Author Topic: Melee Combat  (Read 13323 times)

davidnbun

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Re: Melee Combat
« Reply #15 on: November 14, 2010, 10:42:04 pm »
WOT

My friend Chris and I playtested your rules a while back.  We both had small forces of Romans verses Gladiators circa 71 bc's Slave revolt.  We liked the new Leader rule so much, we came up with another fun rule called Elite troops.  Elite troops would be Spartan Hoplites, Persian Immortals, Gladiators, Roman Triari and Centurions, or the Theban Sacred band.  Elite troops get a +1 attack die in combat.  We did come up with some modifications of the rules, that I hope to post shortly.

Thanks
DD

WarriorOfToys

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Re: Melee Combat
« Reply #16 on: November 14, 2010, 10:47:30 pm »
WOT

My friend Chris and I playtested your rules a while back.  We both had small forces of Romans verses Gladiators circa 71 bc's Slave revolt.  We liked the new Leader rule so much, we came up with another fun rule called Elite troops.  Elite troops would be Spartan Hoplites, Persian Immortals, Gladiators, Roman Triari and Centurions, or the Theban Sacred band.  Elite troops get a +1 attack die in combat.  We did come up with some modifications of the rules, that I hope to post shortly.

Thanks
DD

Funny you should mention elite troops David... ;)
I actually had some fun thinking of certain units who could be considered elite!
(Or certain positions units use that could be elite)

I actually have the *Special Rules* here...

Additional Opitions
These options are ways to make the game more advanced and perhaps more fun to play. They are in no means required to be used and probably should not be used by people who have never wargamed before, or people who have children wishing to play as the game may become too confusing or detailed to enjoy.

Special Abilities
In addition to over all unit special abilities (i.e. charge, reach and flaming arrow) certain units have advanced special abilities. These units and these units only can use the special abilities provided here.

Egyptian Armored Chariot: Chariot gains +1 defending die when an Egyptian is the charioteer.

Hoplite Shield Wall: When Hoplites (or any other Greek spearmen) form a shield wall the hoplites gain +1 defending die. And against cavalry gain +1 attacking and +1 defending die. However the formation must move half the speed it would normally move.

Roman Testudo: When Legionnaires form the testudo (tortoise) position. The formation can suffer no casualties from arrows if the archer is facing the formation. The individual legionnaires also gain +1 defending die. However, the unit’s flanking area is expanded and an attack to their flanks can occur if the attacking unit is past 45o to either side of the legionnaires facing position.

Viking Bezerker: When a Viking goes bezerk he cannot be killed that turn. Also, if he does not kill a man he can continue attacking him until he has attacked him 5 times without success. This special ability can only be used once in a battle.

Crusader Advanced Charge: When a crusader knight uses the special ability charge he gains +1 attacking die. This special ability can only be used 3 times in a battle and the cavalry must rest at least 2 turns before using it again.

Muslim Accurate Arrow: A Mounted Muslim archer gains +1 attacking die when he uses archery..

Mayan/Aztec Sacrifice: When one Mayan or Aztec kills himself (i.e. is removed from the field) 5 other Mayan or Aztec warriors gain +1 attacking die.

Zulu Fluid Movement: A Zulu warrior can move 1 ½ feet every three turns.

Samurai Code of Honor: Armored Samurai have 2 attacking and 2 defending die and are considered heavy infantry even without a shield.

Routing:
Your men can rout another unit of men if the unit they wish to rout has less then ½ of the people they had originally at the beginning of the battle and are more than one turn’s distance from the rest of their army or separated by enemy troops. To rout this depleted unit you must first attack them with a unit. After you attack the unit, call for a rout. The player with the unit you are trying to rout will role a die for every one of his men in that unit and add up the scores. Then you will do the same for your unit but divide your final score by 2. If you are routing a unit with a cavalry charge or by attacking the unit with chariots or war elephants add one more die score after dividing your “final” score by 2.
If you get a higher score then the unit is routed! They must leave the battlefield by returning to their side of the maps edge and cannot attack; you can attack them as much as you want to though.
Many times it would seem practical to kill the remaining soldiers rather than rout them, but routing them is quicker as it does not count as an attack. So even after your men have routed an enemy unit they can still move if they have not yet used their full turn’s distance.
If your men fail to rout the unit then they can still attack the unit or move away from the unit.

Surrounding a routing unit: If you surround a routing unit then the unit behaves like a rider-less war elephant: attacking once per turn until there is a gap in the surrounding units. The routing unit will not attack their own men. If a unit of men is blocking the way of routing units so that the routing units would have to go out of their way to get around the blocking unit they will attack until there is a gap to flood through. If the units own team blocks their way they will pass through them and not attack them. A gap in a unit is 6 or more inches wide.
-Warrior Of Toys

WarriorOfToys

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Re: Melee Combat
« Reply #17 on: November 14, 2010, 10:49:08 pm »
I haven't checked the rules for routing units in a while, so they may not make sense.
The rules I was using for it before were... iffy.
And I don't remember changing these.

