Might and Reason

Might and Reason

Wargames Rules: Might and Reason

From the author of Grande Armée, Might and Reason is a grand-tactical game of 18th-century warfare for the Age of Frederick: 1740-1790. It presents players with a constant and unpredictable challenge. With variable-length turns and initiative swinging back and forth, the commander is always trying to manage his army and his timing to get the first and most advantageous volleys, the right moment to launch a cavalry charge, or the best distance to deploy from columns into lines.

Because the day of battle itself has an unpredictable number of turns, the commander has tough decisions to make regarding when to release reserves, when to press home the attack, and when he can afford to be patient. Like an 18th-century commander, you must create the corps and choose which generals to assign to command them. The O.B. is in your hands, but can you rely on all your generals? Their skills are subject to change—moody fellows!

The rules use base-widths for all measurements, allowing them to adapt to any basing system. The book includes a complete Army-Builder section, two separate campaign systems (an operational system and an all-European “grand campaign”), and ready-to-play scenarios and historical essays.

Published by: Sam Mustafa Publishing

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.

← Return to the Third Silesian War 1756–1763 Project Hub

Comments