Spheres of War

Overview

Spheres of War (Sow) combines four traditional (non-computer) war games in one. Each game covers a ‘sphere’ of conflict. The Spheres are Technical, Tactical, Strategical, and Political. Spheres are interoperable and can be combined. For example; the Technical and Political Spheres can be combined into a Role-Play Game.

  • Technical Sphere – single combat, duels, an RPG level of detail
  • Tactical Sphere – skirmishing war-bands, to full armies
  • Strategic Sphere – managing armies within a war (idea for clubs to organise Tactical games), Kriegsspiel
  • Political Sphere – diplomats, spies, subterfuge – all to gain resources and allies

The Spheres are interoperable, as they share a common core. This flexibility allows you to switch between Spheres or combine them as needed. For example, while playing a Tactical skirmish game, you could zoom into the action of an epic duel between leaders by switching to the Technical Sphere and resolve it using detailed single combat rules. You can combine Spheres to form hybrid games, such as joining the Technical and Political Spheres, to create a Role-Play Game.

Currently working on: Tactical Fragment 1

Spheres of War blog Category

Technical Sphere

This is a far more detailed version of the Tactical game below. Such games are known as war-band games, a sub-set of war games. This game is more akin to combat in a RPG or simulation, and indeed it can be combined with the Political Sphere to form an RPG rule-set.

This is a D100 game, using Actions and Reactions where both combatants are moving and fighting at the same time.

[in development] Link

Tactical Sphere

This is a table top war game using miniatures using scales 6-28mm. It can handle small skirmisher games to great battles where the armies number in the hundreds and even thousands, thanks to the innovative scaling rules.

Spheres of War eschews the monolithic movement system of many table top wargames and takes a more chess like approach. I’m attempting to replicate simultaneous movement, by breaking down the conflict into bite-sized pieces; pairing opposing units into matches, and resolving these matches in series. Combat is quick, using ‘stacked values’, so you only have to role once per Action. Fast and bloody :)

This is a D10 game, a compressed version of the D100 Technical game above.

Tactical Index

Strategical Sphere

War [campaign] management. It uses markers on a map and not miniatures. This is the game with the greatest scope. It can be played in its own right or used to organise game sessions for other Players in a club, who would use the other Spheres. Using the Strategy Sphere, you could send an army, an envoy, or commandos to take a location or gain allies. If sending an army, the actual battle can be resolved quickly in the Strategy Sphere of handed off and fought in the Tactical Sphere (as a traditional campaign manager). If sending an envoy/ spies, again it can be resolved quickly in Strategy Sphere, or handed off to the Political Sphere and played as an RPG. If sending in commandos, it can be resolved quickly in the Strategy Sphere of handed off and Played in the Technical Sphere. Along with these, the Strategy Sphere supplied background and context for the mission within the Spheres, and takes into account many variables – production capacity, propaganda and other factors.

[in development] Link

Political Sphere

As Sun Tzu said: “politics is war without bloodshed and war is politics with bloodshed“. The Political Sphere covers social interaction, managing alliances, political influence and power plays. When combined with Strategy is can run whole cities and states, where political manoeuvring has an effect of Strategy and can change the face of war. When combined with the Technical Sphere, it forms the basis of a role-playing game (RPG). The results of these RPG sessions can be fed back into the Strategy Sphere, giving access to new alliances, troops and funding.

[in development] Link

Club

Each sphere can be played in isolation from the others, or combined into a massive, sprawling, inter-connected game covering all aspects of war. (ideal for a gaming club).

Clubs: This interconnection makes it ideal of gaming clubs. The result of a game in one sphere can influence the games played within another sphere. This allows players of the Strategy Sphere to hand off battles to players of the Tactical Sphere, who can fight the actual battles and report back to their general. Zooming in on detailed, to cover pivotal moments, can be handled within the Tactical Sphere. Such pivotal moments could be duels between champions, or a battle commander handing over commando/ scouting missions to players of the Technical Sphere. Combining the Tactical and Political spheres produces a Role-Play Game (RPG). The results of RPG ‘intrigue’ sessions can affect Tactical and Strategy spheres.

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