Thursday 4 June 2020

Medieval Rules Experimentation - Order Changes


With Kings of War failing to make the cut, and still not being 100% happy with my current in-house rules I decided to have a go at a new set with three main objectives:


  • Make stand based, as seems more "classic" and possibly better suited to the period
  • Enable units to mix bill and box as some recent research suggests that this was the case - given that an affinity would be raised locally, and probably train locally, and build its esprit-de-corps, so why split it when it gets to the battlefield
  • The big one, focus command and control on the CHANGE of orders, not assigning them. I get frustrated with a lot of rules which have limited activations as you end up with troops advancing off towards the enemy who then just stop in the middle of nowhere, or bow men who just don't fire. I also like the fact that some rules (including one of the WW2 sets) makes it harder to issues orders which are risky (eg charge) as against ones which are safer (eg withdraw).

I followed a bucket-of-dice model for combat (2 D10 per stand, 1 if damaged), stands eliminated once 2 hits. Pretty basic DMs for to-hit and to-penetrate. Melee uses to-penetrate only, with different weapon types, and all with different armour types. Troops randomly dice for quality when first needed (my now standard 2DFate model).

The orders list is below (original, now modified after playtest), with the roll needed for order change, modified by damage and quality and local commander. If a unit fails the change it FALTERS to reflect order confusion.


Order
Description
TM
STAND
No move, may fire at Short range, +1 melee
3+
FIRE
No move, may fire full effect
3+
MOVE&FIRE
May move and fire reduced effect.
4+
RECEIVE
No move, no fire, +2 melee
3+
MOVE
Move full distance twds tgt
5+
RUN
Move double distance, twds tgt,  -2 melee
6+
CHARGE
Double distance til in contact
7+
RALLY
No move/fire. Recover 1+DF DP, less last
0
WITHDRAW
Run back to lines or cover
%3+
FLEE
Run off table edge
%3+
FALTER
Auto if stopped in asslt.. No move/fire. -1 in melee.
NA



All units start on an order, and each side has one activation card per unit (not assigned) of which about 1/3rd allow order change (varied by commander quality). Cards are then shuffled and then drawn in turn, the relevant side either activating a unit on current order, or trying to change its order if allowed (I used picture cards for order change, 1-10 for normal activation). One thing I didn't expect but works well is that you can "sacrifice" an order change card in order to activate an important unit earlier on its current order.

Set-Up

I used a new iteration of my random table set-up rules which worked well. There are then "fate" cards which are diced for which made just minor changes to deployment and none to terrain, but which did bring on a rain storm which stayed the whole game, reducing bow, eliminating power and reducing movement.

Yorkists on L, Lancastrians on R. S to bottom.


How it Played

The Lancastrians were on the defensive and the Yorkists slowed slightly by the stream. Currours on both sides charged on the N flank and pretty much eliminated each other. They also made demonstrations against each others lines (reborn), but as small units facing a hail of arrows made little headway - seems reasonable. In the S Yorkists handgunners tried to get close, hoping the rain would stop, but took increasing damage and eventually routed. As the main body of Yorkist bill and DMAA came on they took damage but managed to make contact, the DMAA dispatching Lancastrian archers. Up to this point most orders were the starting ones, but now as risks and opportunities opened up order change became important, and both sides failed several roles, so the Yorkists failed to exploit, and the Lancastrian response was slowed - seems reasonable.

Advancing Handgunners (with too wet powder to use!)

The Lancastrian leader joined his DMAA (which was in reserve) and rushed to plug the gap in the line which the Yorkist DMAA had opened up - whilst Yorkist bill was in danger of breaking through a neighbouring unit. The two DMAA joined in melee and the Lancastrian leader was killed! 

The central melee

At the moment there is no instant surrender, but all troops take 1 damage so the Lancastrian force was, whilst substantially intact, notably weakened. The Yorkist DMAA was also spent though, and their Bill companions eliminated by two Lancastrian units. With the Yorkists only have one decent unit left, and the Lancastrian commander dead it was ENDEX and something of a draw.



Lancastrian DMAA flee, their commander having been killed

Analysis

Well I think that worked pretty well. Some tweaks required as ever but the C&C choices of where to play the order changes, and the friction that failures introduced worked well but nobody hung around for no reason doing nothing. Think I'll refine further and maybe try out for ECW. The stand and BOD mechanic was OK but needs a bit more work, still find BOD models very variable.

Some additional shots from the game...

Currours below a tower (built by Alan Martin)

Archers exchanging shots

Lancastrian Bill











2 comments:

  1. House rules rule! Taking what you like, expunging what you don't, making adjustments and adding in other options; a big part of the fun for mine. Lovely looking game too David.
    Looking forward to reading about further developments, James
    (An aside: you are a typical wargamer and do like your TLAs/TLIs, FLAs/FLIs don't you?! What is BOD?)

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