Army List Special Rules

 Inspired by Paul Wright's Funny Little Wars special rules for his imagi-nations or historical national analogues I have come up with the following:

LIONIA

Lionia is based on Abyssinia which retained its independence despite fighting 19th century British and then an Italian invasion followed finally by a successful Italian invasion under Mussolini's orders.

So far Lionia has faced invasions by Cortesia (Mexico), Ruritania and Borduria.

Special rules:

Attack Lions: specially trained lions attack invaders. They work best when springing ambushes from cover. Those attacked must make morale checks.

Heroic but poorly armed troops: The army is a mix of shield and sword troops and fewer rifle armed. Most troops shoot as militia but are either average or elite in melee.

Lion temples (Unlike the Abyssinians the Lionians have non Coptic religious elements) - Lionians within thirty cm of such temples have leadership and melee bonuses.

The nation rallies: On move four start rolling dice to see if D3 extra (non regular) units arrive. Roll a dice each move and they arrive on a six. Roll a further dice and on a a role of 5 or 6 they arrive from a randomly decided flank.


ZOOHOO

Zoohoo is a federation of tribesmen including Zulus and Dervishes. 

They are similar to the Lionians but with even fewer modern weapons. Many count as elite in close combat but as militia for shooting.

'Millions of em'. 
 From move 6 roll for arrival of extra troops. On the roll of a 6 on D6 any destroyed or fled units return as full units. 1-2 arrive on base line, 3-4 on invaders' left flank, 5-6 on invaders right flank. If no units were already lost then there are no new units. If that is the case keep rolling for arrival. Once it is used it can't be used again. This does encourage the Zoohoos to launch suicidal attacks but that can be in vain if no sixes are thrown!


CONFEDERACY

This can be either the 1860s or later era 'continued CSA'.

Paul Wright has special rules for 'Army Red White and Blue' for late 19th to early 20th century which could be used for both the 'Yanks' and the 'Rebs'. These include random dice roll decisions on quality of troops,

Rebel Yell. This is inspired by some of the old Games Workshop rules for Space orks.

Once in the game the Confederate player can announce a Rebel Yell. All units rally. Any forward movement has D6 inches increased movement. Melees that round include plus one for all melee and leadership dice rolls.

USA

Greater population and more factories:
The special extra rule is for use against the CSA. From move three roll for arrival of an extra unit on roll of a six. Then roll again. 1-2 = infantry. 3-4 = cavalry and 5-6 = Gatling gun.


These rules could be adapted for other armies. The one for the Zoohoos is a good one for large native armies as a compensation for normally inferior weapons.


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