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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 ww1. Show all posts
Showing posts with label ww1. 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
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, 17 September 2018
Tank rules for the first world war
These rules cover the tanks of 1917-1918. Not including the Russian Mendeleev heavy tank or German K-Wagen.
MOVEMENT:
MK I-IV - 10cm
MK A Whippet - 15cm
Char Schneider - 10cm
Saint Chamond - 10cm
Renault FT-17 - 10cm
A7V Sturmpanzerwagen - 15cm
Going over hills and rough terrain movement is reduced to 5cm.
A moving tank may make a maximum of 2 90 degree turns during its turn. At the start of each game a dice must be rolled for each tank to see if it starts up succesfully. If it rolls a 1 or 2 the tank doesn't start. Roll the dice the next turn every time it starts up.
FIRING:
Once the tank has selected a target (an enemy tank in this case) and is within firing range a dice is rolled for that tank's main gun/s. The shot will miss if a 1 or 2. If a hit then another dice must be rolled to see how much damage the shot caused:
1 or 2 - No damage
3 - Nearest track is broken
4 - Gun, turret or gunner knocked out
5 - Engine fire
6 - Destroyed
3 4s will destroy the tank
2 5s will destroy the tank
1 6 will destroy the tank
Tanks armed with machine guns have a firing range of 25cm. To fire a machine gun is different to firing a cannon. When firing MGs you continue to roll dice until you get a 1, at which point the gun jams or is out of ammo. MGs can only penetrate tank armour if they roll a 5 or 6. The damage system is the same as the cannon rules above.
Any tanks with armour thicker than 25mm cannot be penetrated by MG fire.
MOVEMENT:
MK I-IV - 10cm
MK A Whippet - 15cm
Char Schneider - 10cm
Saint Chamond - 10cm
Renault FT-17 - 10cm
A7V Sturmpanzerwagen - 15cm
Going over hills and rough terrain movement is reduced to 5cm.
A moving tank may make a maximum of 2 90 degree turns during its turn. At the start of each game a dice must be rolled for each tank to see if it starts up succesfully. If it rolls a 1 or 2 the tank doesn't start. Roll the dice the next turn every time it starts up.
FIRING:
Once the tank has selected a target (an enemy tank in this case) and is within firing range a dice is rolled for that tank's main gun/s. The shot will miss if a 1 or 2. If a hit then another dice must be rolled to see how much damage the shot caused:
1 or 2 - No damage
3 - Nearest track is broken
4 - Gun, turret or gunner knocked out
5 - Engine fire
6 - Destroyed
3 4s will destroy the tank
2 5s will destroy the tank
1 6 will destroy the tank
Tanks armed with machine guns have a firing range of 25cm. To fire a machine gun is different to firing a cannon. When firing MGs you continue to roll dice until you get a 1, at which point the gun jams or is out of ammo. MGs can only penetrate tank armour if they roll a 5 or 6. The damage system is the same as the cannon rules above.
Any tanks with armour thicker than 25mm cannot be penetrated by MG fire.
Sunday, 26 November 2017
My amateurish attempts at Voltigeurs
A good four years ago, when I was just beginning to get into the hobby, I bought myself several Italeri 1/72 Napoleonic miniature kits, including the current main part of my infantry, the Voltigeurs. At the time I wasn't much good at painting fine detail (in fact I still aren't), and so ended up with not quite what I would have liked. So, come this year, when I was just getting back into Napoleonics after a long period of doing ww1 and 2 stuff (evrything from the ww1 'Eindecker' to the ww2 'Tiger Tank') I decided to fix the mess that I had created with my extremely uncoordinated hand. After just over a month of off and on painting, I am finally at a point where I can say that I am almost done with them and am now doing minute details such as regimental insignia. I have decided to base them on the 1st regiment of the Young Guard, with their yellow plumes.
While waiting for these to dry I have also been doing a side poject of Prussian Cuirassiers of the Garde du Corpe. These have been relatively simple to paint, the uniform being largely white, with small amounts of red.
Labels:
Infantry,
Napoleonic,
Napoleonics,
Voltigeurs,
ww1,
ww2
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