My brother is painting a 15mm Viking Army for Might of Arms and I thought I’d use this space to pass on the following link. The photos of the 15mm Viking army here are simply among the best I’ve ever seen.
Ars Magica is a role playing game set in Mythic Europe — nominally 1220 AD, but a land inhabited by faeries, daemon and other magical creatures. Its a great game that I’ve enjoyed playing over the years.
Ars Magica set the benchmark for magic in fantasy roleplaying. It pioneered the storytelling style of roleplaying that has become so popular today. Its setting, Mythic Europe, sparked the imaginations of fantasy fans and history enthusiasts alike. The 272-page fourth edition introduced improved systems in several key areas such as combat, character advancement, and covenant generation. This version of the game retained and improved upon Ars Magica’s powerful and flexible magic system – widely regarded as the best rules for magic in all of gaming.
Inspired by some shield designs and banners I recently saw from Little Big Man Studios (is this the first time a gamer has ben inspired by decals — it may be), I’ve been looking for information on Aurthurian Britain. The Brittania site has some terrific historical information on King Arthur.
Jim Wallman, creator of many excellent free miniature wargames rules sets has released another: Britons!
Jim writes that in Britons!, players control heroes (and, of course, heroines), who in turn have contingents of fighters under them:
These rules concentrate on the actions in a raid. Raids could involve anything from a few dozen to several hundred, and could involve considerable fighting.
Why ‘One Brain Cell’? Well, many sets of wargame rules these days are horrendously complicated, with big thick rule books to read, dozens of additional books to get (at unreasonable expense) and exceptionally complicated rule mechanisms that take ages to work out.
The Dark Ages Infantry slog, by Andy Callan, originally appeared in Miniature Wargames #7, back in 1983. Now they’re available here.
It’s an interesting system. Callan writes:
As for the battle itself, I decided that the armies weren’t going to be capable of much tactical manouvre, so this meant that I would have to find some other focus for the wargamers attention (since tactical manoeuvre is at the heart of most conventional games). I therefore decided that, in keeping with the spirit of the period, it would be LEADERSHIP rather than GENERALSHIP that would be the central factor. The player would have to LEAD his army to victory, rather than just issue orders. Accordingly he would need to be involved in forming up the army, and ‘psyching up’ the warriors for the fight, as well as getting stuck in and setting a good example for his men when it came to the crunch. All this was allowed for by giving each leader a number of ‘Leadership Points’ (LP’s) which he can use, each turn, in various ways.
Each group of warriors carries three separate ratings:
1) AGGRESSION: a measure of their enthusiasm for the fight and blood lust! Ranging from 1 (craven) to 8 (psychopathic).
2) FORMATION: a measure of orderliness and density of the ranks. Ranging from 1 (chaotic mob) to 8 (shield wall).
These first two are capable of adjustment by use of Leadership Points, which is not true of:
3) STRENGTH: an amalgam of numerical strength, physical freshness (yes, I know Vikings didn’t use underarm deodorants!) and military efficiency. The rating established at the start of the game can only decline as the battle progresses.
But the best way to describe these rules is actually to print them in full, together with some explanatory notes. The game mechanisms, which include elements of whist, poker and playground games, are unconventional, but the intention was not to be obscure for obscurity’s sake. Its just that these simple mechanisms seemed to me the best way to create a game which (to quote Ian Greenwood, whose passion for Anglo-Saxon warfare is second to none) ‘wouldn’t offend the sensibilities of Viking or Anglo-Saxon devotees who like their games to look and feel like the real thing … (and in which) … the player himself, in the role of leader, could win or lose battles according to his ability to bluff, counter-bluff or pre-empt his opponent’.