piątek, 23 sierpnia 2013

Memoir '44 - alternative battle rules

Here's my another attempt to make some improvements upon Memoir '44. Don't get me wrong - this is very good design, but as a war game (or war-theme game) it takes a little bit... too short to play. I believe many people have been attracted to this game just because of that, but here you have some of my ideas, maybe you'll like them too.


In order to play this version, you will need regular d6 (5-6 per player).



Battles are checked and resolved sequentially, one ordered unit at a time, in the sequence of your choice. You must announce and resolve one unit’s battle entirely before beginning the next one.

A unit may only battle once per turn. A unit that is ordered does not have to battle.

A unit may not split its Battle dice between several enemy targets.

A unit attacking an adjacent enemy unit is said to be in "Close Assault" with that enemy.

A unit attacking an enemy unit more than 1 hex away is said to "Fire" at that enemy.

A unit adjacent to an enemy unit must Close Assault this unit if it chooses to battle. It may not fire on another, more distant, enemy unit instead.

Battle range – INFANTRY

An ordered INFANTRY unit may battle any enemy tarted unit 3 or fewer hexes away.

It rolls 1 die per figure, scoring hits on:
6 – if the target is 3 hexes away
6,5 – if the target is 2 hexes away
6,5,4 – if the target is 1 hex away (Close Combat)

Battle range – ARMOR

An ordered ARMOR unit may battle any enemy tarted unit 3 or fewer hexes away.

It rolls 2 dice per figure, scoring hits on:
6,5,4 – at any range

Battle range – ARTILLERY

An ordered ARTILLERY unit may battle any enemy target unit 6 or fewer hexes away.

It rolls 2 dice per figure, scoring hits on:
6 – if the target is 6 or 5 hexes away
6,5 – if the target is 4 or 3 hexes away
6,5,4 – if the target is 2 or 1 hex away (Close Combat)


HOW TO UTILIZE IT?

All Memoir ’44 rules apply, except for combat.

Each unit’s strenght (number of dice rolled during a single attack) is determined by the number of figures in it. Each INFANTRY figure counts as 1 (die).Each ARMOR figure and each ARTILLERY figure counts as 2 (dice).

Each special infantry unit adds 1 to its strengh (fe. a 2-figure infantry unit has a strenght of 2, a 2-figure special unit has a strenght of 2+1=3). Any special ARMOR unit counts only per figure, without additonal modifiers.

Each unit has its own ‘To Hit’ chart – those are values on dice that will allow to score a hit.


Q: An ARMOR unit with 2 figures is shooting at an infantry unit on a clear terrain two hexes away. How many dice I roll and how do I count hits?

A: Each tank figure rolls 2 dice, so a total firepower of this unit will be 2x2 = 4 dice. Since there are no terrain benefits for the defender, ARMOR unit scores hits on 4, 5 and 6.


However, when any unit attacks another unit that is in a cover providing terrain, it subtracts from each die roll a number from TaO Chart – battle in. The same things happen for units that are battling out.


Q: If a full-strenght ARMOR unit attacks an INFANTRY unit in a forest, how many dice I roll and how do I count hits?

A: A full-strenght ARMOR unit rolls 6 dice (2 per figure), but since an INFANTRY is in a forest, each result is reduced by two, but an ARMOR still scores on 4, 5 and 6 (but then again, there is no possibility to get 5 and 6 while subtracting 2 – in other words, only die results of 6 will count as a hit in this example).

DEFENSIVE ROLL
Each ARMOR figure has a possibility of a defensive roll when conducting an attack against it. For each figure in ARMOR unit roll one d6. For every 5 or 6 you can cancel one hit.


Q: An INFANTRY special unit of full strenght has made a roll of 5 dice (4 for unit +1 for being special unit) against my full-strenght ARMOR and scored 4 hits. So it means my unit is eliminated?

A: Not yet. You need to roll 3d6 (full unit – three figures) and cancel one hit for every 5 or 6 rolled. However, since there are four hits, and you can cancel the maximum of three, at least one figure will be lost anyway.


If, at any point, die roll modificators disallow you to perform any succesful attack, it cannot be made.


Q: How can I battle with my ARMOR being in town to an INFANTRY unit in a forest two hexes away?

A: Well, you cannot... -2 for battle-out and -2 for INFANTRY being in forest won’t make possible to score a hit under any circumstances.

RETREATS
Since there are more dice involved, it is pretty reasonable to ask about retreats, just because there might be more of them. All you need to do is... to apply them. Yes, it is that simple.

SUMMARY
In order to adjust those rules to any additional armies or units, follow those advices:

- a ‘To Hit’ number calculated by number of dice rolled by striking unit. So if INFANTRY rolls 3d6 in a close range in the original game, here it scores hits on 4, 5 or 6.

- any Command Card (or fe. minefield) that calls for a roll for or against, is resolved as below:
1 – flag, 2 – star, 3-4 – infantry, 5 – armor, 6 - grenade


Q: OK, what about Polish Cavalry?

A: Now, that’s the question! It is treated as INFANTRY for order, but like ARMOR for movement and combat. However, it doesn’t count as 2 dice per unit, but only 1 die. In close combat it scores on 5 and 6 and two hexes away – only on 6. But still can perform an overrun, which is its advantage.

Q: Oh, and Snipers?

A: That’s a very good question too. It is a single figure and acts like an INFANTRY, but a special one, so as long as he is operating, you roll 2d6 (+1 for being a special unit) for it, making a success on 5 and 6 (because he also counts stars as hits).



TERRAIN AND OBSTACLE MODIFIERS (to DIE ROLL) – BATTLE IN
TERRAIN
INFANTRY
ARMOR
FOREST
-1
-2
TOWN/VILLAGE
-1
-2
HEDGEROW
-1
-2
HILLS
(WHEN UPHILL)
-1
-1
BUNKER
-1
-2
HEDGEHOG
0
0
SANDBAG
-1
-1
WIRE
0
0

TERRAIN AND OBSTACLE MODIFIERS (to DIE ROLL) – BATTLE OUT
TERRAIN
INFANTRY
ARMOR
TOWN/VILLAGE
0
-2
WIRE
-1
0

ARTILLERY IN BUNKERS TAKES HITS ON 1 AND 6!



UNIT ‘TO HIT’ NUMBERS (RANGES) ON a d6
UNIT
R = 6
R = 5
R = 4
INFANTRY
X
X
X
ARMOR
X
X
X
ARTILLERY
6
6
5, 6
UNIT
R = 3
R = 2
R = 1
INFANTRY
6
5, 6
4, 5, 6
ARMOR
4, 5, 6
4, 5, 6
4, 5, 6
ARTILLERY
5, 6
4, 5, 6
4, 5, 6

A ‘1’ ALWAYS INDICATE A RETREAT (FLAG)
If STAR counts as a hit, simply add one value to the chart above, fe. ARMOR R=2 (3, 4, 5, 6)



COMMAND CARDS
SYMBOL
DIE RESULT
FLAG
1
STAR
2
INFANTRY
3, 4
ARMOR
5
GRENADE
6



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