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Subject: 
Re: Castle Wars !
Newsgroups: 
lugnet.castle
Date: 
Mon, 21 Jan 2002 14:14:35 GMT
Viewed: 
668 times
  
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>



Message is in Reply To:
  Re: Castle Wars !
 
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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