Showing posts with label imaginations. Show all posts
Showing posts with label imaginations. Show all posts

Saturday, November 28, 2020

19th Century Imaginations during the pandemic

One thing I have been working on, during the pandemic, has been the gathering of a large collection of 15mm figures related to the Russian forces of the Russo-Turkish war of 1878-79.

This includes Russian units, and also Bulgarian and Romanian.  Eventually, I would like to also do a similar sized force representing the Turkish forces, but in the meantime I am playing around with some Imaginations ideas for gaming.  That leaves with considering different fictional match ups.

in the past, my 19th century imaginary foes were the Margravate of Furstenberg, and the Cantons of Rumpwhistle. In 28mm, I would use ACW union troops for Furstenberg and Confederates for Rumpwhistle. I also introduced a third, relatively neutral nation based on Danish forces - the Kingdom of Elsinore.  Sadly, I sold off those 28mm figures, but I retain the fictional navies that I built.

Now that I am switching gears to 15mm, I can resurrect the army of Furstenberg, based on my Mexican-American war U.S. troops.  Rumpwhistle is out of luck in this conflict, except as a naval power (I can use my Spanish American war Spanish forces as Rumpwhistle colonial troops).  The new nation will likely be the over extended Romani-Bombastia Empire (Romani for short).

In the west, Romani has hegemony over several client states (notably Vulgaria, and Bromania).  Both are home to ethnic Romani peoples, and border Furstenberg and several smaller Balkanized states.  Howeve, in the vast eastern hinterlands of Romani, there are border skirmishes the Chow Empire of the Jade Dragon in the north, and the dangerous mountain regions of Boruckistan in the south.  The Romani Emperors have long sought after control of seaports on the Chow Sea, but those are also contested by naval and colonial forces from Furstenberg, Rumpwhistle and other nations.

This will give me plenty of scope for all sorts of fictional conflicts, using figures I already have, as well as naval actions.  The trick will be devising rules and games that will reward solo play, and in a small battle space.

Pictures of troops and notional maps will follow.  I hope to post a battle report soon.

 

Wednesday, October 28, 2015

19th Century Imagi-nations - Terrain for the 23 Weeks War pt 1

In 1871, when the 23 weeks war began, the forces of Furstenberg invaded the Cantons of Rumpwhistle, and began operations around Lake Nyakker.  The first land engagement was between the three Companies (in name only, they are close to battalion strength, of about 600 men each) of the Furstenberg Seebataillone fighting Fribourg canton militia at the battle of Krump's Farm.

The border between Furstenberg and Rumpwhistle runs through the Karzstan Mts


One of the recent model farm houses that I built was based on the farm house of this engagement.  The other key terrain features of the battle are (1) the old oak forest, and (2) the Persimmon grove at Krump's Farm.

The farm house is as constructed, recently.  It will be based on a base with a wall around the farm yard, and a work building in the back yard.  The base I am working on (I will post photos) will have a rough, but ruined, outline of the house, that the actual model house sits on.  This allows for the possibility of Krump's farm house to be destroyed by artillery or fire during the battle.

The Persimmon grove will be modeled by using several rows of smaller 15mm trees, representing the grove, with the stone wall around it.  This allows for the fight in and around the grove, and should be pretty flexible.

The edge of the old Oak forest, that also saw action, will be modeled using larger 28mm trees, grouped together on dark felt to show the forest outline.

Pictures will be posted soon, but here is a map of the battlefield...
 The map is approximately 6' wide by 4' from north to south.  The features, labeled, are these:
  • A. Krump's Farm, with a stone wall around it.
  • B. The Persimmon Grove, also with a wall around it.
  • C. The Chewgas Stream, that runs south east to the Maduro River, and south west to Lake Nyakker.  It is deep and fast, not fordable, but not very wide (about 2" in game scale).
  • D. Hedge rows, tall enough for a man to hide behind (soft cover - concealing, but not protective)
  • E. Two other farms along the road into the Maduro Valley

The Furstenberg Light Brigade (consisting of three battalion strength units of Seebataillone, and a battery of light guns from the Eiderduck) had landed by ships boats on the north shore of Lake Nyakker, and enter this map from the south side, between the southwestern leg of the Chewgas, and the southwest corner of the table.

