germatable.blogg.se

Two hour wargames aarp
Two hour wargames aarp






two hour wargames aarp

With the Napoleonics being totally unready for play, I chose the American Civil War collection, and rolled a scenario out of Neil Thomas'One Hour Wargames (no. So today, having not been balloted for jury duty this morning (phew), I had time to come home and play a quick game. Next I altered the rules to fit the American Civil War, which was very simple to do, using some ideas from the rules in 'Featherstone's Complete Wargaming'. A few clarifications were added, just to remind myself or opponents about fields of fire etc, but the guts of the rules fits on 3 sheets of paper, which I expanded to 4 with a cover, so that I could print it out as a booklet on A4.

two hour wargames aarp

This required very little tweaking, and on top of it I added some basic command rules and force morale rules. In order to make this a bit more simple and intuitive for me, I transformed it from the target rolling percentage dice to the attacker rolling a d10. 5 hits and the unit was done for, although a d6 roll would decide if it retreated or routed before that point. In the original rules combat is resolved by the target unit rolling percentage dice. This is basically the same set that was used in the Peninsular War book he wrote for Argus books in the 1990s and similar to the rules in the recently republished ' Wargaming the American War of Independence'.

two hour wargames aarp

Over the weekend I did some work on tweaking a Donald Featherstone ruleset that appeared in 'C ampaigning with the Duke of Wellington and Featherstone'.








Two hour wargames aarp