How I Learned to Stop Worrying and Love Rulings

Over the Christmas break I reconnected with one of my favourite pastimes: reading roleplaying game books (hence me posting something painting-related just once over two weeks of mostly free time!). I have a regular gaming group with which I play roleplaying games (and the occasional wargame!), and we play quite a few different games, but my gaming bookshelf is filled with games I’ve never played (and in some cases never read). I’d like to turn that around to some extent, and use the blog to motivate me to read through these books and write up my thoughts around them (More on that later!).

What I immediately got out of my readings however is a furthering of my appreciation of narrative gaming (as opposed to competitive gaming), and/or rules light games. I’m saying and/or because I see quite a bit of overlap between the two. While narrative games aren’t always rules light, both narrative games and rules light games expect players to come up with rules for their games, which is very different to competitive games where rules are expected to be provided.

This personal shift is something that’s been happening quite a bit over the last year, you’ve seen me take to Midgard over Warhammer and other historical and fantastical rulesets, Chain of Command over Bolt Action, explore narrative solo gaming with The Silver Bayonet and dip my toes into rules writing with my own rules-light skirmish game Masse d’Armes. This was a very wargames focussed transition, but this Christmas reading got me effectively in the same place for roleplaying games.

Neither is rules-light as such, but they are lighter rules than many other similar wargames, and both have a definite narrative bent.

I’m enjoying lighter rules in games for a few reasons. First of all, my time is more limited now than when I was younger, therefore my ability to a) play games, and b) read a massive rulebook front to back is much more limited than it used to be. I also more importantly have had a bit of an attitude shift to gaming itself, moving from a mindset of doing well in a game, playing to win etc. to enjoying the stories that emerge from these games. Looking back on 20+ years of wargaming, I don’t remember many of my victories (maybe not many to remember hah!), but I do remember plenty of fun moments in games where a lone soldier took down some chaos monstrosity, or when a unit of puny Skaven clan rats routed a mighty dragon.

The Silver Bayonet’s light rules had a lot of influence on my own attempt at writing rules.

More competitive play-styles tend to rely on tight rulesets, which cater to (or try to) all situations that can arise in games – and therefore lead to big rulebooks. This style of game aims for game balance and fairness. In wargames of this style this means that players can assemble their armies and expect a game where in theory the best general can walk away with the victory. In roleplaying games, while not competitive as such, this tendency to aim for game balance as well as fairness is also present, with games trying to make sure all players are roughly the same power level and therefore able to have the same amount of fun. Games in this vein tend to have rules covering all kinds of situations so that the game master needs to make as few rulings as possible during games – keeping things fair.

This competitive play style is very common in wargames because it means you can build your army to a common ruleset and play games against anyone else that has also followed those rules. It allows tournaments to be played, but also allows for random pickup games at clubs. This shared rules phenomena is also present in roleplaying games, with games organised at stores and conventions following rules familiar to players that may not know each other before the game. This is the style of games I played for most of my gaming life, whether it be Warhammer or Dungeons and Dragons. If a query came up, I expected to be able to pick up a rulebook and find out how to resolve it (or failing that go look at FAQs online).

Mythic Bastionland’s main rules fit on a handful of pages, so do Mörk Borg’s.

Rules-light games on the other hand expect that situations will arise that will not be covered by the rules and therefore need some adjudicating during play. This is not a bug, it’s a feature. There is a movement in the roleplaying space called the OSR (Old School Renaissance/Revolution) which calls back to some glorious past vision of roleplaying in the 80s and 90s. I’m not sure things were that rosy, but I have to say the ethos that’s come out of that movement definitely resonates with me. One of the mantras I hear in this space is “Rulings not rules” which touches on that exact point: the rules provide a framework, the players (the game master mostly) are expected to fill in the gaps as they arise.

CBR+PNK’s rules are literally a pamphlet, and Mothership fits in a few zine-style booklets.

This sounds like more work, but in practice I really like it – I would much rather make a call on rules in the moment than try to find the relevant rule in a book. It’s probably not any faster, but it creates a shift in focus: instead of thinking about how to play the rules, you start thinking about how to play the situation in the game. For example, say a unit retreats into a dangerous magical swamp. A comprehensive set of rules might say they take d6 hits and how to resolve them. A more rules-light game might not, and the players will have to decide what this swamp does. Maybe this is a necromantic swamp filled with the dead dragging the living down and therefore some agility or initiative test might be in order to avoid being drowned. Perhaps the players land on the same rules they would have been given by a more comprehensive ruleset, but at least they’ve thought about what is happening in the imagined world.

