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Warrior Ancient and Medieval Rules A Four Horsemen Enterprises Rules Set
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scott holder Moderator


Joined: 30 Mar 2006 Posts: 6066 Location: Bonnots Mill, MO
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Posted: Tue Aug 27, 2024 5:25 pm Post subject: Fall In 2024 Events |
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Friday:
Mini Open
Noon-9:30pm
1200pts; 2.5 hour rounds, 6x5 tables
Round 1: Noon, Round 2: 3:30pm, Round 3: 7pm
Friday Evening:
Circus Maximus if Matt brings it.
Saturday:
Open
9am – 11pm
1600pts; 8' x 5' table
Round 1: 9am; Round 2: 1:30pm; Round 3: 6pm.
-Players must check in 30 minutes prior to listed start time.
-One list from published army list books, 1st Ed for Classical/Oriental, 2nd Ed for rest.
-African Warrior draft lists allowed.
-Preset terrain. 25mm only.
-Barbarian Foot rules in effect with the following addition: Under 2(a), add "following up" as a new condition for counting 3rd/4th ranks in HTH.
-Deployment rules in effect: http://www.fourhorsemenenterprises.com/forum/viewtopic.php?t=17378 and use the section DIFFERENT METHOD FOR PLACING COMMANDS.
-X-Rules 2.512, 2.52, 2.53, 5.11, 6.2, 8.6, 11.1, 17.1 and 17.2.
-Roman Rules Players Guide and all X-Rules contained therein.
-Armies with Army Standard and an option for a Sacred Standard may upgrade to the latter for 30pts. If list has a Sacred Standard but no Army Standard, the former may be purchased for 30pts and whatever cost of the troops (for example, Etruscan SS would cost 33pts total). .
-Hussite playtest rules in effect if someone shows up with em.
-All generals must be rolled for, including CinC. If Unreliable is rolled for *any* general, reroll as follows: 1 Bleeder. General has a physical defect that makes him more prone to a catastrophe. In Hand to Hand, if the Bleeder's unit takes 2 CPF or more, and makes a unmodified melee roll of -2, -3, or -4, forces a catastrophe. In preparatory shooting, if the Bleeder's unit is takes 2 CPF and the missile fire die roll is +2 or higher, forces a catastrophe. 2 Inattentive. General is sick or wounded. General gets only 10 prompt points a turn. 3 Efficient General gets 20 prompt points. 4 Brave, General’s unit always adds an additional +1 in melee (So a down 3 roll for a Regular B General is even). 5 Inspirational. Unit with general is never uneasy. If the General is the CIC then all units within 120 paces are never uneasy. 6 Great. General is Efficient, Brave, and Inspirational.
- All morale grades for troops MUST BE DEFINED DURING DEPLOYMENT.
-Only 1 TF may be *attempted* to be placed beyond 240p of the rear edge. Roll 1-2, fails and can only be placed in the Rear Zone (or at all, player's discretion), Roll 3-6, placed as player desired per rules.
-JLS armed cav fight 1.5 ranks in HTH combat versus any foot when charging, counter charging and pursuing.
-Bodies may *not* be in Skirmish formation at deployment. Bodies may *not* march while in Skirmish formation.
-Shooting variable rolls will be modified as follows: roll per normal, anything more than -1 or +1 will be treated as those, ie., if you roll a +2 on shooting, it will count as a +1. Catastrophe results from what is actually rolled will still apply even tho the actual random factor will be reduced down.
-No Case 2 Flank Charges. Only Case 1 allowed.
-Loose/Open order foot that rolls long on a variable move may choose to move an additional 40p.
-Samnites (if anybody brings them or an army that includes them, most likely only me) do not suffer the -2 for facing steady P/LTS (this overrides the List Rule).
-Deployment Orders: No command by deploy, even partially, behind another. Commands need to be in blocks alongside each other. When listing your commands/blocks, you number the order in which they will be deployed, largest first, then in any order. Your blocks need to be a decent representation of how much frontage along the board they will take.
-3.5 hr rounds for Open, 2.5 hr rounds for Mini. _________________ These Rules Suck, Let's Paint! |
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scott holder Moderator


