The 2020 To Do List

After my review of 2019 I will now look into my plans for 2020:

Modelling & Painting

Still more terrain to finish. Especially woods and painting houses. Town bases to but said houses onto are also on the list. There are two terrain types I haven’t covered in a satisfactory manner: Swamps and rocky terrain. I have concepts how to build them easily, though.

The packing chips I use as smoke markers lately are not the best looking solution but they are very practical to use and stow away (space is at a premium). Maybe cutting some shapes will make them look better.

Still lots of painting to do on my Sword & Sorcery dungeon crawling games. It progresses nicely but will need many month before completion at my speed.

The look of the 2mm figures from Irregular Miniatures is not what I was looking for in Napoleonics. I need to use some different period paint schemes to see if I can salvage them. American and English Civil Wars come to mind.

The movement trays I sometimes use for Blücher are really barebones. Something nicer with re-useable unit labels is on the list. Tests were disappointing so far.

I did some experimentation with a Kriegspiel-look DBA set. It did turn out Ok but is only a side project. Even if I don’t continue I should probably write a blog post about it.

Campaigns

The For King & Parliament ECW campaign will continue. If I can make good progress I will be able to finish it this year.

I have a new, smaller Napoleonic campaign in the wings. Several posts are already written up.

There is also an Ancients campaign with DBA 3.0 campaign I started but packed away for Napoleonics quickly. Not sure if i’m motivated enough to finish this.

Battles

Playing games is of course the main focus every year. I mostly play fictional battles or campaign games but I’m interested in trying out scenarios. There are several good Blücher scenarios here. As I like Big Bloody Battles I would like to give the Aspern-Esslingen scenario a spin. I have enough forces to field the armies but need more road crossings and bendy river sections to set it up.

Then there is 2 Hour Wargames. I quite like the scenarios of the book but I have one or two new ideas to represent encircling and interior lines. Another idea of mine was to randomly combine two scenarios into one larger battle. Some groundwork has been done but a test has yet to be conducted.

I have a large collection of starship miniatures begging me to use them. Maybe this year. Talking of maybe’s, Hordes of the Things arrived over Christmas…

Rules

Over the past years I have tried out a wide array of rule sets for Napoleonics and other periods. Lately I am more and more jaded about most of them. To a point where I’m thinking about getting rid of some. For a self proclaimed rules collector a sacrilegious thing to say! I will think more about this but so far here are my categories for Napoleonics alone:

Rule sets I currently play and like:

  • Blücher: It simply works.
  • Big Bloody Battles: With modifications that are not set in stone yet.
  • Black Powder: I’m using a fair bit of house rules. But this set is easily adaptable.
  • C&C Napoleonics: With the rule that a block can absorb two hits before it is removed.

On the fence:

  • 2×2 Napoleonics: I only played one game which I liked but the rules are all over the place. I started a re-write for my own purposes but it is not finished or tested.
  • General d’Armee: The rules are nice and give a good game but they simply seem less elegant and slower than Black Powder. If I had to replace Black Powder, this set would probably be it. The ADC system is a big draw towards General d’Armee but in order to really get it going you need sizeable forces on the table which is difficult for me figure- and spacewise.
  • Bataille Empire: Again, great rule set for people who want the detail and slower gaming speed. I still think I prefer Black Powder. The move away from YGO IGO will probably much more interesting for people who play this head to head. For solo play the sequencing is actually difficult to game through. Maybe I give it another try with a more traditional turn order, because most of the other rules are quite good.

Rule sets I tried and didn’t like:

