jacar
Level 5 Thaumaturgist
Posts: 345
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Post by jacar on May 5, 2009 22:35:35 GMT -6
Hi all, Here is my first draft with the working title "Chainmail Reloaded". I've made a few refinements to the combat system and made all of the factors and numbers derivative so that there is not so many large tables. Follow the link to the PDF. www.johnshouse.org/chainmail.pdfLet me know what you think. This is a playable draft. All of the basic combat rules in there. Intro and setup are not done yet. John
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Post by thegreyelf on May 6, 2009 6:55:03 GMT -6
Looks like you've done a great job streamlining it. Might I suggest calling it "Chainmail Re forged" rather than "Re loaded," though? It seems to ring better with what the game is .
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jacar
Level 5 Thaumaturgist
Posts: 345
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Post by jacar on May 6, 2009 7:59:16 GMT -6
Looks like you've done a great job streamlining it. Might I suggest calling it "Chainmail Re forged" rather than "Re loaded," though? It seems to ring better with what the game is . Reforged? Fabulous name! Chainmail Reforged is the new working title. So it is said and so it is done! After going through a few mock combats in my head, it occurs to me that it is too easy to drive off a smaller unit with numbers. Since you multiply by the morale factor of all figures, units outnumbered 2-1 stand a good chance of routing even though they may have only taken 1 casualty. I'll probably change it to be more casualty deterministic. 1) Winner multiplies the difference in casualties by a D6. 2) determine morale factor for each unit. 3) Calculate the figure ratio of highest surviving figures to lowest. Add to the morale factor for the side with the highest amount of surviviing figures +1 for 3-2 +2 2-1 +3 for 3-1 +4 for 4-1 or more. 4) Add together modifiers to the morale factor determined in step 1-3. Compare the difference between the two scores to the table below. 0-1 Locked in combat. Melee continues next turn. 2-3 Break off and fall back 1/2 move in good order. No Pursuit. 4-5 Break off and fall back 1 move in good order. Winner may advance 3". 6-7 Fall back 1 move in disorder. Pursue 1D6" for foot 2D6" for mounted. 8-9 Rout 1 1/2 move. Winnder Pursue 2D6" for foot or 3D6" for mounted. Contact again results in another melee. routed units don't fight back and automatically lose the melee and rout again.
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Post by garish on May 6, 2009 18:39:39 GMT -6
It looks like you are off to a very good start! I'll try out a small scrap with a few dozen figures tomorrow night and let you know the results.
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jacar
Level 5 Thaumaturgist
Posts: 345
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Post by jacar on May 7, 2009 7:58:24 GMT -6
It looks like you are off to a very good start! I'll try out a small scrap with a few dozen figures tomorrow night and let you know the results. Thanks Garish! Let me know how it goes. John
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jacar
Level 5 Thaumaturgist
Posts: 345
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Post by jacar on May 9, 2009 21:53:37 GMT -6
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