| raylev3 | 16 Jan 2012 3:28 p.m. PST |
Given the number of professionally produced wargames rules available, are there really any gaps to cover, or are new rules sets just variations on a theme. For example, in the major eras that we all play (i.e. WW2, ACW, Napoleonics) there are rules that cover everything from skirmish up to the operational levels of war. And there are rules that cover a variety of command mechanisms. Do you believe there are any significant gaps that remain to be covered? What's missing? |
| raylev3 | 16 Jan 2012 3:30 p.m. PST |
Just to clarify, I'm not talking about wars or battles that haven't been covered, that topic's been covered. I'm talking about rules gaps within the more popular wars. |
| NoBodyLovesMe | 16 Jan 2012 3:40 p.m. PST |
The perfect set of rules! Although I have purchased quite a few sets of rules covering a wide range of types of wargames over the years I have never found the "perfect" set for me. Many of the rule sets have been enjoyable or interesting to play in many respects but I feel there are still many variations that can be covered. Now, I'm not about to try and list the possible gaps or variations as I'm no game rules designer so I'll leave that up to much more experienced people than me. I await future rule sets with interested eagerness as always. |
| 74EFS Intel | 16 Jan 2012 3:44 p.m. PST |
I'd say rules for modeling fighting in mountains, jungles and dense woods. The physical limitations of using miniatures increases the degree of difficulty the farther away we get from the parade ground view of the world. |
| VonTed | 16 Jan 2012 3:59 p.m. PST |
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| Grizzlymc | 16 Jan 2012 4:06 p.m. PST |
1:1 scale rules for recreating Borodino and Waterloo |
| Mako11 | 16 Jan 2012 4:21 p.m. PST |
A decent set of both land AND naval combat rules for pirates, that also includes a solo and campaign system. A good, quick-play tactical set, with nuanced tactics and rules for Samurai and hand/foot-to-hand/foot martial arts combat (special rules for the various types of martial arts, e.g. karate, judo, aikido, taekwondo, etc. would be nice). Quick-play Medieval tournament rules (man-to-man on foot)with tactical options, e.g. striking, blocking, parrying, counterattacking, etc. Need a good set with tactical options that are easy to play, and not overly simplistic, or so detailed that they take forever to play. Kind of like gladiator combat, but with different weapons, and plate armor. Tons of other stuff too, but most escape me right now. |
| Jovian1 | 16 Jan 2012 4:21 p.m. PST |
I think it is "one ruleset to find them and to the gaming table bind them" |
| VonTed | 16 Jan 2012 4:26 p.m. PST |
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| abelp01 | 16 Jan 2012 4:27 p.m. PST |
Russo-Turkish war of 1877. I know that people use POW for it, but I'd like to see a set written just for that war. |
Bill Rosser  | 16 Jan 2012 4:45 p.m. PST |
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| timlillig | 16 Jan 2012 4:58 p.m. PST |
There really is not much out there for ancients skirmish. |
| Yesthatphil | 16 Jan 2012 6:16 p.m. PST |
There isn't a good set of Hoplite warfare rules. Lots of rules covering periods with Hoplites in them – but nothing specifically revelling in the mechanics of multi rank heavy infantry combat
Nothing much for the chariot period either (just generic sets that treat chariots as if they are some wierd form of cavalry)
There is virtually no operational tabletop game for ancients at all (no Megablitz or NQM, not really a Blitzkrieg Commander)
and no convincing Siege Rules. Fleet action rules for ancient naval aren't really up to much. And as for the popular air combat games
If you are looking for historical rules, nearly every choice is a compromise – one or other bland game stretched over too wide a period to which you have to add your own colour and inspiration to get any feel and content. I still believe the best is yet to come. Across the board, really. Phil soawargamesteam.blogspot.com |
| David Manley | 16 Jan 2012 9:34 p.m. PST |
I'm working on ancient fleet action (and medieval) at the moment. Also Japanese / Korean (think Turtle Ships etc.). The main stumbling block for the latter is the availability of models. If I was any good with a 3D modelling package I'd do my own via Shapeways
.. |
| Augustus | 16 Jan 2012 10:41 p.m. PST |
