Skip to main content

Simple pre-battle actions for campaigns

Before the battle each side chooses 3 out of these 4 actions: scouting, maneuver, reorganization or propaganda.  The side that lost the last battle rolls one d6 in each chosen table. The side that won the last battle rolls one d8 in each chosen table.

SCOUTING

8 May deploy after knowing the disposition of the enemy

7 May move one terrain piece (even a town) up to 3d6 inches

6 May deploy one unit in forward position (up to 2/3 of the table)

1-5 No effect


MANEUVER

8 May have an extra unit in reserve coming from own baseline or flank 

7 May have an extra unit in reserve coming from own baseline 

6 May deploy one unit in ambush (hidden)

1-5 No effect


REORGANIZATION

8 Upgrade one random infantry or cavalry unit to elite

7 Add a skirmish screen to one infantry unit

6 Local guide. One close-order infantry unit can move through rough terrain without penalty

1-5 No effect


PROPAGANDA

8 If during the battle a Cavalry charge wipes out an enemy unit, regardless of the result of the battle, it has a positive campaign effect* for the player in a neighboring region or corps

7 If the player wins the battle it has a positive campaign effect*  in a neighboring region or corps

6 If during the battle a unit repels two assaults in a town, BUA or redoubt, and its side ends up in possession of it, it has a positive campaign effect* in a neighboring region or corps

1-5 No effect

*The concrete effect depends on the campaign rules in use

----------------------------

Bad effects of the action that the player neglected (didn't choose)

For each side, check if they happen (roll of 1 on a d6)

If the player neglected scouting: The enemy may deploy after knowing the player's disposition

If the player neglected maneuver:  Traffic jam. Two units arrive from turn 4 or later on a roll of (4-6) 

If the player neglected reorganization:  Degrade one's random infantry or cav. unit to militia

If the player neglected propaganda:  If the enemy wins the battle it has a positive campaign effect*  for him in a neighboring region or corps




Comments

Popular posts from this blog

Simplicity in ACW

A variant for Simplicity in Practice (Battlegames issue 23) for the American Civil War FIRING RANGES   Infantry 15 cm Cavalry 10 cm (mounted or dismounted) Artillery 40 cm     RELUCTANCE TO CLOSE-IN All infantry and cavalry units that wish to charge must take a test (Elites +1). Roll a d6: 1. Unit advances half way to the target of the charge, stops and fires with 2 dice. There is no melee. 2. Unit advances half way to the target of the charge, stops and the target tests to see if they retreat 10cm (50% chance, 16.66% for elites and units in cover). There is no melee regardless of the result. 3-6 Charge normally CAVALRY DUAL ROLE Mounted: They act for all purposes as LC in SiP Dismounted: They act for all purposes as LI in SiP, except they cannot interpenetrate. Movement deduction for mounting/dismounting 5cm. Only one change of status is allowed per turn. They may fire in the turn they dismount but with 2 dice (in successive turns 4 dice). LIGHT COVER (rail fe...

Best produced fantasy battlereps channels on YouTube

I will list some of my favorites in the fantasy genre and highlight a video from each one. A big caveat is that I prefer miniature agnostic and indie games, so this list must have the disclaimer *excluding Warhammer. I know there are fabulous Warhammer channels out there with high production values and millions of viewers. Good for them! This post complements my recent post about the best produced historical wargaming channels on YouTube . Skirmish Wargames . Wonderful and plentiful selection of indie games recorded with close-ups, voiceovers, fixed cams. Highlight : This Fear and Faith battlerep is hilarious and frightful at the same time. Gray Army Gaming .  High production values and interesting skirmishes. Highlight : I love his videos using the ultrasimple rules One-Hour Skirmish Wargames, such us this fictitious (for the moment) Defending Ice-Island . The Fantasy Skirmisher . Highlight : This  Sellswords & Spellslingers linked campaign is quite an eyeful and showca...

Peninsular War Campaign - Turn 1 (August 1808)

This is the report of the first month of upheavals and the first decisive battle fought in the Peninsula. I'm using these rules: Campaign Rules: Domino Theory Campaign from No End in Sight (Ivan Sorensen). This campaign engine was intended for the Cold War, but it works perfectly for any conflict that has a strong ideological component like the Napoleonic Wars. It works on the basis of two tables. Each turn there are two random rolls, one in the Spread of Ideology table and another in the Spread of Order table . To these rolls a third is added depending on the outcome of that month's main battle. A very clever system by a designer notorious for rules such as Five Parsecs From Home. Tabletop rules: Simplicity in Practice by Neil Thomas (house rule: +2 for each melee factor, not +2 dice) Situation at the onset Simplified map of the Peninsula The numbers in each region represent Alignment. Positive numbers stand for Susceptibility to revolutionary ideals and the negative ones...