Wednesday, July 18, 2012

DSR Veni Vidi Vici campaign map

I've completed the 1st pass of what I'm calling my "DSR Veni Vidi Vici" map (DSR V3 for short). It is over 120" wide and 40" long. It can be divided up into 3 maps of about 40" wide and 40" long.)

In this incarnation, it is geared toward major powers (Roman, Carthaginian, Parthian, Mauryan, and Han Chinese) fighting over the world. It is a campaign boardgame I can use to generate miniature battles (if desired). In that vein, I had to ahistorically add in some areas to make it playable (as well as adding "best guestimate" cities to those areas), while retaining the flavor areas of the map.

Here is a reduced size version of the whole thing:


Click to enlarge

Here are some selected map cuts:
Click to enlarge

Click to enlarge

Click to enlarge
I want to do some more work with India and add some parts to the Arabian Penninsula, as I'll need to "shoehorn" (pun intended) Axum (e.g. the Horn of Africa) and Southern India for completeness.

The beauty of this map is that I can re-draw the borders, assign the cities, change the terrain as I desire (albeit with a little elbow grease !) to fit any period I want to use as everything is consistent in size (about 40 miles per hex).

There's still more work to do.....

Saturday, July 7, 2012

And now for something (sort of) completely different....

I wanted to expand my DSR Imperium Romanum Map to include more of the world, but found I had to skew it badly, so I took the bull by the horns and redrew the whole thing from scratch !

In the end it wound up being over 130" wide (and 40.5" long).

Click to enarge
This allowed me to expand my game to include the Parthians, Mauryan Indian, and Han Chinese. As it is a consistent scale, I can create another map to include Axum and southern Arabia and southern India (or Africa, or the Americas or whatever).

With this map I can structure campaigns such as the conquests of Alexander the Great, the gyrations of the Warring States period or any other period that fits on the map.

The next step is to add in the cities (and population centers) and province borders (for conquest and control purposes). Then there's sea zones, crossing points, and some graphical changes (I'm not quite happy with the steppe and desert symbols). There's a LOT of work left to do.....

Tuesday, May 29, 2012

Caesar vs Britannia Turn 1

This is the first turn of the scenario with the rules in their current form.

Caesar and his forces (2 legions, 2 Auxilia, and 4 Skirmish infantry units) are aboard ship and disembark to amphibiously invade the southern coast. He decides to invade away from any village, as this could immediately mobilize and allow them to contest the invasion. He wins the invasion easily (being opposed only by some nominal defense units) and lands.

Casselivaneus is randomly determined to be in the center at village 4 after the invasion. He is too weak by himself to attack, but from his position he defends a large portion of the island from Caesar's landed force.
Click to enlarge
Now, the weather takes a turn for the worst (Storm), damaging Caesar's fleet (he loses 1 ship counter) and forcing them back and into port. Isolated and alone, Caesar decides to advance to village 1 instead of taking on the force of Britons immediately to the North.

For the Britons, village 6 mobilizes (force B). Cassilivaneous rolls a bad AP roll (you need Action points to do things) and comes up with a "1". He wanted to consolidate Force A & B, but decides to make the best of it and move to a more central position to contest Caesar's advance when he moves East. Delay is the name of the game and the storm weather favors the Briton cause.

Click to enlarge
The weather finally changes to clear for the next impulse and he brings his loaded, but depleted fleets out of port. He decides to forgo bringing cavalry over from Gaul and instead chooses a force he can use to invade (with a leader) or reinforce Caesar as neccesary.

With the clearing of the weather, Caesar burns Village 1 and decides to move East. Cassilivaneous reacts and a battle is fought.

The Romans win the ensuing battle with the damage to a Light unit and the loss of a Skirmish unit. The Britons lose 1 Warband and 2 Skirmish units.

