Love the commander names and the concept for this campaign. Nice burn on D&D at the end too. I play both of these things so I really appreciated this Vive L' Empereur!
I actually took this campaign idea, and edited it heavily for my gaming store. We used a 13x10 hex map, and used Solo Wargaming rules to generate the terrain with a deck of cards so on average half the hexes have a terrain feature. Adding 5 villages were it makes sense. Each hex represents 12" on the tabletop so a 3x4 hex would represent a table and we used that as a guide to generate the battlefield. So each game turn we know they at least move roughly 1 hex a turn. The players quite enjoyed it we had two battles occurring simultaneously. 2 v 1 battle with veteran players and their armies, and a newbie 1v1 battle on the eastern front. I was the game master, so I helped with the rules. All the players want a second day on the campaign map. We used One Page Rules, Grim Dark Futures to be exact. We've been enjoying it.
@@TheJoyofWargaming With OPR the 2v1 was only slightly longer than the 1v1, so it timed out pretty well. I didn't see any real issue with 4,000 points vs 2,000 point army. But if its a 3v3 battle it may require two tables that are pushed together. Luckily with this map system its not hard to figure out that scale. The biggest issue was people keeping track of their exact casualties. Since the 2v1 were basically doing a Normandy landing and charging up a hill in meat wave tactics. If a battle would fall off the edge of the campaign map our rule is to either pull out the card deck and expand it. Or just assume the features on the edge continue in the same direction. If you mean fighting on the edges, we could shift everything 12 inches and populate it with what's on the map since we scaled a hex to 1 full turn of only movement its easy enough to figure out where troops would be located off the map or nearby. Fighting was heaviest on the corner with the hill, but even the ambush rules worked with that area, so it wasn't bad at all. Players didn't complain, they were too engrossed to worry about flanking around, after all OPR ends in 4 rounds. Can't do wide flanking during the battle. But this is just the first real test of this campaign map design. We hope to play more.
Like the idea of doing a 'campaign' like this. Seems more manageable at this scale, good luck to the partisans, though I suspect they may get wiped out in less than 5 turns... Looking forward to the next video in this series.
I agree. I think they would have been better off stay in the villa and fighting house to house with the French cavalry, especially since they didn't group the dragoons with them. They would probably win the the engagement unless there was some really lucky rolls for the French. C'est la guerre.
A lot of entertainment and not a die rolled. Such is the freedom available to the seasoned solo wargamer to launch into a campaign without consulting endless tables and wrangling with opponents about silly nothing, while still engaging in a satisfying exercise which in no way detracts from gaming, proper. Maps are more fun than you'd have anticipated back in the geography classroom.
I for one expect to see a proper French sapper sporting a well groomed beard, a clean apron, and welding rather scary axe! I guess I am going to be rooting for the French this time. Sappers lead the way!
By using this sort of fictitious map possibly 30 miles X 30 miles with combative forces of around 60,000 men all arms it will produce a real challenge for table top generals. It will show one of the things that rarely happens on a set piece battle. The decision to move on several roads or alternatively keep corps close together and have a queue so that corps will arrive on table as the game progresses. A sort of traffic management that may or may not have bee planned in advance. I would love to see what happens when a team of 4 or 5 corps per side with objective planned or just the destruction of the enemy army. It would work on video by showing the map moves and then the battle as it occurs 🙂
Good on you! I you don't have a reference handy, but there are some interesting stories of how much real estate and army on the March takes up. Apparently a full-blown core can be something like a mile long. That means the lead elements are 10 to 15 minutes ahead of the trailing elements. That makes for some fascinating logistical challenges.
