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Author Topic: How to Game city street fighting for the European revolutions of 1848?  (Read 5281 times)

Offline Shipka

  • Mastermind
  • Posts: 1779
    • RussoTurkishWar1877
The final elevations, the one standing proud is based around Stephensplatz the scene of heavy fighting in 1848
« Last Edit: June 12, 2016, 07:30:12 PM by Shipka »

Offline Shipka

  • Mastermind
  • Posts: 1779
    • RussoTurkishWar1877
Wien
« Last Edit: June 12, 2016, 05:00:42 PM by Shipka »

Offline Shipka

  • Mastermind
  • Posts: 1779
    • RussoTurkishWar1877
The roof now on

Offline Shipka

  • Mastermind
  • Posts: 1779
    • RussoTurkishWar1877
And a painted example

Offline Leigh Metford

  • Scientist
  • Posts: 228
To get exactly what you want it might be best to design your own rules - and they don't need to be complicated. I've long had a plan to game the Paris Commune of 1871 using simple but subject-specific home-brew mechanisms.

Early in my cogitations on the matter I formulated some basic ideas of how it would have to function. For one thing, because of the impracticability of using measuring devices in narrow miniature streets it would require the use of a grid, or better still a standardised base depth, as the unit of movement. It would of course be primarily about the capture/defence of the city through the assault/defence of barricades, so there's only one type of melee that needs to be considered; you don't need to concern yourself with flank attacks and other features of field battles. Another idea borne of the balconies on some of the model buildings I acquired was individual figures designated as political 'rabble rousers', who could orate from their lofty positions to inspire the toiling proletariat (I intended to use an Essex FPW French officer pose depicted waving his kepi in the air for this role).

I imagine any of this this would work equally well for earlier revolutions.

 

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