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This Quar's War - Second Edition!

Created by Joshua Qualtieri

The second edition of This Quar's War, redone completely from the ground up! Plus Quar in 15mm are completely resculpted too!

Latest Updates from Our Project:

Faction Focus: Coftyr
over 4 years ago – Wed, Mar 11, 2020 at 09:33:54 PM

Coftyr

Name: The Royal Kingdom of Coftyr

Military: the Crymuster

Population:31,200,000 (including ~4 million refugees)

Capital: Cryn’nt

Climate: tropical (south) to semiarid and hot (north)

Terrain: Diverse, from Coastal plains including extensive wetlands and swamps in the south, rugged jungle (south central), mountainous (west), semiarid grasslands and scrub forest (north), central plateau is mostly hills and low mountains and valleys.

Nationality:

Coftyran(s)

Notes of Interest: Coftyr is the oldest single-government kingdom on Alwyd. Written records from a thousand years before the first Cythwyn mention the kings of Old Coftire and their accomplishments. Every other nation on the Continent has been conquered, partitioned, or otherwise subjected to the rule of another, but never Coftyr.

Recent History: Like Fidwog to the east, Coftyr has seen a large boost to her population from refugees and foreign fighters fleeing from the Crusaders. Unlike Fidwog, Coftyr has needed every single quar that has arrived there, and more besides. The Breach and subsequent invasion, short-lived though it may have been, cost the kingdom tremendously. Some royal advisors have counseled that it may take Coftyr two generations or more to fully recover from the Crusade Years, yet as much as the Coftyrans might desire a lasting peace to rebuild both their population and their stockpiles, the Arnyarans had other desires, and so Coftyr finds itself invaded for the second time in a decade.

To forestall further depredations against her sovereign territory and subjects, Coftyr has revived the RCEF, after a fashion, and placed a heavy tariff on city-states and lesser fealties with her borders, such as Gwynt and the Gloam Hyyn. These small territories, usually afforded extra privileges and exemptions from the King’s levy, now find themselves bankrolling much of Coftyr’s defense, with both coin and kit. The Royal Coftyran Expeditionary Force again roams Creevin and the borderlands of Arnyara, but is wholly volunteers this time around. Discharged Crymuster soldiers, foreign fighters, even Inischoli and Achonian mercenaries fill the RCEF’s roster. Watching from afar, Chyyldryc mir Myrvvn the Third, in the twenty-fifth year of His Reign, can only wonder if the kingdom will weather these storms or if he will be the last king of Coftyr...

Most rhyflers are armed with the Harlech rifle, officers and yawdryls wirld the Doru SMG and one rhfyler per squad uses the Cryfen LMG.

Harlech Long Rifle

The venerable Harlech Long Rifle is one of the longest-serving military arms of the Quar, first tested in 1698 as the Royal Coftyran Arsenal Four-Line Rifle (a “line” being a now-obsolete armorer’s unit of length). At the time, its design incorporated the best features and innovations in firearms design, and in the years that followed only small modifications were undertaken. The current standard infantry issue model is the Year 28 Carbine, but its operation would be familiar to the grandfathers of today’s Crymuster. With a fixed five-round magazine, the rifle is incapable of the Bogen’s volume of fire, but it is much longer ranged and generally more accurate. One of the highest compliments that can be paid this rifle is that Crusader-designated marksmen will often carry this rifle in conjunction with, or in lieu of, their heavy Afirs.

Cryfen LMG

The Crymuster considers machineguns to be infantry weapons, unlike their classification as artillery by the Crusaders. The evolution of the machinegun in the Crymuster has been as an adjunct to the basic infantry rifle, resulting in a light weapon intended to be used by a single rhyfler. Using the same ammunition as the Harlech, the Cryfen (named for the foundry where the weapon is produced) operates on a long-recoil action with a complicated feed of a fabric belt of bullets fed from a hopper. The Cryfen has a slow rate of fire, especially compared to the machineguns of the Crusaders, but earlier models with higher rates of fire were prone to jamming and fouling. This complicated weapon is delicate, and requires careful maintenance and cleaning on the battlefield. It is usually carried by a Milwer, or a veteran rhyfler who needs no reminding of a rhyfler’s duty to keep his weapon ready for action.

Doru SMG

One of the most surprising innovations in modern weaponry is the brainchild of Caerten Doru of the Royal Coftyran Arsenal. Officially the Special Purpose Sub-Machine Gun, the weapon is more commonly known by the name of its inventor. This SMG fires 7mm pistol cartridges from an ingenious open bolt design that is both robust and easy to construct. While SMGs are known in other armies, the Doru is much more reliable. But the demand for this weapon far outpaces the supply, as it is widely coveted by the daring trench raiders, cavalry, artillerists, and ordinary rhyflers. At present, the Royal Arsenal cannot manufacture the weapon to meet demand, limiting its availability. Woes betide the rhyfler who would hoard or lose this valuable weapon!

