My interest was sparked by a very successful run through of 'Bohemian Blitzkrieg' campaign detailed in Battles and Campaigns from the Age of Reason, and Warfare in the Age of Reason by Kershner and Wood. Although we didn't use the table-top rules, the campaign rules worked a treat.
I started putting things together, then I ran out of steam.
The other night I was looking at how far I'd got with the rules for Isle of the Three Duchy's and was pleasantly surprised to find they were not that far off at all, and not having reviewed them for a couple of years, I thought they looked quite good.
There are four of us getting together on most Wednesdays now, so an umpired threesome - someone has to take the photos of such activities - is entirely possible. Obviously I'll have to tie one or two of the players down but, anyway.
I've spent a couple of hours tying one or two loose threads together and think I've probably got enough done, rule wise, for us to get going. I've found, in the past, that when it comes to campaigns, a bit of ambiguity in the rules is generally a good thing. Campaign rules are a notoriously tricky business to get right because there are often so many things going on that it's better to make things up as you go along. There is generally only one proviso: Once a rule has been made it will be the same for everyone for the rest of the campaign unless everyone agrees that the rule was rubbish and it must be changed.
So, here they are. The rules for The Isle of the Three Duchies Campaign. They were written for use with classic Piquet (our version of those rules) so if you want to do something else with them it might take a bit of work.
Isle of the Three
Duchies Campaign
INTRODUCTION
HOW TO WIN
Each campaign turn represents two weeks of activity. The
campaign season lasts from the beginning of March until mid-October. Regardless
of the position and strategic situation the campaign ends at the end of turn
sixteen, at that time the weather will have deteriorated to such an extent that
entering winter quarters will become necessary for all combatants.
The aim of the campaign is to amass victory points (VPs)
during the campaign season. At the end of turn 16 the campaign will end and the victory
point total of each duchy will be totalled. The player with the most is the
victor. The duchy with the second highest score can argue about his position in
life, but he lost.
- A duchy is awarded 1 VP for each enemy strength point (SP) it eliminates in battle.
- A duchy is awarded 1 VP for the seniority value (10 highest to 1 lowest) of any general that it kills or captures (regardless of his quality). A bonus 5 VPs is added if the casualty is a duke.
- A duchy loses 1 VP for each SP lost due to lack of supply.
- Duchies receive points for control of map dots. To control a dot the owning player must either occupy the dot or be the last player to have occupied it with a supplied force. Fortress dots cannot be taken without a successful siege.
- Each town and fortress dot has its VP value printed at its centre.
- Each captured fortress is worth an additional three D6 VPs at the end of the campaign.
- Each captured scientific centre is worth an additional D6 VPs at the end of the campaign.
- A duchy is awarded 1 VP for every unbesieged SPs it has in its army at the end of the campaign.
- A duchy is awarded 1 VP for every POW it holds at the end of the campaign.
- A duchy is awarded 1 VP for every 3 casualties recovering in hospital at the end of the campaign.
- At the end of the campaign a Duchy will receive VP for completing the Duchy’s secret missions.
INITIAL SET UP
SECRET MISSIONS
Each Duchy starts the game with two secret mission cards,
dealt at random, from the Secret Mission Deck (twelve cards). These cards each
have three named locations on them, one location in each Duchy.
Success
in having secured all the locations, and being in possession of them at the end
of the campaign will add 25 VPs, plus another 25 VPs if one is an enemy
fortress, to the duchy’s total.
Failure to secure all three will result in a
deduction of 15 VPs for each location that is unsecured.
Note that the mission cards are not designed to be equally
difficult to achieve. Some will be easier than others.
GENERALS
Each duchy starts the campaign with its warrior duke and 9
other generals capable of independent command. The duke and his generals should
be named.
All generals have two values:
· Seniority: numbered 1 through 10, with the duke
as 10. Where two generals are with the same army the most senior is always the
commander-in-chief. Where more than one general is fielded in a battle the higher
in seniority must lead a command group. Seniority is decided before initiative.
·
Initiative: Numbered 2 through 5 and determined for
each general by rolling D3+1. Initiative is used throughout the campaign for
movement and pre-battle manoeuvring. Initiative value is also used as a modifier for C-in-C battlefield quality rolls.
