Ed the Two Hour Wargames guy | 05 Jun 2014 5:50 p.m. PST |
Looking for some help on this one. I don't play other skirmish games and had questions on dice rolls. Could someone give me a rundown on a turn sequence from start to finish and when the dice are rolled and for what? For example - Roll to see who moves first. Shooting. Damage. Morale. etc. No need to be specific as to the rules themselves, just curious as to when the dice are rolled and how often. Hope this makes sense. Thanks! Ed |
nnascati | 05 Jun 2014 6:35 p.m. PST |
Ed, In most of the the other skirmish games I play, dice are really only rolled for combat and recovery/morale. Movement is generally controlled by cards. In sight is usually just common sense, if you can see a target, you can shoot it. Nick |
Ed the Two Hour Wargames guy | 05 Jun 2014 6:42 p.m. PST |
Nick. So a card is flipped, the figure steps out into view and fires? What about the stationary figure? Can he shoot? Ed |
nnascati | 05 Jun 2014 6:48 p.m. PST |
Depends on the rules. If both figures have ranged weapons, both can fire, in other cases, it is the activated figure only who fires. |
Who asked this joker | 05 Jun 2014 7:25 p.m. PST |
The usual is to roll dice for combat and morale/reaction to combat. Some games (Song of Blades and Heroes for instance) also roll dice for activating a unit. Others might roll dice for initiative either for just movement or even by phase. There are more complex games that use a back and forth dice initiative to keep the game play flowing back and forth. These are the games where you never know when your turn will end. For combat often it is roll to hit, roll to save/damage. For morale a result is usually given with a single die (or dice) roll. Not sure if that is what you are looking for or not. |
sneakgun | 05 Jun 2014 7:42 p.m. PST |
Check out the free rules on line for Infinity. You can shoot when someone moves into your line of sight. Its always your turn
link |
Zematus | 05 Jun 2014 7:57 p.m. PST |
Here are a bunch of situations where various games roll dice: - Roll to see which side goes first this turn. - Roll to determine the order in which units activate (high to low). - Roll to see if any effects from the previous turn expire. - Roll to see how many actions a unit may take. - Roll to see if a unit successfully activates. - Roll to see how far a unit moves. - Roll to see if the terrain affects the moving unit. - Roll to see if an enemy can respond/interrupt the currently acting unit. - Roll to see if the interrupt happens before or after the currently acting unit. - Roll to see if a unit can see a "hidden" target. - Roll to see if the unit can pick it's target, or if it is forced to attack the nearest, etc. - Roll to see how many attacks to make. - Roll see if an attack is accurate enough to hit a target. - Roll to see if the attack is strong enough to damage the target. - Roll to see if the target's defenses prevent the attack from causing damage. - Roll to see how much damage is caused. - Roll to see where the damage is applied. - Roll to see what sort of damage effect is caused. - Roll to see if the target's morale is affected. - Roll to see how far a target is forced to flee. - Roll to see if your side can activate another unit, or if you have to give control over to your opponent. - Roll to see if the game continues for another turn. |
Dynaman8789 | 06 Jun 2014 5:34 a.m. PST |
Chain of Command (really a step above Skirmish but
) uses dice for all of those activities except who goes first. |
TelesticWarrior | 06 Jun 2014 6:05 a.m. PST |
Echidna games recently posted a thread introducing themselves and offering us some free skirmish rules, well worth a look. TMP link |
etotheipi | 07 Jun 2014 5:20 a.m. PST |
For QILS, the overwhelming majority of the die rolls are opposed combat rolls. Sometimes scenarios will dictate a few other die rolls. Roll to see who moves first. - QILS has an open turn sequencing, with scenarios sometimes having custom turn sequences. One of the most important things in maneuver is timing. Randomness in combat can be achieved in ways other than adding an additional die roll (and time) that slows battle down. Just because you shoot first, doesn't mean you hit first. Shooting. Damage. - Combat is a single, combined contested roll combining hit and damage. Both players roll each combat, mostly one or a few dice. Most systems that roll for hit and damage are mathematically equivalent to a single roll with a different rule structure. We decided to go with faster combat, getting players back into the decision cycle sooner. Morale. - Morale is worked into the victory conditions; i.e., player decisions determine if/when troops retreat. We have a number of total attrition scenarios (mostly in wilder genres), but prefer to have strategic goals drive player decisions in this vein. In game Objectives/Critical Points. - These are usually (slightly) randomized, but we like to do this with cards rather than dice. Solo play. - Other than combat, solo play rules are where we would use dice (or, often cards) for random events on a routine basis. |
Patrice | 07 Jun 2014 2:26 p.m. PST |
For « Argad ! » – Movement: D6 roll to cross a difficult terrain – Shooting: D6 roll to hit – Melee: D6 roll to hit. That's all in the basic rules, but many optional rolls may be added if players want more detail: D6 for work "which can take some time"; D12 for wound location of a player character; etc. |