Thursday, June 22, 2023

War of the Ring - Revised Rules and Army Lists

Well, I think I may (almost) be done.  At this point I've put years of effort into revising and updating the War of the Ring rules.  Either by looking at completely alternate systems, playing the original system, or working to modernize the original system.  Small games, big games, and everything in between.

The objective has always been for me to get to the point that I can play mass battle games using my Lord of the Rings miniatures collection - but using a system that is fun and moves the game along.  I think I've finally arrived at that destination, minus what are likely some typos and minor fixes (hard to spot these after starring at the text for so long).

Anyways ... as always, I share this with the broader community in the spirit of friendship.  I did this all for my own group and enjoyment of the game, but I hope others may also at least find it interesting.


This post is a little long.  What will you find below?

First the download links for the rules and army lists.  You should somewhat be familiar with the concepts in the original War of the Ring rules (easily Googled if you want to find a PDF download of the original rules).  That being said, experienced gamers should be able to "get it" based on the rules reference I have below.  Army lists also included below.

Second are screenshots of the rules and army lists - just as a preview of the downloadable files.

Lastly, for those who are interested, I share some thoughts around the big changes and improvements I made.  There are many, but this will at least give you an idea of what I was trying to accomplish.

File Downloads

Rules: download
Army Lists: download

Image Previews

The revised rules are included on 6 pages (3 double-sided pages for reference).  Pictures of those pages below as a preview.







As for the army lists - they are now much expanded from previous versions, covering essentially all the major factions and formations.  Pictures below just show the main tables for each army list.  The opposite page for each army list covers all the special rules listed for each formation.













Design Background and Thoughts

If you've read this far, great job!  Below I share some thoughts around the design and changes I made from the original War of the Ring rules.  The primary objective being to modernize the rules and make them more streamlined/consolidated.

Army Building

There is no limit to the number of core formations included in an army.  There cannot be more rare formations than core formations in an army.  Only one of each legendary formation may be included in an army.  Epic heroes can be included, so long as they are not duplicated on the battlefield, with the exception of generic epic heroes such as Orc Shamans.

Points

I've not included point values.  You can use the basic point values from the original book if you like.  Adding a points based system requires significant effort.  More importantly, it is better to balance opposing armies based on the scenario, objectives, and terrain advantages/disadvantages (all these factors greatly undermine point systems in wargaming).

I cover my thoughts on point systems in more detail here, in my post on building better scenarios:
https://jayswargamingmadness.blogspot.com/2017/03/a-few-words-on-building-scenarios.html

Companies and Formations

You may notice many things are divisible by 3.  Infantry bases have 6 figures, 6 attacks, and 6 wounds.  Cavalry bases have 3 figures, 3 attacks, 3 wounds (resilience 2).  Games Workshop sells many packs of models in increments of 3s and 6s (at least the most expensive packs).  This cuts down on wasted (expensive) models.  More importantly, this provides a better synergy between infantry and cavalry companies in the game.

The original system used 8 figures per infantry company, and 2 per cavalry company.  Monsters and flying monsters use 60mm round bases, just like the original rules.  Epic characters are based separately, not being represented in the companies.  They are just place next to a unit and are assumed to be in the command company.

Infantry formations are 3, 6, or 9 companies strong.  Cavalry companies are 4 or 6 companies strong.

Profiles and Consolidation

A large challenge in the original system was all the easily missed rules, and basic information that was located in different sections of the rules.  For example, specific wargear modifies the profiles values, such as two-handed weapons that decreases the formations Fight value by one, but provides a +1 on to hit rolls.  Often the profile didn't reflect reality based on wargear or other special rules for the formation.

Many of the changes I've made are in the name of consolidating information needed to play into one place.  All applicable information for a formation is reflected in my army list profiles.  Everything you need to know is on one double sided page for any army: all formations, epic heroes, and all special rules.

Fight and Shoot values are no longer values but now reflect a bonus number of dice provided to each company in a formation that is shooting or fighting directly.  No lookups or referencing additional tables.

How many dice does a company add when supporting?  That is listed in the formations profile (Sup).

Command Companies

Command such as champions, banners and musicians are removed as an option.  Formations Courage is increased based on any champion they could have had in the old system.  Banners and musicians don't have any special benefits - anything applicable is already integrated into the profiles or special rules.

Might

Common and rare formations generally don't have any Might to spend, unless an Epic Hero joins the formation.  This helps cut down on in game administration and speeds up the game.

