The Second Aztec Rebellion Against Fezia
Lord Morning Hummingbird has taken the mantle of Emperor with the aim of overthrowing the cursed Fezian oppressors. He is busy gathering a horde of warriors.
Mat will be the Fezians. We rolled for numbers of units per side with Aztecs having six sided dice and the Fezians had four such dice. The figures arrived at were 18 Aztec regiments and 13 Fezian regiments, which is balanced as the Aztecs are all lights whereas the Fezians are a mixture of lights, mediums and heavies.
Next we rolled a percentage dice for qualities.
Aztec general (Morning Hummingbird) Fezian general (Akmed Doodoo)
Strength 13 6
Health 58 18
Bravery 65 87
Initiative 13 7
Impetuosity 64 17
Inspiration to army 98 71
It looks like the Fezian general is going to be a cautious one who may also fall ill at the drop of a hat. Yet he is unlikely to retreat in a difficult situation. Given his low strength, though, it is not a good idea for him to get into hand to hand combat.
The Aztec general too, is not a good one to get into melee. However he is also unlikely to retreat. He is quite likely to quickly launch attacks.
How to put it into practice? Both generals have low initiative but the Aztec one is twice the Fezian so he may get a re-roll of initiative for setting up and deciding who goes first.
For health the Aztec general must roll under 58 to be in health and the Fezian under 18. Failure to pass this and a 12 sided dice is rolled:
1 - fatal illness. Army pauses one move. D3 moves before he dies! All new actions of the army then stop. A new leader is chosen and new orders can follow after two moves.
2 -4 Very sick. Army pauses, awaiting orders for two move.
4-5. Sick. Army pauses for one move.
5-7 - General is late waking. First army move half move only.
8-12 General recovers
BRAVERY:
To withdraw the army the general must roll below his bravery percentage.
If the army is below half strength the general will withdraw from the field if a number is rolled above the percentage.
IMPETUOSITY
The Aztec general is more likely to take risks such as going on the offensive. He must roll above 64 to NOT do this.
Rather than having the Fezian general waiting too long to roll under 17 to order the army to advance the Fezian general must roll a 5-6 on a D6 at the start of the battle.
INSPIRATION
If the Aztec general is within thirty centimetres of any friendly units they get plus 2 on their melees and +2 on their morale.
If the Fezian general is within thirty centimetres of friendly units they get +1 on melee and +2 on morale.
SCENARIO
One side has a small force in the centre, holding some pyramids and must hold out until reinforcements arrive. The other side approaches from the opposite direction and must capture the pyramids. (I`1nspiration - One Hour Wargames by Neil Thomas).
Mat will be the Fezians. We rolled for numbers of units per side with Aztecs having six sided dice and the Fezians had four such dice. The figures arrived at were 18 Aztec regiments and 13 Fezian regiments, which is balanced as the Aztecs are all lights whereas the Fezians are a mixture of lights, mediums and heavies.
Next we rolled a percentage dice for qualities.
Aztec general (Morning Hummingbird) Fezian general (Akmed Doodoo)
Strength 13 6
Health 58 18
Bravery 65 87
Initiative 13 7
Impetuosity 64 17
Inspiration to army 98 71
It looks like the Fezian general is going to be a cautious one who may also fall ill at the drop of a hat. Yet he is unlikely to retreat in a difficult situation. Given his low strength, though, it is not a good idea for him to get into hand to hand combat.
The Aztec general too, is not a good one to get into melee. However he is also unlikely to retreat. He is quite likely to quickly launch attacks.
How to put it into practice? Both generals have low initiative but the Aztec one is twice the Fezian so he may get a re-roll of initiative for setting up and deciding who goes first.
For health the Aztec general must roll under 58 to be in health and the Fezian under 18. Failure to pass this and a 12 sided dice is rolled:
1 - fatal illness. Army pauses one move. D3 moves before he dies! All new actions of the army then stop. A new leader is chosen and new orders can follow after two moves.
2 -4 Very sick. Army pauses, awaiting orders for two move.
4-5. Sick. Army pauses for one move.
5-7 - General is late waking. First army move half move only.
8-12 General recovers
BRAVERY:
To withdraw the army the general must roll below his bravery percentage.
If the army is below half strength the general will withdraw from the field if a number is rolled above the percentage.
IMPETUOSITY
The Aztec general is more likely to take risks such as going on the offensive. He must roll above 64 to NOT do this.
Rather than having the Fezian general waiting too long to roll under 17 to order the army to advance the Fezian general must roll a 5-6 on a D6 at the start of the battle.
INSPIRATION
If the Aztec general is within thirty centimetres of any friendly units they get plus 2 on their melees and +2 on their morale.
If the Fezian general is within thirty centimetres of friendly units they get +1 on melee and +2 on morale.
SCENARIO
One side has a small force in the centre, holding some pyramids and must hold out until reinforcements arrive. The other side approaches from the opposite direction and must capture the pyramids. (I`1nspiration - One Hour Wargames by Neil Thomas).
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