I received some very helpful feedback about the first draft of these rules from arthur1815. He pointed out several things that could be improved ... and after giving them considerable thought I decided to include some of these improvements/changes he suggested into the next, pre-play-test draft of the rules.
The changes mainly relate to the role of Generals. Arthur1815 pointed out that in the draft rules Generals were classed as a type of unit – which was not my intention; I wanted them to represent the player's alter ego on the tabletop – and could find themselves being used as such. He also queried why Generals added a bonus of two D6 dice to the number of combat dice thrown by a unit with which they were sharing a grid area as this meant that the chances of that unit causing a 'hit' on an enemy unit were considerably enhanced.
I have taken arthur1815's suggestions onboard and the changes can be seen in the following second draft of the rules.
Generals
Generals are not per se units but represent a player’s alter ego on the tabletop. In many ways Generals are treated as if they were units:
Unit Strength Points
Infantry: 4SP
Dismounted cavalry: 3SP
Mounted cavalry: 3SP
Machine guns: 2SP
Artillery: 2SP
Horse-drawn transport: 1SP
Rules
Exhaustion Point
Turn Sequence
Movement
Infantry: 2 grid areas
Dismounted Cavalry: 2 grid areas
Mounted Cavalry: 3 grid areas
Machine Guns: 2 grid areas
Artillery: 2 grid areas
Horse-drawn Transport: 2 grid areas
Rules
Combat
Rifled Heavy Artillery: 6 – 6 – 6 – 4 – 4 – 4 – 2 – 2 – 2
Rifled Field Artillery: 6 – 6 – 4 – 4 – 2 – 2
Rifled Mountain Artillery: 6 – 4 – 4 – 2 – 2
Smooth-bore Heavy Artillery: 6 – 6 – 4 – 4 – 2 – 2
Smooth-bore Field Artillery: 6 – 4 – 4 – 2 – 2
Smooth-bore Mountain Artillery: 4 – 4 – 2 – 2
Machine Guns: 8 – 6 – 4 – 2
Rifles & Carbines: 6 – 4 – 2
Muskets: 4 – 2
Hand-held Weapons (Native troops only): 4
Notes
The numbers show how many D6 dice are thrown at different ranges.
Rules
The changes mainly relate to the role of Generals. Arthur1815 pointed out that in the draft rules Generals were classed as a type of unit – which was not my intention; I wanted them to represent the player's alter ego on the tabletop – and could find themselves being used as such. He also queried why Generals added a bonus of two D6 dice to the number of combat dice thrown by a unit with which they were sharing a grid area as this meant that the chances of that unit causing a 'hit' on an enemy unit were considerably enhanced.
I have taken arthur1815's suggestions onboard and the changes can be seen in the following second draft of the rules.
Generals
Generals are not per se units but represent a player’s alter ego on the tabletop. In many ways Generals are treated as if they were units:
- Generals have a Strength Point of 1.
- When a General loses their Strength Point, they are destroyed and removed from the battlefield.
- Generals are activated during the Turn Sequence.
- Generals can move 3 grid areas each turn.
- Generals can share a grid area with a friendly unit.
- Generals cannot attack enemy units but may increase the combat effectiveness of a friendly unit with which they are sharing a grid area.
Unit Strength Points
Infantry: 4SP
Dismounted cavalry: 3SP
Mounted cavalry: 3SP
Machine guns: 2SP
Artillery: 2SP
Horse-drawn transport: 1SP
Rules
- Units are allocated a Strength Point value (SP) before the battle begins; these may be adjusted in order to take into account the unit’s strength, equipment, and training.
- Units lose Strength Points as a result of enemy action, and these reductions must be recorded (i.e. on a roster, by the use of markers, or by the removal of individual figures).
- When a unit’s Strength Point value is reduced to 0, the unit is destroyed, and is removed from the battlefield.
Exhaustion Point
- Before the battle begins, both sides calculate their Exhaustion Point. This is one half of the side’s total initial Strength Points (including the Strength Points of any Generals), rounded up.
- When a side has lost that proportion of its initial Strength Points, it has reached its Exhaustion Point.
- A side that has reached its Exhaustion Point must immediately stop taking aggressive action (i.e. it will continue to fight to defend its existing position, but will not continue any movement towards the enemy).
- When both sides have reached their Exhaustion Point, the battle ends.
Turn Sequence
- At the start of each turn both sides throw a D6. The side with the highest score may chose to go whether or not to go first.
- Once the side that moves first has moved and/or conducted combats with each of their units and Generals in turn – subject to any restrictions laid down in the rules – the other side may move and/or conduct combats with each of their units and Generals in turn.
- Once both sides have moved and/or conducted combats with each of their units and Generals in turn they must check to see if they have reached their Exhaustion Point. Once that has been done, the turn is complete and the next turn can commence.