Heroic Actions

Completely overhauled to simplify things.  There are basic heroic actions that all heroes can call, and advanced heroic actions that can be called if listed for specific heroes.  No back and forth to slow down the game.  Call an action or not.

Magic

Also completely overhauled and greatly simplified.  Spellcasters all have access to a basic spell list.  Certain spellcasters may have additional spells listed in their profile.  In the priority phase, each Spellcaster generates their level (1, 2 or 3) in dice they can use to cast spells.  Unused dice go away at the end of the turn.  Spells are cast on a value of 4, 5, or 6.  This means a level 1 spellcaster could attempt to use a single die to cast a spell needing  a 6, but it is more likely a lower complexity spell will be cast to increase the chance of success.  A level 3 spellcaster could attempt to cast three different spells using 1 die each, 1 spell using 3 dice, or 2 

Conclusion

There you have it.  A ton of work and playtesting has gone into this so far.  Not saying it is perfect by any stretch - but this is working for me and my group really well.

Monday, May 29, 2023

KulbaCon 2023

KublaCon has come and gone.  I've just returned and unpacked.  I headed out on Thursday at lunch with Dan Kerrick.  We got checked in and went straight to playing board games.  Adam Clark quickly joined us and we played games late into the evening.  Roy Scaife and John Lantz joined us on Friday and we hosted and played through many miniature games on Friday, Saturday, and Sunday.

I took lots of pictures, but oddly enough, still wanted to take more but didn't get a chance as hosting kept me busy.

Men of the West

I pulled out a good chunk of my Middle Earth collection to run this game.  I used this as a large play test of my rules updates for War of the Ring.  Both sides contained a wide range of different units and heroes.  

I had 12 players, 6 per side.  The table was 6 foot wide and 16 feet long and I needed every inch to get the forces deployed.  The game had about 2,500 minutes when I ran the numbers.

Fun was had by all and the forces of Mordor managed to gain the upper hand (even if only slightly) and pull out a minor victory.






























Fords of Isen

In addition to my large War of the Ring game, I brought along my Fords of Isen game to run on Sunday.  I had some new players in this game and I believe they really enjoyed playing the game and picked up the system quickly.  The forces of Isengard had to secure two of the 3 fords and kill Théodred in order to win the day.  Isengard managed to secure one of the fords, and contested a second, they did not kill Théodred so victory went to Rohan!
















Siege of Altdorf

Adam Clark brought his Siege of Altdorf game all the way from Germany (he's crazy!).

This is using 10mm Warmaster figures but a home brew set of rules by Adam that are loosely based on Hail Caesar.  The Orcs had to break through the walls/defences and exit units off the back table edge in order to gain victory points.  A total of 20 victory points were needed to win.  On my side we managed to push through and gain a lot of victory points after many hard fought and bloody fights.  The "other end" of the siege ground on more slowly, but that side managed to close the gap and get the Orcs the additional VPs necessary to claim victory.  Altdorf fell to the Orc horde!























It was great to see Adam (he lives in Berlin).  Here is a horrible picture of Adam and I on Thursday night after some adult beverages had been consumed playing board games :-)


On Friday we tested out Adam's rules for the game with a smaller game of Orcs versus Humans.  I played the Orcs and despite some truly horrible dice rolling, managed to get a victory here.











Raid on Endor

Dan Kerrick ran a Start Wars game using Galactic Heroes.  I played a group of Ewoks commanded by Chewy.  The rebels had to shut down the large laser turrets in preparation for the rebel attack on the second Death Star.  The rebels managed to squeak out a victory here - of course thanks to my brutal Ewok assault down the right flank (LOL).






Echo Base (Hoth)

John Lantz hosted a Star Wars Bolt Action game for Hoth.  I played as the rebels and ran a couple of units of Tan Tans.  I was able to assault some units and help stem the tide of the Imperial forces.  It was all for not - true to the movies the rebels has to abandon the base and flee the system.









Stalingrad

Jeff Hiatt ran of great looking Stalingrad game.  I didn't get to play in it but I was able to take some pictures.  Great terrain and scenario.











Other Games

I manage to grab pictures of other games being run around the convention --- certainly not all of them, but just a few when I was running about to the bathroom or checking out the dealers room.  I'll say the convention was very busy and I didn't even make it into all the different rooms.


























And there you have it.  Another great KublaCon in the books.  I look forward to going back next year.