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Author Topic: Wild Boys  (Read 3258 times)

Offline has.been

  • Galactic Brain
  • Posts: 8416
Wild Boys
« on: April 11, 2024, 07:43:05 PM »
This is the working title for a quick, simple, fun set of Skirmish rules I intend to write.
I say rules, those that know me will realize that it will likely be an extended QRS,(*)
but what the heck, it pleases me.
Quote
https://leadadventureforum.com/index.php?topic=119096.msg1854649#msg1854649

(*) Some of you might have even played other 'rules' Wot I Dun Writ'  lol lol lol
SPQR (Galdiators)
Huron down the trail (Woods Indians chase game)
Emboscada (Peninsular War)
Drakes Drum (Elizabethan Naval)
WW1 Football (Does what it says on the Tin.  :D)
H.E.A.T. (Nato V Warsaw Pact).
(Mistakes are) Legion (Ancients).
Baron [Of Ideas]   (Medieval).
De Mob Rules (Gangsters).
Close Action (Sci-Fi Boarding action).
Orc Ward Driving (Teams play as Goblin Chariot driver or one of the wolves drawing it)

Plus numerous one off games.
Heaven help people who don't have me there to explain what the hell I meant though.  8)




Offline mikedemana

  • Scatterbrained Genius
  • Posts: 2936
  • Investigating curiosities around the globe...
    • Worldwidemike
Re: Wild Boys
« Reply #1 on: April 12, 2024, 12:09:37 AM »
I prefer simple over complex and uber-detailed, too...

My friend who feels the opposite says he likes his rules "crunchy"...!  lol

Mike Demana

Offline syrinx0

  • Supporting Adventurer
  • Scatterbrained Genius
  • *
  • Posts: 3192
Re: Wild Boys
« Reply #2 on: April 12, 2024, 02:13:48 AM »
Simple is never a bad idea but sometimes a little crunch livens up the mix.
Painted:  2024: 170; 2023: 37; 2022: 56

Offline has.been

  • Galactic Brain
  • Posts: 8416
Re: Wild Boys
« Reply #3 on: April 12, 2024, 09:42:55 AM »
I like simple cuz I keep getting all the different rules sets mixed up.
Been at this game for over half a century!

My ideal =
Simple basic rules...with SOME scenario specific (crunchy) add ons.

e.g. WW2 You don't need the set to include EVERY possible event.
       The rules should include only what you would need every game.
       Then add a few rules about snow if doing Russia in winter,
        or dust storms if the game is in North Africa. etc.

Online flatpack

  • Mastermind
  • Posts: 1422
  • Hiding in the shed
Re: Wild Boys
« Reply #4 on: April 12, 2024, 11:48:46 PM »
I’m sure you will come up with something you are happy with Pete.
Flatpack

Offline FifteensAway

  • Galactic Brain
  • Posts: 4669
Re: Wild Boys
« Reply #5 on: April 13, 2024, 08:07:48 AM »
I simply prefer Simple.  Rules can get in the way of the game if they are not simple.  And it is the game on the table and all them pretty figures that is the appeal for me.  Nose in a rule book during a game just slows down the fun.   And important to remember that simple does not need to be simplistic.  Chess, at base, is a very simple set of rules but extraordinarily complex to play at the highest levels (which is a far cry from my level of chess to be sure!).

I want a bit of crunch in my apple but not in my miniatures rules.  :)
« Last Edit: April 14, 2024, 03:07:11 AM by FifteensAway »

Offline has.been

  • Galactic Brain
  • Posts: 8416
Re: Wild Boys
« Reply #6 on: April 13, 2024, 11:03:04 PM »
Vodkafan & I had an impromptu couple of games of Wild Boys today.
Alterations typed up and Version 3 is done. Long way to go, I seem
to recall WRG were 1000 to 1450.  lol lol lol

Offline CapnJim

  • Scatterbrained Genius
  • Posts: 3866
  • Gainfully unemployed and lovng it!
Re: Wild Boys
« Reply #7 on: April 18, 2024, 06:13:03 PM »
Sounds interesting.  My curiosity is piqued...
"Remember - Incoming Fire Has the Right-of-Way"

Offline has.been

  • Galactic Brain
  • Posts: 8416
Re: Wild Boys
« Reply #8 on: May 02, 2024, 04:07:32 PM »
Quote
Sounds interesting.  My curiosity is piqued...

Well it is partially your fault for today's play-test.  ;)
Quote
https://leadadventureforum.com/index.php?topic=131442.msg1857000#msg1857000
Inspired by your game I set up the game.

The quiet town, before the convoy comes through. :D

Most of the buildings, the really nice ones,  were scratch built by my friend Andy Taylor
and have seen lots of table-top action over the years.


Offline has.been

  • Galactic Brain
  • Posts: 8416
Re: Wild Boys
« Reply #9 on: May 02, 2024, 04:14:23 PM »
Then, the convoy hit town, & the town hit the convoy! :D

I set the game after Cpt. Jim's scenario. NB this is not an attempt to follow his excellent game,
more a homage.  :)

In our game the convoy had abandoned a Humvee & an aid truck. Both burning in these pictures.
They are at a 'T' junction with players (four of us) coming in from the corners of the table.