I am REALLY interested in seeing how this Campaign shakes out! Lots of opportunity and glory by the buckets will be available for all of the participants, but the unexpected lurks around every corner, for good or ill! I can't help but feel that "El Guappo", the Spanish Guerilla Leader will be a constant thorn in the side of the French (at least as much as he is able!). "La Beast", the French Sapper... may yet prove to be a small, yet important, "hinge of fate"! The drums begin to rumble. The soldiers start to grumble. What do we want? ACTION! Oh! By the way, I wouldn't worry too much about not having enough Cavalry figures to represent all of the "Map Units"! Horses are remarkably fragile creatures - feed or water them too much or too little... and they are out of action. Mounted escorts are always in demand by higher Headquarter elements... not to mention desertion, AWOL, or otherwise "going over the hill", give plenty of reasons why the troopers are NOT where they are wanted/needed.
Did you do a video on putting together this map? I'm in the middle of a campaign, and I have a map, I'm just woefully disorganized about my movement approaches and layouts. Great video series.
Stealing this.... Ty! My wargame table is 3' square so your ideas work perfect for me. I'll take a closer look at Chosen Men for some #turnip28 gaming.
Who is we? Do you have a mouse 🐁 in your pocket? 😂 hey - have you ever considered a “play by zoom” Game? Patrons get to act as brigade / battalion commanders of troops- giving orders for movement - but all orders are done by email / zoom and you then move the pieces on the field- like a “play by mail” - it might be a hoot to watch the real “fog of war” as players realize how hard warfare was during the period of limited communication and intelligence-Just an idea -
I would love to do more real time gaming, and more live streaming, but just don't have the logistics in place right now. Way too much commotion in my life.
I once played a civil war miniatures game where all communication was done by notes only between players- it was hysterical! It really emphasized the fog of war and the difficulty of command - looking forward to more of your cool content- fight on!
Love the commander names and the concept for this campaign. Nice burn on D&D at the end too. I play both of these things so I really appreciated this Vive L' Empereur!
I actually took this campaign idea, and edited it heavily for my gaming store. We used a 13x10 hex map, and used Solo Wargaming rules to generate the terrain with a deck of cards so on average half the hexes have a terrain feature. Adding 5 villages were it makes sense. Each hex represents 12" on the tabletop so a 3x4 hex would represent a table and we used that as a guide to generate the battlefield. So each game turn we know they at least move roughly 1 hex a turn.
The players quite enjoyed it we had two battles occurring simultaneously. 2 v 1 battle with veteran players and their armies, and a newbie 1v1 battle on the eastern front. I was the game master, so I helped with the rules. All the players want a second day on the campaign map. We used One Page Rules, Grim Dark Futures to be exact. We've been enjoying it.
@@joshuawilson8804 nice report! Glad you had fun. Did you have any issues with the battles being too big or fought on the edges of maps?
@@TheJoyofWargaming With OPR the 2v1 was only slightly longer than the 1v1, so it timed out pretty well. I didn't see any real issue with 4,000 points vs 2,000 point army. But if its a 3v3 battle it may require two tables that are pushed together. Luckily with this map system its not hard to figure out that scale. The biggest issue was people keeping track of their exact casualties. Since the 2v1 were basically doing a Normandy landing and charging up a hill in meat wave tactics.
If a battle would fall off the edge of the campaign map our rule is to either pull out the card deck and expand it. Or just assume the features on the edge continue in the same direction. If you mean fighting on the edges, we could shift everything 12 inches and populate it with what's on the map since we scaled a hex to 1 full turn of only movement its easy enough to figure out where troops would be located off the map or nearby. Fighting was heaviest on the corner with the hill, but even the ambush rules worked with that area, so it wasn't bad at all. Players didn't complain, they were too engrossed to worry about flanking around, after all OPR ends in 4 rounds. Can't do wide flanking during the battle.
But this is just the first real test of this campaign map design. We hope to play more.
Should be a good series this one!
Think I've been resurrected as a pig farmer...
Enjoy the way you borrow from various systems to incorporate them into your own play style
Like the idea of doing a 'campaign' like this. Seems more manageable at this scale, good luck to the partisans, though I suspect they may get wiped out in less than 5 turns... Looking forward to the next video in this series.
