Nordic Weasel Games

The blog home of Nordic Weasel Games

Influences and the weasel. Part 1: Miniatures games.

I always enjoy reading about the influences different game designers bring to the table, so I thought I would discuss some of mine as well especially since I fit into the "middle age" of tabletop gamers: I didn't have the primordial inspirations of Grant's gaming books, airfix figures and reading Conan books but I still started gaming pre-internet. 

Miniatures gaming

My first exposure to miniatures gaming as such was the Hero Quest and Space Crusade board games from MB. Hero Quest probably requires little introduction. Space Crusade was essentially the same concept but for Warhammer 40.000 (it even had a pretty good video game adaptation) and was released primarily in Europe it appears. 

When it came to "proper" miniatures gaming, the first real rules I ever played (other than little games I had devised myself, usually based on computer games I played) was the 4th edition of Warhammer but it was the 2nd edition of Warhammer 40.000 that really blew my mind. Pawing through the books as a teenager was pure and utter magic: It felt like a whole new world opening up. It's fair to say that we pretty much lived in that game world for several years. We would go on to binge-play many of the classic GW titles (Necromunda, Blood Bowl, Inquisitor and Epic 40.000). 

We would eventually expand into Warzone (2nd edition at the time) and from there the ball started rolling and the group sort of separated into two "factions": One that would only play the games they already knew and one that would play anything we could get our hands on. The internet was a big factor here when it arrived as we (usually I) could simply download games people had written from the internet. We played a ton of online free games: NetEpic, Slammer, Tactical Strike (which I think completely vanished) and I really going doing my own rules during that time. We also dabbled in Void and Vor during this time though neither succeeded in really becoming the next big thing.

If I was to pick out the sci-fi games that really influenced how I think about gaming, I think it'd look a lot like: 

Warhammer 40.000 2nd edition.

Warzone 2nd edition.

Necromunda (original).

Inquisitor.

Stargrunt 2nd edition.

5150 (original one book version)

As you can tell these are all skirmish oriented games and I think they all had a certain outlook on things, leaning towards the grittier end of things by and large. 

My introduction to historicals was a free game published by the Wartimes journal called 1916. I had gotten an early fascination for the first world war through reading All quiet on the Western front as an impressionable youth, along with the old Blue Byte computer game Historyline 1914-1918 and being able to actually play a WW1 game on the table was a big deal for me. 

The most played historical games for me must have been Crossfire and Nuts.

You will notice a general absence of fantasy games on that list. We generally played very little fantasy gaming at the time and it was generally reserved for RPG campaigns (though even there we had a preference towards contemporary or scifi settings). We did dabble in Mordheim for a while but few in my foundational groups collected any fantasy miniatures beyond the mandatory Blood Bowl team.


Next time, I will talk about my RPG inspirations. In the meanwhile, why don't you leave a post discussing your own early mini's games and what inspired you?

New Patreon policy and updates

Patreon

First if I may direct your attention to Patreon for a second, https://www.patreon.com/nordicweasel

Starting in October, I am going to make older content available in general (likely through Discord and Facebook). I am not sure about the extent of the lag and some items won't be picked (generally if they have later been updated and are out of date). 

Down the road, Id like something like a 3 month lag between Patreon and general availability, but that may not be possible due to how much stuff there is. For now, I am going to go back to the beginning of the Five Parsecs Modiphius release and work forward a bit each month.

Musket to something

Secondly, I am still working on the "Rules formerly known as Musket to Rifle but now known as actually I am not sure yet". I suppose that doesn't abbreviate well. This is something that will benefit from continual updates to add more national information, scenarios, info on specific conflicts and so forth. 

I wanted to clarify that the game will not purely rely on points values. There will be campaign options (though more of a wargames campaign than a full adventure game) and a host of scenarios to play through as well. Of course people will also be free to just do whatever. 

That being said I did want to include the option: While I suspect few people will start their historical gaming here, it's important to me that the game becomes as friendly to beginners as possible. That means some small essays explaining various things, pointers to informational sources and catering to both points and scenarios. And of course a lot of people like points as a starting point to get a scenario together before adjusting based on the specific circumstances. 

