den Wargames; available in some game specialty shops
Date Publisher : 1995
Format/Pages: Good quality paper in plastic sheet cover; eight pages plus a
reference sheet on cardstock.
Cost: Available for $5 from LDW, 1205 Allendale Drive, Greenwood, MO,
64034
Focus/Setting: Small scale skirmishes of the historical or Hollywood variety.
Scale: Suitable for 15, 20, 25 or 54mm figures on a 1: 1 figure to man ratio (a
pace is anywhere from 1 cm to 1 inch). Time scale is "a small elastic unit of
measure."
Troop Characteristics: No characteristics per se, but five types of figures
(Novice, Average, Veteran, Elite, or Hero).
Action Sequence: The turn sequence is randomized, using either cards assigned
to figures or an initiative roll. There are simple but comprehensive options for a
unit's actions.
Movement : Move allowance is determined by a figure's beginning and ending
stance (from 2-12 paces).
Missile Fire: Shooting uses d10's with modifiers. Figures that are hit must make
a saving throw or are wounded; rules are included for variable wounds based on
the type of figure (Novice, Average, Veteran, Elite, or Hero). Rules are also
included to carry wounds over from game to game if desired.
Melee: Combat uses dl O's in an opposed roll with modifiers; the difference
between rolls determines the result.
Morale: Not a factor.
Other Features: Rules for ambushes and surprise are included.
Evaluation: I found these rules a little confusing at times, but overall they are a
very good set for smaller scale skirmishes. Very playable. Highly
recommended.
Designed for 25mm. figures with 2-4 figures per player, 1: 1 figure to man
ratio. Time and ground scales not specified.
Troop Characteristics: No characteristics per se, but three grades of figures:
Veteran types, Lesser Gunfighter types, and Women/children/elderly.
Action Sequence: These rules use a card activation system. Figures act when
their card is drawn, and get 2-8 actions per turn based on the type of action,
type of figure and a d20 die roll divided by three (e.g., moving 2" = one action,
shooting or fighting = two actions).
Movement: 2" per action.
Missile Fire: Simple but creative system for determining hits and wounds
simultaneously. A detailed wound location table is included. Characters can
take multiple wounds in body parts (noted on character sheets, which are
included for photocopying). Ammo is tracked.
Melee: Opponents dice off using a d20 with modifiers. The loser takes one hit.
Morale: Not a factor.
Other Features: Whimsical special rules are included (e.g., for Dusty the Dog).
Evaluation: Overall these are a fun set of rules for small scale skirmishes.
Recommended.
Title: Cowboys N' Indians
Author: Paul Arden Lidberg
Publish : Crunchy Frog Enterprises
Date Published: 1993
Format/Pages: Two pages (I found it on the Internet)
Cost: free with Internet access.
Focus/Setting: A very simple but fun format for skirmishes with a bag or two of
cheap plastic 54mm cowboys and Indians. A game with around 15 figures per
side takes about 30 minutes.
Designed for 54mm plastic figures, 1: 1 figure to man ratio. Time and ground
scales not specified.
Troop Characteristics: No individual characteristics. Cowboys and Indians are
the two troop types.
Action Sequence: (1) Roll Initiative with d6 -- the high roller chooses who goes
first. The player to their left goes second, etc. (2) Move. (3) Combat. (4) Dead
Guy Clean Up. Movement: Cowboys move one paper edge (8 1/2"), Indians
move two paper edges (17"), Horses and Wagons move three paper edges (25
1/2").
Missile Fire: Range = one paper edge (8.5"). Roll 1d6 per figure. Cowboys hit
on odds, Indians on even rolls. Cowboys can move and fire, Indians cannot.
Troops in cover are hit on a 5-6. Hits eliminate the target.
Melee: Same as missile fire.
Morale: Not a factor. Other Features: Four brief scenarios are presented.
Focus/Setting: Recreates small unit actions (U.S. Army vs. Indians); according
to the author, it is a "light hearted simulation of small unit warfare on the
western plains."
Uses a 1: 1 figure to man ratio and 10 second turns. Written for 25mm figures,
but can be modified for other scales. Ground scale is I inch = approximately 4
yards.