Despite losing the battle, Cassilivaneous delays Caesar's advance and chooses to take up a better defensive position. The Britons should only get stronger in the coming turns as more villages mobilize.
Click to enlarge
The Britons manage to merge the Northern force B with his main force A for his impulse. He checks for the end of the the turn for the month and it ends.
Click to enlarge
As things stand for the month of the Qunitillis (as July hadn't been renamed yet for Caesar as of yet :D), Caesar is ashore and has burnt 1 village. He has weathered (pun intended) bad weather, fought a minor battle and put himself in a position to advance further into the island. His forces at sea can either invade elsewhere or be merged with Caesar to destroy Cassilivaneous' army.

Cassilivaneous has managed (with a little help from the weather Gods) to minimize the damage done, and amass a decent force to contest the next Roman advance.

Monday, May 14, 2012

Caesar vs Britannia (Rount Two)

I've created a small scenario based on Caesar's 2nd invasion of Britain in 54 BC to test and tweak my boardgame rules . The board area is a modified part of my bigger DSR IR map:

Click to enlarge
Here are the forces and misc marker counters: (note all but the last row show are double-sided):
Click to enlarge
The Romans start in the port in A2211. The Britons start on the 8 mobilization points randomly with "?". Each turn they roll to see what (if anything) mobilizes.

Victory for the Romans depends on pillaging the mobilization points, along with (maybe) killing Cassivelaunus. Victory for the Britons involves destroying legions and preventing pillaging of tribal points. Of course they gain an automatic victory for killing Caesar himself.

I can fight the battles generated using a battle-board system (I'll have to make a blog post about it sometime to explain it a bit) or using my miniatures rules as desired.

The boardgame rules allow for sea movement and invasions, as well as weather. It is a an I-go-You-go system, but with possible reaction moves by the non-moving side and the turns variable,  you can never nail down when a turn will end with certainty.

The situation is interesting, as the Romans have a somewhat limited fleet but can land almost anywhere, while the Britons are scattered at first. Does Caesar land a small force and push inland in an attempt to overwhelm some of the scattered tribes (scattering his forces in the process) or does he make a more careful buildup, allowing the Britons to coalesce ?

With the season possibly changing in September to winter (ending the scenario) and the possibility of nasty weather (which can damage his fleet) during the other months, Caesar has to quickly and decisively make his mind up and execute his plan.

As a side note, in testing my version 1.0 of the rules, I used a ad-hoc Gaulish uprising scenario.

Caesar craftily side-stepped a river between a large Gallic force and managed to engage it on more favorable terrain. The hard fought battle caused lots of casualties to the Gauls but Caesar's Army still took some casualties, which caused its Army to fail its morale check and forcing withdrawal. In the pursuit after the battle, he lost his baggage train, causing further losses due to attrition before he could get back to friendly territory.


After the battle I noted that the hex the battle occurred was Gergovia ! I kind of took that as a sign that I'm doing something right with the game :)

Wednesday, May 9, 2012

DSR Imperium Romanum Map

I think I've finally gotten a more finalized version of my Imperium Romanum map I'm happy with (for the moment :D) :
Click to enlarge

Its been reduced to 30% size so I can upload this up to my blog.

I've changed a number of the provinces (e.g. broken some of them up), added/removed a few cities and changed sea movement to sea-boxes (this greatly simplifies sea stuff).

These changes were done so that I can run my campaign game the way I think it should. With the addition of my province cards (and additional province properties).

I've of course created my own rules and counters, some of which I hope to post on this blog.

In addition, I hope to put together a mini-quasi historical game covering Caesar's campaigns in Gaul using my new rules and counters as well as a partial play-by play

As always, stay tuned ! :)


Friday, May 4, 2012

Province Cards

I've created province cards for my modified Imperium Romanum campaign game (named DSR IR). These are snapshots of the game map, along with some of the important features of that province (if any).

Click to enlarge
I'll use these for each of the major powers to help them keep track of the money and total population(important for mobilizing units) they control. In addition, I can use the deck for random events.

Its all still a work in progress though :D

Thursday, April 26, 2012

Imperium Romanum II Map (Reduced) and Detail (Partial)

Here is the latest version:
Click to enlarge

I've reduced it 25% (its a 12 meg PNG file at full size).

Here is a detail map cut at what should be full size:
Click to enlarge

I've put off doing the road/city periods for the moment and reverted to the standard designations for temporary cities.

