Saturday, April 10, 2010

Set up rules for "Victory without quarter"

Step 1:

Choose an army size. Armies can be large, at ₤30, adequate at ₤25 or small at ₤20.

Step 2

Purchase an army using the following costs and conditions:
  • A trained battalion, squadron of horse or dragoons costs: ₤2
  • A raw battalion, squadron of horse or dragoons: costs ₤1
  • A veteran battalion, squadron of horse or dragoons: costs ₤3
  • One artillery battery can be purchased for every three foot battalions or dragoon squadrons at a cost of: ₤3
  • Purchase a defended obstacle (hard cover) large enough to cover 2 battalions: ₤1
  • One commander or courier is provided free for every complete battalion, or squadron of horse or dragoons. One of these is promoted to be the Commander in chief.

Squadrons and battalions can be kept off table (in reserve). Units in reserve cost half of their normal price. Once their card is drawn they may attempt to enter from the friendly army's rear edge ( as long as it is 12" from any enemy unit). To enter the battlefield the unit needs to roll a die and score a 6 if foot or 5 or 6 if horse.

Step 3

Determine the scenario:
Small Enemy ArmyAdequate Enemy ArmyLarge Enemy Army
Small Army Place 2 victory locations Place 3 victory locations Place 4 victory locations
Adequate Army Place 1 victory locations Place 2 victory locations Place 3 victory locations
Large Army Place No victory locations Place 1 victory locations Place 2 victory locations

Step 4:

Establish defender and attacker.
If one unit has the smaller army it is considered the defender, both are the same size, the army with the most horse and dragoons is the defender, if this is the same, dice to see who defends.

Step 5:

Set up game.
The defender sets up 5 pieces of terrain and chooses one side, the attacker them moves or removes 2 pieces of terrain and chooses the other.
The attacked places victory locations (if any) 12" from any table edge and 12" from any other victory location.
The defender sets up one brigade and all artillery and defended obstacles anywhere within 12" of the table centerline. The attacker sets up one brigade and all artillery or defended obstacles within 12" of the table centerline. Repeat this till all brigades are deployed. Then place both commanders.
Start the game by drawing the first card.

Step 6

Winning and loosing:
At any time any enemy unit is closest to a enemy victory location, it is captured and removed from play. At the end of the game the side with the most victory locations wins.

1 comment:

  1. Looks quite sensible, but not sure about removing objectives from play during the game? Wouldn't you leave them on the table so that one you've lost can be recaptured?

    ReplyDelete