Tuesday, October 4, 2011

Combat Cards Scenario Rules

I really like the rules system Combat Cards (http://www.tacticalassaultgames.com/category/combat_cards/page/3/). But to simulate some historical periods, or scenario specific situations, I found I was applying modifiers to the core rules. These modifications then, are for the interest of people who are traveling down the same path.

The purpose of these rules is not to to be incorporated in the core rules, which are a masterpiece of elegant rules writing, instead they are to be added on a case-by-case basis. However, we now play Combat Cards with the first three amendments as a matter of course.

1. Commands

The Actions printed on the cards represent the uncoordinated tactical initiatives of sergeants and corporals rather well. But the random nature of cards does not represent the ability of an officer coordinating a skirmish over radio on a modern battlefield. The random nature of the cards also makes the game a little too frustrating at times.

To model the influence of the commander, and free up the game a little, we introduced commands. Each player can buy the ability to issue commands from his position off-table. The number of commands represents the quality of communications, training and morale that allows an officer (the player) to control his force.

A command allows the player to issue any action to any unit exactly as if he were playing a card and withthe same limitations. Two commands can be given to a leader to give him an "Issue Orders" situation.

Army type     Commands/turn    Cost    Army size
Civilian           0            0         36
Militia            1            1         35
Professional       2            3         33
Veteran            3            6         30
Elite              4            10        26

Poor Training
Some troop types should not be able to receive commands due to their lack or training, or brains. Therefore civilians, creatures and swarms cannot be issued commands.

2. Discarding cards

This replaces the current golden rule about either playing, or discarding cards. This frustrated players and penalised forces with a limited range of unit types unduly.

Instead, once a player has played is last action, he can discard any unwanted cards before recharging his hand.

3. Squares

I play Combat Cards on 100mm squares, which removes the burden of measuring with rulers. Each square represents a very short distance. Conceptually when a unit moves into a square, the square becomes the dimension of it's base.

Movement distances and ranges can be measured with one diagonal square, but otherwise needs to be measured orthogonally. A square containing a terrain feature that provides cover or an obstacle is considered to be fully occupied by that feature.

Line of sight goes into a piece of elevated terrain but not through it. Line of sight goes into but not through a single terrain square that provides cover.

4. Scouts

This is a troop type that is sometimes necessary. Scouts use the same values as commanders, but instead
of being able to issue orders, they can use the reconnaissance situation instead.

5. Big Guns

In some scenarios, the difference between firepower and heavy firepower is important. In this case, where firepower or close combat is two or more levels higher than the target's protection, and the fire is from half or less of the total range, we allow an additional one level higher firepower attack modifier.

6. House-to-house

These rules make make simulating houses a littleeasier, especially the middle-eastern compound type. A house counts as bunker but with moderate protection (factories could be heavy protection). A single unit can move into the building if it could reach it's centre point. The unit must then nominate which way it is facing. A unit can change facing by using a move or assault action. Line-of-sight goes into a built up terrain square but not through it.
A unit leaving a building, or forced to fall back from one, measures it's movement from the centre point.

7. Cavalry

In the early part of the last century, cavalry still had a part to play in warfare. Cavalry were used for
reconnaissance, fought well against infantry, but were not much use agains defended positions, and could
shoot, but not well. Cavalry should therefore be thought of as civilians mounted on creatures that can use the
reconnaissance situation. They:
􂿣 Can use the reconnaissance situation
􂿣 Cost 3 points
􂿣 Can make a rapid move
􂿣 Shoot and assault as civilians
􂿣 Also assault as creatures

Therefore when cavalry fight in close combat, they get two attacks, once as a civilian, once as a creature.

1 comment:

  1. Couple of question about your idea for Cavalry:

    What is their Protection value ? None ?

    Would it be more elegant, just to increase their Close Combat value a level above Civilians (i.e. Light), then to give them a double attack ? (which no other unit in the game has that advantage). Or perhaps raise it as high as Moderate perhaps ?