Pub Battles 2.0

We have an all new rules update available for Pub Battles now!  This is going to make things much easier going forward.  

The new format is made to fit in a regular 3 ring binder.  We like to slide the Terrain Effects chart into the back cover for easy reference.  This will keep our rules from being curled. 

It also makes it easy to keep all your Scenarios, rules and expansions all in 1 place.  

We have complete updates for Antietam and Marengo Scenarios.  The rest should be complete soon. 

You can get zip lock pouches for these that are perfect for storing your dice, measuring sticks and chains:


Fields of Fire

What has changed in the rules?  Very little.  Mostly just some minor tweaking, re-wording and clarification.  There is one ‘change’.  We don’t consider it a change because it is the way we’ve always played.  Strangely, as a system evolves, sometimes you have to ‘change’ the rules to keep the game the same.  This is one of those cases. 

We have introduced the concept of Fields of Fire.  The sets firm restrictions on how you can maneuver when you get close to the enemy.  The basic idea here is that if you are going to attack, then attack.  If you are going to fall back and avoid the enemy, then fall back.  You can’t do gamey things like disengage but only fall back 1 mm, or you move up to attack the enemy but you don’t attack.  You stay back 1 mm.  

In real life terms, that IS combat.  You are still in close range of heavy musket fire.  We didn’t want to bog the system down with complex rules on assault vs ranged fire attacks.  This simple restriction forces you to maneuver like an Umpire would require you to.  No more trickery.  Fight like gentlemen.  🙂

Some of you will immediately think of the different musket ranges.  Yes, there is a difference between smooth bore and rifled.  At this scale, we are only talking the difference between 1/2″ and 1″.   We are still in the same 1/3 move range if you round.  You may want to mark the exact ranges on your sticks and chains if you want to use the real distance.  

However, while testing new Ancient battles between Rome and Carthage, we noted that this rule still mostly holds true even without any muskets at all.  A better term might be:  Proximity to the Enemy.  When the enemy is that close, everybody is kind of on edge.  Either side could rush at any moment.  There isn’t much time to react at that range.  It is very….   uncomfortable.  

In all ages, troops didn’t tend to get real close to each other and then just sit there all day.  You either attack and fight or you pull back and plan.   


How do I Get the New Rules?

If you already have Pub Battles, you can get the new updates for FREE!

Just send us an email.  (we won’t put you on a spam list)  We will send you a pdf of the Rules, Terrain Effects and Scenarios we have now.  You just need to print them out double sided and get a 3 ring binder.  We think black looks best with the clear view pockets.

Pub Battles -mini review

Pub Battles.  What is it like?  Is it really good?  Worth the price?  Blah, blah, blah.  I could talk all day about the system.  “Yeah, of course YOU say it’s great.  You’re supposed to say that.  What do other people say?”  It always carries more weight if somebody else says you’re great.    

We get feedback emails like this all the time from people.  I thought it would help to post some online.  This isn’t meant as a formal review.  It is hardly even a mini review.  The important thing is that it is not from us.  I think it does a good job of capturing some key concepts in the game.   

 


 

 

 

There is a fine line between simple enough, and too simple. As far as wargames go, Pub Battles is so simple that many feel the rules are incomplete. And yet to new players it is still intimidating.  

Pub Battles is perfect for me. It gives the feel of commanding an army without all the minutia that is actually required to run an army. 

I like how it mirrors the look of maps of the battles that we see in history books. The long rectangular blocks. It is as if you just blew up the map from a book and placed your blocks on the starting positions. I had always dreamed of doing that, and then Pub Battles! 

I’m also of the opinion that the more detailed the rules, the farther away one gets from an actual simulation. 

It’s like this; you have a mental image of a battle that the game is attempting to simulate. All of the rules are essentially an awkward interface with your mental image. Elegant rules are rules that seem intuitive, the kind you don’t have to keep looking up. Every time you have to stop and check the rules you’re breaking the spell. It’s like the film breaking during a movie. 

Many of my rules misinterpretation with Pub Battles come from never looking at the rules. For months I played Antietam almost daily, yet I never looked at the rules after day one.

I was doing a couple of things wrong, but it didn’t matter. It worked for me and I had fun. None of the grognards that I played it with ever thought anything was wrong either. They played the rules as I explained them and felt they were good rules. 

The biggest adjustment was the non-linear movement. When they would question a block moving out of contact I would just explain that it is simultaneous movement and the enemy wasn’t there when they arrived. If you move second you’ve hoodwinked your opponent. They liked this. 

 

Mike Strand