Friday, 6 August 2021

August Australian Armada Atournament Alists

These are the lists for the August 2021 (Morons) Tournament.  

Name: What is this Trash
Faction: Imperial
Commander: Admiral Screed


ISD Kuat Refit (112)
• Captain Brunson (9)
• Ordnance Experts (4)
• Electronic Countermeasures (7)
• Assault Concussion Missiles (5)
= 137 Points

Gozanti Cruisers (23)
• Hondo Ohnaka (2)
• Comms Net (2)
= 27 Points

Onager Testbed (96)
• Admiral Screed (26)
• Veteran Gunners (5)
• Gunnery Chief Varnillian (6)
• Orbital Bombardment Particle Cannons (5)
• Cataclysm (5)
= 143 Points

Squadrons:
• Morna Kee (27)
• 3 x VT-49 Decimator (66)
= 93 Points

Total Points: 400

Name: Hi I'm new here
Faction: Rebel
Commander: Admiral Ackbar


MC80 Assault Cruiser (114)
• Admiral Ackbar (38)
• Ray Antilles (7)
• Early Warning System (7)
• Enhanced Armament (10)
= 176 Points

Assault Frigate Mk2 A (81)
• Flak Guns (3)
• Reactive Gunnery (4)
• Linked Turbolaser Towers (7)
= 95 Points

Assault Frigate Mk2 A (81)
• Flak Guns (3)
• Reactive Gunnery (4)
• Linked Turbolaser Towers (7)
= 95 Points

Squadrons:
• Shara Bey (17)
• Tycho Celchu (16)
= 33 Points

Total Points: 399

Discord Name: Divad32843

[ flagship ] MC75 Armored Cruiser (104 points)

-  Leia Organa (com)  ( 28  points)
-  Aspiration  ( 3  points)
-  Kyrsta Agate (off)  ( 5  points)
-  Local Fire Control  ( 4  points)
-  Flak Guns  ( 3  points)
-  Electronic Countermeasures  ( 7  points)
-  DBY-827 Heavy Turbolaser  ( 3  points)
-  High-Capacity Ion Turbines  ( 8  points)
-  External Racks  ( 4  points)
= 169 total ship cost

Modified Pelta-class Assault Ship (56 points)
-  Skilled First Officer  ( 1  points)
-  Projection Experts  ( 6  points)
-  External Racks  ( 4  points)
-  Intensify Firepower!  ( 6  points)
= 73 total ship cost

Nebulon-B Escort Frigate (57 points)
-  Yavaris  ( 5  points)
-  General Draven  ( 3  points)
-  Projection Experts  ( 6  points)
-  Heavy Fire Zone  ( 4  points)
= 75 total ship cost

GR-75 Medium Transports (18 points)
-  Comms Net  ( 2  points)
= 20 total ship cost

3 A-Wing Squadrons ( 33 points)
3 Y-Wing Squadrons ( 30 points)
= 63 total squadron cost

Name: "...I cast Fireball" v4
Faction: Imperial
Commander: Admiral Motti


Victory I (73)
• Admiral Motti (24)
• Flight Commander (3)
• Flight Controllers (6)
• Flag Bridge (0)
• External Racks (4)
• Corrupter (5)
• All fighters, Follow Me! (5)
= 120 Points

Gladiator I (56)
• Skilled First Officer (1)
• Ordnance Experts (4)
• External Racks (4)
= 65 Points

Gladiator I (56)
• Skilled First Officer (1)
• Ordnance Experts (4)
• External Racks (4)
= 65 Points

Gozanti Cruisers (23)
• Darth Vader (1)
• Vector (2)
= 26 Points

Squadrons:
• Major Rhymer (16)
• 6 x Firespray-31 (108)
= 124 Points

Total Points: 400

Name: maryltoluk
Faction: Separatist
Commander: Mar Tuuk


Recusant Light Destroyer (85)
• Ordnance Experts (4)
• Assault Proton Torpedoes (4)
• Swivel-Mount Batteries (8)
• Patriot Fist (6)
= 107 Points

