Or perhaps not so new but attempting to use them in a new way. I posted a thread not too long ago that I was thinking of designing my own set of 28mm Fantasy game rules.
TMP link
I have mulled many things over since posting that thread and it is the nature of such endeavors that some, if not all of my initial ideas have evolved or changed completely.
Here is a (relatively speaking) brief overview of some of the mechanics. Keep in mind this is all just theory at the moment and I have not had a chance to play test any of this yet. However, I wanted to see if the forum saw any glaring problems or suggestions. As I go forward I will set up a yahoo group to facilitate more discussion.
First off let me state I like rolling dice. I am fond of bucket 'o dice games and as Larry Brom once stated, "The rolling of the dice is the rattle of musketry to me." Or as will be the case for these rules it is the sound of weapons made ready and the clash of arms.
The game will use every die type from D4 up to D12. This is to reflect a number of factors such as quality of combatants, type of arms used, and the armor if any that they wear.
Movement will be a random roll of dice dependent on troop type or creature. However, I am not wedded to this idea as some of you have mentioned you prefer set movements for forces.
For now foot, i.e., infantry will move 2 x D8, Cavalry/Mounted will move 3x D8, and those things designated as monsters such as manticores, griffins, dragons will have movement dice based upon their creature type.
Games are scenario based but I will see about a points system as play testing evolves.
Deployment will be either be based upon the scenario or a roll off by the players. One side will be the attacker and one the defender. The defender will always deploy all units first; however, will have choice of the better ground. Attacker then deploys and begins the game with given orders until all commanders have gone or the orders have failed. Much like Warmaster or Hail Caesar.
The base number of success for any die roll regardless of die type is 4. The roll is for orders, close combat, shooting, saving throws, and morale/leadership checks.
Stats are: Attack, Shooting, Save, Morale/Leadership
Units are 10-20 figures for infantry that is relatively Man sized so everything from hobbits to dwarves, elves, humans, orcs, goblins, etc. fall in this catagory. Ogre sized figures such as
well ogres, minataurs, gnolls, bugbears, trolls, etc. are 5-10 figures, and monsters are units on to themselves. Most mounted units will be 5-10 figures. (none of this is set in stone)
Troop types are either green, regular, veteran, or elite. Their status will determine basic die type. For example a regular human will have a die type of D8 for all stats but you could vary the die types to reflect variety of quality.
Also there may be an additional die type depending on race, weapons, and armor.
Example: Human Warrior that is regular
His attack die is a D8, shooting is D6 as he carries a throwing ax, his morale is D8 and he is wearing light armor (chain shirt and helm) which gives him a D6 for a save. He also has a hand weapon and a spear with will provide him an extra die to roll in combat of a D6. He also has a medium shield and this will give him an extra D6 to go with his save from the light armor.
He is in combat with a Gnoll: The Gnoll is also a regular has an attack of D8, shooting of D4, Morale of D6, and save of D4 as he is not wearing armor. He gets an extra racial save die of D6 because he is a tough
. He is also welding a two handed ax which will give him an extra D10 for his attack.
Combat is simultaneous regardless of who charged whom. The Human rolls his attack die of D8 and his extra die for the spear of D6. He rolls a 5 on the D8 and a 4 on the D6 so both hit. The gnoll rolls a 3 on his attack die of 8 (so a miss) but rolls an 8 with the D10 which is a hit. Now both combatants roll their saving throw dice. The human rolls the D6 for his light armor and the second D6 for his shield. He rolls 4 and 6 respectively and thus is not killed by the gnoll. The gnoll rolls his D4 and gets a 2, a fail, and rolls his racial bonus die of a D6 which comes up as a 4 a success. However the human caused two hits and the gnoll only saved one. He is dead.
OK that is as far as I have gotten. Let the chaos begin.