The Fribourg Canton militia are in place, with one battalion stationed east of the bridge, on the road between the two farms, and two battalions in the ground between Krump's Farm and the Chewgas stream.  Finally, two units of Rumpwhistle sharpshooters will enter the road, in the northwest corner of the board.

The battle is simple - the Furstenberg troops must cross the Chewgas, and the Rumpwhistle militia must do their best to stop them.

Tuesday, May 12, 2015

Naval Imagi-Nations Campaign

Background
As the nations of Balkania left the Imperial Age, and entered into the age of massive industrialization, like their European counterparts, there was a mad rush to construct fleets of warships of ever increasing complexity and lethality, in an arms race that rivaled those of the early 20th century.

Tweedland Destroyer Flag

The Imperial Navy of Tweedland, modeled after a number of successful designs in the British Navy form the years between the wars, was involved a series of strategic operations in the Pampion Sea, against her ancient adversary, Royal Marina of Vulgaria.  The Vulgarians had jump-started their naval architecture program just a few decades earlier by kidnapping several prominent Italian designers and engineers, so their units bear a strong resemblance to the Regia Marina.

Vulgarian Royal Marina
Tweedland, in this region, is operating from their colonial ports at Utica and Cyrene, and operate a rather large air station at Pancritas.  They are actively involved in policing the Pampion Sea, as well as supporting their ground operations in Talantis - which means delivering supplies to Tarraco.

Vulgaria, on the other hand, has their southern mainland ports of Massilia and Salonae to support operations in the Pampion Sea.  The regional capitol at Cremona is home to not only Vulgarian 4th Air Force, but also is home to their notorious Motor Torpedo Boat squadrons.
Friesland Naval Ensign

The ground campaign in Talantis is between the Tweedland 8th Army, and the Frieslander Talantian Corps.  In order to limit the amount of support that the Tweedland navy can deliver, the Frieslander Supreme Commander has authorized the use of U-Boats in the Pampion Sea, against Tweedland shipping.  These elements will occasionally coordinate with the Vulgarian Royal Marina.

As a political gesture towards honoring the Pampion Triple Naval Alliance, the Free-Falconia Government has placed some of their remaining naval assets under command of the Tweedland colonial office at Utica.  These would normally be allocated to keeping the Talantian Approaches open, for supply convoys, but operational needs may have them committed, alongside Tweedland ships, throughout the Pampion theater of operations.
Free Franconia Military Forces

Campaign
I have been working up a simple system whereby two sides of players (one commanding British and French ships, representing Tweedland and Free-Falconia; the other commanding Italian and German forces, representing Vulgaria and Friesland) will follow this order of play for each turn:

1. Allocate patrol forces - naval and air
2. Receive operational intelligence and orders
3. Commit reserve forces for support of operations, or divert patrol forces
4. Adjudicate map situation, and develop tabletop battle for that turn



Rules
I will be using General Quarters.  I plan to employ the original GQ1 and 2 rules - I have the newer GQ3 edition of the rules (published by the fine folks at ODGW), and they are great, but they would distract, as I am expecting players who are not necessarily naval gaming experts, and the older rules are much simpler).  Ship models will be Navwar 1:3000 vessels.



Operations Map
This was developed using AutoRealm, and I plan to use the same map for several different fictional naval campaigns.  I plan to go back and use the transition fleets I developed for Furstenberg and Rumpwhistle in an operation on this map, as well.


Saturday, January 11, 2014

World War One miniatures - 1914/2014




So, it is (as mentioned in the preceding post about Siege of Augusta) the year of Our Lord 2014.  That means one hundred years since the dreadful (but fascinating) conflict known as The Great War began in Western Europe with the machinations of the German Schlieffen Plan, and the response by Belgium, France, and Britain.

This, of course, warrants a great deal of interest for wargaming, as well as general history reading.

Historical Miniatures

On the miniatures front, I have recently acquired a pair of early war armies, consisting of 180 French figures, one tank, and a number of machine guns for one side.  For the other, I have 190 German figures, some machine guns, and seven field guns.  Both of these forces are painted.  Which opens up the question of Rules. The first obvious choice is a variation of my Russian Civil War rules. Other possible choices are Square Bashing from Peter Pig; Volley and Bayonet; Over the Top; or a new set of rules written here at GwC HQ.

