The following rule sets and scenario supplements are on sale
until December 31, 2010:
Green Jackets and Voltigeurs (Napoleonic Skirmish Rules)
Reg $40 USD. Now $30 USD
Green Jackets and Voltigeurs Scenario Supplement
Reg $25 USD Now $15 USD
Contact me at battlefield_designs at rogers dot com
Green Jackets and Voltigeurs (Napoleonic Skirmish Rules)
This internationally acclaimed, fast paced, fun and exciting way of playing Napoleonic skirmish games is easy to understand. This rule set includes: the rules; game cards; two unique artillery template transparencies; and figure information sheets allowing the miniature gamer to get right into the thick of battle using either 15mm or 28 mm miniatures. Designed and Published by Robin Empey 2006 | Green Jackets and Voltigeurs Scenario Supplement This supplement has been designed to continue the adventures started in Green Jackets and Voltigeurs. Each of the 25 scenarios provides a written background as well as the objectives for the game and includes special rules required for each scenario. These rules have been written to allow the miniature gamer to modify the scenarios to meet their own personal touch or requirements. Designed and Published by Robin Empey 2006 |
Testimonial:
At recent Historicon convention, I played in a Napoleonic Skirmish game put on by Robin Empey, former owner of Battlefield Designs. We had 13 players each controlling about 4 figures each. The game was played to a conclusion in about 3 hours. I was impressed enough, that I bought the rules and Scenario Booklet afterward. Together they go for $65, ( a little steep in my opinion), however, in addition to the rules, you get 2 scenarios, playsheets, character information cards and 96 character cards. The character cards are great just by themselves and could be used for other skirmish rules you may have.The scenario book has 25 scenarios all based on some misadventure of British Rifleman Sharpe. Each scenario has a background/setup info, a order of battle/ deployment description, special rules and Victory conditions. Scenarios range from 16 to 30 figure a side. Distinctly missing however are any maps, however adequate set up descriptions are given. Experienced gamers should have no problem in setting up the terrain. The main feature of the rules is that one must roll a D6 at start or each turn to determine how many Action Points each figure gets. It takes an Action Point to do just about anything, run, walk, shoot, melee, search, load, etc. Overall they capture the flavor of the period and were fun to play. If you send Robin an e-mail you can get these rules quite easily at battlefield_designs@rogers.com.
Mitch Berdinka
Testimonial:
Bernard Cornwell’s series of historical novels about his character Richard Sharpe have certainly provided numerous gamers with inspiration for diving in to the era. Now we have an updated version of Green Jackets and Voltigeurs, a rule set specifically designed for small skirmishes during the Peninsular War. It is clearly inspired by the Cornwell books as all the examples include (very) thinly disguised versions of Sharpe and Harper. I decided to buy both the main rule book and the scenario book. Each book comes comb bound with a plain cover of card stock. The interior pages are good quality photo copies. The rules themselves are only 18 pages long. The book includes two scenarios, record sheets, activation cards and templates. One nice touch on the templates is that both a clear plastic version and a printed version are included. If you ever need a new one, just make a copy of the printed page. There are two scenarios included to help get you started.
The turn sequence is very straight forward. Each turn begins with a morale phase - usually precipitated by a casualty the prior turn. Then action points are determined - each figure rolls a D6 and then has that many action points for the upcoming turn. In GJ&V figures are activated by a card draw. Each figure has a D6 of action points that it may spend each turn. When activated a figure spends its action points to move, fire, reload etc. Once all figures have been activated the turn is over and a new one begins. There are limit on how action may be used. A maximum of three may be moved for movement, for example. Also, some actions cost more than one point to complete. Reloading a rifle takes two points, compared to a musket’s one. Leaders can play an important role as they are able to give their points to every figure within 6” (in some circumstances). They can take more wounds, and inspire the troops during the morale phase.
GJ&V’s core mechanisms are well suited to the scale and scope of the game. Essentially everything runs off of a D20. For morale, combat and melee you roll a D20, check a few modifiers, and look up the result on a simple table. For example, for morale, you roll a D20. On a 1-12 you fight on. 13-16 you’re pinned. 17-18 you retreat. 19-20 you rout. Good troops and heroes have a negative DRM, bad troops a positive. Neat and simple.
At the end of the day I think the straight forward nature of the rule system will give a highly entertaining game. I have already penciled in all of my notes and as soon as I can find an opponent, we will be sniping at each other through a Spanish olive grove. Overall I think there’s a good game here.
Mark Severn
Scale Creep Miniatures http://www.scalecreep.com/