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Designer Barry Richardson set out to create Legendary Battles
only after spending a small fortune buying miniatures and trying to play
the existing fantasy rules. In his Editor's Notes, Keith Martens explains the problems with other fantasy rules:
The designers' intent in creating Legendary Battles was to create an enjoyable miniatures game which rewarded good tactics, yet didn't bog down due to convoluted rules or lead to arguments about what the rules were supposed to mean. The ArmiesArmies in Legendary Battles are built according to a point system, which allows their strengths to be totaled and compared. That is, any two armies of the same total point cost should be equal on the battlefield. (The designers put the system through over a million computer-simulated battles while fine tuning the point costs.)First, the player must select an Army Type. The possibilities are:
The total number of units determines how many units the player receives of the basic troop types. However, some of these can be "cashed in" for other troop types.
The cost for the unit depends upon the weapons chosen, and the number of bases per unit. (In 25mm, the number of bases is the same as the number of men; in other scales, more figures are mounted per base.) For each unit type, there is a minimum and maximum number of stands per unit. For instance, you always have to take at least 20 stands in a Goblin unit, but that same number is the maximum allowed per unit of Empire Knights.
The Sequence of PlayAs the game proceeds, players alternate taking turns. Each Turn is composed of three steps:
MovementMovement is pretty straightforward. As the designers explain:
In medieval times, armies were mostly organized mobs. We would rather that the players concentrate on being in the right place rather than in the right formation. We have assumed that the units will take the most advantageous formation they can muster.Each unit can only take an action during one of the Movement sub-phases. During the Engagement step, units can advance into melee combat with enemy units. This is the only time when units can approach so closely; during normal movement, each enemy unit has a "forbidden zone" of 4" on all sides, in which movement is prohibited. A unit may be engaged in melee combat by only four units at a time (one per side). If an enemy doesn't have an unengaged side facing the potential attacker, no contact can be made. Advancing into contact from "behind" an enemy unit counts as a Flank Attack, and entitles the attacker to a special attack during the Combat Phase. Once in contact, an attacking unit's position is "adjusted" so that it centers upon one of the enemy unit's sides. Now that it is engaged in combat, there is no way to retreat until one unit or the other is out of play! During the Maneuver sub-phase, units pick a direction and move up to their maximum allowed distance. Their final facing is always perpendicular to the direction of movement. However, units are allowed to "line up" with certain terrain obstacles, such as walls or elevation levels. Moving through difficult terrain can, depending upon the terrain type, reduce total movement for that turn and/or cause part of the unit to become Disordered.
CombatCombat comes in two forms -- archery attacks (during the Missile Phase), and melee attacks (during the Melee Phase).Missile Combat. The attacker must declare all attacks before resolving the consequences; however, he is allowed to pre-measure distances, if he likes. Each unit can attack one enemy unit. Only unengaged units can make missile attacks. Most units can only make missile attacks against enemy units in front of them (within their field of view). However, mounted archers and units designated as Skirmishers can attack any enemy in range. Only unengaged enemy units can be targeted. For each attack, a unit's Firepower (the number of dice rolled) is a function of the number of stands in the unit. If the unit didn't move, it gets dice equal to half its stands; if it moved, it gets dice equal to only one-fourth the number of stands. (Skirmishers are a special case, being able to fire on the move without penalty.) The To Hit Number is determined by subtracting the target unit's Armor Class from the attacking unit's Fire Factor. Fire Factor depends upon the unit's type and the range. For each successful hit in missile combat, one stand of the enemy unit becomes Disordered. Once all of the stands are Disordered, further missile hits will eliminate stands.
A unit which made a Flank Attack during the preceding Movement Phase gets to make its melee attack first. The defending unit does not get to attack this attacker during the current turn. When resolving an attack, the player rolls a number of dice equaling the number of stands in the unit allocated to this attack, but never exceeding ten (the maximum number of troops which can be brought to bear). The To Hit Number is determined by taking the attacker's To Hit score (based on weapon and troop type) and adding the defender's Weapon Skill (also based on weapon and troop type). A hit is scored for each roll equal to or greater than the To Hit Number. The defending unit then gets to make its saving throws. The Save Number is the attacker's Strength (weapon damage) plus the defender's Armor Class. For each successful saving throw, one hit is negated. Remaining hits result in the elimination of enemy stands. Disordered stands are eliminated last.
Disorder and MoraleThe stands within a unit can become Disordered as the result of missile fire, or due to moving through difficult terrain. A Disordered stand is removed from the movement tray, and trails behind the unit.
Disordered stands can be recovered during the Movement Phase, if the unit is unengaged and didn't move. If the dieroll is greater than or equal to the unit's Unit Morale (determined by troop type), one stand is recovered. Only three dice can be rolled per turn. Units which have taken heavy casualties (more than 60% of their original strength) must pass Morale at the end of the Melee Phase. One roll is made per stand. Disordered stands which fail their roll are removed from play; other stands which fail become Disordered.
MagicA basic magic system is provided in Legendary Battles as an optional rules system; an advanced magic supplement is planned for some future date.Each army may have one magic-user, equipped with a number of wizard points based on the point cost of the army he is part of. The points have a dual function -- they are expended to cast spells, but they are also the hit points of the wizard (he is out of play when no points remain). The spells provided in the basic magic system are:
Player AidsThe rulebook includes a number of blank forms, as well as the movement tray template mentioned earlier. Especially convenient is a "battle form" (a note-sized form) -- the idea is to write down the combat numbers during the first combat phase, then place that tag next to the combat. (The various To Hit and Save numbers won't change.)As an optional rule, an Averaging Table is provided. Instead of rolling large numbers of dice, players can instead index the number of attack dice against the chart to determine the average hit chance. The result is given as a number of hits, plus a chance to score one additional hit.
The Tournament SystemThe designers of Legendary Battles have created this game with the intent that it could be used for competitive gaming, if desired.As mentioned previously, a computer simulation was used to fine tune the army lists, so that equal point-cost forces would be equally effective on the battlefield. The rules describe several ways to organize tournaments, and provide sample 2,500-point armies and several battle maps. Suggestions are made for designing a good tournament scenario.
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Last Updates | |
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4 September 1999 | page redesigned |
19 June 1996 | reorganized |
22 April 1996 | reformatted |
Comments or corrections? |