Category Archives: Shooting

adjustment to damage mechanic

Some play testers had reported that going into column to attack enemy positions was at times too difficult and that attacking columns would rarely reach enemy positions. Therefore, I’m going to try a new damage mechanic for formations in the game.

Columns

When an attacker shoots at an enemy column, instead of causing double damage as had previously been the case, the attacker will instead be able to re-roll unsuccessful “Fire!” rolls.

For example, in the image below a British brigade with its three battalions arranged in column formation is attacking a French position held by a Brigade with three battalions in line formation.

British Brigade in column attacks a French Brigade in Line.

The French roll their combat dice for their “Steady” roll as normal, needing 5+ to succeed.

After rolling twelve dice for their “Steady” roll, they roll four successes, three sixes and a five.

“Steady” Roll

The French player now rolls these four successes as their “Fire!” roll, however, as the unit they’re aiming at is in column formation, they are able to re-roll any failures.

The British brigade is at long range, therefore the French player will need sixes to hit.

“Fire!” Roll

The French player rolls four dice and doesn’t succeed in rolling a single 6, however as mentioned before they are able to re-roll unsuccessful rolls as the target is in column formation. Re-rolling all four dice sees the French player make a hit. The British therefore suffer 1 damage to their morale on the Brigade and roll a D6, on a roll of 5+ they lose a combat dice for that Brigade. They must also now make a morale test.

Squares

For attacking units in Squares the rules are similar to those above, apart from the attacker is able to re-roll both “Steady” rolls AND “Fire!” rolls.

Hopefully this means that Brigades don’t suffer quite such catastrophic damage as they were previously.

Please let me know what you think to these rules in the comments below.

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Clausewitz (A Synopsis)

It’s been a fair while since I’ve written anything and for that I sincerely apologise.

Life, as always gets in the way of planning a good wargames ruleset.

After such a long time I thought it would be best to summarise what the rules look like so far (including changes to the command and control).

Deployment


Each player has a number of deployment markers (min 5), which they will use to determine their deployment area. Players can be granted additional deployment markers if their army possess units with the “Deployment Marker” special rule.

After a roll off the winner decides which table edge they would like and the loser takes a marker and places it in contact with their own board edge, they then move this marker 15cm. The other player does the same.

On the players second deployment turn, the can choose either to place another of their markers on the table and move that (as they did in the first deployment turn), or they can choose to move their original marker another 15cm.

All markers must either be within 30cm of a table edge or 30 cm of another friendly marker. If a marker moves to within 30cm of an enemy marker    then both markers remain at 30cm apart and are considered “locked”.

Both players continue to move their markers until all markers have been locked.  The players may then deploy their units in their deployment zone which has been determined by the area in which their deployment markers enclose.

Game Essentials

The game takes place across 30 turns, with each turn representing 10 minutes of battle. Players start with five chips placed in a bag which represents their Commanders-in-Chief’s actions. Chips are drawn at random and the colour of the chip determines who acts.

Generals must spend actions to activate their divisional generals. This is done by sending an ADC marker to the divisional general, once this reaches the general they are given a objective number as their target in the game. From this point onwards that divisional general and their units can only score victory points for claiming that objective.

Each additional general activated adds a further five chips to the bag for that force.

Command and Control


Each unit and each General in a game of Clausewitz has a rating of 1 to 5. When ordering units to act the owning player must roll equal to or higher than the combined rating of the general issuing the order and the unit receiving the order.

Generals of Division can only issue orders to their own Division, Commanders-in-Chief may issue orders to any units. An order costs a general one of their actions.

The distance between the target unit and the general also has an impact on how effective that unit may be. For every 8cm of distance between the two the target unit loses an action point that turn.

Units

Units in Clausewitz is considered to be a number of bases which represents the battalions or squadrons along with the Brigade General.

Each Brigade has a number of stats. Morale and actions; both of which are shown on the brigade generals base, and Combat Dice and formation and which are shown on the battalion and squadron bases.

