One of the costs you don’t often consider as you excitedly purchase miniatures for that new wargame are the rules. As a long time fan of games workshop I know this all to well. My most recent venture is a chaos space marine army, and while I have all the necessary miniatures to get playing I have yet to fork out the £50 pounds I’ll need to get a rulebook and codex. Osprey and various other companies also do some fine rules, but if you’ve been gaming long enough, why not consider writing some rules of your own?
Writing your own rules comes with several inherent advantages. Firstly the rules you write will be free. Secondly if like me the majority of your gaming is solo it avoids the need to learn complicated rules. Thirdly you avoid those awkward moments when in the heat of a game the rules do or allow for something you wouldn’t think possible or tactically viable which then ruins your suspension of disbelief. Finally it’s an often untapped and nearly endless aspect of the hobby, with decades of enjoyment to be had!
Do not fret as you first embark on this journey. Keep your rules simple and consider the following questions:
What is the structure of the turn going to look like? Is it igo-ugo or is it alternate activation? Like most games will the turn have distinct phases like warhammer (move, shoot, melee, morale)? What are the mechanics for shooting or melee combat? Will morale play a factor, troop quality and difference in weaponry? These questions may seem daunting at first but they need not be. Read some of Donald Featherstone’s rules, seek out a copy of HG Wells’ Little Wars and look up FUBAR and all it’s variants online. Homebrew rules can be simple, quick to learn, effective, fun, and most importantly free!