

So my long planned Global War has finally kicked off. With Harkovian Drop Troops making a name for themselves in the early stages of the invasion of Goza.

The hope is that a push through Goza and into the Rin Empire will cut out the heart of the Jendari Collective and the rest of the Collective will surrender.

The rules I used were a Deathzap specific variant of my Universal Skirmish Rules and they worked really well, I’ll post them soon, but they’re not all that different from the original rules. It was really nice to see the game play out with a pretty low casualty rate, however I might make some rules adjustments.

One change will be melee. I think melee should be very decisive. There was a lot of toing and froing when the figures got close up to each other, but once they’re essentially at point blank I think either one needs to die, or retreat rather quickly. The slow melee is a hang on from my Universal Skirmish rules, and it makes sense there, there’s a big focus on melee. But in modern/futuristic combat (other than in Dune) melee should take the back seat.

While Deathzap does have skirmish variants already and they certainly do work, I’m just having a lot of fun with my Universal Rules.

Campaign wise I’m still unsure on how to move forwards. Going for something simple like a game of Risk has a certain appeal, or going back to my flowchart campaign from Oltra keeps that simplicity.


The big advantage of the flowchart is that the campaign can’t grind to a halt, and I can make sure that any possible outcome will be exciting (even if I don’t like where it’s going).

The big advantage of the Risk style campaign is that it takes very little to get up and running. I’ve already got the map and I won’t have to imagine troop movements and the logical progression of the war, I’ll actually be playing it out.

I’m excited to see how things develop!