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MustPlayThatParticipant
https://store.steampowered.com/app/2890000/WWII_Squad_Level_Land_Battles_ssp/
steam link in case you want to try its free
MustPlayThatParticipantits now live and free on steam
MustPlayThatParticipantthars great, if you press the little E button or press E, there is a nice editor,
MustPlayThatParticipanti put high spec for it, but ive optimised it so may run on modest PCs
MustPlayThatParticipantyou do need Hidef monitor 1920×1080.
MustPlayThatParticipantwill be on steam about 29th but itch now.
MustPlayThatParticipantI have aimed it at Vampire and werewolves, hope it fits for you, I plan other versions if its a success in the future.
I needed help to play solo, so I made it to help and it got better and better.
MustPlayThatParticipantedit
MustPlayThatParticipantnow you said grey, it makes sence to, I did it light brown but its just faded away
MustPlayThatParticipantI just got the O.K. corral done, its home made and Not Pro, its the best I can do with my skills, its so I can refight the gunfight at the OK corral, Im going to redo all the gunfights of the old west.
MustPlayThatParticipanthehe or maybe firefly 🙂
MustPlayThatParticipantdead mans hand , has some addons like australia and ned kelly, and a sci fi time machine addon, as well as horror, so if you ever get fedup , there is more to do
MustPlayThatParticipantI am def going to just do western wargames from now on I love it. playing solo with 5 figs is perfect
MustPlayThatParticipantthe western rules all seem to have simular mechanics at the moment, BUT there good mechanics
MustPlayThatParticipantkeep up the work, it takes real interest to run a blog along side a hobby
MustPlayThatParticipantwhat a great idea to have a mini art show
MustPlayThatParticipantI have not jumped into it yet, I got a deck of cards for it too, Its a big hardback, i looked at images of old pony wars books and they seem very slim compared
MustPlayThatParticipantall 3 use a deck of playing cards, the dead mans hand looks the easy one, cowbow medium, and gunfighters ball looks really indepth like an RPG. I am still trying to figure out what im doing, but in the end i want a simple game, and sometimes i want complex, so im covered. I have pony wars too for when I get some indian figures.
I have to say though the rules are really good , with cards and chips to cash in as you get hit, its really atmospheric, its the game type i have been looking for, I am sticking with this one
the thing that i did not expect is you only need a few figures , you could get away with six cowboys and play a lot of scenarios, so you can really sit and paint some up if you wanted
MustPlayThatParticipantedit
MustPlayThatParticipantI think I have figured it out, because looking at the miniatures and terrain is enjoyable too, I look at my tabletop alot when I have a good scene .
MustPlayThatParticipantthanks . seems quite interesting.
MustPlayThatParticipantunfortunatly im not really liking it, maybe i will in the future when i know more, but for now im putting it back in its box, but the 6mm pics on here do look nice
MustPlayThatParticipantwell I fought the battle, but the photos are gone, dont know what happened, they are just not there.
I made the 4 attacks, and had cavalry waiting to cut down anybody who left. I had 20 men per pip on the mexican side, I had a rule that if cannon hit 8 times in a row without a miss the mexican attack had to take a simple moral check, if passed they had to take a moral check every turn if hit, but if never happened, so i should amend that.
I had long range, medium range and near cannon ranges. the mexicans moved slowly but eventualy reached the walls. when they got in I retreated the texans to the middle of the compound, but the mexicans got in on 3 sides and totally finished off the texans, so the battle did not end in the church.
MustPlayThatParticipantits 2 6mm forts £30 from ebay there are more parts i have not used here, they 3d print them, Its a napolionic modular fort , so i constructed it to suit best as i could, its not perfect but it will do, 6mm was cheapest, i got it so i could do aoll kinds of things with the modules
MustPlayThatParticipantIm gaming the alamo, I may be wrong in some things, just trying to get a flavour of the battle in the game
OK the fort is small, so minatures were going to be to small i think, I decided to represent forces with dice, 1 pip = 2 men on the texan side, also when the attack started the texans left one wall to reinforce the main attack. so no reserve. I am going to have more men per dice pip on the mexican side.
the mexican cannon was to far away to do damage, so im going to disregard for gaming purposes. I going to allow alamo cannon to always be able to fire as they defended in the church at the end with them, but only outside the walls and not close range as the mexicans sheltered at the base.
MustPlayThatParticipantIm going to learn the battle and maybe write an easy set, I will look at other rules i can find to get idea, i have not been for a long time but freewargamerules.com was a good place to start. with me having a small fort it will likely be more strategic
MustPlayThatParticipantI have seen Maps that say the river was dried up, so that changes battle a lot. I really like that i can play the alamo on the cheap, a 28mm table would of been beyond me
MustPlayThatParticipantdone about 14 test turns, to see how it went, the brits took a lot a hits, after the zulu’s got into the compound the got an extra hit, so brits were forced to second defence line just like the real battle, new zulu attacks have fizzled bad dice for the zulu’s . but it looks bleek for the brits lots in hospital, not many pips left.
