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Thursday, 7 April 2011

Braid & Cockade

By Greg Barnsley
C1750-c1850

Turn Sequence
1. Designated defender moves and makes formation changes
2. Designated attacker moves and makes formation changes
3. Simultaneous shooting takes place
4. Attacker declares and tests units that may charge; defender tests units charged.
5. Defender declares and tests units that may charge; attacker tests units charged.
6. Move charging and counter charging units and resolve close combat (Melees).
7. End phase and additional morale tests.

Formations
March Column: 6-4 stands one behind the other 1 x 6-4
Attack Column: 6-4 stands in a block; 2 x 3, 2 x 2+1×1 or 2 x 2
Reinforced line: 6-4 stands in two separate lines 3+3, 3+2 or 2+2
Line: 6-4 stands side by side 6 x 1, 5 x 1 or 4 x 1
Cluster: A unit composed of three stands only 2 + 1
Garrison: 4+ Stands deployed in a built up area or fortification/fort
Square: 6-4 stands in a square arrangement
Artillery deployed: usually shown as gun piece facing enemy side
Artillery limbered: usually shown as gun piece facing away from enemy

Movement
All movement may begin or end in a free turn-about of 180 degrees
All march columns and limbered artillery move 20” on road
All march columns and limbered artillery* move 12” off road.
Deployed artillery** may move 2” on road and on clear/open terrain
Infantry in attack column move 6” & charge 6” in clear/open terrain
Infantry in reinforced line move 4” & charge 4” in all types of viable terrain
Infantry in line move 2” & charge 2” in clear/open terrain
Infantry in square move 4” in clear/open terrain & may not charge
Cavalry in reinforced line move 8” and charge 8” in clear/open terrain
Clusters and garrisons do not move or charge; other than ‘garrison’ formation changing.

Changing formations; this action takes up a full move:-
March columns may move from adjacent to a built up area into a garrison (cavalry dismount).
Garrisoned units can move adjacent to the built up area, occupied, into a march column
Infantry in march column, attack column, reinforced line, line and square may change formation into
a march column, attack column, reinforced line, line or square in open.
Cavalry can change from march column to reinforced line and visa versa in open.
Artillery may change from deployed to limber and visa versa in open
Horse artillery* may move 12” and change from limber to deployed in open.
Horse artillery** may change from deployed to limber and move 12” in open.
Light infantry may deploy in reinforced line on hills and in woods; others in march column or cluster.
Artillery may never be in woods or hills; unless the artillery base is in limber.

Firing
Artillery roll: at close range 6” 3 d6; at effective range 18” 2 d6 and 1 d6 at long range 36”.
Artillery that fire at artillery deployed or in limber roll 1d6 at ranges 3” – 24” and no greater.
Infantry in line formation roll four d6 at 9” range verse targets in open.
Infantry in line formation roll four d6 at 3” range verse targets in woods, garrison or artillery.
Infantry in reinforced lines roll three d6 at 9” range verse targets in open.
Infantry in reinforced line roll three d6 at 3” range verse targets in woods, garrison or artillery.
Infantry in attack columns roll two d6 at 6” range verse targets in open.
Infantry in attack columns roll two d6 at 3” range verse targets in woods, garrison or artillery.
Infantry in march columns roll one d6 at 6” range verse targets in open.
Infantry in march columns roll one d6 at 3” range verse targets in woods, garrison or artillery.
All clusters roll one d6 at 6” range verse targets in open.
All clusters roll one d6 at 3” range verse targets in woods, garrison or artillery.
Squares and Garrisons roll one d6 at range 9” in each of the four directions; front, rear, left and right flanks.