If you can help make them better I would very much appreciate it. :)
-Warrior Of Toys

davidnbun

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Re: Melee Combat
« Reply #18 on: February 12, 2011, 08:19:15 pm »
WOT

Chris and I had another battle using your rules.  This time it was the Republic of Rome against Carthage at the battle of Trebia.  We have modified your rules a bit and I hope to post the rules with some pictures soon.  The scale was about 1 Playmobil representing about 1,000 men in real life, give or take afew for play balance.
We had quite a good time!  It was alot of fun to move that many gus around!  :D

Wiki link for the battle of Trebia:
http://en.wikipedia.org/wiki/Battle_of_Trebia

David

davidnbun

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Re: Melee Combat
« Reply #19 on: August 12, 2011, 05:28:02 pm »
WOT

Here is the updated version of your rules, I have included your Special Troop types also!

David

Rules for Playmobil Melee Combat
Last Updated July 18, 2011

I GAME PLAY
Introduction
The Battlefield set up is similar to H.G. Wells little wars.  Both sides should have balanced forces.  For the amount of time each player gets per turn and any rules not specified here, all players should agree upon before play begins.  Unless, it does not apply to the specific scenario being played out. 
Game Preparation
One Player Sets up the gaming area with appropriate terrain for the type of battle to be fought.  The other player decides what edge of the playing area he sets up on. 
Turn Sequence                                                                                                         Both players each roll one die, reroll ties until you have a winner.
The player who won the die roll gets to move first.  Each figure gets one move per turn; this also includes follow up attacks.  After the active player has moved all the figures he wishes to, the turn switches to the other player.  Melee Combat in not simultaneous.  Figures that start a turn in melee combat cannot be moved until the Melee combat is resolved.
Combat Resolution
When rolling dice for attacks, the highest roll wins.  All ties go to the defender.  If there is no casualty in Melee combat, both figures are locked in combat until one is defeated.
II TROOP TYPE

Infantry:
Light infantry (no shield or small buckler): Can move 1 foot per turn, 1 attacking die, and 1 defending die.

Light spearmen (no shield or small buckler): Can move 1 foot per turn, 1 attacking die, 1 defending die. (Against cavalry or war elephants, spearmen gain +1 attacking and +1 defending die, but only if facing the attack
Heavy spearmen (shield): Can move ½ a foot per turn, 1 attacking die, 2 defending die. (Against cavalry or war elephants, spearmen gain +1 attacking and +1 defending die, but only if facing the attack)

Heavy infantry (shield): Can move ½ a foot per turn, 1 attacking die, 2 defending die.

Note: Any thrown weapons like Javelins can be thrown ½ foot (this does not include archers or artillery). Thrown weapons can only be thrown once. Once they are thrown the enemy cannot reuse them, and the side that threw them cannot pick them back up. One man can only throw a weapon once per turn. He cannot throw a weapon and attack an enemy with his melee weapon in the same turn either.

Cavalry:
Light cavalry (no shield or small buckler): Can move 1 ½ feet per turn, 1 attacking die, 2 defending die.                      (Special ability Charge: Cavalry can move 2 feet per turn and gain +1 attacking die. Note that this ability can only be used if the cavalry attacks enemy units at the end of its 2 foot move, the special ability cannot be used to retreat/move in any other direction or if the cavalry is already engaged in battle. This ability can also only be used once every 3 turns.)

Heavy cavalry (shield): Can move 1 ½ feet per turn, 1 attacking die, 3 defending die.                        (Special ability Charge: Cavalry can move 2 feet per turn and gain +1 attacking die. Note that this ability can only be used if the cavalry attacks enemy units at the end of its 2 foot move, the special ability cannot be used to retreat/move in any other direction or if the cavalry is already engaged in battle. This ability can also only be used once every 3 turns.)

Note that cavalry can dismount, but they must wait one turn without moving or without being attacked to do so. Once a man dismounts he leaves his horse behind and continues with the stats of an infantry man. In order for the dismounted rider to remount he must return to his horse and repeat the dismounting procedure (waiting one turn). If the dismounting rider is carrying a lance or some other object unsuitable for ground fighting the weapon may be switched for a more suitable one.

Archers:
Infantry Archers: Can move 1 foot per turn, 1 attacking die (melee) 1 attacking die (archery), 1 defending die. Note that archers can fire 2 times per turn, if they do not move. If they move they may only fire once.
Mounted Archers
Mounted archers: Can move 1 ½ feet per turn, 1 attacking die (melee) 2 attacking die (archery), 1 defending die. (Special ability Charge: Cavalry can move 2 feet per turn and gain +1 attacking die. Note that this ability can only be used if the cavalry attacks enemy units at the end of its 2 foot move, the special ability cannot be used to retreat/move in any other direction or if the cavalry is already engaged in battle. This ability can also only be used once every 3 turns. This special ability cannot be used if the mounted archer fires arrows at the end of it’s’ 2 foot move, the attack must be a melee attack.)
Ranges:
Javelin:          ½ foot                                                                                         Bow and Crossbow:    1 foot                                                                          Longbow:          1½ foot                                                                                         Artillery:          2 feet

