Thursday, July 11, 2024

IV/36b Later Muslim Indian 1206AD - 1526AD

15mm Essex Miniatures

DBA 3.0

Army Composition: 1 x 3Cv(General) 4 x 3Cv, 1 x 3Kn, 1 x El, 1 x 3Bd, 2 x 3Bw, 1 x 2Ps, 1 x Art, 1 x 7Hd


























Thursday, May 16, 2024

I/21a Kassite and Later Babylonian

15mm Essex Miniatures

DBA 2.2

Army Composition: 1 x LCh (General) 3 x LCh, 5 x 3Ax, 3 x 2Ps















Monday, April 29, 2024

Fast Hex Ancients Rules

 



Fast Hex Ancients Wargaming Rules

1. Army Size

Each player fields 6 units.

Example army:

  • 3 Infantry

  • 1 Missile (archers / slingers)

  • 1 Cavalry

  • 1 Elite (guards, legionaries, etc.)

Each Cavalry/Infantry unit has 4 Strength Points (SP) or DBA DBMM elements

Chariots,Elephants and Artillery hasStrength Points (SP) or DBA DBMM elements


2. Hex Map

Use 2,3,4, or 5 inch hexes. (I use 5 inch hexes for my 15mm Miniatures)



Recommended board:

  • 8 × 10 hexes

Terrain examples:

  • Hill → +1 defense

  • Woods → missile −1

  • River → stop movement


3. Turn Sequence

Players alternate turns.

Each turn:

  1. Move units

  2. Missile fire

  3. Melee combat

  4. Remove destroyed units


4. Movement

Units move a number of hexes.

UnitMove
Infantry2 hexes
Missile2 hexes
Cavalry3 hexes
Skirmishers3 hexes

Rules:

  • Must stop when entering enemy Zone of Control (adjacent hex).

  • Cannot move through enemy units.


5. Missile Combat

Missile units fire up to 2 hexes.

Roll 1d6:

RollResult
1–3miss
4–5−1 SP
6−2 SP

Target must be in line of sight.


6. Melee Combat

When units are adjacent.

Both players roll 1d6 and add modifiers.

Modifiers

SituationModifier
Elite unit+1
Cavalry charging+2
Attacking flank/rear+2
Defender on hill+1

Results

Compare totals:

DifferenceResult
0no effect
1loser −1 SP
2+loser −2 SP and retreat 1 hex

7. Unit Destruction

At 0 SP, remove the unit.


8. Victory

Win by destroying 3 enemy units or forcing the enemy army to retreat.


Optional Speed Rules (Recommended)

To make the game even faster:

  • No facing rules

  • All units attack once

  • Retreat instead of morale checks

This keeps turns under 2 minutes I think! :o)



Tuesday, April 9, 2024

Napoleonic Wargame Rules

 


1. What You Need

  • Miniatures or tokens (about 6–12 units per side)

  • A table (around 4×4 ft)

  • 1–2 six-sided dice (d6)

  • Ruler or measuring tape

Unit Types

Each unit represents roughly 400–800 soldiers.

UnitMoveFireMeleeMorale
Line Infantry4"4+4+4+
Column Infantry6"5+3+4+
Light Infantry5"3+4+4+
Cavalry8"3+4+
Artillery2"3+5+4+

Numbers are the dice roll needed on d6.


2. Turn Sequence

Each turn follows this order:

Initiative

  • Both players roll 1d6

  • High roll chooses who goes first

Movement

Units move up to their move distance.

Formation effects:

FormationEffect
LineBest firing
ColumnFaster movement
SquareCannot move, strong vs cavalry

Squares may only be formed at start of movement.


Shooting

Units within 12" may fire.

Procedure:

  • Roll 1d6

  • If equal or higher than the Fire value → hit

Modifiers:

SituationModifier
Target in cover−1
Artillery long range (12–24")−1
Target in column+1
Target in square+1

Each hit causes 1 casualty marker.

Units with 3 hits are destroyed.


Melee Combat

Units touching bases fight.

Each side rolls 1d6.

Add modifiers:

SituationModifier
Column charging+1
Cavalry charge+2
Attacking flank/rear+2
Defending square vs cavalry+3

Higher result wins.

