EDITION 1.1. Sample file
|
|
- Barbara McDonald
- 5 years ago
- Views:
Transcription
1 1 SALAMIS AD ACTIUM NAVAL WARGAMES RULES FOR ANCIENT TIMES 2000 BC TO 900 AD BY DAVID MANLEY WITH ALAN BUTLER AND ANDREW FINCH EDITION 1.1 FRONTISPIECE ART WITH PERMISSION OF KEN FISHER Published by A & A Game Engineering 2003, 2015 Copyright 2003, 2015 D W Manley. Illustration Copyright 2003 Ken Fisher. All rights reserved. Permission is granted to reproduce the Firing Arc and Turn Indicators, Campaign Maps and Game Record sheets for personal use only No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form, or by any means, electronic, mechanical, photocopying, record or otherwise whatsoever, without the prior permission of the publisher, author or artist.. Not to be copied, resold or otherwise distributed (see Terms and Conditions)
2 2 INDEX 1. INTRODUCTION Scales Die Rolling Conventions Base Sizes Damage The Turn Concept Game Equipment Crew and Command Quality Fighting Oars Making Terrain SETTING UP THE GAME Fleet Organisation Command and Control Generating Crew and Command Quality How to generate a Playing Area The Wind Sea State Sheltered Waters Game Set Up Off Table Forces Tides and Currents The Crew Test SOME THOUGHTS ON DIVINE INTERVENTION Libations Use of Magic during the Game TURN SEQUENCE Game Turn Phases Special Rule for Initial Movement The Action Phase Seizing Tactical Initiative The Intermediate Phase MOVEMENT The Effect of loss of oars Turning Pivoting Special Movement The Effect of Sea State on movement under oars Terrain effects on movement Overloaded ships Movement under sail The Effect of Wind Strength on Sailing Ships Drifting Collisions Sinking Ships Carrying Additional Oarsmen SHOOTING Archers Ballistae Casualties Cataphract and Parablemata Heavy War Engines Incendiary Missiles RAMMING AND RAKING Attack Aspect Bow Rams Determining the effect of a ram Special Effects of Ram Damage Oars Rakes FORTIFICATIONS BOARDING ACTIONS Starting a Boarding Action Resolving the Combat Unresolved Actions Casualties Capture of Enemy Vessels (Prize Crews) SPECIAL WEAPONS AND TACTICS Rhodian Fire Pots Greek Fire Biological Weapons Corvus Ferrea Manus Roman Polearms Capsize Attacks ACTIONS IN THE INTERMEDIATE PHASE Damage due to Weather Morale Lost Battles Deciding the Victors Crew Transfers Repairs, Fires and Bees Admiral Casualties Changing Weather FLEET LISTS Egyptian, Sea Peoples Greek, Phoenician Greek Persian Greek, Persian, Macedonian, Phoenician Carthaginian Republican Rome Early Imperial Roman Later Roman Barbarian Fleets Byzantine Islamic Viking, Saxon The Vessels of the Ancient Galley Age CAMPAIGN RULES Campaign Areas Ports Fleets Supply Movement Perilous Routes Naval Battles Quick Battle Resolution Fleet Reorganisation Hull Repairs Replacements Random Events Sequence of Play in a Campaign A CHRONOLOGY OF NAVAL ENGAGEMENTS SHIP DATA Notes on Ship Data Exchanging Troops and Equipment Stout Hull, Weak Hull, Parablemata POINTS VALUES An A and A Game Engineering Download Product
3 3 1 INTRODUCTION Salamis ad Actium is a set of rules covering naval warfare from the classical era through to the Dark Ages. During this period the main weapons of war at sea were predominantly those of the ships crews, or (during the classical era at least) the ram bow. The use of a card activation system is designed to remove the annoying paralysis that affects some other sets of rules where alternate movement systems often lead to opposing fleets grinding to a halt as they close, whilst avoiding the use of time-consuming and unpopular order writing. The rules have been written with 1/1200 scale models in mind, as these are readily available from a number of manufacturers. However, by measuring ranges and movement in inches rather than centimetres they can be used with larger scale models (1/600 or 1/900 for example) with no further modification. 1.1 Scales 1 Model per ship Turn length 1 turn equals 5 minutes Ground scale 1cm to 33 yards You should be aware that fleet engagements in this period often had many hundred vessels on each side. It is not practical to put together battles on a scale of 1 to 1, either in terms of space or in terms of finances. Bear in mind that the base sizes shown here coupled with the scales in use suggest that a model on the table is roughly equivalent to about 5 real vessels. This means that already a rule of thumb is given to scale down historic numbers by 5 to get an idea of the size of game you will end up with. If you have a really big battle like Salamis or Actium, you may wish to scale the numbers down by another half. 1.2 Die Rolling Conventions These rules require the use of d10s and d6s. Other die types required are d3 (use d6 and halve, rounding up). 1.3 Base Sizes Models should be mounted on rectangular bases, with dimensions 5mm greater than the length and width of the model (including oars), then rounded up to the nearest 5mm 1.4 Damage Damage is determined by damage levels rather than by hit points or hull boxes. These levels are Light, Medium, Heavy, Severe, and Sinking. The effects of each damage class are described later in the rules. In addition to general levels of damage ships will lose troops, oarsmen and commanders to enemy action and will suffer special damage such as lost or damaged Ballistae, Towers, and reductions in speed. 1.5 The Turn Concept The game is played in turns of variable length, made up of Action Phases and separated by an Intermediate Phase. The order in which the Action Phases occur, and when the Intermediate Phase is triggered, is determined randomly. Commanders can also use Tactical Initiative Counters or Cards to seize the opportunity to get additional action phases before the melees are resolved. These cards are quite limited and can only be used once in a game. The Action Phases are broadly used for movement and distance fire, setting up the attacks and making rams, while the main combat melees are resolved during the Intermediate Phase. This phase is also used to carry out morale checks, fight fires, transfer crew, etc. 1.6 Game Equipment For the purpose of determining the game turn sequence, we recommend that you prepare two sets of counters of different colours, one for each side, plus one additional counter in a third colour to signify the Intermediate Phase. These counters can be drawn from a bag or pot. Alternatively, you could make a set of seven cards, which must be shuffled and drawn after each Intermediate Phase. For the purposes of seizing Tactical Initiative, you must also have enough Tactical Initiative Counters or Cards for your Admiral. These are played separately during the game, and it may be sensible to make them a different colour, so they do not get mixed up, with the Counters or Cards used to determine the Game Sequence. 