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Author Topic: NWF Solo campaign  (Read 4711 times)

Offline Shikari Sahib

  • Mad Scientist
  • Posts: 640
NWF Solo campaign
« on: December 15, 2008, 09:04:45 AM »
Looking in my old and huge archive I have found this old solo campaign, should be dated '86;
anyway is a very simple and clever idea ,by Nigel Green, for a little campaign where an Imperial force should patrol, protect outposts and keep pace in an unrest area somewhere in the World.
the basic game was for a Roman scenario, I adapted it for NWF ; some pencil notes on my own to make little modifications, but the main rule was not affected.
I have added also a simple map (NWF) not included in the rule just to give an idea on how to arrange strategical locations of Raj bases and Tribesmen villages.
I have plaied many many times, with different results and that solo game has gave me great pleasure, I hope somebody would try and let me know his result.
I don't know if there is a better way to add the rules, I'm triyng with Jpeg.
Piero

http://i198.photobucket.com/albums/aa305/pieropredator/Wargame/S25C-2081218090301.jpg
http://i198.photobucket.com/albums/aa305/pieropredator/Wargame/S25C-2081218090402.jpg
http://i198.photobucket.com/albums/aa305/pieropredator/Wargame/S25C-2081218090413.jpg
http://i198.photobucket.com/albums/aa305/pieropredator/Wargame/S25C-2081218090424.jpg
http://i198.photobucket.com/albums/aa305/pieropredator/Wargame/S25C-2081218090505.jpg
http://i198.photobucket.com/albums/aa305/pieropredator/Wargame/S25C-2081218090516.jpg
http://i198.photobucket.com/albums/aa305/pieropredator/Wargame/S25C-2081218090527.jpg
http://i198.photobucket.com/albums/aa305/pieropredator/Wargame/S25C-2081218090538.jpg
http://i198.photobucket.com/albums/aa305/pieropredator/Wargame/S25C-2081218090549.jpg
http://i198.photobucket.com/albums/aa305/pieropredator/Wargame/S25C-20812180906010.jpg
http://i198.photobucket.com/albums/aa305/pieropredator/Wargame/S25C-20812180906212.jpg
http://i198.photobucket.com/albums/aa305/pieropredator/Wargame/S25C-20812180906111.jpg
http://i198.photobucket.com/albums/aa305/pieropredator/Wargame/S25C-20812181309063.jpg

well I hope to have added all the pages, anyway their are 13in all , and altough not in sequence all the pages are numbered.


Offline thejammedgatling

  • Mad Scientist
  • Posts: 586
Re: NWF Solo campaign
« Reply #1 on: December 15, 2008, 12:17:40 PM »
Thanks for sharing.

NWF will be on the cards for next year. I was looking at adapting some of the 'Sands of the Sudan' rules to suit but may well gives yours a go.

Offline Shikari Sahib

  • Mad Scientist
  • Posts: 640
Re: NWF Solo campaign
« Reply #2 on: December 15, 2008, 01:25:14 PM »
this is not a wargame rule, is a wargame campaign mechanism.
you are in charge of British Colonial tropps, you should mark 1 base, some outposts, dislocate your troops, and following the simple mechanism looks for events, and make, most of the time, punitive expeditions.
but I'm pleasant if you would try it.
Piero

Offline Gluteus Maximus

  • Galactic Brain
  • Posts: 5427
Re: NWF Solo campaign
« Reply #3 on: December 16, 2008, 10:53:39 AM »
this is not a wargame rule, is a wargame campaign mechanism.
you are in charge of British Colonial tropps, you should mark 1 base, some outposts, dislocate your troops, and following the simple mechanism looks for events, and make, most of the time, punitive expeditions.
but I'm pleasant if you would try it.
Piero

They should be very easy to adapt to any colonial situation.

I might give them a try in Darkest Africa or the Sudan. Thanks for posting!   :)

Offline Shikari Sahib

  • Mad Scientist
  • Posts: 640
Re: NWF Solo campaign
« Reply #4 on: December 16, 2008, 11:42:57 AM »
this is not a wargame rule, is a wargame campaign mechanism.
you are in charge of British Colonial tropps, you should mark 1 base, some outposts, dislocate your troops, and following the simple mechanism looks for events, and make, most of the time, punitive expeditions.
but I'm pleasant if you would try it.
Piero

They should be very easy to adapt to any colonial situation.

I might give them a try in Darkest Africa or the Sudan. Thanks for posting!   :)

yes, any situations were an Imperial force should defend their frontier and trouble areas.
just change events to suit different areas; could be adapted for Sudan as well.

I have another very clever( :-* made by me) some years ago campaign rule for Italian Colonial in Abyssinia in the 1890 and on, unfortunately is in Italian language; it suit very well in any unrest area were you have to fight against rebels, brigants, .
could be in the future I could translate in English.

Offline Gluteus Maximus

  • Galactic Brain
  • Posts: 5427
Re: NWF Solo campaign
« Reply #5 on: December 16, 2008, 12:27:51 PM »
this is not a wargame rule, is a wargame campaign mechanism.
you are in charge of British Colonial tropps, you should mark 1 base, some outposts, dislocate your troops, and following the simple mechanism looks for events, and make, most of the time, punitive expeditions.
but I'm pleasant if you would try it.
Piero

They should be very easy to adapt to any colonial situation.