Here is an example of an Allotment chart... this is rough and in beta, much as the rules are, but should give a general idea of how things are organized.

New unlocks and some other updates!
over 4 years ago – Tue, Mar 10, 2020 at 10:25:18 PM

I'm back! Thanks to Zach for covering while I was away.

Snypers! Unlocked. Will start work on them tomorrow and add them to the price list.

Speaking of the price list, its been updated. The various HMG and HSG units across the factions should have had 20 figures, not 18, fixed that (with no price increase needed.)

Added a new reward! A number of folks wanted a two player army pledge level much like the two player starter. Done! Feel free to upgrade to the two player army deal!

Our next unlock... Elites Trench Daefyls, Grenadiers and Askyldae. The Crusader and Coftyran Daefyls are already ready to go:

The Coftyran carriers a gladius and a carbine in a back sheath while the Crusader carriers a cavalry derringer and a spiked club. Lots of details on them!

Next up, someone asked for a pic of old 15s next to new 15s.

A minor difference. ;)

Next Faction Focus tonight or in the morning!

Faction Focus: Easky
over 4 years ago – Sat, Mar 07, 2020 at 08:54:39 PM


The Crusader State of Easky
       Liberation date: 1768

Total Population: 36,480,000
    Capital: Holmoen
    Climate: Maritime northeast; arid desert southeast; grassland west.
    Terrain: Mountainous islands northeast, narrow coastal plain giving way to rugged, sandy desert (SE) and semiarid steppe (SW).
     Nationality: Easkovite(s)
     Notes of Interest: Much of the country is covered in a distinctive red soil, even mixed into parts of the sandy deserts of the southeast. Properly cured and in the right proportions, Easkovite Red is a natural dye formerly sought after by the nobility for the rich colorfast red it imparts to some fabrics.
      Recent History: Few nations can boast an improvement of station and prospects as the direct result of occupation by a foreign power. Easky - the Kingdom, not the Crusader State - was a destitute, barren place throughout the 18th Century YC. 1768 and the Crusader ‘liberation’ started an unlikely reversal of Easky’s decline as the invasion brought not only foreign soldiers but also great technological and industrial innovations. Easky’s crumbling factories were quickly refurbished to support the Crusade in the West. A fresh influx of additional engineers from Kryst after the Waess Revolt (1772-73) gave Easky a collection of great intellectual talent equalled only by Aachon on the Continent, and the Easkovites were quick to exploit this newfound advantage. Easky’s equipment and materièl is state of the art, and her Tractor Corps is perhaps the fastest and most agile on Alwyd, easily capable of keeping up with their Arnyaran allies.

Allies: Western Arnyara, Maer Braech (Crusaders)

Enemies: Coftyr, Creevin and Fidwog

The Easkovite G’dogolwyr
       The G’dogolwyr Line Catrawds deployed to Creevin are almost all mechanized. This is a new concept in Quar warfare, even for a modernized Crusader State. Over the preceding decade most front line units have been retrained and equipped with Easky's newest tractors: the Ikyth and the Ghrykyn. The principal innovation has been Easky's manufacturing of tractors equipped with dual engines. In the case of the Ikyth and the Ghrykyn these are housed in the sides of the tractor's chassis and each drive a track separately. This has provided Easky with the fastest, large tractors in the west. The other benefit of this configuration of engines is the ability to mount a large central cannon on the Ikyth and a through and through cargo hold on the Ghrykyn.

is-Caerten with Carbine and Milwer with P11

The primary weapons of the G'dogolwyr are the P11 Blaef Machine Pistol, the RC Caelyl (carbine) and the LAR54 Wigtaem LMG. 

LMG Gunners

The LAR54's LMGs are typically deployed in gun squads of 10 quar. Three LMGs per squad with the rest of the squad carrying ammo and spare barrels. These squads are employed equally as a flanking element or   defensive unit.


A typical Easkovite Company formation looks like the following:
 

 Ghrykyn Armored Carriage
        The Ghrykyn Armored Carriage transports 16 quar plus crew. Typically the first squad of the section as well as the is-Caerten and his retinue. First Squad is typically equipped with machine pistols and grenades. The second squad in each section is armed with carbines and follow close behind the Ghrykyn on foot as it manuevers under fire; using it as mobile cover. The primary role of the second squad is to cover the tractor by keeping enemy cavalry and sappers at bay. Once the Ghrykyn reaches its objective the front ramp drops, disgorging a squad of rhyflers who lay down a frightening amount of firepower from their machine pistols and grenades. The rear ramp may also drop and the cover squad may pass through the chassis and out the front using the tractor itself as cover to assault an enemy position behind the massed firepower of first squad.