1.7 Crew and Command Quality Crew Quality ranges from Elite (the best) to Poor (the worst). It modifies the results of some die rolls. Command Quality for Admirals and Vice Admirals are given ratings reflecting their command ability. Command quality modifies some die rolls and also gives commanding Fleet Admirals (not Vice Admirals) a number of Tactical Initiative Counters or Cards which can be used during the game to get additional action phases. Crew Quality Command Tactical Initiative Counters or Cards Elite Exceptional 5 +2 Veteran Skilled 4 +1 Average Average 3 0 Raw Poor 2 1 Green Inept 1 2 Crew and Command Modifiers Crew and Command Tests Crew tests are required throughout the game. This is a standard test, defined later. Several tests have specific modifiers that are also applied in addition to the standard ones. If a ship has to take a crew test and has an admiral on board, the admiral s bonus is added to or deducted from the test each time, even if the value is negative. 1.8 Fighting Oars Some nation s oarsmen (in particular the Saxons, Vikings and most pirates) were trained to fight as well as row. There are referred to in the ship tables as fighting oars ; in this case treat their oarsmen as normal or Heavy marines. 1.9 Making Terrain Well made terrain features add a lot to the experience of ancient naval battles, and are after all the only extra features you need for a game, so it is worth investing at least some time in making these as well as painting the ships. We have found that a simple but effective method of making land features is to use cork tiles which are available in DIY stores and are cheap and ready coloured. They can be easily cut and shaped. Other material that can be used is expanded polystyrene, either as sheet or packaging. This can be cut and painted and can easily make rocky features or islands. Most buildings would be small with few windows, so can be made from sections of matchsticks or balsa, with terracotta roofs. Not to be copied, resold or otherwise distributed (see Terms and Conditions)
4 4 2 SETTING UP THE GAME The players decide which fleets they will command and the general size of the battle, selecting from an agreed points value, unless the battle is part of a campaign. Having done this the Crew and Command quality is determined, the admirals are assigned to squadrons in the fleets and finally the playing area is set up. Notes on fleet composition are included at the end of the rules. 2.1 Fleet organisation The ships of each side are referred to as a fleet (regardless of the number of vessels). Fleets are divided into Squadrons of up to ten vessels. One squadron is commanded by the Admiral, who also commands the fleet. Each of the other squadrons is commanded by a Vice Admiral who takes their orders from the Admiral. There is no lower limit to the number of ships that can be in a squadron (it is, in theory, possible to have each ship commanded by a Vice Admiral), however there are points costs associated with the Admiral and each Vice Admiral, so the added flexibility conferred by having a greater number of smaller squadrons is offset by the increased points cost. Casualties to the squadron may cause a loss of Morale see Morale rules later. Squadron Formations Each fleet is divided into squadrons of up to 10 ships. Each squadron is commanded by a vice admiral while the fleet is commanded by an Admiral, who either also commands a squadron, or who may be on an independent vessel (a squadron of 1 ship). The formations that were adopted were actually rather limited, and generally consisted of: Line abreast or astern Echelon right or left Double Column or Line 2.2 Command and Control Battles of the era could easily degenerate into a confused melee due to the limitations on the admirals to command their ships, with only the primitive signalling and a limited view of the action. Salamis ad Actium represents command and control by limiting the distance that ships of one squadron may be apart to 10cm. To be in control, a ship must be either within 10cm of the Squadron Flagship, or within 10cm of another ship of the same squadron that is itself within 10cm of the flagship. In each case the ships must be visible to each other. If this seems unduly restrictive, bear in mind that the frontage of the largest of ancient naval battles only extended over 2 miles at most, which is 120 cm in scale. If circumstances are such that a ship is not within control distance then there is no immediate problem, however, the rest of the squadron cannot count that ship as part of the squadron for morale purposes. If the main body is reduced to below half strength then a morale test will be required. Squadrons do not have to be within any command range of the Fleet C-in-C but do need to be able to see him during a Morale Test. The line of sight is unlimited but blocked by enemy ships and by land terrain features. This line of sight is drawn between the Squadron flagship and the C-in-C s vessel. 2.3 Generating Crew and Command Quality Crew Quality is determined for each Squadron, while Command Quality is determined for each individual Admiral or Vice Admiral. This can either be determined randomly based on training, or can be purchased via points values. Training The level of training in the fleet lists is expressed by a quality class, ranging from Poor to Very Good. The Command Quality of each squadron and fleet admiral can be determined randomly using the table below. The same applies to Crew Quality, which is randomised for each squadron. Roll a d10 and read across the line of the table corresponding to the Training listed for the fleet to find the score. The resulting Command or Crew Qualities are shown in the table. Training: If the players do not wish to determine command quality randomly the range of numbers in the table should serve as a guide to the levels of command ability that will be found within the fleet. In a game, the players can opt to pay for general levels of training for Admirals and Crew. These do not have to be the same. The d10 rolled separately for Command and Crew Very Good Good , 10 Average 1 2, Mediocre 1, Poor Command: Inept Poor Average Skilled Exceptional Crew: Green Raw Average Veteran Elite Modifier: costs for these are shown in the points table at the end of the rules. If using this system, the players then roll randomly to see what training has been achieved using the above table. This gives a more random result but you might get lucky and pay for average ships but get Skilled or Exceptional crews. Alternatively, players can opt to choose a level of Command and Crew Quality for Admirals and Crew and pay the appropriate points as shown in the table. 2.4 How to generate a playing area Most if not all battles in this era were fought within sight of land, and the ships in a Fleet were forced to conform to the local geography. Part of the skill of a Fleet Admiral was therefore to make best use of the geography, and games will be more interesting if the local geographic features are generated randomly. Few Admirals had the luxury of picking the exact composition of their fleets so that the vagaries of the dice introduce an interesting flavour both in crew quality and terrain. An A and A Game Engineering Download Product