The French and ~half (110 figures) of the Germans came from my friend Bob, who was going to sell them at a convention.  The other 80 German infantry, and the seven field guns, came from eBay.

Early war German Infantry, via eBay

Field Guns - will be used for a variety of nationalities...also from eBay


As far as manufacture, the Germans certainly, and probably the French, are from Minifigs.  Minifigs early war Germans, with the Pickelhaub, are the best I have ever seen.  Funny, because I don't like their early war British figures at all.  I don't know who to deal with in the U.S. any longer for Minifigs, but the shipping terms from Spirit Games in the UK are always nice, and they carry the WW1 line.


Balkanian Imaginations

In a totally different scale, and focus, it turns out that the ImagiNations group that I am in, with the fictional states of Balkania at nearly constant war with each other, is also interested in 1914 wargaming. In this case, it is done in 54mm, using chiefly plastic figures.

In the case of Balkania, it appears saber rattling has given way to Furstenburg arming and mobilizing under General Plan Number 14.2.  The various Balkanian ethnic groups (Urbiks, Suburbiks, Bosniaks, TransTurkylvanians) saw this as reason to take up arms themselves, in response to the earlier punitive conflict known generally as the Frontier Adjustment Wars. The target of Furstenburg Aggression? None other than The Kingdom of 2.5 Sicilys.

Here is the original dispatch, from one of the Balkanian Gentleman in the group, describing the opening of the conflict.


...and the winds of war are stirring in Balkainia, according to the Gazette and Daily Post. The GADP reports that in an unusually energetic move, the Kingdom of 2.5 Sicilies is reorganizing and updating their mobilization plan. Rumored as Plan 14 1/4, it is designed to mobilize the military quickly and strike hard to recover the Lost Province brutally ripped from Balkainian Sicily by the Furstenberg led Third Coalition during the War of Frontier Adjustments, Part II. To that end all the painted figures (which look remarkably like 54mm plastic 1900 AIP French) have been rebased and terraformed, included appropriate command and artillery bases, into 3 Corps (if each base = 1 infantry or artillery regiment) or alternatively 1 division (if each base = 1 infantry or artillery battalion). Only two guns and 4 gunners remain to be converted to 1914, primed and painted for the mobilization of these Corps to be complete.

An order for these two guns has been placed with the Schnidely Cannon and Ordnance Works Ltd (SCOWL). Along with 4 additional guns for export to other Minor Powers (e.g., the Bosniaks, Suburbiks, and the Turklyvanians have all expressed an interest), 6  field guns are in the process of being completed by the SCOWL. Once the gun shields and a few other details have been added,  they will be ready for priming...

Alas, intelligence reports that the Furstenbergers have been busy rebasing and terriforming their troops as well. Due to concerns of a two-front war looming with the Vulgarian Empire, the Furstenbergers rebased and terraformed enough painted soldiers (that bear a remarkable resemblance to 1914 Germans) to creat 4 Corps (!). The 3 Regular Corps have almost all their artillery, while the Reserve Corps is equipped with the older non-quick firing breech-loaded guns. All the Corps are missing their Corps HQs (the political rivalries among the Great Squash and Pumpkin Families are holding things up...). The remaining 3 field guns and 3 howitzers for the Regular Corps have be ordered from Ackerwerks Gmb (rumored to be controlled Behind the Scenes by none other than the Karltoe Armaments Ltd; a rumor denied by both organizations).

Both sides are recruiting the associated cavalry, jaegers/chasseurs (foot and cyclist), and other specialists need to complete the forces.

With all this warlike activity can another war of Frontier Adjustment, Part II be long delayed?
I should point out that Gaming with Chuck staff are considering ordering some Armies in Plastic figures, to be painted up as TransTurkylvanians and Vulgarian Imperial Infantry.  For the great TransTurko-Vulgar War, as well as for use in 1914.  The TransTurko-Vulgar war (fought in the 1870s) was a natural carry over from the Crymea River war, where the Imperial Vulgarian army was stopped from conquering Suburbik homelands within the TransTurkylvanian Empire.  The troops that took part in the great Suburbo-Vulgar war could easily be reused for 1914, in a pinch.  The figures are also available from Armies in Plastic.
Vulgarian Empire Infantry
TransTurkylvanian Infantry
Once painted up, the Vulgarian infantry will be in their typical White and Green uniform, as seen here in this picture of painted figures from the Toy Soldier Company.
And here is an alternate view, all in green (as some Vulgarian units were so equipped).
Finally, some pictures of TransTurkylvanians.  Again, this picture below is from The Toy Soldier Company.