MustPlayThatParticipantvery nice game, I have seen tables that just have a cross at each corner of the squares, makes the mat look better, but your dots are close to mat color so does look ok
MustPlayThatParticipantafter finding my scissors, I got the figures cut, and have setup the game, I bought some red and green dice, as I did not realise the rules needed so many.
after a test play, I have amended the starting british units to 12, and the zulus to 24 units. the british can target any zulu on the table because i read the british had excelent medium range shots
as i understand it, the battle ended up being about 150 brits against 3000 to 4000 zulus, but the firepower gave brits more combat power, the 4 pips on the 12 dice = 48 so that’s 1 pip per 3 men, the zulu’s 1 pip about 32 men. its aprox (3200 / (24×4)). I need to move the sandbags inside the compound a bit as its to close to hospital. I am assuming the brits always had a target, so they can fire at any unit on the battlefield.
MustPlayThatParticipantgot my book for a guide
MustPlayThatParticipant“RORKE’S DRIFT” v1.5
These Rules are meant to be short, and easy!
The Table is based on Lt. Chard’s Map at http://www.rorkesdriftvc.com/battle/chard_map.htm
A detailed Acount of The Battle Of Rorke’s Drift can be viewed at:
http://www.rorkesdriftvc.com/battle/full_defence_account.htmSEQUENCE OF PLAY
Each Turn Cycle represents 20 minites. Check the Turn Track and follow instructions and do end of turn tasks
MOVEMENT is alternately one unit at a time. all active units get a chance to move, but any unit not actice does not
ATTACKS alternately one at a time.SETUP
10 British Units are placed anywhere in the compound (british units are always active). 25 Zulu forces are put on the far right of the compound and are inactive, every unit starts with a dice showing a 4 strength.
dice are not placed on hospital untill there are casualties
ATTACKS
roll a six sided dice, if a 6 is rolled the attacking british unit has to wait untill next turn to see if it can shoot because ammo is not yet available. but you may use bayonet.
Attacks are alternately one unit at a time Zulu first. British units may fire as well as a Bayonet attack. Roll a Six Sided Dice , a Score of 1,2,3,and 4 will reduce a Zulu strength rotate its strength dice to show, British Units can shoot a Zulu unit anywhere on the board, but bayonet attacks are ib units in the same area, or over an obstacle Each Zulu Warrior can attack across a close obstacle between the zuku unit and British Unit. Or in the same area Roll a Six Sided Dice to attack, a score of 1 , 2, and 3 will cause a hit on British Unit rotate its strength dice to show this and add one pip to the hospital pips on dice, the roll a six sided dice if the score is 1,2,3 then dont add the pip to the hospital dice pips .
if a zulu unit is in the same area as a british unit, it get one extra attack
For Every Zulu unit destroyed you get a Victory cross Medal added to your total.
the Zulu’s get 10 victory points for every British Unit that receives a hit to its stength.MOVEMENT
one unit at a time alterbativly, ZULU Warriors first. Each British Unit may Cross an Obstacle, or enter a Building . Each Zulu Warrior may not cross any defended Obstacle, but may cross an unaposed obstical (unaposed is when 75% of a unit has no oposing unit). Stacking is not allowed.
Zulu units may choose to move away from compound and become inactive as a move, you may do this to preserve a unit.
if a zulu is in the same area as a british unit, each britsh unit can choose to roll a six sided dice before movement, a 6 means you can move twice, a 1 or 2 means the unit cannot move.
END OF EACH TURN
every turn Units may be brought From the hospital if you roll 5 or 6 on a six sided dice At any Location so reduce the hospital dice pips and add one pip strength to a unit, but not exceeding 4.
roll a six sided dice, if 6 is rolled miss next turn in turn track , if a 1 is rolled repeat this turn in turn track.