Troop Characteristics: Figures have ratings in six different skills (Fire, Melee,
Morale, Strength, Speed, and Aim).
Action Sequence: Cards or chits with unit names on them are drawn each turn,
and when a unit comes up, it gets one action. A variety of actions are available.
Movement: Fixed distances based on type of movement (e.g., move 6" on foot),
with modifiers due to Speed.
Missile Fire: Shooting uses a base chance plus range and other modifiers plus a
d20; the effect ranges from a graze to killed.
Melee: For melee, roll a d2O + Melee value + weapon rating + other modifiers.
The effect ranges from a graze to killed.
Morale: Morale is an important factor in this game; units roll a d10 with
modifiers. The morale rules work quite well, in my opinion.
Other Features: There are a number of optional rules, including tracking ammo,
night engagements, tracking, character advancement, and an appendix on U.S.
military organization.
Evaluation: A very nicely done rule set, clearly written, and works very well
with small scale battles. Very highly recommended.
Title: Desperado, Skirmish Gaming in the Old West
Author: Tom Kelly and "The Posse"
Publisher : The authors; available in many game specialty shops
Date Published : 1992
Format/Pages: Spiralbound, cardstock cover, 22 pages plus play chart.
Cost: around $8
Focus/Selling: Desperado is a "lighter" rules set for 1-2 gunfighters per player
to recreate gunfights of the Hollywood variety.
Scale: Designed for 25mm figures, 1: 1 figure to man ratio. Time and ground
scales not specified.
Troop Characteristics: No individual characteristics for troops.
Action Sequence: You start by compiling a deck of cards with each figure's
name; each figure has from 2-5 cards depending on the figure type. Figures act
when one of their cards comes up. Actions include move, fire, move and fire (at
a minus), do nothing, reload (and walk), and move/mount/ride (and fire at a big
minus).
Movement: Movement is randomized -- players roll a number of d6 that
depends on the type of move (1d6 for crawling to 5d6 for mounted galloping).
Players must declare their move before rolling, so it is possible to get stuck out
in the open. A figure can only run two moves in a row.
Missile Fire: Shooting is percentile based, depending on the range and
applicable modifiers. If a figure hits, the player rolls percentile dice for hit
location and effects. When a figure reaches 100 damage points (or rolls a fatal
result), they are removed. Ammunition must be tracked. Figures can call out
other figures for a showdown; if it is accepted, both move into the street and
fire simultaneously at each other.
Melee: For combat, each figure rolls a d6 with modifiers; the high roll wins and
determines the result (from run away to killed).
Morale: Optional morale rules are included; these are used when a figure is shot
or called out (2d6 are rolled and modifiers are added).
Other Features: Suggested scenarios, character names, and optional rules for
dynamite, fire, and using animals are included.
Evaluation: Desperado is a very fun, fast playing rule set. These are very good
rules for conventions and a fun diversion from hard core gaining. There are a
few ambiguous spots, but they are easy enough to resolve. This is one of the
most popular Old West rule sets available, and with good reason. Very highly
recommended.
Title: Desperado II
Author: Tom Kelly
Publisher: Tom Kelly; available in many game specialty shops
Date Published: 1994
Format/Pages: Spiralbound, 28 pages.
Cost: around $7
Focus/Setting: This is a supplement for Desperado. I will skip to Other Features
to describe it.
Other Features: A quiz about famous lines from Westerns, rules for
showdowns, clarification on calling someone out, extra movement cards (e.g.,
trains, stagecoaches), leader cards (units can use these to move as a unit), agility
rolls, stampedes, burning buildings, breaking down doors, opportunity fire,
using an umpire, 10 scenarios (excellent variety), and an updated list of Old
West game supplies.
Evaluation: Most (if not all) of these rules are worth using, and add to the game
without slowing it down significantly. The scenarios are very well done. Highly
recommended.
