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Two hour wargames hacking rules
Two hour wargames hacking rules




two hour wargames hacking rules

Groups of men fighting in line, but these are meant to be a few fellows banding determinedly together forĪ quick fight, rather than huge formations of drilled professionals slogging it out as one body withĪ similar group of foes. The intent of my rules is to create a realistic system for simulating fights between men armed with spearsĪnd swords and the like, where one figure (preferably 25mm scale) represents one man.

two hour wargames hacking rules

Below you will findĪ link to my new Type III Mark VI initiative system, which might just cause a revolution in wargame rule design. With which I am quite smug, one for 15-30 figures a side, and the other for 50-80 a side. Skirmish games, especially if each player controls only one or two figures. Its own set of traits, and one side has perhaps six or fewer men, I consider to be more role-playing games than Statistics, and tactics and command are considerations, rather than just individual heroics. Where a single figure represents just one fighter, rather than a unit of men, and the games involveĪ conflict between a fair number of men, so that it becomes too complicated to give each figure its own This section will I hope turn out to be of some use to the skirmish gamer. Wargaming - Home Thoughts on wargame design Sci-fi wargaming ramble Skirmish games Skirmish scenarios Crossfire WW2 wargaming Crossfire scenarios The Tank Duel SKIRMISH GAMING






Two hour wargames hacking rules