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Thursday, March 3, 2016

Neil Thomas "Wargaming: An Introduction" Skirmish Rules - RAW

EDIT 01/17/17  
OK, so these are the best interpretation I can make of the rules now that I've played them a few more times.  I re-considered some of the items, and have discovered a few mistakes. I put things back in metric for those who like that, and the rest of us can adjust. I hope these are a bit more faithful to the RAW and if I'm misunderstood anything, do let me know!

I've tried not to add anything so that fans of NT can get the rules as written and then make their own decisions and changes.  While I noted down several needed rule explanations [as with OHW and AMW rules, "contact" is a sticky point] I have not yet included or added anything.  I did include his skirmish force matrix for the Victorian era altho not the army lists themselves.  As can be seen, melee weapons are simplified in favor of shooting weapons, something I plan to work on later.  As always, I apologize for the formatting which doesn't always translate well from WORD into Blogger.

I hope these provide a simple cut'n paste option for people who want to work with the rules on computer.  If you want my WORD doc, just let me know and I'll send it to you.  If anyone knows how to set up a download here at Blogger, please tell me how!  I plan to play the Fellowship of the Ring scenario again, and then try these rules with Medieval, Dark Age, Warhammer Fantasy and other figures and genres.

Happy gaming!


“RAW Skirmish Rules”
From “Wargaming: An Introduction”, by Neil Thomas
Dice. Standard 6-sided, here expressed as “d6” for one, 2d6, 3d6 for more rolled simultaneously, etc.
Winning. Eliminate enemy force; this may be due to failed morale of Figures.
Table. Should have a lot of terrain. Gaps between Cover should be over or within the 8cm move - or 4cm half move - of Foot Figures to present tactical challenges.
Distances. Expressed in cm.
Scale. 1 figure = 1 Man, each of which fights independently and is therefore a “unit” by itself.
Characteristics. Five characteristics expressed as numerical values:
·         Movement. Max distance a Figure may move across the table, expressed in cm.
·         Shooting. On a d6, expressed as the target number or higher, e.g. 4+ is a hit.
·         Mêlée . Expressed as the number of d6 rolled in mêlée  combat.
·         Wounds. The number of wounds a figure may sustain before being incapacitated/dead.
·         Morale. On a d6, expressed as the target number or higher, e.g. a 4+ is a pass.
Weapons.
Mêlée  Weapons effect is taken account in the Figure’s Mêlée  value.
Missile Weapons have lots of variety, including rapidity of shots and [range”]:
·         May shoot every other turn. Pistols [8], Musket [24], Crossbows [32], Jingall [48].
·         May shoot every turn. Bows [24] and Rifles [32].
·         May shoot twice a turn. Revolvers [8] and Repeaters [32].
Turn Sequence.  Each Turn, one side runs through all three Phases below, followed by the second, for a complete Turn. While doing so it is the Acting Side; the other the Reacting Side. The scenario Attacker usually starts the game, followed by the scenario Defender.
1. Action Phase. Each Figure performs one selected action.
2. Mêlée  Phase. Resolve Mêlée between Figures in contact.
3. Morale Tests. Take any Morale Tests and resolve outcomes.

1. Action Phase. Actions include:
a.    Move. Foot figures move 8 and mounted move 16. Any difficult terrain halves total move.
Figures armed with Repeaters or Revolvers may move half speed and shoot once.
b.    Shoot.  Figures roll their score or higher to Hit, targets roll Cover Save if any.  If Cover Save fails then roll on the wound chart for number of Wounds, targets then roll Armor Save if any.
·         Figures armed with Repeaters or Revolvers may shoot twice.  All other weapons may shoot once. “Reload” weapons may only shoot if they are loaded.
·         Figures in Partial Cover get a 1d6 4+ Save.  Deep Cover gives +1d6. Deep Cover represents hiding [or prone] in terrain, and gives the Target +1d6 Save.  So Targets in the open get one Cover die, in Cover 2 Cover Dice, and if in Deep Cover they may not be fired upon. A Figure’s Cover status while firing – Partial or Deep Cover - lasts until the next time it is activated.
·         Roll a dice for each successful Hit: cross-reference on Wound Chart for wounds inflicted.
Wound Chart
WEAPON USED:
Die Roll
Bows
Rifles, Revolvers & Pistols, Crossbows, Repeaters
Muskets,
Mêlée  Weapons
Jingalls
1
-
-
-
1
2
-
-
1
2
3
-
1
2
2
4
1
1
2
3
5
1
2
2
3
6
1
2
3
3
·         Figures with armor get a saving roll for each potential wound rolled:
Armor Type               Saving Roll
Heavy                                     4+
Medium                                   5+
Light                                        6+

