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.
Wednesday, 29 August 2012
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.
Saturday, 9 June 2012
ACW Game: Hangman's Creek
I just completed an enjoyable ACW game based on the Black Powder scenario included in that rulebook.The forces were quite large composed of three brigades on each side. The CSA had 10 infantry and 2 artillery units, the Union 11 infantry, 2 artillery and a unit of cavalry. didn't use any variations to morale which in hindsight was a bit of a mistake as the CSA generally benefits from more veteran units. As the aggressor in this scenario this started to have serious consequences as their infantry faltered in the face of steady Union musketry.The Rebel attack started to slow early on and with more Union troops deployed in favorable positions the rebels found it hard to move forward or consolidate any local advantages.The game played out for several more moves but the CSA line started to implode in the centre and with fresh union troops arriving the rebel General conceded.
Sunday, 29 April 2012
Flanders 1914
I've just completed an action packed encounter between a couple of companies of
British and German advance guards. Fought over a densely packed table covered
with loads of terrain both forces strove to achieve their objectives.
I used the Command Rules again and these gave me a lot of variations which made
play less predictable. The British slowly gained an advantage and despite a
couple of platoons of scheduled reserves, the Germans had to concede.
Here is a fuller account of this engagement.
The rules used were my WWI Period Adaptations of the WWII Ruleset in Introduction. As always they worked really well. I decided to go down an organisation level making platoon the scenario unit size. This gave more of the feel of a large skirmish type game. I must admit that I feel no real limitations as to whatever level you want to play the game at. Once I've designed the scenario and set the scale I'm usually in the way of thinking for the level being represented. I gave both Commands an average rating. This was to provide a bit of activity on the unit activation front which certainly produced some interesting nuances without dominating the game-play. There were a couple of instances of forced retreats and advances which disrupted both commanders strategies. As mentioned the map was well covered with gentle hills, extensive woodland and fields. The two objectives which both sides needed to secure to win the contest were a Chateau to the north of the board and a small village to the south east. The British had a superior force initially of two companies of four platoons each and these deployed along the southern table edge. The Germans held a company in reserve and this was scheduled to appear by turn 4. Both sides had 3 HMG sections to bolster their firepower. These proved useful once setup in fixed positions on hills or covering the infantry advance corridors. The Germans initially did quite well. They secured the chateau and at the same time made a foreceful flank move towards the village. The British had more units to the left flank and seemed poised to perform a sweeping flanking move, however, the British commander responded to this German threat by pulling some of his left flank across to the other to bolster and secure the village. British forces were successfully pinning the Germans on the left flank and the combat on the right intensified with a British push of the remaining German units from the village precincts and back towards the chateau. Despite the entry of a couple of German reserve platoons the writing was on the wall. In the remaining two turns the German battle line disintegrated while the British applied sustained pressure along the entire front. Eventually the chateau was occupied and Major Mallory could reward his lieutenants with a fine vintage from the wine cellar.
The rules used were my WWI Period Adaptations of the WWII Ruleset in Introduction. As always they worked really well. I decided to go down an organisation level making platoon the scenario unit size. This gave more of the feel of a large skirmish type game. I must admit that I feel no real limitations as to whatever level you want to play the game at. Once I've designed the scenario and set the scale I'm usually in the way of thinking for the level being represented. I gave both Commands an average rating. This was to provide a bit of activity on the unit activation front which certainly produced some interesting nuances without dominating the game-play. There were a couple of instances of forced retreats and advances which disrupted both commanders strategies. As mentioned the map was well covered with gentle hills, extensive woodland and fields. The two objectives which both sides needed to secure to win the contest were a Chateau to the north of the board and a small village to the south east. The British had a superior force initially of two companies of four platoons each and these deployed along the southern table edge. The Germans held a company in reserve and this was scheduled to appear by turn 4. Both sides had 3 HMG sections to bolster their firepower. These proved useful once setup in fixed positions on hills or covering the infantry advance corridors. The Germans initially did quite well. They secured the chateau and at the same time made a foreceful flank move towards the village. The British had more units to the left flank and seemed poised to perform a sweeping flanking move, however, the British commander responded to this German threat by pulling some of his left flank across to the other to bolster and secure the village. British forces were successfully pinning the Germans on the left flank and the combat on the right intensified with a British push of the remaining German units from the village precincts and back towards the chateau. Despite the entry of a couple of German reserve platoons the writing was on the wall. In the remaining two turns the German battle line disintegrated while the British applied sustained pressure along the entire front. Eventually the chateau was occupied and Major Mallory could reward his lieutenants with a fine vintage from the wine cellar.
