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    FAST PLAY RULES FOR SEVEN YEARS WAR

    Ver. 2.0

    1. Introduction

    These are fast play rules for mid-18th century battles with 15 mm figures, the focus is on

    playability. They are ideal for campaingnplay, where you would want to finish the battle in

    one or maimum two hours. They are not suited for historical refights.

    !fantry regiments consist of " stands. #a$alry of 2 - % stands. 1 &eneral for '- 10 regiments.

    Troops are either inf, ca$ or arty and either massed or light (see )V*+V!*.

    istances in cm.

    2. Sequence of play

    This system uses an alternating mo$e se/uence with one side mo$ing and the other firing.

    1 #ommand phase (phasing player

    2 o$enment (phasing player

    % ire (non-phasing player

    " elee (both players

    3. Command phase

    %.1 Groups

    *ach group has an order (attac, ad$ance, reser$e, stand, retreat or rout.

    1 to % regiments of the same type (inf., ca$. or arty may form a group. +egiments of a group

    must stay in base contact, usually ad3acent to each other1, and ha$e the same facing at all

    times. They must stay togheter if possible and this can only be changed by two ways 4

    6 general may try to split regiments of a group, or he can combine groups that are ad3acent,

    ha$e the same facing and same orders. This is called reforming and is done during the

    command phase, before orders are gi$en. +egiments may ne$er be split howe$er.

    !f, as a result of combat, one regiment of a group fails a moralechec and must change

    orders, this regiment becomes a seperate group (the other regiment(s of the group retaining

    their former orders.

    %.2 *ach leader of the phasing player determines the number of commandpoints(#.7. hehas for this turn by throwing 4

    a " for normal leaders

    two " for incompetent or competent leaders.

    !ncompetent leaders use the lowets score.

    #ompetent leaders use te highest score.

    %.% *ach leader of the phasing player may now try to change orders of any groupunder his

    control or reform a groupfor 1 #.p.

    To change orders or reform groups 4

    throw a

    19ee the ane on formations.

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    the new orders are recie$ed if the score is higher than the distance between your general in

    cm to the unit di$ided by 5. *nemy troops bloc this path of communications. easure

    :around; them.

    if the score was lower then or e/ual to this number the unit eeps its former orders.

    6 is always considered succesful, regardless of distance (no automatic failiure.

    6 unmodified 1 is alway considered a failure (no automatic succes

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    #hanging formation from line to double line, colum to double line or $ise $ersa costs ? of the

    regiments mo$ementallowance, changing formation from line to colum or $ise $ersa costs the

    units; entire allowance (this is only alowed for a unit under reser$e orders.

    ".% "errain and moement

    Two types 4 area (woods, swamp, town,F and linear obstacle (wall, hedge, ri$er.

    *ach peice of terrain has either light, normal, hea$y or impassable mo$ement-effect (this

    should be agreed on by the players before setup.

    assed 4 - " cm in light, - cm in normal, -10 cm in =ea$y.

    6rty or #a$alry 4 -2" cm in light, -2 cm in normal, -2 10 cm in =ea$y.

    7enalties are cumulati$e < (assed ca$alry mo$es >% cm in normal woods " cm , in =ea$y terrain > cm.

    !f the groups mo$es only a part in difficult terrain hal$e these dice.

    "." #out and retire moement caused by melee is $ 1 cm.

    ".5 Moement throug freindly units.

    Dight throug Dight 4 Ao penalty

    Dight throug massed or massed through light 4 ? o$ement

    assed through massed 4 not allowed

    ". "roops in contactwith the enemy may not brea% contactor mo$e.

    *eption 4 aster troops that are in contact at the start of the mo$ementphase may brea

    contact. They turn 180B, and mo$e their full mo$ement away from the contact. ae a

    moralechec, if it succeeds the unit gets retreat orders, if not, rout orders.

    aster troops are 4

    Dight ca$. $ersus other ca$.

    6ny ca$. $ersus inf or arty.

    &. 'ire

    &.1 #ange

    9ee )V*+V!*.

    5.2 (.o.s) firing arcs) etc.

    Ao D.o.s. throug units and certain types of terrain. !n woods, town, etc. 4 % cm l.o.s

    iring arc G "5B, only one corner of the stand must ha$e D.).9. within "5B to be able to fire..

    easure range and arc from any corner of the stand to any part of the target unit.

    Hou may only fire at stands of regoments in contact on the turn they made contact, not if the

    regiment was already in contact the pre$ious turns.

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    5.% *rocedure

    *ach stand that is not routed with may fire by throwing a . efender also throws a .

    !f fireres modified result is 4

    Dower or e/ual to defenders roll 4 Ao effect1 or 2 more than defenders roll 4 orale chec for the regiment of the stand.

