Sunday, August 8, 2010
Bruce's Fast-Play Napoleonic Skirmish Rules
Okay, here's a the actual card that Bruce gave to my buddy Adrian after the game. Note, Bruce is the consummate gentlemen, but being a businessman also - please ensure you send a percentage to him if you pirate these rules and turn a profit.
That's Adrian's hand-written scribbled notation he made during the game for firing in line. D10's are used for both firing and melee. On the fly, the rules for the lancers were, IRRC, +3 in melee (combat) against foot troops. I suppose you can add any variation you see fit and plausible to these rules. For instance, cavalry could get a -1 against infantry in sqaures, etc.
Also, if you moved up to half movement distance, you could still fire; if you took your full movement (in any terrain situation), you could not fire. Blunderbusses get 3D10's, and need a full turn to reload. Units that received hits/kills from shooting need to roll again to see if an officer in the unit is the casualty - 0's are the officers.
For melee results, roll 1D10 per figure in combat - separately per individual combat between each figure. In melee, 0's are zeroes, not 10's. You need to beat the opponent by at least 2. Bruce didn't seem to allow any two or more against one combat. Ties (using any modifiers) are re-rolled until you get a kill - there are no wounds - only kills & figures removed from the table. Adrian & I think you could be able to roll the entire amount of dice for all the figures in combat.