I've been inspired by some battle reports I've seen on the web dealing with
military simulations set in one of my favourite roleplaying settings from the
1980s - the Traveller RPG universe which deals with the "Classic" period in the
Spinward Marches.
I've created army lists and rules modifications to recreate this in my Future
Wars Wargaming Rules in the files section. These accompany my Space Marines
adaptation with a similar in depth treatment of the various factions and
military forces. I've restricted it for now to planetary assault task force
lists which cover the marine contingents of the Imperium, Zhodani Consulate,
Sword Worlds etc. I've had a lot of fun developing these and a few are still WIP
such as how psionics should work.
I've played a couple of minor skirmishes to see how the new rules play out - no
issues so far and it delivers a nice atmospheric feel which appeals to my 80s
nostalgia trip.
Hope to get a full battle report of a larger scale action posted this weekend.
Monday, 5 November 2012
Monday, 22 October 2012
World War I & II Variants
I've been doing a bit of research to back up a few ideas I have on the go
regarding alternative histories set during the inter-war period.
1. British Civil War - I've been quite intrigued by the development of the "A
Very British Civil War" wargame genre over the last year or so. This got my
interest first and I've developed some army lists for the factions which I've
placed in the WWII Rules in the Files Section. The conflict is set in 1938. I've
designed a nice little scenario which I'm going to play out this month.
2. War Plan Red - inspired by the article in Miniature Wargames which outlines a
conflict between the USA and British Empire over Canada. I watched the
documentary on Youtube and was hooked to the idea. I'm developing some lists
which detail the early war in 1935 and then the wider conflict set later in
1936-37. The later armies include some WWII AFVs developed earlier such as the
A13 and M3 Stuart.
3. WWII set in the 1930s - to cover the Axis powers, UK, US, French and Soviets.
Loads of early tanks to play with.
4. WWI extended by 10 years. This postulates an extension of the conflict past
1918 up to 1928 with all the possible technological advances this would entail.
Bit of a nightmarish WH40K future history.
5. WWII extended beyond 1945 combined with a technological revolution - power
armour, dreadnought walkers etc.
These pet projects should keep me occupied for a bit!
Thursday, 18 October 2012
Scottish Wargaming Armies
As I'm a Scot with a keen interest in both my own national aswell as military
history in general, I thought I'd combine this into the creation of a list of
Scottish armies throughout history during the periods when we were still an
independent nation.
Commencing with a Caledonian Army that can fight at Mons Graupius through the
Dark Ages and Medieval periods into the Renaissance, covering Covenanters,
mercenaries in the Thirty Years War and Montrose Royalists.
All interesting stuff and I now need to start playing out some of my creations.
Sunday, 7 October 2012
Battle of Leuctra 371 BC
I played a simulation of this classical battle between the Thebans and Spartans
this afternoon.
I chose the same historical deployments with 12 units per side. The battle
commenced much as the original did with the cavalry clash and advance of the
Theban left, however, the Spartan horse didn't scatter as they did historically
and put up a holding resistance which bought time and allowed the entire phalanx
line of both armies to eventually clash. It was looking good for the Spartan
alliance until the deadlock suddenly broke on the strong Theban left with the
destruction of the Spartan units and a spate of fortunate rolls from the Boetian
allied phalanxes on the Theban right.
As the Thebans turned to roll-up the remaining Spartan allies these conceded
defeat and fled the field.
A real hard fighting contest which went closer than the historical battle but
with much the same outcome. The phalanx cohesion rule worked very well and made
for rapid and bloody unit contests which seemed very in tune with phalanx
warfare.
I think I should have given the Spartans an advantage here to account for their
superb drill and modify this to the second base loss resulting in the cohesion
loss.
An excellent game with lots of period drama.
Sunday, 2 September 2012
Fantasy Adaptation based on the AMW Medieval Rules
As mentioned in an earlier message I was involved in a project to develop a
credible Fantasy variant.
My background basis was a long running Chivalry & Sorcery campaign I used to be
involved in back in the 1980s. The world of Archaeron was the background to my
lists and rules design. Basically a feudal model so the Medieval AMW rules were
used combining some Dark Age and fantasy features.
I've now completed the rules and designed all the lists for the nations
occupying the known world.
The major innovations were the introduction of leaders to represent heroic
personalities and magic users, spell casting and the impact of magic on the
battlefield.