Munificent Comms Frigate (70)
• Mar Tuuk (28)
• Linked Turbolaser Towers (7)
• Sa Nalaor (5)
= 110 Points

Munificent Comms Frigate (70)
• Linked Turbolaser Towers (7)
= 77 Points

Squadrons:
• DIS-T81 (17)
• General Grievous (22)
• Phlac-Arphocc Prototypes (19)
• 3 x Vulture Droid Fighter Squadron (24)
• 2 x Hyena Droid Bomber Squadron (22)
= 104 Points

Total Points: 398

Moron frigates starhawk
Faction: Rebel
Commander: Kyrsta Agate 

Starhawk Battleship Mark I (140)
• Adar Tallon (10)
• Boosted Comms (4)
= 154 Points

MC30c Torpedo Frigate (63)
• Ordnance Experts (4)
• Reactive Gunnery (4)
• Assault Proton Torpedoes (4)
• Foresight (8)
= 83 Points

MC30c Torpedo Frigate (63)
• Kyrsta Agate (20)
• Walex Blissex (5)
• Ordnance Experts (4)
• Reactive Gunnery (4)
• Assault Proton Torpedoes (4)
= 100 Points

Squadrons:
• Lando Calrissian (23)
• Nym (21)
• YT-2400 (16)
= 60 Points

Total Points: 397

Name: Raddus Rogues
Faction: Rebel
Commander: Admiral Raddus


MC75 Armored Cruiser (104)
• Ordnance Experts (4)
• Assault Concussion Missiles (5)
• Linked Turbolaser Towers (7)
• Profundity (7)
= 127 Points

Hammerhead Torpedo Corvette (36)
• Ordnance Experts (4)
• External Racks (4)
• Garel's Honor (4)
= 48 Points

CR90 Corvette A (44)
• Admiral Raddus (26)
• Engine Techs (8)
• Turbolaser Reroute Circuits (7)
• Jaina's Light (2)
= 87 Points

Squadrons:
• Lando Calrissian (23)
• 6 x YT-2400 (96)
• Lancer Pursuit Craft (15)
= 134 Points

Total Points: 396

Name: Tony J Moron
Faction: Imperial
Commander: General Romodi


Onager Star Destroyer (110)
• General Romodi (20)
• Intel Officer (7)
• Weapons Battery Techs (5)
• Ordnance Experts (4)
• H9 Turbolasers (8)
• Sunder (10)
= 164 Points

Interdictor Suppression Refit (90)
• Minister Tua (2)
• Auxiliary Shields Team (3)
• Flak Guns (3)
• Grav Shift Reroute (2)
• G7-X Grav Well Projector (2)
• Heavy Ion Emplacements (9)
• Interdictor (3)
• Reactive Gunnery (4)
= 118 Points

Gozanti Cruisers (23)
• Admiral Titus (2)
• Comms Net (2)
= 27 Points

Gozanti Cruisers (23)
• Comms Net (2)
= 25 Points

Squadrons:
• Captain Jonus (16)
• Ciena Ree (17)
• Tel Trevura (17)
• Valen Rudor (13)
= 63 Points

Total Points: 397

Name: Double trouble
Faction: Republic
Commander: Admiral Tarkin


Consular Armed Cruiser (37)
• Admiral Tarkin (30)
= 67 Points

Venator I (90)
• Flight Commander (3)
• Ordnance Experts (4)
• Take Evasive Action! (6)
• Rapid Launch Bays (6)
• Assault Proton Torpedoes (4)
• Swivel-Mount Batteries (8)
= 121 Points

Venator I (90)
• Flight Commander (3)
• Ordnance Experts (4)
• Entrapment Formation! (5)
• Rapid Launch Bays (6)
• Assault Proton Torpedoes (4)
• Swivel-Mount Batteries (8)
= 120 Points

