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<blockquote data-quote="Jack7" data-source="post: 5787768" data-attributes="member: 54707"><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p> </p><p> <span style="font-family: 'Verdana'">I started out playing mainly tabletop games with my great uncle and others who had fought in WWII (Pacific theatre mostly).</span></p><p> </p><p> <span style="font-family: 'Verdana'">I played a number of scenarios and did things like battle recreations (Stalingrad, tank warfare, even ships and naval combats and battles).</span></p><p> </p><p> <span style="font-family: 'Verdana'">Then I moved on to playing things like ancient battle recreations of the Greeks versus Persians, stuff like that. Later on my favorite battles became recreations of Byzantine and later Roman battles. Occasionally I played Napoleonic Battles or Civil War engagements. (At the time I was too young to realize just how modern the Napoleonic and Civil War eras really were as far as warfare went.)</span></p><p> </p><p> <span style="font-family: 'Verdana'">Also played War in the East, Panzer Blitz, and that kind of thing a lot. I liked tank battles in Europe and really liked them in Africa but by far and away my favorite battle recreations were major tank battles in Eastern Europe and Russia. </span></p><p> </p><p> <span style="font-family: 'Verdana'">Played a huge recreation of Stalingrad once which went on for a long time, and included fictional scenario elements that me and my buddies wrote into the main battle as we went along, most involving sniper actions, special unit encounters (Waffen SS and Russian Commando units), outlying tank skirmishes and resupply attempts, Luftewaffe attempts to resupply the Germans, etc. So, I played a lot of different rule systems and invented or devised a lot of my own rules systems, and so did the guys I played with.</span></p><p> </p><p> <span style="font-family: 'Verdana'">I enjoyed doing that kind of thing so much in my youth, about 9 to 12 years old or so that me and a buddy built a mock up of a B-17 and B-29 cockpit off the second story of my grandmother's carport (complete with aerial stations and bomb-sights we created from old optic equipment, navigational charts we created, and salvaged aircraft guidance systems, etc.) that we'd use to sit on the carport facing the creek and pretend to do bombing runs over Germany. At one time I could name nearly every wartime production plane of either the Germans, US, or Britain of the entire war. That kind of thing was instrumental in me going into CAP and wanting to become an astronaut, til I broke my back.</span></p><p> </p><p> <span style="font-family: 'Verdana'">Anywho played all kinds of systems and rules, including unit markers, miniatures, models, and games (everything from War in the East to Axis and Allies even down to Risk, and still do on occasion) until being introduced to D&D, which at first I took to be a Wargame (and you could certainly see the wargaming history of the original developers in the way it operated) with weird and interesting armies and force dispositions and weapon systems like magic. I'm talking mainly <em><strong>Chainmail</strong></em> and stuff like that.</span></p><p> </p><p> <span style="font-family: 'Verdana'">When I got to AD&D I realized that D&D was evolving from a large scale wargame into a tactical wargame and RPG. </span></p><p> </p><p> <span style="font-family: 'Verdana'">Still, in nearly every campaign I've ever DMed there has been, at least at some point, some huge war or at least one big, decisive battle. It's hard for me to think of D&D and not think of war at least in the background of the milieu and action.</span></p><p> </p><p> <span style="font-family: 'Verdana'">I was however never really satisfied with the wargaming elements or structure of D&D. I thought them lacking, and really missed, when it came to big battles things like terrain modifiers, ballista and catapult advantages for well trained troops (versus green or inexperienced troops), cavalry troops (I used to fight Cavalier and Paladin and Knight and Ranger Equestrian units, all with special modifiers, in AD&D), etc.</span></p><p> </p><p> <span style="font-family: 'Verdana'">I was especially dis-satisfied with Naval combat in AD&D, because we played a lot of Naval combats as well.</span></p><p> </p><p> <span style="font-family: 'Verdana'">That being said with 5E being modular I think it will be very possible to develop or adapt in some great war-gaming systems and structures. Or for DMs to devise their own, as we did. Still, I'd like to see the game have some set of general rules or at least directions or suggestions for wargaming.</span></p><p> </p><p> <span style="font-family: 'Verdana'">As for me this is some of what I'd like to see, and some of it has already been mentioned:</span></p><p> </p><p> <span style="font-family: 'Verdana'"><strong>Ground and Special Combat</strong>: rules, systems, or structures for-</span></p><p> </p><p> <span style="font-family: 'Verdana'">Siege Warfare</span></p><p> <span style="font-family: 'Verdana'">Main Army Encounters</span></p><p> <span style="font-family: 'Verdana'">Skirmishing</span></p><p> <span style="font-family: 'Verdana'">Movement</span></p><p> <span style="font-family: 'Verdana'">Special Weapon systems (ballista, catapults, magic, naphtha - Greek Fire, etc)</span></p><p> <span style="font-family: 'Verdana'">Special Units (Kataphractoi, Cavalry units, archers, etc.)