I have the
small luxury of setting aside projects in development to pursue game ideas that
suddenly grab my inspiration and charge off with it across the battlefield, so
to speak. One such idea bit me last week and demanded my attention when I
wasn’t working on blog entries, website updates, and other more practical
matters.
I have a few
boxes of wonderful 54mm plastic soldier figures from
Armies in Plastic. My
collection includes soldiers from historical periods within my numerous spheres
of interest -- Zulus, British colonial infantry, dervishes (including Beja
warriors), Egyptian infantry -- acquired over the years from hobby stores, toy
soldier shows, conventions, and, of course,
Historicon. While they’re fun to
dump out of the box and set up on the basement wargaming table to look at, I’ve
long wanted some kind of gaming diversion in which they could play a more active and structured role. No doubt a
search of the internet could turn up some playable games created particularly
for 54mm plastic soldiers; the many free options for miniature wargames I’ve
investigated not only assume a solid familiarity with the intricacies of such
rules but indulge in those rules’ frequent reliance on complex set-up and
execution (and often do so with an uninspiring single-column, all
text-and-tables, no illustrations layout regrettably typical of such free rule
sets).
I accepted
this self-made challenge: to create an interesting yet basic wargame using the
54mm miniatures at hand. I devised a concept based on the fact that I wanted to
fight overwhelming battles from history where a small force stood against
relentless onslaught from numerous attackers -- such as the British stand
against Zulus at Rorke’s Drift or the many instances of British soldiers during
the campaign to rescue Gordon at Khartoum standing their ground in a square
against hordes of fanatical dervishes -- but with a limited number of figures.
Armies in Plastic offers solid-color plastic soldiers in historically accurate
sets of 18 or 20 at reasonable prices; artillery pieces with crews and sets of
five horses and men offer some variation in forces. In most historical
confrontations against colonial troops the “native” forces have vast numerical
superiority; but I’m not about to purchase multiple boxes of dervishes to fight
my one box of Her Majesty’s highlanders in the ratio suggested by the venerable
The Sword and the Flame rules.
So I devised
a “hordes” mechanic by which a force
that, in terms of available figures, equals those of the static line of defenders,
but which forms new waves from casualty figures removed from the table after
ranged and close combat. It basically “recycles” casualties from the larger
force in subsequent waves of attackers, while the defenders must hold out for a
certain number of turns as their casualties are removed entirely from play,
thus dwindling their defensive force. This method isn’t really practical for a
vast battle in which crowds of enemy troops maneuver around the table to
outflank the smaller force and take advantage of terrain features; but it
seemed ideal for playing out a portion of those battles where the side with
numerical superiority often charged forward to engage the defenders, hoping to
wear them down with each subsequent wave.
Starting Criteria
I focused
(and possibly limited) my efforts on this game by determining to work under
several criteria I felt essential for this particular game. Some even reflected
my general game beliefs in terms of accessibility to newcomers:
Small Play Surface: While I enjoy the
spectacle of vast battlefields covering numerous tables, I wanted this game to
fit on one’s average tabletop, ideally on a 3x3-foot space. Many craft stores
stock appropriately colored felt in those dimensions (such as tan for desert
and green for fields). With each side fielding 18 or 20 figures, the smaller
play space meant they wouldn’t seem as sparse as on a larger battlefield. As I
began designing the basics of movement and range for the game, 3x3 feet seemed
to work well.
Plastic Toy Soldiers: My main goal in
this diversion was to put my collection of Armies in Plastic soldiers to
practical wargaming use. Some craft, toy, and hobby stores also stock army men
in periods beyond the modern -- medieval, Civil War, and American War of
Independence are themes I frequently see on shelves -- so I wanted to provide a
structured play platform for those, too.
Simple Rules, D6 Mechanics: I like
basic rules as both a player and an advocate for attracting newcomers to the adventure
gaming hobby (this would provide some challenges in practical execution). Although
I also love polyhedral dice and the larger ranges of probabilities they offer;
most folks have a few six-sided dice around the house from mundane board games.
