Introduction to Warpspawn Games



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BATTLEFIELD SEGMENT


Play can be on a square grid or hex grid.

Terrain types include:

Terrain: Notes:

Open -


Forest Units get +1 to Skirmish Checks

Marsh Units get -2 to Battle Checks

River Units get -4 to Battle Checks

Hills Units get +1 to Battle Checks

Mountains Units get +2 to Battle Checks

Mountain Peaks Impassable

Mountain Pass Unit gets +4 to Battle Checks

Lake/Sea Impassable unless using house rules for boats

Note: Cavalry can only move 2 spaces per turn in open terrain, otherwise

They are reduced to 1 space per turn.


DEPLOY FORCES SEGMENT


Designate player A & player B

1D6 Result:

1-2 Player A Sets up first

3-4 Both set up simultaneously behind screens

5-6 Player B Sets up first

Place your units on your side of the map as you like.

Or deploy per Scenario details.

TURN SEQUENCE


Players take turns.

Each turn has 12 phases:

Morale Phase

Rally Phase

Momentum Phase

Skirmish Phase

Cohesion Phase

Aggression Phase

Communications Phase

Initiative Phase

Orders Phase

Disengage Phase

Movement Phase

Battle Phase


MORALE PHASE


Make a Morale Check for each of your Units adjacent to enemy units.

1D10 Result:

1-3 Panic

4-5 Shaken

6-8 Good Morale

9+ Excellent Morale

A Panicked Unit will Rout this turn.

A Shaken Unit must attempt to Disengage this turn if it is

adjacent to an enemy unit.

Common Modifiers to the Morale Check:

-1 Green or Conscript Unit

+1 Veteran Unit

+2 Elite Unit

-2 if Commander lost

+1 if unit rallied last Turn

-1 if unit has lost Cohesion

-1 if nearest friendly unit routed or panicked this or last turn

+1 if nearest enemy unit routed or panicked this or last turn

+1 if unit is Reinforced

-1 if being flanked

+1 if Unit has Excellent Morale from last turn

-1 if Unit Shaken from last turn

-2 if being attacked in Rear

+1 if flanking an enemy unit

+2 if attacking enemy unit in the rear

+1 if Unit is winning combat

-2 if unit is losing combat

-1 if Unit is more than 4 spaces from your General

-2 if Unit is more than 2 spaces away from any Friendly Unit

RALLY PHASE


Every Routing Unit must make a Rally Check:

1D10 Result:

1-7 The Unit is lost. Remove it from play

8+ The Unit Rallies and remains in play

Common Modifiers to the Rally Check:

Same as a Morale Check.


MOMENTUM PHASE


Every Unit must make a Momentum Check:

1D10 Result:

1-2 The Unit must continue doing what it did last turn

3+ The Unit may be given new orders this turn

Common Modifiers to the Momentum Check:

-2 if unit is more than 4 spaces from your General

+1 if the unit is Waiting

-2 if unit is Moving (Continue in same direction)

-4 if unit is in Combat (Will Continue fighting if possible)

-1 if unit has lost Cohesion


SKIRMISH PHASE


If not in combat but within 2 spaces of an enemy unit your

Unit may make a Skirmish Check:

1D10 Result:

1-6 Your skirmishers have no effect

7+ One opposing unit within 2 spaces is Harassed

Note: A Unit already in combat cannot also have harassed status.


COHESION PHASE


Every Unit must make a Cohesion Check:

1D10 Result:

1-2 The Unit has lost Cohesion (is now a disorganized mob)

3+ The Unit has retained Cohesion (organized Ranks)

Common Modifiers to the Cohesion Check:

+1 if the unit is Waiting

-2 if unit is Moving

-4 if unit is in Combat

-1 if unit has lost Cohesion (last turn)

-2 if unit is Harassed

+1 if unit is Reinforced

-1 Green or Conscript Unit

+1 Veteran Unit

+2 Elite Unit

-2 if Commander lost

AGGRESSION PHASE


Every Unit must make an Aggression (Discipline) Check:

1D10 Result:

1-2 The Unit if not panicked, must move towards & attack nearest enemy unit if possible

3+ The Unit may be given new orders this turn

Common Modifiers to the Aggression Check:

+2 if no enemy within 2 spaces

-2 if unit is Harassed

-1 if unit has lost Cohesion

-4 if enemy unit just disengaged from this unit (This unit will Pursue)

COMMUNICATIONS PHASE


Make a Communication Check for each of your Units.

1D10 Result Notes:

1-3 Missing Orders The Unit cannot be given Orders this turn

4+ Orders Delivered The Unit may be given Orders this Turn

Orders are delivered by a variety of signals: Flags, Messengers, Horns, Drums, etc.

A unit that fails to get orders is ignorant of what it is supposed to do.

Common Modifiers to Communications Check:

+1 during First 2 turns of Battle

+1 if Unit has not done any fighting yet

-1 if Unit has lost it’s Commander

-1 if unit has lost Cohesion

-1 if Unit is currently Fighting or Moving at Top Speed

-1 if Unit if Unit is more than 4 spaces from your General

-2 if Unit is more than 2 spaces away from any Friendly Unit


INITIATIVE PHASE


Make an Initiative Check for each Unit that failed its Communication Check:

1D10 Result:

1-5 The Unit Commander shows no Initiative:

The Unit must Wait or continue fighting if in Combat

6-7 The Unit Commander decides to Attack:

The Unit, if not panicked, must move towards & attack nearest enemy unit if possible

8+ The Unit Commander makes a good Decision:

The Unit may be given Orders this Turn.

Note: Skip this Check if Unit Commander Killed.



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