Saturday, March 1, 2025

Cold War Dominion Style

My Cold War Gone Hot campaign has gone cold. Meanwhile, I've spent most of my gaming energy on the Dominion of (Do) series of games. Do makes it very easy to pull out and play a game in a short time. Because of that, I found that I would reach for my Do box set rather than set up a Cold War game when I had some free time.

This has got me thinking - it would be nice to have a Do version for modern games.

Why I Like Dominion
I really like the Do series (Dominion of the Spear, Dominion of Pike and Shot) because it really fits my preferred style for solo gaming:
  • Fast play - 5-10 minutes for a battle
  • Small board - my battles have been on 4 by 6 inch "mat"
  • Each base = 1 unit - no bothering with multiple figures or bases per unit
  • Quick combat resolution - a single die roll determines results
Applying Dominion Principles to the Modern Era
Can I do Dominion for the modern age? I see opportunities but also issues.
  • Coupled with DoPS's rally rule, I think the 1 hit = a kill rule can work. Although I may do like the Portable Wargame and roll to see if the unit retreats or is destroyed.
  • Having left, center, and right sections can work. It works for Memoir '44 after all.
  • Due to the ranges of modern weapons, engagement ranges are much longer than ancients or pike & shot. Therefore, I think the battlefield needs some depth. Perhaps make it 3 deep (long range, medium range, and short range).
  • Also, modern armies rely far more on cover. Therefore, I will need to introduce terrain.
Test Game
I decided to run a quick test, making up rules on the spot.

Florida 1985. An invading Cuban column (brown) advances through the Everglades up US27. American partisans prepare to ambush them.

The Cubans catch wind of the attack, sending heavy infantry and IFVs to deal with the ambushers. A unit of American partisans flees the field.

Followed by another unit. But the Americans use anti-tank missiles to destroy an IFV platoon.

But the other IFV platoon flanks and scatters more American partisans.

The rest break retreat from the field.

Game Notes and Thoughts
  • The result did not go my way, but it was a fun and quick (about 10 minutes) game.
  • The rules I used are not strict translations of Do to the modern era. They are more inspired-by. In the end, the game was more like the 3 x 3 Portable Wargame.
  • I started the armies 3 spaces away, which I declared as long range. I actually rolled to see if the Americans could sneak up closer, but they failed.
  • I used a number of mechanisms from MicroBattle.
    • Each turn I rolled to see how many units a side could activate.
    • I used the hit resolution system.
  • I made a few changes, however.
    • Units were destroyed with 1 hit.
    • But, units could roll to retreat instead of rout. Interestingly, in this scenario, all units failed the retreat roll.
    • I also allowed 2 units per square. It worked fine.
  • I technically, did not have a reserve but it worked fine without one.
Modern Age Box Set
Last year, I consolidated all my gaming from period-specific boxes to a couple joint boxes - one with counters and the other with boards, terrain, dice, etc.

Now I find myself thinking of reversing that. I created a dedicated DotS box, which I also used for DoPS. How about a modern box? I still haven't decided; stay tuned.

Modern Terrain
I also need terrain that is more appropriate for modern warfare, especially urban environments. Another little project!

4 comments:

  1. Fascinating what you are doing. For the different ranges what I did in the Dominion of Pike and Shot rules was to have the unit with the longer range range fire first and potentially defeat the opposing unit before it can fire or fight back. So first artillery, then firearms, then melee troops.
    Steve

    ReplyDelete
  2. You could also allow units with long range capabilities to fire from the reserve. I did a 3x3 set of world war two operational level rules and this worked well. For air support I had each side roll 1d6 for air superiority high roll got to make an air attack on an enemy unit. If there was a tie, both sides got one.

    ReplyDelete
  3. Hi Mark,
    I was thinking the same as you for later artillery - that it can fire from the Reserve. Renaissance artillery was not capable of this but for later periods yes. I like your air rules as they are nice and simple!
    Steve

    ReplyDelete
  4. Some good ideas. I'll need to play around with them some more.

    ReplyDelete