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Wednesday 26 January 2022

Colonial fast play 3 x 3 Portable Wargame rules

I used the following rules in my recent Colonial fast play 3 x 3 PORTABLE WARGAME battle:

General rules:

The playing surface is divided into a 3 x 3 square grid.

Each side also has a Reserve Area behind its baseline.

Units in the Reserve Area may move into any of their side’s baseline squares.

No more than two units and a General may occupy the same grid area.

Units may interpenetrate friendly units.

Each army is composed of six units and a General.

All units have a Strength Value of 2 SPs.

Setting up the battlefield:

Before the battle begins, both sides throw a D6.

The side with the highest D6 die score is deemed to be the attacker. (Any tied D6 dice scores are rethrown.)

The defender then throws a D6 to determine the terrain of the battlefield.

1: Flat terrain with no significant features

2 or 3: The defender places a hill in one of their baseline grid areas.

4: The defender places a built-up area in one of their baseline grid areas.

5: The defender places a wood in either the left or right-hand grid area of their baseline.

6: The defender places a river parallel to their baseline and throws a further D6 die to determine the placement of another terrain feature.

If the second D6 die score is 6, no further terrain features are added to the battlefield.

Deployment:

The defender places all their units on the battlefield.

The attacker then places all their units on the battlefield.

The defender may then move one of their units to a new position on the battlefield.

Turn sequence:

First turn: Attacker goes first.

Second and subsequent turns: Both sides throw a D6.

The side with the highest D6 die score chooses whether to move first.

Each side may activate as many units as they scored on their die roll.

Units already engaged in Close Combat do not need to be activated.

Movement:

Foot units 1 grid area

Artillery units 1 grid area

Mounted units 2 grid areas

Generals 2 grid areas

Units involved in combat may not move, but units moving up to support them can.

Combat rules:

Artillery has a range of four grid areas.

Artillery may only fire at enemy units that are in direct line of sight (i.e. there are no other units between the firing artillery unit and the target unit).

Artillery may not move and fire during the same turn.

Other than artillery, all combat takes place between units in adjacent grid areas.

Only one unit in a grid area may fight an enemy unit in an adjacent grid area.

Any other units of the same type in the attacking unit’s grid area support the attacking unit with a +1 bonus.

Artillery fire rules:

The target grid area is identified.

Roll one D6 die for the artillery unit firing at the target grid area and add or subtract any relevant modifiers:

Increase the D6 die roll score by 1 if the artillery unit has fired at the same stationary target during the previous turn.

Increase the D6 die roll score by 1 if a friendly General is in the same grid area as the artillery unit.

Reduce the D6 die roll score by 1 if the target is in cover or fortifications.

Results:

Modified D6 die roll score = 5 or more: Artillery fire lands on the target grid area.

Modified D6 die roll score = 4 or less: Artillery fire has been totally ineffective.

If the artillery fire has been effective, any unit that is in the grid area in which the artillery fire lands is hit, and a D6 die is rolled to determine the effectiveness of the artillery fire upon the target unit. (See the Resolving hits on units section of the rules.)

Close Combat rules:

Both sides roll a D6 die for their unit involved in a Close Combat and add or subtract any relevant modifiers.

Increase the D6 die roll score by 1 if a friendly unit of the same type is in the same grid area as the unit for which the D6 die is being rolled.

Increase the D6 die roll score by 1 if a friendly General is in the same grid area as the unit for which the D6 die is being rolled.

Increase the D6 die roll score of the unit initiating the Close Combat by 1 if the attack is being made against the flank or rear of an enemy unit.

Reduce the D6 die roll score by 1 if the unit is being attacked in the flank or rear by an enemy unit.

Reduce the D6 die roll score by 1 if the enemy unit is uphill or in cover.

Reduce the D6 die roll score by 1 if the enemy unit is fortifications.

Results:

Modified D6 die roll score = 2 or less: The unit is hit.

Modified D6 die roll score = 3 or more: The unit is unaffected.

If a unit is hit, a D6 die is then rolled to determine the effect of the hit, and the result is read from the appropriate row (i.e. the Unit Quality of the unit for which it is being rolled) on the relevant chart in the Resolving hits on units section of the rules.

Infantry units and cavalry units that win a Close Combat (i.e. because the enemy unit has been destroyed or has retreated 1 grid area) can move forward and occupy the grid area that was occupied by the enemy unit and can conduct further Close Combats if this puts them adjacent to a grid area occupied by an enemy unit.

Resolving hits on units:

Any unit that is hit because of Artillery Fire or Close Combat rolls a D6 die to resolve what happens.

Results:

Elite 1 or 2 = Unit loses 1 SP; 3 to 6 = Unit must retreat 1 grid area or lose 1 SP.

Average 1 to 3 = Unit loses 1 SP; 4 to 6 = Unit must retreat 1 grid area or lose 1 SP.

Poor 1 to 4 = Unit loses 1 SP; 5 or 6 = Unit must retreat 1 grid area or lose 1 SP.

Any unit unable or unwilling to retreat 1 grid area loses 1 SP.

If a General is co-located with a unit that must retreat and it is able to do so, the General retreats with that unit.

Generals who are co-located with a unit that has been hit:

If a General is co-located with a unit that is hit, two D6 dice are rolled to determine if he is killed.

Results:

If the total 2D6 dice roll score is 12, the General is killed.

If the total 2D6 dice roll score is 11, the General is wounded and loses 1SP.

If the total 2D6 dice roll score is 10 or less, the General survives.

Special rules:

Built-up areas

Built-up areas provide cover for troops that are in them.

Hills

Artillery can fire over friendly units that are in front of them if they are on a hill that is higher than the unit they are firing over.

Woods

Woods provide cover for troops that are in them.

A unit must stop as soon as it enters a wood.

