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Purple Druid Presents Wargame Culture
United States
เข้าร่วมเมื่อ 14 เม.ย. 2008
Tabletop Wargames: In Practice & Theory - for miniatures and role playing games
On this channel we will explore the possibilities of wargaming in multiple areas. We will also be researching the history of wargames, reviewing & playing antique wargames and boardgames, and having discussions with other designers about how they created their games.
This channel has a companion Substack with even more information, especially the Design Journal, where I am developing my own wargame and boardgames. Join wargameculture.substack.com
Subscriber Benefits
*Subscribers will be able to participate in playtests, live video demonstrations, podcasts and more.
*Membership in the exclusive Game Design Discord
*Free download of the Campaign Carnival 2022 Scenario Booklet
*Access to Full-length Book Club Videos
*Premium Versions of Mini-games and Game Accessory Downloads
*Regularly scheduled posts will appear on Thursdays at the beginning and the middle of the month.
Twitter: @WargameCulture
On this channel we will explore the possibilities of wargaming in multiple areas. We will also be researching the history of wargames, reviewing & playing antique wargames and boardgames, and having discussions with other designers about how they created their games.
This channel has a companion Substack with even more information, especially the Design Journal, where I am developing my own wargame and boardgames. Join wargameculture.substack.com
Subscriber Benefits
*Subscribers will be able to participate in playtests, live video demonstrations, podcasts and more.
*Membership in the exclusive Game Design Discord
*Free download of the Campaign Carnival 2022 Scenario Booklet
*Access to Full-length Book Club Videos
*Premium Versions of Mini-games and Game Accessory Downloads
*Regularly scheduled posts will appear on Thursdays at the beginning and the middle of the month.
Twitter: @WargameCulture
Hyde River Valley War - Turn 3
The next Strategic Turn, featuring some maneuvers by both Blue & Red forces. Many random events are sorted out!
#WargameCampaign Map Based Wargame Campaign
#WargameCampaign Map Based Wargame Campaign
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วีดีโอ
Fluid on Terrain - A Wargame Conversation
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Fluid the Druid talks about his terrain card system for a game he is designing
Mass combat - Scaling with troops and leveled characters
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Mass combat - Scaling with troops and leveled characters
Chainmail play by post - turn 10
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Be sure to check for the Final Wrap-up Post on the Design Journal at wargameculture.substack.com/ Yellow Orders AF: rest. If allowed to make a 1/2 move facing change and still rest, face southwest. Composite bowmen fire twice and rest. Heavy foot w/superhero charge enemy heavy foot. Take the oblique depending on enemy movement. HH rest! Heavy crossbowmen extend their line to the northwest (1/2 ...
Chainmail PbP Turn 9
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We are having quite a debate on whether or not the Green Superhero can cause a Morale Check on the Yellow Heavy Foot...as his FIGURE is more than 6" away from the unit, but his UNIT can reach the Yellow unit in a charge. Green Orders Western LF Archers charge green A inf western flank Heavy Foot Right face west (should cost 1/2 move of 4.5 inches) Charge AF. AF Move 6 inches advance forcing mor...
Chainmail Play by Post - Turn 8
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Thoughts on Fatigue from @ThePinkPhantom nerdusinterruptus.blogspot.com/2024/04/fatigue-in-chainmail.html Yellow Orders Composite bowmen - left face [1/2 move] and then move 4.5" to the west. If they can shoot during the missile segment [must dice for it] - engage enemy archers with indirect fire. AF - Oblique left face [1/4 move] facing northwest toward enemy archers. Advance 4.5" to the north...
Chainmail - play by post - turn 7
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where lots and lots of melee happens Green Orders Skirmish charge A inf Western archers move as close to skirmish rear as movement allows, wrap into melee on western flank of A Inf. Heavy Infantry charge Western red skirmish line. Armored Infantry 6 inch advance screening archer flank. Force casualty check to all within 6 inches. Wrap into combat with archers if within 3 in and archers are in c...
Hero vs Hero, Fantasy Combat
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this is the most insane war game I have ever played
Chainmail Play by Post - Turn 4
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My dumb phone ran out of memory, so the final man-to-man battle didn't get captured, but I'll put it in a special supplemental video.
