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Commanders and aces

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Biggle Bear
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Hi everyone, it’s been a while since I logged on here. Made some changes to how I spend my spare time and wanted this place to be part of my new routine. But that’s not what I made this topic for.

Soooo… whilst contemplating my start into wargaming (Warhammer 40k 2nd edition) I felt strangely missing the era of static pose miniatures. I also like the multipart minis too. But how to get the simplicity of single pose AND the character of multipart kits? Whilst I’m at it why not include my love of at ease poses.

The result isn’t a new game yet. More of a concept of a game mechanic.

What about an army scale game but with a command centre off board, where one will place commanders rather than having them as fighting figures on the battlefield. Possibly at a larger, collector’s scale. Perhaps not. Each one purchasable just as units on the battlefield but giving different buffs and abilities. For example, drill sergeants giving a unit improved stats. A artillery officer ordering barrages from off the table. Etc.

On the battlefield most miniatures will be single pose, but there will be Ace fighters. Sometimes officers but sometimes private rank individuals that have a special talent. These will them be made using multipart kits, to distinguish them.

Odd concept and not a clue how to implement it, but I thought I would just drop it here.

Noah McQ
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It seems to me that the two

It seems to me that the two big ideas are the commanders and the aces, which makes sense given the title of the thread. Distinguishing the "Aces" by having them be a different miniature construction seems like a cool, new idea, but it would be lost on someone that's not very familiar with miniature gaming. That's me. I don't know what a "mutltipart kit" is. I'd therefore recommend this idea be used in a game that's for advanced audiences.

The "Commanders" seem like a cool idea, and I haven't heard of someone else having the idea. The commanders, as you've proposed them, are pretty bare, and as such can be taken in a lot of directions. The first thing I think of is having the off-board command center correspond to several areas, i.e. several battlefields, i.e. several real-life tables whereupon several games are happening simultaneously. That would be impractical, enormous, and super cool to see someone play. Anyway, what kind of miniatures would the commanders be? Mono-pose or multi-pose?

X3M
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Offboard army

I attempted a wargame with a couple of fleets. There was only 1 figure on the board per fleet.
As for what the fleet would consist of, I had little boxes with counters per ship.
And the ships had 2 or more cards to show the stats. The ships were customisable and the fleets as well.
It was still taking a lot of room, since each player had a 6 (fleets)+1(cards) by 9(ships) mat.

And the big map itself in the centre wasn't that interesting to be honest. My last attempt was having gravity fields and home planets. Due to RL, I stopped working on it.

Biggle Bear
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That damn RL! By multi-part

That damn RL!

By multi-part kits I mean when heads, arms, legs and torsos are interchangeable.

The idea for a command post comes from the dug out from bloodbowl (fantasy American football) where the coach, assistant coaches, chear leaders, etc had to be represented by a miniature according to the rules. My thought is that players could design there own command room and is unconnected to the battlefield.

X3M
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Different properties

Would that mean that certain characters in the war-room will add different properties to certain fighting units on the map?

For example 2 characters that buff the jetfighters on the map.
1 adds speed, the other more attack power. And the player can choose to do both of them in exchange of others?

Biggle Bear
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Exactly

That is the idea. That the army points must be spent between getting more units on the battlefield and buying commanders to buff the units that are there.

And I much prefer the story of an ace Pilot or a father trying to survive the war and get home, than all the people we care about on the battlefield being decorated officers or something of the like. To put it into Warhammer terms, I prefer Gotrek Gurnison and Felix Jaeger over King Thorgrim.

Noah McQ
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An Off-Board Board

Biggle Bear wrote:
My thought is that players could design there own command room and is unconnected to the battlefield.

All right, funny idea. The downside to off-board miniatures as characters is that there's no reason for them to be miniatures; they could just be cards or a list or something, so there should be some rules that make it optimal for them to be represented by miniatures.