I agree. I think they would have been better off stay in the villa and fighting house to house with the French cavalry, especially since they didn't group the dragoons with them. They would probably win the the engagement unless there was some really lucky rolls for the French. C'est la guerre.
A very cool idea. Good luck, make it to the end!
A lot of entertainment and not a die rolled. Such is the freedom available to the seasoned solo wargamer to launch into a campaign without consulting endless tables and wrangling with opponents about silly nothing, while still engaging in a satisfying exercise which in no way detracts from gaming, proper. Maps are more fun than you'd have anticipated back in the geography classroom.
I for one expect to see a proper French sapper sporting a well groomed beard, a clean apron, and welding rather scary axe! I guess I am going to be rooting for the French this time. Sappers lead the way!
You won't be disappointed, tho how I forgot to name him after you is beyond me. We'll do that for the second campaign.
@@TheJoyofWargaming No problem.
By using this sort of fictitious map possibly 30 miles X 30 miles with combative forces of around 60,000 men all arms it will produce a real challenge for table top generals.
It will show one of the things that rarely happens on a set piece battle.
The decision to move on several roads or alternatively keep corps close together and have a queue so that corps will arrive on table as the game progresses.
A sort of traffic management that may or may not have bee planned in advance.
I would love to see what happens when a team of 4 or 5 corps per side with objective planned or just the destruction of the enemy army.
It would work on video by showing the map moves and then the battle as it occurs 🙂
Good on you!
I you don't have a reference handy, but there are some interesting stories of how much real estate and army on the March takes up. Apparently a full-blown core can be something like a mile long. That means the lead elements are 10 to 15 minutes ahead of the trailing elements. That makes for some fascinating logistical challenges.
I am REALLY interested in seeing how this Campaign shakes out! Lots of opportunity and glory by the buckets will be available for all of the participants, but the unexpected lurks around every corner, for good or ill! I can't help but feel that "El Guappo", the Spanish Guerilla Leader will be a constant thorn in the side of the French (at least as much as he is able!). "La Beast", the French Sapper... may yet prove to be a small, yet important, "hinge of fate"! The drums begin to rumble. The soldiers start to grumble. What do we want? ACTION! Oh! By the way, I wouldn't worry too much about not having enough Cavalry figures to represent all of the "Map Units"! Horses are remarkably fragile creatures - feed or water them too much or too little... and they are out of action. Mounted escorts are always in demand by higher Headquarter elements... not to mention desertion, AWOL, or otherwise "going over the hill", give plenty of reasons why the troopers are NOT where they are wanted/needed.
Battle for Orange Chicken Bridge is a MUST!
Sent here by Jim Owzarski Subbed and belled!
This sir looks amazing!
... I bought the farm...
More creative gaming. I'm not into Napolionics, but still find this vid entertaining.
I'm pulling hard for that French Cavalry unit. Victoire à Les Chevaliers Bleu!
Did you do a video on putting together this map? I'm in the middle of a campaign, and I have a map, I'm just woefully disorganized about my movement approaches and layouts. Great video series.
I hope "El Guapo" (The handsome, as Martin Meltzer called him) can get away from the French
Stealing this.... Ty! My wargame table is 3' square so your ideas work perfect for me. I'll take a closer look at Chosen Men for some #turnip28 gaming.
Who is we? Do you have a mouse 🐁 in your pocket? 😂 hey - have you ever considered a “play by zoom” Game? Patrons get to act as brigade / battalion commanders of troops- giving orders for movement - but all orders are done by email / zoom and you then move the pieces on the field- like a “play by mail” - it might be a hoot to watch the real “fog of war” as players realize how hard warfare was during the period of limited communication and intelligence-Just an idea -
I would love to do more real time gaming, and more live streaming, but just don't have the logistics in place right now. Way too much commotion in my life.
I once played a civil war miniatures game where all communication was done by notes only between players- it was hysterical! It really emphasized the fog of war and the difficulty of command - looking forward to more of your cool content- fight on!
@@TheJoyofWargaming that accounts for the "we" in the question: your feathered fan club!