‘Orrible Little Men
@orriblelittlemen.bsky.social
150 followers 400 following 53 posts
Rules available here: PDF: https://www.wargamevault.com/product/529524/Orrible-Little-Men?affiliate_id=613949 Core Rules free PDF: https://www.wargamevault.com/m/product/529606 Physical Copy: https://ebay.us/m/id5SPA or https://ebay.us/m/geAphC
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orriblelittlemen.bsky.social
Finally finished some painting!

Victrix Hannibal’s veteran infantry

#nerdlings #wargame #carthage #ancient
8 miniatures (Victrix Carthaginians) known as “Hannibal’s Veteran Infantry”
orriblelittlemen.bsky.social
Amazing! Can’t wait for the Trojan War sets!!
orriblelittlemen.bsky.social
I finally had some time to do some painting last night and thought I’d paint along to one of @biglee.bsky.social ‘s videos when suddenly I heard him mention my rules!!

Thanks so much Lee for the kind and thoughtful review!
biglee.bsky.social
Small Battles Big Appeal: Skirmish vs. Big Battles: Do You Have to Choose?
Small Battles Big Appeal: Skirmish vs. Big Battles: Do You Have to Choose?
In my latest YouTube video, I take on one of the most common—and often divisive—questions in miniature wargaming: are skirmish games the ideal starting point for newcomers, and do they have long-term appeal for experienced players? As someone who absolutely loves playing big historical battles, I’d be lying if I said I wasn’t a little wary of the growing dominance of skirmish games. There’s something majestic about commanding vast armies across a sprawling tabletop, and I’d be sad to see that fade away. But the truth is, skirmish games offer something incredibly valuable to the hobby. They’re fast to get into, rewarding to play, and provide a manageable entry point for beginners and veterans alike. In the video, I explain how I’ve come to see skirmish games not as a rival to large-scale battles, but as part of the same journey. I even suggest using 6mm bases to represent single models in skirmish rules—an approach that lets you start playing quickly but gradually build toward full-scale engagements. Over time, those few bases become a full army. You’re playing from day one, but you’re also growing something much bigger. Most importantly, I argue that there doesn’t need to be a divide in the community. Skirmish games and big battles aren’t competing. There are different ways to enjoy the same hobby. And in many cases, one can lead naturally to the other. Whether you’re just starting out or thinking of a new project, I invite you to watch the video and share your own views. What do you think—are skirmish games just a stepping stone, or are they the future of wargaming?
dlvr.it
orriblelittlemen.bsky.social
Once one player’s army morale is reduced to 0, they have lost. This happens immediately.

This means that there is never any question of who won the battle, and it means that playing the objectives is almost always the most important element of each battle.
orriblelittlemen.bsky.social
During the battle, army morale points are reduced or (rarely) increased, though never beyond their starting value.

An example of this is that losing one of their units through them being wiped out or routed causes -2 to that player’s army morale.

Scenarios also cause army morale points to be lost.
orriblelittlemen.bsky.social
How to play ‘Orrible Little Men:
Part 7: Army Morale

Each player’s starting army morale is calculated before the battle begins as follows:

The points value of the battle (eg. 60 points) divided by 10 (eg. 60 points / 10 = 6). Then roll a D6, on a 4+ they add 1 to their starting army morale
orriblelittlemen.bsky.social
In this example of a combat, a unit of Elven heavy infantry are defending an obstacle (the fence) from a unit of zombies.

The Elven heavy infantry will gain a +1 modifier to their armour saves in this combat against the hits caused by the zombies.
Elven heavy infantry defending an obstacle against a unit of zombies.
orriblelittlemen.bsky.social
The skeletons are pushed back 2” and must take a morale test.

They have a morale value of 5+. They roll a 3 and therefore two more of their models are removed from the battle (the difference between the required roll of 5 minus the roll of 3).
The skeletons’ morale test roll of 3. The skeletons have been reduced to 5 models.
orriblelittlemen.bsky.social
The skeletons fail all of their combat rolls, but the Elven knights succeed with three of their combat rolls.

The skeletons fail with two of the three armour save rolls (one for each hit caused). Therefore two of their models that were in base contact with the enemy unit are removed as casualties.
Two skeletons are slain by the Elven knights.
orriblelittlemen.bsky.social
How to play ‘Orrible Little Men:
Part 6: The Combat Phase

Models that are in base contact with any number of enemy models make a single combat roll each.