Initiative
|
C-in-C
quality roll modifier
|
2
|
-2
|
3
|
NC
|
4
|
+2
|
Each army requires a general to move and fight. A field army
finding itself without a general will have the nearest ‘spare’ general,
delivered to it in phase 5 of the turn sequence regardless of lines of
communication. A besieged garrison without a general may have the nearest
‘spare’ general delivered to it in phase 5 of the turn sequence regardless of
lines of communication. Extra generals may be delivered to an army in phase 5
of the turn sequence regardless of lines of communication. If no spare general
exists, the leaderless army will not be able to move and will always seek to
retreat pre-battle.
Whenever a general is killed or captured he will be immediately
replaced by a new one. The newest general is always the lowest in seniority.
New generals must start in a fortress, unless none exist when any friendly dot
will do. In effect, the duchy always has a duke and 9 generals. Where a general
is repatriated after capture he cannot be reintroduced (at his old seniority) until
a space is made for him, at which point those below his old seniority are
bumped down.
ARMIES AND STRENGTH
POINTS (SPS)
SPs are used to give a strategic numerical value to the
armies moving around the map. SPs are used to buy units when an army comes to
fight a field battle; the actual breakdown of unit types comprising an army can
be found in the army lists.
- Line infantry units cost 4 SPs
- Line cavalry and heavy artillery units cost 3 SPs
- Field artillery, light infantry and irregular light cavalry units cost 2 SPs.
SPs with a general are an army. Though armies may comprise
as many SPs as a player wishes, no army may field more than 100 SPs in a
battle. No army, outside of a fortress, can be voluntarily created with less
than 15 SPs; armies with less always take priority for compulsory reinforcement to reach 15 SPs. No more than ten field
armies can be created by a Duchy.
Each Duchy starts the campaign with a combined army of 200
Strength Points (SPs) of troops. The duke, his generals and all SPs must start
the campaign in a fortress dot. No fortress can initially be without a general
or SPs.
FORTRESSES
Fortresses are the only dots in which any number of SPs may
be held, as a garrison, without a general.
All fortresses are supply
depots for their duchy.
Two fortresses are recruitment
depots – these are marked with ‘bomb’ symbols.
Full scale formal sieges will not be war gamed as table
actions in this campaign.
- If an enemy army presents itself in a fortress dot a garrison with a general may offer battle, with the option to retreat into the fortress if he loses, or immediately retreat into the fortress and count as besieged. Garrisons without a general always retreat into the fortress.
- Besieged garrisons without a general are pinned and may not move or offer battle.
- If the garrison has a general it may be ordered to come out of a fortress to offers battle and, if it loses, it may retreat back into the fortress.
- If a relieving force and a besieged force link up to offer battle all or part of the combined force may retreat to the fortress if they lose.
· A fortress cannot be taken if a besieging army
does not exceed 60 SP and the garrison by more than 5:1. If the besieging army
meets this requirement in phase 4 of the turn sequence roll 1 D6, and if the
result is a ‘six’ the garrison will surrender.
·
If one side has the other bottled up in a
fortress the dot may only be used a supply depot for the garrison, but the
besieger may trace lines of supply through the fortress dot to supply depots
further afield.
·
Sieges are automatically broken at the end of
the campaign season.
If a fortress is captured it becomes a supply depot for the
occupying duchy and any SPs therein become POW and are immediately transferred
to the appropriate POW camp.
SUPPLY
To be in supply a force must have a clear line of supply,
free of the presence of enemy SPs or enemy controlled dots, that leads to a
supply depot.
Unless an army is in a fortress (always in supply) supply
status is determined in phase 8 of the turn sequence and lasts until phase 9 of
the next turn.
If an army is out of supply it immediately rolls D6 for each
6 SPs or part of: each ‘six’ rolled causes 1 SP attrition. On the third
consecutive turn out of supply and thereafter the army will start to roll D6
per 3 SPs or part of: each ‘six’ rolled causes 1 SP attrition.
An unsupplied force can only move one dot per turn and may
not undertake a forced march.
Lack of supply has no effect on combat effectiveness for one
battle. If the army fights a second battle before regaining supply, all units
apply a -5 modifier to their D20 battle quality rolls.
RECRUITMENT DEPOTS
Two SPs of reinforcements will appear in each recruitment
depot in phase 8 of the turn sequence.