Each unit also has stats for how well they are able to fire their weapons and how effective they are in combat.

Brigades have five actions, which can range from changing formation, firing and movement.

Game Mechanics

I have the overall aim of making Clausewitz simple to play but also with a realistic element to its general play. For example the orders system where units need to receive orders from their general before moving or attacking and those generals in turn needing to receive objectives before acting themselves.

Movement is all based on the historical information of unit marching distances. Therefore in a ten minute turn you’ll find using all five actions on a unit of line infantry will move them 10cm which equates to roughly a third of a mile.

Firing is done by actions as well with each unit able to use its combat dice to shoot, first rolling for their steady roll (usually 5+) with any successes here being rolled for hits. The range of the weapons are also historically accurate with muskets having a long range of 4cm and effective range of 2cm.

Formations have different effect on the units themselves. With column being able to move at a quick march rate but being vulnerable to artillery and small arms fire. Line formations effective at shooting but awful when charges by the enemy.

Morale is always the key in this game and sometimes if you find an attack has not been successful it may be wise to return the attacking troops to your own lines to allow them to recuperate.

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Rulebook Adjustments

So following on from some further testing carried out by members of the Discord server this week, they made some excellent points in regards to some of the rules I’m going to mention below.

FIRING
It’s become more clear with testing that its not entirely clear which units can fire when performing a firing action. Therefore I’ve changed the Fire! action to read as:

Fire! (Cost: 1 Action Point) Offensive or Defensive The Brigade can fire all its available combat dice assigned to the units at the front of the Brigade. Each unit can fire at any units directly to their front.

ENFILADING FIRE
This is for units which are firing on the flank of battalions that are formed in line. I’ve added the following paragraph in the firing section:

Enfilading Fire
Units which fire on the flank of a unit in line formation are performing what is called enfilading fire, when this occurs the target unit receives double damage.

FLANK AND REAR ATTACKS IN MELEE
I’ve added the following section to the rulebook under melee:

Flank and Rear Attacks
Units which are attacking the enemy in the flank receive a +1 modifier to their combat dice roll, while units attacking an enemy in its rear benefits from a +2 modifier.

MINIMUM FLEEING DISTANCES
It became apparent through testing that units could take advantage of units that were fleeing but unable to move due to having no actions left and so being able to constantly cause damage to them. Therefore I’m replacing the following wording:

If the unit fails by a value of more than 2 then the unit will flee the remaining number of actions at 3cm per action and end its turn facing directly away from the enemy

With:

If the unit fails by a value of more than 2 then the unit will flee 3cm away from the enemy plus its remaining number of actions at 3cm per action and end its turn facing directly away from the enemy

FORMATIONS
I’d forgotten to clarify in previous versions how many combat dice can be used by each unit depending upon their formation. Therefore I’ve added a Benefits and Cons section to each in the rule book:

Line
Benefits: Can use all combat dice when firing. Does not suffer extra damage from artillery attacks.
Cons: Cannot use the quick march action. Can be vulnerable to cavalry attacks.

Column
Benefits: Can use the quick march action and the Brigade benefits from +1 to their morale rolls for each unit inside the Brigade in this formation. Cavalry effects are reduced.
Cons: Can only use a quarter of their combat dice (rounded up).

Square
Benefits: Cannot be charged by Cavalry and the Brigade benefits from +1 to their morale rolls for each unit inside the Brigade in this formation.  
Cons: Can only use a quarter of their combat dice (rounded up). Cannot move.

CHANGE BRIGADE FORMATION
I’ve changed this slightly so that Brigades can only be a max of three units wide.

OTHER NOTES

A speed play option has also been suggested, this is being considered further.

All of the above changes will be reflected in version 0.3.2 which will be released on the website and on the steam mod on Sunday (possibly along with the Russian army).

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Clausewitz Rules v0.3

Following on the fantastic feedback I’ve received from Reddit, Discord, WhatsApp, Playtests and emails I’m proud to say this is the latest version of Clausewitz now with some of the first diagrams included. There’s a lot of work to be done but I’m hoping to update these rules every other week at the least.