Fire resolution
Each d6 adjusted that realise 7+ removes a targeted stand
Each d6 adjusted that realise 4-6 removes a targeted stand on a further d6 roll of 1 to 3
Each d6 adjusted that realise 1-3 removes a target stand on a further d6 roll of 1
Zero and negative, adjusted, results have no effect

Morale test to charge, or in response to a charged:-
• Cavalry in reinforced line must test to charge: a square – may charge other cavalry, artillery deployed & in limber, infantry in attack & march columns, reinforced lines & lines and all clusters without need to test morale – may not charge units in woods, on hills or who are in garrison.
• Infantry in attack column must test to charge: cavalry (not in cluster) and infantry in attack columns – may charge, artillery deployed & in limber, infantry in march columns, reinforced lines & lines and all clusters without need to test morale – may not charge units in woods, on hills or who are in garrison.
• Infantry in reinforced line must test to charge: a garrison and infantry in reinforced line – may charge, artillery deployed & in limber, infantry in march columns, lines and all clusters without need to test morale – may not charge cavalry (not in cluster), infantry in attack column, units in woods or on hills; unless those testing, to make this charge, are light infantry verse a target unit that is in a wood or on a hill.
• Infantry in line must test to charge infantry in march columns, lines, artillery deployed & in limber, and all clusters – may not charge cavalry (not in cluster), infantry in attack column & in reinforced lines, units in woods or on hills or who are in garrison.
• If the target of a charge is: infantry in square, deployed artillery, cavalry in reinforced line or unit in garrison no test in response is required; all other units and artillery in limber must test morale if charged.

Result of moral test required above;

Roll one d6 and adjust as per those items that apply (see melee plus and minus below):-
4+ no effect, chargers may charge and units being charged may stand to receive or if cavalry counter charge at least 2 inches, and up to half distance between them and the initiating charger if, desired, at the discretion of the charged unit.
3 or less unit testing to charge does not charge, with no other adverse effects; units and stands being charged retire 12” and end in a march column or artillery in limber facing away; unless they were a cluster in which case they count shattered and are removed. If this retirement move would take a unit or stand off table it is removed.

Units that declared a charge, and whose target ran away – retired, only need to advance 2 inches; and may if they wish move, any part of, the rest of their available charge move.

English line & light infantry do not need to test morale to receive a charge by opposing infantry.

Please note: if you are the designated defender you may not declare a charge against an attacking unit that is charging to contact one of your units; how ungentlemanly of you to think you could!

Close combat resolution
March columns, limber, deployed artillery and clusters get one d6 roll
Lines get two d6 rolls
Attack columns and reinforced lines get 3 d6 rolls
Squares and garrisons get four d6 rolls

Roll these dice, add number of bases each side has in melee, and adjust (see melee plus and minus below) to, total rolled. Compare the two side’s results; this normally is unit on unit or unit on artillery base. If the difference is Zero both sides loose a base and immediately fight another round of hand to hand combat. All other results impact on the losing side rolling the final difference in the results, in dice; on each roll of a 1-2 the losing side will remove a base up to the number of bases that that side has in the particular melee. Infantry and cavalry units reduced to 2 or fewer bases are eliminated.

End phase
All cuirassier stands that charged and were involved in hand to hand combat roll a d6, each resulting 3 or less rolled removes a stand; all other heavy cavalry and lancers, in this situation remove a stand on a 2 or less; and all other light cavalry remove a stand on a roll of 1.

All artillery stands that were involved in hand to hand combat roll a d6; if a 6 is rolled they are not removed.

All artillery stands, infantry and cavalry units that were involved in close combat or infantry and cavalry who are in a cluster formation roll a d6 and adjust (see morale plus and minus below).

Result is 7+ recover a stand, previously lost for any reason (NB cavalry and infantry units only).

Result is 4-6 no effect.

Result is 1-3 units will lose an additional stand. Garrisons count this result as no effect.
[Infantry and cavalry units reduced to 2 or fewer bases are eliminated.]

Result is Zero unit will fall back 12”*** and end in a march column or a cluster.
[If this retirement*** move would take a unit or stand off table it is removed.]

Result is negative, -1 or less, the unit is removed as shattered.

Game factors
+1 in shooting:-
target is in march or attack column, cluster, square or artillery in limber;
if light infantry armed with rifles;
if classed as proficient or if firing unit is in garrison.