  • Field of Glory: Napoleonics: The terrain generation and pre-battle rules are slick but the main rules are too complicated for me, given that it is a tournament set. I want to like them, but I cant.
  • Portable Napoleonic Wargame: Didn’t give me the period feel I’m looking for.
  • Polemos: Neither the small nor the large scale set convinced me. The rules are not written clearly and don’t give a satisfying period feel in my opinion. To be blunt, Polemos is probably the worst on the list.
  • DBN: It feels too much like DBA for me.
  • Age of Eagles: More detailed in scale and rules than Big Bloody Battles. It needs an absurd amount of bases and has some fiddly stuff that is thankfully abstracted away in Big Bloody Battles.
  • Twilight of the Sun King: Not Napoleonic but I tested them in order to modify them for the period. The concepts are great but the writing is quite vague and some details could have been omitted for my taste.
  • Several variants of 2 Hour Wargames Horse and Musket: All the variants I tried added more chrome to the rules but the game still felt very basic and too attritional in a sense that you nearly always inflict some damage to the enemy. Compare this with Blücher or Black Powder where fights can be over quick or last a long time with some regularity. There is no disruption or disorder of any kind which is key for the period in my opinion.
  • Shako: To be fair, I only started one game and it was Shako I not II. The order system is very good and has been nicked immediately for other games. All the other stuff… Somehow too fiddly for me. Hard to put a finger on though. It somehow felt too old school.

Rule sets I want to try:

  • Napoleon’s battles: Brigade scale and they don’t seem too complicated. Hard to obtain the rules or information about them, though.
  • Grande Armee: I already heard that it is very time consuming so I’m going into this to find new mechanics and ideas, not a new rule set.
  • Volley & Bayonet: Command & Control seems underdeveloped from what I read but it has a scenario system I ‘m interested in and maybe I like the combat mechanics.

Rules I want to write:

I developed my own starship combat rules quite often in the past. I even came up with something remarkably similar to early Starmada in the time of dial-up internet. I refrained from doing so for historical periods though, as my grasp on them wasn’t good enough and design space seemed less open. You can do crazy thinks in science fiction which are hard to explain in historical periods. Lately there are some ideas froming for a Horse & Musket rule set of my own:

  • Strong command system that makes it necessary to have a plan in advance. Some form of (written) orders which can be changed at a delay or lost in transmission or misunderstood.
  • A turn order that rewards the battle plan, not good initiative dice and moving unit X before unit Y to get into the building first. I have no solid idea for this yet.
  • A simple, free flowing movement system that is constricted by command and control and not by measuring degrees of wheeling.
  • A combat system a bit like Twilight of the Sun King but even more radical. There is no musketry, there are no charges! The driving concept is the proximity of units and the intensity of their orders and will. For example: My cavalry on attack orders, barely an inch away from your infantry is really hurting your infantry’s morale. Whether they fight or threaten each other is abstracted away in Brigade scale. This idea goes back to a quote I read about French infantry breaking next to Prussian cavalry (which didn’t charge).
  • A pre battle system for stratagems and terrain selection. My working idea is that one player has to offer battle at a battlefield but the enemy can decline, going to another battlefield.
  • Mechanics which allow strong period flavor and national differences.

2019 is dead, long live 2020

Back in December 2018 I decided on a couple of wargaming goals for 2019. Time to review these. My status in italics:

  • Acquire a Napoleonic Prussian Army: This is a task bleeding over from 2018. I already ordered a fully based and painted army in 6mm Baccus. It should arrive by end of winter.

    Done!
  • Acquire a Napoleonic British Army: This is the last big army I need in my set of the five great Nations. I’m thinking about cutting down in size on this army though. I need to make a plan how many British and minor nation allies I need (see below).

    I wasn’t sure if I want to continue the 6mm scale and basing. But I think I will get them sooner than later.
  • Acquire some Napoleonic minor nations units: To add some color to armies and support the British army. I’m thinking about units with distinct uniforms and common presence in the age of Napoleon. Bavarians, Hanoverians, Brunswickers, Vistula Legion, Portuguese

    See above
  • Play more test battles with Age of Eagles: Only played two so far which I didn’t enjoy that much. There are some AoE scenarios I downloaded and want to set up.

    I played another scenario but it felt weird. The units are brigades with thousands of men, they are quite big on the table but they feel more like battalions to me.
  • Play more test battle with Bloody Big Battles (Napoleonic mod): I downloaded two Napoleonic mods for the rules. I want to try them and compare with my AoE games. Playing the same scenario with AoE, BBB and Blücher (my go to rule-set) should give me some insights about the rules systems and how much I like them or not.

    I still need to do this. I think I will run into the same problem as with AoE.
  • Paint the remaining 6mm houses: They are sitting in the box where I primed them. No excuses this year!

