Rules Summary for Notting Hill Game and other Games
RULES SPECIAL FOR THE SCENARIO
Many of the general rules Mat and I use in other time periods. We have other rules sets we also use.
For this Chesterton based game we used pieces of paper with a third to half being blank. These would be revealed as they came into line of site. If there was an actual unit we also rolled for the unit behind - on a 5 or 6 it would also be revealed unless the other side's piece of paper was a blank. The North Kensington and other attacking forces could move at 40cm. Defending Nottinghill forces travel at 45cm and cavalry at 75cm.
The battles are at night. Each move, the attacker player rolls a D6. On a 'one' the troops are confused after the gas lighting is cut. Any units that are close start fighting each other. On a 'two' they have no forward movement as they are lost. We decided that one round of fighting themselves was enough and after that we counted the 'one' as 'two'. In our recent game, Mat's attacking force lost 17 figures from this in-fighting. (In our earlier games we just rolled for casualties from the entire army instead of each unit in contact or near other units).
Leadership. Each side has two generals. They have leadership, '9'. To maintain morale for any unit they are attached to they must roll a 9 or less on two D6 (or a D12). If they are within 30 cm of other units, they get plus one on their leadership. Attackers' leadership is 6 and defenders is 8. Scott Wayne has leadership 10.
Attacking army units that fail morale or leadership retreat a full move but any unit they pass by or through within 20cm must also roll for leadership and retreat a full move until rallied.
The attackers outnumber defenders by over half. There were slightly more attackers than earlier games in our recent game. The lower leadership and retreating units' rules reflect the spirit of the novel with Nottinghill troops being especially well led and motivated, as well as knowing the land.
CATAPULT I downgraded the catapult from previous games. This time the projectiles have a radius of 2 inches. It is guess-range and with a limit of 120cm (unless it scatters further). So, the catapult player guesses the range (either in centimeters or inches, so long as he makes clear which) and places a die or marker. Then using a Games Workshop scatter die and three D6s it scatters unless it is a direct hit. Any covered figures hit die on D6 roll of 2+. If it is indirect firing it scatters 4 D6. In our last game the two catapults killed one man. Also, on a hit a D6 is rolled and on a 1 or 2 the ammunition consists of cabbages. The target is so confused it does not move next move but suffers no casualties.
We have taken to using some aspects of Warhammer rules. So, in Warhammer fantasy and in 40 K there are tables to consult. It is not really difficult and after a while we don't even need to consult them. At the simplest most ordinary humans have a Ballistic Skill 3, Strength 3, Initiative, Weapon skill and Toughness 3. When facing an opponent in melees with the same characteristics it takes rolls of 4 to inflict hits and wounds. Then if the target has armor, he gets a save unless the attacking weapon modifies the save other point of no armor. (Two handed swords and axes diminish armor by 2 points as they add to the wielder's strength by 2 points) so a save of 5-6 becomes zero and a 4+ save becomes 6. A halberd adds a point to the wielder's strength and so it takes a three plus to would a strength 3 target.
In our Nottinghill games many of the attackers had 4+ armor saves but in the last game I made all armor saves 5+ and gave the Beefeaters the same armor (presumably under their tunics). Most missile troops have no armor or minimum armor of 6+ saves. In the novel little is said about armor and it is only because many of the figures I used had armor that I factored it in.
Cavalry get +1 on strength for impact and also extra attacks for horses. Generally we also give them a bonus for saves and initiative.
MELEE MECHANICS
As mentioned, we refer to Warhammer but use our own adaptation or variation. Details change over various editions of the Warhammer rules. So, what we do is figures in base to base plus a rank behind and including up to two figures overlapping on each side. (My bases are not always of identical size so we base it on the side with biggest bases in the melee so one side doesn't get more figures in because it has smaller bases (unless maybe we had hobbits, munchkins or something like that). A winning side can move two figures to envelop the enemy on the flanks. his might or might not be an advantage.
We don't use the Warhammer additional stage of assault but just count movement that can get a unit into combat. However, for our units to go into combat they must pass a leadership test. if failed they nothing. (Warhammer does this just for fear tests when facing Undead and monsters but in that case, we would make a second test or modify the first test).
The unit which makes the contact gets to go first and might reduce the strength of the enemy unit before it responds. In subsequent rounds of the combat the figures with highest leadership go first. Our generals had higher leadership and Weapon Skill. our generals also had three attacks each and hit on 3+ instead of four plus. If they lose a wound then their attacks are reduced by one (unlike Warhammer). Units get rank bonuses +1 for four or more figures in ranks after the first two ranks. They also get +1 for a flag. These go to combat resolution. The unit which has the highest score after each round pushes back the other unit 20 cm. if a unit is pushed off the board it is out of the battle. (Warhammer has a different method and doesn't use pushback). Cavalry and monsters are not pushed back but can do the pushing. If a pushed back unit pushes into a friendly unit the pushback is ten cm, including the friendly unit. If a unit has lost a round of melee and is down to less than half strength it does a leadership test. If it rolls over its leadership it runs away a full move. At the end of melee units must stay in place reorganizing unless it has a musician or are rated as well trained. then they not only can reorganize (in any formation and facing any way but can take a half move of any kind.
SHOOTING
Old firearms such as medieval, matchlocks and flintlocks move or shoot only. Mid 19t century and later firearms, troops can move a half move and shoot. Long bows and other bows other than crossbows, can take a half move and shoot. One die per figure.
To hit depends on weapon skill. For average shooters it is 4-6.
Modifiers: Target is over half range of weapon -1, Firer moving -1 to hit. Firer mounted -1. Target in open formation -1 to hit. Single figure target -1 to hit. Target in cover has cover save. Soft Cover 5-6, hard cover 4-6. 'Impossible shots' may try to roll again and get a six or use a die with higher number of sides or just count it as impossible! Slit windows in castles, trenches 3+ saves.
Fire arms and crossbows are strength 4 rather than strength 3 of bows etc so wound a strength 3 target on 3s rather than 4s. in addition they reduce armor by a point. Modern rifles reduce armor by 2 points. No saves from artillery.
Pistols: get one extra strength 4 attack at beginning of a melee. For shooting revolvers get three shots with 6s needed to hit. other pistols get one shot.
HEROES/CHARACTERS
These can do what they like by joining and leaving units. they can't leave units in combat. To get their attacks and give leadership to the unit they should be in the front rank.
RANGES
Long bow 120 cm
Early firearms 85cm
Modern firearm (Later 19th century to 20th century) 180 cm
Pistol 25 cm
Catapult 120cm guess range
Loss of commander. Nottinghill troops recued in leadership -1.
Generally a sub commander takes over. We also have a chart of possible results that include army having no further forward movement, retreat etc. Some armies will have more dire consequences.
An additional rule we can use is when one army gets below 50 it makes a die roll on the leader's leadership. if it fails the army retreats.
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