Historical Reading

So, along with the gaming acquisitions and orders, there has also been some new reading, and some review of old favorites.  The old stuff first.  So, I really enjoy Martin Gilbert, and I enjoy his book on the First World War.  As far as old stand-bys are concerned, Guns of August (Barbara Tuchman) is always worth a re-read as well.

As a new acquisition for me, although not a new book, is Marne, 1914 by Holger Herwig.  Near the top of my history book stack... And, also new to me, is Retreat and Rearguard by Jerry Murland.  The second is about the British Army and the BEF in particular, from Mons to the Marne (opening stages). 

Thursday, November 7, 2013

Furstenberg Units - Pictures of Seebataillon

Here we have pictures of Furstenberg Seebataillon (naval infantry).  This is the 3rd Company.  The distinction from regular infantry is the light color of the sky blue Seebataillon trousers, and also the fouled anchor collar tab pins (not seen on the miniatures).  A proud distinction that the units themselves make is the use of bright yellow bedrolls, in distinction from the red bedrolls that the regular infantry use.


Seebataillon are expected to take the brunt of the fighting in either landing actions, or in actions that are fought in defense of Naval coastal assets (bases, weapon stations, etc).  Because of that, the companies are formed up like battalions, with four stands of three figures each.


Here we see the back-of-stand distinctions for the Seebataillon Companies (battalions).  They are sky blue, with colored tabs of red, trimmed in yellow.  This is the third Company, so it has three such red/yellow tabs on the sky blue background.



Furstenberg Units - Pictures of Regular Infantry

Here are some pictures of a unit of regular Line Infantry in Furstenberg service.  The medium blue trousers, with dark blue tunic, topped with a dark blue kepi.  One of the distinctions of the regular infantry are the red bedrolls, seen at the top of their campaign packs.  Once a unit is in the field for some time, it is not as typical to see so many of the red bedrolls, but one a battalion first leaves for the field, it is almost uniform throughout.







The next picture is of a different unit, but is included here to illustrate something.  The unit is actually a Mountaineer unit, as you can see by the Mountaineer hat that the units are famous for.  The bedrolls are a mix of different drab colors, notable for not being red throughout.

The interesting thing to notice is the color bands at the base of the unit - the back of each base is colored a different series to match the unit itself.  All of the Furstenberg infantry units are so marked.  This marking (dark green with a brown central band) belongs to the Mountaineers - which are all dark green, with a colored band of distinction.



Furstenberg Units - Pictures of Waldjaegers

Here are a few pictures of two battalions of Furstenberger light infantry.  These are forest rangers, which have the name of Waldjaegers in the Margravate army.  The unit in the foreground (in skirmish formation) is 2nd Battalion, 48th Waldjaeger.  The battalion behind is from the 51st.


Standard for the basing that I am doing, all companies (stands) are 40mm x 40mm square.


Since these are light infantry, and not regular infantry, they have only two figures per base. 

The Waldjaeger uniform is dark green throughout, with a grey goose feather on the side of the dark green kepi.





Saturday, November 2, 2013

Painted and based - Rumpwhistle Infantry, 1870s

Recent efforts to start up on painting 18th century infantry came to a quick halt, as certain painting supplies were found missing.  So, after firing the chiefs of the logistics operation, attention turned to finishing up the rebasing of the remaining 19th century figures.  First up, the rest of the Rumpwhistle infantry.

Here is a list, now, of everything done for Rumpwhistle, so far.  The average infantry battalion is 12 figures, mounted on four bases of three figures each. Light infantry (skirmishes and scouts) have only two figures per stand.

NumberTypeFigs per
stand
Stands
per unit
6 Confederacy Infantry 3 4
4 Sharpshooter Companies 2 2
2 Red Guard 3 4
2 Drovian Rebels 3 4
5 Border Scouts 2 4
9 Canton Infantry 3 4
2 Skylarks 3 4

  • Confederacy infantry are the under resourced units of the Confederacy Government.
  • Sharpshooter "Companies" are actually Demi battalions of mounted infantry, armed with rifled repeaters.
  • Red Guard are two battalions of volunteers from Mac Baren, romanticized remnants from the civil war.
  • Drovian Rebels are Highlanders from Furstenberg that defected because of inter clan feuds.
  • Border Scouts (or Grenzers) are battalion strength light infantry units that patrol the Karzstan Mountains.
  • Canton Infantry are the foot units provided by the individual Cantons involved in the 23 Weeks War.
  • Skylarks are units of foreign mercenaries under the command of Rumpwhistle officers.

