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Midieval Wargame
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Thread: Midieval Wargame

  1. #1
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    Midieval Wargame

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    Way back in the day, I started building a wargame based around the concept of full customization of a middle ages army. Each unit consists of ten men at full strength, and can be equipped with armor and weapons. I'll work out some of the information I used back and the day and post them here later.

    First of all, need a better name than the Battle for Colain. Any ideas?

    Developer for Darkage Warlord, a Pen & Paper Games exclusive Medieval Wargame.

    If you are in the DC metro area and like to trade D&D minis (1.0 or 2.0), please send me a PM!

  2. #2
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    Some more ideas:

    Darkage Warlord
    The Knights of Colain
    The Battlelord Chronicles
    Age of War
    Feudal Warlord

    Developer for Darkage Warlord, a Pen & Paper Games exclusive Medieval Wargame.

    If you are in the DC metro area and like to trade D&D minis (1.0 or 2.0), please send me a PM!

  3. #3
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    Feudal immediately makes me think of samurai's and Japan. Not sure what Colain is. Age Of War is pretty tasty but sounds more like a prefix for a product line.

    Age Of War: Middle Ages
    Age Of War: Feudal Japan
    Age Of War: Roman Conquest
    Age Of War: Nopoleon's Wrath

    I'm a big fan of using the word Chronicles and it would be a great word if you planned on making several expansions or supplements that continued a timeline for the setting. Darkage Warlord is awesome if being a Warlord is something very desirable or high ranking in the game.

    Basically more information would be awesome

  4. #4
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    Colain is the land I made up where the battles take place. I made it fictional so as to avoid it becoming a historical wargame *wince*.

    I like Age of War: Dark Ages. I can see how this system could be transitioned to other settings as well, but again I don't want to tie it too much historically.

    Developer for Darkage Warlord, a Pen & Paper Games exclusive Medieval Wargame.

    If you are in the DC metro area and like to trade D&D minis (1.0 or 2.0), please send me a PM!

  5. #5
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    How about Warlords of Colon?
    Most men lead lives of quiet desperation.


  6. #6
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    Colain, not Colon, gahh!

    Warlords of Colain has a nice ring to it.

    Developer for Darkage Warlord, a Pen & Paper Games exclusive Medieval Wargame.

    If you are in the DC metro area and like to trade D&D minis (1.0 or 2.0), please send me a PM!

  7. #7
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    Quote Originally Posted by rabkala View Post
    How about Warlords of Colon?
    Poor taste sir, just bad altogether

  8. #8
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    Here are some of the mechanics of the game. I've since lost my notes, so this is as close I can think they were from the top of my head, in a fresh untested and unbalanced state.

    The basic concept is that each unit has four characteristics that determine its equipment and skills:
    1. Weapons - Any number of weapons
    2. Defenses - Armor and/or Shield
    3. Mount - Whether this unit is mounted or not, and which type of mount
    4. Training - If time is spent training the unit rather than deploying them immediately, they get bonuses
    1) Weapons. They have the following characteristics:
    • Att+ - A bonus to attack rolls, representing armor piercing ability.
    • Damage - How much damage the weapon does per successful hit.
    • Bulk - How heavy and bulky the weapon is. Affects the movement rate of the unit.
    • Range - How many hexes of range the weapon has.
    • Cost - Cost of materials used to make the weapons for this unit.
    • Hands - How many hands this weapon uses. If it is 2 handed, no shield can be used. No other affect.
    Code:
    Weapon      | Att+ | Dmg | Bulk | Range | Cost | Hands | Special
    Club        |  0   |  1  |  1   |   1   |  0   |   1   |
    Short Sword |  0   |  2  |  1   |   1   |  1   |   1   |
    Axe         |  0   |  2  |  1   |   3   |  2   |   1   | Single use when used for ranged attack
    Long Sword  |  1   |  3  |  2   |   1   |  3   |   1   |
    Halberd     |  2   |  4  |  4   |   1   |  3   |   2   | Cannot be used on horseback
    Lance       |  2   |  5  |  3   |   1   |  2   |   1   | Can only be used when charging on horseback
    Spear       |  1   |  2  |  4   |   2   |  1   |   1   | +2 damage when set for charge
    Javelin     |  1   |  3  |  1   |   5   |  2   |   1   | Single use weapon
    Longbow     |  0   |  2  |  2   |  12   |  2   |   2   |
    Crossbow    |  1   |  3  |  3   |   8   |  4   |   1   | Single use if using Large Shield
    2) Defenses.
    • Def+ - Bonus to defense.
    • Bulk - How heavy/bulky the defense is.
    • Cost - Cost in materials.
    Code:
     