Convalesced SPs (see hospitals below), plus any repatriated
POW SPs (see POW camps below) will appear at training depots (random chance
which) in phase 8 of the turn sequence.
Providing a line of supply can be traced to the fortress,
reinforcements can be ordered to be dispatched to armies in phase 1 of the
turn. These orders precede all others for the turn.
If a recruitment depot is taken by the enemy it will cease
to produce reinforcement SPs until recaptured. When a training depot is
captured any SPs therein become POW and are immediately transferred to the
appropriate POW camp.
SCIENTIFIC CENTRES
AND CHARACTERISATION CARDS
At the start of the campaign each player will be dealt ten cards from the Campaign Characterisation Deck. The
effects of these cards (see appendix 1) can be applied immediately.
After the initial cards have been dealt the only way of
obtaining more is to take control of enemy scientific centre dots. Each duchy
has six centres and these are marked on the map with a rose symbol. When an
enemy centre is taken two cards are dealt to the new controlling player. If the
player has already reach the maximum effect of the technology the effect cannot
be applied – the technology is old. New cards take effect in phase 6 of the turn sequence.
Once a scientific centre has been taken it
no longer counts as one for the remainder of the campaigning season. Scientific
centres cannot be moved.
THE CAMPAIGN CHARATERISATION DECK
|
|||
CARD
|
TYPE
|
DEFINITION
|
|
♠
|
2 - 4
|
Line and Grenadier Training
|
Add 1 to unit quality rolls (+4 max).
|
5
|
Line and Grenadier Training
|
Add 2 to unit quality rolls (+4 max).
|
|
6
|
Militia Training
|
Add 1 to unit quality rolls (+2 max).
|
|
7
|
Guard
|
1 unit of line infantry (in an army of
40 + SPs) may be upgraded to guard
|
|
8 - 9
|
Advanced Drill
|
Unit may move at full rate when moving
obliquely and deploy forward without an Other
Difficulty check.
|
|
10 - J
|
Cadenced Marching
|
Add Infantry
Move in the Open card (1 max)
|
|
Q - K
|
Improved Musket Drill
|
Add Musket
Reload card (1 max).
|
|
A
|
Wild Card
|
Any spade.
|
|
♣
|
2 - 3
|
Line Cavalry Training
|
Add 1 to unit quality rolls (+4 max).
|
4
|
Line Cavalry Training
|
Add 2 to unit quality rolls (+4 max).
|
|
5
|
Guard Line Cavalry
|
1 unit of heavy cavalry (in an army of
40 + SPs) may be upgraded to guard – Up 2 Morale,
Up 2 Melee.
|
|
6
|
Elite Dragoons
|
Morale Up 1, Up 1 Melee.
|
|
7
|
Elite Hussars
|
Morale Up 1, Up 1 Melee.
|
|
8
|
Elite Cuirassier
|
Morale Up 1.
|
|
9
|
Shock Hussars
|
Hussars may melee on
Shock
Cavalry Resolution cards.
|
|
10 - J
|
Advanced Drill
|
Add Cavalry
Move in the Open card (1 max).
|
|
Q - K
|
Superior Shock Cavalry
|
Add one Shock Cavalry Melee Resolution card
(1 max).
|
|
A
|
Wild Card
|
Any club.
|
|
♦
|
2
|
Irregular & light Training
|
Add 1 to the unit quality rolls (+4
max).
|
3
4 |
Irregular Troops Training
Elite Light Infantry |
Add 2 to the unit quality rolls (+4
max).
Elite Light infantry. |
|
5 - 7
|
Integral Sappers
|
One unit of line infantry (in an army
of 40 + SPs) may be converted to sappers with bridging equipment and
explosives. Otherwise, sappers with bridging equipment cost 5 VP.
|
|
8 - 9
|
Artillery Training
|
Add 1 to unit quality rolls (+4 max).
|
|
10
|
Artillery Training
|
Add 2 to unit quality rolls (+4 max).
|
|
J
|
Siege Artillery
|
One battery of heavy guns (in an army
of 40 + SPs) may be converted to siege guns.
|
|
Q - K
|
Horse Artillery
|
One battery of field artillery (in an
army of 40 + SPs) may be converted to horse artillery.
