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  • #121625

    Mark Ainsworth
    Participant

    ok the rules are finalised, I added Guns too. so I thought I’d put them here for easy reference

    SKIRMISH RULES FOR ABOUT 10 FIGURE WARBANDS/MODERN-SQUADS/WILDWEST SWORD SHIELD BOW SPEAR CATAPULT CAVALRY GUNS GAMES by Mark Ainsworth ref140867 and icosahedron152 from rpol.net playtested & some improvements by Thomaston at https://www.thewargameswebsite.com
    the games are played with small numbers of figures like warbands.
    —————-
    These rules have NO! record keeping, any effects are to push back, Kill, or knock over(unconscious) units. there meant to be simple but be able to simulate many things.
    —————-
    There are two catagories of units, Combat units & Leaders, you can have any type of unit in the combat catagory, but you can only have a foot or cavalry unit in the Leaders catagory(leaders cant use ranged weapons).
    ——————
    a cobat unit attacks with a D10, you can add more d10s to the attack for certain things, but you only choose one for the combat effect, so if you rolled 3 D10s because your on a hill and are elite, then you roll 3 d10s and choose witch one to use. you get d8 or a d6 for a d4 or negative number of combat d10s
    ——————-
    if you get into a negative number of d10s, negative 1 you go to a d8, negative 2 you got to a d6, negative 3 you got to a d4, the list of results gets smaller increasing the possability of losing iniative
    ——————–
    each d10 combat roll has a differrent effect,
    ———————————-
    1 lose initiative, play passes to other side
    2 Your Unit killed
    3 Your Unit KO’d
    4 Your unit pushed back 12 inches
    —————————————————————————————–1D4 line (negative 3 dice)
    5 Your unit pushed back 1 inch
    6 You remain locked in Melee, you may continue turn, or reattack
    —————————————————————————————–1D6 line (negative 2 dice)
    7 Foe pushed back 1 inch
    8 Foe pushed back 12 inches
    —————————————————————————————–1D8 line (negative 1 dice)
    9 Foe KO’d
    0 Foe killed

    ——————
    each leader can roll a d6 to aid an attack or to help defend a unit, if leader is in a 12 inch range, only one leader per side may
    ——————–
    participate in a attack, but may participate in as many attack that occure in range.
    ———————
    each d6 Leader roll has a differrent effect,
    —————–
    1 lose initative, play passes to other side
    2 add an attack dice to an attack roll
    3 stop a 1 inch pushback
    4 stop a 12 inch pushback
    5 remove a dice from attack
    6 Heal an unconsouse unit within a 7 inch range
    ——————————————————–
    the game is played by initiative, whoever has it can move and attack, but the other side can roll for leaders in each attack, or fire ranged units at any moving unit, ranged units can fire every time a unit moves BUT only with one attack dice.
    ——————–
    a combat foot unit has 3 types light , medium, heavy. Light is just hand weapons like daggers & bows, swords or axes, Medium are pikes or spears, Heavy catapults etc..
    ——————–
    Light combat units can move 12 inches.
    Medium 8 inches
    heavy 4 inches
    ——————–
    ——————–
    a combat cavalry unit has 2 types light , heavy. Light is just hand weapons like bows, swords or axes, Heavy are lances or spears.
    ——————–
    Light cavalry combat units can move 18 inches.
    Heavy cavalry combat units 12 inches
    ——————–
    each attack or leader combat roll has a base dice , plus or minus dice for advantages or disadvantages.
    ————————————————-
    A cavalry combat base roll is one d10 against other cavalry units(but against foot a cavary unit can charge and gain 6 inches movement and light cavalry use two combat dice, Heavy get three combat dice)
    —————————–
    a foot unit has one d10 as a base combat roll, plus or minus dice for differrent thigs. negative number of dice goes to a d8 , to a d6, and a d4
    ——————
    elite plus one d10
    enemy elete minus one d10
    on a hill plus one d10
    attacking uphill minus one d10
    pike against cavary plus one d10 (no d10 for ranged fire against cavary)
    defender in trees minus one d10
    defender behind cover minus one d10.
    if attacker is Medium combat units you get an extra combat d10
    if attacker is heavy combat units you get an extra two combat d10
    if defender is Medium combat units you minus a combat d10
    if defender is heavy combat units you minus a combat d10
    attaking with shotgun plus one d10
    attaking with dynamite plus one d10
    attaking with granade plus one d10
    ———————
    ranges of ranged weapons
    ———————
    bow medium
    crossbow short
    pistol short
    musket long
    rifle long
    MG long
    spear short
    sling short
    catapult extra long
    granade very short
    foot mounted rocket launcher medium
    throwing dynamite short
    shotgun short
    very short 4 inches
    short 7 inches
    medium 11 inches
    long 15 inches
    extra long 20 inches
    ———————
    Notes
    cavalry may not charge in forests
    cavalry may not charge if defender is behind cover
    cavary may not attack over hard cover
    any roll that loses initative, does lose initiative, you dont get to choose a differrent die, so a 1 on a d10 d8 or d6 will lose iniative.
    if a ranged unit fires while an enemy is moving, or in a combat attack BUT its not in close range of an enemy and gets an attacker killed result, you ignore it as a miss.
    if a unit is in base to base combat & loses the initiative, then the unit step apart 2inches.
    every combat roll has a minimum of a base dice which happens to be a d4 for negative 3, so negative thrree(d4) is the minimum combat roll
    when you move into contact with the enemy you must roll for combat
    if you dont have any d8s use all d10s(minimum of one d10 per combat roll)
    if your using GUNs then you can attack with a GUN just like a sword in melee, you still get to fire when opponant moves.
    granades are treated like ranged weapons except you cant use while you dont have the iniative, BUT you must roll a D6 to throw one, if the D6 roll > 4 then you can throw it BUT if you roll a 1 the thrower loses iniatative for a miss-thrown granade(this is to limit ammo & stop exesive use)
    dynamite are treated like ranged weapons except you cant use while you dont have the iniative, BUT you must roll a D6 to throw one, if the D6 roll a 6 then you can throw it BUT if you roll a 1 the dynamite kills the thrower (this is to limit ammo, and stop exesive use)
    shotguns are powerfull at short range, they get an extra d10
    foot mounted rocket launcher are treated like ranged weapons, BUT you must roll a D6 to throw one, if the D6 roll a 6 then you can fire it(this is to limit ammo, because most launchers only had 2 shots but we dont want to keep paperwor in these rules)
    vehicles and Big guns like Tanks use the ww2 Vehicles rules expansion
    chariots are classed as heavy, and attack like a mounted & can charge but movement is 12 inches 18 when charging, they are spear or bow,
    ———————————
    WW2 Vehicles candidate rules expansion
    ———-========================
    vehcles are classed as very slow slow or fast
    very slow vehicles move 12 inches
    slow vehicles move 24 inches
    fast vehicles move at 36 inches
    ———-
    Heavy Guns can be ATGs or Tanks or any type of big gun except mortors.
    you need Line of sight to fire, when firing roll one d10, the effect of the roll are
    ———-
    Gun power adds d10s to the number of d10s you roll, BUT only one d10 result is used. GUN power can be upto3 extra dice, you decide before play how powerfull differrent GUNs are,
    ———–
    Armour strength subtracts a d10s to the number of d10s rolled in an attack on it. Armour strength can be upto 3, you decide before play how strong differrent armoured units are, a unit behind cover is classed as armored, if the d10 combat roll is reduced below 1 then the armour is more than enough to stop the shot so the attack has no effect
    ———–
    1 lose initative, play passes to other side
    2 gun breaksdown
    3 target is knocked down wounded or imobilised
    4 single target is killed
    5 Miss
    6 Miss
    7 all units in a 3 inch area of attack are knoced over wounded
    8 all units in a 3 inch area of attack are killed
    9 all units in a 5 inch area of attack are knoced over wounded
    0 all units in a 5 inch area of attack are killed
    ————–
    if target is armored use this die table
    1 lose initative, play passes to other side
    2 gun breaksdown
    3 target is knocked down wounded or imobilised
    4 Miss
    5 Miss
    6 armour repeled attack
    7 armour repeled attack
    8 single target is killed
    9 all units in a 3 inch area of attack are knoced over wounded
    0 all units in a 5 inch area of attack are killed
    ————
    you can roll a command d6 to aid attack(if a leader is within 12 inches, then you can roll on the direct leadership list instead)
    —————-
    1 reroll attack dice
    2 no effect
    3 fix broken gun
    4 fire a second shot
    5 missfire crew all wounded
    6 lose initative, play passes to other side
    ————–
    if target is armored or in good cover you can choose to use this die table for Leader Roll
    —————–
    direct leadership list
    ——————
    1 no effect
    2 no effect
    3 fix broken gun
    4 no effect
    5 missfire crew all wounded
    6 lose initative, play passes to other side
    ——————
    motors fire like guns but use line of sight from any friendly unit
    =================================================================================
    =================================================================================
    This is a loose universal A.I. for solo miniture wargaming, lists can be more relavant to the battle by editing relavant events
    action points are gained for things like number of units, or number of leaders, or how many enimies in LOS, or randomly decided, or a fixed number per side, or terrain effects on leaders, or comunication level of units(comunication level could be calculated by how many messengers you have, how many leaders, or how many radios, or how many small vehicles etc…) there should be a minimun number of action points.
    for each action point you have this turn you roll two 10 sided dice to get a number between 1 and 100 and find the event in the list, then mark the event ready to execute, when all action points have been rolled you select the events in any order and apply to your game, then the turn passes to opponant.
    this list limits what each side can do, so solo play is playable, you do your best within the events available to you.
    1 move upto 2
    2 move upto 4
    3 move upto 6
    4 move upto 8
    5 move upto 10
    6 move upto 2
    7 move upto 4
    8 move upto 6
    9 move upto 8
    10 move upto 10
    11 move upto 2
    12 move upto 4
    13 move upto 6
    14 move upto 8
    15 move upto 10
    16 start a Melee
    17 start a Melee
    18 start a Melee
    19 start a Melee
    20 start a Melee
    21 start a Melee
    22 start a Melee
    23 start a Melee
    24 start a Melee
    25 start a Melee
    26 range attack upto 3
    27 range attack upto 3
    28 range attack upto 4
    29 range attack upto 4
    30 range attack upto 5
    31 range attack upto 5
    32 range attack upto 5
    33 range attack upto 6
    34 range attack upto 6
    35 range attack upto 6
    36 retreat move upto 2
    37 retreat move upto 4
    38 retreat move upto 6
    39 retreat move upto 8
    40 retreat move upto 10
    41 retreat move upto 2
    42 retreat move upto 4
    43 retreat move upto 6
    44 retreat move upto 8
    45 retreat move upto 10
    46 activate leader
    47 activate leader
    48 activate leader
    49 activate leader
    50 activate leader
    51 activate leader
    52 activate leader
    53 activate leader
    54 activate leader
    55 activate leader
    56 activate leader
    57 activate leader
    58 activate leader
    59 activate leader
    60 activate leader
    61 rally units within 4 of Leader
    62 rally units within 4 of Leader
    63 rally units within 4 of Leader
    64 rally units within 4 of Leader
    65 rally units within 4 of Leader
    66 rally units within 6 of Leader
    67 rally units within 6 of Leader
    68 rally units within 6 of Leader
    69 rally units within 8 of Leader
    70 rally units within 8 of Leader
    71 roll another 2 event dice
    72 roll another 2 event dice
    73 roll another 2 event dice
    74 roll another 3 event dice
    75 roll another 4 event dice
    76 break a unit from Melee
    77 break a unit from Melee
    78 break a unit from Melee
    79 break a unit from Melee
    80 break a unit from Melee
    81 create a new Leader
    83 remove a Leader
    84 advance all units 4
    85 advance 5 units 3
    86 increase defensive cover
    87 decrease defensive cover
    88 increase defensive cover
    89 decrease defensive cover
    90 increase defensive cover
    91 decrease defensive cover
    92 double all move distance (this simulates transport)
    93 double all move distance (this simulates transport)
    94 double all move distance (this simulates transport)
    95 double all move distance (this simulates transport)
    96 double all move distance (this simulates transport)
    97 cross water
    98 cross water
    99 cross water
    100 cross water