If you have any further suggestions to rule wording, grammar corrections or anything in reference to the rules or their format please let me know by contacting me at clausewitz.tabletop@gmail.com or joining our Discord or WhatsApp chats and letting me know directly.

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Clausewitz Rules v0.2

Following on from comments on Discord I’ve changed around some of the paragraphs so that it reads easier. I’ve also added in the sections I’ve written this week.

If you have any further suggestions to rule wording, grammar corrections or anything in reference to the rules or their format please let me know by contacting me at clausewitz.tabletop@gmail.com or joining our Discord or WhatsApp chats and letting me know directly.

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Rulebook Changes

As I go forwards now with the rules that have been published I will post addendums etc as articles and then produce an updated ruleset at the end of each month with the tweaks from the articles included.

One section that I have found is missing is what to do with hits received against units. Therefore the below section will be added to the rules after the Firing Section of the Rulebook.

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TAKING HITS
Once it has been determined how many hits a Brigade has received the owning player must then reduce the morale of the Brigade by that value. I.e., a Brigade receives two unsaved hits, therefore their morale will decrease by two. The owning player must also roll two dice, on each roll of 5+ the number of combat dice for that Brigade is reduced by 1. The owning player can decide which of his or her units have been affected, and reduce their combat dice tracker accordingly.

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Following on from firing, I would also like to make a change to the Skirmishing mechanics. Currently 1 die is used for units that can skirmish, and the unit may also take 5 combat dice.

I would like to change this so that if a unit chooses to fire with skirmish dice and are also firing their combat dice, the unit must reduce the number of combat dice they’re firing by the amount of skirmish dice being used. For example, unit A can use up to 1 skirmish dice per turn, if doing so they must relinquish one of their five combat dice to do so. One dice can then be fired as if skirmishing, firing at its maximum range, while the four combat dice (being reduced by one to accommodate the skirmish dice) can fire as normal.

This will also change the actions around firing, and instead of having separate actions for firing skirmish and combat dice, the action will allow a unit to fire all its small arms taking into account the above.

Therefore the Fire Skirmish Weapons action will be removed, and the wording on the Fire! action will change to:

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Fire! (Cost: 1 Action Point) offensive/defensive
The Brigade can fire all its available combat dice and skirmish assigned to the front rank of units in the Brigade. If firing skirmish dice, these can be fired at full range as if they were at effective range. For every skirmish dice being fired the combat dice is reduced by one.

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The section below is an addition to the rulebook section dedicated to unit formations.


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SHOWING UNIT FORMATIONS
To show a unit formation, the easiest solution is to use a small dice on the rear of the base.

A column formation can be represented by the number 6, square by 4 and line formation can be represented by 3.

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If you have any further suggestions to rule wording, grammar corrections or anything in reference to the rules or their format please let me know by contacting me at clausewitz.tabletop@gmail.com or joining our Discord or WhatsApp chats and letting me know directly.

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Clausewitz Full Alpha Ruleset

The following is a full list of the Alpha rules. Please take your time to read through them or download the Word Document attached. I’m looking for feedback on everything from spelling, wording and location of paragraphs to feedback on rules etc. No opinion is a bad opinion and please be as thorough as you can! All people who provide feedback will be mentioned in the rulebook upon its release as a thank you. The word document attached has track changes on so please feel free to make as many changes as you like and send the document to clausewitz.tabletop@gmail.com

The rules below have been adjusted and all articles on the nations will be revisited to update the rules for the individual units.

Again, thank you to everyone who has helped me get this far with the rules but especially to Chris Pringle and Lehann who gave many a thoughtful idea or suggestion on the way!

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THE SCALE
Clausewitz has been designed for 6mm wargaming at a scale of 1:5300, which roughly equates to one 6mm figure representing 50 men. One foot equates to one mile.

