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When Nightmares Come (Osprey)

Team for 'When Nightmares Come' X-Files setting: Mulder, Scully,  a SWAT element and a couple of conspiracy weirdos.   

Random Movement Variant for One-Hour Wargames

This variant uses up to three average dice* to randomize movement distances for Neil Thomas' rules. *(dice with the faces numbered: 2, 3, 3, 4, 4, 5) The advantages of doing this are that you cannot predict things mechanically ('in three turns I'll get the skirmishers to those woods'). Charges also become more thrilling as you are not 100% certain that you can make contact and reach that exposed flank this turn. For the Horse & Musket period the randomized movement is: Infantry and Artillery: Sum of two Average dice - 1 Skirmishers: Sum of two Average dice + 2 Cavalry: Sum of three Average dice + 1 Note that the most likely results still are 6", 9" and 12", but you get a whole range of possible results. *How to convert a normal die to an average die. Using white dice for example, take white paint and fill in the 2 center pips on the six, this now becomes a 4. Now take black paint or a marker and add two pips to the one side to make it into a 3. Now y

Battle over Britain series

 Classic dogfight match-up (Spitfire Vs ME-109E) in a game from the Battle over Britain series from Minden Games. Volume 5, Tally Ho! (2018) is the one with more scenarios and it includes the base rules, although I think a re-release is coming named Dogfight! The game models very well the differences between planes with minimal rules overhead. Gary Graber knows his stuff!  As it stands, it is a wonderfully fun and quick 2-player game (especially with the 7 or 13 games campaign).   Tally Ho comes with solitaire rules, but I find them somehow lacking. I am working on alternatives solo rules and this afternoon I had a chance to test them.  

Long Range Recon Patrol

Long Range Recon Patrol, by Mike Lambo. The elements that make it such a good reconnaissance solo game are:  It creates a thrilling narrative each time. There are many decisions to be made because the different dice results overlap several possible orders. It has several push-your-luck mechanisms: do we fast move in a jungle? Risk entering a village? Force a river crossing?

Adjutant Introuvable - 2nd edition

  Quite an event in solo wargaming: the recent release of the 2nd version of Adjutant Introuvable (AI).  Even after a cursory glance, there's no denying this is one of the most carefully considered and thought-out solo systems around.  LINK  

Peninsular War variant for 'The Men Who Would Be Kings'

Reading about the Peninsular War, I had the idea that the “pop-up and slink away” style of Mr. Babbage would suit the ambushing tactics of a guerrilla centric Allied Army. So I wrote these army lists that do not change any base rule, except if you use Lancers (which is optional anyway). Of course, you can play it with a friend if you wish. This is a variant for The Men Who Would Be Kings' by Osprey Wargames. DOWNLOAD HERE

The Fields of Normandy 2

This game belongs to the new crop of solo book/boardgame hybrids championed by designer Mike Lambo and published through Amazon. You get a physical book and then you have to craft a small number of counters that are printed on the last page or downloaded from boardgamegeek.com. In The Fields of Normandy 2 units have much more maneuverability than in the first iteration of the game and it has some very nice additions, like smoke cover, bocage, panzers and, above all, a six linked scenarios campaign. Impressed after the first play.