Field of Battle

Field of Battle, Designed by Brent Oman and published by Piquet, Inc., the Field of Battle system stands as one of the most respected horse-and-musket wargaming frameworks of the modern tabletop era. Originating from the broader Piquet gaming philosophy, Field of Battle streamlined classic card-driven mechanics into a single, cohesive system that masterfully simulates command friction, the fog of war, and battle momentum without forcing players into exhaustive chart lookups or micromanagement. Across its three distinct iterations—from the original breakthrough 2006 release, through the refined 2011 second edition, to the polished 2020 third edition—the rulebook family has continually perfected its core sequence deck concept. By replacing rigid movement turns with dynamic card draws and initiative rolls, Field of Battle ensures that no two actions play out identically, offering a deeply atmospheric and unpredictable grand tactical experience that scales brilliantly for 6mm Seven Y...

Warfare in the Age of Reason

Warfare in the Age of Reason 1st Edition

Wargames Rules: Warfare in the Age of Reason 1st Edition

Warfare in the Age of Reason offers an accessible set of rules designed specifically for eighteenth-century warfare. Incorporating dedicated modules for tactical engagements, operational campaigns, and siege warfare, the system allows players to refight historical clashes spanning from the Duke of Marlborough to George Washington.

The tactical section utilizes straightforward yet nuanced mechanics to capture the distinct fighting styles and line tactics of the period. Complementing the tabletop battle system, the elegant campaign rules keep administrative book-keeping chores to a minimum while enabling players to exercise overall grand strategy. The smooth translation rules connecting the campaign map to the tabletop help eliminate the friction that so often stalls multi-session campaigns. Additionally, the system presents challenging siege scenarios reminiscent of Vauban's engineering marvels, testing engineers and marshals alike.

A favourite at wargaming conventions for over ten years, this complete ruleset provides comprehensive support for Horse and Musket tabletop command across a wide variety of global theatres.

Included Features & Content:

  • Tactical, Campaign, and Siege Rules
  • Comprehensive Army Lists covering the Campaigns of Marlborough, the Great Northern War, the Wars of Frederick the Great, the French and Indian War, the Jacobite Rebellions, Clive's Conquest of India, and the American Revolution
  • 102 Tactical Maps
  • Campaign Maps for Europe, India, and the American Colonies

Published by: Emperor's Press (1992)


Warfare in the Age of Reason 2nd Edition

Wargames Rules: Warfare in the Age of Reason 2nd Edition

Warfare in the Age of Reason is a classic 18th-century rule set that covers the period from Marlborough to Washington (roughly 1700 to 1783). It is highly regarded for its ability to combine historical accuracy with streamlined playability, allowing players to move through large-scale conflicts in reasonable time spans.

The rules feature clever mechanics for troop movement, infantry fire, and artillery fire that are well-thought-out and historically grounded. One of its standout features is the inclusion of "The Sport of Kings," a strategic-level campaign system that generates miniature battles across a theatre stretching from India and Europe to North America. The system uses a sequence of play that emphasises command and control, while national differences are reflected through expanded army lists and specific tactical nuances.

Whether you are refighting the pitched battles of the Seven Years' War or the skirmishes of the French and Indian War, the rules provide a solid foundation for understanding the basics of 18th-century warfare, rewarding historical tactics and proper deployment.

Published by: Emperor's Press / On Military Matters


Warfare in the Age of Reason 3rd Edition

Wargames Rules: Warfare in the Age of Reason 3rd Edition

Warfare in the Age of Reason (Third Edition) updates the classic eighteenth-century wargaming ruleset by Tod Kershner and Dale Wood. Building upon decades of tabletop play, this edition refines and streamlines the core mechanics while maintaining the grand-tactical feel and scope that defined earlier releases across the War of the Spanish Succession, the Seven Years War, and the American War of Independence.

The rules provide comprehensive systems for tactical engagements, operational campaign maneuvering, and siege warfare. Tactical combat emphasizes period-accurate linear formations, small-arms fire, and artillery effectiveness without bogging down in administrative overhead. The campaign module seamlessly integrates map-based strategy with tabletop battles, ensuring minimal friction when transitioning armies to the board. The third edition expands period coverage with enriched army lists, full-colour layout improvements, clarified rule mechanics, and ready-to-play historical scenarios including Lobositz, Eutaw Springs, and Speyerbach.

