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Re: The Last Warmaster

Posted by Warlord Bhaird on Jun 08, 2011; 3:35pm
URL: http://the-lost-and-the-damned.71.s1.nabble.com/The-Last-Warmaster-tp6452207p6454176.html

First of all as with most games i get into i sometimes find the original rules to be far too congested and tied down in little technical aspects that tend to get in the way of the essential strategic elements that keeps the game flowing smoothly.

Because i chose to use Kallistra's HEX terrain i needed to shape the rules around HEX movement obviously and so far this is looking like a very simple yet amazingly fun game to start playing.

All movement and unit wheeling is made dead simple using the six sided HEX's and tape measures are a thing of the past also. Still considering using measuring sticks to work out shooting range/arc of fire. Anyway it's all extremely precise and that's what i love about it.

Here is the basic turn sequence i'm currently working on. [Work in progress]

Movement Phase
The movement phase proceeds according to the command sequence as follows:

1) RALLY and REFORM Commands are declared for units who retreated.
2) STRAFE and SOAR Commands are declared for flyers.
3) PSYCHOLOGY Tests are made for certain troop types.

4.1) CHARGE Commands are declared and red markers are placed along the charge path towards the target.
4.2) REACTION Commands are declared: REPEL, HOLD or RETREAT then immediately take place before the charge is made.
4.3) After all reactions are completed the chargers roll 1D6 and move along the path into position according to the number rolled plus move value modifier.

5) MARCH Commands are declared and marchers moved at double move rate as long as they do not come into contact with enemy troops.
6) MOVEMENT Now both players 'alternate' moving the rest of their armies until all have been moved and white markers placed.

If a player does not wish to move a unit he places a move marker anyway to show that unit has completed the phase. Unless otherwise stated a unit that moves over difficult terrain has it's movement reduced to 1 HEX until it has cleared the terrain feature. Scout infantry, Fast cavalry & Flyers ignore movement penalties whilst moving over difficult terrain.

Note: To avoid confusion REACTION commands are made 'before' the charging unit is actually moved.

When all movement for both players is complete remove all white movement markers.



Ranged Phase
Both Players alternate marking ranged troops with grey markers until all ranged units are marked.
One player then selects a marked ranged unit and may target any enemy within range, placing the marker on the target. To work out the maximum/minimum range of specific weapons use the measuring stick.

Most ranged troops use the angles of the 1st front HEX to determine the shooting arc, Artillery/Machines have individual rules in this case.

Note: To be eligible to fire upon an enemy the shooter must have unblocked line of sight to the target.

Now check the ranged value of the shooting unit to determine how many dice are rolled.
Rolls of 1, 2, 3 miss while rolls of 4, 5, 6 hits.
Each hit is totalled and ARMOUR saves are made to negate hits.
Players now consult the ranged resolution table to determine what happens next.

When all shooting for both players is complete remove all grey ranged markers.



Combat Phase
The combat order of fighting units proceeds according to the CHARGE commands made in the movement phase. Now check the combat value of the fighting units to determine how many dice are rolled.

Note: Combat in this game is simultaneous hack'n'slash between both engaged sides.

Rolls of 1, 2, 3 miss while rolls of 4, 5, 6 hits.
Each hit is totalled for each side and ARMOUR saves are made to negate hits.
The side that scores the most 'unsaved' hits is the winner.
In the event of a tie both sides must immediately begin a fresh round of combat.
Each unsaved hit results in the removal of 1 stand of casualties.
Players now consult the combat resolution table to determine what happens next.

When all combat for both players is complete remove all red charge markers.



Magic Phase
Both players select a mage character then each secretly place either a SPELL, DISPEL or EMPOWER card face down on the table.

Note: Dwarf Runesmiths may instead strike The Anvil of Doom.

Both players then reveal the cards.
If both players have chosen SPELL cards player1 casts the first spell followed by player2.
If both players have chosen DISPEL cards no spells are cast this magic phase.
If both players have chosen EMPOWER cards no spells are cast this magic phase.
If one player has chosen SPELL and the other has chosen DISPEL then a opposed duel roll is made.

Empower cards enable a spell to be cast in the following magic phase that cannot be dispelled, the spell is effectively supercharged.

Note: Unlike ranged combat a mage does not require direct line of sight to cast spells against enemy targets.


Movement Table [Characters, Infantry, Cavalry, Chariots, Machines & Monsters]
WHEEL: Pivot wheels may be made for free before, during and after a unit has moved.
FORWARD: This is a regular default move in a forward direction.
MARCH: Grants a double move allowance but the unit must travel in the same direction without any turning and may not shoot in the ranged phase.
CHARGE: Represents a unit rushing into battle and grants D6 move plus move value modifier so charge moves are always random and can often fail.
BACKSTEP: While still facing forward a unit can move directly backwards 1 HEX.

Movement Table [Artillery]
Artillery cannot MARCH or CHARGE and if they are attacked then forced to withdraw or retreat they are automatically removed as casualties.

Movement Table [Flyers]
Flyers have 2 unique modes of movement STRAFE and SOAR one of which must be announced for each flyer in the command phase.
STRAFE: This is the default movement mode for flyers and allows the unit to both attack and be attacked in turn.
SOAR: Simulates a flyer flying high over the battlefield thus the only way it can be attacked is by other flyers.

Note: to represent a flyer in SOAR mode place the unit on top of a drinking glass to simulate the added hight.


Ranged Resolution
-Driven Back-
For each stand removed as a casualty by ranged attacks the target unit is driven back 1 HEX and this also includes REPEL shots.

For example: a unit of Warriors loses 2 stands as casualties so it is driven back 2 HEXES.

It is thus possible for ranged units to drive back enemy that declare a CHARGE against them before the chargers are actually moved. Units that are driven back are moved in the exact opposite way they are facing, very similar to a BACKSTEP move.

Note: unlike melee combat ranged attacks do not make the target subject to command tests, withdrawals or retreats.

-Annihilation-
When a unit suffers the loss of it's last stand from ranged attacks it is completely annihilated.


Combat Resolution
-Withdraw & Advance-
After a round of combat has been fought compare the number of 'unsaved' hits scored by each unit/multiple units. The unit that has suffered the most unsaved hits must roll a command test using the command value of the closest character model. If the losing side passes the command test they withdraw 1 HEX and the winners advance 1 HEX towards them again. If the losing side fails the command test they immediately retreat and the winners have the opportunity to pursue and destroy them.

Note: Multiple allied units fighting a single enemy unit count all unsaved hits as a single score.

-Retreat & Pursue-
After having failed a command test in combat the losing unit and winning unit now roll against eachother.
The number of dice rolled is equal to the move values of each unit, In the event of a tie another opposed roll is made.

For example: a unit with a move value of 1 rolls 1 die, a unit with a move value of 2 rolls 2 dice etc.

If the losing unit rolls higher they manage to escape to their sides table edge facing outwards and backs turned to the battle. If the winning unit rolls higher they have overrun the fleeing enemy and slaughtered them, remove the losing unit from the table.

Note: It is possible that the outcome of retreat & pursue may affect other units in the retreat path.

-Annihilation-
If both sides lose 3 stands the combat is over because they have completely annihilated eachother!


Only the insane have the strength to prosper.
And only those that prosper truly judge what is sane.