Movement
Infantry: 2 grid areas
Dismounted Cavalry: 2 grid areas
Mounted Cavalry: 3 grid areas
Machine Guns: 2 grid areas
Artillery: 2 grid areas
Horse-drawn Transport: 2 grid areas
Rules
- All movement is measured through the edges of the grid areas not the corners.
- A unit or General may be moved only once each turn.
- A unit that is attacking this turn reduces its movement by 1 grid area.
- A unit or General may change their direction of movement any number of times during their move but must end their move facing the edge of the grid area not the corner.
- With the exception of a Horse-drawn Transport unit, a unit may not start or end its move in the same grid area as a friendly unit.
- A General may start or end their move in the same grid area as a friendly unit.
- No unit or General may start or end their move in the same grid area as an enemy unit.
- A unit or General must stop as soon as they enter a grid area that is adjacent to the front, flank or rear of enemy unit or General, and must turn to face the enemy unit or General at once.
- If a unit or General is being faced by an enemy unit or General that is in an adjacent grid area and the unit or General has not yet moved this turn, they may move (i.e. they may withdraw away from the enemy unit or General) providing that they do not move into a grid area that is adjacent to the front of another enemy unit or General.
Combat
Rifled Heavy Artillery: 6 – 6 – 6 – 4 – 4 – 4 – 2 – 2 – 2
Rifled Field Artillery: 6 – 6 – 4 – 4 – 2 – 2
Rifled Mountain Artillery: 6 – 4 – 4 – 2 – 2
Smooth-bore Heavy Artillery: 6 – 6 – 4 – 4 – 2 – 2
Smooth-bore Field Artillery: 6 – 4 – 4 – 2 – 2
Smooth-bore Mountain Artillery: 4 – 4 – 2 – 2
Machine Guns: 8 – 6 – 4 – 2
Rifles & Carbines: 6 – 4 – 2
Muskets: 4 – 2
Hand-held Weapons (Native troops only): 4
Notes
The numbers show how many D6 dice are thrown at different ranges.
Rules
- All ranges are measured through the edges of the grid areas not the corners.
- Each unit may attack only once each turn.
- Units have an arc of attack that is forward of the direction in which they are facing. This must be directly into the adjacent grid area, widening out as the range increases but never exceeding 60° on either side of the direction in which the unit is facing when it attacks.
- Units may only attack targets that are in direct line-of-sight.
- Units can attack 1 grid area into woods, built-up areas, and fortifications.
- Units can attack out of woods, built-up areas, and fortifications if they are in a grid area that is on the edge of the woods, built-up areas, or fortifications (i.e. the adjacent grid area in the direction they are attacking does not contain woods, built-up areas or fortifications).
- Woods, built-up areas, and fortifications count as cover.
- Attacking units that are in the same grid area as a General increase the number of D6 dice thrown by 1.
- All attacks are conducted grid area-to-grid area, and the results affect all the units in the target grid area.
- The target is identified. The requisite number of D6 dice is thrown for the type of weapon the attacking unit is armed with and the range at which the combat is taking place.
- Results:
- A treble 1 destroys a General if they are in the open.
- A treble 1 PLUS any other double destroys a General if they are in cover.
- A double 1 destroys one Strength Point if the target is an Artillery or Machine Gun unit that is in the open.
- A double 1 PLUS any other double destroys one Strength Point if the target is an Artillery or Machine Gun unit that is in cover.
- A double 2 or 3 destroy one Strength Point if the target is a Cavalry or Horse-drawn Transport unit that is in the open.
- A double 2 or 3 PLUS any other double destroys one Strength Point if the target is a Cavalry or Horse-drawn Transport unit that is in cover.
- A double 4, 5, or 6 destroy one Strength Point if the target is an Infantry unit that is in the open.
- A double 4, 5, or 6 PLUS any other double destroys one Strength Point if the target is an Infantry unit that is in cover.
- All lost Strength Points are removed immediately. When a unit’s Strength Points are reduced to 0, the unit is destroyed, and it is removed from the battlefield.
"This must be directly into the adjacent grid area, widening out as the range increases but never exceeding 60° on either side of the direction in which the unit is facing when it attacks."
ReplyDeleteHow does this work on a square grid, please?
I'm still not sure how the firing mechanism works, especially with relation to generals and/or units in cover - any chance of a sample game or some worked examples please?
Thanks.
Kaptain Kobold,
ReplyDeleteThe rules were designed for a hexed grid ... but should work on a square one. Just substituting 45 degrees for the existing 60 degrees should make that rule easier to use on a squared grid.
I hope to run a play-test in the near future, and that the battle report will show how the combat mechanism works.
All the best,
Bob