Difference between revisions of "Wargame Skirmish"
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You'll need several copies of the following | You'll need several copies of the following CARDS and a coin to flip. | ||
It can be played with two or more people, not solo because distributing the orders is done in secret and is paramount to the gameplay. | It can be played with two or more people, not solo because distributing the orders is done in secret and is paramount to the gameplay. | ||
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MOVE – Flip (flip a coin): win = move up to 30cm, lose= move up to 15cm | MOVE – Flip (flip a coin): win = move up to 30cm, lose= move up to 15cm | ||
OPPORTUNITY FIRE – LOS, reveal only as opponent moves/turns within fire arc. No range limit. Flip: win = pin (Model gains a pin marker which renders the Model unable to activate anything other than a Rally order), lose = nothing. | OPPORTUNITY FIRE – Line of sight required(LOS), reveal only as opponent moves/turns within fire arc. No range limit. Flip: win = pin (Model gains a pin marker which renders the Model unable to activate anything other than a Rally order), lose = nothing. | ||
FIRE – LOS, No range limit. Flip: win = kill (removed from the game), lose = pin | FIRE – LOS, No range limit. Flip: win = kill (removed from the game), lose = pin | ||
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Cards - Rules & Activation (Each player has a set of these shuffled in a face down pile to then activate the Models by flipping over the top card alternately between players until no more cards are left, then start a new turn, determine initiative by ro-sham-bo unless only one player has a commander left, then they activate a model first). Variations can include more than one of a certain type, then when a card is drawn for that type of Model, the owner can choose which to activate – the number of cards in play match the number of cards for activation. | Cards - Rules & Activation (Each player has a set of these shuffled in a face down pile to then activate the Models by flipping over the top card alternately between players until no more cards are left, then start a new turn, determine initiative by ro-sham-bo unless only one player has a commander left, then they activate a model first). Variations can include more than one of a certain type, then when a card is drawn for that type of Model, the owner can choose which to activate – the number of cards in play match the number of cards for activation. | ||
COMMANDER | |||
Each soldier in LOS to Commander has 2 orders placed face down at start of turn. If outside LOS then only 1 order is placed. Commander always has 2 orders itself. | Each soldier in LOS to Commander has 2 orders placed face down at start of turn. If outside LOS then only 1 order is placed. Commander always has 2 orders itself. | ||
SNIPER | |||
For each single Fire order, Sniper may select any target, near or far. Other soldiers must discard two Fire orders to target anything other than the closest target in their fire arc. | For each single Fire order, Sniper may select any target, near or far. Other soldiers must discard two Fire orders to target anything other than the closest target in their fire arc. | ||
HEAVY WEAPON | |||
90 degree fire arc instead of the usual 180 degrees. | 90 degree fire arc instead of the usual 180 degrees. | ||
Heavy Weapon has unlimited Opportunity Fire orders. | Heavy Weapon has unlimited Opportunity Fire orders. | ||
CLOSE ASSAULT | |||
Can only ever have one Fire order given, and never an Opportunity Fire order. Has a 30cm range limit for Firing purposes. | Can only ever have one Fire order given, and never an Opportunity Fire order. Has a 30cm range limit for Firing purposes. | ||
When given a Move order – flip: win = move up to 60cm or 30cm ignoring terrain, lose = move up to 30cm. Any enemy Model in the path of movement is killed unless it is a vehicle (no effect). | When given a Move order – flip: win = move up to 60cm or 30cm ignoring terrain, lose = move up to 30cm. Any enemy Model in the path of movement is killed unless it is a vehicle (no effect). | ||
POWER-ARMOURED | |||
Ignore pin results. | Ignore pin results. | ||
GRENADIER | |||
When given Fire orders, may use each order to throw a smoke or frag grenade instead. First choose a type (smoke = 2 cards joined which block LOS (at the start of each turn remove all smoke cards), frag = 1 card) Then Flip: win = place card(s) up to 15cm – LOS not required – If frag those even partially covered are pinned, lose =nothing. | When given Fire orders, may use each order to throw a smoke or frag grenade instead. First choose a type (smoke = 2 cards joined which block LOS (at the start of each turn remove all smoke cards), frag = 1 card) Then Flip: win = place card(s) up to 15cm – LOS not required – If frag those even partially covered are pinned, lose =nothing. | ||
VEHICLE | |||
Vehicle always has 2 orders. | Vehicle always has 2 orders. | ||
For each single Fire order, Vehicle may select any target, near or far. | For each single Fire order, Vehicle may select any target, near or far. | ||
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Commander, Sniper, Heavy Weapon, Close Assault, Power-Armoured, Grenadier, Vehicle. (See below for one player adding either a V.I.P. or an Engineer to this list). | Commander, Sniper, Heavy Weapon, Close Assault, Power-Armoured, Grenadier, Vehicle. (See below for one player adding either a V.I.P. or an Engineer to this list). | ||
To play Missions (rather than last man standing) one player includes either a V.I.P. or an | To play Missions (rather than last man standing) one player includes either a V.I.P. or an ENGINEER (may replace killed Model with a Model in contact with it to simulate picking up the explosives needed to complete the mission by a successful flip in contact with enemy satellite/ammunitions/HQ/etc. (V.I.P. Model cannot be replaced - if killed, opponent wins - to win the V.I.P must move beyond opponent’s territory/edge. |
Revision as of 07:58, 10 February 2011
You'll need several copies of the following CARDS and a coin to flip. It can be played with two or more people, not solo because distributing the orders is done in secret and is paramount to the gameplay.
