Sunday, January 24, 2021

MicroBattle - Scenarios and Campaigns

 In my previous post, I laid out the rules for my latest incarnation of MicroBattle. Today I would like to explain how I set up games.

Battle Scenarios

Using One Hour Wargames

My method is not exactly original. I generally rely on Neil Thomas's One Hour Wargames.


Aside - I just noticed that this is the first photo I posted to this blog in 2021. I need to play some games with minis!

Anyway, OHW provides streamlined rules for wargaming 8 different eras in history. While I admire their design simplicity, I find them a little too bare bones for my tastes (although I must admit that OHW does influence MicroBattle). 

Nevertheless, this book is a gold mine because it contains 30 different, generic scenarios. When I want to play a game, I just pull out the book and roll randomly to select a scenario. Thomas also includes tables for randomly generating armies of 4 to 6 units (it is not a coincidence that MicroBattle uses the same sized armies). With a few rolls, my game is ready to go!

Just beware that Thomas's scenario objectives may not be achievable in his standard 15 turns when using different rules (activation rolls. different movement rates, etc.). I'll generally adjust the number of turns on the fly to compensate.

Aside - I have OHW on my Kindle but as I was writing this I was thinking that I should get a physical copy. Then I saw the price on Amazon!

Wow! I guess it has become a collector's item!

My Random Battlefields

I find the OHW battlefields to be a bit barren. Other times I just want to set something up without using a OHW scenario. In either case, I have devised a method to create random battlefields. I created a set of terrain cards. I'll draw some from my deck and lay them out to determine the battlefield.


For example, the above battlefield will have woods in the upper left, hills in the upper right and bottom left center. A river begins in the lower right; I will roll to determine if it runs vertically or horizontally.

I created the cards in PowerPoint, with 8 to a page. I just created colored boxes and then pasted some generic icons on top. I fit 8 cards per page. All told, I have 8 each of woods and hills; 2 each of rivers, rocks, fields, and buildings; and 16 clear. I printed them on cardstock and cut them out.

When drawing, I can adjust the probabilities of certain terrain by dropping some cards from the deck. For example, if my battle is in a desert, I can drop the woods cards and maybe the river cards. Simple!

Campaigns

Battles will be more interesting if there is some impact to the outcome. Thus, I and many other wargamers will move beyond one-off battles to campaigns, series of linked battles that lead to a final conclusion.

I've tried different campaign ideas in the past, but lately I've been using the extremely simple format suggested by Neil Thomas in One Hour Wargames. Essentially, it is best of 5 battles, with each battle determined randomly. The winner of a battle gets to choose to attack or defend in the next battle. This choice can be crucial because some of the scenarios are more difficult to win as the attacker. This provides a nice handicap to the victor.

Francesia

Thomas's campaign may be too simplistic, especially for those who want to move troops on a map. Years ago I devised a simple system based on the Diplomacy board game. I created my own map, set on my fictional continent of Francesia (so named because I drew the map during Hurricane Frances back in 2004). I designated certain areas to contain supply centers, then assigned an army or navy to each center (the symbols on this version of the map all represent armies).

I then proceeded to run the campaign like a game of Diplomacy. I controlled one country then randomly determined the moves for the other powers. When opposing forces disputed a territory, I would play out the battle. The main contending armies would be 6 units each. Supporting armies would add 3 units to the fight. I would randomly generate the battlefield. The winner of the battle would seize the territory and the loser would have to retreat. This all makes more sense if you are familiar with the rules of Diplomacy.

One issue with this system is that it can generate a lot of battles. Therefore, I simplified by being selective about which contacts to turn into miniature battles. Most contacts would be determined by the standard Diplomacy rules. If there was a particularly interesting or crucial battle, I would play that out and then apply the results.

The system worked well enough for my purposes at the time. I completed an entire war, with Redgrave (my red army) emerging victorious. I'm not sure if Diplomacy works as well for a straight-up 1v1 conflict, which is my standard campaign these days. While I no longer use these rules, you will still see the armies of Redgrave, Bluderia, Grayrock, and the Empire clash on my miniature battlefields.