Highly adaptable across figure scales, the mechanics scale smoothly whether command consists of standard 15mm bases or micro-scale 6mm formations, delivering a fast-moving, authentic historical simulation for Horse and Musket enthusiasts.

Published by: Tod Kershner & Dale Wood (2016)


Campaigns and Battles from the Age of Reason

Supplement: Campaigns and Battles from the Age of Reason

Campaigns and Battles from the Age of Reason is an essential scenario and campaign expansion designed to complement the core Warfare in the Age of Reason ruleset by Tod Kershner and Dale Wood. Serving as a tactical and strategic companion, this volume expands the operational scope of eighteenth-century tabletop wargaming across several key conflicts of the period.

The book provides comprehensive historical scenarios, complete with orders of battle, detailed troop deployment maps, and specific victory conditions designed to bring mid-eighteenth-century engagements directly to the table. Beyond standalone tactical refights, the expansion emphasizes multi-session campaign play, introducing operational maneuvers, supply logistics, and strategic movement mechanisms that seamlessly translate map-based maneuvering into balanced tabletop clashes.

Whether managing grand-tactical movements across theatre maps or executing linear infantry engagements on the tabletop, this supplement provides rich historical context and scenario depth. It scales effortlessly for micro-scale 6mm formations, offering a structured framework for both competitive multiplayer campaigns and dedicated solo wargaming.

Published by: Emperor's Press (1998)


More Campaigns and Battles from the Age of Reason

Supplement: More Campaigns and Battles from the Age of Reason

More Campaigns and Battles from the Age of Reason is the second dedicated scenario and campaign volume designed to expand Tod Kershner and Dale Wood's acclaimed Warfare in the Age of Reason ruleset. Building upon the operational frameworks of previous releases, this supplement introduces a fresh selection of detailed engagements and operational maps spanning key conflicts of the mid-to-late eighteenth century.

The book delivers comprehensive historical scenarios featuring fully researched orders of battle, precise initial deployment maps, and period-specific tactical victory conditions. Beyond standalone refights, the volume places a strong emphasis on theater-level campaign play. It incorporates refined mechanisms for strategic movement, supply lines, and reconnaissance, allowing grand-tactical decisions on the campaign map to seamlessly drive tabletop engagements without unnecessary administrative friction.

Whether mapping out army maneuvers across operational sectors or commanding infantry lines on the battlefield, this expansion offers extensive historical depth. The scenarios scale exceptionally well for micro-scale 6mm formations, providing a structured, highly engaging framework for both competitive campaigns and dedicated solo wargaming.

Published by: Emperor's Press (2002)


Beyond the Saale: A Fictional Seven Years War Campaign Module

Supplement: Beyond the Saale: A Fictional Seven Years War Campaign Module

Beyond the Saale is a dedicated campaign expansion designed by Tod Kershner and Dale Wood to complement the Warfare in the Age of Reason ruleset. Set within an immersive fictional context of the Seven Years War, this module provides tabletop commanders with a complete framework for conducting theatre-level operations along the Saale River region.

Rather than constraining players to rigid historical refights, the expansion presents a dynamic operational sandbox. It includes operational sector maps, detailed starting orders of battle, and campaign mechanisms governing strategic movement, supply management, and scouting. These campaign elements seamlessly drive friction on the map, generating balanced, narrative-rich tabletop engagements without overwhelming players with tedious administration.

The module is exceptionally well suited for small-scale micro-wargaming in 6mm, where entire brigades and corps can be visually deployed to reflect grand-tactical maneuver. Whether executed as an ongoing multiplayer campaign or adapted for automated solo play, Beyond the Saale offers an engaging slice of mid-eighteenth-century command.

Published by: Tod Kershner & Dale Wood (2020)


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.


Related project hubs for this period:
[The Silesian Wars 1740–1763 Project Hub]  |  [The Seven Years War 1756–1763 Project Hub]


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