by Kelly Jones
After Edcon in November we had such good response to our Ffintloque simplified game that I decided to send the rules for it to Mark for publication. For gamers that have no idea what a Flintloque is, I shall give a short description: Flintloque is a "fantasy" interpretation of the Napoleonic Wars. It is a skirmish game, the subject matter is bizarre and should NEVER be taken seriously. The rules are a basic borrowification, (if that is a word), of Warhammer with a few deletions and additions. The French are Elves, British are Orcs, Irish are Bog Orcs, KGL are Ogres, Austrians are Dogmen, Prussians are Dwarves, Spanish are Dark Elves, Portuguese are Goblins, Scots are Ratmen, Italians are Toads, Turks are Otters and Russians are Undead. If your confusion is too great see me at Enfilade '98. I will be the fat guy at the Vauban Enterprises trade stand. If all else fails call me at (604) 988-9884. Sequence Of Play: DETERMINE INITIATIVE Each player rolls 1d6, with the highest given the choice of first or second phase FIRST PLAYER TURN
Fire- Phasing player can fire all eligible castings within range and line of sight. Please note enemy overwatch fire precedes the phasing player's fire phase. Roll to hit using the casting's BS (Ballistic Skill) attribute. This is done by rolling a D6, combined with terrain effects and range modifiers. Then compare strength of the weapon vs toughness of the target and roll Hand To Hand- All eligible castings in contact may fight hand-to-hand. All results are simultaneous. Yes, you can kill each other. Roll strength (ST) vs toughness (T), with the higher skill gaining the difference as a die modifier, again using a D6. Each side gets to roll, with the attacker using his strength and the defender using his toughness. Rally- Roll vs leadership to rally broken units from the previous turn using 2 x D6. LD (leadership). Must roll equal to or below to rally. SECOND PLAYER TURN; Repeat Steps As Listed Above. RECORD TURN Unit Characteristics (Bracketed Numbers Are For Light Troops Of That Type)
Firing Ranges And Weapon Types
Saves: in woods, light bldg or behind hedge 6 on a D6. Behind stone wall or in stone Bldg 5-6 on a d6. In a fortification 4-6 on a D6. There are no saves unless in cover. Back to Citadel Spring 1998 Table of Contents Back to Citadel List of Issues Back to MagWeb Master Magazine List © Copyright 1998 by Northwest Historical Miniature Gaming Society This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |