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Over the Hills 2nd Edition - The Napoleonic Wargames Rules
170 backers pledged £6,324 to help bring this project to life.

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We are Adrian McWalter and Quinton Dalton and we formed Stand to Games in 2016. The company specialises in War game rules, table top games and miniature figures based in Nottinghamshire, UK. http://www.standtogames.co.uk/ 

In recent years we  have both  had success with published rules sets, the Warlord Games Black Powder supplements Albion Triumphant volume 1 & 2 and A Clash of Eagles  being good examples of our work.  

[]In August 2017 we launched our first skirmish wargame entitled Forager the Napoleonic Skirmish Game accompanied by our very own 28mm Napoleonic figure range including French, Portuguese, Spanish and British characters for the Forager game. The campaign funded in three days and was a huge success with project delivery times being met.

In 2018 we brought three further products to Kickstarter and they were Rise and Fight Again- The American Revolutionary Wargame. Over Malvern Hill - The American Civil Wargame and O'er the Hills - a campaign supplement for Over the Hills. All three projects were successful and have all been shipped. 

We now are pleased to announce the  launch of our next exciting new project Over the Hills 2nd Edition the Napoleonic  Wargame. 

Over the Hills 2nd Edition is a 135 page Rule book that is packed full of everything you need to play a fast fun Napoleonic Wargame. The 2nd edition rulebook builds upon the first iteration of the rules and the great feedback that we have had from gamers who care about and enjoy playing our unique games system. 

 When designing Over the Hills 2nd Edition  we set ourselves several key objectives: - 

We wanted to Produce a fast paced easy to play game where the Psychological effect of warfare was strongly reflected throughout the game and the rule mechanics.

Command and Control and  Napoleonic  tactics should be firmly rooted in the game . Whilst National Characteristics should shape how each nation fights.

We also wanted to ensure that Players can use all the modern figure scales available e.g. 6 mm, 10 mm, 15 mm and 28 mm and  The game must accommodates numerous model to actual men ratios, with no rebasing required. 

As we worked through the rule set we constantly revisited our aims and objectives to ensure that we did not stray from our goal.

The  Over the Hills 2nd Edition  rulebook is split into two sections, the first is entitled the Game Rules , and here you will find all you need to play a fast paced Napoleonic wargame. This section contains over 74  pages that includes full colour diagrams, photographs and structured easy to follow rules. Within each rules section we have woven in optional rules that you can add into your game to create a sense of increased Napoleonic flavour. 

In the final section of the rules  you will find information on how to set up your games of Over the Hills 2nd Edition including pick up games , scenario games and an historical game. 

There are a comprehensive list of units for virtually all the nations that fought during the Napoleonic Wars, as well as detail on brigade and divisional structures that map through to army lists for Austria 1809-1811, France 1809 -1810, Russia 1812. Saxony 1812 Bavaria 1812 Württemberg 1812, France Imperial Guard , Great Britain 1815, Netherlands 1815, Nassau 1815, Brunswick 1815, Prussia 1815, France 1815, 

Basing and Scale of the Game

True to our objectives, the rules can be played in most figure scales and the rules are so flexible that players do not have to rebase their armies and armies based to different rules systems can be played against each other. 

Units in the Game 

Another of our foundation stones for Over the Hills 2nd Edition  is  the way we represent the capabilities of infantry battalions, cavalry regiments, and artillery batteries. We wanted to keep this as simple as possible and decided that a unit be they infantry cavalry or artillery would have only one  statistics, a Fatigue Score. The Fatigue score of a unit is a numerical representation of the unit’s combat capabilities based on its Grade and its Élan. A units training, combat experience and psychological state are all rolled up into the units Fatigue Score.  The higher the Fatigue Score number, the better the troop type will perform...



National characteristics and a unit’s number of officers and men can also affect a 'typical' unit’s Fatigue Score. This Fatigue Score can be modified during the game, when units suffer Fatigue Hits taken during the movement, shooting and combat phases. To counteract that, commanders have the ability to rally units, a commander who successfully rallies a unit removes a number of Fatigue Hits.

A Fatigue hit marker can be something as simple as a dice or counter whilst some players have created mini dioramas for their markers. It does not matter as long as whatever you choose has the ability to record the number of hits that a unit has taken.


Command and Control 

 We take a simple approach to command and control. Commanders have a command range; subordinate commanders have to remain within the command range of their direct senior officer, whilst units have to stay within the command range of their commander. Commanders and units that fall outside command range are restricted to half moves or no move depending on their situation, although units that are out of command can test to move if they are close to the enemy. 

Commanders have two other factors that define them, their Control Factor and their Inspiration Factor The commander’s Control Factor is a measure of his and his staff’s skill and flare for command. It includes such things as how good they are at following orders, their ability to show initiative in the field and their tactical ability.  A commander’s Control Factor is represented by a number from 1 to 5, with 1 being the poorest and 5 the best. This number is used in the Rally phase of the turn as it identifies the number of units in his command that the commander can influence per turn.

A Commander’s Control Factor is also used in our Optional rules for Orders and Combat bonuses Some commanders have the ability to inspire troops to do great things, others just don’t cut it. A commander’s Inspiration Factor is a measure of just how good they are at rousing their commands and the factor ranges from -1 through to +2.  A commander uses their Inspiration Factor when they are rolling to rally troops under their command. 

The Turn Sequence 

The turn sequence makes sure that in Over the Hills 2nd Edition  your enemy cannot move swiftly across the battlefield and then pour volleys into the ranks of your army that is waiting idly by. In Over the Hills 2nd Edition one side moves and then the other fires. This breaks up the classic I go; you go turn sequence in a subtle way. In simple terms the turn sequence is as follows: Side A fires, Side A checks command and moves, Side B Fires, Side A and B Fight Combats, The turn sequence is then repeated .