c.    Reload. Reload weapons take the entire turn to reload.
d.    Charge. Any move resulting in base contact with enemy figure[s].
e.    Mount / Dismount. Mounted figures perform either.
f.     Ambush. Figures wait to react to enemy Actions in their turn.  They may “interrupt” the enemy turn at any time to either shoot or charge.

2. Mêlée  Phase. Phasing player divides all mêlées down so one fighting side has only one figure, attacker or defender [e.g. a 3-2 is divided into a 2-1 and a 1-1].  No figure in contact may be ignored.
a.    One figure v. one figure. Each figure rolls their mêlée  dice.  The highest single die score wins.  If highest are tied, go to second highest etc.  If tied, no blows are struck.
b.    Two or three or more v. one figure. All figs roll appropriate dice and highest dice are compared as usual.  A winning side with multiple figures rolls to wound with each figure that rolled higher. If the single figure wins, it chooses and rolls to wound one enemy figure in the mêlée.
c.    Cover Save applies where one side clearly occupies the feature and the other is fighting into, across or over it. The benefitting side may only get Partial Cover.
d.    Wounds Chart.  Roll to wound on the Wound Chart above, then roll for any Armor Saves.
e.    Loser Retreats. The loser [Reacting side if tied] retreats 2cm away from its attacker[s].

3. Moral Tests. When a force is reduced to 50% of its starting strength, all remaining figures test morale.  Roll 1d6 per figure against their Morale Rating.  Failing figures are immediately removed.

Building Skirmish Forces: Each army is 55 points or less.
Class
Movement
Shooting
Mêlée
Wounds
Morale
Point Cost
Levy
6”
5+
1 die
2
5+
1
Average
6”
4+
2 dice
3
4+
3
Elite
6”
3+
3 dice
4
3+
5
Hero
6”
2+
4 dice
5
2+
7



Weapons
Point Cost
Bow, Pistol
0
Musket, Crossbow
1
Revolver, Rifle, Jingall
2
Repeater
3


Armor
Point Cost
Light
1
Medium
2
Heavy
3




Special
Effect
Point Cost
Spears
+1 Mêlée  die (no missile weapons)
+ 0
Cavalry
+1 Mêlée  die (may also have spears), 16cm Move
+ 2
Camelry
+1 Mêlée  die (Cavalry lose mêlée  bonus vs.), 12cm Move
+ 2
Mounted Infantry
16cm Move
+ 1
Crack Shot
2+ Shooting for Levy Figure
+ 2
Afghan Rule
Average or Elite figure may go up one in a Characteristic and down one in another, for the same points cost.
+0
Zulu Rule
May have a Rifle with 6+ Shooting Characteristic
+1
Dervish Rule
May have a Rifle with 6+ Shooting Characteristic, and keep Spear
+2


2 comments:

  1. Looking forward to seeing how these play out.

    ReplyDelete
  2. aside from the usual problems with defining contact and needing a zoc, they've worked out well and are a great framework to build upon. It's a little disappointing that something as important as defining contact wasn't worked out just a *little* more, but perhaps in his mind the swirl of melee doesn't really require addressing sequential oddities like someone mosying right by someone else without any repurcussions.

    ReplyDelete