Hi chaps, it's been a while!
Here is my latest blog post (https://wargamingwithoutdice.blogspot.com/2024/10/big-long-battle-after-big-long-hiatus.html) on a Rome vs Carthage battle played back in August. The interesting thing about the system is that it simply doesn't produce long games. This one was 20 (!) turns long and still lasted just over two hours. Enjoy!
(https://i.imgur.com/uX2zVWB.jpeg)
I have to admit I'm ambivalent about wargaming. Sometimes really into it, sometimes just not. Don't quite know why that is. :-\
Well, whatta report! Photographing (nearly) every bound must be a major distraction (?), but it certainly lets you keep tabs on what happened, without relying purely on memory. Seeing the lines slowly shrinking and contracting was a great way of showing the armies crumbling under pressure as the day progressed. Nice one.
Mad Ron, is, I assume, a regular thrower of sixes? 🙂🎲🎲
(And by the early pic, maybe you need to try Peter Pig's (RFCM's) AK47 rules....😯).
Welcome back. Glad you got away from the Somali pirates! I think you will find that many wargamers are of like mind, enthusiasm coming in waves like Saxon invaders!
yup, glad to see you Justin and nice report
Yes, good to see you again Justin. It's an interest fact of the hobby that there are those who eagerly try to cram in as many games as possible and those who only game when the fancy takes them.
Quote from: Martin Smith on October 15, 2024, 08:10:22 AMWell, whatta report! Photographing (nearly) every bound must be a major distraction (?), but it certainly lets you keep tabs on what happened, without relying purely on memory. Seeing the lines slowly shrinking and contracting was a great way of showing the armies crumbling under pressure as the day progressed. Nice one.
Mad Ron, is, I assume, a regular thrower of sixes? 🙂🎲🎲
(And by the early pic, maybe you need to try Peter Pig's (RFCM's) AK47 rules....😯).
For the photos I set up my cellphone on a tripod and just get up to push the photo button. Not too much of a hassle but I need to get a remote switch for it - just press it from my seat. 8)
Never heard of Mad Ron? He is the Deity of Dice (or Demon of Dice depending on how you feel about him).
AK47 rules....must give them a try.
Thanks Dave and Anthony. :) I've actually played quite a few Optio games over the past several weeks. Just need to make up the battle reports.
I do like you mat layout...even though te grids are 'obvious' it doesnt detract for me personally
me likee
Quote from: Imperial Dave on October 15, 2024, 12:30:45 PMI do like you mat layout...even though te grids are 'obvious' it doesnt detract for me personally
me likee
me likee you likee.
The grid squares are a tad small. They're 95x95mm, which is theoretically enough to accommodate 2 x 40mm wide stands side by side and a general/commander counter next to them, but one actually needs another 5mm. Got a bit of dough so I'll be ordering a slightly larger cloth.
fair enough.
mine is 100mm and I was unsure if it was too wide lol
Has there been any development on making the "pre-battle jostling" maps and guidance available?
Quote from: dwkay57 on October 15, 2024, 05:44:04 PMHas there been any development on making the "pre-battle jostling" maps and guidance available?
I know. I need to get it out there. The blocks have a setup of disc magnets that allow a scout to detect an army without being discovered itself, whilst two army blocks reveal each other when they meet.
The pre-game works well, lasting about 5 minutes, but needs the blocks, so a player has to make them up. You also need a set of generic terrain maps: desert, foresty, mountainous, etc. I really must create the maps plus a tutorial on making the blocks.
Have you seen the campaign and pre-battle rules in the (Sam Mustafa) Napoeonic ruleset Blucher?
Sam Mustafa rules are generally very good
My big problem is coming up with suitable "ancient" style terrain maps at the moment. I'll probably be able to come up with some in the longer term, but some starter sets would help.
Quote from: stevenneate on October 20, 2024, 05:00:36 AMHave you seen the campaign and pre-battle rules in the (Sam Mustafa) Napoeonic ruleset Blucher?
How do army corps remain hidden from each other until discovery?
Quote from: dwkay57 on October 20, 2024, 08:51:11 AMMy big problem is coming up with suitable "ancient" style terrain maps at the moment. I'll probably be able to come up with some in the longer term, but some starter sets would help.
How so...?
In Blucher the army is broken into separate Corps whose composition is only known to them. It must contain at least one brigade, but it could, for example, be a single light cavalry or grenz brigade. These are moved around the map with the option to sieze beneficial objectives as well (hence the use of single brigade tokens). These objectives can impact what happens later.
Players also designate at the start as to whether they will commit brigades to scouting duties who can uncover the contents of hidden enemy units. Russians (Cossacks), Spanish (guerillas) and Ottomans (lots of light cavalry) have plenty of these cheap, disposable units to spare. When battle happens, scouting units turn up fatigued (if they manage to turn up).
Battle happens when the two sides confront each other in opposite (or diagonal) terrain squares. Tokens one square move away arrive during the battle (they're late converging or marching to the sound of the guns). Others can roll in very late depending on ground scale and if foot or mounted.
Hidden tokens are only identified when confronted and then you find out what it consists of.
You could have decoyed a major enemy force away, taken an objective unopposed or been run to ground by serious opposition before you could rendezvous with the main force.
It is simple, takes about 10-20 minutes to play out and creates something different and unexpected.
In Blucher, deployment is also hidden (using cards or tokens to mark units) and only revealed when fired upon or come within 4 base widths of the enemy - a nice touch for surprise deployments in Napoleonics.
Personally, I like it. It certainly adds an extra dimension to the main game.