Movement 

In the movement phase of a turn each unit can move a number of move segments.  The formation a unit is in effects the number of move segments available to a unit e.g. an infantry battalion in Line formation has two segments of movement available to it, each segment being of six inches. This means a battalion in line can move up to 12 inches in a turn, but if it takes the second move segment i.e. moves over six inches it will take a Fatigue Hit. Contrast with this an infantry battalion in Assault Column (Column of Divisions) which could move 18 inches, but if it took its third move segment it would take a Fatigue Hit. 

The way a unit interacts with terrain is also left up to the player; a player can push their units on through terrain taking Fatigue Hits as they go or they can be more cautious and move through terrain at a reduced speed to prevent their units from taking Fatigue Hits.  Changing formation is completed by sacrificing move segments.

Firing and Combat

A unit’s Fatigue Score is used in the shooting phase, the higher the Fatigue Score the better chance of a unit scoring hits on enemy units.  As a result, better quality units and those that have not suffered much from the turmoil of battle should do well.  The Fatigue Score is effected by such factors as range, skirmish class, firer/target formation and cover, plus others.

A D10 is rolled against the modified Fatigue Score and for those of you like me, low rolls are good. Any hits scored are recorded on the target unit as Fatigue Hits.  In Over the Hills 2nd Edition 

 no figures are removed, once a unit is reduced to zero fatigue it is removed from the game. Rules for units starting to waver and rout are also covered 

In the close combat phase of a turn represents really close range musket duals for infantry and the actual clash of arms for any other combat type.  Units fight using their Fatigue Score, to this are added various combat tactical factors which include the type of unit fighting, and its formation, to name a few. 

As with the shooting phase a D10 is rolled against the modified Fatigue Score. Combats are decided by the number of Fatigue Hits scored and can range from draws to significant victories for one side or the other. Individual combats can be fought for up to three rounds in each turn. This can lead to very bloody affairs or on occasions combats that ebb and flow one way and then the other.

Winning the Game 

Now some of you may be thinking, ‘if you can score Fatigue Hits on a unit, which in turn can be rallied off by commanders, how do you win the game?’. Well, once units start to take lots of Fatigue Hits, commanders find it hard to rally those hits off the unit, as the number required, on a die 10, to achieve success is quite low.   Whilst commands that take Fatigue Hits across a number of units are also difficult to rally, especially if their commander has a low Control Factor.   Over the Hills  offers players many optional ways on how they can win the game. I will focus on my favourite:

Players add up their total army fatigue score e.g. a British Division in 1815  has nine battalions of infantry each with a Fatigue Score of 8 and two artillery batteries with a Fatigue Score of seven. The total Fatigue Score for the division is 86.  Players keep a running record of every Fatigue Hit that their army takes and Fatigue Hits that are rallied from units are not removed from the running total. Once an army has taken more than 50% of its total Fatigue Score it is classed as broken and has lost the game.   Continuing the example given, the British Division would break when it had taken 44 Fatigue Hits.   Players take great delight in seeing their opponents record ‘the butchers bill’

More Conten

 This is our largest ruleset yet and it is  packed full of new rules and information to allow the player to shape their game the way they want, how you play a Napoleonic wargame with Over the Hills 2nd Edition  is really in your hands. 

The 135  page  rulebook has been professionally edited and contains numerous fantastic photographs obtained via Warlord Games and the Perry Twins. The rulebook taken as a whole has been described as stunning.  


ADD ONS 

 Fatigue Boards
 

We use Fatigue Boards to record the number of Fatigue Hits each army take. They have been introduced in our rule systems  and we have found that players love using them. We have produced Fatigue boards in many colours to suit most nations


 Forager 

If you missed our fast paced Napoleonic Skirmish game the first time around now is your chance to pick up a copy of this much loved game for the price of £20 plus £4 shipping. All you need to do is add that amount to your pledge. 

Rise and Fight Again

If you missed our American War of Independence rules set that  funded through Kick Starter now is your chance to pick a copy up for the price of £20 plus £4 shipping. All you need to do is add that amount to your pledge. 

Over Malvern Hill 

If you missed our American Civil War  rules set that recently  through Kick Starter now is your chance to pick a copy up for the price of £20 plus £4 shipping. All you need to do is add that amount to your pledge. 

O'er the Hills

If you missed our Over the Hills early Peninsula War  Supplement  written by Jonathan Jones   that recently funded through Kick Starter now is your chance to pick a copy up for the price of £25 plus £4 shipping. All you need to do is add that amount to your pledge. 

Stretch Goals 

We regularly write  magazine articles for wargames illustrated and Wargames Soldiers and Strategy these articles include Wargames scenarios. We intend to produce a PDF Scenario Booklet with a number of Napoleonic scenario games. Each scenario will be unlocked at £2800, £3100, £3400, £3800 and £4000. The PDF will be in the same format as our rules books and will be a quality product. 

Risks and challenges

As a Company Stand to Games do not envisage any risks to this project. The rules are written and the printing company identified and used on our successful Forager and Rise and Fight Again project. We have always delivered on our promises through Kickstarter.

Learn about accountability on Kickstarter 

Risks and challenges

Risks and challenges
As a Company Stand to Games do not envisage any risks to this project. The rules are written and the printing company identified and used on our successful Forager and Rise and Fight Again project. We have always delivered on our promises through Kickstarter.
Learn about accountability on Kickstarter

Learn about accountability on Kickstarter

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