Title: Dog Soldiers: Not Too Fussy Injun Fighting Rules
Author: Mark Hannam
Published: Appeared in The Gauntlet #9
Date Published: 1997
different types of forces (rules for 10 are included). A unique feature is the use
of an "off table" game, played on a map grid, which influences the forces
available in the tabletop game. Can be used for both historical and Hollywoodstyle skirmishes.
Designed for 15mm figures, but can be adapted to other scales. 1: 1 figure to
man ratio. Time and ground scales not specified. Figures are organized in
groups of three per base; leaders are individually based. The point system
included, as well as restrictions on certain types of forces, leads to wellbalanced sides. (Note that base sizes are specified, but when I playtested I didn't
use them, and I don't think it mattered much).
Troop Characteristics: Off table, some forces get bonuses to die rolls (e.g.,
Plains Indians get +1 on information and movement). Leaders have Command
Value.
Action Sequence: The off table game is quick and fim, involving both strategy
and luck. This game determines force sizes used in the tabletop game, as well as
the reinforcement arrival schedule. The author makes a point of suggesting that
gainers try this approach instead of just using the tabletop rules, and I agree that
it makes for a more interesting game. Initiative is rolled to determine who goes
first. Units alternate movement in the tabletop game.
Movement: Foot troops move 4"; mounted move 6"+d6"; wagons move 3"+d6"
at a gallop (which is risky).
Missile Fire: Shooting is simple, and uses d6s; units that are hit get a saving
throw. If they do not save, they are removed.
Melee: Similar to missile fire.
Morale: Test if a leader dies, a group is killed, or you are targeted by another
player. A nice system, which uses the leader's Command Value and the number
of groups in the command to determine a base number to roll. Then modifiers
are added, and a player must roll < this number to hit on a d6. If the roll fails,
the command becomes Pinned (cannot advance). If they fail again, they become
double-pinned and must retreat. They only improve one grade per turn.
Other Features: Victory points (gained for both the off table and tabletop game)
determine the winner and level of victory. Many optional special rules are
included (e.g., trains, dynamite).
Evaluation: These rules are very well written, with lots of color (e.g., a section
on good cliches is included). This is a very fun game, and works well for 15
mm figures. The off table game adds a fascinating twist, and makes the tabletop
game more exciting; it forces players to use more strategy than a typical "shoot
'em up" game. These are currently my favorite rules for 15mm figures. Very
highly recommended.
Title: High Noon, Under Fire in the Wild West
Author: Maurice V. Holmes and Leo A. Walsh
Publisher: 1:1 Games, c/o TCS, 545 Newport Avenue, Suite 155, Pawtucket,
RI, 02861; also available in game specialty shops
Date Published: 1996
Format/Pages: Cardstock cover, stapled, 40 pages plus cardstock play sheets,
wound cards, and counters.
Cost: around $12
Focus/Setting: These are highly detailed, intense rules for smaller gunfights (no
more than three figures per player are recommended); the rules have a realistic
feel to them.
Scale Written for 25min scale figures, but can be adjusted to other scales. 1: 1
figure to man ratio. One turn is 3-5 seconds. Ground scale is 1 inch = 6 feet.
Troop Characteristics: No characteristics per se, but activation chance (see
below) varies based on the type of figure -- from 10% (female civilian) to 35%
(bounty hunter).
Action Sequence: The turn system uses an alternating move sequence, but
figures must make an Activation roll to fire or light a dynamite ftise. This
results in some tense, exciting moments during gunfights.
Movement: There is a detailed movement system (the stance you use at the start
and end of your turn determines your maximum move).
Missile Fire: Shooting is percentile based, with a number of modifiers. Hits can
cause minor or serious wounds. Cards are included which are drawn to
determine wound effects; this is an ingenious system, and makes it easy to keep
track of wounds as well. Rules for suppression fire are included -- activation
chance and chance to hit are reduced when a figure is under fire. Ammo is
limited, and must be tracked.
Melee: Melee is also percentile based. Rolls (with modifiers) are compared first
to a chart, then to each other, and the difference determines the seriousness of
the wound.
Morale: No morale rules per se, but activation and suppressing fire mean
figures don't always do what you want them to.
