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  • #121625
    gamegonegood
    Participant

    SKIRMISH RULES FOR ABOUT 10 FIGURE WARBANDS SWORD SHIELD BOW SPEAR CATAPULT CAVALRY GUNS GAMES
    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.
    —————-
    ACTION RULES
    ————
    Actions are things a unit does like climbing, swimming, breaking down a door,hiding, sneaking, spotting detecting hidden things or units,use magic for things like raising a dead monster like skelitens, blocking a magic effect, setting things on fire, putting fires out, building defensive positions. or any action like these.

    If any action is taken, your are treated as if your are moving, this means the enemy can use ranged fire and have leader asistance. you must also roll a d10 for every action , if a 0 is rolled you lose initiative.

    Magic is for Fantasy games, you can only have one magition/sorcerer/witch/druid etc in each warband. A magic user rolls 3 D6s and they add there skill level to the d100 dice roll. BUT if magic is being used the opposing magic user can roll 2D6s and subtract it from your roll. Magic users must be within 18inches of the spell target.

    each action has a difficulty rating from 0 to 100, the lower the roll the better, an almost imposible action would be greater than 98, an extreamly simple action would be less than 100.

    2 D10s can be used get a number from 1 to 100
    ———–
    ACTION DIFFICULTY TABLE
    short climb roll a d100 above 5 suceeds
    medium climb roll a d100 above 35 suceeds
    high climb roll a d100 above 55 suceeds
    short swim roll a d100 above 5 suceeds
    medium swim roll a d100 above 25 suceeds
    long swim roll a d100 above 45 suceeds
    breaking down a wooden door roll a d100 above 25 suceeds
    breaking down a Heavy wooden door roll a d100 above 65 suceeds
    breaking down a metal door/gate roll a d100 above 85 suceeds
    hiding roll a d100 above 25 suceeds
    sneaking roll a d100 above 45 suceeds
    spotting detecting hidden things or units roll a d100 above 55 suceeds
    use magic for things like raising a dead monster like skelitens roll a d100 above 65 suceeds
    blocking a magic effect roll a d100 above 65 suceeds
    setting things on fire roll a d100 above 15 suceeds
    putting fires out roll a d100 above 45 suceeds
    building defensive positions roll a d100 above 25 suceeds

    add more actions if required, and decide a difficulty value

    NOTES ON ACTIONS
    If you fail an action then you lose initiative, play passes to the other side.
    If a unit is hidden it cannot be attacked, but it can be spotted and then attacked, hidden is perminant untill it moves or attacks.
    if a unit is sneaking it cannot be attacked, but it can be spotted and then attacked, sneaking lasts while your moving it.
    ———-
    COMBAT & MOVEMENT RULES
    ———————–
    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. When a unit moves it must roll a D10 on a zero you lose the initiatve
    ——————–
    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
    ———————
    ranges of ranged weapons
    ———————
    bow medium
    crossbow short
    pistol short
    musket long
    spear short
    sling short
    catapult extra long
    very short 4 inches
    short 7 inches
    medium 11 inches
    long 15 inches
    extra long 20 inches
    ———————
    if any unit moves into difficult terrain it must stop, then next time it moves at half speed untill it leaves the terrain.
    ———————
    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.
    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,
    if a figure is in base contact with a vehicle it can enter it as part of its movement, it can exit into base contact at then end of the vehicle move
    if a unit enters dificult ground, movement is quartered.

    =============================================================

    #121626
    MikeMike
    Keymaster

    Glad you made it here, thanks for the post!

    😀

    #121651
    gamegonegood
    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
    gamegonegood
    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
    gamegonegood
    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
    gamegonegood
    Participant

    SKIRMISH RULES FOR ABOUT 10 FIGURE WARBANDS SWORD SHIELD BOW SPEAR CATAPULT CAVALRY GUNS GAMES
    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.
    —————-
    ACTION RULES
    ————
    Actions are things a unit does like climbing, swimming, breaking down a door,hiding, sneaking, spotting detecting hidden things or units,use magic for things like raising a dead monster like skelitens, blocking a magic effect, setting things on fire, putting fires out, building defensive positions. or any action like these.