Chainmail play by post Turn 3
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YES, there are some mistakes! Please share any thoughts or questions!
Coming Soon! Chainmail play by post!!
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Coming Soon! Chainmail play by post!!
Battle of Don Benito Arthur Taylor Demo
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Battle of Don Benito Arthur Taylor Demo
FIGHT! FIGHT!! FIGHT!!! - Melee Rounds in Chainmail
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FIGHT! FIGHT!! FIGHT!!! - Melee Rounds in Chainmail
The Hyde River Valley War - Coming Soon!
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The Hyde River Valley War - Coming Soon!
Warriors of Krynn...in the DISCOUNT BIN!
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Warriors of Krynn...in the DISCOUNT BIN!
Miniature Monday MORDHEIM MONDAY | 18 March 2024
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Miniature Monday MORDHEIM MONDAY | 18 March 2024
Let's Play Crown & Dragon - Mini Campaign Game Zero
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Let's Play Crown & Dragon - Mini Campaign Game Zero
Hyde River Valley War - Crown and Dragon Skirmish
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Hyde River Valley War - Crown and Dragon Skirmish
The most difficult part of solo gaming is working out what your opponent's decisions are/ should be. Maybe as AI improves it will be able to help.
I want your map.
When I first saw this map in the thumbnail I thought this was a game about Mongolia.
I actually built a red army with 1/72 Libyans and then we split the army (so we could try the rules out on the dining room table) and used the two groups to do a capture the flag (a statue) land battle with some terrain (trees & rocks) and one wild beast (a dinosaur I sculpted extra legs on) for extra difficulty. We had fun but I had to delve into Chainmail and other combat games from that time to get a better idea of how to play it. I plan to revisit playing the game with friends. I will be using different minis for the army next time we take the game for a spin and with more people playing.
Most excellent!!!
What an amazing channel - great work. Just subbed.
Veeeery interesting and enjoyble, thank you for sharing this. I have been using these Arthur Taylor rules since they came out in 1971, and have added many homebrew bits and pieces to it all over the years. Its a delightful system from a gentler pioneering age in the hobby..when wargamers had to think a lot more, and not expect to be spoon fed by overbloated rules running into far too many pages lol. They work surprisingly well for solo, especially if you do what I do, and add couple of average dice to the firing and melee charts to create a little randomness (I doubt most people nowadays remember average dice). The knack of using these rules well (for solo play) is to create a good narrative and have firm set of objectives to follow, and to use the terrain on the table to gain maximum advantage :-)
Do you factor in the time it takes for couriers to ride the distance back from the front to the respective capitols? In other words, if the courier arrives is there any delay to troops in the capitol being able to march to any orders being issued?
@@MisterMac4321 yes, it depends on the CCR of the commander.
Woo!
Agree 100%. I got into D&D at a boy scout camp about 1980 after having some limited wargaming experiences (got D-Day for Christmas when I turned 11). I can still remember the feeling of how D&D opened up so many gaming possibilities. With 5e everything is overpowered and under-thought out thanks to constant "perception checks". Now WotC has made to political and condemned the original concept. Screw them.
That was unexpected...
Turn 4 got cut off. What happened to the hero vs hero fight?
@@BenjaminScherrey it's in the next video
How will you class the leveled characters given the first part of the Men section indicates leveled fighters of all men types wear plate and ride medium horses?
I was saving that for part 2 when we go over the setup of the battle... 😉
@@WargameCulture Awesome look forward to it
algorithm sent me here in your solo rules video. Solid channel! Thank you for the content.
Awesome, thank you!
Can this work with 1 cube = 10 bandits? Stack the heroes?
You could do 1:10, of course. I personally prefer to have a few more figures available on the table for the actual battle. At 1:10 you only have 23 figures, whereas with 1:6 you have 38 figures. IMHO this makes for a better game, in the sense of playing it out as a wargame. I wouldn't combine the heroes into one figure.
Polearms win again!
What size blocks are you using?
