Adrian Shubert shared … The Spanish Civil War ended more than 85 years ago, but the conflict and the way it is remembered are still controversial questions in Spain. One of the outcomes of this is the absence of a meaningful museum devoted to the most important event in the country’s modern history. It was this situation that prompted a small group of colleagues and me to create the Virtual Museum of the Spanish Civil War
Yoshimoto’s Very Bad Day – Sōhei Army List
I’m working on a variant of Tilly’s Very Bad Day called Yoshimoto’s Very Bad Day for Sengoku Jidai (the Warring States period, 1467–1615) of Japan. The Daimyō Army List covers the majority of armies in this period. But there are a couple of variations I want to cover as well. The first of these are the Sōhei, the warrior monks. This list covers both Sōhei Contingents in other armies and the Hongan-ji Armies.
Yoshimoto’s Very Bad Day – Daimyō Army List
I’m working on a variant of Tilly’s Very Bad Day called Yoshimoto’s Very Bad Day. I don’t have any figures so an obvious question is, what do I have to buy? And that leads us straight to … what is the army list? This post outlines the generic Japanese army list for the draft rules.
The word daimyō means “great name”, and originally denoted a large landowner. During the Sengoku Jidai (the Warring States period, 1467–1615) it came to mean something sharper: an independent regional warlord. Earlier provincial governors had held their authority as servants of the central shogun; the Sengoku daimyō held his by force. He raised armies, levied taxes, and fought near-constant wars to defend and enlarge his domain — and his legitimacy rested on nothing more distant than that. It came from the sword: from his power to conquer, hold his borders, and keep order within his own provinces.
Musing on “Command from the Enclosure” in Yoshimoto’s Very Bad Day
A Sengoku commander-in-chief had two places he could stand. He could ride with his men, going where the fighting was hottest and lending his presence to the unit that needed it; or he could sit still, behind the line, inside a screen of curtains, and run the whole battle from one spot. The second was the honjin — command from the enclosure — and far more often than not it was where the sō-taishō chose to be. This post is about why, and about what it takes to put him on the table.
Musing on Armies, Commands, and Units in Yoshimoto’s Very Bad Day
Extending my Musing on Yoshimoto’s Very Bad Day, I thought I’d lay out my thinking on armies, commands and unit. But first a reminder of what Tilly’s Very Bad Day’ does.
Musing on Yoshimoto’s Very Bad Day
I’m thinking about writing a variant of Tilly’s Very Bad Day for the Japanese “Age of Warring States” (Sengoku Jidai). Samurai, mounted Samurai with bow or lance, Ashigaru, firearms, that kind of thing.
What follows is a set of design notes examining how Tilly’s Very Bad Day (TVBD) maps onto large battles of Sengoku-period Japan.
To be honest I don’t think Tilly’s Very Bad Day needs extensive mechanical change and the rule align closely with Sengoku warfare — provided they are framed and applied with the right assumptions.
Vargas Swamp – A Bolivar’s Very Bad Day Scenario
Following my write up of the the historical Battle of Vargas Swamp (25 July 1819) and my Kind of Vargas Swamp – A Bolivar’s Very Bad Day Battle Report, I thought I’d write the actual scenario.
Kind of Vargas Swamp – A Bolivar’s Very Bad Day Battle Report
Jamie came over to play test Bolivar’s Very Bad Day, my Liberators variant of Tilly’s Very Bad Day.
I made up the scenario on the spot but it was loosely based on Battle of Vargas Swamp (25 July 1819). We had small armies on a small table. But we did have the big hill (Cerro del Picacho i.e. Picacho Hill) that featured in the historical battle.
Summary: Really good fun game. The big infantry firefight on the hill was slow and grindy, so Jamie used his overwhelming Patriot horse to turn my flank. Despite the drama of of cavalry squadrons charging up a wooded hill into the exposed flank of a Royalist battalion, the battle was secured in the centre. Jamie’s infantry managed to rout a battalion in the centre and in the process killed my C-in-C who was valiantly trying to rally the unit. Clear Patriot victory.
Charlie Don’t Surf – Experiments in Vietnam
Adam has been painting US Infantry, North Vietnamese Army (NVC) and Viet Cong (VC) for the Vietnam War. Yay. I’ve been wanting to game that period for a long time. Unfortunately, for me, he has chosen Charlie Don’t Surf: Wargames Rules for the Vietnam War to game with. This is by Richard Clarke, one of the Too Fat Lardies. Personally I buy all of the Too Fat Lardies books but I find the supplements more to my taste than the rules. But Adam loves them. I had a horrible experience with ‘O’ Group so I couldn’t help but wonder, would Charlie Don’t Surf be any better?
From Doctrine to Dice: The “Two Levels Down” Principle
My mate Roland and I often talk about a specific principle of military command, where a commander focuses on units one or two levels down the hierarchy — no further. I wanted to use this to justify the scale of Wombat Gun, my Crossfire variant for the Vietnam War, so I went looking for its origins. In Wombat Gun, players take the role of company commanders. The “two levels down” principle is why the game tracks platoons and squads — not fire teams, not individual soldiers. Player authority is meant to mirror real-world command practice. But where did this principle come from?
Will Standard Crossfire Work for Vietnam?
After reviewing What to Simulate in a Vietnam War Company-Level Game, I decided to take a closer look at whether standard Crossfire could handle it. By “standard Crossfire,” I mean the version in the rulebook (plus HTD), where a rifle stand represents a squad of 9–12 men.
The short answer? It doesn’t — but I already knew that.
The point of the exercise was to identify the gaps. And those are exactly the gaps I’m aiming to fill with Wombat Gun, my draft variant for the Vietnam War.
What to Simulate in a Vietnam War Company-Level Game
I’ve been toying with the idea of creating a variant of Crossfire for the Vietnam War—still at company level, just like standard Crossfire. I’m tentatively calling it Wombat Gun.
Then the other day, Adam came over and we played Charlie Don’t Surf by the Two Fat Lardies — another company-level game. That session really got me thinking: what are the key elements worth simulating in a Vietnam War company-level wargame?
Here’s where I’ve landed so far. These are the key features of the conflict that I think any ruleset should simulate. Please share if you have other ideas.
Download Bolivar’s Very Bad Day
I’ve been working on Bolivar’s Very Bad Day, my variant of Tilly’s Very Bad Day for the South American Wars of Liberation, for a while now. Years even. So I thought I’d make it available for download (thanks to Hugh for the nudge). It is only four pages long with another two for the Quick Reference Sheet (QRS). And there is a massive caveat: it is only Beta. I thought it better to get it out there and gather feedback. All feedback welcome.
1645 Game 12 – South-East – English Civil War Campaign
Chris and I played the 12th game of Populous, Rich and Rebellious, our four player Campaign using Tilly’s Very Bad Day, and set in the English Civil War. Actually there were four of us on the night. Adam joined me, of course, on the Royalist side. And in the absence of Jamie, Big Dave turned up from the USA to help Chris with the Parliamentarians.
Summary: Fantastic game. Parliament did some clever moves with well timed interpenetrations. Chris’s careful manoeuvring and Dave’s shear impetuousness was a winning combination. That and the fact Parliamentary shooting killed two Royalist Generals. Parliament victory.
Steven’s Soviet Airborne Forces
Here is my first company of the Soviet Airborne Forces or VDV (Vozdushno-desantnye voyska SSSR) for WW2. They are for Crossfire and Deep Battle.