Special Attacks:                                                                                              Flaming Arrows                                                                                         Special ability Flaming Arrows: Archers can ignite arrows to rain fire upon the enemy. The archers loose 2 attacking points (say if you roll a 5, your attack only counts as 3) (archery), but kill 2 men instead of one if they hit the enemy. Note that this ability limits the amount of arrows the archer can fire per turn to 1.)
Cantabrian circle
(Special ability Cantabrian Circle: This special ability allows your mounted archers to attack from the range of any other mounted hoarse archer within a foot of each other. Ex. There are 3 mounted archers, but one of them is just 1 foot ahead of the other two and is the only one who can attack the enemy, your special ability allows all 3 mounted archers to attack the enemy, even though the other 2 are out of range.)

Note that archers can fire 2 times per turn, if they do not move. If they move they may only fire once.  Mounted archers can dismount, but they must wait one turn without moving or without being attacked to do so. Once a man dismounts he leaves his horse behind and continues with the stats of an infantry man. In order for the dismounted rider to remount he must return to his horse and repeat the dismounting procedure (waiting one turn). Mounted archers cannot use the Flaming Arrows ability as is will spook the horses; they must first dismount in order to use Flaming Arrows. Archers can fire 1 foot with a short-bow or crossbow, but can fire 1 1/2 feet with a longbow.

War Elephants
War elephants can move 1 foot per turn, 3 attacking die, 3 defending die in melee, or 1 javelin throw at ½ foot.  When a war elephant is killed roll one die.  On an even number he is dead, on an odd number he will go berserk.    The war elephant will move towards the nearest troops and attack, weather friend or foe.  Then the Elephant will attack the troops and the opposite players will role the die for the elephant. The elephant will attack once per turn whether or not it kills anyone, only after the troops move over ½ foot away from the elephant will it stop attacking them. The elephant must attack the closest troops (ex. A unit of men is attacked by a rider-less elephant, they move away from the elephant, but towards another unit. After the attacked unit passes the other unit the elephant must switch to attacking the passed unit).

Chariots
Chariots can move 1 foot per turn, 3 attacking die, 1 defending die. Chariots can attack 2 men in one strike but only if the chariot hits both men. Though the chariot itself only has one defending die, the charioteer has his own attacking and defending die. The charioteer cannot be attacked while the chariot is still intact unless the charioteer is attacked by archers or thrown weapons. If a charioteer is killed while the chariot is still intact then an enemy infantry man can mount the chariot and annex it for his own team’s use, the same goes for an infantry man of the team who lost the charioteer. Charioteers can dismount from their chariots like cavalry. They must wait one turn without moving or without being attacked to do so. Once a man dismounts he leaves his chariot behind and continues with the stats of an infantry man. In order for the dismounted charioteer to remount he must return to his chariot and repeat the dismounting procedure (waiting one turn).

Artillery
Since artillery can shoot in real time they have a special set of rules. Artillery has a range of 2 feet, and can shoot 1 time per turn. Once a bolt or rock (or other projectile) is thrown from the artillery it cannot be used again. (Whether by the opposite team or by the team that threw it.) Artillery also has a certain amount of hits that must strike the enemy soldier/device before it can destroy that soldier/device.  Ammunition for artillery should be limited, say 4 bolts for a Ballista and 3 rocks or flame pots for a catapult.

Infantry, (heavy or light) 1 hit. (If a shot from a lighter artillery unit (i.e. a Scorpio or Ballista) were to hit a heavy infantry man’s shield then the shield would become unusable and it would be removed from play. But he would survive as a light infantry man.)

Cavalry, 1 hit. (If a projectile hits a horse the rider does not die, but his horse is removed from the battle field. If that rider is carrying a lance or some other object unsuitable for ground fighting the weapon may be switched for a more suitable one.)

Elephant, 3 hits.

Chariot, 2 hits.

Walls may only be attacked by artillery (or another siege engine, ex. a battering ram). Walls take differing amounts of hits to break or destroy depending on the structural design, (ex. a slanted wall) or what the wall is made out of, (ex. wood or stone). Thus I will let the people playing decide the amount of hits necessary to knock over the wall.

The type of artillery used may also lessen the number of shots it takes to kill or destroy something. (Ex. a cannon could kill an elephant in 2 hits as opposed to 3 and a chariot could be destroyed in one hit as opposed to 2.)
Facing an attack
Whether or not your unit of men is facing an attack can be of a drastic difference in deaths. If your unit is not facing an attack their defending die decrease to 1, (no matter how many defending die the unit originally had). This means that if cavalry charges a unit of heavy infantry from the rear the cavalry charge would be faced with the defense of that of light infantry, 1 die. The same rules apply when being shot at by archers or thrown weapons. But how can you tell if your unit is being attacked from the rear? It is a simple matter of angles. Your unit is facing 90o, if an enemy unit were to attack you from anywhere past 90o to either side of your unit then the enemy would be attacking that unit’s rear.