15mm
Why when measuring the armored foot charge did you measure from the corner rather than the middle like with the two heavy foot units?Why did you take the superhero out? When the green units with heroes surrendered the heroes fought on alone.
> Why when measuring the armored foot charge did you measure from the corner rather than the middle Because the two units of HF were charging each other and I wanted to calculate the point where they would meet. > Why did you take the superhero out? To make the measuring easier, because he sticks up above the cubes! > When the green units with heroes surrendered the heroes fought on alone The Yellow superhero had orders NOT to engage in any challenge.
hi. great video. you and joy of wargaming got me into the hobby, but there is one thing I am confused about in chainmails rules. Can u explain how the 1 figure equals 20 men rule affects gameplay, because in rules for morale for example it only cares about how many figures survived. Not how many men survived
That is correct. The scaling concept means that you treat each figure as a single combatant, even though it represents 20 men. If you have 20 figures in a unit (400 men) and that unit takes 3 casualties (60 men), you remove 3 figures and do the math based on the number of figures. For in-game purposes, the number of men doesn't matter. For the purposes of your D&D CAMPAIGN, however, those 60 men are not all "dead". Different games have different rules (D&D doesn't have any...), but generally speaking 25% are "Scattered" and unable to fight again until the next day; 50% are wounded and unable to fight again until healed (1-2 weeks) and the remaining 25% are actually dead. I have a video on the RPG channel that explains it more fully th-cam.com/video/0Rq_trDp2A8/w-d-xo.html
@@WargameCulture thank you so much!
Have a look at WoFun Games. Standees and no painting required
Have you discussed how close you have to be to issue a challenge? Is the loss of abilities for refusing a challenge permanant for the combat, or just for that turn? Does that include rolling 4 or 8 dice to attack? I don't think a unit can turn and charge. The move distance is listed as different from the charge distance, so I think it's a choice, not mix and match. Also, while the 45 degree limit part of the charge rule specifically mentions cavalry, I don't think infantry would be more agile than cavalry during a charge. If I were the green player I would start paying more attention to that heavy horse unit, because the morale roll when charged is at -2 when charged from the rear, meaning the armored foot would have to have to roll a 8 or 9 (depending on if ya'll adjudicate the superhero effect as +1 or +2 based on the "about twice as powerful as a hero" phrase). As for the yellow, it looks like they are trying to lutre the green heavy foot into a 3 way ambush. And trying to plink away at the armored foot before the heavy horse charges. That's a good plan.
The hero forcing those morale checks was huge.
Thanks for the shout out! Question: if the northmost group of skirmishers were already in charge range of the superhero last turn, should they have to check again when they never moved out of range? I also find the wording of that rule interesting "When a superhero *approaches* within his charge movement". Does that mean the superhero must be advancing to be considered a threat and trigger the check? Thanks for pointing out the rule.
Half timber. :)
Thank you! I totally spaced it!
So do you only add/keep fatigue markers if they move during the movement phase? How do you adjudicate forced movement (retreat/rout)? Did I miss something, were the composite bows and crossbows too close to friendlies to fire?I keep losing track, how did the yellow A foot acquire the second fatigue after only 2 rounds of melee?
Super cool! I love Mordheim.
Really cool terrain, are you going to use weathering powders ( Pastel dust ) ?
Thanks! I've never used those, but I am interested in giving them a try
Always interesting. "They're not meant to measure range." ...I may have missed something, do you mind elaborating on the standard procedure for archer units? 🤔
We are doing written orders, so if you order your archers to fire at the enemy footmen, you have to do so without any pre measuring of the range, before you issue the orders. For example if you'd like to fire two times, you can't move. But if the enemy is out of range by just a couple inches, you won't know until after you have essentially missed your chance at shooting.
@@WargameCulture Ah, so its fog of war and not a quirk of Chainmail. 👍
Ah the contrary convenience and inconvenience of unit trays. 😄 I smell charges coming!!!! Some of that green side arrow fire would have been indirect (over friendly or enemy troops). Armored troops are arrowproof from indirect fire. Will the retreated unit figures count as 'scattered' or will they still be considered a coherent unit?
Just an idle opinion, but I think the single combat would be his 'action' for this turn and a rally attempt would have to wait one turn. Interested to se what the players decide.
