Friday, September 26, 2025

One Hour Skirmish Wargames in the Grim Dark Future

Sometimes an idea won't go away. So it was with my desire to capture the Grim Dark Future: Firefight experience in a system that I find infinitely more enjoyable as a solo venture.

Contemplating Alex's comment on that previous post, I realized I had gone too far in leaning into my attempt to 1:1 reproduce Kill Team Grim Dark Future: Firefight vibes.

The better way to proceed would be to capture whatever it is that feels essential to me for that kind of game. 

At the top of that list is the power armor and handling those with and without, in a way that doesn't involve a million card draws. Related to this, it's important to me that my Sisters not have the same kind of power armor as Space Marines and similarly equipped factions.

This is followed by capturing the variety of weapons, again without over complicating.  And finally to allow room for "army traits".

FUBAR 40K pointed me in what I feel is the right direction here. 

Now, why not use FUBAR 40K? For one it's for a full-size game with multiple squads and vehicles per side, for another, I find FUBAR can take a long time with more than a few units per side- and if I treat each model as a unit, a game will take forever. I like my games to be done in 60 minutes or less.

FUBAR 40K relies on the FUBAR Core rules for armor - which is a 6-tier system (from none to battlesuit). Combining this with Defense values from Grim Dark Future: Firefight, I ended up with a 5-tier system:

  • Unarmored humans (like Repentia) have Armor(0)
  • Tyranid termagants (unarmored but have a chitinous shell) have Armor(1)
  • Battle Sisters (power armor but not as big/bulky as Space Marines) and Necron warriors (living metal) sit in the middle with Armor(2)
  • A typical Space Marine will have Armor(3)
  • Space Marine Terminators (basically a battlesuit) have Armor(4) (this is the only one that gives me pause - that's a lot of cards).  

To keep it from getting crazy with card draws (which can greatly impact turn duration and thereby game duration), I am only drawing Armor cards against hits received, not for every shot received. So shooting and melee remain rules-as-written. Only if the target takes any hits do they draw their armor value to try to prevent the knock down. 

Essentially it's a saving throw.

Anyway, in OHSW format: 

Armor(X) - model draws X additional cards per hit received. Applies to both range and melee. In melee, if the hit is absorbed by armor, the model is pushed back 2"instead.

Each point of armor is 1 add'l point cost for the model. 

For weapons, rather than trying to convert stats from GDFF or KT into card draws, I decided to follow the FUBAR 40K approach and map them to existing weapons as much as possible. To keep things simple, armor penetration is ignored for everything except AP(4) (primarily plasma weapons, but not exclusively so). If armor penetration is 4, then I give it an AP(4) in OHSW - for use against vehicles. 

Each AP point is 1 add'l point for the model.

A terminator armed with energy fist and stormbolter is 11 points on its own (4 points for Armor(4), 2 points for the stormbolter-a 2 shot LMG, and 5 points for the energy fist - brute(1), AP(4)). So, a squad of five would be 55 points. For the same points, you'd get 14 termagants (they are 4 points based on how I stat them). That's pretty much the largest force I would field in OHSW.

For the first play-test, which took place last night, I fielded a squad of six Battle Sisters (including a squad leader) led by a Cannoness against nine termagants and two hive swarms. I should note, Battle Sisters have an army rule that I totally forgot to use, and the Tyranids do not ever have to check morale (that's their army rule).

The Sisters were trying to reach an abandoned radio station (middle of table) to call in a drop ship for extract. The Tyranids were just running rampant over the planet.  To successfully call in the drop ship, I borrowed the rules from the WWII scenario in the rulebook, a model could attempt to call the ship by spending an action. They draw one card, and and on a face-card, the call is successfully. A single model can try up to three times per turn, at a cost of 1, 3, and 5 points respectively.

Tyranids start up to 6" from their base line. Sisters start pretty much on their baseline (up to two bases deep).

The game was scheduled for six turns (I assumed there would be more deck churn than usual with the armor draws), but at the end of turn six I'd roll a die. On a six the game would end (either the drop ship would arrive if the call had been successful, or the Sisters would be overrun if not), otherwise the game would continue and I would check again after the next turn (a 5+ would end the game then, then a 4+, and so on, for a maximum of 11 turns).