Other factors

No news on expansions for Leagues and Parsecs yet. As far as I know they are still in layout. I did see the art for the new character species for Leagues: Bug people. It looks proper menacing too. 


Updates on Musket to Rifle and more

"Musket to rifle" was always intended to be a working title. After much brainstorming two alternative titles have emerged: "Hearts & Bayonets" and "Height of Reason".

The first referring to the era of revolutions and high passions, the second to the popular view that people were living at the height of scientific and philosophical achievement. Let me know if you like one or the other better.

Progress on the rules is steady. After some consideration I have shifted them to a D10 instead of a D6. I usually resist using any other die unless I feel there's something specific to be gained but in this case, I felt the range was becoming a bit too tight for a D6. Additionally, this does make it easy to tell percentage odds at a glance which I like. 

The book will have a full set of unit building with points values so you can do pick up games, but it is of course also suitable to scenario driven play. I am still kicking around how it will be released, whether it will be a subset of the game first to let people test it or whether to delay and do the entire book at once. I also need to figure out how to do ongoing support since there is so much I'd like to do for specific conflicts, additional scenarios and whatnot. Big questions. 

The standard game size will be doable with a box or two of 1/72 scale figures but you can of course use any figures you like. The rules scale down pretty well so if you have a couple units of 5-6 figures you can play out a little raid but the sweet spot is probably around 40-50 each. 

It does feel nice to get back into the historical gaming scene again as a break from all the space guns :)

Musket to Rifle playtest

Since I mentioned it, I thought I would share a couple of photos from this weekends playtest. This isn't a full battle report or anything, just a couple of photos to show off the test.

Absolutely nothing special. I did not have any Napoleonic figures painted so the lads are straight out of the box in a dashing bright red for the Austrians and maroon for the French light infantry. The kid took command of the French which led us to look up a few French words to proclaim as we played.

The encounter was a straight up meeting engagement between the two sides, 40 men and 2 officers on each side. 

Figures are Hat industry 1/72 plastics, terrain is "mousemat" terrain from Gamemat.eu

Initial deployment. Yes, I need a gaming suitable tablecloth. An Austrian grenadier seems to have had a bit too much to drink.


At the start of turn 3 I believe. The Austrians pushed forward hard on the flank, plunging into the swam while the French were slowly advancing, firing as they went.

After turn 4, the Austrians were broken (we had agreed that the game would end when 3 units on one side were at half effective strength or panicked. We resolved the lull just to see, which did allow the Austrians to reform somewhat so they could have continued the battle.

Each game turn a D6 is rolled and tallied up. Once it hits 20, at the end of that game turn a lull in the fighting happens. This allows both sides to rally panicked units, roll to restore a couple of casualties (dusting off the lazy sods) and potentially run low on ammunition.


Upcoming: Musket to Rifle

These days I am a bit more guarded with what projects I am working on, since people get upset when something doesn't pan out or gets relegated to the "later" pile (and understandably so, I'm glad people get excited).

With that in mind, I feel this is far enough along that I can talk about it:

The next release will be Musket to Rifle: Wargame rules for "Big Skirmish" games (say 30-50 figures per side). 



The talking points are:

*Nominally covers from the American war of independence to (initially) 1914. I won't be able to provide details for everything in that range obviously but the aim is to have a core game that can be added to with research.

*Pretty workhorse game mechanics for two reasons: First, I wanted to do something a bit more conventional this time. Second, I wanted this to be as accessible as possible. So the aim is to have pretty conventional rules with a lot of fun added around it: All the campaign options, stuff for fun scenarios and GM'ing etc.

This also makes it easier for people to add their own house rules, units, scenarios and so forth and making it easier to convert scenarios from other sources. 

*The rules will scale down to playing with only a handful of figures and should do well with a lot more, if you want to set up a multi-player club game. 

*The game is aimed at being a "true skirmish" in the sense that your figures represent that number of troops acting in a skirmish environment, rather than trying to form square with 8 figures. 

*A whole bunch of scenarios will be included, some pretty pick-up game friendly, some requiring more specific forces.

*Speaking of pick-up games, a points system will be available. 

*Cater to both pretty realistic and more "colorful" play styles with a number of options. 

*Be fun to play. 


It should be solo'able but I haven't written that yet. 

