Skip to Content
 

Merging mini-wargaming with board gaming

5 replies [Last post]
releppes
Offline
Joined: 09/17/2010

A few years back I wrote up some simple rules for mini-fig wargaming. My inspiration came from a write-up of a very old game call ShamBattle. My game idea was a simplified rule set for wargaming where the pose a character had on the battle field influenced it's stats.

For example: A soldier in guard pose had plus attributes to defense and strength, but diminished it's movement. Likewise, if a soldier was in a movement pose (ie: marching or charging), it had plus stats to movement but diminished stats for defense. The concept was having a visual of the battle field that showed what was really happening. Which units were on the move and which were engaged in battle.

I just thought of a way to bring this closer to a board game, yet retain the ability to play with mini-figs if one had the resources.

Assume a game board (ie: hex or square). Each unit has a card showing stats (ie: strength, movement, health). As a cheap table top game, the character would be represented by a chip token. One side of the token would have the character in ready stance, the other side would show the character in motion. When a character is in ready stance, it has plus attributes for strength. When the character is in motion, it has minus attributes for strength. Flipping a token counts as one movement.

Example: Say a character had a movement stat of 4. If the token depicted it's already in motion, then the character can move 4 spaces. If the token depicted it was stationary, it would cost one movement to flip the token, then it could move 3 spaces.

If a turn ended with a token depicting movement, then the character would have weaker stats in combat. So in the above example, one might start by flipping the token, move it 2 spaces, then flip it back to leave the character in a more defensive stance.

If a (fictitious) game was to be played using mini-figs, it could be slightly more elaborate. For each character type, one could have multiple poses. One for standing attack, one for charging attack, one for march, one for run. Each pose would affect stats and it would cost one movement to change stance.

I'm sure this idea is already implemented in several wargames with various complicated rule sets. I even remember playing a navel board game with a similar movement system. What I thought might be novel was using a token that could be flipped to show the state of a character and that state would affect it's stats.

Just a thought.

pelle
pelle's picture
Offline
Joined: 08/11/2008
tcs

Indeed it exists already. Take a look at Tactical Combat Series from The Gamers. Each counter has one side for Move Mode and one side for Fire Mode, and the numbers shown on each side are different in the way you describe. :)

http://www.gamersarchive.net/theGamers/archive/

Playing with minis... I have more than enough problem painting just one set of minis, so having to do two stances isn't really an option to me. Maybe to others it is. :) But also to me, even if I could do the painting, I don't like the idea of physically replacing the minis with other minis. It feels like... changing unit. It is the same thing with games where you remove a counter or other token to place another one. Maybe that's just me. 8)

RacNRoll Gaming
RacNRoll Gaming's picture
Offline
Joined: 05/12/2010
...

One word...Heroscape!!!

Its the best of both worlds and the board isnt static or flat.

releppes
Offline
Joined: 09/17/2010
I've not gotten into playing

I've not gotten into playing with minis yet. Painting is an issue with me too. I've got a complete battalion of civil war units. It took me forever just to clean the flashing off and I'm still not done. I'm thinking of just painting one side blue and the other grey. I have 15mm figs and they're just too small for me to paint.

I understand the irritation of maintaining a game state. That is a pain. It's the main reason why I've gravitated toward computer gaming.

releppes
Offline
Joined: 09/17/2010
RacNRoll Gaming wrote:One

RacNRoll Gaming wrote:
One word...Heroscape!!!

Its the best of both worlds and the board isnt static or flat.

I seem to have discovered Heroscape on the late side. I remember seeing the tile pieces in Toys-R-Us a while back and thought it was just another collector style game. It wasn't until I starting thinking of how to make an easy D&D style game that I stumbled across Heroscape rules.

Just last week I bought Heroscape RotV at a garage sale for $5. I bought it because I wanted to see what the game play was like. Stupid me, I didn't count the pieces before purchase. I'm missing 19 dice, 1 card, 5 characters, and a bunch of other stuff. Surprisingly, I have all the terrain tiles and glyphs. Someday maybe I'll be able to get a complete game so I can' play a scenario or two with my son.

releppes
Offline
Joined: 09/17/2010
pelle wrote:Indeed it exists

pelle wrote:
Indeed it exists already. Take a look at Tactical Combat Series from The Gamers. Each counter has one side for Move Mode and one side for Fire Mode, and the numbers shown on each side are different in the way you describe. :)

I put some more thought into this. As if a wheel couldn't get any more round.

My thoughts on a token flipping mechanic would be showing the movement state of a unit. Not necessarily it's action state.

Expanding the attributes of some generic fictitious game, say there were four attributes: Health, Strength, Armor, and Movement (yes, yes, just like Heroscape). If a token depicted a unit in motion, then it gets +1 to Strength. If a token depicts ready stance, then +1 to Armor.

Again, something so simple it's probably already implemented in another game. Using Heroscape as a model of keeping things ridiculously simple, I may try a Heroscape scenario with these slightly modified movement rules. Seeing as how I've never played Heroscape yet (other than browsing the simple combat system), this may already be done as well.

Off-topic: Remember my reference to ShamBattle. I wonder if they got "Sham" from [S]trength, [H]ealth, [A]rmor, and [M]ovement. Sometimes the obvious flies right over my head. I think it's witty if that was their intent.

If anyone is interested, check out the write-up on ShamBattle:

http://www.nirya.be/snv/shambattle/

It's a really old game intended to be played with toy soldiers. The game itself isn't that great, but the write-up is fantastic. Very nicely done and a great introduction to what wargaming is like (at a simplified level). Of special interest is the implementation of the Spy. So simple, yet entertaining as seen in the mock game play.

Syndicate content


forum | by Dr. Radut