Friday, 10 October 2025

AI & Blogging - helping with writers block

 Ok, so there hasn't been anything posted for a while - primarily because life has gotten in the way a little - My other half has started a new job, and my mental health has taken a turn- probably not connected though :) so, I've been more dealing with ADHD burnout than much else.



Past few days however I've been tinkering with AI - initially out of curiosity, but  It's... ok... for helping write things - I say helping as I don't see the point of just feeding it a prompt and copy/pasting that down.~~I have fed it the Second Age Sci-Fi Rules I've been writing though, and had it spit out a blog post about it - something I've been thinking about, but not been able to even decide where to begin on it..

 

So, without much more ado - Here we are (Thought the title is a bit.... much......)

 

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5 Surprising Rules That Make This Sci-Fi Wargame a Masterclass in Battlefield Chaos

For many tabletop wargamers, the rhythm of a battle is familiar. We follow a predictable turn order, we roll to hit, we roll to wound, and we remove models. Victory often comes down to simple attrition—a mathematical exercise in efficiency and target priority. While there's a certain satisfaction in that clarity, some rulesets reach for something deeper, aiming to simulate the chaotic, unpredictable, and psychologically grueling nature of real combat.

The "Second Age" ruleset is a fascinating case study in exactly this kind of design philosophy. It's a game that trades straightforward simplicity for a more granular and often brutal simulation. This article explores five of its most impactful and surprising mechanics that transform the game from a simple dice-rolling contest into a masterclass in battlefield chaos.


1. It’s Not About Killing, It’s About Breaking Their Will
One of the first things you notice in Second Age is that a unit doesn't have to be destroyed to be neutralized. The "Suppression" mechanic is identified as a "core concept," and it completely redefines the objective of an attack. It represents the crushing psychological pressure of being in a firefight, and it's far more important than raw casualties.
Units gain suppression markers from a variety of sources: if an enemy unit hits them with at least one shot (even if no damage is dealt), from taking any actual damage, or from seeing a nearby friendly unit break and flee. As these markers pile up, a unit's performance degrades significantly, making it more likely to become "Pinned" (forced to seek cover) or "Broken" (fleeing the battle line entirely). This mechanic shifts the tactical focus from simply annihilating enemy squads to applying sustained pressure, maneuvering to threaten flanks, and deliberately eroding the enemy's will to fight.
This has been included to remove the whole Shoot and destroy the whole unit to remove it as a threat - Pour enough fire into a unit, and whether it takes actual casualties or not, it is increasingly likely to break.


2. Command is Chaos: The Initiative Deck
Forget the rigid "I go, you go" turn structure. Second Age uses a standard deck of playing cards to represent the "random and back & forth nature of movement and action in warfare." This "Initiative Deck" system ensures that no player can ever be certain of when, or even if, their units will get to act.
The core mechanics are elegant in their simplicity. Each player is assigned a color, Red or Black. A card is drawn from the deck; its color determines which player gets to activate units. An ODD numbered card allows one unit to activate, while an EVEN card allows for up to two. If the JOKER is drawn, the turn ends immediately, regardless of how many units have acted.
The most counter-intuitive and brilliant feature, however, is the "Steal the Initiative" rule. If the same color card is drawn twice in a row, the opposing player can use an element with the "Command" ability to initiate a contested dice roll. If they succeed, they steal the activation and get to use the card themselves. This system creates a tense, dynamic battlefield where momentum can shift in an instant, plans can be shattered by a bad card draw, and a bold commander can seize an opportunity when their opponent least expects it.


