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Re: Jeffrey suggests games --> RPG companies --> war game.



TFT is basically a game about skirmishes, so the counters represent individuals and an entire side might represent a unit at most the size of a section or squad, or perhaps the size of half-squads or fire teams.

You say you're aiming at sides being ~200 to 500 and that makes sense, since there are plenty of high medieval or renaissance companies (mercenary or otherwise) of about that size. In which case I'd be looking at units being maybe platoon size, or a little larger. I think ~20 (commanded by a vintenar) and ~100 (commanded by a centenar) are historical English high medieval unit sizes so those are a possibility. (Unreliable memory.) I think having only 2 to 5 units a side would be a bit limiting, I know it's the number of units you often handle in a TFT skirmish but companies aren't people and I think you'd want the flexibility of sending a smaller unit off to plug that hole, etc.

But this is such a change of scale that I'm doubtful saving much of TFT would be worthwhile.  Perhaps what you want is something inspired by TFT rather than based on it. You'd want the individual leaders to have talents relevant to leadership and perhaps duelling, and also units to have talents that made them good at fighting in some way or other, or things like Marching, Swimming and Climbing letting them move in ways other units couldn't, or Stealth, or Alertness. You'd choose what to train your soldiers in, how to equip them, etc., and then try to win missions. Downside of this approach is that if the leaders aren't adventurers then you can't as easily segue to something TFT-like.

--
David


On Fri, 22 Oct 2021 at 00:46, Rick <rick_ww@lightspeed.ca> wrote:
On Oct 21, 2021, at 5:32 AM, Jeffrey Vandine <jlv61560@yahoo.com> wrote:

If you're looking at old SPI games with armies, leaders, magicians, etc, try Albion.
... 
For some reason it never got very popular at the time, but that might also be because SPI folded not too long thereafter, so it never received any errata or further development afterwards.

Interestingly, a guy did an expansion for it called Fornaldor which basically added new species (mermen, giants, dwarves, etc.), a few new spells, new magic items, and a map that covered Sweden, Norway and Finland.  
...
A game publisher picked up Fornaldor a few years ago and, I think published it (maybe even kickstarted it?), but I already had several copies from the original author and didn't like how they re-did the counters, so I never purchased a copy. 
....


Hi Jeffrey,
Are any of these games you mention in print anywhere?  I wouldn’t 
mind looking at them, but don’t want to pay some huge price on eBay.

***

My goal was if the players have a mercenary company (or join one), 
there is some way to measure both the combat ST (in several categories), 
and ways of judging the command and training quality of the company.  I 
wanted to discuss officers and NCO’s separately.  Morale is important.

Thru some not too complex process, turn this into a counter for the 
war-game.  

Play the game, and make sure that the damage to the counter can 
be reflected back to the characters that make it up.

I want the counters to be much more complex than TLoU, so that 
more of these details can be captured.  I’m thinking oversized counters 
and hexes, say hexes 3 cm across, with counters 1.5 by 2.5 cm.  Have 
the letters and numbers large enough that home made counters with 
pen and pencil crayon are practical.

The game can stay fairly simple, lots of numbers on the counter do 
not need to have super complex rules to run them.

Terrain in the game would be fairly complex, lots of varieties.  
Different fantasy races get bonuses in different terrain, etc. 

During game play, having 1 or 2 status counters per company is OK.  
(We have a small number of companies so a couple counters each to 
show their status can work.). Maybe one counter to show it deployment 
& offensive status, and one counter showing damage / negative effects.

***

The size of the campaigns would be small.  Companies are 30 to 50 
people.  5 to 10 companies per size.  (A LOT of ancient battles were 
under 500 people, huge armies of thousands or tens of thousands of 
people were very rare.  Also I want the adventurers to feel like they are 
not meaningless in these conflicts.)

Debating command and control.  Easiest thing to do is say wizards 
have solved the problem.  Likely something more realistic would be better.  
Card driven like the Command and Colors style games?  Maybe you give 
your orders, and cards say how quickly / confused the orders are carried 
out?

Perfectly willing to use dice.  Different type of dice. Lots of dice if 
needed.

Outright destruction of units is very rare.  Usually cohesion is lost, 
morale collapses, and the unit runs.  That said, individuals in the unit do 
die.  Depending on command and control, beat up units stop responding 
to orders well.

Logistics… very simple or mostly ignored completely.  The units 
are so small, that big logicist trains are not needed.

***

I would like to make this game work with a wide variety of RPG’s, 
but this makes how to handle magic really difficult.  In high fantasy type 
games (e.g. D&D), a high level wizard can destroy 500 typical soldiers.  
In lower mana areas wizards might be pretty insignificant.  How to 
handle magic is the thing I’m least sure about.

Thoughts on the subject would be welcome!

I’m tempted to just use TFT (since this is the RPG I play), but that 
would make the market for this game tiny, and if I’m going to go to all this 
work, I would like it to be useful to lots of people.


***

I got a book, “How to Make War: A comprehensive guide to modern 
warfare” by James F. Dunnigan, which has a lot of statistics on conflict 
and discussions of how various elements tie into making an effective 
fighting force. 

Reading this book, made me think about how cool it would be to
have a several companies under your command (each with all stats 
written on a 3 by 5 inch index card), and play out battles with them.  
After the battle, you look at the results, and modify the card for your 
company.  (These troops are blooded and more confident.  But you lost 
a key NCO, so training will be harder in future.)

Note, not all companies need index cards (just YOUR companies).
NPC companies are just counters.

***

Anyway the key things I’m thinking about are:

— Small scale battles, 200 to 500 people on a side.  Several companies 
each.

— Full color maps on 8.5 by 11” paper, or 11 by 17” paper.  This make it 
easy for people to create and print out new maps.  For larger maps put a 
couple of small sheets beside each other.

— Fairly detailed notes on each company.  Different companies are quite 
different from each other.  Info on company fits on index card, from index 
card counter in game is created.

— The ability of events at the RPG level of play to effect the companies 
and vice versa.

— Adventuring parties can be directly used as tiny companies.  Or maybe 
as commanders / bodyguards / command staff.

***

Anyone think this sort of game would be cool?
Anyone know of a game with this sort of scale?

Warm regards, Rick.