Squadrons:
• 6 x ARC-170 Starfighter Squadron (90)
= 90 Points

Total Points: 398


Name: Auzzie related things Faction: Rebel Commander: Kyrsta Agate Assault: Defense: Navigation: MC80 Battle Cruiser (103) • Kyrsta Agate (20) • Walex Blissex (5) • Gunnery Team (7) • Auxiliary Shields Team (3) • Point Defense Ion Cannons (4) • Turbolaser Reroute Circuits (7) • Spinal Armament (9) = 158 Points CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) • Jaina's Light (2) = 53 Points CR90 Corvette A (44) • Turbolaser Reroute Circuits (7) • Tantive IV (3) = 54 Points Squadrons: • VCX-100 Freighter (15) • Rogue Squadron (14) • Lando Calrissian (23) • 5 x YT-2400 (80) = 132 Points Total Points: 397

Name: Dook it like Dooku
Faction: Separatist
Commander: Count Dooku


Recusant Support Destroyer (90)
• TI-99 (4)
• B2 Rocket Troopers (7)
• Hyperwave Signal Boost (3)
• Linked Turbolaser Towers (7)
• Patriot Fist (6)
= 117 Points

Providence Carrier (105)
• Count Dooku (30)
• T-Series Tactical Droid (4)
• Thermal Shields (5)
• Jedi Hostage (3)
• Flak Guns (3)
• DBY-827 Heavy Turbolasers (3)
= 153 Points

Hardcell Transport (47)
• Projection Experts (6)
• Parts Resupply (3)
• Beast of Burden (6)
= 62 Points

Squadrons:
• 2 x Hyena Droid Bomber Squadron (22)
• DIS-T81 (17)
• 3 x Vulture Droid Fighter Squadron (24)
= 63 Points

Total Points: 395

Name: Fun!
Faction: Separatist
Commander: TF-1726


Recusant Light Destroyer (85)
• Wat Tambor (5)
• Ordnance Experts (4)
• B2 Rocket Troopers (7)
• Assault Concussion Missiles (5)
• Linked Turbolaser Towers (7)
• Patriot Fist (6)
= 119 Points

Hardcell Battle Refit (52)
• B2 Rocket Troopers (7)
• Linked Turbolaser Towers (7)
= 66 Points

Hardcell Battle Refit (52)
• B2 Rocket Troopers (7)
• Linked Turbolaser Towers (7)
= 66 Points

Hardcell Battle Refit (52)
• B2 Rocket Troopers (7)
• Linked Turbolaser Towers (7)
= 66 Points

Hardcell Transport (47)
• TF-1726 (26)
• Tikkes (2)
• Comms Net (2)
• Beast of Burden (6)
= 83 Points

Squadrons:
= 0 Points

Total Points: 400

Name: Hawks
Faction: Rebel
Commander: Admiral Raddus

Starhawk Battleship Mark I (140)
• Admiral Raddus (26)
• Kyrsta Agate (5)
• Engineering Captain (6)
• Local Fire Control (4)
• Flak Guns (3)
• Point Defense Ion Cannons (4)
• DBY-827 Heavy Turbolasers (3)
• Magnite Crystal Tractor Beam Array (10)
• Amity (6)
= 207 Points

MC75 Armored Cruiser (104)
• Ezra Bridger (3)
• Caitken and Shollan (6)
• Phylon Q7 Tractor Beams (6)
• Ordnance Pods (3)
• Point Defense Ion Cannons (4)
• Linked Turbolaser Towers (7)
• Profundity (7)
= 140 Points

Hammerhead Torpedo Corvette (36)
• External Racks (4)
• Garel's Honor (4)
= 44 Points

Squadrons:
= 0 Points

Total Points: 391

Jarvis Collins

Make me type things out you swine will you?!

Whale of A Time 
Rebel
394 points

Pelta Assault (97)
General Dodonna
Ray Antilles
Intensify Firepower!
Assault Concussion Missiles
Phoenix Home

Assault Frigate B (93)
Boarding Engineers
Early Warning System
Turbolaser Reroute CIrcuits
Paragon

Assault Frigate B (96)
Boarding Engineers
Early Warning System
Turbolaser Reroute Circuit

Squadrons (108)
Luke Skywalker
Lando Calrissian
5 x Xwings



Wednesday, 28 July 2021

War of Succheesion Rules

The Maustrian War of Succheesion

Strategy Rules

(Battles to be auto-resolved or fought using 2x2 Napoleonics https://www.rodvik.com/2by2/ with some modifications for scale, and my own changes here and there)

 

This set of rules is meant to be the background game behind the hit youtube series “The Maustrian War of Succheesion.” Link to channel: https://www.youtube.com/channel/UCoP9li9-bxU9d1M20-lVjMQ

 

Premise:

The idea is that various players will act for the several nations (mainly two), and I will fight out the battles and use the events to make the story for the channel. If you want to participate, let me know!

