Wargames Rules: Final Argument of Kings
The Final Argument of Kings was designed by the same group of designers responsible for Squad Leader and Johnny Reb. Bearing a resemblance to Johnny Reb, The Final Argument of Kings was designed for warfare in Europe from 1734 to 1789.
Scope: Final Argument of Kings is designed for recreating entire battles of the Seven Years War on the tabletop. Units are individual battalions, cavalry regiments, and artillery batteries. The game uses a system of simultaneous movement where players secretly mark their units with orders—such as form, move, fire, hold, or disengage—which must then be followed, creating realistic command and control dilemmas.
Ground Scale is approximately 1” = 45–50 yards. The rules feature a front-to-flank manoeuvre, allowing a unit to move into column, march, and move back into line, providing great flexibility and historical accuracy. Firing uses a Combat Results Table cross-referenced with the number of figures, while artillery fire values are based on gun weight and range.
What do you think?
I would love to hear your opinion on these rules! Do you use them for the Seven Years War? How do you find they handle the 6mm scale? Please leave your thoughts in the comments below.

Comments
Post a Comment