Nope. This is just fantasy (or my attempt to write a set of fantasy rules).
I've been looking for a set of big battle fantasy rules for a long time. Many year ago I made several huge Warhammer Fantasy armies but I never played a game because it didn't appeal to me. So I sold the armies. Last year I played Dragon Rampant and then I got into playing Rangers of Shadowdeep. I enjoyed both games and they really got me interested in fantasy wargaming again. I was a long time D&D player from 1980 to the mid 90's.
During our long 2020 lockdowns I bought and painted masses of orcs and elves and all sorts of beasties and creatures. I played solo SAGA Age of Magic and I really enjoyed it. But look as I might I couldn't find a big battle Fantasy game that I liked. So, after a brief exchange with a friend, I've decided to make my own.
I've spent the past few days trying to put together a set of rules that works. I've managed to achieve that much but they still have a ways to go yet. Most of the basic ideas are nothing new and I've taken what I like from various sources and tried to meld them together. They work and that's a start but now I need to twist things, hammer them, spin them around to develop a more original and streamlined system. I'd like to avoid mathematics as much as possible but I fear I some number crunching will be inevitable.
So that was my first test battle. It ended when dinner was on the table.
What about Magic Spells I hear you ask?
There was a spell casting element in play but I couldn't really photograph it. I've come up with a system that I thought looked good on paper. In play it was really good and I'm very happy with how it worked. It revolves around Battle Mage companies instead of individual spell casters. They have a Magic Dice Pool and can throw spells and counter spells when their card is drawn. One orc warband got held in place for a turn and the evil guys managed to get off a magic missile. Other times the counter spells worked and stopped spells getting through. Strong counter spells can also cause damage on the spell caster. The magic rules work just as I hoped.
Units: I'm not sure yet. Should I have single rank Companies or double rank Regiments or both? I've opted for both to start with but I think it might be confusing having both. I'll have to work more on this aspect. Single ranked companies work better on paper but larger double ranked bases looks better. I'm more inclined to the latter because, for me, "spectacle" makes up about 80% of the reason for wargaming.
Card System: It's not original but I like it. For me playing solo, it adds an element of uncertainty. I'll have to test it in a two player game at a later date. I can't see why it shouldn't work.
More to come after some more writing and testing.