The rules are still in a small state of flux, even as the war has begun.

 


The Map:



The Map is divided into Regions – circles on the map, joined by lines

Land Regions can contain Cities & Fortress. Cities that border on the Sea also act as Ports.
Sea Regions are just water.

Units in a Land Region are either listed as being in the “Field” or in a specific location – city or Fortress.

Land Regions are either Loyal or Occupied. A Loyal region provides full economic support to its side – an Occupied region “belongs” to another side but is occupied by forces of another side. Occupied regions provide the occupier with less population and cheese than a loyal region, and cities may only be used to produce Militia units. Occupied Regions will only become Loyal when ceded by the original owning power, usually as part of a peace treaty. Should the terms of the peace treaty be broken, the Regions will return to being "Occupied" at the GM's discretion.

Sea Regions can have units from multiple Nations present without battle. A naval force in a region can enforce a "blockade" which will prevent powers with which they are at war tracing lines of supply, trade, and exchange through that region.

For Example: The Maustrians establish a blockade in Region 13. The Maustrians are at War with Crimsonia, so Crimsonia cannot send trade goods to a nation that would require a line of trade to be drawn through region 13 - like Dunbarra or Typ Lef Nazin. Nor can an army beyond this line be supplied, nor can cheese be sent to a place to aid diplomausy or as a gift.

 



Simultaneous Turn Order:

1.       Gather income from cities

2.       Pay Supply for Units in each Region

3.       Spawn New Units and trade goods

4.       Determine new city production

5.       Exchange trade goods with other players, then cash for income.

6.       Spend Cheese

7.       Movement orders for Units

8.       Resolve Battles, Sieges, Assaults


Diplomausy

Nations are either at War or Peace. Nations at War cannot have units in the same region without fighting (unless in a Fortress, etc). Nations may also be a part of a trading pact, whereby they only trade with other nations in the same pact.

To influence a Nation to join a war or end one, simply indicate in your orders that you are attempting diplomausy. You can choose to increase your chance of success by sending Cheese to bribe, etc. Dice are rolled, and results will be revealed.


Edamnomics 

Population – Food – Agriculture – more food means more units can be supported. A Nation can only have a number of units equal to SIX times the number of land regions controlled, plus TWO for each Occupied Region.

Cities – Industry – the only area where units can be built – ships only built in ports. Cities can either build units or trade goods.

Currency – Cheese – Denoted as C. Cheese is used to guarantee supply to units in the field, as well as construct defenses. Each city produces 1 Cheese per turn. Trade Goods cashed in the nation that built them provide 1 Cheese, those cashed in another nation are worth 2 Cheese.

 

Units –

To build a unit you must have a City to build it in and enough Food / Population limit. Units take a certain number of turns to construct. A City may only build one unit at at time. (Fortifications are not units).

Militia (1)
Infantry (2)
Light Infantry (3)
Guard Infantry (3)
Cavalry (3)
Heavy Cavalry (3)

Artillery (3)
Siege Artillery (5)

Frigate (2) – Ship
Galleon (5) – Ship

General + HQ (4) (Generals are not units – they don’t count towards Population or Supply costs)

 

Trade

Instead of producing a unit, a City may instead produce a Trade Good. It takes one turn to produce a trade good.

Trade goods may be exchanged with other sides, then cashed in. You may cash in as many trade goods as cities you currently control. For each of your own trade goods you cash in, gain 1 Cheese. For each of another side’s trade goods you cash in, gain 2 Cheese.

