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 being good examples of our work. Following the launch of our successful rule set “Over the Hills a Napoleonic War game”, we also launched our “Over the Hills Fatigue Board” project on Kickstarter in Spring 2017; this also proved successful and we delivered to backers within 6 weeks.
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.
We now are pleased to announce the launch of our next exciting new project Rise and Fight Again the American Revolutionary Wargame.
When designing Rise and Fight Again 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 AWI 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 Rise and Fight Again 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 AWI game. This section contains over 50 pages that includes full colour diagrams, photographs and structured easy to follow rules.
The final section is the appendices, were you will find information on how to set up your games of Rise and Fight Again a comprehensive list of units that took part in the War, as well as detail on brigade and divisional structures and much more.
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 Rise and Fight Again 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 Orders
In the basic game 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. To represent effect of the ‘close’ terrain of the battlefield and the near company level of independent command all units have to roll a D10 whether in or out of command
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 3, with 1 being the poorest and 3 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 Rise and Fight Again your enemy cannot move swiftly across the battlefield and then pour vollies into the ranks of your army that is waiting idly by. In Rise and Fight Again 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 checks command and moves Side B Fires Side A and B Fight Combats The turn sequence is then repeated with Side B moving and side A firing.
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 Open Order Line , this unit can make two move segments of eight inches. In this way there are clear advantages to manoeuvring in OO.
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 Rise and Fight Again 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. Rise and Fight Again 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 1777 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’
The Appendices are packed full of new rules and information to allow the player to shape their game the way they want, how you play a game of Rise and Fight Again is really in your hands. Here are a few examples Setting up a game , flank marches, sub units , skirmishers, Militia rules, Points , weather, field works, army lists and national characteristics
The 80 +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.
With the project doing so well we have decided to introduce a number of exciting AWI scenarios into the mix. Each Scenario will be released for each £200 pledged over our original project goal.
Each scenario will have a scenario back ground, detailed and full colour battle map as well as orders of battle with unit statistics specifically for this rule set.
The scenarios will be released in PDF format and hopefully with your backing there will be a good number of them to form a stand alone PDF supplement that compliments the ruleset.
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 project. We have always delivered on our promises through Kickstarter.Learn about accountability on Kickstarter
- (26 days)