Help support TMP


"CENTURIA RULES - WARGAME VAULT" Topic


8 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please remember that some of our members are children, and act appropriately.

For more information, see the TMP FAQ.


Back to the Ancients Discussion Message Board


Areas of Interest

Ancients

Featured Hobby News Article


Featured Link


Featured Ruleset


Featured Showcase Article

Grade My Gauls

At last! Personal logo Editor in Chief Bill The Editor of TMP Fezian finally paints the first of his Gauls...


Featured Profile Article


Featured Book Review


3,584 hits since 20 Jan 2015
©1994-2024 Bill Armintrout
Comments or corrections?


TMP logo

Membership

Please sign in to your membership account, or, if you are not yet a member, please sign up for your free membership account.
maverickv20 Jan 2015 4:34 a.m. PST

CENTURIA is a wargame for two players or more that lets you simulate battles set in the Ancient Period.
The game uses our well-known Action/Reaction mechanism but now includes new exciting rules to better simulate the dynamics of these battles and will allow you make many strategic and tactical decisions that will help you on your way to victory.
Closing ranks at the right time, charging the enemy when he's disordered and making the most of his hesitation to break his lines, these are just some of the new ways of fighting that you'll find in these pages. The system allows you to play with any scale of miniature and keeps the base sizes fixed whilejust changing the number of miniatures that are on them.
As well as a points system to help you balance your games, each unit also has a Training Value, a value that shows its prowess in Melee, an Armour Value and a number of losses that it can take. The rules also contain three classic scenarios, Vanguard, Ambush and Sacking the Camp which will test your command skills.
The game is easy to learn and a normal game will last a couple of hours.

link
link

Who asked this joker20 Jan 2015 10:10 a.m. PST

Any AARs? A synopsis of the game mechanics and turn order etc?

maverickv22 Jan 2015 3:40 a.m. PST

For further informations

TMP link

link

Kenntak22 Jan 2015 6:58 a.m. PST

Thanks maverickv. I was looking for more information also. The two links do not provide a lot of details, I suppose because the game is new there are not many reviews/recensioni yet. Do you know of any reviews in English or Italian that we could take a look at?

maverickv22 Jan 2015 7:35 a.m. PST

Only a review in italian

link

Bye

Malefric22 Jan 2015 10:48 a.m. PST

Saw the sale and was likewise wondering where additional information could be found on this new ruleset

Kenntak22 Jan 2015 10:58 a.m. PST

The Italian review was good and the game sounds interesting, but I guess I will have to wait until more detail is available.

maverickv23 Jan 2015 4:19 a.m. PST

We don't have a real battle report until now and we are not english (excuse us for the bad english)but we can try give to you an example of the game mechanism:

Massimo declares he will Charge a unit of Gallic Warriors in a Compact group (Tactical Value 3) with a unit of Auxiliaries (Tactical Value 4). The Gauls say they will Charge too (Countercharge). Both roll 2d6 and add their TV for Priority; Massimo loses (he rolls 12, the Gauls 13). The units clash half way. The Gauls roll 8d6 (their Melee Value +2 for the Frenzied Charge + 2 for the Outnumber- they are double bases – Compact groups) and rolls: 1, 2, 2, 2, 3, 4, 5, 5). Compare the result of each dice with Gaul's TV; if it's less you've scored a Hit, if it's equal the target unit is Shaken, if it's more missed. So we have 4 Hits (1,2,2,2), 1 Shaken (3) and 3 Misses( 4,5,5) . In a melee you can cancel Shaken with Training Roll (roll 1d6 and compare with TV; if is equal or less is cancelled) and Hit with Armour Roll ( roll 1d6 and compare with Armour Value: if is equal or less is cancelled). The Auxiliaries fail their Training Roll and then try 4 Armour Rolls, managing to cancel two Hits. Massimo puts a disordered marker and the two Losses next to the unit. Now Massimo rolls 4d6 (his Melee Value) and gets 3 Hits and a Miss. The Gauls try 3 Armour Rolls and cancel a Loss. Both sides have caused two Losses so the Fight stops and the units remain engaged. If one unit takes most Losses than the other has been beaten and must perform a Discipline Test: roll 2d6 and add TV. An 11 or more means the unit resists stoically and both units remain engaged (both get a Turn Over marker)but a 10 or less means the beaten unit must retreat 3d6cm (4d6 if mounted) keeping the same facing and the enemy can pursue. If the retreating unit is disordered it moves 2d6cm (3d6cm if mounted). If neither unit inflicts Losses to the enemy unit or if both units inflict the same number of Losses, then neither has been beaten and a Discipline Test is not required. If the target unit is eliminated the winning unit can follow through.

Cheers

Sorry - only verified members can post on the forums.