Thursday, October 11, 2012

The Rules



Campaign rules

On the map
One turn equals one day. One hex is approx. 5 miles or 8 kilometres.
An army unit can move 4 hexes on roads by standard, plus roll 1d6: 1= 3 hexes only, 6= 5 hexes.
If a unit moves 4 hexes subsequently for 5 turns (or 20 over the same amount of turns), it becomes fatigued and must stand still in the following turn.
Smaller groups of foragers, escort groups, caravans etc. may move 5/6 hexes depending on their role plus roll 1d6, 1=-1 hex, 6=+1 hex.
A messenger with changing horses may move 8, without changing horses 7 hexes. No dice (but availability of horses in each village can be determined by dice).

Further movement modifications
Muddy roads -1 (in spring and autumn)
Bridge, woods -1
Swamp -2

Orders
At the beginning of each campaign, generals consult with their government. Army groups may interact with messengers. All commands and directives shall be written.

Battle
A maximum of two armies can participate in one battle session. The in-game map must follow the terrain of the hex it is fought in.
Leaders exchange written messages on the field. Orders in battle must also be written for all units before starting, containing their objectives.

If an army fights more battles in subsequent turns, it must fight these with the same number of troops as in the previous one(s). Units otherwise roll dice to determine how many of their losses had become wounded and dead (1d10/1d20 for percentages or custom dice [sides equal number of casualties+1, reduce result by 1, if 0 it means 0 troops are dead: tool here). Dead soldiers, obviously, do not return to their unit, while wounded are able to return in the next three turns.

Experience
All units start the campaign with a basic experience considering their earlier role (Guard, line, veterans, volunteers etc.) and can gather experience for both battles won and lost.

Improvements
No improvements on rate of fire in the Academies. No multi-barreled guns or howitzers.

Supplies
Armies carry a determined quantity (for X days) with them. Fortifications also contain a determined quantity of supplies. They use these faster in winter and armies must invest extra money on clothing and other accessories (firewood, shoes etc.). On the contrary it is easier in summer and autumn to find food in villages.
Armies are set up with a budget which they can spend in villages and towns. They must pay their soldiers in due time. Carriages with escorts can be sent from capitals to refill an army's budget.
If food or payment isn't enough troops may revolt or sack nearby villages or towns.

A post about army compositions (at least in the Principality) will be published ater.

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