 

In the event, the Sisters managed to successfully call for extract on turn 5, and at that point the had suffered no losses. That changed moments later and they were down 1. At the end of turn 6, the game continued, and then they were down 2, then 3, and then at the end of turn 7, they were down 4! Finally, at the end of turn 8 (mercifully short thanks to an early Joker), the two surviving Battle Sisters and the Cannoness were extracted. 

The rules worked well and I found the game quite enjoyable. It was much more to my liking than my previous attempt - it captured the vibe without a lot of overhead added to a relatively simple set of rules (unlike the previous iteration). 

The Battle Sisters were at high-risk in close combat (the squad leader and Canonness have swords that give a bonus in CC) and were better off staying back and shooting, whereas the Tyranids had their best chance by closing in, either to get their 2 shots with their bio borers (OHSW submachine guns) and to use their Brute(1) bonus for their talons - in melee, which felt right.

The points (from the book with my addition for armor) gave a reasonable balance at least between these two factions despite a difference in force size.  

Definitely something I'll be playing again. 

Sunday, September 7, 2025

Lemuria Campaign - Year 1, Season 1

The following is the result of feeding my significantly more detailed write up of the battles into ChatGPT and having it summarize it all "in the style of an Osprey publication". I'm not sure how well it did, but it is definitely shorter than what I had written!
 


Battle in the Foothills

The Qamarian vanguard advanced easily through a mountain pass into Waaaghland but met with an ambush by a Waaaghlander detachment led by the warlord, Grug Loghrol.

 

The clash was bloody, and the Qamarian commander was killed. 

Despite heavy losses, the Qamarians held their ground. With only a reserve goblin unit left, Loghrol ordered a retreat. 


Battle at Skullhammer Crossroads

The Qamarian Jarl, Thorken Varanger, took command of a small force and led a swift push to seize a key supply junction.

Though initially successful in damaging Waaaghlander defenses, the tide nearly turned with the arrival of Waaaghland reinforcements.
However, Grug Loghrol was killed in the chaos, which precipitated a Waaaghlander withdrawal. The Qamarians secured and fortified the crossroads.


Battle for Grashnak Hollow

Varanger aimed to capture a crucial bridge near Grashnak Hollow. 

After breaking the orc defenses, the Qamarians briefly held the bridge. Waaaghland, under the warlord, Blood Sneeze, counterattacked by launchnig a flanking maneuver utilizing fords undiscovered by the Qamar army. 
Clash at the bridge!

Intense fighting followed, with both sides suffering heavy losses. In a pivotal clash, Blood Sneeze was killed and his forces routed. 
The remaining Waaaghlanders abandoned the bridge, securing a hard-won Qamarian victory and control over the region.


Thus ends the first campaign season of year 1. I may give the season names and change the year value to an in-world value, but for now this works.

Qamar won 6-0, which isn't a great showing for the Waaaghlanders. In any case, it raises the question of how I might use the points to mean something in the campaign, besides determining the victor, keeping in mind that I don't want to have to track anything.

Here is the map now:

To illustrate a point in the campaign "rules": if Qamar were to invade Waaaghland again, they can attack any of three regions. If Waaaghland is the invader and they attack Qamar, it will be an attack on the occupied territory.

Friday, September 5, 2025

My Low Maintenance, Laid-back Fantasy Campaign

As mentioned in my previous post, I've begun a fantasy campaign. 

Background

My main objectives are to provide some stakes for my fantasy battles, to witness the rise and fall of empires or at least the conquering and retaking of lands, and to amuse myself assembling a history of a fictional continent over an extended period of time in the real world - here I am clearly inspired by Tony Bath's Hyboria campaign, but also by Gygax's World of Greyhawk.

Having no preferred fantasy setting, I opted to create my own "continent" and countries/realms therein. In the end, I suspect it's not terribly unlike Warhammer Fantasy, based on what I've seen of one of my son's video games.

