Category Archives: Renaissance

Renaissance Skirmish – Initial Concepts

Ran through the rules last night using a few figures.  Play is quick and straightforward.

Planning to use my random dice to generate the tactical situation for the scenario.  The scenario parameters will include defender alertness, number of defenders outside of buildings etc. (whatever the etc is).

Will use directional dice to dictate where the attackers come from.

Next step is to determine the plan of attack.

When attackers within 8 inches (two moves) Yes/No/Maybe dice will determine if a building is occupied by defenders.  A “Maybe” result will require another role with the building occupied if second roll is a Yes or Maybe.

A four-sided die will be used to determine how many defenders in a building.  Once all defenders have been placed, any remaining buildings cannot be occupied except by defender movement during the scenario.

Should work for starters.  Will give it a go over the weekend.

Renaissance Skirmish – The Players

Here’s a quick shot of a few of the figures.  These are all Warhammer Empire figures purchased on E-Bay either painted or unpainted.

Original thought was to augment my Renaissance armies, but they were just too large, especially compared to the smaller 25mm Hinchliffes which make up the bulk of those forces.  Scale for these figures is roughly 30-32mm.

Great looking, which would make sense since they were sculpted by The Perrys, and they paint up well.

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Renaissance Skirmish – Basics

Set up the table for a skirmish game using the “On The Seven Seas” rules by Osprey.  Yes, I know, these are pirate rules.  But, when I purchased these rules, Osprey’s latest and period applicable offering “En Garde,” was not available.  While the reception for “Seven Seas” has been mixed, I do like the faction/greed/fear mechanics, and the simplicity.  We’ll see how they work on the table.

The game will be a village fight between two factions.  One will hold the village, the other intending to loot and plunder.

I’m using houses from Hobby Lobby.  These are cardboard and very close to scale for my larger Warhammer Empire figures.  More on them in a followup post.  I kept the four houses a neutral gray, with only red chimneys and add-on flower basins for color.

I’ll use a few figures and push through a quick couple of turns this PM.

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The CP Has Displaced

Am TAD for the next few weeks, and daily focus not on wargaming.

I left my three projects in various stages of completion pending return. Sigh.

However, I did bring few modest pursuits/games.

Right now I’m messing around with the Galleys and Galleons rules. While out at author’s blog I came across an entry about using WizKids collectible card game pirate ships.

These are inexpensive plastic ships featuring galleys, junks and sailing vessels. The galleys and junks are perfect for my East Africa Campaign, while the sailing vessels tend to be more 18th century than the mid-16th centrury. The components are punched out from credit card looking templates. While simplistic, and adorned with logos, they pass muster as an inexpensive way to fight small fleet actions.

The naval aspects of the campaign will be secondary, so building fleets for the Chinese, Turks and Portuguese without a considerable investment  of money, time and effort is a most welcome development.

I am also working with an old set of WRG rules for galley warfare as a supplementary system.  I downloaded the Galleons and Galleys rules in PDF at the Wargame Vault.

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Back To The Renaissance

As mentioned earlier, finally getting back to playing my dormant Renaissance Scenario,  It’s a replay of one reported earlier, but with a few tweaks.  Will dispense with impaired photos.

Used percentage dice to dictate the Polish infantry entry through the village.  They entered much earlier than last game.

Shifted the Polish Hussars to the left flank to engage the Russian Sipahis, rather than battering themselves silly against the Streltsy infantry.

Finally, allowed the Streltsy to advance against the two Polish infantry units in the center.  Suck them in so they cannot effect the work of the Hussars and Pancerni on the flanks.

Along with the percentage dice, I started using some of the other dice I purchased back in February.

Now using the “Yes, No, Maybe” dice for command decisions and reaction.  For example “Should I Commit My Reserve”, or, for the latter, “Do I See The Poles Flanking My Position?.

From a solitaire standpoint, things get easier….it’s not you…..it’s the bloody general that’s doing these things.

Not cutting edge, but it does liven things up.

Renaissance Wargame – The Action Pt 3

What a dog fight!  The Poles right wing is shattered, with Tartars enveloping that flank.  However, the Dvor Sipahis’ attempts to repulse the Polish Haiduks threatening the Russia  rear failed.