The Elven knights (heavy cavalry) require combat rolls of 4+, while the skeletons (light infantry) require combat rolls of 5+
orriblelittlemen.bsky.social
Just bought my copy, looking forward to reading it!

Your ethical stance is admirable, hope you sell loads of copies :)
orriblelittlemen.bsky.social
If the Elven archers had been within 12” of the zombies, the rolls to hit would have required results of 5+ rather than 6.

If the zombies had been in cover, the armour save rolls would have had a +1 modifier, making their armour save rolls 2 and 6, which would have prevented one of the casualties.
orriblelittlemen.bsky.social
They roll two 6s, causing two hits to their target.

The zombies must then make armour save rolls. As they are horde infantry, they require rolls of 6.

The zombies roll a 1 and a 5, failing both armour save rolls and suffering two casualties as a result.
The Elven archers’ roll to hit. They cause two hits as they rolled two 6s. The zombies’ armour save rolls, they required 6s but rolled a 1 and a 5. They therefore suffer two casualties.
orriblelittlemen.bsky.social
How to play ‘Orrible Little Men:
Part 5: The Shoot Phase

A unit of Elven archers (light infantry with bows) are shooting at a unit of zombies (horde infantry).

All of their models are further than 12” from their target, but within their maximum range of 24”, so they require rolls of 6 to hit.
The Elven archers are further than 12” from their target, but within 24”.
orriblelittlemen.bsky.social
One of the skeletons in base contact with the charging unit is removed as a casualty and, as the charging model is now not in base contact with any enemy models, it moves into the space left by the casualty.

This casualty caused by the impact strikes counts toward winning the combat later that turn
The Elven knight takes the space of the casualty.
orriblelittlemen.bsky.social
All units make a number of impact strike rolls when they charge (unless otherwise stated in their weapon rules or army archetype rule).

The elven knights make 2 impact strike rolls, using their Combat Roll characteristic of 4+.

They cause a single hit, which the skeleton fails to save.
The Elven knights cause a single casualty with their impact strikes (shown here by the skeleton model that has been knocked over)
orriblelittlemen.bsky.social
How to play ‘Orrible Little Men:
Part 4: The Charge Phase

In this example, a unit of Elven knights (heavy cavalry) are attempting to charge a unit of skeleton warriors.

As they are a cavalry unit, the knights charge 2D6”. They roll 11 on the 2D6, and therefore charge up to 11” into the enemy.
The Elven knight wish to charge into the skeleton warriors. The 2D6 result of 11. The knights may therefore charge 11”. The knights close with their enemy.
orriblelittlemen.bsky.social
In this example, a unit of skeleton warriors (light infantry) are crossing an obstacle that they are adjacent to at the start of their movement.

To do this, they subtract 2” from their maximum movement distance of 6”, allowing them to move 4” after crossing the obstacle.
A unit of skeleton warriors before moving across an obstacle. The same unit after moving.
orriblelittlemen.bsky.social
In this example, the unit of Elven warriors (heavy infantry) are running, at which point they add D6” to their movement distance.

A 3 is rolled, so they may move 9” in total.
A unit of elven warriors before running 9”. The same unit after they have moved.
orriblelittlemen.bsky.social
How to play ‘Orrible Little Men:
Part 3: The Move Phase

Infantry units, such as this unit of Elven archers (light infantry armed with bows) may move up to 6”.
The Elven archers before moving 6” The same unit after moving 6”
orriblelittlemen.bsky.social
In order to determine initiative, both players roll a D6 at the start of each turn.

The player that rolls higher than the other gets to decide if they wish to take the initiative for the turn or give it to their opponent. If the rolls are equal then a random event occurs!
The blue die is higher and therefore that player decides whether to take the initiative for the turn or to give it to their opponent. The rolls are equal so a random event occurs!
orriblelittlemen.bsky.social
Part 2: starting army morale & initiative

Starting army morale is calculated by dividing the army points value by 10, so a regular 60-point army would have a starting army morale of 6.

Both players then roll a D6, on a result of 4+ their army morale value is increased by 1.
Both 60-point armies start with an army morale of 6, as shown on the dials. One player, using the blue die, rolls a 2 and so does not add 1 to their army morale value. The other player, using the off-white die, rolls a 5 and therefore increases their army morale value by 1 to 7.
orriblelittlemen.bsky.social
You will also need a method of tracking army morale (such as the dials shown in this photo)
Two army morale dials