    #121626
    Mike
    Mike
    Keymaster

    Glad you made it here, thanks for the post!

    😀

    #121651

    Mark Ainsworth
    Participant

    its amateur, but its wargamable, I sculpted it out of clay. straight walls were a problem, as you sculpt with your fingers, but I will improve as I go

     

    clay sculpted fortress

    #121652

    Mark Ainsworth
    Participant

    good for ww2 desert, eastern, wild west, Alamo medieval type games, Ive got more still painting it

    #121706

    Thomaston
    Participant

    This sound very easy to play, I am definitely interested. Do you have a variant with guns? or do I treat every one as archers?

    No result for attacker knocked out?
    What happens if modified combat dice is say, -1D10, roll 1D10 or no roll?

    Those scenes remind me of Mount&Blade.
    I like what you did, the uneven surface makes them look more realistic.

    Tired is enough.

    #121707

    Mark Ainsworth
    Participant

    I have not made a guns version, it needs a full rewrite for that I think. the base attack is one d10 you cant have less than one die to roll, I sort of thought attacker with initiative is suprising the defender, but your right maybe I should adapt it. Im glad you like it thanks

    #121717

    Mark Ainsworth
    Participant

    ok the rules are finalised, I added Guns too. so I thought I’d put them here for easy reference

    SKIRMISH RULES FOR ABOUT 10 FIGURE WARBANDS/MODERN-SQUADS/WILDWEST SWORD SHIELD BOW SPEAR CATAPULT CAVALRY GUNS GAMES by Mark Ainsworth ref140867 and icosahedron152 from rpol.net playtested & some improvements by Thomaston at https://www.thewargameswebsite.com
    the games are played with small numbers of figures like warbands.
    —————-
    These rules have NO! record keeping, any effects are to push back, Kill, or knock over(unconscious) units. there meant to be simple but be able to simulate many things.
    —————-
    There are two catagories of units, Combat units & Leaders, you can have any type of unit in the combat catagory, but you can only have a foot or cavalry unit in the Leaders catagory(leaders cant use ranged weapons).
    ——————
    a cobat unit attacks with a D10, you can add more d10s to the attack for certain things, but you only choose one for the combat effect, so if you rolled 3 D10s because your on a hill and are elite, then you roll 3 d10s and choose witch one to use. you get d8 or a d6 for a d4 or negative number of combat d10s
    ——————-
    if you get into a negative number of d10s, negative 1 you go to a d8, negative 2 you got to a d6, negative 3 you got to a d4, the list of results gets smaller increasing the possability of losing iniative
    ——————–
    each d10 combat roll has a differrent effect,
    ———————————-
    1 lose initiative, play passes to other side
    2 Your Unit killed
    3 Your Unit KO’d
    4 Your unit pushed back 12 inches
    —————————————————————————————–1D4 line (negative 3 dice)
    5 Your unit pushed back 1 inch
    6 You remain locked in Melee, you may continue turn, or reattack
    —————————————————————————————–1D6 line (negative 2 dice)
    7 Foe pushed back 1 inch
    8 Foe pushed back 12 inches
    —————————————————————————————–1D8 line (negative 1 dice)
    9 Foe KO’d
    0 Foe killed