There is nothing to stop players using other scales however, please see the section on ‘Other Miniature Scales’.

THE FIGURES AND BASING
Basing for the scale mentioned above is 40mm wide and 30mm deep, these apply to all types of units apart from Aide-de-camp (ADC’s) which can be represented on any small round base as a single mounted miniature.

Unit bases have two dice holders on each base at the back which represent the formation that Unit is in and the number of combat dice the Unit possess. Alternatively, these can be tracked using pen and paper.

Command bases are the same size as Unit bases with dice holders to represent the Brigades Actions, Morale and Strength.

ADC’s are a single miniature on a round base with a single dice holder representing an objective target (more on this later).

Each base represents a unit, this may be a Battalion (Infantry), Squadron (Cavalry) or Company (Artillery). These bases are grouped together into Brigades which are the main elements of any game. Bases inside a Brigade act together simultaneously.

THE BATTLEFIELD
A game of Clausewitz can be played on any size playing area but 6’x4′ is ideal for representing the larger battles of the time.

TERRAIN
There are various types of terrain that affect gameplay and are fall under different categories:

Open
This represents your standard rolling countryside and fields. Open has no effect on the outcome of the battle. Quick March can only be used on open terrain.

Units moving along roads can take advantage of a +1cm addition to their movement speed.

Rough
Rough ground can be anything from scrubland to ploughed fields. Units passing through rough terrain are unable to use Quick March.

Difficult
Units moving through difficult terrain halve their movement speed (rounded up) as they make certain of their footing.

Impassable
Only units with the special rule El Bruc may move through, down or up impassable terrain at a rate of 1cm per action. If this unit is inside a Brigade with other units that do not possess this special rule then the Brigade cannot take advantage of this rule.

Impassable terrain may be such areas like ravines or cliffs.

A section on terrain types is included towards the back of the rules with the different effects each terrain type has on play and their classification. For example, troops inside of woods receive a 6+ saving throw. Troops uphill in a melee to their enemy will receive a +1 to their combat dice roll.

BRIGADES
A Brigade is made up of a number of bases known as “Units” which represent Battalions, Cavalry or Artillery companies, or even a combination of all three in some instances. Each Unit will add its own attributes to that of the Brigade. As well as the Units mentioned above, there will also be a Brigadier General base (same base dimensions) who represents the Brigade command.

Each Brigade is made up of basic attributes which are enhanced by the units that are included within that Brigade. Brigades can be no larger than five troop bases and one command base. These attributes are:

Command: 8+
Before any actions are carried out by a Brigade, they must pass a command test. This must be a D6 roll higher than that specified on their Brigade card. This roll can be modified by nearby Generals who can add some of their command bonus to the roll to help the unit pass. If that unit fails its roll it cannot act that turn.

Morale 8+
Morale is used once the unit is within the Zone of Control of any enemy units. This will be modified by formations of units within the Brigade and also by the number of units inside the Brigade. Each Unit stand (not command stand) will add +1 to this roll. A Brigade cannot increase this beyond 3+ and a roll of 2 in 2D6 is always a failure.

Strength: 0
Strength is an optional attribute which the player can use to determine how many loss’s their army or Brigades suffered at the end of the battle. For every 50 men added to the Brigade increase this attribute by 1.

Steady 5+
This is the roll needed for the men in the Brigade to reload their weapons effectively under the gaze of the enemy and pluck up their courage to shoot at the men opposite them. Rolls which are successful can be rolled again in the ‘Fire!’ step of shooting. A ‘Fire!’ roll sees whether the Brigade hits its target, needing 4+ at effective range and 5+ at long range. Some elite units may boost this roll to a 4+ or perhaps grant re-rolls to a portion of the dice.

Combat Dice: 0
This is the number of dice the Brigade can use when it’s firing its weapons at the enemy or taking part in a melee action. As units are added to the Brigade the number of Combat Dice will increase in proportion with the size of the unit that is being added. A dice is added for every 200 men of a unit. When a Brigade takes any damage, for each damage roll a die on 5+ their Combat Dice pool is reduced by 1.

