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| The cover of the rule-book currently being worked on. It most likely will be ready by the end of 2020 |
Showing posts with label Ancient. Show all posts
Showing posts with label Ancient. Show all posts
Wednesday, 22 April 2020
RULE-BOOK ON THE WAY
Labels:
2017,
7YW,
Ancient,
Battles,
Cavalry,
Civilians,
Infantry,
Napoleonic,
Napoleonics,
Rules,
Tanks,
ww1,
ww2
Tuesday, 10 September 2019
BATTLE OF HAMERTEN
Once again, I find myself typing up another apology, so here I go...
Hamerten was fought little over a month ago, but we've been busy with schoolwork and so haven't had time to make a post.
However, I do promise you that when I have the time I will put Hamerten on the blog.
My most sincere apologies,
Jakob Morris
(P.S. Currently planning a Battle of Kadesh - Stay tuned!)
Hamerten was fought little over a month ago, but we've been busy with schoolwork and so haven't had time to make a post.
However, I do promise you that when I have the time I will put Hamerten on the blog.
My most sincere apologies,
Jakob Morris
(P.S. Currently planning a Battle of Kadesh - Stay tuned!)
Monday, 18 February 2019
Cavalry Units and their Rules
In the games I play the average cavalry unit consists of 4-8 cavalrymen.
MOVEMENT BY TYPE:
Knights - 20-25cm
Curassiers - 25cm
Carabiners - 25cm
Dragoons - 30cm
Lancers - 30-35cm
Hussars - 30-35cm
Chasseurs a Cheval - 30-35cm
Mounted officers/scouts/messengers - 35cm
MOVEMENT DISTANCES:
Trot - 10cm
Canter - 15-20cm
Gallop - 25cm
Charge - 30cm
Gallop(Messengers, mounted officers etc...) - 35cm
Movement up hills is halved. If a unit wishes swish to slow down or stop they must reduce their speed each turn by 5cm until they reach the desired speed. If cavalry are going at any speed higher than 10cm and wish to make an emergency stop they must first roll a dice for each horse. If a 1 or 2 is rolled the horse will either break its legs or buck the rider off, thus being removed from play.
Going into a melee reduces speed by 5cm for each turn that the cavalry are involved in combat. Cavalry may also increase their move distance 5cm per turn as long as they are not in combat or surpassing the maximum move speed for their type.
If mounted on camels camels may move a quick burst of 30cm before having to move at 20.
ATTACKING:
A unit has the ability to attack or be attack when it comes within attacking range of an enemy unit. Attacking ranges are listed below:
Sword - Bases or weapons must be touching
Lance - Will vary depending on length of lance
Carbine - 15cm
Pistol - 15cm
Spear - 5cm
Bow - 15cm
When attacking infantry in skirmishing order, cavalry get an extra 2 dice to roll with in attack.
MOVEMENT BY TYPE:
Knights - 20-25cm
Curassiers - 25cm
Carabiners - 25cm
Dragoons - 30cm
Lancers - 30-35cm
Hussars - 30-35cm
Chasseurs a Cheval - 30-35cm
Mounted officers/scouts/messengers - 35cm
MOVEMENT DISTANCES:
Trot - 10cm
Canter - 15-20cm
Gallop - 25cm
Charge - 30cm
Gallop(Messengers, mounted officers etc...) - 35cm
Movement up hills is halved. If a unit wishes swish to slow down or stop they must reduce their speed each turn by 5cm until they reach the desired speed. If cavalry are going at any speed higher than 10cm and wish to make an emergency stop they must first roll a dice for each horse. If a 1 or 2 is rolled the horse will either break its legs or buck the rider off, thus being removed from play.
Going into a melee reduces speed by 5cm for each turn that the cavalry are involved in combat. Cavalry may also increase their move distance 5cm per turn as long as they are not in combat or surpassing the maximum move speed for their type.
If mounted on camels camels may move a quick burst of 30cm before having to move at 20.
ATTACKING:
A unit has the ability to attack or be attack when it comes within attacking range of an enemy unit. Attacking ranges are listed below:
Sword - Bases or weapons must be touching
Lance - Will vary depending on length of lance
Carbine - 15cm
Pistol - 15cm
Spear - 5cm
Bow - 15cm
When attacking infantry in skirmishing order, cavalry get an extra 2 dice to roll with in attack.
Wednesday, 17 October 2018
Rules for civilians
When an enemy army enters a settlement containing civilians a dice must be rolled for every one of them to determine their reaction:
1 - Surrender to the army.
