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Average troops, neither inspired nor cowardly. Good troops, we armed, trained, and led. Inspired troops, exceptionally led and trained.
God-like troops who are destined by God to win an empire. For the Movement rating, cavalry armies tend to have at least a 3 with great cavalry armies having a 4.
Infantry armies have a rating of 2, with particularly sluggish armies like Early Greek Hoplite having a 1. All use essentially the same system: each unit is a single base and all bases are a standard width.
Any grids are one base width in size. Infantry move one base width and cavalry moves two base widths. When units retreat light infantry retreat two base widths, heavy infantry one, and cavalry two.
Maneuvering is where a lot of the differences are in the units. Light Infantry units are the most maneuverable, by far, with everyone else fairly limited to how they can move.
Given that this is a game of maneuver, this is the section of the rules that players have to place the most attention. Once you get into a bad position, it is very hard to maneuver out of it.
The Movement rating of the army indicates the number of units or groups that can move. If units are grouped together bases touching and all facing the same direction then moving that group only uses one Movement point like a Command PIP in DBA.
So grouping units together is very important and as time and the effects of combat and terrain come into play, your forces will fragment into smaller groups, therefore limiting how many units can move each turn.
Terrain has little effect on movement. You can either move through it or you cannot. I can see adding some extra rules, however, like woods and towns breaking formation, but currently the rules have none.
Combat Combat is conducted by indicating a unit that is attacking and the units supporting the attack, and the unit being attacked. The players then go down a list of combat results, finding the situation that matches the condition of the attack, and read the combat results which are almost always "are defeated".
Now I cannot give you the whole combat results lists — that is the intellectual property of Chris Engle and why you buy the game after all — but I can give you a sense of it.
Missile unit with two unopposed supporting missile units defeat everyone. To count as "supporting" a unit must be be able to attack the same target.
So if it is melee, they have to be adjacent and facing the target unit; if missile combat they have to be in range, line of fire, and line of sight.
In order to count as "unopposed" the supporting unit cannot be adjacent to an enemy unit other than the target. I had incorrectly taken it to mean that a unit would also be opposed if opposite an unengaged enemy missile when using missile combat, and quite liked it that way.
The list of combat results is in a specific order, ranking from most likely to least. For example: All troops defeat troops attacked in the rear or flank.
All troops defeat civilians. If a unit of Peasants civilians attack a unit of Knights from the rear it wins the combat because the rule "All troops defeat troops attacked in the rear or flank" has higher precedence than the rule "All troops defeat civilians".
If the Peasants were attacking from the front it would be a disastrous attack, resulting in their defeat.
Not much of a reason to make that attack then! All of the combat results lists are pretty much the same from rule set to rule set; each just provide variations based on the period and genre reflected by the rules.
Those sorts of rules, however, would not be in Fusilier , which is set in the Horse and Musket era. Those rules, however, would have rules about arquebuses, musketeers with and without bayonets , and artillery, which Ritter , set in the ancient and medieval times, would not.
All in all the combat works pretty well and you get the hang of the order in the list, so often you don't even need to reference it except in special circumstances.
Generally speaking, if your attack has support you will defeat the enemy; if not, it is sort of a rock-paper-scissors drill as to which unit types defeat which enemy under what circumstances.
There are also a number of optional rules, including those who cannot do without their dice. Throw 2D6 and a '12' means the loser of the combat becomes the winner, a '2' means the combat was a draw, anything else means the results as indicated stand.
Break Point This is another area where the rules stand out from most games. Other rules state when the game is won. Players play until the victory conditions are met, which is largely when the enemy breaks in morale.
Then they pick up the game, chat, and talk about shoulda' coulda' woulda'. Not in these rules. In fact, it might be necessary to fight a rearguard action with a few units in order to ensure that the remainder of the army makes it off safely.
If you lose units equal to twice your Break Point, your army then goes into Rout state. Everyone then is forced to make a beeline for the board edge.
Why would you want to play out the rout of an army? Remember that these rules are to play out the battles in a larger campaign game.
Rather than rolling dice for how many units get swept up in the rout, you actually play it out. It also makes you think about how far you are extending yourself on risky attacks.
If the attack fails it could spell the destruction of your whole army as it is scattered across the board. Remember, you only have a limited number of moves per turn.
Labels: news , review , rules. It has longbows, pikes, knights, like a Swiss Army knife of the wargame table. Historically, it didn't have much internal cohesion and Ritter lets you represent that easily.
Ein Ritter Spiel puts the rules on a grid, rather than using free-form movement. It includes muskets, so it spans Ritter through Fusilier.
But the army lists came from Fusilier, not Ein Ritter Spiel. I like the distinction between light and heavy infantry and did not feel the inclusion of skirmisher was necessary for Fusilier.
I also felt that ERS was clearer in its writing. As far as I know, ERS is not published. Chris gave me the rules for free when I ordered Ritter and Jabberywocky off of his web site.
Good to hear that another person knows and has tried the rules. I pulled out my Baccus 6mm Napoleonic troops that I have been collecting for a while.
I have had a hard time settling on which rules to use for them so they are currently in about five different basing schemes.
The basing scheme I seem to use the most — 20mm squares — seems the least visually appealing. I think I am going to end up with two schemes — one dioramic with 6" x 4" bases and one with 40mm wide bases — before it is all over.
My hope is that I will be able to limit my dioramic basing to the Waterloo campaign troops only with all of the other troops on 40mm wide bases.
We will see. For this game I am using either four 20mm infantry bases or two 40mm infantry bases and four 20mm cavalry bases or a single 40mm cavalry base.
The artillery units are all 40mm square bases. My French are the worst when it comes to being on different basing schemes. So I had to improvise with them.
I recently bought some painted French and have not been able to rebase them yet. Some are on 2" wide bases, and others on 60mm wide bases.
I had to bring in my Spanish in white uniforms and bicornes to fill in as French. It is a mess, but it is all functional.
The Prussians look much better. I had to improvise a little bit for the Grenadiers and Guard Grenadiers, but they never really got into the action anyway.
Here are the troops in their starting positions. No comments:. Newer Post Older Post Home. Subscribe to: Post Comments Atom.
Saga Review and Test Battle. Onslaught Miniatures 6mm Sci-Fi Figures. There was a post on The Miniatures Page about a "new" company making 6mm sci-fi figures: Onslaught Miniatures.
I took one look a