5 5 Method Divide the playing area up into areas roughly 60 cm, or about one nautical mile square. This need not be exact, so for example a 5 foot wide table could have two squares in width. Roll 2 x d6 once on the terrain generating table for each square to determine if any feature appears in the area, and if the score shows a feature, you may need to roll further dice to generate some additional detail. In a campaign where there is a port in the box, add 2 to the result on the d6 roll determining the nature of the feature. Score Terrain 12 Mostly shore, up to 60cm long along one table edge, or a corner headland if in a corner area 11 Shoreline, typically up to 30cm long 10 Open water 9 A single island, up to 40 x 20cm 8 6 Open water 5 2 small islands, each about 20 x 10cm 4 Open Water 3 Shoreline up to 30cm long 2 Headland or peninsula jutting about 30cm into the playing area. If this is a corner area, then the feature is a headland When you have generated a feature, you may need to roll for additional details by rolling one or more further d6s. Feature D6 score: Shoreline or island Any land feature, (per 30cm) Sandy beaches, shallow water extends 2 x d6 out from the shore, with a depth of d6 Open Rocky. The water is deep enough not to ground ships, but will wreck any ship that contacts it. Habitation, roll again on next line Habitation Small village Large town, with harbour Each feature should then be positioned somewhere in the area, and if there is a choice as to where to position it, roll a dice. This last positioning dice cannot be specified exactly, because it will depend on the terrain pieces that you own, but as an example, if you have rolled up a shoreline and you actually have a piece which is 30 cm long, then you have a choice of exactly where to place it on the edge of the table. 1, 2 will indicate on the left-hand edge, 3, 4 in the middle, 5, 6 on the right hand edge. Similarly the position and orientation of islands etc. should be randomised as far as possible. Even small variations in direction may have an influence on the tactical battle, if your island is say 40 x 20 cm, then a positioning dice of 1, 2 would indicate a N-S orientation, 3 NW SE, 4 NE SW, 5,6 W E. For the position of features within a square, 1 4 could indicate approximately in each corner, whilst 5, 6 would indicate the middle. Islands should be placed so that they are at least 10cm from any other island or shore. A shore line may be represented simply by the table edge, but if you have a terrain piece it may be up to as long as the edge of the area if you wish, but should only project up to 20cm onto the table. If you generate a large land feature in a corner square, then it should become a headland that occupies a corner of the playing area A satisfactory game table must contain at least one feature. If you have rolled for all the areas and generated only open water, then start again, rolling for each area again. A village may be represented by a built up area about 10 x 10 cm, typically with grid streets, lots of red roofs for the buildings and temples, white bathhouses etc. A larger town might consist of several of these sizes of built up area, with the addition of a harbour on the waterfront. 2.5 The Wind Wind will have 3 effects in the game. Firstly, the strength and direction of the wind will influence movement under sail. Second, the strength and direction may cause ships to deviate in a manner similar to tides and currents (again, the lack of a deep keel means that these vessels are prone to falling downwind). Thirdly, strong winds will whip up the surface of the sea, causing manoeuvring difficulties and (in high sea states) possibly resulting in ships foundering and sinking. Wind Direction You will be aware that most battles in this period took place within sight of land, which implies that the winds will either be onshore or offshore. To avoid a situation where one side has an unreasonable benefit from the wind the direction is determined by rolling a D6. Nominate one of the long table edges to be North, then roll a D10: D10 score Direction 1 3 From the West 4 From the North West corner 5 From the North East corner 6 8 From the East 9 From the South East corner 10 From the South West corner Wind Strength Wind strength is expressed as a number of strength levels and these also depend on the region where the action is being fought. Galley battles were not fought in bad weather (or at least battles were not generally initiated). For normal battles a wind strength of Breeze should be used. For a more random set-up roll a d6 and consult the table, which will give a spread of benign wind conditions. Wind Strength Mediterranean Northern Waters Still 1 1 Light Airs 2, 3 2 Breeze Strong Breeze 6 Storm Gale (NB: For basic games using ships under sail, but where players do not wish to use the full range of weather rules, the wind strength is considered to be a normal Breeze (without causing drift), with the direction specified in the scenario, or determined randomly.) Not to be copied, resold or otherwise distributed (see Terms and Conditions)
6 6 2.6 Sea State Sea State depends on the wind strength, the duration for which the wind has been blowing and the distance of open water over which the wind has been blowing ( fetch ). Sea State can be determined randomly, or can be specified in the scenario being played. To determine randomly use the following table, rolling a d6 and cross referencing with the wind strength. In a campaign add 1 to the score for each perilous route entering the map area. Die Roll Wind Strength Still Flat Light Airs Flat Choppy Breeze Flat Choppy Rough Strong Breeze Flat Choppy Rough Storm Flat Choppy Rough Very Rough Gale Choppy Rough Very Rough 2.7 Sheltered Waters Again, more complexity can be created on the tabletop by considering sheltered waters in the lee of coastlines or islands. Sheltered waters extend downwind a distance equal to either (a) the width of island or land mass, or (b) 20cm, whichever is less. In sheltered waters Wind Strength and the Sea State are reduced by 1 level (to a minimum of Still or Flat). 