    If any action is taken, your are treated as if your are moving, this means the enemy can use ranged fire and have leader asistance. you must also roll a d10 for every action , if a 0 is rolled you lose initiative.

    Magic is for Fantasy games, you can only have one magition/sorcerer/witch/druid etc in each warband. A magic user rolls 3 D6s and they add there skill level to the d100 dice roll. BUT if magic is being used the opposing magic user can roll 2D6s and subtract it from your roll. Magic users must be within 18inches of the spell target.

    each action has a difficulty rating from 0 to 100, the lower the roll the better, an almost imposible action would be greater than 98, an extreamly simple action would be less than 100.

    2 D10s can be used get a number from 1 to 100
    ———–
    ACTION DIFFICULTY TABLE
    short climb roll a d100 above 5 suceeds
    medium climb roll a d100 above 35 suceeds
    high climb roll a d100 above 55 suceeds
    short swim roll a d100 above 5 suceeds
    medium swim roll a d100 above 25 suceeds
    long swim roll a d100 above 45 suceeds
    breaking down a wooden door roll a d100 above 25 suceeds
    breaking down a Heavy wooden door roll a d100 above 65 suceeds
    breaking down a metal door/gate roll a d100 above 85 suceeds
    hiding roll a d100 above 25 suceeds
    sneaking roll a d100 above 45 suceeds
    spotting detecting hidden things or units roll a d100 above 55 suceeds
    use magic for things like raising a dead monster like skelitens roll a d100 above 65 suceeds
    blocking a magic effect roll a d100 above 65 suceeds
    setting things on fire roll a d100 above 15 suceeds
    putting fires out roll a d100 above 45 suceeds
    building defensive positions roll a d100 above 25 suceeds

    add more actions if required, and decide a difficulty value

    NOTES ON ACTIONS
    If you fail an action then you lose initiative, play passes to the other side.
    If a unit is hidden it cannot be attacked, but it can be spotted and then attacked, hidden is perminant untill it moves or attacks.
    if a unit is sneaking it cannot be attacked, but it can be spotted and then attacked, sneaking lasts while your moving it.
    ———-
    COMBAT & MOVEMENT RULES
    ———————–
    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. When a unit moves it must roll a D10 on a zero you lose the initiatve
    ——————–
    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
    ———————
    ranges of ranged weapons
    ———————
    bow medium
    crossbow short
    pistol short
    musket long
    spear short
    sling short
    catapult extra long
    very short 4 inches
    short 7 inches
    medium 11 inches
    long 15 inches
    extra long 20 inches
    ———————
    if any unit moves into difficult terrain it must stop, then next time it moves at half speed untill it leaves the terrain.
    ———————
    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.
    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,
    if a figure is in base contact with a vehicle it can enter it as part of its movement, it can exit into base contact at then end of the vehicle move
    if a unit enters dificult ground, movement is quartered.

    =============================================================

    #121737
    gamegonegood
    Participant

    SKIRMISH RULES FOR ABOUT 10 FIGURE WARBANDS SWORD SHIELD BOW SPEAR CATAPULT CAVALRY GUNS GAMES
    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.
    —————-
    ACTION RULES
    ————
    Actions are things a unit does like climbing, swimming, breaking down a door,hiding, sneaking, spotting detecting hidden things or units,use magic for things like raising a dead monster like skelitens, blocking a magic effect, setting things on fire, putting fires out, building defensive positions. or any action like these.

    If any action is taken, your are treated as if your are moving, this means the enemy can use ranged fire and have leader asistance. you must also roll a d10 for every action , if a 0 is rolled you lose initiative.

    Magic is for Fantasy games, you can only have one magition/sorcerer/witch/druid etc in each warband. A magic user rolls 3 D6s and they add there skill level to the d100 dice roll. BUT if magic is being used the opposing magic user can roll 2D6s and subtract it from your roll. Magic users must be within 18inches of the spell target.

    each action has a difficulty rating from 0 to 100, the lower the roll the better, an almost imposible action would be greater than 98, an extreamly simple action would be less than 100.