    ——————
    each leader can roll a d6 to aid an attack or to help defend a unit, if leader is in a 12 inch range, only one leader per side may
    ——————–
    participate in a attack, but may participate in as many attack that occure in range.
    ———————
    each d6 Leader roll has a differrent effect,
    —————–
    1 lose initative, play passes to other side
    2 add an attack dice to an attack roll
    3 stop a 1 inch pushback
    4 stop a 12 inch pushback
    5 remove a dice from attack
    6 Heal an unconsouse unit within a 7 inch range
    ——————————————————–
    the game is played by initiative, whoever has it can move and attack, but the other side can roll for leaders in each attack, or fire ranged units at any moving unit, ranged units can fire every time a unit moves BUT only with one attack dice.
    ——————–
    a combat foot unit has 3 types light , medium, heavy. Light is just hand weapons like daggers & bows, swords or axes, Medium are pikes or spears, Heavy catapults etc..
    ——————–
    Light combat units can move 12 inches.
    Medium 8 inches
    heavy 4 inches
    ——————–
    ——————–
    a combat cavalry unit has 2 types light , heavy. Light is just hand weapons like bows, swords or axes, Heavy are lances or spears.
    ——————–
    Light cavalry combat units can move 18 inches.
    Heavy cavalry combat units 12 inches
    ——————–
    each attack or leader combat roll has a base dice , plus or minus dice for advantages or disadvantages.
    ————————————————-
    A cavalry combat base roll is one d10 against other cavalry units(but against foot a cavary unit can charge and gain 6 inches movement and light cavalry use two combat dice, Heavy get three combat dice)
    —————————–
    a foot unit has one d10 as a base combat roll, plus or minus dice for differrent thigs. negative number of dice goes to a d8 , to a d6, and a d4
    ——————
    elite plus one d10
    enemy elete minus one d10
    on a hill plus one d10
    attacking uphill minus one d10
    pike against cavary plus one d10 (no d10 for ranged fire against cavary)
    defender in trees minus one d10
    defender behind cover minus one d10.
    if attacker is Medium combat units you get an extra combat d10
    if attacker is heavy combat units you get an extra two combat d10
    if defender is Medium combat units you minus a combat d10
    if defender is heavy combat units you minus a combat d10
    attaking with shotgun plus one d10
    attaking with dynamite plus one d10
    attaking with granade plus one d10
    ———————
    ranges of ranged weapons
    ———————
    bow medium
    crossbow short
    pistol short
    musket long
    rifle long
    MG long
    spear short
    sling short
    catapult extra long
    granade very short
    foot mounted rocket launcher medium
    throwing dynamite short
    shotgun short
    very short 4 inches
    short 7 inches
    medium 11 inches
    long 15 inches
    extra long 20 inches
    ———————
    Notes
    cavalry may not charge in forests
    cavalry may not charge if defender is behind cover
    cavary may not attack over hard cover
    any roll that loses initative, does lose initiative, you dont get to choose a differrent die, so a 1 on a d10 d8 or d6 will lose iniative.
    if a ranged unit fires while an enemy is moving, or in a combat attack BUT its not in close range of an enemy and gets an attacker killed result, you ignore it as a miss.
    if a unit is in base to base combat & loses the initiative, then the unit step apart 2inches.
    every combat roll has a minimum of a base dice which happens to be a d4 for negative 3, so negative thrree(d4) is the minimum combat roll
    when you move into contact with the enemy you must roll for combat
    if you dont have any d8s use all d10s(minimum of one d10 per combat roll)
    if your using GUNs then you can attack with a GUN just like a sword in melee, you still get to fire when opponant moves.
    granades are treated like ranged weapons except you cant use while you dont have the iniative, BUT you must roll a D6 to throw one, if the D6 roll > 4 then you can throw it BUT if you roll a 1 the thrower loses iniatative for a miss-thrown granade(this is to limit ammo & stop exesive use)
    dynamite are treated like ranged weapons except you cant use while you dont have the iniative, BUT you must roll a D6 to throw one, if the D6 roll a 6 then you can throw it BUT if you roll a 1 the dynamite kills the thrower (this is to limit ammo, and stop exesive use)
    shotguns are powerfull at short range, they get an extra d10
    foot mounted rocket launcher are treated like ranged weapons, BUT you must roll a D6 to throw one, if the D6 roll a 6 then you can fire it(this is to limit ammo, because most launchers only had 2 shots but we dont want to keep paperwor in these rules)
    vehicles and Big guns like Tanks use the ww2 Vehicles rules expansion
    chariots are classed as heavy, and attack like a mounted & can charge but movement is 12 inches 18 when charging, they are spear or bow,
    ———————————
    WW2 Vehicles candidate rules expansion
    ———-========================
    vehcles are classed as very slow slow or fast
    very slow vehicles move 12 inches
    slow vehicles move 24 inches
    fast vehicles move at 36 inches
    ———-
    Heavy Guns can be ATGs or Tanks or any type of big gun except mortors.
    you need Line of sight to fire, when firing roll one d10, the effect of the roll are
    ———-
    Gun power adds d10s to the number of d10s you roll, BUT only one d10 result is used. GUN power can be upto3 extra dice, you decide before play how powerfull differrent GUNs are,
    ———–
    Armour strength subtracts a d10s to the number of d10s rolled in an attack on it. Armour strength can be upto 3, you decide before play how strong differrent armoured units are, a unit behind cover is classed as armored, if the d10 combat roll is reduced below 1 then the armour is more than enough to stop the shot so the attack has no effect
    ———–
    1 lose initative, play passes to other side
    2 gun breaksdown
    3 target is knocked down wounded or imobilised
    4 single target is killed
    5 Miss
    6 Miss
    7 all units in a 3 inch area of attack are knoced over wounded
    8 all units in a 3 inch area of attack are killed
    9 all units in a 5 inch area of attack are knoced over wounded
    0 all units in a 5 inch area of attack are killed
    ————–
    if target is armored use this die table
    1 lose initative, play passes to other side
    2 gun breaksdown
    3 target is knocked down wounded or imobilised
    4 Miss
    5 Miss
    6 armour repeled attack
    7 armour repeled attack
    8 single target is killed
    9 all units in a 3 inch area of attack are knoced over wounded
    0 all units in a 5 inch area of attack are killed
    ————
    you can roll a command d6 to aid attack(if a leader is within 12 inches, then you can roll on the direct leadership list instead)
    —————-
    1 reroll attack dice
    2 no effect
    3 fix broken gun
    4 fire a second shot
    5 missfire crew all wounded
    6 lose initative, play passes to other side
    ————–
    if target is armored or in good cover you can choose to use this die table for Leader Roll
    —————–
    direct leadership list
    ——————
    1 no effect
    2 no effect
    3 fix broken gun
    4 no effect
    5 missfire crew all wounded
    6 lose initative, play passes to other side
    ——————
    motors fire like guns but use line of sight from any friendly unit
    =================================================================================
    =================================================================================
    This is a loose universal A.I. for solo miniture wargaming, lists can be more relavant to the battle by editing relavant events
    action points are gained for things like number of units, or number of leaders, or how many enimies in LOS, or randomly decided, or a fixed number per side, or terrain effects on leaders, or comunication level of units(comunication level could be calculated by how many messengers you have, how many leaders, or how many radios, or how many small vehicles etc…) there should be a minimun number of action points.
    for each action point you have this turn you roll two 10 sided dice to get a number between 1 and 100 and find the event in the list, then mark the event ready to execute, when all action points have been rolled you select the events in any order and apply to your game, then the turn passes to opponant.
    this list limits what each side can do, so solo play is playable, you do your best within the events available to you.
    1 move upto 2
    2 move upto 4
    3 move upto 6
    4 move upto 8
    5 move upto 10
    6 move upto 2
    7 move upto 4
    8 move upto 6
    9 move upto 8
    10 move upto 10
    11 move upto 2
    12 move upto 4
    13 move upto 6
    14 move upto 8
    15 move upto 10
    16 start a Melee
    17 start a Melee
    18 start a Melee
    19 start a Melee
    20 start a Melee
    21 start a Melee
    22 start a Melee
    23 start a Melee
    24 start a Melee
    25 start a Melee
    26 range attack upto 3
    27 range attack upto 3
    28 range attack upto 4
    29 range attack upto 4
    30 range attack upto 5
    31 range attack upto 5
    32 range attack upto 5
    33 range attack upto 6
    34 range attack upto 6
    35 range attack upto 6
    36 retreat move upto 2
    37 retreat move upto 4
    38 retreat move upto 6
    39 retreat move upto 8
    40 retreat move upto 10
    41 retreat move upto 2
    42 retreat move upto 4
    43 retreat move upto 6
    44 retreat move upto 8
    45 retreat move upto 10
    46 activate leader
    47 activate leader
    48 activate leader
    49 activate leader
    50 activate leader
    51 activate leader
    52 activate leader
    53 activate leader
    54 activate leader
    55 activate leader
    56 activate leader
    57 activate leader
    58 activate leader
    59 activate leader
    60 activate leader
    61 rally units within 4 of Leader
    62 rally units within 4 of Leader
    63 rally units within 4 of Leader
    64 rally units within 4 of Leader
    65 rally units within 4 of Leader
    66 rally units within 6 of Leader
    67 rally units within 6 of Leader
    68 rally units within 6 of Leader
    69 rally units within 8 of Leader
    70 rally units within 8 of Leader
    71 roll another 2 event dice
    72 roll another 2 event dice
    73 roll another 2 event dice
    74 roll another 3 event dice
    75 roll another 4 event dice
    76 break a unit from Melee
    77 break a unit from Melee
    78 break a unit from Melee
    79 break a unit from Melee
    80 break a unit from Melee
    81 create a new Leader
    83 remove a Leader
    84 advance all units 4
    85 advance 5 units 3
    86 increase defensive cover
    87 decrease defensive cover
    88 increase defensive cover
    89 decrease defensive cover
    90 increase defensive cover
    91 decrease defensive cover
    92 double all move distance (this simulates transport)
    93 double all move distance (this simulates transport)
    94 double all move distance (this simulates transport)
    95 double all move distance (this simulates transport)
    96 double all move distance (this simulates transport)
    97 cross water
    98 cross water
    99 cross water
    100 cross water