2.8 Game Set Up You will note that the weather has already been determined before the fleets are laid out. Remember that there are significant effects of certain weather states. Laying out the Fleets The players then roll another d10 each, adding the Command Quality of the Fleet Admiral. The winning player then decides which of the long sides of the table they wish to set up on. This becomes their base edge. The losing player takes the opposite side of the table as their base edge and lays out one squadron first, then players alternate setting down squadrons on the table. This gives a fleet with more squadrons slightly more strategic flexibility. Ships may be placed up to 15cm in from the table edge, or coastline if applicable. They may not be placed within 15cm of the edge of the table, and opposing ships may not be deployed closer to each other than 45cm. Not all ships need be placed on the table at the start of the game. 2.9 Off table Forces Players may keep a part of their force off table as reserves or to try to outflank the enemy fleet, or to lull them into a false sense of security, to be shattered as reinforcements arrive. At the start of an Action Phase when their owning player wishes them to attempt to enter the table the point of entry is declared. Ships may enter along the player s base edge, or along a table side. They may not enter along their opponent s base edge (nor, obviously, may they enter at any point which is a coastline). The Vice Admiral rolls a d10, modified as shown in the following table. Condition Admiral s Command Rating +/-? Point of entry own base line +1 Point of entry behind own rear line +1 Point of entry on table side -1 Point of entry beyond own front line -1 Enemy ship Squadron within 15cm of entry point -1 Allied Fleets (depends on purchase price ) Modifier +/- Loyalty The modifiers assume that it will be easier to come on over the rear line and that will usually be behind the front line as well (unless the initially deployed ships have all been destroyed!). This gives a cumulative +2 modifier. If coming on over the side of the table, the modifier is +0 if you are coming on to the rear of the your fleet, -1 if to the side of the current engagement, and 2 if it is beyond your front line (i.e. from enemy territory). Allied fleets reliability depends on the amount you have paid as a bribe for them to come and fight for you. Compare the results with the following table. Result Effect 0 or less Ships have become lost and never arrive 1 4 Ships are delayed and do not arrive yet. The controlling player may attempt to bring them on again in a later Action Phase. This attempt does not have to be made at the same point on the table. 5 or more Ships enter as planned 2.10 Tides and Currents The tabletop environment can be made more complex by adding the effects of tides, river flows and currents. The vessels of the period tended to be very shallow drafted, making them susceptible to drift caused by these influences. When laying out the tabletop the players can indicate the direction of any currents, the flow of rivers or tides (rising, or ebbing or falling, or flowing ). The effect of these influences is to cause ships to move in the indicated direction by a random distance. Weak flows, tides and currents will cause ships to deviate 1d3cm, whilst strong flows, tides and currents will cause ships to deviate 1d6cm. Drifting caused by tides and currents happens in the Intermediate Phase. Should ships be locked together then one roll is made for all vessels. Complex tidal systems, with river outfalls and currents can be generated at the whim of the players for a complex game. However, it is recommended that for most games a simple arrangement is used. Additional tidal effects can be brought into play. For example, a falling tide could mean that shallow waters become 1 level shallower after a specified number of turns, whilst a rising tide could increase the depth of water over shallows. An A and A Game Engineering Download Product
Rules Update for Warmaster Ancients
Rules Update for Warmaster Ancients P25 Skirmishers Evading a Charge delete all four paragraphs and replace as follows. Note that this new rule replaces the rules addition Evades from close range become
More informationNaval Wargame Rules for the Russo-Japanese War
- 1 - Naval Wargame Rules for the Russo-Japanese War Mike Adams September 2003 Introduction These rules are based on De Bellis Navalis by Colin Standish, published in Wargames Illustrated #143 August 1999.
More informationONE IF BY LAND" - AMERICAN 1:10 SCALE WAR OF INDEPENDENCE RULES by Bob Bergman. Infantry/Cavalry figure 10 men Artillery crew figure 5 men
ONE IF BY LAND" - AMERICAN 1:10 SCALE WAR OF INDEPENDENCE RULES by Bob Bergman Ground Scale 1 inch = 15 yards One Turn About five minutes Infantry/Cavalry figure 10 men Artillery crew figure 5 men Artillery
More informationOPERATIONAL OBJECTIVE ZONES
OPERATIONAL OBJECTIVE ZONES The nature of combat on the Operational level varied between Open field battles and those fought over built-up and fortified areas. The cohesion of both the defender and attacker
More informationFields of Blue & Grey
Fields of Blue & Grey A very different kind of American Civil War rules, that allow the grand sweep of corp level actions to be recreated while still using the regiment as the basic combat element. A simple
More information3rd Edition RULES OF PLAY
Command & Colors Napoleonics 1 Game Design by Richard Borg 3rd Edition RULES OF PLAY 2 Command & Colors Napoleonics The battlefield is a scene of constant chaos. The winner will be the one who controls
More informationTactical Combat Rules By David Newport
Tactical Combat Rules By David Newport Tactical Combat is a game covering company and battalion level actions using 20 th century weapons. The game was designed for World War II action, but it handles
More informationFIRETEAM Wargame Rules for Modern Combat Operations
FIRETEAM Wargame Rules for Modern Combat Operations By Rory Crabb Written By Rory Crabb Version 1.0 July 2016 Miniatures from the collection of the author and terrain by Paul Davies 1 FIRETEAM Wargame
More informationFull Sail Modification 2.0 Jerry Han (Inpsired by Mike Hudak) April 1 st, 2007
Full Sail Modification 2.0 Jerry Han (Inpsired by Mike Hudak) April 1 st, 2007 Rules not mentioned in this document are assumed to run according to standard Full Thrust. Full Thrust 2 nd Ed. is now out
More informationIntroduction:... 4 Character Classes;... 4 Weapons:... 4 Organisation:... 4 Actions:... 5 Movement:... 5 Shooting:... 5 To Hit:...
State of war A.C.W. Skirmish Wargame Rules Tyneside Wargames club Version 1a 1 2 Table of contents Introduction:... 4 Character Classes;... 4 Weapons:... 4 Organisation:... 4 Actions:... 5 Movement:...
More informationBlack Powder House Rules
Black Powder House Rules Command & Movement Disordered Moves Flank Attacks Woods Skirmishers Skirmish Company Mixed Formation Grande Bandes Infantry Tactics Charge Contact Massed Columns Must Form Square
More informationSeven Years War. Generals
Seven Years War By Will McNally Introduction These rules have been written to give an easily playable game which reflects the style of European land warfare during the Eighteenth Century, particularly
More informationMini-Nap 2 WARGAME RULES FOR THE NAPOLEONIC ERA. Copyright. Trevor Raymond. January 2015 (Exodus 20:15 - Thou shall not steal.")
Page 1 of 42 The Basics Mini-Nap 2 WARGAME RULES FOR THE NAPOLEONIC ERA Copyright. Trevor Raymond. January 2015 (Exodus 20:15 - Thou shall not steal.") Mini-Nap 2 is a set of rules specifically designed
More informationMini-Nap. RULES FOR CORPS SCALE WARGAMES IN THE NAPOLEONIC ERA USING THE 6mm SCALE
Mini-Nap RULES FOR CORPS SCALE WARGAMES IN THE NAPOLEONIC ERA USING THE 6mm SCALE Copyright. Trevor Raymond. Version 8: August, 2009 (Exodus 20:15 - Thou shall not steal.") www.runtus.org Page 1 of 25
More informationContents.