    %' more than defenders roll 4 Target stand illed

    !f one regiment must mae more than one morale chec it maes only one chec with a >1

    modifier per etra chec.

    odifiers 4

    Inder ad$ance, retreat, reser$e or attac orders. 4 -1

    Dong range 4 -1

    lan fire 4 '1

    #o$er 4 - 1 or >2

    6rtillery firing at a colum formation (a regiment % or " stands deep

    7layers should argee before play on the co$er-bonus of each piece of terrain.

    lan fire is fire in whitch the firing unit is fully out of the targets arc of fire.

    +. Melee

    .1 etermine which stand attacs which stand, o$erlaps, supporting stands and flan attacs

    *achstandthat is attaced ' o$erlaps, flans, supports etc. counts as one combat.

    aster units (any type of ca$. contacted by inf )+ light ca$. contacted by hea$y or medium

    ca$ that areflankedand ha$e no contact in front may imediatly react by turning C0B.

    aster troops may also avoid contactof mo$ing inf. by e$ading. They are mo$ed away from

    the enemy, a maimumof the amount they are faster2. *$ading ca$. retains the original facing

    but must mae a moralechec.

    .2 *ach side rolls 1 ,+for each combat and modifies this result.

    !f modified result is 4

    e/ual 4 Ao effect

    1 or 2 more 4 7ushbac.

    %' 4 illed.

    odifiers 4

    #ombat factor

    #a$. with attac orders 4 '2 (eecpt when stand is flaned

    !nf. with attac orders 4 '1 (eept when stand is flaned or $ersus ca$.

    +etreat orders 4 -1

    +out orders 4 -2

    7er o$erlap 4 '1

    2

    5 cm for hea$y and medium ca$ $ersus inf5 cm for light ca$. $ersus other ca$.

    10 cm for light ca$ $ersus inf.

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    9upporting inf. stand(s 4 '1

    lan attac 4 ' 1 if no unit attacs flaned unit in his front

    ' 2 if there is also an attac from the front of the flaned untit

    +ear attac '2 J '% (idem as for flan attacs

    Terrain 4 '1 or '2. 9ee .".

    .% +esol$e #ombat

    6 regiment must mae a moralechec if 4

    a stand of a regiment is illed or pushed bac,.

    a regiment is flaned.

    Inits that are flaned and ha$e no enemy in contact in the front may now turn C0B if they are 4

    faster troops (#a$. $ersus inf or Dight #a$ $ersrus other ca$,

    other units 6A succeeded in their moralechec

    K.". Terrain and melee.

    6t the start of the battle players should agree on the melee-effect of the types of terrain used.

    The terrainbonus depends on the types of units fighting and the type of terrain. There are %

    categories 4 light, medium or hea$y, gi$ing '0 , '1 and '2 modifiers. efending $ersus #a$ in

    light terrain gets an etra '1, in medium terrain an etra '2. #a$ may not attac units in

    hea$y terrain or units in buildings.

    Aormally this bonus is added T) T=* **A9* of the unit in the terrain, not his attac

    (they are more difficult to ill but they do not ill more easy. !f both units are fighting in theterrain ingnore the terrainbonus.

    Dinear obstacles and other protecti$e terrain are considered :concuered; (i.e. lose their

    defensi$e bonus if the defending stand gets a pushbac or if the attacer has an o$erlap with

    a stand that can cross the obstacle (you now what ! mean.

    -. Morale

    +egiments (not groups or indi$idual stands test from either fire, melee, e$ade, to faceflaners, rally or to charge under reser$e orders.

    +oll 2 and modifie, if score is

    ' 4 )L

    5 4 assed 4 6TT or 6V becomes 6V, 9T6A remains 9T6A.

    Dight 4 6TT, 6V or 9T6A becomes 9T6A.

    " 4 assed 4 go to 9T6A orders.

    Dight 4 go to +*T+ orders and mo$e immediatly

    % 4 assed 4 go to +*T+ orders an mo$e immediatly

    Dight 4 become +)IT

    2 4 +)IT

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    notes 4

    +*9*+V* order counts as 9T6A order

    !f on +*T+ orders and oraleche is 5 or les become +)IT

    6ny unit that becomes +)IT must mo$e immediatly full mo$e away from the enemy

    changing facing 180B. !f it was in contact 4 full mo$e ' 1 cm. +allying a unit is changing its orders (by same procedure as other changes and so it is done

    in the commandphase. !f this fails the unit wil remain on rout orders an flee towards their

    base edge. !f the orders are succesfully changed, mae a moralechec. !f the moralechec

    succeeds the unit gets stand orders and may change facing. !f not, the unit remains routed .

    odifiers 4

    Deader morale roll succeeded '1 (roll succeeds if " is M distance to general J 5,

    *lite J Inmoti$ated 4 '1J-1

    7er Dost stand of the regiment this phase (not turn 4 -1

    7er stand of regiment lost4 -1 6rtillery in melee 4 -2

    laned 4 -1 (melee only

    7er stand that lost combat in regiment 4 -1 (melee only

    on close combat 4 '2 if regimentmade more casulatiesthan it recie$ed )+,

    4 '1 if regimentmade morepushbacksthan it recie$ed

    . /0ample of play

    Two stands of edium #a$ (#1 N #2 with attac orders charge a group of two

    regiments of medium inf in double line formations (regiment 6 G ! 1, 2, % N " and regiment@ G!5, , K N 8 with ad$ance orders in the mo$ement phase.

