Thursday, January 4, 2018

New Rules


Game Setup

Determine which player will play as attacker and defender.

Determine terrain - Defender chooses if no scenario

Attacker places ½ of force within 1L of their end of the board, unless scenario dictates otherwise

Defender places whole force within 1L of their end of the board, unless scenario dictates otherwise

Attacker places remaining ½ of force, within 1L of their end of the board, unless scenario dictates otherwise

Roll to determine which player will get the first move. 

 

Distances and measurements
Distances are measured in short (S), medium (M), and long (L).  Medium is equal to 2x short, and long is equal to 3x short.  It does not matter how long short is, as long as both players use the same distances. 

Activation

A player’s turn lasts until they either roll a turnover or activate all their units.

To activate a unit, roll up to three activation die.  An action is given for each die which is greater than or equal to the units quality. If a unit fails on two activations, the player has rolled a turnover.  That unit may execute a successful action, if applicable, but no other units may activate that turn.  

 

Damage

Colored dice are used to account for combat ability lost to casualties, decreasing morale, and/or desertion.  A unit starts with three white dice and exchanges them for colored damage dice as disorder increases.  When a unit has three colored dice and no white dice, it is crippled and has a -1 modifier on all combat rolls. 

When a unit is crippled and receives additional damage, it is removed from play. 

 

Infantry

The core infantry unit is the regiment. Infantry regiments are divided into two battalions.  When deployed in line formation, infantry officers are positioned in the middle of their unit.  If the officer is in range of the enemy, the whole unit is in range.  Battalions cannot be separated from the regiment or merged into another regiment.  Disorder is measured at the regimental, not battalion level. 

 

Infantry Formations

Column: -2 Shooting, Turn one point free

Line: -2 Melee, -1 Movement

Square: No movement, -2 Shooting, +3 vs Cavalry in charge & melee

 

Cavalry

Cavalry is divided into regiments.  Regiments cannot be further divided or combined.  Cavalry is capable of changing formations so quickly that the regimental colonel can be trusted to put his troopers in the proper formation at the proper time.  Light and Heavy cavalry do not have ranged attacks.

 

Artillery

Artillery batteries are capable of targeting units at long range, but their operators are not trained in hand-to-hand combat.  They are very vulnerable to cavalry charges.  Artillery cannot charge or recoil if engaged in melee. 

Artillery Formations
Artillery are either limbered or unlimbered.  Limbered artillery are capable of moving.  Unlimbered artillery must remain stationary.  Limbering or unlimbering artillery is treated the same as infantry changing formation. 

 

Actions

Move: 1 action. Units forward according to unit statistics.  Subject to terrain

Double time: 2 actions.  Move standard movement +1 short

Change formation: 1 action

Seize the Initiative: 2 actions, -1 for enemy in melee, includes closing with enemy

Recoil: 2 actions: Withdraw from melee and face unit previously engaged with. Infantry recoil 1S.  Cavalry recoil 1M.

Fire: 1 action

Aimed Shot: 2 actions, -1 for enemy in shooting

Limber/Unlimber Artillery: 2 actions, prepares artillery for fire/movement

Load Canister Short: 2 actions

 
Movement and Turning
Units move according to their speed.  Both players must use the same distances for short, medium, and long measurements.  Units may break their movement up, but must not exceed their total movement.  For example, an infantry unit may move 1S, pivot, and then move 1S.  It has then used three actions. 
Units may pivot around the center of the formation at a rate of 45 degrees per action spent.
Units may move forward at up to a 45 degree angle without changing facing. 

Range
Range is the distance at which a weapon is effective in combat.  Range extends at a 45 degree angle form the front corner of a unit.  This represents the fact that the unit cannot target an enemy at a steep angle changing its facing or endangering its own members.

Line of Sight (LOS)
Only targets that can be seen can be hit.  In gridded games if more than half of the target grid is blocked from view, the whole grid is assumed to be outside of LOS.  If an infantry officer is in LOS while the unit is in line formation, the whole unit is also in LOS. Some terrain blocks LOS without providing cover.  LOS is mutual. Therefore, if unit A has LOS to unit B, unit B has LOS to unit A. 


