Lots of travelling of late, but it gave me the opportunity to worth through some ideas around the unit generation for the Outremer games on the assumption that all players took a role of the Christian forces. Based on Daniel Mersey's - The Men who would be kings Rules for Mr Babbage, with a blind placement from Joe Legan's Platoon Forward.
Mr Babbage in the Crusades
When determining what enemy forces are being faced use the
number of regular units in the Christian force to generate the number of
‘blinds’ in the Arab force, the only variant to this is that for each Elite
units in the Christian force this generates two ‘blinds’.
Blinds are placed on the table based on the scenario
generated.
The blinds should be placed representing the opposing forces
placed in the best possible position on the table to defeat the Christian
forces. You won’t known what these forces are until rolled, this creates a
challenge that tough terrain might be lightly defended or other areas you face
overwhelming concentrations of enemy forces.
During the game each ‘Blind’ is diced for when spotted
within 24” of the opposing unit. This should encourage the scouting of terrain
with light cavalry or skirmishers. Only unbattered units are able to take this
test.
Arab Deployment.
At any point 1 General may be added to one Arab deployment.
|
Dice Roll |
Outcome |
Positioning |
|
1-2 |
No Arabs
appear in front of your units appear this turn. |
Too far away
to be placed on the table for now. |
|
3 |
1 Arab Unit Roll for
type. 1-4 Spear 4-7
Bow/Skirmish 8 Warriors |
Roll Another
Dice. 1-6 Stay in
Position. 7-8 12”
towards closest Friendly unit if none stay in position. But not within 12” of
an enemy unit. |
|
4 |
1 Arab Unit Roll for
type. 1-2 Spear 3-4
Bow/Skirmish 5
Warriors/Elite Foot 6-7 Light
Cavalry 8 Heavy/Elite
Cavalry |
Roll Another
Dice. 1-6 Stay in
Position. 7-8 12”
towards closest Friendly unit if none stay in position. But not within 12” of
an enemy unit. |
|
5 |
2 Arab Unit Roll for
type. 1-2 Spear 3-4
Bow/Skirmish 5
Warriors/Elite Foot 6-7 Light
Cavalry 8 Heavy/Elite
Cavalry |
Roll Another
Dice. 1-4 Stay in
Position. 5-6 12”
towards closest Friendly unit if none stay in position. 7-8 12”
towards closest enemy unit if skirmish or bow armed light cavalry others stay
in place. |
|
6 |
2 Arab Unit Roll for
type. 1-3 Light
Cavalry 4-5
Medium/Heavy Cavalry 6 Elite
Cavalry |
Roll Another
Dice. 1-4 Stay in
Position. 5-6 12”
towards closest Friendly unit if none stay in position. 7-8 12”
towards closest enemy unit if skirmish or bow armed light cavalry others stay
in place. |
Arab Actions
Roll on the following chart to decide outcome, an activation
roll is still required but a failure does halt the Arab turn.
|
Dice Roll |
Outcome |
Positioning |
|
1 or
less |
Slink away |
Remove from
play (Roll immediately on Babbage Table 3) |
|
2 |
Act with
Caution |
Missile units
advance to within missile range. Skirmish troops may skirmish forwards if
within range. Others remain
in place. |
|
3-4 |
Advance |
Missile units
advance to within short missile range. All others
move forwards with a move action but will not contact. |
|
5 |
Charge!!! |
Missile units
advance to within short missile range, remaining stationary and shoot if
already within range. All others
move forwards with a charge action if within range if not move towards
nearest enemy. |
|
6+ |
Charge!!!
Religious fervour. |
Missile units
advance to within short missile range, remaining stationary and shoot if
already within range. All others
move forwards with a charge action if within range if not move towards
nearest enemy. If outside of
12” may add +D6” of movement to their move. |
|
Dice
Modifiers +1 If able to
contact Christian Unit. +1 If Arab
Elite Unit. -1 If Arab
unit is outnumbered by their opposing unit or a lower status if the unit
sizes are equal if within charge distance. |
||
|
Dice Roll |
Outcome |
Positioning |
|
2 or
less |
Bye Bye! |
The Unit
won’t take any further part in the battle remove from the table. |
|
3-4 |
Gone but not
forgotten |
The Unit my
re-enter the game at a later time add a further blind on the table behind the
most rear blind or Arab unit if no blinds are still in play. |
|
5 |
Same Idea
different place! |
The unit
re-enters the table on a random table edge using a direction arrow (must be a
minimum of 12” from Christian forces). If unable to do so roll again next
turn. |
|
6+ |
Back for
more. |
The unit
re-enters the table 12” immediately behind where it was forced to slink away. (If this
takes it out of play counts as bye bye.) |
|
Dice
Modifiers +1 for each
unit the first time it tests for removal/return. -1 For each
unit the Arab player has already said ‘bye bye!’ to in this game. -1 For each
Arab unit destroyed. |
||

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