Charge! is a set of fast play ancients rules from Tom Hinshelwood.
fast play
The Battle of Chaeronea, 338 BC Fast Play Rules
The Battle of Chaeronea, 338 BC is a set of free wargames rules for recreating Philip of Macedon’s greatest victory. These are fast play rules from the Junior General series.
Two For Tea Fast Play American Revolution Rules
Rebel Publishing offers “Two For Tea”, a set of fast play rules for the American War of Independence. I’ve tried them, and they work well.
Fast Play Napoleonic Rules
Jon Linney offers a set of Fast Play Napoleonic Rules. The author writes:
These rules provide a fast paced game with simple rule mechanisms that allow players to concentrate on their tactics and enjoy the ‘look’ of their tabletop battle, rather than have their heads buried in rule tables. Elements shoot and fight individually but move and test morale within their unit. One or two rule mechanisms have been ‘adapted’ from other rule systems (as I liked them); as they say imitation is the sincerest form of flattery! Players will need a table approximately 6′ by 4′ laid-out with suitable terrain. At least one D6 die and a measuring device each (measuring stick or rule), and of course two opposing armies. The measurements are for 15mm figures.
Fast Play Medieval Skirmish Rules
Fast Play Medieval Skirmish Rules are
designed for fairly large-scale skirmishes; up to about 80 men a player. They will do for many periods or settings, so long as troops can be classed into three distinct broad categories of quality. The rules emphasise the importance of sticking together for mutual protection and the value of weapons with longer reach: spearmen can fight in two ranks, pikemen in three. Men in the second rank with javelins can support.
The rules recognise two ways in which figures may be combined, Contingents and Groups. Contingents are real units (e.g. a Contingent of 15 archers from Berwick under their bill-armed vintnar) and are used for organisational and morale purposes in these rules. A good size for a contingent is 32 points. Groups are temporary (sometimes fleeting) arrangements of men occurring in combat situations. Hand-to-hand combat is fought between Groups (which may be as small as one man each) and casualties occur almost at random within the Group
Also, an add-on for leaders and dueling.