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Best Allies: Rules for Gaming 18th Century Battles
Best Allies: Rules for Gaming 18th Century Battles
by Vini Vidi Vici (2016)
Player Count
2 to 6

Player Ages
12+

Playing Time
2 hours to 4 hours
Categories
  • Wargame
  • Miniatures
  • American Revolutionary War
  • American Indian Wars
  • Age of Reason
  • Designers
  • Justin G. Taylor
  • John Holroyd
  • Mechanisms
  • Simulation
  • Dice Rolling
  • Measurement Movement
  • Family
  • History: French Revolutionary Wars
  • War of the Spanish Succession
  • History: Great Northern War
  • History: Seven Years War
  • History: Jacobite Rebellions
  • Rating: 0/10 from 0 users

    Description

    The 18th century in Europe saw a massive development in weapons and tactics. The musket was refined into a flintlock, smoothbore with a socket bayonet. Although accuracy was low, which limited effective fire to very short ranges, volume of fire improved considerably and units were capable of firing three and sometimes four rounds a minute. The infantryman was now capable of combining the roles of musketeer and pikeman in one. And to maximise firepower, formations became wider. The aim was to move a formation to within range of the enemy and then overwhelm them with firepower. Only rarely was a bayonet charge needed.

    —description from the rulebook

    Units of 3 bases represent an infantry battalion or cavalry squadron. Suggested basing sizes are given for 6, 15, and 25/28mm figures.

    Players take turns activating one brigade at a time. Each brigade commander is rated as Poor, Average, or Excellent, which allows the commander to activate 1-3 groups of brigade units. After all brigades have activated, combat occurs.

    The game includes army lists for various 18th century wars: Great Norther War, American Indian Wars, War of Spanish Succession, Wars Against the Turks, Jacobite Risings, Seven Years War, American War of Independence, and the French Revolutionary Wars.

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