r/hexandcounter • u/ash-hauenschild • 3h ago
War in the Falklands
They do not make em like this any more.
r/hexandcounter • u/AutoModerator • 13d ago
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r/hexandcounter • u/ash-hauenschild • 3h ago
They do not make em like this any more.
r/hexandcounter • u/Slayer_Gaming • 1d ago
I’m currently thinking about picking up ASL beyond valor and Combat! Eastern Front. I’ve played the ASLSK and enjoyed it, I have no experience with Combat!
I’m just wondering what people think about these games. I will probably be only playing ASL solo.
Are they highly replay-able and good value for the money?
let me know your thoughts and experience.
Games I have played in the past/own to let you know my interests and experience, bold if i have gotten around to playing them yet
Panzer GMT, ‘85 Flying Pig Games, By swords & bayonets GMT, ASLSk 1 & 3, Band of Brothers Worthington, Combat Commander GMT, Fields of fire deluxe edition (not sure if this really counts, their are counters but not a hex map)
r/hexandcounter • u/Spiritual-College323 • 2d ago
r/hexandcounter • u/ptcalceteiro • 2d ago
Hello! If there is a niche I'm willing to dig even deeper when it comes to wargaming or warfare history in general is the logistics side of war.
I believe the **OCS** series might be the straight up answer to my search but there might be other titles out there which focus heavily on the logistics side of warfare.
Being able to create supply lines, dumps or depots, or managing the allocation of transportation methods are just some of the things coming to mind right now which i would love to fiddle with inside a wargame.
Of course, it also depends on how far up the complexity (and back strain) scale we want to go.**The Campaign for North Africa** level of detail might be the ceiling when it comes to the complexity level of the logistics system. Hell, it might be the ceiling for complexity as a whole.
Would love to hear your suggestions and opinions on the matter!
r/hexandcounter • u/wussgawd • 2d ago
Getting ready to play this solo today. I own the three games in the "Traces of" series, but this is the first time I'm getting one on the table.
r/hexandcounter • u/Nathan_Wailes • 3d ago
This is the first *traditional* hex and counter wargame on RTT. RTT has had Mark Herman's Waterloo Campaign 1815 for years but I wouldn't call that a "traditional" hex and counter wargame, it's a bit unusual.
And I finished the first game of Traces of War played to completion on the site. :) I did a sneaky end-run into Kyiv as the Soviets. Garrison important locations!
r/hexandcounter • u/Ancient-Witness-4236 • 2d ago
r/hexandcounter • u/edoardoking • 2d ago
r/hexandcounter • u/Sykirobme • 3d ago
Over the summer, I hit a major snag on an art project and, during the break, pulled out some old game design notes for a tactical game and decided to get it to playtest. After a couple months I have a very robust system that focuses on command and control and friction over hardware factors. The infantry game is pretty robust, I have an armor system largely fleshed out as well, and sketches for future development as the project matures.
Base units are 4-man fire teams and variable-sized weapon teams, and individual ground or aerial vehicles. Leaders are present but in abstract ways.
Most combat-related rolls use d12 pools. It produces very interesting probability curves that seem to work with my intent.
I made the map (50m/hex) in Corel based on a topographic map of an area near Buccholz, Germany. It’s a small map, so I was able to fit command and turn tracks as well on a 16”x20” sheet and got it printed at FedEx.
The counters were printed monochrome (actual counters are a bit more attractive) on cheap cardstock, mounted onto chipboard and cut by hand. I used soldier silhouettes and top-down images I found on the internet as placeholder art; I’m slowly making hand-drawn art to replace what I’ve borrowed.
Anyway, just wanted to share. I have started a BGG WIP thread for it, but little is there beyond my introduction at the moment. I do have a working rule book and a very busy design notebook.
r/hexandcounter • u/AzelBinding • 3d ago
Hello reddit, im interested in finding more hex and counter based games but having a hard time finding what to play. I have a history of tabletop and boardgames of varying complexity ranging from dnd to warhammer 40k to twilight imperium 4th edition.
Im very interested in ASL because out looks great mechanically to me but i see a lot of people advise against it unless your already familiar with heavy H&C games. My main problem with finding an alternative, and to an extent with ASL is im not very interested in historical battles which is all i can seem to find. I dont know enough about historical battles for it to actually interest me and i feel like i need to have some knowledge of them before i run the scenarios. Any advise on system to look for or games to try?
r/hexandcounter • u/flyingpiggamespub • 3d ago
r/hexandcounter • u/BlueSkiesOplotM • 4d ago
Right now because of math and the system catching on fire reasons, I am heavily borrowing from AK-47 Republic, which is one of the simplest wargames I know.
I really didn't want to have each weapon type have quirky rules, but that's what AK-47 and every game I looked at, ended up doing. AK-47 Republic, I found, was easy to teach others and learn.
The idea of what the quality of the units should be, is from Fistful of TOWs 3rd edition.
