Friday, July 9, 2010

Draft RCW rules for hexes.













Rough Draft of hex based RCW game inspired by Joe Morschauser
8 July 2010 Modified 23 Aug 2011

  1. HEXESAll measurements are in terms of hexes, Each hex may hold 1 unit and that unit must face a hex side. The 3 hexes to a unit’s front are it’s front, the 3 hexes to its rear are its flank and rear. 
  2. UNITS: Most units are average training and morale but units may be designated Elite or Conscript. The following units are defined:

UNIT
MOVE
RANGE
SHOOTING DICE
ASSAULT
DICE
SPECIAL
HQ/FAO
2


1

Infantry
2
4
1
3

MG
1
6
3
2

Mortar
1
6
2
1

Cavalry
3
4
1
3

Artillery
3 (limbered)
18
3
1

Armoured Car
3
6
2
2
Armoured
Tank
2
6
3
3
Armoured
Wagon
2
0
0
0

Armoured Train
3
18
3
4
Armoured

  1. Sequence of Play: Players take turns. During a player's turn he may activate his units 1 at a time. When all of a player's units have been activated, his turn is over.
  2. Actions: All units may carry out 2 actions each turn. When a unit is activated, declare which actions that the unit will carry out  An Action is:
    1. Move (artillery must be limbered)
    2. Shoot (artillery must be unlimbered)
    3. Limber/unlimber
    4. Rally (remove pin)
    5. Close Assault (must be adjacent)
  3. Command. If a unit is not within 6 hexes of its HQ then it must roll 4,5 or 6 on a die to move.
  4. Hits. If shooting or melee die hits on a 4,5,6 if a target is in the open, on a 5 or 6 if the target is obscured or on a 6 if the target is entrenched, armoured or pinned.  A unit which takes 1 hit from shooting in one player turn, is pinned. A unit which takes 2 hits in a player turn is destroyed. A pinned unit which takes a hit is destroyed. Elite units ignore the 1st hit each turn. Armoured targets may only be destroyed by hits from artillery, tanks or during close assaults but they may be pinned by any fire.
  5. Pinned. A pinned unit may not move, shoot or close assault until it is rallied. An elite unit rallies on a roll of 3 or better, average troops on a 4 or better, conscripts on a 5 or better. +1 to the die if an HQ is adjacent.
  6. Entrenched. Only infantry, MG’s and mortars may be entrenched. Infantry and MG's defending a village count as entrenched.
  7. Concealed. A unit in woods or a village may only be seen and shot at if it moves or fires or the enemy is adjacent to it. Once spotted it remains on the table.
  8. Line of Fire; In order to fire a unit must be able to trace an unobstructed line of fire through one of their front hexes to the target hex. Units, hills, woods and villages all block the line of fire. Mortars and artillery may trace a line of fire from an observer instead. Only a FAO may direct artillery and must be within 12 hexes, only an HQ may direct a mortar and must be within 6 hexes and its HQ. Both units need a fire action but range is still traced from the firing unit.
  9. Close Assault. Only infantry, cavalry and tanks may initiate close assault. To close assault, the target must be adjacent to a front hex side of the assaulting unit. The assaulting unit must not be pinned. Both sides roll simultaneously. A unit will roll 1 die if pinned or attacked from the flank/rear otherwise 2 dice. If the defender is destroyed then the attacker will occupy the hex. If they attacker is pinned, the assault is over. If the attacker is not pinned and the defender has not been destroyed then both sides must roll again.
  10.  Terrain: Infantry, MG’s and Mortars are not slowed by terrain. Cavalry lose a hex of movement if they enter a hex of woods, swamp or rough ground. If they only have 1 hex of movement left then they may not enter. Artillery, armoured cars, trains and wagons may not enter woods or swamps, and are assumed to be on a road if in a village hex. Artillery may not deploy in a village. Armoured trains may only run on rails and are not affected by terrain that the rails pass through. Other terrain effects may be established before a game. 

    Thursday, July 8, 2010

    Convalescent Gaming

    Its been a couple of years now since I finally started to see some usefulness to having what I might call a "card table game" to hand. That occasion was an extremely warm muggy evening and a friend & I sat out on a deck by the lake with 2 1/72nd ancient armies mounted on 15mm DBA bases and played a couple of quick games on a patio table.

    More recently, I have been playing some sit down games with friends with various health issues, a growing concern amongst a certain portion of the gaming population. A few smaller miniatures on a small table may not have the grandeur of a big table loaded with hundred's of 40mm troops but the games looked attractive and were challanging and fun none the less and much less strnouos to play. Its given me food for thought and since I now find myself convalescing, I find my mind turning that way.

    The latest game was a 15mm WWII BKC (Blitzkrieg Commander) game adapted to be played on a hex grid with no need for rulers or fiddlyness. Bob Cordery's gridded games are also on my mind, especially as I admire Joe Morschauser's work but a Hotz felt hex sheet is what I happen to have tucked away, never used, in the cupboard. Inside on the kitchen table would make sense, a certain degree of clutching at my chest and making puppy dog eyes ought to secure it but there are anywhere from 2 to 4 cats at hand in the kitchen which may be an issue. Spinner, our Whippet, tends to discourage them from the side yard when present so the picnic table under the Willow is looking very attractive, as long as the wind stays low. Not sure how well 1/2nd plastic figures will pin a felt sheet if the wind backs and rises.

    The trick will be to choose a simple scenario, not too big, something not too straight forward as I want a good story rather than a straight bash or a battle of wits. Despite past commitments to focusing on 40mm metal toy soldiers, 5 viable options appear for a truly "light" game:
    a) Elastolin 40mm Prince Valiant  for a small skirmish
    b) Split my handful of untried RCW 1/72 in 2, the snow based ones may feel out of place today, esp on a sandy mat,
    c) ACW 1/72nd Airfix, but something with not too much terrain may be best
    d) 1960'S Roscia facing Naryatria, the terrain would match well, dare I field the 2 new Centurians fresh from the factory without a coat of paint?  hmm the makings of  a scenario, The 2 new centurions are in a workshop near the front being painted and not yet fueled or armed. The Naryatrians stage a pre-emptive strike to take them out.

    Time for another nap and some day dreaming.



     . .

    Wednesday, July 7, 2010

    Diversionary Attack

    Slight interruption thanks to a quick break for a small heart attack, luckily have dodged a bullet and blogging will resume shortly if slightly shakily.