|
|
A
|
Wild Card
|
Any diamond.
|
|
♥
|
2 - 4
|
Research Breakthrough
|
Draw two cards
|
5
|
Superior Hospitals
|
SPs convalesce on ‘five’ or ‘six’.
|
|
6
|
Superior Recruitment Depot
|
One recruitment depot will recruit 3 SP
per turn.
|
|
7
|
Specialisation
|
Increase the proportion of one specific
troop type in the Duchy’s armies by 0 - 10%.
|
|
8 - 9
|
Superior Staff College
|
Add 1 to officer quality rolls (+4
max).
|
|
10
|
Superior Staff College
|
Add 2 to officer quality rolls (+4
max).
|
|
J
|
Superior Staff College
|
Add Heroic
Moment card (1 max).
|
|
Q - K
|
Superior Staff College
|
Add Officer
Check card (1 max).
|
|
A
|
Wild Card
|
Any heart.
|
|
JOKER
|
Any card of any suit.
|
HOSPITAL DOTS
Each duchy has one hospital. The hospital is marked on the
map with a cross symbol.
The winner of a battle sends 1 in 3 (rounding up all
fractions) of his casualty SPs directly to the hospital regardless of lines of
communication. The loser of a battle
sends 1 in 5 (rounding up all fractions) of his casualty SPs directly to the
hospital regardless of lines of communication.
Casualties in hospital convalesce in phase 8 of the turn sequence.
To recover a D6 is rolled for each SP in the hospital: a recovery is indicated
for each 6 rolled. Recovered SPs are immediately and directly transferred to a
random friendly recruitment depot that is not under siege.
A hospital can be voluntarily relocated for the cost of 10
VPs. If taken by the enemy, a new hospital can be immediately set up elsewhere
at a cost of 5 VPs; all convalescing SPs in a captured hospital become
prisoners of war and will be immediately transferred to the appropriate POW camp.
PRISONER OF WAR (POW)
CAMPS
Each duchy has two prisoner of war camps, one for the
captured SPs of each enemy duchy. POW camps are marked on the map with a skull
and crossbones symbol in the colour of each enemy duchy.
Following a battle, win or lose, 1 in 5 (rounding up all
fractions) of all enemy casualty SPs are taken prisoner. There is also a 25%
chance that any general that becomes a casualty is actually captured rather
than wounded.
All POW are immediately and directly transferred to the appropriately
coloured POW camp. Here they will spend the remainder of the campaigning season
unless exchanged in POW swaps or released through enemy action.
If a POW camp is captured any friendly SPs are immediately diced
for by rolling 1 D6 for each SP. For each ’four’, ‘five’ or ‘six’ rolled one SP is directly
transferred to the nearest training depot in phase 8 of the turn sequence, the
others are simply released.
If the POW SPs belong to another duchy they are immediately
and directly transferred to the player’s appropriate POW camp. If taken by the
enemy, a new POW camp must be immediately set up elsewhere. New POW camps cost
5 VPs. A POW camp can be voluntarily relocated for the cost of 10 VPs.
SEQUENCE OF PLAY
1. Order
phase: Players send (by email) their move orders for the turn. The Umpire will randomly decide in which
order the Duchies are activated.
2.
The activation and movement phase: All armies
will dice for activation and carry out their orders. The umpire will make rolls for army activation.
3.
Pre-battle manoeuvres, retreats before battle,
battle, retreats post battle.
4.
Resolve sieges.
5.
Any new generals are delivered to armies without
one.
6.
Any newly acquired campaign army
characterisation cards are activated.
7.
Re-locate hospitals and POW camps.
8.
Newly recruited SPs, and convalesced casualty
(from hospital) SPs are delivered to recruitment depots. The umpire will make rolls for convalescence.
9. Assess
lines of supply. The umpire will make
rolls for attrition.
TURN PHASES
PHASE 1: ORDERS
Each turn begins with the emailing of Duchy orders to me
(the umpire). The orders should include all the actions the player wishes his
Duchy to undertake during the turn. Orders must be clear and unconditional – ordering
general #8 to march if general #9 has completed his orders is not allowed.
Duchy orders should include:
The number of reinforcement SPs that are to be dispatched
from recruitment depots. The destination of the reinforcement SPs. Priority
must go to field armies under 15 SPs strong. Reinforcements will always arrive
providing the orders are clear and correct (see p.3).
