These are the latest iteration of my MicroBattle rules for big battles. They're pretty much dead at this moment; I'm totally hooked on the Dominion of series instead. I just want to put these here for reference.
Basic Concepts
I designed MicroBattle for quick solo wargames where I don’t need to spend much time looking up rules or modifiers.
The TEST
MicroBattle’s key mechanic is the Resolution Test, or simply the TEST. A unit or figure makes a TEST whenever it engages in an uncertain activity, such as combat.
A TEST is a roll of a D6. The testing unit passes on a roll of 4 or better.
Advantages and Disadvantages
Circumstances may make an action harder or easier than normal. In these cases, apply modifiers to the TEST if the unit has an advantage or disadvantage.
Circumstance Modifier Target
Extreme Advantage +2 2
Advantage +1 3
Normal 0 4
Disadvantage -1 5
Extreme Disadvantage -2 6
Another way to visualize advantages and disadvantages is that they change the target number to succeed. The Target column shows the resulting numbers.
Multiple Advantages or Disadvantages
An advantage with a disadvantage will cancel each other out.
Multiple advantages or multiple disadvantages do not necessarily stack. If they did, the target could go off the chart. Instead, I assume that it takes 3 or more advantages or disadvantages to result in a extreme.
Eyeballing
I do not have a list of every possible advantage or disadvantage. Instead, I generally eyeball the situation and make a judgement on where a situation lands on the circumstances chart.
The Battlefield
I use a square-gridded battlefield, usually 6 x 8 squares.
Rules for Big Battles
Rules for clashes between armies. Units are divisions or corps, although it is possible to scale down.
Set Up
Use these tables to generate random scenarios.
Scenario and Terrain
Roll Scenario Terrain
1 Clash – cause the enemy to break Clear
2 Breakthrough – move 1/3 of units off enemy’s base line Hill
3 Escape – like Breakthrough, but defense starts with small blocking force Hill
4 Defense – hold a prepared position Woods
5 Seize – both sides try to seize a strategic point Rough or water
6 Retrieve – retrieve and return to baseline Built up area
Army Order of Battle
Roll for number of units per army based on unit type.
- Primary - 2 to 4 (D3+1)
- Secondary - 0 to 2 (D3-1)
You can add or subtract units to get the sides relatively equal.
Rules for Conducting the Battle.
Turn Sequence
- Initiative: Opposed roll. High roll first.
- Side 1 Turn
- Activate: Activate D6 units, modified by commander quality (-2 if army under 50%
- Move: 1 space for infantry and artillery. 2 spaces for cavalry. Move orthogonally only.
- Light may TEST to move an extra space.
- March – move +1 space if 4+ spaces from enemy
- TEST to move through rough terrain.
- Combat: See below
- Rally: 1 attempt per turn per commander. May attempt in lieu of other actions for the unit. TEST to remove a disorder marker.
- Side 2 Turn: Same as Side 1 Turn
Combat
- Ranges: Melee = 0 (unit moves into enemy square), Volley Fire = 1, Skirmish = 2, Artillery = 3 (count ranges orthogonally)
- To Hit: TEST to hit (1 TEST per defending unit)
- Combat Results
- Attacker passes TEST - Defender defeated
- Attacker FAILS TEST - Attacker defeated IF defender can counter
- Defeat
- Defeated unit makes 2 TESTs
- Disorder TEST Fail - Add a disorder marker.
- A light unit may TEST to retreat instead
- Retreat TEST Fail - Retreat 1 space (diagonal OK)
- Take a disorder marker if cannot retreat
Following Up
Victorious units may move into a vacated space. Cavalry may make an additional attack.
Army Morale
TEST when an army reaches 50% casualties or loses another unit beyond 50%.
Failure = army defeated and retreats from the battlefield.
MicroBattle looks really good! Is there any way to get permanent damage on light units? Or is retreat the worst they can suffer?
ReplyDeleteApologies, looking at it again, I see that a light unit takes an extra test. If it fails its retreat test it keeps the disorder. I really like these rules. A very clever system. I think they could work nicely for player v player as well!
ReplyDeleteThank you. It can work for 2 players if they are in agreement about what constitutes advantages or disadvantages. Otherwise, arguments could ensue. It would not be difficult to come up with a list of advantages and disadvantages. In fact, I think my earlier versions did have a list. I just never used it and just eyeballed the situation.
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