Contents Introduction 1 1. Game Scale 2 2. Troops Statistics 3 Commander Ratings 3 Leadership Bonus Table 3 Troop Quality 4 Unit Combat Value 4 CV & Unit Size Table 5 Unit Designation 5 Valeur et Discipline
More informationA Splendid Victory! Copyright. Trevor Raymond. Version 3: May, 2012 (Exodus 20:15 - Thou shall not steal.")
A Splendid Victory! Copyright. Trevor Raymond. Version 3: May, 2012 (Exodus 20:15 - Thou shall not steal.") Page 1 of 28 A Splendid Victory is a basic set of rules designed for the table-top wargaming
More informationA Marvellous Victory! Copyright. Trevor Raymond. Version 3: April, 2012 (Exodus 20:15 - Thou shall not steal.")
A Marvellous Victory! Copyright. Trevor Raymond. Version 3: April, 2012 (Exodus 20:15 - Thou shall not steal.") Page 1 of 28 A Marvellous Victory is a basic set of rules designed for the table-top wargaming
More informationnapoleon's battles at divisional and onehalf
napoleon's battles at divisional and onehalf scales I am trying to find a Napoleonic rule-set to play minor, i.e divisional, engagements occurring at the Campaign of Leipzig or in any other Napoleonic
More informationHouse Rules for Nuts! Final Version Version 1.3 by Jeff Glasco
1. The basic game uses a 3' x 3' table. This is fine for very dense combat, like in a major urban campaign, but is too small for a larger attack, like a platoon attack. A platoon attack would be on an
More informationChosen Men Fat. 1. Sequence of play. Base Morale;
Chosen Men Fat 1. Sequence of play v2.1 CCWG Assign cards to each unit in play then shuffle the deck and turnover the top 2 cards. These units then; 1) Test morale. 2) Perform an action. (Move, Load, Fire,
More informationLEGO Pirate Wars. Minifig Chart Minifig Melee Attack Captain, Lieutenant 4 5 Marine 3 4 Pirate 1 3 Imperial Sailor 1 2
1.0 Introduction LEGO Pirate Wars is a naval miniatures war game based on figures and models available from LEGO. You will need at least two LEGO model ships and lots of extra figures to man the ships.
More informationFree-For-All (Fair Fight)
Free-For-All (Fair Fight) In highly-mobile engagements it is not uncommon for forces to suddenly find themselves in contact with the enemy. The freewheeling battles that result are little more than all-in
More informationBundok and Bayonet Colonial Wargames Rules by Bob Cordery
Introduction Bundok and Bayonet Colonial Wargames Rules by Bob Cordery Part 1 - The Basic Rules The following Colonial Wargames rules were written for my own personal use and reflect my philosophy that
More informationBATTLE FOR 2MM EARTH 1418: The Great War (Version 0.8)
BATTLE FOR 2MM EARTH 1418: The Great War (Version 0.8) INTRODUCTION The Battle for 2mm Earth rules are suitable for any large combat up until around the end of the 19 th Century. I designed 1418 semi-independently
More informationMusket and Pike Users Manual
1 Musket and Pike Introduction Musket and Pike is a series of games that cover the battles and campaigns associated with the era where muskets and pikes dominated the fighting. Each game can be played
More informationPROCONSUL RULES FOR ANCIENT BATTLES
Index Section Subject Page 1.0 Basic Concepts 2 1.1 Command Groups 2 1.2 Stands and Basing 2 1.3 Strength Points [SP] 2 1.4 Game Play 2 2.0 Command and Control 3 2.1 Moving Commanders 3 2.2 Losing a Commander
More informationRules for pirate ship miniatures Alpha Playtest Rules, V 2.2 Updated 2/22/17 Designers: James Ernest, Max Clendenning, Rick Fish, Toivo Rovainen
Cagway Bay Rules for pirate ship miniatures Alpha Playtest Rules, V 2.2 Updated 2/22/17 Designers: James Ernest, Max Clendenning, Rick Fish, Toivo Rovainen Summary: Cagway Bay is a set of basic rules for
More informationCOMITATUS Warfare in the Dark Ages AD
COMITATUS Warfare in the Dark Ages AD 250-1100 Scenario 1 The Battle of Daras AD 50 Historical Background The young East Roman General Belisarius, in his first major command, was sent to defend the city
More informationStations Manned and Ready
Stations Manned and Ready nd Edition Naval Battles in the Age of Steel The Battle of the Falkland Islands th December 94 A and A Game Engineering Terms and Conditions This product is made available for
More information...& Blenheim Palace. Amendments to Black Powder For battles with model soldiers In the Age of Marlborough
...& Blenheim Palace Amendments to Black Powder For battles with model soldiers In the Age of Marlborough Black Powder "Black Powder" rules are copyright Warlord Games, and quoted here purely for the purpose
More informationTHE BACKGROUND GENERAL NOTES ACTIONS MORALE CLASS
or: The Phantom Crown. Maximilian Rules! - Rules for wargaming the Maximilian Adventure by Mark W. Shearwood These rules originally appeared in Wargames Illustrated 160, (December 000). Many thanks to
More informationWARHAMMER 40,000 HOUSE RULES EDITION V1.3
WARHAMMER 40,000 HOUSE RULES EDITION V1.3 THE TURN UNIT ACTIVATIONS Before the game begins the players must each place an appropriate number of tokens (with markings or colours specific to that player)
More informationShip to Ship Combat (fast start rules) Optional Rules for Dungeons and Dragons 3.5
Introduction Ship to Ship Combat (fast start rules) Optional Rules for Dungeons and Dragons 3.5 This is a paired down version of my full ship to ship combat rules. The main difference is that we are not
More informationERES TO YOU FUZZY WUZZY by Bob Cordery
1. Introduction ERES TO YOU FUZZY WUZZY by Bob Cordery ETYFW relies upon the use of both average dice (AvDs produce more predictable results) and normal dice (D6s produce less predictable results) to reflect
More informationNapoleonic Battles. Introduction
Napoleonic Battles Introduction Napoleonic Battles is a series of games that cover the battles and campaigns associated with Napoleon. Each game can be played alone versus the computer, or against a human
More informationGlory Days! Introduction. Troop Types and Figures. freewargamesrules.co.uk presents. by Craig Cartmell
Introduction. freewargamesrules.co.uk presents Glory Days! by Craig Cartmell These are a set of rules for fighting the American Civil War at regimental and brigade level. The smallest unit sizes are infantry
More informationVICHY FRENCH ORDER OF BATTLE: Dakar Fleet - (Richelieu class battleship, flagship - Admiral Landriau).