Nations can trade if they have a shared border of regions, including sea regions. Trade can pass through any Sea Region that does not contain a unit belonging to a Nation with whom you are at war. {I might add something in here about rolling a d6 to intercept trade, but that seems overly complicated}


Supply

Units must be supplied each turn. The more units in a region the more strain is placed on the local logistics, making it more expensive.

Supply costs per region:

UNITS

COST

0

0

1

0.1

2

0.2

3

0.5

4

1

5 or 6

2

7 or 8

3

9 or 10

4.5

11 or 12

6

13 to 16

10

17 to 20

15

21 to 24

21

25 to 28

28

 

To be able to be supplied, the region must be connected to the capital of the nation through a series of loyal or occupied regions, including sea regions.

An army that cannot be supplied must roll 1d6 per unit. On a 5 or 6 that unit is immediately disbanded and removed from the map.

A garrison in a Fortification that is under siege does not need to be supplied – they consume prepared stores.

Allied forces in the same region must be supplied together as one force. How the costs are divided between the various players will need to be worked out between them.

 

Fortifications

Land Units may be assigned to construct fortifications. It costs 1 Cheese per unit to establish  one level of defence. Additional levels may be constructed each turn to a maximum of level 6. Costs are in addition to normal supply. Defence Levels may not be increased if the Fortification is under siege. If multiple units construct defences in a single region, orders must state if they are building a single or multiple Fortifications. A Fortification that does not have its full garrison number of units will degrade one defence level per turn. Sea Units may not be a part of a Fort's garrison, but if in a port protected by such a Fort they would not be destroyed or engaged in battle unless the Fort should fall.

A Fortification will have the following notation: Fortress NAME, X / Y (where X is the number of units the fortification is designed to hold, and Y is the defence level).

For Example: Two units in a region are ordered to construct a single fortress. This will cost 2 Cheese. After one turn its notation will be 2/1. Each turn the fortress has two units present, its defence level remains the same. If it ever has less than two units, its defence level will drop by 1. If the defence level drops to 0, the fortress is no longer defensible, and the garrison will surrender if under siege, or simply revert to the friendly field army in that region.

 To expand a fortress to accommodate a larger garrison, you may not spend more cheese than units that will be in the garrison. Multiply the old X by Y (garrison by level) and add any new cheese. This total should then be divided to make the new X by Y.

For Example: A 2/4 fortress needs to be expanded to accommodate 3 units. 2 x 4 = 8. The player can spend 1 cheese to turn this into a 3/3 fortress (8+1=9=3x3). A 1/6 Fort can be turned into a 2/3 Fort, or a 3/2 Fort, or a 6/1 Fort for no cost.

Movement

Players will submit orders for their forces, which will be resolved simultaneously. Land Units may move up to THREE regions per turn but end their movement upon entering a region with an enemy unit present, even if under siege.

Sea units may move up to FIVE regions per turn, and transport land units. Frigates transport one unit each, and Galleons may transport two. Units can only be loaded or unloaded in port cities. If landing in a Port City guarded by an enemy Fortification, an “Assault” battle must be fought – ships can be taken as casualties as required.

 

Weather

Each season will have different weather effects for different areas of the map - the northern regions (001 to 074) are warmer, the Souther (075 to 118) are cooler.  Heat, Rain, Storms, Snow, etc. Campaigning in Winter in the South will be more difficult, and campaigning in the north in Summer more difficult.

 

 

 

Siege and Assault

Units that start a turn in a region may be assigned to lay siege or assault enemy Fortifications. Forces that are attacked by an enemy field army while laying siege will be at a severe disadvantage. The attacking force will roll two d6 for each unit to determine Tactical Points. A force assigned to a siege would normally be protected by an army in the field.

Siege

A force assigned to siege a City or Fortress will roll a single D6 and add the difference in artillery numbers, counting siege Artillery as +2. Any score of a 6 or more will reduce the defence level of the City or Fortress by 2. Any other result reduces it by 1.

Once the Defence level of the City or Fortress reaches 0, the garrison will automatically surrender.