I will be sharing some snippets of mechanics and test games later if all goes well. 

The plan right now is that I will do an alpha release. Once corrections and tweaks has come in, then a full version and people get a discount if they bought the alpha. We will see though.

The guiding principle: Absolute Timing.

I occasionally allude to this in rulebooks but a principle that I try to apply to my rules whenever possible is Absolute Timing:

This is an approach that tries to simplify rules interactions to discrete steps in order to avoid confusion or complex situations, even if it occasionally means emphasizing the game rules over the realism of the situation.

Absolute Timing means the following points. It should be noted that these are not absolute and may be deviated from when the situation really warrants it but they serve as a block for me to stop and ask if the deviation is really required for the game to work.

It is useful to help figure out how a complicated situation in a game is supposed to work.

It can also be helpful if you are creating house rules or scenarios for a NWG title.

* Actions are not queued up or declared in advance. The player selects and resolves one action before selecting and resolving the next.

Example: You do not have to declare the targets for 3 units at the start of the shooting phase.

* One action is fully resolved before the next action is declared.

Example: If you shoot at a unit and as a result they retreat, they may be out of range when the next action is declared.

Games with opportunity fire mechanics have an obvious exception to this with regards to movement.

* When an action is resolved, all figures are assumed to be in the exact positions they occupy on the table.

Example: When I figure an area effect weapon, it strikes the exact figures that the blast area covers at the moment I shoot it, even if a figure moved through the area earlier in the turn.



The NWG catalogue

This page will be a running update giving the basic information about Nordic Weasel Games titles current and past. 

It will offer information on the basic topic, typical figure count or size and a few keywords about features. 

As this is a lot of work, I will try to update these on something resembling a daily basis.

Science Fiction games

Blast Pistol

Science fiction skirmish rules. Roughly platoon level. 
D10 based, very simply system intended to be expanded over time with periodical expansions that would later be folded into the rules. Discontinued due to the amount of work exceeding the popularity. Vaguely set in the Unified Space setting.
Not currently available.

Clash on the Fringe

Science fiction skirmish rules. Platoon level. 

D10 based. Large number of aliens (from the Unified Space setting). Includes vehicle rules, psionics and officers. Semi-hard scifi feel with weapon areas of effect and pinning.

Solo advice included and simple progression system. 

Two editions released. Currently available https://www.wargamevault.com/product/425983/Clash-on-the-Fringe-Revised-Edition 

WGV Electrum rank (Original)

Fast And Dirty (FAD)

Science fiction platoon level warfare. Fairly gritty. 

A generic science fiction game with an extensive unit builder and a focus on firepower and suppression. In total 5 editions were released on various websites and forums. The rights are no longer owned by me and the game was never sold commercially.

Renegade Scout

Platoon level skirmish games. Units are 5 figure infantry squads (based singly). Uses a modernized "alternate timeline" system based on the 2e 40K rules with various tactical upgrades. Includes a full unit list, weapons etc. for Unified Space but is compatible with RT and 2e units as well. A reviewer described this as "a retroclone done right". 

Rules include simple progression, options for man to man (Necromunda scale) combat, a full points system and more. 

Two editions released. Current version available here https://www.wargamevault.com/product/249657/Renegade-Scout--Bleeding-Edge-Retro-Gaming

WGV Gold rank.

Shoot People in Space

Small scale unit based action. Units are 3 figure grunt squads or single characters. Rules include light vehicles. Inspired by the play experience of games like Spacefarers and Laserburn with a high emphasis on chaotic and exciting gameplay. Troops often act in unexpected manners as a result of combat. Includes rules for persistent games (low-narrative campaigns), scenarios and a "Mercenary system" for competitive play. 
Set in Unified Space. 
One edition released. Current version available here https://www.wargamevault.com/product/398913/Shoot-People-in-Space 

WGV Silver rank.

Starport Scum

Story driven skirmish game. Intended for game mastered scenarios but solo-friendly. 

Uses a trait system to make it easy to adapt your own characters. D6 dice pool system for combat.