- 1 in shooting:-
target is a garrison or deployed artillery;
target is light infantry in a wood or on a hill,
if classed as novice or if firing unit moved or changed formation this turn.

+ 4 in melee:-
if cavalry in reinforced line verse infantry not in square or attack column - in open;
if lancers verse any cavalry – in open;
if heavy cavalry verse light cavalry or infantry not in square - in open;
if cuirassiers verse heavy or light cavalry or any infantry not in square - in open;
if cavalry versus light infantry not in square - in open;
if infantry in attack column verse infantry - in open;
if close order infantry verse light infantry - in open;
if opponent is in a cluster.
if classed as superior quality
if uphill or behind cover such as wall, etc (not woods-see below).
if opponent is artillery

-4 in melee:-
if other than light infantry involved in close combat in woods.
if classed as inferior quality.
if in march column and involved in close combat
if opponent is a garrison or cavalry in close combat with a square.
if in a cluster
if poorly armed
if artillery fighting

+ 1 in morale:-
if high quality or in Grand Battery
if in a garrison, attack column, square or deployed artillery stand
if just won close combat / melee this turn

-1 in morale:-
if low quality or other than light infantry in woods or on hills
if in a cluster or artillery in limber
if just lost close combat / melee this turn

Grand Battery
A designated attacking force may mass all available artillery stands into a single large, temporary battery. This battery may not move via limber and must remain joined for the entire game. It gains plus one in morale; may move 2 inches per turn; and acts as a unit if charged – all stand fight in melee with one d6. NB All artillery stands that were involved in hand to hand combat roll a d6; if a 6 is rolled they are not removed. If this grand battery fails a morale test to receive a charge it is shattered and removed.

Command
The commander in chief or an aide-de-camp may form a ‘grand battery’ for a defending force. To do so the general must remain with this ‘grand battery’. If this ‘grand battery’ is involved in close combat the general will add a d6 roll to the melee result of the battery; the general will exhaust their utility value by doing so.

The commander in chief or a divisional commander may join an infantry or cavalry unit, under their command, and accompany it in a charge and resulting close combat; the unit will not need to test morale to charge and the general will add a d6 roll to the melee result of the unit; the general will exhaust their utility value by doing so.

Any general may join a unit in their force that is in ‘march column’ and take command of it; to form an assault column. Assault columns only move to charge 24” into close combat with an enemy garrison or unit/stand of artillery blocking egress of a bridge, ford or causeway.

Assault columns may only be shoot at by units/artillery stands in range before the assault column charges. Assault columns do not need to take a morale test to charge. Combat between assault columns and their target are resolved as per “RISK” combat; this melee is to the end so no retreat. If the attacking force incurs any casualties the first is the general’s stand itself. The general’s command stand’s utility value is exhausted if its stand is a casualty.

A divisional commander or the commander in chief may join a cluster, under their command, that survived the end phase morale test and convert their command stand into a stand belonging to the unit that is in cluster; this unit is now 4 stands in strength so may retire 6” immediately and reform into any available formation. The general’s utility value is exhausted by doing so.

Roll dice to see who is the designated attacker — high roller attacks. Attacker must drive defender off the game table or the defender wins. Attacker gets to choose which side of the table they wish to deploy on. The Defender may deploy up to 15” in from their side edge; and deploys all artillery followed by the attacker doing so and so on for infantry, cavalry and commanders. The attacker may deploy up to 9” in from their side edge.

Space Convoy

By Greg Barnsley
A futuristic space ship engagement

A space game for two: one player commands the convoy group known as the ‘Freeloaders’ and the other commands the ‘Naztees’ (Nasties).

Object for the Freeloaders is to win by getting ‘Brigghavens’ (AKA transports) off the other side of table edge.