Skirmish Dice: 0
The number of skirmish dice assigned to the Brigade is determined by the number of light infantry units inside the Brigade and the number of other units with the Skirmishers special rule. For each 1000 men (rounded up) of a light infantry or unit with the Skirmishers special Rule, add 1 skirmish die. Skirmish dice are explained in greater detail later on in these rules.

Artillery Dice: 0
Each time Artillery units are assigned to the Brigade the Artillery dice pool is increased by one for each artillery piece that is added.

CC v Foot: 5+
This is the basic melee stat for all Brigades. When a Brigade meets an opposing foot unit in base-to-base contact on terrain that isn’t open, those Brigades will fight a melee action. Using their combat dice, rolls of equal or higher the value specified will result in a hit against the opposing Brigade.

CC v Mounted: 6+
This is the basic melee stat for all Brigades. When a Brigade meets an opposing mounted unit in base-to-base contact on terrain that isn’t open, those Brigades will fight a melee action. Using their combat dice, rolls of equal or higher the value specified will result in a hit against the opposing Brigade.

UNIT FORMATIONS
Foot units inside a Brigade can take on different formations depending on the situation they find themselves in. To change the formation for any units within the Brigade, the Brigade must use an action to change unit formations for one action point. The formations available to foot troops are:

Line Formation
The line formation allows the unit to fire all available combat dice assigned to it. Fire from artillery is less effective from the front and only causes half damage (half the damage from all incoming artillery fire and round up). Artillery fire directly into the flank of a line unit would cause double damage. (double all damage from incoming artillery fire). Units in line formation cannot use its quick march speed.

Column Formation
Any units that are in column formation grant the Brigade an additional one to its morale (remember that the Brigade morale cannot exceed 3+). Units in column formation can use the quick march pace. Columns are vulnerable to Artillery fire and so receive double damage from all incoming artillery attacks. Cavalry pose less of threat to units in column formation and therefore cannot charge them, the Cavalry special rule is reduced by one for Brigades that have their units in Columns (i.e., Cavalry (-2) is reduced to Cavalry (-1) and Cavalry (-1) is negated).

Square Formation
Used solely as a defensive formation any units in Square cannot move, and suffer double damage from artillery attacks. Cavalry cannot charge units in Square formation and their Cavalry special rule does not affect units in Square.

PLAY METHODS
Clausewitz can be used to either re-fight historical engagements where players can build an army using the order of battle at the time, or, as a points-based game where players build armies of equal value.

THE TURN

There are 30 turns to a game of Clausewitz, this represents 5 hours of battle. Players may wish to add more turns if they’re refiguring a historic engagement.

Each turn represents 10 minutes real time of battle, for example Turn 1 may represent the battle time between 9:50am and 10am.

OBJECTIVES
Each game will have a number of objectives on the battlefield which players will score points for holding. Objectives are numbered, and Brigades are given orders to hold these objectives. Brigades can only score victory points for their player if the Brigade has been designated to hold that objective by an ADC. At the end of each turn points are counted up and added to a running total.

GENERALS
Each player will be represented by a single base on the tabletop representing them as Commander-in-Chief (CinC). Players can move their commanders around the field of battle to issue orders to their Generals of Division (GD) or to their Brigadier Generals (BG) if playing in a smaller game.

The CinC can issue ADC’s to send orders to a General of Division or Brigade, when they do so an ADC base leaves the CinC with a dice representing the number of the objective that the Brigade can attack. A CinC can only issue one ADC per turn.

An ADC must first make base to base contact with the General of Division for that Brigade however (chain of command and all that). Once they have made contact the ADC can continue o. To the Brigade.

Generals of Division and the Commander-in-Chief all have 5 command points they can spend each turn if they’re withing a certain distance if any friendly Units. Command points can be used to buff a Brigades command stat to make it easier for them to enact orders that turn.

