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This blog drags together, into one swirling maelstrom of crackling energy, my various wargames interests. There are links on the top right to my other blogs, each more calmly dedicated to one particular gaming universe.

I post on Fridays. The idea is that when I post a painted figure, it stays up for two weeks; a battle report, a terrain project, or a few lines on whatever happens to be the whim of the moment, is up for a week.

The pages at the top of the blog contain historical information on the periods that interest me. They are primarily an aid to my poor memory, and not meant to be in any way exhaustive, nor necessarily correct.

I hope this blog offers you much enjoyment and some inspiration !

vendredi 16 septembre 2016

Setting the East Ablaze

Modifications and Clarifications to the Official Rules

These are now updated for the 2nd edition rules.

1.  Action Cards

-  At the beginning of each turn, the player decides the order in which his units will play, and organises his deck of cards in consequence.  The game also uses a deck of ordinary playing cards, with one player nominated as Red and the other as Black.  When a Red or Black card is drawn, the corresponding player activates his next unit.  If one player runs out of units to activate, his opponent plays all of his remaining units and the turn ends.


2.  Attached Leaders

This rule clarifies and replaces all rules pertaining to Commanding and Staff Officers. The rules on pp.10 and pp. 16 are contradictory; I assume that all Leaders have the following benefits and not just the CO.

-  A Leader attached to a unit can move with it, unless the owning player wishes otherwise.  A Leader only fires, however, with his own Action card.

-  A Leader can attach to, or leave, a unit at the beginning of the game or when his own Action Card is played.  They can do so even if they have already activated this turn as part of a unit they were already attached to, even if this causes them to move several times in the turn.

An Attached Commanding or Staff Officer offers the following benefits :
-  Add 3" to an infantry or 5" to a cavalry move
-  Add their Leadership value to morale tests
-  Add +1 to the units melee die rolls, if the officer is a "+" Leader
-  Allow the unit to freely choose its target(s)
-  Add their Leadership value to a vehicle restart roll


2b.  NCOs

NCOs have disappeared from the v2, but I like them.

If a unit has an NCO, it add +1 to all die rolls for freely choosing its target.  Note that an NCO offers no benefits to a C2 unit.


3.  Overwatch

-  A unit placed on overwatch during a turn, and which is still on overwatch at the end of a turn, decides at the beginning of the following turn if it remains or not on overwatch.  This does not prevent the player from placing an additional unit on overwatch as per the rules.
-  If some figures of a unit on overwatch fire during a turn, the remaining figures are still considered on overwatch until the end of the turn.
-  If at least one figure on a unit on overwatch has fired during the turn, the unit is no longer on overwatch at the end of the turn.
-  A unit of overwatch is still subject to target priority, however see Firing


4.  Movement

-  When infantry units roll at least 2D6 for movement, their minimum move is 7", unless the unit is Unpredictable.
-  Officers move as if they were Irregular Cavalry.


5.  Dash

-  After rolling its movement dice, a unit may choose to Dash.  It acquires a 5" bonus to its movement (cumulative with an eventual bonus conferred by a Leader).  A Dash may not be used to initiate a hand to hand combat. A Leader moving alone cannot Dash.
-  A unit whose movement is reduced for any reason - generally due to movement through difficult terrain - cannot Dash.
-  If a unit that Dashes is fired upon by an enemy in Overwatch, the enemy does not suffer the usual -1 penalty for firing from Overwatch.
-  Moreover, a unit that Dashes and which is fired on by an enemy in Overwatch, counts this as an additional morale test when testing for the effects of that fire.


6.  Rough Terrain

-  Rough Terrain is a terrain type that neither affects movement nor offers cover, but does negate the modifier for firing on C4 troops in the open. C5 troops and routing troops gain no benefit from Rough Terrain.


