Project Planning – Fantasy

I’ve not only got plans for WW2 and Napoleonic, but also fantasy (with some history thrown in for good measure).

Dux Britanniarum – TFLs ruleset for skirmishes and battles with a campaign system baked in. I’m hoping to use this for an Arthurian campaign with full on Sub-Roman Britain with heavy cataphracts riding down Saxons, raids on the Saxon shore and all. I’m happy to play some of this solo to keep the story moving but while I have some bits standing by in the lead pile, this project is a ways out.

Daughter of Rovas (DoR)  – I have been slowly building a world for RPGs/fantasy wargames. It’s low magic, a bit gritty, and fun. But I’m biased. I’ve run an RPG campaign in the world, with the players part of a mercenary company, “The Iron Band.” This was modelled loosely after The Black Company, by Glen Cook. In between adventures there were battles (using Hail Caesar or Dragon Rampant). The adventures fed into the battles, and vice versa. It was an experiment and was fun for all. Due to life, the campaign is on pause, but we will be restarting soon with a Dux style system before warping a few hundred years into the future for an RPG set in the world that the players have helped shape.

King’s Stone – DoR – In the campaign world set above, I have a cunning plan to run a convoy escort over several terrain boards. I’ve got the rules I’m going to use already modified, the forces are partly painted, and next is the construction of the terrain boards that will include a night battle with (electric) bonfires! This particular project keeps me smiling as I think of it.

LOTR – No idea which ruleset, but maybe use a Dux system with the Enemy being the Saxons and the others being the Britons. I have a large number of LOTR figures and this one sounds like a good way to have some fun.

A Little Shakey

This afternoon I swore I felt a small earthquake. Nothing big. Almost like a door slammed in the wind and then a tiny bit of shaking. I checked online and I was right!

Living on Vancouver Island is different from elsewhere in Canada – not only for the lack of major snowfall. We are perched at the edge of a small tectonic plate, and we are overdue for a “1 in 500 year” quake. You know, the type that caused a tsunami in Japan about 300 years ago. We are ALSO overdue for a “1 in 10,000 year” quake. Which is even worse. By a lot. This week over 250 small quakes hit the island in less than 24 hours. This is normal slipping that occurs each year. And each year the island tilts a bit more and moves 5mm to the west. Where we will eventually link up with New Zealand and create a new dominant pacific empire! Or not.

Anyway, earthquakes are on people’s minds out here. There are many earthquake preparedness seminars around. People have emergency supplies for a couple of weeks (well, some of us do). Schools practice earthquake drills, and so do all major provincial and federal government offices (including the Naval Base in town). The CBC, our public broadcaster, even has a podcast that walks people through what we will experience with the two major types of earthquakes that we are likely to have.

Being from “Out East” (anything east of the Rockies for Islanders) this is different for me, but really interesting. People from out here look at houses near the shore and instead of thinking only of the beauty, think, “Tsunami danger.” And indeed, there are tsunami warning signs and sirens in low-lying areas on the western and southern portions of the island.

A common sight along the West Coast

While we all know that the “Big One” will happen in the near future, and so people talk about preparedness when we see earthquakes hit similar places like Christchurch, NZ. Then they forget and think about 72 hours of supplies instead of weeks.

Interesting point to note, 72 hours comes from nuclear fall-out not from earthquake survival. Yes, for most nuclear weapons, if you shelter in a basement for 72 hours you can then walk outside without significant risk of radiation poisoning. The West, during the Cold War, told people to be prepared for war, and over two generations those lessons seem to have stuck and now emergency preparedness here on the Island has to push to get people ready for longer as our mountain passes and transportation links are vulnerable.

All in all, something about Island life (and lasting impacts from the Cold War) that people may not know about.

WAT – Thoughts

Earlier, I had put forward some thoughts on TFL’s What A Tanker and I’ve taken some time to develop them a little bit. Essentially, my unhappiness with the rules centres around the luck and lack of skill required. The rest of the TFL’s rulesets are all about making command decisions, not luck. In order to improve the rules and really bring out the goodness in them, I’ve adopted a 2d6 concept as the math is simple and elegant. So here are my thoughts (you will likely see them in action this week):

Initiative is unchanged. On your initiative, you roll 2d6 plus/minus modifiers.

Modified Roll          Result
2                                   1 action, -1 to next round initiative
7                                   2 actions
10                                 3 actions
12                                 3 actions, +1 to next round initiative

*On a natural 11-12, you gain a wild die. Wild dice no longer shift actions or add actions, but otherwise are unchanged.

Modifiers

+1: experienced
+2: veteran
+3: ace
-1: per point of damage incurred
-1: 2 man turret
-1: conscript
-2: 1 man turret

A conscript T-26 would have a -3, while a veteran Pz IV would have a +2.

All actions cost the same

This means that if you get 2 actions, you can move and reload. Or aim and acquire. Up to you.

Damage

Instead of losing CoC dice, you suffer -1 to your activation roll.
At a total modifier of -5 (including your training/tank layout) your crew bails. A poorly designed but tough tank may be hard to knock out, but easier to force the crew out.

Each tank card/sheet, will have a slider for activation modifiers vs Chain of Command dice.

That’s it! I think it’s a simple but effective mod to make WAT so much better. These changes should make the early war combat a bit more compelling as the Germans will be able to out-do the tougher French tanks much more easily, but the Germans will also suffer when up against better trained or combat experienced units.

As always, thoughts are welcome!

Flowers and a Wash

Well, summer has arrived here on the Island. The grey is gone, and we won’t have rain for another few months. For now, the grass is still green and my roses are very happy.

Yesterday this was just a bud.
My happy flowers offset my less than happy models

The weekend was busy and hot (over 30 degrees Celsius which is hot for here). My house has no shade from any large trees (almost all of my trees are fruit trees or ornamental) so it heats up a lot, especially in the addition where I wargame and paint. I did not expect any challenges due to the heat but I’m learning.

I was putting a wash on my FJ supports and it got warm enough to separate the wash a bit.

The wash pooled a bit on the Tiger

The Tiger looks pretty good, the PAK 40 was fine, but the Hanomag however… well, see for yourself.

The wash became sticky immediately and pooled

The end result is that the vehicles look pretty dirty. I will be adding camouflage paint (and painting the interior and the stowage), so it’s not a total loss but it is a frustration.