Thursday, 30 August 2018

My updated ruleset

This is an updated version of the rules that I posted at the end of last year, with some added extras, and a slightly longer span of time that they are useful for.

There are two forms of play that can be done using these rules, as with many other rule sets: campaign, and individual play. Individual games are simple enough, not requiring any extra explanation, but campaign play, there ae some additional gameplay elements that make strategic retreat favorable over a fight to the death situation.
If you happen to decide to play a campaign, choose some sort of campaign-ending event, such as defeating a certain amount of enemy troops, or winning a certain amount of games. The winner of each game will earn 100 points plus the amount of troops left, eg. Player 1 wins with 20 infantry left, they score 120 points. The loser also accumulates points, but only earns these for troops remaining, with no bonuses. These points are then accumulated to be used in the next game, used to get troops. Infantry costs 1 point each, cavalry 3, and artillery 10.

Movement:

This is one of the most important aspects of the game and is a core function in getting troops from one location to the other. Below is listed movement distances for troops.

Infantry in formation: 15 cm
Infantry skirmishing: 20 cm
Heavy cavalry: 25 cm
Light cavalry: 30 cm
Limbered artillery: 15 cm
Manhandled artillery: 5 cm

Troops are unable to move across water unless there is a boat or bridge. If you wish to designate a ford, then agree with the other player before the game and make sure that it's clearly designated.
Movement up hills is halved.
Movement may only be made over fences or low walls by cavalry or skirmishers, this takes a full turn to complete.
Moving through field with long grass or crops, movement is halved.

Attacking:

Attacking consists of shooting at an enemy (infantry, cavalry or cannon) or initating a melee with them with a sword, bayonet or other short ranged weapon. The intent of attacking an enemy is to defeat those enemies that you are attacking.

Shooting:

Shooting is done with a ranged weapon such as a gun or bow/arrows. Using infantry for shooting is vastly different to using cannon or other large weapon (mortar, howitzer). With infantry, both players  roll 1 die, plus the modifier that the type of weapon used. With both players dice having been rolled, compare the highest of player 1's to the highest of player 2's, and so on. If one side rolls more dice then compare all of the rest to the other player's lowest dice. The other player cannot use these to kill troops, but you can. However, if one side finds itself with only half of the numbers of the enemy, the modifier is subtracted.

Weapon:      Range:    Modifier:
Musket        20cm      +1 die
Rifle            25cm      +2 dice
Bow            15cm      +0 dice (unless within 5cm)
Slingshot    10cm      +0 dice

Cannons:

With cannon, roll two dice. Get the total number and add 5. This is the distance that the shot flies. All troops within 2cm of the shot landing are removed from play.
Cannon are able to fire over the heads of friendly troops, so long as it is on a hill and no other troops are within 6cm of it.

Mortars/Howitzers:

These are much the same as cannon in how you fire them. As they are designed to throw a projectile high into the air, they can always make it over the heads. They, however, having explosive shells, will remove all troops within 5cm from play.

Melee:

To start a melee against the enemy, bases or weapons must be touching. Also only available to troops equipped with melee weapons (swords, bayonets, spears). This also counts for cavalry, but only if they are not charging.
Each player rolls 1 die per unit involved in the melee (plus or minus modifiers), and the enemy loses the amount of troops as the dice total.

Modifiers for melee (per unit)

Sword equipped troops - plus 2 dice
Spear equipped troops  - plus 2 dice
Bayonet equipped troops - plus 1 dice
Shield or armour - minus 1 die of the opposition
Cavalry - Plus 3 dice on the turn that it starts, back to the normal modifier for the weapon on consecutive turns

Optional:

Messengers:

These are for having a specific part of the turn that is for communication between the commander and the units. The messengers can move 35cm per turn and must be within 3cm of a unit to relay orders, and must then go back to the commander before they can change the orders. These can be seperate figures, or, alternatevily, some sort of marker could be used, such as a dice.

Square formation:

If playing this rule then infantry must always form a square if charged by cavalry. However, if a unit is less than 15 figures, or is irregular infantry (tribesmen and such) then they will be unable to form a square and will instead have to form a bayonet hedge (a 2 or 3 deep line with bayonets out from the men at the front). When a square has been formed, cavalry are unable to attack the square and aren't allowed to go within 5cm of the square, and must use the rest of their move to either go around or turn back. Squares are able to fire with only 1 dice per face.





1 comment:

  1. Good rules Thomas, they're not as complex as the ones yo got of the internet.

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