Home Forums Nordic Weasel Games Historical Acrid Smell of Powder – Movement rules

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    Avatar photoIvan Sorensen
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    With the recent release of Acrid Smell of Powder, I thought I’d talk about it a little bit: Namely the movement rules.

    So I knew for ASoP, I wanted a random movement system, however, I had some misgivings about how such systems tend to work.

    To me, one of the pit-traps is that complete control over the army is obviously unrealistic. . . but so is a complete lack of control, in my opinion.

    As the commander, you can select the right officers for the task, send a runner with instructions or ride over there yourself to shout at people.

    The answer then was this:

    You get a pool of initiative dice to work with.
    By default, it’s equal to the number of units, plus the number of leaders you have.

    If I have 4 units of infantry, 1 leader and a cavalry unit, I’d have 6 dice.

    Different things can give you more or less dice: Including an Excellent quality unit, being exhausted etc.

    So you roll all of your dice and you can then assign each die to whatever unit you like.
    If you need a unit to move further this turn to take that hill, you probably can.

    Better units and cavalry can have multiple dice assigned and some unit types get a fixed bonus per die, to add a bit of detail.

    Think of the initiative dice as “army effort” if you will.

    But what about non-movement activities?

    Depending on the scenario, you might need to bring on reinforcements, search a haystack, interrogate the locals or romance a minor noble.
    This is a Task and is given a difficulty: Assign a movement die that is equal or above the difficulty and it succeeds.

    Nice and simple.

    For big games, the number of dice is reduced a little, but you can issue “platoon” orders to 3 units at the same time. We don’t want to have to roll a bucket of 40 dice (well, maybe you do want that. Keep a separate table for the dice avalanche in that case!)

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