I'm currently working to make it into my campaign system (Vini Vidi Vici) and will make a few changes to it for those purposes (as always on layers so I can revert it to the standard game if desired :D)

Saturday, April 21, 2012

Imperium Romanum II- Pass 2

Here's the 2nd pass over the map, including the boundaries, cities and the structural stuff (Cultivated/Wild/Road/No Road) stuff for periods 1 & 2.

I've not included the cities that are not permanent (yet).

A hex with a dot in it has roads. A hex with an ID is considered cultivated. A hex that is cultivated and has roads has an ID and a dot.

This map was shrunk to 1/4 size for space purposes. It measures more than 60" wide with 3/4" hexes.

Click to Enlarge

Friday, April 20, 2012

A new map: Imperium Romanum II

This is the first pass for a re-draw of an old favorite wargame of mine- Imperium Romanum II.


click to enlarge
The full size is over 60" wide with .75" hexes. This is a quarter-size PNG version.

I found there is a yaho group for the game at

http://games.groups.yahoo.com/group/Imperivm_Romanvm/

I'm still playing with the colors, some of the icons and haven't included the province boundaries or cities yet.

Tuesday, April 3, 2012

Sorry yet again for slow posting....

Been a slow couple of months. I hope to get some posts up when I can cure my computer of the problems it is having (or finally break down and buy a new one.). Please stay tuned :D

Thursday, February 2, 2012

Geomorphic Hex "hexes"

A potential client wanted some ideas on how to make dungeon geomorphic hex "hexes" and some ideas on a random dungeon generation game. Unfortunately for me, the nothing came of it. Fortunately for you, I can post one of them here and discuss little it :D

Here is a typical Hex.
Dungeon Geomorph B04

Doors would be handled by counters placed at the appropriate spots (3 on this one). The "?" would be revealed by random generation when you came into Line of Sight of any of the 3 hexes it is touching.

I can easily create these now that I have a process down to do so. I settled on 3/4" hexes so that each Hex fits on a single A5 sheet for printing purposes.

Wednesday, February 1, 2012

Back from hiatus....

I'm back from hiatus and have a backlog of things to make into postings.

Stay tuned....

Friday, December 23, 2011

Merry Christmas and Happy New Year !

As you can see, posting has been light (to put it mildly) of late. I hope to get some things written up in the New Year (I've got several projects "in the works"). Please bear with me :)

Have a safe and Happy Christmas and New Year !

Wednesday, November 9, 2011

Slow posting ATM

Sorry for the lack of posting lately, as my interests (and health) has taken different turns as of late.

I hope to get some more miniature/card game stuff posted soon, so please stay tuned !

Wednesday, September 28, 2011

First Look: DSROHG Prarie Grove Army of the Trans-Mississippi (CSA)

Here's the first run of the confederate unit cards for Prairie Grove:

(click to enlarge)

I'm not sure about the game itself, yet (there are some changes I might have to make for playability, such as increasing the strength of all infantry brigades by 1 to make the game scale correctly).

Stay tuned.....

Tuesday, September 27, 2011

First Look: DSROHG Prairie Grove Army of the Frontier

Posting has been light, as I've been busy with a few projects. Among them a DSROHG module for the battle of Prairie Grove (Dec 7th, 1862).

Here is a first pass of the Union army (Army of the Frontier) for the game:

(click to enlarge)

Stay tuned for the Confederate army.

Monday, August 22, 2011

Mechanicsville

I've been toying with an idea with a Mechanicsville scenario. To that end, I've made a counter set of all of
Porter's V Corps (Army of the Potomac), AP Hill's Division and DH Hill's Division.

The rules are still in flux, and I can't seem to find pictures of 2 Regular Army brigade leaders (Lovell and Buchannon).

Here are the (double-sided) 1/2 inch counters:
(click to enlarge)

Not sure what I'm going to do with it yet, but figured it was kind of nice for OB purposes (and there are some mistakes in this one as well as additional forces that did not fight the historical battle).

One positive thing this project has done is that I've started compiling a database of civil war head pictures (of generals etc) for use in future projects.....

