My miniature game

I love miniature gaming and have been an avid Warhammer gamer off and on for over 20 years. I get frustrated however, every time I have to spend $90 on a new rule book and army faction book (I play Space Marines mostly) not to mention learning new rules almost like I’m a beginner again.…

I love miniature gaming and have been an avid Warhammer gamer off and on for over 20 years. I get frustrated however, every time I have to spend $90 on a new rule book and army faction book (I play Space Marines mostly) not to mention learning new rules almost like I’m a beginner again. And of course there’s the endless cycle of seeing miniatures I already bought and painted being nerfed, or made completely obsolete in order to make room for the newest cool unit GW wants to sell me, at increasingly expensive price tags.

My answer to all of this has been to slowly shift focus to historical miniature gaming. I currently have a large Imperial Roman and Briton army, and play Hail Caesar, when I can get someone to play against. Unfortunately, finding opponents for that game is hard, here in Idaho. Even my teenage son barely has the patience to play it, so I’ve tried to find satisfying historical skirmish games I can play. I’ve tried several- but most require an annoying number of tokens and lots of wound counters, and you have to keep track of every single weapon of every single miniature, with each weapon type having its own special rules. Neither my son or I found those aspects of the game especially enjoyable. Even Warhammer streamlined that aspect of their game years ago.

As with telling stories, I decided that if I couldn’t find the right skirmish game, I’d make my own! So a few months ago my son and I started hammering out a new game, pulling in rules from other various games that we like from other systems and modifying them, making new rules, and then testing that system out on the tabletop. After each game we come home and modify some more, as needed. At this point, (Nov. 2025) the game is almost done.

It’s designed to be played on a 3′ x 3′ or 4′ x 4′ board, with anywhere from 1 – 2 dozen models per player, and should work for team games- that’s an aspect I haven’t been able to test yet. It’s based around 28mm models, though smaller scale should work just fine. Doesn’t matter if they’re on round or square bases, or even what size of bases they’re on, as long as they aren’t huge. And pretty much any collection of miniatures works as long as they’re basically pre-firearms. I don’t have rules to accommodate those, yet. But my son and I have literally played games where I used my Victrix Miniatures Imperial Romans, mounted on 25mm square bases, and my son has used his Warhammer AoS orks on their 32 – 40mm round bases, and the game played out fine.

It’s a simple enough game that my 13-yr-old son can pick up on it, but models are represented well enough that real tactics actually do matter. Here’s a snippet of the rules.

PRE-GAME PREPARATIONS

What’s Needed for Play

This game is designed for 28mm individually based models, ideally on square bases of 20 – 25mm. Groups mounted on larger bases may be used, provided the total base footprint averages around 20 – 25mm per model. Round and/or larger bases are also fine though. Cavalry should be on 20 x 40 or 25 x 50mm bases.

Artillery should be on 40 – 90mm bases.

War elephants should be on 40 – 60mm bases.

This game can be played as 1v1 or 2v2. 

Ideally, each player should have a tape measure, and a dozen or more D20’s. It’s recommended that there be two different colors of D20’s for each player for the sake of efficiency- these can be used to represent the unique roll(s) from a hero attached to a unit, or to signify the counter-roll of an opposing Natural 20.

FACTIONS

Large Nations

This faction represents great, organized states such as the Roman and Byzantine Empires, the Parthians, Mongols, and later medieval kingdoms. Large Nations are defined by their resources, and the ability to field well-equipped, professional troops in large numbers.

  • Faction Bonus: Units of Elite & Heavy Infantry may reroll failed Defense rolls.
  • Choose One Path:
    • Siege Focus: Artillery and Elite Infantry cost –3 points each.
    • Cavalry Focus: Mounted Heroes and Heavy Cavalry each cost –3 points.

Small Nations

This faction represents smaller peoples, localized tribes such as the Celts, Dacians, or Early Saxons, whose strength was in their ferocity, mobility, and local advantages. They were less uniform, less disciplined, and usually didn’t have the large, professional armies that larger nations did, but thrived on courage, speed, and aggression.

  • Faction Bonus: Light units may reroll failed ranged attacks.
  • Choose one cultural background:
    • Dismounted Culture: Light Infantry and Beast Handlers each cost –3 points.
    • Mounted Culture: Light Cavalry each cost –3 points.

Warband Composition

A warband is built using a chosen total point limit.
The number of models you field will depend entirely on their quality and cost.

Every warband must include:

  • 1 Warlord (choose one Hero to fill this role)
  • 1 Standard Bearer (encouraged) The Standard Bearer does not count toward the Hero limit.

You may include additional Heroes based on total point value:

  • Up to 250 points: 1 Hero (your Warlord only)
  • 251–500 points: up to 2 Heroes (including the Warlord)
  • 501–750 points: up to 3 Heroes
  • 751+ points: 1 additional Hero per full 250 points thereafter

Warbands are divided into units for activation purposes:

  • Units consist of two or more models that activate together, or a single Hero.
  • A Hero operating alone is considered a unit for the purposes of activation, targeting, morale checks, and scenario objectives.
  • Every warband must include a minimum of two units.
  • The Standard Bearer may be attached to a unit that also contains another Hero or the Warlord.
  • The Warlord may attach or detach from any unit before or during the game, including operating independently.

Note: It is recommended to divide a warband into no more than three to four separate units to simplify activation tracking and maintain smooth gameplay.

No more than 50% of the models in a warband may consist of Beasts.

How to Read Profiles:

HP (Hit Points): The number of wounds a model can sustain before being slain.
DEF (Defense): A model’s armor rating—how difficult it is to wound or damage.
MOV (Movement): The number of inches a model may move during a standard activation.
MWS (Melee Weapon Skill): The minimum number required to score a hit with a melee attack.
RWS (Ranged Weapon Skill): The minimum number required to score a hit with a ranged attack.
ATTKS (Attacks): The number of attack rolls a model may make per action.
MORALE: A measure of a hero’s ability to inspire and lead friendly units.
PV (Point Value): The cost of the model when building a warband.
Special Abilities: Unique rules or traits the model possesses.
Equipment: The general weapons, armor, or gear the model is assumed to have on the battlefield.

Note: For DEF, MWS, and RWS, a successful roll means meeting or exceeding the listed number (after modifiers).
In other words, the lower the number, the better the skill—a 6+ model is more capable than one that requires an 8+.

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