If Generals are in base-to-base contact with a friendly unit in melee with the enemy the General can also take part and adds one additional combat dice to the friendly Brigade in combat. This dice is the equivalent of the Generals personal guard, as elite fighters these will hit on 4’s in melee.

SCOUTING PHASE
Before deploying their unit’s players will enter a mini-game to determine their deployment areas. Each general will have a number of Deployment Markers which represent the number of Light Infantry or Light Cavalry in their army.

These Markers move at a rate of 15cm. The generals move these Markers across the table in alternate turns. Each marker must be within either 15cm of a board edge or another friendly marker. If at any point a marker moves to within 15cm of any of the opponent’s markers both their marker and their opponents are locked into position and cannot move any further. Once all markers are ‘locked’ the area those markers enclose represent the players deployment area. Players then place their units in the table alternately beginning with the player who locked all their markers first.

PLAYING THE GAME
There are no phases in Clausewitz, instead at the beginning of a game each player has a single-coloured die or chip which they place inside a bag. Shake the bag and draw, whoever’s die or chip is drawn may act with their CinC first. The CinC may either move 30cm OR issue an ADC to a Brigade.

Once the ADC reaches a General of Division or Brigade and has given them their objective that General or Brigade is considered to be ‘activated’.

Once a Brigade or General has been activated an additional chip or die for that player can be added to the draw bag for the next turn. When that player draws their chip the next turn, they can then choose which of their activated elements to use.

ACTIVATED ELEMENTS
Each element can use up to five actions per turn, some actions cost more than others a list of actions is shown later on.

Actions usually revolve around moving, changing formation or attacking the enemy.

REACTIONS
Elements may choose to reserve some of their actions as reactions. Reactions enable you to respond to enemies within 10cm of your elements, this distance is known as the ‘Zone of Control’. Therefore, if you have activated a unit and are perhaps 15-20cm away from the enemy it may be wise to reserve some of your actions as reactions so that you can repulse the enemy of they attack.

If you’re outside of the zone of control of an enemy and you’re moving a unit that will end all its actions without entering an enemies Zone of Control you can choose to use all your actions at once to speed up play. For example, moving your infantry 10cm instead of 2cm per action.

ZONE OF CONTROL
Once opposing elements close to within 10cm they have entered the zone of control. From this point forward these elements can only move directly towards or directly away from the enemy in their ZoC.

Actions within a ZoC must be taken one at a time and must be preceded by a morale check for the unit performing the action. If they fail their morale check then depending on how badly that unit has failed by will determine how the unit reacts.

If the element passes its morale check it may use an action as normal and the enemy must then make a morale test to perform a defensive reaction. If either element fails their morale test by a value of 2 or less, that element will withdraw directly away from the enemy at its standard move rate (while keeping its front towards the enemy), this is known as a withdrawal, it may not make any more actions that turn aside from defensive fire or withdrawals as reactions. If an element fails by a value of more than 2 then that element flees using the move distance it has available from its remaining actions (i.e., the element has four actions remaining, it will make four move actions ending with the element facing away from the enemy and the element may not use perform any other actions or reactions that turn and must pass a morale test the next turn to move as normal. If it fails this test then it will flee a further 5 actions.

ACTIONS & REACTIONS

Order (Cost: 1 Action Point)
A general can issue an order once per turn to a subcommander (this may be a General of Division in the case of the Commander-in-Chief or a Brigade in the case of the General of Division). When doing so, an ADC is placed in base-to-base contact with the command stand issuing the order, it may then move 30cm towards its intended target regardless of terrain.

March (Cost: 1 Action Point) Offensive/Defensive
The entire Brigade may make a move at the speed of its slowest Unit on the March. The defensive version moves the Brigade away from the enemy. Units cannot use Reactions to advance.

Quick March (Cost: 1 Action Point)
The entire Brigade may make a move at the slowest of its Unit on the Quick March. This cannot be used inside the Zone of Control of an enemy unit.