Interesting, I've always considered any result that ends with "back to the enemy" to be a rout, because in the post melee morale section it is written as "Retreat or rout, with backs to the enemy," considering the part between the commas as the definition of a rout. Where did you find that definition of oblique (moving at an angle)? I've only ever seen it portrayed as a turning about the center of the formation. Should the extra medium horse have been able to wrap around to the flank on the third melee round? Should the rally roll have been before the melee, since the medium horse were already retreating from the initial charge? The heavy horse should have gotten 3 dice each vs the heavy foot. Sorry for all the questions; you got my brain burning!
No worries, definitely mistakes were made! It is my understanding that retreat and rout are two different results. Regarding advancing on the oblique, I guess I probably learned that from whoever taught me Warhammer fantasy battle back in 1992. I'll have to watch it again and get back to you on the medium horse. Yes they definitely should have been a moral check for the rally. I messed this up badly.
@@WargameCultureIt's amazing how much I've learned watching my own battles again. You're doing a great job here. Good stuff!
This Match takes some wild swings. It was a ton of fun.😊
I'm really curious to see the endgame of this skirmisher "V" formation.
It’s really good seeing it played out, kudos for having the brain power to remember what’s what! There’s a lot to it!
I'm not 100% but I think that move by the charging cavalry was the movement part of an oblique order. It's never been clear to me if it's just the center pivot or the concentration of mass is also needed. Since the skirmishers rolled as separate units to see if they could shoot, shouldn't they also have rolled as separate units when they fired? Green really took a chance letting their forces get separated.
We had a big discussion behind the scenes after this turn regarding orders for movement and charges and how they would work out. When one unit strikes another unit at an angle we had to come up with some rules for that.
Regarding the skirmishers, we had decided in advance that each group would respond to things individually but they could act together as one unit if needed. Because Chainmail doesn't really have any specific skirmisher rules.
We have also discussed skirmishers not having a facing when it comes to being able to fire. This is something that we're still discussing and hope you get in on it in the server.
The split force was a little bit of misunderstanding of the initial turn. No fault of the ref just travel getting in the way of a team fully paying attention etc.
I’m enjoying this series - makes me want to do simultaneous movements, I’ve always gone with rolling for initiative, but this seems to add a bit of chaos I would enjoy.
I have really enjoyed playing simultaneous move. It did cause some havoc in the first turns. Learning curve but I am experimenting with implementing this in our physical games too. Druids been a gracious host letting us borrow his table for almost 3 weeks now. Seriously looking forward to our next game
Should the light infantry at the bottom have gotten a shot since thebvheavy cav moved closer when it finished it's move? I like how you're using the wheel as deducting movement.
Seems like its going to be a fierce struggle for survival. :)
Did you check it out? Thoughts?
I believe right face is a 1/2 move. Oblique is 1/4 move. Are the skirmishers regular archers/light foot or longbowmen/light crossbow? Because the former only move 9" not 12" like the latter.
The yellow Force skirmishers, the red cubes, are unarmored composite Bowmen who can move 12 in. And, yes, right face is a 1/2 move, I made a boo-boo there.
Oh man this looks interesting
I do definitely want to try using FFoL Bigger Battles for some rank & flank, but I want to do ancient warfare. I'll likely convert inch ranges to centimeters to slow things down, and maybe allow for a more compact board. As for counters and tracking, I want to be minimalist: A red die for wounds, a yellow die for shock, and max 2 traits for normal units to keep cognitive load down.
Played this fun game so much in my youth!
Our medium horse morale you did not count our Superhero. But as with everything, I can live with it.
Aargh. Within 12" Rats.
Have this game its great
wow! last thing I expected to find; these rules were a big thing back in the day, most people then added there own die rolls to generate the missing (missed) random event! The main thing was missing troop scales so 1:33 was our organisation, and after a third (33%) a dice was thrown to see if the unit still hung around. Played my first live opponant with these rules in 75....
The Algorithm led me here. Looks really interesting! Can't wait to see how it all gels together!
Fantastic game, my all time favorite. Endless hours of gameplay and enjoyment.