    I’m on it. Slowly…
  • Test Twilight of the Sun King rule-set: I ordered it in December and waiting for it to arrive. If I like the rules I want to make them work for Napoleonics.

    I played two battles and had a lot of problems interpreting the rules. There is a long list of modifiers for morale (and effectively shooting) which I now consider bad design. These long lists slow game play so much that it isn’t enjoyable.
  • Set-up and play an ECW campaign with For King and Parliament tabletop rules: So many ECW blogger campaigns I follow. I desperately want to set up my own but it has proven difficult to find a campaign system I’m satisfied with.

    Ongoing. The campaign works, although not moving armies on the map is a bit of a bummer. For King and Parliament works well, too. I tried out other sets and they can’t compare.
  • Find suitable campaign rules for a Europe-spanning Napoleonic campaign: Yeah, good luck with that…

    Need more luck this year…
  • Make counter armies for Fistful of Tows 3: Some easy to read NATO-Symbol counters for WW2 armies. Probably for the eastern front.

    No progress and currently not much interest. I bought and played Rommel though. I liked it but not enough interest in WWII currently.
  • Play some Fistful of Tows 3 test battles: Read most of the rules and want to try them out. Something easy first like a WW2 eastern front tank battle without artillery.

    See above.
  • Base all remaining trees: I have about 40% done since yesterday. I single base them to be more flexible. I build a test forest template a few month ago, however. I have to decide if I like it enough to keep it or rip it apart to re-base the trees.

    I’m trying a new basing scheme but progress is slow.
  • Test a C&C Napoleonics variant: My biggest critique of the game is the time to kill. It is very easy to kill whole units off without much time to react. For the scale and time frame the game conveys to me this seems wrong. On top of that it strengthens the luck aspect of the card drawing. I’m thinking about a variant where each block simply takes 2, 3 or even 4 hits before being destroyed.

    Done that. Best C&C game so far. Have to play some more.
  • Design a random army generator for C&C Napoleonics: Either with dice or as a little coding project with Python (programming language). I already made a list of all available blocks for this and have some basic ideas. I want to tie it to certain periods though, like “French – Russian campaign” or “French – Waterloo campaign” or something along those lines.

    Thinking about this currently as I tried Polemos Marechal d’Empire and its force generator.
  • Design a random terrain generator: Already have a prototype which I tested once. I need to incorporate rivers and roads in a better way and tweak some stuff. Currently it uses playing cards. Maybe I should switch it to a program or custom terrain cards (according to my collection of terrain).

    Seen stuff in other blogs and have enough rule systems with good terrain generation so this is not necessary.
  • Make counter armies for ancients: This is a long term project. The problem is, to make counters that don’t feel too generic.

    Currently testing with a DBA campaign.
  • Get some ancients battles going. Preferably in a campaign setting: I have downloaded some campaign rules, mostly with DBA tied in. They require a set of multiple armies each though.

    See above.
  • Designing a cold war era social game: I began work on this in 2018. It is currently planned as a matrix game for six players and a game master. The setting is a spy war on cold war Berlin.

    Minimal progress
  • And last but not least: Play games!

    Did that

Reasonable progress I think. Apart from the terrain front where I want to step it up.

What Else

Beyond my set goals I did some other unplanned stuff as well. I played the new Field of Glory Napoleonics Second Edition, General d’Armee, Polemos Marechal d’Empire and the new rule set from Hervé Caille Bataille Empire.

Sad to say that none of them convinced me entirely. Being a competition rule set FoGN is to complicated and table heavy for me. General d’Armee was way better than I remembered it but ultimately slower than Black Powder and the results seemd to be similar. The same can be said for Bataille Empire. The rules are very well written and offer a good amount of detail for their speed. I have to try them again but I still think Black Powder can achieve similar results with way less rules clutter.

The Polemos rule set is just a mess. I didn’t create very complicated combat situations in my game but the rules couldn’t even explain the basic stuff fully. Apart from that it just looked like several DBA games played at once. Just blocks crushing into other blocks. Which is totally fine in DBA but looks strange in Napoleonics.

Speaking of DBA and Napoleonics. I also briefly tried DBN again and… see above. The game works but it doesn’t feel right for me.

