Tuesday 22 March 2022

My Medieval Base/BOD Rules Development Test

 


Having given everybody else's medieval rules a hard time, it's time to move on to my own! I've currently got two versions - a base/bucket-of-dice set and a Fate Dice set. I've also been toying with a D10 version, but that would probably just be a variation of the base/BOD set using D10 instead of D6s to give a bit more granularity between weapon types.

Both sets of rules share an order system similar to Poleaxed, and I've just added their idea of commander "aggressiveness" ratings (as well as competency) - so a unit gets given an order and then carries it out every turn - no hanging around waiting for command points. Lots of the other mechanics are borrowed from SLS, so per Battle card based activation, King+CPs for the CinC, troop quality. Movement is base+random. The games are, as ever played on a 10cm grid. It's really just the  firing/melee/casualty/morale model that's different.



For this version firing/melee is 1D6 per base, with standard DMs, and then an armour saving throw - seems sensible/suitable for medieval. Casualties are in bases, but I tend to mark them rather than remove them just to make the clearing up simpler (although for medieval shrinking frontage may be more important to show). 

I stole the morale model from Battlegroup:NORTHAG, so your break point is the number of units in a battle, and you roll D3 for each unit lost. So on average your Morale Hits == Break Point after 50% losses, but you could do better or worse.

Set Up

Battle of Tewkesbury again, straight fight. There was some drawing of fate cards before the game, which delayed part of the Yorkist Rear, and weakened some of the Lancastrian Van.




How It Played

The battles paired off against each other. Yorkists moved forward on Attack orders, Lancastrians stayed put on Defend. Both sides loosed a few arrows and then switched out missiles for bill for the melees. This went well for the Lancastrians in the Van and Main, less well in the Rear. Currours squared off against each other, the Yorkists getting by far the better of it before the cavalry broke to recover.


After a couple of melee turns things began to shake out. The Lancastrian Rear was the first battle to go. The Yorkist centre was very dicey, but held on with a morale/control test at 50% casualties. The Yorkish Van was almost completely wiped out though.


Both Commanders were getting stuck into the action, although neither brave enough to lead from the front rank. Both took flesh wounds, but as the Lancastrian Rear melted away for a brief moment Lord Wenlock was left exposed, but managed to hasten away before the Yorkists could take him. It was then Edward that ended up exposed as he had only his MAA around him as his center Battle failed. 


The Lancastrian Courrors came racing back, aiming at Edward but their Yorkists counterparts managed an intercept and finally wiped them out.


With two battles down it was time for Edward to withdraw, protected by what was left of his Rear.



Rules Impression

OK, I know they are my rules, and there's certainly past evidence on this blog of me being harsh about my own rules, but I think these played pretty well, and better than most of the sets I've tested. Certainly give me the sort of game and the sort of decisions I want when playing Medieval. Needless to say I tinkered with various things along the way, and still more to do. Particular areas to look at are:

  • Orders state post melee, and exploitation
  • Effect on battles when other battles break
Both of these I can look at also in the DFate version of the game.


Conclusions


So heading in the right direction. I'll update the 1 page QRS/rules-set if anyone wants to take a look.




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