Tuesday, April 19, 2011

Partially Geomorphic Squares (with hexgrid)

My 3" hexgrid terrain needed some work. In the past, I've used overlays for things like roads, streams, fields and hills in the past, but these can get fiddly, especially when you have roads AND fields AND hills AND streams on the same table. So I've created partial geomorphic squares for the basic underlying roads and streams. 
The Squares (reduced to 5% so I can uploaded them for viewing)
 Why squares ? Because they are easier for me to calculate and print on my plotter. They also allow for me to easily "add" tiles to any table edge (provided I have the space to do so, of course) if the battle goes beyond the edge (no more "Edge of the World" effect).
Why Partial geomorphs ? Because full geomorphs would require bigger tiles to give a good look to them. I'm limited with the available table size I can game on as well as my printing width. These squares at full size are about 22" by 22". These tiles can be placed either above or below or to either side, but cannot be turned 180 degrees.

You still have to match up the roads and streams, but overall they seem to look and work pretty well. A compromise, to be sure, but one I was willing to make for maximum utility versus printing ability.

Special tiles can be made that are 2x (or more) wide or high (as the 3 lower tiles demonstrate). These will allow the creation of more varied terrain that the smaller tiles will not.

The hexes each have a label ID, just as the board has an ID. So hidden stuff can be noted down (e.g. B1-0101 would be hex 0101 of tile B1).

Here is an example of the B1 tile at 25%. I've not trimmed the hexgrid "gutter" off for this example:
Click to Enlarge to 25% of full size
The basic set is 16 tiles. (A1-3, B1 through B13). That comes to about an 8 x 8' board of terrain or so. Since they are done in the same style as my overlays, I can still use overlays to enhance the basic tiles even more (such as railroads, hills and fields). Of course model trees, walls, and buildings are added after the basic terrain has been laid down.

Now I'm off to work on using these for a simple Civil War campaign. Stay tuned.....

Thursday, April 14, 2011

Some help needed

Anyone out there know a publisher who would be interested in a wargame book ? I've gathered enough material together to write a book on miniature wargaming with hexgrids. I figure I'd title it "Miniature Wargaming with Hexgrids" (pretty original, huh ?).

If anyone can help (or knows anyone who can help), please email me at DSRGames

Tuesday, April 12, 2011

Rampage on the Rhine- Week 3

Week 3 promises to be the decisive week of the campaign, as both sides have mustered all the forces at their disposal for a battle Royale (the Chuacii haven't been mobilized yet and even if they did, they probably would not factor in until near the end of the week at best).
Week IIIa
The Romans enter Chasuarii territory and march on the lone village with evil intent. The Germans won't stand for this...
Week IIIb
As expected, the Germans challenge the Romans with their combined force and a large battle occurs.

Again, German ardor, although remarkable, does not carry the day, and the Romans win a victory, although at a cost of 3 Cohorts and 1 Light Auxillia Infantry units. The Germans suffer losses of 16 warband, 3 Skirmisher, and 1 Heavy Cavalry unit.
Week IIIc
With the Germans a spent force, the Romans decide to tie up a few lose ends. After ending the Chasuarii by burning their village, they decide to head finally finish the Tencterii.
Week IIId
The Chaucii, feeling that discretion is the better part of valor, have decided not to join the German cause and have stayed neutral (they failed their activation roll). The desperate German army can only shadow the Romans and try to bring them to battle once again. The Romans slip away, onto the last Tencterii village. For all practical purposes, the campaign comes to a close 1 week early (week IV was upcoming).

Final Tally of VPs:
Romans: 7 + 2 = 9 (if played to Turn IVa, it would be 2 more for the Tencterii so actualy 11).
Germans: 5 + 3 = 8

The Romans win a marginal victory by points (they needed 4 or more to win a decisive victory). The Germans have been punished, but not thoroughly chastised enough to not rise again.

All in all, a fun campaign, with a decent amount of large-ish battles to keep things interesting (which I fought out with my own ancient army miniature rules). The campaign rules are simple enough to run without a referee (although hidden and false markers are needed).

On to pastures anew !

Tuesday, April 5, 2011

Rampage on the Rhine- Week 2

Week II dawns with clear weather. Time for the Romans to march onward !

The Romans, despite taking some losses, have defeated 2 tribes (the Usipattii and the Bructerii) and reduced the remaining Germans (Tencterii). Time to push on !
Week IIa
 The weak German army (A) manages to reaction move away from the approaching Romans, but instead of pursuing the weakened enemy, the Romans launch into the Ampisivarii territory to take them out !

Week IIb
  The German army, too weak to dispute the Ampisivarii village, fall back to defend the river line in the Chausuarii territory, hoping for some tribal mobilization to bring them up to strength so they can oppose the invaders when they inevitably come to deal with the Chasuarii.
Week IIc

The Ampisivarii are suppressed before they can mobilize, and the Romans move on to deal with the Chasuarii and Tencterii (which still have a village unrazed).

Week IId
German outrage finally results in the mobilizing of the Angrivarii (appropriately named). The Germans scramble to form a united front against the Roman Legion if it tries to burn the lone Chasuarii village.
No major battles this week as the 2 sides maneuver into position for next week, where the major battle(s) that decide the campaign will probably take place.

Week 2 VP Totals:
Roman:  3 + 4 = 7 VPs
German: 5 + 0 = 5 VPs.