Cardiff Dice Studz bowed to the inevitable about two years ago and switched to Simon Miller’s “To the Strongest” Wargames rules. As the club labours to update our blog, I thought I would step back into club history and explain why we made such an earth- shattering transition.

Bases can be as intricate as you like!

DBA and DBM wargame systems transformed ancient wargaming. Simple rules and no accountant like skills needed to complete endless calculations and modifiers. To the Strongest can usually be played without recourse to the rule book. The quick reference sheet is really all that’s needed ( and only one side of that!)

Heroes

Nevermind categories and troop types, heroes can sway the battle. A nameless hero or named warrior can influence combat with the simple expedient of a re-draw.

Baggage is important!

You can maximise your baggage allowance and raise your break- point or go for a minimal amount and hope it isn’t raided! Look out for Peter Ryder’s Cinese mega- deathstar of a camp!

Oh dear

I must admit, I too doubted the use of a grid on the tabletop. Now, I am thoroughly converted. So much so that we are trialing TtS in other later periods. It just removes all those nasty angles and measurements.

A typical 135 point game; Spain versus Ottomans.

The standard sized game lasts about an hour and a half. That’s more than enough excitement for a Friday night game and allows for refreshments. ( Although it does take longer to remove the chicken grease from Martin if he has deigned to join us)

You only need to remember two numbers!

Nevermind Warhammer Olde Wurlde or Spacepixies, to hit is a six drawn and eight is needed for missile fire. Even I can remember that!

Don’t fear the cards!

Far from being a negative, most members like the change to playing cards. Although one can play with chits, the throwing down of a flurry of cards is so addictive. Micro-cards are less obtrusive and remember the cards are not on the table for the whole of the turn.

Not all orders are followed.The left hand Jannissaries are not for moving.

The bottom line is that the rules system is great fun! The fact that troops will not always obey their orders can be frustrating but, realistic of course. The activation system is such a great way of introducing battle friction into play.

I do hope that you will try the rules. We play every Friday in Cardiff’s excellently appointed Firestorm games and a warm welcome is always proffered.

Mike B

Jeffe of the Cardiff Dice Studz

4 responses to “Why we play; To the Strongest Wargames rules!”

  1. I can but second Despertaferres’ comments. TTS! is deceptively simple but gives a complex game with even larger battles can be fought out in just two hours or so. Our recent large refight of the Battle of Pydna for instance was fought out and complete in just two hours.

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    1. Wise words sensei: I’ve updated up to July 2022 so all our triumphs will get a mention eventually! Ok if I delve back into your Facebook write ups still???

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  2. Sounds good! 🙂 I’ve got the One Hour Skirmish rules that use playing cards and they look pretty good (and the Ancient and Medieval skirmish rules book is now out as well)!

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    1. One hour sounds good; we have played a fair amount of SAGA but you do need to learn all the nuances of the activation systems which can be hard work!

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