Joined: 30 Mar 2006 Posts: 6066 Location: Bonnots Mill, MO
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Posted: Tue Aug 27, 2024 5:39 pm Post subject: |
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One more "maybe":
I might institute a chess clock type of timing for deployment. One player at each table will need the app and each player will be given an allotment of time to get all their deployment done. I'm still not sure of the process and when it should begin. This isn't just about taking forever to physically put troops on the table but also Deployment Orders. The "block" approach we'll be using this time around might make that quicker but who knows.
If a player doesn't get everything on the table in the time allotted, then that stuff remains off table and will need to be rolled to get on the table. The arrival will be in the block assigned to them via the Deployment Orders (see above) in the rear zone.
If this process isn't penal enough, we can come up with another one to deal with troops that aren't on the table when time runs out. The idea isn't for somebody to game the process thinking it's better to have stuff off the table, it's to get people to get their deployment done in a reasonable amount of time.
I'm still unsure of how much time should be allowed. I'm thinking 20 minutes per player at 1600pts, 15 minutes at 1200pts.
Again, not written in stone yet but don't be surprised if it happens. If so, I'll provide advance notice and links to the apps for Android and Apple.
scott _________________ These Rules Suck, Let's Paint! |
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Todd Kaeser Centurion


Joined: 12 Apr 2006 Posts: 1218 Location: Foxborough, Massachusetts
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Posted: Thu Aug 29, 2024 4:58 pm Post subject: |
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also a possibility of Matt bringing his gladiator game as an alternative for a change of pace for Friday night. 200 Roman civilians painted, nevermind the gladiators.
Todd _________________ Nolite te Bastardes Carborundorum
"Don't let the Bastards Grind You Down" |
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theblackprince Recruit

Joined: 21 Nov 2018 Posts: 25
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Posted: Sun Sep 01, 2024 1:31 am Post subject: Case 2 flank charges |
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Understand that these can be challenging to resolve, but believe they play a crucial play-balance role so are well worth keeping. |
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scott holder Moderator


Joined: 30 Mar 2006 Posts: 6066 Location: Bonnots Mill, MO
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Posted: Fri Sep 06, 2024 4:44 pm Post subject: |
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Lemme ruminate on some of this.
Most of what's listed is basically SOP now for other events. I've always used Fall In as a test bed for ideas since the vibe is chill and we get a chance to run 6 games in a tourney setting to see what might work and might not.
The general roll is basically a Fall In thing so nothing new there. The Support Shooting change is a carryover from last year because everybody felt it worked. Now, did it "work" enough to warrant a possible and very fundamental change to the rules? Heh heh, clearly not but it's worth playing more if for nothing else than to provide another unique element to Fall In.
The other stuff listed later in the points are new-ish. The "up" roll for loose/open infantry is a Greg Hauser idea that he pitched last year only for me to forget. The Samnite rule is actually something Bill and I discussed for a looooong time when writing Classical Warrior and we went with the least disruptive option. Now all these years later, we're inclined to rethink some of those early decisions and try out the alternative. Not that anybody will bring Samnites other than me but what the hell.
The Case 2 Flank Charge elimination is a biggie. But, it's also not new. In the early days of 7th, the Brits had what was basically a "national house rule" (which Phil hated) that was essentially this. For whatever reason back then (probably because we deferred to Phil's opinion far more than his countrymen ever did). One of the comments on Fast Warrior is how much everybody loves the lack of Case 2 Flank Charges so I wanted to see how it would play out in larger games.
The Deployment Orders rule is a response to some complaints about apparent wishy-washiness of people's deployment orders. I'll be the first to admit that over the last 8 years or so, I'm a poster child for "deployment in depth", having one command in front with gaps to move other stuff into from further back. This rule for Fall In is an attempt to simplify that and take away any ambiguity, real or otherwise, that players have with how other players are putting troops on the table.
The final one, timed deployment, if I go with it, is in response to general complaints I get on the issue. It's not a widespread issue but one that engenders more criticism when it's happening than I see on most rules issues.
scott _________________ These Rules Suck, Let's Paint! |
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lilroblis Legionary

Joined: 24 Apr 2006 Posts: 570 Location: Cleveland Ohio
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Posted: Wed Oct 16, 2024 1:44 pm Post subject: |
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So following up on deployment - I am assuming that for deployment behind - it refers to overlapping commands - not to having oine command escheloned or denying a flank - so any command vcan be deployed at any depth just not starting behind units of another command - please clarify - thanks |
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lilroblis Legionary

Joined: 24 Apr 2006 Posts: 570 Location: Cleveland Ohio
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Posted: Wed Oct 16, 2024 7:28 pm Post subject: HTW - do spanish deduct 2 if fighting LTS/Pk using Hoplite r |
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Sorry trying to run Spartan - and having something that can kill infantry frontally other than Spartans would be nice |
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scott holder Moderator


Joined: 30 Mar 2006 Posts: 6066 Location: Bonnots Mill, MO
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Posted: Sat Oct 19, 2024 9:00 pm Post subject: |
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If I understand you correctly, what you describe is correct.
Just think of it as boxes. The command exists inside an invisible box. There can be no overlap nor can part of a box be behind another. This isn't the best analogy but it's the only one I have at the moment.
I'm seriously thinking of bringing Samnites for one of the days so them vs Spartans might be fun.
scott _________________ These Rules Suck, Let's Paint! |
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