Clearly I’m enjoying this shift, so what took me so long? Well I was always worried about this game balance and fairness aspect. For me, house rules were never going to be as tested as “proper” rules, and therefore would lead to unfair and consequently unfun games. I’ve now come to the decision that fairness is overrated in these games we play, and we’re much more likely to have a good time if we don’t worry so much about what is fair, and rather focus on what is unfolding in the game. The price of this is that it might be hard for me to find people that want to play games the way I do at a club or store. Luckily for me I have some friends that enjoy this play style, and we’re having a great time. This right there might be the reason you prefer one style of game over another, and that’s just fine – do what works for you!

To get back to that sentence right at the top on how I want to use the blog to motivate me to read through my book pile of shame, I’ve decided to try something along the lines of a series of posts dedicated to books. For these I would pick a book off my bookshelf, read through it and write down my thoughts. Not really as a review, more like reading notes. It would likely be a mix of wargames books and roleplaying books, which given this blog is 99% about wargaming might be a bit of a change but hopefully those of you that aren’t into roleplaying might find the posts interesting if only from your familiarity with rulebooks!

Anyway I hope my digression into games rules was interesting to read, let me know in the comments what you think about all this!

Cold Forests

In what is the final post of my holiday-driven burst of activity we have quite a few trees!

As I’ve mentioned a few times in the last few posts, I’m planning on running a game of Chain of Command for some friends in the coming weeks, and the setting is the Eastern Front, sometime in winter 1944. Having no winter terrain was going to make that a bit difficult, so I decided to paint up a few pieces to populate the table. The main thing I wanted was to have some nice pine forests, so I set about finding some suitable trees.

The trees you see above were cheap ones from Amazon which came in big batches with some variety in sizes which was quite nice. 60 of them cost me just below $60 (Australian dollars that is!) which seemed like a nice rate. They are a basic shaped and flocked bottlebrush style pine trees, nothing fancy but they do the trick. The flock was not glued on great but I knew I was going to spray them with varnish to get some snow on there too so was not too worried. The “trunks” of the trees were bare wire twists so I needed to make some holders for them, to make the trees more realistic and allow them to be removed for gaming and storage purposes.

I made a very rough trunk shape in tinkercad and 3D printed the 60 I needed. I then glued them down in a semi-random pattern to some MDF bases I cut out of the back of an old bookshelf (never throw anything away!), and was ready for basing.

I wanted a forest floor look but wanted to stay away from a leafy look as befits a pine forest. As a result while I went my usual route of blending up some leaf litter as I did for these citadel woods and for my endor table I stayed away from soft leaves (european style!) and went for dried eucalyptus leaves which are much harder and blend down to a powder. That mixed with small twigs gave a nice finish that I think does a decent job of impersonating dropped branches and bark at the scale.

To finish the look I added some green foam from woodland scenics to represent small vegetation on the forest floor. I tried adding some dark and some dry static grass to look like dropped needles, but I don’t think they’re very visible. To top it off I sprinkled some snow flock over the trees and bases (over wet hairspray), then sealed the lot with some spray varnish.

Keeping the trees removable is quite practical for gaming purposes, especially for those game systems that treat forests slightly abstractly as an area of terrain rather than individual trees.

The trees make up most of the terrain I needed ready for this game as you can see from the layout I set up above. You get a sneak preview of the remainder of the terrain which is the large house in the left corner and the two small bunkers to the right.

You also get to see my attempts at repurposing my old Citadel grass mat, which has sat unused for years since I’ve move on to printed neoprene battlemats. It seemed a waste to not use it, so I decided to see if I could convert it for this cold setting. I hit it with patches of brown and white and then “frosted” it with a light pass of white spray paint to get that frozen grass look.

I wanted the table to have a frosty morning with some light snow look rather than a full on snow storm, hence the light use of snow flock on the forests and the light dusting of white on the mat. I’m hoping to communicate the cold through the mat and the tree stands only, allowing me to place terrain pieces I painted for my other settings over it and having them not look out of place. For example I’m planning on using the cobblestone road I painted for my Normandy games in this game as you can see above.

