by Darryl R. Smith
I. Sequence of Play A deck of cards should be prepared so that each player or faction has a card to represent it. A. Draw a card.
II. Movement All movement is done in inches. Roll a d6 and consult the table below.
Modifiers:
III. Morale Morale checks are to made when attacking (charging into melee), defending (receiving a melee), and when a players leader is killed. Defending figures who are behind a barrier need not check morale. Morale Ratings
Modifiers:
Results of failure:
defending - move away one d6 facing the enemy die roil to two more than morale rating. run away 2d6 facing away from enemy die roll is three or more than morale rating rout away 3d6 facing away from enemy Retired troops (non--rattng) arc automatically rallied at the beginning of the next turn (not next card).
4,5,6: Success! Rallied and may move at the beginning of the next turn. 2,3: No luck! May try again next turn 1: Failure Leader/Chef is angered and kills panicked figure with a blow to the head! IV. Missile Fire Bows may fire once per game turn if moving (not using Bows movement), and twice if stationary. Use a marker to designate which figure has fired during this turn. Bows may fire defensively during another players movement at owning player's option, this never calculated as being at close range. Figures armed with javelins, throwing axes, hammers, etc., may use these as missiles once per game, unless in a situation where more such weapons arc available. Roll a die for each firing figurce. Number shown or higher hits. A '0' result counts as a ten. When firing at a mounted figure and a hit is achieved roll a d6. A 1, 2, or 3 results in the horse being hit, a 4, 5, or 6 results in the man being hit.
V. Melee Melee occurs when one or more figures move into bust-to-base contact with an enemy figure. The attacker attempts to destroy any figure in contact, at his option as long as all figures in contact are accounted for. You cannot gang up on one figure and ignore any others in contact with your own. Roll a die. Number shoum or higher hits.
Modifiers:
If a modified die roll die or better, then defender takes two hits. Warrior now strikes back. VI. Strength Each figure has a certain number of hits it can take before being removed from the game. Leader/Chief/Beserker 5 hits
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