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Author Topic: Skirmish rpg rules useing about 10 figure warbands for sword shield bow spear catapul  (Read 301 times)

mainsman

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SKIRMISH RULES FOR 10 Figure Warbands RPG SWORD SHIELD BOW SPEAR CATAPULT CAVALRY GAMES by Mark Ainsworth ref140867
----------------
These rules have NO! record keeping, any effects are to push back, Kill, or knock over(unconscious) units. there meant to be simple but be able to simulate many things.
----------------
There are two catagories of units, Combat units & Leaders, you can have any type of unit in the combat catagory, but you can only have a foot or cavalry unit in the Leaders catagory(leaders cant use ranged weapons).
------------------
a cobat unit attacks with a D10, you can add more d10s to the attack for certain things, but you only choose one for the combat effect, so if you rolled 3 D10s because your on a hill and are elite, then you roll 3 d10s and choose witch one to use.
--------------------
each d10 combat roll has a differrent effect,
------------------
1 defender falls down unconscious
2 your repled back 1 inch
3 your repled back 12 inch's
4 Attacker killed
5 Attacker falls down unconscious
6 you remain locked in Melee, you may continue turn, or reattack
7 defender pushed back 1 inch
8 defender pushed back 12 inch's
9 defender killed
0 lose initative, play passes to other side
------------------
each leader can roll a d6 to aid an attack or to help defend a unit, if leader is in a 12 inch range, only one leader per side may
--------------------
participate in a attack, but may participate in as many attack that occure in range.
---------------------
each d6 Leader roll has a differrent effect,
-----------------
1 Heal an unconsouse unit within a 7 inch range
2 add an attack dice to an attack roll
3 stop a 1 inch pushback
4 stop a 12 inch pushback
5 remove a dice from attack
6 lose initative, play passes to other side

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

the game is played by initiative, whoever has it can move and attack, but the other side can roll for leaders in each attack, or fire ranged units at any moving unit, ranged units can fire every time a unit moves BUT only with one attack dice.
--------------------
a combat foot unit has 3 types light , medium, heavy. Light is just hand weapons like daggers & bows, swords or axes, Medium are pikes or spears, Heavy catapults etc..
--------------------
Light combat units can move 12 inches.
Medium 8 inches
heavy 4 inches
--------------------
--------------------
a combat cavalry unit has 2 types light , heavy. Light is just hand weapons like bows, swords or axes, Heavy are lances or spears.
--------------------
Light cavalry combat units can move 18 inches.
Heavy cavalry combat units 12 inches
--------------------

each attack or leader combat roll has a base dice , plus or minus dice for advantages or disadvantages.
-------------------------------------------------
A cavalry combat base roll is one d10 against other cavalry units(but against foot a cavary unit can charge and gain 6 inches movement and use two combat dice.)
-----------------------------
a foot unit has one d10 as a base combat roll, plus or minus dice for differrent thigs.
------------------
elite plus one d10
enemy elete minus one d10
on a hill plus one d10
attacking uphill minus one d10
pike against cavary plus one d10 (no d10 for ranged fire against cavary)
defender in trees minus one d10
defender behind cover minus one d10

---------------------
Notes
cavalry may not charge in forests
cavalry may not charge if defender is behind cover
cavary may not attack over hard cover
any roll that loses initative, does lose initiative, you dont get to choose a differrent die, so a 0 on a d10, or a 6 on a d6 will lose iniative.
if a ranged unit fires while an enemy is moving, or in a combat attack BUT its not in close range of an enemy and gets an attacker killed result, you ignore it as a miss.  
if a unit is in base to base combat & loses the initiative, then the unit step apart 2inches.
every combat roll has a minimum of a base d10, so even if your negativly reduced by elite or hills etc... you still get the base d10
when you move into contact with the enemy you must roll for combat


