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This blog presents my different wargames armies, after action reports, campaigns which I have run, some scenarios and a presentation of some of the different rules I play. The pages at the top of the blog contain historical information on the periods that interest me. They are an aid to my poor memory, and not in any way exhaustive nor necessarily correct. As I am an Englishman living in France, some pages are in English and others in French...sorry, I am too lazy to translate...

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


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 Commanding Officers and Staff Officiers

This rule clarifies and replaces all rules pertaining to Commanding and Staff Officers

-  A Commanding or Staff Officer 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 or fire 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 their Leadership value to melee die rolls
-  Allow the unit to choose its target(s)


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.

4.  Movement

-  When 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 an Officer).
-  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, must test morale


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, C5 or routing troops in the open.


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.
-  A unit that can choose its target (Class 1 or 2, units with an Attached Officer, units having succeeded their die roll) can engage multiple targets.
-  Line of Sight is never blocked by figures of the firing unit



8.  Melee

-  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.
-  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.


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 (+12), 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 (+12), Sniper Rifle (+20)

Artillery Observer
C1 M2
Ability  +1 / 0 / -1 / -2
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 (+12), Sniper Rifle (+20)


Sniper
C5 M5

Cost : 20 pts
Free Equipment : Sniper Rifle
Figure Options :


Infantryman
C5 M5

Cost : 4 pts
Free Equipment : Pistol or Rifle. 
Unit Options :  Irregular (-1), Unpredictable (-1), Close Order (+1), Warriors (+2) [Irregulars Only], Ferocious (+2), Stubborn (+2), Bombs (+5)
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 (+12), Add Rifle Grenades (+6)


Cavalryman
C5 M5

Cost : 4 pts
Free Equipment : Pistol or Rifle
Unit Options :  Irregular (-1), Cossacks (0), Close Order (+1), Ferocious (+2), Stubborn (+2), Bombs (+5)
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 (+12), Add Rifle Grenades (+6)


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 (+2)
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, Howitzer, Mountain Howitzer or Heavy Mortar, 3 Crew, Pistol for Crew
Unit Options :  Stubborn (+2)
Figure Options : Obsolete (-10), Animal-hauled Limber (+10), AA Capacity (+10), Quick Fire (+15), Smoke (+10)


Tank
C5 M5


Cost : 80 pts; modifiers to C and M values cost 8x the normal amount
Free Equipment : 3 Crew; Pistol for Crew
Unit Options
Figure Options : 1D6 Movement (-20), Pre-1918 (-20), Unarmoured sides and rear (-10), Unarmoured top (-5), Field Artillery (+20), Heavy Mortar (+20), Turreted MG (+10), Fixed MG (+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 : 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)

Aircraft
C- M-

Cost : 150 pts
Free Equipment : 2 HMGs, 1 Crew, Pistol for Crew
Unit Options
Figure Options : Ground Attack (+50), Medium Bomber (+100), Heavy Bomber (+150), Zeppelin (+150), Fighter-Bomber (+25), Higher Tactical Rating (+20), Ace (+20), High Altitude Engine (+20)

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 an on-board 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 2 infantry figures with the same profile; points for Figure Options are added only once
Free Equipment :  2" blast radius

Unit Options
Figure Options : Smoke (+10), Pre-Planned Fire (+5)

Armoured Train
To be determined

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