- 24/08/2014 at 17:20 #5657
Just thought I’d post this here, for general interest. For a long time, I’ve been working on a free-form campaign setting for the Commander System (Future War Commander, in particular) set in a Not-Quite-Near-Future milieu, and played at a large battle scale with 3mm figures from O8’s line. It’s the prequel-in-game-form to a comic book setting I worked out some time back called Federated Space. Without going overboard with the details, it’s set in a time when Europe, due to financial and political crisis both at home, in Russia and in the Americas, has fractured into a number of large but separate power blocs that, as power blocs do, begin to collide. Military forces and a new breed of private army, “Dispute Resolution Organizations,” do much of the fighting, and the result is a conflict called the First Upheaval, lasting nearly a decade and a half, culminating in a negotiated peace and the formation of the Federated Territories.
I’ve developed a number of forces for the game, most notably the St. Vincent Brigade and the Earthlight Division:
And 3mm-scale forces allow a satisfyingly large number of units on the field, for a feeling that big things are afoot in the game world, not just a few commandos behind enemy lines. The basic units not a squad or platoon, but a full company of armor or infantry. There’s artillery, air support, VTOL and helicopter units, orbital artillery and missile satellites, tactical nuclear weapons… this is a real Upheaval.
Just thought I’d add it to the mix around these parts!
24/08/2014 at 19:53 #568624/08/2014 at 21:44 #5711Steve JohnsonParticipant
- This topic was modified 6 years, 11 months ago by Mr. Average.
Great background detail and perfectly layed out.30/08/2014 at 00:34 #6446
Thanks, guys! I’m working up unit formation cards (in the mode of the old Space Marine) for the Union Commander “unofficial expansion.” It won’t make a ton of sense if you don’t know the Commander System rule set, but I like to think it still looks cool! Plus, it seems, in my opinion, likely to ease new players into the game by giving them some basic unit building blocks to base a force on, to speed up the game setup and keep from overwhelming a person with choices. It also sets a guideline for the “feel” I’m going for at this game scale. Forgive the high pixel depth here, but I wanted it readable. Once the campaign is playtested and the stats are set, I have ambitions of having them printed up on large-size playing cards for my game group. The miniatures the silhouettes were taken from are the 3mm scale hover tanks from Oddzial Osmy – I’m aware of the visual similarity to John Treadaway’s Slammers “Blower” tanks – I do hope he doesn’t mind.30/08/2014 at 01:45 #6452
Looks wonderful! How did you get the silhouettes?
With regards to the organization, however, I’d make the company three 4 or 5 tank platoons, plus two command tanks. Not only os this more normal from a TO&E point of view (command vehicles are generally seperate from combat platoons), but you also really need one command unit for every 6-8 combat units in FWC. Also, if you are going 1:1 scale, I think you can designate a unit to be a commander, thus making your command blowers about the same as your regular blowers.
We get slapped around, but we have a good time!30/08/2014 at 02:47 #645330/08/2014 at 11:45 #6462
Just beautiful stuff! I’m bummed you drew those sillouhettes, though, because I was hoping that there was a technological end-run around drawing… 🙂
We get slapped around, but we have a good time!14/09/2014 at 05:47 #825714/09/2014 at 13:38 #8272
What are you going to use for the M-76s? Kit-bashed M-577s? I’d love to see those!
We get slapped around, but we have a good time!14/09/2014 at 15:01 #828608/11/2014 at 02:13 #1226208/11/2014 at 09:07 #12270
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