I've had a lot of fun developing these. I now want to do some thorough
play-testing particularly to see how the overlays for leaders and magic work.
Probably will need to do some more tweaking.
Wednesday, 29 August 2012
Updates to the Variant Rules Versions and a Couple of Projects
Recently I've been quite intensely involved in going through all my variant
rulesets updating, streamlining and making them more consistent. The Modern
rules have had the largest makeover. I've also extracted some basic conventions
and published these for AMW.
So everything is now updated in the folders. This left me with a couple of pet
projects. I greatly expanded my Future Wars army lists to incorporate more star
nations from my favorite Sci Fi universe. This is based on the FGU Space Opera
/ Space Marines future history. I included some more special rules and included
a race of cyborgs - the Andrayadan Collective complete with Walkers and Malignants - these
I copied from Dark Realms.
My second project was to develop a credible Fantasy variant. I used to play and sometimes GM a long running Chivalry & Sorcery campaign. I really liked the world imagined by Ed Simbalist, the co-author. This is Archaeron, with the designed setting of Arden, a feudal Kingdom modeled on medieval England. This was quite a "hard" fantasy environment in that it was very much based on a Medieval setting with fantasy touches. This made an adaptation of the Medieval Rules an easy transition. I've now drafted the majority of the rules and I'm working through each of the nations described by Mr Simbalist. One rather radical departure was to introduce leaders and personalities. These are single base units that can add abilities to fighting units or fight on their own. By getting more involved in the battle they increase the risk to their base. If they work out I might extend this to other rules-ets - the Dark Age version might be a promising venture recreating some heroic action. I'm quite excited about this variant and am looking forward to play-test it over the next couple of weeks. I'll put them in the files section soon. One down side is that I've neglected my road test of the 19th Century rules. I've a Franco-Prussian war scenario all setup and ready to go but haven't got round to it yet. Well - rest of the year to go.
My second project was to develop a credible Fantasy variant. I used to play and sometimes GM a long running Chivalry & Sorcery campaign. I really liked the world imagined by Ed Simbalist, the co-author. This is Archaeron, with the designed setting of Arden, a feudal Kingdom modeled on medieval England. This was quite a "hard" fantasy environment in that it was very much based on a Medieval setting with fantasy touches. This made an adaptation of the Medieval Rules an easy transition. I've now drafted the majority of the rules and I'm working through each of the nations described by Mr Simbalist. One rather radical departure was to introduce leaders and personalities. These are single base units that can add abilities to fighting units or fight on their own. By getting more involved in the battle they increase the risk to their base. If they work out I might extend this to other rules-ets - the Dark Age version might be a promising venture recreating some heroic action. I'm quite excited about this variant and am looking forward to play-test it over the next couple of weeks. I'll put them in the files section soon. One down side is that I've neglected my road test of the 19th Century rules. I've a Franco-Prussian war scenario all setup and ready to go but haven't got round to it yet. Well - rest of the year to go.
Wednesday, 18 July 2012
French Indian War
I've just completed a fine FIW game this evening. It was fought by a British force under Major General Woods against a determined French General, De Bois. Both sides were a mix of regulars, provincials and native troops. The British boasted a couple of artillery units and a single unit of Light Horse. Both of these elements had high impact giving the British greater firepower and mobility. Initially it was going quite well for the French who advanced confidently to the river which bisected the game board. The British were arrayed to perform a pincer on the flanks with a holding force in the centre. As the British deployed into line the French were already delivering volleys from their regulars and some harassing fire from the Huron units. This began to wane as the British artillery managed to cause serious damage on the more exposed units and superior regular firepower ripped through the loosely arrayed skirmishers. The decisive break came on the British right flank where the Light Cavalry managed to move round behind some units of Canadian militia subsequently charging them in the rear and routing a unit. This was quickly followed by another which fell to regular musketry. The left flank resistance then crumbled with concerted fire from a mix of regulars, Highlanders and Rangers. This left the strong French centre but the situation looked increasingly hopeless for De Bois as the British flanks started to move in and the artillery focused on this sector. Game over and the French withdrew back through the woods to re-group and fight another day. Another enjoyable game using my 18th modified version of the Napoleonic rules. I liked the mix of unit types and it was interesting to see how these fared against each other.
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