I might give them a try in Darkest Africa or the Sudan. Thanks for posting!   :)

yes, any situations were an Imperial force should defend their frontier and trouble areas.
just change events to suit different areas; could be adapted for Sudan as well.

I have another very clever( :-* made by me) some years ago campaign rule for Italian Colonial in Abyssinia in the 1890 and on, unfortunately is in Italian language; it suit very well in any unrest area were you have to fight against rebels, brigants, .
could be in the future I could translate in English.

I would be very interested in reading that and I'm sure others would, too.

Offline twrchtrwyth

  • Scatterbrained Genius
  • Posts: 3866
  • Don't join dangerous cults: practice safe sects.
    • Deeside Defenders
Re: NWF Solo campaign
« Reply #6 on: December 16, 2008, 04:58:27 PM »
Thanks for that. 8)
He that trades Liberty for Security will soon find that he has neither.

Benjamin Franklin


Offline mjkerner

  • Bookworm
  • Posts: 89
Re: NWF Solo campaign
« Reply #7 on: December 16, 2008, 05:33:44 PM »
Thank you Shikari Sahib for sharing this.  I am always looking for campaign ideas like this.  I will be putting together a solo campaign for a semi-historical (or, more precisely, mostly fictional) combination NWF--Sudan area soon, now that I recently got back into some disciplined painting and hopefully will finish much of my half-completed British/Indian/Egyptian/Tribal/Dervish/SE Asian units.  I envision the geography will be sort of like plunking the NWF down on top of Libya and Chad.  And Indonesia/Burma/Thailand on top of Saudi Arabia. I probably will use a hybrid of these and The Fire and Sword in the Sudan rules from Steve Winter.  (Years ago I did a Wilderness Wars solo campaign using the Pontiac Rebellion rules that Steve Winter based these on, and it worked out very well.)

One question though. I printed out skimmed the campaign rules last night and didn't see any information on how many units the original author--or you--used for your Europeans.  Is there a rule of thumb...so many per outpost based on how many in the home base fort, something like that?

Offline Shikari Sahib

  • Mad Scientist
  • Posts: 640
Re: NWF Solo campaign
« Reply #8 on: December 17, 2008, 08:35:55 AM »
Hi Mjkerner , yes for a finctional continent,island it works well, my NWF campaign is a fictional area, I used villages name from various Colonial movies, so I have Mogala(Lives of a Bengal lancer), Tokot (The DRum), Ranchipur (forgot the movie with Tyrone Power)  and go on.
In the original rule were not reported the starting troops strenght, you can probably put 1 unit in each outposts,choose 1 outpost as your secondary base and put there 2,3 units;  plus a 4,5 units in the Imperial base; but it depends also on how many tribesmen you plan to use; keep the ratio at 3:1 not higher as events occur and game flow you'll discover that Imperial could be involve in many little affairs that requires more units, and with casualties you'll be really under pressure.
As units I don't consider artillery section(if you use TSATF, as I do) concerning Cavalry just 1 unit in the home base.
Also not clear in the original rule, when some tribes is involved in an event don't calculate numbers of tribesmen-figures, do it when your Imperial force has reached their area, another element of surprise for you.
I just make difference from the various tribes; eg. Afridis, the most powerful and best equipped, so:
3 units base plus 1D6 in unit, plus 1D6 of Ghazies and 1D4 of marksmen.
another tribe could have 1 unit base plus 1D6 of units and so on.
if there are more questions don't hesitate to ask me, it's a pleasure.
Piero

Offline mjkerner

  • Bookworm
  • Posts: 89
Re: NWF Solo campaign
« Reply #9 on: December 17, 2008, 02:31:13 PM »
Thank you so much, Piero.  That information is very helpful.   :D

Mark

Offline Gluteus Maximus

  • Galactic Brain
  • Posts: 5427
Re: NWF Solo campaign
« Reply #10 on: December 17, 2008, 02:34:48 PM »
Hi Mjkerner , yes for a finctional continent,island it works well, my NWF campaign is a fictional area, I used villages name from various Colonial movies, so I have Mogala(Lives of a Bengal lancer), Tokot (The DRum), Ranchipur (forgot the movie with Tyrone Power)  and go on.
In the original rule were not reported the starting troops strenght, you can probably put 1 unit in each outposts,choose 1 outpost as your secondary base and put there 2,3 units;  plus a 4,5 units in the Imperial base; but it depends also on how many tribesmen you plan to use; keep the ratio at 3:1 not higher as events occur and game flow you'll discover that Imperial could be involve in many little affairs that requires more units, and with casualties you'll be really under pressure.
As units I don't consider artillery section(if you use TSATF, as I do) concerning Cavalry just 1 unit in the home base.
Also not clear in the original rule, when some tribes is involved in an event don't calculate numbers of tribesmen-figures, do it when your Imperial force has reached their area, another element of surprise for you.
I just make difference from the various tribes; eg. Afridis, the most powerful and best equipped, so:
3 units base plus 1D6 in unit, plus 1D6 of Ghazies and 1D4 of marksmen.
another tribe could have 1 unit base plus 1D6 of units and so on.
if there are more questions don't hesitate to ask me, it's a pleasure.
Piero

Again, that will be so easy to convert to Beja, rather than NWF tribes.

I join Mark in thanking you!

 

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