Total: 26 battalions, 4 demi battalions, 308 miniatures.

Saturday, October 26, 2013

Enlightened Imaginations - Army Building

Having cleared my schedule and my painting table (updates coming soon of recently finished projects, which include Russian Civil War Tschankas, 19th century imaginations naval forces, and some shore fortifications), I am now returning to a project started three years ago, prior to finishing my PhD and starting life as a professor.

I have begun the process of assembling and painting the Armies of the Principality of Bombastia, and the Duchy of Poppenheim.  These are to be based (loosely) on the armies of Peter the Great, and Charles XII. I am using the Wargames Factory "War of the Spanish Succession" figures for the infantry, which is the first part of the project.

I have, from a purchase made under the original ownership of Wargames Factory, but delivered after the company changed hands, a dozen boxes of infantry, each capable of modeling 36 figures.  As I am planning on building 24 figure units, that will give me 8 full size units, and 2 half size units for each side.

The two warring powers represent (in my fictional Imagi-Nations history) separate states, based on older medieval fiefdoms, that would eventually be absorbed into the more modern state of Furstenberg.  Because of the historical ties, and due to a restriction imposed on the Furstenberg states by the church, during the 17th century wars of religion that wracked Balkania (see the War of St. Helga's Baptismal, in the general history of Furstenberg, the armies of any of the Furstenberg powers were not permitted to employ grenadiers in field battles.  Because of this, there are no units in either army that bear the classification of Grenadier.

However, Poppenheim could employed converged regiments of elite infantry (pulling companies from line battalions), and Bombastia would frequently converge the elite flank companies of the regular infantry battalions, as well as having formed standing regiments of elite infantry.  It is important to know that although these units may have appeared in the Furstenberg "Grand Tally of Arms" (the best surviving record of battalions and regiments under arms, during the 17ths and 18th century in the seven provinces of Furstenberg) as alternatively "Heavy Infantry" and "Guard Infantry" they were routinely referred to as Grenadiers by the officers - many of which had trained in the arms service of other nations..

Here are the first photos of the first battalion under construction, a Poppenheim unit.


That picture shows four stands, each 60mm x 40mm and with six figures. The command stand features three musketeers and a drummer, standard bearer and an officer.
 A different angle, showing the figures face on.


An image showing a ruler for reference, and a fine Balkanian tobacco pipe, used to assist in the painting process.

Assembling the 21 musketeers took about 40 minutes.  And I wasn't rushed (ref: Balkanian smoking pipe).  The three officers took a little longer, maybe 20-30 minutes for all three.  In all, less time than it would have taken to clean metal figures.

Tuesday, October 15, 2013

Wargaming project update

So, things at Gaming with Chuck HQ have settled into the typical Autumn pattern - school, work, trips, looking ahead to holidays, etc.

The weather is nice enough that I can use my painting area (which is in the garage) again, without suffering from the summer heat.

We have had some very nice (and successful) game nights at our house lately, mostly board and card games.

I have been working on a couple of wargaming projects, and have some progress to report.

1. I have completed the painting on the vessels (for both navies) for my 1870s imagi-nations naval project.  I now have fleets for both the Margravate of Furstenberg, and the Confederated Cantons of Rumpwhistle.  Games coming soon.

2. I have built some shore facilities to use with the new navies - some towns, and some fortification/gun batteries.  Yet to be painted.  Nice to have, but not needed for games.

3. I have constructed the first 6 figures (plastic, multipart) for my 1700 imagi-nations project (Poppenheim vs. Bombastia).  These went together very easily, and I think I will stick wth the plastics.  I already have a bunch purchased (Wargames Factory - owned when the company was under the original leadership, but this left me with 332 infantry figures, enough for both armies). The 6 figures took seconds to put together.  The basic figure in the Wargames Factory box sets go together really easily - 2/3 of the figures only need a head attached.  The other figures are a little bit more complex (heads, and arms).  Looking forward to doing some whole (24 figure) units

4. The 1870 infantry (repurposed ACW figures, now used for Furstenberg and Rumpwhistle) has been MOSTLY rebased and ready to go.  There is still a box of infantry left to work up, and some more cavalry, and guns.  This is pretty much ready to go for a small battle, which I hope to get played this autumn.  Still thinking about rules.

