Showing posts with label Mighty Seventeenth. Show all posts
Showing posts with label Mighty Seventeenth. Show all posts

Thursday, 29 January 2026

Mighty Empires XVII c. Part II.

 XVII C. Mighty Empires Campaign Map – Part II



Hi guys, 

in this post let's talk about scales, miniatures and tabletop experiments...

In the first post I introduced the campaign map inspired by Mighty Empires, adapted to the 17th century.

In this second part I want to focus on something just as important: how to represent the campaign physically on the table, and which scale actually works best once everything is laid out.

1) From file to table: printing the map on canvas

One of the most satisfying steps was printing the map on canvas, using the maximum size allowed by the plotter.


note the size of the map next to a 28mm musketeer 


Seeing it laid out physically is very satisfaying, the quality of the print was beyond my expectations, because is larger than the original size of the game in paper.

The canvas surface works perfectly with tokens, avoids glare, and gives the whole setup an almost period-appropriate feel very fitting for the 17th century.






2) The second step was purchasing 17th-century miniatures in 2 mm, mainly tercios and pike-and-shot regiments from Irregular Miniatures.

The idea was never to use them as tactical units (although I am tempted!), but as army tokens at campaign level.

At this scale, a small block can convincingly represent an entire field army. You lose individual detail, of course, but you gain something far more important for a campaign map: clarity and a strong sense of strategic movement.

For this type of game, 2 mm works remarkably well.







the forts, towns and cities are maybe, bigger than I would like, but I think they will do the job. But of course you can use paper o card counters as in the original game.

These Irregula Miniatures models were not meant for play yet, just to see how they interact visually with the map. Do they help reading the territory? Do they get in the way? Do they add atmosphere or simply clutter the table?

So far, the answer seems clear: used sparingly, terrain adds structure and context without stealing the spotlight from the campaign tokens.

I am not sure of the size of the round bases... for big armies maybe 5mm diameter round bases ? do they hide too much terrain under them ?



The 10 mm experiment: Pendraken order:

Still undecided, I decided to push the idea further and placed a custom order with Pendraken Miniatures, this time in 10 mm.

The concept is the same , campaign tokens,  but with far more recognisable formations: visible pike blocks, musket lines, and a stronger visual identity.


I will paint a few of these and see if they do the job better than the tiny 2mm scale.


The key question is :

Does the visual gain justify the loss of scale and table space?

Early impressions suggest that 10 mm looks great,It becomes more “miniatures-driven”.

At one point I even considered something more extreme: using 1/72 scale plastic figures, both from the Thirty Years’ War and the Nine Years’ War.

The idea didn’t last long, but it’s worth mentioning. The result would be spectacular — but it would probably turn the campaign map into a semi-permanent diorama rather than a practical gaming tool. Still, I wouldn’t rule out a limited test at some point.


My conclusions so far are:

1) 2 mm is excellent for strategic-level campaigns

2) 10 mm is visually tempting, but needs careful balance

3) Terrain should remain minimal and functional, probably I will combine cardboard terrain tokens (forts etc) with 2mm metal and resin.

4)Printing the map on canvas was absolutely worth it

I’ll keep experimenting until I find the right balance between playability, visual appeal and historical atmosphere.

There will definitely be a Part III.


Cheers!

Monday, 22 December 2025

XVII c. "Mighty Empires" campaign map


Hello guys, 

This time I have a slightly different project, a campaign map stand alone game made up of a mixture of two systems:

1) A board game called "Army of Roussillon" by Red Sash games.

2) "Mighty Empires" a discontinued campaign game by Games Workshop in the 2000´.






For a long time, I have wanted a campaign system that sits comfortably between three different experiences I enjoy as a wargamer:

* The simplicity of campaing games like "Mighty Empires" and its micro scale,

* the historical depth of games like "Army of Roussillon",

* and the immersion of fighting real tabletop battles with miniatures with rules like Pike & Shotte, Beneath the lily Banners or Impetus Baroque, etc.


This project, which I call "Mighty Seventeenth" (sorry, it's too obvious), is my attempt to combine those elements into a single, playable framework.

A campaign game which allow the players to fight the battles in a tabletop with 28mm miniatures or 15mm or whatever.