    #121737

    Mark Ainsworth
    Participant

    ok the rules are finalised, I added Guns too. so I thought I’d put them here for easy reference

    SKIRMISH RULES FOR ABOUT 10 FIGURE WARBANDS/MODERN-SQUADS/WILDWEST SWORD SHIELD BOW SPEAR CATAPULT CAVALRY GUNS GAMES by Mark Ainsworth ref140867 and icosahedron152 from rpol.net playtested & some improvements by Thomaston at https://www.thewargameswebsite.com
    the games are played with small numbers of figures like warbands.
    —————-
    These rules have NO! record keeping, any effects are to push back, Kill, or knock over(unconscious) units. there meant to be simple but be able to simulate many things.
    —————-
    There are two catagories of units, Combat units & Leaders, you can have any type of unit in the combat catagory, but you can only have a foot or cavalry unit in the Leaders catagory(leaders cant use ranged weapons).
    ——————
    a cobat unit attacks with a D10, you can add more d10s to the attack for certain things, but you only choose one for the combat effect, so if you rolled 3 D10s because your on a hill and are elite, then you roll 3 d10s and choose witch one to use. you get d8 or a d6 for a d4 or negative number of combat d10s
    ——————-
    if you get into a negative number of d10s, negative 1 you go to a d8, negative 2 you got to a d6, negative 3 you got to a d4, the list of results gets smaller increasing the possability of losing iniative
    ——————–
    each d10 combat roll has a differrent effect,
    ———————————-
    1 lose initiative, play passes to other side
    2 Your Unit killed
    3 Your Unit KO’d
    4 Your unit pushed back 12 inches
    —————————————————————————————–1D4 line (negative 3 dice)
    5 Your unit pushed back 1 inch
    6 You remain locked in Melee, you may continue turn, or reattack
    —————————————————————————————–1D6 line (negative 2 dice)
    7 Foe pushed back 1 inch
    8 Foe pushed back 12 inches
    —————————————————————————————–1D8 line (negative 1 dice)
    9 Foe KO’d
    0 Foe killed