5. Really thinking about dark ages stuff (vikings, danes, scotts, etc).  Have lots of lead, just deciding if I want to do this before or after the 1700 stuff.

Pictures and ship details on the navies; posed pictures, maybe a game, for the 1870 stuff.

Monday, May 6, 2013

19th Century Imaginations - Furstenberg Naval Elements

Additional units of the Furstenberg Navy have been completed.  Here are some photos.

Frigates in line against Armored Cruisers (note - blue splotch mistake on lead frigate - need to fix that)


Battleships in line (the four ships of the Queen class)

Spar Torpedo boats.  Converted lobstermen?

Overhead view of the matchstick boats

Queen Guinevere and Queen Gloriana
Queen of the May, Queen Titania, and Queen Guinevere, threatened by spar torpedoes


Armored Cruisers (left to right) Junebug (with the raked stack), Moondog, and Weevil

The Weevil leading the line against a line of Screw Frigates

Screw Frigates mounting broadside guns, vs. Armored Cruisers with modern turrets

Friday, May 3, 2013

19th Century Imaginations - Naval Modeling

I have finished the first batch of Furstenberg ships that I have been working on.

These are three Armored Cruisers.



 In the background of the second picture, some other Furstenberg vessels can be seen, in progress.  Those are some older, age of sail armed frigates, that still saw action in the 1871 "Twenty-Three Weeks War".


Monday, April 29, 2013

19th Century Imaginations - Fictional Naval Forces

I have been building up some fictional navies, using balsa wood and other materials, in order to fight out a series of Naval engagements between my two fictional foes from Balkania.  The nations of Furstenberg and Rumpwhistle share some very large common rivers, and both maintain a (second rate) navy during the 1870s, when they were engaged in the 23 Weeks War.

Here are some pictures, along with notes, showing the progress of my modeling efforts.
Battleships on the left, and Armored Cruisers on the right and in the rear

The four Furstenberg Battleships, in the picture above, are all from the Queen class of battleships.  These were large, masted vessels, like the HMS Warrior from Great Britain, that were fitted out with steam power, and heavy guns on the gun decks.  The Queen class consists of "Queen of the May" (launched 1857), "Queen Guinevere" (1859), and the two twin queens, "Queen Titania" and "Queen Gloriana" (both launched 1863).

On the right, are three of the Furstenberg Armored Cruiser class.  These were high-sided armored ships, although with wooden frames and decks.  They feature steam power alone (no masts, never constructed for sail), and two large turrets.  The front two are from the Pest class, including (front) the "Junebug" (1869), and behind her, the "Weevil" (1870).  Behind those two, an older design, from the first class of armored cruisers, the Hound class, it is the "Moondog" (1859).

Armored Cruisers, and unique Rumpwhistle Battleships on the right
In this picture, we see four of the newest battleships in Balkania, these were built in Rumpwhistle after the popular Admiral's revolution of the 1850s, and exhibit the latest doctrines of the revolution in their design.
  The Admiral's revolution was such that, because no single Canton could afford their own Battleships, and because these were such prestigious vessels, that a Citizen's Counsel of 13 Captains, one from each Canton, would together control each Battleship.
At the aft of each battleship, you can note the massive, round cabin, where the Counsel of Citizen-Captains dwell, and hold their meetings about how to run the ship.  The ships, from front to rear, are the "Longinus", "Ephialtes", "Iscariot" and "Guy Fawkes".  Being rather forward thinking, and embracing progress, the Revolutionary Government decided that during actions, the Counsel would be reduced to a wieldy Three Citizen-Captains to facilitate quick decisions and decisive action.  Several older Armored Cruisers are to the left, and these are (in capability) very similar to those of Furstenberg

Here we see three of the Furstenberg battleships in Line Ahead formation.  In the back, rear, of the shot you can see some of the recently re-based Cavalry of both Furstenberg and Rumwhistle.