Other Features: A variety of colorful rules are included, such as rules for
dynamite, dressing wounds, and statistics for many weapons. Historical and
Hollywood scenarios are included.
Evaluation: Overall, these rules are clear and very well written. This is a very
good set of rules for small scale skirmishes, though the often relatively small
percentage chance of activation can be frustrating (albeit suspenseful). Due to
the high level of detail included, I'd limit games to a handful of figures. Highly
recommended.
Title: Hoka Hey! The Indians of the Plains, 1850-1890
Author: M. Goddard of Rules for the Common Man
Publisher : Rules for the Common Man (I got my copy from Modeler's Mart
reshuffled.
Movement: Movement is randomized; dice are rolled to determine distance,
with a greater number of dice for mounted troops and Indians.
Missile Fire: Shooting is simple, with a d6 rolled and modifiers added. Hits
automatically kill.
Melee: Both figures in melee roll a dl 0 with modifiers; high roll kills the
opponent. Ties are rerolled.
Morale: Not a factor.
Other Features: Rules for artillery are included.
Evaluation: These are very simple but fun (and bloody!) rules. Because they are
so short, some situations require improvisation, but overall this makes for a
great game with a fairly large number of figures. Highly recommended.
Title: Long Knives
Author: Jim Birdseye
Published: Greenfield Hobby Distributors (out of business); still available in a
few game specialty shops
Date Published: 1985
Format/Page.a: Paperbound, professionally printed color cover, 28 pages.
Cost: around $5
Focus/Setting: The Pony Wars; there is an excellent five page historical
introduction included.
Designed for 25mm figures, 1: 1 figure to man ratio. Ground scale is one inch
equals four yards; one turn equals 20 seconds.
Troop Characteristics: No characteristics per se, but unit type (Civilian,
Cavalry, Indian, Scout, or Cowboy) determines number of action cards,
movement, morale rolls, and other modifiers.
Action Sequence: Actions are card-based, with 1-3 cards in a deck per unit
(depending on the type of unit). Each unit gets two actions per card (e.g., move
and fire or fire twice). Movement: Movement is determined based on rolling
different numbers of d6 (e.g., mounted cavalry roll 3d6), and moving this many
inches. This creates some appropriate disorder on the field, but I was a little
disappointed when my cavalry moved a whopping 3" one turn, and watched
some infantry race past them.
Missile Fire: Firing uses a percentile system, with the target number based on
the weapon used, range, and relevant modifiers (e.g., cover). If you hit, you roll
again to see if the target is wounded, pinned, or killed. There are optional rules
given for tracking ammunition.
Melee Two rounds are fought each turn. Opponents both roll a d6 and add
modifiers. If you hit, you roll again to see if your opponent is wounded, pinned,
or killed.
Morale: Morale can be an important factor in this game, and is rolled using I d6
with modifiers. Tests are made when a unit is charging or being charged, or
takes 10% casualties. Test results range from no effect to stand in place to rout
to 50% of the units commits suicide.
Other Features: Another important factor in the game is determining visibility
of hidden Indian units due to ambushes; this certainly adds to the suspense
level. An optional move sequence is provided (which I prefer).
Evaluation: A sample game is presented, and great examples are provided
throughout the text. This is a very well-written and fun game, and plays well
with up to about 20 figures per player. Many of the game mechanics are simple
but elegant. This game is best suited to U.S. Army vs. Indian skirmishes.
Highly recommended.
Title: Old West Skirmish Rules, 1816-1900
Author: Steve Curtis, Mike Blake, and Ian Colwill
Publisher: Newbury Rules; available in some game specialty shops
Date Published: Originally 1970; 4th edition in 1990.
Format/Pages: Originally published in one rulebook; later in two. Part I (basic
rules) is 48 pages plus a cardstock reference sheet. Part II (additional and
optional rules) is 40 pages and includes cardstock Showdown cards.
Cost: around $15.
Focus/Setting: Apply to a variety of Old West settings with relatively few
figures involved. The emphasis is on realism and detail.