    ——————
    each leader can roll a d6 to aid an attack or to help defend a unit, if leader is in a 12 inch range, only one leader per side may
    ——————–
    participate in a attack, but may participate in as many attack that occure in range.
    ———————
    each d6 Leader roll has a differrent effect,
    —————–
    1 lose initative, play passes to other side
    2 add an attack dice to an attack roll
    3 stop a 1 inch pushback
    4 stop a 12 inch pushback
    5 remove a dice from attack
    6 Heal an unconsouse unit within a 7 inch range
    ——————————————————–
    the game is played by initiative, whoever has it can move and attack, but the other side can roll for leaders in each attack, or fire ranged units at any moving unit, ranged units can fire every time a unit moves BUT only with one attack dice.
    ——————–
    a combat foot unit has 3 types light , medium, heavy. Light is just hand weapons like daggers & bows, swords or axes, Medium are pikes or spears, Heavy catapults etc..
    ——————–
    Light combat units can move 12 inches.
    Medium 8 inches
    heavy 4 inches
    ——————–
    ——————–
    a combat cavalry unit has 2 types light , heavy. Light is just hand weapons like bows, swords or axes, Heavy are lances or spears.
    ——————–
    Light cavalry combat units can move 18 inches.
    Heavy cavalry combat units 12 inches
    ——————–
    each attack or leader combat roll has a base dice , plus or minus dice for advantages or disadvantages.
    ————————————————-
    A cavalry combat base roll is one d10 against other cavalry units(but against foot a cavary unit can charge and gain 6 inches movement and light cavalry use two combat dice, Heavy get three combat dice)
    —————————–
    a foot unit has one d10 as a base combat roll, plus or minus dice for differrent thigs. negative number of dice goes to a d8 , to a d6, and a d4
    ——————
    elite plus one d10
    enemy elete minus one d10
    on a hill plus one d10
    attacking uphill minus one d10
    pike against cavary plus one d10 (no d10 for ranged fire against cavary)
    defender in trees minus one d10
    defender behind cover minus one d10.
    if attacker is Medium combat units you get an extra combat d10
    if attacker is heavy combat units you get an extra two combat d10
    if defender is Medium combat units you minus a combat d10
    if defender is heavy combat units you minus a combat d10
    attaking with shotgun plus one d10
    attaking with dynamite plus one d10
    attaking with granade plus one d10
    ———————
    ranges of ranged weapons
    ———————
    bow medium
    crossbow short
    pistol short
    musket long
    rifle long
    MG long
    spear short
    sling short
    catapult extra long
    granade very short
    foot mounted rocket launcher medium
    throwing dynamite short
    shotgun short
    very short 4 inches
    short 7 inches
    medium 11 inches
    long 15 inches
    extra long 20 inches
    ———————
    Notes
    cavalry may not charge in forests
    cavalry may not charge if defender is behind cover
    cavary may not attack over hard cover
    any roll that loses initative, does lose initiative, you dont get to choose a differrent die, so a 1 on a d10 d8 or d6 will lose iniative.
    if a ranged unit fires while an enemy is moving, or in a combat attack BUT its not in close range of an enemy and gets an attacker killed result, you ignore it as a miss.
    if a unit is in base to base combat & loses the initiative, then the unit step apart 2inches.
    every combat roll has a minimum of a base dice which happens to be a d4 for negative 3, so negative thrree(d4) is the minimum combat roll
    when you move into contact with the enemy you must roll for combat
    if you dont have any d8s use all d10s(minimum of one d10 per combat roll)
    if your using GUNs then you can attack with a GUN just like a sword in melee, you still get to fire when opponant moves.
    granades are treated like ranged weapons except you cant use while you dont have the iniative, BUT you must roll a D6 to throw one, if the D6 roll > 4 then you can throw it BUT if you roll a 1 the thrower loses iniatative for a miss-thrown granade(this is to limit ammo & stop exesive use)
    dynamite are treated like ranged weapons except you cant use while you dont have the iniative, BUT you must roll a D6 to throw one, if the D6 roll a 6 then you can throw it BUT if you roll a 1 the dynamite kills the thrower (this is to limit ammo, and stop exesive use)
    shotguns are powerfull at short range, they get an extra d10
    foot mounted rocket launcher are treated like ranged weapons, BUT you must roll a D6 to throw one, if the D6 roll a 6 then you can fire it(this is to limit ammo, because most launchers only had 2 shots but we dont want to keep paperwor in these rules)
    vehicles and Big guns like Tanks use the ww2 Vehicles rules expansion
    chariots are classed as heavy, and attack like a mounted & can charge but movement is 12 inches 18 when charging, they are spear or bow,
    ———————————
    WW2 Vehicles candidate rules expansion
    ———-========================
    vehcles are classed as very slow slow or fast
    very slow vehicles move 12 inches
    slow vehicles move 24 inches
    fast vehicles move at 36 inches
    ———-
    Heavy Guns can be ATGs or Tanks or any type of big gun except mortors.
    you need Line of sight to fire, when firing roll one d10, the effect of the roll are
    ———-
    Gun power adds d10s to the number of d10s you roll, BUT only one d10 result is used. GUN power can be upto3 extra dice, you decide before play how powerfull differrent GUNs are,
    ———–
    Armour strength subtracts a d10s to the number of d10s rolled in an attack on it. Armour strength can be upto 3, you decide before play how strong differrent armoured units are, a unit behind cover is classed as armored, if the d10 combat roll is reduced below 1 then the armour is more than enough to stop the shot so the attack has no effect
    ———–
    1 lose initative, play passes to other side
    2 gun breaksdown
    3 target is knocked down wounded or imobilised
    4 single target is killed
    5 Miss
    6 Miss
    7 all units in a 3 inch area of attack are knoced over wounded
    8 all units in a 3 inch area of attack are killed
    9 all units in a 5 inch area of attack are knoced over wounded
    0 all units in a 5 inch area of attack are killed
    ————–
    if target is armored use this die table
    1 lose initative, play passes to other side
    2 gun breaksdown
    3 target is knocked down wounded or imobilised
    4 Miss
    5 Miss
    6 armour repeled attack
    7 armour repeled attack
    8 single target is killed
    9 all units in a 3 inch area of attack are knoced over wounded
    0 all units in a 5 inch area of attack are killed
    ————
    you can roll a command d6 to aid attack(if a leader is within 12 inches, then you can roll on the direct leadership list instead)
    —————-
    1 reroll attack dice
    2 no effect
    3 fix broken gun
    4 fire a second shot
    5 missfire crew all wounded
    6 lose initative, play passes to other side
    ————–
    if target is armored or in good cover you can choose to use this die table for Leader Roll
    —————–
    direct leadership list
    ——————
    1 no effect
    2 no effect
    3 fix broken gun
    4 no effect
    5 missfire crew all wounded
    6 lose initative, play passes to other side
    ——————
    motors fire like guns but use line of sight from any friendly unit
    =================================================================================
    =================================================================================
    This is a loose universal A.I. for solo miniture wargaming, lists can be more relavant to the battle by editing relavant events
    action points are gained for things like number of units, or number of leaders, or how many enimies in LOS, or randomly decided, or a fixed number per side, or terrain effects on leaders, or comunication level of units(comunication level could be calculated by how many messengers you have, how many leaders, or how many radios, or how many small vehicles etc…) there should be a minimun number of action points.
    for each action point you have this turn you roll two 10 sided dice to get a number between 1 and 100 and find the event in the list, then mark the event ready to execute, when all action points have been rolled you select the events in any order and apply to your game, then the turn passes to opponant.
    this list limits what each side can do, so solo play is playable, you do your best within the events available to you.
    1 move upto 2
    2 move upto 4
    3 move upto 6
    4 move upto 8
    5 move upto 10
    6 move upto 2
    7 move upto 4
    8 move upto 6
    9 move upto 8
    10 move upto 10
    11 move upto 2
    12 move upto 4
    13 move upto 6
    14 move upto 8
    15 move upto 10
    16 start a Melee
    17 start a Melee
    18 start a Melee
    19 start a Melee
    20 start a Melee
    21 start a Melee
    22 start a Melee
    23 start a Melee
    24 start a Melee
    25 start a Melee
    26 range attack upto 3
    27 range attack upto 3
    28 range attack upto 4
    29 range attack upto 4
    30 range attack upto 5
    31 range attack upto 5
    32 range attack upto 5
    33 range attack upto 6
    34 range attack upto 6
    35 range attack upto 6
    36 retreat move upto 2
    37 retreat move upto 4
    38 retreat move upto 6
    39 retreat move upto 8
    40 retreat move upto 10
    41 retreat move upto 2
    42 retreat move upto 4
    43 retreat move upto 6
    44 retreat move upto 8
    45 retreat move upto 10
    46 activate leader
    47 activate leader
    48 activate leader
    49 activate leader
    50 activate leader
    51 activate leader
    52 activate leader
    53 activate leader
    54 activate leader
    55 activate leader
    56 activate leader
    57 activate leader
    58 activate leader
    59 activate leader
    60 activate leader
    61 rally units within 4 of Leader
    62 rally units within 4 of Leader
    63 rally units within 4 of Leader
    64 rally units within 4 of Leader
    65 rally units within 4 of Leader
    66 rally units within 6 of Leader
    67 rally units within 6 of Leader
    68 rally units within 6 of Leader
    69 rally units within 8 of Leader
    70 rally units within 8 of Leader
    71 roll another 2 event dice
    72 roll another 2 event dice
    73 roll another 2 event dice
    74 roll another 3 event dice
    75 roll another 4 event dice
    76 break a unit from Melee
    77 break a unit from Melee
    78 break a unit from Melee
    79 break a unit from Melee
    80 break a unit from Melee
    81 create a new Leader
    83 remove a Leader
    84 advance all units 4
    85 advance 5 units 3
    86 increase defensive cover
    87 decrease defensive cover
    88 increase defensive cover
    89 decrease defensive cover
    90 increase defensive cover
    91 decrease defensive cover
    92 double all move distance (this simulates transport)
    93 double all move distance (this simulates transport)
    94 double all move distance (this simulates transport)
    95 double all move distance (this simulates transport)
    96 double all move distance (this simulates transport)
    97 cross water
    98 cross water
    99 cross water
    100 cross water

    #121754

    Mark Ainsworth
    Participant

    ok the rules are finalised, I added Guns too. so I thought I’d put them here for easy reference

    SKIRMISH RULES FOR ABOUT 10 FIGURE WARBANDS/MODERN-SQUADS/WILDWEST SWORD SHIELD BOW SPEAR CATAPULT CAVALRY GUNS GAMES by Mark Ainsworth ref140867 and icosahedron152 from rpol.net playtested & some improvements by Thomaston at https://www.thewargameswebsite.com
    the games are played with small numbers of figures like warbands.
    —————-
    These rules have NO! record keeping, any effects are to push back, Kill, or knock over(unconscious) units. there meant to be simple but be able to simulate many things.
    —————-
    There are two catagories of units, Combat units & Leaders, you can have any type of unit in the combat catagory, but you can only have a foot or cavalry unit in the Leaders catagory(leaders cant use ranged weapons).
    ——————
    a cobat unit attacks with a D10, you can add more d10s to the attack for certain things, but you only choose one for the combat effect, so if you rolled 3 D10s because your on a hill and are elite, then you roll 3 d10s and choose witch one to use. you get d8 or a d6 for a d4 or negative number of combat d10s
    ——————-
    if you get into a negative number of d10s, negative 1 you go to a d8, negative 2 you got to a d6, negative 3 you got to a d4, the list of results gets smaller increasing the possability of losing iniative
    ——————–
    each d10 combat roll has a differrent effect,
    ———————————-
    1 lose initiative, play passes to other side
    2 Your Unit killed
    3 Your Unit KO’d
    4 Your unit pushed back 12 inches
    —————————————————————————————–1D4 line (negative 3 dice)
    5 Your unit pushed back 1 inch
    6 You remain locked in Melee, you may continue turn, or reattack
    —————————————————————————————–1D6 line (negative 2 dice)
    7 Foe pushed back 1 inch
    8 Foe pushed back 12 inches
    —————————————————————————————–1D8 line (negative 1 dice)
    9 Foe KO’d
    0 Foe killed

