RCW / WW1 NetEpic

From: Ivan <weaselfierce_at_...>
Date: Mon, 11 Jul 2005 06:12:51 -0000

Played a Russian civil war game using NetEpic today, before the
evenings Runequest session.

Here are the rough rules we used. Mind that they are tweaked a bit for
a smaller table, and a low number of troops on the table.
We will definately use them again for RCW and WW1 gaming. Propably WW2
as well


Rules changes:

Units must be within 15 cm of a command stand, or must dice on the
following chart.

0: Routs and is removed. (For RCW games, unit deserts to enemy side,
if within 25 cm of enemy troops)

1: Unit suffers broken morale

2-5: Hold position and fire in Advance segment

6+: Give order normally.

Elite units add +1. Rabble and militia deduct 1


Casualty chart:
Any infantry failing their save, rolls on the following chart (this
was done to make the game more of a slugging match, with 20-some
stands on each side. Omit for larger games)

1-2: Destroyed
3-4: Pinned. Cannot move or fight, and melee's at -2, untill
detachment spends a turn regrouping.
5-6: Repulsed 10 cm.

For future games, I will omit this chart, except for command units.
Instead, units passing a saving throw will be repulsed, propably.


New orders:
Regroup. Each stand may move 5 cm, and may fire Defensively (within 15
cm). Pinned stands are recovered.

Dig in. Move 5 cm, fire Defensive. In victory segment, unit is dug in,
receiving -1 hit modifier to incoming Direct fire, untill other order
is assumed. Dug in units may receive dig in orders, and move, without
loosing benefit.


Unit stats:
All infantry has 10 cm movement, except Storm troops (15). I didnt do
cavalry rules, as I dont have any painted RCW cavalry.
Basic rifle range was given at 35 cm, as we have a small table. You
could propably use the standard 50, though I made it shorter, to feel
less high tech.

Conscripts: 6+ saving throw. Hits on 6+. CAF 0
Regulars: 5+ save. Hits on 5+. CAF +1
Elite: 4+ save. Range +10 cm. CAF +2
Storm troops. 5+ save. Hits on 4+. CAF +3. Range of only 15 cm. May
fire on charge orders, if not assaulting. "assaulting fire" hits only on 6
Heavy infantry (infantry platoon with LMG and rifle grenades). As
regulars, but 2 attacks.
HMG (CAF -1, 50 cm range. 2 attacks, -1 save mod)

Command CAF +1, range 10 cm. Hits on 6+


Hope someone will find it of interest, and I'd love to hear comments
or feedback

Cheers

Weasel
Received on Mon Jul 11 2005 - 06:12:51 UTC

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