    2 D10s can be used get a number from 1 to 100
    ———–
    ACTION DIFFICULTY TABLE
    short climb roll a d100 above 5 suceeds
    medium climb roll a d100 above 35 suceeds
    high climb roll a d100 above 55 suceeds
    short swim roll a d100 above 5 suceeds
    medium swim roll a d100 above 25 suceeds
    long swim roll a d100 above 45 suceeds
    breaking down a wooden door roll a d100 above 25 suceeds
    breaking down a Heavy wooden door roll a d100 above 65 suceeds
    breaking down a metal door/gate roll a d100 above 85 suceeds
    hiding roll a d100 above 25 suceeds
    sneaking roll a d100 above 45 suceeds
    spotting detecting hidden things or units roll a d100 above 55 suceeds
    use magic for things like raising a dead monster like skelitens roll a d100 above 65 suceeds
    blocking a magic effect roll a d100 above 65 suceeds
    setting things on fire roll a d100 above 15 suceeds
    putting fires out roll a d100 above 45 suceeds
    building defensive positions roll a d100 above 25 suceeds

    add more actions if required, and decide a difficulty value

    NOTES ON ACTIONS
    If you fail an action then you lose initiative, play passes to the other side.
    If a unit is hidden it cannot be attacked, but it can be spotted and then attacked, hidden is perminant untill it moves or attacks.
    if a unit is sneaking it cannot be attacked, but it can be spotted and then attacked, sneaking lasts while your moving it.
    ———-
    COMBAT & MOVEMENT RULES
    ———————–
    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. When a unit moves it must roll a D10 on a zero you lose the initiatve
    ——————–
    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
    ———————
    ranges of ranged weapons
    ———————
    bow medium
    crossbow short
    pistol short
    musket long
    spear short
    sling short
    catapult extra long
    very short 4 inches
    short 7 inches
    medium 11 inches
    long 15 inches
    extra long 20 inches
    ———————
    if any unit moves into difficult terrain it must stop, then next time it moves at half speed untill it leaves the terrain.
    ———————
    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.
    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,
    if a figure is in base contact with a vehicle it can enter it as part of its movement, it can exit into base contact at then end of the vehicle move
    if a unit enters dificult ground, movement is quartered.

    =============================================================

    #121754
    gamegonegood
    Participant

    SKIRMISH RULES FOR ABOUT 10 FIGURE WARBANDS SWORD SHIELD BOW SPEAR CATAPULT CAVALRY GUNS GAMES
    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.
    —————-
    ACTION RULES
    ————
    Actions are things a unit does like climbing, swimming, breaking down a door,hiding, sneaking, spotting detecting hidden things or units,use magic for things like raising a dead monster like skelitens, blocking a magic effect, setting things on fire, putting fires out, building defensive positions. or any action like these.

    If any action is taken, your are treated as if your are moving, this means the enemy can use ranged fire and have leader asistance. you must also roll a d10 for every action , if a 0 is rolled you lose initiative.

    Magic is for Fantasy games, you can only have one magition/sorcerer/witch/druid etc in each warband. A magic user rolls 3 D6s and they add there skill level to the d100 dice roll. BUT if magic is being used the opposing magic user can roll 2D6s and subtract it from your roll. Magic users must be within 18inches of the spell target.

    each action has a difficulty rating from 0 to 100, the lower the roll the better, an almost imposible action would be greater than 98, an extreamly simple action would be less than 100.

    2 D10s can be used get a number from 1 to 100
    ———–
    ACTION DIFFICULTY TABLE
    short climb roll a d100 above 5 suceeds
    medium climb roll a d100 above 35 suceeds
    high climb roll a d100 above 55 suceeds
    short swim roll a d100 above 5 suceeds
    medium swim roll a d100 above 25 suceeds
    long swim roll a d100 above 45 suceeds
    breaking down a wooden door roll a d100 above 25 suceeds
    breaking down a Heavy wooden door roll a d100 above 65 suceeds
    breaking down a metal door/gate roll a d100 above 85 suceeds
    hiding roll a d100 above 25 suceeds
    sneaking roll a d100 above 45 suceeds
    spotting detecting hidden things or units roll a d100 above 55 suceeds
    use magic for things like raising a dead monster like skelitens roll a d100 above 65 suceeds
    blocking a magic effect roll a d100 above 65 suceeds
    setting things on fire roll a d100 above 15 suceeds
    putting fires out roll a d100 above 45 suceeds
    building defensive positions roll a d100 above 25 suceeds