Saturday, January 23, 2021

MicroBattle - 2021 Version

 On my post about determining hits in RPGs, Dale asked for my MicroBattle rules. There is an earlier version from 2020 on my blog, but here is my latest incarnation.

Core Concepts

  • I call the rules MicroBattle because they were initially designed to play wargames using small armies of small miniatures in a small space. I use armies of 4 - 6 units made up of 3mm miniatures on fields under 12 inches square. I imagine the rules could be scaled up. 
  • MicroBattle is designed to be played on a gridded battlefield. I use a grid of 8 by 10 squares.
  • The core mechanic is called the Resolution Test (hereafter called the Res Test or simply Test). Res Tests always work the same.
    • Roll a D6. A roll of 4 or greater is a success
    • The roll is modified if the testing unit has an advantage or disadvantage.
      • Add 1 for an advantage or 2 for a significant advantage
      • Subtract 1 for a disadvantage or 2 for a significant disadvantage
Note - I don't keep a strict list of advantages / disadvantages. I tend to just eyeball the situation and make a ruling. This keeps the game flowing, but that's because I play solo so I don't argue over my interpretation. If you play with an opponent, you may want to develop a list of advantages / disadvantages

Battle Rules
I have adapted the same general framework for massed battles, skirmishes, and RPGs. Here are the massed battle rules.

Unit Types
MicroBattle is designed as a rules framework that will allow wargames set in practically any era. I've played games spanning from ancient Greece to World War II. Therefore, you will see references to many different types of units. The list is not exhaustive, however. Feel free to add your own.
  • In general, units can be classified as Infantry (foot soldiers), Cavalry (horse soldiers), Artillery (soldiers with big guns), and Armor (tanks). There may be specialized versions of each.
  • Note that only 1 unit is allowed in any space at any one time
Turn Sequence
Each turn of the game follows this sequence
  1. Initiative
  2. Side A (side that won initiative) Acts
    • Activation (optional)
    • Movement
    • Combat
    • Rally (optional)
    • Opponent checks Morale
  3. Side B Acts - same sequence as Side A
Initiative
  • Roll a D6 for each side. You may add or subtract 1 from the roll for exceptionally good or bad generals
  • High roll goes first
Activation (optional)
  • Each unit must make a Res Test to act during the turn
    • Advantages - fresh troops, veteran or elite, in defensive works, etc.
    • Disadvantages - damaged troops, poor quality, etc.
Note - I like activation rules because they add fog of war. They may be a bit much when combined with variable movement so I don't always use this rule.

Movement
  • Infantry, artillery, and heavy armor can move D2 spaces (roll a D6 - 1-3 counts as 1 and 4-6 as 2). Others move D3 spaces (1-2 = 1, 3-4 = 2, 5-6 = 3)
  • If a unit enters rough terrain (e.g. woods), it must stop its movement
  • (OPTIONAL) A heavy unit (like armor) trying to move out of rough terrain must pass a Res Test
Combat
During its turn, a unit may attack an enemy if eligible
  • A unit may be prevented from attacking due to movement
    • Artillery and Heavy Weapons (machine guns) cannot move and attack in the same turn
    • Most Infantry cannot attack if they move more than 1 space. Skirmishers and armor may move more and attack
    • Most units cannot attack if they move into rough terrain. Skirmishers may still attack
  • A unit must be in range to attack. Ranges are:
    • Melee units - 1 space
    • Bows or muskets - 2 spaces
    • Rifles, armor - 3 spaces
    • Early artillery - 4 spaces
    • Modern artillery - 6 spaces
Note - I often fiddle with ranges. In medieval games, for example, I often bump up the bow range to 3 spaces. Feel free to play around with ranges until it feels right to you

If the unit is eligible, it may attack
  • Pass a Res Test to hit the enemy
  • Modify the roll due to unit traits (see below) or range (disadvantage at long range)
Unit traits - refer to the table to determine if a unit has an advantage or disadvantage while attacking or defending