 For Example: Fort Delay 2/4. Two units defend the Fort – one of artillery, and one of Guard Infantry. A force sent to lay siege to the fort has two units of artillery, one of them siege artillery. The attacker rolls a d6 and adds +2 (+1 for artillery, +2 for Siege artillery, -1 for enemy artillery). The roll is 4 + 2 = 6, so the Fort’s defence level is reduced by 2. Had the attacker rolled a 3 or less, the Fort’s defence level would have reduced by 1 (this represents the defenders eating supplies, sap to morale, etc).

 

Assault

Rather than lay siege to a Fortification, a Force can Assault, attempting to destroy the garrison. All of the defending force must be destroyed for the assault to succeed.

Calculate the battle as if it were a field battle, but do not count Heavy or Cavalry advantages (only Militia, Light Infantry, Guard, Artillery, and Generals Present). If the assaulting party wins the assault they can increase the Casualty Level to 100% to guarantee victory (see combat below).

After an assault, reduce the defence level of the fortification by 1.

For Example: Fort Delay 2/4. Two units defend the Fort – one of artillery, and one of Guard Infantry. Rather than lay siege, the attacker decides to assault. A battle is calculated using the rules outlined below. The attacker may increase the casualty rate to 100% as long as they do not lose all their units in the assault. If all the defenders are eliminated, the Fortress is reduced by 1 defence levels and may be garrisoned by the attacker. If some of the defenders survive the battle, reduce the defence levels by 1. (this needs some more work I think)

 

Auto-Calculated Combat

Armies meet –

Roll 1 d6 per unit present (or for every six units just count 1 POINT and roll for any remainders). For every Galleon roll one additional d6.

Each roll of 1 is a TACTICAL POINT (TP).

Then add extra TACTICAL POINTS (TPs):

The side with less Militia +1, More Light Infantry +1, More Guards +1, More Cavalry +1, More Heavy Cavalry +1, More Artillery (siege or field) +1, General Present +1 (for sea Battles More Frigates +1, More Galleons +1).

Both sides total their TPs. The side with the larger number is the victor. If a tie, roll off to give one side an additional TP.

If a side scored zero TP, add one to both sides.

The Victor rolls 1d6 to determine casualty level. The number may be increased by 1 for each TP the victor is willing to spend.  Result: 1 – 15%, 2 – 20%, 3 – 25%, 4 – 30%, 5 – 35%, 6 - 40%, 7 – 50%, 8 – 60% 9 – 75%, 10 – 100%

The victor may spend as many TP as they wish to increase the casualty rate by one level per success spent. An attacker may spend more TPs than they started with – but must give one to the defender for each additional TP so spent.

 

The defeated side must remove units from their army equal to the casualty rate multiplied by the number of units in the army, rounded down to the nearest whole number.
For example – an army of 10 units is defeated and rolls a 3. 25% of the units are destroyed, (.25 x 10 = 2.5) 2 units.

Divide the defeated side’s TP by the victor’s remaining TP to give a casualty ratio. For each defeated side unit removed, the victor must remove a number in accord with the casualty ratio, rounded down.

For example, The Victor scored 4 TPs, and the defeated scored 2. The casualty rate is 2/4 = 0.5. For each unit that the defeated army removes, the Victor removes 0.5. If the Defeated player removed 5 units, the Victor would remove 2.5 (rounded down to 2).

If the Victor had spent TPs to increase the casualty rate, they might end up with fewer successes than their opponent and take more units as casualties. Exception: the attacker cannot so increase the casualty rate to result in the total destruction of their own force.

When removing Casualties, Militia count as one half unit – so two Militia must be removed in place of one other unit.

No kind of unit can be taken as a type of casualty twice in a row (unless there are no other options). For example, an army that takes 3 casualties can only take the first and third as Line infantry – the second casualty must be another kind of unit if possible. A force that lost 7 units could only take 4 of them as Line Infantry.

The same applies to Naval battles – Frigates may not be taken as a type of casualty twice in a row unless there is no other option.

 

Example Battle:

The Red Army has 3 Militia, 4 Line Infantry, 1 Guard, 2 Heavy Cavalry, and 1 Artillery, and a General (11 units + General).

