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Showing posts with the label Simplicity in practice

Peninsular War Campaign - Turn 1 (August 1808)

This is the report of the first month of upheavals and the first decisive battle fought in the Peninsula. I'm using these rules: Campaign Rules: Domino Theory Campaign from No End in Sight (Ivan Sorensen). This campaign motor was intended for the Cold War, but it works perfectly for any conflict that has a strong ideological component like the Napoleonic Wars. It works on the basis of two tables. Each turn there are two random rolls, one in the Spread of Ideology table and another in the Spread of Order table . To these rolls a third is added depending on the outcome of that month's main battle. A very clever system by a designer notorious for rules such as Five Parsecs From Home. Tabletop rules: Simplicity in Practice by Neil Thomas (house rule: +2 for each melee factor, not +2 dice) Situation at the onset Simplified map of the Peninsula The numbers in each region represent Alignment. Positive numbers stand for Susceptibility to revolutionary ideals and the negative ones ...

2026 Wargaming Resolutions

 * Get my Napoleon in Egypt Campaign going. I've got the campaign map hanged on the wall (see below) plus enough Wofun miniatures for the French, British, Mamelukes and the two Ottoman factions. What am I waiting for? The Directory is not happy with this delay in launching the expedition. Stop studying the map at the Topographical Bureau and get to sea!! * Paint enough  Black Powder Epic Battles  strips to have at least 9 units for the French and 9 for the British. * Consolidate all my house-rules for Simplicity in Practice in a document (I love this ruleset! Pure alchemy achieved by distillation by Neil Thomas). * Maybe? get into naval wargaming in the Napoleonic Era. I have been looking at old rulesets that appeared in MWAN such as As per Margin  by Aelred Glidden (MWAN 109), and the simple rules in Donald Featherstone's Naval War Games by the likes of Tony Bath. Also very tempted by the idea of converting the SPI boardgame Fighting Sail (1981) to t...

Firing uphill? Interesting modifier from a 90s ruleset.

 My Christmas game used Simplicity in practice by Neil Thomas on a 2'x2' mat. Rules mostly as written and two Wofun bases per unit (6 cm wide). A new houserule I used is that if a unit is firing uphill, the target gets to save as if in cover. I got this modifier from an old ACW ruleset called Whipping Bobby Lee (1990), and I think it makes sense given the ballistics of musket and cannon fire. It also encourages taking positions on heights. Nevertheless, it is uncommon to find this modifier in rulesets.

Simulating smoke in Horse and Musket wargames. Waste of time?

 Reading one of the wargaming pioneers always gets one thinking. This time the book was Terence Wise's  American Civil War Wargaming  (Airfix, 1977). In the rules in this book smoke is simulated and has effects on line of sight and charges. Wise has quite a convoluted system that links smoke movement to a unit's rate of fire (in a way, smoke has a proprietary unit!). What I found really thought provoking is his "Charging through smoke" section that forces a unit to use this fabulous  charge deviation template: Therefore, the unit can get completely lost, charge the wrong unit, expose a flank, etc. How cool! Is simulating smoke worth the time and hassle? Wouldn't it force the players to establish wind direction, strength and changes like in a naval wargame? However, by not doing it, are we not ignoring an important factor that was often decisive? These are the questions that crowded my head. To see if something (relatively) simple could be done, I drafted this quic...

Simplicity in ACW

A variant for Simplicity in Practice (Battlegames issue 23) for the American Civil War FIRING RANGES   Infantry 15 cm Cavalry 10 cm (mounted or dismounted) Artillery 40 cm     RELUCTANCE TO CLOSE-IN All infantry and cavalry units that wish to charge must take a test (Elites +1). Roll a d6: 1. Unit advances half way to the target of the charge, stops and fires with 2 dice. There is no melee. 2. Unit advances half way to the target of the charge, stops and the target tests to see if they retreat 10cm (50% chance, 16.66% for elites and units in cover). There is no melee regardless of the result. 3-6 Charge normally CAVALRY DUAL ROLE Mounted: They act for all purposes as LC in SiP Dismounted: They act for all purposes as LI in SiP, except they cannot interpenetrate. Movement deduction for mounting/dismounting 5cm. Only one change of status is allowed per turn. They may fire in the turn they dismount but with 2 dice (in successive turns 4 dice). LIGHT COVER (rail fe...

One-hour Simplicity - Bridgehead (scenario 5)

A contested river crossing is one of the hardest situations in warfare. I present scenario 5 from the book One-Hour Wargames , but resolved using another Neil Thomas' ruleset called Simplicity in Practice (SiP). For adaptation notes see my first battlerep with this combo HERE .   The objective of the scenario for BLUE is to consolidate a bridgehead north of the river The composition of the armies is: BLUE: 4 infantry, 1 skirmishers, 1 cavalry RED: 3 infantry, 1 skirmishers, 2 cavalry Blue will arrive along the road and Red piecemeal at three random points: west of the woods, on the road and east of the hill.   At the start BLUE has a single unit north of the river: shadowy voltigeurs  have taken the woods. The first RED units show up west of the woods Since cavalry cannot enter the woods, they take a tortuous route around them. Unseen, the lurking skirmishers take aim BLUE cavalry crosses the bridge benefiting from a road move of 30cm.  In a river crossing, Space i...