Tuesday, August 9, 2011

Army of Northern Virginia, Seven Days


With the Army of the Potomac already made, I finished the Army of Northern Virginia for the same time period.


Here is the first look at the Army of Northern Virginia in card form (there are errors in it that have been corrected):


Click to enlarge

Thursday, August 4, 2011

Army of the Potomac, Seven Days

Since I'd  already made the map (it took a day to realize from start to finish), I figured I might as well go "all in" and compose DSROHG unit cards for the two armies that fought the battles there.

A little research and some elbow grease later, voila !

Here is the first look of the Army of the Potomac in card form (some errors on these):

Click to enlarge

Upcoming: The Army of Northern Virginia

Saturday, July 30, 2011

A (slight) diversion....

While researching where to go with my DSROHG card system I contemplated the Seven Days battles (June 26th to July 1st 1862).

Since how all the battles fit togther is a bit confusing, I decided to create a wargame map of the area, at the scale of about 1/2 mile per hex. It clarifies things for me when reading about the battle (and gives me ideas of how/where to make wargame scenarios for it).

Here is the 1st look at it in 1/2 size (it uses 3/4" hexes and comes out to about 32" x 32" in full size). I haven't proofed the colors by printing it (yet).

Click to enlarge

I'm not sure what I'm going to do with it yet (I've got some ideas bubbling up). Maybe I'll create a rule-set and counters for a game using it.

(Edit: Somehow the Deep Water layer failed to print. I've corrected it now :D)

Tuesday, July 26, 2011

Combat Example in DSROHG Bull Run

Here is a combat example from my Bull Run supplement. As always,click on the image to get a larger image. I assume a passing knowledge of the rules for this example to make complete sense :D.

A Combat roll is with a 20 sided die.
A Hit placement roll is with an 8 sided die.
Morale Check and Depletion rolls are 2 six sided dice added together.

It is the Union player's turn and he draws a card, which is a supply card.

At Start
 The Union plays the Hunter movement card and supply to initiate an attack on Henry Hill. At the moment, only Porter and Burnside are in this attack, as he only had a Hunter movement card. If he'd had a McDowell movement card both Divisions could have been included in the attack.

The Confederate player decides to block the move with Evans (he can choose to not block and give up the terrain). To Strengthen this defense, he plays by a supply card to move Jackson over from the stone bridge . Note that usually a brigade must either have a cavalry component or be in their division's Active zone (neither of which applies to Jackson) to make this move, but Jackson has this ability (as noted on his card).

Even though the Stone Bridge map is now unoccuppied, he knows the Union player does not have any other cards, he can't iniate an attack against it this turn (indeed, it will take at least 2 turns to have the cards to do so).

The Union player plays his last supply card to include one of Heintzelman's brigades (Wilcox) in the combat.If he'd have had a  Heintzelman movement card (or 2 supply cards), he could've included both of his brigades.


The combat s initiated
Both sides take their 8 target chits and assign them to the available cards. The Confederate player decides that since Jackson is the stronger brigade, he will get more target chits put on him, hopefully ensuring he will take more of the hits than the weaker Evans. The Union player opts to spread the markers out more evenly.

1st blood is inflicted
 The defender gets to roll 1st, so the Confederate rolls his D20 combat rolls:

Evans has a strength of 8 (adding the infantry + cavalry + artillery strengths).  He rolls a 14, which is a miss.

Jackson has a strength of 9. He rolls an 8 which is 1 hit. Jackson rolls a D8 to determine where the hit is placed, and rolls an 8, which places the hit on Wilcox.

Since at least 1 attacking unit took a hit, every unit must take a Morale Check.

Wilcox rolls an 8, but adds 1 to this because of the hit he took. With the roll of 9 he fails (his morale is 8), so is considered to have cowered. He must make a depletion check for his artillery. He rolls a 9, which depletes the artillery (he no longer has use of that strength value).

Porter and Burnside roll 5 and 6 respectively, so continue the attack.
The Union response
Porter and Burnside get to make their combat rolls. Wilcox is out of the combat.

Porter has a strength of 9 (10 minus 1 for attacking a hill). He rolls an 8, which is a hit. He makes a hit placement roll of 8, which puts it on Jackson.

