![]() |
||
18th Century Rules Reviews
Note, each set is accorded a value for money rating. 1 = terrible; 10 is extremely good - must have.
Positive Points
Reasonable feel for the period and allows games that flow reasonably well. Simple mechanisms.
Firing is easy and quick to calculate.
The rules can produce games that look nice.
Negative Points
The rules are for action in the American Colonies. They seem a little better suited for Western Europe. Indians are very badly treated with British line far more likely to catch them in woods than they get away.
The orders section that allows only a set number of actions may be too proscriptive. For example, American troops seeking to fall back to another position as the red-coats get too close suddenly find there is no such order and they have to stand and get stuffed.
Although some things are fast, overall the rules are quite slow and so finishing games is challenging.
Overall Value for Money: 4
Reviewer: TC
CAPTAIN GENERAL Version III
Positive Points
These rules cover from 1660 to 1720 so they are firmly covering the Marlborough Wars. They are clearly not intended to produce a very fast game but go for a satisfying one.
The rules have some interesting mechanisms in areas like morale etc which can result in the order being changed as a result. This adds a layer of challenge because the orders are a critical part of the whole game. firing is done by adding together all the factors of all the stands firing at the same unit so it is a bit simpler although there are difference between the stands which have to be catered for.
Unlike in the earlier period, the fact that all the troops in a unit are the same is a great simplification (no pike usually). But note, if, like me, you have turn-of-the-century French, these rules DO allow for variable amounts of pike.
Negative Points
These rules need very careful study before you start. They are fairly complex and the booklet has lots of corrections that are essential.
There are a load of cross references that I find are very helpful if you add them yourself because the rules are not always clear at the place you are looking. Adding them avoids a load of hunting through the pages to find the right sections to understand what is being said at the section in question. Furthermore, the tables in both the rules and the reference sheet are not complete. There are critical omissions that have to be found in the text then added by hand. Examples are the bonus for firing at column or square should include onto flank and quarter fire factor if fire and retire etc.
Despite these serious inconveniences and the large additional effort required I have converted my 1690-1705 armies to this set. I have put the effort in and I have had a few good games. This is the best Renaissance set for me at the moment.
Overall Value for Money: 4 (would be much better if they were written much more rigorously - even at Version 3 they are fairly difficult to understand!)
Reviewer: TC