Notification of the breakup of an existing army into two or
more smaller armies. The strength of each army and who commands it, including
any sub generals, must be noted. This process will be automatic (line of communication
permitting) and does not require activation.
Although movement requires activation rolls (rolls will be
made by the umpire) movement orders, including the starting position, route,
and destination should be given for each army the player desires should move.
Finally, orders for the change of location for hospitals and
POW camps should be stated.
After the orders from the duchies are received the Umpire
will randomly decide in which order the duchies will activate. Note that the
dispatch of reinforcements will always happen.
If the general fails to activate (see movement) his orders
are voided. The orders he failed to carry out will not be relayed to the other
Duchies. Note that strategic intentions, other than for immediate movement, are
never required.
Note that, on the turn following a battle armies will not
accept movement orders. They must remain stationary for that turn.
Example of orders:
- Reinforce army at Khol with 2 SP from recruitment there and 4 SP from recruitment and convalesced at Keisinger.
- Generals 10, 9 and 4 with 58 SP (52 + 6) at Kohl: Split army in two. Generals 10 and 4 with 40 SP march via Groningen to Noname, General 9 with 18 SP march to Sitzens.
- Move hospital from Gargelingen to Ulzenstadt – cost 10 VP.
PHASE 2: ACTIVATION
AND MOVEMENT
Before an army can move it must be activated. To activate an
army its senior general rolls one D6 and adds his initiative value. If the
result is six or more the army is activated and it will move as its orders
require, or as far as it can.
Armies starting in the same dot as an enemy army cannot move
into enemy controlled dots. Armies cannot move through enemy armies in
neighbouring dots. Armies that are prevented from moving by enemy armies that
subsequently refuse battle by retreating will make a one dot movement in
compliance to their orders or hold position.
The maximum distance that a supplied army can move, counting
each dot moved into in one turn, is two dots. The exception is for armies that
are ordered to undertake a ‘Forced March’: These can move three dots in one
turn but may suffer attrition - Roll one D6 for every 10 SP in the army
(rounding up all fractions) and suffer 1 SP attrition for each ‘six’ rolled.
An army that retreated last turn deducts one dot from its
maximum movement.
An army that is out of supply can move one dot.
On the turn following a battle an army cannot move.
An army moving to an enemy fortress dot or any river
crossing dot will end its turn in that dot.
If two or more friendly armies occupy a single dot at the
end of the move phase they must combine into a single force commanded by the
most senior general present.
Enemy armies ending phase 4 in the same dot have contacted
and must go through the pre-battle manoeuvre phase.
As a supplied army moves it takes control of the dots it passes through.
The exception to this is where an army makes a retreat move, when control of
the dot will not change.
PHASE 3: PRE-BATTLE
MANOEUVRES
The pre-battle manoeuvre phase must be completed for all
contacts (enemy armies in the same dot) before any ensuing battles are fought.
The exception is where three enemy armies are in the same dot, the first two
armies that were in the dot resolve their engagement first, then if one remains
(possibly after a battle) the second engagement is resolved. Three armies can never
fight in the same field battle at the same time.
Pre-battle manoeuvres always follow the same routine as laid
out in the pre-battle manoeuvre flow chart. Black boxes show the umpiring
process, blue boxes show the points of player interaction, yellow boxes show
battlefield deployment notes, and the green box shows the notes on strategic
pursuit fire.
At the end of the process, if a battle is indicated, it will
be fought out on the table.
BATTLE
Both sides make up their armies by breaking down their forces
by percentages found in the army lists. The tables work in the following way.
·
The player decides the percentage of infantry
artillery and cavalry he will field.
·
The player then consults the tables and, working
from top to bottom carrying any left over SP to the next line down, calculates
the number of SPs of infantry, artillery and cavalry. Example: A player with 88 SP wishes to field 60% as infantry, 10% as artillery,
and 30% as cavalry. 60% of 88 SP is 52.8 SP so 52 SP will be infantry. 10% of
88 SP is 8.8 SP, plus the 0.8 SP remaining from the infantry percentage is 9.6
SP, so 9 SP will be artillery. The remaining 27 SP will be cavalry.