Tuesday, April 16, 2013

Traveller Tuesdays - Bonus Edition - 19th Century Army characters


[This is a bonus edition of Traveller Tuesdays, but since I have missed so many Tuesdays lately, I didn't think it would matter.]

Okay, so after doing some fiddling with the tables, here are the charts for a 19th century Army character generation sequence (based on the Mongoose edition of Classic Traveller):

Personal Development (unchanged):
  1. +1 Str
  2. +1 Dex
  3. +1 End
  4. Gambler
  5. Medic
  6. Melee (unarmed)

Service Skills
  1. Animal (any)
  2. Athletics (any)
  3. Gun Combat (19th Century)
  4. Fieldcraft
  5. Melee (any)
  6. Heavy Weapons (19th Century)

Advanced Education (Edu 8+ only)

  1. Signals
  2. Fieldcraft
  3. Navigation
  4. Explosives
  5. Engineer
  6. Survival

Officer Skills (Commissioned Only)

  1. Tactics (military)
  2. Leadership
  3. Advocate
  4. Diplomat
  5. Tactics (military)
  6. Admin

Specialist: Support
  1. Signals
  2. Fieldcraft
  3. Vehicles (19th Century)
  4. Explosives
  5. Animals (Veterinary)
  6. Medic

Specialist: Infantry
  1. Gun Combat (19th Century)
  2. Melee (any)
  3. Heavy Weapons (19th Century)
  4. Stealth
  5. Athletics (any)
  6. Recon

Specialist: Cavalry
  1. Signals
  2. Animal (any)
  3. Animal (any)
  4. Recon
  5. Heavy Weapons (19th Century)
  6. Fieldcraft

New Skills
Gun Combat (19th Century) - The player may choose one of the following:
  • Slug Rifle - modern breech loaders and repeaters
  • Slug Pistol - revolvers
  • Shotgun
  • Archaic Firearm - muzzle loaders, arquebus, etc

Heavy Weapons (19th Century) - The player may choose one of the following:
  • Machine Guns - includes gatling guns, the nordenfeldt, the pom-pom gun, etc
  • Field Artillery

Vehicles (19th Century) - The player may choose one of the following:
  • Flyer: Lighter-than-Air Craft
  • Drive (Steam Locomotive)
  • Seafarer (Any)

Traveller Tuesdays - Changes to Character Generation for 19th Century Characters


So, I have been thinking about how to use Traveller in order to generate characters that could populate a fictional gaming universe set in the 19th century.  I began with looking at the ARMY career generation tables.

It appears as if all is well, there, with the exception of two skills.  COMMS and SENSORS.  So I have come up with two alternatives.

Instead of COMMS, whenever it appears on the character generation chart, replace it with the skill SIGNALS (new).  And whenever SENSORS appears, replace it with FIELDCRAFT.

Here are the two new skills (they both are cascade skills).



Signals - The character has the ability to send and receive signals using pre-radio systems.  Choose one of the following Specialties, expertise in one grants familiarity in the others:
  • Semaphore - the character is expert in sending and receiving visual signals using based on a color and position based code, such as hand flags, or much larger semaphore towers.
  • Optical - the character is expert in sending and receiving light based messages, such as with the use of reflected sunlight (using a heliograph) or with the use of signal lamps, such as on a ship.
  • Audio - the character is expert in sending and receiving signals over a pre-radio wire based electronic system where audible signals are sent from one station to another, such as with Morse code.



Fieldcraft - The character has the ability to support military operations that take place in a wilderness, away from urban support systems.  Choose one of the following Specialties, expertise in one grants familiarity in the others:
  • Tracking - the character is expert at following tracks and trails left in the wilderness.  Note this is not useful, nor transferable, to urban or indoor settings.
  • Scouting - moving undetected through a wilderness setting, and making a military assessment of forces and emplacements that can be observed. Similar to Recon but specialized for a wilderness setting.
  • Fieldworks - the character is expert in constructing wilderness based engineering projects, typically of a military value.  This may include log forts, earthworks trenches and earthen gun emplacements.
  • Camouflage - similar to the Stealth skill, but rather than applying to the character himself, the camouflage skill allows the character to be expert at hiding military emplacements, or small troop movements that can be less well detected.  Again, this is only applicable in a wilderness setting.


Update Army career, mustering out, and events tables will follow.  This is getting exciting.