I hope you like the look of these, and I’ll be likely back onto my slower pace of posts as I head back to work next week!

Winter Germans

I’ve had some leave this week and have put it to good use by painting lots of models! I’ve now finished painting my Volksgrenadier platoon for Chain of Command (you saw the first section last post), as well as some extra firepower in the form of a Panther tank.

The platoon is made up of a command section, two assault sections (armed with STG44 assault rifles), and an LMG section (split into two LMG teams).

The command section, with an officer and four riflemen. I also painted up a medic model I had in cold weather gear, he’s not part of the command section but can be selected as a support in game.
The second assault section. You might have seen the first one last post.
The LMG section. In game this operates as two teams, one for each LMG.

I described the painting method for the infantry last post so I won’t repeat it here. The process is very quick, and this was a good test for it. I batch painted all three new sections (and the medic) at once (21 models all up), painting each colour on each model in a row. I got them to the wash stage in a few hours on Sunday, and did all the highlights on Monday. Not a bad rate I think! They’re certainly not my finest work, but they look effective on the table which is always the primary purpose for army models.

Onto the tank! This is a Warlord Games/Italeri plastic kit, and as with all the ones of these I have put together over the years it is a relatively simple build, if a bit light on detail (for example the tools on the side are basically flat). These are meant to be gaming pieces over display models however, and they paint up nicely.

I decided to go for a winter scheme on the tank, and tried my hand at a white wash look. To achieve this I painted the normal late war German camo pattern (yellow base with dark red/brown and dark green patterns – you can see it under the somewhat transparent white), then followed that up with a coat of hairspray on which I lightly airbrushed some white.

If you’re not familiar with the old hairspray method you may be wondering what that’s all about. Effectively, the hairspray allows for some great chipping patterns by providing a water soluble layer under the coat of paint in need of chipping (the white paint in my case). This paint can then be rubbed away by using a wet brush (ideally with somewhat stiff bristles, a drybrush is great for this). The water disolves the hairspray under the paint, which causes the paint to drop off in nice patterns. The tank needs a good coat of varnish after that so that the unstable layer gets locked away an no more paint rubs off.

I then finished the model with the usual oil washes, with a mix of browns and dark grey colours. I also added spots of rust (also using oils) which I streaked downwards, mostly from the spare tracks. I then finished the tracks using pigments. This is a new thing for me, I usually douse tracks in mud but in this case I figured if the ground is frozen there would not be any mud around!

I now have all the models I need for a game of Chain of Command I’m planning on running for some friends soon. What’s missing now (and you may have noticed from the photos!) is some appropriate cold weather terrain. Next up on the painting table will be said terrain, I have most of what I need now, it’s just a matter of painting it.

A Busy Few Weeks!

As the title suggested, I’ve been busy the last couple of weeks, with some painting and some gaming to discuss in this latest post.

The Gaming!

I have a regular games night with some friends which is usually spent playing role-playing games or board games. The last few of these we had to change the program as a couple of us couldn’t make it, and we decided to get some wargaming in.

For the first one of these I introduced the group to Silver Bayonet and we played through the fourth solo mission of the main rulebook with my British warband.

The scenario had the unit attempt to leave the wilderness after its encounters there in the past few missions, but finding their way home cut off by some bandits (role played by the French Imperial Guard unit I painted a few years back). I didn’t take very many photos as I was too busy running the game unfortunately, so no battle report for this mission. Playing the game was very last minute so I had to improvise some of the terrain as you can see in the photo above, with the river being represented by some shiny blue cloth, and the bridge is a section of a ruined church I used for WW2 games!

The game went very well, the two players were running the unit together while I was telling them the rules and taking the monster actions. They were much more aggressive than I usually play, but it paid off and they cleared the mission relatively easily. Both of them really enjoyed the game so that’s always a plus!