2 - Ignore the army and/or collaborate.
3, 4, 5 - Run and hide.
6 - Riot.
POLICEMEN:
Policemen are similar to soldiers but their main priority is the protection of civilians. However dice must still be rolled to determine their actions:
1 - Surrender.
2 - Ignore or collaborate.
3 - Run and hide.
4, 5, 6 - Defend civilians by attacking soldiers.
MOVEMENT:
Identical to infantry.
ATTACKING:
In order to attack, civilians must initiate a melee. However civilians may be armed or pick up arms to fight with those. Rules for armed civilians are the same as rules for soldiers.
WAR WORK:
Captured or collaborating civilians may be forced to work for an army, however they cannot be forced into a role of active fighting.
1 - Surrender to the army.
2 - Ignore the army and/or collaborate.
3, 4, 5 - Run and hide.
6 - Riot.
POLICEMEN:
Policemen are similar to soldiers but their main priority is the protection of civilians. However dice must still be rolled to determine their actions:
1 - Surrender.
2 - Ignore or collaborate.
3 - Run and hide.
4, 5, 6 - Defend civilians by attacking soldiers.
MOVEMENT:
Identical to infantry.
ATTACKING:
In order to attack, civilians must initiate a melee. However civilians may be armed or pick up arms to fight with those. Rules for armed civilians are the same as rules for soldiers.
WAR WORK:
Captured or collaborating civilians may be forced to work for an army, however they cannot be forced into a role of active fighting.
Monday, 3 September 2018
Infantry units and their rules
In the games that I play, a single infantry unit is made up of 5-10 men.
MOVEMENT:
The speeds at which a unit of infantrymen can move are listed blow:
Infantry in formation - 10cm
Infantry skirmishing - 15cm
Infantry charging/running - 20cm
If a unit has charged on it's previous turn it may only move at 10cm for this turn. A unit may not move 20cm twice or 20cm then 15cm.
A unit may come out of formation into skirmishing order by moving at 15cm but be mindful that this can make them vulnerable to cavalry attacks.
The unit may split up or transfer men to another unit but this will affect the strength of the unit as a whole.
ATTACKING:
The unit has the ability to attack when it comes in attacking range of another unit. Firing ranges are listed below:
Musket - 20cm
Rifle - 25cm
Pistol - 15cm
Bow - 15cm
Spear/javelin - 2-10cm
Slingshot - 10cm
Pike - 5cm
Hand - Bases must be touching.
Dice are used for attacking and inflicting casualties. The highest roll is compared to the highest roll of the opponent.
Example: The French troops are attacking a British unit. The French roll a 6 and a 2 while the Brits roll a 5 and a 4. The 6 is compared to the 5 and wins so a casualty is inflicted on the Brits. The 2 is then compared with the 4 to which it loses, resulting in a casualty for the French and equal losses for both sides.
If the soldiers are armed with muzzle-loading muskets a maximum of 2 volleys are fired (2 rolls of the dice), bolt-action rifles 3 and bows and slingshots 2.
If the unit has just fired apon an enemy unit during its turn, and are attacked by an enemy unit the next turn, it is unable to fire back in the final volley. Meaning it can only roll to defend on the final volley.
If the dice are compared and the result is a tie there are no casualties inflicted on either side.
MELEE COMBAT:
Melee combat is initiated when either bases or weapons are touching. It uses the same volley system as above, however the dice will be rolled until a side is either destroyed or retreated. Troops equipped with shields or armour will get an extra dice to roll that is for defence only.
MORALE:
When a unit has entered combat and suffered a minimum of two casualties, and wants to fall back or retreat, it must roll a dice to see if the unit remains intact and disciplined. If it rolls a 1 during this process it routs and leaves the battlefield. If the unit commander has been lost then a 1, 2 or 3 will send them sprinting off the battlefield. A broken unit will not stop moving away and will try to kill anything in it's path, including fellow soldiers and allies.
If an overall commander of an army is killed then player must roll for the whole army and if a 1, 2, or 3 is rolled the army collapses and routs.
If a unit is charged by cavalry, a dice must be rolled and a 1 will see the men fleeing the battlefield.
UNIT STANDARDS:
If the unit possesses a regimental standard (e.g. French Eagle, Roman Aquila or regimental flag) it will try to defend this to the death as each standard is worth 10 points. If a standard is lost or captured the unit must roll for morale, if rolling a 1 they rout. Though standards may sound somewhat expensive and useless if the standard survives to the end of the battle and is held by the victorious side they each give 10 extra points to the army's total score. However they must be part of a fighting unit for this to happen.