The Blue Army has 1 Militia, 7 Line Infantry, 1 Light Infantry, 1 Cavalry, 1 Heavy Cavalry, and 2 Artillery, and a General (13 units + General).

Red will roll 11d6 to score successes (rolls of 1) and gets 1.

Blue will roll13d6 to score successes and gets 1 (not great rolling here).

Red has an advantage in Guards and Heavy Cav, and has a General Present, resulting in 4 total “successes”.

Blue has few Militia, advantage in Light Infantry, Cavalry, and Artillery. With the General present, Blue has 6 total successes.

Blue has won the battle and is Victor. Red is defeated.

Blue rolls a d6 to see what the casualty level will be: a roll of 5 means that Red will take 35% of its units in casualties. Blue decides that this is too low and spends 1 success to increase the casualty rate to 6 – 40%.

Red takes 40% of its 11 units as casualties = they will lose 4 units.

To determine Blue’s casualties, establish the casualty ratio. Red has 4 successes, divided by Blue’s now 5 successes (they spent one to increase the casualty level). 4/5 = 0.8, so Blue will lose 0.8 units for every unit that Red lost – 4 x 0.8 = 3.2, so Blue loses 3 units.

Red chooses 4 casualties – a line Infantry, 2 militia (count as 1 unit), another line infantry. The fourth loss cannot be another Line Infantry, and there are not enough militia to count as a full unit, so Red will have to lose something else – they choose to lose 1 Heavy Cavalry.

Blue chooses 3 casualties – a line Infantry, a Cavalry, and another line Infantry.

 

Red is defeated and will have to retreat. Armies in the field must retreat to a friendly adjacent territory next turn. If unable to retreat, they are destroyed.

Forces in a garrison (City or Fortress) cannot retreat and remain in place. They have withstood the assault and will continue to fight in the same location next turn. The defence value of the garrison is reduced by 1.

 

 

 

 

 

 

 

 

What else do I need to include? I think I’ve covered most things. If anything is unclear let me know.

 

Thursday, 3 June 2021

2 by 2 Bravado

 2 by 2 Bravado!

A Simultaneous Play alteration to 2 by 2 Napoleonics by John Rigsby and Eric Sprague

 

Introduction

I quite like the 2 by 2 Napoleonics Rules and have used them for a number of years.

https://www.rodvik.com/2by2/

I use them with my 6mm Napoleonic Models, but also my 15mm AWI. I simply increase the ranges of movement, etc. One recent change has been to get rid of measuring tapes, and simply use a piece of A4 paper cut into strips along the length. One "half" of the A4 is the equivalent of 6 inches, one "quarter" is 3 inches (more or less). And one "eighth" is musket / grapeshot range. This way I don't have to hand around measuring tapes (which always get dropped by kids on the models) and everyone playing can have their own ruler. Also, the paper can bend around terrain to show a more accurate range of march.


Things I don't really like

I don’t like the “you go, I go” element of most rules, and this is my attempt to jury-rig some kind of simultaneous action into 2 by 2.

 

The Changes

Keep everything essentially as it is in 2 by 2, but change the Sequence of Play:

 

Phase One: BRAVADO! Each player chooses a number on a d6 and reveals simultaneously. The player with the lower chosen number may make that number of actions immediately. If a tie, roll to determine who has first action.

Each unit may only make one action. MOVE / RALLY / SHOOT. Mark each unit in some way after it has taken its action (I use a pin stuck in the board near the unit).

After the first player has taken their actions, the second player may make the number of actions they chose on their d6.

Each player should then take three actions until all units on both sides have taken one action.

 

Phase Two: Resolve All Melees. Roll a d6 to determine which player chooses a melee to resolve first.

 


Strategic Movement

I also want to allow units to make big sweeping moves without taking half the day to do it - so units that start their movement outside of 12" of any enemy can move at double speed as long as they don't come within 12" of an enemy unit.



That’s it. Everything else stays the same. If you try these rules, let me know how they worked for you.






Friday, 21 May 2021

Bunny Run

Bunny Run 
Farmer Big Boots has found the Bunny Gang in his garden! Run, Bunny, Run!



