That Regan pic goes hard, I want that one a shirt heh. Remember kids, kill a commie for mommy. Now here's some game systems that I think are great for Braunsteins: Battletech: Get Campaign Operations, that book is awesome. The setting is ready made for these kind of games. You got the Great Houses jocking for power and resources, you got the Clans trying to bring "order" to the formerly once great Star League with advanced technology but a poor logistics, mercenaries who fight for a greater cause (money!), pirates who are equal opportunity types, and then you got the periphery, non-align worlds on the back ends just trying not to be eaten by greater powers and some aren't even pirates! Mordheim/Necromunda/Kill Team/(and if you're actually cool) Inquisitor: Mordhein and Necromundia are ready made for this, adding plotting and scheming between the players will take what are already two of the best things that GW had ever made even better with this element added (and the best part is the rules for Mordhein and OG Necromunda are free though the new one is actually really good too). Kill Team will need some work but all you have to do is have a reason why all the teams are on this one planet and give them objectives that oppose each other (The T'au are trying to take out a loyalist leader of a world so they become more open to negotiation, the genestealers are trying to kidnap the same leader and make him one of them so they can infiltrate more easily, the eldar are their doing weird eldar shit, the dark eldar are their to do even weirder dark eldar shit, the orks are there because they see everyone else is there and they just want a good fight, and then the guard are there to, well, stop the world from falling into filthy xeno hands). Inquisitor was called a "narrative wargame" when it came out, but we all know what that really means. This game was meant to be an old skool type RPG. You had an Game Master but his job was to keep things interesting for the players, it was the players that drove the story and had different objects from each other. Each one had their own warband with their own mission. It was a really cool game that sadly self sabotage by going with 54mm figures. This was cool as only needed maybe 5 guys tops and this game you a lot of room to customize them and make things feel epic but a lot of players didn't want to have to make new scenery and buy figures they could use in their normal games. The rules for it are now free and there's rules for running it in normal 40k scale, check out the Conclave for tons of free material www.the-conclave.co.uk/forum/index.php
Great video! I wonder if you would consider revisiting Absolute Emperor? Our group has never done Napoleonics before. We are struggling with interpreting the order system and how strictly to enforce that on the corps commanders.
@@Caniswalensis That rule set doesn't make it easy, either. You might take a look at 2x2 Napoleonics. It works at the same scale, but is a much better intro to the genre.
Honestly, after I played some battles which demanded few tables to placed figures in WWII and Napoleonic settings I can hardly call Warhammer 40K or AOS a proper war game. They are more and more looks like some skirmish. Uninteresting skirmish, I might add. I haven't such feelings when I look on old Warhammer FB or The Old World though.
Is this not just a simulation with extra steps? There is a shared gamestate. Every player has the ability to change that gamestate. The referee, or judge in some case, becomes the final arbitor for changes the players propose to make that are not currently codified. The roleplaying part is universal to a lot of games. We pluck roles from a shared gamestate and engage in freeform social interactions that inform our mechanical actions. Wargames with campaigns were already treading on this simulation path because it is what drives the fairness and impact. Resources matter because they are limited, so you must track them, so you must perfom some level of simulation. The lack of good descriptive terms makes discussion awkward.