On the second week we decided to try out a new (to us!) ruleset for fantasy/historical battles: Midgard. Midgard is a game by James Morris (check out his blog, it’s very cool https://mogsymakes.net/blog/) which came out last year and covers quite a lot of ground. At its core, it’s a system for covering historical (and fantastical) battles where the heroic actions of army leaders can carry the day. This is suitable for covering periods all the way from antiquity to mid to late middle ages when commanders started running battles from a bit further back than the front lines. Midgard also caters for more mythological/fantastical battles, with rule for monsters and magic thrown in. I’ll be talking a lot more about Midgard in the future as it ticks a lot of boxes for me.

We decided to play the game with some Lord of the Rings armies, and I dusted off two of mine: my Cirith Ungol force, led by Shagrat and Gorbag to rival orc captains, and an amalgamation of Elves led by Legolas and Gildor Inglorion.

If you’re familiar with Games Workshop’s efforts in the Lord of the Rings space, you might recognise the trays they produced for the War of the Ring mass battle version of the game. As Midgard also uses trays they seemed like a great starting point. Midgard however requires all the unit base sizes to have the same frontage so I 3D designed and printed some adapters for the cavalry trays (which are narrower than the infantry trays) and for the monsters (who never had trays in the first place). As I did these adapters the day of the game I needed to go fast and decided to make them simple and to include a little joke – the elven script reads “One tray to adapt them all“.

The game was great fun even for a learning game, and everyone was very impressed with the rules. They are easy to pick up and the system puts pressure on heroes to go out and perform heroic acts in a way that leads to some excellent moments. I look forward to playing much more of the game.

The Painting

My painting table has had some form of WW2 models on it for quite a while now, as the build up of forces to get ready to play games of Chain of Command continues.

First up some British Paratroopers, with a Bren gunner and a 2-inch mortar team to bring my 6th Airborne up to strength.

Secondly we have the first unit of a new army (don’t I already have too many WW2 projects on the go? Yes, probably).

The models are from Warlord Games’ German Infantry (Winter) set, that I’ve built up as Volksgrenadiers for use in late war games on the Eastern Front or the Ardennes. I have a full platoon of these to paint for a game I’m planning soon, so this is just the tip of the iceberg.

Painting-wise, these were quite straightforward as the greatcoats really simplify the models. I started with an all over airbrush of Fieldgrey, then got painting in the details. The process is my usual easy army painting one, with basecoat, wash, then highlight back up with the basecoat colour. The exception is the skin which uses a second highlight colour.

The colours are as follows:

  • Washed with Citadel Agrax Earthshade and highlighted with basecolour
    • Coats/uniforms – VMC German Fieldgrey WWII
    • Wood/leather – VMC Flat Brown
    • Waterbottle/blankets – VMC German Camo Medium Brown
    • Bags/Pouches – VMC German Camo Beige WWII
    • Helmets/Gas Mask Boxes – VMC German Camo Dark Green
    • Panzerfausts – Vallejo Surface Primer German Dark Yellow
    • Cloth Helmet Cover – VGC Heavy Bluegrey
  • Washed with Citadel Agrax Earthshade – no highlights
    • Guns – VGA Gunmetal
    • Other metallic objects – S75 Black Metal
    • Webbing – VMC Black
    • Boots bottom – VMC Dark Rust
    • Boots top – VMC German Camo Medium Brown
  • Skin
    • Basecoat – Pro Acryl Shadow Flesh
    • Wash – Citadel Reikland Fleshshade
    • Highlight 1 – Pro Acryl Shadow Flesh
    • Highlight 2 – 50/50 Pro Acryl Shadow Flesh/AK Beige Red
    • Pick out the nose – Citadel Carroburg Crimson
  • Bases
    • Texture paint – AK Muddy Ground
    • Flock – some mix of foams and static grass I made ages ago
    • Snow flock – Citadel Snow
    • Rim – S75 Ardennes Green (Seemed appropriate!)

This scheme is very quick, I just lay down the basecoats (including the skin), then wash the whole model (Agrax for everything apart from the skin, Reikland Fleshade for the skin – doesn’t matter if they bleed a bit into each other), then highlight.

I’m happy with the way they look, the basing works well for me as I didn’t want to go full snow but rather light snow/frost. I’m also happy with the speed at which I can paint them, these were done in an afternoon/evening with some distractions.

Anyhow this was a rather long post, but I hope it was enjoyable!