    ——————
    each leader can roll a d6 to aid an attack or to help defend a unit, if leader is in a 12 inch range, only one leader per side may
    ——————–
    participate in a attack, but may participate in as many attack that occure in range.
    ———————
    each d6 Leader roll has a differrent effect,
    —————–
    1 lose initative, play passes to other side
    2 add an attack dice to an attack roll
    3 stop a 1 inch pushback
    4 stop a 12 inch pushback
    5 remove a dice from attack
    6 Heal an unconsouse unit within a 7 inch range
    ——————————————————–
    the game is played by initiative, whoever has it can move and attack, but the other side can roll for leaders in each attack, or fire ranged units at any moving unit, ranged units can fire every time a unit moves BUT only with one attack dice.
    ——————–
    a combat foot unit has 3 types light , medium, heavy. Light is just hand weapons like daggers & bows, swords or axes, Medium are pikes or spears, Heavy catapults etc..
    ——————–
    Light combat units can move 12 inches.
    Medium 8 inches
    heavy 4 inches
    ——————–
    ——————–
    a combat cavalry unit has 2 types light , heavy. Light is just hand weapons like bows, swords or axes, Heavy are lances or spears.
    ——————–
    Light cavalry combat units can move 18 inches.
    Heavy cavalry combat units 12 inches
    ——————–
    each attack or leader combat roll has a base dice , plus or minus dice for advantages or disadvantages.
    ————————————————-
    A cavalry combat base roll is one d10 against other cavalry units(but against foot a cavary unit can charge and gain 6 inches movement and light cavalry use two combat dice, Heavy get three combat dice)
    —————————–
    a foot unit has one d10 as a base combat roll, plus or minus dice for differrent thigs. negative number of dice goes to a d8 , to a d6, and a d4
    ——————
    elite plus one d10
    enemy elete minus one d10
    on a hill plus one d10
    attacking uphill minus one d10
    pike against cavary plus one d10 (no d10 for ranged fire against cavary)
    defender in trees minus one d10
    defender behind cover minus one d10.
    if attacker is Medium combat units you get an extra combat d10
    if attacker is heavy combat units you get an extra two combat d10
    if defender is Medium combat units you minus a combat d10
    if defender is heavy combat units you minus a combat d10
    attaking with shotgun plus one d10
    attaking with dynamite plus one d10
    attaking with granade plus one d10
    ———————
    ranges of ranged weapons
    ———————
    bow medium
    crossbow short
    pistol short
    musket long
    rifle long
    MG long
    spear short
    sling short
    catapult extra long
    granade very short
    foot mounted rocket launcher medium
    throwing dynamite short
    shotgun short
    very short 4 inches
    short 7 inches
    medium 11 inches
    long 15 inches
    extra long 20 inches
    ———————
    Notes
    cavalry may not charge in forests
    cavalry may not charge if defender is behind cover
    cavary may not attack over hard cover
    any roll that loses initative, does lose initiative, you dont get to choose a differrent die, so a 1 on a d10 d8 or d6 will lose iniative.
    if a ranged unit fires while an enemy is moving, or in a combat attack BUT its not in close range of an enemy and gets an attacker killed result, you ignore it as a miss.
    if a unit is in base to base combat & loses the initiative, then the unit step apart 2inches.
    every combat roll has a minimum of a base dice which happens to be a d4 for negative 3, so negative thrree(d4) is the minimum combat roll
    when you move into contact with the enemy you must roll for combat
    if you dont have any d8s use all d10s(minimum of one d10 per combat roll)
    if your using GUNs then you can attack with a GUN just like a sword in melee, you still get to fire when opponant moves.
    granades are treated like ranged weapons except you cant use while you dont have the iniative, BUT you must roll a D6 to throw one, if the D6 roll > 4 then you can throw it BUT if you roll a 1 the thrower loses iniatative for a miss-thrown granade(this is to limit ammo & stop exesive use)
    dynamite are treated like ranged weapons except you cant use while you dont have the iniative, BUT you must roll a D6 to throw one, if the D6 roll a 6 then you can throw it BUT if you roll a 1 the dynamite kills the thrower (this is to limit ammo, and stop exesive use)
    shotguns are powerfull at short range, they get an extra d10
    foot mounted rocket launcher are treated like ranged weapons, BUT you must roll a D6 to throw one, if the D6 roll a 6 then you can fire it(this is to limit ammo, because most launchers only had 2 shots but we dont want to keep paperwor in these rules)
    vehicles and Big guns like Tanks use the ww2 Vehicles rules expansion
    chariots are classed as heavy, and attack like a mounted & can charge but movement is 12 inches 18 when charging, they are spear or bow,
    ———————————
    WW2 Vehicles candidate rules expansion
    ———-========================
    vehcles are classed as very slow slow or fast
    very slow vehicles move 12 inches
    slow vehicles move 24 inches
    fast vehicles move at 36 inches
    ———-
    Heavy Guns can be ATGs or Tanks or any type of big gun except mortors.
    you need Line of sight to fire, when firing roll one d10, the effect of the roll are
    ———-
    Gun power adds d10s to the number of d10s you roll, BUT only one d10 result is used. GUN power can be upto3 extra dice, you decide before play how powerfull differrent GUNs are,
    ———–
    Armour strength subtracts a d10s to the number of d10s rolled in an attack on it. Armour strength can be upto 3, you decide before play how strong differrent armoured units are, a unit behind cover is classed as armored, if the d10 combat roll is reduced below 1 then the armour is more than enough to stop the shot so the attack has no effect
    ———–
    1 lose initative, play passes to other side
    2 gun breaksdown
    3 target is knocked down wounded or imobilised
    4 single target is killed
    5 Miss
    6 Miss
    7 all units in a 3 inch area of attack are knoced over wounded
    8 all units in a 3 inch area of attack are killed
    9 all units in a 5 inch area of attack are knoced over wounded
    0 all units in a 5 inch area of attack are killed
    ————–
    if target is armored use this die table
    1 lose initative, play passes to other side
    2 gun breaksdown
    3 target is knocked down wounded or imobilised
    4 Miss
    5 Miss
    6 armour repeled attack
    7 armour repeled attack
    8 single target is killed
    9 all units in a 3 inch area of attack are knoced over wounded
    0 all units in a 5 inch area of attack are killed
    ————
    you can roll a command d6 to aid attack(if a leader is within 12 inches, then you can roll on the direct leadership list instead)
    —————-
    1 reroll attack dice
    2 no effect
    3 fix broken gun
    4 fire a second shot
    5 missfire crew all wounded
    6 lose initative, play passes to other side
    ————–
    if target is armored or in good cover you can choose to use this die table for Leader Roll
    —————–
    direct leadership list
    ——————
    1 no effect
    2 no effect
    3 fix broken gun
    4 no effect
    5 missfire crew all wounded
    6 lose initative, play passes to other side
    ——————
    motors fire like guns but use line of sight from any friendly unit
    =================================================================================
    =================================================================================
    This is a loose universal A.I. for solo miniture wargaming, lists can be more relavant to the battle by editing relavant events
    action points are gained for things like number of units, or number of leaders, or how many enimies in LOS, or randomly decided, or a fixed number per side, or terrain effects on leaders, or comunication level of units(comunication level could be calculated by how many messengers you have, how many leaders, or how many radios, or how many small vehicles etc…) there should be a minimun number of action points.
    for each action point you have this turn you roll two 10 sided dice to get a number between 1 and 100 and find the event in the list, then mark the event ready to execute, when all action points have been rolled you select the events in any order and apply to your game, then the turn passes to opponant.
    this list limits what each side can do, so solo play is playable, you do your best within the events available to you.
    1 move upto 2
    2 move upto 4
    3 move upto 6
    4 move upto 8
    5 move upto 10
    6 move upto 2
    7 move upto 4
    8 move upto 6
    9 move upto 8
    10 move upto 10
    11 move upto 2
    12 move upto 4
    13 move upto 6
    14 move upto 8
    15 move upto 10
    16 start a Melee
    17 start a Melee
    18 start a Melee
    19 start a Melee
    20 start a Melee
    21 start a Melee
    22 start a Melee
    23 start a Melee
    24 start a Melee
    25 start a Melee
    26 range attack upto 3
    27 range attack upto 3
    28 range attack upto 4
    29 range attack upto 4
    30 range attack upto 5
    31 range attack upto 5
    32 range attack upto 5
    33 range attack upto 6
    34 range attack upto 6
    35 range attack upto 6
    36 retreat move upto 2
    37 retreat move upto 4
    38 retreat move upto 6
    39 retreat move upto 8
    40 retreat move upto 10
    41 retreat move upto 2
    42 retreat move upto 4
    43 retreat move upto 6
    44 retreat move upto 8
    45 retreat move upto 10
    46 activate leader
    47 activate leader
    48 activate leader
    49 activate leader
    50 activate leader
    51 activate leader
    52 activate leader
    53 activate leader
    54 activate leader
    55 activate leader
    56 activate leader
    57 activate leader
    58 activate leader
    59 activate leader
    60 activate leader
    61 rally units within 4 of Leader
    62 rally units within 4 of Leader
    63 rally units within 4 of Leader
    64 rally units within 4 of Leader
    65 rally units within 4 of Leader
    66 rally units within 6 of Leader
    67 rally units within 6 of Leader
    68 rally units within 6 of Leader
    69 rally units within 8 of Leader
    70 rally units within 8 of Leader
    71 roll another 2 event dice
    72 roll another 2 event dice
    73 roll another 2 event dice
    74 roll another 3 event dice
    75 roll another 4 event dice
    76 break a unit from Melee
    77 break a unit from Melee
    78 break a unit from Melee
    79 break a unit from Melee
    80 break a unit from Melee
    81 create a new Leader
    83 remove a Leader
    84 advance all units 4
    85 advance 5 units 3
    86 increase defensive cover
    87 decrease defensive cover
    88 increase defensive cover
    89 decrease defensive cover
    90 increase defensive cover
    91 decrease defensive cover
    92 double all move distance (this simulates transport)
    93 double all move distance (this simulates transport)
    94 double all move distance (this simulates transport)
    95 double all move distance (this simulates transport)
    96 double all move distance (this simulates transport)
    97 cross water
    98 cross water
    99 cross water
    100 cross water