Action

Advantage

Disadvantage

Attack

Warband, Knights, Heavy Weapons, AFVs

Skirmishers, Modern Cavalry

Defense

Heavy Infantry, Grenadiers,

Heavy AFVs

Rabble


A unit that is "hit" then makes 2 Res Tests to defend against the attack.
  • Defense Test - a success negates the hit, otherwise record the damage (I use markers)
    • Units that take 2 hits rout (they are removed from play)
  • Retreat Test - the unit must move back 1 space if it fails
  • Modify both tests due to unit traits, cover (advantage), flank or rear attacks (disadvantage)
  • If the defending unit is removed from play or retreats, an adjacent attacking unit may move into the vacated space. Cavalry or armor may then make a second attack
Rally (optional)
  • An army is limited to 1 rally attempt per turn. A selected unit from the army may attempt to rally as its action for the turn. 
  • Make a Res Test to remove 1 damage marker
  • The unit cannot take any other actions, such as moving or combat
  • The unit may not be in close combat (have an enemy unit adjacent to it)
 Morale
  • When an army has lost 50% of its army, immediately make a morale Res Test. 
  • Failure means that the army abandons the field. The game is over.
Luck
This is a neat little rule that I swiped from the Wargames Mechanics blog.
  • At the beginning of the game, one side is designated as "lucky"
  • The "lucky" side may reroll a Res Test at any time
  • Once a reroll occurs, the "lucky" characteristic passes to the other side
That's All Folks
That's all I have written for MicroBattle. The rules are bare bones but that's all I need for playing solo. I tend to make rules interpretations on the fly, and then don't always bother to write them down.

For my next post, I will explain how I set up scenarios and campaigns.

Friday, January 15, 2021

Determining To Hit

While pondering my raging D6 vs D12 debate, I recognized that changing the die type would affect the modifiers to the to hit number. Before I explain that issue, though, I thought I should explain how my to hit system works.

Getting Hit

Dungeons & Dragons, the first and most popular role playing game, bases the to hit number on the defender's armor. It's harder to hit someone with heavy armor and easier to hit someone without armor. I have a problem with that approach.

Let's demonstrate my reservations with a video.

In D&D, the heavily-armored guards should have had no trouble hitting the unarmored fencing master with his [old school] AC of 9. Yet they can't touch him until his wooden sword is broken. Clearly, armor is not the main determinant on whether he got hit; it is skill and experience.

Now, I know that D&D uses hit points as an abstract measure of defensive acumen. Syrio would have a lot of hit points so it would take a while for the guards to whittle him down. But that turns combat into a very attritional game, with more record-keeping. I wanted to get away from tracking a lot of hit points.

This led me to a different take on determining hits. The To Hit number would depend on the relative experience of the combatants. A master would have an easier time hitting a novice but the novice would be lucky to hit back.

In game terms, this means I compare the combatant's levels, which range from 1 (novice) to 6 (legend). If the combatants are equal in levels, then there is no modifier to the base to hit number (4+ on a D6). A difference of 1-2 levels results in an advantage or disadvantage (effectively + or -1 on the roll). More than 2 level difference is a significant advantage or disadvantage (+/-2). In practice, the system is simple and quick.

What About Armor?

You'll notice that armor has no impact on getting hit in my system. Instead, I assume that armor reduces damage if you get hit.

Right now, I divide armor into 2 broad categories - light and heavy. No armor gives a disadvantage to the save roll while heavy armor adds an advantage. Failing the save results in a wound.

And Shields?

Initially, I treated shields as armor, which reduces damage. But I am experimenting with shields affecting the to hit roll. Realistically it makes sense. I use a shield to prevent you from hitting me. But in practical game terms I think it is easier if shields add to the armor bonus for saving. I haven't decided which way to go.

But How Does the Dice Type Affect All This?

My system assumes a 50% chance to hit if there are no modifiers. With a D6, this means that I can only after 2 levels of advantage or disadvantage. For example, a novice attacking a master would need 4+2 = 6 to hit. If there were another level, then there would be no chance for the novice to hit, which may be realistic but is no fun.

Note: This example shows one of the advantages of a D12. A 1 in 6 (16%) chance seems too high for a novice to hit a master. A 1 in 12 (8%) chance is better. For more realism, I probably should use percentile dice and give the novice 1-2%! But I don't want to go that route.

