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The Rules Directory:
Conflict At the World's End

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TITLE: Conflict at the World’s End Version 1.0 (2011)Conflict Worlds End

AUTHOR: Nic Wright

PUBLISHER:

Vexillia Limited
4 Oak Wharf Mews
Birchdale Road
Appleton
Warrington
WA4 5AS

PUBLICATION DATE: 18 Feb 2011

WEB SITE/SUPPORT FORUM:

Irregular Wars  offers support and deals with queries etc.  Also acts as a place for testing developments and new ideas

PRICE (with date): £5.00 (2011)

REVIEWED BY: No information

PERIOD COVERED:

Irregular Wars: Conflict at the World's End is intended to provide a fun and easy, fast-play, set of rules for smaller engagements set on the edge of the European world; in Britain and Ireland, the New World, the East Indies and Eurasian steppe, from the Aztec campaigns of Hernán Cortés (1519) to around the outbreak of the Ulster rebellion (1641).

THE BOOK:

The rules system consists of the following pdfs:

  • 15 page rulebook.
  • 29 army lists.
  • 1 play sheet.
  • 1 set of optional chance cards.
  • 1 set of helpful diagrams.

SCOPE:

The game is designed for engagements between two forces with between 500 and 2,000 fighting men per side. In such small engagements the strategic emphasis lay in the thoughtful use of the landscape to achieve victory. Furthermore, the commander’s ability to harness the enthusiasm of volunteer or militia soldiers was the key to success and counted for more than sheer numbers alone.

ARMY SIZE:

A “typical” army would be no more that 50, 15 mm figures.

BASE UNIT:

A company is the basic unit in Irregular Wars. Together, multiple companies form a battle. For game purposes, all members of a company are armed and equipped in a similar fashion and a company can be 2-6 15 mm figures on a 30 x 30 mm base.

GAME SCALES:

  • Ground Scale:  1” = 25 yards
  • Figure Ratio: 1 figure = 25 men.
  • Figure Size:  15mm
  • Table Size: 24 x 24 inches.
  • Game Length: 45 -90 minutes

BASING SIZES:

2-6 figures on a 30 x 30 mm base.

TURN SEQUENCE:

The battle is played in consecutive turns, each composed of the following phases:

  • Shot
  • Initiative
  • Movement
  • Melee
  • Rally & Curse

GAME MECHANICS:

Irregular Wars: Conflict at the World's End is a set of d6-based wargaming rules for 16th and 17th century engagements on the fringe of the European world.

Players control battles of six to twenty companies and must take into consideration factors beyond their control such as semi-randomised recruitment, outbreaks of disease and the effects of wet weather on early powder weapons.

A player’s command is limited and the actions of companies outside their control unpredictable. The linchpin of the rules system is that a company of soldiers will only stand and fight while they have the resolve to do so.

Different in-game actions such as being ambushed, attacked by head-hunters or defeated in melee removes resolve. When a company’s resolve is reduced sufficiently they will flee or scatter, further reducing the resolve of nearby allies.

ARMY LISTS/SCENARIOS:

  • Caribbean Indians
  • Colonial Portuguese
  • Colonial Spanish
  • Cossacks
  • East Indies Sultanate
  • Eastern Pirates
  • English Adventurers
  • English Borderers
  • French Adventurers
  • Generic Company Types
  • Highland Scots
  • Hollanders
  • Imperialists
  • Incas
  • Japanese Shogunate
  • Lowland Scots
  • Mere Irish
  • Mesoamericans
  • Moghul Empire
  • Muscovite Russians
  • Ottoman Empire
  • Pacific Islanders
  • Polish-Lithuanian Commonwealth
  • Royal English
  • Spanish Expeditionary Force
  • Steppe Khanate
  • Swedish
  • Tupi
  • Woodland Indians

REVIEWER’S COMMENTS:

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PLAYER’S COMMENTS:

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