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Pub Battles: Homebrew

A playtester’s guide to enjoying the Pub Battles System. I have my favorite version of this robust system, but I am here to answer any questions about the official rules as well. To order the games go to the Command Post Games website:

Now that Pub Battles 3.0 rules are out I am going to be revising many of my earlier posts. Anything I post going forward, including earlier posts that I’ve updated for 3.0, will have 3.0 in the title.

If your curious about the system here’s an overview.

If you are new, here’s my quick start rules

My current homebrew rules are here.

My rules discussions are here: Movement rates  How can a unit just sit there?   When to Alter Turn Order   More combat rules?    Chit Draw

My Variants are here: Night Rally   Optional Leadership  Baggage Trains  Solitaire with Written Orders    

Gettysburg posts: Stonewall at Gettysburg   

Waterloo posts: 3.0 has rendered my Waterloo post unnecessary and it has been removed.

Play the Map!

Gettysburg3 video

This video sees my video-fu improving bit by bit. With each video I realize what I should have done while recording it. Next time…Is my slogan!

Next time I will rely on fewer graphics to describe the action (they are too distracting), and use them instead to clarify what I’m talking about.

Nevertheless, this video is fun enough and mercifully short at 1:23 minutes.



Waterloo2 in under a minute!

Less than a minute if you don’t count my ending summation!

This shows just how tense and fraught this game can be. The winner was determined by the chit draw on the final turn. You can’t really blame the chit draw. The game was “lost” earlier, when it was allowed to come down to the chit draw.

The breaking point of the army being determined by the capture of the enemy’s Baggage is an absolutely brilliant way to determine victory. Kudos to the designers (I was not in on this, so I’m certainly not blowing my own horn). Adopting this single rule was one of those “Aha!” moments that suddenly made the game WORK. Rather than a dull wearing away of the army trying to get to that magic 50% casualty number (still an option), the game now has a sudden death mechanism that makes every turn and combat result significant.

The game has three very general phases. The combatants first (through maneuver and combat) try to force their opponent to unpack their bags. Once that is done and the parameters of the battle are established (where the focal points are located and who has the initiative). Finally, the game is decided when the enemy bags are captured, losses run to 50%, the scenario time runs out or, best of all, when your opponent waves the white flag and acknowledges your overwhelming mastery on the field of battle!

Antietam 3

This is my third installment of an Antietam replay. I am still not happy with my skill level with video editing, but I am working on it. I received a request to not divulge the outcome in the description, and that was a great point! My goal at this point is to edit out all the activation phase, since that just isn’t interesting to watch (IMHO). I’m going to focus on the combat phase and speaking slower. I meant, but completely forgot, to do an “end of” casualty report. Next time. In this and the last game, I did not realize that victory had been achieved until right after the fact, so it isn’t handled too well. I will try to improve on that!

I know my faults, but don’t be shy about any suggestions for improvements or things you’d like to see in these videos.

Video replay: Antietam2

This time the Union won on turn 7. Burnside caught Lee in a classic forked check. Both of Lee’s Baggage Trains were exposed and he couldn’t cover them both before Burnside activated.

As I work to improve my videos, I would appreciate any suggestions. My next project is to include some text commentaries and a turn marker.