    Armor        | Def+ | Bulk | Cost |
    Light        |  1   |  2   |  1   |
    Medium       |  2   |  3   |  3   |
    Heavy        |  3   |  5   |  6   |
    Small Shield |  1   |  2   |  2   |
    Large Shield |  2   |  3   |  4   |
    3) Mount
    • Spd+ - Bonus to the unit's speed.
    • Att+ - Penalty to attack from this mount (unless trained).
    • Bulk - Represents how much weight this horse can take before slowing down. Add this to the total bulk of the character to determine movement. Light Warhorses have a higher bulk rating indicating that they cannot bear as much weight as heavy warhorses.
    • Cost - Material cost for this horse.
    Code:
    Mount          | Spd+ | Att+ | Bulk | Cost |
    Heavy Warhorse |  1   |  -1  |  0   |  5   |
    Light Warhorse |  3   |  -2  |  3   |  4   |
    4) Training
    • Att+ - Bonus to Attack rolls this unit receives.
    • Def+ - Bonus to Defense rolls this unit receives.
    • Time - Time in turns that it takes to train this unit.
    Code:
    Training       | Att+ | Def+ | Time | Special 
    Conscript      |  0   |  0   |  0   |  
    Green          |  1   |  0   |  1   |
    Veteran        |  1   |  1   |  3   | 
    Elite          |  2   |  2   |  -   | Can only be attained through combat exp
    Mounted Melee  |  -   |  -   |  1   | +2 Att Melee on Horseback
    Mounted Ranged |  -   |  -   |  2   | +2 Att Ranged on Horseback
    Ranger         |  -   |  -   |  1   | No provisions needed in forest, +1 move forest
    Mountainman    |  -   |  -   |  1   | No provisions needed in mountain, +1 move mountain/hills
    Once all equipment and training has been assigned to a unit, calculate its speed according to its bulk, according to the following chart. Then add the horse bonus speed for the final value.

    Code:
    Bulk | Spd |
     6   |  5  |
     9   |  4  |
     12  |  3  |
     15  |  2  |

    Developer for Darkage Warlord, a Pen & Paper Games exclusive Medieval Wargame.

    If you are in the DC metro area and like to trade D&D minis (1.0 or 2.0), please send me a PM!

  9. #9
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    Here are some sample units, using the above rules:

    Green Mounted Archers
    Short Sword, Long Bow, Light Warhorse, Green training, Mounted Archer training
    Attacks:
    Short Sword -1 att/2 dmg
    Long Bow +1 att/2 dmg/12 rng
    Bulk 6 Speed 8 Def 0 Cost 7 Time 3
    The ultimate in hit and run, these archers can stay out of the reach of their enemies (and they better!).

    Veteran Heavy Skirmishers
    2 Javelins, Long Sword, Heavy Armor, Large Shield, Veteran training
    Attacks:
    Javelin +2 att/3 dmg/5 rng
    Long Sword +2 att/3 dmg
    Bulk 12 Speed 3 Def 6 Cost 17 Time 3
    Slow moving but powerful, the skirmishers' javelins soften up enemies before they engage.
    Last edited by Maelstrom; 02-05-2008 at 09:19 PM.

    Developer for Darkage Warlord, a Pen & Paper Games exclusive Medieval Wargame.

    If you are in the DC metro area and like to trade D&D minis (1.0 or 2.0), please send me a PM!

  10. #10
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    This looks very interestesing Maelstrom.
    1. You mentioned weapons can take up hex(s) on their own if they are long enough. How much space does each hex represent?
    2. How much time passes with each turn?
    3. Are there facing rules?
    4. Are there salvage rules for after battles?
    5. How do you track unit experience (if at all)?

  11. #11
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    1,2)

    I made a mistake with the spear weapon... it's range would be 1 hex (melee).

    As far as time and hex space, this game is abstract, so those values aren't determined. A hex is large enough to hold 10 mounted soldiers, so I would expect that it would be about 20 ft from top to bottom (two ranks of 5 men). Since a lightly armed warhorse can move approx 12 MPH (17.6 fps) at a canter, and in this game they can move 8 hexes, each combat round is about 9 seconds.

    Of course all of this is only for flavor, as rules will favor balance and strategy over realism.

    3)
    At the end of each move, units can specify their facing. If opposing units attack from the rear 3 hexes, they will get an attack bonus.

    4)
    Perhaps, if a simple rule could be specified, such as the victors get 1/5 value of defeated units. I would imagine after a battle much of the equipment on both sides would be damaged, and the victors would be able to salvage enough to replace their damaged equipment.

    5)
    This is to be determined. This is a very deadly game for units, as you will see as I reveal the mechanics. I would imagine that if a conscript unit survives their first battle they become green, and if green units survive a couple battles they become veterans. To become elite however, it will require a more difficult to reach metric.

    All right, now for some of the metrics for combat:

    Each unit that attacks will roll 2d6, adding their attack bonus and subtracting their opponent's defense bonus.

    They then check this chart:

    Find the number of men along the top row, then find the modified attack value to find the number of men that hit.

