Ok, here is a few Numbers from my rules
Tools,
Single D6 pr. side
Mesuring tape
Unit
Company/Battalion or cavalry regiment
Each unit is from 1-5 bases big, each infantry base is roughly 80 men, and each cavalry base is roughly 50 men.
Each unit has from 2-5 point(not conected to number of bases)
Time span 1 turn ca. 10 minutes +-
Game time as many turns it needs
Ground scale 9cm/3.5" 100 Yards
Game sequence
Rate units(should be based on historic quality of the units)
2 points = bad milita
3 points = god milita regular continental
4 points basic german/british and good coninental
5 Points Elite units
Decide the first initiative
Though a D6
1-3 American side starts
4-6 Britsh side starts
Starting player Moves his units
Second initiative roll
1-3 American initiative
3-6 British initiative
Charge or Shoot
Fireing
Mele
End of turn
-----------------------------------
Movment
Infantry movment 18cm pr. turn
Cavalry 30cm pr. turn
Artillery 12cm, limberd 4cm man hanhandeld
Fire ranges
Muskets ranges
Extreme range 15cm
Regular Range 10cm
Close range 5cm
Artillery Ranges
Regular range 65cm
Canister range 25cm
Fire modefiers muskets
-1 for single base units
-1 for extreme range
- 1 for heavy woods and if target is behind wooden frences
-2 if target is behind a stone wall
+1 for close range
+1 For units with 3 or more bases
Casualties from musket fire
Though a sinlge D6 and add or subtract modefiers
1. Negleteble casualties
2. light casualties
3. light casualties
4. Light causualties
5 Meduim Casualties
6. Meduim casualties
7. Extreme casualties
1: No points taken, no effect, no mater how many times a unit get this, it has no effect.
2-4: Only a few men hit, mabye no deaths, when a unit gets light casualties 3 times, they gain one point.
5-6: medium casualties, a unit that gets this will gain 1 point
7: gets 2 point
Damige Table
Long range
1-3 miss
4-6 Hit
Hit equals 1 point gained
Damige table for Canister
1-2 Miss
3-5 Medium casualties
6 Heavy casualties
Medium casualties equals 1 point gained
Heavy equals 2 point gained
Mele modefiers
+1 for cavalry
-1 for heavy woods
-1 attacks over fences and walls
Mele damige add modefiers and though a D6 each
Score diffrence of 1 loser takes 1 point
Score diffrence of 2-3 loser takes 2 points
Score diffrence of 4 or more loser takes 3 ponits
Ok, this is just the playsheet
I've left out all the exampels and longer descriptions, this is just to let people get a taste
2 comments:
I like the rules and think they have some great selling points.
Thanks, hopefully someone will give them a try when done. I think I'll have to add some formation options for the cav. simply because cav would be more forced to adapt to the terrain then infantry.
Probebly full line, deep line and column, with column giving movement bonouses on road(for those with bigger tables)
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