Burnside has a strength of 9 (10 minus 1 for attacking a hill). He rolls a 6, so he hits also. His hit placement roll is 3, so Jackson gains another hit.

The Confederate player must make Morale Checks, since at least 1 defender took a hit.

Evans rolls a 9, and since his morale is 9, he passes.

Jackson rolls 7 + 2 (for the 2 hits he took) = 9. His morale is 9, so he passes.

The End result
 If Evans and Jackson had cowered (or routed due to taking too many hits to their resilience), the Union would've captured Henry Hill.

Each side totals up the damage points each inflicted on one another.

The Union player score is 2 (for the 2 hits).

The Confederate player score is 2 (1 for the hit, 1 for making a brigade cower).

Since the attacker has at least as many damage points as the defender, there is a chance to gain the advantage in that battle-zone. If the defender has more damage points than the attacker, and the attacker has the advantage in that zone, they have a chance to lose that advantage (e.g. it would go back to neutral).

Even though the a player does not capture the terrain map, if the game goes down to a Standard Victory Check, the advantage player would get the die roll modifier benefit of that terrain they had ocuppied it.

If a side gains 2 advantages in a battle-zone, he captures that terrain card (as if he had removed all enemy units from that Front zone) unless.:

1. It is on the enemy baseline
2. The terrain is obstacle terrain (note that Jackson, as noted on his card, counts as obstacle terrain as long as he is still in the battle-zone at the end of the combat).

Both sides roll 2d6 and add their damage points. The Confederate total is 8, while the Union player total is 9. The Union player gains the advantage in that zone. If he can gain another advantage in a future turn (and Jackson is not present), he captures that terrain card and is 1 step closer to the Confederate baseline.

The end result is a slight Union edge in that battle-zone at the cost of Wilcox taking damage and being able do nothing until he rallies, and will be without his artillery strength for the remainder of the game. Jackson has taken a lot of damage, (having only 3 resilience left), but he has held Henry Hill.

I hope this has been enlightening on how combat is performed in DSROHG. There are a lot of permutations that can occurr, depending on the action and unit cards available to each side. Each battle can be very different, which allows for great replayability and the "If I only had done THAT I'd have won the game" feeling to it.

Friday, July 15, 2011

First Look: Antietam Terrain Cards

I've completed my 1st pass of the Antietam terrain cards for DSROHG.

I've settled on 4 battlezones of 4 maps each for the historical scenario. There is some overlap amongst the full maps (the cards are only about 1/3 of the map terrain for miniature purposes), so it took a little longer than I wanted to get them done.

I used the Cope Maps for my main source.

Click to enlarge

Click to enlarge

Friday, July 8, 2011

First Look: Antietam Army of Northern Virginia

Here is the Army of Northern Virginia for my DSROHG card game:
Click to enlarge

It has to be somewhat disconcerting for the Confederate player that some of his regiments (and their brigades) are so weak...

I've got some special rules to handle the reserve artillery (the cards under Lee).

First Look: Antietam Army of the Potomac

Here is the working Army of Potomac for my DSROHG card system:


Click to enlarge
 I'm still settling on the battle-zones and board size.

Next up: The Army of Northern Virginia.

Friday, July 1, 2011

Shiloh and setup

The Shiloh supplement has been posted to my yahoo group for download.
Here is the current DSROHG Shiloh setup (corrected over earlier image):
Click to enlarge


It takes a bit more space than Bull Run, despite only having 4 battle-zones.

For this supplement, I've removed most of the Union batteries from the cards to counter form (leaving the heavy guns for support only) to allow the player to allocate them as he desires. It allows him to "bunch" guns for support or spread them out amongst his brigades.

There are 22 battle maps in 4 battle-zones. Zones A (left) and D (right) are 5 maps each, while Zones B and C are 6 maps each. The terrain cards are small parts (about 1/3) of the terrain maps for miniatures, of course.

It has its own action cards, but still needs the markers, rules and turn chart from the original set.

Not shown are all the Union cards not on the table (Lew Wallace, Buell's Army of Ohio and of course, the gunboats !).