By Jeff Ball
As much as I enjoy refighting large-scale battles, there are times when you want to feel like a part of the action, rather than directing it. Over the last few years at conventions I have played some skirmish level games (using Pig Wars and Knights and Knaves rules, as I recall) and my boys have had fun with some Pirate and Three Musketeers type skirmish games. Each of these had their good and bad points but I thought that it might be fun and worthwhile to make a skirmish level adaptation of the MW mechanics and basic game system. I have only just started on this and would be happy to get ideas and feedback (I am just now finishing the heavy lifting on Renaissance Warfare and am still preparing figures and terrain for Historicon). Anyway, here is the outline I have worked up so far. SKIRMISH WARFARE Skirmish level warfare using many of the basic mechanics of MW. For mechanics/areas not listed the MW procedures remain the default method (for example, Morale checks, etc.). Modifications/additions to those areas may occur as I get around to considering them. Rough scales:
Each turn is under 5 minutes (probably more like 1-3) 1" = 2-5 yards Major concepts Troops will be based individually. Some troops or units can be based on multiple figure stands depending on scenario/type of game you want to play. For raiding/looting, or when non-battle-derived objectives are needed to win the scenario, etc. stands of multiple figures will be difficult to use (at least for your entire force/band). Units will be created from these individual figure stands. For example (using a 5-1 scale) if you are using a Roman army you can field units of 12-16 figures to represent a Century. If you want to 'go a viking' then perhaps your Longboat crew would become a similar size unit. Units can be either formed or unformed. Formed units will have combat, morale and command and control benefits but will be unable to execute many of the more fun and interesting activities available to players (i.e., looting, burning, pillaging, scouting, etc.). Each unit will have a leader for its Century/crew/warband/company/etc. You can roll for each leader to determine his (or her?) level of competence. You may be able to reassign a certain % of leaders to help shape your force (probably optional). Having Leaders at the unit level provides a lower level feel in terms of involvement in the activities of the game and helps make the game more interesting in multiplayer games. The level of competence of the leader may influence what activities the unit can take (or avoid) without higher level direction or influence. For example, a Centurion with low competence might be able to only continue executing his last order from higher authority, or halt and await further orders, whereas a talented Centurion might execute any available order including a facing change to flank an enemy threatening the rest of his Cohort. A talented warband leader may be able to keep his bloodthirsty warriors under control long enough to execute a powerful, coordinated charge while a more typical leader might lose control (of himself perhaps) and have his unit hit the enemy piecemeal – and die that way. Basic combat procedure will remain very similar (own skill+enemy armor+weapon+ modifiers+random) = score. Own skill and enemy armor probably unchanged from MW/AW/RW, weapons a little different, modifiers different and hopefully fewer. Differences come from the game being individually based so you are looking for an individual score of a certain level to wound or kill your opponent. Your random roll is used to either add to your score or to reduce your opponents score on you. If you are outmatched you may elect to merely defend in hopes that friends will come to your aid and help turn the tide. Note that combat is simultaneous so figures may kill each other! Initial cut on combat tables is as follows: If combat score is 8-10 target is wounded or if target is already wounded it is killed.
Modifiers
+d6 Cav Charge or Frenzied Foot Charge + 1/2 d6 Infantry Charge +2 General with unit +2 Attacking enemy flank or rear +2 Full rank (beyond eligible ranks) supporting (in good order) +1 Half rank (beyond eligible ranks) supporting (in good order) +1 Enemy unshielded -1 Leader killed or wounded and pulled out of action -2 Enemy in superior tactical positionv -2 Attacker wounded -3 Enemy in shieldwall Formed units fighting in line may simply compute the necessary score for their troop type to inflict a wound or death on the enemy and roll each melee down the line. Unlike MW you remove/wound the figure physically in combat. Killing a figure may allow you to follow up into his position and possibly fight another round of combat (at least if charging or following up). This way you can have figures cutting their way through a unit attempting to break a shieldwall or personally kill the opposing leader – manly gratification at its finest! Formations and changing from one to the other will be somewhat more piecemeal. I envision a limited number of formations: column (perhaps only 2 figures wide and only Trained troops count as formed while in column); line (normal formed combat formation); wedge (attacking formation with benefits and drawbacks similar to MW); and shieldwall (outstanding defensive formation). The number of troops in a unit that can execute a Deploy order (change facing or formation) will be a function of the unit leadership, modified by the troop type (morale, Trained/Irregular, formed/unformed). Basic formula right now is Leadership rating (2-5) + troop combat modifier (Veteran +1, Warrior 0, etc.). Double that for trained troops or if only changing face or not moving at all (e.g., change from Line to Shieldwall). Same formula applies during a Recover order when attempting to reform a unit that is currently considered unformed. Regarding command and control, leaders will have varied capabilities, but Tribunes or Tribal Chiefs, War Lords, etc. (i.e., Generals) will issue the same orders he always had, but there will probably only be 1 or 2 Generals per side. Probably only 1 with high grade leaders able to influence other units in some way – not sure yet. Sending troops off to loot and pillage can be done by giving a Charge order against an area or objective. They will become unformed by such a charge and largely out of control for a while. Trained troops may be able to send "details" out for specific purposes without losing control of them. Looting/pillaging/burning/scouting. These activities will be conducted by unformed units or detachments from units and should be a significant part of non field battle types of games. Troops will be able to carry, drag or herd away only a certain number/type of valuables, animals, etc. A chart of some kind will be created. Figures with a 'full load' must try to get their loot either to a unit rally point or off the board. Those with a partial load may be directed to get away. Back to Saga #75 Table of Contents Back to Saga List of Issues Back to MagWeb Master Magazine List © Copyright 2000 by Terry Gore 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 |