Change Unit Formations (Cost: 1 Action Point)
Any Units within the Brigade can change their formation is they are able to do so. Formations can either be Line, Square, Column or Skirmish.

Change Brigade Formation (Cost: 3 Action Points)
The entire Brigade can change its formation to having either 4, 3, 2 or 1 wide in units. Cannot be performed in a Zone of Control of the enemy.

Fire Skirmish Weapons (Cost: 1 Action Point)
A unit that has skirmish dice under its attributes can fire these at the enemy if it wishes. If it does so, the weapons can fire at long range as though they were inside effective range (hitting on 4+ instead of 6+ on their Fire! roll). This represents the skirmishers moving ahead of the main body of troops and firing on the enemy as they approach. The process for firing skirmish dice is the same as firing the weapons of the rest of the Brigade.

Fire! (Cost: 1 Action Point) offensive/defensive
The Brigade can fire all its available combat dice assigned to the front rank of units in the Brigade.

Bombard (Cost: 1 Action Point) offensive/defensive
The Brigade can fire all its available artillery dice assigned to the Brigade. If an enemy is within the Brigades Zone of Control that enemy must be the target.

Hold! (Cost: 0 Action Points) offensive/defensive
The Brigade holds position waiting for the enemy to move closer. If the enemy brigade is within weapon range the Brigade must pass a command test, if it fails to do so the Brigade will fire all its weapons at the closest enemy within range.

MOVEMENT
When using a march action foot troops can move 2cm per action, if using a quick march action, they can move 3cm.

Mounted troops move at a rate of 4cm on the march per action and 8cm at quick march.

ADVANCED RULES

Capturing Generals
Players whose Brigades move over or finish their move on top of an enemy general are considered to have captured that General. He must stay in base-to-base contact with that Brigade until a friendly Brigade defeats them in combat or the end of the game. An extra victory point is awarded per General captured or killed.

Capturing Enemy Colours
A Brigade can capture the colours of enemy units it defeats in melee on a roll of a 6. An extra victory point is awarded per colour captured.

Using Strength
If players wish and they agree between themselves, they can use the strength stat on the Brigades, this will need tracking throughout the game.  At the end of the game subtract your ending strength of all your units against what you began with. The difference between these two figures is the number of loss’s your army has suffered. Multiply the value by 50 to give you a rough estimate of how many men were killed or wounded during the engagement. This works best for replicating historical battles and comparing your results to that of the General who commanded the army at the time.

FIRING
Any type of firing is broken down into two steps.

1st Step: Steady!
Each Brigade is given a ‘Steady’ stat, this represents how nervous the men are in battle and how likely they’re to load and fire their weapons correctly. This is usually a roll of 5+.

2nd Step: Fire!
Successful ‘Steady!’ rolls then go on to make their ‘Fire!’ roll which at the effective range of the weapon is 4+ while long range is 6+. Any success from this count as hits on the enemy, if the enemy is allowed to make saving throws, they would do so once hits have been allocated to their Brigades.

TERRAIN TYPES

Woods Difficult Terrain, units inside woods receive a saving throw of 5+ from any type of weapons fire.

Ploughed FieldsRough Terrain

Villages/TownsDifficult Terrain, units inside villages or towns are considered to be imbedded inside the buildings etc and therefore receive a saving throw of 4+. Other units can attack units embedded in Villages or Towns in melee but the defender receives +1 to their combat dice.

CliffsImpassable Terrain

RavinesImpassable Terrain

LakesImpassable Terrain

RiversDifficult Terrain

Gentle HillsOpen Terrain, however units in melee in a lower position on the hill than their target suffer -1 to their combat dice rolls.

Steep HillsRough Terrain, units in melee in a lower position on the hill than their target suffer -2 to their combat dice rolls (rolls of 6 will always hit).

