Subject:
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Re: Castle Wars !
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Newsgroups:
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lugnet.castle
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Date:
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Mon, 21 Jan 2002 14:14:35 GMT
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Viewed:
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668 times
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In lugnet.castle, Magnus Lauglo writes:
> I haven't written down the rules I usually use for castle related wargames,
> but I think the main difference between my personal rules and the ones I
> have seen elsewhere is that I don't do seperate attack and defense roles. I
> give each unit a specific battle skill score based on their training, their
> armour and weapons etc, and let two combatants role 2d6 and add that score
> to their battle skill. The one with the higher total wins that round, and
> the loser deducts the differnce in points. This is vaguely similar to the
> system used in the old Fighting Fantasy books (anyone remeber those?)
>
> So for example: One man at arms has battle skill of 8, and is fighting a
> peasant soldier with a battle skill of 6.
>
> The Man at arms rolls a 3 and a 4, plus his Battle skill of 8 gives him a
> total of 15.
>
> The peasnt roles a 1 and a 5 plus his battle skill of 6, giving him a total
> of 12.
>
> The difference between 12 and 15 is 3, so the peasant is hit for 3 points of
> damage. Unless he is wearing a lot of armour, which is unlikely (him being a
> peasnat), he is dead.
>
> If you say that to start out with, every minifig has only one life point,
> then all hits on an unarmoured minifig will kill him. However if he is
> wearing say a helmet and breastplate, he might have +2 in armour, so that he
> can be hit for up to 2 points of damage without it hurting him.
>
> You can also make rules for wounding, by giving each minfigs 2 life points,
> and signifying a wounded minifig by turning his head around 180 degrees.
> That way you still don't need ot keep track of every last man on scarps of
> paper. Wounded minifigs can lose points from their battle skill and move slower.
>
> Depending on how advanced you want the game to be, you can add rules for
> extra weapon damage, different move depending on armour, etc.
>
> Magnus
Great thoughts! The TCLUG (Twin Cities LUG) met 2 weeks ago and we played
our first Brickwars campaign. Mark Nelson introduced us to the game. We
had 8 guys there, of which 6 played. I setup a playing area of 5 1/2 x 5
1/2, 32x32 base plates. It had a village of 5 houses, fields, trees, sheep
(which, for some reason, people really liked playing with them), hills and a
river with a bridge. We were so busy having fun; I forgot to take pictures
of the layout and game play. Won't do that again.
We played with very simple rules for the first time. All characters had 1
hit point and we rolled 1 die to see if we could 'hit' the enemy (all
players had to roll a 3) and then we stated that armor was equivalent for
all players. So a second role was performed to see if you could penetrate
the armor (a roll of 4 was successful). So 2 roles, on the attacker's part.
Movement was:
- 15 studs for mini on foot
- 30 studs for mini on horse
- Archers had a 30 stud shooting range
- Archers gained a 1 stud additional distance from elevated locations
Movement consisted of 2 rounds- moving your troops into position and then
attack round. We rolled initiative roles at the beginning of each turn
(move + attack) to create a more volatile experience. It was a great time.
Things we did not consider for this initial game were movement modifiers,
armor/weapon bonuses and terrain bonuses (i.e. hiding in a tree gives you a
-1 modifier for being hit, due to additional cover).
Again, it was a great time and worth doing again.
BK>
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Message is in Reply To:
| | Re: Castle Wars !
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| I haven't written down the rules I usually use for castle related wargames, but I think the main difference between my personal rules and the ones I have seen elsewhere is that I don't do seperate attack and defense roles. I give each unit a (...) (23 years ago, 21-Jan-02, to lugnet.castle)
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