A unit moving through a wood has a maximum movement rate of 1 grid area per turn.


These are still very much a 'work in progress', but I think there is enough detail here for other players to base their own variants on.

24 comments:

  1. Interesting Bob, thanks for posting i must give it a go with my ECW and possibly the Nap to.

    ReplyDelete
    Replies
    1. Stephen Smith,

      Please share any feedback you have. It will really help in the development of this concept.

      All the best,

      Bob

      Delete
  2. Bob,
    I think these rules could be an ideal introduction to PW principles before 'graduating' to the full version, as well as being perfect for small, quick games. Obviously a candidate for publication in the PW Compendium!

    But what to call them? Fast Play PW? Quarter hour PW (QHPW) like Neil Thomas's One Hour Wargames (OHW)?

    Best wishes,
    Arthur

    ReplyDelete
    Replies
    1. Arthur1815 (Arthur),

      I had not thought of using these rules as an entre to the full PW system … but it would make sense to do so. As to a name for the concept … that’s something I’m going to have to think about.

      All the best,

      Bob

      Delete
  3. uh oh, before you realize it you'll have created the 1x1 portable wargame! LOL

    ReplyDelete
    Replies
    1. Mr. Pavone,

      You never know … now that you’ve suggested it, someone might give it a go!

      All the best,

      Bob

      Delete
  4. It would be a good introduction. I think it would also be good as an alternative system for fighting campaign battles, maybe with the climactic battle of the campaign being g a full scale Portable Wargame. Now we need a Portable Wargames campaign system to go with it.

    ReplyDelete
    Replies
    1. Mark Cordone,

      Funny that you should make this comment today but …

      I suspect that the blog post I plan to write tomorrow will be of interest to you.

      All the best,

      Bob

      Delete
    2. Looking forward to it, as for a name, how about Fast and Furious Portable Wargames?

      Delete
    3. Mark Cordone,

      F&FPW sounds good!

      All the best,

      Bob

      Delete
  5. Bob, I will definitely be trying these rules out as part of my latest Campaign. Thanks for sharing these on your blog.

    ReplyDelete
    Replies
    1. Maudlin Jack Tar,

      I look forward to seeing how you get on with them, and any feedback would be very welcome.

      All the best,

      Bob

      Delete
  6. Hello there Bob,

    As someone that is very ‘time poor’ at present I am certainly going to give these a spin using the block armies - it has also given me a couple of ideas….

    All the best,

    DC

    ReplyDelete
    Replies
    1. David Crook,

      It is an ideal concept for. Someone who wants to wargame but who has a limited amount of time available. It would certainly work with your block armies.

      I look forward to reading more about your ideas. One idea that I had was to use it to fight battles on Madasahatta …

      All the best,

      Bob

      Delete
  7. This is a great idea and could really expand the hobby. Time restraints are a real concern for potential new members to the hobby, especially those of us who are still working and have young kids. With the limited maneuvering space and terrain, differentiating the units would add a level of strategy. For 18th Century/Napoleonic simple like rock (artillery), paper (cavalry), scissors (infantry) would be a good start.

    I've been toying around with giving units 3 stats Morale, Ranged Combat and Melee combat. In melee the difference between the attacker's and defender's melee combat would be added to a 2D6 roll, in addition to terrain modifiers. In ranged combat, the difference between the attacker's ranged combat factor and the defender's morale would be added to the 2D6 roll. A modified 8-9 would result in a unit becoming disordered. Disordered units have a -1 modifier to their morale which can be rallied away by the commander. A modified 10+ causes the unit to become bloodied. Bloodied units have both combat factors reduced by 1. This modifier cannot be removed. If an already bloodied unit is attacked and the modified roll is 10+, the unit is eliminated.

    The impact of each modifier is smaller in most situations, making it easier to assign modifiers without creating known results.

    ReplyDelete
    Replies
    1. RyanRecker,

      You really do seem to have got the bit between your teeth and have lots of interesting ideas as to how to develop this concept, and I would like to know how well you get on with trying them out in practice.

      One word of caution; don't try to add too many factors to your rules. In my experience, the simpler the design, the better. Players don't want to spend too much time looking at playsheets to find out what factors they need to take into account, so if you can minimise the number of factors, you will find that the game will zip along at a pace that will allow several battles to be fought in the space of an hour or so.

      Good luck with trying out your ideas.

      All the best,

      Bob

      Delete
  8. Very interesting, but I have a doubt. In the rules says "Other than artillery, all combat takes place between units in adjacent grid areas", so, there isn't range combat?
    How could be it represented in a Ancient and Medieval scenario to difference between shooter troops (Bowmen and Psilois) and Close Combat Infantry (Spearmen, Legionaries or Skirmishes)?

    ReplyDelete
    Replies
    1. Storm,

      As currently written, there is no difference between shooting and close combat infantry BUT the current ‘debate’ about whether or not Close Combat should take place between units in adjacent grid areas or the same grid area may well provide an answer. Alternately, shooting infantry could be give a range of 2 grid areas.

      The rules are still in a dynamic state, and I suspect that they will change and evolve as users experiment with them.

      All the best,

      Bob

      Delete
    2. Thanks for your answer, very useful.
      It could be great to collaborate and help in the development of this version.

      Delete
    3. Slorm,

      I look forward to your contribution to the development of this concept.

      All the best,

      Bob

      Delete
  9. This is a great idea and I’m going to try a Medieval version with some Essex 15’s soon! Mark Cordone always has really great ideas.

    ReplyDelete
    Replies
    1. Mardigan,

      The whole 3 x 3 concept seems to have hit spot with a lot of wargamers, and I am grateful to Mark Cordone for coming up with it and sharing it with the other members of the PW community.

      All the best,

      Bob

      Delete

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