Below is the rule pack for Call to Arms, I have posted this up early so people can get a feel for the mission and give me feedback if there is anything they really dont like (Ill ignor it but sometimes its good to vent online)
As im not sure on how long we have in the hall I am hoping for five games, Three on the first day and two on the second.
This has been cut from word so sorry about the odd layout of the page.
Call to Arms 2011 tournament rule set.
1, Game will be Core plus one support choice with 25-28mm figures.
2, BW will be 50mm for all measurements.
3, Table size is 8’ x 6’ with pre set terrain.
4, All figures must be painted and based. The basing does not have to be 50mm wide as long at is it close.
Rule Adjustments
5, Infantry do not half dice in combat if fighting cavalry that is not in open ground.
6, “Squares moving” “Irregular Units Recovering” “Howitzer and Rocket Batteries” and “Compressed Artillery” optional rules will be used from the rulebook.
7, “I’m with Stupid” “Obstacles: A simpler Alternative rule” “Impetuous Cavalry” and “Forming line by platoon” will be used from the OPT-rule download available from http://www.sammustafa.com/honour/downloads/
Weekend Missions
8, Scenario’s to be used over the weekend will be Take by Force all Brigade supports will count as Organic so all troops are to be deployed on the table at the start of the game, and the standard mission as per page 86 of rulebook which will be using the standard reserve rules but not the “weather” or “Roll for the board” phases.
9, Competition point system
Major Victory 6pts
Minor Victory 5 Pts
Draw (Winning) 3 Pts
Draw (Losing) 2 Pts
Loss 2 Pts
In a draw the army that has lost the most amount of units is the loser.
+ 1 pt if you lost but broke the enemy army.
I would like to thank Paul Sheldon for his Missions posted on the Lasalle Wiki.
Scenario – Take by force
Outline
Three important objectives have been observed by the powers that be, you and your men must take the objectives at all costs. The three objectives are placed along the centre line of the table, one is placed in the middle of this line, then both players starting with the Attacker place an objective each which can not be within nine BW of another objective or four BW of the table edge.
Mission Rules
Game length – 16 turns plus bonus turns
Attacker / Defender – Decided as per the rulebook, however both the Attacker and the Defender get the bonus battalions and the extra General. These extra troops count as a separate Brigade for the Deployment phase only. The Defender if they are able to use “Home Field advantage” rule then they may not chose the short edges for the deployment zone but may deploy all their Brigades after the attacker has fully deployed.
Attacker
- First Turn
- Deploy first
- Deploy by Brigade
Defender
- Deploy by Brigade
Ending the Battle
The battle ends when after turn 16 the players start rolling as per the Bonus Turns on page 66 of the rulebook. Whichever player holds the most objectives wins; to hold objectives there should be no enemy units within 4BW.
A player also wins if he breaks an opponents army.
If neither of the above conditions is met by the result is a tie.
I am looking forward to hearing what you think of this.
Cheers
Tim