/r/wargaming
A community for tabletop wargames, whether historical, sci-fi or fantasy in all scales.
Concerning the hobby of collecting, painting and gaming with model soldiers.
Rules (subject to change):
Keep discussions on the topic of wargames (tabletop, not online games) and related.
Direct posting of rulebook excerpts is not allowed. Clarifications and examples are allowed.
Advertising will be allowed, only to promote new products from small, independently owned companies. If it gets out of hand, it will be limited.
Post Limit - Promoting your blog/youtube channel is allowed but a maximum of one post a day and three within a week. Must also abide by Rule 5 - Submission Statement
For all posts that lead to content not directly hosted on Reddit (Websites, blogs, youtube videos) each post must have an accompanying short comment explaining what it is roughly about and what features. The statement needs to be present within an hour of the post being created.
6.3D Printing - Render only not allowed. Post of 3D printing STLs are allowed but they must show the product already printed, not just a render of it. The printed model can be painted or unpainted.
Related Subreddits:
/r/wargaming
Friday we played a big battle using all the Greeks we had. Fun battle with hoplites, peltasts, archers, cavalry and even elephants! We used the De Re BelloLudi rules. For these and more check out www.belloludi.nl
An activation question.
Which method of activation sounds more fun/engaging?
Roll to activate platoon, assigning successful activations to squads. Any failed rolls become enemy Reactions (lesser actions that the enemy can do to retaliate). Idea being to show failed initiative allowing the enemy to gain small advantages.
Activate all squads in a platoon (no activation roll). Enemy squads always get to React in a limited fashion, but doing so restricts their own activation in their own turn (eg can take cover to reduce injuries when targeted, but can’t move in own turn. Can return fire to a lesser effect when targeted, but can’t fire in their own turn).
I guess the latter is less random so maybe more ‘tactical’ as far as moving pieces around on a map.
The the former shows a bit more fog of war/less direct control of your troops and the enemy, but may frustrate if a bad roll derails the grand plan?
Is there an obvious ‘better’ choice in your opinion, or just different for different types of players?
Does anyone have any rules suggestions for resolving sieges at the canpaign map level?
I'm about to undertake a solo ancients campaign using William Sylvester's solo wargamers guide and, though he provides some tips for making sieges more interesting, he doesn't provide rules for sieges themselves.
Thanks!!!
Im looking to pruchase the PDF supplements of Force on Force from Osprey, but i cannot find where i can do that. I've found a couple of people reselling their physical copies, but i am sadly unable to recieve any packages at the moment.
Im specifically looking for the Fallujah module. If anyone can give me a hint, it would be much appreciated.
I recently got these ships in a lot of eBay miniatures anyone know ow what they are? 25 mm bases and foundry Viking for scale. Even if you don’t o ow the manufacturing the scale of the ships would be useful
I need symbols to make my own counters for a 'map' game. I use photoshop to design and print.
Does anyone know of a vender or site where relevant symbols can be found. (I'm too lazy to make the symbols).
Here's an example of what I've done so far.
I was thinking about a wargame like warhammer but Wild West like a small scale 12 man dnd type wargame
Edit: just now I had another idea are there any wargames like ww1 but large scale like hail Caesar
I am looking for Greg Novak's American War of Independence Two Volume Set. My understanding it is completely out of print. I cannot find it anywhere and was wondering if any other AWI wargamers have copy.
I'm looking to get into wargaming and I'm not sure which one I should get into the 2 I'm looking at is MESBG or AOS. Are there any others I should look into or should it be one of these any why
With the new edition of DFC up for pre-order. What are everyone's thoughts? I assume they aren't reinventing the wheel. Just looking to see if it's worth getting into.
I havent played a fleet based game since BFG in the early 2000s.
Hey y'all
Title says it all, really. I've been looking for a while now for a wargame with sci-fi/cyberpunk and/or steampunk vibes for a while and haven't managed to settle on anything yet.
I did buy a starter set of Infinity figures. They're neat, but I'm quickly learning the game itself is sadly not very popular where I live. I'm thinking of instead looking at an all-in-one skirmish game that fits within the above themes.
Can anyone recommend any that are relatively simple to pick up and don't last for hours and hours?
Thank you
[ANSWERED]
Apologies if this is the wrong sub.
I remember watching part of an episode on YouTube, but I can't remember the name, series, or speakers. Hopefully one of you good people can help!
IIRC, it was a discussion episode, two males, dark background. I thought one was Joe McCullough, but searching for him hasn't helped. The topic was something like "diogenetic and non-diogenetic fun in wargaming", but not literally that, and probably not literally "diogenetic". It was about games which are immersively fun, vs fun as an experience.
Can anyone help me find the video?
Hey all, I've been thinking a lot recently about trying to bring some elements of the Delta Green role-playing game to a skirmish wargame setting. I've know there's an Osprey book out there that's kind of in a similar vein, where a small group does investigations into the occult, but it doesn't have the right feel for me. I'm mostly playing Space Weirdos at the moment but it's pretty light for the DG setting. Any advice?
I ask for friend.
I can make an argument from pretty much early 00s, all the way until now.
You open up any rule book (and I do mean any, and I hope someone here can say, "Not any! Check this one out...") and right away you are bombarded with all the rules, keywords, what you can't and can't do, and all the tables of the world. When you get to the end of the book there is some generated scenarios.
The result? What? 10 out of 10 times the end user has to visit Reddit/Facebook/Discord and ask for rule clarification.
To me it looks like they are doing the complete opposite of computer games, which a lot of them play.
What's the complete opposite?
Have you ever started a computer game? They drop you right away into play level and say, "okay, so space bar is for jump... Now jump 25 times against different obstacles until you get it"
"Okay, now you have to do a double jump. Do a double jump against obstacles 25 times until you get it".
"Now a double jump with a roll", etc, etc.
After that it gets to shooting, swapping weapons, using grenades, building troops, whatever.
Each game follows the same tutorial.
Why aren't waregamea designed like this?
Where they teach you how to do X and have a small scenario of just that one particular thing? Albeit, not enough to play a game, or maybe even have a function to reach the other player, but at least it'll leave the player not second guessing themselves after they did that specific action.
Even if it's dumb as "On a roll of 1 you can move 18", now roll 1s and move 18" in a straight line until you reach the other end of the table", and after that it wouls teach what would happen if you had to go in a straight line but uphill, in a straight line but on a road, through mud, or in shallow water.
Give tasks to do like you're in a computer game.
I don't know. Just my $0.02 after I read a fairly modern rule book about modern warfare and was really disappointed that I have to flip back and through the book in general, many many times.
I've been trying to devise or find a ruleset for (somewhat) large-scale battles for my d&d games. Armies would probably be no larger than 30 guys on average. Mostly skirmishes
The issue I'm having is that most rulesets divide into smaller units of soldiers with similar equipment, but with smaller skirmishes that creates units with like, two lone guys. The armies would probably be pretty mixed, with high-class individuals wearing heavy armor whilst their men behind them are just wearing helmets if that. Things like ranged weapons would still be seperated I imagine, though. Since I'm using 5e I'd likely only yse the system as inspiration, but is there any game that has a fix for this?