Showing posts with label Valour & Fortitude. Show all posts
Showing posts with label Valour & Fortitude. Show all posts

Friday, July 31, 2026

Tabletop minis game campaigning ideas

 Using an old board game to set up a massive campaign or series of tabletop games centered around Gettysburg.

The idea here is to use the Avalon Hill "Gettysburg 88" board game to set up the tabletop battles that would be played out using either Valour & Fortitude or Fire & Fury, depending on the players at the battle situation.

I have generated a Cyberboard game box for Gettysburg 88 and have some ideas for how to make the translation happen, yet in the end it will simply be up to the players at the table at the time to setup what makes sense for them and their playing space, time and miniatures available.


the Lee playing piece

I also quickly put together a quick chart for the layout and a first blush at what the map looks like, it will work out very well I believe.

test map for opening positions of all games

No feedback yet from potential players, yet I see this as a way to engage on having the tabletop games have more meaning than the battle of the moment.

 I came to this idea after watching a great little summary of a General article from 1989:


 

What do you do to make your tabletop games have more meaning than just the game of the day or training? 

Thursday, September 04, 2025

Valour & Fortitude Playtest in 15mm ACW

 An opportunity came to be able to put the new Confederate cavalry to use in a playtest of the Valour & Fortitude rules set.

Valour & Fortitude Rules
Army List

Confederate Army List 

Union Army List

These lists and rules have already been updated, as I was using version 2 in my playtest.


 
The rules are only four pages long, with a half-dozen 'army list' pages to round out to 10 to run a game.

The scenario is only one page (single side) so, we are really talking about a simple rules set.


I ran the game solo, so as to focus on the system more than trying to explain it all to someone else.

I was able to put my random tabletop cards to good use:

Prior to the game, the armies need to be put into order of battle, since I was only wanting a simple game I kept it to 200 points per side, also managing to keep a more historical 'feel' with the Union side having guns and the Confederate having some more experienced troops.

With the general map data, I then needed to set up four 'objective' terrain spots for each side, this put my 'alphabet' stars on the table again, with great effect.


the crossroads in town

Union control of the open ground along the river

the all-important fording space on the river

a hill-top in the Union sector

here's the map 'doodle' with the letter locations noted

terrain all set out, awaiting troops

Again I was going to capture the game action via a time-lapse and, this time I took a couple of photos to show my set up:


the old Iphone in use as the time-lapse camera

the position relative to the table

V&F uses a really simple turn system of U-go-I-go:  Fate -> Fire -> Move/Act -> Melee.

Fate= draw a fate card (use it right away if called for, otherwise you can hold as many as you wish)

Fire= shoot the troops you wish to shoot, you must shoot at the closest target (so sometimes positioning is key) - & if you shoot you cannot move or act (such as rally).

Move/Act=move troops, those that did not shoot

Melee=close combat action.

There are no figures/stand removal in this game system, once you hit the tenacity number of casualties, then any more call for a 'saving throw' ... fail this "Tenacity test" and your unit flees (off the table).

When units flee, then a "Valour" test comes for the commander, fail that and the brigade formation is done for an a 'victory point' is scored by the opposing side.

Total victory points (for the test failures and any objectives) at the game end - which can come in the number of turns or a time limit (real world time) and you have your winner.

Yes, this does 'gamify' the historical elements somewhat more than other systems, yet sometimes all you want is to get a result within a certain time limit at the tabletop while getting your minis out from the cases.  This system gets to put all that into action with a bit of random (the die rolls) and unpredictability (the 'Fate' cards)

Confederate defenders

got deployed

the new Cavalry force

along with their dashing new commander


Union attackers then deployed and turn one rolled into action

simple U-Go :: I-Go sometimes makes for a faster
moving game


the vital river crossing was the main objective
for both sides really, yet the objective placement
rules do not permit the two to be within 9" of any other
since I was using 15mm minis, this mean every " (inch) was
1 cm (centimeter)

I got going into the second turn
though the time limit of 4 hours was my
aim in this game

I was called out on a volunteer fire rescue call
during turn two ... maybe my 4 hours was optimistic?


I was able to return to the game in less than 30 mins

the Confederates got a great card for punishing
the Union across the river ford

then the Union got the card that permitted them
to bring back the lost unit!

Confederate changed the value of the crossroads point
now worth 2!

Union turn to punish a unit.

that the rebels quickly replaced

though the tide of battle was definitely
NOT going their way ...

luck was not the rebel's friend either

Union line was solid and delivered consistent hits

final score was 5 vp to 4 with the Union
having one unit down while the Confederates
were at three units down
a solid Union victory

the river line was more controlled by
Union than rebel

giving a Union victory

Confederate manpower losses were greater
and
they had less value in terrain control


table overview at end

Union panorama

Confederate panorama

I will definitely play more Valour & Fortitude, maybe even using some 25mm Napoleonic troops ... though a larger table is called for if that scale is to hit the field.

Once again a time-lapse, set to music for your enjoyment.