The simplest solution is to have the command center be a second board where the commanding miniatures play. To give the command center board purpose, the positioning of the miniatures on the board needs to be significant, and to have them create gameplay throughout the game and not just the beginning, they must be able to be repositioned.

So it's a command room wherein the commanders are sat at different supporting stations and need to move between them, their ability to get to the best station limited by their movement speed. This is very funny: the player needs to consider how quickly Janice the Stenographer can get 20 feet over to the counterintelligence desk at the same time they have to calculate whether their tanks in the battlefield can explode the enemy vehicles.

The idea is entertaining to me because it's a fight on two completely different scales: huge, violent, explosive war and the tiny-yet-hectic, cramped control room. A soldier could move like 6" each round and a commander could move only 3" and that commander could be relatively faster than the soldier

questccg
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Well it depends on how the design works TBH.

Noah McQ wrote:
...The downside to off-board miniatures as characters is that there's no reason for them to be miniatures; they could just be cards or a list or something, so there should be some rules that make it optimal for them to be represented by miniatures...

I just wanted to add a "small" comment about "Miniatures". Mike (RIP) designed them and had me review the Tactical Design about how(?) they worked. Basically the "Miniatures" could be "Tokens" (2mm thick chipboard) rather than being "Minis" and that's why many Backers went from the Vanguard Pledge Level to the Tactician Pledge Level ... Simply because "almost" everyone WANTED the miniatures... But they were NOT essential, so go figure.

Both the Miniatures AND the "Tokens" had the SAME purpose: to bestow an ability as defined by the "Token" (or mini if you prefer). That was the purpose of the "Reinforcements Module". And to be really HONEST, the "Miniatures" came out to be pretty AWESOME (in terms of quality).

But like you say, they were OPTIONAL and many people decided to CHOOSE THEM instead of the "Tokens"... So you never know.

Noah McQ wrote:
...So it's a command room wherein the commanders are sat at different supporting stations and need to move between them, their ability to get to the best station limited by their movement speed...

I don't think that kind of "actual Movement" is key. More like you have "Action Points" that account for some kind of "Distance". Like 1 AP to move to an adjacent station and like 3 APs to move across the board to a more distant station. It could be something like that too... Not necessarily pure "movement" but Action Points and "relative" distances between two command posts for example... And you get like 4 APs per turn and can play cards down from a hand to BOOST the amount of APs you have on a turn...

Just saying it doesn't need to be ACTUAL "movement" but RELATIVE POSITIONING.

Again this is a different perspective. I'm just saying depending on HOW it is implemented and how the simulation and off-board work. It might be of interest ... TBD!

Cheers all.

Noah McQ
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Real Movement Is Cool

questccg wrote:
Basically the "Miniatures" could be "Tokens" (2mm thick chipboard) rather than being "Minis"

Oh yeah, well I guess that's true: all miniatures could just be replaced by round tokens, but I wanted to comment on your other suggestion.

questccg wrote:
I don't think that kind of "actual Movement" is key. More like you have "Action Points" that account for some kind of "Distance". Like 1 AP to move to an adjacent station and like 3 APs to move across the board...And you get like 4 APs per turn and can play cards down from a hand to BOOST the amount of APs you have on a turn...

Now this is clearly an idea that would work, but it doesn't seem very much like a tabletop wargame, which seldom use played cards for effects. A secondary board of miniatures has the advantage of reusing mechanics from the main board: the movement mechanics. It's also more reliant on miniatures (or tokens), thereby making them less replaceable. Altogether, I think the secondary board is neat.

X3M
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In a sense...

I was currently working on a similar game. Where territories would still be present. But the movement and attack range would be dumbed down to miniature positioning within the territory.

In combination to have a HQ in a territory, owned by a player. Here, miniatures could be placed that can give certain buffs etc to the units accross the table/room. But it would also have the structure nessesary for deployment etc.

I think the structures need to be multiparters as well. Perhaps giving them different parts for different purposes.