Attacking
Troops can attack once and if successful may make 1 follow up attack. As soon as your man misses or is blocked by an opponent (i.e. the defender rolls a higher score then the attacker) he cannot attack again until next turn. That goes for all units no matter what type they are. That does not mean that the rest of the unit that the man is in cannot continue the attack, just the man who was stopped.

If your soldier wishes to make a follow up they must step forward to reach the next man. If the next man to attack is over 2 inches away then your soldier cannot attack him. This rule applies in any situation.

A soldier can melee attack any person within 2 inches, whether facing them or not (unless there is something between your soldier and the enemy soldier, be it a large rock, a tree, or another soldier). After the soldier has attacked the enemy soldier he will remain facing that soldier or (in the case of the enemy soldier having died from your soldier’s attack) where that enemy soldier stood (unless he moves to attack another soldier within 2 inches). You must wait until your next turn to turn your soldier around.

If your men attack they cannot move until your next turn. You can move and then attack an opponent’s units, you just cannot move after you attack them.
If a cavalry man is attacked and the attacker roles a higher score then the cavalry defender the attacker has the choice of mounting the enemy’s horse. If the attacker chooses not to mount the horse, the horse is killed as well.
Destroying Siege Engines
To burn a siege engine you must either have men carry torches and stand by the engine for one turn, or have archers using flaming arrows to hit it 3 times. Ladders cannot be burned, while battering rams have 2 defending die, and siege towers have 3. To destroy a siege engine you need to hit it with artillery. Again I will allow the players decide how many hits it will take to destroy the siege engine.
The General
Your general has 2 attacking die and 2 defending die and is considered heavy infantry even if he has no shield. If your general is riding a horse he gains +1 defending die and is considered heavy cavalry even if he has no shield.

Elite Troops
Elite troops have 2 attacking die and 2 defending die and are considered heavy infantry even if they have no shield. If mounted, Elite Troops gain +1 defending die and are considered heavy cavalry. 




Additional Optional Rules
These options are ways to make the game more advanced and perhaps more fun to play. They are in no means required to be used and probably should not be used by people who have never played a wargame before, or people who have children wishing to play as the game may become too confusing or detailed to enjoy.

Elite Troops Special Abilities
In addition to over all unit special abilities (i.e. charge, reach and flaming arrow) certain units have advanced special abilities. These units and these units only can use the special abilities provided here.

Egyptian Armored Chariot: Chariot gains +1 defending die when an Egyptian is the charioteer.

Hoplite Shield Wall: When Hoplites (or any other Greek spearmen) form a shield wall the hoplites gain +1 defending die. And against cavalry gain +1 attacking and +1 defending die. However the formation must move half the speed it would normally move.

Roman Testudo: When Legionnaires form the testudo (tortoise) position. The formation can suffer no casualties from arrows if the archer is facing the formation. The individual legionnaires also gain +1 defending die. However, the unit’s flanking area is expanded and an attack to their flanks can occur if the attacking unit is past 45o to either side of the legionnaires facing position.

Viking Bezerker: When a Viking goes bezerk he cannot be killed that turn. Also, if he does not kill a man he can continue attacking him until he has attacked him 5 times without success. This special ability can only be used once in a battle.

Crusader Advanced Charge: When a crusader knight uses the special ability charge he gains +1 attacking die. This special ability can only be used 3 times in a battle and the cavalry must rest at least 2 turns before using it again.

Muslim Accurate Arrow: A Mounted Muslim archer gains +1 attacking die when he uses archery..

Mayan/Aztec Sacrifice: When one Mayan or Aztec kills himself (i.e. is removed from the field) 5 other Mayan or Aztec warriors gain +1 attacking die.

Zulu Fluid Movement: A Zulu warrior can move 1 ½ feet every three turns.

Samurai Code of Honor: Armored Samurai have 2 attacking and 2 defending die and are considered heavy infantry even without a shield.

Routing:
Your men can rout another unit of men if the unit they wish to rout has less then ½ of the people they had originally at the beginning of the battle and are more than one turn’s distance from the rest of their army or separated by enemy troops. To rout this depleted unit you must first attack them with a unit. After you attack the unit, call for a rout. The player with the unit you are trying to rout will role a die for every one of his men in that unit and add up the scores. Then you will do the same for your unit but divide your final score by 2. If you are routing a unit with a cavalry charge or by attacking the unit with chariots or war elephants add one more die score after dividing your “final” score by 2.
If you get a higher score then the unit is routed! They must leave the battlefield by returning to their side of the maps edge and cannot attack; you can attack them as much as you want to though.
Many times it would seem practical to kill the remaining soldiers rather than rout them, but routing them is quicker as it does not count as an attack. So even after your men have routed an enemy unit they can still move if they have not yet used their full turn’s distance.
If your men fail to rout the unit then they can still attack the unit or move away from the unit.

