Tuesday, October 1, 2024

The Siege of Floyet Manor (Mini-Campaign)

Floyet Manor is ruled by Lady Obchanna, Countess áchv Floyye taq-Moledurssan, a recently widowed Jackewlinese noblewoman. A group of Dorroseani Reavers, thinking the estate an easy prey, launch an assault on her land, which triggers a short and bloody 'small war' on the borderland.

This is an Inter Arma 2.1. mini campaign with five games, the final comprising two alternative scenarios. If the units are re-statted, it could work with other skirmish rulesets as well.

The overarching narrative of the mini-campaign is that the outcome of each encounter has a sort of cascading effect on the following ones.

After some deliberation, I chose not to include my usual schematic drawings for each scenario, leaving the terrain mostly to the players' imagination and the limits of their available pieces of scenery.

The campaign consists of the following battles and skirmishes:

Friday, September 20, 2024

Dark Nights in Trashburgh - the things required

Buildings - the intention is to have at least one civilian building paired with each public one.

Currently built:
Guardhouse (playable interior, no lighting)
Tiny Monkey Inn (no interior, has lighting)

In the works:
Customs house or other misc. public building (single Pringle can - originally I wanted it to be a walled gatehouse, but it's too small and I want towers with a broad base and narrower tops) - only lighting

Floyet Manor house with LED and interior
Floyet Tower (large pringle can?)

Huts and outbuildings

Planned:
Small civilian house (single storey) - only lighting
Civilian house with small garden - only lighting
Rich civilian house (two-storey) - only lighting
The Jazygian embassy (Chateaux Magnutörk) - playable interior and lighting
Stockade (interior and lighting)
Old Gate Fort (interior and lighting)
Roman Church (lighting only)
A windmill and/or water mill

The question of lighting
What I mainly need now is micro LEDs and power sources. I think one or two circuits are enough for a building, with a single hidden switch per circuit. These can be sourced from Temu or other Chinese retailers.

Update: scored a few lengths of micro LEDs, now all I need is extra wire, batteries and switches, which can be sourced locally.



Thursday, August 29, 2024

Banners for Gudugan Pudugan




These are sample banners to discern Banar in my Ancient era wargaming rules, Gudugan Pudugan. I plan on placing a small pole on the base of my 6mm figures with a bead, and these can then be attached and switched with the help of a wire loop glued to the top side of the banner. 

As you can see there are some for city states and others for mercenary companies. Most of them are fit for historical Ancient armies as well.

Each banner is a 200x200px template (of course one can resize the basic template or include a forked end and whatnot). They can also be pasted and mirrored for a flag with two sides.

Tuesday, August 27, 2024

Adopting Space Battles in Space by Spacecraft to a non-gridded version

I've run a few playtests with the aforementioned rules and they work pretty fine. However, I don't have a gridded tabletop, especially not a hex grid big enough to house ships the sizes I'm working with (although I remember seeing a manufacturer offering space-themed gaming mats with a hex grid overlay).

It's rather simple as all I need is to convert 1 hex = 2" and 1 point of turning = 60° to work with my existing few models (two Hot Wheels ST Enterprises which could be large cruisers, and some other scratchbuilt bits).

Firing arcs are calculated from the broadest dimension of the ship, at about 30°offset:

It would also be easy to produce some templates.

I've joined a few scratchbuilding FB groups and the spaceships I see there kind of give me inspiration to run a series of battles or a sandbox exploration campaign similar to the CITAW one, set in the Contested Zone of my Llamamen vs. Squirrelmen universe.

Thursday, August 1, 2024

Italian Wars rehash

I think my previous campaign idea got off on the wrong footing, and that caused it to stall. I'd rather use a political/narrative method this time instead of a strictly area-based one.

Perhaps each faction could have a central zone and a few border zones, but campaign-wise there should be less emphasis on the battles than the positioning of armies, maintaning fickle alliances and scheming.

So here's my draft for the new campaign idea:

Thursday, July 4, 2024

Mordavian Tank Ideas and Military Doctrine

The Mordavians currently have two types of tank:
Sanktos Amenigastos P-869 - T-18 type with modified turret
Sanktos Amenogogos P-763 - Large multi-turret heavy tank (perhaps on a tadpole hull)

Their artillery train is way worse, they mostly only have mountain guns.

Tanks are attached to infantry battalions, a single P-763 and a pair of P-869 are available for the battalion staff.

Mordavian infantry is organized much the same way as Jazygians, except they have battalions as the main level of organization instead of regiments.
Infantry brigade - two battalions
battalion - four to five companies
Company - three to four platoons of 4x10-men squads

Mordavian brigade commanders are expressly prohibited from concentrating their armor, as they are intended as a mainly infantry support weapon. A tank is only allowed to be risked in battle if it has ample infantry support available.

The Mordavian Air Corps has three fighter-bombers of WW1 vintage, looted from a far off field.

Monday, July 1, 2024

Jazygian Army OOB 1919-1938

 1st Ebhardu Cavalry Brigade (Independent)

I Bertoldu Armored Battalion 

I/1 Company - 4x Renault FT

I/2 Company - 4x Kontot Kombatot

I/3 Company - 4x Kontot Kombatot

II Magnuburg Armored Battalion

II/1 Company - 3x Panzer 35t (planned)

II/2 Company - 4x Renault UE

II/3 Company - 4x Carro Veloce L33

Anti-Armor Division

4x 37mm German AT guns

Support Division

3 companies of trucks, horse teams and repairmen


1st Baliul Magnutörk XVI Infantry Division

Jazygian Home Guards Infantry Brigade

1st Guard Infantry Regiment

3 battle companies

3 platoons

each platoon 4x10 men squads 

support squad under the company staff

1x grenade launcher or infantry gun

2x HMG

1x medium mortar

1x flamethrower team

Reserve company (without support squad)

2nd Magnutörkia Infantry Regiment

4+1 companies with the same constituents


3rd Otkroton Pejpub Artillery Regiment

I/Heavy Battalion

4x2 155mm howitzers

1x 305mm Skoda heavy howitzer

II/Medium Battalion

3 companies of 5 guns each

Support Company

Reservists, convicts to carry ammunition, horse teams, 

repairshops etc.


Székelyföld AT Defense Force Division

Székely Border Guards Battalions I-II


4th Székölyvár Infantry Regiment

standard unit of 3+1 companies


5th Székölyvári Kő Máté Hussar Regiment

1x armored company 4x Kontot Kombatot

3x Hussar companies of 3x40 men squadrons each


Reserve Division

1st Reserve Regiment “Kinignü Kingu”

3x reserve companies of 2x30 platoons each

Regimental Heavy Support: 2x Maxim HMG squads

2nd Reserve Regiment “Mostoba Magnuburg”

3x reserve companies of 2x30 platoons each

Reserve Horse Regiment “Nod Dolog”

3x reserve companies of 2x20 rider platoons each

Regimental Heavy Support: 2x Maxim horse-drawn tachankas

Independent Volunteer Battalion “Jazygia Tagnu”

2x reserve infantry companies with 2x20 platoons each

1x reserve horse company with 2x20 platoons

Reservist Armored Battalion

2x Mark IV Male tanks


Magnutörkü Flying Corps

Whatever planes they can find

(Vad Magnüborg II fighter, Irgalom Udüt IV bomber)


Transport Division

Mostly donkeys


Thursday, June 27, 2024

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.