If I switch to D12, I can add more levels of advantage. If the base to hit is 7+, I can have 5 levels of difference - more granularity but in practical terms this seems to require more detailed record keeping and calculations. I'm trying to keep it simple, and D12 seems to negate that.

I have a similar issue with armor. Using D12 allows more categories (padded armor, leather armor, maille, plate + other variations), but introduces more complexity.

Ultimately, my D6 vs D12 dilemma seems to boil down to the level of complexity I want. Part of more wants more granularity, but I am really enjoying the simplicity of a rules light system.

Saturday, January 9, 2021

Trouble at Threshold Station

 A Kate and Kip Adventure

One of 2021 plans is to settle on a single set of characters for my RPGs so I decided to start the year by introducing some new (actually returning) characters.

Actually, I realized that I need a single set of characters per genre. So I will be paring back my fantasy characters. But recently I decided to run a sci fi adventure, bringing back some characters that featured in a number of skirmishes here and on my old RPG blog.

I went with sci fi because I've had this one adventure downloaded onto my tablet for months. I finally resolved to complete it. It is called Trouble at Threshold Station, an adventure in the Hero Kids RPG line. I converted the adventure to my MicroBattle Quest rules.

On Kate and Kip

Because my heroes were featured in skirmishes, I do not have them statted out for an RPG. I jotted down a quick byline for each one. I rolled randomly to determine their traits but assumed they were level 3 because of their many prior adventures.

Kate - experienced (i.e. Level 3), intelligent scientist

Kip - experienced, charismatic scout

Kate and Kip had been recruited by the Federation's Ranger service, a branch of agents that work covertly against Imperial machinations in the Fringe Worlds that separate the Federation and Empire.

Troubled at Threshold Station

Our heroes have been tasked to sell some spare parts to a travelling merchant. They are hoping to recruit him as a contact. They plan to meet him at Threshold Station.

Into Orbit!

As they approach the station, a warning klaxon goes off. Kip checks the scanners.

"Approaching meteor shower! Kate, get to the turret and blast any that I cannot evade!"

As Kate rushes to her position, Kip threads a path through the first wave of meteors. Manning the turret, Kate blasts a path through the next wave. Kip then jerks the ship aside to avoid a meteor, but they find themselves in the path of one more. It is heading right at them! Kate squeezes the trigger. The lasers blast into the meteor at point-blank range, smashing it into smithereens. The path to the station is open.

Negotiations

Once they arrive, they meet with the merchant, named Parthi. Because his experience as a scout helped develop his fast-talking skills, Kip conducts the negotiations. He asks for 300 credits for the parts, but Parthi scoffs.

"300 for those? I wouldn't pay more than 100!" Kip talks him up to 150 but then Parthi refuses to budge. Alas, Kip has orders not to accept anything less than 200.

Kip turns to Kate. "I told you we wouldn't find a likely seller here. Let's try elsewhere."

"Hold on," Parthi responds. "I may have been hasty." He then peruses the parts and agrees to 200. Kip tries to get more but Parthi won't budge. They finally agree to 200.

Bay Zero-Three

Kate and Kip deliver the goods to Parthi's cargo ship. Once they load the boxes into the ship, a group of armed aliens enter the docking bay. They point their weapons at the trio.

The leader demands "We'll take those parts, and your credits!"

Parthi rushes in fear up the boarding ramp. The leader and some of his minions follow into the ship.

The remaining aliens begin shooting, wounding Kate. The heroes leap behind some crates.

With a quick salvo, Kip blasts down 2 of the raiders. The enemy returns fire, striking Kip. Fortunately, he has some light armor under his space suit, which absorbs the laser blast.

While the raiders focus on Kip, Kate creeps into position then opens up on the enemy. Three more go down, and the remaining raider flees.

Cargo Showdown

Suddenly, the heroes hear a cry of alarm from Parthi's cargo ship. They rush up the ramp, but are met by a fusillade of laser fire. Kate collapses to the ground with a bad wound. Kip provides covering fire while she uses a stimpack to heal herself. His shots take down one of the raiders.

They hear another cry, then the ship's engines begin to start up.

