for the moment. After that is finished I will finish the Hardened Survivalists for Warfare in the Age of Madness. I will then jump over to another Irregular Wars force. It will be something European. So far the Hollanders and the French Adventurers are drawing my attention. My last goal is to work on the Dew Scavengers for Warfare. The vehicles for the Dew Heralds and the Dew Regulars are in the mail as I type. I am really excited about getting those models. I have some cool modeling plans for those vehicles.
I have discovered a new game. It is called "Irregular Wars". The game features warfare between nonprofessional troops in the 15th and 16th century. It covers the entire world with armies from Europe, the New World, the Middle East, the far East and the Pacific Islands. I actually like this game more than DbA for several reasons. It does not replace the game but it almost comes close. If I had to choose what to play I would pick Irregular Wars.
The game simulates irregular warfare quite well. For such a simple game it had a lot under the hood. I missed this complexity until I played a test game between Dutch privateers and the Ming Chinese. The Dutch were riddled by disease after rolling on the logistics table. The Chinese had a few stragglers to the battlefield but nothing else bad happened. That is the thing about this game. Your beautifully painted forces that you planned out for weeks could not make it to the table. If you think about how expeditions to the new world reached their destination with half the company they set out with it makes sense. The pre game setup enriches the narrative and makes the game more enjoyable. I advise caution if you get mad about bad things happening to you before the game starts.
The other cool mechanic is the Lord's command range. If units are outside of it during the action phase they act on their own initiative. Sometimes you get lucky and roll a 6 and can move the unit freely. Be prepared to have companies sit still when they should advance or rush forward when they should sit still. Pro tip: Do NOT let your unreliable companies get out of your Lord's command range. I learned this the hard way.
At the start of the battle you have a few reliable companies that are guaranteed to show up (well,almost...). You then pick 5 optional companies from your nation's list. You get to roll a d6, d4, d3, d2, or 1 for the unit's quantity depending on what it is. If you roll high your lord has lots of men flock to his banner. The Ming and the Dutch both rolled poorly on the mustering of forces. It is a totally random feature that makes every game different. This can be a turn off to new players because a few poor rolls will tilt things one way or the other. The logistics rolls can even this out. The Dutch had so many poor rolls because of a "Unhealthy Climate" card. It reduces logistics rolls by 1. You can also use terrain to play the defensive game and whittle down the enemy's forces.
That leads me into the last cool feature of this game. Each player draws 3 cards from a special deck of 52 cards. These cards can affect the game quite a bit. The "Unhealthy Climate" card is one example. Other cards are "Rain Clouds" which stop all black powder weapons from firing for a turn. I have only played one game so I am not to familiar with the full extent of the cards.
Irregular Wars is available for $14.99 on Wargame Vault. I did not get any benefits for promoting this great game. I wish I would but you do not always get free stuff. I do it because I find the period intriguing and the game is cool. I was very pleased to see that there is a lot of subtlety in the game. It was very easy to overlook it because of how simple the game rules reads. I also want to say that the rules are very thorough and well written.
I am currently working on my Ming Chinese forces. They have loads of cheap levy infantry and can do wave attacks. If you roll super high and take all the levy options you can have a total of 18 Wei-Suo Levy on the table. Keep them in range of your general or all hell will break loose as they either rush forward or stay still or flee. My first experience with them was terrible as I rolled poorly for the muster and managed to keep most of them out the General's command range.
Here are the Ming Grenadiers. The green bushes are actually smoke from the clay pot bombs they are about to throw. There is a spearmen in the back hanging out. Grenadiers are great for damaging the enemy and they have great movement ranges. I do think grenadiers in general need the "Loose" trait. They are few in number and it makes sense that they would be skirmishers. They need support because they do not fare well in combat.
The next three pics are of my favorite model in the army. The Ming used rocket launchers in combat. I used plasticard, wires of differing thicknesses and straight pins to make it. It took some time but I feel it looks great. I did some research and saw a picture of the model available from Irregular miniatures in the 6mm range. I almost bought but it had a pack camel. Camels in China? I decided to scratch build it myself because it was such a simple design. The launcher is missing wheels. This launcher is bodily picked up by two of the crews and humped to the next location. It can be moved one base width in the action phase. The other two crew carry the extra rockets.
These crossbow men are also repeat offenders. They are Levy archers. Their quantity is determined by a d4. The only downside is that they are unreliable.
Here are some of the mercenary troops that supplement the mass of useless levy. They were made with Baccus Ashigaru, straight pins and pieces of a credit card. I had a lot of fun making these guys. The halberdiers on the right look a little more irregular then the spearmen. I also included the Ming symbol on their flag. It needs something else...probably a border. From what I could tell most Chinese flags had a border.