Monday, 12 March 2012
Crimean War Game
I recently completed an enjoyable game set in the Crimea. It was based on the
"Crimea a River" game presented in the Black Powder rulebook and involved a
British assault on a heavily defended Russian position composed on two redoubts,
bristling with four artillery units.
"Crimea a River" game presented in the Black Powder rulebook and involved a
British assault on a heavily defended Russian position composed on two redoubts,
bristling with four artillery units.
I played a similar game a couple of years ago so the game lineup and objectives
were similar but played rather differently although the outcome was the same - a
British victory - this time perhaps not as decisive.
The British advanced boldly across the river and onto the hills where the
Russians waited in their redoubts supported by columns of infantry and a strong
cavalry reserve.
The British concentrated their efforts on the eastern redoubt and this proved a
wise move where their superior firepower ravaged the Russian defenders at long
range despite some savage artillery fire.
A mass cavalry charge in the centre by the Light and Heavy Brigade broke the
Russian defenders and with their cavalry split on both wings managed to divide
the Russian forces into two zones. The stronger right flank took the redoubt and
disabled the cannons. The other redoubt was impotent due to the restricted angle
of fire imposed by the fixed position so the British were left to demolish the
Russian units piecemeal on that flank. The Russians did put up a courageous
counter attack on the left wing but the British forces were too strong and so
the Russian Prince conceded.
A great game packed with period touches and dashing gallantry. I love using the
British army - Guards, Highlanders, Riflemen, Hussars and Dragoons - makes quite
a spectacle and a real joy to play. The Russians did have some special rules in
their favour - their superior artillery was a potent force and stubborn infantry
a neat feature, however, British firepower superiority - both range and "to hit"
rolls, combined with their drill rule gave them quite an edge.
Sunday, 11 March 2012
Freeman's Farm Re-fight: AWI Rules Period Adaptation
I played an enjoyable re-enactment of Freeman's Farm (American War of
Independence) inspired by the scenario presented in the Black Powder Rules,
which I recently purchased.
It called for quite a number of units and a crowded table of terrain which gave
it a good visual appeal. The American Forces under Benedict Arnold put up a
stout fight and managed to blunt several of the British advances but the overall
assault on the two farmhouses were achieved once the reserve brigade of Von
Breymann moved into action.
The American line managed to secure some local victories and caused severe
losses to the advancing British so despite being a British win this came at a
hefty cost for Burgoyne.
One feature of the game was that there were a number of special rules in play
which gave quite a bit of period colour. Each unit type seemed to have some
strength or weakness which could be important in the fighting resolution: both
shooting and hand to hand e.g. American riflemen being able to pick off officers,
enforcing a morale test on any unit receiving casualties from rifle
fire even if there was no base removed. These are all in my Army Lists at the
back of each period adaptation ruleset in the Folders Sections.
I'm looking forward to the release of the Nineteenth Century Rules later this
month to give some of the European conflicts or the Crimea another go.
Independence) inspired by the scenario presented in the Black Powder Rules,
which I recently purchased.
It called for quite a number of units and a crowded table of terrain which gave
it a good visual appeal. The American Forces under Benedict Arnold put up a
stout fight and managed to blunt several of the British advances but the overall
assault on the two farmhouses were achieved once the reserve brigade of Von
Breymann moved into action.