The Polish cavalry are now a beaten command, with only the Hussars having a reasonable chance of being steadied.  The left flank Pancerni have been attrited and the light cavalry is incapable of any real resistance.

With all that, I still might play a couple more turns to see how the doughty Haiduks fare.

Haiduks Deploy
Haiduks Deploy
Polish Left is Shattered. Russian Cavalry Begins Envelopment
Polish Right is Shattered. Russian Cavalry Begins Envelopment
Russian Dvor Sipahis Regroup After Being Repulsed By Haiduk Musketry
Russian Dvor Sipahis Regroup After Being Repulsed By Haiduk Musketry

Solo DBR (De Bellis Renationis) Tweaks

Been thinking about my solo play of DBR and ways to artificially interject some variety. By artificially I mean using random generators for a scenario, rather than just pre determining scenario inputs.

I won’t bore you with the overall thought process. What thinking that did take place was random and unfocused, flitting about with all types of tables and charts to reflect temperment, efficiency, and morale by CinC, sub-general, troop type and unit. After messing around with various and increasingly arcane methodologies, it dawned on me that I had to work “inside” the rules, not outside of them.

Let’s assume that Phil Barker is a superior game designer. If that assumption is made, then the parts are connected to the whole and his system, at the very least, abstracts many considerations that are presented in a far more granular manner in other rule sets. Think Gush’s (very good) Renaissance rules.

When this series of assumptions is made, then any changes reflecting my three criteria (temperment, competency, morale) must be inside, or within Rules as Written (RAW).

If the objective is to add variety, but directly and without undue complications, then some general assumptions have to be made.

First and foremost is that the army will reflect the temperment of their general. I’m playing games with about 150-200 points, so only need a CinC. There’s no way I want to get into the business of creating an AI to guide the behaviors of various types of generals. However, I can directly, and within, DBR’s rules guide how the army will behave.

The three categories for the CinC are rash, steady and cautious. Elements or groups in a “rash” army will always followup and pursue, regardless of troop type. A “steady” army will follow RAW, since Barker has built in typical behaviors into his troop types. A “cautious” army will not followup or pursue in any situation.

Individual unit competency will be reflected in their (as Barker puts it) “efficiency”. Units can be up or down graded from the “Superior”, “Ordinary”, and “Inferior” ratings contained in RAW. I did not mess with “Fast” since this seems to be heavily dependent on fighting style. A change in ratings effects combat outcomes, and for shooters, a decrease in effective range. I decided not to downgrade movement for “Inferior” shot units to that of a “Horde”, or from 150 paces to 100.

As with my CinC ratings and effects, morale will be army-wide.

Morale is reflected by changing the criteria for a “Beaten Command”, as well as the rallying and steadying units of a Beaten Command. RAW has an army becoming beaten when casualties exceed one-third of its individual element strength. When this threshold is crossed, groups of elements can be steadied (in that turn, only), if not steadied, the units rout, but can be rallied element by element during subsequent turns. All of this takes Player Initiative Points (PIPs), which are generated by a D6 roll for that turn.

An army with good morale will use the RAW over one-third element criteria. An army with high morale will become beaten with a threshold over forty percent, and an army with low morale will have its threshold drop to over twenty-five percent.

An army with high morale takes one PIP to rally an element or steady a group. An army with good morale takes the RAW two PIPs per, and an army with bad morale takes three PIPs per.

How all of this works in a campaign is another question. I’ll try this out once I finish the current Pole vs. Russian game.

Renaissance Wargame – The Action Pt 2

Solo war gaming can be either mundane or chaotic.  This is the latter.

Poles right flank caves in and losses mount, with center Hussars in disarray due to musketry.  Still some hope, as Haiduks and Pancerni attack on the left.  A wacky tactical revolving door.

Polish Right Flank: Problems
Polish Right Flank: Problems
Polish Left Flank: Haiduks Deploying and Pancerni Ready To Charge
Polish Left Flank: Haiduks Deploying and Pancerni Ready To Charge
Russians React and Poles Hope
View To The West:  Russians React and Poles Hope