3
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.

Armati Optional Rules

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Optional rules for Armati

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Page 1: Armati Optional Rules

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.

Page 2: Armati Optional Rules

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

Page 3: Armati Optional Rules

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