No Brigghavens off Freeloaders lose
1 Brigghaven off - roll 1d6 on a result of 6 Freeloaders win
2 Brigghavens off - roll 1d6 on a result of 4 + Freeloaders win
3 Brigghavens off - roll 1d6 on a result of 2 + Freeloaders win
4 Brigghavens off and Freeloaders win

You will need a table 3’x 6’, and a table cloth marked in rectangles 90mm x 150mm offset (the grid). Plus some suitable models, we use metal pencil sharpeners in the shape of ships and planes.

Randomly placed objects: 1 x Nebular, 2 x Planets and 4 x Ice Comets on table. These objects will have a gravitational pull of between -1 to -3 on the speed roll die of an adjacent vessel;
Ice Comets -1, Planets -2 and a Nebular -3. You will need to make these items.

Only one vessel or object may occupy an area at any time.

Freeloaders force = 1 x Blitzship (battleships), 3 x Slayers (aircraft will do) and 4 x Brigghavens (transports) starting off table east side, one of the short 3’ ends.

Naztees force = 1 x Harsh Crusher (heavy cruiser), 1 x Lite Crusher (light cruiser) and Sub-lite-vessels – Coffins (submarines)

Naztees may deploy Crushers in any area on 1st row west; a short 3’ end.

Coffins may deploy in any row up to row six from west edge upon a d6 deployment roll.

Vessel — Move — Defence — Firepower
Blitzship — 3+ on d6 — 3 x d6 Blue; 2vSubs — 3 x d6 Red & 3 d6 White
Slayer — 3+ on d6 — 1 d6 plus 1 per area from N* — 1 x d6 Red & 1 d6 White
Brigghavens — 3+ on d6 — 2 x d6 Blue [Added]; 1vSubs — None
Coffin — 4+ on d6 — 1 d6 vs. Slayers only — 1 x d6 Red & 2 d6 White
Harsh Crusher — 3+ on d6 — 2 x d6 Blue — 2 x d6 Red & 2 d6 White
Lite Crusher — 2+ on d6 — 2 x d6 Blue — 2 x d6 Red & 1 d6 White

N* = Firing Naztee unit. ONLY SLAYERS can attack COFFINS. Briggs have No fire power.

To move one square on the grid a vessel must roll the required number, or greater, on a d6; and if not achieved it counts as a fail and the initiative goes to other side.

The best Blue Defence d6 is compared to, and if equal to or better than the best Red Firepower d6 then the attack has been defeated; the initiative will go to the other side. The white die will give the range and must be equal to or greater than the number of grid squares to target including grid square occupied by target, however not the grid square occupied by the initiating firing vessel. If the white d6 is insufficient – less than range in grid squares a fail has occurred and initiative goes to the other side; a success requires a red d6 greater than the best blue d6 - or total (see Slayer and Brigghavens above); and requires a white d6 with a sufficient range result.

When a successful hit is achieved consult hit table below:

Hit Table

Roll 1D6 Yellow:

On a 1 — Coffins, Brigghavens, Slayers, Lite / Harsh Crushers and Blitzships destroyed.

On a 2 — Coffins, Brigghavens, Slayers and Lite Crushers destroyed no effect on not listed.

On a 3 — Coffins and Brigghavens are destroyed, with no effect on those not listed.

On a 4 — Vessel is only able to move on a modified roll of 5+.

On a 5 — Reduce protection to max: 1d6, and if hit was on a Coffin or Slayer it is destroyed.

On a 6 — Reduce firepower to none, and if hit was on a Brigghaven it is destroyed.

Same hit results have no further or additional affects other than to frustrate.

A no damage result from Hit Table does not constitute a failure or trigger loss of initiative.

NB the loss of initiative and the resulting switch in sides is Key to the way the game is played.

OPTIONAL:
Removed Naztee units are recycled.
A Naztee commander needs the initiative to recycle one unit, thus completing that initiative.

Modern Skirmish

By Greg Barnsley
Simple one on one modern combat 1950-2150

Affiliation vs. Antagonist
The antagonist player starts with the initiate, and is followed by the affiliation player. With the initiative a player will first test the morale of the unit they wish to activate. Players may continue to activate the same unit if they so desire.

