Evolutionary War offers historical miniatures battles that open with sweeping Grand Tactical Manouevers, and then shift to an innovative command and initiative system where enemy units compete against their Morale Grade to complete the Tactical Evolutions expected of them during the course of an hour, rather than against whoever rolls the higher die. There are no markers or other battlefield clutter, the basing system lets the figures do the work! Assuming the units perform like clockwork as expected, Evolutionary War offers miniatures rules for an age in which war had rules. The challenge is in planning battles that takes advantage of those rules, the rewards come in historical miniatures battles that suit an age in which “taste” governed everything.
Period: Players can span the globe from Europe to the Americas or India ; as far back in time as the First Silesian War in 1740 and up to the early battles of the French Revolution before 1794.
Scale: The principal unit of the age was the infantry or cavalry regiment—militarily and socially—so the game is organized around this scale, with regiments as the basic playing pieces. This also allows players to campaign as the Chefs of particular regiments, without the huge expenditures necessary for battalion level games!
One Figure = One Company/Squadron/Battery
One Turn = One Hour, subdivided into four 15 minute “evolutions”
One Inch = 200 paces, or roughly 400 feet
Designed for 10-15mm figures, the game can be played with larger, 25mm figures, by doubling all measurements.
Basing: Troop Type # Figures Base Size
Infantry Regt. 10-11 3 bases, 1” wide x ½” deep
2 with 4 inf in single file each,
1 with colours,* plus independent
officer on ½” base
Skirmishers 9 4 bases, 1” wide x ½ ” deep
plus independent officer on ½” base
Cavalry Regt. 6-8 2-3 bases, 1 ¼” wide x 1” deep
each with 2 cav in single file,
plus officer and colours* each on ½” x 1”
Artillery Battery 1 gun & 3 Crew 1 base, 1 ¼” x 1 ½” with 2 crew
plus independent officer on ½” base
* Colours are a matter of historical, national, and aesthetic tastes. Usually, a flag-bearer will be appropriate, as might a drummer or non-commissioned officer with spontoon.
Contents: 50+ page rulebook, player reference sheets and command rosters, 2 historical scenarios designed to get you started with minimal investment, campaign considerations for those with more generous purses, and “rapid deployment” rules with a detailed example for throw-down club games without a direct historical referent.