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Playsheets

 
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hjernstedt



Registreringsdatum: 31 mars 2010
Inlägg: 761
Ort: Uppsala

InläggPostat: 2011-05-05 17:30:04    Rubrik: Playsheets Svara med citat

Playsheets för Hail Caesar finns tillgängliga som pdf på Warlord Games http://www.warlordgames.co.uk/?p=10947
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"The general who advances without seeking fame and retreats without fear of disgrace, whose only thought is the protection of his country and service to his sovereign...is the jewel of his kingdom."

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MattaSoppa



Registreringsdatum: 31 mars 2010
Inlägg: 2965
Ort: Uppsala

InläggPostat: 2017-12-01 16:12:39    Rubrik: Re: Playsheets Svara med citat

hjernstedt skrev:
Playsheets för Hail Caesar finns tillgängliga som pdf på Warlord Games http://www.warlordgames.co.uk/?p=10947
Under HC-2017-kampanjen så gjorde jag ytterligare jobb på en HC-Game-Turn-reference, dvs. som komplement till Warlords Quick Reference Sheet.

(Jag kommer inte längre ihåg vem som gjorde första upplagorna av HC-Game-Turn-reference. Men TACK till den som det nu var.)

Hur som helst, jag har under 2017 (efter vår kampanj) filat mer på HC-Game-Turn-reference och nu finns en version 0.8.8 (numret började definitivt inte på 0.1.1 utan mycket högre) som jag är mycket nöjd med. Laughing

Den kommer att användas i morgon (den 2/12) för det HC-spelet.
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// mvh Mats M
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MattaSoppa



Registreringsdatum: 31 mars 2010
Inlägg: 2965
Ort: Uppsala

InläggPostat: 2017-12-04 02:44:21    Rubrik: Svara med citat

Det som följer är textmassan ur version 0.8.8. (Jag lägger inte ner tid på att redigera/formatera texten, dvs. här.)

Om någon vill få word-dokumentet, säg till.

===========

Start of turn

1. Check for Broken divisions (p.85)
Note - at this stage division with all units shaken is NOT broken.
Note -- Units in Broken division must move from the enemy (p.85). Give an order, use initiative or use free move. Disordered units also make one move!
2. Check if the Army is Defeated (p.84) -- The army is defeated if more than half of its divisions are broken.
3. Elite units (not in combat) might Recover, most use 4+.(p.99)
4. Initiative Move (p.31) -- Check for units that are within 12" from an enemy unit. These units may make one Initiative move.
4.1 Note that Proximity (p.34) probably applies.
4.2 Note. If an initiative move contacts an enemy unit, perform the Charge Response (p.60) immediately before proceeding with the next unit (p.60) using Initiative.

Orders

1. Pick a commander. This commander gives orders to single units (p.26) or groups of units (p.28) within the division.
2. Pick a unit/unit-group and give their an order.
3. Check Distance Modifiers (p.29) and throw the order dice (p.26). The commander succeeds, fails or blunders.
Note - The Army General can once per Command Phase re-roll order dice, even a blunder. (p.80)
4. Succeeds - If the commander succeeds:
4.1 Perform the order as stated. Note The opposing side performs any Traversing shots (p.50).
4.2 If a unit is contacted with a charge - perform the Charge Response immediately before proceeding to the next unit (p.60)
4.3 Note Giving a Rally or Follow-Me order ends order-giving for this commander (p.81).
4.4 If the commander has more units to order go to step 2.
5. Blunder - perform the blunder (p.30) No more orders for this commander. Notes Eager units (p.99) get result=6. Units in Testudo (p.105) formation get result 5 or 6.
6. Fails - If the commander fails - can’t give more orders, but check if Free move(s) are possible (p.31). These can move:
• tiny units, that represents scouts, civilians etc.
• units in column, testudo, wedge
• Baggage units and elephants on a road or track
• Drilled units (p.98), if given this failed order.
• Eager units (p. 99), if this failed order was to charge.
7. If this division is broken then non-ordered units (even if in disorder) must make one free move (p.85) away from danger.
8. The commander may move 24" to a new position (p.36).
9. Pick next commander and repeat from step 2.
10. When all orders has been given, check for:
10.1 Division with all units shaken is now broken (p.85).
10.2 Shaken Brave (p.99) unit 12" from enemy, rally one hit.
10.3 Check that all commanders have moved (p.36). If not, then don’t be strict. That is, move such commanders.

