The pair of us have been busy working on a system to allow us to play small scale battles using the KOWH rules. Inspired by WAB's Border Patrol rules with an added chart to randomly select a scenario we present: 'CLASH'. Players get to choose a 500 point army and add a hero to lead them for free.
CLASH v2.
A set of guidelines to help create smaller battles
with the Kings of War Historical rules. .
1: You may choose an army of not more than
500 points. Your points total may include the selection of one ‘Veteran’
ability to give to one of your units.
2: You may have a single Hero character from
the Master List to lead your force (for free). He may be on foot or mounted as
you wish, but you pay the extra points if he is mounted. Your hero also gains
’Inspiring’ for free.
3: Your force must consist of at least 3
units.
4: You
must include at least one regiment of 20 infantry (or 10 cavalry). You may
select as many ‘troop’ size units as you wish. Hordes are not allowed. If you
take a second regiment you may select another hero either from the master list
or the army list, but unique Heroes (1) are not allowed unless specified by a
scenario such as ‘Kill the King’.
5: Your force should be a balanced force and
should follow any army list restrictions.
6: Your force may not include war machines
unless playing an agreed scenario that involves capturing the enemy artillery
for example.
7: All games are to be played on a 4’x3’
board, with the scenery being arranged by a neutral player or umpire. Players
then dice for table edge, highest throw having the choice.
Quick Scenarios: For the length of a game
throw 1xd6, score of 1,2 = 6 turns, 3,4 = 7 turns and 5,6 = 8 turns unless the
game is decided earlier. Throw 1xD6 for scenario type…
1-2: Capture:
forces vie for control of a vital bridge, ford, hill, temple, etc…Throw 1xd6,
score of 1,2 = ford, 3 = bridge, 4 = crossroads, 5 = hill, 6 = temple/church.
The piece of terrain being fought over must be placed as centrally on the table
as possible.
3: Flank Attack:
each force secretly assigns between 50 and 150 points of their strength as a
flanking force and note which flank it is intended to arrive on. Units may not
be split between the main group and the flanking force. At the start of turn 3,
players may roll to see if their flanking force arrives, needing 4+ on a D6,
adding +1 to your throw each subsequent turn until they arrive.
4-5: Meeting Engagement:
deploy both forces up to 12” in and fight it out.
6: Ambush: one side is
allowed to deploy one unit in Ambush anywhere in their own table half. The
Ambusher must write down the position of the concealed unit. All other units
deploy up to 12” in.
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