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Random Movement Variant for One-Hour Wargames

This variant uses up to three average dice* to randomize movement distances for Neil Thomas' rules. *(dice with the faces numbered: 2, 3, 3, 4, 4, 5) The advantages of doing this are that you cannot predict things mechanically ('in three turns I'll get the skirmishers to those woods'). Charges also become more thrilling as you are not 100% certain that you can make contact and reach that exposed flank this turn. For the Horse & Musket period the randomized movement is: Infantry and Artillery: Sum of two Average dice - 1 Skirmishers: Sum of two Average dice + 2 Cavalry: Sum of three Average dice + 1 Note that the most likely results still are 6", 9" and 12", but you get a whole range of possible results. *How to convert a normal die to an average die. Using white dice for example, take white paint and fill in the 2 center pips on the six, this now becomes a 4. Now take black paint or a marker and add two pips to the one side to make it into a 3. Now y