The War Game Rules 2012
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Expansions & Promos
9 on record
Refighting History: Volume 7 – The Seven Years War: Western Theatre: Warburg, Vellinghausen and Wilhelmsthal
Refighting History: Volume 5 – Marlborough's Big Four: The Battles of Blenheim, Ramillies, Oudenarde and Malplaquet
Refighting History: Volume 6 – The Seven Years War: Moys, Mehr, Eilenburg, Baiersdorf and Closter Camp
Refighting History: Volume 4 – The Seven Years War: Battles and Actions of 1760
Refighting History: Volume 2 – The War of the Austrian Succession: Mollwitz, Chotusitz and Sahay
Refighting History: Volume 3 – The War of the Austrian Succession: Hohenfriedberg, Soor and Rocoux
Border Raid: "Pillage in Procrastor"
Attack on the Jünger
The Siege of La Crenoil: Fleischer's Revenge
About the Game
Following on from his father's great wargaming classic THE WAR GAME, Charles Grant Jr. has collated years of rule development, alteration and additions to make this, the updated and complete set of rules. 56 pages, A4 size, colour photographs throughout, card covers, including a separate laminated set of play sheets. The rules are designed for the XVIII century, at the battalion level. Infantry is based in line (2,3 or 4 ranks deep), column of attack (6 mini wide) and in column of march (3 figures wide) Cavalry goes in 2 mini wide excdept for column of march (with 3) Each turn represent round 15 minutes and it has the following sequence: 1. Write new orders 2. Declare charges 3. Normal moves 4. Artillery fire 5. Musketry fire 6. Melee 7. Morale Checks 8. Compulsory Moves Units move from 4" to 18" depending of type and terrain and the range of weapons goes from 0" to 18" for infantry and 0" to 60" to artillery (with special ranges for canister and howitzers) Combats are resolved with D6, either for melee or fire.
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- Mechanics
- BGG ratings
- 7
- BGG data
- refreshed Sep 6, 2026