laz
New Member
Posts: 3
|
Post by laz on Dec 4, 2020 4:11:02 GMT
I'm somewhat tired of playing wargames where both sides line up and just walk into each other. To that end, I'm working on a 3mm project that aims to leave plenty of open space on the field and allow for the operational movements leading into battle. Corps in column marching to battle, while you, the Commander-in-Chief are not entirely sure where they are or when they will arrive. Not knowing the exact layout of the enemy forces and when your orders will be received and acted upon. I'll put up the rules draft in the other board at a later date, but here's the first base I've created for them. A base here represents a division of about 6000 men at 3"x2". I've gone with 3mm figures from Magister Militum as my 3d printing attempts have not been great, and this seemed easier lol. Each base has a magnetic strip for replaceable identification plates and two 5mm dice holders for tracking stats in my rules. It's quite fun painting dudes this small. 
|
|
|
Post by Zach on Dec 7, 2020 21:16:29 GMT
Looks great! I’m excited to read your rules. Interesting choice of maneuver unit.
|
|
|
Post by zeitsev on Dec 7, 2020 23:05:11 GMT
I too look forward to seeing your rules, Laz.
As a former boardgamer, I was surprised at the relative lack of movement and maneuver in many miniatures games.
Many devolve into a dull, frontal assault bash. Hopefully your rules and your scale will avoid that.
|
|
laz
New Member
Posts: 3
|
Post by laz on Dec 9, 2020 4:56:02 GMT
Looks great! I’m excited to read your rules. Interesting choice of maneuver unit. Thanks  The aim is to focus on the command and so abstracts combat to a certain degree, while still feeling correct to the unique aspects of the period. I originally wrote them at the battalion level, but at the scale I am going for (6 inches = 1 mile), it would just become very fiddly with tiny bases and lots of dice rolling. I too look forward to seeing your rules, Laz. As a former boardgamer, I was surprised at the relative lack of movement and maneuver in many miniatures games. Many devolve into a dull, frontal assault bash. Hopefully your rules and your scale will avoid that. Ditto. At the divisional level I think the right feel is lots of movement before combat, then the static quagmire of combat itself until one side breaks, while throwing in more units or outmanoeuvring to tip the balance.
|
|