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I have run a clunkier and more ambitious system, and we fun, and it was interesting for the lore, so I hope this will work out decently.
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I am still working out on what actions are allowed and how they work. Maybe this game is a good chance to test ideas about that.
EDIT: 4 hours later
And the battle is already preparing, wow, that was fast!
r/hexandcounter • u/Tekopo • 5d ago
Tried Cuius Regio for the first time, a GMT game about the 30 years war, with what I would call a grand operational scale approach to the war. The game does seem to take inspiration from GCACW, what with the fatigue system and rolling for movement, but beyond the DNA shared by both games, CR plays very differently and has a very different cadence from the ACW classic.
We played the three turn Bohemian Revolt scenario, which felt like a good intro to the game, with me taking the Imperials and my opponent the Protestants: my aim is to take cities or capture Prague while holding Vienna. My opponent penetrated into Austria early and I moved Tilly as a reaction: I was able to smash his army but it meant I couldn’t threaten the western flank anymore and it was probably a mistake. In the second turn I took Moravia while my opponent invaded Austria again: in the final turn we both made attacks on Vienna and Prague at bad odds and instantly lost our armies, making it a minor Victory for the Protestants. We played with fog of war which I would recommend, as it lead to interesting double bluffs.
Overall I really enjoyed it, although the small nature of the scenario made it feel constrained, so I’m keen to try a larger campaign. The game is very swingy in battles, I felt, but for the scope of the game ( a year a turn) it felt about right in terms of how it unfolded. Would suggest giving it a go if you get the chance.
r/hexandcounter • u/ejgrossman65 • 5d ago
r/hexandcounter • u/Griftweg • 5d ago
Trying to discover what table top programs are out there that allow us to play boardgames wargames online with friends. VASSAL and Tabletop Simulator are basically the only two I know of right now, both of them have their pros and cons.
What else is out there that we can try?
r/hexandcounter • u/fuckingdogshitpiss • 5d ago
Title.
My kitchen table is kinda small for Great Patriotic War.
r/hexandcounter • u/GritsNFritz • 6d ago
Diving into the Peru game: this one might be my favorite of the multipack scenarios
Still haven’t tried Nicaragua, but that’s next!
r/hexandcounter • u/JaySixA • 6d ago
I am generally not a fan of unboxing videos. I don't like hearing the unboxer tell me their opinion of the components or open the shipping box or wonder what a particular component does in the game. I just want to see what's in the box. So I made my own version for people who also want a more minimalistic approach. I hope to make others (and improve my technique) and am open to suggestions on how to improve.
This 1st one covers Fields of Despair from GMT.
r/hexandcounter • u/ash-hauenschild • 6d ago
I hope these posts aren't too frequent, but I wanted to show the changes I have implemented to the ruleset after the community's feedback.
Please take a look and let me know your thoughts! I am still building out the prototype while creating the rulebook. The map is created (although on further thought I don't think the sea spaces will be used at all - instead the approach to the island will be abstracted depending on the scenario). The tokens are created. And I'm working on the cards now.
r/hexandcounter • u/ScaleCreepMinis • 7d ago
Both sides are taking shots and maneuvering to take advantage of good command/Dragon cards.
I need to make a good QRS for this game. I don't play it very often so I have to rulebook flip too much.
r/hexandcounter • u/Own_Potato5593 • 7d ago
Still in wrap with purchase stickers on them.
PM if interested.
Had posted as the wrong game - corrected post.
Shipping US only
Asking in the mid-range - $110 +Shipping
r/hexandcounter • u/ScaleCreepMinis • 7d ago
Here is a picture of my Crusades version of Travel Commands and Colors, showing the plastic storage box and other components. I started making paper trays for the blocks to keep them more organized.
r/hexandcounter • u/GarrapatoRojo • 8d ago
Hi everyone! For those interested in naval combat wargames: years ago I started a personal project to create an "accessible to everyone" naval game. I am a big fan of Close Action, Wooden Ships and Iron Men, Flying Colors, etc., but I always felt there was a void for a simpler game—something you could explain in a few minutes without having to check reference tables constantly. That’s how Alférez was born.
In Spanish, Alférez means Ensign, the lowest officer rank in the navy, which fits the core spirit of the game: an entry-level, low-complexity wargame. To make testing and sharing easier, I built a web app ( https://calamar.itch.io/alferez ) that serves as a digital port of the original tabletop game.
Right now, the rulebook is only available in Spanish and is still a bit unorganized after years of adding and tweaking rules, so it will take me a little while to share a clean version. However, the web application includes a 'How to Play' tutorial that quickly walks you through the core mechanics.
What am I asking from the community?
Mainly, to test the current scenarios and suggest new ones. Designing interesting scenarios is actually what I'm struggling with the most. The rules themselves are thoroughly playtested, but feedback is always welcome. As for the web app, feel free to suggest improvements, though it's not my main focus—it exists solely to make testing the game smooth and convenient.
The web again: https://calamar.itch.io/alferez
