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  1. #1
    Andreas Kjeldsen
    Guest

    Warcards rant, updated.

    > Remember that mounted units need not all foot soldiers to engage them, even in
    > the same square. Also, voluntarily falling back does no harm to a unit.

    No, but if you keep falling back from an enemy, especially an
    outnumbering (is that a word?) one where hit-n'-run tactics would be
    most appropriate, sooner or later you'll find yourself in your
    Reserve area and you will have lost the battle.

    > I get your point about terrain, though. Where sides are roughly equal,
    > terrain and generalship in using it should be more decisive. I, too, wish
    > there was something more that could be done with it...
    >
    > More terrain cards? Different shapes of battlefield area?

    The way I do it is to take some hex-paper and draw the battlefield on
    it with terrain and a few villages and the like. Then I use some
    counters to indicate the location of the units, or groups of units if
    there are many of them.

    I have had to modify the rules a bit, of course. The move rate is
    simply the number of hexes that unit can move per turn. Attack and
    defence are modified as the situation demands it (i.e. attacking
    downhill or from the flank, being in a good defensive terrain). The
    missile rating is also the range of the missiles, and is adjusted for
    range.

    The only thing I'm still unsatisfied with are the combat resolution
    cards (or whatever they're called), but I have been too lazy to
    actually make some dice charts to replace them.

    That reminds me; DKEvermore, you wouldn't happen to have those charts
    of yours on your computer? If so, could I have a copy? Please?

    Oh, one last thing. Terrence asked about the Family Matters
    adventure: No, I do not think that PCs should normally be given
    experience for winning wars, not to mention the 300/1,500 XP for
    commanding or taking part in the battle, respectively. However, this
    war is part of/background for an adventure, for which they should be
    given XP, as usual. And I must admit that I sometimes do give my
    players a few XP for commanding a battle, if they roleplay it well.

    Andreas Kjeldsen
    morkitar@dadlnet.dk
    ICQ# 12703652

    -

  2. #2
    DKEvermore
    Guest

    Warcards rant, updated.

    In a message dated 98-05-26 13:22:45 EDT, you write:

    > The way I do it is to take some hex-paper and draw the battlefield on
    > it with terrain and a few villages and the like. Then I use some
    > counters to indicate the location of the units, or groups of units if
    > there are many of them.
    >
    > I have had to modify the rules a bit, of course. The move rate is
    > simply the number of hexes that unit can move per turn. Attack and
    > defence are modified as the situation demands it (i.e. attacking
    > downhill or from the flank, being in a good defensive terrain). The
    > missile rating is also the range of the missiles, and is adjusted for
    > range.

    Hey, I like this idea. I have a large mat I use overhead markers on that
    would work great... Could have the entire encampment represented there plus
    the battlefield with miniatures instead of cards or counters. I think you're
    right, and it would take practically no change in the rules (which my players
    at least would stomach better).

    This is a great idea!! Now I only need to start a war in my campaign to try
    it out... Just kidding, Bruce! ;)

    >
    > The only thing I'm still unsatisfied with are the combat resolution
    > cards (or whatever they're called), but I have been too lazy to
    > actually make some dice charts to replace them.
    >
    > That reminds me; DKEvermore, you wouldn't happen to have those charts
    > of yours on your computer? If so, could I have a copy? Please?
    >
    Rats, I was going to do it last night, and I forgot! I'll try to get it sent
    up tonight, and it's a small chart that'll easily fit into email, if you're
    willing to reformat it.

    - -DKE

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