Kids' games are boring - for kids and the adults who play with them. Roll the dice, move that many spaces, what happens to you is what happens to you. From Candyland to Monopoly, chance plays the game more than the players.

That stinks. There are no decisions, and everything is fated by chance.

Bunny Run is different.



Bunny Run is a decision-oriented game of multiple possibilities. Each choice of each player matters and impacts on the other players. There is a small element of chance, but most of the game is about thinking and deciding. This makes the game fun for children and adults alike. Even if the child doesn't really understand the implications of their choices, they are still making decisions. Adults playing the game will devise strategies that will be undone by the choices (sometimes illogical!) of the children they play with. This game also works just with adults.

Bunny Run is a game for 3 to 5 players and should take less than 20 minutes to set up and play.

I've played with children as young as four. 



This link has colour and black and white files with rules, the 5 cards, map board, and tokens in both A4 and US paper sizes:  FILES Alternatively, at the end of this post are suggestions on playing without printing anything (No Print Play).


Bunny Run – Rules of Play

Premise: Farmer Big Boots has found the Bunny Gang in his garden! Run, Bunny, Run!

Aim: Escape the garden with the most carrots.

Setup
Each player chooses a Bunny Token and places them in the START box. Each player than receives a Turn Order card at random (with 3 players use the “Scared Hare”, “Concerned Rabbit”, and “Complacent Bunny” cards. With 4 players, add the “Average Bunny” card. For five players, add the “Happy Hare” card). Each player will need one six-sided die (d6).

Distribute the carrot tokens randomly along the path, maximum of 1 carrot per space.

Playing the Game
There are four steps to each turn.

STEP ONE: CHOOSE A NUMBER

 Each player chooses a number face up on a d6 and covers it with their hand.

·         If you have the “Scared Hare” card you will have to add 6 to your number (you might like to use two d6 – one set to “6” and the other to a number of your choice.

·         If you have the “Complacent Bunny” card you can only choose the numbers 1, 2, or 3.

Once all players have chosen a number, lift your hands to reveal the number.

STEP TWO: MOVE THE BUNNIES

The player with the “Scared Hare” card moves first, followed by the other players in the order on their card.

A bunny moves the number of spaces on the player’s d6. Do not count a space with another Bunny in it (HOP over it). If you end your move in a space with a carrot, pick it up and place it in front of you.

STEP THREE: MOVE THE BOOT

On the first turn place the Big Boot token in the START space. On every other turn the player with the “Complacent Bunny” card rolls a d6 and moves the boot that many spaces. If the Boot reaches a space next to a Bunny it stops. The Bunny next to the Boot must hop to the next empty space and drop 1 carrot (if it has one – return it to the box).

After moving the boot, if it is six or more spaces from the nearest bunny move the boot until it is TWO spaces behind the nearest bunny.

STEP FOUR: GIVE OUT THE CARDS

The Player whose Bunny is closest to the Boot gets the “Scared Hare” card – they will move first next turn.
The Player whose Bunny is furthest from the Boot gets the “Complacent Bunny” card – they will move last next turn.
The other players get the cards in between – the second closest bunny gets “Concerned Rabbit”, the third gets “Average Bunny”, and the Fourth gets “Happy Hare.”

After Step Four, return to Step One for the next round.

End of the Game

The game ends when all bunnies have left the garden by reaching the END space.
Count each player’s carrots. The player with the most carrots wins the game.
In the event of a tie, the younger player wins.

 FILES



No Print Play

How to play without printing everything out:

Each player will need a distinct piece to be their bunny (and one for the Boot), a d6, and a bunch of tokens (I use about 30) to represent the carrots.

Use the map board provided or design your own. You could lay a couple of rulers or strips of paper on a chess board to make a race track of whatever size you desire. 

Print out the cards for turn order, use playing cards (Ace to Five), or just remember who moves when - remember - the bunnies move in order of closest to the "BOOT" to the furthest.

You alread have a game of Bunny Run in your house. It is behind you. It is all around you. You are the game. You are the Bunny. Run!