7. Firing

-  The notion of "nearest enemy" is measured for each figure of the firing unit, and may lead it to split its fire.
-  A unit that tests to engage a target other than the closest enemy, and which fails the test, wastes its Fire action, even if only part of the unit was testing (exception : unit on Overwatch)
-  A unit on Overwatch that must test to shoot at a target other than the closest enemy, and which fails the test, may not shoot at that enemy this turn, but does not lose its Overwatch status.
-  A unit that can choose its target (Class 1 or 2, units with an Attached Leader, units having succeeded their die roll) can engage multiple targets.
-  Line of Sight is never blocked by figures of the firing unit, nor by an attached Leader.
-  Artillery, HMGs and vehicles are not subject to target priority unless there is a valid target within 12".



8.  Melee

-  C5 troops must test morale before moving into contact with an enemy.  This test suffers a -1 modifier.

-  Who fights ?  The attacker must move at least one figure into contact, and must attempt to move as many figures as possible into contact, with as many defenders as possible.  The defender may then make a consolidation move of up to 2" with any figures that have not been contacted.
This process identifies how many figures in each unit are engaged.  The attacker may now determine who is paired off with whom, the only restriction being that no combat can be at 2:1 unless all combats are already at 1:1, and so forth.
-  If the defender is in a building, the attacker can only move as many figures into contact as there are openings (doors or windows), unless a breach exists.  All combats will thus be at 1:1.  If the defender loses, the restriction no longer applies.
-  The +2 modifier is for each successive attacker fighting a single opponent.  Thus in a combat at 3:1, the side with numerical superiority will benefit from a +4 modifier to its die roll.


9. Ammo Low and Ammo Out

For additional variety, I have added a Unit Option called Ill-equipped for Infantry and Cavalry.  Ill equipped troops go "Ammo Low" or from Ammo Low to "Ammo Out" whenever they roll as many or more 1's as 6's (they must roll however at least one 6 for this rule to apply), instead of twice as many.
Ill equipped can also be a Scenario Specific Rule for other troop types.


10. Gun Shield

Field artillery equipped with a gun shield benefits from light cover when the firer is shooting at long range.


11. Crew casualties

Field Guns require 3 crew to operate normally and HMGs two crew.  If the crew take casualties below this number, the weapon may no longer be moved (unless towed by a vehicle or loaded on one).  For the weapon to be able to fire, roll 1D6, the result must be equal or less than double the number of remaining crew.  Note that a C1 figure (eg. a Leader or a Hero) may replace a crew member.


12. Jingals

A jingal refers to any light man-portable artillery piece used in the Middle East.  They had considerable range and were (relatively) accurate.
A jingal-armed figure is treated as a Sniper except that it cannot pick its target figure, and that it may re-roll a first time missed shot only if it missed by 1.


13. Medics

A Field Medic behaves like a Leader but offers none of the bonuses that an Attached Leader does.  Instead, an Attached Field Medic allows a unit to ignore, once per turn, one morale test caused by casualties.


14.  Bombs

The rules regarding bombs are interesting but seem unclear to me : as you can apparently still throw them, there seems to be no point carrying out a "bomb attack" (except, I suppose, for C3 troops who can now move and bomb).  So this is what I suggest :

-  If any figures in a unit are armed with bombs, all must be (for the sake of simplicity)
-  Figures of any class armed with bombs gain +1 in melee against figures not armed with bombs
-  C1, C2 or C3 figures armed with bombs can carry out a "bomb attack" with an effective range of up to 2".  This is the only way to use bombs offensively.
-  A bomb attack can be combined with movement, including by C3 troops.  It occurs at the end of movement.
-  Only up to 1 in 3 figures armed with bombs (rounded to closest whole number; if half-way a 4, 5 or 6 rounds up) can use them during a given bomb attack.  Figures not taking part in the bomb attack can fire other weapons if they could usually do so, and do this before the bomb attack is resolved.
-  Resolving a bomb attack requires a morale test.  The morale test is at -1 if the target is an armoured vehicle.  If the morale test is failed the unit does not gain a marker, but all movement ends.  The designated bombers may not fire other weapons.