Scale: Originally designed for 54mm figures, but can be used with figures as
small as 15mm. They state that you can have up to 50 figures per side, but I'd
recommend far fewer. 1: 1 figure to man ratio. Regarding ground scale, one
inch = one yard for 54mm; one cm = 1 yard for 20-25mm.
Troop Characteristics: Three troop types -- Novice, Average, and
Professional/Veteran. Points values for each type are included (along with
values for weapons and horses). Abilities range from 1-10 in Hand-to-Hand
Combat, Revolver, Rifle, Bow, Throwing, Lariat/Whip, Horsemanship, and
Draw Speed.
Action Sequence: Games are divided into Phases, which represent "a very short
period of time." Orders are written on a record sheet for each phase, followed
by target nomination, movement, fire, melee, observation tests, and reactions. A
number of possible actions are specified with the number of Phases needed for
each.
Movement: Rate and direction are written on orders. A simple system for foot
movement is included (e.g., walk 1.5 yards per phase). Mounted movement is
more complex, and involves different rates of deceleration and turning based on
rider type. There is lots of terrain differentiation with various effects and risks
involved (e.g., getting stuck in the mud).
Missile Fire: There are two main types of shooting -- Snap firing and Aimed
fire (which takes longer but gives better accuracy). There are rules for fanning
and cover fire. Information on a large number of weapons is included. The
chance to hit is a percentile roll based on the range, target status, and modifiers.
The to hit roll is cross-referenced with the chance to hit on another table to
determine the type of wound. There is an extensive discussion of cover types
and effects.
Melee: Cross reference the attacker's weapon with the defender's weapon to
determine the percentile chance to hit. Then apply modifiers. If one man hits, he
causes a wound; if both hit, no wound is caused. Type of wound is determined
as described above in Missile Fire.
Morale: Reactions are an important factor. They refer to a momentary pause,
for the most part, before you can act again or respond to something that just
happened. They are fastest for Professionals, and slowest for Novices.
Other Features: Part I includes rules for falling, hidden moves, visibility and
observation, and showdowns. Part II has many additional features, including
marksmanship, more rules for wounds, medical treatment and recovery,
drunkards, fire and explosions, brawling, expanded showdown rules (actually a
mini-game called "The Fastest Gun"), using bodies of water/boats/ships,
combat on boats/ships, trains, roping and whipping, animals, gaining experience
(for a campaign), adding personality characteristics (Bravery, Intelligence,
Disposition, Reliability, Morale), civilians/bystanders, and buildings.
Evaluation: Some great ideas, but too many contingencies have been taken into
account, in my opinion. Plays well if some of the details are ignored.
Recommended.
Title: Once Upon A Time In The West, Rules for gunfight wargames 18301880
Author: Ian S. Beck and John D. Spencer
Publisher: Tabletop Gaines; available from Brookhurst Hobbies
Date Published: 1978
Format/Pages: Cardstock cover, professionally printed. Includes a quick
reference sheet, and an "AGRO" -- Advanced Gunfight Recreation Disc (a
multi part cardstock disc that is used to determine chance to hit). The rules have
four categories of complexity; there are also four parts/booklets (three original
and one supplement). Part one (The Stage is Set) is 58 pages, and contains the
basic rules. Part two (The Plot Thickens) is 26 pages, and adds a number of
optional rules as well as "public participation" rules -- a simple, four page set
for conventions. Part three (With a Cast of Thousands) is 56 pages, and adds
abilities (Weapon, Mental, and Physical), a point system, lots of information on
weapons, "army lists" (mainly from movies and TV shows), and game
suggestions. Part four (The Return of Once Upon a Time in the West) is a
supplement authored solely by Ian Beck and is 48 pages. It contains rules for
role playing with characters, and includes rules for experience, characteristics
advancement, income, weather, ricochets, new weapons, new army lists, and
other information.
Cost: around $20 for parts 1-3, and $8.50 for part four.
Focus/Setting: Primarily gunfights of the Hollywood variety, but these are
adaptable to many situations.
Designed for 25min or 54mm figures using a 1: 1 figure to man ratio. One turn
= two seconds. Ground scale is 1cm = 1 yard for 25mm, 1" = one yard for
54mm.