Morale:

Check by the activating player rolling a die:

Deduct one from the die roll if the unit testing has 4-6 morale minuses.
Deduct two from the die roll if the unit testing has 7-10 morale minuses.
Deduct three from the die roll if the unit testing has 11-12 morale minuses.

If final result is one or more the unit may act as the player desires; the initiating player may fire an individual figure and not loose the inactive; however will still test moral to initiate again following this fire action. A unit that is activated, via the initiative to move, may move any or all individuals in that unit; and by doing so will yield the initiative to the other side.

If final result is zero or less the unit may not be activated. Go to next (other) player’s initiating / activation phase.

A unit will rout when it has acquired 13 or more morale minuses; the unit is then removed from play. Go to next (other) player’s activation / initiating phase.

Morale minuses are acquired by units as set out below; it is best to keep account of these:

Minus 4 - for each individual casualty (KIA) incurred by testing unit.
Minus 2 - for each friendly unit in that has been routed.
Minus 1 - each ammo marker acquired by the unit.
Ammo markers are acquired each time a unit’s figure rolls a double during fire.

Fire:

Individuals that fire roll dice (1D6 coloured and 1D6 white) and utilise differential between the dice, differential must be within limits of the chat below, for the figure firing, related to target’s cover & specific range for a hit to be achieved.

Affiliation Legionaries - Auxiliaries - Antagonist Soldier -Confederate
Open - Cover - Open - Cover - Open - Cover - Open - Cover
60cm 2-5 - 3-5 4-5 - 5-5 3-5 - 4-5 4-5 - 5-5
50cm 1-5 - 2-5 3-5 - 4-5 2-5 - 3-5 3-5 - 4-5
30cm 0-5 - 1-5 2-5 - 3-5 1-5 - 2-5 2-5 - 3-5

The target is KIA if the above differential specification was rolled and the colour die was within the specification of the following chat:
Affiliation Legionaries - Auxiliaries - Antagonist Soldier - Confederate
Open – Cover; Open- Cover; Open – Cover; Open- Cover.
60cm 3-6 4-6 5-6 6-6 4-6 5-6 5-6 6-6
50cm 2-6 3-6 4-6 5-6 3-6 4-6 4-6 5-6
30cm 1-6 2-6 3-6 4-6 2-6 3-6 3-6 4-6

Movement:
Individual figures of activated units may move:-
150mm if begin and end move outside of buildings
100mm to go from inside to outside a building or visa versa
50mm to its change place within a building.

Close combat:
Hand to hand combat is resolved between individual figures. A play must use an initiative action to move into base contact with an enemy individual; this constitutes the total movement available for the unit that is being activated. Each player rolls dice and takes their total differential and compares to their opponent’s total.
Attacker 0 —- 1 —- 2—- 3 —- 4 —- 5
Defender
0 BE - DE - DE - DE - DE - DE
1 BE - BE - DE - DE - DE - DE
2 AE - BE - BE - DE - DE - DE
3 AE - AE - BE - BE - DE - DE
4 AE - AE - AE - BE - BE - DE
5 AE - AE - AE - AE - BE - BE

AE = Attacker Eliminated; BE = Both Eliminated & DE = Defender Eliminated

Winners and 1oser:
1 point is gained for each enemy KIA. The side that won the skirmish and is in control of the field multiplies their score by three. Highest score wins. Skirmish winner wins ties.

Forces:

Affiliation Legionaries: Six men per unit X 2 Units.
Affiliation Auxiliaries: Six men per unit X 1 Unit.
Antagonist Soldier: Nine men per unit X 2 Units.
Antagonist Confederate: Nine men per unit X 1 Unit.

1880 Gun fights

The “End of Ned”: A 54mm miniatures game of the Glenrowan siege

And

“Shoot out at OK Corral”: A 54mm miniatures game of the Tombstone gunfight
by Greg Barnsley

You will need some 54mm miniature figures to represent the characters and sundry terrain; a flat surface – table to play upon, dice and measuring tape.

