|Still available as an inexpensive pdf from Henry's site:|
However, they were written for a Hundred Years War game and for the Accurate 54mm figures that Rob had and as such they aren't always a perfect match for my Elastolin Prince Valiant figures. I had to redefine what constitutes light and heavy armour and needed to add two morale classes (veterans and civilians) but have been very restrained about other changes.
These are as follows:
1) Groups have been redefined as having less than a base width between figures rather than physically touching. This was done largely to counter the sharp practice discovered by some of deploying figures as individuals with a mere mm or so between them so that they need not take morale checks for losses and would never all run away if charged but were still quite massed. This worked best with high morale troops or if an average group had no high morale leaders. This tweak fixes that and is easy to implement and enforce.
2) Groups will only test morale for losses if they take at least 10% hits.
3) If a group fails morale, individuals will test and be removed if they fail the secondary test but any remaining figures will retreat as a group (or groups if routers create a big gap).
|Ye Olde Cloth at Huzzah 2014. |
Made for Cold Wars 1998 it has seen many games, not bad value for a remnant.
The scenario was going to be the ambush scenario from CS Grant's Scenarios for Wargames (very similar to the original Tabletop Teaser version) but I decided that I wanted to do the cloth over hills thing and it was only when I laid out the cloth that I remembered that the river half still had the converging painted roads on it from my 2014 Huzzah game. I decided to modify the scenario rather than fuss too much with the cloth at this time.
There are several ways to handle solo ambushes but I've decided to repeat the method used in a Gathering of Hosts game in 2015 which keeps the player in suspense. Each turn I roll two dice to see if one, two or no ambushing units arrive then dice for each to see if they appear in the nearest, uncleared cover and shoot or charge or in the player's choice of uncleared cover.