·
The same system is now applied to the breakdown
for each arm of the service with any remaining SP being carried over to the
next stage. Example: The army will have
52 SP to spend on infantry. 15% (7.8 SP) must be used to buy militia units at 4
SP each, which buys 1 militia unit and leaves 3.8 SP in the kitty. 20% (10.4 SP)
must be used to buy grenadiers units at 4 SP each but this is increased to 14.2
SP because of the SP left over from the purchase of militia – it buys 3 units
of grenadiers and leaves 2.2 SP in the kitty. 0% will be spent on light
infantry so the remaining 36 SP will be used to buy 9 line infantry units at 4 SP
each. Nothing remains in the kitty to buy extra artillery units when that stage
of unit buying is undertaken.
·
If, after buying troops for all three services 1
SP remains it is counted as half a unit of irregular cavalry, held off table,
that can be used post battle in calculating ‘Strategic Pursuit Fire’.
Any named generals present, except the highest ranking
general (C-in-C of the force) must be assigned a brigade. All other brigades
will be assigned a randomly generated brigadier. All brigades will consist of
one to six infantry regiments or one to four cavalry regiments; artillery is
always unattached.
The winning army is the one that holds the battlefield after
his opponent is reduced to zero morale and declares he is withdrawing on an
officer check card; or automatically, when all of the enemy units have had
their battle quality downgraded by failed major morale checks.
If neither side has achieved victory on the battlefield
before the end of turn 8, nightfall, the battle is a draw and both armies will
withdraw. No battle in this campaign may ever last more than one day.
Once any winner has been decided each side works out its SP
losses. Count up all Unit Integrity points lost at any point during the game
(rallied or not) and divide by 3. The result is the total number of SPs lost by
the army in the battle. One in five lost SP go to POW camps. One in three of
the victors lost SP, and one in five of the losers lost SP, go to hospital.
RETREAT AFTER BATTLE
If by the end of 8 turns of battle, one or both armies
withdraws, they must be retreated one, two or three dots towards a
friendly controlled dot.
If one side has won the battle it may carry out strategic pursuit
fire on the enemy army as it withdraws.
If a retreating army must pass through an enemy army or
enemy controlled dot it will take strategic pursuit fire.
A force cannot move on the turn following battle regardless
if it won or lost the battle.
Having retreated, if the finishes the turn in an unfriendly
dot it is out of supply at the end of the turn.
STRATEGIC PURSUIT FIRE
Where one side has won the battle:
· First total the total number of non-broken,
shaken or disordered cavalry units in each army that remain in the field,
counting hussars and irregular cavalry as double. If the retreating army has a
higher number no pursuit fire is carried out. If the winning side has a higher
number pursuit fire is carried out.
·
If pursuit fire occurs multiply the positive
difference in ‘cavalry units’ by the winning general’s initiative rating. Example: The Auzzians are forced
to retreat and they have ‘5 units worth’ of cavalry capable of preventing
pursuit whilst the Ruspinians have ‘10 units worth’ of cavalry capable of
pursuit. The Ruspinians have more cavalry so carry out strategic pursuit fire: They
have 5 more units of cavalry and are commanded by a general rated as initiative
value 3 for a strategic pursuit fire factor of 15.
·
For each strategic pursuit fire factor roll 1D6.
For each 'five' or ‘six’ rolled the retreating army loses 1 SP. These are all killed
outright – no hospitals or POW camps for these unfortunate sods.
Where one side must retreat through an enemy army or enemy
controlled dot.
·
When retreating through an enemy army, divide
the number of SPs in the blocking army by 8 (rounding up) multiplied by the
blocking army’s C-in-C to determine the strategic pursuit fire factor.
·
When retreating through enemy controlled dots,
use the VP value of dot as the strategic pursuit fire factor.
·
For each strategic pursuit fire factor roll 1D6.
For each ‘six’ rolled the retreating army loses 1 SP outright.
PHASE 4: RESOLVE
SIEGES
See page 3.
PHASE 5: DELIVER NEW
GENERALS.
See page 2.
PHASE 6: ACTIVATE
CHARACTERISATION CARDS.
See page 4.
PHASE 7: RE-LOCATE
HOSPITALS AND POW CAMPS.
See page 4.
PHASE 8: ASSIGN NEW
RECRUITS, CONVALESCED CASUALTIES AND RELEASED POW SPs.
