Showing posts with label Warhammer. Show all posts
Showing posts with label Warhammer. Show all posts

Tuesday, January 25, 2022

Musings on the ideal of the "individual scale wargame"

Following up on my previous takes on OD&D and wargaming.

Last year I started a new campaign of OD&D, but with one small catch. Rather than approaching it as I would with a B/X campaign or any other "typical" setup, I've been using it as a supplement of Chainmail. Perhaps it would be more appropriate to say that I've been running a Chainmail campaign using the fantastic medieval supplement called Original Dungeon & Dragons.

What does this mean? Well, it means that we are using Chainmail as the base of our rules for things such as weapons, procedure, morale, weather, dueling, sieges, and more. And then we're looking to things such as classes and dungeons and wilderness an addition rather than the other way around. I find that it makes quite an interesting mix-up compared to, say, playing OD&D as a straight adventure game. Perhaps it is a similar destination, but the journey has been quite fun.

"Individual scale wargame" is a good term for the type of play that we go on about!

Credit to Melancholies and Mirth for planting that term in my mind!

It's really got me thinking about how elegant of a setup it all is. Here's you have a wargame so distanced from the concerns of any individual character, more concerned with the routing of armies and battlefield tactics. Only great heroes or monsters are singled out. Now add in some slight nuance such as experience (and therefore personal advancement), hit points (rather than hits), and concerning yourself with the fate of a singular character (rather than scores of 1:20 figures). We have some additional stats for them that tell us a bit more about the nature of these individuals (and may have a small mechanical impact here and there). Classes let us have some mechanical guidelines for some classic character genres and we are off to the races here.

From here, it's all the usual action and reaction, coming back to this rule baseline when a conversation is insufficient or the need arises. It lets one flow rather fluidly in terms of setting stakes from chases in the shadowed depths of the underworld, to great raids on rival bands, to grand sieges on the ramparts of some forgotten fortress. And just as easily one can handle matters of exploration and intrigue that are so staple in the genre of adventure without being weighed down by overly mechanical concerns.

In terms of thinking, this feels a far cry from beginning at the usual starting point of adventure game and thinking of how to scale up to "domain play" or handle "mass combat" at the table. I find it quite interesting that so often later editions or other modern ttrpgs revisit wargames to "restore" some semblance of the above aspects but they don't quite hit the same marks in my opinion.

"Mass Combat Fantasy Roleplaying" eh?

Cooking up a Recipe

With this setup in mind, I've of course been starting to think on some other games that have given me this impression before. Things like the first edition of Warhammer Fantasy Battles (yes, before Warhammer Fantasy Roleplay 1e) or the good ol' Rogue Trader. Games where the divide between rpg and wargame was explicitly blurred and expected to be crossed when creating interesting scenarios to play in. Where it wasn't just a match of two armies with 500 points, but an overall style not entirely dissimilar from what you'd expect from playing an rpg with a referee.

Perhaps by looking at how OD&D was mapped to Chainmail and applying the concept to some other wargames I enjoy, something neat can come about: a change in perspective that, while perhaps minor in the grand scheme of things, has resulted in some very fun times at the table.

Let's look at what defines a single figure in Chainmail.

A figure of heavy foot has some statistics on movement, morale, an entry on the combat table to show how they perform against various categories of foes, and some special rules they are eligible to take advantage of (e.g. gaining an impetus die on the charge). Oh and a point value of course.

Relatively simple! On the scale of 1:20 that gives me a good idea of what my 100 strong group of mailed warriors could do.

This continues for the fantasy supplement as well with figures such as orcs and the like. The main area of expansion comes with special rules for figures, with fantasy figures building on the base categories of units with special abilities, capabilities vs other fantastic foes, drawbacks, and options such as magical spells.

But even still they remain relatively simple to sum up. Take a fearsome giant for example:

GIANT
POINT VALUE: 50
ALIGN: NEUTRAL/CHAOS
NOTE:
	- REQUIRE 12 CUMULATIVE HITS TO KILL.
	- ACT AS SMALL CATAPULTS.
		- 20" RANGE.
		- NO MIN RANGE.
		- CAN MOVE ON TURN IF NOT THROWING.
	- NEVER CHECK MORALE.
ATTACK AS: 12 HEAVY FOOT
DEFEND AS: 12 HEAVY FOOT
FANTASY COMBAT TABLE: AS GIANT
MOVE: 12" CHARGE: 18"

Squint and you can practically see the information for 12 HD giants so common in old school bestiaries (although the terminology is a bit more Chainmail-esque).

So the OD&D translation simply goes:

  • Hits to Hit Dice (and the more discrete Hit Points so hits aren't always death)
  • Attack values changed from "men" to table entry based on level or HD.
  • Defense values are taken as a type of Armour Class and separated from # of men.
  • Movement kept the same (no mention of charging).
  • Addition of numbers encountered, lairs, and treasure.
  • Special abilities simply refer to Chainmail and/or are expanded and altered in the text.

