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"Simple tile/element rules" Topic


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999 hits since 2 Dec 2023
©1994-2025 Bill Armintrout
Comments or corrections?

uglyfatbloke02 Dec 2023 3:43 a.m. PST

Looking for a simple tile/element based system with no tokens or markers…any suggestions?

robert piepenbrink Supporting Member of TMP02 Dec 2023 7:23 a.m. PST

Horse, Foot and Guns, perhaps? There are several stand-removal systems, but NO tokens or markers is a pretty high bar. On to Richmond minimizes them, and you could probably eliminate the strength markers from Altar of Freedom and be left with disorder markers. What size battle are you looking at?

Eumelus Supporting Member of TMP02 Dec 2023 7:57 a.m. PST

I wrote this up for use with the "Epic" stands, but it could just as easily be used with 40mm or 60mm bases (or two 1" bases in line). It presumes ownership/familiarity with the DBx family of rules:

HORDES OF THE YANKEES
ACW version of HoTT/DBA, by Rick Wynn

Concept: The only combat element is infantry, although each side will have one command base (a mobile General or an immobile Headquarters) and will use artillery bases as markers for infantry prepared for defense. Cavalry are assumed to be scouting, screening, or otherwise doing horsey things at the strategic level.

Large Battle (one or both sides >40k): 20 infantry elements for the larger army, with a proportional number for the smaller.
Medium Battle (one or both sides >20k): 15 infantry elements for the larger, proportional for smaller.
Small Battle (both <20k): 10 infantry elements for larger army, proportional for smaller.

Ground scale approximately 1" to 200 yards (but not to be taken too seriously, getting the feel of the battle subjectively right is the goal).

Infantry element has +3 combat mod, range of 3" in ranged combat, moves 3". Elements rated as Inferior (I) re-roll 6s in combat (ranged or close), and Superior (S) re-roll 1s.

Turn Sequence:
(1) Roll for PiPs
(2) Spend PiPs on tactical moves, establishing Defense, etc.
(3) Optional movement of General
(4) Ranged combat
(5) Close combat
(6) Switch phasing and non-phasing sides.

PiPs are used for:
1 for element or group move
1 to add 6" to road move (element or group)
1 to put element on Defense (mark w/battery marker behind)
2 to replace General with HQ in place
1 to replace HQ with General, who may then move
+1 PiP to above if element/group is >12" from General/HQ

General: generates d6 PiPs, (I) rerolls 6 and (S) reroll 1; at end of turn may move up to 6", or 9" if entirely along road; immune to (and does not block) fire, if contacted by enemy displace 6" towards own base edge.

HQ: generates 2d6 PiPs, (I) rerolling 6s and (S) 1s; can't move; immune to (and does not block) fire, if contacted by enemy is replaced by General who then displaces. May be voluntarily replaced by General at start of turn, at no PiP cost.

Defense: Infantry on Defense have range increased to 6" (i.e. batteries in place), have a +1 close combat mod to non-phasing side. Defense status lost if recoil or if move in own phase. At no time can an army have more than half its current elements on Defense.

Sample OBs:
FREDERICKSBURG
7 mile front, therefore about 5.5'
UNION: 114k engaged = 20 elements, commander Burnside (Inferior)
CONFEDERATE: 72.5k engaged = 13 elements, commander Lee (Superior)

PEA RIDGE
5 mile front, or about 4'
UNION: 10.5k = 7 elements; commander Curtis (average)
CONFEDERATE: 16.5k engaged = 10 elements; commander Van Dorn (Inferior)

uglyfatbloke02 Dec 2023 12:11 p.m. PST

Cheers!

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