Rules Variants

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youngr
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Rules Variants

Post by youngr » Thu Apr 03, 2014 6:51 am

Hi Folks

Here are a few suggestions for Rules Variants for your amusement and that you might like to try to spice up your games....

1) Artillery Destruction

After capturing an opponent’s artillery, during the Joint Action Phase, a player may opt to attempt to destroy / immobilise the guns. Roll a CMT and if you succeed, you may take the artillery off the table. (Same as for capturing a Camp).

+1 to die roll for Foot

2) Artillery Deployment

Heavy Artillery must be deployed on table in the first batch.
Medium Artillery must be deployed in the first or second batch.
Light Artillery can be deployed in any batch.

3) Army Command Test (ACT)

At the start of each players turn, before the Charge Phase, a player rolls for an Army Command Test, or ACT for short. Only do this for the initial 5 turns for each player.

To complete an ACT, roll 2xD6 and consult the following:

12 Inert Generals. As below but applies to 2 of your Generals

10, 11 Inert General. Nominate one of your own Generals as Inert for this turn. All Battle Groups that start within range of that General cannot charge or move closer to enemy. They can, however, change formation or facing. The General chosen must be in range of at least one friendly Battle Group

9 to 5 No Effect

3, 4 Active General. Nominate one of your Generals for this turn. During the Manoeuvre Phase, a Division or BG under his command can make a further move (i.e. max 3 for Foot, 4 for Cavalry).

2 Active Generals. Nominate two of your Generals for this turn. During the Manoeuvre Phase, a Division or BG under their command can make a further move (i.e. max 3 for Foot, 4 for Cavalry).

Adjust the ACT by the following:

+1 If 4 TC Generals are present on the table (on the basis that the more Generals you have the more likely they aren’t going to do what you tell them!)

-1 For each Field Commander present with the army or on a flank march

-2 For a Great Commander present with the army

The idea with this is to give a bit more incentive to having an FC or GC and less so for armies that have 4 TC’s

4) Combined Cavalry Battle Groups

Battle Groups of Cavalry that are graded Average or Poor can be combined into BG’s of between 2 and 8 bases. The number of BG’s must equal the original number. All bases must be of the same type, grade, weapon capability and armour (but see below).

A further variant of this is to allow combined groups of Cavalry bases but of different armour. The grade of armour cannot be more than a difference of one. Thus, armoured can be combined with unarmoured but not heavily armoured with unarmoured, for instance. Each BG must have at least 2 bases of each type. Therefore this doesn’t apply to BGs of 2 bases only.

The idea is to make Average or Poor Cavalry more popular and maybe more viable than presently seen in competition.

Thanks for your time :D

Cheers

Richard

urbanbunny1
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Re: Rules Variants

Post by urbanbunny1 » Tue Apr 08, 2014 10:01 pm

I definitely want to see Artillery be destroyed when you charge it, unless you choose to capture it. Having them as permeant fortifications that you can't get thru, if you hit them at a wrong angle is pants.

Brian and I had all sorts of issues with artillery in our game at the Challenge this weekend. We had mounted and foot staring at each other across artillery due to the angles and so on.

also, not being able to fire thru them at a battle group on the other side was annoying.

Simon

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