alternate version



SKIRMISH RULES FOR SWORD SHIELD BOW SPEAR CATAPULT CAVALRY GAMES by Mark Ainsworth ref140867 and icosahedron152 from rpol.net playtested & some improvements by Thomaston at http://www.thewargameswebsite.com
----------------
These rules have NO! record keeping, any effects are to push back, Kill, or knock over(unconscious) units. there meant to be simple but be able to simulate many things.
----------------
There are two catagories of units, Combat units & Leaders, you can have any type of unit in the combat catagory, but you can only have a foot or cavalry unit in the Leaders catagory(leaders cant use ranged weapons).
------------------
a cobat unit attacks with a D10, you can add more d10s to the attack for certain things, but you only choose one for the combat effect, so if you rolled 3 D10s because your on a hill and are elite, then you roll 3 d10s and choose witch one to use. you get d8 or a d6 for negative number of combat d10s
-------------------
if you get into a negative number of d10s, negative 1 you go to a d8, negative 2 you got to a d6, the list of results gets smaller increasing the possability of losing iniative
--------------------
each d10 combat roll has a differrent effect,
----------------------------------
1 lose initative, play passes to other side
2 Attacker killed
3 defender killed
4 defender falls down unconscious
5 Attacker falls down unconscious
6 your repled back 12 inch's
7 defender pushed back 12 inch's
8 your repled back 1 inch
9 defender pushed back 1 inch
0 you remain locked in Melee, you may continue turn, or reattack
------------------
each leader can roll a d6 to aid an attack or to help defend a unit, if leader is in a 12 inch range, only one leader per side may
--------------------
participate in a attack, but may participate in as many attack that occure in range.
---------------------
each d6 Leader roll has a differrent effect,
-----------------
1 lose initative, play passes to other side
2 add an attack dice to an attack roll
3 stop a 1 inch pushback
4 stop a 12 inch pushback
5 remove a dice from attack
6 Heal an unconsouse unit within a 7 inch range
--------------------------------------------------------

the game is played by initiative, whoever has it can move and attack, but the other side can roll for leaders in each attack, or fire ranged units at any moving unit, ranged units can fire every time a unit moves BUT only with one attack dice.
--------------------
a combat foot unit has 3 types light , medium, heavy. Light is just hand weapons like daggers & bows, swords or axes, Medium are pikes or spears, Heavy catapults etc..
--------------------
Light combat units can move 12 inches.
Medium 8 inches
heavy 4 inches
--------------------
--------------------
a combat cavalry unit has 2 types light , heavy. Light is just hand weapons like bows, swords or axes, Heavy are lances or spears.
--------------------
Light cavalry combat units can move 18 inches.
Heavy cavalry combat units 12 inches
--------------------

each attack or leader combat roll has a base dice , plus or minus dice for advantages or disadvantages.
-------------------------------------------------
A cavalry combat base roll is one d10 against other cavalry units(but against foot a cavary unit can charge and gain 6 inches movement and light cavalry use two combat dice, Heavy get three combat dice)
-----------------------------
a foot unit has one d10 as a base combat roll, plus or minus dice for differrent thigs. negative number of dice goes to a d8 , and a d6
------------------
elite plus one d10
enemy elete minus one d10
on a hill plus one d10
attacking uphill minus one d10
pike against cavary plus one d10 (no d10 for ranged fire against cavary)
defender in trees minus one d10
defender behind cover minus one d10.
if attacker is Medium combat units you get an extra combat d10
if attacker is heavy combat units you get an extra two combat d10
if defender is Medium combat units you minus a combat d10
if defender is heavy combat units you minus a combat d10
---------------------
Notes
cavalry may not charge in forests
cavalry may not charge if defender is behind cover
cavary may not attack over hard cover
any roll that loses initative, does lose initiative, you dont get to choose a differrent die, so a 1 on a d10 d8 or d6 will lose iniative.
if a ranged unit fires while an enemy is moving, or in a combat attack BUT its not in close range of an enemy and gets an attacker killed result, you ignore it as a miss.  
if a unit is in base to base combat & loses the initiative, then the unit step apart 2inches.
every combat roll has a minimum of a base dice which happens to be a d6 for negative 2, so negative two(d6) is the minimum combat roll
when you move into contact with the enemy you must roll for combat

mainsman

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ok the rules are finalised, I added Guns too. so I thought I'd put them here for easy reference
 