Troop Characteristics: Depending on which aspects you use, there are a number
of variables that could be considered characteristics. These are primarily
grouped as Weapon, Mental, and Physical Abilities. There is a point system in
Part 3.
Action Sequence : Turns are divided into two Phases of one second each. There
is a large table of actions including the amount of time each takes using the
favored hand, unfavored hand, and both hands, as well as modifiers for wounds.
Movement: A simple system based on type of move (e.g., walk 4 yards per
phase).
Missile Fire: Four types of shots -- snap, deliberate, aimed, and panic. The
AGRO is used to determine percentage chance to hit and the effects of a hit.
The AGRO takes a LOT of variables into account and is exceedingly complex
to use (it was for me, anyway). There are rules for wound locations, four types
of wounds, various wound effects, and rules for recovery from wounds. This is
too much detail for my tastes.
Melee: Melee is percentile based and very complex. Start by determining the
"Combat Potential" of a figure. To illustrate how complex this is, here is a
quote: "To find this, compare the Close Combat factor of the figure to the Close
Combat factor of the opponent. Subtract the lower from the higher and multiply
by 10. Add this to 80. The result is the potential of the figure with the highest
Combat factor." This can be allocated in different ways. Then, both opponents
write down how their potential is distributed, and apply the relevant modifiers.
There are additional optional rules as well. Finally, percentiles are rolled, and a
chart is consulted to determine effects.
Morale: A relatively complex system is included.
Other Features: Rules for the following are included: perception (e.g., "a cigar
can be smelt at a range of 10 yards in the open"), falling, impulse fire, duck
backs, fanning, horses and wagons, dogs, surrendering, explosives, and fast
draws. Many other areas are covered as well. As already mentioned, there is a
simple set of rules for conventions included in the main set.
Evaluation: Overall, these are by far the most complex Old West rules I've ever
encountered. In my opinion, they provide rules for many, many things that you
don't really need rules for. However, they provide some outstanding reference
material for those designing their own rules. Recommended.
an example, the basic Morale Point of Experienced Army troops is 4. There are
a number of modifiers to this roll. The final result is looked up on the Morale
Effects Table, which determines what the unit will do (options are Stand, Halt,
Retire, Retreat, Rout, Advance, Charge).
Other Features: Rules for "tiredness" are included. A sample skirmish is also
included, which is very helpful in understanding the game mechanics.
Campaign rules are included, with rules for movement on the strategic map,
events, and Indian action cards. Rules for morale and victory conditions are
included.
Evaluation: The rules are well written and creative. My only concern is that
they are more complex than they need to be (some of the mechanics could be
simplified). The campaign rules sound like they would provide a nice
framework for skirmishes. Recommended.
Title: Skirmish Wargaming (Old West section)
Author: Donald Featherstone
Publish :Time Rover Press, 40124 Lone Oak Rd., Zion, IL 60099-9581;
available from Emperor's Headquarters
Date Published: 1995 (originally published 1975)
Format/Pages: Paperback, professionally printed, 128 pages. General rules are
10 pages, and the Old West section is 10 pages; there are many other periods
covered as well.
Cost: around $20
Focus/Setting: Gunfights in the late 1880's, but can be applied to other Old
West settings.
Scale: No specified figure size. 1: 1 figure to man ratio. One cm = one pace, one
phase is about five seconds. Ground scale can be modified as needed.
Troop Characteristics: Three types of men -- Veteran, Average, and Novice. No
characteristics per se, but figure type results in modifiers to rolls.
Action Sequence: Write orders, move, fire, melee, note reactions. At the start of
the game, give each side an objective and general orders which apply until
changed (changing takes one phase). Most actions take one phase.
Movement: A simple system with fixed movement (e.g., walk four paces);
figures move a certain distance each phase based on type of movement and
terrain.
Missile Fire: Two types of fire -- aimed (takes two phases) and snap fire (takes
one phase). Roll percentiles to hit based on range and target status (with
modifiers). If hit, consult a chart for effects based on the number needed to hit
and the number you rolled to hit.