    add more actions if required, and decide a difficulty value

    NOTES ON ACTIONS
    If you fail an action then you lose initiative, play passes to the other side.
    If a unit is hidden it cannot be attacked, but it can be spotted and then attacked, hidden is perminant untill it moves or attacks.
    if a unit is sneaking it cannot be attacked, but it can be spotted and then attacked, sneaking lasts while your moving it.
    ———-
    COMBAT & MOVEMENT RULES
    ———————–
    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. When a unit moves it must roll a D10 on a zero you lose the initiatve
    ——————–
    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
    ———————
    ranges of ranged weapons
    ———————
    bow medium
    crossbow short
    pistol short
    musket long
    spear short
    sling short
    catapult extra long
    very short 4 inches
    short 7 inches
    medium 11 inches
    long 15 inches
    extra long 20 inches
    ———————
    if any unit moves into difficult terrain it must stop, then next time it moves at half speed untill it leaves the terrain.
    ———————
    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.
    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,
    if a figure is in base contact with a vehicle it can enter it as part of its movement, it can exit into base contact at then end of the vehicle move
    if a unit enters dificult ground, movement is quartered.

    =============================================================

    #121792
    Thorsten FrankThorsten 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
    gamegonegood
    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

    • This reply was modified 5 months, 2 weeks ago by gamegonegood.
    • This reply was modified 5 months, 2 weeks ago by gamegonegood.
    #121920
    gamegonegood
    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 5 months, 2 weeks ago by Thomaston.

    Tired is enough.

    #121970
    gamegonegood
    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.

    • This reply was modified 5 months, 2 weeks ago by gamegonegood.
    • This reply was modified 5 months, 2 weeks ago by gamegonegood.
    • This reply was modified 5 months, 2 weeks ago by gamegonegood.
    • This reply was modified 5 months, 2 weeks ago by gamegonegood.
    • This reply was modified 5 months, 2 weeks ago by gamegonegood.
    #122262
    gamegonegood
    Participant

    SKIRMISH RULES FOR ABOUT 10 FIGURE WARBANDS SWORD SHIELD BOW SPEAR CATAPULT CAVALRY GUNS GAMES
    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.
    —————-
    ACTION RULES
    ————
    Actions are things a unit does like climbing, swimming, breaking down a door,hiding, sneaking, spotting detecting hidden things or units,use magic for things like raising a dead monster like skelitens, blocking a magic effect, setting things on fire, putting fires out, building defensive positions. or any action like these.

    If any action is taken, your are treated as if your are moving, this means the enemy can use ranged fire and have leader asistance. you must also roll a d10 for every action , if a 0 is rolled you lose initiative.

    Magic is for Fantasy games, you can only have one magition/sorcerer/witch/druid etc in each warband. A magic user rolls 3 D6s and they add there skill level to the d100 dice roll. BUT if magic is being used the opposing magic user can roll 2D6s and subtract it from your roll. Magic users must be within 18inches of the spell target.

    each action has a difficulty rating from 0 to 100, the lower the roll the better, an almost imposible action would be greater than 98, an extreamly simple action would be less than 100.

    2 D10s can be used get a number from 1 to 100
    ———–
    ACTION DIFFICULTY TABLE
    short climb roll a d100 above 5 suceeds
    medium climb roll a d100 above 35 suceeds
    high climb roll a d100 above 55 suceeds
    short swim roll a d100 above 5 suceeds
    medium swim roll a d100 above 25 suceeds
    long swim roll a d100 above 45 suceeds
    breaking down a wooden door roll a d100 above 25 suceeds
    breaking down a Heavy wooden door roll a d100 above 65 suceeds
    breaking down a metal door/gate roll a d100 above 85 suceeds
    hiding roll a d100 above 25 suceeds
    sneaking roll a d100 above 45 suceeds
    spotting detecting hidden things or units roll a d100 above 55 suceeds
    use magic for things like raising a dead monster like skelitens roll a d100 above 65 suceeds
    blocking a magic effect roll a d100 above 65 suceeds
    setting things on fire roll a d100 above 15 suceeds
    putting fires out roll a d100 above 45 suceeds
    building defensive positions roll a d100 above 25 suceeds