It has all been done. All rules today are variations on a limited set of variables that are widely known and/or theorized – the difference is more in the mix of what variables bear influence. Most rules have come before in one form or another – nothing is truly "new" in concept. The point is though there are only so many ways to bake a chocolate cake. The ingredient levels are up to the cook. |
| Grizzlymc | 17 Jan 2012 12:04 a.m. PST |
A truly elegant system for controlling the opposition in solo games. |
| CATenWolde | 17 Jan 2012 5:36 a.m. PST |
Phil, The Perfect Captain has what you are looking for: Hoplomachia: link They have some interesting takes on various strategic campaigns. |
| CATenWolde | 17 Jan 2012 5:38 a.m. PST |
I'll second the lack of convincing Samurai rules. I keep wanting to get into the period, but I don't want to play watered down pike-and-shot rules. |
| kreoseus2 | 17 Jan 2012 5:44 a.m. PST |
There is also King david rules to cover biblical chariout combat. |
| Scale Creep Miniatures | 17 Jan 2012 6:29 a.m. PST |
Some gaps are there for a reason. Siege rules, for example. I've thought about writing a set but they a siege really doesn't translate to miniatures well. The little fights that are apart of a siege do – raids and sallies and so forth are already handled with existing rules. Sieges are really operational in nature and the forces involved don't really move. It's a resource management game. In other words, really no fun. |
| ordinarybass | 17 Jan 2012 8:51 a.m. PST |
I'd like to see something for fantasy skirmish of the roughly platoon level, with as fast a ruleset as Song of Blades and Heroes. Also, a Sci-fantasy Platoon level ruleset roughly on par with WarEngine, but truely squad based rather than individual figures firing assaulting, etc. |
| Yesthatphil | 17 Jan 2012 10:15 a.m. PST |
Thanks, CATenWolde, but I'm familiar with the Perfect Captain. It doesn't fill the gap I refered to. Just because 'there are rules out there' doesn't mean they fill a gap – for evey 50 sets of rules 'out there' maybe one or two are up to the job. I try dozens of new sets across many periods every year. It is an education to try them, learn, adapt etc. But it doesn't mean all the gaps are filled. Phil |
| Yesthatphil | 17 Jan 2012 10:50 a.m. PST |
Well, Scale Creep, Zombies aren't much fun either – but there are rules for them. Or maybe that means it's a matter of opinion
Of course, there are indeed rules for Sieges
though as I have had to point out before, a lot of the content is indeed, about assaults (I'd disagree with '
raids and sallies and so forth are already handled with existing rules.'
handled? OK, yes, everything is 'handled' but there is a big gap for a system that does it well)
But back with sieges where nothing happens
I'd happily buy a set of rules that tried intelligently to tackle the problems of siege work and reduction. Certainly much more likely to buy them than another set of GW derived semi-skirmish 'ancients' rules
Phil :o) |
| Maddaz111 | 17 Jan 2012 6:05 p.m. PST |
I second a set of seige rules that would cover 1000 BC to 1000 AD (or perhaps even wider) I would like a decent mega game rules set for Ancients as well – something detailed enough, but still quick to play for two players to play a decent sized battle in a long evening. DBMM is not ideal, but for me it is the closest to what I want so far.. I have playtested a skirmish system that is under wraps at the moment for man to man combat from 3000 BC to 1600 AD, and if I cannot find a way to break the points values for the abilities of the (squads) and their leaders it might be a fairly innovative system, with enough detail and controlled randomness to produce a brilliant game! The selection of Players individual objectives in the game by the game system itself seems to be a stroke of genius! It might work for fantasy as well, we have discussed a version that overlaps from about 1450 – 1900, and includes rules for all sorts of weapons, and has enough abilities and skills without becoming bogged down in a set of rules that runs to 96 pages – indeed all the rules for the game are currently (with diagrams) filling a little over 4 sides of A4. Each Squad leader has a card, and each Squad has a card, and apart from some dice and a tape measure that is it! |
| Duc de Limbourg | 18 Jan 2012 3:04 p.m. PST |
company level napoleonics early Italian wars 80 years war in the Netherlands 1672-1680 rules |