Monday 26 June 2017

Reworking the Fatigue system and other tweaks

After a  full evenings play, perhaps 4 hours all told, we fought a three way battle with some  double sized DBA armies. I took  the bulk of an early Burgundian Ordonnance army and my friends fielded an Arab army and an English HYW army. We set army limits at 550 points.
The Arab light horse  held its own against some  poor quality knights on one flank which highlighted the difficulty in fleeing a losing battle, hence the flee chances for some troops have been altered.


I've tweaked the movement rules for strategic movement - that is to say - by column of march, which allows for more reliable progress whilst out of the enemy's reach and now starting to put together the GRASP equivalents for DBx and an absolute scale from a mewling kitten to a destroyer of stars.


I'm due to play an ACW naval game next week using the rules , so I'll try to remember to take photos and put them up here.


Also, I will be modifying the stats to use d4,d6,d8 and d10 followed by multiples of same. This will mean far more granularity at higher levels, with an infinite range and a few less dice to worry about.

Sunday 7 May 2017

Additions and amendments

Hello!
Following a series of games , I've made some amendments to the GRASP rules. There are a series of optional rules that allow for Radar/ Sonar and other sensors, ECM as well as anti-radiation weapons and Stealth systems. Most of these changes will be added to the back of the rules to avoid changing the bulk of the layout. Having said that I've  changed the layout somewhat to make things more logical and tweaked a few values here and there. A couple of costs have changed for certain types of weapon systems and I've removed or slightly modified a few conditions. I doubt anyone is actually using these but if you are let me know how you find them. I hope to upload the new version tomorrow - 8/5/17


After the Modern Naval game played in April we had a sci-fi skirmish this week. Using 1 figure to 1 man / alien meant that given a turn time of 2 minutes we realised that the turn rates  were unnecessary at this scale and so they are now optional.


There is one thing I need to think about at a some point and that is the use of squares and testudos.
The first becomes more vunerable to fire and less effective at firing, the second doesn't fire and becomes less vunerable to missiles.  I'm going to suggest an All Round Defence option that reduces both movement and the fire-strength die but eliminates arc restrictions ( this will also be applied to manned defences - forts etc) and turns units into close order targets ( easier to do more damage ).


Testudos and similar shenanigans will have a significant impact on movement in exchange for a better CC roll when fired at. Naturally, being close order, successful fire will be more damaging.

Reworking the Fatigue system and other tweaks

After a  full evenings play, perhaps 4 hours all told, we fought a three way battle with some  double sized DBA armies. I took  the bulk of ...