    add more actions if required, and decide a difficulty value

    NOTES ON ACTIONS
    If you fail an action then you lose initiative, play passes to the other side.
    If a unit is hidden it cannot be attacked, but it can be spotted and then attacked, hidden is perminant untill it moves or attacks.
    if a unit is sneaking it cannot be attacked, but it can be spotted and then attacked, sneaking lasts while your moving it.
    ———-
    COMBAT & MOVEMENT RULES
    ———————–
    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. When a unit moves it must roll a D10 on a zero you lose the initiatve
    ——————–
    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
    ———————
    ranges of ranged weapons
    ———————
    bow medium
    crossbow short
    pistol short
    musket long
    spear short
    sling short
    catapult extra long
    very short 4 inches
    short 7 inches
    medium 11 inches
    long 15 inches
    extra long 20 inches
    ———————
    if any unit moves into difficult terrain it must stop, then next time it moves at half speed untill it leaves the terrain.
    ———————
    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.
    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,
    if a figure is in base contact with a vehicle it can enter it as part of its movement, it can exit into base contact at then end of the vehicle move
    if a unit enters dificult ground, movement is quartered.

    =============================================================

    #123113
    gamegonegood
    Participant

    SKIRMISH RULES FOR ABOUT 10 FIGURE WARBANDS 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.
    —————-
    INITIATIVE RULES

    when one side gains the initiative they get five initative chits, each action or move or combat reduces initiative chits by one, when you have no chits , initiative passes to the other side and they get five chits. you can also lose initative im combat by rolling badly.
    —————-
    ACTION RULES
    ————
    Actions are things a unit does like climbing, swimming, breaking down a door,hiding, sneaking, spotting detecting hidden things or units,use magic for things like raising a dead monster like skelitens, blocking a magic effect, setting things on fire, putting fires out, building defensive positions. or any action like these.

    If any action is taken, your are treated as if your are moving, this means the enemy can use ranged fire and have leader asistance. you must also lose all initiative chits.

    action sucess is determined by a skill test by rolling two D6s, and extra D6 for a Hero and an extra D6 for matching the ready roll, and an extra D6 for having equipment(you roll a D6, if you get 6 you have equipment), and you get an extra D6 for being helped .. if you get over four you suceeded, you also gain extra successes for every 4, so 8 would be 2 successes. For opposing skill tests you compare results, if you get even you badly lose so apply appropriate punushment, if you get plus one you just got through with no result, if you get plus three you succeeded apply rewards, if you get plus four or over succeeded by far apply rewards.

    if you try to do something beyond what you would expect the unit to do, reduce the number of D6s yu roll for the skill test by 4, so hope you have the equipment.

    when you do an action roll a d6 and compare the action to the ready roll, if the action fits the ready you get an extra D6 to roll for the skill test. for example if a pirate attempts to hide roll a D6 if it matches 3 for stealth you get to roll 3 D6s for the skill test. you then roll an equipment roll D6 on a score of 6 you het an extra D6 for your skill roll

    D6 READY ROLL

    1)swordplay
    2)cunning
    3)stealth
    4)shooting
    5)daring
    6)criminal

    ———-
    COMBAT & MOVEMENT RULES
    ———————–
    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. When a unit moves it must roll a D10 on a zero you lose the initiatve
    ——————–
    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
    ———————
    ranges of ranged weapons
    ———————
    bow medium
    crossbow short
    pistol short
    musket long
    spear short
    sling short
    catapult extra long
    very short 4 inches
    short 7 inches
    medium 11 inches
    long 15 inches
    extra long 20 inches
    ———————
    if any unit moves into difficult terrain it must stop, then next time it moves at half speed untill it leaves the terrain.
    ———————
    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.
    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,
    if a figure is in base contact with a vehicle it can enter it as part of its movement, it can exit into base contact at then end of the vehicle move
    if a unit enters dificult ground, movement is quartered.

    =============================================================

    • This reply was modified 4 months, 1 week ago by gamegonegood.
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