SKIRMISH RULES FOR SWORD SHIELD BOW SPEAR CATAPULT CAVALRY GUNS ,& MODERN GAMES by Mark Ainsworth ref140867 and icosahedron152 from rpol.net playtested & some improvements by Thomaston at http://www.thewargameswebsite.com
the games are played with small numbers of figures like warbands.
----------------
These rules have NO! record keeping, any effects are to push back, Kill, or knock over(unconscious) units. there meant to be simple but be able to simulate many things.
----------------
There are two catagories of units, Combat units & Leaders, you can have any type of unit in the combat catagory, but you can only have a foot or cavalry unit in the Leaders catagory(leaders cant use ranged weapons).
------------------
a cobat unit attacks with a D10, you can add more d10s to the attack for certain things, but you only choose one for the combat effect, so if you rolled 3 D10s because your on a hill and are elite, then you roll 3 d10s and choose witch one to use. you get d8 or a d6 for negative number of combat d10s
-------------------
if you get into a negative number of d10s, negative 1 you go to a d8, negative 2 you got to a d6, the list of results gets smaller increasing the possability of losing iniative
--------------------
each d10 combat roll has a differrent effect,
----------------------------------
1 lose initative, play passes to other side
2 Attacker killed
3 defender killed
4 defender falls down unconscious
5 Attacker falls down unconscious
6 your repled back 12 inch's
7 defender pushed back 12 inch's
8 your repled back 1 inch
9 defender pushed back 1 inch
0 you remain locked in Melee, you may continue turn, or reattack
------------------
each leader can roll a d6 to aid an attack or to help defend a unit, if leader is in a 12 inch range, only one leader per side may
--------------------
participate in a attack, but may participate in as many attack that occure in range.
---------------------
each d6 Leader roll has a differrent effect,
-----------------
1 lose initative, play passes to other side
2 add an attack dice to an attack roll
3 stop a 1 inch pushback
4 stop a 12 inch pushback
5 remove a dice from attack
6 Heal an unconsouse unit within a 7 inch range
--------------------------------------------------------
the game is played by initiative, whoever has it can move and attack, but the other side can roll for leaders in each attack, or fire ranged units at any moving unit, ranged units can fire every time a unit moves BUT only with one attack dice.
--------------------
a combat foot unit has 3 types light , medium, heavy. Light is just hand weapons like daggers & bows, swords or axes, Medium are pikes or spears, Heavy catapults etc..
--------------------
Light combat units can move 12 inches.
Medium 8 inches
heavy 4 inches
--------------------
--------------------
a combat cavalry unit has 2 types light , heavy. Light is just hand weapons like bows, swords or axes, Heavy are lances or spears.
--------------------
Light cavalry combat units can move 18 inches.
Heavy cavalry combat units 12 inches
--------------------
each attack or leader combat roll has a base dice , plus or minus dice for advantages or disadvantages.
-------------------------------------------------
A cavalry combat base roll is one d10 against other cavalry units(but against foot a cavary unit can charge and gain 6 inches movement and light cavalry use two combat dice, Heavy get three combat dice)
-----------------------------
a foot unit has one d10 as a base combat roll, plus or minus dice for differrent thigs. negative number of dice goes to a d8 , and a d6
------------------
elite plus one d10
enemy elete minus one d10
on a hill plus one d10
attacking uphill minus one d10
pike against cavary plus one d10 (no d10 for ranged fire against cavary)
defender in trees minus one d10
defender behind cover minus one d10.
if attacker is Medium combat units you get an extra combat d10
if attacker is heavy combat units you get an extra two combat d10
if defender is Medium combat units you minus a combat d10
if defender is heavy combat units you minus a combat d10
---------------------
ranges of ranged weapons
---------------------
bow medium
crossbow short
pistol short
musket long
rifle long
MG long
spear short
sling short
catapult extra long
granade short
short 7 inches
medium 11 inches
long 15 inches
extra long 20 inches
---------------------
Notes
cavalry may not charge in forests
cavalry may not charge if defender is behind cover
cavary may not attack over hard cover
any roll that loses initative, does lose initiative, you dont get to choose a differrent die, so a 1 on a d10 d8 or d6 will lose iniative.
if a ranged unit fires while an enemy is moving, or in a combat attack BUT its not in close range of an enemy and gets an attacker killed result, you ignore it as a miss.
if a unit is in base to base combat & loses the initiative, then the unit step apart 2inches.
every combat roll has a minimum of a base dice which happens to be a d6 for negative 2, so negative two(d6) is the minimum combat roll
when you move into contact with the enemy you must roll for combat
if you dont have any d8s use all d10s(minimum of one d10 per combat roll)
if your using GUNs then you can attack with a GUN just like a sword in melee, you still get to fire when opponant moves.
granades are treated like ranged weapons, BUT you must roll a D6 to throw one, if the D6 roll > 3 then you can throw it
vehicles and Big guns like Tanks use the ww2 Vehicles rules expansion
WW2 Vehicles candidate rules expansion