151 VICHY FRENCH ORDER OF BATTLE: Dakar Fleet - (Richelieu class battleship, flagship - Admiral Landriau). (La Galissonniere class heavy cruiser). (La Galissonniere class heavy cruiser). (La Galissonniere
More informationSeven years war Wargames rules Version 2.4 March
Seven years war Wargames rules Version 2.4 March 2018 1 2 7years wargame rules (version 2.4) (1) Introduction... 4 Troop types... 4 Groups:... 5 (2) Sequence of play... 5 (3) Command and Control... 5 Generals:...
More informationVolley and Bayonet, Road to Glory. American Revolution Period Specific Rules. Jeff Glasco ( 2011)
Revised July 2011 Volley and Bayonet, Road to Glory American Revolution Period Specific Rules Jeff Glasco ( 2011) Volley and Bayonet is copy written by Frank Chadwick and Greg Novak. Additional rules by
More informationMarch Toward the Sound of Guns
March Toward the Sound of Guns Very Fast Napoleonic Rules Version1.1 By Herbert Wong A) Game Scale The game will, for convenience, follow Avalon Hill s Napoleon s Battles game scale; in fact the game works
More informationOrder of Battle. Sample file. Credits. Contents. Lead Developer Erik Nicely
Order of Battle Credits Lead Developer Erik Nicely Developers Richard L. Bax, Agis Neugebauer, Erik Nicely Wulf Corbett, David Manley Editor Nick Robinson Cover Chris Quilliams Interior Illustrations Sherard
More informationWe hope you enjoy this added dimension to Rivet Wars and thank you for Getting in the Fight!
Rivet Wars: Armies version 2.0 Release Version Rivet Wars: Armies is a rule set that allows Rivet Wars players to take their game to the tabletop. During the kickstarter for Rivet Wars there was a growing
More informationRome at War Hannibal at Bay Errata and FAQ
First Edition Rules Rome at War Hannibal at Bay Errata and FAQ Pg 3: Light Cavalry description has a depiction of Light Infantry. 2.21: Change "enemy units" to "any non-leader units". 6.1: After Example,
More informationIII Corps: The Somme 1916
III Corps: The Somme 1916 A Card Wargame of World War I Neal Reid 2016 Published by Vexillia Limited www.vexillia.com Contents 1. Introduction 3 2. Historical Background 3 3. Setting Up The Game 6 Acknowledgements
More informationModified D20 System for Wild Pig Comics. Congratulations soldier! You have been given control of a 40 ton fighting machine, known as
Modified D20 System for Wild Pig Comics WELCOME TO THE FUTURE OF COMBAT Congratulations soldier! You have been given control of a 40 ton fighting machine, known as a Mech. It is a complex machine when
More informationFORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved
FORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved Forces Of Valor, The Game allows you to fight exciting and realistic war games. All you need to play are Forces Of Valor soldiers
More informationHambone Barca vs. Miles Gloriousus GAME RULES By George Sivess
Hambone Barca vs. Miles Gloriousus GAME RULES By George Sivess Two of my favorite Ancient Generals, Hambone Barca (the illegitimate and slightly less capable son of Hamilcar), and Miles, the star of A
More informationTRENCH RAIDER: World War I Wargaming in Ten Minutes by David Raybin 2014
TRENCH RAIDER: World War I Wargaming in Ten Minutes by David Raybin 2014 INTRODUCTION Instead of a generic set of WW1 rules I determined to make the rules fit the game scenario rather than the other way
More informationBattalion Commander's Summary
Command Decision is a platoon-based game using a ground scale and time scale which allows the full play of 20th Century mechanized maneuver combat on a game table. Its emphasis on command, troop quality,
More information14. HIT / MISS DETERMINATION
Briefing 1. Hit/miss determination is the procedure used to determine if a target is hit when a weapon fires. This rule is the core of the game in many ways, since hits determine which units can be damaged
More informationOfficial amendements for L Art de la Guerre Rules
Official amendements for L Art de la Guerre Rules This document regroups and assembles the official amendments and corrections to L Art de la Guerre V3. They are presented in the chronological order of
More information13. TIDES Tidal waters
Water levels vary in tidal and non-tidal waters: sailors should be aware that the depths shown on the charts do not always represent the actual amount of water under the boat. 13.1 Tidal waters In tidal
More informationGRAND TACTICAL SERIES RULES v1.1
GRAND TACTICAL SERIES RULES v1.1 Table of Contents 1.0 Introduction 3 1.1. A note about the rules 3 1.2. A summary description of the game 3 2.0 How to read the counters 4 3.0 The time scale 4 4.0 The
More informationSimple Fighting Wings 2.0
Simple Fighting Wings 2.0 1. Scope and Intent. Simple Fighting Wings takes Fighting Wings 2.0 (an excellent game in its own right) and attempts to create a faster-playing game using the same general game
More informationplay the right side of the course that significantly reduces your options and flexibility.
Starting Tips After preparing for the recent starting clinic held at AYC, I was able to dust off a few articles I have written in the past on starting. Here is the first installment of a two-article segment
More informationKing George Commands and We Obey
King George Commands and We Obey Basing Army Commanders 80mm dia base with a vignette on it, min 3 figures. Divisional Commanders 80mm dia base with a vignette on it, max 2 figures. Brigade Commanders
More informationDEFENSE ROLL Roll defending pilot s Skill (2 dice) plus these modifiers: Maneuver The current Maneuver rating of the vehicle
DREAM POD 9 D E M O G A M E TERRAIN COSTS REERENCE CHART Terrain Type Walker MP Ground MP Obscurement Clear 1 1 0 DEENSE ROLL Roll defending pilot s Skill (2 dice) plus these modifiers: Maneuver The current
More informationMILK AND COOKIES NAVAL RULES By John R. Buck Surdu
MILK AND COOKIES NAVAL RULES By John R. Buck Surdu Introduction: Milk and Cookies Naval Rules are designed for very young players to play games involving sailing ships. They were designed to be used by
More informationby Mike Nagel Version T A B L E O F C O N T E N T S
Flying Colors ver. 3.1 by Mike Nagel RULE BOOK Version 3.1 2014 T A B L E O F C O N T E N T S Glossary... 2 1. Introduction... 3 2. Components... 3 3. Core Rules... 5 3.1 Sequence of Play... 5 3.2 Wind
More informationby Mike Nagel Version 2.11b 2012 T A B L E O F C O N T E N T S
Flying Colors Living Rules, v2.11b by Mike Nagel RULE BOOK Version 2.11b 2012 T A B L E O F C O N T E N T S Glossary... 2 1. Introduction... 3 2. Components... 3 3. Core Rules... 5 3.1 Sequence of Play...
