Showing posts with label Simplicity in Practice. Show all posts
Showing posts with label Simplicity in Practice. Show all posts

Thursday, 5 March 2020

Brutal simplicity


Bonjour, the above pic is a clue to current lines of thinking. France 1940 in fact.

I have been going round in circles with some ideas about bringing Simplicity in Practice into the 20th century. Unfortunately, I started at the very difficult end (Cold War). Not that I have given up on that subject area. In fact I intend to return to it shortly using a bigger map and more units than in the OHW scenarios I have been using for Simplicity.

Dropping down the complexity levels I have arrived in 1940 France. Interesting tanks (Char B1 bis in fact), great texture and difference between units (French Colonials, Foreign Legion etc) and opposing sides that have individual characteristics which lend themselves to some game type exaggeration.

Starting design parameters:

  • Interactive player phases during each game turn with a really simple initiative mechanism
  • Actions driven by initiative rating
  • Units have one action per turn
  • Combat is addressed by one die roll
  • Scenarios taken from OHW using six by six hex maps
  • Forces limited to six units per side
  • Must be capable of being played with counters as well as on a table with models
To ensure this is really brutally simple we will be using crude measures for combat statistics:
  • Armour rating based on hull front max: 30mm or less = 0, 31-59 = 1, 60 and over = 2
  • Speed rating: 14 hp/mt or less = 1, 15 hp/mt and above = 2
  • Combat numbers to be based on maximum penetration at 400m for hard targets
Lots to do but I'm hoping it will give a good game with some historical flavour.

Saturday, 11 May 2019

Simplicity, time for some FAQs

"....and you Sir can FAQ off!"
Thank you all for your questions and comments, all very much appreciated! I have prepared a set of consolidated FAQs which you can find here. I'll revise the rules later this month, just in case anyone has further thoughts.

Wednesday, 8 May 2019

Simplicity update.....




I'm really pleased with the number of people who have given this game a try and provided feedback. Lovely to see the variety of styles and periods. The picture above is from Kaptain Kobold's blog showing his paper Liberation figures in action. 

The Kaptain has also posed some questions:

Q1: If I move a unit adjacent to an enemy unit, is it automatically assumed that I've charged? Or can I sit tight and opt to shoot when eligible.

A1: Moving adjacent to an enemy unit counts as charging. Only a unit eligible to charge may enter a hex adjacent to an enemy unit. 


Q2: Also I'm guessing that a unit unable to charge an enemy that finds itself adjacent to such an enemy can still shoot at them. 

A2: Absolutely!

Q3: If a unit is obliged to retreat but can't, what happens?

A3: If required to retreat and the retreating unit is forced to: leave the map, enter a hex containing impassible terrain or a hex containing another unit, it must be eliminated and removed from the game. A tough outcome.

Q4: Finally, it says that Light Infantry can interpenetrate friendly units. But with a move of only 1 hex it can't do this without exceeding its movement allowance. So how is this possible?

A4: It is not possible! You are correct, as Light Infantry can only move 1 hex they cannot interpenetrate.   

The longer story is that I tried to encompass dragoons in their mobile infantry role and light infantry in one set of rules. Ordinarily, I would give light infantry a two hex move (or move one and fire or vice versa). However, having dragoons in the same rules who can move two or dismount to fight, giving light infantry a two hex move looks a bit odd. Hence the issue in the rules. Good spot!



Tuesday, 7 May 2019

Simplicity in Hexes gets an airing!




The latest post from Projects and Procrastination shows the game in action as per the Emperor's Balls campaign. Really nice!




Also a great bit of period tweaking from Norm on his Battlefields and Warriors blog putting the campaign into 1065!

I have posted the map files and a revised set of counters on the game page here.

Monday, 6 May 2019

Oh, I seem to have nearly invented....


....geomorphic maps! It is interesting that when you print out the OHW hex maps they seem to be nearly geomorphic. This gives me a few ideas! 

I aim to have up on the game page the PNG files for the maps and a revised (improved) counter set in the next couple of days.

Thursday, 2 May 2019

What would happen if....?

OHW Scenario 10

So, what would happen if.......

  • You make a hex conversion of Simplicity in Practice
  • Use it for OHW scenarios
  • Decide to make some hex map versions of the scenarios
  • Make some counters so you can play it on the hex maps
  • Make up a stupid story to form a campaign background set in the 18th century
  • Design a ladder campaign
Well, it is called The Emperors' Balls and you can find it here. A first go so comments and suggestions welcome!

Tuesday, 16 April 2019

A (very) small diversion.....




I'm currently suffering from an abscess so my ability to do anything game related at the moment is very much limited. However, I have dug out a very old project and, having re-read it and made a couple of tweaks, it is ready to go.

So, here is Simplicity in Hexes, an adaptation of Neil Thomas' Simplicity in Practice rules for use with his One-Hour Wargames scenarios. It is still subject to some further tweaking but views and comments most welcome as always.