Surrounding a routing unit: If you surround a routing unit then the unit behaves like a rider-less war elephant: attacking once per turn until there is a gap in the surrounding units. The routing unit will not attack their own men. If a unit of men is blocking the way of routing units so that the routing units would have to go out of their way to get around the blocking unit they will attack until there is a gap to flood through. If the units own team blocks their way they will pass through them and not attack them. A gap in a unit is 6 or more inches wide.





WarriorOfToys

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Re: Melee Combat
« Reply #20 on: October 03, 2011, 05:21:40 am »
Hello guys,
I have been working on some of the rules,
Especially the rules included in the special abilities section. :)

So here is the newest version of my melee combat rules.

Rules for Playmobil Melee Combat

I BEGINNING RULES

Introduction
The Battle field set up is the same as in H.G. Wells little wars, both sides should be also balanced forces.  For the amount of time each player gets per turn and any rules not specified here, all players should agree upon before play begins.  (Unless, it does not fit in the situation for the scenario.)
 
Game Preparation
Set up the gaming area with appropriate terrain for the type of battle to be fought.  Both players roll one dice each; reroll ties until you have a winner.  The winner decides what edge of the playing area he sets up on.  The other player sets up opposite from him.
 
Turn Sequence
The player who lost the Game Preparation die roll gets to move first.  Each unit or figure gets one move per turn. When he has moved every figure he can, or wants to, the turn switches to the other player.  Melee Combat in not simultaneous.
 
Combat Resolution
When rolling dice for attacks, the highest roll wins.  All ties go to the attacker.

II TROOP TYPE

Infantry
Light infantry (no shield or small buckler): Can move 1 foot per turn, 1 attacking die, and 1 defending die.

Light spearmen (no shield or small buckler): Can move 1 foot per turn, 1 attacking die, 1 defending die.
(Against cavalry or war elephants, spearmen gain +1 attacking and +1 defending die, but only if facing the attack (more about that later))

Heavy spearmen (shield): Can move ½ a foot per turn, 1 attacking die, 2 defending die.
(Against cavalry or war elephants, spearmen gain +1 attacking and +1 defending die, but only if facing the attack)

Heavy infantry (shield): Can move ½ a foot per turn, 1 attacking die, 2 defending die.

   Note: Any thrown weapons can be thrown ½ foot (this does not include archers or artillery). Thrown weapons can only be thrown once. Once they are thrown the enemy cannot reuse them, and the side that threw them cannot pick them back up. One man can only throw a weapon once per turn. He cannot throw a weapon and attack an enemy with his melee weapon in the same turn either.

Cavalry

Light cavalry (no shield or small buckler): Can move 1 ½ feet per turn, 1 attacking die, 2 defending die.
(Special ability Charge: Cavalry can move 2 feet per turn and gain +1 attacking die. Note that this ability can only be used if the cavalry attacks enemy units at the end of its 2 foot move, the special ability cannot be used to retreat/move in any other direction or if the cavalry is already engaged in battle. This ability can also only be used once every 3 turns.)

Heavy cavalry (shield): Can move 1 ½ feet per turn, 1 attacking die, 3 defending die.                        (Special ability Charge: Cavalry can move 2 feet per turn and gain +1 attacking die. Note that this ability can only be used if the cavalry attacks enemy units at the end of its 2 foot move, the special ability cannot be used to retreat/move in any other direction or if the cavalry is already engaged in battle. This ability can also only be used once every 3 turns.)

   Note that cavalry can dismount, but they must wait one turn without moving or without being attacked to do so. Once a man dismounts he leaves his horse behind and continues with the stats of an infantry man. In order for the dismounted rider to remount he must return to his horse and repeat the dismounting procedure (waiting one turn). If the dismounting rider is carrying a lance or some other object unsuitable for ground fighting the weapon may be switched for a more suitable one.

An infantry man that kills a cavalry man can choose to mount his steed if he wishes. To ride the cavalry man’s mount the infantry man must perform the same procedure as a dismounted cavalry man would to remount his animal. If the attacker chooses not to mount the horse, the horse is killed as well.

Archers
Infantry archers: Can move 1 foot per turn, 1 attacking die (melee) 1 attacking die (archery), 1 defending die.
(Special ability Flaming Arrows: Archers can ignite arrows to rain fire upon the enemy. The archers kill 2 men instead of one if they hit the enemy. Note that this ability limits the amount of arrows the archer can fire per turn to 1.)

Mounted archers
: Can move 1 ½ feet per turn, 1 attacking die (melee) 1 attacking die (archery), 2 defending die.
(Special ability Charge: Cavalry can move 2 feet per turn and gain +1 attacking die. Note that this ability can only be used if the cavalry attacks enemy units at the end of its 2 foot move, the special ability cannot be used to retreat/move in any other direction or if the cavalry is already engaged in battle. This ability can also only be used once every 3 turns. This special ability cannot be used if the mounted archer fires arrows at the end of it his 2 foot move, the attack must be a melee attack.)