The Ikyth Gun Tractor
        The Ikyth replaces the front ramp and cargo compartment of the Ghrykyn with a large cannon capable of firing high explosive or canister rounds. Because the transports are often packed with sweaty quar bodies the Ikyth tends to carry the company's rations, water and other supplies.


       In addition to the newer tractors the situation in Creevin has forced the Easkovites to bring some second line tractors into the front lines. The Creevish Trench Watch cavalry has been a thorn in the side of the G’dogolwyr from the start. The Pygaed light tractor with its three machineguns has become invaluable on the great wide open Creevish plains, often laying down a high volume, low-accuracy fusilade to keep Creevish cavalry sappers at bay.
 

Pygaed Light Tractor

Easky uses many variations of the Autoped for scouting, towing, patrol and transport.

 More faction focus updates and more on Easky as we go!

Stowage!
over 4 years ago – Sat, Mar 07, 2020 at 02:36:01 PM

Congrats! We unlocked a bunch of boxes! Victory! Let's pile them tractors high!

Snipers! or Snypers as Zach now wants to call them... Snypers for everyone!

At $11,500 I will start sculpting snypers for every faction. Arnyaran snypers on autocycles, Creevish snypers firing from cadier back, Easky sharpshooters and the rest. I'll sculpt them over the course of the campaign and post updates as I do!

Crusader Snyper Concept Art

Army Building!
over 4 years ago – Thu, Mar 05, 2020 at 09:15:55 PM

$10,000! Thanks, all!

We had Zach do a little write-up on how forces are chosen pre-battle. He also did some mockup card art.

Overview: Army Building in This Quar’s War: Second Edition

This Quar’s War: Second Edition features a simple, flexible system of force building called Mustering to organize your 15mm Quar army in a logical and realistic fashion. Players dedicate Requisition Allotments to muster models grouped into historically accurate teams, squads, sections, and companies, which are detailed on Unit Cards (and that also contain all the stats and special rules! )

The size and strength of different units demand various quantities of resources and represent different values to the war effort. This difference is embodied in Allotment Classes (A, B, C, D, E, and S) which distinguish larger and stronger force groupings from smaller groups of specialists or reinforcements. For example, a Crusader Infantry Company is a Class A allotment, whereas a team of Coftyran Trench Daefyls is a Class C allotment.

Every game scenario provides an Arms-Action Designation that, with only a few letters, details the quantity and types of Requisition Allotments available to each player. A common Arms-Action Designation for a small game is ABC, for example.

Players can then select companies, detachments, squadrons, sections, squads, and teams by referring to their chosen Quar nation’s Muster Roster which are found in the appropriate Theater book.

So What Might an Army for TQW Look Like?:

This Quar’s War is a game of war on the company-scale, where many dozens of soldiers and throngs of tractors clash in battles across the countrysides and cities of Alywd. Accordingly, the core of any force will likely be an Infantry Company, or something of similar battlefield strength and value, such as a Coftyran Heavy Tractor Squadron, an Iron House, or Cavalry Wedge.  This company-scale asset contains your army’s command structure and directs the actions of the whole of your forces in gameplay. Supporting this core are detachments of tractors, cavalry, specialists and reinforcement rhyflers, wagons, heavy weapon teams, contraptions, artillery batteries, cooks, first aid tents, etc.

By the rules, all armies must field one Class A Requisition Allotment. Beyond that, players can select forces from whatever is available on their Muster Roster. Most model types are field-able in a variety of compositions, from a lone team or squad up to sections of multiple teams or squads or tractors. Generally, the smaller the organizational grouping the lower the Requisition Allotment needed to field it. For example,  Coftyran Cavalry can be fielded both as a Company Detachment of one squad of six models (mustered as Class D Allotment) or as a Cavalry Wedge, including a Section Officer and three cavalry squads of six models (mustered as a Class C Allotment).

The Mustering rules also allow for exchanging one higher valued allotment for two less valued allotments, so a Class B allotment could be exchanged for two Class C or D or E, or any combination. Such flexibility allows commanders to tailor their force to meet the demands of the battle at hand. In larger games more than one Class A allotment is possible, allowing you to field multiple companies of infantry.

Zach's Lovely Temp Art!

Here are some examples of existing force orgs that will be converted to TQW2.0 cards: