TW Squished Thoughts

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    Te Wapen - Squished! (Ideas)====================RANGES - Use the LONG edge of a card to measure ranges. Cards that are touchingare in Clos Combat range. Anything up to one card length away is at range 1 (asper 1 hex in the regular rules). beyond 1 card length, but less than two card lengths is at range 2 (2 hexes away), and so on...

    ARMY CONSTRUCTION - Use Min/Max values from Warmaster. Based on multiples of 10cards. So for a Dark Lord Army, Goblin Infantry would be 3/- (Must take a minimum of 3 every ten cards, no maximum). Mumaks would be -/1 (No minimum - so you don't HAVE to take any, but you can only take 1 Mumak in every 10 cards. And a Mumak IS 2 cards!). Trolls would be 1/2, so you have to take at least 1 troll for every 10 cards, but can only take a maximum of 2 trolls per 10. Armies are constructed in multiples of 10 cards.

    MOVEMENT - since we're using cards - not hexes - 1 hex will translate to the length of a card (the LONG edge). A unit can move its MV distance forwards, backwards and side to side. If the unit performs a wheel move, measure from the starting position to the ending position of the front corner on the outside of the wheel. Not sure how to deal with lining cards up when they come into contact. Have to think about this.

    SPIN MOVES - A unit can spin around its centre point for the move cost of 1. This represents a group of men running and turning to face a new direction, or simp

    ly the individual men turning 180 degrees so that the whole unit faces the way it came. Nearby units do not 'block' the spin (since the men would flow around them as necessary, but the unit must not overlap any other units at the end of thespin. Some units (Like the Mumak) cannot spin, they can only wheel. This will be stated on the card. If a unit has enough MV left, it can then move off or wheel as normal, but unit movement restrictions apply (so regular infantry & archershave no combat dice available after the second Move)

    RANGED COMBAT - Regular archers have Combat Dice of 1-3-2-1. The first number (1) is used if the unit is engaged in close combat (i.e. cards are touching). Thesecond number (3) is used when targetting an enemy unit up to 1 card length away. the third number (2) is used when targetting enemy units between 1 and 2 cardlengths away. And so on. TW allows ranged units to fire all around. What about i

    nroducing fire arcs - either everything in front of the front edge, or an arc projecting from the centre of the card and the front corners. This could really limit artillery which would have a short side as the front edge. Ranged attacks cannot be made into/out of close combat. LOS is figured from centre of card to centre of card. Any terrain or unit cards that cross this line block LOS.

    CARD FACING - I like the idea of having a card facing. Flank and rear attacks could then get a +1 bonus.

    SKIRMISHERS - spread out troops used to harry the enemy. don't inflict much damage, hard to kill, run away when engaged or attacked. How to represent this?Mv 2, Dice 1, To Hit 6+, Wounds 1 or 2 (need to playtest). Skrimishers retreat on ANY attack result of 1 (CC or ranged) and retreat on a CC attack result of 2.

    Card cost is 0.5, so a player can take two skirmishers for the cost of 1 card.

    UNIT MOVES - Standard TW would be translated as one card per unit (The Mumak would be a single unit consisting of two cards). I'm thinking of using more of a DBA style Unit format. Cards in Front Edge Corner contact, or Front/Rear Edge contact all count as a unit. This will speed up the start of the game, and start tomake things difficult once engagement begins. The standard method for activatingunits (using a regular card deck) is superb and is a beautifully simple way ofmodelling the fog of war.

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    INDIVIDUALS/WIZARDS - Don't represent these with a full card. Use a marker (Likea portrait in Pirates of the Spanish Main?) and place it on the UNIT Card if the character is activating with the unit. The unit takes wounds before the individual does, and wounds don't carry over to the character. The figure's stats cardis held by the player at the side of the board. Individuals generally have only1 wound, so as soon as they are hit, they're dead anyway. Individuals can activate separately to a unit as normal, and can execute ranged attacks all around.

    ENGAGING/BREAKING CONTACT - In my first (rather rushed) trial game, I couldn'f find any rules for untis breaking contact. My goblins & orcs kept rushing in to close down the archers in order to prevent them from gettng their 3 dice attack.In the end, I allowed the archers to break contact to get them in a favourable firing position, but the gobbos got a free attack on them to do this. However, The goobos initially did a double move into contact. This meant they could not attack, and they had only done it to close down the archers. This seemed a bit unfair/unreal. I was thinking of either preventing a unit from charging into combatin this way, or allowing the defending unit a free, max combat dice attack, on the way in.

    REAR SUPPORT - Another DBA/HOTT concept. Spears and berserkers can go in ranks.A unit being supported in the rear by an identical unit gets +1 on attacks. Butthey are effectively blocked from retreat, so a retreat result automatically results in a wound.

    OPTIONAL MORALE RULES - TW already handles a morale effect (Retreats). I don't know if we want to add further effects. B:FW uses the wounds track to trigger morale/rout tests (The boxes change from green to amber to red - units check moralewhen all the colours of a particular colour are gone. Basically like the systems chck in Full Thrust). The unit rolls 3d6 and tries to roll under its morale stat. We could do something like this in TW-S. Goblin Wounds - 2/1/2 (I gave my gobbos 5 wounds 'cos there are so many of them). Unit rolls equal to or under itsremaining wounds or routs. So after 2 wounds, Gobbos need to roll 3 or under tostay steady. After the next wound, Gobbos need to roll 2 or under. Regular Men would look like this: 2/2. So they only check morale when they are at half strength. Characters attached to a unit can increase the morale target number - so Gandalf or the Witch King can add +1 (say) if activating with the men, which meansthey now need to roll 3 or under. Results of failed morale checks could be (1) u

    nit routs from the table. (2) unit flees MV 2 directly away from the enemy. Elves and dwarfs might look like this: 3/1 showing they are steady troops. OK - letsconsider some standard morale breaks for the wound tracks:Green Troops: 2/1/1. Regular Troops: 2/2. Elite Troops: 3/1. (All based on a standard 4 wounds). I think Green troops represent orcs/gobbos pretty closely, since they are basically rabble. Elite troops would be good for Elves/Dwarves sincethey show greater experience/stubborness. Oh - fanatical troops (Berserkers) ortroops which are immune to morale checks (skeletons) would not show any colour change - green all the way!

    TAROT DECK ADDITIONS - I don't know if you've been working on these while you'vebeen reviewing the rules, but incoporating some of these into a standard deck might be fun. Here's my proposal:

    1-9: Activate 1 unit.10, Jack, Queen: Activate 2 units.King: Activate 3 units.Ace of Diamonds: Spell Casters can cast spells at -1MP (with a minimum of 1AP) during the following 3 card activations.Ace of Clubs: Chariots & Cavalry get +1 attack die during the next 3 card activations.Ace of Hearts: Heal 1 wound on any 3 units in the army of the last activated unit.Ace of Spades: All units attack with one extra die during the next 3 card activa

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