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"Streamlined Alternatives to a Reaction Mechanic?" Topic


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WillPhillips12 Dec 2018 2:03 p.m. PST

Hi all,

My friend and I are working on a set of sixteenth century-inspired wargame rules. Our goal is big battles in two-three hours – and we're coming to a sticking point.

We're finding that the reaction mechanic we adapted and simplified from Impetus & Baroque is eating up too much time with our many-unit armies (around 18-24 units a side).

Can any of you think of other rules systems that have a fast-playing, quick resolving "reaction"-esque mechanic that takes into account the risk imposed by counter charges and defensive fire?

I imagine this could also be combined with zone of control rules, too.

It doesn't have to be pike & shot or even historical – I'm open to all ideas.

SBminisguy12 Dec 2018 2:55 p.m. PST

You might want to see if you can use the reaction system from THW's historical games:

rebelminis.com/hiru.html

Big Red Supporting Member of TMP13 Dec 2018 7:06 a.m. PST

Neal Thomas' rules have a nifty morale system that at first glance seems almost too simplistic. Whenever you loose a stand from fire or close combat you roll a D6 to see if you loose additional stand – 1-3 yes, 4-6 no. Elites add 1 to the roll, green/militia subtract 1.

No additional morale rolls or exceptional loss rolls are needed. Attacking units can be crippled (or not) by defensive fire as they move to attack. Firefights can last a while (or not) and then one side or the other can become combat ineffective without referring to charts with long lists of modifiers. With quick toss of a die, it covers all these things and more.

Caffeine is reaching dangerously low levels so I'm not explaining it very well. For a big battle it works so easily and cover so many details quickly and without math or mental strain.

Zephyr113 Dec 2018 3:30 p.m. PST

ooh, that is simple! I may have to 'steal' that… ;-)

Codsticker16 Dec 2018 11:59 a.m. PST

Can any of you think of other rules systems that have a fast-playing, quick resolving "reaction"-esque mechanic that takes into account the risk imposed by counter charges and defensive fire?
It sounds like you are looking for a quick way to model reactions to charges, is that right? It would help if you gave a brief overview of how yours currently work.

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