See page 4.
PHASE 9: ASSESS LINES
OF SUPPLY.
See page 3.
ARMY LIST
The basic army for all three duchies is the same.
Infantry 50% - 60% SPs
Artillery 5% - 12.5% SPs
Cavalry 30% - 40% SPs
INFANTRY
BREAKDOWN AND STATS
|
||||||||
Type
|
Campaign Notes
|
BDV
|
Quality Roll Adj.
|
Notes
|
P
|
|||
%
|
Cost
|
Fire
|
Melee
|
Morale
|
||||
Militia
|
15%
|
4
|
8
|
6
|
4
|
|
Guard
|
|
Grenadier
|
20%
|
4
|
12
|
10
|
8
|
|
Advanced Drill
|
|
Light
|
0 - 10%
|
2
|
8
|
8
|
6
|
|
Infantry
Move in Open
|
|
Line
|
55 - 65%
|
4
|
10
|
8
|
6
|
|
Musket
Reload
|
|
Guard
|
1 max
|
4
|
12+1
|
12
|
10
|
|
ARTILLERY
BREAKDOWN AND STATS
|
||||||||
Type
|
Campaign Notes
|
BDV
|
Quality Roll Adj.
|
Notes
|
P
|
|||
%
|
Cost
|
Fire
|
Melee
|
Morale
|
||||
Heavy
|
30 - 50%
|
3
|
10
|
4
|
6
|
|
Integral Sappers
|
|
Field
|
50 - 70%
|
2
|
8
|
4
|
6
|
|
Siege Artillery
|
|
Howitzers
|
0 - 20%
|
2
|
8
|
4
|
6
|
|
Horse Artillery
|
|
Siege
|
1 max
|
3
|
12
|
4
|
6
|
|
CAVALRY
BREAKDOWN AND STATS
|
||||||||
Type
|
Campaign Notes
|
BDV
|
Quality Roll Adj.
|
Notes
|
P
|
|||
%
|
Cost
|
Fire
|
Melee
|
Morale
|
||||
Dragoons
|
25 - 30%
|
3
|
-
|
8 / 10E
|
6 / 8E
|
|
Elite Dragoons
|
|
Hussars
|
25 - 30%
|
3
|
8
|
6 / 8E
|
6 / 8E
|
|
Elite Hussars
|
|
Cuirassier
|
40%
|
3
|
-
|
10
|
6 / 8E
|
|
Elite Cuirassier
|
|
Irregular
|
0 - 10%
|
2
|
8
|
4
|
4
|
|
Shock Hussars
|
|
Guard
|
1 max
|
3
|
-
|
12
|
10
|
|
Cavalry
Move In Open
|
|
Shock
Cavalry Melee
|
OFFICER
STATS
|
|||||||
#
|
Name
|
Initiative
|
Quality Roll Adj.
|
Notes
|
P
|
||
10
|
2
|
3
|
4
|
|
Superior Hospitals
|
||
9
|
2
|
3
|
4
|
|
Superior Recruitment Depot
|
||
8
|
2
|
3
|
4
|
|
Specialisation (___________)
|
||
7
|
2
|
3
|
4
|
|
Heroic
Moment
|
||
6
|
2
|
3
|
4
|
|
Officer
Check
|
||
5
|
2
|
3
|
4
|
|
|||
4
|
2
|
3
|
4
|
|
|||
3
|
2
|
3
|
4
|
|
|||
2
|
2
|
3
|
4
|
|
|||
1
|
2
|
3
|
4
|
|
That's what I have. And I hope it's of use to someone.
4 comments:
James,
Very impressive as always. I have nothing but admiration for the way you tackle anything to do with wargaming. The campaign is no different. Well done.
Looks good. We used the Bang the Drum system as a part of our Truceless War campaign. Worked pretty well.
http://wargamewarrior.webs.com/apps/blog/show/42433049-truceless-war-campaign-first-battle
Have to agree with Robbie - the amount of effort you have put into these rules, and the sharing of them online, shows the quality of your blog.
And frankly, a threesome where one or two of the participants are tied down, is always hard to resist. I look forward to the photos.
I look forward to reading about the battles of Noname, Fucca, and particularly Jabbahut.
Post a Comment