"We need to get to the cockpit before the ship takes off!" Kate yells.

"OK, follow me!" Kip replies.

He rushes into the ship, blasting away with his pistol. He shoots one of the raiders while the other dives for cover. Kate follows as Kip rushes down a corridor to the cockpit.

The raider in the hold pops up and begins shooting at the backs of the heroes. Kate turns and blasts him. The raider leader leans out of the cockpit and shoots, wounding Kip. But Kip keeps rushing forward.

"Get this ship outta here!" the raider leader screams at the pilot. The hatch closes and the ship begins to rise.

Kip leaps into the cockpit, knocking the blaster from the leader's hands. Parthi is at the controls as the leader continues to yell at him to fly. Kip and the leader begin struggling. Kate squeezes into the cockpit and smashes the leader in the face. He lashes out with an elbow, connecting with Kate. She staggers against the bulwark while Kip continues to grapple the alien.

The leader knocks Kip to the ground then grabs his blaster. He aims it at Kip and snarls in victory. And then he slumps to the ground. Kip then sees Kate standing above the enemy, a wrench in her hands.

Conclusion

Parthi thanks them profusely for their assistance, and as a reward he agrees to pay full price.

"And if you ever need anything, let me know!"

"Don't worry, we will." Kip responds.

Rules Notes

I experimented with one tweak to the MicroBattle Quest rules. As noted in previous ponderings, I've become quite enamored of the D12, so I converted to this die. I wish I could say it was a rousing success, however D6 worked better. The way the system currently works, each advantage or disadvantage is worth 1 point on the die for D6 but 2 for a D12. It just felt far more intuitive adding and subtracting 1 so I felt the D6 worked better. I haven't given up though; I may tweak the a/d's to better fit a D12.

Saturday, January 2, 2021

Which Dice? Part 2

 Earlier this year while experimenting with a home brew RPG system, I asked the question "which dice?"

At the time, I had switched from a D6 to a D10 to provide more granularity. I then pondered using the oft forgotten D12. Well, my experiment was a success; I quite liked the D12. I felt it had a number of advantages:

  • It provided more granularity - the odds could be modified in ~ 8% increments rather than ~ 17% increments
  • It rolls better than a D10 or D20
  • And it can also be used as a D2, D3, D4, and D6!
Now with MicroBattle, I have gone back to a D6 system. The advantage/disadvantage system seems to work fine with less granularity. Still, I keep pondering the D12. I have a system in mind, to wit:

Significant Disadvantage        11+ to succeed
Advantage                                9+
Neutral                                     7+
Advantage                               5+
Significant Advantage            3+

The odds are the same as with the D6, but it also gives me the option to provide minor boosts or banes. For example, a slight disadvantage would require a roll of 8+.

I'm still debating this in my head. I'm worried that it will needlessly complicate things. Nevertheless, don't be surprised to see me pull out the D12s in one of my experiments!

So, what are your thoughts? D6 or D12?

Friday, January 1, 2021

What's in Store for 2021

In a post from several years ago (have I really been blogging so long?!) I explained why I have foregone making gaming resolutions. Instead, I try to predict my gaming future. Usually, I get it horribly wrong but it is fun to see how poorly I do. So without further ado, what's in store for 2021?

  • LARP posts - I have in the past posted about my other hobby, live-action roleplaying. In March I even made a few posts about my new kit. I was really excited about showing off my new armor, but then COVID hit. I haven't been able to LARP since then. With vaccines coming soon, I hope to be able to get back out to the LARP field, and of course post about it.
  • MicroBattle - I plan to continue work on my MicroBattle rules, including extensions to skirmish and RPG games. Expect to see scenarios spanning multiple eras and scales throughout the year. I hope to complete a final version of the rules by year's end.
  • Settle on a Character - or at least a single set of characters. Last year, whenever I experimented with a different set of rules, I created a new character party. I introduced Khamen and Candorra (from my Four Against Darkness campaign), Balthazar the paladin, Tweedle and Dunh, and now Gregor and Belle. I need to pick one group and stick with it!

Other than these, I cannot really foresee where my gaming is going. Stay tuned for a wild and unpredictable ride!