/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
I've been making a set of buildings for Black Hawk Down recently. I've also recently made some large set piece buildings like WW2 Reichstag.
The Black Hawk Down buildings I have made in full 3D, each floor lifts off to reveal the floor below. This is of course used a lot in smaller buildings all the time.
The Reichstag instead is backless, essentially just a couple of inches deep, which is more than enough to put figures in firing positions.
It seems to me the backless version is much easier to play, but doesn't have the same visual appeal. Whereas the lift-off floor versions look so much better, but are much more difficult to play on.
So, which do you prefer and particular for the lift-off types how do you physically handle those in play?
https://imgur.com/gallery/black-hawk-down-building-hotel-olympic-4UIyzra
I’ve googled and I very well could be missing it but I can’t seem to find a place in the US that sells them. I’m wanting to get some round bases and movement trays.
Hi,
I started with wargaming 4 years ago introduced by a friend with OPR Firefight rules. I love this game and it's the one I play the most, even if I try a new game every X time (not just sci-fi, but history and fantasy).
Anyway, I want a change. Something similar but different from GF Firefight. Playable from 5 to 15 minis/units, but more flexible in classes, more customizable.
Sometimes, it's difficult to equal in points 15 minis versus 8 minis, because of the profiles available or just because it becomes disbalanced in units.
I like games such as Swords Weirdos which permits a lot of customisation for units, but it's hard to play with a total of 10 units, for example, because it becomes very slow, and does not permit to use units of more than one mini.
Does anyone know a sci-fi skirmish game which allows these particularities:
I suppose it's not easy. Thank you very much.
For Unstoppable March, if your entire army is undead, can every unit take it or do you have to roll it as a leader trait (8+) to be able to take it for your whole army.
I've read it multiple times and it is unclear to me.
Any help would be appreciated.
Hey all,
My gaming buddy is coming over for a game night tomorrow. We've been playing a lot Star Wars Armada. I'm thinking of giving a different space combat game a try. It's a choice between Full Thrust or Void Admiral...we've never played either... which one should we try? :-)
Like the title says, I'm looking for a model agnostic mecha game, where model scale is loose, and ideally one where you can customize the loadout of your units to have different weapons/abilities. Do you have any recommendations?
Hi all! Amelatu here. First time posting here. I also posted this in PrintandPlay. This is a battle report for the first round of a game I'm developing just for fun.
So, to start, I was reading WAR|MAKER by Runehammer Games. I love that book with a passion. It provides a simple, hackable framework with easy to learn rules that can easily scale up and down. It's glorious as a catch all, let's just have fun tonight wargame. However, it operates on six man squads. I pulled that to basically make an all or nothing zombies vs marines game, which I will present to you now.
The rules are dead simple. Each marine has a movement allowance and can move that far on a turn and/or attack. Each unit is explained below.
Top to bottom, left to right, we have the Melee Specialist, who can charge, the Rifleman, who has suppressive fire, the Sniper, who has increased range, and the Artillery, who can fire over terrain and hit in an area. Then we have your Standard Zombie, Tough Zombie, and Runner Zombie. Below that, the Sandbags, Low Wall, Rubble Pile, and Obstacle.
Here's the play area all set up. You start the game with three Riflemen and one of each Specialist. The Marines had the chance to set up their defenses in advance.
On each turn, the Marines move and attack, then the Zombies move and attack. Each attack is a D6 roll. 1-3 misses, 4-6 kills. Zombies and the Melee Specialist are melee, the rest are ranged. Before the game, you're awarded five XP to upgrade your soldiers. Here's what I picked.
After a few rounds of them moving close to each other, the Zombies move close enough for the Riflemen to fire. How'd they do?
One for three. Not great. Okay, Our Sniper has a shot. Let's see how he does.
Swing and a hit! Okay, now, the Zombies funnel downward, as the Marines have carefully placed their barricades. Now it's up to the Mortar team. Let's see how they do.