Melee : Both parties involved roll percentiles on a table with the TN based on
the weapons they are using. If both or neither hit, there is no effect. If one hits,
wounds are calculated as with shooting.
Morale: No morale per se, but rules for Reaction are included. You must React
on the phase after you fire, fight, spot an enemy, or have a sudden or
unexpected occurrence. When reacting, Average and Novice figures take
deductions from rolls.
Other Features: A short story set in Kansas, 1888, provides the background for
a scenario, characters, rules for weapons specific to this period, and rules for
drawing and firing.
Evaluation: Simple but elegant rules, very well written, lots of fun. These work
best with relatively few figures due to the use of written orders. Highly
recommended.
Some Dance at Duckardy
Author: Chris Scott
Publisher: Appeared in Miniature Wargames #181
Date Published: June 1998
Format/Pages: Six pages, including photographs and a diagram of the town, and
a copy of the Gunfight Gazette (a newsletter provided to players prior to the
game); the actual rules take less than a page.
Cost: Included in Miniature Wargames
Focus/Setting: Wild west shootouts of the Hollywood variety
Scale: Designed for 54mm figures, 1: 1 figure to man ratio. Time and ground
scales not specified.
Troop Characteristics: Figures have Personality Points, which range from 1-3.
Action Sequence: Simultaneous movement, then combat.
Movement: Run 30 cm, Walk 20 cm, Crawl/Skulk 10 cm.
Missile Fire: Roll d2O + Personality Points + modifiers; 0-10 = misses, 11-20 =
grazes to kills (depending on the total).
Melee: Roll d20 + Personality Points + modifiers. Effects are the same as
Missile Fire.
Morale: Not a factor.
Other Features: There is a point system for determining the winner of the game.
The number of points gained depends on who kills whom (e.g., Lawmen get
five points for killing "baddies," but zero for townsfolk). This is looked up on
the Corpsing Table (!). You can also "apply to the umpire" for more points for
role playing, etc. Contains colorful descriptions of 13 groups that can be used.
Game description is included.
Evaluation: The Gazette is a neat idea. This is a simple, straightforward set of
rules. I usually find simultaneous moves to be a problem, even with very fair
players. Great descriptions of groups and special objectives. Recommended for
a convention game.
Title: The Rules With No Name, A Straightforward Set of Rules for
Designed for 25mm or 54mm. figures. For 25min figures, 1 cm = 1 yard. For
54mm figures, 1 inch = 1 yard. Time and ground scales not specified.
Troop Characteristics: Characters and units have a Hand-to-Hand Fighting
Factor and a Firing Factor. Both are created by rolling two average dice (one
positive and one negative). It is therefore possible to have negative Factors.
Characters are designated as Novice, Average, or Expert.
Action Sequence: A card-based system is used. Experts and Indians get three
cards, while Average and Novice characters get two. When a character's card
comes up he can perform an action. Experts and Average characters can move
and fire in the same action; novice characters can move or fire. There is also a
card labeled STOP placed in the deck (which means shuffle and start a new
turn).
Movement:54mm figures move 3" per action, 25mm figures move 3 cm. per
action.
Missile Fire: Weapons have Short, Medium, and Long ranges. Roll a d6 + your
Firing Factor with modifiers; you hit on a 4 or better. Roll again for wound
severity (light wound to dead).
Melee: Roll d6 per character involved, + their fighting factor and modifiers; you
hit on a 4 or better. Roll again for wound severity (light wound to dead).
Morale :Not a factor.
Other Features: None included.
Evaluation: Simple but fun skirmish rules, very playable. Recommended.
Title: Westward Ho
Author : Unknown
Publisher: Unknown (I got it from Modeler's Mart years ago)
Date Published: Unknown
Format/Pages: Cardstock with vinyl cover, seven pages (41/2 pages of rules, the
rest is an example of play).
Cost: Unknown
Focus/Setting: A lighthearted approach to small scale skirmishes of the
Hollywood variety (about three figures per player).
Scale: Apparently designed for 25min figures, 1: 1 figure to man ratio, time and
ground scales not specified.
