Rules for Games
[post amended 5/11/2020, to add link to Weight of File Ruleset and associated quick reference sheets]
Basically I have a selection to choose from depending on the size and content of the scenario. I always tailor rules to a scenario if needed. Apart from the main rules set I use below, I make up scenario specific rules and borrow bits from other rulesets as appropriate.
Big Battles - I use Weight of Fire ruleset (a free set I downloaded some years back) with a few of my own tweaks (rules PDF here, quick ref sheet here side 1 and side 2)
Skirmish Games - Skirmish Rules Lite (home-baked). (PDF here)
Adventure Games - A general set useable for 17C onwards. (PDF here) It was derived from the rules included in Battlegames Zulu Special (BG14), I made a few basic adaptations (and a few more minor ones) main changes to the published rules as follows
The Shooting Table was extended to add SMG, LMG, Sling and Bow. With a generic musket/rifle entry. Rolling 2D6 when firing a SMG and 4D6 when firing a LMG.
Range
Weapon
Short
Medium
Long
Field Artillery
0-6"
6-24"
24-36"
Battalion Gun
0-6"
6-12"
12-18"
Musket/Rifle
0-6"
6-12"
12-18"
Pistol
0-2"
2-6"
n/a
SMG
0-6"
6-12"
12-18"
LMG
0-6"
6-12"
12-18"
Throwing Spear
0-4"
n/a
n/a
Sling
0-6"
n/a
n/a
Bow
0-6"
n/a
6-12"
A saving throw for all combatants - 1D6 1,2,3 disabled/dead; 4,5,6 OK
Optional Bits
- Combat with 'to and fro' - Simple Combat (home-baked) (PDF here); this has skill, attack, defense attributes for character figures; with 3 wounds per character maximum.
- Combat no weapons - Fisticuffs
- winner of combat decided by rock paper scissors dice.
- loser is downed for next move, lays prone; to get up throw 1D6: 1 stays prone.
- opposition figure in base contact with prone figure, holds him down.
- Animal Herding, derived from some I found online (PDF here)
- Movement nominal 6" max per move.
- Actions controlled by dice what happens next 1,2,3 for x otherwise ....
- When contact occurred I used 'Combat no weapons - Fisticuffs' .