That's gonna be a five to hit! The other Zombie isn't in range for the splash damage, and the Sniper misses. Unfortunately the last Zombie draws ever closer to our Melee Specialist, the last line of defense.
He charges, meeting the Zombie head on, gaining one inch of movement and a plus one, rolling a two, for a three total. Still a miss! Seeing this, his buddy rushes to save him!
Another two! if the Zombie hits on it's turn, the Melee Specialist will have one reroll to save itself! The sniper doesn't have line of sight because of the Melee Specialist. So, in a risky move, their buddy lashes out to save the day, lining up a last second shot.
Boom, baby! Zombie eliminated, and round one complete! Regular Zombies are worth one XP each, so the team will have five to spend. The rounds keep getting more intense, and at the moment, introduce two new zombie types.
Hopefully some of you stuck to the end or even maybe found it interesting. If any of you want the rules, I can put together a document, but I'd need some time.
Thank you for your time!
Hey Everyone! A few years ago I made a bunch of tiles to be infantry, cavalry, and artillery (like what you see on a war map) with some terrain tiles as well. My goal was to design a basic Napoleonic war game. Any suggestions for really simple rules I could use? I’ve learned enough since making the stuff to know that I’m not gonna reinvent the wheel, but I don’t want the pieces I made to be wasted. Thanks!
6 mm Adler and Baccus figures on steel sabots for Blucher. Figures are based on magnetic sheet. The sabot bases are galv steel with labels on. The tokens are also magnetic sheet and indicate fatigue, etc
My 10yo son loves history and is fascinated with the Napoleonic Wars. I admit it's a period I've never got into (I'm more Second World War, Modern, Sci-fi and Fantasy). I have a box of 28mm Waterloo British on my pile of potential but when I spoke to him about it, he likes the idea of mass armies over skirmish scale.
So there are two questions:
Scale. A wargaming friend suggested 1/72 plastics as they are cheap and can be purchased slowly and painted quickly and easily, to not overwhelm him. They are also a compromise between the larger scale high detail and small massed scales. They can also dual purpose into a skirmish game like "Sharpe Practice" (which I have). I considered Warlord's newer Epic but its custom scale means we'd be locked in on it and I'm not inclined to do that.
Rules. There are so many. I've looked over a comparison site and Blucher caught my eye, but I'm not sure. I'm looking for something that would be pretty easy for him to learn but give tactical options and a "feel" of historical accuracy. He's played boardgames like Risk and its ilk, and he's played OPR's Age of Fantasy and Star Wars: Armada.
I'd love thoughts and suggestions, thank you.
Just moved back to the Philadelphia area and want to find a group to play blackpowder or any other napoleonic era tabletop games. Does anyone know of any clubs/groups/conventions/etc? I am in South Jersey but am willing to go far if needed. I’m currently building an Austrian army so it would be nice to actually get to use them. Thanks!
Hello everyone!
If you (like me) love BlackHawkDown movie or just like guys wearing an old-school 90s gear - the MMF campaign dedicated to Operation Gothic Serpent is now live. It will continue until 28Nov, so even if you see this post a couple of week s later - you are still not too late.
Until 14:00GMT 09Nov the Early Bird tier is also available, allowing to grab a full set with $10 discount.
Feel free to check the full details here: https://www.myminifactory.com/frontier/gothic-serpent-modular-wargaming-miniatures-3175
It includes files for 3d printing of both 8 US Rangers and 8 Somalian militia' modular (weapon options, heads, interchangeable torsoes and legs) miniatures as a Core set and with hope from subscribers i hope to make a lot of ther stuff (Deltas, Technicals and so on).
They are roughly 28mm (in same scale as many other modern minis), but my models have also been successfully printed in 1/72 by multitude of my Patreon's supporters.
And if you have any further questions - please feel free to comment here or in campaign, i'll try to answer if i can.
I am also attaching some photos of models from this campaign, painted by Dan from Desk.Ops so you can check how they may look when painted.