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The basic gaming system powering Limits of Glory is used throughout the gaming line for all the basic operational periods. We currently have the WWII and the Seven Years' War periods available, and are adding new periods shortly.
Our next periods will be Napoleonic, American Civil War/War for Southern Independence, and WWI.
Each will follow the basic rules organization and basic methodology. At the same time, each will have its own nuances and flavor to set that period apart. The American Civil War isn't just the Napoleonic period with more trees, nor is WWI just like WWII without tanks.
Our challenge is to capture what makes each era unique, so that it's both noticeable and also enjoyable.
Why we wrote the rules
The Seven Years rules were written back between 1985-1989. The basic system and methodology was devised during this time period. The goal back then was to write an accurate rules set where results in a game could mirror battle accounts in scholarly tomes, especially Duffy and the German General Staff books. The rules stressed what we call the "arrow rule," that is, once the arrow is shot, you can't do anything to influence it. In this vein, once you launched an attack, you lost a great deal of control over your troops.
At the same time, we sought to have a rule set that could be finished in a reasonable time frame. The horror of watching day long games using Tractics or Empire was just too much for us. One of the challenges was to understand why cavalry seemed to be unable to break good infantry during this time period, Hohenfriedberg excepted, whereas many rules of the Napoleonic variety had infantry at the mercy of cavalry. I shan't spoil the ending, but this and other rules will defintely put you in command of SYW troops not Napoleonic.
Taking the very basics from the Seven Years War rules, we had a challenge incorporating many, many unique rules to the Napoleonic set. Some issues were: cavalry vs. infantry and whether units in line could stand up to any cavalry, how to game the French impulse system, how to account for the de-evolution of warfare in the late years of the wars where few troops were trained enough to handle the line in combat, and how to simulate the command and control changes.
We are always looking for playtesters for any of the periods, so if you are interested, contact us and let us know what period you would like to help with.