    Code:
                      Hit Chart 
    ----------------------------------------------
         |              Number Men                |
    ----------------------------------------------|
    Roll | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
    ----------------------------------------------|
     2-  | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0  |
     3   | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 1 | 1 | 1  |
     4   | 0 | 0 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 2  |
     5   | 0 | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 3  |
     6   | 0 | 1 | 1 | 2 | 2 | 3 | 3 | 4 | 4 | 4  |
     7   | 1 | 1 | 2 | 2 | 3 | 3 | 4 | 4 | 5 | 5  |
     8   | 1 | 2 | 2 | 3 | 3 | 4 | 4 | 5 | 5 | 6  |
     9   | 1 | 2 | 2 | 3 | 4 | 4 | 5 | 5 | 6 | 7  |
     10  | 1 | 2 | 3 | 3 | 4 | 5 | 6 | 6 | 7 | 8  |
     11  | 1 | 2 | 3 | 4 | 5 | 5 | 6 | 7 | 8 | 9  |
     12+ | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
    ----------------------------------------------
    Then damage is dealt to the opponent as Hits * Damage.

    Each soldier has 5 hp, so every 5 damage kills one soldier, reducing the strength of that unit.

    This was how it was specified when I created the game, but since then I've learned to loathe charts. If I could come up with a way that had the same concept without consulting a chart, that would be nice.

    Developer for Darkage Warlord, a Pen & Paper Games exclusive Medieval Wargame.

    If you are in the DC metro area and like to trade D&D minis (1.0 or 2.0), please send me a PM!

  12. #12
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    I love charts. Simple math I can handle but when you hit algebra level equations I find it cumbersome. Sounds really good so far though. Do you have plans to really flesh it out further?

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    Quote Originally Posted by Mulsiphix View Post
    I love charts. Simple math I can handle but when you hit algebra level equations I find it cumbersome.
    Charts work, but its one more thing to look up during play that slows it down. My concept for this game would be that you could have massive battles with tons of units, so the time it takes to look up a chart really bogs it down.

    I've reallized that the 10s column could be done with 2d6 - 2 + att - def, with the final number being the number of soldiers which hit, but that doesn't translate to the other columns of the chart.

    Of course if I make a computer version of this (which is one possibility), the chart could work as players wouldn't need to reference it other than to understand the mechanic.

    Quote Originally Posted by Mulsiphix View Post
    Sounds really good so far though. Do you have plans to really flesh it out further?
    I wish I had my notes from 15 years ago - I had all sorts of things mapped out and even tested. The rules I've given so far are just for battles... there was a whole strategic layer involving moving armies, maintaining supply lines, seiges, building ships, seige weapons, roads. When two opposing forces met, then they would enter a skirmish which would use the above rules on a local scale. I even had skirmish maps for different styles of terrain armies might meet on (small town, forest, road, etc). Most of the ideas are floating in my head, but they will have to be rebalanced because I can't remember specifics.

    If there's an audience for it I'll expand on it. Unfortunately finding new gamers interested in a new wargame of this style is difficult. This game concept diverges from those that get more people excited, such as being based on existing fiction or based on history. The goal with this is to build a wargame based strongly in strategy, and there are plenty of well developed systems out there for people instead of spending effort on a new concept that doesn't excite them.

    Of those that I have known well, only one other person matched my enthusiasm of attempting to build a game like this based on customizable strategy in a midieval setting. You may be the second.
    Last edited by Maelstrom; 02-06-2008 at 12:18 PM.

    Developer for Darkage Warlord, a Pen & Paper Games exclusive Medieval Wargame.

    If you are in the DC metro area and like to trade D&D minis (1.0 or 2.0), please send me a PM!

  14. #14
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    I love strategy which is why I'm such a big fan of wargames. The wargames that don't work for me are the ones that are more interested in realistic simulation than in fun. I'm all about strategy and fun but a person has to draw the line somewhere you know? The Dark Ages are one of my all time favorite parts in human history. The battles, the setting, the possibilities, metal casting being the height of technology, all the weapons, the war, the suffering... absolutely delicious from a story telling point of view.

    I can't stand old or new WOD set in modern times. However, the Dark Ages expansions make that game one of my all time favorite story settings for any medium. I'd be more than interested in pursuing this with you. If we work this out we could even start a play by post game here on the forums. That would be an awesome way to promote the system and expand on its popularity. More gamers = more fun

  15. #15
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    Fine by me... glad to find another enthusiast. We're a dying breed. I'll see what I can do about fleshing out the details as I get time, and feel free to let me know the kinds of things you'd like to see.

    Playing by post sounds like an interesting start! It'll be slow and ponderous, but at least its something.

    Developer for Darkage Warlord, a Pen & Paper Games exclusive Medieval Wargame.

    If you are in the DC metro area and like to trade D&D minis (1.0 or 2.0), please send me a PM!

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