Note: this comment is in this vid so maybe you will see it, but it pertains to other videos. Just a comment about something your doing ( not necessarily pertainant to this video, but it is to your Mass combat using AD&D. I will use the Swords and Spells rules ( proto AD&D) 1976) as reference. When you are doing mass combat with scaled miniatures ( 1:10) you need to remember that each miniature represents 10 people. If you have 5 miniatures ( representing 50 men) and you shake 5 dice ( one for each figure) you have changed the math and are short changing the men in the miniature. Gary did not intend for the men to be short changed, see the Swords and Spells game, just prior to AD&D being released and he said that in the battles that one should just use the percentages instead of shaking for damage, ie if a man at arms had a 25% chance to hit on the combat table, ie hits on a 16+ on a d20 then you should have that group of 10 men in the figure have 25 percent of them hit ( as if what is likely to happen if you shook the dice for each of them). In swords and spells rules you just do the math the the men and do your average damage. The combat is about the maneuvering , ie how good you general your army. Now if you want to do the dice shaking, if your army if 5 figures with 10 men per figure, to keep the math correct, yet still have some randomness, shake a handful of 10) 20 sided dice for each figure ( similarly armed and able to do combat, ie not in back ranks etc, then multiply the hit results by the number of figures you have, ie 5 figures in this case. How you deal with damage, would be to ( let say they are using spears (1d6) shake a d6 for each hit. Then multiply that number the the amount of hits you made. that is the amount of HitPoints of damage done to the unit. not to the figure and not to each man. lets say you have 5 figures of 10 men, you shook your 10 dice got 3 hits, so you shake 30 6 sided dice and lets say you got a 2,3,4 for a total of 9 damage done per figure, which you then multiply by 5 because you have 5 figures, so you did a total of 45 damage to the enemy. Lets say the enemy were 1 hd orcs, ie they have a average hp of 4.5 hitpoint per orc and so if each figure represented 10 orcs, you did 45 hp of damage across the army and that would eliminate 1 figure of 10 orcs. This is the correct way to go about it, not the way you are describing, where you shake 1 dice for each figure of 10 men. Way different math!! Now if your Player Character hero goes against a unit, he can only be attacked by 1 figure of 10 men, you break that into the 10 separate men and do combat normally, If your PC hero just blends into the army, you can have him roll to hit, figure his total damage done, then add that to the total of damage done by the unit of figures, after their total had been calculated. Doing such everything blends seamlessly unless you start messing with number of men(monsters per figure. ie if your men are at a 10:1 ratio, you can not just have them surround a single giant, that you decided was only 1:1 ratio, because then the spacing is all off. you would have to only have 1 figure or at best 2 figures, ie 10 or 20 men be able to fight the giant at one time, you cant change spacing on a whim. take a look at Swords and Spells, should easily be able to find a pdf for free online, its a little hard to read, but if you think about how I just described it, it easier, Gygax just eliminated the randomness in Swords and Spells and explained it in a Gygaxian way so people get confused.
@@btrenninger1 the biggest tell of this miserable emphasis on commercialization is the obsession with naming things like a product. I am going to send out "random guy on Internet 17's wargame rules" and NOT give them some trendy catchy title. Very edgy. You should be jealous.
So loopy, it's free.
En Garde - the Diplomacy of RPGs.
Thank you Mr Wargaming!!!!!🤘🥰🤘
Wait a minute, I though America was already becoming a banana republic!
That Regan pic goes hard, I want that one a shirt heh. Remember kids, kill a commie for mommy.
Now here's some game systems that I think are great for Braunsteins:
Battletech: Get Campaign Operations, that book is awesome. The setting is ready made for these kind of games. You got the Great Houses jocking for power and resources, you got the Clans trying to bring "order" to the formerly once great Star League with advanced technology but a poor logistics, mercenaries who fight for a greater cause (money!), pirates who are equal opportunity types, and then you got the periphery, non-align worlds on the back ends just trying not to be eaten by greater powers and some aren't even pirates!
Mordheim/Necromunda/Kill Team/(and if you're actually cool) Inquisitor:
Mordhein and Necromundia are ready made for this, adding plotting and scheming between the players will take what are already two of the best things that GW had ever made even better with this element added (and the best part is the rules for Mordhein and OG Necromunda are free though the new one is actually really good too).
Kill Team will need some work but all you have to do is have a reason why all the teams are on this one planet and give them objectives that oppose each other (The T'au are trying to take out a loyalist leader of a world so they become more open to negotiation, the genestealers are trying to kidnap the same leader and make him one of them so they can infiltrate more easily, the eldar are their doing weird eldar shit, the dark eldar are their to do even weirder dark eldar shit, the orks are there because they see everyone else is there and they just want a good fight, and then the guard are there to, well, stop the world from falling into filthy xeno hands).
Inquisitor was called a "narrative wargame" when it came out, but we all know what that really means. This game was meant to be an old skool type RPG. You had an Game Master but his job was to keep things interesting for the players, it was the players that drove the story and had different objects from each other. Each one had their own warband with their own mission. It was a really cool game that sadly self sabotage by going with 54mm figures. This was cool as only needed maybe 5 guys tops and this game you a lot of room to customize them and make things feel epic but a lot of players didn't want to have to make new scenery and buy figures they could use in their normal games. The rules for it are now free and there's rules for running it in normal 40k scale, check out the Conclave for tons of free material www.the-conclave.co.uk/forum/index.php
Great video!
I wonder if you would consider revisiting Absolute Emperor?
Our group has never done Napoleonics before. We are struggling with interpreting the order system and how strictly to enforce that on the corps commanders.
@@Caniswalensis That rule set doesn't make it easy, either. You might take a look at 2x2 Napoleonics. It works at the same scale, but is a much better intro to the genre.