3. Overwatch Isn't a Sure Thing: The Perils of a Trigger Finger
In most wargames, "Overwatch" or "Reaction Fire" is a reliable tactic—an automatic shot at an enemy moving in the open. In Second Age, it's a tense gamble that perfectly simulates the fog of war and the risk of misidentification in a chaotic firefight.
A unit on Overwatch doesn't just shoot automatically. When a target moves into its line of sight, the overwatching unit must first perform an "Identity test"—a D10 roll against its "Fortitude" stat. The potential outcomes are what make this rule so compelling:
Friendly Target: If a friendly unit moves into the arc of fire and the test is failed, the overwatching unit misidentifies them and opens fire on its own side.
Enemy Target: If an enemy unit moves into the arc and the test is failed, the unit misidentifies the threat and takes no action, letting the opportunity slip by.
This simple check transforms a standard wargaming tactic into a nail-biting decision. It introduces the real possibility of catastrophic error, forcing players to weigh the potential reward of covering a fire lane against the disastrous risk of friendly fire or hesitation.

4. The Ultimate Sci-Fi Sandbox: A Points System for Everything
While many games offer players army lists with predefined units, Second Age takes a radically different approach. The rules include a highly detailed "Unit Building" section that provides a comprehensive suite of formulas, allowing players to calculate the point cost for almost any custom-built unit, vehicle, or weapon imaginable.
The depth of this system is staggering. Instead of just picking a "Heavy Trooper" from a list, you build them from the ground up. The point cost is derived from a granular breakdown of stats like "Element Strength," "Morale," "Defence Dice," and "Melee Speed." Weapons are costed out based on characteristics like "Range Band," "Number of Shots," and "Number of Wounds." Even powerful special abilities are quantified with a specific point cost; for example, making a unit "Unbreakable" costs 25 points, while adding a "Distortion Field" costs 10.
This approach transforms the game from a fixed ruleset into a versatile engine or toolkit. It's a deliberate design choice that empowers players to design their own unique fighting forces and create stats for any miniature in their collection. However, for those who prefer to jump straight in, the game also provides pre-generated army lists, offering balanced starting points and examples of what the system can produce. It's a comprehensive approach that caters to both the meticulous army builder and the ready-to-play general.

5. Psychic Power Comes with a Price: The Risk of Exhaustion
The "Psychic Wars" expansion adds psychic powers to the game, but it does so with a nuanced system that makes their use a deeply tactical choice fraught with peril. It's not just about picking a power and rolling to cast; it's about managing a finite mental resource that can easily backfire.
The core mechanic involves a Psyker rolling a number of dice to achieve a required number of successes to cast a power. The critical risk factor is "Exhaustion." If a Psyker, when rolling to cast a power, rolls all 1s on their dice (or all 1s and 2s on their second power use in a turn), they become exhausted. The consequence is severe. An exhausted Psyker must spend their entire next activation in a "trance-like meditative state" to recover. They can perform no other actions, not even react to being charged.
This introduces a potent risk/reward element, but the potential reward is immense. A player will only risk their psyker being incapacitated if the payoff is game-altering. With abilities like Accelerate Time, which lets a target unit move and attack twice, or Hurricane, which halves all movement and grounds all flyers across the entire battlefield, the temptation to push your luck is always present. It prevents players from simply spamming their best abilities and forces them to consider if the immediate benefit of a power is worth the risk of being left completely vulnerable.

Conclusion: The Beauty of Brutal Complexity
Through its interlocking systems of morale, chaotic command, battlefield confusion, and deep customization, Second Age offers a different kind of wargaming experience. It’s a ruleset that prioritizes the narrative of a chaotic, psychologically taxing battlefield over streamlined, predictable play. This is a system where the design choices are interconnected; a player can use the deep sandbox of the unit builder to create a force optimized for the game's psychological warfare, perhaps by stacking cheap units to generate overwhelming Suppression, or by investing heavily in high-morale Command elements to dominate the chaotic Initiative Deck. Each of these five rules contributes to a game where victory is not just about killing the enemy, but about outlasting them, outthinking them, and holding your nerve when everything descends into chaos.
In an age of streamlined, simple rules, what do we gain when we dare to embrace this level of beautiful, narrative-driven complexity?

 

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AI & Blogging - helping with writers block

 Ok, so there hasn't been anything posted for a while - primarily because life has gotten in the way a little - My other half has starte...