It is, as of now, a four-sided campaign, to make use of my four largest fantasy collections (that is to say, I can field at least seven two-figure units - six units + a general's unit): 

  • Thuum'ha - Lizard folk/snake folk/gator folk/etc.
  • Waaaghland - Orcs and goblins.
  • Qamar - Humans/elves/dwarves/halflings/etc.
  • Mors Umbra - Undead.

The Map 

I'm not interested in map movement, but I do like making maps, so I made one.

My map is a variation on a six-sided campaign map that I came across in a back issue of Lone Warrior

Made in Google Draw, I hadn't intended to either grid it or color it in when I created it, hence the wonky coloring. 

The land has gone through several name changes during my planning process. For quite a long time in my notes, I was calling it Arnax, after Dave Arneson and Gary Gygax. However, I have decided finally upon Lemuria - in my case, the name is inspired by Lin Carter's work, but your mileage may vary.

The Campaign Year

  • The campaign year is divided into four seasons (convenient, no?)
  • Each season, I'll roll dice to determine who the invader is and who the defender is and then determine the area being fought over 
    • It must be the area closest to the attacker's lands.
    • In the event of multiple such areas, they will be diced between.
  •  I have yet to decide if there will be seasons where no one invades.

The Campaign Season 

  • Three battles will be fought between the armies in a campaign season
  • The first is worth 1 point, the second is worth 2 points, and the third is worth 3 points (I saw that somewhere else and borrowed it). 
  • In the event of a points tie after three battles, a fourth battle will be fought worth 1 point. 
  • After the last battle, if the attacker's total is higher, the area is added to their country, if the attacker loses, nothing changes on the map.
  • Rules for the battles will be my One Hour Wargames Fantasy Mods.  

For now, battles will be One Hour Wargames scenarios, determined by dice as well, though I may choose one that suits my idea of the area being fought over. I'm also free to choose from other scenarios I have or invent a new one. 

Small encounters between warbands of individually based figures may be fought for additional narrative color. These may take place between battles in a season or between seasons. Regardless, they won't change the map, only add to the history.

Logistics 

I know some people really like managing supply lines, communications, troop movement, etc.

I want to like it, but I don't.

So, there is no concern about or tracking of attrition, supply, or anything else. 

For now, that's all just narrative fluff to be added as I feel like it. Maybe later, I'll create some additional campaign rules - although, even then, they aren't likely to be more than creating a table of events that relate to these areas that I can roll dice for.

***

That's it. That's the whole of the campaign rules. Very light - just to provide a structure on which to hang my games.

Thursday, September 4, 2025

August in Review

August saw not one, but two Basic Fantasy RPG sessions. 

When the Purple Worm Graveyard ended, we didn't have time for doling out XP or for the party to pick a new adventure.  So, our next session was going to be admin and then I prepared and ran a short, Five Room Dungeon format adventure to fill the remainder.

To my surprise, it ended up spilling over into a second session. 

It was supposed to be a simple rescue mission: find and return some missing teens from the old witches cottage. But, it went south pretty fast. The party was nearly TPK'd by animated furniture in the living room of the cottage, and that was supposed to be a relatively easy encounter.

Later, after they had dealt with the "big bad", they triggered a trap that basically had a big neon warning sign pointing to it. 

I felt badly about the furniture - they were short a party member and I forgot to adjust the size of the encounter. I felt no remorse about the trap as I telegraphed it repeatedly and the party was well aware that it was a trap even in their meta-discussion, but they just couldn't help themselves. 

I decorate my son's lunch napkins - he's in HS but he hasn't told me to stop. Anyway, this is my rendition of the party after they took out the two old women living in the cottage.

Several party members reached second level after we tallied XP. They also picked out the next location they want to visit (on my pen and paper GUI). 

In miniatures updates, alas, no paint was applied to plastic or metal.

However, I did kick off what I intended to be an ongoing, low maintenance, fantasy wargame campaign. The rules I'm using are my OHW modifications, though I may fight some small skirmishes with Age of Fantasy: Skirmish or even Sword Weirdos

I'll post on the campaign in a subsequent post or two.