Procedure:
Roll a die (d6) & consult activation table below.
On activation figures may either move or shoot.
All movement or shooting begins and ends with a free turn.
Movement = 12” per activation used.
To jump a fence takes a move, from side to the other.
To move position anywhere inside a room, within a building, takes a full move.
To enter or exit a door takes a full move, from one side to the other.

The Kelly Gang:
Ned Kelly in armour - Pistol
Dan Kelly in armour - Rifle
Steve Hart in armour - Rifle
Joe Byrne in armour - Rifle

The Victorian Police:
Superintendent Hare - Rifle
Sub Inspector O’Conner - Rifle
Constable # 1 - Rifle
Constable # 2 - Rifle
Constable #3 - Shot Gun
Constable #4 - Shot Gun
Tracker # 1 - Rifle
Tracker #2 - Rifle

The Earp Mob:
Doc Holliday - Shot Gun
Morgan Earp - Rifle
Virgil Earp - Pistol
Wyatt Earp - Pistol

The Clanton Group:
Billy Claiborne - Pistol
Ike Clanton - Pistol
Will Clanton - Rifle
Frank McLaury - Pistol
Tom McLaury- Rifle

Fire arms base to hit table:
Weapon — Range —- d6 to hit roll, required.

Pistol —– 6 inches —- NT 2 to 6; CT and AT 6 only; PT - N/A

Shotgun — 12 inches —- NT 3 to 6; CT and AT 4 to 6; PT - N/A

Rifle —– 24inches —- NT 4 to 6; CT and AT 5 or 6; PT 6 only

NT = normal target — unarmoured in open
CT = covered target — unarmoured and in cover (NB an unarmoured fig inside a room counts as covered).
AT = armoured target — a Kelly Gang member in armour in open
PT = armoured & cover — a Kelly Gang member in armour and in cover

Normally a figure requires a line of sight to shoot at a target; the exception to this rule is shooting randomly into a building with a rifle in which case a 6 will be a hit, however, a 1 result will hit a random figure on fare side of building.

Each time a figure is hit, mark off its name from columns A, B, C & D (NB start from top left).
A figure loses its initiative if its name is marked off before it activates - on a particular d6 roll. (NB even just before). When a miniature’s last name space is marked of (LAST NAME SPACE*) the figure is removed from play.

Constables and trackers in column D are not marked off when hit. Each time a constable or tracker is hit, on a natural roll of 6 remove figure from play, otherwise redeploy on next activation.

Constables redeploy 6” from Hare, and as far as possible from any Kelly Gang member.
Trackers redeploy 6” from O’Conner, and as far as possible from Kelly Gang member.
Redeployment takes up the redeployed figure’s activation, as if they had just moved.

If Superintendent Hare or Sub Inspector O’Conner figures are removed from play, constables and trackers cannot be redeployed respectively. They are removed from play if hit.

Play ends when one side has no figures left in play.

Activation table for End of Ned:
d6 —- A —-/—- B —-/—- C —-/—- D

1 – Joe & Steve -/- O’Conner –/- Ned -/- All constables & Trackers

2 – Joe & Dan –/- Hare –/- Ned -/- All constables & Trackers

3 – JOE* & Dan -/- O’Conner –/- Ned -/- All constables & Trackers

4 – Steve & Dan –/- Hare –/- Ned -/- All constables & Trackers

5 – Steve & Dan -/- O’CONNER* –/- Ned -/- All constables & Trackers

6 - STEVE * & DAN* –/- HARE* -/- NED* - All constables & Trackers

Shoot out at OK Corral:
Activation table for Shoot out at OK Corral:
d6 –- A —- B —— C ——– D

1 – Wyatt — Frank — Virgil —- Billy

2 – Wyatt — Will — Virgil — Tom

3 – Morgan — Frank — VIRGIL* —- Billy

4 – MORGAN* — Frank — Doc —- TOM*

5 – Wyatt — WILL* — Doc — BILLY*

6 – WYATT* — FRANK* — DOC* —- IKE*