(Special ability Cantabrian Circle: This special ability allows your mounted archers to attack from the range of any other mounted archer within a turn’s movement of each other. Eg: There are 3 mounted archers, but one of them is just 1 foot ahead of the other two and is the only one who can attack the enemy, your special ability allows all 3 mounted archers to attack the enemy, even though the other 2 are out of range.)

   Note that archers can fire 2 times per turn. Mounted archers can dismount, but they must wait one turn without moving or without being attacked to do so. Once a man dismounts he leaves his horse behind and continues with the stats of an infantry man. In order for the dismounted rider to remount he must return to his horse and repeat the dismounting procedure (waiting one turn). Mounted archers cannot use the Flaming Arrows ability as is will spook the horses; they must first dismount in order to use Flaming Arrows. Archers can fire 1 foot with a short-bow or crossbow, but can fire 1 1/2 feet with a longbow.

War Elephants
War elephants can move 1 foot per turn, 3 attacking die, 3 defending die. Note that if the rider of the war elephant is killed the war elephant looses -1 attacking and -1 defending die. After the rider is killed the elephant will not move unless troops from either army come within ½ foot of the war elephant. Then the Elephant will attack the troops and the opposite players will role the die for the elephant. The elephant will attack once per turn whether or not it kills anyone, only after the troops move over ½ foot away from the elephant will it stop attacking them. The elephant must attack the closest troops. (Eg:  A unit of men is attacked by a rider-less elephant, they move away from the elephant, but towards another unit. After the attacked unit passes the other unit the elephant must switch to attacking the passed unit). The elephant rider can only be killed by archers or thrown weapons. Though the elephant has 3 defending die, the rider has his own attacking and defending die. If an elephant dies his rider survives. Elephant riders cannot dismount in battle.

Chariots
Chariots can move 1 foot per turn, 3 attacking die, 1 defending die. Chariots can attack 2 men in one strike but only if the chariot hits both men. Though the chariot itself only has one defending die, the charioteer has his own attacking and defending die. The charioteer cannot be attacked while the chariot is still intact unless the charioteer is attacked by archers or thrown weapons. If a charioteer is killed while the chariot is still intact then an enemy infantry man can mount the chariot and annex it for his own team’s use, the same goes for an infantry man of the team who lost the charioteer. Charioteers can dismount from their chariots like cavalry. They must wait one turn without moving or without being attacked to do so. Once a man dismounts he leaves his chariot behind and continues with the stats of an infantry man. In order for the dismounted charioteer to remount he must return to his chariot and repeat the dismounting procedure (waiting one turn).

Artillery
Since artillery can shoot in real time they have a special set of rules. Artillery can shoot 1 time per turn. Once a bolt or rock (or other projectile) is thrown from the artillery it cannot be used again. (Whether by the opposite team or by the team that threw it.)
Artillery also has a certain amount of hits that must strike the enemy soldier/device before it can destroy that soldier/device.
Artillery does not have unlimited shots, the players must have the shots for artillery on the field in containers of appropriate size for the wargaming soldiers.

Man: (heavy or light) 1 hit. (If a shot from a lighter artillery unit (i.e. a Scorpio or Ballista) were to hit a heavy infantry man’s shield then the shield would become unusable and it would be removed from play. But he would survive as a light infantry man.)

Horse: 1 hit. (If a projectile hits a horse the rider does not die, but his horse is removed from the battle field. If that rider is carrying a lance or some other object unsuitable for ground fighting the weapon may be switched for a more suitable one.) A heavier artillery shot will destroy both horse and rider. (Such as a cannon.)

Elephant: 2 hits. (3 hits with lighter artillery)

Chariot: 1 hit. (2 hits with lighter artillery)

Walls may only be attacked by artillery (or another siege engine, eg. a battering ram). Walls take differing amounts of hits to break or destroy depending on the structural design, (eg. a slanted wall vs. a straight sided wall) or what the wall is made out of, (eg. wood or stone). Therefore I will let the people playing decide the amount of hits necessary to knock over the wall.

The type of artillery used may also lessen the number of shots it takes to kill or destroy something. (Ex. a cannon could kill an elephant in 1 hit as opposed to 2.)

III GAME PLAY

Facing an attack

Whether or not your men are facing an attack can make a drastic difference in deaths. If your men are not facing an attack the amount of defending die they originally had decreases to 1, (no matter how many defending die they originally had). This means that if cavalry charges a unit of heavy infantry from the rear the cavalry charge would be faced with the defense of that of light infantry, 1 die. The same rules apply when being shot at by archers or thrown weapons. To tell if your unit is being attacked from the rear is a simple matter of angles. Your unit is facing 90*, if enemy units were to attack you from anywhere past 90* to either side of your unit then the enemy would be attacking that unit’s rear.

Attacking
Your men can attack as many times in a turn as they want, so long as they continue killing opponents. As soon as your man misses or is blocked by an opponent (i.e. the defender rolls a higher score then the attacker) the attacker cannot attack again until next turn. That goes for all units no matter what type they are. That does not mean that the rest of the unit that the man is in cannot continue the attack, just the man who was stopped.