----------========================
vehcles are classed as slow or fast
slow vehicles move 24 inches
fast vehicles move at 36 inches
----------
Heavy Guns can be ATGs or Tanks or any type of big gun except mortors.
you need Line of sight to fire, when firing roll one d10, the effect of the roll are
----------
Gun power adds d10s to the number of d10s you roll, BUT only one d10 result is used. GUN power can be upto3 extra dice, you decide before play how powerfull differrent GUNs are,
-----------
Armour strength subtracts a d10s to the number of d10s rolled in an attack on it. Armour strength can be upto 3, you decide before play how strong differrent armoured units are
-----------
1 lose initative, play passes to other side
2 gun breaksdown
3 target is knocked down wounded or imobilised
4 single target is killed
5 Miss
6 Miss
7 all units in a 3 inch area of attack are knoced over wounded
8 all units in a 3 inch area of attack are killed
9 all units in a 5 inch area of attack are knoced over wounded
0 all units in a 5 inch area of attack are killed
--------------
if target is armored use this die table
1 lose initative, play passes to other side
2 gun breaksdown
3 target is knocked down wounded or imobilised
4 Miss
5 Miss
6 armour repeled attack
7 armour repeled attack
8 single target is killed
9 all units in a 3 inch area of attack are knoced over wounded
0 all units in a 5 inch area of attack are killed
------------
you can roll a command d6 to aid attack(if a leader is within 12 inches, then you can roll on the direct leadership list instead)
----------------
1 reroll attack dice
2 no effect
3 fix broken gun
4 fire a second shot
5 missfire crew all wounded
6 lose initative, play passes to other side
--------------
if target is armored or in good cover you can choose to use this die table for Leader Roll
-----------------
direct leadership list
------------------
1 no effect
2 no effect
3 fix broken gun
4 no effect
5 missfire crew all wounded
6 lose initative, play passes to other side
------------------
motors fire like guns but use line of sight from any friendly unit
=================================================================================
=================================================================================
This is a loose universal A.I. for solo miniture wargaming, lists can be more relavant to the battle by editing relavant events
action points are gained for things like number of units, or number of leaders, or how many enimies in LOS, or randomly decided, or a fixed number per side, or terrain effects on leaders, or comunication level of units(comunication level could be calculated by how many messengers you have, how many leaders, or how many radios, or how many small vehicles etc...) there should be a minimun number of action points.
for each action point you have this turn you roll two 10 sided dice to get a number between 1 and 100 and find the event in the list, then mark the event ready to execute, when all action points have been rolled you select the events in any order and apply to your game, then the turn passes to opponant.
this list limits what each side can do, so solo play is playable, you do your best within the events available to you.
1 move upto 2
2 move upto 4
3 move upto 6
4 move upto 8
5 move upto 10
6 move upto 2
7 move upto 4
8 move upto 6
9 move upto 8
10 move upto 10
11 move upto 2
12 move upto 4
13 move upto 6
14 move upto 8
15 move upto 10
16 start a Melee
17 start a Melee
18 start a Melee
19 start a Melee
20 start a Melee
21 start a Melee
22 start a Melee
23 start a Melee
24 start a Melee
25 start a Melee
26 range attack upto 3
27 range attack upto 3
28 range attack upto 4
29 range attack upto 4
30 range attack upto 5
31 range attack upto 5
32 range attack upto 5
33 range attack upto 6
34 range attack upto 6
35 range attack upto 6
36 retreat move upto 2
37 retreat move upto 4
38 retreat move upto 6
39 retreat move upto 8
40 retreat move upto 10
41 retreat move upto 2
42 retreat move upto 4
43 retreat move upto 6
44 retreat move upto 8
45 retreat move upto 10
46 activate leader
47 activate leader
48 activate leader
49 activate leader
50 activate leader
51 activate leader
52 activate leader
53 activate leader
54 activate leader
55 activate leader
56 activate leader
57 activate leader
58 activate leader
59 activate leader
60 activate leader
61 rally units within 4 of Leader
62 rally units within 4 of Leader
63 rally units within 4 of Leader
64 rally units within 4 of Leader
65 rally units within 4 of Leader
66 rally units within 6 of Leader
67 rally units within 6 of Leader
68 rally units within 6 of Leader
69 rally units within 8 of Leader
70 rally units within 8 of Leader
71 roll another 2 event dice
72 roll another 2 event dice
73 roll another 2 event dice
74 roll another 3 event dice
75 roll another 4 event dice
76 break a unit from Melee
77 break a unit from Melee
78 break a unit from Melee
79 break a unit from Melee
80 break a unit from Melee
81 create a new Leader
83 remove a Leader
84 advance all units 4
85 advance 5 units 3
86 increase defensive cover
87 decrease defensive cover
88 increase defensive cover
89 decrease defensive cover
90 increase defensive cover
91 decrease defensive cover
92 double all move distance (this simulates transport)
93 double all move distance (this simulates transport)
94 double all move distance (this simulates transport)
95 double all move distance (this simulates transport)
96 double all move distance (this simulates transport)
97 cross water
98 cross water
99 cross water
100 cross water