    #121792
    Thorsten Frank
    Thorsten Frank
    Participant

    Those scenes remind me of Mount&Blade. I like what you did, the uneven surface makes them look more realistic.

    Thought the same. On both. And a M&B-type game  is one of the things I´m dreaming of to bring on the board for ages now.

    I will give those rules a try.

    "In strange grammar this one writes" - Master Yoda

    #121801

    Gone Fishing
    Participant

    I love the look of your table, Mark. What material do you use for the sculpting? I assume it’s some sort of clay that air dries? Most inspiring!

    #121816

    Mark Ainsworth
    Participant

    Hi, It is great! you guys like it, it is an unusual fortress type, I cant find anything to compare it to. I have just made a gatehouse for a castle & thre a small fountain in for the fortress.

    I used Polymer clay,it works just like clay, but  you bake it in a normal oven. it hardens like solid plastic, that’s what polymer clay is plastic. its my Im sure the artests among you can build better stuff, but its fantastic

    but be warned! you need to learn how to sculpt in polymer, first off you build a tinfoil base structure, because polymer cant be more than half inch thick. you also have to bake it for the correct time & temp 15mins at 130, and you need a pasta maker to produce sheets of clay to cover the tin foil,  but if you watch some videos on youtube your on your way

    #121920

    Mark Ainsworth
    Participant

    ok I have baked & painted all the rest now, so thought a pic was in order

     

    #121950

    Thomaston
    Participant

    Another thing came up.

    I move a unit into base contact to attack then roll D10.
    0 lose initative, play passes to other side
    How does this work? Does the unit stay locked in combat but no result while the other side gets to activate or does the unit move back to it’s original spot?

    @Thorsten
    I’m planning to use this in a M&B-esk game.

    • This reply was modified 1 week, 1 day ago by  Thomaston.

    Tired is enough.

    #121970

    Mark Ainsworth
    Participant

    That’s a good question, one that I just didn’t notice I was doing it, I always resolve base to base combat on my activation .BUT I think your idea is good where they move back, I should put this in the rules thanks. M&B sounds like fun. Not saying do this but I always thought of the rule as so portable you could play in a forum taking pictures of the table and asking other what to do,. I appreciate your testing the rules.

    #122262

    Mark Ainsworth
    Participant

    ok the rules are finalised, I added Guns too. so I thought I’d put them here for easy reference

    SKIRMISH RULES FOR ABOUT 10 FIGURE WARBANDS/MODERN-SQUADS/WILDWEST SWORD SHIELD BOW SPEAR CATAPULT CAVALRY GUNS GAMES by Mark Ainsworth ref140867 and icosahedron152 from rpol.net playtested & some improvements by Thomaston at https://www.thewargameswebsite.com
    the games are played with small numbers of figures like warbands.
    —————-
    These rules have NO! record keeping, any effects are to push back, Kill, or knock over(unconscious) units. there meant to be simple but be able to simulate many things.
    —————-
    There are two catagories of units, Combat units & Leaders, you can have any type of unit in the combat catagory, but you can only have a foot or cavalry unit in the Leaders catagory(leaders cant use ranged weapons).
    ——————
    a cobat unit attacks with a D10, you can add more d10s to the attack for certain things, but you only choose one for the combat effect, so if you rolled 3 D10s because your on a hill and are elite, then you roll 3 d10s and choose witch one to use. you get d8 or a d6 for a d4 or negative number of combat d10s
    ——————-
    if you get into a negative number of d10s, negative 1 you go to a d8, negative 2 you got to a d6, negative 3 you got to a d4, the list of results gets smaller increasing the possability of losing iniative
    ——————–
    each d10 combat roll has a differrent effect,
    ———————————-
    1 lose initiative, play passes to other side
    2 Your Unit killed
    3 Your Unit KO’d
    4 Your unit pushed back 12 inches
    —————————————————————————————–1D4 line (negative 3 dice)
    5 Your unit pushed back 1 inch
    6 You remain locked in Melee, you may continue turn, or reattack
    —————————————————————————————–1D6 line (negative 2 dice)
    7 Foe pushed back 1 inch
    8 Foe pushed back 12 inches
    —————————————————————————————–1D8 line (negative 1 dice)
    9 Foe KO’d
    0 Foe killed

