By Chris Parker
One aspect of my feudal wargame rules - Day of Battle (first and second editions) that I find players have trouble grasping is the lack of a fixed turn sequence. Turns in DoB do have a move counter move sequence with a few fixed events within them but the overall turn sequence is very fluid. The Turn Sequence here is presented for players who feel more at home in a rigid sequence. This sequence is particularly useful for larger, multi-player games. Comments can be directed to the author at dayofbattle@mediaone.net or on line at dayofbattle.com. CARD RANDOMIZER Black cards are plus, red cards are minus. Ace - 3 Face - 2 Numbered - I Joker - 3 unless noted in the rules. THE FIRST GAME MOVE Each WL draws a randomizer card, and adds his initiative skill to its value. Ties are redrawn. The Warlord with the higher modified initiative skill chooses if he will move first or second at the start of the game. His opponent will take the other. They then alternate play for the rest of the battle sequence. TURN SEQUENCE 1. COMMAND PHASE: Initiative check by each personality for command cards.
Notes: *: Requires a command to perform. R: may trigger an uncontrolled reaction. */HMC: Any Warlord may call an harassing morale call at this time. The sides now reverse with the active side becoming the inactive and vice verse. Back to MWAN #112 Table of Contents Back to MWAN List of Issues Back to MagWeb Magazine List © Copyright 2001 Hal Thinglum 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 |