Showing posts with label wargame rules. Show all posts
Showing posts with label wargame rules. Show all posts

Monday, April 29, 2024

Fast Hex Ancients Rules

 



Fast Hex Ancients Wargaming Rules

1. Army Size

Each player fields 6 units.

Example army:

  • 3 Infantry

  • 1 Missile (archers / slingers)

  • 1 Cavalry

  • 1 Elite (guards, legionaries, etc.)

Each Cavalry/Infantry unit has 4 Strength Points (SP) or DBA DBMM elements

Chariots,Elephants and Artillery hasStrength Points (SP) or DBA DBMM elements


2. Hex Map

Use 2,3,4, or 5 inch hexes. (I use 5 inch hexes for my 15mm Miniatures)



Recommended board:

  • 8 × 10 hexes

Terrain examples:

  • Hill → +1 defense

  • Woods → missile −1

  • River → stop movement


3. Turn Sequence

Players alternate turns.

Each turn:

  1. Move units

  2. Missile fire

  3. Melee combat

  4. Remove destroyed units


4. Movement

Units move a number of hexes.

UnitMove
Infantry2 hexes
Missile2 hexes
Cavalry3 hexes
Skirmishers3 hexes

Rules:

  • Must stop when entering enemy Zone of Control (adjacent hex).

  • Cannot move through enemy units.


5. Missile Combat

Missile units fire up to 2 hexes.

Roll 1d6:

RollResult
1–3miss
4–5−1 SP
6−2 SP

Target must be in line of sight.


6. Melee Combat

When units are adjacent.

Both players roll 1d6 and add modifiers.

Modifiers

SituationModifier
Elite unit+1
Cavalry charging+2
Attacking flank/rear+2
Defender on hill+1

Results

Compare totals:

DifferenceResult
0no effect
1loser −1 SP
2+loser −2 SP and retreat 1 hex

7. Unit Destruction

At 0 SP, remove the unit.


8. Victory

Win by destroying 3 enemy units or forcing the enemy army to retreat.


Optional Speed Rules (Recommended)

To make the game even faster:

  • No facing rules

  • All units attack once

  • Retreat instead of morale checks

This keeps turns under 2 minutes I think! :o)



Tuesday, April 9, 2024

Napoleonic Wargame Rules

 


1. What You Need

  • Miniatures or tokens (about 6–12 units per side)

  • A table (around 4×4 ft)

  • 1–2 six-sided dice (d6)

  • Ruler or measuring tape

Unit Types

Each unit represents roughly 400–800 soldiers.

UnitMoveFireMeleeMorale
Line Infantry4"4+4+4+
Column Infantry6"5+3+4+
Light Infantry5"3+4+4+
Cavalry8"3+4+
Artillery2"3+5+4+

Numbers are the dice roll needed on d6.


2. Turn Sequence

Each turn follows this order:

Initiative

  • Both players roll 1d6

  • High roll chooses who goes first

Movement

Units move up to their move distance.

Formation effects:

FormationEffect
LineBest firing
ColumnFaster movement
SquareCannot move, strong vs cavalry

Squares may only be formed at start of movement.


Shooting

Units within 12" may fire.

Procedure:

  • Roll 1d6

  • If equal or higher than the Fire value → hit

Modifiers:

SituationModifier
Target in cover−1
Artillery long range (12–24")−1
Target in column+1
Target in square+1

Each hit causes 1 casualty marker.

Units with 3 hits are destroyed.


Melee Combat

Units touching bases fight.

Each side rolls 1d6.

Add modifiers:

SituationModifier
Column charging+1
Cavalry charge+2
Attacking flank/rear+2
Defending square vs cavalry+3

Higher result wins.

Loser:

  • takes 1 casualty

  • retreats 6"


Morale

If a unit:

  • takes a casualty

  • loses melee

  • sees friendly unit destroyed within 6"

Roll 1d6

If roll below morale value → rout

Routed units immediately move 12" toward table edge.

If they reach the edge, they are removed.


3. Cavalry vs Infantry

Special rules:

  • Infantry in square cannot be charged effectively

  • Cavalry attacking a square gets −2

Infantry not in square suffers +2 bonus to cavalry attack


4. Terrain

Simple effects:

TerrainEffect
Hill+1 firing
Woods−1 firing, half movement
Town+2 defense

5. Winning the Game

An army breaks when:

  • Half its units are destroyed or routed

Opponent wins the battle.


Example Scenario

Inspired by the battles of Battle of Austerlitz during the Napoleonic Wars.

Each side:

  • 4 Line Infantry

  • 1 Light Infantry

  • 2 Cavalry

  • 1 Artillery

Deploy within 12" of table edge.


Play time: ~45–60 minutes
Players: 2
Units: 8 per side




Saturday, April 6, 2024

Napoleonic Rules (Brigade Level, 15mm)

 


Fast-Play Napoleonic Rules (Brigade Level, 15mm)

Scale & Units

  • 1 unit = 1 brigade
  • Each brigade = 3–6 bases (elements)
  • Base suggestion (15 mm):
    • Infantry: 40×20mm (3–4 figs)
    • Cavalry: 40×30mm (2–4 figs)
    • Artillery: 1 base

Troop types

  • Infantry (Line / Light / Guard)
  • Cavalry (Light / Heavy)
  • Artillery

Quality

  • Elite (+1)
  • Trained (0)
  • Raw (-1)

Turn Sequence (IGO-UGO)

  1. Initiative roll (high = goes first)
  2. Player A acts → Player B acts:
    • Command
    • Movement
    • Shooting
    • Melee
  3. Morale phase (both sides)

Command & Control

Each brigade must be within command radius (12") of its general.

If outside:

  • Roll 4+ on D6 to act
  • Fail = no movement, may still defend

Movement (simple & fast)

UnitMove
Infantry6"
Cavalry10"
Artillery4" (limbered 8")

Modifiers:

  • Rough terrain = half speed
  • Column +2" (infantry only)
  • Cannot move + change formation in same turn

Formations (very simplified)

  • Line → best fire
  • Column → best movement, weak in combat
  • Square (vs cavalry only)

Effects:

  • Line: +1 shooting
  • Column: +1 charge
  • Square: cavalry suffers -2 attacking it

Shooting

Roll 1D6 per unit

SituationResult
4+ = hit
Elite +1
Long range -1

Ranges:

  • Infantry: 6"
  • Artillery: 12"

Each hit = 1 base removed


Melee (very fast resolution)

Each side rolls:

  • 1D6 + modifiers

Modifiers:

  • Charging +1
  • Elite +1
  • Flank/rear +2
  • Column vs line +1 attacker
  • Square vs cavalry +2 defender

Loser loses 1–2 bases

  • Lose by 1 = 1 base
  • Lose by 2+ = 2 bases + retreat 6"

Morale (key to fast play)

Test when:

  • Lost melee
  • Took shooting casualties
  • Brigade at half strength

Roll 1D6:

  • 5+ = steady
  • 3–4 = shaken (fight at -1)
  • 1–2 = rout (remove brigade)

Modifiers:

  • Elite +1
  • Raw -1
  • General attached +1

Victory

Game ends when:

  • Army loses 50% of brigades OR
  • Scenario objective achieved

Will this works?...well I'm not sure :o)

  • Minimal bookkeeping (no rosters needed)
  • Brigade scale = big battles on 6×4 table
  • Compatible with most 15 mm basing styles
  • Plays in 60–120 minutes

Tips for 15mm brigade games

  • Use 4 bases per brigade for consistency
  • Keep table at 6×4 ft
  • Limit to 6–8 brigades per side for fast play
  • Use simple terrain (avoid over-complication)