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"Follow Me, Men!" One Brain Cell Fantasy Wargame Rules Version 1.1 January 2005 |
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In the Beginning These are rules for playing a wargame with toy soldiers. It is intended for several players - say 4 or more. Players control heroes (and, of course, heroines), who in turn have contingents of fighters under them. The setting for fantasy games is one of a sort of mixed dark ages/medieval European environment. Recommended reading for this are the Conan books, Tolkein's Middle Earth books and Terry Pratchet's Diskworld books. There are thousands of heroic fantasy books, of course, but if you've read these you will at least know where the author of the rules is coming from. Why 'One Brain Cell'? Well, many sets of wargame rules these days are horrendously complicated, with big thick rule books to read, dozens of additional books to get (at unreasonable expense) and exceptionally complicated rule mechanisms that take ages to work out. My brain is too simple for this, so I tend to write rules that one require a single brain cell to use and understand. This tends to make games easy to learn and play, and, amazingly, are just as much fun as the dense and complicated game rules for which you have to pay a King's ransom. Odd, isn't it? So read on, and, hopefully, enjoy. Jim Wallman Estreham Valley, The Year of the Anchovy Setting up the game To set up a game you need a reasonable sized playing area. A large table or floor area is ideal. Depending on the story you have in mind, this can be laid out with terrain. A green cloth makes suitable ground. Model trees, lichen etc makes woods, hedges and undergrowth. Cottages, hovels, even mansions an be easily made out of cardboard. This is the playing area. Next assemble the toy soldiers (sorry, I mean finely crafted military miniatures ). The players should have at least one hero (or heroine) each. They can take control of more than one each - but this might make the play more difficult in some ways. Each hero has a contingent of fighters that are their followers in the battle. The way these followers are used is described in the rules below. I suggest groups of followers should be between 6 and 20 figures strong depending on type. So a group of armoured knights would be about 6 figures and a group of Orc Grunts would be around 20 figures. Big things like Giants or Dragons tend to be solitary and difficult to control. This all depends on what is in your collection of figures and your personal preferences. Note on Scales: These rules have been written with 25mm / 28mm toy soldiers in mind. If you plan to use 15mm figures, the halve the distances quoted, if you plan to use 54mm figures then double the distances shown. If you would rather use metric measurements, then 1" = 2.54cm (you'll have to do the sums yourself, sorry). If you are using 10mm figures, then you can use metric - just read centimetres for inches throughout the rules. Actions In each game turn everyone gets to perform Actions. All actions are assumed to happen simultaneously. The Sequence of working things out each turn goes like this:
These are the actions you can do: Hit someone (usually another specific named Hero/Player). If you choose this you cannot move your followers around that turn because you are too busy concentrating on your immediate enemy to tell them what to do. Shout "Follow Me, Men!". Lead your followers towards the enemy (assuming that's where you're heading). All your followers within 8" of your figure will follow you by the most direct route to the limit of their movement distance (See Movement below) Inspire Your Followers. Sometimes they might get a bit downhearted (especially if they've been taking casualties and their morale is low). You can make them happier by stopping and giving them a stirring speech, or hurling insults at your enemies (See below for Morale Test). Send or Receive a message. Sometimes you need to tell someone something, or send a message. If you are not within 5" of that person you can't talk to them, you must write a note. This is an action. The note is then transported using a messenger from your followers to the person its meant for. Reading the note is an action too, so they might not have time to read it when it gets there! Shout "Attack them!" This is where you can send your followers to attack a specific, named, enemy group. You don't have to accompany the attack. All your followers move towards the enemy you point at as fast as they can move until they get within weapon range - then they fight. If you are not with them they might not fight as well though (see Morale Test). Shout Instructions to a Big Thing. There might be occasions when a Giant or a Dragon feature in the fighting. They tend to be in groups of one. You need to be within 5" to shout an instruction to them, and this will be one of the following:
Movement Each individual figures move as directed by their leader, up to the
following maximum distance each turn:
Obstacles can't be easily crossed. If crossing a low wall or hedge, take one move delay. Wading though a ford or shallow stream, lose half the movement distance. Dragons can ignore obstacles because they can fly. Giants ignore obstacles smaller than a house.
Shooting In order to shoot, archers and crossbowmen may not move in the same turn. Archers. Roll 1d6 per figure shooting
Crossbows. Roll 1d6 per figure shooting
Dragon Breath. 1d5 per dragon breathing fire.
The score in the table is the chance of a hit. One hit kills most people. EXCEPT : It takes 4 hits to kill a hero, a Dragon, or a Giant.
Morale test Things can make your followers less keen to fight. The entire contingent is affected by the morale rules, whatever their type. Roll 1d6 when:
Add or subtract the following factors: The check the result in this table:
The figure representing the hero / player leading the contingent is not bound by these results and may fight or run away as desired.
Melee (or Hand to Hand Combat) STEP ONE: Break the combat up into 'fights'. A fight is one fighter vs one or more enemies. STEP TWO: For each 'fight' roll 1d6 per side, add the factors below and compare the scores Factors in Melee :
The highest score wins If they win by 1 or more means the loser is pushed back 2" If fighting Soldiers/Grunts/Archers a win by 2 or more is a kill If fighting Men At Arms a win by 3 or more is a kill If fighting Knights a win by 4 or more is a kill If fighting a Hero a win by 4 or more is a HIT (it takes 4 hits to kill
a hero) If the outnumbered side wins, it can kill/hit only one of its enemies that turn. Winner chooses which one. This seems complicated, but is, in fact, very simple. EXAMPLE OF MELEE 4 Orc Grunts fight 2 mounted knights. So, this breaks down into two
fights, each of 2 grunts fighting one knight. We'll ignore morale for
this example.
Heroic Combat Heroes are special cases (nutcases, some might say - though not within earshot). If they fight just the followers of other heroes, then use the rules above. If they fight other heroes, Dragons or Giants then these rules apply. Heroes never outnumber other heroes. In the event of a multiple fight between heroes, those not involved will watch and cheer from the sidelines until their turn comes. Each game turn of combat is three rounds of paper - stone - scissors. The player with the best of three inflicts one hit on their enemy. Heroes may break off combat and try and run away - but then that wouldn't be very heroic would it? Whatever would their followers think? MAGIC USERS (Optional rule) Some heroes are magic users These are called Mages. If you choose a magic user as a hero then the combat abilities are reduced. It still takes 4 hits to kill a Mage, but in melee with followers etc a Mage counts as the same as a soldier. Using magic is complicated and hard, and only the most intelligent should attempt it. Each magic user has a stock of magic power points at the start (typically 12). Every time they cast a spell, they use up one or more magic power points Mages have the following additional ACTIONS CAST A SPELL. They must be stationary, and doing nothing else. The spell list is below. MEDITATE. Must be stationary and doing nothing else. If shot at or attacked whilst meditating then the meditation doesn't work. This allows the mage to regain ONE magical power point. This is the only way to recharge magic in battle. Mages can only remember a limited number of spells. Each mage should select 6 spells from the list below at the start of the battle and write them down (they do not have to show them to their enemies). These are then the only spells they may use during the whole battle. They can use each one of their list as often as they like, so long as they have enough magical power points. SPELLS (Optional rule) This list is not exhaustive. To cast a spell, the Mage says out loud
the name of the spell, and the target (if that is appropriate). Unless
otherwise stated, the mage must be able to see the target to cast the
spell on it.
© Jim Wallman 1999, 2005 Published by the author free on the internet for the use of wargamers everywhere. May not be republished or sold. |
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