One edition released with a number of supplements. Available here https://www.wargamevault.com/product/188598/Starport-Scum 

WGV Gold rank

Weasel Tech

Mecha game rules inspired by shows like Macross and Full Metal Panic. Solo game featuring 3 mech pilots against a horde of enemy machines with procedurally generated missions and a campaign system. The campaign features character experience, support characters, research and the Social System covering the interpersonal actions and relations between characters. 
Set in an implied setting. 
One edition released with one expansion. Current version available here https://www.wargamevault.com/product/379784/WeaselTech-High-Octane-Cybernetic-Warfare 

WGV Gold rank

An updated hardcover book is planned through Modiphius.

Strife
Platoon level game developed when I was in college, featuring a near-future European setting. Heavily based on raw ideas from places like Warzone and Stargrunt 2. A lot of the concepts would later mature into FAD. 

Despite my best efforts, these rules have been lost to the void and are no longer available. They were circulated very sparingly to people I knew online but were primarily played within my gaming group at the time.

Fantasy miniatures games

Dungeon Scum

Fantasy warband rules. Handful of figures per side. 

The game is intended to be played in a semi-RPG fashion with a game master characters described through open-ended traits, though it does feature some solo elements and can be used to play out underworld missions. Campaign rules are provided. Same game system as Starport Scum.

One edition released. Current version available here https://www.drivethrurpg.com/product/192168/dungeon-scum

WGV Gold rank

WW2 miniatures games

Five Men in Normandy

WW2 skirmish rules. Half-squad to squad.

The game features character creation, campaign events and fast playing "one roll" mechanics combining morale and damage into a single roll of the dice. Generation tables are provided for a number of major and minor combatants.

Playable head to head while the campaign rules assume you are playing solo. 

First edition superseded by "30 cal edition".

Current edition available at https://www.wargamevault.com/product/223411/Five-Men-in-Normandy-30-cal-edition 

The original supplements are compiled into the Companion available at https://www.wargamevault.com/product/224715/Five-Men-in-Normandy-30-cal-Companion 

WGV Electrum rank

An updated hardcover book is planned through Modiphius.

Five men at Kursk

WW2 skirmish rules. 10-15 figures per side.

Solo friendly. Campaign options and army generation. Infantry and vehicles. 

1 edition has been released.

Current edition available at https://www.wargamevault.com/product/174545/Five-Men-at-Kursk 

WGV Gold rank

An updated hardcover book is planned through Modiphius.

WW1 miniatures games

Trench Storm

WW1 combat. 10 figures per stand with company to battalion sized games. 

Loosely inspired by the old Space Marine/Epic 6mm miniatures rules. 

2 editions were released, one in print through The Tin Dictator (now defunct) and one on Wargame Vault. The rights to the rules have been sold off and the rules are not presently available.

Trench Hammer

WW1 combat. 10 figures per stand with platoon to company sized games.

Based on my own Squad Hammer rules. 

1 edition available through Wargame Vault

https://www.wargamevault.com/product/229525/Trench-Hammer-WW1-fighting-on-the-cheap

Electrum seller currently

General 20th century miniatures games

FiveCore: Skirmish Evolved

Generic 20th / contemporary / scifi skirmish. 5-10 figures per side.

Skirmish game based off the Five Men in Normandy rules. Solo friendly. Includes experience system with character classes and random force creation. Infantry and vehicle rules are provided as are traits for some alien and mystical abilities. Focus is on firearms driven combat (20th century and near future)

3 editions have been released.

Current edition available at https://www.wargamevault.com/product/144009/FiveCore-3rd-edition-Skirmish-Gaming-Evolved 

WGV Platinum rank

An updated hardcover book is planned through Modiphius.

Fivecore company command

Generic 20th / contemporary / scifi. 

Company level game based off the FiveCore game system. Units are infantry squads or single vehicles. The game uses the same "single-roll" combat as other FiveCore titles where a single roll determines all outcomes. Random force creation and scenario generation is included. Game size is intended to allow the use of many Crossfire scenarios.

2 editions have been released

Current edition available at https://www.wargamevault.com/product/141387/FiveCore-Company-Command 

WGV Gold rank

Fivecore Brigade commander

Generic 20th / contemporary / scifi. 

The largest scale version of the Fivecore combat system. Each unit is a company with 10-12 stands per table. Units can have attachments representing platoon level support units such as heavy tanks or recon elements. The usual additional features are included.

