Move Variation
Roll a die when a unit uses 75% or more of its movement allowance. 6: add 25% to the distance covered; 1: subtract 25% from the distance coveredSling Range
Same as for bows on foot, ie 24 cm
Mounted Bow Range
20cm
Who Moves First?
Who Moves First?
Dice at the start of each turn, higher score moving first. Great general: +1; poor general: -1.
Terminology
Terminology
Use heavy, medium and light as classes of defensive armour and/or shields; use close order and open order for formations.
Speeding The Game
Hits are scored on 5+.
Speeding The Game
Hits are scored on 5+.
If a hit is not saved, throw a die to decide its effect:
Quality...Lose Base...Fall Back 3m*
Elite 1-2 3+
Average 1-3 4+
Elite 1-2 3+
Average 1-3 4+
Poor 1-4 5+
A victor in a melee that has not lost a base may follow up a loser that has fallen back, thus immediately forcing another round of hand-to-hand fighting.
*A unit that for any reason cannot fall back loses a base (this includes where falling back would take a unit off the table).
Generals
*A unit that for any reason cannot fall back loses a base (this includes where falling back would take a unit off the table).
Generals
One elite unit is designated as the general's, receiving a +1 modifier when testing morale. If the unit is destroyed, all friends in line-of-sight immediately test their morale, and all other friendly units test their morale at the start of the next turn.
Victory
An army losing more than half its units has lost the battle.
Unit Activation
Unit Activation
Each unit moves, shoots, tests morale, etc, before the next unit does likewise.
Battle Length
Maximum 15 turns before nightfall usually ends fighting.
Difficult Terrain
Maximum 15 turns before nightfall usually ends fighting.
Difficult Terrain
Use the same combat table as for fighting in woods.
Cover
Troops behind cover get an extra die per base in the first round of hand-to-hand fighting.
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