This holds true on the end of player characters, with the important addition of advancement and stats.

  • Player figures can improve and actively gain more abilities. An interesting thing to keep in mind when the LBBs encourage you to play as pretty much anything; starting weak and becoming strong.
  • Players have stats that are largely exclusive to them. The classic six attributes help describe your character, set them apart from other 1st level folks, and give some minor bonuses or penalties. They don't really come up in regards for monsters in the like. No real point in trying to pin down the strength score of a dragon or something.

What to do with this?

My goal would be to have a very open and flowing game using some of my favorite wargames to engage in interesting play in a refreshing and free manner. Experiences more in the vein of the thinking adventures I've run using OD&D and Chainmail, and less in the vein of matched wargame play or the usual ttrpg. Something that is satisfying in this wonderful manner. Something that feels distinct from the industry's efforts to turn such things into modern ttrpgs and embraces the openness of the traditional wargame mindset. 

I'll need to take what I've gleaned with this campaign and revisit some of the ideas I've had in the past such as HammerHack, Outlaw Merchant, and others.

In the meantime, if anyone has any suggestions for neat games that have come out in this vein. Space Weirdos or Forbbiden Psalm come to mind but that's just based on vibes.

Tuesday, November 24, 2020

City of the Damned - Electric Bastionland Meets Mordheim

Art from the Mordheim rulebook

In which I continue to use the excellent artbook/specialist games that Games Workshop killed as FKR sourcebooks for Electric Bastionland. I mean look at the illustrators on this one: John Blanche, Alex Boyd, David Gallagher, Nual Kennedy, Karl Kopinski, Paul Smith, and John Wigley. Good lord.

Mordheim and Inquisitor are such rich fonts of inspiration. We won't see their kind from GW again.

City of the Damned

Whatever you were, cruel fate and dire circumstances have forced you to become a wyrdstone hunting mercenary in a dreadful city destroyed by a meteorite.

The horrors of this DAMNED CITY will ruin you.

The base of the rules is Electric Bastionland. Slick and easy to use.

Roll 3d6 for your ABILITY SCORES and a d6 for HIT PROTECTION as you would in Electric Bastionland.

You start with d6 Brass Pennies (p).

240 Brass Pennies (p) = 20 Silver Shillings (s) = 1 Gold Crown (gc).

Your mercenary company has a crushing debt of 50gc. More money than you've ever seen in your rotten life. 

The CONDUCTOR should make a rival just as they would in EB.

Any Lackeys start with one of the following (d6):

  1. Hammer (d6, Bulky)
  2. Dagger (d6)
  3. Sword (d6)
  4. Mace (d6)
  5. Axe (d6. Bulky)
  6. Crossbow (d6, Bulky)
Art from the Mordheim rulebook

RECRUITING THE COMPANY

This is a time of remitting war, civil strife, violence, and famine. A time of orphan children and wanton slaughter. For warrior these are good times! Since the discovery of the wyrdstone, Mordheim has become a magnet for fighting folk from all over the Empire. Nobles, merchants, and the Temple itself offer rich rewards for shards of the precious stone. Foremost among the patrons of these mercenary warriors are the three powerful contenders for the Emperor's throne. - Mordheim Rulebook, p. 63

Give your company a suitable fitting name such as the Wolfheads or the Bloody Dozen.

If you are the youngest player, you're the CAPTAIN. Roll a d3 to determine your PATRON

  • The Grand Prince of Reikland
  • The Count of Middenheim
  • Lady Magritta of Mairienburg

Everyone else is a mercenary, either a hopeful Youngblood or a bitter Veteran.

Your Patron may give you some insight into your characters:
  • REIKLAND. The heart of the Empire and seat of the Temple of Sigmar.
    • Devout and proud | Close-minded and haughty
    • Strong tradition of martial training | Overeager for conflict
    • Brave and disciplined | Distant and cold
  • MIDDENHEIM. City of the White Wolf and bitter rivals to Reikland.
    • Large and strongly built | Brutish and slow
    • Reputation of ferocity | Savage and backward
    • Contemptuous of danger | Wild and uncontrolled
  • MARIENBURG. The City of Gold and the most prosperous trading city in the Old World.
    • Sumptuously dressed and armed | Foppish and effete
    • Skilled at arms | Cut-throat and ruthless
    • Roguish and clandestine | Criminal and underhanded
Art from the Mordheim rulebook

STARTING GEAR

As a Company, your Expedition has:

  • Torches and tinderboxes.
  • Shoddy climbing and camping equipment.
  • Foul food and dirty water.