A War Factory that has not 1 but 2 doors in front would be allowed to make bigger and thus stronger vehicles. Not one but 2 chimneys would allow some other tech. And if there is no chimney, the production would allow simply something else.

A 2x2 structure, in 4 parts. Would allow 100% production. Missing a part would lower this in obvious reasons.

So, not a commanding figure, but a structure instead.

questccg
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Tokens AND Miniatures in combination

Noah McQ wrote:
Oh yeah, well I guess that's true: all miniatures could just be replaced by round tokens...

I got to thinking about this "off-board" and it made me WONDER(?) maybe INSTEAD of Minis on the "off-board", it COULD be "tokens" of various shapes like: a circle, triangle, square, pentagon, hexagon, etc. etc.

This way the "off-board" area would be more like a "Command Area" and then the miniatures out in the area of play would give it a more "Military" looking approach.

That IMHO could be "neat"... I like this HYBRID approach because it doesn't overly use TOO MANY "Miniatures".

The "off-board" could realistically use TOKENS.

Best!

Note #1: The "off-board" could be the "WAR ROOM" and the RANK of each Unit could go according to the Shape of the Token. Like Circle (1), Triangle (2), Square (3), Pentagon (4), and Hexagon (5). Therefore you could at a glance have a look at what the "WAR ROOM" looks like and it's effect out there in the play area... Something like 5 RANKS could be cool.

This would also be good with a MECH Game too. (Just saying!)

questccg
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More on the TOKENS...

And this "WAR ROOM" could be subject to CARDS a little bit like @X3M was suggesting.

Maybe you can PLAY A CARD in an AREA of the "WAR ROOM" which alters the EFFECT of that STATION:

questccg wrote:
Only Captains are affected by this Station. Buff all connected Units by +4.

I kept it generic but you get the idea (I hope).

Some CARDS have 2 POSITIONS and means you can PLAY TWO (2) different "Tokens" at the SAME Station.

Something like that too... The off-board could be 2 ROWS of 5 "Cards". Movement could be relative and Action Point (AP) based too.

And getting from one side of the off-board to the other side takes like 5 APs. (If you think about the format of 5 stations x 2 rows = 10 Stations).

That could have some REAL potential. Anyhow... I haven't seen @Biggle Bear for Months (Since April 2026). And so I have no idea if he will chime-in and see what he thinks about these IDEAS!

Cheers all.

Noah McQ
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X3M's Buildidngs as Units

X3M wrote:
In combination to have a HQ in a territory, owned by a player. Here, miniatures could be placed that can give certain buffs etc to the units accross the table/room. But it would also have the structure nessesary for deployment etc.

Oh that's cool. Yeah, that's like exactly what I was thinking, but are you saying that the HQ would be on the battlefield and your own units could move into and through it and, by extension, enemy units could as well? That'd be neat, and very much like real-time strategy video games; I like it better than the off-board HQ.

X3M wrote:
I think the structures need to be multiparters as well. Perhaps giving them different parts for different purposes.

A War Factory that has not 1 but 2 doors in front would be allowed to make bigger and thus stronger vehicles. Not one but 2 chimneys would allow some other tech.

This idea I also really like. It reminds me how in Warhammer 40,000, you can choose what weapons your units carry with them, and different weapons have different costs. I can see that creating modular, impactful buildings can be done by adapting that system

Noah McQ
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Styled Militaristic

questccg wrote:
Note #1: The "off-board" could be the "WAR ROOM" and the RANK of each Unit could go according to the Shape of the Token. Like Circle (1), Triangle (2), Square (3), Pentagon (4), and Hexagon (5).

I like this; just imagining those distinctive polygons evokes militaristic feelings in me.

questccg wrote:
This would also be good with a MECH Game too. (Just saying!)

Now that's a good idea. Stark contrast.

questccg wrote:
Anyhow... I haven't seen @Biggle Bear for Months (Since April 2026). And so I have no idea if he will chime-in

Pf, doubtful. If he does come back, I expect his game will have taken a completely different direction that what we've imagined here

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