A few people have asked me here through comments or via
email what additions I've made to the Pike and Shot rules in "One Hour
Wargames". Here's a summary:
Added Artillery, Shock Cavalry and Dragoon troop types
Artillery - move 4" (or optionally, position at start
of game and they remain immobile). Range 18", unit rolls 2 dice for
casualties, roll for out of ammo as normal. May not enter any terrain features,
may not move into contact with enemy, only causes half number of casualties in
hand to hand (round down)
Dragoons - move 10" , may shoot at end of move, may
only charge into combat if out of ammo, shooting range 10", half
casualties when engaging Cavalry, Reiters or Lobsters (round in favour of
attacker)
Shock Cavalry (inspired by Haselrigg's Lobsters) - move
10", may not end move in a town, roll 2d6 for casualties on first turn of
hand to hand combat. Swordsmen only inflict half casualties on Shock cavalry in
hand to hand
Withdraw from Melee -Cavalry, Reiters, Dragoons or Shock Cavalry can withdraw up to 12"
but end their movement facing away from
the enemy when doing so. Enemy Reiters, Dragoons and Infantry who are not out
of ammunition may also get a free shot as they withdraw.
I guess I was one of those who asked for your amendments. Thanks for posting them.
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