So I thought I would create a whole new section for this so people could find it with ease. It works great and is a fast paced game.
I thought I would write down here the basics used. First a quick guide to get you set up.
Depending on where things take me, I do fancy maybe adding and testing ideas with this project, so all will be here to find.
I thought I would write down here the basics used. First a quick guide to get you set up.
Depending on where things take me, I do fancy maybe adding and testing ideas with this project, so all will be here to find.
I used the living room floor, so , you will need a large play area. Forces must be set 3' apart and within the 3'x4' no man's land, set 4-6 pieces of A4 terrain. Instead of just blasting away at each other, prepare some objective counters and set out 6 of these, though not in terrain.
As a guide I made a few counters with values between 1-4, which I drew at random and placed so the value was hidden.
As a guide I made a few counters with values between 1-4, which I drew at random and placed so the value was hidden.
A little of initiative and activation of troops.
I created some initiative counters, (a deck of cards would do), you will need enough for every troop involved, these will be mixed up and drawn randomly. Troops act in that order starting from 1.
When activated a unit may do one of the following
•Move 6"
•Charge 8"
•Shoot
After all troops have been activated, start a new turn, set a limit of turns, 6 is about right.
Shooting.
You roll 1d6 per 5 figures
at 1-6" -1 per die result
at 7-12" -2 per die result
at 13-18" -3 per die result
The total equal casualties.
Troops in the open save on 6's and troops in cover save 5+ on 1d6
Melee.
1/ Roll 1d6 per 5 figures
2/ Total/2 equal casualties
3/saves 5+ on 1d6
4/1d6 x survivors lowest result is loser, loser retreats 6".
I created some initiative counters, (a deck of cards would do), you will need enough for every troop involved, these will be mixed up and drawn randomly. Troops act in that order starting from 1.
When activated a unit may do one of the following
•Move 6"
•Charge 8"
•Shoot
After all troops have been activated, start a new turn, set a limit of turns, 6 is about right.
Shooting.
You roll 1d6 per 5 figures
at 1-6" -1 per die result
at 7-12" -2 per die result
at 13-18" -3 per die result
The total equal casualties.
Troops in the open save on 6's and troops in cover save 5+ on 1d6
Melee.
1/ Roll 1d6 per 5 figures
2/ Total/2 equal casualties
3/saves 5+ on 1d6
4/1d6 x survivors lowest result is loser, loser retreats 6".