</span></p><p> <span style="font-family: 'Verdana'">Special Training and Veteran Unit advantages - morale, charges, ferocity, terror on the field</span></p><p> <span style="font-family: 'Verdana'">Terrain modifiers, cover and concealment (man, this could go over big in D&D what with ruins, and siege warfare and forest warfare and guerilla engagements)</span></p><p> <span style="font-family: 'Verdana'">Espionage</span></p><p> <span style="font-family: 'Verdana'">Campaign Development</span></p><p> <span style="font-family: 'Verdana'">Army Management</span></p><p> <span style="font-family: 'Verdana'">Class Modifications</span></p><p> <span style="font-family: 'Verdana'">Racial Modifications</span></p><p> <span style="font-family: 'Verdana'">Supply</span></p><p> <span style="font-family: 'Verdana'">Training</span></p><p> <span style="font-family: 'Verdana'">Ambushes and Kidnappings and Assassinations</span></p><p> <span style="font-family: 'Verdana'">Equipment and Armoring </span></p><p> <span style="font-family: 'Verdana'">Logistics and Supply, everything from food rations to how much money does a unit or an army have to buy and equipment and arm and defend itself?</span></p><p> <span style="font-family: 'Verdana'">Command and Command structures - I have always enjoyed letting my Players/PCs, especially those with combat experience, earn or be given titles of Command and let them take on the training and command of units in combat, etc.</span></p><p> <span style="font-family: 'Verdana'">Exile and Nobility and Promotion - successful commanders and PCs get promotions, titles, holdings, etc, failures in combat suffer being POWs, ransom, torture and/or death (or escape and evasion), and/or disgrace or maybe even exile or banishment</span></p><p> <span style="font-family: 'Verdana'">Etc.</span></p><p> </p><p> </p><p> <span style="font-family: 'Verdana'"><strong>Naval Combat</strong>: I'd like to see some basic naval combat rules too</span></p><p> </p><p> <span style="font-family: 'Verdana'">Maneuver and Piloting</span></p><p> <span style="font-family: 'Verdana'">Ship types</span></p><p> <span style="font-family: 'Verdana'">Naval weaponry</span></p><p> <span style="font-family: 'Verdana'">Special weapons - Greek Fire</span></p><p> <span style="font-family: 'Verdana'">Captaincy</span></p><p> <span style="font-family: 'Verdana'">Naval units - Marines</span></p><p> <span style="font-family: 'Verdana'">Training and Crew Advantages</span></p><p> <span style="font-family: 'Verdana'">Special Combat situations - during storms, uncharted waters, home shore advantages</span></p><p> <span style="font-family: 'Verdana'">Etc.</span></p><p> </p><p> </p><p> <span style="font-family: 'Verdana'">These kinds of things could be as simple, or as complex as the DM and his setting desired it to be.</span></p><p> </p><p> <span style="font-family: 'Verdana'"><em><strong>By the way it's very good to see all of those who either have a background in wargaming, as well as D&D, or a desire to see D&D have some wargaming capabilities.</strong></em></span></p></blockquote><p></p>
[QUOTE="Jack7, post: 5787768, member: 54707"] [FONT=Verdana] [/FONT] [FONT=Verdana]I started out playing mainly tabletop games with my great uncle and others who had fought in WWII (Pacific theatre mostly).[/FONT] [FONT=Verdana]I played a number of scenarios and did things like battle recreations (Stalingrad, tank warfare, even ships and naval combats and battles).[/FONT] [FONT=Verdana]Then I moved on to playing things like ancient battle recreations of the Greeks versus Persians, stuff like that. Later on my favorite battles became recreations of Byzantine and later Roman battles. Occasionally I played Napoleonic Battles or Civil War engagements. (At the time I was too young to realize just how modern the Napoleonic and Civil War eras really were as far as warfare went.)[/FONT] [FONT=Verdana]Also played War in the East, Panzer Blitz, and that kind of thing a lot. I liked tank battles in Europe and really liked them in Africa but by far and away my favorite battle recreations were major tank battles in Eastern Europe and Russia. [/FONT] [FONT=Verdana]Played a huge recreation of Stalingrad once which went on for a long time, and included fictional scenario elements that me and my buddies wrote into the main battle as we went along, most involving sniper actions, special unit encounters (Waffen SS and Russian Commando units), outlying tank skirmishes and resupply attempts, Luftewaffe attempts to resupply the Germans, etc. So, I played a lot of different rule systems and invented or devised a lot of my own rules systems, and so did the guys I played with.