Wednesday, January 17, 2024

Zinqaguri Fleet Program before and during the Mesr Wars #1 - Basic Setting

Fleet Living Index

Largest drydock 6.500 tonnes


Coastline - Long coast running parallel east to west, the maintenance of two separate squadrons is required

Industry & Economy - Intermediate

Political Stability - Stable

Political Support for Naval Improvement - Uninterested -1 budget

Need for Naval Expansion - Low -1 budget


Allies with / Allies by proxy with: Jackewline, Friegland, Dorrosean

Neutral towards / Neutral by proxy towards: Siqladmat

Adversaries / Adversary by proxy towards: Nordsbur, Muajbar, Asansmat / Veuden, Afrahiun

Possible enemies during a war: Same

Main naval influences (foreign country): Dorrosean / Frieg


Strategical goals: Zinqagur is in a sort of perilous situation, at the meeting of three seas: the western ocean through which Nordsburi trade flows, the eastern one and the Abyssal Ocean, which is of strategic importance to both Jackewline and Veuden.

Possible sources of warships: Foreign purchase if the budget allows

Initial technology level (general description of industrial capacities): basic equipment for outdated warships can be produced locally

Rennui Unification Wars Log, Turns 1-7 - Archive

 Army logs

Klagech Fleet Program #3 - Log Turns 11-20

 

Rennui Unification Wars 1. - Archive

The information below is outdated by better rules since!


This is a campaign played with the Hex Conquest wargaming rules and Battles of the Riverland simulations on Roll20, because I'm lazy.


Great Ren, before being united, consisted of the Great Tetrarchate, similar tribes with their own territory.
The great tribes were Kú Tú, Tek Jüin, Bek Po and Shan Da.
Each tribe held four provinces, which were divided to four smaller territories. Each province had one or more fortresses.


Klagech-Asansmat War - Operational Map and Strategies

 



Klagech Fleet Programme #2 - Log Turns 1-10

Klagech Fleet Program before and during the Mesr Wars #1 - Setting & Challenges

 This is a simulation to use remaining scratch-building materials to raise a completely imaginary fleet, somewhat using historical plans, but also building ships that never were in existence.

Exploration Campaign - Rules

Story of the Campaign

General Thünbár Gűnbár's forces landed on the unexplored Yellow Continent. He is sent by the Kingdom of the Western Peninsula to find the long lost Temple of Bar Koth. Whether he is an unwanted political figure home, or the most talented general they could find, is up to the player.


Initial Deployment

Thünbár Gűnbár receives 20 Wealth to recruit from and lands his forces at Tungbár. Argan Sagon receives another 20 and lands his forces at Trilagbár. The three fortresses have a garrison of 1d6 units. Argan Sagon's battles are always auto-resolved, unless the two armies are joined. Argan Sagon is not the best soldier and is expected to commit a few mistakes.


Resources

As per the EasyBattle rules; barren zones (anything except towns and crops) do not yield Wealth. A barren zone under the Kingdom's control can be turned to Crops for 15 Wealth. Barbarian raiders may reduce crops to barren zones again.


Campain Movement

Movement on the map is as in the EasyBattle rules.

Each time an army enters an unexplored zone, roll for:

Terrain type on 2d6: 2-3 Lake; 4-5 Desert, 6-7 Mountains, 8-10 Barren, 11-12 Forests. Deserts and Mountains reduce movement. Lakes are impassable and the army must retreat 1 grid. If any connected zone is a Lake, the water is continuous. Lakes are never larger than 3 hexes.

Enemies met on 2d6: 8+ enemies are present and a battle must be fought. The terrain feature of the hex is going to be prominent on the battle map. (For the time being, all Barbarian factions are hostile; this might change later.)

When leaving the fortress, and each time when entering a Barbarian settlement, roll 2d6 to determine the next nearest settlement. The distance is measured in hexes: place the Barbarian settlement in any direction at the same exact distance. The Kingdom's armies may ignore the existence of that settlement, but after a while, the enemy might send a conquering army to oppose them, unless they are subdued in time. [The first two settlements are placed.]

Sacking a city after conquering it yields 1d6 Wealth. This destroys the city and makes the zone barren. A garrison must always be kept in conquered Barbarian cities.


Enemy Strength

Each time an enemy settlement is reached, draw two cards from a shuffled pile of French playing cards: the value of the two cards equals the number of defenders (faces and aces have a value of 10). Replicate the process for each encounter when the controlled armies reach 18 or more units. Otherwise generate encounters as per the EasyBattle rules. (2d10 can be rolled in the absence of a deck of cards)


Campaign Goal

Roll 2d100 after each turn the armies had spent moving to find the Temple of Bar Koth (omit the roll whenever they stop to recuperate). On a roll of 200, the Temple is found. Each explored zone reduces the target number by one. The game may continue after the Temple is found.

PSA #1

I am migrating other campaigns and narratives from other blogs to this one, to keep things streamlined, starting with the Exploration Campaign.

Thursday, October 19, 2023

Custom Space Marine Chapter: Ihaly Csuhaly Turul Rangers

Warcry: "Rubrus, albus, viridis, sic est Terra Hungaris"

Homeworld: Turán II in the Hunnia Cluster

Successor of: White Scars

Chapter Colours: The basic scheme is a pine green power armor, left shoulder guard blood red, right shoulder guard white; the Chapter Symbol is a Turul bird grabbing a cross-hilted sword (facing left so the bird is looking the same way as the bearer does).





Thursday, September 14, 2023

The Italian Wars Campaign

Some time ago I ran an "abstract" kind of campaign called the Formaggian Succession Wars, which was great fun. 

I'm planning something similar with this one, a fictional Italy with fictional factions, but mostly resembling historical Italian city-states and condottieri (and mercenaries as well).

The campaign has some core rules, but the battles are absolutely agnostic, and can be played in any way, until there is a strict conversion ratio of units to each system.

Battles could be played on the tabletop using figures or my Bottle Cap Armies rules, Roll20 or Cossacks.




Wednesday, August 16, 2023

The Chaos Elf Invasion Campaign

Foreword

The Chaos Elf armies of God-King Uelluádun Úp Eaáhávin descend on the lonely northern Dwarf kingdom of Tag Deg Ma-Kan. High General Tuk-Ag Tuk-Ogu defends the realm with a hastily assembled force. The terrain is at his advantage, but he has no hopes of reinforcements whatsoever.