I've been tinkering a little with a set of convention rules. The basic idea is to get out either the Prince August and Meisterzinn moulds and get casting.
Any comments would be welcome:
Any comments would be welcome:
The Age of Linear
Warfare
Notes
*Equipment: A
48” baton marked in 4” increments. A number of six-sided dice for the
adjudication of combat; a number of six sided mini-dice equal to the number of
units on the table and; one extra token to mark the extra pip Guards units may
have.
*Units, be
they Foot or Horse, have an 8” frontage. Figures are mounted on two 4” wide
wood strips. As many figures as are regarded as aesthetically pleasing may be
used.
*Every unit
gets a number of pips (generally six). When this store of pips has been
exhausted, the unit is considered destroyed.
Move
*Line
Infantry 8”
*Light
Infantry and Line Cavalry 12”
*Artillery 8”
Any unit may
expend a pip to gain a double move to charge. Charges must be declared at the
start of the turn.
Shoot
*Infantry – I
die per stand. Range 8”.
Cavalry do
not shoot.
*Artillery –
4 8” bands: Band 1 – 5 dice, Band 2 – 3 dice, Band3 – 2 dice, Band 4 – 1 die.
Procedure:
roll dice and pray for 4+. Every Hit thus obtained removes one ‘pip’ from the
defender’s store.
Melee
*Melee is
adjudicated with a simple opposed dice roll with modifiers as follows: +1 if
Guards, defending a linear obstacle, charging unto melee or if the pip difference between the attacker and defender is two or more "pips".
*Loss of the Melee results in a one-move push-back for the loser and the loss of one 'pip'. The victor may elect to follow up with another round of Melee with a +1 advantage on the dice roll. A subsequent second will result in the losing unit being destroyed regardless of remaining 'pips'. Draws result in a mutual push-back of a full move.
*Loss of the Melee results in a one-move push-back for the loser and the loss of one 'pip'. The victor may elect to follow up with another round of Melee with a +1 advantage on the dice roll. A subsequent second will result in the losing unit being destroyed regardless of remaining 'pips'. Draws result in a mutual push-back of a full move.
Morale
*Units down
to the last pip may perform no offensive action.
*When half
the army has been destroyed, the remainder must withdraw.
*A unit may
choose to Fall Back In Good Order. It retires a full move during the next move
Phase. Thenceforth, it may recover one pip per turn in which it may perform no
other actions.
*Guards units
may have an extra “seventh” pip. Light Infantry have four pips only.
*Generals.
Have two pips. They are not affected by morale rules. On joining a unit, they
will recover a pip for that unit. Any unit attacked whilst with a General attached must flip a coin to see which of them bears any pip loss.
EDIT - Melee Rules updated.
EDIT #2 - Melee rules updated again.
EDIT - Melee Rules updated.
EDIT #2 - Melee rules updated again.
7 comments:
This looks like a very worthwhile endeavour - big colourful figures and rules so simple even von Boffke could use them - what's not to like :-)
A couple of initial thoughts:
Turn sequence?
What are the consequences of losing a melee?
Good points Steve. IGOUGO and Move>>Shoot>>Melee>>Morale.
Loss of a pip and a one-move pushback. The victor elects to follow up.
Thanks for the input,
Greg
Only thing to do now Squire is to get them on the table and see how they run.
My thoughts exactly, Steve!
-- Von Boffke
I'll give them a run tonight.
It strikes me that this might be a candidate for being made a gridded game, as well.
By and large looks good to me. The drawn melee looks fine for cavalry. I'd let defending infantry stand though.
I'll add a playtest to the toodue list.
Thank-you Ross. I appreciate the feedback.
I look forward to a play-test. I did not manage one myself last night unfortunately. I'll be trying for one tonight.
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