Wednesday, November 15, 2023

Construction of a mill along Turtle Creek

Starting a series of games using the theme of "Incidents along Turtle Creek" and set in the age of Black Powder in North America (Seven Years War and Rev (AWI) War). We will be using slightly modified rules from Song of Drums & Tomahawks

Frontier Builders armed with Muskets and Pistols

 Native Americans armed with Muskets and Tomahawks

Opening assault

Native American warrior grabs a lit torch 
The partially built mill is engulfed in flames

The Native American raid is a success with the mill in ashes and the taking of the scalp of Amos Berger.

Wednesday, September 6, 2023

Mongols to the right and Eastern Romans to the left

Mongols to the right and Eastern Romans to the left

Roman shields

Mongols command

Mongols overwhelm Roman forces
CV=  Combat value

Wednesday, August 9, 2023

Granny defends the Bridge

Mauchunk on the left and Shickshinny on the right
                                                     Mauchunk dismounted cavalry and artillery.
                                                           Shickshinny regular infantry

                                                                Half way in the battle

                                                                      Order of Battle

             Decided to use some old granny grate armies on an experimental new board.

                                                     Board made with these from Amazon 

Wednesday, June 28, 2023

a Risky ACW crossroads Meeting engagement


Union on left, Confederates on right

    Victory for the Union after Confederates lost their cavalry (on right) unit to artillery fire

OoB: Union and Confederates each have 2 units infantry, 1 unit of Cavalry & 1 unit of Artillery.

Unit activation was using a deck of Risk(tm) cards. Rules were latest edition of WARG rules.

Wednesday, May 31, 2023

ChatGTP wargame

Certainly! Here are the rules for a wargame using a deck of standard playing cards:

Objective: The objective of the game is to win all the cards in play by capturing your opponent's cards.

Setup: Shuffle standard deck of playing cards. The suits and colors do not matter in this game; only the numerical values of the cards are relevant. Deal the entire deck evenly between the two players, so each player has an equal number of cards.

Gameplay: Both players simultaneously reveal the top card from their respective decks. The player with the higher card value wins the round. Ace is considered the highest value, followed by King, Queen, Jack, and so on, down to 2 being the lowest value.

Capturing Cards: When a player wins a round, they capture both their opponent's card and their own card and place them face-down in a separate pile in front of them. These captured cards will be used in subsequent rounds.

Tie Resolution: If both players reveal cards of the same value, a "war" occurs. In a war, both players place an additional three cards face-down on top of their original card. Then, they each reveal a new card. The player with the higher card value after the war wins all the cards played in that round. If there is another tie, the war continues with an additional three cards until a winner is determined.

End of Game: The game continues until one player has no cards left. The player who captures all the cards in play is the winner.

Optional Rule - Double War: To add more excitement, you can introduce a "double war" rule. In a double war, if there is a tie during a war, each player places an additional five cards face-down instead of three, before revealing a new card. This rule prolongs the war and increases the stakes.

Optional Rule - Limited Wars: If you want to avoid excessively long games, you can set a limit on the number of wars that can occur in a single round. For example, you could agree that after three consecutive wars, the player who wins the third war wins all the cards on the table.

Remember, these rules are just a framework, and you can modify or add additional rules to suit your preferences. Have fun playing your wargame with the two decks of standard playing cards!


Wednesday, March 29, 2023

Uruk, after the walls fell


Darmok defending the ruins on the left & Jalad's army on the right
Jalad's light chariots
Darmok's archers in center, flanked by his regular troops 
                                   The ruins of Uruk, where the walls fell

The advance begins
Darmok's forces (bottom) struggle to hold off Jalad

Victory for Jalad, whose army pillaged large supplies of rice


          Darmok: 4 bows

                         1 Heavy Chariot

                         2  Regular troops

            Jalad: 4 light chariots

                       4 regular troops

Not since the "Epic of Gilgamesh" has there been a more heroic desert saga than Uruk, when the walls fell.  


Wednesday, March 8, 2023

A Baron's War, 1215 or the search for Capicola


Due to the longest string of rolling 1s for activation in US gaming history, no further commentary will be forthcoming.