The American line managed to secure some local victories and caused severe
losses to the advancing British so despite being a British win this came at a
hefty cost for Burgoyne.
One feature of the game was that there were a number of special rules in play
which gave quite a bit of period colour. Each unit type seemed to have some
strength or weakness which could be important in the fighting resolution: both
shooting and hand to hand e.g. American riflemen being able to pick off officers,
enforcing a morale test on any unit receiving casualties from rifle
fire even if there was no base removed. These are all in my Army Lists at the
back of each period adaptation ruleset in the Folders Sections.
I'm looking forward to the release of the Nineteenth Century Rules later this
month to give some of the European conflicts or the Crimea another go.
Tuesday, 27 December 2011
Modern Period Game
I've just completed a cool game set in the late 1970's between a BAOR formation
arrayed in a defensive posture vs an advance guard of the Soviet invasion force.
With Centurions and T-55's the cutting edge in tank design I was looking forward
to an exciting contest.
I fully utilised my solo rules so I was more an observer than participant. Both
commanders were competent leaders, the Soviet commander rated excellent but also
rash. This proved interesting in the way his aggressive style determined Soviet
engagement policy.
The game required the capture of a couple of villages held by the British. They
had partially entrenched their positions and I brought in a couple of new
special rules. The first gave them improved concealment from observation by
troops in front of the positions. This was my NATO entrenchment rule. The second
was Cautious NATO movement which allowed the unit to count as in cover in the
open for observation if it moved up to half it's move. Both were influential in
the ensuing game.
The Russians swept onto the board but had a couple of reserve issues with two
units performing a flank move which wouldn't enter the board until turn 3 and a
couple of motorised infantry units and a heavy weapons unit still off the board.
Initial advances were hampered by a couple of freak control tests which stalled
some of the motorised infantry. The British centurions started to advance to
engage the T-55's and in the following couple of rounds the T-55s were reduced
to one remaining unit. This proved to be decisive as the Soviet's had little in
the way of remaining armour and so their spearhead assault no longer had much
punch.
There was an interesting development in the British position on turn 2 when they
rolled an aggressive posture for the battle plan which forced some of their
units to advance on the Soviets and lose some of the integrity of their
position. This seemed to unhinge their strategy but a successful round of firing
on Soviet troops caught in the open sealed the victory and compensated for the
tactical error.
All in all an engrossing contest if rather disappointing for the Soviets.
arrayed in a defensive posture vs an advance guard of the Soviet invasion force.
With Centurions and T-55's the cutting edge in tank design I was looking forward
to an exciting contest.
I fully utilised my solo rules so I was more an observer than participant. Both
commanders were competent leaders, the Soviet commander rated excellent but also
rash. This proved interesting in the way his aggressive style determined Soviet
engagement policy.
The game required the capture of a couple of villages held by the British. They
had partially entrenched their positions and I brought in a couple of new
special rules. The first gave them improved concealment from observation by
troops in front of the positions. This was my NATO entrenchment rule. The second
was Cautious NATO movement which allowed the unit to count as in cover in the
open for observation if it moved up to half it's move. Both were influential in
the ensuing game.
The Russians swept onto the board but had a couple of reserve issues with two
units performing a flank move which wouldn't enter the board until turn 3 and a
couple of motorised infantry units and a heavy weapons unit still off the board.
Initial advances were hampered by a couple of freak control tests which stalled
some of the motorised infantry. The British centurions started to advance to
engage the T-55's and in the following couple of rounds the T-55s were reduced
to one remaining unit. This proved to be decisive as the Soviet's had little in
the way of remaining armour and so their spearhead assault no longer had much
punch.
There was an interesting development in the British position on turn 2 when they
rolled an aggressive posture for the battle plan which forced some of their
units to advance on the Soviets and lose some of the integrity of their
position. This seemed to unhinge their strategy but a successful round of firing
on Soviet troops caught in the open sealed the victory and compensated for the
tactical error.
All in all an engrossing contest if rather disappointing for the Soviets.
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