More informationNote that this arming distance is not affected by the speed setting of your torpedoes.
Torpedoes From SilentHunterIII Community Manual Range The minimum (arming) range for the torpedoes in SH3 is officially stated as 300m. However, some [subsim.com (http://www.subsim.com)] forum members
More informationGame Design: Chris Taylor. Developed By: Chris Taylor. Art & Graphics: Vinh Ha and Nick Hayes. Science-Fiction Wargame #4
Science-Fiction Wargame #4 Game Design: Chris Taylor Developed By: Chris Taylor Art & Graphics: Vinh Ha and Nick Hayes (c) 2013 Chris Taylor and Victory Point Games (VPG); s vs. Zombies is VPG s name for
More informationTHE RULES. Wing Scale. 15 minutes per turn 50 men per strength point 1 gun per strength point
INTRODUCTION The late Greg Novak developed the following variant of Volley & Bayonet for fighting at the Wing scale in the Americas. All Volley & Bayonet rules not modified below remain in force. Paul
More informationBeat. Quarters. Version /1/2003. Donald B. Gifford. Beat to Quarters Version Page 1 Donald B. Gifford
Beat to Quarters Version 4.0.1 - Page 1 Donald B. Gifford dgifford@fastmail.fm Beat To Quarters Version 4.0.1 6/1/2003 Donald B. Gifford Changes in 4.0 Repaired multiple typographical errors. Added optional
More informationASLSK Basic Infantry Tactics
Basic Infantry Tactics ASLSK Basic Infantry Tactics Daniel F. Savarese Last Updated: 2005-03-04 Copyright 2004, 2005 Daniel F. Savarese 1 The original Squad Leader rule book contained a section at the
More informationThings that need changing in your rule book. (Errata for PBI)
Things that need changing in your rule book. (Errata for PBI) This information applies to PBI as published by RFCM/Peter Pig March 2006. Firstly an apology for having to make updates and changes to the
More informationOriginal concept from:
Original concept from: http://home.earthlink.net/~duanevp/dnd/building%20d&d/buildingdnd17.htm. The A.D.D.I.C.T. Short Form I. Check for Surprise A. The DM can determine that surprise exists (or does NOT
More informationTRAVEL & EQUIPMENT. Standard Price List. Land Travel. Table 5A : Daily Sea Weather. Table 5B : Sailing Table. Table 1D : Encumbrance Values
TRAVEL & EQUIPMENT Land Travel 1 day of travel on foot = 20 miles 1 day of travel on horseback = 30 miles Difficult terrain = halve all distances Table 5A : Daily Sea Weather D10 Weather Conditions 1-2
More informationHistory buffs will remember the shortlived
History buffs will remember the shortlived era of the Qa'amic empire. It existed for some 400 years, circa 3000 B.C., and then rapidly disappeared, overrun by the invading Sayrens. The key victory in the
More informationGreen Jackets Rules for Napoleonic Skirmishes
web.archive.org https://web.archive.org/web/20121011231318/http://www.btinternet.com/~r.denning/wargames/greenj.htm Contents Green Jackets Rules for Napoleonic Skirmishes R.J. Denning 1.Introduction 2.Scale
More informationBorderlands Warhammer 40,000 Escalation League Rules Booklet
Borderlands is hosting a Warhammer 40,000 Escalation League. The league runs for 8 weeks, with players playing up to 3 games per week and in a tournament each month. The league starts players off with
More informationCommand Combat: Civil War The Battle of Bull Run / Manassas July 21, 1861
Command Combat: Civil War The Battle of Bull Run / Manassas July 21, 1861 Game Design by Jeff McArthur (c) Bandwagon Books, 2011 This scenario is from the Command Combat: Civil War series. To learn more
More informationMusket and Pike User Manual
Musket and Pike User Manual 1 Musket and Pike Users Manual Introduction Musket and Pike is a series of games that cover the battles and campaigns associated with the era where muskets and pikes, or sometimes
More informationOrder Code. Test reaction if:
Move Sequence in each period 1. Dice for arrivals and returns 2. Test reaction for first time in charge reach or shot at 3. Declare and Test for charges. Test Reaction for all other causes 5. Charge Response,
More informationWagenburg. ranks) Heavy Infantry 3cm (or 4cm) Light Infantry 4cm Missile troops 4cm
1.0 INTRODUCTION 1.1 IMPETUS AND BASIC IMPETUS Impetus is a set of wargame rules that aims to simulate battles with toy soldiers in the ancient, medieval and renaissance period. Basic Impetus is a free,
More informationOVER THE TOP! Using Normal Flames Of War Missions in the Great War. by Mike Haught. Adding Trenches. Great War Table Size
OVER THE TOP! Using Normal Flames Of War Missions in the Great War by Mike Haught The Great War booklet covers three distinct, almost cinematic, missions. The story of starts with the Big Push, the attacker
More informationGREEN, VETERAN AND ELITE
35100A It is the 31st century, a time of endless wars that rage across human-occupied space. As star empires clash, these epic wars are won and lost by BattleMechs, 30-foot-tall humanoid metal titans
More informationPart1 Setting up the Game. Sample file
Part1 Setting up the Game Setting up the game Necessary equipment All you need to play Polemos American Civil War is: A number of ordinary six-sided dice, numbered 1-6, known hereafter as D6. A ten-sided
More informationTHE WAR OF THE SPANISH SUCCESSION PAPERBOYS RULES
THE WAR OF THE SPANISH SUCCESSION PAPERBOYS RULES This is a little set of rules written to continue the tradition of each Paperboys book having an associated set. Andy Callan s ideas abound here, but Peter
More informationMortem et Gloriam Magna
16/10/2018 Mortem et Gloriam Magna Small Table Variant for.. 28mm figures on a 6'x4' or 15mm figures on a 4' x 3' table Introduction Mortem et Gloriam Magna is a simple adaptation of the main MeG game
