Spheres of War: Tactical

Overview

A fast tactical table-top wargame based on Historical Western Martial Arts. Turns are resolved using consecutive matches, simultaneous movement, chained combat, and single roll combat actions.

The Tactical Sphere deals with battles involving many combatants. The rule-set is a concentrated version of the Technical Sphere used for duels. In a battle setting we take on the role of a General. To avoid the tedium of micromanaging every combatant on the game-table we’ll make them ‘semi-autonomous’. This means they’ll have exhibit certain behaviours and actions in a given situation. You give orders, and your combatants go and to it to the best of their ability!

Fragments

Each part is not full game, but a component piece of the full rule-set. The full rule-set collects together all the fragments and compiles them into a single volume. Fragment 1 is not a playable as a game as it is so basic, it serves as an example, and only needs to be run through once before jumping onto Fragment 2. You’ll need all the Fragment to play.

Fragment 1 – The Basics

The first introductory step into Spheres of War: Tactical. Fragment 1 acquaints the new player with the basic structure of SoW. It is a foundational block, upon which all the later rules are built. Using Fragment 1, Players will learn how to break down the conflict into consecutive matches, and use simultaneous movement, chained combat, and one roll combined defence & attack actions to resolve fights. The combat in this Fragment is unrealistic as the fighters act as serial duellists, and do not gang up on each other. There are no (very limited) tactics as the ‘duellists’ are semi-automated and follow very simple rules devoid of any psychological inhibitors. This Fragment has more in common of the childhood game of British Bulldog, if all the Bulldogs went after a different targets and did not gang-up.

[coming soon] Rules Explainer: Fragment 1
[coming soon] Download Fragment 1

Fragment 2 – Ganging-Up

Ganging-up onto one, forming mobs. Now we get into the first level of tactics, and Players will quickly realise forming a mob is a damn good idea!
Text
Text
Text
Text

[no link]

Fragment 3 – Variability

This gets into the M.A.R.S attribute system, introducing variability into the fighting stock and leaders. Get into the benefits of the unit over the mob. The Dice change from D6 to D10, and we introduce ‘stacked-rolls’ where more than one attribute, or derivative skill, is tested at the same time with a single roll of the die.
Text
Text

[no link]

Fragment 4 – Hand Weapons

Introducing weapons.
Text
Text

[no link]

Fragment 5 – Armour

Introducing armour and shields.
Text
Text

[no link]

Fragment 6 – Missile Weapons

Introducing missile weapons.
Text
Text

[no link]


Copyright © 2004-2019 Philip Sibbering. All Rights Reserved.