Troop Characteristics: Move, Speed, Accuracy, Nerve, Hits, Melee. Roll dIO
(with modifiers) for each.
Action Sequence: Nerve Recovery, Townie/Critter Movement (random), Player
Movement, Shooting, Melee, Fight Fires, "General Mayhem" (e.g., whoops and
catcalls).
Movement: Lowest Move goes first (ties are simultaneous). Movement is
simple, and based on type of move (e.g., 10 cin for foot). Townies and critters
move randomly.
Missile Fire: Highest Speed goes first (ties are simultaneous). Roll percentiles
to hit -- base 100% chance, minus range and + modifiers. If hit, cause d10
wounds. When wounds exceed Health, the figure is removed. Rules for fire
arrows are included.
Melee: Opponents roll percentiles; the chance to hit is 100% with modifiers. If
hit, cause d10 wounds.
Morale: If wounded, must make a Nerve roll -- you may run or surrender if you
fail the roll.
Other Features: Very good example of play included.
Evaluation: Simple but playable rules. Missile fire formula takes some getting
used to. Recommended.
Title: Yellow Ribbon, Rules for Indian Wars 1850-1890
Author: Greg Novak
Publisher: previously Ulster Imports; I believe they are currently published by
Rafm. Can be ordered via E-mail from Sven@Silvermane.com.
Date Published: 1989 (2nd edition; there may be a newer one)
Format/Pages: Cardstock cover, 48 pages plus two cardstock quick reference
sheets.
Cost: around $8
Focus/setting: Designed for historical simulations involving the U.S. Army,
civilians, and Indians. The author recommends 1-3 units for each Army player
and 2-5 units for Indian players.
Designed for 9nun - 30nun figures, although smaller scale figures are
recommended. I really like the following quote: "in the American west, terrain
should tower over the figures, rather than have the figures tower over the
terrain" (p. 7). Sliding figure to man ratio from 1:2 to 1:5. One inch = 10 yards.
Turns are approximately five minutes long. Units typically have between eight
and 18 figures.
Troop Characteristics: Movement/Exhaustion on foot, Movement/Exhaustion
on horse, Fieldcraft, Marksmanship, Close Combat, Morale (U.S. Army only),
and Medicine (Indians only). Most range from Poor to Crack, though a few are
number based.
Action Sequence: Consists of phases: Command Phase (orders are given -- up
to seven types are possible), Move Phase, Fire Phase, Morale/Medicine Phase,
Close Combat Phase, Second Medicine Phase.
Movement: Some is a fixed amount; other types (e.g., charge, skirmish) move a
variable number of d6 in inches.
Missile Fire: Roll a number of d6 that depends on the number of figures firing,
the range, and the type of weapon used. The chance to hit and use up ammo are
based on Marksmanship. Modifiers to the number of dice rolled as well as base
numbers needed to hit are included. This is a fairly complex system, but works
well. There are two methods to determine saving throws. One is a simple dice
roll; the other uses playing cards to determine the effects of hits (from none to
serious wound to kill; two serious wounds = dead). Melee: A d6 is rolled for
each figure involved, and modifiers are added. A 6 hits.
Morale: Command and control are very important. Generally, a leader must
truly be leading to ensure that units do what they are told. Indians tend to react
to circumstances instead of following prescribed orders. Morale is rolled with
2d6 plus modifiers.
Other Features: Suggested historical unit organizations are included. There are
optional rules for limiting communication between players on the same side.
Rules for artillery are included. Note that a companion volume, And
Continually Wear The Blue (also available for around $8), provides an
excellent historical overview of the army of this period. It discusses
organization, the officer corps, soldiers, tactics, gives lots of examples of forces
from campaigns, includes five scenarios, and a bibliography.
Evaluation: These rules take an excellent historical perspective on this period,
and are among the best to capture the "true" historical feel of Army/Indian
skirmishes. They are more complex than most Old West rule sets, but are very
well written, comprehensive, and have good examples throughout. They flow
well when mastered. Playing Indians can be frustrating since they often do not
do what you want them to, but the game has a very realistic feel. Highly
recommended.