Thursday, December 11, 2025

A Cobbled Together Italian Wars Update


In Hungarian we call a person or idea going sideways "writing a tanner's letter", which is a weird expression (it has to do with starting the cursive r letter and ending back up in the same place), but that's what I recently did with my Italian Wars strategic campaign, again.

I started thinking about making a ladder-type area control game and made this map above. Then I thought some more and realized that having multiple factions and armies on the map and keeping track of each (both in size and position) would mean a lot of administrative burden for a single campaign.

So in the end I'll still use the map in one way or another (heck, I just made it), but for the campaign logging part, I'll use... the Succession Wars rules from Maurice. 

That's right. For the 16th century Italian Wars. Sue me.

And there is a clear reason for that. It has victory points, it has army trackers, it has rules for setting up factions. It has it all. It is also a framework that can be transported back in time.

For the actual combat rules I'll just use a heavily modified version of One Hour Wargames, something which I wrote about recently. There is little hassle in setting up troops and it works. My modifications mainly affect the size of units, and including light horse and skirmishing arquebusiers as separate units.

I guess this is the final sentence everyone involved in logistics reaches back to. You don't change a system that works to a new one that doesn't work. And that is the core, also, of all campaigning.

All I have to do now is make a unified version of the modded rules and produce some KiK Block troops for my battles.

Tuesday, December 9, 2025

6mm Star Fort Template

 


I started to make an ad-hoc star fort for my 6mm terrain project without much planning and failed miserably. So I rethought and went at it the only proper Vauban way: using science.

This means I made a small template in Paint for a four-pointed star fort which I can reproduce, slice up and use to build smallish border fortresses for my games.

There aren't technically fortifications in Maurice, only towns or garrisoned redoubts perhaps. And my units being rather large and single based (meaning 1 unit = 1 base), I have to shrink my built-up areas a bit, so they are rather symbolic.
This star fort is supposed to be 8cm across from point to point, so by default a 75x25mm base unit won't fit, I'll just use a marker to show there is somebody inside. It can also be used as an immobile artillery strong point.

Of course a much fancier five-pointed design could also be made, for which I have plans in the distant future.

In other news, my terrain building project slowly reaches Phase Two, where I'm going to build one or two more city bases, rivers, mills and bridges, and then everything required will be complete.

Thursday, December 4, 2025

A simple activation modifier for One Hour Wargames

I came up with a makeshift solution to play larger battles using the One Hour Wargames Pike and Shot variant.

As you may know the original rules have a strict IGOUGO turn system and use six units per side. With this variant, we can add a bit of friction to each side's activations, and the scope of the rules can be perhaps extended to up to a dozen per side without bogging down the game.

It works with a card or chit drawing system:
- assign a colour for each side
- put tokens in a bag or mix a deck of cards with the values below
- start drawing, the player whose colour was drawn can activate as many units as on the token/card
- when both side's tokens/deck run out, end the turn

For 6 units per side, add the following values to each side's tokens: 1 2 3 
For 7 or 8 units, add one or two more '1' value tokens.
For 9 to 10 units per side, include 1 2 3 3/4 per side.
For 11 to 12 units, use 1 1 2 2 2/3 3 per side.
If the number of units is uneven between sides, include the same amount of tokens but increase the value for one side.
You can use aces or other non-numbered cards to represent '1' value when using cards.

The same unit cannot be activated twice during a turn, so in that regard the IGOUGO system remains.
Remove units at the end of the complete turn as per the original rules.


Tuesday, December 2, 2025

Ship names generated for the Jackewlinese Civil War / War of Liberation

Dorrosean-Crontaineville Fleet

First Rates
Leon d'Muyn
Fiervenge's

Second Rates
Vaillance
Republique
Saint-Cronté

Third Rates
Épervier
Orageux
Mumaque Bley
Pruden's
Vendican's
Foisier
Chan deu Plor
Le Pépé
Marche-Wissac

Fourth Rates
Dame Mercieux
Ferrulle
Étyl Brilyan's
Véy Batar'
Plesuc
Port-Mélonne

Jackewlinese Fleet

First Rates
Shanse
Rhaiqe Tillon
Rhaiqe Béli
Sonrhaiq

Second Rates
Sonrhaiqé Fesselisann
Anqalturi

Third Rates
Antechaiton
Chovaion
Ledaliss
Moledurssan
Qaltureác
Xeisa
Sinqelsgert

Fourth Rates
Moiséion
Illaper'ch
Antrokenech
Chitonetech