mainsman

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ok the rules are finalised, I added Guns too. so I thought I'd put them here for easy reference
 
SKIRMISH RULES FOR ABOUT 10 FIGURE WARBANDS/MODERN-SQUADS/WILDWEST SWORD SHIELD BOW SPEAR CATAPULT CAVALRY GUNS GAMES by Mark Ainsworth ref140867 and icosahedron152 from rpol.net playtested & some improvements by Thomaston at http://www.thewargameswebsite.com
the games are played with small numbers of figures like warbands.
----------------
These rules have NO! record keeping, any effects are to push back, Kill, or knock over(unconscious) units. there meant to be simple but be able to simulate many things.
----------------
There are two catagories of units, Combat units & Leaders, you can have any type of unit in the combat catagory, but you can only have a foot or cavalry unit in the Leaders catagory(leaders cant use ranged weapons).
------------------
a cobat unit attacks with a D10, you can add more d10s to the attack for certain things, but you only choose one for the combat effect, so if you rolled 3 D10s because your on a hill and are elite, then you roll 3 d10s and choose witch one to use. you get d8 or a d6 for a d4 or negative number of combat d10s
-------------------
if you get into a negative number of d10s, negative 1 you go to a d8, negative 2 you got to a d6, negative 3 you got to a d4, the list of results gets smaller increasing the possability of losing iniative
--------------------
each d10 combat roll has a differrent effect,
----------------------------------
1 lose initiative, play passes to other side
2 Your Unit killed
3 Your Unit KO'd
4 Your unit pushed back 12 inches
-----------------------------------------------------------------------------------------1D4 line (negative 3 dice)
5 Your unit pushed back 1 inch
6 You remain locked in Melee, you may continue turn, or reattack
-----------------------------------------------------------------------------------------1D6 line (negative 2 dice)
7 Foe pushed back 1 inch
8 Foe pushed back 12 inches
-----------------------------------------------------------------------------------------1D8 line (negative 1 dice)
9 Foe KO'd
0  Foe killed

