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We regret to say we are unable to take any painting commissionsfor the foreseeable future.

A brief Overview of the rules:

All distances are measured in segments, for example close order infantry moves 4 segments each bound, heavy cavalry 8 segments. 1 segment = 40mm (25mm scale figures) or 25mm (15mm scale figures).

The game is set at “Brigade level”; all play is simultaneous and fast moving.

Units are subdivided into Foot and Horse Artillery; Close Order or Light Infantry; and Heavy, Medium or Light cavalry. Each unit is graded as either A, B, C or D class. Between 2 and 6 units make up a Brigade, under the command of a Brigade General. Brigades are given orders which can be changed either by the C-I-C or by Brigades reacting to events on the battlefield.

Variable unit sizes according to the troop scale you choose to use with figures in units grouped together on stands.

Each unit is made up of several stands of figures. The number of figures on each stand depends on the type of troops it represents. A close order infantry stand has 4 figures (in two rows of 2), and is 40mm square (25mm size figures ) or 25mm square (15mm figures). A unit (battalion) of close order infantry typically has 12, 16, 20 or 24 men on 3 to 6 stands., depending on whether you choose a 1:35 or 1:50 scale – its up to you!

Shooting and Melee are easy to resolve, by reference to a quick play sheet containing a small number of tables; but you still get to roll “buckets of dice”, which many people feel is part of the overall fun of the game. Generic weapon types are used, rather than listing all possible variations.

When units are either shooting or fighting in melee, a number of six sided dice are rolled for each stand. These are referred to as “Dice per Stand” or DPS. After shooting or melee, or when attempting to rally routing units, units may be required take a morale test.

Shooting can be devastating if a player waits for the right time and circumstance to let loose their first volley. When a unit receives hits from either shooting or melee, the result is expressed in terms of the number of "hits per stand" (HPS). For example, a unit that has 4 stands and receives 12 hits suffers 3HPS (12 divided by 4). When a unit receives 4HPS one stand is removed from play.

Movement is subdivided into charges and counter-charges; evade, rout or pursuit; fall-back and follow-up; retreat; and standard moves. Different types of special manoeuvres and interpenetration of one unit by another is allowed for, in certain circumstances.