@@TheJoyofWargaming thanks for the tip! I will check it out. 😀
Honestly, after I played some battles which demanded few tables to placed figures in WWII and Napoleonic settings I can hardly call Warhammer 40K or AOS a proper war game. They are more and more looks like some skirmish. Uninteresting skirmish, I might add. I haven't such feelings when I look on old Warhammer FB or The Old World though.
Highfalutin hogwash, count me in 😂
Is this not just a simulation with extra steps?
There is a shared gamestate. Every player has the ability to change that gamestate. The referee, or judge in some case, becomes the final arbitor for changes the players propose to make that are not currently codified.
The roleplaying part is universal to a lot of games. We pluck roles from a shared gamestate and engage in freeform social interactions that inform our mechanical actions.
Wargames with campaigns were already treading on this simulation path because it is what drives the fairness and impact. Resources matter because they are limited, so you must track them, so you must perfom some level of simulation.
The lack of good descriptive terms makes discussion awkward.
Note: this comment is in this vid so maybe you will see it, but it pertains to other videos.
Just a comment about something your doing ( not necessarily pertainant to this video, but it is to your Mass combat using AD&D. I will use the Swords and Spells rules ( proto AD&D) 1976) as reference. When you are doing mass combat with scaled miniatures ( 1:10) you need to remember that each miniature represents 10 people. If you have 5 miniatures ( representing 50 men) and you shake 5 dice ( one for each figure) you have changed the math and are short changing the men in the miniature. Gary did not intend for the men to be short changed, see the Swords and Spells game, just prior to AD&D being released and he said that in the battles that one should just use the percentages instead of shaking for damage, ie if a man at arms had a 25% chance to hit on the combat table, ie hits on a 16+ on a d20 then you should have that group of 10 men in the figure have 25 percent of them hit ( as if what is likely to happen if you shook the dice for each of them). In swords and spells rules you just do the math the the men and do your average damage. The combat is about the maneuvering , ie how good you general your army.
Now if you want to do the dice shaking, if your army if 5 figures with 10 men per figure, to keep the math correct, yet still have some randomness, shake a handful of 10) 20 sided dice for each figure ( similarly armed and able to do combat, ie not in back ranks etc, then multiply the hit results by the number of figures you have, ie 5 figures in this case. How you deal with damage, would be to ( let say they are using spears (1d6) shake a d6 for each hit. Then multiply that number the the amount of hits you made. that is the amount of HitPoints of damage done to the unit. not to the figure and not to each man.
lets say you have 5 figures of 10 men, you shook your 10 dice got 3 hits, so you shake 30 6 sided dice and lets say you got a 2,3,4 for a total of 9 damage done per figure, which you then multiply by 5 because you have 5 figures, so you did a total of 45 damage to the enemy. Lets say the enemy were 1 hd orcs, ie they have a average hp of 4.5 hitpoint per orc and so if each figure represented 10 orcs, you did 45 hp of damage across the army and that would eliminate 1 figure of 10 orcs. This is the correct way to go about it, not the way you are describing, where you shake 1 dice for each figure of 10 men. Way different math!!
Now if your Player Character hero goes against a unit, he can only be attacked by 1 figure of 10 men, you break that into the 10 separate men and do combat normally, If your PC hero just blends into the army, you can have him roll to hit, figure his total damage done, then add that to the total of damage done by the unit of figures, after their total had been calculated.
Doing such everything blends seamlessly unless you start messing with number of men(monsters per figure. ie if your men are at a 10:1 ratio, you can not just have them surround a single giant, that you decided was only 1:1 ratio, because then the spacing is all off. you would have to only have 1 figure or at best 2 figures, ie 10 or 20 men be able to fight the giant at one time, you cant change spacing on a whim.
take a look at Swords and Spells, should easily be able to find a pdf for free online, its a little hard to read, but if you think about how I just described it, it easier, Gygax just eliminated the randomness in Swords and Spells and explained it in a Gygaxian way so people get confused.
It's free because wargaming is a hobby, not a business l.
Disgusting. Next you will suggest we should freely share our homebrew rulesets. What about the shareholders!?
@@tagg1080 Correct.
@@btrenninger1 the biggest tell of this miserable emphasis on commercialization is the obsession with naming things like a product.
I am going to send out "random guy on Internet 17's wargame rules" and NOT give them some trendy catchy title.
Very edgy. You should be jealous.
@@tagg1080 The key thing is for it to be as homogeneous as possible.
Rad.
Yoink! :)