UNIT
TYPES
The game features the following unit types,
Infantry, Archers, Cavalry, and Command. “Cavalry” for each species are as
follows; Dwarves mounted on hill ponies, Orcs mounted on wolves, and Goblins
mounted on Boars.
SEQUENCE
OF PLAY
Roll D6 to determine which side goes first.
Undertake actions 1-4 for the side with highest role first; then the second
side. Then test morale for both.
1.
Movement
2.
Firing
3.
Hand-to-hand combat
4.
Eliminate Units
5.
Morale check
1. MOVEMENT
Allowances: Movement in grid squares is as follows
Unit
|
Normal
|
On road
|
In wood
|
Hill
|
Infantry
|
2
|
3
|
-
|
1
|
Archers
|
3
|
4
|
3
|
2
|
Cavalry
|
4
|
6
|
-
|
3
|
Command
|
3
|
4
|
-
|
2
|
Direction/turning: All units may turn once (90o to face) at either the
start or finish of movement. Infantry, Command and Archers are restricted to
moving through the sides of grid squares; Cavalry may move diagonally to left
or right of face and still make a single 90o turn at the start or
finish of move.
Terrain: See above for how terrain affects movement.
Woods – only archers may enter
Hills – Infantry, Command and Archers
require a full turn to climb a hill contour. On a hill all units’ movement
allowances are restricted (see movement table).
Villages – no restrictions
Marshland/Lakes – impassable
Rivers – require bridge/ford to cross
Moving
and Shooting: Units may either move or shoot in a
given turn.
Interpenetration: Only Archers may move through other friendly units.
Charge
move: All units may elect to charge an enemy that
is in range. Infantry, Command and Archers may not turn prior to charging; Cavalry
may charge diagonally (45o to face). Combat is resolved during
Hand-to-hand phase below.
2.
FIRING
Only Archers fire, as follows.
Field
of fire: A single target may be fired on up to 45o
to front face.
Range: 4 grid squares.
Assess
casualties: Archer unit rolls 1D6 to determine the
number of hits the target acquires, with the following adjustments
Cover: Units in woods or villages suffer 50% of hits (rounded up in
favour of shooter).
Infantry
& Command: Infantry and Command suffer 50% of
casualties as they are deemed to have armour/shields (rounded up in favour of
shooter).
3. HAND-TO-HAND
COMBAT
One
sided combat: Units only inflict hits during their
turn.
Assess Casualties:
Assess Casualties:
Unit
|
Value
|
Charging
turn
|
Dwarf Infantry
|
1D6
+ 3
|
1D6
+ 5
|
Orc/Goblin Infantry
|
1D6
+ 2
|
1D6
+ 4
|
Archers
|
1D6
- 1
|
1D6
+ 1
|
Dwarf/Goblin Cavalry
|
1D6
|
1D6
+ 2
|
Orc Cavalry
|
1D6
+ 2
|
1D6
+ 3
|
Command
|
1D6
+ 3
|
1D6
+ 5
|
Modifications:
Terrain: Units in woods, village, uphill of attacker or holding a bridge
suffer 50% casualties (rounded up in favour of the attacker).
Infantry: Infantry suffer 50% of casualties as they are deemed to have
armour/shields (rounded up in favour of attacker).
Flank
or Rear: Units attacking to flank or rear double
the number of casualties rolled.
Orc
Cavalry: Orc Cavalry have a bonus as their wolf
mounts are deemed to be attacking also.
Movement
in combat: During their turn, units may move to
face an enemy attacking to flank/rear only if they are not being simultaneously
attacked to front.
4. ELIMINATING
UNITS
Units are eliminated once they have accrued
15 hits.
5. MORALE
Units at 50% strength or less roll 1D6 each
turn and act as follows:
5 or 6 – continue as ordered
4 – Halt for one turn. Unit may engage in hand-to-hand combat if attacked. Archers may not fire. 2 or 3 – Retreat: turn 180o, move one full turn (if movement takes the unit off the board it may not return)
1 – Rout: turn to rear, move full moves until off the board, do not take further morale checks.
4 – Halt for one turn. Unit may engage in hand-to-hand combat if attacked. Archers may not fire. 2 or 3 – Retreat: turn 180o, move one full turn (if movement takes the unit off the board it may not return)
1 – Rout: turn to rear, move full moves until off the board, do not take further morale checks.
If a Command Unit is within 3 grid squares in any direction, add 1 to the D6 score.
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