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"15mm Medieval German Campaign at Historicon 2016" Topic


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Dave Schlanger10 May 2016 6:57 a.m. PST

We are excited to run a couple of campaign themes at Historicon and this is one of them…

F-354 Mittelalterlichen Deutschland (Medieval Germany Campaign)
Friday 6PM, July 15th
Medieval; 6 PM; Length: 5 hrs; Hosted by: David Kuijt; Scale: 15mm;
Rules: Triumph! WAR fast play ancient and medieval battles; No. of Players: 12.

Command an army using the Triumph! fast play medieval rules (easy to learn; rules will be taught as needed) in the fractious cess-pit of 1425 AD Medieval Germany, trying to conquer your neighbors and become Holy Roman Emperor. Armies will be provided. Armies include Swiss, Burgundian, Polish, Hungarian, Condotta, and Hussites as well as two German city-states, two German feudal princes, and two German clerical magnates. Rules are easy to learn and will be taught by the GM as needed. Armies will be provided. No players under 14 without adult supervision.

See also the Caesar in Gaul walk-up Triumph! intro games run (Thursday Friday and Saturday mornings as an additional option for familiarizing yourself with the rules in advance.

Armies:
• M.Germ Citystate: Ko"ln
• M.Germ Citystate: Nuremburg
• M.Germ Prince: Luxemburg
• M.Germ Prince: Austria
• M.Germ Prince: Bavaria
• M.Germ Prince: Saxony
• K. Poland
• K. Hungary
• Revolting Hussites: Bohemia
• Swiss Cantons
• Italian Condotta: Verona
• K. Burgundy

Here's the campaign map:

Drusilla199810 May 2016 7:25 a.m. PST

Wish I was attending, as it looks quite interesting. A period, not seen used much, as the basis for a campaign.

Lou

Mirosav10 May 2016 11:08 a.m. PST

Can you provide some info on the rules?

Dave Schlanger10 May 2016 11:14 a.m. PST

The campaign rules or the battle rules?

Anything specific you would like to know about them?

DS

mumbasa10 May 2016 2:24 p.m. PST

Hi Dave,
Are the rules similar to DBA 3.0? 12 units per army? One on one taking about an hour to play?
Thanks,
John

Personal logo BigRedBat Sponsoring Member of TMP10 May 2016 3:24 p.m. PST

Won't alas be there, but fractious cess-pit sounds great!

Dervel Fezian10 May 2016 3:44 p.m. PST

Mumbasa,
The armies are built with points, so it is not a fixed 12 units. It depends on what units you choose.

With the point values planned for the campaign a typical battle plays in about an hour.

Dave Schlanger10 May 2016 6:29 p.m. PST

Hi John,

The rules are intended to allow players to fight battles in less than an hour for the standard game. The rules can be used for larger battles though.

As Dervel points out, the army lists allow for some choices and are based on points. Armies will usually consist of 12-24 stands, but it is possible to have fewer than 12 stands in certain situations.

For this campaign, I expect most of the armies to consist of 12-16 stands.

DS

mumbasa10 May 2016 6:58 p.m. PST

Thanks Dervel and Dave. I hope to see you at Historicon.
John

Mirosav13 May 2016 6:42 p.m. PST

The battle rules. I only know what is in the PEL descriptions.

Dave Schlanger16 May 2016 10:28 a.m. PST

Mirosav – Here is a summary…

Triumph! Is a set of fast-play miniature wargaming rules for the ancient and medieval periods.

Basing. Triumph! uses a variant of the standard ancients basing system. This is typically 15mm figures on 40mm wide bases and 25mm figures on 60mm wide bases, though the rules are designed to work correctly with figures based on any width bases.

Army Size. Triumph! uses a lightweight point system, so there is some variation in army size. For the standard game, most armies are in the range of 12 to 16 stands.
Game Board. The standard game board is rectangular, 24 base-widths wide and 16 base-widths deep. This works out to a little larger than 3' x 2' for 15mm figures.

Time to Play. From set-up to finish, a game of Triumph! usually takes about one hour to play.

Foundations of Triumph!
Fresh approach to Troop Types. Triumph! troop classifications have been carefully considered from top to bottom, and designed to best represent what we know about the historical troops. The most significant innovations come through meaningful differentiation of the lower quality troops and the use of a lightweight point system. This is a new approach to categorizing historical troops and representing historical armies, all captured in an extensive, fresh set of army lists. It's all about equal power armies, not equal size armies.

Game Board. Rectangular game boards open up the flanks, while keeping the core of the armies in historical proximity. The game board will be playable on normal tables and the shape minimizes the effects of the edge of the board. Combined with our innovative card-driven terrain system and historical deployment rules, battles take on a look and feel that more closely resembles historical accounts.

Terrain. Triumph! uses a unique terrain system that allows players to influence the amount and type of terrain on the game board, while removing precise player-controlled terrain placement. This will eliminate a player's ability to place overly symmetrical terrain or place the same terrain configuration for multiple battles. The terrain system is joined to an established Invasion and Maneuver system; the resulting set-up process generates interesting and fair terrain with a strong historical feel.

Battle Cards. The addition of battle cards provides an opportunity to add army-specific capabilities without burdening the core rules. Battle Cards allow the armies to have the kind of flavor that makes each army unique and historically accurate, but without burdening the basic game mechanics.

Simple but Challenging. Core game mechanisms for movement and combat have been carefully thought through and balanced to together smoothly. The end result is a set of rules that keep gameplay simple and easy-to-learn, while providing the kind of depth and challenge that keep players coming back to play again and again.

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