EFFECT TERRAIN MAY HAVE ON UNITS:
Any movement uphill is halved. Rivers and lakes cannot be crossed unless there is a boat or bridge.
Units positioned on a hill or rise get an extra 5cm added onto their firing range.
Example: Prussian troops are scaling a rise to knock out the French Troops poised on top. The French firing range is slightly longer than the Prussians so the French are able to inflict losses on the Prussians before the Prussians are in range with their firearms.
Units moving through woods must be in skirmishing order and movement is halved along with firing range. Rivers and water can be fired across. Buildings and houses can be entered but if the building is destroyed all troops inside are killed.
MOVEMENT:
The speeds at which a unit of infantrymen can move are listed blow:
Infantry in formation - 10cm
Infantry skirmishing - 15cm
Infantry charging/running - 20cm
If a unit has charged on it's previous turn it may only move at 10cm for this turn. A unit may not move 20cm twice or 20cm then 15cm.
A unit may come out of formation into skirmishing order by moving at 15cm but be mindful that this can make them vulnerable to cavalry attacks.
The unit may split up or transfer men to another unit but this will affect the strength of the unit as a whole.
ATTACKING:
The unit has the ability to attack when it comes in attacking range of another unit. Firing ranges are listed below:
Musket - 20cm
Rifle - 25cm
Pistol - 15cm
Bow - 15cm
Spear/javelin - 2-10cm
Slingshot - 10cm
Pike - 5cm
Hand - Bases must be touching.
Dice are used for attacking and inflicting casualties. The highest roll is compared to the highest roll of the opponent.
Example: The French troops are attacking a British unit. The French roll a 6 and a 2 while the Brits roll a 5 and a 4. The 6 is compared to the 5 and wins so a casualty is inflicted on the Brits. The 2 is then compared with the 4 to which it loses, resulting in a casualty for the French and equal losses for both sides.
If the soldiers are armed with muzzle-loading muskets a maximum of 2 volleys are fired (2 rolls of the dice), bolt-action rifles 3 and bows and slingshots 2.
If the unit has just fired apon an enemy unit during its turn, and are attacked by an enemy unit the next turn, it is unable to fire back in the final volley. Meaning it can only roll to defend on the final volley.
If the dice are compared and the result is a tie there are no casualties inflicted on either side.
MELEE COMBAT:
Melee combat is initiated when either bases or weapons are touching. It uses the same volley system as above, however the dice will be rolled until a side is either destroyed or retreated. Troops equipped with shields or armour will get an extra dice to roll that is for defence only.
MORALE:
When a unit has entered combat and suffered a minimum of two casualties, and wants to fall back or retreat, it must roll a dice to see if the unit remains intact and disciplined. If it rolls a 1 during this process it routs and leaves the battlefield. If the unit commander has been lost then a 1, 2 or 3 will send them sprinting off the battlefield. A broken unit will not stop moving away and will try to kill anything in it's path, including fellow soldiers and allies.
If an overall commander of an army is killed then player must roll for the whole army and if a 1, 2, or 3 is rolled the army collapses and routs.
If a unit is charged by cavalry, a dice must be rolled and a 1 will see the men fleeing the battlefield.
UNIT STANDARDS:
If the unit possesses a regimental standard (e.g. French Eagle, Roman Aquila or regimental flag) it will try to defend this to the death as each standard is worth 10 points. If a standard is lost or captured the unit must roll for morale, if rolling a 1 they rout. Though standards may sound somewhat expensive and useless if the standard survives to the end of the battle and is held by the victorious side they each give 10 extra points to the army's total score. However they must be part of a fighting unit for this to happen.
EFFECT TERRAIN MAY HAVE ON UNITS:
Any movement uphill is halved. Rivers and lakes cannot be crossed unless there is a boat or bridge.
Units positioned on a hill or rise get an extra 5cm added onto their firing range.
Example: Prussian troops are scaling a rise to knock out the French Troops poised on top. The French firing range is slightly longer than the Prussians so the French are able to inflict losses on the Prussians before the Prussians are in range with their firearms.
Units moving through woods must be in skirmishing order and movement is halved along with firing range. Rivers and water can be fired across. Buildings and houses can be entered but if the building is destroyed all troops inside are killed.
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