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Showing posts with the label Miniatures

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

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

Trouble in Egypt

 Who said it was a good idea to take the Catholic School girls for a graduation trip to Egypt? Of course, they had to desecrate a ruinous temple and enrage an avatar of the Serpent God Apophis. He summoned their old acquaintances: the zombie ventriloquist bunch. Father Morrison fought gallantly but it was not enough. The girls were overpowered by a combination of ancient magic and undead nastiness (and a roaming crocodile!). The temple defenders were controlled by my AI Deck Solo System .  

Skirmish at the graveyard

 You can't beat the awesome cinematic quality of Song of Blades and Heroes, with its activations, morale checks and abilities such as Terror or Drain. A well-fought victory for the Bible Camp girls.                     To see the warbands and the background of this scenario check:  https://wargamingescapades.blogspot.com/2023/07/catholic-summer-camp-girls-vs-zombies.html

Catholic Girls Vs Zombies

I prepared two warbands to test an upcoming update to my AI Deck Solo system for Songs of Blades and Heroes. Written by Andrea Sfiligoi, Song of Blades and Heroes is a popular skirmish ruleset and deservedly so. In my scenario the girls at a Catholic Summer Camp abscond during the night to perform a dark ritual in a nearby cemetery. They rise some dormant Zombies. Luckily, Father Morrison was a veteran army chaplain and Sister Claire is quite adept at mortifying flesh.

Peasant revolt!

Aristos Vs Peasants skirmish played with Song of Blades and Heroes along with my AI Deck Solo System