Offline has.been

  • Galactic Brain
  • Posts: 8416
Re: Wild Boys
« Reply #10 on: May 02, 2024, 05:16:04 PM »
395 = Ian (Westbury) Mercenaries tasked with retrieving documents from either truck or Humvee.
          3 figures using D10s
397 = Bob (Flatpack) Loyal Militia. tasked to support Ian, but more likely to look after themselves.
          4 figures using D8s
394 = Me! Rebel militia, after the bounty on mercenaries. Also 4 figures using D8s.
396 = John Cunningham. Out for whatever he could get. 6 figures using D6s.

A bit about the main part of the rules.
Each player starts with one dice per figure. These are thrown & one dice is placed beside each figure.
It will happen during the game that a player has fewer dice than figures. In that case any figure
without a dice is treated as if they had been allocated a '1' (see below) & is activated first.

1= MUST reduce its current danger level. e.g. In open = go to cover.  In cover = cower down.
      sneak/run away etc.
2 OR 4 (evens)= MUST move
3 OR 5 (odds)  = MUST fire. It doesn't matter if there is no Wargaming target they are shooting
            at shadows/noises etc.
6= Dice goes into the dice jail (this can be a cup/bowl/tub etc. to the side of the table.
      These CAN be removed at the start of any following move BEFORE player throws his dice.
      Different things can be done with such redeemed dice (more later)
7 TO 10 = Can move OR shoot
11 to 15 = Can move AND shoot.
16 to 20 = Can do a double move in each of which figure can move AND fire.

Each figure's actions are fully resolved BEFORE player moves on to the next figure.

I hope to replace long slow reaction/morale tests as well as order decisions with this.
The observant amongst you will have noticed that the table goes up to '20' (Ian, best figures
on the table was throwing D10s, Bob & I D8s & poor John D6s !)This is because one class not
in todays playtest was...The Bee Keeper ! :o  (If you haven't seen the film, I do recomend it.
It is tosh, but enjoyable none the less.) The Bee keeper is one figure, but uses D20.

Offline has.been

  • Galactic Brain
  • Posts: 8416
Re: Wild Boys
« Reply #11 on: May 02, 2024, 07:03:31 PM »
Just pictures of one incident from the game.
I had to move a figure, so advanced across the road.
Ian fired at him (got the right dice for that) but thankfully missed.
On my next turn I wanted to fire, but failed to get the needed scores, so
I continued to close. In Ian's turn he had two figures that COULD have fired.
That would have been two lots of 3  D10s, & as I was out in the open only
one D8 each time (shooter's highest dice needs to exceed the defender's highest dice).
THEN... Ian failed to get any shoot dice! :o. With my lunatic charging & shouting his
high paid Merc.s turned tail & ran. Completely against the law of probability I know, but
interesting result obtained without a lot of tests/ looking up obscure rules etc.
Under most sets of rules, & given the opportunity to fire, most wargamers would.

I'll leave it now for the others to add their pictures & comments.
Fair to say though that I don't think I have converted them...yet. :D

Oh & don't mention John & I shooting at each other (we were on the same side!)

Online flatpack

  • Mastermind
  • Posts: 1422
  • Hiding in the shed
Re: Wild Boys
« Reply #12 on: May 02, 2024, 08:36:29 PM »
Report from the loyal militia supporting the mercenaries (and seeing what they can get out of it too).

We know the convoy has lost a couple of vehicles whilst going thro the town centre.
We are interested in what we can grab for ourselves.

Town centre with fires from the two damaged vehicles.




My boys move slowly along the main road into the town centre.


Cunningham’s gang get to the damaged hummer first.


My boys edge towards the damaged truck. I know Cunningham’s boys are around.


I start checking out other buildings for the enemy (also due to poor dice rolls, this could be called sulking away from the enemy  lol).


Cunningham’s boys take the high tower, dominating the area around the crashed vehicles.


One of my boys gets to the damaged truck, along with a couple of the mercenaries.
We are about to investigate the truck cab for documents and goodies, when a grenade appears at our feet - GAME OVER.


The raid ended there, with all parties retuning to their bases. A few men down, and nothing to show for their endeavors.




Offline vodkafan

  • Scatterbrained Genius
  • Posts: 3552
Re: Wild Boys
« Reply #13 on: May 02, 2024, 10:24:54 PM »
The grenade killed everyone?
I am going to build a wargames army, a big beautiful wargames army, and Mexico is going to pay for it.

2019 Painting Challenge :
figures bought: 500+
figures painted: 57
9 vehicles painted
4 terrain pieces scratchbuilt

Online flatpack

  • Mastermind
  • Posts: 1422
  • Hiding in the shed
Re: Wild Boys
« Reply #14 on: May 02, 2024, 10:53:22 PM »
Put it this way James…we all went down.

 

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