1 edition has been released

Current edition available at https://www.wargamevault.com/product/145835/FiveCore-Brigade-Commander

WGV Gold rank

Medieval miniatures games

Knyghte Pyke and Sworde

Medieval skirmish rules. 15-30 figures per side.

Stylized unit types, includes campaign guidelines, scenario set up and a full points system with custom unit building. Not solo oriented. Adaptable to dark age/ancients/pike&Musket. 

1 edition has been released

Current edition available at https://www.wargamevault.com/product/311310/Knyghte-Pyke-and-Sworde

WGV Electrum rank


Role playing games

Blade and Lockpick

RPG engine for solo games. Includes a simple oracle but you can substitute a more detailed one. The aim of the game is to make it effortless to run a party of characters in a solo roleplaying game.
1 edition has been released. 

WGV Gold rank

Usurper

RPG with extensive random event tables. Core mechanic is driven by an action table with variable outcomes. Well suited to solo gaming. 

1 edition has been released.

Current edition available at https://www.drivethrurpg.com/product/139732/Usurper--Claim-to-power-A-game-of-lords-rogues-and-adventurers 

Drivethru RPG Electrum rank

Ballad of the Longbow

Conventional RPG designed for Robin Hood style adventure games. Skill driven system with "class" abilities. Includes rules for handling companions and evil villains and extensive GMing advice.

1 edition has been released.

Current edition available at https://www.drivethrurpg.com/product/341094/Ballad-of-the-Longbow 

Drivethru RPG Copper rank.

Welcome to the new home of Nordic Weasel Games

After several years of using blogger, I have decided to transition away from that and to Posthaven for the NWG blog. There are a couple of reasons for this: Posthaven has a focus on long term stability over frills, I am increasingly disenchanted with Google services and comments on the old site have been broken for a long time. 

Besides, the old posts are kind of a mess of information that is no longer of any use (old discounts and so on) and still relevant posts I can move over to this service over time. 

Lastly I also wanted to change the nature of the blog a little bit.

So this then is it: 

You should be able to leave comments, share posts to twitter and facebook if you want to and I encourage you to use the email subscription option. Posthaven is fairly limited in features compared to some services but it appears to be dependable and solid. 

Contact information

Please direct all game rules questions and business inquiries to nordicweaselgames@icloud.com  

This is the best way to get a hold of me and for rules questions, it also helps me keep a record to refer back to later. I try to respond within 24 hours but if you have not heard back in a couple of days, don't be afraid to remind me. 

You are welcome to message me on other sites. I usually respond to Discord messages fairly quickly but will likely miss your message if it comes through Patreon or Facebook. 

Wargame Vault

All independent titles I produce (which is most of them) are available through Wargame Vault. Simply click on Nordic Weasel Games in the menu on the left hand side.https://www.wargamevault.com/browse/pub/5701/Nordic-Weasel-Games?src=browse5701

Modiphius

The 3rd editions of Five Leagues, Five Parsecs and unspecified future titles are available through the Modiphius website here: https://www.modiphius.net/  Just click on the Wargaming tab at the top. Do note that if you are ordering in the US, you should make sure to buy from the US store front to save on shipping costs.

Facebook

There are fan communities for Five LeaguesFive Parsecs and several smaller titles on Facebook. I do check on those occasionally and you can tag me if you have a question. 

Patreon

I have a Patreon where you can both support me in general, get new, fun content including monthly scenarios and expansions for Parsecs and Leagues and help fund development of new titles (with access to beta versions).

 https://www.patreon.com/nordicweasel

Donations

If you wish to donate directly to say thank you for a fun time had, to support a game line or to make up for that time you downloaded an illegal copy you can do so through Paypal at nordicweaselgames@icloud.com 

If you wish to send me a copy of a rulebook for a game you have written, email me to get an address. I would love to see what you made.

At the moment I am not able to accept payments through any other sources. 

General policies

As I do not have the time to research charities to determine which are legitimate, I do not generally endorse or promote any charitable event or organization. 

I try to limit my usage of social media for reasons of general well-being and a modest desire to slow down the rise of Skynet. While I have accounts on some of these services, it is probably a waste of time to follow me on any of them.