Upload
jing-li
View
144
Download
17
Embed Size (px)
DESCRIPTION
Optional rules for Armati
Citation preview
Losing the
Control . How
Wargame could
be more realistic
Influenced by :
Steve Phenow Friction rules
Simon Macdowall (Comitatus)
Daniel Mersey (Dux Bellorum)
TRY IT AND HAVE
FUN !
Optional heavy unit
Anatomy Doubled Line one stand size:
.
Note : is not INTRO scheme
If this option is taken :
- Involuntary splis counts -1
towards init.
- ARMY Breakpoint is
doubled
- Melee Factor “Unit
Wider” is dropped
- New Optional Melee
factor : Overlapping unit :
Example
1 2
A B
Units A and 2 have a +1 because
they are overlapping the adversary.
This will contribute to the typical
effect of twisting battleline in
ancient battles
New Rules for The
General Now Generals have a
Sphere of influence, out of this
range controlling the Divisions
became more complicated , so :
The Command Radii: 24 “
At the beginning of the turn OUT of
radii Divisions should be marked.
After that the general can move
affecting the status of DIVS in the
NEXT turn .
Note : Radii is Zero when general is
attached to a unit
Now General affects the whole
division when is attached to a UNIT
but loose focus over the overall
army control :
Summary:
Unit fight with +1
Unit doesn’t pursue
Unit doesn’t are subject to
obligatory charge
Division doesn’t do Bravery Test
GENERAL attached to units
ALLWAYS have risk life in Melee
Throw 1 D6
Hit on 6 if no BP where received
Otherwise 5-6 .
If fail :
Check kind of damage
6- 5 DEAD
4-3 Heavy wounded
2-1 light wounded
HEAVY wounded: cannot move.
Any extra wound kills him
Light wound: two of this became
HEAVY wounded.
Movement and
Compulsive Movement • Now movement should be diced
• Now each Division should pas a
Bravery TEST for move (See below)
Division ON radii
the DIV moves as player wishes , the dice
just shows the maximum
DIV is OUT of radii MUST move the full score of the dice
New movement rates
HI WB(BP4) AVG+1”
WB LI LHI EL 2 AVG
SI JAV SLING 3 AVG
SI BOW 2 AVG
CAT 2 AVG
HC 3 AVG
LC 4 AVG
AVG = Average Dice
General : 20 “
Wheels
ON RADII : 1 D6 , the score is the limit ,
but player choose how much it wheels
OUT of RADII 1 D6 . The result is the
obligatory wheel
Move and Wheel :
ON RADII : use the proper number of AVG
dice , deduct the wheel from the total score.
Remember 1 “ wheel cost 2
OUT of RADII:
The first dice scores the Uncontrolled
wheel, the rest the uncontrolled advance.
Remember : unit wheeling over 2 became
undressed.
NOTE :Repetition of complex WHELLS
are allowed for OUT of radii movement
because the player cannot control it.
Bravery test Previous to move or split , each
turn ALL DIV or NEW intended
DIV should test at the best quality
unit member .
Throw 2 D6 , under the Bravery
value = OK
If fails ; No moves, but can
change face , Wheel to face a
thread , rest , redress
OBLIGATORY CHARGERS
IN RANGE SKIP THE
BRAVERY TEST
Bravery Value :
FV
P
H Veteran UNITS : 10
8
F
T 9 COH
7 9 8 9 HC
6 8 7 8
W
B 9 EL
LH
I
5 7 8 8 8
L
I 9
4 7
L
C 8
S
I 7 8
3 6 9 8
2 8 7
1 7
Cavalry Control Issue
Halting the Cavalry TEST : 4-6 on D6
A) When is out of radii and
Moving and the player try to halt
their movement
B) When the player try to avoid
obligatory charge against Infantry
NOTE HC against HC: must
charge.
Victorious CAVALRY pursuing
When HEAVY enemy breaks
including infantry .Checks:
5-6 pursue . 1-4 controls
- Pursuing CAVALRY
became undressed
Each turn check again until they
exit the table or became controlled.
Pursuing path: maximum
movement rate diced of the enemy
unit, dice for know how much it is!
Pursuing cause’s auto division split
If exits the table it doesn’t count
towards army breakpoint , and
check for recalling, they return in
the same status as they exits
Warband pursuing optional rule:
Use the same cavalry pursuing rules
New UNIT
Deployment options
and mandatory rules • HC and CAT can form
deep
(Rhomboid, cuneus formation).
• PH pikes must form deep.
• Roman Republican must
form linear.
New Tactical Melee
factors Heavy mounted supported by
Light mounted: + 1 Follow the same requirements as HI
supported by lights,
LC Units can shoot to NON
Blocked targets
HALF Flanking, (see below )
+1 When one stands impact on enemy
flank line regardless his previous
position
NEW Routed into test Unit routed into became undressed
Additional effects :
Throw a D 10 : If scores over FV unit add
1 BP
Rampaging Elephants :
When EL is routed It breaks any units at
random routed into path :
Throw a D6 for Rampaging direction:
D6
1 : Change front 180 degrees , wheel 2
inches to the right and advance 1 D6
2-3 : Change front 180 degrees and advance
1 D6
4 : Change front 180 degrees , wheel 2
inches to the left and advance 1 D6
5-6 routs to the front and advance 1 D6
See diagram:
That simulates the dying beast destruction
path .
MISSILE RULES
Missile Fire drop off -1 Shooting
SI JAV and Sling over 9”
ANY bow over 12”
(Includes LC /HC bow )
Flanking MISILES- Effect +1 Only for shoots coming behind target
parallel front line
OPTIONAL RULES
for TRIUMPH OF
THE CAVALRY and
AGE OF CHIVALRY
periods
Bodyguards (Comitatus) Each General now have his own
retinue o Comitatus Unit .Should be
the best quality type of the army
.
Depends of what stand chooses, the
speed of general are limited when
he moves attached to their
comitatus.
Benefits of Comitatus:
(When they are attached to GEN)
Free pivot to any front and move
Benefit for GEN attached to
Comitatus: if contacted is NOT
captured.
If the Comitatus is destroyed GEN
should check for survavility: 5-6
killed
Otherwise He evade to another
friendly unit in 20 “. That
simulates the fight of the Comitatus
for his leader
When the Comitatus IS ALONE
acts as a one stand div from their
kind, and if out of radii should dice
for moving.
Remember: Gen cannot attach and
un-attach in the same turn
Don’t get confused with VET units;
you should keep spending one point
to create any vet unit including the
Comitatus …
Medieval Banner . Its a Special Stand .It contains the
banner and the carrier of it .
It could be a Cart (I. E. Carroccio)
Banner’s Movement :
Mounted : 4 AVG
Foot 2 AVG
CART 2 AVG
Effects and consequences
Attach the banner to a unit : +1 in
melee
If the unit breaks the banner
belongs to the first victorious
enemy units that breaks captures it.
Lossing the banner : it counts
towards Army BP
Unattached banner : captured if
contacted.
Captured Banner Should be always
attached . +1 in melee for that unit .
Losing the captured banner is
NOT counting towards Army BP .
Recovering the Banner : + 1 to the
Army Break Point
New UNITS for Roman and
Late Germanic list Roman.
Qty name FV Prot Cost
2 FT Legio 6 [2] 2 2 9
Spear /jav/ sword
(Mail armour , central army)
4 FT Limitanei 5[2]1 1 6
Spear /jav/ sword
Barbarians
Qty name FV Prot Cost
6 FT Subdits 5[2]1 1 6
Spear /jav/ sword