Normandy Reinforcements

I’ve had a rather unplanned dip back into WW2 wargaming these last few weeks, and it’s resulted in quite a bit of model painting and building. This all started when I read Cryptonomicon by Neal Stephenson, one of those books I’d always meant to read, which sets half of its action in the WW2 years. This made me look into the new edition of Bolt Action which had been released since I last dipped my toes in the period, and also look into the other much talked about game for the era which is Chain of Command. Turns out Chain of Command had also just released its second edition, and having seen the game played on youtube in the past I was sufficiently interested to pick up a PDF of the rules from the publisher and start reading.

After reading the rules, I decided I really liked the look of Chain of Command (CoC) and I wanted to play it. Now CoC bases its armies on historical formations rather than the more Warhammer-like unit customisation Bolt Action offers. In Bolt Action, squads/sections have a minimum size, and extra models and special weapons are purchased to fill them out. The job of the list builder is to build a army that is functional and fits into the points limit. This often means under strength sections, as extra models get shaved off to upgrade another section to get an extra LMG etc. In CoC the platoon you select is as per historical records and there is little to no customisation available, so sections are full-strength, special weapons are as per historical kit out etc. This meant my Bolt Action armies were not quite playable in CoC and required a few more models to be painted to get there.

I started working on getting two of my armies up to scratch: my 2ème DB (i.e. my Free French Armoured Division), which needed (and still needs I’m not quite done!) quite a few more models to bring it up to a full strength Armoured Infantry Platoon, and my late war Germans who only needed a handful of models to make them into a Panzergrenadier platoon. I’m planning on making my North Africa forces CoC compliant but that requires a fair bit more work as they’re much smaller for now.

First up, my Free French needed a lot more officers (very important in CoC), so I picked up the Warlord Games US Army Platoon Commanders set which has the four models you see above, cast in their “Warlord Resin”. The models were all one piece and quite easy to clean up. The detail on them was quite nice and they were easy to paint (in my usual slightly speedy manner employed for historical models).

I also added a Browning .30cal team, also from Warlord (this one a metal set), and I also painted the remaining crew member of the Perry Miniatures mortar team I painted as part of my first batch of models for the army all the way back in 2022! Bolt Action tends to default to 3 crew for a lot of weapons (presumably for game balance), while CoC sticks to historical numbers, so the mortar should have 5 crew all up – which means I still need to make another crew at some stage!

I still need a few more models to get the army game ready, namely some regular infantry as well as a second Browning team. I’ll work on them soon so I can play a game!

As mentioned above I also painted a few more Germans to make that army ready to play, which meant painting two more MG42 gunners. I also painted up a medic model I had, this one not required by the game but is an available support option and I liked the model!

Finally, CoC is a pretty token intensive game, and I’ve been in a token-making mood recently (I made a whole batch of custom tokens for Netrunner recently and that kicked off something in me!) so I started making tokens for the game. Most of those aren’t ready to show so I’ll leave them for another post, but what I do have ready is what are called Patrol Markers and Jump-off Points in the game. These are used for a pre-game mini-game that determines the starting positions of both armies.

The patrol markers tend to be bigger (I went for 60mm diameter) and the jump-off points smaller (I went for 30mm). The patrol markers need to be able to be marked as locked so I made them double-sided with a locked side and an unlocked side. The translations are all mine so hopefully they’re right (I’m confident about the French one at least!).

These are made by 3D printing simple discs and (2D!) printing the designs on some self-adhesive photo paper. I made the designs in Affinity Designer (an Adobe Illustrator alternative that I heartily recommend). The only parts I didn’t make are the map of France (SVG from https://simplemaps.com/svg/country/fr) and the Airborne (From Wikimedia commons https://commons.wikimedia.org/wiki/File:British_Airborne_Units.svg). I made a set for all of my armies as I was enjoying myself quite a bit making these. Left to to right, top to bottom: Soviets (I don’t have any of these but my regular opponent does!), 8th Army, Afrika Korps, Germany, 2ème DB, British Airborne.

I look forward to giving the game a go, it looks like a really nice way to play the period. I’ve organised to have my interested in WW2 friends to come over for a game in the next month or so, so I’ll be doing some preparations for that until then. I’ll most likely be playing a practice game by myself beforehand to get across the rules properly so might turn that into a battle report for the blog.