Saturday, April 4, 2020

MicroBattle: Fire & Sword

On my Battle of Taplaea post, Oliver asked for a copy of my MicroBattle: Fire & Sword rules. I have posted them below.


I designed these rules to give me simple and quick battles using the same core rules for a large swath of history. I use them for battles from ancient times until the end of the horse & musket era (19th century). During this time major battles generally involved clashes between big blocks of troops, which I depict with stands of miniatures.

I do not claim that these rules give an  accurate depiction of battle. They are quick (under a half hour for a game) and simple (I rarely have to refer to the rules), so they meet my design specifications.

Note that these rules are a constant work-in-progress. I often fudge or change things on the fly. In particular, I often tweak the unit stats. If you try these rules, please feel free to modify things to your liking.

Set Up

  • These rules are designed for a 6 x 8 gridded battlefield
  • I determine terrain randomly, using terrain cards that I created (I use 4 for a 6 x 8 field)
Terrain cards in action
(Top - Woods, Clear x 2, Hill, Bottom - Clear, Hill, Clear, River)
Also have cards for rough ground and fields
  • I usually use the army generation rules from One Hour Wargames. It has great scenarios, too. Well worth the purchase price.
Turn Sequence
  1. Initiative - Each side rolls a D6. Winner goes first this turn
  2. Payer 1 Turn
    1. Roll for Activate Units
    2. Take Actions (Move and/or Attack)
  3. Player 2 Turn
    1. Roll for Activate Units
    2. Take Actions (Move and/or Attack)
Activation
  • Roll two D6s. Take the higher roll.
  • Can activate number of units = roll
Movement
  • See unit stats for movement allowance
    • Move of 1-2 or 2-3 indicates a 50% chance of being able to move the higher amount (roll 4+ on a D6)
  • Movement is always orthogonal, not diagonal
  • Ranged infantry may move and fire. Artillery may not
  • Movement in rough
    • Any unit may enter
    • Heavy units must roll 4+ to exit
Attacking
  • Combat may occur if a unit is within range (see unit stats)
    • Range of 0 means that the attacker must be able to move into the defenders space
  • Only the attacker rolls
  • Each unit rolls a D6 + mods. Hit on roll of Combat Value (CV) or greater
    • + or -1 if advantaged / disadvantaged (I determine this on the fly)
    • -1 if SHAKEN
  • Defender in melee may counterattack if attacker fails to hit
Battle Results
  • For every hit taken, units roll a D6. Need to roll Defense (Def) or greater
  • Unit is SHAKEN if it fails the roll
    • Unit routs (remove it from the field) on a second SHAKEN result
  • Unit also RETREATS on a roll of 1
    • Retreat = move 1 space toward baseline
    • May move diagonal
    • Unit routs if it cannot retreat
Morale
  • If an army drops below 50% of its initial strength, roll a D6
    • Roll for each unit lost after 50%
  • Roll of 4+ means that the army continues to fight. Otherwise it retreats (game ends)
Unit Stats
(Move/Range/CV/Def)

From the Shock Period (Ancient / Medieval)
  • Heavy Infantry               1 / 0 /4+ /4+
  • Auxilia Infantry             1-2 / 0 / 5+ / 5+
  • Archers                          1 / 2 / 5+ / 5+
  • Skirmishers                    1-2 / 1 / 5+ / 6+
  • Warband                        1-2 / 0 / 4+* / 5+ (* 3+ when charging)
  • Cavalry                           2 / 0 / 4+ / 5+
  • Knights                           1-2 / 0 / 4+* / 4+ (* 3+ when charging)
  • Light Cavalry                 2-3 / 0 / 5+ / 6+
From the Horse & Musket Period
  • Regular Infantry            1 / 2/ 4+ / 5+
  • Light Infantry                1-2 / 3 / 5+ / 6+
  • Cavalry                          2 / 0 / 4+ / 5+
  • Field Artillery                1 / 4 / 5+ / 6+
Notes: 
  • I've been toying with ideas about making light troops a bit more resilient. Perhaps ignore a SHAKEN result if they retreat.
  • I also keep toying around with rules to rally troops. In the heat of battle, however, I constantly forget to use them.

11 comments:

  1. Hello Kevin

    I know what you mean about rally. I cut down my ancient rules to work on a 6x6 grid and have been using them to play the first 10 OHW scenarios. I have the rally rules in there and never use them. There has been one time in the 10 games it could have been useful to actually rally a unit, and forgot about the rally rule!

    I do like the possibility of light troops retreating when shaken as I have something similar in my rules :-)

    Do you find unit activation adds to the game a fair bit? The reason I ask is my main rules have unit activation but when I cut the rules down to work with 6 units on a 6x6 grid I found that unit activation did not seem to work so well. There were enough decisions to make with small number of units on such as small table. So I took it out. It was hard to do that as I really like it for most other games.

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    1. I like the fog of war that activation rules create. I have also found that it tends to help the underdog.

      I used to use DBA rule but found it a bit too swingy. The 2D6 rule comes from Squad Hammer and works well. It usually doesn't seriously hamper either side, but on occasion one side will find itself stymied for a turn.

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    2. Ok, that makes sense - not a game changer but occasionally throws up challenges to make the narrative more interesting!

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  2. Kevin, thanks for publishing your Fire & Sword micro-battle rules, which look ideal for persuading my family to play some wargames while we're confined to the house. I'll be using the Horse & Musket era version.

    It struck me that if the setting is Napoleonic Wars (or earlier) with smoothbore muskets, and an infantry unit is a battalion, then the musket range should not be more than the unit frontage, so only one square between firer and target; if a unit is a larger formation than a battalion, musketry should only reach into an adjacent square.

    Plenty of scope for adapting and tweaking...

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    Replies
    1. You're welcome! My original version used a 1 square musket range. I bumped it up to 2 so that units that are adjacent diagonally can fire at each other; it seems to play a little better that way. However, I consider long range fire to be disadvantaged. Of course, you are right about tweaking - feel free!

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  3. This comment has been removed by the author.

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  4. Kevin, thank you, so cool!
    Oliver

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  5. Hi Kevin, I had some time to read through the rules. To make light troops a bit more resilient you coud prohibit counterattacking light troops (their method of combat being short range missles).
    To implement a sort of inverse auto-rally you could restrict Shaken results to counterattacks only. But that would change the game a lot, I recon.
    Hopefully I will be able to actually play with your rules,
    thanks again, Oliver
    P.S.: Sorry for deleting my own comment twice - tried to make myself clearer with each post...

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  6. Good ideas. I've been trying out other rules recently so haven't had a chance to try them out.

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  7. Gentlemen,
    As a new arrival in this blog, I've been working my way around through it. I totally enjoy the whole philosophy of everything here, and it's been something I'm striving for since I started in this hobby (only about 3-4 years ago). I don't collect miniatures, don't make beautiful 4'x 8' battle tables filled with tiny, tiny figures I couldn't see. I can look at pictures of those. I like the action and the thought-process of gaming, which I do solo. I'm getting ready to try the Micro Battle rules, but they look great, just what I want. For now, I still like a slightly bigger battle field, but if smaller works, I'll try it too. It's fun trying new things. Also enjoying all the other poster's comments.

    Dale

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  8. Dale, glad you am enjoying the blog.

    I haven't really tried it but I imagine that MicroBattle would work with larger battlefields. You may want to consider allowing a route march move (maybe move double if move than x spaces away from the front line. I'm not sure what would be a good distance for x (4, 6?). You may want to experiment.

    Note that this is an earlier incarnation of MicroBattle. I am working on a new post with the updated, streamlined rules.

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