Ranged Attacks

1. Pick a unit and perform its Ranged Attacks (p.40ff).
1.1 Measure distances (p.40), nominate target (p.41), calculate # of dice (p.44), modifiers (p.45) and roll to hit (p.44).
1.2 Marksmen units (p.101) can re-roll one missed shot.
1.3 Enemy roll morale saves (p.47), mark casualties (p.48).
1.4 Immediately remove shattered units (p.48).
2. Pick next unit and repeat the steps above.
3. Do break test (p.48, 72-73) if any of these points applies:
• Newly shaken unit
• Already shaken unit get new hit(s)
• Attacker rolled one 6 to hit, when better than 6 to hit
• Attacker rolled two+ 6 to hit, when needing 6 to hit

Close Combat

1. Active player picks a fight (p.62ff). Use Clash-combat-value in 1st round. Otherwise use Sustained-combat-value (p.62).
1.1 Both commanders may join the combat (p.81).
1.2 Both players may declare closed ranks (p.66) for non-charging heavy infantry with shields.
1.3 For both players fighting units do: calculate # of dice (p.62-64), modifiers (p.64) and roll to hit (p.64).
1.4 Though Fighter units (p.106) can re-roll one missed attack.
1.5 All supporting units do: # of dice use Short Range value, modifiers (no Charge/Win mod p.69) and roll to hit (p.64).
1.6 Roll 2d6 for: Commanders may be killed/wounded (p.83).
1.7 Both players morale saves (p.47), mark casualties (p.48).
2. Check Combat result (p.70)
3 Shattered LOOSING units are removed (p.70), keep (p.83) excess casualties for re-distribution.
4. Redistribute excess casualties evenly on supporting units (p.70). Maximum for any supporting unit is to become shaken.
5. Make Break tests if needed (on involved units) (p.72, 75):
• A defeated fighting unit
• A fighting shaken unit get a draw
• A supporting unit, for which the fighting unit is removed
6. Perform Give-Ground (p76) and/or Sweeping-Advance (p.78) Note perform any Traversing shots (p. 50)
7. Repeat from step 1 until all fights has been resolved.

End of turn

1. Active player - Remove Disorder markers (p.74) Notes:
- Units in Close combat (p.70) keep Disorder markers.
- Levy unit (p.101) with Disorder needs to roll 4+ to remove.
2. Perform any special rules that occur at End-of-Turn.

Proximity

Proximity - triggers within 12" (for formed unit), 6" (for open order). Units in open order can be ignored by other formations.
Unit is now obliged to face an enemy unit. If an enemy in front, then it faces that unit. If not an enemy in front, the unit must move/maneuver to face an enemy (which was within 3 moves),
While a unit faces an enemy unit, it may only move towards or away from that enemy (p.34). Moving away may end proximity.
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// mvh Mats M
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christer



Registreringsdatum: 31 mars 2010
Inlägg: 2107
Ort: Uppsala

InläggPostat: 2017-12-04 08:27:52    Rubrik: Svara med citat

Strålande arbete!
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"The game’s afoot;
Follow your spirit: and upon this charge,
Cry — God for Harry! England and Saint George!”
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MattaSoppa



Registreringsdatum: 31 mars 2010
Inlägg: 2965
Ort: Uppsala

InläggPostat: 2017-12-04 16:19:50    Rubrik: Svara med citat

christer skrev:
Strålande arbete!
Lyckades du behålla den som jag gav dig i lördags?

Om inte, säg till så får du en ny i ditt fack.
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// mvh Mats M
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