Fire at Will

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    Fire At Will, Men

    Generic 6mm Fantasy Wargame Rules:

    In the Beginning

    There was a clever wargamer called Jim Wallman. This talented individual inspired playersall over the world with his revolutionary free on-line Fantasy rules. People who had

    previously liked the idea of playing fantasy wargaming, but who had been put off by the`rules officialdom` of existing commercial companies - and by the ludicrous costs incurred byactually purchasing these weighty tomes of over priced manuals, instead turned in droves! toJim`s simpler, more en"oyable solution# suddenly there was light a the end of the tunnel.

    $Fire %t &ill, 'en( is a rules system which stems from the imagination of one clever

    individual. These )mm generic fantasy rules are my extrapolated contribution to JimWallman`s original work* Follow Me, Men

    These are rules for playing a wargame with )mm strips of toy soldiers.

    The setting for fantasy games is a sort of! mixed dark ages, +uasi-medieval uropean asternenvironment. There are literally thousands of heroic fantasy books, T series, and movies tochoose from, most of which will inspire your games no end.

    These are pretty much one brain cell rules. &hy /0ne 1rain 2ell/3 &ell, many sets ofwargame rules these days are horrendously complicated, with big thick core rule books,do4ens of additional supplements usually at unreasonable expense! and exceptionally longand involved rule mechanisms that take ages to work out.

    'y old brain is too simple for all this# so as an alternative* and following the trend set byFollow Me, Men these rules only re+uire a single brain cell to understand. This tends tomake games easy to learn and play, and, ama4ingly! are "ust as much fun as the dense andcomplicated game rules for which you have to pay a 5ing/s ransom. 0dd, isn/t it3

    6o read on, and hopefully 7 en"oy

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    Setting up the game

    To set up a game you need a small playing area. % coffee table is ideal. 8epending on thestory you have in mind, this can be laid out with some nice looking terrain. % green clothmakes suitable ground to play upon. 6ticks, lichen, and small stones make fallen trees,

    hedges, undergrowth and slope scree. 2ottages, hovels, churches temples* even castles can be purchased on-line at reasonable prices using a credit card or by creating a paypal account.

    9ext assemble and paint the toy soldiers sorry, : mean fine* precision crafted miniatures,for the mature connoisseur!.

    Note on Scales ; These rules have been written with )mm toy soldiers in mind. paces. < figure represents < person, < monster, or < engine artillery piece.

    'ost )mm figures are arranged in strips of ? models to a base. The base si4e of strips is asub"ective matter so : leave this to individual gamers to decide what works best for them.6trips of figures are grouped together to form units 7 or formations. % formation can beanything from < to ) strips of figures.

    :ndividual heroes, leaders, beasts, chariots, behemoths @ monsters usually come in strips ofone model per base. % Aero or leader may either be attached to a formation, or may wanderoff and work alone* perhaps even "oining a different formation. Aowever, only onehero leader at a time can be a part of a formation.

    Trolls, 0gres, Biants, 2hariots, 1ehemoth, Buns %rtillery can either work alone or belong toa formation comprising similar figures, but they may not "oin with other figure types.

    Actions

    :n each game turn everyone gets to perform Actions.

    1ecause these rules are so uncomplicated* uncluttered, and easy to learn, : am working onthe assumption that players will be soloists* small groups of friends* or friendly clubgamers* and not official!ists and tournament players. Therefore : have `done away with` arigid turn se+uence, and have reduced the %ctions within any given turn to = distinct phases.0rders like; Hold, Advance, Charge , etc, can be given to formations, but this added rulescomplexity can be included by the gamers themselves if they decide to bring this factor to thetable in their own games. Personally, : prefer to use an intuitive method a sort of free"reigspeil approach! with my games.

    The 6e+uence of working things out each turn goes like this;

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    Movement

    ach individual strip moves up to the following maximum distance each turn;

    Type 8istance inches!

    Cightly! %rmoured 6oldiers, %rchers, 2rossbowmen, Boblins, 0rcs,0gre, 1ehemoths.

    D

    Aeavily! %rmoured 'en at %rms, Endead, Troll.

    Aorseman, &olf rider, 2hariots, 8ragon. G

    %rmoured 'ounted 5night, Biant. ?

    2arts, ngines, 0ther slow stuff. =

    Walls & Hedges: 0bstacles can/t be easily crossed. :f crossing a low wall or hedge, stop atthe near edge of the obstacle, cross next move and continue up to half movement points.

    Streams & Fords: % strip wading though a ford or shallow stream - stops at the near edge ofthe obstacle when it reaches the waterHs edge# then crosses next move but must stop on the far

    bank for the remainder of that move.

    Hills, Woods & Forest: Ephill movement and movement through woods and light forest isconducted at half speed.

    Dragon Movement: 8ragons can ignore obstacles because they can fly.

    Giant Movement: Biants ignore obstacles smaller than a house.

    Elves: lves and Trolls are not slowed by woods or forest.

    !ildings: To enter a building - stop when the strip reaches the building edge# then allow it toenter next turn. Ceaving a building slows a strip to half movement points for that turn.

    Esually, an entire formation can enter a building. %ny outlying land depicted on the model`s base is counted as part of the building for defensive purposes# hence, a defending unit has noflank or rear. Place your defending strips along which ever building +uarter s! you wish todefend provided t#ey #ave enoug# $ase room to fit

    6trips of figures defending a building never have to check morale.

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    S"ooting

    :n order to shoot, archers and crossbowmen may not move in the same turn unless an armylist special ability says otherwise!. Front rank only gets to shoot 7 unless shooting from aslope, in which case the first two ranks may shoot. Targets must come from the enemy front

    line, unless shooting from a slope.

    Arc"ers. Ioll

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    E #E'(: :t takes D hits to kill a 8ragon, hits to kill a LAero Ceader, = to kill a Biant,1ehemoth or Troll. Place wound tokens under the bases of these strips to show relevantdamage. ( Wi)ards count as #eroes

    #over: 6hots aimed at an enemy defending a wall, a hedge, or standing on the edge of a

    woods forest receive a cover bonus. :ncrease the range by < factor; = factors if defending a building. :f this carries the range off the shooting table, the shot can not be taken.

    Morale test: Things can make your models less keen to fight. %n entire formation is affected by the morale rules, whatever their type. % formation is a group of strips all $elonging to t#e same unit

    Ioll

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    Melee /or Hand to Hand #om$at0

    S(E' 1NE: 1reak the combat up into /fights/. % fight is one strip vs one or more enemystrips.

    S(E' (W1 ; For each /fight/ roll 'an %t %rms 0gre 2hariot M=5night Troll 1ehemoth MDAero &i4ardCeader

    MDM

    0utnumbered =-< by enemies within melee -=0utnumbered -< by enemies within melee -0utnumbered D-< or more by enemies within melee -D%ttacking an enemy who is defending a wall or hedge -