Quick over view of this fast play fantasy battle system is comparison of attack rolls in melee and shooting, modifiers are to be taken off each die result. so not much different from featherstone rules, still using my home made measures in paces. this one is very stat driven.
so shooting at 100 paces -1, 200 paces -2 and at 300 paces -3.
for melee you roll the attack dice, from the totals the highest wings and the list applies the difference as casualties. the loser will recoil basedepth or on draws both troops do.
1d6 roll offs decide which force will start first /second.
modifiers +1 for each of the following on die result.
-horse shock of charge
-@ flank/ rear
modifiers -1/2 defendable ground
charging gives the troops an 100 pace movement.
for melee you roll the attack dice, from the totals the highest wings and the list applies the difference as casualties. the loser will recoil basedepth or on draws both troops do.
1d6 roll offs decide which force will start first /second.
modifiers +1 for each of the following on die result.
-horse shock of charge
-@ flank/ rear
modifiers -1/2 defendable ground
charging gives the troops an 100 pace movement.
although a very sketchy outline, this was fun! As the stats really dictate how things go. I think I like it enough to continue further tests.