From the Forward...
Having been through nearly every set of commercial rules for the period I could find, I decided to take a stab at writing my own. It's not that I found anything wrong with the rules available, but they didn't fit exactly what I was looking for. I wanted a card based system with simple mechanics that would allow me to play battles with eight to twelve units per side in an evening. I also wanted to be able to field my units on multi-figure stands and have a way to keep track of battlefield losses without resorting to rosters or figure removal. What follows are the results of my efforts. There is nothing revolutionary about these rules - they have been inspired by many contemporary rule sets on the market, as well as traditional authors like Donald Featherstone and Charles Grant.
These rules are not designed for competition play and not every situation that could arise is covered. If questions come up use common sense to work them out or, failing that, choose two likely results (usually your interpretation and that of your opponent) and roll a die to decide the outcome. These rules have not benefited from exhaustive play testing, but the games I've run so far have worked well and seem to capture the feel of the period. Feedback would be welcome! Nothing is set in stone at this point.
The rules are designed for 28mm figures although they should be easy enough to adapt to 15mm by halving the base sizes and replacing all references to "inches" with "centimeters".
The title for the rules was the field word for William Waller's army at the Battle of Cropredy Bridge.
You can download Victory Without Quarter free from:
http://docs.google.com/leaf?id=0B2z9Y0P ... ZTlm&hl=en
Again, these rules are designed to work best with armies of eight to twelve units per side. Beyond that the chance element becomes a little too random and throws off the balance of the game.
Barry and I had several discussions about VWQ in the downtime between games, though the onus is on me to knock it into better shape for actual publication. To maintain the link with other LoA publications, some of the combat mechanics may closer resemble BLB2 (or modifications thereof) which have undergone far more playtesting, though I am going to maintain the card control system and casualty system. For those who HATE card driven games, the BLB2 command rules will be included in the Optional Rules section.
Anyway, it is in the future plans for a full LoA treatment, but for now you can try out the really fast play version... I've had a lot of fun with these rules and had good feedback over the years in general (of course, when they are free, people can't complain too much)...