Wargames rules for the Crimean War.
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Wargames rules for the Crimean War.
We're going to try something a bit different here. Many of you will recall that a couple of years ago we settled on the Crimean War as a suitable subject for a club game. Fast forward to now and we have quite a lot of the figures painted and have played more than half a dozen decent sized games, using a range of rules. However we don't yet seem to have captured that elusive 'right feel' of the game.
So, what to do.
Well, it is quite possible that by trying rule set after rule set we will eventually settle on the one that works for us all. It is also quite possible that we will still be complaining in 5 years time, having spent £100s on rules that nobody uses. After chatting this over with a few the solution we are going to attempt is to create our own rules. Pause for gasps of wonder.
This is where we switch from we, the original investors, to me. I will undertake to write something but I am looking to you guys to provide feedback, comment and nods of approval or jeers of contempt. I will aim for compromise and results that mirror history but with a view to enabling grown men to play a game with toy soldiers.
My intention is therefore to start with agreeing underlying principles, then build some mechanisms and tweak to get a result that a reasonable person might accept. I will then publish, make a mint and be able to pack in work.
That's the plan.
The first principle will be this: the game should be able to be played to a clear conclusion in 2 1/2 hours. The rules should allow 2 to 6 players to participate and each feel they were able to influence the outcome by either contributing to victory or by failing their colleagues. The application of historic tactics should be encouraged by the rule mechanisms.
That's the start. Over to you.
So, what to do.
Well, it is quite possible that by trying rule set after rule set we will eventually settle on the one that works for us all. It is also quite possible that we will still be complaining in 5 years time, having spent £100s on rules that nobody uses. After chatting this over with a few the solution we are going to attempt is to create our own rules. Pause for gasps of wonder.
This is where we switch from we, the original investors, to me. I will undertake to write something but I am looking to you guys to provide feedback, comment and nods of approval or jeers of contempt. I will aim for compromise and results that mirror history but with a view to enabling grown men to play a game with toy soldiers.
My intention is therefore to start with agreeing underlying principles, then build some mechanisms and tweak to get a result that a reasonable person might accept. I will then publish, make a mint and be able to pack in work.
That's the plan.
The first principle will be this: the game should be able to be played to a clear conclusion in 2 1/2 hours. The rules should allow 2 to 6 players to participate and each feel they were able to influence the outcome by either contributing to victory or by failing their colleagues. The application of historic tactics should be encouraged by the rule mechanisms.
That's the start. Over to you.
Nogbad the Bad- Posts : 27
Join date : 2012-11-04
Age : 61
Re: Wargames rules for the Crimean War.
Great start. Looking forward to chapter 2
phil24- Posts : 136
Join date : 2012-06-04
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