Friday, January 29, 2021

Unit Special Rules...A Campaign Design Update

Yesterday, between work and home, I was trying to get the time to post or revise a previous post rather, regarding the different factions in my campaign world. I should say major factions, as there are a number of smaller ones dotted about the map.

Meanwhile, I am still pondering the combat results tables. I like the idea of having to meet target numbers in order to achieve results, but I am not all that sure about how I've set them up. Accordingly, I've gone to my collection of too many wargame rules and also read a few articles on CRTs, in order to try to visualize what I am doing versus what I want to accomplish with these tables. 

Since I am not "there" yet, today I am posting the current list of special rules that units may have applied to them, either through game mechanics, battle awards, or whatnot. This is something my strategic rules will need to address, but as I've been dealing with the tactical side of things with these posts, the list and their working descriptions and points adjustments are worth publishing now. I may add to or subtract from this list, but these have so far made the cut.

Everything written to this point, including the below, is in the roughest of forms. I've barely begun cleaning up the text in the Word document where all of this resides.

Modifying and Resolving Unit Special Rules

 

Hail Caesar, Black Powder, and perhaps more importantly, Pike and Shotte all have special rules that can be purchased for units. As the foundation for the campaign tactical rules is The Portable Wargame, an examination of each special rules is required, as are necessary modifications where the rule would not fit or apply outside its own system.

I am changing some/most/all of the terms for this special rules, as I do want to avoid plagiarizing from Warlord, even when this is really just for my use and for those who want to mess around with it. 

 Obviously, I need to play a lot of games with these for test purposes, but these listed below appear to be significant enough to contribute to differentiating units within army lists.

 

Brave: 2 pts

-1 from Rally test rolls

Crack: 3pts

Automatically pass Morale tests if at starting SPs.

Eager: 1pt

May charge enemy, without drawing chit, if movement is at start of turn, before other chits are drawn, and enemy is visible and in range; does not count for total activations that turn.

Elite: 2pts

Roll two dice, pick lowest score result, when rolling a Rally or Morale test for unit

Fanatics: 1pt

Plus one defense dice when not shaken.

Ferocious Charge: 3pts

May re-roll all attack dice in combat initiated by move into contact. Re-roll occurs before defender rolls defense dice.

First Fire: 1 pt

Plus two ranged attack dice for first ranged combat in a battle.

Green: -3pts

Every time a morale test is taken, take two morale tests, applying all results.

Heavy Cavalry: 5 pts

Any uncanceled attack die that is a 5 counts as though it were a 6, when resolving combat.

Impetuous: -3pts

Must charge if enemy moved within charge distance during their activation.

Lancers: 1pt

Plus two attack dice in melee combats it initiates by moving into contact.

Levy:  -3pts

Unit was raised as local levy. If fighting away from its home, it suffers a +2 to any morale test die roll. If the majority of a brigade is levy, when one tests, all other levies in that brigade must also test.

Marauders: 2pts

Ignores modifier for being out of command when taking morale tests.

Parthian Shot: 2pts

When enemy unit moves into contact, may attempt to evade. If successful, may then conduct a ranged attack at close range.

Reliable: 2pts

When in command, morale tests have additional -1 modifier.

Sharpshooters: 3pts

One of its ranged attack dice cannot be cancelled by defense dice (this die must be identified before rolling; use different colored die).

Stubborn: 3 pts

May re-roll all defense dice before combat results are determined.

Superbly Drilled: 3 pts

After activated, return chit to cup (may activate more than once a turn).

Terrifying Charge: 3pts

Rolls 3 extra dice in combats it initiates by moving into contact, instead of 1.

Tough Fighters: 2pts infantry, 3pts cavalry

May re-roll 1s in melee combats.

Unreliable: -2 pts

+1 to all morale tests.

Valiant: 3pts

May re-roll failed morale test.

Wavering: -4pts

Roll 2 dice when taking morale tests, take highest score result.

 

Note: When it comes to morale tests of any kind, the lower the score the better. So, when the special rule gives a negative modifier, that is actually a boon for the unit.,

 

Also, the green spray I ordered has finally arrived. Both it and the boards I want to paint are in the house, not quite at room temperature, but also not below freezing or nearly so. I'm not about to spray inside the house, but I want to be ready for when we get a day above 60 degrees outside. Which might be in three or four months.

 

 

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