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Te Wapen - Squished! (Ideas) ==================== RANGES - Use the LONG edge of a card to measure ranges.

Cards that are touching are in Clos Combat range. Anything up to one card length away is at range 1 (as per 1 hex in the regular rules). beyond 1 card length, but less than two card le ngths is at range 2 (2 hexes away), and so on... ARMY CONSTRUCTION - Use Min/Max values from Warmaster. Based on multiples of 10 cards. So for a Dark Lord Army, Goblin Infantry would be 3/- (Must take a minimu m of 3 every ten cards, no maximum). Mumaks would be -/1 (No minimum - so you do n't HAVE to take any, but you can only take 1 Mumak in every 10 cards. And a Mum ak IS 2 cards!). Trolls would be 1/2, so you have to take at least 1 troll for e very 10 cards, but can only take a maximum of 2 trolls per 10. Armies are constr ucted in multiples of 10 cards. MOVEMENT - since we're using cards - not hexes - 1 hex will translate to the len gth of a card (the LONG edge). A unit can move its MV distance forwards, backwar ds and side to side. If the unit performs a wheel move, measure from the startin g position to the ending position of the front corner on the outside of the whee l. Not sure how to deal with lining cards up when they come into contact. Have t o think about this. SPIN MOVES - A unit can spin around its centre point for the move cost of 1. Thi s represents a group of men running and turning to face a new direction, or simp ly the individual men turning 180 degrees so that the whole unit faces the way i t came. Nearby units do not 'block' the spin (since the men would flow around th em as necessary, but the unit must not overlap any other units at the end of the spin. Some units (Like the Mumak) cannot spin, they can only wheel. This will b e stated on the card. If a unit has enough MV left, it can then move off or whee l as normal, but unit movement restrictions apply (so regular infantry & archers have no combat dice available after the second Move) RANGED COMBAT - Regular archers have Combat Dice of 1-3-2-1. The first number (1 ) is used if the unit is engaged in close combat (i.e. cards are touching). The second number (3) is used when targetting an enemy unit up to 1 card length away . the third number (2) is used when targetting enemy units between 1 and 2 card lengths away. And so on. TW allows ranged units to fire all around. What about i nroducing fire arcs - either everything in front of the front edge, or an arc pr ojecting from the centre of the card and the front corners. This could really li mit artillery which would have a short side as the front edge. Ranged attacks ca nnot be made into/out of close combat. LOS is figured from centre of card to cen tre of card. Any terrain or unit cards that cross this line block LOS. CARD FACING - I like the idea of having a card facing. Flank and rear attacks co uld then get a +1 bonus. SKIRMISHERS - spread out troops used to harry the enemy. don't inflict much dama ge, hard to kill, run away when engaged or attacked. How to represent this? Mv 2, Dice 1, To Hit 6+, Wounds 1 or 2 (need to playtest). Skrimishers retreat o n ANY attack result of 1 (CC or ranged) and retreat on a CC attack result of 2. Card cost is 0.5, so a player can take two skirmishers for the cost of 1 card. UNIT MOVES - Standard TW would be translated as one card per unit (The Mumak wou ld be a single unit consisting of two cards). I'm thinking of using more of a DB A style Unit format. Cards in Front Edge Corner contact, or Front/Rear Edge cont act all count as a unit. This will speed up the start of the game, and start to make things difficult once engagement begins. The standard method for activating units (using a regular card deck) is superb and is a beautifully simple way of modelling the fog of war.

INDIVIDUALS/WIZARDS - Don't represent these with a full card. Use a marker (Like a portrait in Pirates of the Spanish Main?) and place it on the UNIT Card if th e character is activating with the unit. The unit takes wounds before the indivi dual does, and wounds don't carry over to the character. The figure's stats card is held by the player at the side of the board. Individuals generally have only 1 wound, so as soon as they are hit, they're dead anyway. Individuals can activ ate separately to a unit as normal, and can execute ranged attacks all around. ENGAGING/BREAKING CONTACT - In my first (rather rushed) trial game, I couldn'f f ind any rules for untis breaking contact. My goblins & orcs kept rushing in to c lose down the archers in order to prevent them from gettng their 3 dice attack. In the end, I allowed the archers to break contact to get them in a favourable f iring position, but the gobbos got a free attack on them to do this. However, Th e goobos initially did a double move into contact. This meant they could not att ack, and they had only done it to close down the archers. This seemed a bit unfa ir/unreal. I was thinking of either preventing a unit from charging into combat in this way, or allowing the defending unit a free, max combat dice attack, on t he way in. REAR SUPPORT - Another DBA/HOTT concept. Spears and berserkers can go in ranks. A unit being supported in the rear by an identical unit gets +1 on attacks. But they are effectively blocked from retreat, so a retreat result automatically res ults in a wound. OPTIONAL MORALE RULES - TW already handles a morale effect (Retreats). I don't k now if we want to add further effects. B:FW uses the wounds track to trigger mor ale/rout tests (The boxes change from green to amber to red - units check morale when all the colours of a particular colour are gone. Basically like the system s chck in Full Thrust). The unit rolls 3d6 and tries to roll under its morale st at. We could do something like this in TW-S. Goblin Wounds - 2/1/2 (I gave my go bbos 5 wounds 'cos there are so many of them). Unit rolls equal to or under its remaining wounds or routs. So after 2 wounds, Gobbos need to roll 3 or under to stay steady. After the next wound, Gobbos need to roll 2 or under. Regular Men w ould look like this: 2/2. So they only check morale when they are at half streng th. Characters attached to a unit can increase the morale target number - so Gan dalf or the Witch King can add +1 (say) if activating with the men, which means they now need to roll 3 or under. Results of failed morale checks could be (1) u nit routs from the table. (2) unit flees MV 2 directly away from the enemy. Elve s and dwarfs might look like this: 3/1 showing they are steady troops. OK - lets consider some standard morale breaks for the wound tracks: Green Troops: 2/1/1. Regular Troops: 2/2. Elite Troops: 3/1. (All based on a sta ndard 4 wounds). I think Green troops represent orcs/gobbos pretty closely, sinc e they are basically rabble. Elite troops would be good for Elves/Dwarves since they show greater experience/stubborness. Oh - fanatical troops (Berserkers) or troops which are immune to morale checks (skeletons) would not show any colour c hange - green all the way! TAROT DECK ADDITIONS - I don't know if you've been working on these while you've been reviewing the rules, but incoporating some of these into a standard deck m ight be fun. Here's my proposal: 1-9: Activate 1 unit. 10, Jack, Queen: Activate 2 units. King: Activate 3 units. Ace of Diamonds: Spell Casters can cast spells at -1MP (with a minimum of 1AP) d uring the following 3 card activations. Ace of Clubs: Chariots & Cavalry get +1 attack die during the next 3 card activa tions. Ace of Hearts: Heal 1 wound on any 3 units in the army of the last activated uni t. Ace of Spades: All units attack with one extra die during the next 3 card activa

tions.

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