Horse & Musket Rules

Current Rules
v1.6.1
https://drive.google.com/open?id=0B5sPrQf5Y_ukdWp3SGNTUzNaaHZhRU8xUDF5RVkyUE5IUVln
There are no substantive changes.  Formatting has been improved to put all charts on the back cover, or the previous page. 

Obsolete rules
v1.6
https://drive.google.com/open?id=0B5sPrQf5Y_ukdFFlVVMyYkF4cnNSZW5rak9FU3JuUURDY0hR
New in 1.6
Generals are eliminated with a 7+ if they are attacked while not attached to a unit or after their attached unit has been eliminated.  All cavalry units have had their melee combat base stat reduced by 1.  Infantry are now less effective firing in woods (except irregulars).  Format has been updated to show all modifiers and roll results in tables.
v1.5
https://drive.google.com/open?id=0B5sPrQf5Y_ukQlFWV2dIWjIzYzFWM3B0YnJ6YXB1SnA2SWM0
v1.4
https://drive.google.com/file/d/0B5sPrQf5Y_ukY20waGNYMU5fSXN6UlBJYXRjZmpQZy1QZHJ3/view?usp=sharing
v1.3
https://drive.google.com/file/d/0B5sPrQf5Y_ukNHNPUVJyeGNqYVh4b2tHUk11RW5EWTQzMm5Z/view?usp=sharing

I'll be keeping my most current hex-gridded Horse & Musket rules here.  They will be updated occasionally and sporadically.  They are formatted to be printed on 8.5x11 paper in booklet mode.  If printed on both sides, it will use only two sheets of paper.  It seems to work best if downloaded as a PDF and then printed through your PDF viewer of choice.  My printer didn't give me booklet mode when attempting to print prior to downloading.

Change Log

New in 1.5
Artillery bonus for shooting from hill to non-hill.
Retreat limited to tiles non-adjacent to enemy units

1.3 to 1.4
Outcome of Combat table has been adjusted so that disordered troops cannot regain order.
All attacks now have a +1 bonus against disordered targets.
Artillery has two movement points, but may only ever move one tile per turn. 
Language has been added to determine commander's abilities. 

2 comments:

  1. Hi Ryan, Thanks for sending a link, it is always interesting to read other rules. Here are a few questions/comments from a first read through.
    1) It is not mentioned about setting elite/incompetent commanders. Notes on this could be added to commander section.
    2) You may want to include minus modifiers for artillery shooting artillery in the artillery phase.
    3) I like the consistency on rolling the 2D6 with 2-6, 7-9, 10+ scores. Nice and easy to remember when applying modifiers.
    4) The game setup and fielding army is useful. Other options are the column not participating could also arrive late and even be allowed to arrive on the flank!
    5) Combat procedure. Why would a failed combat allow a disordered unit regain order where an ordered unit has no effect. It seems to benefit the disordered unit. If my reading is correct.
    I do like the idea you have of making rules for a compact area and gridded. Reading through other parts of your blog, the 3D printing ideas seems most interesting. Peter

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    Replies
    1. Thanks for giving them a read through.
      1) I was debating how to set elite/incompetent commanders. I should have removed the reference to differing skills. It's on the minor tweaks after a viable system exists list.
      2) Yep. I do. Working on it. Maybe I'll penalize long shots instead of advantaging close shots. I'm definitely open to other ideas if you have any.
      3) Thanks. I took a lot of statistics classes for my job. I like having some semblance of a "normal" distribution.
      4) Good idea! Another thing to add to the tweak list.
      5) The initial thought is that a wavering unit that can withstand a charge would be inspired by their success. Your're right though, it does give them an advantage, and makes them too hard to eliminate. I'll probably change the disordered failure to no effect.
      Thanks again for the critique. They'll probably be included in v1.4.

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