War of the broken Wills: turn 1-3

During the weekend I found some time to start the campaign. So I played the first 3 campaign turns. Next step are two battles, to end turn 3.

Start of the campaign. Two armies are marching from the South in the west. And the other three in the middle south

Above you can see the start of the campaign. Red pawns are my armies, black pawns are Potential Enemy Forces, turning into a yellow pawn, when resolved to be an enemy army.

My plan is to march with two different groups, as quickly as possible to the capital. Due to the rivers and roads, these two entry point would be the quickest.

End of turn 1 (blue D20 as turn marker in bottom right)

After turn one, marching up along the roads. Enemy movement was not that much, which is quite logical as they will try to defend.

End of turn 2, Slowly marching forward

Closing in on the first bigger towns, enemy forces, will try to block the road.

Battle time turn 3

In the West, I tried to sneak past the enemy, but their scouts got news of our troops, and did catch the second army by surprise. In the East, they just blocked the road and hope to stop us as soon as possible, by moving forward one of their armies. I don’t know what they have in reserve.

On both fronts it turns into a battle. I still have to roll for the scenarios, and find my troops. I have found a solution for the playing area. A printed grid, with some fields from google earth in the background.

I didn’t have time to play the first game, but looking forward to them. Until now, it was just half an hour, including setup and finding nice pawns. Up to the battle next.

campaign: War of the broken Wills

The only army which is in a reasonable state to play some games, is the 2mm Napoleonic armies. I want to play some more games this years, and play also some solo. Therefore I have ventured into the realms om Imagination.

The basic idea is, to have a simple campaign system, without a lot of bookkeeping. Playing multiple battles in an evening or Sunday afternoon. I have created some backstory. Probably not the best. But a reason to move some troops and play games.

The campaign system is created by myself, simple moving some armies from area to area, to secure the capital, and destroy the enemy army. Enemy movement is mostly based on the chainreaction system from two hour wargames.

The battle which will happen when two armies will occupy one area, will be played out with the Simplicity in Hexes rules, which I found on the blog of Jay Ward, with again some enemy behaviour based on the chainreation system of THW. Scenarios will be coming from the One Hour wargames book of Neil Thomas. The terrain will be a hex landscape, slightly larger as in the rules, for visual reasons.

Below I will tell the background story, and show the map. The map has been created with the help of the fantasy map generator on the web. (see link below) the data has been exported to QGis, a map making tool. Playing around, some visual formatting was done. If you like the map, you can download it for your own projects, and also the more detailed rules for the campaign in the links provided at the bottom.

The land of Ukkhinbar. The capital is the largest city in the land (denoted by the square)

Background story

The year is 1785, 7 years after Marcus Fontusius Rethida and his sister Cillia Rethida were forced to leave their beloved country Ukkhinbar. They had grown up as prince and princes at the royal court in the Capital Wawic. But had to flee south during the coup. Their own nephew had murdered their father and crowned himself emperor.
Now it was the time to march back to their hometown. Five large armies listened to their command. When they had left, they had been young. Heading south they found rest in Segifell. A rough city, were you’re live was most precious. They had met an old man, which had taken them into house. The 17 year old twins, had been weeping and sleeping for a week, they had lost everything. Only the ring, received from their father was still on their finger. The man tried to comfort them, and learned them a riddle: “Bait with smelt to catch a cod”
The first year they worked here and there. Creating more and more connections, and growing a larger network. Both on the legal side as on the dark side of the world. After three years, Marcus and Cillia started to think about revenge on their Nephew. They started to employ people for their cause. Now after the 7 years, they have amassed 5 armies. Built from mercenaries, pirates and adventurers. But very loyal, as long as they paid regularly.
They had only a limited amount of money, so they had to do a quick campaign. Moving as swiftly as possible, to liberate the capital. After that they would deal with the rest of the country, but would have access to the treasure of the crown to pay the armies. Spies are reporting multiple armies which are defending the capital and surrounding lands. The only way to their home, is forward.

Deployment

  • Enemy start with 9 PEF Armies
  • You start with 5 armies, two under command of Marcus and three under command of Cillia.
  • Each army is 6 units. Scenario determines how many units are involved in each battle. Following OHW scenarios
Scouts have reported nine possible enemy forces (PEF), you will enter the lands from the south.
  • You start on southern edge, with 5 armies, deploy as you wish.
  • Enemy start northern cities with 9 PEFs. 1 PEF start at other side of water to the right.
  • each campaign turn is 1 day.
  • Capital must be reached within 30 days, to ensure you can pay the armies to complete the campaign.

Plan

I hope to start the campaign next weekend, most of the things are ready.

  • rules
  • armies
  • dice
  • terrain pieces

Only the hex grid for the scenarios I have to arrange. I have the possibility to print on white paper. The files are ready, but I am thinking in a little more pleasing solution, with more eye candy. I don’t have a solution yet.

This is just my first try, to play a campaign, have a backstory. I don’t know how it will turn out. And probably adapt the rules on the fly. Hope it will make some fun.

Sources

  • One-Hour Wargames: Neil Thomas, Pen and Sword 2014
  • Morale Napoleon, grand tactical rules for the Napoleonic wars: Two Hour Wargames

Document links