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| what do you think? |
| It's good! ^_^ |
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| It's okay.... '_' |
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50% |
[ 1 ] |
| It's BAD! >.< |
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[ 0 ] |
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| Total Votes : 2 |
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Posted: Sat Jan 14, 2006 5:56 pm
Ok, this game is designed so that It can be played with a couple of dice and some counters of some kind. at this time, unlike most wargames, there is no concern about facing or anything like that. We are just rying to iron out the basics at this time. Here goes nothing.
Troop Types: name: Troop size/ speed/ armor / moral cavalry d4 / 4" / 12 / 2 conscripts d12 / 3" / 10 / 5 footmen d10 / 3" / 14 / 4 heavy footmen d8 / 3" / 16 / 3 command squad d6 / 3" / 18 / 1
Weapon Bonuses: Attack Bonus range Close Combat weapons (default sword) +2 adjacent Pike / lance *-1 / +3 1" Bow +1 6"
* the lance / pike will gain -1 to attack when locked in close combat, but when dealing damage at a range, or when charging, or agaisnt a charging target, they receive +3 to attack.
terrain bonuses uphill- movement is cut by 1/2 rounded up and bow range is cut by 1/2* Downhill- movement is multiplied by 2 and bow range is multipied by 2* water- impassible marshland- movement is cut by 1/4 rounded down
* range of bows is only effected if the bowmen are shooting uphill or downhill. If the target is behind a hill the bowmen may shoot over it with no penalties to range.
troops equipment: cavalry- close combat weapons and lances conscripts- close combat weapons footmen- choose either close combat weapons, bows, or pikes heavy footmen - same as the footmen Command squad- close combat weapons (but recieve an extra +1 due to their greater experience)
Army Size: The size of ther armies is completely up to the players. However, it is suggested that the players choose have an army made up of:
-4 conscript troops -1 cavalry troop -3 footmen troops -2 heavy footmen troops -1 one command troop*
* you may only have 1 command troop no matter what circumstances Basic Rules:
- The point of the game is to demolish the opponent's forces, or have the most forces left at the end of a set time.
- To demolish an army, you must either slay all enemies or make them run from the field. Everytime a troop loses 50% of it's remaining men, they must take a moral check. Roll a d6 and try to match or exceed the troop's moral score. If you fail then they flee in a straight line away from the nearest enemies until they leave the field of battle. Every turn they may make another moral check. If this check succeeds the troop ralleis and continues to fight. If it fails they continue to flee. Once off the battle grounds they cannot return to combat and are counted are casulties.
- Each turn, a player may move one troop of their choice. Also, when setting up the game a coin is tossed to see who will place troops first. The player to place first also gets to take the first turn due to the fact that the opposing player has the option to place troops to the best advantage whereas the first player must do so without information of enemy troop placements.
-The Health of a unit is displayed by the number on it's representitive dice. All units start with the highest possible number on the dice. These numbers represent the number of troops left in the squad.
-To attack you must be adjacent to the targeted unit (unless of course the attacker's squad is ranged) roll a d20 and add the bonus from the attacking squads weapons. If you roll a total score equal or greater than the defender's armor rating then you have scored a hit. An exception would be if the defender parried you. - parrying is done when a hit is scored on a unit. If an attack is successfully paried then the attack does no damage. Parrying is done is the same fashion of an attack with the exception that the defender is trying to match the attacker's attack score, not their armor rating.
- All units unless fleeing, have the option to charge. Charging adds one 1" to the charger's movement and adds +1 point to the troops attack score while charging. However to balance this out, the charger also takes a -2 penalty to their armor rating. - Cavalry get an added bonus to their charges. They have the ability to charge through a unit without engaging in close combat ,but still dealing damage and can still be parried by the defending troop.
-If engaged in close combat a troop cannot move unless they retreat (which draws a free attack from the opposing troops) or if they defeat the troop they are engaged with. If the order to retreat is given, the retreating unit si given full movement, even if the free attack given to the enemy hits. They cannot however charge.
- Units can flank to recieve an added bonus. When 2 units attack one from different sides, the attackers deal x2 damage. If they attack from 3 sides the damages is x3 and so on.
There you have it, Alpha version. Let me know what you think. PS. all rights and trademarks etc. of this document are Property of Kozo. Me and ONLY me. If you wish to use them please ask. If you wish to use this document for monetary gain then get bent! ^_^
(feh some of the tables are being dumb...)
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