-  Roll to hit for each figure taking part in the bomb attack.   Troops who have moved suffer a -1 firing modifier.
-  Infantry targets hit by a bomb attack are killed outright; other figures under the blast area save on a '5' or '6'.
-  Vehicle targets hit by a bomb attack roll for effects on the appropriate chart

However, in my own games, I prefer not to use "bomb attacks" at all, except against vehicles; having bombs simply yields a melee modifier if the opponent does not have them.

Points Values

The base C and M values of the unit are indicated (generally C5 M5).  Improving these is always possible, although the guidelines indicated in the rulebook should be respected (irregular C2s for example remain very rare) :
C2 or M2 : +3 pts
C3 or M3 : +2 pts
C4 or M4 : +1 pt



Unit Options must be taken for the entire unit or not at all (the points cost is paid per figure).
Figure Options can be taken per figure.


Troop Types



Commanding Officer
C1 M2
Leadership  +2 / +1 / 0 / -1 / -2

Cost : 0 pts + Leadership Value * 20 pts
Free Equipment : Bombs; Pistol or Rifle or Shotgun or Trench Broom [SMG]
Figure Options : Lucky (+5), Commissar (+0), Rabble-Rouser (+5), LMG / Anti-tank rifle / Light Mortar / Flamethrower (+8), Sniper Rifle (+20)

Staff Officer
C1 M2
Leadership  +1 / 0 / -1 / -2

Cost : 50 pts + Leadership Value * 10 pts
Free Equipment : Bombs; Pistol or Rifle or Shotgun or Trench Broom [SMG]
Figure Options : Lucky (+5), Commissar (+0), Rabble-Rouser (+5), LMG / Anti-tank rifle / Light Mortar / Flamethrower (+8), Sniper Rifle (+20)

Artillery Observer
C1 M2
Ability  +1 / 0 / -1 /
Cost : 50 pts + Ability Value * 10 pts
Free Equipment : Bombs; Pistol or Rifle or Shotgun or Trench Broom [SMG]
Figure Options : Lucky (+5)


Character
C1 M5

Cost : 50 pts
Free Equipment : Bombs; Pistol or Rifle
Figure Options : Lucky (+5), Commissar (+0), Rabble-Rouser (+5), LMG / Anti-tank rifle / Light Mortar / Flamethrower (+8), Sniper Rifle (+20)


Sniper
C5 M5

Cost : 20 pts
Free Equipment : Sniper Rifle
Figure Options : Jingal (-10)


Field Medic
C5 M5

Cost : 20 pts
Free Equipment : Pistol
Figure Options : Lucky (+5)


Infantryman
C5 M5

Cost : 4 pts
Free Equipment : Pistol or Rifle.  However, if only Pistol (-3) 
Unit Options :  Irregular (-1), Unpredictable (-1), Close Order (+1), Warriors (+2) [Irregulars Only], Ferocious (+1), Stubborn (+1), Bombs (+0.5), Ill-equipped (-1)
Figure Options : NCO (+5), Marksman (+2), Engineer (+2), Hand Weapons only (-3), Replace Rifle with Single-shot or Obsolete Rifle (-2), Replace Rifle with Carbine (-1), Replace Rifle with Shotgun (0), Replace Rifle with Trench Broom [SMG] (+2), Replace Rifle with LMG / Anti-tank Rifle / Light Mortar / Flamethrower (+8), Add Rifle Grenades (+4)


Cavalryman
C5 M5
All cavalry may fight in Close Order (p.12)

Cost : 4 pts
Free Equipment : Pistol or Rifle.  However, if only Pistol (-2) 
Unit Options :  Irregular (-1), Cossacks (0), Close Order (0), Ferocious (+1), Stubborn (+1), Bombs (+0.5), Ill-equipped (-1)
Figure Options : NCO (+5), Marksman (+2), Engineer (+2), Hand Weapons only (-3), Lance (+1), Replace Rifle with Single-shot or Obsolete Rifle (-2), Replace Rifle with Carbine (-1), Replace Rifle with Shotgun (0), Replace Rifle with Trench Broom [SMG] (+2), Replace Rifle with LMG / Anti-tank Rifle / Light Mortar / Flamethrower (+8), Add Rifle Grenades (+4)