    ——————
    each leader can roll a d6 to aid an attack or to help defend a unit, if leader is in a 12 inch range, only one leader per side may
    ——————–
    participate in a attack, but may participate in as many attack that occure in range.
    ———————
    each d6 Leader roll has a differrent effect,
    —————–
    1 lose initative, play passes to other side
    2 add an attack dice to an attack roll
    3 stop a 1 inch pushback
    4 stop a 12 inch pushback
    5 remove a dice from attack
    6 Heal an unconsouse unit within a 7 inch range
    ——————————————————–
    the game is played by initiative, whoever has it can move and attack, but the other side can roll for leaders in each attack, or fire ranged units at any moving unit, ranged units can fire every time a unit moves BUT only with one attack dice.
    ——————–
    a combat foot unit has 3 types light , medium, heavy. Light is just hand weapons like daggers & bows, swords or axes, Medium are pikes or spears, Heavy catapults etc..
    ——————–
    Light combat units can move 12 inches.
    Medium 8 inches
    heavy 4 inches
    ——————–
    ——————–
    a combat cavalry unit has 2 types light , heavy. Light is just hand weapons like bows, swords or axes, Heavy are lances or spears.
    ——————–
    Light cavalry combat units can move 18 inches.
    Heavy cavalry combat units 12 inches
    ——————–
    each attack or leader combat roll has a base dice , plus or minus dice for advantages or disadvantages.
    ————————————————-
    A cavalry combat base roll is one d10 against other cavalry units(but against foot a cavary unit can charge and gain 6 inches movement and light cavalry use two combat dice, Heavy get three combat dice)
    —————————–
    a foot unit has one d10 as a base combat roll, plus or minus dice for differrent thigs. negative number of dice goes to a d8 , to a d6, and a d4
    ——————
    elite plus one d10
    enemy elete minus one d10
    on a hill plus one d10
    attacking uphill minus one d10
    pike against cavary plus one d10 (no d10 for ranged fire against cavary)
    defender in trees minus one d10
    defender behind cover minus one d10.
    if attacker is Medium combat units you get an extra combat d10
    if attacker is heavy combat units you get an extra two combat d10
    if defender is Medium combat units you minus a combat d10
    if defender is heavy combat units you minus a combat d10
    attaking with shotgun plus one d10
    attaking with dynamite plus one d10
    attaking with granade plus one d10
    ———————
    ranges of ranged weapons
    ———————
    bow medium
    crossbow short
    pistol short
    musket long
    rifle long
    MG long
    spear short
    sling short
    catapult extra long
    granade very short
    foot mounted rocket launcher medium
    throwing dynamite short
    shotgun short
    very short 4 inches
    short 7 inches
    medium 11 inches
    long 15 inches
    extra long 20 inches
    ———————
    Notes
    cavalry may not charge in forests
    cavalry may not charge if defender is behind cover
    cavary may not attack over hard cover
    any roll that loses initative, does lose initiative, you dont get to choose a differrent die, so a 1 on a d10 d8 or d6 will lose iniative.
    if a ranged unit fires while an enemy is moving, or in a combat attack BUT its not in close range of an enemy and gets an attacker killed result, you ignore it as a miss.
    if a unit is in base to base combat & loses the initiative, then the unit step apart 2inches.
    every combat roll has a minimum of a base dice which happens to be a d4 for negative 3, so negative thrree(d4) is the minimum combat roll
    when you move into contact with the enemy you must roll for combat
    if you dont have any d8s use all d10s(minimum of one d10 per combat roll)
    if your using GUNs then you can attack with a GUN just like a sword in melee, you still get to fire when opponant moves.
    granades are treated like ranged weapons except you cant use while you dont have the iniative, BUT you must roll a D6 to throw one, if the D6 roll > 4 then you can throw it BUT if you roll a 1 the thrower loses iniatative for a miss-thrown granade(this is to limit ammo & stop exesive use)
    dynamite are treated like ranged weapons except you cant use while you dont have the iniative, BUT you must roll a D6 to throw one, if the D6 roll a 6 then you can throw it BUT if you roll a 1 the dynamite kills the thrower (this is to limit ammo, and stop exesive use)
    shotguns are powerfull at short range, they get an extra d10
    foot mounted rocket launcher are treated like ranged weapons, BUT you must roll a D6 to throw one, if the D6 roll a 6 then you can fire it(this is to limit ammo, because most launchers only had 2 shots but we dont want to keep paperwor in these rules)
    vehicles and Big guns like Tanks use the ww2 Vehicles rules expansion
    chariots are classed as heavy, and attack like a mounted & can charge but movement is 12 inches 18 when charging, they are spear or bow,
    ———————————
    WW2 Vehicles candidate rules expansion
    ———-========================
    vehcles are classed as very slow slow or fast
    very slow vehicles move 12 inches
    slow vehicles move 24 inches
    fast vehicles move at 36 inches
    ———-
    Heavy Guns can be ATGs or Tanks or any type of big gun except mortors.
    you need Line of sight to fire, when firing roll one d10, the effect of the roll are
    ———-
    Gun power adds d10s to the number of d10s you roll, BUT only one d10 result is used. GUN power can be upto3 extra dice, you decide before play how powerfull differrent GUNs are,
    ———–
    Armour strength subtracts a d10s to the number of d10s rolled in an attack on it. Armour strength can be upto 3, you decide before play how strong differrent armoured units are, a unit behind cover is classed as armored, if the d10 combat roll is reduced below 1 then the armour is more than enough to stop the shot so the attack has no effect
    ———–
    1 lose initative, play passes to other side
    2 gun breaksdown
    3 target is knocked down wounded or imobilised
    4 single target is killed
    5 Miss
    6 Miss
    7 all units in a 3 inch area of attack are knoced over wounded
    8 all units in a 3 inch area of attack are killed
    9 all units in a 5 inch area of attack are knoced over wounded
    0 all units in a 5 inch area of attack are killed
    ————–
    if target is armored use this die table
    1 lose initative, play passes to other side
    2 gun breaksdown
    3 target is knocked down wounded or imobilised
    4 Miss
    5 Miss
    6 armour repeled attack
    7 armour repeled attack
    8 single target is killed
    9 all units in a 3 inch area of attack are knoced over wounded
    0 all units in a 5 inch area of attack are killed
    ————
    you can roll a command d6 to aid attack(if a leader is within 12 inches, then you can roll on the direct leadership list instead)
    —————-
    1 reroll attack dice
    2 no effect
    3 fix broken gun
    4 fire a second shot
    5 missfire crew all wounded
    6 lose initative, play passes to other side
    ————–
    if target is armored or in good cover you can choose to use this die table for Leader Roll
    —————–
    direct leadership list
    ——————
    1 no effect
    2 no effect
    3 fix broken gun
    4 no effect
    5 missfire crew all wounded
    6 lose initative, play passes to other side
    ——————
    motors fire like guns but use line of sight from any friendly unit
    =================================================================================
    =================================================================================
    This is a loose universal A.I. for solo miniture wargaming, lists can be more relavant to the battle by editing relavant events
    action points are gained for things like number of units, or number of leaders, or how many enimies in LOS, or randomly decided, or a fixed number per side, or terrain effects on leaders, or comunication level of units(comunication level could be calculated by how many messengers you have, how many leaders, or how many radios, or how many small vehicles etc…) there should be a minimun number of action points.
    for each action point you have this turn you roll two 10 sided dice to get a number between 1 and 100 and find the event in the list, then mark the event ready to execute, when all action points have been rolled you select the events in any order and apply to your game, then the turn passes to opponant.
    this list limits what each side can do, so solo play is playable, you do your best within the events available to you.
    1 move upto 2
    2 move upto 4
    3 move upto 6
    4 move upto 8
    5 move upto 10
    6 move upto 2
    7 move upto 4
    8 move upto 6
    9 move upto 8
    10 move upto 10
    11 move upto 2
    12 move upto 4
    13 move upto 6
    14 move upto 8
    15 move upto 10
    16 start a Melee
    17 start a Melee
    18 start a Melee
    19 start a Melee
    20 start a Melee
    21 start a Melee
    22 start a Melee
    23 start a Melee
    24 start a Melee
    25 start a Melee
    26 range attack upto 3
    27 range attack upto 3
    28 range attack upto 4
    29 range attack upto 4
    30 range attack upto 5
    31 range attack upto 5
    32 range attack upto 5
    33 range attack upto 6
    34 range attack upto 6
    35 range attack upto 6
    36 retreat move upto 2
    37 retreat move upto 4
    38 retreat move upto 6
    39 retreat move upto 8
    40 retreat move upto 10
    41 retreat move upto 2
    42 retreat move upto 4
    43 retreat move upto 6
    44 retreat move upto 8
    45 retreat move upto 10
    46 activate leader
    47 activate leader
    48 activate leader
    49 activate leader
    50 activate leader
    51 activate leader
    52 activate leader
    53 activate leader
    54 activate leader
    55 activate leader
    56 activate leader
    57 activate leader
    58 activate leader
    59 activate leader
    60 activate leader
    61 rally units within 4 of Leader
    62 rally units within 4 of Leader
    63 rally units within 4 of Leader
    64 rally units within 4 of Leader
    65 rally units within 4 of Leader
    66 rally units within 6 of Leader
    67 rally units within 6 of Leader
    68 rally units within 6 of Leader
    69 rally units within 8 of Leader
    70 rally units within 8 of Leader
    71 roll another 2 event dice
    72 roll another 2 event dice
    73 roll another 2 event dice
    74 roll another 3 event dice
    75 roll another 4 event dice
    76 break a unit from Melee
    77 break a unit from Melee
    78 break a unit from Melee
    79 break a unit from Melee
    80 break a unit from Melee
    81 create a new Leader
    83 remove a Leader
    84 advance all units 4
    85 advance 5 units 3
    86 increase defensive cover
    87 decrease defensive cover
    88 increase defensive cover
    89 decrease defensive cover
    90 increase defensive cover
    91 decrease defensive cover
    92 double all move distance (this simulates transport)
    93 double all move distance (this simulates transport)
    94 double all move distance (this simulates transport)
    95 double all move distance (this simulates transport)
    96 double all move distance (this simulates transport)
    97 cross water
    98 cross water
    99 cross water
    100 cross water

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