Cards – Orders (1 or 2 are placed face down under/beside each figure at the start of each turn which will enable the figures to act).
RALLY – automatically removes pin marker, Model may now use other orders.
MOVE – Flip (flip a coin): win = move up to 30cm, lose= move up to 15cm
OPPORTUNITY FIRE – Line of sight required(LOS), reveal only as opponent moves/turns within fire arc. No range limit. Flip: win = pin (Model gains a pin marker which renders the Model unable to activate anything other than a Rally order), lose = nothing.
FIRE – LOS, No range limit. Flip: win = kill (removed from the game), lose = pin
Cards - Rules & Activation (Each player has a set of these shuffled in a face down pile to then activate the Models by flipping over the top card alternately between players until no more cards are left, then start a new turn, determine initiative by ro-sham-bo unless only one player has a commander left, then they activate a model first). Variations can include more than one of a certain type, then when a card is drawn for that type of Model, the owner can choose which to activate – the number of cards in play match the number of cards for activation.
COMMANDER Each soldier in LOS to Commander has 2 orders placed face down at start of turn. If outside LOS then only 1 order is placed. Commander always has 2 orders itself.
SNIPER For each single Fire order, Sniper may select any target, near or far. Other soldiers must discard two Fire orders to target anything other than the closest target in their fire arc.
HEAVY WEAPON 90 degree fire arc instead of the usual 180 degrees. Heavy Weapon has unlimited Opportunity Fire orders.
CLOSE ASSAULT Can only ever have one Fire order given, and never an Opportunity Fire order. Has a 30cm range limit for Firing purposes. When given a Move order – flip: win = move up to 60cm or 30cm ignoring terrain, lose = move up to 30cm. Any enemy Model in the path of movement is killed unless it is a vehicle (no effect).
POWER-ARMOURED Ignore pin results.
GRENADIER When given Fire orders, may use each order to throw a smoke or frag grenade instead. First choose a type (smoke = 2 cards joined which block LOS (at the start of each turn remove all smoke cards), frag = 1 card) Then Flip: win = place card(s) up to 15cm – LOS not required – If frag those even partially covered are pinned, lose =nothing.
VEHICLE Vehicle always has 2 orders. For each single Fire order, Vehicle may select any target, near or far. 90 degree fire arc instead of the usual 180 degrees. Ignore pin results. Takes 2 kills to destroy.
Cards – Models (the cards used to represent the figures – line of sight, visibility arc and forward facing is taken from the top edge of the card). Commander, Sniper, Heavy Weapon, Close Assault, Power-Armoured, Grenadier, Vehicle. (See below for one player adding either a V.I.P. or an Engineer to this list).
To play Missions (rather than last man standing) one player includes either a V.I.P. or an ENGINEER (may replace killed Model with a Model in contact with it to simulate picking up the explosives needed to complete the mission by a successful flip in contact with enemy satellite/ammunitions/HQ/etc. (V.I.P. Model cannot be replaced - if killed, opponent wins - to win the V.I.P must move beyond opponent’s territory/edge.