HMG
C5 M5

Cost : As if 8 infantry figures with the same profile; points for Figure Options are added only once
Free Equipment : 2 Crew, Pistol for crew
Unit Options :  Stubborn (+1)
Figure Options : Carriage (+10), AA Capacity (+10)


Field Gun
C5 M5


Cost : As if 6 infantry figures with the same profile; points for Figure Options are added only once
Free Equipment : Field Artillery, Mountain Artillery, Mountain Howitzer, Light Mortar, Heavy Mortar, Trench Mortar, 3 Crew, Pistol for Crew
Unit Options :  Stubborn (+1)
Figure Options : Obsolete (-10), Animal-hauled Limber (+10), Horse Artillery (+20), AA Capacity (+10), Quick Fire (+15), Smoke (+10), Gun Shield (+5), Artillery or Howitzer Caliber up to 105mm (+0), Artillery or Howitzer Caliber up to 150mm (+15)


Tank
C5 M5


Cost : 60 pts; modifiers to C and M values cost 8x the normal amount
Free Equipment : 3 Crew; Pistol for Crew
Unit Options
Figure Options : 1D6+2" Movement in Good Going (-20), 2D6 Movement in Good Going (+0), 2D6+2" Movement in Good Going (+5), Pre-1918 (-20), Unarmoured sides and rear (-10), Unarmoured top (-5), Field Artillery (less than 105mm caliber) (+20), Light Mortar (+10), Heavy Mortar (+20), Turreted MG (+10), Fixed MG (+5), Partially invulnerable (like a Char2C) (+5)



Armed Wheeled Vehicle (Armoured Car, MG Carrier,...)
C5 M5

Cost : 30 pts; modifiers to C and M values cost 8x the normal amount
Free Equipment : 2 crew, Pistol for Crew
Unit Options
Figure Options : 2D6" Movement in Good Going (-10), 3D6 Movement in Good Going (+0), Fully armoured including top (+10), Fully armoured except top (+5), Field Artillery (+20), Heavy Mortar (+20), Turreted MG (+10), Fixed MG (+5), Half-Track (+5), Carry up to 5 figures or 1 HMG (+0), Carry up to 10 figures or 2 HMGs or tow 1 Field Gun (+10)


Unarmoured Wheeled Vehicle
C5 M5

Cost : 5 pts; modifiers to C and M values cost 4x the normal amount
Free Equipment : 1 Crew, Pistol for Crew
Unit Options
Figure Options : Half-Track (+5), Carry up to 5 figures or 1 HMG (+0), Carry up to 10 figures or 2 HMGs or tow 1 Field Gun (+10)


Boats
C5 M5

Cost : 30 pts; modifiers to C and M values cost 8x the normal amount
Free Equipment : A small boat (2 crew) can carry up to 10 figures, a medium boat (5 crew) up to 20 figures, a large boat (8 crew) up to 40 figures.  Pistol for Crew
Unit Options
Figure Options : Small (+0), Medium (+10), Large (+20), Fully armoured including top (+10), Fully armoured except top (+5), Field Artillery (+20), Heavy Mortar (+20), Turreted MG (+10), Fixed MG (+5)

Off-table Artillery Gun
C5 M-

Requires either a Leader or an on-board Artillery Observer who upon his Activation can direct an unlimited number of guns but all firing at the same target point; or pre-planned fire with a nominated target point

Cost : As if 6 infantry figures with the same profile; points for Figure Options are added only once
Free Equipment :  2" blast radius

Unit Options
Figure Options : Smoke (+35), 3" blast radius (+15), 4"  blast radius (+30)


Aircraft
To be determined

Armoured Train
To be determined

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