------------------
each leader can roll a d6 to aid an attack or to help defend a unit, if leader is in a 12 inch range, only one leader per side may
--------------------
participate in a attack, but may participate in as many attack that occure in range.
---------------------
each d6 Leader roll has a differrent effect,
-----------------
1 lose initative, play passes to other side
2 add an attack dice to an attack roll
3 stop a 1 inch pushback
4 stop a 12 inch pushback
5 remove a dice from attack
6 Heal an unconsouse unit within a 7 inch range
--------------------------------------------------------
the game is played by initiative, whoever has it can move and attack, but the other side can roll for leaders in each attack, or fire ranged units at any moving unit, ranged units can fire every time a unit moves BUT only with one attack dice.
--------------------
a combat foot unit has 3 types light , medium, heavy. Light is just hand weapons like daggers & bows, swords or axes, Medium are pikes or spears, Heavy catapults etc..
--------------------
Light combat units can move 12 inches.
Medium 8 inches
heavy 4 inches
--------------------
--------------------
a combat cavalry unit has 2 types light , heavy. Light is just hand weapons like bows, swords or axes, Heavy are lances or spears.
--------------------
Light cavalry combat units can move 18 inches.
Heavy cavalry combat units 12 inches
--------------------
each attack or leader combat roll has a base dice , plus or minus dice for advantages or disadvantages.
-------------------------------------------------
A cavalry combat base roll is one d10 against other cavalry units(but against foot a cavary unit can charge and gain 6 inches movement and light cavalry use two combat dice, Heavy get three combat dice)
-----------------------------
a foot unit has one d10 as a base combat roll, plus or minus dice for differrent thigs. negative number of dice goes to a d8 , to a d6, and a d4
------------------
elite plus one d10
enemy elete minus one d10
on a hill plus one d10
attacking uphill minus one d10
pike against cavary plus one d10 (no d10 for ranged fire against cavary)
defender in trees minus one d10
defender behind cover minus one d10.
if attacker is Medium combat units you get an extra combat d10
if attacker is heavy combat units you get an extra two combat d10
if defender is Medium combat units you minus a combat d10
if defender is heavy combat units you minus a combat d10
attaking with shotgun plus one d10
attaking with dynamite plus one d10
attaking with granade plus one d10
---------------------
ranges of ranged weapons
---------------------
bow medium
crossbow short
pistol short
musket long
rifle long
MG long
spear short
sling short
catapult extra long
granade very short
foot mounted rocket launcher medium
throwing dynamite short
shotgun short
very short 4 inches
short 7 inches
medium 11 inches
long 15 inches
extra long 20 inches
---------------------
Notes
cavalry may not charge in forests
cavalry may not charge if defender is behind cover
cavary may not attack over hard cover
any roll that loses initative, does lose initiative, you dont get to choose a differrent die, so a 1 on a d10 d8 or d6 will lose iniative.
if a ranged unit fires while an enemy is moving, or in a combat attack BUT its not in close range of an enemy and gets an attacker killed result, you ignore it as a miss.
if a unit is in base to base combat & loses the initiative, then the unit step apart 2inches.
every combat roll has a minimum of a base dice which happens to be a d4 for negative 3, so negative thrree(d4) is the minimum combat roll
when you move into contact with the enemy you must roll for combat
if you dont have any d8s use all d10s(minimum of one d10 per combat roll)
if your using GUNs then you can attack with a GUN just like a sword in melee, you still get to fire when opponant moves.
granades are treated like ranged weapons except you cant use while you dont have the iniative, BUT you must roll a D6 to throw one, if the D6 roll > 4 then you can throw it BUT if you roll a 1 the thrower loses iniatative for a miss-thrown granade(this is to limit ammo & stop exesive use)
dynamite are treated like ranged weapons except you cant use while you dont have the iniative, BUT you must roll a D6 to throw one, if the D6 roll a 6 then you can throw it BUT if you roll a 1 the dynamite kills the thrower (this is to limit ammo, and stop exesive use)
shotguns are powerfull at short range, they get an extra d10
foot mounted rocket launcher are treated like ranged weapons, BUT you must roll a D6 to throw one, if the D6 roll a 6 then you can fire it(this is to limit ammo, because most launchers only had 2 shots but we dont want to keep paperwor in these rules)
vehicles and Big guns like Tanks use the ww2 Vehicles rules expansion
chariots are classed as heavy, and attack like a mounted & can charge but movement is 12 inches 18 when charging, they are spear or bow,
---------------------------------
WW2 Vehicles candidate rules expansion
----------========================
vehcles are classed as very slow slow or fast
very slow vehicles move 12 inches
slow vehicles move 24 inches
fast vehicles move at 36 inches
----------
Heavy Guns can be ATGs or Tanks or any type of big gun except mortors.
you need Line of sight to fire, when firing roll one d10, the effect of the roll are
----------