[/FONT] [FONT=Verdana]I enjoyed doing that kind of thing so much in my youth, about 9 to 12 years old or so that me and a buddy built a mock up of a B-17 and B-29 cockpit off the second story of my grandmother's carport (complete with aerial stations and bomb-sights we created from old optic equipment, navigational charts we created, and salvaged aircraft guidance systems, etc.) that we'd use to sit on the carport facing the creek and pretend to do bombing runs over Germany. At one time I could name nearly every wartime production plane of either the Germans, US, or Britain of the entire war. That kind of thing was instrumental in me going into CAP and wanting to become an astronaut, til I broke my back.[/FONT] [FONT=Verdana]Anywho played all kinds of systems and rules, including unit markers, miniatures, models, and games (everything from War in the East to Axis and Allies even down to Risk, and still do on occasion) until being introduced to D&D, which at first I took to be a Wargame (and you could certainly see the wargaming history of the original developers in the way it operated) with weird and interesting armies and force dispositions and weapon systems like magic. I'm talking mainly [I][B]Chainmail[/B][/I] and stuff like that.[/FONT] [FONT=Verdana]When I got to AD&D I realized that D&D was evolving from a large scale wargame into a tactical wargame and RPG. [/FONT] [FONT=Verdana]Still, in nearly every campaign I've ever DMed there has been, at least at some point, some huge war or at least one big, decisive battle. It's hard for me to think of D&D and not think of war at least in the background of the milieu and action.[/FONT] [FONT=Verdana]I was however never really satisfied with the wargaming elements or structure of D&D. I thought them lacking, and really missed, when it came to big battles things like terrain modifiers, ballista and catapult advantages for well trained troops (versus green or inexperienced troops), cavalry troops (I used to fight Cavalier and Paladin and Knight and Ranger Equestrian units, all with special modifiers, in AD&D), etc.[/FONT] [FONT=Verdana]I was especially dis-satisfied with Naval combat in AD&D, because we played a lot of Naval combats as well.[/FONT] [FONT=Verdana]That being said with 5E being modular I think it will be very possible to develop or adapt in some great war-gaming systems and structures. Or for DMs to devise their own, as we did. Still, I'd like to see the game have some set of general rules or at least directions or suggestions for wargaming.[/FONT] [FONT=Verdana]As for me this is some of what I'd like to see, and some of it has already been mentioned:[/FONT] [FONT=Verdana][B]Ground and Special Combat[/B]: rules, systems, or structures for-[/FONT] [FONT=Verdana]Siege Warfare[/FONT] [FONT=Verdana]Main Army Encounters[/FONT] [FONT=Verdana]Skirmishing[/FONT] [FONT=Verdana]Movement[/FONT] [FONT=Verdana]Special Weapon systems (ballista, catapults, magic, naphtha - Greek Fire, etc)[/FONT] [FONT=Verdana]Special Units (Kataphractoi, Cavalry units, archers, etc.)[/FONT] [FONT=Verdana]Special Training and Veteran Unit advantages - morale, charges, ferocity, terror on the field[/FONT] [FONT=Verdana]Terrain modifiers, cover and concealment (man, this could go over big in D&D what with ruins, and siege warfare and forest warfare and guerilla engagements)[/FONT] [FONT=Verdana]Espionage[/FONT] [FONT=Verdana]Campaign Development[/FONT] [FONT=Verdana]Army Management[/FONT] [FONT=Verdana]Class Modifications[/FONT] [FONT=Verdana]Racial Modifications[/FONT] [FONT=Verdana]Supply[/FONT] [FONT=Verdana]Training[/FONT] [FONT=Verdana]Ambushes and Kidnappings and Assassinations[/FONT] [FONT=Verdana]Equipment and Armoring [/FONT] [FONT=Verdana]Logistics and Supply, everything from food rations to how much money does a unit or an army have to buy and equipment and arm and defend itself?[/FONT] [FONT=Verdana]Command and Command structures - I have always enjoyed letting my Players/PCs, especially those with combat experience, earn or be given titles of Command and let them take on the training and command of units in combat, etc.[/FONT] [FONT=Verdana]Exile and Nobility and Promotion - successful commanders and PCs get promotions, titles, holdings, etc, failures in combat suffer being POWs, ransom, torture and/or death (or escape and evasion), and/or disgrace or maybe even exile or banishment[/FONT] [FONT=Verdana]Etc.[/FONT] [FONT=Verdana][B]Naval Combat[/B]: I'd like to see some basic naval combat rules too[/FONT] [FONT=Verdana]Maneuver and Piloting[/FONT] [FONT=Verdana]Ship types[/FONT] [FONT=Verdana]Naval weaponry[/FONT] [FONT=Verdana]Special weapons - Greek Fire[/FONT] [FONT=Verdana]Captaincy[/FONT] [FONT=Verdana]Naval units - Marines[/FONT] [FONT=Verdana]Training and Crew Advantages[/FONT] [FONT=Verdana]Special Combat situations - during storms, uncharted waters, home shore advantages[/FONT] [FONT=Verdana]Etc.[/FONT] [FONT=Verdana]These kinds of things could be as simple, or as complex as the DM and his setting desired it to be.[/FONT] [FONT=Verdana][I][B]By the way it's very good to see all of those who either have a background in wargaming, as well as D&D, or a desire to see D&D have some wargaming capabilities.[/B][/I][/FONT] [/QUOTE]
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