Drums and Muskets have been designed to introduce new players into wargaming. These rules are designed for the following wars, although players could easily use them as a framework for other wars in the same period.
The rules provide more experienced gamers a simple more relaxed way of enjoying the period without the complexities and depth of match play. These rules are not written to provide a purist simulation of the period, but a game with a flavor for the period. The rules are designed to use any scale models. To play the games all you need are Six-sided dice (D6), ideally 1D12 although you could use 2D6, your own models, terrain to represent the landscape of your battlefield and a ruler.
In wargaming there is usually a link between the real-world representation in ground scale and several men. Drums and Muskets uses 1 base width (BW) to equal 40 yds with 50 men deployed in two ranks or 75mm deployed three ranks. Several bases would make up a battalion unit depending on the battalion’s size. Base Widths (BW) are used also in the game for movement and range distances. For 15mm a base would be around 40mm wide and in 25/28mm a base width would be around 60mm wide. Where players wish to use figures instead of the bases. Then for distances use 4cm as a base width. Calculate dice on number of figures in the front rank or a single artillery model, instead of bases.
As a guide for using figures based for other game systems, players could consider the following:
Light companies thrown forward from a parent unit, are handled in these rules as a factor. Players can use a few figures to indicate that the army uses light companies deployed forward of a parent battalion for a nice cosmetic effect.
Below are few images of the interior of the book. Both the free PDF and the hardback copy have the same content.