For several months or even years, I was looking for inspiration, and my first stop was Sidney Roundwood's blog  https://sidneyroundwood.blogspot.com/2020/09/in-cold-season-of-year-miniature.html   This is one of my favorite wargamers ever, his content is fabulous.


Although he literally built the map in hexes, like in the cardboard original Mighty empires, I wanted the reflect the real map, in A1 scale, so roughly 594mm x 841mm in order to use counters or tokens with small scale miniatures as "armies" , the idea of building and painting the hexes was discarded due to the sheer scale of the project.


The Core Idea

At its heart, Mighty Roussillon is a strategic campaign game set during the War of the Grand Alliance in Catalonia (1689–1697). But as it is a board game for experienced wargamers, I find it time consuming to learn and too complex for my taste, with loads of tables to roll the dice.

https://redsashgames.com/lace-wars-series-games/army-of-roussillon.html

The campaign is played on the "Army of Roussillon" map, which already captures the geography, routes, and key strongholds of the region. Armies move across the map, clash, besiege cities, and gradually wear each other down.

The design goal is simple:

make operational decisions matter, without turning the campaign into a bookkeeping exercise.

Why a Hybrid System?

Pure campaign games often become too complex to finish, while very abstract systems can feel detached from history.


Mighty Seventeenth (my own version) tries to sit in the middle:

 simple enough to keep the campaign moving,

detailed enough to feel historically grounded,

flexible enough to integrate different tabletop rules.


The system works even if you never play a single battle on the table — but when you do, it feels meaningful.


I will use  painted mini armies as Physical Tokens

Instead of cardboard counters, armies are represented by small miniature bases, ideally in 2-15mm scale, I have to decide which one to choose.

 5–10 infantry figures, a standard bearer, and mounted on a single scenic base.

Each base represents an entire operational army, not individual regiments.

Strength is tracked with "Force Points", which rise and fall as the campaign progresses. This keeps the map readable while making the campaign feel physical and alive.


I will try to 3d print tokens as castles in the real theater of operations, like the following fortresses of Castellfollit, Hostalric or Cardona.

                                                

                                                   This is the original Mighty Empires game


How Turns Work (In Broad Strokes)

Each campaign turn represents roughly one month and follows a clear sequence:


1. Weather and random events introduce friction.

2. Armies choose a strategic posture (March, Defensive, or Offensive).

3. Armies activate, move, and potentially fight.

4. Battles are resolved quickly, either abstractly or on the tabletop (with the rules you prefer)

5. Supply, fatigue, and morale are updated.



                                        More examples of possible 2mm terrain in 3d, Lerida Cathedral.



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Battles, Sieges and Wear...


Battles are intentionally resolved fast at campaign level.

A single dice roll, modified by terrain, posture, and army condition, determines the outcome.


Sieges are handled with a few simple rolls over time, creating pressure without stalling the game.

More often than not, campaigns are decided not by annihilation, but by fatigue, logistics, and failed offensives.


Guerrilla Warfare and the Local War.

An important part of the Catalan theatre was irregular warfare. in this custom game, guerrilla forces (miqueletes, local militias) do not win battles directly, but they: slow movement,  disrupt supply,increase fatigue, and shape where armies can safely operate. They are always present, but never overwhelming.


Also Naval power matters, but it does not dominate the game.

Each side has a limited fleet that can blockade coastal cities, support sieges, enable landings, or contest enemy control at sea.

Everything is resolved with the same simple mechanics used on land.


From Campaign to Tabletop:

When a clash feels important, the campaign can seamlessly generate a tabletop battle: Pike & Shotte or Epic Pike & Shotte, BLB, or Baroque for large engagements.

And Encamisada, Donnybrook, Pikemans lament  or similar rules for skirmishes and raids.

The result is then fed back into the campaign using simple guidelines.


This is not a commercial product or a “perfect simulation.” It is just a personal campaign built to be reused, modified, and enjoyed over time. I will have the board printed after Christmas, I hope.

                                                            2mm terrain for 3d printing
ideas of towns tokens from Lead Adventure Forum


                                                        Original tokens in Mighty Empires




That, for me, is enough.