TURN TRACK
you may only have 12 Active Zulu Units
the battle has 35 turns,turn one 10 Zulu Units Distributed as follows, the compound is numbered 2 to 12 clockwise around the perimeter, roll 2 six sided dice to located the point that each zulu attacks after the first turn stat battle, you roll a six sided dice, a score od 1 a Zulu Unit Distributed as follows, the compound is numbered 2 to 12 clockwise around the perimeter, roll 2 six sided dice to located the point that each zulu attacks.a score of 2 two Zulu Units Distributed as follows, the compound is numbered 2 to 12 clockwise around the perimeter, roll 2 six sided dice to located the point that each zulu attacks.a score over 2 no aatacks this turn.
on turn 6 Hospital Breached a Zulu Units Enters Hospital a British Unit may move to the Hospital (the zulus dont get an extra attack for being in same area ), If Zulu’s are eliminated this turn 50 Victory points and a Victoria Cross to the british.
on turn 7 on turn 7 Hospital Set on Fire Last stand begun a british unit must move behind internal sandbags, and May not Leave again.
on turn 17 a Zulu fires and scores a hit.
on turn 21 a Zulu fires and scores a hit.
on turn 26 a Zulu fires and scores a hit.on turn 35 No attacks this turn End Of Game determin result
ZULU VICTORY POINTS
total number of British units is below 6, 150 victory points. If The Total Number of Zulu strength points lost is below 25, 150 victory points. Victoria Cross Medals Received by the British less than 5 add 150 victory points. 4 victory points for the Zulu’s for every British strength point in the hospital. 30 points for every zulu unit eliminatedBRITISH VICTORY POINTS
every British unit is worth 2 victoy point per strength point. If the Total Number of Zulu Casualties exceeds 25 strength points. 50 victory points. Victoria Cross Medals Received add 25 per medal, Plus. For Every 5 Zulu strength points eliminated you receive a Victory cross Medal. Every unit with 4 strength points Receive a Victoria Cross Medal. 30 points for every British unit eliminatedPLEASE FEEL FREE to Alter these Rules to suit yourself! Tweaking the Turn Track is great Fun.
MustPlayThatParticipantgreat, nice to have a son thats into wargaming too.
MustPlayThatParticipantThe Table is based on Lt. Chard’s Map at http://www.rorkesdriftvc.com/battle/chard_map.htm
A detailed Acount of The Battle Of Rorke’s Drift can be viewed at:
http://www.rorkesdriftvc.com/battle/full_defence_account.htmMustPlayThatParticipantgot the paper figures from juniorgeneral.org
MustPlayThatParticipantin case you have not seen it, humblebundle have a 3D fantasy model collection bundle, its got about a week left to buy £20 for 104 modeles. if you have not heard of humblebundle, its a charity that has lots of great cheap bundles every month, I have bought many many bundles with no probs.
https://www.humblebundle.com/ then click the bundles button top left, dont get into the games libruary
MustPlayThatParticipantwell, seems like your wondering why form squares after they have become useless. I have noticed a simular thing in ACW , the infantry just marched towards an objective even though they got shot to pieces(stonewall jackson) they did this I believe because the higher officers were trained at military academy like west point, where they studied napolionic tactics. I believe they had no regard for rank and file deaths. I also think this mindset was also in the first world war when they sent them over against MGs. to me its the higher command academy that wont change the way they think. you can see this mindset not just in military , but many places , that they just resist change and think there right and everbody else is wrong.
Im not an expert, just putting in a theory
MustPlayThatParticipantnice to have a club you can get to ok, I remember when hobby shops had demo tables that you could go in and play.
MustPlayThatParticipantWhilst on the mould subject check out the number of clay molds on Etsy, I have not look through many but I bet there will be items we could use for gaming / modelling. https://www.etsy.com/uk/market/clay_molds
not sure i want to get into making these but its prob worth looking into
MustPlayThatParticipantChris Engle formalised the idea into its 3 argument format and gave it the name. It did/could use dice as the umpire weighed the strength of arguments to decide whether the proposition the arguments supported would work. and rolled a dice against the chance he allocated to success or failure. It has since broadened and sometimes lost the formal 3 argument structure entirely -for the better in my opinion as it often rewarded adherence to the structure and formal debating skill rather than any military probability. Paddy Griffith had previously organised similar structured conversation wargames. His name for them was somewhat tongue in cheek – Muggergames, because the umpire set up the scenario, forces and then left his ‘mugs’/players to discuss how and why and indeed what would happen next rather than tell them. They effectively built the game as they played it through consensus to meld their common knowledge, experience and analysis of the situation. The umpire was sometimes a ‘Plumpire’ – the ‘player umpire’ who ran the opposition forces, while the players were all on the same side, but often it was a minimal role. Paddy’s names were typical British self deprecating understatement and rather too twee to gain traction with players seeking a validation amongst a critical hobby and outside commentators who already thought wargamers a case of arrested development. Matrix gaming had a formality and rules ethos and a much more grandiose sounding name that was easier to sell. Fewer dice were used in a muggergame. There are descriptions of both in the Wargames Developments Handbook – or a more in depth description of the Matrix Game here Chris Engle has his own pages at Free Engle Matrix Games
thanks for the links, really unusual stuff
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