MarshDifficult Terrain

WEAPONS (these will be superseded by the Nations Army Lists once fully written)

Pistols
Effective Range: 1cm
Long Range: 2cm

Muskets
Effective Range: 2cm
Long Range: 4cm

Rifles
Effective Range: 4cm
Long Range: 8cm

6 Pounder Cannon
Effective Range: 10cm
Long Range: 15cm

12 Pounder Cannon
Effective Range: 12cm
Long Range: 20cm

Howitzers
Effective Range: 15cm
Long Range: 25cm

BASIC UNITS ARMY LIST (these will be superseded by the Nations Army Lists once fully written)

LINE INFANTRY           
Command: No effect
Type: Foot
Morale: +1 per unit added
Strength: +1 per 50 men added
Steady: No effect
Combat Dice: +1 per 200 men added
Skirmish Dice: +1 per 1000 men added
Artillery Dice: No effect
CC v Foot: No effect
CC v Mounted: No effect
Additional Rules: None

LIGHT INFANTRY
Command: No effect
Type: Foot
Morale: +1 per unit added
Strength: +1 per 50 men added
Steady: No effect
Combat Dice: +1 per 200 men added
Skirmish Dice: +1 per 1000 men added
Artillery Dice: No effect
CC v Foot: No effect
CC v Mounted: No effect
Additional Rules:
‘Deployment Marker’ – adds a deployment marker for the player to use in the scouting phase of the game.

HEAVY CAVALRY
Command: No effect
Type: Mounted
Morale: +1 per unit added
Strength: +1 per 50 men added
Steady: No effect
Combat Dice: +1 per 50 men added
Skirmish Dice: No effect
Artillery Dice: No effect
CC v Foot: No effect
CC v Mounted: No effect
Additional Rules:
‘Cavalry (-2)’ – All enemy foot units within 10cm suffer a -2 modifier on their morale test rolls.

LINE CAVALRY
Command: No effect
Type: Mounted
Morale: +1 per unit added
Strength: +1 per 50 men added
Steady: No effect
Combat Dice: +1 per 50 men added
Skirmish Dice: No effect
Artillery Dice: No effect
CC v Foot: No effect
CC v Mounted: No effect
Additional Rules:
‘Cavalry (-1)’ – All enemy foot units within 10cm suffer a -1 modifier on their morale test rolls.

LIGHT CAVALRY
Command: +1 per unit added
Type: Mounted
Morale: +1 per unit added
Strength: +1 per 50 men added
Steady: No effect
Combat Dice: +1 per 50 men added
Skirmish Dice: No effect
Artillery Dice: No effect
CC v Foot: No effect
CC v Mounted: No effect
Additional Rules:
‘Cavalry (-1)’ – All enemy foot units within 10cm suffer a -1 modifier on their morale test rolls.
‘Deployment Marker’ – adds a deployment marker for the player to use in the scouting phase of the game.

FOOT ARTILLERY
Command: No effect
Type: Foot
Morale: +1 per unit added
Strength: +1 per 50 men added
Steady: No effect
Combat Dice: No effect
Skirmish Dice: No effect
Artillery Dice: +1 per weapon
CC v Foot: No effect
CC v Mounted: No effect
Additional Rules:
‘Artillery’ – In Melee this unit halves the number of combat dice it may use.

HORSE ARTILLERY
Command: No effect
Type: Mounted
Morale: +1 per unit added
Strength: +1 per 50 men added
Steady: No effect
Combat Dice: No effect
Skirmish Dice: No effect
Artillery Dice: +1 per weapon
CC v Foot: No effect
CC v Mounted: No effect
Additional Rules:
‘Artillery’ – In Melee this unit halves the number of combat dice it may use.

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Revision to Artillery

Artillery had previous been using a firing dice for each weapon on the base and these were imply using a 6+ to hit at long range and a 5+ to hit at short range.

However after the blood bath of the first test game I’m having to revise this to make artillery less powerful.

Therefore I’m going to implement a ‘Steady’ roll which functions on exactly the same manner as the roll for hand weapons. This Steady roll will also require a 5+ before the weapons are able to fire.

This should decrease the artillery effectiveness and still allow it to fire each action.

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