More information[DRAFT] SNAPHANCE RULES FOR PIKE AND SHOT BATTLES
Index Section Subject Page 1.0 Basic Concepts 2 1.1 Command Groups 2 1.2 Stands and Basing 2 1.3 Strength Points [SP] 2 1.4 Game Play 2 2.0 Types of Stands 2.1 Combat Stands 2.2 Support Stands 3.0 Command
More informationRULES. A: A targeted squad receives corner cover when the imaginary line of the attacking unit s line of sight passes through
R e a d t h i s FAQ t h o r o u g h ly a n d k e e p i t s e c u r e i t m ay s av e l i v e s RULES Q: In what situations will a squad benefit from corner cover? A: A targeted squad receives corner cover
More informationStations Manned and Ready
Stations Manned and Ready 2nd Edition Ship Data Manual Ship Data Sheet Description A and A Game Engineering Terms and Conditions This product is made available for your personal use only. This document
More information1. MELEE EXPERT Melee Expert covers troops who were especially good at hand-to-hand combat for their quality grade. So an AVERAGE Melee Expert is
1. MELEE EXPERT Melee Expert covers troops who were especially good at hand-to-hand combat for their quality grade. So an AVERAGE Melee Expert is good at melee for average troops; a SUPERIOR non-melee
More informationBrigade Level Combat - Western Front 1916 Version
Brigade Level Combat - Western Front 1916 Version 9-9-2006 This is the combat resolution system for a command post game about commanding brigades and divisions in WW1 particularly focussed on 1916. The
More informationTHE BIG PUSH Big Push Demonstration and Scenario, revised 7/1/2016
THE BIG PUSH Big Push Demonstration and Scenario, revised 7/1/2016 THE FIGHT FOR THIEPVAL RIDGE By Paul Rohrbaugh Play Area: Rows 7 through 16 inclusive, columns C through I (also inclusive). Scenario
More informationThrough incessant wars for its control,
Through incessant wars for its control, the Lords of Time put the source of immortality at risk. To prevent its drying up and their own demise, they created the Time Arena : a sacred place where they fight,
More informationWestern Mediterranean Sea BC
Western Mediterranean Sea 231 218 BC By the terms of the peace treaty that ended the First Punic War in 241, Carthage was forced to cede Sicily, which became Rome s first province. Three years later, Rome
More informationTHE INTERNATIONAL DART ASSOCIATION CHAMPIONSHIP RULES
THE INTERNATIONAL DART ASSOCIATION CHAMPIONSHIP RULES Rules for running World and Continental Championships and for guidance at other major events. Issued by the International DART Association (I.D.A.)
More informationLes Champs de Bataille NAPOLEONIC WARGAME RULES ON THE BATTALION LEVEL WITH GRAND TACTICAL ASPIRATIONS
Les Champs de Bataille NAPOLEONIC WARGAME RULES ON THE BATTALION LEVEL WITH GRAND TACTICAL ASPIRATIONS SCALES 1 turn = 20 minutes; 1 casting = 60 men; 1" = 40 yards 1 STANDS 3-rank infantry stands (per
More informationDog-Fighting Rules for GURPS 4th ED
Dog-Fighting Rules for GURPS 4th ED Introduction First off, this system was designed for use with WW2-era aircrafts but could easily be used in post-war or modern times with a few adjustments. GURPS is
More informationtdoherty Page 1 02/18/05
La Bataille Revised Infantry Assault and Charge Sequence The reasons for changing the mêlée sequence have been discussed on CSW. It is my view that historically assaults would often degenerate into inconclusive
More information"Chopping Wood " Battle on the Raate Road, Dec39-Jan40. by Steve Keyer of Two Tin Soldiers
"Chopping Wood " Battle on the Raate Road, Dec39-Jan40 by Steve Keyer of Two Tin Soldiers Historical perspective This scenario represents the reduction of a small Russian "motti". In old Finnish, the term
More informationOLD TROUSERS WARFARE IN THE HORSE & MUSKET ERA
OLD TROUSERS WARFARE IN THE HORSE & MUSKET ERA BATTALION LEVEL NAPOLEONIC WARFARE Version 2.4 oldgrumbler@hotmailcom Website: http://www.greatbasin.net/~johnkelly/ Old Trousers: Warfare in the Horse &
More informationAdvanced Virtus. Attempt of translation* in English of AV, «fast and furious» ancient rules By Pierre Laporte and Hervé Pérez
Advanced Virtus Attempt of translation* in English of AV, «fast and furious» ancient rules By Pierre Laporte and Hervé Pérez *Ndt : all apologies for the possible grammatical mistakes, and many thanks
More informationX Corps: The Somme 1916
X Corps: The Somme 1916 A Card Wargame of World War I Neal Reid 2016 Published by Vexillia Limited www.vexillia.com Contents 1. Introduction 3 2. Historical Background 3 3. Game Overview 6 4. Setting Up
More informationFeudal Skirmish and Tourney Rules
Feudal Skirmish and Tourney Rules Al Hewitt, Ric Willey, Neil Houltby, and Tony Morley Initiative Throw d20, highest has initiative and can move first. If a figure is contacted by a higher initiative figure
More informationCopyright Notice - IT IS ILLEGAL TO POST THIS DOCUMENT ONLINE
1 Copyright Notice - IT IS ILLEGAL TO POST THIS DOCUMENT ONLINE 2 The material enclosed is copyrighted. You do not have resell rights or giveaway rights to the material provided herein. Only customers
More informationSNAPHANCE RULES FOR PIKE AND SHOT BATTLES
Index Section Subject Page 1.0 Basic Concepts 2 1.1 Command Groups 2 1.2 Stands and Basing 2 1.3 Strength Points [SP] 3 1.4 Game Play 3 2.0 Types of Stands 3 2.1 Combat Stands 3 2.2 Support Stands 4 3.0
More informationAusterlitz System Rules
RULEBOOK Design by David Fox Great Battles of the Napoleonic Wars Volume I Austerlitz System Rules 1.0 INTRODUCTION..... 2 2.0 COMPONENTS..... 2 2.1 Game Scale...... 2 2.2 Definitions & Abbreviations.
More information