The WRG rules for ancient wargaming were the first
comprehensive set of wargaming rules suitable for national competitions amongst
hobbyists. They were detailed by today's standards, needed 100+ figures a side
and included the innovation of reaction tests; players found their troops did
not always do what they expected them to (a bit like military history).
Out of print for many years, I brought them back into print
and combined them with a guide to ancient warfare by Phil Barker, the man who
wrote the original rules. The reprint sold a handful per month... until
recently. Now a surge in sales indicates that many wargamers are bringing these
rules out of retirement.
This renewed interest is a surprise to me, as it will be to
most wargamers. The WRG 6th edition rules are a detailed simulation of ancient
warfare, probably the most heavily playtested manual wargame in the world.
Battles on the table top, with players using historical tactics, normally
produce historically valid results.
The unexpected rise of WRG 6th edition ancients has reminded me that is almost impossible
to predict sales trends in the world of wargaming.