Let’s call this a public notebook from now on, the general state of unfinishedness probably makes it so. I was on a small vacation in Vienna, thus i couldn’t write anything down though i was thinking about these rules for quite some time now. Some of the things are pasted from the new Rommel rules. After all why should I reinvent the wheel when someone else did the hard work already.
Rommel’s basic system of totaling the combat value of each side and applying hits simultaneously is ideal if the goal is a result focussed combat resolution engine. The outcome of this basic computation is ameliorated by the tactics employed by each side and by the heroic acts – if any – of it’s leaders. All in all i can resolve a combat in around 2 minutes while generating a narrative at the same time.
At the moment I have most problems with defining the battle stances. I want the sides to employ different “battle strategies” according to their tactical orders and the force relation. For instance an inferior force with defensive tactical orders would either defend reluctantly and subsequently withdraw or would employ a planned defense minimising casualties. An overwhelming force on the defense would employ an active defense, inflicting heavier casualties, or try to ambush the other side. Just how to call these different stances and what kinds of modifiers to employ i do not know yet. Now for the text:
There are three “states” a column can be in in:
- Following operational orders if no enemy column is in any neighbouring hex
- Following tactical orders if a enemy column is in a neighbouring hex
- Fighting a combat if an enemy column is in the same hex
Combat is thus one of the big subsystems of the game. Combat occurs if any column that is in the same square as an enemy column is activated. This column has to spend it’s first action on combat. As long as the combat does not end the column has to fight on, using all of it’s actions in the process.
Combat always occurs between all columns in a hex. The leading officer is the highest quality officer of a side.
Combat has 4 phases
- Determine battle stance
- Roll for heroic action
- Combat resolution
- Check morale
Take the difference in strength points between the sides and add 1d6. Look up the result on the battle stance.
- Withdraw – this side retreats immediately. There is no combat.
- Planned defense – other side gets one shift down
- Active defense – this side gets one shift up
- Ambush – this side hits first
- Wait and see – no effect
- Planned attack – other side gets one shift down
- Active attack – other side gets one shift up
- All out assault – this side hits first
Example: a 8sp french force combats a 6sp British force. The french roll a 4 on a d6 +2 for the difference in sp. Thus they conduct a planned attack. The British roll a 2 and substract 2 for the negative difference in sp and subsequently withdraw before combat happens.
Each commanding officer does an heroic act of generalship if he rolls less or equal to his quality rating. If he acts heoircally add the number rolled to the total combat value of his side. If the side wins the combat the leading officer adds the heroic act to his biography and gets 1 experience.
Add all the organised strength points of a side to get the total strength point value. Each side then rolls one die to determine which combat grid he will use to resolve the combat. The grid indicates how many hits he inflicts on his opponent.Combat is normally resolved with both sides rolling and applying their grids simultaneously.
Apply shifts up and down on the grid according to the battle stance and heroic acts.
Hits have to be applied to all columns evenly. This means that a column can only take a second hit if all other columns of this side already took a hit. Furthermore hits are applied to organised strength points as long as there are more organised than unorganised sp in a column. A hit on an organised sp shifts it down to unorganised. Anytime there are more unorganised sp than organised ones a unorganised sp is destroyed instead.
If the number of hits taken is higher than the current morale level of this side, the column(s) individually have to leave the combat toward the last hex they were in. Immediately roll for a solitary order change for every column leaving the combat.
The demeanour of the officers leading the columns can impact the application of the roll on individual columns. This may very well lead to some columns leaving the combat while others fight on. If this happens add it as a shameful occurrence to the officers biography.