Warning Order
Warning Order
Summer 2005
Age of Eagles
In one of our past issues Each brigade while doing
we reviewed this set of is rated for qual- almost a
rules while it was in the ity and has three dozen
playtest stage. Initially numbers, repre- turns!
offered for free on a Yahoo senting the unit’s
The rules
group, it quickly gathered a efficiency after
booklet
large following. As more being reduced by
comes with
and more people joined an a number of
three sce-
playtested the system, the stands. Again,
narios and
rules evolved into it’s cur- the system is
an exten-
rent form. simple, but very
sive listing
effective, which
The big breakthrough of unit rat-
is a theme that
occurred, however, when ings. The
runs throughout
the author of the Fire and rulebook has a number of
the rules.
Fury rules gave his permis- diagrams, is well laid out,
sion to include the basic Command and control is and should be used as a
Warning Order
rules in with Age of Ea- pretty basic, with units template for future sets of
gles. Up to that time, AOE being in either the Tactical historical rules.
was just a supplement, or or Reserve zones, depend-
The rules are well sup-
an extension of the basic ing upon their proximity to
ported by a Yahoo group
fire and Fury ACW system. the enemy. A movement
where the author answers
This led to the commercial chart, similar to the one
all questions and there is
version, which has just used in Fire and Fury is
some great discussion on
recently come out. then checked to see how far
tactics, uniforms, and
units can move or if they
AOE is a set of brigade miniatures. There are plans
rally. Again, this is simple,
level Napoleonic minia- to do a series of scenario
effective, and newcomers
tures rules with a scale of books for the entire period
can grasp the system in one
1:320 for infantry, 1:160 of the Napoleonic wars,
or two turns.
for cavalry, and with each plus this set of rules will
gun model representing a Combat is done by add- form the basis for a set of
WFHGS
battery of artillery. Units, ing up the number of “fire rules covering the Seven
which are infantry or cav- points” of infantry and Years War and another set
alry brigades, are com- artillery units, then rolling covering the Franco-
posed of a number of on a table. Melee is simi- Prussian War.
stands, usually from 6 to lar, with a few modifiers
If you’ve been stuck in
12. Although the rules are and is quickly resolved
a Napoleonic rut, with figs
designed primarily for with the roll of a single die.
sitting on shelves because
15mm, with four infantry
I cannot stress enough you can’t find a good set of
or two cavalry figures sug-
how refreshing it is to re- rules, give these a try. The
gested per base, they can
solve a multi-corps Napole- game plays fast and looks
be used with any scale.
onic battle in 3-4 hours great on the tabletop.
Conclusion
The Fuzzy Wuzzies had about two side of the line or the An- options opened up to
more chances to break through and en- glo-Egyptian force a them. There were
velop the Egyptian brigade. The first fell chance to fire close range several desperate mo-
through when the advancing units had volleys into the last attack- ments for the British
bad rolls on the movement chart, leaving ing force. The British won and Egyptian players
them just a few inches short of entering the roll and that was the where the game could
hand to hand combat. end of the game. have gone either way,
which is the mark of a
The second occurred on the final turn, A close run and well
well balanced game.
where the initiative would either give the fought contest. Both sides
Dervish force a chance to overwhelm a played well and took what
German Airdrop
The first German para platoon up the road in army vehicles, and made for the
dropped in a good place and was able to who then quickly dismounted village. This was
make good time down the road towards and started shooting at them, quickly turning into
the village. The company HQ also and a squad of Home Guard in a race for the vil-
dropped unopposed and was able to get the town who had an attached lage center as the
into position on the outskirts of the vil- MG. Needless to day, the sec- German paras tried
lage. The second para platoon, however, ond German para platoon was to sort themselves
dropped into a hornet’s nest! in serious trouble. out. Firefights
broke out across the
They unfortunately landed right be- The RAF platoon entered in
board as the game
tween the Home Guard platoon coming it’s convoy of civilian vehicles
moved on.
WFHGS
When I first got into gaming and I chose to do the Sudan, you had to do some
serious research about uniforms, convert figs to make units that there weren’t figures
We game every other Friday night in SLC, Utah.
Periods played include WW2(in three scales!), Age of Reason, for, and then find rules that simulated the conditions of the period. Along the way,
Age of Eagles, Renaissance, Ancients, Samurai, Colonial(two
different scales), boardgames, and more...
you learned quite a bit about the armies, uniforms, weapons, tactics, and battles of
Comments, questions, or suggestions? the period.
Contact [email protected]
Today, gamers want to be spoon fed. They want a Flames of War style system for
every period, such as the Seven Years War. They want WH40K style codexes that
Back issues of Warning Order can
be found on the web site. have all the uniforms, stats, and hopefully the figures will come pre-painted. All the
faster to get figs on the tabletop and play, even though most of them know nothing
about the period, nor do they care to learn anything. Frederick is just a cool guy on
a white horse that gets you a +2 on die rolls and comes on the army list for free.
www.wfhgs.com All of us as historical gamers need to do a better job of instructing the new gam-
ers about how important research can be to their hobby.