If your soldier wishes to continue killing men from the opposing team then after they kill one man they must step forward to reach the next man. If the next man to attack is over 2 inches away then your soldier cannot attack him. This rule applies in any situation.

A soldier can melee attack any person within 2 inches, whether facing them or not (unless there is something between your soldier and the enemy soldier, be it a large rock, a tree, or another soldier). After the soldier has attacked the enemy soldier he will remain facing that soldier or (in the case of the enemy soldier having died from your soldier’s attack) where that enemy soldier stood (unless he moves to attack another soldier within 2 inches). You must wait until your next turn to turn your soldier around.

If your men attack they cannot move until your next turn. You can move and then attack an opponent’s units, you just cannot move after you attack them.

Burning/Destroying Siege Engines
To burn a siege engine you must either have men carry torches and stand by the engine for one turn, or have archers using the flaming arrow technique hit it 3 times. Ladders cannot be burned by archers, while battering rams have 2 defending die, and siege towers have 1. To destroy a siege engine you need to hit it with artillery. Again I will allow the players decide how many hits it will take to destroy the siege engine, although I suggest it takes 1 hit to destroy a battering ram, and 3 hits to destroy a siege tower.

Your General
Your general has +1 attacking die and +1 defending die and is considered heavy infantry even if he has no shield. If your general is riding a horse he gains +1 defending die and is considered heavy cavalry even if he has no shield.


IV ADDITIONAL OPTIONS

These options are ways to make the game more advanced and perhaps more fun to play. They are in no means required to be used and probably should not be used by people who have never wargamed before as the game may become too confusing or detailed to enjoy.

Special Units/Abilities
In addition to the normal special abilities (eg. charge and flaming arrow) certain units have advanced special abilities. There should only be up to 2 special units in each player’s army. The players can agree to have more, but having just 2 units keep the game from being a battle between just the special units.

Egyptian Armored Chariot: Chariot gains +1 defending die when an Egyptian is the charioteer.

Hoplite Shield Wall
: When Hoplites (or any other Greek spearmen) form a shield wall the hoplites gain +1 defending die, and against cavalry gain +1 attacking and +1 defending die when facing the attack. However the formation must move half the speed it would normally move.

Roman Testudo: When Legionnaires form the testudo (tortoise) position. The formation can suffer no casualties from arrows if the archer is facing the formation. The individual legionnaires also gain +1 defending die. However, the unit’s flanking area is expanded and an attack to their flanks can occur if the attacking unit is past 45o to either side of the legionnaires facing position.

Viking Bezerker: When a Viking goes bezerk he cannot be killed that turn. Also, if he does not kill a man he can continue attacking him until he has attacked him 3 times without success. This special ability can only be used once in a battle (per Viking).

Crusader Advanced Charge: When a crusader knight uses the special ability charge he gains +1 attacking die. This special ability can only be used 3 times in a battle and the cavalry must rest at least 2 turns before using it again.

Muslim Accurate Arrow: A Mounted Muslim archer gains +1 attacking die when he uses archery.

Mayan/Aztec Sacrifice: When one Mayan or Aztec kills himself, (i.e. is removed from the field) any Mayan/ Aztec warriors within 6 inches of the first Mayan/Aztec gain +1 attacking die.

Zulu Fluid Movement: A Zulu warrior can move 1 foot, and can choose to move 1½ feet every three turns.

Samurai Code of Honor: Armored Samurai have 2 attacking and 2 defending die and are considered heavy infantry even without a shield.

If a player would like to have a special unit for various reasons, (eg. the unit is a veteran unit, the unit is better trained, or the unit is part of an order) they can choose to upgrade one of their existing units to make it elite. Elite troops have +1 attacking die and +1 defending die and are considered heavy infantry even if they have no shield. If mounted, Elite Troops gain +1 defending die and are considered heavy cavalry.

Routing
A player can rout a unit (Group R) of men if group R has less then ½ of the people they had originally at the beginning of the battle. To rout group R, the player must first attack them with a unit (Group A). After group A attacks group R, call for a rout. Group R will role a die for every one of their men and add up the scores. Then group A will do the same, but divide their final score by 2. If group A is routing a unit with a cavalry charge or by attacking the unit with chariots, war elephants, or a flanking maneuver add one more die score after dividing the “final” score by 2.

If group A gets a higher score, then group R is routed! Group R must leave the battlefield by returning to their side of the map’s edge and cannot attack; group A (and anyone on the same side as group A) however, can attack them as much as they want to.

Routing units is quicker as it does not count as an attack. So even after group A has routed group R, group A can still move if they have not yet used their full turn’s distance.
If group A fails to rout the unit then they can still attack the unit or move away from the unit.

Surrounding a routing unit: If a player surrounds a routing unit (Group R), then group R behaves like a rider-less war elephant: each man attacking once per turn until there is a gap in the surrounding units. If a unit of men is blocking the way of group R so that group R would have to go around the blocking unit they will attack until there is a gap to flood through. Group R will not attack their own men. If group R’s own team blocks their way they will pass through them and not attack them. A gap in a unit is 2 or more inches wide (for one person to pass through).