Gun power adds d10s to the number of d10s you roll, BUT only one d10 result is used. GUN power can be upto3 extra dice, you decide before play how powerfull differrent GUNs are,
-----------
Armour strength subtracts a d10s to the number of d10s rolled in an attack on it. Armour strength can be upto 3, you decide before play how strong differrent armoured units are, a unit behind cover is classed as armored, if the d10 combat roll is reduced below 1 then the armour is more than enough to stop the shot so the attack has no effect
-----------
1 lose initative, play passes to other side
2 gun breaksdown
3 target is knocked down wounded or imobilised
4 single target is killed
5 Miss
6 Miss
7 all units in a 3 inch area of attack are knoced over wounded
8 all units in a 3 inch area of attack are killed
9 all units in a 5 inch area of attack are knoced over wounded
0 all units in a 5 inch area of attack are killed
--------------
if target is armored use this die table
1 lose initative, play passes to other side
2 gun breaksdown
3 target is knocked down wounded or imobilised
4 Miss
5 Miss
6 armour repeled attack
7 armour repeled attack
8 single target is killed
9 all units in a 3 inch area of attack are knoced over wounded
0 all units in a 5 inch area of attack are killed
------------
you can roll a command d6 to aid attack(if a leader is within 12 inches, then you can roll on the direct leadership list instead)
----------------
1 reroll attack dice
2 no effect
3 fix broken gun
4 fire a second shot
5 missfire crew all wounded
6 lose initative, play passes to other side
--------------
if target is armored or in good cover you can choose to use this die table for Leader Roll
-----------------
direct leadership list
------------------
1 no effect
2 no effect
3 fix broken gun
4 no effect
5 missfire crew all wounded
6 lose initative, play passes to other side
------------------
motors fire like guns but use line of sight from any friendly unit
=================================================================================
=================================================================================
This is a loose universal A.I. for solo miniture wargaming, lists can be more relavant to the battle by editing relavant events
action points are gained for things like number of units, or number of leaders, or how many enimies in LOS, or randomly decided, or a fixed number per side, or terrain effects on leaders, or comunication level of units(comunication level could be calculated by how many messengers you have, how many leaders, or how many radios, or how many small vehicles etc...) there should be a minimun number of action points.
for each action point you have this turn you roll two 10 sided dice to get a number between 1 and 100 and find the event in the list, then mark the event ready to execute, when all action points have been rolled you select the events in any order and apply to your game, then the turn passes to opponant.
this list limits what each side can do, so solo play is playable, you do your best within the events available to you.
1 move upto 2
2 move upto 4
3 move upto 6
4 move upto 8
5 move upto 10
6 move upto 2
7 move upto 4
8 move upto 6
9 move upto 8
10 move upto 10
11 move upto 2
12 move upto 4
13 move upto 6
14 move upto 8
15 move upto 10
16 start a Melee
17 start a Melee
18 start a Melee
19 start a Melee
20 start a Melee
21 start a Melee
22 start a Melee
23 start a Melee
24 start a Melee
25 start a Melee
26 range attack upto 3
27 range attack upto 3
28 range attack upto 4
29 range attack upto 4
30 range attack upto 5
31 range attack upto 5
32 range attack upto 5
33 range attack upto 6
34 range attack upto 6
35 range attack upto 6
36 retreat move upto 2
37 retreat move upto 4
38 retreat move upto 6
39 retreat move upto 8
40 retreat move upto 10
41 retreat move upto 2
42 retreat move upto 4
43 retreat move upto 6
44 retreat move upto 8
45 retreat move upto 10
46 activate leader
47 activate leader
48 activate leader
49 activate leader
50 activate leader
51 activate leader
52 activate leader
53 activate leader
54 activate leader
55 activate leader
56 activate leader
57 activate leader
58 activate leader
59 activate leader
60 activate leader
61 rally units within 4 of Leader
62 rally units within 4 of Leader
63 rally units within 4 of Leader
64 rally units within 4 of Leader
65 rally units within 4 of Leader
66 rally units within 6 of Leader
67 rally units within 6 of Leader
68 rally units within 6 of Leader
69 rally units within 8 of Leader
70 rally units within 8 of Leader
71 roll another 2 event dice
72 roll another 2 event dice
73 roll another 2 event dice
74 roll another 3 event dice
75 roll another 4 event dice
76 break a unit from Melee
77 break a unit from Melee
78 break a unit from Melee
79 break a unit from Melee
80 break a unit from Melee
81 create a new Leader
83 remove a Leader
84 advance all units 4
85 advance 5 units 3
86 increase defensive cover
87 decrease defensive cover
88 increase defensive cover
89 decrease defensive cover
90 increase defensive cover
91 decrease defensive cover
92 double all move distance (this simulates transport)
93 double all move distance (this simulates transport)
94 double all move distance (this simulates transport)
95 double all move distance (this simulates transport)
96 double all move distance (this simulates transport)
97 cross water
98 cross water
99 cross water
100 cross water