Each character starts with the following:

ARMOUR (d6)

  • 1-2: No armour. Good luck.
  • 3-4: Light armour (Armour 1 against attacks causing d6 or lower). Everything from hardened leather tunics to chain shirts forged from steel with the occasional helmet. Not much but better than nothing.
  • 5-6: Heavy armour (Armour 1, Bulky). Typically chain mail or steel breastplates and greaves, this armour offers excellent protection at a cost.

SHIELD (d6)

  • 1-4: No shield. Stay towards the back.
  • 5: Buckler (Armour 1 against melee attacks causing d6 or lower). Small, round shields made for parrying or deflecting.
  • 6: Shield (+1 Armour, Bulky). Either wood, occasionally reinforced with some metal, or metal.

WEAPONS (d12)

  • 1: Zweihander, great axe, or great hammer (d8, Bulky).
  • 2: Flail, halberd, or spear (d8, Bulky).
  • 3: Axe or club (d6, Bulky).
  • 4-6: Dagger, sword, or mace (d6).
  • 7-9: Crossbow or bow (d6, Bulky).
  • 10: Pistol (d6, misfires on a 1, requiring a Rest to fix).
  • 11: Handgun (d8, Bulky, misfires on a 1, requiring a Rest to fix).
  • 12: Blunderbuss (d6 Blast, Bulky, requires a Rest to clean and reload).

TRINKETS & CURIOSITIES (d20)

  1. Case of poison (d3). Universally abhorred but a common last resort for the desperate.
    1. Vial of Deathtouch. Lose d20 STR if consumed.
    2. Black Lotus coating. d12 STR loss on Critical Damage.
    3. Dark Venom coating. d12 DEX loss on Critical Damage.
  2. Ether leaves. Smoked. STR save or pass out for an hour.
  3. Lucky charm. Just a piece of junk, whatever it is. Or is it?
  4. Vial of blessed water. Good for warding off the unholy (d6 damage each round until washed off).
  5. Elven cloak. Made from maiden's hair and interwoven with living tree leaves. Blends into the shadows. 1 Armour against ranged weapons only.
  6. Hunting arrows. Barbed and nasty. Arrows do d6 DEX loss on Critical Damage.
  7. Garlic. Said to ward off vampires and other denizens of the dark.
  8. Net. Man-sized.
  9. Keg of Bugman's ale. Extremely potent. Helps cope with the horrors of this place.
  10. Tome of magic. Full of strange symbols and forbidden lore. Only useful for wizards.
  11. Holy tome. Book of prayer and descriptions of the holy deeds of religious heroes.
  12. Pouch of healing herbs. Restore STR and DEX with overnight treatment.
  13. Holy relic. Supposedly. Good for encouragement in this age of superstition.
  14. Halfling cookbook. Full of delicious, secret recipes fit for a feast.
  15. An animal (d4). The filth kills most animals quickly and many are butchered for food. This is an exception.
    1. Mutt (2 HP, d4 bite).
    2. Hound (5 HP, d6 bite).
    3. Mule (3 HP).
    4. Horse (6 HP).
  16. Lantern. Can be closed to dim the light.
  17. Superior black powder. High quality. Enough for one fire-fight. +d6 bonus damage.
  18. Map of the City (d6). Some survivors nearby make a living by preparing maps of the City from memory.
    1. Fake. Completely worthless and likely leads you on a fool's errand.
    2. Vague. Generally accurate (well... parts of it are... perhaps).
    3. Catacomb map. Shows a way through the catacombs into the city.
    4. Accurate. Recently made and very detailed.
    5. Master map. One of the twelve master maps made for the Count von Steinhardt of Ostermark. Don't lose it.
  19. Cathayan silk cloak. For flaunting your wealth. A good way to attract thieves and assassins.
  20. Tears of Shallaya. Neutralizes any poison or toxin. One dose only.
Art from the Mordheim rulebook

Here are some sample mercenaries who can die in die in a damned city.

Sander van Okker, Reikland Mercenary

STR 8, DEX 15, CHA 8, HP 6

  • Soldier's pack (1p).
  • Father's chainmail (1 Armour, Bulky).
  • Ancestral sword (d6).
  • Lantern.

Lord Tobias Marquandt, Marienburg Mercenary

STR 12, DEX 12, CHA 12, HP 4

  • Velvet coin pouch (3p).
  • Shiny breastplate (1 Armour, Bulky).
  • Ornate blunderbuss (d6 Blast, Bulky, requires a Rest to clean and reload).
  • Fancy Cathayan silk cloak

Werner "the Howler", Middenheim Mercenary

STR 15, DEX 13, CHA 11, HP 6

  • Fur pouch (4p).
  • Wolf pelt adorned chain mail (1 Armour, Bulky).
  • Spiked mace (d6).
  • Keg of Bugman's ale.