In regards to miniatures I build some ECW proxies. Essentially lines of painted matchsticks for a rough 2mm treatment of the conflict. I have to play more battles with the buggers to see if I like the look.

I also ordered some 2mm Napoleonic blocks and did some prototyping. Haven’t found the massed Brigade look and feel so far. I’m thinking about using them for other stuff like Ancients, SF or fantasy.

Some of my gaming time, actually quite a bit, went into painting monsters for Sword & Sorcery. A Dungeon crawler boardgame with miniatures I play with friends. I’m making good progress and games with unpainted miniatures are quite rare now. I still have to paint a huge dragon with several heads and his minions. They should be fun.

Wargaming Everything in 2019

So much I want to do and try out in wargaming. In order not to forget most of it and motivate myself I wrote up a to do list:

  • Acquire a Napoleonic Prussian Army: This is a task bleeding over from 2018. I already ordered a fully based and painted army in 6mm Baccus. It should arrive by end of winter.
  • Acquire a Napoleonic British Army: This is the last big army I need in my set of the five great Nations. I’m thinking about cutting down in size on this army though. I need to make a plan how many British and minor nation allies I need (see below).
  • Acquire some Napoleonic minor nations units: To add some color to armies and support the British army. I’m thinking about units with distinct uniforms and common presence in the age of Napoleon. Bavarians, Hanoverians, Brunswickers, Vistula Legion, Portuguese
  • Play more test battles with Age of Eagles: Only played two so far which I didn’t enjoy that much. There are some AoE scenarios I downloaded and want to set up.
  • Play more test battle with Bloody Big Battles (Napoleonic mod): I downloaded two Napoleonic mods for the rules. I want to try them and compare with my AoE games. Playing the same scenario with AoE, BBB and Blücher (my go to rule-set) should give me some insights about the rules systems and how much I like them or not.
  • Paint the remaining 6mm houses: They are sitting in the box where I primed them. No excuses this year!
  • Test Twilight of the Sun King rule-set: I ordered it in December and waiting for it to arrive. If I like the rules I want to make them work for Napoleonics.
  • Set-up and play an ECW campaign with For King and Parliament tabletop rules: So many ECW blogger campaigns I follow. I desperately want to set up my own but it has proven difficult to find a campaign system I’m satisfied with.
  • Find suitable campaign rules for a Europe-spanning Napoleonic campaign: Yeah, good luck with that…
  • Make counter armies for Fistful of Tows 3: Some easy to read NATO-Symbol counters for WW2 armies. Probably for the eastern front.
  • Play some Fistful of Tows 3 test battles: Read most of the rules and want to try them out. Something easy first like a WW2 eastern front tank battle without artillery.
  • Base all remaining trees: I have about 40% done since yesterday. I single base them to be more flexible. I build a test forest template a few month ago, however. I have to decide if I like it enough to keep it or rip it apart to re-base the trees.
  • Test a C&C Napoleonics variant: My biggest critique of the game is the time to kill. It is very easy to kill whole units off without much time to react. For the scale and time frame the game conveys to me this seems wrong. On top of that it strengthens the luck aspect of the card drawing. I’m thinking about a variant where each block simply takes 2, 3 or even 4 hits before being destroyed.
  • Design a random army generator for C&C Napoleonics: Either with dice or as a little coding project with Python (programming language). I already made a list of all available blocks for this and have some basic ideas. I want to tie it to certain periods though, like “French – Russian campaign” or “French – Waterloo campaign” or something along those lines.
  • Design a random terrain generator: Already have a prototype which I tested once. I need to incorporate rivers and roads in a better way and tweak some stuff. Currently it uses playing cards. Maybe I should switch it to a program or custom terrain cards (according to my collection of terrain).
  • Make counter armies for ancients: This is a long term project. The problem is, to make counters that don’t feel too generic.
  • Get some ancients battles going. Preferably in a campaign setting: I have downloaded some campaign rules, mostly with DBA tied in. They require a set of multiple armies each though.
  • Designing a cold war era social game: I began work on this in 2018. It is currently planned as a matrix game for six players and a game master. The setting is a spy war on cold war Berlin.
  • And last but not least: Play games!