Laisez faire, pour le roi und dieux.
And the baddies.
I'm looking to recruit a few friends to play national leaders and strategic commanders of a continental scale game. I'm getting into horse and musket for the first time ever, and it's long been a dream of mine to play an actual campaign with more depth than a narrative campaign. I'm hoping that they'll enjoy the strategic level game, and that it will generate some organic and unusual tactical battles that I can play through solo on the tabletop.
![]() |
| Figures by Irregular, painted by Nik Harwood |
It will be a horse-and-musket era campaign in the Ruritanian/Elbonian style. The strategic game would be run largely as a PBEM or online game among friends, so it can be pretty loose, but it needs enough structure for the players to be able to make informed choices. Preferably something with a map that we can push counters and armies around on, and that opens up the possibilites of ra bit of strategic maneuvering. The battles will be run using some fast play rules scaled for Corp level using 2mm figures. Maybe throw in a few skirmishes if the strategic game allows for the chance to have some "Richard Sharpe" level fun missions, but that's for later.
The prospect of running such a campaign is a little daunting, particularly given that my horse and musket gaming is largely limited to participating in games hosted by men with a lot more experience in the era and a lot more brains than myself.
Any of you fine fellows have a recommendation for reading, or for strategic level rules that wouldn't suck up all my game time with logistics and fiddly number crunching?
[Cross-posted from the Lead Adventure Forum]
These N-scale turn templates from Litko should work fine for my 6mm Gaslands game.
It is a little bit, but we can make it work.Matt Hartley's Riot! Revolting People from Watt Tyler to Watts is an interesting wargame. It's a truly fourth-generational game in which mobs of outgunned citizens try to effect change against a far better armed, but outnumbered, army of the ruling class.
Enjoy some eye candy while I pontificate. Alert readers will notice that I've put a grid over the tops of these buildings. In Riot! the mobs can loot and burn structures, but each counter only affects one square inch at a time. Mine are a little less regular than the rules stipulate, but they'll work just fine.
Definitely a beer-and-pretzels game, it uses a simple AI to maneuver the rioters about, and the player tries to limit the damage with his small number of security forces. The first check on the player is an AP roll of 1d6, each pip of which allows one unit to move or attack. That makes it harder to split your forces because it limits how many stands you'll be able to use from turn to turn.
Combat is a simple 2d6 roll off for each matched pair of bases, with a few modifiers for supporting units or flank attacks on the mob or for weapons hot. It's quick and dirty, and the cops don't have nearly the advantage one might expect.
It turns out the better tactic for cops is to simply stand off and try to herd the mobs away from their targets. You can exert some control over the AI - or at least influence outcomes - by staying close to a mob, but not directly engaging unless you really have to.
Which leads to a very fluid game, and from all I've seen on TV these days, pretty well mimics the ebb and flow of protests in the streets.
More to the point, the game is a lot of fun, and can provide some insights into a warfare of a very different sort.
Just added some odds and ends to the 15mm fantasy toolbox. These are all from Irregular Miniatures. Let us start with some wildlife and a hapless porter making 1gp a day hauling too much gear down into dank holes filled with monsters.
A bit of food and somebody to enjoy it.