Overall I
wanted to offer an extremely basic miniature wargaming experience players could
adjust across the various historical periods (and beyond if possible) given the
“toys” at hand. As I started jotting down notes, pulling together rules,
constructing turn sequences, and actually playing out a skirmish on the
wargaming table downstairs, several design issues emerged to challenge both my
starting criteria and overall gameplay.
Name Issues
At first I
thought of calling the rules
Hordes!
since gameplay centers on a small force of defenders holding off hordes of
dervishes, Zulus, or other factions with overwhelming numbers. But my attention
wandered and I considered how players might use the rules in different battles:
Confederate infantry charging Union troops behind a stone wall (or vice versa);
British troops assaulting a Patriot barricade in the American Revolution (a
favorite concept of mine in replaying the
Battle of Ridgefield, from the town
where I grew up); bug-aliens against well-armed space marines; even turning the
tables and making those British colonial troops assault the defensive
earthworks of Egyptian infantry during Arabi Pasha’s uprising of 1881. Besides,
I’m conscious that some might find designation of native forces as “hordes”
offensive.
So I looked
at the gameplay I was trying to encourage in these rules and realized it
focused on one vast force charging against a small group of defenders. I have
an old album of military music -- including bugle calls -- appropriate called Charge! which I loved as a kid; what
better name for a game which, essentially, consists of one vast charge? Now the
tentative and more politically correct name for the project in question is Charge!
Player Decisions
One of the
challenges I encountered, however, was devising basic rules that included
meaningful player choices, which bucked the criteria mentioned earlier to keep
the rules simple.
In the
initial design, play passed through several traditional phases: attackers move
forward, defenders fire (simultaneously with attackers if suitably armed),
attackers throw weapons if so armed and within range, and both sides resolve
close combat at the defensive line. Much of the gameplay focused on rolling
handfuls of dice (one for each participant in ranged combat) and then a 2D6
roll plus the number of combatants on a side to resolve close combat. Attacker
casualties go back to the starting line to move forward next turn while
defender casualties leave the field permanently. Repeat. This amounted to little
more than moving and rolling hits for forces, with few player choices to
determine tactics.
Running scenarios
on the wargaming table helped put things in perspective and forced me to more
closely examine gameplay. I noted several key points where players made
decisions to affect the game, though they were not as numerous or influential as
I’d have liked, nor numerous enough for wargamers with any degree of
experience. Attackers choose when to launch subsequent waves; obviously waiting
until a wave has a good number of soldiers helps, but with a turn limit on the
overall battle this sometimes becomes an issue. For attackers with spears the
player had to choose whether they should throw them at troops still engaged in
close combat, possibly hitting their own forces (a double-edged sword, since
casualties lowered the overall chance of success in close combat, but instantly
“recycled” to the charge’s starting line). I realized defenders had a choice,
too; if attackers moved into close combat, or any close combatants remained at
the end of the turn, the defender had to determine which soldiers remained engaged
and which could fire on a new wave of charging attackers, possibly lowering the
strength of his force in direct combat.
Balancing Advantages
I also
realized I faced a challenge in creating and balancing advantages to both
reflect possibilities for various historical periods and provide meaningful
choices in gameplay. How should I integrate the possibility of artillery for
defenders, and do I offer that option for attackers in terms of covering
artillery fire for charging infantry? How do cavalry forces integrate within
the established rules and existing infantry forces? What advantages within
established game mechanics of movement and combat do I provide for attackers to
reflect the historical “realities” (or “myths” as some might argue) such as
Dervishes’ religious fervor or Zulus’ warrior prowess?
I’m
developing different solutions to these problems as I quickly move forward
dabbling with this game concept. This missive lacks the framework of actual
game rules, something I’m developing to send out for playtesting when ready. At
some point, however, I feel I’m just going to have to compromise on some
issues, particularly those of developing an overly simple wargame and offering
more options for player choice.
As always, I
encourage constructive feedback and civilized discussion. Share a link to this
blog entry on Google+ and tag me (+Peter Schweighofer) to comment.