Melee Attacks

Charges happen on first meeting of units.  Unless one unit recoils or retreats units remain locked in melee and will continue to fight until one unit withdraws or is killed.  If a unit starts its turn in melee combat no actions are required to continue combat.  Existing melees are fought even after a turnover has been rolled.

 

Attacking unit enters same tile as / comes into contact with defending unit. Both units roll, add Melee Combat value, add modifiers.

If defender > double attacker; 1 disorder to attacker and recoils 1 short

If defender ≥ attacker, but not double; 1 disorder to attacker if defender rolled even.

If attacker > defender, but not double; 1 disorder to defender if attacker rolled even.

If attacker > double defender, but not triple; 1 disorder to defender and roll critical event table

If attacker > triple defender; 2 disorder and roll critical event table

 

+1 to unit uphill of opponent

+1 to attacker if Infantry and charging

+2 to attacker if Cavalry and charging

-1 to target if flanked

-2 to target if attacked from rear

 

Musketry Attacks

Assume that standard muskets have max range of 1L.  They become increasingly ineffectual at range.

Ensure LOS and range, Both units roll, add Shooting Combat value, add modifiers.

If defender ≥ attacker; volley missed

If attacker > defender, but not double; 1 disorder to defender if attacker rolled even

If attacker > double defender, but not triple; 1 disorder to defender and roll critical event table

If attacker > triple defender; 2 disorder and roll critical event table

 

+1 to firing unit if target at short range

-1 to firing unit if target at long range

+1 to target if in light cover

+2 to target if in heavy cover

 

Bombardment Attacks

Assume standard cannons have a max range of 3M.  Short range is within 1M to target.  At this range, canister shot can be used. If canister shot is used all increases to disorder result in critical event roll.

Ensure LOS and range, Both units roll, add Shooting Combat value, add modifiers.

If defender ≥ attacker; volley missed

If attacker > defender, but not double; 1 disorder to defender if attacker rolled even

If attacker > double defender, but not triple; 1 disorder to defender and roll critical event table

If attacker > triple defender; 2 disorder and roll critical event table

 

+1 to firing unit if target at 0M – M range

-1 to firing unit if target at 2M – 3M range

+1 to target if in heavy cover

 

Blunder

If a 1 is rolled on a colored die, a blunder occurs.  Roll on the following table to determine result.

 

1 – Garbled Orders, Reroll one of the successful activation dice.  Keep result.

2 – Hesitation, Unit forfeits all successful orders but does not cause turnover.

3 – Forward, Unit moves forward at its full movement rate.

4 – Fall Back! Unit moves its full movement rate in the opposite direction, but retains facing

5 – Charge! If an enemy unit is within 1M, use first action to charge nearest enemy unit.

6 – Fire!  Unit uses first action to fire on nearest unit in range, enemy or friendly. 

 

Critical Event Table

Roll 2 D6. 

2-3: Officer Killed! From this turn forward, the unit is unable to be ordered by the general.  It can only be activated singly.

4: Broken Line! Unit must spend next activation reforming its lines.  Until lines are reformed it receives no modifiers due to formation.    

5: Petrified! Unit may not be activated next turn.

6-8: Devastating Volley! Unit recoils one short

9: Panic!  Unit suffers one DIS

10: Wavering!  The unit gains the wavering special rule, and is unable to rally if it has 3DIS

11-12: Rout!  From this turn forward, unit will automatically turn and move towards its original deployment zone.  Routing can only be stopped by rolling three successful activations.

Basic Units
Units have the following statistics; Quality, Speed, Melee Combat, and Ranged Combat. If applicable they also have range according to their weapon type. 


Special Rules
Special rules can be added to give units additional flavor and differentiate between unit types. 


In the near future I will work to outline basic units and the special rules I believe should accompany them.