    #1 #2

    !1 !2 MI5 MI6

    !% !" MI7 MI8

    The inffire with " stands (the corner of the inf stands ! 1 and ! is within "5B of a part of

    the target unit with a >1 modifier (ad$ance orders. ! 1 rolls 5 and # 1 rolls " 4 no eff. O

    ! 2 rolls % and # 1 rolls " 4 no eff. O ! 5 rolls and " # 2 rolls 2 4 orale chec O !

    rolls and # 2 rolls " 4 orale chec.

    The ca$ maes 1 moralechec with a >1 modifier (2 checs caused by fire. !t rolls 2,

    result is K 4 )L. (if the result was the unit would get ad$ance orders.The melee eists of 2 combats, each one ca$ $ersus one inf with a support and a o$erlap.

    elee 14 # 1 roll 1 G ", ' % (combat factor , ' 2 (attac orders G C

    4 inf roll 1 G %, '% (combat factor, ' 1 (support, '1 (o$erlap G 8

    +esult melee 1 4 push bac for the inf.

    Resolve combat1 4 inf.regiment 6 must mae a moralechec with a > 1 (pushbac modifier

    They roll 2 G 5 >1 G "

    inal result 4 they get stand orders and continue fighting the net turn.

    elee 2 4 ca$ G 10, inf K

    +esult melee 2 4 !nf stand illed.

    Resolve combat24 inf.regiment @. must mae a moralechec with a > 2 modifier (-1 stand lost

    this phase, -1 stand lost. The roll of 2 G " (aarrgh > 2 G 2.

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    inal result 4 they rout, changing facing C0B and mo$e 11 cm. (basic '1 cm away from

    contact. +egiment @ is now a seperate group.

    The 2 stands ca$ line up with regiment 6.

    !/#I/Type ormation o$ement #ombatfactor ire

    range=ea$y #a$ assed 15 cm. " Ao ire

    edium #a$ assed 15 cm. % Ao ire

    Dight #a$ Dight 20 cm. 2 Ao ire.

    =ea$y inf assed 10 cm. " $s inf J % $s #a$ 5 J 10

    edium inf assed 10 cm. % 5 J 10

    Dight inf Dight 10 cm. 2 10 J -

    ilitia Dight 10 cm. 2 - J 10

    6rtillery assed 10 cm. -2 15 J %0

    Close combat modifiers4 #ombat factor

    #a$. with attac orders 4 '2 (eecpt when stand is flaned

    !nf. with attac orders 4 '1 (eept when stand is flaned or $ersus ca$.

    +etreat orders 4 -1 +out orders 4 -2

    7er o$erlap 4 '1

    9upporting inf stand(s4 '1

    Terrain 4 '1 or '2

    lan attac 4 ' 1 if no unit attacs flaned unit in his front

    ' 2 if there is also an attac from the front of the flaned untit

    +ear attac '2 '% (idem as for flan attacs

    'ire Modifiers4

    Inder ad$ance, retreat, resre$e or attac orders. 4 -1

    Dong range 4 -1

    lan fire 4 '1

    #o$er 4 - 1 or -2

    6rtillery firing at colum 4 '1

    Morale chec%s

    ' 4 )L

    5 4 assed 4 6TT or 6V becomes 6V, 9T6A remains 9T6A.

    Dight 4 6TT, 6V or 9T6A becomes 9T6A.

    " 4 assed 4 go to 9T6A orders.

    Dight 4 go to +*T+ orders and mo$e immediatly

    % 4 assed 4 go to +*T+ orders an mo$e immediatly

    Dight 4 become +)IT

    2 4 +)IT

    odifiers 4

    Deader morale roll succeeded '1 (roll succeeds if " is M distance to general J 5,

    *lite J Inmoti$ated 4 '1J-1

    7er Dost stand of the regiment this phase (not turn 4 -1 7er stand of regiment lost4 -1

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    6rtillery in melee 4 -2

    laned 4 -1 (melee only

    on close combat 4 '2 if regimentmade more casulatiesthan it recie$ed,

    4 '1 if regimentmade morepushbacksthan it recie$ed