Loser:

  • takes 1 casualty

  • retreats 6"


Morale

If a unit:

  • takes a casualty

  • loses melee

  • sees friendly unit destroyed within 6"

Roll 1d6

If roll below morale value → rout

Routed units immediately move 12" toward table edge.

If they reach the edge, they are removed.


3. Cavalry vs Infantry

Special rules:

  • Infantry in square cannot be charged effectively

  • Cavalry attacking a square gets −2

Infantry not in square suffers +2 bonus to cavalry attack


4. Terrain

Simple effects:

TerrainEffect
Hill+1 firing
Woods−1 firing, half movement
Town+2 defense

5. Winning the Game

An army breaks when:

  • Half its units are destroyed or routed

Opponent wins the battle.


Example Scenario

Inspired by the battles of Battle of Austerlitz during the Napoleonic Wars.

Each side:

  • 4 Line Infantry

  • 1 Light Infantry

  • 2 Cavalry

  • 1 Artillery

Deploy within 12" of table edge.


Play time: ~45–60 minutes
Players: 2
Units: 8 per side




Saturday, April 6, 2024

Napoleonic Rules (Brigade Level, 15mm)

 


Fast-Play Napoleonic Rules (Brigade Level, 15mm)

Scale & Units

  • 1 unit = 1 brigade
  • Each brigade = 3–6 bases (elements)
  • Base suggestion (15 mm):
    • Infantry: 40×20mm (3–4 figs)
    • Cavalry: 40×30mm (2–4 figs)
    • Artillery: 1 base

Troop types

  • Infantry (Line / Light / Guard)
  • Cavalry (Light / Heavy)
  • Artillery

Quality

  • Elite (+1)
  • Trained (0)
  • Raw (-1)

Turn Sequence (IGO-UGO)

  1. Initiative roll (high = goes first)
  2. Player A acts → Player B acts:
    • Command
    • Movement
    • Shooting
    • Melee
  3. Morale phase (both sides)

Command & Control

Each brigade must be within command radius (12") of its general.

If outside:

  • Roll 4+ on D6 to act
  • Fail = no movement, may still defend

Movement (simple & fast)

UnitMove
Infantry6"
Cavalry10"
Artillery4" (limbered 8")

Modifiers:

  • Rough terrain = half speed
  • Column +2" (infantry only)
  • Cannot move + change formation in same turn

Formations (very simplified)

  • Line → best fire
  • Column → best movement, weak in combat
  • Square (vs cavalry only)

Effects:

  • Line: +1 shooting
  • Column: +1 charge
  • Square: cavalry suffers -2 attacking it

Shooting

Roll 1D6 per unit

SituationResult
4+ = hit
Elite +1
Long range -1

Ranges:

  • Infantry: 6"
  • Artillery: 12"

Each hit = 1 base removed


Melee (very fast resolution)

Each side rolls:

  • 1D6 + modifiers

Modifiers:

  • Charging +1
  • Elite +1
  • Flank/rear +2
  • Column vs line +1 attacker
  • Square vs cavalry +2 defender

Loser loses 1–2 bases

  • Lose by 1 = 1 base
  • Lose by 2+ = 2 bases + retreat 6"

Morale (key to fast play)

Test when:

  • Lost melee
  • Took shooting casualties
  • Brigade at half strength

Roll 1D6:

  • 5+ = steady
  • 3–4 = shaken (fight at -1)
  • 1–2 = rout (remove brigade)

Modifiers:

  • Elite +1
  • Raw -1
  • General attached +1

Victory

Game ends when:

  • Army loses 50% of brigades OR
  • Scenario objective achieved

Will this works?...well I'm not sure :o)

  • Minimal bookkeeping (no rosters needed)
  • Brigade scale = big battles on 6×4 table
  • Compatible with most 15 mm basing styles
  • Plays in 60–120 minutes

Tips for 15mm brigade games

  • Use 4 bases per brigade for consistency
  • Keep table at 6×4 ft
  • Limit to 6–8 brigades per side for fast play
  • Use simple terrain (avoid over-complication)