Stopping a Routing Unit: If one of a player’s units is routing, the player can stop the routing unit by surrounding it with his or her own men. This does not include blocking the way of the routing unit. The player must completely surround the routing unit with his or her own men.

***
« Last Edit: October 04, 2011, 05:18:20 am by WarriorOfToys »
-Warrior Of Toys

Justindo

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Re: Melee Combat
« Reply #21 on: October 05, 2011, 05:32:37 am »
I like these new rules, WarriorOfToys, although I confess that I haven't been able to try your older ones yet.

WarriorOfToys

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Re: Melee Combat
« Reply #22 on: February 15, 2012, 04:00:49 am »
Thanks Justindo. :)

I have added this ability to the Additional Options.
I have also changed how to stop a routing unit based on this ability
since I think it makes more sense. :)

Stopping a Routing Unit: If one of a player’s units is routing, the player can stop the routing unit by using the War Song.

War Song: In battle, if a player initiates "War Song" for one of their units, then the selected unit gets +1 attacking die for the players next turn. However, the unit must not move, attack, or be attacked when War Song is initiated and remain still for 1 turn before War Song can take effect. Note, a player can only use War Song twice during the battle. War Song can also be used to stop a routing unit. Once a routing unit has reached the edge of the battle a player can choose to use one of his two War Songs for the battle in order to save it. They will remain at the edge of the field for another turn before they can once again be used by the player.
-Warrior Of Toys

Justindo

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Re: Melee Combat
« Reply #23 on: February 16, 2012, 02:40:46 am »
That's an interesting option you've added, WarriorOfToys.  Perhaps having some sort of rule where a nearby general could stop a routing unit or add morale (+1 attack or something) to a nearby unit.

WarriorOfToys

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Re: Melee Combat
« Reply #24 on: February 16, 2012, 03:45:08 am »
Great idea! So many war-games use that I cant believe I hadn't thought of it.
Ill start on it right away.
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WarriorOfToys

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Re: Melee Combat
« Reply #25 on: February 16, 2012, 03:57:13 am »
How does this sound?

Your General
Your general has +1 attacking die and +1 defending die and is considered heavy infantry even if he has no shield. If your general is riding a horse he gains +1 attacking die and is considered heavy cavalry even if he has no shield.
Your general also inspires your troops. If your general is placed within 1 move’s length of a unit not including a charge’s length, the unit receives +1 attacking die and gets +1 die if an enemy unit attempts to rout them. This applies to all units within 1 move’s length of your general.
Additionally, if your general is part of a unit that unit receives +1 attacking die and +3 die in the event an enemy unit attempts to rout them.


Also, any one who war-games PLEASE try out my rules and give me feedback.
I need to know how they work in real life situations and I don't have the chance to war-game enough to really test them.
I want to know more before I start changing the rules around.
-Warrior Of Toys

Justindo

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Re: Melee Combat
« Reply #26 on: February 16, 2012, 04:45:38 am »
I like your new general addition, WarriorOfToys!

I hope to use your rules in a wargame, but I know I won't get to it for months.  If and when I do, I'll make sure to post the results and my experiences. :)

WarriorOfToys

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Re: Melee Combat
« Reply #27 on: February 16, 2012, 05:24:38 am »
Thanks for your support Justindo. :)
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da Hugh

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Re: Melee Combat
« Reply #28 on: November 03, 2012, 09:20:39 am »
Hi WoT,  I have not tried these rules yet, but I have read them over quite a few times.  I would like to ask a question about the Turn Sequence.  It reads:

[The player who lost the Game Preparation die roll gets to move first.  Each unit or figure gets one move per Turn. When he has moved every figure he can, or wants to, the Turn switches to the other player.  Melee Combat is not simultaneous.]

The player who moves first, does he also attack first after all moves are made by both sides?  If yes, then the advantage will always go to the player who moves and attacks first.  And in further Turns, the 2nd player will always lose troops before he can attack.

What if the 1st Turn is as written, and in future Turns, the player who inflicted the most 'kills' in that Turn becomes the '1st Turn' for the next Turn.  And if this happens to be the current '1st Turn' player or in the case that both player's have the same number of 'kills', then the 1st Turn player remains as such.

Please try this option before adding or changing your rules.  Also, please start numbering your rules as version 1 or 3 or whatever.  This will help those of us who have downloaded past and future re-writes..

A great set of rules, simple and yet workable.  Thanks,

-- Donmobil

da Hugh

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Re: Melee Combat
« Reply #29 on: November 03, 2012, 10:06:17 am »
Oh, I was just visiting the Playmobil site and it occured to me that in your section that list the critters such as horses, elephants and chariots, perhaps a bit about troops encountering Dragons?  After there is a Dragon Land Theme.  I know that they are not historically accurate, but they are in the Playmobil  Knight's world.  Just a thought...

-- Donmobil